1st Level
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Army-of-the-Damned Proclamation: If your target is Undead, they must make a Will save or be rebuked for a number of rounds equal to your BAB (maximum 10). If the Undead fails by 5 or more, they instead fall under your control; you cannot control more HD of Undead this way than your own BAB. An alternative version of this Essence exists, called Purify-the-Unholy Kata; that version turns an Undead creature on a failed save, and Destroys it if it would be Commanded.
Beat the Luck out of Them: Your target must make a Will save or take a penalty equal to the modifier for the ability score you use for attack and damage rolls due to Posture of War to their Attack rolls for 3 rounds, and you gain the same bonus on all attack rolls for the same duration; neither the penalty nor your bonus can be higher than your class level. Additional uses of this Essence do not stack, but do reset the duration.
Bow Before Thy Lord! Proclamation: Your target must make a Reflex save or be knocked Prone.
Encourage the Assault: You do not receive the bonus damage from Posture of War on this attack; instead, a single ally within 30' gains a bonus to their attack rolls equal to 1/2 your BAB until the end of next round.
Fumbled-Mind Kata: Your target must make a Will save or lose one prepared spell or spell slot of the highest level they are able to cast. You may alternatively have them lose a number of power points equal to their ML or have them expend a single maneuver slot to no effect.
Gratuitous Blood: The bonus damage from Posture of War that your target is dealt changes to Bludgeoning damage; in addition, each successful blow creates 30 gallons of fresh water that happens to be blood red, which appears to spray out of your target's body as blood.
Loosen Their Grip: You do not receive the bonus damage from Posture of War on this attack; instead, you may attempt to Disarm your opponent's weapon as part of your attack, with a bonus to your Disarm check equal to 1/2 your BAB, and using the ability score that you use for attack and damage rolls due to Posture of War instead of Strength.
Mercy to the Weak: The bonus damage from Posture of War is dealt as Nonlethal damage.
Metaphysical Guarding Beat-Down: You do not receive the bonus damage from Posture of War on this attack; instead, a single ally within 30' gains a bonus to their saves vs. Spells, Spell-like abilities, and Supernatural abilities equal to 1/2 your BAB until the end of next round.
Reminder-of-Safety Strike: You do not receive the bonus damage from Posture of War on this attack; instead, a single ally within 30' gains a bonus to their AC equal to 1/2 your BAB until the end of next round.
Restrain the Weak: You do not receive the bonus damage from Posture of War on this attack; instead, you may attempt to Grapple your opponent as part of your attack, with a bonus to your Grapple check equal to 1/2 your BAB, and using the ability score that you use for attack and damage rolls due to Posture of War instead of Strength.
Signaling to the Army: Your target must succeed on a Reflex save, or be affected as though with a Faerie Fire spell for 1 minute, except that they do not emit any light; in addition, they lose the Scent ability for that duration, and any creature with Scent can detect them from twice the normal distance.
Steady-the-Blade Learning: Your target must make a Will save or become marked for a number of rounds equal to your BAB; if a target is marked, you receive a bonus on all attack rolls against that target equal to 1+1/5 your BAB.
Strike the Embarrassing: Your target must make a Fortitude save or be Sickened for 1 minute; additional uses of this Essence do not stack, but do reset the duration.
Storm-of-Blades Learning: The bonus damage from Posture of War is instead Piercing damage; in addition, your critical threat range for this attack is doubled, and this Essence ignore SR.
Tire-the-Ligaments Learning: Your target must succeed on a Fortitude save or be Fatigued for a number of rounds equal to your BAB; additional uses of this Essence do not stack, but do reset the duration.
Tough-love Cauterizing Blade: Your target must make a Will Save or be Dazzled for 1 minute. Regardless, they take additional Fire damage equal to your modifier for the ability score that you use for Attack and Damage rolls due to Posture of War, and they automatically stop bleeding, ending all bleeding effects on them.
Twist the Knife: Your target takes 1 point of damage each round after being struck by this Essence; if they are struck multiple times by this Essence, the damage dealt is cumulative. They may end all bleeding (and thus damage) from this ability by receiving at least 1 point of magical healing, receiving a DC (10+your BAB) Heal check as a Standard action, or by spending 1 round to make a Fortitude save.
Unsuspected Blow: Your target must make a Will Save or be Flat-footed for 1 round.
Warlord's Rebuke: Your target must make a Will Save or become Shaken for 1 minute, or Frightened if they are already Shaken; additional uses of this Essence do not stack, but do reset the duration.
6th Level
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Battle-of-Wills Combat: Your target must make a Strength check against an ability check using the ability score you use for attack and damage rolls due to Posture of War or be moved 5' or to the edge of your first range increment, whichever would be further from you.
Burst-of-Screams Kata: The bonus damage from Posture of War is instead Sonic damage; it ignores Hardness and deals full damage to objects. In addition, your target must make a Fortitude save, or be Stunned for 1 round; if they succeed, they are Deafened for 1 round.
Desert-Scouring Blade: The bonus damage from Posture of War is instead Piercing damage. In addition, your target must make a Fortitude save or take 1d4 Constitution damage.
Frosted Diamond Blade: The bonus damage from Posture of War is instead Cold damage. In addition, your target must make a Fortitude save, or receive a -4 penalty to their Dexterity for 10 minutes; additional uses of this Essence do not stack, but do reset the duration.
Ghost-Rending Blow: The bonus damage from Posture of War is instead Force damage. In addition, you ignore any miss chance your target may have from being Ethereal or Incorporeal.
