While trying to leave it to the player and GM to determine if a banner is acceptable for the character in the method of how it is carried, we wanted to be more easy and unrestricted with it. A bannerman’s banner is intended to be able to be placed on any manner of item so long as it is displayed. Some official ideas for how a bannerman may carry a banner: as heraldry on a shield, on a small pole mounted to either his mount’s saddle or to the back of his armor, a tabard that they wear prominently, or a standard that hangs from a polearm or spear. So long as that standard is carried upon his person where people can see it, he can inspire these allies.
Path of War Expanded
• Lord of War (Ex): The stalker adds Scarlet Throne or Piercing Thunder his list of available disciplines. If he does not have that discipline’s associated skill as a class skill, he gains it as a class skill. In addition, he gains a +2 competence bonus on checks with that skill. A stalker may select this stalker art once for each discipline.
• Sniper’s Tools (Ex): The stalker chooses a ranged weapon he is proficient with, and gains the benefits of the Point Blank Shot and Precise Shot feats when using that weapon. At 6th level and every five levels thereafter, the stalker chooses an additional ranged weapon to gain the benefits of this ability with. The stalker can change one of these weapon choices by practicing with a new weapon for ten minutes. This stalker art counts as both Point Blank Shot and Precise Shot for the purposes of meeting prerequisites.
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arderNew Disciplines – A warder adds either Eternal Guardian or Piercing Thunder to her list of available disciplines. If she does not have that discipline’s associated skill as a class skill, she gains it as a class skill.
• A warder with the dervish defender archetype instead adds either Eternal Guardian or Riven Hourglass to her list of available disciplines. If she does not have that discipline’s associated skill as a class skill, she gains it as a class skill.
• A warder with the hawkguard archetype instead adds Tempest Gale to her list of available disciplines and gains Sleight of Hand as a class skill.
• A warder with the zweihander sentinel archetype instead adds either Eternal Guardian or Piercing Thunder to her list of available disciplines. If she does not have that discipline’s associated skill as a class skill, she gains it as a class skill.
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arlordNew Disciplines – A warlord adds either Piercing Thunder or Tempest Gale to his list of available disciplines.
If he does not have that discipline’s associated skill as a class skill, he gains it as a class skill.
• A warlord with the bannerman archetype instead adds Piercing Thunder to his list of available disciplines and gains Acrobatics as a class skill.
• A warlord with the steelfist commando archetype instead adds Riven Hourglass to his list of available disciplines and gains Autohypnosis as a class skill.
• A warlord with the vanguard commander archetype instead adds Eternal Guardian to his list of available disciplines and gains Intimidate as a class skill.
New Gambits – A warlord can choose from the following when he learns a new gambit:
• Battering Ram Gambit
Risk: The warlord attempts an overrun combat maneuver against an opponent.
Reward: Other allies adjacent to the overruned opponent may make an attack of opportunity against that creature.
• Chessmaster’s Gambit
Risk: The warlord attempts a reposition combat maneuver against an opponent.
Reward: The warlord is able to move the opponent into an undesirable position, and that opponent takes to their AC equal to the warlord’s initiation modifier until the start of the warlord’s next turn.
• Flanker’s Gambit
Risk: The warlord attacks an opponent adjacent to one of the warlord’s other allies.
Reward: The warlord is considered to be flanking that opponent until the end of her next turn, even if the warlord is not in a position that would allow him to flank them.
• Oxen’s Gambit
Risk: The warlord attempts a drag combat maneuver against an opponent.
Reward: The warlord boldly grabs his target and drags them around while inspiring his allies to action; for every 5 feet the warlord drags the opponent, his allies (other than himself himself) may move 5 feet without provoking attacks of opportunity as a free action, even if it isn’t their turns.
• Thieving Gambit
Risk: The warlord attempts a steal combat maneuver against an opponent.
Reward: By successfully stealing an opponent’s item, the warlord infuriates them to the point of heedless anger. That opponent takes a penalty to their AC equal to the warlord’s initiation modifier, but gains a +2 bonus on damage rolls against the warlord. Both the penalty and bonus last until the start of the warlord’s next turn.
