dspeyer
2013-01-01, 11:52 PM
When a wolverine wants to eat a moose, it waits on a tall rock until the moose passes underneath. Then it jumps onto the moose's back, and digs into the moose's neck. While there, it is out of reach of the antlers and hooves. Dragons are more flexible than moose, and much smarter, which is why our skills begin where a wolverine's instincts leave off.
The Clambering Wolverine school specializes in climbing enemies. It was first developed by kobolds, but quickly spread to dwarves, gnomes and humans. Many a giant has mocked a puny kobold warblade, only to find himself completely unable to remove the stubborn creature from his face, or its pickaxe from his eye.
The Clambering Wolverine school is available to swordsages and warblades. Its key skill is climb. Its favored weapons are the bite, spiked gauntlet, dagger, shortsword, light pick, heavy pick, gnome hooked hammer and dwarven urgosh.
General Rules for Climbing Creatures
You can only climb creatures at least one size category larger than oneself. This includes briefly, such as the High Strike series of maneuvers.
You never suffer attacks of opportunity from a creature for climbing it.
This table should help determine DCs (though it is the DMs responsibility to handwave circumstance modifiers as needed):
Fur or other substance with many handholds15
Skin, such as on a human20
Scales25
Solid bone or exoskeleton30
Surface is sloped forward-5
Surface is overhung+5
Creature is actively trying to make climbing difficult+5
Creatures joints are close enough together that you can use them as primary handholds-10
Defensive Slime+5
A creature being climbed can attempt to shake the climber off. If the climber is on a limb that moves freely, this is an unarmed attack roll opposed by a climb check. If the climber is on the creature's torso or similar, it is a strength check opposed by a climb check. Either way is a standard action that affects all climbers on the creature. Note that shaking is not the only way to deal with climbers -- if the creature can reach, it is more likely to attack or grapple the climber.
Maneuver List
1
Climb like an Ape -- Stance -- Climb speed half normal
Drop Attack -- Boost -- Fall onto your enemy
High Strike -- Strike -- Swing up enemy to strike unexpectedly
2
Counter-Grapple -- Counter -- Climb limb which would grab you
Dropping Charge -- Strike -- Charge downward with increased power attack
Spring-Strike -- Strike -- Spring attack while climbing an enemy
3
Catch and Swing -- Counter -- Turn falling velocity sideways
Climb like a Dire Ape -- Stance -- Climb speed equal normal, only need one hand
High Critical Strike -- Strike -- Swing up enemy to strike unexpectedly at a vital area (double crit range)
4
Death from Above -- Boost -- Fall onto your enemy and do base weapon damage
Swinging Dodge -- Counter -- Avoid attack by climbing
5
Climb like an Ape of War -- Stance -- Climb speed equal normal, one hand or none while still, and +4 AC against climbee
Greater High Critical Strike -- Strike -- Swing up enemy to strike unexpectedly at an extremely vital area (double crit range and damage)
Jointlock -- Strike -- Wrestle a single limb
6
Eye-gouge -- Strike -- Blind an enemy
Raking Drop -- Boost -- Fall onto your enemy and do 2d6 damage per 10 ft fallen
7
Arterial Strike -- Strike -- Attack deals half damage ongoing
Esophagus Climb -- Counter -- Refuse to be swallowed whole
Tendon Strike -- Strike -- Incapacitate a limb
8
Bloody Raking Drop -- Boost -- Fall onto your enemy and do 2d6+1d6 ongoing damage per 10 ft fallen
Nerve Strike -- Strike -- Paralyze an enemy
9
Vital Strike -- Strike -- Automatic critical, then triple damage
Details
Climb like an Ape
Clambering Wolverine (Stance)
Level: 1
Initiation Action: 1 swift action
You gain a climb speed equal to half your normal speed. This grants a +8 bonus to all climb checks and allows you to take 10 on them. It also means you are not flat-footed while climbing. Furthermore, you can climb while holding a light pick in one hand (you can use it to help climb).
Drop Attack
Clambering Wolverine (Boost)
Level: 1
Initiation Action: 1 swift action
Drop onto your enemy from a higher position. Make a climb check (dc 15 + 5 for every 10 ft dropped) to stop without hurting yourself. If you fail, you take normal falling damage from the fall onto the enemy, and then fall again from the enemy to the ground and take normal damage from that.
