Zancloufer
2017-06-04, 11:39 AM
So the Einhander/Fencer style of combat in D&D 3.x doesn't get much support. It's bad from a mechanical perspective and there isn't much support around that makes it better. So here I have made a ToB style initiator school of combat. It's probably a little powerful but on the flip side the requirement of using a one handed bladed/pointy weapon probably counters that. Somewhat. Anyway:
Willow Blade
Disciple Skill: Sleight of Hand
Disciple Weapons: Dagger, Short Sword, Rapier, Longsword.
Notes: This school was designed with an Einhander combat style in mind. Unless otherwise stated all Stances, Boosts and Manoeuvres only work with a one-handed slashing or piercing weapon. Using Two hands, a shield (not a buckler), a second weapon or a blunt weapon with these is prohibited unless specified otherwise.
New Feat / Alternate Class Feature:
Willow Blade Training
Prerequisite: Martial Initiation Level 1
Benefit: You add the Willow Blade martial adept school to your list of known schools. You also add Sleight of Hand to your class skills for all current and future classes if you do not already posses it.
Special: A Crusader, Swordsage or Warblade may select this feat for not cost at level 1 if they exchange one know school for it. IE: A Warblade may opt out of having access to the Tiger Claw School in exchange for this feat. If selected this way it counts as an alternate class feature instead of a feat.
Short List:
Level 1
Double Feign: Sleight of Hand to catch enemy flat-footed.
Sonic Fencer: Make melee attacks with 30ft range.
Follow Up (Stance): Make free disarm attempt with any attack of opportunity.
Level 2
Critical Flaw: Sleight of Hand check to threaten critical.
Overextend: (Boost): Deal +2d6+IL damage on all attacks but suffer -2 to hit.
Level 3
Lightning Fencer: Make three lightning infused strikes with one action.
Unseen Coil (Counter): Use Slight of Hand in place of Reflex Save.
Impact Law (Stance): Attacks Ignore DR and Hardness.
Level 4
Tricolour Order: Hit up to three enemies in a cone and chance to daze.
Binding Blade: Strike causes foe to drop their weapon.
Level 5
Venom Fencer: Attack three times with venomous blade.
False Front (Counter): Use Slight of Hand in place of Will Save.
Glaring Flaw (Stance): Suffer penalty to AC to counter enemy attacks with your own.
Level 6
Linear Impact: 45ft long line AoE +4d6 damage with melee attack.
Mirage Dance (Boost): Your attacks conceal your true location.
Level 7
Frozen Fencer: Make three attacks with cold damage and chance to freeze target.
Contrived Physique (Counter): Use Slight of Hand in place of Fortitude Save.
Disengage (Stance): Free 10ft step back with every attack, foes you have struck always provoke.
Level 8
Starshine (Boost): Imbue blade with Light increasing range and damage.
Critical Edge: Deadly thrust that deals damage based of number of attacks you can make.
Level 9
Prismatic Order: Attack the enemy with seven different strikes.
Full Descriptions:
Binding Blade
Willow Blade
Level: 4
Initiation Action: Standard
Range: Weapon
Target: One enemy
In their attempt to stop an attack your foe has lost grip on their weapon.
Make a normal attack against your foe as normal. If you hit they must make a reflex save (DC = 14+ Str or Dex mod) or loose grip on their weapon. Enemies that fail this save find their weapon 1d6+1 * 5 feet away in a random direction. Enemies using natural weapons or unarmed strikes instead find themselves tripped if they fail their save.
Critical Edge
Willow Blade
Level: 8
Initiation Action: Standard
Prerequisite: Two Willow Blade Manoeuvres
Range: Weapon
Target: One enemy
You channel all your potential attacks into one devastating blow.
This manoeuvre has a multitude of effects.
First as a standard action make a single strike at your maximum BaB against a foe. Add half your Initiator level to the critical range of the weapon after feats/enchantments. IE: A 16th level Initiator using a Rapier would go from 18-20 critical threat to 10-20. With Improved Critical/Keen enchantment/spell it would increase to 7-20 (not 1-20).
Second multiply the damage of the attack by the number of possible attacks you have on a full attack. IE: With 16 BaB and haste you would normally make 5 attacks, therefore multiple damage of the strike by 5. This includes base weapon damage, and stat mods and all enchantments.
