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DaTedinator
2012-04-20, 09:47 PM
MARTIAL SCHOOLS

The river flows downward divided; the further you get from the source, the more variation you’ll find. Reshar has been absent for a long time now, and there are new masters; new masters with their own ideas, their own techniques, and their own preferences. One master may envision the ideal practitioner of Desert Wind as faster than all of his opponents, whereas another master may see the ideal as one who doesn’t need to move. Perhaps a master of Diamond Mind keeps his most advanced techniques for only his most advanced students, revealing these secret techniques slowly and sparingly.

These are examples of martial schools.

A martial school can be thought of as a subset of a martial discipline, a collection of maneuvers and other techniques that are somewhat of an offshoot of the traditional maneuvers. The prototypical example is simply a collection of maneuvers that are only available to those who’ve trained in that particular school; however, there are other types of schools.

There are three types of martial schools, each with their own method of learning. The prototypical example is simply a collection of maneuvers that are only available to those who’ve trained in that particular school; a martial adept may spend two skill points to gain access to a basic school. This can either be done upon first gaining access to a martial discipline, or instead of swapping one maneuver for another upon leveling up.

Unorthodox schools have techniques that are contrary to the mainstream versions of the style. For example, the Great River school of Desert Wind focuses less on personal mobility, and more on moving your opponents. Unorthodox schools must be chosen upon first gaining access to a discipline; you lose access to maneuvers contrary to the school, but gain access to the school’s unique maneuvers.

Finally, there are prestige schools. Prestige schools represent a higher level of maneuver, the secret techniques that a master only passes on to his most devoted disciples. Prestige schools have stringent requirements that must be met in order to gain access; but once you meet the requirements, you get free access to the maneuvers they contain, with no need of spending a feat, buying it with skill points, or exchanging another school for it.

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TABLE OF CONTENTS

MARTIAL SCHOOLS

The Schools:

DESERT WIND (http://www.giantitp.com/forums/showthread.php?p=13105343#post13105343)
- Great River [Unorthodox]
- Storm Front [Special]
DEVOTED SPIRIT (http://www.giantitp.com/forums/showthread.php?p=13105347#post13105347)
- United Spirit
- Vengeful Spirit [Unorthodox]
[B]DIAMOND MIND (http://www.giantitp.com/forums/showthread.php?p=13105352#post13105352)
- Diamond Soul [Prestige]
- Prismatic Mind [Unorthodox]
IRON HEART (http://www.giantitp.com/forums/showthread.php?p=13105361#post13105361)
- Iron Palm [Prestige]
SETTING SUN (http://www.giantitp.com/forums/showthread.php?p=13105369#post13105369)
- Ocean's Tide
[B]SHADOW HAND (http://www.giantitp.com/forums/showthread.php?p=13105376#post13105376)
- Army of Darkness
- Deathly Mist [Prestige]
- Mordant Shadows [Unorthodox]
[B]STONE DRAGON (http://www.giantitp.com/forums/showthread.php?p=13105382#post13105382)
- Earthquake
- Rolling Boulder [Unorthodox]
[B]TIGER CLAW (http://www.giantitp.com/forums/showthread.php?p=13105386#post13105386)
- Bear Claw [Unorthodox]
- Eagle Claw [Prestige]
- Wolverine's Fury [Prestige]
WHITE RAVEN (http://www.giantitp.com/forums/showthread.php?p=13105395#post13105395)
- Banshee Wail [Basic]

FEATS, ETC. (http://www.giantitp.com/forums/showthread.php?p=13105421#post13105421) [Nothing yet]

HOMEBREWER'S NOTES (http://www.giantitp.com/forums/showthread.php?p=13105464#post13105464)

DaTedinator
2012-04-20, 09:50 PM
DESERT WIND

GREAT RIVER [Unorthodox]

A river moves constantly, but it is always in the same place; it is ever changing, but always the same. In the same way, disciples of the Great River school of Desert Wind seek to be both mobile and stationary. The battlefield is a constantly changing thing, always moving, and disciples of the Great River know that it’s possible to move around the battlefield simply by staying still.

Great River is an unorthodox school; those who wish to learn its secrets forgo access to all Desert Wind maneuvers that let the initiator move as a part of the maneuver, or that affect the initiator’s movement (such as Rising Phoenix).

GREAT RIVER MANEUVERS

1ST LEVEL

• Static Mobility: Stance- Gain Uncanny Dodge and a bonus to AC as long as you don’t move.

3RD LEVEL

• Stutter-step: Counter- Redirect charging foe.

5TH LEVEL

• Get Over Here!: Strike- Damage a foe who doesn’t move towards you.

6TH LEVEL

• Persistent Harrier: Stance- Follow foes who try to run away
• Flow Like the River: Stance- Move back to your starting point at the end of each turn.

7TH LEVEL

• Evasive Feint: Counter- Redirect foe’s charge, making them attack someone else

9TH LEVEL

• Mighty Currents: Strike- Rearrange the battlefield

Maneuver DescriptionsStatic Mobility
Desert Wind (Stance)
Level: Great River 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

As an initiate of the Great River school, you know that you don’t have to move to stay mobile.

You gain uncanny dodge and a +1 dodge bonus to AC, +1 for every four ranks of Tumble you have.

This stance immediately ends if you move more than 5 feet for any reason, such as from a bull rush attack, a telekinesis spell, and so forth.

Stutter-step
Desert Wind (Counter)
Level: Great River 3
Initiation Action: 1 immediate action
Range: Personal
Target: You

You juke at just the right moment, tricking a charging foe into wheeling off away from you.

With this counter, you can redirect an opponent who intends to make a charge attack against you. Make an attack roll. If your attack roll exceeds your opponent’s, their attack misses, regardless of whether or not it exceeds your AC.

Furthermore, if your opponent has any movement remaining after their charge, you can force them to move any distance up to that amount, in a straight line. This movement does not provoke an attack of opportunity from you, but does from anyone else they may pass by, as normal.

Get Over Here!
Desert Wind (Strike)
Level: Great River 5
Prerequisite: One Desert Wind maneuver
Initiation Action: 1 standard action
Range: 100 ft.
Target: One creature
Duration: See text
Saving Throw: Fortitude half

You tug at opponent’s ki, forcing her to move towards you lest you disrupt her ki flow.

Choose an opponent within 100 feet. If she doesn’t end her next turn adjacent to you – or as close to adjacent to you as is physically possible for her – she takes 10d6 damage. She can attempt a Fortitude save (DC 15 + your Wis modifier) for half damage.

This maneuver is a supernatural ability.

Flow Like the River
Desert Wind (Stance)
Level: Great River 6
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Like a river, you are capable of flowing across the battlefield, while remaining in the same place.

So long as your position at the end your turn is within a single move action of your position at the beginning, you may return to your starting position as a free action at the end of your turn. This movement doesn’t provoke any attacks of opportunity.

Persistent Harrier
Desert Wind (Stance)
Level: Great River 6
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You lock on to your opponent, giving him no chance to change position relative to you.

Whenever an adjacent opponent physically moves, you may move your speed as an immediate action to follow. If your opponent only takes a 5-foot step, you may follow without taking an immediate action.

Evasive Feint
Desert Wind (Counter)
Level: Great River 7
Initiation Action: 1 immediate action
Range: Personal
Target: You

You spin out of the way and grab your opponent, using his own momentum to fling him directly into his allies.

With this counter, you can redirect an opponent who intends to make a charge attack against you. Make an attack roll. If your attack roll exceeds your opponent’s, their attack misses, regardless of whether or not it exceeds your AC.

Furthermore, if your opponent has any movement remaining after their charge, you force them to charge another target of your choice, within their remaining charge distance. This is a normal charge attack, separate from their attack against you; thus, while it must be in a straight line, it needn’t be in the same direction they were moving when they charged you. This movement provokes attacks of opportunity, as normal.

Mighty Currents
Desert Wind (Strike)
Level: Great River 9
Prerequisite: Four Desert Wind maneuvers
Initiation Action: 1 full-round action
Range: 100 ft.
Area: 100 ft.-radius emanation centered on you
Duration: Instantaneous
Saving Throw: Will partial; see text

You submerge the battlefield into the spiritual currents underpinning the world. When it emerges, everyone has been moved about according to your whims.

With this powerful technique, you can choose the position of everyone within 100 feet. Everyone you choose to move – including yourself – fades from their starting location, to anywhere else within the area of this maneuver, as chosen by you.

Anyone moved may attempt a Will save (DC 19 + your Wis modifier) to prevent you from moving them into a position that is directly harmful to them – for example, moving an enemy who cannot fly 100 feet into the air – but even if they make the save, you may still choose their position. You’re still welcome to put them in disadvantageous situations – such as surrounded by your allies – so long as their physical location itself wouldn’t harm them.

You may not move anyone into a location already occupied by something else; any attempt to causes that person to remain in their starting location.

This maneuver is a supernatural ability.


STORM FRONT [Special]

There is little in nature as devastating as a thunderstorm. With winds capable of toppling buildings, lighting hot enough to melt metal, and thunder that rattle the bones, a thunderstorm is truly the epitome of nature’s wrath. Initiates of the Storm Front school of Desert Wind seek to embody the wrath of the storm; they move like the wind, strike like lighting, and explode like thunder.

Storm Front is a special school; like a basic school, those who wish to learn its secrets must spend two skill points upon first gaining access to the Desert Wind discipline. However, unlike a basic school, this choice cannot be made after gaining access to the Desert Wind discipline by giving up the option to swap one maneuver for another.

Additionally, all maneuvers with the [Fire] descriptor lose that descriptor, and gain the [Electricity] descriptor.

STORM FRONT MANEUVERS

1ST LEVEL

• Blown By the Wind: Boost- Take an extra 5-foot step.

2ND LEVEL

• Flash and Peal: Strike- Make two attacks; one does +1d6 electricity damage, the other +1d6 sonic.

3RD LEVEL

• Hurricane Winds: Strike- As gust of wind

4TH LEVEL

• Thunderclap: Strike- Ranged touch attack deals 6d6 sonic damage and deafens; automatically hits if preceded by Fan the Flames.

5TH LEVEL

• Thundering Reverberation: Stance- Deal sonic damage to those around you whenever you use electricity.

6TH LEVEL

• Thunder and Lightning: Strike- Make two attacks; one does +3d6 electricity damage and dazes, the other +3d6 sonic damage and deafens.

7TH LEVEL

• Leaf On the Wind: Stance- Your movement is varied and unpredictable.

8TH LEVEL

• Living Tornado: Stance- Deflect arrows, knock back opponents.

9TH LEVEL

• True Power of the Storm: Strike- Chain lightning triggers sonic bursts.


Maneuver DescriptionsBlown By the Wind
Desert Wind (Boost)
Level: Storm Front 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

Light on your feet, you easily prance about the battlefield.

You may take an extra 5-foot step this round, even if you take a move action, or move by some other means (such as charging).

If you have at least 13 ranks in Tumble, you may take two extra 5-foot steps.

Flash and Peal
Desert Wind (Strike)
Level: Storm Front 2
Initiation Action: 1 full-round action
Range: Melee attack
Target: One or two creatures

Your weapon is filled with the power of the storm, both thunder and lightning.

As a part of this maneuver, make two melee attacks. Your first attack deals +1d6 electricity damage. If it hits, your second attack deals +1d6 sonic damage.

If you wield at least two weapons, and make each attack with a different weapon –taking the standard two-weapon fighting penalties in the process – each attack deals +1d6 electricity damage with the second attack also dealing +1d6 sonic damage if the first hits.

This maneuver is a supernatural ability.

Hurricane Winds
Desert Wind (Strike)
Level: Storm Front 3
Initiation Action: 1 standard action

You expel a burst of ki in a violent wind, bowling over your enemies.

As gust of wind. You use your initiator level as your caster level. The save DC is 12 + your Wis modifier.

This maneuver is a supernatural ability.

Thunderclap
Desert Wind (Strike)
Level: Storm Front 4
Prerequisite: One Storm Front maneuver
Initiation Action: 1 standard action
Range: 30 ft.
Target: One creature
Duration: Instantaneous

Gathering your ki in a shimmering sphere, you hurl a blast of thunderous energy at your opponent.

When you initiate this maneuver, you launch a fist-sized ball of vibrating sonic energy at a single opponent. If you make a successful ranged touch attack, your target takes 6d6 points of sonic damage.

If you dealt electricity damage to target in the previous round, this maneuver automatically hits.

This maneuver is a supernatural ability.

Thundering Reverberation
Desert Wind (Stance)
Level: Storm Front 5
Prerequisite: Two Storm Front maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Just as thunder naturally follows lightning, you expel a burst of sonic energy every time you release electricity.

While you remain in this stance, any time you successfully deal electricity damage to anyone – whether by means of a spell, maneuver, shocking weapon, or some other means directly caused by you – you emit a thundering burst. The burst deals 2d6 sonic damage to everyone within 10 feet of you; they may attempt a Fortitude save (DC 15 + your Wis modifier) to take half damage.

This maneuver is a supernatural ability.

Thunder and Lighting
Desert Wind (Strike)
Level: Storm Front 6
Initiation Action: 1 full-round action
Range: Melee attack
Target: One or two creatures
Duration: See text
Saving Throw: Fortitude partial; see text

Your weapon is charged with the essence of lightning and the thunder that follows.

As a part of this maneuver, make two melee attacks. Your first attack deals +3d6 electricity damage, and dazes your target for one round. A successful Fortitude save (DC 16 + your Wis modifier) negates the daze effect.

If your first attack hits, your second attack deals +3d6 sonic damage, and deafens your target for one minute. A successful Fortitude save (DC 16 + your Wis modifier) negates the deafen effect.

If you wield at least two weapons, and make each attack with a different weapon –taking the standard two-weapon fighting penalties in the process – each attack deals +3d6 electricity damage and dazes with the second attack also dealing +3d6 sonic damage and deafening if the first hits.

This maneuver is a supernatural ability.

Leaf On the Wind
Desert Wind (Stance)
Level: Storm Front 7
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Filled with the spirit of the wind, you dance gracefully around your opponents.

