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I_Got_This_Name
2007-06-20, 05:03 PM
(Thanks to Fax_Celestis for help with some designer's block)

Table of Contents:
1. Table of Contents, Introduction
2. Maneuver List
3. Maneuvers - Falling Wave and Glacial Chill
4. Maneuvers - Leaping Gale, Masked Moon A-L
5. Maneuvers - Masked Moon M-W
6. Maneuvers - Rending Scream and Silver Pegasus
7. Maneuvers - True Arrow and Viper Fang
8. Histories
9. Feats
10. Prestige Classes, Part 1 (Truefang Exile, more to come)
11. Prestige Classes, Part 2 (Coming Soon)
12. Designer's Notes

Lesser Disciplines: There are nine well-known disciplines of the Sublime Way for Martial Adept, but there are many other, lesser-known disciplines taught only in unique, isolated schools or by the occasional wandering master. Still, many Swordsages, Warblades, and Crusaders seek out these isolated schools to learn their martial secrets, and even Masters of the Nine seek these schools, due to their suprising power. These disciplines' obscurity is owed, in no small part, to their having been overlooked, for whatever reason, when the Temple of the Nine Swords was founded.

This treatise will attempt to detail a few of the lesser schools: those of Falling Wave, Glacial Chill, Leaping Gale, Rending Scream, Silver Pegasus, True Arrow, and Viper Fang. Bear in mind as you read that these disciplines are as complete as any other; their "lesser" status is afforded merely because they are less well-known. Indeed, the masters of these disciplines can often best masters of the better-known disciplines, as knowledge of the better-known disciplines have reached even in the lands where these disciplines are preferred, while these disciplines have seldom reached out. Thus, a Swordsage who has mastered the secrets of the Glacial Chill discipline is often able to overcome a more conventional Swordsage through surprise.

These discipline's maneuvers can be accessed through training variations and through the Lesser Discipline feat, in addition to the Martial Study feat, as normal. Masters of Nine do not gain access to these disciplines without a training variation (or the Lesser Discipline feat).

Lesser Discipline
You have trained in one of the lesser-known disciplines of the Sublime Way.
Prerequisite: Crusader, Swordsage, Warblade, or Martial Prestige Class level 1st+
Benefit: Select a lesser discipline. You may now access that discipline as though it was one available to all of your Martial Adept prestige classes and whatever base classes that it lists. Additionally, its key skill becomes a class skill for all of your classes. This is retroactive; if you have any cross-class ranks in it, double them (as if it had always been a class skill).
Special: You can take this feat multiple times. Its effects do not stack. Each time you take this feat, its effects apply to a different Discipline. This feat may be taken as a Warblade bonus feat.

A training variation allows a Martial Adept to access a Lesser Discipline instead of one normally available to their class. Each lesser discipline can replace one, sometimes more, normal disciplines, although only one need be replaced. A Martial Adept who replaces a discipline in a Training Variation can treat the lost discipline as a Lesser Discipline when taking the Lesser Discipline feat, and need not have the same training variations with every Martial Adept class they take, in the event of multiclassing. Prestige classes may take some, but not all, training variations; Masters of Nine may take any they choose, while Deepstone Sentinels may take none.

The Falling Wave discipline has a bit of a narrow focus on aquatic combat, and expands those principles into combat based on the power of water. It can, of course, still be used on the surface, but many of its maneuvers are severely impaired outside of the water. Its maneuvers ignore all penalties associated with underwater combat. It favors the bite, claw, dagger, net, and trident. Its key skill is swim, and it replaces the Desert Wind discipline. It can be learned by all martial adepts through the Lesser Discipline feat.

The Glacial Chill discipline focuses on slow, unstoppable movements, supernatural cold attacks, and disabling and outlasting ones enemies. It can replace the Desert Wind and Iron Heart disciplines in Training Variations for Swordsages and Warblades. The favored weapons of Glacial Chill are the greataxe, battle axe, light and heavy pick, and warhammer. Its harsh, slow, and unstoppable movements can evoke the deadly power of cold into the wielder's weapon. Survival is the key skill for Glacial Chill, providing its master with the strength needed for the glacier. It can be learned by all martial adepts through the Lesser Discipline feat.

The Leaping Gale discipline focuses on fast maneuvering and nimble leaps, as well as channelling the elemental power of air. It favors the whip, spiked chain, longsword, longspear, spear, and shortspear. It involves fast movement and flight, as well as nimble skirmish attacks, and it can replace Stone Dragon in training variations, although only Swordsages may learn it. Its key skill is Jump.

The discipline of the Masked Moon focuses on alterations of the body to resist attacks and deliver surprising attacks. It favors natural weapons and the unarmed strike, along with the punching dagger, spiked gauntlet, armor spikes, sickle, and handaxe. It can replace the Desert Wind or Shadow Hand disciplines in training variations taken by Swordsages with the Shapechanger subtype, or any two of Desert Wind, Diamond Mind, and Shadow Hand for those without. Its key skill is Disguise, and it may be learned by Swordsages or Warblades.

The Rending Scream discipline is a bit of an oddity. It focuses on the warrior's shouts of rage, using them to tear apart enemies. It favors the claw, greataxe, maul unarmed Strike, shield bash, and slam. It is a highly aggressive, savage discipline, with defenses that rely more on rebuking enemies that hurt the adept than on actual defense. Its key skill is Intimidate, and it can replace White Raven when learned by a Warblade; Swordsages can only access it through the Lesser Discipline feat, and Crusaders cannot access it.

The Silver Pegasus discipline is another unique discipline in that it focuses on mounted combat. It favors the lance, longsword, heavy mace, and bastard sword. It relies on mounted movement, charges, and similar direct combat maneuvers. It replaces the White Raven discipline, and its key skill is Ride. Unlike other disciplines, its maneuvers can only be used while mounted unless specifically noted otherwise. It can be learned by Warblades and Crusaders through Lesser Discipline.
A Marshal (http://boards1.wizards.com/showthread.php?t=752414) of the Sublime Way may take the Cavalry Warlord command style to gain access to Silver Pegasus. Cavalry Warlord grants Skill Focus (Ride) and Silver Pegasus Guidance as bonus feats.
A Ranger (http://boards1.wizards.com/showthread.php?t=738077) of the Sublime Way may follow the Far Rider tradition, giving access to the Silver Pegasus discipline. Either may gain access to Silver Pegasus through the Lesser Discipline feat.

The school of the True Arrow is another oddity, being one of the few disciplines of martial combat to focus on unique archery techniques. While less artful archers are often able to do more damage in a hail of arrows, the followers of this school are subject to fewer of the mundane weaknessesses of those less artful archers. It favors the light and heavy crossbow, longbow, shortbow, and javelin, and has a key skill of Spot (the normal range penalty does not apply to this discipline's Spot checks). It replaces Stone Dragon, and can be learned by any Martial Adept. Swordsages who put Discipline Focus (Weapon Focus) in the True Arrow discipline gain proficiency instead of focus in all True Arrow weapons that they do not have proficiency in; Warblades who learn the discipline gain proficiency in any one, which they can re-assign through the Weapon Aptitude class feature. It can be learned by all martial adepts.
(Note: True Arrow maneuvers provoke attacks of opportunity if they involve ranged attacks. A range of "ranged attack" allows you to initiate the maneuver against any creature you can make a ranged attack against; a range expressed in "range increments" uses the range increment of your ranged weapon)

The Viper Fang discipline is another subtle, cruel discipline, similar in many ways to Shadow Hand due to its history; it can replace Desert Wind, Setting Sun, or Shadow Hand in training variations. It focuses on knowledge and observation of an enemy's anatomy, the use of poison, and other underhanded attacks. It favors the dagger, punching dagger, short sword, and rapier. Its key skill is Heal, and it can only be learned by Swordsages.

Change Log:
7/5: Truefang Exile put up, minor revisions to it made.
7/6: Revisions made to discipline preferred weapons: picks replace longsword for Glacial Chill, punching dagger replaces spear for Viper Fang. Still editing Truefang Exile for formatting.
7/7: Fixed an error in the Winged Freedom stance. Due to concerns arising when constructing sample NPCs, nerfs were made to Root and Twig stance, Body of the Hunter slightly improved, and a minor power increase given to Fingers of the Deeps stance.
7/8: Moonshifter is in.

I_Got_This_Name
2007-06-20, 05:05 PM
Maneuvers:
1st level
Fall: Aquatic Charge Strike - Charge a creature through water
Battering Waves Boost - Attacks reduce enemy's AC
Home in the Water Stance - Gain swim speed, improve ability to hold breath
Glaci: Crushing Wall Strike - Attack two enemies
Freezing Blood Strike - Attack causes fatigue
Glacial Assault Stance - Do +1d6 damage, no movement
Icy Blade Boost - Attacks do cold damage
Leap: Aerial Leap Boost - Make a jump check and move the indicated distance
Ride the Winds Stance - Flying maneuverability improves
Swift Stride Boost - Gain +10 feet to speed
Transcend Weight Stance - Always have a running start for jumps
Mask: Body of the Hunter Stance - Lose ability to use items, gain bite, +10' speed, strength bonus
Claw Shift Boost - Gain two claw attacks
Defender of the Herd Stance - Lose ability to use items, gain tusks, strength bonus, natural armor bonus
Metabolic Shift Counter - Use a Disguise check in place of a fortitude save
Shifter's Trickery Boost - Feint in combat as a swift action using Disguise
Rend: Blade Shatters Stone Strike - Attack inflicts sonic damage
Fearless Defense Stance - Use Intimidate check in place of save vs fear
Intimidating Shout Boost - Demoralize enemies that you attack
Silver: Gentle Spur Boost - Mount gains +10 feet to speed
Hanging Defense Stance - Attack while using mount as cover
Lancer's Charge Strike - Charge an enemy; inflict bonus damage
Rider's Heart Stance - Mount gains AC bonus.
Sudden Direction Counter - Direct an animal out-of-turn
True: Archer's Evasion Boost - Avoid attacks of opportunity for movement
Hobbling Shot Strike - Slow an enemy's movement
Marksman's Shot Strike - Reduce range penalties and inflict bonus damage
Stance of Accuracy Stance - Recieve bonus to ranged damage for repeated attacks
Viper: Envenom Weapon Boost - Apply poison to a weapon as a swift action
Eviscerate Strike - Make a Heal check to inflict a bleeding wound
Poisoner's Stance Stance - Poisons gain increased DC, effectiveness
Soul Poison Boost - Melee attacks inflict acid damage

2nd level
Fall: Ocean's Embrace Boost - Summon a Water Elemental to grapple enemy
Watery Dodge Counter - Gain temporary HP
Glaci: Carving Glacier Strike - Attack nauseates enemy
Crack the Ice Strike - Inflict bonus damage for cold damage enemy has taken
Icy Grip Strike - Freeze enemy to the ground, inflict delayed damage
Leap: Evasive Leap Counter - Replace AC with Jump check
Shock Blade Boost - Melee attacks inflict lightning damage
Mask: Assume Identity Boost - Disguise self as another
Charging Cheetah Strike - Charge at 10x your normal speed ignoring attacks of opportunity, then be fatigued
Faithful Claws Boost - Natural weapons become aligned
Reflexive Shift Counter - Make Disguise check in place of reflex save
Rend: Frightful Scream Strike - Frighten all nearby enemies
Slashing Echo Boost - Melee attacks inflict sonic damage
Silver: Noble Recovery Boost - Mount recovers some HP
Unhorse Strike - Attack knocks enemy from mount
Valiant Disarm Counter - Disarm an enemy that attempts to attack your mount
True: Disarming Shot Strike - Disarm at a distance
Opportunist's Shot Counter - Take a ranged attack of opportunity
Viper: Battle Toxin Strike - Your weapon becomes poisonous
Treat Wound - You recover from recent damage based on a Heal check

3rd level
Fall: Dolphin Dance Stance - Attack freely in water, gain AC bonus
Purifying Spring - Remove effect, heal damage
Sea-dwelling Spirit Stance - Walk on and breathe water
Shark's Frenzy Strike - Attack all adjacent opponents; +2d6 damage in water, -4 AC.
Glaci: Ice Hammer Strike - Attack inflicts conditions based on cold damage taken
Ignore the Elements Stance - Gain Cold Resistance; make Survival check in place of save vs Cold.
Leap: Nimble Leap Counter - Reposition yourself with a jump
Shield of the Storm Stance - Attackers take 5 electrical damage
Windstrider Stance Stance - +10 feet to speed and jumping distance.
Mask: Fingers of the Deeps Stance - Lose ability to use items, gain Swim, Climb speeds, constitution bonus, darkvision, improved ability to hold breath
Merciless Sting Strike - Make full attack, add a stinger
Quill Shower Strike - Quills deal 6d6 damage at range
Tunnel Dweller Stance - Lose ability to use items, burrow at base land speed, gain claws, constitution bonus, dark and low-light vision, drop 1 size category
Winged Freedom Stance - Lose ability to use items, Fly at double base land speed (clumsy maneuverability), gain talons, +4 dexterity, improved distance vision
Wrestling Claws Strike - Make a full attack in a grapple at a bonus; add two rakes
Rend: Echoes of the Primal Roar Stance - Ignore magical Silence
Pained Roar Counter - Inflict penalties on enemies when damaged
Stunning Howl Strike - Attack nauseates enemy
Silver: Crushing Hooves Strike - Charge; mount gains pounce.
Grand Charge Stance - Inflict extra damage when charging; mount gains Trample
Horseman's Bond Stance - Share damage between self and mount
Unstoppable Riding Boost - Mount makes superior jump
True: Caltrop Arrows Counter - Hinder a foe approaching you
Ignited Shot Strike - Set fire to an enemy
Skirmisher's Stance Stance - Gain +1 to hit, +1d6 damage when moving
Unerring Shot Strike - Ranged attack ignores cover, concealment, weather
Viper: Death Blow Strike - Inflict massive bonus damage on critical hit; threaten more often
Heart Render Stance - Gain +1 to critical range, +4 to confirm
Poison Preserver Boost - Poison stays on weapon

4th level
Fall: Riverine Defense Counter - Gain damage reduction, temporary HP
Undertow Strike - Trip at a bonus, make an attack and target loses next move
Glaci: Avalanche Charge Strike - Overrun as part of charge; inflict extra damage
Collapsing Strike Strike - Melee attack inflicts exhaustion
Winter's Blade Boost - Melee weapon inflicts extra cold damage
Leap: Gusting Charge Strike - Attack in the middle of charge for +6d6 damage
Weightless Step Boost - Gain a fly speed
Mask: Deceptive Body Boost - Shrink one size category
Evershifting Phases of Chaos Boost - Natural weapons become Anarchic
Leaping Leopard Strike - Charge an enemy ignoring attacks of opportunity, make full attack with natural weapons and rake
Mighty Growth Boost - Grow one size category
Night's Blood Mask Boost - Natural weapons become Unholy
Order of the Cosmos Boost - Natural weapons become Axiomatic
Piercing Shield Counter - Cover body in spines and quills to damage attackers
Sacred Rite of the Moon Boost - Natural weapons become Holy
Rend: Dazing Warcry Strike - Daze an opponent until attacked
Eye-tearing Shout Strike - 4d6 sonic damage, blindness to an area
Silver: Furious Stallion Boost - Mount deals bonus damage
Knight's Slash Strike - Deal +8d6 damage
Overwhelming Charge Strike - Charge deals extra damage and denies standard action
True: Alarming Alacrity Boost - Make an additional attack
Farsighted Focus - See from a different perspective
Line of the Impaled Strike - Attack several enemies in a line
Silver Sparrow Shot Strike - Make a Spot check to inflict double damage
Viper: Blood Drinker Strike - Attack an enemy, heal yourself
Flesh Rending Strike Strike - Attack deals damage based on Heal check, then other attacks deal extra damage

5th level
Fall: Cascading Waterfall Stance - Inflict additional damage for previous hits
Dolphin's Rush Strike - Charge for +6d6 damage, more in water
Tangled Kelp Strike Strike - Attack dazes enemy
Glaci: Glacial Embrace Boost - Attacks cause fatigue
Shatter the Ice Strike - Attack ignores hardness and damage reduction, inflicts extra damage for cold damage inflicted in previous round
Tomb of Carved Ice Counter - Entomb self in ice block to avoid attack
Leap: Blown on the Wind Stance - Free 5' step whenever hit
Nimble Leap, Greater Counter - As Nimble Leap, and evade attack
Piercing Wind Strike - Wind inflicts 6d6 damage in a line, impedes enemies
Rushing Gale Boost - Act as though Hasted
Mask: Eyes of the Moon Stance - Lose ability to use items, gain +20 feet speed, ability bonuses, sensory improvements, horns, tail slap
Predator's Venom Boost - Natural weapons poison enemies for strength damage
Rend and Tear Boost - Grow two claws as longswords, gain rend
Warrior of Lunatic Rage Stance - Lose ability to use items, gain +10 feet speed, ability bonuses, damage reduction 5/silver, claws and bite
Weave a Tangled Web - Move twice your speed, spinning a web as you go
Rend: Enraged Lion's Fang Strike - Attack deals extra damage based on your wounds
Raging Boar Stance - Extra damage against weakened foes.
Scourging Terror Boost - Demoralize all enemies within 30'
Silver: Everywhere and Nowhere Counter - Quickly reposition self and mount
Guardian Blade Stance - Make an attack of opportunity when your mount is attacked
Speed of Glory Boost - Mount gains +30 feet to speed
Two against Many Strike - Attack all enemies around you, do +2d6 damage
True: Defense of the True Arrow Stance - Provoke no attacks of opportunity for ranged attacks
Horizon Seeker Strike - Attack ignores range and deals +4d6 damage
Mithral-eyed Accuracy Boost - Attacks ignore concealment and magical barriers
Quicker than the Eye Strike - Attack ignores enemy's dexterity
Viper: Death-touched Pause Strike - Attack does no damage; later, 8d6 and more for time.
Toxic Rush Boost - Treat poison in self, invert effects
Venom of Agony Strike - Attack deals 2d6 extra acid damage, poisons target

6th level
Fall: Reflection of the Moon Counter - Attack deals damage equal to damage taken
Sinking Curse Boost - Huge Water Elemental grapples your enemy
Glaci: Enduring Glacier Stance - Gain damage reduction 5/adamantine and cold resistance 15, but fire vulnerability.
Jagged Ice Guard Boost - Attackers take cold damage
Leap: Dancing Whirlwind Counter - Winds launch enemy
Falcon's Charge Strike - Fly while charging, inflict +8d6 damage
Mask: Drakhymaera Stance - Lose ability to use items, gain fast, clumsy flight and array of natural weapons
Lord of the Swarm Stance - Lose ability to use all items, become a flying swarm
Quill Barrage Strike - Quill spray does 8d6 damage in a line
Root and Twig Stance - Lose ability to use items, gain plant immunities, ability bonuses, slams, partial regeneration, more when rooted
Vampire Bite Boost - Bite latches on to drain blood, heal you
Rend: Deafening Cry Strike - Deafen and daze enemies
Echoing Wail Strike - 4d6 area sonic damage, echoes for two rounds
Warcry Focus Boost - +8 to strength, then fatigue
Silver: Defiant Charge Strike - Charge for +10d6 damage, no attacks of opportunity if mounted
Glorious Recovery Boost - Mount heals 2 hp per initiator level
True: Earth-rending Shot Strike - Attack all enemies in line, do +6d6 damage
Starlight Hail Boost - Make ranged attacks as touch attacks, critically hit more
Sublime Marksmanship Stance - Ignore all concealment and less than total cover
Viper: Acidic Onslaught Stance - Attacks do +1d6 acid damage
Bloodletting Strike Strike - Heal check against target's AC, then target bleeds
Venom of Suffering Strike - Apply poison to weapon and attack; poison gains +4 DC, double damage.

7th level
Fall: Fountain of Life Boost - Restore status, recover 2x initiator level HP
Rolling Wave Counter - Gain 75 temporary HP but take more damage
Glaci: Antarctic Blade Boost - Attacks deal 3d6 + initiator level bonus cold damage; critical hits cause slow
Falling Glacier Hammer Strike - Attack stuns target
Leap: Soaring Riposte Counter - Replace AC with Jump check, then make free attack at a bonus
Tornado Dance Strike - Change directions in flying charge, no attacks of opportunity, attack multiple enemies at end
Mask: Impaling Sting Strike - Make a full attack, plus a poison stinger
Sieze the Shifter's Advantage Strike - Attack forces target back into normal form and prevents shapeshifting for 1d3 rounds
Rend: Wail of Agony Counter - Inflict penalties and damage in response to being damaged
Silver: River of Blades Strike - Attack enemies adjacent to trampling mount
Perfect Unified Defense Counter - Mount gains damage reduction 20/-
True: Eagle's Eye Boost - Aim at a target with a Spot check to make attacks as touch attacks, do 2d6+IL bonus damage
Perfect Sniper Strike - Spot check to ignore range penalties and magical barriers, inflict +15d6 to flat-footed enemy
Phantom Arrow Strike - Stun an enemy with a phantom shot
Viper: Draw Venom Strike - Attack on poisoned enemy poisons weapon
Flesh Rending Strike, Superior Strike - Inflicts damage equal to twice your Heal check result, then target takes a penalty on saves

8th level
Fall: Ebbing Wounds Stance - Gain regeneration
Unmerciful Deeps Strike - Inflict 15d6 bonus damage, floating target sinks
Glaci: Ice Cleaver Strike - Inflict large amount of bonus damage based on enemy's previously-taken cold damage
Rumbling Glacier Stance - Gain bonus to hit and damage for giving up extra attacks
Leap: Hand on the Heavens Stance - Fly at your land speed +20 feet
Returning Winds Strike - Gain three extra attacks against a target
Typhoon's Passage Strike - Charge all enemies in a line, avoid AoOs, deal 3d6 electrical damage
Mask: Flood of Vengeance Stance - Lose ability to use items, grow one size category, gain water subtype, resistances, damage reduction, drench ability
Rage of the Hurricane Stance - Lose ability to use items, grow two size categories, gain perfect fly speed, slams, superior grappling
Laughing Spirit Stance - Lose ability to use some items, shrink two size categories and gain fey powers
Lion's Rending Leap Strike - Charge, grapple, and full attack, with two extra rakes
Masked Eclipse Form Stance - Lose ability to use items, gain certain advantages and all drawbacks of incorporeality, grow one size category, gain two incorporeal touches, do bonus cold damage, shed and see through magical darkness
Shape of a Raging Wildfire Stance - Lose ability to use items, grow two size categories, gain fire subtype, slams, burn ability, vampiric healing
Tower of Impervious Jade Stance - Lose ability to use some items, grow one size category, gain ability bonuses, natural armor, damage reduction 10/adamantine, spell resistance, slams
Rend: Eyes of the Dragon Stance - Gain Frightful Presence
Howl of Ultimate Fury Strike - Cone inflicts 10d4 sonic damage
Primal Rage Counter - Gain strength, constitution bonus for damage taken; unknown duration
Silver: Eternal Rider Stance - Mount gains miscelaneous immunities, Improved Evasion, Mettle, BAB increase
Valorous Charge Strike - Ignore AoOs when charging, inflict +15d6 damage, stun if mounted
True: Diamond-edged Cascade Boost - Arrows fire through targets, inflict 2d6+IL bonus damage
Golden Sparrow Shot Strike - Spot check to inflict quadruple damage
Supreme Focus Stance - Initiate an extra boost per round
Viper: Asp's Coil Stance - Weapon secretes venom
Breath-cutting Strike Strike - Attack causes enemy to start to drown

9th level
Fall: Tsunami's Mighty Landing Strike - Attack deals 20d6 bonus damage, dazes target in water, and knocks target back
Glaci: Arctic Winter Strike Strike - Attack deals 3d6 dexterity damage
Leap: Razor Typhoon Strike - Make several jumps and attack repeatedly
Mask: Final Transformation Strike - Target is forced into helpless form
Rend: Maddening Moan Strike - Enemies are confused and shaken; may intimidate.
Silver: Charge of Honorable Glory Strike - Mounted charge inflicts 50 extra damage, mount makes full attack for 10 bonus damage per attack
True: Doom Arrow Strike - Spot check to inflict 100 extra damage
Viper: Life Taker Strike - Heal check, then attack kills enemy

I_Got_This_Name
2007-06-20, 05:06 PM
Falling Wave:

Aquatic Charge
Falling Wave (Strike)
Level: 1
Initiation Action: 1 full-round action
Range: Melee Attack
Target: One Creature

You spiral through the water, catching your enemy off-guard with a burst of speed

As part of this maneuver, make a charge action through water. You may move at your full base land speed, if you lack a swim speed, provided you make a swim check against the normal DC for the water (at no penalty for swimming faster). If you hit, you inflict +1d6 damage.

Battering Waves
Falling Wave (Boost)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You

Each of your attacks erodes your enemy's defenses, wearing them down through superior endurance.

Every time you hit an enemy in this round, you inflict a -1 dodge penalty to AC. This penalty is cumulative; the total penalty on an enemy decreases by 1 per round after three rounds, until the penalty is reduced to 0.

Cascading Waterfall
Falling Wave (Stance)
Level: 5
Prerequisite: Two Falling Wave maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Your attacks steadily wear your enemy down, each leaving a critical weakness in your enemy's guard for your next to exploit

While in this stance, every time you hit an enemy your subsequent attacks against the same enemy gain a +1 bonus to melee damage. This bonus lasts until you go a round without hitting the enemy affected. If you and your enemy are both underwater, your bonus is doubled.

Dolphin Dance
Falling Wave (Stance)
Level: 3
Prerequisite: One Falling Wave maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You whirl around effortlessly under the water, in a complicated dance that uses the water itself as another layer of armor.

You gain the benefits of a Freedom of Movement spell as it relates to the effects of water. Additionally, you gain a +1 Deflection bonus to AC for every four ranks that you have in the Swim skill while underwater.

Dolphin's Rush
Falling Wave (Strike)
Level: 5
Prerequisite: Two Falling Wave maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature

You rush forward through the water, leaping and spiralling through it like a dolphin, before slamming your weapon home.

You make a charge attack as part of this maneuver, and may charge while underwater or otherwise swimming even without a swim speed; if this attack hits, it deals 6d6 bonus damage. If your enemy is at least waist-deep in water, and you swam the length of the charge, you inflict 2d6 additional bonus damage, for a total of 8d6.

Ebbing Wounds
Falling Wave (Stance)
Level: 8
Prerequisite: Three Falling Wave maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

The sea is immortal, as are you; your flesh flows as water when you are wounded, reforming yourself to ignore the damage you would take.

While in this stance, you gain Regeneration 3. This converts all damage that you take into nonlethal damage, and restores three points of nonlethal damage per round. No damage type deals normal damage to you. Note that if you become helpless (including unconcious), you cannot maintain any stances, including this one.

Fountain of Life
Falling Wave (Boost)
Level: 7
Prerequisite: Three Falling Wave maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You

The waters of the fountain of life wash over your soul, washing away your wounds and restoring your fighting spirit.

When you initiate this boost, you remove all negative effects currently affecting you, with the exceptions of those that require a Remove Curse, Break Enchantment, Limited Wish, Miracle, or Wish spell to remove (such as Geas), and those that affect an area that you are in (such as Acid Fog or Antimagic Field), instead of affecting you or items on your person directly. Additionally, you recover two hit points per initiator level that you have, to a maximum of 1/2 of your normal maximum hit points.

This maneuver is a supernatural ability.

Home in the Water
Falling Wave (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You are at home in the water every bit as much as you are on land.

You gain a Swim speed equal to your armored land speed (15 feet if your base land speed is 20 feet, 20 feet from a base of 30, and 30 feet from a base of 40). This can be further reduced for armor, as usual, and provides all of the benefits of having a racial swim speed (such as the ability to take 10 on Swim checks under any circumstances, and a +8 racial bonus to your Swim skill). If you have nine or more ranks in Swim, your Swim speed improves to your base land speed.

Additionally, you can hold your breath for much longer; multiply the length of time you can hold your breath for by 2 if you have fewer than four ranks in swim, 3 if you have 4-7 ranks, 4 if you have 8 or more ranks, and increase the multiplier by one for every 3 ranks beyond 8 that you have.

Ocean's Embrace
Falling Wave (Boost) [Water]
Level: 2
Prerequisite: One Falling Wave maneuver
Initiation Action: 1 swift action
Range: 30 feet
Effect: Medium Water Elemental
Duration: End of Turn

You reach out with your mind and call a spirit of the water to help you, and it obliges, holding an enemy down

A Medium Water Elemental appears in the space you designate and acts immediately to attempt to grapple an enemy of your choice, provided that it appears adjacent to that enemy. After its turn ends, you may take the rest of your turn (possibly attacking a flanked or grappled enemy), then it vanishes.

This maneuver is a supernatual ability.

Purifying Spring
Falling Wave
Level: 3
Prerequisite: One Falling Wave maneuver
Initiation Action: 1 standard action
Range: Personal
Target: You

You focus inward, and let the water of your memories wash over your soul to purify it, allowing you to fight with renewed vigor

You can summon the essence of water to wash your soul clean of negative magic. Select one spell, effect, or other condition currently affecting you and with a duration of one or more rounds. That effect ends immediately. Poison and Disease can only be removed if they were applied in the preceding round, and have their effects removed with them; you cannot remove the damage from poison or disease without removing the cause. You may remove Ability Drain or Level Drain up to three rounds after it is applied (to any one ability score, in the former case). Additionally, your focus allows you to heal one point of damage per initiator level, to no more than half of your maximum HP and not affecting damage taken more than three rounds ago.

Reflection of the Moon
Falling Wave (Counter)
Level: 6
Prerequisite: Two Falling Wave maneuvers
Initiation Action: 1 immediate action
Range: Melee attack
Target: One creature

You recover from a grevious blow by striking back in a mirror image of your attacker's technique.

