Nifft
Penguin Herder
There's a collection of Martial Adept stuff (and some discussion) on the WotC boards.
Welcome to our cross-forum visitors!
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Contents
No links, because all the stuff is in the first three posts, including this one, and I don't know how to add anchors. Maybe this should all be on a web page instead... bleah.
Schools
Crescent Moon -- The moon is understanding of and power over magic; weapons are dagger, quarterstaff, ray, and sickle; key skill is Spellcraft (or Psicraft, transparency pending).
Heaven's Arc -- Draw down the sky's arch, pull back, and release; weapons are the longbow, shortbow, javelin and sling; key skill is Spot.
Dancing Fox -- Trickery and illusion are your tools; weapons are the bola, kama, rapier and sap; key skill is Bluff.
Jade Viper -- The viper embodies poison and fear; weapons are the punching dagger (katar), bite, ranseur and saingham; key skill is Intimidate.
Sanguine Lotus -- Blood's soft rhythm gives power over flesh; weapons are the quarterstaff and unarmed strike; key skill is Heal.
... and then some Racial Substitution Levels.
Classes
Second post.
Martial Champion -- Blackguard, Cavalier, Hostpitalier, Lightbringer: you are the champion of your chosen faith.
Diamond Duelist -- You have mastered the art of single combat.
Desert Storm (variant Duelist) -- Swift warrior whose hit-and-run attacks shock and burn his opponents.
Diamond Psion -- You blend preternatural mental discipline with flat-out supernatural awesome.
Martial Assassin -- Swift and deadly, with mystical tricks galore, but no damn spells.
Black Flame Zealot (variant Assassin) -- Agent of darkness who blurs the line between fire and ice.
Martial Shadowdancer -- Exemplar of the Shadow Hand school.
Ninja of the Crescent Moon -- Exceptionally skilled character focused on defense.
Stone Defender (variant Dwarven Defender) -- Exemplar of the Stone Dragon school.
White Raven Commander -- Exemplar of the White Raven school.
... and then some New Feats.
Maneuver Writeups
Third post. Yeah, scroll way down.
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Secret Schools
These are new or secret schools. They are not available to the average Crusader, Swordsage, or Warblade. They are available to prestige classes, and through variant Martial Adept progressions (which would lose access to some other schools).
As usual, the specific visuals of the maneuver (and even the names) can be changed to suit your campaign's flavor. Orochimaru's Secret Snake Hands may be the same maneuver as Naraku's Entangling Poison Roots -- both are represented by the same maneuver here.
Crescent Moon
This secret school focuses on stealth and counter-magic. Its save DCs are modified by Intelligence, and its key skill is Spellcraft. Favored weapons are the dagger, quarterstaff, ray, and sap.
All maneuvers of this school are Supernatural (unless otherwise noted). For all spell-like effects, your caster level is the same as your initiator level.
Level 1
Chakra Piercing Star (Strike) -- Deal +1d6 damage, dispel armor or shield effect.
Lunar Corona (Stance) -- Gain Deflection bonus to AC based on Spellcraft ranks.
Lunar Defiance (Counter) -- Ignore one [Charm] or [Compulsion] effect.
Silver Moonlight (Strike) -- Touched a foe; melee weapons strike him as though silver for 1 minute.
Level 2
Inertia Tap (Strike) -- Deal +1d6 damage and slow target for 1 round (or dispel speed-enhancing effect).
Cultural Lead Sheet (Counter, Ex) -- Undetectable alignment for 1 minute.
Shadow Break -- Dispel one illusion.
Silver Thorn (Strike) -- Touched foe's SR reduced by 4 for one round.
Level 3
Aura Piercing Sight (Stance, 1) -- Detect magic; other benefits from Spellcraft ranks.
Chakra Flare (Strike, 1) -- Deal +2d6 damage, dispel one effect from target.
Silent Star Technique (Boost) -- Emanate silence for one round.
Silver Inquisition (Strike, 1) -- Shape-shifter must save or revert to natural form for 1 round.
Level 4
Inertia Bind (Strike, 2) -- Deal +4d6 damage, target is dimensional anchor'd for 1 minute.
Lunar Radiance (Boost, 1) -- Nimbus of light dazzles foes using Divinations and grants you total concealment.
Opposing Demon (Counter, 3) -- Negate a strike with opposed Martial Lore check.
Silver Moonlight, Improved (Strike, 2) -- Touch a foe; negate his concealment and invisibility, and melee weapons strike him as though magic and silver for 1 minute.
Level 5
Eyes of Night (Stance, 2) -- Gain Darkvision and see in magical darkness; suffer no miss chance due to (partial) Concealment.
Lotus Slumber (Strike, 2) -- Creature touched falls asleep.
Inverse Chakra Star (Counter, 2) -- Counterspell with opposed Spellcraft check.
Level 6
Chakra Guard (Counter, 1) -- Gain +6 on any one save and take no damage on successful save.
Inertia Sweep (Boost, 2) -- All adjacent foes are slowed for 1 round.
Laughing Moon Reaver (Strike, 3) -- Touch attack suppresses all magic items for 1 round.
Level 7
Black Chakra Mirror (Counter, 3) -- Reflect one Ray attack.
Mind Eclipse Technique (Counter, 3) -- Negate one [Mind-Affecting] or Divination effect.
Level 8
Chakra Reaver (Strike, 4) -- Deal +8d8 damage and dispel all effects.
Void Mirror Soul (Stance, 4) -- Reflect one spell each round with successful Spellcraft check.
Level 9
Empty Moon (Strike, 5) -- Touch attack dispels all effects and prevents spellcasting for 1 minute.
Dancing Fox
This secret school focuses on trickery and misdirection. Its save DCs are modified by Charisma, and its key skill is Bluff. Favored weapons are the bola, kama, rapier and sap.
Many maneuvers in this school are Supernatural.
Level 1
Braggart's Bluff (Boost, Su) -- Grant yourself temporary hit points based on your Bluff ranks.
Cunning Charge (Strike) -- Feint as part of a charge.
Hand is Quicker (Counter) -- Palm, hide or sheathe something as an Immediate action.
