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Jm2c
2013-01-08, 11:20 AM
Originally posted on Brilliant Gameologists and MinMax; in collaboration with veekie.

Rising Spirit

The road of ascension is a difficult one. The Rising Spirit discipline emphasizes the search for transcendence, reconciling the mystical with the physical. Awareness of deeper layers of existence is key to this mastery. To this end, the adepts of the Rising Spirit recognize six metaphorical Realms of existence - not actual planes, but states of being that a creature may be subject to: Hell, the realm of hate and fear; Brute, the realm of base impulse; Asura, the realm of envy and conflict; Ghost, the realm of unfulfilled desire; Mortal, the realm of short-lived passion; Heaven, the realm of pride and satisfaction.
While one realm might be perceived as preferable to some other, they represent a path that all beings inevitably wander on. The ultimate aim of the founders of Rising Spirit was to leave them all behind, the spirit rising beyond suffering and attaining a true state of enlightenment. This discipline channels the energies and symbolism of each stage in the cycle of existence to inflict debilitating effects upon the targets, abilities that strike at the mystical and impinge upon other planes of existence.
Spot is the key skill for Rising Spirit. Rising Spirit's associated weapons include the Falchion, Scimitar, Kukri, and Rapier.

Maneuvers of the Rising Spirit

1st
Hell - Fear for the Disgraceful End Strike - Melee attack inflicts a surge of terror.
Brute - Short-Sighted Fury Strike - Melee attack induces a spike of unthinking rage.
Asura - Empty Victory Counter - Enemy that strikes you takes a -4 penalty to AC.
Ghost - Fasting of the Hungry Ghost Counter - Delay an effect by 1 round, but take a -4 on the first save against that effect.
Mortal - Fleeting Passion Boost - Nearby creature is filled with a rush of passion.
Heaven - See the Next World Stance - Open the inner eye to see through those not of this world.

2nd
Hell - Karma Gust Counter - Increase damage next round based on damage received.
Brute - Savage Rush Strike - Charge through difficult terrain and attack with each weapon. AC penalty increases to -4.
Asura - Green-Eyed King Strike - Attack causes target to perform attacks of opportunity on allies.

3rd
Ghost - Reach for the Spectral Feast Boost - Treat the immaterial as material.
Mortal - Approaching Disillusion Strike - Melee attack shatters magic where it strikes.
Heaven - Pride of the Deva Stance - Sanctuary from ranged and area attacks.
Asura - Slash of Present Counter - Delay an effect by 1 round.

4th
Hell - Reign of Terror Boost - Next attack floods target with terror.
Brute - Fool's Petard Strike - Melee attack causes creature to attack itself.
Asura - No Deed Unpunished Strike - Target provokes attacks of opportunity from friends and enemies alike.

5th
Ghost - Unquenchable Hunger Strike - Melee attack consumes magical effects.
Mortal - Delusion of Enlightenment Strike - Creatures in a 20ft radius are blinded by vision of enlightenment.
Heaven - Release from Suffering Counter - You and allies become briefly incorporeal.

6th
Hell - Wrath of the Hell God Strike - Go on a rampage, creatures you hit are panicked.
Ghost - Tales of the Spirit Realm Stance - Become incorporeal as part of your movement.
Asura - Obsession with the Present World Boost - Attacks banish creatures to adjacent planes.
Brute - Karmic Punishment of the Idle and Unfocused Strike - Move and strike all you pass. Those struck are moved to before your initiative and do not act this round if they haven't already.

7th
Heaven - Components of the Soul Boost - Separates the components of the soul momentarily, creating a duplicate for every 5 IL.
Mortal - Slash of Eternity Strike - Strike freezes target in time for 1d4 rounds.

8th
Enlightenment - Ageless Obsession Stance - Gain a move action. If you move and perform a full attack you may divide your attacks across any creatures within reach any time during the movement.
Ghost - Retribution on the Hungry Ghost Counter - Dispel one spell and select a new target for it.
Mortal - Attainment of Eternal Truth Counter - Fade from the world.
Heaven - Five Signs of the Dying Deva Strike - Attack removes Damage Reduction, Energy Resistance, Fast Healing, Immunities and Regeneration.

9th
Enlightenment - Rise From Delusion Strike - Slash severs all in its path from worldly attachments, bodily removing them from the world.

Feats of the Rising Spirit

Transcendent Sight - Feat
Your quest for enlightenment slowly leads you towards transcendence, allowing you to perceive the supernatural in ways others cannot.
Prerequisites One Rising Spirit stance
Benefit: While you are in a Rising Spirit stance, you may detect the presence of magic auras as per the Detect Magic spell, without needing to concentrate to maintain the effect. You still need to concentrate in order to gain additional information about the auras you detect, such as their number, strength, location, or school. You may make a Spot check instead of the Spellcraft check to identify an aura's school.