You may initiate this counter only when damaged by a melee attack, immediately after being damaged. This counter allows you to make an immediate melee attack against your attacker. If this attack hits, it deals damage equal to the amount of damage that you took, not your normal melee damage. All hit point damage inflicted by added effects to the attack, such as martial maneuvers or added spells, is included in the tally of damage that you took from the attack. Added effects that do not cause hit point damage, including ability damage, fatigue, stun, and the like, are not reflected. You still take full damage from the attack. This maneuver takes place after damage is determined, but before the effects of that damage are resolved, i.e., you may initiate this maneuver in response to an attack that kills you or renders you helpless.

Riverine Defense
Falling Wave (Counter)
Level: 4
Prerequisite: Two Falling Wave maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: See Below

You roll with your enemies' attacks, absorbing their blows as a river does.

You absorb your enemies' attacks and recover from them near-effortlessly. This grants you Damage Reduction 5/- and 20 temporary HP, both of which you lose at the beginning of your next turn, if you have not lost the temporary hit points already. The damage reduction lasts no longer than the temporary HP.

Rolling Wave
Falling Wave (Counter)
Level: 7
Prerequisite: Three Falling Wave maneuvers
Initiation Action: 1 immediae action
Range: Personal
Target: You
Duration: See Below

The attacks of your enemies mean nothing to you as you tumble like a wave, deflecting and softening each attack in an amazing defense.

You gain 75 temporary HP, which last until the beginning of your next turn. However, any attack against you deals five bonus damage or double damage, whichever is less; this bonus damage can only affect your temporary HP.

Sea-dwelling Spirit
Falling Wave (Stance)
Level: 3
Prerequisite: One Falling Wave maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You can make water bend to your will, taking on properties of air and earth to satisfy you

You can walk on water, as per the Water Walk spell, and breathe water, as per the Water Breathing spell. You may choose freely between walking on and swimming through water, and switch from swimming to walking by expending 5' of movement to climb from swimming on the surface to standing on it; you may also switch as part of moving 10' along the surface; you may switch from walking to swimming as a free action.

Shark's Frenzy
Falling Wave (Strike)
Level: 3
Prerequisite: One Falling Wave maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: All enemies in range

You lash out like a shark in a frenzy, recklessly tearing at any enemy in reach.

You make a single melee attack against each enemy within your melee attack reach. If the attack hits, you inflict normal melee damage. You cause 2d6 bonus damage if both you and your target are at least waist-deep in water. You then take a -4 penalty to AC for one round.

Sinking Curse
Falling Wave (Boost)
Level: 6
Prerequisite: Three Falling Wave maneuvers
Initiation Action: 1 swift action
Range: 30'
Effect: Huge water elemental
Duration: 1 round

You move your weapon in an elegant whirling motion, actually the gestures for an ancient spell, while speaking a curse upon your enemy. The sea itself rises to drag your enemy into the deeps.

This maneuver functions as Ocean's Embrace, except that the elemental summoned is Huge rather than Medium, and lasts until just before the beginning of your next turn.

This maneuver is still a supernatural ability.

Tangled Kelp Strike
Falling Wave (Strike)
Level: 5
Prerequisite: One Falling Wave maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round
Saving Throw: Fortitude negates

You focus yourself, then make an attack with the power of the sea behind you, knocking your opponent into disarray and leaving him stumbling, trying to recover

As part of this maneuver, make a melee attack; you have a -1 penalty on this attack if both you and your opponent are standing on the ground, or a +1 bonus if both are in water. If it hits, your opponent must make a fortitude save (DC 15 + your Strength modifier) or be dazed for one round. A successful save does not negate the melee damage from this strike.

Tsunami's Mighty Landing
Falling Wave (Strike)
Level: 9
Prerequisite: Four Falling Wave maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
Duration: 1d4+1 rounds
Saving Throw: Fortitude negates (see below)

Channelling the force of the ocean behind your single mighty blow, you knock your opponent to the ground.

When you initiate this maneuver, make a single melee attack. This attack inflicts 20d6 bonus damage. If it deals damage, the target must make a Fortitude save (DC 19 + your Strength modifier). On a failed save, the target is dazed for 1d4+1 rounds, and must use its same save result against a modified DC by +2 for each size category bigger than it you are, or -2 for each size smaller; if it fails this save launched 2d6 squares away from you in any direction you choose, so long as it never approaches closer to you in any dimension, and moves at least 1 square away from you along the line between you and its starting point. If it hits an obstacle on its path, it stops immediately; if it ends its movement in a square with a surface it could stand on, it is prone on that surface. A successful save negates the daze, but not the extra damage; the creature must still meet the modified DC to avoid being launched, even if it saves to avoid being dazed.

If you initiate this maneuver on land (less than hip-deep in water), the target cannot be dazed, and can only be launched 1d6 squares. If the target avoids being launched but fails the save against the default DC, it falls prone in its space.

This maneuver functions normally on creatures immune to effects that allow fortitude saves (such as undead and constructs).

Undertow
Falling Wave (Strike)
Level: 4
Prerequisite: Two Falling Wave maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round

You sweep your legs out under an enemy, pulling him to the ground and giving you an opening to attack.

As part of this maneuver, make a trip attempt. You may use your Strength or Dexterity for this attempt; your target opposes with the same ability. You gain a +4 bonus on this check. If you succeed, you may make a melee attack with whatever weapon you are wielding as part of this strike, which inflicts an extra 2d6 damage, and your opponent's speeds (in all movement types) are reduced to 0 for one round. If you fail, your opponent cannot attempt to trip you in turn. This maneuver functions even on enemies that cannot be tripped normally, such as those without legs or who aren't using legs.

Unmerciful Deeps
Falling Wave (Strike)
Level: 8
Prerequisite: Three Falling Wave maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 3 rounds
Saving Throw: Fortitude partial

With a mighty blow sweeping downward, you banish your enemy to the depths beneath you.

As part of this maneuver, make a melee attack. If it hits, it inflicts 15d6 damage and the target must make a fortitude save (DC 18 + your Strength modifier). On a failed save, the target begins to sink at a rate of 60 feet per round for the duration of the maneuver, whenever in water (and not on a solid bottom); the target pushes floating obstacles to their sinking (including other creatures) as though it weighed an extra 200 pounds per initiator level, provided that it is immersed in water (a target standing on a boat does not sink it, but one standing on the side of a submarine would). Additionally, the target may not swim upward for the duration of the maneuver. On a successful save, the target does not sink, and may swim upward, but only at a rate of 5' per round.

Watery Dodge
Falling Wave (Counter)
Level: 2
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: See Text

As an attack hits you, you roll with it like water, and let it flow off of you.

When you iniate this maneuver, you gain 10 temporary HP. These temporary HP last until the beginning of your next turn.


Glacial Chill:

Antarctic Blade
Glacial Chill (Boost) [Cold]
Level: 7
Prerequisite: Three Glacial Chill maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

Visible cold winds whip around the blade of your weapon as it seems to transform into a razor-edged icicle. Snow pours off of it, blown on the winds, and anything it strikes turns to ice.

For the rest of your turn, all of your melee attacks inflict 3d6 + initiator level bonus cold damage. Additionally, any critical hits you make cause your target to be slowed as the spell, for one round less than your weapon's critical damage multiplier.

This maneuver is a supernatural ability.

Arctic Winter Strike
Glacial Chill (Strike) [Cold]
Level: 9
Prerequisite: Five Glacial Chill maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature

You unleash a single mighty strike, leaving your foe nearly paralyzed

As part of this maneuver, make a single melee attack. If the attack hits, it inflicts 3d6 points of Dexterity damage in addition to your normal damage. Every five points of Cold resistance that the target has negates one point of Dexterity damage; cold immunity negates this entirely; each point counts as five points of cold damage for tracking purposes (such as for Protection from Energy or the Shatter the Ice maneuver).

Avalanche Charge
Glacial Chill (Strike)
Level: 4
Prerequisite: Two Glacial Chill maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Area: 5' wide line
Saving Throw: Reflex negates (see text)

You charge like an onrushing avalanche, heedless of anything in your way.

You rush forward, making a charge attack against one target. You may charge across difficult terrain. Along the way, you may attempt to overrun any creatures in your way; you do not provoke an attack of opportunity for doing so, gain a +4 bonus on your Strength check, and inflict 4d6 damage to any you knock prone. You may continue even through those you do not knock prone, and cannot be knocked prone in turn by them, although they may attempt attacks of opportunity; those you knock prone may not attempt attacks of opportunity against you. An enemy who attempts to avoid you must make a Reflex save (DC 14 + your Strength modifier); otherwise you attempt to overrun them. You inflict 4d6 bonus damage to the target of your charge, should your charge attack hit.

Carving Glacier
Glacial Chill (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round

You deliver a mighty strike, knocking your enemy's wind out

Make a melee attack as part of initiating this maneuver. If it deals damage, your enemy must make a Fortitude save (DC 12+your Strength modifier) or be nauseated for one round.

Collapsing Strike
Glacial Chill (Strike)
Level: 4
Prerequisite: One Glacial Chill maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 minute
Saving Throw: Fortitude partial

You strike at your enemy with the might of the glacier, forcing him to exhaust his energy on this one attack

Masters of the Glacial Chill style base their style on the creatures and environment of the glaciers, mountains, and tundra, seeking to copy their strengths. This maneuver emulates the cold's ability to draw the vigor from a person and exhaust them before death. Make a melee attack. If this attack hits, your enemy must make a Fortitude save (DC 14 + your Strength modifier). On a successful save, he is fatigued for the duration of the maneuver; unlike with normal fatigue, this ends when the maneuver does. On a failed save, he is exhausted for the duration of the maneuver, then fatigued for the rest of the encounter; if the maneuver's effect is ended prematurely (such as by a Heal spell, Iron Heart Surge, or Purifying Spring), the target is not fatigued.

Crack the Ice
Glacial Chill (Strike)
Level: 2
Prerequisite: One Glacial Chill maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature

A single blow landing exactly where your enemy is frostbitten by your cold attacks shatters your target's flesh.

As part of this maneuver, make a melee attack. If the attack hits and the target has taken at least 1 point of cold damage in the previous round, it inflicts 1d6 bonus damage. This increases to 2d6 if the target has taken at least 11 points, and 3d6 for at least 16 points.

Crushing Wall
Glacial Chill (Strike)
Level: 1
Initiation Action: 1 full-round action
Range: Melee Attack
Target: One or more creatures

You push your weapon into forming a wall, then press that wall against your enemies in a reckless display of might

When you initiate this maneuver, select one side of your facing. You may make a melee attack against all enemies that you threaten on or within 45 degrees of that side of your facing. Make these attacks at a -1 penalty to hit for each enemy after the first that you attack; you suffer an equal penalty to armor class for one round.

Enduring Glacier
Glacial Chill (Stance) [Cold]
Level: 6
Prerequisite: Two Glacial Chill maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Ice that is almost entirely unlike ice creeps up your body, forming another layer of armor. This cold ice bends to fit your body and movements, but is unyielding when struck.

While in this stance, you gain damage reduction 5/adamantine and Cold Resistance 15. However, you gain fire vulnerability; you take half again as much damage from any fire effect, regardless of whether or not your saving throw (if allowed) succeeds or fails.

Falling Glacier Hammer
Glacial Chill (Strike)
Level: 7
Prerequisite: Three Glacial Chill maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round
Saving Throw: Fortitude Negates

With a mighty, hewing downward blow, you smash through your enemy's defenses and leave them weak and unable to defend themselves, or strike back.

As part of this maneuver, make a single melee attack. If it hits, in addition to taking normal melee damage, the creature hit must make a Fortitude save (DC 17 + your Strength modifier) or be stunned for one round.

Freezing Blood
Glacial Chill (Strike) [Cold]
Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1d4+1 rounds

You focus your ki and perform an attack, striking against your enemy's defenses, then using your leverage to force him into exhaustion

Emulating the cold of the great glacier, you make a strike aiming to exhaust your enemy's vitality. When you initiate this maneuver, make a melee attack. If that attack hits, your target is fatigued for the duration of this maneuver. Unlike with normal fatigue, the effect expires at the end of the maneuver and cannot stack to become exhaustion.

Glacial Assault
Glacial Chill (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

For as long as you're able to maintain solid footing, you can push the attack.

While in this stance, your melee attacks inflict +1d6 damage. You exit this stance if you ever move more than 5' in a round; you may not resume it for one round afterward.

Glacial Embrace
Glacial Chill (Boost)
Level: 5
Prerequisite: Two Glacial Chill maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Saving Throw: See below

Your fighting style shifts noticably into one of endurance, aiming to exhaust your enemy with attacks that are difficult to react to, but that would exhaust a lesser attacker first

All attacks you make in a round where you initiate this boost cause the creature hit by them to become fatigued. An already-fatigued creature may make a Fortitude save (DC 15 + your Strength modifier) to avoid having the conditions stack to exhaustion.

Ice Hammer
Glacial Chill (Strike)
Level: 3
Prerequisite: One Glacial Chill maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round
Saving Throw: Fortitude negates

You strike at the same point as the last cold attack hit, hoping to cripple your enemy.

As part of this maneuver, make a melee attack. If the attack hits, the target must make a Fortitude save (DC 13 + your Strength modifier) or suffer an effect dependant on the amount of cold damage taken in the last round, as per the table below:
0: No effect
1-5: Fatigued (effect ends after one round, unlike normal fatigue)
6-10: Sickened
11-20: -4 penalty to all physical ability scores (cannot reduce to 0)
21-25: Nauseated
26-35: Dazed
36+: Stunned

Ice Cleaver
Glacial Chill (Strike)
Level: 8
Prerequisite: Three Glacial Chill maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature

A single mighty blow delivered to the ice left on your target's flesh by your last attack splits a wide gash from where his body had last been frozen.

As part of this maneuver, make a single melee attack. If it hits, you inflict 1d6 bonus damage per five points of cold damage, or fraction thereof, up to 100 points, that the creature hit took on or after your last turn, plus 3d6 points more damage if any was taken. If the creature took more than 20 cold damage, you inflict an additional 3d6, another 4d6 at 50, and a final 4d6 at 100. Inflict 1d6 more damage for every two points of ability damage the creature took from cold (such as from Arctic Winter Strike, Five-Shadow Creeping Ice Enervation Strike, or Shivering Touch) in the past round. Additionally, if the target is currently exhausted, immobilized, or Slowed by cold or a Glacial Chill maneuver, use d8s for damage instead of d6s. This maneuver cannot inflict more than 30 dice of damage.

Icy Blade
Glacial Chill (Boost) [Cold]
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of Turn

As you sweep your weapon into position to attack, ice begins to creep up the blade.

When you initiate this maneuver, ice creeps up your melee weapon and cold air sweeps behind it. For the rest of your turn, your melee attacks deal an extra 1d6+Initiator Level cold damage.
This maneuver is a supernatural ability

Icy Grip
Glacial Chill (Strike) [Cold]
Level: 2
Prerequisite: One Glacial Chill Maneuver
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One Creature
Duration: 1 round

You hack into your enemy, sucking the heat from the air around it and letting ice leap up around its feet

Make a melee attack as part of this maneuver. If it hits, your enemy must make a Reflex save (DC 12+your Wisdom modifier) or be unable to move for one round and take an extra 2d4 cold damage just before your next turn, in addition to taking normal melee damage. This works only against enemies standing on the ground.

This maneuver is a Supernatual ability

Ignore the Elements
Glacial Chill (Stance) [Cold]
Level: 3
Prerequisite: One Glacial Chill Maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You can shrug off even the most extreme cold.

You gain Cold Resistance 10. If you have at least 14 ranks in Survival, this upgrades to Cold Resistance 20. If you have at least 19, this becomes complete immunity. Additionally, once per round, when subjected to a Cold attack that allows a saving throw, you may make a Survival check instead of a saving throw.

The cold resistance granted by this stance is a Supernatural ability.

Jagged Ice Guard
Glacial Chill (Boost)
Level: 6
Prerequisite: Three Glacial Chill maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round

Freezing winds whip around you as icicles begin to form, hanging on your body and weapon. With a single movement you throw the ice from yourself and your weapon into the air, where it hangs, tossed by the winds, daring your enemies to attack through it.

Whirling razor-sharp ice shards circle around you. These shards inflict 1d6 cold damage on any creature that makes a melee attack against you with a nonreach weapon, plus a number of additional points of damage equal to your initiator level. Additionally, they provide you with concealment.

This maneuver is a supernatural ability.

Rumbling Glacier
Glacial Chill (Stance)
Level: 8
Prerequisite: Three Glacial Chill maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

With a series of slow, powerful blows, you are able to bring down the strongest of enemies.

While in this stance, making only a single melee attack (such as with an attack action or martial strike), and moving no more than 5 feet in the round, you gain a +3 bonus to hit and damage for each attack that you would have in a full attack beyond the first. If you decide to gain the benefits of this stance, you may not move later in the round. If you gain additional, unexpected melee attacks (such as from Cleave), they do not benefit from this stance.

Shatter the Ice
Glacial Chill (Strike)
Level: 5
Prerequisite: Two Glacial Chill maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature

You size up your target quickly, and see where their armor is frozen and their body frostbitten. Drawing upon all of your training, you deliver a blow straight to the center of that point, shattering the ice.

Shatter the Ice is a deadly maneuver, designed to take advantage of weaknesses left in an enemy by other Glacial Chill maneuvers, although the support of a spellcaster can do the same thing. It is favored by Glacial Chill adepts as a finishing move, ending a fight in a single blow.

As part of this maneuver, make a melee attack and deal normal melee damage. If it hits, it inflicts bonus damage based on the amount of cold damage the target took in the last round:
0: None
1-10: 4d6
11-15: 5d6
16-20: 6d6
21-35: 8d6
36+: 10d6

Tomb of Carved Ice
Glacial Chill (Counter) [Cold]
Level: 5
Prerequisite: Two Glacial Chill maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: See below

Through force of will, you form a block of ice to form around yourself, stopping your enemy's attack.

When you initiate this maneuver, you create a block of ice around yourself, freezing yourself to prevent damage and avoid the need to breathe while so entombed. This ice block has 10d8 hp, hardness 5, and takes double damage from fire, full from sonic, physical, and untyped attacks, half from acid and electricity, and none from cold. You take half damage from fire attacks targeted on the block, as well as all energy and area damage over the block's hit points; other attacks cannot target you. The block automatically fails all Reflex saving throws; it makes Fortitude and Will saving throws as an attended object (at your bonuses). The block loses eight hp per round just before your turn, and shatters at 0 hp; you may shatter it as a full-round action but other than that you may only take purely mental actions; you may not initiate any martial maneuvers, but you may change your stance or recover maneuvers, provided that you need not take a physical action to do so (Swordsage meditation, and application of the Adaptive Style feat is a purely mental action). You do not have line of effect out of the block to use psionic powers on others, nor can others use psionics or magic on you.

If you initiate this maneuver in response to a melee attack, you may attempt an opposed attack roll with your weapon against the attacker's attack roll; on a success, the weapon is frozen in the block with you, and cannot be removed until the block is broken; you take no damage. If the attacker wins, he may choose to withdraw his weapon, negating the attack, or to damage you, but lose the weapon.

This maneuver is a supernatural ability.

Winter's Blade
Glacial Chill (Boost) [Cold]
Level: 4
Prerequisite: One Glacial Chill maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

Your blade glows with a cold blue glow as the vapor in the air forms a mist around it, with a handful of snowflakes dropping from the mist. You are unfazed by the cold, but it sends the teeth of those around you chittering.

Your melee attacks inflict 2d6 additional cold damage, plus an extra point of cold damage for each initiator level you have.

This maneuver is a supernatural ability.

I_Got_This_Name
2007-06-20, 05:07 PM
Leaping Gale:

Aerial Leap
Leaping Gale (Boost)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You

Without as much as tensing your legs, you are airborne.

When you initiate this boost, make a Jump check and move the distance indicated by the Jump check, as either a long or high jump. You need not take a move action to move this distance, nor need you wait if it exceeds your speed. This movement provokes attacks of opportunity, although you may negate those with a successful Tumble check. You cannot move through enemies without a Tumble check.

You may initiate this boost while in the air (such as in the middle of another jump); such is always considered a standing jump, even if you have abilities to always have a running start, such as the Transcend Weight stance.
This maneuver is a supernatural ability if used while airborne.

Blown on the Wind
Leaping Gale (Stance)
Level: 5
Prerequisite: Two Leaping Gale maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You adopt a stance with the mobility of a feather on the breeze, allowing you to turn the force of attacks against you to reposition yourself more advantageously.

While in this stance, you may take a free 5' step whenever you are hit with a melee attack. This step is resolved after the attack that triggered it.

Dancing Whirlwind
Leaping Gale (Counter)
Level: 6
Prerequisite: Two Leaping Gale maneuvers
Initiation Action: 1 immediate action
Range: See below
Target: One creature
Saving Throw: Reflex negates

The winds carry your assailant away, holding you in safety.

When you are attacked in melee by an enemy, you may initiate this maneuver against your attacker. The attacker must make a Reflex save (DC 16 + your Wisdom modifier) or be launched 30 feet away from you. He lands prone if he cannot land in that space, either because it is occupied or there is a barrier in the way; such barriers inflict 1d6 damage, plus 1d6 more per 10 feet of movement they block. This counter takes place before the attack is resolved.

This maneuver is a supernatural ability.

Evasive Leap
Leaping Gale (Counter)
Level: 2
Prerequisite: One Leaping Gale maneuver
Initiation Action: 1 immediate action

With a quick leap, you are out of reach of your enemy's weapon.

You may initiate this maneuver when an enemy makes a melee attack against you, before you know whether it hits or misses. Make a Jump check; this Jump check replaces your AC for that one attack. You must be aware of the attack; you cannot use this maneuver if your dexterity bonus would not apply to the incoming attack.

Falcon's Charge
Leaping Gale (Strike)
Level: 6
Prerequisite: Two Leaping Gale maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature

A quick leap, and you're rushing your enemy through the air with blinding speed.

When you initiate this maneuver, make a charge attack. For the movement associated with the charge, you have a fly speed equal to the land speed you would normally charge with, and perfect maneuverability. If the attack hits, it inflicts an extra 8d6 damage. If you are off the ground at the end of the charge, you remain in the air until the end of your turn, then drop 60 feet in the next round (no falling damage) before you start to free-fall.

This maneuver is a supernatural ability.

Gusting Charge
Leaping Gale (Strike)
Level: 4
Prerequisite: Two Leaping Gale maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature

You charge across the battlefield, leaping into the air and whirling your weapon down to stab an enemy through as you pass.

As part of this maneuver, make a double-move in a straight line. You may ignore difficult terrain along this path with a successful Jump check. At any point along this move so long as you have moved at least 10 feet, you may attack an enemy in front of you along the path of your movement. Before making this attack, make a Jump check with a DC equal to the enemy's AC. If you succeed, make your attack at a +2 bonus and do 6d6 bonus damage if you hit. If you fail, you make your attack at a -2 penalty and do no bonus damage.

Hand on the Heavens
Leaping Gale (Stance)
Level: 8
Prerequisite: Three Leaping Gale maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

If you reached out, you know that you could put a hand on the heavens themselves. By grasping this knowledge, you are able to pull yourself off the ground.

While in this stance, you gain a Fly speed equal to your base land speed +20 feet, with Clumsy maneuverability, and all other features that having a fly speed implies.

Nimble Leap
Leaping Gale (Counter)
Level: 3
Prerequisite: One Leaping Gale maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You

Seeing an opening, you spring into the air land, surprising your enemy by landing

When you initiate this counter, make a jump check and move the indicated distance. As with Aerial Leap, your normal movement has no bearing on this. You provoke no attacks of opportunity for leaving the space you initate this maneuver in, but the rest of your jump provokes AoOs as normal (unless you tumble). You cannot move through enemies without a Tumble check, as normal.

You may initiate this boost when in the air if and only if you have a fly speed or the ability to Air Walk, whether from your race, a spell, a magic item, or a martial maneuver.

If you initiate this maneuver in response to an attack against you, using the general definition of "attack" used by Invisibility (which includes using this maneuver to evade the area of a Fireball) that would be foiled by the use of this maneuver, this maneuver takes effect after the attack is made. However, if you use this maneuver in response to any other action (such as a ranged attack against you, or an enemy casting a spell, even the aforementioned Fireball, provided that you do not start in the spell's area and finish outside of it), it takes place before the other action.

Nimble Leap, Greater
Leaping Gale (Counter)
Level: 5
Prerequisite: Two Leaping Gale maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You

Your enemy's blade comes for you, but you're already several feet away and well off the ground.

As per Nimble Leap, except that if you initiate this maneuver in response to an attack against you, it happens first if your Jump check result exceeds the attack roll of the attack. If the attack is of a form that does not use an attack roll, you roll against its save DC; if it allows neither but still has a relevant d20 roll to determine success (such as an ability check), you oppose that. Otherwise, it follows the normal Nimble Leap rules.

Piercing Wind
Leaping Gale
Level: 5
Prerequisite: Three Leaping Gale maneuvers
Initiation Action: 1 full-round action
Range: 80 feet
Area: 10' wide line out to maximum range
Duration: 1 round
Saving Throw: Reflex half, Fortitude negates (see text)

You twirl your weapon in an elegant arc, fanning a blast of wind against your enemies.

When you initiate this maneuver, a gust of wind picks up, starting at you and blowing away from you, turning every tiny bit of dust it catches into a razor-sharp projectile. Any caught in this gust take 6d6 damage (reflex half, DC 15+your Wisdom modifier). The wind checks creatures one size larger than you, knocks down those of your size, and blows away those smaller than you, with a fortitude save (same DC as the Reflex save) to negate this effect.

This maneuver is a supernatural ability.

Razor Typhoon
Leaping Gale (Strike)
Level: 9
Prerequisite: Five Leaping Gale maneuvers
Initiation Action: 1 full-round action
Range: See below
Target: See below

You twirl your weapon in a series of arcs as you leap from the ground, crossing the battlefield with your blade forming circles of death around

You make a series of leaps from place to place on the battlefield, and attack every enemy that you pass in a blur of flying steel. Make a Jump check, move the indicated distance (as though you had a running start) to a space of your choosing. During the jump, you may make one melee attack per five feet of movement, so long as there is an enemy in reach. Once you land, you may make a melee attack against every enemy in reach, then jump again exactly as per the initial jump, although you cannot turn more than 135 degrees per jump. You must stop when your Jump check does not meet a DC of 10 + 5 per preceeding jump; failing to meet this DC does not allow a jump, and ends this maneuver.

Returning Winds
Leaping Gale (Strike)
Level: 8
Prerequisite: Three Leaping Gale maneuvers
Initiation Action: 1 full-round action
Range: Personal
Target: You
Duration: End of turn

Whirling as a tornado, you unleash a cascade of attacks against a single enemy.

When you initiate this maneuver, make a full attack as part of the maneuver. As part of this full attack, make three additional attacks. These attacks must be with the same weapon against the same target.

Ride the Winds
Leaping Gale (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Stretching your wings, you can instinctively feel the winds beneath them, and understand which slight adjustments will make the air carry you exactly as you wish it to.

While in this stance, the maneuverability for your Fly speed improves one category (Clumsy to Poor, Poor to Average, Average to Good, Good to Perfect). This does not bestow a fly speed you if you do not already have one.

Rushing Gale
Leaping Gale (Boost)
Level: 5
Prerequisite: Two Leaping Gale maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

You act in a sudden gust of activity, moving with the swiftness of a gale

When you initiate this boost, you gain a +30 foot enhancement bonus to all speeds, and a +4 dodge bonus to AC against any attacks of opportunity you provoke. If you choose to make a full attack instead of moving, you may make an extra attack at your highest attack bonus.

Shield of the Storm
Leaping Gale (Stance) [Electricity]
Level: 3
Prerequisite: One Leaping Gale maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

The air around you crackles with electricity as you whirl your weapon around, ready to shock any who would dare attempt to strike through it.

You are protected by a miniature electrical storm in the air around yourself, which causes any adjacent enemy to that hits you with a melee attack to suffer five points of electrical damage. Your shield of the storm does not harm a creature attacking you with a reach weapon.

This stance is a supernatural ability

Shock Blade
Leaping Gale (Boost) [Electricity]
Level: 2
Prerequisite: One Leaping Gale maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of Turn

You execute a sweep of your spear, focusing your ki into a charge on the blade

Electricity arcs over your melee weapon, adding to its danger. Your melee attacks inflict 1d8+Initiator Level additional electricity damage until the end of your turn.

This maneuver is a supernatural ability.

Soaring Riposte
Leaping Gale (Counter)
Level: 7
Prerequisite: Three Leaping Gale maneuvers
Initiation Action: 1 immediate action
Range: Melee attack
Target: One creature

You take to the skies to dodge your enemy's attack. As you return to the ground, you plunge your weapon in with the force of your leap

You may initiate this maneuver when an enemy makes a melee attack against you, after you know whether it hits or misses but before you know damage. When you do so, roll a Jump check with a DC equal to your opponent's attack roll. On a success, the attack misses and you get to make a counterattack. This counterattack is a free attack (also part of this maneuver), made at a bonus to hit equal to half of the difference between your Jump check and your opponent's attack roll.

Swift Stride
Leaping Gale (Boost)
Level: 1
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: End of Turn

Your feet barely touch the ground in between your long strides

You gain +10 feet to your base land or fly speeds as an enhancement bonus. This provides the normal bonus on Jump checks.

Tornado Dance
Leaping Gale (Strike)
Level: 7
Prerequisite: Three Leaping Gale maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Target: One or more creatures

You whirl like a tornado as you fly at your enemies in a twisting, spiral path, ending with a merciless sweep of your weapon

Masters of the Leaping Gale discipline have developed a lethal, surprising charge in the form of this maneuver. When you initiate it, you gain a fly speed equal to your current greatest speed, if you don't have one already, with perfect maneuverability; if you have an existing fly speed, it increases to match your fastest speed (if not already) and improves to perfect maneuverability; regardless, this effect lasts only until you are finished resolving this maneuver. You may then move twice this fly speed without provoking attacks of opportunity, as part of this maneuver. At the end of this movement, you may make a single attack against each enemy within reach, with a +2 bonus to hit. This counts as a charge for all effects that activate on a charge, but you suffer no AC penalty for it.

