Maneuver Descriptions
Note: This discipline was created with Medium sized adepts in mind. For smaller (or larger) adepts, treat any maneuver that specifies the size category of the target as Huge or larger as though it says "Two or more Size Categories larger than the Initiator".
1st:
Spoiler
Show
Wall Hop
Hero's Edge (Stance)
Level: Warblade 1
Well, you run at the wall, jump, and... bounce off it and onto the other wall? Then you bounce off that and head further up.
While in this stance, you may take part of your move action(s) to move along a vertical surface, provided that these two conditions are met- 1) You start the move action on a horizontal surface, and 2) you have a second vertical surface parallel to the surface you're moving up. In effect, you bounce between walls to climb up.
In order to move onto the wall, you must first succeed on a DC 10 Jump check. For every five points in which you exceed the DC, you may move a further five feet up, to a maximum of your land speed.
If you finish your turn on a vertical surface, and lack a way to remain there (such as by sticking a sword into the wall and holding on to it), you will fall.
Absurdly Sharp Blade
Hero's Edge (Boost)
Level: Warblade 1
Initiation Time: One Swift action
Range: Self
Targets: One weapon that deals piercing or slashing damage
Duration: 1 round/level
You run your hand over your weapon's edge in a by far too dramatic manner, causing it to audibly gleam with sharpness.
One of the most basic technique in the library of a user of the Hero's Edge discipline, this is also one of the most useful.
This renders the selected melee weapon capable of cutting through things that it would normally not be able to. Treat the weapon as a Silver or Magic weapon for the purpose of overcoming damage reduction and hardness.
As a practitioner grows in level, he learns how to make the weapon still better able to cut things. A single use of this maneuver can only grant the effect of one of the available options for the users Initiator Level.
{table] Initiator Level|Material
1-5|Silver/Magic
6-10|Cold Iron/Ghost Touch
10-15|Adamantine/Alignment (based on actual alignment)
16-20|Any two of the above
25+|Epic, plus one material from levels 1-15 [/table]
Skyward Smack
Hero's Edge (Strike)
Level: Warblade 1
Initiation Time: One Standard action
Range: Melee
Targets: One creature
So you strike your foe upwards, and let him fall to the ground? Fine.
When you initiate this maneuver, make a touch attack against the target. If it hits, make a Jump check. You send your opponent up a number of feet equal to the Jump check's result. If they are unable to keep themselves from falling, they take normal falling damage from their fall.
2nd:
Spoiler
Show
Surface Wrecking
Hero's Edge (Strike)
Level: Warblade 2
Initiation Time: One Standard Action
Range: Close (25 feet+5 feet/2 Initator Levels)
Targets: One enemy
Saving Throw: Reflex half
Alright, you slam your sword into the ground and pry, before hitting the rocks at your foe.
When you activate this maneuver, you swing your sword at the ground beneath you, kicking up chunks of stone (or whatever you're standing on) and batting the pieces at your foe, dealing 4d6 points of damage. Targets may make a Reflex save with a DC of 12+ the Initiator's Strength modifier to take half damage.
Wall Smash
Hero's Edge
Level: Warblade 2(Strike)
Initiation Time: One Standard action
Range: Melee
Targets: One building or creature.
Prerequisites: Absurdly Sharp Blade
You cut the door in two, bursting in and surprising the Bugbears.
When you initiate this maneuver, make a single attack against the target. If it hits, that attack deals an additional 3d6 Slashing damage and ignores hardness (if made against an inanimate object).
Expand Destruction
Hero's Edge (Boost)
Level: Warblade 2
Initiation Time: Swift action
You blow up the wall. The entire wall.
You may initiate this boost whenever you would deal damage to an inanimate object. If you deal more damage to the section that your are attacking than it has hit points, you may deal the excess hit point damage to an adjacent object, such as the next section of the wall, or the table the sword you were sundering was sitting on. You may repeat this process until you run out of damage to deal, or inanimate targets you wish to deal damage to.
