Zack2216's SKY SERPENT (Discipline)
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So, what I've got here is a new Discipline that I'd like to incorporate into future campaigns that I'd participate in. It's called Sky Serpent (although, the name is just a place holder until something better comes up). I drew my inspiration from a couple of places, and through this Discipline I wanted to have a Ch'ien T'ai Ch'i Ch'uan/ Snake/ Stormy weather theme. Using concepts like repeated circular movements to build up chi and power, foiling attacks with good rooting and yielding, and then have your lightning, thunder and wind themed attacks and abilities. I payed good attention to the power levels of the other disciplines, and what was possible at specific maneuver levels. It is a Swordsage Discipline, although I could see it as a Warblade discipline as well. Also, the prefered weapons of the style are Unarmed Strikes, Daggers, Spears, Javelins, Staffs, nunchaku, and the chain whip.

Maneuver/Stance List
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1st Level
  • Shocking Fang: Boost- Deal 1d6 lightning +1/initiator level
  • Winged Serpents Grace: Stance- gain the effects of feather fall
  • Serpents Undulation: Counter- Ruin Grapple attempt, use balance trip foe and move him to any square you threaten
  • Double Jump: Boost- On a successful balance check, Jump off of thin air.
  • Serpents Gift: Boost- While prone, may move up to your move speed and ignore attacks of opportunity.

2nd Level
  • Sky Serpent Flaps It’s Wings: Strike- Blow back opponents in a line with a gust of air originating from your attack
  • Hurricane Turns the Body: Counter- When attacked by an opponent flanking you, you may turn and lash out, possibly tripping and moving him with a successful balance check.

3rd Level
  • Sky Serpents Venom: Stance- Deal additional Sonic damage to opponents that you flank or are defenseless against you.
  • Coatl Yawns: Strike- Deal 4d6 lightning Damage to enemies in a short line
  • Tornado’s Embrace: Boost- Ranged attacks have a 50% to miss you for one round

4th Level
  • Serpents Swiftness: Stance- Gain +1 AC and +1 reflex each time your opponent misses
  • Illusory Coils: Strike- Opponent struck believes that he is pinned by a giant snake
  • Serpent Evades Tiger: Counter- Ruin Charge attack. Throw opponent with successful balance check and deal sonic damage.

5th Level
  • Storm’s Fang: Boost- Attacks deal +2d6 sonic damage +1/initiator level
  • Coatl Exhales: Strike- Opponents in a line take 6d6 lightning Damage.
  • Thunder Smites The Aggressor: Counter- You gain an attack of opportunity against an attacker within reach, takes +6d6 Sonic Damage

6th Level
  • Thunder Clap: Strike- You deal 6d6 Sonic Damage to those in a 20ft radius of you. May break equipment.
  • Sky Serpent’s Secret: Stance- Your weapon base damage is equal to your unarmed strike base damage.
  • Great Serpent Squeezes: Boost- Your arm becomes a snake, gain a bite attack and improved grab.
  • Tornadoes Touch: Boost- Attacks deal extra bludgeoning damage and send opponents flying.

7th Level
  • Crane Spreads it’s Wings: Boost- Strike one foe, free attack against another
  • Great Serpent Yields: Counter- Avoid attack with successful balance check and gain an attack of opportunity.
  • Snakes Venom Run’s Deep: Strike- Attack deals 4 strength and 4 dexterity damage.

8th Level
  • Fangs Dig Ever Deeper: Boost- Successive attacks deal extra lightning damage.
  • Great Serpent Crushes: Boost- Independent serpentine extensions constrict foes.
  • Ride the Lightning: Stance- Gain Temporary Flight with successful balance check.
  • Hurricane’s Secret: Strike- On successful Balance check, single attack deals triple damage and sends foe flying.

9th Level
  • Sky Serpents Fang Pierces The Stone Dragon: Strike- Opponents are struck by lightning, taking 100 damage.

Descriptions
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Crane Spreads It’s Wings
Sky Serpent (Boost)
Level: Swordsage 7
Prerequisite: 3 Sky Serpent Maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You

You lash out at 2 opponents with seemingly impossible speed, attacking in two different directions at once.

If the 1st melee attack you make during your turn hits, you can immediately make a free attack at your highest attack bonus against a different enemy that you threaten. You can only gain one free attack each time you initiate this maneuver, regardless of how many successful attacks you make this round.

Coatl Exhales
Sky Serpent (Strike) [lightning]
Level: Swordsage 5
Prerequisite: 2 Sky Serpent Maneuvers
Initiation Action: 1 standard action
Range: 60 ft.
Area: Line
Duration: Instantaneous
Saving Throw: Reflex half, Fortitude Negates (see below)

With a great Kiai, you channel your ki to your mouth and unleash it in the form of lightning.