This maneuver is a supernatural ability.

Transcend Weight
Leaping Gale (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You overcome your weight and can leave the ground with a moment's thought

Any jumps you make while in this stance are considered running jumps. Additionally, you gain a +2 dodge bonus to AC against attacks of opportunity made against you while jumping.

Typhoon's Passage
Leaping Gale (Strike)
Level: 8
Prerequisite: Three Leaping Gale maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Targets: One or more creatures

You become a whirling typhoon of electricity and steel as you cross the battlefield.

As part of this maneuver, move twice your speed in an unimpeded straight line; you must jump over or otherwise bypass any obstacles, such as difficult terrain; you cannot pass through creatures (friendly or otherwise). You provoke no attacks of opportunity for this movement. As you move, you may make a melee attack at +2 to hit against any creatures that are in reach, but no more than one attack per creature. These attacks, should they hit, inflict 3d6 extra electrical damage.

This maneuver is a supernatural ability.

Weightless Step
Leaping Gale (Boost)
Level: 4
Prerequisite: One Leaping Gale maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: One round (see below)

With a single step, you're in the sky

You gain a Fly speed equal to your land speed +20 feet with Average maneuverability. When you initiate this boost, you may make a Jump check for a high jump, as though you had a running start; this does not count against your movement, and allows you to gain altitude you otherwise might not be able to. If you are still in the air at the end of your turn, you may glide on your next turn. Gliding is a move action, and causes you to lose altitude equal to your fly speed (or until you reach the ground, which causes no falling damage), and move forward up to the distance you drop.

This maneuver is a supernatural ability.

Windstrider Stance
Leaping Gale (Stance)
Level: 3
Prerequisite: One Leaping Gale maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Your legs propel you across the ground with incredible swiftness, and you can almost avoid the ground entirely

You gain a +10 foot bonus to your land and fly speeds (if any) while in this stance, and a +10 bonus to all jump checks made to move a distance with a running start (or a simulation of one). This enhancement bonus does not apply to jump checks made for purposes other than travelling distance (such as for maneuvers like Claw at the Moon), nor does it stack with the normal bonus to jump checks provided by the increased movement speed that this stance gives.


Masked Moon:

Assume Identity
Masked Moon (Boost)
Level: 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: See below (D)

With a thought, you shift the subtle details of your face and body to match another's.

When you initiate this maneuver, you can change your appearance. This is sufficient to negate the penalties for disguising oneself without a disguise kit, and to grant a +10 circumstance bonus (not stacking with other bonuses due to shapechanging) to disguise checks, as well as to disguise oneself as a swift action. This functions similarly to a Disguise Self spell, except that these changes are actual, physical changes, rather than illusions.

This lasts until you change your shape again, either with this maneuver, a Masked Moon stance, or a form-changing spell (friendly or otherwise), or take a free action to dismiss it.

This maneuver is a supernatural ability.

Body of the Hunter
Masked Moon (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Dropping onto all fours, your body adjusts into a form more suited to your particular fight. Fur sprouts across you, and your mouth elongates to better bite. Your teeth transform into wicked fangs, to complete the transformation.

The Masked Moon discipline revolves entirely around shifting one's shape. The Body of the Hunter stance is one of the basic shape-shifting techniques taught to the students of the discipline.

While in this stance, you lose the ability to use your hands, as they become nonopposable forepaws; anything held in your hands is either dropped or melds into you, your choice. You may not speak while in this stance. You become quadrupedal, and your reach becomes that of a long creature of your size (if you are larger than medium; otherwise it simply matches your size). You gain a +4 enhancement bonus to strength, and a bite attack that deals damage as a longsword of your size (20/x2 critical). You gain a +10 foot enhancement bonus to your land speed. You do not resemble a natural animal in this stance under any reasonable examination, inlcuding to those you fight, unless you attempt to disguise yourself as one; this disguise is attempted with no bonuses or penalties from this stance, but no penalties from trying to disguise yourself as something you are clearly not (i.e. a human disguised as a wolf). However, you are unrecognizable as your normal form, although this stance is recognizable (those who have seen you in this stance before may recognize you).

While so shifted, most items that you wear meld into your body and become useless for both their mundane and magical purposes. Rings, however, do not, and you may preserve three other magic items, with the exception of helmets (other items worn on the head may be preserved), robes, armor, and items worn on the hands or feet. Melded items return to their normal position, unharmed, when you leave this stance, but their magic is suppressed. You may not wear any magic items in excess of this limit.

If you have an initiator level of at least 4, your Bite is a +1 weapon; it gains an additional +1 for every three initiator levels beyond that (to a maximum of +5). Additionally, at IL 8, you may make a free Trip attack against any creature you damage with your bite; that creature may not attempt to trip you in turn. You need not make a touch attack as part of this trip, and it provokes no attack of opportunity.

Entering or leaving this stance is a supernatural ability, but maintaining it is not; you may maintain this stance while helpless if and only if your ability to leave it is suppressed.

Charging Cheetah
Masked Moon (Strike)
Level: 2
Prerequisite: One Masked Moon maneuver
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
Duration: 1d6 rounds

You drop onto all fours as you sprint at an enemy, subtly shifting your arms and legs into something more suited for this sprint, before leaping on your enemy in a suprising attack that leaves you winded.

When you initiate this maneuver, you may charge an enemy, moving up to 10 times your normal speed before attacking. You provoke no attacks of opportunity for moving as part of this charge. All of the normal rules of charging apply. After you make your attack, you are fatigued for 1d6 rounds, inflicting a -2 penalty to your Strength and Dexterity scores. You may not initiate this maneuver while fatigued.

Claw Shift
Masked Moon (Boost)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

Your fingers bend into wicked, bladed claws for the few seconds that you need them.

When you initiate this boost, you gain two claw attacks, or one claw attack per hand, forepaw, or equivalent extremity that you have, whichever is less, which do damage as daggers of your size (20/x2 criticals). If you have no other natural weapons, these are primary natural attacks, otherwise, they are secondary attacks (they are also considered secondary attacks, as normal, if you attack with a manufactured weapon). These claws do not interfere with the normal use of the hand, but a hand cannot be used simultaneously as a hand and a claw (i.e., if you attack with a weapon wielded in a hand, you cannot make that hand's claw attack).

This maneuver is a supernatural ability.

Deceptive Body
Masked Moon (Boost)
Level: 4
Prerequisite: One Masked Moon maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Concentration + 1 round (see below)

Through your shapeshifting talents, you shrink yourself down to half your size.

When you initiate this boost, you and all of your equipment shrink one size category, to all of the usual effects. Your height decreases by a factor of 1/2, and your weight to 1/8th of your normal weight. You suffer a -2 size penalty to strength, but gain a +4 size bonus to dexterity; your ability scores are otherwise unaffected.

This maneuver lasts one round, although, on your next action, you may extend its duration by concentrating on it (a standard action); this extends its duration by two rounds (ending immediately before your second turn out). You may maintain this maneuver by concentrating on its effects ever other round. You follow the normal rules for expansion at the end of this maneuver (your growth is checked by obstacles unless your restored strength can break them). This does not stack with other size-decreasing magic, or other size-changing non-stance maneuvers; only the most recent maneuver applies. However, this does stack with other size-decreasing stances, but cannot be initiated in a size-increasing stance.

Your weapons deal damage by their new size; items that leave your person return to their normal size slowly enough that they deal damage as their new size.

This maneuver is a supernatural ability.

Defender of the Herd
Masked Moon (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You drop into all fours as your arms thicken and your hair spreads all across your body as fur. Your face shifts into an animalistic visage, and two of your teeth enlarge into tusks.

When you adopt this stance, your hands become paws, useless for their normal purpose; additionally, you lose the ability to speak. You become quadrupedal, and your reach becomes that as a long creature of your size (if large or larger; otherwise it simply matches your size). You do not resemble a natural animal while in this stance under any reasonable examination, including combat, unless you make a Disguise check; you are not, however, recognizable as your normal form (you may be recognized if you have been seen in this stance before, but others cannot automatically associate that with your normal appearance).

While so shifted, most items you wear meld with your form, as do items that you carry and choose not to drop. Rings, however, do not, as do three other magic items of your choice, although you must meld items worn on the hands and feet, robes, and armor, and cannot hold anything in your hands (giving you the option of dropping or melding shields and weapons). Melded items are suppressed, but return to their normal state and position on your body when you leave this stance. You may not wear any magic items in excess of this limit.

While in this stance, you gain a +4 bonus to strength and natural armor, and a Gore attack that deals damage as a shortsword of your size (20/x2 critical); this is a primary natural attack. If your initiator level is at least 8, you replace this Gore attack with two Tusk attacks, each doing the same damage; these are both primary natural attacks. Regardless, these attacks gain a +1 enhancement bonus to hit and damage at 4th level, which increases by 1 (to a maximum of +5) every three levels thereafter.

Entering or leaving, but not maintaining, this stance is a supernatural ability. You may maintain this stance while helpless if and only if your ability to leave it is suppressed.

Drakhymaera
Masked Moon (Stance)
Level: 6
Prerequisite: Two Masked Moon maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Large, scaled wings sprout from your back as your face elongates, teeth grow to fangs, and two stubby, back-swept horns grow from your forehead. Your neck splits off and sprouts a second head. Your hands become weak unopposable claws as your fingers fuse, and the scales from your wings sweep over your entire body, including the rapidly-sprouting tail.

While in this stance, you lose the ability to speak and your hands become useless for their normal purpose. You become quadrupedal, your size increases by 1 category, and your reach becomes that of a long creature of your new size (or is normal for your new size, if smaller than large), but see below. You do not resemble any natural creature or other monster (other than a passing resemblance to a creature combining the worst of a dragon, chimaera, and hydra), but are completely unrecognizable as your normal form.

While in this stance, all equipment that you don't drop melds with your body, except for all rings and five other magic items worn (not held). You must meld robes, armor, cloaks and other items worn about the shoulders, helmets (but not headbands, hats, or phylacteries), and items worn on the hands and feet. Melded items return to their normal position on your body when you leave this stance; their functionality is suppressed for as long as you maintain it. You may not wear any magic items in excess of this limit.

You gain a +2 size bonus and an equal enhancement bonus to Strength, Constitution, and natural armor while in this stance. Additionally, you gain a Fly speed of three times your base land speed (clumsy maneuverability).

You gain a powerful arsenal of natural attacks (critical 20/x2 for all); your primary natural attack is two bites, each dealing damage as a longsword of your size with reach (they can attack adjacent opponents). You also gain a tail slap, which deals damage as a club of your size as a secondary natural attack; it applies 1.5 times your strength bonus. You can also make two wing attacks, even while flying, which deal damage as a dagger of your size; these follow the normal rules for secondary natural attacks. Your natural weapons are all +2 weapons; they become +3 weapons and 13th initiator level, +4 weapons at 15th, and +5 weapons at 19th.

Evershifting Phases of Chaos
Masked Moon (Boost)
Level: 4
Prerequisite: One Masked Moon maneuver, Chaotic alignment
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round

Drawing on the moon's potent power as a symbol of chaos, you infuse your strikes with anarchic power.

When you initiate this maneuver, your natural weapons become anarchic until just before your next turn. This causes them to be chaotic-aligned and inflict 2d6 bonus damage to Lawful creatures.

This maneuver is a supernatural ability.

Eyes of the Moon
Masked Moon (Stance)
Level: 5
Prerequisite: Two Masked Moon maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You drop onto all fours as your body becomes more slender and flexible. A tail sprouts from your back, and you cover yourself in short, stubby fur. Your face twists as your eyes and ears enlarge, while the latter migrates upward. Two small, stubby horns emerge just above your eyes, followed by two larger horns above them.

When you take this stance, your hands become useless for their normal purpose and you lose the ability to speak. You become quadrupedal, and your reach becomes that of a long creature of your size. You do not resemble any natural creature while in this stance unless disguised as one; you are not recognizable as your normal form, however. This stance provides no bonuses or penalties to disguise yourself as a natural creature except for negation of the penalties for lacking a kit and disguising yourself as what you are clearly not.

While so shapeshifted, all items that you hold and choose not to drop, as well as most items that you wear, meld into your form and have any magical properties suppressed. Rings do not meld, nor do four items of your choice. You may not preserve helmets, hats, phylacteries (but you may keep headbands), items worn on the hands or feet, cloaks, robes, or armor. Melded items return to their normal state and positions when you leave this stance. You may not wear any magic items in excess of this limit.

While in this stance, you gain a gore primary natural attack that deals damage as a longsword of your size (20/x2 critical), and a tail slap secondary natural attack that deals damage as a club of your size (20/x2 critical). You gain a +6 enhancement bonus to dexterity, and a +2 enhancement bonus to strength and constitution while in this stance. You also gain a +4 enhancement bonus to your natural armor. Additionally, you gain a +4 circumstance bonus to Spot and Listen checks and scent. You also gain Blindsense 20', and low-light vision. If you already have blindsense 10' or better, your existing blindsense expands by 10'; if you already have blindsight, you gain blindsense with a radius equal to your blindsight radius + 10 feet, if that is greater than 20'. If you already have low-light vision, your low-light vision multiplier increases by 2 (normal low-light vision then allows you to see 4 times normal distances in poor illumination). Finally, you gain a +20 foot enhancement bonus to your land or swim speed (if any).

Your natural attacks are +2 weapons, and, for every 3 initiator levels you gain past 9th, they gain an additional +1, to a maximum of +5.

Entering or leaving, but not maintaining, this stance is a supernatural ability. You may maintain this stance while helpless if and only if your ability to leave it is suppressed.

Faithful Claws
Masked Moon (Boost)
Level: 2
Prerequisite: One Masked Moon maneuver, non-neutral alignment
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

You attune your body to the primal forces of the cosmos to tear through your enemies' hides more efficiently.

When you initiate this boost, select an alignment component that you have (Chaotic, Evil, Good, or Lawful). Your natural weapons penetrate damage reduction as though they had that alignment component.

This maneuver is a supernatural ability.

Final Transformation
Masked Moon (Strike)
Level: 9
Prerequisite: Three Masked Moon maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 2d6 minutes
Saving Throw: Fortitude negates

You strike your target, attaining an odd form of oneness with your target through the heat of battle, and use this to shapeshift your enemy into a harmless form as he looks on in shock.

When you initiate this maneuver, make a melee attack. If this attack deals damage, the target must make a Fortitude saving throw (DC 19 + your Wisdom modifier) or be polymorphed into an innocuous form for the duration of the maneuver. You decide the appearance of the form; however, the target shrinks four size categories, to a minimum of Fine and loses the ability to use hands (dropping all items carried or worn), loses all natural weapons and natural armor, takes a -12 penalty to Strength, to a minimum of 1, and loses access to all special attacks except spell-like abilities, as well as all extraordinary special qualities. The target cannot speak, cannot cast any form of spell (including Truespeech or Shadow Magic, but not psionics), and cannot initiate martial maneuvers or maintain stances. The target's flying maneuverability, if any, drops two categories, and all speeds drop to 5'.

This maneuver is a supernatural ability. It can be dispelled through polymorph or similar effects used on the target.

Fingers of the Deeps
Masked Moon (Stance)
Level: 3
Prerequisite: One Masked Moon maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Your arms begin to slide downward from your shoulders as all of your limbs split and become tentacles. Your eyes widen, and you begin to grow rows upon rows of suckers over your tentacles.

While in this stance, your hands become tentacles, useless for fine manipulation and use of equipment that requires more than being held (you can hold a torch, but you do not have a good enough grip to wield a weapon or shield). Further, you lose the ability to speak. You are treated as quadrupedal; your reach becomes that of a long creature of your size (or remains normal for your size if medium or smaller), but your tentacles are reach weapons. You do not resemble any natural creature while in this stance unless disguised as one (this stance grants no bonuses, but you do not need a disguise kit), but you are unrecognizable as your normal self.

While so shapeshifted, any items that you wear, with the exception of rings, meld into your body; items that you hold may be carried, melded, or dropped, at your discretion. You may decide not to meld up to three items, although armor, robes, items worn on the hands, chest, and feet, and cloaks, capes, mantles, and the like must be melded. You may not wear any magic items in excess of this limit.

You gain two natural Tentacle attacks, which are primary natural weapons that deal damage as daggers of your size (critical 20/x2). At initiator level 9 and every three levels thereafter, you gain another tentacle attack. These attacks have reach, and can attack adjacent opponents. Additionally, at initiator level 10, you gain Improved Grab, and at level 15 you gain a special bite attack, which can be used only while grappling, but has no penalty to hit for being a secondary natural weapon or for being used in a grapple, which inflicts damage as a greatsword of your size (critical 20/x2), plus 1.5 times your strength modifier. When grappling, you may replace your base attack bonus with your initiator level, if it is greater. Your tentacles overcome damage reduction as magic weapons.

Additionally, you gain a +4 enhancement bonus to constitution, and can hold your breath for eight rounds times your constitution score before needing to surface. You gain a Swim speed equal to your base land speed, and a climb speed equal to your armored land speed. You gain darkvision 60' or your existing darkvision improves by 30', whichever gives you a greater range.

Assuming or leaving this stance, but not maintaining it, is a supernatural ability. You may maintain this stance while helpless if and only if your ability to leave this stance is suppressed.

Flood of Vengeance
Masked Moon (Stance) [Water]
Level: 8
Prerequisite: Three Masked Moon maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Your body liquifies, turning into water before it grows to enormous proportions, rising as a wave before crashing down.

While in this stance, you lose the ability to speak, and access to your limbs. You grow one size category, and gain the Water subtype. Your reach matches your new size (as a tall creature if larger than medium). You could possibly be mistaken for a water elemental; you are unrecognizable as yourself in this stance.

When you enter this stance, your equipment that you don't drop melds into your new body. Equipment so melded has its properties suppressed, and returns to its normal position on your body and functionality when you leave this stance. You may maintain the effects of all magic rings, and three other worn items of your choice, but not armor, robes, or items worn on the hands, feet, or head, nor items that create fire. You may not wear any magic items in excess of this limit.

You gain a +4 size bonus and equal enhancement bonus to Strength and Constitution,a +2 enhancement bonus to Dexterity, and a +4 enhancement bonus to your natural armor. You also gain two slams, which deal damage as Warhammers of your new size (critical 20/x2); these are +4 weapons, and become +5 weapons at initiator level 18. You gain damage reduction 5/- and resistance 10 to all energy types except fire, to which you have resistance 15. Additionally, when you hit a nonmagical fire of large or smaller size, you douse it automatically; you can douse magical fires, but not fire creatures, that you hit or that are wielded against you (including spells such as fireball) with a successful initiator level check against DC 11 + caster level (or originating creatures hit dice, if it has no caster level); this functions as Dispel Magic, except that it has no cap on the check modifier and only affects fire; fire-based items are merely suppressed. You do 2d6 bonus damage to fire creatures with your slams. Additionally, you have a 50% chance to negate any critical hit made against you.

You may breathe water or air with equal ease, and may swim at your base land speed. Your flight maneuverability, if any, drops by one (to a minimum of Clumsy), and you lose the ability to jump; you take a -10 penalty to Climb checks.

Entering or leaving, but not maintaining, this stance is a supernatural ability. You may maintain this stance while helpless if and only if your ability to leave it is suppressed.

Impaling Sting
Masked Moon (Strike)
Level: 7
Prerequisite: Three Masked Moon maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
Duration: 1 minute
Saving Throw: Fortitude negates

You sprout a long, vicious barbed stinger, and quickly stab it through your enemy while rending with your claws and fangs.

As part of this maneuver, make a full attack, including a secondary natural attack with a stinger that inflicts damage as a short sword of your size (critical 20/x2); this stinger is a +4 weapon, or a +5 weapon if your initiator level is 16th or higher. If it deals damage, it poisons its target (save DC 17 + your Constitution modifier); the poison inflicts 1d10 points of primary strength damage, and 1d8 points of secondary strength and dexterity damage.

This maneuver is a supernatural ability.

Laughing Spirit
Masked Moon (Stance)
Level: 8
Prerequisite: Three Masked Moon maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Your body shrinks, and thin, insectile wings grow from your back, glowing with a dim inner light and shedding glittering dust. Your armor melts into your body, and your features change to match the spirits of the world around you.

While in this stance, you lose the ability to speak; the only vocal sound that you can make is a laugh. Your hands, however, remain fully functional. Your size shrinks two categories, to a minimum of Fine. Your features change enough to render you unrecognizable as your normal self; you might be mistaken for any one of a number of tiny fey creatures, such as sprites.

Your armor and shield meld with your form, as do other items carried or worn, with the exception of rings and five other magic items. You must meld helmets, gauntlets, boots, any item made primarily of iron, steel, or bronze, and robes. Melded items have their powers suppressed, but return to their normal place on your person with full functionality when you leave this stance. You may not wear any magic items in excess of this limit.

You lose access to all natural weapons in this stance, and your unarmed strike does but a single point of damage; you retain access to your (now much smaller) weapons. You suffer a -12 size penalty to strength (to a minimum of 1), but gain a +6 size bonus to dexterity. Your land speed falls to 5 feet, but you gain the ability to fly at your old land speed (good maneuverability). You shed light as a candle, which you can douse or re-light as a free action on your turn, and can turn invisible (as the spell) as a move action or visible again as a free action. You gain a +8 circumstance bonus to Move Silently checks while flying.

While in this stance, your natural armor bonus falls to 0, but you gain damage reduction 10/cold iron.

Entering or leaving, but not maintaining, this stance is a supernatural ability. Additionally, the invisibility and light-shedding granted by this stance are supernatural abilities. You may maintain this stance while helpless if and only if your ability to leave it is suppressed.

Leaping Leopard
Masked Moon (Strike)
Level: 4
Prerequisite: One Masked Moon maneuver
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature

You leap into the air onto an enemy, turning your feet into claws and kicking with them before tearing with the rest of your body on landing.

When you initiate this maneuver, charge an enemy. Movement as part of this charge does not provoke any attacks of opportunity. Following this charge, you may make a full attack using only natural weapons and two rake attacks. These rakes use your full BAB, with no penalty for being secondary natural weapons, and deal damage as shortswords of your size (critical 20/x2), plus half of your strength modifier. You may use this maneuver even if your feet are otherwise occupied (such as in the Fingers of the Deeps or Winged Freedom stances).

The rake attacks made as part of this maneuver are a supernatural ability unless you naturally have clawed feet.

Lion's Rending Leap
Masked Moon (Strike)
Level: 8
Prerequisite: Three Masked Moon maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature

You charge, your legs shifting form into powerful clawed jumping limbs as you do so, leaping into the air to tear your enemy to shreds.

You must make a charge attack with your primary natural weapon as part of this maneuver. Your primary natural weapon gains Improved Grab and does 10 points of bonus damage; you may use your initiator level in place of your base attack bonus for grapple checks, if it is better, until the end of your turn. After making your primary natural attack, you may follow it with attacks with all of your secondary natural weapons (or use them to grapple); these attacks do five points of bonus damage if your enemy is pinned. You may also make two rakes, made at the same attack bonus as your primary natural attack and doing damage as longswords of your size (critical 20/x2), recieving the same bonus damage as your secondary natural attacks.

The rakes made as part of this maneuver are supernatural abilities.

Lord of the Swarm
Masked Moon (Stance)
Level: 6
Prerequisite: Two Masked Moon maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Tiny pieces of your head, shoulders, and arms fly off, morphing into small flying creatures, with the rest of your body following quickly and spreading out into a deadly swarm.

While in this stance, you lose the ability to speak and all of your limbs. You gain the Swarm subtype, and your size shrinks to fine (if small or smaller), diminutive (if medium or large), or tiny (if larger than large). You can fly at your normal base land speed or fly speed, whichever is greater.

When you enter this stance, all of your items dissolve into the swarm with your body, having their properties suppressed, although when you return to your normal form, your items return to full functionality and their normal position on your body. You may not wear any magic items while in this stance.

The Swarm subtype gives you immunity to critical hits and flanking, and you cannot be tripped or bull rushed nor participate in a grapple. You are immune to single-target spells, except for mind-affecting spells (your entire swarm has one mind). You take half again as much damage from attacks that affect an area. You are subject to winds as per your new size. All creatures in your swarm area (four squares) take 1d6 damage per five initiator levels that you have, and must make a fortitude save (DC 10 + 1/2 your initiator level + your Constitution modifier) or be nauseated for one round by your attacks. Spellcasting in your swarm requires a DC 20 + spell level concentration check; using a skill that involves patience or concentration is equivalent to a 0-level spell.

Boosts that add effects to your attacks (such as Burning Blade) affect your swarm attack; if the boost affects a specific type of natural attack, your swarm attack is the cumulative effect of hundreds of that attack, and so the boost affects it. You may not use anything that requires that you make an attack, such as most martial strikes.

Entering or leaving, but not maintaining, this stance is a supernatural ability. When the swarm is dispersed (by inflicting nonlethal damage equal to its HP or by reducing its HP to 0), you lose the stance, re-forming in a random square that the swarm occupies, unless your ability to leave this stance is suppressed.

I_Got_This_Name
2007-06-20, 05:08 PM
Masked Eclipse Form
Masked Moon (Stance)
Level: 8
Prerequisite: Three Masked Moon maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Your body melts into your shadow, which leaps from the ground to the attack, shifting to become something primal and formless.

While in this stance, you lose the ability to speak. As you are a formless shadow, you have no limbs worth speaking of. Your size increases one category; you are unrecognizable as your normal self. Those who are familiar with them, but not those who know them well, might mistake you for a Shadow Elemental (see Tome of Magic).

When you enter this stance, your equipment melds into your shadow and becomes nonfunctional, although you may drop items you are carrying as part of entering this stance. All magic rings you wear, and two other worn (not carried) magic items of your choice (but not armor, robes, items worn on the hands or feet, or that have to do with the creation of light) retain their functionality. You may not wear any magic items in excess of this limit.

You suffer all of the drawbacks of being incorporeal: you cannot manipulate physical items (except for Ghost Touch items), and you lose all natural armor that you have; your natural weapons are only useful against other incorporeal targets. Instead, you gain two incorporeal touches that inflict damage as a club of your size (critical 20/x2) plus 1d6 bonus cold damage. You may use a Disguise check in place of a Move Silently check to silence your movements, and fly at your armored land speed with perfect maneuverability. You operate in water as easily as in air, having no need to breathe; you may enter solid objects, provided that you always have at least one square of your body outside of the solid object. You do not gain the incorporeal sense of direction.

You gain a 25% chance to negate attacks against you from corporeal creatures with magic, non-Ghost Touch weapons, but not with spells, and a 75% chance to ignore the same from nonmagical sources.

Additionally, you may see through magical and normal darkness as through it was well-illuminated, and shed a 20' radius of shadowy illumination about yourself (you may turn this on or off as a free action), regardless of ambient light levels.

Entering or leaving, but not maintaining, this stance is a supernatural ability. The shadowy illumination shed by this stance is a supernatural ability. You may maintain this stance while helpless if and only if your ability to leave it is suppressed.

Merciless Sting
Masked Moon (Strike)
Level: 3
Prerequisite: One Masked Moon maneuver
Initiation Action: 1 full-round action
Range: Melee attack
Target: See below
Saving Throw: Fortitude negates (see below)

You unleash a volley of attacks to distract your enemy from the stinger growing on your back, which you use to conclude your attacks.

When you initiate this maneuver, make a full attack (as part of the maneuver). As part of this full attack, make a secondary natural sting attack that inflicts damage as a dagger one size smaller (crit 20/x2). If it hits, the target is poisoned with a poison that inflicts 1d6 points of strength damage (DC 13 + your Constitution modifier) primary and secondary.

This maneuver is a supernatural ability

Metabolic Shift
Masked Moon (Counter)
Level: 1
Initiation Action: 1 immediate action
Range: Personal
Target: You

In response to an enemy's assault, you shift your body into a form that simply negates the attack.

Any time that you are subject to an attack that allows a fortitude save, you may initiate this maneuver, before rolling your save. When you do so, make a Disguise check against the fortitude save's DC. On a success, you made the save; otherwise, you failed the save. A natural 1 is not an automatic failure.

Mighty Growth
Masked Moon (Boost)
Level: 4
Prerequisite: One Masked Moon maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Concentration + 1 round (see below)

Your body expands to twice your height, presenting a menacing form to your enemies.

When you initiate this maneuver, your size increases one category, along with all of your equipment, granting you a +8 size bonus to strength, a +2 bonus to constitution, and your natural armor improves by +2. This does not stack with other size increase magic, or size-changing maneuvers; only the most recent maneuver applies. However, this does stack with size-increasing (but not decreasing) stances; it cannot be initiated in a size-decreasing stance. Your equipment resizes with you; items you throw or drop take some time (although less than a round) to return to normal size, so your thrown weapons deal damage by their new size.

It lasts for one round, ending immediately before your next action, unless you concentrate (a standard action); if you do so, you may maintain it by taking a standard action every other round. Your height increases by a factor of 2, and your weight by a factor of 8. You expand according to the normal rules (if you hit an obstacle, your expansion is checked unless your newly-increased strength can break it).

This maneuver is a supernatural ability.

Night's Blood Mask
Masked Moon (Boost) [Evil]
Level: 4
Prerequisite: One Masked Moon maneuver, Evil alignment
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round

Calling upon an image in your mind of a masked blood sacrifice under a full moon, you channel unholy power through your entire body.

When you initiate this maneuver, your natural weapons become unholy. This causes them to be evil-aligned and do 2d6 bonus damage to good creatures. The effects of this maneuver linger until just before your next turn.

This maneuver is a supernatural ability.

