Warrior's Soul Maneuvers
1st Level
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Stance of Azure Celerity
Warrior's Soul (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
A Warrior's Soul disciple quickly learns how to shift his inner energies about with great speed.
While in the Stance of Azure Celerity, whenever the Initiator successfully hits with a strike maneuver, he may reallocate his essentia as a free action.
Incarnum Lock
Warrior's Soul (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Melee Attack
Duration: One round
Just as veins and arteries can be pinched or cut, so too can the flow of incarnum be disrupted.
If the target of this strike fails a Will save, any essentia it has currently allocated is frozen in place, unable to be redistributed for 1 round/3 IL. If 'frozen' essentia would be forcibly moved (such as by initiating a Warrior's Soul maneuver with essentia already invested in it) it is returned to the essentia pool, but may not be invested in soulmelds, feats, abilities, or maneuvers.
Cobalt Strength
Warrior's Soul (Boost)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: One round
Soul meets body, body meets blade. The three are as one to a disciple of the Warrior's Soul.
When this maneuver is initiated, all of the Initator's melee attacks in the round deal an additional +1 damage/IL (max of +5 damage), plus an additional 1d4 damage per point of essentia invested in this maneuver.
Soul Strike
Warrior's Soul (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Encounter
Wreathing his weapon in roiling flames of incarnum, the Initiator plunges it towards his foe's heart. As the blade sinks deep, he feels his own reserves of power increasing.
As part of this maneuver, you make a single melee attack that deals +1d6 damage. In addition, if this attack reduces your target to -1 hp or lower, you gain an extra point of essentia for the duration of the encounter.
Indigo Shield
Warrior's Soul (Counter)
Level: 1
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
Calling upon the strength of the souls flowing through his body, the disciple forms a semisolid barrier of incarnum around him, which persists just long enough to turn aside a single blow.
You may only activate this maneuver in response to an attack or ability that requires an attack roll that is directed at you. You gain a +1 deflection bonus to AC against that attack. This deflection bonus increases by 1 for each point of essentia invested in this maneuver.
Cerulean Surge Stance
Warrior's Soul (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Opening the floodgate between soul and body, the disciple feels a rush of power that somehow, he always knew he possessed.
While in the Cerulean Surge Stance, the Initiator increases his essentia pool by 1 point.
2nd Level
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Echoes of the Soul
Warrior's Soul (Boost)
Level: 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: One round
The sound of a beating heart is loud to one with keen senses, yet even the darkest soul can make itself twice as obvious to one who knows what to look for.
When this maneuver is initiated, the disciple gains blindsense out to 30 feet for one round. In addition, he gains an enhanced form of blindsense out to 60 feet against creatures with an essentia pool instead of total concealment, creatures that he detects in this way have only basic (20%) concealment against his attacks.
Lash the Soul
Warrior's Soul (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Melee attack +10 feet
Target: One creature
Duration: Instant
Those who walk the path of the Warrior's Soul learn to twist flows of incarnum about their weapons, creating wicked lashes of spirtual energy.
As part of this maneuver, the disciple makes a single melee attack with an extra 10 feet of reach against a creature within range. If two or more points of essentia were invested in this maneuver, this attack is resolved as a touch attack.
Heartsblood Resurgence
Warrior's Soul (Counter)
Level: 2
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instant
While the body oft serves as a shield for the soul, sometimes the soul must shield the body.
You may only activate this maneuver when you would take physical damage. As part of this maneuver, you first reallocate your essentia, either removing it from soulmelds, weapon binds, feats, etc., and adding it to your essentia pool, or from your pool into appropriate receptacles, but not between receptacles. For each point of essentia reallocated in this fashion, you gain DR 1/- against the attack.
Cobalt Mauling Strike
Warrior's Soul (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Melee attack
Duration: Instant
Blade radiating an inner blue light, the disciple cleaves downward, shearing through supernaturally thick hide as easily as paper.
As part of this maneuver, the Initiator makes a single melee attack that deals +2d6 damage. In addition, this attack ignores a number of points of damage reduction equal to twice the amount of essentia invested in the maneuver.
3rd Level
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Resolute Soul Stance
Warrior's Soul (Stance)
Level: 3
Prerequisites: One Warrior's Soul maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
With enough strength of spirit, a disciple of the Warrior's Soul path can turn aside magicks that might overcome their mind or body.
While in this stance, the Initiator gains spell resistance equal to 4 times the amount of essentia invested in the stance.
Rising Disharmony
Warrior's Soul (Strike)
Level: 3
Prerequisites: One Warrior's Soul maneuver
Initiation Action: 1 standard action
Range: Melee attack
Duration: Instant
Adapting techniques first learned by the warrior monks of the Far East temples, disciples of the Warrior's Soul path learn to set up reverberations within a foe with a simple thrust of a blade not in their body, but their very souls.
