Derjuin
2011-01-09, 10:18 AM
Insomnia has struck again, and this time it took the form of me deciding to brew up a ToB-style Prestige Class and a discipline to go along with it - the "Argent Moon" discipline, and the "Blade of the Argent Moon". Originally it was going to be "Samurai of the Argent Moon" but I thought that would be too constrictive, roleplaying-wise.
The class itself will follow the discipline; I'd love PEACH for both, if anyone would lend their eyes and minds :smallsmile:
ARGENT MOON
http://th05.deviantart.net/fs71/PRE/f/2010/240/6/1/moon_knight_by_spaceweaver-d2xhqwv.jpg
image by Spaceweaver of Deviantart
Strength of arm, mind and personality are the keystones to a truly mighty warrior. Operating on the basis of only one or two of these three leaves a warrior wanting, and the disciples of the Argent Moon understand this more than others - in their training under the banner of the Argent Moon, they learn ways to master and manipulate these three core strengths. This discipline includes the art of applying personality to combat, exercising the mind to control when the wounds of foes occur, and utilizing strength to place a strike where it matters. The key skill for Argent Moon is Intimidate, the most direct application of strength of personality to any situation. The bastard sword, longsword, scimitar, and two-bladed sword are the associated weapons for Argent Moon.
The Argent Moon discipline is not one of the traditional Sublime Nine; it is a discipline rarely practiced anymore, but kept alive by its initiates and masters. If a martial adept wishes to study and practice the Argent Moon discipline, he or she may do so in two different ways: he or she may neglect training in one of their other disciplines in order to pursue knowledge of the Argent Moon, essentially trading one discipline for another, or by taking levels in the Blade of the Argent Moon prestige class.
ARGENT MOON MANEUVERS
List:
1st Level
Light of the Moon - Stance - Gain 40 ft. illumination, grant allies +2 morale attack bonus
Full Moon Strike - Strike - Strike inflicts 1d6 + Wis modifier damage and may dispel glamer from victim
Argent Denial - Counter - Reduce enemy's Power Attack bonus or negate Maneuver benefits
2nd Level
Pale Curtain - Strike - Prevents victim from using gaze attacks, may make them flat-footed
Sea of Tranquility - Boost - You do not provoke attacks of opportunity
Eyes of Amaterasu - Stance - Gain Darkvision 40 ft. and immunity to blindness and dazzle
3rd Level
Waning Moon Strike - Strike - Strike inflicts 2d6 + Wis modifier damage and may force foe back to its natural form
Falling Sky Crash - Strike - Make Jump check to travel distances and deal extra damage
4th Level
Penumbral Strike - Strike - Inflict 2d6 bonus damage on strike, move then inflict 3d6 more
Lunatic Dance - Stance - Gain 50% concealment vs. sneak attacks, reduce sneak attack damage dice taken
5th Level
Half-Moon Strike - Strike - Inflict 4d6 + 2x wis modifier bonus damage to up to 5 nearby enemies
Lunatic Scream - Strike - Inflict Intimidate check bonus damage, grant allies +4 morale bonus to damage
Eclipse Shroud - Counter - Counter the effects of 1 spell cast at you or your square
6th Level
Umbral Strike - Strike - Teleport to inflict 6d6 bonus damage in a line after turn ends
Of Moon's Grace - Boost - Gain flight speed (perfect maneuverability), take reduced fall damage
Lunar Denial - Strike - Inflict 5d6 bonus damage, may force foe prone and disarm them
7th Level
Crescent Moon Strike - Strike - Inflict 8d6 + 3x wis modifier bonus damage, victim is afflicted with Light Blindness for 1 round
Eyes of Tsukuyomi - Stance - Gain True Seeing
8th Level
Tidal Strike - Strike - Inflict 9d6 bonus damage, victim may be slowed
Lunatic Howl - Strike - Inflict 2x Intimidate check damage, enemies beyond your reach take 1/2 damage
No Moon - Boost - Gain Greater Invisibility for 1 round/Initiator level
9th Level
Umbral Ultimatum - Strike - Teleport to inflict weapon damage on single foe; at end of current round, that foe takes 100 damage.
