The-Mage-King
2010-11-17, 11:11 AM
Spiral Warrior
http://archive.easymodo.net/board/cgl/img/0036/81/1287525509791.jpg
"When people speak about the mighty and tenacious demon of Giha village, they're talking about me, the mighty KAMINA!" -Kamina the mighty and tenacious, Spiral Warrior.
There are those who choose to squander the gift given to them by nature, the gift of the Spiral.
And then there are these guys. The paragons of Hot Blood and exuberant fighting, they use the gift of the Spiral to the fullest, kicking out logic and making the impossible possible.
Adventures: A Spiral Warrior adventures for many reasons. Some do so hoping to shape a better future. Others, to protect their friends. Still more, to destroy their enemies.
Characteristics: Spiral Warriors make use of a combination of Psionic powers and Martial maneuvers to destroy their foes, with the most important part about the class being its flexibility.
Alignment: Though the vast majority of Spiral Warriors are Chaotic or Good, there are still some examples of Evil and Lawful Spiral Warriors. Spiral Warriors have no alignment restrictions.
Races: The majority of Spiral Warriors are humans, with other humanoids having a token presence. Non-humanoid races rarely become Spiral Warriors.
Alignment: Any.
Hit Die: d10.
Class Skills
The Spiral Warrior’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (psionics) (Int), Martial Lore (Int), Perform (Oratory) (Cha), Profession (Wis), Ride (Dex), Search (Int), and Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.
Level|BAB|Fort Save |Ref Save |Will Save |Special|Maneuvers Readied|Maneuvers Known|Stances Known|Power Points/Day|Powers Known|Maximum Power Level Known
1|+0|+0|+0|+2|Hidden Talent, Path|1|2|1|0*|1|1st
2|+1|+0|+0|+3||1|2|1|1|1|1st
3|+2|+1|+1|+3||1|3|1|1|1|1st
4|+3|+1|+1|+4|Bold Defense|2|3|1|1|2|2nd
5|+3|+1|+1|+4|Bonus Feat, Path|2|3|1|3|2|2nd
6|+4|+2|+2|+5|Fearless|2|4|1|5|2|2nd
7|+5|+2|+2|+5|Improved Path|2|4|2|7|3|3rd
8|+6/+1|+2|+2|+6|Unshatterable Will|3|4|2|11|3|3rd
9|+6/+1|+3|+3|+6||3|5|2|15|3|3rd
10|+7/+2|+3|+3|+7|Bonus Feat|3|5|2|19|4|4th
11|+8/+3|+3|+3|+7|Improved path|3|5|2|23|4|4th
12|+9/+4|+4|+4|+8|Spiral Strike |4|6|2|27|4|4th
13|+9/+4|+4|+4|+8||4|6|3|35|5|5th
14|+10/+5|+4|+4|+9|Superior Path|4|6|3|43|5|5th
15|+11/+6/+1|+5|+5|+9|Bonus Feat|4|7|3|51|5|5th
16|+12/+7/+2|+5|+5|+10||5|7|3|59|6|6th
17|+12/+7/+2|+5|+5|+10|Gattai!|5|7|3|67|6|6th
18|+13/+8/+3|+6|+6|+11|Superior Path|5|8|3|79|6|6th
19|+14/+9/+4|+6|+6|+11||5|8|4|91|7|6th
20|+15/+10/+5|+6|+6|+12|Bonus Feat|6|8|4|103|7|6th
*The Spiral Warrior does not gain any power points from his class until 2nd level, though he is still counted as a manifester of his class level for the purposes of determining if he gains bonus power points from a high Cha score.
Weapon and armor proficiencies: A Spiral Warrior is proficient with all simple and martial weapons and light armor, but not any shields.
Maneuvers: You begin your career with knowledge of two martial maneuvers. The disciplines available to you at first level are Iron Heart and Sleeping Goddess (http://www.giantitp.com/forums/showthread.php?p=5408276), along with one other that you choose (see Path for more details on this selection).
Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by Spiral Warriors is considered an extraordinary ability unless otherwise noted in its description.
Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.
You learn additional maneuvers at higher levels, as shown on the above table. You must meet a maneuver’s prerequisite to learn it. See Tome of Battle, page 39, to determine the highest-level maneuvers you can learn.
Upon reaching 5th level, and at every odd-numbered Spiral Warrior level after that (7th, 9th, 11th, and so on), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 11th level, you could trade in a single 1st-, 2nd-, 3rd-, 4th-, or 5th-level maneuver for a maneuver of 6th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level.
Maneuvers Readied: You can ready one of the two maneuvers you know 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 ready your maneuvers by exercising for 5 minutes. The maneuvers you choose remain readied until you decide to exercise again and change them.
