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The Demented One
2006-09-15, 12:53 AM
Desert Wind

Dance of Unquenchable Flames
Desert Wind (Stance)
Level: Swordsage 5
Prerequisite: 2 Desert Wind maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You take on a fluid stance, allowing your ki to flow into your blade just as fire flows through oil. Whenever you use a Desert Wind maneuver to deal fire damage to a creature while in this stance, the damage ignores resistance, but no immunity, to fire.

Glaring Blade
Desert Wind (Strike) [Fire]
Level: Swordsage 1
Prerequisite: One Desert Wind maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round
Saving Throw: Fortitude partial

As part of this maneuver, you make a single melee attack against your target, channeling ki to cause your weapon to glow with blinding light. If the attack is successful, it deals 1d6 additional points of fire damage. In addition, the creature struck by it must make a Fortitude save, DC 11 plus your Wis modifier, or be temporarily blinded. This is a supernatural ability.

Nova Guillotine
Desert Wind (Strike) [Fire]
Level: Swordsage 3
Prerequisite: One Desert Wind maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Saving Throw: Fortitude partial

As part of this maneuver, you make a single melee attack against your target. You aim for his head, channeling ki to raise the heat of his brain. If the attack is successful, it deals 5d6 additional points of fire damage and 1d4 points of Int damage. If the target makes a Fortitude save, DC 13 plus your Wis modifier, the fire damage is halved and he does not take the Int damage. This is a supernatural ability.

Phoenix Feather Healing
Desert Wind (Counter)
Level: Swordsage 4
Prerequisite: One Desert Wind maneuver
Range: Personal
Target: You
Duration: Instantaneous

Whenever you would take fire damage, you may use this maneuver to instead absorb the fire, diffusing with your ki. In addition, you are healed an amount of damage equal to a half of the damage you would have taken. This is a supernatural ability.

Rising Steam Flip
Desert Wind (Boost)
Level: Swordsage 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous

Mimicking rising steam, you deftly push up from the ground, allowing you to stand if prone. You do not provoke attacks of opportunity when standing. Once you have stood, you may immediately take a five-foot step.

Striking Sidewinder Stance
Desert Wind (Stance)
Level: Swordsage 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You adapt a loose, acrobatic stance that lets you make springing strikes after successfully evading attack. When you successfully make a Tumble check to avoid attacks of opportunity while moving through a square occupied by an opponent while in this stance, any melee attacks you make against that opponent until the beginning of your next turn deal 1d6 additional points of damage.
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Supernova Guillotine
Desert Wind (Strike) [Fire]
Level: Swordsage 9
Prerequisite: Three Desert Wind maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Saving Throw: Fortitude half

As part of this maneuver, you make a single melee attack against your target. You aim for his head, channeling ki to set his brain alight. If the attack is successful, it deals 20d6 additional points of fire damage and 2d6 points of Int damage. If the target makes a Fortitude save, DC 19 plus your Wis modifier, both the fire and Int damage is halved. This is a supernatural ability.


Devoted Spirit

Blade Rite of Exorcism
Devoted Spirit (Strike)
Level: Crusader 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Saving Throw: Will negates (see text)

As part of this maneuver, you make a single melee attack against your target. If you succeed, you carve a small symbol of exorcism into his flesh, channeling ki to force possessing outsiders out. If you attack an outsider or creature possessed by an outsider with this maneuver, you receive a +2 bonus on the attack and damage rolls. In addition, if the target was possessed by an outsider, the possessing outsider must make a Will save, DC 11 plus your Wis modifier, or be forced out of its host into the nearest adjacent space of your choice. It may not attempt to possess that creature again for 24 hours.

Stance of Incorrigible Vigor
Devoted Spirit (Stance)
Level: Crusader 4
Prerequisite: One Devoted Spirit maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You assume a stance that improves the circulation of your ki, enhancing your body’s healing. While in this stance, you heal 1 point of damage per level every hour rather than every day. (This ability cannot be aided by the Heal skill.) Nonlethal damage heals at a rate of 1 point of damage per level every 5 minutes. Only damage taken while in this stance is healed.

Strike of Purity
Devoted Spirit (Strike)
Level: Crusader 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 10 rounds

As part of this maneuver, you make a single melee attack against your target. If the attack is successful, your confidence in your inner purity and worthiness is bolstered, granting you immunity to poison and disease for 10 rounds.

Strike of Twilight
Devoted Spirit (Strike)
Level: Crusader 3
Prerequisites: One Devoted Spirit maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 10 rounds

As part of this maneuver, you make a single melee attack against your target. If the attack is successful, your confidence in your divine nature and patron is confirmed, granting you immunity to death effects for 10 rounds.


Diamond Mind

Calm Before the Storm
Diamond Mind (Counter)
Level: Swordsage 2, Warblade 2
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: 1 round

You focus your mind, using utter calm to defend yourself against energy. Whenever you would take energy damage, you may use this maneuver. As part of this maneuver, make a Concentration check. You gain resistance to one energy type–acid, cold, electricity, or fire–equal to half the result of your check until the beginning of your next turn.

Diamond’s Edge
Diamond Mind (Boost)
Level: Swordsage 3, Warblade 3
Prerequisite: One Diamond Mind maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of Turn

You deftly weave your weapons with utter focus, allowing them to strike and penetrate as if made of diamond. For the rest of your turn, the threat range of any melee weapon you attack with is doubled. In addition, if you threaten a critical hit with a melee weapon, the threat is automatically confirmed.