Finally: If the strike is indeed a critical you multiply all the damage by your critical multiplier, not just base weapon. IE: With our previously stated examples (Rapier + 5 attacks on a full attack) you would do 10x of your damage.
Critical Flaw
Willow Blade
Level: 2
Initiation Action: Standard
Range: Weapon
Target: One enemy
You manoeuvre your blade into an unseen hole in your opponents armour.
As a standard action make one melee attack against any enemy within reach. Before you determine whether or not you hit, roll a Sleight of hand check with a DC equal to their Armour Class. If you succeed on your Sleight of Hand Check the attack (if it hits) is considered a critical hit.
Contrived Physique (Counter)
Willow Blade
Level: 7
Initiation Action: Immediate
Prerequisite: Two Willow Blade Manoeuvres
Range: Personal
Target: Self
Your stance, they way you hold yourself, how you are moving, none of it makes any sense.
You can use this manoeuvre when ever you would be required to roll a Fortitude save. Roll a slight of hand check instead of the fortitude save and use the result of the check to determine the save's success. You must use this manoeuvre before you roll the Fortitude save and a roll of 1 on the skill check is not an automatic failure.
Disengage (Stance)
Willow Blade
Level: 7
Initiation Action: Swift
Prerequisite: Two Willow Blade Manoeuvres
Range: Personal
Target: Self
Duration: Stance
With lightning speed you dart away from foes your have struck inviting them into a trap.
When engaged in this stance you gain a number of benefits. First whenever you strike an opponent you may move up to 10ft without provoking any attacks of opportunity as long as you do not move closer (IE you move away or strafe). Second any enemy you have hit within the last round provokes an attack of opportunity with movement even if they take five foot steps or tumble. The only exception to this is other enemies who are currently in this stance (their 10ft steps do NOT provoke AoOs).
Double Feign
Willow Blade
Level: 1
Initiation Action: Standard
Range: Weapon
Target: One enemy
Your quick strike appears to be a feign and only too late does your enemy realize their folly.
As a standard action make one melee attack against any enemy within reach. Before you determine whether or not your hit roll a Sleight of hand check opposed by your target. If your enemy does not beat you they are considered flat-footed and loose their Dex bonus to their AC. Even enemies with uncanny dodge are effected by this manoeuvre.
False Front (Counter)
Willow Blade
Level: 5
Initiation Action: Immediate
Prerequisite: One Willow Blade Manoeuvres
Range: Personal
Target: Self
Many people have physical tells that can betray what one is thinking. You however are sending all the wrong tells.
You can use this manoeuvre when ever you would be required to roll a Will save. Roll a slight of hand check instead of the will save and use the result of the check to determine the save's success. You must use this manoeuvre before you roll the Fortitude save and a roll of 1 on the skill check is not an automatic failure.
Follow Up (Stance)
Willow Blade
Level: 1
Initiation Action: Swift
Range: Personal
Target: Self
Duration: Stance
Standing ready and light on your feet you quickly capitalize on your foe's fumble.
Whenever an enemy provokes an attack of opportunity you may make a free disarm check as part of the attack of opportunity. Additionally whenever making/defending against disarm attempts in this stance you may use your Sleight of hand check in place of your grapple in any disarm checks.
Frozen Fencer (Ex/Su)
Willow Blade
Level: 7
Initiation Action: One Standard Action
Prerequisite: Two Willow Blade Manoeuvres
Range: Weapon
Target: One enemy
Your blade covered in icy death strikes at your foe three distinct times.
As part of a standard action make three attacks against any one opponent within reach. Any attack that hits deals an additional 2d6 cold damage to the target. Enemies that take damage from this manoeuvre must also make a Fortitude Save (DC = 17 + Str or Dex Mod). Those that fail the save become encased in ice for 1d4+1 rounds. While encased their are considered helpless and incapable of moving. A DC 30 strength check can break the ice early allowing the trapped creature to move again.
Note: While Ex in nature the cold damage is Su.
Glaring Flaw (Stance)
Willow Blade
Level: 5
Initiation Action: Swift
Prerequisite: Two Willow Blade Manoeuvre
Range: Personal
Target: Self
Duration Stance
You stand at an odd angle leaving a critical part of your defence wide open to attack.
