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playswithfire
2010-06-13, 09:29 AM
Tome of Tactics
The Sublime Way at War

Chapter 1: Character Classes
____Firebrand (http://www.giantitp.com/forums/showthread.php?p=8691741#post8691741) - A Tome of Battle version of the marshal or bard
____Huntsman (http://www.giantitp.com/forums/showpost.php?p=8692052#post8692052) - A Tome of Battle version of the ranger or barbarian
____Mercenary (http://www.giantitp.com/forums/showpost.php?p=8692577#post8692577) - A Tome of Battle version of the rogue or scout
____Soldier (http://www.giantitp.com/forums/showpost.php?p=8694367#post8694367) - Another ToB version of the figher or psychic warrior (via adaptation)
____New Character Options (http://www.giantitp.com/forums/showpost.php?p=8695930#post8695930) - ACFs for the three martial adepts and several other classes
Chapter 2: New and Updated Feats
____General and Psionic Feats (http://www.giantitp.com/forums/showpost.php?p=8702064#post8702064)
____Tactical Feats (http://www.giantitp.com/forums/showpost.php?p=8726060#post8726060)
Chapter 3: Maneuvers and Stances
____New Disciplines
________Discipline Swapping
____Maneuver and Stance Lists (http://www.giantitp.com/forums/showpost.php?p=8794640#post8794640)
____Circling Vulture (http://www.giantitp.com/forums/showpost.php?p=8839707#post8839707) - Disarming and flying/fighting in the air
____Crashing Wave (http://www.giantitp.com/forums/showpost.php?p=8942367#post8942367) - Bullrushing and fighting in or on water
____Giant's Grip (http://www.giantitp.com/forums/showpost.php?p=9044629#post9044629) - Grappling and fighting unarmed
____Life's Blood (http://www.giantitp.com/forums/showpost.php?p=9123215#post9123215) - Skirmish damage and healing
____Master's Voice (http://www.giantitp.com/forums/showpost.php?p=9379914#post9379914) - Buffing, debuffing and sonic damage
____Steel Rain (Iron Rain by dspeyer) (http://www.giantitp.com/forums/showpost.php?p=8103297&postcount=1) - Ranged Combat
____Tauric Soul (Twin Spirit by The Demented One) (http://www.giantitp.com/forums/showthread.php?t=40991) - Mounted Combat
____Wandering Eye (http://www.giantitp.com/forums/showpost.php?p=9519929#post9519929) - Feinting and sneak attack
Chapter 4: Prestige Classes
____Agile Hurler
____Blade Magician
____Empty Hand Champion
____Force of Nature
____Inspirational Commander
____Master of Surprise
____Rider of Legend
____True Psychic Warrior
Chapter 5: Equipment
____New Exotic Weapons
____Weapons of Legacy
________Marauder's Pick(s) (Circling Vulture)
________Tidebreaker (Crashing Wave)
________Arms of Gath-Gath Uthalai (Giant's Grip)
________Two-Faced Hammer (Life's Blood)
________Master's Voice (Master's Voice)
________Hail of Arrows (Steel Rain)
________Rochiraith (Tauric Soul)
________Fury (Wandering Eye)

playswithfire
2010-06-13, 09:30 AM
TABLE 1-1: THE FIREBRAND__________HIT DIE : d8
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Maneuvers Known|Maneuvers Readied|Stances Known

1st|+0|
2|
0|
2|Follow my Lead +1|
4|
4|
1

2nd|+1|
3|
0|
3| |
5|
4|
1

3rd|+2|
3|
1|
3|Cautious Stance|
6|
4|
1

4th|+3|
4|
1|
4| |
7|
5|
2

5th|+3|
4|
1|
4| |
8|
5|
2

6th|+4|
5|
2|
5|Watch and learn(Stance)|
9|
6|
2

7th|+5|
5|
2|
5| |
10|
6|
2

8th|+6/+1|
6|
2|
6|Follow my Lead +2|
11|
6|
3

9th|+6/+1|
6|
3|
6| |
12|
7|
3

10th|+7/+2|
7|
3|
7| |
13|
7|
3

11th|+8/+3|
7|
3|
7|Watch and learn(Counter)|
14|
8|
3

12th|+9/+4|
8|
4|
8| |
15|
8|
4

13th|+9/+4|
8|
4|
8| |
16|
8|
4

14th|+10/+5|
9|
4|
9|Follow my Lead +3|
17|
9|
4

15th|+11/+6/+1|
9|
5|
9| |
18|
9|
4

16th|+12/+7/+2|
10|
5|
10|Watch and learn(Boost)|
19|
10|
5

17th|+12/+7/+2|
10|
5|
10| |
20|
10|
5

18th|+13/+8/+3|
11|
6|
11|Spontaneous Recovery|
21|
10|
5

19th|+14/+9/+4|
11|
6|
11| |
22|
11|
5

20th|+15/+10/+5|
12|
6|
12|Follow my Lead +4|
23|
11|
5

[/table]
Class Skills (6 + Int modifier per level, x4 at 1st level): Bluff, Concentration, Craft, Diplomacy, Disguise, Gather Information, Intimidate, Listen, Martial Lore, Perform, Knowledge(local), Knowledge(history), Sense Motive, Spot, Tumble


FIREBRAND
Many will try to you tell that one man can not accomplish that much, but I found that it takes very few to lead the many to achieve great things.
-- Naidapyr, a firebrand

MAKING A FIREBRAND
A firebrand is a secondary melee combatant whose primary benefit to an encounter will more often be improving his allies' combat ability rather than dealing direct damage himself, though his martial maneuvers allow him to do that as well. While closer coordination is needed to gain the benefits of a firebrand's leadership than with a bard's, the firebrand's Follow My Lead ability functions even in an anti-magic field.
Abilities: Charisma is the most vital score for a firebrand, as it powers most of his abilities. Dexterity is important for defense and more often than not for his attacks via the Weapon Finesse feat. Intelligence provides him with a wide array of skills, though, with 6 ranks per level, this of secondary concern. Constitution is an important to him as it is any other character; somewhat less so if he favors ranged combat. Strength is important for his attack and damage if he does not take the Weapon Finesse route. Wisdom is necessary of only to improve his Will saves.
Races: Most firebrands are gnomes and half-elves, the former exploiting the fact that their small size leaves them often underestimated and the latter their long lifespans which gain them many loyal allies. Every race has need of the skills of a firebrand from time to time, however. Elves and halflings who become firebrands favor the Master's Voice discipline, the latter also often making great use of Wandering Eye. Human firebrands tend more towards the White Raven and Desert Wind discipline, seeking to, literally when necessary, light a fire under their followers and lead them to victory. Dwarves and Half-Orcs, with their Charisma penalty, are unconvential choices to become firebrands, but their ability to wade safely into melee makes it easier for them to make use of their, admittedly less fully realized, leadership abilities.
Alignment: A firebrand may be of any alignment, as all causes need their champions. There is a slight tendency towards chaos over law and neutrality on either axis is less common than the other possibilities. The only truly rare alignment for a firebrand is True Neutral, but even this is only uncommon, not unallowed.
Starting Gold: 6d4x10 gp (150 gp)
Starting Age: As bard

CLASS FEATURES
Weapon and Armor Profiency: As a firebrand, you are proficient with all simple weapons as well as the halberd, longsword, rapier, scimitar, and short bow and light and medium armor, but not with shields.
Maneuvers: You begin your career with knowledge of four martial maneuvers. The disciplines available to you are Desert Wind, Master's Voice, Wandering Eye, and White Raven. Upon reaching 4th level and every even-numbered firebrand level thereafter, you can choose to learn a new maneuver in place of one you already know. You can swap only a single maneuver at any given level.
Maneuvers Readied: You can ready four of your four maneuvers known at 1st level, and as you advance in level and learn more maneuvers, you are able to ready more, but you must still choose which maneuvers to ready. You may recover a single maneuver as a move action which must be followed by a melee attack or a standard action to do nothing.
Stances Known: You begin play with knowledge of one 1st-level stance from any discipline open to you. At 4th, 8th, 12th, and 16th level, you can choose additional stances.
Follow My Lead (Ex): When you attack an enemy, allies gain a +1 bonus on damage rolls when they attack that same enemy before the start of your next turn; they also gain a +1 bonus on Reflex saves when they are subjected to the same effect you are. These bonuses increases by 1 at 8th, 14th and 20th level. You gain the same bonus to damage rolls on subsequent attacks if you attack the same enemy more than once in a round and apply half the Reflex save bonus, rounded down, to all of your Reflex saves.
Cautious Stance (Ex): While you have an active stance, you gain a bonus to Armor Class against all touch attacks equal to your Charisma bonus; however, your touch AC can never exceed your Armor Class against normal attacks.
Watch and Learn (Ex): Your allies observe your technique and begin to copy you, gaining the ability to use some of your maneuvers and stances. When initiating a shared stance or maneuver, each ally uses their own initiator level, skill ranks and ability modifiers to determine its effects.
Stance: Beginning at 6th level, any ally who sees you initiate a stance may also initiate it as an immediate action. If they do not already know the stance, it automatically ends after a number of rounds equal to your Charisma bonus, minimum 1, and they are fatigued when the stance ends, even if it ends because they change their stance. The fatigue lasts for one round if the stance was a 1st or 3rd level stance, 2 rounds for a 5th or 6th level stance and 3 rounds for an 8th level stance.
Counter: Beginning at 11th level, you may expend a counter you know as an immediate action to give that ally the ability to initiate it. If the ally chooses not initiate the counter, it is still expended.
Boost: Beginning at 16th level, when you initiate a boost, you may choose to give knowledge of it to a number of allies equal to your Charisma bonus, minimum 1. Each of these allies may use the boost at any one time before your next action.
Spontaneous Recovery: Beginning at 18th level, you can recover a single maneuver as a free action and it can be used in the same round. This ability is usable a number of times per day equal to your Charisma modifier and can not be used in two consecutive rounds.

FIREBRANDS IN THE GAME
Firebrands can be found as criminal masterminds as often as they can captains of the guards of villages the PCs visit and anything in between, but usually as either some sort of leadership position or trusted aide to the leader. Large groups composed entirely of firebrands are rare, as their large personalities can lead to conflict as easily as they can collaboration. A firebrand character traveling by himself may be a deposed leader, malcontent, or simply a wandering do-gooder and can used to hire the PCs for a wide range of tasks. If traveling with the party, a firebrand with an opposing alignment will try to manipulate them and gain a leadership position while one of compatible alignment can be their most dependable ally.
When creating a firebrand character, consider what cause or organization he will champion. A firebrand's interactions with NPCs will likely be colored by their opinions of his cause, either finding him new allies or particularly intense rivals and enemies. A firebrand can be found almost anywhere as his skill points and leadership abilities make him equally suited to serving as a battlefield leader, court herald, or local politician. The most interesting opponent for a firebrand is another firebrand championing an opposing group and any followers he may have.

ADAPTATION
Some firebrands, already having access to most of the supernatural maneuvers, also develop true arcane power. To create an arcane firebrand, reduce the firebrand's hit dice to d6 and his Fort save to Poor. He loses proficiency with medium armor, but can cast in light armor with no risk of arcane spell failure. His available disciplines are reduced to Master's Voice and a choice of one of his other normally available disciplines (two if he has the dragon type or the dragonblood subtype). Whenever he would learn a new maneuver, he may instead learn a new spell from the bard spell list of a level up to the maximum learnable by a bard of his initiator level. He uses his initiator level as his caster level for all level-based effects when casting the spell. DCs are Charisma-based. At 4th level and every 4th level thereafter, when you would normally swap out a known maneuver to learn a new maneuver or spell, you may instead swap out a known spell; at other such even levels, you may still only swap out a known maneuver. Spells are readied and refreshed as maneuvers, but a spell can not be refreshed while its effect is active.

Dead_Jester
2010-06-13, 10:00 AM
Are you aware that people in the community have already begun a project for a ToB expansion?
(Although it has been a while since the thread was active)

Link to the thread :
http://www.giantitp.com/forums/showthread.php?t=134088

Links to the homebrew disciplines and prcs lists :
http://www.giantitp.com/forums/showpost.php?p=7754436&postcount=348
http://www.giantitp.com/forums/showpost.php?p=7933062&postcount=466

You might also want to check out the homebrewed or converted basic classes.

Apart from that, it's always nice and refreshing to see some new ToB material.

playswithfire
2010-06-13, 10:44 AM
TABLE 1-2: THE HUNTSMAN__________HIT DIE : d12
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Maneuvers Known|Maneuvers Readied|Stances Known

1st|+1|
2|
2|
0|Muscle Memory +1, Animal Instinct |
2|
2|
1

2nd|+2|
3|
3|
0|Animal Companion|
3|
2|
1

3rd|+3|
3|
3|
1|Combat discipline(feat)|
3|
2|
2

4th|+4|
4|
4|
1| |
4|
3|
2

5th|+5|
4|
4|
1|Muscle Memory +2|
4|
3|
2

6th|+6/+1|
5|
5|
2| |
5|
3|
3

7th|+7/+2|
5|
5|
2| |
5|
3|
3

8th|+8/+3|
6|
6|
2|Combat discipline (weapons)|
6|
3|
3

9th|+9/+4|
6|
6|
3| |
6|
4|
4

10th|+10/+5|
7|
7|
3|Muscle Memory +3|
7|
4|
4

11th|+11/+6/+1|
7|
7|
3| |
7|
4|
4

12th|+12/+7/+2|
8|
8|
4| |
8|
4|
5

13th|+13/+8/+3|
8|
8|
4|Combat discipline (tactics)|
8|
4|
5

14th|+14/+9/+4|
9|
9|
4| |
9|
5|
5

15th|+15/+10/+5|
9|
9|
5|Muscle Memory +4|
9|
5|
6

16th|+16/+11/+6/+1|
10|
10|
5| |
10|
5|
6

17th|+17/+12/+7/+2|
10|
10|
5| |
10|
5|
6

18th|+18/+13/+8/+3|
11|
11|
6|Combat discipline (stance)|
11|
5|
7

19th|+19/+14/+9/+4|
11|
11|
6| |
11|
6|
7

20th|+20/+15/+10/+5|
12|
12|
6|Muscle Memory +5|
12|
6|
7

[/table]
Class Skills (6 + Int modifier per level, x4 at 1st level): Balance, Climb, Concentration, Craft, Handle Animal, Heal, Intimidate, Jump, Listen, Martial Lore, Move Silently, Ride, Spot, Survival, Swim, Tumble


HUNTSMAN
I have shown many fools that the deadliest sound in the wild is not the roar of the lion or the rattle of the coiled snake, but the silence that comes before before my arrow spills their blood.
-- Kamli, a huntsman

MAKING A HUNTSMAN
A huntsman is alternately a front-line melee character or a secondary ranged combatant and many can fill both rolls if the need exists, aided by their wide array of stances. Though he cannot replace a cleric or other dedicated healer, the huntsman's Devoted Spirit and Life's Blood disciplines give him the ability to provided limited healing to himself and his allies. A huntsman's skills, martial arts, and animal companion make him a worthwhile addition to any encounter.
Abilities: A huntsman's main concerns with his ability scores are roughly the same as those for any other martial class. He gains some benefit from a high Wisdom score, in terms of both his Will save and his damage output with certain weapons, but he can still be effective without one. He has the choice of focusing on melee or ranged combat, which will determine whether Strength or Dexterity will be of primary importance, though archery-based huntsmen will often take the Weapon Finesse feat for when enemies get within their melee range. Intelligence gives a huntsman the skills he needs to survive alone in the wilderness and to get the most out his martial strikes, and Constitution is as important to him as it is to any character, moreso if he favors melee.
Races: Most huntsmen are humans and half-orcs, though whether that is due to necessity or those species' enjoyment of the hunt is often debated. Most other races are well-represented, however. Elves, half-elves, and halflings who prefer to leave near the wilds often become huntsmen, usually choosing Steel Rain over Tiger Claw to do their hunting from a distance. Dwarves prefer the more traditional martial classes, but the mountainsides and the Underdark have no less need of huntsmen than the darkest forest, and the dwarves that fill this need tend to focus on Devoted Spirit and Tauric Soul. Gnomes find the lifestyle unappealing, but they will occasionally study its Steel Rain and Life's Blood disciplines.
Alignment: A huntsman can be of any alignment, though the time they spend out in the wilderness makes chaotic and neutral huntsmen more common than lawful ones. As such, huntsmen of all alignments will generally feel greater solidarity with other huntsmen than they do with city-dwellers of their own alignment. In times of war, good and evil huntsmen will serve in armies of the same alignment, though, in times of peace, the former would prefer to hunt game rather than other sentient species. A neutral huntsman will likely either also hunt game or simply sell his deadly skills to whomever can offer the best price and many of them occasionally learn to regard everyone they meet as little more potential prey.
Starting Gold: 5d4x10 gp (125 gp).
Starting Age: As ranger.

