TEXT: A Necromancer’s Grimoire
  Alex Riggs, Joshua Zaback
  The Book of Martial Action
  II
  
  A Necromancer’s Grimoire
  The Book of Martial Action 
  II
  Alex Riggs, Joshua Zaback
  
  Product Identity: The following terms are hereby defined as product identity, as defined in the Open Gaming License 
  version 1.0a, Section 1(E), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  deities, etc) dialogue, plot, storylines, location, characters and trade dress.
  Artwork: All art in this book, besides the Necromancers of the Northwest logo, is either in the public domain, or is used 
  under a creative commons license or another license of some kind. Necromancers of the Northwest claims no copyright 
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  Open Game Content: Except for material designated as Product Identity or Artwork (see above), the game mechanics 
  of this Necromancers of the Northwest game product are Open Game Content, as defined in the Open Game License 
  version 1.0a Section 1(d). No portion of this work other than Open Game Content may be reproduced in any form 
  without written permission.
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  LLC does not guarantee compatibility, and does not endorse this product.
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  compatibility license.
  Designers
  Alex Riggs, Joshua Zaback
  Credits
  Necromancers of the Northwest, LLC
  8123 236th St SW, Unit 102
  Edmonds, WA, 98026
  www.necromancers-online.com
  Editor
  Rosa Gibbons
  
   Table of Contents
  The Five Disciplines of Martial Action........................................................................................................4
  Introduction............................................................................................................................................................5
  Classes......................................................................................................................................................................6
   
  Golden Soul Acolyte.....................................................................................................................................6
   
  Iron Duelist...................................................................................................................................................11
   
  River Walker................................................................................................................................................16 
   
  Shadow Assassin..........................................................................................................................................21
   
  Swallow........................................................................................................................................................26
  Feats.........................................................................................................................................................................32
   
  Flowing River Feats.....................................................................................................................................32
   
  Golden Soul Feats.........................................................................................................................................35
   
  Graceful Swallow Feats...............................................................................................................................39
  	
  Infinite	Shadow	Feats.................................................................................................................................42	
   
  Iron Ram Feats............................................................................................................................................46
  Appendix 1: Martial Action Basics................................................................................................................50
  OGL.........................................................................................................................................................................54
  
  4
   
  The Flowing River discipline emphasizes grace, speed, and mobility in 
  combat. It teaches that no matter how strong your opponent is, if you dodge 
  each of his blows, he will never defeat you, and that no matter how great your 
  foe’s defenses might be, if you can strike where he does not expect you, you will 
  prevail. In life, followers of the Flowing River remain ever-moving, as they 
  travel on the spiritual journey known as life.
   
  The Golden Soul discipline teaches that inner harmony and self 
  knowledge are the keys to victory, and that if you truly know yourself, you will 
  be undefeatable. Their style is well-balanced in many ways, and focuses on 
  using the flow of battle to empower themselves, but this only works if they 
  know their own limits. Followers of the golden soul tend to be calm and serene 
  outside of combat, and the discipline heavily stresses meditative techniques.
   
  The Graceful Swallow discipline is a showy, flashy fighting style 
  designed to make the user look impressive as he uses it, though it is no less 
  effective for doing so. The style involves many grand flourishes and flashy 
  techniques like disarming and tripping foes. Sometimes referred to as the 
  “Merciful Swallow,” because of its ability to defeat opponents without slaying 
  them, it is popular amongst youths and nobility.
   
  The Infinite Shadow discipline teaches that combat is a deadly, high-
  stakes situation, and that every possible advantage should be taken that your 
  foe is the one who winds up dead, and not you. This ruthless fighting style is 
  banned in many places, and teaches its users to take advantage of foes’ 
  vulnerabilities in order to deliver swift, decisive, and efficient killing blows. It 
  is a favorite of assassins, but also has a traditional background.
   
  The Iron Ram discipline is a heavy and brutal fighting style that is used 
  for dueling. Its techniques are incredibly well-suited for one-on-one combat, 
  and in such situations it is all but unbeatable, but it suffers heavily when used 
  against multiple opponents. Many of the style’s techniques allow the user to 
  prevent his foe from escaping or attacking elsewhere, while at the same time 
  providing the user with ample advantages against his single opponent.
  The Five Disciplines of Martial Action
  
  5
  Introduction
  	
  Much	is	said	about	the	rift	between	spellcasters	and	so-called	“martial”	classes	such	as	fighters	and	
  barbarians.	To	some,	the	main	difference	is	raw	power,	and	this	can	certainly	be	true.	But	a	greater	problem,	
  we	feel,	is	a	difference	in	choices:	while	a	high-level	wizard	or	cleric	literally	has	dozens	of	prepared	spells	
  to	choose	from	at	any	given	moment,	and	hundreds	of	potential	spells	to	prepare	each	day,	fighters	tend	to	
  choose	between	full-attacking	and	charging,	with	combat	maneuvers	typically	being	a	distant	afterthought	(and	
  typically	dismissed	as	being	too	much	hassle).
  	
  Some	time	ago,	we	proposed	a	solution	to	this	problem,	with	A Necromancer’s Grimoire: The Book 
  of Martial Action.	Inspired	in	part	by	books	that	had	come	before	it,	we	took	the	approach	of	giving	martial	
  characters	(and,	to	some	extent,	all	characters)	access	to	special	actions	that	they	could	perform,	to	liven	up	
  combat.	The	book	was	a	resounding	success,	but	naturally,	we	weren’t	satisfied.	After	all,	how	many	books	of	
  new	spells	come	out	for	spellcasters	each	year?	Several	are	put	out	by	Necromancers	of	the	Northwest	alone!	
  So,	naturally,	we	decided	it	was	high	time	to	give	adherents	of	martial	action	even	more	choices.
  	
  Rather	than	just	churn	out	another	collection	of	feats,	however,	we	decided	that	we	wanted	to	inject	
  a	little	more	flavor	and	identity	into	this	installment.	In	the	previous	book,	we	were	careful	to	avoid	getting	
  carried	away	flavorfully,	and	wanted	to	lay	a	groundwork	for	martial	action	techniques	that	would	fit	seamlessly	
  into	any	campaign	setting.	This	time,	though,	we	wanted	to	have	different	schools	or	styles	of	combat,	each	of	
  which would promote a different style of play.
  	
  Of	course,	we	also	wanted	the	book	to	be	usable	for	anyone	and	everyone.	If	you	haven’t	got	a	copy	of	
  A Necromancer’s Grimoire: The Book of Martial Action,	don’t	worry:	everything	you	need	to	get	started	is	in	
  this	book	(you	may	want	to	start	with	the	appendix,	in	the	back,	that	contains	all	the	ground	rules	for	techniques	
  and	martial	action	points).	If	you	have	the	previous	book	and	are	worried	that	you	won’t	be	able	to	make	use	of	
  the	new	content,	never	fear:	though	the	feats	in	this	book	are	thematically	tied	to	different	flavorful	schools,	you	
  can	dive	right	into	them	at	any	point,	even	if	your	character	is	already	high	level.	And	while	many	techniques	
  reward	you	for	investing	heavily	in	a	particular	discipline,	you’re	also	free	to	mix-and-match	and	create	your	
  own	unique	combat	style,	as	well.
  
  6
  Classes
  	
  The	following	section	presents	five	new	base	
  classes, each of which is associated with one of the 
  five	martial	disciplines	included	in	this	book	(Flowing	
  River,	Golden	Soul,	Graceful	Swallow,	Infinite	
  Shadow,	and	Iron	Ram).	The	classes	are	presented	in	
  alphabetical order.
  Golden	Soul	Acolyte	
   
  So you have come to learn the ways of the 
  golden soul, have you? The training is not easy; one 
  must master not only the techniques of the body, but 
  also achieve true harmony of the mind and spirit. 
  Through meditation and focus, you will learn to 
  unlock your inner potential and become much more 
  than a mere warrior.
   
  ~Guon Shi, Disciple of the Golden Soul
  	
  Golden	soul	acolytes	are	warriors	and	
  spiritualists	who	have	devoted	themselves	to	the	
  achievement	of	enlightenment	through	martial	skill.	
  They	are	accomplished	fighters	in	every	regard,	but	
  also	concern	themselves	with	matters	of	the	soul,	
  looking	to	further	their	path	to	personal	perfection	by	
  exploring	all	aspects	of	mortal	existence.
  	
  Unlike	traditional	martial	artists,	the	golden	
  soul	acolyte	is	chiefly	concerned	with	personal	
  perfection	and	attaining	his	ultimate	state,	rather	than	
  on	merely	mastering	the	best	ways	to	slay	his	foes.	
  A	golden	soul	acolyte	practices	a	number	of	potent	
  meditative	techniques	that	allow	him	to	tap	his	inner	
  power	to	achieve	superhuman	feats.	The	core	skills	of	
  the	golden	soul	acolyte	focus	on	personal	protection,	
  healing,	and	empowerment,	working	in	tandem	with	
  complementary	martial	techniques	which	produce	
  deadly	and	extremely	resilient	fighters.
  Making	a	Golden	Soul	Acolyte	
  	
  In	some	respects,	a	golden	soul	acolyte	is	very	
  similar	to	a	fighter.	He	needs	to	be	strong	and	healthy	
  in	order	to	live	a	fulfilling	existence,	and	his	primary	
  role in any party is likely to be combat-related. 
  However,	a	golden	soul	acolyte	also	has	a	lot	in	
  common	with	the	typical	monk,	placing	a	great	deal	of	
  emphasis	on	meditation,	athletics,	and	quasi-magical	
  powers.	Golden	soul	acolytes	fulfill	both	roles	well,	
  though	not	as	well	as	the	more	specialized	classes	can.
   
  Abilities:	As	martial	artists,	the	golden	soul	
  acolyte’s	primary	role	in	any	group	is	melee	combat;	
  as	such,	a	high	Strength	score	is	of	chief	importance	
  to	golden	soul	acolytes	who	need	to	be	able	to	hit	
  reliably	and	do	exceptional	damage.	Unlike	monks,	
  golden	soul	acolytes	are	capable	of	wearing	the	very	
  heaviest	of	armor,	and	often	do	so	while	training.	
  Because	of	this,	they	rely	less	on	Dexterity	to	avoid	
  being	hit	in	combat.	A	high	Constitution	score	is	
  less	important	to	golden	soul	acolytes	than	to	other	
  characters.	While	they	do	need	a	high	Constitution	
  score	to	provide	additional	hit	points	and	a	high	
  Fortitude	saving	throw,	the	more	powerful	a	golden	
  soul	acolyte	becomes,	the	less	he	needs	such	things	
  in	abundance,	as	he	gains	the	ability	to	heal	his	own	
  damage	and	cure	certain	adverse	conditions.	A	high	
  Intelligence	score	is	important	to	golden	soul	acolytes	
  who	intend	to	take	Combat	Expertise	and	related	
  feats, as well as those who wish to supplement the 
  low	skill	point	total	they	normally	receive.	A	golden	
  soul	acolyte	does	well	to	be	wise,	as	a	high	Wisdom	
  score	grants	him	additional	martial	action	points	
  and	influences	some	of	his	other	class	features.	Like	
  many martially-oriented characters, he is particularly 
  exposed	to	harm	from	mental	domination	spells.	
  When	they	aren’t	busy	fighting,	golden	soul	acolytes	
  spend	much	of	their	time	keeping	to	themselves	or	in	
  cloistered	monasteries,	and	thus	a	high	Charisma	is	
  rarely a chief concern.
   
  Alignment:	A	golden	soul	acolyte	can	be	of	
  any	non-chaotic	alignment.	The	path	of	the	golden	
  soul	is	a	difficult	one,	requiring	strict	discipline	
  and	a	commitment	to	finding	harmony	and	balance	
  within	oneself.	Most	followers	of	the	golden	soul	are	
  lawful	neutral	or	true	neutral,	depending	on	whether	
  the	golden	soul	acolyte	chooses	to	focus	more	on	
  achieving	perfect	discipline	or	perfect	harmony,	
  though	members	of	other	alignments	are	far	from	
  unheard	of.	The	way	of	the	golden	soul	does	not	
  believe	in	good	and	evil,	and	instead	focuses	on	the	
  actions	of	individuals	and	their	emotions,	believing	
  that	by	bringing	all	together	they	can	find	balance	and	
  
  7
  achieve	perfection,	an	ideal	which	appeals	to	both	
  good	and	evil	individuals.
   
  HD: d10.
  Class Skills
  	
  The	golden	soul	acolyte’s	class	skills	are	
  Acrobatics	(Dex),	Climb	(Str),	Craft	(Int),	Intimidate	
  (Cha),	Knowledge	(history)	(Int),	Knowledge	
  (nobility)	(Int),	Perception	(Wis),	Profession	(Wis),	
  Ride	(Dex),	Sense	Motive	(Wis),	Stealth	(Dex),	and	
  Swim	(Str).
   
  Skill Ranks Per Level:	2+	Intelligence	
  modifier.
  Class	Features
  	
  All	of	the	following	are	class	features	of	the	
  golden	soul	acolyte.
   
  Weapon and Armor Proficiencies:	Golden	
  soul	acolytes	are	proficient	with	all	simple	and	
  martial weapons, as well as with the kama, nunchaku, 
  siangham,	and	shuriken,	and	with	all	types	of	armor	
  (heavy,	light,	and	medium)	and	shields,	but	not	tower	
  shields.
   
  Table 1‐1: The Golden Soul Acolyte 
  Base Attack      
  Bonus
  Fort 
  Save
  Ref     
  Save
  Will 
  Save
  Level
  Special
  1st
  +1
  +2
  +0
  +2
  Bonus feat
  2nd
  +2
  +3
  +0
  +3
  Golden soul style
  3rd
  +3
  +3
  +1
  +3
  Soul's awakening
  4th
  +4
  +4
  +1
  +4
  Bonus feat
  5th
  +5
  +4
  +1
  +4
  Golden mastery 1
  6th
  +6/+1
  +5
  +2
  +5
  Golden body
  7th
  +7/+2
  +5
  +2
  +5
  Meditations of the soul
  8th
  +8/+3
  +6
  +2
  +6
  Bonus feat
  9th
  +9/+4
  +6
  +3
  +6
  The healing soul
  10th
  +10/+5
  +7
  +3
  +7
  Golden mastery 2
  11th
  +11/+6/+1
  +7
  +3
  +7
  Enlightenment of the soul
  12th
  +12/+7/+2
  +8
  +4
  +8
  Bonus feat
  13th
  +13/+8/+3
  +8
  +4
  +8
  Golden recovery 
  14th
  +14/+9/+4
  +9
  +4
  +9
  Protection of the soul
  15th
  +15/+10/+5
  +9
  +5
  +9
  Golden mastery 3
  16th
  +16/+11/+6/+1
  +10
  +5
  +10
  Bonus feat
  17th
  +17/+12/+7/+2
  +10
  +5
  +10
  Soul's emergance
  18th
  +18/+13/+8/+3
  +11
  +6
  +11
  Swift meditation
  19th
  +19/+14/+9/+4
  +11
  +6
  +11
  Soul's ascension
  20th
  +20/+15/+10/+5
  +12
  +6
  +12
  Bonus feat , golden mastery 4
   
  Bonus Feat:	Golden	soul	acolytes	are	
  practiced	in	the	ways	of	the	golden	soul.	At	1st	level,	
  the	golden	soul	acolyte	gains	the	Combat	Artist	feat,	
  as	well	as	either	the	Gilt	Swing	feat	or	the	Golden	
  Focus	feat	as	bonus	feats.	At	4th	level,	and	every	four	
  levels	thereafter,	the	golden	soul	acolyte	receives	a	
  new	golden	soul	technique	feat	as	a	bonus	feat.	He	
  must	still	meet	all	prerequisites	necessary	to	gain	the	
  chosen feat.
   
  Golden Soul Style (Ex):	As	experts	in	the	
  golden	soul	style,	golden	soul	acolytes	are	better	at	
  using	the	school’s	techniques	and	stances	than	their	
  peers.	Beginning	at	2nd	level,	the	golden	soul	acolyte	
  is	treated	as	though	he	had	more	golden	soul	technique	
  feats than he actually possesses for the purposes of 
  feats	and	abilities	that	rely	on	the	number	of	golden	
  soul	technique	feats	he	possesses.	For	every	two	
  golden	soul	technique	feats	the	golden	soul	acolyte	
  possesses,	he	is	treated	as	though	he	possesses	one	
  more	golden	soul	technique	feat	for	the	purposes	of	
  such feats and abilities.
   
  Soul’s Awakening (Ex):	As	a	golden	soul	
  acolyte	continues	to	train	in	the	ways	of	the	golden	
  soul,	his	soul	is	revitalized,	allowing	him	to	fuel	his	
  martial	skill	with	his	very	spirit.	Beginning	at	3rd	level,	
  the	number	of	martial	action	points	a	golden	soul	
  
  8
  acolyte	can	have	in	his	martial	action	point	pool	is	
  increased	by	an	amount	equal	to	his	Wisdom	modifier.
   
  Golden Mastery (Ex):	As	a	golden	soul	
  acolyte’s	skill	and	expertise	in	the	ways	of	the	
  golden	soul	increase	over	time,	he	learns	to	use	those	
  skills	with	greater	efficiency.	Beginning	at	5th	level,	
  whenever	the	golden	soul	acolyte	uses	a	golden	soul	
  technique	feat,	he	needs	to	spend	1	less	martial	action	
  point to do so than he otherwise would. This cannot 
  reduce the cost below 1 point. At 10th	level,	and	
  every	5	levels	thereafter,	the	cost	is	decreased	by	an	
  additional martial action point.
   
  Golden Body (Ex):	A	golden	soul	acolyte	
  learns	secret	meditative	techniques	which	allow	him	
  to	access	his	inner	strength	and	greatly	enhance	his	
  ability	to	perform	certain	tasks.	Beginning	at	6th	level,	
  the	golden	soul	acolyte	can	spend	any	number	of	
  martial	action	points	(up	to	his	base	attack	bonus)	as	
  a	swift	action.	For	each	martial	action	point	spent	this	
  way,	he	gains	a	+2	competence	bonus	on	all	Strength-	
  and	Dexterity-based	skill	checks	for	a	number	of	
  rounds	equal	to	his	Wisdom	modifier.
   
  Meditations of the Soul (Ex):	A	golden	soul	
  acolyte’s	intense	focus	on	martial	meditations	allows	
  him	to	recover	his	focus	and	strength	at	an	alarming	
  rate.	Beginning	at	7th	level,	as	a	standard	action,	a	
  golden	soul	acolyte	can	recover	a	number	of	martial	
  action	points	equal	to	1/2	his	class	level,	rounded	
  down.	He	can	use	this	ability	a	number	of	times	per	
  day	equal	to	his	Wisdom	modifier	(minimum	1).	
   
  The Healing Soul (Ex):	A	golden	soul	acolyte	
  can meditate and focus on his body in order to knit 
  together	his	own	skin,	effectively	healing	himself	at	
  incredible	speed.	Beginning	at	9th	level,	a	golden	soul	
  acolyte can spend any number of martial action points 
  as	a	move	action;	if	he	does,	he	recovers	2	hit	points	
  per martial action point spent this way. 
   
  Enlightenment of the Soul (Ex):	As	a	golden	
  soul	acolyte’s	training	progresses,	he	gains	insight	into	
  his	own	abilities	and	can	exercise	more	control	over	
  himself.	Beginning	at	11th	level,	the	number	of	martial	
  action	points	a	golden	soul	acolyte	can	spend	each	
  round	is	increased	by	an	amount	equal	to	his	Wisdom	
  modifier.
   
  Golden Recovery (Ex):	A	golden	soul	acolyte	
  can spend a short time to meditate and cure himself 
  of	deadly	ailments.	Beginning	at	13th	level,	as	a	full-
  round	action	the	golden	soul	acolyte	can	spend	3	
  martial action points to cure himself of any of the 
  following	conditions:	fatigued,	sickened,	shaken	
  or	staggered.	By	spending	5	points,	he	can	cure	
  himself	of	the	blinded,	dazed,	deafened,	or	exhausted	
  conditions, or cure himself of any diseases or poisons 
  from	which	he	is	currently	suffering.	By	spending	
  10 martial action points, he cures himself of all of 
  the	preceding	conditions	and	ailments	from	which	
  he	might	be	suffering,	and	also	recovers	from	the	
  confused condition. 
   
  Protection of the Soul (Ex):	A	golden	soul	
  acolyte can focus on his soul in order to channel 
  his	inner	power	to	protect	himself	against	magic	
  attacks.	Beginning	at	14th	level,	a	golden	soul	acolyte	
  can spend any number of martial action points as a 
  swift	action.	If	he	does,	he	gains	an	amount	of	spell	
  resistance	equal	to	5	+	the	number	of	points	spent	
  this	way	for	a	number	of	rounds	equal	to	his	Wisdom	
  modifier	(minimum	1).
   
  Soul’s Emergence (Ex): Near the end of his 
  training,	a	golden	soul	acolyte	learns	to	fully	channel	
  his	inner	self	to	empower	his	outer	self.	Beginning	at	
  17th	level,	the	golden	soul	acolyte	chooses	one	of	two	
  benefits	to	gain.	He	can	choose	a	defensive	bonus,	
  in	which	case	he	gains	a	dodge	bonus	to	AC	equal	to	
  his	Wisdom	modifier,	as	well	as	a	competence	bonus	
  on	all	saving	throws	equal	to	his	Wisdom	modifier.	
  Alternatively,	he	can	gain	an	offensive	bonus,	in	
  which	case	he	gains	a	competency	bonus	on	all	attack	
  rolls	and	weapon	damage	rolls	equal	to	his	Wisdom	
  modifier.	
   
  Swift Meditation (Ex): Beginning	at	18th 
  level,	a	golden	soul	acolyte	can	use	his	meditations	of	
  the soul class features as a swift action, instead of a 
  standard action.
   
  Soul’s Ascension (Ex):	As	a	golden	soul	
  acolyte’s	training	nears	completion,	he	achieves	a	
  greater	awareness	of	himself	and	his	martial	skill.	
  Beginning	at	19th	level,	a	golden	soul	acolyte	adds	
  twice	his	Wisdom	modifier	to	the	number	of	martial	
  action	points	he	can	have	in	his	pool	and	spend	each	
  round,	instead	of	adding	his	Wisdom	modifier.
  
  9
  Playing	a	Golden	Soul	Acolyte
  	
  Golden	soul	acolytes	are	warriors	who	focus	
  their	entire	beings	on	their	journey	towards	personal	
  perfection.	They	give	everything	they	have	in	order	
  to	be	the	best	at	whatever	they	do	and	will	stop	at	
  nothing	to	achieve	their	goals.	Driven	and	highly	
  disciplined,	a	golden	soul	acolyte	is	a	very	serious	
  character who has little time for nonsense. 
  	
  Golden	soul	acolytes	view	everything	as	an	
  opportunity	to	improve	and	to	reinforce	their	training.	
  They	view	all	tasks	with	the	stoic	and	disciplined	
  mind of a warrior monk. Their obsession with personal 
  perfection	makes	them	stern	and	difficult	to	get	along	
  with,	though	those	that	put	in	the	time	find	that	there	
  are no more loyal or trustworthy allies.
   
  Races:	Like	most	high	martial	arts,	the	
  tradition	of	the	golden	soul	stems	from	humanity,	and	
  it is most common for humans to walk the path of the 
  golden	soul	acolyte.	It	is	not	particularly	uncommon	
  to	find	members	of	other	races	among	the	golden	
  soul’s	ranks,	however.	Dwarves	in	particular	find	
  that	they	excel	as	golden	soul	acolytes	due	to	their	
  natural inclinations towards wisdom, contemplation 
  and	defense.	Elves	find	that	the	golden	soul	offers	
  a	very	civilized	approach	to	martial	combat,	and	
  many	leave	the	venerable	martial	traditions	of	their	
  own	people	hoping	to	achieve	closeness	with	their	
  gods	and	ancestors	as	they	travel	the	path	of	the	
  enlightened	sword.	Half-elves	or	half-orcs	join	the	
  order	of	the	golden	soul	in	order	to	find	belonging	or	
  to	find	themselves	along	its	mystical	road.	Halflings	
  and	gnomes	rarely	find	the	patience	for	the	golden	
  soul’s	slow,	contemplative	approach,	and	fighters	of	
  those	races	tend	to	prefer	more	adventurous	and	daring	
  styles.
   
  Religion:	The	golden	soul	is	very	much	
  like	a	religion,	though	it	has	no	gods	to	worship	
  and	does	not	restrict	its	members	from	practicing	
  whatever	faith	they	desire.	The	strict	tenets	and	rigid	
  philosophies	of	the	golden	soul	provide	a	dogma	
  of	discipline	and	personal	perfection	that	leaves	
  little time for relationships with churches or deities. 
  Rather,	followers	of	the	golden	soul	focus	primarily	
  on	achieving	their	own	personal	enlightenment,	and	
  everything	they	do	is	in	furtherance	of	that	singular	
  goal.
   
  Other Classes:	Golden	soul	acolytes	get	
  along	well	with	monks	and	paladins	chiefly	because	
  members of those classes share their intense 
  appreciation for discipline, order, and martial skill. 
  Many	who	follow	the	way	of	the	golden	soul	belong	
  to those classes, and so it is natural for them to fall in 
  with	golden	soul	acolytes.	Golden	soul	acolytes	care	
  little	for	barbarians	or	what	they	view	as	mindless	
  fighters,	considering	such	so-called	martial	artists	to	
  be	beneath	them	and	detrimental	to	achieving	their	
  own	goals.	Similarly,	golden	soul	acolytes	often	spurn	
  the	company	of	healers	such	as	clerics	and	druids;	
  since	they	can	heal	themselves,	they	believe	that	
  relying	on	such	individuals	makes	them	weak	and	
  therefore	unworthy	of	walking	the	path	they	are	on.	
  Many	golden	soul	acolytes	recruit	arcane	spellcasters	
  to	expedite	travel	or	otherwise	deal	with	the	mundane	
  tasks	of	adventuring.
  Golden	Soul	Acolytes	in	the	World
   
  Their methods are unusual, but in a way, the 
  followers of the Golden Soul find their own kind of 
  spiritual enlightenment. Though I suspect it is a lonely 
  life without the comfort of devotion to one’s gods, the 
  
  10
  results that members of such disciplines are able to 
  find is undeniable, as is their fabled skill in battle.
   
  ~Eridilis, Elven Cleric 
  	
  Golden	soul	acolytes	devote	their	lives	to	
  personal	perfection.	They	spend	most	of	their	lives	
  apart	from	the	world,	considering	matters	of	their	own	
  mind,	body	and	spirit,	and	learning	to	bring	those	
  forces	into	balance.	As	such,	most	have	little	time	
  for	the	world	at	large	and	tend	to	view	it	mostly	in	
  contrast	with	themselves.	A	few	golden	soul	acolytes	
  disagree	with	this	position	and	feel	that	a	deep	
  connection	to	the	world	is	important	to	understanding	
  themselves	and	achieving	true	enlightenment.	Such	
  individuals	often	become	adventurers.
   
  Daily Life:	Golden	soul	acolytes	adhere	to	a	
  strict	and	rigid	lifestyle,	dominated	by	training	and	
  meditation.	Most	spend	their	lives	in	and	around	
  monasteries	devoted	to	the	ideals	of	personal	
  enlightenment	and	martial	training.	In	these	
  monasteries,	life	is	organized	by	the	most	skilled	and	
  experienced	member,	who	does	his	best	to	train	the	
  others	under	him	so	that	they	may	one	day	achieve	
  their	aims.	Because	training	is	left	up	to	these	masters,	
  the	experience	varies	wildly,	and	some	followers	of	
  the	golden	soul	spend	their	time	traveling	and	seeking	
  one	who	could	prove	to	be	their	ultimate	teacher.
   
