Dual Discipline Maneuvers


What are they: Dual discipline maneuvers are those maneuvers which are part of each of two of the nine (plus) disciplines of the sublime way. These maneuvers represent a synthesis of these two pieces of the ninefold way, a hybridization of their sometimes disparate martial philosophies. To master these maneuvers require a knowledge and understanding of a variety of techniques within each of their separate disciplines.

Mechanically: These maneuvers universally have prerequisites drawn from two separate disciplines which an initiator must fulfill to select them, but can be learned whenever a character could learn a maneuver of either discipline e.g., to learn a Setting Sun/Tiger Claw maneuver you do not need access to both disciplines, but only one, however you will need knowledge of one or more Setting Sun maneuvers.

A dual discipline maneuver or stance is considered to be both disciplines at once allowing for effects which trigger from a strike use or stance use of both disciplines to trigger concurrently within limits for same effect stacking. For example if you had an Iron Heart/Shadow Sun Stance you could trigger both Ironheart Aura and Shadow Blade at the same time, but you could not gain the benefits of a swordsage's defensive stance twice if somehow you had Iron Heart as a defensive stance (it's not a legal choice).

Prefatory Statements: Tell me what you think, or (please) show me that you can do better. Some of these I really feel are forced, or just sort of badly done and fail to capture the feeling of their disciplines. I tried to make one for each pair that any of the three initiating classes can naturally access, but that doesn't mean there needs to be only one for each combination. Well can't think of much to say at the moment besides, look 'em over, if something's borked tell me so we can work on a way to fix it, feel free to make whatever comments you'd like, and here they are.

The Actual Maneuvers

Sorted, as I always like to do, alphabetically within level... unfortunately not by disciplines.

Shout of Perfect Command
Diamond Mind/White Raven (Counter)
Level: 2nd
Prerequisites: 1 Diamond Mind maneuver, 1 White Raven maneuver
Initiation Action: Immediate action.
Range: 30-ft.
Target: Ally other than yourself.
As your companion falters, you give them a commanding shout which focuses their mind, allowing it to pierce through doubt and fear and find a clear focus.
You can use this maneuver any time an ally would be required to make a Will save and you are aware of it. If the ally is willing you may make a Concentration check in place of them making a Will save and use the result of that check to determine their save’s success. You must use this maneuver before they attempt the Will save. A result of a natural 1 on your Concentration check is not an automatic failure. This concentration check takes a -4 penalty, but gains a +2 bonus per 5 ranks in Diplomacy you possess.

Stoke the Inner Flame
Desert Wind/Diamond Mind (Counter)
Level: 2nd
Prerequisites: 1 Desert Wind maneuver, 1 Diamond Min maneuver
Initiation Action: Immediate action.
Range: Personal.
Target: You.
Duration: Until start of turn.
As heat and cold wage around you, you turn your focus inward stoking your Ki. As your inner heat blazes swiftly throughout you, sneering at cold and lesser flames.
When you initiate this maneuver make a Concentration check. You gain Fire and Cold resistance equal to twice the result until the start of your next turn. If your total was 30 or higher you gain Fire and Cold Immunity as well.

Battle Leader’s Resurgence
Iron Heart/White Raven (Counter)
Level: 3rd
Prerequisites: 1 Iron Hear maneuver, 1 White Raven maneuver
Initiation Action: Immediate action.
Range: 30-ft.
Target: Allied creatures within range.
Duration: 1 minute.
A hero is an inspiration to their allies, and their success can swing the will of their companions enough to change the course of a battle.
You may only initiate this maneuver when you successfully make a saving through against an effect. Any allies which failed a saving throw against that effect or ability, either the same instance or within the last minute if it has a duration which has not elapsed, may immediately make another saving throw against it with a +2 morale bonus, replacing their previous failure with the new result. If the effect has a duration this does not undo the effect of the previous rounds, but applies the success to the remaining duration.

In addition, allies gain a +2 morale bonus against that effect for 1 minute.

For the purposes of this effect all spells of the same name are one effect, as are anything that applies the same condition (as listed under conditions), or any ability with the same name (e.g. all breath weapons are the same effect, as are all poison, and all gaze attacks).

Hear the Shadows
Diamond Mind/Shadow Hand (Boost)
Level: 3rd
Prerequisites: 1 Diamond Mind maneuver, 1 Shadow Hand maneuver
Initiation Action: Swift action.
Range: Personal.
Target: You.
Duration: 1 round.
Combining the teachings of the shadow hand, the way of absolute darkness, and the diamond mind’s total focus, you extend your senses beyond the limits of humanity. You hear the very beating of hearts, the lightest breath, the movement of the air.
You gain blindsight 30-ft for the duration.