You move with the grace and fluidity of a leaf, blown by the wind. Your movement provokes no attacks of opportunity, and need never be in a straight line – even when performing a combat technique that normally requires it, such as a charge.

Additionally, you are under a constant feather fall effect, and gain a glide speed of 60 feet, allowing you to move up to 20 feet horizontally for every 5 feet you fall, with average maneuverability.

This maneuver is a supernatural ability.

Living Tornado
Desert Wind (Stance)
Level: Storm Front 8
Prerequisite: Three Storm Front maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You surround yourself with a shield of rapidly rotating ki, emulating one of nature’s most fearsome terrors: the tornado.

You fill all of the squares within 10 feet of you with severe winds, blowing directly away from you. This has a number of consequences. Some pertinent ones are: Medium creatures cannot move towards you, and smaller creatures are knocked down or even blown back; ranged attacks that move through the area take a -4; and Listen checks take a -4 penalty.

See weather effects (”http://www.d20srd.org/srd/weather.htm#windstormStorm”) for full details.

This maneuver is a supernatural ability.

True Power of the Storm
Desert Wind (Strike)
Level: Storm Front 9
Prerequisite: Two Storm Front maneuvers
Initiation Action: 1 standard action
Range: 100 ft.
Target: One primary target, plus up to nine secondary targets (each of which must be within 30 ft. of the previous target)
Area: Multiple 10 ft.-radius bursts; see text
Duration: Instantaneous
Saving Throw: Reflex half and Fortitude half; see text

Calling upon the true power of the storm, you emit a massive bolt of lighting that dances from target to target. Everywhere it lands, a massive clap of thunder follows.

When you initiate this maneuver, you emit a powerful blast of electricity, dealing 50 electricity damage to the primary target. The lightning then jumps to a new target within 30 feet, dealing 50 electricity damage to him as well, and continuing until ten targets total have been struck. The same target may not be struck twice. Targets may make a Reflex save (DC 19 + your Wis modifier) for half damage.

Thundering blasts emanate from every target of the lightning. Anyone who took any electricity damage from this maneuver then emits a burst of sound dealing 25 sonic damage to everyone within 10 feet, including the original target. The original targets get no save against the sonic damage, but others within the area of the sonic damage get a Fortitude save (DC 19 + your Wis modifier) for half damage.

Even if he is within the area of multiple bursts of sonic energy, a target only takes one instance of sonic damage.

This maneuver is a supernatural ability.

DaTedinator
2012-04-20, 09:51 PM
DEVOTED SPIRIT

UNITED SPIRIT

All those who study the discipline of Devoted Spirit know the importance of being able to stand up for your beliefs, but students of the school of United Spirit also know the value of enabling others to stand, as well. It has an emphasis on healing and supporting allies, enabling a team to stand up for each other in support of a common cause.

United Spirit is a basic school; those who wish to learn its secrets must spend two skill points, either upon first gaining access to the Devoted Spirit discipline, or instead of swapping one maneuver for another upon leveling up.

UNITED SPIRIT MANEUVERS

1ST LEVEL

• Humble Spirit: Counter- Divert healing to an ally.

2ND LEVEL

• Vim and Vigor: Boost- You and an ally gain a bonus to attack and damage.

3RD LEVEL

• Aura of Endurance: Stance- You and allies gain bonuses to Fortitude saves based on Diplomacy ranks.

4TH LEVEL

• Aura of Willpower: Stance- You and allies gain bonuses to Will saves based on Diplomacy ranks.

5TH LEVEL

• Aura of Agility: Stance- You and allies gain bonuses to Reflex saves based on Diplomacy ranks.

6TH LEVEL

• Shieldmate: Counter- Take attack for ally, allow them to attack in retaliation.

7TH LEVEL

• Bountiful Spirit: Counter- Share healing with an ally.

8TH LEVEL

• Perfect Harmony: Boost- You and all allies remove negative effects.

9TH LEVEL

• Stand United: Stance- Divide damage and healing amongst you and allies.

Maneuver Descriptions
Humble Spirit
Devoted Spirit (Counter)
Level: United Spirit 1
Initiation Action: 1 immediate action
Range: 30 ft.
Target: One ally within range

Your ki forms a stream, channelling life-giving energy to your ally.

When you initiate this maneuver, you may send the benefits of any non-natural healing effect to an ally instead of yourself. While you can't send any natural healing to an ally (such as that gained by resting over time, or through an Extraordinary source), you may send any other type of healing to an ally within range. They gain the full benefit of the healing, and you gain none of it.

If you use this ability with a spell or effect that has a duration greater than Instantaneous, you send only the healing that occurs in a single round to your ally.

This maneuver is a supernatural ability.


Vim and Vigor
Devoted Spirit (Boost)
Level: United Spirit 2
Initiation Action: 1 swift action
Range: 30 ft.
Target: You and one ally
Duration: 1 round

With a shout of encouragement, you rally yourself and your ally.

Choose one ally within range. For the next round, you and that ally both gain a +2 bonus to attack rolls and a +2d6 bonus to damage rolls on all attacks.

Aura of Endurance
Devoted Spirit (Stance)
Level: United Spirit 3
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Your endurance is contagious, and you are able to rally your allies' fortitude.

You gain bonuses to Fortude saves as long as you remain in this stance, and grant the same bonuses to any ally within 30 feet. The precise bonuses depend on your ranks in Diplomacy.

This stance is a supernatural ability.

{table="head"]Diplomacy Ranks|Benefits
4-8|+2 bonus
9-13|Mettle
14-18|+4 bonus
19+|Reroll 1/round[/table]

The Mettle ability means that, on a successful Fortitude save against an attack that normally would have a lesser effect on a successful save (such as a spell with a saving throw entry of Fortitude half or Fortitude partial), you instead completely negate the effect.

If you have at least 19 ranks in Diplomacy, you and all allies within the range of this aura may each reroll one Fortitude save each round.

Aura of Willpower
Devoted Spirit (Stance)
Level: United Spirit 4
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You become a beacon to your allies, and a strong source of morale, improving their resistance to mental effects.

You gain bonuses to Will saves as long as you remain in this stance, and grant the same bonuses to any ally within 30 feet. The precise bonuses depend on your ranks in Diplomacy.

This stance is a supernatural ability.

{table="head"]Diplomacy Ranks|Benefits
4-8|+2 bonus
9-13|Mettle
14-18|+4 bonus
19+|Reroll 1/round[/table]

The Mettle ability means that, on a successful Will save against an attack that normally would have a lesser effect on a successful save (such as a spell with a saving throw entry of Will half or Will partial), you instead completely negate the effect.

If you have at least 19 ranks in Diplomacy, you and all allies within the range of this aura may each reroll one Will save each round.

Aura of Agility
Devoted Spirit (Stance)
Level: United Spirit 5
Prerequisite: One United Spirit maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Ever alert, you are able to warn your allies of approaching danger, keeping them light on their toes.

You gain bonuses to Reflex saves as long as you remain in this stance, and grant the same bonuses to any ally within 30 feet. The precise bonuses depend on your ranks in Diplomacy.

This stance is a supernatural ability.

{table="head"]Diplomacy Ranks|Benefits
4-8|+2 bonus
9-13|Evasion
14-18|+4 bonus
19+|Reroll 1/round[/table]

The Evasion ability means that, on a successful Reflex save against an attack that normally deal half damage on a successful save, you instead completely negate the effect. If you or an affected ally already have Evasion, you instead gain Improved Evasion, meaning you only suffer half damage even on a successful save. If you already have Improved Evasion, you gain no further benefit.

If you have at least 19 ranks in Diplomacy, you and all allies within the range of this aura may each reroll one Reflex save each round.

Shieldmate
Devoted Spirit (Counter)
Level: United Spirit 6
Initiation Action: 1 immediate action
Range: Touch
Target: See text
Duration: Instantaneous

You interpose yourself between an ally and their aggressor, giving your ally a good opportunity to strike back.

When an ally within your reach is hit by a foe's attack, you may change the target of that attack to yourself. If the original attack roll would miss you, the attack misses.

Regardless of whether the attack hits or misses, the ally you protected may immediately make a standard attack against the foe who originally attacked them.

Bountiful Spirit
Devoted Spirit (Counter)
Level: United Spirit 7
Initiation Action: 1 immediate action
Range: 30 ft.
Target: One ally within range

You stretch your ki to touch your ally as well, allowing you to share the healing energies you're bathed in with your ally.

When you initiate this maneuver, you may share the benefits of any non-natural healing effect with an ally. While you can't share any natural healing with an ally (such as that gained by resting over time, or through an Extraordinary source), you may share any other type of healing with an ally within range. They gain the full benefit of the healing, as though they were targetted by the effect in addition to you.

If you use this maneuver with a spell or effect that has a duration greater than Instantaneous, you share only the healing that occurs in a single round with your ally.

This maneuver is a supernatural ability.


Perfect Harmony
Devoted Spirit (Boost)
Level: United Spirit 8
Prerequisite: Two United Spirit maneuvers
Initiation Action: 1 swift action
Range: 30 ft.
Area: 30 ft.-radius spread, centered on you
Duration: Instantaneous

By pooling your endurance and willpower, you and your comrades use your comradeship as encouragement to shrug off a debilitating state that's holding you back.

You and your allies may each select one spell, effect, or other condition currently affecting you or any of your allies and with a duration of 1 or more rounds. That effect ends immediately for you, and for all allies affected by this maneuver.

Stand United
Devoted Spirit (Stance)
Level: United Spirit 9
Prerequisite: Four United Spirit maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You

You form a perfect bond between all of your allies, allowing you all to share the effects of any attack or boon.

Whenever you or any ally within 100 feet takes damage or recieves healing, you may choose to distribute the healing or damage among any or all of the allies within range. Anyone affected by this must be perfectly and consciously willing.



VENGEFUL SPIRIT [Unorthodox]

There can be no room for compromise in one’s morals. Regardless of what you stand for – peace and justice, or slaughter and chaos – those who aren’t with you are against you, and they cannot be allowed to get in your cause’s way. Disciples of the Vengeful Spirit school of Devoted Spirit stand for their morals above all else, and may the gods help those who stand against them.

Vengeful Spirit is an unorthodox school; those who wish to learn its secrets forgo access to all Devoted Spirit maneuvers that let the initiator heal themselves or others.

VENGEFUL SPIRIT MANEUVERS

1ST LEVEL

• Moral Outrage: Stance- Deal bonus damage against opposing alignments.

3RD LEVEL

• Corrupting Strike: Strike- Sap the will of opposing alignments.

5TH LEVEL

• Divide the House: Strike- Foe attacks someone whose alignment matches his.

6TH LEVEL

• Aura of Righteous Wrath: Stance- Your attacks daze evil foes.

7TH LEVEL

• Perfect Smite: Strike- Your smite attack automatically hits, deals triple damage.

9TH LEVEL

• Wrath of the Gods: Strike- Target must save against an effect based on alignment differences.


Maneuver Descriptions
Moral Outrage
Devoted Spirit (Stance)
Level: Vengeful Spirit 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Your blade crackles with divine energy, striking down those who oppose you.

You strike with moral conviction and dedication to your alignment. Your attacks gain bonuses or penalties based on your opponent's alignment in relation to yours. For each aspect of their alignment that doesn't match yours, you gain a +1 bonus to hit against them. Additionally, for each aspect of their alignment that is opposed to yours, you gain a +2 bonus to damage against them.

The divine energy deadens your blows against those with similar convictions; any attack against a target whose alignment matches yours deals the minimum possible damage.

Corrupting Strike
Devoted Spirit (Strike)
Level: Vengeful Spirit 3
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 minute

You lash out not just at your foe's body, but at their spirit, destroying not only them, but their cause, as well.

Your attack fills your opponent with doubt and disrupts their devotion to their cause. As a part of this maneuver, make a melee attack. An opponent hit by your attack must make a Will save (DC 12 + your Cha modifier). If they fail, their opinion of everyone present moves one step closer to indifferent (if this causes them to be indifferent to all opponents, they stop fighting altogether), and they may not make any attacks on their next turn.

This maneuver is a supernatural ability.

Divide the House
Devoted Spirit (Strike)
Level: Vengeful Spirit 5
Prerequisite: Two Devoted Spirit maneuvers
Initiation Action: 1 standard action
Range: 30 ft.
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates

You force your ideals into the mind of your enemy, and for a moment he finds himself opposed to his allies.

Choose a single creature within range. They must make a Will save (DC 15 + your Cha modifier), or else immediately attack a single ally of theirs. The attack may take no more than a standard action, and is appropriate for the foe - a knight will prefer melee attacks, a duelist may disarm their ally, and a spellcaster will likely cast a spell.

If the affected foe has no allies within range, this maneuver has no effect.

This maneuver is a supernatural ability.

Aura of Righteous Wrath
Devoted Spirit (Stance)
Level: Vengeful Spirit 6
Prerequisite: One Devoted Spirit maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You

Every blow you make against a foe is filled with the weight of their sins.

While you are in this stance, any evil foe you strike with a melee attack must make a Will save (DC 16 + your Cha modifier) or else be dazed for one round.

Once a foe has succeeded on a save against this effect, they are immune to it for one round.

Perfect Smite
Devoted Spirit (Strike)
Level: Vengeful Spirit 7
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature

The force of your conviction is unmatched, and your blade is unstoppable.

As a part of this maneuver, make a melee attack against an opponent you can smite, and expend a smite attempt. Your attack automatically hits, and the extra damage granted by your smite attack is tripled.

This maneuver works with most any class feature that has "smite" in the name: a paladin's Smite Evil, a crusader's Smite, even a cleric with the Destruction domain's smite ability.

Wrath of the Gods
Devoted Spirit (Strike)
Level: Vengeful Spirit 9
Prerequisite: Two Devoted Spirit maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 3 rounds; see text
Saving Throw: Fortitude negates; see text

Your blade is judge, jury, and executioner, punishing your opponent for their sins.

