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Erth16
2014-01-24, 08:27 PM
So This is my first martial discipline to be made, so any advice on how to improve it is welcome. It was inspired by Tenshi Hinnanawi from Touhou, and the Earthcrafters from Codex Alera.

So without further ado, I give you the

Enlightened Blade



Introduction: There are some whose devotion wills them to continue on and keep fighting for their allies. Some get their power through the earth,
while others yet are empowered by their unbreakable mind. One day, a young traveler of the ninefold path witnessed a battle between three warriors,
each specializing in one of those three styles. The fight moved him, and he began to meditate on what it truly meant. Through years of meditation
the man had become enlightened on the way of the nine, and discovered a method to blend the discipline of the Diamond Mind,
The power of Stone Dragon, and the resiliency of the Devoted Spirits, and the mystic nature of the Setting Sun into one, Enlightened Stance.
Powerful Practitioners of the stance are nigh indestructible, capable of wielding their immense strength in ways to tear the land asunder,
absorb its power, and harden their bodies and mind, and see through any deception of their opponents, striking them at their true selves.
However the concentration it takes to do so forces all but the most masterful of it to deaden their reactions.

Class: Any Martial Adept may learn the Enlightened Blade style, by forgoing access to Any of Stone Dragon, Devoted spirit, or Diamond Mind.


Enlightened Blade
Skill-Knowledge: Nature
Weapons-All One-Handed Swords, preferably Longsword
Any maneuver titled, "Sword of..." requires the wielder
to be using a sword to perform the maneuver.
Any maneuver titled, "Keystone" requires one hand completely free
and not being used for say Two Handing, or a shield.

Lvl 1
Lvl 1
"Freedom From Worldy Thought"
Stance
Self
The First step to enlightenment, is to forget all of the lesser problems, and focus
only upon the matter of life itself.

While in this stance, the initiator has +2Ac, DR2/-
a +2 to Fortitude and Will saves, and recover's,
10% of their maximum hp at the start of each round (minimum 1),
but has their move speed reduced to 10 feet per round, and suffers a -4 on reflex
saves as a result.

Sword of Neither Perception Nor Non-Perception.
Boost, Swift action.
Self
Any so Enlightened do not rely upon their eyes to see the truth of battle.

The next attack the initiator makes hits the target, bypassing ac and any
miss chance the target has.

Sword of Swagger
Strike, Standard action.
Creature's within range of weapon.
Swordplay this amazing angers all who fail to avoid it, drawing their attention
to those who have reached a higher state of mastery.

The maneuver allows the initiator to make a single attack
against each creature in range at the initiator's discretion.
Creature's struck by the maneuver take a -4 to hit targets
aside from the initiator, but gain a +4 to hit and damage
against the initiator.

"Scarlet Weather Stimulation"
Strike, Standard Action.
With a swift jab to the ground, it erupts into a treacherous crater.

When This maneuver is used, the ground around the initiator
becomes rough terrain.

Lvl 2
Lvl 2
Keystone : Evacuation Along the Steep Path.
Strike, Standard Action
Range: Special
Dc: 12+Con mod
Prereq: 1 EB Maneuvers

The Enlightened one strikes the ground in front of them,
and the blow causes the ground before them to split
asunder and become a hazard to walk upon.

The Initiator chooses two lines side by side and
adjacent to the Initiator. The Initiator's square and
the chosen lines then sink into the earth 5 ft per 2
ranks of knowledge nature for 2 rounds, after which they
raise back up as if nothing happened. The size of the two
lines is equal to 10 feet per 3 ranks of Knowledge Nature.
Creatures in the line get a reflex save to avoid sinking in,
and creatures that walk upon the edge must make a reflex save
to avoid falling in.

Keystone of Ranks
Boost, Swift
Target Self
Prereq: 1 EB Maneuver
Drawing upon the power of the Land, The Enlightened one can sustain their
life along their travels.

The initiator recovers health equal to 1+1/5 Knowledge Nature Ranks
for every 10 feet moved this round, up to 4+4/5 Kn. Nature Ranks.

Motivated Heart
Counter
Target Self
The iron will of one enlightened could never let something get past it so easily.

The maneuver can only be used while, or after making a
will or fort save. If used before, it confers a +6 bonus
on the save, if used after the bonus is reduced to +4.

Lvl 3
Lvl 3
Sword of Divine Justice
Strike
Target 1 Creature
Prereq: 1 EB
Those who stand in the way of a world of enlightenment are smote before the
immense earth born strength possessed by an Enlightened one.

