Cidolfas
2010-06-26, 06:37 AM
Amaranth Eclipse
An orc martial adept was renowned for his terrible strength and even more for his repulsive visage. On a pilgrimage from his tribe, he thought of putting the two together. Combined with the endurance bequeathed upon him by his orc heritage, the nameless master was able to completely disregard defense in any battle, his opponent’s attacks broken from sheer terror. The end result, born through years of trial and error, was the Amaranth Eclipse discipline. Many who fought against this wandering harbinger of bloodshed were impressed by his ability to cow their forces into submission, and thus began to copy his techniques.
It would be giving its creator too much credit to say that the use of the Amaranth Eclipse discipline requires any measure of skill. While it is true that most of its users have finely honed their bodies to extraordinary strength and fortitude, this is more out of necessity in order to ensure the survival of the user and close the gap created by their near-complete disregard of defensive ideology.
The users of the Amaranth Eclipse are usually brutes who give little thought to strategy or defense, absorbing and dealing damage with incredible strength and endurance. Their fierce countenance strikes terror into the hearts of their opponents, and even allows them to hypnotize themselves into a state of bloodthirsty mania.
The Amaranth Eclipse is used for up close and brutal melee combat and is fit for little else. As such most of its weapons are those used for cleaving foes in twain. The greatsword, fullblade, greataxe, scythe, halberd, and guisarme are all associated with the Amaranth Eclipse. The discipline's key skill is Intimidate.
Learning Maneuvers from the Discipline
The original creator of the Amaranth Eclipse wasn't one to give lessons; many who learned his techniques did so through painful experience. Some were crazed enough to intentionally seek him out, coaxing one maneuver from him at a time. As a result, every maneuver from the current Amaranth Eclipse is purely imitational, taught by the survivors of those encounters. Even the discipline's very name originated from a copycat, who described his attacks as "a red storm blocking out the sun". The name stuck, despite the disagreements of some practitioners.
Because of the scarcity of masters and the questionable intelligence of those who would teach it, the Amaranth Eclipse requires more dedication to master than most, since quality training is hard to come by. The techniques were dismissed by the Temple of the Nine Swords, who were unwilling to accept the ravings of a few suicidal lunatics as a discipline. Even so, those who endeavor to learn the secrets of the Amaranth Eclipse may still do so, replacing one of their normal disciplines (usually Devoted Spirit) with the Amaranth Eclipse.
Maneuvers of the Amaranth Eclipse Discipline
1st-Level Maneuvers
Devilish Catharsis: Boost — Make an Intimidate check opposed by your target. Depending on the success of your roll, they are either shaken. frightened or panicked.
Ire of the Rising Sun: Stance — You can wield weapons one size larger than normal without penalty.
Masque of Red Death: Boost — Your next attack deals higher Strength-based damage than normal.
Shook Ones: Counter — Make an Intimidate check instead of an attack of opportunity to immobilize your target for 1 round.
Terror Tactics, Lesser: Strike — You make a single melee attack as a standard action that deals an extra 1d8 points of damage to a shaken opponent and 1d8 more damage per additional level of fright (frightened and panicked).
2nd-Level Maneuvers
Blade Grasp: Counter — Make a melee attack against a target that hits you in melee.
Blitzkrieg: Strike — Make two melee attacks as a standard action.
Deathbringer Assault: Boost — Sacrifice Armor Class for equal and opposite bonuses to attack and damage rolls.
Psychological Warfare: Strike — Your attack imposes a penalty of 1d6 points of Intelligence, Wisdom, and Charisma.
3rd-Level Maneuvers
Bloodlust: Strike — You are healed a number of hit points equal to one half the damage dealt by this strike.
Devil in the Mirror: Boost — You make an Intimidate check, and gain a number of temporary hit points equal to the check.
Glare of Submission: Counter — You are able to steal a larger opponent’s strength with a mere look.
Umbral Fever: Stance — For every 10 points of damage you take each round, you gain a cumulative +1 bonus to attack and damage rolls during the next round.
4th-Level Maneuvers
Bloody Cleaver: Boost — When you drop an opponent in melee, you may immediately make a full attack against another opponent whom you threaten in melee.
Iron Grasp: Counter — Make two melee attacks against an opponent who hits you in melee.
Terror Tactics: Strike — As lesser terror tactics, except your weapon deals an extra 3d8 points of damage per level of fright instilled in the target.
5th-Level Maneuvers
Blade of Fury: Counter — Make a melee attack and an Intimidate check as an immediate action, adding the result of the check to the damage of the attack.
Cathartic Inferno: Boost — As devilish catharsis, but in a radius around you and any target who would normally be panicked is now cowering.
Penumbra of Destruction: Strike — The opponent struck takes double damage and must succeed on a Fortitude save or be stunned for 1 round.
6th-Level Maneuvers
Crimson Tide: Stance — You may wield weapons up to two sizes larger than normal, and gain 5 additional feet of reach with all melee attacks made with such weapons.
Comet Crush: Strike — Deal 1d6 points of damage per point of Strength-based damage you would normally deal.
Red Scare: Counter — On a successful Intimidate check, the damage dealt to you by a damage-dealing effect or attack is halved.
7th-Level Maneuvers
Flash of the Scarlet Menace: Strike — You may now three attacks as a standard action, all at your highest attack bonus and without any penalties.