  Notables:	The	greatest	of	the	golden	soul	
  masters	still	living	is	a	woman	named	Nori	Hazu,	
  who	runs	a	formal	school	for	martial	training	in	the	
  distant	Koziri	Mountains.	The	school	grounds	cover	
  much	of	the	heavy	jungle	and	remote	mountains,	and	
  the	students	and	their	families	are	the	only	civilized	
  people	to	inhabit	the	region.	Nori	Hazu	herself	claims	
  to	have	come	close	to	achieving	enlightenment,	and	
  can	boast	that	she	has	never	been	defeated	in	combat.	
  Her	most	famous	exploit,	outside	of	those	learned	
  in	the	ways	of	the	golden	soul,	is	the	defeat	of	the	
  demon	knight	Sheribo	and	his	army	of	ogres,	which	
  threatened	her	school	nearly	a	decade	ago.	After	she	
  rallied	her	students	to	a	firm	defense,	she	personally	
  slew	Sheribo	and	led	her	students	to	victory	over	his	
  ogres	without	suffering	a	single	casualty.
  	
  The	founder	of	the	golden	soul	tradition	and	its	
  greatest	master	was	a	man	named	Pi,	who	wandered	
  the	planes	from	parts	unknown	over	300	years	ago.	
  Not	quite	human,	Pi	was	a	warrior	of	immense	skill	
  and	artistry	who	was	well	along	the	path	to	what	he	
  called	“ascension	through	the	sword”—a	philosophy	
  still	practiced	within	the	order	of	the	golden	soul	to	
  this	day—when	he	met	a	human	swordsman	who	
  challenged	him	to	a	duel.	That	warrior	was	actually	
  Fredrik	Gerand,	an	accomplished	swordsman	of	
  the then well-established iron ram school of martial 
  combat.	Fredrik	ultimately	won	the	duel,	a	fact	
  which	still	incenses	many	of	the	golden	soul	to	this	
  day.	Following	the	duel,	Pi	had	a	revelation	about	
  martial combat and in the space of three days created 
  every	technique	known	to	the	golden	soul.	Before	
  his	ascension,	he	taught	his	skills	and	philosophy	
  to	those	warriors	he	had	met	in	his	travels	who	had	
  proved	themselves	of	sound	mind	and	noble	purpose,	
  effectively	founding	the	golden	soul	as	we	know	them	
  today.
   
  Organizations:	The	golden	soul	is	a	loosely	
  organized	martial	order,	centered	around	local	schools	
  and	monasteries	devoted	to	the	tradition.	These	local	
  chapters are each run by a master who instructs the 
  senior students, who instruct the junior students, who 
  assess	potential	new	members.	Everything	is	arranged	
  according	to	skill	at	the	golden	soul	techniques	and	
  understanding	of	the	philosophy	behind	them,	which	
  tends	to	vary	slightly	from	master	to	master.	One	thing	
  which	rarely	changes	is	that	absolute	obedience	is	
  expected	to	be	given	to	your	superiors.
  	
  The	largest	school	currently	in	existence	is	run	
  by	Nori	Hazu,	and	the	school	grounds	and	surrounding	
  village	(which	is	home	to	the	families	of	students	and	
  to	those	who	can	profit	off	the	school)	cover	nearly	
  an	entire	mountain.	The	village	and	the	school	are	
  both	governed	by	Nori	herself,	who	stresses	that	her	
  students focus on the basics and that meditation and 
  practice	will	reveal	the	more	advanced	secrets	of	the	
  world in due time.
   
  NPC Reactions:	Golden	soul	acolytes	
  are	generally	very	poorly	received	by	the	rest	of	
  the	world,	who	disapprove	of	their	surly	and	self-
  important	manners.	Still,	many	seeking	enlightenment,	
  training	or	both	flock	to	the	golden	soul	in	droves	
  seeking	to	prove	their	own	worth	and	reach	those	lofty	
  goals.
  
  11
   
  Golden Soul Acolyte Lore: Characters with 
  ranks	in	Knowledge	(local)	can	research	golden	soul	
  acolytes to learn more about them. When a character 
  makes this skill check, read or paraphrase the 
  information	from	the	table	below,	including	the	entries	
  for lower DCs.
  DC 
  Information
  10	
  Golden	soul	acolytes	are	martial	adepts	who			
  	
  specialize	in	the	golden	soul	school	of	combat.
  15	
  Golden	soul	acolytes	are	monk-like	fighters			
   
  who focus on self-perfection.
  20	
  Golden	soul	acolytes	are	better	able	to	use		 	
  	
  techniques	of	the	golden	soul	school	and	can															
   
  do so more often than other characters.
  25	
  In	addition	to	being	masters	of	golden	soul		 	
  	
  techniques,	golden	soul	acolytes	can	use	their		
  	
  inner	strength	to	power	their	attack,	defenses,		
  	
  and	even	heal	their	wounds.
  30	
  Characters	who	achieve	this	level	of	success		
  	
  can	learn	important	details	about	specific
  	
  golden	soul	acolytes,	the	areas	in	which	they
  	
  operate,	the	activities	they	undertake,	and	so
   
  on.
  Iron Duelist
   
  Foul creature, you will fight me! You cannot 
  flee, and you cannot win. This shall be your final 
  battle.
   
  ~Julia Neurin, Iron Duelist 
  	
  Iron	duelists	are	the	final	authority	on	one-on-
  one	combat,	obsessed	with	personal	glory	and	gifted	
  beyond compare in the art of the duel. They train from 
  the moment they choose their profession in order to 
  be	the	best	at	dueling,	believing	the	duel	to	be	the	
  ultimate	test	of	one’s	skills,	with	life	awarded	to	the	
  winner	and	death	being	the	consequence	for	failure.	
  	
  Iron	duelists	excel	at	single	combat	to	such	
  a	degree	as	to	preclude	them	from	nearly	any	other	
  combat	role.	All	of	their	training	focuses	on	fighting	
  one	foe	at	a	time	and	rewards	them	for	dedicating	
  themselves	to	dispatching	a	single	enemy,	while	
  hindering	foes	who	choose	to	ignore	them.	The	iron	
  duelist is also a master of the iron ram school of 
  martial	combat,	granting	her	enhanced	access	to	that	
  school’s	duel-focused	techniques.
  Making	an	Iron	Duelist
   
  An iron duelist is a true toe-to-toe warrior, with 
  little	room	for	being	anything	else.	She	focuses	all	her	
  time	and	effort	on	defeating	her	enemies	as	quickly	
  and	as	efficiently	as	possible.	Iron	duelists	tend	to	
  focus	on	melee	combat	with	only	a	light	emphasis	
  on	ranged	combat,	as	many	of	the	iron	ram	school’s	
  specialized	feats	require	being	gifted	in	melee	combat.	
   
  Ability Scores: Because many of the iron 
  ram’s	specialized	techniques	involve	the	use	of	melee	
  attacks,	and	because	some	of	the	iron	duelist’s	special	
  techniques	require	that	she	engage	her	foe	face-to-
  face,	iron	duelists	favor	Strength	above	all	other	
  ability scores, as it allows them to hit more often 
  in	melee	combat	and	deal	more	damage.	Dexterity	
  is	of	limited	importance	to	an	iron	duelist;	while	it	
  does contribute to her AC, as well as to her CMD 
  and	ranged	attacks,	iron	duelists	focus	less	on	these	
  things	and	more	on	taking	the	fight	directly	to	the	
  enemy.	Thus,	although	few	iron	duelists	would	neglect	
  Dexterity,	most	do	not	feel	a	need	to	invest	too	much	
  into	it.	A	high	Constitution	is	as	important	to	the	iron	
  duelist	as	to	any	melee	fighter,	and	the	extra	hit	points	
  are a welcome addition to her combat abilities, as she 
  can	expect	to	take	the	brunt	of	abuse	from	any	foe	she	
  challenges.	A	high	Wisdom	is	important	for	avoiding	
  mental attacks, but most iron duelists would rather kill 
  their foes before they can use those attacks at all, and 
  while	they	would	enjoy	a	high	Wisdom,	they	don’t	
  particularly rely on it. 
   
  Alignment: Iron duelists can be of many 
  different	alignments,	depending	on	what	motivates	the	
  individual,	and	generally	find	that	ethics	has	little	to	
  do with their profession. Lawful iron duelists laud trial 
  by	combat	with	complex	and	ritualistic	features,	while	
  chaotic	iron	duelists	favor	picking	fights	whenever	
  it	pleases	them	and	letting	their	blade	do	the	talking.	
  Good	iron	duelists	are	often	champions	of	righteous	
  causes	who	use	their	skills	to	further	advance	the	
  goals	of	goodness.	Evil	iron	duelists	are	sometimes	
  champions	of	malevolence	in	this	way,	but	are	much	
  more	often	inclined	to	duel	purely	for	personal	gain.
   
  HD: d10.
  
  12
  Class Skills
  	
  The	iron	duelist’s	class	skills	are	Climb	
  (Str),	Craft	(Int),	Handle	Animal	(Cha),	Intimidate	
  (Cha),	Knowledge	(dungeoneering)	(Int),	Knowledge	
  (engineering)	(Int),	Profession	(Wis),	Ride	(Dex),	
  Survival	(Wis),	and	Swim	(Str).
   
  Skill Ranks Per Level:	2	+	Intelligence	
  modifier.
  Class	Features
  	
  All	of	the	following	are	class	features	of	the	
  iron duelist.
   
  Weapon and Armor Proficiency: Iron 
  duelists	are	proficient	with	all	simple	and	martial	
  weapons,	and	with	all	types	of	armor	(heavy,	light,	and	
  medium)	and	both	shields,	but	not	tower	shields.
   
  Bonus Feat: Iron duelists are particularly 
  adept	at	the	techniques	of	the	iron	ram	school	of	
  martial combat. At 1st	level,	an	iron	duelist	gains	both	
  the	Combat	Artist	feat	and	either	the	Challenging	
  Strike	feat	or	the	Heat	the	Anvil	feat	as	bonus	feats.	
  Additionally,	at	4th	level,	and	every	4	levels	thereafter,	
  she	gains	an	additional	iron	ram	feat	as	a	bonus	feat.	
  Table 1‐2: The Iron Duelist
  Base Attack      
  Bonus
  Fort 
  Save
  Ref     
  Save
  Will 
  Save
  Level
  Special
  1st
  +1
  +2
  +0
  +0
  Bonus feat
  2nd
  +2
  +3
  +0
  +0
  Iron ram style
  3rd
  +3
  +3
  +1
  +1
  Iron offense +1
  4th
  +4
  +4
  +1
  +1
  Bonus feat
  5th
  +5
  +4
  +1
  +1
  Iron mastery 1
  6th
  +6/+1
  +5
  +2
  +2
  Iron defense
  7th
  +7/+2
  +5
  +2
  +2
  Ram strike 
  8th
  +8/+3
  +6
  +2
  +2
  Bonus feat
  9th
  +9/+4
  +6
  +3
  +3
  Iron offense +2
  10th
  +10/+5
  +7
  +3
  +3
  Iron mastery 2
  11th
  +11/+6/+1
  +7
  +3
  +3
  Brutal ram +3
  12th
  +12/+7/+2
  +8
  +4
  +4
  Bonus feat
  13th
  +13/+8/+3
  +8
  +4
  +4
  Improved ram strike
  14th
  +14/+9/+4
  +9
  +4
  +4
  Brutal ram +4
  15th
  +15/+10/+5
  +9
  +5
  +5
  Iron mastery 3, iron offense +3
  16th
  +16/+11/+6/+1
  +10
  +5
  +5
  Bonus feat
  17th
  +17/+12/+7/+2
  +10
  +5
  +5
  Brutal ram +5
  18th
  +18/+13/+8/+3
  +11
  +6
  +6
  Iron critical 
  19th
  +19/+14/+9/+4
  +11
  +6
  +6
  Greater ram strike
  20th
  +20/+15/+10/+5
  +12
  +6
  +6
  Bonus feat , brutal ram +6, iron mastery 4
  She	must	still	meet	all	prerequisites	necessary	to	gain	
  the chosen feat.
   
  Iron Ram Style (Ex):	As	experts	in	the	iron	
  ram	style,	iron	duelists	are	better	at	using	the	school’s	
  techniques	and	stances	than	their	peers.	Beginning	
  at	2nd	level,	the	iron	duelist	is	treated	as	though	she	
  had	more	iron	ram	technique	feats	than	she	actually	
  possesses for the purposes of feats and abilities that 
  rely	on	the	number	of	iron	ram	technique	feats	she	
  possesses.	For	every	two	iron	ram	technique	feats	the	
  iron	duelist	possesses,	she	is	treated	as	though	she	
  possesses	one	more	iron	ram	technique	feat	for	the	
  purposes of such feats and abilities.
   
  Iron Offense (Ex): An iron duelist focuses 
  her	efforts	on	fighting	one	opponent	at	a	time,	and	as	
  the	battle	progresses	she	learns	her	foe’s	movements,	
  allowing	her	to	better	end	the	battle	in	her	favor.	
  Beginning	at	3rd	level,	the	iron	duelist	gains	a	+1	
  circumstance	bonus	on	all	attack	rolls	made	against	
  the	target	of	the	last	attack	she	made	since	the	
  beginning	of	her	last	turn.	At	9th	level,	and	again	at	15th 
  level,	this	bonus	increases	by	an	additional	+1.	
   
  Iron Mastery (Ex): As an iron duelist 
  continues	to	practice	her	techniques	and	skills,	she	
  learns	to	perform	iron	ram	techniques	more	easily	than	
  
  13
  other	characters.	Beginning	at	5th	level,	whenever	the	
  iron	duelist	uses	an	iron	ram	technique	feat,	she	needs	
  to spend 1 less martial action point to do so than she 
  otherwise would. This cannot reduce the cost below 1 
  point. At 10th	level,	and	every	5	levels	thereafter,	the	
  cost is decreased by an additional martial action point.
  the cost in martial action points to perform any iron 
  ram	technique	is	reduced	by	1	(minimum	1).	At	10th 
  level,	and	every	5	levels	thereafter,	this	discount	
  increases by +1.
   
  Iron Defense (Ex): An iron duelist is 
  exceptional	at	defending	herself	against	her	chosen	
  foes.	Beginning	at	6th	level,	whenever	the	iron	duelist	
  is attacked in melee by a creature who attacked her in 
  the	preceding	round,	she	gains	a	dodge	bonus	to	AC	
  equal	to	1/3	the	number	of	iron	ram	technique	feats	
  she	possesses	(rounded	down,	minimum	1)	against	
  that attack. 
   
  Ram Strike (Ex): An iron duelist is able to 
  strike	with	blinding	speed	against	her	least	suspecting	
  foes.	Beginning	at	7th	level,	the	iron	duelist	can	spend	
  martial action points in order to make attacks of 
  opportunity	against	foes	that	begin	their	turn	within	
  her	threat	range.	Whenever	a	creature	within	her	
  threat	range	performs	an	action	which	would	provoke	
  an attack of opportunity, the iron duelist can spend 
  3 martial action points in order to make an attack of 
  opportunity	against	that	target,	even	if	she	has	already	
  used all of her attacks of opportunity this round. 
  She	may	even	use	this	ability	if	the	target	possesses	
  an ability which would normally allow him to not 
  provoke	an	attack	of	opportunity,	such	as	by	making	a	
  trip	attempt	with	the	Improved	Trip	feat.	However,	in	
  such	cases,	the	cost	to	perform	the	technique	increases	
  to	5	martial	action	points.	The	iron	duelist	cannot	use	
  this	ability	more	than	once	for	any	given	action	that	
  provokes	an	attack	of	opportunity.
   
  Improved Ram Strike (Ex): Beginning	at	
  13th	level,	foes	who	use	the	withdraw	action	to	exit	a	
  square	that	an	iron	duelist	threatens	provoke	an	attack	
  of	opportunity	from	the	iron	duelist,	as	though	they	
  had	moved	normally.
   
  Brutal Ram (Ex):	An	iron	duelist	eventually	
  learns	to	deliver	more	powerful	blows	against	
  creatures	she	is	dueling.	Beginning	at	11th	level,	the	
  iron duelist can spend 3 martial action points in order 
  to	gain	a	+3	bonus	on	all	damage	rolls	made	against	
  a	creature	that	is	the	target	of	her	iron	offence	ability.	
  At	14th	level,	and	every	3	levels	thereafter,	this	bonus	
  increases	by	+1,	to	a	maximum	of	+6	at	20th	level.	
   
  Iron Critical (Ex): As she approaches the 
  pinnacle of her mastery, the iron duelist is better able 
  to	deliver	deadly	blow	to	her	enemies.	Beginning	at	
  18th	level,	whenever	the	iron	duelist	makes	an	attack	
  against	a	creature	who	is	the	target	of	her	iron	offense	
  ability, she increases the critical multiplier of the 
  weapon by 1 for the purposes of that attack. 
   
  Greater Ram Strike (Ex): Beginning	at	19th 
  level,	foes	who	take	a	5-ft.	step	to	exit	a	square	that	an	
  iron	duelist	threatens	provoke	an	attack	of	opportunity	
  from	the	iron	duelist,	as	though	they	had	moved	
  normally.
  Playing	an	Iron	Duelist	
  	
  Iron	duelists	are	obsessed	with	proving	their	
  worth	through	martial	combat	and	everything	they	
  do	is	done	with	the	ultimate	goal	of	improving	their	
  ability to do just that. While some iron duelists are 
  violent	men	with	a	lust	for	wanton	combat	and	others	
  
  14
  are	civilized	champions	of	just	causes,	all	iron	duelists	
  share	the	same	pride	in	fighting	and	place	high	
  emphasis	on	winning	battles.
  	
  Iron	duelists	view	the	world	as	full	of	foes	to	
  be	overcome.	They	strive	always	to	prove	themselves	
  the	best,	not	by	achieving	heights	greater	than	other	
  men	but	by	defeating	other	men	directly,	thus	proving	
  their superiority beyond any doubt. Apart from 
  this	basic	ideal,	iron	duelists	have	many	personal	
  philosophies	that	produce	wildly	different	world	views	
  in	individuals.
   
  Races: Iron duelists hail from many races, 
  but	humans	and	dwarves	are	the	most	common	
  due	to	their	commonly	short	tempers	and	flair	for	
  violence.	Elves,	particularly	young	elves	with	a	
  passion	for	dueling	that	their	elders	find	distasteful,	
  can sometimes become iron duelists in the pursuit of 
  becoming	the	best	at	their	chosen	craft.	Half-elves	or	
  half-orcs become iron duelists for the same reasons 
  humans	do—because	they	find	themselves	in	a	lot	
  of	fights	and	want	to	win.	Halflings	and	gnomes	
  with a martial bent often choose the path of the iron 
  duelist	because	of	the	emphasis	on	single	combat,	and	
  powerful	techniques	help	make	up	for	their	lack	of	
  physical	prowess.	Smaller	iron	duelists	often	have	a	
  chip on their shoulder and may rush blindly into more 
  damage	than	they	can	handle.
   
  Religion: Iron duelists are sometimes 
  religious,	especially	those	who	choose	to	devote	their	
  services	to	a	cause,	as	many	find	themselves	drawn	
  to	churches	of	their	particular	ideologies	as	worthy	
  patrons.	Others	find	that	worshiping	gods	of	combat	
  can	give	them	an	edge	in	fights.	Some	others	worship	
  gods	of	death,	as	they	know	that	they	court	death	and	
  send	many	to	their	graves	every	day.	
   
  Other Classes: Iron duelists would much 
  prefer	to	fight	others	than	work	alongside	them,	but	
  often	find	that	their	journeys	necessitate	the	aid	of	
  members	of	other	classes.	In	general,	iron	duelists	
  prefer	to	surround	themselves	with	supporting	casts,	
  favoring	bards,	who	can	chronicle	the	deeds	of	the	
  iron	duelist	and	empower	her	in	combat,	above	all	
  others.	They	also	find	that	clerics	are	incredibly	handy	
  to	have	around,	as	they	can	both	enhance	the	iron	
  duelist before battle and patch her up afterwards. 
  Wizards	are	invaluable	in	finding	worthy	challenges	
  and	dispelling	magical	defenses	that	make	fights	
  unfair.	Iron	duelists	find	that	other	martial	characters	
  mostly	get	in	the	way,	and	so	prefer	to	spend	as	little	
  time	with	lesser	fighting	men	as	possible.	
  Iron Duelists in the World 
   
  This must be stopped! This barbarian has 
  been running around the city convincing all of our 
  young nobles to duel him, and they have all been 
  humiliatingly defeated. More than a few have died! 
  The guild of fencing instructors is in an uproar, not to 
  mention the parents of these young fools! And sending 
  the guard after the madman has been…less than 
  successful. We must find a way to get rid of him!
   
  ~Vizier Esserand Vimar
  	
  Iron	duelists	are	duelists	first,	and	everything	
  else	comes	second.	They	live	for	the	fight	and	take	
  great	pride	in	it.	To	the	iron	duelist,	nothing	is	so	
  worthy	a	cause	as	fighting,	and	most	iron	duelists	
  spend	their	lives	traveling	the	world	looking	for	foes	
  worth	having	it	out	with.
   
  Daily Life: Iron duelists come from a 
  wide	variety	of	backgrounds,	which	impacts	their	
  lifestyles in predictable ways. Iron duelists with 
  wealthy	backgrounds	often	stay	in	the	most	elaborate	
  accommodations,	eating	fancy	food	and	keeping	
  company with the wealthy. On the other hand, an iron 
  duelist	whose	background	was	in	sailing	would	likely	
  spend	most	of	his	life	on	his	ship,	traveling	the	seas	
  and	looking	for	adventure.	Most	iron	duelists	have	
  one	thing	in	common,	though:	they	like	to	travel.	
  Once	they’ve	defeated	all	their	local	rivals,	an	iron	
  duelist	must	go	out	into	the	world	in	order	to	seek	new	
  challenges	and	live	a	fulfilling	life.	
   
  Notables:	Iron	duelists	occasionally	achieve	
  great	notoriety,	though	most	are	killed	in	duels	before	
  they	have	any	chance	to	do	more	than	make	would-
  be	victims	uncomfortable.	Most	often,	iron	duelists	
  achieve	fame	for	killing	lots	of	people	and	receive	
  admiration based solely on their skill with a sword. 
  	
  Maximilion	Scherzend	is	the	most	notable	
  iron	duelist	of	the	modern	age,	and	has	achieved	
  something	of	legendary	status	after	his	100th recorded 
  
  15
  victory	in	an	honor	duel.	A	mercenary	who	cares	more	
  about	the	chance	to	fight	than	what	he	is	fighting	for,	
  Maximilion	has	been	a	terror	of	knights	and	tyrants	
  alike	throughout	the	world.	One	of	his	most	famous	
  exploits	was	when	he	defeated	the	Emperor	Phasiss	in	
  single	combat	at	the	behest	of	Duke	Trimoldi,	only	to	
  challenge	and	subsequently	slay	Trimoldi	two	hours	
  later	at	the	behest	of	Phasiss’	widow.	Perhaps	the	
  most	dangerous	thing	about	Maximilion	is	that	the	
  challenge	of	the	fight	can	often	result	in	him	lowering	
  his	normally	obscene	fees,	making	a	visit	from	him	a	
  nightmare	for	powerful	fighters	throughout	the	lands.
  	
  The	founder	of	the	iron	ram	school	and	first	
  of	the	iron	duelists	was	a	man	called	Hans	Villner,	
  who	wished	for	nothing	less	than	to	be	the	greatest	
  swordsman	of	all	time.	He	wandered	many	kingdoms,	
  seeking	the	best	warriors	and	challenging	them	to	
  duels	as	a	way	to	prove	his	prowess.	He	defeated	each	
  in	turn	and	was	soon	recognized	as	the	greatest	fighter	
  of all time, a problem which many warriors saw as a 
  threat	to	their	own	survival.	Thus,	eight	warriors	of	
  great	skill	all	confronted	Villner	at	once,	and	though	
  his skill was such that he defeated four of them in turn, 
  he	was	ultimately	overwhelmed	by	their	numbers	and	
  killed.	Years	later,	his	journals	were	found	containing	
  the	secrets	of	his	techniques,	which	would	be	
  compiled and learned by swordsmen around the world. 
   
  Organizations: Iron duelists are traditionally 
  considered	to	be	lone	wolves,	choosing	to	abstain	
  from	forming	formal	organizations.	Thus,	while	
  a	number	of	prominent	schools	for	dueling	might	
  contain	an	iron	duelist	or	two	among	the	faculty,	they	
  rarely	form	organizations	of	their	own.	That	said,	the	
  secrets	of	the	iron	ram,	although	slowly	trickling	into	
  the	mainstream,	are	still	a	closely	guarded	secret.	A	
  secret society named the Order of the Book of the 
  Ram	strives	to	ensure	that	only	the	worthy	receive	
  instruction	in	this	style,	attempting	to	assassinate	
  those who teach it wantonly. At the same time, they 
  seek	to	ensure	that	the	secrets	of	the	style	live	on	in	
  great	fighters,	and	often	one	or	more	members	will	
  clandestinely approach skilled duelists and offer them 
  membership	or	teach	them	new	techniques.	
   
  NPC Reactions:	With	a	few	exceptions	for	
  iron	duelists	who	are	generally	well	liked	or	famous,	
  most	NPCs	react	negatively	to	those	they	know	
  will	likely	attempt	to	do	violence	soon.	Some	are	
  approached	by	town	guards	and	informed	that	they	
  cannot pursue duels of any kind if they wish to stay 
  in	town,	though	other	times	an	iron	duelist	may	be	
  approached	by	skilled	fighters,	eager	to	beat	the	iron	
  duelist to the punch. 
   
  Iron Duelist Lore: Characters with ranks in 
  Knowledge	(local)	can	research	iron	duelists	to	learn	
  more about them. When a character makes this skill 
  check, read or paraphrase the information from the 
  table	below,	including	the	entries	for	lower	DCs.
  DC 
  Information
  10 
  Iron duelists are masters of the iron ram style 
   
  of martial combat. 
  15	
  Iron	duelists	are	martial	artists	specializing	in	
   
  one-on-one combat.
  20	
  Iron	duelists	are	more	powerful	when	fighting	
   
  the same foe round after round, and possess 
  	
  special	abilities	to	prevent	their	foes	from	
  	
  attacking	other	creatures.
  25	
  Even	the	most	powerful	of	iron	duelists		pale	
   
  in comparison with other warriors of the same 
  	
  caliber		when	fighting	many	foes	at	once.
  30	
  Characters	who	achieve	this	level	of	success	
  	
  can	learn	important	details	about	specific	iron	
   
  duelists, the areas in which they operate, the 
  	
  activities	they	undertake,	and	so	on.
  
  16
  River	Walker
   
  I’ve traveled many miles and seen all 
  manner of fighters. I’ve seen styles and techniques 
  from around the world and beaten them all without 
  complicated blade strikes or fancy flourishes. The 
  simple truth is that any fighter can be outmaneuvered 
  and overtaken by a warrior who has gained mastery 
  over his movements and learned to understand his 
  place in the world.
   
  ~Chor Ishan, River Walker  
  	
  River	walkers	are	bold	warrior	scholars	who	
  represent	the	principles	of	the	flowing	river	style	of	
  martial combat. They wander the world in search of 
  challenging	fights	in	order	to	expand	their	knowledge	
  and	achieve	mastery	over	their	style.	True	adherents	of	
  the	flowing	river	school,	river	walkers	exemplify	that	
  martial	style	through	the	practice	of	a	highly	mobile	
  form of combat.
  	