CLASS FEATURES
Weapon and Armor Profiency: As a huntsman, you are proficient with simple and martial weapons and light and medium armor and shields (but not tower shields).
Maneuvers: You begin your career with knowledge of two martial maneuvers. The disciplines available to you are Devoted Spirit, Life's Blood, and Tauric Soul. You may also choose one of Steel Rain and Tiger Claw. Upon reaching 3rd level and every odd-numbered huntsman level thereafter, you can choose to learn a new maneuver in place of one you already know. You can swap only a single maneuver at any given level.
Maneuvers Readied: You can ready two of your two maneuvers known at 1st level, and as you advance in level and learn more maneuvers, you are able to ready more, but you must still choose which maneuvers to ready. You may recover either all expended strikes or all expended counters and boosts as a single swift action which must be followed by a melee attack or a standard action to do nothing.
Stances Known: You begin play with knowledge of one 1st-level stance from any discipline open to you. At 3rd, 6th, 9th, 12th, 15th, and 18th level, you can choose additional stances.
Of all martial adepts, huntsmen have the most stances available, which allows them to vary their posture to meet whatever challenges they encounter. Depending on which discipline he focuses on, a hunter can be a mounted charger, stealthy hunter or fierce melee warrior.
Muscle Memory (Ex): When a huntsman kills a member of a creature type (subtype if the creature is a humanoid or outsider), he gains a +1 bonus on attack and damage rolls against other members of that creature type for the remainder of the day. This bonus increases by 1 at 5th, 10th, 15th and 20th level.
Animal Instinct (Ex): This functions as Wild Empathy, but the huntsman adds his Wisdom bonus instead of his Charisma bonus to the check.
Animal Companion (Ex): At 2nd level, a huntsman gains an animal companion which functions like the druid ability of the same name, except as noted here. The bonuses to hit dice and natural armor are reduced by half at all levels and it does not gain Share Spells, Evasion, Devotion, or Improved Evasion. Instead, at 3rd level and above, it gains Share Boosts and, at 12th level and above, it gains Share Stances.
Share Boosts (Ex): At the huntsman's options, whenever he initiates a boost, he may have it also affect his animal companion if the animal companion is within 10 feet.
Share Stances (Ex): When within 5 feet of the huntsman, his animal companion may, as a move action, initiate any stance the huntsman knows that is of a level lower than his highest level stance. The stance automatically ends if the animal companion moves more than 20 feet from the huntsman.
{table=head]Class Level|Bonus HD|Natural Armor Adj.|Str/Dex Adj.|Bonus Tricks|Special

1st-2nd |+0|+0|+0|
1|Link

3rd-5th |+1|+1|+1|
2|Share Boosts

6th-8th |+2|+2|+2|
3|

9th-11th |+3|+3|+3|
4|Multiattack

12th-14th|+4|+4|+4|
5|

15th-17th|+5|+5|+5|
6|Share Stances

18th-20th|+6|+6|+6|
7|

[/table]
Any feat or prestige class which advances a druid or ranger's animal companion can also advance a huntsman's. At 7th level, he can select a companion from the druid's 4th level alternate animal companion list, treating his level as 6 lower, at 13th he may select from the 7th level druid list treating his level as 12 less and at 19th level, he may select one from the 10th level druid list, treating his level as 18 less.
Combat Discipline (Ex): A huntsman gains several class features to help get the most benefit out of his choice of discipline (Tiger Claw or Steel Rain)
feat: At 3rd level, a huntsman gains either Stalking Tiger* or Rain of Pain*, even if he does not meet the prerequisites.
weapons: At 8th level, he adds his Wisdom bonus, if positive, to his damage rolls when attacking with the associated weapons of his chosen discipline.
tactics: At 13th level, he gains either Reaping Talons or Adept Archer*, even if he does not meet the prerequisites.
stance: At 18th level, a huntsman may have two stances active at the same time, but only if one and only one of them is from his chosen discipline.

HUNTSMEN IN THE GAME
Depending on their alignment and the manner in which they are first encountered, huntsmen can be aides, rivals or adversaries to a party, in the most extreme cases becoming guides or pursuers. Large huntsman organizations are rare but some will be found as large hunting lodges or a first line of defense for a smaller nation and may be willing to hire a party for specific missions. Evil huntsman organizations will often have turned to hunting humanoids rather than game animals and will likely appear as an assassin's guild. A member of such a guild or a huntsman with similar skills can make an interesting recurring villain as he stalks and lays in ambush for the party at every opportunity, perhaps creating other incidents to draw the party into a trap.
A huntsman character expects that he will be an asset to his party in any encounter in the wild and particularly in combat, but is aware that he could be a detriment in social encounters within the bounds of cities. As such, you should provide both encounters which have creatures the huntsman is the most familiar with as well as important NPCs who harbor inate distrust of those who choose to live their lives outside of "civilization."

ADAPTATION
Some huntsmen eschew formal training, relying on brute strength to achieve victory. To create a more barbarian-like huntsman, reduce the huntsman's Reflex save to poor, remove the Combat Discipline class features, and he must choose Tiger Claw instead of Steel Rain. Add Illiteracy, Rage, and Greater Rage as the barbarian class features, except that Rage is usable 1/day at 3rd level and an additional time per day every 5 levels after and Greater Rage is available at 13th level. At 6th level, if the animal companion is within 10 feet of the huntsman when he rages, the animal companion may rage as well.

jiriku
2010-06-13, 11:14 AM
My first thought is that to attempt a project of this scale and magnitude by yourself, you are a very brave man indeed. My hat is off to you.

Feedback on your outline:
Gladiator should gain 4 skill points per level. Giving only 2 skill points per level with a limited list is one of the design defects of the fighter, and you have an opportunity here to correct that defect.
Instigator should gain 6 skill points per level. Like a bard does.
Swordsage Quickstriker variant: flurry of blows is not worth the loss of both two disciplines and Evasion.
Swordsage Soulsage variant: The slow progression of mindblade size options is one of the defects of the soulknife class. Shape mindblade is maybe a 1st or 2nd level ability, Wis instead of Strength to attack is a 2nd or 3rd level ability (equivalent to the Weapon Finesse feat, which the SS would qualify for at level 2 and have a feat slot to take at level 3). Wis to damage on all attacks is maybe a 6th-8th level ability.

Bear Hug, Ram's Horns, Sticky Fingers, and Untied Shoes all seem too narrowly focused to make effective disciplines. I have trouble imagining how you could build a discipline from those themes that will compete with the Bo9S disciplines. Cobra Spit and Wild Mustang are definitely good ideas, and Pressure Point is probably OK. Yakety-Yak is weird - I'm not sure how you'll build a set of combat maneuvers themed around persuading people to like you.

Suggestions for names:
Untied Shoes --> Falling Star
Sticky Fingers --> Hunting Spider
Bear Hug --> Raging Bear
Yakety-Yak --> Dragon's Voice

DragoonWraith
2010-06-13, 11:16 AM
Falling Star is already the name of a ranged discipline.

The Warblade simply cannot function as a Barbarian replacement in my mind, and I don't really like the ACF to become one. The Gladiator looks OK, but I think you should consider just making it the PsyWar replacement with that ACF, that would work, I think.

playswithfire
2010-06-13, 12:25 PM
TABLE 1-3: THE MERCENARY__________HIT DIE : d8
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Maneuvers Known|Maneuvers Readied|Stances Known

1st|+0|
0|
2|
0|Informed Aim|
5|
4|
1

2nd|+1|
0|
3|
0| |
6|
4|
1

3rd|+2|
1|
3|
1|Precision damage +1d6 |
7|
5|
1

4th|+3|
1|
4|
1|Deep Pain (half) |
8|
5|
2

5th|+3|
1|
4|
1| |
8|
6|
2

6th|+4|
2|
5|
2|Evasion |
9|
6|
2

7th|+5|
2|
5|
2|Precision damage +1d6|
10|
7|
2

8th|+6/+1|
2|
6|
2| |
11|
7|
3

9th|+6/+1|
3|
6|
3|Mettle|
11|
8|
3

10th|+7/+2|
3|
7|
3|Martial Mind (strikes)|
12|
8|
3

11th|+8/+3|
3|
7|
3|Precision damage +1d6|
13|
9|
4

12th|+9/+4|
4|
8|
4| |
14|
9|
4

13th|+9/+4|
4|
8|
4| |
14|
10|
4

14th|+10/+5|
4|
9|
4|Deep Pain (full)|
15|
10|
4

15th|+11/+6/+1|
5|
9|
5|Precision damage +1d6|
16|
11|
5

16th|+12/+7/+2|
5|
10|
5| |
17|
11|
5

17th|+12/+7/+2|
5|
10|
5|Improved Evasion|
17|
12|
5

18th|+13/+8/+3|
6|
11|
6| |
18|
12|
6

19th|+14/+9/+4|
6|
11|
6|Precision damage +1d6|
19|
13|
6

20th|+15/+10/+5|
6|
12|
6|Martial Mind (readied)|
20|
13|
6

[/table]
Class Skills (8 + Int modifier per level, x4 at 1st level): All. A mercenary may need to call upon many skills.


MERCENARY
Men often have a desire to see a thing done that they themselves lack the skill to accomplish. Fortunately for me, many of them also have the gold to pay me to do it for them.
-- Majonac, a mercenary

MAKING A MERCENARY
A mercenary is a secondary melee combatant who exemplifies the concept of working smarter rather than harder, using his skills and precision damage to contribute offensively to an encounter. Defensively, his low hit dice and lack of heavy armor make him a relatively soft target, but are balanced with class features that help him resist other debilitating effects. His large number of skills also make him among the most effective martial adepts out of combat.
Abilities: The most important ability score for a mercenary is his Intelligence as it powers his offensive class features. Dexterity is his next priority as it provides both his defense and, most likely, his attack rolls to take advantage of Informed Aim. Constitution is necessary for him as it is for all characters, moreso given his low hit dice. Strength is necessary only if he chooses to use weapons which do not benefit from Informaed Aim. Charisma and Wisdom mainly serve only to improve his skills based on those scores, with the latter also improving his Will save.
Races: All races can be mercenaries, but the most common are elves and gnomes, who often favor the Steel Rain and Life's Blood disciplines. Human and halfling mercenaries prefer the covert nature of the Shadow Hand discipline while dwarves are more likely to make use of Circling Vulture. Half-orc mercenaries are somewhat uncommon, as they temperamentally inclined towards chaos and away from following the orders of others, but those who take levels in the class are almost universally among the most effective.
Alignment: Any non-chaotic, as a mercenary who can not be relied upon to perform whatever task is assigned to him is all but useless. A mercenary who becomes chaotic retains all his mercenary abilities but can take no more mercenary levels. The most common alignment is Lawful Neutral; a mercenary who lives by their own code, unconcerned with the moral judgements of others, though the other five possible alignments are also well-represented.
Starting Gold: 7d4x10 gp (175 gp)
Starting Age: As rogue

CLASS FEATURES
Weapon and Armor Profiency: As a mercenary, you are proficient with all simple weapons, martial melee weapons, and one martial ranged weapon of your choice. and light and medium armor and with shields, but not tower shields.
Maneuvers: You begin your career with knowledge of five martial maneuvers. The disciplines available to you are Circling Vulture, Life's Blood, Shadow Hand, Steel Rain, and Wandering Eye. Upon reaching 4th level and every even-numbered mercenary level thereafter, you can choose to learn a new maneuver in place of one you already know. You can swap only a single maneuver at any given level.
Maneuvers Readied: You can ready four of your five maneuvers known at 1st level, and as you advance in level and learn more maneuvers, you are able to ready more, but you must still choose which maneuvers to ready. You may recover a single maneuver as a swift action which must be followed by a melee attack or a standard action to do nothing or all of them as a full round action.
Stances Known: You begin play with knowledge of one 1st-level stance from any discipline open to you. At 4th, 8th, 11th, 15th, and 18th level, you can choose additional stances.
Informed Aim (Ex): A mercenary may had his Intelligence bonus to damage rolls made with finessable or ranged weapons in place of his Strength bonus, up to a maximum of his initiator level. however, this is precision damage and so creatures immune to sneak attack or critical hits do not take this damage.
Precision damage (Ex): At 3rd level and every fourth level thereafter, a mercenary gains either an additional d6 of sneak attack damage or skirmish damage.
Deep pain (Ex): As he progresses through his career, a mercenary learns the weak spots even of creatures believed not to have any.
At 4th level, a mercenary still deals half his precision-based damage against creatures which are normally immune to it.
At 14th level, he deals his full precision-based damage to all creatures, even those normally immune.
Martial Mind (Ex): Your deeper understanding of the Sublime Way makes you a more cunning adversary.
Strikes: Beginning at 10th level, when you initiate a strike that allows a saving throw, you may make the DC based on Intelligence instead of on its normal attribute. If you initiate a strike that requires a skill check, you may use your Intelligence modifier instead of the standard ability modifier for the skill.
Readied: At 20th level, you may ready an additional number of maneuvers equal to your intelligence modifier.
Evasion (Ex): At 6th level or higher if a mercenary makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a mercenary is wearing light armor or no armor. A helpless mercenary does not gain the benefit of evasion.
Mettle (Ex): At 9th level, a mercenary gains mettle as the Crusader class ability of the same name.
Improved Evasion (Ex): At 17th level, a mercenary’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless mercenary does not gain the benefit of improved evasion.

MERCENARIES IN THE GAME
Mercenaries make their living in the game world by any number of means, the single unifying attribute being their extreme skill in their chosen profession. Most mercenaries that players encounter will likely be serving as muscle for hire or have been successful enough to now run their own private army. mercenaries who have retired or chosen a calmer life can also be found as skilled craftsmen, particularly of weapons and armor. As such, mercenaries can be found in all tiers of life in a city, from High Protector down to a fleet-footed pickpocket. Though the rewards for each's labors may differ, all mercenaries' primary goal is the perfection of his trade, with the second priority of proving to both himself and others that he has not lost his edge.
This drive to prove their excellence also serves as one of the two most common motivation for a mercenary to join an adventuring party, the other being financial compensation. Ideally, a mercenary will find himself in a party whose goal would be unattainable without his skills, while at the same time teaching him new techniques to improve his effectiveness. Those who accept an evil mercenary into their party must, of course, keep alert. Though even the most vile may hold to personal code that would prevent betrayal, the right combination of the act's difficulty and his promised compensation may entice him to it and mercenaries of all alignment may suffer from 'counting errors' when divying up treasure. A mercenary who takes up the life of an adventurer will continue it until either he dies, is defeated in such a way that he considers himself unfit to continue, or he has amassed enough treasure to comfortably retire.

Iferus
2010-06-13, 04:04 PM
Knowledge[Nature] was the closest I could think of to anatomy
how about Heal?

playswithfire
2010-06-13, 05:36 PM
TABLE 1-4: THE SOLDIER__________HIT DIE : d10
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Maneuvers Known|Maneuvers Readied|Stances Known

1st|+1|
2|
0|
0|Bonus feat|
4|
2|
1

2nd|+2|
3|
0|
0|Extended Boost(2 rounds)|
5|
2|
2

3rd|+3|
3|
1|
1| |
5|
3|
2

4th|+4|
4|
1|
1|Bonus feat|
6|
3|
2

5th|+5|
4|
1|
1| |
6|
3|
3

6th|+6/+1|
5|
2|
2|Focused Strike|
6|
4|
3

7th|+7/+2|
5|
2|
2| |
7|
4|
3

8th|+8/+3|
6|
2|
2|Bonus feat|
7|
4|
3

9th|+9/+4|
6|
3|
3| |
8|
5|
3

10th|+10/+5|
7|
3|
3| |
8|
5|
4

11th|+11/+6/+1|
7|
3|
3|Bonus feat|
8|
5|
4

12th|+12/+7/+2|
8|
4|
4| |
9|
6|
4

13th|+13/+8/+3|
8|
4|
4|Extended Boost(stance)|
9|
6|
4

14th|+14/+9/+4|
9|
4|
4| |
10|
6|
4

15th|+15/+10/+5|
9|
5|
5|Bonus feat|
10|
7|
4

16th|+16/+11/+6/+1|
10|
5|
5| |
10|
7|
5

17th|+17/+12/+7/+2|
10|
5|
5| |
11|
7|
5

18th|+18/+13/+8/+3|
11|
6|
6|Bonus feat|
11|
8|
5

19th|+19/+14/+9/+4|
11|
6|
6| |
12|
8|
5

20th|+20/+15/+10/+5|
12|
6|
6|Double Strike|
12|
8|
5

[/table]
Class Skills (6 + Int modifier per level, x4 at 1st level): Balance, Climb, Concentration, Craft, Escape Artist, Intimidate, Jump, Martial Lore, Profession, Sense Motive, Sleight of Hand, Spot, Tumble, Use Rope


SOLDIER
No conflict ever goes as expected, from the warfare between armies down to the tavern brawl between two drunks. Everyone you go up against will do something you didn't know they could. The only way to ensure victory is to prepare for everything you can. And get lucky.
-- Jondara, a soldier

MAKING A SOLDIER
A soldier is a front-line melee character who makes up for having the fewest maneuvers known by having the most readied among martial adepts with full base attack bonus. He also gets more benefit from each maneuver than the average adept through better action economy with his strikes and the ability to prolong his boosts. As such, a soldier is a desirable ally in any combat action.
Abilities: The only truly necessary ability scores for a soldier are Strength and Constitution, which allow him to damage his enemies and survive their counter-attacks. A good Dexterity score is helpful if he favors lighter armors or wishes to fight with two lighter weapons. Wisdom improves his Will save and Intelligence aids his meager 4 skill points per level, but neither constitutes a priority. Charisma is only useful for its associated skills or to better roleplay the soldier as a leader of men.
Races: All races have soldiers, but the most well-represented are the Dwarves and Humans, both of whom favor the Crashing Wave and Giant's Grip disciplines. Gnome and Halfling soldiers make the most use of Setting Sun, leveraging their enemies' own strength against them. Orc and half-orcs with levels in the soldier class prefer the Iron Heart maneuvers while the rare half-elves and even rarer elves are best suited to the Diamond Mind discipline.
Alignment: A soldier can be of any alignment as every cause has a need of those who will fight for it. It is likely, however, that higher ranked soldiers in large armies tend more towards Law as they need to maintain discipline.
Starting Gold: 4d4x10 gp (100 gp)
Starting Age: As fighter

CLASS FEATURES
Weapon and Armor Profiency: As a soldier, you are proficient with all simple weapons, all martial melee weapons, and one exotic melee weapon of your choice and all armor (heavy, medium, and light) and shields (including tower shields).
Maneuvers: You begin your career with knowledge of four martial maneuvers. The disciplines available to you are four of Crashing Wave, Circling Vulture, Diamond Mind, Giant's Grip, Iron Heart, and Setting Sun. Upon reaching 4th level and every even-numbered soldier level thereafter, you can choose to learn a new maneuver in place of one you already know. You can swap only a single maneuver at any given level.
Maneuvers Readied: You can ready two of your four maneuvers known at 1st level, and as you advance in level and learn more maneuvers, you are able to ready more, but you must still choose which maneuvers to ready. You may recover all expended maneuvers as a single move action which must be followed by a melee attack or a standard action to do nothing.
Stances Known: You begin play with knowledge of one 1st-level stance from any discipline open to you. At 2nd, 5th, 10th, and 16th level, you can choose additional stances.
Bonus Feats: At 1st, 4th, 8th, 11th, 15th, and 18th level, a soldier gains a bonus feat. This feat must either be a fighter bonus feat or a sublime feat. The soldier must meet all prerequisites for the feat as usual.
Extended Boost (Ex): Beginning at second level, when initiating a boost, a soldier may attempt a Fortitude save, DC 15+boost level. If he succeeds, the boost lasts an additional round. If he fails, the boost does not work but is still expended. The soldier may not initiate another boost or recover expended maneuvers while under the effects of the boost.
Beginning at 13th level, he may, when initiating a boost, choose to replace the effects of his current stance with that of the boost. This effect automatically ends if the soldier changes his stance, if he initiates another boost, or after a number of rounds equal to his Constitution bonus. If he remains under the effect of the boost for longer than three rounds, he is fatigued when the stance ends. A soldier may not refresh a boost while using it as his stance.
Focused Strike (Ex): A soldier of at least 5th level can initiate any standard action strike he knows as a full round action. If he does, the DC to avoid the maneuver, if any, is increased by 2 and the maneuver's damage, if any, is increased by half.
Double Strike (Ex): At twentieth level, a soldier can initiate two standard action strikes as a full round action. Additionally, when using his Focused Strike ability, the DC is increased by 4 and the maneuver deals 2 times the damage rather than 1.5.