Terror Tactics, Greater: Strike — As lesser terror tactics, except your weapon deals an extra 6d8 points of damage per level of fright instilled in the target.
8th-Level Maneuvers
No Mercy: Boost — Make an Intimidate check. Add the result of this check to the damage of your next successful melee attack.
Savage Attack: Stance — All your attacks deal double damage, but all attacks on you also deal double damage.
9th-Level Maneuvers
Reflections in a Rubicund Eye: Strike — Your attack literally frightens opponents to death.
1st-Level Maneuvers
Terror Tactics, Lesser
Amaranth Eclipse (Strike)
Level: Crusader/Crusader/Warblade 1
Initiation Action: Standard Action
Range: Melee attack
Target: One creature
Your blade hacks through your opponents who, quaking in their boots at your approach, can do little to stop your onslaught.
You make a single melee attack as a standard action that deals additional damage to a terrified foe. If your opponent is shaken, they take 1d8 additional points of damage from your attack. If they are frightened, they take 1d8 more damage on top of the damage for being shaken. If they are panicked, they take yet another 1d8 points of damage (for a maximum of 3d8 extra damage possible).
Devilish Catharsis
Amaranth Eclipse (Boost)
Level: Crusader/Warblade 1
Initiation Action: Swift Action
Range: See text
Target: One creature
Duration: See text
Your power positively oozes from you as you stare down your opponent, striking fear into his heart.
You may make an Intimidate check that forces an opponent that can see you and that you threaten in melee to make a modified level check (1d20 + character level or Hit Dice + target’s Wisdom modifier + target’s modifiers on saves against fear). If you win the check, your opponent is considered shaken until the beginning of your next turn. If you win by 5 or more, the opponent is frightened for the same duration, and if you win by 10 or more they are treated as panicked.
Shook Ones
Amaranth Eclipse (Counter)
Level: Crusader/Warblade 1
Initiation Action: Immediate Action
Range: Personal
Target: One creature
[I]As your foe tries to flee, the sight of you stops him dead in his tracks, his legs buckling with fright.
When you would normally be able to make an attack of opportunity as a result of an opponent's movement, you may instead make an Intimidate check. If your check beats your opponent's roll, they must immediately halt and cannot move until the beginning of your next turn.
Ire of the Rising Sun
Amaranth Eclipse (Stance)
Level: Crusader/Warblade 1
Initiation Action: Swift action
Range: Personal
Target: You
Your muscles bulge with power, and you feel as if a great weight has been lifted off your shoulders. With steady footwork, you heft a huge weapon that would normally be beyond your power to hold.
You may wield weapons one size larger than normal without penalty. This stacks with any other ability that allows you to wield weapons one size category larger than normal, but does not stack with Monkey Grip or any other feat that increases permissible weapon size. In addition, all discipline weapons now have the option of dealing bludgeoning damage without a penalty to attack rolls.
Masque of Red Death
Amaranth Eclipse (Boost)
Level: Crusader/Warblade 1
Initiation Action: Swift Action
Range: Personal
Target: You
Duration: See text
You embrace a primal fury borne of years of battle, allowing you to channel your frightening rage into a vicious attack.
Your next attack is imbued with extra force, and adds twice your Strength modifier in damage instead of the normal 1.5 times. If you are wielding a weapon in one hand, you add 1.5 times your Strength modifier to damage. If you can make a full attack action, this only applies to the first attack of that sequence.
2nd-Level Maneuvers
Blade Grasp
Amaranth Eclipse (Counter)
Level: Crusader/Warblade 2
Initiation Action: Immediate Action
Range: See text
Target: One creature
When your opponent's weapon penetrates, you adjust your position to trap it inside your hold and leave them exposed for a counterattack.
When an opponent successfully hits you with a melee attack, you may make an melee attack against that foe. The target of your attack is denied their Dexterity bonus to Armor Class.
Blitzkrieg
Amaranth Eclipse (Strike)
Level: Crusader/Warblade 2
Initiation Action: Standard Action
Range: Melee attack
Target: One creature
Recognizing the slightest hesitation in your target, you press on mercilessly and deliver an additional attack.
You may make two melee attacks as a standard action, both at your highest base attack bonus. Both of these attack rolls suffer a -2 penalty.
Deathbringer Assault
Amaranth Eclipse (Boost)
Level: Crusader/Warblade 2
Initiation Action: Swift Action
Range: Personal
Target: You
Duration: 1 round
Seething with feral viciousness, you attack your foe head on with no thought to defending yourself. You throw yourself at your foe, as if daring them to attack before falling to your blade.
You disregard defense almost entirely, concentrating all your efforts into reducing enemies to mincemeat. You may incur a penalty to your Armor Class and gain an equivalent bonus to attack and damage rolls until the beginning of your next turn, but you can only take a maximum penalty of up to 1 point of Armor Class per two initiator levels. You cannot reduce your Armor Class below 0 with this maneuver.
Psychological Warfare
Amaranth Eclipse (Strike)
Level: Crusader/Warblade 2
Initiation Action: Standard Action
Range: Melee attack
Target: One creature
Your terrifying visage breaks your opponent's will just as your blade pierces their defenses.
Your intimidation abilities have the ability to strike opponents dumb. On a successful attack, make an Intimidate check. If you succeed, your opponent incurs a penalty a 1d6 penalty to their Intelligence, Wisdom and Charisma scores. This effect cannot reduce any ability scores below 1. This ability damage lasts for 1 round per initiator level.
