Revolution Martial Discipline
Associated Skill: Martial Lore.
Discipline Weapons: None.

Revolution Level 1
  • Cycle's March: Stance. You gain benefits from changing your targets.
  • Transient Thoughts: Strike. Make an attack which may force your enemy to try and predict others' actions.
  • Turnabout: Counter. Your enemy's attack is turned back on them as well.


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Cycle's March
Revolution (Stance)
Level: Cycle Warden 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, each time you attack a different creature, you gain a cumulative +1 bonus to your attack roll, to a maximum of your Wisdom modifier. If at any time you attack a creature you attacked previously since the last time the bonus reset, the bonus resets to +0. The bonus also resets to +0 after 1 minute during which you make no attacks.

Transient Thoughts
Revolution (Strike)
Level: Cycle Warden 1
Initiation Action: 1 standard action
Range: Melee attack
Target: 1 creature
Duration: Instantaneous
As part of this maneuver, you make a single melee attack against a target. A creature who takes damage from this strike must make a Will save (DC 11 + your Wisdom modifier) or be forced on their next turn to spend their standard action readying an action. The subject decides on the readied action and its trigger as normal.


Turnabout
Revolution (Counter)
Level: Cycle Warden 1
Initiation Action: 1 immediate action
Target: 1 creature
Duration: Instantaneous
Initiate this maneuver in response to being struck by a melee attack from an enemy. If your opponent's attack roll would have hit their own AC, they take damage equal to half the amount of damage you took from the attack. Any other effects besides hit point damage which were caused by your enemy's attack do not affect them.


Revolution Level 2
  • Changing Times: Boost. Change your equipment as a swift action.
  • Rapid Adaptation: Counter. Gain DR after an opponent strikes you.
  • Tempered Distortion: Strike. Your attack deals +1d6 damage and warps your opponent's equipment, making it difficult to use.


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Changing Times
Revolution (Boost)
Level: Cycle Warden 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous
As part of initiating this maneuver, you may exchange any of your wielded or worn equipment, including drawing and sheathing weapons, donning or removing armor, etc.

Rapid Adaptation
Revolution (Counter)
Level: Cycle Warden 2
Initiation Action: 1 immediate action
Range: Melee touch attack
Target: 1 creature
Duration: 3 rounds
When you initiate this maneuver, you gain damage reduction equal to your Initiator Level for 3 rounds, which is bypassed by everything except any types of damage you took when you were attacked last. For example, if you were last attacked by a holy sword and initiated this maneuver, your damage reduction would be bypassed by any damage except for slashing or good-aligned damage.

Tempered Distortion
Revolution (Strike)
Level: Cycle Warden 2
Initiation Action: 1 standard action
Range: Melee attack
Target: 1 creature
Duration: 1 round
When you initiate this strike, make a melee attack against your opponent which deals +1d6 damage on a successful hit. If your opponent takes damage, it must make a Reflex save (DC 12 + your Wisdom modifier) or its equipment becomes twisted, making it uncomfortable and difficult to use for 1 round. Any armor or shield the target is using reduces its AC bonus by 2, increases its Armor Check Penalty by -2, and increases its Arcane Spell Failure by 20%. Your opponent suffers a -2 to attack rolls and -4 to damage rolls as well.


Revolution Level 3
  • Migration: Stance. You can move twice your speed with a move action.
  • Subtle Twist: Strike. Make an attack which can automatically threaten a critical hit.


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Migration
Revolution (Stance)
Level: Cycle Warden 3
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Whenever you take a move action to move, you may move a distance of up to twice your speed instead of equal to your speed. You may do this no more than once per round.

Subtle Twist
Revolution (Strike)
Level: Cycle Warden 3
Initiation Action: 1 standard action
Range: Melee attack
Target: 1 creature
Duration: Instantaneous
As part of this maneuver, you make a single melee attack. If your attack hits, make a Martial Lore check as a free action before you roll damage, at a DC equal to your opponent's Armor Class. If you succeed, your attack is an automatic critical threat, and you gain a +4 bonus on the critical confirmation roll.


Revolution Level 4
  • Ephemeral Thoughts: Strike. Make an attack which forces your opponent to delay.
  • New Sprout: Boost. Use Martial Lore checks in place of attack rolls for 1 round.


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Ephemeral Thoughts
Revolution (Strike)
Level: Cycle Warden 4
Prerequisites: One Revolution maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: 1 creature
Duration: Instantaneous
As part of this maneuver, you make a single melee attack against a target. A creature who takes damage from this strike must make a Will save (DC 14 + your Wisdom modifier) or be forced at their earliest opportunity to delay until just before your next turn.

New Sprout
Revolution (Boost)
Level: Cycle Warden 4
Prerequisites: One Revolution maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
Whenever you make a melee attack until the beginning of your next turn, you may substitute a Martial Lore check in place of your attack roll. Any bonuses you would have gained on the attack other than your base attack bonus and Strength modifier (or Dexterity, if you have Weapon Finesse) also apply to the Martial Lore check; essentially, your ranks in Martial Lore and your Intelligence modifier substitute for your Base Attack Bonus and strength.


Revolution Level 5
  • Manifest Diversity: Stance. You gain various natural weapons.
  • Winds of Change: Strike. Your attack deals +3d6 damage, removes your opponent's equipment.