Erudite Instincts
Diamond Mind (Counter)
Level: Swordsage 3, Warblade 3
Prerequisite: One Diamond Mind maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous

Whenever you make an initiative roll, you may use this maneuver. As part of this maneuver, make a Concentration check. You use the higher of the two rolls to determine your place in the initiative count.

Special: Unlike most immediate actions, you may take the initiation action of this maneuver even if you are flatfooted.

Eternal Diamond Stance
Diamond Mind (Stance)
Level: Swordsage 8, Warblade 8
Prerequisite: Three Diamond Mind maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You assume a stance of utter focus, bearing yourself with perfect clarity. While in this stance, you may make a Concentration check in place of any save. In addition, if you successfully save against an attack that normally deals half damage on a successful save, you instead takes no damage. Even if you fail the save, you take only half damage.

Splitting the Emerald
Diamond Mind (Stance)
Level: Swordsage 7, Warblade 7
Prerequisite: Three Diamond Mind maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You take an ethereal stance, moving with utter focus towards your goal. The first melee attack you make each round while in this stance is considered a touch attack.

Whirlwind Reaper
Diamond Mind (Strike)
Level: Swordsage 6,Warblade 6
Prerequisites: 2 Diamond Mind maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Target: All enemies in reach
Duration: Instantaneous

You become a focused whirlwind of steel, your every move precise and deadly. As part of this maneuver, you may make a single melee attack against every enemy within your reach. You may make either an attack roll at your highest base attack bonus, or a Concentration check, to determine if you hit each enemy. When attacking with one of the favored weapons of the Diamond Mind discipline, if you roll a natural 20 on either your attack roll or Concentration check to hit an enemy, followed by a successful roll to confirm the critical hit, you behead him. Most creatures die when their heads are cut off. Some creatures, such as many aberrations and all oozes, have no heads. Others, such as golems and undead creatures other than vampires, are not affected by the loss of their heads.

Iron Heart

Infinite Procession of Steel
Iron Heart (Strike)
Level: Warblade 8
Initiation Action: 1 full round action
Range: Personal
Target: You
Duration: Instantaneous

As part of this maneuver, you make a charge attack. You may make a single attack at your highest base attack bonus at every creature you move within reach of, as long as it is at least 10 ft. away from the last creature you attacked. The bonus on your attack roll increases by 1 for every prior attack you made as part of this maneuver.

Juggernaut’s Build
Iron Heart (Stance)
Level: Warblade 3
Prerequisite: One Iron Heart maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You take on a powerful stance that would throw lesser warriors to the ground, giving your blade the leverage to pierce damage resistance. While in this stance, any melee attack you make ignores up to 5 points of damage resistance of any type.

Sudden Parry
Iron Heart (Counter)
Level: Warblade 1
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: 1 round

You bring up your blade to parry your attacks, granting you a +2 shield bonus to AC until the beginning of your next round. You must be proficient with the weapon you are wielding in order to use this maneuver.


Setting Sun

Dance of the Thousand-Handed Monk
Setting Sun (Strike)
Level: Swordsage 4
Prerequisities: One Setting Sun maneuver
Initiation Action: 1 full round action
Range: Melee attack
Target: All adjacent creatures
Duration: 1 round
Save: Fortitude negates

Like a many-armed monk, you stun your foes with your subtle strikes. As part of this maneuver, you make a single touch attack at your highest base attack bonus against each creature adjacent to you. Each creature hit by the touch attack must make a Fortitude save, DC 14 plus your Wis modifier, or be stunned for 1 round.

Knockout Throw
Setting Sun (Strike)
Level: Swordsage 5
Prerequisites: Two Setting Sun maneuvers
Initiation Action: 1 standard action
Range: Touch
Target: Creature touched
Duration: 5 rounds
Saving Throw: Fortitude partial

As part of this maneuver, you must succeed on a touch attack against your target. Resolve the throw as a trip attempt, but you do not provoke attacks of opportunity, and your opponent cannot try to trip you if you lose the opposed check. You can use your Dex or Str modifier, whichever is higher, for making the opposed check. You gain a +4 bonus on the ability check.

If you succeed in tripping your foe, you throw it up to 10 feet away from you. The target falls prone in the destination space and takes 5d6 points of damage. In addition, it must make a Fortitude save, DC 15 plus your Wis modifier, or be knocked out, being stunned for 5 rounds. For every 5 points you won the check by, the range of the throw increases by 5 ft. You choose where it lands. You must place the target in an empty space. If you lack the distance to throw your target into a clear space, it falls prone in its current space.

An enemy you throw with this maneuver does not provoke attacks of opportunity for passing through enemies’ threatened areas as part of the throw, and you cannot throw the enemy through occupied squares.

Reverse the Blade
Setting Sun (Strike)
Level: Swordsage 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature

As part of this maneuver, you make a single melee attack against your target. If you succeed, you strike him not only with your own weapon, but force him into fumbling and striking himself. In addition to your normal weapon damage, he takes damage as if he had been hit with his own weapon. Any other effects that trigger when the weapon hits an enemy function normally.