You fill your sword with all of the divine wrath you can muster, striking your foe with true moral judgement. Make a melee attack. An opponent struck by the attack must make a Fortitude save (DC 19 + your Cha modifier) or suffer an effect dependent on how different their alignment is from yours:

{table="head"]Alignment Difference|Effect
No difference|No extra effect
One step|Dazed
Two steps|Stunned
Three steps|Paralyzed
Four steps|Death[/table]

Any daze, stun, or paralyze effect lasts for 3 rounds. Naturally, death caused by failing the save is considered a death effect.

This maneuver is a supernatural ability.

DaTedinator
2012-04-20, 09:52 PM
DIAMOND MIND

DIAMOND SOUL [Prestige]

Students of the way of Diamond Mind seek perfect concentration. While others may find themselves distracted by other thoughts, or by things happening around them, students of Diamond Mind study focus, and one-mindedness: putting all of their effort on what they’re currently doing.

But there is a way above even one-mindedness. Students of the Diamond Soul school seek to go even further, into no-mindedness. No longer do they need to shift their focus from task to task; they simply are whatever they are doing at the moment.


Diamond Soul is a prestige school; those who wish to learn its secrets must meet the following requirements:
Skills: Concentration 13 ranks
Feats: Adaptive Style, Steady Concentration


DIAMOND SOUL MANEUVERS

5TH LEVEL

• Stillness in Motion: Stance- You don’t provoke attacks of opportunity.

6TH LEVEL

• Flowing Energy: Strike- Deal +8d6 damage, or deal 8d6 damage at range.

7TH LEVEL

• Weakness in Strength: Strike- Foe’s ability bonuses become penalties.

8TH LEVEL

• Motion in Stillness: Boost- Your movement is teleportation.
• Cork in the Water: Counter- Deal as much damage to an opponent as he just dealt to you.

9TH LEVEL

• Infinite Ultimate Strike: Strike- Attack automatically hits; you decide how much damage it deals, but you take double that.

Maneuver DescriptionsStillness in Motion
Diamond Mind (Stance)
Level: Diamond Soul 5
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You are aware of every opponent and every ally, and are able to navigate the battlefield without leaving any openings.

As long as you maintain this stance, you don't provoke any attacks of opportunity.

Flowing energy
Diamond Mind (Strike)
Level: Diamond Soul 6
Initiation Action: 1 standard action
Range: Melee attack or 60 ft.; see text
Target: One creature

By channeling the energy within yourself, you are able to empower an attack, or even strike distant foes.

This maneuver has two potential applications.

First, you may use this maneuver to empower a single melee attack. Make a melee attack as a part of this maneuver; if it hits, your attack deals +8d6 force damage.

Alternatively, you can use this maneuver to hurl a bolt of ki energy at an opponent. Make a ranged touch attack roll against an opponent within range. If you hit, they take 8d6 force damage.

Weakness In Strength
Diamond Mind (Strike)
Level: Diamond Soul 7
Initiation Action: 1 standard action
Range: Touch
Target: One creature
Duration: 1 minute
Saving Throw: Fortitude negates; see text

You block your opponent's ki flow, causing a dangerous buildup of energy; what once was strength is now his downfall.

Make a melee touch attack against an opponent. If you hit, all of their ability bonuses are instead treated as penalties for the purposes of any d20 roll. So a fighter with an 18 Strength, instead of getting a +4 to hit with melee attacks, would take a -4 penalty. Should he hit, though, his damage rolls would add his Strength bonus, as normal.

Each round after the first, the opponent may make a Fortitude save (DC 17 + your Wisdom modifier) to end the effect.

Cork In the Water
Diamond Mind (Counter)
Level: Diamond Soul 8
Initiation Action: 1 immediate action
Range: Melee attack
Target: One creature

Just as a floating cork reacts more violently to stronger attacks, so you are given more power the stronger your opponent is.

Whenever an opponent deals damage to you with a melee attack (not a touch attack), you may activate this maneuver. Make a melee attack against the opponent who damaged you. If it hits, the attack deals as much damage to them as they dealt to you. Factor in any DR or energy resistance they may have, as usual; this attack does not bypass any of their defenses.

Motion In Stillness
Diamond Mind (Boost)
Level: Diamond Soul 8
Initiation Action: 1 free action
Range: Personal
Target: You
Duration: End of turn

When a warrior is as in tune with the world as you, she need not move to change location.

Until the end of your turn, you may teleport instead of moving physically. You only cross the same distance that you would normally, with the same amount of effort; if your speed is 30 feet, you may move 30 feet as a move action, 60 feet as a double move action, or 120 feet as a run action (which would deny you your Dexterity to AC unless you have the Run feat, as normal).

You may use the fastest of any of your speeds to determine your teleportation speed; if you have a land speed of 30 feet and a swim speed of 60 feet, you may teleport up to 60 feet as a move action.

Infinite Ultimate Strike
Diamond Mind (Strike)
Level: Diamond Soul 9
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature

Your understanding of battle is complete; your attacks are precisely as accurate and powerful as you intend them to be.

Select an opponent that you could hit with a melee attack. They take as much damage as you desire, up to a maximum of your maximum hit points. This damage cannot be reduced by hardness, damage reduction, or any similar effect, and may deal lethal damage even if the target has regeneration.

You take twice as much damage as you choose to deal, of the same type (lethal or nonlethal) that you dealt. Again, this damage cannot be reduced in any way, and if you dealt lethal damage, is unaffected by any regeneration you have.

If you die as a part of using this maneuver, you expend literally every bit of energy you have, pouring the last drop of your ki into your opponent; your body dissolves into ash, as though you were disintigrated.



PRISMATIC MIND [Unorthodox]

Focus is vital to combat. Disciples of Diamond Mind know this, and seek to improve their focus; but there is another way to use this knowledge. Students of the Prismatic Mind seek instead to disrupt their opponent’s focus, leaving them confused and vulnerable.

Prismatic Mind is an unorthodox school; those who wish to learn its secrets forgo access to all Diamond Mind maneuvers that utilize Concentration checks. The key skill of Prismatic Mind is Bluff.

PRISMATIC MIND MANEUVERS

1ST LEVEL

• Mindless Revolt: Counter- Attack an opponent when you fail a Will save.
• Perfect Feint: Strike- Make a feint attempt as a swift action.

2ND LEVEL

• Soft Cover: Counter- Use foe as protection.

3RD LEVEL

• Distracting Strike: Counter- Stop foe from using a spell or maneuver.
• Opportunist’s Stance: Stance- Gain sudden strike based on Bluff ranks.

4TH LEVEL

• Press the Advantage: Strike- Attack stuns flat-footed opponents.

6TH LEVEL

• Greater Distracting Strike: Counter- Stop and stun a foe who attempts to use a spell or maneuver.

8TH LEVEL

• Abuse the Advantage: Strike- Attack paralyzes flat-footed opponents.


Maneuver Descriptions
Mindless Revolt
Diamond Mind (Counter)
Level: Prismatic Mind 1
Initiation Action: 1 immediate action
Range: Melee attack
Target: One creature

By giving in to your more basic instincts, you can lash out at your enemies even as you lose control of your mind.

You can use this maneuver any time you fail a Will save. You may immediately make a single melee attack against a target within your reach. If you hit and successfully deal damage to the foe who was the source of the Will save, you may attempt the save a second time.

Perfect Feint
Diamond Mind (Strike)
Level: Prismatic Mind 1
Initiation Action: 1 swift action; see text
Range: Melee attack
Target: One creature

You are capable of utilizing eye movement and other subtle means to trick your opponents, allowing you to feint even while attacking.

As part of this maneuver, you may make a single feint attempt.

If you have the Improved Feint feat, this maneuver is a free action usable only on your turn.

Soft Cover
Diamond Mind (Counter)
Level: Prismatic Mind 2
Initiation Action: 1 immediate action
Range: Touch
Target: One creature

You duck at the last moment, forcing your foe to abandon their attack lest they harm their ally.

When an enemy makes a melee or ranged attack against you, and you are adjacent to at least one other enemy, you may use this maneuver. You gain a cover bonus to AC equal to twice the number of enemies adjacent to you.

If the enemy is making a ranged attack and they don't have the Precise Shot feat, the cover bonus is doubled.

Distracting Strike
Diamond Mind (Counter)
Level: Prismatic Mind 3
Prerequisite: One Diamond Mind maneuver
Initiation Action: 1 immediate action
Range: Melee attack
Target: One creature

Just as your opponent is about to finish casting their spell, you lunge, hoping to throw them out of focus.

Whenever an opponent within your reach casts a spell (or something similar, such as manifests a power, or uses a spell-like ability) or initiates a maneuver, you may initiate this maneuver to attempt to stop them.

Make a melee attack against the opponent. Your attack is intended more to scare them than to wound them, so your attack deals no damage; however, the target must make a Concentration check with a DC equal to 10 plus the damage you would have dealt plus the level of the spell or maneuver (or power, etc.) they're attempting to use, or else lose their action.

If the action the opponent is performing already provokes an attack of opportunity - for example, if they are casting a spell without casting defensively - you may exchange your attack of opportunity to gain a +4 bonus to your attack roll with this maneuver, and to increase the Concentration check DC by +4.

Opportunist's Stance
Diamond Mind (Stance)
Level: Prismatic Mind 3
Prerequisite: One Diamond Mind maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You take advantage of your foe's surprise to land particularly dangerous blows.

While you are in this stance, you gain the sudden strike ability, if you do not already have it, which deals 2d6 points of damage. If you already have the sudden strike class feature, your existing sudden strike ability deals an extra 2d6 points of damage.

If you have at least 10 ranks in Bluff, your sudden strike ability instead deals 3d6 points of damage. If you have at least 20 ranks in bluff, it instead deals 4d6 points of damage.

Press the Advantage
Diamond Mind (Strike)
Level: Prismatic Mind 4
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 3 rounds
Saving Throw: Fortitude negates

Catching your foe unawares, you are able to land a brutal blow, leaving them temporarily defenseless.

This maneuver functions only against flat-footed opponents. As a part of this maneuver, make a melee attack against your opponent. If the attack successfully hits, in addition to dealing damage, the target must make a fortitude save (DC 14 + your Str modifier) or be stunned for three rounds.

Distracting Strike, Greater
Diamond Mind (Strike)
Level: Prismatic Mind 6
Prerequisite: One Diamond Mind maneuver
Initiation Action: 1 immediate action
Range: Melee attack
Target: One creature
Saving Throw: Fortitude negates; see text

Taking advantage of your foe's concentration on his spell, you manage to land a vicious blow, temporarily stunning him.

Whenever an opponent within your reach casts a spell (or something similar, such as manifests a power, or uses a spell-like ability) or initiates a maneuver, you may initiate this maneuver to attempt to stop them.

Make a melee attack against the opponent. If your attack deals damage, the target must make a Concentration check with a DC equal to 10 plus the damage you would have dealt plus the level of the spell or maneuver (or power, etc.) they're attempting to use, or else lose their action. Additionally, they must make a Fortitude save (DC 16 + your Str modifier) or else be stunned until the beginning of their next turn.

If the action the opponent is performing already provokes an attack of opportunity - for example, if they are casting a spell without casting defensively - you may exchange your attack of opportunity to gain a +4 bonus to your attack roll with this maneuver, to increase the Concentration check DC by +4, and to increase the duration of the stun (should they fail their Fortitude save) to the end of their next turn.

Abuse the Advantage
Diamond Mind (Strike)
Level: Prismatic Mind 8
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 3 rounds
Saving Throw: Fortitude partial; see text

Out of nowhere, you surprise your foe with an attack strong enough to paralyze them.

This maneuver functions only against flat-footed opponents. As a part of this maneuver, make a melee attack against your opponent. If the attack successfully hits, in addition to dealing damage, the target must make a fortitude save (DC 18 + your Str modifier) or be paralyzed for three rounds. If they succeed on their save, they must make an additional Fortitude save at the same DC or else be stunned for three rounds. Even if they succeed at that save, they are still dazed for one round.

An opponent with the Mettle ability need only succeed at the first Fortitude save.

DaTedinator
2012-04-20, 09:53 PM
IRON HEART

IRON PALM [Prestige]

Take the sword away from the greatest swordsman in the world, and what would you have? Nothing. The only constant in battle – the only weapon you can be certain you have – is your own body.

Practitioners of the Iron Palm school of Iron Heart have studied for the worst case scenario, to the point where even bereft of a weapon, they’re better off than the average armed soldier.


Iron Palm is a prestige school; those who wish to learn its secrets must meet the following requirements:
Skills: Balance 10 ranks
Feats: Combat Expertise, Improved Unarmed Strike


IRON PALM MANEUVERS


4TH LEVEL

• Empty Sword Technique: Counter- Disarm foe before he can attack.

6TH LEVEL

• Turn the Blade: Strike- Attack an opponent with their own weapon.
• Followup Attack: Stance- Your attacks deal extra damage based on how much your attack exceeded foe’s AC.

7TH LEVEL

• Last Ditch Strike: Strike- Attack deals extra damage for each expended maneuver.

8TH LEVEL

• Open Arms Technique: Stance- Disarm, sunder the weapon of, or trip anyone who hits you.


Maneuver Descriptions
Empty Sword Technique
Iron Heart (Counter)
Level: Iron Palm 4
Initiation Action: 1 immediate action
Range: Melee attack
Target: One creature

Catching your foe's hand before his blade touches your skin, you wrench the weapon away from him before he has a chance to use it.

You may use this maneuver whenever an opponent makes a melee attack against you with a weapon. You may immediately attempt to disarm them; unlike normal, you don't provoke an attack of opportunity, you don't take a -4 penalty if you attempt the disarm while unarmed, and if you fail the disarm attempt, your opponent may not attempt to disarm you in return. Additionally, because you're waiting for your opponent's weapon to come to you, you may use this maneuver even if your opponent is outside of your reach.

If you were unarmed when initiating this maneuver, and successfully take your opponent's weapon, you may immediately make an attack of opportunity against them.