Swashbuckler's Swagger (Stance) -- Gain bonuses based on your Bluff ranks. (tumble, sleight of hand, Reflex, Damage)
Trickster's Tail (Stance) -- Feint non-humanoids without penalty.
Level 2
Braggart's Ruse -- Demoralize opponent with a Bluff check.
Defensive Blur (Counter, Su) -- Attacks against you suffer from a 20% miss chance until your next action.
Ghost Moan (Counter, 1) -- Ghost sound can additionally mask a failed Move Silently check.
Minor Replication (Boost, Su) -- A pair of mirror images guard you from attacks.
Possum Fall (Counter) -- Avoid a blow with a Bluff check (DC = attack roll); opponent thinks he hit and you dropped.
Level 3
Braggart's Bravado (Stance, 1) -- Once per round, you or an ally can substitute your Perform check for a save.
Flash of Steel (Counter) -- Draw a weapon (or other object) as an Immediate action.
Minor Foxfire (Su, 2) -- Emulate dancing lights, faerie fire or light.
Mirage Technique (Stance, Su, 2) -- Project a Figment based on your Bluff ranks.
Swift Ruse (Boost, 1) -- Feint as a Swift action.
Level 4
Defensive Displacement (Counter, Su, 2) -- Attacks against you suffer from a 50% miss chance until your next action.
Empty Mask (Boost, Su, 1) -- Leave an image of yourself behind when you teleport.
Replacement Technique (Counter, Su, 2) -- Escape a grapple with a Bluff check and attack your opponent flat-footed.
Stupefying Strike (Strike, Su, 1) -- Attack flat-footed foe to deal +6d6 damage and 1d4 Int damage.
Level 5
Braggart's Block (Counter, 2) -- Grant ally a bonus on a save based on your Bluff ranks.
Lasting Ruse (Boost, 1) -- When you feint, your foe remains flat-footed against all your attacks this round.
Luck Leech (Strike, Su, 2) -- Make a Bluff check to deal an extra +4d6 damage; you gain +2 to many rolls and your foe suffers -2 for 1 minute.
One Step Ahead (Stance, 2) -- Foes always attack the wrong mirror image.
Replication Technique (Boost, Su, 2) -- Four mirror images guard you from attacks.
Trickster's Twist (Stance, 3) -- Deal +4d6 sudden strike damage.
Level 6
Blazing Foxfire (Boost, Su, 3) -- Dazzle, daze or distract targets for a few rounds.
Cunning Tactics (Strike, 2) -- Feint to deal +6d6 damage and render target flat-footed against your allies.
Foxy Mind (Counter, 2) -- When you make a Will save, trick your opponent into thinking you failed it.
Level 7
Cunning Performer (Boost, 3) -- Feint all foes within 30 ft. as a Swift action.
Foxy Rebuke (Counter, Su, 2) -- When you resist a mind-affecting effect, turn it back on your opponent.
Mirror Defense (Counter) -- Sacrifice a mirror image to make a save.
Visage of Terror (Strike, Su, 3) -- Attack flat-footed foe to deal +10d6 and invoke phantasmal killer.
Level 8
Braggart's Bait (Stance, 4) -- One opponent must make a Will save each round or attack you in preference to all others.
Mass Replication (Boost, Su, 4) -- Twelve mirror images guard you from attacks.
Level 9
True Foxfire (Su, 6) -- Emulate any Evocation or Conjuration spell up to 6th level, but 50% real.
Heaven's Arc
Like the Stone Dragon school, this school can call upon powers outside of the initiator for some of its effects. Some maneuvers can only be initiated while under the sky -- this means that the square you currently occupy has no overhead obstructions which would grant you cover (including a roof, jungle canopy, leafy tree or dungeon ceiling). These are noted with the (Sky) descriptor.
Level 1
Called Shot (Strike) -- Make a Spot check; deal +2d6 damage.
Close Quarters Archery (Stance) -- You do not provoke AoOs for making ranged attacks; you gain an extra +1 to attack and damage against targets within 30 ft.
Diverted Shot (Strike) -- Make two ranged attacks to ignore cover.
Point Blank Threat (Counter) -- Make a ranged attack against a foe within 30 ft. who has just provoked an AoO from an ally.
Sphere of Distant Stars (Stance) -- Gain low-light vision; first range increment extends based on Spot ranks.
Level 2
Arc of Mobility (Strike) -- Move up to your speed; make two ranged attacks during your movement.
Elude Missile (Counter) -- One ranged attack suffers 50% miss chance against you.
Hindering Volley (Boost) -- Make ranged touch attacks to reduce your target's speed for one round.
Level 3
Insightful Shot (Strike, 1) -- Deal damage based on Spot check.
Mercy of the Hunter (Boost, 1) -- Gain attack bonus against injured foe.
Sphere of Mercury (Stance, 1) -- Gain dodge bonus against ranged attacks based on Spot ranks.
Level 4
Arc of Accuracy (Boost, 2, Sky) -- Shoot up; shots within first range increment ignore cover.
Disarming Shot (Strike, 1) -- Disarm foe with ranged attack.
Greater Called Shot (Strike, 2) -- Deal +4d6 damage; foe is flat-footed.
Iron Guard's Interjection (Counter, 1) -- Negate melee attack within 30 ft. with opposed attack roll.
Level 5
Entangling Volley (Boost, 2) -- Make ranged touch attacks to entangle targets for one round.
Point Blank Opportunist (Counter, 2) -- Make a ranged attack against a foe within 30 ft. who has just been struck by an ally.
Sphere of Mars (Stance, 3) -- Gain damage bonus on ranged attacks based on Spot ranks.
Sphere of Saturn (Stance, 2) -- Ready two standard actions each round, so long as both are ranged attacks or strikes from this school.
Level 6
Comet Trail (Boost, 3, Su) -- Your ranged attacks illuminate the area they strike for 1 round; allies gain a +4 bonus to attack targets you hit.
Greater Insightful Shot (Strike, 3) -- Deal double damage based on Spot check.
Trip Shot (Strike, 2) -- Trip foe with ranged attack.
