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The Demented One
2006-09-24, 09:59 PM
The Floating Fortress is a barracks, a temple, an academy, and a warship, all at once. It was crafted in the last days of the Temple of the Nine Swords to serve as a warship for the Nine Masters, but was commandeered by a rogue martial adept name Fei Long. Fei Long has used the ship as a pirate vessel, engaging enemy crews in bloody fights to the death. Those who show great prowess in battle are spared, and taken onto the Floating Fortress, where they are indoctrinated by Fei Long and trained as martial adepts. With the private army he has acquired in this way, Fei Long intends to claim the Nine Swords for himself, becoming equal in power to the great Reshar himself.

The Demented One
2006-09-24, 09:59 PM
Master Fei Long
Human Warblade 15/Master of Nine 5
Size/Type: Medium Humanoid (Human)
Hit Dice: 15d12+5d8+100 (225)
Initiative: +7
Speed: 30 ft. (6 squares)
Armor Class: 33 (+1 Dex, +13 armor, +5 shield, +4 natural, +4 deflection), touch 15, flatfooted 32
Base Attack/Grapple: +18/+22
Attack: False Kamate +30 melee (1d10+11 plus 1d6 electricity/19-20)
Full Attack: False Kamate +30/+25/+20/+15 melee (1d10+11 plus 1d6 electricity/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Battle ardor, battle cunning, battle mastery, mastery of nine, perfect form
Special Qualities: Battle clarity, battle skill, counter stance, dual stance, uncanny dodge, weapon aptitude
Saves: Fort +20, Ref +14, Will +14
Abilities: Str 24 (Base 18), Dex 13, Con 20 (Base 16), Int 18 (Base 14), Wis 10, Cha 9
Skills: Balance +21, Climb +27, Intimidate +22, Jump +27, Martial Lore +27, Profession (Sailor) +11, Tumble +21, Swim +24
Feats: Improved Unarmed Strike, Dodge, (B), Adaptive Style, Blind-Fight (B), Martial Study (Foehammer), Exotic Weapon Proficiency (Bastard Sword), Improved Initiative (B), Weapon Specialization (Bastard Sword), Weapon Focus (Bastard Sword) (B), Power Attack, Greater Weapon Focus (Bastard Sword)
Challenge Rating: 20
Possessions: False Kamate, +5 mithral full plate, +3 heavy mithral shield, gauntlets of ogre strength +6, belt of constitution +4, vest of resistance +5, ring of protection +4, headband of intelligence +4, winged boots, amulet of natural armor +4, 12,000 gp
Alignment: Lawful Evil
Maneuvers Known:
Strikes: adamantine hurricane* (8th), avalanche of blades (7th), bonesplitting strike (4th), feral death blow* (9th), finishing move* (7th), foehammer (2nd), greater shadow mimicry* (8th), infinite procession of steel* (8th), pouncing charge (5th), strike of perfect clarity* (9th), supernova guillotine* (9th), time stands still* (9th), tornado throw* (9th), war master’s charge* (9th), whirlwind reaper (6th)
Boosts: diamond’s edge (3rd), fountain of blood (4th), iron heart surge* (3rd)
Counters: manticore parry (6th), rapid counter (5th)
Stances Known: blood in the water (1st), deadly leviathan stance (3rd), hearing the air (5th), immortal fortitude (8th), splitting the emerald* (7th)
*Readied or active

Fei Long is the merciless captain of the Floating Fortress, an ancient warrior with an agenda. He roves the seas seeking out those with talent in the Sublime Way, recruiting them and training them. His purpose is twofold: he seeks both to create a private army of martial adepts, and to use this army to track down and obtain the legendary Nine Swords. He is most commonly seen wearing a thick plate of mithral beneath a flowing white robe, specially tailored to conceal his armor. While he professes mastery of all nine disciplines, he has a clear favor for the Iron Heart discipline. He most commonly wields a copy of the legacy weapon Kamate, but he has access to counterfeits of all of the Nine Swords, and uses them as necessary. He is a man of short, but clearly powerful, stature, and has a long white beard with a dragon dyed in red ink on it. Fei Long dislikes speech and diplomacy, preferring to let his blade speak for him, but he does have a tendency to taunt his opponents in battle. "My blade shall be as a thousand keelhaulings!" is one of his more well-known taunts, one delivered to a legendary corsair years ago that has become one of Fei Long's favorites.