  River	walkers	differ	from	traditional	fighters	
  in	that	they	emphasize	a	mobile	form	of	combat	
  which	allows	them	to	move	across	the	battlefield	
  at an incredible pace. Because of their emphasis on 
  movement,	river	walkers	are	more	lightly	armored	
  than	traditional	fighters.	River	walkers	rely	on	their	
  mobility	to	outmaneuver	their	foes	and	end	combat	
  quickly.	In	keeping	with	the	flowing	river	style,	river	
  walkers	rely	on	the	clever	use	of	martial	techniques	
  rather	than	brute	force	to	achieve	their	aims.	While	
  river	walkers	are	able	to	use	all	forms	of	martial	
  techniques,	they	focus	on	techniques	from	the	flowing	
  river	school.
  Making	a	River	Walker
  	
  In	many	ways,	river	walkers	are	similar	to	
  fighters	and	other	warrior	classes,	but	because	of	
  their	emphasis	on	high	mobility	they	are	more	lightly	
  armored.	River	walkers	focus	on	the	use	of	technique	
  feats	and	in	remaining	mobile,	rather	than	on	weapon	
  training	for	delivering	powerful	blows.
   
  Abilities:	As	melee	combatants,	river	walkers	
  prioritize	many	of	the	same	ability	scores	as	fighters.	
  Strength	is	of	paramount	importance	to	the	river	
  walker,	as	it	influences	the	amount	of	damage	that	
  he does and how often he hits with melee attacks. 
  A	high	Dexterity	score	is	much	more	important	to	
  river	walkers	than	to	other	fighters,	because	in	order	
  to	maximize	their	high	rate	of	movement,	they	often	
  wear	light	or	no	armor.	Wisdom	is	often	the	most	
  important	mental	statistic	for	river	walkers,	as	it	
  contributes	to	their	Will	save	and	allows	them	to	
  resist	many	of	the	more	dangerous	mind-affecting	
  abilities.	A	high	Charisma	score	is	important	to	those	
  river	walkers	who	feint	in	combat,	or	who	emphasize	
  success in social situations.
   
  Alignment:	River	walkers	may	have	any	
  alignment.	However,	most	river	walkers	are	wanderers	
  and	vagabonds,	and	thus	tend	towards	chaotic	
  alignments.	River	walkers	are	equally	likely	to	be	
  good	or	evil,	with	good	river	walkers	journeying	the	
  world	primarily	for	personal	enlightenment	and	to	
  spread	philosophies	of	the	flowing	river	school,	while	
  evil	river	walkers	often	become	roaming	marauders,	
  using	their	skills	to	take	what	they	can	and	move	on	
  before	they	can	be	brought	to	justice	for	their	crimes.
   
  HD: d10.
  Class Skills
   
  	
  The	river	walker’s	class	skills	are	Climb	(Str),	
  Craft	(Int),	Handle	Animal	(Cha),	Intimidate	(Cha),	
  Knowledge	(geography)	(Int),	Perception	(Wis),	
  Profession	(Wis),	Ride	(Dex),	Stealth	(Dex),	Survival	
  (Wis),	and	Swim	(Str).
   
  Skill Ranks Per Level:	2	+	Intelligence	
  modifier.
  Class	Features
  	
  All	of	the	following	are	class	features	of	the	
  river	walker.
   
  Weapon and Armor Proficiency:	River	
  walkers	are	proficient	with	all	simple	and	martial	
  weapons,	and	with	light	armor	and	shields,	but	not	
  tower shields.
   
   
  Bonus Feat:	River	walkers	are	gifted	in	using	
  the	techniques	of	the	flowing	river	school.	At	1st	level,	
  the	river	walker	gains	the	Combat	Artist	feat	and	either	
  
  17
  Table 1‐3: The River Walker 
  Base Attack      
  Bonus
  Fort 
  Save
  Ref     
  Save
  Will 
  Save
  Level
  Special
  1st
  +1
  +2
  +2
  +0
  Bonus feat
  2nd
  +2
  +3
  +3
  +0
  Flowing river style
  3rd
  +3
  +3
  +3
  +1
  Defense of the river
  4th
  +4
  +4
  +4
  +1
  Bonus feat
  5th
  +5
  +4
  +4
  +1
  River mastery 1
  6th
  +6/+1
  +5
  +5
  +2
  Rushing river
  7th
  +7/+2
  +5
  +5
  +2
  Elusive step
  8th
  +8/+3
  +6
  +6
  +2
  Bonus feat
  9th
  +9/+4
  +6
  +6
  +3
  Flowing precision
  10th
  +10/+5
  +7
  +7
  +3
  River mastery 2
  11th
  +11/+6/+1
  +7
  +7
  +3
  As the flood
  12th
  +12/+7/+2
  +8
  +8
  +4
  Bonus feat
  13th
  +13/+8/+3
  +8
  +8
  +4
  River's wrath
  14th
  +14/+9/+4
  +9
  +9
  +4
  Sudden surging
  15th
  +15/+10/+5
  +9
  +9
  +5
  River mastery 3
  16th
  +16/+11/+6/+1
  +10
  +10
  +5
  Bonus feat
  17th
  +17/+12/+7/+2
  +10
  +10
  +5
  Unassailable step
  18th
  +18/+13/+8/+3
  +11
  +11
  +6
  Cascading river
  19th
  +19/+14/+9/+4
  +11
  +11
  +6
  Routing river
  20th
  +20/+15/+10/+5
  +12
  +12
  +6
  Bonus feat, river mastery 4
  the	Flowing	Forward	feat	or	the	Tactical	Advancement	
  feat	as	bonus	feats.	At	4th	level,	and	every	4	levels	
  thereafter,	the	river	walker	gains	a	new	flowing	river	
  technique	feat	as	a	bonus	feat.	He	must	still	meet	all	
  prerequisites	necessary	to	gain	the	chosen	feat.
   
  Flowing River Style (Ex):	As	experts	in	the	
  flowing	river	style,	river	walkers	are	better	at	using	
  the	school’s	techniques	and	stances	than	their	peers.	
  Beginning	at	2nd	level,	the	river	walker	is	treated	as	
  though	he	had	more	flowing	river	technique	feats	
  than he actually possesses for the purposes of feats 
  and	abilities	that	rely	on	the	number	of	flowing	river	
  technique	feats	he	possesses.	For	every	two	flowing	
  river	technique	feats	the	river	walker	possesses,	he	
  is	treated	as	though	he	possesses	one	more	flowing	
  river	technique	feat	for	the	purposes	of	such	feats	and	
  abilities.
   
  Defense of the River (Ex):	River	walkers	
  are	adept	at	using	their	exceptional	mobility	to	better	
  defend	themselves.	Beginning	at	3rd	level,	whenever	
  he	moves	at	least	30	feet,	the	river	walker	gains	a	
  dodge	bonus	to	AC	equal	to	1/4	his	river	walker	level	
  (rounded	down,	minimum	1).
   
  River Mastery (Ex):	As	he	gains	experience	
  and	skill,	a	river	walker	becomes	a	true	master	of	
  the	flowing	river	school	techniques.	Beginning	at	
  5th	level,	whenever	the	river	walker	uses	a	flowing	
  river	technique	feat,	he	needs	to	spend	1	less	martial	
  action point to do so than he otherwise would. This 
  cannot reduce the cost below 1 point. At 10th	level,	and	
  every	5	levels	thereafter,	the	cost	is	decreased	by	an	
  additional martial action point.
   
  Rushing River (Ex):	The	key	to	a	river	
  walker’s	power	is	mobility,	and	he	is	able	to	channel	
  the	energy	from	any	technique	he	performs	to	enhance	
  his	mobility	to	become	truly	formidable.	Beginning	
  at 6th	level,	whenever	a	river	walker	uses	a	technique	
  feat, his land speed increases by 10 feet until the 
  beginning	of	his	next	turn.
   
  Elusive Step (Ex):	River	walkers	move	
  with	such	great	alacrity	that	they	can	evade	most	
  blows.	Beginning	at	7th	level,	whenever	the	river	
  walker	would	provoke	an	attack	of	opportunity	as	
  a	result	of	movement,	the	river	walker	may	spend	a	
  number	of	martial	action	points	equal	to	3	+	1	per	
  previous	attack	of	opportunity	made	against	him	as	a	
  result	of	movement	this	round.	If	he	does,	the	attack	
  automatically misses. Martial action points spent this 
  way	do	not	count	against	the	number	of	martial	action	
  points	the	river	walker	may	spend	during	a	round.
  
  18
   
  Flowing Precision (Ex):	River	walkers	are	
  able	to	focus	their	movement	to	make	their	attacks	
  more	accurate.	Beginning	at	9th	level,	whenever	the	
  river	walker	moves	at	least	30	feet,	he	gains	a	bonus	
  on	all	melee	attack	rolls	equal	to	1/4	his	river	walker	
  level.
   
  As the Flood (Ex):	River	walkers	flow	over	
  terrain	of	all	kinds	as	water	during	a	flood.	Beginning	
  at 11th	level,	whenever	he	uses	a	technique	feat,	he	
  ignores	the	effects	of	difficult	terrain,	as	well	as	any	
  spell	or	effect	which	would	hamper	his	movement.	
  This	ability	only	provides	immunity	against	any	effect	
  which	hampers	his	movement	and	may	not	provide	
  immunity to other effects of the spell or ability which 
  is	hampering	his	movement	(for example, a river 
  walker moving through the area of a spike stone spell 
  would move at full speed, but still suffer 1d8 points of 
  damage for every 5 feet he moves through the area).
   
  River’s Wrath (Ex):	River	walkers	are	able	to	
  focus	the	energy	of	their	movement	to	deliver	deadly	
  attacks.	Beginning	at	13th	level,	whenever	the	river	
  walker	moves	at	least	30	feet	he	gains	a	bonus	on	all	
  damage	rolls	made	as	part	of	melee	attacks	equal	to	
  1/4	his	river	walker	level.
   
  Sudden Surging (Ex):	River	walkers	move	
  with	near-impossible	speed,	allowing	them	to	surge	
  forward	short	distances	and	then	spring	forth	like	
  water	released	from	a	dam.	Beginning	at	14th	level,	the	
  river	walker	can	take	a	single	5-ft.	step	and	also	move	
  normally in the same round.
   
  Unassailable Step (Ex):	River	walkers	are	
  able	to	move	to	stay	out	of	the	reach	of	any	foe.	At	
  17th	level,	the	river	walker	never	provokes	an	attack	of	
  opportunity	as	a	result	of	moving	out	of	an	opponent’s	
  threat	range.
   
  Cascading River (Ex):	The	most	skilled	river	
  walkers	achieve	great	momentum	and	focus	when	
  they	move	great	distances.	Beginning	at	18th	level,	
  whenever	the	river	walker	moves	at	least	60	feet,	he	
  may	spend	5	martial	action	points	as	a	free	action;	if	
  he	does,	then	he	doubles	all	bonuses	granted	to	AC,	
  attack	rolls,	and	weapon	damage	rolls	by	his	defense	
  of	the	river,	flowing	precision,	and	river’s	wrath	class	
  features.
   
  Routing River (Ex):	River	walkers	are	able	
  to	a	great	speed	potentially	giving	their	attacks	the	
  potential	to	slay	an	opponent	in	a	single	blow.	At	19th 
  level,	whenever	the	river	walker	moves	at	least	30	
  feet, he increases the critical multiplier of any weapon 
  he	wields	by	1.	For	every	30	feet	he	moves	beyond	the	
  first	30	feet,	the	critical	multiplier	of	any	weapon	he	
  wields is increased by an additional 1.
  Playing	a	River	Walker
  	
  River	walkers	are	warriors	first,	and	wanderers	
  a	close	second.	They	travel	the	world	year-round	to	
  learn the art of combat, as well as to better understand 
  their	place	in	an	ever-changing	and	evolving	
  environment.	They	pride	themselves	on	martial	
  philosophy	as	well	as	on	staying	connected	with	the	
  world.	They	believe	there	is	always	more	to	learn,	
  and	that	the	best	way	to	learn	is	through	firsthand	
  experience.	
  	
  River	walkers	are	not	afraid	to	get	their	hands	
  dirty,	and	frequently	seek	out	new	challenges	and	
  
  19
  dangers,	eager	to	test	their	skills.	Through	conflict,	
  river	walkers	seek	to	improve	their	skills	and	their	
  understanding	of	martial	philosophy.	To	this	end,	most	
  river	walkers	wander	the	world,	never	staying	in	one	
  place	for	too	long.	River	walkers	lust	for	adventure	
  and	new	experiences	and	often	plunge	recklessly	into	
  dangers	unknown.
   
  Races:	River	walkers	can	come	from	any	
  race,	but	are	most	often	human	due	to	that	race’s	
  large	population.	Elven	river	walkers	are	also	quite	
  common,	as	the	swift,	flowing,	graceful	moves	of	
  the	flowing	river	style	appeal	to	them	aesthetically.	
  Dwarves,	halflings,	and	gnomes	are	more	likely	
  to choose other martial schools or disciplines to 
  specialize	in;	however,	those	small	folk	who	do	choose	
  to	become	river	walkers	often	find	that	the	increased	
  speed and mobility make up for many of their natural 
  weaknesses.
   
  Religion:	The	flowing	river	school	is	not	
  a	religious	institution,	and	river	walkers	have	no	
  common	religion.	Most	river	walkers	follow	deities	of	
  travel,	warfare,	or	strength,	finding	that	such	gods	and	
  goddesses	have	portfolios	which	coincide	with	their	
  own	interests.	Religious	river	walkers	often	undertake	
  duties	for	churches	of	their	gods	and	goddesses	that	
  take	them	far	afield,	and	which	other	followers	of	the	
  church	deem	too	dangerous	or	too	inconvenient.
  	
  Non-religious	river	walkers	often	find	comfort	
  in	the	philosophy	of	combat	and	of	self-actualization,	
  viewing	their	journeys	as	the	first	step	of	self-
  discovery	and	believing	that	one’s	true	potential	can	
  only	be	found	when	divorced	from	organized	religion.
   
  Other Classes:	Most	river	walkers	find	
  adventuring	life	too	demanding	to	take	on	without	
  the	aid	of	other	skilled	adventurers.	River	walkers	
  get	along	best	with	other	members	of	martial	classes,	
  particularly	fighters	and	devotees	of	other	martial	
  schools.	They	share	a	special	kinship	with	specialized	
  fighting	men	and	appreciate	their	devotion	to	martial	
  philosophy	and	skill-at-arms.	River	walkers	also	get	
  along	well	with	barbarians	and	rangers	who	share	
  their wanderlust and complement their combat skills. 
  Religious	river	walkers	often	travel	with	clerics	of	
  their	deity	and	find	that	their	healing	magic,	as	well	as	
  their	ability	to	provide	spells	to	enhance	their	combat	
  prowess,	make	them	exceptionally	useful	allies.	River	
  walkers	of	a	less	religious	bent	may	travel	with	druids	
  for	the	same	reasons.	River	walkers	often	travel	with	
  bards	or	rogues,	whose	skills	in	social	situations	and	
  in	dealing	with	non-combat-related	threats	are	vital	
  to	their	success.	River	walkers	occasionally	ally	
  themselves	with	arcane	spellcasters,	such	as	wizards	
  or	sorcerers,	in	order	to	augment	their	impressive	
  combat	skills	with	a	little	magical	aid.	In	such	
  alliances,	river	walkers	prefer	wizards	and	sorcerers	
  who	focus	on	enhancing	the	river	walker’s	fighting	
  abilities,	and	restricting	their	foes’	movement	so	they	
  can better deal with them.
  River	Walkers	in	the	World
   
  He moved like lightning, leading his men 
  across the battlefield with such speed as was terrible 
  to behold. He was moving so quickly it was impossible 
  to aim a shot at him and we were forced to watch 
  as are men were helplessly butchered before us.  We 
  retreated soon after.
   
  ~Cromwell, Captain of the 3rd Archer Division
  	
  River	walkers	wander	the	world	searching	
  for	challenges	and	seeking	to	widen	the	boundaries	
  of	their	martial	philosophy.	Roaming	swordsmen,	
  river	walkers	often	seek	out	the	best	fighters	and	most	
  skilled	warriors	in	an	area	to	test	their	abilities	against	
  them.	Rarely	staying	in	one	place	for	long,	river	
  walkers	leave	little	lasting	impact	on	communities	
  beyond	the	legacy	of	their	martial	prowess.
   
  Daily Life:	River	walkers	lead	a	nomadic	
  lifestyle and spend much of their life on the road. 
  Most	wander	without	purpose,	striding	indifferently	
  from	one	place	to	the	next	and	searching	for	the	next	
  challenge.	Always	seeking	to	expand	their	personal	
  knowledge	of	martial	philosophy	and	combat,	as	
  well	as	to	spread	their	knowledge	to	others,	river	
  walkers	remain	connected	the	world	primarily	through	
  speaking	with	warriors	and	would-be	warriors	about	
  the	battle’s	way.	River	walkers	believe	that	the	true	
  philosophy	behind	the	flowing	river	school	varies	from	
  person	to	person	and	is	tailored	to	the	individual’s	own	
  experience,	and	therefore	that	enlightenment	can	only	
  be	achieved	through	exploration	and	constantly	testing	
  one’s	own	limits.
  
  20
   
  Notables:	With	the	river	walkers	propensity	
  for	wandering	and	seeking	out	ever-greater	challenges,	
  it’s	inevitable	that	some	of	them	achieve	great	
  notoriety.	Of	all	of	these,	the	most	famous	living	river	
  walker	is	Kuldor	the	Stout.	Kuldor	was	well	known	
  as	a	man	of	great	muscle	and	incredible	speed,	and	
  achieved	his	notoriety	during	the	campaign	of	the	
  Black Rose, when Black Rose, a female mercenary of 
  fearsome	repute,	was	slaying	her	way	across	the	Seven	
  Kingdoms.	Kuldor,	on	a	whim,	battled	Black	Rose,	
  slaying	her	and	several	of	her	elite	mercenaries.	The	
  remaining	mercenaries	swore	allegiance	to	Kuldor,	
  who	made	them	give	up	their	ways	as	sellswords	and	
  taught	them	the	way	of	the	flowing	river,	eventually	
  founding	a	school	in	the	very	place	where	he	defeated	
  them. 
  	
  The	founder	of	the	flowing	river	style	was	a	
  human	of	humble	beginnings,	named	Red	Mist.	Red	
  Mist	was	the	mightiest	warrior	of	a	savage	but	noble	
  people	who	lived	on	the	banks	of	a	river,	which	has	
  since	been	renamed	a	dozen	times.	He	came	to	learn	
  of	combat	artistry	from	an	explorer	who	came	from	
  over	a	vast	sea,	who	taught	him	much	about	finding	
  calm	and	peace,	in	addition	to	teaching	him	the	power	
  of	speed	over	strength.	In	time	it	came	that	no	foe	
  could	stand	against	Red	Mist,	who	moved	about	the	
  battlefield	with	fluid	grace,	always	striking	from	the	
  best	position.	Eventually	overcome	by	wanderlust,	
  Red	Mist	began	to	travel	the	land	looking	for	new	
  styles	of	combat	to	observe,	and	to	spread	his	own	
  unique	style	of	savage	ferocity	and	flowing	grace.	He	
  attracted	many	disciples	during	his	journey	and	taught	
  them	all	he	knew.	He	turned	none	away,	even	teaching	
  hated	rivals	and	weak	and	wretched	peasants.	
   
  Organizations:	River	walkers	tend	to	avoid	
  forming	organizations	of	their	own,	instead	preferring	
  to	wander	the	world	learning	and	teaching	martial	
  arts	and	philosophy.	Occasionally,	individual	river	
  walkers will form a temporary school in order to 
  instruct	large	groups	of	students,	though	it	is	far	more	
  common to take on a handful of apprentices who join 
  the	river	walker	on	his	journey.	Because	river	walkers	
  tend to lead nomadic lifestyles, they rarely join other 
  organizations	unless	they	allow	for	a	lot	of	travel	and	
  independence.
  	
  Even	so,	a	few	organizations	for	river	walkers	
  do	exist.	Paramount	among	these	is	the	Knights	of	
  the	Eagle,	a	military	organization	which	utilizes	the	
  philosophy	behind	the	combat	of	the	flowing	river	
  school.	Though	the	organization	does	call	upon	
  members	to	drill	as	a	team	in	times	of	peace	and	fight	
  as	a	unit	during	times	of	war,	under	command	of	
  whatever	lord	or	duke	has	contracted	them,	the	actual	
  demands	of	the	Knights	of	the	Eagle	are	minimal,	
  and	most	of	the	time	members	are	encouraged	to	
  seek	enlightenment	and	better	the	world	through	their	
  deeds.
  	
  Another	organization	which	recently	came	
  into	existence	is	the	Kuldor	School	of	Martial	Arts,	
  located	in	beautiful	Ezaria.	The	school	is	easily	
  the	largest	building	in	the	otherwise	quaint	border	
  town	and	offers	training	in	a	strict	and	hierarchal	
  environment.	The	school	is	run	by	a	council	of	four	
  former mercenaries: Birian Stron, who is known to be 
  both	fair	and	generous;	Emmilia	the	Bloody,	who	is	
  well liked by the students because of her friendly and 
  informal	attitude;	Ivan	Gretch,	who	is	thought	to	be	
  corrupt	and	who	clearly	has	no	love	for	the	philosophy	
  behind	the	highly	useful	flowing	river	techniques;	
  and	Vrek,	a	goblin	warrior	who	is	thought	to	be	best	
  left alone because of her rumored terrible temper. The 
  school	teaches	the	techniques	of	the	flowing	river	
  to those who wish to learn, and makes a less than 
  admirable	attempt	to	explain	the	philosophy	behind	
  the school.
   
  NPC Reactions:	Generally,	river	walkers	
  are	received	about	as	well	as	any	wandering	warrior	
  would	be.	Those	interested	in	martial	techniques	
  highly	value	the	presence	of	river	walker	because	of	
  their	general	proclivity	to	teach	their	skills	to	those	
  who	are	willing	to	learn.	
   
  River Walker Lore: Characters with ranks in 
  Knowledge	(local)	can	research	river	walker	to	learn	
  more about them. When a character makes this skill 
  check, read or paraphrase the information from the 
  table	below,	including	the	entries	for	lower	DCs.
  DC 
  Information
  10	
  River	walkers	are	warriors	specializing	in	the	
  	
  flowing	river	school.
  15	
  River	walkers	are	highly	mobile	fighters	who	
  	
  rely	on	their	exceptional	movement	in	order	
  	
  to	overcome	their	adversaries.
  
  21
  20	
  River	walkers	are	blisteringly	fast	on	the	
  	
  battlefield,	even	for	practitioners	of	the	already	
  	
  quick-flowing	river	school.
  25	
  As	they	gain	in	skill,	river	walkers	learn	to	
  	
  make	the	most	out	of	their	movement,	gaining	
  	
  greater	accuracy	and	power	when	they	move	\
  	
  great	distances.
  30	
  Characters	who	achieve	this	level	of	success	
  	
  can	learn	important	details	about	specific	
  	
  river	walkers,	the	areas	in	which	they	operate,		
  	
  the	activities	they	undertake,	and	so	on.
  Shadow Assassin 
   
  Some people say our methods are 
  underhanded, dishonorable, unclean, cowardly, and 
  weak…they don’t often get a chance to say so twice, 
  however.
   
  ~Breena, Shadow Assassin 
  	
  Shadow	assassins	are	warriors	who	fight	in	the	
  most	duplicitous	and	underhanded	ways	to	achieve	
  their	victory.	They	strike	unseen,	and	they	don’t	
  hesitate to attack a man on his back or to stab at his 
  eyes.	They	kill	without	remorse	or	reprieve,	and	no	
  action	on	the	battlefield	is	beneath	them.
   
  Shadow assassins make the most out of any 
  advantage	they	can	seize	in	combat,	whether	that	
  means	backstabbing	a	foe,	or	striking	when	their	
  target	has	no	chance	to	defend	themselves.	Shadow	
  assassins want to kill their enemies as fast as possible 
  and	with	as	little	personal	risk	to	themselves	as	they	
  can	manage,	and	don’t	care	at	all	if	other	fighters	think	
  their methods are underhanded or dishonorable. 
  Making	a	Shadow	Assassin
  	
  A	shadow	assassin	relies	on	whatever	she	
  can	get	to	gain	an	advantage	on	her	enemies,	and	
  thus	employs	a	number	of	underhanded	strategies	to	
  accomplish	her	goals.	She	doesn’t	care	about	many	
  of	the	virtues	that	fighters	sometimes value, and thus 
  employs	a	number	of	rogue-like	skills	to	achieve	her	
  ends.	Though	less	adept	at	the	such	arts	than	a	true	
  rogue,	and	prone	to	struggle	in	battles	where	there	
  is	no	advantage	to	exploit,	a	shadow	assassin	is	able	
  to	perform	both	roles	well	enough	to	become	a	truly	
  deadly	force	in	her	own	right.	
   
  Abilities: Shadow assassins depend on 
  Strength	to	damage	their	foes;	whether	this	means	
  delivering	devastating	sneak	attacks	with	accuracy	
  or	using	a	powerful	composite	bow	from	afar,	a	high	
  Strength	is	important	to	the	shadow	assassin,	though	
  perhaps less so than to other martial characters. 
  Dexterity	is	perhaps	the	most	important	ability	for	
  the	shadow	assassin,	who	relies	on	Dexterity	for	her	
  AC and ability to hide from foes, and thus surprise 
  them.	A	high	Constitution	is	less	critical	to	the	shadow	
  assassin,	who	would	just	as	soon	avoid	ever	being	hit	
  in	combat	as	withstand	lots	of	blows.	A	high	Wisdom	
  is less important to the shadow assassin than to other 
  classes,	as	dangerous	wizards	cannot	use	mental	
  attacks	against	the	shadow	assassin	if	they	cannot	
  find	her,	and	will	most	likely	be	dead	before	they	
  get	a	second	chance	at	the	shadow	assassin.	A	high	
  Charisma is important to shadow assassins who feint 
  in	combat	or	who	like	to	deceive	their	foes.	
   
  Alignment: Shadow assassins are dishonorable 
  and	underhanded	fighters	who	kill	without	moral	or	
  lawful	restrictions,	thus	they	are	very	rarely	of	good	
  alignment	and	even	more	rarely	of	lawful	alignment.	
  The	original	shadow	assassins	were	an	honorable	
  guild	which	dealt	with	problems	in	a	dishonorable	
  way,	effectively	serving	justice	where	traditional	
  justice	had	failed.	The	contract	was	everything,	
  and the relationship between the client, the people, 
  and	the	assassins	was	held	sacred.	That	was	a	long	
  time	ago,	however,	and	in	the	modern	world	most	
  shadow	assassins	kill	for	profit	and	have	no	scruples	
  at	all.	Neutral	evil	is	the	most	common	alignment	for	
  shadow assassins.
   
  HD: d10.
  Class Skills
  	
  The	shadow	assassin’s	class	skills	are	
  Acrobatics	(Dex),	Bluff	(Cha),	Climb	(Str),	Craft	(Int),	
  Disable	Device	(Dex),	Disguise	(Cha),	Escape	Artist	
  (Dex),	Intimidate	(Cha),	Knowledge	(local)	(Int),	
  Linguistics	(Int),	Perception	(Wis),	Profession	(Wis),	
  Sense	Motive	(Wis),	Sleight	of	Hand	(Dex),	Stealth	
  (Dex),	Swim	(Str).
  
  22
   
  Skill Ranks Per Level:	4	+	Intelligence	
  modifier.
  Class	Features
  	
  All	of	the	following	are	class	features	of	the	
  shadow assassin.
   
  Weapon and Armor Proficiency: Shadow 
  assassins	are	proficient	will	all	simple	weapons	and	
  martial weapons, plus the kama, shuriken, and whip. 
  They	are	proficient	with	light	armor,	but	not	with	
  shields.
   