3rd-Level Maneuvers
Bloodlust
Amaranth Eclipse (Strike)
Level: Crusader/Warblade
Prerequisite: One Amaranth Eclipse maneuver
Initiation Action: Standard Action
Range: Melee attack
Target: One creature
Reveling in your opponent's agony, you feel a rush on renewed vigor. You've never felt more alive!
With this strike, you make a single melee attack against an opponent with whom you are engaged in combat. If the attack roll is successful, you are healed a number of hit points equal to one half the damage dealt to the target of your attack. Damage nullified from damage reduction the foe being past -10 hit points is not counted.
Devil in the Mirror
Amaranth Eclipse (Boost)
Level: Crusader/Warblade 3
Prerequisite: One Amaranth Eclipse maneuver
Initiation Action: Swift Action
Range: Personal
Target: You
You look into the steel of your blade, using your own powers of intimidation to hypnotize yourself. This altered state of consciousness grants you sweet reprieve from the pain of your injuries.
When you use this maneuver, you make an Intimidate check. You immediately gain a number of temporary hit points equal to the result of your Intimidate check. These temporary hit points last for the duration of the current encounter.
Glare of Submission
Amaranth Eclipse (Counter)
Level: Crusader/Warblade 3
Prerequisite: One Amaranth Eclipse maneuver
Initiation Action: Immediate Action
Range: See text
Target: One creature
The massive brute bearing down on you tries to use its huge bulk to overwhelm you, but when he looks into your rage-filled eyes all the strength is drained from his body and you overwhelm him easily.
When you are targeted with a special attack in which the opponent receives a special size modifier, you may make an Intimidate check. If you beat their opposed roll, all size bonuses conferred upon the opposing creature are negated. Bonuses from a high Strength score still apply normally.
Umbral Fever
Amaranth Eclipse (Stance)
Level: Crusader/Warblade 3
Prerequisite: One Amaranth Eclipse maneuver
Initiation Action: Swift action
Range: Personal
Target: You
When the going gets rough, you laugh it off. Astounded by your lack of attention to your grievous wounds, your opponents leave themselves wide open to attack.
For every 10 points of damage you take or deal each round you maintain this stance, you gain a cumulative +1 bonus to attack and damage rolls made with melee weapons on your next turn.
4th-Level Maneuvers
Bloody Cleaver
Amaranth Eclipse (Boost)
Level: Crusader/Warblade 4
Prerequisite: One Amaranth Eclipse maneuver
Initiation Action: Swift Action
Range: See text
Target: One creature
One of your enemies falls, and your power is so great that he fails to even halt your momentum. Your blade lashes out to attack a second foe, not satisfied with one kill.
You can only activate this maneuver immediately after you have reduced an opponent to 0 or fewer hit points with a melee attack. Upon its activation, you may launch a full attack on another opponent that you threaten in melee.
Terror Tactics
Amaranth Eclipse (Strike)
Level: Crusader/Warblade
Prerequisite: One Amaranth Eclipse maneuver
Initiation Action: Standard Action
Range: Melee attack
Target: One creature
Your blade hacks through your opponents who, quaking in their boots at your approach, can do even less to stop your onslaught.
This maneuver functions just like lesser terror tactics, except your weapon deals an extra 3d8 points of damage per level of fright instilled in the target. Therefore, you can deal a maximum of 9d8 damage to the target with this maneuver.
5th-Level Maneuvers
Blade of Fury
Amaranth Eclipse (Counter)
Level: Crusader/Warblade 5
Prerequisite: Two Amaranth Eclipse maneuvers
Initiation Action: Immediate Action
Range: See text
Target: One creature
Your horrifying features give your opponent pause, and he lowers his guard just enough for you to strike quickly.
You may make a single melee attack and an Intimidate check as parts of the same immediate action. If the attack hits, add the result of your Intimidate check to the damage dealt.
Cathartic Inferno
Amaranth Eclipse (Boost)
Level: Crusader/Warblade 5
Prerequisite: Two Amaranth Eclipse maneuvers
Initiation Action: Boost Action
Range: See text
Target: See text
You are the center of attention, your terrifying visage causing all those around you to .
This ability has the same effect as devilish catharsis, with several exceptions. Any creature that you can threaten in melee is now affected, even if they cannot see you. In addition, a creature that would normally be panicked by this ability are instead totally overwhelmed by fear, cowering and unable to act at all. You may affect up to one creature per two initiator levels with this ability.
Penumbra of Destruction
Amaranth Eclipse (Strike)
Level: Crusader/Warblade 5
Prerequisite: Two Amaranth Eclipse Maneuvers
Initiation Action: Standard Action
Range: Melee attack
Target: One creature
You hit your enemy so hard they feel it down to their bones, reverberating through them and rendering them temporarily immobile.
On a successful attack, you deal double damage and force your target to make a Fortitude save (DC 15 + your Strength modifier) or be stunned until the end of their next turn. In addition, this attack also ignores hardness when used to attack a construct or object.
6th-Level Maneuvers
Crimson Tide
Amaranth Eclipse (Stance)
Level: Crusader/Warblade 6
Prerequisite: Two Amaranth Eclipse Maneuvers
Initiation Action: Swift action
Range: Personal
Target: You
You are so accustomed to swinging large weapons that you can now strike opponents from further away, maintaining maximum combat efficiency while increasing your sustainability.