This maneuver allows the initiator to make a single attack
against the chosen target for an additional 3d6 of damage.
If the target is opposed to either of the initiator's alignments,
the target takes an additional 3d6. If opposed by both,
it does an additional 6d6.

Sword of Scarlet Perception
Strike
Target 1 creature or object
Prereq 2EB
The Enlightened ones can who their target really is, and tear down any barriers they have protecting them.

This maneuver allows the target to dispel up to three active spells
or beneficial effects from magic items on the target.
The Initiator must first strike the target with a standard attack at a +10 bonus to hit,
after which they choose to dispel one, two or three effects of their choice.
If they dispel one effect the attack deals an additional 3d6 of damage.
If they dispel two, the attack does half damage.
If they dispel three, the attack deals 0 damage.
The Effects of targetted items are suppressed for 4 rounds.

Pleasure after Hardship
Boost
Target Self
Prereq 1EB
Life's greatest joys only come with a great effort.
The Enlightened one knows this and thus thrives in the hardship of battle.

The initiator gains temporary hp equal to con mod *(Initiator Level/2)
for one round.These hp are lost first. On their next turn, the initiator
recovers hp equal to the temporary hp lost due to damage.

Wielder of Scarlet Perception
Stance
Target self.
Prereq: Sword of Scarlet Perception
The Enlightened one forces their opens to really see themselves as who they are,
stripping away all falsehoods they carry.

While in this stance, each blow the initiator deals is treated as if they had
used dispel magic in conjunction with the blow, at a CL equal to IL- 2.
While in this stance, the initiator has their move speed reduced to 10 ft.

Lvl 4
Lvl 4
Eyes That Perceive Reality
Boost
Target Self
Prereq: 2EB
An Enlightened one can not be deceived through simple deception,
relying only on their own instincts they know just how to strike.

The initiator gains the ability too see invisible or ethereal creatures,
as well as darkvision and the ability to see through illusions for 5 rounds.
The initiator can also strike ethereal and incorporeal creatures with no miss chance for the duration.


Sword of Blinding Desires
Strike
Target Adjacent Creatures
Prereq 1 EB
Will Dc 14+Con Mod
An Enlightened One knows perfectly how to enrage their foes to further their
joy, letting them end their journey in the joy of harming those they hate.

The Initiator may make a single attack against all adjacent creatures at their
discretion. Any creature struck must pass a will save or have it's emotions focused
on the initiator, suffering a -8 penalty on all actions not pertaining to directly harming
the initiator, but receiving a +4 bonus on attack and damage rolls against the initiator.

Keystone of Defense
Counter
Self
Prereq 2EB
The power of the earth wells through the blood of an Enlightened one.

The initiator gains 2d4 Ac, and 1d4 to Will and Fort for the round. Any attacks that miss/Saves that pass due to the increase in stats heal the Initiator for 1d6.

Lvl 5
Lvl 5

Keystone : World Creation Press
Strike
Target 1 Creature
Prereq 2EB
The power granted by the earth allows an Enlightened one to smash their foes to their mercy.

The maneuver allows the initiator to make a single strike at +5d6 of damage. If either
Initiator or target are in contact with the ground, The strike deals an additional 8d6, for a total of 13d6.
If both are in contact with the earth, the target is knocked prone and dazed for 1d2 rounds.

Sword of Unletting Soil
Strike
Prereq 2EB
With an empowered blow to the ground, an Enlightened one can create hills, mountains, even plateaus
with their knowledge of the world.

Target One to Four 40 foot areas, no more than 20 feet apart at the edges.
The Target areas are raised up into the air 10 feet per rank of knowledge nature, and stay that
way for 2 rounds per knowledge nature rank.

Sword Clearing the Six Senses
Strike
Prereq 3EB
Target One Creature
An important step to enlightenment, is to go with the flow, and to make a boon out of
curses thrown one's way.

The Initiator performs an attack against the target, and any attack the target makes against the initiator instead heals the initiator for the damage it would deal. Should the target not choose to attack the initiator, they are subject to an aoo.

Always Rising After Falling
Stance
Prereq 3EB
An Enlightened one realizes that their lives, like the world around them, has peaks and valleys.
Naturally, the largest Peaks are found next to the deepest of valleys.