Revitalizing Charge
Devoted Spirit/White Raven
Level: 3rd
Prerequisites: 1 Devoted Spirit maneuver, 1 White Raven maneuver
Initiation Action: Standard action.
Range: 20-ft.
Target: Allied creature within range.
You spur your companion to action, stoking them to greater heights of fury as they rush at their foe.
When you initiate this maneuver one ally within range, other than yourself, may make a charge attack. If they hit a creature with an alignment which is different than yours, and which poses a real immediate threat to you or your allies, they regain 2d8 + your initiator level hit points.

Avalanche from Twin Peaks
Stone Dragon/Tiger Claw (Strike)
Level: 4th
Prerequisites: 1 Desert Wind maneuver, 1 Stone Dragon maneuver
Initiation Action: Standard action.
Range: Melee attack.
Target: 1 creature.
You strike at your foe with two blades bringing them in from opposing sides to pin them fast and brea them in a single sweep.
As part of this maneuver you make a single melee attack each with up to two weapons you are wielding. These attacks deal +3d6 damage and automatically overcome hardness and damage reduction.

Fire Flower Toss
Desert Wind/Setting Sun (Strike)
Level: 4th
Prerequisites: 1 Desert Wind maneuver, 1 Setting Sun maneuver
Initiation Action: Standard action.
Range: Melee attack.
Target: 1 creature.
Area: Variable spread.
Saving Throw: Reflex half, see text.
You grasp your target, throwing them as you charge them with your Ki. This deathly charge of Ki swells up in their body as they fly through the air, erupting as they crash down to earth, bursting from them in a blazing flame.
This functions as the Mighty Throw maneuver (ToB page 73) except that you may throw them an additional 5-ft per 5 points you won the opposed check by and if you successfully trip the target they erupt in fire as if struck by the Death Mark maneuver (ToB page 52). The saving throw to resist this fire damage is 14 + your Wisdom modifier.

Grasping Dragon Leap
Setting Sun/Tiger Claw
Level: 4th
Prerequisites: 1 Setting Sun maneuver, 1 Tiger Claw maneuver
Initiation Action: Standard action.
Range: Melee attack.
Target: 1 creature.
Grabbing your foe you leap from the ground, carrying them with you. Landing you bring them crashing down, shifting the battle to the field of your choosing.
When you use this maneuver make a melee touch attack against a target within melee reach. If you hit you may attempt to trip your opponent using either your Dexterity or Strength whichever is higher, gaining a +4 on the check. If you succeed on the opposed check you may immediately make a Jump check as if taking a running Jump; you jump check is halved for every size category larger than you that your target is. When you take this Jump your target moves with you landing prone in an empty square adjacent to you of your choice and taking 4d6 damage.

Horizon Shadow
Setting Sun/Shadow Hand (Boost)
Level: 4th
Prerequisites: 1 Setting Sun maneuver, 2 Shadow Hand maneuvers.
Initiation Action: Swift action.
Range: Personal.
Target: You.
Duration: Until start of turn.
The way of the Setting Sun is the way of redirecting efforts and actions. The way of the Shadow Hand is the way of darkness, vanishing from sight to act in the shadows. Combining them you vanish, creating a duplicate from your own shadow to distract foes while you move elsewhere.
When you initiate this maneuver you become invisible for its duration or until you attack a creature. In addition you create a duplicate image of yourself which remains where you were when you initiated this maneuver and lasts until the start of your turn or until it is attacked (as the spell Mirror Image).

This is a supernatural maneuver.

Perfect Parry
Diamond Mind/Iron Heart (Counter)
Level: 4th
Prerequisites: 2 Diamond Mind maneuver, 2 Iron Heart maneuvers.
Initiation Action: Immediate action.
Range: Personal.
Target: You.
Your blade hangs in your hand, her senses poised for the smallest threat. Streaking like lightning through the air your blade unerringly strikes away and parries a blow intended for you.
When an enemy makes an attack against you that uses an attack roll you may initiate this maneuver. You interpose your weapon in the path of the attack causing it to automatically miss. You can’t use this maneuver if you are denied your Dexterity bonus against the attacker. You must decide to use this maneuver before you know whether the attack hit or miss.

Perfection in Fury
Diamond Mind/Tiger Claw (Strike)
Level: 4th
Prerequisites: 1 Diamond Mind maneuver, 1 Tiger Claw maneuver
Initiation Action: Standard action.
Range: Personal.
Target: You.
Your eyes narrow as they consider every possible angle of assault, every possible means to reach your foe. In a blinding blur you unleash your attacks in quick succession, raining blow after blow on your targets.
When you initiate this maneuver make a full-attack. You gain a cumulative +1 to hit a creature for every attack you make against them as part of this maneuver until this maneuver ends (for example if you had BAB +16 or higher and directed all your attacks against one target you’d get +0, +1, +2, +3 to hit over your normal full attack numbers, if you were wielding two weapons and hasted you’d get +0/+1/+2/+3/+4/+5/+6/+7 if you made all 8 of your potential attacks against the same target).