Ruse of the Fallen Giant
Setting Sun (Stance)
Level: Swordsage 4
Prerequisite: One Setting Sun maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You assume a seemingly unbalanced, but coordinated stance. While in this stance, you take automatically fail all opposed checks made to resist being tripped. However, when tripped, you may make an attack of opportunity against the creature that tripped you. If the creature tripping you has the Improved Trip feat, it does not receive the free attack it would normally get after tripping you. While in this stance, you may attack while prone without taking any penalties, and do not suffer any penalty to your AC against melee attacks.

Spellblind Strike
Setting Sun (Counter)
Level: Swordsage 2
Initiation Action: 1 immediate action
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: None (see text)

Whenever an enemy within range tries to cast a spell, you may use this maneuver to distract it, ruining the spell. As part of this maneuver, you make a touch attack against the target. If the attack is successful, the target must make a Concentration check, DC 12 plus the spell’s level plus your Wis modifier, or lose the spell.

Stance of the Refracted Strike
Setting Sun (Stance)
Level: Swordsage 3
Prerequisite: One Setting Sun maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You enter a stance that allows you to easily move in circles, letting you play the strengths of those flanking you against each other. You gain a +4 circumstance bonus on attack rolls made against creatures flanking you.


Shadow Hand

Shadow Mimicry
Shadow Hand (See text)
Level: Swordsage 4th
Prerequisites: One Shadow Hand maneuver
Initiation Action: See text
Range: See text
Target: See text
Duration: See text
Saving Throw: Will partial (see text)

With this maneuver, you can imitate any maneuver–but not a stance–of 3rd level or lower of a discipline available to you. Shadow Mimicry is treated as a maneuver of the same type as the maneuver it imitates, and its initiation action is the same as that of the imitated maneuver. While the imitated maneuver functions normally for the most part, it is only a facsimile. In addition to any saves normally offered by the maneuver, any creature targeted by it may attempt a Will save, DC 14 plus your Wis modifier, to recognize and defeat the sham. Against a creature that makes it save, any damage the imitated maneuver deals is reduced to 20% of its normal amount, and any special effects it may have are only 20% likely to actually occur. When you use this maneuver to imitate a maneuver that is a supernatural ability, it is a supernatural ability.

Greater Shadow Mimicry
Shadow Hand (see text)
Level: Swordsage 8th
Prerequisites: Three Shadow Hand maneuvers

This maneuver functions like shadow mimicry, except as above and that it can imitate maneuvers of up to 7th level, the save DC is 18 plus your Wis modifier, and even if a creature saves, the damage is reduced to only 60% and any special effects are 60% likely to occur.

Widowmaker
Shadow Hand (Strike)
Level: Swordsage 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous

As part of this maneuver, you make a single melee attack against your target. If you succeed, and the weapon you hit with was poisoned with an injury poison, you can penetrate through your opponent’s flesh, spreading poison through its body’s core. The DC of the poison is increased by 2.


Stone Dragon

Crushing Fist Stance
Stone Dragon (Stance)
Level: Crusader 1, Swordsage 1, Warblade 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You assume a crouched stance that allows you to use both hands to full force. When you make an unarmed strike and have both hands free, you may use them both in the attack, allowing you to add one and a half times your Str modifier to the damage roll. In addition, your unarmed strikes are treated as two-handed weapons for determining how they interact with the Power Attack feat. You may not use the flurry of blows ability if you have it while in this stance, as the stance’s focus on sheer strength restricts the speed required to use it.

Do Not Go Gently
Stone Dragon (Boost)
Level: Crusader 2, Swordsage 2, Warblade 2
Initiation Action: None (see text)
Range: Personal
Target: You
Duration: Instantaneous

This maneuver allows you to maintain a fierce grasp on your own life. Unlike most maneuvers, you cannot actively use it. Instead, whenever you roll to stabilize, if this maneuver is readied, it is expended, requiring no action, or even consciousness, on your part. For that stabilization roll, you have a 50%, rather than 15%, chance to stabilize.

Embrace of the Avalanche
Stone Dragon (Strike)
Level: Crusader 5, Swordsage 5, Warblade 5
Prerequisite: Two Stone Dragon maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial

You make a great blow that knocks your foe unconscious. As part of this maneuver, you make a single melee attack against your target. If the attack successfully damages your target, he must then make a Fort save, DC 15 plus your Str modifier, or take nonlethal damage equal to his current hp total.

Footfall of Little Earthquakes
Stone Dragon (Stance)
Level: Crusader 5, Swordsage 5, Warblade 5
Prerequisites: 2 Stone Dragon maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You assume a mighty stance that would shatter the legs of lesser warriors, channeling all your weight into your feet. This stance causes the ground about you to rumble, making balance difficult. Each round, all creatures adjacent to you must make a Balance check, DC 15 plus your Str modifier, or fall prone.

Gait of the Unshakable Mountain
Stone Dragon (Stance)
Level: Crusader 8, Swordsage 8, Warblade 8
Prerequisites: Three Stone Dragon maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You root yourself to the ground, taking on the immovability of a mountain. While in this stance, you cannot move, and lose your Dexterity bonus and any dodge bonuses to AC. However, you gain DR 10/– and cannot be involuntarily moved, whether by tripping, bull rushing, spells, or similar. In addition, when a critical hit or sneak attack is scored on you, there is a 75% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.