In this stance, you may wield weapons two size categories larger than normal, and you also gain 5 extra feet of reach when using a weapon at least one size category larger than yourself. Unlike ire of the rising sun, this stance stacks with any other abilities that grant larger weapon usage.
Comet Crush
Amaranth Eclipse (Strike)
Level: Crusader/Warblade 6
Prerequisite: Two Amaranth Eclipse Maneuvers
Initiation Action: Standard Action
Range: Melee attack
Target: One creature
With awe-inspiring strength, you unleash a slash that strikes your opponent with the force of a falling meteor.
For every one point of damage you would normally deal from your Strength modifier, you deal 1d6 points of damage. This replaces your usual Strength-based damage.
Red Scare
Amaranth Eclipse (Counter)
Level: Crusader/Warblade 6
Prerequisite: Two Amaranth Eclipse Maneuvers
Initiation Action: Immediate Action
Range: See text
Target: One creature
The very sight of you weakens your opponent's resolve, causing their attacks to falter.
When someone successfully strikes you with any attack or effect that deals damage, you make an Intimidate check. If your Intimidate check beats their opposed check, the amount of damage dealt to you by that opponent is halved. If the opponent makes multiple attacks on you, the damage from all attacks is halved for the rest of their current turn.
7th-Level Maneuvers
Flash of the Scarlet Menace
Amaranth Eclipse (Strike)
Level: Crusader/Warblade 7
Prerequisite: Three Amaranth Eclipse maneuvers
Initiation Action: Standard Action
Range: Melee attack
Target: One creature
In order to maximize your enjoyment of the battle, you have held yourself back against these pitiful little worms. Not anymore. Now the gloves come off, and you kick some ass.
When you use this maneuver, you make three attacks as a standard action. All of these attacks use your highest base attack bonus and do not suffer any abnormal penalties.
Terror Tactics, Greater
Amaranth Eclipse (Strike)
Level: Crusader/Warblade 7
Prerequisite: Three Amaranth Eclipse maneuvers
Initiation Action: Standard Action
Range: Melee attack
Target: One creature
Your blade hacks through your opponents who, quaking in their boots at your approach, can do absolutely nothing to stop your onslaught.
This maneuver functions just like lesser terror tactics, except your weapon deals an extra 6d8 points of damage per level of fright instilled in the target. Therefore, you can deal a maximum of 18d8 damage to the target with this maneuver.
8th-Level Maneuvers
No Mercy
Amaranth Eclipse (Boost)
Level: Crusader/Warblade 8
Prerequisite: Three Amaranth Eclipse Maneuvers
Initiation Action: Swift Action
Range: Personal
Target: You
Duration: One turn
Fueled by your rage, your sword arm slashes harder than you ever thought possible, cutting through flesh and bone like a hot knife through butter.
Make an Intimidate check. Add the result of this check to the damage of you next successful melee attack.
Savage Attack
Amaranth Eclipse (Stance)
Level: Crusader/Warblade 8
Prerequisite: Three Amaranth Eclipse maneuvers
Initiation Action: Swift action
Range: Personal
Target: You
Coated in the blood of your enemies, you tear your foes to shreds with absolutely no care in the world for your personal well-being. Each attack hurts more than before, but this is little consolation to your eviscerated opponents.
So long as you maintain this stance, all damage you take of any kind is doubled. In return, all melee damage you deal is also doubled. If your damage is already being multiplied by another source, increase the previous multiplier by one instead of doubling. Because its basis lies in raw strength, this ability does not double precision-based damage (such as that derived from Sneak Attack, Skirmish, etc).
9th-Level Maneuvers
Reflections in a Rubicund Eye
Amaranth Eclipse (Strike)
Level: Crusader/Warblade 9
Prerequisite: Four Amaranth Eclipse maneuvers
Initiation Action: Standard Action
Range: Melee attack
Target: One creature
With a terrible roar, you unleash a vicious slash with your blade. Your opponent, pale as a sheet, stiffens in the throes of rigor mortis and is rent asunder by the force of your attack, already dead before you even touched him.
When you use this strike, you make an Intimidate check against your opponent's opposing roll. If you win and your attack hits, your opponent must make a Fortitude save (19 + your Strength modifier) against one of the effects below based on the result of the check:
Reflection in a Rubicund Eye Effects
{table=head]Result of Opposed Check|Effect
Up to Intimidate check -1|
Target takes 1d6 damage per initiator level
Up to Intimidate check -5|
Target takes 2d6 points of damage per intiator level
Up to Intimidate check -10|
Target is slain instantly [/table]
If the save is made against the lowest effect (1d6 damage per initiator level), the target takes half damage. If a save is made against either of the higher effects, they are affected by the next lowest effect. An undead or other creature that is immune to death effects but subjected to the highest effect must instead save successfully or take maximum damage from the next effect.
Feats
Nightmare Fuel
You can frighten anything.
Prerequisites: Intimidate 4 ranks
Benefit: Creatures who are immune to fear effects are no longer immune to your Intimidate checks. Instead, they gain a +4 bonus to their opposed rolls against your Intimidate check. This even affects creatures that are mindless, but they gain a +8 bonus to their roll instead of the normal +4.