Battle Ardor (Ex)
Fei Long gets an insight bonus equal to his Int bonus on melee damage rolls made against flatfooted or flanked opponents.

Battle Cunning (Ex)
Fei Long gets an insight bonus equal to his Int bonus on rolls made to confirm critical hits.

Battle Ardor (Ex)
Fei Long gets an insight bonus equal to his Int bonus on attack and damage rolls whenever he makes an attack of opportunity.

Mastery of Nine (Ex)
Fei Long receives a +2 bonus on attack rolls made when initiating a maneuver. In addition, his strikes deal extra damage equal to the number of disciplines he readied maneuvers from at the beginning of the day.

Perfect Form (Ex)
The DC of any maneuver Fei Long initiates is increased by one.

Battle Clarity (Ex)
As long as he is not flatfooted, Fei Long gets an insight bonus equal to his Int bonus on Reflex saves.

Battle Skill (Ex)
Fei Long gets an insight bonus equal to his Int bonus on checks made to oppose a foe’s bull rush, disarm, feint, overrun, sunder, or trip attempt.

Counter Stance (Ex)
Whenever Fei Long initiates a counter maneuver, he may change his stance as part of the counter’s action, even if it is not his turn.

Dual Stance (Ex)
Fei Long may choose not to lose his current stance when he enters a different stance from another discipline. He can only spend a total of 10 rounds per day in two stances, split up as he wishes.

Uncanny Dodge (Ex)
Fei Long retains his Dexterity bonus to AC even if he is caught flat-footed or struck by an invisible attacker. However, he still loses her Dexterity bonus to AC if immobilized.

Weapon Aptitude (Ex)
Fei Long qualifies for feats requiring a minimum number of Fighter levels as a 13th level fighter. In addition, he can spend one hour in practice to change the designated weapon for any feat he has that applies to only one weapon.

The Demented One
2006-09-24, 09:59 PM
Jin Fong
Human Duskblade 5/Warblade 3/Jade Phoenix Mage 10
Size/Type: Medium Humanoid (Human)
Hit Dice: 5d8+3d12+10d6+72 (152 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 25 (+2 Dex, +10 armor, +3 deflection), touch 15, flatfooted 23
Base Attack/Grapple: +18/+26
Attack: False Desert Wind +29 melee (1d6+14 plus 1d6 fire/18-20)
Full Attack: False Desert Wind +29/+24/+19/+14 melee (1d6+14 plus 1d6 fire/18-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Arcane channeling, arcane wrath, battle ardor, emerald immolation, empowering strike
Special Qualities: Arcane attunement, armored mage, battle clarity, firebird stance, jade phoenix master, mystic phoenix stance, quick cast, rite of waking, uncanny dodge, weapon aptitude
Saves: Fort +20 (+22 against death), Ref +10, Will +12 (+14 against fear)
Abilities: Str 26 (Base 20), Dex 14 (Base 12), Con 18 (Base 14), Int 19 (Base 15), Wis 10, Cha 10
Skills: Concentration +25 (+29 casting defensively), Jump +28, Intimidate +10, Knowledge (Arcana) +10, Knowledge (History) +8, Knowledge (Religion) +8, Martial Lore +20, Profession (Sailor) +4, Spellcraft +10, Tumble +22
Feats: Power Attack, Ship and Sword, Combat Casting (B), Erudite Adept, Desert Wind Dodge, Scorching Sirocco, Empower Spell, Quicken Spell, Martial Stance (Splitting the Emerald)
Challenge Rating: 18
Possessions: False Desert Wind, +5 mithral breastplate, gauntlets of ogre strength +6, headband of intelligence +4, belt of constitution +4, ring of protection +3, vest of resistance +4, 33,000 gp
Alignment: Chaotic Good
Spells per Day: 6/10/9/7/3
Spells Known: 0th–acid splash, disrupt undead, ray of frost, touch of fatigue; 1st–chill touch, ray of enfeeblement, resist energy, true strike, swift expeditious retreat; 2nd–scorching ray, see invisibility, swift fly, swift invisibility; 3rd–greater magic weapon, keen edge, ray of exhaustion, vampiric touch; 4th–enervate
Maneuvers Known:
Strikes: avalanche of blades* (7th), battle leader’s charge (2nd), castigating strike* (7th), claw at the moon (2nd), emerald razor (2nd), insightful strike (3rd), nova guillotine (3rd), ring of fire* (6th)
Boosts: searing blade* (4th),
Counters: action before thought* (2nd), leaping flame* (5th)
Stances Known: dance of unquenchable flames (5th), splitting the emerald* (7th), striking sidewinder stance (1st)
* Readied or active

