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ToB: Bo9S - Nifft's Compendium
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<blockquote data-quote="Nifft" data-source="post: 3334711" data-attributes="member: 6562"><p><strong>Schools</strong></p><p></p><p>Unless otherwise indicated, the following apply:</p><p>- Stance range is Personal, target is You, and action is Swift.</p><p>- Counter range is Personal, target is You, and action is Immediate.</p><p>- Boost range is Personal, target is You, and action is Swift.</p><p>- Strike range is Melee Attack, and action is Standard.</p><p>- 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.</p><p></p><p>For the Sanguine Lotus school:</p><p>- 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.</p><p></p><p>For the Heaven's Arc school:</p><p>- Strike range is Ranged Attack, and action is Standard.</p><p>- (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.</p><p></p><p></p><p></p><p>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 <em>dispel magic</em> (or similar). Spells that have been made <em>permanent</em> 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.</p><p></p><p></p><p></p><p><strong>Fearsome Lunge</strong> -- Jade Viper, Strike [Mind-Affecting, Fear]</p><p>Level: 1</p><p>Action: Full-round</p><p>Target: 1 creature</p><p>Saving throw: Will partial</p><p></p><p>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.</p><p></p><p></p><p><strong>Minor Miasma</strong> -- Jade Viper, Boost (Su)</p><p>Level: 1</p><p></p><p>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.</p><p></p><p></p><p><strong>Reaper's Stance</strong> -- Jade Viper, Stance (Su)</p><p>Level: 1</p><p></p><p>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.</p><p></p><p></p><p><strong>Venom Guard</strong> -- Jade Viper, Counter (Su)</p><p>Level: 1</p><p></p><p>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.</p><p></p><p></p><p><strong>Ambush Tactics</strong> -- Jade Viper, Boost</p><p>Level: 2</p><p></p><p>You deal +2d6 Sneak Attack damage for 1 round.</p><p></p><p></p><p><strong>Constructor Grip</strong> -- Jade Viper, Counter (Su)</p><p>Level: 2</p><p></p><p>You gain a +4 bonus on grapple checks until your next action.</p><p></p><p></p><p><strong>Hidden Viper Hand</strong> -- Jade Viper, Strike (Su) [Summoning]</p><p>Level: 2</p><p></p><p>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).</p><p></p><p></p><p><strong>Fearsome Charge</strong> -- Jade Viper, Strike [Mind-Affecting, Fear]</p><p>Level: 3</p><p>Prereqs: 1</p><p>Action: Full-round</p><p></p><p>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.</p><p></p><p></p><p><strong>Miasmic Sweep</strong> -- Jade Viper, Boost (Su)</p><p>Level: 3</p><p>Prereqs: 2</p><p></p><p>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).</p><p></p><p></p><p><strong>Predatory Presence</strong> -- Jade Viper, Stance [Mind-Affecting, Fear]</p><p>Level: 3</p><p>Prereqs: 1</p><p>Area: 10 ft. radius emanation</p><p></p><p>Foes in the area suffer a -4 penalty to Will saves.</p><p></p><p></p><p><strong>Hidden Python Hand</strong> -- Jade Viper, Strike (Su) [Summoning]</p><p>Level: 3</p><p>Prereqs: 1</p><p></p><p>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.</p><p></p><p></p><p><strong>Choking Miasma</strong> -- Jade Viper, Boost (Su)</p><p>Level: 4</p><p>Prereqs: 1</p><p></p><p>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.</p><p></p><p></p><p><strong>Double Viper Grip</strong> -- Jade Viper, Strike (Su) [Summoning]</p><p>Level: 4</p><p>Prereqs: 2</p><p></p><p>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).</p><p></p><p></p><p><strong>Hidden Viper Fang</strong> -- Jade Viper, Boost (Su)</p><p>Level: 4</p><p></p><p>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.</p><p></p><p></p><p><strong>Long Viper Bite</strong> -- Jade Viper, Strike (Su)</p><p>Level: 5</p><p>Prereqs: 1</p><p></p><p>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.</p><p></p><p></p><p><strong>Vilestrike</strong> -- Jade Viper, Strike</p><p>Level: 5</p><p>Prereqs: 2</p><p></p><p>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.</p><p></p><p></p><p><strong>Vile Miasma</strong> -- Jade Viper, Boost (Su)</p><p>Level: 5</p><p>Prereqs: 3</p><p></p><p>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.</p><p></p><p>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).</p><p></p><p></p><p><strong>Fearsome Attack</strong> -- Jade Viper, Strike [Mind-Affecting, Fear]</p><p>Level: 6</p><p>Prereqs: 3</p><p></p><p>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.</p><p></p><p></p><p><strong>Great Python Grip</strong> -- Jade Viper, Strike (Su) [Summoning]</p><p>Level: 6</p><p>Prereqs: 2</p><p></p><p>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.</p><p></p><p></p><p><strong>Psychic Venom</strong> -- Jade Viper, Counter (Su)</p><p>Level: 6</p><p>Prereqs: 3</p><p>Saving Throw: Will negates (see below)</p><p></p><p>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.</p><p></p><p></p><p><strong>Disabling Precision</strong> -- Jade Viper, Strike</p><p>Level: 7</p><p>Prereqs: 3</p><p></p><p>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.</p><p></p><p></p><p><strong>Fearsome Gaze</strong> -- Jade Viper, Boost (Su) [Mind-Affecting, Fear]</p><p>Level: 7</p><p>Prereqs: 3</p><p>Range: 30 ft.</p><p></p><p>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.</p><p></p><p></p><p><strong>Jade Viper Hand</strong> -- Jade Viper, Strike (Su) [Summoning]</p><p>Level: 7</p><p>Prereqs: 3</p><p></p><p>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).</p><p></p><p></p><p><strong>Black Lotus Form</strong> -- Jade Viper, Stance (Su)</p><p>Level: 8</p><p>Prereqs: 2</p><p></p><p>You gain immunity to poison, energy drain, negative energy, and ability damage & drain.</p><p></p><p></p><p><strong>Jade Constrictor</strong> -- Jade Viper (Su) [Polymorph]</p><p>Level: 8</p><p>Prereqs: 3</p><p>Action: Standard</p><p>Duration: 10 minutes (D)</p><p></p><p>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.</p><p></p><p></p><p><strong>Jade Viper Miasma</strong> -- Jade Viper, Boost (Su)</p><p>Level: 9</p><p>Prereqs: 4</p><p></p><p>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.</p><p></p><p>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).</p><p></p><p></p><p></p><p></p><p><strong>Lunar Corona</strong> -- Crescent Moon, Stance (Su)</p><p>Level: 1</p><p></p><p>While you are in this stance, you gain a Deflection bonus to AC equal to one-quarter of your Spellcraft ranks.</p><p></p><p></p><p><strong>Lunar Defiance</strong> -- Crescent Moon, Counter (Su)</p><p>Level: 1</p><p></p><p>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.</p><p></p><p></p><p><strong>Chakra Piercing Star</strong> -- Crescent Moon, Strike (Su)</p><p>Level: 1</p><p></p><p>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.</p><p></p><p></p><p><strong>Silver Moonlight</strong> -- Crescent Moon, Strike (Su)</p><p>Level: 1</p><p>Duration: 1 minute</p><p>Range: Touch</p><p></p><p>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.</p><p></p><p></p><p><strong>Inertia Tap</strong> -- Crescent Moon, Strike (Su)</p><p>Level: 2</p><p></p><p>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 <em>haste</em>, <em>expeditious retreat</em>, and <em>longstrider</em>, but not <em>fly</em> or <em>spider climb</em>). 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.