Garryl
2011-01-29, 11:32 PM
Update: The latest version of this material can be found at MinMax Forum (http://minmaxforum.com/index.php?topic=1351.0). This thread likely won't be kept up to date with any further changes.
Sublime Tapestry martial discipline
Sublime Tapestry, a very meta martial discipline, is focused on affecting your other maneuvers.
Practitioners of Sublime Tapestry understand that to truly master their skills, they must understand and explore them in all conceivable ways. Sublime Tapestry is almost never practiced by itself. Alone, it is an incomplete style, like a sword hilt without the blade. The discipline functions through the exploration and improvement of all other martial disciplines, improving each of them through better understanding of all of their teachings.
Sublime Tapestry was not developed and mastered in a single monastery, temple, or school of martial practice. Rather, it is an agglomeration of techniques that numerous individuals have taught themselves as part of broadening their own studies beyond a single discipline. Over time, the best of these practices were collected and codified as a single discipline in and of itself. Of course, not everyone agrees on which techniques should be included, nor even what name the discipline as a whole should be called. Some call it Eternal Improvement Style, and emphasize the aspects that improve the techniques a martial adept already knows. To those who know it as Nine as One, the discipline is about merging the various disciplines of the sword into a cohesive whole. Its many names also include Underlying Succor, Unity of Form and Function, Balanced Way, Supportive Style, and still more depending on who you ask.
Discipline Access
Unlike most martial disciplines, Sublime Tapestry uses special rules to determine which martial adepts can learn its teachings. Sublime Tapestry maneuvers and stances can be learned as normal through the Martial Study and Martial Stance feats. In addition, any martial adept with knowledge of at least one maneuver from Sublime Tapestry is considered to have access to Sublime Tapestry, allowing them to learn maneuvers from it as though it was among the disciplines that their classes can learn maneuvers and stances from.
Further, the broad training of multiple disciplines also opens a martial adept to Sublime Tapestry's teachings. Any martial adept with access to six or more martial disciplines is considered to have access to Sublime Tapestry, allowing them to learn maneuvers from it as though it was among the disciplines that their classes can learn maneuvers and stances from. A martial adept is considered to have access to a discipline for this purpose if they may select maneuvers or stances known from that discipline as a class feature or racial trait (even if they do not know any), or if they know a maneuver or stance from that discipline. Among the traditional practitioners of the Sublime Way, only swordsages and masters of nine naturally train themselves in such a way that Sublime Tapestry's teachings are accessible. However, most multiclass martial adepts with levels in multiple initiator classes gain a sufficient understanding of the Sublime Way and the interactions between its many disciplines through their cross-training to learn from Sublime Tapestry.
Sidebar: Greater Than the Sum of Its Parts
Sublime Tapestry emphasizes the blending of martial techniques from different styles, exploring all the ways that they can be combined to create something better. Where many martial adepts see the unshakable calm of a Diamond Mind master as incompatible with the primal fury of a Tiger Claw master, a practitioner of the Sublime Tapestry will try to understand them both, bringing a savage assault tempered with a cool head to the battlefield.
To emphasize this blending of styles, many Sublime Tapestry maneuvers require the martial adept who uses them to use other maneuvers from different disciplines to reap their benefits. Some actually prevent a character from initiating multiple maneuvers from the same discipline during the same turn. In general, these maneuvers cannot be initiated by a character who has already initiated multiple maneuvers from a single discipline, or who has already initiated a maneuver of the same discipline. Since this restriction usually only extends over the course of the current turn, maneuvers initiated before the current turn (such as counters used since a character's last turn) do not restrict the use of these maneuvers, nor are maneuvers initiated after the current turn (such as counters or readied actions). Stances generally do not count against these restrictions and may be used freely, even if they belong to a discipline from which the character has already initiated a maneuver.
Variant: Ranged Maneuvers
Characters with access to disciplines focused on ranged attacks can adapt Sublime Tapestry's techniques to ranged combat as well. Any martial adept with knowledge of at least one martial maneuver with a range of "ranged attack" can take advantage of this option. Under this variant, the martial adept may, at their discretion, change all references to "melee" in any Sublime Tapestry maneuvers they initiate to "ranged". This includes, but is not limited to, the terms "melee attack", "melee attack roll", and "melee damage roll". Any maneuver so affected must have all of its applicable references changed. Martial adepts using this variant can choose to take advantage of this option for any combination of their Sublime Tapestry maneuvers, determined at whatever time is most beneficial. This option does not apply to maneuvers used by other martial adepts, nor to maneuvers from other disciplines.
Discipline Key Skill: Martial Lore. Sublime Tapestry focuses on the understanding of other martial disciplines so as to make them greater than they are alone.
Discipline Favored Weapons: None. Sublime Tapestry has no favored weapons, as it is not designed to function as a complete discipline in and of itself. If anything, the other martial disciplines are its weapons.
Sublime Tapestry Maneuvers by Level
1st-Level Sublime Tapestry Maneuvers
Efficient Recovery: Stance - When you miss with a strike, recover a boost you initiated in the same round.
Opening Strike: Strike - Attack deals +1d4 damage, may cause next strike to deal maximum bonus damage.
Redoubled Focus: Boost - Enter a second stance until the beginning of your next turn.
2nd-Level Sublime Tapestry Maneuvers
Reactive Focus: Counter - Change stances as an immediate action.
Surging Blow: Strike - Expend another readied maneuver to attack with a bonus on the attack and damage rolls based on the maneuver sacrificed.
3rd-Level Sublime Tapestry Maneuvers
Focused Recovery: Recover a single expended maneuver as a swift action. You cannot recover this maneuver for 1 minute or until the recovered maneuver has been expended.
Followup Strike: Strike - Attack deals bonus damage based on the level of the last strike used against the target.
Martial Reflexes: Stance - Use standard action strikes in place of attacks of opportunity.
4th-Level Sublime Tapestry Maneuvers
Multi-Counter: Counter - Use up to two other counters before your next turn without spending more immediate actions.
Probing Strike: Strike - Attack deals +4d4 damage, may cause next strike to deal maximum bonus damage and have a bonus on attack rolls.
Replicate Attack: Boost - Next attack uses the same attack roll and critical confirmation roll of your last attack.
5th-Level Sublime Tapestry Maneuvers
Resurgent Reaction: Stance - Use boosts even if you used an immediate action since your last turn.
Mirror Strike: Strike - Duplicate the last strike you observed or used.
Twinned Style: Boost - Initiate two other boosts as part of a single swift action.
6th-Level Sublime Tapestry Maneuvers
Double Strike: Strike - Initiate two strikes in a single action equal to the longer initiation action of the two. All attack rolls for the second strike suffer a -5 penalty.
Rapid Attack: Boost - Initiate next standard action strike as a move action.
Skilled Recovery: Recover up to two expended maneuvers as a swift action. You cannot recover this maneuver for 1 minute or until the recovered maneuvers have been expended.