Flowing Fists
Iron Heart (Stance)
Level: Iron Palm 5
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

The more solid your blow, the more power you can pour into it.

While you are in this stance, your attacks deal extra damage based on how much your attack rolls exceed your opponent's AC. The bonus damage is equal to half the difference between your attack roll and your opponent's AC, rounded down. So if your attack roll totaled 28, and your opponent had an AC of 23, your attack would deal +2 bonus damage.

If you land a critical threat, the bonus damage is instead equal to the difference between your attack roll and your opponent's AC. If you confirm the crit, multiply that bonus damage as normal.

Turn the Blade
Iron Heart (Strike)
Level: Iron Palm 6
Initiation Action: 1 standard action
Range: Touch
Target: One creature

Through a series of clever maneuvers, you manage to get your opponent to hit themselves with their own weapon.

As a part of this maneuver, make a melee touch attack. If it succeeds, you may make an attack against your opponent, using your own base attack bonus, Strength bonus, etc., but the attack is made with whatever weapon they're currently wielding (if they're wielding more than one, you choose which one you attack with). You apply the weapon's bonuses to attack and damage, as normal, but you gain no bonuses or penalties that are specifically granted to whoever wields the weapon - for example, a good-aligned Warblade wouldn't take any negative levels for attacking his opponent with their Unholy Greataxe.

If either your touch attack at the start of this maneuver, or your attack made as a part of this maneuver are critical hits, you may attempt to disarm your opponent after attacking them. If your disarm attempt fails, they may not attempt to disarm you in return.

Last Ditch Strike
Iron Heart (Strike)
Level: Iron Palm 7
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature

You may have exhausted all of your other tricks, but you still have one ace left up your sleeve.

As a part of this maneuver, make a melee attack. The attack gains a +1 bonus to attack and +1d6 bonus to damage for each maneuver you currently have expended.

If this is your last readied maneuver - and you have at least one expended maneuver - a successful attack is automatically a critical threat.

Open Arms Technique
Iron Heart (Stance)
Level: Iron Palm 8
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You are a whirling torrent of vengeful steel; nobody who hits you gets out unscathed.

Whenever you are hit by a melee attack while in this stance, you may retaliate against your opponent. You may either make a disarm or trip attempt against them, or make a sunder attempt against the weapon that hit you. Additionally, if you successfully disarm or trip an enemy, or sunder their weapon, you may immediately take an attack of opportunity against them.

In any case, you don't provoke an attack of opportunity for your disarm, sunder, or trip attempt, and your opponent may not retaliate if you fail a disarm or trip attempt.

DaTedinator
2012-04-20, 09:54 PM
SETTING SUN

OCEAN’S TIDE

Strength is ultimately unimportant; even a halfling, trained in the proper techniques, can fell a giant.

But that doesn’t mean the giant doesn’t start with a tremendous advantage.

Students of the Ocean’s Tide school of Setting Sun have looked to the strongest example of strength not mattering: water. Water resists nothing, and avoids anything that gets in its path; and yet, it is capable of eroding canyons, collapsing dams, and even drowning those who don’t respect its might. They borrow its strength, its size, and its reach. Match those with the practitioner’s ability to undermine their opponents, and you have a deadly combination.

Ocean’s Tide is a basic school; those who wish to learn its secrets must spend two skill points, either upon first gaining access to the Setting Sun discipline, or instead of swapping one maneuver for another upon leveling up.

OCEAN’S TIDE MANEUVERS

1ST LEVEL

• Tidal Pull: Strike- Trip foe at range.

2ND LEVEL

• Child of the Sea: Stance- Move in water based on Sense Motive ranks.

3RD LEVEL

• Submerging Strike: Strike- Foe attacks as though in water.

4TH LEVEL

• Water Wall: Strike- Create a wall of water.

5TH LEVEL

• Crashing Wave Strike: Strike- Trip and attack foes in a cone.

6TH LEVEL

• Drowning Strike: Strike- Foe attacks as though in water, may suffocate.

7TH LEVEL

• Undertow: Stance- Foes around you are tripped.

8TH LEVEL

• Tsunami Strike: Strike- Trip and attack foes in a massive cone.

9TH LEVEL

• Burial at Sea: Strike- Foe attacks as though in water, suffocates.

Maneuver DescriptionsTidal Pull
Setting Sun (Strike)
Level: Ocean's Tide 1
Initiation Action: 1 standard action
Range: 30 ft.
Target: One creature
Duration: Instantaneous

You fashion your ki into a watery wave, knocking your opponent's feat out from under him.

As a part of this maneuver, make a ranged touch attack. If you hit, your opponent must make a Strength or Dexterity check (whichever is higher), opposed by your Wisdom check, or else be tripped. All modifiers that normally affect a trip attempt (such as size, stability, and the Improved Trip feat) apply to your and your opponent's checks. If your opponent fails to beat your Wisdom check, they are tripped; if not, they may not attempt to trip you in return.

This maneuver is a supernatural ability.

Child of the Sea
Setting Sun (Stance)
Level: Ocean's Tide 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You take to the water like a fish.

You gain a swim speed based on your ranks in Sense Motive:

{table="head"]Sense Motive ranks|Swim speed
4-8|20'
9-13|30'
14-18|40'
19+|60'[/table]

A swim speed allows you to move through water at the indicated speed without making Swim checks. You gain a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. You can choose to take 10 on a Swim check, even if distracted or endangered when swimming. You can also use the run action while swimming, provided that you swim in a straight line.

Additionally, if you have at least 10 ranks of Sense Motive, you may breathe water as easily as you breathe air. If you have at least 20 ranks, you are treated as being under a freedom of movement effect for the purposes of underwater action (but not for other purposes, such as grappling or being paralyzed).

The water breathing and freedom of movement aspects of this maneuver are supernatural abilities.

Submerging Strike
Setting Sun (Strike)
Level: Ocean's Tide 3
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round

Your attack washes over your opponent in a torrent of watery ki, restricting their movement.

As a part of this maneuver, make a melee attack. If you hit, in addition to taking damage, your opponent functions as though submerged in water. They must hold their breath, and attacks with slashing or bludgeoning weapons take a -2 penalty and deal half damage. They still use their land speed to move, and need not make swim checks.

The water surrounding them is not so thick as to impose any penalties on anyone attacking, or even grappling them.

This maneuver is a supernatural ability.

Water Wall
Setting Sun (Strike)
Level: Ocean's Tide 4
Prerequisite: Two Ocean's Tide maneuvers
Initiation Action: 1 standard action
Range: 60 ft.
Effect: Wall of water up to 5 ft./level long and 10 ft. high
Duration: 5 rounds

You pour out your ki into a rushing wall of water, dividing up the battlefield as you see fit.

As wall of water (SpC 235), except as noted above; you treat your initiator level as your caster level.

This maneuver is a supernatural ability.

Crashing Wave Strike
Setting Sun (Strike)
Level: Ocean's Tide 5
Prerequisite: One Ocean's Tide maneuver
Initiation Action: 1 standard action
Range: 30 ft.
Area: Cone
Duration: Instantaneous
Saving Throw: Reflex half; see text

Summoning a massive wall of water, you violently bowl your enemies over.

A rushing wave crashes into everyone in the area. Everyone in the area takes 5d6 damage and is knocked prone. A successful Reflex save (DC 15 + your Wis modifier) halves the damage and allows them to remain standing.

This maneuver is a supernatural ability.

Drowning Strike
Setting Sun (Strike)
Level: Ocean's Tide 6
Prerequisite: One Ocean's Tide maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 minute
Saving Throw: Fortitude partial; see text

You entomb your foe in a coffin of watery ki, restricting their air.

As a part of this maneuver, make a melee attack. If you hit, in addition to taking damage, your opponent functions as though submerged in water. They must hold their breath, and attacks with slashing or bludgeoning weapons take a -2 penalty and deal half damage. If they don't have a swim speed, they must make a DC 15 swim check each round, or else their movement speed is halved.

The water surrounding them is not so thick as to impose any penalties on anyone attacking, or even grappling them.

A successful Fortitude save reduces the duration of this maneuver to 1 round.

This maneuver is a supernatural ability.

Undertow
Setting Sun (Stance)
Level: Ocean's Tide 7
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Your ki naturally tugs on everyone around you, pulling them to the ground.

While you remain in this stance, a subtle force pulls at everyone around you. Anyone who begins their turn within 10 feet of you must make a Strength check (DC 10 + your Wis modifier, plus any bonuses you have to trip attempts, such as that from Improved Trip) or else be knocked prone. Creatures with four or more legs, or who are otherwise exceptionally stable, may add their stability bonuses to their Strength checks.

This maneuver is a supernatural ability.

Tsunami Strike
Setting Sun (Strike)
Level: Ocean's Tide 8
Prerequisite: Two Ocean's Tide maneuvers
Initiation Action: 1 standard action
Range: 60 ft.
Area: Cone
Duration: Instantaneous
Saving Throw: Reflex half; see text

You engulf the battlefield in a tsunami, destroying everyone in front of you.

A massive tidal wave crashes into everyone in the area. Everyone in the area takes 5d6 damage and is knocked back a number of feet equal to the amount of damage they take (rounded down to the nearest 5' square). Anyone who collides with an obstacle (or with someone else) takes an additional 5d6 points of damage.

A successful Reflex save (DC 18 + your Wis modifier) halves the damage and allows them to remain in their square, though they're still knocked prone. Targets with evasion that succeed at the Reflex save aren't knocked prone.

This maneuver is a supernatural ability.

Burial At Sea
Setting Sun (Strike)
Level: Ocean's Tide 9
Prerequisite: Three Ocean's Tide maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 minute
Saving Throw: Fortitude partial; see text

Your ki is a veritable ocean, and you force an opponent to experience its depths.

As a part of this maneuver, make a melee attack. If you hit, in addition to taking damage, your opponent functions as though submerged in water. They must hold their breath, and attacks with slashing or bludgeoning weapons take a -2 penalty and deal half damage. They must make a DC 20 swim check each round, or else their movement speed is halved.

Additionally, a foe hit by this maneuver must make a Fortitude save (DC 19 + your Wis modifier) or else immediately begin to drown. Even on a successful save, the target still has the wind knocked out of them, and they must immediately begin making Constitution checks to hold their breath.

The water surrounding them is not so thick as to impose any penalties on anyone attacking, or even grappling them.

This maneuver is a supernatural ability.

DaTedinator
2012-04-20, 09:55 PM
SHADOW HAND

ARMY OF DARKNESS

Shadow Hand is a school rooted in cunning and deception, and it requires a very specific skill set. Unfortunately, this often leads to disciples of Shadow Hand getting into situations that their allies are entirely incapable of joining them in. Students of the Army of Darkness school don’t care; they themselves are the only ally that they need.

Army of Darkness is a basic school; those who wish to learn its secrets must spend two skill points, either upon first gaining access to the Shadow Hand discipline, or instead of swapping one maneuver for another upon leveling up.

ARMY OF DARKNESS MANEUVERS

1ST LEVEL

• Between the Legs: Boost- Move through foes’ spaces.

2ND LEVEL

• Even the Odds: Boost- Foes you strike cannot flank you.

3RD LEVEL

• Illusory Twin: Counter- Foe’s attack hits mirror image.

4TH LEVEL

• Step Through Shadow: Boost- Your movement doesn’t provoke, and you can hide in plain sight.

5TH LEVEL

• Unwitting Bodyguard: Counter- Foe takes attack for you.

6TH LEVEL

• Elusive Target: Stance- Gain a bonus to AC against ranged attacks as long as you’re in melee.

7TH LEVEL

• Doppelganger: Gain concealment and create partially real duplicate.

8TH LEVEL

• Smoke and Mirrors: Turn invisible and create partially real duplicates.

9TH LEVEL

• Blend With the Crowd: Strike/Stance- Attack and become foe.

Maneuver DescriptionsBetween the Legs
Shadow Hand (Boost)
Level: Army of Darkness 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

Ducking, twisting, and weaving, you can slip right past your opponents.

Until the end of your turn, you can move through anyone's space as though they were allies. Leaving a threatened square still provokes an attack of opportunity, unless you have some other means of negating it (such as a tumble check).

If you have at least 13 ranks of Hide, you don't provoke attacks of opportunity for leaving a threatened square.

Even the Odds
Shadow Hand (Boost)
Level: Army of Darkness 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Beginning of next turn

Your attacks unbalance your enemies, leaving them unable to take full advantage of their superior positioning.

Until the beginning of your next turn, any foe you hit is incapable of flanking you, or of helping anyone else to flank you.

Illusory Twin
Shadow Hand (Counter)
Level: Army of Darkness 3
Prerequisite: One Shadow Hand manuever
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous

Just as your opponent's attack connects, your image wavers and disappears; his strike hit only an illusion.

If your opponent successfully hits you with a melee or ranged attack (but not a touch or ranged touch attack), you can attempt a Hide check to treat the attack as a miss. The DC for the Hide check is equal to the attack roll that hit you.

If your Hide check is successful, your opponent realizes they hit only an illusion of you; you are revealed to be standing five feet away from where he thought you were standing. You may immediately take a free 5-foot step.

This maneuver is a supernatural ability.

Step Through Shadow
Shadow Hand (Boost)
Level: Army of Darkness 4
Initiation Action: 1 full-round action
Range: Personal
Target: You
Duration: 1 round

You fade partially into the realm of shadows, leaving your form blurry and distorted; you're difficult to target, and can move about the battlefield with ease.

As a part of this maneuver, you may move up to double your speed. Your form blurs and fades as you move; you gain the benefits of a displacement (http://www.d20srd.org/srd/spells/displacement.htm) spell while you move. Additionally, unlike a normal displacement effect, your visage is dim enough that you can use the concealment to make a Hide check. Movement made as a part of this maneuver imposes no penalties for movement on the Hide check, though you suffer the penalties as normal on any related Move Silently checks.

In a game that combines Hide and Move Silently (such as Pathfinder), you suffer no penalties to the Stealth check.

This maneuver is a supernatural ability.