Zephyr Call (2, Sky, Su) -- Evoke gust of wind centered on you.
Level 7
Charging Bull Shot (Strike, 3) -- Bull rush foe with ranged attack.
Iron Guard's Arrest (Counter, 2) -- Attack a foe who moves within 30 ft. and halt his movement.
Lightning Shot (Strike, 3, Su) -- Attack all targets in a 100 ft. line.
Supreme Called Shot (Strike, 2) -- Deal +8d6 damage and stun foe.
Level 8
Arc of Celerity (Strike, 3) -- Make two full attacks with ranged weapon(s).
Arc of Divination (Boost, 3) -- Ignore concealment and cover for 1 round.
Sphere of Venus (Stance, 4, Sky, Su) -- Alter wind speed by one category; control precipitation.
Zephyr Command (Strike, 3, Sky, Su) -- Ranged attack evokes gust of wind.
Level 9
Fight in the Shade (Strike, 4, Sky, Su) -- Attack all targets in a 20 ft. radius spread centered within your first range increment.
Jade Viper
This secret school focuses on disabling foes through poison and fear. Its save DCs are modified by Intelligence, and its key skill is Intimidate. Favored weapons are the punching dagger (katar), bite, ranseur, and saingham.
All maneuvers of this school are Supernatural. The Fort save DCs of the various poisons are the same as the DCs of the maneuvers.
Level 1
Fearsome Lunge (Strike) -- Charge a foe to deal +1d6 damage and cause fear for 1 round.
Minor Miasma (Boost) -- Poison inflicts 1 pt. of Dex damage.
Reaper's Stance (Stance) -- Gain temporary HP equal to your Intimidate ranks whenever you drop a foe.
Venom Guard (Counter) -- Know when you are about to ingest poison or gain +4 on one Fort save vs. poison.
Level 2
Ambush Tactics (Boost) -- Deal +2d6 Sneak Attack damage this round.
Constrictor Grip (Counter) -- Gain +4 on grapple checks for 1 round.
Hidden Viper Hand (Strike) -- Medium viper attacks adjacent foe.
Level 3
Fearsome Charge (Strike, 1) -- Charge a foe to deal +2d6 damage and cause fear for 1 minute.
Miasmic Sweep (Boost, 2) -- Cloud of poison dazes adjacent creatures.
Predatory Presence (Stance, 1) -- Foes within 10 ft. suffer a -4 penalty on Will saves.
Hidden Python Hand (Strike, 1) -- Constrictor grapples adjacent foe.
Level 4
Choking Miasma (Boost, 1) -- Poison inflicts 1d4 Dex damage.
Double Viper Grip (Strike, 2) -- Two medium vipers attack adjacent foe.
Hidden Viper Fang (Boost, 1) -- Gain a bite attack for 1 round.
Level 5
Long Viper Bite (Strike, 1) -- Your bite attack has a 30 ft. range, and deals +4d6 damage.
Vilestrike (Strike, 2) -- Deal +3d6 damage and target is nauseated for 1 round.
Vile Miasma (Boost, 3) -- Poison cloud sickens adjacent creatures; injury poison deals 1d6 Dex damage.
Level 6
Fearsome Attack (Strike, 3) -- Charge deals +8d6 and inspires fear in many foes.
Great Python Grip (Strike, 2) -- Giant constrictor grapples adjacent foe for 2 rounds.
Psychic Venom (Counter, 3) -- Foe targeting you with a Mind-Affecting or Divination effect suffers 1d6 Int, Wis and Cha damage.
Level 7
Disabling Precision (Strike, 3) -- Deal +4d6 damage and nauseate foe for 1 minute.
Fearsome Gaze (Boost, 3) -- Your mere glance is enough to terrify foes.
Jade Viper Hand (Strike, 3) -- Five large vipers attack and grapple adjacent foe for 3 rounds.
Level 8
Black Lotus Form (Stance, 2) -- Gain immunity to poison, energy drain, ability drain, and negative energy damage.
Jade Constrictor (3) -- You become a Huge viper until you take damage.
Level 9
Jade Viper Miasma (Boost, 4) -- Cloud nauseates adjacent creatures; magical injury poison deals 2d6 Str, Dex and Con damage.
Sanguine Lotus
This secret school focuses on life, death, and control of one's own body. Its key skill is Heal, and its save DCs are modified by Wisdom. Favored weapons are the quarterstaff and unarmed strike.
A number of these maneuvers are listed as Strike/Counter. This means you can use a maneuver as a Strike to inflict a condition on a foe, or you can use the maneuver as a Counter to negate that same condition in yourself.
Level 1
Basic Strength Technique (Boost) -- Gain +2 Strength for 1 round.
Surgeon's Glance (Stance) -- See the condition of your allies.
Vital Chakra Touch (Strike/Counter) -- Inflict Fatigue for 1 round (or negate Fatigue).
Level 2
Burst of Vigor (Boost) -- Gain temporary hit points equal to your Heal ranks for 1 round.
Dizzying Touch (Strike/Counter) -- Inflict the Sickened condition for 1 round (or negate the Sickened condition).
Touch of Life (Boost) -- Make a Heal check as a Swift action.
Level 3
Blood Activation (Stance) -- Ignore or tolerate certain conditions with a Heal check.
Chakra Blade (Stance, 3, Su) -- Your touch attacks deal piercing damage based on your Heal ranks.
Heart Blade (Strike/Counter, 1) -- Deal 2 points of Constitution damage or negate Constitution damage.
Ox Strength Technique (Boost, 1) -- Gain +4 Strength for 1 round.
Level 4
Muscle Activation (Boost, 1) -- Make one Strength-based skill check using your Heal check instead.
Tendon Crippling Grip (Strike, 2) -- Your opponent suffers a -20 ft. speed penalty until he receives healing.
Vital Chakra Control (Strike/Counter, 2) -- Inflict or negate Fatigue.
Level 5
Lion Strength Technique (Boost, 2) -- Gain +6 Strength for 1 round.
Heart Activation (Stance, 2) -- Take 12 on Fortitude saves.