7th-Level Sublime Tapestry Maneuvers
Combination Strike: Strike - Attack deals +10d4 damage, may cause next strike to deal maximum bonus damage and have a bonus on attack rolls and save DC.
Split Attack: Boost - Next strike affects two creatures within reach.
8th-Level Sublime Tapestry Maneuvers
Closing Strike: Strike - Attack deals bonus damage based on the level of the last strike used against the target, and causes secondary effects based on the discipline of the last strike used against the target.
Stylized Mirror of Form: Stance - Enter any stance you qualify for from a martial discipline you observe or use. (Details need tweaking).
Sublime Recovery: Recover all expended maneuvers as a swift action. You cannot recover this maneuver for 1 minute or until all of your other maneuvers have been expended.
9th-Level Sublime Tapestry Maneuvers
Triumvirate Strike: Strike - Initiate three strikes in a single action equal to the longer initiation action of the three. All attack rolls for the second strike suffer a -5 penalty. All attack rolls for the third strike suffer a -10 penalty.
Closing Strike
Sublime Tapestry (Strike)
Level: Any martial adept 8
Prerequisite: Three Sublime Tapestry maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: See text
Saving Throw: See text
As part of this maneuver, make a single melee attack. If it hits and you have also initiated a strike against the same creature since the beginning of your last turn, your attack deals an extra +2d6 damage, plus another 2d6 points of damage for each level of the highest level strike you initiated against that creature since the beginning of your last turn. In addition, this strike causes an additional effect based on the discipline of the highest level strike you initiated against that creature since the beginning of your last turn.
Desert Wind: You are shielded by mystical flames until the end of your next turn. During this time, half of the fire damage that you deal ignores fire resistance and immunity, and any enemy that attacks you, even with ranged weapons, suffers 10 points of fire damage. This effect is supernatural.
Devoted Spirit: You and all allies within 30 feet of you heal 10d6 points of damage + 1 point per initiator level (maximum +20). This effect only occurs if the creature is an enemy whose alignment has at least one component different from yours and who poses a threat to you or your allies in some direct, immediate way.
Diamond Mind: You gain an additional action that can be spent as either a move, swift, or immediate action, chosen when you spend it. You can spend this additional action at any time before the end of your next turn, even when it is not your turn. If you do not, it is lost.
Iron Heart: At any point before the end of your next turn, you may spend an immediate action to treat a single attack roll you just made as though you had instead rolled a natural 20. You may decide to use this effect after rolling the attack roll and determining the results.
Setting Sun: The creature is knocked prone and must make a Reflex save (DC 18 + your Strength modifier). On a failed saving throw, the creature is also rendered flat-footed and staggered until the end of your next turn.
Shadow Hand: You gain total concealment until the end of your next turn. This effect is supernatural.
Stone Dragon: The creature loses any armor bonus to Armor Class, natural armor bonus to Armor Class, damage reduction, hardness, immunity to critical hits, or resistance to critical hits it may have until the end of your next turn.
Tiger Claw: The critical threat range of any attack you make increases by 2 until the end of your next turn. This effect stacks with, and may be altered by, the benefits of the Improved Critical feat, the keen edge spell, and similar effects that modify the critical threat range of a weapon or attack.
White Raven: You and all allies within 30 feet of you gain a +5 morale bonus on all skill checks, ability checks, opposed checks, and weapon damage rolls until the end of your next turn.
Sublime Tapestry: No additional effect.
Despite the fact that some parts of this maneuver are considered supernatural abilities, and thus are ineffective within an anti-magic field, this maneuver is still an extraordinary ability.
For the purpose of this ability, initiating a strike against a creature means initiating a strike that involves making an attack, attack roll, or opposed check against that creature, requires that creature to make a saving throw, deals damage to that creature, includes that creature within its area, or includes that creature as one of its targets. A single strike may be considered to have been initiated against multiple creatures.
Combination Strike
Sublime Tapestry (Strike)
Level: Any martial adept 7
Prerequisite: One Sublime Tapestry maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round
Saving Throw: Fortitude partial
As part of this maneuver, make a single melee attack. If this attack hits, it deals +10d4 damage and the subject must make a Fortitude save (DC 17 + your Wisdom modifier). On a failed saving throw, your next strike against that creature before the end of your next turn is improved. You gain a +4 bonus on all attack rolls and skill checks involved in that strike, a +2 bonus to the save DCs involved in that strike, and any bonus damage dice granted by the strike are treated as having rolled the highest possible value on the die roll. Bonus damage dice from other sources, rerolled dice, base weapon damage, and other sources of bonus damage are not maximized.
For the purpose of this ability, initiating a strike against a creature means initiating a strike that involves making an attack, attack roll, or opposed check against that creature, requires that creature to make a saving throw, deals damage to that creature, includes that creature within its area, or includes that creature as one of its targets. A single strike may be considered to have been initiated against multiple creatures.
Double Strike
Sublime Tapestry (Strike)
Level: Any martial adept 6
Prerequisite: Two Sublime Tapestry maneuvers
Initiation Action: See text
Range: See text
Area: See text
Target: See text
Duration: See text
Saving Throw: See text
As part of initiating this strike, you may initiate up to two additional strikes. The action required to initiate this strike is equal to the longer of the two additional strikes' initiation actions. The effects of the two additional strikes are resolved as normal, except that you suffer a -5 penalty to all attack rolls made for the second strike. You must follow all normal limitations of initiating these strikes, other than expending their initiation actions. These strikes are expended as normal.
You cannot initiate this maneuver if you have already initiated more than one maneuver from any given martial discipline during the same turn, or if you have already initiated a maneuver from the same discipline. You cannot initiate more than one maneuver from any given martial discipline during a turn that you initiate this maneuver. Stances do not count against this restriction.
Efficient Recovery
Sublime Tapestry (Stance)
Level: Any martial adept 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, you can efficiently recover from your mistakes. Once per round when you miss with an attack roll made as part of a strike, you may recover a single boost you initiated since the beginning of your turn (or since the beginning of your last turn if it is not currently your turn). If you use granted maneuvers for that boost, it is also granted.
Focused Recovery
Sublime Tapestry
Level: Any martial adept 3
Prerequisite: One Sublime Tapestry maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous
When you initiate this maneuver, you may choose one expended maneuver that you have readied. That maneuver is no longer considered expended. If you use granted maneuvers for that maneuver, it is also granted.
Once you initiate Focused Recovery, you cannot recover it by any means for 1 minute or until the recovered maneuver is expended, whichever comes first. If you decline to recover any maneuvers with Focused Recovery, this limitation does not apply.
Followup Strike
Sublime Tapestry (Strike)
Level: Any martial adept 3
Prerequisite: One Sublime Tapestry maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
As part of this maneuver, make a single melee attack. If it hits and you have also initiated a strike against the same creature since the beginning of your last turn, your attack deals an extra +3d6 damage, plus another 1d6 points of damage for each level of the highest level strike you initiated against that creature since the beginning of your last turn.