While in this stance the user suffers a -10 to their AC vs melee attacks. However any enemy that attacks them provokes a parry attempt. When an enemy makes a melee attack you can counter that attack by making an attack roll of your own. If you beat the enemy's attack roll their attack is negated and you gain a free attack against them at full BaB. You can attempt to counter a number of attacks each round equal to half your initiator level.
Impact Law (Stance)
Willow Blade
Level: 3
Initiation Action: Swift
Prerequisite: One Willow Blade Manoeuvre
Range: Personal
Target: Self
Duration: Stance
The force behind a well placed strike is absolute.
While in this stance any attacks you make ignore hardness and damage reduction.
Lightning Fencer (Ex/Su)
Willow Blade
Level: 3
Initiation Action: One Standard Action
Prerequisite: One Willow Blade Manoeuvre
Range: Weapon
Target: One enemy
Striking out with lighting speed and ferocity you strike an opponent three times.
As part of a standard action make three attacks against any one opponent within reach. Any attack that hits deals an additional 1d6 lightning damage to the target.
Note: While Ex in nature the lightning damage is Su.
Linear Impact (Ex/Su)
Willow Blade
Level: 6
Initiation Action: Standard
Prerequisite: Two Willow Blade Manoeuvres
Range: 45x5ft Line
Target: AoE
Your blow carries across the field catching a line of enemies in it's wake
As a standard action you can turn your attack into a deadly AoE. Make an attack roll against any enemy caught within your area of effect. Any enemy you hit takes full weapon damage and all enemies in the AoE take an additional 4d6 untyped damage even if you miss them.
Note: While Ex in nature the bonus damage is Su.
Mirage Dance (Boost)
Willow Blade
Level: 6
Initiation Action: Standard
Prerequisite: Two Willow Blade Manoeuvres
Range: Personal
Target: Self
Each blow you make further distorts your stance.
After using this manoeuvre any attack you make until the beginning of you next turns grants you concealment. Any attack you make, be it on your turn, or an attack of opportunity during your opponents grants you a cumulative 20% concealment. Note that this cannot grant you more than 80% total miss chance but if the enemy has a way of reducing miss chance granted by concealment/cover it can go over 80% for the final calculation. IE; If you make 5 attacks that round you would only have 80% chance to evade an attack, however if the enemy has an ability that say halves miss chance you would have 50% (100/2 = 50%).
Overextend (Boost)
Willow Blade
Level: 2
Initiation Action: Swift Action
Range: Personal
Target: Self
Duration: One Round
Reaching out more than is safe you deal extra damage at the cost of telegraphing your attacks.
As a swift action you adopt a much more forward stance increasing your damage for the round at the cost of accuracy. All attacks suffer a -2 to hit, but you deal an extra 2d6+initiator level damage on any attack that hits. This lasts until the beginning of your next round.
Prismatic Fencer (Ex/Su)
Willow Blade
Level: 9
Initiation Action: Full-Round
Prerequisite: Three Willow Blade Manoeuvres
Range: Weapon
Target: One enemy
You blade shines with an array of deadly colours as you make seven distinct strikes.
As a Full-Round attack you make seven separate attack rolls at your full BaB. In addition to doing full damage each blow is a separate colour and has a unique effect. The save DC for any given strike is 19+Str or Dex mod. All bonus effects are considered (Su).
Red: Deals +5d6 and the target must make a reflex save or combust in flames taking an additional 5d6 damage each round for 5 rounds, or until they spend a full-round putting out the fire.
Orange: Deal +5d6 sonic damage and the target must make a Fortitude Save or be Deafened for 5 rounds.
Yellow: Deals +5d6 Lighting damage and the target must make a Will save or be stunned for 5 rounds.
Green: Deals +5d6 Acid damage and the target must make a Fortitude Save or be Nauseated for 5 rounds.
Blue: Deals +5d6 Cold damage and the target must make a Reflex Save or be Slowed for 5 rounds.
Indigo: Deals +5d6 Force damage and the target must make a Will Save or be Confused for 5 rounds.
Violet: Deals +5d6 Untyped damage and you can make a targeted Dispel Magic check against the target with a dispel check of 1d20+Initiator Level. If used against a Summoned or Called creature a successful dispel check banishes them.