  Bonus Feat: Shadow assassins are particularly 
  adept	at	the	techniques	of	the	infinite	shadow	
  school of martial combat. At 1st	level,	the	shadow	
  assassin	receives	the	Combat	Artist	feat	and	either	
  the	Assassin’s	Strike	feat	or	the	Shadow	Strike	feat	
  as	bonus	feats.	Additionally,	at	4th	level,	and	every	
  4	levels	thereafter,	she	gains	an	additional	infinite	
  shadow feat as a bonus feat. She must still meet all 
  prerequisites	necessary	to	gain	the	chosen	feat.
   
  Infinite Shadow Style:	As	experts	in	the	
  infinite	shadow	style,	shadow	assassins	are	better	at	
  Table 1‐4: The Shadow Assassin 
  Base Attack      
  Bonus
  Fort 
  Save
  Ref     
  Save
  Will 
  Save
  Level
  Special
  1st
  +1
  +2
  +2
  +0
  Bonus feat
  2nd
  +2
  +3
  +3
  +0
  Infinite shadow style
  3rd
  +3
  +3
  +3
  +1
  Sneak attack +1d6
  4th
  +4
  +4
  +4
  +1
  Bonus feat
  5th
  +5
  +4
  +4
  +1
  Shadow mastery 1
  6th
  +6/+1
  +5
  +5
  +2
  Sneak attack +2d6
  7th
  +7/+2
  +5
  +5
  +2
  Wrap in shadows
  8th
  +8/+3
  +6
  +6
  +2
  Bonus feat
  9th
  +9/+4
  +6
  +6
  +3
  Sneak attack +3d6
  10th
  +10/+5
  +7
  +7
  +3
  Shadow mastery 2
  11th
  +11/+6/+1
  +7
  +7
  +3
  Improved wrap in shadows
  12th
  +12/+7/+2
  +8
  +8
  +4
  Bonus feat, sneak attack +4d6
  13th
  +13/+8/+3
  +8
  +8
  +4
  Double team
  14th
  +14/+9/+4
  +9
  +9
  +4
  Crippling blow 
  15th
  +15/+10/+5
  +9
  +9
  +5
  Shadow mastery 3, sneak attack +5d6 
  16th
  +16/+11/+6/+1
  +10
  +10
  +5
  Bonus feat, greater wrap in shadows
  17th
  +17/+12/+7/+2
  +10
  +10
  +5
  Improved crippling blow
  18th
  +18/+13/+8/+3
  +11
  +11
  +6
  Sneak attack +6d6
  19th
  +19/+14/+9/+4
  +11
  +11
  +6
  Greater crippling blow
  20th
  +20/+15/+10/+5
  +12
  +12
  +6
  Bonus feat, shadow mastery 4
  using	the	school’s	techniques	and	stances	than	their	
  peers.	Beginning	at	2nd	level,	the	shadow	assassin	
  is	treated	as	though	she	had	more	infinite	shadow	
  technique	feats	than	she	actually	possesses	for	the	
  purposes of feats and abilities that rely on the number 
  of	infinite	shadow	technique	feats	she	possesses.	For	
  every	two	infinite	shadow	technique	feats	the	shadow	
  assassin	possesses,	she	is	treated	as	though	she	
  possesses	one	more	infinite	shadow	technique	feat	for	
  the purposes of such feats and abilities.
   
  Sneak Attack (Ex): If a shadow assassin can 
  catch an opponent when he is unable to defend himself 
  effectively	from	her	attack,	she	can	strike	a	vital	spot	
  for	extra	damage.	Beginning	at	3rd	level,	the	shadow	
  assassin’s	attack	deals	extra	damage	anytime	her	target	
  would	be	denied	a	Dexterity	bonus	to	AC	(whether	
  the	target	actually	has	a	Dexterity	bonus	or	not),	or	
  when	the	shadow	assassin	flanks	her	target.	This	extra	
  damage	is	1d6	at	3rd	level,	and	increases	by	1d6	
  every	three	shadow	assassin	levels	thereafter.	Should	
  the shadow assassin score a critical hit with a sneak 
  attack,	this	extra	damage	is	not	multiplied.	Ranged	
  attacks	can	count	as	sneak	attacks	only	if	the	target	is	
  within 30 feet.
  	
  Unlike	a	rogue,	the	shadow	assassin	cannot	
  deal	nonlethal	damage	with	a	sneak	attack,	and	if	
  
  23
  she	is	wielding	a	weapon	which	only	deals	nonlethal	
  damage,	she	cannot	make	a	sneak	attack	to	deal	extra	
  damage	in	this	way.	
   
  The shadow assassin must be able to see 
  the	target	well	enough	to	pick	out	a	vital	spot	and	
  must be able to reach such a spot. A shadow assassin 
  cannot	sneak	attack	while	striking	a	creature	with	
  concealment.
   
  If the shadow assassin possesses sneak attack 
  damage	from	another	source,	combine	the	amount	of	
  sneak attack dice to determine how much sneak attack 
  damage	she	deals.	Any	sneak	attack	damage	gained	
  as a result of the shadow assassin class still cannot be 
  used	with	a	nonlethal	weapon,	however.
   
  Shadow Mastery (Ex): As a shadow assassin 
  continues	to	practice	her	techniques	and	skills,	she	
  learns	to	perform	infinite	shadow	techniques	more	
  easily	than	other	characters.	Beginning	at	5th	level,	
  whenever	the	shadow	assassin	uses	an	infinite	shadow	
  technique	feat,	she	needs	to	spend	1	less	martial	
  action point to do so than she otherwise would. This 
  cannot reduce the cost below 1 point. At 10th	level,	and	
  every	5	levels	thereafter,	the	cost	is	decreased	by	an	
  additional martial action point.
   
  Wrap in Shadows (Ex): A shadow assassin 
  can	hide	in	her	own	shadow,	using	her	martial	prowess	
  to	move	in	such	a	way	as	to	hide	even	while	observed.	
  Beginning	at	7th	level,	the	shadow	assassin	can	spend	
  7	martial	action	points	as	a	standard	action	in	order	to	
  use	the	Stealth	skill	to	hide	even	while	observed.
   
  Improved Wrap in Shadows (Ex): Beginning	
  at 11th	level,	the	shadow	assassin	can	spend	an	
  additional	martial	action	point	whenever	she	uses	her	
  wrap in shadows class feature in order to use it as a 
  move	action,	instead	of	a	standard	action.	If	she	does	
  so,	she	also	gains	a	bonus	on	the	Stealth	check	equal	
  to	1/4	her	class	level.
   
  Double Team (Ex): A shadow assassin takes 
  advantage	of	foes	who	leave	themselves	open	to	her	
  attack.	Beginning	at	13th	level,	the	shadow	assassin	
  doubles	the	bonus	to	attack	rolls	she	receives	from	
  flanking	an	opponent,	and	can	flank	creatures	with	
  improved	uncanny	dodge	as	though	she	were	a	rogue	
  of	her	level.
   
  Greater Wrap in Shadows (Ex): Beginning	
  at 16th	level,	whenever	the	shadow	assassin	uses	her	
  improved	wrap	in	shadows	ability,	she	can	spend	1	
  additional martial action point. If she does, she can use 
  the	ability	as	a	swift	action,	instead	of	a	move	action.
   
  Crippling Blow (Ex): A shadow assassin 
  learns to use her sneak attack to not only injure, but 
  to	cause	lasting	damage	to	her	foes	by	striking	vital	
  spots.	Starting	at	14th	level,	whenever	the	shadow	
  assassin	successfully	makes	a	sneak	attack	against	a	
  living	creature,	she	may	choose	to	reduce	the	amount	
  of	sneak	attack	damage	she	inflicts	by	1d6.	If	she	does,	
  the	target	suffers	1	point	of	Strength	damage.	
   
  Improved Crippling Blow (Ex): Beginning	at	
  17th	level,	whenever	the	shadow	assassin	successfully	
  makes	a	sneak	attack	against	a	living	creature,	she	may	
  choose	to	reduce	the	amount	of	sneak	attack	damage	
  she	inflicts	by	2d6.	If	she	does,	the	target	suffers	1	
  point	of	Strength	damage	and	1	point	of	Dexterity	
  damage.	This	ability	can	be	used	on	the	same	attack	as	
  the	crippling	blow	class	feature	(reducing	the	amount	
  of	sneak	attack	damage	by	3d6	and	inflicting	2	points	
  of	Strength	damage	and	1	point	of	Dexterity	damage).
   
  Greater Crippling Blow (Ex): Beginning	at	
  19th	level,	whenever	the	shadow	assassin	successfully	
  makes	a	sneak	attack	against	a	living	creature,	
  she may choose to reduce the amount of sneak 
  attack	damage	she	inflicts	by	3d6.	If	she	does,	the	
  target	suffers	1	point	of	Strength	damage,	1	point	
  
  24
  of	Dexterity	damage,	and	1	point	of	Constitution	
  damage.	This	ability	can	be	used	on	the	same	attack	as	
  the	crippling	blow	class	and	improved	crippling	blow	
  class	features	(reducing	the	amount	of	sneak	attack	
  damage	by	6d6	and	inflicting	3	points	of	Strength	
  damage,	2	points	of	Dexterity	damage,	and	1	point	of	
  Constitution	damage).
  Playing	a	Shadow	Assassin
  	
  Shadow	assassins	do	whatever	it	takes	to	get	
  the job done, no matter how wicked, cowardly or 
  underhanded	it	might	be.	They	use	poison,	stealthy	
  attacks,	and	whatever	else	they	can	to	accomplish	their	
  goals.	They	have	no	romantic	notions	about	combat,	
  and would much rather kill their foes in their sleep 
  than	actually	fight	them.
  	
  Shadow	assassins	view	the	world	as	foolish	
  and	naïve,	and	use	that	to	their	advantage.	They	lie,	
  they	cheat,	and	they	steal,	and	they	have	no	qualms	
  about	it.	The	average	shadow	assassin	cares	about	one	
  thing—herself—and	the	rest	of	the	world	can	burn	
  around	her;	she	lit	the	fire,	after	all.	
   
  Races: Shadow assassins are occasionally 
  found	among	members	of	all	the	common	races,	
  though	humans,	half–elves,	half-orcs,	and	halflings	are	
  by	far	the	most	common.	Halflings’	natural	gifts	for	
  stealth make them ideal shadow assassins, much in the 
  same	way	that	they	make	good	rogues.	Humans	and	
  their	ilk	who	are	naturally	deceptive,	underhanded,	
  and	looking	for	any	edge	against	more	powerful	and	
  well-established	races	flock	to	the	class,	as	well.		
  Dwarves	are	one	of	the	most	accepting	races	towards	
  shadow assassins, as a whole, and are more likely 
  to understand the realities of war and the need to be 
  merciless	on	the	battlefield,	even	if	it’s	all	business.
   
  Religion: Shadow assassins tend not to be 
  religious,	and	are	often	too	busy	with	their	day-to-
  day affairs to worry about the afterlife, or the wishes 
  of	abstract	and	far-off	divine	entities.	Many	of	them	
  have	little	interest	in	the	tenets	of	religions,	just	as	
  they	have	little	interest	in	the	rules	of	combat.	Of	
  course,	some	manage	to	find	deities	that	appeal	to	their	
  sensibilities, such as those who promote ruthless, no-
  holds-barred combat, or who are patrons to those who 
  skulk	in	shadows.	Others	have	a	different,	but	no	less	
  pragmatic	approach	to	religion,	paying	lip	service	to	
  a	wide	number	of	deities	in	the	hopes	that	doing	so	
  will	ensure	that	he	gains	the	favor	of	at	least	one	of	
  them,	reasoning	that	the	favor	of	a	god	is	definitely	an	
  advantage	worth	having.
   
  Other Classes: Shadow assassins are 
  generally	quick	to	appreciate	the	talents	of	just	about	
  any	potential	travelling	companions:	those	who	are	
  able to handle problems that he, himself, cannot are 
  highly	valued,	but	even	those	who	fulfill	similar	
  roles	(such	as	rogues	and	fighters)	are	appreciated,	
  as they take some of the pressure off of him. Shadow 
  assassins	often	have	issues	with	paladins,	monks,	
  and anyone else who objects to their ruthless combat 
  style.	Depending	on	the	company,	a	shadow	assassin	
  may	hold	back	a	bit	in	combat	in	order	to	avoid	a	
  confrontation	with	such	allies,	or	he	may	flaunt	his	
  style	and	dare	his	detractors	to	do	anything	about	
  it,	but	generally	they	would	rather	avoid	the	trouble	
  either way.
  Shadow Assassins in the World 
   
  Yes, they’re dishonorable. It’s easy not to like 
  a man who tries to gouge your eyes out with one hand 
  and trip you with the other, or who would rather stab 
  you when your back is turned than when you’re facing 
  him, but at the end of the day, they’re effective. And 
  besides, is being stabbed in the back by a shadow 
  assassin really that much worse than being stabbed 
  in the front by someone else? Don’t mistake their 
  willingness to take advantage of your vulnerabilities 
  as a weakness of their own.
   
   
  ~Garth Eagleeye, mercenary captain 
  extraordinaire.
  	
  Shadow	assassins	are	selfish,	secretive,	and	
  dangerous.	They	are	out	only	for	themselves,	and	
  are	willing	to	do	whatever	it	takes	to	get	ahead.	
  This	doesn’t	mean	that	they	murder	and	maim	
  indiscriminately,	but	if	violence—including	murder—
  is the easiest means for them to accomplish their 
  goals,	they	are	unlikely	to	balk	at	it.	In	fact,	despite	
  their	name,	many	shadow	assassins	take	the	teachings	
  of	their	style	only	so	far,	and	though	they	will	take	
  every	advantage	they	can	get	in	a	fight,	they’re	not	all	
  contract killers. 
  
  25
   
  Daily Life: While many shadow assassins are 
  criminals,	and	possibly	even	actual	assassins,	just	as	
  many	are	not.	While	it	would	be	very	unusual	to	find	
  a	shadow	assassin	amongst	a	knightly	order,	or	in	the	
  town	guard,	it’s	not	uncommon	at	all	to	find	them	
  as mercenaries, and while the distinction between 
  mercenaries and assassins can occasionally be a bit 
  blurry,	a	good	number	of	shadow	assassins	are	able	
  to	walk	that	particular	line.	Shadow	assassins	avoid	
  fights	whenever	possible,	and	so	tend	to	be	more	
  circumspect about their profession than other martial 
  artists.	When	on	a	job	they	seek	to	finish	it	as	quickly	
  and neatly as possible, with as few complications, 
  even	if	it	means	cutting	a	few	corners	in	the	morality	
  or honor departments.
   
  Notables:	Being	notable	makes	you	noticeable	
  and	typically	leads	to	trouble,	so	very	few	shadow	
  assassins	achieve	any	real	measure	of	notoriety.	
  However,	“Don”	Allegio	Macrona	is	a	name	that	
  inspires	fear	thought	the	port	city	of	Ysmire.	Though	
  the	city	doesn’t	officially	recognize	him,	the	Don	rules	
  the	city	in	truth	through	his	dangerous	assassins.	The	
  king	himself	pays	heavy	bribes	to	keep	Macrona’s	
  blade from his throat, and is forced to listen to all his 
  corrupt policy decisions. Many a politician has offered 
  adventurers	of	all	stripes	a	great	deal	of	gold	to	defeat	
  the	Don	and	his	men,	and	many	adventurers	coming	
  to	Ysmire	have	died	in	their	beds	late	at	night,	when	
  witnesses	are	nowhere	to	be	found,	with	others	(the	
  ones	who	are	more	cautious	or	otherwise	manage	to	
  make	their	way	into	the	Don’s	presence)	apparently	
  finding	other	sources	of	income	and	leaving	the	job	
  unfinished.
  	
  The	shadow	assassins	have	their	origins	in	
  a far-off land and buried deep in their history are 
  the	noble	ideals	of	justice	and	righteous	resistance	
  against	corrupt	and	foreign	governments.	The	first	
  of	the	shadow	assassins	was	a	man	called	Koga	
  Nightshadow,	who	grew	up	in	an	age	of	oppression	
  and	corruption.	His	homeland	was	occupied	by	
  a	foreign	empire,	and	his	people	were	brutalized	
  and	abused	at	every	turn	by	foreigners,	and	then	
  victimized	further	by	a	government	which	would	do	
  nothing	to	protect	its	own.	Koga	saw	the	injustice	of	
  it	all	and	took	matters	into	his	own	hands,	taking	the	
  lives	of	those	responsible	in	the	most	brutal	fashion	
  possible	to	relate	the	frustration	of	his	people.	He	
  found	others	eager	to	join	his	cause	and	seek	justice	
  for	the	wrongdoings	of	these	foreigners,	but	without	
  any	formal	training.	Koga	taught	them	the	simplest	
  and	most	efficient	mode	of	combat	he	knew,	and	his	
  organization	grew	to	great	influence	and	became	a	
  sort	of	police	force	throughout	the	corrupt	empire.	
  Years	after	Koga’s	death	and	the	empire’s	fall,	this	
  police	system	remained	intact	and	spread	throughout	
  the world, and in time became itself corrupt and 
  villainous.	
   
  Organizations: 
  The	infinite	shadow	
  style	of	combat	grew	up	in	a	single	organization,	and	
  more than any other type of martial artist, shadow 
  assassins	tend	to	form	organizations	for	themselves,	
  usually run by small “clans” or families, which handle 
  the	local	affairs	in	a	decentralized	way.	The	official	
  doctrines	of	many	shadow	assassin	organizations	still	
  mandate	that	they	are	to	serve	the	causes	of	justice,	
  as	in	accordance	with	local	needs,	though	these	ideals	
  often	remain	solely	in	the	pages	of	the	organization’s	
  charters,	and	in	reality	many	such	groups	are	nothing	
  more	than	brutal	and	abusive	gangs,	which	do	a	lot	
  more	harm	than	good.	
   
  NPC Reactions: A character that is openly 
  known to be a shadow assassin is likely to be the 
  object	of	scorn,	and,	quite	possibly,	fear	from	the	
  local populace. Most other martial artists frown on the 
  ruthless	infinite	shadow	school,	and	openly	using	such	
  techniques	in	most	martial	contests	is	discouraged	
  at	best,	and	often	banned	entirely.	It	is	very	easy	
  for	shadow	assassins	to	pass	themselves	off	as	“just	
  another	fighter”	to	those	who	do	not	know	much	about	
  martial	techniques,	however,	and	that	is	what	most	
  shadow assassins do.
   
  Shadow Assassin Lore: Characters with ranks 
  in	Knowledge	(local)	can	research	shadow	assassins	to	
  learn more about them. When a character makes this 
  skill check, read or paraphrase the information from 
  the	table	below,	including	the	entries	for	lower	DCs.
  DC 
  Information
  10	
  Shadow	assassins	are	warriors	who	specialize	
  	
  in	the	infinite	shadow	school.		
  15	
  Shadow	assassins	are	rogue-like	fighters	who	
  	
  will	do	anything	to	achieve	their	goals.
  20	
  Shadow	assassins	have	the	ability	to	sneak	
  	
  attack	their	foes	in	order	to	take	advantage	of	
  
  26
  	
  enemies	in	compromising	positions.
  25	
  In	addition	to	being	experts	at	sneak	attack	and	
  	
  the	infinite	shadow	school	of	fighting,	the	
  	
  shadow	assassin	gains	a	greater	advantage	
  	
  from	foes	who	leave	themselves	open	to	attack.
  30	
  Characters	who	achieve	this	level	of	success	
  	
  can	learn	important	details	about	specific	
   
  shadow assassins, the areas in which they 
  	
  operate,	the	activities	they	undertake,	and	so	
   
  on.
  Swallow 
   
  You want to learn how to fight, eh? Well, 
  you’ve come to the right place; the graceful swallow 
  will teach you how to fight. We’ll show you everything 
  you need to know to beat your foes—every advanced 
  technique, every graceful maneuver. Remember 
  though, we aren’t mindless killers. We teach fighting 
  here, lad, so if it’s blood you’re after, look elsewhere.
   
  ~Ken Nevarr, Graceful Swallow Instructor
   
  Swallows, named for the style of combat that 
  they	employ,	specialize	in	the	flowing	and	elegant	
  graceful	swallow	school.	Elevating	the	art	of	combat	
  beyond	the	necessity	for	violence,	swallows	are	
  perhaps	the	most	refined	and	civilized	fighters	alive.	
  Swallows	concentrate	all	their	skills	on	one	thing:	the	
  use	of	combat	maneuvers.	And	they	certainly	excel	
  at	them.	While	a	swallow	has	the	basic	knowledge	
  of combat to slay his enemies in the traditional 
  fashion,	he	prefers	to	act	with	more	grace	and	style,	
  disabling	his	foes	and	proving	his	superiority	before	
  deciding	whether	or	not	to	deliver	the	final	blow.	To	
  a	swallow,	the	greatest	victory	is	when	a	humiliated	
  and	thoroughly	beaten	foe	surrenders	and	admits	the	
  swallow’s	superiority.
  Making	a	Swallow	
   
  In many ways, the swallow is one of the 
  simplest characters: his focus is entirely in one 
  specialized	area:	combat	maneuvers.	However,	the	
  swallow’s	focus	on	combat	maneuvers	also	makes	him	
  highly	limited	in	functionality,	and	poor	combatants	
  in	some	situations,	which	means	that	individual	
  swallows	often	have	to	explore	other	avenues	in	order	
  to	succeed	when	their	combat	skills	fail	(such	as	when	
  fighting	incorporeal	wraiths).
   
  Ability Scores:	It	is	without	question	that	
  Strength	is	the	most	important	ability	score	to	the	
  swallow, as it is the only ability score that contributes 
  directly	to	his	combat	maneuver	bonus,	and	because	it	
  is	necessary	for	a	variety	of	combat	maneuver-related	
  feats.	Dexterity	is	also	very	important	to	the	swallow;	
  as	a	lightly-armored	fighter,	high	Dexterity	allows	
  a	swallow	to	avoid	his	opponent’s	strikes.	It	also	
  contributes	to	his	CMD,	which	is	important	whenever	
  a	swallow	duels	another	of	his	kind,	something	
  that	happens	frequently.	A	high	Intelligence	is	also	
  important to the swallow, as it allows access to the 
  Combat	Expertise	feat,	which	gives	them	a	boost	to	
  AC	and	allows	access	to	certain	combat	maneuver-
  related	feats.	A	high	Charisma	is	not	strictly	important	
  to	the	swallow’s	combat	ability,	though	many	do	like	
  to	feint	in	combat.	However,	the	adherents	of	the	
  graceful	swallow	school	tend	to	be	preoccupied	with	
  their	appearance	and	social	standing,	and	as	self-styled	
  gentlemen	and	ladies,	many	swallows	invest	at	least	
  a	few	of	their	ability	score	points	into	a	higher	than	
  normal Charisma.
   
  Alignment: Swallows can be of any 
  alignment,	though	they	have	a	slight	tendency	towards	
  chaotic	alignments	due	to	their	trademark	arrogance	
  and	free	spirits.	That	being	said,	swallows’	emphasis	
  on	ritualized,	structured,	and,	above	all,	civilized	
  combat	appeals	strongly	to	characters	of	lawful	bent.	
  Swallows	are	slightly	more	likely	to	be	good	than	
  evil	due	to	the	non-lethal	philosophy	behind	the	
  school;	however,	many	of	the	most	vile	and	wicked	
  individuals	find	that	people	are	a	lot	easier	to	rob	and	
  murder when they are disarmed and on their backs. 
   
  HD: d10.
  Class Skills
  	
  The	swallow’s	class	skills	are	Acrobatics	
  (Dex),	Appraise	(Int),	Bluff	(Cha),	Climb	(Str),	Craft	
  (Int),	Diplomacy	(Cha),	Disguise	(Cha),	Escape	Artist	
  (Dex),	Intimidate	(Cha),	Perform	(Cha),	Profession	
  (Wis),	Sense	Motive	(Wis),	Sleight	of	Hand	(Dex),	
  Stealth	(Dex),	and	Swim	(Str).
  
  27
   
  Skill Ranks per Level: 2 + Intelligence modifier
  Class	Features
  	
  All	of	the	following	are	class	features	of	the	
  swallow.
   
  Weapon and Armor Proficiency: Swallows 
  are	proficient	with	all	simple	and	martial	weapons,	
  plus	the	whip	and	hand	crossbow.	They	are	proficient	
  with	light	armor	and	bucklers,	but	not	with	other	types	
  of shields. 
   
   
  Bonus Feat: Swallows are particularly adept 
  at	the	techniques	of	the	graceful	swallow	school	
  of martial combat. At 1st	level,	a	swallow	receives	
  the Combat Artist feat and either the Shadow of the 
  Falcon	feat	or	the	Talon	Strike	feat	as	bonus	feats.	
  Additionally,	at	4th	level,	and	every	4	levels	thereafter,	
  he	gains	an	additional	graceful	swallow	feat	as	a	bonus	
  feat.	He	must	still	meet	all	prerequisites	necessary	to	
  gain	the	chosen	feat.
   
  Graceful Swallow Style (Ex):	As	experts	
  in	the	graceful	swallow	style,	swallows	are	better	at	
  using	these	techniques	and	stances	than	their	peers.	
  Beginning	at	2nd	level,	the	swallow	is	treated	as	though	
  Table 1‐5: The Swallow
  Base Attack      
  Bonus
  Fort 
  Save
  Ref     
  Save
  Will 
  Save
  Level
  Special
  1st
  +1
  +2
  +2
  +0
  Bonus feat
  2nd
  +2
  +3
  +3
  +0
  Graceful swallow style
  3rd
  +3
  +3
  +3
  +1
  Signature technique
  4th
  +4
  +4
  +4
  +1
  Bonus feat
  5th
  +5
  +4
  +4
  +1
  Graceful mastery 1
  6th
  +6/+1
  +5
  +5
  +2
  Signature technique
  7th
  +7/+2
  +5
  +5
  +2
  Swallow's defense
  8th
  +8/+3
  +6
  +6
  +2
  Bonus feat
  9th
  +9/+4
  +6
  +6
  +3
  Signature technique
  10th
  +10/+5
  +7
  +7
  +3
  Graceful mastery 2
  11th
  +11/+6/+1
  +7
  +7
  +3
  Swallow's dodge
  12th
  +12/+7/+2
  +8
  +8
  +4
  Bonus feat, signature technique 
  13th
  +13/+8/+3
  +8
  +8
  +4
  Darting swallow 
  14th
  +14/+9/+4
  +9
  +9
  +4
  Deft recovery
  15th
  +15/+10/+5
  +9
  +9
  +5
  Graceful mastery 3
  16th
  +16/+11/+6/+1
  +10
  +10
  +5
  Bonus feat
  17th
  +17/+12/+7/+2
  +10
  +10
  +5
  Blinding speed
  18th
  +18/+13/+8/+3
  +11
  +11
  +6
  Signature technique
  19th
  +19/+14/+9/+4
  +11
  +11
  +6
  Deadly swallow 
  20th
  +20/+15/+10/+5
  +12
  +12
  +6
  Bonus feat, graceful mastery 4
  he	had	more	graceful	swallow	technique	feats	than	
  he actually possesses for the purposes of feats and 
  abilities	that	rely	on	the	number	of	graceful	swallow	
  technique	feats	he	possesses.	For	every	two	graceful	
  swallow	technique	feats	the	swallow	possesses,	he	
  is	treated	as	though	he	possesses	one	more	graceful	
  swallow	technique	feat	for	the	purposes	of	such	feats	
  and abilities.
   