High Strike
Clambering Wolverine (Strike)
Level: 1
Initiation Action: 1 standard action
Beginning on the ground, you grab a handhold on the enemy and then swing up to strike somewhere it thought was out of your reach. First make a touch attack to find the handhold, then the real attack against which the enemy is flat-footed. Afterward, you may choose to either drop to the ground or remain climbing the enemy.
Counter-Grapple
Clambering Wolverine (Counter)
Level: 2
Initiation Action: 1 immediate action
When a creature at least one size category larger than you attempts to initiate grapple, including through the use of improved grab, you can climb the limb it tries to do it with instead. Make a touch attack and a climb check (against the normal DC for the enemy's skin). If both succeed, you are climbing the limb instead of grappled.
Dropping Charge
Clambering Wolverine (Strike)
Level: 2
Initiation Action: 1 standard action
You charge straight downward at an enemy. Resolve this like a normal charge, except that it only requires a standard action. If you use power attack as part of the charge, increase the damage multiplier by one.
After resolving the attack, make a climb check (dc 15 + 5 for every 10 ft dropped) to stop without hurting yourself. If you fail, you take normal falling damage, then fall again to the ground.
Spring-Strike
Clambering Wolverine (Strike)
Level: 2
Initiation Action: 1 full round action
Climb across your enemy, making a single normal attack at any point of the climb.
Catch and Swing
Clambering Wolverine (Counter)
Level: 3
Initiation Action: 1 immediate action
When falling past something with handholds, you grab one and swing -- turning rather than canceling your velocity. You then fly off in a direction you choose. You can travel a horizontal distance this way up to the distance you fell, as well as traveling up or down by up to 5 ft. Make climb checks at -10 penalties both to perform the swing and to grab hold at the end of your horizontal movement.
Climb like a Dire Ape
Clambering Wolverine (Stance)
Level: 3
Initiation Action: 1 swift action
You gain a climb speed equal to your normal speed. This grants a +8 bonus to all climb checks and allows you to take 10 on them. It also means you are not flat-footed while climbing. In addition, you can climb while holding something (such as a weapon) in one hand.
High Critical Strike
Clambering Wolverine (Strike)
Level: 3
Initiation Action: 1 standard action
Prerequisites: 1 Clambering Wolverine Maneuver
Beginning on the ground, you grab a handhold on the enemy and then swing up to strike somewhere particularly vulnerable that it thought was out of your reach. First make a touch attack to find the handhold, then the real attack against which the enemy is flat-footed. On the real attack, your critical threat range is doubled (this stacks with other crit-improving effects such as keen). Afterward, you may choose to either drop to the ground or remain climbing the enemy.
Death from Above
Clambering Wolverine (Boost)
Level: 4
Initiation Action: 1 swift action
Prerequisites: 1 Clambering Wolverine Maneuver
Drop onto your enemy from a higher position while holding a piercing weapon. The enemy takes damage equal to the weapon's base damage. Make a climb check (dc 15 + 5 for every 10 ft dropped) to stop without hurting yourself. If you fail, you take normal falling damage, then fall again to the ground.
Swinging Dodge
Clambering Wolverine (Counter)
Level: 4
Initiation Action: 1 immediate action
Prerequisites: 1 Clambering Wolverine Maneuver
When the creature that you are climbing attacks you, you can use a climb check in place of AC.
Climb like an Ape of War
Clambering Wolverine (Stance)
Level: 5
Initiation Action: 1 swift action
Prerequisites: 1 Clambering Wolverine Maneuver
You gain a climb speed equal to your normal speed. This grants a +8 bonus to all climb checks and allows you to take 10 on them. It also means you are not flat-footed while climbing. Furthermore, you gain a +4 dodge bonus to your AC against attacks from whatever you are climbing. In addition, you can climb while holding something (such as a weapon) in one hand and can hold on with no hands. Remember that you can carry (but not wield effectively) a two-handed weapon in one hand, and can shift to a proper grip as a free action.
Greater High Critical Strike
Clambering Wolverine (Strike)
Level: 5
Initiation Action: 1 standard action
Prerequisites: 2 Clambering Wolverine Maneuvers
Beginning on the ground, you grab a handhold on the enemy and then swing up to strike somewhere particularly vulnerable that it thought was out of your reach. First make a touch attack to find the handhold, then the real attack against which the enemy is flat-footed. On the real attack, your critical threat range is doubled (this stacks with other crit-improving effects such as keen) and your critical multiplier is increased by 1. Afterward, you may choose to either drop to the ground or remain climbing the enemy.