New Tactical Presences – When a warlord gains a new tactical presence (including by taking the Extra Presence feat), he can gain select of the following instead:
• Warning Presence: The instructions given by the wary warlord help his allies defend themselves against sudden surprises. Allies within 30 feet of the warlord gain a bonus equal to the warlord’s initiation modifier on Reflex saves against traps and to their AC during a surprise round. In addition, the warlord can designate one of his allies to act in a surprise round, even if they normally would not be able to. A warlord must be at least 2nd level to select this presence.
• Taskmaster’s Presence: The warlord is a driving master, be it cruelly with a whip or kindly with encouragement. Allies within 30 feet of the warlord gain the benefits of the Endurance feat and gain a morale bonus on saving throws against fatigue, disease, compulsion effects, and sleep effects equal to the warlord’s initiation modifier. If the warlord is participating in a Craft or Profession check made by one of his allies, he can add his warlord initiation modifier as a morale bonus on that check.
A warlord must be at least 5th level to select this presence.
• Gladiator’s Presence: The warlord has seen some scraps in his day, and he knows how to inspire his allies through some tough moments too. Allies within 30 feet of the warlord gain a morale bonus on combat maneuver checks and to their CMD equal to
Path of War Expanded
the warlord’s initiation modifier. In addition, those allies do not provoke attacks of opportunity when making combat maneuver attempts. A warlord must be at least 9th level to select this presence.
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athWalkerNew Disciplines – A pathwalker adds Sleeping Goddess his list of available disciplines. He also adds Mithral Current, Piercing Thunder, and Tempest Gale to the list of disciplines he can choose for his other available disciplines.
Maneuver Recovery Errata – When manifesting powers during your maneuver recovery, your maximum level for the power manifested cannot exceed 1/2 of the maximum power level that you can manifest (rounded down, minimum of 1st level powers). Example: If the pathwalker can manifest a 5th level power, he could manifest a power during recovery with a level no greater than 2nd level. Powers with a duration greater than instant have their durations shortened as well, equaling 1 + your Wisdom modifier in rounds (unless the duration would be shorter manifested normally).
New Discipline Paths – A pathwalker can choose from the following when selecting his warrior’s path:
• Mithral Current Path – The lightning-fast Mithral Current pathwalkers strike with the power and force of a hurricane wind, move with the fluidity of a raging river, and are as cunning as fox. They carefully time their blows with their draw-and-strike techniques, and remain ever-ready to draw their blade and test their steel.
Bonus Class Skill: Perform.
Powers: Burst, defensive precognition.
Skills: Acrobatics, Bluff, Perform.
Trance: Starting at 3rd level, while the pathwalker is psionically focused, maintaining a Mithral Current stance, he gains a +1 bonus on damage rolls for the first attack he makes after drawing a weapon. This bonus increases by +1 at 7th level and every four levels thereafter.
Maneuver: Starting at 3rd level, the pathwalker can expend his psionic focus as a swift action to make a feint attempt against an opponent he threatens, gaining a +2 bonus on his Bluff check. This bonus increases by +1 at 8th level and every five levels thereafter.
• Piercing Thunder Path – The Piercing Thunder pathwalker is stalwart and strong, hefting mighty polearms and powerful spears in combat with ease.
They are opportunistic in battle, wary of openings in their enemy’s defenses. They constantly watch for that opening to allow their potent weapons to end the combat in a single thrust.
Bonus Class Skill: Acrobatics.
Powers: Inevitable strike, metaphysical weapon.
Skills: Acrobatics, Intimidate, Ride.
Trance: Starting at 3rd level, while the pathwalker is psionically focused and maintaining a Piercing Thunder Stance, he gains a +1 bonus on damage rolls made with Piercing Thunder discipline weapons.
This bonus increases by +1 at 7th level and every four levels thereafter.
Maneuver: Starting at 3rd level, the pathwalker can expend his psionic focus as an immediate action the pathwalker to brace his weapon against a charge, as if he had readied an action. He gains a +1 bonus on his attack roll with this attack. This bonus increases by +1 at 7th level and every four levels thereafter.