Details:
Light of the Moon
Stance
Level: Blade of the Argent Moon 1
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance
You exude pale white and blue light, illuminating shadows and empowering your allies.
You exude light as a torch: clear illumination out to 20 feet, and shadowy illumination out to 40 feet. Allies within 40 feet of you gain a +2 Morale bonus to their attacks.
Full Moon Strike
Strike
Level: Blade of the Argent Moon 1
Initiation Action: 1 Standard Action
Range: Melee attack
Target: One creature
With a huge vertical arc of your blade, you strike with the power of the heavens and shatter concealing magic.
When you use this maneuver, you make a single melee attack against a creature. Your attack inflicts an extra 1d6 + your Wisdom modifier damage and attempts to affect a single glamer on the victim as if with a Dispel Magic spell. For this dispel attempt, use your Initiator level + 10 instead of your Caster level + 10.
Argent Denial
Counter
Level: Blade of the Argent Moon 1
Initiation Action: 1 Immediate Action
Range: Melee attack
Target: One creature
With a flourish, you adjust your body to take a reduced hit from a foe.
With this counter, you attempt to reduce the power behind a Power Attack or Maneuver. You can only use this counter on an attack that has already been declared a hit. Make a Disarm attempt as if you were wielding a two-handed weapon (this attempt does not actually disarm the attacker). If you succeed, the attacker does not gain a bonus to damage from Power Attack, or the benefits of a Martial maneuver, for 1 round. Argent Denial can only be used to counter Maneuvers you are of a high enough level to initiate yourself.
Pale Curtain
Strike
Level: Blade of the Argent Moon 2
Initiation Action: 1 Standard Action
Range: Melee attack
Target: One creature
Duration: See text
Saving Throw: Will partial
Your weapon glows with a pale light as you twirl it about, a ribbon of light following it before you strike. The ribbon wraps itself around the foe's head as if it were a blindfold, hampering its magical gaze attacks.
When you use this maneuver, you make a single melee attack, dealing normal damage. Your opponent must make a Will save (DC 12 + your Wisdom modifier) or become Flat-footed for 1 round; regardless of the Will save outcome, it cannot make use of any gaze attacks it has for a number of rounds equal to your Initiator level.
Sea of Tranquility
Boost
Level: Blade of the Argent Moon 2
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: 1 round
A calming chime echoes from your body, and suddenly foes have a difficult time spotting openings in your defense.
When you use this boost, your actions do not generate Attacks of Opportunity for 1 round.
Eyes of Amaterasu
Stance
Level: Blade of the Argent Moon 2
Initiation Action: 1 Swift Action
Range: Personal
Target: You
For a moment, a bright light shines at your forehead, divulging into two spheres that enter your eyes. Darkness parts before you as you see with the aid of the Sun goddess.
While in this stance, you gain Darkvision out to 40 feet and cannot be blinded or dazzled. This ability is a Supernatural effect.
Waning Moon Strike
Strike
Level: Blade of the Argent Moon 3
Initiation Action: 1 Standard Action
Range: Melee attack
Target: One creature
Saving Throw: Will negates
Emulating the gibbous phase of the moon, your blade begins to perform a full arc, when it suddenly cuts short and a lash of pale energy leaps from your blade, forcing shape-changers to reveal their natural form.
When you use this strike, you make a single melee attack. Your attack inflicts an extra 2d6 + your Wisdom modifier damage and attempts to force a creature with an alternate form to reveal its natural form. It must make a Will save (DC 13 + your Wisdom modifier); if the victim fails its saving throw, it is forced into its natural form, and cannot make use of shapeshifting abilities for 1 round.
Falling Sky Crash
Strike
Level: Blade of the Argent Moon 3
Initiation Action: 1 Full-Round Action
Range: 15 feet
Target: One creature
You leap into the air, your blade swinging high and crashing down hard upon the skull of your foe.
