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~Corvus~
2015-11-25, 02:17 PM
Saved here instead of Minmax boards, which may be down permanently.
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Autonomous Caryatid Column
Fiend Folio 30-31
Medium-Size Construct
Hit Dice: 6d10+20 (53 hp)
Initiative: +3
Speed: 30 ft.
AC: 22 (+3 Dex, +9 natural), touch 13, flat-footed 19
Base Attack/Grapple: +4/+9
Attack: +2 bastard sword +12 melee (two-handed), or slam +9 melee
Full Attack: +2 bastard sword +12 melee (two-handed), or +2 bastard sword +12 melee and slam +4 melee, or 2 slams +9 melee
Damage: +2 bastard sword 1d10+9 (two-handed), or +2 bastard sword 1d10+7 and slam 1d4+2, or slam 1d4+7
Face/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Break weapon, column form, construct traits, hardness 8, magic weapon
Saves: Fort +2, Ref +5, Will –3
Abilities: Str 20, Dex 16, Con —, Int 6, Wis 1, Cha 1
Skills: Diplomacy –3, Sense Motive +4
Feats: Improved Sunder, Power Attack, Weapon Focus (bastard sword) (B)
Climate/Terrain: Any
Organization: Solitary, corbel (2), or
colonnade (4–24)
Challenge Rating: 6
Treasure:—
Alignment: Always neutral
Advancement: 7–10 HD
(Medium-size); 11–21 HD(Large)

I’ve added a few abilities to the Caryatid Column to flesh it out and make it a more attractive choice: it has feats that fit better flavor-wise; Break Weapon is replaced with Binding Touch, which makes it a nuisance to approach but doesn't make melee types run away in terror. Opalescence adds flavor to the Caryatid and improves its mobility; Improved Body allows it to be enchanted, offsetting its lack of armor proficiency. It gains mobility via Earth Stride and becomes very tough to kill. Finally, it gains fun supernatural abilities that can be replaced by its own custom maneuver list (See Analysis).

Table: (Awakened) Caryatid Column

Level
BaB
Fort
Ref
Will
Special
Ability Score Adjustments


1st
+1
+2
+2
+0
Living Marble Body, Grecian Grace, Magic Discipline Weapon
+1 Dex +1 Con


2nd
+2
+3
+3
+0
Column Form, Mettle of Earth, Binding Touch Dex/day
+1 Dex +1 Con


3rd
+3
+3
+3
+1
Stone Power, Hardness 2+RHD, Crystal Reformation, Stone Power
+1 Dex +1 Con


4th
+4
+4
+4
+1
Improved Sunder, Opal Surge 1/day/4HD
+1 Dex +1 Con


5th
+5
+4
+4
+1
Improved Mettle of Earth, Earth Stride HD/day
+1 Dex +1 Con


6th
+6/+1
+5
+5
+2
Improved Body, Greater Binding Touch, Shards of Granite, Stony Initiate
+1 Dex +1 Con


Hit Die: 1d10
Class Skills (5+Int per level, x4 at 1st level): Balance, Bluff, Concentration, Intimidate, Jump, Spot, Martial Lore, Perform (Dance), Sense Motive, Tumble.
PF Class Skills (4+Int per level): Acrobatics, Bluff, Intimidate, Knowledge (Martial), Perform (Dance), Perception, Sense Motive

Marble Body:

Counts as Construct with the Living Construct Subtype (see below)
The Caryatid Column is medium-sized
Darkvision out to 120 feet.
It has a land speed of 30 ft.
1d10 hit die
It has 4+Int skills (x4 at 1st)
It starts with Natural Armor equal to 2+its Racial Hit Dice.
As a 500# medium-sized creature, The Caryatid counts as a size-category larger when calculating opposed strength checks or grapple checks.
Unlike most constructs, it has a full Base Attack Bonus and good Fortitude and Reflex saves.
Since it is made of Living Marble, the Caryatid Column may be affected by spells, powers or effects such as Repel Stone (http://www.d20srd.org/srd/spells/repelMetalOrStone.htm) as if it were wearing a Full-plate.
The Caryatid is not affected by spells, powers or effects such as Stone Shape unless it is rendered inert first; Against spells, powers or effects like Stone to Flesh, the Caryatid receives a +5 Racial Bonus to resist the spell or effect.
Although it's autonomous, the Caryatid Column, like most constructs, has no soul. Therefore, it is immune to effects like Trap the Soul and like effects, but it also cannot be raised or resurrected from the dead unless it somehow gains a soul.