Unwitting Bodyguard
Shadow Hand (Counter)
Level: Army of Darkness 5
Prerequisite: One Army of Darkness maneuver
Initiation Action: 1 immediate action
Range: Touch
Target: One creature
Duration: Instantaneous

Your grab your foe and spin him in front of the oncoming arrow, using him as an impromptu shield.

Whenever you're specifically being targetted by an attack roll, and have an opponent within your reach who isn't the one making the attack, you may initiate this maneuver. Make a touch attack against an enemy who isn't attacking you. If you succeed, you and they immediately trade places, and they are subject to the attack that was targetting you. The attack must beat their AC to damage them, as normal.

Elusive Target
Shadow Hand (Stance)
Level: Army of Darkness 6
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You bob and weave in and out of your opponents attacks, using your opponents themselves as cover.

While you are in this stance, you gain a +4 dodge bonus to AC against ranged attacks for every enemy who is adjacent to you. Any ranged attack that misses you by more than 20 has a chance of instead targetting one of the enemies you're adjacent to, chosen by you. The attacker rerolls their attack against the new target.

Doppelganger
Shadow Hand
Level: Army of Darkness 7
Prerequisite: Three Shadow Hand manuevers
Initiation Action: 1 standard action
Range: Personal
Target: You
Duration: 3 rounds

With a deep breath and a handful of shadow energy, you project your ki into a shadowy replica of yourself, while also shrouding yourself in shadow to further the illusion.

You create a shadowy duplicate of yourself. The replica is partially illusory, and partially formed of ki and shadow stuff. On its own, it has only a move action on each turn, but you may spend a standard action to allow it to do the same. It has all of your capabilities and statistics, and is capable of using any of your readied maneuvers or casting any spells that you know, and but if it does so, it expends them for you as well. However, it only has a single hit point; if it takes even one point of damage, it fades away into nothingness. It also fades away if you and it are ever separated by more than 60 feet.

For as long as the duplicate remains, both you and it gain partial concealment, giving attacks against you a 20% miss chance. Unlike normal concealment, you may not use this concealment to hide.

This maneuver is a supernatural ability.

Smoke and Mirrors
Shadow Hand
Level: Army of Darkness 8
Prerequisite: Three Army of Darkness manuevers
Initiation Action: 1 standard action
Range: Personal
Target: You
Duration: 3 rounds

Just when your opponent gets used to you creating shadow twins, you pull out a trick he's not expecting; both of the yous that he sees are fake, while you hide nearby.

This maneuver creates two shadowy duplicates of you, as described in the Doppelganger maneuver. You may expend a standard action to grant either of them a standard action of their own, but you must choose which one to grant it to.

Additionally, so long as one of the duplicates remain, you are completely invisible, as the spell greater invisibility (http://www.d20srd.org/srd/spells/invisibilityGreater.htm).

This maneuver is a supernatural ability.

Blend With the Crowd
Shadow Hand (Strike/Stance)
Level: Army of Darkness 9
Prerequisite: Two Army of Darkness manuevers
Initiation Action: 1 standard action
Range: Touch
Target: One creature
Duration: Stance

You absorb your foe's essence, taking her appearance as your own.

Make a touch attack. If you hit, you forcibly take a piece of your target's essence, dealing 5d6 damage to them.

Additionally, on a successful hit, you may cloak yourself in your target's energy, and taking on their appearance. You may immediately make a Disguise check to appear as your opponent, with a +10 bonus, and no penalties for any of your differences. This a mystical, illusory effect, so you need not be identically proportioned; however, you still must be within one size category of your opponent. The illusion is not merely visual, it's auditory and tactile as well; you sound and feel just like your opponent, though observers with scent or scent-based blindsense will still be able to tell you apart.

This maneuver counts as a stance, overriding any stance you were in before using the maneuver, and lasting as long as you remain in it.

This maneuver is a supernatural ability.



DEATHLY MIST [Prestige]

There are reasons to be afraid of the dark. Followers of the Shadow Hand discipline know this well – frequently, they themselves are the reason to be afraid – but some know it better than others. There are those for whom the light taste of dark magic that Shadow Hand grants is not enough; these are the students of the Deathly Mist school.

Deathly Mist concerns itself with the very root of darkness: negative energy. It is the polar opposite of life, the very form of death, and masters of the Deathly Mist can harness this energy to their own ends.


Deathly Mist is a prestige school; those who wish to learn its secrets must meet the following requirements:
Skills: Hide 13 ranks, Knowledge (religion) 8 ranks
Special: Ability to rebuke undead


DEATHLY MIST MANEUVERS

5TH LEVEL

• Channel the Darkness: Stance- Surround yourself with shadows, gain darkvision.
• Black Decree: Strike- Undead follows your command, or takes damage.

6TH LEVEL

• True Darkness: Strike- Deal 10d6 negative energy damage to foes in shadow.

7TH LEVEL

• Dark Servant: Boost- Raise slain enemy as a shadow.

8TH LEVEL

• Fade To Black: Strike- Foe takes increasing amounts of negative energy damage.

9TH LEVEL

• Undying: Stance- Gain undead traits.

Maneuver DescriptionsBlack Decree
Shadow Hand (Strike)
Level: Deathly Mist 5
Initiation Action: 1 standard action
Range: 60 ft.
Target: One undead creature
Duration: 1 round or 1 hour; see text
Saving Throw: Will partial; see text

Channelling the same energy clerics use to rebuke undead, you give an undead an order that it must obey, lest its essence be rent.

This maneuver has different effects depending on if it's targetting nonintelligent undead, or intelligent undead.

Nonintelligent undead are granted no save against this maneuver, and are considered to be under the effect of a command undead (http://www.d20srd.org/srd/spells/commandUndead.htm) spell.

If instead you use this ability on an intelligent undead, you give them a single, one-word command that they must obey - much like the command (http://www.d20srd.org/srd/spells/command.htm) spell, except that the undead need not make a Will save to resist. If on their turn they refuse to obey your command, though, they take 5d6 damage.

This maneuver is a supernatural ability.

Channel the Darkness
Shadow Hand (Stance)
Level: Deathly Mist 5
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Your heart is a gateway of shadows, surrounding you in a blackness only your sight can penetrate.

The area in a 20-foot radius around you is covered in shadows, as darkness (http://www.d20srd.org/srd/spells/darkness.htm). Additionally, you gain darkvision out to 60 feet; unlike normal darkvision, you can see through magical darkness as easily as normal darkness.

This maneuver is a supernatural ability.

Dark Servant
Shadow Hand (Boost)
Level: Deathly Mist 7
Initiation Action: 1 swift action
Range: Touch
Target: One corpse
Duration: 1 minute

As you fell your opponent, you latch onto their shadow, filling it with a shred of your negative energy-enhanced ki.

You may initiate this maneuver whenever you kill a corporeal, living opponent who casts a shadow. You animate their shadow as a shadow (http://www.d20srd.org/srd/monsters/shadow.htm). The shadow serves you for one minute before fading into nothingness.

This maneuver is a supernatural ability.

Fade to Black
Shadow Hand (Strike)
Level: Deathly Mist 8
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 minute
Saving Throw: Fortitude negates; see text

You poison your enemy's spirit with negative energy, slowly destroying them from within.

As a part of this maneuver, make a melee attack. If you hit, your attack deals +2d6 negative energy damage. Additionally, each round on their turn, your opponent must make a Fortitude save (DC 17 + your Cha modifier) or else take take 4d6 negative energy damage, +2d6 damage for each prior failed save. The effect ends in one minute, or whenenever the opponent successfully makes a Fortitude save, whichever comes first.

The damage caused by this maneuver is based around a seed of negative energy planted in a being's positive energy; thus, it is almost ineffectual against any creature that is healed by negative energy, healing only 1 point of damage per die that would otherwise be dealt.

If an opponent dies due to the negative energy damage caused by this ability, you are immediately aware of their death, no matter the distance between you (so long as you are on the same plane). If you have the Dark Servant maneuver readied, you may use it on them, again regardless of the distance between you (and again, so long as you are on the same plane). In this case, the duration of that manuever is increased to 1 hour.

This maneuver is a supernatural ability.

True Darkness
Shadow Hand (Strike)
Level: Deathly Mist 6
Initiation Action: 1 standard action
Range: 60 ft.
Area: 20 ft.-radius spread
Duration: Instantaneous

You use the darkness around your opponents as a portal to the negative energy plane, sucking the life out of your enemies.

When you execute this maneuver, you select a 20-foot radius spread; any foe in the area of the spread, that is also in no brighter than shadowy lighting, takes 10d6 negative energy damage. As usual, undead affected by this maneuver are instead healed 10d6 points of damage.

This maneuver is a supernatural ability.

Undying
Shadow Hand (Stance)
Level: Deathly Mist 9
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You fill yourself with negative energy, giving yourself the endurance of the dead.

While in this stance, you gain the fortitude of the undead. You gain an immunity to poison, sleep effects, paralysis, stunning, disease, death effects, critical hits, nonlethal damage, ability drain, energy drain, fatigue, exhaustion, and damage to your physical ability scores (Strength, Dexterity, and Constitution). Notably, you are still subject to mind-affecting effects.

While you completely resist any of these effects that would otherwise begin while you are in this stance, anything that is currently affecting you when you initiate this stance is merely suppressed. Its duration continues to accrue, but if an effect hasn't expired when you exit this stance, it immediately resumes affecting you.

Additionally, the warring currents of positive and negative energy within you render you completely immune to either healing or damage resulting from either.

This maneuver is a supernatural ability.



MORDANT SHADOW [Unorthodox]

Even the strongest soul cannot withstand an eternal night; the cold of night is both creeping and caustic. Initiates of the Mordant Shadow school of Shadow Hand focus on the erosive nature of shadow to wear their opponents down over time. They hamstring the mobile, bleed the hearty, and fatigue the strong.

Mordant Shadow is an unorthodox school; those who wish to learn its secrets forgo access to all supernatural Shadow Hand maneuvers.

MORDANT SHADOW MANEUVERS

1ST LEVEL

• Enduring Stance: Stance- Resist the effects of fatigue.
• Bleeding Strike: Strike – Foe takes damage over time.
• Follow-up Blow: Strike – Deal bonus damage to foe you hit last round.

2ND LEVEL

• Fade into Shadow: Boost - Make a hide check, even while observed.
• Fox Hunt: Counter - Follow a fleeing foe.

3RD LEVEL

• Fatiguing Strike: Strike- Attack fatigues foe.

4TH LEVEL

• Prey on the Weak: Strike- Deal bonus damage to foe with fewer hit points than you.

6TH LEVEL

• Greater Bleeding Strike: Strike- Foe takes severe damage over time.
• Crippling Blow: Strike – Foe takes ability damage, is dazed.

7TH LEVEL

• Shadow’s Stance: Stance- Your attacks don’t necessarily reveal your location.

8TH LEVEL

• Tear the Flesh: Stance- Your attacks affect the target twice.
• Disabling Blow: Strike – Attack reduces weakened foe to -1 hit points.
• Disappear: Counter – Make a hide check as an immediate action.

9TH LEVEL

• Finish Him: Strike- Kill an opponent you’ve damaged in previous rounds.

Maneuver DescriptionsEnduring Stance
Shadow Hand (Stance)
Level: Mordant Shadows 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You stand strong, forcing your tired body to do its job.

While you are in this stance, you don't suffer the standard penalties of fatigue. You are still technically fatigued, and cannot use abilities that are restricted if you're fatigued (such as a barbarian's rage). If you become exhausted, this stance has no effect.

If your initiator level is at least 10, this stance renders you immune to the standard penalties of exhaustion, too.

Bleeding Strike
Shadow Hand (Strike)
Level: Mordant Shadows 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous

You slash at specific arteries and veins, dealing out wounds that, left untreated, will eventually lead to your foe's death.

As a part of this maneuver, make a melee attack. If you hit, you deal +1 damage, and your foe takes an additonal point of damage each round. This bleeding damage can be stopped with a DC 15 Heal check, or if they receive any magical healing. Any foe immune to critical hits, or who has regeneration or fast healing, is also immune to the bleeding damage.

Follow-up Blow
Shadow Hand (Strike)
Level: Mordant Shadows 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature

You attack the same spot on your opponent over and over again, causing increasing trauma.

As a part of this maneuver, make a melee attack against a foe you dealt damage to last round. You gain a +2 bonus to the attack roll, and if you hit, deal +1d6 damage.

Fade Into Shadow
Shadow Hand (Boost)
Level: Mordant Shadows 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 minute

Taking advantage of your opponents' lapse of attention, you slip into the shadows.

This maneuver allows you to hide in plain sight, and to make a hide check immediately. You retain your ability to hide in plain sight for one minute, or until you are spotted by an enemy, whichever comes first.

Fox Hunt
Shadow Hand (Counter)
Level: Mordant Shadows 2
Initiation Action: 1 immediate action
Range: Personal
Target: You

Just when your enemy thinks she's free of you, you press the attack, keeping her on her toes.

You may use this maneuver whenever an opponent leaves a square within your reach as a part of an action that doesn't provoke an attack of opportunity - such as taking the withdraw action, or taking a 5-foot step. You may immediately, before they move any further than leaving that one square, take a 5-foot step to follow them.

Fatiguing Strike
Shadow Hand (Strike)
Level: Mordant Shadows 3
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature

You attack the chest, forcing the air out of your opponent's lungs.

As a part of this maneuver, make a melee attack. If you successfully deal any damage, your target is fatigued.

Prey On the Weak
Shadow Hand (Strike)
Level: Mordant Shadows 4
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature

You're in better condition than your opponent, and you take advantage of that fact.

As a part of this maneuver, make a melee attack. You gain a bonus or penalty to the damage roll equal to the your current HP minus your opponent's current HP.

Bleeding Strike, Greater
Shadow Hand (Strike)
Level: Mordant Shadows 6
Prerequisite: One Shadow Hand manuever
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous

You cut a vital artery; without first aid, your foe isn't long for this world.