</p><p></p><p></p><p><strong>Cultural Lead Sheet</strong> -- Crescent Moon, Counter</p><p>Level: 2</p><p></p><p>This is one of the few Crescent Moon maneuvers that is not Supernatural. You gain the effect of the <em>undetectable alignment</em> spell for 1 minute.</p><p></p><p></p><p><strong>Shadow Break</strong> -- Crescent Moon (Su)</p><p>Level: 2</p><p>Range: 30 ft.</p><p>Action: Standard</p><p></p><p>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.)</p><p></p><p></p><p><strong>Silver Thorn</strong> -- Crescent Moon, Strike (Su)</p><p>Level: 2</p><p>Duration: 1 round</p><p>Range: Touch</p><p></p><p>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.</p><p></p><p></p><p><strong>Aura Piercing Sight</strong> -- Crescent Moon, Stance (Su, Divination)</p><p>Level: 3</p><p>Prereqs: 1</p><p></p><p>You gain the benefits of <em>detect magic</em> so long as you are in this stance. If you have at least 12 Spellcraft ranks, you can additionally use <em>detect chaos / evil / good / law</em> 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 <em>see invisibility</em>.</p><p></p><p></p><p><strong>Chakra Flare</strong> -- Crescent Moon, Strike (Su)</p><p>Level: 3</p><p>Prereqs: 1</p><p></p><p>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 <em>dispel magic</em>, start with the highest level effect, and continue to check until you dispel an effect or run out of effect).</p><p></p><p>You can dispel an effect on a willing target with a touch that does not deal any damage.</p><p></p><p></p><p><strong>Silent Star Technique</strong> -- Crescent Moon, Boost (Su, Illusion, Glamer)</p><p>Level: 3</p><p>Area: 20 ft. radius emanation</p><p></p><p>For one round, you emanate silence as though you were the willing target of a <em>silence</em> spell.</p><p></p><p></p><p><strong>Silver Inquisition</strong> -- Crescent Moon, Strike (Su)</p><p>Level: 3</p><p>Prereqs: 1</p><p>Duration: 1 round</p><p>Range: Touch</p><p></p><p>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.</p><p></p><p></p><p><strong>Inertia Bind</strong> -- Crescent Moon, Strike (Su)</p><p>Level: 4</p><p>Prereqs: 2</p><p></p><p>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.</p><p></p><p>You can dimensionally anchor a willing target with a touch that does not deal any damage.</p><p></p><p></p><p><strong>Lunar Radiance</strong> -- Crescent Moon, Boost (Su) [Light]</p><p>Level: 4</p><p>Prereqs: 1</p><p>Area: 60 ft. radius</p><p></p><p>Your body emits a bright light for 1 round which is equivalent to a <em>daylight</em> 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.</p><p></p><p></p><p><strong>Opposing Demon</strong> -- Crescent Moon, Counter (Su)</p><p>Level: 4</p><p>Prereqs: 3</p><p></p><p>One of the most feared counters in the Crescent Moon school, this maneuver allows you to negate a strike targeting you.</p><p></p><p>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.</p><p></p><p></p><p><strong>Silver Moonlight, Improved</strong> -- Crescent Moon, Strike (Su)</p><p>Level: 4</p><p>Prereqs: 2</p><p>Duration: 1 minute</p><p>Range: Touch</p><p></p><p>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 <em>faerie fire</em> spell (negates concealment and invisibility). Additionally, all melee attacks against him penetrate his DR as though they were silver and magic.</p><p></p><p></p><p><strong>Eyes of Night</strong> -- Crescent Moon, Stance (Su)</p><p>Level: 5</p><p>Prereqs: 2</p><p></p><p>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).</p><p></p><p></p><p><strong>Lotus Slumber</strong> -- Crescent Moon, Strike (Su, Enchantment) [Mind-Affecting]</p><p>Level: 5</p><p>Prereqs: 2</p><p>Range: Touch</p><p></p><p>You make a melee touch attack as part of this maneuver. The creature touched falls asleep (as though it were the target of the <em>deep slumber</em> spell, but with no hit die limit); Will negates, DC 15 + Int. This is a mind-affecting, magical sleep effect.</p><p></p><p></p><p><strong>Inverse Chakra Star</strong> -- Crescent Moon, Counter (Su)</p><p>Level: 5</p><p>Prereqs: 2</p><p>Range: 30 ft.</p><p></p><p>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.</p><p></p><p></p><p><strong>Chakra Guard</strong> -- Crescent Moon, Counter (Su)</p><p>Level: 6</p><p>Prereqs: 1</p><p></p><p>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.)</p><p></p><p></p><p><strong>Inertia Sweep</strong> -- Crescent Moon, Boost (Su)</p><p>Level: 6</p><p>Prereqs: 2</p><p>Targets: All adjacent foes</p><p></p><p>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.</p><p></p><p></p><p><strong>Laughing Moon Reaver</strong> -- Crescent Moon, Strike (Su)</p><p>Level: 6</p><p>Prereqs: 3</p><p>Range: Touch</p><p></p><p>Make an Initiator Level check against each magic item equipped by the target to suppress that item for 1 round.</p><p></p><p></p><p><strong>Black Chakra Mirror</strong> -- Crescent Moon, Counter (Su)</p><p>Level: 7</p><p>Prereqs: 3</p><p></p><p>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.</p><p></p><p></p><p><strong>Mind Eclipse Technique</strong> -- Crescent Moon, Counter (Su)</p><p>Level: 7</p><p>Prereqs: 3</p><p></p><p>You can initiate this maneuver whenever you are targeted by a [Mind-Affecting] or Divination effect (or Clairsentience effect). The effect is automatically negated.</p><p></p><p></p><p><strong>Chakra Reaver</strong> -- Crescent Moon, Strike (Su)</p><p>Level: 8</p><p>Prereqs: 4</p><p></p><p>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 <em>greater dispel magic</em>.</p><p></p><p>You can dispel effects on a willing target with a touch that does not deal any damage.</p><p></p><p></p><p><strong>Void Mirror Soul</strong> -- Crescent Moon, Stance (Su)</p><p>Level: 8</p><p>Prereqs: 4</p><p></p><p>While in this stance, you gain a limited form of <em>spell turning</em>. 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.</p><p></p><p></p><p><strong>Empty Moon</strong> -- Crescent Moon, Strike (Su)</p><p>Level: 9</p><p>Prereqs: 5</p><p>Range: Touch</p><p></p><p>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 <em>greater dispel magic</em>. 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.)</p><p></p><p>You can dispel effects on a willing target with a touch that does not scramble spellcasting.</p><p></p><p></p><p><strong>Braggart's Bluff</strong> -- Dancing Fox, Boost (Su)</p><p>Level: 1</p><p>Duration: 1 minute</p><p></p><p>You gain temporary hit points based on your Bluff ranks, which overlap (do not stack) with any other source of temporary hit points.</p><ul> <li data-xf-list-type="ul"> up to 4: 5 hp</li> <li data-xf-list-type="ul"> 5 to 8: 10 hp</li> <li data-xf-list-type="ul"> 9 to 12: 15 hp</li> <li data-xf-list-type="ul"> 13 to 18: 20 hp</li> <li data-xf-list-type="ul"> 19 or more: 30 hp</li> </ul><p></p><p></p><p><strong>Cunning Charge</strong> -- Dancing Fox, Strike</p><p>Level: 1</p><p>Action: Full-round</p><p></p><p>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.</p><p></p><p></p><p><strong>Hand is Quicker</strong> -- Dancing Fox, Counter</p><p>Level: 1</p><p></p><p>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.