SIDEBAR: SUBLIME FEATS
A sublime feats are the Martial Study feat and all feat whose prerequisites include knowledge of one or more martial maneuvers or stances. This includes most feats from both Tome of Battle and this sequel.

SOLDIERS IN THE GAME
Soldiers cover a wide range of characters from mindless front-line grunts who know nothing but the headlong charge to the cagey tactician who plans out continent-spanning conflicts, the only unifying characteristic being a zeal for battle. As such, they can easily be inserted into a game world at almost any point, whether as town guards, bar room brawlers or a band of highwaymen harassing travelers. Evil soldiers can serve as recurring antagonists serving either an unfriendly nation or their own interests while those of good alignment can be hired as additional protection. soldiers may also serve as teachers of the sublime way for PCs who wish to multiclass, as this is one of the few professions where they can enjoy self-employment in a village.
That said, a soldier is most at home on the battlefield in whatever role his choice of feats and disciplines have best prepared him for. If they are not currently serving, it can be assumed that most soldiers will have served in large military organizations at some point in their history, even if they now serve only their own interests. The goals of that organization and the manner in which the soldier both joined and, if he did, left its service will form significant portions of the character's personality.

ADAPTATION
Some soldiers train their minds as well as their bodies for combat and learn an array of psionic powers. To create a psychic soldier, reduce the soldier's Base Attack Bonus to 3/4 BAB, his hit die to d8 and skills per level to 4+INT. A pychic soldier can only choose two disciplines (three if he has the psionic subtype) instead of four and his bonus feats must now either be psionic feats or sublime feats. At every even level, he learns a power from the psychic warrior power list of a level up to the maximum learnable by a psychic warrior of his initiator level. A psychic soldier uses his initiator level as his manifester level for all level-based effects when manifesting powers and their DCs are Constitution-based. He gains power points equal to (CON bonus * initiator level)/3 which can be used to augment powers. Powers cost no power points to manifest, but are considered to cost their standard cost for a psychic warrior when determining to what extent the power can be augmented. At 4th level and every four levels thereafter, he can unlearn a power instead of unlearning a maneuver and can learn a new power instead of a new maneuver. Powers are readied and refreshed as maneuvers, but a power can not be refreshed while its effect is active.

For Valor
2010-06-13, 06:53 PM
I just opened one of the class spoilers, so I don't actually have anything worthwhile to comment on.

However, I'm confused about the Arcane Instigator ACF. He can learn spells, you say, but I'm lost as to how often he can cast them. Are they at-will spells? Or do they count as SLAs (I'm assuming not, since he gets Armored Caster)? Anyway, I'm just pondering the application of casting, and whether it's really worth using up a maneuver, forsaking proficiencies, and losing a base save.

demidracolich
2010-06-13, 07:16 PM
Also for arcane instigator make boosts all personal to further balance it. Givong it only bard spells ig good and I like that. It is not nearly as OP as the arcane swordsage which is good but they should not be going crazy buffing allies. Also you did not specify a recovery method.

Godskook
2010-06-13, 08:09 PM
Another chiming in on the soulsage variant. Consider this: Weapon Finesse is available as early as L3 for a swordsage, and allows him to go dex almost his entire career. A wis-based soulsage will be whiffing his shots for 4/5ths his career due to lacking his primary ability to his attack rolls, unless he goes dex primary instead, which is exactly against the point of getting wis for to-hit. Instead, do this: erase the L4 ability, and drop wis to-hit there.

demidracolich
2010-06-13, 08:18 PM
Also many swordsages would take shadow blade to add dex to damage and they have insightful strike anyways.

Godskook
2010-06-13, 08:46 PM
Also many swordsages would take shadow blade to add dex to damage and they have insightful strike anyways.

A Soulsage variant does not gain insightful strike, as its part of the discipline focus ability they lose to become soulsages, although the soulsage ability replicates then upgrades that particular feature.

playswithfire
2010-06-13, 09:20 PM
NEW CHARACTER OPTIONS
Each of the martial adepts from Tome of Battle also gets one or more new options. Some provide for greater variety, others allow a martial adept to either newly or more fully replace a class from the Players Handbook.

CRUSADER
Crusaders are, in many ways, the traditional knight in shining armor, acting as the enforcing arm of their sovereign or church authority. To date, however, they have lacked one of the most iconic facets of the character type, the trusty steed. Mounted combat of any kind was, in fact, completely absent in Tome of Battle, though it was of great historical value on the battlefield.

CAVALRYMAN
With the addition of the Tauric Soul discipline, it becomes possible to allow the martial adepts to do battle on horseback. Where the warblade would be more likely to view horses as another tool of war, one which must be kept fit and well-cared for, but ultimately still another tool to aid him in battle, a Crusader is more likely to form a bond with his steed. This option allows a crusader character to do so. While not required, characters who choose this option will almost certainly want to swap on of his existing disciplines for access to Tauric Soul.
Level: 1st
Replaces: If you select this class feature, you have one less maneuver known and readied at 1st level and your Steely Resolve delayed damage pool can hold 4 points of damage at first level instead of 5. The maximum your damage pool can hold is also increased by 4 instead of by 5 at 4th, 8th, 12th, 16th and 20th level.
Benefit: At 5th level, you gain a Special Mount as the Paladin class feature of the same name, except that your mount does not gain Improved Evasion, Share Spells, Share Saving Throws, or Command Creatures of its Kind.

SWORDSAGE
The swordsage is among the most versatile of the martial adepts, given its wide range of disciplines to choose from and its ability to fight effectively even when unarmed. Some swordsages, however, forgo the full range of their available disciplines achieve independence from weaponry in a different way; by conjuring the weapons from their very minds.

SOULSWORD
This variant would likely represent a group of swordsages trained in a separate group of temples, which emphasize the simultaneous training of the body and mind for combat, turning the students into living weapons. Along with the True Psychic Warrior described later, this is a way to better integrate psionics into a Sublime Way-heavy campaign.
Level: 1st
Replaces: If you select this class feature, you lose access to two martial disciplines and your Discipline Focus class feature does not manifest itself in any of the standard ways, instead granting the benefits described below.
Benefit: You gain the following class features.
Mind Blade: At 1st level, you gain a mind blade as the soul knife class feature of the same name.
Insightful Blade: A soulsword's mind blade becomes a more effective weapon over time.
Attack Rolls: At 1st level, he may add his Wisdom modifier to attack rolls with his mind blade instead of his Strength modifier.
Damage: At 8th level, he may add his Wisdom modifer as a bonus on damage rolls on all attacks with his mind blade.
Strike DC: At 16th level, the DC of any strike he initiates with his mind blade that allows a save is increased by his Wisdom modifier.
Discipline Focus: Your discipline focus manifests in the following ways
Shape Mind Blade: At 4th level, you can shape your mind blade into any of the associated weapons of the chosen discipline. This functions like the soulknife class feature of the same name except that the disciplines associated weapons are used in place of the longsword and bastard sword. Once you gain Mind Blade Enhancement, you may shape your mind blade into two identical instances of one of the discipline's associated light weapons, each with an enhancement bonus 1 lower than usual, instead of two identical shortswords.
Martial Mind Blade: Beginning at 12th level, your mind blade gains the martial discipline weapon enhancement for the chosen discipline in addition to those selected for Mind Blade Enhancement.
Mind Blade Enhancement: At 6th level, you gain Mind Blade Enhancement as the soulknife class feature

WARBLADE
Warblades are presented as the consummate soldiers, often leading their armies in battle. However, not all armies use the same combat style, as this is determined by the races that make up the army and the terrains on which they are taught to fight. It stands to reason, then, that different military academies exist to train warblades in these different styles and that two warblades may exhibit completely different abilities based on that training.

WARBLADE ACADEMIES
While their bonus feats and five available disciplines allow for a good deal of customization, this new variant allows for giving a warblade a greater sense of identity, establishing him as coming from a specific region or being schooled in a particular brand of combat.
Level: Varies
Replaces: If you select this class feature, you lose one or more of Battle Clarity, Uncanny Dodge, Battle Ardor, Improved Uncanny Dodge and Battle Cunning.
Benefit: You gain the class features of one of the barbarian totems from Unearthed Arcana with the following modifications: You lose Battle clarity (Reflex saves) if the totem variant replaces fast movement, lose Battle Ardor(critical confirmation) if it replaces trap sense, and lose Battle Cunning(damage) if you would lose damage reduction. If the totem grant a class feature at 5th level, you gain that feature at 6th level, since warblades gain Improved Uncanny Dodge at a different level than barbarians. Finally, if the totem grants a bonus while raging, you instead choose a discipline and the bonus applies while you is in a stance from that discipline.

NON-MARTIAL ADEPTS
The following are alternative class features that can make some of the standard base classes fit better into a campaign with an emphasis on the Sublime Way.

MARTIAL DABBLER
While often lacking the physical strength to execute them the most effectively, many wizards and psions have learned that the mere fact that it is unexpected can make any physical assault they attempt more likely to succeed and pick up a few tricks from the Sublime Way.
Class: Psion or Wizard
Level: 1st
Special Requirement: Martial Lore 1 rank
Replaces: If you select this class feature, you do not gain bonus feats from the standard wizard or psion bonus feat lists.
Benefit: You may now select any sublime feat when selecting your bonus feats. A wizard with this option may, at his option, gain Scribe Martial Scroll intead of Scribe Scroll.

OLD DOG, NEW TRICKS
While most rangers and paladins would are traditionalist and disdainful of those who turn to the sublime way to make up for their own shortcomings on the battlefield, some have decided that its teachings deserve study, if only to learn how to better defeat its practitioners. These warriors forgo their divine spellcasting to focus more on their martial abilities.
Class: Ranger or Paladin
Level: 4th
Special Requirement: Martial Lore 1 rank
Replaces: If you select this class feature, you do not gain the ability to cast divine spells.
Benefit: Martial Lore becomes a class skill for the remainder of your paladin or ranger levels and if you successfully identify a maneuver being initiated in combat, you may, as an immediate action, grant yourself and your allies a bonus to their AC if the maneuver involves an attack roll and on their saving throw if the maneuver allows one equal to your class level divided by 4. At 8th level and again at 14th level, you gain a bonus feat wihch must be either a fighter bonus feat or a sublime feat whose prerequisites you meet. At 11th level, you gain knowledge of a martial stance of up to 6th level, even if you do not meet its prerequisites. Paladins may select from those of the Devoted Spirit and Tauric Soul disciplines, rangers from the Shadow Hand or Steel Rain.

SUBLIME HERALD
While bards can be fearsome warriors in their right, most find their greatest success when in the company of allies. And when those allies are students of the Sublime Way, the bard can use that to intimidate their enemies.
Class: Bard
Level: 1st
Special Requirement: Martial Lore 1 rank
Replaces: If you select this class feature, you do not gain Countersong or Inspire Competence.
Benefit: At 3rd level, you gain the Preceding Reputation bardic music ability.
Preceding Reputation (Su): A bard of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to recount the exploits of his party and strike fear in the hearts of their enemies. To be affected, an enemy must be able to hear the bard sing. The effect lasts for as long as the enemy hears the performance. An affected enemy receives a -1 morale penalty on attack rolls and that penalty increases by 1 each time that enemy fails a save against a martial maneuver initiated by the bard or his ally.

WARRIOR DISCIPLE
While some clerics are quiet healers and counselors, others are warriors in the service of their diety and dabble in the Sublime Way to enhance their combat abilities. A cleric with this variant is still focused primarily on developing his divine magic, but develops enough martial prowess to wade into combat on his own and is likely seek to take levels in the Ruby Knight Vindicator or the divine Blade Magician prestige classes.
Class: Cleric
Level: 1st
Special Requirement: Martial Lore 1 rank
Replaces: If you select this class feature, you select only one domain instead of two.
Benefit: At first level, you may select any martial discipline and learn one 1st level stance from that discipline. You also add the associated skill of that discipline to your list of class skills for your cleric levels.

Elfin
2010-06-13, 11:46 PM
I like this idea a lot, the Gladiator, Hunter, and Sneak especially.
However, personally I think the disciplines have less-than-epic names.

In any case, I'm not much of a content designer, but I'd be more than happy to write up any "fluff" text that you need.

playswithfire
2010-06-14, 06:12 PM
NEW AND UPDATED FEATS
Feats provide soldiers with the skills and tactics they need to achieve victory in battle. Most in this chapter allow them to gain fuller use of the new disciplines introduced in this book as well as those from Tome of Battle. Others provide general combat prowess.

UPDATED FEATS FROM TOME OF BATTLE
The following feats from Tome of Battle need to updated, mainly to take into account the new base classes.
Adapative Style: You may qualify for the Adaptive Style feat with one level in the firebrand, huntsman, mercenary, or soldier classes in addition to those from the Tome of Battle.
Extra Readied Maneuver: You may qualify for the Extra Readied Maneuver feat with one level of the mercenary class instead of one level in swordsage.
Song of the White Raven: You can choose to stack your bard levels with your firebrand levels instead of your crusader or warblade levels, as they also have access to the discipline

{table=head]General Feats|Prerequisites|Benefits

Adept At Range|One martial maneuver|Perform melee strikes with ranged weapons

Awaken Mount|Favored Mount or Special Mount class feature, 3 Tauric Soul maneuvers, base attack bonus +8|Mount gains intelligence score

Brave Front|One Master's Voice maneuver|Add Cha mod to Endurance checks

Deep Wounds|One Life's Blood maneuver|Increase critical range of weapons you wield

Disciplined Hunter|Favored Enemy class feature, two martial maneuvers|Add favored enemy bonus to strike DCs

Elemental Wind|One Desert Wind maneuver, Knowledge(arcana) 3 ranks|Change type of damage done by Desert Wind maneuvers

Faster Than the Eye|One Wandering Eye maneuver|Take 5 ft action when feinting

Favored Mount|Mounted Combat, Ride-By Attack, one Tauric Soul maneuver|Improve your mount

Goliath Wrestling|Improved Unarmed Strike, one Giant's Grip stance|Add Wis to grapple checks

Grasp the Situation|One Giant's Grip maneuver|Move 10 feet, +1 AC while grappling

Light-Fingered|One Circling Vulture stance|Avoid penalty for disarming with light weapons

Martial Mount|Favored Mount or Special Mount class feature, 3 Tauric Soul maneuvers, base attack bonus +8|Mount gains max HP

Precision Instruments|Dex 15, Weapon Finesse, 1d6 precision damage|Deal increased precision damage with discipline weapons

Rain of Pain|One Steel Rain maneuver|Add Dex to damage within 30 ft

Rushing Wave|One Crashing Wave maneuver|No attack of opportunity and gain bonus while bull-rushing

Sacred Blood|One Life's Blood maneuver, divine caster level 1st, able to cast cure light wounds|Expend healing spells to maximize healing maneuvers

Stalking Tiger|One Tiger Claw maneuver|Sacrifice attacks to gain 5ft steps

Steel Mind|One Steel Rain maneuver, Mind Blade class feature|Gain ability to throw mind blade

Street Smarts|Int 13 or less|Gains skill points based on Wis

[/table]


{table=head]Psionic Feats|Prerequisites|Benefits

Metaphysical Discpline|Psychic warrior level 1st, 1 martial stance|Improve your metaphysical weapons

Telekinetic Maneuverer|Able to manifest telekinetic maneuver, one martial strike|Execute strikes with your mind

Wild Strike|Wild Surge class feature, one martial maneuver|Deal increased damage at risk of dazing

[/table]

ADEPT AT RANGE
You have learned to use your maneuvers in ways Reshar never thought of.
Prerequisites: One martial maneuver
Benefit: Choose a martial discipline. You may use the maeuvers of that discipline with thrown or ranged weapons, changing the range to the weapon's range increment if it is usually a melee attack, unless the maneuver requires a type of attack (disarm, trip, etc) that you cannot make with the ranged weapon you wield.
Special: You may take this feat multiple times, each time choosing a different discipline.


AWAKEN MOUNT
Your mount has become more than a dumb beast, awakened to sentience by its bond with you.
Prerequisites: Favored Mount or Special Mount class feature, 3 Tauric Soul maneuvers, base attack bonus +8
Benefit: Your mount's Intelligence score increases by an amount equal to half your initiator level. The mount's type remains animal,and it does not gain the ability to speak, but it can communicate empathically with you because of your close bond. You and your mount must be able to see each other to communicate empathically.


BRAVE FRONT
You maintain the appearance of calm, even when under great strain.
Prerequisites: One Master's Voice maneuver
Benefit: While in a Master's Voice stance, you add your Charisma modifier to the follwing checks and saves: Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation.
Special: Brave Front may be used in place of Endurance to qualify for a feat, prestige class, or special ability.


DEEP WOUNDS
Your attacks are more likely to draw blood.
Prerequisites: One Life's Blood maneuver
Benefit: While in a Life's Blood stance, the critical range of Life's Blood associated weapons you wield increases by 1. This benefit is applied after the effects of the Improved Critical feat or the keen weapon property.


DISCIPLINED HUNTER
You have learned to make your training in the Sublime Way even more effective when used against your most hated enemies.
Prerequisites: Favored Enemy class feature, two martial maneuvers
Benefit: Choose one martial adept class in which you have levels. Your levels in this class stack with your ranger levels to determine your number of favored enemies and the bonuses gained against them. Whenever you initiate a strike which allows a saving throw against one of your favored enemis, add your favored enemy bonus to the DC of that strike's saving throw.