As a part of this maneuver, make a melee attack. If you hit, you deal +2d6 damage, and your foe takes 2 points of damage each round, plus an additional two points of damage for every round that passes (so the first round they would take 2 points of damage, the second they'd take 4, the third they'd take 6, etc.). This bleeding damage can only be stopped with a DC 25 Heal check, or by magical healing that heals a number of hit points at least equal to your initiator level. Foes with Regeneration are immune to this maneuver, but foes with fast healing aren't.

Crippling Blow
Shadow Hand (Strike)
Level: Mordant Shadows 6
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round
Saving Throw: Fortitude negates; see text

You know all the right places to hit to hamper your foe's strengths.

As a part of this maneuver, make a melee attack. If it hits, in addition to dealing normal melee damage, you deal 4 points of damage to one ability score of your choice. If you damage a mental ability score with this maneuver, your foe must make a Fortitude save (DC 16 + your Wis modifier) or else be dazed for one round.

Shadow's Stance
Shadow Hand (Stance)
Level: Mordant Shadows 7
Prerequisite: Two Shadow Hand maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Your attacks are subtle and quick, allowing you to damage your opponents without letting them know where you are.

While you are in this stance, your attacks don't necessarily reveal your position. Whenever you make a melee attack, you may attempt a Hide check with a DC equal to your foe's AC; if you succeed, your attack doesn't reveal anything about your location.

Tear the Flesh
Shadow Hand (Stance)
Level: Mordant Shadows 8
Prerequisite: Four Shadow Hand maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

With a twist of the blade, you leave a wound that won't close easily.

While you are in this stance, your attacks are violent enough to damage opponents twice. During any round where you've dealt them damage with a melee attack, foes take additional damage on their turn. The damage is as though they were hit by a standard melee attack made by you.

Disabling Blow
Shadow Hand (Strike)
Level: Mordant Shadows 8
Prerequisite: Two Shadow Hand maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Saving Throw: Fortitude negates

Your foe is flagging, and you only need one more good hit to take them down.

As a part of this maneuver, make a melee attack. If you hit, instead of dealing damage, your foe immediately falls to -1 hit points. Any foe with more than 75 hit points is immune to this maneuver.

Disappear
Shadow Hand (Counter)
Level: Mordant Shadows 8
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: 1 round

Just when they think they've found you, you evade your opponents again.

As a part of this maneuver, you may immediately make a Hide check, regardless of whether you're currently being observed or not. Immediately after attempting the Hide check, you may take a 5-foot step.

If you initiate this maneuver while being targetted by an attack, and successfully hide from your opponent, their attack misses completely.

You lose the ability to hide in plain sight at the end of your next turn; if you haven't found cover by then, your foes can see you.

Finish Him
Shadow Hand (Strike)
Level: Mordant Shadows 9
Prerequisite: Two Shadow Hand maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
Saving Throw: Fortitude negates; see text

You've been attacking specific locations on your opponent, leaving them vulnerable to one good blow that should eviscerate them.

As a part of this maneuver, make a melee attack. You gain a +2 bonus to the attack roll and deal +2d6 damage for each consecutive round you've hit your opponent. If you've hit your opponent each round for at least the past five rounds, they must make a Fortitude save (DC 19 + your Wis modifier) or die.

DaTedinator
2012-04-20, 09:57 PM
STONE DRAGON

EARTHQUAKE

The earth is slow to anger, it’s true; but it is truly fearsome when roused. Capable of devastating entire cities, an earthquake spreads like a violent wave through the earth, collapsing the very ground on which all things stand. Even after it has passed, aftershocks are common, and often just as deadly as the initial shockwave.

Students of the Earthquake school seek to harness this destructive power for themselves, felling legions of foes often with only a single, repetitive attack.

Earthquake is a basic school; those who wish to learn its secrets must spend two skill points, either upon first gaining access to the Stone Dragon discipline, or instead of swapping one maneuver for another upon leveling up.

EARTHQUAKE MANEUVERS

A number of earthquake maneuvers have a duration of "Aftershock." These maneuvers have additional effects if the initiator continues to dedicate actions to the maneuver in subsequent rounds. However, Aftershock effects must be utilized immediately following the maneuver; unless otherwise stated, if any round passes without you using either the same maneuver again, or its Aftershock effect, you must use the maneuver again in order to utilize its Aftershock.

1ST LEVEL

• Firm Foundation: Counter- Resist attempts to destabilize you.

2ND LEVEL

• Tremor: Strike- Trip foe at range.

3RD LEVEL

• Destroy the Foundation: Strike- Deal double damage to unstable foes.

4TH LEVEL

• Destabilize: Counter- Stop foe from moving.

5TH LEVEL

• Tremor: Strike- Damage foe at range.

6TH LEVEL

• Epicenter: Stance- Draw enemies to you.

7TH LEVEL

• Foreshock: Strike- Take a full attack action in reverse; as soon as one attack hits, all of the rest hit.

8TH LEVEL

• Shockwave: Strike- Severely damage foe at range.

9TH LEVEL

• Earthquake: Strike- Damage foes in an area.

Maneuver DescriptionsFirm Foundation
Stone Dragon (Counter)
Level: Earthquake 1
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Beginning of next turn; aftershock

You know that in order to disrupt your opponents' stances, your own must be imperturbable.

You may use this maneuver whenever an opponent attempts to knock you prone, grease the ground beneath your feet, or otherwise destabilize you. You are immune to any of the destablizing effects until the end of your next turn.

Aftershock:
Each round that you spend a swift action focusing on this maneuver, you gain a +4 bonus on checks or saves made to remain stable.

Tremor
Stone Dragon (Strike)
Level: Earthquake 2
Initiation Action: 1 standard action
Range: 30 ft.
Target: One creature
Duration: Instantaneous; aftershock

You send a shockwave through the earth, knocking your enemy over.

Make a ranged touch attack; if you hit, you may attempt to trip your opponent.

You may only use this manevuer if both you and your target are standing on the same solid ground; a chasm or other gap between you blocks this maneuver.

Aftershock:
If you successfully trip your target, you may, as a move action, send a second shockwave that deals 4d6 damage to them. Unlike most Aftershock abilities, this one must be used in the same round as the base maneuver; it cannot be used in subsequent rounds.

Destroy the Foundation
Stone Dragon (Strike)
Level: Earthquake 3
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature

When your opponent lacks a strong stance, it's easier to hit them harder.

As a part of this maneuver, make a melee attack. If your target is balancing, climbing without a climb speed, or otherwise unstable, you gain a +4 bonus to the attack roll, and deal +5d6 damage.

Destabilize
Stone Dragon (Counter)
Level: Earthquake 4
Initiation Action: 1 immediate action
Range: 60 ft.
Target: One creature
Duration: Aftershock

You fracture the ground under and around your opponent, leaving them unable to effectively move.

You may use this maneuver whenever an opponent within range attempts to move using a land or burrow speed. They must make a Reflex save (DC 14 + your Str modifier) or else lose their move action, and be unable to move until the start of their next turn.

Aftershock:
If you successfully immobilize an opponent with this maneuver, you may spend a move action on subsequent turns to force an opponent to save again (at the same DC) or be unable to move on their next turn.

Tremor, Greater
Stone Dragon (Strike)
Level: Earthquake 5
Prerequisite: One Earthquake maneuver
Initiation Action: 1 standard action
Range: 60 ft.
Target: One creature
Duration: Instantaneous; aftershock

The earth splits beneath your enemy, knocking them to the ground, and pummeling them when they're down.

Make a ranged touch attack; if you hit, you deal 6d6 damage, and may immediately make a trip attempt against your target. If the trip attempt succeeds, they take an additional 2d6 damage.

You may only use this manevuer if both you and your target are standing on the same solid ground; a chasm or other gap between you blocks this maneuver.

Aftershock:
If you successfully tripped your opponent on the previous round, you may, as a standard action, attempt to trip your foe again. If the trip attempt succeeds, they take 4d6 damage, in addition to being knocked prone.

Epicenter
Stone Dragon (Stance)
Level: Earthquake 6
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

The ground shifts and slides, drawing your enemies to yourself.

While you are in this stance, you subtly shift your opponents closer to yourself. Anyone within 60 feet of you who uses a land or burrow speed to move must make a Reflex save (DC 16 + your Str modifier) or else be unable to move away from you. They don't need to move directly towards you, but if they do, they aren't able to move back again, even as a part of the same move action. Those affected get a +2 bonus on their save if they're more than 30 feet away from you.

Foreshock
Stone Dragon (Strike)
Level: Earthquake 7
Prerequisite: One Earthquake maneuver
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature

You attack slowly, testing your opponent's defenses; as soon as you find a hole in their guard, you spring on it.

As a part of this maneuver, make a full attack against a single opponent. Unlike a normal full attack, start with your lowest iterative attack bonus, and work your way up to your highest. As soon as one of your attacks hits, all subsequent attacks made as a part of this maneuver automatically hit.

This maneuver naturally and easily leads into other Stone Dragon maneuvers. If you initiate a Stone Dragon maneuver on your next turn, you may add your Constitution modifier to damage it deals, and increase any save DCs involved in the maneuver by +1.

Shockwave
Stone Dragon (Strike)
Level: Earthquake 8
Prerequisite: One Earthquake maneuver
Initiation Action: 1 standard action
Range: 60 ft.
Target: One creature
Duration: Instantaneous; aftershock

You send a wave through the earth towards your opponent, bowling them over and throwning them back.

Make a ranged touch attack; if you hit, you deal 10d6 damage, and may immediately make a Bull Rush attempt against your target. You gain a bonus to your Bull Rush attempt equal to your ranks in Balance. If the bull rush succeeds, your target takes an additional 1d6 damage for every 10 feet they're knocked back, and are knocked prone.

You may only use this manevuer if both you and your target are standing on the same solid ground; a chasm or other gap between you blocks this maneuver.

Aftershock:
If you successfully bull rushed your opponent out of range in the previous round, you may, as a standard action, use this maneuver again, against a different target.

Earthquake
Stone Dragon (Strike)
Level: Earthquake 9
Prerequisite: Two Earthquake maneuvers
Initiation Action: 1 standard action
Range: 60 ft.
Area: Cone
Duration: Instantaneous; aftershock

The earth shakes, splits, and smashes your enemies.

Everyone within range is overwhelmed by a massive earthquake, and must make a Balance check (DC equal to your initiator level + your Strength modifier) or be knocked prone. Anybody who's knocked prone by this manuever, or who is already prone, takes 50 damage.

This maneuver only affects targets that are standing on the same solid ground as you; a chasm or other gap between you blocks this maneuver.

Aftershock:
As a standard action, you may continue to use this maneuver in subsequent rounds, however, the power does fade. The Balance DC decreases by 2 for each round you extend the maneuver.



ROLLING BOULDER [Unorthodox]

Size does not preclude speed. While some students of the Stone Dragon discipline find themselves tied to the earth, those familiar with the way of the Rolling Boulder are instead freed by it. Rather than fearing speed as the opposite of stability, they use it as a weapon; after all, what’s more stable than a man with no surviving opponents?

Rolling Boulder is an unorthodox school; those who wish to learn its secrets forgo access to all Stone Dragon stances.

ROLLING BOULDER MANEUVERS

1ST LEVEL

• Bowling Charge: Strike- Overrun everybody between you and your destination

3RD LEVEL

• Unstoppable: Boost- Move despite all obstacles.

4TH LEVEL

• Vengeful Rush: Counter- Bull rush foe who stops you.

5TH LEVEL

• Boulder’s Charge: Strike- Overrun everyone who gets in the way of your charge.

8TH LEVEL

• Avalanche charge: Strike- Charge everyone.

Maneuver DescriptionsBowling Charge
Stone Dragon (Strike)
Level: Rolling Boulder 1
Initiation Action: 1 full-round action
Range: Personal
Target: You

You bowl over your enemies, knocking aside everyone who stands in your way.

As a part of this maneuver, move up to twice your speed in a straight line. You may attempt to overrun any opponents you encounter along the line. You get a +4 bonus to AC against attacks of opportunity that you provoke as a part of overrun attempts. If you fail to overrun an opponent, they may not attempt to knock you prone.

Unstoppable
Stone Dragon (Boost)
Level: Rolling Boulder 3
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

Smashing through what you can, and deftly avoiding what you can't, you maneuver around the battlefield with ease.

Until the end of your turn, your movement is unimpeded by anything. You can move through difficult terrain with ease, and even move through opponent's spaces, and even when making movement that must be in a straight line - such as a charge attack - you may make a single turn of up to 90 degrees. Your movement still provokes attacks of opportunity, as normal.

Vengeful Rush
Stone Dragon (Counter)
Level: Rolling Boulder 4
Initiation Action: 1 immediate action
Range: Melee attack
Target: One creature

Just when they think they've got you down, you take them down with you.

You may use this maneuver whenever your movement is forcibly stopped, or whenever an opponent afflicts you with a condition that restricts your movement - including death. Immediately before the condition affects you, you may bull rush the opponent who impeded you, making a partial charge if necessary. As soon as the bull rush is resolved, you are affected by the condition normally.

Boulder's Charge
Stone Dragon (Strike)
Level: Rolling Boulder 5
Initiation Action: 1 full-round action
Range: See text
Area: See text

You trample everyone between you and your target.

As a part of this maneuver, make a charge attack. You may attempt to overrun any opponents you encounter before reaching your target. You don't provoke attacks of opportunity from foes that you attempt to overrun. If you fail to overrun an opponent, they may not attempt to knock you prone, but your charge ends.

Avalance Charge
Stone Dragon (Strike)
Level: Rolling Boulder 8
Initiation Action: 1 full-round action
Range: See text
Area: See text

You are an unstoppable juggernaut, an immovable force, and an implacable foe.

As a part of this maneuver, make a charge attack. You may make a charge attack against everyone who passes within your reach on your way to your final target, and you don't provoke attacks of opportunity from foes that you attack. Anyone that you deal damage to as a part of this maneuver is knocked prone.