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Manifest Diversity
Revolution (Stance)
Level: Cycle Warden 5
Prerequisites: One Revolution maneuver
Initiation Action: 1 swift action.
Range: Personal
Target: You
Duration: Stance
When you enter this stance, choose one or more of the natural attack modes from the table below; the number of natural attacks you may choose is determined by your Martial Lore check. Choose one of the natural attacks to be primary, and the rest are secondary attacks. You gain these attack mode while you are in this stance, and when you leave the stance the natural weapons are removed as you return to your normal state. You gain a bonus to attack rolls with these natural weapons equal to your Wisdom modifier. Base damage for the weapons is given for a Medium creature.
{table=head]Check Result|Number of Modes
0-20 | 1
21-30 | 2
31+ | 3[/table]

{table=head]Attack Mode|Base damage
Bite, Slam, or Tail Slap |1d6
2 Claws or 2 Wings| 1d4 each
Gore | 1d10 on charge, 1d6 otherwise
4 Tentacles | 1d3[/table]

Winds of Change
Revolution (Strike)
Level: Cycle Warden 5
Prerequisites: One Revolution maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: 1 creature
Duration: Instantaneous
As part of this maneuver, you make a single melee attack which deals an additional +3d6 damage. If a creature takes damage from this attack, it must make a Reflex save (DC 15 + your Wisdom modifier) or have its equipment removed. In the case of a failed save, a number of the subject's worn or wielded pieces of equipment equal to your Wisdom modifier (and chosen at random) fall to the ground next to the subject. This maneuver can even remove armor and clothing.


Revolution Level 6
  • Rapid Evolution: Counter. You gain immunity to a particular type of damage for 3 rounds.
  • Subtle Modulation: Strike. Make an attack at +5d6 damage which can baffle your opponent's later attacks.


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Rapid Evolution
Revolution (Counter)
Level: Cycle Warden 6
Prerequisites: One Revolution maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: 3 rounds
When you initiate this maneuver, you become immune to all damage types of the last damage you took (from an attack, a spell, a power, or some other effect) for 3 rounds. For example, if you were last attacked by a holy sword when you initiated this maneuver, you would become immune to slashing damage and holy damage.

Subtle Modulation
Revolution (Strike)
Level: Cycle Warden 6
Prerequisites: One Revolution maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: 1 creature
Duration: 3 round s
As part of this maneuver, make a normal melee attack which deals +5d6 extra damage on a successful hit. In addition, for three rounds, whenever a creature damaged by this strike attempts an attack, its attack roll must beat your Martial Lore check in addition to its target's AC. If the attack roll is less than the result of your Martial Lore check, the attack fails as if it had missed.


Revolution Level 7
  • Evanescent Thoughts: Strike. Your attack causes your opponent to lose track of the battle.
  • Novel Advance: Boost. Make a charge attack as a swift action.


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Evanescent Thoughts
Revolution (Strike)
Level: Cycle Warden 7
Prerequisites: Two Revolution maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: 1 creature
Duration: 1 round
As part of this maneuver, you make a single melee attack against a target. A creature who takes damage from this strike must make a Will save (DC 17 + your Wisdom modifier) or be unable to take any actions on their next turn. In addition, on a failed save the target is also flat-footed until the next time they can take an action.

Novel Advance
Revolution (Boost)
Level: Cycle Warden 7
Prerequisites: Two Revolution maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous
When you initiate this maneuver, you make a normal charge attack against an opponent. The normal restrictions on who, what, and where you can charge apply; the only difference is that you do so as a swift action.


Revolution Level 8
  • Perennial Bloom: Stance. Each round, you may substitute a Martial Lore check for one type of roll.
  • Tidal Flow: Strike. Make an attack with +6d6 bonus damage which causes your opponent's combat prowess to slowly ebb away.


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Perennial Bloom
Revolution (Stance)
Level: Cycle Warden 8
Prerequisites: Two Revolution maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Each round while in this stance, you may choose one of the following types of rolls: ability checks (including Initiative checks), attack rolls, Fortitude saves, Reflex saves, Will saves, or skill checks made as part of a maneuver or stance. You may substitute a Martial Lore check any time you need to make a roll of the selected type.

Tidal Flow
Revolution (Strike)
Level: Cycle Warden 8
Prerequisites: Two Revolution maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: 1 creature
Duration: See text
As part of this maneuver, make a normal melee attack which deals an additional +6d6 damage on a successful hit. A creature which takes damage from this strike must make a Will save (DC 18 + your Wisdom modifier) or suffer successive penalties to attack and AC. Every time an afflicted creature makes an attack, it suffers a cumulative -2 penalty to the attack roll, and a cumulative -2 penalty to AC until the duration of the maneuver expires. The creature continues to accumulate penalties until it suffers a total penalty equal to or greater than your Initiator level, after which point the effect ends.


Revolution Level 9
  • Fractured Metamorphosis: Boost. You split yourself in half for 1 round.


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Fractured Metamorphosis
Revolution (Boost)
Level: Cycle Warden 9
Prerequisites: Three Revolution maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
When you initiate this maneuver, you divide yourself in two for a short period of time. This maneuver functions as the fission psionic power, but lasts until the beginning of your next turn. Your duplicate has the same maneuvers readied and expended that you do when you initiate this maneuver, and can immediately take a full turn's worth of actions on your initiative. Any maneuvers your duplicate initiates or expends during its turn are not expended for you when the duration expires, unless you initiated or expended them during your actions.