When you use this strike, you make a Jump check with a +30 bonus, move and a single melee attack. You jump and move exactly 15 feet, regardless of your actual Jump check, and make the strike against a single creature. You are not considered to have a running start with this jump check. The damage you inflict is based on your Jump result:
{table=head]Jump Result|Damage
Less than 30|Normal
31-37|+1d6
38-44|+2d6
45-51|+3d6
52-58|+4d6
59+|+5d6[/table]
For the purposes of this strike, you do not take falling damage as long as you land on the same, or higher, elevation as when you initiated it. If you land on elevation lower than when you initiated it, treat the distance as if it were 15 feet shorter.
Penumbral Strike
Strike
Level: Blade of the Argent Moon 4
Initiation Action: 1 Standard Action
Range: Melee attack
Target: One creature
Entering and exiting a shadow barely perceptible to those around you, you manage to slip through shadowy space just as you strike your foe, leaving a wound whose severity is only realized after you exit the penumbra.
When you use this strike, you make a single melee attack, and then may move a number of spaces up to your base land speed; this movement does not provoke attacks of opportunity. Your attack inflicts an extra 2d6 damage. After your turn is complete, the victim of your maneuver takes another 3d6 damage. This second source of damage is force damage and bypasses all DR.
Lunatic Dance
Stance
Level: Blade of the Argent Moon 4
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Shaking and swerving like a madman, your unpredictability enhances your defenses against those that would seek to scour your body for weak spots.
While in this stance, enemies have a more difficult time placing strikes that rely on precision; you gain 50% concealment against sneak attacks and sudden strikes. In addition, any sneak attack or sudden strike that successfully hits you has its damage reduced by 2 dice (to a minimum of 1 die).
Half-Moon Strike
Strike
Level: Blade of the Argent Moon 5
Initiation Action: 1 Full-Round Action
Range: Melee attack
Target: Up to five creatures
Swinging your blade in a wide horizontal arc, you cleave through a throng of creatures, the wisdom of the heavens guiding your blow to strike with power.
When you use this maneuver, you make a single attack roll against up to five nearby creatures. For each creature struck, you deal 4d6 + twice your Wisdom modifier as half cold damage, half force damage. Each creature struck must be immediately next to another creature attacked and cannot have cover or concealment, unless you can bypass cover or concealment.
Lunatic Scream
Strike
Level: Blade of the Argent Moon 5
Initiation Action: 1 Standard Action
Range: Melee attack
Target: One creature plus all allies within 40 feet
Your strike is accompanied by a short, primal scream, rallying your allies and enhancing your blade.
When you use this strike, you make a single melee attack and an Intimidate check. Your attack deals bonus damage equal to an Intimidate check. Allies within 40 feet of you hear your scream and understand its meaning, and gain a +4 Morale bonus to damage dealt for 1 round.
Eclipse Shroud
Counter
Level: Blade of the Argent Moon 5
Initiation Action: 1 Immediate Action
Range: Personal
Target: You
Duration: 1 Round
For a moment, a dark shadow passes over you and only you, leaving nothing but an outline; the spell cast at you suddenly has its power nulled, as if something had deadened it.
When you use this counter, the first spell cast at you or the square(s) you are standing in is treated as if it had entered an Anti-Magic Zone, centered on your square (or the center of the squares you occupy) with a size equal to your natural reach. This boost only affects the first spell cast at you; spells cast afterwards or persistent area effects are not affected.
Umbral Strike
Strike
Level: Blade of the Argent Moon 6
Initiation Action: 1 Standard Action
Range: Up to 40 feet in a straight line
Target: You
Entering and exiting pure shadow space, you suddenly disappear and reappear far from your original location; foes between your starting and ending location are at first confused, then overcome with pain as your strike catches up with you.
When you use this strike, you designate a square you can enter up to 40 feet away from you in a straight line. You disappear at the beginning of your action and reappear in your new location at the end of it; as your turn ends, all enemies that were standing in a square that your line crossed take damage equal to your weapon damage plus 6d6.
Of Moon's Grace
Boost
Level: Blade of the Argent Moon 6
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: 1 round per Initiator level
When you use this boost, you gain a flight speed equal to three times your base land speed (up to 150 feet) with perfect maneuverability. When this boost ends, you slowly descend to the ground; if you descend a distance that would normally inflict falling damage, you instead only take 1d6 damage.