Shockwave Fist
Stone Dragon (Boost)
Level: Crusader 1, Swordsage 1, Warblade 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

Your weapons hit like a shockwave through the ground, with both strength and mercy. For the rest of your turn, your melee attacks deal only nonlethal damage, and deal 1d8 points of extra nonlethal damage plus one per initiator level.


Tiger Claw

Deadly Leviathan Stance
Tiger Claw (Stance)
Level: Swordsage 3, Warblade 3
Prerequisites: One Tiger Claw stance
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You take on a stance that mimics the great orca, allowing you freedom in water. You gain a swim speed equal to your base land speed while in this stance, and you can use a combination of muscle control and ki to breathe underwater.

Dragon Fang Stance
Tiger Claw (Stance) [Fear, Mind-Affecting]
Level: Swordsage 6, Warblade 6
Prerequisites: Two Tiger Claw maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You take on a menacing stance, making your every strike a thing to be feared. Whenever you attack or charge, you invoke fear in the hearts of all enemies within 30 ft. of you with a number of HD less than or equal to your initiator level. All such creatures must make a Will save, DC 17 plus your Wis modifier, or become shaken, until they move such that they are further than 30 ft. from you. Once a creature has successfully saved against this stance, it is does not have to save against it again for 24 hours.

Evasive Leap
Tiger Claw (Counter)
Level: Swordsage 2, Warblade 2
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous

Whenever an opponent misses you with a melee attack, you may use this maneuver to capitalize on his failure to spring back. As part of this maneuver, you must make a DC 10 Jump check. If the check is successful, you may jump up to 10 ft. in any direction. This movement does not provoke attacks of opportunity.

Frenzied Badger Flurry
Tiger Claw (Strike)
Level: Swordsage 5, Warblade 5
Prerequisite: Two Tiger Claw maneuvers
Initiation Action: 1 full round action
Range: Personal
Target: You
Duration: Instantaneous

You whirl around like a maddened badger. You may make a single attack at your highest base attack bonus at each creature you threaten with each weapon you wield. You do not gain any extra attacks from other sources, such as the haste spell or the Cleave feat.

Roar of the Maned King
Tiger Claw (Strike) [Sonic]
Level: Swordsage 2, Warblade 2
Initiation Action: 1 standard action
Range: 30 ft.
Area: Cone-shaped burst
Duration: 1 hour
Save: Fortitude negates

Your let out a roar like that of a lion, channeling your ki to deafen your opponents. All creatures caught in the area of this maneuver must make a Fortitude save, DC 12 plus your Wis modifier, or be deafened for 1 hour.

White Raven

Call to Arms
White Raven (Boost)
Level: Crusader 2, Warblade 2
Initiation Action: 1 swift action
Range: 30 ft.
Area: 30 ft. radius burst, centered on you
Duration: Instantaneous

You rally your men, readying them for conflict. All allies within 30 ft. of you cease being flatfooted, even if they have not yet acted in this encounter.

Charge Through the Crowd
White Raven (Stance)
Level: Crusader 1, Warblade 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You take on a crouched stance, readying yourself to charge as well as signaling your intentions to your allies through body language. When you charge while in this stance, you allies do not block movement for determining if you can charge.

General’s Aid
White Raven (Boost)
Level: Crusader 1, Warblade 1
Initiation Action: 1 swift action
Range: 5 ft.
Area: 5 ft. radius burst, centered on you
Duration: 1 round

You give those allies next to you tactical support and advice. You and all allies adjacent to you gain a +2 bonus to AC and on attack and damage rolls until the beginning of the next turn.

Inspiring Stature
White Raven (Stance)
Level: Crusader 3, Warblade 3
Prerequisites: One White Raven maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You take the center stage of the battlefield, reassuring your forces. You and all allies within 30 ft. of you become immune to fear effects. In addition, once per minute, as an immediate action, whenever an ally adjacent to you would have to make a Will save, you may make a Diplomacy check. He uses the higher of the two rolls to determine whether he makes his save.

Taken Under the Wing
White Raven (Stance)
Level: Crusader 1, Warblade 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You take on a fluid stance, using yourself to shield your allies. When fighting defensively, using the total defense action, or using the Combat Expertise feat in this stance, all allies adjacent to you gain a dodge bonus to AC equal to half the dodge bonus you receive. However, the bonus to AC you receive is also halved.

White Raven Retribution
White Raven (Counter)
Level: Crusader 1, Warblade 1
Initiation Action: 1 immediate action
Range: Melee attack
Target: One creature
Duration: Instantaneous

Whenever an enemy successfully hits an ally adjacent to you with a melee attack, you can use this maneuver to immediately make single attack at your highest base attack bonus against that creature, assuming it is within your reach. This is not an attack of opportunity.

I_Got_This_Name
2006-09-15, 09:34 AM
I'd add immunity to crits or a fortification ability to Gait of the Unshakable Mountain; otherwise it's the Secret High End Technique that leaves you wide open to being stabbed in the gut by a rogue.

I'd make any attacks made as part of a Shadow Mimicry do full damage; it's just the effects of the maneuver that are reduced, not the attack that is a part of it. *If you hit someone with a sword burning with shadow fire, and they disbelieve the fire, the sword is still just as sharp.

Also, Taken Under the Wing should apply to a Total Defense action, too.

