TIGER CLAW
BEAR CLAW [Unorthodox]
Who is more fearsome: a man who can attack ten times in the blink of an eye… or a man who only needs to attack once? Students of the Bear Claw school are solidly in the latter camp, focusing on strength and power over speed and number of attacks. With a single sweep of the axe they can take down an entire line of men, and one punch is all that’s required to knock a man across the room.
Bear Claw is an unorthodox school; those who wish to learn its secrets forgo access to all Tiger Claw maneuvers that allow the initiator to make multiple attacks, or that give him a benefit for doing so.
BEAR CLAW MANEUVERS
1ST LEVEL
• Bear Claw Strike: Strike- Attack three adjacent foes.
4TH LEVEL
• Awesome Blows: Boost- Your attacks knock foes back.
5TH LEVEL
• Monstrous Charge: Strike- Charge attack deals +4d6 damage, deals more Power Attack damage.
7TH LEVEL
• Sweeping Claws: Stance- Your attacks affect multiple foes.
8TH LEVEL
• Grizzly Rage: Boost- Every time you move a foe, they take extra damage.
• Ground n’ Pound: Strike- Attack everyone around you.
Maneuver DescriptionsSpoilerBear Claw Strike
Tiger Claw (Strike)
Level: Bear Claw 1
Initiation Action: 1 full-round action
Range: Melee attack
Target: Up to three adjacent creatures
Putting all of your strength into one swing, you cleave through your foes in an arc.
You must wielding a two-handed weapon (or a one-handed weapon in two hands) to use this maneuver. Choose up to three adjacent targets; make a single melee attack against all three of them. You roll only a single attack, and make the attack at a -2 penalty; apply the one attack roll to each creature's AC to see if it hits.
You may not apply precision damage (such as sneak attack) to any of the targets, but you may crit as normal.
Awesome Blows
Tiger Claw (Boost)
Level: Bear Claw 4
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
You swing hard enough to send your opponents flying.
Whenever you successfully use a melee attack to deal damage to a foe, you may immediately initiate a bull rush against them. You don't move into their square, nor do you provoke an attack of opportunity; if your bull rush attempt is successful, you don't move with them.
Any foe that you move back more than 5 feet falls prone.
Monstrous Charge
Tiger Claw (Strike)
Level: Bear Claw 5
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
You hurl yourself into your foe, dealing more damage the more you dedicate yourself to the attack.
As a part of this maneuver, make a charge attack. The attack deals +4d6 damage. Additionally, if you use the Power Attack feat on this attack, you deal an additional +1d6 damage for every -3 you take to your attack rolls.
Sweeping Claws
Tiger Claw (Stance)
Level: Bear Claw 7
Prerequisite: Two Tiger Claw maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Every attack you make is a sweeping blow, and you mow through your opponents with gusto.
While you are in this stance, for each melee attack you make, you can choose two squares you threaten that are adjacent to each other; your attacks apply to creatures in those two squares equally. You can use this ability on any attack, even an attack of opportunity or a martial strike.
You take a -4 penalty to any melee attack you make that is affected by this stance.
This stance has no effect when used in conjunction with an effect that already allows you to affect multiple squares with a single melee attack (such as the Bear Claw Strike maneuver).
Grizzly Rage
Tiger Claw (Boost)
Level: Bear Claw 8
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
You batter your foe violently, scraping him against the floor, walls, even the ceiling.
Whenever you forcibly move a foe - such as by making a bull rush against them - you deal damage equal to twice your strength modifier for every 5 feet you move them. Additionally, if you cause them to collide with something or somebody, both they and whatever they hit take 8d6 damage.
Ground n' Pound
Tiger Claw (Strike)
Level: Bear Claw 8
Initiation Action: 1 full-round action
Range: Special; see text
Area: Burst
In a violent whirlwind, you attack everyone within your reach.
As a part of this maneuver, make a melee attack against all enemies within twice your reach; if you're wielding a reach weapon, you can alternatively choose to affect everyone inside your reach. Make only a single attack roll, and apply it to the AC of all foes in the area. The attack deals additional damage equal to your Strength score (note Score, not Bonus).
EAGLE CLAW [Prestige]
Tigers are exceptionally mobile creatures. Capable of running, swimming, and climbing, there is nowhere you can go that a tiger cannot follow. Unless you can fly; then the tiger is absolutely powerless against you.
Nobody questions the might of the tiger, but there are those who have grown tired of their opponents taking flight and rendering any skill with blade or claw useless. Students of the Eagle Claw school no longer need worry about such situations; there is nowhere their opponents can run that they can’t follow.
Eagle Claw is a prestige school; those who wish to learn its secrets must meet the following requirements:
Skills: Jump 13 ranks
Feats: Leap of the Heavens
EAGLE CLAW MANEUVERS
5TH LEVEL
• Loose the Chains: Boost- Gain fly speed based on Jump ranks.