As a master of Sky Serpent advances, he learns to strike as the storm does, even through his ki. This maneuver allows you to generate a blinding flash of lightning, similar to a blue dragon. With this maneuver, you blast forth a line of lightning that deals 6d6 lightning damage to everything in a 60 ft. line. Creatures in the area can attempt a reflex save (DC 15+your wis modifier) for half damage.
This is a supernatural ability.

Coatl Yawns
Sky Serpent (Strike) [lightning]
Level: Swordsage 3
Prerequisite: 1 Sky Serpent Maneuvers
Initiation Action: 1 standard action
Range: 60 ft.
Area: Line
Duration: Instantaneous
Saving Throw: Reflex half, Fortitude Negates (see below)

With a great Kiai, you channel your ki to your mouth and unleash it in the form of lightning.

The Sky Serpent discipline teaches students how to manipulate the element of their ki, teaching how to channel lightning and thunder. This maneuver allows you to generate a flash of lightning, similar to a blue dragon. With this maneuver, you blast forth a line of lightning that deals 4d6 lightning damage to everything in a 60 ft. line. Creatures in the area can attempt a reflex save (DC 15+your wis modifier) for half damage.
This is a supernatural ability.

Double Jump
Sky Serpent (Boost)
Level: Swordsage 1
Initiation Action: 1 swift action
Range: 50 ft.
Area: Special
Duration: Till end of turn

As you move through the air you collect cloud-stuff under you feet, just sturdy enough to act as a platform from which you can leap again.

Sky Serpent disciples seek to emulate the sky serpent, and in doing so learn to not fear the sky. Using ones ki, the student is able to create a short lived platform made of cloud-stuff that only he can stand on. Make a balance check DC 15, adding your Initiator level to the result. If you succeed, you can stand on it. If you fail, you fall right through. The size and number of platforms increase as you Initiator level increases. It is possible to scale great heights at later initiator levels.

{table=head]
I.L.
|
Platform Size
1-5
|
One 5 ft. square
6-10
|
Two 5 ft. squares
11-15
|
Three 5 ft squares
16+
|
Four 5 ft. squares
[/table]

This is a supernatural ability.

Fangs Dig Ever Deeper
Sky Serpent (Boost) [lightning]
Level: Swordsage 8
Prerequisite: 3 Sky Serpent Maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: till end of turn

Channeling ki, each successive strike against an opponent unleashes more and more of your ki. Picturing the relentless assault of a storm, your ki becomes as lightning to destroy your opponents.

Each of your strikes releases a larger amount of ki than the last. Each strikes churns your ki faster, which is then channeled into and through your attacks.
You must initiate this maneuver before you make any attacks this round. If one of your attacks misses, this effect ends. Your attacks don’t have to be against the same opponent each time. All additional attacks after the 5th continue to deal +6d6+6 lightning damage.

{table=head]
Attack
|
Lightning Damage
1
|
+2d6+2
2
|
+3d6+3
3
|
+4d6+4
4
|
+5d6+5
5+
|
+6d6+6
[/table]

This is a supernatural ability.

Great Serpent Crushes
Sky Serpent (Boost)
Level: Swordsage 8
Prerequisite: 4 Sky Serpent Maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 minute

Lightning and storm cloud emanate from your body and coalesce into two Huge serpents that attach themselves to you, becoming extra limbs to strangle your foes.

Great skill is required to be able to control your ki in such a way. By summoning and compacting storm cloud and lightning into two living extensions of yourself, you become a fearsome opponent on the battlefield.
You gain 2 additional bite attacks, whose reach is 10 ft. greater than your normal reach. These bite attacks attack at your highest attack bonus and have a base damage equal to your unarmed strike damage, but deal lightning damage instead of physical damage. You also gain Improved Grab with these bite attacks. When you hit with either of these bite attacks, you may start a grapple as a free action without provoking an attack of opportunity. While grappling with these extensions, you can also constrict on a successful grapple check. Your constrict base damage dice is equal to your unarmed strike damage dice. Also, on a successful opposed grapple check you can act normally while one or both of your extensions is grappling. This check is made at no penalty. The extensions have an effective strength score equal to 18 + your initiator level. Also, your extensions grapple as Huge creatures, and use your rank in Balance in place of your base attack bonus when making grapple checks. This ability overlaps any other ability that increases how many limbs you have.
This is a supernatural ability.

Great Serpent Squeezes
Sky Serpent (Boost)
Level: Swordsage 6
Prerequisite: 2 Sky Serpent Maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 minute

Lightning and storm cloud emanate from your body and coalesce into a Large serpent that replaces one of your arms.