Lunar Denial
Strike
Level: Blade of the Argent Moon 6
Initiation Action: 1 Standard Action
Range: Melee attack
Target: One creature
By focusing your connection to the heavens, you make a single awe-inspiring strike against your foe, sending it earthward and dashing the weapon from its hand.
When you use this strike, you make a single attack. Your attack deals an additional 5d6 damage, and your opponent must suceed on a Balance check equal the damage dealt or fall prone. If the victim falls prone, it provokes a single Attack of Opportunity that must be made to Disarm it. You gain a +8 bonus to Disarm attempts for the provoked attack.
Crescent Moon Strike
Strike
Level: Blade of the Argent Moon 7
Initiation Action: 1 Standard Action
Range: Melee attack
Target: One creature
As your blade arcs through the air toward its target, part of it begins dragging a ribbon of darkness behind it. The shadow latches onto the target and leaps into its eyes, cursing its vision for a short time.
When you use this strike, you make a single attack. Your attack deals an additional 8d6 damage plus 3x your Wisdom modifier. In addition, the strike clings to the victim and curses its eyes, causing the victim to be afflicted with Light Blindness for 1 round.
Eyes of Tsukuyomi
Stance
Level: Blade of the Argent Moon 7
Initiation Action: 1 Full-Round Action
Range: Personal
Target: You
Two small globes of pale light float just beyond your head, then suddenly leap into your eyes – for a moment you are blinded, then vision returns and all is seen as it truly is.
While in this stance, you gain True Seeing, as the spell. Activating this stance requires you to meditate for a moment as the blindness from adapting to true sight fades; dismissing this stance is a free action.
If you have the ability to activate two stances at once, you cannot activate both Eyes of Tsukuyomi and Eyes of Amaterasu.
Tidal Strike
Strike
Level: Blade of the Argent Moon 8
Initiation Action: 1 Standard Action
Range: Melee attack
Target: One creature
Saving Throw: Will negates
Time around you and your adversary slows tremendously just before your weapon strikes, and a sudden burst of energy leaps from the wound and overwhelms your foe. To outsiders, it appears as if nothing but a flash has occured, but you and your opponent have seen the full strike. In addition to the dangerous wound, the foe feels its limbs dragged by enhanced gravity.
When you use this strike, you make a single attack. Your attack inflicts an additional 9d6 damage and your opponent must make a Will save (DC 18 + your Wisdom modifier) or be affected as if by the spell slow for a number of rounds equal to your Wisdom modifier.
Lunatic Howl
Strike
Level: Blade of the Argent Moon 8
Initiation Action: 1 Full-Round Action
Range: Melee attack
Target: One creature
With a howl, your blade strikes your intended foe, and a sudden rush of air rushes outward from you; as it gathers strength, it violently slams into foes around you, though those closest are unaffected.
When you use this strike, you make a single attack, along with an Intimidate check. Your attack deals bonus damage equal to twice the Intimidate check to the victim of the single attack. Afterwards, every enemy creature beyond your reach, up to 40 feet away, takes damage equal to half the damage dealt to the initial victim.
No Moon
Boost
Level: Blade of the Argent Moon 8
Initiation Action: 1 Immediate Action
Range: Personal
Target: You
Duration: 1 round per Initiator level
Suddenly, a shadow comes over you – and when it leaves, you appear to be gone.
When you use this boost, you gain Greater Invisibility, as per the spell with the exceptions listed above.
Umbral Ultimatum
Strike
Level: Blade of the Argent Moon 9
Initiation Action: 1 Full-Round Action
Range: 100 feet
Target: You
You teleport beyond a foe, a ribbon of blood following as your blade instantly sinks into the victim's flesh. Only moments later does the foe realize how grave a strike has been made.
When you use this strike, you designate a single square in a line up to 100 feet away from you, the path to which contains at least one creature, and instantly teleport to it. Choose a creature in that line, and make a single attack against that creature. Your attack inflicts normal damage. Your attack is resolved while you teleport, so you do not need to be near the creature when you teleport. When the current round ends, the victim of your Umbral Ultimatum takes an additional 100 points of damage.