- MM III page 190-193 & Eberron Campaign Setting, p. 20-22
Features: A living construct derives its Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects. In this case, it derives its first 6 Hit Dice from the Caryatid Column Monster Class.

Traits: Living constructs have the following traits, unless listed otherwise on its1 entry.

Unlike other constructs, a living construct has a Constitution score. A living construct does not gain bonus hit points by size but gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures.
Unlike other constructs, a living construct does not have low-light vision or darkvision.
Unlike other constructs, a living construct is not immune to mind-influencing effects.
Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain.
A living construct cannot heal damage naturally.
Unlike other constructs, living constructs are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
Unlike other constructs, a living construct can use the run action.
Living constructs can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a living construct can be healed by a cure light wounds spell or a repair light damage spell, for example, and a living construct is vulnerable to a harm spell. However, spells from the healing subschool provide only half effect to a living construct.
A living construct responds slightly differently from other living creatures when reduced to 0 hit points. A living construct with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than -10, a living construct is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert living construct does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
Can be raised or resurrected.
Does not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as heroes' feast and potions.
Does not need to sleep, but must rest for 8 hours before preparing spells.

NB: the Caryatid Column has Darkvision but I listed this for the sake of accuracy


Weapon and Armor Proficiency: The Caryatid Column is proficient all natural weapons and one Magic Weapon it is equipped with. It cannot gain other weapon proficiencies. The Caryatid, for whatever reason, cannot wear armor. Perhaps it's because some substances rub it the wrong way, but do note that the Caryatid can still wear rings, amulets, cloaks, boots, and to top it off off, it may carry enchantments on its fists, its weapon, and eventually its body can be treated like enchant-worthy armor.

Grecian Grace: A Caryatid Column uses its Dexterity instead of its Strength for Attack, Damage, and Grappling. When wielding a 2-handed melee weapon, it adds Dexterity-and-a-half to its damage. This ability does not replace Strength for any other skills or character needs.
This ability does not stack with other feats and abilities that grant the same such as Weapon Finesse or Shadow Blade.

Magic Discipline Weapon: A Caryatid Column has proficiency with a single two-handed weapon, to which it is attuned. This 2-handed weapon is usually a Bastard Sword, but it could be a double sword, a halberd, a Longbow, etc. It has the following traits:

This weapon is always considered a Martial Discipline Weapon.
The Crayatid may draw this weapon as normal, but it can stow its weapon by simply pressing it against its side 1/round as a Free Action. The weapon then merges with the caryatid column’s body and can be retrieved by the caryatid as any character would draw a weapon. The Caryatid may not "sheathe" its weapon more than once per round as a "free action."
At first level, it is a Masterwork weapon.
At level 3, it improves to a +1 Magical weapon
At level 5, the weapon is now Adamantine (http://www.d20srd.org/srd/specialMaterials.htm) (again, only when in contact with the Caryatid).
At level 6, it improves to carry a single +1 enchantment of the player's choice.
2 rounds after this item leaves the Caryatid Column's body, it reverts to nonmagical stone. Should the caryatid column then pick up the weapon, it regains its normal form and magical qualities. Although the Discipline Weapon may be enchanted, it cannot be infused with another substance, such as be reforged to a Baatorian Steel weapon. It may weapon Crystals, but these, too, become inert and nonfunctional when not in contact with the Caryatid's hands.
A broken Magic Discipline Weapon can be re-formed when out of the Caryatid Column's grasp by a spell, power or effect like Shape Stone.


Ability Score Increases: The Caryatid Column gets +1 Dex and +1 Con at each level, for a total of +6 Str/+6 Dex at level 6. It is lithe and tough, and draws its strength from these qualities, as opposed to strength, unlike most other constructs.

Feats: The Caryatid Column receives feats with its progression. At 3rd level, it receives the Stone Power feat (see below). At 4th level, it gains Improved Sunder, and at 6th level it is granted the Shards of Granite tactical feat (see below).