For the purpose of this ability, initiating a strike against a creature means initiating a strike that involves making an attack, attack roll, or opposed check against that creature, requires that creature to make a saving throw, deals damage to that creature, includes that creature within its area, or includes that creature as one of its targets. A single strike may be considered to have been initiated against multiple creatures.
Martial Reflexes
Sublime Tapestry (Stance)
Level: Any martial adept 3
Prerequisite: One Sublime Tapestry maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, you may choose to initiate a strike instead of making the attacks that you would normally be allowed for any given attack of opportunity. You can only initiate a strike this way if you use it to attack the creature that provoked the attack of opportunity. You can only initiate a strike this way with an initiation action of one standard action or less. This strike still counts as an attack of opportunity in all ways, including counting against your normal limit of attacks of opportunity per round. You must follow all other normal limitations of initiating these strikes, other than expending their initiation actions. Strikes initiated this way are expended as normal.
Mirror Strike
Sublime Tapestry (Strike)
Level: Any martial adept 5
Prerequisite: Two Sublime Tapestry maneuvers
Initiation Action: See text
Range: See text
Area: See text
Target: See text
Duration: See text
Saving Throw: See text
When you initiate this strike, treat it as the last strike you have observed, except as follows. This strike is still considered to be of the Sublime Tapestry discipline, rather than the mimicked strike's discipline. All other parameters and effects, including the initiation action of this strike, are as the mimicked strike. You need not know or even qualify for the mimicked strike. For the purposes of this strike, the last strike you have observed is either the most recent strike that you observed well enough to have made a Martial Lore check to identify, or the last strike that you initiated, whichever is most recent.
Multi-Counter
Sublime Tapestry (Counter)
Level: Any martial adept 4
Prerequisite: One Sublime Tapestry maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: 1 round
Until the beginning of your next turn, you may initiate up to two additional counters without spending an immediate action. You must follow all normal limitations of initiating these counters, other than expending immediate actions. These counters are expended as normal.
You cannot initiate this maneuver if you have already initiated more than one maneuver from any given martial discipline since the end of your last turn, or if you have already initiated a maneuver from the same discipline. Once you initiate this maneuver, you cannot initiate more than one maneuver from any given martial discipline until the beginning of your next turn, including any maneuvers that you have already initiated since the end of your next turn. Stances do not count against this restriction.
Opening Strike
Sublime Tapestry (Strike)
Level: Any martial adept 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round
Saving Throw: Fortitude partial
As part of this maneuver, make a single melee attack. If this attack hits, it deals +1d4 damage and the subject must make a Fortitude save (DC 11 + your Wisdom modifier). On a failed saving throw, your next strike against that creature before the end of your next turn deals maximum bonus damage, as though any bonus damage dice granted by the strike rolled the highest possible value on the die roll. Bonus damage dice from other sources, rerolled dice, base weapon damage, and other sources of bonus damage are not maximized.
For the purpose of this ability, initiating a strike against a creature means initiating a strike that involves making an attack, attack roll, or opposed check against that creature, requires that creature to make a saving throw, deals damage to that creature, includes that creature within its area, or includes that creature as one of its targets. A single strike may be considered to have been initiated against multiple creatures.
Probing Strike
Sublime Tapestry (Strike)
Level: Any martial adept 4
Prerequisite: One Sublime Tapestry maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round
Saving Throw: Fortitude partial
As part of this maneuver, make a single melee attack. If this attack hits, it deals +4d4 damage and the subject must make a Fortitude save (DC 14 + your Wisdom modifier). On a failed saving throw, you gain a +2 bonus on all attack rolls in your next strike against that creature before the end of your next turn and any bonus damage dice granted by the strike are treated as having rolled the highest possible value on the die roll. Bonus damage dice from other sources, rerolled dice, base weapon damage, and other sources of bonus damage are not maximized.
For the purpose of this ability, initiating a strike against a creature means initiating a strike that involves making an attack, attack roll, or opposed check against that creature, requires that creature to make a saving throw, deals damage to that creature, includes that creature within its area, or includes that creature as one of its targets. A single strike may be considered to have been initiated against multiple creatures.
Rapid Attack
Sublime Tapestry (Boost)
Level: Any martial adept 6
Prerequisite: Two Sublime Tapestry maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Until the end of your turn, you may initiate a single strike as a move action instead of a standard action. This benefit does not apply to strikes with initiation actions other than one standard action. You must follow all normal limitations of initiating this strike, other than the initiation action. This strike is expended as normal.
You cannot initiate this maneuver if you have already initiated more than one maneuver from any given martial discipline during the same turn, or if you have already initiated a maneuver from the same discipline. You cannot initiate more than one maneuver from any given martial discipline during a turn that you initiate this maneuver. Stances do not count against this restriction.
Reactive Focus
Sublime Tapestry (Counter)
Level: Any martial adept 2
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
As part of this maneuver, you may enter a single stance you know, as though you had initiated it normally. You must follow all normal limitations of initiating and maintaining that stance, other than expending a swift action.
Redoubled Focus
Sublime Tapestry (Boost)
Level: Any martial adept 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
As part of this maneuver, you enter a single additional stance that you know. This cannot be a stance that you are already in. Until the beginning of your next turn, you can remain in one more stance than normal. At that time, if you are in more stances than your normal limit, you must choose a number of stances equal to or less than your normal limit of stances. All other stances that you are in immediately end. You must follow all other normal limitations of initiating and maintaining the stance, other than expending a swift action.
Replicate Attack
Sublime Tapestry (Boost)
Level: Any martial adept 4
Prerequisite: One Sublime Tapestry maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Your next attack roll after initiating this boost but before the end of your turn is treated as though it was a duplicate of your last attack roll. Treat the attack roll as though you received the same result on the die and had the same bonuses and penalties. Whether this results in a hit or a miss depends on the Armor Class of your current target, not your previous target. In addition, you roll for damage and other effects normally, independent of your previous attack's damage or lack thereof.
If the previous attack risked a miss chance due to concealment, incorporeality, or other factors, use the same miss chance and miss chance roll. If there was no miss chance for your previous attack, you ignore any miss chance that there may be now.
If your previous attack was a critical threat, so is this one, even if your critical threat range has changed. Use the same critical threat roll as the previous attack. This may allow you to score a critical hit against creatures that are normally immune to critical hits, although most such creatures are still immune to any bonus damage that such a critical hit may deal. If you neglected to roll a critical confirmation roll on your previous attack because your previous target was immune to critical hits, or if your previous attack roll would have threatened a critical hit had it not missed, you roll the critical confirmation roll for this attack with the bonuses and penalties that your previous attack's roll would have had. If your previous attack was not a critical threat, then neither is this attack, even if your critical threat range has changed.