Sonic Fencer
Willow Blade
Level: 1
Initiation Action: One Standard Action
Range: 60ft
Target: One enemy
Duration: Instant
The force from your blade travels across the field striking enemies nowhere near you.
As a standard action you can make a melee attack against any enemy within 60ft as long as you have a direct line of sight to them.
Starshine (Boost) (Su)
Willow Blade
Level: 8
Initiation Action: Swift
Prerequisite: Three Willow Blade Manoeuvres
Range: Personal
Target: Self
Duration: 1 Round
Luminous energy floods your blade making it seem far larger than it actually is.
As a swift action you imbue your blade with pure light massively increasing it's range. For the rest of your turn the range on your weapons (and area your threaten) is increased by 5ft and then doubled. Additionally all attacks you make deal an extra 4d6 untyped damage from the massive energy imbuing your blade.
Tricolour Order
Willow Blade
Level: 4
Initiation Action: One Standard Action
Prerequisite: Three Willow Blade Manoeuvres
Range: 30ft Cone
Target: Up to Three enemies
Waving your blade you make a series of strikes against a few foes within your field of vision.
As a standard action select up to three different enemies within a 30ft cone. Making an attack roll as if they where within melee reach and deal full damage. Any enemy you hit must make a will save (DC 14+Str or Dex Mod) or be dazed for one round.
Unseen Coil (Counter)
Willow Blade
Level: 3
Initiation Action: Immediate
Range: Personal
Target: Self
By standing the wrong way you can throw off the aim of others.
You can use this manoeuvre when ever you would be required to roll a Reflex save. Roll a slight of hand check instead of the reflex save and use the result of the check to determine the save's success. You must use this manoeuvre before you roll the Fortitude save and a roll of 1 on the skill check is not an automatic failure.
Venom Fencer
Willow Blade
Level: 5
Initiation Action: One Standard Action
Prerequisite: Two Willow Blade Manoeuvres
Range: Weapon
Target: One enemy
Your venomous blade seeks to prematurely end your enemy.
As part of a standard action make three attacks against any one opponent within reach. Enemies that take damage from this manoeuvre must also make a Fortitude Save (DC = 15 + Str or Dex Mod). Those that fail the save suffer 2 constitution damage. This constitution damage is short lived and will fade after one minute. However the constitution damage does stack and is not considered a poison.
So thoughts? Concerns? Things that don't make sense? Abilities that seem out of place relative to each other?
Willow Blade
Disciple Skill: Sleight of Hand
Disciple Weapons: Dagger, Short Sword, Rapier, Longsword.
Notes: This school was designed with an Einhander combat style in mind. Unless otherwise stated all Stances, Boosts and Manoeuvres only work with a one-handed slashing or piercing weapon. Using Two hands, a shield (not a buckler), a second weapon or a blunt weapon with these is prohibited unless specified otherwise.
New Feat / Alternate Class Feature:
Willow Blade Training
Prerequisite: Martial Initiation Level 1
Benefit: You add the Willow Blade martial adept school to your list of known schools. You also add Sleight of Hand to your class skills for all current and future classes if you do not already posses it.
Special: A Crusader, Swordsage or Warblade may select this feat for not cost at level 1 if they exchange one know school for it. IE: A Warblade may opt out of having access to the Tiger Claw School in exchange for this feat. If selected this way it counts as an alternate class feature instead of a feat.
Short List:
Level 1
Double Feign: Sleight of Hand to catch enemy flat-footed.
Sonic Fencer: Make melee attacks with 30ft range.
Follow Up (Stance): Make free disarm attempt with any attack of opportunity.
Level 2
Critical Flaw: Sleight of Hand check to threaten critical.
Overextend: (Boost): Deal +2d6+IL damage on all attacks but suffer -2 to hit.
Level 3
Lightning Fencer: Make three lightning infused strikes with one action.
Unseen Coil (Counter): Use Slight of Hand in place of Reflex Save.
Impact Law (Stance): Attacks Ignore DR and Hardness.
Level 4
Tricolour Order: Hit up to three enemies in a cone and chance to daze.
Binding Blade: Strike causes foe to drop their weapon.
Level 5
Venom Fencer: Attack three times with venomous blade.
False Front (Counter): Use Slight of Hand in place of Will Save.
Glaring Flaw (Stance): Suffer penalty to AC to counter enemy attacks with your own.