Other Considerations

Rising Spirit and other planes of existence

Many Rising Spirit maneuvers deal with other planes of existence. As there are multiple similar but not interchangeable terms dealing with the relationships between planes in the D&D rules (see http://www.d20srd.org/srd/planes.htm#howPlanesInteract), all Rising Spirit maneuvers use the term "adjacent" to avoid confusion. For purposes of Rising Spirit maneuvers, a plane is adjacent to the plane you currently occupy if it the two planes are either coexistent (as the ethereal plane and plane of shadow are with the prime material plane and the astral plane is with all planes) or coterminous at your position. Different layers of a plane with multiple layers are always considered adjacent to each other. In general, the ethereal and astral planes and the plane of shadow are always adjacent to the material plane, and the astral plane is always adjacent to all planes. Additional considerations may apply depending on the cosmology of your campaign:

In the Great Wheel cosmology (see Planar Handbook, page 137), outer and inner planes that are situated adjacent to each other are also considered adjacent for purposes of Rising Spirit maneuvers (e.g. Celestia is adjacent to Arcadia and Bytopia; the Outlands are adjacent to all outer planes).

In Eberron's cosmology (see Eberron Campaign Setting pages 92ff), a plane is considered adjacent to the material plane in all of Eberron when it is coterminous. In a manifest zone of a certain plane, that plane is always considered adjacent, even if it is currently remote.

In the Forgotten Realms, planes that occupy adjacent "branches" of the metaphorical tree (see Player's Guide to Faerūn, chapter 6) are considered to be adjacent to each other (e.g. Fury's Heart is adjacent to the Dragon Eyrie and Hammergrim). In addition, the material plane is adjacent to all planes.

In custom campaign settings, the DM arbitrates what planes are adjacent to what planes.

Rising Spirit and Pathfinder

If using Rising Spirit in a Pathfinder campaign (or a campaign using parts of the Pathfinder rules or similar houserules), apply the following changes to the material, if applicable:

Replace all references to the Spot skill with Perception.

The maneuver Mortal - Approaching Disillusion references Greater Dispel Magic instead of Dispel Magic (this is because Pathfinder's version of Dispel Magic has no Area Dispel option; the effects are equivalent).

For purposes of the maneuver Brute - Fool's Petard, a failed combat maneuver roll (for any reason) is considered a successful defense on the part of the combat maneuver's target.

Add the [emotion] descriptor to Hell - Fear for the Disgraceful End, Mortal - Fleeting Passion, Hell - Reign of Terror, and Hell - Wrath of the Hell God.

Jm2c
2013-01-08, 11:21 AM
Maneuver descriptions

Enlightenment - Ageless Obsession
Rising Spirit (Stance)
Level Crusader 8, Swordsage 8
Prerequisite Three Rising Spirit maneuvers
Initiation Action 1 swift action
Range Personal
Target You
Duration Stance
Practitioners of the Rising Spirit have sought enlightenment for ages, far before even the founding of the Temple of the Nine Swords. The dedication of a true master of the discipline is so great that he can partially remove himself from his material form by merely willing it so, granting him alacrity undreamed of by those who remain governed by their delusions.
As long as you remain in this stance, you gain an extra move action every turn. If you move as part of this extra move action, you do not provoke attacks of opportunity for movement and ignore difficult terrain. In addition, when you move and make a full attack in the same turn, you may divide up the attacks you would be entitled to between all enemies you move past in any way you wish, in any order.
Example: Master White Lotus is facing two ninjas and his archrival. The Rising Spirit master enters the Ageless Obsession stance, weaving among his opponents and performing a full attack. Knowing the ninjas to be pushovers, he assigns the two least accurate attacks of the four he is entitled to to them and reserves his most accurate attacks for his rival - the order he passed the three in doesn't matter.

Mortal - Approaching Disillusion
Rising Spirit (Strike)
Level Crusader 3, Swordsage 3
Prerequisite Two Rising Spirit maneuvers
Initiation Action 1 standard action
Range Melee attack
Target One creature
Area 5-ft. cube; see text
Duration Instantaneous
Magic is the stuff of dreams and illusion. On the way to enlightenment, such deception of self and others is only a roadblock, and adepts of the Rising Spirit learn to cleanse themselves and their environment of it.
When you use this strike, make a single melee attack. This attack is preceded by a Dispel Magic effect targeted on the five-foot space you attack into, using your initiator level as its caster level. Other than the area, this functions identically to the Area Dispel option of the Dispel Magic spell. If you were attacking a space that you believe holds an invisible creature and the effect granting that creature invisibility is dispelled by this strike, you need not roll for concealment.
If you fail on the dispel check against a given spell effect, that spell cannot be affected by your uses of this maneuver for 24 hours.
This maneuver is a supernatural ability.

