====== Martialist ====== ===[class]=== Zeol Martialist The Martialist is a singularity among the classes. Unlike the other classes, the martialist does not bind their ki to an element. Instead, they manipulate and enhance the ki within their bodies in order to achieve astounding physical feats of skill and strength Owing to the elusive nature of manipulating the ki wholly within ones own body, martialists pursue this path in a wide variety of ways. Some take a meditative, almost spiritual approach, while others use extreme physical training to focus the spirit. Martialists have even been known to use self-hypnosis to teach themselves new abilities Martialists excel in melee and ranged combat, both with and without weapons. They are highly skilled in a wide range of disciplines. They can learn how to infuse their strikes with ki energy, blocking the movements of elemental opponents. They are adept at manuevering through the battlefield, but equally adept when competing in contests of skill Art by [[credits|R Milanis]] \\ **Martial Class Level Table** ^Level^BAB*^BDB*^Talent Points^Level Bonuses^ ^ 1 | 0 | 0 |6 Talent Points|2 Talents, 1 Skill Focus, Movement Speed +5 feet | ^ 2 | 1 | 1 |7 Talent Points|1 Talent| ^ 3 | 1 | 1 |8 Talent Points|1 Feat| ^ 4 | 1 | 1 |9 Talent Points|1 Talent, 1 Ability Bonus| ^ 5 | 2 | 2 |10 Talent Points|1 Skill Focus| ^ 6 | 2 | 2 |12 Talent Points|1 Talent| ^ 7 | 2 | 2 |12 Talent Points|1 Feat| ^ 8 | 3 | 3 |12 Talent Points|1 Talent, 1 Ability Bonus| ^ 9 | 3 | 3 |12 Talent Points|1 Feat| ^ 10 | 3 | 3 |12 Talent Points|1 Talent| ^ 11 | 4 | 4 |12 Talent Points|1 Feat| ^ 12 | 4 | 4 |12 Talent Points|1 Talent, 1 Ability Bonus| ^ 13 | 4 | 4 |12 Talent Points|1 Feat| ^ 14 | 5 | 5 |12 Talent Points|1 Talent| ^ 15 | 5 | 5 |12 Talent Points|1 Feat| ^ 16 | 5 | 5 |12 Talent Points|1 Talent, 1 Ability Bonus| ^ 17 | 6 | 6 |12 Talent Points|1 Feat| ^ 18 | 6 | 6 |12 Talent Points|1 Feat| ^ 19 | 6 | 6 |12 Talent Points|1 Feat| ^ 20 | 6 | 6 |12 Talent Points|1 Feat, 1 Ability Bonus| * Base Attack Bonus, Base Defense Bonus \\ ===== Talent tree ===== {{map>:wiki:martialist_talents.png?nolink |The Martialist class talent tree}} [[Martial#Martial Attack - Melee Weapon|jump to Martial Attack - Melee Weapon @ 311, 180, 370, 239]] [[Martial#Martial Attack - Ranged Weapon|jump to Martial Attack - Ranged Weapon @ 311, 180, 370, 239]] [[Martial#Martial Attack - Unarmed Strike|jump to Martial Attack - Unarmed Strike @ 311, 180, 370, 239]] [[Martial#Acrobat|jump to Acrobat @ 211, 218, 270, 276]] [[Martial#Bear\s Strength|jump to Bear\s Strength @ 450, 315, 509, 374]] [[Martial#Bounty Hunter|jump to Bounty Hunter @ 21, 196, 80, 255]] [[Martial#Call of the Wild|jump to Call of the Wild @ 173, 315, 232, 374]] [[Martial#Crane Stance|jump to Crane Stance @ 248, 519, 307, 577]] [[Martial#Critical Distance|jump to Critical Distance @ 311, 455, 370, 514]] [[Martial#Dash|jump to Dash @ 88, 537, 147, 596]] [[Martial#Empath|jump to Empath @ 410, 220, 469, 279]] [[Martial#Experience|jump to Experience @ 536, 536, 596, 596]] [[Martial#Fleet|jump to Fleet @ 150, 475, 209, 534]] [[Martial#Hawkeye|jump to Hawkeye @ 85, 315, 144, 374]] [[Martial#Ki Aura|jump to Ki Aura @ 625, 315, 684, 374]] [[Martial#Ki Pool|jump to Ki Pool @ 412, 413, 471, 472]] [[Martial#Ki Projection|jump to Ki Projection @ 311, 92, 370, 157]] [[Martial#Ki Sense|jump to Ki Sense @ 474, 475, 533, 534]] [[Martial#Ki Strike|jump to Ki Strike @ 311, 7, 370, 66]] [[Martial#Lightning Reflexes|jump to Lightning Reflexes @ 212, 413, 271, 472]] [[Martial#Natural Leaper|jump to Natural Leaper @ 539, 315, 598, 372]] [[Martial#Panther Step|jump to Panther Step @ 148, 157, 203, 211]] [[Martial#Tiger Stance|jump to Tiger Stance @ 376, 519, 431, 574]] {{ a large spear hovers above a shrine and several silhouetted warriors ==== Martial attack - Melee weapon ==== **Action**: Standard, Full\\ **Requires**: Requires a melee weapon\\ **Description**: You train in the use of a melee weapon, gaining a graceful proficiency in