3rd:
Spoiler
Show
Building Surf
Hero's Edge (Stance)
Level: Warblade 3
Well, after cutting part of the building you're standing on off, you manage to ride it down to the ground safely. I friggin' hate this discipline. Why did I even let you take it?
While in this stance, you suffer no falling damage as long as you are riding some object, creatures that are dead included, of at least two size categories larger than you down. In addition, you can move between such objects with surprising speed- by making Jump checks, you can go between different pieces at one half of your base land speed.
Cross Slash
Hero's Edge (Strike)
Level: Warblade 3
Initiation Time: One Full Round action
Targets: All threatened squares
...You spammed a sword attack, cutting through the three zombies around you and inflicting triple damage to the Hydra in front of you. I hate this discipline.
As part of this maneuver, make a melee attack against each square you threaten at your full attack bonus, less 1 per square with a creature in it. This attack deals normal damage to the creature in that square if it hits.
In addition, you may strike the same creature multiple times, if it is in more than one of your threatened squares.
Climbhazard
Hero's Edge (Strike)
Level: Warblade 3
Initiation Time: One Full Round Action
Targets: One target creature
Range: Melee
You jump up, hitting your foe more times than you should be able to.
When you initiate this maneuver, make a melee touch attack against the target. If it succeeds, make a Jump check. Both you and your foe move up a number of feet equal to half of the Jump check's result. You may then make a full attack with an extra attack at your highest attack bonus, with all attacks at a -2 penalty. At the end of this attack, both you and your foe fall back to the ground, taking falling damage. You are treated as though you fell half as far as you did for the purpose of falling damage taken.
4th:
Spoiler
Show
Floor Shield
Hero's Edge (Counter)
Level: Warblade 4
Initiation Time: One Swift Action.
So... You pry up a piece of the floor and block an attack with it. Good.
You may initiate this maneuver when you are being attacked from a range. By stabbing the ground and prying, you lift up a wall of whatever surface you're standing on that blocks all ranged attacks directed at you from one specified direction.
In the case of AoE spells, this maneuver opens a space the size of the initiator in the area, right behind the barrier. This barrier blocks 'line' effects outright, provided that the width of the line is equal to or less than the space of the Initiator of this maneuver.
Ex: A wizard casts fireball at a party of adventurers. Their Warblade activates this maneuver, making a five foot hole in the fireball's circle, allowing him to escape the damage.
Building Devastation Slash
Hero's Edge (Strike)
Level: Warblade 4
Initiation Time: One Standard action
Ranged: Melee
Targets: One building or creature of at least Huge size.
Prerequisites: Absurdly Sharp Blade
Is this why you took Martial Study (Absurdly Sharp Blade)? So you could qualify for this one? Fine. You swing your oversized sword at your foe with such might that it knocks him over. Happy now?
When you use this maneuver, make a single attack against the target. If it hits, that attack deals an additional 7d6 Slashing damage that ignores hardness (if a buidling), and forces the target (if a creature) to make a Fort save (DC 14+ Str mod), or fall prone.
Blade Beam
Hero's Edge (Strike)
Level: Warblade 4
Initiation Time: Standard action
Range: Close
Targets: One creature and up to two creatures behind it. (See text)
Duration: Instant
Saving Throw: None/Reflex half
And you said that this discipline isn't a prime candidate for 'The Book of Weeaboo Fightan Magik'. Shame on you. Anyway, you swing your sword with such force that a blade of energy flies from the tip, cutting a path towards your foe.
When initiating this maneuver, select one foe within 30 feet, and make a ranged touch attack against it. If it hits, you deal your usual melee damage plus 6d6 Slashing damage to that creature, and two creatures within a 30 ft. cone behind the target of your choice must make a Reflex save (DC 14+ Str mod) or take 3d6 points of Slashing damage.
5th:
Spoiler
Show
To Hell With Gravity!
