Quellian-dyrae
2018-06-14, 02:52 PM
I wrote these a long time back, but for whatever reason never actually posted them. And well to be perfectly honest I saw a PbP that they might fit in so need them somewhere to reference, so I'm posting them now. Of course that doesn't make any thoughts and critiques any less welcome!
This is a system of martial maneuvers with a focus on utility both in and out of combat, meant to be balanced against level-appropriate (but not broken) spells and shooting for a roughly Tier 2 level of power for martial adepts (and other noncasters if using an "everyone gains maneuvers" system or homebrew replacements that include maneuvers). It is...long. I gave each discipline one maneuver per maneuver level, two at 9th, dividing them up among two main themes for each discipline. So yeah, there's ninety maneuvers down there. Fortunately, I did add a compressed list of one-line descriptions, so anyone interested but who doesn't want to wade through all the text can browse those and just check out the maneuvers that interest you.
The capabilities for each discipline are:
Desert Wind: Instantaneous movement and area damage.
Devoted Spirit: Healing and defense.
Diamond Mind: Information gathering and awareness.
Iron Heart: Pre-battle preparations and counter-magic.
Setting Sun: Counter-intelligence and battlefield maneuvering.
Shadow Hand: Infiltration and misdirection.
Stone Dragon: Terrain alterations and battlefield control.
Tiger Claw: Wilderness survival and battlefield dominance.
White Raven: Social influence and teamwork.
My main aim here is to provide martial characters with (mostly) non-magical capabilities that provide a degree of utility both in and out of combat, that is roughly on par with spells of equal level. The target power I suppose is to bring the martial adepts from Tier 3 to Tier 2. As a result, these maneuvers will likely be more powerful than normal maneuvers. That is intentional - the point of this system is to provide martial characters with powers roughly level-appropriate to spells. That being said, most of these maneuvers don't operate like existing strikes, so the normal maneuvers still have their place, these just greatly expand on a martial character's tactical and non-combat utility. Some maneuvers already did that, and might wind up considered less valuable in comparison. Others provided unique attack actions and boosts to combat efficiency, and should still hold their own just fine.
That being said, while these capabilities are meant to be similar to spells, they are aiming for spells of reasonable power for their level, working on the theory that Tier 2 status is from the diversity of various options, rather than the game-breaking power of the most ludicrous spells. There won't be duplicates of things like Gate and Polymorph that are simply mechanically broken. They may have some advantages or disadvantages in comparison to similar spells. For example, the higher-level Desert Wind teleports have no range limits, but have a much longer initiation time (and Retrace the Wind and Retrace the Breeze in particular are a level higher than related spells Teleport and Greater Teleport). Likewise, Retrace the Wind doesn't have the failure chance that Teleport does, but also requires you be Familiar or Very Familiar with the place you teleport to.
I also kept a few specific rules for balance that won't always be found in spells. For example, maneuvers that affect or hinder opponents always allow some sort of check to avoid or mitigate, and most of the maneuvers that provide out of combat utility have longer initiation times.
As far as keeping things less-magical, I went largely by how the disciplines themselves work. So Desert Wind and Shadow Hand contain explicitly supernatural effects. Devoted Spirit promises really hard that it's not magically healing you, honest, cross its heart. The Zone of Command system, in particular Zone (Mobile) effects, allow for area effects by working on the assumption that skilled warriors are deft in combat, able to make tactical changes in position quickly to control their portion of the battlefield - giving them more credit for mobility than the D&D norm, but pretty clearly not magical. Diamond Mind...I think is the only one I went outside the box with, moving it from pretty explicitly nonmagical to right up there with Devoted Spirit. It's basically asking "how much credit do you give meditation" instead of "how much credit do you give morale". Likewise, most of the other maneuvers do assume, if not explicitly superhuman capability, at least being able to do things in a mechanically superior manner than what physics should allow. Since we're already playing a game where the implicit assumption is that a guy with a sword can bring down a dragon several times bigger than him in a straight fight (possibly in one blow, depending on optimization standards) I think we're okay there.
Of course, all of these things are goals, not assurances, so if I failed to meet any, let me know!
Name of Maneuver: {Discipline. Initiation Action. Target.} - Description.
An Initiation Action of Boost or Counter follows the normal rules for those types of maneuvers.
An Initiation Action of Constant means the maneuver is active as long as it is currently readied.
Some actions have a target entry of Zone. This is a new mechanic, which means the action's targeting is based on your Zone of Command. A character's Zone of Command is an area of the battlefield that it can control, either through supernatural effects, personal presence, swift movement, or the like. A character's Zone of Command is one square out from them per two character levels, or their threatened area, whichever is more. All abilities and maneuvers that apply to adjacent targets or characters, or those within a fixed range, can apply within the Zone if that is more favorable.
Some of these effects are tagged as Zone (Mobile). In this case, whenever the maneuver is used or takes effect, or a character takes advantage of the maneuver to target or interact with something in its Zone, the character may instantly move into a square that threatens one of the squares it took effect at. If the character can affect multiple targets in its Zone, it targets as the Zone was when the action was initiated, and can end up threatening any one target. For example, one of the Tiger Claw maneuvers, Control Your Territory, allows a character to make a standard action attack that targets every opponent in its Zone of Command, and has Zone (Mobile) targeting. When using the maneuver, the character would make an attack against every foe who is in its Zone, based on its current position, and upon finishing the attacks, could choose to instantly move so that it is threatening at least one of the targets. Its Zone of Command would only then be recalculated according to the character's new position.
Zone (Mobile) abilities assume movement on the part of the character. The character can be assumed to take the most advantageous routes within its Zone, and as such, does not provoke attacks for this movement unless all routes to the target would cause it to provoke (as may be the case when affecting a target with reach). The character can use Tumble checks to avoid such attacks of opportunity normally. Likewise, the character can ignore any barriers or harmful terrain unless every possible route to the target would pass them. Note that this free movement is restricted to the character's Zone of Command, so a barrier may block the character if the only route past it is outside the character's Zone.
New Feat - Ranged Command: You can command the battlefield at a distance. As a move action, you can target an area with a diameter equal to your Zone's radius anywhere within one range increment. This area is treated as your Zone of Command as well as your normal Zone. This remains until you move further than one range increment from the targeted area, or take a move action to reposition your ranged Zone. Zone (Mobile) effects do not allow you to move to this area.
1st
DESERT WIND
Ki Bolt: Unleash a bolt of elemental Ki energy.
DEVOTED SPIRIT
Tend the Wounded (Boost): Increase the effects of healing.
DIAMOND MIND
Open the Eyes: You can detect a type of aura.
IRON HEART
Disrupt Opponent (Constant): Increase DC to cast defensively, lower foe's Zone of Command.
SETTING SUN
Tactical Swap (Constant): Allies in your Zone of Command may swap positions.
SHADOW HAND
Combat Cloak: (Constant) Reduce penalties to stealth.
STONE DRAGON
Earth Breaker: Create difficult terrain.
TIGER CLAW
Lore of the Wilds (Constant): You can track and gain more information, and are difficult to track.
WHITE RAVEN
Inspiring Presence (Boost): Incite emotions to grant bonuses or inflict penalties.
2nd
DESERT WIND
Flash Step (Stance): Teleport to a nearby place.
DEVOTED SPIRIT
Ease Suffering (Stance): Grant allies in your Zone of Command temporary hit points.
DIAMOND MIND
Know Your Surroundings (Constant): Perceive from every square in your Zone of Command.
IRON HEART
Instant Student: Grant an ally a temporary proficiency.
SETTING SUN
Break the Trust (Free): Catch a foe in a lie to impose -10 Bluff, force rerolls.
SHADOW HAND
Cloak the Field (Stance): Allies in your Zone of Command have concealment.
STONE DRAGON
Slow the Rush (Counter): Opponents move through your Zone of Command more slowly.
TIGER CLAW
Prowl Your Territory: Move within your Zone of Command as a 5' step.
WHITE RAVEN
Lead the Unit (Constant): Unit of similar troops may use better of your roll or their own, retroactively aid another, combine damage.
3rd
DESERT WIND
Ki Burst: Damage those in your Zone with elemental Ki energy.
DEVOTED SPIRIT
Triumphant Surge: Allies recover half hit points lost.
DIAMOND MIND
Meditative Glimpse: Meditate to get a vision of a nearby place or being.
IRON HEART
Parry Spell (Counter): Use attack roll to defend those in Zone against magic.
SETTING SUN
Outmaneuver (Counter): For every ten feet an enemy moves in your Zone of Command, you move an ally five feet.
SHADOW HAND
Bypass Security: Slip your allies past a lock or trap.