As part of this maneuver, you first make a melee attack that deals +2d6 damage. If it hits, the attack begins a chain reaction within your foe's life force, beginning a chain reaction of dissonant ripples. Each round (maximum of 6 rounds, starting with the round in which the attack was made) the ripples build in strength. At will, the Initiator can cause the ripples to reach a climax, dealing 1d6 untyped damage for each round they built in strength (maximum of 6d6 untyped damage). The ripples can be triggered at any point within an hour of being set up, but no creature can be the subject of more than one instance of this maneuver using Rising Disharmony again on a creature already affected by it simply resets the damage count.
Soul Release (Blade)
Warrior's Soul (Boost)
Level: 3
Prerequisites: One Warrior's Soul maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
All things leave an impression an echo of their substance on the world. A disciple of the Warrior's Soul way can mimic this impression with incarnum, creating a spectral copy of their weapon. However ethereal in substance, the wounds left by this copied weapon are no less real.
Upon initiating this maneuver, the disciple creates an incarnum copy of a wielded melee weapon, which floats alongside the real weapon. For one round, whenever the disciple makes an attack with the copied weapon, the incarnum copy attacks as well, using the same attack bonus and damage roll, though it does not add any strength bonus to the damage dealt. Additional damage from sources other than properties inherent to the weapon (such as a maneuver, or temporary spells) are not applied by the incarnum copy.
For each point of essentia invested in this maneuver, the incarnum copy gains a +1 enhancement bonus to attack and damage rolls, in addition to any enhancement bonuses the copied weapon may possess.
Indigo Aurora
Warrior's Soul (Strike)
Level: 3
Prerequisites: One Warrior's Soul maneuver
Initiation Action: 1 standard action
Range: 30 foot cone
Duration: Instant
Saving Throw: None
Swinging his blade in a wide arc, the disciple releases a wave of purple-blue energy, which rapidly expands to engulf all that stands before him.
As part of this maneuver, the disciple makes a single melee attack roll, applied to all creatures in the area of the cone. Any creature that would be hit by this attack roll takes base weapon damage (including enhancement bonuses to damage, but not strength, power attack, etc., bonuses to damage) plus an additional 1d6 damage per point of essentia invested in this maneuver.
4th Level
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Heartseeker Strike
Warrior's Soul (Strike)
Level: 4
Prerequisites: One Warrior's Soul maneuver
Initiation Action: 1 standard action
Range: Melee attack
Duration: Instant
Guided by the souls of a hundred warriors, the disciple cannot help but strike true.
As part of this maneuver, you make a single melee attack that deals +4d6 damage. In addition, you gain a bonus to your critical threat range equal to the amount of essentia invested in this maneuver.
Cerulean Radiance
Warrior's Soul (Strike)
Level: 4
Prerequisites: One Warrior's Soul maneuver
Initiation Action: 1 standard action
Range: Melee attack
Duration: Instant, 1d4 rounds
Saving Throw: Will negates (see text)
Imbuing his weapon with the light of a thousand souls, the disciple brings it to bear against his foe. Those who oppose him cannot help but have their eyes drawn to the light, now blindingly bright, as the disciple prepares to strike home.
As part of this maneuver, the disciple makes a single melee attack that deals +4d6 damage. In addition, all foes within 60 feet of the disciple must succeed on a Will save or be blinded for 1d4 rounds. Even on a successful save, foes are still dazzled for one round. Sightless creatures are immune to this secondary aspect of the maneuver, while light sensitive creatures take a -2 penalty on the save.
Incarnum Leech
Warrior's Soul (Strike)
Level: 4
Prerequisites: One Warrior's Soul maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 8 hours
A disciple of the Warrior's Soul path knows how to strike not only at the body, but also and the mind and soul.
As part of this maneuver, the disciple makes a single melee attack that deals +4d6 damage. If he hits, his target must succeed on a Will save or lose 1d4 essentia for 8 hours. If the target does not have an essentia pool, they instead take 1d4 Wisdom damage.
Azure Lancet
Warrior's Soul (Boost)
Level: 4
Prerequisites: One Warrior's Soul maneuver
Initiation Action: 1 swift action
Range: Personal
Duration: One round or until discharged
Saving Throw: Fortitude negates
Channeling the raw power of incarnum through his weapon, the disciple prepares to deliver a devastating blow.
Initiating this maneuver causes your next melee attack made in the round to deal an additional 2d6 points of damage. In addition, if you strike a foe without an essentia pool, they must succeed on a Fortitude save or be stunned for one round.
5th Level
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Soul Siphon
Warrior's Soul (Strike)
Level: 5
Prerequisites: Two Warrior's Soul maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Duration: Encounter
As part of this maneuver, you make a single melee attack that deals +6d6 damage. In addition, if this attack reduces your target to -1 hp or lower, you gain 5 extra points of essentia for the duration of the encounter.
