TEXT: 1
  7 War Master Feats
  #1 With a Bullet Point
  	
  One	Idea.	One	Page.	One	Dollar.
  	
  Sometimes	rules	supplements	read	like	the	world-setting	bible	of	frustrated	novelists.	
  While	solid	world-building	is	a	useful	skill,	you	don’t	always	need	four	paragraphs	of	
  flavor	 text	 to	 tell	 you	 swords	 are	 cool,	 magic	 is	 power,	 shadows	 are	 scary,	 and	 orcs	
  are	savage.	Sometimes	a	GM	doesn’t	have	time	to	slog	through	a	page	of	history	for	
  every	magic	weapon.	Sometimes	all	that’s	needed	are	a	few	cool	ideas,	with	just	enough	
  information	to	use	them	in	a	game.	Sometimes,	all	you	need	are	bullet	points.
   
  #1 With A Bullet Point is	a	line	of	very	short,	cheap	PDFs	each	of	which	gives	the	
  bare	bones	of	a	set	of	related	options.	It	may	be	five	spells,	six	feats,	eight	magic	weapon	
  special	abilities,	or	any	other	short	set	of	related	rules	we	can	cram	into	about	a	page.	
  Short	and	simple,	these	PDFs	are	for	GMs	and	players	who	know	how	to	integrate	new	
  ideas	into	their	campaigns	without	any	hand-holding,	and	just	need	fresh	
  ideas	and	the	rules	to	support	them.	No	in-character	fiction	setting	
  the	game	world.	No	charts	and	tables.	No	sidebars	of	explanations	
  and	optional	rules.	Just	one	sentence	of	explanation	for	the	High	
  Concept	of	the	PDF,	then	bullet	points.
  
