ToB: Bo9S - Nifft's Compendium





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    ToB: Bo9S - Nifft's Compendium

    There's a collection of Martial Adept stuff (and some discussion) on the WotC boards.

    Welcome to our cross-forum visitors!


    - - -

    Contents

    No links, because all the stuff is in the first three posts, including this one, and I don't know how to add anchors. Maybe this should all be on a web page instead... bleah.

    Schools

    Crescent Moon -- The moon is understanding of and power over magic; weapons are dagger, quarterstaff, ray, and sickle; key skill is Spellcraft (or Psicraft, transparency pending).

    Heaven's Arc -- Draw down the sky's arch, pull back, and release; weapons are the longbow, shortbow, javelin and sling; key skill is Spot.

    Dancing Fox -- Trickery and illusion are your tools; weapons are the bola, kama, rapier and sap; key skill is Bluff.

    Jade Viper -- The viper embodies poison and fear; weapons are the punching dagger (katar), bite, ranseur and saingham; key skill is Intimidate.

    Sanguine Lotus -- Blood's soft rhythm gives power over flesh; weapons are the quarterstaff and unarmed strike; key skill is Heal.

    ... and then some Racial Substitution Levels.


    Classes

    Second post.

    Martial Champion -- Blackguard, Cavalier, Hostpitalier, Lightbringer: you are the champion of your chosen faith.

    Diamond Duelist -- You have mastered the art of single combat.

    Desert Storm (variant Duelist) -- Swift warrior whose hit-and-run attacks shock and burn his opponents.

    Diamond Psion -- You blend preternatural mental discipline with flat-out supernatural awesome.

    Martial Assassin -- Swift and deadly, with mystical tricks galore, but no damn spells.

    Black Flame Zealot (variant Assassin) -- Agent of darkness who blurs the line between fire and ice.

    Martial Shadowdancer -- Exemplar of the Shadow Hand school.

    Ninja of the Crescent Moon -- Exceptionally skilled character focused on defense.

    Stone Defender (variant Dwarven Defender) -- Exemplar of the Stone Dragon school.

    White Raven Commander -- Exemplar of the White Raven school.

    ... and then some New Feats.


    Maneuver Writeups

    Third post. Yeah, scroll way down.


    - - -

    Secret Schools

    These are new or secret schools. They are not available to the average Crusader, Swordsage, or Warblade. They are available to prestige classes, and through variant Martial Adept progressions (which would lose access to some other schools).

    As usual, the specific visuals of the maneuver (and even the names) can be changed to suit your campaign's flavor. Orochimaru's Secret Snake Hands may be the same maneuver as Naraku's Entangling Poison Roots -- both are represented by the same maneuver here.



    Crescent Moon

    This secret school focuses on stealth and counter-magic. Its save DCs are modified by Intelligence, and its key skill is Spellcraft. Favored weapons are the dagger, quarterstaff, ray, and sap.

    All maneuvers of this school are Supernatural (unless otherwise noted). For all spell-like effects, your caster level is the same as your initiator level.

    Level 1
    Chakra Piercing Star (Strike) -- Deal +1d6 damage, dispel armor or shield effect.
    Lunar Corona (Stance) -- Gain Deflection bonus to AC based on Spellcraft ranks.
    Lunar Defiance (Counter) -- Ignore one [Charm] or [Compulsion] effect.
    Silver Moonlight (Strike) -- Touched a foe; melee weapons strike him as though silver for 1 minute.

    Level 2
    Inertia Tap (Strike) -- Deal +1d6 damage and slow target for 1 round (or dispel speed-enhancing effect).
    Cultural Lead Sheet (Counter, Ex) -- Undetectable alignment for 1 minute.
    Shadow Break -- Dispel one illusion.
    Silver Thorn (Strike) -- Touched foe's SR reduced by 4 for one round.

    Level 3
    Aura Piercing Sight (Stance, 1) -- Detect magic; other benefits from Spellcraft ranks.
    Chakra Flare (Strike, 1) -- Deal +2d6 damage, dispel one effect from target.
    Silent Star Technique (Boost) -- Emanate silence for one round.
    Silver Inquisition (Strike, 1) -- Shape-shifter must save or revert to natural form for 1 round.

    Level 4
    Inertia Bind (Strike, 2) -- Deal +4d6 damage, target is dimensional anchor'd for 1 minute.
    Lunar Radiance (Boost, 1) -- Nimbus of light dazzles foes using Divinations and grants you total concealment.
    Opposing Demon (Counter, 3) -- Negate a strike with opposed Martial Lore check.
    Silver Moonlight, Improved (Strike, 2) -- Touch a foe; negate his concealment and invisibility, and melee weapons strike him as though magic and silver for 1 minute.

    Level 5
    Eyes of Night (Stance, 2) -- Gain Darkvision and see in magical darkness; suffer no miss chance due to (partial) Concealment.
    Lotus Slumber (Strike, 2) -- Creature touched falls asleep.
    Inverse Chakra Star (Counter, 2) -- Counterspell with opposed Spellcraft check.

    Level 6
    Chakra Guard (Counter, 1) -- Gain +6 on any one save and take no damage on successful save.
    Inertia Sweep (Boost, 2) -- All adjacent foes are slowed for 1 round.
    Laughing Moon Reaver (Strike, 3) -- Touch attack suppresses all magic items for 1 round.

    Level 7
    Black Chakra Mirror (Counter, 3) -- Reflect one Ray attack.
    Mind Eclipse Technique (Counter, 3) -- Negate one [Mind-Affecting] or Divination effect.

    Level 8
    Chakra Reaver (Strike, 4) -- Deal +8d8 damage and dispel all effects.
    Void Mirror Soul (Stance, 4) -- Reflect one spell each round with successful Spellcraft check.

    Level 9
    Empty Moon (Strike, 5) -- Touch attack dispels all effects and prevents spellcasting for 1 minute.



    Dancing Fox

    This secret school focuses on trickery and misdirection. Its save DCs are modified by Charisma, and its key skill is Bluff. Favored weapons are the bola, kama, rapier and sap.

    Many maneuvers in this school are Supernatural.

    Level 1
    Braggart's Bluff (Boost, Su) -- Grant yourself temporary hit points based on your Bluff ranks.
    Cunning Charge (Strike) -- Feint as part of a charge.
    Hand is Quicker (Counter) -- Palm, hide or sheathe something as an Immediate action.
    Swashbuckler's Swagger (Stance) -- Gain bonuses based on your Bluff ranks. (tumble, sleight of hand, Reflex, Damage)
    Trickster's Tail (Stance) -- Feint non-humanoids without penalty.

    Level 2
    Braggart's Ruse -- Demoralize opponent with a Bluff check.
    Defensive Blur (Counter, Su) -- Attacks against you suffer from a 20% miss chance until your next action.
    Ghost Moan (Counter, 1) -- Ghost sound can additionally mask a failed Move Silently check.
    Minor Replication (Boost, Su) -- A pair of mirror images guard you from attacks.
    Possum Fall (Counter) -- Avoid a blow with a Bluff check (DC = attack roll); opponent thinks he hit and you dropped.

    Level 3
    Braggart's Bravado (Stance, 1) -- Once per round, you or an ally can substitute your Perform check for a save.
    Flash of Steel (Counter) -- Draw a weapon (or other object) as an Immediate action.
    Minor Foxfire (Su, 2) -- Emulate dancing lights, faerie fire or light.
    Mirage Technique (Stance, Su, 2) -- Project a Figment based on your Bluff ranks.
    Swift Ruse (Boost, 1) -- Feint as a Swift action.

    Level 4
    Defensive Displacement (Counter, Su, 2) -- Attacks against you suffer from a 50% miss chance until your next action.
    Empty Mask (Boost, Su, 1) -- Leave an image of yourself behind when you teleport.
    Replacement Technique (Counter, Su, 2) -- Escape a grapple with a Bluff check and attack your opponent flat-footed.
    Stupefying Strike (Strike, Su, 1) -- Attack flat-footed foe to deal +6d6 damage and 1d4 Int damage.

    Level 5
    Braggart's Block (Counter, 2) -- Grant ally a bonus on a save based on your Bluff ranks.
    Lasting Ruse (Boost, 1) -- When you feint, your foe remains flat-footed against all your attacks this round.
    Luck Leech (Strike, Su, 2) -- Make a Bluff check to deal an extra +4d6 damage; you gain +2 to many rolls and your foe suffers -2 for 1 minute.
    One Step Ahead (Stance, 2) -- Foes always attack the wrong mirror image.
    Replication Technique (Boost, Su, 2) -- Four mirror images guard you from attacks.
    Trickster's Twist (Stance, 3) -- Deal +4d6 sudden strike damage.

    Level 6
    Blazing Foxfire (Boost, Su, 3) -- Dazzle, daze or distract targets for a few rounds.
    Cunning Tactics (Strike, 2) -- Feint to deal +6d6 damage and render target flat-footed against your allies.
    Foxy Mind (Counter, 2) -- When you make a Will save, trick your opponent into thinking you failed it.

    Level 7
    Cunning Performer (Boost, 3) -- Feint all foes within 30 ft. as a Swift action.
    Foxy Rebuke (Counter, Su, 2) -- When you resist a mind-affecting effect, turn it back on your opponent.
    Mirror Defense (Counter) -- Sacrifice a mirror image to make a save.
    Visage of Terror (Strike, Su, 3) -- Attack flat-footed foe to deal +10d6 and invoke phantasmal killer.

    Level 8
    Braggart's Bait (Stance, 4) -- One opponent must make a Will save each round or attack you in preference to all others.
    Mass Replication (Boost, Su, 4) -- Twelve mirror images guard you from attacks.

    Level 9
    True Foxfire (Su, 6) -- Emulate any Evocation or Conjuration spell up to 6th level, but 50% real.



    Heaven's Arc

    Like the Stone Dragon school, this school can call upon powers outside of the initiator for some of its effects. Some maneuvers can only be initiated while under the sky -- this means that the square you currently occupy has no overhead obstructions which would grant you cover (including a roof, jungle canopy, leafy tree or dungeon ceiling). These are noted with the (Sky) descriptor.

    Level 1
    Called Shot (Strike) -- Make a Spot check; deal +2d6 damage.
    Close Quarters Archery (Stance) -- You do not provoke AoOs for making ranged attacks; you gain an extra +1 to attack and damage against targets within 30 ft.
    Diverted Shot (Strike) -- Make two ranged attacks to ignore cover.
    Point Blank Threat (Counter) -- Make a ranged attack against a foe within 30 ft. who has just provoked an AoO from an ally.
    Sphere of Distant Stars (Stance) -- Gain low-light vision; first range increment extends based on Spot ranks.

    Level 2
    Arc of Mobility (Strike) -- Move up to your speed; make two ranged attacks during your movement.
    Elude Missile (Counter) -- One ranged attack suffers 50% miss chance against you.
    Hindering Volley (Boost) -- Make ranged touch attacks to reduce your target's speed for one round.

    Level 3
    Insightful Shot (Strike, 1) -- Deal damage based on Spot check.
    Mercy of the Hunter (Boost, 1) -- Gain attack bonus against injured foe.
    Sphere of Mercury (Stance, 1) -- Gain dodge bonus against ranged attacks based on Spot ranks.

    Level 4
    Arc of Accuracy (Boost, 2, Sky) -- Shoot up; shots within first range increment ignore cover.
    Disarming Shot (Strike, 1) -- Disarm foe with ranged attack.
    Greater Called Shot (Strike, 2) -- Deal +4d6 damage; foe is flat-footed.
    Iron Guard's Interjection (Counter, 1) -- Negate melee attack within 30 ft. with opposed attack roll.

    Level 5
    Entangling Volley (Boost, 2) -- Make ranged touch attacks to entangle targets for one round.
    Point Blank Opportunist (Counter, 2) -- Make a ranged attack against a foe within 30 ft. who has just been struck by an ally.
    Sphere of Mars (Stance, 3) -- Gain damage bonus on ranged attacks based on Spot ranks.
    Sphere of Saturn (Stance, 2) -- Ready two standard actions each round, so long as both are ranged attacks or strikes from this school.

    Level 6
    Comet Trail (Boost, 3, Su) -- Your ranged attacks illuminate the area they strike for 1 round; allies gain a +4 bonus to attack targets you hit.
    Greater Insightful Shot (Strike, 3) -- Deal double damage based on Spot check.
    Trip Shot (Strike, 2) -- Trip foe with ranged attack.
    Zephyr Call (2, Sky, Su) -- Evoke gust of wind centered on you.

    Level 7
    Charging Bull Shot (Strike, 3) -- Bull rush foe with ranged attack.
    Iron Guard's Arrest (Counter, 2) -- Attack a foe who moves within 30 ft. and halt his movement.
    Lightning Shot (Strike, 3, Su) -- Attack all targets in a 100 ft. line.
    Supreme Called Shot (Strike, 2) -- Deal +8d6 damage and stun foe.

    Level 8
    Arc of Celerity (Strike, 3) -- Make two full attacks with ranged weapon(s).
    Arc of Divination (Boost, 3) -- Ignore concealment and cover for 1 round.
    Sphere of Venus (Stance, 4, Sky, Su) -- Alter wind speed by one category; control precipitation.
    Zephyr Command (Strike, 3, Sky, Su) -- Ranged attack evokes gust of wind.

    Level 9
    Fight in the Shade (Strike, 4, Sky, Su) -- Attack all targets in a 20 ft. radius spread centered within your first range increment.


    Jade Viper

    This secret school focuses on disabling foes through poison and fear. Its save DCs are modified by Intelligence, and its key skill is Intimidate. Favored weapons are the punching dagger (katar), bite, ranseur, and saingham.

    All maneuvers of this school are Supernatural. The Fort save DCs of the various poisons are the same as the DCs of the maneuvers.

    Level 1
    Fearsome Lunge (Strike) -- Charge a foe to deal +1d6 damage and cause fear for 1 round.
    Minor Miasma (Boost) -- Poison inflicts 1 pt. of Dex damage.
    Reaper's Stance (Stance) -- Gain temporary HP equal to your Intimidate ranks whenever you drop a foe.
    Venom Guard (Counter) -- Know when you are about to ingest poison or gain +4 on one Fort save vs. poison.

    Level 2
    Ambush Tactics (Boost) -- Deal +2d6 Sneak Attack damage this round.
    Constrictor Grip (Counter) -- Gain +4 on grapple checks for 1 round.
    Hidden Viper Hand (Strike) -- Medium viper attacks adjacent foe.

    Level 3
    Fearsome Charge (Strike, 1) -- Charge a foe to deal +2d6 damage and cause fear for 1 minute.
    Miasmic Sweep (Boost, 2) -- Cloud of poison dazes adjacent creatures.
    Predatory Presence (Stance, 1) -- Foes within 10 ft. suffer a -4 penalty on Will saves.
    Hidden Python Hand (Strike, 1) -- Constrictor grapples adjacent foe.

    Level 4
    Choking Miasma (Boost, 1) -- Poison inflicts 1d4 Dex damage.
    Double Viper Grip (Strike, 2) -- Two medium vipers attack adjacent foe.
    Hidden Viper Fang (Boost, 1) -- Gain a bite attack for 1 round.

    Level 5
    Long Viper Bite (Strike, 1) -- Your bite attack has a 30 ft. range, and deals +4d6 damage.
    Vilestrike (Strike, 2) -- Deal +3d6 damage and target is nauseated for 1 round.
    Vile Miasma (Boost, 3) -- Poison cloud sickens adjacent creatures; injury poison deals 1d6 Dex damage.

    Level 6
    Fearsome Attack (Strike, 3) -- Charge deals +8d6 and inspires fear in many foes.
    Great Python Grip (Strike, 2) -- Giant constrictor grapples adjacent foe for 2 rounds.
    Psychic Venom (Counter, 3) -- Foe targeting you with a Mind-Affecting or Divination effect suffers 1d6 Int, Wis and Cha damage.

    Level 7
    Disabling Precision (Strike, 3) -- Deal +4d6 damage and nauseate foe for 1 minute.
    Fearsome Gaze (Boost, 3) -- Your mere glance is enough to terrify foes.
    Jade Viper Hand (Strike, 3) -- Five large vipers attack and grapple adjacent foe for 3 rounds.

    Level 8
    Black Lotus Form (Stance, 2) -- Gain immunity to poison, energy drain, ability drain, and negative energy damage.
    Jade Constrictor (3) -- You become a Huge viper until you take damage.

    Level 9
    Jade Viper Miasma (Boost, 4) -- Cloud nauseates adjacent creatures; magical injury poison deals 2d6 Str, Dex and Con damage.



    Sanguine Lotus

    This secret school focuses on life, death, and control of one's own body. Its key skill is Heal, and its save DCs are modified by Wisdom. Favored weapons are the quarterstaff and unarmed strike.