Jin Fong is both the second-in-command of Fei Long, and one of the legendary Jade Phoenix Mages, martial mages who champion good eternally by being reincarnated in many forms. While the evil designs of Fei Long conflict with her own morality and compassionate nature, Jin Fong believes he has much knowledge to offer, and has won his trust to gain it. She also has tried, with a minute degree of success, to restrain him, preventing him from committing However, Fei Long soon realized her true motives, and told her such. He has allowed her to remain, and placed her in a position of authority. He recognized that having a kind soul like Jin Fong as a leader would inspire the morale of his private army, preventing them from rebelling against him. In exchange, he gives consideration to her words and warnings, and has taught her all she needs to know. She is the de facto wielder of the false Desert Wind, and has also been known to wield the counterfeit Faithful Avenger. While she has the knowledge of dozens of lifetimes, she is relatively young, and retains the beauty of youth. She wears a flamboyant green cloak emblazoned with a golden phoenix design over a shimmering mithral breastplate, though she prefers to remain out of conflicts when they arise. Only at the direct command of Fei Long will she enter a fight she sees as unnecessary.

Arcane Channeling (Su)
As a standard action, Jin Fong can cast any touch spell she knows and deliver it through her weapon with a melee attack. Casting a spell in this way does not provoke attacks of opportunity. The channeled spell must have a casting time of one standard action or less. If the attack is successful, it deals damage normally, then the effect of the spell is resolved.

Arcane Wrath (Su)
As a swift action, Jin Fong may lose a spell slot to gain a +4 bonus on the attack roll of a single attack or martial strike, and deal and additional 1d10 points of damage per level of the lost spell slot. Both bonuses can be applied only to an attack made before the beginning of her next turn.

Battle Ardor (Ex)
Jin Fing gets an insight bonus equal to her Int bonus on melee damage rolls made against flatfooted or flanked opponents.

Emerald Immolation (Sp)
Once per week, Jin Fong may unleash an emerald immolation, a blast of green fire that deals 20d6 points of damage to all creatures within 20 ft. of her, Reflex DC 23 half. The damage is half fire damage, and half raw arcane damage, which is not affected by any form of resistance or immunity. Extraplanar creatures that fail their saves must make a DC 23 Will save or be banished to their home plane. Using this ability utterly destroys Jin Fong, but her body reforms 1d6 rounds after completely unharmed. She is dazed for 1 round after reforming, but is healed off all damage, ability damage or drain, blindness, deafness, disease, paralysis, or poison. Her gear is destroyed and re-forms along with her. This is the equivalent of a 9th level spell.

Empowering Strike (Su)
Whenever Jin Fong successfully attacks an enemy with a martial strike, she may empower an arcane spell she casts before the end of her next turn. Doing so does not affect the spell’s level or casting time. She may use this ability only once per encounter.

Arcane Attunement (Sp)
Jin Fong can use the spell-like abilities dancing lights, detect magic, flare, ghost sound, and read magic a combined total of times per day equal to three plus her Int modifier.

Armored Mage (Ex)
Jin Fong ignores the arcane spell failure chance of light or medium armors.

Battle Clarity (Ex)
As long as she is not flatfooted, Jin Fong gets an insight bonus equal to her Int bonus on Reflex saves.

Firebird Stance (Su)
While in a martial stance, Jin Fong may forgo its normal benefit as a swift action to gain the benefits of the firebird stance. This ability lasts for as long as she would maintain the stance. She can also exit the firebird stance and regain the normal benefit of her stance as a swift action. While in the mystic phoenix stance, she gains resistance to fire 10 and a +3 bonus to the caster level of any arcane spell with the fire descriptor she casts. In addition, when she enters the firebird stance, she may choose to expend a spell slot. If she does, she gains a fiery aura that deals 1d6 points of damage per level of the spell slot to all enemies within 10 ft. of her, Reflex DC 18 half. The damage is half fire damage, and half raw arcane damage, which is not affected by any form of resistance or immunity. The fiery aura only lasts one minute after it is activated, after which time it ends and the normal benefit of the stance resumes.