Order of the Cosmos
Masked Moon (Boost) [Lawful]
Level: 4
Prerequisite: One Masked Moon maneuver, Lawful alignment
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round

You call down the inherent order of the moon and stars into your natural weapons to tear apart creatures of chaos.

When you initiate this maneuver, your natural weapons become axiomatic, causing them to be lawful-aligned and do 2d6 bonus damage to chaotic creatures. The effects of this maneuver linger until just before your next turn.

This maneuver is a supernatural ability

Piercing Shield
Masked Moon (Counter)
Level: 4
Prerequisite: One Masked Moon maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: See below

You respond to your enemies attacks by growing elongated, bladed spines, and enlarging your hair into quills, presenting a formidable defense.

When you initiate this counter, you become covered in sharp quills, spines, and bony blades, which attacks can knock free of your body and launch them at the attacker in retribution. These last until the beginning of your next turn, or for a number of hits equal to your Constitution modifier (if positive) + 1, minimum one attack. Any time you are hit counts as a hit; any hit made with a nonreach melee weapon inflicts 1d6+initiator level damage to the attacker. Any hit made against you with a natural weapon or unarmed strike afflicts the attacker with a cumulative -2 penalty to hit with that weapon for 4 rounds, if the attacker is damaged by this maneuver.

If this maneuver is initiated in response to an attack, the quills and blades grow fast enough that this maneuver has its full effect against the attack that it reponds to, although the attacker may decide to re-aim or pull the blow, making the attack against a different target at a -2 penalty, or wasting the action.

This maneuver is a supernatural ability.

Predator's Venom
Masked Moon (Boost)
Level: 5
Prerequisite: Two Masked Moon maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round

You shape your body to produce a weak venom, which coats your natural weapons.

When you initiate this maneuver, all of your natural weapons, except for slams, become envenomed. This poison has a DC of 10 + 1/2 your initiator level + your Constitution modifier, and inflicts 1 strength damage primary and 1d4 strength damage secondary. Each weapon loses its venom after one successful attack, or just before your next turn.

Quill Barrage
Masked Moon (Strike)
Level: 6
Prerequisite: Two Masked Moon maneuvers
Initiation Action: 1 standard action
Range: 60'
Area: Line
Saving Throw: Reflex half

You grow barbed quills from your back, clothes, and armor, rolling and firing them in a long line.

An improvement on the Quill Shower technique, the Quill Barrage can affect multiple targets for more damage. When you initiate this maneuver, all enemies caught in a 60' line take 8d6 points of damage from your barbed, bladed quills. They may make a reflex save (DC 16 + your Constitution modifier) for half damage.

Quill Shower
Masked Moon (Strike)
Level: 3
Prerequisite: One Masked Moon maneuver
Initiation Action: 1 standard action
Range: 30 feet
Target: One creature

Quills sprout from your back with amazing rapidity, reaching through your clothes and armor through cunning shapeshifting. By quickly curling your body and turning, you are able to release a shower of these quills into your enemy.

As part of this maneuver, make a natural ranged attack with quills against an enemy. These quills inflict 6d6 damage (piercing), plus modifiers for strength and the like; they threaten a critical hit on a natural 20 and inflict 2d6 bonus damage on a critical hit. This maneuver provokes attacks of opportunity from all except the intended target.

This maneuver is a supernatural ability.

Rage of the Hurricane
Masked Moon (Stance) [Air]
Level: 8
Prerequisite: Three Masked Moon maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Winds whip around your body as it fades into vapor, transforming into a mighty storm. You survey the battlefield in your new form, and use it to leap at one of your enemies, taking them by surprise.

While in this stance, you lose the ability to speak. As you are in the form of a disembodied wind, you have no limbs. You grow two size categories and gain the Air subtype. You might be mistaken for an air elemental; a vague sillouhette of your normal form, or of your face is sometimes visible in the storm, but a Disguise check can let you pass for an air elemental. The winds whipping about your shape conceal it enough as to render you unrecognizable.

When you enter this stance, you must either drop or meld all of your equipment. Melded equipment has its functionality suppressed, but returns to its normal position on your body and functionality when you leave this stance. All magic rings and three other items can retain their functionality, but you must suppress armor, robes, and items worn on the hands, feet, and shoulders (such as cloaks); nor can you keep the powers of items with earth-related functionality (such as those that require earth-descriptor spells to create). You may not wear any magic items in excess of this limit.

While in this stance, you gain a +8 enhancement bonus and equal size bonus to Strength, a +2 enhancement and equal size bonus to Constitution, and a +4 enhancement bonus to Dexterity. You suffer a -4 penalty to natural armor (to a minimum of 0). You can fly at your base land speed (perfect maneuverability), but lose all other movement modes; you cannot make climb, jump, or swim checks. You gain two slams, which deal damage as clubs of your new size (critical 20/x2); these are +4 weapons, and become +5 weapons at initiator level 18. Additionally, you gain immunity to electricity.

You gain Improved Grab with your Slams, and make Grapple checks using your initiator level instead of your base attack bonus, if it is higher. Further, with a successful grapple check on the round after you begin grappling an enemy, you may toss it into your whirlwind body; you are no longer considered grappled by it, and it must move with you. To escape, it must make a reflex save (DC 18 + your Constitution modifier); attempting such a save is a full-round action. You may carry one creature one size smaller than you, two creatures two sizes smaller, four creatures three sizes smaller, and so on, in any combination.

Entering or leaving, but not maintaining, this stance is a supernatural ability. You may maintain this stance while helpless if and only if your ability to leave it is suppressed.

Rend and Tear
Masked Moon (Boost)
Level: 5
Prerequisite: Two Masked Moon maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

Your hands grow, with your palms and forarms thickening with new muscle, and your fingers lengthening and turning to hooked razor-sharp claws, still functional for your purposes.

When you initiate this maneuver, two of your hands, forepaws, or equivalent extremities transform into razor-sharp claws, although hands remain opposable and useful as hands without damaging objects that you don't want to damage. These claws do damage as longswords of your size (20/x2 critical), and can be used as secondary natural weapons; additionally, if they both hit the same target, you may rend that target for 4d6 + 1.5 x your strength modifier damage. These claws are +2 weapons.

Reflexive Shift
Masked Moon (Counter)
Level: 2
Initiation Action: 1 immediate action
Range: Personal
Target: You

Your form becomes somewhat wavy for a split second as you adapt it to perfectly fit into the gaps of the oncoming blast.

Any time that you are subject to an attack that allows a reflex save, you may initiate this maneuver. When you do so, make a Disguise check against the reflex save's DC, and use it in place of your saving throw. A natural 1 is not an automatic failure.

Root and Twig
Masked Moon (Stance)
Level: 6
Prerequisite: Two Masked Moon maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Your legs split and become roots as your skin turns to bark and your arms and chest thicken and grow higher. You sprout the odd extra arm, and your head fuses into your chest, with more trunk and limbs sprouting above it and leaves growing off of your body.

When you initiate this stance, you lose the ability to speak and your hands become fused knots of wood, useless for holding or manipulating objects. You grow one size category, and your reach is that of a tall creature of your new size (or normal for it, if smaller than Large). You do not resemble any natural plant or plant creature unless you disguise yourself (no bonuses or penalties from this stance or from lack of a kit), but you are not recognizable as your normal self.

Your equipment melds with your new form unless you drop it, with the exception of rings and three other magic items; you must meld armor, robes, and items worn on the head, hands, or feet. Melded items are suppressed, but return to functionality and their normal position when you leave this stance. You may not wear any magic items in excess of this limit.

While in this stance, you gain a +2 enhancement bonus and +8 size bonus to strength, a -4 penalty to dexterity, and a +4 enhancement bonus and +2 size bonus to constitution. You also gain a +4 enhancement bonus and +4 size bonus to natural armor. You retain your normal type, but gain some plant traits: low-light vision, immunity to poison, sleep effects, and stunning, and have no need to sleep (time spent in this stance does not count as time spent awake for sleep purposes, but neither is it sleep). However, your speeds are reduced to their armored values, and you lose any ability to fly, along with any Evasion or Uncanny Dodge abilities you may have (including their Improved forms).

You gain two Slam attacks, made as primary natural attacks, which deal damage as greatclubs of your new size (20/x2 critical). These are +3 weapons, and become +4 weapons at initiator level 14 and +5 weapons at 17. Additionally, you gain regeneration 1; all fire and cold damage, and half of all damage from any other source bypasses this regeneration. You only regenerate in sunlight or equally bright light, however. Further, critical hits have their damage multiplier reduced by 1, but inflict normal damage (ignoring your regeneration).

As a full-round action, you may root or uproot. While rooted, you may not move, but gain an additional +2 circumstance bonus to strength, tremorsense 30', and only 1/3 of all damage from sources other than fire and cold bypasses your regeneration. If you are rooted in natural sunlight, your regeneration improves to 2. You may only root in earthy ground; you cannot root in bare stone.

Entering or leaving, but not maintaining, this stance is a supernatural ability. Additionally, the regeneration granted by this stance is supernatural. You may maintain this stance while helpless if and only if your ability to leave it is suppressed.

Sacred Rite of the Moon
Masked Moon (Boost) [Good]
Level: 4
Prerequisite: One Masked Moon maneuver, Good alignment
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round

By calling back your memories of a sacred rite performed under moonlight, you channel holy power from the moon into your natural weapons.

During a round in which you initiate this boost, all of your natural weapons are considered Holy, causing them to be Good-aligned and do 2d6 additional damage against evil creatures. These effects linger until just before your next turn.

This maneuver is a supernatural ability.

Shape of a Raging Wildfire
Masked Moon (Stance) [Fire]
Level: 8
Prerequisite: Three Masked Moon maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

With a single thought, the inner fire of your soul explodes forth from your body, leaving little behind. You survey your surroundings in your new body made of white-hot blazing flames through its new eyes.

When you enter this stance, you lose the ability to speak. Further, you lose all limbs as you become a near-formless semi-solid fire. You grow two size categories, and your reach changes to match your new size (as a long creature, if larger than Medium). You could potentially be mistaken for a fire elemental, however, a sillouhette of your body can be made out suspended in the fire; the fire blocks any attempt to identify it, and you can pass it off as the same material as the rest of your new body with a successful Disguise check.

Your equipment all melds into your new form, to be restored to its previous position and functionality when you leave this stance. However, rings and three other worn (not held) magic items of your choice remain functional; you cannot keep armor, robes, items worn on the feet or head, inflammable items, or those that manipulate or create water. All other items have their properties suppressed. You may not wear any magic items in excess of this limit.

You gain a +8 size bonus to strength, a +4 size bonus to constitution, and a +4 enhancement bonus to Dexterity. You gain two slam attacks, which deal damage as clubs of your new size (critical 20/x2) and the Burn ability of a fire elemental (DC 10 + 1/2 initiator level + Constitution modifier), affecting creatures hit with your slams or that hit you with a natural weapon or unarmed strike; this fire burns hotter than normal, however, and deals 2d6 damage. You may also trample (same save DC); this deals 2d6 fire damage (no slam damage) and ignites creatures as per your Burn ability. Your speed is unchanged, but you cannot enter non-inflammable liquids, nor can you burrow through noncombustable material or climb combustable material. Your slams are +4 weapons; at 18th level they become +5 weapons.

Additionally, you gain the Fire subtype, giving you immunity to fire but causing you to take half again as much damage from cold. Further, whenever your slams hit an enemy that poses an immediate threat to you, and the enemy fails its save against your Burn ability and has fire resistance insufficient to negate it, you heal five hit points.

Entering or leaving this stance, but not maintaining it, is a supernatural ability. Additionally, the healing bestowed by this stance is supernatural. You may maintain this stance while helpless if and only if your ability to leave it is suppressed.

Shifter's Trickery
Masked Moon (Boost)
Level: 1
Initiation Action: 1 swift action
Range: Melee attack
Target: One creature
Duration: End of Turn or until discharged

You subtly shift your shape to allow you to concentrate more force on one spot, while attacking somewhere else; when your enemy moves to defend, you strike, lightning-quick, into the gap in their defenses.

When you initiate this maneuver, make a Disguise check. The target of this maneuver makes either an attack roll or a Sense Motive check. If your result is higher, the target is denied its dexterity bonus to AC against the next attack you make; otherwise, this maneuver is wasted (but still considered expended).

Sieze the Shifter's Advantage
Masked Moon (Strike)
Level: 7
Prerequisite: Three Masked Moon maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1d3 rounds
Saving Throw: Fortitude negates

By following exactly how your enemy's shape shifts, you spot a single critical opening and take the attack, knocking your enemy's ability to shift shape off-balance for a few critical seconds.

Masked Moon adepts, as expert shapeshifters themselves, know well the advantages that being able to change your shape can bring to a combat. Because of this, they have developed this attack to deny that advantage to their enemies.

As part of this maneuver, make a melee attack. This attack bypasses damage reduction as though it was made out of silver and cold iron. If it deals damage, the target must make a Fortitude save (DC 17 + your Wisdom modifier) or lose its ability to shift shape (through Polymorph, Alternate Form, Wild Shape, druid Shapeshifting, or entering/leaving a Masked Moon stance, but not initiating other Masked Moon maneuvers) for 1d3 rounds. At your discretion, the target may also be forced back into its natural form (losing any Masked Moon stances) by your attack.

This maneuver is a supernatural ability.

Tower of Impervious Jade
Masked Moon (Stance) [Earth]
Level: 8
Prerequisite: Three Masked Moon maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Your body transforms to jade as it grows to twice your height, your hands fusing into mighty fists and your face transforming into an idealized, impassive visage.

While in this stance, you cannot speak. Your hands, having fused into fists, are useless for holding anything with. You grow one size category and gain the Earth subtype, and your reach changes to match it (you are a tall creature, if large or larger). You might be mistaken for a new form of golem; you may disguise yourself as a stone golem without penalty when entering this stance. You are unrecognizable as your normal self; your face is changed enough that it isn't you.

Your equipment melds with your body, although you may choose to drop held equipment. Rings and up to five other worn (not held) magic items do not meld, although armor, robes, gloves, and footwear other than boots must meld, as must items with air-related functionality or that enable flight. Melded equipment returns to its normal position on your body and functionality when you leave this stance, but is suppressed until such time. You may not wear any magic items in excess of this limit.

While in this stance, you gain a +8 enhancement and equal size bonus to strength, and suffer a -6 penalty to dexterity. Your speed drops to your armored speed, and you take a -28 penalty on jump and swim checks and a -18 penalty to climb checks, and lose any climb, fly, or swim speeds you have; you cannot regain these speeds while in this stance. You do, however, gain a Burrow speed of 5'. You gain two Slam attacks, which inflict damage as warhammers of your new size (critical 20/x2), and do double damage to unattended objects. These slams are +4 weapons; at initiator level 18 they become +5 weapons. Your natural armor improves by +10, and you gain damage reduction 10/adamantine. You gain Spell Resistance equal to 12 + your initiator level. Further, while in this stance you are unaffected by critical hits and have no need to breathe.

Entering or leaving, but not maintaining, this stance is a supernatural ability. You may maintain this stance while helpless if and only if your ability to leave it is suppressed.

Tunnel Dweller
Masked Moon (Stance)
Level: 3
Prerequisite: One Masked Moon maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Your hands turn to digging claws as your entire body sprouts fur. Your body shrinks, and your arms and legs shorten even more than the rest of your body.

When you enter this stance, your hands become unopposable and you lose the ability to speak. You become quadrupedal, and drop one size category; your reach is that of a long creature of your new size (if large or larger, otherwise it simply matches your size). You do not resemble any natural animal to reasonable observation, including combat, unless you disguise yourself as one (there are no bonuses or penalties to this disguise check); you are unrecognizable as your normal self in this form.

Your equipment melds with your new body, unless you drop it, with the exception of rings and three other magic items worn (not held); you must meld all helmets, armor, robes, and items worn on the hands and feet. Melded items are suppressed, and return to their normal position and effectiveness when you leave this stance. You may not wear any magic items in excess of this limit.

You gain a +4 enhancement bonus to Constitution while in this stance, and a burrow speed equal to your base land speed. Your ability scores are otherwise unchanged, despite your size alteration. You gain two claw attacks, which inflict damage as daggers of your new size (20/x2 critical) and are primary natural weapons. Additionally, you gain Darkvision 60' and low-light vision. If you already have darkvision, your existing darkvision improves by 30 feet or becomes 60 feet, whichever is better. Your claws are +1 weapons, and improve to +2 weapons at 8th initiator level, and by +1 every three levels thereafter, to a maximum of +5.

If your initiator level is at least 12, you gain Tremorsense 5' per two initiator levels.

Entering or leaving, but not maintaining, this stance is a supernatural ability. You may maintain this stance while helpless if and only if your ability to leave it is suppressed.

Vampire Bite
Masked Moon (Boost)
Level: 6
Prerequisite: Two Masked Moon maneuvers
Initiation Action: 1 swift action
Range: Melee attack
Target: One creature
Duration: See below

You lengthen your fangs and dig into an artery with them, sucking your enemy's blood dry and using the life energy in it to reshape the wounds off your body.

You may initiate this boost after dealing damage with a bite. When you do so, make a grapple check as though to initiate a grapple (you need not make a touch attack or provoke an attack of opportunity); you may use your initiator level in place of your base attack bonus for this check. On a success, your target is pulled into your square and takes 1d4 points of constitution damage, while you heal 1 hit point per initiator level. Your opponent may attempt to escape with an opposed grapple check; on a success, the target may choose to continue the grapple or escape (with no additional grapple check). Every round that you remain attached, however, your opponent takes 1d4 points of constitution damage and you regain 1 hp per initiator level on your turn, and may continue to use your initiator level in place of your base attack bonus for grapple checks against the target of this maneuver until you are detached.

If you initiate this maneuver while unable to grapple, you need not make the initial grapple check, but only inflict the 1 point of constitution damage and heal 1 hp per initiator level. If you initiate this maneuver in Lord of the Swarm stance, you inflict 1 point of constitution damage to every creature caught in the swarm, but only heal one hp per initiator level, regardless of the number of targets (provided that you hit at least one target).

This maneuver is a supernatural ability.

Warrior of Lunatic Rage
Masked Moon (Stance)
Level: 5
Prerequisite: Two Masked Moon maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

With a ferocious howl, you drop onto all fours as your arms and legs turn into pillars of muscle, bone, and sinew, your hands become claws, and your face stretches to reveal a mouth filled with wicked teeth.

When you enter this stance, you lose the ability to speak, and your hands become non-opposable claws, useless as hands. You become quadrupedal, and your reach becomes that of a long creature of your size (or remains normal for your size, if smaller than Large). You do not resemble any natural animal while in this stance unless you disguise yourself as one with no bonuses from this stance or penalties (such as from lack of a kit) to the check, but you are unrecognizable as your normal self in this stance.

Your equipment melds with your new body, unless you drop it, with the exception of rings and four other magic items worn (not held); you must meld armor, robes, helmets (but not other items worn on your head), and items worn on your hands and feet. Melded items have their magic suppressed, but return to their normal position on your body and functionality when you leave this stance. You may not wear any magic items in excess of this limit.

While in this stance, you gain a +6 enhancement bonus to strength and natural armor, a +4 enhancement bonus to constitution, and a +2 enhancement bonus to dexterity. You gain a +10 foot enhancement bonus to your land or swim speed (if any). You also gain damage reduction 5/silver.

You gain two claws and a bite. These claws deal damage as shortswords of your size (19-20/x2 critical), and the bite deals damage as a battleaxe of your size (20/x3 critical). The bite is your primary natural attack. These natural weapons are +2 weapons that penetrate damage reduction as though they were silver. For every three initiator levels you attain past 9th, their enhancement bonus increases by 1, to a maximum of +5.

Entering or leaving, but not maintaining, this stance is a supernatural ability. You may maintain this stance while helpless if and only if your ability to leave it is suppressed.

Weave a Tangled Web
Masked Moon
Level: 5
Prerequisite: Two Masked Moon maneuvers
Initiation Action: 1 full-round action
Range: See below
Area: Path of travel
Duration: 1d4+1 minutes
Saving Throw: Reflex partial

A quick thought brings webspinners into existance on your body, and you put them to immediate use, taking off at a sprint leaving a web trailing behind you.

When you initiate this maneuver, move twice your speed. Movement as part of this maneuver does not provoke attacks of opportunity. You leave a trail of webs behind in your wake, so long as you can anchor them to points opposite eachother (any rigid, reasonably sturdy object will do; a mobile object or creature must be of at least Huge size, and you must succeed on a touch attack). Additionally, any areas that you enclose with your movement become filled with a web, supported by the strands of surrounding web left by your movement.

These webs are made of thick, sticky fibers. Creatures in the area are entangled and must make a reflex save (DC 15 + your Constitution modifier) every round to be able to move. Once a save is failed, a creature must make a strength check against a DC 5 higher, or Escape Artist check against a DC 10 higher to get loose. While loose, a creature can make a Strength or Escape Artist check against the original save DC as a move action; a success allows the creature to move 5 feet, plus five feet for every 5 by which their check beats the DC. Creatures and objects that the web uses as an anchor are automatically entangled, and can cause the web to collapse, requiring no further saves (but leaving those already entangled) should they escape; however, their escape DCs are 5 higher; however, they may also use the web to drag other objects and creatures connected to it.

The web provides cover if at least 5 feet of web are between the attacker and target, concealment if at least 10 feet of web are, and total cover and concealment if at least 20 feet are, but does not entangle those attacking into the web. You are immune to entanglement in your own web, and may move across it at half your normal speed.

Initiating this maneuver is a supernatural ability, but the webs remain even if magic is suppressed.

Winged Freedom
Masked Moon (Stance)
Level: 3
Prerequisite: One Masked Moon maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Your arms broaden into wings as your entire body sprouts feathers. Your toes turn into vicious cutting talons, and your face melds into a hooked beak. You feel your entire body become much lighter, and, with a single leap and a few flaps of your wings, you are in the air.

While in this stance, your hands become part of your wings, useless for their original purpose, and you lose the ability to speak. As you have four motive limbs, you are considered quadrupedal for carrying purposes, but not for stability. You do not resemble any natural animal to reasonable inspection, including combat, but are unrecognizable as yourself in this stance.

Your equipment melds with your new body, unless you drop it, with the exception of rings and three other magic items; you must meld armor, robes, items worn on the hands, arms, and feet, cloaks and other items worn about the shoulders, hats, and helmets (but not headbands or phylacteries). You may not wear any magic items in excess of this limit.

While in this stance, you gain a +4 enhancement bonus to Dexterity, and the ability to make a Talons attack that deals damage as a shortsword of your size (critical 20/x2). This is a primary natural attack, and is a +1 weapon; it becomes a +2 weapon at 10th level, and improves by an additional +1 every three levels thereafter. Additionally, you take a -1 penalty to Spot checks per 30 feet for distance, rather than the usual 10. Your reach with these weapons is as normal for a creature of your size (long, if larger than medium). Your land speed drops to half, but you gain a fly speed equal to twice your normal base land speed (clumsy maneuverability)

If your initiator level is at least 8, you become able to separate your talon attacks; each one inflicts the same damage as the attack normally does. At 15th initiator level, you gain a secondary bite attack that inflicts damage as a dagger of your size, with the same enhancement bonus as your talons.

Entering or leaving, but not maintaining, this stance is a supernatural ability. You may maintain this stance while helpless if and only if your ability to leave it is suppressed.

Wrestling Claws
Masked Moon (Strike)
Level: 3
Prerequisite: One Masked Moon maneuver
Initiation Action: 1 full-round action
Range: Melee attack
Target: Creature grappled

Your shifting form makes you a more formidable foe in a grapple, ramming the point home with the powerful claws you have suddenly grown on your feet.

To initiate this maneuver, you must be in a grapple. Make a full attack as part of this maneuver; all grapple checks made as part of it may use your initiator level in place of your base attack bonus, if it is better. Additionally, you may make two Rake attacks; these are secondary natural attacks, although they do not take the normal penalty for being such, and inflict damage as shortswords of your size (20/x2 critical).

The Rake attacks made as part of this maneuver are supernatural abilities unless you have clawed feet.

I_Got_This_Name
2007-06-20, 05:10 PM
Rending Scream:

Blade Shatters Stone
Rending Scream (Strike) [Sonic]
Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature or object

You let out a short, sharp scream in resonance with your weapon, while bringing it down in a savage attack

As part of this maneuver, make a melee attack. If it hits, you inflict 1d6 extra sonic damage. This sonic damage ignores the hardness of objects.

This maneuver is a supernatual ability

Dazing Warcry
Rending Scream (Strike) [Sonic]
Level: 4
Initiation Action: 1 standard action
Range: 60 feet
Target: One creature
Duration: 2d6 rounds
Saving Throw: Will negates

You unleash a primal warcry from the bottom of your lungs, directed at a single enemy to throw his mind into disarray.

Your warcry shatters the target's frame of mind, forcing him to refocus and giving you time to fight. The target must make a Will save (DC 14 + your Charisma modifier) or be dazed for the duration of this maneuver. If the target is attacked while dazed, he is immediately freed of the effect, and he may take his turn immediately after the attackers' ends.

Deafening Cry
Rending Scream (Strike) [Sonic]
Level: 6
Prerequisite: Two Rending Scream maneuvers
Initiation Action: 1 standard action
Range: 30 feet
Area: Spread out to maximum range
Duration: 2d6+1 rounds
Saving Throw: Fortitude Partial

Those surrounding you are deafened and dazed by your war cry.

Your warcry deafens several enemies and leaves them shocked. All creatures in range except you must make a Fortitude save (DC 16+your Charisma modifier) or be dazed and deafened for one round, then deafened for 2d6. You gain a +4 circumstance bonus to intimidate checks to demoralize creatures deafened by this maneuver.

Echoing Wail
Rending Scream (Strike) [Sonic]
Level: 6
Prerequisite: Two Rending Scream maneuvers
Initiation Action: 1 standard action
Range: 30 feet
Area: Burst out to maximum range
Duration: 3 rounds
Saving Throw: Fortitude Half

Echoes of your warcry continue to resound long after the original has passed, still exactly right to shred your enemies.

You inflict 4d6 sonic damage to all in the area of effect when you initiate this maneuver. On the next round, all in the area take 2d6 sonic damage, and, on the final round, all in the area take 1d6 sonic damage. All damaged creatures may attempt a Fortitude save (DC 16 + your Charisma modifier) to take half damage every round of this maneuver's duration. You are immune to this damage.

This maneuver is a supernatural ability.

Echoes of the Primal Roar
Rending Scream (Stance)
Level: 3
Prerequisite: Two Rending Scream maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You focus your mind on a memory of the roar of a lion and the howl of a wolf, using your strong spirit to force that memory into reality, overcoming magic

Sounds you produce, including sonic attacks and the effects of Rending Scream maneuvers, take full effects in areas of magical silence.

Enraged Lion's Fang
Rending Scream (Strike)
Level: 5
Prerequisite: Two Rending Scream maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature

You focus your pain and rage into a single melee attack, striking with a powerful focusing shout

You make a single melee attack as part of this maneuver. If it hits, it deals 4d6 bonus damage. If you are at less than your normal full HP, it instead does 6d6 bonus damage. If your current HP is less than half of your maximum, it instead deals 8d8 bonus damage.

Eyes of the Dragon
Rending Scream (Stance)
Level: 8
Prerequisite: Three Rending Scream maneuvers
Initiation Action: 1 swift action
Range: 60 feet
Area: Burst-shaped emanation out to maximum range
Duration: Stance
Saving Throw: Will Negates (see below)

As an act of amazing focus, you conjure a look of supreme confidence in your eyes, stealing the confidence from the eyes of others.

While in this stance, you gain Frightful Presence with the listed area. Whenever you attack, all enemies in the area must make a Will save (DC 18 + your Charisma modifier) or be shaken for 4d6 rounds. Creatures with 4 or fewer hit dice are panicked for 4d6 rounds instead. A successful will save gives the creature immunity to your Frightful Presence for 24 hours. Additionally, with each attack against a shaken enemy, you may make an intimidate check to demoralize it; this stacks as normal to cause it to be Frightened for one round, then return to being shaken.

Eye-Tearing Shout
Rending Scream (Strike) [Sonic]
Level: 4
Prerequsite: Two Rending Scream maneuvers
Initiation Action: 1 standard action
Range: 30 feet
Area: Spread out to maximum range
Duration: 1d4+1 rounds (see below)
Saving Throw: Fortitude Partial

You let out a sharp shout, more of an animal's screech than a human's shout, causing your enemies' eyes to bleed.

Your shouts, augmented by your ki, are capable of rending flesh and shattering stone. When you initate this strike, all creatures and unattended objects within 30 feet of you take 4d6 points of damage. This tears blood vessels in all creatures, causing their eyes to bleed. They must make a Fortitude save (DC 14 + your Charisma modifier); on a failure, they are blinded for one round, then all creatures gain concealment from them for 1d4 rounds. On a success, all creatures gain concealment from them for 1 round. You are not subject to this maneuver.

This maneuver is a supernatural ability.

Fearless Defense
Rending Scream (Stance)
Level: 1
Prerequisite: One Rending Scream maneuver
Initiation Action: 1 Swift action
Range: Personal
Target: You
Duration: Stance

You know no fear, instead howling in rage at your enemies

When subjected to a Fear effect, you may make an intimidate check in place of a will save against it once per round. If you succeed, apply that same result to an attempt to demoralize the caster.

Frightful Scream
Rending Scream (Strike) [Sonic]
Level: 1
Prerequisite: One Rending Scream Maneuver
Initiation Action: 1 Standard Action
Range: 15 feet
Target: All enemies in range
Duration: 1d6 rounds

You let out a terrifying yell, somewhere between a shriek and a roar, and your enemies flee in terror

When you initiate this maneuver, all enemies within range must make Will saves (DC 12+your Charisma modifier). On a failure, they are frightened; on a success, merely shaken. This lasts the entire duration of the maneuver; roll separately for each affected enemy.