Resurgent Reaction
Sublime Tapestry (Stance)
Level: Any martial adept 5
Prerequisite: Two Sublime Tapestry maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, the first immediate action that you spend each round to initiate a counter does not count against your swift actions during your next turn for the purpose of initiating boosts.
Skilled Recovery
Sublime Tapestry
Level: Any martial adept 6
Prerequisite: Two Sublime Tapestry maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous
When you initiate this maneuver, you may choose up to two expended maneuvers that you have readied. Those maneuvers are no longer considered expended. If you use granted maneuvers for either of those maneuvers, they are also granted.
Once you initiate Skilled Recovery, you cannot recover it by any means for 1 minute or until the recovered maneuvers are expended, whichever comes first. If you decline to recover any maneuvers with Skilled Recovery, this limitation does not apply.
Split Attack
Sublime Tapestry (Boost)
Level: Any martial adept 7
Prerequisite: Three Sublime Tapestry maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
You may attack one more creature than normal with a single strike that you initiate before the end of your turn. This benefit does not apply to strikes that do not allow you to make an attack as part of initiating the strike, nor to those that have no target or that target more than one creature or object. The attack against the additional creature is as though you had initiated the strike again with the additional creature as the only target. You must follow all other normal limitations of the strike. The strike is expended as normal.
You cannot initiate this maneuver if you have already initiated more than one maneuver from any given martial discipline during the same turn, or if you have already initiated a maneuver from the same discipline. You cannot initiate more than one maneuver from any given martial discipline during a turn that you initiate this maneuver. Stances do not count against this restriction.
Stylized Mirror of Form
Sublime Tapestry (Stance)
Level: Any martial adept 8
Prerequisite: Three Sublime Tapestry maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, you may leave this stance to initiate a single stance that you qualify for but do not know. This must either be a stance that you have observed another initiator entering or using, a stance from the discipline of a maneuver that you have observed another initiator initiate, or a stance from a school that you have readied at least four maneuvers. You cannot use this effect to initiate a stance of higher level than the highest level maneuver you know from its discipline. Once you have initiated an unknown stance in this way, you may remain in it for up to 5 minutes, or until the end of the current encounter, whichever comes first. You can only initiate a given unknown stance once per day this way.
Sublime Recovery
Sublime Tapestry
Level: Any martial adept 8
Prerequisite: Three Sublime Tapestry maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous
When you initiate this maneuver, you may choose any number of expended maneuvers that you have readied. Those maneuvers are no longer considered expended. If you use granted maneuvers for any of those maneuvers, they are also granted.
Once you initiate Sublime Recovery, you cannot recover it by any means for 1 minute or until the recovered maneuvers are expended, whichever comes first. If you decline to recover any maneuvers with Sublime Recovery, this limitation does not apply.
Surging Blow
Sublime Tapestry (Strike)
Level: Any martial adept 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
As part of this maneuver, choose one unexpended, readied maneuver that you possess, other than this maneuver. If you use granted maneuvers for that maneuver, it must also be granted. That maneuver is immediately expended, as though you had initiated it. Make a single melee attack with a +1 bonus on the attack roll, plus the level of the expended maneuver. If the attack hits, it deals an extra +2d8 points of damage for each level of the expended maneuver.
Triumvirate Strike
Sublime Tapestry (Strike)
Level: Any martial adept 9
Prerequisite: Four Sublime Tapestry maneuvers
Initiation Action: See text
Range: See text
Area: See text
Target: See text
Duration: See text
Saving Throw: See text
As part of initiating this strike, you may initiate up to three additional strikes. The action required to initiate this strike is equal to the longer of the three additional strikes' initiation actions. The effects of the three additional strikes are resolved as normal, except that you suffer a -5 penalty to all attack rolls made for the second strike and a -10 penalty to all attack rolls made for the third strike. You must follow all normal limitations of initiating these strikes, other than expending their initiation actions. These strikes are expended as normal.
You cannot initiate this maneuver if you have already initiated more than one maneuver from any given martial discipline during the same turn, or if you have already initiated a maneuver from the same discipline. You cannot initiate more than one maneuver from any given martial discipline during a turn that you initiate this maneuver. Stances do not count against this restriction.
Twinned Style
Sublime Tapestry (Boost)
Level: Any martial adept 5
Prerequisite: Two Sublime Tapestry maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous
As part of this maneuver, you may initiate up to two boosts. You must follow all normal limitations of initiating these boosts, other than expending swift actions. These boosts are expended as normal.
You cannot initiate this maneuver if you have already initiated more than one maneuver from any given martial discipline during the same turn, or if you have already initiated a maneuver from the same discipline. You cannot initiate more than one maneuver from any given martial discipline during a turn that you initiate this maneuver. Stances do not count against this restriction.
New Feats
This section contains a number of new feats relating to the Sublime Tapestry discipline.
General FeatsPrerequisitesBenefit
A Tapestry of Many ThreadsOne Sublime Tapestry maneuver, one maneuver from another disciplineTreat known maneuvers as being from different disciplines
Tactical FeatsPrerequisitesBenefit
Maneuver SynergySee feat descriptionSee feat description
A Tapestry of Many Threads [General]
Prerequisites: One Sublime Tapestry maneuver known, one maneuver known from at least one other discipline.
Benefit: Select up to one maneuver you know from each discipline you know any maneuvers from. You may treat them as being of the disciplines of your choice instead of their normal disciplines. You can only select disciplines from which you already know at least one maneuver.
Special: Whenever you gain a level, you can change which maneuvers are affected and which disciplines you treat them as being from.
Maneuver Synergy [Tactical]
Prerequisites: Base Attack Bonus +6, any other Tactical feat, one Sublime Tapestry maneuver known, one maneuver known from each of at least three other disciplines.
Benefit: Maneuver Synergy gives you access to the following tactical maneuvers.
Escalating Assault: Whenever an opponent succeeds on a saving throw against one of your martial maneuvers, the save DC of the next martial maneuver you initiate before the end of your next turn that requires a saving throw is increased by 1.
Impromptu Tactics: You may expend a readied martial maneuver as a swift action in place of meeting the preconditions of an ability of a Tactical feat you possess. If you use granted maneuvers for that maneuver, it must also be granted. This ability only allows you to ignore any preconditions of events that must occur during your first turn, and only for tactical maneuvers that require you to meet certain preconditions during your first turn in order to gain a benefit during your second turn. You must still meet any other conditions of the tactical maneuver. This benefit only applies one time to one tactical maneuver each time you expend a maneuver this way.
Training in Action: To use ability, you must initiate a boost during your first turn. You must then initiate a counter from a different martial discipline before your next turn. If you do so and you initiate a strike from a third martial discipline during your second turn, you may immediately recover all expended maneuvers from disciplines other than those of the three martial maneuvers you just initiated for this tactical maneuver. If you use granted maneuvers for any maneuvers recovered this way, they are also granted.