Mortal - Attainment of Eternal Truth
Rising Spirit (Boost)
Level Crusader 8, Swordsage 8
Prerequisite Two Rising Spirit maneuvers
Initiation Action 1 immediate action
Range Personal
Target You
Duration 1 round
You sever yourself from the material world for a short time, leaving only the memory of your presence.
Until the start of your next turn, you temporarily leave the world. You effectively become ethereal. However, you are not actually on the ethereal plane, but entirely removed from the cosmology of the planes, so force effects and effects that specifically target the ethereal plane ignore you, and creatures or other obstacles on the ethereal plane do not affect you. You are, however, affected by the traits of the ethereal plane.
Effects that can affect creatures across planar boundaries (such as Transdimensional Spell) can affect you normally.
This maneuver is a supernatural ability.

Heaven - Components of the Soul
Rising Spirit (Boost)
Level Crusader 7, Swordsage 7
Prerequisite Three Rising Spirit maneuvers
Initiation Action 1 swift action
Range Personal
Target You
Duration Until start of next turn
The soul consists of ten base components - three for the mind and seven for the body. You split these base components from you and give them physical form, effectively splitting yourself into multiple parts, though each is a whole in its own right.
By initiating this maneuver, you create one duplicate of yourself per five initiator levels, up to a maximum of 10 duplicates at IL 50. These duplicates appear in spaces of your choice adjacent to you. The duplicates possess exact copies of your equipment, magical and nonmagical, as well as copies of all spell effects active on your person at the time of initiating this maneuver, but consumable items or items with limited charges such as wands or scrolls are duplicated fully expended, as are dischargeable spell effects such as True Strike.
Each duplicate must use the same actions as you do (for instance, if you move, leave your swift action unspent, and use a strike, all duplicates must also move, leave their swift actions unspent, and use the same strike), though they may choose different targets or areas for their attacks and abilities, make different choices if the ability used demands one, and move in different ways and different distances. In fact, if you use an attack or effect, none of your duplicates may affect the same target as you and no two duplicates may affect the same target. If you use an effect that affects an area, the areas may overlap, but every target may be affected only once, even if it is in more than one of the areas.
For the duration of the maneuver, you and all your duplicates gain a number of temporary negative levels equal to the number of duplicates created.
The duplicates may not cast spells or use spell-like abilities, but they may initiate maneuvers as normal, and their lists of known, readied, and granted (if applicable) maneuvers are identical to yours at the time of initiating this maneuver. If they gain the opportunity to do so, the duplicates may recover or be granted new maneuvers as normal for your initiator class(es), but they must all take the action(s) required if your recovery method requires an action and all duplicates must recover the same maneuver. If you are granted maneuvers randomly, determine the granted maneuver once for all duplicates and yourself. No duplicate may use the Components of the Soul maneuver.
At the start of your next turn, each duplicate and all the equipment they were created with disappears, regardless of their state or location, and the negative levels you gained disappear. Whenever a duplicate disappears by any means (e.g. because the maneuver ended or because it entered an Antimagic Field), all damage that duplicate took is applied to you. If a duplicate dies before the maneuver ends, you do not take damage, but instead one of the negative levels becomes a regular negative level that remains after the maneuver ends and forces a fortitude save to remove it after 24 hours if it is not removed before that time as normal.
This maneuver is a supernatural ability.
Example: Mira Sen, with an initiator level of 15, faces down four foes and decides to initiate Components of the Soul, creating three duplicates and gaining three negative levels. After her three duplicates split from her soul, she moves up to one of her enemies and initiates a strike (like Divine Surge). Her three duplicates must also move and use the Divine Surge strike, but they may not target the same foe she just attacked, nor may any two of them attack the same target, so each of them engages a separate one of the remaining three. After Mira's turn ends, those of her enemies who didn't die to the attacks focus fire on one of her duplicates, dealing a total of 50 damage. At the start of her next turn, all of her duplicates disappear, as do the three negative levels she took, and she immediately loses the 50 hit points of damage her duplicate was dealt.

Mortal - Delusion of Enlightenment
Rising Spirit (Strike) [Mind-affecting]
Level Crusader 5, Swordsage 5
Prerequisite Two Rising Spirit maneuvers
Initiation Action 1 standard action
Range 20 ft.
Area See text
Saving Throw Will negates
Duration 1 round
The sensation of an epiphany, of approaching true enlightenment, is the most exhilarating there can be, and Rising Spirit adepts know this better than anyone else. However, a false sense of enlightenment is dangerous, as it can blind one to the truths of the moment.
When you initiate this maneuver, you instill nearby creatures with a false sense of enlightenment that may blind them. All creatures within 20 feet must make a Will save (DC 15 + your Wis or Cha modifier) or be blinded for one round.
This maneuver is a supernatural ability.