ELEMENTAL WIND
You have learned to master the cold of the desert's night and the fury of its storms as well as its fiery heat.
Prerequisites: One Desert Wind maneuver, Knowledge(arcana) 3 ranks
Benefit: With ten minutes of meditation per maneuver or stance changed, you can change the type of damage done by a Desert Wind maneuver that normally deals fire damage to either cold damage or electricity damage. The maneuver deals this type of energy damage until you meditate for another 10 minutes to change it back. When dealing cold or electricity damage, reduce the damage done by 1 point per die and, when dealing cold damage, change any Reflex save to a Fortitude save. You may also change the resistance granted by the Flame's Blessing stance.


FASTER THAN THE EYE
Your training in the Wandering Eye discipline has taught you to remain mobile and strike from where you are least expected.
Prerequisites: One Wandering Eye maneuver
Benefit: While in a Wandering Eye stance, you may take a 5 ft. step as a free action whenever you succeed in feinting in combat. This is in addition to the normal 5 ft. step you may take in a round and can be taken even if you have already moved.


FAVORED MOUNT
You have formed a bond with a specific mount.
Prerequisites: Mounted Combat, Ride-By Attack, one Tauric Soul maneuver
Benefit: Choose a specific creature to be your favored mount. That creature gains certain benefits based on your initiator level, as shown below
{table=head]Initiator Level|Bonus HD|Natural Armor Bonus|Str Bonus

1st- 4th|+0|+2|+0

5th- 8th|+2|+4|+1

9th-12th|+4|+6|+2

13th-16th|+6|+8|+3

17th-20th|+8|+10|+4

[/table]
If you already have a class feature that grants you a special mount, you instead treat your class level as being four higher for determining the abilities that mount gains.


GOLIATH WRESTLING
Your training in the Giant's Grip discipline has taught you that raw power is useless if not applied correctly.
Prerequisites: Improved Unarmed Strike, one Giant's Grip stance
Benefit: While you are in a Giant's Grip stance, you can add your Wisdom modifier as a bonus on all grapple checks to a maximum of 1 + your swordsage class level plus levels in classes that advance your maneuvers known. You may add the same bonus to escape artist checks made to escape a grapple.
Special: Goliath Wrestling can be used in place of Clever Wrestling to qualify for a feat, prestige class, or other special ability. If the substitution gives you a new option to use while grappling, that option is only available to you while you are in a Giant's Grip stance.


GRASP THE SITUATION
The knowledge of the Giant's Grip discipline gives you unparalleled control over grapples you enter, even allowing you to respond to those who would seek to interrupt it.
Prerequisites: One Giant's Grip maneuver
Benefit: As long as you have moved less than 10 feet since the end of your last turn, you gain a +1 insight bonus to your AC against adjacent opponents you are not grappling while you are in a grapple.


LIGHT-FINGERED
You have learned to leverage more unlikely weapons when relieving opponents of theirs.
Prerequisites: One Circling Vulture stance
Benefit: While in a Circling Vulture stance, your disarm attempts do not provoke attacks of opportunity. Additionally, you ignore the -4 penalty for disarming with a light weapon and gain +1 bonus on disarm attempts made with a natural weapon or unarmed strike
Special: Light-Fingered can be used in place of Improved Disarm to qualify for a feat, prestige class, or other special ability.


MARTIAL MOUNT
Your bond with your mount strengthens it, making it better prepared for combat.
Prerequisites: Favored Mount or Special Mount class feature, 3 Tauric Soul maneuvers, base attack bonus +8
Benefit: Your mount gains the maximum amount of hp from every HD it gains, including those it already has. The damage dice of all your mount's natural weapons increase by one step while you are mounted on it. In addition, while you are mounted, your mount uses either its own base save bonus or yours, whichever is higher, when making saving throws.


METAPHYSICAL DISCPLINE [PSIONIC]
You use your training in psychic combat to imbue your knowledge of a martial discipline into the weapons you wield.
Prerequisites: Psychic warrior level 1st, 1 martial stance
Benefit: Choose a martial discipline. Whenever you manifest the metaphysical claw or metaphysical weapon power, you may grant the weapon the Martial Discpline weapon enhancement keyed to that discipline instead of granting it a +1 enhancement bonus. You may still increase its enhancement bonus by augmenting the power as usual, with the first augmentation now granting the weapon the +1 bonus.


PRECISION INSTRUMENTS
Your training has given you increased control over a family of weapons, which allows you to more effectively target your opponents' weaknesses.
Prerequisites: Dex 15, Weapon Finesse, 1d6 precision damage
Benefit: Choose a martial discipline. When using your sneak attack, skirmish, or sudden strike abilities, roll d8s for those dice instead of d6s when attacking with finessable or one-handed weapons associated with that discipline.
Special: A fighter may select Precision Instruments as one of his fighter bonus feats.


RAIN OF PAIN
Your training with the Steel Rain weapons has taught you where to place your shots for greater effect.
Prerequisites: One Steel Rain maneuver
Benefit: While in a Steel Rain stance, you may add your Dexterity modifier in place of your Strength modifier on damage rolls when attacking with Steel Rain weapons within 30 feet.
Special: Rain of Pain can be used in place of Point Blank Shot to qualify for a feat, prestige class, or other special ability. If this gives you a new option that would apply to all ranged and thrown weapons, it instead applies only to Steel Rain weapons.


RUSHING WAVE
Like a great wave, you barrel into your opponent, your training in the Crashing Wave discipline making your bull rushes more devestating.
Prerequisites: One Crashing Wave maneuver
Benefit: While in a Crashing Wave stance, you do not provoke an attack of opportunity from the target while bull-rushing and gain a bonus on the Strength check equal to the highest enhancement bonus among Crashing Wave weapons you are wielding. On a successful bull rush, you deal damage equal to the base damage of that weapon for every 10 feet you move the opponent.
Special: Rushing Wave can be used in place of Improved Bull Rush to qualify for a feat, prestige class, or other special ability


SACRED BLOOD
Your healing from the Life's Blood discipline is aided by your deity.
Prerequisites: One Life's Blood maneuver, divine caster level 1st, able to cast cure light wounds
Benefit: Whenever you use a Life's Blood maneuver to heal either yourself or another, you can expend a prepared healing spell of 1st level or higher or a first level or higher spell slot as a free action to maximize the healing done by that maneuver.


STALKING TIGER
You taunt an opponent with one blade while positioning to strike with another.
Prerequisites: One Tiger Claw maneuver
Benefit: While making a full attack with two Tiger Claw weapons, the enhancement bonuses of which differ by no more than one, you may, in place of an attack, flourish with your off-hand weapon by making an attack roll against AC 15 + half your character level, rounded down. If it succeeds, you may make a 5 ft step. Standard penalties for fighting with two weapons apply.


STEEL MIND
You have learned to improve your mind blade combat abilities through the Steel Rain discipline.
Prerequisites: One Steel Rain maneuver, Mind Blade class feature
Benefit: You gain Throw Mind Blade as the soulknife class feature if you do not already have it and can use your Wisdom modifier in place of your Dexterity modifier on attack rolls when throwing your mind blade.


STREET SMARTS
While conventional "book" learning is often beyond you, your life experiences have made you capable of a great many things.
Prerequisites: Int 13 or less
Benefit: At each character level beyond first, you gain additional skill points equal to your Wisdom modifier and you gain four times that number at first level. However, all Knowledge skills are always considered cross-class skills for you, unless you take a feat or class feature, such as a cleric domain, that explicitly makes them class skills either for all classes or that particular class. Simply taking levels in a class that has the Knowledge skills as class skills does not remove this limitation.
Special: Can only be taken at first level.


TELEKINETIC MANEUVERER [PSIONIC]
Your martial training is so deeply ingrained that your mind is capable of executing your maneuvers without the need for your body.
Prerequisites: Able to manifest telekinetic maneuver, one martial strike
Benefit: When using the telekinetic maneuver power, you may execute a martial strike that has an initiation time of one standard action or less and involves a bull rush, disarm, grapple or trip attack against the target of that power instead of the single attack.


WILD STRIKE [PSIONIC]
You channel your psionic strength into your physical assaults, dealing great damage to your enemies if you can control it, or to yourself if you cannot.
Prerequisites: Wild Surge class feature, one martial maneuver
Benefit: Choose one martial adept class. Your levels in this class stack with your wilder levels to determine the extent to which you can use your Wild Surge ability. Additionally, whenever you initiate a martial strike, you may make choose to increase its damage dealt by a number of d6 up to the number of levels you can add through wild suge, but you must roll for psychic enervation as if you had used a wild surge. If you suffer psychic enervation, you lose power points equal to your combined levels in wilder and the chosen martial adept class rather than your wilder level. You may not use a wild strike if you do not have at least that many power points.

playswithfire
2010-06-17, 04:46 PM
{table=head]Tactical Feats|Prerequisites|Benefits

Adept Archer|See feat description|See feat description

Combat Scavenger|See feat description|See feat description

Everchanging Style|See feat description|See feat description

Horse and Rider|See feat description|See feat description

Life and Death|See feat description|See feat description

Master and Commander|See feat description|See feat description

Primal Instincts|See feat description|See feat description

Shock Trooper|See feat description|See feat description

Wanderer's Insight|See feat description|See feat description

[/table]


TACTICAL FEATS
The following tactical feats, while requiring more effort to keep track of the abilities that they grant, are a means for a character to gain combat advantage through the use of the feat in conjunction with their maneuvers. Most of the tactical feats presented here are keyed to a specific discipline. The exception is Everchanging Style, which is designed for a more generalist adept who uses a number of disciplines, rather than focusing on one of them.

ADEPT ARCHER [TACTICAL]
You have achieved a level of archery that few can even contemplate; if it moves within your field of vision, you can kill it and kill it quickly.
Prerequisites: BAB +6, Point Blank Shot, two Steel Rain maneuvers
Benefit: The Adept Archer feat allows for the use of three tactical options.
Painted Target: To use this option, you must hit and deal damage to an opponent with a Steel Rain strike. In the next round, you gain a bonus on attack rolls against that opponent equal to the level of the strike.
Parting Shot: To use this option, an opponent must miss you in melee and you must use a move action on your turn to move out of his melee range. If you do, you may make a single ranged attack as part of that movement.
Reveal the Hidden: To use this option, you must make a Spot check as a full-round action. Each opponent who attempted to hide from you provokes an attack of opportunity from you.


COMBAT SCAVENGER [TACTICAL]
You are aware at all times of the weapons arrayed against you and are able to quickly relieve opponents of them.
Prerequisites: Improved Disarm, BAB +6, two Circling Vulture maneuvers
Benefit: The Combat Scavenger feat enables the use of three tactical options
Through the Weapon: When you successfully disarm an opponent, you gain an immediate additional melee attack against the foe. The additional attack is with the same weapon and at the same attack bonus as your disarm attempt.
Ground-Caused Fumble: You may use this option whenever an opponent is rendered prone within your natural range. As an immediate action, you may make a disarm attempt to snatch a well secured item from that opponent even though you are not pinning the opponent.
Hand off: To use this option, you must disarm an opponent whom you are flanking with an ally. If you disarm the opponent with a weapon and your flanking ally has at least one empty hand, you may have that ally take possession of the weapon, rather than it land on the ground.


EVERCHANGING STYLE [TACTICAL]
You are never caught unprepared for battle, as you adjust your tactics to defeat your current opposition.
Prerequisites: Adaptive Style, Concentration 9 ranks, one maneuver from at least 3 different disciplines
Benefit: The Everchanging Style feat allows for the use of three tactical options
Adaptive Defense: To use this option, you must make use of the Adaptive Style feat while in combat and succeed on a Concentration check (DC 10 + your number of maneuvers known); add 2 to the DC for each enemy threatening you. If you succeed on the Conenctration check, you gain a dodge bonus to your Armor Class equal to the number of maneuvers you had readied and unexpended before using Adaptive Style. This bonus lasts until your next action.
Coordinated Movement: Whenver you successfully initiate a martial strike against an opponent that hits and deals damage, you may change your stance to any stance you know from the discipline of the strike as part of the strike.
Try Again: To make use of this option, you must initiate a martial strike against an opponent which requires an attack roll and miss. In the next round, you may expend another readied maneuver to initiate the strike that missed against the same opponent with a bonus on your attack roll equal to the level of the maneuver you expended. You may not use this option in two consecutive rounds.
Special: Everchanging Style can be used in place of any one feat to qualify for the Master of Nine prestige class.


HORSE AND RIDER [TACTICAL]
You have become the consummate horseman.
Prerequisites: Ride-By Attack, BAB +6, two Tauric Soul maneuvers
Benefit: The Horse and Rider feat allows for the use of three tactical maneuvers
Kick When They're Down: To use this maneuver, you must make a succesful Tauric Soul strike against an opponent. On your next turn, your mount may make a single attack against that opponent at any time it is within range.
Mounted Strike: When you make use of the Ride-By Attack feat, you may initiate a standard action strike instead of a single melee attack
Rear Up: When fighting defensively or using the Combat Expertise feat, you may make a Ride check as a full round action. Your mount may make a single melee attack against each opponent within its range whose AC your Ride check beats.


LIFE AND DEATH [TACTICAL]
You have mastered the skills necessary to survive according to the harsh rules of the wilderness; kill quickly quickly when you can and protect yourself and your friends in prolonged combat.
Prerequisites: BAB +6, Deep Wounds, two Life's Blood maneuvers
Benefit: The Life and Death feat allows for the use of three tactical options.
Drain Vitality: To use this option, you must move at least 20 feet and initiate a Life's Blood strike. If the strike deals damage, on your next turn, you may take the total defense action and gain hit points equal to half the damage dealt.
Protect the Fallen: To use this option, you must heal an ally and remain adjacent to them. On your next turn, you gain an attack of opportunity against each opponent who attacks that ally, as long as you remain adjacent to that ally.
Twist the Knife: To use this option, you must deal skirmish damage to an opponent. On your next turn, if you land a critical hit on that same opponent, you deal double your skirmish damage in addition to multiplying your base damage, regardless of your critical multiplier.


MASTER AND COMMANDER [TACTICAL]
You take control of the battle field and move yourself and your allies to victory, either distracting, intimidating or otherwise defeating all those in your path.
Prerequisites: BAB +6, Brave Front, two Master's Voice maneuvers
Benefit: The Master and Commander feat allows for the use of three tactical options
Dueler's Advance: To use this option, you must initiate a Master's Voice strike against an opponent that hits and does damage. At the start of the next round, you may initiate a Duel of Wills against that opponent if you have not done so in the last 24 hours and gain a bonus on the check equal to the level of the strike.
Merciless Taunting: To use this option, you must make a Perform (oratory) check as a full-round action against an enemy that can hear you (DC = that enemy's AC). If the check succeeds, in the next round, that enemy must attack you or take a -3 penalty on his attack rolls and spell DCs.
One for All: Whenever you and one or more allies that can hear you must make the same Fortitude save, you may reduce your own save by an amount up to your Charisma modifier to grant those allies the same amount as a bonus on theirs.


PRIMAL INSTINCTS [TACTICAL]
You show your contempt for manufactured weapons in favor of ripping opponents apart with your bare hands with simple, but brutally effective tactics.
Prerequisites: Goliath Wrestling, BAB +6, two Giant's Grip maneuvers
Benefit: The Primal Instincts feat allows the use of three tactical options
Flight response: To use this option, you must have taken damage from an opponent you are grappling. During the next round, you may choose to subtract a number from all melee attack rolls and add the same number to rolls made to resist or escape a grapple. This number may not exceed your base attack bonus. The penalty on attacks and bonus on grapple avoidance and escape rolls apply until your next turn.
Spurn metal: To use this option, an opponent must attack you with a manufactured weapon while you are grappling him and miss. If he does, you may immediately make a grapple check to knock the weapon from his hand. If you win the grapple check, he loses his next iterative attack. If you win by more than 5, he drops the weapon as if you had disarmed him. Using this maneuver consumes one of your attacks of opportunity in the current round.
Wounded Prey: To use this option, you must pin an opponent and prevent his escape for one round. During the next round, you get a +1 bonus on grapple checks and damage rolls made as part of the Damage Your Opponent option and an additional +1 for each successful use of that option.


SHOCK TROOPER [TACTICAL]
You charge into battle and your enemy's lines fall before you.
Prerequisites: BAB +6, Improved Bull Rush, two Crashing Wave maneuvers
Benefit: This feat allows for the use of the same tactical options as the one of the same name in Complete Warrior.


WANDERER'S INSIGHT [TACTICAL]
Your studies of both the Wandering Eye discipline and human nature allows you to find your opponents' vulnerabilities and exploit them.
Prerequisites: Faster Than the Eye, BAB +6, two Wandering Eye maneuvers
Benefit: The Wanderer's Insight feat allows for the use of three tactical options
Inspire Doubt: To use this option, you must make a Bluff check as a full round action opposed by the Sense Motive check of an enemy who attacked you and missed on his last turn. If you succeed, that enemy suffers a 20% miss chance on all attacks on his next turn.
Prolonged Distraction: To use this option, you must successfully feint against an opponent you are flanking. If you do, the opponent is also denied his Dexterity bonus against the first attack made by an ally you are flanking him with.
Weaken Defenses: To use this option, you must hit and and deal damage to an opponent with a Wandering Eye strike. In the next round, your attack against that opponent deal an additional d6 sneak attack damage if they qualify for it.

JKTrickster
2010-06-17, 08:58 PM
Hi playswithfire! I really like some of the things you are doing here. I'm also working on the ToB project (the other one) and was glad that others also liked ToB this much.

However how do you feel about collaboration? After all, I think it would be best if we completed such a huge project in the shortest time available. And of the many things you want to accomplish, most of it has already been homebrewed to a large extent. If you don't want to go through the trouble of listing all the actual disciplines and classes already established, you don't have to. The full list has already been compiled over at the other thread. Just take a look there and see.