Level 6
Linear Impact: 45ft long line AoE +4d6 damage with melee attack.
Mirage Dance (Boost): Your attacks conceal your true location.
Level 7
Frozen Fencer: Make three attacks with cold damage and chance to freeze target.
Contrived Physique (Counter): Use Slight of Hand in place of Fortitude Save.
Disengage (Stance): Free 10ft step back with every attack, foes you have struck always provoke.
Level 8
Starshine (Boost): Imbue blade with Light increasing range and damage.
Critical Edge: Deadly thrust that deals damage based of number of attacks you can make.
Level 9
Prismatic Order: Attack the enemy with seven different strikes.
Full Descriptions:
Binding Blade
Willow Blade
Level: 4
Initiation Action: Standard
Range: Weapon
Target: One enemy
In their attempt to stop an attack your foe has lost grip on their weapon.
Make a normal attack against your foe as normal. If you hit they must make a reflex save (DC = 14+ Str or Dex mod) or loose grip on their weapon. Enemies that fail this save find their weapon 1d6+1 * 5 feet away in a random direction. Enemies using natural weapons or unarmed strikes instead find themselves tripped if they fail their save.
Critical Edge
Willow Blade
Level: 8
Initiation Action: Standard
Prerequisite: Two Willow Blade Manoeuvres
Range: Weapon
Target: One enemy
You channel all your potential attacks into one devastating blow.
This manoeuvre has a multitude of effects.
First as a standard action make a single strike at your maximum BaB against a foe. Add half your Initiator level to the critical range of the weapon after feats/enchantments. IE: A 16th level Initiator using a Rapier would go from 18-20 critical threat to 10-20. With Improved Critical/Keen enchantment/spell it would increase to 7-20 (not 1-20).
Second multiply the damage of the attack by the number of possible attacks you have on a full attack. IE: With 16 BaB and haste you would normally make 5 attacks, therefore multiple damage of the strike by 5. This includes base weapon damage, and stat mods and all enchantments.
Finally: If the strike is indeed a critical you multiply all the damage by your critical multiplier, not just base weapon. IE: With our previously stated examples (Rapier + 5 attacks on a full attack) you would do 10x of your damage.
Critical Flaw
Willow Blade
Level: 2
Initiation Action: Standard
Range: Weapon
Target: One enemy
You manoeuvre your blade into an unseen hole in your opponents armour.
As a standard action make one melee attack against any enemy within reach. Before you determine whether or not you hit, roll a Sleight of hand check with a DC equal to their Armour Class. If you succeed on your Sleight of Hand Check the attack (if it hits) is considered a critical hit.
Contrived Physique (Counter)
Willow Blade
Level: 7
Initiation Action: Immediate
Prerequisite: Two Willow Blade Manoeuvres
Range: Personal
Target: Self
Your stance, they way you hold yourself, how you are moving, none of it makes any sense.
You can use this manoeuvre when ever you would be required to roll a Fortitude save. Roll a slight of hand check instead of the fortitude save and use the result of the check to determine the save's success. You must use this manoeuvre before you roll the Fortitude save and a roll of 1 on the skill check is not an automatic failure.
Disengage (Stance)
Willow Blade
Level: 7
Initiation Action: Swift
Prerequisite: Two Willow Blade Manoeuvres
Range: Personal
Target: Self
Duration: Stance
With lightning speed you dart away from foes your have struck inviting them into a trap.
When engaged in this stance you gain a number of benefits. First whenever you strike an opponent you may move up to 10ft without provoking any attacks of opportunity as long as you do not move closer (IE you move away or strafe). Second any enemy you have hit within the last round provokes an attack of opportunity with movement even if they take five foot steps or tumble. The only exception to this is other enemies who are currently in this stance (their 10ft steps do NOT provoke AoOs).
Double Feign
Willow Blade
Level: 1
Initiation Action: Standard
Range: Weapon
Target: One enemy
Your quick strike appears to be a feign and only too late does your enemy realize their folly.
As a standard action make one melee attack against any enemy within reach. Before you determine whether or not your hit roll a Sleight of hand check opposed by your target. If your enemy does not beat you they are considered flat-footed and loose their Dex bonus to their AC. Even enemies with uncanny dodge are effected by this manoeuvre.