Jointlock
Clambering Wolverine (Strike)
Level: 5
Initiation Action: 1 standard action
Prerequisites: 1 Clambering Wolverine Maneuver
Grapple a single limb of a creature you are climbing as if it were a creature in its own right. Adjust its size modifier appropriately, and decrease its effective strength by 8 for every size category smaller it is. You must be within reach of but not on the limb in order to do this.
Eye-gouge
Clambering Wolverine (Strike)
Level: 6
Initiation Action: 1 standard action
Prerequisites: 1 Clambering Wolverine Maneuver
When climbing an enemy and within reach of its eyes, make a single normal attack. If it hits, the creature is also blind until it receives magical healing.
Raking Drop
Clambering Wolverine (Boost)
Level: 6
Initiation Action: 1 swift action
Prerequisites: 2 Clambering Wolverine Maneuvers
Drop onto your enemy from above while holding a piercing weapon, then drive the weapon into the enemy's side and use the tearing action to slow your fall. Because of the velocity on arrival, you only need a touch attack to succeed. You then deal 2d6 damage for every 10 ft fallen. If your touch attack fails, you continue falling.
Arterial Strike
Clambering Wolverine (Strike)
Level: 7
Initiation Action: 1 standard action
Prerequisites: 2 Clambering Wolverine Maneuvers
When climbing an enemy and within reach of a major artery, you leave a wound that will bleed. Make a single attack normally. If it succeeds, deal half as much damage on the start of your turn until the creature dies, receives magical healing, or receives a dc 15 heal check.
Esophagus Climb
Clambering Wolverine (Counter)
Level: 7
Initiation Action: 1 immediate action
Prerequisites: 1 Clambering Wolverine Maneuver
When an enemy swallows you whole, you climb back up the esophagus into the back of the mouth. This requires a dc 30 climb check. In the back of the mouth you are immune to bite attacks, but automatically fail saves against the mouth's breath weapon (if any). Furthermore, the enemy is flat-footed and denied any armor or natural armor bonus, and all successful hits are critical. On the creatures subsequent turns, it can try to swallow you (its str vs your climb) or spit you out (its str vs your str) as a swift action.
Tendon Strike
Clambering Wolverine (Strike)
Level: 7
Initiation Action: 1 standard action
Prerequisites: 2 Clambering Wolverine Maneuvers
Incapacitate a limb
When climbing an enemy and within reach of a tendon, you can try to sever it. Make a normal attack. If successful, the joint served by the tendon becomes inoperative until the creature receives magical healing. While some tendons are visible, others require knowledge(nature) checks to deduce the locations of (regardless of creature type).
Bloody Raking Drop
Clambering Wolverine (Boost)
Level: 8
Initiation Action: 1 swift action
Prerequisites: 3 Clambering Wolverine Maneuvers
Drop onto your enemy from above while holding a piercing weapon, then drive the weapon into the enemy's side and use the tearing action to slow your fall. Because of the velocity on arrival, you only need a touch attack to succeed. You then deal 2d6 damage for every 10 ft fallen. At the start of your turn on every supsequent round, deal half this damage again until the creature dies, receives magical healing, or receives a dc 15 heal check. If your touch attack fails, you continue falling.
Nerve Strike
Clambering Wolverine (Strike)
Level: 8
Initiation Action: 1 standard action
Prerequisites: 3 Clambering Wolverine Maneuvers
When climbing a one-headed enemy and within reach of its spine, you may attempt to sever its motor nerves. Make a normal attack. The creature must then make a fort save (dc 18 + your str mod) or become paralyzed from the neck down.
You can also attempt this maneuver against a multi-headed creature, but the results will vary by the creature's exact neuroanatomy. A dc 40 relevant knowledge check will reveal the effect.
Vital Strike
Clambering Wolverine (Strike)
Level: 9
Initiation Action: 1 standard action
Prerequisites: 4 Clambering Wolverine Maneuvers
Ignoring what's accessable, you climb to the single most vulnerable part off your enemies anatomy. Make a single attack. If successful, it is automatically a critical hit and your critical multiplier is tripled.