Prerequisite: Str 13, one Stone Dragon maneuver.
Benefit: When you use an attack action of a full attack action, or you initiate a Stone Dragon strike in melee combat, you can take a penalty of as much as -5 on your attack rolls. This number cannot exceed your BaB. You gain temporary HP equal to twice the number that you subtract from your attack rolls (to a maximum of +10). These temporary hit points last until the beginning of your next turn.
Special: Stone Power may be used in place of Power Attack to quality for a feat, prestige class, or other special ability. You can take both this feat and Power Attack.

NB: The Magic Discipline Weapon fulfills the Stone Dragon requirements


Prerequisites: Stone Power, BaB +6, 2 Stone Dragon maneuvers
Benefit: The Shards of Granite feat enables the use of these tactical options.
Battering Smash: To use this option, you must make a successful melee attack using [a Stone Dragon Discipline Weapon] and take a -5 penalty on the attack roll using your Stone Power feat. If you hit, you ignore the target's hardness (if any).
Eviscerating Strike: To use this option, you must make a successful melee attack using [a Stone Dragon Discipline Weapon]. On your next turn, you ignore any penalty you take on your attack roll from your Stone Power feat when making a roll to confirm a critical hit.
Unstoppable Onslaught: To use this option, you must make a successful melee attack using [a Stone Dragon Discipline Weapon] and take a -5 penalty on the attack roll using your Stone Power feat. If you hit, your melee attacks against that creature on your next turn overcome its damage reduction (if any).

NB: The Magic Discipline Weapon fulfills the Stone Dragon requirements.

Column Form (Ex): When at rest, a caryatid column takes the form of a simple column of stone.
This column is about 2 feet in diameter, and it extends up to the ceiling of the chamber or to a height of 25 feet, whichever is less. A caryatid column in column form looks like a pillar in most respects. It does not radiate magic, and true seeing does not reveal its humanoid form. Careful examination of the column (Search check DC 25) reveals very faint and distorted lines that make the pillar resemble a woman with a sword. Anyone who successfully makes a Knowledge (architecture and engineering) check (DC 12) notes that the column serves no structural purpose since it bears none of the ceiling’s weight. A close examination of the top of the column (Search check DC 15) or a keen eye (Spot check DC 20) shows that the column is not cemented or joined to the ceiling. Dwarves and other creatures with stonecunning receive a free Search check as though actively looking when they pass within 10 feet of a caryatid column. Changing forms is a free action, and a caryatid column can change once per round.
The Caryatid Column remains perfectly aware of its surroundings while in Column Form, and because it can exit this form as a free action, the Caryatid is not considered flat-footed while in Column Form.

Binding Touch (Ex): Beginning at 2nd level, the Caryatid Column can interrupt the actions of enemies it attacks. If it would hit an enemy, the Caryatid may choose to activate this ability: The touched creature must make a Reflex save DC equal to the damage that would be dealt by the attack. If the creature fails its save, it must halt its movement (if any) immediately and lose all further movement for its turn. If the creature succeeds on its save, it takes full damage from the attack and the Caryatid loses a use of this power.
The Caryatid Column may use this ability once per day per Dexterity bonus it has, and may only apply this effect once per attack.

Mettle of Earth (Ex): Beginning at 2nd level, whenever a Caryatid Column would make a successful Reflex or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Reflex half or Fortitude partial), he instead completely negates the effect. An unconscious or resting Caryatid does not gain the benefit of Mettle.

Hardness: At 3rd level, the Caryatid Column gains hardness (http://www.d20srd.org/srd/exploration.htm#hardness) of 2 + its Racial Hit die.

Crystal Reformation (Ex): At 3rd level, the Caryatid Column gains the Fast Healing ability when in Column Form, equal to its Constitution Bonus per hour. It may only benefit from this effect one per day. At the end of 8 hours spent in Column form in a single day, the Caryatid Column may also expend all of its remaining Opal Surges (see below) to regain additional HP before its abilities refresh for the day.
At 13 HD (RHD + class HD), the Caryatid Column can regenerate lost limbs when in Column Form. It does not, however, benefit from a true Regeneration property, and this property cannot be used to replicate itself: detached parts become inert Marble that then disintegrate to ultra-fine powder once the limb has fully regenerated.