Sublime Tapestry martial discipline
Sublime Tapestry, a very meta martial discipline, is focused on affecting your other maneuvers.
Practitioners of Sublime Tapestry understand that to truly master their skills, they must understand and explore them in all conceivable ways. Sublime Tapestry is almost never practiced by itself. Alone, it is an incomplete style, like a sword hilt without the blade. The discipline functions through the exploration and improvement of all other martial disciplines, improving each of them through better understanding of all of their teachings.
Sublime Tapestry was not developed and mastered in a single monastery, temple, or school of martial practice. Rather, it is an agglomeration of techniques that numerous individuals have taught themselves as part of broadening their own studies beyond a single discipline. Over time, the best of these practices were collected and codified as a single discipline in and of itself. Of course, not everyone agrees on which techniques should be included, nor even what name the discipline as a whole should be called. Some call it Eternal Improvement Style, and emphasize the aspects that improve the techniques a martial adept already knows. To those who know it as Nine as One, the discipline is about merging the various disciplines of the sword into a cohesive whole. Its many names also include Underlying Succor, Unity of Form and Function, Balanced Way, Supportive Style, and still more depending on who you ask.
Discipline Access
Unlike most martial disciplines, Sublime Tapestry uses special rules to determine which martial adepts can learn its teachings. Sublime Tapestry maneuvers and stances can be learned as normal through the Martial Study and Martial Stance feats. In addition, any martial adept with knowledge of at least one maneuver from Sublime Tapestry is considered to have access to Sublime Tapestry, allowing them to learn maneuvers from it as though it was among the disciplines that their classes can learn maneuvers and stances from.
Further, the broad training of multiple disciplines also opens a martial adept to Sublime Tapestry's teachings. Any martial adept with access to six or more martial disciplines is considered to have access to Sublime Tapestry, allowing them to learn maneuvers from it as though it was among the disciplines that their classes can learn maneuvers and stances from. A martial adept is considered to have access to a discipline for this purpose if they may select maneuvers or stances known from that discipline as a class feature or racial trait (even if they do not know any), or if they know a maneuver or stance from that discipline. Among the traditional practitioners of the Sublime Way, only swordsages and masters of nine naturally train themselves in such a way that Sublime Tapestry's teachings are accessible. However, most multiclass martial adepts with levels in multiple initiator classes gain a sufficient understanding of the Sublime Way and the interactions between its many disciplines through their cross-training to learn from Sublime Tapestry.
Sidebar: Greater Than the Sum of Its Parts
Sublime Tapestry emphasizes the blending of martial techniques from different styles, exploring all the ways that they can be combined to create something better. Where many martial adepts see the unshakable calm of a Diamond Mind master as incompatible with the primal fury of a Tiger Claw master, a practitioner of the Sublime Tapestry will try to understand them both, bringing a savage assault tempered with a cool head to the battlefield.
To emphasize this blending of styles, many Sublime Tapestry maneuvers require the martial adept who uses them to use other maneuvers from different disciplines to reap their benefits. Some actually prevent a character from initiating multiple maneuvers from the same discipline during the same turn. In general, these maneuvers cannot be initiated by a character who has already initiated multiple maneuvers from a single discipline, or who has already initiated a maneuver of the same discipline. Since this restriction usually only extends over the course of the current turn, maneuvers initiated before the current turn (such as counters used since a character's last turn) do not restrict the use of these maneuvers, nor are maneuvers initiated after the current turn (such as counters or readied actions). Stances generally do not count against these restrictions and may be used freely, even if they belong to a discipline from which the character has already initiated a maneuver.
Variant: Ranged Maneuvers
Characters with access to disciplines focused on ranged attacks can adapt Sublime Tapestry's techniques to ranged combat as well. Any martial adept with knowledge of at least one martial maneuver with a range of "ranged attack" can take advantage of this option. Under this variant, the martial adept may, at their discretion, change all references to "melee" in any Sublime Tapestry maneuvers they initiate to "ranged". This includes, but is not limited to, the terms "melee attack", "melee attack roll", and "melee damage roll". Any maneuver so affected must have all of its applicable references changed. Martial adepts using this variant can choose to take advantage of this option for any combination of their Sublime Tapestry maneuvers, determined at whatever time is most beneficial. This option does not apply to maneuvers used by other martial adepts, nor to maneuvers from other disciplines.
Discipline Key Skill: Martial Lore. Sublime Tapestry focuses on the understanding of other martial disciplines so as to make them greater than they are alone.
Discipline Favored Weapons: None. Sublime Tapestry has no favored weapons, as it is not designed to function as a complete discipline in and of itself. If anything, the other martial disciplines are its weapons.
Sublime Tapestry Maneuvers by Level
1st-Level Sublime Tapestry Maneuvers
Efficient Recovery: Stance - When you miss with a strike, recover a boost you initiated in the same round.
Opening Strike: Strike - Attack deals +1d4 damage, may cause next strike to deal maximum bonus damage.
Redoubled Focus: Boost - Enter a second stance until the beginning of your next turn.
2nd-Level Sublime Tapestry Maneuvers
Reactive Focus: Counter - Change stances as an immediate action.
Surging Blow: Strike - Expend another readied maneuver to attack with a bonus on the attack and damage rolls based on the maneuver sacrificed.
3rd-Level Sublime Tapestry Maneuvers
Focused Recovery: Recover a single expended maneuver as a swift action. You cannot recover this maneuver for 1 minute or until the recovered maneuver has been expended.
Followup Strike: Strike - Attack deals bonus damage based on the level of the last strike used against the target.
Martial Reflexes: Stance - Use standard action strikes in place of attacks of opportunity.
4th-Level Sublime Tapestry Maneuvers
Multi-Counter: Counter - Use up to two other counters before your next turn without spending more immediate actions.
Probing Strike: Strike - Attack deals +4d4 damage, may cause next strike to deal maximum bonus damage and have a bonus on attack rolls.
Replicate Attack: Boost - Next attack uses the same attack roll and critical confirmation roll of your last attack.
5th-Level Sublime Tapestry Maneuvers
Resurgent Reaction: Stance - Use boosts even if you used an immediate action since your last turn.
Mirror Strike: Strike - Duplicate the last strike you observed or used.
Twinned Style: Boost - Initiate two other boosts as part of a single swift action.
6th-Level Sublime Tapestry Maneuvers
Double Strike: Strike - Initiate two strikes in a single action equal to the longer initiation action of the two. All attack rolls for the second strike suffer a -5 penalty.
Rapid Attack: Boost - Initiate next standard action strike as a move action.
Skilled Recovery: Recover up to two expended maneuvers as a swift action. You cannot recover this maneuver for 1 minute or until the recovered maneuvers have been expended.