</p><p></p><p></p><p><strong>Trickster's Tail</strong> -- Dancing Fox, Stance</p><p>Level: 1</p><p></p><p>You can Feint creatures of animal intelligence and non-humanoids without taking the usual -8 or -4 penalty (respectively). </p><p></p><p></p><p><strong>Swashbuckler's Swagger</strong> -- Dancing Fox, Stance</p><p>Level: 1</p><p></p><p>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:</p><ul> <li data-xf-list-type="ul"> up to 8: +1 Tumble & Sleight of Hand checks, and Reflex saves</li> <li data-xf-list-type="ul"> 9 to 12: +2 Tumble & Sleight of Hand checks; +1 Reflex saves and melee damage rolls</li> <li data-xf-list-type="ul"> 13 to 16: +4 Tumble & Sleight of Hand checks; +2 Reflex saves and melee damage rolls</li> <li data-xf-list-type="ul"> 17 to 20: +6 Tumble & Sleight of Hand checks; +3 Reflex saves and melee damage rolls</li> <li data-xf-list-type="ul"> over 21: +8 Tumble & Sleight of Hand checks; +4 Reflex saves and melee damage rolls</li> </ul><p>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.</p><p></p><p><strong>Braggart's Ruse</strong> -- Dancing Fox</p><p>Level: 2</p><p>Action: Standard</p><p></p><p>You can <a href="http://www.d20srd.org/srd/skills/intimidate.htm" target="_blank">demoralize</a> an opponent, substituting a Bluff check for the usual Intimidate check.</p><p></p><p></p><p><strong>Defensive Blur</strong> -- Dancing Fox, Counter (Su, Illusion, Glamer)</p><p>Level: 2</p><p></p><p>You gain concealment, and attacks against you suffer a 20% miss chance until your next action.</p><p></p><p></p><p><strong>Ghost Moan</strong> -- Dancing Fox, Counter (Su, Illusion, Figment) [Sonic]</p><p>Level: 2</p><p>Prereqs: 1</p><p></p><p>You can use this maneuver to duplicate the spell <em>ghost sound</em>, 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 <em>ghost sound</em>.</p><p></p><p></p><p><strong>Minor Replication</strong> -- Dancing Fox, Boost (Su, Illusion, Figment)</p><p>Level: 2</p><p></p><p>You produce two mirror images, as would be produced by the spell <em>mirror image</em>. These images last until the beginning of your next action, unless you spend one hit point per image to keep them active.</p><p></p><p></p><p><strong>Possum Fall</strong> -- Dancing Fox, Counter</p><p>Level: 2</p><p></p><p>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).</p><p></p><p></p><p><strong>Braggart's Bravado</strong> -- Dancing Fox, Stance</p><p>Level: 3</p><p>Prereqs: 1</p><p>Range: 30 ft.</p><p></p><p><em>You have an exceptional ability to inspire allies and distract foes.</em></p><p></p><p>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.</p><p></p><p></p><p><strong>Flash of Steel</strong> -- Dancing Fox, Counter</p><p>Level: 3</p><p></p><p><em>Quicker than the eye can follow, your blade is in your hand.</em></p><p></p><p>You may draw a weapon (or other wieldable item) as an Immediate action.</p><p></p><p></p><p><strong>Minor Foxfire</strong> -- Dancing Fox (Su)</p><p>Level: 3</p><p>Prereqs: 2</p><p>Action: Standard</p><p>Duration: 1 minute or 10 minutes (see below).</p><p></p><p>You can emulate <em>dancing lights</em>, <em>faerie fire</em> or <em>light</em> (except as noted here). Using this maneuver to emulate <em>light</em> 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.</p><p></p><p></p><p><strong>Mirage Technique</strong> -- Dancing Fox, Stance (Su, Illusion, Figment)</p><p>Level: 3</p><p>Prereqs: 2</p><p></p><p>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:</p><ul> <li data-xf-list-type="ul"> at least 4: <em>silent image</em></li> <li data-xf-list-type="ul"> at least 9: <em>illusory wall</em></li> <li data-xf-list-type="ul"> at least 14: <em>major image</em></li> <li data-xf-list-type="ul"> 19 or more: <em>mirage arcana</em></li> </ul><p></p><p></p><p><strong>Swift Ruse</strong> -- Dancing Fox, Boost</p><p>Level: 3</p><p>Prereqs: 2</p><p></p><p>As part of this maneuver, you can make a Bluff check to Feint.</p><p></p><p></p><p><strong>Defensive Displacement</strong> -- Dancing Fox, Counter (Su, Illusion, Glamer)</p><p>Level: 4</p><p>Prereqs: 2</p><p></p><p>You gain total concealment, and attacks against you suffer a 50% miss chance until your next action.</p><p></p><p></p><p><strong>Empty Mask</strong> -- Dancing Fox, Boost (Su, Illusion, Figment)</p><p>Level: 4</p><p>Prereqs: 1</p><p></p><p>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.</p><p></p><p></p><p><strong>Replacement Technique</strong> -- Dancing Fox, Counter (Su)</p><p>Level: 4</p><p>Prereqs: 2</p><p></p><p>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.</p><p></p><p></p><p><strong>Stupefying Strike</strong> -- Dancing Fox, Strike (Su)</p><p>Level: 4</p><p>Prereqs: 1</p><p></p><p>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.</p><p></p><p></p><p><strong>Braggart's Block</strong> -- Dancing Fox, Counter</p><p>Level: 5</p><p>Prereqs: 2</p><p>Target: Ally within 60 ft. who can hear your voice</p><p></p><p>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:</p><ul> <li data-xf-list-type="ul"> up to 12: +4</li> <li data-xf-list-type="ul"> 13 to 16: +6</li> <li data-xf-list-type="ul"> 17 to 20: +8</li> <li data-xf-list-type="ul"> over 21: +10</li> </ul><p></p><p></p><p><strong>Lasting Ruse</strong> -- Dancing Fox, Boost</p><p>Level: 5</p><p>Prereqs: 1</p><p></p><p>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.</p><p></p><p></p><p><strong>Luck Leech</strong> -- Dancing Fox, Strike (Su)</p><p>Level: 5</p><p>Prereqs: 2</p><p></p><p>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.</p><p></p><p><u>Stolen Luck</u>: 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.)</p><p></p><p></p><p><strong>One Step Ahead</strong> -- Dancing Fox, Stance</p><p>Level: 5</p><p>Prereqs: 2</p><p></p><p>You have an extraordinary ability to read your opponents, and to position yourself to avoid detection.</p><p></p><p>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.</p><p></p><p></p><p><strong>Replication Technique</strong> -- Dancing Fox, Boost (Su, Illusion, Figment)</p><p>Level: 5</p><p>Prereqs: 2</p><p></p><p>As Minor Replication, except you create four mirror images instead of two.</p><p></p><p></p><p><strong>Trickster's Twist</strong> -- Dancing Fox, Stance</p><p>Level: 5</p><p>Prereqs: 3</p><p></p><p>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.</p><p></p><p></p><p><strong>Blazing Foxfire</strong> -- Dancing Fox, Boost (Su, Illusion, Figment) [See below]</p><p>Level: 6</p><p>Prereqs: 3</p><p>Range: Varies (see below)</p><p>Area or Target: Varies (see below)</p><p>Duration: Varies (see below)</p><p></p><p>A burst of dark flame twists the perceptions of your opposition.</p><p></p><p>You may use this maneuver to gain one of these benefits, with the indicated (range, area or target, duration):</p><ul> <li data-xf-list-type="ul"> 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.</li> <li data-xf-list-type="ul"> Dark Fire (personal, you, 1 round): you gain a +4 Circumstance bonus on Intimidate checks made this round.</li> <li data-xf-list-type="ul"> Distraction (60 ft., 30 ft., 2 rounds): your foes suffer a -4 penalty to Concentration, Listen and Spot checks for two rounds.</li> <li data-xf-list-type="ul"> 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.</li> </ul><p></p><p></p><p><strong>Cunning Tactics</strong> -- Dancing Fox, Strike</p><p>Level: 6</p><p>Prereqs: 2</p><p>Action: Full-round</p><p></p><p>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).</p><p></p><p></p><p><strong>Foxy Mind</strong> -- Dancing Fox, Counter</p><p>Level: 6</p><p>Prerequisites: 2</p><p></p><p>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.)</p><p></p><p></p><p><strong>Cunning Performer</strong> -- Dancing Fox, Boost</p><p>Level: 7</p><p>Prereqs: 3</p><p></p><p>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.