Deep Vital Touch (Strike/Counter, 1) -- Inflict Exhaustion for 1 minute (or negate Exhaustion).
Level 6
Heart Tether Technique (Strike, 4, Su) -- Creature touched takes half your damage for one minute.
Neural Realignment (Strike/Counter, 3) -- Paralyze a foe (with a Touch attack) or negate paralysis.
Heart Animation Technique (4, Su) [Evil] -- Animate a corpse of your own size and type, which fights as you, while you concentrate.
Level 7
Deep Vital Mastery (Strike/Counter, 3) -- Inflict or negate Exhaustion.
Dragon Strength Technique (Boost, 3) -- Gain +8 Strength for 1 round.
Level 8
Soul Activation (Stance, 3) -- Gain DR 5/-- and fast healing 5 whenever you are below half your normal hit points.
Soul Tether Technique (4, Su) [Good] -- Restore life to a creature who has been dead for no more than one minute.
Level 9
Heart Chakra Mastery (Strike/Counter, 5) -- You cut the chakra line to your foe's heart. He immediately drops to -1 hp and is dying. Or, negate one effect that would instantly kill you.
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Racial Substitution Levels
Drow Crusader Hit Die: d8
Skills: 6 + Int -- Concentration, Craft, Diplomacy, Hide, Intimidate, Jump, Knowledge (history, religion), Martial Lore, Move Silently, Ride, and Tumble.
1: Drow aren't much for teamwork, nor are they particularly in harmony with stone, despite living in quite a lot of it.
Maneuvers and Stances: Instead of choosing maneuvers and stances from the schools Devoted Spirit, Stone Dragon and White Raven, a Drow Crusader instead chooses from the schools Devoted Spirit, Jade Viper and Shadow Hand. This chance applies to all future Crusader levels as well.
3: A Drow's anger and hate blossom early, but her sense of self-preservation never really comes to fruition.
Smite (Ex): You do not gain Zealous Surge, but instead gain earlier access to Smite. You gain an additional use at 6th and 18th levels.
Poison Use (Ex): Never at risk of poisoning self when applying poison to a weapon.
10: A Drow's mind is conditioned to be tougher than her body. Instead of gaining Die Hard, the Drow Crusader gains Indomitable Soul (PHB-2 feat, which should not be confused with the identically named 2nd level class feature).
Elf Warblade Hit Die: d10
Skills: 4 + Int -- Balance, Climb, Concentration, Craft, Diplomacy, Intimidate, Jump, Knowledge (history, local, nature), Martial Lore, Survival, Swim, and Tumble (and see below).
1: Skills: If you choose this substitution level, add Spot to your skill list for this and all future Warblade levels.
Maneuvers and Stances: If you choose this substitution level, the disciplines available to you (for this an all future Warblade levels) are Diamond Mind, Heaven's Arc, Iron Heart, Tiger Claw and White Raven. Your Warblade levels never grant you access to the Stone Dragon school. Furthermore, you may follow your recovery mechanism with either a ranged attack or a melee attack (or a standard action to flourish your ranged or melee weapon) instead of only being able to follow your recovery mechanism with a melee attack (or flourish).
Unlike other Warblades who meditate and practice to adapt their feats to a variety of weapons, you hone your ability to adapt your feats to the traditional weapons of your race. In place of Weapon Aptitude, you gain Elf Weapon Aptitude (Ex): Elf weapons are considered to be the rapier, longsword, longbow and shortbow. Whenever you take a feat for which applies to a specific Elf weapon, it applies to all appropriate Elf weapons. For example, if you took Weapon Focus (longsword), you would also gain the benefit of Weapon Focus (rapier), Weapon Focus (longbow) and Weapon Focus (shortbow).
5: If you choose this level, you may select your Bonus Feat from an expanded list. In addition to the usual choices, you may select Point Blank Shot, or any feat (for which you qualify) which has Point Blank Shot as a prerequisite.
7: Ambush Cunning (Ex): You gain an Insight bonus equal to your Intelligence bonus on damage rolls against flat-footed foes when making melee attacks or ranged attacks within 30 ft.
This replaces the normal Battle Cunning feature you would gain at this level.
Halfling Swordsage Hit Die: d6
Skills: 8 + Int -- Balance, Climb, Concentration, Craft, Disable Device, Escape Artist, Heal, Hide, Intimidate, Jump, Knowledge (history, local, nature, nobility & royalty), Listen, Martial Lore, Move Silently, Open Lock, Profession, Ride, Search, Sense Motive, Sleight of Hand, Spot, Swim, and Tumble.
In some settings, Halflings are noted healers with power over health and illness, as well as their mastery of thrown weapons.
1: Skills: If you choose this substitution level, add Spot to your skill list for this and all future Swordsage levels.
Maneuvers and Stances: If you choose this substitution level, the disciplines available to you (for this an all future Swordsage levels) are Desert Wind, Diamond Mind, Heaven's Arc, Sanguine Lotus, Shadow Hand, and Tiger Claw. Your Swordsage levels never grant you access to the Stone Dragon or Setting Sun schools.
Thrown Weapon Focus (Ex): Instead of choosing the weapons of a particular school to focus in, you gain Weapon Focus for any thrown weapon with which you have proficiency. You gain the bonus to attack only when you are actually throwing the weapon, but otherwise this counts as Weapon Focus (e.g. for the purpose of qualifying for another feat or prestige class). This replaces your Discipline Focus class feature.
Quick to Act: If you choose this substitution level, you do not gain a bonus to initiative at 1st level, and all your future Quick to Act bonuses are reduced by 1 (so you gain Quick to Act +1 at 5th level instead of +2).
3: Trapfinding (Ex): As the Rogue class feature.
Skills: If you choose this substitution level, add Search to your skill list for this and all future Swordsage levels.
6: Sneak Attack (Ex): As the Rogue class feature.
Maneuvers Known: You do not learn a new maneuver this level, but you may swap one known maneuver for another as usual. For all future Swordsage levels, your maneuvers known is reduced by one (so at 20th level, you would know 24 rather than 25).
Welcome to our cross-forum visitors!