I'm thinking that if we work together we can complete this project in less than half the time. All we need to do is division of labor. I'm currently tackling the huge amount of legacy weapons (as well as a much more refined alternate system) for all the new disciplines. Perhaps you can focus on the Base Classes and the Prestige Classes (and how the large amount of disciplines work with them e.g. which can go together, etc.). Of course, if you would rather focus on something else, feel free to say so. After all this is an equal and collaborative project.

So how about it? Let's collaborate and try to complete a ToB 2 as quickly and efficiently as possible. I think that's the most beneficial thing to the whole playground and any ToB lover out there.

Elfin
2010-06-17, 09:31 PM
I definitely agree - I'm also working with The Age of the Warriors, writing fluff, and I think it would be great to see collaboration between the two projects.

playswithfire
2010-06-17, 11:07 PM
Will fill this in later when I have better description paragraphs for all of them.

JKTrickster
2010-06-18, 12:04 AM
I'd be happy to collaborate with the Age of Warriors project and/or spin off some of it into this project. I just may have to adjust my mental plan for the range and scope of what ends up in this project or abandon it and work jut on part of Age of Warriors. I sort of conceived this one in a vacuum since I hadn't seen much happening in Age of Warriors, so I envisioned this as a much smaller project (8 disciplines rather than 50ish, for instance, some of them taken from AoW's list if the authors approved), but the community as a whole is probably best served by something that deals with all the existing homebrew.

So, is the current plan for Age of Warriors to be three books? Artisans - dealing with the weapons; another dealing with the disciplines and, presumably discipline feats; and a third with new base and prestige classes?


That's nice to hear! Yeah Age of Warriors was down for a while but I think it has enough momentum going to really finish this up; especially if the tasks are separated and everything is finished much quicker. That makes sure people won't drop out midway (or at least tries to address that potential problem)

Actually it won't be three books but rather three separate groups. The idea was that the people looking to go through the classes didn't actually need to understand whatever the legacy weapons were or even the in-depth history fluff of the other disciplines. Basically the groups will each try to complete their section before we unionize this into a complete whole, the Age of Warriors.

playswithfire
2010-06-27, 11:42 AM
{table=head]Discipline|Crusader|Firebrand|Huntsman|Mercenary|S oldier|Swordsage|Warblade

Circling Vulture|swap|no|no|yes|choice|swap|no

Crashing Wave|no|no|no|no|choice|no|swap

Desert Wind|no|yes|no|no|no|yes|no

Devoted Spirit|yes|no|yes|no|no|no|no

Diamond Mind|no|no|no|no|choice|yes|yes

Giant's Grip|no|no|no|no|choice|swap|no

Iron Heart|no|no|no|no|choice|no|yes

Life's Blood|no|no|yes|yes|no|swap|no

Master's Voice|swap|yes|no|no|no|no|no

Setting Sun|no|no|no|no|choice|yes|no

Shadow Hand|no|no|no|yes|no|yes|no

Steel Rain|no|no|choice|yes|no|swap|swap

Stone Dragon|yes|no|no|no|no|yes|yes

Tauric Soul|swap|no|yes|no|no|no|swap

Tiger Claw|no|no|choice|no|no|yes|yes

Wandering Eye|no|yes|no|yes|no|swap|swap

White Raven|yes|yes|no|no|no|no|yes

[/table]


MANEUVER AND STANCE LISTS

1ST LEVEL
Circle_Bare Talons: Boost--Quickly draw or sheath a weapon
_______Light on Your Feet: Stance--Gain fly speed and Jump bonuses.
_______Single Theft: Strike--Disarm an opponent, send the weapon flying.
Crash__Flowing Feet: Stance--Use Swim checks to Tumble
_______Ripple Force: Strike--bull rush an opponent with great force
_______Swim on Land: Boost--gain bonus based on Swim ranks or swim speed
_______Underwater Warrior: Stance--gain hold breath and swim speed
Giant__Bruising Grip: Boost--Grapples deal +1d6 damage +1/initiator level
_______Confounding Strike: Strike--Opponent cannot make attacks of opportunity.
_______Cranking the Rack: Stance--Expose your opponents to your allies' weapons.
_______Quick Escape: Boost--Free yourself as a swift action
Life___Contusing Blade: Boost--deal extra precision damage
_______Frozen Leg: Strike--make target briefly unable to move
_______Killer Instinct: Stance--sense the health of those nearby
Master_Rattling Strike: Strike--use perform check to make enemy flat-footed
_______Strength in Numbers: Boost--allies grant you bonuses on attack
_______Talk Tough: Stance--gain DR based on Perform ranks
Steel__Archer's Evasion: Boost--Avoid attacks of opportunity for movement.
_______Soft Targeting: Stance--Negate DR by Spot.
Tauric_Forceful Charge: Strike--Deal an extra 1d6 damage on a charge.
_______Ride the Wind: Stance--Increase your steed’s land speed based on your ranks in the Ride skill.
_______Tactical Charge: Boost--Turn during a charge.
_______Trampling Strike: Strike--Both you and your mount attack a foe.
Wander_Confusing Strike: Strike--make foe you strike confused
_______Deceptive Flanker: Stance--gain higher flanking bonus based on rank in Bluff
_______Quick Trick: Boost--feint as swift action


2ND LEVEL
Circle_Talon Strike: Strike--Attack with three natural weapons
_______Weapon Lock: Counter--Relieve an opponent of a weapon he misses with.
Crash__Break on the Rocks: Counter--shield bash a charging enemy
_______Relentless Tide: Strike--move through enemies to strike your target
Giant__Weakening Strike: Strike--Attack deals 2 points of Strength damage
_______Wrist Lock: Strike--Grapple foe, apply pressure to a critical joint.
Life___Intestinal Fortitude: Counter--Use Heal check in place of Fortitude save.
_______Knee Side Strike: Strike--Make Heal check, deal +2d6 and possibly precision damage
_______Rush to the Scene: Boost--increase base speed by half.
Master_Battle Cry: Strike--deal d6 + initiator level sonic damage
_______Distraction: Boost--enemies you strike are flanked
_______Timely Advice: Counter--ally re-rolls any save
Steel__Dummy Shot: Counter--Make feint against opponent to gain temporary AC.
_______Flanking Shot: Strike--Cause target to be flanked.
_______Multiple Shot: Strike--Gain extra attack at BAB; take -2 penalty to BAB.
_______Opportunist's Shot: Counter--Take a ranged attack of opportunity.
Tauric_Grounding Blow: Strike--Knock a foe prone.
_______Leap From the Saddle: Strike--Jump off your mount and attack.
_______Ride Unhindered: Stance--Charge and run over difficult terrain.
Wander_Double Bluff: Strike--feint applies to one attack per weapon
_______Knock Off-Kilter: Boost--cause opponents to be flanked with sneak attacks
_______Opportune Moment: Counter--feint when making an attack of opportunity


3RD LEVEL
Circle_Circling Charge: Strike--Turn while charging, deal +10 damage; double if flying
_______Painful Theft: Strike--Disarm an opponent, deal damage.
_______Sticky Fingers: Stance--Turn while charging
Crash__Cresting Power: Boost--deal bludgeoning damage as if you were one size larger
_______Geyser Force: Strike--use bull rush to lift opponent into the air
_______Weight Into It: Stance--Deal damage when bull rushing
Giant__Elbow Lock: Strike--Grapple foe, apply pressure to a critical joint.
_______Iron Fist: Stance--Unarmed strikes bypass some DR
_______Walk the Weapon: Counter--Move next to an opponent who attacks you in melee.
Life___Exacting Stance: Stance--Gain skirmish +2d6
_______Healing Palm: Counter--gain temporary hit points
_______Muscle Weakness: Strike--deal 2 points of physical ability damage
_______Surgical Strike: Strike--use Heal check in place of damage
Master_Pep Talk: Stance--grant allies attack and bonus
_______Reassuring Charge: Strike--charge an enemy; inspire others
_______Trash Talk: Stance--enemies take attack penalty
Steel__Caltrop Arrows: Counter--Impede an enemy's advance by putting arrowheads in front of his feat.
_______Ride the Storm: Stance--Avoid most negative effects of wind.
Tauric_Measured Strike: Strike--Deal double damage.
_______Penetrating Charge: Strike--Deal an extra 4d6 damage on a charge and increase critical modifier.
_______Stand Together: Counter--Resist damage with a Ride check.
Wander_Rascal Blade: Boost--gain 2d6 + DEX sneak attack damage
_______Tag Team: Counter--flank and strike an opponent
_______When Strong, Appear Weak: Stance--take AC penalty to gain attack bonus


4TH LEVEL
Circle_Complete Theft: Strike--Disarm all weapons an opponent holds.
_______Talon Strike, Greater: Strike--Attack will all your natural weapons.
_______What it Takes to Survive: Boost--Defeat foe, heal 2d6 + 1/initiator level hit points
Crash__Gripping Water: Counter--use bull rush to avoid being tripped or grappled
_______Turbulent Charge: Strike--Charge an enemy; bull rush others with your wake
_______Water Splitting Stone: Strike--sunder, dealing bonus damage equal to initiator level
Giant__Crushing Grip: Boost--Grapples deal +2d6 damage +1/initiator level
_______Flying Fists: Strike--Attack with natural weapons and unarmed strikes at greater range
_______Lean Into It: Counter--Grab hold of an enemy that strikes you in melee
Life___Lacerating Blade: Boost--deal extra precision damage
_______Philtrum Strike: Strike--Make Heal check, deal +3d6 and possibly precision. damage
Master_Bellowing Breath: Strike--deal 2d6 + initiator level sonic damage in a 15-ft line
_______Clear the Way: Counter--let two allies attack while you defend
_______Screeching Blows: Boost--deafen enemies with your attacks
Steel__Alarming Alacrity: Boost--Make an additional attack.
_______Full Quiver: Stance--Never run out of arrows.
_______Trick Shot: Counter--Make immediate disarm attempt against attacker.
Tauric_Burst of Speed: Boost--Double your mount’s speed while charging.
_______Crushing Stampede: Stance--Ignore foe’s damage reduction while mounted.
_______Staggering Blow: Strike--Deal an extra 2d6 damage, limit opponent to single actions
Wander_Dirtied Blade Strike: Strike--blind an opponent and gain a second attack
_______Dramatic Death: Counter--drop prone and feign death


5TH LEVEL
Circle_Distracting Blade: Stance--Gain AC bonus based on weapon enhancement.
_______Stunning Theft: Strike--Disarm, possibly stun an enemy.
_______Weapon Trap: Counter--Replace your AC with a sleight of hand check, stop further attacks.
Crash__Softer Than Water: Stance--reduce damage done by critical hits
_______Swim Away: Counter--use Swim check in place of Reflex save; move away
_______Wave Force: Strike--bull rush multiple opponents
Giant__Adaptive Attack: Counter--Reroll an attack.
_______Shield of Muscle: Stance--Add half your Con bonus to your AC instead of Dex.
_______Shoulder Lock: Strike--Grapple foe, apply pressure to a critical joint.
Life___Fleet Feet: Stance--skirmish after 5 ft instead of 10
_______Muscle Death: Strike--deal 4 points of physical ability damage
Master_Aura of Command: Stance--affect one creature as with control undead
_______Aura of Persuasion: Stance--affect one creature as with charm person
_______Resonating Blow: Strike--deal double damage to sunder
Steel__Defense of the Swift Arrow: Stance--Provoke no attacks of opportunity for ranged attacks.
_______Quicker than the Eye: Strike--Attack ignores enemy's dexterity.
_______Strafe: Stance--Gain the ability to deal more damage when you move.
Tauric_Hurl Weapon: Strike--Throw a weapon, deal an extra 4d6 damage.
_______Mounted Assault: Stance--Gain Ride-By Attack as a bonus feat, make extra attacks.
_______Overwhelming Charge: Strike--Deal an extra 6d6 damage on a charge and knock out your opponent.
Wander_Back and Forth: Stance--gain a miss chance
_______Fake Out: Strike--feint applies to all attacks with one weapon
_______Gut Punch: Strike--Successful attack leaves your enemy nauseated


6TH LEVEL
Circle_Scent of Blood: Boost--Locate enemies who are magically hiding
_______Vulture Dash: Strike--Gain bite attack, full attack on charge
Crash__Raging River: Strike--charge an enemy, moving through others
_______White Water Rapids: Boost--bull rush on successful attacks
Giant__Disciplined Force: Boost--Increase your Base Attack Bonus and strike DCs.
_______Full Nelson: Strike--Grapple foe, apply pressure to a critical joint.
_______Strong Arm Defense: Counter--Use grapple check to dodge attack.
Life___Greater Surgical Strike: Strike--use double Heal check in place of damage
_______Revive Muscle: Counter--heal physical ability damage
Master_Deafening Shout: Strike--deal sonic damage and daze enemies in a 20 foot cone
_______Hazing: Counter--use peform check to daze enemy
_______Start a Revolution: Strike--charge; grant allies a free attack
Steel__Always Ready: Counter--Make a single ranged attack as an imediate action.
_______Covering Fire: Strike--Fill an area with arrows; automatically hit anyone that enters.
_______Hit the Crowd: Strike--Target a block of creatures as if they were one.
Tauric_Fight as One: Strike--Both you and mount may make a full attack at end of a charge.
_______Trampling Charge: Strike--Deal an extra 6d6 damage on a charge, mount may attack additional foes.
Wander_Bite of the Wasp: Strike--Attack opponents in a line without their notice
_______Scoundrel Blade: Boost--gain 3d6 + initiator level sneak attack


7TH LEVEL
Circle_Strong Arm Theft: Strike--Disarm and damage one or two opponents.
Crash__Shipwrecked Weapon: Counter--sunder an incoming weapon
_______Typhoon Force: Strike--bull rush many opponents towards or away from you
Giant__Avalanche of Blows: Strike--Make multiple attacks on a charge.
_______Pulverizing Grip: Boost--Grapples deal +3d6 damage +1/initiator level
Life___Floating Rib Strike: Strike--Make Heal check, deal +3d6 and possibly precision damage.
_______Perforating Blade: Boost--deal extra precision damage
Master_All For One: Strike--attack with two allies
_______Expose Weakness: Boost--allies gain bonuses against enemies you strike
Steel__Hail of Arrows: Strike--Make full attack; gain three extra attacks.
_______Intercepting Arrow Kata: Stance--Block incoming arrows by shooting them with your own.
Tauric_Battering Charge: Strike--Deal an extra 10d6 damage on a charge and push back your foe.
_______Maiming Blow: Strike--Deal an extra 8d6 damage, 1d4 Str and Con damage.
Wander_Lie in Wait: Strike--enemy become flat-footed; deal additional damage
_______Seize the Opportunity: Counter--confirm a critical threat and deal strength damage


8TH LEVEL
Circle_Learning to Fly: Stance--Gain or increase fly speed.
_______Weapon Crush: Counter--Replace AC with Sleight of Hand, possibly disarm and sunder weapon.
Crash__Canyon Flood: Strike--charge, bull rush a line of enemies
_______Ebb and Flow: Stance--5ft stance when hit; movement bonuses
Giant__Choke Hold: Strike--Grapple foe, render him helpless.
_______Human Shield: Counter--Redirect attack to enemy you are grappling.
_______Touch the Untouchable: Stance--Grapple enemies despite mystical protection.
Life___Back From the Brink: Counter--avoid becoming disabled or dying
_______Fight and Flight: Stance--avoid attacks and respond with your own
Master_Banshee Wail: Strike--deal sonic damage and possibly stun in a 30 ft burst
_______Lead By Fear: Stance--gain frightful prescence
Steel__Storm of Arrows: Strike--Shoot arrows equal to DEX mod.
_______Supreme Efficiency: Stance--Reduce the penalty for iterative attacks to 3.
Tauric_Flawless Horsemanship: Counter--Add ranks in Ride to saves as a competence bonus.
_______Shatter the Unbreakable: Strike--Deal extra damage based on enemy’s damage reduction.
Wander_Ambusher: Stance--use Hide skill when others can not
_______Sow Discord: Boost--confuse multiple enemies
_______Trickster's Gambit: Strike--deny one or more opponents DEX bonus to AC


9TH LEVEL
Circle_Massive Theft: Strike--Disarm multiple opponents.
Crash__Tsunami Force: Strike--Bull rush adjacent opponents up and away
Giant__Remove the Head: Strike--Grapple foe and kill him instantly.
Life___Death Strike: Strike--target vital nerve, killing creature instantly.
Master_Howling Charge: Strike--deal bonus sonic damage on charging full attack
Steel__Cyclone of Arrows: Strike--Shoot every enemy within one range increment.
Tauric_Ride of the War God: Strike--Deal an extra 20d6 damage on a charge, charge again if you drop a foe.
Wander_Victory In 100 Battles: Strike--make full attack of touch attacks

playswithfire
2010-07-03, 06:56 AM
CIRCLING VULTURE
The Circling Vulture discipline is rumored to have been developed by one of the flying races and, as such, some of its maneuvers are best used by those capable of flight, In it's current form, the discipline emphasizes reducing an enemy's means of fighting back and then striking quickly and decisively. It has become common among both criminals and officers of the peace as both have the need to relieve others of things their weapons or, in the first case, property. The discipline's associated skill is Sleight of Hand and its weapons are the claw, nunchaku, sai, unarmed strike, and whip.

BARE TALONS
Circling Vulture (Boost)
Level: Soldier 1, Mercenary 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Draw a hidden weapon as a swift action or make a sleight of hand check to hide a held weapon on your body as a swift action.

CIRCLING CHARGE
Circling Vulture (Strike)
Level: Soldier 3, Mercenary 3
Prerequisite: 1 Circling Vulture maneuver
Initiation Action: 1 full round action
Range: Melee attack
Target: One creature
As part of this maneuver, you make a charge attack against an opponent. You may turn up to 90 degrees once during the charge. If the charge attack hits, you deal an additional 10 damage. If you initiate this maneuver while flying, the charge is considered a dive attack, even if it does not meet the normal movement requirements. and, as such, deals double damage.

COMPLETE THEFT
Circling Vulture (Strike)
Level: Soldier 4, Mercenary 4
Prerequisite: 1 Circling Vulture maneuver
Initiation Action: 1 full-round action
Range: Disarm attack
Target: One creature
This maneuver functions like Single Theft except as noted here. You make a separate disarm attempt at your full base attack bonus at each weapon held by the enemy and you may have each weapon land in a different square within 10 feet. If disarming with an unarmed strike, you may retain posession of either weapon.