Abardam
2006-09-15, 10:02 AM
Reverse the Blade
Setting Sun (Strike)
Level: Swordsage 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature

As part of this maneuver, you make a single melee attack against your target. If you succeed, you strike him not only with your own weapon, but force him into fumbling and striking himself. In addition to your normal weapon damage, he takes damage as if he had been hit with his own weapon.
Does he just take the weapon's damage? Strength modifier, weapon enhancements/enchantments/ poison/other stuff that takes effect when the guy hits anything?

The Demented One
2006-09-15, 05:42 PM
I'd add immunity to crits or a fortification ability to Gait of the Unshakable Mountain; otherwise it's the Secret High End Technique that leaves you wide open to being stabbed in the gut by a rogue.
Good idea.


I'd make any attacks made as part of a Shadow Mimicry do full damage; it's just the effects of the maneuver that are reduced, not the attack that is a part of it. If you hit someone with a sword burning with shadow fire, and they disbelieve the fire, the sword is still just as sharp.
It's not the actual weapon damage reduced, just the damage the maneuver deals. Thus, if you use Shadow Mimicry to replicate Rabid Wolf strike, and the target saves, the weapon would deal damage as normal, but the maneuver would increase its damage by only 20% of 2d6.


Also, Taken Under the Wing should apply to a Total Defense action, too.
Another good idea.



Does he just take the weapon's damage? Strength modifier, weapon enhancements/enchantments/ poison/other stuff that takes effect when the guy hits anything?
He's treated as if he had been normally hit with his own weapon, so all that would apply.

I_Got_This_Name
2006-09-15, 05:57 PM
Another possibility for Gait of the Unshakable Mountain (there is more than one way to do this): Rather than making it cause you to lose your dexterity bonus to AC, it simply causes you to lose dodge bonuses and have the maximum dexterity bonus of any armor you're wearing set to 0, even if you aren't wearing armor. *That wording would make it so that you don't get sneak attacked simply because you're using that stance, but don't become impossible (or nearly impossible) to sneak attack or crit in this stance.

Either way (fortfication or not actually denying dex) is good, though.

Regardless of how this is done, I'd make it require stable footing; this stance certainly shouldn't work while mounted, or even while fighting from a chariot (or Floating Disc); that's just cheese.

The Demented One
2006-09-15, 06:03 PM
Regardless of how this is done, I'd make it require stable footing; this stance certainly shouldn't work while mounted, or even while fighting from a chariot (or Floating Disc); that's just cheese.
Apparently great minds think alike, because this requirement applies to all Stone Dragon maneuvers and stances.

I_Got_This_Name
2006-09-15, 06:23 PM
Right, right. I haven't read through my Nine Swords as well as I should have.

The Demented One
2006-09-15, 08:45 PM
Right, right. I haven't read through my Nine Swords as well as I should have.
Eh, it's not a rule that got much mention. Added in some new maneuvers.

Gralamin
2006-09-15, 10:39 PM
Splitting the Emerald
Diamond Mind (Stance)
Level: Swordsage 9, Warblade 9
Prerequisite: Three Diamond Mind maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You take an ethereal stance, moving with utter focus towards your goal. Every melee attack you make while in this stance is considered a touch attack.

Are you insane demented one? A-V-A-L-A-N-C-H-E O-F B-L-A-D-E-S.

Consider the tarrasque:
touch 5

Assuming a warblade 20, who could do 100 damage an attack without maneuvers (not unreasonable), with a STR mod of +12 (again, not unreasonable.)

BAB: of 32, not including anything else.
walks up to the tarrasque and uses Avalance of blades (Assuming rolls of 10 and 85 damage an attack [DR]):
Attack Results
Attack 1: 42
Attack 2: 38
Attack 3: 34
Attack 4: 30
Attack 5: 26
Attack 6: 22
Attack 7: 18
Attack 8: 14
Attack 9: 10
Attack 10: 6
Attack 11: 2 - assuming a roll of over 13 here, the tarrasque is at -10 hit points.

To make it worse, next turn he can regenerate it as a swift action, and just get in a single melee attack, for another 85 points of damage. Then on his 3rd turn he could do it again

The Demented One
2006-09-15, 10:43 PM
Are you insane demented one? A-V-A-L-A-N-C-H-E O-F B-L-A-D-E-S.
Oh yeah, they can do that. I knew that stance was going to give me trouble. Fix, fix, fix the broken!

Gralamin
2006-09-16, 02:07 AM
much better

The Demented One
2006-09-16, 09:25 AM
much better
Any others look unbalanced? I'm personally a bit wary of Glaring Blade, Strike of Twilight, and Knockout Throw, to tell the truth.

martyboy74
2006-09-16, 09:42 AM
For Infintie Procession of Steel, you may want to state that it either has to be exactly 10', has to be 10' or less, or has to be 10' or more.

The Demented One
2006-09-16, 04:06 PM
For Infintie Procession of Steel, you may want to state that it either has to be exactly 10', has to be 10' or less, or has to be 10' or more.
Done.

Vazzaroth
2006-09-17, 02:17 AM
I think glaring blade should not have the extra damage for a 1st level manuver. I think there is a similar one for desert wind that does the same damage without the blind effect.

Also 6d6 for nova gillotine AND abality damage seems too much to me. 5 or 4 d6 would work better I think.

It seems that the Pheonix Feather healing is actually UNDERPOWERED in my opinion. And 1/2 the damage you would have normaly taken is faster and easyer to work out during play. It should be 1/2.