its use. You can target an enemy, a hex, or defend against an incoming attack\\ **Range**: Determined by the weapon\\ **Speed**: 4H (4 hexes per segment)\\ **Offensive**: //Attack Bonus + Dex + 3d6//\\ **Defensive**: //Defense Bonus + Dex + 3d6//\\ **Damage**: Strength x 2 + 3d6, Damage type depends on the weapon\\ **Cooldown**: 6 rounds\\ **Special**: Attacking with a standard action grants one attack which does not invoke the cooldown. Attacking with a full action grants two attacks which can be used in the same segment or separate segments. Using Martial Attack as a full action invokes the cooldown, which only prohibits using it as a full action\\ **Talent Point Improvements**:\\ □ Increase the speed by 1H. Maximum speed is 12H\\ □□ Increase the [[dice bonus]] of the offensive and defensive formulas by 1d6. ([[dice bonus|Cost increases]])\\ □□ Increase the [[dice bonus]] of the damage formula by 1d6. ([[dice bonus|Cost increases]])\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 1 round\\ □ You become proficient with an additional melee weapon\\ \\ ---- ==== Martial attack - Ranged weapon ==== **Action**: Standard, Full\\ **Requires**: Requires a ranged weapon\\ **Description**: You train with a long range or short range weapon, gaining proficiency with the weapon\\ **Range**: Determined by the weapon\\ **Speed**: 16H\\ **Offensive**: //Attack Bonus + Dex + 3d6//\\ **Defensive**: //Defense Bonus + Dex + 3d6//\\ **Damage**: Strength x 2 + 2d6, Damage type depends on the projectile\\ **Cooldown**: 6 rounds\\ **Special**: Attacking with a standard action grants one attack which does not invoke the cooldown. Attacking with a full action grants two attacks which must be initiated in separate segments as if they were two standard attacks. Using Martial Attack as a full action invokes the cooldown, which only prohibits using it as a full action\\ **Talent Point Improvements**:\\ □ Add an additional 5 feet to the base range of your chosen weapon. Maximum bonus range is 30 feet\\ □ Increase the speed by 1H. Maximum speed is 30H\\ □□ Increase the [[dice bonus]] of the offensive and defensive formulas by 1d6. ([[dice bonus|Cost increases]])\\ □□ Increase the [[dice bonus]] of the damage formula by 1d6. ([[dice bonus|Cost increases]])\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 1 round\\ □ You become proficient with an additional ranged weapon\\ \\ ---- a robed warrior meditates in a temple palace ==== Martial attack - Unarmed strike ==== **Action**: Standard, Full\\ **Requires**: No requirements\\ **Description**: You train in the art of striking without a weapon, learning to use your hands, feet, heels, elbows, knees, and even your head to make your strikes\\ **Range**: 5 feet\\ **Speed**: 6H\\ **Offensive**: //Attack Bonus + Dex + 3d6//\\ **Defensive**: //Defense Bonus + Dex + 3d6//\\ **Damage**: Strength x 2 + 2d6, [Bludgeoning]\\ **Cooldown**: 6 rounds\\ **Special**: Attacking with a standard action grants one attack which does not invoke the cooldown. Attacking with a full action grants two attacks which can be used in the same segment or separate segments. Using Martial Attack as a full action invokes the cooldown, which only prohibits using it as a full action. When dealing Non-lethal damage, you may roll your damage at [[combat#advantage]]. This action includes a 5 foot step, which can be taken before or after the strike, but only once per attack\\ **Talent Point Improvements**:\\ □ Increase the speed by 1H. Maximum speed is 18H\\ □□ Increase the [[dice bonus]] of the offensive and defensive formulas by 1d6. ([[dice bonus|Cost increases]])\\ □□ Increase the [[dice bonus]] of the damage formula by 1d6. ([[dice bonus|Cost increases]])\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 1 round\\ □□ Increase the 5 foot step to a 10 foot step\\ \\ ---- a circus performer contorts their body in a graceful pirouette ==== Acrobat ==== **Action**: Passive, Free\\ **Requires**: One rank in the [[Acrobatics]] skill\\ **Description**: You learn to mimic