Asura - Empty Victory
Rising Spirit (Counter)
Level Crusader 1, Swordsage 1
Prerequisite None
Initiation Action 1 immediate action
Range See text
Target One creature
Duration 1 round
The Asura realm is associated with jealousy, struggle, and combat. Exploiting your opponent's own affinity with this realm through his offense, you render his success meaningless and hollow.
You can initiate this maneuver when a creature successfully hits you with an attack. That creature takes a -4 penalty to AC for one round.

Ghost - Fasting of the Hungry Ghost
Rising Spirit (Counter)
Level Crusader 1, Swordsage 1
Prerequisite None
Initiation Action 1 immediate action
Range Personal
Target You
Duration 1 round
The Ghost Realm is inhabited by wretched beings governed by their desires, damned to crave for what they cannot hope to attain until they have atoned for their past life's greed. By meditating on the ghosts' ordeal, you may make their forced abstinence your own and delay hostile effects.
You can initiate this maneuver any time you would be required to make a save. The onset of the effect that forced the save is delayed for one round. At the end of your next turn after initiating this maneuver, you make the saving throw at a -4 penalty and are affected as normal if you fail (or possibly even if you succeed, depending on the effect).

Hell - Fear for the Disgraceful End
Rising Spirit (Strike) [Fear, mind-affecting]
Level Crusader 1, Swordsage 1
Prerequisite None
Initiation Action 1 standard action
Range Melee attack
Target One creature
Duration 1 round
Saving Throw Will negates
Death comes to all, but even those who would gleefully hurl themselves into her embrace seek the good death. You focus the combined terror and shame of those who died an ignoble death into your strike, turning the craven from their course.
As part of this maneuver, make a normal melee attack. If you successfully hit with the attack, the target must make a Will save (DC 11 + your Wis or Cha modifier) or become Shaken for 1d4+1 rounds.

Heaven - Five Signs of the Dying Deva
Rising Spirit (Strike)
Level Crusader 8, Swordsage 8
Prerequisite Three Rising Spirit maneuvers
Initiation Action 1 standard action
Range Melee attack
Target One creature or object
Duration 1 round per 4 initiator levels
Saving Throw Will negates (affects objects)
All things end; even the divine will fall. You contemplate the inevitability of existence, and focus that realization into your attack, separating the target from his futile efforts to stave off the end.
As part of this maneuver, make a melee attack. If this attack hits, the affected creature or object does not benefit from any of the following abilities for the duration of the maneuver if it has them, regardless of source:
- All damage reduction and energy resistances.
- Fast Healing
- All immunities (Such as immunity to critical hits granted by Heavy Fortification armor or even a fire elemental's immunity to fire damage)
- Regeneration
- Rejuvenation abilities (such as a lich's phylactery, contingent resurrection magic or a ghost's Rejuvenation)
A successful Will save (DC 18 + your Wis or Cha modifier) negates this effect. Damage or Drain to a non-ability still have no effect. Mind control and similar controlling effects that the target would otherwise be immune to only function if it is capable of obeying; this maneuver does not grant it the ability to obey.

Mortal - Fleeting Passion
Rising Spirit (Boost) [Mind-Affecting]
Level Crusader 1, Swordsage 1
Prerequisite None
Initiation action 1 swift action
Range 15 ft.
Target One creature
Duration 1 round
Saving throw Will negates
The mortal realm is one of idealism and sometimes thoughtless enthusiasm. To curb this enthusiasm is essential, but even a novice of the Rising Spirit understands that it can be useful for motivating allies or hampering enemies.
This maneuver works as the Rage spell except as outlined above and below. You may target an unwilling creature with this maneuver, but if you so, the target is entitled to a Will save (DC 11 + your Wis or Cha modifier).

Brute - Fool's Petard
Rising Spirit (Strike)
Level Crusader 4, Swordsage 4
Prerequisite Two Rising Spirit maneuvers
Initiation action 1 standard action
Range Melee attack
Target One creature
Duration 1 round
Saving throw Will; see text
Those who conspire to harm others foolishly and without forethought conspire, in the end, against themselves. Named after one of many idioms that convey the concept, this strike turns a foolish opponent's hostility on themselves.
As part of initiating this strike, make a melee attack. If this attack hits, whenever a target of the subject's attacks successfully defends against an attack or effect, the subject is affected as if he had targeted himself with that attack or effect instead, using the same attack bonus, effect DC and all applicable modifiers(such as caster level and duration). The original target is unaffected, even if the effect would normally have an effect on a successful save or a partial effect on a miss.
For the purposes of this maneuver, a successful defense is defined as a missed attack (for any reason), a successful save, a failed caster level or manifester level check to penetrate Spell Resistance or Power Resistance, failure of an effect due to an applicable immunity, or complete negation of an attack or effect's damage for any reason.
A successful Will save (DC 14 + your Wis or Cha modifier) does not negate this effect, but does alert the affected creature to it and allows it to act accordingly.