- - -
Contents
No links, because all the stuff is in the first three posts, including this one, and I don't know how to add anchors. Maybe this should all be on a web page instead... bleah.
Schools
Crescent Moon -- The moon is understanding of and power over magic; weapons are dagger, quarterstaff, ray, and sickle; key skill is Spellcraft (or Psicraft, transparency pending).
Heaven's Arc -- Draw down the sky's arch, pull back, and release; weapons are the longbow, shortbow, javelin and sling; key skill is Spot.
Dancing Fox -- Trickery and illusion are your tools; weapons are the bola, kama, rapier and sap; key skill is Bluff.
Jade Viper -- The viper embodies poison and fear; weapons are the punching dagger (katar), bite, ranseur and saingham; key skill is Intimidate.
Sanguine Lotus -- Blood's soft rhythm gives power over flesh; weapons are the quarterstaff and unarmed strike; key skill is Heal.
... and then some Racial Substitution Levels.
Classes
Second post.
Martial Champion -- Blackguard, Cavalier, Hostpitalier, Lightbringer: you are the champion of your chosen faith.
Diamond Duelist -- You have mastered the art of single combat.
Desert Storm (variant Duelist) -- Swift warrior whose hit-and-run attacks shock and burn his opponents.
Diamond Psion -- You blend preternatural mental discipline with flat-out supernatural awesome.
Martial Assassin -- Swift and deadly, with mystical tricks galore, but no damn spells.
Black Flame Zealot (variant Assassin) -- Agent of darkness who blurs the line between fire and ice.
Martial Shadowdancer -- Exemplar of the Shadow Hand school.
Ninja of the Crescent Moon -- Exceptionally skilled character focused on defense.
Stone Defender (variant Dwarven Defender) -- Exemplar of the Stone Dragon school.
White Raven Commander -- Exemplar of the White Raven school.
... and then some New Feats.
Maneuver Writeups
Third post. Yeah, scroll way down.
- - -
Secret Schools
These are new or secret schools. They are not available to the average Crusader, Swordsage, or Warblade. They are available to prestige classes, and through variant Martial Adept progressions (which would lose access to some other schools).
As usual, the specific visuals of the maneuver (and even the names) can be changed to suit your campaign's flavor. Orochimaru's Secret Snake Hands may be the same maneuver as Naraku's Entangling Poison Roots -- both are represented by the same maneuver here.
Crescent Moon
This secret school focuses on stealth and counter-magic. Its save DCs are modified by Intelligence, and its key skill is Spellcraft. Favored weapons are the dagger, quarterstaff, ray, and sap.
All maneuvers of this school are Supernatural (unless otherwise noted). For all spell-like effects, your caster level is the same as your initiator level.
Level 1
Chakra Piercing Star (Strike) -- Deal +1d6 damage, dispel armor or shield effect.
Lunar Corona (Stance) -- Gain Deflection bonus to AC based on Spellcraft ranks.
Lunar Defiance (Counter) -- Ignore one [Charm] or [Compulsion] effect.
Silver Moonlight (Strike) -- Touched a foe; melee weapons strike him as though silver for 1 minute.
Level 2
Inertia Tap (Strike) -- Deal +1d6 damage and slow target for 1 round (or dispel speed-enhancing effect).
Cultural Lead Sheet (Counter, Ex) -- Undetectable alignment for 1 minute.
Shadow Break -- Dispel one illusion.
Silver Thorn (Strike) -- Touched foe's SR reduced by 4 for one round.
Level 3
Aura Piercing Sight (Stance, 1) -- Detect magic; other benefits from Spellcraft ranks.
Chakra Flare (Strike, 1) -- Deal +2d6 damage, dispel one effect from target.
Silent Star Technique (Boost) -- Emanate silence for one round.
Silver Inquisition (Strike, 1) -- Shape-shifter must save or revert to natural form for 1 round.
Level 4
Inertia Bind (Strike, 2) -- Deal +4d6 damage, target is dimensional anchor'd for 1 minute.
Lunar Radiance (Boost, 1) -- Nimbus of light dazzles foes using Divinations and grants you total concealment.
Opposing Demon (Counter, 3) -- Negate a strike with opposed Martial Lore check.
Silver Moonlight, Improved (Strike, 2) -- Touch a foe; negate his concealment and invisibility, and melee weapons strike him as though magic and silver for 1 minute.
Level 5
Eyes of Night (Stance, 2) -- Gain Darkvision and see in magical darkness; suffer no miss chance due to (partial) Concealment.
Lotus Slumber (Strike, 2) -- Creature touched falls asleep.
Inverse Chakra Star (Counter, 2) -- Counterspell with opposed Spellcraft check.
Level 6
Chakra Guard (Counter, 1) -- Gain +6 on any one save and take no damage on successful save.
Inertia Sweep (Boost, 2) -- All adjacent foes are slowed for 1 round.
Laughing Moon Reaver (Strike, 3) -- Touch attack suppresses all magic items for 1 round.
Level 7
Black Chakra Mirror (Counter, 3) -- Reflect one Ray attack.
Mind Eclipse Technique (Counter, 3) -- Negate one [Mind-Affecting] or Divination effect.
Level 8
Chakra Reaver (Strike, 4) -- Deal +8d8 damage and dispel all effects.
Void Mirror Soul (Stance, 4) -- Reflect one spell each round with successful Spellcraft check.
Level 9
Empty Moon (Strike, 5) -- Touch attack dispels all effects and prevents spellcasting for 1 minute.
Dancing Fox
This secret school focuses on trickery and misdirection. Its save DCs are modified by Charisma, and its key skill is Bluff. Favored weapons are the bola, kama, rapier and sap.
Many maneuvers in this school are Supernatural.
Level 1
Braggart's Bluff (Boost, Su) -- Grant yourself temporary hit points based on your Bluff ranks.
Cunning Charge (Strike) -- Feint as part of a charge.
Hand is Quicker (Counter) -- Palm, hide or sheathe something as an Immediate action.
Swashbuckler's Swagger (Stance) -- Gain bonuses based on your Bluff ranks. (tumble, sleight of hand, Reflex, Damage)
Trickster's Tail (Stance) -- Feint non-humanoids without penalty.