You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in practice, you can change your readied maneuvers. You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (until you recover them, as described below).
You can recover all expended maneuvers with a single swift action, which must be immediately followed in the same round with a melee attack or using a standard action to do nothing else in the round (such as executing a quick, harmless flourish with your weapon). You cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.
Stances Known: You begin play with knowledge of one 1st-level stance from any discipline open to you. At 8th, 14th, and 20th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.
Power Points/Day: A Spiral Warrior’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on the above table. In addition, he receives bonus power points per day if he has a high Charisma score. His race may also provide bonus power points per day, as may certain feats and items.
Powers Known: A Spiral Warrior begins learns one Spiral Warrior power of your choice at 1st-level. At 4th-level and every third level thereafter he unlocks the knowledge of a new power.
Choose the powers known from the Spiral Warrior power list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a Spiral Warrior to learn powers from the lists of other classes.) A Spiral Warrior can manifest any power that has a power point cost equal to or lower than his manifester level.
The total number of powers a Spiral Warrior can manifest in a day is limited only by his daily power points.
A Spiral Warrior simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points.
The Difficulty Class for saving throws against Spiral Warrior powers is 10 + the power’s level + the Spiral Warrior’s Charisma modifier.
Maximum Power Level Known: A Spiral Warrior gains the ability to learn 1st-level powers at level 1. As he attains higher levels, he may gain the ability to master more complex powers.
To learn or manifest a power, a Spiral Warrior must have a Charisma score of at least 10 + the power’s level.
Hidden Talent: At 1st-level a Spiral Warrior gains Hidden Talent as a Bonus Feat, but must select a 1st-level power from the Spiral Warrior list as the power known. Treat your levels in Spiral Warrior as your manifester level for this power. Its save, if it needs one, is Cha based.
Path: A 1st-level, and again at 5th-level, a Spiral Warrior embarks upon one of the many paths of the Spiral Warrior. Choose one of the following paths, and gain its effects. This choice cannot be changed.
Path of the Inspiring Leader: You gain access to the White Raven discipline, and a +2 bonus to Diplomacy checks.
Path of the Mighty Leader: You gain access to the Scarlet Bravura (http://www.giantitp.com/forums/showthread.php?p=5569037) discipline, as well as a +2 bonus to Perform (Oratory) checks.
Path of Calculated Battle: You gain access to Diamond Mind discipline, and a +2 bonus on Concentration checks.
Path of Beast: You gain access to the Tiger Claw discipline, and gain a +2 bonus to Jump checks.
Path of Man: You gain access to the Army of One (http://www.giantitp.com/forums/showthread.php?p=5710173) discipline, and gain a +2 bonus to Intimidate checks.
Path of the Digger: You gain access to the Stone Dragon discipline, and a +2 bonus to Balance checks.
Path of the Dual Soul: You gain access to the Twin Spirit (http://www.giantitp.com/forums/showthread.php?t=40991) discipline, and a +2 bonus to Ride checks.
Bonus Feat: At 5th-, 10th-, 15th-, and 20th-level you gain a bonus feat, chosen from the following list: Improved Initiative, Combat Manifestation, Expanded Knowledge, Iron Will, Mind Over Body, Over Channel, Talented, Martial Stance, Psionic Body, Psionic Weapon, Rapid Metabolism, Blade Meditation, Reckless Offense, Greater Psionic Weapon, Deep Impact, Mental Juggernaut. You must meet all prerequisites for the bonus feat(s) ou select.
Bold Defense (Su): At 4th-level a Spiral Warrior's audacity reaches into the realms of the extreme. He may add his Charisma modifier to his AC as a deflection bonus when wearing light or no armor.
Fearless (Ex): A Spiral Warrior throws things like "reason" and "doubt" out the window. At 6th level a Spiral Warrior becomes immune to Fear effects.
Improved Path: At 7th level, a Spiral Warrior chooses Sleeping Goddess, Iron Heart, or one of the two martial disciplines made available to him by the Path ability. He gains a +1 bonus to attack rolls made as part of maneuver for the chosen discipline, and learns an additional maneuver of that discipline. At 7th, 12th, and 17th levels, the Spiral Warrior learns an additional maneuver of that discipline.
At 11th level, the Spiral Warrior chooses either a second discipline from the same list or the same discipline a second time. If he chooses a second discipline, he gains a +1 bonus to attack rolls with maneuvers from that discipline, and gains additional maneuvers known from the second discipline at 11th and 16th levels. If he chooses the same discipline a second time, he gains the ability to ready one additional maneuver, which must be from that discipline, and gains an additional stance known from that discipline at 15th level.