Opal Surge (Ex): Your enduring spirit and powerful form allow you to overcome great odds to defeat your enemies. Beginning at 4th level, as a move-equivalent action, choose one of the two following effects: End the negative effects of one spell, power, or other condition currently affecting you with a duration of 1 round or more rounds; or you immediately regain HP equal to your Con modifier multiplied by your total Hit Dice. You may use this ability 1/day per 4 total levels the Caryatid has. You may use this effect even if you cannot currently perform a move action (such as if you are immobilized, stunned, etc); in this case, the Caryatid loses its next available Move Action.
This ability cannot free the Caryatid from spells, powers, or effects that can only be dispelled/broken by Break Curse, Wish, Miracle, or other like spells, such as Geas/Quest, nor is it a substitute for an Atonement spell.
THis ability does not grant the Caryatid the ability to end spells or effects; a Fire Wall, a Deeper Darkness, or an Antimagic Sphere still endures; however, Opal Surge allows the Caryatid to ignore these individual spells' effects. Likewise, if somehow the Caryatid were polymrphed into a Drow, Opal Surge would not allow the Caryatid to "end the sun," but rather ignore the effects of Light Blindness for its duration as a Drow being.

Earth Stride (Su): Beginning at 5th level, the Caryatid Column may, as a Move Action, meld into any stone, earth or metal and emerge through another source of stone, earth or metal up to a distance of 100ft +10ft/Dex bonus away. This ability may be used up to once per day per HD the Caryatid has. This is a supernatural Conjuration effect but not a teleportation effect: it may thus be used even if the Caryatid is under the influence of a Dimensional Anchor, but not under an Antimagic Shell. At 12th level, you may expend 2 daily uses of this ability to use it as a Swift Action.

Opalescence (Ex): The Caryatid Column is something beyond a mere magical marble statue: it is a being of true grace and wonder. At 5th level, it moves without penalty in any "difficult terrain," which includes added DC for treacherous terrain or magical terrain. Second, it gains a +10 competence bonus to all Balance checks and a +10 to all Perform (Dance) checks, and may use Dexterity as its skill modifier instead of Charisma for Perform (Dance).
These bonuses increase to a +20 at level 12, and a +30 at level 20.
For pathfinder, this would mean a +10 to Acrobatics checks to related to Balance.

Greater Binding Touch (Ex):
At 6th level, when a creature is affected by this ability, it also loses the ability to do more than a single standard action each turn for 3 rounds. Furthermore, it cannot make a Charge Attack or a Full Attack action for this duration.
At 11th level, a Caryatid Column may expend a single use of Binding Touch to each attack it makes as part of a Full Attack action.

Improved Body (Ex): At 6th level, the Caryatid Column replaces its Natural Armor with a Deflection AC of the same amount (2 + Con modifier). This applies only to the Natural Armor granted by the Caryatid Column's racial abilities: any other Natural Armor is not converted by this ability.
Furthermore, the Caryatid Column's two natural slam attacks and its Magic Discipline Weapon, may be enchanted as weapons. This class confers no "free" magical benefit other than the Magic Weapon. The Caryatid Column's Chest may also carry Armor enchantments.
The slams and its chest are considered "nonmagical" with regard to enchantments until enchanted.

Stony Initiate: At the end of its racial progression, the Caryatid Column adds all 6 racial levels towards its Effective Initiator level in regards to learning or qualifying for higher-level Stone Dragon and Iron Heart maneuvers and stances.
Opalescence already gives it a +10 competence bonus to Balance, the associated skill for both of these disciplines.



Compare the Caryatid Column to the Iron Golem and Shadesteel Golems classes: the latter two have overwhelming powers with hardness AND Damage Reduction and Spell Resistance (Irons can just straight up ignore spells).

If you'd prefer to make the Caryatid even more of an Initiator, you may remove Earthbound, Stupefying Touch, Crystal Reformation, Opal Surge and the Earth Stride abilities, and draw upon the following lists to grant the Caryatid Column the following Initiator abilities starting at 2nd level.

Regardless of the list, expended maneuvers are used for the encounter, but may be recovered in the same way. It must make a successful sunder attempt against an opponent (or an object that presents some meaningful or story-relevant challenge): if it does this, the Caryatid may recover a number of expended maneuvers from the list up to half its Strength bonus, rounded up. If this attack fails, it gets a -2 to all d20 rolls for the following round and the Caryatid recovers a single maneuver of its choice.


