Garryl
2010-12-08, 06:57 PM
New maneuver type: Rushes
ToB has maneuvers for most of the major action types: Strikes for standard/full-round, boosts for swift, and counters for immediate. What about some things for move actions?
Enter Rushes. These will be small little maneuvers that let you move around and do something cool while you're at it. I was inspired in part by some talk I heard about 4E Essential's Rogue working off of move action powers that boost their other attacks and effects. Things like that.
Anyways, after almost 6 months, I finally got around to flushing these out. Here are 19 Rushes for you to enjoy.
Example Rushes:
Dancing Flame (DW 2) - Move up to your speed, deal 1d6 fire damage to anyone you move adjacent to and reduce their fire resist by your IL for the round.
Dancing Wildfire (DW 6) - Fly up to your speed, deal 3d6 fire damage to anyone you move adjacent to and reduce their fire resist by twice your IL for the round.
Dancing Inferno (DW 8) - Fly up to twice your speed, deal 5d6 fire damage to anyone you move adjacent to and negate their fire resistance/immunity for the round.
Warden's Step (DS 3) - Move up to your speed, then charge those who attack your allies.
Action Without Motion (DM 5) - Move up to your speed. If a foe makes an AoO against you for moving, they provoke an AoO from you. Gain +1d6 Sudden Strike damage until the end of turn for each AoO an opponent declined to take.
Pulse of the Iron Vein (IH 5) - Move up to your speed without provoking attacks of opportunity and with the benefit of freedom of movement.
Beat of the Iron Heart (IH 8) - Move up to your speed. Your next strike affects all creatures you moved past.
Sunset Slide (SS 3) - Move, then teleport to your original location later on.
Horizon Step (SS 6) - Move almost invisibly to any space you can see.
Creeping Darkness (SH 1) - Move up to your speed without taking Hide penalties, keep hiding even without cover or concealment until the end of your next turn if you had any before the move.
Stalking Darkness (SH 4) - Move up to your speed without taking Hide penalties, keep hiding even without cover or concealment until the end of your next turn if you had any before the move, +2d6 sneak attack until the end of your next turn.
Cautious Advance (SD 2) - Move without provoking attacks of opportunity or ending movement-dependent effects.
Stone Wings (SD 5) - Fly with average maneuverability without provoking attacks of opportunity or ending movement-dependent effects. You can initiate Stone Dragon maneuvers without touching the ground.
Stone Dragon's Flight (SD 7) - Fly with average maneuverability without provoking attacks of opportunity or ending movement-dependent effects. You can initiate Stone Dragon maneuvers without touching the ground. Enemies' attacks are hindered.
Pounce from the Canopy (TC 3) - Move up to a Jump check, gain +1d6/+1 skirmish bonus until your next turn.
Scurrying Rabbit (TC 4) - Move up to your speed. You can take your actions at any point during the movement.
Formation March (WR 3) - You and allies within 30' move up to half your movement speed. All allies that move this way must move in the same pattern you do. Your allies' movement does not provoke attacks of opportunity, but yours still does.
Squad March (WR 5) - You and allies within 30' move up to your movement speed. All allies that move this way must move in the same pattern you do. Your allies' movement does not provoke attacks of opportunity, but yours still does. All allies (other than yourself) that move this way gain a +2 morale bonus on saves and to AC until your next turn.
Battle March (WR 7) - You and allies within 30' move up to your movement speed. All allies that move this way must move in the same pattern you do. Your allies' movement (including your own) does not provoke attacks of opportunity. All allies (including yourself) that move this way gain a +4 morale bonus on saves, to AC, on attack rolls, and on weapon damage rolls until your next turn.
Desert Wind
Dancing Flame
Desert Wind (Rush) [Fire]
Level: Swordsage 2
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: Instantaneous; 1 round
Saving Throw: Reflex negates
You move in a fiery blur, dashing across the battlefield like a fire spread by the wind.
As part of this maneuver, you can move up to your speed. This movement provokes attacks of opportunity as normal. Each time you exit a square adjacent to an opponent, you can have that creature make a Reflex saving throw (DC 12 + your Wis modifier). If it fails, the creature's fire resistance (if any) is reduced by your initiator level (to a minimum resistance of 0), and you deal 1d6 points of fire damage to it (after reducing its fire resistance). The reduction in fire resistance lasts until the beginning of your next turn. A creature that makes the save successfully is unaffected. You cannot attempt to affect a given opponent more than once with this maneuver each time you initiate it.