Level 2
Braggart's Ruse -- Demoralize opponent with a Bluff check.
Defensive Blur (Counter, Su) -- Attacks against you suffer from a 20% miss chance until your next action.
Ghost Moan (Counter, 1) -- Ghost sound can additionally mask a failed Move Silently check.
Minor Replication (Boost, Su) -- A pair of mirror images guard you from attacks.
Possum Fall (Counter) -- Avoid a blow with a Bluff check (DC = attack roll); opponent thinks he hit and you dropped.
Level 3
Braggart's Bravado (Stance, 1) -- Once per round, you or an ally can substitute your Perform check for a save.
Flash of Steel (Counter) -- Draw a weapon (or other object) as an Immediate action.
Minor Foxfire (Su, 2) -- Emulate dancing lights, faerie fire or light.
Mirage Technique (Stance, Su, 2) -- Project a Figment based on your Bluff ranks.
Swift Ruse (Boost, 1) -- Feint as a Swift action.
Level 4
Defensive Displacement (Counter, Su, 2) -- Attacks against you suffer from a 50% miss chance until your next action.
Empty Mask (Boost, Su, 1) -- Leave an image of yourself behind when you teleport.
Replacement Technique (Counter, Su, 2) -- Escape a grapple with a Bluff check and attack your opponent flat-footed.
Stupefying Strike (Strike, Su, 1) -- Attack flat-footed foe to deal +6d6 damage and 1d4 Int damage.
Level 5
Braggart's Block (Counter, 2) -- Grant ally a bonus on a save based on your Bluff ranks.
Lasting Ruse (Boost, 1) -- When you feint, your foe remains flat-footed against all your attacks this round.
Luck Leech (Strike, Su, 2) -- Make a Bluff check to deal an extra +4d6 damage; you gain +2 to many rolls and your foe suffers -2 for 1 minute.
One Step Ahead (Stance, 2) -- Foes always attack the wrong mirror image.
Replication Technique (Boost, Su, 2) -- Four mirror images guard you from attacks.
Trickster's Twist (Stance, 3) -- Deal +4d6 sudden strike damage.
Level 6
Blazing Foxfire (Boost, Su, 3) -- Dazzle, daze or distract targets for a few rounds.
Cunning Tactics (Strike, 2) -- Feint to deal +6d6 damage and render target flat-footed against your allies.
Foxy Mind (Counter, 2) -- When you make a Will save, trick your opponent into thinking you failed it.
Level 7
Cunning Performer (Boost, 3) -- Feint all foes within 30 ft. as a Swift action.
Foxy Rebuke (Counter, Su, 2) -- When you resist a mind-affecting effect, turn it back on your opponent.
Mirror Defense (Counter) -- Sacrifice a mirror image to make a save.
Visage of Terror (Strike, Su, 3) -- Attack flat-footed foe to deal +10d6 and invoke phantasmal killer.
Level 8
Braggart's Bait (Stance, 4) -- One opponent must make a Will save each round or attack you in preference to all others.
Mass Replication (Boost, Su, 4) -- Twelve mirror images guard you from attacks.
Level 9
True Foxfire (Su, 6) -- Emulate any Evocation or Conjuration spell up to 6th level, but 50% real.
Heaven's Arc
Like the Stone Dragon school, this school can call upon powers outside of the initiator for some of its effects. Some maneuvers can only be initiated while under the sky -- this means that the square you currently occupy has no overhead obstructions which would grant you cover (including a roof, jungle canopy, leafy tree or dungeon ceiling). These are noted with the (Sky) descriptor.
Level 1
Called Shot (Strike) -- Make a Spot check; deal +2d6 damage.
Close Quarters Archery (Stance) -- You do not provoke AoOs for making ranged attacks; you gain an extra +1 to attack and damage against targets within 30 ft.
Diverted Shot (Strike) -- Make two ranged attacks to ignore cover.
Point Blank Threat (Counter) -- Make a ranged attack against a foe within 30 ft. who has just provoked an AoO from an ally.
Sphere of Distant Stars (Stance) -- Gain low-light vision; first range increment extends based on Spot ranks.
Level 2
Arc of Mobility (Strike) -- Move up to your speed; make two ranged attacks during your movement.
Elude Missile (Counter) -- One ranged attack suffers 50% miss chance against you.
Hindering Volley (Boost) -- Make ranged touch attacks to reduce your target's speed for one round.
Level 3
Insightful Shot (Strike, 1) -- Deal damage based on Spot check.
Mercy of the Hunter (Boost, 1) -- Gain attack bonus against injured foe.
Sphere of Mercury (Stance, 1) -- Gain dodge bonus against ranged attacks based on Spot ranks.
Level 4
Arc of Accuracy (Boost, 2, Sky) -- Shoot up; shots within first range increment ignore cover.
Disarming Shot (Strike, 1) -- Disarm foe with ranged attack.
Greater Called Shot (Strike, 2) -- Deal +4d6 damage; foe is flat-footed.
Iron Guard's Interjection (Counter, 1) -- Negate melee attack within 30 ft. with opposed attack roll.
Level 5
Entangling Volley (Boost, 2) -- Make ranged touch attacks to entangle targets for one round.
Point Blank Opportunist (Counter, 2) -- Make a ranged attack against a foe within 30 ft. who has just been struck by an ally.
Sphere of Mars (Stance, 3) -- Gain damage bonus on ranged attacks based on Spot ranks.
Sphere of Saturn (Stance, 2) -- Ready two standard actions each round, so long as both are ranged attacks or strikes from this school.
Level 6
Comet Trail (Boost, 3, Su) -- Your ranged attacks illuminate the area they strike for 1 round; allies gain a +4 bonus to attack targets you hit.
Greater Insightful Shot (Strike, 3) -- Deal double damage based on Spot check.
Trip Shot (Strike, 2) -- Trip foe with ranged attack.
Zephyr Call (2, Sky, Su) -- Evoke gust of wind centered on you.
Level 7
Charging Bull Shot (Strike, 3) -- Bull rush foe with ranged attack.