</p><p></p><p></p><p><strong>Foxy Rebuke</strong> -- Dancing Fox, Counter (Su) [Mind-Affecting]</p><p>Level: 7</p><p>Prereqs: 2</p><p></p><p>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).</p><p></p><p></p><p><strong>Mirror Defense</strong> -- Dancing Fox, Counter</p><p>Level: 7</p><p></p><p>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.</p><p></p><p></p><p><strong>Visage of Terror</strong> -- Dancing Fox, Strike (Su, Illusion, Phantasm)</p><p>Level: 7</p><p>Prereqs: 3</p><p>Action: Full-round</p><p></p><p>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 <em>phantasmal killer</em> (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.</p><p></p><p></p><p><strong>Braggart's Bait</strong> -- Dancing Fox, Stance</p><p>Level: 8</p><p>Prereqs: 4</p><p>Range: 60 ft.</p><p></p><p>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.</p><ul> <li data-xf-list-type="ul"> Melee and ranged attacks must all be directed at you.</li> <li data-xf-list-type="ul"> Single-target spells or effects must be directed at you.</li> <li data-xf-list-type="ul"> Multiple-target spells or effects must include you within their targets.</li> <li data-xf-list-type="ul"> Area effect spells or effects must include you within their area.</li> </ul><p>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.</p><p></p><p></p><p><strong>Mass Replication</strong> -- Dancing Fox, Boost (Su, Illusion, Figment)</p><p>Level: 8</p><p>Prereqs: 4</p><p></p><p>As Minor Replication, except you create twelve mirror images instead of two.</p><p></p><p></p><p><strong>True Foxfire</strong> -- Dancing Fox (Su, Illusion, Shadow)</p><p>Level: 9</p><p>Prereqs: 6</p><p>Saving throw: Will partial (and see below)</p><p></p><p>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.</p><p></p><p>This maneuver is very similar to <em>shadow conjuration</em> or <em>shadow evocation</em> (including an additional Will save), except that the emulated spell is 50% real, and any save DC is 19 + Int bonus.</p><p></p><p></p><p></p><p><strong>Basic Strength Technique</strong> -- Sanguine Lotus, Boost</p><p>Level: 1</p><p></p><p>Your strength momentarily increases. You gain a +2 bonus to Strength until the beginning of your next turn.</p><p></p><p></p><p><strong>Surgeon's Glance</strong> -- Sanguine Lotus, Stance</p><p>Level: 1</p><p>Range: 100 ft.</p><p></p><p>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.</p><p></p><p>If you do not have line of sight to an ally, this information takes the form of a hunch.</p><p></p><p></p><p><strong>Vital Chakra Strike</strong> -- Sanguine Lotus, Strike/Counter</p><p>Level: 1</p><p>Range: Touch</p><p></p><p>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.</p><p></p><p></p><p><strong>Burst of Vigor</strong> -- Sanguine Lotus, Boost</p><p>Level: 2</p><p></p><p>You gain temporary hit points equal to your ranks in Heal, which last until the beginning of your next round.</p><p></p><p></p><p><strong>Dizzying Touch</strong> -- Sanguine Lotus, Strike/Counter</p><p>Level: 2</p><p>Range: Touch</p><p></p><p>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.</p><p></p><p></p><p><strong>Touch of Life</strong> -- Sanguine Lotus, Boost</p><p>Level: 2</p><p>Range: Touch</p><p></p><p>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.</p><p></p><p></p><p><strong>Blood Activation</strong> -- Sanguine Lotus, Stance</p><p>Level: 3</p><p></p><p>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).</p><p></p><p></p><p><strong>Chakra Blade</strong> -- Sanguine Lotus, Stance (Su)</p><p>Level: 3</p><p>Prereqs: 3</p><p></p><p>You concentrate for a moment, and a scalpel of chakra materializes, extending from the fingers of your empty hand.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Chakra blades deal piercing damage, the amount depending on your Heal ranks:</p><p>- up to 8: 1d2</p><p>- 9 to 12: 1d4</p><p>- 13 to 16: 1d6</p><p>- 17 to 20: 1d8</p><p>- 21+ ranks: 1d10</p><p></p><p>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.</p><p></p><p></p><p><strong>Heart Blade</strong> -- Sanguine Lotus, Strike/Counter</p><p>Level: 3</p><p>Prereqs: 1</p><p>Range: Touch</p><p></p><p>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.</p><p></p><p></p><p><strong>Ox Strength Technique</strong> -- Sanguine Lotus, Boost</p><p>Level: 3</p><p>Prereqs: 1</p><p></p><p>Your strength momentarily increases. You gain a +4 bonus to Strength until the beginning of your next turn.</p><p></p><p></p><p><strong>Muscle Activation</strong> -- Sanguine Lotus, Boost</p><p>Level: 4</p><p>Prereqs: 1</p><p></p><p>You know every muscle and bone in your own body, and you know how to make them exceed their limits.</p><p></p><p>Make one skill check this round in any Strength-based skill using your Heal check instead.</p><p></p><p></p><p><strong>Tendon Crippling Grip</strong> -- Sanguine Lotus, Strike</p><p>Level: 4</p><p>Prereqs: 2</p><p>Range: Touch</p><p>Target: Living creature that moves using its limbs</p><p></p><p>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).</p><p></p><p>This has no effect on creatures who move magically, or who do not use limbs to move (like oozes).</p><p></p><p>This speed penalty can be removed with a Heal check (DC 14 + Wis) or with magical healing.</p><p></p><p></p><p><strong>Vital Chakra Control</strong> -- Sanguine Lotus, Strike/Counter</p><p>Level: 4</p><p>Prereqs: 2</p><p>Range: Touch</p><p>Duration: Instantaneous</p><p></p><p>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.</p><p></p><p></p><p><strong>Lion Strength Technique</strong> -- Sanguine Lotus, Boost</p><p>Level: 5</p><p>Prereqs: 2</p><p></p><p>Your strength momentarily increases. You gain a +6 bonus to Strength until the beginning of your next turn.</p><p></p><p></p><p><strong>Heart Activation</strong> -- Sanguine Lotus, Stance</p><p>Level: 5</p><p>Prereqs: 2</p><p></p><p>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.</p><p></p><p></p><p><strong>Deep Vital Touch</strong> -- Sanguine Lotus, Strike/Counter</p><p>Level: 5</p><p>Prereqs: 2</p><p>Range: Touch</p><p>Duration: 1 minute</p><p></p><p>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.</p><p></p><p></p><p><strong>Heart Tether Technique</strong> -- Sanguine Lotus, Strike (Su)</p><p>Level: 6</p><p>Prereqs: 4</p><p>Range: Touch</p><p>Duration: 1 minute</p><p>Target: Living creature</p><p></p><p>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. </p><p></p><p></p><p><strong>Neural Realignment</strong> -- Sanguine Lotus, Strike/Counter</p><p>Level: 6</p><p>Prereqs: 3</p><p>Range: Touch</p><p>Duration: 5 rounds</p><p>Target: Living creature with Int 1 or higher</p><p></p><p>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.</p><p></p><p></p><p><strong>Heart Animation Technique</strong> -- Sanguine Lotus (Su) [Evil]</p><p>Level: 6</p><p>Prereqs: 4</p><p>Action: Standard</p><p>Duration: Concentration</p><p>Range: 30 ft.</p><p>Target: One corpse of your own size and type</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p></p><p><strong>Deep Vital Mastery</strong> -- Sanguine Lotus, Strike/Counter</p><p>Level: 7</p><p>Prereqs: 3</p><p>Range: Touch</p><p>Duration: Instantaneous</p><p></p><p>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.