Notes
If you have a climb speed for multiple reasons, including a dual stance ability, the +8 bonuses do not stack.
The Clambering Wolverine school specializes in climbing enemies. It was first developed by kobolds, but quickly spread to dwarves, gnomes and humans. Many a giant has mocked a puny kobold warblade, only to find himself completely unable to remove the stubborn creature from his face, or its pickaxe from his eye.
The Clambering Wolverine school is available to swordsages and warblades. Its key skill is climb. Its favored weapons are the bite, spiked gauntlet, dagger, shortsword, light pick, heavy pick, gnome hooked hammer and dwarven urgosh.
General Rules for Climbing Creatures
You can only climb creatures at least one size category larger than oneself. This includes briefly, such as the High Strike series of maneuvers.
You never suffer attacks of opportunity from a creature for climbing it.
This table should help determine DCs (though it is the DMs responsibility to handwave circumstance modifiers as needed):
Fur or other substance with many handholds15
Skin, such as on a human20
Scales25
Solid bone or exoskeleton30
Surface is sloped forward-5
Surface is overhung+5
Creature is actively trying to make climbing difficult+5
Creatures joints are close enough together that you can use them as primary handholds-10
Defensive Slime+5
A creature being climbed can attempt to shake the climber off. If the climber is on a limb that moves freely, this is an unarmed attack roll opposed by a climb check. If the climber is on the creature's torso or similar, it is a strength check opposed by a climb check. Either way is a standard action that affects all climbers on the creature. Note that shaking is not the only way to deal with climbers -- if the creature can reach, it is more likely to attack or grapple the climber.
Maneuver List
1
Climb like an Ape -- Stance -- Climb speed half normal
Drop Attack -- Boost -- Fall onto your enemy
High Strike -- Strike -- Swing up enemy to strike unexpectedly
2
Counter-Grapple -- Counter -- Climb limb which would grab you
Dropping Charge -- Strike -- Charge downward with increased power attack
Spring-Strike -- Strike -- Spring attack while climbing an enemy
3
Catch and Swing -- Counter -- Turn falling velocity sideways
Climb like a Dire Ape -- Stance -- Climb speed equal normal, only need one hand
High Critical Strike -- Strike -- Swing up enemy to strike unexpectedly at a vital area (double crit range)
4
Death from Above -- Boost -- Fall onto your enemy and do base weapon damage
Swinging Dodge -- Counter -- Avoid attack by climbing
5
Climb like an Ape of War -- Stance -- Climb speed equal normal, one hand or none while still, and +4 AC against climbee
Greater High Critical Strike -- Strike -- Swing up enemy to strike unexpectedly at an extremely vital area (double crit range and damage)
Jointlock -- Strike -- Wrestle a single limb
6
Eye-gouge -- Strike -- Blind an enemy
Raking Drop -- Boost -- Fall onto your enemy and do 2d6 damage per 10 ft fallen
7
Arterial Strike -- Strike -- Attack deals half damage ongoing
Esophagus Climb -- Counter -- Refuse to be swallowed whole
Tendon Strike -- Strike -- Incapacitate a limb
8
Bloody Raking Drop -- Boost -- Fall onto your enemy and do 2d6+1d6 ongoing damage per 10 ft fallen
Nerve Strike -- Strike -- Paralyze an enemy
9
Vital Strike -- Strike -- Automatic critical, then triple damage
Details
Climb like an Ape
Clambering Wolverine (Stance)
Level: 1
Initiation Action: 1 swift action
You gain a climb speed equal to half your normal speed. This grants a +8 bonus to all climb checks and allows you to take 10 on them. It also means you are not flat-footed while climbing. Furthermore, you can climb while holding a light pick in one hand (you can use it to help climb).
Drop Attack
Clambering Wolverine (Boost)
Level: 1
Initiation Action: 1 swift action
Drop onto your enemy from a higher position. Make a climb check (dc 15 + 5 for every 10 ft dropped) to stop without hurting yourself. If you fail, you take normal falling damage from the fall onto the enemy, and then fall again from the enemy to the ground and take normal damage from that.