Iron Guard's Arrest (Counter, 2) -- Attack a foe who moves within 30 ft. and halt his movement.
Lightning Shot (Strike, 3, Su) -- Attack all targets in a 100 ft. line.
Supreme Called Shot (Strike, 2) -- Deal +8d6 damage and stun foe.
Level 8
Arc of Celerity (Strike, 3) -- Make two full attacks with ranged weapon(s).
Arc of Divination (Boost, 3) -- Ignore concealment and cover for 1 round.
Sphere of Venus (Stance, 4, Sky, Su) -- Alter wind speed by one category; control precipitation.
Zephyr Command (Strike, 3, Sky, Su) -- Ranged attack evokes gust of wind.
Level 9
Fight in the Shade (Strike, 4, Sky, Su) -- Attack all targets in a 20 ft. radius spread centered within your first range increment.
Jade Viper
This secret school focuses on disabling foes through poison and fear. Its save DCs are modified by Intelligence, and its key skill is Intimidate. Favored weapons are the punching dagger (katar), bite, ranseur, and saingham.
All maneuvers of this school are Supernatural. The Fort save DCs of the various poisons are the same as the DCs of the maneuvers.
Level 1
Fearsome Lunge (Strike) -- Charge a foe to deal +1d6 damage and cause fear for 1 round.
Minor Miasma (Boost) -- Poison inflicts 1 pt. of Dex damage.
Reaper's Stance (Stance) -- Gain temporary HP equal to your Intimidate ranks whenever you drop a foe.
Venom Guard (Counter) -- Know when you are about to ingest poison or gain +4 on one Fort save vs. poison.
Level 2
Ambush Tactics (Boost) -- Deal +2d6 Sneak Attack damage this round.
Constrictor Grip (Counter) -- Gain +4 on grapple checks for 1 round.
Hidden Viper Hand (Strike) -- Medium viper attacks adjacent foe.
Level 3
Fearsome Charge (Strike, 1) -- Charge a foe to deal +2d6 damage and cause fear for 1 minute.
Miasmic Sweep (Boost, 2) -- Cloud of poison dazes adjacent creatures.
Predatory Presence (Stance, 1) -- Foes within 10 ft. suffer a -4 penalty on Will saves.
Hidden Python Hand (Strike, 1) -- Constrictor grapples adjacent foe.
Level 4
Choking Miasma (Boost, 1) -- Poison inflicts 1d4 Dex damage.
Double Viper Grip (Strike, 2) -- Two medium vipers attack adjacent foe.
Hidden Viper Fang (Boost, 1) -- Gain a bite attack for 1 round.
Level 5
Long Viper Bite (Strike, 1) -- Your bite attack has a 30 ft. range, and deals +4d6 damage.
Vilestrike (Strike, 2) -- Deal +3d6 damage and target is nauseated for 1 round.
Vile Miasma (Boost, 3) -- Poison cloud sickens adjacent creatures; injury poison deals 1d6 Dex damage.
Level 6
Fearsome Attack (Strike, 3) -- Charge deals +8d6 and inspires fear in many foes.
Great Python Grip (Strike, 2) -- Giant constrictor grapples adjacent foe for 2 rounds.
Psychic Venom (Counter, 3) -- Foe targeting you with a Mind-Affecting or Divination effect suffers 1d6 Int, Wis and Cha damage.
Level 7
Disabling Precision (Strike, 3) -- Deal +4d6 damage and nauseate foe for 1 minute.
Fearsome Gaze (Boost, 3) -- Your mere glance is enough to terrify foes.
Jade Viper Hand (Strike, 3) -- Five large vipers attack and grapple adjacent foe for 3 rounds.
Level 8
Black Lotus Form (Stance, 2) -- Gain immunity to poison, energy drain, ability drain, and negative energy damage.
Jade Constrictor (3) -- You become a Huge viper until you take damage.
Level 9
Jade Viper Miasma (Boost, 4) -- Cloud nauseates adjacent creatures; magical injury poison deals 2d6 Str, Dex and Con damage.
Sanguine Lotus
This secret school focuses on life, death, and control of one's own body. Its key skill is Heal, and its save DCs are modified by Wisdom. Favored weapons are the quarterstaff and unarmed strike.
A number of these maneuvers are listed as Strike/Counter. This means you can use a maneuver as a Strike to inflict a condition on a foe, or you can use the maneuver as a Counter to negate that same condition in yourself.
Level 1
Basic Strength Technique (Boost) -- Gain +2 Strength for 1 round.
Surgeon's Glance (Stance) -- See the condition of your allies.
Vital Chakra Touch (Strike/Counter) -- Inflict Fatigue for 1 round (or negate Fatigue).
Level 2
Burst of Vigor (Boost) -- Gain temporary hit points equal to your Heal ranks for 1 round.
Dizzying Touch (Strike/Counter) -- Inflict the Sickened condition for 1 round (or negate the Sickened condition).
Touch of Life (Boost) -- Make a Heal check as a Swift action.
Level 3
Blood Activation (Stance) -- Ignore or tolerate certain conditions with a Heal check.
Chakra Blade (Stance, 3, Su) -- Your touch attacks deal piercing damage based on your Heal ranks.
Heart Blade (Strike/Counter, 1) -- Deal 2 points of Constitution damage or negate Constitution damage.
Ox Strength Technique (Boost, 1) -- Gain +4 Strength for 1 round.
Level 4
Muscle Activation (Boost, 1) -- Make one Strength-based skill check using your Heal check instead.
Tendon Crippling Grip (Strike, 2) -- Your opponent suffers a -20 ft. speed penalty until he receives healing.
Vital Chakra Control (Strike/Counter, 2) -- Inflict or negate Fatigue.
Level 5
Lion Strength Technique (Boost, 2) -- Gain +6 Strength for 1 round.
Heart Activation (Stance, 2) -- Take 12 on Fortitude saves.
Deep Vital Touch (Strike/Counter, 1) -- Inflict Exhaustion for 1 minute (or negate Exhaustion).
Level 6
Heart Tether Technique (Strike, 4, Su) -- Creature touched takes half your damage for one minute.