</p><p></p><p></p><p><strong>Dragon Strength Technique</strong> -- Sanguine Lotus, Boost</p><p>Level: 7</p><p>Prereqs: 3</p><p></p><p>Your strength momentarily increases. You gain a +8 bonus to Strength until the beginning of your next turn.</p><p></p><p></p><p><strong>Soul Activation</strong> -- Sanguine Lotus, Stance</p><p>Level: 8</p><p>Prereqs: 3</p><p></p><p>Whenever your hit points fall below half their normal total, you gain DR 5/-- and Fast Healing 5.</p><p></p><p></p><p><strong>Soul Tether Technique</strong> -- Sanguine Lotus (Su) [Good]</p><p>Level: 8</p><p>Prereqs: 4</p><p>Action: Standard</p><p>Duration: Instantaneous</p><p>Range: Touch</p><p>Target: One corpse</p><p></p><p>You can restore life to a creature that has not been dead for more than 1 minute.</p><p></p><p>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.</p><p></p><p>The creature has -1 hit points (but is stable) after being restored to life.</p><p></p><p>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).</p><p></p><p></p><p><strong>Heart Chakra Mastery</strong> -- Sanguine Lotus, Strike/Counter</p><p>Level: 9</p><p>Prereqs: 5</p><p>Range: Touch</p><p></p><p>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.</p><p></p><p></p><p></p><p><strong>Called Shot</strong> -- Heaven's Arc, Strike</p><p>Level: 1</p><p></p><p>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.</p><p></p><p></p><p><strong>Close Quarters Archery</strong> -- Heaven's Arc, Stance</p><p>Level: 1</p><p></p><p>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.</p><p></p><p></p><p><strong>Diverted Shot</strong> -- Heaven's Arc, Strike (Arc)</p><p>Level: 1</p><p>Action: Full-round</p><p></p><p><em>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.</em></p><p></p><p>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 <em>wind wall</em>, you would not suffer any miss chance.</p><p></p><p></p><p><strong>Point Blank Threat</strong> -- Heaven's Arc, Counter</p><p>Level: 1</p><p></p><p>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.</p><p></p><p></p><p><strong>Sphere of Distant Stars</strong> -- Heaven's Arc, Stance</p><p>Level: 1</p><p></p><p><em>The night stars twinkle in your eyes, and all about you seems to brighten.</em></p><p></p><p>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).</p><p></p><p>Additionally, your first range increment for ranged attacks extends based on your Spot ranks:</p><ul> <li data-xf-list-type="ul"> up to 8 ranks: +20%</li> <li data-xf-list-type="ul"> 9-16 ranks: +30%</li> <li data-xf-list-type="ul"> 17-22 ranks: +40%</li> <li data-xf-list-type="ul"> 23+ ranks: +50%</li> </ul><p></p><p>This range bonus applies after other bonuses (like the bonus provided by Far Shot or Ranged Weapon Mastery).</p><p></p><p></p><p><strong>Arc of Mobility</strong> -- Heaven's Arc, Strike</p><p>Level: 2</p><p>Action: Full-round</p><p></p><p>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.</p><p></p><p></p><p><strong>Elude Missile</strong> -- Heaven's Arc, Counter</p><p>Level: 2</p><p></p><p><em>The air itself bends as you whirl with preternatural speed.</em></p><p></p><p>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.</p><p></p><p></p><p><strong>Hindering Volley</strong> -- Heaven's Arc, Boost</p><p>Level: 2</p><p></p><p>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.</p><p></p><p></p><p><strong>Insightful Shot</strong> -- Heaven's Arc, Strike</p><p>Level: 3</p><p>Prereqs: 1</p><p>Action: Full-round</p><p></p><p><em>Your vision narrows to a single point, and time seems to slow as you carefully survey your opponent for a weak spot.</em></p><p></p><p>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.</p><p></p><p></p><p><strong>Mercy of the Hunter</strong> -- Heaven's Arc, Boost</p><p>Level: 3</p><p>Prereqs: 1</p><p></p><p><em>Your foe staggers under the burden of his wounds and battle-fatigue. You time your shots to take advantage of his momentary weakness.</em></p><p></p><p>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.</p><p></p><p></p><p><strong>Sphere of Mercury</strong> -- Heaven's Arc, Stance</p><p>Level: 3</p><p>Prereqs: 1</p><p></p><p><em>Your ability to read shots before they are fired allows you to avoid them.</em></p><p></p><p>You gain a special Dodge bonus to AC against ranged attacks. The bonus depends on your Spot ranks:</p><ul> <li data-xf-list-type="ul"> up to 8: +2</li> <li data-xf-list-type="ul"> 9 to 12: +3</li> <li data-xf-list-type="ul"> 13 to 16: +4</li> <li data-xf-list-type="ul"> 17 to 20: +5</li> <li data-xf-list-type="ul"> 21 or higher: +6</li> </ul><p></p><p>As with all Dodge bonuses, it goes away if you are denied your Dexterity bonus to AC.</p><p></p><p></p><p><strong>Arc of Accuracy</strong> -- Heaven's Arc, Boost (Arc)</p><p>Level: 4</p><p>Prereqs: 2</p><p></p><p><em>Reading the winds perfectly, you fire your attacks skyward, knowing they will land where you wish.</em></p><p></p><p>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.</p><p></p><p></p><p><strong>Disarming Shot</strong> -- Heaven's Arc, Strike</p><p>Level: 4</p><p>Prereqs: 1</p><p></p><p>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.</p><p></p><p></p><p><strong>Called Shot, Greater</strong> -- Heaven's Arc, Strike</p><p>Level: 4</p><p>Prereqs: 2</p><p></p><p>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.</p><p></p><p></p><p><strong>Iron Guard's Interjection</strong> -- Heaven's Arc, Counter</p><p>Level: 4</p><p>Prereqs: 1</p><p></p><p>You may initiate this counter in response to any melee attack within 30 ft., after the attack hits, but before damage is rolled.</p><p></p><p>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.</p><p></p><p></p><p><strong>Entangling Volley</strong> -- Heaven's Arc, Boost</p><p>Level: 5</p><p>Prereqs: 2</p><p></p><p>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 <a href="http://www.d20srd.org/srd/conditionSummary.htm#entangled" target="_blank">entangled</a> for one round.</p><p></p><p></p><p><strong>Point Blank Opportunist</strong> -- Heaven's Arc, Counter</p><p>Level: 5</p><p>Prereqs: 2</p><p></p><p>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.</p><p></p><p></p><p><strong>Sphere of Mars</strong> -- Heaven's Arc, Stance</p><p>Level: 5</p><p>Prereqs: 3</p><p></p><p><em>You can predict your foe's movements and lead your shots with deadly accuracy.</em></p><p></p><p>You gain an Insight bonus to ranged damage. The bonus depends on your Spot ranks:</p><ul> <li data-xf-list-type="ul"> up to 12: +2</li> <li data-xf-list-type="ul"> 13 to 16: +3</li> <li data-xf-list-type="ul"> 17 to 20: +4</li> <li data-xf-list-type="ul"> 21 or higher: +5</li> </ul><p></p><p></p><p><strong>Sphere of Saturn</strong> -- Heaven's Arc, Stance</p><p>Level: 5</p><p>Prereqs: 2</p><p></p><p><em>You read the battlefield in an instant, executing your plans in the time others would require to merely conceive them.</em></p><p></p><p>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.</p><p></p><p></p><p><strong>Comet Trail</strong> -- Heaven's Arc, Boost (Su)</p><p>Level: 6</p><p>Prereqs: 3</p><p></p><p><em>Your arrows shine like the stars themselves.</em></p><p></p><p>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.</p><p></p><p>While the light lasts, your allies gain a +4 bonus on all attack rolls against targets you strike.</p><p></p><p></p><p><strong>Insightful Shot, Greater</strong> -- Heaven's Arc, Strike</p><p>Level: 6</p><p>Prereqs: 3</p><p>Action: Full-round</p><p></p><p>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.