STONE DRAGON
Dig In: Prepare locations that provide your allies with cover, enemies treat as difficult terrain.
TIGER CLAW
Embrace Nature's Fury (Constant): Take no penalties for environmental conditions, reduce damage from natural hazards.
WHITE RAVEN
Demanding Presence (Boost): Force foes to act a certain way.
4th
DESERT WIND
Walk the Desert Winds (Stance): Walk on air.
DEVOTED SPIRIT
Mitigate Damage (Stance): Gain pool of temporary hit points to spend on injured allies.
DIAMOND MIND
Pinpoint Threat (Constant): Detect anyone who makes an attack into or within your Zone of Command.
IRON HEART
Instant Apprentice: Grant an ally a temporary feat, skill, or maneuver.
SETTING SUN
Hear the Lies: You know when you are being deceived, and how.
SHADOW HAND
Uncertain Location (Boost): Occupy multiple positions within your Zone of Command; attack from any, defend from one.
STONE DRAGON
Halt Progress (Counter): Enemies in your Zone of Command must save to move.
TIGER CLAW
Defend Your Territory (Stance): You threaten all squares in your Zone of Command.
WHITE RAVEN
Team Tactics (Constant): Allies in your Zone of Command not flat-footed/flanked/surprised unless all are, flank adjacent.
5th
DESERT WIND
Ki Flash: Ki attack deals 1d8/level.
DEVOTED SPIRIT
Triumphant Recovery: Allies automatically succeed future saves, remove ability damage.
DIAMOND MIND
Meditative Insight: Meditate to get answer to a question.
IRON HEART
Sunder Spell (Counter): Make attack roll to deny your Zone of Command to an area effect.
SETTING SUN
Relocation (Counter): When foe moves in your Zone of Command, must save or you move it half distance.
SHADOW HAND
Hidden in Air (Constant): Hide in plain sight.
STONE DRAGON
Earth Smasher: Create terrain that is dangerous to pass through.
TIGER CLAW
Exist Anywhere (Constant): Always acquire food, water, shelter; ignore negative planar effects and persistent area spells.
WHITE RAVEN
Inciting Presence: Incite sudden action or crippling status effects.
6th
DESERT WIND
Retrace the Wind: Teleport to a place you are familiar.
DEVOTED SPIRIT
Mitigate Effect (Stance): Allies in your Zone of Command can spend hit points to succeed save.
DIAMOND MIND
Hypercognition (Constant): You gain blindsight within your Zone of Command.
IRON HEART
Forged in the Iron Heart: Enhance weapons and armor.
SETTING SUN
Instill Belief: Create a nagging belief in a target.
SHADOW HAND
Shroud the Field (Stance): Allies in your Zone of Command gain total concealment.
STONE DRAGON
Deny Access (Counter): When you strike a target, it must save or be launched from your Zone of Command.
TIGER CLAW
Control Your Territory: With full-round action, standard action attack affects all foes in Zone of Command.
WHITE RAVEN
Share Stance (Constant): Allies in your Zone of Command benefit from your stance.
7th
DESERT WIND
Ki Flare: Ki attack deals 1d10/level.
DEVOTED SPIRIT
Triumphant Return: Allies less than half hp below -10 restored to life after battle.
DIAMOND MIND
Meditative Sight: Meditate to get a vision of a place or being you know.
IRON HEART
Reflect Magic (Counter): Reflect targeted spells in your Zone of Command on caster.
SETTING SUN
Reposition: You can move everyone in your Zone of Command.
SHADOW HAND
Bypass Barrier: Slip your allies past obstructions.
STONE DRAGON
Earth Reaver: Create areas of incredibly dangerous terrain.
TIGER CLAW
Natural Paradise: Establish a secure, comfortable place to rest.
WHITE RAVEN
Overwhelming Presence: Force foes to follow your commands.
8th
DESERT WIND
Retrace the Breeze: Teleport to a place you know of.
DEVOTED SPIRIT
Furious Counter (Counter): Attack a foe who harms an ally in your Zone; ally heals half damage you do.
DIAMOND MIND
Precognitive Reflexes (Counter): Foes who end turn in your Zone of Command must immediately state next actions.
IRON HEART
Battle Plan: Prepare contingent actions.
SETTING SUN
Hear the Truth: When you are being deceived, you learn the truth.
SHADOW HAND
Uncertain Formation (Boost): Disguise your allies, create misleading images.
STONE DRAGON
Deny Passage (Counter): Foes must save just to enter or exit your Zone of Command.
TIGER CLAW
Claim Your Territory (Boost): Anyone who enters your Zone of Command acts as if within it for encounter.
WHITE RAVEN
Many But One: Divide negative effects among unit, distribute positive.
9th
DESERT WIND
Follow the Winds: Teleport to any place, even indirectly.
Ki Blaze: Perform a lethal Ki attack.
DEVOTED SPIRIT
Triumphant Advance: Restore allies to full hit points and status.
Impervious Sanctuary (Counter): Opponents must save to harm allies in your Zone of Command.
DIAMOND MIND
Meditative Understanding: Meditate to get solution to a dilemma.
Precognitive Response (Counter): Use standard or move action in place of AoO.
IRON HEART
Instant Champion: Let an ally fight as well as you can.
Redirect Magic (Counter): You can alter the targeting of magic used in your Zone of Command.
SETTING SUN
Reveal Hidden Truths: You can alter memories, beliefs, and personality, if the foe believes you.
Redirection (Counter): You redirect any action in your Zone of Command.
SHADOW HAND
Latent Stealth (Stance): Foes cannot perceive the results of your actions.
Shifting Shades (Stance): Designate different phases in your Zone of Command.
STONE DRAGON
Earth Sunder: Fill the area with deadly terrain.
Deny Interaction (Counter): Foes must save to send spells or projectiles across your Zone of Command.
TIGER CLAW
Rapid Respite: Help your allies recover daily abilities with brief rest.
Master Your Territory: Take full attacks against everyone in your Zone of Command.
WHITE RAVEN
Awesome Presence (Constant): Cause positive and negative effect simultaneously.
Direct the Troops: Take an action to give lesser action to all allies in Zone of Command, or equal action to one ally in Zone.
Ki Bolt (Su): {Desert Wind. Standard. Medium.} - You fire a bolt of elemental Ki energy out to medium range, dealing 1d6 points of damage per initiator level. This bolt requires a ranged touch attack to hit, and targets receive a save to halve the damage. When you gain this maneuver, choose the energy type you use from the list below; the energy chosen determines the save required and applies a special effect to the attack. You may gain access to additional energy types by spending two skill points for each (these additional options apply to similar maneuvers as well). Any other maneuvers, spells, or abilities you possess that normally deal fire damage change to deal damage of whatever energy type you chose (if you have multiple available energy types, you can choose which energy type you use with each use of an ability).
Fire (Ref): The Ki bolt deals one additional point of damage per die.
Cold (Fort): The target of the Ki bolt is Slowed for one round if it fails its save.
Electricity (Ref): The target of the Ki bolt is Staggered for one round if it fails its save.
Acid (Ref): The Ki bolt deals additional damage at the start of each of the target's next four turns equal to half the number of dice rolled, rounded up.
Sonic (Will): The target of the Ki bolt is Deafened for one minute, and the bolt ignores hardness.
Force (Fort): The Ki bolt can affect ethereal and incorporeal creatures without a miss chance.
Positive (Fort): The Ki bolt deals double damage to the undead, and heals living allies for 1/3 the damage rather than harming them.
Negative (Fort): The Ki bolt heals undead rather than damaging them, and heals the caster 1/3 the damage dealt.
Water (Fort): The target of the Ki bolt is knocked prone if it fails its save.
Wind (Ref): The target of the Ki bolt is knocked back 5' per two points it fails its save by.
Earth (Fort): The target of the Ki bolt is immobilized for one round if it fails its save.
Light (Ref): The target of the Ki bolt loses all Concealment for one round if it fails its save, and is also Blinded if sensitive to light, and takes max damage if vulnerable to sunlight.
Dark (Ref): The target of the Ki bolt is Blinded for one round if it fails its save.
Holy (Will): The Ki bolt deals +2 damage per die against Evil creatures.
Unholy (Will): The Ki bolt deals +2 damage per die against Good creatures.
Axiomatic (Will): The Ki bolt deals +2 damage per die against Chaotic creatures.
Anarchic (Will): The Ki bolt deals +2 damage per die against Lawful creatures.
Psychic (Will): You need not be able to see the target (though you still need line of effect). The target makes a Will save in place of any touch attacks or Reflex saves.