By Channeling your Ki and manipulating the very air around you, you are able to create condense cloud over one of your arms, turning it into an even more dangerous weapon than it was before. While you are still able to wield two-handed-weapons, your new limb gains a number of benefits. Instead of an unarmed strike, that arm now performs a bite attack that deals an equal amount of lightning damage instead. Also, if you hit with this bite attack, you may start a grapple as a free action without provoking at attack of opportunity. If you win the grapple check you establish a hold and can constrict, dealing unarmed strike damage. You can maintain a hold of the opponent with this arm and act independently on a successful grapple check, made at no penalty. On grapple checks made with the arm, your arm grapples as a Large creature and you may and use your rank in Balance in place of your base attack bonus when making grapple checks.
This is a Supernatural ability.

Great Serpent Yields
Sky Serpent (Counter)
Level: Swordsage 7
Prerequisite: 3 Sky Serpent Maneuvers
Initiation Action: 1 immediate action
Range: Melee Attack
Target: One Creature

You yield an opponents attack, redirecting it with your body just as it makes contact. But, as one side of the body is redirecting, the other side is striking at a defenseless opening.

When you initiate this maneuver, you allow your opponent to think that you will be hit just long enough to cause them to over reach and give you an opening. Make a Balance check as a part of initiating this maneuver. If it is higher than the opponents attack roll, then you succeed in yielding your opponents attack and take no damage. You may make an immediate attack of opportunity that your opponent is considered flat-footed for. If your opponent fails an opposed balance check, your opponent moves back, landing prone 5 ft. away for every 5 pts of damage you dealt. If there is something in the way, your opponent stops early and takes 1d6 damage, dealing the same amount of damage to the creature if a creature is what stopped it.


Hurricane’s Secret
Sky Serpent (strike)
Level: Swordsage 8
Prerequisite: three Sky Serpent Maneuvers
Initiation Action: One Standard Action
Range: Melee Attack
Target: One Creature

By channeling the howling force of the hurricane, you circle your weapon and with it your Ki. You then unleash it in a single, swift, devastating strike that sends your opponent flying.

By slowly circling your weapon while build your ki you are able to build hurricane like momentum for a single attack. To keep this movement in check, you must make a balance check, DC equal to your strength score +5. If you succeed on the Balance check, your attack is primed, and if it hits deals three times your normal melee damage. If your opponent fails a balance check DC 5+ your strength score, your opponent moves back, landing prone 5 ft. away for every 5 pts of damage you dealt. If there is something in the way, your opponent stops early and takes 1d6 damage, dealing the same amount of damage to the creature if a creature is what stopped it. If you fail your balance check, you make your attack roll at a -2 penalty and deal normal damage

Hurricane Turns the Body
Sky Serpent (counter)
Level: Swordsage 2
Prerequisite: One Sky Serpent Maneuver
Initiation Action: 1 immediate action
Range: Melee Attack
Target: One Creature

You are surrounded, and the moment you are struck you lash out with snake-like reflexes in an attempt to neutralize an opponent.

Whenever you are attacked by an opponent that is flanking you, you may activate this maneuver to turn on them and attack while they are attempting to withdraw their weapon to make another strike. If this attack hits, you may make an opposed Balance check, with any bonuses to Trip based on size or stability. If you win, they land prone in any square that you threaten. If you lose, nothing happens.

Illusory Coils
Sky Serpent (strike) [Illusion]
Level: Swordsage 4
Prerequisite: two Sky Serpent Maneuvers
Initiation Action: Standard Action
Range: Melee Attack
Target: One Creature
Save: Will Negates
Duration: 1 round per 2 initiator levels

You surround your weapon with a serpent made of smoke that coils around your opponent when you make contact with your weapon, making your opponent believe that it is bound tight and pinned by a serpent.

You surround your weapon in a powerful illusion. If your attack hits, your opponent must make a will save (DC 14+ your wisdom Modifier). If it fails, then your opponent believes that a monstrous snake is strangling it, and has pinned it to the ground.

Ride the Lightning
Sky Serpent (stance)
Level: Swordsage 8
Initiation Acton: 1swift action
Range: Personal
Target: You
Duration: Stance

Through your Ki you create a cushion of lightning stable enough to support your weight. You immediately rocket through the sky, standing on a serpent like lightning bolt.

You gain a temporary 90 ft. fly speed with perfect maneuverability, depending on how well you can balance on a lightning bolt. When in this stance you may attempt to use the ability of this stance by making a balance check. You can only attempt to use the stance once per turn. The result of your balance check determines how long the effects of this stance last. If you are still in the air when the effects of this stance end, you immediately fall to the ground.