Normal: Creatures who are immune to fear effects cannot be affected by the Intimidate skill.
An orc martial adept was renowned for his terrible strength and even more for his repulsive visage. On a pilgrimage from his tribe, he thought of putting the two together. Combined with the endurance bequeathed upon him by his orc heritage, the nameless master was able to completely disregard defense in any battle, his opponent’s attacks broken from sheer terror. The end result, born through years of trial and error, was the Amaranth Eclipse discipline. Many who fought against this wandering harbinger of bloodshed were impressed by his ability to cow their forces into submission, and thus began to copy his techniques.
It would be giving its creator too much credit to say that the use of the Amaranth Eclipse discipline requires any measure of skill. While it is true that most of its users have finely honed their bodies to extraordinary strength and fortitude, this is more out of necessity in order to ensure the survival of the user and close the gap created by their near-complete disregard of defensive ideology.
The users of the Amaranth Eclipse are usually brutes who give little thought to strategy or defense, absorbing and dealing damage with incredible strength and endurance. Their fierce countenance strikes terror into the hearts of their opponents, and even allows them to hypnotize themselves into a state of bloodthirsty mania.
The Amaranth Eclipse is used for up close and brutal melee combat and is fit for little else. As such most of its weapons are those used for cleaving foes in twain. The greatsword, fullblade, greataxe, scythe, halberd, and guisarme are all associated with the Amaranth Eclipse. The discipline's key skill is Intimidate.
Learning Maneuvers from the Discipline
The original creator of the Amaranth Eclipse wasn't one to give lessons; many who learned his techniques did so through painful experience. Some were crazed enough to intentionally seek him out, coaxing one maneuver from him at a time. As a result, every maneuver from the current Amaranth Eclipse is purely imitational, taught by the survivors of those encounters. Even the discipline's very name originated from a copycat, who described his attacks as "a red storm blocking out the sun". The name stuck, despite the disagreements of some practitioners.
Because of the scarcity of masters and the questionable intelligence of those who would teach it, the Amaranth Eclipse requires more dedication to master than most, since quality training is hard to come by. The techniques were dismissed by the Temple of the Nine Swords, who were unwilling to accept the ravings of a few suicidal lunatics as a discipline. Even so, those who endeavor to learn the secrets of the Amaranth Eclipse may still do so, replacing one of their normal disciplines (usually Devoted Spirit) with the Amaranth Eclipse.
Maneuvers of the Amaranth Eclipse Discipline
1st-Level Maneuvers
Devilish Catharsis: Boost — Make an Intimidate check opposed by your target. Depending on the success of your roll, they are either shaken. frightened or panicked.
Ire of the Rising Sun: Stance — You can wield weapons one size larger than normal without penalty.
Masque of Red Death: Boost — Your next attack deals higher Strength-based damage than normal.
Shook Ones: Counter — Make an Intimidate check instead of an attack of opportunity to immobilize your target for 1 round.
Terror Tactics, Lesser: Strike — You make a single melee attack as a standard action that deals an extra 1d8 points of damage to a shaken opponent and 1d8 more damage per additional level of fright (frightened and panicked).
2nd-Level Maneuvers
Blade Grasp: Counter — Make a melee attack against a target that hits you in melee.
Blitzkrieg: Strike — Make two melee attacks as a standard action.
Deathbringer Assault: Boost — Sacrifice Armor Class for equal and opposite bonuses to attack and damage rolls.
Psychological Warfare: Strike — Your attack imposes a penalty of 1d6 points of Intelligence, Wisdom, and Charisma.
3rd-Level Maneuvers
Bloodlust: Strike — You are healed a number of hit points equal to one half the damage dealt by this strike.
Devil in the Mirror: Boost — You make an Intimidate check, and gain a number of temporary hit points equal to the check.
Glare of Submission: Counter — You are able to steal a larger opponent’s strength with a mere look.
Umbral Fever: Stance — For every 10 points of damage you take each round, you gain a cumulative +1 bonus to attack and damage rolls during the next round.
4th-Level Maneuvers
Bloody Cleaver: Boost — When you drop an opponent in melee, you may immediately make a full attack against another opponent whom you threaten in melee.
Iron Grasp: Counter — Make two melee attacks against an opponent who hits you in melee.
Terror Tactics: Strike — As lesser terror tactics, except your weapon deals an extra 3d8 points of damage per level of fright instilled in the target.
5th-Level Maneuvers
Blade of Fury: Counter — Make a melee attack and an Intimidate check as an immediate action, adding the result of the check to the damage of the attack.
Cathartic Inferno: Boost — As devilish catharsis, but in a radius around you and any target who would normally be panicked is now cowering.
Penumbra of Destruction: Strike — The opponent struck takes double damage and must succeed on a Fortitude save or be stunned for 1 round.
6th-Level Maneuvers
Crimson Tide: Stance — You may wield weapons up to two sizes larger than normal, and gain 5 additional feet of reach with all melee attacks made with such weapons.
Comet Crush: Strike — Deal 1d6 points of damage per point of Strength-based damage you would normally deal.
Red Scare: Counter — On a successful Intimidate check, the damage dealt to you by a damage-dealing effect or attack is halved.
7th-Level Maneuvers
Flash of the Scarlet Menace: Strike — You may now three attacks as a standard action, all at your highest attack bonus and without any penalties.