Any time the initiator takes damage this round, their Ac and Fort/Ref are increased by 2 for the next round,
and they deal an additional d4 of damage on each attack of the next round. These effects are
replaced by that rounds effects each round. Being in this stance reduces Move speed to 10ft per round
Ex: Reginald Blackadder is struck by the enemy Fighter 3 times and takes damage from the fire raging around
them. The Next round, He defeats the enemy Fighter with a full attack dealing an additional 8d4, and avoids
the hits from the enemy rogue thanks to his increased ac of 8.However he is still burnt by the fire. The
next round he only has a +2 to Ac and Fort/Ref, and only a +1d4 to damage.


lvl 6
Lvl 6

Keystone : Violent Motherland
Boost
Prereq 3EB
Target Self
The Enlightened one has now obtained mastery of the earth, with the ability to cause stones to rise from the ground
and make their strikes at a range.

The initiator has their reach increased by 5 feet Per 5 ranks of knowledge nature for 1/5th ranks Kn. Nature rounds.
However, no maneuver relying upon the use of a sword may be executed.

Keystone of Destruction
Strike
Target One Area of earth of 20 feet.
Range Close
Prereq 3EB
Building upon their mastery of the earth, An Enlightened one can absorb the earths power,
and raise a large chunk of land to fling as a weapon.

The Target area of earth is lifted into the ground, the lower half tapering into a drill.
The earth may then be hurled, and upon impact with a creature or object, the Keystone shatters,
dealing 11d10 of damage in a 20 foot area. The lifted earth remains destroyed, functioning as a
pit as create pit, CL being equal to IL. Any creatures on the Keystone are shunted to the edge
of the pit.

Sword Of Scarlet Weather Rhapsody.
Strike, Full Round Action
Target 1 Airborne Creature
Range Long
Fort Dc16+Con Mod
Prereq 3EB
The Enlightened one can see the souls of those around them, and fires a scarlet beam from their blade,
Temporarily rending the soul from the body of those struck, knocking the target creature to the ground.

The Initiator makes a melee touch attack against the target creature. If the attack hits, it deals
an additional 5d6 of damage, and the Target must make a Fort save or be Stunned for 1d6 rounds.
Even if they pass the save, they still fall 5 ft per ranks of Knowledge Nature.


Lvl 7
Lvl 7
Sword Of Ascended Minds
Strike
Target All Adjacent Creatures
Will dc 17+Con Mod negates
Prereq: 3EB
The Enlightened one now has mastery over over others as well as their own mind, forcing those
they strike to fight them or suffer from their minds intense urges.

The Initiator may make a single attack against all adjacent creatures at their
discretion. Any creature struck by this maneuver must make a will save. On failure, they must attack
the initiator at a -4 penalty to hit and damage, or suffer 2d10 points of damage to Intelligence, Wisdom, And Charisma.

Terra-forming
Boost
Prereq 3EB
Target Radius around initiator of range 5ft per Rank of Kn. Nature
With but a stomp of their foot, an enlightened one can create a field of rubble that few can traverse.

The target area within 5ft per 2 Ranks Kn.Nature becomes Rough terrain, and the target area beyond that becomes rough
terrain that deals 1d4 of damage to those who walk across it

Sword Of Meditation
Counter
Prereq 3EB
Self
True enlightenment means being so devoid of mental interference that they can deflect even flames, electricity,blades, or even acid with but a flick of their blades.

When the Initiator would be hit by an attack or spell, they may use this maneuver to gain 25 dr/-, and
25 resistance to all forms of energy for the remainder of the round. If the initiator takes no damage from an attack
or spell, the initiator recovers 1/10 of their maximum hp.

Lvl 8
Lvl 8

Sword Of Rapture
Strike
Target 1 Creature
Prereq: 3EB
The Enlightened one sees what his target is for who they truly are and places judgement
on them for hiding such natural beauty.

The initiator may make a melee attack against one target creature.
The target creature has all spell effects removed from it, and the
effects of any magic items it possesses are disabled for 1d6 rounds.
The Melee attack deals no damage.

Sword of Scarlet Perception of All Human Kind
Strike
Range Close
Prereq: 3EB
The Final step of enlightenment is spreading it to others. Only those with knowledge of their true selves
can become enlightened, thus the Enlightened one brings that to the forefront.

Target 1 Creature per 3 IL, No more than 30ft apart
As Sword Of Scarlet Perception, except with a range of close, and additional
targets chaining from the first.

Keystone of Life
Boost
Range close
Target Self and 1 Creature
Prereq: 3EB
The power of the earth wells through an Enlightened one, allowing them to continue fighting
in the most desperate of struggles.

The Initiator and target creature recovers hp equal to 5 times a Kn. Nature check.