Neural Realignment (Strike/Counter, 3) -- Paralyze a foe (with a Touch attack) or negate paralysis.
Heart Animation Technique (4, Su) [Evil] -- Animate a corpse of your own size and type, which fights as you, while you concentrate.
Level 7
Deep Vital Mastery (Strike/Counter, 3) -- Inflict or negate Exhaustion.
Dragon Strength Technique (Boost, 3) -- Gain +8 Strength for 1 round.
Level 8
Soul Activation (Stance, 3) -- Gain DR 5/-- and fast healing 5 whenever you are below half your normal hit points.
Soul Tether Technique (4, Su) [Good] -- Restore life to a creature who has been dead for no more than one minute.
Level 9
Heart Chakra Mastery (Strike/Counter, 5) -- You cut the chakra line to your foe's heart. He immediately drops to -1 hp and is dying. Or, negate one effect that would instantly kill you.
- - -
Racial Substitution Levels
Drow Crusader Hit Die: d8
Code:
[u]L BAB F / R / W Special[/u]
1 +1 +2 /+0 /+0 Furious Counterstrike, Steely Resolve 5
3 +3 +3 /+1 /+1 Smite 1/day, Poison Use
10 +10/5 +7 /+3 /+3 Indomitable Soul
1: Drow aren't much for teamwork, nor are they particularly in harmony with stone, despite living in quite a lot of it.
Maneuvers and Stances: Instead of choosing maneuvers and stances from the schools Devoted Spirit, Stone Dragon and White Raven, a Drow Crusader instead chooses from the schools Devoted Spirit, Jade Viper and Shadow Hand. This chance applies to all future Crusader levels as well.
3: A Drow's anger and hate blossom early, but her sense of self-preservation never really comes to fruition.
Smite (Ex): You do not gain Zealous Surge, but instead gain earlier access to Smite. You gain an additional use at 6th and 18th levels.
Poison Use (Ex): Never at risk of poisoning self when applying poison to a weapon.
10: A Drow's mind is conditioned to be tougher than her body. Instead of gaining Die Hard, the Drow Crusader gains Indomitable Soul (PHB-2 feat, which should not be confused with the identically named 2nd level class feature).
Elf Warblade Hit Die: d10
Code:
[u]L BAB F / R / W Special[/u]
1 +1 +2 /+0 /+0 Battle Clarity (Reflex saves), Elf Weapon Aptitude
5 +5 +4 /+1 /+1 Bonus Feat
7 +7/2 +5 /+2 /+2 Ambush Cunning (flat-footed damage)
Skills: 4 + Int -- Balance, Climb, Concentration, Craft, Diplomacy, Intimidate, Jump, Knowledge (history, local, nature), Martial Lore, Survival, Swim, and Tumble (and see below).
1: Skills: If you choose this substitution level, add Spot to your skill list for this and all future Warblade levels.
Maneuvers and Stances: If you choose this substitution level, the disciplines available to you (for this an all future Warblade levels) are Diamond Mind, Heaven's Arc, Iron Heart, Tiger Claw and White Raven. Your Warblade levels never grant you access to the Stone Dragon school. Furthermore, you may follow your recovery mechanism with either a ranged attack or a melee attack (or a standard action to flourish your ranged or melee weapon) instead of only being able to follow your recovery mechanism with a melee attack (or flourish).
Unlike other Warblades who meditate and practice to adapt their feats to a variety of weapons, you hone your ability to adapt your feats to the traditional weapons of your race. In place of Weapon Aptitude, you gain Elf Weapon Aptitude (Ex): Elf weapons are considered to be the rapier, longsword, longbow and shortbow. Whenever you take a feat for which applies to a specific Elf weapon, it applies to all appropriate Elf weapons. For example, if you took Weapon Focus (longsword), you would also gain the benefit of Weapon Focus (rapier), Weapon Focus (longbow) and Weapon Focus (shortbow).
5: If you choose this level, you may select your Bonus Feat from an expanded list. In addition to the usual choices, you may select Point Blank Shot, or any feat (for which you qualify) which has Point Blank Shot as a prerequisite.
7: Ambush Cunning (Ex): You gain an Insight bonus equal to your Intelligence bonus on damage rolls against flat-footed foes when making melee attacks or ranged attacks within 30 ft.
This replaces the normal Battle Cunning feature you would gain at this level.
Halfling Swordsage Hit Die: d6
Code:
[u]
L BAB F / R / W Special[/u]
1 +0 +0 /+2 /+2 Thrown Weapon Focus
3 +2 +1 /+3 /+3 Trapfinding
6 +4 +2 /+5 /+5 Sneak Attack +1d6
In some settings, Halflings are noted healers with power over health and illness, as well as their mastery of thrown weapons.
1: Skills: If you choose this substitution level, add Spot to your skill list for this and all future Swordsage levels.
Maneuvers and Stances: If you choose this substitution level, the disciplines available to you (for this an all future Swordsage levels) are Desert Wind, Diamond Mind, Heaven's Arc, Sanguine Lotus, Shadow Hand, and Tiger Claw. Your Swordsage levels never grant you access to the Stone Dragon or Setting Sun schools.
Thrown Weapon Focus (Ex): Instead of choosing the weapons of a particular school to focus in, you gain Weapon Focus for any thrown weapon with which you have proficiency. You gain the bonus to attack only when you are actually throwing the weapon, but otherwise this counts as Weapon Focus (e.g. for the purpose of qualifying for another feat or prestige class). This replaces your Discipline Focus class feature.
Quick to Act: If you choose this substitution level, you do not gain a bonus to initiative at 1st level, and all your future Quick to Act bonuses are reduced by 1 (so you gain Quick to Act +1 at 5th level instead of +2).
3: Trapfinding (Ex): As the Rogue class feature.
Skills: If you choose this substitution level, add Search to your skill list for this and all future Swordsage levels.
6: Sneak Attack (Ex): As the Rogue class feature.
Maneuvers Known: You do not learn a new maneuver this level, but you may swap one known maneuver for another as usual. For all future Swordsage levels, your maneuvers known is reduced by one (so at 20th level, you would know 24 rather than 25).
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