Asura - Green-Eyed King
Rising Spirit (Strike)
Level Crusader 2, Swordsage 2
Prerequisite One Rising Spirit maneuver
Initiation action 1 standard action
Range Melee attack
Target One creature
Duration 1d4 rounds
Saving throw Will negates
The King wants all he does not have, even when it is neither possible nor desirable. Blinded by the haze of envy, he lashes out at the world.
As part of initiating this maneuver, make a melee attack. If your attack hits, the target of the attack must take any attacks of opportunity its allies provoke from it for 1d4 rounds. Attacks of opportunity provoked by moving that are provoked by the target's allies in this way cannot be avoided using the Tumble skill. A successful Will save (DC 12 + your Wis or Cha modifier) negates this effect.
An affected creature is automatically aware of the effects of Green-Eyed King.

Hell - Karma Gust
Rising Spirit (Counter)
Level Crusader 2, Swordsage 2
Prerequisite One Rising Spirit maneuver
Initiation action 1 immediate action
Range Personal
Target You
Duration 1 round
Though fear and hatred seem omnipresent and neverending, the winds of Karma are more persistent yet. Sometimes, these winds blow strongly and suddenly, and when they do, Rising Spirit practitioners see themselves as their carriers.
You may initiate this maneuver when you take hit point damage. For one round, you gain a bonus on damage rolls equal to +1 for every 5 points of damage taken, +1 for every 5 points of damage in your delayed damage pool at the time of initiating this maneuver, if you have one.

Brute - Karmic Punishment of the Idle and Unfocused
Rising Spirit (Strike)
Level Crusader 6, Swordsage 6
Prerequisite One Rising Spirit maneuver
Initiation action 1 full-round action
Range Melee attack
Target One or more creatures; see text
Duration Instantaneous
Saving throw Will negates
Foolish and lazy, those captivated by the brute realm are easily confounded and duped, for they lack the motivation and faculties to notice or care. Acting with the speed of thought, you move between your enemies and make use of their crippling indecision.
As part of initiating this maneuver, move up to your speed in a straight line and make one melee attack at your full base attack bonus with any melee weapon or natural weapon against each enemy you pass.
You may move an additional time as part of this maneuver for every four initiator levels you possess, up to a maximum of six times at IL 20. You do not provoke attacks of opportunity for this movement, but may only attack each creature you pass once, no matter how many times you pass it.
Every target you hit must make a Will save (DC 16 + your Wis or Cha modifier) or have its initiative count set to your initiative count+1. Affected targets then act on their new initiative count following rounds as normal. If they have not yet acted during this round, they cannot act in this round at all, but can act on their new initiative count in the following rounds. The targets do not act again on their original initiative counts.

Asura - No Deed Unpunished
Rising Spirit (Strike)
Level Crusader 4, Swordsage 4
Prerequisite One Rising Spirit maneuver
Initiation action 1 standard action
Range Melee attack
Target One creature
Duration 1 round/3 initiator levels
Saving throw See text
The man who gives in to his urges and jealousy and lashes out against the world finds himself hounded by the world in turn, betrayed by even his closest friends.
As part of initiating this strike, make a melee attack. If your attack hits, any actions the target takes for the next 1 round per 3 initiator levels that would provoke attacks of opportunity provoke attacks of opportunity from all creatures capable of making attacks of opportunity, even allies of the target, and creatures cannot choose not to make attacks of opportunity against the target unless they succeed on a Will save (DC 14 + your Wis or Cha modifier). A successful save protects a creature from the compulsion to perform an attack of opportunity for the duration of this strike. For the duration of the strike, the target cannot avoid attacks of opportunity provoked by moving using the Tumble skill.

Asura - Obsession with the Present World
Rising Spirit (Boost)
Level Crusader 6, Swordsage 6
Prerequisite Two Rising Spirit maneuvers
Initiation action 1 swift action
Range Personal
Target You
Duration 1 round
Saving throw See text
This world is all there is for the unenlightened. The Asura seeks to discover and conquer every corner of this realm, never realizing the futility of this struggle. Channeling the obsession of the Asura realm, you slice the worlds together and apart.
When you initiate this maneuver, the first attack you perform this round does not deal hit point damage, but instead causes the target to be transported to a different adjacent plane of existence on a successful hit, as per the Planeshift spell, unless it succeeds on a Will save (DC 16 + your Wis or Cha modifier).