Unshatterable Will (Ex): At 8th-level and higher, a Spiral Warrior is of such tenacity and willpower that he can shake off even the greatest of enchantments and illusions with little effect. If he makes a successful Will saving throw against an ability that normally has a partial effect on a successful save, he does not suffer from that effect. In addition, if he fails the save against an ability that normally would not be allowed another save unless in unusual circumstances (Ex: Charm Person, Suggestion, the "Psionic terror's" stunning Mind Blast, Hold Person) he may make another save one round later. If this second save succeeds, he shakes off the effects of the ability.*
Spiral Strike (Su): At 12th level, a Spiral Warrior learns how to perform the most important attack of the class- the Spiral Strike. As a full round action, by expending his Psionic Focus and paying 5 power points, he may charge up to 60 feet in a straight line, attack one creature at the end of the charge, and compare that attack's result to the AC of all creatures that he would threaten with his natural reach.**
If the attack succeeds, he deals an extra 4d8 points of damage to the creature he charged, and he deals 4d8 points of damage to each creature in the path of the charge that his attack roll overcame the AC of. This damage may be improved by expending another 2 power points per d8 of damage added, to a maximum number equal to his manifester level.
Superior Path: At 14th and 18th levels a Spiral Warrior goes even further down one of the paths he chose. Select one of the paths that the Spiral Warrior chose. He may ready an additional maneuver from that discipline each day. In addition, by paying power points equal to twice the maneuver's level, he may initiate any maneuver he knows from that discipline, regardless of if he readied it that day or not, or if it was expended and had yet to be refreshed during this combat. You must select the other path you took with the 18th-level incarnation of this ability.
GATTAI! (Ps): At 17th-level the Spiral Warrior may use fusion as a Psi-Like ability once per day.
*Yes, even if it is Plane Shift or something like that. After all, doing the impossible is the Team Dai-Gurren's way.
**This means "Reach from size and some feats, but not weapons or magic". If a Medium character is magically or Psionically increased to Large, then he has the Large reach. If he's holding a glaive, he still has medium reach, but not glaive reach. If he's given extra reach through a magic item or a spell, he has medium reach and not whatever that gives him. If he takes a feat that increases his reach... Well, that increases his reach for this.
___________________
Wait for the second post, which will have the power list and some other stuff...
http://archive.easymodo.net/board/cgl/img/0036/81/1287525509791.jpg
"When people speak about the mighty and tenacious demon of Giha village, they're talking about me, the mighty KAMINA!" -Kamina the mighty and tenacious, Spiral Warrior.
There are those who choose to squander the gift given to them by nature, the gift of the Spiral.
And then there are these guys. The paragons of Hot Blood and exuberant fighting, they use the gift of the Spiral to the fullest, kicking out logic and making the impossible possible.
Adventures: A Spiral Warrior adventures for many reasons. Some do so hoping to shape a better future. Others, to protect their friends. Still more, to destroy their enemies.
Characteristics: Spiral Warriors make use of a combination of Psionic powers and Martial maneuvers to destroy their foes, with the most important part about the class being its flexibility.
Alignment: Though the vast majority of Spiral Warriors are Chaotic or Good, there are still some examples of Evil and Lawful Spiral Warriors. Spiral Warriors have no alignment restrictions.
Races: The majority of Spiral Warriors are humans, with other humanoids having a token presence. Non-humanoid races rarely become Spiral Warriors.
Alignment: Any.
Hit Die: d10.
Class Skills
The Spiral Warrior’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (psionics) (Int), Martial Lore (Int), Perform (Oratory) (Cha), Profession (Wis), Ride (Dex), Search (Int), and Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.