    A number of these maneuvers are listed as Strike/Counter. This means you can use a maneuver as a Strike to inflict a condition on a foe, or you can use the maneuver as a Counter to negate that same condition in yourself.

    Level 1
    Basic Strength Technique (Boost) -- Gain +2 Strength for 1 round.
    Surgeon's Glance (Stance) -- See the condition of your allies.
    Vital Chakra Touch (Strike/Counter) -- Inflict Fatigue for 1 round (or negate Fatigue).

    Level 2
    Burst of Vigor (Boost) -- Gain temporary hit points equal to your Heal ranks for 1 round.
    Dizzying Touch (Strike/Counter) -- Inflict the Sickened condition for 1 round (or negate the Sickened condition).
    Touch of Life (Boost) -- Make a Heal check as a Swift action.

    Level 3
    Blood Activation (Stance) -- Ignore or tolerate certain conditions with a Heal check.
    Chakra Blade (Stance, 3, Su) -- Your touch attacks deal piercing damage based on your Heal ranks.
    Heart Blade (Strike/Counter, 1) -- Deal 2 points of Constitution damage or negate Constitution damage.
    Ox Strength Technique (Boost, 1) -- Gain +4 Strength for 1 round.

    Level 4
    Muscle Activation (Boost, 1) -- Make one Strength-based skill check using your Heal check instead.
    Tendon Crippling Grip (Strike, 2) -- Your opponent suffers a -20 ft. speed penalty until he receives healing.
    Vital Chakra Control (Strike/Counter, 2) -- Inflict or negate Fatigue.

    Level 5
    Lion Strength Technique (Boost, 2) -- Gain +6 Strength for 1 round.
    Heart Activation (Stance, 2) -- Take 12 on Fortitude saves.
    Deep Vital Touch (Strike/Counter, 1) -- Inflict Exhaustion for 1 minute (or negate Exhaustion).

    Level 6
    Heart Tether Technique (Strike, 4, Su) -- Creature touched takes half your damage for one minute.
    Neural Realignment (Strike/Counter, 3) -- Paralyze a foe (with a Touch attack) or negate paralysis.
    Heart Animation Technique (4, Su) [Evil] -- Animate a corpse of your own size and type, which fights as you, while you concentrate.

    Level 7
    Deep Vital Mastery (Strike/Counter, 3) -- Inflict or negate Exhaustion.
    Dragon Strength Technique (Boost, 3) -- Gain +8 Strength for 1 round.

    Level 8
    Soul Activation (Stance, 3) -- Gain DR 5/-- and fast healing 5 whenever you are below half your normal hit points.
    Soul Tether Technique (4, Su) [Good] -- Restore life to a creature who has been dead for no more than one minute.

    Level 9
    Heart Chakra Mastery (Strike/Counter, 5) -- You cut the chakra line to your foe's heart. He immediately drops to -1 hp and is dying. Or, negate one effect that would instantly kill you.


    - - -


    Racial Substitution Levels

    Drow Crusader Hit Die: d8
    Code:
    L  BAB     F / R / W   Special
    1  +1     +2 /+0 /+0   Furious Counterstrike, Steely Resolve 5
    3  +3     +3 /+1 /+1   Smite 1/day, Poison Use
    10 +10/5  +7 /+3 /+3   Indomitable Soul
    Skills: 6 + Int -- Concentration, Craft, Diplomacy, Hide, Intimidate, Jump, Knowledge (history, religion), Martial Lore, Move Silently, Ride, and Tumble.

    1: Drow aren't much for teamwork, nor are they particularly in harmony with stone, despite living in quite a lot of it.

    Maneuvers and Stances: Instead of choosing maneuvers and stances from the schools Devoted Spirit, Stone Dragon and White Raven, a Drow Crusader instead chooses from the schools Devoted Spirit, Jade Viper and Shadow Hand. This chance applies to all future Crusader levels as well.

    3: A Drow's anger and hate blossom early, but her sense of self-preservation never really comes to fruition.

    Smite (Ex): You do not gain Zealous Surge, but instead gain earlier access to Smite. You gain an additional use at 6th and 18th levels.

    Poison Use (Ex): Never at risk of poisoning self when applying poison to a weapon.

    10: A Drow's mind is conditioned to be tougher than her body. Instead of gaining Die Hard, the Drow Crusader gains Indomitable Soul (PHB-2 feat, which should not be confused with the identically named 2nd level class feature).



    Elf Warblade Hit Die: d10
    Code:
    L  BAB    F / R / W   Special
    1  +1    +2 /+0 /+0   Battle Clarity (Reflex saves), Elf Weapon Aptitude
    5  +5    +4 /+1 /+1   Bonus Feat
    7  +7/2  +5 /+2 /+2   Ambush Cunning (flat-footed damage)
    Skills: 4 + Int -- Balance, Climb, Concentration, Craft, Diplomacy, Intimidate, Jump, Knowledge (history, local, nature), Martial Lore, Survival, Swim, and Tumble (and see below).

    1: Skills: If you choose this substitution level, add Spot to your skill list for this and all future Warblade levels.

    Maneuvers and Stances: If you choose this substitution level, the disciplines available to you (for this an all future Warblade levels) are Diamond Mind, Heaven's Arc, Iron Heart, Tiger Claw and White Raven. Your Warblade levels never grant you access to the Stone Dragon school. Furthermore, you may follow your recovery mechanism with either a ranged attack or a melee attack (or a standard action to flourish your ranged or melee weapon) instead of only being able to follow your recovery mechanism with a melee attack (or flourish).

    Unlike other Warblades who meditate and practice to adapt their feats to a variety of weapons, you hone your ability to adapt your feats to the traditional weapons of your race. In place of Weapon Aptitude, you gain Elf Weapon Aptitude (Ex): Elf weapons are considered to be the rapier, longsword, longbow and shortbow. Whenever you take a feat for which applies to a specific Elf weapon, it applies to all appropriate Elf weapons. For example, if you took Weapon Focus (longsword), you would also gain the benefit of Weapon Focus (rapier), Weapon Focus (longbow) and Weapon Focus (shortbow).

    5: If you choose this level, you may select your Bonus Feat from an expanded list. In addition to the usual choices, you may select Point Blank Shot, or any feat (for which you qualify) which has Point Blank Shot as a prerequisite.

    7: Ambush Cunning (Ex): You gain an Insight bonus equal to your Intelligence bonus on damage rolls against flat-footed foes when making melee attacks or ranged attacks within 30 ft.

    This replaces the normal Battle Cunning feature you would gain at this level.


    Halfling Swordsage Hit Die: d6
    Code:
    
    L  BAB     F / R / W   Special
    1  +0     +0 /+2 /+2   Thrown Weapon Focus
    3  +2     +1 /+3 /+3   Trapfinding
    6  +4     +2 /+5 /+5   Sneak Attack +1d6
    Skills: 8 + Int -- Balance, Climb, Concentration, Craft, Disable Device, Escape Artist, Heal, Hide, Intimidate, Jump, Knowledge (history, local, nature, nobility & royalty), Listen, Martial Lore, Move Silently, Open Lock, Profession, Ride, Search, Sense Motive, Sleight of Hand, Spot, Swim, and Tumble.


    In some settings, Halflings are noted healers with power over health and illness, as well as their mastery of thrown weapons.

    1: Skills: If you choose this substitution level, add Spot to your skill list for this and all future Swordsage levels.

    Maneuvers and Stances: If you choose this substitution level, the disciplines available to you (for this an all future Swordsage levels) are Desert Wind, Diamond Mind, Heaven's Arc, Sanguine Lotus, Shadow Hand, and Tiger Claw. Your Swordsage levels never grant you access to the Stone Dragon or Setting Sun schools.

    Thrown Weapon Focus (Ex): Instead of choosing the weapons of a particular school to focus in, you gain Weapon Focus for any thrown weapon with which you have proficiency. You gain the bonus to attack only when you are actually throwing the weapon, but otherwise this counts as Weapon Focus (e.g. for the purpose of qualifying for another feat or prestige class). This replaces your Discipline Focus class feature.

    Quick to Act: If you choose this substitution level, you do not gain a bonus to initiative at 1st level, and all your future Quick to Act bonuses are reduced by 1 (so you gain Quick to Act +1 at 5th level instead of +2).

    3: Trapfinding (Ex): As the Rogue class feature.

    Skills: If you choose this substitution level, add Search to your skill list for this and all future Swordsage levels.

    6: Sneak Attack (Ex): As the Rogue class feature.

    Maneuvers Known: You do not learn a new maneuver this level, but you may swap one known maneuver for another as usual. For all future Swordsage levels, your maneuvers known is reduced by one (so at 20th level, you would know 24 rather than 25).
    Last edited by Nifft; Tuesday, 1st May, 2007 at 07:25 PM. Reason: Rename Thread

 

  • #2
    Penguin Herder COPPER SUBSCRIBER
    Spellbinder (Lvl 16)

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    Classes

    Martial Bard (Skald, Sublime Trickster)
    Alignment: any non-Lawful

    Benefits:
    HD: d8
    BAB: 3/4 (as Rogue)
    Good saves: Reflex, Will
    Skills: 6 + Int -- Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).

    Proficiencies: Martial Bards are proficient with all simple and martial weapons, and light armor (but not shields).

    Code:
            Maneuvers
    Level   K / R / S   Special Abilities:
    1       6   4   1   Bardic Music (Countersong, Inspire Courage +1)
    2       1   -   1   
    3       1   1   -   Inspire Competence
    4       1   -   -   Extra School
    5       1   1   1   
    6       1   -   -   
    7       1   1   -   
    8       1   -   -   Inspire Courage +2
    9       1   1   -   Inspire Greatness
    10      1   -   1   
    11      1   1   -   
    12      1   -   -   Song of Freedom
    13      1   1   -   
    14      1   -   -   Inspire Courage +3
    15      1   1   1   
    16      1   -   -   Inspire Heroics
    17      1   1   -   
    18      1   -   -   
    19      1   1   -   
    20      1   -   1   Inspire Courage +4
    Maneuvers: A first level Martial Bard chooses six maneuvers and one stance. She initially has access to five schools -- Crescent Moon, Dancing Fox, Desert Wind, Diamond Mind, and Shadow Hand. At fourth level, she gains access to one Extra School, and may select new maneuvers and stances from any of the six.
    - Heaven's Arc
    - Jade Viper
    - Setting Sun
    - Tiger Claw
    - White Raven

    Starting at 4th level, and every even level after that, you may swap one known maneuver for any other maneuver for which you qualify. (You lose the current maneuver before gaining the new one, so you cannot use it as part of your qualification, but otherwise you are unconstrained. Your new know maneuver may be from any school for which you currently have access, and at any level for which you currently qualify.)

    Recovering Maneuvers: You may only recover maneuvers while you are wearing light or no armor. You may recover one expended maneuver with a Swift action or a Move action (the latter provokes an AoO).

    Bardic Music (Su): As the Core Bard class feature, except as indicated. The Martial Bard never gets the Fascinate chain of effects (including Suggestion and Mass Suggestion), and her Inspire Heroics occurs one level later.



    Martial Monk (Martial Artist, Sublime Pugilist)
    Alignment: any Lawful

    Benefits:
    HD: d8
    BAB: 3/4 (as Rogue)
    Good saves: All
    Skills: 6 + Int -- Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana, religion) (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), and Tumble (Dex).


    Proficiencies: Martial Monks are proficient with club, dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling.

    Code:
            Maneuvers
    Level   K / R / S   Special Abilities:
    1       6   4   1   Bonus Feat, Unarmed Strike, AC Bonus (Wisdom)
    2       1   -   1   Bonus Feat
    3       1   1   -   Evasion
    4       1   -   -   Uncanny Dodge, Speed +10 ft.
    5       1   1   1   AC Bonus +1, Slow Fall 30 ft.
    6       1   -   -   Bonus Feat
    7       1   1   -   Slow Fall 40 ft.
    8       1   -   -   Improved Uncanny Dodge, Speed +20 ft.
    9       1   1   -   Improved Evasion, Slow Fall 50 ft.
    10      1   -   1   AC Bonus +2, Bonus Feat
    11      1   1   -   Slow Fall 60 ft.
    12      1   -   -   Speed +30 ft.
    13      1   1   -   Slow Fall 70 ft.
    14      1   -   -   Bonus Feat
    15      1   1   1   AC Bonus +3, Slow Fall 80 ft.
    16      1   -   -   Speed +40 ft.
    17      1   1   -   Slow Fall 90 ft.
    18      1   -   -   Bonus Feat
    19      1   1   -   Slow Fall any distance
    20      1   -   1   AC Bonus +4, Speed +50 ft.
    Maneuvers: A first level Martial Monk chooses four maneuvers and one stance. She initially has access to four schools -- Diamond Mind, Setting Sun, Stone Dragon and Tiger Claw. At fourth level, she gains access to one Extra School, and may select new maneuvers and stances from any of the five. At ninth level, she gains access to an additional Extra School, and may thereafter select new maneuvers and stances from any of the six.
    - Crescent Moon
    - Desert Wind
    - Iron Heart
    - Jade Viper
    - Sanguine Lotus
    - Shadow Hand

    Starting at 4th level, and every even level after that, you may swap one known maneuver for any other maneuver for which you qualify. (You lose the current maneuver before gaining the new one, so you cannot use it as part of your qualification, but otherwise you are unconstrained. Your new know maneuver may be from any school for which you currently have access, and at any level for which you currently qualify.)

    Recovering Maneuvers: You may only recover maneuvers while you are wearing neither armor nor a shield. You may recover one maneuver as a Move action, or all maneuvers with a Swift action followed by an attack or followed by a standard action spent flourishing (like a Warblade).

    Unarmed Strike: Your unarmed strike deals damage as a Core Monk. Your unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. You do not gain the Core Monk's Ki Strike class feature.

    AC Bonus (Ex): At first level, add your Wisdom bonus to your AC when wearing neither armor nor a shield. This is like a Dodge bonus in stacking, but it applies even when you are flat-footed. At 5th level and every five levels thereafter, this bonus increases as indicated, up to your Wisdom bonus + 4 at 20th level.

    Bonus Feats: At 1st, 2nd, 6th, 10th, 14th and 18th levels, you gain a bonus feat. You must qualify for the feat (except as noted), and you may choose it from the following list: Combat Reflexes, Deflect Arrows (Snatch Arrows), Desert Wind Dodge, Dodge (Mobility, Spring Attack), Evasive Reflexes, Falling Sun Attack, Improved Disarm, Improved Grapple, Improved Trip, Power Attack (Cleave, Great Cleave, Improved Sunder, Improved Bullrush), Snap Kick, Stone Power, Stunning Fist, Tiger Blooded, Unnerving Calm or Vital Recovery.

    Special: You do not need to meet the prerequisites for Improved Disarm, Improved Trip or Stunning Fist. Your Martial Monk levels count as Monk levels (duh) determining your daily uses of Stunning Fist.

    Special: Martial Monk levels qualify you for feats as though they were levels in Swordsage. For example, a Martial Monk could select Adaptive Style, Extra Readied Maneuver or Scribe Martial Script.

    (Improved) Evasion, Speed, Slow Fall: As the similar Core Monk class features.

    (Improved) Uncanny Dodge: As the Core Rogue class features.


    Martial Ranger (Sublime Sportsman)

    Benefits:
    HD: d8
    BAB: Full (as Fighter)
    Good saves: Fortitude, Reflex
    Skills: 6 + Int -- Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (dungeoneering, geography, nature) (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex) and Use Rope (Dex).

    Proficiencies: Martial Rangers are proficient with all simple and martial weapons, light and medium armor, and shields (but not tower shields).

    Code:
            Maneuvers
    Level   K / R / S   Special Abilities:
    1       2   2   1   Track, Wild Empathy
    2       1   -   -   Bonus Feat
    3       1   1   -   Endurance
    4       1   -   -   Favored Enemy 1, Extra School
    5       -   -   1   Swift Tracker
    6       1   1   -   Bonus Feat
    7       1   -   -   Woodland Stride
    8       1   -   -   Favored Enemy 2
    9       1   1   -   Evasion
    10      -   -   1   
    11      1   -   -   Bonus Feat
    12      1   -   -   Favored Enemy 3
    13      1   1   -   
    14      1   -   -   Camouflage
    15      -   -   1   
    16      1   1   -   Favored Enemy 4
    17      1   -   -   
    18      1   -   -   Hide in Plain Sight
    19      1   1   -   
    20      1   -   1   Favored Enemy 5
    Maneuvers: A first level Martial Ranger chooses two maneuvers and one stance. He initially has access to three schools -- Heaven's Arc, Stone Dragon and Tiger Claw. At fourth level, he gains access to one Extra School, and may select new maneuvers and stances from any of the four.
    - Desert Wind
    - Iron Heart
    - Jade Viper
    - Setting Sun
    - Shadow Hand

    Starting at 4th level, and every even level after that, you may swap one known maneuver for any other maneuver for which you qualify. (You lose the current maneuver before gaining the new one, so you cannot use it as part of your qualification, but otherwise you are unconstrained. Your new know maneuver may be from any school for which you currently have access, and at any level for which you currently qualify.)