the ki flow of the monkey, and acrobatic feats become second nature\\ **Effect**: You gain a passive 1d6 bonus to [[Acrobatics]]\\ **Cooldown**: Once per day\\ **Special**: Once per day, you may roll an Acrobatics check at [[combat#advantage]]\\ **Talent Point Improvements**:\\ □□ Increase the passive bonus by 1d6. Maximum skill bonus is 3d6\\ □□ Increase the uses per day by 1. Maximum uses per day is 3\\ \\ ---- an close up portrait of an armored bear stares with determination ==== Bear's strength ==== **Action**: Passive, Swift\\ **Requires**: No requirements\\ **Description**: You develop unrivaled physical and mental stamina\\ **Effect**: You gain a passive 1d6 bonus to [[Athletics]]\\ **Cooldown**: 12 rounds\\ **Special**: As a Swift action you gain a +2 bonus to Strength or Resolve for 1 round. When you use this ability, you change the flow of your ki energy. To anyone within 60 feet, your ki gives projects a solid, dense aura. Additionally, once per day you may roll an Athletics check at [[combat#advantage]], as a free action\\ **Talent Point Improvements**:\\ □ Reduce the cooldown of the ability bonus by 1 round. Minimum cooldown is 6 rounds\\ □□ Improve the ability bonus from +2 to +4. Requires 8 levels in Martialist\\ □□ Improve the ability bonus from +4 to +6. Requires 12 levels in Martialist\\ □□ Increase the Athletics bonus by 1d6. Maximum bonus is 3d6\\ □□ Increase the uses of advantage per day by 1. Maximum uses per day is 3\\ \\ ---- a menacing face with glowing yellow eyes protrudes from the darkness ==== Bounty hunter ==== **Action**: Standard\\ **Requires**: [[martial#Panther Step]], [[martial#Hawkeye]], Level 4\\ **Description**: Your skill set lends itself well to the tracking and apprehension of wanted persons\\ **Effect**: When dealing with humanoid or intelligent targets, you gain a passive 1d6 bonus to [[Wilderness survival|Wilderness Survival]], [[Perception]], [[Acrobatics]], and [[Stealth]]\\ **Cooldown**: You may designate a new quarry once per day\\ **Special**: Standard action represents a brief moment of meditation as you visualize your quarry\\ **Talent Point Improvements**:\\ □□ Increase the passive bonus by 1d6. Maximum bonus is 3d6\\ \\ ---- A traveler meditates on the horizon as the sky and the earth swirl together in a mesmerizing mixture ==== Call of the wild ==== **Action**: Passive, Swift\\ **Requires**: One rank in the [[Wilderness Survival]] skill\\ **Description**: Your knowledge of the wild lands of the earth is unsurpassed. Nature itself seems to bend to your will. Your advice to allies in a pinch can make the difference in the hostile wilderness\\ **Range**: Auditory range\\ **Effect**: You gain a 1d6 bonus to [[wiki:wilderness survival|Wilderness Survival]]\\ **Cooldown**: Once per day\\ **Special**: Once per day as a Swift action you may roll a Wilderness Survival check at [[combat#advantage]]\\ **Additional Points**:\\ □ Reduce the required action to Free\\ □□ Increase the bonus by 1d6. Maximum bonus is 3d6\\ □□ Instead of rolling at [[combat#advantage]], you may instead grant an ally within auditory range your skill bonus to Wilderness Survival for their next skill check. This bonus expires after two minutes\\ □□ Increase the uses per day of advantage by 1. Maximum uses per day is 3\\ \\ ---- A close up side-profile portrait of an armored crane ==== Crane stance ==== **Action**: Free\\ **Requires**: [[martial#Critical Distance]], Level 2\\ **Description**: You enter Crane Stance, your movements become swift and fluid, jabbing out in quick strokes at your opponent\\ **Effect**: You gain a 1d6 bonus on the Trip and Disarm [[combat maneuvers]]\\ **Cooldown**: Once per day (Darting Beak)\\ **Special**: The bonus is only for offensive maneuvers. You cannot gain the benefits of two stances at the same time. Switching stances is a free action. A successful maneuver made with this bonus must include a trip or a disarm. Additional maneuver points may be spent as desired\\ //Darting Beak:// Once per day, you gain [[combat#advantage]] on a combat maneuver while in crane stance\\ **Talent Point Improvements**:\\ □□ Increase the maneuver bonus by 1d6. Maximum bonus is 4d6\\ □□ Unlock Darting Beak\\ \\ ---- Two senators stand before the council chamber ==== Critical distance ==== **Action**: Free\\ **Requires**: No requirements\\ **Description**: You imitate an animal's ability to know exactly how far it should be from its opponent\\ **Effect**: You gain a 1d6 defensive bonus against all combat maneuvers\\ **Special**: Once per day, you may re-roll you may reroll any "1"s on a combat maneuver\\ **Talent Point Improvements**:\\ □□ Increase the Defensive bonus by 1d6. Maximum bonus is 4d6\\ \\ ---- an elemental of air swirls and shifts in the storm ==== Dash ==== **Action**: Swift\\ **Requires**: [[martial#Fleet]]\\ **Description**: You surge your ki energy, allowing you a quick surge of movement\\ **Range**: Self\\ **Speed**: Your normal Dash speed\\ **Effect**: You take the Dash movement action\\ **Cooldown**: 6 rounds\\ **Talent Point Improvements**:\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 1 round\\ \\ ---- a monk sits before a gigantic mountain-statue of a monk, with a double halo around its head ==== Empath ==== **Action**: Passive, Swift\\ **Requires**: One rank in the [[Animal Handling]] skill\\ **Description**: You use your ki to project an assuring or commanding aura when handling animals\\ **Effect**: You gain a passive 1d6 bonus to [[Animal Handling]]\\ **Cooldown**: Once per day\\ **Special**: Once per day as a Swift action you may take [[combat#advantage]] on an animal handling check. You must declare the re-roll before the results of the check are known\\ **Talent Point Improvements**:\\ □ Reduce the required action to Free\\ □ Increase the passive bonus by 1d6. Maximum bonus is 3d6\\ □□ Increase the uses per day by 1. Maximum uses per day is 3\\ \\ ---- sunset clouds pour through the tops of a row of gargantuan trees ==== Experience ==== **Action**: Free\\ **Requires**: [[martial#Ki Sense]]\\ **Description**: Your experience in combat has honed your skills, allowing you to seize opportunities you might otherwise miss\\ **Effect**: You may spend 1 ki point to gain [[combat#advantage]] on any offensive or defensive formula (hit), or on a skill check. You may not use this to gain advantage on a damage formula\\ **Cooldown**: 6 rounds\\ **Special**: You may declare that you wish to use this action after the result of the check is known\\ **Talent Point Improvements**:\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 1 round\\ \\ ---- a fiery figure walks with flames shooting off of their feet ==== Fleet ==== **Action**: Passive\\ **Requires**: [[martial#Lightning Reflexes]], Level 2\\ **Description**: Your excellent physical condition lends you a light step\\ **Effect**: Your base movement speed increases by 5 feet\\ **Talent Point Improvements**:\\ □ The base movement speed bonus increases to 10 feet\\ \\ ---- a bird of prey consisting of a golden mist ==== Hawkeye ==== **Action**: Passive, Swift\\ **Requires**: [[martial#Call of the Wild]], 3 ranks in the [[Perception]] skill, Level 2\\ **Description**: Your experience in the wilderness has sharpened your vision. You learn to mimic the ki flow of the hawk, improving your vision dramatically\\ **Effect**: You gain a passive 1d6 bonus to [[Perception]]\\ **Cooldown**: Once per day\\ **Special**: As a Swift action, you may channel your ki and extend your senses for a brief moment. This grants you the ability to focus your vision, improving your visual acuity by 100 feet for up to 30 seconds. This improvement would allow a normal human being to see details 5 times farther than they normally would\\ **Talent Point Improvements**:\\ □ Reduce the required action to Free\\ □□ Increase the passive bonus by 1d6. Maximum bonus is 3d6\\ □□ Increase the uses per day by 1. Maximum uses per day is 3\\ □□□ You suffer no penalties for unfavorable conditions due to darkness\\ \\ ---- a creature stands alone, emitting