7th-Level Sublime Tapestry Maneuvers
Combination Strike: Strike - Attack deals +10d4 damage, may cause next strike to deal maximum bonus damage and have a bonus on attack rolls and save DC.
Split Attack: Boost - Next strike affects two creatures within reach.
8th-Level Sublime Tapestry Maneuvers
Closing Strike: Strike - Attack deals bonus damage based on the level of the last strike used against the target, and causes secondary effects based on the discipline of the last strike used against the target.
Stylized Mirror of Form: Stance - Enter any stance you qualify for from a martial discipline you observe or use. (Details need tweaking).
Sublime Recovery: Recover all expended maneuvers as a swift action. You cannot recover this maneuver for 1 minute or until all of your other maneuvers have been expended.
9th-Level Sublime Tapestry Maneuvers
Triumvirate Strike: Strike - Initiate three strikes in a single action equal to the longer initiation action of the three. All attack rolls for the second strike suffer a -5 penalty. All attack rolls for the third strike suffer a -10 penalty.
Closing Strike
Sublime Tapestry (Strike)
Level: Any martial adept 8
Prerequisite: Three Sublime Tapestry maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: See text
Saving Throw: See text
As part of this maneuver, make a single melee attack. If it hits and you have also initiated a strike against the same creature since the beginning of your last turn, your attack deals an extra +2d6 damage, plus another 2d6 points of damage for each level of the highest level strike you initiated against that creature since the beginning of your last turn. In addition, this strike causes an additional effect based on the discipline of the highest level strike you initiated against that creature since the beginning of your last turn.
Desert Wind: You are shielded by mystical flames until the end of your next turn. During this time, half of the fire damage that you deal ignores fire resistance and immunity, and any enemy that attacks you, even with ranged weapons, suffers 10 points of fire damage. This effect is supernatural.
Devoted Spirit: You and all allies within 30 feet of you heal 10d6 points of damage + 1 point per initiator level (maximum +20). This effect only occurs if the creature is an enemy whose alignment has at least one component different from yours and who poses a threat to you or your allies in some direct, immediate way.
Diamond Mind: You gain an additional action that can be spent as either a move, swift, or immediate action, chosen when you spend it. You can spend this additional action at any time before the end of your next turn, even when it is not your turn. If you do not, it is lost.
Iron Heart: At any point before the end of your next turn, you may spend an immediate action to treat a single attack roll you just made as though you had instead rolled a natural 20. You may decide to use this effect after rolling the attack roll and determining the results.
Setting Sun: The creature is knocked prone and must make a Reflex save (DC 18 + your Strength modifier). On a failed saving throw, the creature is also rendered flat-footed and staggered until the end of your next turn.
Shadow Hand: You gain total concealment until the end of your next turn. This effect is supernatural.
Stone Dragon: The creature loses any armor bonus to Armor Class, natural armor bonus to Armor Class, damage reduction, hardness, immunity to critical hits, or resistance to critical hits it may have until the end of your next turn.
Tiger Claw: The critical threat range of any attack you make increases by 2 until the end of your next turn. This effect stacks with, and may be altered by, the benefits of the Improved Critical feat, the keen edge spell, and similar effects that modify the critical threat range of a weapon or attack.
White Raven: You and all allies within 30 feet of you gain a +5 morale bonus on all skill checks, ability checks, opposed checks, and weapon damage rolls until the end of your next turn.
Sublime Tapestry: No additional effect.
Despite the fact that some parts of this maneuver are considered supernatural abilities, and thus are ineffective within an anti-magic field, this maneuver is still an extraordinary ability.
For the purpose of this ability, initiating a strike against a creature means initiating a strike that involves making an attack, attack roll, or opposed check against that creature, requires that creature to make a saving throw, deals damage to that creature, includes that creature within its area, or includes that creature as one of its targets. A single strike may be considered to have been initiated against multiple creatures.
Combination Strike
Sublime Tapestry (Strike)
Level: Any martial adept 7
Prerequisite: One Sublime Tapestry maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round
Saving Throw: Fortitude partial
As part of this maneuver, make a single melee attack. If this attack hits, it deals +10d4 damage and the subject must make a Fortitude save (DC 17 + your Wisdom modifier). On a failed saving throw, your next strike against that creature before the end of your next turn is improved. You gain a +4 bonus on all attack rolls and skill checks involved in that strike, a +2 bonus to the save DCs involved in that strike, and any bonus damage dice granted by the strike are treated as having rolled the highest possible value on the die roll. Bonus damage dice from other sources, rerolled dice, base weapon damage, and other sources of bonus damage are not maximized.
For the purpose of this ability, initiating a strike against a creature means initiating a strike that involves making an attack, attack roll, or opposed check against that creature, requires that creature to make a saving throw, deals damage to that creature, includes that creature within its area, or includes that creature as one of its targets. A single strike may be considered to have been initiated against multiple creatures.
Double Strike
Sublime Tapestry (Strike)
Level: Any martial adept 6
Prerequisite: Two Sublime Tapestry maneuvers
Initiation Action: See text
Range: See text
Area: See text
Target: See text
Duration: See text
Saving Throw: See text
As part of initiating this strike, you may initiate up to two additional strikes. The action required to initiate this strike is equal to the longer of the two additional strikes' initiation actions. The effects of the two additional strikes are resolved as normal, except that you suffer a -5 penalty to all attack rolls made for the second strike. You must follow all normal limitations of initiating these strikes, other than expending their initiation actions. These strikes are expended as normal.
You cannot initiate this maneuver if you have already initiated more than one maneuver from any given martial discipline during the same turn, or if you have already initiated a maneuver from the same discipline. You cannot initiate more than one maneuver from any given martial discipline during a turn that you initiate this maneuver. Stances do not count against this restriction.
Efficient Recovery
Sublime Tapestry (Stance)
Level: Any martial adept 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, you can efficiently recover from your mistakes. Once per round when you miss with an attack roll made as part of a strike, you may recover a single boost you initiated since the beginning of your turn (or since the beginning of your last turn if it is not currently your turn). If you use granted maneuvers for that boost, it is also granted.
Focused Recovery
Sublime Tapestry
Level: Any martial adept 3
Prerequisite: One Sublime Tapestry maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous
When you initiate this maneuver, you may choose one expended maneuver that you have readied. That maneuver is no longer considered expended. If you use granted maneuvers for that maneuver, it is also granted.
Once you initiate Focused Recovery, you cannot recover it by any means for 1 minute or until the recovered maneuver is expended, whichever comes first. If you decline to recover any maneuvers with Focused Recovery, this limitation does not apply.
Followup Strike
Sublime Tapestry (Strike)
Level: Any martial adept 3
Prerequisite: One Sublime Tapestry maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
As part of this maneuver, make a single melee attack. If it hits and you have also initiated a strike against the same creature since the beginning of your last turn, your attack deals an extra +3d6 damage, plus another 1d6 points of damage for each level of the highest level strike you initiated against that creature since the beginning of your last turn.