Terror Tactics, Greater: Strike — As lesser terror tactics, except your weapon deals an extra 6d8 points of damage per level of fright instilled in the target.
8th-Level Maneuvers
No Mercy: Boost — Make an Intimidate check. Add the result of this check to the damage of your next successful melee attack.
Savage Attack: Stance — All your attacks deal double damage, but all attacks on you also deal double damage.
9th-Level Maneuvers
Reflections in a Rubicund Eye: Strike — Your attack literally frightens opponents to death.
1st-Level Maneuvers
Terror Tactics, Lesser
Amaranth Eclipse (Strike)
Level: Crusader/Crusader/Warblade 1
Initiation Action: Standard Action
Range: Melee attack
Target: One creature
Your blade hacks through your opponents who, quaking in their boots at your approach, can do little to stop your onslaught.
You make a single melee attack as a standard action that deals additional damage to a terrified foe. If your opponent is shaken, they take 1d8 additional points of damage from your attack. If they are frightened, they take 1d8 more damage on top of the damage for being shaken. If they are panicked, they take yet another 1d8 points of damage (for a maximum of 3d8 extra damage possible).
Devilish Catharsis
Amaranth Eclipse (Boost)
Level: Crusader/Warblade 1
Initiation Action: Swift Action
Range: See text
Target: One creature
Duration: See text
Your power positively oozes from you as you stare down your opponent, striking fear into his heart.
You may make an Intimidate check that forces an opponent that can see you and that you threaten in melee to make a modified level check (1d20 + character level or Hit Dice + target’s Wisdom modifier + target’s modifiers on saves against fear). If you win the check, your opponent is considered shaken until the beginning of your next turn. If you win by 5 or more, the opponent is frightened for the same duration, and if you win by 10 or more they are treated as panicked.
Shook Ones
Amaranth Eclipse (Counter)
Level: Crusader/Warblade 1
Initiation Action: Immediate Action
Range: Personal
Target: One creature
[I]As your foe tries to flee, the sight of you stops him dead in his tracks, his legs buckling with fright.
When you would normally be able to make an attack of opportunity as a result of an opponent's movement, you may instead make an Intimidate check. If your check beats your opponent's roll, they must immediately halt and cannot move until the beginning of your next turn.
Ire of the Rising Sun
Amaranth Eclipse (Stance)
Level: Crusader/Warblade 1
Initiation Action: Swift action
Range: Personal
Target: You
Your muscles bulge with power, and you feel as if a great weight has been lifted off your shoulders. With steady footwork, you heft a huge weapon that would normally be beyond your power to hold.
You may wield weapons one size larger than normal without penalty. This stacks with any other ability that allows you to wield weapons one size category larger than normal, but does not stack with Monkey Grip or any other feat that increases permissible weapon size. In addition, all discipline weapons now have the option of dealing bludgeoning damage without a penalty to attack rolls.
Masque of Red Death
Amaranth Eclipse (Boost)
Level: Crusader/Warblade 1
Initiation Action: Swift Action
Range: Personal
Target: You
Duration: See text
You embrace a primal fury borne of years of battle, allowing you to channel your frightening rage into a vicious attack.
Your next attack is imbued with extra force, and adds twice your Strength modifier in damage instead of the normal 1.5 times. If you are wielding a weapon in one hand, you add 1.5 times your Strength modifier to damage. If you can make a full attack action, this only applies to the first attack of that sequence.
2nd-Level Maneuvers
Blade Grasp
Amaranth Eclipse (Counter)
Level: Crusader/Warblade 2
Initiation Action: Immediate Action
Range: See text
Target: One creature
When your opponent's weapon penetrates, you adjust your position to trap it inside your hold and leave them exposed for a counterattack.
When an opponent successfully hits you with a melee attack, you may make an melee attack against that foe. The target of your attack is denied their Dexterity bonus to Armor Class.
Blitzkrieg
Amaranth Eclipse (Strike)
Level: Crusader/Warblade 2
Initiation Action: Standard Action
Range: Melee attack
Target: One creature
Recognizing the slightest hesitation in your target, you press on mercilessly and deliver an additional attack.
You may make two melee attacks as a standard action, both at your highest base attack bonus. Both of these attack rolls suffer a -2 penalty.
Deathbringer Assault
Amaranth Eclipse (Boost)
Level: Crusader/Warblade 2
Initiation Action: Swift Action
Range: Personal
Target: You
Duration: 1 round
Seething with feral viciousness, you attack your foe head on with no thought to defending yourself. You throw yourself at your foe, as if daring them to attack before falling to your blade.
You disregard defense almost entirely, concentrating all your efforts into reducing enemies to mincemeat. You may incur a penalty to your Armor Class and gain an equivalent bonus to attack and damage rolls until the beginning of your next turn, but you can only take a maximum penalty of up to 1 point of Armor Class per two initiator levels. You cannot reduce your Armor Class below 0 with this maneuver.
Psychological Warfare
Amaranth Eclipse (Strike)
Level: Crusader/Warblade 2
Initiation Action: Standard Action
Range: Melee attack
Target: One creature
Your terrifying visage breaks your opponent's will just as your blade pierces their defenses.
Your intimidation abilities have the ability to strike opponents dumb. On a successful attack, make an Intimidate check. If you succeed, your opponent incurs a penalty a 1d6 penalty to their Intelligence, Wisdom and Charisma scores. This effect cannot reduce any ability scores below 1. This ability damage lasts for 1 round per initiator level.