State of Enlightenment
Stance
Prereq: 4EB
Having attained True Enlightenment, the Enlightened ones become unassailable physically, and mentally.

The initiator gains 15 AC, Sr15+IL, a +5 Will and Fort saves dr20/-, Energy resist 20, Recovers 20% max hp at the
start of each round (min 10) and gains immunity to death effects, Stunning, Dazing, Fear, Mind Effecting, crits, and Fatigue.
However, the initiator automatically fails all Reflex saves, has their movement speed reduced to 10 feet,
and suffers a -10 penalty to hit.

Lvl 9
Lvl 9
Sword of Scarlet Weather Rhapsody Of All Humankind.
Strike
Target 1 creature per IL.
Prereq: 4EB
Range Long
Save Fort dc 19+Con Mod
The Enlightened one will realize, that not all can become enlightened.
Those who can't must be purged, by this scarlet wave of nature's power

The initiator makes a melee touch attack against each target creature at a +5 bonus to hit. Each creature struck must
make a fort save or take an additional 20d10 of damage and be stunned for 1d6 rounds. Even if the save is passed they still
take an additional 15d6 of damage and are stunned for 1 round.


Feats
Stone That Calms the Land
Prereq: 2 EB maneuvers
Enlightened ones are able to get through the roughest of fields to complete their journey

Benefit: When in an Enlightened Blade stance, you may pass through rough terrain with no penalty.

Silent Nirvana
Prereqs: IL 11, One EB stance, Stone That Calms the Land.
Those with complete enlightenment can maintain their concentration, without concentrating.

Benefit While in an Enlightened Blade stance, you may move 30 feet instead of 10, and cannot be grappled or entangled.

Quarotas
2014-01-25, 12:33 PM
One issue that I see is the overlap of Sword of Scarlet Perception and Wielder of Scarlet perception. A stance and strike that completely obliterate magic. Yes the stance can last longer, but maneuvers aren't a one a day thing. Two things of the same level with the same purpose feels wrong.

Issue with the level 9, I realize level 9 maneuvers are big and interesting, but 15d6 and stunned for a round against things that don't have mettle, and by things I mean 17-20 enemies within 1080-1200 ft. You have to hit with a touch attack, which you did, to severely damage and stun anything core + anything that doesn't have mettle, which is quite a few things, but that is just me. To many worrying about such things isn't done at level 17+, maybe lower.

Regarding the feats:

Stone That Calms the Land
It may just be me, but it feels like it should add "while in an Enlightened Blade stance"

Silent Nirvana, you ignore the major drawback of the stances, and become immune to grappling, entangling, slowing magic, being slowed by water, and probably something else.

Erth16
2014-01-25, 12:52 PM
Would a drop to 10d6 and shaken/dazed be an acceptable change?

And Freedom of Movement does seem a bit much. I hadn't thought of all of those,and was primarily thinking of entangling and grappling. Also regarding stone, I thought I had included that, and will edit it now.

Quarotas
2014-01-25, 01:13 PM
I would say to dazed, and the damage be 10d6 on save yes. Dazed is still a death sentence if it comes at the wrong time, and if the enemy flys with wings and cannot hover(dragons I'm looking at you), then the falling happens anyways, so it keeps that utility.

Jormengand
2014-01-26, 02:37 PM
So This is my first martial discipline to be made, so any advice on how to improve it is welcome. It was inspired by Tenshi Hinnanawi from Touhou, and the Earthcrafters from Codex Alera.

So without further ado, I give you the

Enlightened Blade



Introduction: There are some whose devotion wills them to continue on and keep fighting for their allies. Some get their power through the earth,
while others yet are empowered by their unbreakable mind. One day, a young traveler of the ninefold path witnessed a battle between three warriors,
each specializing in one of those three styles. The fight moved him, and he began to meditate on what it truly meant. Through years of meditation
the man had become enlightened on the way of the nine, and discovered a method to blend the discipline of the Diamond Mind,
The power of Stone Dragon, and the resiliency of the Devoted Spirits, and the mystic nature of the Setting Sun into one, Enlightened Stance.
Powerful Practitioners of the stance are nigh indestructible, capable of wielding their immense strength in ways to tear the land asunder,
absorb its power, and harden their bodies and mind, and see through any deception of their opponents, striking them at their true selves.
However the concentration it takes to do so forces all but the most masterful of it to deaden their reactions.

Class: Any Martial Adept may learn the Enlightened Blade style, by forgoing access to Any of Stone Dragon, Devoted spirit, or Diamond Mind.