For the purpose of this ability, initiating a strike against a creature means initiating a strike that involves making an attack, attack roll, or opposed check against that creature, requires that creature to make a saving throw, deals damage to that creature, includes that creature within its area, or includes that creature as one of its targets. A single strike may be considered to have been initiated against multiple creatures.
Martial Reflexes
Sublime Tapestry (Stance)
Level: Any martial adept 3
Prerequisite: One Sublime Tapestry maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, you may choose to initiate a strike instead of making the attacks that you would normally be allowed for any given attack of opportunity. You can only initiate a strike this way if you use it to attack the creature that provoked the attack of opportunity. You can only initiate a strike this way with an initiation action of one standard action or less. This strike still counts as an attack of opportunity in all ways, including counting against your normal limit of attacks of opportunity per round. You must follow all other normal limitations of initiating these strikes, other than expending their initiation actions. Strikes initiated this way are expended as normal.
Mirror Strike
Sublime Tapestry (Strike)
Level: Any martial adept 5
Prerequisite: Two Sublime Tapestry maneuvers
Initiation Action: See text
Range: See text
Area: See text
Target: See text
Duration: See text
Saving Throw: See text
When you initiate this strike, treat it as the last strike you have observed, except as follows. This strike is still considered to be of the Sublime Tapestry discipline, rather than the mimicked strike's discipline. All other parameters and effects, including the initiation action of this strike, are as the mimicked strike. You need not know or even qualify for the mimicked strike. For the purposes of this strike, the last strike you have observed is either the most recent strike that you observed well enough to have made a Martial Lore check to identify, or the last strike that you initiated, whichever is most recent.
Multi-Counter
Sublime Tapestry (Counter)
Level: Any martial adept 4
Prerequisite: One Sublime Tapestry maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: 1 round
Until the beginning of your next turn, you may initiate up to two additional counters without spending an immediate action. You must follow all normal limitations of initiating these counters, other than expending immediate actions. These counters are expended as normal.
You cannot initiate this maneuver if you have already initiated more than one maneuver from any given martial discipline since the end of your last turn, or if you have already initiated a maneuver from the same discipline. Once you initiate this maneuver, you cannot initiate more than one maneuver from any given martial discipline until the beginning of your next turn, including any maneuvers that you have already initiated since the end of your next turn. Stances do not count against this restriction.
Opening Strike
Sublime Tapestry (Strike)
Level: Any martial adept 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round
Saving Throw: Fortitude partial
As part of this maneuver, make a single melee attack. If this attack hits, it deals +1d4 damage and the subject must make a Fortitude save (DC 11 + your Wisdom modifier). On a failed saving throw, your next strike against that creature before the end of your next turn deals maximum bonus damage, as though any bonus damage dice granted by the strike rolled the highest possible value on the die roll. Bonus damage dice from other sources, rerolled dice, base weapon damage, and other sources of bonus damage are not maximized.
For the purpose of this ability, initiating a strike against a creature means initiating a strike that involves making an attack, attack roll, or opposed check against that creature, requires that creature to make a saving throw, deals damage to that creature, includes that creature within its area, or includes that creature as one of its targets. A single strike may be considered to have been initiated against multiple creatures.
Probing Strike
Sublime Tapestry (Strike)
Level: Any martial adept 4
Prerequisite: One Sublime Tapestry maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round
Saving Throw: Fortitude partial
As part of this maneuver, make a single melee attack. If this attack hits, it deals +4d4 damage and the subject must make a Fortitude save (DC 14 + your Wisdom modifier). On a failed saving throw, you gain a +2 bonus on all attack rolls in your next strike against that creature before the end of your next turn and any bonus damage dice granted by the strike are treated as having rolled the highest possible value on the die roll. Bonus damage dice from other sources, rerolled dice, base weapon damage, and other sources of bonus damage are not maximized.
For the purpose of this ability, initiating a strike against a creature means initiating a strike that involves making an attack, attack roll, or opposed check against that creature, requires that creature to make a saving throw, deals damage to that creature, includes that creature within its area, or includes that creature as one of its targets. A single strike may be considered to have been initiated against multiple creatures.
Rapid Attack
Sublime Tapestry (Boost)
Level: Any martial adept 6
Prerequisite: Two Sublime Tapestry maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Until the end of your turn, you may initiate a single strike as a move action instead of a standard action. This benefit does not apply to strikes with initiation actions other than one standard action. You must follow all normal limitations of initiating this strike, other than the initiation action. This strike is expended as normal.
You cannot initiate this maneuver if you have already initiated more than one maneuver from any given martial discipline during the same turn, or if you have already initiated a maneuver from the same discipline. You cannot initiate more than one maneuver from any given martial discipline during a turn that you initiate this maneuver. Stances do not count against this restriction.
Reactive Focus
Sublime Tapestry (Counter)
Level: Any martial adept 2
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
As part of this maneuver, you may enter a single stance you know, as though you had initiated it normally. You must follow all normal limitations of initiating and maintaining that stance, other than expending a swift action.
Redoubled Focus
Sublime Tapestry (Boost)
Level: Any martial adept 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
As part of this maneuver, you enter a single additional stance that you know. This cannot be a stance that you are already in. Until the beginning of your next turn, you can remain in one more stance than normal. At that time, if you are in more stances than your normal limit, you must choose a number of stances equal to or less than your normal limit of stances. All other stances that you are in immediately end. You must follow all other normal limitations of initiating and maintaining the stance, other than expending a swift action.
Replicate Attack
Sublime Tapestry (Boost)
Level: Any martial adept 4
Prerequisite: One Sublime Tapestry maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Your next attack roll after initiating this boost but before the end of your turn is treated as though it was a duplicate of your last attack roll. Treat the attack roll as though you received the same result on the die and had the same bonuses and penalties. Whether this results in a hit or a miss depends on the Armor Class of your current target, not your previous target. In addition, you roll for damage and other effects normally, independent of your previous attack's damage or lack thereof.
If the previous attack risked a miss chance due to concealment, incorporeality, or other factors, use the same miss chance and miss chance roll. If there was no miss chance for your previous attack, you ignore any miss chance that there may be now.
If your previous attack was a critical threat, so is this one, even if your critical threat range has changed. Use the same critical threat roll as the previous attack. This may allow you to score a critical hit against creatures that are normally immune to critical hits, although most such creatures are still immune to any bonus damage that such a critical hit may deal. If you neglected to roll a critical confirmation roll on your previous attack because your previous target was immune to critical hits, or if your previous attack roll would have threatened a critical hit had it not missed, you roll the critical confirmation roll for this attack with the bonuses and penalties that your previous attack's roll would have had. If your previous attack was not a critical threat, then neither is this attack, even if your critical threat range has changed.