  2
  The High Concept: Seven	feats	designed	to	
  augment	the	options	and	utility	of	war	masters	
  (from	The Genius Guide to the War Master)	or,	if	
  war	masters	aren’t	being	used	in	a	campaign,	that	
  can	be	taken	by	classes	that	receive	bonus	combat	
  or	teamwork	feats	as	class	features	(using	their	
  class	levels	as	war	master	levels	for	prerequisites)	
  or	characters	that	have	the	Leadership	feat	(using	
  their	 character	 level	 as	 war	 master	 levels	 for	
  prerequisites).
  AdvAnce in RAnks (combAt)
  You	can	direct	allies	to	move	together,	guarding	
  and	watching	over	each	other.
  Prerequisite:	War	master	7.
  Benefit:	 As	 a	 swift	 action	 you	 can	 direct	 allies	
  within	60	feet	of	you	who	are	able	to	see	and	hear	you	
  to	 cover	 each	 other’s	 movement.	 As	 a	 move	 action,	
  each	ally	can	take	three	5-foot	steps	(as	the	5-foot-step	
  combat	option),	as	long	as	they	are	adjacent	to	at	least	
  1	ally	at	all	times	during	this	movement.
  FoRmAtion Fighting (combAt)
  You	 can	 direct	 a	 tight	 formation	 of	 melee	
  combatants	to	fight	together,	aiding	them	all.
  Prerequisites: 	 At	 least	 one	 teamwork	 feat,	 war	
  master	1.
  Benefit:	 As	 a	 swift	 action,	 you	 can	 designate	 a	
  group	of	characters	–	all	of	whom	must	be	able	to	see	
  and	hear	you,	must	be	adjacent	to	at	least	one	other	
  member	of	the	group,	and	must	be	within	30	feet	of	
  each	other	–	as	a	formation.	You	may	only	have	one	
  formation	designated	at	a	time.	When	you	take	the	aid	
  another	action	to	grant	any	members	of	the	formation	
  either	+2	to	their	next	attack	against	a	target,	or	+2	to	
  their	AC	against	a	target’s	next	attack,	every	member	
  of	the	formation	gains	the	aid	another	bonus.	
  mixed oRdeR (combAt)
  You	 can	 direct	 allies	 around	 you	 to	 fight	 in	 a	
  specific	style,	emulating	your	weapons.
  Prerequisite:	War	master	3.
  Benefit:	 As	 a	 swift	 action	 you	 can	 direct	 allies	
  within	60	feet	of	you	who	are	able	to	see	and	hear	you	
  to	fight	in	the	same	style	you	are.	If	you	are	armed	
  with	a	weapon	that	has	one	of	the	following	weapon	
  features,	 you	 may	 select	 one	 feature	 and	 allow	 all	
  affected	allies	to	act	as	though	their	melee	weapons	
  had	the	same	feature	until	the	end	of	your	next	turn:	
  brace,	blocking,	deadly,	distracting,	sunder,	trip.
  oveRwAtch (combAt)
  You	can	watch	out	for	moments	when	your	allies	
  are	distracted	and	warn	them	about	potential	attacks.
  Prerequisites:	Sense	Motive	5	ranks,	war	master	5.
  Benefit:	 As	 a	 standard	 action	 you	 may	 go	 into	
  overwatch	until	the	beginning	of	your	next	turn.	While	
  you	are	in	overwatch,	whenever	an	ally	that	can	see	
  and	hear	you	provokes	an	attack	of	opportunity,	you	
  may	attempt	to	warn	them	and	negate	the	attack.	You	
  must	make	a	Sense	Motive	check	with	a	DC	of	10	+	the	
  base	 attack	 bonus	 of	 the	 creature	 taking	 an	 attack	 of	
  opportunity.	If	you	succeed	the	attack	of	opportunity	
  is	not	provoked	(and	the	attacker	is	not	considered	to	
  have	used	an	attack	of	opportunity	for	the	round).	Each	
  effort	you	make	after	the	first	in	the	same	turn	takes	a	
  cumulative	-2	penalty	to	your	Sense	Motive	check.
  set to Receive (combAt)
  You	can	prepare	troops	to	use	reach	weapons	to	
  great	effect	against	advancing	foes.
  Prerequisites:	 Combat	 Reflexes,	 Weapon	 Focus	
  (any	 weapon	 with	 brace	 and	 reach	 features),	 war	
  master	1.
  Benefit:	 As	 a	 swift	 action	 you	 can	 direct	 allies	
  within	 60	 feet	 of	 you	 who	 are	 able	 to	 see	 and	 hear	
  you	 to	 set	 their	 weapons	 to	 receive	 oncoming	 foes.	
  Characters	using	reach	weapons	with	the	brace	feature	
  deal	double	damage	on	the	first	attack	of	opportunity	
  they	take	against	a	creature	moving	a	threatened	space	
  to	a	space	closer	to	the	characters.
  Normal:	Brace	weapons	only	deal	double	damage	
  if	their	wielder	readies	to	attack	a	charging	foe.
  tActicAl commAnds (combAt)
  Your	 deep	 understanding	 of	 the	 flow	 of	 combat	
  allows	to	you	give	allies	new	combat	options.
  Prerequisites:	5	ranks	in	Perception,	war	master	5.
  Benefit:	 	 As	 a	 swift	 action	 you	 can	 direct	 allies	
  within	60	feet	of	you	who	are	able	to	see	and	hear	you,	
  giving	them	tactical	options	they	would	not	otherwise	
  have.	Select	one	of	the	following	options	when	you	use	
  this	feat.	Until	the	end	of	your	next	turn,	such	allies	may	
  take	the	selected	action.
  Hold the Line:	Allies	may	take	total	defense	actions	
  as	 standard	 actions,	 and	 may	 still	 take	 attacks	 of	
  opportunity	 after	 doing	 so.	 (Normally	 total	 defense	
  takes	a	full-round	action,	and	characters	that	do	so	can’t	
  make	attacks	of	opportunity).
  Prepare: Allies	 may	 each	 put	 away	 one	 handheld	
  object	 and	 draw	 a	 single	 new	 handheld	 object,	 as	 a	
  single	move	action.
  Shock Strike:	 Allies	 may	 each	 make	 a	 charge	 as	 a	
  standard	 action,	 even	 if	 they	 are	 not	 restricted	 to	 a	
  standard	action.	(Normally,	characters	may	only	make	
  a	charge	as	a	standard	action	if	they	are	restricted	to	a	
  single	standard	action	on	their	turn).
  Sound the Retreat: Allies who take the withdrawal 
  action	 do	 not	 provoke	 attacks	 of	 opportunity	 from	
  any	 threatened	 space	 they	 leave,	 as	 long	 as	 take	 the	
  most	direct	route	away	from	the	most	obvious	threats.	
  (Normally	every	threatened	space	you	leave	after	this	
  first	 does	 provoke	 an	 attack	 of	 opportunity	 with	 a	
  withdrawal.	 Unlike	 a	 normal	 withdrawal,	 this	 option	
  may	 only	 be	 used	 in	 an	 effort	 to	 move	 away	 from	
  combat.)
  wAR signAls (combAt)
  You	have	mastered	a	set	of	signs	and	code	words	to	
  give	orders	quickly	and	easily.
  Prerequisites:	3	ranks	Bluff,	war	master	3.
  Benefit:	 You	 can	 use	 feats	 and	 class	 features	 that	
  require	allies	be	able	to	see	and	hear	you	on	allies	only	
  able	to	see	or	hear	you.
  
  3
  3
  We err on the side oF aWesoMe!
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  #1 With a Bullet Point: 7 Feats For The War Master.	©	2012,	Super	Genius	Games.	Author:	Owen	K.C.	Stephens
  Designer:
  Owen	K.C.	Stephens
  Proofreader:
  Jeremy	Miller
  Art:
  Bret	Crane,	Rick	Hershey
  Production Assistant:
  Andy	Belmore
  Graphic Design and Typesetting:
  R.	Hyrum	Savage	and	Lj	Stephens	
  Produced By:
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  www.supergeniusgames.com
  Contents	©2012	Owen	K.C.	Stephens
  Used	with	permission.
  
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