Enlightened Blade
Skill-Knowledge: Nature
Weapons-All One-Handed Swords, preferably Longsword
Any maneuver whose title contains the words "Sword of..." requires the wielder to be using a sword to perform the maneuver.
Any maneuver whose title contains the word "Keystone" requires one hand completely free - even if the Initiator is wielding a two-handed weapon, and would therefore normally be able to let go with one had as a free action, they cannot use such a maneuver.

Lvl 1
Lvl 1
Freedom From Worldly Thought
Stance
Self
The First step to enlightenment is to forget all of the lesser problems, and focus.
only upon the matter of life itself.

While in this stance, the initiator has +2Ac, DR2/- and a +2 to Fortitude and Will saves, and recovers 10% of their maximum hp at the start of each round (minimum 1), but has their move speed reduced to 10 feet per round, and suffers a -4 on reflex saves as a result.

Sword of Neither Perception Nor Non-Perception.
Boost, Swift action.
Self
Any so Enlightened do not rely upon their eyes to see the truth of battle.

The next attack the initiator makes ignores any miss chance the target has.

Sword of Swagger
Strike, Standard action.
Creatures within range of weapon.
Swordplay this amazing angers all who fail to avoid it, drawing their attention to those who have reached a higher state of mastery.

The maneuver allows the initiator to make a single attack against each creature in range at the initiator's discretion. Creatures struck by the maneuver take a -4 to attack rolls against targets aside from the initiator, but gain a +4 to attack and damage rolls against the initiator.

Scarlet Weather Stimulation
Strike, Standard Action.
With a swift jab to the ground, it erupts into a treacherous crater.

When This maneuver is used, all squares adjacent to the initiator becomes rough terrain for 1d4 rounds.

Lvl 2
Lvl 2
Keystone : Evacuation Along the Steep Path.
Strike, Standard Action
Range: Special
Dc: 12+Con mod
Prereq: 1 EB Maneuvers

The Enlightened one strikes the ground in front of them, and the blow causes the ground before them to split asunder and become a hazard to walk upon.

The Initiator chooses two parallel lines, both with at least one square adjacent to the Initiator. The Initiator's square and the chosen lines then sink into the earth, a distance of 5 ft per 2 ranks of Knowledge (nature) the initiator possesses, for 2 rounds, after which they raise back up to the height at which they would be had nothing happened. The two lines are each 10 feet long per 3 ranks of Knowledge (Nature) the initiator possesses.

Creatures in the line get a reflex save to avoid sinking in, in which case they may immediately make a five-foot step to leave the area, and creatures that walk upon the edge must make a reflex save to avoid falling in.

Keystone of Ranks
Boost, Swift
Target Self
Prereq: 1 EB Maneuver
Drawing upon the power of the Land, The Enlightened one can sustain their
life along their travels.

The initiator recovers 1 Knowledge (Nature) Rank, plus one for for every 100 feet he has moved this round.

Motivated Heart
Counter
Target Self
The iron will of one enlightened could never let something get past it so easily.

The maneuver may be used when the initiator is called upon to take a fortitude or will save. If used before the save is rolled, it confers a +6 bonus on the save. If used afterwards, it only confers a +4 bonus.

Lvl 3
Lvl 3
Sword of Divine Justice
Strike
Target 1 Creature
Prereq: 1 EB
Those who stand in the way of a world of enlightenment are smitten by the immense earth-born strength possessed by an Enlightened one.

This maneuver allows the initiator to make a single attack against the chosen target. If the attack hits, it deals an additional 3d6 damage. If the target is opposed to the initiator's alignment on either the law/chaos axis or the good/evil axis, the target takes an additional 6d6 damage instead. If the target is opposed on both axes, it does an additional 9d6.

Sword of Scarlet Perception
Strike
Target 1 creature or object
Prereq 2EB
The Enlightened ones can tell who their target really is, and tear down any barriers they have protecting them.

This maneuver allows the target to dispel up to three active spells or beneficial effects from magic items on the target. The Initiator must first strike the target with a standard attack at a +10 bonus to hit, after which the target chooses to dispel one, two or three effects of their choice. They must dispel at least one effect.
If they dispel one effect the attack deals an additional 3d6 damage.
If they dispel two, the attack does half the normal amount of damage.
If they dispel three, the attack deals no damage.

Pleasure after Hardship
Boost
Target Self
Prereq 1EB
Life's greatest joys only come with a great effort. The Enlightened one knows this and thus thrives in the hardship of battle.