Tend the Wounded: {Devoted Spirit. Boost. Touch.} - You assist any healing magic being used by tending to an ally's wounds. Roll a Heal check; the target heals an amount of hit points equal to the amount rolled, up to a maximum equal to the amount of healing it receives from other sources. If you learn this maneuver, Heal becomes a class skill for you, and any Heal ranks you purchased at a cross-class rate are retroactively upgraded to full class ranks (if this would push your rank above your maximum, you do not benefit from the extra ranks until you reach a high enough level). If you wish, you may substitute your initiator level for your ranks in Heal for purposes of this maneuver.
Open the Eyes: {Diamond Mind. Ten minutes. Personal.} - You fall into a meditative trance, concentrating on the underlying energy that permeates the world. For the next hour, you can detect a certain type of aura of your choice, emulating any first or 0 level spell with the word Detect in its name. You receive information as if you had been concentrating for three rounds.
Disrupt Opponent: {Iron Heart. Constant. Threatened Foes.} - You are too mighty a threat to ignore, and the impending danger of your blade distracts enemy casters from their spells, or skilled fighters from tending to the rest of the field. The DC required to cast a spell defensively while threatened by you increases by your BAB. In addition, any opponent who you damage with a melee attack reduces the radius of its Zone of Command and its threatened area by half the radius of your Zone of Command for one round or until you no longer threaten it, to a minimum radius or area of 5'.
Tactical Swap: {Setting Sun. Constant. Zone (Mobile).} - You help guide your allies into position, subtly coordinating their efforts so the way is clear for them. Allies within your Zone of Command may end their turn in a space occupied by another ally, displacing that ally to an adjacent space. When entering a square in this manner, the square the character exits is not considered threatened for purposes of attacks of opportunity. Additionally, allies within your Zone of Command do not provide cover to your opponents, count as in melee with opponents for purposes of ally ranged attacks, or block other allies from charging.
Combat Cloak: {Shadow Hand. Constant. Personal.} - You reduce any penalties on Hide and Move Silently checks by your initiator level.
Earth Breaker: {Stone Dragon. Standard. Area.} - You strike the ground with such force that a shockwave ripples through the earth, leaving an area of ground broken and difficult to traverse. You can affect an area up to twice the size of your Zone of Command, and may place this area anywhere within a range equal to five times the radius of your Zone of Command. This area becomes difficult terrain.
Lore of the Wilds: {Tiger Claw. Constant. Personal.} - You can track as per the Track feat, and for each five points you beat the DC by, the DM provides one piece of useful information about the people who made the tracks (their likely destination, armor or encumbrance level, emotional state, etc). Additionally, you increase the DC to follow your own tracks by your Survival ranks or initiator level, whichever is higher. If you know this maneuver, you gain Survival as a class skill, and any previous ranks purchased at the cross-class rate are retroactively upgraded to full class ranks (if this would push your rank above your maximum, you do not benefit from the extra ranks until you reach a high enough level). You may substitute your initiator level for your Survival ranks for purposes of this maneuver.
Inspiring Presence: {White Raven. Boost. Close or Zone.} - You inspire strong emotion in a single target in Close range, or all targets in your Zone of Command. When you use this maneuver, choose if you provide a positive or negative effect. A positive effect affects allies; a negative effect affects any foes who fail a Will save (DC 10 + 1/2 Level + Cha modifier). The effects last for one round per point of your Charisma modifier. When you use the maneuver, choose the emotion you incite; a positive effect provides a +1 Morale bonus to a certain stat based on the emotion, and a negative effect imposes a -2 penalty. These modifiers increase by +1 or -2 per three points of your Charisma modifier, or per two points if you target the effect rather than affecting your Zone. Anyone who succeeds a save against this maneuver, or one of its advanced forms, becomes immune to your presence for 24 hours.
Calm: Bonus to Will, Doubled Penalty to Damage.
Fear: Bonus to AC, Penalty to Attack.
Joy: Bonus to Reflex, Penalty to Fortitude.
Pain: Bonus to Fortitude, Penalty to Will.
Hate: Bonus to Save DCs, Penalty to DR (negative DR increases damage taken).
Hope: Bonus to Attack, Penalty to Reflex.
Love: Bonus to DR/-, Penalty to Save DCs.
Rage: Doubled Bonus to Damage, Penalty to AC.
Flash Step (Su): {Desert Wind. Stance. Personal.} - While in this stance, any movement you take can be performed as teleportation rather than normal movement. You must have line of effect to the location you wish to teleport to.
Ease Suffering: {Devoted Spirit. Stance. Zone.} - You inspire your allies to press on. All allies within your Zone of Command receive temporary hit points equal to twice your initiator level. These temporary hit points do not stack, and refresh every round.
Know Your Surroundings: {Diamond Mind. Constant. Personal.} - You are constantly aware of your surroundings. While this maneuver is active, you count as occupying every square within your Zone of Command for purposes of determining what you have line of sight to. In addition, you receive no penalty to Spot or Listen checks due to distance within this area, and penalties from greater distances are reduced accordingly. You can search your entire Zone of Command with a single Search check, and any abilities that let you automatically make search checks activate if the appropriate trigger enters your Zone of Command.
Instant Student: {Iron Heart. One Hour. One or more allies.} - You give your allies a primer in the use of a particular weapon or armor, training them in its use. You must be proficient with the item in question. For the next twenty-four hours, affected allies become proficient with the item, and receive the benefit of any feats you possess specific to that item (so if you have Weapon Focus and Weapon Specialization for it, affected allies would too). A character can only have one such temporary capability per point of its Intelligence modifier at any given time.
Break the Trust: {Setting Sun. Constant. Personal.} - If you catch a person in a lie, whether by succeeding a Sense Motive check, pointing out contradictory evidence, magical discernment, or some other manner, the target must immediately make a Bluff check opposed by your Sense Motive check. If you have demonstrable proof of the lie, it takes a -10 penalty. Even if this check succeeds, the target receives a -10 penalty on all future Bluff checks against you for one day per initiator level, and you ignore any magical bonuses to its Bluff checks during that time. If it fails, these penalties apply to everyone who witnessed you catch the lie, and the target must immediately reroll any successful Bluffs it made against those people within the past day (incorporating the penalty).
Cloak the Field (Su): {Shadow Hand. Stance. Zone.} - You fill the area around you with shadowy figments. Your allies see right through them, but your foes find them quite distracting. Allies within your Zone of Command have concealment. This concealment can be used to hide, but viewers would be aware that they are hiding within your zone, and the zone itself is obvious to observers.
Slow the Rush: {Stone Dragon. Counter. Zone (Mobile).} - You are quick to move about and disrupt foes' movements. Until the end of your next turn, when an opponent tries to move through your Zone of Command it must make a Strength or Dexterity check against a DC of 15 + your Strength modifier. If it fails, it moves at half speed and cannot charge, run, or make five-foot steps through your Zone. Each five points it fails by further halves its speed.
Prowl Your Territory: {Tiger Claw. 5' Step. Zone (Mobile).} - You are quick to move about the battlefield. When you take a 5' step, you can activate this maneuver to move anywhere within your Zone of Command (as it was when you begin the movement).
Lead the Unit: {White Raven. Constant. Zone.} - All allies within your Zone of Command may perform an Aid Another action as a Swift action. They may Aid any other ally in your Zone, and the bonus applies to all attacks the ally makes or receives in the next round. Additionally, the bonus for an offensive Aid Another applies to both attack and damage rolls, and the bonus for a defensive Aid Another applies to both AC and saving throws.
Ki Burst (Su): {Desert Wind. Standard. Zone.} - You unleash a wave of Ki energy that fills your Zone of Command. Any allies in your Zone are passed over harmlessly, but foes sustain 1d6 points of damage per initiator level, with a saving throw for half. You may select an energy type for this maneuver following the rules for Ki Bolt.
Triumphant Surge: {Devoted Spirit. One Minute. 60' radius.} - You may begin initiating this maneuver within one minute of winning a battle with an EL no less than the party's average level - 2. You extoll your allies and encourage them to press on to greater heights of glory. All allies within sixty feet of you feel a surge of strength, and recover half the hit points they have lost (so a warrior with 20 hit points remaining out 70 would recover 25 hit points). A character can only benefit from this maneuver once per victory.
Meditative Glimpse: {Diamond Mind. One Minute. Personal.} - You fall into deep meditation, and have an out-of-body experience receiving a vision of a being or place within 100' per initiator level. You need not know the name of the target, but you must be able to unambiguously identify it (such as 'the nearest guard' or 'the room on the other side of that door'). If you choose a person, it receives a Will save DC 10 + 1/2 your initiator level + your Wisdom modifier to avoid the effect. For each round that you maintain the vision, you must make a Concentration check, DC 5 per previous round. The vision ends when you fail. You are helpless while you are meditating.