The steam flip would be cool if it allowed you to make a free unarmed attack as part of it... mabye. If a monk does that, it become much more powerful. Mabye if you add the abality to make unarmed as well, it should become a 2nd level.

The rest of the Desert Wind seems good to me. Mabye I'll look at more later.

Edit: I'd also like to point out that all the White Raven ones look balanced already. Good job. ^__^

Triaxx
2006-09-17, 09:43 AM
I'd suggest leaving the 6d6 damage alone, and dealing no Int damage. Or perhaps a once per day forget a spell ability, with a will save instead.

Gralamin
2006-09-17, 10:08 AM
Glaring Blade might be a little much, as Blistering Flourish deals 0 damage, but causes dazzled for 1 minute.

Twilight Strike might need to go down a level, as clerics get death ward as a level 4. This might even need to be a level 3 maneuver, as it is only death effects and not everything else death ward does. Also Death Ward lasts 1 min/level, this is 1 minute. Could even be a level 2, but that might be pushing it.

Knockout Throw looks good in theory, but might need to be jacked up to level 7, as it is jammed full of effects.

The Demented One
2006-09-17, 11:13 AM
I think glaring blade should not have the extra damage for a 1st level manuver. I think there is a similar one for desert wind that does the same damage without the blind effect.
True, but that gives the extra damage to all your attacks that round, and is a boost.


Also 6d6 for nova gillotine AND abality damage seems too much to me. 5 or 4 d6 would work better I think.
Okay.


It seems that the Pheonix Feather healing is actually UNDERPOWERED in my opinion. And 1/2 the damage you would have normaly taken is faster and easyer to work out during play. It should be 1/2.
Okay.


The steam flip would be cool if it allowed you to make a free unarmed attack as part of it... mabye. If a monk does that, it become much more powerful. Mabye if you add the abality to make unarmed as well, it should become a 2nd level.
Maybe a free five-foot step?


Glaring Blade might be a little much, as Blistering Flourish deals 0 damage, but causes dazzled for 1 minute.
Changed glaring blade to blind for 1 round only.


Twilight Strike might need to go down a level, as clerics get death ward as a level 4. This might even need to be a level 3 maneuver, as it is only death effects and not everything else death ward does. Also Death Ward lasts 1 min/level, this is 1 minute. Could even be a level 2, but that might be pushing it.
Changed to level 3.


Knockout Throw looks good in theory, but might need to be jacked up to level 7, as it is jammed full of effects.
I'll give that some thought.

I_Got_This_Name
2006-09-17, 11:15 AM
Glaring Blade compares best to Burning Blade.

Burning Blade's advantages: Higher damage (1d6+level vs 1d6)
Boost lasting until end of turn vs single attack

Glaring Blade:
Blinds for 1 round per initiator level on a failed save.

The advantage Glaring Blade has compares somewhat to Blistering Flourish.

Glaring Blade: Weapon + 1d6 damage; Blind instead of Dazzle
Blistering Flourish: Longer duration; affects an area.

All-in-all, I'd say Glaring Blade is pretty well-balanced, especially with its shorter duration.

The Demented One
2006-09-17, 12:00 PM
Hey guys, if any of you actually want to use these maneuvers, Vazz is running a Nine Swords-centric game, and he's said he'll consider these. The game can be found here (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=play_ooc;action=display;num=11582830 29;start=0#3
).

drake
2006-09-17, 01:50 PM
it says i cant modify my accont!and how do i post my own pic? :-/

The Demented One
2006-09-17, 01:53 PM
Why are you asking here? There's a technical help forum, you know. Be off with you.

Vazzaroth
2006-09-17, 11:13 PM
Yes, as The Demented One said, we need 1 more for the Legend of the Nine Swords game. I will allow most of these manuvers, but make sure you OK it with me before you go and learn them. If your interested and have the ToB (which I assume most people on this thread will have), check out the OOC: Legend of the Nine Swords (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=play_ooc;action=display;num=11582830 29;start=). Done.

Edit: Sudden Parry in Iron Heart should speciafy whether it stacks with a full defence or fighting defencivly... w hich I don't think it should. It should also note that you can still act normally. (right?) Never make players assume things, it just leads to interpretation problems. ;)

The Demented One
2006-09-18, 12:15 AM
Edit: Sudden Parry in Iron Heart should speciafy whether it stacks with a full defence or fighting defencivly... w hich I don't think it should. It should also note that you can still act normally. (right?) Never make players assume things, it just leads to interpretation problems. ;)
As it provides a shield bonus, I don't see why it wouldn't stack with those, which provide dodge bonuses.

Fax Celestis
2006-09-18, 05:54 PM
Your Tiger Claw maneuvers are utterly perfect, albeit a different tack than the one taken in the book.

..Now I just wish someone would let me play my Thri-Kreen Swordsage specializing in Tiger Claw.

The Demented One
2006-09-18, 06:48 PM
Added Call of Arms and General's Aid in White Raven, and Ruse of the Fallen Giant, which may be slightly overpowered for its level, in Setting Sun. Comment on them as you will.


Your Tiger Claw maneuvers are utterly perfect, albeit a different tack than the one taken in the book.
Yeah, I really couldn't come up with any jumping/two-weapon fighting ones, besides Evasive Leap and Frenzied Badger Flurry. I'm working at it, though.