DISTRACTING BLADE
Circling Vulture (Stance)
Level: Soldier 5, Mercenary 5
Prerequisite: 2 Circling Vulture maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While in this stance, you gain a dodge bonus to your AC equal to the enhancement bonus of a weapon, but not a shield, you wield. If you have two weapons, use the higher of the two values.

LEARNING TO FLY
Circling Vulture (Stance)
Level: Soldier 8, Mercenary 8
Prerequisite: 3 Circling Vulture maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
If you do not already have a fly speed, you gain one equal to your base land speed. Your maneuverability is based on your Dexterity score (up to 16, average; between 16 and 22, good; 23 or more, perfect). This aspect of the stance is a supernatural ability. If you already have a fly speed, increase your fly speed by your average land speed and increase your maneuverability by two categories. This aspect is not supernatural.

LIGHT ON YOUR FEET
Circling Vulture (Stance)
Level: Soldier 1, Mercenary 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While in this stance, you gain a 10-ft enhancement bonus to your fly speed, if you have one, and a +5 bonus on all Jump checks.

MASSIVE THEFT
Circling Vulture (Strike)
Level: Soldier 9, Mercenary 9
Prerequisite: 4 Circling Vulture maneuvers
Initiation Action: 1 full-round action
Range: Disarm attack
Target: All creatures in range
This maneuver functions like Single Theft, except as noted here. You make a single disarm attempt at your full base attack bonus against each enemy within your weapon range. You may have each weapon you disarm in this way land anywhere within 10 feet of the oppoent that wielded it or. If disarming with an unarmed strike, you may instead maintain posession of any one weapon you disarmed.

PAINFUL THEFT
Circling Vulture (Strike)
Level: Soldier 3, Mercenary 3
Prerequisite: 1 Circling Vulture maneuver
Initiation Action: 1 standard action
Range: Disarm attack
Target: One creature
You strike both weapon and arm, the pain forcing your opponent's weapon to leap from his grasp. This maneuver functions like Single Theft, except as noted here. If you successfully disarm the opponent, they take 1d6 damage +1 point per initiator level and you may have the weapon land anywhere within 10 feet of the enemy instead of in an adjacent space.

SCENT OF BLOOD
Circling Vulture (Boost)
Level: Soldier 6, Mercenary 6
Prerequisite: 2 Circling Vulture maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
When you initiate this maneuver, you can see creatures through normal and magical darkness, see the exact locations of creatures or objects under blur or displacement effects, and see invisible creatures normally. This effect lasts until the end of your current turn.
This maneuver is a supernatural effect.

SINGLE THEFT
Circling Vulture (Strike)
Level: Soldier 1, Mercenary 1
Initiation Action: 1 standard action
Range: Disarm attack
Target: One creature
As part of this maneuver, you make a disarm attempt against an opponent, but you do not provoke attacks of opportunity, and your opponent cannot try to disarm you if you lose the opposed check. You gain a +4 bonus on your attack roll to disarm the opponent. If you succeed in disarming your foe, you may have the weapon land in any space adjacent to the enemy. You may choose to have the weapon land in an adjacent space even if you are disarming them with an unarmed strike.

STICKY FINGERS
Circling Vulture (Stance)
Level: Soldier 3, Mercenary 3
Prerequisite: 1 Circling Vulture maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While in this stance, you gain a +1 bonus on attack rolls made to disarm an opponent and this bonus increases by half your initiator level, rounded down, when you are fighting defensively or using the Combat Expertise feat.

STRONG ARM THEFT
Circling Vulture (Strike)
Level: Soldier 7, Mercenary 7
Prerequisite: 3 Circling Vulture maneuvers
Initiation Action: 1 full-round action
Range: Disarm attack
Target: One or two creatures in range
This maneuver functions like Painful Theft except as noted here. You make separate disarm attempts at your full base attack bonus targeting two weapons within your range; either two weapons held by the same opponent or one weapon each held by two opponents. Each time you successfully disarm an opponent, he takes 6d6 damage and you may have the weapon land anywhere within 10 feet of that opponent, even if disarming with an unarmed strike.

STUNNING THEFT
Circling Vulture (Strike)
Level: Soldier 5, Mercenary 5
Prerequisite: 2 Circling Vulture maneuvers
Initiation Action: 1 standard action
Range: Disarm attack
Target: One creature
You knock an opponent's weapon into his head as you relieve him of it. This maneuver functions like Painful Theft except, if the opponent is disarmed, the damage dealt is 3d6 +1 point per initiator level and he must succeed on a Fort save (DC = damage done) or be stunned for one round.

TALON STRIKE
Circling Vulture (Strike)
Level: Soldier 2, Mercenary 2
Initiation Action: 1 standard action
Range: Weapon range
Target: One creature
As part of this maneuver, you attack with up to three of your natural weapons against one opponent. All attacks must be against the same opponent and you take a -2 penalty on all of the attack rolls. If the first or second strike reduces the opponent to -1 or fewer hit points, you may not make the remaining attacks. If you initiate this maneuver while flying, double the threat range of the natural weapons you use as if they had the keen weapon property.

TALON STRIKE, GREATER
Circling Vulture (Strike)
Level: Soldier 4, Mercenary 4
Prerequisite: 1 Circling Vulture maneuver
Initiation Action: 1 standard action
Range: Weapon range
Target: one creature
This maneuver functions like Talon Strike, except that you may attac with all your natural weapons and the penalty on attack rolls is reduced to -1.

VULTURE DASH
Circling Vulture (Strike)
Level: Soldier 6, Mercenary 6
Prerequisite: 2 Circling Vulture maneuvers
Initiation Action: 1 full round action
Range: Weapon range
Target: One creature
As part of this maneuver, you make a charge attack against an opponent. Instead of making a single attack, you may make a full attack, including a bite attack (damage d8+STR). The bonus on attack rolls granted by the charge applies to all attacks. If you initiate this maneuver while flying, it is considered a dive attack even if it does not meet the movement requirements and, as such, all attacks deal double damage.

WEAPON CRUSH
Circling Vulture (Counter)
Level: Soldier 8, Mercenary 8
Prerequisite: 3 Circling Vulture maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
If your opponent strikes you on his turn, you can replace your AC with a Sleight of Hand check with a bonus equal to your Strength modifier as an immediate action. You must decide whether to initiate this maneuver before you know the result of your opponent's attack (but after the attack is declared). Your Sleight of Hand check applies to only one attack. You must not be flat footed and be aware of the attack to use this maneuver. If your opponent misses, the opponent is disarmed and you may attempt to sunder the weapon without provoking an attack of opportunity.

WEAPON LOCK
Circling Vulture (Counter)
Level: Soldier 2, Mercenary 2
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
You may initiate this maneuver whenever an opponent misses you with a melee attack. As part of this maneuver, you may make a sleight of hand check (DC = the enemy's attack roll). If the check succeeds, the opponent is disarmed of this weapon and, if you have at least one free hand, you may hold it in that hand. If the weapon being disarmed is attached to a locked gauntlet, increase the DC of the check by 10.

WEAPON TRAP
Circling Vulture (Counter)
Level: Soldier 5, Mercenary 5
Prerequisite: 2 Circling Vulture maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
You may initiate this maneuver whenever an opponent strikes you on his turn. As an immediate action, you may replace your AC with the result of a Sleight of Hand check. You must decide whether to initiate this maneuver before you know the result of your opponent's attack (but after the attack is declared). Your Sleight of Hand check applies to only one attack. You must not be flat footed and be aware of the attack to use this maneuver. If your opponent misses, he can make no more attacks with that weapon this round.

WHAT IT TAKES TO SURVIVE
Circling Vulture (Boost)
Level: Soldier 4, Mercenary 4
Prerequisite: 1 Circling Vulture maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
You may initiate this maneuver whenever you reduce a living opponent within your natural reach to -1 or lower hit points. You draw strength from their death and heal 2d6 points of damage and +1 point per initiator level (maximum +15).

playswithfire
2010-07-17, 01:47 PM
CRASHING WAVE
The Crashing Wave discipline was created by the warriors of various seafaring and aquatic races based on the movements of the tides and then adapted by the frontline soldiers of many other nations who realized the clear connection to the ebb and flow of the line of battle. The associated skill is Swim and its weapons are armor spikes, the spear, all shields, and the trident.

BREAK ON THE ROCKS
Crashing Wave (Counter)
Level: Soldier 2
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
You may initiate this maneuver whenever a charing opponent enters a space you threaten with a shield you wield. You may make a single shield bash attack against that opponent. For every five points of damage it deals, that opponent takes a -1 penalty on attacks made against you this round.

CANYON FLOOD
Crashing Wave (Strike)
Level: Soldier 8
Prerequisite: 3 Crashing Wave maneuvers
Initiation Action: 1 full-round action
Range: charge attack
Target: 60 ft line
As part of this maneuver, you charge in a 60 ft line and can bull rush each enemy you encounter. You do not provoke attacks of opportunity for your movement both before and while bull rushing. You gain a +2 bonu on all bull rushes for each opponent you are already pushing. At the end of the charge, each opponent takes damage equal to your initiator level plus 1d6 for each enemy bull-rushed and moves into an adjacent square.

CRESTING POWER
Crashing Wave (Boost)
Level: Soldier 3
Prerequisite: 1 Crashing Wave maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
For the remainder of your turn, attacks you make with bludgeoning weapons deal damage as if the weapon were one size category larger.

EBB AND FLOW
Crashing Wave (Stance)
Level: Soldier 8
Prerequisite: 3 Crashing Wave maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, whenever an enemy's attack misses you, you may take a 5ft step and an additional 5ft step if you succeed on a Tumble or Swim check (DC = enemy's attack roll). You may also tumble at full speed and move through enemies as if moving through allies.

FLOWING FEET
Crashing Wave (Stance)
Level: Soldier 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, whenever you would make a Tumble check, you may instead use the result of a Swim check to determine if your check succeeded.

GEYSER FORCE
Crashing Wave (Strike)
Level: Soldier 3
Prerequisite: 1 Crashing Wave maneuver
Initiation Action: 1 standard action
Range: melee attack
Target: One creature
This maneuver functions like Ripple Force, except as noted here. You gain a +1 bonus for every 5 feet you have moved this round and the enemy you bull rush moves that many feet into the air, rather than backwards and takes fall damage as normal.

GRIPPING WATER
Crashing Wave (Counter)
Level: Soldier 4
Prerequisite: 1 Crashing Wave maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
You may initiate this maneuver whenever an opponent declares a trip or grapple attempt against you but before the result is known. You make a bull rush attempt against that opponent and, if you win the check, their trip or grapple attempt fails.

RAGING RIVER
Crashing Wave (Strike)
Level: Soldier 6
Prerequisite: 2 Crashing Wave maneuvers
Initiation Action: 1 full round action
Range: charge attack
Target: One creature; see text
As part of this maneuver you make a charge attack against an opponent. While charging, you can turn up to 90 degrees a number of times equal to your Dexterity modifier and move through spaces occupied by both enemies and allies. You may make a single attack against each enemy you pass. You may tumble as part of this charge to avoid attacks of opportunity.

RELENTLESS TIDE
Crashing Wave (Strike)
Level: Soldier 2
Initiation Action: 1 full-round action
Range: charge attack
Target: One creature
As part of this maneuver, you must charge an opponent. You may turn once up to 90 degrees and charge through spaces occupied by allies, but not by enemies, when making this attack.

RIPPLE FORCE
Crashing Wave (Strike)
Level: Soldier 1
Initiation Action: 1 standard action
Range: melee attack
Target: One creature
As part of this manveuver, you make a bull rush attempt against an adjacent opponent. Resolve the bull rush as normal, except you do not provoke attacks of opportunity for your movement and do not have to move with the opponent if you move the opponent more than 5 ft. You may use your Dexterity modifier in place of your Strength modifier in the bull rush attempt and gain a +4 bonus on the check.

SHIPWRECKED WEAPON
Crashing Wave (Counter)
Level: Soldier 7
Prerequisite: 3 Crashing Wave maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
As an immediate action, you can make a sunder attempt against a weapon within your melee range that is attacking you. You gain a +2 bonus on the attack roll, deal extra damage equal to your initiator level, and do not provoke an attack of opportunity.
You can use this maneuver after the opponent declares his attack but before the result is known.

SOFTER THAN WATER
Crashing Wave (Stance)
Level: Soldier 5
Prerequisite: 2 Crashing Wave maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You let otherwise devastating attacks fall off you like water off a duck's back.
Whenever an enemy hits you and threatens a critical hit, you may attempt a Swim check (DC = the enemy's attack roll) to reduce the critical multiplier of his damage roll by 1. You may not do this when the enemy has rolled a natural 20.

SWIM AWAY
Crashing Wave (Counter)
Level: Soldier 5
Prerequisite: 2 Crashing Wave maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
You can use this maneuver whenever you would normally make a Reflex save. Make a Swim check instead and use that to determine if you succeeded. You must use this maneuver before attempting the Reflex save. You do not automatically fail if you roll a 1 on your Heal check. If your check succeeds and the Reflex save would normally result in half damage, you instead take no damage and can move a number of feet equal to the result of your check rounded down to the nearest 5 ft.

SWIM ON LAND
Crashing Wave (Boost)
Level: Soldier 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
For the rest of the round, your base land speed increases by either your swim speed or your Swim modifier, rounded down to the nearest five, whichever is higher.

TSUNAMI FORCE
Crashing Wave (Strike)
Level: Soldier 9
Prerequisite: 4 Crashing Wave maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Target: One or more creatures
This maneuver functions like Ripple Force except as noted here. You may bull rush each adjacent opponent without moving and each opponent you bull rush is moved into the air a distance equal to double the distance you push them back. They each take 6d6 bludgeoning damage in addition to fall damage as usual.

TURBULENT CHARGE
Crashing Wave (Strike)
Level: Soldier 4
Prerequisite: 1 Crashing Wave maneuver
Initiation Action: 1 full-round action
Range: charge attack
Target: One creature; see text
As part of this maneuver, you make a charging bull rush attack against an enemy, gaining an additional +2 on the Strength checks. If you make this charge under or on the surface of a body of water, make a bull rush attempt against each enemy you pass without moving into their spaces, but they only move half of any additional distance beyond 5 ft and you continue moving if these bull rushes fail.

TYPHOON FORCE
Crashing Wave (Strike)
Level: Soldier 7
Prerequisite: 3 Crashing Wave maneuvers
Initiation Action: 1 full round action
Range: 30 ft burst
Target: One or more creatures
As part of this maneuver, you make a single Strength or Dexterity check. Each opponent within 30 ft must make an opposed Strength check and, if their check is less than yours, you may move them as if you had made a successful bull rush against them. If you are pushing them away, subtract a number of feet from the distance you move them equal to their distance from you to a minimum of 5 ft.
This maneuver is a supernatural effect.

UNDERWATER WARRIOR
Crashing Wave (Stance)
Level: Soldier 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While in this stance, you can hold your breath underwater for a number of minutes equal to your initiator level and gain a swim speed equal to 10 ft less than your base land speed.

WATER SPLITTING STONE
Crashing Wave (Strike)
Level: Soldier 4
Prerequisite: 1 Crashing Wave maneuver
Initiation Action: 1 standard action
Range: sunder attack
Target: One creature
As part of this maneuver, you make a single sunder attack, but do not provoke an attack of opportunity and gain a bonus on the damage roll equal to your initiator level.

WAVE FORCE
Crashing Wave (Strike)
Level: Soldier 5
Prerequisite: 2 Crashing Wave maneuvers
Initiation Action: 1 full-round action
Range: bull rush attack
Target: Two creatures or 15 ft. cone; see text
This maneuver functions like Ripple Force, except as noted here. You bull rush one or two adjacent opponents (adjacent both to you and to each other). If you are on or below the surface of a body of water, apply the same bull rush check to all enemies within a 15ft cone in the direction of the original enemy or enemies.

WEIGHT INTO IT
Crashing Wave (Stance)
Level: Soldier 3
Prerequisite: 1 Crashing Wave maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, you deal 2d6 damage + 1.5 times your CON modifier whenever you win a bull rush check.

WHITE WATER RAPIDS
Crashing Wave (Boost)
Level: Soldier 6
Prerequisite: 2 Crashing Wave maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
For the rest of the turn, whenever you strike an opponent with a bludgeoning weapon, you may initiate a bull rush against that opponent as a free action without entering their space. If you move with the opponent, you do not provoke an attack of opportunity.

playswithfire
2010-07-31, 08:01 AM
GIANT'S GRIP
The broken joints and crushed bones of opponents are the signature of the Giant's Grip discipline. Its practitioners have learned that many so-called warriors become frightened children when shown just how many weaknesses their bodies possess. Though weapons have their uses, most Giant's Grip practitioners forgo them in favor of the more primitive and brutal combat to be found in a grapple. Escape Artist is the associated skill for Giant's Grip and its associated weapons are the claw, mancatcher, scorpion claws, unarmed strike, and grapple.

ADAPTIVE ATTACK
Giant's Grip (Counter)
Level: Soldier 5
Prerequisite: 2 Giant's Grip maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
With quick reflexes, you correct a flaw in your attack before it fails.
Reroll any one attack roll or grapple, trip or disarm attempt with a +3 bonus.

AVALANCHE OF BLOWS
Giant's Grip (Strike)
Level: Soldier 7
Prerequisite: 3 Giant's Grip maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
With a piercing whoop, you launch yourself at an enemy and deliver a lightning fast barrage of blows.
As part of initiating this maneuver, you make a charge attack. Instead of making a single attack at the end of your charge, you can make a three attacks at your full base attack bonus. You do not gain the standard bonus on your attack rolls for making a charge attack, but still take the penalty to your Armor Class.

BRUISING GRIP
Giant's Grip (Boost)
Level: Soldier 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Your vice-like grip leaves your opponents black and blue.
For the rest of your turn, you deal an extra 1d6 points of damage +1 point per initiator level when Damaging Your Opponent in a grapple.