{table=head]
Balance Check
|
Flight Duration
DC 25
|
One move action
DC 30
|
One full round action
DC 35
|
One full round
DC 40
|
Untill the end of your next turn
[/table]

This maneuver is a supernatural ability.

Shocking Fang
Sky Serpent (boost)
Level: Swordsage 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: end of turn

Your weapon crackles with lightning as it lunges to your opponent.

By channeling your ki into your weapon as you transform it into lightning, you learn one of the basic principles of the Sky Serpent Discipline. Till the end of your turn, you weapon deals an additional 1d6 lightning damage +1 per Initiator level you have.

This maneuver is a supernatural ability.

Serpents Undulation
Sky Serpent (counter)
Level: Swordsage 1
Initiation action: 1 immediate action
Range: melee attack
Target: one creature

Your body yields as your opponent attempts to get a hold of you. However, you lure it into a trap allowing you to counter and leave your foe sprawled on the ground.

Whenever an opponent attempts to initiate a grapple, you may expend this maneuver. Make a Balance check opposed by your opponents grapple check. If you succeed, instead of your opponent getting a hold, you throw him. He lands prone in any square you threaten.

Serpent’s Gift
Sky Serpent (boost)
Level: Swordsage
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: one move action

Your opponent trips you, but you land on a ki generated cushion of air that allows you to move out of harms way.

You can expend this maneuver if you are prone on the ground. If so, you may then move up to your move speed floating along the ground supported by a ki generated cushion of air. You ignore all attacks of opportunity this movement incurs. This movement does not make you stand. Standing after this movement incurs attacks of opportunity as normal.

Sky Serpent Flaps It’s Wings
Sky Serpent (strike)
Level: Swordsage 2
Prerequisite: one Sky Serpent Maneuver
Initiation Action: 1 standard action
Range: melee attack; 60 ft. line (see text)
Saving Throw: Fortitude Negates

By channeling your ki into a single strike, you are able to generate a powerful gust of wind that blows away all but the strongest of your opponents.

If your attack hits, you also generate a spell effect similar to Gust of Wind. However, as your initiator level increases, so does the power of this gust. Refer to the DMG pg 95 for more information about the effects of wind this strong.

{table=head]
I.L.
|
Wind Speed
1-6
|
50 mph (severe)
7-12
|
74 mph (windstorm)
13-18
|
150 mph (hurricane)
19+
|
200 mph (tornado)
[/table]

Sky Serpent’s Venom
Sky Serpent (stance)
Level: Swordsage 3
Initiation Action: 1swift action
Range: Personal
Target: You
Duration: Stance

You are taught to take advantage of your opponents openings, and this stance epitomizes that philosophy, allowing you to shoot destructive ki straight into your opponent’s body.

While you are in this stance, you deal additional damage to opponents that leave openings for you to take advantage of. Similar to the Rogue Sneak Attack ability in application, you deal additional sonic damage whenever you attack a flanked or defenseless opponent. In place of sneak attack damage, however, you deal +2 points of sonic damage per Sky Serpent Maneuver that you know. This sonic damage ignores object hardness.

Serpent Evades Tiger
Sky Serpent (counter)
Level: Swordsage 4
Prerequisite: 2 Sky Serpent maneuvers
Initiation Action: 1 immediate action
Range: Melee attack
Target: One creature

With a yielding side step, you send a charging opponent sprawling.

With this counter, you can attempt to redirect a creature that intends to make a charge attack against you. Immediately before the creature makes it’s attack, make an opposed Balance check against it. If you succeed on the check, the creature does not get to attack you, and you can then move it up to 2 squares in a direction away from you. You may make an attack of opportunity that deals +4d6 sonic damage to it if it is within reach.

Storm’s Fang
Sky Serpent (boost)
Level: Swordsage 5
Prerequisite: 2 Sky Serpent Maneuvers
Initiation Action: 1 Swift Action
Range: Personal
Target: you
Duration: end of turn

Through your Ki, you channel the rattling, humming power of thunder into your weapon.

Through continued training, you expand your storm manipulation to thunder, enabling you to channel it through you weapon for a short time. For the rest of your turn, your melee attacks deal an extra 2d6 sonic damage +1 per initiator level.

Serpent’s Swiftness
Sky Serpent (Stance)
Level: Swordsave 4
Prerequisite: 2 Sky Serpent Maneuvers
Initiation Action: 1 Swift Action
Range: Personal
Target: You

By imitating the coiling, yielding movements of the snake, you improve your reaction time in combat.