False Front (Counter)
Willow Blade
Level: 5
Initiation Action: Immediate
Prerequisite: One Willow Blade Manoeuvres
Range: Personal
Target: Self
Many people have physical tells that can betray what one is thinking. You however are sending all the wrong tells.
You can use this manoeuvre when ever you would be required to roll a Will save. Roll a slight of hand check instead of the will save and use the result of the check to determine the save's success. You must use this manoeuvre before you roll the Fortitude save and a roll of 1 on the skill check is not an automatic failure.
Follow Up (Stance)
Willow Blade
Level: 1
Initiation Action: Swift
Range: Personal
Target: Self
Duration: Stance
Standing ready and light on your feet you quickly capitalize on your foe's fumble.
Whenever an enemy provokes an attack of opportunity you may make a free disarm check as part of the attack of opportunity. Additionally whenever making/defending against disarm attempts in this stance you may use your Sleight of hand check in place of your grapple in any disarm checks.
Frozen Fencer (Ex/Su)
Willow Blade
Level: 7
Initiation Action: One Standard Action
Prerequisite: Two Willow Blade Manoeuvres
Range: Weapon
Target: One enemy
Your blade covered in icy death strikes at your foe three distinct times.
As part of a standard action make three attacks against any one opponent within reach. Any attack that hits deals an additional 2d6 cold damage to the target. Enemies that take damage from this manoeuvre must also make a Fortitude Save (DC = 17 + Str or Dex Mod). Those that fail the save become encased in ice for 1d4+1 rounds. While encased their are considered helpless and incapable of moving. A DC 30 strength check can break the ice early allowing the trapped creature to move again.
Note: While Ex in nature the cold damage is Su.
Glaring Flaw (Stance)
Willow Blade
Level: 5
Initiation Action: Swift
Prerequisite: Two Willow Blade Manoeuvre
Range: Personal
Target: Self
Duration Stance
You stand at an odd angle leaving a critical part of your defence wide open to attack.
While in this stance the user suffers a -10 to their AC vs melee attacks. However any enemy that attacks them provokes a parry attempt. When an enemy makes a melee attack you can counter that attack by making an attack roll of your own. If you beat the enemy's attack roll their attack is negated and you gain a free attack against them at full BaB. You can attempt to counter a number of attacks each round equal to half your initiator level.
Impact Law (Stance)
Willow Blade
Level: 3
Initiation Action: Swift
Prerequisite: One Willow Blade Manoeuvre
Range: Personal
Target: Self
Duration: Stance
The force behind a well placed strike is absolute.
While in this stance any attacks you make ignore hardness and damage reduction.
Lightning Fencer (Ex/Su)
Willow Blade
Level: 3
Initiation Action: One Standard Action
Prerequisite: One Willow Blade Manoeuvre
Range: Weapon
Target: One enemy
Striking out with lighting speed and ferocity you strike an opponent three times.
As part of a standard action make three attacks against any one opponent within reach. Any attack that hits deals an additional 1d6 lightning damage to the target.
Note: While Ex in nature the lightning damage is Su.
Linear Impact (Ex/Su)
Willow Blade
Level: 6
Initiation Action: Standard
Prerequisite: Two Willow Blade Manoeuvres
Range: 45x5ft Line
Target: AoE
Your blow carries across the field catching a line of enemies in it's wake
As a standard action you can turn your attack into a deadly AoE. Make an attack roll against any enemy caught within your area of effect. Any enemy you hit takes full weapon damage and all enemies in the AoE take an additional 4d6 untyped damage even if you miss them.
Note: While Ex in nature the bonus damage is Su.
Mirage Dance (Boost)
Willow Blade
Level: 6
Initiation Action: Standard
Prerequisite: Two Willow Blade Manoeuvres
Range: Personal
Target: Self
Each blow you make further distorts your stance.
After using this manoeuvre any attack you make until the beginning of you next turns grants you concealment. Any attack you make, be it on your turn, or an attack of opportunity during your opponents grants you a cumulative 20% concealment. Note that this cannot grant you more than 80% total miss chance but if the enemy has a way of reducing miss chance granted by concealment/cover it can go over 80% for the final calculation. IE; If you make 5 attacks that round you would only have 80% chance to evade an attack, however if the enemy has an ability that say halves miss chance you would have 50% (100/2 = 50%).
