2,572
edits
Changes
m
Adj 9 skill points benefit.
|skill0=To further express your aptitude for a favored skill and to add a special flare to your respective class, you join a dojo. Here you begin to study the fundamental postures and philosophies of your chosen discipline. '''Martial Lore ''' ([[SRD:Intelligence|Int]]) becomes a class skill. In addition one can add flavor to their class name by adding their discipline's name before/after their class name. For example a ''Diamond Mind Bard'' or ''Duskblade of the Desert Wind''.
|skill4=You can initiate maneuvers of your respective discipline with an Initiator Level equal to your ranks allotted in '''Martial Lore''' - 3. You now have knowledge of as many maneuvers as half your ranks (rounded down) plus your ability modifier for the '''key skill'''. The number of maneuvers per encounter you can ready is equal to your above mentioned initiator level divided by 4 (minimum 1 rounded up), plus your ability modifier for the key skill. Stances don't not need to be "readied", but do count against the total number of readied maneuvers per encounter. One cannot recover maneuvers by means of this feat.
|skill9=When initiating a maneuver with a weapon that is associated with your discipline, your weapon does damage as if it was one size larger than it actually is considered a magic weapon for purposes of overcoming damage reduction.
|skill14=When initiating a maneuver with a weapon associated with your discipline, your weapon's critical threat range is doubled.
|skill19=While initiating a maneuver and wielding an associated weapon of your discipline, you can deliver beautifully fatal strikes. Your weapon's extra critical multiplier is increased by 1.