Hero's Edge (Stance)
Level: Warblade 5
Prerequisites: Two Hero's Edge Maneuvers
So... You jump obscenely high when using this stance? Nice.
While in this stance, you no longer divide your Jump check by 4 to determine jump height, you are treated as three size categories larger for the purpose of your vertical reach, and you gain a +5 competence bonus on all Jump checks. In addition, you ignore the first 5d6 points of falling damage.
Dragoons's Leap
Hero's Edge (Strike)
Level: Warblade 5
Initiation Time: One Full Round action
Range: Long (400 ft. + 40 ft./level)
Targets: One creature within range
Prerequisites: One Hero's Edge maneuver
...You honestly did not just say "My friends are my strength", did you? Because I'll throw my DMG at you if you did.
When you initiate this maneuver, make a Jump check against a DC of 20. If you have allies in the area that you will be jumping through, you gain a cumulative +5 bonus on this jump check for each one within 10 feet of your trajectory.
At the end of your leap, make an attack roll against the target. If it hits, it deals an extra 4d6 damage, plus another 1d6 damage for every five points your Jump check exceeds 20.
After making the attack, you land in a square of your choice adjacent to the target of this maneuver.
Alternatively, you may initiate this maneuver without a target, gaining the extra damage from a high jump check and 'holding' it for a number of rounds up to one half of your initiator level. Any time during the time you are holding it, you may expend the 'charge' to add the extra damage to another Hero's Edge or a normal attack.
Pick On Someone Your Own Size!
Hero's Edge (Boost)
Level: Warblade 5
Initiation Time: Swift action
Prerequisites: One Hero's Edge maneuver.
...You grow in size to match your foe, and administer a beatdown to them.
When you initiate this boost, you, and all of your equipment, grow to the same size category as the largest enemy that you are fighting, gaining all of the benefits and draw backs of advancing one or more size categories. If you defeat that opponent, or attack a smaller opponent before defeating it, you, and your equipment, return to your original size at the end of the turn. Otherwise, you, and your equipment, return to your original size at the end of the encounter.
6th:
Spoiler
Show
Dragging Slash
Hero's Edge (Strike)
Level: 6
Initiation Time: One Full Round action
Range: Melee
Targets: One building or creature at least three size categories larger than you.
Prerequisites: Two Hero's Edge Maneuvers
You run up the back of the dragon, dragging your sword in its back as you do so, and jump off, the fire breathing lizard splitting into two pieces as you fall for your landing.
As part of this maneuver, make a Balance check against a DC of the targets AC. If it succeeds, make a move action to run up the (back of, if a creature)target. For every five feet that you travel on the creature, you deal your standard melee damage. You may then make a Jump check to leap off the target and land safely on the ground, a distance away equal to the result of your Jump check, unharmed.
The distance you may move depends upon the individual creature: You may move up to half of its height on this maneuver, rounding to the nearest 5 foot interval.
Element Blade
Hero's Edge (Boost)
Level: Warblade 6
Initiation Time: Swift action
Targets: One weapon that deals piercing or slashing damage.
Duration: 1 round/initiator level
Prerequisites: Absurdly Sharp Blade and one other Hero's Edge maneuver
...You fill your blade with the very essence of flame, and the metal blade ignites.
When you initiate this maneuver, select one of the following energy types- Fire, Cold, or Electricity. For the duration of this maneuver, all attacks made with that weapon deal an extra 3d6 points of damage of that energy type.
If you initiate this maneuver a second time before the duration expires, the first use is automatically canceled, and the newer initiation takes full effect. This maneuver is a Supernatural ability.
7th:
Spoiler
Show
Omnislash
Hero's Edge (Strike)
Level: Warblade 7
Initiation Time: One Full Round action
Range: Melee
Targets: Creatures in a 30 foot cone area.
Prerequisites: Three Hero's Edge Maneuvers
...Dear lord. How many creatures do you hit with this?