The Caryatid Column has her own maneuvers that she knows. Unlike standard Initiators, this is a set list. These maneuvers are always considered readied. When the Caryatid initiates a maneuver from this list, it expends that maneuver for the duration of the encounter.

2- Cleave to Stone, Vigilant Watcher Stance
3- Marble Deflection, Flowstone Stride
4- Granite Splinter
5- Strike to Earth, Opal Surge
6- One with the Earth Stance


Level gained: 2
Initiation Action:1 attack action
Range: Attack range.
Target: One creature
Duration: See notes.
Save:Will partial; see text
You impart the slowing essence of stone into your weapon as you attack.
When you would make an attack, even if it's an attack of opportunity, you may instead initiate this maneuver to replace it. You deal damage as normal, and the hit creature takes a Will save DC (12+your Str mod) or it may only take a single move action or standard action during its next turn. If the creature can already only take a single action, it loses that action next turn. Creatures that are flying temporarily lose the ability to fly for a single round.
If the creature passes its will save (or has no will save to make) it takes an additional 1d6 damage.
This maneuver may not be used as a part of another Initiated maneuver, such as Marble Deflection, but it may be used to complement a Trip attack or a Charge attack, or an attack of opportunity, etc.


Level Gained: 2
Initiation Action:1 immediate action OR Column Form
Range: Personal
Target: You
Duration: Stance
You attune yourself to your purpose: to be a dutiful, powerful guardian, and feel the strength of your purpose flow into you.
While you maintain this stance, you gain a +2 bonus to Initiative checks and Perception checks. You may act upon a surprise round even if you didn’t start it, although this stance does not allow you to retain your Dex bonus to AC during such a surprise round. At 10 HD, this becomes a +4 to Initiative checks and Perception checks, and at 20 HD, this becomes a +6 bonus.
Special:The Caryatid Column adopts this stance when it take its Column Form, and continues to benefit from this stance in its Column form. For every hour it remains in this stance and Column Form, it heals an amount of HP equal to its HD, but it can't heal more than half its HP in a day in this manner.
At 13 HD (RHD + class HD), the Caryatid Column can regenerate lost limbs when in Column Form and this stance. It does not, however, benefit from a true Regeneration property, and this property cannot be used to replicate itself: detached limbs become inert Marble that then disintegrate to super-fine, completely inert powder once the limb has fully regenerated.


Level Gained: 3
Initiation Action:1 immediate action
Range: Personal or adjacent
Target: You or adjacent ally
Duration: Instantaneous
With sheer skill and exceptional speed, you clash your weapon against a foe’s blade and turn his attack away.
Make an opposed attack roll against a foe’s attack roll on an incoming attack (such as an arrow, a thrown item, a charging barbarian, or a weapon swing, or even ray spell or similar attack) targeting yourself or an adjacent ally. Use the higher of your AC or your attack roll + your Deflection AC (if any) as an effective AC against the incoming attack; If successful then the attack is negated.


Level Gained: 3
Initiation Action:1 swift action
Range: Personal
Target: You
Duration: One round
Drawing from your potent spirit, you move with speed that surpasses that of any natural stone.
When you initiate this boost, your base land speed increases by 30 feet until the beginning of your next turn. This adjustment is treated as an enhancement bonus. This boost does not affect other modes of movement, such as burrow, climb, fly, or swim.

Level Gained: 4
Initiation Action:1 standard action
Range: melee attack
Target: One creature or object
Duration: Instantaneous
You strike with the power and force to reduce granite to rubble.
You inflect an additional 2d6 points of damage upon a successful attack and your strike ignores all Damage Reduction and Hardness or the subject or object you are attacking.


Level Gained: 5
Initiation Action:1 standard action
Range: melee
Target: One Creature
Duration: Instantaneous
Save:Fortitude partial; see text
Gathering your inner power, you solidly strike an enemy so forcefully he crumbles to the ground, possibly rendering your foe incapable of much else.
Take a Slam attack or an attack with a natural weapon against a foe with a +4 to hit. You deal damage as normal, and the target then makes a Fortitude save (DC 13+Strength Modifier) to lose all further actions and become Helpless until next round. If the creature can’t make a Fortitude save or passes the save, it is not rendered Helpless, and is knocked prone instead. A flying creature that becomes helpless does not gain the ability to Glide safely to the ground.


