Maneuvers List
Level 1:Spoiler
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Daring Advance
Endless Play (Strike)
Level: Crusader 1/Swordsage 1/Warblade 1
Initiating Action: Standard Action
Range: Melee attack
Target: One creature
Duration: Instantaneous
You score a mighty hit on the wolf, uncaring of your own safety.
As part of this maneuver, you deal an extra 1d6 damage. If you wish, you can sacrifice up to 1 point of AC per point of Charsima modifier, un to your level + 1. This increases the bonus damage by 1d6 for every 2 points of AC sacrificed (rounded down). The AC penalty lasts until the start of your next turn.
Endless Orator
Endless Play (Stance)
Level: Crusader 1/Swordsage 1/Warblade 1
Initiating Action: Swift Action
Range: Personal
Target: You
Duration: Stance
As you stride into battle, you can't help but comment on everything that happens around you.
At every opportunity, you either cheer on your allies or ridicule your opponents. At the start of your turn, you may as a Free Action, give an adjacent ally a +2 bonus or an adjacent enemy a -2 penalty on all attack and damage rolls until the start of your next turn.
Insulting Stab
Endless Play (Strike)
Level: Crusader 1/Swordsage 1/Warblade 1
Initiating Action: Standard Action
Range: Melee attack
Target: One creature
Duration: Instantaneous
As you strike the orc, you take the opportunity to insult him, daring him to stand and fight.
You brutally stab an enemy, and deal an additional 1d6 damage, and deliver a bitter insult. If the enemy moves away from you (voluntarily or not), even if only making a 5 ft step, you and all allies gain a +2 bonus on all damage rolls against the enemy until the end of his next turn.
Renewed Inspiration
Endless Play (Boost)
Level: Crusader 1/Swordsage 1/Warblade 1
Initiating Action: Swift Action
Range: Personal
Target: You
Duration: 1 round
Taking a moment to get yourself ready, you take a deep breath, improvise a few lines and refresh your memory.
At the start of your turn, you can use this maneuver to refresh any expanded maneuver you know, but it must have been expended for at least 2 rounds before it can be recovered this way. You may then use this maneuver as normal. You also gain a +2 bonus to attack rolls on your next strike.
Level 2:Spoiler
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Hero's Dash
Endless Play (Strike)
Level: Crusader 2/Swordsage 2/Warblade 2
Prerequisite: One Endless Play maneuver
Initiating Action: Full-round action
Range: Melee attack
Target: One creature
Duration: 1 round
You charge through the battlefield, encouraging your allies to fight with renewed vigor.
During your charge, you scream inspiring comments, hoping to encourage your allies. As part of this maneuver, make a charge. At any point during the charge, you can grant yourself and all allies in a 30 ft radius around you a bonus to damage rolls until the beginning of your next turn depending on the result of a Bluff check :
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Rousing Speech
Endless Play (Strike)
Level: Crusader 2/Swordsage 2/Warblade 2
Prerequisite: One Endless Play maneuver
Initiating Action: Standard action
Range: Melee attack
Target: One creature
Duration: 1 round
As you hew down the endless hordes of undead, you deliver a powerful speech, lifting the fear from your allies hearts and steeling their minds against further assaults.
During combat, you take the opportunity to improvise an inspiring monologue.
This strike deals and additional 2d6 damage, and all allies within 30 ft of you reduce any fear effects they are experiencing by one level (Shaken to nothing, Frightened to Shaken, etc), and gain a +2 bonus on saves against mind-affecting effects until the end of their next turns.
Survivor's Bluff
Endless Play (Counter)
Level: Crusader 2/Swordsage 2/Warblade 2
Prerequisite: One Endless Play maneuver
Initiating Action: Immediate action
Range: Personal
Target: You
Duration: 1 round
"You don't really want to hit now, do you?"
In a calculated matter, you try to make an enemy reconsider hitting you. Immediately before an enemy strikes you, replace your AC with the result of a Bluff check. If the enemy misses you, he is considered Flatfooted for you until the end of his next turn.