You learn from your foes attacks, learning how best to yield or deflect his style. While you are in this stance, You gain a temporary +1 dodge bonus to AC and Reflex saves each time your opponent misses you. This bonus is cumulative for the round and applies against all opponents attacking you. It lasts until the start of your next turn.

Sky Serpent’s Secret
Sky Serpent (stance)
Level: Swordsage 6
Prerequisite: 3 Sky Serpent maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

While in this stance you generate an aura of menace that leads all opponents to believe that all your weapons are equally deadly.

The Sky Serpent Discipline teaches that all weapons are viable, and that all students must be equally proficient with both their weapons and their empty hand strikes. This stance exemplifies that. While this stance is adopted, the base damage of any weapon you wield is equal to the base damage of your unarmed strike.

Snake’s Venom Runs Deep
Sky Serpent (strike)
Level: Swordsage 7
Prerequisite: 3 Sky Serpent maneuvers
Initiation Action: one standard action
Range: melee attack
Target: one creature

An opening at a vital pressure point presents itself. You take advantage of it, hampering your foe’s physical prowess.

Striking at a vital pressure point you hamper your opponents control over his physical strength and his coordination. You deal 4 strength damage and 4 dexterity damage. These effects go away if he receives any sort of magical healing.

Sky Serpents Fang Pierces The Stone Dragon
Sky Serpent (strike)
Level: Swordsage 9
Prerequisite: 5 Sky Serpent Maneuvers
Initiation Action: 1 full round action
Range: 60 ft
Area: 60 ft. area Burst centered on You
Duration: instantaneous
Saving Throw: Reflex Half

Summoning your ki, you summon a great storm cloud over head. Floating into the air, you catch a lightning bolt just as it’s about to strike you. Collecting it in your hands into a large ball, you shoot towards that ground at great speed. Upon contact with the ground, lightning shoots in all directions, blinding all that look upon you, sundering the ground beneath you and smiting all around you.

Only true masters of the Sky serpent discipline can master this technique. The lightning caught is the representation of the culmination of Ki built up over the course of your training. When it touches the ground, it explodes outward, dealing 100 lightning damage to all opponents in the area. You take no damage when you use this maneuver. Reflex DC 19 + your wisdom modifier.
This maneuver is a supernatural ability.

Tornado’s Embrace
Sky Serpent (boost)
Level: Swordsage 3
Prerequisite: One Sky Serpent maneuver
Initiation Action: 1 swift action
Range: Personal
Target: you
Duration: 1 full round

You use you Ki to summon a whirlwind around you strong enough to blow away common projectiles.

You use your Ki to summon a whirlwind around you that kicks up dirt and makes it difficult to hit you with ranged attacks. For the round after you use this maneuver, ranged attacks and ranged touch attacks have a 50% chance to miss you.

Thunder Smites the Aggressor
Sky Serpent (Counter)
Level: Swordsage 5
Prerequisite: 2 Sky Serpent Maneuvers
Initiation Action: 1 immediate action
Range: Melee Attack
Target: One Creature

In reaction to an opponent striking you, you react with the speed of lightning and strike with an accompanied roar of thunder.

Whenever you are struck in combat, you can expend this maneuver to gain an immediate attack of opportunity against the creature. This attack deals +6d6 sonic damage.

Thunder Clap
Sky Serpent (strike)
Level: Swordsage 6
Prerequisite: 3 Sky Serpent Maneuvers
Initiation Action: 1 standard action
Range: 20 ft
Area: 20 ft. area Burst centered on you
Duration: instantaneous
Saving Throw: Reflex Half; fortitude negates (see text)

You raise your hands and in an explosive demonstration of ki generation and control create a thunderclap that deafens those around you and shatters their weapons.

You clap your hands together, creating a thunder clap that deals 6d6 sonic Damage to those around you. Those that fail their reflex save need to make a fortitude save. If failed, their equipment takes an equal amount of sonic damage. This sonic damage ignores hardness. Both saves are DC 16+ your wisdom modifier.

Tornado’s Touch
Sky Serpent (boost)
Level: Swordsage 6
Prerequisite: One Sky Serpent maneuver
Initiation Action: 1 swift action
Range: Personal
Target: you
Duration: till end of turn
Save: Reflex partial (see text)

You surround your weapon in a volatile whirlwind that causes opponents strike to be sent flying.

Your melee attacks deal +2d6 bludgeoning damage +1 per initiator level. Opponents struck while this maneuver is active move back 5 ft per 5 pts of extra damage this boost deals, away from the character, on a failed reflex save DC equal to the full damage of the attack.

Winged Serpents Grace
Sky Serpent (stance)
Level: Swordsage 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Through direct application of your light body training, you are able to avoid harm from falling great distances.