• Tempest Gale Path – Clever and daring, the Tempest Gale pathwalker pushes his limits with each throw or twang of a bowstring. Always seeking the next great trick shot, they are perfectionists in combat and tricky in peace.
Bonus Class Skill: Sleight of Hand.
Powers: Tactical precognition, distract.
Skills: Acrobatics, Perception, Sleight of Hand.
Trance: Starting at 3rd level, while the pathwalker is psionically focused and maintaining a Tempest Gale Stance, he gains a +2 bonus on combat maneuvers checks made with a ranged or thrown weapon. This bonus increases by +1 at 7th level and every four levels thereafter.
Maneuver: Starting at 3rd level, the pathwalker can expend his psionic focus as a standard action to make a dirty trick attempt against any creature within the range of his weapon. At 7th level and every four levels thereafter, he gains a +1 bonus on his combat maneuver check, which stacks with the bonus granted by his trance ability.
• Sleeping Goddess Path – The pathwalker who walks the road of the Sleeping Goddess seeks to find unity in mind and blade, finding inner peace in battle and epiphany in victory. By using their psychic essence as both a shield and a weapon, they find ways to increase their psychic potential in battle to their natural limits.
Bonus Class Skill: Autohypnosis.
Powers: Call weaponry, empty mind.
Skills: Autohypnosis, Diplomacy, Sense Motive.
Trance: Starting at 3rd level, while while the pathwalker is psionically focused and maintaining a Sleeping Goddess Stance, he gains a +1 insight bonus on attack rolls made with weapons created by psionic powers (such as the call weaponry, claws of the beast, and bit of the wolf powers) or maneuvers (such as call the soul’s blade). This bonus increases by +1 at 7th level and every four levels thereafter.
Maneuver: Starting at 3rd level, the pathwalker can expend his psionic focus as a swift action to create a field of defensive psychic force through his skin and body, increasing the pathwalker’s natural armor bonus by +2. This bonus lasts for a number of rounds equal to 1/2 the pathwalker’s class level, and increases by +1 at 8th level and every five levels thereafter
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oulNew Disciplines – A war soul adds either Sleeping Goddess to his list of available disciplines. In addition, he can trade one of his available disciplines for the Riven Hourglass, Scarlet Throne, or Tempest Gale discipline. If he does not have that discipline’s associated skill as a class skill, he gains it as a class skill.
New Blade Skills – A war soul can choose from the
Path of War Expanded
• Riven Hourglass Approach: The war soul is capable of such fine manipulations of time that he seems prophetic. While he maintains a Riven Hourglass stance, the war soul can use his Wisdom modifier instead of his Dexterity modifier for Reflex saves and initiative checks.
• Scarlet Throne Nobility: The war soul has mastered how to best use a single weapon to defend himself and read the actions of his opponents. While he maintains a Scarlet Throne stance and wields a mind blade in one hand while holding nothing in the other hand, the war soul gains a +1 dodge bonus to his AC and a +1 insight bonus on Sense Motive checks to resist feint attempts or oppose uses of the Bluff skill. These bonus increase by +1 at 5th level and every five levels thereafter.
• Sleeping Goddess Empowerment: By increasing his internal psionic potency within through mastery of the Sleeping Goddess discipline, the war soul is able to infuse great psionic power and understanding within his mind blade. While he maintains a Sleeping Goddess stance, he can charge his mind blade with psionic energy as a move action. He can release this energy as a free action when he hits with a strike to deal an additional 1d8 points of damage. This additional damage increases to 2d8 at 12th level and to 3d8 at 18th level, and counts as psychic strike for the purposes of meeting prerequisites and for blade skills and other abilities that require psychic strike. A war soul must be at least 6th level to select this blade skill.
• Tempest Gale Trick: The techniques of the Tempest Gale discipline improve the war soul’s ability to use thrown mind blades or and mind bolts. While he maintains a Tempest Gale stance, the war soul adds his Wisdom modifier on combat maneuver checks and Sleight of Hand checks made using a thrown mind blade or mind bolt.