The initiator gains temporary hit points equal to his Constitution modifier multiplied by half his Initiator Level for one round. On their next turn, the initiator recovers a number of hit points equal to the number of temporary hit points they lost due to damage.

Wielder of Scarlet Perception
Stance
Target self.
Prereq: Sword of Scarlet Perception
The Enlightened one forces their opens to really see themselves as who they are, stripping away all falsehoods they carry.

While in this stance, each time the initiator hits a target with a melee attack, the target is treated as if they were the subject of Dispel Magic, which resolves at a CL equal to the initiator's IL- 2.
While in this stance, the initiator has their movement speed reduced to 10 ft, unless it is 5 ft already.

Lvl 4
Lvl 4
Eyes That Perceive Reality
Boost
Target Self
Prereq: 2EB
An Enlightened one cannot be deceived through simple deception, relying only on their own instincts they know just how to strike.

The initiator gains the ability to see invisible or ethereal creatures, as well as darkvision up to his normal vision range for five rounds, during which time he automatically sees through illusions as though they were not there. The initiator can also strike ethereal and incorporeal creatures with no miss chance for the duration.


Sword of Blinding Desires
Strike
Target Adjacent Creatures
Prereq 1 EB
Will Dc 14+Con Mod
An Enlightened One knows perfectly how to enrage their foes to further their joy, letting them end their journey in the joy of harming those they hate.

The Initiator may make a single attack the their highest base attack bonus against any number of adjacent creatures of their choice. Any creature struck must pass a will save or have it's emotions focused on the initiator, suffering a -8 penalty on all actions not pertaining to directly harming the initiator, but receiving a +4 bonus on attack and damage rolls against the initiator.

Keystone of Defense
Counter
Self
Prereq 2EB
The power of the earth wells through the blood of an Enlightened one.

The initiator gains a bonus of 2d4 to his AC, and 1d4 to Will and Fortitude saves for the round (Roll once for both saves). Any attacks that miss the initiator, or effects against which the initiator saves due to these bonuses heal the Initiator for 1d6 damage.

Lvl 5
Lvl 5

Keystone : World Creation Press
Strike
Target 1 Creature
Prereq 2EB
The power granted by the earth allows an Enlightened one to smash their foes to be at their mercy.

The maneuver allows the initiator to make a single strike, dealing 5d6 extra damage. If either the Initiator or the target are in direct contact with the ground, The strike deals an additional 8d6 damage. If both are in contact with the earth, the target is also knocked prone and dazed for 1d2 rounds.

Sword of Unletting Soil
Strike
Prereq 2EB
With an empowered blow to the ground, an Enlightened one can create hills, mountains, and even plateaus with their knowledge of the world.

One to Four target 40 foot areas, no more than 20 feet apart at the edges, are raised up into the air, 10 feet per rank of knowledge (nature) the initiator possesses, and they stay that way for 3 rounds per rank of knowledge (nature) the initiator possesses.

Sword Clearing the Six Senses
Strike
Prereq 3EB
Target One Creature
An important step to enlightenment is to go with the flow, and to make a boon out of curses thrown one's way.

The Initiator performs an attack against the target, and any attack the target makes against the initiator instead heals the initiator for the damage it would deal. Should the target choose not to attack the initiator, they are subject to an Attack of Opportunity at the end of their turn.

Always Rising After Falling
Stance
Prereq 3EB
An Enlightened one realizes that their lives, like the world around them, have peaks and valleys. Naturally, the largest peaks are found next to the deepest of valleys.

Any time the initiator takes damage this round, they get a +2 bonus to AC, Fortitude and Reflex saves. They also deal an additional d4 damage on each attack they make that hits during the next round. These effects are replaced by that rounds effects each round. Being in this stance reduces the initiator's movement speed to 10ft per round.

Ex: Reginald Blackadder is struck by the enemy Fighter 3 times and takes damage from the fire raging around them. The next round, He defeats the enemy Fighter with a full attack dealing an additional 8d4, and avoids
the hits from the enemy rogue thanks to his increased ac of 8.However he is still burnt by the fire. The next round he only has a +2 to AC and Fort/Ref, and only a +1d4 to damage.

Okay, I fixed your spelling, grammar, rules viability and so forth for the first five levels, and then gave up - the result is in the spoiler box. You need to have a look over it and fix it all up so that it makes sense.

For "Always Rising After Falling" I have no clue how the ability works, so I didn't try to fix the whole thing to make sense.