Howl of Ultimate Fury
Rending Scream (Strike) [Sonic]
Level: 8
Prerequisite: Three Rending Scream maneuvers
Initiation Action: 1 standard action
Range: 30 feet
Area: Cone
Duration: Instantaneous
Saving Throw: Fortitude Half

A howl issues forth from your lungs at a terrible pitch, shattering glass and splintering bone.

When you execute this maneuver, you inflict 10d4 sonic damage to all creatures and unattended objects in the maneuver's area. Creatures caught in it may attempt a Fortitude save (DC 18 + your Charisma modifier) for half damage.

This maneuver is a supernatural ability.

Intimidating Shout
Rending Scream (Boost) [Sonic]
Level: 1
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: End of Turn

You let out a loud, ear-piercing holler as you rush into combat

You may attempt to demoralize any opponents (see the Intimidate skill) you attack while under the effects of this boost as a free action. If you drop an enemy, you may attempt to demoralize all opponents adjacent to you as a free action.

Maddening Moan
Rending Scream (Strike) [Fear, Mind-affecting, Sonic]
Level: 9
Prerequisite: Four Rending Scream maneuvers
Initiation Action: 1 full-round action
Range: 40 feet
Area: Spread out to maximum range
Duration: 3d6+1 rounds
Saving Throw: Will partial

Channelling the winds of the lower planes, you force your enemies into a mad frenzy, tearing at anything that lives in a desperate bid to escape.

The howls and shouts of a Rending Scream master are terrifying, and the Maddening Moan is the most terrifying of all, for, rather than shattering the body or merely destroying one's resolve, it attacks the faculties of reason and the ability to tell friend from foe.

When you initiate this maneuver, all enemies within range become Shaken; unlike with normal fear effects, this cannot stack to upgrade an existing effect. Additionally, make an intimidate check; they must all make level checks to oppose this as though you were trying to demoralize them (with the usual modifiers); if they fail, their condition changes to Frightened. All creatures that enter the area before your next action are likewise affected. You may choose to delay their becoming Frightened by one round, if you so choose.

Immediately before your next action, all creatures in the area must make a will save (DC 19 + your Charisma modifier). On a failure, they become confused, as the spell, for the duration of the maneuver; this suppresses any fear effects on them and grants immunity to fear for as long as it lasts (any effect to remove the confusion likewise removes the immunity to fear). Additionally, when attacking a creature, they must make another will save against the same DC or use their most effective martial maneuvers; a failure by 4 or less allows them to choose a maneuver to use to augment their attack. A creature content with its target may forgo this will save.

Pained Roar
Rending Scream (Counter) [Sonic]
Level: 3
Prerequisite: One Rending Scream Maneuver
Initiation Action: 1 immediate Action
Range: 30 feet
Target: All enemies in range
Duration: See below

As your enemies' weapons cut into you, you unleash a roar fueled by your pain to drive them back

You may initiate this counter whenever damaged by an enemy attack, spell, or similar effect. This counter has a number of effects. First, you gain DR 5/- until the beginning of your next turn; this does not affect the attack you interrupt with this maneuver. Second, all enemies within range who hear you roar must make a Will save (DC 13 + your Charisma modifier) or take a -1 penalty to attack and damage for every five points of damage the attack you countered did to you. This penalty lasts for 1d4+2 rounds.

Primal Rage
Rending Scream (Counter)
Level: 8
Prerequisite: Three Rending Scream maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: 1d4+1 rounds (see below)

You tap into an inner reserve of fury to counter your opponents' blades.

You may initiate this counter in response to taking damage from any source. You gain a bonus to Strength of +1 per five points of damage taken, and half that as a bonus to Constitution, although neither ability can recieve less than a +2 bonus. This takes effect before the damage does (you can avert unconciousness or delay death with it). These ability increases last for 1d4+1 rounds; the DM rolls this secretly.

Raging Boar
Rending Scream (Stance)
Level: 5
Prerequisite: One Rending Scream maneuver
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance

You fight ruthlessly, taking advantage of every gap in your enemy's resolve

You inflict bonus damage against weakened enemies:
Shaken, Sickened, or Fatigued: +1 per four Initiator Levels
Dazed, Frightened, or Slowed: +1 per three Initiator levels
Cowering, Exhausted, Nauseated, Panicked, or Stunned: +1 per two Initiator Levels

These bonuses stack, except within the same category (sickened and nauseated, shaken, frightened, and panicked, dazed and stunned).

Scourging Terror
Rending Scream (Boost) [Sonic]
Level: 5
Prerequisite: One Rending Scream maneuver
Initiation Action: 1 swift action
Range: 30'
Area: Spread out to maximum range

You howl at the top of your lungs in an almost unearthly, horrifying tone

Your howl allows you to attempt to demoralize all enemies within 30' as per the intimidate skill.

Slashing Echo
Rending Scream (Boost) [Sonic]
Level: 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of Turn

Your hollers resonate with your weapons and form into a terrifying shriek almost too high to be heard when your weapons strike an enemy

Your melee attacks inflict an extra 1d6 Sonic damage, plus one extra point of Sonic damage per initiator level.

This maneuver is a supernatural ability.

Stunning Howl
Rending Scream (Strike) [Sonic]
Level: 3
Prerequisite: One Rending Scream maneuver
Initiation Action: 1 standard action
Range: Melee Attack
Target: One Creature
Duration: 1 round

You let out an almost-deafening warcry, then pound the point home with your weapon

As part of this maneuver, make a melee attack. If the melee attack hits, the target must make a Fortitude save (DC 13 + your Charisma modifier) or be nauseated for one round. Additionally, you may immediately attempt to demoralize your target as a free action.

Wail of Agony
Rending Scream (Counter) [Sonic]
Level: 7
Prerequisite: Two Rending Scream maneuvers
Initiation Action: 1 immediate action
Range: 30' or more (see below)
Area: Spread to maximum range
Duration: 1 minute
Saving Throw: Will Partial

As your enemies blades bite into your flesh, you channel that force into a blood-curdling, bone-chilling wail, shattering your enemies' resolve.

You may initiate this counter in response to being damaged, after you know the damage but before it takes effect on you. When you do so, all enemies within 30' must make a Will save (DC 17 + your Charisma modifier) or suffer a -1 morale penalty to hit and damage for every five points of damage you took, a -1 morale penalty to saving throws, AC, and ability checks for every 10, and a -1 penalty to skill checks for every 3, counting only damage that this maneuver is a response to.

Additionally, depending on the amount of damage taken relative to the hit points you had before taking it, there may be additional cumulative effects. if the damage responded to is at least one third of your hit points, pre-damage, this maneuver inflicts 4d6 sonic damage on all creatures except you in its area. If the damage responded to is at least half of your hit points, those who fail saves against it are shaken and sickened, and those who succeed are subject to the penalties above for 1d3 rounds; additionally, the range expands to 40 feet. If the damage responded to is as least 3/4 of your hit points, those who fail their saves must make an additional save (same DC) or be dazed for one round, the damage upgrades to 8d6, and the range expands to 50 feet. If the damage taken exceeds your current HP, those dazed by this maneuver take a -4 morale penalty to Strength, Dexterity, and Charisma (roll separately for each creature). Finally, if you are killed by the damage you respond to, those dazed are instead stunned for one round, then nauseated for 1d3, the damage you deal upgrades to 8d8, and the range expands to 60 feet.

Warcry Focus
Rending Scream (Boost)
Level: 6
Prerequisite: One Rending Scream maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

With a shout, you force your enemy onto the defensive with a series of brutal strikes placed with deadly focus.

When you initiate this maneuver, you gain a +8 morale bonus to your Strength score for the remainder of your turn. Afterwards, you are fatigued for two rounds, ending immediately before your second turn out.


Silver Pegasus:

Charge of Honorable Glory
Silver Pegasus (Strike)
Level: 9
Prerequisite: Five Silver Pegasus maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature

Rushing forward in a perfect union, a silver blaze of armor and weapons streaking across the battlefield, you and your mount slam into an enemy, beating it to the ground.

The Silver Pegasus discipline focuses on combining the rider and mount's strength into a unified whole far greater than either individually, with the strengths of both and the weaknesses of neither. The Charge of Honorable Glory is the purest example of this, where the rider's expertise combines with the mount's strength to annihilate nearly all enemies.

When you initiate this maneuver, make a mounted charge against an enemy. You provoke no attacks of opportunity for moving as part of this charge. If your attack hits, it inflicts an extra 50 points of damage. Additionally, your mount may make a full attacks at the end of its charge; each attack made inflicts 10 points of bonus damage. All attacks made as part of this maneuver must be against a single target.

Crushing Hooves
Silver Pegasus (Strike)
Level: 3
Prerequisite: One Silver Pegasus maneuver
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature

You charge an enemy, and your mount tramples it into the ground

When you initiate this maneuver, charge an enemy (as normal). Your mount may make a full attack at the end of the charge. You must make a ride check (as normal) to attack.

Defiant Charge
Silver Pegasus (Strike)
Level: 6
Prerequisite: Two Silver Pegasus maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature

The sound of your mount's hooves pounding on the ground echoes across the battlefield as you charge, focusing the might that you gain fighting as one into a single, mighty strike.

As part of this maneuver, make a charge attack. If you are mounted, you provoke no attacks of opportunity for moving as part of it, nor do either you or your mount suffer an AC penalty for charging. If the attack hits, it inflicts 10d6 damage above and beyond normal melee damage.

Eternal Rider
Silver Pegasus (Stance)
Level: 8
Prerequisite: Three Silver Pegasus maneuvers
Initiation Action: 1 swift action
Range: Touch
Target: Your Mount
Duration: Stance

Through a near-supernatural bond, you allow your mount to ignore attacks that would down lesser mounts, while pushing through your enemies' defenses with astounding ease.

While you are in this stance, your mount gains a number of assorted benefits. First, its base attack bonus improves to equal your initiator level, if it is worse. Second, it gains Improved Evasion and Mettle, if it does not already possess the abilities. Third, it gains immunities to paralysis, sleep, and mind-affecting effects. It also becomes immune to ability damage and drain to its mental stats, and energy drain. These latter immunities do not affect effects already in effect on the mount when this stance comes into effect. Additionally, any Stun effects on it have their durations halved; those with a 1-round duration expire just before its turn. Finally, it uses your saving throws when they would be better than its saving throws.

Everywhere and Nowhere
Silver Pegasus (Counter)
Level: 5
Prerequisite: Two Silver Pegasus maneuvers
Initiation Action: 1 immediate action
Range: Touch
Target: You or your mount

You see an opportunity to, and take it, immediately moving to a more advantageous position

Cavaliers of the Silver Pegasus discipline can be found not hesitating a moment before attacking an enemy's weaknesses as soon as they are exposed, and can quickly escape danger while mounted. When you initiate this counter, your mount can immediately move half its speed without provoking attacks of opportunity. If you are not mounted, you can move half of your own speed; this is, however, often slower.

Furious Stallion
Silver Pegasus (Boost)
Level: 4
Prerequisite: One Silver Pegasus maneuver
Initiation Action: 1 swift action
Range: Touch
Target: Your mount
Duration: End of turn

At your signal, your mount lashes out in a fury to defend itself

Your mount's natural weapon attacks inflict 1d8 points of bonus damage, plus a number of extra points of bonus damage equal to your initiator level, until the end of its turn (typically the same as yours).

Gentle Spur
Silver Pegasus (Boost)
Level: 1
Initiation Action: 1 swift action
Range: Touch
Target: Your mount
Duration: End of turn

You spur your mount and nearly feel it yourself, pushing your own endurance as much as your mount's

Your mount gains a +10 foot enhancement bonus to speed. If your mount acts on a turn other than yours, this bonus lasts until the end of your mount's turn.

Glorious Recovery
Silver Pegasus (Boost)
Level: 6
Prerequisite: Three Silver Pegasus maneuvers
Initiation Action: 1 swift action
Range: Touch
Target: Your mount

Your gentle nudges to direct your mount inspire it to ignore its wounds and continue to bear you into battle, even when it should be dead.

When you initiate this boost, you mount recovers two hit points per initiator level. This maneuver can only heal damage inflicted in the last three rounds.

Grand Charge
Silver Pegasus (Stance)
Level: 3
Prerequisite: One Silver Pegasus maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You and your mount present a mighty, intimidating front in the second before you charge

Your first attack after a charge inflicts an extra 1d6+initiator level damage. Additionally, your mount gains Trample, dealing damage according to its size, plus 1.5 times its strength modifier, plus your initiator level. You may make an attack as if charging after your mount tramples, provided it moves in a straight line.
Fine: 1
Diminutive: 1d2
Tiny: 1d4
Small: 1d6
Medium: 1d8
Large: 2d6
Huge: 3d6
Gargantuan: 4d6
Colossal: 6d6

Guardian Blade
Silver Pegasus (Stance)
Level: 5
Prerequisite: Three Silver Pegasus maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You keep your blade by the side of your mount, ready to punish any who would dare lay a finger on it

The most valuable possession most cavaliers have is their mount, and, even for those whose armor comes in first, losing a mount can easily cost a rider a battle, and many heroic riders are far stronger than their mounts. The Guardian Blade stance was developed by Silver Pegasus adepts to counter this weakness. While in this stance, you may take an attack of opportunity against any creature that attacks your mount.

Hanging Defense
Silver Pegasus (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You have mastered hanging from your mount as cover

You may use your mount as cover without a ride check (see the Ride skill), and may attack while doing so with any melee or ranged weapon you have, even two-handed weapons.

Horseman's Bond
Silver Pegasus (Stance)
Level: 3
Prerequisite: One Silver Pegasus maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You and your mount fight as one, deflecting attacks aimed for one to spare both

While in this stance, up to half of the damage that you take is instead taken by your mount, at your discretion; if your mount is attacked, you may choose to take up to half of the damage from that. Additionally, area-of-effect attacks only affect you or your mount (your choice; you may still redirect damage caused by area attacks).

Knight's Slash
Silver Pegasus (Strike)
Level: 4
Prerequisite: Two Silver Pegasus maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature

You deliver a mighty blow downward, focusing your mount's strength into the blow as much as yours

As part of this maneuver, you make a single melee attack that inflicts 8d6 extra damage. The target for this maneuver can be no larger than your mount, and cannot be mounted.

Lancer's Charge
Silver Pegasus (Strike)
Level: 1
Initiation Action: 1 full-round action
Range: Melee Attack
Target: One Creature

You point your mount at a target, and charge as one with it

As part of this maneuver, move twice your speed in a straight line at your target, then make a single melee attack at +2 to hit, as per the normal rules for charging (inlcuding the penalty to AC that you and your mount take). Make a Ride check against the target's AC; if you succeed, your attack inflicts 1d6 extra damage and your mount may make an attack at an additional +2 to hit. Otherwise, your attack gains no bonus from the charge, and your mount may not attack.

Noble Recovery
Silver Pegasus (Boost)
Level: 2
Prerequsite: One Silver Pegasus maneuver
Initiation Action: 1 swift action
Range: Touch
Target: Your mount

You focus yourself, and your mount shrugs off some of its wounds.

When you initiate this maneuver, your mount recovers damage equal to 1 HP per initiator level, provided that it was inflicted in the last three rounds. You may initiate this maneuver while not mounted, but, in that case, it only heals damage that was taken while you were mounted on the target and that was inflicted in the last three rounds.

Overwhelming Charge
Silver Pegasus (Strike)
Level: 4
Prerequisite: One Silver Pegasus maneuver
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
Duration: 1 round

Your fearsome charge knocks your enemy back.

Make a charge attack as part of initiating this maneuver. If the attack hits, you inflict an extra 20 damage and the target must make a Fortitude save (DC 14 + your Strength modifier) or be unable to take a standard action on its next turn. You may initiate this maneuver while not mounted; if you are mounted, you may use your mount's strength modifier if it is better than yours to set the save DC.

Perfect Unified Defense
Silver Pegasus (Counter)
Level: 7
Prerequisite: Three Silver Pegasus maneuvers
Initiation Action: 1 immediate action
Range: Touch
Target: Your mount
Duration: See below

In a display of devotion not seen in lesser riders, you block every attack directed at your mount in a stunning series of parries, making it plainly obvious that your enemies cannot hope to hurt it.

When you initiate this counter, your mount gains damage reduction 20/- until the beginning of your next turn. Your enemies are aware of this defense, however, and will likely direct their attacks at you. If you use this maneuver to interrupt an attack, it cannot be redirected at you instead (but all subsequent attacks can). Additionally, during the duration of this maneuver, attacks that affect an area do not affect your mount.

Rider's Heart
Silver Pegasus (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Touch
Target: Your mount
Duration: Stance

Your defensive focus shields your mount from attack.

While you are in this stance, your mount gains a +2 dodge bonus to AC. Your mount loses this bonus against any attack you would lose your dexterity bonus to AC against, instead of those that it would lose the same bonus for. Your mount takes no AC penalty for charging.

River of Blades
Silver Pegasus (Strike)
Level: 7
Prerequisite: Three Silver Pegasus maneuvers
Initiation Action: One full-round action
Range: Melee attack
Target: One or more creatures

Whirling your weapon in a series of carefully-practiced strikes, you cut down anything that you find close to you as your mount rushes forth, its hooves beating the ground and any unfortunate enough to stand in its way.

When you initiate this maneuver, you mount must Trample (inflicting damage equal to that of a longsword of its size); you may make one attack as part of this maneuver against each enemy that you pass and don't trample (although you may attack an enemy if you pass it once, then double back to trample it, or trample, then pass; likewise, you may attack the same enemy multiple times if passed twice). Enemies recieve attacks of opportunity if they have superior reach, or if they survive your attack; these may be directed at you or your mount, as you decide. Enemies who recieve multiple attacks of opportunity per round may only make one in response to this maneuver.

If you are not mounted, you may initiate this maneuver to move your speed and attack enemies alongside, but you cannot enter occupied spaces, you suffer a -2 penalty to hit with your attacks, and your enemies make their attacks of opportunity before you attack.

Speed of Glory
Silver Pegasus (Boost)
Level: 5
Prerequisite: Two Silver Pegasus maneuvers
Initiation Action: 1 swift action
Range: Touch
Target: Your mount
Duration: End of turn

You call to your mount for greater speed, and it obliges with a sudden surge carrying you across the battlefield

A horse or other mount provides mobility to its rider first and foremost, and Silver Pegasus adepts are no exception. When you initiate this boost, your mount gains a +30 foot enhancement bonus to its speed for all movement types until the end of your turn (or its next turn, if it acts on a different turn).

Sudden Direction
Silver Pegasus (Counter)
Level: 1
Initiation Action: 1 immediate action
Range: 30 feet
Target: One trained animal or your mount
Duration: 1 round

You see an opening, and immediately direct an animal to take advantage of it.

You may handle an animal (see the Handle Animal skill), or push it to perform a trick that it does not know, as an immediate action. The animal gains a +2 morale bonus to attack rolls, damage rolls, armor class, or saving throws (your choice), should you successfully direct it. If you use this maneuver on an animal you are mounted on, you may use a Ride check instead of a Handle Animal check.

You may use this maneuver even while not mounted.

Two against Many
Silver Pegasus (Strike)
Level: 5
Prerequisite: Two Silver Pegasus maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Targets: Two or more creatures that you threaten

You and your mount attack in unison, unleashing a flurry of blades and hooves, striking faster than can be seen, a blur trailing blood, smashing armor, rending flesh, and pulverizing bone

You and your mount make one melee attack against each enemy that you threaten; you and your mount cannot attack the same target, but each must attack at least one target. This counts as a standard action on the part of your mount in addition to your own. Each attack that hits inflicts 2d6 bonus damage.

Unhorse
Silver Pegasus (Strike)
Level: 2
Initiation Action: 1 standard or full-round action (see below)
Range: Melee attack
Target: One mounted creature

You deliver a mighty blow to your target, knocking him clear from his mount.

When you initiate this maneuver, make a single melee attack (if initiating this maneuver as a standard action) or a charge (if initiating this maneuver as a full-round action, or if you can only take a standard or move action on your turn). Make a single attack against your target. If this attack hits, your target must make a Ride check, with a DC equal to your attack roll, plus your mount's strength modifier. If the target fails this ride check, it falls from its mount, falls prone, and takes 1d6 extra damage from your attack.

You may initiate this maneuver when not mounted; in that case, the DC for the Ride check to remain mounted is simply equal to your attack roll.

Unstoppable Riding
Silver Pegasus (Boost)
Level: 3
Prerequisite: One Silver Pegasus maneuver
Initiation Action: 1 swift action
Range: Touch
Target: Your Mount
Duration: 1 Round or until discharged

Your mount makes a graceful, soaring leap through the air.

Your mount's jumping distance is doubled for its next jump, and you gain a +5 bonus on the Ride check to stay in the saddle during this jump. Your mount must take this jump within one round, or it is wasted.

Valiant Disarm
Silver Pegasus (Counter)
Level: 2
Initiation Action: 1 immediate action
Range: Melee attack
Target: One creature

You refuse to allow an enemy to harm your mount, knocking the weapon from their hand

You may initiate this counter in response to any attacks on your mount. If the attack is being made with a manufactured weapon, you may make an immediate disarm attempt against that weapon, without provoking an attack of opportunity from its wielder or giving its wielder a chance to disarm you. If the attack is being made with a natural weapon or unarmed strike, you instead may make a normal melee attack; if it hits, you deal normal melee damage and your mount gains +4 AC against the attack you counter.

Valorous Charge
Silver Pegasus (Strike)
Level: 8
Prerequisite: Three Silver Pegasus maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
Duration: 1 round
Saving Throw: Fortitude negates

By drawing on your mount's strength, you are able to crush an enemy beneath your trampling hooves.
As part of this maneuver, make a charge attack. You provoke no AoOs for movement as part of this charge. If it hits, you inflict 15d6 bonus damage. Additionally, your target must make a Fortitude save (DC 18 + your Strength modifier) or be stunned for one round. A successful save negates the stun, but neither the extra damage nor the basic damage. Your mount may attack as part of this charge, but gains no special benefit for doing so.

If you initiate this maneuver on foot, it functions normally, but your enemy cannot be stunned.

I_Got_This_Name
2007-06-20, 05:11 PM
True Arrow:

Alarming Alacrity
True Arrow (Boost)
Level: 4
Prerequisite: One True Arrow maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of Turn

In a quick, practiced motion, you loose arrows with a speed far beyond a conventional archer.

In a round in which you initiate this boost, you may make an additional attack as part of a full attack.

Archer's Evasion
True Arrow (Boost)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of Turn

You time your movements and nimbly dodge out of harm's way.

You may only initiate this boost when threatened in melee by an enemy. Once you initiate it, you are not subject to attacks of opportunity caused by movement for the remainder of your turn. You may initiate this boost in the middle of a move.

Caltrop Arrows
True Arrow (Counter)
Level: 3
Prerequisite: One True Arrow maneuver
Initiation Action: 1 immediate action
Range: See below
Target: One Creature

As an enemy advances on you, you throw a handful of arrowheads at his feet.

You may initiate this maneuver whenever an enemy approaches you and gets closer than twice your natural reach (10' for a medium or small character). You may drop caltrops in the area that the enemy approaches through as an immediate action. These caltrops attack at your attack bonus, and do an amount of damage equal to your initiator level; they become normal caltrops, however, after this one attack. If you do not have caltrops, you may use five arrows or bolts to the same effect.

Defense of the Swift Arrow
True Arrow (Stance)
Level: 5
Prerequisite: Two True Arrow maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Dodging your enemies attacks, you aim with a bow that exists only in your mind. You feel an arrow fit to the string of your real bow, and bring it to bear in a pause as your assailant recovers, matching the imagined one perfectly for a single shot, too fast to interrupt.

While in this stance, you are not subject to attacks of opportunity provoked for making a ranged attack while threatened.

Diamond-edged Cascade
True Arrow (Boost)
Level: 8
Prerequisite: Three True Arrow maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of Turn

A bodyguard leaps in front of your target to shield him from the arrows you have loosed on him, and takes the hits, but he takes them in vain: they pierce through his body and continue on past him into his charge.

During the duration of this boost, all ranged attacks you make inflict 2d6 bonus damage, plus one point of additional bonus damage per initiator level. Additionally, whenever one hits a creature, it continues onward to hit the next creature in the same line, using the same attack roll as the original target, but inflicting damage according to a new roll (including all bonuses). Each previous target grants a stacking +4 cover bonus to AC to the creature being hit. Objects stop these projectiles.

Disarming Shot
True Arrow (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Ranged Attack
Target: One Creature

You send an arrow into an enemy's weapon, knocking it clear from his hand

When you initiate this maneuver, make a ranged touch attack roll with your weapon against the target. If this hits, use the same result in a disarm attempt; ranged weapons are always considered one-handed, even if used with two hands.

Doom Arrow
True Arrow (Strike)
Level: 9
Prerequisite: Four True Arrow maneuvers
Initiation Action: 1 full-round action
Range: 1 range increment
Target: 1 creature

You let your entire will flow into a single shot; focus your entire existence into a single arrow. Nothing exists in the universe except you, your arrow, and your target, and time itself waits for you to aim.

Make a spot check against your target's armor class, then make a single ranged attack. If the spot check succeeds and the ranged attack hits, it inflicts an extra 100 points of damage. If the check failed, your attack is at a -2 penalty.

Eagle's Eye
True Arrow (Boost)
Level: 7
Prerequisite: Three True Arrow maneuvers
Initiation Action: 1 swift action
Range: Ranged attack
Target: One creature
Duration: End of turn

With a glance, you discern several telling weaknesses in your enemy's defenses

When you initiate this boost, make a Spot check with a DC equal to the armor class of the creature targeted by it. On a success, all attacks you make against it are made as touch attacks and deal 2d6 bonus damage, plus an amount of additional bonus damage equal to your initiator level.

Earth-Rending Shot
True Arrow (Strike)
Level: 6
Prerequisite: Two True Arrow maneuvers
Initiation Action: 1 standard action
Range: 1 range increment
Area: 5' wide line out to maximum range

You loose a single shot, tumbling through the air in a deadly dance.

As part of this maneuver, make a ranged attack against every enemy in the area of effect. You need only expend one piece of ammunition to initiate this maneuver. Each creature that is hit by this attack takes 6d6 damage, in addition to your normal damage.

Farsighted Focus
True Arrow [Scrying]
Level: 4
Initiation Action: 1 full-round action
Range: 50' per initiator level
Effect: Magical sensor
Duration: 1 round (see below).

You sight on a point in the distance, then leave your body behind to watch that point, improving your focus

The path of the True Arrow often has little supernatural power to it. Many adepts following it, though, draw on blade magic in more subtle ways than an adept of Desert Wind or Shadow Hand might. This is the primary supernatural power studied by a True Arrow adept.

When you initiate this maneuver, you create a magical sensor at any point that you can see and have line of effect to within range. You may see as if you were at the sensor, but your other senses (such as hearing) continue to originate from your body. You may only see things that you wouldn't normally be able to see (from where you initiate the maneuver) within a 30' radius of the sensor, although you are aware of anything that you can see from both sides (you would not be able to read writing on the back of castle battlements more than 30' from the sensor if you can only see the front, but you can see the battlements). Your memories of this vision are sharp enough to allow you to make ranged attacks on your next turn against creatures that have concealment (even total concealment) from your position but were revealed from the sensor ignoring their concealment.

While you project this sensor, you are unable to properly tend to your own body, and, as such, all attackers are effectively invisible when attacking you, unless using ranged attacks from within 30' of your sensor. You are, however, still as aware of these attacks (being able to see them from a distance, hear them, and so on). You also may not take attacks of opportunity, or do other actions that require a similar level of presence of mind. As an immediate action, you may dismiss this maneuver; however, you lose the benefit of being able to bypass concealment.

This maneuver is a supernatural ability; unlike other supernatural maneuvers, initiating this maneuver provokes an attack of opportunity.

Golden Sparrow Shot
True Arrow (Strike)
Level: 8
Prerequisite: Three True Arrow maneuvers
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature

Drawing on amazing reserves of focus and training, you sight a perfect shot in mere seconds, letting fly a perfect, fatal arrow.

As part of this maneuver, make a Spot check with a DC equal to the target's AC. If you succeed, make an attack roll; if it hits, you deal quadruple normal ranged damage. If the attack is a critical hit, stack the multipliers as normal. You cannot take the shot on a failed spot check.

Hobbling Shot
True Arrow (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Ranged Attack
Target: One Creature

You unleash a carefully-aimed shot into your target's legs, slowing him.

When you initate this strike, make a ranged attack. If it hits, your target must make a Fortitude save (DC 11+your Dexterity modifier) or have his land speed halved until he recieves healing exceeding the damage caused by the shot from one source, or a Heal skill check (DC 15) as a full-round action. He may attempt this skill check on himself.

Horizon Seeker
True Arrow (Strike)
Level: 5
Prerequisite: Two True Arrow maneuvers
Initiation Action: 1 full-round action
Range: Ranged attack
Target: One creature

Closing one eye, you focus on your target, sighting down an arrow. You raise your bow, letting your instincts guide it to exactly the right height, and let your arrow fly.

As part of this maneuver, make a single ranged attack. Range penalties do not affect this attack roll. If you hit, you deal 4d6 bonus damage.

Ignited Shot
True Arrow (Strike) [Fire]
Level: 3
Prerequisite: One True Arrow maneuver
Initiation Action: 1 full-round action
Range: Ranged attack
Target: One creature
Duration: See below

You fire and loose an arrow, sending it to burn through your enemy

Make a ranged attack as part of this maneuver. If it hits, your burning arrow sets its target ablaze, inflicting 1d6 points of fire damage immediately and 1d6 additional fire damage per round on your turn (starting next turn). This lasts until your target either immerses himself in water or succeeds on a Reflex save (DC 13 + your Dexterity modifier); attempting such a save is a standard action.