The class itself will follow the discipline; I'd love PEACH for both, if anyone would lend their eyes and minds :smallsmile:
ARGENT MOON
http://th05.deviantart.net/fs71/PRE/f/2010/240/6/1/moon_knight_by_spaceweaver-d2xhqwv.jpg
image by Spaceweaver of Deviantart
Strength of arm, mind and personality are the keystones to a truly mighty warrior. Operating on the basis of only one or two of these three leaves a warrior wanting, and the disciples of the Argent Moon understand this more than others - in their training under the banner of the Argent Moon, they learn ways to master and manipulate these three core strengths. This discipline includes the art of applying personality to combat, exercising the mind to control when the wounds of foes occur, and utilizing strength to place a strike where it matters. The key skill for Argent Moon is Intimidate, the most direct application of strength of personality to any situation. The bastard sword, longsword, scimitar, and two-bladed sword are the associated weapons for Argent Moon.
The Argent Moon discipline is not one of the traditional Sublime Nine; it is a discipline rarely practiced anymore, but kept alive by its initiates and masters. If a martial adept wishes to study and practice the Argent Moon discipline, he or she may do so in two different ways: he or she may neglect training in one of their other disciplines in order to pursue knowledge of the Argent Moon, essentially trading one discipline for another, or by taking levels in the Blade of the Argent Moon prestige class.
ARGENT MOON MANEUVERS
List:
1st Level
Light of the Moon - Stance - Gain 40 ft. illumination, grant allies +2 morale attack bonus
Full Moon Strike - Strike - Strike inflicts 1d6 + Wis modifier damage and may dispel glamer from victim
Argent Denial - Counter - Reduce enemy's Power Attack bonus or negate Maneuver benefits
2nd Level
Pale Curtain - Strike - Prevents victim from using gaze attacks, may make them flat-footed
Sea of Tranquility - Boost - You do not provoke attacks of opportunity
Eyes of Amaterasu - Stance - Gain Darkvision 40 ft. and immunity to blindness and dazzle
3rd Level
Waning Moon Strike - Strike - Strike inflicts 2d6 + Wis modifier damage and may force foe back to its natural form
Falling Sky Crash - Strike - Make Jump check to travel distances and deal extra damage
4th Level
Penumbral Strike - Strike - Inflict 2d6 bonus damage on strike, move then inflict 3d6 more
Lunatic Dance - Stance - Gain 50% concealment vs. sneak attacks, reduce sneak attack damage dice taken
5th Level
Half-Moon Strike - Strike - Inflict 4d6 + 2x wis modifier bonus damage to up to 5 nearby enemies
Lunatic Scream - Strike - Inflict Intimidate check bonus damage, grant allies +4 morale bonus to damage
Eclipse Shroud - Counter - Counter the effects of 1 spell cast at you or your square
6th Level
Umbral Strike - Strike - Teleport to inflict 6d6 bonus damage in a line after turn ends
Of Moon's Grace - Boost - Gain flight speed (perfect maneuverability), take reduced fall damage
Lunar Denial - Strike - Inflict 5d6 bonus damage, may force foe prone and disarm them
7th Level
Crescent Moon Strike - Strike - Inflict 8d6 + 3x wis modifier bonus damage, victim is afflicted with Light Blindness for 1 round
Eyes of Tsukuyomi - Stance - Gain True Seeing
8th Level
Tidal Strike - Strike - Inflict 9d6 bonus damage, victim may be slowed
Lunatic Howl - Strike - Inflict 2x Intimidate check damage, enemies beyond your reach take 1/2 damage
No Moon - Boost - Gain Greater Invisibility for 1 round/Initiator level
9th Level
Umbral Ultimatum - Strike - Teleport to inflict weapon damage on single foe; at end of current round, that foe takes 100 damage.
Details:
Light of the Moon
Stance
Level: Blade of the Argent Moon 1
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance
You exude pale white and blue light, illuminating shadows and empowering your allies.