Level Gained: 5
Initiation Action:1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
Somewhere from deep inside of you, the will to endure allows you to break free of a debilitating state that might otherwise defeat you.
You may initiate this counter when you would be affected by a single negative condition, or are affected by a negative condition. Negate the condition that would affect you, negate an area-effect's power upon you, or end any one condition currently affecting you even if you would normally be unable to act otherwise.


Level Gained: 6
Initiation Action:1 immediate action
Range: Personal
Target: You
Duration: Stance
You awaken your body with the power of the Earth, and it lends you strength and safety.
While you maintain this stance, you gain double the amount of Healing and double any effect that grants you Temporary HP. While you are on stone, earth or metal you also gain a +3 Morale bonus to AC and Saving Throws (Morale bonuses do not stack; only the highest applies). If you are not on any of these surfaces and in this stance, you instead take no falling damage from landing on earth, metal or stone.
You also gain the ability to move through earth, stone and metal seamlessly at 20 feet of movement with perfect maneuverability. You can see and hear while traveling, but only if your head or more than half your body is fully embedded in the medium, and at half your Darkvision range (for both vision and hearing). You cannot willingly end this stance if you are embedded in earth, stone or metal, and after spending a number of rounds equal to your character level in the medium you take a cumulative 1d6 damage per round (1d6, then 2d6, then 3d6, etc) until you exit the medium.
If you die from this damage while embedded in earth, metal or stone you become an Earth Elemental of your HD and a subtype of the medium you died in and you lose your autonomy.


2- Counter Charge (ToB 71), Stonefoot Stance (ToB 85), 1/1 Readied, 1 stance
3- Wall of Blades (ToB 70), Stone Vise (ToB 85) 2/3 Readied, 1 stance
4- Mountain Hammer (ToB 84) 3/4 Readied, 1 stance
5- Iron Heart Surge (ToB 68), Absolute Steel Stance (ToB 66) 4/5 Readied, 2 Stances.
6- Bonecrusher (ToB 81) 4/6 Readied, 2 stances.


Setting Sun (Counter)
Level: Swordsage 1
Initiation Action:1 immediate action
Range: Melee Attack
Target: 1 creature
With a quick sidestep, you send a charginf opponent sprawling
Immediately before a creature makes a charge attack against you, make your choice of an opposed Strength or Dexterity check against it. The target makes its check using the same ability you chose for your check.
If you are of a larger size category than the attacking creature, you use your superior bulk to redirect your foe and gain a +4 bonus on your Strength check (if you opt for a Strength check). If you are of a smaller size category, you use levrage, misdirection, and trickery to gain a +4 bonus on your Dexterity check (if you use that option).
If you succeed on the Strength or Dexterity check, the creature does not get to attack you. You can then move it up to 2 squares in a direction of your choice away from you.
If you fail the Strength or Dexterity check, the creature gains a +2 bonus on its charge attack, in addition to the normal +2 bonus from taking the charge attack action.



Stone Dragon (Stance)
Level: Crusader/Warblade/Swordsage 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You crouch and set your feet flat on the ground, drawing the resilience of the Earth into your body. The students of the Stone Dragon discipline model their defenses after the earth itself. The wind might batter the mountain, the river might cut through the plains, but in the end the stone and rock shrug off such assaults.
While you are in this stance, you gain a +2 bonus on Strength checks and a +2 bonus to AC against creatures a size category larger than yours.
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.

While the Caryatid is in Column Form, it continually benefits from this stance. Furthermore, when it would normally lose the benefits of this stance for any reason (see above), it instead retains the benefits of this stance until it willingly exits the stance or changes stances.


Iron heart (Counter)
Level: Warblade 2
Initiation Action:1 immediate action
Range: Personal
Target: You
Your weapon sways back and forth in your hand, ready to block incoming blows. With the speed of a thunderbolt, you clash your weapon against your foe's blade as he attempts to attack.
When an enemy makes a melee or ranged attack against you, you can initiate this counter to oppose that attack by making an attack roll with any melee weapon you are holding. Use the higher of your AC or your attack roll as your effective AC against the incoming attack. You can't use this attack if you are denied your Dexterity to AC against your attacker. You can decide to use this ability after you learn the result of your opponent's attack.