You must have a way of lighting a fire (flint and steel, a Tindertwig, or a smaller fire, for example) to use this maneuver. If the fire is lit with flint and steel or a tindertwig, igniting it is part of this maneuver (and it a small blaze may be left on the ground for future lightings). If you do not have any of those, you may also ignite the arrow if you know any supernatural maneuver (except this one), spell, psionic power, or similar effect with the [Fire] descriptor; you need only know it, not have it readied or prepared. In that case, this maneuver is a supernatual ability.

Line of the Impaled
True Arrow (Strike)
Level: 4
Prerequisite: Two True Arrow maneuvers
Initiation Action: 1 standard action
Range: Ranged attack
Target: One or more creatures

You loose a shot through one creature and let it continue through to the next.

As part of this maneuver, make a ranged attack. If it hits, it inflicts an extra 3d6 points of damage, and the projectile continues in a line past the original target; you must make attacks against every target in that path, in order, until you miss; your attack bonus decreases by two for each target hit before. Every target hit takes normal weapon damage, plus the 3d6 from this maneuver.

Marksman's Shot
True Arrow (Strike)
Level: 1
Initiation Action: 1 Full-round Action
Range: Ranged Attack
Target: One Creature

You sight down your arrow at a target, letting the rest of the world fall away. The next few seconds seem an eternity, but you loose only when you know you have the perfect shot.

When you initiate this maneuver, make a single ranged attack. This attack is made with all range penalties reduced by 2, and inflicts an additional 1d6 damage, should it hit.

Mithral-Eyed Accuracy
True Arrow (Boost)
Level: 5
Prerequisite: Two True Arrow maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

Your eyes gleam, then narrowly focus on your target and ignore anything that stands in your way.

A True Arrow adept is unimpeded by magical defenses against his arrows, nor by concealment. As long as you target the right square, all ranged attacks you make in a round where you initiate this boost are not subject to concealment or magical protections that provide a miss chance or prevent them from hitting entirely, such as Wind Wall.

Opportunist's Shot
True Arrow (Counter)
Level: 2
Initiation Action: 1 immediate action
Range: 30 feet
Target: One creature

You see a single momentary opening, and use it to loose an arrow.

When a creature within 30' provokes an attack of opportunity and you are armed with a ranged weapon, you may initiate this counter. Make a ranged attack against that target; this functions exactly like a normal attack of opportunity except that it is an immediate action. You suffer attacks of opportunity as normal for using a ranged weapon; any hit negates this maneuver. You cannot use this maneuver and make a melee attack of opportunity for the same opportunity.

Perfect Sniper
True Arrow (Strike)
Level: 7
Prerequisite: Three True Arrow maneuvers
Initiation Action: 1 full-round action
Range: Ranged attack
Target: One creature

You sight on a target that looks to be barely an inch high, focusing your view into seeing that target's weakpoints, then carefully adjust for every concern, from the mundane range and wind to the more unpredictable magical defenses before letting fly.

As part of this maneuver, make a Spot check against a DC equal to your opponent's armor class. Unlike with other Spot checks in this discipline, a range penalty applies: -2 per range increment. If you succeed, you may make a single ranged attack against the same target, also as part of this maneuver; ignore all magical barriers and the range penalty to hit. If this attack hits, and the target is flat-footed, it inflicts 15d6 bonus damage.

Phantom Arrow
True Arrow (Strike) [Phantasm, Mind-Affecting]
Level: 7
Prerequisite: Three True Arrow maneuvers
Initiation Action: 1 standard action
Range: 1 range increment
Target: One creature
Duration: 1d3 rounds
Saving Throw: Will negates

You focus your gaze on an enemy and draw your bow, empty. You turn it on your enemy, and loose a shot seen only in your mind to hit unerringly

True Arrow masters know that their true greatest weapon isn't their arrows or their bow, or their hands, but the mind behind it all. Certain among them have developed this technique to emphasize this point, letting an attack that is almost purely mental (although focused through a range weapon) strike their enemy. The enemy is then stunned by the mental onslaught, unable to ignore the attack as it is more than nothing, yet unable to simply shrug it off as another physical wound.

When you initiate this maneuver, its target must make a Will save (DC 17 + your Wisdom modifier). If it fails this save, it is stunned for 1d3 rounds.

This maneuver is a supernatural ability.

Quicker than the Eye
True Arrow (Strike)
Level: 5
Prerequisite: Two True Arrow maneuvers
Initiation Action: 1 standard action
Range: 1 range increment
Target: One creature

You aim and loose an arrow quickly, timing your shot for when the enemy is turned, to hit before your enemy can react.

As part of this maneuver, make a single ranged attack. Your enemy's dexterity, dodge, and shield bonuses do not apply to this attack.

Silver Sparrow Shot
True Arrow (Strike)
Level: 4
Prerequisite: One True Arrow maneuver
Initiation Action: 1 standard action
Range: Ranged Attack
Target: One Creature

You close one eye and sight carefully at your target, instantly noting the weakest point in your foe's armor, adjusting for the wind, timing for your target's dodging.

The Silver Sparrow Shot is a common True Arrow technique, favored for the speed with which it can be brought to bear compared to other, less advanced techniques. As part of this maneuver, make a Spot check with a DC equal to your target's AC. You then make a single ranged attack, also as part of the maneuver; if you failed the Spot check, this is at a -2 penalty, but, if you succeeded and your attack hits, it inflicts double damage. If the attack is a critical hit, stack the multipliers as per the normal rule.

Skirmisher's Stance
True Arrow (Stance)
Level: 3
Prerequisite: One True Arrow maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You aim your shots carefully, loosing your arrows from positions to do the most damage

As long as you have moved at least 10 feet before making an attack, you inflict 1d6 extra damage and gain +1 to hit. This is precision-based damage, so it does not apply against targets further than 30 feet from you, or that are immune to critical hits.

Stance of Accuracy
True Arrow (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You adopt a focused stance, allowing you to concentrate on a single target

While in this stance, you gain a +1 bonus to ranged damage against a target for each attack you have made against it previously. This bonus resets to zero if you go a round without attacking that target, leave this stance, or move more than five feet in a single round, or if the target gains total concealment or cover. This bonus does not apply or accumulate against targets with concealment, although you retain it.

Starlight Hail
True Arrow (Boost)
Level: 6
Prerequisite: Two True Arrow maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

The arrows from your bow need merely touch an enemy to kill, such is your accuracy and skill at placing them through weakpoints.

During a round in which you initiate this boost, your ranged attacks are made as touch attacks with double their normal critical threat range, not stacking with any other effects to increase critical threat range. If you have another effect that equals or exceeds this, you instead do +2d6 damage on a critical hit.


Sublime Marksmanship
True Arrow (Stance)
Level: 6
Prerequisite: Two True Arrow maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

The outside world fades from your view, as do all barriers between you and your target. Your instincts lead you into perfect shots with every loosed projectile.

While in this stance, you ignore all concealment and all cover less than total when making ranged attacks. You must still target the correct square.

Supreme Focus
True Arrow (Stance)
Level: 8
Prerequisite: Three True Arrow maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stane

You achieve a state of near-oneness with your bow, letting you pour your focus into it in ways impossible before.

While in this stance, you may initiate one True Arrow boost per round without using a swift action.

Unerring Shot
True Arrow (Strike)
Level: 3
Initiation Action: One Standard Action
Range: Ranged Attack
Target: One Creature

You fire one arrow in a perfect shot at your target

When you initiate this maneuver, make a ranged attack. This attack ignores less-than total cover, concealment (you must still target the correct square), inclement weather (such as wind or rain), and even magical effects similar to those (such as a Gust of Wind or Wind Wall). If it hits, it inflicts an extra 2d6 damage.


Viper Fang:

Acidic Onslaught
Viper Fang (Stance)
Level: 6
Prerequisite: Two Viper Fang maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Your weapon drips a steadily oozing acid, sizzling slightly on the ground as you move.

While you are in this stance, every melee attack you make deals an extra 1d6 points of acid damage. This stance is a supernatural ability.

Asp's Coil
Viper Fang (Stance)
Level: 8
Prerequisite: Three Viper Fang maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Saving Throw: Fortitude Negates (see below)

In an act of superb focus, you compel your weapon to secrete venom, continually oozing over its blade.

When you are in this stance, your melee weapon is continually coated with one of the contact poisons listed below; you choose when you enter this stance, and may change it as a swift action. No creature may be poisoned more than once per round by this stance, but otherwise all creatures that you hit in melee are affected; you are immune to this poison. The poison has a save DC of 10 + 1/2 your initiator level + your Wisdom modifier.

Weakening Venom: 1d4 strength primary and secondary
Shivering Venom: 1d4 dexterity primary and secondary
Murdering Venom: 1 constitution primary, 1d4 constitution secondary
Fatiguing Venom: Fatigue primary, 1d4 minutes unconciousness secondary

Battle Toxin
Viper Fang (Strike)
Level: 2
Initiation Action: 1 Standard Action
Range: Melee attack
Target: One creature
Duration: 1 minute

You focus pure hate into a piece of your life force, letting it become a deadly poison, which then oozes out of your blade as you bring it down on an enemy.

You may only initiate this maneuver with a piercing or slashing weapon. Make a single melee attack as part of initiating this maneuver. On a hit, you inflict normal melee damage and poison your enemy. This poison has a DC of 12+your Wisdom modifier, and does your choice of 1d4 Strength or Dexterity damage, or 1d3 Constitution damage, as both its primary or secondary damage. This persists as per the norm for ability damage even after the maneuver expires.

This maneuver is a supernatural ability.

Blood Drinker
Viper Fang (Strike)
Level: 4
Prerequisite: Two Viper Fang maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature

You plunge your blade into your enemy, catching the fountaining blood with your off-hand and bringing it to your lips. As you drink, you transmute it into a healing essence.

This maneuver requires that you make a successful melee attack with a slashing or piercing weapon (as part of initiating this maneuver), to allow you to drink your enemy's fresh blood. Drinking this blood heals you by 3d6 hit points, plus a number equal to your initator level or 12, whichever is less.

This maneuver is a supernatural ability.

Bloodletting Strike
Viper Fang (Strike)
Level: 6
Prerequisite: Two Viper Fang maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: See below

As your knife plunges into your enemy's flesh, a stream of blood pours out. You know that you've hit the right spot, and that it's only a matter of time before your enemy bleeds out.

When you initiate this maneuver, make a heal check as part of the maneuver, with a DC equal to the target's AC. You then make a melee attack, also as part of the maneuver. If the attack hits and the Heal check is successful, it deals 2d6 bonus damage, in addition to normal melee damage. The target then takes 2d6 damage per round for four rounds. Following that, he then takes 1d4 damage per round until that is treated, either as a full-round action requiring a heal check with a DC equal to your check result, or with magical healing. Those using magical healing must make a check (1d20 + caster level + healing spell's save DC (or the DC it would have if it had one) - 10), against the same DC as a heal check to treat the wound does; otherwise, it keeps bleeding.

Breath-Cutting Strike
Viper Fang (Strike)
Level: 8
Prerequisite: Three Viper Fang maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Three rounds
Saving Throw: Fortitude negates

With a quick blow to the neck, your enemy stops breathing.

When you initiate this maneuver, make a melee attack; if it hits, in addition to normal melee damage, your target must make a Fortitude save (DC 18 + your Wisdom modifier) or stop breathing, causing them to be able to take either a standard or a move action. In one round, they must make another Fortitude save against the same DC or start to drown, dropping to 0 HP (disabled), if above 0 HP. One round afterward they must make a final fortitude save; on a failure, they drop to -1 HP (if still above -1 HP) and are now unconcious and dying. A successful fortitude save (other than the initial save) halts the progress of this maneuver for one round; a successful initial save negates the effect of this maneuver (but not the normal damage).

Death Blow
Viper Fang (Strike)
Level: 3
Prerequisite: One Viper Fang maneuver
Initiation Action: 1 standard action
Range: Melee Attack
Target: One Creature

You make a savage cut, ignoring the possibility of inflicting lesser wounds in favor of rapidly killing your enemy

Make a single melee attack. If your enemy is flat-footed or denied dexterity to AC, your weapon's critical threat range expands by two (applied after, and stacking with Keen and Improved Critical. You gain another +2 bonus to your critical threat range if your target is flanked. Finally, you must make a Heal check against a DC equal to the target's AC. If this fails, you take a -4 penalty on your roll to confirm a critical hit, but if it succeeds, your weapon's threat range expands by another 1. If this attack is a critical hit, you inflict an extra 10d6 damage, but if it is not, you inflict only half damage.

Death-touched Pause
Viper Fang (Strike)
Level: 5
Prerequisite: Two Viper Fang maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: See below

You thrust your blade against your enemy's side, a seeming miss. You dodge, parry, and fight the rest of the battle, but you know that you have already won. This is affirmed when a blast of warm red blood pours out of your enemy's side, where your weapon had seemingly just pricked him.

When you initiate this strike, make a single melee attack. If it hits, it does not deal normal melee damage. Instead, select a number of rounds, up to one round per five ranks you have in Heal. After that time passes, the target of this maneuver takes 8d6 points of damage, plus 2d6 per round that you delayed this damage, as the wound takes hold of him.

Draw Venom
Viper Fang (Strike)
Level: 7
Prerequisite: Two Viper Fang maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature

The blood of your enemy is tainted with every poison in it. By striking carefully, you can pull out exactly the poison you need onto your blade, while still leaving it burning in your enemy's veins.

When you initiate this maneuver, make a melee attack. If the attack hits, make a Heal check against the DC of any one poison that your enemy is currently afflicted by. On a success on that Heal check, your weapon is envenomed with that same poison; this lasts until the poison is used (as per the normal rules), or until the end of the encounter, whichever happens first.

Envenom Weapon
Viper Fang (Boost)
Level: 1
Initiation Action: 1 Swift Action
Range: Touch
Target: Your Weapon

In an instant between strikes, you apply poison to your weapon

When you initiate this boost, apply a poison that you have out (typically in your off-hand) to any slashing or piercing weapon that you have drawn. There is no risk of poisoning yourself when initiating this boost.

Eviscerate
Viper Fang (Strike)
Level: 1
Initiation Action: One Standard Action
Range: Melee attack
Target: One Creature

You watch your target and read its anatomy, aiming an attack at a major vein.

Make a Heal check as part of this maneuver, with a DC equal to the target's AC, then make a melee attack. If you failed the heal check, this attack is at a -2 penalty. If you succeeded, you inflict an extra 1d6 damage, and your target bleeds for 1 additional point of damage per round until he recieves at least one point of magical healing or someone gives first aid as a full-round action (requiring a Heal check with a DC equal to your initial Heal check result). This maneuver is ineffective against targets that are immune to critical hits.

Flesh Rending Strike
Viper Fang (Strike)
Level: 4
Prerequisite: One Viper Fang maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round

You watch your opponent's movements carefully, then stab directly into your foe's weakpoints.

You rely more on your knowledge of anatomy than on your weapons when dealing damage. As part of this maneuver, make a melee attack. If the attack hits, you do not deal normal damage; instead roll a Heal check and deal damage equal to the check result. Modifiers that normally increase damage, such as weapon enhancement bonuses, your Strength score, and effects such as class abilities, spells, and feats that normally increase damage do not apply to this attack. Additionally, the enemy takes one point of extra damage from all attacks for one round per 10 points of damage dealt by this attack; this is essentially the same as negative damage reduction.

Flesh Rending Strike, Superior
Viper Fang (Strike)
Level: 7
Prerequisite: Three Viper Fang maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Three rounds

Your deft blade falls perfectly into your enemy's flesh, cutting out exactly what you want gone.

This functions exactly like Flesh Rending Strike, except that you inflict damage equal to twice your Heal check result, and the target takes no extra damage. Instead, for every 10 in your Heal check result after the first, your target takes a -1 penalty on all saves for three rounds.

Heart Render
Viper Fang (Stance)
Level: 3
Prerequisite: One Viper Fang maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You watch your opponent carefully, timing your strikes to tear out their heart.

While in this stance, your melee critical threat range expands by one (apply this last, after Keen or Improved Critical). Thus, a weapon that scores a critical threat only on a 20 becomes 19-20, one that threatens on a 19-20 becomes 18-20, and so on. Additionally, you gain +4 to attack rolls to confirm critical hits.

Life Taker
Viper Fang (Strike)
Level: 9
Prerequisite: Three Viper Fang maneuvers
Initiation Action: 1 standard action
Range: Melee Attack
Target: One Creature
Saving Throw: Fortitude Partial

You watch your target's movements, catching exactly how their muscles, arteries, and veins move, then, in one deft stroke, cut straight through your enemy's neck and plunge down into his chest.

Make a Heal check as part of this maneuver, with a DC equal to your target's AC. If you fail, make a melee attack at a -2 penalty and deal normal damage if you hit. If you succeed, make a melee attack at a +4 bonus. If that attack hits, you deal normal melee damage and your opponent must make a Fortitude save (DC 19 + your Wisdom modifier). If your opponent fails the save, he dies instantly; on a successful save, he takes 2d4 points of Constitution damage. This maneuver is ineffective against enemies that are immune to critical hits.

Poison Preserver
Viper Fang (Boost)
Level: 3
Prerequisite: One Viper Fang maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: One Round

You attack carefully, letting only a tiny dose of your poison get into exactly the right spot

When you hit an enemy in melee with a poisoned blade, the poison takes its full effect as normal, but the weapon remains poisoned for the duration of this boost.

Poisoner's Stance
Viper Fang (Stance)
Level: 1
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance

You draw upon your knowledge of anatomy to put poisons directly into major arteries

When you attack a flat-footed enemy, an enemy otherwise denied dexterity to AC, or a flanked enemy with a poisoned weapon, your poison inflicts one point of additional primary and secondary ability damage, and gains +2 to its DC.

Soul Poison
Viper Fang (Boost)
Level: 1
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: End of Turn

You focus your soul into manifesting a deadly poison, then release it through your weapon

You turn a tiny piece of your life energy into acid, too small to harm you, then release it through your weapon. This does not harm your weapon; however, any you hit with it take 1d6 acid damage, plus one more point of acid damage per initiator level you have.

This maneuver is a supernatural ability

Treat Wound
Viper Fang
Level: 2
Prerequisite: One Viper Fang maneuver
Initiation Action: 1 full-round action
Range: Personal
Target: You

You dodge back from the fight to dress your wounds

Your underhanded tactics have a flip side: you know how to treat your injuries. You cannot initate this maneuver if threatened by any enemies, and it is ruined if you take any damage from immediate-action counters. If you successfully initiate it, make a Heal check and recover an amount of damage equal to the check result divided by three. This only affects damage suffered in the past three rounds.

Toxic Rush
Viper Fang (Boost)
Level: 5
Prerequisite: Two Viper Fang maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1d4+1 rounds

You duck back from the melee a moment to suck the poison from your wounds. The vital energy your body had naturally gathered to fight the poison then has nowhere to go but into your combat vigor, allowing you to fight viciously.

You may only initiate this boost when poisoned, Make a heal check to treat the poison as part of this maneuver. If you succeed, the poison is not only neutralized, but you recover from the initial damage it did, if any, and gain a circumstance bonus to whatever ability score it would deal secondary damage to for 1d4+1 rounds. This bonus is equal to +1 for each d4 or smaller die of damage it would do, +2 for each d6, +3 for each d8, and +4 for each larger die, with a minimum bonus of +2. If the poison would instead deal HP damage, you gain an equal amount of temporary HP, and if it would knock you unconcious, you gain a +2 bonus on Spot and Listen checks and a +5' bonus to speed.

Venom of Agony
Viper Fang (Strike)
Level: 5
Prerequisite: Two Viper Fang maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 minute
Saving Throw: Fortitude partial

You touch the deepest, darkest part of your soul, pulling a stream of hatred from it. Through sheer force of will, you force it into the physical world through your blade, where it lingers, ready to kill

You poison your weapon with the manifestation of your darkest desires and hatreds. Make a single melee attack; if the attack misses, the poison evaporates and is wasted. The attack does 2d6 extra points of acid damage; if the target takes any damage from the attack, he is poisoned. This poison has a DC of 15 + your Wisdom modifier, and deals 1d8 constitution damage primary and secondary. As is the norm for ability damage, this persists after the duration of the maneuver. On a critical hit, your poison's DC increases by 2.

This maneuver is a supernatural ability.

Venom of Suffering
Viper Fang (Strike)
Level: 6
Prerequisite: Two Viper Fang maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature

Lunging with a blade poisoned in a brief instant that your enemy's eyes looked away, you stab your enemy in an artery that you know will spread the poison throughout their body.

As part of this maneuver, apply a poison to your weapon with no risk of poisoning yourself, if your weapon is not already poisoned, then make a melee attack. If it hits, the enemy is poisoned with a save DC four higher than is the norm for the poison, and the poison inflicts double damage. If it misses, your weapon is still poisoned.

I_Got_This_Name
2007-06-20, 05:12 PM
Histories of the Lesser Disciplines:
Each Lesser Discipline has a long history, completely separate from the history of the Temple of Nine Swords.

Falling Wave:
The Falling Wave discipline dates back into the depths of the ancient past; coastal communities since ancient times have records of warriors with skills that strongly resemble those taught in the Falling Wave schools, as have ancient mariners, and, more frequently, aquatic elves. By far the most frequent practitioners of the Falling Wave discipline, however, are the Sahuagin. Reports from the Sahuagin cities from escapees, foolhardy and lucky adventurers, and the few who go to trade with them report large temples and enormous schools carved from coral reefs or oceanic rock, training Sahuagin warriors in the Falling Wave discipline. Because of this, it is propable that, if the Sahuagin did not originate the discipline, they refined it and invented many of the maneuvers now commonly used by its masters.

There are other suspects for its origins, of course. It may have been originated among the Kuo-Toa; their Monitors are frequently seen to use the Falling Wave discipline when pressed into combat. The Aquatic Elves often claim credit for originating it, and are certainly frequent users of it, but the astute student can note that the Falling Wave discipline is often less graceful than traditional elven arts of war, and the Falling Wave discipline was unheard of by the Blade Guide of the Eternal Blade that this writer had the fortune to meet. This Guide had been a scholar of all elvenkind in his life, and had tracked the knowledge of the Sublime Way possessed by the Aquatic Elves and Drow, in addition to the High Elves. The Tritons have their claim on the invention of this discipline; a few of the more magical maneuvers bear their mark quite plainly, but it is unlikely if they have more to their name. The other aquatic races, the Merfolk, Locathah, Aventi, Darfellans, and the like, are also all known to practice the Falling Wave discipline, but it is unknown how much of the discipline was invented by each.

Falling Wave is possibly the most commonly-practiced and least obscure of the lesser disciplines, as every Sahuagin follower of the Sublime Way that I have had the misfortune to meet has mastered the Falling Wave discipline, as well as the warriors from every other civilization under the waves. It was overlooked in Reshar's travels likely because he did not see the sea for what it was: home to civilizations every bit as mighty as the mightiest empires of the surface world. It remains overlooked for the same reason, but any student of the Sublime Way who expects to spend any time in the water would be well-advised to learn at least some of the secrets of the Falling Wave discipline.

Glacial Chill:
Practiced by the raiders in the northern reaches, Glacial Chill is a discipline composed of equal parts supernatural power and relentless force. Life for a student of Glacial Chill is an eternal struggle to survive against the cold, the beasts of the glacier, and the neighboring tribes; Glacial Chill arose out of an environment of the utmost harshness, and reflects that in itself. Its students must become as cold as the glacier and as fierce as its beasts to have a hope of surviving, let alone mastering the discipline. It is through this cold that a student of Glacial Chill draws the cold of the glacier into their weapon.

The Glacial Chill discipline can be found outside of the glacier of its origin, however. Indeed, it has students who have never trained on the glacier, not developing the style in its "true" intended manner. The masters of Glacial Chill are quite prolific raiders; many of them have decided to settle in areas that they have conquered while raiding, training the next generation of students there, both children of raiders and, occasionally, locals. This, combined with the simplicity of teleportation, have led them to spread their discipline to a wide variety of areas.

The Glacial Chill discipline was simply overlooked by Reshar; the Desert Wind and Devoted Spirit disciplines were more spectactularly supernatural, while the Iron Heart discipline was more spectacular in its displays of martial skill. Regardless of the reason, though, Reshar did not bring Glacial Chill to his temple, nor did the masters of Glacial Chill meet with him. However, some of the "monstrous supernatural powers" wielded by warriors of the Shadow Tiger Horde may have in fact been maneuvers used by Glacial Chill raiders that the Horde enlisted.

Leaping Gale:
Leaping Gale is a more recent innovation than many other disciplines, although it still predates the Temple of Nine Swords by a good two hundred years. It is practiced by a few isolated sects of swordsages in mountains to the east, who have, by now, absorbed many of the techniques of the Temple of the Nine Swords into their fighting style, although one can still find a practicioner of Leaping Gale as "pure" as any martial adept ever was. These temples are predominantly human, although it is not uncommon to find others, even of the monster races, studying there alongside the human students.

The mindset of the Leaping Gale masters is quite an interesting one; its masters tend to be blown on the wind, travelling across the world. Thus, despite it originating (and having the most practicioners) in the eastern mountains, it can be found anywhere in the world; its wandering masters often train students who, themselves, take up the wandering life. These wandering masters occasionally return to the original temples, but many live out their entire lives never even considering returning to the temples. Additionally, there are some who mention mobile temples of the Leaping Gale, on floating islands, built upon clouds, or simply vanishing one day and appearing somewhere else, spreading the discipline that way, but these are likely fancy and myth.

In a little-known chapter of history, Reshar, emboldened by mastering three disciplines in as many seasons, scaled these mountains, coming to the monks of a Leaping Gale temple as a prospective student. They took him in, and agreed to share their training with him. They trained him alongside their other students, but their masters found his technique weak; he was failing to execute the difficult techniques of the Leaping Gale and instead using similar techniques from his other disciplines, and could simply not keep up, even with those a decade his junior. Eventually, the masters' demands were too much for his pride, and Reshar left, enraged at the masters here. Some say they expelled him. Regardless, he never spoke a word of the Leaping Gale discipline again.

Masked Moon:
Developed by shapeshifters, especially lycanthropes, in secret, the Masked Moon discipline is hard to date precisely. It is perhaps the most diverse of the disciplines, even more so than the better-known disciplines, due to its lack of reliance on a single body type. If a practicioner's body is incapable of a movement in another discipline, that movement is not used in its maneuvers. Masked Moon adepts, however, simply shapeshift into a form that can.

The prevelance of the Masked Moon discipline is somewhat in question; one who seeks can hear of lone werekin warriors wielding it from across the world, or of the occasional changeling spy who has mastered the discipline. Thus it can be known to have spread across the world. However, in my travels, I have never reliably heard of a permanent Masked Moon temple. This does not, however, imply their nonexistance; shapeshifters are a secretive bunch; they may have hidden temples that the uninitiated are completely unaware of, or they may be restricted to wandering masters.

Reshar left no explicit mention of Masked Moon and is left practically unmentioned in its history. He had mentioned shapeshifting followers of the Sublime Way, and had crossed blade to claw against them several times according to the Masked Moon histories and several accounts of his travels (see Travels of Reshar, volumes III, VI, VII, and X), but apparently either never made the connection that their shapeshifting was often part of the Sublime Way, or ignored it when they refused to teach him.

Rending Scream:
The Rending Scream discipline is a bit of an oddity. Practiced by a few warrior cultures, this discipline focuses on channelling the adept's ki in the most basic way possible, through shouts. These shouts are focused to demoralize one's enemies, rally oneself, or even inflict damage. Rending Scream adepts have been known to shatter stone walls with their shouts, according to their oral traditions; this is believable to one who has sparred with their warriors.

Rending Scream spread through raids made upon its practicioners. Oftentimes, its practicioners were taken by extraplanar or illithid raiders as prisoners of war; on their escape, they found themselves in completely alien environments, even after escaping back to the civilized material plane. Others picked up Rending Scream from these escaped warriors, and integrated it into their fighting styles; it is not entirely unknown for these trainees to have set up temples to teach the Rending Scream discipline. More than other martial adepts, however, Rending Scream adepts love their freedom, hating any form of control brought upon them by others. This has lead to campaigns against the slavers that originally spread the masters across the world, and to quite a number of wandering masters, not willing to accept the confinement and control of being left in one place.

When Reshar ran across the Rending Scream practicioners in his travels, he immediately dismissed them. They were ki users, but, in his eyes, the practice of trying to destroy one's enemies by yelling oneself hoarse was far too barbaric to truly follow the Sublime Way; further, these self-ruled barbarians were in no way people that he wanted at his temple. In this manner, he missed one of the most unique disciplines ever to be practiced. Rending Scream continued on as it always had, unchanged by this, while the Temple of Nine Swords lost the benefits that a Rending Scream adept, a strong-willed defender of freedom backed by the might of his warcries, would provide.

Silver Pegasus:
Silver Pegasus has a long tradition, but came into its current form relatively recently, at least in terms of the histories of the disciplines; its current form is about 200 years old. The trappings of glory, valor, and honor that surround the discipline now are the hallmarks of this current form; its most recent form before that put its focus entirely on riding and the superior mobility that a horse granted. It developed primarily out of individual riders; mounted leaders preferred the White Raven discipline, although a few took up Silver Pegasus, whereas common cavalry often could not master the training needed for Silver Pegasus.

Pinning down the exact origins of the Silver Pegasus school is difficult. When one only examines horsemen, the most common practicioners of Silver Pegasus, one can see that a horseman can be born anywhere and live anywhere. If one adds in the griffon riders, hippogriff riders, pegasus knights, and the rare warrior carried into battle on a dragon, not to mention the fell riders of Nightmares, a single rider of the Silver Pegasus school can come from anywhere in the multiverse. It is most likely that individual Silver Pegasus maneuvers were developed in vastly scattered areas, even on other planes of existence, and formed into a complete discipline some centuries before its most recent form.