This maneuver is a supernatural ability.
Dancing Inferno
Desert Wind (Rush) [Fire]
Level: Swordsage 8
Prerequisite: Three Desert Wind maneuvers
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: Instantaneous; 1 round
Saving Throw: Reflex negates
You move in a fiery blur, flying across the battlefield like a raging inferno, burning everything in your path.
As part of this maneuver, you can fly up to twice your highest speed with perfect maneuverability. This movement provokes attacks of opportunity as normal. Each time you exit a square adjacent to an opponent, you can have that creature make a Reflex saving throw (DC 18 + your Wis modifier). If it fails, the creature loses any fire resistance or fire immunity that it may have, and you deal 5d6 points of fire damage to it (after negating its fire resistance). The negation of fire resistance and immunity lasts until the beginning of your next turn. A creature that makes the save successfully is unaffected. You cannot attempt to affect a given opponent more than once with this maneuver each time you initiate it.
This maneuver is a supernatural ability.
Dancing Wildfire
Desert Wind (Rush) [Fire]
Level: Swordsage 6
Prerequisite: Two Desert Wind maneuvers
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: Instantaneous; 1 round
Saving Throw: Reflex negates
You move in a fiery blur, flying across the battlefield like a wildfire across a dry forest.
As part of this maneuver, you can fly up to your highest speed as though with perfect maneuverability. This movement provokes attacks of opportunity as normal. Each time you exit a square adjacent to an opponent, you can have that creature make a Reflex saving throw (DC 16 + your Wis modifier). If it fails, the creature's fire resistance (if any) is reduced by twice your initiator level (to a minimum resistance of 0), and you deal 3d6 points of fire damage to it (after reducing its fire resistance). The reduction in fire resistance lasts until the beginning of your next turn. A creature that makes the save successfully is unaffected. You cannot attempt to affect a given opponent more than once with this maneuver each time you initiate it.
This maneuver is a supernatural ability.
Devoted Spirit
Warden's Step
Devoted Spirit (Rush)
Level: Crusader 3
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: 1 round or until discharged
Weaving through your foes, you position yourself to best defend your allies.
As part of this maneuver, you can move up to your speed. Any ally that you pass adjacent to during this movement is considered to be protected by you for the duration of this maneuver. Whenever an opponent attacks an ally you protect this way, you may discharge the effects of this maneuver as an immediate action to perform a charge against that opponent. Treat the first attack you make at the end of this charge as though it was an attack of opportunity (thus, it also counts against your limit of attacks of opportunity in a round). You can charge through your allies when performing a charge in this way.
Diamond Mind
Action Without Motion
Diamond Mind (Rush)
Level: Swordsage 5, Warblade 5
Prerequisite: Two Diamond Mind maneuvers
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: 1 round
In the blink of an eye, you dash across the battlefield, taking note of your opponents' openings as you pass them by.
As part of this maneuver, you can move up to your speed. Your movement provokes attacks of opportunity as normal. Whenever an opponent makes an attack of opportunity against you that you provoked from this movement, they provoke an attack of opportunity from you after their attack has been resolved. If any opponents decline to make an attack of opportunity against you that you provoked from this movement (including if they cannot make any more attacks of opportunity this round), you gain the sudden strike ability, if you do not already have it, which deals an extra 1d6 points of damage for each attack of opportunity that was declined. If you already have the sudden strike class feature, your existing sudden strike ability deals an extra 1d6 points of damage for each attack of opportunity that was declined. See the ninja class feature (CAdv pg. 5) for a complete description of sudden strike. Determine your new total sudden strike damage after each opponent declines an attack of opportunity (it may apply to attacks of opportunity that you are granted by this maneuver). The benefits of this maneuver last until the beginning of your next turn.
Iron Heart
Beat of the Iron Heart
Iron Heart (Rush)
Level: Warblade 8
Prerequisite: Three Iron Heart maneuvers
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: 1 round or until discharged
You move with deadly intent. In a heartbeat, you strike down all of your foes.
As part of this maneuver, you can move up to your speed. Until the beginning of your next turn, you can discharge this maneuver to modify a single strike you as you initiate it. This must be a strike that normally involves making a single melee attack. You can instead attack each creature that was within your reach at any point during your movement, even if they are no longer within your reach (this replaces any attacks normally granted by the strike). These attacks gain the same benefits and cause the same effects as the attack granted by strike you initiated (although you are still considered to have only initiated the one strike). You cannot attack a single creature more than once in this way.