a terrible flow of blood and fire in every direction ==== Ki aura ==== **Action**: Swift\\ **Requires**: [[martial#Experience]]\\ **Description**: You emanate a terrifyingly powerful aura of ki energy, making it difficult for an enemy to make the choice to attack you\\ **Range**: 20 feet\\ **Effect**: Creatures that wish to attack you must make a //**Resolve vs Resolve** [[abilities#ability checks|Ability Check]]//\\ **Cooldown**: 6 rounds\\ **Special**: Until the end of the round, creatures within the range must succeed against the ability check in order to attack you. If the creature fails, it cannot attack you for the next three segments\\ **Talent Point Improvements**:\\ □ Extend the range by 10 feet. Maximum range is 60 feet\\ □□ Increase the dice rolled on your Ability Check by 1d6. Maximum increase is 2d6\\ □□ Extend the penalty failure by 1 segment. Maximum penalty is 5 segments\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 1 round\\ \\ ---- a serene turquoise lagoon ==== Ki pool ==== **Action**: Passive, Varies\\ **Requires**: No requirements\\ **Description**: Your control over your own ki is impressive. You are able to store up ki energy, releasing it when you have need, to accomplish impressive feats\\ **Effect**: You gain the Ki Pool feature, starting with 3 ki points\\ **Cooldown**: 6 rounds\\ **Special**: Your Ki Pool replenishes when you receive a full nights rest. Using advanced ki pool techniques must be unlocked via talent improvement points\\ **Base Ki Pool Uses**: Ki Pool points may spent in the following ways: * [Swift action] Add 2 hit dice to your Base Defense Bonus for 1 round. (1 ki point) * [Swift action] Gain a 3d6 bonus to any skill. (1 ki point) * [Swift action] Stop all wounds from bleeding using your ki. (1 ki point) * [Free action] Gain an additional Standard action for defensive actions. (2 ki points) **Advanced Ki Pool Uses**: * [Move action] Reduce the cooldown on any talent by 6 rounds. Once per day (3 ki points) * [Swift action] Add 3 hit dice to your Base Defense Bonus for 1 round. (2 ki points) * [Swift action] Gain a 6d6 bonus to any skill. (2 ki points) * [Swift action] Gain advantage on a defensive [[abilities#ability checks|Opposed Ability Check]]. (2 ki points) **Talent Point Improvements**:\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 1 round\\ □□ Unlock the Advanced Ki Pool uses\\ □□ Increase your Ki Pool by 1 ki point. Maximum size is 6 ki points\\ \\ ---- a column of fire and smoke explodes up into the sky like a rocket trail ==== Ki projection ==== **Action**: Swift\\ **Requires**: [[martial#Martial Attack - Unarmed Strike]], or [[martial#Martial Attack - Melee Weapon]]\\ **Description**: You unleash a burst of ki energy with your close range attack, projecting the force of your attack out towards your opponent\\ **Range**: 15 feet\\ **Speed**: 6H\\ **Special**: Replaces the range of a melee attack. The swift action cost is in addition to the Standard action required for your normal strike. The range is the maximum distance the projected force may travel. The damage dealt depends on the damage type of the weapon, and is not [[damage#damage types|Ki damage]]. If the speed of the base attack is higher than the speed of Ki Projection, use the base attack's speed\\ **Talent Point Improvements**:\\ □ Reduce the required action to Free\\ □ Extend the range by 5 feet. Maximum range is 60 feet\\ □ Increase the speed by 1H. Maximum speed is 18H\\ \\ ---- smooth ripples of light and air above the clouds ==== Ki sense ==== **Action**: Passive\\ **Requires**: [[martial#Ki Pool]]\\ **Description**: Your mastery over your ki allows you to sense shifts in the ki of creatures near you\\ **Range**: 30 feet\\ **Effect**: As long as you have at least 1 point in your Ki Pool, you sense shifts in ki in other creatures within range\\ **Special**: When creatures within the range make a ki binding, you are aware of it, even if you cannot see the creature. You know which direction it is coming from (Eight points of