Stone Dragon (Strike)
Level: Cru/War/SS 2
Initiation Action:1 standard action
Range: melee attack
Target: Creature struck
Duration: 1 round
Saving Throw: Fortitude Partial
You make a crushing blow that staggers your opponent, leaving it unable to move.
As part of this maneuver, you make a single melee attack. This attack deals an extra 1d6 points of damage. If the creature hit is standing on the ground, your attack also drops the target's speed to 0 feet (for all movement capabilities) for 1 round. It can otherwise act normally.
A successful Fortitude save (DC 12+your Strength modifier) by the creature struck negates the immobilization but not the extra damage.



Stone Dragon (Strike)
Level: Cru/War/SS 2
Initiation Action:1 standard action
Range: melee attack
Target: One creature or unattended object
Like a falling avalanche, you strike with the weight and fury of the mountain.
As part of this maneuver, you make a single melee attack. This attack deals an extra 2d6 points of damage and automatically overcomes damage reduction and hardness.



Iron Heart
Level:Warblade 3
Initiation Action:1 swift action
Range: Personal
Target: You
Duration: See Text
By drawing upon your mental strength and physical fortitude, you break free of a debilitating state that might otherwise defeat you.
Your fighting spirit, dedication, and training allow you to overcome almost anything to defeat your enemies. When you use this maneuver, select one spell, effect, or other condition currently affecting you and with a duration of 1 round or more rounds. That effect ends immediately. You also surge with confidence and vengeance against your enemies, gaining a +2 morale bonus on attack rolls until the end of your next turn.



Iron Heart (Stance)
Level: Warblade 3
Initiation Action:1 swift action
Range: Personal
Target: you
You drift your weight to the back of your feet and hold your blade carefully forward at the ready. Your muscles twitch slightly as you prepare to dodge the next attack you face
While you are in this stance, you gain a +10-foot enhancement bonus to your speed. If you move at least 10 feet during your turn, you gain a +2 dodge bonus to your AC until the beginning of your next turn.



Stone Dragon (Strike)
Level: Cru/War/SS 3
Initiation Action:1 standard action
Range: Melee attack
Target: one creature
Duration: See text
Save: Fortitude partial; see text
You deliver your attack, and your enemy's eyes jerk wide open in panic as his skeleton begins to fracture in hundreds of places.
As part of this maneuver, you make a melee attack. If your attack hits, it deals an extra 4d6 points of damage. The creature struck must succeed on a Fortitude Save (DC 13 + your Str modifier) or its skeletal structure becomes massively weakened, and all rolls made to confirm a critical hit against the target gain a +10 bonus. A successful save does not negate the extra damage.
This effect lasts until the target's hit points are restored until their full normal total, whether by magical means or normal healing.
Creatures without a discernable anatomy or that are immune to critical hits are immune to this maneuver's special effect but still take the extra damage.

The Caryatid Column finds its combat readiness in such exceptional skill that even time itself is altered by the Caryatid Column's ability.

2- Strike the Hourglass (PoWMystic 34), Sands of Time (PoWMystic 34), 1/1 Readied, 1 stance
3- Intercepting Shade (PoW 97), Unhindered Step (PoWMystic 35), 2/3 Readied, 1 stance
4- Devastating Rush (PoW 77), 3/4 Readied, 1 stance
5- Blade-Breaking Counter (PoW 78), Riven Hourglass Stance (PoW Mystic 36), 4/5 Readied, 2 stances
6- Temporal Body Adjustment (PoW Mystic 37), 4/6 Readied, 2 stances



Riven Hourglass (Strike)
Level: 1
Initiation Action:1 standard action
Range: melee attack (or thrown weapon)
Target: One Creature
Duration: Instantaneous
With a simple strike, you influence time’s attitude towards a foe and their ability to act in battle.
Make an attack. If it hits, it deals weapon damage as normal, and the target can only take a single move action or standard action during its next turn.