High Strike
Clambering Wolverine (Strike)
Level: 1
Initiation Action: 1 standard action
Beginning on the ground, you grab a handhold on the enemy and then swing up to strike somewhere it thought was out of your reach. First make a touch attack to find the handhold, then the real attack against which the enemy is flat-footed. Afterward, you may choose to either drop to the ground or remain climbing the enemy.
Counter-Grapple
Clambering Wolverine (Counter)
Level: 2
Initiation Action: 1 immediate action
When a creature at least one size category larger than you attempts to initiate grapple, including through the use of improved grab, you can climb the limb it tries to do it with instead. Make a touch attack and a climb check (against the normal DC for the enemy's skin). If both succeed, you are climbing the limb instead of grappled.
Dropping Charge
Clambering Wolverine (Strike)
Level: 2
Initiation Action: 1 standard action
You charge straight downward at an enemy. Resolve this like a normal charge, except that it only requires a standard action. If you use power attack as part of the charge, increase the damage multiplier by one.
After resolving the attack, make a climb check (dc 15 + 5 for every 10 ft dropped) to stop without hurting yourself. If you fail, you take normal falling damage, then fall again to the ground.
Spring-Strike
Clambering Wolverine (Strike)
Level: 2
Initiation Action: 1 full round action
Climb across your enemy, making a single normal attack at any point of the climb.
Catch and Swing
Clambering Wolverine (Counter)
Level: 3
Initiation Action: 1 immediate action
When falling past something with handholds, you grab one and swing -- turning rather than canceling your velocity. You then fly off in a direction you choose. You can travel a horizontal distance this way up to the distance you fell, as well as traveling up or down by up to 5 ft. Make climb checks at -10 penalties both to perform the swing and to grab hold at the end of your horizontal movement.
Climb like a Dire Ape
Clambering Wolverine (Stance)
Level: 3
Initiation Action: 1 swift action
You gain a climb speed equal to your normal speed. This grants a +8 bonus to all climb checks and allows you to take 10 on them. It also means you are not flat-footed while climbing. In addition, you can climb while holding something (such as a weapon) in one hand.
High Critical Strike
Clambering Wolverine (Strike)
Level: 3
Initiation Action: 1 standard action
Prerequisites: 1 Clambering Wolverine Maneuver
Beginning on the ground, you grab a handhold on the enemy and then swing up to strike somewhere particularly vulnerable that it thought was out of your reach. First make a touch attack to find the handhold, then the real attack against which the enemy is flat-footed. On the real attack, your critical threat range is doubled (this stacks with other crit-improving effects such as keen). Afterward, you may choose to either drop to the ground or remain climbing the enemy.
Death from Above
Clambering Wolverine (Boost)
Level: 4
Initiation Action: 1 swift action
Prerequisites: 1 Clambering Wolverine Maneuver
Drop onto your enemy from a higher position while holding a piercing weapon. The enemy takes damage equal to the weapon's base damage. Make a climb check (dc 15 + 5 for every 10 ft dropped) to stop without hurting yourself. If you fail, you take normal falling damage, then fall again to the ground.
Swinging Dodge
Clambering Wolverine (Counter)
Level: 4
Initiation Action: 1 immediate action
Prerequisites: 1 Clambering Wolverine Maneuver
When the creature that you are climbing attacks you, you can use a climb check in place of AC.
Climb like an Ape of War
Clambering Wolverine (Stance)
Level: 5
Initiation Action: 1 swift action
Prerequisites: 1 Clambering Wolverine Maneuver
You gain a climb speed equal to your normal speed. This grants a +8 bonus to all climb checks and allows you to take 10 on them. It also means you are not flat-footed while climbing. Furthermore, you gain a +4 dodge bonus to your AC against attacks from whatever you are climbing. In addition, you can climb while holding something (such as a weapon) in one hand and can hold on with no hands. Remember that you can carry (but not wield effectively) a two-handed weapon in one hand, and can shift to a proper grip as a free action.
Greater High Critical Strike
Clambering Wolverine (Strike)
Level: 5
Initiation Action: 1 standard action
Prerequisites: 2 Clambering Wolverine Maneuvers
Beginning on the ground, you grab a handhold on the enemy and then swing up to strike somewhere particularly vulnerable that it thought was out of your reach. First make a touch attack to find the handhold, then the real attack against which the enemy is flat-footed. On the real attack, your critical threat range is doubled (this stacks with other crit-improving effects such as keen) and your critical multiplier is increased by 1. Afterward, you may choose to either drop to the ground or remain climbing the enemy.