    Recovering Maneuvers: You may only recover maneuvers while you are wearing light or no armor. You may recover one expended maneuver with a Move action. Outside in a natural setting (one for which your Camouflage class ability would pertain), you may instead recover all expended maneuvers with a Move action.

    Track and Endurance: You gain these as bonus feats at the indicated level.

    Wild Empathy, Swift Tracker, Woodland Stride, Evasion, Camouflage and Hide in Plain Sight: As the Core Ranger class feature of the same name, except you gain each of these at the indicated level.

    Bonus Feat: At 2nd, 6th and 11th levels, you gain a bonus feat (for which you qualify) from the following list: Blade Meditation, Desert Wind Dodge, Dodge (Mobility, Spring Attack), Extra Readied Maneuver, Improved Unarmed Strike (Deflect Arrows, Improved Grapple, Snatch Arrows, Stunning Fist, Superior Unarmed Strike, Falling Sun Attack), Iron Heart Aura, Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Improved Precise Shot, Manyshot, Shot on the Run), Two Weapon Fighting (Two Weapon Defense, Improved TWF, Greater TWF), Shadow Blade, Snap Kick, Tiger Blooded, Weapon Finesse.

    Special: You may ignore the BAB prerequisite for Stunning Fist, and your Martial Ranger levels count as Monk levels when determining your daily uses of this feat.

    Favored Enemy (Ex): As the Core Ranger class feature, except that you gain this feature later, and progresses as indicated. Additionally, when you execute a Strike maneuver against one of your favored enemies, add your Wisdom bonus to damage (in addition to your normal Favored Enemy bonus damage).

    Special: Martial Rangers levels qualify you for feats as though they were levels in Swordsage. For example, a Martial Ranger could select Adaptive Style, Extra Readied Maneuver or Scribe Martial Script.



    Martial Champion

    Prereqs:
    BAB +4
    Special: Ability to cast 1st level Divine spells as a Cleric
    Special: One of the following Domains: Chaos, Fire, Law, Good, Healing, or Evil; or the feats Mounted Combat and Wild Cohort
    Special: One Devoted Spirit maneuver and one Devoted Spirit stance

    Benefits:
    HD: d10
    BAB: Full (as Fighter)
    Good saves: Fortitude, Will
    Skills: 2 + Int -- Concentration (Con), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (nobility & royalty, religion) (Int), Martial Lore (Int), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and see below.

    Code:
            Maneuvers
    Level   K / R / S   Spellcasting: Special Abilities:
    1       1   -   -   --            Devotion, Turn or Rebuke Undead
    2       -   -   -   +1 Cleric     Inspired Stance +1
    3       1   1   -   --            Smite +1/day
    4       -   -   1   +1 Cleric     Devotion Ability 1
    5       1   -   -   --            Inspired Stance +2
    6       -   1   -   +1 Cleric     Smite +1/day
    7       1   -   -   --            Devotion Ability 2
    8       -   -   1   +1 Cleric     Inspired Stance +3
    9       1   1   -   --            Smite +1/day
    10      1   -   -   +1 Cleric     Devotion Ability 3
    Maneuvers: The martial champion learns maneuvers and stances from the Devoted Spirit school (and see below). At each odd level (and 10th), he learns a new maneuver. At every third level, he can ready an additional maneuver. At fourth and eighth levels he learns a new stance.

    Turn or Rebuke Undead (Su): Your Champion levels stack with any other class that grants Turn Undead. If you couldn't previously Turn or Rebuke undead, you can now, just like a Cleric of the appropriate alignment.

    Inspired Stance (Su): When you enter a Devoted Spirit stance, you can expend a Turn or Rebuke attempt to grant your allies (and perhaps yourself) an additional bonus. If you Turn undead, you grant your living allies within 30 ft. (including yourself if applicable) the indicated bonus to attack rolls against the undead. If you instead Rebuke undead, you grant your undead allies within 30 ft. (including yourself if applicable) the indicated bonus to attack rolls against the living.

    Smite (Ex): As the Crusader class ability. Your Champion levels stack with your Cleric and Crusader levels for the purpose of this ability.

    Devotion: Choose one Devotion for which you are qualified. You gain access to another school from which you may learn maneuvers and stances (in addition to Devoted Spirit), you may add another skill to your class skill-list, and your Devotion Abilities depend on this choice.

    Your choices are:
    • Blackguard: requires Evil domain; grants Jade Viper school.
      - Devotion Ability 1: Poison Use (Ex), Sneak Attack +1d6
      - Devotion Ability 2: Sneak Attack +2d6
      - Devotion Ability 3: Sneak Attack +3d6
    • Cavalier: requires Wild Cohort and Mounted Combat feats; grants White Raven school and Handle Animal skill.
      - Devotion Ability 1: Share Spells (Su) with your Wild Cohort so long as you are within 5 ft. of each other.
      - Devotion Ability 2: Bonus feat -- any from this page, or that requires Mounted Combat as a prerequisite. you must qualify for the feat you choose (duh).
      - Devotion Ability 3: Bonus feat -- (as above)
    • Hospitalier: requires Healing domain; grants Sanguine Lotus and Heal skill.
      - Devotion Ability 1: Immunity to Disease (Ex)
      - Devotion Ability 2: Expend Turn Undead attempt to remove disease (Sp), caster level = HD.
      - Devotion Ability 3: Immunity to Poison (Ex)
    • Incandescent: requires Fire domain; grants Desert Wind school and Tumble skill.
      - Devotion Ability 1: Skirmish +1d6 fire (Su)
      - Devotion Ability 2: Skirmish +1d6 fire, +1 AC
      - Devotion Ability 3: Skirmish +2d6 fire, +1 AC
    • Inquisitor: requires Law domain; grants Crescent Moon school.
      - Devotion Ability 1: Read Aura (Sp) at will, as detect chaos, evil, good, law, magic or undead, caster level = HD.
      - Devotion Ability 2: Skill Mastery (Sense Motive) (Ex)
      - Devotion Ability 3: Slippery Mind (Ex)
    • Lightbringer: requires Good domain; grants White Raven school and Heal skill.
      - Devotion Ability 1: Immunity to Fear (Ex)
      - Devotion Ability 2: Aura of Courage (Su) as a Paladin
      - Devotion Ability 3: Reaving Smite (Su) -- when you successfully Smite a foe, you dispel effects on them as though you had cast greater dispel magic (caster level = HD).
    • Stormbringer: requires Chaos domain; grants Tiger Claw school and Bluff skill.
      - Devotion Ability 1: +10 ft. movement (Ex)
      - Devotion Ability 2: You deal +1d6 electrical damage on a critical hit with any metal melee weapon, natural attack, or unarmed strike (Su)
      - Devotion Ability 3: +4 Divine bonus on rolls to confirm critical hits (Ex)


    Sidebar: Adding Martial Champions

    This class can replace the Paladin and Blackguard classes. There are several different Paladin-related archtypes; none are identical to the Core Paladin, but they should allow all Paladin-related character concepts to be realized.

    Recommended changes if you use this class:
    • Alignment Domains (Good, Chaos, etc.): These grant Smite Opposite Alignment 1/day as their granted ability instead of increasing the Cleric's caster level.
    • Add unique Paladin or Blackguard spells (basically bless weapon or corrupt weapon) to the character's Clerical spell list when he joins this class.
    • Remove Paladins as a Core class; use multi-classed Cleric / Crusader and this prestige class instead.





    Diamond Duelist

    Prereqs:
    BAB +6
    Combat Expertise, Dodge, Unnerving Calm
    Special: Two Diamond Mind maneuvers

    Benefits:
    HD: d10
    BAB: Full (as Fighter)
    Good save: Reflex
    Skills: 4 + Int -- Balance (Dex), Bluff (Cha), Concentration (Con), Escape Artist (Dex), Jump (Str), Listen (Wis), Martial Lore (Int), Perform (Cha), Sense Motive (Wis), Spot (Wis), and Tumble (Dex).

    Code:
            Maneuvers
    Level   K / R / S   Special Abilities:
    1       1   -   -   Dodge +2
    2       -   -   -   Quick to Act +2
    3       1   1   -   Sudden Strike +1d6
    4       -   -   1   Dodge +3
    5       1   -   -   Riposte
    6       -   1   -   Sudden Strike +2d6
    7       1   -   -   Dodge +4
    8       -   -   1   Quick to Act +4
    9       1   1   -   Sudden Strike +3d6
    10      1   -   -   Dodge +5
    Maneuvers: The diamond duelist learns maneuvers and stances from the Diamond Mind or Iron Heart schools. At each odd level (and 10th), he learns a new maneuver. At every third level, he can ready an additional maneuver. At fourth and eighth levels he learns a new stance.

    Dodge (Ex): This bonus replaces the bonus normally granted by your Dodge feat, and applies only against your designated dodge opponent. (If you lose your Dodge feat for any reason, you also lose this benefit.)

    Quick to Act (Ex): You gain the indicated bonus to your Initiative.

    Sudden Strike (Ex): Like Sneak Attack, but doesn't work against flanked foes -- only those who are denied their Dexterity bonus to AC.

    Riposte (Ex): When you initiate a Counter, you may also make an attack of opportunity against any adjacent foe.


    Desert Storm (Duelist Variant)

    Prereqs:
    BAB +6
    Desert Fire, Desert Wind Dodge, Mobility
    Special: Two Desert Wind maneuvers

    Benefits:
    HD: d10
    BAB: Full (as Fighter)
    Good save: Reflex
    Skills: 4 + Int -- Balance (Dex), Bluff (Cha), Concentration (Con), Escape Artist (Dex), Jump (Str), Listen (Wis), Martial Lore (Int), Perform (Cha), Sense Motive (Wis), Spot (Wis), and Tumble (Dex).

    Code:
            Maneuvers
    Level   K / R / S   Special Abilities:
    1       1   -   -   Mobility +5
    2       -   -   -   Storm Lore
    3       1   1   -   Storm Skirmish +1d6
    4       -   -   1   Desert Dodge +2
    5       1   -   -   Quick to Act +2
    6       -   1   -   Storm Skirmish +2d6
    7       1   -   -   Mobility +6
    8       -   -   1   Evasive Wind
    9       1   1   -   Storm Skirmish +3d6
    10      1   -   -   Desert Dodge +3, Quick to Act +4
    Maneuvers: The desert storm learns maneuvers and stances from the Desert Wind or Iron Heart schools. At each odd level (and 10th), he learns a new maneuver. At every third level, he can ready an additional maneuver. At fourth and eighth levels he learns a new stance.

    Mobility (Ex): Your Mobility feat grants the indicated bonus (instead of +4) against attacks of opportunity provoked by movement.

    Storm Lore (Ex): Whenever you would deal fire damage through a maneuver or feat, you may instead deal electricity damage at your option. You can use Storm Lore on any maneuver that's of a level lower than your class level. (So, a 3rd level desert storm could optionally deal electricity damage with a Desert Wind maneuver of 3rd level or lower.) If the fire damage would normally affect a cone area, it instead affects a line area of twice the cone's length.

    Desert Dodge (Ex): This bonus replaces the dodge bonus normally granted by your Desert Wind Dodge feat, and applies only when you move enough distance to qualify. (If you lose your Desert Wind Dodge feat for any reason, you also lose this benefit.)

    Storm Skirmish (Su): If you move more than 10 ft., your next melee attack or strike (with range touch or melee attack) made before the end of your turn deals the indicated damage. The extra damage is either fire or electricity, as you choose.

    Quick to Act (Ex): You gain the indicated bonus to your Initiative.

    Evasive Wind (Ex): While you are in a Desert Wind stance, you gain Evasion. If you already have (or later gain) Evasion from another source, then this ability instead grants you Improved Evasion while you are in a Desert Wind stance.




    Diamond Psion

    Prereqs:
    Concentration 8
    Psychic Renewal, Psionic Meditation
    Special: Ability to manifest 2nd level powers
    Special: Two maneuvers from any school, including one Strike

    Benefits:
    HD: d8
    BAB: Full (as Fighter)
    Good save: Will
    Skills: 4 + Int -- Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (psionics) (Int), Martial Lore (Int), Profession (Wis), Psicraft (Int), Ride (Dex), Search (Int), Sense Motive (Wis), and Swim (Str).

    Code:
            Maneuvers
    Level   K / R / S   Manifesting:  Special Abilities:
    1       1   -   -   --            Psychic Wrath
    2       -   -   -   +1 Level      Martial Augmentation
    3       1   1   -   +1 Level      --
    4       -   -   1   +1 Level      --
    5       1   -   -   --            Combined Recovery
    6       -   1   -   +1 Level      --
    7       1   -   -   +1 Level      --
    8       -   -   1   +1 Level      --
    9       1   1   -   --            --
    10      1   -   -   +1 Level      Martial Adaptation
    Maneuvers: The martial manifester learns maneuvers and stances from the Crescent Moon, Diamond Mind or Setting Sun schools. At each odd level (and 10th), he learns a new maneuver. At every third level, he can ready an additional maneuver. At fourth and eighth levels he learns a new stance.

    For the purpose of stances and maneuvers in the Crescent Moon school, he may substitute Psicraft for Spellcraft. (In fact, anyone should be able to, under the usual transparency rules. I just want to make it explicit here.)

    Psychic Wrath (Su): As a Swift action, you may expend your Psionic Focus to augment a Strike maneuver. You gain a +4 bonus on your attack roll and, if the Strike hits, it deals an extra +1d6 damage.

    Martial Augmentation (Su): When you make a Strike which has a saving throw, you may augment it with power points as a free action, adding +1d6 damage and raising the save DC by +1 for every 2 power points you expend.

    Choose how many points you will expend before rolling to hit.

    You may spend up to your class level on this ability.

    Combined Recovery (Ex): When you use a Move action to recover your Psionic Focus, you may also recover one expended maneuver. If you recover a maneuver readied as a Crusader, the maneuver is also granted. If you fail your Concentration check, you also fail to recover the maneuver.

    Martial Adaptation (Su): You may deliver Touch powers with a melee attack via any Strike.



    Martial Assassin

    Prereqs:
    Disguise 4, Hide 8, Move Silently 8
    One Shadow Hand maneuver
    Special: you must kill someone just to join the Assassins

    Benefits:
    HD: d8
    BAB: 3/4 (as Rogue)
    Good save: Reflex
    Skills: 4 + Int -- Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

    Code:
            Maneuvers
    Level   K / R / S   Special Abilities:
    1       1   -   -   Poison Use, sneak attack +1d6
    2       1   1   -   Disguise +2
    3       1   -   1   Uncanny Dodge
    4       1   1   -   --
    5       1   -   -   Sneak Attack +2d6
    6       1   1   1   --
    7       1   -   -   Disguise +4
    8       1   1   -   --
    9       1   -   -   Sneak Attack +3d6
    10      1   1   1   Disguise +6
    Maneuvers: The martial assassin learns maneuvers and stances from the Jade Viper, Diamond Mind, Shadow Hand or Tiger Claw schools. At each level, he learns a new maneuver. At every other level, he can ready an additional maneuver. At third, sixth and tenth levels, he learns a new stance.

    Poison Use (Ex): No risk of poisoning yourself.

    Uncanny Dodge (Ex): Like the Barbarian class feature; if you already have (or later gain) Uncanny Dodge from another source, you instead gain Improved Uncanny Dodge.

    Disguise (Ex): You gain a bonus to Disguise checks.



    Black Flame Zealot (Assassin Variant)

    Prereqs:
    Hide 8, Move Silently 8, Tumble 8
    One Shadow Hand maneuver and one Desert Wind maneuver
    Special: you must kill someone just to join the Black Flame Zealots

    Benefits:
    HD: d8
    BAB: 3/4 (as Rogue)
    Good save: Reflex
    Skills: 6 + Int -- Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana, religion, local, the planes) (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).

    Code:
            Maneuvers
    Level   K / R / S   Special Abilities:
    1       1   -   -   Poison Use, Sneak Attack +1d6
    2       1   1   -   Black Flame Lore, Black Flame Shield 5
    3       1   -   1   --
    4       1   1   -   --
    5       1   -   -   Sneak Attack +2d6
    6       1   1   1   Black Flame Shield 10
    7       1   -   -   Uncanny Dodge
    8       1   1   -   --
    9       1   -   -   Sneak Attack +3d6
    10      1   1   1   Black Flame Shield 20
    Maneuvers: The black flame zealot learns maneuvers and stances from the Desert Wind or Shadow Hand schools. At each level, he learns a new maneuver. At every other level, he can ready an additional maneuver. At third, sixth and tenth levels, he learns a new stance.

    Poison Use (Ex): No risk of poisoning yourself.