Pulse of the Iron Vein
Iron Heart (Rush)
Level: Warblade 5
Prerequisite: Two Iron Heart maneuvers
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: 1 round
As your blood flows unopposed through your veins, so too do you flow unstoppably across the battlefield.
You gain the benefit of a freedom of movement effect until the beginning of your next turn. As part of this maneuver, you can move up to your speed. For the purpose of this movement, you can move through occupied spaces.
Setting Sun
Horizon Step
Setting Sun (Rush)
Level: Swordsage 6
Prerequisite: Three Setting Sun maneuvers
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: Instantaneous
.
As part of this maneuver, you may move to any space that you can see, using any form of movement that you possess. During this movement, you have total concealment. You cannot use this ability to move more than one mile, plus one mile per initiator level, (maximum 21 miles) each time you initiate it.
Sunset Slide
Setting Sun (Rush) [Teleportation]
Level: Swordsage 3
Prerequisite: One Setting Sun maneuvers
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: 1 round or until discharged
.
As part of this maneuver, you may move up to your speed. As a free action any time before the beginning of your next turn, you can discharge this maneuver to teleport to the space you were in when you initiated this maneuver, or the nearest available space if that space is occupied or impassable. You can do this at any time, even if it is not your turn and even in response to another creature's actions.
Shadow Hand
Creeping Darkness
Shadow Hand (Rush)
Level: Swordsage 1
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: 1 round
Like a shadow, you slip unseen past your foe's watchful gaze.
As part of this maneuver, you can move up to your speed. This movement does not count towards determining the penalties (if any) you suffer to your Hide and Move Silently checks due to movement. In addition, if you had cover or concealment when you initiated this maneuver, you are considered to have the same degree of cover or concealment for the purpose of hiding for the duration of your movement and until the beginning of your next turn. This does not grant you any other benefits of cover or concealment, but it does allow you to hide in the open for a short time.
Stalking Darkness
Shadow Hand (Rush)
Level: Swordsage 4
Prerequisite: One Shadow Hand maneuver
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: 1 round
Cloaked in shadow, you move unseen into a position to strike your foes unaware.
As part of this maneuver, you can move up to your speed. This movement does not count towards determining the penalties (if any) you suffer to your Hide and Move Silently checks due to movement. In addition, if you had cover or concealment when you initiated this maneuver, you are considered to have the same degree of cover or concealment for the purpose of hiding for the duration of your movement and for the duration of this maneuver. This does not grant you any other benefits of cover or concealment, but it does allow you to hide in the open for a short time. In addition, you gain the sneak attack ability, if you do not already have it, which deals an extra 2d6 points of damage. If you already have the sneak attack class feature, your existing sneak attack ability deals an extra 2d6 points of damage. See the rogue class feature (PHB pg. 50) for a complete description of sneak attack. The benefits of this maneuver last until the beginning of your next turn.
Stone Dragon
Cautious Advance
Stone Dragon (Rush)
Level: Crusader 2, Swordsage 2, Warblade 2
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: Instantaneous
Channeling the earth, you move in on your foes.
As part of this maneuver, you can move up to your speed. This movement does not end effects that are ended by movement unless you wish it to and it does not provoke attacks of opportunity.
Stone Dragon's Flight
Stone Dragon (Rush)
Level: Crusader 7, Swordsage 7, Warblade 7
Prerequisite: Two Stone Dragon maneuvers
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: 1 round
Like an avalanche, you bear down on your foes. The power of the earth itself propels you, and the dragon beneath your feet stirs.
As part of this maneuver, you may fly up to your highest speed with average maneuverability. This movement does not end effects that are ended by movement unless you wish it to and it does not provoke attacks of opportunity. From the moment you initiate this maneuver until the end of your next turn, you may use Stone Dragon maneuvers and stances without being in contact with the ground. Finally, until the beginning of your next turn, any enemy who attacks you finds the ground shifting treacherously beneath them, and must roll their attack twice and take the worse result. Even airborne enemies are hindered as the power of the earth that you infuse into yourself deflects their blows.
Unlike other Stone Dragon maneuvers, you need not be in contact with the ground to initiate this maneuver.
Stone Wings
Stone Dragon (Rush)
Level: Crusader 5, Swordsage 5, Warblade 5
Prerequisite: One Stone Dragon maneuver
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: 1 round
Lizards are landbound. Like the dragon for which this discipline is named, you soar.