Fax Celestis
2006-09-18, 06:54 PM
Ruse of the Fallen Giant is not overpowered due to its rather situational nature.

The Demented One
2006-09-18, 07:03 PM
Ruse of the Fallen Giant is not overpowered due to its rather situational nature.
It does, however, neutralize one of the more powerful pre-ToB melee builds. I was waffling between levels 4 and 5 with it.

Fax Celestis
2006-09-18, 07:35 PM
It does, however, neutralize one of the more powerful pre-ToB melee builds. I was waffling between levels 4 and 5 with it.
So?

The Demented One
2006-09-18, 07:48 PM
So?
Hey, getting effective immunity to tripping is hard to evaluate. I don't know of anything else except for one of my maneuvers that can do it, and thus have no guidelines to set the level by.

Fax Celestis
2006-09-18, 07:58 PM
Plenty of creatures have it, as well as some races. There's also Stability.

The Demented One
2006-09-18, 07:58 PM
Added Crushing Fist Stance and Footfall of Little Earthquakes in Stone Dragon. Another one whose level I'm not sure on.

Fax Celestis
2006-09-18, 08:09 PM
Added Footfall of Little Earthquakes in Stone Dragon. Another one whose level I'm not sure on.
Er, no you didn't.

The Demented One
2006-09-18, 08:14 PM
Er, no you didn't.
Now I did. When nature calls, my work must go on hold.

Fax Celestis
2006-09-18, 08:17 PM
Footfall of Little Earthquakes needs a prereq. And it seems fine to me.

kailin
2006-09-19, 02:16 AM
Should Rising Steam Flip not perhaps be an immediate action and a counter? The five-foot step makes it a bit too strong then, but as a swift it rules out using any other maneuver that turn, which seems, well, weak and situational enough that I wouldn't bother readying it much. How bout just kip-up and maybe a small AC boost as an immediate?

The Demented One
2006-09-19, 07:37 AM
Should Rising Steam Flip not perhaps be an immediate action and a counter? The five-foot step makes it a bit too strong then, but as a swift it rules out using any other maneuver that turn, which seems, well, weak and situational enough that I wouldn't bother readying it much. How bout just kip-up and maybe a small AC boost as an immediate?
Doesn't rule out using them all turn, just other boosts. I don't see any problem with it.

ShipWrecked
2006-09-19, 01:20 PM
awsome! simple awsome.

Gralamin
2006-09-19, 08:29 PM
After reading the Ones for crusaders (Devoted spirit, Stone dragon and white Raven) here is my analysis:

Devoted Spirit

Blade Rite of Exorcism - To specific to ever take, unless you know you will have a lot of possessions. Crusaders don't have very many maneuvers you know.
Stance of Incorrigible Vigor - Looks good for a stance, just switch into it whenever out of battle.
Strike of Purity - looks interesting.
Strike of Twilight - Fine, probably will take.

Stone Dragon

Crushing Fist Stance - Very intresting, might take it just in case some punk tries to disarm me.
Do Not Go Gently - Becomes kinda useless with feats like diehard, but otherwise still good.
Footfall of Little Earthquakes - I like.
Gait of the Unshakable Mountain - sounds like dwarven defender almost.
Shockwave Fist - intresting

White Raven

Call to Arms - Nice
General’s Aid - Looks fine
Inspiring Stature - Double will for a group on anything?
Taken Under the Wing - Looks good
White Raven Retribution - Nice

The Demented One
2006-09-19, 10:53 PM
Added Dragon Fang Stance in Tiger Claw. Please comment, I'm unsure as to its level.


Blade Rite of Exorcism - To specific to ever take, unless you know you will have a lot of possessions. Crusaders don't have very many maneuvers you know.
What if I gave it a bonus on attack/damage against possessed creatures or outsiders?


Stance of Incorrigible Vigor - Looks good for a stance, just switch into it whenever out of battle.
Yeah, that's what I was thinking. Too good for its level, do you think?


Crushing Fist Stance - Very intresting, might take it just in case some punk tries to disarm me.
Also note that the unarmed strike is one of Stone Dragon's favored weapons.


Inspiring Stature - Double will for a group on anything?
Maybe make it only for adjacent allies?

Gralamin
2006-09-19, 11:03 PM
Added Dragon Fang Stance in Tiger Claw. Please comment, I'm unsure as to its level.
Hmm I'd Personsally say bump it down a level, as Symbol of Fear (http://www.d20srd.org/srd/spells/symbolOfFear.htm) is level 6


What if I gave it a bonus on attack/damage against possessed creatures or outsiders?

That could work, maybe make it agaisnt both, with increasing damage. Then it would be a viable pick that you would keep.


Yeah, that's what I was thinking. Too good for its level, do you think?

Well I'm not sure Stances and maneuevers are supposed to work like that. They all seem to be a ready for battle stance.


Also note that the unarmed strike is one of Stone Dragon's favored weapons.
Those mainly provide flavour though. I might get quick draw then.


Maybe make it only for adjacent allies?

No just bump up its level, As diamond mind can do it for themselves, but I suppose adjacent could work.

I_Got_This_Name
2006-09-19, 11:20 PM
Just make Incorrigible Vigor only apply to damage taken while in the stance, so that there's a reason to use it in battle.

The Demented One
2006-09-19, 11:23 PM
Just make Incorrigible Vigor only apply to damage taken while in the stance, so that there's a reason to use it in battle.
An excellent idea.