    Black Flame Lore (Su): Whenever you initiate a maneuver or use a feat that would deal fire or cold damage, you may instead deal cold or fire damage, at your option. You can use Black Flame Lore on any maneuver that's of a level lower than your class level. (So, a 3rd level black flame zealot could optionally deal cold damage with a Desert Wind maneuver of 3rd level or lower.)

    Black Flame Shield (Ex): You gain the indicated resistance to fire and cold energy damage.

    Uncanny Dodge (Ex): Like the Barbarian class feature; if you already have (or later gain) Uncanny Dodge from another source, you instead gain Improved Uncanny Dodge.



    Martial Shadowdancer

    Prereqs:
    Perform (Dance) 8, Hide 10, Move Silently 8
    Feats: Dodge, Mobility, Stealthy
    Special: One Shadow Hand stance and two Shadow Hand maneuvers

    Benefits:
    HD: d8
    BAB: 3/4 (as Rogue)
    Good save: Reflex
    Skills: 6 + Int -- Balance (Dex), Bluff (Cha), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), and Use Rope (Dex).

    Weapons and Armor: Shadowdancers gain proficiency with the crossbow (light, heavy and hand), dart, shortbow (normal and composite) and shrunken.

    Code:
            Maneuvers
    Level   K / R / S   Special Abilities:
    1       1   -   -   Dance of Shadows
    2       -   -   -   Shadow Evasion, Hide in Plain Sight
    3       1   1   -   Sneak Attack +1d6
    4       -   -   1   Shadow Vision, Uncanny Dodge
    5       1   -   -   Shadow Jump +20 ft.
    6       -   1   -   Sneak Attack +2d6
    7       1   -   -   Shadow Jump +40 ft.
    8       -   -   1   Defensive Roll
    9       1   1   -   Sneak Attack +3d6, Shadow Jump +60 ft.
    10      1   -   -   Summon Shadow
    Maneuvers: The Shadowdancer learns maneuvers and stances from the Shadow Hand school. At each odd level (and 10th), she learns one new maneuver. At every third level, she can ready an additional maneuver. At fourth and eighth levels she learns a new stance.

    Dance of Shadows (Sp): Once per day per Shadowdancer level, you may create an effect that emulates the Fascinate special ability of a bard's bardic music, but you use your Perform (Dance) check. The effect is silent, and applies to creatures within 90 ft. which can see you (instead of see and hear).

    You can initially target three creatures, plus one for every three Shadowdancer levels after the first (thus four at 4th level, five at 7th level, and six at 10th level).

    If you have Bard levels, you may expend a daily Bardic Music use to "power" this special ability, in addition to the daily uses provided by this prestige class.

    Shadow Evasion (Ex): While you are in a Shadow Hand stance, you gain Evasion. If you already have (or later gain) Evasion from another source, then this ability instead grants you Improved Evasion while you are in a Shadow Hand stance.

    Hide in Plain Sight (Su): A Shadowdancer can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, a Shadowdancer can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.

    Sneak Attack (Ex): As the Rogue special ability.

    Shadow Vision (Su): While in a Shadow Hand stance, the Shadowdancer can see in the dark as though she were permanently under the effect of a darkvision spell. If she already has (or later gains) Darkvision from another source, this ability instead allows her to see through magical darkness while in a Shadow Hand stance.

    Uncanny Dodge (Ex): As the Barbarian class feature; if you already have (or later gain) Uncanny Dodge from another source, you instead gain Improved Uncanny Dodge.

    Shadow Jump (Su): When you use a Shadow Hand maneuver which teleports you, the range increases by the indicated value. (Thus, a 5th level Shadowdancer could use Shadow Jaunt to travel up to 70 ft.)

    Defensive Roll (Ex): Starting at 8th level, once per day, when a Shadowdancer would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), she can attempt to roll with the damage. She makes a Reflex saving throw (DC = damage dealt) and, if successful, takes only half damage from the blow. She must be aware of the attack and able to react to it in order to execute her defensive roll. If she is in a situation that would deny her any Dexterity bonus to AC, she cant attempt a defensive roll.

    Summon Shadow (Su): At 10th level, when entering a Shadow Hand stance, a Shadowdancer can animate her own shadow as an undead shade in place of the stance's usual benefit. Unlike a normal shadow, this shadows alignment matches that of the Shadowdancer, and the creature cannot create spawn. The summoned shadow cannot be turned, rebuked, or commanded by any third party. This shadow serves as a companion to the Shadowdancer and can communicate intelligibly with the Shadowdancer.

    The shadow companion appears in an adjacent square and acts immediately on the Shadowdancer's initiative.

    If a shadow companion ends its turn farther than 100 ft. from the Shadowdancer, if it is destroyed, or if the Shadowdancer chooses to dismiss it, the stance immediately ends. Likewise, changing stance dismisses the shadow.



    Ninja of the Crescent Moon

    Prereqs:
    Hide 8, Move Silently 8, Sense Motive 8, Spellcraft 4 and Knowledge (arcana) 4
    Feats: Improved Unarmed Strike, Stunning Fist
    Special: Must know five or more Counters, including at least one from each of these schools: Diamond Mind, Setting Sun and Shadow Hand.

    Benefits:
    HD: d6
    BAB: 3/4 (as Cleric)
    Good save: Will
    Skills: 8 + Int -- Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana, local, religion), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

    Code:
            Maneuvers
    Level   K / R / S   Special Abilities:
    1       1   -   -   Sudden Strike +1d6, Falling Moon
    2       1   1   -   Spellgrace +1
    3       1   -   1   Initiator Power +1
    4       1   1   -   Sudden Strike +2d6
    5       1   -   -   Spellgrace +2
    6       1   1   1   Lunar Shield
    7       1   -   -   Sudden Strike +3d6
    8       1   1   -   Spellgrace +3
    9       1   -   -   Initiator Power +2
    10      1   1   1   Sudden Strike +4d6, Lunar Counter Mastery
    Maneuvers: The ninja of the crescent moon learns maneuvers and stances from the Crescent Moon, Diamond Mind, Setting Sun or Shadow Hand schools. At each level, she learns a new maneuver. At every other level, she can ready an additional maneuver. At third, sixth and tenth levels, she learns a new stance.

    Sudden Strike (Ex): Like Sneak Attack, but doesn't work against flanked foes -- only those who are denied their Dexterity bonus to AC.

    Falling Moon (Ex): You can declare a Crescent Moon strike to be a Stunning Attack, if the attack method is compatible with the Stunning Fist feat. (This includes an unarmed strike or a Ki Focus weapon.) Using this ability expends a Stunning Fist attempt. Furthermore, your Ninja of the Crescent Moon levels count as Monk levels to determine your daily uses of the Stunning Fist feat.

    Spellgrace (Su): You gain the indicated bonus on all saving throws against spells or spell-like abilities.

    Initiator Power (Ex): You gain the indicated bonus to your Initiator Level when initiating maneuvers or stances from the Crescent Moon, Diamond Mind, Setting Sun or Shadow Hand schools.

    Lunar Shield (Su): As an immediate action, you may end a Crescent Moon stance to gain SR until the beginning of your next action. You gain SR equal to 12 + your Initiator Level.


    Lunar Counter Mastery (Ex): Once per round, you may initiate a Counter from the Crescent Moon school as a free (rather than Immediate) action.



    Stone Defender

    Prereqs:
    Balance 10
    Dodge, Endurance, Toughness
    BAB: +7
    Alignment: any Lawful
    Special: Two Stone Dragon stances

    Benefits:
    HD: d12
    BAB: Full (as Fighter)
    Good save: Fortitude, Will
    Skills: 4 + Int -- Balance (Dex), Craft (Int), Intimidate (Cha), Listen (Wis), Martial Lore (Int), Sense Motive (Wis), and Spot (Wis).

    Code:
            Maneuvers
    Level   K / R / S   Special Abilities:
    1       1   -   -   Stone Stance (AC +1)
    2       -   -   -   Uncanny Dodge
    3       1   1   -   Stone Stance (Damage +2)
    4       -   -   1   Stone Stance (AC +2)
    5       1   -   -   Trap Sense +1
    6       -   1   -   Stone Stance (Saves +2)
    7       1   -   -   Stone Stance (AC +4)
    8       -   -   1   Trap Sense +2
    9       1   1   -   Stone Stance (DR 4/--)
    10      1   -   -   Stone Stance (AC +6)
    Maneuvers: The stone defender learns maneuvers and stances from the Stone Dragon school. At each odd level (and 10th), he learns one new maneuver. At every third level, he can ready an additional maneuver. At fourth and eighth levels he learns a new stance.

    Stone Stance (Ex): When a Stone Defender is in a Stone Dragon stance, he gains additional benefits, as indicated by the table. Different bonus types are cumulative; a 4th level Stone Defender would gain both AC +2 and Damage +2.

    Uncanny Dodge (Ex): As the Barbarian class feature; if you already have (or later gain) Uncanny Dodge from another source, you instead gain Improved Uncanny Dodge.

    Trap Sense (Ex): As the Barbarian class feature; stacks with any other source of Trap Sense.




    White Raven Commander

    Prereqs:
    Diplomacy 8, Sense Motive 8
    Feat: Song of the White Raven
    Special: Bardic Music
    Special: One White Raven maneuver and one White Raven stance

    Benefits:
    HD: d8
    BAB: Full (as Fighter)
    Good save: Fortitude, Will
    Skills: 4 + Int -- Balance (Dex), Concentration (Con), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Martial Lore (Int), Perform (Cha), Sense Motive (Wis), Spot (Wis), and Tumble (Dex).

    Code:
            Maneuvers
    Level   K / R / S   Special Abilities:
    1       1   -   -   Bardic Music, White Raven Aura +1
    2       -   -   -   New Aura
    3       1   1   -   
    4       -   -   1   New Aura, White Raven Aura +2
    5       1   -   -   
    6       -   1   -   New Aura
    7       1   -   -   White Raven Aura +3
    8       -   -   1   New Aura
    9       1   1   -   
    10      1   -   -   New Aura, White Raven Aura +4
    Maneuvers: The white raven commander learns maneuvers and stances from the Iron Heart or White Raven schools. At each odd level (and 10th), he learns one new maneuver. At every third level, he can ready an additional maneuver. At fourth and eighth levels he learns a new stance.

    Bardic Music: Your white raven commander level stack with your Bard levels to determine how often you can use your bardic music, and what effects are available to you.

    White Raven Aura (Ex): When you enter a White Raven stance, you and your allies within 30 ft. gain an additional benefit for the duration of the stance. You may choose to apply any aura you know. At 1st level, you learn one Aura, and you learn an additional aura every even level, up to six known at 10th level.

    Choose from the following Auras:
    • Agility - Initiative and Reflex saves.
    • Graceful Motion - Climb, Perform (dance), Ride, Swim and Tumble checks.
    • Knight's Mind - Sense Motive checks and Will saves against [Mind-Affecting] effects.
    • Knight's Move - Insight bonus to AC against attacks of opportunity.
    • Presence - Intimidate and Diplomacy checks, and Will saves against [Fear] effects.
    • Resolve - Fortitude saves; dying allies automatically stabilize.
    • Stability - Balance checks, and Strength checks to resist trip and bull rush attempts.
    • Tactics - Melee damage when flanking an opponent.
    • Teamwork - Add to the benefit of the Aid Another action.



    - - -

    New Feats

    Extend White Raven Aura [General, Fighter]
    Prerequisite: White Raven Aura class feature
    Benefit: Your White Raven Aura's benefit extends to 60 ft. rather than the usual 30 ft.

    Extra White Raven Aura [General, Fighter]
    Prerequisite: White Raven Aura class feature
    Benefit: You learn an additional White Raven Aura.
    Special: You may take this feat more than once, unless you know all White Raven Auras already, in which case taking this feat would be stupid.

    Jade Venom [General]
    Prerequisite: one Jade Viper maneuver
    Benefit: The DC of any poison used in conjunction with (or created as the result of) a Jade Viper maneuver increases by +2.

    Lunar Spellward [General]
    Prerequisite: one Crescent Moon stance
    Benefit: While in a Crescent Moon stance, you gain a +2 bonus to saves vs. spells and spell-like abilities.

    Sanguine Healer [General]
    Prerequisite: one Sanguine Lotus maneuver
    Benefit: Whenever you use a Heal check to stabilize a dying ally, your ally immediately gains enough HP to be at 0 HP instead of in the negatives. Additionally, you can provide long-term care for one additional creature per character level, above and beyond the usual six.

    Shadow Replication [General]
    Prerequisite: one Dancing Fox maneuver
    Benefit: Your mirror images are suffused with shadow-stuff, and are indistinguishable from you even to true seeing and similar magic. Additionally, while you have at least one mirror image, it assists you in your current endeavor using the Aid Another action to grant you a +2 on any one roll.

    - - -

    New Tactical Feats

    Foxfire Master [Tactical]
    Prerequisite: Combat Expertise, Shadow Replication, three Dancing Fox maneuvers, BAB +6
    Benefit: This feat enables the use of three new combat options.
    • Enhanced Sudden Strike (Ex): You deal an extra +1d6 sudden strike damage when you are in a Dancing Fox, Desert Wind or Shadow Hand stance.
    • Feint Mastery (Ex): If you feint a foe, you gain additional options for your next action. Instead of rendering your foe flat-footed against a melee attack, you may:
      - Make a Sleight of Hand check with a +10 bonus as a standard action; or
      - Hide in Plain Sight (as the Shadowdancer special ability) as a standard action; or
      - Take an additional 5 ft. step as a free action.
    • Shadow Tenacity (Su): You can make your mirror images last longer than they otherwise would. You can elect to suffer one point of nonlethal damage each round to keep your images from disappearing if they would do so at the end of the round.


    Jade Venom Master [Tactical]
    Prerequisite: Jade Venom, three Jade Viper maneuvers, BAB +6
    Benefit: This feat enables the use of two new combat options.
    • Death Attack (Ex): If you study a foe for three rounds (while remaining undetected) and strike that foe with a melee attack or Jade Venom strike in the fourth round, you may treat that foe as flat-footed against your melee attacks and Jade Venom strikes for one minute.
    • Death Spiral (Ex): If you poison a foe, the save DC of any poison you attempt to inflict on that foe in the next round increases by +2. This bonus is cumulative; if you poison a foe every round for 5 rounds, your next round's poison attempt(s) will gain a +10 bonus to DC.


    Lunar Spellfire [Tactical]
    Prerequisite: Lunar Spellward, three Crescent Moon maneuvers, BAB +6
    Benefit: This feat enables the use of three new combat options.
    • Spellfire Augmentation (Su): You may take a Standard action to expend a Crescent Moon maneuver and aid an allied spellcaster. Add the expended maneuver's level to your ally's spell penetration check.
    • Spellfire Disruption (Su): If you ready an action to disrupt a spellcaster, and you hit with a melee attack or Crescent Moon strike, your attack deals double damage.
    • Spellfire Healing (Su): If you negate or dispel a spell effect with a Crescent Moon maneuver, you can take a standard action on your next round to cure yourself of hit point damage equal to twice the spell's level. If you negate or dispel more than one spell in a given round, use only the highest level spell.


    Sanguine Savior [Tactical]
    Prerequisite: Heal 9 ranks, Sanguine Healer, three Sanguine Lotus maneuvers
    Benefit: This feat enables the use of three new combat options.
    • Sanguine Boost (Ex): As a Swift action, you may push yourself beyond your usual limits. If your next attack hits, you deal an extra 2d6 damage, but you suffer 1d6 damage.
    • Sanguine Guide (Ex): To use this option, you must hit a foe with a melee attack who has also hit you in melee. On the next round, you may make a single touch attack as a Standard action. If your touch attack hits, your foe's damage reduction (if any) is reduced by 5 for one minute.
    • Sanguine Succor (Su): As a full-round action which provokes an AoO, you may remove a condition from an ally and suffer it yourself. You may save against (or negate) the condition as though it were inflicted upon you by the originating effect. (Eligible conditions include: disease, poison, fatigue, exhaustion, nausea, sickness, and penalties to ability scores, but not ability damage or drain.)
    Last edited by Nifft; Sunday, 15th April, 2007 at 10:17 PM. Reason: fixed maneuver swapping

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    Schools

    Unless otherwise indicated, the following apply:
    - Stance range is Personal, target is You, and action is Swift.
    - Counter range is Personal, target is You, and action is Immediate.
    - Boost range is Personal, target is You, and action is Swift.
    - Strike range is Melee Attack, and action is Standard.
    - If a maneuver or stance allows you to use a spell-like ability, you do so with a caster level equal to your initiator level.

    For the Sanguine Lotus school:
    - Strike/Counter indicates that a maneuver can be expended as either a Strike or a Counter. If initiated as a Counter, the range may change to Personal.

    For the Heaven's Arc school:
    - Strike range is Ranged Attack, and action is Standard.
    - (Arc) maneuvers require vertical space to execute: associated ranged attacks are limited to twice the ceiling height. If the ceiling height varies between attacks, use the least favorable height between you and your current target.