6TH LEVEL
• Diving Charge: Strike- Descending charge deals +8d6 damage, knocks target prone.
7TH LEVEL
• Landlocked: Strike- Trip and immobilize flying foe.
8TH LEVEL
• Break the Chains: Stance- Gain fly speed based on Jump ranks.
Maneuver DescriptionsSpoiler
Loose the Chains
Tiger Claw (Boost)
Level: Eagle Claw 5
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Through intense focus and concentration, you are capable of temporarily breaking your bondage to the earth.
You gain a fly speed based on your ranks in Jump:
{table="head"]Jump ranks|Fly speed (Maneuverability)
13|30' (Average)
14-18|40' (Good)
19+|60' (Perfect)[/table]
Alternatively, if you already have a fly speed faster than this maneuver would grant you, your jump ranks modify your current fly speed:
{table="head"]Jump ranks|Fly speed bonus
13|+10'
14-18|+20'
19+|+30'[/table]
Additionally, in such a case, your maneuverability improves by one step.
If you aren't standing on a surface that can support you (or hanging on to a wall that can support you, etc.) at the end of your turn, you gently fall 60 feet, landing on your feet with no damage. If, after 60 feet, you still haven't landed, you fall roughly to the ground at the start of your next turn, taking damage as normal.
This maneuver is a supernatural ability.
Diving Charge
Tiger Claw (Strike)
Level: Eagle Claw 6
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
You fall upon your opponent, using gravity itself as a weapon.
As a part of this maneuver, make a charge attack against an opponent who is at a lower elevation than you. If you cannot fly, you may make the attack by falling on top of an opponent; you take no damage, regardless of the distance fallen.
If you hit, your attack deals +8d6 damage, and your opponent is knocked prone. If they were flying, they fall, up to a maximum distance of 150 feet; if they haven't hit the ground by then, they regain control of themselves at the start of their turn.
Landlocked
Tiger Claw (Strike)
Level: Eagle Claw 7
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 3 rounds
You cut at specific tendons and muscles, temporarily rendering your opponent immobile. Those unfortunate enough to be flying when you hit them crash violently to the ground.
As a part of this maneuver, make a melee attack. Your attack deals +5d6 damage. In addition, if your attack hits, your target must make a Fortitude save (DC 17 + your Str modifier) or else be rendered immobile for three rounds. Even if the fortitude save succeeds, all of the target's speeds are reduced by 20 feet, potentially rendering it immobile regardless. A flying creatured rendered immobile (either by failing the save, or if their fly speed is 20' or less) falls to the ground, taking damage as appropriate (note that this is an exception to the normal rule that an immobilized flying creature can slow their descent).
Break the ChainsOriginally Posted by Tome of Magic
Tiger Claw (Stance)
Level: Eagle Claw 8
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Gathering your ki into a lighter-than-air ball in your stomach, you pick your feet up off of the ground and take to the skies.
While you are in this stance, you gain a fly speed based on your ranks in Jump:
{table="head"]Jump ranks|Fly speed (Maneuverability)
13|40' (Average)
14-18|60' (Average)
19+|60' (Good)[/table]
This maneuver is a supernatural ability.
WOLVERINE’S FURY [Prestige]
Surrender is not a luxury you can count on. If you must depend on the mercy of your opponents, you will often be disappointed – and will eventually end up dead.
Students of the Wolverine’s Fury school of Tiger Claw are capable of fighting to their dying breath; they refuse to back down, and can keep going after blows that would kill a normal man.
Wolverine’s Fury is a prestige school; those who wish to learn its secrets must meet the following requirements:
Feats: Extend Rage, Tigerblooded
WOLVERINE’S FURY MANEUVERS
1ST LEVEL
• Rage of the Wolverine: Stance- Remain standing even after being disabled.
2ND LEVEL
• Rage of the Tortoise: Stance- You gain defense and durability.
4TH LEVEL
• Rage of the Hydra: Stance- You gain extra attacks.
5TH LEVEL
• Rage of the Dragon: Stance- Your attacks deal elemental damage.
7TH LEVEL
• Rage of the Troll: Stance- You gain endurance and regeneration.
8TH LEVEL
• Rage of the Tarrasque: Stance- Your might becomes terrifying.
Maneuver DescriptionsSpoilerRage of the Wolverine
Tiger Claw (Stance)
Level: Wolverine's Fury 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Savage and relentless, you plague your opponents well after a normal man would've stopped breathing.
This stance grants you the fortitude and tenacity necessary to continue fighting below 0 hit points. When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.
If you are in a rage or frenzy when you enter this stance (or start to rage or frenzy while in this stance), you gain the following additional benefits:
- +2 Strength
- +6 Constitution
- +2 bonus on Fortitude saves
- When reduced to negative hit points, you may choose to act as if you were staggered, rather than dying or disabled.
- You do not die until you are reduced to negative hit points of (10 + your initiator level).