Parry Spell: {Iron Heart. Counter. Zone (Mobile).} - Your weapon is deft enough to parry even magical attacks, and you are swift to defend your allies from them. When an opponent casts a targeted spell that either allows a Reflex save or requires a Touch attack against a target in your Zone of Command, you can activate this maneuver. Make an attack roll; the target's Reflex save or Touch AC are replaced by your attack roll, if otherwise lower.
Outmaneuver: {Setting Sun. Counter. Zone (Mobile).} - Every movement creates an opening for a ready warrior to exploit. You may activate this maneuver when an opponent completes its movement for the round. For each five feet the opponent moved through your Zone of Command, you can move an ally within your Zone (or yourself) five feet, but this movement cannot take your ally out of your Zone. Once you have activated this maneuver, you can trigger its effect anew multiple times until the start of your next turn, spending one attack of opportunity each time. The ally does not provoke attacks for this movement.
Bypass Security: {Shadow Hand. Special. One Object.} - You can bypass locked and barred doors, alarms, traps, and the like, using a combination of simple skill and perhaps some minor magic, bringing your party with you. You must be aware of the security feature to bypass it, and doing so requires time and caution. Roll a Disable Device check against the normal DC to pick the lock or disable the trap (DC 20 for things like barred doors). You cannot take 20 on this check, and when dealing with a trap, a failure by 5 or more sets off the trap. If you know this maneuver, you add Disable Device to your list of class skills, and any ranks of Disable Device previously purchased at a cross-class rate are retroactively upgraded to full class ranks (if this would push your rank above your maximum, you do not benefit from the extra ranks until you reach a high enough level). The time it takes per character you are getting past depends on how much you succeed or fail the check by:
Fail by 10 or more: Ten minutes per point over nine you failed by.
Fail by less than ten: One minute per point you failed by.
Success by less than 10: One standard action.
Success by 10 or more: Free action.
Dig In: {Stone Dragon. Standard. One or more Squares.} - You prepare terrain to protect your allies and hamper your foes. For each use of this maneuver, you can affect one 5' square per three initiator levels within your Zone of Command. While in the affected squares, your allies receive cover, and if they take the Total Defense action, this upgrades to improved cover. Enemies treat the affected squares as difficult terrain.
Embrace Nature's Fury: {Tiger Claw. Constant. Zone.} - You use your survivalism skills to keep yourself and your allies safe from natural hazards. You and all allies in your Zone of Command ignore environmental dangers as if you were constantly protected by Endure Elements. Additionally, against any natural hazard (including falling damage) that deals one or more dice of damage, you and allies in your Zone lower the number of dice of damage you receive by your initiator level.
Demanding Presence: {White Raven. Boost. Zone.} - This maneuver functions as Inspiring Presence, but rather than providing a bonus, you demand an action. Affected allies may immediately take the listed action as an immediate action; affected foes must take the listed action on their next turn. An action marked with an asterisk limits the target's tactics for one round per point of your Charisma modifier, rather than for only one round. There is also a third option for each emotion, listed as social, which allows you to force certain courses of action in a social setting. In this case, the effect lasts one minute per level; at the end of this time, targets generally return to their normal course of action, and may repent or recant things that they did or said while under the influence of this maneuver.
Calm: Allies: Roll a new Will saving throw against an effect upon it. Foes: Delay turn. Social: Talk peacefully and refrain from hostilities.
Fear: Allies: Take a single move action away from an opponent (no AoO). Foes: Take the run action away from initiator. Social: Back down from any argument or confrontation.
Joy: Allies: Leap to your feet (stand up with no AoO). Foes: Waste turn laughing, indulging in something, etc. Social: Take advantage of entertainments and otherwise have a good time.
Pain: Allies: Roll a new Fortitude saving throw against an effect upon it. Foes: Fall prone, overcome with sudden despair. Social: Mope around and refrain from interacting with others.
Hate: Allies: Make a single melee or ranged attack. Foes: Attack the initiator in preference to other targets*. Social: Insult and belittle those nearby.
Hope: Allies: Take a single move action towards an opponent (no AoO). Foes: Dismiss or end as many active defensive spells and abilities as possible (i.e. dismiss or stop concentrating on protective spells, lower SR, stop using Combat Expertise, etc). Social: Encourage and agree with actions, beliefs, etc that are reasonably presented as positive.
Love: Allies: Perform an Aid Another action. Foes: Refrain from attacking directly*. Social: Act on, display, or communicate positive feelings for those nearby.
Rage: Allies: Make a partial charge (no benefit from pounce). Foes: Attack in melee rather than with magic or ranged attacks*. Social: Argue, bully, or yell at those nearby, or attack them if there is reason or desire to do so.
Walk the Desert Winds (Su): {Desert Wind. Stance. Personal.} - A hot, swirling wind kicks up around you at your will, allowing you to move across open air much as if you were under the effects of an Air Walk spell.
Mitigate Damage: {Devoted Spirit. Stance. Zone.} - You encourage your allies to press on, ensuring them of divine favor. Each round you gain a floating pool of points that can be used to prevent damage on a point-for-point basis to any ally within your Zone of Command. This pool is equal to one-quarter your maximum hit points. Any unused points fade away at the start of your next turn.
Pinpoint Threat: {Diamond Mind. Constant. Personal.} - Any time an opponent you cannot perceive targets an action into or while within your Zone of Command, you may roll an immediate Spot check opposed by its Hide check to pinpoint its location. You retain awareness of the target's position for one round if it is outside your Zone of Command; if within your Zone of Command, it remains pinpointed until one round after it leaves. Each time you fail this check against a given opponent, you receive a +5 bonus on future uses during this encounter, and once you succeed, you automatically succeed all future attempts against the same opponent during the encounter.
Instant Apprentice: {Iron Heart. One hour. One or more allies.} - This maneuver functions like Instant Student, but you train the targets in a more advanced technique. The targets receive one of your feats or maneuvers, or your ranks in a chosen skill, for twenty-four hours. A character can only have one such temporary capability per point of its Intelligence modifier at any given time.
Hear the Lies: {Setting Sun. Move. Personal.} - You may use this maneuver to get a sense of what people are telling you, in conjunction with a Sense Motive check. For the next ten minutes, you automatically discern if any statement that you hear is anything less than completely honest (note: completely honest, not literally true) unless the person making the statement beats your Sense Motive check with a Bluff check. If you forego any magical bonuses to your Sense Motive check, then any Bluff checks made against it likewise lose any magical bonuses. When you successfully detect dishonesty, you are aware of exactly how the target is trying to deceive you (a direct untruth, ommitting information, telling a literal truth that you could misinterpret, just making up an answer to a question it doesn't know the answer to, etc).
Uncertain Location (Su): {Shadow Hand. Standard. Zone.} - When you initiate this maneuver, you summon up a number of quasi-illusory extra bodies anywhere within your Zone of Command. You summon one double per three initiator levels, which last until destroyed, until you activate the boost again, or for one round per two initiator levels. You constantly, stealthily move between these bodies, although you choose one as an anchor for your Zone of Command. You can move all of the bodies with a single move action, and your attacks (and spells, if you have them) can fire from any of the bodies, but the extra bodies do not, themselves, gain additional actions. All of the bodies threaten their normal area for purposes of flanking and making attacks of opportunity - they can even flank with each other. Any body can be attacked by your enemies, but each body has an equal chance of being the real one at a given time (roll a die with maximum sides at least equal to the number of bodies on the field, with a roll of 1 indicating your body was struck and excess numbers rerolled). Your position shifts constantly, but it remains anchored to a given body for at least an entire initiative count, so if multiple foes attack the same body on the same turn, only one check for reality is required, and once a body is determined real no other bodies will for the remainder of that initiative count. Likewise, any actions readied against your action will always target the correct body, since that body is where you are targeting the action from (though of course the body must be in the readying character's attack range). If a "fake" body sustains at least 20% of your current hit points from a single attack, it is destroyed; lesser attacks have no effect. Unlike mirror images, these false bodies are vulnerable to area attacks.
Halt Progress: {Stone Dragon. Counter. Zone (Mobile).} - You fight hard to lock down any opponents who come near you. Until the end of your next turn, any opponent who attempts to move through your Zone of Command must roll a Reflex save (DC 10 + 1/2 initiator level + Strength modifier) or its movement for that action ends.
Defend Your Territory: {Tiger Claw. Stance. Zone (Mobile).} - You are quick to strike at any foe who nears. While in this stance, you are considered to threaten every square within your Zone of Command.
Team Tactics: {White Raven. Constant. Zone.} - You lead your allies in supporting each other's actions. None of your allies within your Zone of Command are denied their Dexterity bonus to AC or flanked unless they all are, and they can all act during a surprise round if any can. Additionally, as long as at least one other ally within your Zone of Command is threatening the same opponent as them, they count as flanking.