Level|BAB|Fort Save |Ref Save |Will Save |Special|Maneuvers Readied|Maneuvers Known|Stances Known|Power Points/Day|Powers Known|Maximum Power Level Known
1|+0|+0|+0|+2|Hidden Talent, Path|1|2|1|0*|1|1st
2|+1|+0|+0|+3||1|2|1|1|1|1st
3|+2|+1|+1|+3||1|3|1|1|1|1st
4|+3|+1|+1|+4|Bold Defense|2|3|1|1|2|2nd
5|+3|+1|+1|+4|Bonus Feat, Path|2|3|1|3|2|2nd
6|+4|+2|+2|+5|Fearless|2|4|1|5|2|2nd
7|+5|+2|+2|+5|Improved Path|2|4|2|7|3|3rd
8|+6/+1|+2|+2|+6|Unshatterable Will|3|4|2|11|3|3rd
9|+6/+1|+3|+3|+6||3|5|2|15|3|3rd
10|+7/+2|+3|+3|+7|Bonus Feat|3|5|2|19|4|4th
11|+8/+3|+3|+3|+7|Improved path|3|5|2|23|4|4th
12|+9/+4|+4|+4|+8|Spiral Strike |4|6|2|27|4|4th
13|+9/+4|+4|+4|+8||4|6|3|35|5|5th
14|+10/+5|+4|+4|+9|Superior Path|4|6|3|43|5|5th
15|+11/+6/+1|+5|+5|+9|Bonus Feat|4|7|3|51|5|5th
16|+12/+7/+2|+5|+5|+10||5|7|3|59|6|6th
17|+12/+7/+2|+5|+5|+10|Gattai!|5|7|3|67|6|6th
18|+13/+8/+3|+6|+6|+11|Superior Path|5|8|3|79|6|6th
19|+14/+9/+4|+6|+6|+11||5|8|4|91|7|6th
20|+15/+10/+5|+6|+6|+12|Bonus Feat|6|8|4|103|7|6th
*The Spiral Warrior does not gain any power points from his class until 2nd level, though he is still counted as a manifester of his class level for the purposes of determining if he gains bonus power points from a high Cha score.
Weapon and armor proficiencies: A Spiral Warrior is proficient with all simple and martial weapons and light armor, but not any shields.
Maneuvers: You begin your career with knowledge of two martial maneuvers. The disciplines available to you at first level are Iron Heart and Sleeping Goddess (http://www.giantitp.com/forums/showthread.php?p=5408276), along with one other that you choose (see Path for more details on this selection).
Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by Spiral Warriors is considered an extraordinary ability unless otherwise noted in its description.
Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.
You learn additional maneuvers at higher levels, as shown on the above table. You must meet a maneuver’s prerequisite to learn it. See Tome of Battle, page 39, to determine the highest-level maneuvers you can learn.
Upon reaching 5th level, and at every odd-numbered Spiral Warrior level after that (7th, 9th, 11th, and so on), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 11th level, you could trade in a single 1st-, 2nd-, 3rd-, 4th-, or 5th-level maneuver for a maneuver of 6th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level.
Maneuvers Readied: You can ready one of the two maneuvers you know 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 ready your maneuvers by exercising for 5 minutes. The maneuvers you choose remain readied until you decide to exercise again and change them.
You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in practice, you can change your readied maneuvers. You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (until you recover them, as described below).
You can recover all expended maneuvers with a single swift action, which must be immediately followed in the same round with a melee attack or using a standard action to do nothing else in the round (such as executing a quick, harmless flourish with your weapon). You cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.
Stances Known: You begin play with knowledge of one 1st-level stance from any discipline open to you. At 8th, 14th, and 20th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.
Power Points/Day: A Spiral Warrior’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on the above table. In addition, he receives bonus power points per day if he has a high Charisma score. His race may also provide bonus power points per day, as may certain feats and items.
Powers Known: A Spiral Warrior begins learns one Spiral Warrior power of your choice at 1st-level. At 4th-level and every third level thereafter he unlocks the knowledge of a new power.
Choose the powers known from the Spiral Warrior power list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a Spiral Warrior to learn powers from the lists of other classes.) A Spiral Warrior can manifest any power that has a power point cost equal to or lower than his manifester level.
The total number of powers a Spiral Warrior can manifest in a day is limited only by his daily power points.
A Spiral Warrior simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points.
The Difficulty Class for saving throws against Spiral Warrior powers is 10 + the power’s level + the Spiral Warrior’s Charisma modifier.
Maximum Power Level Known: A Spiral Warrior gains the ability to learn 1st-level powers at level 1. As he attains higher levels, he may gain the ability to master more complex powers.
To learn or manifest a power, a Spiral Warrior must have a Charisma score of at least 10 + the power’s level.
Hidden Talent: At 1st-level a Spiral Warrior gains Hidden Talent as a Bonus Feat, but must select a 1st-level power from the Spiral Warrior list as the power known. Treat your levels in Spiral Warrior as your manifester level for this power. Its save, if it needs one, is Cha based.
Path: A 1st-level, and again at 5th-level, a Spiral Warrior embarks upon one of the many paths of the Spiral Warrior. Choose one of the following paths, and gain its effects. This choice cannot be changed.
Path of the Inspiring Leader: You gain access to the White Raven discipline, and a +2 bonus to Diplomacy checks.
Path of the Mighty Leader: You gain access to the Scarlet Bravura (http://www.giantitp.com/forums/showthread.php?p=5569037) discipline, as well as a +2 bonus to Perform (Oratory) checks.