    For the purpose of this document, "dispellable effect" shall mean the effect of any power, spell, spell-like ability or magic item that is of limited duration, and is subject to being dispelled by dispel magic (or similar). Spells that have been made permanent cannot be dispelled, only suppressed, and are thus not "dispellable effects". Where it says you can dispel something with an Initiator Level check, that means you roll a d20 + your Initiator level, with a DC of 11 + effect's Caster Level.



    Fearsome Lunge -- Jade Viper, Strike [Mind-Affecting, Fear]
    Level: 1
    Action: Full-round
    Target: 1 creature
    Saving throw: Will partial

    As part of this maneuver, you charge an opponent. If your charge attack hits, you deal an extra +1d6 damage, and your foe must make a Will save (DC 11 + Int) or be Shaken for 1 round.


    Minor Miasma -- Jade Viper, Boost (Su)
    Level: 1

    You create a cloud of toxic gas for 1 round, granting yourself concealment. Any slashing or piercing attacks you make during this round are considered to be coated with a poison (Fort DC 11 + Int bonus) which inflicts 1 point of Dexterity damage as it initial and secondary damage.


    Reaper's Stance -- Jade Viper, Stance (Su)
    Level: 1

    Whenever you drop a foe in combat, you gain temporary hit points equal to your ranks in Intimidate. These hit points overlap (do not stack) with themselves (or other temporary hit points), and last for 1 minute.


    Venom Guard -- Jade Viper, Counter (Su)
    Level: 1

    Whenever you are about to eat or drink poison, you can expend this maneuver to avoid ingesting it. Alternately, you can use it to gain a +4 bonus on one Fort save vs. poison.


    Ambush Tactics -- Jade Viper, Boost
    Level: 2

    You deal +2d6 Sneak Attack damage for 1 round.


    Constructor Grip -- Jade Viper, Counter (Su)
    Level: 2

    You gain a +4 bonus on grapple checks until your next action.


    Hidden Viper Hand -- Jade Viper, Strike (Su) [Summoning]
    Level: 2

    You summon a medium viper to attack an adjacent foe for 1 round. The viper appears in your opponent's square and initiates a grapple if it succeeds on a bite attack (as though it had the Improved Grab special ability).


    Fearsome Charge -- Jade Viper, Strike [Mind-Affecting, Fear]
    Level: 3
    Prereqs: 1
    Action: Full-round

    As part of this maneuver, you charge an opponent. If your charge attack hits, you deal an extra +2d6 damage, and your foe must make a Will save (DC 13 + Int) or be Shaken for 1 minute.


    Miasmic Sweep -- Jade Viper, Boost (Su)
    Level: 3
    Prereqs: 2

    You create a cloud of toxic gas for 1 round, granting yourself concealment. All foes adjacent to you suffer from an inhalation poison (Fort DC 11 + Int bonus) which causes its victims to be Dazed for one round (initial and secondary damage).


    Predatory Presence -- Jade Viper, Stance [Mind-Affecting, Fear]
    Level: 3
    Prereqs: 1
    Area: 10 ft. radius emanation

    Foes in the area suffer a -4 penalty to Will saves.


    Hidden Python Hand -- Jade Viper, Strike (Su) [Summoning]
    Level: 3
    Prereqs: 1

    You summon a medium constrictor snake for 1 round, which initiates a grapple against an adjacent foe as though it had the Improved Grapple feat.


    Choking Miasma -- Jade Viper, Boost (Su)
    Level: 4
    Prereqs: 1

    You create a cloud of toxic gas for 1 round, granting yourself concealment. Any slashing or piercing attacks you make during this round are considered to be coated with a poison (Fort DC 14 + Int bonus) which inflicts 1d4 points of Dexterity damage as it initial and secondary damage.


    Double Viper Grip -- Jade Viper, Strike (Su) [Summoning]
    Level: 4
    Prereqs: 2

    You summon two medium vipers to attack an adjacent foe for 1 round. The vipers appear in your opponent's square and initiates a grapple if they succeed on a bite attack (as though they had the Improved Grab special ability).


    Hidden Viper Fang -- Jade Viper, Boost (Su)
    Level: 4

    You gain a bite attack for 1 round. Your bite deals 1d6 damage if you are medium (1d4 if you are small, 1d8 if you are large, etc.). You can use your bite attack as a primary or secondary natural attack.


    Long Viper Bite -- Jade Viper, Strike (Su)
    Level: 5
    Prereqs: 1

    Your neck extends like a giant snake uncoiling, and you make a single bite attack at 30 ft. range, though you do not threaten that range. If you do not have a bite attack, you cannot use this maneuver.


    Vilestrike -- Jade Viper, Strike
    Level: 5
    Prereqs: 2

    You make a single melee attack as part of this maneuver. If your attack hits, you deal an additional +3d6 damage, and your opponent must succeed on a Fort save (DC 15 + Int) or be nauseated for 1 round.


    Vile Miasma -- Jade Viper, Boost (Su)
    Level: 5
    Prereqs: 3

    You create a cloud of toxic gas for 1 round, granting yourself concealment. Any slashing or piercing attacks you make during this round are considered to be coated with a poison (Fort DC 15 + Int bonus) which inflicts 1d6 points of Dexterity damage as it initial and secondary damage.

    Additionally, all foes adjacent to you suffer from an inhalation poison (Fort DC 15 + Int bonus) which causes its victims to be Dazed for one round (initial and secondary damage).


    Fearsome Attack -- Jade Viper, Strike [Mind-Affecting, Fear]
    Level: 6
    Prereqs: 3

    As part of this maneuver, you charge an opponent. If your charge attack hits, you deal an extra +8d6 damage, and all foes within 30 ft. must make a Will save (DC 16 + Int) or be Frightened for 1 round.


    Great Python Grip -- Jade Viper, Strike (Su) [Summoning]
    Level: 6
    Prereqs: 2

    You summon a huge constrictor snake for 2 rounds, which initiates a grapple against an adjacent foe as though it had the Improved Grapple feat.


    Psychic Venom -- Jade Viper, Counter (Su)
    Level: 6
    Prereqs: 3
    Saving Throw: Will negates (see below)

    When an opponent targets you with an Enchantment or Divination spell (or a Telepathy or Clairsentience power), you can initiate this counter to inflict psychic venom on him. Psychic venom is similar to regular poison in that it requires two saving throws (one immediately and an another one minute later), but it requires a successful Will save to avoid the venom's effect. The Will DC is 16 + Int bonus, and the initial and secondary damage are both 1d6 Int, Wis and Cha damage.


    Disabling Precision -- Jade Viper, Strike
    Level: 7
    Prereqs: 3

    As part of this maneuver, make a melee attack. If your attack hits, your opponent suffers an additional +4d6 damage, and must make a Fortitude save (DC 17 + Int bonus) or be Nauseated for 1 minute.


    Fearsome Gaze -- Jade Viper, Boost (Su) [Mind-Affecting, Fear]
    Level: 7
    Prereqs: 3
    Range: 30 ft.

    For one round, you gain a Gaze attack that causes foes within 30 ft. to become Frightened (Will negates, DC 17 + Int bonus) for 1 minute.


    Jade Viper Hand -- Jade Viper, Strike (Su) [Summoning]
    Level: 7
    Prereqs: 3

    You summon five large vipers to attack an adjacent foe for 3 rounds. The vipers appear in your opponent's square and initiate a grapple if they succeed on a bite attack (as though they had the Improved Grab special ability).


    Black Lotus Form -- Jade Viper, Stance (Su)
    Level: 8
    Prereqs: 2

    You gain immunity to poison, energy drain, negative energy, and ability damage & drain.


    Jade Constrictor -- Jade Viper (Su) [Polymorph]
    Level: 8
    Prereqs: 3
    Action: Standard
    Duration: 10 minutes (D)

    You take the form of a Huge constrictor snake. You may revert to your normal form (in any square occupied by the Huge snake form) as an Immediate action; if doing so places you beyond the reach of an attack, you avoid the attack.


    Jade Viper Miasma -- Jade Viper, Boost (Su)
    Level: 9
    Prereqs: 4

    You create a cloud of toxic gas for 1 round, granting yourself concealment. Any slashing or piercing attacks you make during this round are considered to be coated with a poison (Fort DC 19 + Int bonus) which inflicts 1d6 points of Strength, Dexterity and Constitution damage as it initial and secondary damage.

    Additionally, all foes adjacent to you suffer from an inhalation poison (Fort DC 19 + Int bonus) which causes its victims to be Nauseated for one round (initial and secondary damage).




    Lunar Corona -- Crescent Moon, Stance (Su)
    Level: 1

    While you are in this stance, you gain a Deflection bonus to AC equal to one-quarter of your Spellcraft ranks.


    Lunar Defiance -- Crescent Moon, Counter (Su)
    Level: 1

    If you would be affected by an effect with the [Charm] or [Compulsion] descriptor (e.g. if you fail your Will save), you can initiate this maneuver to negate the effect and be unaffected.


    Chakra Piercing Star -- Crescent Moon, Strike (Su)
    Level: 1

    You make a single melee attack as part of this maneuver. If your attack hits, you deal an additional +1d6 damage, and you can make an initiator level check to remove one dispellable effect that grants any kind of AC bonus.


    Silver Moonlight -- Crescent Moon, Strike (Su)
    Level: 1
    Duration: 1 minute
    Range: Touch

    You make a single touch attack as part of this maneuver. If your attack hits, your target is momentarily bathed in silvery moonlight, and melee attacks against him penetrate his DR as though they were made with silver weapons.


    Inertia Tap -- Crescent Moon, Strike (Su)
    Level: 2

    You make a single melee attack as part of this maneuver. If your attack hits, you deal an additional +1d6 damage, and you can make an initiator level check to remove one dispellable effect that grants any kind of bonus to speed (including haste, expeditious retreat, and longstrider, but not fly or spider climb). If the target is not subject to any qualifying effect, he instead must make a Will save (DC 12 + Int) or be slowed for 1 round.


    Cultural Lead Sheet -- Crescent Moon, Counter
    Level: 2

    This is one of the few Crescent Moon maneuvers that is not Supernatural. You gain the effect of the undetectable alignment spell for 1 minute.


    Shadow Break -- Crescent Moon (Su)
    Level: 2
    Range: 30 ft.
    Action: Standard

    Choose one illusion within range, and make an initiator level check to dispel it. (If you choose a target that is not an illusion, this maneuver fails but is still expended.)


    Silver Thorn -- Crescent Moon, Strike (Su)
    Level: 2
    Duration: 1 round
    Range: Touch

    You make a single touch attack as part of this maneuver. If your attack hits, your target's spell resistance (if any) is reduced by -4 for one round.


    Aura Piercing Sight -- Crescent Moon, Stance (Su, Divination)
    Level: 3
    Prereqs: 1

    You gain the benefits of detect magic so long as you are in this stance. If you have at least 12 Spellcraft ranks, you can additionally use detect chaos / evil / good / law as a spell-like ability. If you have at least 16 Spellcraft ranks, you gain a +4 bonus to saving throws against Illusion effects. If you have at least 20 Spellcraft ranks, you gain the ability to see invisibility.


    Chakra Flare -- Crescent Moon, Strike (Su)
    Level: 3
    Prereqs: 1

    You make a single melee attack as part of this maneuver. If your attack hits, you deal an additional +2d6 damage, and you can make an initiator level check to remove one dispellable effect (like the area version of dispel magic, start with the highest level effect, and continue to check until you dispel an effect or run out of effect).

    You can dispel an effect on a willing target with a touch that does not deal any damage.


    Silent Star Technique -- Crescent Moon, Boost (Su, Illusion, Glamer)
    Level: 3
    Area: 20 ft. radius emanation

    For one round, you emanate silence as though you were the willing target of a silence spell.


    Silver Inquisition -- Crescent Moon, Strike (Su)
    Level: 3
    Prereqs: 1
    Duration: 1 round
    Range: Touch

    You make a single touch attack as part of this maneuver. If your attack hits and your target is not in his natural form, he must make a Will save opposed by your Spellcraft check or be forced into his natural form for 1 round.


    Inertia Bind -- Crescent Moon, Strike (Su)
    Level: 4
    Prereqs: 2

    You make a single melee attack as part of this maneuver. If your attack hits, you deal an additional +4d6 damage, and your target is dimensionally anchored for 1 minute.

    You can dimensionally anchor a willing target with a touch that does not deal any damage.


    Lunar Radiance -- Crescent Moon, Boost (Su) [Light]
    Level: 4
    Prereqs: 1
    Area: 60 ft. radius

    Your body emits a bright light for 1 round which is equivalent to a daylight spell. This light grants you total concealment (though your location is obvious, and Hide checks are impossible). Anyone using a Divination effect in the area (or targeting the area with a Divination effect) must make a Will save (DC 14 + Int) or be Dazzled for 1 minute.


    Opposing Demon -- Crescent Moon, Counter (Su)
    Level: 4
    Prereqs: 3

    One of the most feared counters in the Crescent Moon school, this maneuver allows you to negate a strike targeting you.

    After you have identified a maneuver targeting you, save your Martial Lore check used to identify it, and declare that you are using this counter. Your opponent makes a Martial Lore check. If your Martial Lore result is greater than your opponent's, his strike is expended as normal, but has no effect.


    Silver Moonlight, Improved -- Crescent Moon, Strike (Su)
    Level: 4
    Prereqs: 2
    Duration: 1 minute
    Range: Touch

    You make a single touch attack as part of this maneuver. If your attack hits, your target is bathed in silver moonlight for 1 minute, which acts as the faerie fire spell (negates concealment and invisibility). Additionally, all melee attacks against him penetrate his DR as though they were silver and magic.


    Eyes of Night -- Crescent Moon, Stance (Su)
    Level: 5
    Prereqs: 2

    While in this stance, you gain Darkvision out to 60 ft. If you already have permanent Darkvision (e.g. from a feat, template, race or class feature), your existing Darkvision instead extends an additional +60 ft. If you have at least 16 Spellcraft ranks, you can see through any kind of magical darkness. If you have at least 20 Spellcraft ranks, you do not suffer from any miss chance due to concealment (but total concealment still incurs a miss chance).


    Lotus Slumber -- Crescent Moon, Strike (Su, Enchantment) [Mind-Affecting]
    Level: 5
    Prereqs: 2
    Range: Touch

    You make a melee touch attack as part of this maneuver. The creature touched falls asleep (as though it were the target of the deep slumber spell, but with no hit die limit); Will negates, DC 15 + Int. This is a mind-affecting, magical sleep effect.


    Inverse Chakra Star -- Crescent Moon, Counter (Su)
    Level: 5
    Prereqs: 2
    Range: 30 ft.

    You can counterspell a spell you have successfully identified, making an Initiator Level check opposed by the spellcaster's Caster Level check. If the caster is in your threatened area, you gain a +2 bonus on this check.


    Chakra Guard -- Crescent Moon, Counter (Su)
    Level: 6
    Prereqs: 1

    You gain a +6 bonus on any one save. If you make your save, you take no damage from the effect, even if you normally would. (You gain a benefit similar to Evasion, but it applies to any one save, and it only negates damage.)


    Inertia Sweep -- Crescent Moon, Boost (Su)
    Level: 6
    Prereqs: 2
    Targets: All adjacent foes

    If a target has a dispellable speed-enhancing effect, make an Initiator Level check to dispel it. Otherwise, the target must make a Will save (DC 16 + Int bonus) or be Slowed for 1 round.


    Laughing Moon Reaver -- Crescent Moon, Strike (Su)
    Level: 6
    Prereqs: 3
    Range: Touch

    Make an Initiator Level check against each magic item equipped by the target to suppress that item for 1 round.


    Black Chakra Mirror -- Crescent Moon, Counter (Su)
    Level: 7
    Prereqs: 3

    You can initiate this maneuver whenever you would be struck by a ray attack. You re-direct the ray against any target within 60 ft. (or the ray's range, whichever is less), using your own attack bonus.


    Mind Eclipse Technique -- Crescent Moon, Counter (Su)
    Level: 7
    Prereqs: 3

    You can initiate this maneuver whenever you are targeted by a [Mind-Affecting] or Divination effect (or Clairsentience effect). The effect is automatically negated.


    Chakra Reaver -- Crescent Moon, Strike (Su)
    Level: 8
    Prereqs: 4

    You make a single melee attack as part of this maneuver. If your attack hits, you deal an additional +8d6 damage, and you can make an Initiator Level check against each dispellable effect on the target, similar to a targeted greater dispel magic.

    You can dispel effects on a willing target with a touch that does not deal any damage.


    Void Mirror Soul -- Crescent Moon, Stance (Su)
    Level: 8
    Prereqs: 4

    While in this stance, you gain a limited form of spell turning. Once per round, when you are the target of a spell, you can attempt to turn it back upon its caster by making an opposed Spellcraft check as a free action.