Alpha Wolf Stance
Tiger Claw/White Raven (Stance)
Level: 5th
Prerequisites: 1 Tiger Claw maneuver, 2 White Raven maneuvers.
Initiation Action: Swift action.
Range: Personal.
Target: You.
Duration: Stance.
A wolf pack works together to bring down foes. When in this stance you channel the alpha wolf, cleaving hard into your foe to create an opening for your allies to exploit.
While in this stance whenever you score a critical hit against a creature, one ally who threatens it may make a melee attack against that creature.

Countless Reflections of Dark Glass
Desert Wind/Shadow Hand (Strike)
Level: 5th
Prerequisites: 1 Desert Wind maneuver, 1 Shadow Hand maneuvers
Initiation Action: Standard action.
Range: 30-ft.
Targets: Any number of creatures within range.
You stretch your Ki out through shadow, imbuing it with the spark of life and whipping it up into a fury. Given life the shadows take on your image and strike down those who cast them in your name.
When you use this maneuver you may form a quasi-real shadow replica of yourself from the shadow of any number of creatures within range. These shadow replicas appear in any square adjacent to the creature that cast them, even if those squares are occupied, and strike out at the creature that initially cast the shadow. These shadows may flank their targets with each other or with other creatures. Treat each attack from one of these shadows as a melee attack from you at your highest attack bonus. These shadows immediately vanish after attacking.

You may not use this maneuver in an area of total darkness. You may not target creatures which lack shadows, such as because they are invisible, are themselves the brightest nearby lightsource (lumi, or someone wearing Greater Luminous Armor for example), or simply because for some reason they do not cast a shadow.

This is a supernatural maneuver.

Moment of Perfect Motion
Diamond Mind/Setting Sun (Counter)
Level: 5th
Prerequisites: 2 Diamond Min maneuvers, 2 Setting Sun maneuvers
Initiation Action: Immediate action.
Range: Personal.
Target: You.
You wait until the perfect moment to move, putting on a sudden burst of speed to avoid an attack.
When you initiate this maneuver move up to ½ of your speed. If you initiated this maneuver in response to an attack and this movement puts you out of its range it automatically misses.

Shadow Toss
Shadow Hand/Setting Sun
Level: 5th
Prerequisites: 2 Shadow Hand maneuvers, 1 Setting Sun maneuver
Initiation Action: Standard action.
Range: Melee attack.
Target: 1 creature.
Duration: 10 minutes.
You reach out grasping your foe’s shadow and pulling it forth, tossing it away from them. With the loss of their shadow they lose something of themselves being weakened as their essence is torn.
When you use this maneuver make a melee touch attack against a target within melee reach. If you hit you may attempt to trip your opponent using either your Dexterity or Strength whichever is higher, gaining a +4 on the check. Your opponent gains no bonuses for stability or additional legs on this opposed check (size still applies). If you succeed on the opposed check instead of being knocked prone the target suffer 1 negative level +1 per 5 points you beat their ability check by for 10 minutes.

Flint Dream Edge
Diamond Mind/Stone Dragon (Strike)
Level: 6th
Prerequisites: 2 Diamond Mind maneuvers, 2 Stone Dragon maneuvers.
Initiation Action: Standard action.
Range: Melee attack.
Target: 1 creature.
You hammer at your opponent’s weakest point with all your might, pushing past defenses and crushing the critical spot.
As part of this maneuver make a melee attack. The critical threat range for this attack becomes 2-20.

Hunter Mauling Spin
Iron Heart/Tiger Claw
Level: 6th
Prerequisites: 2 Iron Heart maneuvers, 2 Tiger Claw maneuvers.
Initiation Action: Standard action.
Range: Melee attack.
Target: Every opponent adjacent to you.
Holding your blades like extensions of yourself you strike out lashing in a wide circle to bring down those who would defeat you, like a tiger striking out against the hunters which swarm over it.
When you initiate this maneuver make a melee attack against every opponent adjacent to you with each weapon you wield. Resolve each attack separately. You gain a +2 bonus on these attacks which are otherwise at your highest base attack bonus.

Mountain Slide Charge
Stone Dragon/White Raven (Strike)
Level: 6th
Prerequisites: 2 Stone Dragon maneuvers, 2 White Raven Maneuvers.
Initiation Action: Standard action.
Range: 30-ft.
Target: Allied creatures within range.
You bark orders, filling your friends with the power of crashing mountains.
You and each ally within range may, as an immediate action, use the Charging Minotaur Strike maneuver. You, and your allies, do not need to have that maneuver readied or known, and if it is readied it is not expended.