While in this stance, you are under the effects of Feather Fall as per the spell.

fatal_error's SMOLDERING BRIMSTONE (Discipline)
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* The Key Skill for Smoldering Brimstone is Intimidate. Its preferred weapons consist of the Morningstar, Flail, Battleaxe, and Glaive.
* Saving throws for Smoldering Brimstone maneuvers are based off of Charisma.
* All Smoldering Brimstone maneuvers are supernatural unless specified otherwise.
* Hellfire: Some Smoldering Brimstone maneuvers deal hellfire damage. Hellfire is partly heat, and partly abyssal power. Half of the damage dealt by a hellfire maneuver is fire damage, the other half results from abyssal energy and is therefore not subject to resistances.
* Classes:
Smoldering Brimstone is open to Crusaders by default.

Maneuver/Stance List
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1st Level
  • Choking Brimstone: Strike – Attack deals +1d4 damage.
  • Demonic Visage: Stance – Make a free Intimidate check against foes you strike.
  • Hunter of the Light: Stance – Use Detect Good at will.
  • Wreath of Hellfire: Boost – Deal 1d6 points of hellfire damage to all creatures nearby.

2nd Level
  • Bolt of Hellfire: Strike – Deal 4d6 hellfire damage with a ranged touch attack.
  • Cursed Blade: Boost – Attacks cause cursed wounds that are difficult to heal.

3rd Level
  • Brimstone Armor: Stance – Exude thick black smoke.
  • Smoldering Gaze: Boost – Cause fear in one foe.
  • Suffocating Brimstone: Strike – Attack deals +3d4 damage.

4th Level
  • Cleaving Blow: Strike – Attack deals +5d6 damage, cleaves through if opponent is felled.
  • Demonic Power: Boost – Attacks can knock opponent back.

5th Level
  • Arc of Hellfire:Strike – Touch attack to deal 6d6 hellfire damage against adjacent enemies.
  • Blinding Brimstone: Strike – Attack deals +3d6 damage and blinds target.

6th Level
  • Balor’s Wings: Stance – You instantly grow a set of fiery leather wings, allowing you to fly.
  • Desecrated Blade: Boost – Attacks cause difficult to heal wounds and strength damage.
  • Rain of Brimstone: Strike – Rain hellfire and choking smoke upon an area.

7th Level
  • Screaming Maul of the Tanar’ri: Boost – Cause fear in struck foes.
  • Soul Splintering Strike: Strike – Attack is a touch attack and become Confused.

8th Level
  • Abyssal Wards: Stance – Gain spell resistance and deflection bonuses.
  • Blasphemous Blow: Strike – Attack deals +8d6 damage and dazes foe.
  • Hellfire Geyser: Strike – You create a geyser of sulfurous hellfire, dealing 12d6 hellfire damage.

9th Level
  • Soul Rending Strike: Strike – Attack is a touch attack and deals +50 damage, destroy foe’s soul if he dies.

Descriptions
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Abyssal Wards
Smoldering Brimstone (Stance)
Level: Crusader 8
Prerequisite: Three Smoldering Brimstone maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Runes made of blood, flame, and smoke circle around you. As foes strike at you with spell or blade these runes flash and pulse, deflecting these attacks harmlessly away.

While in this stance you gain spell resistance 30 and damage reduction 5/magic or cold iron.

Arc of Hellfire
Smoldering Brimstone (Strike)
Level: Crusader 5
Prerequisites: One Smoldering Brimstone maneuver.
Initiation Action: 1 standard action
Range: Melee attack
Target: One or more creatures you threaten

Your weapon becomes searing hellfire and choking smoke as you speak the abyssal runes aloud. With one great sweep, you scorch your enemies in demonic flames.

As part of this maneuver, make a melee touch attack against each foe you threaten. If successful, they take 6d6 hellfire damage.

Balor’s Wings
Smoldering Brimstone (Stance)
Level: Crusader 6
Prerequisite: Three Smoldering Brimstone maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Giant leathery wings sprout from your back. Flame laces the edges and trails in your wake as you soar through the air.

While in this stance you gain a flight speed equal to your normal speed with poor maneuverability.

Blasphemous Blow
Smoldering Brimstone (Strike)
Level: Crusader 8
Prerequisite: Three Smoldering Brimstone maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round

Upon invoking the abyssal powers, runes sear forth from your weapon. As you strike your foe, these runes shatter in a burst of unholy power.

As part of this maneuver, you make a single melee attack. If this attack hits, it deals 8d6 additional points of damage, and dazes that foe for one round.