Level 3:Spoiler
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Blinding Scorn
Endless Play (Strike)
Level: Crusader 3/Swordsage 3/Warblade 3
Prerequisite: One Endless Play maneuver
Initiating Action: Standard action
Range: Melee attack
Target: One creature
Saving throw: Reflex partial (see text)
Duration: 1 round
After slashing the kobold, you add insult to injury by spitting in the poor creatures eyes.
After successfully hitting an enemy with a melee attack, you deal an additional 2d6 damage and you spit in his eyes, blinding him in the process. The enemy must make a Reflex save (DC 12 + Dex modifier) or be Blinded. The enemy can clear his eyes as a standard action granting an attack of opportunity.
Dashing Eloquence:
Endless Play (Stance)
Level: Crusader 3/Swordsage 3/Warblade 3
Prerequisite: One Endless Play maneuver
Initiating Action: Swift Action
Range: Personal
Target: You
Duration: Stance
Every time an enemy best you, you try harder. And when they fail, you take every advantage you can get.
In this stance, every time you initiate a maneuver that gives a save and the opponent makes it, that opponent takes a -2 penalty to that save for until the end of your next round. If the enemy fails the save, he is flatfooted until the start of his next turn.
Jester's Comment
Endless Play (Boost)
Level: Crusader 3/Swordsage 3/Warblade 3
Prerequisite: One Endless Play maneuver
Initiating Action: Swift Action
Range: 10 ft
Target: One creature
Saving throw: see text
Duration: 1 round
Moments before striking the bugbear, you make a hilarious comment on how bad his friend over there smells
Immediately before striking an enemy (before making the attack roll), you speak a funny one liner to the enemy in front of you, making him erupt in laughter. You make a Bluff check opposed by a d20 + the enemy's CR + his wisdom modifier, if any. If you are successful, the enemy is affected as if the spell Tasha's Hideous Laughter had been cast on him, but the duration is only until the beginning of his next turn.
Level 4:Spoiler
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Director's Cut
Endless Play (Strike)
Level: Crusader 4/Swordsage 4/Warblade 4
Prerequisite: Two Endless Play maneuvers
Initiating Action: Standard Action
Range: Melee Attack
Target: One creature
Saving throw: Will Partial
Duration: 1 round
Right after slashing the ogre, you begin screaming orders at him, and his inadequate mind just can't follow.
Noticing that your enemy isn't the brightest individual in the world, you try to confuse him with contradictory orders, and just to be sure that he is really confused, you begin by stabbing him. This attack deals an additional 4d6 damage, and the enemy must make a Will save (DC 14+ Cha modifier) or be Confused for 1d4+1 rounds.
Fool's Confidence
Endless Play (Boost)
Level: Crusader 4/Swordsage 4/Warblade 4
Prerequisite: Two Endless Play maneuvers
Initiating Action: Swift Action
Range: Personal
Target: You
Duration: 1 round
Uncaringly, you foolishly take hit after hit, but your ego won't tolerate that. Furthermore, your confidence in your own abilities increases, making you a deadlier fighter.
At the beginning of your turn, you can use this maneuver. You immediately provoke Attacks of Opportunity from all adjacent enemies. For these attacks, you gain a bonus to AC equal to your Cha modifier. Afterward, you gain a +5 bonus and attack rolls and you can re roll a single save until the end of your next turn.
Inspiring Monologue
Endless Play (Strike)
Level: Crusader 4/Swordsage 4/Warblade 4
Prerequisite: Two Endless Play maneuvers
Initiating Action: Standard Action
Range: Melee Attack
Target: One creature
Saving throw: Will Partial
Duration: 1 round
As you repetitively strike the beast, you recite a stiring monologue, inspiring your allies to fight harder and disheartening your victim.
As part of this maneuver, you make two attacks at your full Bab. If they both hit, all allies within 30 ft (including you) get a +2 bonus to attack and damage rolls until the end of their next turn. The enemy must also make a Will save (DC 14 + Cha modifier) or be flatfooted until the beginning of his next turn.
