MANEUVERS AND STANCES
Each of the nine disciplines of the Sublime Way is composed of a number of specific stances and maneuvers -- namely, strikes, boosts, and counters. Much like a sorcerer's spells, each stance or maneuver is a specific ability that a character might know. But while a sorcerer's spells rely on arcane power that is depleted by continuous use, a martial adept's abilities are always available to him as long as he has a few minutes to prepare the maneuvers he wishes to use.
1ST LEVEL
DESERT WIND MANEUVERS
Blistering Flourish: Strike -- Dazzle creatures around you
Burning Blade: Boost -- Deal 1d6 fire + 1/initiator level
Distracting Ember: Boost -- Fire elemental appears, flanks enemy
Flame's Blessing: Stance -- Gain fire resistance based on Tumble ranks
Wind Stride: Boost -- +10-ft. bonus to speed
DEVOTED SPIRIT MANEUVERS
Crusader's Strike: Strike -- Successful attack allows you to heal 1d6 + 1/initiator level
Iron Guard's Glare: Stance -- Enemies take -4 penalty on attacks against your allies
Martial Spirit: Stance -- Heal 2 hit points with each successful attack
Vanguard Strike: Strike -- Allies gain +4 bonus on attacks against target
DIAMOND MIND MANEUVERS
Moment of Perfect Mind: Counter -- Use Concentration check in place of Will save
Sapphire Nightmare Blade: Strike -- Opponent flat-footed, +1d6 damage with Concentration check
Stance of Clarity: Stance -- Gain +2 AC against one foe, -2 against all others
IRON HEART MANEUVERS
Punishing Stance: Stance -- Attacks deal +1d6 damage, but you have -2 to AC
Steel Wind: Strike -- Attack two opponents
Steely Strike: Strike -- +4 bonus on one attack, enemies gain +4 bonus on attacks against you
SETTING SUN MANEUVERS
Counter Charge: Counter -- Ruin charge attack, force charging foe to move away from you
Mighty Throw: Strike -- Grab foe, throw him up to 10 ft.
Step of the Wind: Stance -- Ignore difficult terrain, gain bonus against foes in such terrain
SHADOW HAND MANEUVERS
Child of Shadow: Stance -- You gain concealment as long as you move
Clinging Shadow Strike: Strike -- Foe suffers 20% miss chance on attacks
Island of Blades: Stance -- You and allies flank all adjacent foes
Shadow Blade Technique: Strike -- Roll two attacks, use lower result to deal bonus cold damage
STONE DRAGON MANEUVERS
Charging Minotaur: Strike -- Charging bull rush deals damage, ignores attacks of opportunity
Stone Bones: Strike -- Gain DR 5/adamantine
Stonefoot Stance: Stance -- +2 bonus on Strength checks, +2 bonus to AC against larger foes
TIGER CLAW MANEUVERS
Blood in the Water: Stance -- Gain +1 bonus on attacks and damage for each critical hit
Hunter's Sense: Stance -- Gain scent
Sudden Leap: Boost -- Jump as a swift action
Wolf Fang Strike: Strike -- Attack with two weapons
WHITE RAVEN MANEUVERS
Bolstering Voice: Stance -- Allies gain +2 bonus on Will saves, +4 against fear
Douse the Flames: Strike -- Target cannot make attacks of opportunity for 1 round
Leading the Attack: Strike -- Allies gain +4 bonus on attacks against foe you strike
Leading the Charge: Stance -- Allies deal +1 damage/initiator level on charge attacks