Cobalt Typhoon
Warrior's Soul (Strike)
Level: 5
Prerequisites: Two Warrior's Soul maneuvers
Initiation Action: 1 standard action
Range: Centered on you
Area: 30 ft tall cylinder; width varies
Duration: Instant
Saving Throw: Reflex half
Calling up a storm of incarnum around himself, the disciple whips his hands about in opposite directions. At once, the incarnum storm begins whirling about in a swiftly raging typhoon.
When you initiate this maneuver, all creatures within 5 feet of you take 8d6 untyped damage. A successful Reflex save halves this damage. For each point of essentia invested in this maneuver, this maneuver's area of effect increases by 5 feet in each direction.
Soul Release (Body)
Warrior's Soul (Boost)
Level: 5
Prerequisites: Two Warrior's Soul maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: One turn
All things leave an impression an echo of their substance on the world, even the disciple himself. A disciple of the Warrior's Soul way can mimic this impression with incarnum, creating a spectral copy of himself, albeit for a short time.
When you initiate this maneuver, you create a precise incarnum duplicate of yourself in an adjacent square. The copy moves as you move in fact, must move the same distance you move, though not in the same direction and attacks when you attack, provided there is a foe within range for it to attack.
The incarnum copy cannot initiate maneuvers or benefit from magic items that only affect you, but attacks with an exact copy of your weapon (including enhancement bonuses and enchantments). For each point of essentia invested in this maneuver, the incarnum copy's attacks gain a +1 enhancement bonus to attack and damage rolls (stacking with other enhancement bonuses).
Indigo Riposte
Warrior's Soul (Counter)
Level: 5
Prerequisites: Two Warrior's Soul maneuvers
Initiation Action: 1 immediate action
Range: Personal
Duration: Instant
A flash of blue-tinged steel, then an explosion of incarnum that is all an unwary attacker sees before his life is snuffed out by the Indigo Riposte.
This maneuver can only be initiated when you are the target of a melee attack. Make an opposed attack roll at your highest attack bonus with a bonus equal to the amount of essentia invested in this maneuver. If your attack roll surpasses that of the attack directed at you, it is deflected to no effect. Regardless, your attacker suffers 1d6 untyped damage per point of invested essentia as the incarnum lacing your weapon explodes in a retributive blast.
6th Level
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Enshackled Souls
Warrior's Soul (Strike)
Level: 6
Prerequisites: Two Warrior's Soul maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: Three creatures (see text)
Duration: 1 round
The ties that bind the soul to the mind and body are like so many intricate threads. With just the right touch, a disciple can pull on these threads, hopelessly jumbling them together.
As part of this maneuver, the disciple makes a melee touch attack against a foe. If he is successful, he then makes a second melee touch attack against another foe within 10 feet of the first. If this second touch attack succeeds, he then makes one final touch attack against another foe within 10 feet of the second target.
Each touched foe is bound together with the others until the start of the disciple's next turn. Actions used by one are counted against the total actions allowed against any member of the group (generally one swift, one move, and one standard action, unless the creatures have abilities that grant all of them additional actions). In essence, when one of the bonded creatures uses an action, that action is consumed for all of the bonded creatures for the round.
Soul Crush
Warrior's Soul (Strike)
Level: 6
Prerequisites: Two Warrior's Soul maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Duration: Instant and 1 round
As part of this maneuver, make a concentration check and a single melee attack. If the attack hits, it deals bonus damage equal to the result of the concentration check, and your target must succeed on a Will save or be stunned for one round.
Ravenous Soul Stance
Warrior's Soul (Stance)
Level: 6
Prerequisites: Two Warrior's Soul maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you maintain the Ravenous Soul Stance, any creature with an essentia pool that ends its turn within 30 feet of you loses 1 point of essentia each round, while you gain 1 point of essentia. Drained essentia returns to its owner ten minutes after leaving the area of effect.
Incarnum Shell
Warrior's Soul (Boost)
Level: 6
Prerequisites: Two Warrior's Soul maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: One turn
Drawing upon the might of ancient warriors, the disciple surrounds himself with a shell of pure incarnum, temporarily shielding him from harm and increasing his combat prowess.
When you initiate this maneuver, you gain temporary hitpoints equal to four times the invested essentia, DR/- equal to the invested essentia, and an insight bonus to your physical abilities equal to the invested essentia until the start of your next turn.
7th Level
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Triple Soul Lash
Warrior's Soul (Strike)
Level: 7
Prerequisites: Two Warrior's Soul maneuvers
Initiation Action: 1 standard action
Range: Melee range +10 feet
Target: Up to three creatures within range
Duration: Instantaneous
As part of this maneuver, the disciple makes three melee touch attacks with +10 feet reach, divided as he wishes between foes within range. These attacks deal +1d6 damage for each point of essentia invested in this maneuver. No creature can be the target of more than a single attack from this maneuver.