For every ten initiator levels you have, the bonuses to Strength and Constitution increase by +2, and the bonus to Fortitude saves increases by +1.
These benefits replace the normal benefits you recieve from raging or frenzying.
Rage of the Tortoise
Tiger Claw (Stance)
Level: Wolverine's Fury 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You fly into such a fury that your skin hardens and your nerves deaden, allowing you to shrug off even the most savage blows.
This stance grants you the toughness and defenses of the tortoise. You gain an enhancement bonus to your natural armor bonus and DR/magic equal to half your Constitution bonus (if any).
If you are in a rage or frenzy when you enter this stance (or start to rage or frenzy while in this stance), you gain the following additional benefits:
- +8 Constitution
- Your enhancement bonus to natural armor is equal to your Constitution bonus (if any)
- Your DR is DR/adamantine
- Unlike a normal rage, the extra hit points granted by your increased Constitution are considered temporary hit points, and are lost before any other hit points. You do not retain damage taken to your temporary hit points upon the end of the rage.
For every five initiator levels you have, the bonus to Constitution increases by +2.
These benefits replace the normal benefits you recieve from raging or frenzying.
Rage of the Hydra
Tiger Claw (Stance)
Level: Wolverine's Fury 4
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You are a whirlwind of terror, lashing out at your opponents from every angle.
This stance grants you the furor and rapidity of the hydra. You may make one extra attack in a round at your highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity you might make before your next action.
If you are in a rage or frenzy when you enter this stance (or start to rage or frenzy while in this stance), you gain the following additional benefits:
- +4 Strength
- +4 Dexterity
- +2 bonus on Reflex saves
- You may move up to half your speed in between each attack in a full attack.
- You may make a full attack action as a part of a charge.
For every ten initiator levels you have, the bonuses to Strength and Dexterity increase by +2, and the bonus on Reflex saves increases by +1.
These benefits replace the normal benefits you recieve from raging or frenzying.
Rage of the Dragon
Tiger Claw (Stance)
Level: Wolverine's Fury 5
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Filled with the spirit of the dragons, you unleash an elemental hell upon your enemies.
This stance grants you the elemental energy of the dragons. Upon entering this stance, choose an element. You gain resistance to that element equal to your initiator level.
If you are in a rage or frenzy when you enter this stance (or start to rage or frenzy while in this stance), you gain the following additional benefits:
- +4 Strength
- Double your elemental resistance. If your initiator level is at least 16, it instead becomes elemental immunity.
- All of your melee attacks deal +1d6 damage of your chosen element.
- As a swift action, you may breath a 15' cone or 30' line that deals damage of your chosen element equal to your initiator level. Opponents affected are allowed a Reflex save (DC 15 + your Strength bonus) for half damage.
For every ten initiator levels you have, the bonus to Strength increases by +2, and the bonus to damage increases by +1d6.
These benefits replace the normal benefits you recieve from raging or frenzying.
Rage of the Troll
Tiger Claw (Stance)
Level: Wolverine's Fury 7
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Your rage closes your wounds, allowing you to continue the fight despite all odds.
This stance grants you the endurance and recovery rate of a troll. Upon entering this stance, you gain fast healing equal to 1/4 your initiator level, rounded down.
If you are in a rage or frenzy when you enter this stance (or start to rage or frenzy while in this stance), you gain the following additional benefits:
- +4 Strength
- +4 Constitution
- Your fast healing equals 1/2 your initiator level
- You continue healing as long as your rage would last, even after you die. If you recover back to -9 or higher, you return to life.
- If you're at full hit points when the rage ends, you aren't fatigued, and the use of rage isn't expended.
For every ten initiator levels you have, the bonuses to Strength and Constitution increase by +2.
These benefits replace the normal benefits you recieve from raging or frenzying.
Rage of the Tarrasque
Tiger Claw (Stance)
Level: Wolverine's Fury 8
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You are the most savage of all the beasts.
This stance lets you channel the terrible power of the Tarrasque. Upon entering this stance, you gain the powerful build ability, allowing you to function as though you were one size larger whenever it would be beneficial to you.
If you are in a rage or frenzy when you enter this stance (or start to rage or frenzy while in this stance), you gain the following additional benefits:
- +4 Strength
- +4 Constitution
- +4 bonus on saving throws against spells and spell-like abilities. This bonus doubles against death effects.
- When subjected to a spell that allows spell resistance, but doesn't allow a saving throw, you may attempt a saving throw to negate it anyway. You don't apply the bonus from this stance to the save.
- Frightful presence: whenever you attack, opponents within 60 feet must attempt a Will save (DC 18 + your Strength modifier) or become shaken. They remain shaken as long as they remain within 60 feet of you.
For every ten initiator levels you have, the bonuses to Strength and Constitution increase by +2.
These benefits replace the normal benefits you recieve from raging or frenzying.