Resurgent Reaction
Sublime Tapestry (Stance)
Level: Any martial adept 5
Prerequisite: Two Sublime Tapestry maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, the first immediate action that you spend each round to initiate a counter does not count against your swift actions during your next turn for the purpose of initiating boosts.
Skilled Recovery
Sublime Tapestry
Level: Any martial adept 6
Prerequisite: Two Sublime Tapestry maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous
When you initiate this maneuver, you may choose up to two expended maneuvers that you have readied. Those maneuvers are no longer considered expended. If you use granted maneuvers for either of those maneuvers, they are also granted.
Once you initiate Skilled Recovery, you cannot recover it by any means for 1 minute or until the recovered maneuvers are expended, whichever comes first. If you decline to recover any maneuvers with Skilled Recovery, this limitation does not apply.
Split Attack
Sublime Tapestry (Boost)
Level: Any martial adept 7
Prerequisite: Three Sublime Tapestry maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
You may attack one more creature than normal with a single strike that you initiate before the end of your turn. This benefit does not apply to strikes that do not allow you to make an attack as part of initiating the strike, nor to those that have no target or that target more than one creature or object. The attack against the additional creature is as though you had initiated the strike again with the additional creature as the only target. You must follow all other normal limitations of the strike. The strike is expended as normal.
You cannot initiate this maneuver if you have already initiated more than one maneuver from any given martial discipline during the same turn, or if you have already initiated a maneuver from the same discipline. You cannot initiate more than one maneuver from any given martial discipline during a turn that you initiate this maneuver. Stances do not count against this restriction.
Stylized Mirror of Form
Sublime Tapestry (Stance)
Level: Any martial adept 8
Prerequisite: Three Sublime Tapestry maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, you may leave this stance to initiate a single stance that you qualify for but do not know. This must either be a stance that you have observed another initiator entering or using, a stance from the discipline of a maneuver that you have observed another initiator initiate, or a stance from a school that you have readied at least four maneuvers. You cannot use this effect to initiate a stance of higher level than the highest level maneuver you know from its discipline. Once you have initiated an unknown stance in this way, you may remain in it for up to 5 minutes, or until the end of the current encounter, whichever comes first. You can only initiate a given unknown stance once per day this way.
Sublime Recovery
Sublime Tapestry
Level: Any martial adept 8
Prerequisite: Three Sublime Tapestry maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous
When you initiate this maneuver, you may choose any number of expended maneuvers that you have readied. Those maneuvers are no longer considered expended. If you use granted maneuvers for any of those maneuvers, they are also granted.
Once you initiate Sublime Recovery, you cannot recover it by any means for 1 minute or until the recovered maneuvers are expended, whichever comes first. If you decline to recover any maneuvers with Sublime Recovery, this limitation does not apply.
Surging Blow
Sublime Tapestry (Strike)
Level: Any martial adept 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
As part of this maneuver, choose one unexpended, readied maneuver that you possess, other than this maneuver. If you use granted maneuvers for that maneuver, it must also be granted. That maneuver is immediately expended, as though you had initiated it. Make a single melee attack with a +1 bonus on the attack roll, plus the level of the expended maneuver. If the attack hits, it deals an extra +2d8 points of damage for each level of the expended maneuver.
Triumvirate Strike
Sublime Tapestry (Strike)
Level: Any martial adept 9
Prerequisite: Four Sublime Tapestry maneuvers
Initiation Action: See text
Range: See text
Area: See text
Target: See text
Duration: See text
Saving Throw: See text
As part of initiating this strike, you may initiate up to three additional strikes. The action required to initiate this strike is equal to the longer of the three additional strikes' initiation actions. The effects of the three additional strikes are resolved as normal, except that you suffer a -5 penalty to all attack rolls made for the second strike and a -10 penalty to all attack rolls made for the third strike. You must follow all normal limitations of initiating these strikes, other than expending their initiation actions. These strikes are expended as normal.
You cannot initiate this maneuver if you have already initiated more than one maneuver from any given martial discipline during the same turn, or if you have already initiated a maneuver from the same discipline. You cannot initiate more than one maneuver from any given martial discipline during a turn that you initiate this maneuver. Stances do not count against this restriction.
Twinned Style
Sublime Tapestry (Boost)
Level: Any martial adept 5
Prerequisite: Two Sublime Tapestry maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous
As part of this maneuver, you may initiate up to two boosts. You must follow all normal limitations of initiating these boosts, other than expending swift actions. These boosts are expended as normal.
You cannot initiate this maneuver if you have already initiated more than one maneuver from any given martial discipline during the same turn, or if you have already initiated a maneuver from the same discipline. You cannot initiate more than one maneuver from any given martial discipline during a turn that you initiate this maneuver. Stances do not count against this restriction.
New Feats
This section contains a number of new feats relating to the Sublime Tapestry discipline.
General FeatsPrerequisitesBenefit
A Tapestry of Many ThreadsOne Sublime Tapestry maneuver, one maneuver from another disciplineTreat known maneuvers as being from different disciplines
Tactical FeatsPrerequisitesBenefit
Maneuver SynergySee feat descriptionSee feat description
A Tapestry of Many Threads [General]
Prerequisites: One Sublime Tapestry maneuver known, one maneuver known from at least one other discipline.
Benefit: Select up to one maneuver you know from each discipline you know any maneuvers from. You may treat them as being of the disciplines of your choice instead of their normal disciplines. You can only select disciplines from which you already know at least one maneuver.
Special: Whenever you gain a level, you can change which maneuvers are affected and which disciplines you treat them as being from.
Maneuver Synergy [Tactical]
Prerequisites: Base Attack Bonus +6, any other Tactical feat, one Sublime Tapestry maneuver known, one maneuver known from each of at least three other disciplines.
Benefit: Maneuver Synergy gives you access to the following tactical maneuvers.
Escalating Assault: Whenever an opponent succeeds on a saving throw against one of your martial maneuvers, the save DC of the next martial maneuver you initiate before the end of your next turn that requires a saving throw is increased by 1.
Impromptu Tactics: You may expend a readied martial maneuver as a swift action in place of meeting the preconditions of an ability of a Tactical feat you possess. If you use granted maneuvers for that maneuver, it must also be granted. This ability only allows you to ignore any preconditions of events that must occur during your first turn, and only for tactical maneuvers that require you to meet certain preconditions during your first turn in order to gain a benefit during your second turn. You must still meet any other conditions of the tactical maneuver. This benefit only applies one time to one tactical maneuver each time you expend a maneuver this way.
Training in Action: To use ability, you must initiate a boost during your first turn. You must then initiate a counter from a different martial discipline before your next turn. If you do so and you initiate a strike from a third martial discipline during your second turn, you may immediately recover all expended maneuvers from disciplines other than those of the three martial maneuvers you just initiated for this tactical maneuver. If you use granted maneuvers for any maneuvers recovered this way, they are also granted.