As part of this maneuver, you may fly up to your highest speed with average maneuverability. This movement does not end effects that are ended by movement unless you wish it to and it does not provoke attacks of opportunity. From the moment you initiate this maneuver until the end of your next turn, you may use Stone Dragon maneuvers and stances without being in contact with the ground.
Unlike other Stone Dragon maneuvers, you need not be in contact with the ground to initiate this maneuver.
Tiger Claw
Pounce From the Canopy
Tiger Claw (Rush)
Level: Swordsage 3, Warblade 3
Prerequisite: One Tiger Claw maneuver
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: 1 round
Leaping upon your enemies, you leverage your momentum into a more powerful attack.
As part of this maneuver, make a Jump check. You can move up to the distance indicated by the result of your check as though you had used the Jump skill to move. If you moved at least 10 feet this way, you gain the skirmish ability, if you do not already have it, which deals an extra 1d6 points of damage and grants a +1 competence bonus to your armor class. If you already have the skirmish class feature, your existing skirmish ability deals an extra 1d6 points of damage and the bonus it grants to your armor class increases by +1. See the scout class feature (CAdv pg. 10) for a complete description of skirmish. The benefits of this maneuver last until the beginning of your next turn.
Scurrying Rabbit
Tiger Claw (Rush)
Level: Swordsage 4, Warblade 4
Prerequisite: Two Tiger Claw maneuvers
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: Instantaneous
You scurry around with guarded movements, lashing out as you pass your enemies by.
As part of this maneuver, you can move up to your speed. This movement does not provoke attacks of opportunity. You can take any of your remaining actions for the turn at any point during this movement.
White Raven
Battle March
White Raven (Rush)
Level: Crusader 7, Warblade 7
Prerequisite: Three White Raven maneuvers
Initiation Action: 1 move action
Range: 30 feet
Area: 30 feet
Target: You and your allies
Duration: 1 round
Your commanding presence inspires your allies to greater heroics while you move as a team.
As part of this maneuver, you can move up to your speed in a straight line. If they so choose, any allies within 30 feet of you (from when you initiated this maneuver) may also move up to the same distance as long as they move in the same direction (relative to their positions) and possess the same movement type that you used (although the specifics of it, such as speed and maneuverability, need not be the same). Your allies' movement does not provoke attacks of opportunity can be used to move through occupied spaces, although your own movement follows the normal rules. Any of your allies that moved at least 5 feet this way (other than yourself) gain a +4 morale bonus on their weapon damage rolls, attack rolls, saving throws, ability checks, and skill checks, gain temporary hit points equal to your initiator level, and gain immunity to fear. These benefits last until the beginning of your next turn.
Formation March
White Raven (Rush)
Level: Crusader 3, Warblade 3
Prerequisite: One White Raven maneuver
Initiation Action: 1 move action
Range: 30 feet
Area: 30 feet
Target: You and your allies
Duration: Instantaneous
Guiding your allies, you move as one across the battlefield.
As part of this maneuver, you can move up to half your speed in a straight line. If they so choose, any allies within 30 feet of you (from when you initiated this maneuver) may also move up to the same distance as long as they move in the same direction (relative to their positions) and possess the same movement type that you used (although the specifics of it, such as speed and maneuverability, need not be the same). Your allies' movement does not provoke attacks of opportunity can be used to move through occupied spaces, although your own movement follows the normal rules.
Squad March
White Raven (Rush)
Level: Crusader 5, Warblade 5
Prerequisite: Two White Raven maneuvers
Initiation Action: 1 move action
Range: 30 feet
Area: 30 feet
Target: You and your allies
Duration: 1 round
You lead the way for your allies to advance, inspiring them.
As part of this maneuver, you can move up to your speed in a straight line. If they so choose, any allies within 30 feet of you (from when you initiated this maneuver) may also move up to the same distance as long as they move in the same direction (relative to their positions) and possess the same movement type that you used (although the specifics of it, such as speed and maneuverability, need not be the same). Your allies' movement does not provoke attacks of opportunity can be used to move through occupied spaces, although your own movement follows the normal rules. Any of your allies that moved at least 5 feet this way (other than yourself) gain a +2 morale bonus on their weapon damage rolls, attack rolls, saving throws, ability checks, and skill checks until the beginning of your next turn.
Acknowledgements:
Thanks to everyone who gave feedback about this idea.
Random_Person, for the Cautious Advance, Stone Wings, Implacable Advance, and Warden's Step maneuvers. I changed them a bit, I hope it's okay.