Blinding Brimstone
Smoldering Brimstone (Strike)
Level: Crusader 5
Prerequisite: Two Smoldering Brimstone maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round

Thick black smoke pours from your weapon as you strike your foe. This smoke burns at his eyes, blinding him to your wrath.

As part of this maneuver, you make a single melee attack. If this attack hits, you deal 3d6 additional points of damage, and blind that foe for one round.

Brimstone Armor
Smoldering Brimstone (Stance)
Level: Crusader 3
Prerequisite: Two Smoldering Brimstone maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Black smoke and glowing embers constantly pour forth from the joints of your armor. This forms a dense cloud of soot and sparks around you at all times, making it difficult for your foes to strike at you.

Your square and all squares within 5ft of where you end your movement are considered to grant 20% concealment. This concealment does not affect your attacks, however.

Bolt of Hellfire
Smoldering Brimstone (Strike)
Level: Crusader 2
Initiation Action: 1 standard action
Range: 30 ft.
Target: One creature

With an invocation to the abyss, your weapon glows red hot, and an orb of hellfire coalesces at its tip. Making the sign of a demonic rune, you hurl this orb at your foes.

As part of this maneuver, make a ranged touch attack. If this hits, deal 4d6 hellfire damage.

Choking Brimstone
Smoldering Brimstone (Strike)
Level: Crusader 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 3 rounds

As it strikes your foe, your weapon spews forth a cloud of searing smoke. This smoke invades your opponent’s lungs as he tries to recover from your blow.

As part of this maneuver, make a single melee attack. If this attack hits, you deal normal weapon damage. In addition, the foe takes 1d4 points of damage for the next three rounds.

Cleaving Blow
Smoldering Brimstone (Strike)
Level: Crusader 4
Prerequisite: One Smoldering Brimstone maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One Creature

Demonic vitality surges through your veins as you swing into your enemy. Ripping through one fool’s mortal coil, you easily carry into the next with savage glee.

As part of this maneuver, you make a single melee attack. If this attack hits, you deal 5d6 additional points of damage. If this attack drops a living opponent to –1 or fewer hit points, you may make an immediate attack against another foe you threaten. This second attack gains the additional 5d6 points of damage as well.

Cursed Blade
Smoldering Brimstone (Boost)
Level: Crusader 2
Prerequisite: One Smoldering Brimstone maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn/1 minute

With a quick gesture runes etch themselves into your weapon. Foul ichor seeps forth, coating the blade and cursing any wounds it causes.

Any damage dealt by your attacks require a caster level check (DC 10 + initiator level) to be healed by magical means.
This effect fades after 1 minute.

Demonic Visage
Smoldering Brimstone (Stance) [Fear, Mind-Affecting]
Level: Crusader 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

With each blow you strike your face transfigures into a victim’s loved one, worst enemy, or most terrifying thought.

Each time you hit with a melee attack you may make an intimidate check (DC 10 + HD + bonuses against fear) against that target as a free action. If this check succeeds, the foe is shaken for one round, suffering a –2 penalty on attack rolls, ability checks, and saving throws.

Desecrated Blade
Smoldering Brimstone (Boost)
Level: Crusader 6
Prerequisite: Two Smoldering Brimstone maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn/1 minute

As your weapon strikes, you can see runes being cut into your foe’s body, as if by some invisible knife.

Your opponent takes 1 point of Strength damage each time you hit.
In addition, any damage dealt by your attacks require a caster level check (DC 10 + initiator level) to be healed by magical means.
These effects fade after 1 minute.

Demonic Power
Smoldering Brimstone (Boost)
Level: Crusader 4
Prerequisite: One Smoldering Brimstone maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Saving Throw: Fortitude negates

Power, fury, and rage the equal of a Balor surges through your veins. With inhuman strength, you force your foes back with every stroke.

Each foe you hit with a melee attack must make a fortitude save (DC 14 + Charisma modifier) or be knocked back 5 ft. Opponents of a smaller size category suffer a –2 penalty for each category, while those of a larger size category gain a +2 bonus for each category, on this save. This movement does not provoke attacks of opportunity.

Hellfire Geyser
Smoldering Brimstone (Strike)
Level: Crusader 8
Prerequisite: Three Smoldering Brimstone maneuvers
Initiation Action: 1 standard action
Range: 30 ft.
Area: Cylinder (10-ft. radius, 30 ft. high)
Saving throw: Reflex Half

You spew forth dark words and swiftly trace abyssal runes of destruction in the air. Suddenly, as the invocation completes, demonic fire erupts from the ground, engulfing your foes in its unholy inferno.

All creatures in the column of hellfire take 12d6 hellfire damage. A successful reflex save (DC 18 + Charisma modifier) reduces this by one half.