CHOKE HOLD
Giant's Grip (Strike)
Level: Soldier 8
Prerequisite: 3 Giant's Grip maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Your arm slides around your opponent's neck and crushes the flow of air to its brain until he collapses.
This maneuver functions like Wrist Lock (2nd level strike) except as noted here.
If you win the grapple check, your opponent is pinned and helpless until the end of your next turn. A Fortitude save (DC 18 + your STR modifier) negates the helplessness but not the pin. For each 5 you beat the opposed grapple check by, the DC increases by 2. On its turn, the opponent gets another saving throw.

CONFOUNDING STRIKE
Giant's Grip (Strike)
Level: Soldier 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
You strike from an odd angle, leaving your opponent unsure what you'll do next.
As part of this maneuver, you make a single melee attack against an opponent. If your attack hits, you deal normal melee damage and the opponent is unable to make attacks of opportunity against you until the end of your next turn. It can make attacks of opportunities against other characters as normal.

CRANKING THE RACK
Giant's Grip (Stance)
Level: Soldier 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You twist your opponents spine, exposing his weaknesses to those who fight with you.
While you are in this stance and grappling an opponent, all allies increase the threat range of their weapons by 1 when attacking that opponent.

CRUSHING GRIP
Giant's Grip (Boost)
Level: Soldier 4
Prerequisite: 1 Giant's Grip maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
The blood of your opponent rings in your ears, then falls silent as you arrest its flow.
Your grip tightens and you feel your opponent's pulse slowing as you crush the artery against the bone. For the rest of your turn, you deal an extra 2d6 points of damage +1 point per initiator level when Damaging Your Opponent in a grapple.

DISCIPLINED FORCE
Giant's Grip (Boost)
Level: Soldier 6
Prerequisite: 2 Giant's Grip maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
You study your opponent and determine where best to strike.
Your base attack bonus becomes equal to your initiator level if it is higher (which may give you additional attacks). Addtionally, the DC for the save of any strike you use this round is increased by 3.

ELBOW LOCK
Giant's Grip (Strike)
Level: Soldier 3
Prerequisite: 1 Giant's Grip maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
You bend your opponent's arm behind him and torque the elbow, causing pain which only increases as he struggles to break free.
This maneuver functions like Wrist Lock (2nd level strike) except as noted here.
If you win the grapple check, you deal an additional 3d6 damage and are considered to be pinning the targeted opponent. Additionally, that opponent takes d6 damage on each unsuccessful attempt to break the pin.

FLYING FISTS
Giant's Grip (Strike)
Level: Soldier 4
Prerequisite: 1 Giant's Grip maneuver
Initiation Action: 1 full-round action
Range: 20 feet
Target: One or more creatures
Catching opponents off guard, you strike at those who think they are at a safe distance.
As part of this maneuver, you make all of your unarmed strike and natural weapon attacks as if their natural reach were increased by 5 feet and can not make attacks with manufactured weapons. Your unarmed strikes and natural weapons count as one-handed weapons rather than light weapons for the purpose of disarm attempts. This maneuver is a supernatural effect.

FULL NELSON
Giant's Grip (Strike)
Level: Soldier 6
Prerequisite: 2 Giant's Grip maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Your arms reach beneath your opponents' and yank them back when you apply pressure to it's spine.
This maneuver functions like Wrist Lock except as noted here.
If you win the grapple check, you deal an additional 2d6 damage and your opponent must succeed on a Fortitude save (DC 16 + your STR modifier) or be stunned for 1 round. For each 5 you beat the opposed grapple check by, the DC increases by 2.

HUMAN SHIELD
Giant's Grip (Counter)
Level: Soldier 8
Prerequisite: 3 Giant's Grip maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
Seeing a weapon move towards you, you instinctively throw an opponent in its path.
When an enemy attacks you on its turn, you can attempt to make him strike the opponent you are grappling instead. Make an opposed grapple check against an opponent you are grappling at a -4 penalty. Your opponent gets a bonus on the grapple check equal to the enhancement bonus of the weapon being used to attack you. If you win the check, resolve the attack against the opponent you are grappling. If you lose the check, you are attacked as normal.

IRON FIST
Giant's Grip (Stance)
Level: Soldier 3
Prerequisite: 1 Giant's Grip maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, your unarmed strikes are considerd magic and cold iron for the purpose of dealing damage to creatures with damage reduction. This also applies when using the Damage Your Opponent option while grappling.

LEAN INTO IT
Giant's Grip (Counter)
Level: Soldier 4
Prerequisite: 1 Giant's Grip maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
You roll your shoulder to accept the incomng blow as it lands, grabbing your opponent as his body follows his weapon
Immediately before an opponent strikes you in melee, you may take a -4 penalty to your armor class. The first time you are struck by an opponent within your natural reach after taking this penalty, you may make a grapple attempt against that opponent as an immediate action. The armor class penalty lasts until your next turn.

PULVERIZING GRIP
Giant's Grip (Boost)
Level: Soldier 7
Prerequisite: 3 Giant's Grip maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Your opponent shudders in pain as nerves he did not even know he possessed cry out in protest under your expert pressure.
Each blow sends waves of pain through your opponent's body. For the rest of your turn, you deal an extra 3d6 points of damage +1 point per initiator level when Damaging Your Opponent in a grapple.

QUICK ESCAPE
Giant's Grip (Boost)
Level: Soldier 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
In a flash, you release yourself from the bindings or opponent that restrain you.
You make an escape artist check as a swift. If escaping a grapple or bindings, the relevant opponent makes an opposed grapple or use rope check respectively as normal.

REMOVE THE HEAD
Giant's Grip (Strike)
Level: Soldier 9
Prerequisite: 4 Giant's Grip maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
...and the body will die. With a sickening snap, you demonstrate this simple truth to your opponent.
This maneuver functions like Wrist Lock (2nd level strike) except as noted here.
If you win the grapple check, your opponent must succeed on a Fortitude save (DC 19 + your STR modifier) or die. For each 5 you beat the opposed grapple check by, the DC increases by 2. On a successful save, you deal your normal Damage Your Opponent damage as well as an additional 20d6 damage.

SHIELD OF MUSCLE
Giant's Grip (Stance)
Level: Soldier 5
Prerequisite: 2 Giant's Grip maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You have trained your body to redirect rather than avoid attacks.
While you are in this stance, you may add half your Constitution modifier to your armor class in place of your Dexterity modifier, up to the Maximum Dexterity Bonus of the armor you are wearing. Additionally, entering a grapple now reduces your dexterity bonus to AC to +1 against opponents you are not grappling, rather than denying you it, as long as your Dexterity or Constitution modifier is positive.

SHOULDER LOCK
Giant's Grip (Strike)
Level: Soldier 5
Prerequisite: 2 Giant's Grip maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
You pull your opponent's arm behind his back and turn until you hear a loud snap.
This maneuver functions like Wrist Lock (2nd level strike) except as noted here.
If you win the grapple check, you deal an additional 3d6 damage and limits your opponent's ability to use that arm. For 1d3 rounds he takes a -3 penalty on attack rolls with a one handed or light weapon held in that hand and a -2 penalty on attack rolls made with a weapon held in both hands. A fortitude save (DC 14 + your STR modifier) negates the penalty, but not the extra damage. For each 5 you beat the opposed grapple check by, the DC increases by 2.

STRONG ARM DEFENSE
Giant's Grip (Counter)
Level: Soldier 6
Prerequisite: 2 Giant's Grip maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
You knock away an attacking weapon, destabilizing your opponent.
If your opponent attacks you on his turn, you can replace your AC with the result of a grapple check as an immediate action. You must decide whether to initiate this maneuver before you know the result of your opponent's attack (but after the attack is declared). Your grapple check applies to only one attack. You must be aware of the attack to which you will apply the effect of this maneuver and not flat-footed.If using this maneuver causes your opponent to miss, he can not make more attacks with that weapon against you this turn.

TOUCH THE UNTOUCHABLE
Giant's Grip (Stance)
Level: Soldier 8
Prerequisite: 3 Giant's Grip maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You feel your way through the tendrils of magic energy that lesser grapplers find impossible to penetrate.
While you are in this stance, you can partially bypass the effects of a freedom of movement spell. Rather than causing all grapple checks made by the affected person to avoid or escape a grapple to automatically succeed, they instead get a +10 bonus on those checks. This stance is a supernatural effect.

WALK THE WEAPON
Giant's Grip (Counter)
Level: Soldier 3
Prerequisite: 1 Giant's Grip maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
You travel along the path of your opponent's weapon, using his own arm as cover to close for your attack.
You instantly appear in a square adjacent to a creature that attacks you with a melee attack, after resolving the enemy's attack. You cannot move into a space that is occupied by a creature or object. You can move up to 50 feet in this manner. If you cannot move adjacent to the target, this maneuver fails to function but is still considered used.
This maneuver is a supernatural ability.

WEAKENING STRIKE
Giant's Grip (Strike)
Level: Soldier 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
You leave a visible dent in your opponent's flesh, rendering one of his limbs less able to fight you.
As part of this maneuver, you make a single melee attack against an opponent. In addition to dealing normal melee damage with the attack, you deal 2 points of Strength damage.

WRIST LOCK
Giant's Grip (Strike)
Level: Soldier 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
You apply pressure to your opponent's wrist, often wrenching his hand open and forcing him to drop whatever he holds.
As part of this maneuver, you must succeed on a melee touch attack against your foe. Resolve the lock as a grapple attempt, but you do not provoke attacks of opportunity. You can use your Dexterity in place of your Strength modifier in the grapple check, whichever is higher. You gain a +4 bonus on the grapple check. If you are already grappling, you do not need to make a new touch attack, you simply use the Damage Your Opponent option with the above conditions as a standard.
If you win the grapple check, in addition to dealing your unarmed strike damage, you disarm your opponent of a light or one-handed weapon he is wielding. He retains hold of any two handed weapon he is wielding but takes a -4 penalty on attack rolls with it until he escapes the grapple or returns his hand to the weapon by winning an opposed grapple check.

DracoDei
2010-07-31, 05:16 PM
FWIW, you are welcome to incorporate Falling Anvil (as an option for the sort of games it is meant for).

playswithfire
2010-08-11, 04:45 PM
LIFE'S BLOOD
The Life's Blood discipline was developed out of necessity by warriors who made their living hunting game. With most beasts, they knew that a drawn out fight would bring the rest of its pack and a fight they couldn't always win. So, they learned how to target critical areas to bring their prey down quickly. Their knowledge of the workings of the body also aided in tending their own injuries, as these early practitioners often found themselves beyond the reach of a cleric's healing spells. The key skill for Life's Blood maneuvers is Heal and its associated weapons are the kukri, light hammer, punching dagger, and unarmed strike.

BACK FROM THE BRINK
Life's Blood (Counter)
Level: Huntsman 8, Mercenary 8
Prerequisite: 3 Life's Blood maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
You may initiate this maneuver whenever you drop below 0 hp. As part of this maneuver, you make a Heal check (DC = negative hit point count). If your check is successful, you are alive and conscious with 1 hp. You may use this counter as a move action to confer its benefits upon an adjacent ally in the same round he drops below 0 hp. You must have at least one hand free to use this maneuver, but may drop a held weapon as part of initiating it.

CONTUSING BLADE
Life's Blood (Boost)
Level: Huntsman 1, Mercenary 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
For the rest of of your turn, your attacks that qualify for skirmish damage deal an additional 1d6 skirmish damage and an additional d6 for every five initiator levels. If you attack with a finessable weapon, you may instead gain the same amount of sneak attack damage on all attacks you make that qualify for sneak attack damage.

DEATH STRIKE
Life's Blood (Strike)
Level: Huntsman 9, Mercenary 9
Prerequisite: 4 Life's Blood maneuvers
Initiation Action: 1 full-round action
Range: Melee attack or 15 ft
Target: One creature
As part of this maneuver, make a Heal check (DC = opponent's AC). If you succeed, make a single attack. If the attack hits and would do damage, the opponent must make a Fortitude save (DC = 19 + the higher of your Intelligence and Wisdom modifiers). If it fails the save, it drops to -10 HP. If it succeeds, it instead takes damage equal to double your skirmish damage, even if this attack would not normally qualify and if they are normally immune to skirmish damage.

EXACTING STANCE
Life's Blood (Stance)
Level: Huntsman 3, Mercenary 3
Prerequisite: 1 Life's Blood maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While in this stance, you gain the skirmish ability, if you do not already have it, which deals and extra 2d6 damage. If you already have skirmish, you deal an additional 2d6 when skirmishing.

FIGHT AND FLIGHT
Life's Blood (Stance)
Level: Huntsman 8, Mercenary 8
Prerequisite: 3 Life's Blood maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, you may move 10 feet each time an opponent misses you in melee. Moving in this manner consumes one of your attacks of opportunity in the currrent round. You cannot move in this manner if you have no attacks of opportunity remaining. You may also expend another attack of opportunity to attack the opponent that missed you anywhere during this movement. This movement does not provoke attacks of opportunity.

FLEET FEET
Life's Blood (Stance)
Level: Huntsman 5, Mercenary 5
Prerequisite: 2 Life's Blood maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While in this stance, you gain the bonuses from your skirmish class feature after you have moved 5 ft from where you ended your last turn, rather than 10 ft.

FLOATING RIB STRIKE
Life's Blood (Strike)
Level: Huntsman 7, Mercenary 7
Prerequisite: 3 Life's Blood maneuvers
Initiation Action: 1 full-round action
Range: Melee attack or 30 ft
Target: One creature
You carefully study your opponent and determine the best place to strike.
This maneuver functions like Knee Side Strike except you deal an additional 4d6 damage and may increase your skirmish by 2d6 and an additional d6 for every 5 points by which you beat the DC if the check succeeds.

FROZEN LEG
Life's Blood (Strike)
Level: Huntsman 1, Mercenary 1
Initiation Action: 1 standard action
Range: weapon range
Target: One creature
As part of this maneuver, you make a single attack against an opponent. If it hits, the opponent must succeed on a Reflex save (DC=damage dealt) or have his speed reduced to 0 for all modes of movement for one round.

GREATER SURGICAL STRIKE
Life's Blood (Strike)
Level: Huntsman 6, Mercenary 6
Prerequisite: 2 Life's Blood maneuvers
Initiation Action: 1 standard action
Range: weapon range
Target: One creature
As part of initiating this maneuver, you make a single attack against an opponent. If it hits, make a Heal check and deal damage equal to twice the result of your check.

HEALING PALM
Life's Blood (Counter)
Level: Huntsman 3, Mercenary 3
Prerequisite: 1 Life's Blood maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
You unleash stored energy within the body, granting renewed vitality.
You gain temporary hit points equal to your unarmed strike damage plus your skirmish damage. You may use this counter as a move action to confer its benefits upon an adjacent ally. You must have at least one hand free to use this maneuver, but may drop a held weapon as part of the maneuver.

INTESTINAL FORTITUDE
Life's Blood (Counter)
Level: Huntsman 2, Mercenary 2
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
You can use this maneuver whenever you would normally make a Fortitude save. Make a Heal check instead and use that to determine if you succeeded. You must use this maneuver before attempting the Fortitude save. You do not automatically fail if you roll a 1 on your Heal check.

KILLER INSTINCT
Life's Blood (Stance)
Level: Huntsman 1, Mercenary 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While in this stance, you can determine, as described by the deathwatch spell, the status of adjacent creatures that you can see . This stance is a supernatural ability.

KNEE SIDE STRIKE
Life's Blood (Strike)
Level: Huntsman 2, Mercenary 2
Initiation Action: 1 standard action
Range: Melee attack or 30 ft
Target: One creature
You carefully study your opponent and determine the best place to strike.
As part of this maneuver, make a Heal check (DC = opponent's AC). If you succeed, make a single attack that deals an additional 2d6 damage increase your skirmish damage by 1d6 if this attack qualifies for skirmish damage. If you fail, you may still attack but do not deal extra damage or increase your skirmish damage and the maneuver is still expended.

LACERATING BLADE
Life's Blood (Boost)
Level: Huntsman 4, Mercenary 4
Prerequisite: 1 Life's Blood maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
This maneuver functions like Contusing Blade except the additional damage increases for every four initiator levels instead of every five.

MUSCLE DEATH
Life's Blood (Strike)
Level: Huntsman 5, Mercenary 5
Prerequisite: 2 Life's Blood maneuvers
Initiation Action: 1 standard action
Range: weapon range
Target: One creature
As a part of this maneuver, you make a single attack against an opponent. If it hits, in addition to taking the normal damage, the opponent takes 4 points of damage to the physical ability score (STR, DEX, or CON) of your choice. A successful Fortitude save (DC 16 + the higher of your Intelligence and Wisdom modifiers) reduces the ability score damage to 2 and does not negate the normal damage.

MUSCLE WEAKNESS
Life's Blood (Strike)
Level: Huntsman 3, Mercenary 3
Prerequisite: 1 Life's Blood maneuver
Initiation Action: 1 standard action
Range: weapon range
Target: One creature
As a part of this maneuver, you make a single attack against an opponent. If it hits, in addition to taking the normal damage, the opponent takes 2 points of damage to the physical ability score (STR, DEX, or CON) of your choice. A successful Fortitude save (DC 13 + the higher of your Intelligence and Wisdom modifiers) negates the ability score damage but not the normal damage.

PERFORATING BLADE
Life's Blood (Boost)
Level: Huntsman 7, Mercenary 7
Prerequisite: 3 Life's Blood maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
This maneuver functions like Contusing Blade except the additional damage increases for every three initiator levels instead of every five.

PHILTRUM STRIKE
Life's Blood (Strike)
Level: Huntsman 4, Mercenary 4
Prerequisite: 1 Life's Blood maneuver
Initiation Action: 1 standard action
Range: Melee attack or 30 ft
Target: One creature
You carefully study your opponent and determine the best place to strike.
This maneuver functions like Knee Side Strike except you deal an additional 3d6 damage and may increase your skirmish damage by 2d6 if the check succeeds.

REVIVE MUSCLE
Life's Blood (Counter)
Level: Huntsman 6, Mercenary 6
Prerequisite: 2 Life's Blood maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
As a part of this maneuver, you make a Heal check as an immediate action. You heal a number of points damage to the physical ability score (STR, DEX, or CON) of your choice equal to the result of your check divided by 15, rounded down. You may use this counter as a move action to confer its benefits upon an adjacent ally. You must have at least one hand free to use this maneuver, but may drop a held weapon as part of the maneuver.