Heaven - Pride of the Deva
Rising Spirit (Stance)
Level Crusader 3, Swordsage 3
Prerequisite One Rising Spirit maneuver
Initiation action 1 swift action
Range Personal
Target You
Duration Stance
Heaven is the realm of bliss and satisfaction. Proud and content with their lot in life, the inhabitants of Heaven take notice only of that which is immediately before them.
As long as you remain in this stance, any opponent attempting to target you with a ranged attack or spell or include you in the area of a spell or effect must make a Will save (DC 13 + your Wis or Cha modifier) or be unable to follow through, as if you were under the effect of a Sanctum spell (but affecting only ranged attacks and spells or those affecting an area). Conversely, if you make an attack, this stance automatically ends, requiring you to reactivate it.

Ghost - Reach for the Spectral Feast
Rising Spirit (Boost)
Level Crusader 3, Swordsage 3
Prerequisite 1 Rising Spirit Maneuver known
Initiation Action 1 swift action
Range Personal
Target You
Duration 1 round
Desire, Greed, Lust. The Ghost realm is the sphere of want, and in emulating their sins, the initiator gains the ability to reach what they cannot. Beware falling into the trap of becoming what you imitate.
While under the effect of this maneuver, you treat incorporeal, gaseous and ethereal creatures and objects, as well as creatures and objects in extradimensional spaces and on adjacent planes as if they were the same material state as you are (i.e., solid), and can manipulate, interact with, perceive or attack them normally.
At the same time, you are treated as being corporeal, incorporeal, gaseous or ethereal for purposes of adjudicating effects that would not affect creatures of all these states, whichever would be least advantageous to you in any given circumstance. For beneficial effects (such as a buff spell), you may choose to be treated as corporeal instead.

Heaven - Release from Suffering
Rising Spirit (Counter)
Level Crusader 5, Swordsage 5
Prerequisite Two Rising Spirit maneuvers
Initiation action 1 immediate action
Range Melee attack
Target You and selected allies in range
Duration 1 round
The founding principle of the Rising Spirit is to leave the suffering of the material world behind. Though true transcendence requires a lifetime of dedication, skilled practitioners of the discipline sometimes learn to cut at the bonds that tether beings to reality, fraying them for a short time and giving at least temporary reprieve.
When you initiate this maneuver, you and all selected allies within range become incorporeal for one round or until an affected creature takes any action (including free actions and attacks of opportunity, but not delaying or readying an action).
This maneuver is a supernatural ability.

Hell - Reign of Terror
Rising Spirit (Boost) [Fear, mind-affecting]
Level Crusader 4, Swordsage 4
Prerequisite One Rising Spirit maneuver
Initiation action 1 swift action
Range Personal
Target You
Duration See text
Saving throw Will negates; see text
The residents of the hell realm live in a state of constant fear of punishment for their hateful deeds. With this technique, Rising Spirit adepts can instill that fear in their enemies.
After initiating this maneuver, the next time you hit a creature with a melee attack this turn, that creature must make a Will save (DC 14 + your Wis or Cha modifier) or be frightened for one round per initiator level.

Ghost - Retribution on the Hungry Ghost
Rising Spirit (Counter)
Level Crusader 8, Swordsage 8
Prerequisite Three Rising Spirit maneuvers
Initiation Action 1 immediate action
Range Medium (100 ft. + 10 ft./level)
Target One spell or spell effect
Duration Instantaneous; see text
Truly, the realm of desire is pitiful. The hungry ghost seeks to consume, but all he reaches for burns him. This technique borrows from the spiritual retribution of their sin.
When you initiate this maneuver, make a dispel check (1d20 + your initiator level) against a single spell being cast or spell effect in range. If you succeed, you counter the spell or dispel the spell effect and select a new target or area for it within range. The spell takes effect as if the original caster had cast it, and continues its duration from the point it was countered or dispelled. If the new target is invalid (such as if a Personal-range spell would target someone other than the caster), the spell ends.