This is a system of martial maneuvers with a focus on utility both in and out of combat, meant to be balanced against level-appropriate (but not broken) spells and shooting for a roughly Tier 2 level of power for martial adepts (and other noncasters if using an "everyone gains maneuvers" system or homebrew replacements that include maneuvers). It is...long. I gave each discipline one maneuver per maneuver level, two at 9th, dividing them up among two main themes for each discipline. So yeah, there's ninety maneuvers down there. Fortunately, I did add a compressed list of one-line descriptions, so anyone interested but who doesn't want to wade through all the text can browse those and just check out the maneuvers that interest you.
The capabilities for each discipline are:
Desert Wind: Instantaneous movement and area damage.
Devoted Spirit: Healing and defense.
Diamond Mind: Information gathering and awareness.
Iron Heart: Pre-battle preparations and counter-magic.
Setting Sun: Counter-intelligence and battlefield maneuvering.
Shadow Hand: Infiltration and misdirection.
Stone Dragon: Terrain alterations and battlefield control.
Tiger Claw: Wilderness survival and battlefield dominance.
White Raven: Social influence and teamwork.
My main aim here is to provide martial characters with (mostly) non-magical capabilities that provide a degree of utility both in and out of combat, that is roughly on par with spells of equal level. The target power I suppose is to bring the martial adepts from Tier 3 to Tier 2. As a result, these maneuvers will likely be more powerful than normal maneuvers. That is intentional - the point of this system is to provide martial characters with powers roughly level-appropriate to spells. That being said, most of these maneuvers don't operate like existing strikes, so the normal maneuvers still have their place, these just greatly expand on a martial character's tactical and non-combat utility. Some maneuvers already did that, and might wind up considered less valuable in comparison. Others provided unique attack actions and boosts to combat efficiency, and should still hold their own just fine.
That being said, while these capabilities are meant to be similar to spells, they are aiming for spells of reasonable power for their level, working on the theory that Tier 2 status is from the diversity of various options, rather than the game-breaking power of the most ludicrous spells. There won't be duplicates of things like Gate and Polymorph that are simply mechanically broken. They may have some advantages or disadvantages in comparison to similar spells. For example, the higher-level Desert Wind teleports have no range limits, but have a much longer initiation time (and Retrace the Wind and Retrace the Breeze in particular are a level higher than related spells Teleport and Greater Teleport). Likewise, Retrace the Wind doesn't have the failure chance that Teleport does, but also requires you be Familiar or Very Familiar with the place you teleport to.
I also kept a few specific rules for balance that won't always be found in spells. For example, maneuvers that affect or hinder opponents always allow some sort of check to avoid or mitigate, and most of the maneuvers that provide out of combat utility have longer initiation times.
As far as keeping things less-magical, I went largely by how the disciplines themselves work. So Desert Wind and Shadow Hand contain explicitly supernatural effects. Devoted Spirit promises really hard that it's not magically healing you, honest, cross its heart. The Zone of Command system, in particular Zone (Mobile) effects, allow for area effects by working on the assumption that skilled warriors are deft in combat, able to make tactical changes in position quickly to control their portion of the battlefield - giving them more credit for mobility than the D&D norm, but pretty clearly not magical. Diamond Mind...I think is the only one I went outside the box with, moving it from pretty explicitly nonmagical to right up there with Devoted Spirit. It's basically asking "how much credit do you give meditation" instead of "how much credit do you give morale". Likewise, most of the other maneuvers do assume, if not explicitly superhuman capability, at least being able to do things in a mechanically superior manner than what physics should allow. Since we're already playing a game where the implicit assumption is that a guy with a sword can bring down a dragon several times bigger than him in a straight fight (possibly in one blow, depending on optimization standards) I think we're okay there.
Of course, all of these things are goals, not assurances, so if I failed to meet any, let me know!
Name of Maneuver: {Discipline. Initiation Action. Target.} - Description.
An Initiation Action of Boost or Counter follows the normal rules for those types of maneuvers.
An Initiation Action of Constant means the maneuver is active as long as it is currently readied.
Some actions have a target entry of Zone. This is a new mechanic, which means the action's targeting is based on your Zone of Command. A character's Zone of Command is an area of the battlefield that it can control, either through supernatural effects, personal presence, swift movement, or the like. A character's Zone of Command is one square out from them per two character levels, or their threatened area, whichever is more. All abilities and maneuvers that apply to adjacent targets or characters, or those within a fixed range, can apply within the Zone if that is more favorable.
Some of these effects are tagged as Zone (Mobile). In this case, whenever the maneuver is used or takes effect, or a character takes advantage of the maneuver to target or interact with something in its Zone, the character may instantly move into a square that threatens one of the squares it took effect at. If the character can affect multiple targets in its Zone, it targets as the Zone was when the action was initiated, and can end up threatening any one target. For example, one of the Tiger Claw maneuvers, Control Your Territory, allows a character to make a standard action attack that targets every opponent in its Zone of Command, and has Zone (Mobile) targeting. When using the maneuver, the character would make an attack against every foe who is in its Zone, based on its current position, and upon finishing the attacks, could choose to instantly move so that it is threatening at least one of the targets. Its Zone of Command would only then be recalculated according to the character's new position.
Zone (Mobile) abilities assume movement on the part of the character. The character can be assumed to take the most advantageous routes within its Zone, and as such, does not provoke attacks for this movement unless all routes to the target would cause it to provoke (as may be the case when affecting a target with reach). The character can use Tumble checks to avoid such attacks of opportunity normally. Likewise, the character can ignore any barriers or harmful terrain unless every possible route to the target would pass them. Note that this free movement is restricted to the character's Zone of Command, so a barrier may block the character if the only route past it is outside the character's Zone.
New Feat - Ranged Command: You can command the battlefield at a distance. As a move action, you can target an area with a diameter equal to your Zone's radius anywhere within one range increment. This area is treated as your Zone of Command as well as your normal Zone. This remains until you move further than one range increment from the targeted area, or take a move action to reposition your ranged Zone. Zone (Mobile) effects do not allow you to move to this area.
1st
DESERT WIND
Ki Bolt: Unleash a bolt of elemental Ki energy.
DEVOTED SPIRIT
Tend the Wounded (Boost): Increase the effects of healing.
DIAMOND MIND
Open the Eyes: You can detect a type of aura.
IRON HEART
Disrupt Opponent (Constant): Increase DC to cast defensively, lower foe's Zone of Command.
SETTING SUN
Tactical Swap (Constant): Allies in your Zone of Command may swap positions.
SHADOW HAND
Combat Cloak: (Constant) Reduce penalties to stealth.
STONE DRAGON
Earth Breaker: Create difficult terrain.
TIGER CLAW
Lore of the Wilds (Constant): You can track and gain more information, and are difficult to track.
WHITE RAVEN
Inspiring Presence (Boost): Incite emotions to grant bonuses or inflict penalties.
2nd
DESERT WIND
Flash Step (Stance): Teleport to a nearby place.
DEVOTED SPIRIT
Ease Suffering (Stance): Grant allies in your Zone of Command temporary hit points.
DIAMOND MIND
Know Your Surroundings (Constant): Perceive from every square in your Zone of Command.
IRON HEART
Instant Student: Grant an ally a temporary proficiency.
SETTING SUN
Break the Trust (Free): Catch a foe in a lie to impose -10 Bluff, force rerolls.
SHADOW HAND
Cloak the Field (Stance): Allies in your Zone of Command have concealment.
STONE DRAGON
Slow the Rush (Counter): Opponents move through your Zone of Command more slowly.
TIGER CLAW
Prowl Your Territory: Move within your Zone of Command as a 5' step.
WHITE RAVEN
Lead the Unit (Constant): Unit of similar troops may use better of your roll or their own, retroactively aid another, combine damage.
3rd
DESERT WIND
Ki Burst: Damage those in your Zone with elemental Ki energy.
DEVOTED SPIRIT
Triumphant Surge: Allies recover half hit points lost.
DIAMOND MIND
Meditative Glimpse: Meditate to get a vision of a nearby place or being.
IRON HEART
Parry Spell (Counter): Use attack roll to defend those in Zone against magic.
SETTING SUN
Outmaneuver (Counter): For every ten feet an enemy moves in your Zone of Command, you move an ally five feet.
SHADOW HAND
Bypass Security: Slip your allies past a lock or trap.
STONE DRAGON
Dig In: Prepare locations that provide your allies with cover, enemies treat as difficult terrain.
TIGER CLAW
Embrace Nature's Fury (Constant): Take no penalties for environmental conditions, reduce damage from natural hazards.