RUSH TO THE SCENE
Life's Blood (Boost)
Level: Huntsman 2, Mercenary 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
For the rest of your turn, your land speed is increased by 50%, rounded down to the nearest 5 ft.

SURGICAL STRIKE
Life's Blood (Strike)
Level: Huntsman 3, Mercenary 3
Prerequisite: 1 Life's Blood maneuver
Initiation Action: 1 standard action
Range: Melee attack or 30 ft
Target: One creature
As part of initiating this maneuver, you make a single attack against an opponent. If it hits, make a Heal check and deal damage equal to the result of your check.

playswithfire
2010-09-18, 09:14 AM
MASTER'S VOICE
practitioner of the Master's Voice discipline have learned that actions do not always speak louder than words, harnessing the air in their lungs to both inspire allies and deal great damage on its own. Its maneuvers allow an adept to never be unable to fight back so long as he draws breath. The associated skill is Perform (oratory) and weapons are blowgun, breath weapon, longsword, and shortsword.

ALL FOR ONE
Master's Voice (Strike)
Level: Firebrand 7
Prerequisite: 3 Master's Voice maneuvers
Initiation Action: 1 full round action
Range: Melee attack
Target: One creature
As part of initiating this maneuver, you and up to two adjacant allies each make a single melee attack against an opponent in range of all of you.

AURA OF COMMAND
Master's Voice (Stance)
Level: Firebrand 5
Prerequisite: 2 Master's Voice maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
When you initiate this stance, choose one undead within 30 feet. If that creature fails a will save (DC 15 + your Cha modifier), they behave as if under the effects of the command undead spell until you end the stance or the spell effect would be broken. You may not attempt to use this stance against the same undead twice in one day. This stance is a supernatural ability.

AURA OF PERSUASION
Master's Voice (Stance)
Level: Firebrand 5
Prerequisite: 2 Master's Voice maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
When you initiate this stance, choose one humanoidd or member of your subtype within 30 feet. If that creature fails a will save (DC 15 + your Cha modifier), they behave as if under the effects of the charm person spell until you end the stance or the spell effect would be broken. You may not attempt to use this stance against the same creature twice in one day. This stance is a supernatural ability.

BANSHEE WAIL
Master's Voice (Strike)
Level: Firebrand 8
Prerequisite: 3 Master's Voice maneuvers
Initiation Action: 1 full-round action
Range: 30 ft burst
Target: One or more creatures
This maneuver functions like Battle Cry except as noted here. Each creature within a 30 ft burst takes 4d6 sonic damage +1 point per initiator level and must succeed on a Fortitude save (DC 18 + your Cha modifier) or be stunned for 1 round.

BATTLE CRY
Master's Voice (Strike)
Level: Firebrand 2
Initiation Action: 1 standard action
Range: 5 feet
Target: One creature
As part of this maneuver, you unleash a great shout which deals 1d6 point of sonic damage +1 point per initiator level to one adjacent enemy.

BELLOWING BREATH
Master's Voice (Strike)
Level: Firebrand 4
Prerequisite: 1 Master's Voice maneuver
Initiation Action: 1 standard action
Range: 15 ft line
Target: One or more creatures
This maneuver functions like Battle Cry except as noted here. Each creature along a 15 ft. line takes 2d6 sonic damage +1 point per initiator level. The closest creature along that line must succeed on a Reflex save (DC 14 + your Cha modifier) or be knocked prone by the shout.

CLEAR THE WAY
Master's Voice (Counter)
Level: Firebrand 4
Prerequisite: 1 Master's Voice maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
You may initiate this maneuver during any turn in which you have taken no actions other than a 5ft step. When you initiate this maneuver, choose two adjacent allies. Those allies may act as if it were their turn, each making a full round's worth of actions. You may take no actions this round other than total defense a a full-round action.

DEAFENING SHOUT
Master's Voice (Strike)
Level: Firebrand 6
Prerequisite: 2 Master's Voice maneuvers
Initiation Action: 1 standard action
Range: 20 ft cone
Target: One or more creatures
This maneuver functions like Battle Cry except as noted here. Each creature within a 20 ft cone takes 3d6 sonic damage +1 point per initiator level and must succeed on a Fortitude save (DC 16 + your Cha modifier) or be dazed for 1 round for every 5 points of sonic damage they took.

DISTRACTION
Master's Voice (Boost)
Level: Firebrand 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Each enemy you attack during the rest of this round is considered flanked until your next action.

EXPOSE WEAKNESS
Master's Voice (Boost)
Level: Firebrand 7
Prerequisite: 3 Master's Voice maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
You must initiate this maneuver before you have made any attacks in the current round. Your allies gain a bonus on attack and damage rolls against enemies you strike equal to the number of successful attacks you make this round. If you attack multiple enemies, they gain the bonus against all of them. This bonus lasts until your next turn.

HAZING
Master's Voice (Counter)
Level: Firebrand 6
Prerequisite: 2 Master's Voice maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
You may initiate this maneuver whenever an enemy that can hear you attacks you or an ally, but before the results of the attack are known. You make a Perform (oratory) check (DC = enemy's AC). If your check succeeds, the enemy is dazed until the start of your next turn.

HOWLING CHARGE
Master's Voice (Strike)
Level: Firebrand 9
Prerequisite: 4 Master's Voice maneuvers
Initiation Action: 1 full-round action
Range: Charge Attack
Target: One creature
As part of this maneuver, you make a charge attack against an opponent. You may make a full attack rather than a single attack on this charge and each attack that hits and does damage deals an additional d4 sonic damage for each successful attack you made against him this round.

LEAD BY FEAR
Master's Voice (Stance)
Level: Firebrand 8
Prerequisite: 3 Master's Voice maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While in this stance, intelligent creatures with fewer HD than your initiator level that come within 30 feet of you must make a Will save (DC 10 + half you initiator level + your Cha modifier) or become frightened for one round and an additional round if they fail by more than 5. The same creature can not be affected more than once within 24 hours. You may also initiate a Duel of Wills at the beginning of each round rather than before initiative is rolled, though you still may not begin one against the same opponent twice in 24 hours. You may use Perform (oratory) in place of Intimidate in the Duel of Wills.

PEP TALK
Master's Voice (Stance)
Level: Firebrand 3
Prerequisite: 1 Master's Voice maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, allies that can hear you gain a morale bonus on attack rolls equal to your initiator level divided by 4, rounded down. When you enter this stance, if you have the bardic music ability, you may expend a use of it as a free action to double that bonus.

RATTLING STRIKE
Master's Voice (Strike)
Level: Firebrand 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
As part of this maneuver, you make a Perform (oratory) check (DC = enemy's AC) as well as an attack roll. If the check succeeds, the enemy is considered flat-footed against your attack.

REASSURING CHARGE
Master's Voice (Strike)
Level: Firebrand 3
Prerequisite: 1 Master's Voice maneuver
Initiation Action: 1 full-round action
Range: Charge attack
Target: One creature
As part of this maneuver, you make a charge attack against an opponent. Each ally you pass while charging gets a +4 morale bonus on Will saves for one round.

RESONATING BLOW
Master's Voice (Strike)
Level: Firebrand 5
Prerequisite: 2 Master's Voice maneuvers
Initiation Action: 1 standard action
Range: Sunder Attack
Target: One creature
As part of this maneuver, you make a Perform (oratory) check (DC = enemy's AC) as well as an attack roll to sunder a weapon which does not provoke an attack of opportunity. If the check succeeds, your damage roll to sunder deals double damage.

SCREECHING BLOWS
Master's Voice (Boost)
Level: Firebrand 4
Prerequisite: 1 Master's Voice maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
For the remainder of the round, each enemy you strike must succeed on a Will save (DC 14+ your Cha modifier) or be deafened for one round.

START A REVOLUTION
Master's Voice (Strike)
Level: Firebrand 6
Prerequisite: 2 Master's Voice maneuvers
Initiation Action: 1 full-round action
Range: Charge attack
Target: One creature
As part of this maneuver, you make a charge attack against an opponent. Each ally you pass while charging may make a single melee attack. If they choose to make the attack, it consumes one of their attacks of opportunity in the current round.

STRENGTH IN NUMBERS
Master's Voice (Boost)
Level: Firebrand 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
For the rest of the round, you gain a bonus on attack and damage rolls equal to the number of adjacent allies.

TALK TOUGH
Master's Voice (Stance)
Level: Firebrand 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While in this stance, you gain damage reduction based on your ranks in Perform (oratory) as show below. You may also use Perform(oratory) in place of Intimidate in a Duel of Wills.
{table=head]Perform ranks|Damage Reduction

3-7 |DR 1/-

8-12 |DR 2/-

13-17|DR 3/-

18+ |DR 4/-

[/table]

TIMELY ADVICE
Master's Voice (Counter)
Level: Firebrand 2
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
You may initiate this maneuver whenever you or an ally who can hear you fail a saving throw but before any negative effects are applied. You or that ally may attempt another saving throw to avoid the negative effects of failing the save.

TRASH TALK
Master's Voice (Stance)
Level: Firebrand 3
Prerequisite: 1 Master's Voice maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, enemies that can hear you take a morale penalty on attack rolls equal to your initiator level divided by 4, rounded down. When you enter this stance, if you have the bardic music ability, you may expend one use of it as a free action to double that penalty.

playswithfire
2010-10-10, 10:26 AM
WANDERING EYE
The Wandering Eye discipline was developed by a warrior-philosopher who taught those who would listen the simple truth that an enemy has the most difficulty defending against an attack he does not see coming. His teachings were shouted down by those who saw these tactics as distasteful and preferred open declarations of hostility, but they were soon defeated by those who had listened. The associated skill is Bluff and weapons are the collapsing crescent fan, hand crossbow, rapier, and sap.

AMBUSHER
Wandering Eye (Stance)
Level: Firebrand 8, Mercenary 8
Prerequisite: 3 Wandering Eye maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While in this stance and in any sort of natural terrain, you may use the Hide skill even if the terrain doesn’t grant cover or concealment and while being observed and gain a +1 bonus on your Hide checks for every 3 ranks you have in Bluff.

BACK AND FORTH
Wandering Eye (Stance)
Level: Firebrand 5, Mercenary 5
Prerequisite: 2 Wandering Eye maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You are in a constant state of motion, making it hard for enemies to strike you.
While you are in this stance, you gain a 15% concealment miss chance. This bonus increases to the standard 20% in any round in which you take a 5 ft. step.

BITE OF THE WASP
Wandering Eye (Strike)
Level: Firebrand 6, Mercenary 6
Prerequisite: 2 Wandering Eye maneuvers
Initiation Action: 1 full round action
Range: Double your move speed
Target: One or more creatures
As part of this maneuver, you may move up to twice your speed and make your full attack at any point during this movement. If you attack an enemy with a light weapon, they suffer the effects of the attack at the beginning of their next turn and are unaware that you were the cause.

CONFUSING STRIKE
Wandering Eye (Strike)
Level: Firebrand 1, Mercenary 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
As part of this maneuver, you make a single melee attack. If the attack hits and deals damage, the enemey you struck must make a Will save (DC 11+your Intelligence modifier) or be confused for one round.
This maneuver is a supernatural ability.

DECEPTIVE FLANKER
Wandering Eye (Stance)
Level: Firebrand 1, Mercenary 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You gain a higher bonus to your attack rolls when flanking an opponent while in this stance, as opposed to the normal +2. The bonus is determined by your ranks in Bluff as described below.
{table=head]Bluff Ranks|Flanking Bonus

6- 9|+3

10-13|+4

14-17|+5

18+ |+6

[/table]

DIRTIED BLADE STRIKE
Wandering Eye (Strike)
Level: Firebrand 4, Mercenary 4
Prerequisite: 1 Wandering Eye maneuver
Initiation Action: 1 standard action
Range: Melee range
Target: One creature
As part of this maneuver, you make a single melee attack. If the attack hits and deals damage, you may make a second attack with the same weapon at the same attack bonus and the opponent must make a Fortitude save (DC 14+your Intelligence modifier or be blinded for one round. A successful save negates the blinding, but not the second attack.

DOUBLE BLUFF
Wandering Eye (Strike)
Level: Firebrand 2, Mercenary 2
Initiation Action: 1 full-round action
Range: Weapon range
Target: One creature
As part of this maneuver, you make a feint check against a single opponent with a +4 bonus on the check as well as your normal full attack. If the check succeeds, that opponent is denied his Dexterity bonus against one attack made with each weapon you wield, maximum two weapons.

DRAMATIC DEATH
Wandering Eye (Counter)
Level: Firebrand 4, Mercenary 4
Prerequisite: 1 Wandering Eye maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
You may initiate this maneuver whenever an opponent strikes you. You become prone and that opponent must make a Will save (DC = your bluff modifier as you would use to feint) or believe that you are dead. If they fail, you gain a bonus on attack rolls made against that opponent in the next round equal to your Charisma modifier.

FAKE OUT
Wandering Eye (Strike)
Level: Firebrand 5, Mercenary 5
Prerequisite: 2 Wandering Eye maneuvers
Initiation Action: 1 full-round action
Range: Weapon range
Target: One or more creatures
This maneuver functions like Double Bluff except as noted here. If the enemy loses the feint check, they are denied their Dexterity bonus against all attacks made with one weapon you wield or two attacks made with each weapon you wield, maximum two weapons.

GUT PUNCH
Wandering Eye (Strike)
Level: Firebrand 5, Mercenary 5
Prerequisite: 2 Wandering Eye maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
As part of this maneuver, you make a single melee attack. If the attack hits and deals damage, the enemy must make a Fortitude save (DC = damage dealt) or be nauseated for one round. On a successful save, he is sickened for one round instead. If you make the attack unarmed, you deal an additional d4 damage.

KNOCK OFF-KILTER
Wandering Eye (Boost)
Level: Firebrand 2, Mercenary 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
For the rest of the round, each enemy you attack and deal sneak attack damage to is considered flanked until the start of your next turn.

LIE IN WAIT
Wandering Eye (Strike)
Level: Firebrand 7, Mercenary 7
Prerequisite: 3 Wandering Eye maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
As part of this maneuver, you make a single melee attack. If you are prone, you may get to your feet without provoking an attack of opportunity before making the attack. The target of your attack is flat-footed against this attack. If you have not moved in the current round, your attack deals an additional 2d6 damage.

OPPORTUNE MOMENT
Wandering Eye (Counter)
Level: Firebrand 2, Mercenary 2
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
You may initiate this maneuver whenever an opponent provokes an attack of opportunity from you. You may feint as an immediate action against that opponent. The benefits of winning the feint apply to your attack of opportunity.

QUICK TRICK
Wandering Eye (Boost)
Level: Firebrand 1, Mercenary 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
You may feint in combat as a swift action. You take a -1 penalty on the check for each enemy threatening you other than the one you are feinting against.

RASCAL BLADE
Wandering Eye (Boost)
Level: Firebrand 3, Mercenary 3
Prerequisite: 1 Wandering Eye maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
For the rest of of your turn, your attacks that qualify for sneak attack damage deal an additional 2d6 sneak damage and an additional amount of sneak attack damage equal to your Dexterity bonus.

SCOUNDREL BLADE
Wandering Eye (Boost)
Level: Firebrand 6, Mercenary 6
Prerequisite: 2 Wandering Eye maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
This maneuver functions like Rascal Blade except as noted here. For the rest of of your turn, your attacks that qualify for sneak attack damage deal an additional 3d6 sneak damage and an additional point of sneak attack damage per initiator level.

SEIZE THE OPPORTUNITY
Wandering Eye (Counter)
Level: Firebrand 7, Mercenary 7
Prerequisite: 3 Wandering Eye maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
Having found your enemy's weakness, you drive your blade deeply into it.
You may initiate this maneuver whenever you make an attack that would deal sneak attack damage and threatens a critical hit. You automatically confirm the critical hit and deal additional damage eqaul to the amount of sneak attack damage you would already deal. You may reduce this additional sneak attack damage by up to 4d6 and instead deal one point of Strength damage for each d6.

SOW DISCORD
Wandering Eye (Boost)
Level: Firebrand 8, Mercenary 8
Prerequisite: 3 Wandering Eye maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
For the rest of the round, each enemy you strike must make a Will save (DC 18 + your Intelligence modifier) or be confused for one round. On a successful save, he is shaken instead.
This maneuver is a supernatural ability.

TAG TEAM
Wandering Eye (Counter)
Level: Firebrand 3, Mercenary 3
Prerequisite: 1 Wandering Eye maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
You may initiate this maneuver whenever an ally declares an attack against an enemy within 10 feet of you but before the attack is resolved. You may make two 5 ft. steps as an immediate action to move into a flanking position to aid that ally's attack. If that attack succeeds, you may also attack that enemy but this attack consumes one of your attack of opportuninty for the round.

TRICKSTER'S GAMBIT
Wandering Eye (Strike)
Level: Firebrand 8, Mercenary 8
Prerequisite: 3 Wandering Eye maneuvers
Initiation Action: 1 full-round action
Range: Weapon range
Target: One or more creatures
This maneuver functions like Double Bluff except as noted here. Your bluff check to feint is opposed by each enemy within your weapon range. You may either have each enemy that loses the check be denied his Dexterity bonus against all attacks you make with one weapon you wield or one enemy who fails be denied his Dexterity bonus against all attacks you make with all weapons you hold this round.

VICTORY IN 100 BATTLES
Wandering Eye (Strike)
Level: Firebrand 9, Mercenary 9
Prerequisite: 4 Wandering Eye maneuvers
Initiation Action: 1 full-round action
Range: Melee Attack
Target: One creature
As part of this maneuver, you take a full attack action and make your normal melee attacks against one opponent. All attacks you make against this opponent are touch attacks and you gain the use of the Power Attack feat even if you do not know it. You gain a bonus to your armor class for one round equal to the penalty you take on your attack rolls in this way.

WHEN STRONG, APPEAR WEAK
Wandering Eye (Stance)
Level: Firebrand 3, Mercenary 3
Prerequisite: 1 Wandering Eye maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While in this stance, you have a -2 penalty to your AC, but gain a +2 bonus on attack and damage rolls against each opponent that attacks you.