Enlightenment - Rise from Delusion
Rising Spirit (Strike)
Level Crusader 9, Swordsage 9
Prerequisite Four Rising Spirit maneuvers
Initiation Action 1 standard action
Range 20 ft.
Area Cone
Saving Throw Will negates
The final art of Rising Spirit, the release from mortality and the shackles of mortal obligation. By focusing the initiator's own spiritual attainment into the edge of the blade, the slash strikes out at all that binds the subject to the world, giving them a glimpse of enlightenment. Those who are already distanced from the world are sundered from it.
All corporeal creatures within the area must make a Will save (DC 19 + your Wis or Cha modifier) or be stunned and incorporeal for 1d4+1 rounds, with all their material belongings falling to a heap where they stood. At the end of the duration, the creatures resume corporeal form.
In addition, incorporeal, gaseous, ethereal or otherwise immaterial creatures in the area are annihilated (as if disintegrated down to the soul) on a failed saving throw.
Rise from Delusion can affect immaterial creatures and creatures on adjacent planes.
Unlike other maneuvers, Rise from Delusion requires a completely perfect state of mind, provoking attacks of opportunity and being disrupted by damage as if it were a 9th-level spell. Damage applied to, and in the delayed damage pool does not count towards disrupting your initiating of this maneuver.
This maneuver is a supernatural ability.

Brute - Savage Rush
Rising Spirit (Strike)
Level Crusader 2, Swordsage 2
Prerequisite None
Initiation Action 1 full-round action
Range Personal
Target You
Simple undirected carnage. That is the nature of the Brute, the beast beneath the surface. By acknowledging and embracing it's existence, you borrow the Brute's blind anger and strike out.
As part of initiating this maneuver, you make a charge attack, ignoring difficult terrain. Instead of making a single attack at the end of your charge, you can perform an attack with each weapon and natural weapon you possess, to a maximum of 2 + 1 attack per 5 initiator levels. If you used more weapons than you have limbs to wield, excess weapons fall to the ground at the end of turn. You automatically draw these weapons as part of the charge.
These attacks are made with your full base attack bonus. Increase the AC penalty from charging by 2 (to a -4, barring other modifiers). The bonus on your attack roll for making a charge applies to all your attack rolls.

Heaven - See the Next World
Rising Spirit (Stance)
Level Crusader 1, Swordsage 1
Prerequisite One Rising Spirit maneuver
Range Personal
Duration Stance
The first steps of the path of ascension is to open your eyes to see the path and those who have gone before.
While in this stance, you can see incorporeal, gaseous and dematerialized creatures through any nonmagical cover (such as ghosts inside a solid surface) and concealment (such as darkness or fog) within your sensory range. You can also see creatures in adjacent planes the same way.
If you have the ability to see through magical cover or concealment (such as True Seeing or Blindsight), you can also apply the benefits of See the Next World to creatures benefiting from such concealment.

Brute - Short-Sighted Fury
Rising Spirit (Strike)
Level Crusader 1, Swordsage 1
Prerequisite None
Initiation Action 1 standard action
Range Melee attack
Target One creature
Saving Throw Will negates
Instinct is short-sighted and leads to doom in the end. This strike sends the beast's instinct rising to the fore, to strike out blindly in wrath.
You make a melee attack, if you hit, the target must make a Will save (DC 11 + your Wis or Cha modifier) or be forced to move towards and physically attack you the next round by any means possible.

Mortal - Slash of Eternity
Rising Spirit (Strike)
Level Crusader 7, Swordsage 7
Prerequisite Three Rising Spirit maneuvers
Initiation Action 1 standard action
Range Melee attack
Target One creature, object or effect
Saving Throw Reflex partial
The difference between an eternity and a moment is only in the one who experiences it. Here and now is forever. With one strike, the subject's moment becomes an eternity.
As part of initiating this maneuver, you make a melee touch attack against a creature, object or tangible effect (such as a magical effect like a Wall of Fire or the area of a Black Tentacles spell), turning a moment into an eternity. If this attack hits, the target must make a Reflex save (DC 17 + your Wis or Cha modifier) or be frozen in time for 1d4+1 rounds. On a successful save, the target is merely slowed for 1 round, if applicable. Against spell effects and effects incapable of making a saving throw, make an initiator level check against the effect's caster level+10; success means it is affected as if it had failed its saving throw.
A frozen target cannot take actions and cannot affect other creatures or objects in any way, even passively. Durations of conditions, spells, or effects other than Slash of Eternity on it do not expire while it is frozen, just as if no time was passing. Its state or position cannot be altered in any way without first removing the effect of this maneuver. Frozen objects or creatures are still solid, if they originally were and otherwise behave (granting cover, preventing movement through spaces they occupy, and so on) as if they were inanimate objects.
For large inanimate objects, you may affect a cube up to 5 feet per Initiator Level on a side. Any parts of an object within that cube are affected, parts of the object outside of it count as a separate object for purposes of being affected (though they may still be rendered immobile or useless, as they remain attached to the frozen part of the object).
Slash of Eternity is a supernatural effect. It can be dispelled as if it was a 7th level spell with a caster level equal to your initiator level.