You exude light as a torch: clear illumination out to 20 feet, and shadowy illumination out to 40 feet. Allies within 40 feet of you gain a +2 Morale bonus to their attacks.
Full Moon Strike
Strike
Level: Blade of the Argent Moon 1
Initiation Action: 1 Standard Action
Range: Melee attack
Target: One creature
With a huge vertical arc of your blade, you strike with the power of the heavens and shatter concealing magic.
When you use this maneuver, you make a single melee attack against a creature. Your attack inflicts an extra 1d6 + your Wisdom modifier damage and attempts to affect a single glamer on the victim as if with a Dispel Magic spell. For this dispel attempt, use your Initiator level + 10 instead of your Caster level + 10.
Argent Denial
Counter
Level: Blade of the Argent Moon 1
Initiation Action: 1 Immediate Action
Range: Melee attack
Target: One creature
With a flourish, you adjust your body to take a reduced hit from a foe.
With this counter, you attempt to reduce the power behind a Power Attack or Maneuver. You can only use this counter on an attack that has already been declared a hit. Make a Disarm attempt as if you were wielding a two-handed weapon (this attempt does not actually disarm the attacker). If you succeed, the attacker does not gain a bonus to damage from Power Attack, or the benefits of a Martial maneuver, for 1 round. Argent Denial can only be used to counter Maneuvers you are of a high enough level to initiate yourself.
Pale Curtain
Strike
Level: Blade of the Argent Moon 2
Initiation Action: 1 Standard Action
Range: Melee attack
Target: One creature
Duration: See text
Saving Throw: Will partial
Your weapon glows with a pale light as you twirl it about, a ribbon of light following it before you strike. The ribbon wraps itself around the foe's head as if it were a blindfold, hampering its magical gaze attacks.
When you use this maneuver, you make a single melee attack, dealing normal damage. Your opponent must make a Will save (DC 12 + your Wisdom modifier) or become Flat-footed for 1 round; regardless of the Will save outcome, it cannot make use of any gaze attacks it has for a number of rounds equal to your Initiator level.
Sea of Tranquility
Boost
Level: Blade of the Argent Moon 2
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: 1 round
A calming chime echoes from your body, and suddenly foes have a difficult time spotting openings in your defense.
When you use this boost, your actions do not generate Attacks of Opportunity for 1 round.
Eyes of Amaterasu
Stance
Level: Blade of the Argent Moon 2
Initiation Action: 1 Swift Action
Range: Personal
Target: You
For a moment, a bright light shines at your forehead, divulging into two spheres that enter your eyes. Darkness parts before you as you see with the aid of the Sun goddess.
While in this stance, you gain Darkvision out to 40 feet and cannot be blinded or dazzled. This ability is a Supernatural effect.
Waning Moon Strike
Strike
Level: Blade of the Argent Moon 3
Initiation Action: 1 Standard Action
Range: Melee attack
Target: One creature
Saving Throw: Will negates
Emulating the gibbous phase of the moon, your blade begins to perform a full arc, when it suddenly cuts short and a lash of pale energy leaps from your blade, forcing shape-changers to reveal their natural form.
When you use this strike, you make a single melee attack. Your attack inflicts an extra 2d6 + your Wisdom modifier damage and attempts to force a creature with an alternate form to reveal its natural form. It must make a Will save (DC 13 + your Wisdom modifier); if the victim fails its saving throw, it is forced into its natural form, and cannot make use of shapeshifting abilities for 1 round.
Falling Sky Crash
Strike
Level: Blade of the Argent Moon 3
Initiation Action: 1 Full-Round Action
Range: 15 feet
Target: One creature
You leap into the air, your blade swinging high and crashing down hard upon the skull of your foe.
When you use this strike, you make a Jump check with a +30 bonus, move and a single melee attack. You jump and move exactly 15 feet, regardless of your actual Jump check, and make the strike against a single creature. You are not considered to have a running start with this jump check. The damage you inflict is based on your Jump result:
{table=head]Jump Result|Damage
Less than 30|Normal
31-37|+1d6
38-44|+2d6
45-51|+3d6
52-58|+4d6
59+|+5d6[/table]
For the purposes of this strike, you do not take falling damage as long as you land on the same, or higher, elevation as when you initiated it. If you land on elevation lower than when you initiated it, treat the distance as if it were 15 feet shorter.