Path of Calculated Battle: You gain access to Diamond Mind discipline, and a +2 bonus on Concentration checks.
Path of Beast: You gain access to the Tiger Claw discipline, and gain a +2 bonus to Jump checks.
Path of Man: You gain access to the Army of One (http://www.giantitp.com/forums/showthread.php?p=5710173) discipline, and gain a +2 bonus to Intimidate checks.
Path of the Digger: You gain access to the Stone Dragon discipline, and a +2 bonus to Balance checks.
Path of the Dual Soul: You gain access to the Twin Spirit (http://www.giantitp.com/forums/showthread.php?t=40991) discipline, and a +2 bonus to Ride checks.
Bonus Feat: At 5th-, 10th-, 15th-, and 20th-level you gain a bonus feat, chosen from the following list: Improved Initiative, Combat Manifestation, Expanded Knowledge, Iron Will, Mind Over Body, Over Channel, Talented, Martial Stance, Psionic Body, Psionic Weapon, Rapid Metabolism, Blade Meditation, Reckless Offense, Greater Psionic Weapon, Deep Impact, Mental Juggernaut. You must meet all prerequisites for the bonus feat(s) ou select.
Bold Defense (Su): At 4th-level a Spiral Warrior's audacity reaches into the realms of the extreme. He may add his Charisma modifier to his AC as a deflection bonus when wearing light or no armor.
Fearless (Ex): A Spiral Warrior throws things like "reason" and "doubt" out the window. At 6th level a Spiral Warrior becomes immune to Fear effects.
Improved Path: At 7th level, a Spiral Warrior chooses Sleeping Goddess, Iron Heart, or one of the two martial disciplines made available to him by the Path ability. He gains a +1 bonus to attack rolls made as part of maneuver for the chosen discipline, and learns an additional maneuver of that discipline. At 7th, 12th, and 17th levels, the Spiral Warrior learns an additional maneuver of that discipline.
At 11th level, the Spiral Warrior chooses either a second discipline from the same list or the same discipline a second time. If he chooses a second discipline, he gains a +1 bonus to attack rolls with maneuvers from that discipline, and gains additional maneuvers known from the second discipline at 11th and 16th levels. If he chooses the same discipline a second time, he gains the ability to ready one additional maneuver, which must be from that discipline, and gains an additional stance known from that discipline at 15th level.
Unshatterable Will (Ex): At 8th-level and higher, a Spiral Warrior is of such tenacity and willpower that he can shake off even the greatest of enchantments and illusions with little effect. If he makes a successful Will saving throw against an ability that normally has a partial effect on a successful save, he does not suffer from that effect. In addition, if he fails the save against an ability that normally would not be allowed another save unless in unusual circumstances (Ex: Charm Person, Suggestion, the "Psionic terror's" stunning Mind Blast, Hold Person) he may make another save one round later. If this second save succeeds, he shakes off the effects of the ability.*
Spiral Strike (Su): At 12th level, a Spiral Warrior learns how to perform the most important attack of the class- the Spiral Strike. As a full round action, by expending his Psionic Focus and paying 5 power points, he may charge up to 60 feet in a straight line, attack one creature at the end of the charge, and compare that attack's result to the AC of all creatures that he would threaten with his natural reach.**
If the attack succeeds, he deals an extra 4d8 points of damage to the creature he charged, and he deals 4d8 points of damage to each creature in the path of the charge that his attack roll overcame the AC of. This damage may be improved by expending another 2 power points per d8 of damage added, to a maximum number equal to his manifester level.
Superior Path: At 14th and 18th levels a Spiral Warrior goes even further down one of the paths he chose. Select one of the paths that the Spiral Warrior chose. He may ready an additional maneuver from that discipline each day. In addition, by paying power points equal to twice the maneuver's level, he may initiate any maneuver he knows from that discipline, regardless of if he readied it that day or not, or if it was expended and had yet to be refreshed during this combat. You must select the other path you took with the 18th-level incarnation of this ability.
GATTAI! (Ps): At 17th-level the Spiral Warrior may use fusion as a Psi-Like ability once per day.
*Yes, even if it is Plane Shift or something like that. After all, doing the impossible is the Team Dai-Gurren's way.
**This means "Reach from size and some feats, but not weapons or magic". If a Medium character is magically or Psionically increased to Large, then he has the Large reach. If he's holding a glaive, he still has medium reach, but not glaive reach. If he's given extra reach through a magic item or a spell, he has medium reach and not whatever that gives him. If he takes a feat that increases his reach... Well, that increases his reach for this.
___________________
Wait for the second post, which will have the power list and some other stuff...