3rd-Level Maneuvers
Bloodlust
Amaranth Eclipse (Strike)
Level: Crusader/Warblade
Prerequisite: One Amaranth Eclipse maneuver
Initiation Action: Standard Action
Range: Melee attack
Target: One creature
Reveling in your opponent's agony, you feel a rush on renewed vigor. You've never felt more alive!
With this strike, you make a single melee attack against an opponent with whom you are engaged in combat. If the attack roll is successful, you are healed a number of hit points equal to one half the damage dealt to the target of your attack. Damage nullified from damage reduction the foe being past -10 hit points is not counted.
Devil in the Mirror
Amaranth Eclipse (Boost)
Level: Crusader/Warblade 3
Prerequisite: One Amaranth Eclipse maneuver
Initiation Action: Swift Action
Range: Personal
Target: You
You look into the steel of your blade, using your own powers of intimidation to hypnotize yourself. This altered state of consciousness grants you sweet reprieve from the pain of your injuries.
When you use this maneuver, you make an Intimidate check. You immediately gain a number of temporary hit points equal to the result of your Intimidate check. These temporary hit points last for the duration of the current encounter.
Glare of Submission
Amaranth Eclipse (Counter)
Level: Crusader/Warblade 3
Prerequisite: One Amaranth Eclipse maneuver
Initiation Action: Immediate Action
Range: See text
Target: One creature
The massive brute bearing down on you tries to use its huge bulk to overwhelm you, but when he looks into your rage-filled eyes all the strength is drained from his body and you overwhelm him easily.
When you are targeted with a special attack in which the opponent receives a special size modifier, you may make an Intimidate check. If you beat their opposed roll, all size bonuses conferred upon the opposing creature are negated. Bonuses from a high Strength score still apply normally.
Umbral Fever
Amaranth Eclipse (Stance)
Level: Crusader/Warblade 3
Prerequisite: One Amaranth Eclipse maneuver
Initiation Action: Swift action
Range: Personal
Target: You
When the going gets rough, you laugh it off. Astounded by your lack of attention to your grievous wounds, your opponents leave themselves wide open to attack.
For every 10 points of damage you take or deal each round you maintain this stance, you gain a cumulative +1 bonus to attack and damage rolls made with melee weapons on your next turn.
4th-Level Maneuvers
Bloody Cleaver
Amaranth Eclipse (Boost)
Level: Crusader/Warblade 4
Prerequisite: One Amaranth Eclipse maneuver
Initiation Action: Swift Action
Range: See text
Target: One creature
One of your enemies falls, and your power is so great that he fails to even halt your momentum. Your blade lashes out to attack a second foe, not satisfied with one kill.
You can only activate this maneuver immediately after you have reduced an opponent to 0 or fewer hit points with a melee attack. Upon its activation, you may launch a full attack on another opponent that you threaten in melee.
Terror Tactics
Amaranth Eclipse (Strike)
Level: Crusader/Warblade
Prerequisite: One Amaranth Eclipse maneuver
Initiation Action: Standard Action
Range: Melee attack
Target: One creature
Your blade hacks through your opponents who, quaking in their boots at your approach, can do even less to stop your onslaught.
This maneuver functions just like lesser terror tactics, except your weapon deals an extra 3d8 points of damage per level of fright instilled in the target. Therefore, you can deal a maximum of 9d8 damage to the target with this maneuver.
5th-Level Maneuvers
Blade of Fury
Amaranth Eclipse (Counter)
Level: Crusader/Warblade 5
Prerequisite: Two Amaranth Eclipse maneuvers
Initiation Action: Immediate Action
Range: See text
Target: One creature
Your horrifying features give your opponent pause, and he lowers his guard just enough for you to strike quickly.
You may make a single melee attack and an Intimidate check as parts of the same immediate action. If the attack hits, add the result of your Intimidate check to the damage dealt.
Cathartic Inferno
Amaranth Eclipse (Boost)
Level: Crusader/Warblade 5
Prerequisite: Two Amaranth Eclipse maneuvers
Initiation Action: Boost Action
Range: See text
Target: See text
You are the center of attention, your terrifying visage causing all those around you to .
This ability has the same effect as devilish catharsis, with several exceptions. Any creature that you can threaten in melee is now affected, even if they cannot see you. In addition, a creature that would normally be panicked by this ability are instead totally overwhelmed by fear, cowering and unable to act at all. You may affect up to one creature per two initiator levels with this ability.
Penumbra of Destruction
Amaranth Eclipse (Strike)
Level: Crusader/Warblade 5
Prerequisite: Two Amaranth Eclipse Maneuvers
Initiation Action: Standard Action
Range: Melee attack
Target: One creature
You hit your enemy so hard they feel it down to their bones, reverberating through them and rendering them temporarily immobile.
On a successful attack, you deal double damage and force your target to make a Fortitude save (DC 15 + your Strength modifier) or be stunned until the end of their next turn. In addition, this attack also ignores hardness when used to attack a construct or object.
6th-Level Maneuvers
Crimson Tide
Amaranth Eclipse (Stance)
Level: Crusader/Warblade 6
Prerequisite: Two Amaranth Eclipse Maneuvers
Initiation Action: Swift action
Range: Personal
Target: You
You are so accustomed to swinging large weapons that you can now strike opponents from further away, maintaining maximum combat efficiency while increasing your sustainability.