Hunter of the Light
Smoldering Brimstone (Stance)
Level: Crusader 1
Initiation Action: 1 swift action/1 standard action
Range: Personal
Target: You
Duration: Stance

Devoting your life to eradication of worldly good, you have been gifted with runes of divination from your demonic tutors.

While in this stance, you may cast Detect Good, as the spell, at will.

Rain of Brimstone
Smoldering Brimstone (Strike)
Level: Crusader 6
Prerequisite: Two Smoldering Brimstone maneuvers
Initiation Action: 1 standard action
Range: 30 ft.
Area: Cylinder (20-ft. radius, 40 ft. high)
Duration: 1 round/ 5 rounds

With arms weaving and speech like that of a demoniac, you summon forth a hail of hellfire and brimstone onto your enemies’ heads.

Everyone within the area takes 3d6 points of hellfire damage and 2d6 points of bludgeoning damage. In addition, the entire area is covered in a cloud of thick smoke (treat as total concealment beyond 5 ft.) for 5 rounds.

Screaming Maul of the Tanar’ri
Smoldering Brimstone (Boost) [Fear, Mind-Affecting]
Level: Crusader 7
Prerequisite: Two Smoldering Brimstone maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn/1 round
Saving throw: Will negates

A single utterance of darkest invocation transforms your weapon into a great flaming bronze maul of the abyss. A voracious toothy maw upon the head of this maul screams in eternal torment as it smashes into your foes, evoking a similar terror in them.

Each successful melee attack forces the target of that attack to make a will save (DC 17 + Charisma modifier) or be panicked for one round.

Smoldering Gaze
Smoldering Brimstone (Boost) [Fear, Mind-Affecting]
Level: Crusader 3
Prerequisite: One Smoldering Brimstone maneuver
Initiation Action: 1 swift action
Range: 30 ft.
Target: One creature
Duration: 1 round
Saving throw: Will negates

Your eyes turn to demonic fire and promise eternal suffering to any that dare meet your gaze.

The target must make a will save (DC 13 + Charisma modifier) or be panicked for one round.

Soul Rending Strike
Smoldering Brimstone (Strike)
Level: Crusader 9
Prerequisite: Four Smoldering Brimstone maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature

Abyssal runes etch themselves into your weapon as what seem to be a thousand souls scream in torment from within the blade. With a single stroke, your weapon glides through your foe’s mortal coil, but rends his soul into a million pieces.

As part of this maneuver, make a melee touch attack. If this touch attack succeeds, you deal normal weapon damage plus 50.
Furthermore, if this attack brings your opponent to –1 or fewer hit points, it kills him and destroys his soul, preventing any type of resurrection.
This maneuver does not function on beings that do not possess souls.

Soul Splintering Strike
Smoldering Brimstone (Strike) [Mind-Affecting]
Level: Crusader 7
Prerequisite: Three Smoldering Brimstone maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Saving throw: Will negates

Dark runes crawl across your weapon, and the face of a tortured soul seems to float across its surface. With one mighty blow, your weapon passes through the foe’s mortal coil unhindered, but strikes with such spiritual force it splinters his soul.

As part of this maneuver, make a melee touch attack. If this attack hits, deal normal weapon damage. In addition, the victim must make a will save (DC 17 + Charisma modifier) or become Confused for 1d4 rounds.
This maneuver does not function on beings that do not possess souls.

Suffocating Brimstone
Smoldering Brimstone (Strike)
Level: Crusader 3
Prerequisite: One Smoldering Brimstone maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 3 rounds

Acrid smoke pours from your weapon into your foe’s mouth, nose, and lungs. Tiny embers and demonic taint torture his airways as he coughs and sputters.

As part of this maneuver, make a melee attack. If this hits, you deal normal weapon damage. In addition, the foe takes 3d4 points of damage for the next three rounds.

Wreath of Hellfire
Smoldering Brimstone (Boost)
Level: Crusader 1
Prerequisite: One Smoldering Brimstone maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Saving Throw: Reflex half

You speak a single abyssal syllable and hellfire wreathes about you, burning those fools that stray too close.

All creatures adjacent to you take 1d6 points of hellfire damage. Reflex save (DC 11 + Charisma modifier) for half.

Feats
Spoiler
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Abyssal Power
You are able to channel your own vitality into your attacks.
Requirements: Strength 13, one Smoldering Brimstone maneuver
Benefit: You may subtract a number up to your base attack bonus to from your hit points and add this amount to you damage for one round.
Special: Abyssal Power can be used in place of Power Attack to qualify for a feat, prestige class, or other special ability. You can take both this feat and Power Attack.