WHITE RAVEN
Demanding Presence (Boost): Force foes to act a certain way.
4th
DESERT WIND
Walk the Desert Winds (Stance): Walk on air.
DEVOTED SPIRIT
Mitigate Damage (Stance): Gain pool of temporary hit points to spend on injured allies.
DIAMOND MIND
Pinpoint Threat (Constant): Detect anyone who makes an attack into or within your Zone of Command.
IRON HEART
Instant Apprentice: Grant an ally a temporary feat, skill, or maneuver.
SETTING SUN
Hear the Lies: You know when you are being deceived, and how.
SHADOW HAND
Uncertain Location (Boost): Occupy multiple positions within your Zone of Command; attack from any, defend from one.
STONE DRAGON
Halt Progress (Counter): Enemies in your Zone of Command must save to move.
TIGER CLAW
Defend Your Territory (Stance): You threaten all squares in your Zone of Command.
WHITE RAVEN
Team Tactics (Constant): Allies in your Zone of Command not flat-footed/flanked/surprised unless all are, flank adjacent.
5th
DESERT WIND
Ki Flash: Ki attack deals 1d8/level.
DEVOTED SPIRIT
Triumphant Recovery: Allies automatically succeed future saves, remove ability damage.
DIAMOND MIND
Meditative Insight: Meditate to get answer to a question.
IRON HEART
Sunder Spell (Counter): Make attack roll to deny your Zone of Command to an area effect.
SETTING SUN
Relocation (Counter): When foe moves in your Zone of Command, must save or you move it half distance.
SHADOW HAND
Hidden in Air (Constant): Hide in plain sight.
STONE DRAGON
Earth Smasher: Create terrain that is dangerous to pass through.
TIGER CLAW
Exist Anywhere (Constant): Always acquire food, water, shelter; ignore negative planar effects and persistent area spells.
WHITE RAVEN
Inciting Presence: Incite sudden action or crippling status effects.
6th
DESERT WIND
Retrace the Wind: Teleport to a place you are familiar.
DEVOTED SPIRIT
Mitigate Effect (Stance): Allies in your Zone of Command can spend hit points to succeed save.
DIAMOND MIND
Hypercognition (Constant): You gain blindsight within your Zone of Command.
IRON HEART
Forged in the Iron Heart: Enhance weapons and armor.
SETTING SUN
Instill Belief: Create a nagging belief in a target.
SHADOW HAND
Shroud the Field (Stance): Allies in your Zone of Command gain total concealment.
STONE DRAGON
Deny Access (Counter): When you strike a target, it must save or be launched from your Zone of Command.
TIGER CLAW
Control Your Territory: With full-round action, standard action attack affects all foes in Zone of Command.
WHITE RAVEN
Share Stance (Constant): Allies in your Zone of Command benefit from your stance.
7th
DESERT WIND
Ki Flare: Ki attack deals 1d10/level.
DEVOTED SPIRIT
Triumphant Return: Allies less than half hp below -10 restored to life after battle.
DIAMOND MIND
Meditative Sight: Meditate to get a vision of a place or being you know.
IRON HEART
Reflect Magic (Counter): Reflect targeted spells in your Zone of Command on caster.
SETTING SUN
Reposition: You can move everyone in your Zone of Command.
SHADOW HAND
Bypass Barrier: Slip your allies past obstructions.
STONE DRAGON
Earth Reaver: Create areas of incredibly dangerous terrain.
TIGER CLAW
Natural Paradise: Establish a secure, comfortable place to rest.
WHITE RAVEN
Overwhelming Presence: Force foes to follow your commands.
8th
DESERT WIND
Retrace the Breeze: Teleport to a place you know of.
DEVOTED SPIRIT
Furious Counter (Counter): Attack a foe who harms an ally in your Zone; ally heals half damage you do.
DIAMOND MIND
Precognitive Reflexes (Counter): Foes who end turn in your Zone of Command must immediately state next actions.
IRON HEART
Battle Plan: Prepare contingent actions.
SETTING SUN
Hear the Truth: When you are being deceived, you learn the truth.
SHADOW HAND
Uncertain Formation (Boost): Disguise your allies, create misleading images.
STONE DRAGON
Deny Passage (Counter): Foes must save just to enter or exit your Zone of Command.
TIGER CLAW
Claim Your Territory (Boost): Anyone who enters your Zone of Command acts as if within it for encounter.
WHITE RAVEN
Many But One: Divide negative effects among unit, distribute positive.
9th
DESERT WIND
Follow the Winds: Teleport to any place, even indirectly.
Ki Blaze: Perform a lethal Ki attack.
DEVOTED SPIRIT
Triumphant Advance: Restore allies to full hit points and status.
Impervious Sanctuary (Counter): Opponents must save to harm allies in your Zone of Command.
DIAMOND MIND
Meditative Understanding: Meditate to get solution to a dilemma.
Precognitive Response (Counter): Use standard or move action in place of AoO.
IRON HEART
Instant Champion: Let an ally fight as well as you can.
Redirect Magic (Counter): You can alter the targeting of magic used in your Zone of Command.
SETTING SUN
Reveal Hidden Truths: You can alter memories, beliefs, and personality, if the foe believes you.
Redirection (Counter): You redirect any action in your Zone of Command.
SHADOW HAND
Latent Stealth (Stance): Foes cannot perceive the results of your actions.
Shifting Shades (Stance): Designate different phases in your Zone of Command.
STONE DRAGON
Earth Sunder: Fill the area with deadly terrain.
Deny Interaction (Counter): Foes must save to send spells or projectiles across your Zone of Command.
TIGER CLAW
Rapid Respite: Help your allies recover daily abilities with brief rest.
Master Your Territory: Take full attacks against everyone in your Zone of Command.
WHITE RAVEN
Awesome Presence (Constant): Cause positive and negative effect simultaneously.
Direct the Troops: Take an action to give lesser action to all allies in Zone of Command, or equal action to one ally in Zone.
Ki Bolt (Su): {Desert Wind. Standard. Medium.} - You fire a bolt of elemental Ki energy out to medium range, dealing 1d6 points of damage per initiator level. This bolt requires a ranged touch attack to hit, and targets receive a save to halve the damage. When you gain this maneuver, choose the energy type you use from the list below; the energy chosen determines the save required and applies a special effect to the attack. You may gain access to additional energy types by spending two skill points for each (these additional options apply to similar maneuvers as well). Any other maneuvers, spells, or abilities you possess that normally deal fire damage change to deal damage of whatever energy type you chose (if you have multiple available energy types, you can choose which energy type you use with each use of an ability).
Fire (Ref): The Ki bolt deals one additional point of damage per die.
Cold (Fort): The target of the Ki bolt is Slowed for one round if it fails its save.
Electricity (Ref): The target of the Ki bolt is Staggered for one round if it fails its save.
Acid (Ref): The Ki bolt deals additional damage at the start of each of the target's next four turns equal to half the number of dice rolled, rounded up.
Sonic (Will): The target of the Ki bolt is Deafened for one minute, and the bolt ignores hardness.
Force (Fort): The Ki bolt can affect ethereal and incorporeal creatures without a miss chance.
Positive (Fort): The Ki bolt deals double damage to the undead, and heals living allies for 1/3 the damage rather than harming them.
Negative (Fort): The Ki bolt heals undead rather than damaging them, and heals the caster 1/3 the damage dealt.
Water (Fort): The target of the Ki bolt is knocked prone if it fails its save.
Wind (Ref): The target of the Ki bolt is knocked back 5' per two points it fails its save by.
Earth (Fort): The target of the Ki bolt is immobilized for one round if it fails its save.
Light (Ref): The target of the Ki bolt loses all Concealment for one round if it fails its save, and is also Blinded if sensitive to light, and takes max damage if vulnerable to sunlight.
Dark (Ref): The target of the Ki bolt is Blinded for one round if it fails its save.
Holy (Will): The Ki bolt deals +2 damage per die against Evil creatures.
Unholy (Will): The Ki bolt deals +2 damage per die against Good creatures.
Axiomatic (Will): The Ki bolt deals +2 damage per die against Chaotic creatures.
Anarchic (Will): The Ki bolt deals +2 damage per die against Lawful creatures.
Psychic (Will): You need not be able to see the target (though you still need line of effect). The target makes a Will save in place of any touch attacks or Reflex saves.
Tend the Wounded: {Devoted Spirit. Boost. Touch.} - You assist any healing magic being used by tending to an ally's wounds. Roll a Heal check; the target heals an amount of hit points equal to the amount rolled, up to a maximum equal to the amount of healing it receives from other sources. If you learn this maneuver, Heal becomes a class skill for you, and any Heal ranks you purchased at a cross-class rate are retroactively upgraded to full class ranks (if this would push your rank above your maximum, you do not benefit from the extra ranks until you reach a high enough level). If you wish, you may substitute your initiator level for your ranks in Heal for purposes of this maneuver.