Asura - Slash of Present
Rising Spirit (Counter)
Level Crusader 3, Swordsage 3
Prerequisite Two Rising Spirit maneuvers
Initiation Action 1 immediate action
Range Melee attack
Target One attack or effect
Duration See text
Saving Throw None
'Now' is a broad, inclusive concept. Practitioners of Rising Spirit know better. Everything exists in its own present. It is but a cut in the right place to sunder a small moment of time from all else.
You can initiate this maneuver when another creature would cast a spell or use an attack or ability within your melee reach, when such an attack or effect would target you or a creature within your melee reach, or when the area of such an attack or effect would intersect with your melee reach. Slash of Present delays the results of such actions as outlined below.
Instantaneous targeted attacks or effects such as a Scorching Ray spell or a melee attack resolve as normal, but have their results delayed. The results take effect as normal at the end of your next turn after initiating this maneuver. For instance, a spell that deals damage would do so only at the end of your next turn.
Instantaneous effects targeting an area have their outcome delayed for all creatures and objects affected, even if some of them would be outside of this maneuver's range. At the end of the maneuver's duration, the attack or effect affects all targets it originally targeted, and only those targets, even if some of its original targets would now be outside its range or area and other targets would be within range now.
Targeted effects with a non-instantaneous duration such as a Slow spell also resolve as normal, but have their results suppressed until the end of your next turn. This time does not count against the effect's duration.
Effects with a non-instantaneous duration that affect an area, such as a Solid Fog spell, or that create non-instantaneous spell effects, such as a Summon Monster spell, only take effect at the end of your next turn after initiating this maneuver. A target that moves out of the area of the effect while it is suppressed is unaffected, and targets that move into the area are affected as if they had been caught within all along.

Ghost - Tales of the Spirit Realm
Rising Spirit (Stance)
Level Crusader 6, Swordsage 6
Prerequisite Two Rising Spirit maneuvers
Initiation Action 1 swift action
Range Personal
Target You
Duration Stance
What is most desired is that which cannot be attained. The master of Rising Spirit inverts this realization: Desired by all, she becomes the unattainable; desiring nothing, she reaches everything.
While in this stance, you become incorporeal for 5 feet of your movement each round, +5 feet for every 4 initiator levels. You become fully corporeal again at the end of your turn.
In addition, while in this stance, you may treat your equipment and body as having the ghost touch quality when it would be beneficial to you.

Ghost - Unquenchable Hunger
Rising Spirit (Strike)
Level Crusader 5, Swordsage 5
Prerequisite Three Rising Spirit maneuvers
Initiation Action 1 standard action
Range Melee attack
Target One creature, object, or spell effect
Desire, the endless trap of wanting. In its endless hunger it leaves nothing where it wants everything, and in consuming everything it consumes itself.
As part of initiating this maneuver, make a melee attack. If this attack hits, the target is affected as by a targeted Greater Dispel Magic effect, using your initiator level in place of caster level for the dispel check. You take nonlethal damage equal to twice the highest caster level among effects you attempt to dispel in this way. This damage cannot be prevented by any means; it even bypasses immunity to nonlethal damage.
This maneuver is a supernatural ability.

Hell - Wrath of the Hell God
Rising Spirit (Strike) [Fear, mind-affecting]
Level Crusader 6, Swordsage 6
Prerequisite Two Rising Spirit maneuvers
Initiation Action 1 full-round action
Range Melee attack
Target One or more creatures
Duration 1 round / 3 IL or 1 round; see text
Saving Throw Will Partial
Opening yourself to the hate and fear embodied in the champions of the lower planes, you let it flow into and through you, remaining untouched by its passage even as it strikes to the hearts of all around.
As part of initiating this maneuver, you may move up to your speed and perform a full attack action. You may divide up the attacks you would be entitled to between all enemies you move past in any way you wish, in any order. Each creature struck by an attack must make a Will save (DC 16 + your Wis or Cha modifier) or become panicked for 1 round per three initiator levels. A successful save causes the creature to be shaken for 1 round instead.
You are immune to fear effects until the end of your next turn.
Creatures that successfully save against this maneuver cannot be panicked by it for 24 hours, but can still be shaken.

sirpercival
2013-01-08, 03:10 PM
Great to see this over here! You didn't colorize the maneuvers, though... :smalleek:

Jm2c
2013-01-09, 12:25 PM
Great to see this over here! You didn't colorize the maneuvers, though... :smalleek:

Perhaps unfortunately, I'm afraid they never were colorized in the first place. Perhaps you're thinking of some other 'brew.

sirpercival
2013-01-09, 02:06 PM
Perhaps unfortunately, I'm afraid they never were colorized in the first place. Perhaps you're thinking of some other 'brew.

Probably. I've been told I occasionally suffer hallomebrewcination.