    Empty Moon -- Crescent Moon, Strike (Su)
    Level: 9
    Prereqs: 5
    Range: Touch

    You make a single touch attack as part of this maneuver. If your attack hits, you can make an Initiator Level check against each dispellable effect on the target, similar to a targeted greater dispel magic. Additionally, your target must succeed on a Will save (DC 19 + Int bonus) or be unable to cast spells or manifest powers for 1 minute. (This restriction does not prevent the target from using magic items, even spell-completion items such as scrolls.)

    You can dispel effects on a willing target with a touch that does not scramble spellcasting.


    Braggart's Bluff -- Dancing Fox, Boost (Su)
    Level: 1
    Duration: 1 minute

    You gain temporary hit points based on your Bluff ranks, which overlap (do not stack) with any other source of temporary hit points.
    • up to 4: 5 hp
    • 5 to 8: 10 hp
    • 9 to 12: 15 hp
    • 13 to 18: 20 hp
    • 19 or more: 30 hp



    Cunning Charge -- Dancing Fox, Strike
    Level: 1
    Action: Full-round

    You make a charge attack as part of this maneuver. You may Feint your target as part of the charge, and you gain a +2 bonus on your Feint attempt.


    Hand is Quicker -- Dancing Fox, Counter
    Level: 1

    You may sheathe a weapon, palm a small object, or conceal a dagger or small object on your body as an Immediate action. If you make a Hide check to conceal the item, you gain a +2 bonus on the check.


    Trickster's Tail -- Dancing Fox, Stance
    Level: 1

    You can Feint creatures of animal intelligence and non-humanoids without taking the usual -8 or -4 penalty (respectively).


    Swashbuckler's Swagger -- Dancing Fox, Stance
    Level: 1

    Your ability to Bluff your opponents enhances many of your abilities, both in and out of combat. It seems like you can even trick fate. While in this stance, you gain the following benefits, based on your Bluff ranks:
    • up to 8: +1 Tumble & Sleight of Hand checks, and Reflex saves
    • 9 to 12: +2 Tumble & Sleight of Hand checks; +1 Reflex saves and melee damage rolls
    • 13 to 16: +4 Tumble & Sleight of Hand checks; +2 Reflex saves and melee damage rolls
    • 17 to 20: +6 Tumble & Sleight of Hand checks; +3 Reflex saves and melee damage rolls
    • over 21: +8 Tumble & Sleight of Hand checks; +4 Reflex saves and melee damage rolls

    These bonuses only apply when you are abel to move freely -- when you are wearing Light or no armor, and are carrying at most a light load.

    Braggart's Ruse -- Dancing Fox
    Level: 2
    Action: Standard

    You can demoralize an opponent, substituting a Bluff check for the usual Intimidate check.


    Defensive Blur -- Dancing Fox, Counter (Su, Illusion, Glamer)
    Level: 2

    You gain concealment, and attacks against you suffer a 20% miss chance until your next action.


    Ghost Moan -- Dancing Fox, Counter (Su, Illusion, Figment) [Sonic]
    Level: 2
    Prereqs: 1

    You can use this maneuver to duplicate the spell ghost sound, but it has an additional application. If you (or an ally) fail a Move Silently check, you can initiate this maneuver to give yourself another chance to remain undetected. Make a immediate Bluff check opposed by the Listen check that would have detected you (or your ally). If your Bluff check wins, your noise is covered by the ghost sound.


    Minor Replication -- Dancing Fox, Boost (Su, Illusion, Figment)
    Level: 2

    You produce two mirror images, as would be produced by the spell mirror image. These images last until the beginning of your next action, unless you spend one hit point per image to keep them active.


    Possum Fall -- Dancing Fox, Counter
    Level: 2

    You can initiate this maneuver in response to an attack, after you know your opponent's attack roll. Make a Bluff check (DC = attack roll) to negate the attack. You drop prone as the result of this maneuver, triggering any special effects that apply when your attacker "drops a foe" (such as Cleave).


    Braggart's Bravado -- Dancing Fox, Stance
    Level: 3
    Prereqs: 1
    Range: 30 ft.

    You have an exceptional ability to inspire allies and distract foes.

    As a Move action you may make a Perform check each round. Each round, before your next action, you or an ally within range can use the result of your Perform check in place of rolling one saving throw.


    Flash of Steel -- Dancing Fox, Counter
    Level: 3

    Quicker than the eye can follow, your blade is in your hand.

    You may draw a weapon (or other wieldable item) as an Immediate action.


    Minor Foxfire -- Dancing Fox (Su)
    Level: 3
    Prereqs: 2
    Action: Standard
    Duration: 1 minute or 10 minutes (see below).

    You can emulate dancing lights, faerie fire or light (except as noted here). Using this maneuver to emulate light lasts for 10 minutes; the other two effects last for one minute each. If you initiate this maneuver during the duration of a previous initiation, the previous maneuver's effect expires.


    Mirage Technique -- Dancing Fox, Stance (Su, Illusion, Figment)
    Level: 3
    Prereqs: 2

    While in this stance, you can bend the appearance of reality to suit your will. You gain access to spell-like abilities based on your ranks in Bluff. You can use at most one of these abilities at a time, and if the stance ends, so does the effect. You gain access to all effects for which you are qualified:
    • at least 4: silent image
    • at least 9: illusory wall
    • at least 14: major image
    • 19 or more: mirage arcana



    Swift Ruse -- Dancing Fox, Boost
    Level: 3
    Prereqs: 2

    As part of this maneuver, you can make a Bluff check to Feint.


    Defensive Displacement -- Dancing Fox, Counter (Su, Illusion, Glamer)
    Level: 4
    Prereqs: 2

    You gain total concealment, and attacks against you suffer a 50% miss chance until your next action.


    Empty Mask -- Dancing Fox, Boost (Su, Illusion, Figment)
    Level: 4
    Prereqs: 1

    You may initiate this maneuver when you are teleporting for any reason. You create a mirror image of yourself which functions as a mirror image. Like all mirror images produced by this school, it lasts for one round, but you can extend the duration by paying one hit point each additional round on your action.


    Replacement Technique -- Dancing Fox, Counter (Su)
    Level: 4
    Prereqs: 2

    You may initiate this maneuver at any time in place of your Grapple check, and instead make a Bluff check opposed by your opponent's Grapple check. If you beat your opponent's roll, you may place yourself anywhere adjacent to your foe, and additionally your opponent is flat-footed against your next movement or attack.


    Stupefying Strike -- Dancing Fox, Strike (Su)
    Level: 4
    Prereqs: 1

    You may only initiate this maneuver against a flat-footed foe. As part of this maneuver, you make a single melee attack. If your attack hits, it deals an extra +6d6 damage, and an additional 1d4 Int damage.


    Braggart's Block -- Dancing Fox, Counter
    Level: 5
    Prereqs: 2
    Target: Ally within 60 ft. who can hear your voice

    You may initiate this maneuver any time an ally is about to make a saving throw. Your urging may boost her morale, or your antics may distract her opponent, as appropriate. Your ally gains a Morale bonus to one saving throw, based on your Bluff ranks:
    • up to 12: +4
    • 13 to 16: +6
    • 17 to 20: +8
    • over 21: +10



    Lasting Ruse -- Dancing Fox, Boost
    Level: 5
    Prereqs: 1

    You may initiate this Boost when you begin your action with at least one foe who will be flat-footed against your next attack. Instead, your foe remains flat-footed against all your attacks this round.


    Luck Leech -- Dancing Fox, Strike (Su)
    Level: 5
    Prereqs: 2

    As part of this maneuver, make a Bluff check (DC = your opponent's AC) and a single melee attack. If your Bluff check succeeds, your attack is at +2, and deals an extra +4d6 damage, and steals two points of "luck" from your opponent. If your Bluff check fails, your attack is at -2, and you gain no additional benefits.

    Stolen Luck: you gain a +2 Luck bonus to attacks, skill checks and saving throws for 1 minute, while your target suffers a -2 Luck penalty to these same rolls. If you steal luck from multiple opponents, each opponent suffers the penalty, but the benefits you gain overlap (do not stack). (This is a typed bonus, and other Luck bonus items exist in the game, so be careful with stacking.)


    One Step Ahead -- Dancing Fox, Stance
    Level: 5
    Prereqs: 2

    You have an extraordinary ability to read your opponents, and to position yourself to avoid detection.

    While you are in this stance, if you have any remaining mirror images (from a spell or maneuver), your opponents never target you. Instead, any attack directed at you always targets one of your mirror images.


    Replication Technique -- Dancing Fox, Boost (Su, Illusion, Figment)
    Level: 5
    Prereqs: 2

    As Minor Replication, except you create four mirror images instead of two.


    Trickster's Twist -- Dancing Fox, Stance
    Level: 5
    Prereqs: 3

    While in this stance, your attacks gain +4d6 Sudden Strike damage. This functions as Sneak Attack damage, but does not apply against foes you merely flank -- only foes who are denied their Dex bonus to AC against your attacks.


    Blazing Foxfire -- Dancing Fox, Boost (Su, Illusion, Figment) [See below]
    Level: 6
    Prereqs: 3
    Range: Varies (see below)
    Area or Target: Varies (see below)
    Duration: Varies (see below)

    A burst of dark flame twists the perceptions of your opposition.

    You may use this maneuver to gain one of these benefits, with the indicated (range, area or target, duration):
    • Blazing Flare (personal, 60 ft., 1 minute): your foes must make a Reflex save (DC 16 + Int) or be Dazzled for one minute. This use of the maneuver gains the [Light] descriptor.
    • Dark Fire (personal, you, 1 round): you gain a +4 Circumstance bonus on Intimidate checks made this round.
    • Distraction (60 ft., 30 ft., 2 rounds): your foes suffer a -4 penalty to Concentration, Listen and Spot checks for two rounds.
    • Fox Snare (60 ft., 1 creature, 1 round): your target must make a Will save or be Dazed for 1 round. This use of the maneuver gains the (Pattern) subtype and [Mind-Affecting] descriptor.



    Cunning Tactics -- Dancing Fox, Strike
    Level: 6
    Prereqs: 2
    Action: Full-round

    As part of this maneuver, make a Feint and a single melee attack. If your Feint succeeds and your attack hits, you deal an extra +6d6 damage, and your opponent is flat-footed against all of your allies for one round. If your Feint fails, resolve the attack normally (without bonus or penalty).


    Foxy Mind -- Dancing Fox, Counter
    Level: 6
    Prerequisites: 2

    You may initiate this maneuver when you succeed on a Will save. Make a Bluff check (DC = the DC of the Will save). If your succeed, your opponent thinks that you failed your Will save. (Normally, a spellcaster knows if a target makes or fails his save.)


    Cunning Performer -- Dancing Fox, Boost
    Level: 7
    Prereqs: 3

    You instantly make a Feint check against all opponents within 30 ft.; the Dust Dervishes are said to favor this technique before a Whirlwind Attack.


    Foxy Rebuke -- Dancing Fox, Counter (Su) [Mind-Affecting]
    Level: 7
    Prereqs: 2

    You may initiate this maneuver whenever you have just succeeded on a saving throw against a [Mind-Affecting] effect. The opponent who targeted you is subject to the effect (at its original DC).


    Mirror Defense -- Dancing Fox, Counter
    Level: 7

    You may initiate this maneuver whenever you would be forced to make a saving throw and have at least one remaining mirror image. Instead of rolling your save, your automatically succeed on your saving throw, but lose one mirror image.


    Visage of Terror -- Dancing Fox, Strike (Su, Illusion, Phantasm)
    Level: 7
    Prereqs: 3
    Action: Full-round

    You may only initiate this maneuver against a flat-footed foe. As part of this maneuver, you make a single melee attack. If your attack hits, it deals an extra +10d6 damage, and your foe is subject to a spell-like effect that emulates phantasmal killer (save DC 17 + Int bonus). The spell-like nature of this secondary effect means that you must penetrate SR as usual, and that any special save bonuses against spells and spell-like abilities apply.


    Braggart's Bait -- Dancing Fox, Stance
    Level: 8
    Prereqs: 4
    Range: 60 ft.

    Each round, choose one opponent within range, who must make a Will save (DC 18 + Int bonus) or have his offensive options constrained. An opponent who fails his save and wishes to take an offensive action must target you in preference to any other target for one round.
    • Melee and ranged attacks must all be directed at you.
    • Single-target spells or effects must be directed at you.
    • Multiple-target spells or effects must include you within their targets.
    • Area effect spells or effects must include you within their area.

    Your opponent is not forced to take offensive action; if he chooses not to attack or cast an offensive spell, he may act as he wishes.


    Mass Replication -- Dancing Fox, Boost (Su, Illusion, Figment)
    Level: 8
    Prereqs: 4

    As Minor Replication, except you create twelve mirror images instead of two.


    True Foxfire -- Dancing Fox (Su, Illusion, Shadow)
    Level: 9
    Prereqs: 6
    Saving throw: Will partial (and see below)

    You may emulate any Sorcerer or Wizard spell from the Evocation or Conjuration school, up to 6th level, with this maneuver. While the maneuver is Supernatural, the effect you emulate is a spell: you must penetrate SR as usual, and that any special save bonuses against spells and spell-like abilities apply.

    This maneuver is very similar to shadow conjuration or shadow evocation (including an additional Will save), except that the emulated spell is 50% real, and any save DC is 19 + Int bonus.



    Basic Strength Technique -- Sanguine Lotus, Boost
    Level: 1

    Your strength momentarily increases. You gain a +2 bonus to Strength until the beginning of your next turn.


    Surgeon's Glance -- Sanguine Lotus, Stance
    Level: 1
    Range: 100 ft.

    You are aware of direction and distance all allies within range and any conditions affecting them: unharmed, wounded, disabled, staggered, unconscious, dying, nauseated, panicked, stunned, poisoned, diseased, confused, or the like.

    If you do not have line of sight to an ally, this information takes the form of a hunch.


    Vital Chakra Strike -- Sanguine Lotus, Strike/Counter
    Level: 1
    Range: Touch

    You make a single touch attack as part of this maneuver. If your attack hits, your target is fatigued for 1 round (no save). Additionally, if you would become fatigued as the result of a spell or attack, you may expend this maneuver to avoid the condition entirely.


    Burst of Vigor -- Sanguine Lotus, Boost
    Level: 2

    You gain temporary hit points equal to your ranks in Heal, which last until the beginning of your next round.


    Dizzying Touch -- Sanguine Lotus, Strike/Counter
    Level: 2
    Range: Touch

    You make a single touch attack as part of this maneuver. If your attack hits, your target is sickened for 1 round (no save). Additionally, if you would become sickened as the result of a spell or attack, you may expend this maneuver to avoid the condition entirely.


    Touch of Life -- Sanguine Lotus, Boost
    Level: 2
    Range: Touch

    You may make a Heal check as a Swift action, such as removing the movement penalty caused by caltrops, stopping hit point loss from a devil's Infernal Wound, or stabilizing a dying creature. You may target yourself.


    Blood Activation -- Sanguine Lotus, Stance
    Level: 3

    You may make Autohypnosis checks using your Heal check. You may not use the Memorize feature of Autohypnosis, but all other capabilities are available (ignore caltrop wound, resist dying, resist fear, tolerate poison, and willpower).


    Chakra Blade -- Sanguine Lotus, Stance (Su)
    Level: 3
    Prereqs: 3

    You concentrate for a moment, and a scalpel of chakra materializes, extending from the fingers of your empty hand.

    While in this stance, you can create a short blade of chakra as a Move action. Your hand must be empty to create a chakra blade; you may create up to two at a time. While you have at least one chakra blade available, you gain a +4 to Heal checks made to treat allies.

    Additionally, you can use the blades to attack. You are considered armed, and threaten an area. The chakra blade(s) are considered to be an Unarmed Strike for feats or effects which augment or modify attacks. A chakra blade is considered magic for the purpose of penetrating DR. You cannot Power Attack with a chakra blade; it is a precision instrument.

    Chakra blades deal piercing damage, the amount depending on your Heal ranks:
    - up to 8: 1d2
    - 9 to 12: 1d4
    - 13 to 16: 1d6
    - 17 to 20: 1d8
    - 21+ ranks: 1d10

    You can use a chakra blade to attack normally. You may also use it to deliver touch attacks, in which case you deal damage as indicated above, but do not add a positive Strength modifier to your damage.


    Heart Blade -- Sanguine Lotus, Strike/Counter
    Level: 3
    Prereqs: 1
    Range: Touch

    You make a single touch attack as part of this maneuver. If your attack hits, your target is takes two points of temporary Constitution damage. Additionally, if you would suffer Constitution damage as the result of a spell or attack, you may expend this maneuver to avoid the Constitution damage entirely.


    Ox Strength Technique -- Sanguine Lotus, Boost
    Level: 3
    Prereqs: 1

    Your strength momentarily increases. You gain a +4 bonus to Strength until the beginning of your next turn.