Soaring Phoenix Leap
Desert Wind/Tiger Claw (Strike)
Level: 6th
Prerequisites: 2 Desert Wind maneuvers, 1 Tiger Claw maneuver
Initiation Action: Standard action.
Range: Personal .
Target: You.
You leap focusing your Ki as you do so. It bursts out around you, surrounding yourself in a corona of fire, as you sail through the air towards your foe.
When you initiate this maneuver you may Jump. This jump is always considered a running jump and as you move you burst into flames. When you land you may make a single melee attack, this attack deals +1d6 fire damage per 5-ft you could have jumped (you do not have to jump the full distance) up to +1d6 fire damage per initiator level you possess. Any creature making an attack of opportunity against you during this jump takes the same damage.

This is a supernatural maneuver.

Mountain of Faith
Devoted Spirit/Stone Dragon (Strike)
Level: 7th
Prerequisites: 2 Devoted Spirit maneuvers, 2 Stone Dragon maneuvers.
Initiation Action: Standard action.
Range: Personal.
Target: You.
Duration: 1 round.
You strike at your foe with righteous fury, exalting yourself as you cast them down.
When you ready this maneuver choose one alignment that opposes yours. When you initiate this maneuver if you hit the target and their alignment is not the same as yours you gain DR 15 overcome by the alignment you chose when you initiated this maneuver and you regain hit points equal to your initiator level.

This is a supernatural maneuver (DR /alignment is by default).

Mountain’s Shadow
Shadow Hand/Stone Dragon
Level: 7th
Prerequisites: 2 Shadow Hand maneuvers, 2 Stone Dragon maneuvers
Initiation Action: Swift action.
Range: 50-ft.
Targets: 1 creature.
Duration: Instantaneous.
The mountain does not move. Instead others come to it. Reaching out with shadow you pull another between realms to you.
The target is teleported into a square adjacent to you. That square must be unoccupied and able to safely sustain the creature’s weight and cannot be inherently damaging. You must have line of sight and line of effect to the target.

Redirect Force
Setting Sun/Stone Dragon (Counter)
Level: 8th
Prerequisites: 3 Setting Sun maneuvers, 2 Stone Dragon maneuvers.
Initiation Action: Immediate action.
Range: Melee attack.
Target: 1 creature.
Standing, steady as a boulder, firmly planted you prepare yourself for attack. Your body bends and sways with the force of the blow, even as you turn it back on your assailant, slamming them with the same force they attempted to bring to bear against you.
You may only initiate this maneuver if you have not moved more than 5-ft since the beginning of your last turn and a melee attack, against which you are not denied your Dexterity bonus hits you. Prevent all damage from the triggering attack. Damage is still rolled normally and you may make a melee attack roll against your assailant if they are within your melee reach. If you hit they receive damage equal to the damage their attack would have dealt.

Volcano Sledge
Desert Wind/Stone Dragon (Strike)
Level: 8th
Prerequisites: 2 Desert Wind maneuvers, 2 Stone Dragon maneuvers
Initiation Action: Standard action.
Range: Melee attack.
Target: 1 creature.
Duration: Until your next turn.
Focusing your Ki into your weapon you cause it to glow white hot, bright flames blazing around it. You bring it crashing down upon your foe like an avalanche or meteor falling from the heavens to shatter them.
As part of this maneuver you make a single melee attack. This attack deals an extra 18d6 fire damage and ignore fire resistance, Damage Reduction, and Hardness. Fire Immunity does not prevent all fire damage from this attack, merely halving the fire damage taken. In addition all creatures within 30-ft which can see, including yourself, are dazzled until the start of your next turn from the brilliant light of the flames. This maneuver produces bright light out to 600-ft for the moment of its activation.

Life Tearing Fangs
Shadow Hand/Tiger Claw (Strike)
Level: 9th
Prerequisites: 4 Shadow Hand maneuvers, 4 Tiger Claw maneuvers
Initiation Action: Full-round action.
Range: Personal.
Target: You.
Shadows wrap about your weapons, as you rain blows on your foes. Your blows strike to the heart of their targets, sapping the life straight from their bodies.
When you initiate this maneuver you may make a full attack. Each attack made as part of this maneuver inflicts 1 negative level in addition to its normal damage.

This is a supernatural maneuver.

Mountain God’s Hammer
Iron Heart/Stone Dragon (Strike)
Level: 9th
Prerequisites: 3 Iron Heart maneuvers, 3 Stone Dragon maneuvers
Initiation Action: Standard action.
Range: Melee attack.
Target: 1 creature.
Focusing your mind to a single point, you swing a mighty blow at your opponent. You strike hard, hitting the weakest point with mountain shattering force.
As part of this maneuver you make a single melee attack. This attack deals an extra 2d6 damage per initiator level and automatically overcomes damage reduction and hardness.