The Silver Pegasus discipline was a very near miss with Reshar. He encountered Silver Pegasus riders on at least six occasions during his travels, according to the personal memoirs of several such riders or their heirs, and from a certain bronze wyrm. Reshar had even fought side-by-side with some of them. His exact reasoning is not preserved in these records, but the most likely story seems to be that he thought the Silver Pegasus discipline relied on a mount, and that his view of the Sublime Way would only require the practicioner.

True Arrow:
True Arrow is one of the many ways by which practicioners of the Sublime Way turn it to ranged combat (see the Book of Falling Stars for more information). It dates back, much like other disciplines, to ancient times; exactly how far back is hard to say. The legends of the horse nomads of the region that this discipline seems to be most common in all claim that one of their tribe's ancient forebears invented the entire True Arrow discipline, usually immediately after crafting the first bow. These legends, however, contradict on all other details, including the inventor's name, and exactly which tribe he sired. No other origin stories for the True Arrow discipline are proposed, however.

The True Arrow discipline spread as all things associated with horse raiders spread: through conquest. It acquired its name of True Arrow along the path of conquest, having no special name among its originators, and continued to spread across the world. While the horse raiders consolidated their strength, this discipline spread ahead of them through the trade conducted by advanced mages. While the practicioners of this discipline remained somewhat few in number, they spread via masters transported by mages as bodyguards, at least at first, then a few wandering masters began to follow the path. There are no real True Arrow temples, or fixed archery ranges; it is a wandering path.

The True Arrow discipline, having been spread for well over a century before Reshar founded the Temple of Nine Swords, is notable in its absence from said temple. Reshar saw melee combat, blade on blade, as the more honorable, proper way to fight; he had as little respect for archers as followers of the Sublime Way as he did for Mages. He never looked at the advanced bow techniques of the True Arrow archers, and, for that, the Temple of Nine Swords was woefully lacking in its ability to defend itself at a distance, from cover, against the onrushing Shadow Tiger Horde.

Viper Fang:
Viper Fang is possibly the most recent of the lesser disciplines, and is possibly another ancient discipline; depending on how it is defined, it dates back either to the fall of the Temple of Nine Swords, or to the early days of the Shadow Hand discipline. Viper Fang was originally a branch of Shadow Hand dealing with poisons and acids; in that form, its origin is unrecorded. It remained intact, the province of, like Shadow Hand, mysterious cults of assassins and spies; it was, however, obscure, as a branch of Shadow Hand, and many Shadow Hand practicioners were unaware of Viper Fang, or knew only of its existence, not practicing the maneuvers themselves.

The discipline came into its own with the Shadow Tiger Horde. Many Viper Fang practicioners had studied at the Temple of Nine Swords, although Reshar and his successors had frowned upon the use of poison, forcing them to keep much of their practice in secret alcoves of the Shadow Hand shrines. When the Tiger Lord and Shadow Master were exiled, the Venom Fang practicioners were among the students that followed them, or that left the temple in protest. A few were even executed for conspiracy, or killed in "sparring accidents" by other students eager to take vengeance on the exiled Shadow Master, with those who had been caught with poison being especially easy targets. In this way, soon no practicioners of Viper Fang were left at the Temple of Nine Swords. This was, although they would not realize it, a grave loss. Many of the exiles continued their training and found employment; notably in the Underdark, among the Drow (who are now prolific students of Viper Fang).

When the Shadow Tiger Horde returned, however, the secretive Snake Princess, second in command to the Shadow Master and master of the Viper Fang students who had remained in the horde, summoned her students to meet in her tent on the night before the battle. Although she was loyal to her master, she could not bring herself to destroy the Temple of Nine Swords; she believed that both the Shadow Master and Tiger Lord had gone mad. Few know what was said that night, but, come morning, the students were resolved to defend the temple, with the means they knew best: subtlety and guile. Come the dawn, the Snake Princess poisoned the Shadow Master greviously before he impaled her. The legends say that she would not even be killed by this, and was instead torn apart while paralyzed by this impaling blow. She did not live to see the Spirit Seeker take advantage of the Shadow Master's weakened state. Her students were killed by both sides in the battle, with only three escaping, casting aside their old identities, and training disciples anew.

I_Got_This_Name
2007-06-20, 05:19 PM
Feats of the Lesser Disciplines:

Dark Venom
You have learned to use envenomed weapons to make Viper Fang strikes more deadly
Prerequisite: One Viper Fang strike
Benefit: When you make a Viper Fang strike with an envenomed weapon using poison that was not created by a Viper Fang maneuver, you inflict 1d6 extra points of acid damage.

Falling Wave Endurance
Your studies of the secrets of the Falling Wave discipline have improved your aquatic endurance and speed immensely.
Prerequisite: One Falling Wave maneuver.
Benefit: You gain a +4 bonus on Swim checks to resist nonlethal damage, Constitution checks to continue running and avoid nonlethal damage from a forced march, but only while swimming, Constitution checks to hold your breath beyond the normal time limit. Fortitude saves to resist cold water. Additionally, you can hold your breath for twice as long as normal (four rounds, times your Constitution score). Finally, you may take 10 on Swim checks made to move as per the description of the skill (but no other checks), even in situations that would distract you or stormy water; you may move one half your speed as a move action or your full speed as a full-round action, but may only take 10 to do so when no distractions are present, and may take the Run action while swimming (to move twice your speed), provided you swim in a straight line.
Special: This feat counts as Endurance for satisfying prerequisites for a feat, prestige class, or other special ability. If you have both this feat and Endurance, your bonuses from this feat improve to +6, and your Swim skill is only subject to the normal armor check penalty.

Glacial Stamina
You have the stamina of the warriors of the glacier, which serves you well when standing in melee.
Prerequisite: One Glacial Chill maneuver
Benefit: When you end your turn adjacent to an enemy, your melee attacks made on the next round inflict +1 cold damage to that enemy and you gain a +1 bonus to hit that enemy. The cold damage is supernatural, but the to-hit bonus is extraordinary.

Leaping Gale Initiative
You can use Leaping Gale techniques to act quickly at the beginning of combat, at the expense of clarity.
Prerequisite: One Leaping Gale boost
Benefit: You may choose to use this feat whenever rolling for initiative. Doing so grants you a +4 bonus to initiative and a +2 bonus to hit with Leaping Gale strikes in the first round, but you may only take a single standard or move action, plus a swift action, in the first round of combat. This feat cannot be used during a surprise round.
Special: Leaping Gale Initiative can be used in place of Improved Initiative to qualify for a feat, prestige class, or other special ability. You can have both this feat and Improved Initiative.

Masked Moon Grappler
The Masked Moon discipline combines with your inherent shapeshifting talents to strengthen your combat abilities.
Prerequisite: One Masked Moon stance, ability to Shift (see Monster Manual III or Eberron Campaign Setting) or Alternate Form as a racial ability
Benefit: When shapeshifted via a racial ability, class feature, or spell cast upon oneself and in a Masked Moon Stance, you gain a +4 bonus on grapple checks and inflict +1 damage when grappling.
Special: This feat counts as a Shifter feat if you are a Shifter. Additionally, it may be used in place of Improved Grapple to qualify for a feat, prestige class, or other special ability. If you have both this feat and Improved Grapple, the bonus to grapple checks does not stack, but your damage bonus from this feat improves to +2.

Rending Scream Willpower
By charging into battle with a scream, you can weaken the resolve of several enemies at once.
Prerequisite: One Rending Scream maneuver
Benefit: When you use your Intimidate skill to engage in a duel of wills, you may challenge multiple enemies; additionally, you gain a +4 bonus on intimidate checks made to resolve a duel of wills. You use the same Intimidate check result for all enemies, and take a -2 penalty to that result for each enemy beyond the first. Enemies that you defeat in a duel of wills but do not attack in the first round suffer a -2 penalty to attacks against you; enemies that ignore your challenge or submit and that you do not attack in the first round cannot take attacks of opportunity against you. Those who defeat you, however, gain a +1 bonus to hit and damage against you. These effects end at the end of your first action or the affected creature's first action, whichever happens last, and apply in addition to the standard effects of a duel of wills; they end at the end of your turn if you do not attack a creature that ignored or lost the challenge.

Silver Pegasus Guidance
The Silver Pegasus discipline allows you to guide your mount near-perfectly.
Prerequisite: One Silver Pegasus maneuver.
Benefit: You may use Aid Another to aid a creature that you are mounted upon as a move action once per round. Additionally, you may raise the target AC by 5 to allow it to apply the bonus to an additional attack; this increase may be applied as many times to an action as you deem necessary.
Special: Silver Pegasus Guidance can be used in place of Mounted Combat to qualify for a feat, prestige class, or special ability. You can have both this feat and Mounted Combat.

True Arrow Shot
The discipline of the True Arrow teaches its adepts to use their arrows with supreme accuracy and strength. You can apply this to improve your ability to attack with the True Arrow discipline.
Prerequisite: One True Arrow maneuver
Benefit: While in a True Arrow stance, you inflict +1 damage with ranged attacks. Additionally, you gain +1 to hit with all ranged attacks made as part of a True Arrow strike.
Special: True Arrow Shot can be used in place of the Point-Blank Shot feat to qualify for a feat, prestige class, or other special ability. You can take both this feat and Point-Blank Shot.

Viper Ambush
The Viper Fang discipline taught you secret ambush tactics that allow you to harm your enemies more effectively.
Prerequisite: One Viper Fang strike
Benefit: While attacking a flat-footed enemy, you gain a +1 bonus to hit. When attacking an enemy that you flank, you gain a +2 bonus to damage. These do not apply against enemies immune to critical hits. You gain an additional +1 bonus to hit enemies in these circumstances when using a Viper Fang strike.

I_Got_This_Name
2007-06-20, 05:21 PM
Moonshifter
I am many things - Teq, Moonshifter.

Moonshifters are an elite sect of Masked Moon practicioners. The breadth of their techniques in the various disciplines of the Sublime Way is much greater than that of most ordinary martial adepts, or even the Masters of Nine, although their ability to use them is restricted by their shape. This makes them into extremely capable, if unpredictable, combatants.

The simplest route into the way of the Moonshifter is for those who begin as Swordsages, although it is also possible for Warblades to take up the path. It is not unheard-of for those with no background in the Sublime Way to become a Moonshifter, although such characters are oddities. Druids are the most common among them.

Prerequisites:
To become a Moonshifter, a character must fulfil all of the following prerequisites:
Skills:
Disguise: 12 ranks
Knowledge (Nature): 6 ranks
Knowledge (Arcana): 6 ranks
Feats: Adaptive Style, Improved Natural Attack, Multiattack
Any One:
-Two Masked Moon stances, one of which is 3rd level or higher
-Masked Moon Grappler feat (and all of its prerequisites)
-Two Masked Moon maneuvers, one of which is a stance and one of which is 2nd level or higher, and a shapeshifting ability gained as a class feature (such as Wild Shape; not an item or spell, not counting Masked Moon stances)

The Moonshifter . . . . Hit Die: d8
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Maneuvers Known|Maneuvers Readied|Stances Known|Special

1st|
+0|
+2|
+0|
+2|
1|
1|
0|Shaped Maneuvers, Shapeshifter

2nd|
+1|
+3|
+0|
+3|
1|
0|
1|

3rd|
+2|
+3|
+1|
+3|
0|
0|
0|Shape Stance (1 round)

4th|
+3|
+4|
+1|
+4|
1|
1|
0|Shape Stance (known stances)

5th|
+3|
+4|
+1|
+4|
0|
0|
1|

6th|
+4|
+5|
+2|
+5|
0|
0|
0|Shape Stance (Wisdom)

7th|
+5|
+5|
+2|
+5|
1|
0|
0|Ageless Shape

8th|
+6|
+6|
+2|
+6|
0|
0|
1|

9th|
+6|
+6|
+3|
+6|
0|
0|
0|Shape Stance (2/encounter)

10th|
+7|
+7|
+3|
+7|
1|
1|
1|Shape Stance (Concurrent)[/table]
Class Skills (4 + int modifier per level): Balance, Bluff, Concentration, Craft, Disguise, Heal, Hide, Intimidate, Jump, Knowledge (Nature, Arcana), Listen, Martial Lore, Move Silently, Profession, Sense Motive, Spot, Swim, Tumble

Class Features:
A Moonshifter is a master of many shapes, associated with the Stances of the Masked Moon discipline, and with a number of martial techniques dependant on which shape the Moonshifter takes.

Shaped Maneuvers: Every time a Moonshifter learns a new martial maneuver from the Moonshifter class, it instead learns one maneuver for each Masked Moon stance known. Those maneuvers are only usable while in that stance. Likewise, the Moonshifter only gains access to its maneuvers readied slots from the Moonshifter class while in a Masked Moon stance. The Moonshifter keeps its known maneuvers in a separate pool than other classes, with an initiator level equal to Moonshifter class level, plus class level in one other class (which must either grant shapeshifting as a class feature or martial maneuvers), plus 1/2 all other class levels. Additionally, the initiator level of the other class may add the Moonshifter's full class level.

When initiating a Masked Moon stance for the first time in an encounter, the Moonshifter may pick which of these maneuvers known from this list are readied. These maneuvers cannot be recovered in battle save for through the Adaptive Style feat, but a new set of readied maneuvers can be made available by shifting shape into a different Masked Moon stance; this counts as recovering maneuvers for all effects that activate when maneuvers are recovered, if the Moonshifter had stance-based expended maneuvers before the shift. Shifting out of and back into a stance in the same encounter does not, however, recover maneuvers from that stance or change which maneuvers were readied.

Maneuvers Known: At 1st class level, the Moonshifter learns one maneuver for each Masked Moon Stance known, as given above. This maneuver must be a Masked Moon maneuver, or from a discipline that the stance is affine to according to the table below. The Moonshifter learns more maneuvers at 2nd, 4th, 7th, and 10th levels. If a Moonshifter ever learns these maneuvers from another source, they may be changed for other maneuvers, although the replacements must still be available in their stance; additionally, at 4th, 6th, and 8th levels, the Moonshifter may change one of these maneuvers per stance out for another other maneuver in the same discipline. Only one stance out of every two known may be changed in this way. These maneuvers cannot be used to satisfy prerequisites for maneuvers learned any other way. A Moonshifter cannot take training variations.

{table=head]Stance|Affinity|Stance|Affinity
Body of the Hunter|Tiger Claw|Lord of the Swarm|None
Defender of the Herd|Glacial Chill|Root and Twig|Devoted Spirit, Stone Dragon*
Fingers of the Deeps|Falling Wave|Flood of Vengeance|Falling Wave, Devoted Spirit
Tunnel Dweller|Stone Dragon|Rage of the Hurricane|Leaping Gale, Rending Scream
Winged Freedom|Leaping Gale|Laughing Spirit|Diamond Mind, Viper Fang
Eyes of the Moon|Tiger Claw|Masked Eclipse Form|Shadow Hand, Glacial Chill
Warrior of Lunatic Rage|Rending Scream|Shape of a Raging Wildfire|Desert Wind, Iron Heart
Drakhymaera|Desert Wind|Tower of Impervious Jade|Setting Sun, Stone Dragon[/table]
*Stone Dragon maneuvers cannot be used while uprooted in Root and Twig stance.

Maneuvers Readied: At 1st class level, the Moonshifter can ready one maneuver gained from entering a Masked Moon stance. This increases by one readied maneuver at 4th and 10th levels.

Shapeshifter: At 1st level, a Moonshifter gains the Shapechanger subtype, if it does not have the subtype already.

Stances Known: At 2nd, 5th, 8th, and 10th levels, the Moonshifter learns an additional Masked Moon stance. When these stances, or any Masked Moon stances learned by other classes, are learned, the Moonshifter gains maneuvers known as per the Shaped Maneuvers ability retroactively.

Shape Stance: A Moonshifter must pick one stance on gaining 3rd level. The Moonshifter must meet all prerequisites for this stance, including initiator level, although maneuvers known only in specific stances may be used to satisfy these prerequisites. Once per encounter, while in a Masked Moon stance, the Moonshifter may, as a swift action, gain the benefits of this selected stance, provided that its prerequisites are met while in the Masked Moon stance and that its discipline is affine to the Masked Moon stance. These benefits last for one round, and are gained while maintaining the Masked Moon stance.

At 4th level, the Moonshifter may use this ability with any stance it knows (barring Masked Moon stances), even those not picked for Shape Stance (a Moonshifter who knows Flame's Blessing and has picked a different stance to use with Shape Stance may use this ability for Flame's Blessing while in the Drakhymaera stance); if any known stance has been picked, a new stance may be immediately picked. Known stances must still be affine to the form they are being used from. If the Moonshifter knows a stance that has been picked as a Shape Stance, the Moonshifter may pick a new Shape Stance; it may also do this if it learns a stance that it had picked as a Shape Stance..

At 6th level, this ability lasts for a number of rounds equal to the Moonshifter's Wisdom modifier (minimum 1). Additionally, the Moonshifter may pick an additional stance for this ability. This may be from a discipline that the Moonshifter already has a stance for, provided that the Moonshifter has at least one stance per discipline

At 9th level, the Moonshifter may use this ability twice per encounter, but not to enter the same stance. If this ability is used while it is still in effect, the second use supercedes the first; if the Moonshifter leaves their Masked Moon stance for any reason, the benefit is lost unless the Moonshifter is shifting into another Masked Moon stance capable of maintaining it.

At 10th level, this ability lasts for as long as the Moonshifter maintains its appropriate Masked Moon stance, and may be used at will; essentially, the Moonshifter can maintain two stances at a time, one Masked Moon and other other stance from a discipline affine to the Masked Moon stance. These stances must still be changed with separate swift actions. Additionally, the Moonshifter may pick an additional Shape Stance.

Ageless Shape (ex): A Moonshifter of 7th level or higher becomes ageless; such a Moonshifter no longer suffers penalties for aging, although bonuses still accrue. By shifting into a younger form, the Moonshifter negates penalties that have already been applied. The Moonshifter is still vulnerable to death from old age.

Moonshifter Lore
Characters with ranks in Knowledge (Nature) can research the Moonshifters to find more about them.
DC 10: Moonshifters are masters of shapeshifting, but each one has only a few signature shapes.
DC 15: Moonshifters draw their power from the techniques of the Masked Moon martial discipline, a discipline based on changing one's shape. They have mastered this discipline to a much greater degree than others.
DC 20: Any individual Moonshifter is a master of a vast array of martial techniques from several disciplines, but knows different techniques in each form. They can adapt their tactics in battle to match their opponent's weaknesses in a second.
DC 30: Characters who achieve this level of success can learn information about a specific individual Moonshifter, the areas where it operates, and the kinds of activities it undertakes.
Gather Information can also be used to gather information on Moonshifters; in that case, the DCs are 10, 20, 25, and 30, for those without access to a shapeshifting community; for those with such access (Changelings and Shifters with access to the changelingtown or shiftertown in a city, for example; outsiders trying to gather this information may be treated with suspicion, which uses the without-access DCs), use DCs of 5, 10, 20, and 25, although a DC 20 check can locate a prominent local Moonshifter, assuming it's not trying to hide its identity.

Sample Encounter
Moonshifters tend to keep a low profile among non-shapeshifters, changing their identity whenever they get to notorious. Among shapeshifters, though, they are often lauded as heroes.
EL 13: Teq is an oddity among its people in a number of ways; a changeling that prefers the direct approach to subtelty first of all. What it considers the direct approach, however, is still more subtle than most would consider direct; it will not hesitate to do parts of its work in disguise, so long as it can test its skills openly. It spends very little time in its natural form, and deflects or evades any questions about its natural form when such questions can even be asked; its gender is uncertain, and it seems to like it that way. Teq is a loner, due to its odd habits for its kind and the natural isolation of most changelings in societies of those fixed to one shape. It is, however, a consummate martial artist, willing to test its skills against anything that seems a worthy challenge; it is motivated by curiousity, leading to wanderlust and a desire to improve its skills, although it may have any number of current curiousities taking its time and leading it into contact with the PCs. It takes an artistic bent with its stances, typically trying to emulate creatures, or traits of creatures, that it has seen before.

Teq . . . . CR 13
Either gender Changeling Swordsage 9/Moonshifter 4
TN Medium Humanoid (Shapechanger)
Init +4; Senses Spot +4, Listen +4
Languages Auran, Beholder, Blink Dog, Common, Draconic, Dwarven, Elven, Halfling, Giant, Gnomish, Goblin, Orcish, Sylvan, Terran, Treant, Undercommon, Worg
___________________________________________
AC 26, touch 21, flat-footed 24
(dex +2, wis +6, armor +5, ring +3)
Body of the Hunter 21, touch 21, flat-footed 19
(dex +2, wis +6, ring +3)
Fingers of the Deeps 21, touch 21, flat-footed 19
(dex +2, wis +6, ring +3)
Root and Twig 26, touch 19, flat-footed 26
(size -1, wis +6, natural armor +8, ring +3)
hp 75 (13 HD)
Fingers of the Deeps: 88 hp (13 HD)
Root and Twig: 101 hp (13 HD)
Immune nothing
Root and Twig: poison, sleep, stunning
Fort +8, Ref +9 (evasion), Will +16 (+18 vs sleep and charm)
+2 to all saves in a Masked Moon stance
Fingers of the Deeps: +1 additional Fortitude
Root and Twig: +2 additional Fortitude, -2 reflex, no evasion
___________________________________________
Speed 30 ft.
Body of the Hunter: 40 ft.
Fingers of the Deeps: 30 ft, swim 30 ft, climb 15 ft.
Root and Twig: 20 ft.
Melee +2 sickle +13/+8 (1d6+3)
or +3 Bite +16 (1d8+7 and trip, Body of the Hunter stance)
or 4 Tentacles +11 (1d4+1, reach weapon, improved grab, Fingers of the Deeps stance)
or 2 +3 slams +18 (2d8+12, Root and Twig stance)
Ranged +1 returning dagger +12 (1d4+2)
Base Atk +9 Grp +10 (+14 with maneuvers)
Atk Options discipline focus (insightful strike - Masked Moon), Shape Stance (Leaping Dragon Stance)
Combat Gear three potions of cure serious wounds and one potion of cat's grace (minimum caster levels)
___________________________________________
Maneuvers and Stances Known (IL 13th)
Stances - Body of the Hunter (1st), Fingers of the Deeps (3rd), Holocaust Cloak (3rd), Step of the Wind (1st), Root and Twig (6th)
Swordsage Maneuvers (all forms)
Strikes - Charging Cheetah* (2nd), Comet Throw* (4th), Elder Mountain Hammer* (5th), Merciless Sting* (3rd), Stone Bones (1st), Stone Vise (2nd)
Counters - Action Before Thought (2nd), Metabolic Shift* (1st), Moment of Perfect Mind (1st)
Boosts - Claw Shift (1st), Mighty Growth* (4th), Searing Blade* (4th), Shifter's Trickery (1st)
Disciplines: Desert Wind, Diamond Mind, Masked Moon, Setting Sun, Stone Dragon
*typically readied
Moonshifter Maneuvers (two readied)
Body of the Hunter - Quill Barrage (6th), Rabid Wolf Strike (2nd), Soaring Raptor Strike (3rd)
Fingers of the Deeps - Battering Waves (1st), Purifying Spring (3rd), Dolphin's Rush (5th)
Root and Twig - Vanguard Strike (1st), Defensive Rebuke (3rd), Rallying Strike (6th)
___________________________________________
Abilities Str 13, Dex 14, Con 10 (12), Int 10, Wis 18 (22), Cha 10
SQ sense magic
Feats Adaptive Style, Blade Meditation (Masked Moon), Improved Natural Attack (Bite), Multiattack, Vital Recovery, Weapon Focus (armor spikes, handaxe, all natural weapons, punching dagger, spiked gauntlet, sickle, unarmed)
Skills Concentration +16, Disguise +18 (+28 to impersonate), Knowledge (Nature) +16, Knowledge (Arcana) +6, Martial Lore +14, Speak Language (Auran, Beholder, Blink Dog, Draconic, Dwarven, Elven, Halfling, Giant, Gnomish, Goblin, Orcish, Sylvan, Terran, Treant, Undercommon, Worg)
Possessions combat gear plus studded armor +2, ring of protection +3, periapt of wisdom +4, pink rhomboid ioun stone, +2 sickle, +1 returning dagger, Ring of Jumping
Items retained in Masked Moon stances: Rings, Periapt of Wisdom, Ioun Stone (does not count against limit)

Truefang Exile
"Know this: from this point forth, your death lurks in every shadow, in every cup, and in every meal. Your death hangs on the air you breathe."
-Valegan the Dark, Truefang Exile

Students of the Viper Fang discipline come in a wide variety, and the Truefang Masters come in an equally wide variety. The Truefang fellowship has two major factions, dating back to the split with Shadow Hand. The first faction was founded in memory of the Snake Princess; some say it was founded by the survivors of her students, and is devoted to the spread of justice and protection of the innocent in her legacy. The other faction, founded by the earlier exiles and some who stood by the Shadow Master in the Snake Princess's treachery, is dedicated entirely to personal power. Both sets of Exiles, though, have greatly similar techniques, based on extension of the Viper Fang discipline.

Becoming a Truefang Exile
Most Truefang Exiles come from Swordsage backgrounds, although it is not unknown for the fellowship to teach its secrets to eager students with no background in the sublime way. Such students are often Rogues, Ninja, or, occasionally, Scouts, and it is not uncommon for a Ranger to be initiated; mastering the healing arts that must be turned on their heads for the Viper Fang discipline is difficult for most Rogues and Ninja, however.

Entry Requirements:
Alignment: Any good or Any evil
Skills: Hide: 10 ranks
Move Silently: 10 ranks
Heal: 10 ranks
Craft (Poison): 5 ranks
Feats: Viper Ambush
Maneuvers: Must know two Viper Fang maneuvers and one Viper Fang stance

The Truefang Exile . . . . Hit Die: d8
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Maneuvers Known|Maneuvers Readied|Stances Known|Special

1st|
+0|
+0|
+2|
+0|0|0|0|Patron, Poison Use, Sense Poison

2nd|
+1|
+0|
+3|
+0|1|0|0|Always Concealed

3rd|
+2|
+1|
+3|
+1|0|1|0|Lethal Concoction

4th|
+3|
+1|
+4|
+1|0|0|0|Exile, Poison Resistance +1

5th|
+3|
+1|
+4|
+1|1|0|0|Delayed Action

6th|
+4|
+2|
+5|
+2|0|1|0|Refine Poison

7th|
+5|
+2|
+5|
+2|0|0|0|Bypass Immunities, Elder Exile

8th|
+6|
+2|
+6|
+2|1|0|1|Poison Resistance +2

9th|
+6|
+3|
+6|
+3|0|1|0|Superior Refinement

10th|
+7|
+3|
+7|
+3|1|0|0|Hide in Plain Sight, Poison Immunity, Snake Prince(ss)[/table]
Class Skills (6 + int modifier per level): Balance, Bluff, Climb, Concentration, Craft, Escape Artist, Heal, Hide, Jump, Knowledge (Local, History), Listen, Martial Lore, Move Silently, Profession, Search, Spot, Swim, Tumble

Class Features
A Truefang Exile is a master of poisons and deception, whether wielding them for good or ill. Truefang Exiles also learn, as do all Viper Fang adepts, to create poisons out of thin air when none are at hand. Truefang Exiles continue to learn new maneuvers, primarily from the Shadow Hand and Viper Fang disciplines.

Maneuvers: At 2nd, 5th, 8th, and 10th levels, a Truefang Exile learns an additional maneuver. At 2nd level, this maneuver must be from the Viper Fang discipline; at levels afterward, though, it may be from Shadow Hand or Viper Fang, or any discipline that the Truefang Exile has gained access to through the Lesser Discipline feat. The Truefang Exiles initiator level stacks with the initiator level of an existing class, if any. At 3rd, 6th, and 9th level, the Truefang Exile may ready an additional maneuver. No ninth-level maneuvers may be learned except for Life Taker.

Stances Known: At 8th level, a Truefang Exile learns an additional stance from the Viper Fang discipline.

Patron: On gaining her first level of Truefang Exile or before, a Truefang Exile gains a Patron in the fellowship. This patron serves the Exile as a mentor. The Patron is created by the DM, and is typically three levels higher than the Exile and levels when the Exile does, or is even higher level and retired. An Exile at this point has the rank of Initiate. Initiates are required to obey a code of conduct by their patrons, although the exact details depend on the Patron, and may be required to do tasks for their patron (this clause has no game effect; you and the rest of the PCs are going to do what the NPC says anyway).

Additionally, once per class level, the Truefang Exile can petition her patron for assistance; these checks cannot be saved. This requires making a Charisma check, to which the Truefang Exile adds her levels in all other classes and twice her Truefang Exile level. The DC of the check is set by the DM. Typically, a DC 20 check gets a value in items lent to the Exile equal to a treasure of her level; disposable items may be given, included in this, at 5x value (400 GP in scrolls, potions, and poisons will be given, but will "cost" 2000 GP in permanent items lent); each additional 5 on the check raises the level of the treasure by 1. These items will be lent for one adventure, or given permanently; exactly which items are DM's discretion, but the petitioning Exile may request specific items. Lent items that are not returned intact inflict a -1 penalty on Petition checks until returned or twice the item's value repaid for each 10% of a treasure of the Exile's level that is lost.

The Exile's patron may choose to send assistance in the form of allies, instead; allies of an EL equal to the Exile's character level typically require a DC 25 check, with each 5 above increasing their EL by 1 (a DC 35 check might send two allies with a CR equal to the Exile's level); on a sufficient check, the Exile's Patron may show up personally. Allies must be returned intact; each mistreated ally gives a -2 penalty on future Petition checks; each killed ally gives a -5 penalty on future petition checks unless the Exile personally pays for their being brought back (which moves them up to mistreated). These penalties are removed when the Exile atones (exactly what atonement requires is up to the individual Patron).

An Exile must have some means of contacting her Patron to use this ability

An Exile who loses her patron (typically to a major violation of her Patron's code of conduct, although an Exile whose patron falls in battle and cannot be raised is in a similar situation) can no longer gain levels in Truefang Exile until she finds a new Patron.