DaTedinator
2012-04-20, 10:01 PM
TIGER CLAW

BEAR CLAW [Unorthodox]

Who is more fearsome: a man who can attack ten times in the blink of an eye… or a man who only needs to attack once? Students of the Bear Claw school are solidly in the latter camp, focusing on strength and power over speed and number of attacks. With a single sweep of the axe they can take down an entire line of men, and one punch is all that’s required to knock a man across the room.

Bear Claw is an unorthodox school; those who wish to learn its secrets forgo access to all Tiger Claw maneuvers that allow the initiator to make multiple attacks, or that give him a benefit for doing so.

BEAR CLAW MANEUVERS

1ST LEVEL

• Bear Claw Strike: Strike- Attack three adjacent foes.

4TH LEVEL

• Awesome Blows: Boost- Your attacks knock foes back.

5TH LEVEL

• Monstrous Charge: Strike- Charge attack deals +4d6 damage, deals more Power Attack damage.

7TH LEVEL

• Sweeping Claws: Stance- Your attacks affect multiple foes.

8TH LEVEL

• Grizzly Rage: Boost- Every time you move a foe, they take extra damage.
• Ground n’ Pound: Strike- Attack everyone around you.

Maneuver DescriptionsBear Claw Strike
Tiger Claw (Strike)
Level: Bear Claw 1
Initiation Action: 1 full-round action
Range: Melee attack
Target: Up to three adjacent creatures

Putting all of your strength into one swing, you cleave through your foes in an arc.

You must wielding a two-handed weapon (or a one-handed weapon in two hands) to use this maneuver. Choose up to three adjacent targets; make a single melee attack against all three of them. You roll only a single attack, and make the attack at a -2 penalty; apply the one attack roll to each creature's AC to see if it hits.

You may not apply precision damage (such as sneak attack) to any of the targets, but you may crit as normal.

Awesome Blows
Tiger Claw (Boost)
Level: Bear Claw 4
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round

You swing hard enough to send your opponents flying.

Whenever you successfully use a melee attack to deal damage to a foe, you may immediately initiate a bull rush against them. You don't move into their square, nor do you provoke an attack of opportunity; if your bull rush attempt is successful, you don't move with them.

Any foe that you move back more than 5 feet falls prone.

Monstrous Charge
Tiger Claw (Strike)
Level: Bear Claw 5
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature

You hurl yourself into your foe, dealing more damage the more you dedicate yourself to the attack.

As a part of this maneuver, make a charge attack. The attack deals +4d6 damage. Additionally, if you use the Power Attack feat on this attack, you deal an additional +1d6 damage for every -3 you take to your attack rolls.

Sweeping Claws
Tiger Claw (Stance)
Level: Bear Claw 7
Prerequisite: Two Tiger Claw maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Every attack you make is a sweeping blow, and you mow through your opponents with gusto.

While you are in this stance, for each melee attack you make, you can choose two squares you threaten that are adjacent to each other; your attacks apply to creatures in those two squares equally. You can use this ability on any attack, even an attack of opportunity or a martial strike.

You take a -4 penalty to any melee attack you make that is affected by this stance.

This stance has no effect when used in conjunction with an effect that already allows you to affect multiple squares with a single melee attack (such as the Bear Claw Strike maneuver).

Grizzly Rage
Tiger Claw (Boost)
Level: Bear Claw 8
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

You batter your foe violently, scraping him against the floor, walls, even the ceiling.

Whenever you forcibly move a foe - such as by making a bull rush against them - you deal damage equal to twice your strength modifier for every 5 feet you move them. Additionally, if you cause them to collide with something or somebody, both they and whatever they hit take 8d6 damage.

Ground n' Pound
Tiger Claw (Strike)
Level: Bear Claw 8
Initiation Action: 1 full-round action
Range: Special; see text
Area: Burst

In a violent whirlwind, you attack everyone within your reach.

As a part of this maneuver, make a melee attack against all enemies within twice your reach; if you're wielding a reach weapon, you can alternatively choose to affect everyone inside your reach. Make only a single attack roll, and apply it to the AC of all foes in the area. The attack deals additional damage equal to your Strength score (note Score, not Bonus).



EAGLE CLAW [Prestige]

Tigers are exceptionally mobile creatures. Capable of running, swimming, and climbing, there is nowhere you can go that a tiger cannot follow. Unless you can fly; then the tiger is absolutely powerless against you.

Nobody questions the might of the tiger, but there are those who have grown tired of their opponents taking flight and rendering any skill with blade or claw useless. Students of the Eagle Claw school no longer need worry about such situations; there is nowhere their opponents can run that they can’t follow.


Eagle Claw is a prestige school; those who wish to learn its secrets must meet the following requirements:
Skills: Jump 13 ranks
Feats: Leap of the Heavens


EAGLE CLAW MANEUVERS

5TH LEVEL

• Loose the Chains: Boost- Gain fly speed based on Jump ranks.

6TH LEVEL

• Diving Charge: Strike- Descending charge deals +8d6 damage, knocks target prone.

7TH LEVEL

• Landlocked: Strike- Trip and immobilize flying foe.

8TH LEVEL

• Break the Chains: Stance- Gain fly speed based on Jump ranks.

Maneuver Descriptions
Loose the Chains
Tiger Claw (Boost)
Level: Eagle Claw 5
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

Through intense focus and concentration, you are capable of temporarily breaking your bondage to the earth.

You gain a fly speed based on your ranks in Jump:

{table="head"]Jump ranks|Fly speed (Maneuverability)
13|30' (Average)
14-18|40' (Good)
19+|60' (Perfect)[/table]

Alternatively, if you already have a fly speed faster than this maneuver would grant you, your jump ranks modify your current fly speed:

{table="head"]Jump ranks|Fly speed bonus
13|+10'
14-18|+20'
19+|+30'[/table]

Additionally, in such a case, your maneuverability improves by one step.

If you aren't standing on a surface that can support you (or hanging on to a wall that can support you, etc.) at the end of your turn, you gently fall 60 feet, landing on your feet with no damage. If, after 60 feet, you still haven't landed, you fall roughly to the ground at the start of your next turn, taking damage as normal.

This maneuver is a supernatural ability.

Diving Charge
Tiger Claw (Strike)
Level: Eagle Claw 6
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature

You fall upon your opponent, using gravity itself as a weapon.

As a part of this maneuver, make a charge attack against an opponent who is at a lower elevation than you. If you cannot fly, you may make the attack by falling on top of an opponent; you take no damage, regardless of the distance fallen.
If you hit, your attack deals +8d6 damage, and your opponent is knocked prone. If they were flying, they fall, up to a maximum distance of 150 feet; if they haven't hit the ground by then, they regain control of themselves at the start of their turn.

Landlocked
Tiger Claw (Strike)
Level: Eagle Claw 7
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 3 rounds

You cut at specific tendons and muscles, temporarily rendering your opponent immobile. Those unfortunate enough to be flying when you hit them crash violently to the ground.

As a part of this maneuver, make a melee attack. Your attack deals +5d6 damage. In addition, if your attack hits, your target must make a Fortitude save (DC 17 + your Str modifier) or else be rendered immobile for three rounds. Even if the fortitude save succeeds, all of the target's speeds are reduced by 20 feet, potentially rendering it immobile regardless. A flying creatured rendered immobile (either by failing the save, or if their fly speed is 20' or less) falls to the ground, taking damage as appropriate (note that this is an exception to the normal rule that an immobilized flying creature can slow their descent).


NEW CONDITION: IMMOBILIZED

An immobilized creature can attack and cast spells normally, but it cannot move from the square or squares that it is in. This condition does not prevent a creature from defending itself, nor does it cause a creature to lose its Dexterity bonus to Armor Class. Flying creatures that become immobilized in mid-flight can control their descent so that they do not take falling damage, but they are incapable of moving from their current square as long as the effect ends and automatically descend at a rate of 20 feet per round. Flying creatures with the ability to hover can maintain their initial altitude if they choose.

Break the Chains
Tiger Claw (Stance)
Level: Eagle Claw 8
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Gathering your ki into a lighter-than-air ball in your stomach, you pick your feet up off of the ground and take to the skies.

While you are in this stance, you gain a fly speed based on your ranks in Jump:

{table="head"]Jump ranks|Fly speed (Maneuverability)
13|40' (Average)
14-18|60' (Average)
19+|60' (Good)[/table]

This maneuver is a supernatural ability.



WOLVERINE’S FURY [Prestige]

Surrender is not a luxury you can count on. If you must depend on the mercy of your opponents, you will often be disappointed – and will eventually end up dead.

Students of the Wolverine’s Fury school of Tiger Claw are capable of fighting to their dying breath; they refuse to back down, and can keep going after blows that would kill a normal man.


Wolverine’s Fury is a prestige school; those who wish to learn its secrets must meet the following requirements:
Feats: Extend Rage, Tigerblooded


WOLVERINE’S FURY MANEUVERS

1ST LEVEL

• Rage of the Wolverine: Stance- Remain standing even after being disabled.

2ND LEVEL

• Rage of the Tortoise: Stance- You gain defense and durability.

4TH LEVEL

• Rage of the Hydra: Stance- You gain extra attacks.

5TH LEVEL

• Rage of the Dragon: Stance- Your attacks deal elemental damage.

7TH LEVEL

• Rage of the Troll: Stance- You gain endurance and regeneration.

8TH LEVEL

• Rage of the Tarrasque: Stance- Your might becomes terrifying.

Maneuver DescriptionsRage of the Wolverine
Tiger Claw (Stance)
Level: Wolverine's Fury 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Savage and relentless, you plague your opponents well after a normal man would've stopped breathing.

This stance grants you the fortitude and tenacity necessary to continue fighting below 0 hit points. When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.

If you are in a rage or frenzy when you enter this stance (or start to rage or frenzy while in this stance), you gain the following additional benefits:

+2 Strength
+6 Constitution
+2 bonus on Fortitude saves
When reduced to negative hit points, you may choose to act as if you were staggered, rather than dying or disabled.
You do not die until you are reduced to negative hit points of (10 + your initiator level).

For every ten initiator levels you have, the bonuses to Strength and Constitution increase by +2, and the bonus to Fortitude saves increases by +1.

These benefits replace the normal benefits you recieve from raging or frenzying.

Rage of the Tortoise
Tiger Claw (Stance)
Level: Wolverine's Fury 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You fly into such a fury that your skin hardens and your nerves deaden, allowing you to shrug off even the most savage blows.

This stance grants you the toughness and defenses of the tortoise. You gain an enhancement bonus to your natural armor bonus and DR/magic equal to half your Constitution bonus (if any).

If you are in a rage or frenzy when you enter this stance (or start to rage or frenzy while in this stance), you gain the following additional benefits:

+8 Constitution
Your enhancement bonus to natural armor is equal to your Constitution bonus (if any)
Your DR is DR/adamantine
Unlike a normal rage, the extra hit points granted by your increased Constitution are considered temporary hit points, and are lost before any other hit points. You do not retain damage taken to your temporary hit points upon the end of the rage.

For every five initiator levels you have, the bonus to Constitution increases by +2.

These benefits replace the normal benefits you recieve from raging or frenzying.

Rage of the Hydra
Tiger Claw (Stance)
Level: Wolverine's Fury 4
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You are a whirlwind of terror, lashing out at your opponents from every angle.

This stance grants you the furor and rapidity of the hydra. You may make one extra attack in a round at your highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity you might make before your next action.

If you are in a rage or frenzy when you enter this stance (or start to rage or frenzy while in this stance), you gain the following additional benefits:

+4 Strength
+4 Dexterity
+2 bonus on Reflex saves
You may move up to half your speed in between each attack in a full attack.
You may make a full attack action as a part of a charge.

For every ten initiator levels you have, the bonuses to Strength and Dexterity increase by +2, and the bonus on Reflex saves increases by +1.

These benefits replace the normal benefits you recieve from raging or frenzying.

Rage of the Dragon
Tiger Claw (Stance)
Level: Wolverine's Fury 5
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Filled with the spirit of the dragons, you unleash an elemental hell upon your enemies.

This stance grants you the elemental energy of the dragons. Upon entering this stance, choose an element. You gain resistance to that element equal to your initiator level.

If you are in a rage or frenzy when you enter this stance (or start to rage or frenzy while in this stance), you gain the following additional benefits:

+4 Strength
Double your elemental resistance. If your initiator level is at least 16, it instead becomes elemental immunity.
All of your melee attacks deal +1d6 damage of your chosen element.
As a swift action, you may breath a 15' cone or 30' line that deals damage of your chosen element equal to your initiator level. Opponents affected are allowed a Reflex save (DC 15 + your Strength bonus) for half damage.

For every ten initiator levels you have, the bonus to Strength increases by +2, and the bonus to damage increases by +1d6.

These benefits replace the normal benefits you recieve from raging or frenzying.

Rage of the Troll
Tiger Claw (Stance)
Level: Wolverine's Fury 7
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Your rage closes your wounds, allowing you to continue the fight despite all odds.

This stance grants you the endurance and recovery rate of a troll. Upon entering this stance, you gain fast healing equal to 1/4 your initiator level, rounded down.

If you are in a rage or frenzy when you enter this stance (or start to rage or frenzy while in this stance), you gain the following additional benefits:

+4 Strength
+4 Constitution
Your fast healing equals 1/2 your initiator level
You continue healing as long as your rage would last, even after you die. If you recover back to -9 or higher, you return to life.
If you're at full hit points when the rage ends, you aren't fatigued, and the use of rage isn't expended.

For every ten initiator levels you have, the bonuses to Strength and Constitution increase by +2.

These benefits replace the normal benefits you recieve from raging or frenzying.

Rage of the Tarrasque
Tiger Claw (Stance)
Level: Wolverine's Fury 8
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You are the most savage of all the beasts.

This stance lets you channel the terrible power of the Tarrasque. Upon entering this stance, you gain the powerful build ability, allowing you to function as though you were one size larger whenever it would be beneficial to you.