Riven Hourglass (Stance)
Level: 1
Initiation Action:1 immediate action
Range: Personal
Target: You
Duration: Stance
By attuning yourself to the ebb and flow of time, you can visualize the time-stream as a metaphorical hourglass in your soul, and learn to manipulate your place within it. While you maintain this stance, you gain a +2 bonus to Initiative checks and a +2 bonus to Reflex saves. When your initiator level reaches 12th level, these bonuses increase to +4.
Special: The Caryatid Column adopts this stance when it take its Column Form, and continues to benefit from this stance in its Column form. If the Caryatid Column is in Riven Hourglass Stance, it may choose to remain in that stance and benefit from the stance in its Column Form; otherwise, the Caryatid Column defaults to this stance. If it adopts its Column Form in combat, however, it does not gain this stance's bonus to Reflex saves against powers, spells or abilities that target it.
This addendum is not only to discourage the Caryatid Column from using its Column Form in combat (to escape being targeted), but also to flavorfully show the Caryatid's ability to surprise its opponents from its Column-State.



Solar Wind (Counter)
Level: 2
Initiation Action:1 immediate action
Range: Personal, or weapon’s first range increment
Target: You or ally
Duration: Instant
Sometimes a good offense can be used as a good defense as he uses his range to dissuade attacks by his sheer skill and exceptional aim.
The initiator makes an opposed attack roll against his foe’s attack roll on an incoming attack (such as an arrow or thrown weapon, a charging barbarian, or a skillful slash from a sword, but not a spell or similar attack) targeting himself or an ally he can see within his weapon’s first range increment; if successful then the attack is negated.



Riven Hourglass (Boost)
Level: 2
Initiation Action:1 swift action
Range: Personal
Target: You
Duration: One round
By slowing the falling sands of the hourglass inside your soul, you are capable of greatly accelerating your movements.
When you initiate this boost, your base land speed increases by 30 feet until the beginning of your next turn. This adjustment is treated as an enhancement bonus. This boost does not affect other modes of movement, such as burrow, climb, fly, or swim.



Primal Fury (Strike)
Level: 2
Initiation Action:1 standard action
Range: melee attack
Target: One creature or object
Duration: Instant
The disciple performing this attack executes a powerful attack that rushes in past a foe’s defenses to shatter them completely.
The initiator inflicts an additional 2d6 points of damage upon a successful attack and his strike ignores the damage reduction of a subject or the hardness of an object he is attacking.



Primal Fury (Counter)
Level: 3
Prerequisite:1 PF maneuver
Initiation Action:1 immediate action
Range: Personal
Target: You
Duration: Instant
An opponent cannot hurt you with his weapon if a weapon does not exist to do it. This powerful parrying blow can shatter the weapon that his opponent uses before it can strike him.
When being attacked, this counter is initiated after a successful hit but before damage is inflicted. The initiator then makes an immediate sunder attempt with a +2 circumstance bonus on his foe’s weapon (which does not provoke attacks of opportunity), and if the weapon is reduced to half of its hit points, then it gains the broken condition and the disciple takes half damage from the attack. If this sunder attempt reduces the opponent’s weapon to 0 hit points, then the weapon shatters and the disciple takes no damage. If the initiator possesses the Greater Sunder feat, excess damage is applied to the target as per normal.



Riven Hourglass (Stance)
Level: 3
Prerequisite:1 RH maneuver
Initiation Action:1 swift action
Range: Personal
Target: You
Duration: Stance
By altering the flow of time around yourself, you flicker between potential time paths, slipping quietly between the grains that fall within your hourglass.
While you maintain this stance, you gain a +4 dodge bonus to your AC, a +4 bonus to your initiative, you become immune to the slow spell, and any power, spell, or spell-like ability that target you specifically suffers a 50% miss chance.

I believe the creators intended for this effect to be a 20% miss chance, but reading the book it says 50% Strange, no?


Riven Hourglass (Counter)
Level: 4
Prerequisite:1 RH maneuver
Initiation Action:1 Immediate action
Range: Personal
Target: You
Duration: Instantaneous
By reversing the flow of your personal hourglass, you can turn back time, undoing a harmful event.
You may initiate this counter when you would be affected by a negative condition (such as being cursed, dazed, paralyzed, or sickened), or are affected by a negative condition. Negate the condition that would affect you, or end any one such condition currently affecting you.



Sources: The SRD (http://"http://www.d20srd.org/"); Fiend Folio Pages 30-31; Tome of Battle Chapters 1-4; Path of War & Expansions Chapters 1-6[/list]