In this stance, you may wield weapons two size categories larger than normal, and you also gain 5 extra feet of reach when using a weapon at least one size category larger than yourself. Unlike ire of the rising sun, this stance stacks with any other abilities that grant larger weapon usage.
Comet Crush
Amaranth Eclipse (Strike)
Level: Crusader/Warblade 6
Prerequisite: Two Amaranth Eclipse Maneuvers
Initiation Action: Standard Action
Range: Melee attack
Target: One creature
With awe-inspiring strength, you unleash a slash that strikes your opponent with the force of a falling meteor.
For every one point of damage you would normally deal from your Strength modifier, you deal 1d6 points of damage. This replaces your usual Strength-based damage.
Red Scare
Amaranth Eclipse (Counter)
Level: Crusader/Warblade 6
Prerequisite: Two Amaranth Eclipse Maneuvers
Initiation Action: Immediate Action
Range: See text
Target: One creature
The very sight of you weakens your opponent's resolve, causing their attacks to falter.
When someone successfully strikes you with any attack or effect that deals damage, you make an Intimidate check. If your Intimidate check beats their opposed check, the amount of damage dealt to you by that opponent is halved. If the opponent makes multiple attacks on you, the damage from all attacks is halved for the rest of their current turn.
7th-Level Maneuvers
Flash of the Scarlet Menace
Amaranth Eclipse (Strike)
Level: Crusader/Warblade 7
Prerequisite: Three Amaranth Eclipse maneuvers
Initiation Action: Standard Action
Range: Melee attack
Target: One creature
In order to maximize your enjoyment of the battle, you have held yourself back against these pitiful little worms. Not anymore. Now the gloves come off, and you kick some ass.
When you use this maneuver, you make three attacks as a standard action. All of these attacks use your highest base attack bonus and do not suffer any abnormal penalties.
Terror Tactics, Greater
Amaranth Eclipse (Strike)
Level: Crusader/Warblade 7
Prerequisite: Three Amaranth Eclipse maneuvers
Initiation Action: Standard Action
Range: Melee attack
Target: One creature
Your blade hacks through your opponents who, quaking in their boots at your approach, can do absolutely nothing to stop your onslaught.
This maneuver functions just like lesser terror tactics, except your weapon deals an extra 6d8 points of damage per level of fright instilled in the target. Therefore, you can deal a maximum of 18d8 damage to the target with this maneuver.
8th-Level Maneuvers
No Mercy
Amaranth Eclipse (Boost)
Level: Crusader/Warblade 8
Prerequisite: Three Amaranth Eclipse Maneuvers
Initiation Action: Swift Action
Range: Personal
Target: You
Duration: One turn
Fueled by your rage, your sword arm slashes harder than you ever thought possible, cutting through flesh and bone like a hot knife through butter.
Make an Intimidate check. Add the result of this check to the damage of you next successful melee attack.
Savage Attack
Amaranth Eclipse (Stance)
Level: Crusader/Warblade 8
Prerequisite: Three Amaranth Eclipse maneuvers
Initiation Action: Swift action
Range: Personal
Target: You
Coated in the blood of your enemies, you tear your foes to shreds with absolutely no care in the world for your personal well-being. Each attack hurts more than before, but this is little consolation to your eviscerated opponents.
So long as you maintain this stance, all damage you take of any kind is doubled. In return, all melee damage you deal is also doubled. If your damage is already being multiplied by another source, increase the previous multiplier by one instead of doubling. Because its basis lies in raw strength, this ability does not double precision-based damage (such as that derived from Sneak Attack, Skirmish, etc).
9th-Level Maneuvers
Reflections in a Rubicund Eye
Amaranth Eclipse (Strike)
Level: Crusader/Warblade 9
Prerequisite: Four Amaranth Eclipse maneuvers
Initiation Action: Standard Action
Range: Melee attack
Target: One creature
With a terrible roar, you unleash a vicious slash with your blade. Your opponent, pale as a sheet, stiffens in the throes of rigor mortis and is rent asunder by the force of your attack, already dead before you even touched him.
When you use this strike, you make an Intimidate check against your opponent's opposing roll. If you win and your attack hits, your opponent must make a Fortitude save (19 + your Strength modifier) against one of the effects below based on the result of the check:
Reflection in a Rubicund Eye Effects
{table=head]Result of Opposed Check|Effect
Up to Intimidate check -1|
Target takes 1d6 damage per initiator level
Up to Intimidate check -5|
Target takes 2d6 points of damage per intiator level
Up to Intimidate check -10|
Target is slain instantly [/table]
If the save is made against the lowest effect (1d6 damage per initiator level), the target takes half damage. If a save is made against either of the higher effects, they are affected by the next lowest effect. An undead or other creature that is immune to death effects but subjected to the highest effect must instead save successfully or take maximum damage from the next effect.
Feats
Nightmare Fuel
You can frighten anything.
Prerequisites: Intimidate 4 ranks
Benefit: Creatures who are immune to fear effects are no longer immune to your Intimidate checks. Instead, they gain a +4 bonus to their opposed rolls against your Intimidate check. This even affects creatures that are mindless, but they gain a +8 bonus to their roll instead of the normal +4.
Normal: Creatures who are immune to fear effects cannot be affected by the Intimidate skill.