</p><p></p><p></p><p><strong>Trip Shot</strong> -- Heaven's Arc, Strike</p><p>Level: 6</p><p>Prereqs: 2</p><p></p><p>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.</p><p></p><p></p><p><strong>Zephyr Call</strong> -- Heaven's Arc (Su)</p><p>Level: 6</p><p>Prereqs: 2</p><p>Action: Standard</p><p>Duration: 1 round</p><p>Range: 60 ft.</p><p>Effect: Line-shaped gust of severe wind emanating out from you to the extreme of the range</p><p>Save: Fortitude negates</p><p></p><p>As the spell <em><a href="http://www.d20srd.org/srd/spells/gustOfWind.htm" target="_blank">gust of wind</a></em>, except as noted here.</p><p></p><p></p><p><strong>Charging Bull Shot</strong> -- Heaven's Arc, Strike</p><p>Level: 7</p><p>Prereqs: 3</p><p></p><p>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).</p><p></p><p></p><p><strong>Iron Guard's Arrest</strong> -- Heaven's Arc, Counter</p><p>Level: 7</p><p>Prereqs: 2</p><p>Save: Reflex negates</p><p></p><p>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.</p><p></p><p></p><p><strong>Lightning Shot</strong> -- Heaven's Arc, Strike (Su)</p><p>Level: 7</p><p>Prereqs: 3</p><p>Range: 100 ft.</p><p>Area: 100 ft. line</p><p>Save: Reflex half</p><p></p><p>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.</p><p></p><p></p><p><strong>Called Shot, Supreme</strong> -- Heaven's Arc, Strike</p><p>Level: 7</p><p>Prereqs: 2</p><p>Save: Fort partial</p><p></p><p>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.</p><p></p><p></p><p><strong>Arc of Celerity</strong> -- Heaven's Arc, Strike</p><p>Level: 8</p><p>Prereqs: 3</p><p>Action: Full-round</p><p></p><p>As the maneuver Time Stands Still, except you may only make ranged attacks with your two full attack actions. </p><p></p><p></p><p><strong>Arc of Divination</strong> -- Heaven's Arc, Boost</p><p>Level: 8</p><p>Prereqs: 3</p><p></p><p><em>Your attacks strike with stunning clarity.</em></p><p></p><p>Each ranged attack you make this round ignores concealment (but not total concealment) and cover (but not total cover).</p><p></p><p></p><p><strong>Sphere of Venus</strong> -- Heaven's Arc, Stance (Su)</p><p>Level: 8</p><p>Prereqs: 4</p><p></p><p>You may only initiate this stance while under the open sky.</p><p></p><p>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 <em>call lightning</em> description for definition of "stormy"), you may instead cause precipitation to begin.</p><p></p><p>Your alterations last so long as you maintain your stance and conditions permit.</p><p></p><p>If you gain cover from the sky, this stance ends immediately.</p><p></p><p></p><p><strong>Zephyr Command</strong> -- Heaven's Arc, Strike (Su)</p><p>Level: 8</p><p>Prereqs: 3</p><p>Duration: 1 round</p><p>Range / Area: Special (see below)</p><p></p><p>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 <em>gust of wind</em> begins, and extends up to 60 ft. in a line away from you.</p><p></p><p></p><p><strong>Fight in the Shade</strong> -- Heaven's Arc, Strike (Arc, Su)</p><p>Level: 9</p><p>Prereqs: 4</p><p>Action: Full-round</p><p>Range: 1 range increment (see below)</p><p>Area: 20 ft. radius spread</p><p>Save: Reflex half</p><p></p><p><em>Your missile hurtles skyward, and in the blink of an eye becomes innumerable missiles, raining death upon your targets.</em></p><p></p><p>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.</p><p></p><p>This damage comes from above, ignoring horizontal cover that targets in the area may have, but not overhead cover.</p></blockquote><p></p>
[QUOTE="Nifft, post: 3334711, member: 6562"] [b]Schools[/b] 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 [i]dispel magic[/i] (or similar). Spells that have been made [i]permanent[/i] 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. [b]Fearsome Lunge[/b] -- 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. [b]Minor Miasma[/b] -- 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. [b]Reaper's Stance[/b] -- 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. [b]Venom Guard[/b] -- 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. [b]Ambush Tactics[/b] -- Jade Viper, Boost Level: 2 You deal +2d6 Sneak Attack damage for 1 round. [b]Constructor Grip[/b] -- Jade Viper, Counter (Su) Level: 2 You gain a +4 bonus on grapple checks until your next action. [b]Hidden Viper Hand[/b] -- 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). [b]Fearsome Charge[/b] -- 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. [b]Miasmic Sweep[/b] -- 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). [b]Predatory Presence[/b] -- 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. [b]Hidden Python Hand[/b] -- 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. [b]Choking Miasma[/b] -- 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. [b]Double Viper Grip[/b] -- 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). [b]Hidden Viper Fang[/b] -- 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. [b]Long Viper Bite[/b] -- 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. [b]Vilestrike[/b] -- 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. [b]Vile Miasma[/b] -- 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). [b]Fearsome Attack[/b] -- 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. [b]Great Python Grip[/b] -- 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. [b]Psychic Venom[/b] -- 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. [b]Disabling Precision[/b] -- 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. [b]Fearsome Gaze[/b] -- 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. [b]Jade Viper Hand[/b] -- 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). [b]Black Lotus Form[/b] -- Jade Viper, Stance (Su) Level: 8 Prereqs: 2 You gain immunity to poison, energy drain, negative energy, and ability damage & drain. [b]Jade Constrictor[/b] -- 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. [b]Jade Viper Miasma[/b] -- 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). [b]Lunar Corona[/b] -- 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. [b]Lunar Defiance[/b] -- 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. [b]Chakra Piercing Star[/b] -- 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. [b]Silver Moonlight[/b] -- 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. [b]Inertia Tap[/b] -- 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 [i]haste[/i], [i]expeditious retreat[/i], and [i]longstrider[/i], but not [i]fly[/i] or [i]spider climb[/i]). 