  Signature Technique (Ex): A swallow 
  becomes	more	adept	at	using	technique	feats	as	he	
  increases in skill. At 3rd	level,	and	every	3	levels	
  thereafter,	the	swallow	gains	one	of	the	following	feats	
  as	a	bonus	feat:	Improved	Bull	Rush,	Improved	Dirty	
  Trick,	Improved	Disarm,	Improved	Drag,	Improved	
  Grapple,	Improved	Overrun,	Improved	Reposition,	
  Improved	Steal,	Improved	Sunder,	and	Improved	trip.	
  At 12th	level,	he	can	also	select	from	the	following	
  list:	Greater	Bull	Rush,	Greater	Dirty	Trick,	Greater	
  Disarm,	Greater	Drag,	Greater	Grapple,	Greater	
  Overrun,	Greater	Reposition,	Greater	Steal,	Greater	
  Sunder,	and	Greater	Trip.	The	swallow	can	gain	
  feats	from	the	first	list	even	if	he	does	not	meet	the	
  prerequisites,	but	cannot	gain	feats	from	the	second	
  list	unless	he	has	met	all	of	the	prerequisites	for	that	
  feat.
  
  28
   
  Graceful Mastery (Ex): As a swallow 
  continues	to	practice	his	techniques	and	skills,	he	
  learns	to	perform	graceful	swallow	techniques	more	
  easily	than	other	creatures.	Beginning	at	5th	level,	
  whenever	the	swallow	uses	a	graceful	swallow	
  technique	feat,	he	needs	to	spend	1	less	martial	action	
  point to do so than he otherwise would. This cannot 
  reduce the cost below 1 point. At 10th	level,	and	
  every	5	levels	thereafter,	the	cost	is	decreased	by	an	
  additional martial action point.
   
  Swallow’s Defense (Ex): A swallow is better 
  able	to	defend	himself	against	combat	maneuvers.	
  Beginning	at	7th	level,	whenever	the	swallow	uses	
  a	graceful	swallow	technique,	he	gains	a	bonus	to	
  his	CMD	equal	to	the	number	of	graceful	swallow	
  technique	feats	he	possesses	until	the	beginning	of	his	
  next	turn.
   
  Swallow’s Dodge (Ex): A swallow is 
  exceptional	at	fighting	off	his	foes	while	wearing	light	
  or	no	armor.	Beginning	at	11th	level,	as	long	as	the	
  swallow	is	wearing	light	or	no	armor,	he	gains	twice	
  the	usual	amount	of	Dexterity	bonus	to	his	AC.	
   
  Darting Swallow (Ex): A swallow is such 
  a	master	of	maneuvers	that	he	can	perform	them	at	
  blinding	speed,	allowing	him	to	perform	many	more	
  in a short time than an ordinary creature. At 13th 
  level,	a	swallow	can	perform	any	combat	maneuver	
  that	requires	a	standard	action	as	part	of	making	a	
  full-attack	action,	in	place	of	making	a	melee	attack.		
  A	combat	maneuver	made	in	this	way	follows	all	
  the	same	rules	for	a	combat	maneuver	which	could	
  ordinarily be substituted for an attack roll.  
   
  Deft Recovery (Ex): When he focuses on the 
  basics	on	which	all	graceful	swallow	techniques	are	
  based, the swallow is able to recuperate his focus. 
  Beginning	at	14th	level,	whenever	the	swallow	uses	
  a	combat	maneuver	which	is	not	made	as	part	of	a	
  martial	action	technique,	if	the	combat	maneuver	is	
  successful,	he	recovers	a	number	of	martial	action	
  points	equal	to	his	Intelligence	modifier.	
   
  Blinding Speed (Ex): A swallow can perform 
  maneuvers	so	quickly	that	no	one	can	possibly	react	
  to	them.	Beginning	at	17th	level,	the	swallow	never	
  provokes	attacks	of	opportunity	when	performing	
  a	combat	maneuver.	This	applies	only	to	the	actual	
  maneuver,	and	not	to	other	effects	which	occur	as	part	
  of	the	maneuver	(for example, the movement made as 
  part of a bull rush attempt made while charging might 
  still provoke attacks of opportunity, due to the swallow 
  exiting a creature’s threat range).	
   
  Deadly Swallow (Ex):	A	swallow	delivers	
  maneuvers	with	such	force	as	to	be	potentially	lethal.	
  At 19th	level,	whenever	a	swallow	successfully	
  performs	a	combat	maneuver	against	a	creature,	he	
  deals	an	amount	of	damage	to	the	target	equal	to	1d6	
  +	his	Strength	modifier.	This	damage	is	subject	to	
  damage	reduction,	and	is	treated	as	being	of	the	same	
  type(s)	as	the	weapon	that	the	swallow	uses	to	perform	
  the	combat	maneuver,	if	any.
  
  29
  Playing	a	Swallow
  	
  Swallows	are	civilized	fighters	who	epitomize	
  the	ideals	of	grace	and	gentlemanly	conduct.	They	are	
  also	very	well	known	for	their	arrogance,	hubris,	and	
  often	abrasive	and	overly	aggressive	attitudes.	Though	
  most swallows are reluctant to kill without reason, that 
  doesn’t	mean	they	don’t	frequently	start	fights	and	get	
  into	other	trouble,	and	they	often	bring	their	friends	
  and allies with them. 
  	
  Swallows	view	the	world	as	a	series	of	
  opportunities	to	prove	themselves	as	the	best	and	
  to	benefit	from	all	the	good	things	that	come	along	
  with	that	position.	The	swallow	thrives	on	attention	
  and	enjoys	nothing	so	much	as	receiving	recognition	
  (particularly	from	his	vanquished	opponents)	for	his	
  exceptional	prowess.	
   
  Races: Nearly all swallows are humans or 
  half-elves	who	find	the	lifestyle	and	skills	of	the	
  graceful	swallow	martial	school	to	complement	the	
  desires of their heart. Both races are well suited to the 
  path,	due	to	their	generally	charming	personalities,	
  extra	feats,	and	penchant	for	arrogance.	Elves	
  occasionally	choose	the	path	of	the	swallow,	feeling	
  their	style	of	combat	to	be	the	most	elegant	and	
  beautiful.	Dwarves	and	half-orcs	tend	to	consider	the	
  style to be weak and cowardly, and also less useful 
  in	the	war-like	environments	those	races	tend	to	hail	
  from.	Many	halflings	and	gnomes	would	find	a	greater	
  interest	in	becoming	swallows,	were	it	not	for	their	
  natural	weakness	in	using	combat	maneuvers.
   
  Religion:	Swallows	have	a	wide	variety	of	
  religious	practices,	depending	on	the	individual.	
  Some	swallows	choose	the	path	because	it	provides	
  them	a	good	means	to	make	a	difference	in	a	world	
  full	of	conflict,	while	minimizing	bloodshed.	These	
  often	worship	gods	of	mercy	or	pacifism.	Others,	in	
  it	strictly	for	the	fortune	and	glory,	typically	worship	
  gods	of	luck	or	skill.	Still	others	worship	deities	of	
  strength	or	warfare.	Whatever	the	case,	religious	
  fervor	tends	to	run	very	low	in	the	swallow	ranks,	who	
  look at the world in a more material fashion.
   
  Other Classes:	Swallows	greatly	enjoy	the	
  company	of	other	adventurers	and	realize	that	they	
  can	help	in	nearly	any	situation,	thus	spurning	no	
  companions	for	reasons	of	class.	Swallows	find	other	
  warrior	classes	to	be	useful	in	mopping	up	the	foes	
  who	don’t	want	to	surrender	after	the	swallow	has	
  thoroughly	disabled	them.	They	like	rogues	who	can	
  deal	with	traps,	which	all	the	maneuvers	in	the	world	
  can’t	disarm,	and	who	are	adept	at	finding	treasure.	
  They	find	healers	invaluable	due	to	their	poor	armor	
  and	often	substandard	hit	points.	Mages	are	great	for	
  dealing	with	things	off	the	ground	or	far	away,	which	
  are	anathema	to	the	swallow’s	up-close	and	personal	
  fighting	style.
  Swallows in the World
   
  “Who was that man? He was just so 
  handsome… did you see the way he disarmed that 
  drunk merchant guard and then knocked the ogre 
  mercenary on his back side? I thought I would die 
  laughing. And my, what a tip! Sure, I watched him take 
  the silver necklace from that lady, but she had a bad 
  attitude, and anyway, it looks better on me, don’t you 
  think?”
   
  ~Tessa, Tavern Maid 
  	
  Swallows	are	true	showoffs,	longing	for	the	
  attention	and	recognition	their	skills	surely	command.	
  They	almost	all	turn	to	the	adventurer’s	life	after	
  learning	the	basics	of	their	chosen	style,	a	thing	most	
  often studied in academies prior to adulthood, and 
  most	prefer	to	perfect	their	craft	on	the	road.	Even	
  when	a	swallow	does	settle	down,	perhaps	teaching	
  others	or	opening	a	bar,	the	tendency	to	show	off	never	
  really	goes	away,	and	swallows	never	seem	to	do	more	
  than	semi-retire	from	the	adventurer’s	lifestyle.	
   
  Daily Life: Swallows spend a lot of time in 
  taverns,	inns,	dives,	and	anywhere	else	excitement	
  is	likely	to	be	found.	Some	nights	they	merely	have	
  a	drink	and	flirt	with	the	bar	maids,	but	every	now	
  and	then,	that	one	moment	every	swallow	waits	for	
  comes	into	the	tavern,	that	opportunity	for	adventure	
  and	excitement,	often	paired	with	far	too	much	
  danger.	Not	that	this	encompasses	all	that	swallows	
  do,	of	course:	some	are	merchant	guards,	some	join	
  the	local	garrison,	some	sign	on	with	ships	or	turn	
  to	piracy,	and	some	are	even	found	among	the	noble	
  houses	of	their	homelands.	Many	swallows	are	eager	
  to	display	their	skill	at	combat	(and	so	increase	their	
  reputation),	and	so	will	manufacture	fights	and	other	
  
  30
  situations,	demanding	duels	of	honor	over	trumped-up,	
  or	entirely	staged	events,	just	for	a	chance	to	show	off	
  before a crowd.
   
  Notables: Nearly all swallows want to be 
  notable.	Tragically,	few	swallows	ever	actually	
  achieve	the	notoriety	they	desire,	beyond	the	local	
  places	where	they	were	most	active	during	their	
  adventuring	days.	A	great	many	swallows	die	before	
  achieving	even	this	level	of	notoriety,	after	allowing	
  their	arrogant	attitudes	to	put	them	in	over	their	head.	
  Still,	a	few	have	risen	to	relative	greatness.
  	
  Francis	Merbot	is	considered	by	many	to	be	
  the	greatest	swallow	since	Michael	Hornswallow,	
  though	very	few	people	speak	of	him	with	the	
  same	reverence.	After	graduating	the	Red	Swallow	
  Academy	in	his	relatively	obscure	homeland	of	
  Unam,	Francis	stole	his	father’s	money,	robbed	the	
  local duke, and looted the church, all so that he could 
  purchase	a	ship	and	enough	scallywags	to	pilot	it	out	
  to	open	sea.	In	the	time	since,	Merciful	Merbot	(as	he	
  has	come	to	be	known)	has	become	famous	for	being	
  the	most	ruthless	and	successful	pirate	to	never	kill	a	
  man.	The	captain’s	reputation	for	plunder	has,	in	itself,	
  made	the	prospect	of	trade	in	that	region	dicey	at	best,	
  and	all	who	travel	the	western	seas	know	they	might	
  run afoul of the dreaded pirate.
  	
  The	graceful	swallow	style	was	founded	in	
  antiquity,	being	one	of	the	oldest	martial	styles	since	
  the	early	development	of	combat	artistry.	The	style	
  was	officially	formalized	and	founded	by	Roger	
  Harris,	a	beautiful	and	kind	man	by	all	regards.	Roger	
  had	been	fighting	duels	for	years,	though	it	is	said	he	
  never	took	a	life	(his	foes	all	allegedly	surrendered	
  after	witnessing	his	greatness),	and	he	had	learned	all	
  there	was	of	combat	maneuvers	and	elegant	fighting.	
  It	was	a	civilized	time	for	the	world,	and	people	from	
  far	and	wide	came	to	learn	from	him.	It	wasn’t	long	
  before	Roger	had	enough	students	to	form	a	school,	
  and	then	enough	expert	students	to	teach	those	less	
  talented,	and	so	he	founded	academies	throughout	
  the	lands.	Within	a	few	generations,	the	techniques	
  had	been	adopted	in	one	form	or	another	throughout	
  the	world,	keeping	his	legacy	alive.	One	unique	fact	
  about	the	graceful	swallow	style	is	that	no	philosophy	
  is	taught	along	with	the	techniques,	as	Roger	believed	
  that the philosophy behind his style of combat was 
  inherent	to	the	techniques,	and	that	it	was	the	right	of	
  every	individual	to	do	with	his	knowledge	what	they	
  would.
   
  Organizations: Beyond academies where 
  the	style	is	taught,	few	organizations	exist	between	
  swallows. Instead, the relationship between one 
  swallow and another tends to be fueled by intense 
  rivalry,	which	is	as	often	friendly	as	not.	Everything,	
  from where the two swallows were trained, to which 
  techniques	they	specialize	in,	to	the	company	they	
  keep	and	the	deeds	they	have	to	their	name,	is	used	by	
  the two swallows to measure each other prior to what 
  is	almost	an	inevitable	duel,	which	only	ends	when	
  one swallow surrenders to the other.
   
  NPC Reactions: Swallows tend to either 
  elicit	feelings	of	awe	and	adoration	or	disgust	and	
  revilement	from	others.	All	swallows	have	big	
  personalities and some people can appreciate that, 
  while	others	can’t.	Most	swallows	would	be	better	off	
  if	they	were	better	at	realizing	when	to	brag	and	run	
  their	mouth	and	when	to	keep	quiet,	however,	and	they	
  tend	to	find	themselves	in	trouble	more	often	than	not.
   
  Swallow Lore: Characters with ranks in 
  Knowledge	(religion)	can	research	swallows	to	learn	
  more about them. When a character makes this skill 
  check, read or paraphrase the information from the 
  table	below,	including	the	entries	for	lower	DCs.
  DC 
  Information
  10	
  Swallows	are	warriors	who	specialize	in	the	
  	
  graceful	swallow	school.
  15	
  Swallows	are	daring	warriors,	equal	parts	grace	
  	
  and	power,	who	excel	at	using	combat	
  	
  maneuvers.
  20	
  Swallows	rarely	back	down	from	a	challenge,	
   
  and often use combat as a means to show off. 
  	
  They	are	well	known	for	rarely	fighting	to	the	
   
  death.
  25	
  Powerful	swallows	are	masters	of	many	
  	
  different	kinds	of	combat	maneuvers,	and	can	
  	
  even	deliver	them	with	such	accuracy	that	they	
  	
  damage	their	target	at	the	same	time.
  30	
  Characters	who	achieve	this	level	of	success	
  	
  can	learn	important	details	about	specific	
   
  swallows, the areas in which they operate, the 
  	
  activities	they	undertake,	and	so	on.
  
  31
  
  32
  Feats
  	
  The	following	section	provides	a	number	of	
  new feats which can be selected by any character. 
  These	feats	provide	the	backbone	of	martial	
  techniques,	and	are	the	main	source	of	such	techniques	
  for most characters.
  Technique	Feats
   
  Nearly all of the feats in this book are 
  technique	feats.	This	new	category	of	feats	is	
  specifically	for	martial	techniques.	All	technique	feats	
  are	combat	feats,	and	provide	a	character	with	a	way	
  to	spend	martial	action	points	in	order	to	gain	some	
  kind	of	benefit.	Some	feats	require	that	a	character	
  possess	a	certain	number	of	technique	feats	as	a	
  prerequisite,	and	some	of	the	archetypes	presented	
  later	in	this	book	grant	bonus	technique	feats.	
  Otherwise,	technique	feats	are	no	different	than	other	
  feats.
  New	Feats
  	
  Unlike	most	books	that	provide	new	feats,	
  the	following	feats	are	not	presented	in	alphabetical	
  order.	Instead,	they	have	been	divided	into	subsections	
  based on the combat discipline they are associated 
  with	(Flowing	River,	Golden	Soul,	Graceful	Swallow,	
  Infinite	Shadow,	and	Iron	Ram).	Within	these	
  subsections, they are presented in order based on the 
  base	attack	bonus	requirement	to	select	them,	from	
  lowest	to	highest.	This	is	also	the	order	that	they	are	
  presented	on	the	various	tables	that	summarize	these	
  feats.
  Flowing	River	Feats
  	
  The	following	feats	are	techniques	associated	
  with	the	Flowing	River	discipline	of	martial	action.	
  The	Flowing	River	discipline	focuses	on	mobility,	
  flitting	about	the	battlefield	to	get	where	they	are	
  needed,	surprising	opponents	by	striking	them	from	
  places	that	they	are	unexpected,	and	nimbly	dodging	
  attacks	made	against	them.	The	feats	are	presented	in	
  order	based	on	the	base	attack	bonus	requirement	to	
  select	them,	from	lowest	to	highest.
  Flowing Forward [Combat, Technique, 
  Flowing River]
  Your body is a well-honed tool, and by focusing solely 
  on movement, you can surge forward with impossible 
  alacrity, closing the distance between you and your 
  foes in an instant.
  Prerequisites: Martial action pool, base attack bonus 
  +1.
  Benefit: You	gain	access	to	the	flowing	forward	
  martial	action	technique.	As	a	move	action,	you	
  may	spend	1	martial	action	point	in	order	to	move	
  up	to	twice	your	movement	speed.	While	moving	
  in	this	fashion,	you	can	move	at	your	full	speed	
  while	climbing,	swimming,	or	performing	acrobatics	
  (although	you	may	still	need	to	succeed	on	an	
  Acrobatics,	Climb,	or	Swim	check).
  Tactical Advancement [Combat, Technique, 
  Flowing River]
  The key to victory in any combat often comes down to 
  outmaneuvering your enemies, and you have mastered 
  special movements and stances to maximize the 
  advantages granted by repositioning yourself.
  Prerequisites: Martial action pool, base attack bonus 
  +1.
  Benefit: You	gain	access	to	the	tactical	advancement	
  martial	action	technique.	As	a	move	action,	you	may	
  spend	1	martial	action	point.	If	you	do,	you	may	move	
  up	to	your	speed.	At	the	end	of	this	movement,	you	
  gain	a	+1	bonus	on	all	attack	and	weapon	damage	rolls	
  made	against	creatures	you	are	adjacent	to	until	the	
  end	of	your	next	turn.	When	your	base	attack	bonus	
  reaches	+5,	and	every	4	points	thereafter,	you	may	
  spend	an	additional	martial	action	point	when	using	
  this	technique	in	order	to	increase	the	damage	granted	
  by this feat by an additional +1.
  Whitewater Stride [Combat, Technique, 
  Flowing River]
  Like raging whitewater rapids, you rush forward at 
  incredible speeds, surging across the battlefield too 
  fast for your foes react.
  Prerequisites: Martial action pool, base attack bonus 
  +2.
  Benefit: You	gain	access	to	the	whitewater	stride	
  martial	action	technique.	As	a	swift	action,	you	may	
  spend any number of martial action points in order to 
  
  33
  increase	your	movement	speed	by	5	feet	per	martial	
  action point spent this way, for a number of rounds 
  equal	to	the	number	of	Flowing	River	technique	feats	
  you	possess.	Additionally,	during	this	time,	whenever	
  you	make	an	attack,	if	you	have	moved	at	least	40	feet	
  since	the	beginning	of	your	turn,	the	target	is	treated	as	
  flat-footed	for	the	purposes	of	that	attack.
  Storm Stomp [Combat, Technique, Flowing 
  River]
  With great leaping steps, you tromp across the 
  battlefield, rushing down lesser foes as you streak 
  towards your target and gather momentum for a big 
  swing.
  Prerequisites: Martial action pool, base attack bonus 
  +3.
  Benefit: You	gain	access	to	the	storm	stomp	martial	
  action	technique.	As	a	move	action,	you	may	spend	
  3	martial	action	points.	If	you	do	you	may	move	up	
  to	your	speed.	During	this	movement	you	may	make	
  overrun	combat	maneuvers	as	a	free	action.	At	the	
  end	of	the	movement,	you	gain	a	+1	morale	bonus	
  to	attack	rolls	made	before	the	end	of	your	next	turn	
  Table 2‐1: Flowing River Feats
  Feats
  Prerequisites
  Benefits
  Flowing Forward
  Martial action pool, base attack 
  bonus +1
  Move up to twice your speed as a move action, and use 
  Acrobatics, Climb, and Swim at full speed.
  Tactical Advancement
  Martial action pool, base attack 
  bonus +1
  Move up to your speed, then gain a bonus on attack and 
  damage rolls.
  Whitewater Stride
  Martial action pool, base attack 
  bonus +2
  Increase your speed, and treat foes as flat‐footed if you 
  move 40 feet.
  Storm Stomp
  Martial action pool, base attack 
  bonus +3
  Move up to your speed and overrun as a move action, then 
  gain a bonus on attack rolls if you successfully overran 
  anything.
  Tidal Strike
  Martial action pool, base attack 
  bonus +5
  Attack an opponent, then move away without provoking 
  an attack of opportunity
  Rushing River
  Martial action pool, base attack 
  bonus +6
  Move up to 30 feet. If you move through an opponent's 
  square, you can attack them as a free action.
  Drifting Boulder
  Martial action pool, base attack 
  bonus +8
  Move 10 feet, then, if flanking an opponent, you gain 
  bonuses on your next attack.
  Steel Torrent
  Martial action pool, base attack 
  bonus +10
  Move twice your speed, then gain a bonus on attack rolls 
  based on how far you moved.
  Wicked Whirlpool
  Martial action pool, base attack 
  bonus +12
  Move up to your speed and force opponents to attack you, 
  although they suffer a stiff penalty.
  Liquid Iron
  Martial action pool, base attack 
  bonus +15
  Make multiple attacks at any point of your movement 
  while moving.
  Steps of Wisdom
  Martial action pool, base attack 
  bonus +18
  Take three 5‐ft. steps as a standard action, and regain 15 
  martial action points.
  Endless Ocean
  Martial action pool, base attack 
  bonus +20
  Immediately take 5 move actions.
  for	each	creature	you	successfully	overran	during	
  the	movement,	and	a	+1	moral	bonus	to	AC	for	each	
  creature	which	chose	to	avoid	your	overrun	attempt	
  during	the	movement.	
  Tidal Strike [Combat, Technique, Flowing 
  River]
  Like an ocean wave, you strike your opponent as you 
  withdraw from his presence, delivering a potent blow 
  while evading danger.
  Prerequisites: Martial action pool, base attack bonus 
  +5.
  Benefit: You	gain	access	to	the	tidal	strike	martial	
  action	technique.	As	a	standard	action,	you	may	spend	
  5	martial	action	points.	If	you	do,	make	a	single	attack	
  at	your	highest	base	attack	bonus	against	a	foe	within	
  reach.	If	you	hit,	you	deal	damage	as	normal,	and	that	
  creature	cannot	make	an	attack	of	opportunity	against	
  you	for	moving	out	of	a	square	that	he	threatens	until	
  the	beginning	of	your	next	turn.	Regardless	of	whether	
  or	not	the	attack	was	successful,	you	may	then	move	
  up	to	your	speed	in	a	straight	line	away	from	the	target	
  of the attack.
  
  34
  Rushing River [Combat, Technique, 
  Flowing River]
  Like a cascading torrent of water raging down a 
  mountainside, you burst forward, letting nothing stop 
  your progress and drowning those who would dare 
  stop you in a flood of steel and blood.
  Prerequisites: Martial action pool, base attack bonus 
  +6.
  Benefit: You	gain	access	to	the	rushing	river	martial	
  action	technique.	As	a	move	action,	you	may	spend	
  6	martial	action	points	in	order	to	move	30	feet	in	a	
  straight	line.	If	you	successfully	use	Acrobatics	to	
  pass	through	a	square	occupied	by	an	opponent	as	
  part	of	this	movement,	you	may	immediately	make	
  a	melee	attack	at	your	highest	base	attack	bonus	
  against	that	creature	as	a	free	action	made	as	part	
  of	the	movement.	You	suffer	a	-2	penalty	to	attack	
  and	damage	for	the	purposes	of	this	attack	roll.	This	
  movement	provokes	attacks	of	opportunity	as	normal.
  Drifting Boulder [Combat, Technique, 
  Flowing River]
  You glide gently, repositioning yourself with ease and 
  taking aim at your opponent’s weak spots, exploiting 
  his new position to great effect.
  Prerequisites: Martial action pool, base attack bonus 
  +8.
  Benefit: You	gain	access	to	the	drifting	boulder	
  martial	action	technique.	As	a	standard	action,	you	
  may	spend	4	martial	action	points.	If	you	do,	you	
  may	move	up	to	10	feet	without	provoking	attacks	
  of	opportunity	due	to	movement.	If	you	are	flanking	
  an	opponent	at	the	end	of	your	movement,	you	may	
  spend	an	additional	4	martial	action	points	as	a	free	
  action	in	order	to	make	a	melee	attack	at	your	highest	
  base	attack	bonus	against	that	creature.	If	the	attack	is	
  successful,	you	deal	damage	as	normal.	Additionally,	
  until	the	end	of	your	next	turn,	any	attack	made	
  against	that	creature	by	creatures	that	are	flanking	it	
  deals	an	additional	1d6	points	of	damage.	Creatures	
  immune	to	precision-based	damage	are	also	immune	
  to	this	extra	damage.
  Steel Torrent [Combat, Technique, Flowing 
  River]
  You stream forward across the field whilst performing 
  an intricate dance of swords and fury, surrounding 
  yourself in a cloak of death.
  Prerequisites: Martial action pool, base attack bonus 
  +10.
  Benefit: You	gain	access	to	the	steel	torrent	martial	
  action	technique.	As	a	move	action,	you	may	spend	5	
  martial	action	points.	If	you	do,	you	may	move	up	to	
  twice	your	speed.	At	the	end	of	this	movement,	you	
  may	spend	an	additional	5	martial	action	points	in	
  order	to	focus	the	energy	of	the	movement,	granting	
  you	a	circumstance	bonus	on	the	next	attack	roll	you	
  make	before	the	end	of	your	next	turn.	This	bonus	is	
  equal	to	1/10th	the	number	of	feet	between	the	square	
  you	were	in	when	you	activated	this	ability	and	the	
  square	where	you	ended	your	movement.	Use	the	
  shortest possible distance between the two points in 
  order to calculate this difference.
  Wicked Whirlpool [Combat, Technique, 
  Flowing River]
  With a deadly and graceful dance, equal parts 
  inspiring and mocking, you force foes into attacking 
  you with little hope of dealing any real damage.
  Prerequisites: Martial action pool, base attack bonus 
  +12.
  Benefit: You	gain	access	to	the	wicked	whirlpool	
  martial	action	technique.	As	a	move	action,	you	may	
  spend 12 martial action points. If you do, you may 
  move	up	to	your	speed.	During	this	movement,	each	
  opponent who can make an attack of opportunity 
  against	you	must	do	so	if	able,	though	he	suffers	a	
  