Penumbral Strike
Strike
Level: Blade of the Argent Moon 4
Initiation Action: 1 Standard Action
Range: Melee attack
Target: One creature
Entering and exiting a shadow barely perceptible to those around you, you manage to slip through shadowy space just as you strike your foe, leaving a wound whose severity is only realized after you exit the penumbra.
When you use this strike, you make a single melee attack, and then may move a number of spaces up to your base land speed; this movement does not provoke attacks of opportunity. Your attack inflicts an extra 2d6 damage. After your turn is complete, the victim of your maneuver takes another 3d6 damage. This second source of damage is force damage and bypasses all DR.
Lunatic Dance
Stance
Level: Blade of the Argent Moon 4
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Shaking and swerving like a madman, your unpredictability enhances your defenses against those that would seek to scour your body for weak spots.
While in this stance, enemies have a more difficult time placing strikes that rely on precision; you gain 50% concealment against sneak attacks and sudden strikes. In addition, any sneak attack or sudden strike that successfully hits you has its damage reduced by 2 dice (to a minimum of 1 die).
Half-Moon Strike
Strike
Level: Blade of the Argent Moon 5
Initiation Action: 1 Full-Round Action
Range: Melee attack
Target: Up to five creatures
Swinging your blade in a wide horizontal arc, you cleave through a throng of creatures, the wisdom of the heavens guiding your blow to strike with power.
When you use this maneuver, you make a single attack roll against up to five nearby creatures. For each creature struck, you deal 4d6 + twice your Wisdom modifier as half cold damage, half force damage. Each creature struck must be immediately next to another creature attacked and cannot have cover or concealment, unless you can bypass cover or concealment.
Lunatic Scream
Strike
Level: Blade of the Argent Moon 5
Initiation Action: 1 Standard Action
Range: Melee attack
Target: One creature plus all allies within 40 feet
Your strike is accompanied by a short, primal scream, rallying your allies and enhancing your blade.
When you use this strike, you make a single melee attack and an Intimidate check. Your attack deals bonus damage equal to an Intimidate check. Allies within 40 feet of you hear your scream and understand its meaning, and gain a +4 Morale bonus to damage dealt for 1 round.
Eclipse Shroud
Counter
Level: Blade of the Argent Moon 5
Initiation Action: 1 Immediate Action
Range: Personal
Target: You
Duration: 1 Round
For a moment, a dark shadow passes over you and only you, leaving nothing but an outline; the spell cast at you suddenly has its power nulled, as if something had deadened it.
When you use this counter, the first spell cast at you or the square(s) you are standing in is treated as if it had entered an Anti-Magic Zone, centered on your square (or the center of the squares you occupy) with a size equal to your natural reach. This boost only affects the first spell cast at you; spells cast afterwards or persistent area effects are not affected.
Umbral Strike
Strike
Level: Blade of the Argent Moon 6
Initiation Action: 1 Standard Action
Range: Up to 40 feet in a straight line
Target: You
Entering and exiting pure shadow space, you suddenly disappear and reappear far from your original location; foes between your starting and ending location are at first confused, then overcome with pain as your strike catches up with you.
When you use this strike, you designate a square you can enter up to 40 feet away from you in a straight line. You disappear at the beginning of your action and reappear in your new location at the end of it; as your turn ends, all enemies that were standing in a square that your line crossed take damage equal to your weapon damage plus 6d6.
Of Moon's Grace
Boost
Level: Blade of the Argent Moon 6
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: 1 round per Initiator level
When you use this boost, you gain a flight speed equal to three times your base land speed (up to 150 feet) with perfect maneuverability. When this boost ends, you slowly descend to the ground; if you descend a distance that would normally inflict falling damage, you instead only take 1d6 damage.