ToB has maneuvers for most of the major action types: Strikes for standard/full-round, boosts for swift, and counters for immediate. What about some things for move actions?
Enter Rushes. These will be small little maneuvers that let you move around and do something cool while you're at it. I was inspired in part by some talk I heard about 4E Essential's Rogue working off of move action powers that boost their other attacks and effects. Things like that.
Anyways, after almost 6 months, I finally got around to flushing these out. Here are 19 Rushes for you to enjoy.
Example Rushes:
Dancing Flame (DW 2) - Move up to your speed, deal 1d6 fire damage to anyone you move adjacent to and reduce their fire resist by your IL for the round.
Dancing Wildfire (DW 6) - Fly up to your speed, deal 3d6 fire damage to anyone you move adjacent to and reduce their fire resist by twice your IL for the round.
Dancing Inferno (DW 8) - Fly up to twice your speed, deal 5d6 fire damage to anyone you move adjacent to and negate their fire resistance/immunity for the round.
Warden's Step (DS 3) - Move up to your speed, then charge those who attack your allies.
Action Without Motion (DM 5) - Move up to your speed. If a foe makes an AoO against you for moving, they provoke an AoO from you. Gain +1d6 Sudden Strike damage until the end of turn for each AoO an opponent declined to take.
Pulse of the Iron Vein (IH 5) - Move up to your speed without provoking attacks of opportunity and with the benefit of freedom of movement.
Beat of the Iron Heart (IH 8) - Move up to your speed. Your next strike affects all creatures you moved past.
Sunset Slide (SS 3) - Move, then teleport to your original location later on.
Horizon Step (SS 6) - Move almost invisibly to any space you can see.
Creeping Darkness (SH 1) - Move up to your speed without taking Hide penalties, keep hiding even without cover or concealment until the end of your next turn if you had any before the move.
Stalking Darkness (SH 4) - Move up to your speed without taking Hide penalties, keep hiding even without cover or concealment until the end of your next turn if you had any before the move, +2d6 sneak attack until the end of your next turn.
Cautious Advance (SD 2) - Move without provoking attacks of opportunity or ending movement-dependent effects.
Stone Wings (SD 5) - Fly with average maneuverability without provoking attacks of opportunity or ending movement-dependent effects. You can initiate Stone Dragon maneuvers without touching the ground.
Stone Dragon's Flight (SD 7) - Fly with average maneuverability without provoking attacks of opportunity or ending movement-dependent effects. You can initiate Stone Dragon maneuvers without touching the ground. Enemies' attacks are hindered.
Pounce from the Canopy (TC 3) - Move up to a Jump check, gain +1d6/+1 skirmish bonus until your next turn.
Scurrying Rabbit (TC 4) - Move up to your speed. You can take your actions at any point during the movement.
Formation March (WR 3) - You and allies within 30' move up to half your movement speed. All allies that move this way must move in the same pattern you do. Your allies' movement does not provoke attacks of opportunity, but yours still does.
Squad March (WR 5) - You and allies within 30' move up to your movement speed. All allies that move this way must move in the same pattern you do. Your allies' movement does not provoke attacks of opportunity, but yours still does. All allies (other than yourself) that move this way gain a +2 morale bonus on saves and to AC until your next turn.
Battle March (WR 7) - You and allies within 30' move up to your movement speed. All allies that move this way must move in the same pattern you do. Your allies' movement (including your own) does not provoke attacks of opportunity. All allies (including yourself) that move this way gain a +4 morale bonus on saves, to AC, on attack rolls, and on weapon damage rolls until your next turn.
Desert Wind
Dancing Flame
Desert Wind (Rush) [Fire]
Level: Swordsage 2
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: Instantaneous; 1 round
Saving Throw: Reflex negates
You move in a fiery blur, dashing across the battlefield like a fire spread by the wind.
As part of this maneuver, you can move up to your speed. This movement provokes attacks of opportunity as normal. Each time you exit a square adjacent to an opponent, you can have that creature make a Reflex saving throw (DC 12 + your Wis modifier). If it fails, the creature's fire resistance (if any) is reduced by your initiator level (to a minimum resistance of 0), and you deal 1d6 points of fire damage to it (after reducing its fire resistance). The reduction in fire resistance lasts until the beginning of your next turn. A creature that makes the save successfully is unaffected. You cannot attempt to affect a given opponent more than once with this maneuver each time you initiate it.