If you are in a rage or frenzy when you enter this stance (or start to rage or frenzy while in this stance), you gain the following additional benefits:

+4 Strength
+4 Constitution
+4 bonus on saving throws against spells and spell-like abilities. This bonus doubles against death effects.
When subjected to a spell that allows spell resistance, but doesn't allow a saving throw, you may attempt a saving throw to negate it anyway. You don't apply the bonus from this stance to the save.
Frightful presence: whenever you attack, opponents within 60 feet must attempt a Will save (DC 18 + your Strength modifier) or become shaken. They remain shaken as long as they remain within 60 feet of you.

For every ten initiator levels you have, the bonuses to Strength and Constitution increase by +2.

These benefits replace the normal benefits you recieve from raging or frenzying.

DaTedinator
2012-04-20, 10:04 PM
WHITE RAVEN

BANSHEE WAIL

Battles are won and lost by their generals. If you know your enemies and know yourself, you will not be imperiled in a hundred battles… unless your enemy knows himself and you as well.

That’s a variable that practitioners of the Banshee Wail school would prefer not to leave up to chance. Their focus is not only on driving and inspiring their own men, but also about demoralizing their opponents, and breaking their chain of command, to the point where they’re nothing but a ragtag group of mismatched ruffians.

Banshee Wail is a basic school; those who wish to learn its secrets must spend two skill points, either upon first gaining access to the White Raven discipline, or instead of swapping one maneuver for another upon leveling up.

BANSHEE WAIL MANEUVERS

1ST LEVEL

• Intimidating Glare: Boost- Make an Intimidate check as a swift action.

2ND LEVEL

• Demoralizing Strike: Strike- Stop foe from granting bonuses to his allies.

3RD LEVEL

• Dread Call: Boost- Defeat foe, surviving foes take a penalty to attack.

4TH LEVEL

• Distracting Yell: Counter- Foe must make a Concentration check or lose their action.

5TH LEVEL

• Cowl of Terror: Stance- Gain Frightful Presence.

6TH LEVEL

• There Can Only Be One: Strike- Stop foe from using White Raven maneuvers.

7TH LEVEL

• Overwhelming Strike: Strike- Target can only attack you or flee.

8TH LEVEL

• Turn the Tide: Stance- Allies gain bonuses, foes take penalties.

9TH LEVEL

• Banshee’s Wail: Boost- Defeat foe, surviving foes are panicked, or possibly even die.

Maneuver DescriptionsIntimidating Glare
White Raven (Boost)
Level: Banshee Wail 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous

Your eyes carry the certainty of victory in them, warning your foes of their defeat.

As a part of this maneuver, you may make an Intimidate check to demoralize an opponent as a swift action.

Demoralizing Strike
White Raven (Strike)
Level: Banshee Wail 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 3 rounds

With a flourish, you attack your foe in a showy manner, demoralizing the allies that were depending on him.

As a part of this maneuver, make a melee attack. If you hit, in addition to dealing damage, you stop the foe from granting any morale bonuses to his allies for the next 3 rounds. Any effect currently in place is suppressed (though its duration continues to expire), and your target cannot use any new abilities that would grant morale bonuses.

Dread Call
White Raven (Boost)
Level: Banshee Wail 3
Initiation Action: 1 swift action
Range: 30 ft.
Area: 30 ft.-radius spread, centered on you
Duration: 3 rounds
Saving Throw: Will negates

As you slay your opponent, you let loose a feral howl, warning your surviving enemies that they're next.

You may use this maneuver whenever you kill an enemy. Everyone within 30 feet of you who can see you must make a Will save (DC 13 + your Cha modifier) or else be shaken for 3 rounds.

Distracting Yell
White Raven (Counter)
Level: Banshee Wail 4
Initiation Action: 1 immediate action
Range: 60 ft.
Target: One creature
Duration: Instantaneous

You hurl a timely insult at your opponent, disrupting his concentration.

You may use this maneuver whenever an enemy within range casts a spell, manifests a power, or does anything else that could be disrupted by taking damage. They must make a Concentration check, opposed by your Diplomacy check, or else lose their spell and their action.

Cowl of Terror
White Raven (Stance)
Level: Banshee Wail 5
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Your visage is terrifying; all those you see you cower.

while you are in this stance, you gain the Frightful Presence ability. Whenever you charge, attack, or spend a standard action looking intimidating, all opponents within 30 feet who witness your action must make a Will save (DC 15 + your Cha modifier) or else be shaken as long as they remain within 30 feet of you. This effect lasts for 1 minute. If anyone goes further than 30 feet away from you, and then comes back within range within the duration, they become shaken again.

Anyone with more hit dice than you is immune to your frightful presence. Anyone who successfully saves against your frightful presence is immune for 24 hours.

There Can Only Be One
White Raven (Strike)
Level: Banshee Wail 6
Prerequisite: Three White Raven maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates

Your mastery of the White Raven style is enough that you're able to curtail your opponent's efforts to use it.

As a part of this maneuver, make a melee attack. If you hit, you deal normal damage, and your target must make a Will save (DC 16 + your Cha modifier) or else all of your foes readied White Raven maneuvers are considered expended, and they take an additional 1d6 damage for every maneuver that becomes expended in this way.

Overwhelming Strike
White Raven (Strike)
Level: Banshee Wail 7
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 minute
Saving Throw: Will negates

With a violent blow, you force your enemy to acknowledge the threat you represent.

As a part of this maneuver, make a melee attack. If you hit, it deals +4d6 damage, and your foe must make a Will save (DC 17 + your Cha modifier). If they fail, your opponent may take only one of two types of actions for the next minute: they may either move directly closer to or further away from you, or make an attack that targets you. Their movement need not be standard movement - a wizard, for example, would be perfectly capable of using a Dimension Door spell to flee - and their attacks can target others so long as they target you, too - the same wizard could instead cast a fireball spell, as long as you were within the fireball's area.

Turn the Tide
White Raven (Stance)
Level: Banshee Wail 8
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You are a banner to your allies, and an ill omen to your enemies.

Your presence is a boon to all of your allies, granting them a +2 morale bonus to attack rolls, damage rolls, and all saves. Conversely, your presence spells doom for your enemies, who suffer a -2 penalty to attack rolls, damage rolls, and all saves.

Opponents who are immune to fear don't suffer the penalties.

Banshee's Wail
White Raven (Boost)
Level: Banshee Wail 9
Prerequisite: Three Banshee Wail maneuvers
Initiation Action: 1 swift action
Range: 60 ft.
Area: 60 ft.-radius spread, centered on you
Duration: 3 rounds; see text
Saving Throw: Will partial

You kill your enemy in a violent fashion, and howl to the gods of the dead that you're not finished yet.

You may use this maneuver whenever you kill an enemy. Everyone within 60 feet of you who can see you must make a Will save (DC 19 + your Cha modifier) or else become panicked for three rounds. Anyone with fewer hit dice than you, who is already suffering from a fear effect, and who fails the Will save, must make a second Will save (at the same DC) or else die of fright.

DaTedinator
2012-04-20, 10:09 PM
[Reserved for feats and whatnot]

DaTedinator
2012-04-20, 10:18 PM
HOMEBREWER'S NOTES

Normally I'm not really one to talk about the process I went through in creating something, but this is a special case. My hope with this project is to inspire other homebrewers to create their own martial schools, whether additional ones for the core disciplines, or to expand upon their own homebrewed martial disciplines. So, I thought it would be good to talk a little (a little) about the creative process behind martial schools, to maybe inspire others who want to make their own martial schools.

This idea sprouted from a different idea I've had in the back of my mind for a while, to make a wuxia-inspired campaign where everyone is a martial adept. There are a lot of things that need to be done for variety in such a campaign, but one of the main ones is differentiating people's maneuvers.

Obviously, there are plenty of homebrew disciplines here on the boards to just force everyone to take unique ones, but that didn't seem like entirely the right approach, for two reasons.

First, disciplines tend to have relatively specific niches: Desert Wind for skirmishers, Shadow Hand for assassins, Tiger Claw for dual-wielders, etc.. Yes, there are other disciplines skirmishers could make use of than Desert Wind, but it does make it harder to fill that archetype, and I never want to make things hard on my players if I can avoid it.

Second, I already knew I wanted some way to include "Secret techniques" that are passed on from a master only to his elite disciples, and I felt like if I was going to figure out a system for that, I could make it work for diversity, too.

So I came up with the idea of martial schools, and of the three types of schools.

Basic schools, the default, would represent merely a unique set of maneuvers. They're easy to access, but still do require some sacrifice, so if you spend the skill points on it, you can rest assured that you are at least somewhat unique.

Unorthodox schools were an idea I'm particularly proud of. By cutting out subsets of maneuvers from within a discipline, I can not only easily create unique new pseudo-disciplines, but it will allow two martial adepts to use (or even focus on) the same discipline, while still remaining unique.

Finally there are prestige schools, which have two nice uses. First, by having strict requirements, they can represent the secret techniques a master only teaches his top disciples. You can be a master of the Diamond Mind discipline, but that doesn't mean you have the focus to become a master of the Diamond Soul.

Then, as an added benefit, I realized that prestige schools could be used to assume a martial adept has access to a certain ability. I could make, say, a collection of rage-themed stances, because in the requirements for the school, I could specify an ability to rage.

Together, the different types of martial schools allow for variety in a discipline, and for martial adepts to either practice unique variations of a discipline - as in unorthodox schools - or to merely have access to a field of maneuvers that are still unavailable to the uninitiated - as in basic and prestige schools.

This gives different martial adepts an ability to easily differentiate themselves, while still not requiring too much work on their part. A swordsage who focuses on Prismatic Mind is still practicing Diamond Mind, and can use its feats and prestige classes with little (if any) adaptation.

It was a lot of work - like, a *lot* of work - but it came out pretty well, I think. I hope you enjoy my work, and I hope it inspires you in yours, whether to create your own martial schools, or to maybe make something completely different!

Eldest
2012-04-20, 10:23 PM
Well, to start you need to remove the warning against posting. Or if this interrupts your post stream, I'll delete it.
Second, I actually don't understand the thing about basic schools, the clause after being able to get the school by spending 2 skill points. With switching out maneuvers. Mind explaining that?

DaTedinator
2012-04-20, 10:28 PM
Well, to start you need to remove the warning against posting. Or if this interrupts your post stream, I'll delete it.

Yeah, that was just while I was still looking over everything to make sure it was all like I wanted it. Gone now. :smalltongue:


Second, I actually don't understand the thing about basic schools, the clause after being able to get the school by spending 2 skill points. With switching out maneuvers. Mind explaining that?

Yeah, sure. Basically, you can either get access to a Basic school when you first get access to its father discipline, or, upon reaching a level where you could normally swap out one maneuver for another, you can instead learn a basic discipline. Either case costs 2 skill points.

It's awkward, and one of the main things I'd like help with.

eftexar
2012-04-20, 10:42 PM
This is probably the best homebrew idea I've seen since the breaches system and spellshaping (if not as extensive). I'll have to keep a close eye.
I like how prestige schools are attained and the penalties of unorthodox schools. I'm not so sure about entry into basic schools. Skill points is meh, especially since this is how you already gain skill tricks. How about having the martial initiator have to sacrifice another discipline upon entry into the initiator class, to gain access to one.

Amechra
2012-04-20, 11:45 PM
Well, 2 skill points are also how Barbarians gain literacy, so...

I see no problem with it.

Vauron
2012-04-21, 03:16 PM
Something I noted is that you have ninth and eighth level stances. Unless you hold off on taking levels in your base class, Swordsages can manage a ninth level stance, Warblades manage an eighth level stance, while Crusaders top out at a seventh level stance.

DaTedinator
2012-04-22, 08:06 AM
The trouble with making someone give up access to a martial discipline in order to get access to a basic school is that I'd have to make basic schools an equivalent trade to a full discipline. I mean, maybe not objectively equivalent - there's something to be said for specialization - but regardless, they'd still have to be big enough to defeat the purpose.

And yeah, I picked 2 skill points specifically because skill tricks cost that much, as well as barbarian literacy, and one or two other things I can't think of at the moment. 2 skill points seems to be the established cost for things that don't fit in somewhere else. It seemed like a good place to start.

As for stances: Every single discipline has an 8th-level stance, so that I'm perfectly okay with. And 9th level stances I feel like are still reasonable enough as a thing, so long as they stay uncommon.

Besides, if you pick a martial school that has a 9th-level stance, that's something you're going to keep in mind for your build. Even if that just means dropping your 18th-level feat on Martial Stance.

Thanks for pointing that out, though; I hadn't fully realized that stock Crusaders only get 7th-level stances. Something to keep in mind for Devoted Spirit, at least.

DaTedinator
2012-05-02, 07:21 PM
Alright, first handful of schools are up. Both the Desert Wind ones, a Diamond Mind one, and a Tiger Claw one.

Comments on the maneuvers are quite naturally welcome.

Also, a question for the community: how do you sort maneuvers? How should I here? I went with sorting them by level for now, but standard method is alphabetical by title. I know it's a weird thing to care about, but it's something I think about, so I figured I'd ask.

eftexar
2012-05-02, 07:49 PM
I would say go with the standard and go alphabetical. It is much easier to find them that way, because most people I think search for the name not the level.
I don't have any problem with any of the maneuvers, but I do wonder if you realized that with infinite ultimate strike that once you go to half your hit points you might as well just go all out (because you are dead anyways).

Vauron
2012-05-03, 12:31 AM
Level
Level level leveL

Having them sorted by level is much better for character creation. While alphabetical organization isn't bad, it does scatter your options all over. With level based organization, you can look at all choices available with just a quick glance instead of needing to mash pageup/pagedown.

DaTedinator
2012-06-19, 06:04 PM
Given a lack of consensus so far, I've left it organized by level, but I'm still open to changing it if more people have opinions.

Also, hooray! I finished! Well, obviously, I didn't *finish;* given the state I wrote half of the maneuvers in, I'm sure plenty of them need work, and I still haven't written any feats or anything (I want to make a feat to give access to each of the basic disciplines, along with a small benefit; that way, people who don't like the skill point system can take feats). But all of the maneuvers are finished, and that's the important part! I can officially call this a first draft.

So, thoughts? Comments? Criticisms?