Overextend (Boost)
Willow Blade
Level: 2
Initiation Action: Swift Action
Range: Personal
Target: Self
Duration: One Round
Reaching out more than is safe you deal extra damage at the cost of telegraphing your attacks.
As a swift action you adopt a much more forward stance increasing your damage for the round at the cost of accuracy. All attacks suffer a -2 to hit, but you deal an extra 2d6+initiator level damage on any attack that hits. This lasts until the beginning of your next round.
Prismatic Fencer (Ex/Su)
Willow Blade
Level: 9
Initiation Action: Full-Round
Prerequisite: Three Willow Blade Manoeuvres
Range: Weapon
Target: One enemy
You blade shines with an array of deadly colours as you make seven distinct strikes.
As a Full-Round attack you make seven separate attack rolls at your full BaB. In addition to doing full damage each blow is a separate colour and has a unique effect. The save DC for any given strike is 19+Str or Dex mod. All bonus effects are considered (Su).
Red: Deals +5d6 and the target must make a reflex save or combust in flames taking an additional 5d6 damage each round for 5 rounds, or until they spend a full-round putting out the fire.
Orange: Deal +5d6 sonic damage and the target must make a Fortitude Save or be Deafened for 5 rounds.
Yellow: Deals +5d6 Lighting damage and the target must make a Will save or be stunned for 5 rounds.
Green: Deals +5d6 Acid damage and the target must make a Fortitude Save or be Nauseated for 5 rounds.
Blue: Deals +5d6 Cold damage and the target must make a Reflex Save or be Slowed for 5 rounds.
Indigo: Deals +5d6 Force damage and the target must make a Will Save or be Confused for 5 rounds.
Violet: Deals +5d6 Untyped damage and you can make a targeted Dispel Magic check against the target with a dispel check of 1d20+Initiator Level. If used against a Summoned or Called creature a successful dispel check banishes them.
Sonic Fencer
Willow Blade
Level: 1
Initiation Action: One Standard Action
Range: 60ft
Target: One enemy
Duration: Instant
The force from your blade travels across the field striking enemies nowhere near you.
As a standard action you can make a melee attack against any enemy within 60ft as long as you have a direct line of sight to them.
Starshine (Boost) (Su)
Willow Blade
Level: 8
Initiation Action: Swift
Prerequisite: Three Willow Blade Manoeuvres
Range: Personal
Target: Self
Duration: 1 Round
Luminous energy floods your blade making it seem far larger than it actually is.
As a swift action you imbue your blade with pure light massively increasing it's range. For the rest of your turn the range on your weapons (and area your threaten) is increased by 5ft and then doubled. Additionally all attacks you make deal an extra 4d6 untyped damage from the massive energy imbuing your blade.
Tricolour Order
Willow Blade
Level: 4
Initiation Action: One Standard Action
Prerequisite: Three Willow Blade Manoeuvres
Range: 30ft Cone
Target: Up to Three enemies
Waving your blade you make a series of strikes against a few foes within your field of vision.
As a standard action select up to three different enemies within a 30ft cone. Making an attack roll as if they where within melee reach and deal full damage. Any enemy you hit must make a will save (DC 14+Str or Dex Mod) or be dazed for one round.
Unseen Coil (Counter)
Willow Blade
Level: 3
Initiation Action: Immediate
Range: Personal
Target: Self
By standing the wrong way you can throw off the aim of others.
You can use this manoeuvre when ever you would be required to roll a Reflex save. Roll a slight of hand check instead of the reflex save and use the result of the check to determine the save's success. You must use this manoeuvre before you roll the Fortitude save and a roll of 1 on the skill check is not an automatic failure.
Venom Fencer
Willow Blade
Level: 5
Initiation Action: One Standard Action
Prerequisite: Two Willow Blade Manoeuvres
Range: Weapon
Target: One enemy
Your venomous blade seeks to prematurely end your enemy.
As part of a standard action make three attacks against any one opponent within reach. Enemies that take damage from this manoeuvre must also make a Fortitude Save (DC = 15 + Str or Dex Mod). Those that fail the save suffer 2 constitution damage. This constitution damage is short lived and will fade after one minute. However the constitution damage does stack and is not considered a poison.
So thoughts? Concerns? Things that don't make sense? Abilities that seem out of place relative to each other?