Jade Phoenix Master (Su)
Jin Fong may perform the rite of waking for a Jade Phoenix Mage candidate. In addition, she can sense the direction and distance to the nearest Jade Phoenix Mage master or candidate by meditating for 1 minute.

Mystic Phoenix Stance (Su)
While in a martial stance, Jin Fong may forgo its normal benefit as a swift action to gain the benefits of the mystic phoenix stance. This ability lasts for as long as she would maintain the stance. She can also exit the mystic phoenix stance and regain the normal benefit of her stance as a swift action. While in the mystic phoenix stance, she gains a +1 bonus to the caster level of any arcane spell she casts, and a +2 dodge bonus to AC. In addition, when she enters the mystic phoenix stance, she may choose to expend a spell slot. If she does, she gains damage reduction X/evil for as long as she maintains the stance, where X is twice the level of the expended slot.

Quick Cast (Su)
Once per day, Jin Fong may cast a spell with a casting time of 1 standard action or less as a swift action.

Rite of Waking (Ex)
Jin Fong can recall memories of her past lives. She gains a +2 bonus on all Knowledge checks, and can make Knowledge checks untrained. She also gains a +2 bonus on saves against fear or death effects.

Uncanny Dodge (Ex)
Jin Fong retains her Dexterity bonus to AC even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

Weapon Aptitude (Ex)
Jin Fong qualifies for feats requiring a minimum number of Fighter levels as a 1st level fighter. In addition, she can spend one hour in practice to change the designated weapon for any feat she has that applies to only one weapon.

The Demented One
2006-09-24, 10:00 PM
The least-known member of the Floating Fortress is Layola, a gnome monk 2/swordsage 12, specialized in the disciplines of Setting Sun and Shadow Hand. His obscurity is not due to a lack of prowess, but because of his mastery of steatlh. No one who has ever fought Layola has seen his true face, hidden behind shadow and mask--and he is not in the practice of boasting. He often dual-wields the false Eventide's Edge and Umbral Awn.

While Fei Long is the captain of the Floating Fortress, it is Nathaniel who most often leads the crew in battle. An elf bard 6/warblade 8, he considers himself a master of the White Raven discipline and is the wielder of the copied Blade of the Last Citadel. When Fei Long wants to give orders to the crew, it is done through Nathaniel.

Fei Long keeps a strict discipline amongst his crew, but he has made an exception for Vazaroth, an orc barbarian 4/warblade 7. He is a vicious fighter, and skilled in the ways of the Iron Heart and Tiger Claw disciplines. While he has a tendancy to use anything within arm's reach as a weapon, he often wields the facsimile Tiger Fang, occasionally dual-wielding it with an improvised weapon or his personal weapon, a +2 wounding kukri.

The way of the martial adept is not one that emphasizes ranged attacks, which is why Fei Long hired the legendary mercenary Enki, a fighter 8/rogue 4 and a master of the bow. Enki wields Reason in defense of the ship, sniping enemy captains off as soon as they come within range. Enki has a nasty tendency to pun--"I'm sure they'll listen to Reason" is one of his favorite catchphrases.

Every army needs a medic, and that is the role Dvarok, a sahuagin cleric 12, fills. He prefers to stay offdeck, swimming alongside the ship, coming onboard only after combat to heal the crew.

The Demented One
2006-09-24, 10:00 PM
The False Swords
While Fei Long has yet to obtain any of the true Nine Swords, he has had clever duplicates of them created. Only a DC 25 Martial Lore check can distinguish between one of the false swords and the genuine article, unless they are identified by one intimately familiar with the nine swords. The statistics of the false swords are as followed.

The false Desert Wind is a +2 Desert Wind flaming burst scimitar. Its wielder gains a +2 enhancement bonus to Dexterity. It has an aura of moderate evocation and transmutation, and is worth 56,000 gp.

The false Faithful Avenger is a +2 Devoted Spirit cold iron falchion. When wielded by a good character, it gains the holy special ability, and when wielded by an evil character, the unholy ability. The first time a neutral character draws the sword, he must choose which ability the sword gains when he wields it. Once made, the choice is permanent. Its wielder gains a +2 enhancement bonus to Constitution. It has an aura of moderate evocation and transmutation, and is worth 56,000 gp.

The false Supernal Clarity is a +3 Diamond Mind keen rapier (this is an exception to the normal rule that only slashing weapons can be keen). Once per day, its wielder may use haste, with a caster level of 5th. It has an aura of moderate evocation and transmutation, and is worth 56,000 gp.