  35
  penalty	on	the	attack	roll	equal	to	1/2	the	number	
  of	Flowing	River	technique	feats	you	possess.	
  Additionally,	at	the	end	of	this	movement,	each	
  opponent who failed to hit you with his attack of 
  opportunity	finds	himself	stunned	by	your	impressive	
  movement,	and	must	succeed	on	a	Will	save	(DC	10	
  +	the	number	of	Flowing	River	technique	feats	you	
  possess)	or	be	staggered	for	1	round.	
  Liquid Iron [Combat, Technique, Flowing 
  River]
  Not only have you mastered movement around the 
  battle field, you have learned how to best position 
  yourself in order to deliver the most potent blows
  Prerequisites: Martial action pool, base attack bonus 
  +15.
  Benefit: You	gain	access	to	the	liquid	iron	martial	
  action	technique.	As	a	swift	action,	you	may	spend	1	
  martial	action	point.	If	you	do,	the	next	time	you	move	
  this	turn	for	any	reason,	you	may	spend	5	martial	
  action	points	at	any	point	during	the	movement	in	
  order	to	make	a	single	melee	attack	at	your	highest	
  base	attack	bonus	against	any	creature	you	threaten.	
  If	you	hit,	you	gain	a	bonus	on	the	damage	roll	equal	
  to	the	number	of	Flowing	River	technique	feats	you	
  possess. You may spend martial action points to make 
  an	attack	in	this	way	any	number	of	times	during	your	
  movement	(provided	you	have	enough	martial	action	
  points	and	do	not	exceed	the	number	of	martial	action	
  points	you	can	spend	in	1	round),	but	each	such	attack	
  must	be	made	from	a	different	square,	and	each	attack	
  after	the	first	suffers	a	cumulative	-5	penalty	to	the	
  attack roll.
  Steps of Wisdom [Combat, Technique, 
  Flowing River]
  You have learned that, sometimes, small steps lead to 
  the most overwhelming victories. 
  Prerequisites: Martial action pool, base attack bonus 
  +18.
  Benefit: You	gain	access	to	the	steps	of	wisdom	
  martial	action	technique.	As	a	standard	action,	you	
  may	take	up	to	3	five-foot	steps.	These	steps	cannot	
  overlap	with	each	other,	nor	can	you	retrace	your	
  steps.	For	each	five-foot	step	you	take	in	this	way,	
  you	regain	5	martial	action	points.	You	must	wait	at	
  least	10	rounds	between	uses	of	this	ability.	For	every	
  two	Flowing	River	technique	feats	you	possess,	the	
  amount of time you must wait between uses of this 
  ability is reduced by 1 round.
  Endless Ocean [Combat, Technique, 
  Flowing River]
  Like the great sea, you are constantly flowing forth 
  in an endless wave of martial prowess and frenetic 
  energy.
  Prerequisites: Martial action pool, base attack bonus 
  +20.
  Benefit: You	gain	access	to	the	endless	ocean	martial	
  action	technique.	As	a	move	action,	you	may	spend	10	
  martial action points. If you do, you may immediately 
  take	5	move	actions.	The	martial	action	points	spent	
  to	activate	this	ability	do	not	count	against	the	number	
  of	martial	action	points	that	you	can	spend	in	a	single	
  round.
  Golden	Soul	Feats
  	
  The	following	feats	are	techniques	associated	
  with	the	Golden	Soul	discipline	of	martial	action.	The	
  Golden	Soul	discipline	focuses	on	improving	the	self,	
  and its philosophy is that anyone who can master his 
  own	inner	being	and	come	to	perfect	harmony	with	
  himself,	cannot	be	defeated	in	combat.	Its	techniques	
  empower	their	user,	if	executed	correctly.	The	feats	
  are presented in order based on the base attack bonus 
  requirement	to	select	them,	from	lowest	to	highest.
  Gilt Swing [Combat, Technique, Golden 
  Soul]
  You strike from a defensive position, protecting 
  yourself from harm and using the blow delivered to 
  hamper the target’s offense.
  Prerequisites: Martial action pool, base attack bonus 
  +1.
  Benefit: You	gain	access	to	the	gilt	swing	martial	
  action	technique.	As	a	swift	action,	you	may	spend	
  1	martial	action	point.	If	you	do,	you	gain	a	+1	
  dodge	bonus	to	AC	for	1	round.	Additionally,	until	
  the	beginning	of	your	next	turn,	any	creature	that	
  successfully hits you with a melee attack becomes 
  distracted	by	your	defensive	stance,	and	suffers	a	
  
  36
   
  Table 2‐2: Golden Soul Feats
  Feats
  Prerequisites
  Benefits
  Gilt Swing
  Martial action pool, base attack 
  bonus +1
  You make a single attack, gain a dodge bonus to AC, and 
  may impose a penalty to attack rolls on the target.
  Golden Focus
  Martial action pool, base attack 
  bonus +1
  Make a single melee attack, and gain a bonus on all melee 
  attacks made until the end of your next turn.
  Fluid Body
  Martial action pool, base attack 
  bonus +2
  Make a single melee attack, and possibly gain a bonus on 
  attack rolls for attacks of opportunity.
  Golden Soul Attack
  Martial action pool, base attack 
  bonus +3
  Make a single melee attack, and gain a bonus on all melee 
  attack rolls for 1d4 rounds. Multiple instances stack.
  Parrying Swing
  Martial action pool, base attack 
  bonus +5
  Make a single melee attack, and gain a +4 dodge bonus to 
  AC for 1 round.
  Meditations of Harmony
  Martial action pool, base attack 
  bonus +6
  Gain a bonus on saving throws for 1 round equal to the 
  number of martial action points spent.
  Focused Soul
  Martial action pool, base attack 
  bonus +8
  For 1 minute, your martial action techniques deal 
  additional damage based on the number of Golden Soul 
  feats you possess.
  Strike From the Spirit
  Martial action pool, base attack 
  bonus +10
  Add your Wisdom modifier to attack and damage rolls.
  Embrace the Essence
  Martial action pool, base attack 
  bonus +12
  When you use Golden Soul techniques, you can spend 
  additional martial action points for bonuses to attack and 
  damage.
  Martial Meditation
  Martial action pool, base attack 
  bonus +15
  Gain a number of temporary martial action points equal to 
  twice the number you spend on this technique.
  Perfect Defense
  Martial action pool, base attack 
  bonus +18
  Gain a bonus to AC and saving throws equal to the number
  of Golden Soul techniques you know.
  Perfect Offense
  Martial action pool, base attack 
  bonus +20
  Gain a bonus to attack and damage rolls equal to the 
  number of Golden Soul techniques you know.
  cumulative	-1	penalty	on	further	attacks	made	against	
  you	until	the	beginning	of	your	next	turn.
  Golden Focus [Combat, Technique, Golden 
  Soul]
  You center yourself, drawing on the contemplative 
  skills of the Golden Soul in order to deliver an attack 
  that harnesses that focus, making you even more 
  deadly.
  Prerequisites: Martial action pool, base attack bonus 
  +1.
  Benefit: You	gain	access	to	the	golden	focus	martial	
  action	technique.	As	a	standard	action,	you	may	spend	
  1	martial	action	point.	If	you	do,	you	gain	a	+1	bonus	
  on	all	attack	rolls	made	before	the	end	of	your	next	
  turn.	Additionally,	you	may	make	a	single	melee	
  attack	against	a	target	within	reach;	if	the	attack	is	
  successful,	you	deal	damage	as	normal	and	the	bonus	
  to	attack	rolls	made	before	the	end	of	your	next	turn	
  increases to +2.
  Fluid Body [Combat, Technique, Golden 
  Soul]
  By concentrating on your own movement, your 
  technique becomes fluid like melted gold and can 
  cause terrible wounds to the unwary, just as surely as 
  the molten metal.
  Prerequisites: Martial action pool, base attack bonus 
  +2.
  Benefit: You	gain	access	to	the	fluid	body	martial	
  action	technique.	As	a	standard	action,	you	may	
  spend 2 martial action points. If you do, you may 
  immediately	make	a	single	melee	attack	at	your	
  highest	base	attack	bonus.	If	the	attack	is	successful,	
  you	deal	damage	as	normal,	and	assume	a	deadly,	fluid	
  stance	which	grants	you	a	bonus	to	attack	and	damage	
  rolls made as part of attacks of opportunity until the 
  beginning	of	your	next	turn.	This	bonus	is	equal	to	the	
  number	of	Golden	Soul	technique	feats	you	possess.	
  
  37
  Golden Soul Attack [Combat, Technique, 
  Golden Soul]
  By focusing your whole attention on your breathing 
  and your muscles, you deliver a deadly attack 
  designed to activate the core of your body and provide 
  a small, short-term burst to your physical attributes.
  Prerequisites: Martial action pool, base attack bonus 
  +3.
  Benefit: You	gain	access	to	the	Golden	Soul	attack	
  martial	action	technique.	As	a	standard	action,	you	
  may spend 3 martial action points. If you do, make a 
  single	melee	attack	at	your	highest	base	attack	bonus.	
  If	the	attack	hits,	you	deal	damage	as	normal,	and	gain	
  a	+1	bonus	to	attack	and	damage	rolls	for	1d4	rounds.	
  Multiple	uses	of	this	technique	stack,	increasing	the	
  bonus	to	attack	and	damage	for	each	subsequent	hit,	
  and	setting	the	duration	for	all	such	bonuses	to	the	
  result	of	the	latest	d4	roll.
  Parrying Swing [Combat, Technique, 
  Golden Soul]
  Turning like a whirlwind, you bring your weapon 
  overhead and then drop it low as you step forward, 
  attacking your opponent and using the momentum of 
  the attack to better defend yourself from the target’s 
  future attempts to retaliate 
  Prerequisites: Martial action pool, base attack bonus 
  +5.
  Benefit: You	gain	access	to	the	parrying	swing	martial	
  action	technique.	As	a	standard	action,	you	may	spend	
  5	martial	action	points.	If	you	do,	make	a	single	
  melee	attack	at	your	highest	base	attack	bonus.	If	the	
  attack	hits,	you	deal	damage	as	normal,	and	you	gain	
  a	+4	dodge	bonus	to	AC	for	1	round.	If	the	attack	
  misses, you may repurpose the additional momentum 
  to	defend	yourself	by	spending	2	additional	martial	
  action	points	as	a	free	action.	If	you	do,	you	still	gain	
  the	+4	dodge	bonus	to	AC	for	1	round.	When	your	
  base	attack	bonus	reaches	+10,	and	every	5	points	
  thereafter,	the	dodge	bonus	granted	by	this	ability	
  increases	by	+2	(this	applies	whether	the	dodge	bonus	
  is free or paid for with additional martial action 
  points).
  Meditations of Harmony [Combat, 
  Technique, Golden Soul]
  You understand the intrinsic relationship between 
  mind and body and are able to use martial arts in 
  order to focus your mind and body in order to become 
  more resilient. 
  Prerequisites: Martial action pool, base attack bonus 
  +6.
  Benefit: You	gain	access	to	the	meditations	of	
  harmony	martial	action	technique.	As	a	standard	
  action, you may spend any number of martial action 
  points.	If	you	do,	make	a	single	melee	attack	at	your	
  highest	base	attack	bonus.	If	the	attack	is	successful,	
  you	deal	damage	as	normal	and	gain	a	resistance	
  bonus	to	all	saving	throws	equal	to	the	number	of	
  martial	action	points	spent	this	way	until	the	beginning	
  of	your	next	turn.	
  Focused Soul [Combat, Technique, Golden 
  Soul]
  The meditative techniques of the Golden Soul school 
  of combat artistry teach you how to focus on your 
  body and your weapon, viewing the two as one and 
  allowing you to focus on your physical nature and 
  deliver far more potent martial techniques than those 
  with unfocused minds.
  Prerequisites: Martial action pool, base attack bonus 
  +8.
  Benefit: You	gain	access	to	the	focused	soul	martial	
  action	technique.	As	a	standard	action,	you	may	spend	
  any	number	of	martial	action	points.	For	the	next	
  minute,	any	martial	action	technique	you	use	which	
  costs	fewer	than	the	number	of	points	you	spent	using	
  the	focused	soul	martial	action	technique	becomes	
  empowered by your focus. Any weapon attacks 
  made as part of an empowered martial action deal an 
  additional	amount	of	damage	equal	to	1/2	the	number	
  of	Golden	Soul	technique	feats	you	possess.	This	
  ability	has	no	effect	on	techniques	that	do	not	allow	
  you to make attacks as part of their effect.
  Strike from the Spirit [Combat, Technique, 
  Golden Soul]
  You focus on your inner self and draw power from 
  within to deliver a mighty blow to your opponent. 
  Prerequisites: Martial action pool, base attack bonus 
  +10.
  Benefit: You	gain	access	to	the	strike	from	the	spirit	
  martial	action	technique.	As	a	swift	action,	you	may	
  spend	10	martial	action	points.	If	you	do,	whenever	
  
  38
  you make a melee attack, you may add your Wisdom 
  modifier	as	a	bonus	to	attack	and	weapon	damage	
  rolls	(minimum	+1).	This	benefit	lasts	for	a	number	of	
  rounds	equal	to	the	number	of	Golden	Soul	technique	
  feats you possess.
  Embrace the Essence [Combat, Technique, 
  Golden Soul]
  Focus is the essence of the Golden Soul, and true 
  masters of that school are able to channel their focus 
  to enhance the other techniques of the Golden Soul. 
  Prerequisites: Martial action pool, base attack bonus 
  +12.
  Benefit: You	gain	access	to	the	embrace	the	essence	
  martial	action	technique.	As	a	free	action,	whenever	
  you	use	another	Golden	Soul	technique,	you	may	
  spend 1 additional martial action point. If you do, you 
  gain	a	+1	bonus	on	attack	rolls	and	weapon	damage	
  rolls	made	before	the	beginning	of	your	next	turn.	
  For	every	4	points	of	base	attack	bonus	you	possess,	
  you may spend an additional martial action point this 
  way.	If	you	do,	the	bonus	to	attack	and	damage	rolls	
  is increased by +1 for each additional point spent this 
  way.	This	bonus	to	attack	and	damage	rolls	stacks	with	
  bonuses from all other sources. 
  Martial Meditation [Combat, Technique, 
  Golden Soul]
  Your intense study of focus has taught you how to 
  temporarily gain great bursts of martial energy. 
  Prerequisites: Martial action pool, base attack bonus 
  +15.
  Benefit: You	gain	access	to	the	martial	meditation	
  martial	action	technique.	As	a	swift	action,	you	may	
  spend any number of martial action points, up to the 
  number	of	Golden	Soul	feats	you	possess.	If	you	do,	
  you	gain	a	number	of	temporary	martial	action	points	
  equal	to	twice	the	number	of	points	spent	this	way.	
  These martial action points last until the end of your 
  next	turn.	Additionally,	until	the	end	of	your	next	turn,	
  you may spend any number of martial action points 
  per	round.	You	must	wait	10	rounds	after	using	this	
  ability	before	you	can	use	it	again.	For	every	two	
  Golden	Soul	technique	feats	you	possess,	the	number	
  of	rounds	you	must	wait	after	using	this	ability	before	
  you	can	use	it	again	is	reduced	by	1.
  Perfect Defense [Combat, Technique, 
  Golden Soul]
  Your ability to focus allows you to protect yourself 
  from harm by assuming a potent defensive stance.
  Prerequisites: Martial action pool, base attack bonus 
  +18.
  Benefit: You	gain	access	to	the	perfect	defense	martial	
  action	technique.	As	a	swift	action,	you	may	spend	
  18 martial action points. If you do, until the end of 
  your	next	turn,	you	gain	a	bonus	to	AC	and	all	saving	
  throws	equal	to	the	number	of	Golden	Soul	technique	
  feats you possess. Additionally, when you use this 
  maneuver,	you	become	immune	to	critical	hits	and	
  precision-based	damage	until	the	end	of	your	next	
  turn.
   Perfect Offense [Combat, Technique, 
  Golden Soul]
  Your ability to focus allows you to perform 
  exceptionally deadly attacks.
  Prerequisites: Martial action pool, base attack bonus 
  +20.
  Benefit: You	gain	access	to	the	perfect	offense	martial	
  action	technique.	As	a	swift	action,	you	may	spend	20	
  martial	action	points.	If	you	do,	you	gain	a	bonus	to	all	
  attack	and	weapon	damage	rolls	equal	to	the	number	
  of	Golden	Soul	technique	feats	you	possess.	This	
  bonus	lasts	until	the	beginning	of	your	next	turn.
  
  39
  Graceful	Swallow	Feats
  	
  The	following	feats	are	techniques	associated	
  with	the	Graceful	Swallow	discipline	of	martial	
  action.	The	Graceful	Swallow	discipline	focuses	on	
  outmaneuvering	the	opponent	through	deceptive	and	
  stylish swordplay, with an emphasis on nonlethal 
  techniques	like	disarming,	tripping,	sundering,	and	so	
  on. The feats are presented in order based on the base 
  attack	bonus	requirement	to	select	them,	from	lowest	
  to	highest.
  Shadow of the Falcon [Combat, Technique, 
  Graceful Swallow]
  You flourish your weapon in your foe’s face, showing 
  your skill while creating an opening in his guard.
  Prerequisites: Martial action pool, base attack bonus 
  +1.
  Benefit: You	gain	access	to	the	shadow	of	the	falcon	
  martial	action	technique.	As	a	swift	action,	you	may	
  spend	1	martial	action	point.	If	you	do,	the	next	
  combat	maneuver	you	make	does	not	provoke	an	
  attack	of	opportunity	from	the	target	of	that	maneuver.	
  If	the	target	would	not	normally	get	an	attack	of	
  opportunity	against	the	maneuver,	instead	you	gain	a	
  +2	bonus	on	the	combat	maneuver	check.
  Talon Strike [Combat, Technique, Graceful 
  Swallow]
  The founding tenets of the Graceful Swallow style 
  involve using skill and expertise rather than pure 
  strength of arms to defeat your opponent, and this 
  basic technique demonstrates how to apply oneself to 
  those aims. 
  Prerequisites: Martial action pool, base attack bonus 
  +1.
  Benefit: You	gain	access	to	the	talon	strike	martial	
  action	technique.	As	a	swift	action,	you	may	spend	
  1	martial	action	point.	If	you	do,	you	gain	a	bonus	
  on	all	combat	maneuver	checks	you	make	equal	to	
  the	number	of	Graceful	Swallow	technique	feats	you	
  possess.	This	bonus	lasts	until	the	beginning	of	your	
  next	turn.
  Dance of the Swan [Combat, Technique, 
  Graceful Swallow]
  The twisting flash of steel hides the devious trick you 
  have planned to cripple your foe. 
  Prerequisites: Martial action pool, base attack bonus 
  +3.
  Benefit: You	gain	access	to	the	dance	of	the	swan	
  martial	action	technique.	As	a	standard	action,	you	
  may spend 3 martial action points. If you do, you 
  may	immediately	make	a	single	melee	attack	at	your	
  highest	base	attack	bonus.	If	the	attack	is	successful,	
  the	target	suffers	damage	as	normal,	and	you	may	
  make	a	dirty	trick	combat	maneuver	against	that	
  creature	as	a	free	action.	The	target	cannot	make	an	
  attack	of	opportunity	as	a	result	of	you	making	the	
  dirty	trick	combat	maneuver	in	this	way.
  Autumn Wind Strike [Combat, Technique, 
  Graceful Swallow]
  With a confidence paramount to the success of your 
  martial action attack, you turn your blade into a whirl 
  of steel and slash at each of your foe’s held items, 
  knocking them to the ground with a twist and flourish 
  of your weapon.
  Prerequisites: Martial action pool, base attack bonus 
  +3.
  Benefit: You	gain	access	to	the	autumn	wind	strike	
  martial	action	technique.	As	a	standard	action,	you	
  may spend 3 martial action points to make a special 
  disarm	combat	maneuver	check	against	a	target	you	
  threaten.	You	gain	a	bonus	on	this	check	equal	to	the	
  number	of	Graceful	Swallow	technique	feats	you	
  possess.	If	the	attempt	is	successful,	the	target	drops	
  all	held	items,	including	shields,	wands,	staves,	rods,	
  musical instruments, and weapons, he is currently 
  holding.	Using	this	martial	action	technique	never	
  provokes	attacks	of	opportunity.	
  Broken Wing [Combat, Technique, Graceful 
  Swallow]
  With grace unbefitting a lesser fighter, you strike at 
  foes’ legs, hacking and slashing and causing damage 
  to their joints which makes it difficult to get up after 
  the attack. 
  Prerequisites: Martial action pool, base attack bonus 
  +5.
  Benefit: You	gain	access	to	the	broken	wing	martial	
  
  40
  Table 2‐3: Graceful Swallow Feats
  Feats
  Prerequisites
  Benefits
  Shadow of the Falcon
  Martial action pool, base attack 
  bonus +1
  Avoid provoking an attack of opportunity when making a 
  combat maneuver.
  Talon Strike
  Martial action pool, base attack 
  bonus +1
  Gain a bonus to CMB equal to the number of Graceful 
  Swallow techniques you know.
  Dance of the Swan
  Martial action pool, base attack 
  bonus +2
  Make a melee attack, and if it hits, make a free dirty trick 
  combat maneuver.
  Autumn Wind Strike
  Martial action pool, base attack 
  bonus +3
  Make a special disarm combat maneuver that disarms the 
  target of all items he is currently holding.
  Broken Wing
  Martial action pool, base attack 
  bonus +5
  Make a special trip combat maneuver that makes it 
  difficult for the target to get back up.
  Swooping Swallow
  Martial action pool, base attack 
  bonus +6
  Disarm an opponent as he draws a weapon or moves into a 
  square you threaten.
  Artful Rush
  Martial action pool, base attack 
  bonus +8
  As a full‐round action, move up to twice your speed, make 
  a bull rush attempt, and make any number of overrun 
  attempts as well.
  Dizzying Spin
  Martial action pool, base attack 
  bonus +10
  Make an opponent that you bull rushed become stunned 
  for 1 round and then staggered for several rounds.
  Duelist's Fury
  Autumn Wind Strike, Broken 
  Wing, base attack bonus +12
  Use both the Autumn Wind Strike and Broken Wing 
  combat maneuvers as a single standard action.
  Eagle's Lament
  Martial action pool, base attack 
  bonus +15
  Disarm an opponent, make a melee attack against him, 
  and possibly prevent him from using his hand.
  Cacophanous Trip
  Martial action pool, base attack 
  bonus +18
  Trip an opponent, who takes damage from the fall, and 
  may also fall unconscious for 1 round.
  Impossible Swing
  Martial action pool, base attack 
  bonus +20
  Make several combat maneuvers as a single standard 
  action.
  action	technique.	As	a	standard	action,	you	may	
  spend	5	martial	action	points	to	make	a	special	trip	
  combat	maneuver	check	against	a	target	you	threaten.	
  You	gain	a	bonus	on	this	check	equal	to	the	number	
  of	Graceful	Swallow	technique	feats	you	possess.	If	
  the	attempt	is	successful,	the	target	falls	prone	and	
  cannot	get	up	from	prone	for	1d4	rounds	unless	he	
  succeeds	on	a	Dexterity	check	(DC	18).	Using	this	
  martial	action	technique	never	provokes	attacks	of	
  opportunity. 
  Swooping Swallow [Combat, Technique, 
  Graceful Swallow]
  You strike with improbable speed in order to end your 
  opponent’s fighting chances before the battle even 
  begins. 
  Prerequisites: Martial action pool, base attack bonus 
  +6.
  Benefit: You	gain	access	to	the	swooping	swallow	
  martial	action	technique.	As	an	immediate	action,	
  whenever	an	opponent	draws	a	weapon	or	moves	into	
  a	square	that	you	threaten,	you	may	spend	6	martial	
  action points. If you do, you may immediately make 
  a	disarm	attempt	against	that	opponent.	This	disarm	
  attempt	never	provokes	attacks	of	opportunity.	You	
  gain	a	bonus	on	this	disarm	attempt	equal	to	1/2	the	
  number	of	Graceful	Swallow	technique	feats	you	
  possess.
  Artful Rush [Combat, Technique, Graceful 
  Swallow]
  While some charge forward like bulls, this technique 
  teaches one to twist and leap like a graceful lynx 
  pursuing its prey. 
  Prerequisites: Martial action pool, base attack bonus 
  +8.
  Benefit: You	gain	access	to	the	artful	rush	martial	
  action	technique.	As	a	full-round	action,	you	may	
  spend	4	martial	action	points.	If	you	do,	you	may	
  immediately	move	up	to	twice	your	speed	in	a	straight	
  line.	At	any	point	in	this	movement,	you	may	attempt	
  a	bull	rush	combat	maneuver.	If	you	do,	you	do	not	
  provoke	an	attack	of	opportunity	from	the	target	
  of	your	bull	rush	attempt.	Additionally,	during	this	
  movement	you	may	spend	3	martial	action	points	
  as	a	free	action	in	order	to	make	an	overrun	combat	
  
  41
  maneuver.	You	may	do	so	multiple	times,	if	desired,	
  but must spend 3 martial action points for each such 
  overrun	combat	maneuver.	You	gain	a	bonus	on	
  all	combat	maneuvers	made	as	part	of	this	martial	
  action	technique	equal	to	1/2	the	number	of	Graceful	
  Swallow	technique	feats	you	possess.
  Dizzying Spin [Combat, Technique, 
  Graceful Swallow]
  You know how to spin your target at the last second 
  as you bull rush him, knocking him off balance and 
  disorienting him long enough for you to deliver the 
  finishing blow.
  Prerequisites: Martial action pool, base attack bonus 
  +10.
  Benefit: You	gain	access	to	the	dizzying	spin	martial	
  action	technique.	As	an	immediate	action,	you	
  may	spend	10	martial	action	points	whenever	you	
  successfully	bull	rush	a	target	and	cause	him	to	move	
  at	least	5	feet.	If	you	do,	that	creature	must	succeed	
  on	a	Fortitude	save	(DC	10	+	the	number	of	Graceful	
  Swallow	technique	feats	you	possess)	or	be	stunned	
  for	1	round,	and	then	staggered	for	a	number	of	
  rounds	equal	to	1/2	the	number	of	Graceful	Swallow	
  technique	feats	you	possess.	
  Duelist’s Fury [Combat, Technique, 
  Graceful Swallow]
  Screaming a primal cry of elation and triumph, you 
  leap into the air and bring your weapon up from the 
  ground to your head in a whirling crescent knocking 
  into your foes 
  Prerequisites:	Autumn	Wind	Strike,	Broken	Wing,	
  base attack bonus +12.
  Benefit: You	gain	access	to	the	duelist’s	fury	martial	
  action	technique.	As	a	standard	action,	you	may	
  spend 12 martial action points to make a special 
  disarm	combat	maneuver	check	against	any	target	
  you	threaten.	You	gain	a	bonus	on	this	check	equal	to	
  the	number	of	Graceful	Swallow	technique	feats	you	
  possess.	If	the	attempt	is	successful,	the	target	drops	
  all	held	items,	including	shields,	wands,	staves,	rods,	
  musical instruments, and weapons, he is currently 
  holding.	Additionally,	the	target	falls	prone	and	
  cannot	get	up	from	prone	for	1d4	rounds	unless	he	
  succeeds	on	a	Dexterity	check	(DC	18).		Using	this	
  martial	action	technique	never	provokes	attacks	of	
  opportunity.
  Eagle’s Lament [Combat, Technique, 
  Graceful Swallow]
  This technique strikes at the opponent’s held items and 
  arms, not only disarming him but possibly disabling 
  him. 
  Prerequisites: Martial action pool, base attack bonus 
  +15.
  Benefit: You	gain	access	to	the	eagle’s	lament	
  martial	action	technique.	As	a	standard	action,	you	
  may	spend	15	martial	action	points.	If	you	do,	you	
  may	immediately	make	a	disarm	combat	maneuver	
  against	a	single	creature	you	threaten.	If	the	attempt	is	
  successful, you may then immediately make a melee 
  attack	at	your	highest	base	attack	bonus	against	the	
  same	creature.	If	the	attack	is	successful,	the	target	
  suffers	damage	as	normal	and	must	succeed	on	a	
  Fortitude	save	(DC	10	+	the	number	of	Graceful	
  Swallow	technique	feats	you	possess)	or	be	unable	to	
  use	that	hand,	suffering	a	-4	penalty	to	Strength	and	
  Dexterity	for	1d4	rounds.	You	gain	a	bonus	on	the	
  combat	maneuver	made	as	part	of	this	technique	equal	
  to	the	number	of	Graceful	Swallow	technique	feats	
  you possess.
  