When you initiate this maneuver, you effectively make an attack on each square in area of the cone. Make a single attack roll, and compare it to the AC of every creature in the area. If the roll is higher than the AC, it hits that creature, dealing normal damage plus an additional 2d6 points of Slashing damage. If a creature occupies multiple squares, it is hit more than once, recieving the extra damage per strike as normal.
EX: "Fog" initiates this maneuver, targeting an area that has three Medium creatures and one Huge creature in it. He makes an attack roll, getting a result above the AC of all creatures in the area. Each Medium creature takes his normal damage, plus 2d6 slashing damage. The huge creature, however, occupies nine squares. It receives nine applications of his normal attack damage, plus 18d6 slashing damage.
Blasting Zone
Hero's Edge (Stance)
Level: Warblade 7
Prerequisites: Three Hero's Edge maneuvers
So, now your sword somehow can cut everything in a line. Joy.
While in this stance, all melee attacks you make affect the creature you attack and any creatures up to 20 feet behind it (compare the first attack roll to the ACs of the other targets). In addition, all attacks made while in this stance deal an extra 4d6 damage.
Assault Twister
Hero's Edge (Strike)
Level: Warblade 7
Initiation Time: One full-round action
Targets: All threatened squares
Prerequisites: Any two Hero's Edge maneuvers
...An upgraded Cross Slash? Fine.
As part of this maneuver, make a melee attack against each square you threaten, using your full attack bonus, less 2 per square with a creature in it. This attack deals triple damage to the creature in that square if it hits.
In addition, you may strike the same creature multiple times, if it is in more than one of your threatened squares.
8th:
Spoiler
Show
Zanzetsuken
Hero's Edge (Strike)
Level: Warblade 8
Initiation Time: One Standard action
Range: Melee
Targets: One building or creature of at least Huge size
Prerequisites: Absurdly Sharp Blade and two other Hero's Edge maneuvers
...You cut the entire falling building in two, causing both pieces to fly behind you and miss you and your party.
When you initiate this maneuver, make a single attack against the target. If it hits, this attack deals normal melee damage plus an extra 2d6 damage to the creature or building for each square it occupies, ignoring hardness if an inanimate object and up to 20 points of DR if a creature. In addition, any creature hit by this attack must make a Fortitude save (DC 18+ Str Modifier) or be stunned for 1d3 rounds.
If you are using this /on a building, and you have enemies near it, you can aim it to hit them, inflicting damage as the DMG recomends. If the target succeeds on a Reflex save (DC 16+ Str modifier), they take half damage.
Omnislash v5
Hero's Edge (Strike)
Level: Warblade 8
Initiation Time: One Full Round Action
Range: Melee
Targets: One foe
Prerequisites: Four Hero's Edge Maneuvers
...You throw your foe and your sword into the air, surrounding him with ghostly copies of your blade, and leap after them. Blurring from one side of your foe to the other, you slash him quickly
When you initiate this maneuver, make a Jump check, as well as a touch attack against the target. If the touch attack succeeds, your target follows you up into the air, floating above his space. You then may make a number of attacks at your full base attack bonus equal to 1/3rd your initiator level, plus one, using ghostly copies of your main weapon, finishing with your real weapon. At the end of your attack chain, you fall to the ground, taking no falling damage, and your foe falls back to their space, taking full falling damage and landing prone.
9th:
Spoiler
Show
Omnislash v6
Hero's Edge (Strike)
Level: Warblade 9
Initiation Time: One full-round action
Range: Melee
Targets: One foe
Prerequisites: Four Hero's Edge maneuvers
Holy ****.
When you initiate this maneuver, make a Jump check, followed by a touch attack against the target. If the touch attack succeeds, your target follows you up into the air, floating above his space. You then may make a number of attacks at your full base attack bonus - 4 equal to one half of your initiator level, plus two, using ghostly copies of your main weapon, finishing with your real weapon. At the end of your attack chain, you fall to the ground, taking no falling damage, and your foe falls back to their space, taking full falling damage and landing prone.
You may not deal bonus damage from stances while using this maneuver.