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. [b]Cultural Lead Sheet[/b] -- Crescent Moon, Counter Level: 2 This is one of the few Crescent Moon maneuvers that is not Supernatural. You gain the effect of the [i]undetectable alignment[/i] spell for 1 minute. [b]Shadow Break[/b] -- 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.) [b]Silver Thorn[/b] -- 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. [b]Aura Piercing Sight[/b] -- Crescent Moon, Stance (Su, Divination) Level: 3 Prereqs: 1 You gain the benefits of [i]detect magic[/i] so long as you are in this stance. If you have at least 12 Spellcraft ranks, you can additionally use [i]detect chaos / evil / good / law[/i] 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 [i]see invisibility[/i]. [b]Chakra Flare[/b] -- 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 [i]dispel magic[/i], 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. [b]Silent Star Technique[/b] -- 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 [i]silence[/i] spell. [b]Silver Inquisition[/b] -- 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. [b]Inertia Bind[/b] -- 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. [b]Lunar Radiance[/b] -- 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 [i]daylight[/i] 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. [b]Opposing Demon[/b] -- 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. [b]Silver Moonlight, Improved[/b] -- 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 [i]faerie fire[/i] spell (negates concealment and invisibility). Additionally, all melee attacks against him penetrate his DR as though they were silver and magic. [b]Eyes of Night[/b] -- 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). [b]Lotus Slumber[/b] -- 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 [i]deep slumber[/i] spell, but with no hit die limit); Will negates, DC 15 + Int. This is a mind-affecting, magical sleep effect. [b]Inverse Chakra Star[/b] -- 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. [b]Chakra Guard[/b] -- 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.) [b]Inertia Sweep[/b] -- 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. [b]Laughing Moon Reaver[/b] -- 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. [b]Black Chakra Mirror[/b] -- 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. [b]Mind Eclipse Technique[/b] -- 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. [b]Chakra Reaver[/b] -- 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 [i]greater dispel magic[/i]. You can dispel effects on a willing target with a touch that does not deal any damage. [b]Void Mirror Soul[/b] -- Crescent Moon, Stance (Su) Level: 8 Prereqs: 4 While in this stance, you gain a limited form of [i]spell turning[/i]. 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. [b]Empty Moon[/b] -- 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 [i]greater dispel magic[/i]. 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. [b]Braggart's Bluff[/b] -- 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. [list][*] 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 [/list] [b]Cunning Charge[/b] -- 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. [b]Hand is Quicker[/b] -- 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. [b]Trickster's Tail[/b] -- Dancing Fox, Stance Level: 1 You can Feint creatures of animal intelligence and non-humanoids without taking the usual -8 or -4 penalty (respectively). [b]Swashbuckler's Swagger[/b] -- 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: [list] [*] 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 [/list] 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. [b]Braggart's Ruse[/b] -- Dancing Fox Level: 2 Action: Standard You can [url=http://www.d20srd.org/srd/skills/intimidate.htm]demoralize[/url] an opponent, substituting a Bluff check for the usual Intimidate check. [b]Defensive Blur[/b] -- Dancing Fox, Counter (Su, Illusion, Glamer) Level: 2 You gain concealment, and attacks against you suffer a 20% miss chance until your next action. [b]Ghost Moan[/b] -- Dancing Fox, Counter (Su, Illusion, Figment) [Sonic] Level: 2 Prereqs: 1 You can use this maneuver to duplicate the spell [i]ghost sound[/i], 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 [i]ghost sound[/i]. [b]Minor Replication[/b] -- Dancing Fox, Boost (Su, Illusion, Figment) Level: 2 You produce two mirror images, as would be produced by the spell [i]mirror image[/i]. These images last until the beginning of your next action, unless you spend one hit point per image to keep them active. [b]Possum Fall[/b] -- 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). [b]Braggart's Bravado[/b] -- Dancing Fox, Stance Level: 3 Prereqs: 1 Range: 30 ft. [i]You have an exceptional ability to inspire allies and distract foes.[/i] 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. [b]Flash of Steel[/b] -- Dancing Fox, Counter Level: 3 [i]Quicker than the eye can follow, your blade is in your hand.[/i] You may draw a weapon (or other wieldable item) as an Immediate action. [b]Minor Foxfire[/b] -- Dancing Fox (Su) Level: 3 Prereqs: 2 Action: Standard Duration: 1 minute or 10 minutes (see below). You can emulate [i]dancing lights[/i], [i]faerie fire[/i] or [i]light[/i] (except as noted here). Using this maneuver to emulate [i]light[/i] 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. [b]Mirage Technique[/b] -- 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: [list] [*] at least 4: [i]silent image[/i] [*] at least 9: [i]illusory wall[/i] [*] at least 14: [i]major image[/i] [*] 19 or more: [i]mirage arcana[/i] [/list] [b]Swift Ruse[/b] -- Dancing Fox, Boost Level: 3 Prereqs: 2 As part of this maneuver, you can make a Bluff check to Feint. [b]Defensive Displacement[/b] -- 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. [b]Empty Mask[/b] -- 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. [b]Replacement Technique[/b] -- 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. [b]Stupefying Strike[/b] -- 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. [b]Braggart's Block[/b] -- 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: [list] [*] up to 12: +4 [*] 13 to 16: +6 [*] 17 to 20: +8 [*] over 21: +10 [/list] [b]Lasting Ruse[/b] -- 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. [b]Luck Leech[/b] -- 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. [u]Stolen Luck[/u]: 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.) [b]One Step Ahead[/b] -- 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. [b]Replication Technique[/b] -- Dancing Fox, Boost (Su, Illusion, Figment) Level: 5 Prereqs: 2 As Minor Replication, except you create four mirror images instead of two. [b]Trickster's Twist[/b] -- 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. [b]Blazing Foxfire[/b] -- 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): [list] [*] 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. [/list] [b]Cunning Tactics[/b] -- 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). [b]Foxy Mind[/b] -- 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.) [b]Cunning Performer[/b] -- 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. [b]Foxy Rebuke[/b] -- 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). [b]Mirror Defense[/b] -- 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. [b]Visage of Terror[/b] -- 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 [i]phantasmal killer[/i] (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. [b]Braggart's Bait[/b] -- 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. [list] [*] 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. [/list] 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. [b]Mass Replication[/b] -- Dancing Fox, Boost (Su, Illusion, Figment) Level: 8 Prereqs: 4 As Minor Replication, except you create twelve mirror images instead of two. [b]True Foxfire[/b] -- 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 [i]shadow conjuration[/i] or [i]shadow evocation[/i] (including an additional Will save), except that the emulated spell is 50% real, and any save DC is 19 + Int bonus. [b]Basic Strength Technique[/b] -- Sanguine Lotus, Boost Level: 