Jointlock
Clambering Wolverine (Strike)
Level: 5
Initiation Action: 1 standard action
Prerequisites: 1 Clambering Wolverine Maneuver
Grapple a single limb of a creature you are climbing as if it were a creature in its own right. Adjust its size modifier appropriately, and decrease its effective strength by 8 for every size category smaller it is. You must be within reach of but not on the limb in order to do this.
Eye-gouge
Clambering Wolverine (Strike)
Level: 6
Initiation Action: 1 standard action
Prerequisites: 1 Clambering Wolverine Maneuver
When climbing an enemy and within reach of its eyes, make a single normal attack. If it hits, the creature is also blind until it receives magical healing.
Raking Drop
Clambering Wolverine (Boost)
Level: 6
Initiation Action: 1 swift action
Prerequisites: 2 Clambering Wolverine Maneuvers
Drop onto your enemy from above while holding a piercing weapon, then drive the weapon into the enemy's side and use the tearing action to slow your fall. Because of the velocity on arrival, you only need a touch attack to succeed. You then deal 2d6 damage for every 10 ft fallen. If your touch attack fails, you continue falling.
Arterial Strike
Clambering Wolverine (Strike)
Level: 7
Initiation Action: 1 standard action
Prerequisites: 2 Clambering Wolverine Maneuvers
When climbing an enemy and within reach of a major artery, you leave a wound that will bleed. Make a single attack normally. If it succeeds, deal half as much damage on the start of your turn until the creature dies, receives magical healing, or receives a dc 15 heal check.
Esophagus Climb
Clambering Wolverine (Counter)
Level: 7
Initiation Action: 1 immediate action
Prerequisites: 1 Clambering Wolverine Maneuver
When an enemy swallows you whole, you climb back up the esophagus into the back of the mouth. This requires a dc 30 climb check. In the back of the mouth you are immune to bite attacks, but automatically fail saves against the mouth's breath weapon (if any). Furthermore, the enemy is flat-footed and denied any armor or natural armor bonus, and all successful hits are critical. On the creatures subsequent turns, it can try to swallow you (its str vs your climb) or spit you out (its str vs your str) as a swift action.
Tendon Strike
Clambering Wolverine (Strike)
Level: 7
Initiation Action: 1 standard action
Prerequisites: 2 Clambering Wolverine Maneuvers
Incapacitate a limb
When climbing an enemy and within reach of a tendon, you can try to sever it. Make a normal attack. If successful, the joint served by the tendon becomes inoperative until the creature receives magical healing. While some tendons are visible, others require knowledge(nature) checks to deduce the locations of (regardless of creature type).
Bloody Raking Drop
Clambering Wolverine (Boost)
Level: 8
Initiation Action: 1 swift action
Prerequisites: 3 Clambering Wolverine Maneuvers
Drop onto your enemy from above while holding a piercing weapon, then drive the weapon into the enemy's side and use the tearing action to slow your fall. Because of the velocity on arrival, you only need a touch attack to succeed. You then deal 2d6 damage for every 10 ft fallen. At the start of your turn on every supsequent round, deal half this damage again until the creature dies, receives magical healing, or receives a dc 15 heal check. If your touch attack fails, you continue falling.
Nerve Strike
Clambering Wolverine (Strike)
Level: 8
Initiation Action: 1 standard action
Prerequisites: 3 Clambering Wolverine Maneuvers
When climbing a one-headed enemy and within reach of its spine, you may attempt to sever its motor nerves. Make a normal attack. The creature must then make a fort save (dc 18 + your str mod) or become paralyzed from the neck down.
You can also attempt this maneuver against a multi-headed creature, but the results will vary by the creature's exact neuroanatomy. A dc 40 relevant knowledge check will reveal the effect.
Vital Strike
Clambering Wolverine (Strike)
Level: 9
Initiation Action: 1 standard action
Prerequisites: 4 Clambering Wolverine Maneuvers
Ignoring what's accessable, you climb to the single most vulnerable part off your enemies anatomy. Make a single attack. If successful, it is automatically a critical hit and your critical multiplier is tripled.
Notes
If you have a climb speed for multiple reasons, including a dual stance ability, the +8 bonuses do not stack.