  42
  Cacophonous Trip [Combat, Technique, 
  Graceful Swallow]
  With a leaping spiral, you unleash a devastating attack 
  at your opponent’s legs, knocking him to the ground 
  and possibly rendering him unconscious. 
  Prerequisites: Martial action pool, base attack bonus 
  +18.
  Benefit: You	gain	access	to	the	cacophonous	trip	
  martial	action	technique.	As	a	standard	action,	
  you may spend 18 martial action points. If you do, 
  you	may	immediately	make	a	single	trip	combat	
  maneuver.	If	the	trip	is	successful,	you	knock	the	
  target	to	the	ground	with	incredible	force,	dealing	
  an	amount	of	damage	to	the	target	equal	to	1d4	
  points	of	bludgeoning	damage	for	every	2	Graceful	
  Swallow	technique	feats	you	possess.	Additionally,	
  the	target	must	succeed	on	a	Fortitude	save	(DC	10	+	
  the	number	of	Graceful	Swallow	technique	feats	you	
  possess)	or	be	knocked	unconscious	for	1	round.	This	
  technique	never	provokes	attacks	of	opportunity.
  Impossible Swing [Combat, Technique, 
  Graceful Swallow]
  A true blur of motion, you leap into action, attacking 
  each of your opponent’s limbs, as well as his eyes, 
  and sending him flying back while stripping him of his 
  weapons and coin purse all at once 
  Prerequisites: Martial action pool, base attack bonus 
  +20.
  Benefit: You	gain	access	to	the	impossible	swing	
  martial	action	technique.	As	a	standard	action,	you	
  may spend 20 martial action points. If you do, you 
  perform	any	or	all	of	the	following	combat	maneuvers	
  against	a	single	target:	disarm,	sunder,	steal,	dirty	
  trick,	bull	rush	or	drag,	trip,	and/or	a	grapple.	You	
  can choose not to make any of the listed combat 
  maneuvers,	but	the	ones	you	do	perform	must	be	
  done	in	the	listed	order.	You	gain	a	bonus	on	each	of	
  these	combat	maneuver	checks	equal	to	the	number	of	
  Graceful	Swallow	technique	feats	you	possess.
  Infinite	Shadow	Feats
  	
  The	following	feats	are	techniques	associated	
  with	the	Infinite	Shadow	discipline	of	martial	action.	
  The	Infinite	Shadow	discipline	focuses	on	catching	
  opponents	off-guard,	and	their	philosophy	is	that	the	
  best	fight	is	one	in	which	your	opponent	doesn’t	even	
  know	that	he	is	fighting	until	after	it’s	all	over.	Though	
  its	critics	claim	that	it	is	a	dishonorable	fighting	style,	
  its	efficacy	has	ensured	that	it	remains	popular.	The	
  feats are presented in order based on the base attack 
  bonus	requirement	to	select	them,	from	lowest	to	
  highest.
  Assassin’s Strike [Combat, Technique, 
  Infinite Shadow]
  You attack from behind while your foe is distracted, 
  virtually ensuring a punishing hit.
  Prerequisites: Martial action pool, base attack bonus 
  +1.
  Benefit: You	gain	access	to	the	assassin’s	strike	
  martial	action	technique.	As	a	swift	action,	you	may	
  spend 1 martial action point. If you do, until the 
  beginning	of	your	next	turn,	you	gain	twice	the	bonus	
  that	you	would	normally	receive	due	to	attack	rolls	as	
  a	result	of	flanking.	Additionally,	until	the	beginning	
  of	your	next	turn,	all	successful	attacks	you	make	
  against	flanked	opponents	(whether	you	are	the	one	
  flanking	them	or	not)	deal	an	additional	amount	of	
  damage	equal	to	1/2	the	number	of	Infinite	Shadow	
  technique	feats	you	possess	(minimum	+1).
  Shadow Strike [Combat, Technique, Infinite 
  Shadow]
  With silence and graceful focus, you strike out from 
  the shadows to deliver a killing blow to your enemies, 
  allowing you to place your attack precisely.
  Prerequisites: Stealth 1 rank, martial action pool, 
  base attack bonus +1.
  Benefit: You	gain	access	to	the	shadow	strike	martial	
  action	technique.	As	a	full-round	action,	you	may	
  spend	1	martial	action	point	in	order	to	make	a	single	
  melee	attack	at	your	highest	base	attack	bonus.	If	the	
  attack	hits	and	the	target	had	been	unable	to	locate	you	
  prior to your attack, you deal an additional amount 
  of	damage	equal	to	the	number	of	Infinite	Shadow	
  technique	feats	you	possess	plus	the	number	of	sneak	
  
  43
  attack	dice	you	possess	to	the	target	(so	a	character	
  with	four	Infinite	Shadow	technique	feats	who	also	
  had	5d6	sneak	attack	dice	would	deal	9	additional	
  points	of	damage).	Using	this	ability	always	reveals	
  you	and	causes	the	target	to	gain	a	+10	circumstance	
  bonus	on	Perception	checks	made	to	notice	you	for	1	
  minute. 
  Serpentine Strike [Combat, Technique, 
  Infinite Shadow]
  You brutally cleave and rend the flesh of your foes 
  while they are held down or restrained, taking 
  advantage of their compromised state to artfully attack 
  each of their vitals with a quick succession of blows.
  Prerequisites: Martial action pool, base attack bonus 
  +2.
  Benefit: You	gain	access	to	the	serpentine	strike	
  martial	action	technique.	As	a	swift	action,	you	may	
  spend 2 martial action points. If you do, then until 
  the	beginning	of	your	next	turn,	any	attacks	you	
  make	against	creatures	with	the	entangled,	grappled,	
  or pinned conditions deal an additional amount of 
  Table 2‐4: Infinite Shadow Feats
  Feats
  Prerequisites
  Benefits
  Assassin's Strike
  Martial action pool, base attack 
  bonus +1
  You gain twice the normal bonus from flanking for 1 
  round, and do more damage to flanked creatures.
  Shadow Strike
  Martial action pool, base attack 
  bonus +1
  You make a single attack, which deals more damage if the 
  target was not aware of you.
  Serpentine Strike
  Martial action pool, base attack 
  bonus +2
  Attacks you make against entangled, grappled, or pinned 
  characters deal extra damage for 1 round.
  Duskfall
  Martial action pool, base attack 
  bonus +3
  Make a single melee attack, that is more effective if the 
  target is prone or below you.
  Crippling Eye Strike
  Martial action pool, base attack 
  bonus +5
  Attempt to blind a foe, and then make a melee attack 
  against him.
  Slowing Strike
  Martial action pool, base attack 
  bonus +6
  Make a single melee attack. If the target was denied his 
  Dexterity bonus, he delays, and cannot act right away.
  Viper's Kiss
  Martial action pool, base attack 
  bonus +8
  Your attacks provoke attacks of opportunity, but make the 
  target sickened, and potentially worse.
  Shade's Culling
  Martial action pool, base attack 
  bonus +10
  You deal additional damage based on how many Infinite 
  Shadow techniques you know to characters suffering from 
  a variety of negative conditions.
  Triangle Strike
  Martial action pool, base attack 
  bonus +12
  Your attacks deal only half damage, but if you hit the 
  target three or more times, he is stunned for 1d4 rounds.
  Damnation Strike
  Martial action pool, base attack 
  bonus +15
  Make a single melee attack that deals damage as normal, 
  and the target may die if his remaining hit points are low.
  Lethal Shadow
  Martial action pool, base attack 
  bonus +18
  Make a melee attack, then immediately make a Stealth 
  check, even if you normally couldn't.
  Ten Bloody Daggers
  Martial action pool, base attack 
  bonus +20
  Gain +10d6 sneak attack damage for 1 round.
  damage	equal	to	the	number	of	Infinite	Shadow	
  technique	feats	you	possess.	
  Duskfall [Combat, Technique, Infinite 
  Shadow]
  You allow gravity to do your work for you, plunging 
  your weapon into your foe with incredibly power.
  Prerequisites: Martial action pool, base attack bonus 
  +3.
  Benefit: You	gain	access	to	the	duskfall	martial	action	
  technique.	As	a	standard	action,	you	may	spend	3	
  martial	action	points.	If	you	do,	make	a	single	melee	
  attack	at	your	highest	base	attack	bonus.	If	you	attack	
  the	target	from	higher	ground,	you	gain	a	bonus	on	
  the	attack	roll	equal	to	the	number	of	Infinite	Shadow	
  technique	feats	you	possess.	If	the	target	of	the	attack	
  is	prone,	you	gain	a	bonus	on	the	damage	roll	equal	
  to	the	number	of	Infinite	Shadow	technique	feats	you	
  possess.	If	you	attack	from	higher	ground	and	the	
  target	is	prone,	both	these	bonuses	are	doubled.	
  
  44
  Crippling Eye Strike [Combat, Technique, 
  Infinite Shadow]
  You strike at your foe’s eye with your free hand 
  before stabbing him in the gut, all in one whirlwind 
  maneuver.
  Prerequisites: Martial action pool, base attack bonus 
  +5.
  Benefit: You	gain	access	to	the	crippling	eye	strike	
  martial	action	technique.	As	a	standard	action,	
  you	may	spend	5	martial	action	points.	If	you	do,	
  make	a	special	combat	maneuver	check	against	a	
  creature	you	threaten.	If	the	combat	maneuver	check	
  is	successful,	the	target	is	rendered	blind	for	2d4	
  rounds. Additionally, when you use this martial action 
  technique,	you	may	make	a	single	melee	attack	at	your	
  highest	base	attack	bonus	against	the	target	of	this	
  maneuver.	You	suffer	a	-5	penalty	on	the	attack	roll.	
  Slowing Strike [Combat, Technique, Infinite 
  Shadow]
  You lash out with your weapon before your foes can 
  react to it, slowing them down and knocking them off 
  the pace of combat.
  Prerequisites: Martial action pool, base attack bonus 
  +6.
  Benefit: You	gain	access	to	the	slowing	strike	martial	
  action	technique.	As	a	swift	action,	you	may	spend	6	
  martial	action	points.	If	you	do,	the	next	successful	
  melee	attack	you	make	deals	damage	as	normal,	and	if	
  the	target	of	the	attack	was	denied	his	Dexterity	bonus	
  to AC for any reason when the attack was made, he 
  becomes disoriented, and cannot react to combat. On 
  his	next	turn,	he	automatically	delays	for	a	number	
  of	initiative	points	equal	to	the	number	of	Infinite	
  Shadow	technique	feats	you	possess,	after	which	he	
  can	re-enter	the	initiative	and	may	act	normally.
  Viper’s Kiss [Combat, Technique, Infinite 
  Shadow]
  You lash out with incredible strength and power, 
  aiming at the target’s stomach to cause intense 
  distress.
  Prerequisites: Martial action pool, base attack bonus 
  +8.
  Benefit: You	gain	access	to	the	viper’s	kiss	martial	
  action	technique.	As	a	swift	action,	you	may	spend	8	
  martial	action	points.	If	you	do,	until	the	beginning	
  your	next	turn,	you	may	choose	to	provoke	an	attack	
  of	opportunity	whenever	you	make	a	melee	attack.	
  For	each	attack	that	you	choose	to	provoke	an	attack	
  of opportunity for, if the attack is successful, you deal 
  damage	as	normal	and	the	target	gains	the	sickened	
  condition	for	1d4	rounds.	If	the	target	already	has	
  the sickened condition when you use this ability, the 
  target	instead	becomes	nauseated	for	1	round	and	any	
  penalties from the sickened condition are doubled for 
  the	duration	of	the	effect.	These	effects	are	cumulative.	
  When your base attack bonus reaches +12, you may 
  spend	an	additional	4	martial	action	points	when	you	
  use	this	ability.	If	you	do,	you	gain	the	benefits	even	if	
  you	choose	not	to	provoke	attacks	of	opportunity.
  Shade’s Culling [Combat, Technique, 
  Infinite Shadow]
  Like a predatory shadow, you focus on the weakest 
  member of the herd, easily dispatching those who are 
  blind, sick, or otherwise disabled. 
  Prerequisites: Martial action pool, base attack bonus 
  
  45
  +10.
  Benefit: You	gain	access	to	the	shade’s	culling	martial	
  action	technique.	As	a	swift	action,	you	may	spend	
  10	martial	action	points.	If	you	do,	whenever	you	
  make	a	successful	melee	attack	against	a	creature	
  who is currently affected by the blinded, confused, 
  cowering,	dazed,	deafened,	disabled,	dying,	entangled,	
  exhausted,	fascinated,	fatigued,	frightened,	grappled,	
  helpless,	nauseated,	panicked,	paralyzed,	petrified	
  pinned,	staggered,	stunned,	or	unconscious	conditions,	
  you	deal	an	additional	amount	of	damage	equal	to	
  1d6	per	Infinite	Shadow	technique	feat	you	possess.	
  This	bonus	lasts	until	the	beginning	of	your	next	turn.	
  Creatures immune to critical hits or precision-based 
  damage	are	immune	to	the	extra	damage	dealt	by	this	
  technique.	
  Triangle Strike [Combat, Technique, 
  Infinite Shadow]
  You attack with an explosion of action, striking the 
  target’s pressure points and potentially stunning him.
  Prerequisites: Martial action pool, base attack bonus 
  +12.
  Benefit: You	gain	access	to	the	triangle	strike	martial	
  action	technique.	As	a	swift	action,	you	may	spend	
  12 martial action points. If you do, then until the 
  beginning	of	your	next	turn,	whenever	you	make	a	
  successful melee attack, the attack deals only half the 
  amount	of	damage	it	would	normally	inflict,	rounded	
  down.	If	you	successfully	hit	a	single	creature	with	
  3	or	more	such	attacks	before	the	beginning	of	your	
  next	turn,	however,	that	creature	must	succeed	on	a	
  saving	throw	(DC	10	+	the	number	of	Infinite	Shadow	
  technique	feats	you	possess)	or	be	stunned	for	1d4	
  rounds.	For	each	attack	beyond	3	that	you	hit	the	
  target,	he	must	make	an	additional	saving	throw,	and	
  the	saving	throw	DC	increases	by	+2.	
  Damnation Strike [Combat, Technique, 
  Infinite Shadow]
  With an evil smile, you make a single dedicated thrust 
  to the target’s vital areas, potentially killing him with a 
  single careful blow. 
  Prerequisites: Martial action pool, base attack bonus 
  +15.
  Benefit: You	gain	access	to	the	damnations	trike	
  martial	action	technique.	As	a	standard	action,	you	
  may	spend	15	martial	action	points.	If	you	do,	make	
  a	single	melee	attack	at	your	highest	base	attack	
  bonus.	If	the	attack	hits,	the	target	suffers	damage	
  as	normal,	and	after	the	damage	is	dealt,	if	the	target	
  has	fewer	remaining	hit	points	than	4	times	the	
  number	of	Infinite	Shadow	techniques	you	possess,	
  the	target	must	succeed	on	a	Fortitude	save	(DC	10	
  +	the	number	of	Infinite	Shadow	technique	feats	you	
  possess)	or	instantly	die.	This	technique	provokes	an	
  attack	of	opportunity	unless	you	spend	an	additional	5	
  martial action points when you use it. This is a death 
  effect.
  Lethal Shadow [Combat, Technique, 
  Infinite Shadow]
  With a quick blow at the target’s eyes, you provide 
  yourself with enough of a distraction to disappear 
  without notice. 
  Prerequisites: Martial action pool, base attack bonus 
  +18.
  Benefit: You	gain	access	to	the	lethal	shadow	martial	
  action	technique.	As	a	swift	action,	you	may	spend	10	
  martial	action	points.	If	you	do,	the	next	time	you	deal	
  damage	with	a	melee	attack,	the	target	of	the	attack	
  becomes	temporarily	distracted	and	ceases	to	observe	
  you. You may immediately use the Stealth skill to 
  hide,	even	if	you	would	not	normally	be	able	to.	For	
  this	purpose,	the	target	of	the	attack	is	treated	as	not	
  observing	you.	
  Ten Bloody Daggers [Combat, Technique, 
  Infinite Shadow]
  The ultimate technique of the Infinite Shadow allows 
  you to slay your foes with near certainty. 
  Prerequisites: Martial action pool, base attack bonus 
  +20.
  Benefit: You	gain	access	to	the	ten	bloody	daggers	
  martial	action	technique.	As	a	swift	action,	you	may	
  spend 20 martial action points. If you do, until the 
  beginning	of	your	next	turn,	you	gain	the	sneak	attack	
  class	feature	of	the	rogue	(if	you	did	not	already	
  possess	it)	and	the	amount	of	extra	damage	that	you	
  deal on a successful sneak attack increases by 10d6 
  (for example, a character that did not have sneak 
  attack previously would deal 10d6 points of damage 
  on a successful sneak attack, but one that already had 
  2d6 sneak attack damage would deal 12d6, etc.).	
  
  46
  Iron	Ram	Feats
  	
  The	following	feats	are	techniques	associated	
  with the Iron Ram discipline of martial action. The 
  Iron	Ram	discipline	excels	at	one-on-one	combat,	and	
  is	the	strongest	technique	for	duelists	and	others	who	
  can	focus	on	a	single	opponent.	However,	for	all	its	
  overwhelming	strength,	it	lacks	finesse,	and	is	difficult	
  to	use	when	facing	groups	of	opponents.	The	feats	
  are presented in order based on the base attack bonus 
  requirement	to	select	them,	from	lowest	to	highest.
  Challenging Strike [Combat, Technique, 
  Iron Ram]
  The basic technique which serves as the basis for all 
  Iron Ram maneuvers engages an opponent in close 
  quarters with an attack designed to occupy his full 
  attention. 
  Prerequisites: Martial action pool, base attack bonus 
  +1.
  Benefit: You	gain	access	to	the	challenging	strike	
  martial	action	technique.	As	a	swift	action,	you	may	
  spend	1	martial	action	point.	If	you	do,	then	if	the	next	
  attack that you make before the end of your turn hits, 
  then	until	the	beginning	of	your	next	turn,	the	target	
  suffers a -1 penalty on all attack rolls and weapon 
  damage	rolls	made	against	targets	other	than	yourself.	
  For	every	2	Iron	Ram	technique	feats	you	possess,	the	
  penalty	on	attack	and	damage	rolls	increases	by	an	
  additional -1. 
  Heat the Anvil [Combat, Technique, Iron 
  Ram]
  You place yourself inside your opponent’s guard, 
  leaving yourself open to his attacks but making it 
  difficult for him to attack others, and allowing you to 
  get in a good blow of your own. 
  Prerequisites: Martial action pool, base attack bonus 
  +1.
  Benefit: You	gain	access	to	the	heat	the	anvil	martial	
  action	technique.	As	a	swift	action,	you	may	spend	1	
  martial	action	point.	If	you	do,	then	if	the	next	attack	
  you	make	before	the	end	of	your	turn	hits	its	target,	
  you	may	commit	some	of	your	attention	to	occupying	
  your	foe.	If	you	do,	the	target	gains	a	+1	bonus	on	
  damage	rolls	made	against	you	until	the	beginning	of	
  your	next	turn,	but	suffers	a	like	penalty	on	all	attack	
  rolls	made	against	creatures	other	than	you	for	the	
  same duration. When your base attack bonus reaches 
  +4,	and	every	four	points	thereafter,	these	bonuses	and	
  penalties	increase	by	+1	and	-1,	respectively.	Finally,	
  on the turn after you successfully use this martial 
  action	technique,	you	gain	a	bonus	on	the	weapon	
  damage	roll	of	the	first	melee	attack	you	make	against	
  the	target	of	this	technique,	equal	to	the	bonus	granted	
  to	the	target.
  Close the Gates [Combat, Technique, Iron 
  Ram]
  You strike your opponent with a lethal whirling attack 
  that positions your body to take advantage of the 
  slightest disturbance of your opponent’s form and 
  strike him like a coiled snake.
  Prerequisites: Martial action pool, base attack bonus 
  +2.
  Benefit: You	gain	access	to	the	close	the	gates	martial	
  action	technique.	As	a	swift	action,	you	may	spend	2	
  martial	action	points.	If	you	do,	the	next	attack	you	
  make	before	the	end	of	your	turn	deals	damage	as	
  normal,	but	also	leaves	the	target	vulnerable,	should	
  he	attempt	to	flee.	If	the	attack	hits,	then	until	the	
  beginning	of	your	next	turn,	the	first	time	the	target	
  attempts	to	move	away	from	you	(including	taking	a	
  five-foot	step),	you	may	make	an	attack	of	opportunity	
  against	that	creature	as	a	free	action.	You	gain	a	+2	
  bonus	on	the	attack	and	damage	roll	made	as	part	
  of	this	attack.	If	you	have	used	all	of	your	attacks	
  of opportunity for the round, you may spend an 
  additional 2 martial action points to make this attack 
  of opportunity anyway.
   
  Lock Horns [Combat, Technique, Iron 
  Ram]
  You challenge your foe not with words, but with a 
  charge and a thrust with the whole edge of your 
  weapon, leaving no doubt as to your intentions
  Prerequisites: Martial action pool, base attack bonus 
  +3.
  Benefit: You	gain	access	to	the	lock	horns	martial	
  action	technique.	As	a	swift	action,	you	may	spend	3	
  martial	action	points.	If	you	do,	the	next	time	you	use	
  the	charge	action	this	round,	if	the	attack	is	successful,	
  you	deal	damage	as	normal	and	the	target	of	the	attack	
  must	succeed	on	a	Will	save	(DC	10	+	the	number	
  
  47
  of	technique	feats	you	possess)	or	fall	victim	to	your	
  challenge,	becoming	incensed	and	fighting	only	you.	
  For	a	number	of	rounds	equal	to	your	base	attack	
  bonus,	the	target	of	this	technique	must	succeed	on	
  a	Will	save	each	round	(DC	10	+	the	number	of	Iron	
  Ram	technique	feats	you	possess)	or	be	forced	to	
  attack	you	to	the	best	of	its	ability.	Even	if	he	succeeds	
  his	saving	throw,	the	target	suffers	a	-4	penalty	on	all	
  attack	and	damage	rolls	made	against	creatures	other	
  than	you	(for	the	same	duration).	
  Iron Parry [Combat, Technique, Iron Ram]
  The skilled duelist not only focuses on offense against 
  his foes, but must also master the art of protecting 
  himself from their attacks.
  Prerequisites: Martial action pool, base attack bonus 
  +5.
  Benefit: You	gain	access	to	the	iron	parry	martial	
  action	technique.	As	a	swift	action,	you	may	spend	
  5	martial	action	points.	If	you	do,	choose	a	single	
  creature that you currently threaten with a melee 
   
  Table 2‐5: Iron Ram Feats
  Feats
  Prerequisites
  Benefits
  Challenging Strike
  Martial action pool, base attack 
  bonus +1
  Make a single melee attack. If it hits, the target suffers a 
  penalty on attacks made against creatures other than you.
  Heat the Anvil
  Martial action pool, base attack 
  bonus +1
  As a swift action, force one creature to suffer a penalty on 
  attacks made against others, but a bonus on damage rolls 
  against you. You also gain a bonus on damage rolls against 
  the opponent.
  Close the Gates
  Martial action pool, base attack 
  bonus +2
  Gain the ability to make attacks of opportunity against a 
  fleeing foe, even if he withdraws or makes a 5‐ft. step.
  Lock Horns
  Martial action pool, base attack 
  bonus +3
  The next time you charge an opponent, he must succeed 
  on Will saves or be unable to attack anyone but you.
  Iron Parry
  Martial action pool, base attack 
  bonus +5
  You can attempt to parry the attacks of a creature you 
  threaten.
  Walls of Iron
  Martial action pool, base attack 
  bonus +6
  Make a single melee attack, and impose a ‐20 penalty on 
  the target's next attack.
  Fall of the Hammer
  Martial action pool, base attack 
  bonus +8
  The next time you make an attack, the target can attack 
  you first. If he does, your attack automatically hits.
  Inescapable Prison
  Martial action pool, base attack 
  bonus +10
  Move up to your speed as a free action to follow a fleeing 
  opponent.
  Duelist's Gambit
  Martial action pool, base attack 
  bonus +12
  Leave yourself vulnerable to attack, but get an attack of 
  opportunity against each creature that attacks you.
  Climb the Mountain
  Martial action pool, base attack 
  bonus +15
  You gain cumulative bonuses to attack whenever you hit a 
  chosen opponent, and he suffers a penalty on attacks made
  against you.
  Charging Ram
  Martial action pool, base attack 
  bonus +18
  When a creature moves within 30 feet of you, you can 
  move up to it and attack it.
  Perfect Duelist
  Martial action pool, base attack 
  bonus +20
  Your attacks against a chosen target deal maximum 
  damage, and you can use Iron Ram techniques for free.
  weapon.	For	as	long	as	you	threaten	that	creature,	
  you can attempt to parry his blows. Once per round, 
  as	an	immediate	action,	whenever	the	target	makes	a	
  melee	attack	against	you,	you	may	attempt	to	parry	
  the attack with one of your own. To do this, make an 
  opposed	attack	roll	at	your	highest	base	attack	bonus.	
  If	the	result	of	the	opponent’s	attack	roll	exceeds	the	
  result	of	your	attack	roll	(and	is	also	higher	than	your	
  AC),	his	attack	hits	and	deals	damage	as	normal.	
  If	the	result	of	your	attack	roll	is	higher	than	that	
  of your opponent, he automatically misses. If your 
  opposed	attack	roll	exceeds	the	opponent’s	roll	by	
  5	or	more,	you	may	make	an	attack	of	opportunity	
  against	that	creature	(if	you	have	already	used	all	of	
  your attacks of opportunity for the round, you can 
  spend 2 martial action points to make this attack of 
  opportunity	anyway).	If	the	target’s	attack	roll	exceeds	
  your	opposed	roll	by	5	or	more,	however,	the	attack	
  automatically	hits,	even	if	the	result	is	less	than	your	
  AC.
  