This maneuver is a supernatural ability.
Dancing Inferno
Desert Wind (Rush) [Fire]
Level: Swordsage 8
Prerequisite: Three Desert Wind maneuvers
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: Instantaneous; 1 round
Saving Throw: Reflex negates
You move in a fiery blur, flying across the battlefield like a raging inferno, burning everything in your path.
As part of this maneuver, you can fly up to twice your highest speed with perfect maneuverability. This movement provokes attacks of opportunity as normal. Each time you exit a square adjacent to an opponent, you can have that creature make a Reflex saving throw (DC 18 + your Wis modifier). If it fails, the creature loses any fire resistance or fire immunity that it may have, and you deal 5d6 points of fire damage to it (after negating its fire resistance). The negation of fire resistance and immunity lasts until the beginning of your next turn. A creature that makes the save successfully is unaffected. You cannot attempt to affect a given opponent more than once with this maneuver each time you initiate it.
This maneuver is a supernatural ability.
Dancing Wildfire
Desert Wind (Rush) [Fire]
Level: Swordsage 6
Prerequisite: Two Desert Wind maneuvers
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: Instantaneous; 1 round
Saving Throw: Reflex negates
You move in a fiery blur, flying across the battlefield like a wildfire across a dry forest.
As part of this maneuver, you can fly up to your highest speed as though with perfect maneuverability. This movement provokes attacks of opportunity as normal. Each time you exit a square adjacent to an opponent, you can have that creature make a Reflex saving throw (DC 16 + your Wis modifier). If it fails, the creature's fire resistance (if any) is reduced by twice your initiator level (to a minimum resistance of 0), and you deal 3d6 points of fire damage to it (after reducing its fire resistance). The reduction in fire resistance lasts until the beginning of your next turn. A creature that makes the save successfully is unaffected. You cannot attempt to affect a given opponent more than once with this maneuver each time you initiate it.
This maneuver is a supernatural ability.
Devoted Spirit
Warden's Step
Devoted Spirit (Rush)
Level: Crusader 3
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: 1 round or until discharged
Weaving through your foes, you position yourself to best defend your allies.
As part of this maneuver, you can move up to your speed. Any ally that you pass adjacent to during this movement is considered to be protected by you for the duration of this maneuver. Whenever an opponent attacks an ally you protect this way, you may discharge the effects of this maneuver as an immediate action to perform a charge against that opponent. Treat the first attack you make at the end of this charge as though it was an attack of opportunity (thus, it also counts against your limit of attacks of opportunity in a round). You can charge through your allies when performing a charge in this way.
Diamond Mind
Action Without Motion
Diamond Mind (Rush)
Level: Swordsage 5, Warblade 5
Prerequisite: Two Diamond Mind maneuvers
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: 1 round
In the blink of an eye, you dash across the battlefield, taking note of your opponents' openings as you pass them by.
As part of this maneuver, you can move up to your speed. Your movement provokes attacks of opportunity as normal. Whenever an opponent makes an attack of opportunity against you that you provoked from this movement, they provoke an attack of opportunity from you after their attack has been resolved. If any opponents decline to make an attack of opportunity against you that you provoked from this movement (including if they cannot make any more attacks of opportunity this round), you gain the sudden strike ability, if you do not already have it, which deals an extra 1d6 points of damage for each attack of opportunity that was declined. If you already have the sudden strike class feature, your existing sudden strike ability deals an extra 1d6 points of damage for each attack of opportunity that was declined. See the ninja class feature (CAdv pg. 5) for a complete description of sudden strike. Determine your new total sudden strike damage after each opponent declines an attack of opportunity (it may apply to attacks of opportunity that you are granted by this maneuver). The benefits of this maneuver last until the beginning of your next turn.
Iron Heart
Beat of the Iron Heart
Iron Heart (Rush)
Level: Warblade 8
Prerequisite: Three Iron Heart maneuvers
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: 1 round or until discharged
You move with deadly intent. In a heartbeat, you strike down all of your foes.
As part of this maneuver, you can move up to your speed. Until the beginning of your next turn, you can discharge this maneuver to modify a single strike you as you initiate it. This must be a strike that normally involves making a single melee attack. You can instead attack each creature that was within your reach at any point during your movement, even if they are no longer within your reach (this replaces any attacks normally granted by the strike). These attacks gain the same benefits and cause the same effects as the attack granted by strike you initiated (although you are still considered to have only initiated the one strike). You cannot attack a single creature more than once in this way.