    Muscle Activation -- Sanguine Lotus, Boost
    Level: 4
    Prereqs: 1

    You know every muscle and bone in your own body, and you know how to make them exceed their limits.

    Make one skill check this round in any Strength-based skill using your Heal check instead.


    Tendon Crippling Grip -- Sanguine Lotus, Strike
    Level: 4
    Prereqs: 2
    Range: Touch
    Target: Living creature that moves using its limbs

    You damage a tendon in your foe's leg, wing, fin, or other organ of perambulation, reducing one of its speeds by -20 ft. (and reducing its maneuverability rating by one category, if you target its fly speed). A creature reduced to 0 movement can still crawl (5 ft. speed, prone).

    This has no effect on creatures who move magically, or who do not use limbs to move (like oozes).

    This speed penalty can be removed with a Heal check (DC 14 + Wis) or with magical healing.


    Vital Chakra Control -- Sanguine Lotus, Strike/Counter
    Level: 4
    Prereqs: 2
    Range: Touch
    Duration: Instantaneous

    You make a single touch attack as part of this maneuver. If your attack hits, your target is fatigued (no save). Additionally, if you would become fatigued as the result of a spell or attack, you may expend this maneuver to avoid the condition entirely.


    Lion Strength Technique -- Sanguine Lotus, Boost
    Level: 5
    Prereqs: 2

    Your strength momentarily increases. You gain a +6 bonus to Strength until the beginning of your next turn.


    Heart Activation -- Sanguine Lotus, Stance
    Level: 5
    Prereqs: 2

    While in this stance, you may choose to "take 12" on Fortitude saves instead of rolling -- that is, you may resolve any Fortitude save as though you had rolled a 12.


    Deep Vital Touch -- Sanguine Lotus, Strike/Counter
    Level: 5
    Prereqs: 2
    Range: Touch
    Duration: 1 minute

    You make a single touch attack as part of this maneuver. If your attack hits, your target is exhausted (no save) for 1 minute. Additionally, if you would become exhausted or fatigued as the result of a spell or attack, you may expend this maneuver to avoid the condition entirely.


    Heart Tether Technique -- Sanguine Lotus, Strike (Su)
    Level: 6
    Prereqs: 4
    Range: Touch
    Duration: 1 minute
    Target: Living creature

    You make a single touch attack as part of this maneuver. If your attack hits, your target is linked to you for 1 minute (Will DC 16+Wis negates). For the duration, if you or your target take damage, the damage is split between you.


    Neural Realignment -- Sanguine Lotus, Strike/Counter
    Level: 6
    Prereqs: 3
    Range: Touch
    Duration: 5 rounds
    Target: Living creature with Int 1 or higher

    You interrupt the electrical signals between a creature's body and its brain, paralyzing it for 5 rounds (Will DC 16+Wis reduces the duration to 1 round). Additionally, if you would become paralyzed, you may expend this maneuver to avoid the condition entirely.


    Heart Animation Technique -- Sanguine Lotus (Su) [Evil]
    Level: 6
    Prereqs: 4
    Action: Standard
    Duration: Concentration
    Range: 30 ft.
    Target: One corpse of your own size and type

    You can animate one corpse that fights as you. It is considered to be a zombie of the appropriate size & type, but with your movement speed and 1/4 of your hit points.

    The corpse can talk as you direct, attack using your BAB and feats, and can even use your strike maneuvers (expending them), but it cannot use your stances or other maneuvers. If the corpse goes out of range, the maneuver is ended.

    Each round, you may choose to use the corpse's senses or your own. If you choose the corpse, you are considered helpless for that round.


    Deep Vital Mastery -- Sanguine Lotus, Strike/Counter
    Level: 7
    Prereqs: 3
    Range: Touch
    Duration: Instantaneous

    You make a single touch attack as part of this maneuver. If your attack hits, your target is exhausted (no save). Additionally, if you would become exhausted or fatigued as the result of a spell or attack, you may expend this maneuver to avoid the condition entirely.


    Dragon Strength Technique -- Sanguine Lotus, Boost
    Level: 7
    Prereqs: 3

    Your strength momentarily increases. You gain a +8 bonus to Strength until the beginning of your next turn.


    Soul Activation -- Sanguine Lotus, Stance
    Level: 8
    Prereqs: 3

    Whenever your hit points fall below half their normal total, you gain DR 5/-- and Fast Healing 5.


    Soul Tether Technique -- Sanguine Lotus (Su) [Good]
    Level: 8
    Prereqs: 4
    Action: Standard
    Duration: Instantaneous
    Range: Touch
    Target: One corpse

    You can restore life to a creature that has not been dead for more than 1 minute.

    This maneuver functions like the raise dead spell, except that the affected creature receives no level loss, no Constitution loss, and no loss of powers.

    The creature has -1 hit points (but is stable) after being restored to life.

    XP Cost: 200. You may split this cost with the target (at your option -- the dead are unconscious, and the unconscious are willing, after all).


    Heart Chakra Mastery -- Sanguine Lotus, Strike/Counter
    Level: 9
    Prereqs: 5
    Range: Touch

    You make a single touch attack as part of this maneuver. If your attack hits, your target is reduced to -1 hp (Fort DC 19+Wis negates); on a failed save, the target is dying with no chance of natural stabilization, but may be stabilized by external means as usual. Additionally, if you would suffer instantaneous death as the result of a spell or special attack (not hit point or ability damage), you may expend this maneuver to avoid the effect entirely.



    Called Shot -- Heaven's Arc, Strike
    Level: 1

    As part of this maneuver, make a Spot check (DC is your opponent's AC) and a ranged attack. If you succeed on your Spot check, your attack deals +2d6 damage. If you fail, you instead suffer -2 to your attack roll, and you inflict no extra damage.


    Close Quarters Archery -- Heaven's Arc, Stance
    Level: 1

    While you maintain this stance, your ranged attacks do not provoke AoOs. Furthermore, against targets within 30 ft., you gain a +1 to ranged attack and damage rolls.


    Diverted Shot -- Heaven's Arc, Strike (Arc)
    Level: 1
    Action: Full-round

    Leaping in the air, you fire off one shot. As you land, you fire off another, deflecting the first so that it strikes down from an otherwise impossible angle.

    As part of this maneuver, make two ranged attacks against a target who has cover (even total cover, though in this case, you and your target must both have a line of effect to a single point in space above both of your locations. Your attacks are both at -4. If both would hit your target's AC, your first attack ignores his cover (even total cover). Concealment still applies: if your target is hiding behind a rock and you have no means of ascertaining his specific location, you still suffer a 50% miss chance, even if both of your attack rolls were successful; but if your target is merely behind a vertical wind wall, you would not suffer any miss chance.


    Point Blank Threat -- Heaven's Arc, Counter
    Level: 1

    When a foe within 30 ft. provokes an attack of opportunity from one of your allies, you may take advantage of the situation to make a ranged attack against that foe as an Immediate action. Your attack does not count as an attack of opportunity.


    Sphere of Distant Stars -- Heaven's Arc, Stance
    Level: 1

    The night stars twinkle in your eyes, and all about you seems to brighten.

    You gain low-light vision (see twice as far as a human in dim light). If you already have low-light vision, you instead gain superior low-light vision (see four times as far as a human in dim light).

    Additionally, your first range increment for ranged attacks extends based on your Spot ranks:
    • up to 8 ranks: +20%
    • 9-16 ranks: +30%
    • 17-22 ranks: +40%
    • 23+ ranks: +50%


    This range bonus applies after other bonuses (like the bonus provided by Far Shot or Ranged Weapon Mastery).


    Arc of Mobility -- Heaven's Arc, Strike
    Level: 2
    Action: Full-round

    As part of this maneuver, move up to your speed, and make two ranged attacks (at your full attack bonus) at any point(s) during your movement.


    Elude Missile -- Heaven's Arc, Counter
    Level: 2

    The air itself bends as you whirl with preternatural speed.

    Initiate this counter in response to a ranged attack after the attack is resolved, but before damage is rolled. The attack suffers a 50% miss chance. Any ranged attack may be eluded: an arrow, a boulder, or a ray spell are all valid.


    Hindering Volley -- Heaven's Arc, Boost
    Level: 2

    This round, you may make ranged touch attacks instead of regular ranged attacks. Your ranged touch attacks deal no damage; instead, each target you strike suffers a cumulative -10 ft. speed penalty to the movement mode of your choice (regular ground speed, fly speed, climb speed, etc.) for one round. As usual, a flying target reduced to 0 ft. speed immediately falls.


    Insightful Shot -- Heaven's Arc, Strike
    Level: 3
    Prereqs: 1
    Action: Full-round

    Your vision narrows to a single point, and time seems to slow as you carefully survey your opponent for a weak spot.

    As part of this maneuver, make a single ranged attack. If it hits, you do not deal normal damage. Instead, make a Spot check and deal damage equal to that result. Your usual damage modifiers do not apply (Strength, enhancement, feats). Additionally, you are flat-footed until the start of your next turn.


    Mercy of the Hunter -- Heaven's Arc, Boost
    Level: 3
    Prereqs: 1

    Your foe staggers under the burden of his wounds and battle-fatigue. You time your shots to take advantage of his momentary weakness.

    All ranged attack rolls you make this round gain an additional bonus based on your target's current hit points. If your target has less than his full hit points, the bonus is +4. If your target has less than half his hit points, the bonus is +8 instead.


    Sphere of Mercury -- Heaven's Arc, Stance
    Level: 3
    Prereqs: 1

    Your ability to read shots before they are fired allows you to avoid them.

    You gain a special Dodge bonus to AC against ranged attacks. The bonus depends on your Spot ranks:
    • up to 8: +2
    • 9 to 12: +3
    • 13 to 16: +4
    • 17 to 20: +5
    • 21 or higher: +6


    As with all Dodge bonuses, it goes away if you are denied your Dexterity bonus to AC.


    Arc of Accuracy -- Heaven's Arc, Boost (Arc)
    Level: 4
    Prereqs: 2

    Reading the winds perfectly, you fire your attacks skyward, knowing they will land where you wish.

    Your ranged attacks against targets within your first range increment may ignore cover (even total cover) as long as your targets do not have cover from the sky. You gain no bonus against concealment, so you must guess the location of a target you cannot actually see, and you suffer miss chances as usual.


    Disarming Shot -- Heaven's Arc, Strike
    Level: 4
    Prereqs: 1

    As part of this maneuver, make a single ranged attack. If your attack strikes, you may also attempt to disarm your opponent. Your Disarm check is 1d20 + your BAB + your Strength bonus on this attack (which may be limited by your weapon). Unlike a regular Disarm attempt, you do not suffer an AoO (though your ranged attack may provoke one as usual), nor can your opponent try to disarm you.


    Called Shot, Greater -- Heaven's Arc, Strike
    Level: 4
    Prereqs: 2

    As part of this maneuver, make a Spot check (DC is your opponent's AC) and a ranged attack. If you succeed on your Spot check, your opponent is flat-footed against this attack, and the attack deals +4d6 damage. If you fail, you instead suffer -2 to your attack roll, your opponent is not flat-footed, and you inflict no extra damage.


    Iron Guard's Interjection -- Heaven's Arc, Counter
    Level: 4
    Prereqs: 1

    You may initiate this counter in response to any melee attack within 30 ft., after the attack hits, but before damage is rolled.

    Make a single ranged attack at your highest bonus. If your ranged attack roll exceeds the melee attack's roll, you interfere with the melee attack and negate the hit. You do not inflict any damage as part of this maneuver.


    Entangling Volley -- Heaven's Arc, Boost
    Level: 5
    Prereqs: 2

    This round, you may make ranged touch attacks instead of regular ranged attacks. Your ranged touch attacks deal no damage; instead, each target you strike is entangled for one round.


    Point Blank Opportunist -- Heaven's Arc, Counter
    Level: 5
    Prereqs: 2

    When a foe within 30 ft. is struck by a melee attack from one of your allies, you may take advantage of the situation to make a ranged attack against that foe as an Immediate action. Your attack does not count as an attack of opportunity.


    Sphere of Mars -- Heaven's Arc, Stance
    Level: 5
    Prereqs: 3

    You can predict your foe's movements and lead your shots with deadly accuracy.

    You gain an Insight bonus to ranged damage. The bonus depends on your Spot ranks:
    • up to 12: +2
    • 13 to 16: +3
    • 17 to 20: +4
    • 21 or higher: +5



    Sphere of Saturn -- Heaven's Arc, Stance
    Level: 5
    Prereqs: 2

    You read the battlefield in an instant, executing your plans in the time others would require to merely conceive them.

    While in this stance, you may spend a Standard action to ready two action each round (instead of one), so long as both actions are either ranged attacks or are maneuvers from this school with an initiation time of one standard action (or less), and so long as each readied action has a different "trigger" condition.


    Comet Trail -- Heaven's Arc, Boost (Su)
    Level: 6
    Prereqs: 3

    Your arrows shine like the stars themselves.

    Each ranged attack you make this round shines like a torch, briefly illuminating the area it travels through and illuminating where (or what) it strikes for one round.

    While the light lasts, your allies gain a +4 bonus on all attack rolls against targets you strike.


    Insightful Shot, Greater -- Heaven's Arc, Strike
    Level: 6
    Prereqs: 3
    Action: Full-round

    As Insightful Shot, except as noted here. You deal damage equal to 2x your Spot check result, and you are flat-footed until the start of your next turn.


    Trip Shot -- Heaven's Arc, Strike
    Level: 6
    Prereqs: 2

    As part of this maneuver, make a single ranged attack against a target up to one size larger than yourself. If your attack strikes, you may also attempt to trip your opponent. Your Trip check is 1d20 + your BAB + your Strength bonus on this attack (which may be limited by your weapon). Unlike a regular Trip attempt, you do not suffer an AoO (though your ranged attack may provoke one as usual), nor can your opponent try to trip you.


    Zephyr Call -- Heaven's Arc (Su)
    Level: 6
    Prereqs: 2
    Action: Standard
    Duration: 1 round
    Range: 60 ft.
    Effect: Line-shaped gust of severe wind emanating out from you to the extreme of the range
    Save: Fortitude negates

    As the spell gust of wind, except as noted here.


    Charging Bull Shot -- Heaven's Arc, Strike
    Level: 7
    Prereqs: 3

    As part of this maneuver, make a single ranged attack against a target up to your own size. If your attack strikes, you may also attempt to bull rush your opponent. Your Bull Rush check is 1d20 + your BAB + your Strength bonus on this attack (which may be limited by your weapon). Unlike a regular Bull Rush attempt, you do not suffer an AoO (though your ranged attack may provoke one as usual).


    Iron Guard's Arrest -- Heaven's Arc, Counter
    Level: 7
    Prereqs: 2
    Save: Reflex negates

    You may initiate this maneuver to prevent the movement of any target within 30 ft., even a 5 ft. adjustment. Your opponent must make a Reflex save (DC 17 + your Wisdom bonus) or be unable to continue moving.


    Lightning Shot -- Heaven's Arc, Strike (Su)
    Level: 7
    Prereqs: 3
    Range: 100 ft.
    Area: 100 ft. line
    Save: Reflex half

    As part of this maneuver, make a single ranged attack roll (adding all your usual attack bonuses), and make a damage roll (adding all your usual damage bonuses). All creatures within the maneuver's area must make a Reflex save (DC equal to your attack roll) or suffer damage equal to your damage roll.


    Called Shot, Supreme -- Heaven's Arc, Strike
    Level: 7
    Prereqs: 2
    Save: Fort partial

    As part of this maneuver, make a Spot check (DC is your opponent's AC) and a ranged attack. If you succeed on your Spot check, the attack deals +8d6 damage, and your foe must make a Fortitude save (DC 17 + your Wisdom bonus) or be Stunned for 1 round. If you fail, you instead suffer -2 to your attack roll, your attack inflicts no extra damage, and your attack can't stun him.


    Arc of Celerity -- Heaven's Arc, Strike
    Level: 8
    Prereqs: 3
    Action: Full-round

    As the maneuver Time Stands Still, except you may only make ranged attacks with your two full attack actions.


    Arc of Divination -- Heaven's Arc, Boost
    Level: 8
    Prereqs: 3

    Your attacks strike with stunning clarity.

    Each ranged attack you make this round ignores concealment (but not total concealment) and cover (but not total cover).


    Sphere of Venus -- Heaven's Arc, Stance (Su)
    Level: 8
    Prereqs: 4

    You may only initiate this stance while under the open sky.

    While in this stance, you may direct the powers of sky and storm. Each round as a Move action you may increase or decrease the winds by up to one category (total). You may halt precipitation as a Move action; if the sky is stormy but there is no precipitation (see call lightning description for definition of "stormy"), you may instead cause precipitation to begin.

    Your alterations last so long as you maintain your stance and conditions permit.