Lunar Denial
Strike
Level: Blade of the Argent Moon 6
Initiation Action: 1 Standard Action
Range: Melee attack
Target: One creature
By focusing your connection to the heavens, you make a single awe-inspiring strike against your foe, sending it earthward and dashing the weapon from its hand.
When you use this strike, you make a single attack. Your attack deals an additional 5d6 damage, and your opponent must suceed on a Balance check equal the damage dealt or fall prone. If the victim falls prone, it provokes a single Attack of Opportunity that must be made to Disarm it. You gain a +8 bonus to Disarm attempts for the provoked attack.
Crescent Moon Strike
Strike
Level: Blade of the Argent Moon 7
Initiation Action: 1 Standard Action
Range: Melee attack
Target: One creature
As your blade arcs through the air toward its target, part of it begins dragging a ribbon of darkness behind it. The shadow latches onto the target and leaps into its eyes, cursing its vision for a short time.
When you use this strike, you make a single attack. Your attack deals an additional 8d6 damage plus 3x your Wisdom modifier. In addition, the strike clings to the victim and curses its eyes, causing the victim to be afflicted with Light Blindness for 1 round.
Eyes of Tsukuyomi
Stance
Level: Blade of the Argent Moon 7
Initiation Action: 1 Full-Round Action
Range: Personal
Target: You
Two small globes of pale light float just beyond your head, then suddenly leap into your eyes – for a moment you are blinded, then vision returns and all is seen as it truly is.
While in this stance, you gain True Seeing, as the spell. Activating this stance requires you to meditate for a moment as the blindness from adapting to true sight fades; dismissing this stance is a free action.
If you have the ability to activate two stances at once, you cannot activate both Eyes of Tsukuyomi and Eyes of Amaterasu.
Tidal Strike
Strike
Level: Blade of the Argent Moon 8
Initiation Action: 1 Standard Action
Range: Melee attack
Target: One creature
Saving Throw: Will negates
Time around you and your adversary slows tremendously just before your weapon strikes, and a sudden burst of energy leaps from the wound and overwhelms your foe. To outsiders, it appears as if nothing but a flash has occured, but you and your opponent have seen the full strike. In addition to the dangerous wound, the foe feels its limbs dragged by enhanced gravity.
When you use this strike, you make a single attack. Your attack inflicts an additional 9d6 damage and your opponent must make a Will save (DC 18 + your Wisdom modifier) or be affected as if by the spell slow for a number of rounds equal to your Wisdom modifier.
Lunatic Howl
Strike
Level: Blade of the Argent Moon 8
Initiation Action: 1 Full-Round Action
Range: Melee attack
Target: One creature
With a howl, your blade strikes your intended foe, and a sudden rush of air rushes outward from you; as it gathers strength, it violently slams into foes around you, though those closest are unaffected.
When you use this strike, you make a single attack, along with an Intimidate check. Your attack deals bonus damage equal to twice the Intimidate check to the victim of the single attack. Afterwards, every enemy creature beyond your reach, up to 40 feet away, takes damage equal to half the damage dealt to the initial victim.
No Moon
Boost
Level: Blade of the Argent Moon 8
Initiation Action: 1 Immediate Action
Range: Personal
Target: You
Duration: 1 round per Initiator level
Suddenly, a shadow comes over you – and when it leaves, you appear to be gone.
When you use this boost, you gain Greater Invisibility, as per the spell with the exceptions listed above.
Umbral Ultimatum
Strike
Level: Blade of the Argent Moon 9
Initiation Action: 1 Full-Round Action
Range: 100 feet
Target: You
You teleport beyond a foe, a ribbon of blood following as your blade instantly sinks into the victim's flesh. Only moments later does the foe realize how grave a strike has been made.
When you use this strike, you designate a single square in a line up to 100 feet away from you, the path to which contains at least one creature, and instantly teleport to it. Choose a creature in that line, and make a single attack against that creature. Your attack inflicts normal damage. Your attack is resolved while you teleport, so you do not need to be near the creature when you teleport. When the current round ends, the victim of your Umbral Ultimatum takes an additional 100 points of damage.