Open the Eyes: {Diamond Mind. Ten minutes. Personal.} - You fall into a meditative trance, concentrating on the underlying energy that permeates the world. For the next hour, you can detect a certain type of aura of your choice, emulating any first or 0 level spell with the word Detect in its name. You receive information as if you had been concentrating for three rounds.
Disrupt Opponent: {Iron Heart. Constant. Threatened Foes.} - You are too mighty a threat to ignore, and the impending danger of your blade distracts enemy casters from their spells, or skilled fighters from tending to the rest of the field. The DC required to cast a spell defensively while threatened by you increases by your BAB. In addition, any opponent who you damage with a melee attack reduces the radius of its Zone of Command and its threatened area by half the radius of your Zone of Command for one round or until you no longer threaten it, to a minimum radius or area of 5'.
Tactical Swap: {Setting Sun. Constant. Zone (Mobile).} - You help guide your allies into position, subtly coordinating their efforts so the way is clear for them. Allies within your Zone of Command may end their turn in a space occupied by another ally, displacing that ally to an adjacent space. When entering a square in this manner, the square the character exits is not considered threatened for purposes of attacks of opportunity. Additionally, allies within your Zone of Command do not provide cover to your opponents, count as in melee with opponents for purposes of ally ranged attacks, or block other allies from charging.
Combat Cloak: {Shadow Hand. Constant. Personal.} - You reduce any penalties on Hide and Move Silently checks by your initiator level.
Earth Breaker: {Stone Dragon. Standard. Area.} - You strike the ground with such force that a shockwave ripples through the earth, leaving an area of ground broken and difficult to traverse. You can affect an area up to twice the size of your Zone of Command, and may place this area anywhere within a range equal to five times the radius of your Zone of Command. This area becomes difficult terrain.
Lore of the Wilds: {Tiger Claw. Constant. Personal.} - You can track as per the Track feat, and for each five points you beat the DC by, the DM provides one piece of useful information about the people who made the tracks (their likely destination, armor or encumbrance level, emotional state, etc). Additionally, you increase the DC to follow your own tracks by your Survival ranks or initiator level, whichever is higher. If you know this maneuver, you gain Survival as a class skill, and any previous ranks purchased at the cross-class rate are retroactively upgraded to full class ranks (if this would push your rank above your maximum, you do not benefit from the extra ranks until you reach a high enough level). You may substitute your initiator level for your Survival ranks for purposes of this maneuver.
Inspiring Presence: {White Raven. Boost. Close or Zone.} - You inspire strong emotion in a single target in Close range, or all targets in your Zone of Command. When you use this maneuver, choose if you provide a positive or negative effect. A positive effect affects allies; a negative effect affects any foes who fail a Will save (DC 10 + 1/2 Level + Cha modifier). The effects last for one round per point of your Charisma modifier. When you use the maneuver, choose the emotion you incite; a positive effect provides a +1 Morale bonus to a certain stat based on the emotion, and a negative effect imposes a -2 penalty. These modifiers increase by +1 or -2 per three points of your Charisma modifier, or per two points if you target the effect rather than affecting your Zone. Anyone who succeeds a save against this maneuver, or one of its advanced forms, becomes immune to your presence for 24 hours.
Calm: Bonus to Will, Doubled Penalty to Damage.
Fear: Bonus to AC, Penalty to Attack.
Joy: Bonus to Reflex, Penalty to Fortitude.
Pain: Bonus to Fortitude, Penalty to Will.
Hate: Bonus to Save DCs, Penalty to DR (negative DR increases damage taken).
Hope: Bonus to Attack, Penalty to Reflex.
Love: Bonus to DR/-, Penalty to Save DCs.
Rage: Doubled Bonus to Damage, Penalty to AC.
Flash Step (Su): {Desert Wind. Stance. Personal.} - While in this stance, any movement you take can be performed as teleportation rather than normal movement. You must have line of effect to the location you wish to teleport to.
Ease Suffering: {Devoted Spirit. Stance. Zone.} - You inspire your allies to press on. All allies within your Zone of Command receive temporary hit points equal to twice your initiator level. These temporary hit points do not stack, and refresh every round.
Know Your Surroundings: {Diamond Mind. Constant. Personal.} - You are constantly aware of your surroundings. While this maneuver is active, you count as occupying every square within your Zone of Command for purposes of determining what you have line of sight to. In addition, you receive no penalty to Spot or Listen checks due to distance within this area, and penalties from greater distances are reduced accordingly. You can search your entire Zone of Command with a single Search check, and any abilities that let you automatically make search checks activate if the appropriate trigger enters your Zone of Command.
Instant Student: {Iron Heart. One Hour. One or more allies.} - You give your allies a primer in the use of a particular weapon or armor, training them in its use. You must be proficient with the item in question. For the next twenty-four hours, affected allies become proficient with the item, and receive the benefit of any feats you possess specific to that item (so if you have Weapon Focus and Weapon Specialization for it, affected allies would too). A character can only have one such temporary capability per point of its Intelligence modifier at any given time.
Break the Trust: {Setting Sun. Constant. Personal.} - If you catch a person in a lie, whether by succeeding a Sense Motive check, pointing out contradictory evidence, magical discernment, or some other manner, the target must immediately make a Bluff check opposed by your Sense Motive check. If you have demonstrable proof of the lie, it takes a -10 penalty. Even if this check succeeds, the target receives a -10 penalty on all future Bluff checks against you for one day per initiator level, and you ignore any magical bonuses to its Bluff checks during that time. If it fails, these penalties apply to everyone who witnessed you catch the lie, and the target must immediately reroll any successful Bluffs it made against those people within the past day (incorporating the penalty).
Cloak the Field (Su): {Shadow Hand. Stance. Zone.} - You fill the area around you with shadowy figments. Your allies see right through them, but your foes find them quite distracting. Allies within your Zone of Command have concealment. This concealment can be used to hide, but viewers would be aware that they are hiding within your zone, and the zone itself is obvious to observers.
Slow the Rush: {Stone Dragon. Counter. Zone (Mobile).} - You are quick to move about and disrupt foes' movements. Until the end of your next turn, when an opponent tries to move through your Zone of Command it must make a Strength or Dexterity check against a DC of 15 + your Strength modifier. If it fails, it moves at half speed and cannot charge, run, or make five-foot steps through your Zone. Each five points it fails by further halves its speed.
Prowl Your Territory: {Tiger Claw. 5' Step. Zone (Mobile).} - You are quick to move about the battlefield. When you take a 5' step, you can activate this maneuver to move anywhere within your Zone of Command (as it was when you begin the movement).
Lead the Unit: {White Raven. Constant. Zone.} - All allies within your Zone of Command may perform an Aid Another action as a Swift action. They may Aid any other ally in your Zone, and the bonus applies to all attacks the ally makes or receives in the next round. Additionally, the bonus for an offensive Aid Another applies to both attack and damage rolls, and the bonus for a defensive Aid Another applies to both AC and saving throws.
Ki Burst (Su): {Desert Wind. Standard. Zone.} - You unleash a wave of Ki energy that fills your Zone of Command. Any allies in your Zone are passed over harmlessly, but foes sustain 1d6 points of damage per initiator level, with a saving throw for half. You may select an energy type for this maneuver following the rules for Ki Bolt.
Triumphant Surge: {Devoted Spirit. One Minute. 60' radius.} - You may begin initiating this maneuver within one minute of winning a battle with an EL no less than the party's average level - 2. You extoll your allies and encourage them to press on to greater heights of glory. All allies within sixty feet of you feel a surge of strength, and recover half the hit points they have lost (so a warrior with 20 hit points remaining out 70 would recover 25 hit points). A character can only benefit from this maneuver once per victory.
Meditative Glimpse: {Diamond Mind. One Minute. Personal.} - You fall into deep meditation, and have an out-of-body experience receiving a vision of a being or place within 100' per initiator level. You need not know the name of the target, but you must be able to unambiguously identify it (such as 'the nearest guard' or 'the room on the other side of that door'). If you choose a person, it receives a Will save DC 10 + 1/2 your initiator level + your Wisdom modifier to avoid the effect. For each round that you maintain the vision, you must make a Concentration check, DC 5 per previous round. The vision ends when you fail. You are helpless while you are meditating.