I_Got_This_Name
2006-09-20, 09:31 AM
I think that with this change it might actually be a bit underpowered; there are some reasonably low-level spells that provide a decent amount of Fast Healing against damage taken during their duration, IIRC. I'd consider boosting the rate of healing, possibly even up to Fast Healing 1 (or higher).

Sorry to be spreading tweaks to something over several posts; I should have brought this up when I originally suggested it.

Were-Sandwich
2006-09-20, 01:54 PM
Supernova Guilotine


Best. Name. EVAR.

Fax Celestis
2006-09-20, 10:00 PM
Supernova Guilotine


Best. Name. EVAR.
No, the best name for a maneuver of all time still remains "Inevitably Victorious and Ultimately Destructive In All Circumstances Short Of Divine Intervention (And Even Then It Still Might Be)".

The Demented One
2006-09-21, 12:15 AM
Added Dance of Unquenchable Flames in Desert Wind

Fax Celestis
2006-09-21, 12:18 AM
You know, I'd say it's overpowered, but it really isn't. So, therefore, I declare it Nifty. *Stamps maneuver.*

The Demented One
2006-09-21, 06:38 PM
The Snow Crash-tastic Whirlwind Reaper has been added in Diamond Mind.


You know, I'd say it's overpowered, but it really isn't. So, therefore, I declare it Nifty. *Stamps maneuver.*
Okay, sounds good.

Fax Celestis
2006-09-21, 08:10 PM
It is Snow Crash tastic.

...I love that book. Only Neal Stephenson could successfully intermingle Sumerian mythology with high-tech. O, and did you know that Diamond Age is a sequel?

The Demented One
2006-09-21, 08:15 PM
It is Snow Crash tastic.

...I love that book. Only Neal Stephenson could successfully intermingle Sumerian mythology with high-tech. O, and did you know that Diamond Age is a sequel?
Is it, now? Well, go go gadget Amazon.com!

What, do you change your name every 42 minutes, or something?

Fax Celestis
2006-09-21, 08:30 PM
Been changing it every time I sign on, actually.

I_Got_This_Name
2006-09-22, 12:42 AM
I can spot one tiny flaw in Erudite Instincts; you can't technically take Immediate actions while flat-footed, and you'd be flat-footed while rolling initiative.

Perhaps change its Initiation Action to "See Text?"

The Demented One
2006-09-22, 05:30 PM
I can spot one tiny flaw in Erudite Instincts; you can't technically take Immediate actions while flat-footed, and you'd be flat-footed while rolling initiative.

Perhaps change its Initiation Action to "See Text?"
Gave it an exception clause, which should fix that.

The Demented One
2006-09-23, 01:14 AM
Added Calm Before the Storm in Diamond Mind, Spellblind Strike in Setting Sun, Embrace of the Avalanche in Stone Dragon, and Charge Through the Crowd in White Raven.

namo
2007-10-04, 09:56 AM
Ooh... Nice. I haven't started thinking about balance and such, but I just wanted to say that I love Shadow Mimicry - so obvious* and yet I would have never thought about it. Great ! :smallsmile:

* ...after the fact...

Mephisto
2007-10-04, 11:22 AM
Eternal Diamond Stance
Diamond Mind (Stance)
Level: Swordsage 8, Warblade 8
Prerequisite: Three Diamond Mind maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You assume a stance of utter focus, bearing yourself with perfect clarity. While in this stance, you may make a Concentration check in place of any save. In addition, if you successfully save against an attack that normally deals half damage on a successful save, you instead takes no damage. Even if you fail the save, you take only half damage.


Gwuh?

So, it replaces the three maneuvers that let you make Concentration checks for various saves, you can have it active as long as you wish, and it grants Improved Evasion, even against stuff with non-Reflex saves.

:smallconfused: I don't know how powerful 8th level stuff is supposed to be, but that looks absurdly good.

namo
2007-10-04, 02:29 PM
You're right - Improved Evasion and Improved Mettle together...
Perhaps the initiator should have to choose one save to which this benefits apply ? He can still use Concentration for all saves. Another balancing factor would be to force the stance to be re-initiated after, say, 3 (or 5) saves, like the Immortal Fortitude one.

The Demented One
2007-10-04, 03:02 PM
So, it replaces the three maneuvers that let you make Concentration checks for various saves, you can have it active as long as you wish, and it grants Improved Evasion, even against stuff with non-Reflex saves.
First off, the three maneuvers it replaces are all of 3rd level or lower - and by the time you have access to an 8th level stance, odds are pretty good that you aren't preparing any maneuvers that are of that low a level. Secondly, note that it's not quite improved evasion and improved mettle - unlike mettle, it only works on damage effects, and how many damage spells do you know that have a Fortitude or Will save? All in all, I don't think it's overpowered for an 8th level stance.

namo
2007-10-04, 03:36 PM
So you mean only hit point damage ? Then it should be ok - I thought ability damage was included.
[The Orb of X spells are examples where Mettle (and your stance) have the weird effect of not hurting you because you saved against dazing (or similar).]

The Demented One
2007-10-04, 09:05 PM
So you mean only hit point damage ? Then it should be ok - I thought ability damage was included.
[The Orb of X spells are examples where Mettle (and your stance) have the weird effect of not hurting you because you saved against dazing (or similar).]
Only normal damage.