  48
  Walls of Iron [Combat, Technique, Iron 
  Ram]
  You jab your opponent’s joints with your weapon, 
  weakening his limbs and making it painful and difficult 
  to attack. 
  Prerequisites: Martial action pool, base attack bonus 
  +6.
  Benefit: You	gain	access	to	the	walls	of	iron	martial	
  action	technique.	As	a	full-round	action,	you	may	
  spend	6	martial	action	points.	If	you	do,	make	a	single	
  melee	attack	at	your	highest	base	attack	bonus	against	
  an opponent within reach. If the attack is successful, 
  you	deal	damage	as	normal,	and	the	target	suffers	a	
  -20	penalty	on	the	first	attack	he	makes	next	round.	
  When	your	base	attack	bonus	reaches	+11,	and	every	
  5	points	thereafter,	you	may	spend	an	additional	2	
  martial action points when you use this ability. If 
  you	do,	the	target	suffers	a	-20	penalty	on	the	next	
  attack	he	makes	after	the	first	next	round.	For	every	
  2 additional martial action points spent this way, the 
  target	suffers	a	-20	penalty	on	an	additional	attack.
  Fall of the Hammer [Combat, Technique, 
  Iron Ram]
  This advanced technique of the Iron Ram school of 
  martial combat represents a classical dueling style, 
  trading blows with an opponent one for one.
  Prerequisites: Martial action pool, base attack bonus 
  +8.
  Benefit: You	gain	access	to	the	fall	of	the	hammer	
  martial	action	technique.	As	a	swift	action,	you	may	
  spend	4	martial	action	points.	If	you	do,	whenever	you	
  would	make	a	melee	attack	this	round,	the	target	of	
  the	attack	may	choose	to	make	a	melee	attack	against	
  you	at	his	highest	base	attack	bonus	as	a	free	action	
  (this	does	not	count	against	the	number	of	attacks	
  of	opportunity	he	can	make	this	round).	If	the	target	
  chooses to make this attack, your attack automatically 
  hits	the	target	without	fail	(you	still	make	the	attack	
  roll to determine whether or not the attack results in 
  a	critical	threat).	If	the	target	chooses	not	to	make	the	
  free	attack,	resolve	the	attack	roll	as	normal,	but	you	
  gain	a	bonus	on	the	damage	roll	equal	to	number	of	
  Iron	Ram	technique	feats	you	possess.	
  Inescapable Prison [Combat, Technique, 
  Iron Ram]
  You take the time to prepare yourself for your 
  opponent fleeing from you, allowing you to commit to 
  an inescapable defensive position.
  Prerequisites: Martial action pool, base attack bonus 
  +10.
  Benefit: You	gain	access	to	the	inescapable	prison	
  martial	action	technique.	As	a	move	action,	you	may	
  spend 6 martial action points. If you do, choose a 
  single	creature	that	you	threaten.	For	as	long	as	you	
  continue	to	threaten	that	creature,	he	has	difficulty	
  escaping	your	presence.	Whenever	the	target	of	this	
  ability	moves	away	from	you	(including	taking	a	five-
  foot	step	away),	you	may	move	up	to	that	distance	
  in	the	same	direction	as	the	target	creature	as	a	free	
  action.	You	cannot	move	more	than	your	speed	in	this	
  way	in	any	given	turn.	Movement	you	make	as	part	
  of	this	ability	never	provokes	attacks	of	opportunity,	
  but	movement	your	opponent	makes	still	provokes	
  attacks of opportunity from you and other creatures, as 
  normal. 
  Duelist’s Gambit [Combat, Technique, Iron 
  Ram]
  You shift your stance to be completely open, allowing 
  yourself to be easily struck but maximizing the power 
  and accuracy of your attack.
  Prerequisites: Martial action pool, base attack bonus 
  +12.
  Benefit: You	gain	access	to	the	duelist’s	gambit	
  martial	action	technique.	As	a	swift	action,	you	may	
  spend 10 martial action points. If you do, you suffer 
  a	-4	penalty	to	AC	and	all	damage	rolls	made	against	
  you	gain	a	+4	bonus	until	the	beginning	of	your	
  next	turn.	However,	whenever	you	are	attacked	by	
  a creature with a melee weapon, you may make an 
  attack	of	opportunity	against	that	creature	(your	attack	
  of	opportunity	is	resolved	first).	You	gain	a	bonus	
  on	all	attack	and	damage	rolls	made	as	part	of	such	
  an	attack	of	opportunity	equal	to	the	number	of	Iron	
  Ram	technique	feats	you	possess.	The	benefits	of	this	
  technique	last	until	the	beginning	of	your	next	turn.	
  Attacks of opportunity made in this way do not count 
  against	the	number	of	attacks	of	opportunity	you	can	
  make this round. You may not make more than one 
  attack	of	opportunity	in	this	way	against	any	given	
  creature each round, unless you spend an additional 2 
  
  49
  martial action points for each such additional attack of 
  opportunity.	Spending	additional	martial	action	points	
  in this way is a free action made when the creature 
  attacks you.
  Climb the Mountain [Combat, Technique, 
  Iron Ram]
  You thrust your weapon forward in an elaborate 
  twisting motion, engaging your opponent with grace 
  and skill.
  Prerequisites: Martial action pool, base attack bonus 
  +15.
  Benefit: You	gain	access	to	the	climb	the	mountain	
  martial	action	technique.	As	a	swift	action,	you	may	
  spend	15	martial	action	points.	If	you	do,	choose	a	
  single	creature	within	30	feet.	Whenever	you	deal	
  damage	to	the	chosen	creature	this	round,	you	gain	a	
  cumulative	+2	bonus	on	all	attack	rolls	made	against	
  that	creature.	Additionally,	as	long	as	you	threaten	the	
  chosen	creature,	he	suffers	a	-5	penalty	on	attack	and	
  damage	rolls	made	against	creatures	other	than	you.	
  These	benefits	last	for	a	number	of	rounds	equal	to	
  your base attack bonus, but if you do not threaten the 
  chosen creature at the end of any of your turns, the 
  benefits	immediately	cease.
  Charging Ram [Combat, Technique, Iron 
  Ram]
  You prepare for your foe’s movement and spring 
  forward with incredible speed, delivering a deadly 
  blow and halting him in his tracks
  Prerequisites: Martial action pool, base attack bonus 
  +18.
  Benefit: You	gain	access	to	the	charging	ram	martial	
  action	technique.	As	a	swift	action,	you	may	spend	
  10	martial	action	points.	If	you	do,	the	next	time	
  a	creature	moves	a	distance	of	more	than	10	feet	
  though	any	area	within	30	feet	of	you,	you	may	move	
  up	to	your	speed	and	make	a	single	melee	attack	at	
  your	highest	base	attack	bonus	against	that	creature	
  as	a	free	action	which	does	not	provoke	attacks	of	
  opportunity. If the attack is successful, you deal 
  damage	as	normal	plus	an	additional	amount	of	
  damage	equal	to	the	number	of	Iron	Ram	technique	
  feats	you	possess,	and	the	target	loses	all	remaining	
  actions this round. 
  Perfect Duelist [Combat, Technique, Iron 
  Ram]
  You engage a single opponent in a duel to the death.
  Prerequisites: Martial action pool, base attack bonus 
  +20.
  Benefit: You	gain	access	to	the	perfect	duelist	martial	
  action	technique.	As	a	swift	action,	you	may	spend	20	
  martial	action	points.	If	you	do,	select	a	single	creature	
  within	100	feet	that	you	can	see.	For	a	number	of	
  rounds	equal	to	the	number	of	Iron	Ram	technique	
  feats	you	possess,	your	attacks	against	that	target	
  deal	maximum	damage	(as	though	you	had	rolled	the	
  highest	possible	result	on	all	dice	associated	with	the	
  damage	roll).	Additionally,	for	the	duration	of	this	
  ability,	you	may	use	one	Iron	Ram	technique	feat	you	
  possess	per	round	without	spending	any	martial	action	
  points.	For	the	duration	of	the	effect,	you	cannot	make	
  attacks	against	creatures	other	than	the	target	of	this	
  ability.
  
  50
  Appendix	1:	Martial	Action	Basics
   
  The content in this book builds upon concepts 
  that were introduced in A Necromancer’s Grimoire: 
  The Book of Martial Action. While this book can be 
  used	on	its	own,	the	previous	installment	contains	
  numerous	additional	feats	relating	to	martial	action	
  points	and	techniques,	as	well	as	archetypes	for	a	
  variety	of	classes	that	allow	them	to	make	the	most	out	
  of	martial	action	rules.	The	following	section	presents	
  the	basic	rules	for	martial	techniques	that	are	required	
  to make use of this product. Some of the feats that are 
  referenced in this section do not appear in this book, 
  but instead appear in A Necromancer’s Grimoire: The 
  Book of Martial Action.
  Martial	Techniques
  	
  This	book	introduces	a	variety	of	options	
  for characters of all sorts to take special actions in 
  combat. These special actions, referred to as martial 
  techniques, allow characters to perform truly 
  impressive—but	not	quite	supernatural—feats	of	
  martial	prowess,	dazzling	displays	of	swordsmanship,	
  death-defying	dodges	and	maneuvers,	and	similar	
  acts	of	physical	might	and	skill.	This	book	grants	
  access	to	martial	techniques	in	two	main	ways:	
  through	technique	feats,	and	through	class	features	
  from	the	book’s	five	classes.	Future	books	may	
  present	additional	means	of	gaining	access	to	martial	
  techniques.
  	
  Martial	techniques	have	a	wide	variety	of	
  effects,	and	are	activated	in	different	ways,	as	outlined	
  in	the	description	of	the	feat	or	class	feature	that	grants	
  access	to	that	particular	technique.	For	example,	the	
  powerful	demon’s	fury	martial	technique	(granted	by	
  the	Demon’s	Fury	feat)	is	activated	as	a	free	action,	
  and allows you to make an additional full attack action 
  the round that you initiate it. By comparison, the 
  Flash	Cut	feat	grants	you	the	ability	to	use	the	flash	
  cut	martial	technique	as	an	immediate	action	to	make	
  an attack of opportunity, but only when a creature 
  enters	a	square	you	threaten.	At	the	same	time,	the	
  thundering	charge	martial	technique	(granted	by	the	
  Thundering	Charge	feat)	does	not	require	any	action	at	
  all,	and	is	used	as	a	part	of	a	charge	action.
  	
  Other	than	a	general	inclination	towards	
  extraordinary	martial	abilities,	the	only	thing	that	is	
  universal	amongst	all	martial	techniques	is	that	they	
  require	the	expenditure	of	one	or	more	martial	action	
  points.
  Martial	Action	Points
  	
  Martial	techniques	are	complicated	and	
  difficult	maneuvers,	and	even	those	who	have	trained	
  and	practiced	for	hours	with	a	given	martial	technique	
  still	aren’t	able	to	perform	it	over	and	over	on	
  command.	They	are	physically	and	mentally	taxing,	
  and	it	can	be	difficult	to	maneuver	opponents	into	the	
  correct	position	for	the	technique	to	be	deployed.	The	
  way	that	a	given	character’s	ability	to	perform	martial	
  techniques	is	measured	is	with	a	new	resource	known	
  as martial action points.
  	
  All	martial	techniques	require	that	one	or	more	
  martial action points be spent in order to use them. 
  Any	character	with	access	to	a	martial	technique	
  should	have	access	to	a	martial action pool, which 
  determines	the	maximum	number	of	martial	action	
  points	that	that	character	can	have	at	any	given	time.	
  As the character spends martial action points to use 
  martial	techniques,	he	or	she	loses	the	same	number	of	
  points from his martial action pool. If a character does 
  not	have	enough	martial	action	points	in	his	martial	
  action	pool	to	pay	for	a	given	martial	technique,	he	
  cannot	use	that	martial	technique.
  	
  Characters	can	gain	martial	action	pools	in	
  different	ways,	and	depending	on	how	they	gain	their	
  martial	action	pool,	the	maximum	number	of	martial	
  action	points	they	can	have	at	any	given	time	may	
  differ.	Most	commonly,	though,	the	maximum	number	
  of	martial	action	points	a	character	can	have	in	his	
  martial	action	pool	at	any	given	time	is	equal	to	4	+	
  his base attack bonus. Certain feats or class features 
  may adjust this number, as well. A character cannot 
  have	more	than	one	martial	action	pool	at	any	given	
  time:	if	a	character	would	gain	a	second	martial	action	
  pool	(such	as	a	character	who	took	the	Combat	Artist	
  feat,	and	then	took	his	first	level	of	monk,	and	elected	
  to	take	the	kung	fu	artist	archetype)	he	uses	whichever	
  martial	action	pool	is	larger:	he	cannot	draw	on	both	
  martial action point pools, nor do the two pools 
  “stack.”
  
  51
   
  There is a limit to the number of martial action 
  points	that	a	character	can	spend	in	a	given	turn.	
  By	default,	this	number	is	equal	to	the	character’s	
  base	attack	bonus,	but	certain	things	can	adjust	this	
  number.	Since	many	of	the	martial	techniques	in	this	
  book	can	be	used	when	it	isn’t	the	character’s	turn,	
  it is important to note that this does not reset until 
  the	beginning	of	the	character’s	turn	each	round	(for 
  example, if Jarrick has a base attack bonus of 4, and 
  spend 3 martial action points on his own turn to use 
  the bulldoze martial technique, then he would still 
  have 1 martial action point left. If, before his next 
  turn, a hobgoblin warrior moved up to attack him and 
  he spent one martial action point to use the flash cut 
  martial technique and make an attack of opportunity, 
  he would be unable to spend any more martial action 
  until the beginning of his next turn, and could not 
  use his flash cut martial technique again if another 
  hobgoblin moved up, even if he still had martial action 
  points left. At the beginning of his next turn, this 
  limit would reset, allowing him to spend up to 4 more 
  martial action points.).
  Gaining	Martial	Action	Points
   
  As a character spends martial action points 
  to	use	martial	techniques,	the	number	of	martial	
  action	points	remaining	in	her	martial	action	pool	
  dwindles. Luckily, martial action points can be 
  restored	relatively	easily:	by	spending	1	minute	in	
  quiet,	peaceful	rest,	a	character	can	fully	recover	all	
  his	martial	action	points,	up	to	the	maximum	amount	
  allowed	by	his	martial	action	pool.	Performing	any	
  strenuous	activity	or	engaging	in	combat	of	any	kind	
  during	this	time	prevents	the	character	from	regaining	
  martial	action	points,	and	he	must	begin	the	process	
  again.	There	are	other	ways	to	recover	or	gain	martial	
  action	points,	as	well,	granted	by	specific	feats	or	class	
  features.
   
  Temporary martial action points function 
  just	like	other	martial	action	points,	except	that	they	
  only	last	for	a	certain	amount	of	time,	as	specified	
  by	whatever	effect	granted	them	to	the	character.	
  Temporary martial action points are usually spent 
  before any non-temporary martial action points that 
  the	character	may	possess,	though	he	can	choose	to	
  spend his normal martial action points instead, if 
  desired.	Any	temporary	martial	action	points	that	have	
  not been spent by the time that they would be lost are 
  wasted. Temporary martial action points do allow a 
  character	to	have	more	martial	action	points	at	a	given	
  time than his martial action pool would normally 
  allow, but do not allow him to spend more martial 
  action points per turn than normal.
  Martial	Techniques	and	Other	Abilities
  	
  Most	martial	techniques	require	an	action	to	
  perform, and usually common sense will make it easy 
  to tell whether or not they can be used in conjunction 
  with	other	actions.	For	example,	the	Combat	Prowess	
  feat	grants	you	a	martial	technique	that	lets	you	gain	
  a bonus to attack rolls as a swift action, and can be 
  used	in	conjunction	with	a	full	attack,	a	charge,	or	
  just	about	anything	else.	By	comparison,	because	
  the	Crippling	Blow	feat	requires	a	standard	action,	
  it cannot be used as part of a full attack action or a 
  charge.
  	
  There	are	some	restrictions	on	combining	
  martial	techniques	and	other	abilities,	most	notably	
  Vital	Strike.	Any	martial	technique	which	does	not,	in	
  and	of	itself,	grant	an	attack,	may	be	combined	with	
  vital	strike.	However,	the	Vital	Strike	feat	(as	well	as	
  feats	like	Improved	Vital	Strike,	and	similar)	cannot	be	
  applied	to	any	attack	granted	by	a	martial	technique.
  	
  Similarly,	because	any	martial	technique	
  that	grants	an	attack	is	a	special	action,	rather	than	
  a	standard	attack,	martial	techniques	that	grant	an	
  attack cannot be used as part of other actions, unless 
  the	source	of	that	martial	technique	indicates	to	the	
  contrary.	For	example,	you	could	not	use	the	crippling	
  blow	martial	technique	in	conjunction	with	a	spring	
  attack.
  Feats
  	
  The	following	feats	originally	appeared	in	A 
  Necromancer’s Grimoire: The Book of Martial Action, 
  and	have	been	included	in	this	book	for	use	with	it.	
  They are presented in alphabetical order.
  
  52
  Combat Artist (Combat, Technique)
  You seek to master every facet of combat, striving to 
  achieve martial perfection.
  Benefit:	You	gain	a	martial	action	pool	which	has	a	
  number	of	martial	action	points	equal	to	4	+	your	base	
  attack bonus. You can use these martial action points 
  in	order	to	perform	a	number	of	special	actions	during	
  combat.	The	action	required	to	perform	a	given	special	
  action is described in the feat or class feature which 
  gives	you	access	to	that	particular	martial	technique.	
  You	may	never	spend	more	martial	action	points	in	a	
  single	round	than	your	total	base	attack	bonus,	even	if	
  you	have	enough	points	to	do	so.	You	regain	any	spent	
  martial	action	points	by	spending	1	minute	meditating	
  and	regaining	your	focus.	During	this	time	you	cannot	
  perform	any	strenuous	activity.	For	more	information	
  on martial action points and martial action pools, see 
  Martial	Techniques,	at	the	beginning	of	this	book.
  	
  Additionally	this	feat	grants	you	access	to	the	
  focus	strike	martial	technique.	As	a	swift	action,	you	
  can	spend	1	martial	action	point.	If	you	do,	you	gain	
  a	+1	competence	bonus	on	all	weapon	damage	rolls	
  until	the	beginning	of	your	next	turn.
  Greater Martial Focus (Combat)
  You can perform complicated and taxing martial 
  techniques with seemingly endlessly stamina.
  Prerequisites:	Improved	Martial	Focus,	any	four	
  technique	feats,	base	attack	bonus	+11.
  Benefit:	The	maximum	number	of	martial	action	
  points	you	can	have	in	your	martial	action	pool	is	
  increased	by	+5.	This	bonus	stacks	with	that	provided	
  by	the	Improved	Martial	Focus	and	Martial	Focus	
  feats.
  Improved Martial Focus (Combat)
  You have a truly great reserve of martial energy, and 
  can execute complicated martial techniques without 
  tiring.
  Prerequisites:	Martial	Focus,	base	attack	bonus	+6.
  Benefit:	The	maximum	number	of	martial	action	
  points	you	can	have	in	your	martial	action	pool	is	
  increased	by	+5.	This	bonus	stacks	with	that	provided	
  by	the	Martial	Focus	feat.
  Martial Focus (Combat)
  You have a greater reserve of martial energy, allowing 
  you to use the warrior’s art more effectively than most. 
  Prerequisite: Martial action pool.
  Benefit:	The	maximum	number	of	martial	action	
  points	you	can	have	in	your	martial	action	pool	is	
  increased	by	+5.
  Master Martial Focus (Combat)
  You have an inhuman reserve of martial energy, 
  and performing even the most difficult of martial 
  maneuvers is seemingly effortless for you.
  Prerequisites:	Greater	Martial	Focus,	any	six	
  technique	feats,	base	attack	bonus	+16.
  Benefit:	The	maximum	number	of	martial	action	
  points	you	can	have	in	your	martial	action	pool	is	
  increased	by	+5.	This	bonus	stacks	with	that	provided	
  by	the	Greater	Martial	Focus,	Improved	Martial	Focus	
  and	Martial	Focus	feats.
  
  53
  
  54
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  originally distributed under any version of this License.  
   
  10. Copy of this License: You MUST include a copy of this License with 
  every copy of the Open Game Content You Distribute.  
   
  11. Use of Contributor Credits: You may not market or advertise the 
  Open Game Content using the name of any Contributor unless You 
  have written permission from the Contributor to do so.  
   
  12. Inability to Comply: If it is impossible for You to comply with any of 
  the terms of this License with respect to some or all of the Open Game 
  Content due to statute, judicial order, or governmental regulation then 
  You may not Use any Open Game Material so affected.  
   
  
  55
  13. Termination: This License will terminate automatically if You fail to 
  comply with all terms herein and fail to cure such breach within 30 
  days of becoming aware of the breach. All sublicenses shall survive the 
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  14. Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable.  
   
  15. COPYRIGHT NOTICE 
   
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
   
  System Reference Document Copyright 2000-2003, Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich 
  Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, 
  John D. Rateliff, Thomas Reid, James Wyatt, based on original material 
  by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All 
  rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: 
  Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey 
  Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick 
  Lawinger, and Bill Webb; Based on original content from TSR. 
  A Necromancer’s Grimoire: The Book of Purifying Flames Copyright 
  2010 Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback, Justin Holloway 
  A Necromancer’s Grimoire: Marchen der Daemonwulf Copyright 2011 
  Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback, Justin Holloway 
  The Ebon Vault: Secrets of the Staff Copyright 2011 Necromancers of 
  the Northwest, LLC; Authors: Alex Riggs, Joshua Zaback, Justin Holloway 
  Ancient Warriors: Way of the Ninja Copyright 2011 Necromancers of 
  the Northwest, LLC; Authors: Alex Riggs, Joshua Zaback, Justin Holloway 
  Necromancers of the Northwest Presents: The Blackshire Mercenary 
  Company Copyright 2011 Necromancers of the Norhtwest, LLC; Authors 
  Alex Riggs, Joshua Zaback, Justin Holloway 
  The Ebon Vault: Orbs of Power Copyright 2011 Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback, Justin Holloway 
  A Necromancer’s Grimoire: The Book of Faith Copyright 2011 
  Necromancers of the Northwest, LLC; Authors Alex Riggs, Joshua 
  Zaback, Justin Holloway 
  A Necromancer’s Grimoire: Spirit Warriors Copyright 2011 
  Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback, Justin Holloway 
  Ancient Warriors: Sons of Sparta Copyright 2011 Necromancers of the 
  Northwest, LLC; Authors: Joshua Zaback, Alex Riggs, Justin Holloway 
  A Necromancer’s Grimoire: The Fabricant Copyright 2011 
  Necromancers of the Northwest, LLC; Authors: Justin Holloway, Alex 
  Riggs, Joshua Zaback 
  A Necromancer’s Grimoire: The Art of Traps Copyright 2011 
  Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback, Justin Holloway, Rosa Gibbons 
  The Ebon Vault: Swords of Legend Copyright 2011 Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback, Justin Holloway 
  A Necromancer’s Grimoire: Secrets of the Witch Copyright 2011 
  Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback, Justin Holloway 
  A Necromancer’s Grimoire: Faces of the Rakshasa Copyright 2011 
  Necromancers of the Northwest, LLC; Authors Alex Riggs, Joshua 
  Zaback, Justin Holloway, Rosa Gibbons 
  GM’s Gallery: Useful and Interesting NPCs Copyright 2011 
  Necromancers of the Northwest, LLC; Authors Joshua Zaback, Justin 
  Holloway 
  The Ebon Vault: Adamant Armors Copyright 2011 Necromancers of the 
  Northwest, LLC; Authors Alex Riggs, Joshua Zaback, Justin Holloway 
  A Necromancer’s Grimoire: Paths of the Druid Copyright 2011 
  Necromancers of the Northwest, LLC; Authors Alex Riggs, Joshua 
  Zaback, Justin Holloway 
  A Necromancer’s Grimoire: Marchen der Daemonwulf II Copyright 
  2011 Necromancers of the Northwest, LLC; Authors Alex Riggs, Joshua 
  Zaback, Justin Holloway 
  Advanced Arcana Volume II Copyright 2011 Necromancers of the 
  Northwest, LLC; Authors Alex Riggs, Joshua Zaback 
  A Necromancer’s Grimoire: Steeds and Stallions Copyright 2011 
  Necromancers of the Northwest, LLC; Authors Alex Riggs, Joshua 
  Zaback, Justin Holloway 
  A Necromancer’s Grimoire: Spirit Warriors II Copyright 2012 
  Necromancers of the Northwest, LLC; Authors: Justin Holloway, Alex 
  Riggs, Joshua Zaback 
  A Necromancer’s Grimoire: Mysteries of the Oracle Copyright 2012 
  Necromancers of the Northwest, LLC; Authors Joshua Zaback, Justin 
  Holloway, Alex Riggs 
  A Necromancer’s Grimoire: The Wonders of Alchemy Copyright 2012 
  Necromancers of the Northwest, LLC; Authors Alex Riggs, Joshua Zaback 
  A Necromancer’s Grimoire: Masters of the Gun Copyright 2012 
  Necromancers of the Northwest, LLC; Authors Alex Riggs 
  The Ebon Vault: Power of the Ring Copyright 2012 Necromancers of the 
  Northwest, LLC; Authors Alex Riggs, Joshua Zaback 
  Necromancers of the Northwest Presents: Knights of the Crucible 
  Copyright 2012 Necromancers of the Northwest, LLC; Authors Alex Riggs 
  Character Guide: The Gentleman Thief Copyright 2012 Necromancers 
  of the Northwest, LLC; Authors Joshua Zaback, Alex Riggs, David Mesick 
  A Necromancer’s Grimoire: The Secret of Herbs Copyright 2012 
  Necromancers of the Northwest, LLC; Authors Alex Riggs, Joshua Zaback 
  A Necromancer’s Grimoire: Bows of War Copyright 2012 Necromancers 
  of the Northwest, LLC; Authors Alex Riggs, Joshua Zaback 
  Advanced Arcana Volume III Copyright 2012 Necromancers of the 
  Northwest, LLC; Authors Alex Riggs, Joshua Zaback 
  Ancient Warriors: The Vikings Copyright 2012 Necromancers of the 
  Northwest, LLC; Authors Alex Riggs, Joshua Zaback 
  A Necromancer’s Almanac: 2012 Copyright 2012 Necromancers of the 
  Northwest, LLC; Authors Alex Riggs, Joshua Zaback 
  A Necromancer’s Grimoire: The Book of Martial Action Copyright 2012 
  Necromancers of the Northwest, LLC; Authors Alex Riggs, Joshua 
  Zaback, Joel Migas 
  The Ebon Vault: Unstoppable Hammers Copyright 2013 Necromancers 
  of the Northwest, LLC; Authors Alex Riggs, Joshua Zaback 
  A Necromancer’s Grimoire: Sorcerous Lineages Copyright 2013 
  Necromancers of the Northwest, LLC; Authors Joel Migas, Marie Barnes, 
  Alex Riggs 
  Character Guide: The Wise Sage Copyright 2013 Necromancers of the 
  Northwest, LLC; Authors Alex Riggs, Joshua Zaback 
  A Necromancer’s Grimoire: Bounty of the Ranger Copyright 2013 
  Necromancers of the Northwest, LLC; Authors Joshua Zaback, Alex Riggs 
  The Deluxe Guide to Fiend Summoning and Faustian Bargains 
  Copyright 2013 Necromancers of the Northwest, LLC; Authors Alex 
  Riggs, Joshua Zaback 
  The Ebon Vault: Fantastic Footgear Copyright 2013 Necromancers of 
  the Northwest, LLC; Authors Alex Riggs, Joshua Zaback 
  Otherworldly Invocations Copyright 2013 Necromancers of the 
  Northwest, LLC; Authors Alex Riggs, David Mesick, Joshua Zaback 
  Advanced Arcana Volume IV Copyright 2013 Necromancers of the 
  Northwest, LLC; Authors Alex Riggs, Joshua Zaback 
  Insidious Intentions:  The Book of Villainy Copyright 2013 
  Necromancers of the Northwest, LLC; Authors Alex Riggs, Joshua Zaback 
  A Necromancer’s Almanac: 2013 Copyright 2013 Necromancers of the 
  Northwest, LLC; Authors Alex Riggs, Joshua Zaback, Marie Barnes, Joel 
  Migas 
  The Book of Forbidden Magic Copyright 2014 Necromancers of the 
  Northwest, LLC; Authors Alex Riggs, Joshua Zaback 
  A Necromancer’s Grimoire: The Book of Martial Action II Copyright 
  2014 Necromancers of the Northwest, LLC; Authors Alex Riggs, Joshua 
  Zaback
   
  END OF LICENSE 
  
  What’s Your Fighting Style?
   
  It seems that there are really two ways to go about playing Pathﬁnder and similar 
  d20 games: you can be a spellcaster, and have all kinds of crazy options to choose 
  from, or you can be a more mundane, martial character, and, well…not. Sure, 
  barbarians get rage powers and paladins can smite evil, and if you devote a bunch of 
  feats to it you might get a couple of nifty tricks like two-weapon ﬁghting or spring 
  attacking, but at the end of the day most mundane characters spend their combat 
  rounds doing full attack after full attack, and eventually that gets a little stale.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/A Necromancer's Grimoire - The Book of Martial Action II.pdf