Pulse of the Iron Vein
Iron Heart (Rush)
Level: Warblade 5
Prerequisite: Two Iron Heart maneuvers
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: 1 round
As your blood flows unopposed through your veins, so too do you flow unstoppably across the battlefield.
You gain the benefit of a freedom of movement effect until the beginning of your next turn. As part of this maneuver, you can move up to your speed. For the purpose of this movement, you can move through occupied spaces.
Setting Sun
Horizon Step
Setting Sun (Rush)
Level: Swordsage 6
Prerequisite: Three Setting Sun maneuvers
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: Instantaneous
.
As part of this maneuver, you may move to any space that you can see, using any form of movement that you possess. During this movement, you have total concealment. You cannot use this ability to move more than one mile, plus one mile per initiator level, (maximum 21 miles) each time you initiate it.
Sunset Slide
Setting Sun (Rush) [Teleportation]
Level: Swordsage 3
Prerequisite: One Setting Sun maneuvers
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: 1 round or until discharged
.
As part of this maneuver, you may move up to your speed. As a free action any time before the beginning of your next turn, you can discharge this maneuver to teleport to the space you were in when you initiated this maneuver, or the nearest available space if that space is occupied or impassable. You can do this at any time, even if it is not your turn and even in response to another creature's actions.
Shadow Hand
Creeping Darkness
Shadow Hand (Rush)
Level: Swordsage 1
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: 1 round
Like a shadow, you slip unseen past your foe's watchful gaze.
As part of this maneuver, you can move up to your speed. This movement does not count towards determining the penalties (if any) you suffer to your Hide and Move Silently checks due to movement. In addition, if you had cover or concealment when you initiated this maneuver, you are considered to have the same degree of cover or concealment for the purpose of hiding for the duration of your movement and until the beginning of your next turn. This does not grant you any other benefits of cover or concealment, but it does allow you to hide in the open for a short time.
Stalking Darkness
Shadow Hand (Rush)
Level: Swordsage 4
Prerequisite: One Shadow Hand maneuver
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: 1 round
Cloaked in shadow, you move unseen into a position to strike your foes unaware.
As part of this maneuver, you can move up to your speed. This movement does not count towards determining the penalties (if any) you suffer to your Hide and Move Silently checks due to movement. In addition, if you had cover or concealment when you initiated this maneuver, you are considered to have the same degree of cover or concealment for the purpose of hiding for the duration of your movement and for the duration of this maneuver. This does not grant you any other benefits of cover or concealment, but it does allow you to hide in the open for a short time. In addition, you gain the sneak attack ability, if you do not already have it, which deals an extra 2d6 points of damage. If you already have the sneak attack class feature, your existing sneak attack ability deals an extra 2d6 points of damage. See the rogue class feature (PHB pg. 50) for a complete description of sneak attack. The benefits of this maneuver last until the beginning of your next turn.
Stone Dragon
Cautious Advance
Stone Dragon (Rush)
Level: Crusader 2, Swordsage 2, Warblade 2
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: Instantaneous
Channeling the earth, you move in on your foes.
As part of this maneuver, you can move up to your speed. This movement does not end effects that are ended by movement unless you wish it to and it does not provoke attacks of opportunity.
Stone Dragon's Flight
Stone Dragon (Rush)
Level: Crusader 7, Swordsage 7, Warblade 7
Prerequisite: Two Stone Dragon maneuvers
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: 1 round
Like an avalanche, you bear down on your foes. The power of the earth itself propels you, and the dragon beneath your feet stirs.
As part of this maneuver, you may fly up to your highest speed with average maneuverability. This movement does not end effects that are ended by movement unless you wish it to and it does not provoke attacks of opportunity. From the moment you initiate this maneuver until the end of your next turn, you may use Stone Dragon maneuvers and stances without being in contact with the ground. Finally, until the beginning of your next turn, any enemy who attacks you finds the ground shifting treacherously beneath them, and must roll their attack twice and take the worse result. Even airborne enemies are hindered as the power of the earth that you infuse into yourself deflects their blows.
Unlike other Stone Dragon maneuvers, you need not be in contact with the ground to initiate this maneuver.
Stone Wings
Stone Dragon (Rush)
Level: Crusader 5, Swordsage 5, Warblade 5
Prerequisite: One Stone Dragon maneuver
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: 1 round
Lizards are landbound. Like the dragon for which this discipline is named, you soar.