Parry Spell: {Iron Heart. Counter. Zone (Mobile).} - Your weapon is deft enough to parry even magical attacks, and you are swift to defend your allies from them. When an opponent casts a targeted spell that either allows a Reflex save or requires a Touch attack against a target in your Zone of Command, you can activate this maneuver. Make an attack roll; the target's Reflex save or Touch AC are replaced by your attack roll, if otherwise lower.
Outmaneuver: {Setting Sun. Counter. Zone (Mobile).} - Every movement creates an opening for a ready warrior to exploit. You may activate this maneuver when an opponent completes its movement for the round. For each five feet the opponent moved through your Zone of Command, you can move an ally within your Zone (or yourself) five feet, but this movement cannot take your ally out of your Zone. Once you have activated this maneuver, you can trigger its effect anew multiple times until the start of your next turn, spending one attack of opportunity each time. The ally does not provoke attacks for this movement.
Bypass Security: {Shadow Hand. Special. One Object.} - You can bypass locked and barred doors, alarms, traps, and the like, using a combination of simple skill and perhaps some minor magic, bringing your party with you. You must be aware of the security feature to bypass it, and doing so requires time and caution. Roll a Disable Device check against the normal DC to pick the lock or disable the trap (DC 20 for things like barred doors). You cannot take 20 on this check, and when dealing with a trap, a failure by 5 or more sets off the trap. If you know this maneuver, you add Disable Device to your list of class skills, and any ranks of Disable Device previously purchased at a cross-class rate are retroactively upgraded to full class ranks (if this would push your rank above your maximum, you do not benefit from the extra ranks until you reach a high enough level). The time it takes per character you are getting past depends on how much you succeed or fail the check by:
Fail by 10 or more: Ten minutes per point over nine you failed by.
Fail by less than ten: One minute per point you failed by.
Success by less than 10: One standard action.
Success by 10 or more: Free action.
Dig In: {Stone Dragon. Standard. One or more Squares.} - You prepare terrain to protect your allies and hamper your foes. For each use of this maneuver, you can affect one 5' square per three initiator levels within your Zone of Command. While in the affected squares, your allies receive cover, and if they take the Total Defense action, this upgrades to improved cover. Enemies treat the affected squares as difficult terrain.
Embrace Nature's Fury: {Tiger Claw. Constant. Zone.} - You use your survivalism skills to keep yourself and your allies safe from natural hazards. You and all allies in your Zone of Command ignore environmental dangers as if you were constantly protected by Endure Elements. Additionally, against any natural hazard (including falling damage) that deals one or more dice of damage, you and allies in your Zone lower the number of dice of damage you receive by your initiator level.
Demanding Presence: {White Raven. Boost. Zone.} - This maneuver functions as Inspiring Presence, but rather than providing a bonus, you demand an action. Affected allies may immediately take the listed action as an immediate action; affected foes must take the listed action on their next turn. An action marked with an asterisk limits the target's tactics for one round per point of your Charisma modifier, rather than for only one round. There is also a third option for each emotion, listed as social, which allows you to force certain courses of action in a social setting. In this case, the effect lasts one minute per level; at the end of this time, targets generally return to their normal course of action, and may repent or recant things that they did or said while under the influence of this maneuver.
Calm: Allies: Roll a new Will saving throw against an effect upon it. Foes: Delay turn. Social: Talk peacefully and refrain from hostilities.
Fear: Allies: Take a single move action away from an opponent (no AoO). Foes: Take the run action away from initiator. Social: Back down from any argument or confrontation.
Joy: Allies: Leap to your feet (stand up with no AoO). Foes: Waste turn laughing, indulging in something, etc. Social: Take advantage of entertainments and otherwise have a good time.
Pain: Allies: Roll a new Fortitude saving throw against an effect upon it. Foes: Fall prone, overcome with sudden despair. Social: Mope around and refrain from interacting with others.
Hate: Allies: Make a single melee or ranged attack. Foes: Attack the initiator in preference to other targets*. Social: Insult and belittle those nearby.
Hope: Allies: Take a single move action towards an opponent (no AoO). Foes: Dismiss or end as many active defensive spells and abilities as possible (i.e. dismiss or stop concentrating on protective spells, lower SR, stop using Combat Expertise, etc). Social: Encourage and agree with actions, beliefs, etc that are reasonably presented as positive.
Love: Allies: Perform an Aid Another action. Foes: Refrain from attacking directly*. Social: Act on, display, or communicate positive feelings for those nearby.
Rage: Allies: Make a partial charge (no benefit from pounce). Foes: Attack in melee rather than with magic or ranged attacks*. Social: Argue, bully, or yell at those nearby, or attack them if there is reason or desire to do so.
Walk the Desert Winds (Su): {Desert Wind. Stance. Personal.} - A hot, swirling wind kicks up around you at your will, allowing you to move across open air much as if you were under the effects of an Air Walk spell.
Mitigate Damage: {Devoted Spirit. Stance. Zone.} - You encourage your allies to press on, ensuring them of divine favor. Each round you gain a floating pool of points that can be used to prevent damage on a point-for-point basis to any ally within your Zone of Command. This pool is equal to one-quarter your maximum hit points. Any unused points fade away at the start of your next turn.
Pinpoint Threat: {Diamond Mind. Constant. Personal.} - Any time an opponent you cannot perceive targets an action into or while within your Zone of Command, you may roll an immediate Spot check opposed by its Hide check to pinpoint its location. You retain awareness of the target's position for one round if it is outside your Zone of Command; if within your Zone of Command, it remains pinpointed until one round after it leaves. Each time you fail this check against a given opponent, you receive a +5 bonus on future uses during this encounter, and once you succeed, you automatically succeed all future attempts against the same opponent during the encounter.
Instant Apprentice: {Iron Heart. One hour. One or more allies.} - This maneuver functions like Instant Student, but you train the targets in a more advanced technique. The targets receive one of your feats or maneuvers, or your ranks in a chosen skill, for twenty-four hours. A character can only have one such temporary capability per point of its Intelligence modifier at any given time.
Hear the Lies: {Setting Sun. Move. Personal.} - You may use this maneuver to get a sense of what people are telling you, in conjunction with a Sense Motive check. For the next ten minutes, you automatically discern if any statement that you hear is anything less than completely honest (note: completely honest, not literally true) unless the person making the statement beats your Sense Motive check with a Bluff check. If you forego any magical bonuses to your Sense Motive check, then any Bluff checks made against it likewise lose any magical bonuses. When you successfully detect dishonesty, you are aware of exactly how the target is trying to deceive you (a direct untruth, ommitting information, telling a literal truth that you could misinterpret, just making up an answer to a question it doesn't know the answer to, etc).
Uncertain Location (Su): {Shadow Hand. Standard. Zone.} - When you initiate this maneuver, you summon up a number of quasi-illusory extra bodies anywhere within your Zone of Command. You summon one double per three initiator levels, which last until destroyed, until you activate the boost again, or for one round per two initiator levels. You constantly, stealthily move between these bodies, although you choose one as an anchor for your Zone of Command. You can move all of the bodies with a single move action, and your attacks (and spells, if you have them) can fire from any of the bodies, but the extra bodies do not, themselves, gain additional actions. All of the bodies threaten their normal area for purposes of flanking and making attacks of opportunity - they can even flank with each other. Any body can be attacked by your enemies, but each body has an equal chance of being the real one at a given time (roll a die with maximum sides at least equal to the number of bodies on the field, with a roll of 1 indicating your body was struck and excess numbers rerolled). Your position shifts constantly, but it remains anchored to a given body for at least an entire initiative count, so if multiple foes attack the same body on the same turn, only one check for reality is required, and once a body is determined real no other bodies will for the remainder of that initiative count. Likewise, any actions readied against your action will always target the correct body, since that body is where you are targeting the action from (though of course the body must be in the readying character's attack range). If a "fake" body sustains at least 20% of your current hit points from a single attack, it is destroyed; lesser attacks have no effect. Unlike mirror images, these false bodies are vulnerable to area attacks.
Halt Progress: {Stone Dragon. Counter. Zone (Mobile).} - You fight hard to lock down any opponents who come near you. Until the end of your next turn, any opponent who attempts to move through your Zone of Command must roll a Reflex save (DC 10 + 1/2 initiator level + Strength modifier) or its movement for that action ends.
Defend Your Territory: {Tiger Claw. Stance. Zone (Mobile).} - You are quick to strike at any foe who nears. While in this stance, you are considered to threaten every square within your Zone of Command.
Team Tactics: {White Raven. Constant. Zone.} - You lead your allies in supporting each other's actions. None of your allies within your Zone of Command are denied their Dexterity bonus to AC or flanked unless they all are, and they can all act during a surprise round if any can. Additionally, as long as at least one other ally within your Zone of Command is threatening the same opponent as them, they count as flanking.