Midnight Mirror
Warrior's Soul (Counter)
Level: 7
Prerequisites: Two Warrior's Soul maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
The disciple's soul is as a crystalline mirror: beautiful to look upon, yet capable of reflecting great horrors.
You may only initiate this maneuver when you are subjected to a spell that allows spell resistance. When you initiate this maneuver, you gain spell resistance equal to 5 + your initiator level, plus an additional point for each point of invested essentia, only long enough to attempt to turn aside the spell in question. If your spell resistance is not overcome, all effects that you would otherwise have suffered (such as fire damage from a fireball spell) are redirected to the caster of the spell, regardless of whether they are within the spell's area of effect or not.
Incarnum Font
Warrior's Soul (Boost)
Level: 7
Prerequisites: Two Warrior's Soul maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
Potent though the flow of incarnum through him is, a disciple of the Warrior's Soul knows that he can draw still more if only for a short while.
When you initiate this maneuver, you immediately gain 5 temporary points of essentia, which last until the beginning of your next turn. In addition, you may reallocate your essentia as a free action.
8th Level
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Soul Lance
Warrior's Soul (Strike)
Level: 8
Prerequisites: Three Warrior's Soul maneuvers
Initiation Action: 1 standard action
Area: Line 15 feet wide, 120 feet long
Duration: Instant
Save: Reflex half
Channeling an enormous flow of incarnum into his weapon, the disciple thrusts it forward. At once, the incarnum leaps forth, piercing the body and soul of all in its path.
When you initiate this maneuver, draw a line 15 feet wide from any corner of your square, extending up to 120 feet or until it passes through three creatures. Each creature in the path of this attack takes automatic weapon damage (including enhancement bonuses to damage, but not strength, power attack, etc., bonuses to damage). In addition, the first foe struck takes +12d6 damage, the second takes +9d6 damage, and the third takes +6d6 damage. A successful reflex save halves the total damage dealt.
Soul Release (Complete)
Warrior's Soul (Boost)
Level: 8
Prerequisites: Three Warrior's Soul maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: One round
All things leave an impression an echo of their substance on the world, even the disciple himself. A disciple of the Warrior's Soul way can mimic this impression with incarnum, creating a spectral copy of himself, albeit for a short time.
When you initiate this maneuver, you create a precise incarnum duplicate of yourself in an adjacent square. The copy, though under your control, is fully autonomous, capable of moving and even activating strike maneuvers without you needing to take an action. If the incarnum copy activates a strike maneuver, it must be one you have readied, and that maneuver is expended as if you had used it yourself.
The incarnum copy cannot benefit from magic items that only affect you, but attacks with an exact copy of your weapon (including enhancement bonuses and enchantments). For each point of essentia invested in this maneuver, the incarnum copy's attacks gain a +1 enhancement bonus to attack and damage rolls (stacking with other enhancement bonuses).
Incarnum Siphon Stance
Warrior's Soul (Stance)
Level: 8
Prerequisites: Three Warrior's Soul maneuvers
Initiation Action: 1 swift action
Range: personal
Target: You
Duration: Stance
A disciple of the Warrior's Soul knows how to precisely locate the chakra points on nearly any creature, and can draw out a fraction of their soul energy with seemingly normal attacks.
While you maintain this stance, whenever you hit with a melee attack, your target must succeed on a Will save or lose 1 point of essentia (or take 1 point of temporary Wisdom damage if they do not have an essentia pool), while you gain 1 point of temporary essentia. The essentia loss or wisdom damage is not permanent the target's essentia pool or Wisdom score returns to normal one hour after last failing a save against this stance. The struck foe must possess a legitimate threat to you for you to gain temporary essentia from this maneuver. The maximum bonus essentia you may have from the ability at any one time is equal to your full normal essentia pool.
9th Level
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Soul Shattering Strike
Warrior's Soul (Strike)
Level: 9
Prerequisites: Four Warrior's Soul maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Duration: Instant and encounter (see text)
Saving Throw: Will negates (see text)
Nearly all creatures have a point inside their bodies where their chakra flows most strongly. This point is not always obviously vital, yet a deft thrust of an incarnum-laced blade to this area can be as deadly as a sword through the heart.
As part of this maneuver, you make a single melee attack against a foe, dealing +15d6 damage. If your target possesses an essentia pool, they must succeed on a Will save or take an additional +15d6 damage. If your target does not possess an essentia pool, they must save or die instantly. Creatures slain in this fashion grant you bonus essentia equal to half their hit dice until the end of the encounter.
Creatures without souls, such as most Undead, are immune to the secondary effects of this maneuver.