    If you gain cover from the sky, this stance ends immediately.


    Zephyr Command -- Heaven's Arc, Strike (Su)
    Level: 8
    Prereqs: 3
    Duration: 1 round
    Range / Area: Special (see below)

    As part of this maneuver, make a single ranged attack. You may target an opponent or a 5 ft. square. Wherever your missile strikes, an effect identical to a gust of wind begins, and extends up to 60 ft. in a line away from you.


    Fight in the Shade -- Heaven's Arc, Strike (Arc, Su)
    Level: 9
    Prereqs: 4
    Action: Full-round
    Range: 1 range increment (see below)
    Area: 20 ft. radius spread
    Save: Reflex half

    Your missile hurtles skyward, and in the blink of an eye becomes innumerable missiles, raining death upon your targets.

    As part of this maneuver, make a single ranged attack roll (adding all your usual attack bonuses), and make a damage roll (adding all your usual damage bonuses), and choose a point within your weapon's first range increment. All creatures within the maneuver's area must make a Reflex save (DC equal to your attack roll) or suffer damage equal to your damage roll.

    This damage comes from above, ignoring horizontal cover that targets in the area may have, but not overhead cover.
    Last edited by Nifft; Monday, 23rd July, 2007 at 02:27 AM. Reason: Fixes

  • #4
    very cool Nfft. Nice dark flavor. I'd love to read some more fluff. Something to make it more distinct from shadow hand (or even work it as a sub-discipline of shadow hand?) Or perhaps you are re-arranging maneuvers to fit a different theme? I know I am. Also, some feats would be awesome!
    I don't have to Tob with me but i'll ask a few ? for now:

    Intimidate as a class skill. It fits with the theme but the only maneuver i see that uses a skill is ghost moan which uses bluff. Perhaps bluff should be the skill?

    Fearsome Lunge- What kind of fear? Shaken? Stirred? *sorry* Same ? for the other fear maneuvers.

    Venom guard- How does the 'know when you are about to ingest poison' work?

    Minor Miasma- I imagine that conjuring a cloud of smoke but it's a boost... So how does it work? Same ? for the other miasma maneuvers. (i think a cloud of smoke would be either a strike or have no descriptor)

    Ambush tactics scare me!!!!! only one round though. Imagine a Rog 7/SS 2 with ambush tactics and assassins stance (SA of +8d6 at 9th)... Or even a Rog 3/ss 1 (SA +4d6 at 4th)still only 1 round- of dual-wielding death . I guess we'll prolly lose some BAB in the process. Also, that assumes Black lotus is available to ss's.

    Cultural Lead Sheet- It's a counter so i assume you use when another cast's a detect spell. Do you gain some (instinctive?) knowledge that a detect spell is being cast or do u have to rely on spellcraft? Also, it has a really long duration for a maneuver. EDIT: oh yeah. Those detect spells last a little while...

    Predatory Presence almost sounds like a tiger claw maneuver/stance. Alt name suggestion: Presence of death. ?

    Ghost Moan- uses bluff check.... Still it's a good maneuver. This feels like a feat or even a skill trick to me for some reason.

    Inertia Bind- the back of my head is tingling. There's a shadowhand maneuver that paralyzes for 1 round. Isn't it 4th lev? Are they balanced with each other?

    Eyes of the Beast- The name sounds like tiger claw. I could even see this as a tiger claw stance. (or shadowhand)

    Heart Animation Technique- Sounds cool. I can see the adept standing behind the corpse, manipulating it like a puppet, and using it like a shield (It could give cover)

    I really like the idea of Psychic Venom.

    Black Chakra Mirror- make those darn mages think twice (or thrice with psychic venom). Do you use your attack roll or the mages?

    Fearsome gaze- This looks like a great place to use that intimidate skill... Maybe intimidate check is the save DC vs. a fear affect?

    Overall looks cool. Waiting for more.
    EDIT: for easier reading.
    Last edited by Crashy75; Saturday, 10th February, 2007 at 02:22 AM.

  • #5
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    Hi Crashy,

    Thanks for the reformat, much easier to read. As you see, I've split the former Black Lotus into two different schools -- Jade Viper (which focuses on poison and fear), and Crescent Moon (which has the anti-magic stuff).

    I've also cleared up the intent behind the schools. They should be balanced against other Swordsage schools, but it's not my intent that every Swordsage should have access to these schools. You should have to give something up to get something new.

    They're also tools for people building new martial adept classes.

    Cheers, -- N

  • #6
    Looking forward to the full maneuver writeups. They should answer a lot of my questions (posted earlier and now). Lets see...

    Quote Originally Posted by Nifft
    These are secret schools. They are not available to the average Crusader, Swordsage, or Warblade. They are available to prestige classes, and through variant some Swordsage progressions (which lose access to several other schools).

    As usual, the specific visuals of the maneuver (and even the names) can be changed to suit your campaign's flavor. Orochimaru's Secret Snake Hands may be the same maneuver as Naraku's Entangling Poison Roots.
    Works for me.

    Quote Originally Posted by Nifft
    Jade Viper:
    ...

    * Level 1:
    ...
    Reaper's Stance (Stance) -- Gain temporary HP equal to your Intimidate ranks whenever you drop a foe.
    ...
    While I like that you are using intimidate, I'm thinking that perhaps a static number might be better. Blood in the water doesn't scale this well.
    EDIT: I'm wrong. I completely forgot how useless 5 temp hp would be at higher levels wheras +1 to str/dam is always pretty usefull. Ummm... Looks good.
    Quote Originally Posted by Nifft
    * Level 2:
    ...
    Constrictor Grip (Counter) -- Gain +4 on grapple checks for 1 round.
    Hidden Viper Hand (Strike) -- Medium viper attacks adjacent foe.
    Constrictor grip looks good.

    Hidden Viper Hand: I imagine your hand turns into a viper or something similar. That looks fun :evil:

    Quote Originally Posted by Nifft
    * Level 3:
    ...
    Miasmic Sweep (Boost, 2) -- Cloud of poison dazes adjacent creatures.
    ...
    Miasmic Sweep really looks like a strike here. I think i know the maneuver you may be basing these 'conjuration-like' boosts from... what was it called. distracting ember? I really think that was a poor example of a boost. I think the reason it was a boost is because it allows you to flank your opponent (not because it summoned a little fire elemental or whatever it was).


    Quote Originally Posted by Nifft
    * Level 5:
    Long Viper Bite (Strike, 1) -- Your bite attack has a 30 ft. range, and deals +4d6 damage.
    ...
    I can't wait for the fluff on this one.

    Quote Originally Posted by Nifft
    Crescent Moon:

    This secret school focuses on stealth and counter-magic. Its save DCs are modified by Intelligence, and its key skill is Spellcraft. Favored weapons are the dagger, quarterstaff, ray, and sap.
    .
    Wow, a ray! I could easly see this school as a prestige-only for adept/casters.
    Quote Originally Posted by Nifft
    * Level 1:
    ...
    Lunar Defiance (Counter) -- Ignore one [Charm] or [Compulsion] effect.
    ...
    I'm thinking this one could be op'd. I'm more of a maneuver guy than a spell guy though. Would this 1st level maneuver allow the adept to ignore 9th level spells?

    Quote Originally Posted by Nifft
    * Level 2:
    Inertia Tap (Strike) -- Deal +1d6 damage and slow target for 1 round (or dispel speed-enhancing effect).
    ...
    I would make it suppress a speed-enhansing effect for 1 round.
    Quote Originally Posted by Nifft
    * Level 3:
    Aura Piercing Sight (Stance, 1) -- Detect magic; other benefits from Spellcraft ranks.
    Chakra Flare (Strike, 1) -- Deal +2d6 damage, dispel one effect from target.
    Silent Star Technique (Boost) -- Emanate silence for one round...
    Aura Piercing sight looks really cool.

    I'd like to see Chakra Flare as a 4th level maneuver. That's my knee-jerk reaction (but sometimes my nerf gun has a hair trigger). These 2 remind me of the Warlock. I love the warlock.

    Silent star looks good (silence is a 2nd level spell yes?)

    Quote Originally Posted by Nifft
    * Level 4:
    ...
    Ghost Moan (Counter, 1) -- If you fail a Move Silently check, make a Spellcraft check to remain undetected.
    I see you changed it to fit the discipline skill. I love it when i've contributed to something great!!! Still, it's hard to imagine how this would work. With bluff i can imagine the adept making some noise to imitate, say a rat. Perhaps you should make a bluff discipline?! *wanting more*
    Quote Originally Posted by Nifft
    * Level 5:
    ...
    Inverse Chakra Star (Counter, 2) -- Counterspell with opposed Spellcraft check.
    I'm not sure what to make of this one. As a counter this is really, really good (an immediate action and no readying an action to coutnerspell). I almost think this would be better as a high level class feature for an adept/caster pr class (on a level where they don't get any maneuvers or caster levels). Something like 'as an immediate action, you sacrifice a redied maneuver and a spell slot to counter a spell'.

    Quote Originally Posted by Nifft
    * Level 8:
    ....
    Void Mirror Soul (Stance, 4) -- Reflect one spell each round with successful Spellcraft check.
    Reflect?!? Wow. Wow. To me that sounds huge. Perhaps I'm too protective of those wizards. I would think at this level a high spell resistance would be good. What level is the spell that allows you to reflect spells? At this level, 8th level maneuvers are about equiv to 5th level spells and stances are usually not quite as good as maneuvers.

    Overall, looking good.
    Last edited by Crashy75; Tuesday, 13th February, 2007 at 04:03 PM.

  • #7
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    Quote Originally Posted by Crashy75
    Looking forward to the full maneuver writeups. They should answer a lot of my questions (posted earlier and now). Lets see...
    Yeah. I should do those.


    Quote Originally Posted by Crashy75
    While I like that you are using intimidate, I'm thinking that perhaps a static number might be better. Blood in the water doesn't scale this well.
    EDIT: I'm wrong. I completely forgot how useless 5 temp hp would be at higher levels wheras +1 to str/dam is always pretty usefull. Ummm... Looks good.
    Right, and the temp HP will overlap (not stack) -- so I expect you to gain at most +24 temp HP at 20th level, which will be nice, but not game-breaking. (Makes Vicious weapons almost worth it...)


    Quote Originally Posted by Crashy75
    Miasmic Sweep really looks like a strike here. I think i know the maneuver you may be basing these 'conjuration-like' boosts from... what was it called. distracting ember? I really think that was a poor example of a boost. I think the reason it was a boost is because it allows you to flank your opponent (not because it summoned a little fire elemental or whatever it was).
    Nah, I'm never hung up on flavor like that. Basically I want the maneuver to make a cloud of gas for one round. You can use that cloud to attack or escape (or do something else totally different).


    Quote Originally Posted by Crashy75
    Wow, a ray! I could easly see this school as a prestige-only for adept/casters.
    ... or Rogues with Use Magic Device.

    Quote Originally Posted by Crashy75
    I'm thinking this one could be op'd. I'm more of a maneuver guy than a spell guy though. Would this 1st level maneuver allow the adept to ignore 9th level spells?
    Yup. (Of course, by the time 9th level spells are flying around, you're really expected to get a mind blank every morning...)


    Quote Originally Posted by Crashy75
    Silent star looks good (silence is a 2nd level spell yes?)
    Yes, exactly.


    Quote Originally Posted by Crashy75
    I see you changed it to fit the discipline skill. I love it when i've contributed to something great!!! Still, it's hard to imagine how this would work. With bluff i can imagine the adept making some noise to imitate, say a rat. Perhaps you should make a bluff discipline?! *wanting more*
    The idea is that you make an illusionary effect which masks both your presence and the fact that you effectively cast ghost sound. So, spellcraft fits in there okay.


    Quote Originally Posted by Crashy75
    I'm not sure what to make of this one. As a counter this is really, really good (an immediate action and no readying an action to coutnerspell). I almost think this would be better as a high level class feature for an adept/caster pr class (on a level where they don't get any maneuvers or caster levels). Something like 'as an immediate action, you sacrifice a redied maneuver and a spell slot to counter a spell'.
    It is really good -- but it's not insane. You get to make an opposed Spellcraft check. I expect primary spellcasters won't lack Spellcraft ranks.

    The same goes for Void Mirror Soul -- since it's an opposed Spellcraft check, I don't expect it to work more than half the time -- which is still darn powerful!


    Also, bump.

    Everyone, please take a look at my needs-to-be-renamed Medical Ninja school of martial lore.

    Thanks, -- N

  • #8
    As a DM looking for more reasons to use Bo9S, this looks pretty interesting.
    The 'medical ninja' appears to be a yin/yang chi type of discipline. The only maneuver I wonder about is the Soul Tether; how similar is it to Raise/Rez/True rez? The others seem of pretty fair balance VS other Bo9S disciplines. The one I worry about is Crescent Moon. Unless there is a save or an opposed roll, a 'ninja' can shut down a mage. Permanently. (Touch AC is never very high) The rest seem pretty fair, as long as the 'I shut down your class feature' moves (like Crescent Moon) have a save or an opposed roll of some sort to reduce the effect.
    Quote Originally Posted by Anabstercorian
    What if someone wanted to play an Awakened Neutronium Golem Wizard?

    I don't know whether this is a thing of beauty or evil.

  • #9
    Alright! A new one!!!!!!! *sigh* I have to go to work early tomorow so I'll have to get to this one later (ahh well, a nice excuse to bump it later). For now I'll share someting that you may find useful. I made a similar discipline though it focused more on inflicting damage than healing. I hope you don't mind I stole constrictor grip as it fit well into with the discipline (which also has a serpent feel) If i ever post it on the net I'll give you credit and link this thread assuming that's cool with you- if not i'll keep it for my own use. But anyway I did have a healing maneuver that you are free to use if you want. You can even use the discipline name (in truth I got it from ninja's and superspies. I dont' like the name much, but it's better than medical ninja ) Feel free to tinker with it. I know that when I made it 6th level seemed like a good place for it though that may have been high. I've been thinking of changing it to a stance (it's a standard action 'boost' type of affect as it stands)
    Anyway...

    Healing Atemi
    Art of Atemi (Boost)
    Level: Swordsage 6
    Prerequisite: Three art of atemi maneuvers
    Initiation Action: 1 standard action
    Range: Touch
    Target: One creature

    You touch your wounded ally, healing him from a disabling condition.
    You can use your knowledge of anatomy to heal as well as harm. As part of this maneuver, you can use your heal skill to immediately remove the following affects: blinded, dazed, dazzled, deafened, nauseated, sickened, stunned, poisoned, or any atemi affect. The DC equals the save DC for the affect in question. Healing atemi will not work on an affect that doesn't require a save such as a person who was born blind or deaf.

  • #10
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    These are really neat. I love the flavor of these. Have you play-tested any of them yet?

    Quote Originally Posted by Nifft
    Long Viper Bite (Strike, 1) -- Your bite attack has a 30 ft. range, and deals +4d6 damage.
    Does this give you a bite attack if you lack one, or not?

    Quote Originally Posted by Nifft
    Silent Star Technique (Boost) -- Emanate silence for one round.
    Since this school seems to be for arcane/martial adept gishes, does the silence effect the adept as well? If so, I'd think that would limit its usefulness.

    Quote Originally Posted by Nifft
    Medical Ninja: (help I need a better name!)

    This secret school focuses on life, death, and control of one's own body.
    Maybe something like Holistic Balance, or Harmonious Balance? I really love the concept behind this school. The yin-yang feel to it is very appealing.

    Quote Originally Posted by Nifft
    Touch of Life (Counter) -- Automatically stabilize up to six adjacent allies.
    This one seems a little too strong for me, as it's more than a cleric of equivalent level could manage. On the other hand, if you need to stabilize six allies at once, you're probably not too well off.

    Quote Originally Posted by Nifft
    Tendon Crippling Grip (Strike, 2) -- Your opponent suffers a -20 ft. speed penalty until he receives healing.
    Can this reduce an opponent down to 0ft./immobilized, or is he left at a minimum of 5 ft.? If the former, it might be a little overpowered. I can't imagine not selecting it as a known maneuver.

    Quote Originally Posted by Nifft
    Heart Activation (Stance, 2) --
    I assume there was meant to be a description here?

    Quote Originally Posted by Nifft
    Deep Vital Touch (Strike/Counter, 1) -- Inflict Exhaustion for 1 minute (or negate Exhaustion).
    Deep Vital Mastery (Strike/Counter, 3) -- Inflict or negate Exhaustion.
    1) What's the duration on DVM?
    2) Do these both work on removing fatigue as well?

    Quote Originally Posted by Nifft
    Soul Tether Technique (4) -- Restore life to a creature who has been dead for no more than one minute.
    Is there a level loss/Con drain?
    She fills up every corner like she's born in black and white
    Makes you feel warmer when you're trying to
    Remember what you heard
    She likes to leave you hanging on her word

    -K.T. Tunstall, "Suddenly I See"

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