the compass), and whether it is closer or farther than the midpoint of your range\\ **Talent Point Improvements**:\\ □ Extend the range by 10 feet. Maximum range is 60 feet\\ □□ You also know which element is part of the binding, or the type of the binding if an element is not used\\ \\ ---- A red sliver of energy floats among a majestic display of golden light and cloud ==== Ki strike ==== **Action**: Swift\\ **Requires**: [[martial#Ki Projection]], Level 4\\ **Description**: You infuse your unarmed strikes with ki resonance, blocking the ki energy of your opponent, rendering them temporarily unable to use their ki, and blocking their chakras\\ **Range**: Determined by the base attack\\ **Effect**: You can choose to apply a ki strike on any unarmed strike\\ **Cooldown**: 6 rounds\\ **Special**: Adds the [[damage#Ki Damage]] type to your unarmed attack. Your strike deals physical damage in addition to ki damage. A ki strike may be used defensively against an attack within range. A successful defensive ki strike made on an adjacent target conveys the same benefits as an offensive ki strike. The ki resonance penetrates any armor or clothing worn by your target\\ **Talent Point Improvements**:\\ □ Reduce the required action to Free\\ □ Reduce the cooldown by 1 round\\ \\ ---- an elemental of storm and lightning ==== Lightning reflexes ==== **Action**: Passive\\ **Requires**: No requirements\\ **Description**: Your ki flows freely throughout your body. You are ready to act at a moment's notice\\ **Effect**: You gain a 1d6 bonus to Initiative\\ **Additional Points**: \\ □ Increase the initiative bonus by 1d6. Maximum bonus is 6d6\\ \\ ---- two monks spar at sunset, leaping in a dance of air and water ==== Natural leaper ==== **Action**: Move\\ **Requires**: [[martial#Bear's Strength]]\\ **Description**: You tirelessly train to develop your leg muscles, improving your natural jumping ability\\ **Effect**: When using [[Athletics]] or [[Acrobatics]] to jump, gain a 2d6 bonus\\ **Cooldown**: Once per day\\ **Special**: Once per day you gain [[combat#advantage]] on jump checks for one round. You are always treated as having a running start when determining a jump's DC\\ **Talent Point Improvements**:\\ □ Increase the jump bonus by 2d6. Maximum bonus is 12d6\\ □□ Increase the uses per day of [[combat#advantage]] by 1. Maximum uses per day is 3\\ \\ ---- the head of a black panther with glowing blue eyes dissolves into smoke ==== Panther step ==== **Action**: Passive, Swift\\ **Requires**: [[martial#Acrobat]], 3 ranks in the [[Stealth]] skill, Level 2\\ **Description**: You learn to mimic the ki flow of a panther, making your steps soft and silent\\ **Effect**: You gain a passive 1d6 bonus to Stealth\\ **Cooldown**: Once per day\\ **Special**: Once per day as a Swift action, you may reroll "2"s when making a Stealth check\\ **Talent Point Improvements**:\\ □ Reduce the required action to Free\\ □□ Increase the passive bonus by 1d6. Maximum skill bonus is 3d6\\ □□ Increase the uses per day by 1. Maximum uses per day is 3\\ \\ ---- a close up portrait of a lifelike tiger-head statue ==== Tiger stance ==== **Action**: Free\\ **Requires**: [[martial#Critical Distance]], Level 2\\ **Description**: You enter Tiger Stance, your movements become calculated and powerful\\ **Range**: Self\\ **Effect**: You gain a 1d6 Bonus on the Grapple and Reposition [[combat maneuvers]]\\ **Cooldown**: Once per day (Powerful Swipe)\\ **Special**: The bonus only applies to offensive manuevers. You cannot gain the benefits two stances at the same time. Switching stances is a free action. A successful maneuver made with this bonus must include a Grapple or a Reposition. Additional maneuver points may be spent as desired\\ //Powerful Swipe//: Once per day, you gain [[combat#advantage]] on an offensive Grapple or Reposition combat maneuver while in Tiger Stance\\ **Talent Point Improvements**:\\ □□ Increase the maneuver by 1d6. Maximum bonus is 4d6\\ □□ Unlock Powerful Swipe\\ [[martial|Back to top]]