The false Kamate is a +2 Iron Heart shocking burst bastard sword. Its wielder may use shocking grasp three times per day, caster level 5th. It has an aura of moderate evocation, and is worth 56,000 gp.

The false Eventide's Edge is a +3 defending Setting Sun mithral short sword. It deals 2d6 additional points of damage when used to attack a creature larger than the wielder. It has an aura of moderate abjuration and evocation, and is worth 56,000 gp.

The false Umbral Awn is a +3 ghost touch Shadow Hand dagger. Its wielder gains sneak attack +2d6. It has an aura of moderate conuuration and evocation, and is worth 56,000 gp.

The false Unfettered is a +4 Stone Dragon greatsword. Its wielder gains a +2 enhancement bonus to Strength. It has an aura of moderate evocation and transmutation, and is worth 56,000 gp.

The false Tiger Fang is a +3 keen Tiger Claw kukri. The wielder of the false Tiger Fang gets a +4 bonus on rolls made to confirm critical hits made with it. It has an aura of moderate evocation and transmutation, and is worth 56,000 gp.

The false Blade of the Last Citadel is a +3 defending White Raven longsword. Its wielder may use cure light wounds three times per day, caster level 5th, on his self only. It has an aura of moderate conjuration and evocation, and is worth 56,000 gp.

Reason
Reason was originally a ballista mounted on the deck of the Floating Fortress. However, when Fei Long hired the mercenary Enki, he had it converted into the ultimate crossbow. It is a +3 heavy crossbow of Huge size, but a specially designed and enchanted grip allows it to be wielded by creatures of Small to Large size with no penalty. However, when wielded by such a creature, pnly one attack can be made per round with it. A combination of its large size and a artificer-made sight give it a range increment of 600 ft. The words ratio regum ultimatum have been enscribed on its body.

Moderate divination, CL 9th. Craft Wondrous Item, clairaudience/clairavoyance. Cost 42,500 gp + 3,400 xp. Price 85,000 gp

Maelstrom Bolt
The Maelstrom Bolts are specially designed ammunition made to be used by Reason. Each is a Huge crossbow bolt. When it hits a target, a Maelstrom deals an additional +1d6 points of damage for every 100 ft. of distance between where it was fired and its target.

Moderate transmutation, CL 5th. Craft Wondrous Item, greater magic weapon. Cost 225 gp + 18 xp. Price 450 gp.

The Demented One
2006-09-24, 10:00 PM
The crew of the Floating Fortress have been trained by Fei Long in the ways of many esoteric martial maneuvers of his own devising. Some of them are presented here, though a DM should be free to use the Floating Fortress to introduce any new maneuvers into the game.

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.

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.

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.

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.

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.

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.

Shadow Mimicry, Greater
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.

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.

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.

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.

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.

The Demented One
2006-09-24, 10:00 PM
In adapting martial power to the sea, Fei Long has devised many tactics and tricks, represented by the feats presented here, though a DM should be free to use the Floating Fortress to introduce any new martial feats into the game.

Erudite Adept
You have commited a great deal of study to the Sublime Way, and you can use your knowledge to your advantage.
Requirements: Martial Lore 4 ranks, Int 13+
Benefit: You use your Int modifier, rather than any other modifier, to determine the DC of any maneuver you use.

Shoreline Seeker
You need not stone beneath your feet to call upon the Stone Dragon.
Requirements: Profession (Sailor), must know one Stone Dragon maneuver
Benefit: You may use Stone Dragon maneuvers when on the deck of a ship or the floor of the sea.
Normal: You may only use Stone Dragon maneuvers when in contact with the ground

Sword and Ship
You have mastered the art of shipboard combat.
Requirements: Martial Lore 4 ranks, Profession (Sailor) 4 ranks
Benefit: Add +1 to the initiator level of all maneuvers you initiate while aboard a ship that is familiar to you. In addition, maneuvers you initiate aboard a ship that is familiar to you deal no damage to that ship. It takes one week of living and working aboard a ship to become familiar with it. You can only be familiar with one ship at a time; the familiarity with a particular ship fades should you become familiar with another ship. Additionally, should you remain away from the ship you are familiar with for more than a month, that familiarity fades as well.

The Demented One
2006-09-24, 10:44 PM
Reserved