Level 5:Spoiler
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Fountain of Insults
Endless Play (Stance)
Level: Crusader 5/Swordsage 5/Warblade 5
Prerequisite: Two Endless Play maneuvers
Initiating Action: Swift Action
Range: Personal
Target: You
Duration: Stance
Every time the daemon misses you, you comment on how bad he is, and how much his mother must be ashamed of him.
Taking the art of improvising insults to the next level, you become adept at finding them even in the most difficult situations. Every time an enemy misses you with an attack or a spell, they take a cumulative -2 penalty to attacks. If an enemy misses more than 3 attacks in a row, he is considered Shaken. If he misses 4, he is considered Frightened, and if he misses 5, he is Panicked. The penalties are tracked independently, and for every attack that hits, an enemy can remove 2 points of penalty and one level of fear (if any).
Macabre Dissection
Endless Play (Strike)
Level: Crusader 5/Swordsage 5/Warblade 5
Prerequisite: Twp Endless Play maneuvers
Initiating Action: Standard action
Range: Melee attack
Target: One creature
Saving throw: Will partial (see text)
Duration: 1 round
You stabbed the traitor. You made him bleed. You butchered his innards, all the while describing it all in detail. And you were only beginning.
By utilising your amazing desciptive talent, you disgust your victim as you cut him appart. This strike deals an additional 6d6 damage, and the enemy must make a Will save (DC 15 + Cha modifier) or be Nauseated.
Sudden Distraction
Endless Play (Counter)
Level: Crusader 5/Swordsage 5/Warblade 5
Prerequisite: Two Endless Play maneuvers
Initiating Action: Immediate Action
Range: 50 ft
Target: One enemy within 50 ft
Duration: Instantaneous
Right when the Drow wizard was completing his spell, you point out to him how nice the cave mushrooms are this year. Distracted, he fries his cousin instead of you.
Knowing the best defense is a awesome distraction, you attempt to distract an enemy from the action, making them either miss or, even better, hit their friend. When an enemy within within 50 ft attacks or casts a spell, you can use the maneuver. Make a Bluff check opposed by a caster level check (for a spell) or an attack roll (for an attack). If you win, the attack misses, ending harmlessly. If you win by at least 5 points, the attack is directed at a random enemy within range, and if you win by at least 10 points, you decide at whom the attack is redirected. If their are no available targets, threat it as a miss.
Level 6:Spoiler
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Sharp-tongued Riposte
Endless Play (Counter)
Level: Crusader 6/Swordsage 6/Warblade 6
Prerequisite: Two Endless Play maneuvers
Initiating Action: Immediate Action
Range: Personal
Target: You
Save: Will partial
Duration: Instantaneous
"How dare you hit me. For this, I'll make you regret the day you were born".
When an enemy hits you in melee, you can use this maneuver to grant yourself a free melee attack. This attack deals an additional 4d6 damage, and the enemy must make a Will save (DC 16 + Cha modifier) or be Stunned until the beginning of its next turn. If this is used in the middle of a series of attack, he loses the ones that come after.
Tragic Ending
Endless Play (Strike)
Level: Crusader 6/Swordsage 6/Warblade 6
Prerequisite: Two Endless Play maneuvers
Initiating Action: Standard action
Range: Melee attack
Target: One creature
Saving throw: Will partial (see text)
Duration: 1 round
In extremely brutal way, you end the puny creature's life.
The best way to terrorize people has always been to make them fear what could happen to them. As part of this maneuver, you deal 8d6 more damage. If the target is killed, all enemies within 10 ft of him must make a Will save (DC 16 + Cha modifier) of be Frightened. If they make the save, they are still Shaken.
Level 7:Spoiler
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Comedian's Offense
Endless Play (Strike)
Level: Crusader 7/Swordsage 7/Warblade 7
Prerequisite: Three Endless Play maneuvers
Initiating Action: Standard action
Range: Melee attack
Target: All enemies in a 30 ft radius
Saving throw: Will partial (see text)
Duration: 1 round
After cruelly stabbing the hobgoblin in the chest, you comment on how much he looks like a shish-kabob, and hilarity ensues.
