http://www.wizards.com/default.asp?x=dnd/iw/20060706a
Rightio... these look fun.
Cheers!
Chapter 2: Skills and Feats
New Feats
DESERT WIND DODGE
Your training in the Desert Wind discipline allows you to dance across the battlefield like a blistering sirocco.
Prerequisite: Dex 13, one Desert Wind maneuver
Benefit: If you move at least 10 feet from your original position, you gain a +1 dodge bonus to AC and deal an extra 1 point of fire damage with any attack you make with a scimitar, light mace, light pick, spear, or falchion. This benefit lasts until the start of your next turn.
Special: Desert Wind Dodge can be used in place of Dodge to qualify for a feat, prestige class, or other special ability. If you already have Dodge when you select Desert Wind Dodge, you can choose to lose the Dodge feat and gain a new feat in its place. You must meet the prerequisite for the new feat.
EVASIVE REFLEXES
When an opponent gives you an opening in combat, you know exactly what to do: slip away.
Prerequisite: Dex 13
Benefit: When an opponent gives you a chance to make an attack of opportunity, you can instead immediately take a 5-foot step.
Special: Evasive Reflexes can be used in place of Combat Reflexes to qualify for a feat, prestige class, or other special ability. You can take both this feat and Combat Reflexes.
SHADOW BLADE
In the course of your training in the Shadow Hand discipline, you learn to use your natural agility and speed to augment your attacks with certain weapons.
Prerequisite: One Shadow Hand stance
Benefit: While you are in a Shadow Hand stance and attack with one of the discipline's preferred weapons, you can add your Dexterity modifier as a bonus on melee damage for attacks made with the weapon.
Special: Shadow Blade can be used in place of Weapon Finesse to qualify for a feat, prestige class, or other special ability. If this substitution allows you to gain a benefit that normally applies to all finesse weapons (those described in the Weapon Finesse feat description), it instead applies only to the Shadow Hand discipline's preferred weapons.
TIGER BLOODED
The Tiger Claw discipline teaches students to mimic the rampant, feral qualities of a wild animal. When you assume an animal form, or at least descend into a wild, bestial state, you strike with superior strength and accuracy.
Prerequisite: Ability to rage, shift (such as the shifter ability from the Eberron campaign setting or the bloodclaw master prestige class feature; see page 96), or wild shape; one Tiger Claw maneuver.
Benefit: While you are in a rage, shifted, or wild shaped into an animal form, you can attempt to knock back 5 feet a creature of your size category or smaller that you hit with a Tiger Claw strike unless it succeeds on a Fortitude save (DC 10 + 1/2 your character level + your Str modifier). This movement does not provoke attacks of opportunity.
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
Rightio... these look fun.

Cheers!