Poison Use (ex): Truefang Exiles never risk poisoning themselves when applying poison to a blade.

Sense Poison (ex): Truefang Exiles develop a sixth sense for poison; they may find poisoned traps, including magical traps based around poison (even if the poison does not exist when the trap is found, as a poison spell trap would), as a rogue does, and may make Search checks as though actively searching to detect poison-using traps.

Always Concealed (su): A Truefang Exile of 2nd level or higher may take a standard action to gain Concealment for one round, regardless of surroundings; this concealment can be used to hide.

Lethal Concoction: A Truefang Exile learns to improve their usage of the Craft (Poison) skill at 3rd level. They may produce poisons at a rate equal to their Craft check result x the DC in gold pieces per week (use the poison's save DC for its craft DC, should no craft DC be available).

Acquiring the active ingredient for a poison (which cuts the materials cost in half) from a monster takes 2d6-1 minutes and requires a Craft (Poison) check, with a DC equal to the monster's poison save DC + the monster's CR; it yields enough active ingredient for one dose, plus one more dose per 5 points by which the check result exceeds the DC, to a maximum of five full attacks worth of poison. The monster must be helpless, willing, or dead; after being milked, a living monster cannot be milked again for 1d4+1 days (its ability to use its poison attacks is also limited during such time; in general, to once per day), while a dead monster may only be milked once.

Additionally, a Truefang Exile of 3rd level may petition for or purchase Refined Poisons (see below).

Exile: At 4th level, a Truefang Exile is promoted from initiate to a full member of the fellowship. Such an Exile no longer needs a Patron to progress; her Petitions are heard by the fellowship as a whole. She is expected, although not required, to take on an initiate; if she does not do so, she takes a -2 penalty to Petition checks; she may take on additional initiates, should any be available; these additional initiates provide no bonus to Petition checks.

A Truefang Exile's initiates will make about one Petition check each per level; exactly when this occurs is up to the DM. They usually, but not always, gain levels when their patron does. The Exile must answer these petitions in a timely manner; each petition insufficiently answered gives a -1 penalty on future Petition checks made by that Exile per CR difference between the values given, or EL difference of the allies sent; each petition unanswered inflicts the same penalty as though it were answered with a treasure of a level equal to the Initiate's, plus an additional -5 penalty (this is the minimum penalty). Even when the initiates make no petition checks, the Exile must always contribute items to answer peititions of other exiles; this has the effect of adding up to one Petition check per initiate per level. These penalties dissipate at a rate of 2 per level, or if the Exile provides exceptional aid to the rest of the Fellowship and to the denied petitioner (DM's discetion)

As a full Exile with no need of a Patron to progress, an Exile of 4th level or higher may change to a neutral alignment without compromising her class features. A Truefang Exile of this level or higher gains a +1 bonus to her Leadership score if and when she takes the feat.

A Truefang Exile may assign tasks to her initiate or initiates. However, these have little or no practical effect; any adventure than an initiate could do is one that the Exile would walk right over, any information an initiate could gather is information that the DM would be willing to hand to the Exile with a skill check, and so on; they may be assigned to craft items for the Exile's use (not sale), except at personal cost, and for no more than one week per month. Additionally, also to limited effect, an Exile is expected to participate in the fellowship's internal politics.

Poison Resistance +1: A Truefang Exile of 4th level or higher gains a limited resistance to poison. This manifests itself as a +1 bonus to all saves against poison, doubled while in a Viper Fang stance, as well as immunity to all poisons produced by the Viper Fang discipline with an initiator level equal to or less than hers, and a number of mundane poisons of her choice equal to her Constitution bonus (if her constitution score is less than 12, she gains no immunities). Acquiring this immunity to a mundane poison requires five doses of the poison, administered over the course of a week; an augmented constitution score may be used, so long as it lasts the week. The immunity to mundane poisons may be acquired late, but the other immunities are acquired immediately. She must make a save against the poison at the end of the week; success indicates that she is immune, failure causes twice the poison's normal primary and secondary ability damage, unconciousness for days instead of hours, or death (if it normally causes death), and indicates that she will never become immune to that poison.

At 8th level, an Exile's bonus improves to +2 (still doubled when in a Viper Fang stance), and the Exile gains immunity to another set of mundane poisons. The Exile may also add her bonus to saves against poison to her initiator level to determine the maximum initiator level that she is immune to.

Delayed Action (ex): A Truefang Exile of 5th level or higher may delay the effects of a poison. Preparing a poison in this way takes one hour, or can be done as part of its creation; it must then be applied to food (if ingested), used to poison a creature (if injected, contact used as injected, or inhaled), or applied as a trap (contact or inhaled only) by a character with this feature. When it is prepared, any length of time up to three days can be set, with another delay for secondary damage (subject to the same maximum, from time of initial poisoning); secondary damage must be applied at least a minute later. The poison's damage takes effect at the time set for it.

Refine Poison (ex): A Truefang Exile of 6th level or higher may make refined poisons. A refined poison costs twice what a normal poison costs (in both materials and creation time), and is made with a -10 penalty on its Craft check. However, a refined poison gains a +3 bonus to its save DC (but not its Craft DC), or inflicts double damage; the choice is made when making the refined poison. Refined poisons are only ever sold or given to Truefang Exiles of at least 3rd level. A poison may not be refined both ways.

Bypass Immunities (su): A Truefang Exile of 7th level or higher may bypass the immunities of certain creatures immune to poison. Undead or Constructs may not be poisoned. Treating a poison to bypass one source of poison immunity, such as Demon traits or this class, requires knowing the source, making a knowledge check (the same as would be used to identify or gain information about the source) with a DC of 15 + the CR of the immune creature; this only need be completed once; the Knowledge check follows the normal retry rules. Altering a poison to bypass such immunities costs 100 gp per dose of poison, times the CR of the creature, takes one hour per dose of poison, and requires a Craft (Poison) check against the same DC as the Knowledge check. The poison will then bypass the immunity of all creatures who get their immunity from that source and have a CR equal to or less than the CR it is made for.

Elder Exile: At 7th level, a Truefang Exile's initiate or initiates typically gain their fourth class levels. At this point, the Exile is promoted to an Elder Exile. An Elder Exile must, as a general rule, provide twice as much aid to the rest of the Fellowship as is petitioned for, to a minimum of one treasure of the Elder Exile's character level, lent out at least once per month (typically for two weeks at a time). This grants another +1 bonus to the Exile's leadership score.

Superior Refinement (ex): At 9th level, a Truefang Exile may refine poisons even further. Poisons refined in this way cost three times what normal poisons cost, and are made at a -15 penalty to their craft checks. They may add their crafter's Wisdom bonus to their save DC, however, or inflict double damage and sicken any creature poisoned by them for one minute (primary and secondary); a creature doubly sickened is nauseated for one round. These poisons only function properly if their creator is their final user (poisoning an enemy with a poisoned weapon or releasing an inhaled poison, setting a trap with a contact or inhaled poison, or poisoning food); for all other users, they function as normal poisons.

Hide in Plain Sight (su): At 10th level, a Truefang Exile gains the ability to hide even while being observed and regardless of concealment.

Poison Immunity (ex): A Truefang Exile of 10th level becomes immune to all nonmagical poisons.

Snake Prince(ss): A 10th level Truefang Exile can claim the Snake Princess's title. Only one person may hold the title at a time. An Exile at this level may petition the other Exiles once per month, instead of once per class level, regardless of title.

Claiming the title requires not just this level, but also assembling a consensus of the rest of the Exiles, and a significant elevation in the status of Truefang Exiles in the world. Currently, none hold the title.

The titled Exile gains a +2 Sacred or Profane bonus (dependent on alignment) to the save DCs of all poisons used and to the save DCs of all Viper Fang maneuvers. Additionally, the Titled exile gains either Leadership as a bonus feat, or another +2 bonus to her Leadership score, and will likely have another +2 for great renown. The Truefang Exiles give their leader a fortress, which provides Landlord (see the Stronghold Builder's Guide) as a bonus feat; if the Stronghold Builder's Guide is unavailable, she gains a Large Castle, paid for (or conquered) by the other Exiles.

Playing a Truefang Exile
Truefang Exiles are members of a scattered, but tightly bonded, fellowship, a secret society known to few outside of its membership. A Truefang Exile's alignment determines which faction the Exile is allied with; the Truefang Exiles that seek to honor the memory of the fallen Snake Princess are heroic and noble defenders of the defenseless, saving their most deadly poisons for tyrants and monsters, albeit typically under a psuedonym; Truefang Exiles are suspect in the best of places, even if known to be good. The opposed faction is corrupted by the lure of personal power, but has not been cast out of the fellowship of the Exiles, and are often found as powers behind the throne of evil lords, or as mercenary assassins.

Taken as a whole, the Truefang Exiles are a tightly bonded group of two bitterly quarrelling factions. Both factions, however, have a unified goal of returning to the "glory days" under the original Snake Princess, and of re-creating the power held by the practicioners of Viper Fang in the days of the temple. However, the fellowship has no real coherent enemies; the Shadow Tiger Horde was destroyed, as was the Temple of Nine Swords that some (notably of the evil faction) would seek vengeance on; instead, when they campaign against the Horde, they target the lines, both familial and of school, of its former members. The only major unifying enemy that the Exiles have is eachother; the two factions campaign to weaken eachother as almost the only activity that each faction takes as a whole. Most of an individual's time, however, will be spent on individual campaigns, whether for personal benefit or to protect the innocent.

For all of the internal quarrels of the Exiles, an order of skillful assassins, it is a wonder that they still exist. Their existence is protected by mutual agreement between them: they may strip another member of his resources, kill their contacts and allies, and destroy eachother politically (within or outside of the fellowship), but they will not willingly impede the ressurection of other members, nor will they kill other members excessively; this includes promising students who have yet to be inducted. Doing so leads to a significant loss of status in the fellowship, and can lead to being expelled from it, if the offense is particularly grevious. Evil members take more liberties with this rule than good members, although even they are loath to impede the ressurections of their enemies in the fellowship; a death sends enough of a message.

Combat:
You rely on the same combat tactics as an Exile as you always have: stealth and poison. An expensive poison used to cut a combat short, or win an unwinnable battle, is an acceptable cost; an expensive poison that you have sitting forgotten in your backpack is wasted money. Your class features almost exclusively rely on poison, so not using poison wastes those levels. Take advantage of your ability to craft poisons whenever you have downtime to save yourself money.

Dark Venom, from the Feats section of this resource, is a potentially useful feat, although its damage contribution is small. Likewise, any feats to shore up your stealth abilities will be useful. For your maneuver progression, don't neglect your Shadow Hand side; all of the poisonous damage in the world will not help you if you are unable to deliver it, and Shadow Hand gives you the mobility, stealth, and defenses that you will need.

Advancement:
The Truefang Exiles recruit usually from among those who have already discovered the Viper Fang discipline, although it is not unheard-of for them to train apprentices from the moment the apprentice takes the first step on the Sublime Way. Those who follow their path are drawn from those who simply seek the power over others that Viper Fang provides, for the evil faction, or those who will walk on a hair's edge, using feared and loathed tactics for the cause of good, always vigilant against their own fall. Defections between the two factions are uncommon, but not unheard of; the entire fellowship will, however, scramble to react.

Once you are inducted into a full member of the fellowship, you have power and the prestige that comes along with it, albeit only among a select group or under a psuedonym; you must always keep a low profile. You don't need to report to the fellowship on your recent actions or with progress on your campaigns, nor need you take orders from anyone. With this power, however, comes an even greater imperative to keep a low profile, and, if good, a responsibility to use it for good.

Resources:
The greatest resource of any individual Truefang Exile is their network of contacts within the fellowship. They also tend to assemble a network of contacts, including those contacts their patron has them meet with and contacts assembled on their own. Many of them also have their own close associates, whether they be bands of heroic adventurers or villains, who they will work alongside as they complete their tasks.

The fellowship as a whole, as well as individual Exiles, maintains a low profile; the fewer people who know of the fellowship's existence, and know who the Exiles are, the fewer potential enemies that the fellowship has. The individual Exiles typically adopt one or several psuedonyms, under which their various deeds are known, but the Exile's real name is a closely-guarded secret; those who wield poisons freely are looked on with suspicion by both common folk and authorities.

Truefang Exiles in the World
Always be careful with them, young Duke. You never can know the real motives of a Truefang Exile, only their means.
- Kalinon, scholar in the employ of Duke Galitak

The Truefang Exiles can be either allies or enemies in a campaign, or can even fill both roles at different times, with different members. They can be inserted into a campaign easily, as they are a secretive organization; if they were not noticed before, it is because they did not wish to be. Likewise, they can be found anywhere; Truefang Exiles are scattered far and wide on their various missions. A campaign based around the Exiles, or an Exile, can demonstrate the internal tensions of their fellowship. A third side to any conflict comes from various authority centers, whose reactions can range from hiring Truefang Exiles as assassins to making attempts at exterminating the fellowship.

Organization
The Truefang Exiles were founded and went into their exile following the battle against the Shadow Tiger Horde. Having defected away from both sides, they fled to the edges of the earth, banded together to survive. The Exiles took up the practice of hiding their identities then, as their old enemies hounded them while the local authorities feared them. Some even hide their identities from eachother, keeping multiple psuedonyms each with its own political allies and enemies, playing them off of eachother. Now their order is small, generally hovering around 15 or 16 members (depending on the setting, that may represent their full members, Elder Exiles, or their membership counting initiates. In the Forgotten Realms, this may be the total of their Elder Exiles, whereas in Eberron this may count initiates), although no tradition binds them to any given size. Bringing in a large number of new recruits, however, is not inherently praiseworthy; those who honor the memory of the Snake Princess in deed look down upon those who turn the secrets of the Exiles to the pursuit of personal glory, while those who seek their own personal benefit are glad to have more recruits so long as they do not interfere with their own designs.

NPC Reactions
In most cases, a Truefang Exile's identity is a secret, and so those meeting them have no particular reaction to the Exile simply for being an Exile. Those who know the Exiles for their skills, as stealthy assassins with a penchant for poisoning, will often fear or hate an Exile, while those who know the Exile for deeds, either those of the fellowship or those of the specific Exile, will react according to the deeds they know.

Truefang Exile Lore
Characters with ranks in Knowledge (History) can research Truefang Exiles to learn more about them. When a character makes a skill check, read or paraphrase the following information, including the information from lower DCs:
DC 15: The Shadow Tiger Horde was betrayed from the inside by practicioners of the Viper Fang discipline, which focuses on the use of poison, in its final battle.
DC 20: Those responsible for the betrayal were nearly all killed. The survivors fled to the far reaches of the world where they called themselves the Truefang Exiles and recruited students to join them as Exiles.
DC 25: The Truefang Exiles are adept in the use of special poisons, and are very tightly-knit, but subject to internal tension due to the varying motives of their members. One can never know if an Exile is trustworthy without knowing the specific Exile.
DC 30: Characters who achieve this level of success can learn important details of a specific Truefang Exile, including which psuedonyms that Exile operates under (but not a real name), the areas where she operates, and the kinds of activities she undertakes.
Finding a Truefang Exile is not easy, due to their stealth; they maintain no permanent guildhouses, instead meeting where-ever it is feasible to meet and keep secrets. Nonetheless, one could be found with a DC 20 Gather Information check by a character who knows what to look for (DC 30 knowledge result).

Truefang Exiles in the Game
Integrating Truefang Exiles into an existing game is easy, as they are a secret organization that can be found anywhere; thus, the Exiles can plausibly remain in the background until the PCs are high-enough level to interact with them on their terms, or have uncovered significant amounts of the narrative. Because of the diversity of motives within the Exiles, an individual Exile might be an important ally, equipping the PCs and giving them the information they need to complete a mission, while another Exile is a major enemy, killing their contacts, poisoning their supplies, framing them for crimes, and otherwise impeding them. Due to the secrecy the Exiles act with, the PCs might even find themselves sent on missions with no relation to their actual goals except in the words of their allies by a friendly Exile, who is responsible for contributing something to answer a petition.

A campaign centered around an Exile PC might cover that PCs quest to take up the title of Snake Princess, re-unify the Exiles, and restore them to their rightful place. Of course, such a PC must deal with political rivals, and must convince each Exile of their vision of the Exiles' rightful place; the Viper Fang discipline held very little glory even in the days of the Temple, so there is no glorious past for them all to agree on. With the Temple destroyed, they can't even claim their position as one of its nine swords; because of this, each Exile has a different vision of what the Exiles must be given by the Snake Princess.

Adaptation
The Truefang Exiles' need very little adaptation to make them fit into any setting, due to their secrecy. One way to tie them to a setting would be to have had all of the survivors flee to a single reagion or country, and make the Truefang Exiles into a powerful, if secretive, organization there, with little power outside of that area. Another possible way to adapt them is to ally them, or specific members or factions of them, with other organizations in the setting.

Sample Encounter
Truefang Exiles can be encountered as friends or foes in nearly any circumstance, due to their being spread across the world and diversity of alignments. No single encountter with an Exile could ever be archetypal, and an Exile could be easily seen as a friend or enemy in combat.
EL 11: White Shadow is the principal psuedonym of a newly-promoted halfling Exile. She is a genuinely good-hearted person, although manipulative and secretive, and is as likely to be found on the front lines as in town. She makes a good potential mentor or ally to the PCs, or could very easily be manipulating them against her enemies, both among and outside the Exiles. She might also be encountered in her normal clothes, in which case she is unrecognizable as the Exile White Shadow.

White Shadow . . . . CR 11
Female Halfling Swordsage7/Truefang Exile 4
LG Small Humanoid (Halfling)
Init +12; Senses:
Languages Common, Halfling
___________________________________________
AC 24, touch 15, flat-footed 18
(Dex +6, Size +1, Armor +7)
hp 64 (11 HD)
Immune nothing
Fort +6, Ref +15, Will +10 (+2 additional vs fear)
___________________________________________
Speed 20 ft.
Melee +1 dagger +17/+12 (1d3-1/19-20)
Ranged mwk dagger +18/+13 (1d3-2/19-20)
Base Atk +9; Grp +3
Atk Options Discipline Focus (insightful strike - Viper Fang), Poisons
Combat Gear 2 potions of cure moderate wounds
___________________________________________
Maneuvers and Stances Known (IL 11th)
Stances - Child of Shadow (1st), Poisoner's Stance (1st), Dance of the Spider (3rd)
Strikes - Clinging Shadow Strike, Emerald Razor*, Eviscerate, Flashing Sun, Flesh-Rending Strike*, Venom of Suffering*
Counters - Mind over Body*
Boosts - Cloak of Deception, Envenom Weapon, Poison Preserver*, Soul Poison*, Toxic Rush*, Wind Stride
Treat Wound*
Disciplines: Desert Wind, Diamond Mind, Shadow Hand, Viper Fang
*Maneuver typically readied
___________________________________________
Abilities Str 6, Dex 18 (22), Con 13, Int 10, Wis 15, Cha 12
SQ Poison Use
Feats Adaptive Style, Improved Initiative, Viper Ambush, Weapon Finesse, Weapon Focus (Viper Fang Discipline Weapons, bonus)
Skills Bluff +5, Craft (Poison) +10, Concentration +15, Heal +16, Hide +24, Move Silently +22, Tumble +20
Possessions combat gear plus +2 mithral shirt, +1 dagger, 5 mwk daggers, glove of storing, gloves of dexterity +4, Dragon Bile, Purple Worm Poison x3, Blue Whinnis x6, Shadow Essence x4

Naturally, more to come.

I_Got_This_Name
2007-06-20, 05:22 PM
Prestige Classes of the Lesser Disciplines: In case I run out of space in one post.

Coming Later

I_Got_This_Name
2007-06-20, 05:23 PM
. . . And this brings us to a dozen. I think I can work with this, for formatting and character limits. As a writer on the Wizards forum (with the same 50k character limit) said, that limit's awful inconvenient when you're writing huge essays.

Well, that's that. A few months' worth of spare time work, and it's not even completely finished. I still need to write the tactical feats and prestige classes. I'm aiming at one PrC per discipline, in the vein of the Deepstone Sentinel and the Bloodstorm Blade, although a few disciplines might share prestige classes and, of course, prestige classes won't be limited to one discipline. Then, of course, I almost completely forgot the legacy weapons, and the other, minor items to go with these. And that, of course, ignores all of the errors left over in this work, and the minor balance tweaks, and so on and so forth.

Part of the idea here was that every damage type and every element now has a discipline. Earth has always had Stone Dragon and Fire always had Desert Wind, but Air only got lip service from DW, and Water didn't get anything; now we have Leaping Gale and Falling Wave. Likewise, martial adepts who wanted to do Fire damage (or just extra damage) could pick up Desert Wind, but they didn't have any other damage types to pick from. Now, with Viper Fang (Acid), Glacial Chill (Cold), Leaping Gale (Electricity), and Rending Scream (Sonic), you can't just cast Resist Fire and know that you've nerfed the enemy swordsage. Silver Pegasus and True Arrow likewise rounded out voids in the existing Nine Swords stuff.

There were a few discipline ideas that I had seeds for, but never got inspiration to write: Clouded Night, which I did little more than name before cutting, based on fog effects, and some unnamed disciplines; one built around being Warforged, and another with Truespeak as its key skill, for example. I also wanted to write a discipline of some kind that would be available to Swordsages and Crusaders, but not Warblades.

I'm fairly certain that some of the Masked Moon stuff (stances, in particular) is overpowered, but I'm not entirely sure how they're overpowered and how to go about nerfing them; I'm certainly open to reducing the bonuses (to a degree) and to lowering the limit on magic items worn. Some of the stuff in other disciplines might be overpowered; in one revision I went over the maneuvers list and hit everything that stuck out with the nerf bat, but I might have missed a few things, added new things since then, or not hit some things enough. I don't think I inadvertently added anything that was completely useless, but if I did, point those out, too.

If you got this far by reading everything, or even skimming the maneuvers section, you have my thanks. If you got this far by reading everything in a single sitting, you have my congratulations, as well.

Ceres
2007-06-20, 05:40 PM
I wish I had the dicipline to do something like this. I thought I had made some big projects... :smalleek:

brian c
2007-06-20, 07:04 PM
Great stuff. I like the different energy types, as opposed to just having fire from Desert Wind. My only issue with this is that you're giving access to supernatural maneuvers to classes other than the Swordsage, and from what I've read in ToB that's supposed to be their thing. Correct me if I'm wrong though. Aside from that, I particularly like Glacial Chill, the slow-moving but unstoppable thing is great.

I_Got_This_Name
2007-06-20, 07:27 PM
Ceres: Thanks.

brian_c: Well, yes, supernatural abilities are supposed to be a swordsage thing (well, Crusaders get Devoted Spirit, but that's different than the Swordsage-style supernaturals, which these are). Going over the disciplines, though:

Falling Wave: Supernatural for all, 'tis true, but only through the Lesser Discipline feat, and I figured that handing out supernatural abilities through a feat isn't that bad (there are some feats that hand out spell-likes to non-casters in CArc, for instance, not to mention Martial Study treating supernaturals the same as extraordinaries). Only Swordsages can get it without spending a feat, and I liked the idea of a Sahuagin Crusader of Sekolah with Falling Wave maneuvers, even (maybe especially) the supernatural ones; Warblades who spend time in the water need it just as much as anyone else, and have no particular reason not to have it.

Glacial Chill: For Crusaders, it's the same as Falling Wave. For Swordsages, it's acceptably supernatural. I'm not entirely certain that I should have left it as easily accessible to Warblades as Swordsages, since it's a very heavily supernatural discipline, but its tactics are more Warblade. Besides, exclusive disciplines tend to be better than non-exclusives, and Warblades have to give up their only exclusive discipline for this, while Swordsages get to keep two.

Leaping Gale is always Swordsage-only, as is Viper Fang.

Masked Moon is only accessible to Swordsages through the sale of disciplines, and costs extra if you can't shapeshift already; Warblades can spend a feat on it. I might add a requirement that getting it through the Lesser Discipline feat requires natural shapeshifting, though.

Rending Scream is a very clearly supernatural Warblade-only discipline. Still, it costs White Raven, which is a pretty decent discipline if you've got reliable teammates, and replaces it with another brute force discipline. Besides, I can't really justify giving the ability to kill things with your battle cries to Swordsages and not Warblades

Silver Pegasus is completely supernatural-free. True Arrow has two Supernatural abilities (Farsighted Focus and Phantom Arrow), so it's light enough to give to everyone.

brian c
2007-06-20, 08:20 PM
In terms of supernaturals being available to non-Swordsages, I'm not saying that's a bad thing, just that it changes the dynamics of the ToB classes a little bit, and at the very least changes the fluff aspects. I agree that Glacial Chill requiring a Warblade to give up Iron Heart is a pretty balanced tradeoff, IH is strong.

Fax Celestis
2007-06-20, 09:04 PM
Await critiquing from me in the near future. Also, would you be interested in assisting me with a discipline or two I had ideas for but nothing concrete?

I_Got_This_Name
2007-06-20, 09:27 PM
brian_c: It does change the dynamic a bit to have supernatural Warblades, but I don't think it changes it too much. I'm not too concerned with the balance of the discipline-swaps; they're mostly flavor. Warblades are stuck with Glacial Chill and Rending Scream, both of which are pretty heavily priced, unless they spend feats (which already let them go supernatural), and only Glacial Chill is really Swordsage-brand supernatural; I think having to give up Iron Heart to get access to it should scare most Warblades off.

Fax_Celestis: Good to see you show up, and I'm looking forward to your analysis. I might be able to help with your current projects; tell me what you've got and what you need, and I'll see if I can whip something up.

Gralamin
2007-06-20, 09:33 PM
Wow. I love it.
I_Got_This_Name, would you mind if I converted this to a pdf file when your done?

brian c
2007-06-20, 09:39 PM
Await critiquing from me in the near future. Also, would you be interested in assisting me with a discipline or two I had ideas for but nothing concrete?

I have nothing to say regarding this post, but I'm curious about the new avatar.

Fax Celestis
2007-06-20, 09:41 PM
I have nothing to say regarding this post, but I'm curious about the new avatar.

Shasta is a Totemist 11/Monk 1/Ardent 8 with Vow of Poverty. He is blind.

I_Got_This_Name
2007-06-20, 09:45 PM
Wow. I love it.
I_Got_This_Name, would you mind if I converted this to a pdf file when your done?

Go right ahead. Might be a while until it's done, though.

Gralamin
2007-07-05, 03:41 PM
Nice new prestige. Works well with the flavor.

I_Got_This_Name
2007-07-08, 12:53 PM
Nice new prestige. Works well with the flavor.

Thanks. Anything you noticed about the Truefang Exile that could use adjustment?

Also, the second Prestige Class, the Moonshifter, is up. It's in a shorter format, but the Truefang Exile came to about 30,000 characters, and there's a 50k character limit per post, so I may have to trim the Exile down to the shorter format, or move chunks of these PrCs somewhere else, if I finish all of them.

Also, while making the sample Moonshifter character I found problems with all of the (Masked Moon) stances I assigned to it; now I have to get to work on fixing the discipline. Naturally, if you spot anything that could use a tweak, let me know.

Zeal
2007-07-08, 05:30 PM
Well, that settles it, I absolutely love the Masked Moon Disicpline. This is getting use in my next session, without a doubt.

Black Mage
2008-11-15, 05:56 PM
I love these. The flavor is great, and it's nice to have some good, solid additions to Tome of Battle since Wizards has moved on to 4th edition without putting anything else out for the book. I'll likely be using these in my next campaign...thinking about building an entire world around the Sublime Way...and with these additions, I can flesh it out even more. I'd love to see some more prestige classes and maybe feats as well. Have you considered creating legacy weapons for each of these disciplines as well?

LunarWolfPrime
2008-11-22, 07:50 PM
very well done.

zugschef
2009-02-26, 07:05 AM
excellent work! just amazing, really! =)

btw, which disciplines would make accessible for the blade scholar (http://forums.gleemax.com/showthread.php?t=948233) base class and how would you make them accessible? i still think the blade scholar is underpowered without additional maneuvers, so the lesser disciplines are a perfect match for this class.

[edit] easiest way would be to equalize the blade scholar with each of the other three base classes, meaning that he can gain access to every discipline.

[edit2] constructive critique: the falling wave stances are ridiculously overpowered; really. making some of them only useable underwater does not balance them. they really need to be nerfed. i'd get rid of all (10+1/2 initiator level+ability mod)-saves, too. you should replace "1/2 initiator level" with the appropriate maneuver level.

Adumbration
2009-02-26, 01:03 PM
Oooh, if someone makes a PDF of this, could they host it somewhere for download? This could be magnificent, especially with good formatting.

Danzig
2010-07-24, 10:59 AM
I know this is probably gonna be considered forum necromancy, but I noticed that Rending Scream has only one maneuver at 7th level. This can't be right, can it? No discipline has only one maneuver at a level less than 9th.

I'm compiling my own offline copy of the Age of Warriors for use in my games, is why I decided to ask. I don't use incomplete disciplines, and it'd be a shame to have to scrap Rending Scream.

DracoDei
2010-07-24, 11:46 AM
I know this is probably gonna be considered forum necromancy, but I noticed that Rending Scream has only one maneuver at 7th level. This can't be right, can it? No discipline has only one maneuver at a level less than 9th.
Incorrect. Setting Sun, level 7, nothing but Hydra Slaying Strike. No boosts, no stances, nothing but that one strike.

Danzig
2010-07-24, 12:15 PM
Incorrect. Setting Sun, level 7, nothing but Hydra Slaying Strike. No boosts, no stances, nothing but that one strike.

Seriously? **Looking it up**

Holy crap, you're right. I wonder if that was a design hole on the part of WoTC? According to them (who are always right, according to them), it probably isn't.

Roland St. Jude
2010-07-24, 11:22 PM
Sheriff of Moddingham: Thread Necromancy. Please don't.