Knowing that your enemies can't help but laugh when one of their own is in embarrassing position, you force the enemy into one with a blow. This attack deals and additional 6d6 damage, and all enemies within 30 ft (including the one you have just attacked) must make a Will save (DC 17 + Cha modifier) or be affected as if a Tasha's Hideous Laughter had been cast on them, except the duration is 1d4 rounds, and a new save may be attempted on every turn after the first one.
Laughing God's Blessing
Endless Play (Boost)
Level: Crusader 7/Swordsage 7/Warblade
Prerequisite: Three Endless Play maneuvers
Initiating Action: Swift Action
Range: Personal
Target: You
Duration: 1 round
As you strike down the enemy, you feel a surge of power. The Great Harlequin is pleased, for now.
The Laughing God is a fickle patron, but his generosity is undeniable. When you initiate this boost, all attacks you make this turn get a +2 bonus to attack rolls, and deal an additional 2d6 damage. If you kill an enemy during your turn, the bonuses are extended until the end of your next turn.
Level 8:Spoiler
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Harlequin's Dance
Endless Play (Stance)
Level: Crusader 8/Swordsage 8/Warblade 8
Prerequisite: Three Endless Play maneuvers
Initiating Action: Swift action
Range: Personal
Target: All enemies within 10 ft
Duration: Stance
Becoming one with the Masked One, the vampire can't help but be awed by your grace, and enraged by your continuous stream of jokes and insults.
Adopting the guise of the Great Harlequin, you confidently stride into battle, a comment for every move and an insult for every failure at the tip of your tongue. When in this stance, all enemies within 30 ft of you take a -5 penalty to attack and damage rolls unless they make a Will save (DC 18 + Cha modifier). Allies (including yourself) gain a +2 bonus to all saves.
Puppeteer's Grasp
Endless Play (Strike)
Level: Crusader 8/Swordsage 8/Warblade 8
Prerequisite: three Endless Play maneuvers
Initiating Action: Full-round action (see text)
Range: Melee attack
Target: One creature
Saving throw: Will partial (see text)
Duration: concentration + 1 rounds
Under your masterful influence, even a mighty dragon is no more than a puppet in the hands of a master puppeteer.
Having achieved complete mastery of an enemy's emotions and motivations, he becomes nothing more than puppet, and you're the one who's holding the strings. As part of this maneuver, make an melee attack. If it hits, you deal an additional 7d6 damage, the enemy must make a Will save (DC 18 + Cha modifier). If he fails, he is Dominated by you, but you must use a full-round action to maintain control over him. You can maintain concentration on this for up to 3 rounds, and as soon as you relinquish control, you can still command him for 1 round as a swift action. If he makes the save at any time, then you immediately and completely lose control over him.
Level 9:Spoiler
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Gruesome Finale
Endless Play (Strike)
Level: Crusader 9/Swordsage 9/Warblade 9
Prerequisite: Four Endless Play maneuvers
Initiating Action: Standard action
Range: Melee attack
Target: All enemies within a 30 ft radius
Saving throw: Fortitude partial (see text)
Duration: 1 round
Looking like a psychopathic killer, you describe to all the nearby halflings in extreme details how your blade is tearing through their comrades innards, to the point of making them sick.
All adepts of the Endless Play understand that it is always better to end an act with an impressive performance. As such, it is a tradition to end with a truly memorable display of oratory and martial arts. A famous example is eviscerating an enemy and then throwing his innards at nearby bystanders, laughing maniacally the whole time.
As part of this maneuver, make a melee attack against an enemy. This attack deals an additional 10d6 damage, and if it hits, the targeted enemy must make a Fortitude save (DC 19 + Cha modifier) or be Stunned for 1d4+1 rounds. If the strike kills the enemy, all other enemies within 30 ft must make a Fortitude save (same DC) or be Nauseated or 1d4 rounds. Even if they make the save, they are still Sickened for 1d4 rounds.