As part of this maneuver, you may fly up to your highest speed with average maneuverability. This movement does not end effects that are ended by movement unless you wish it to and it does not provoke attacks of opportunity. From the moment you initiate this maneuver until the end of your next turn, you may use Stone Dragon maneuvers and stances without being in contact with the ground.
Unlike other Stone Dragon maneuvers, you need not be in contact with the ground to initiate this maneuver.
Tiger Claw
Pounce From the Canopy
Tiger Claw (Rush)
Level: Swordsage 3, Warblade 3
Prerequisite: One Tiger Claw maneuver
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: 1 round
Leaping upon your enemies, you leverage your momentum into a more powerful attack.
As part of this maneuver, make a Jump check. You can move up to the distance indicated by the result of your check as though you had used the Jump skill to move. If you moved at least 10 feet this way, you gain the skirmish ability, if you do not already have it, which deals an extra 1d6 points of damage and grants a +1 competence bonus to your armor class. If you already have the skirmish class feature, your existing skirmish ability deals an extra 1d6 points of damage and the bonus it grants to your armor class increases by +1. See the scout class feature (CAdv pg. 10) for a complete description of skirmish. The benefits of this maneuver last until the beginning of your next turn.
Scurrying Rabbit
Tiger Claw (Rush)
Level: Swordsage 4, Warblade 4
Prerequisite: Two Tiger Claw maneuvers
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: Instantaneous
You scurry around with guarded movements, lashing out as you pass your enemies by.
As part of this maneuver, you can move up to your speed. This movement does not provoke attacks of opportunity. You can take any of your remaining actions for the turn at any point during this movement.
White Raven
Battle March
White Raven (Rush)
Level: Crusader 7, Warblade 7
Prerequisite: Three White Raven maneuvers
Initiation Action: 1 move action
Range: 30 feet
Area: 30 feet
Target: You and your allies
Duration: 1 round
Your commanding presence inspires your allies to greater heroics while you move as a team.
As part of this maneuver, you can move up to your speed in a straight line. If they so choose, any allies within 30 feet of you (from when you initiated this maneuver) may also move up to the same distance as long as they move in the same direction (relative to their positions) and possess the same movement type that you used (although the specifics of it, such as speed and maneuverability, need not be the same). Your allies' movement does not provoke attacks of opportunity can be used to move through occupied spaces, although your own movement follows the normal rules. Any of your allies that moved at least 5 feet this way (other than yourself) gain a +4 morale bonus on their weapon damage rolls, attack rolls, saving throws, ability checks, and skill checks, gain temporary hit points equal to your initiator level, and gain immunity to fear. These benefits last until the beginning of your next turn.
Formation March
White Raven (Rush)
Level: Crusader 3, Warblade 3
Prerequisite: One White Raven maneuver
Initiation Action: 1 move action
Range: 30 feet
Area: 30 feet
Target: You and your allies
Duration: Instantaneous
Guiding your allies, you move as one across the battlefield.
As part of this maneuver, you can move up to half your speed in a straight line. If they so choose, any allies within 30 feet of you (from when you initiated this maneuver) may also move up to the same distance as long as they move in the same direction (relative to their positions) and possess the same movement type that you used (although the specifics of it, such as speed and maneuverability, need not be the same). Your allies' movement does not provoke attacks of opportunity can be used to move through occupied spaces, although your own movement follows the normal rules.
Squad March
White Raven (Rush)
Level: Crusader 5, Warblade 5
Prerequisite: Two White Raven maneuvers
Initiation Action: 1 move action
Range: 30 feet
Area: 30 feet
Target: You and your allies
Duration: 1 round
You lead the way for your allies to advance, inspiring them.
As part of this maneuver, you can move up to your speed in a straight line. If they so choose, any allies within 30 feet of you (from when you initiated this maneuver) may also move up to the same distance as long as they move in the same direction (relative to their positions) and possess the same movement type that you used (although the specifics of it, such as speed and maneuverability, need not be the same). Your allies' movement does not provoke attacks of opportunity can be used to move through occupied spaces, although your own movement follows the normal rules. Any of your allies that moved at least 5 feet this way (other than yourself) gain a +2 morale bonus on their weapon damage rolls, attack rolls, saving throws, ability checks, and skill checks until the beginning of your next turn.
Acknowledgements:
Thanks to everyone who gave feedback about this idea.
Random_Person, for the Cautious Advance, Stone Wings, Implacable Advance, and Warden's Step maneuvers. I changed them a bit, I hope it's okay.