1 Your strength momentarily increases. You gain a +2 bonus to Strength until the beginning of your next turn. [b]Surgeon's Glance[/b] -- 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. [b]Vital Chakra Strike[/b] -- 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. [b]Burst of Vigor[/b] -- 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. [b]Dizzying Touch[/b] -- 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. [b]Touch of Life[/b] -- 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. [b]Blood Activation[/b] -- 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). [b]Chakra Blade[/b] -- 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. [b]Heart Blade[/b] -- 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. [b]Ox Strength Technique[/b] -- 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. [b]Muscle Activation[/b] -- 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. [b]Tendon Crippling Grip[/b] -- 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. [b]Vital Chakra Control[/b] -- 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. [b]Lion Strength Technique[/b] -- 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. [b]Heart Activation[/b] -- 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. [b]Deep Vital Touch[/b] -- 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. [b]Heart Tether Technique[/b] -- 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. [b]Neural Realignment[/b] -- 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. [b]Heart Animation Technique[/b] -- 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. [b]Deep Vital Mastery[/b] -- 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. [b]Dragon Strength Technique[/b] -- 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. [b]Soul Activation[/b] -- 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. [b]Soul Tether Technique[/b] -- 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). [b]Heart Chakra Mastery[/b] -- 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. [b]Called Shot[/b] -- 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. [b]Close Quarters Archery[/b] -- 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. [b]Diverted Shot[/b] -- Heaven's Arc, Strike (Arc) Level: 1 Action: Full-round [i]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.[/i] 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 [i]wind wall[/i], you would not suffer any miss chance. [b]Point Blank Threat[/b] -- 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. [b]Sphere of Distant Stars[/b] -- Heaven's Arc, Stance Level: 1 [i]The night stars twinkle in your eyes, and all about you seems to brighten.[/i] 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: [list][*] up to 8 ranks: +20% [*] 9-16 ranks: +30% [*] 17-22 ranks: +40% [*] 23+ ranks: +50% [/list] This range bonus applies after other bonuses (like the bonus provided by Far Shot or Ranged Weapon Mastery). [b]Arc of Mobility[/b] -- 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. [b]Elude Missile[/b] -- Heaven's Arc, Counter Level: 2 [i]The air itself bends as you whirl with preternatural speed.[/i] 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. [b]Hindering Volley[/b] -- 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. [b]Insightful Shot[/b] -- Heaven's Arc, Strike Level: 3 Prereqs: 1 Action: Full-round [i]Your vision narrows to a single point, and time seems to slow as you carefully survey your opponent for a weak spot.[/i] 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. [b]Mercy of the Hunter[/b] -- Heaven's Arc, Boost Level: 3 Prereqs: 1 [i]Your foe staggers under the burden of his wounds and battle-fatigue. You time your shots to take advantage of his momentary weakness.[/i] 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. [b]Sphere of Mercury[/b] -- Heaven's Arc, Stance Level: 3 Prereqs: 1 [i]Your ability to read shots before they are fired allows you to avoid them.[/i] You gain a special Dodge bonus to AC against ranged attacks. The bonus depends on your Spot ranks: [list][*] up to 8: +2 [*] 9 to 12: +3 [*] 13 to 16: +4 [*] 17 to 20: +5 [*] 21 or higher: +6 [/list] As with all Dodge bonuses, it goes away if you are denied your Dexterity bonus to AC. [b]Arc of Accuracy[/b] -- Heaven's Arc, Boost (Arc) Level: 4 Prereqs: 2 [i]Reading the winds perfectly, you fire your attacks skyward, knowing they will land where you wish.[/i] 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. [b]Disarming Shot[/b] -- 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. [b]Called Shot, Greater[/b] -- 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. [b]Iron Guard's Interjection[/b] -- 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. [b]Entangling Volley[/b] -- 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 [url=http://www.d20srd.org/srd/conditionSummary.htm#entangled]entangled[/url] for one round. [b]Point Blank Opportunist[/b] -- 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. [b]Sphere of Mars[/b] -- Heaven's Arc, Stance Level: 5 Prereqs: 3 [i]You can predict your foe's movements and lead your shots with deadly accuracy.[/i] You gain an Insight bonus to ranged damage. The bonus depends on your Spot ranks: [list][*] up to 12: +2 [*] 13 to 16: +3 [*] 17 to 20: +4 [*] 21 or higher: +5 [/list] [b]Sphere of Saturn[/b] -- Heaven's Arc, Stance Level: 5 Prereqs: 2 [i]You read the battlefield in an instant, executing your plans in the time others would require to merely conceive them.[/i] 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. [b]Comet Trail[/b] -- Heaven's Arc, Boost (Su) Level: 6 Prereqs: 3 [i]Your arrows shine like the stars themselves.[/i] 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. [b]Insightful Shot, Greater[/b] -- 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. [b]Trip Shot[/b] -- 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. [b]Zephyr Call[/b] -- 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 [i][url=http://www.d20srd.org/srd/spells/gustOfWind.htm]gust of wind[/url][/i], except as noted here. [b]Charging Bull Shot[/b] -- 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). [b]Iron Guard's Arrest[/b] -- 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. [b]Lightning Shot[/b] -- 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. [b]Called Shot, Supreme[/b] -- 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. [b]Arc of Celerity[/b] -- 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. [b]Arc of Divination[/b] -- Heaven's Arc, Boost Level: 8 Prereqs: 3 [i]Your attacks strike with stunning clarity.[/i] Each ranged attack you make this round ignores concealment (but not total concealment) and cover (but not total cover). [b]Sphere of Venus[/b] -- 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 [i]call lightning[/i] 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. [b]Zephyr Command[/b] -- 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 [i]gust of wind[/i] begins, and extends up to 60 ft. in a line away from you. [b]Fight in the Shade[/b] -- 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 [i]Your missile hurtles skyward, and in the blink of an eye becomes innumerable missiles, raining death upon your targets.[/i] 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. [/QUOTE]
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