Insurmountable-Obstacle Learning: Your target must make a Fortitude save or only gain half the normal benefit of any ability that would heal any damage they may have for a number of minutes equal to your BAB; multiple uses of this Essence do not stack, but do reset the duration.
Touching-the-Grave Technique: The bonus damage from Posture of War is instead Negative energy damage, healing Undead as normal. In addition, your target must make a Fortitude save, or receive a -3 penalty to a save of your choice for one minute; each time this Essence is used against a creature and it fails its save, you may change which save the penalty applies to, and the duration resets.
Metaphysical Vines Technique: Your target must succeed on a Reflex save or be Entangled for 3 rounds; they can escape the entanglement with a DC 20 Strength Check or Escape Artist Check as a Standard action.
Pain-Teaching Demonstration: You do not receive the bonus damage from Posture of War on this attack; instead, a single ally within 30' gains a bonus to their damage rolls equal to 1/2 your BAB until the end of next round.
Reminder-of-Sleep Art: Your target must make a Will save or be Exhausted for 1 round.
Sand-in-Eyes Technique: Your target must make a Fortitude save or be Blinded for 1 round.
Soul-as-Flames Kata: The bonus damage from Posture of War is instead Fire Damage. In addition, your target must make a Reflex save or catch fire for 1 round/5 levels, taking 2d6 extra Fire damage each round. Putting out the fire early is a Full Round action; additional uses of this Essence do not stack, but do reset the Duration.
Storm-Soul Art: The bonus damage from Posture of War is instead Electricity damage. In addition, your opponent must make a Fortitude save or Cower for 1 round; this is not a Fear effect.
Werewolf-Slaying Strike: Your target takes additional damage equal to 1/2 your BAB, and your attack bypasses any form of DR or Regeneration that can be bypassed by an alignment subtype or a material.
World-Affirming Kata: You do not receive the bonus damage from Posture of War; instead, your target is affected as if by a Dimensional Anchor spell for a number of rounds equal to 1/2 your BAB.
11th Level
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Call-the-Arctic Learning: The bonus damage from Posture of War is instead Cold damage. In addition, your target must make a Fortitude save or be frozen solid for 1 minute. While frozen solid, they cannot take any form of physical action, lose their Dexterity bonus to AC, and receive a further -4 penalty to AC. The target may make an additional save each round to end this effect prematurely.
Concussion-Inducing Blow: Your target must make a Will save or be Confused for 1 round.
Death-Bringing Echo: The bonus damage from Posture of War is instead Sonic damage. In addition, your target must make a Fortitude save or take 1/2 the damage you dealt to them with this attack again next round.
Dissolution-as-a-Goal Kata: The bonus damage from Posture of War is instead Acid damage. In addition, this Essence ignores SR, and your target take 2d6 acid damage per round for 1 round/5 levels.
Gone with Thee! Proclamation: Your target is knocked back 1d6*5', and must make a Reflex save or go Prone. If they hit a solid object while they are moving, they stop, take 1d6 damage per 10' that they moved, and have to make the Reflex save to stop themselves from going prone.
Guard-Breaking Amnesia: Your target must make a Will save or be affected as if by a Feeblemind spell for 1 round.
Inescapable Vines Advance: The bonus damage from Posture of War is instead half Piercing and half Bludgeoning damage. In addition, the target is Entangled for 1 round (No save).
Lithic Form Pronouncement: Your target must make a Fortitude save, or start slowly turning into stone, a process that takes place over a number of rounds equal to 1/2 your BAB; they receive a stacking -2 penalty to Dexterity and a stacking -10' penalty to all movement speeds. Each round, they must save again, or take the same penalties; if they fail 4 saves in a row, they are permanently petrified as if by a Flesh to Stone spell. If they are not completely petrified at the end of the duration, all penalties from this Essence are removed.
Many-as-One Kata: You may apply the effects of two different Essences that you know to the same attack; however, you can only use Essences that can be learned below 11th level. If both Essences change the damage type, then half the damage becomes one type, and the other half becomes the other. If only one of the Essences says that you do not add the bonus damage, you instead deal half of the normal bonus damage, and if one of the Essences says that it ignores SR, then this Essence ignores SR.
Sun-Soul Advance: The bonus damage from Posture of War is instead Positive energy damage. In addition, living creatures struck by this Essence receive a number of temporary hit-points equal to 1/2 your BAB, while Undead creatures take an additional amount of damage equal to 1/2 your BAB.
Swamp-King's Proclamation: Your target must make a Fortitude save or be Nauseated for 1 round.
Vampire's Tooth Blade: You do not receive the bonus damage from Posture of War; instead, you gain a number of temporary hit points equal to the amount of damage you dealt, which cannot exceed the target's HP+10. These temporary HP last for 1 hour.
16th Level
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Channel-the-Storm Kata: The bonus damage from Posture of War is instead Electricity damage. In addition, your target must make a Reflex save or be Paralyzed for 1 round; regardless if they succeeded or failed on their save, they take Sonic damage equal to 1/2 the damage they took from this attack next round, and have to make a Fortitude save or be Deafened for a minute.
Entropy-is-Lord Pronouncement: The bonus damage from Posture of War bypasses all forms of DR and Regeneration. In addition, your target must make a Fortitude save or take double damage from your attack. If your target is reduced to 0 HP by this Essence, they die and their bodies are reduced to dust from the force of your blow.
Multiplicity-is-Unity Art: This Essence works exactly like Many-as-One Kata, but may include any Essences that can be taken before 16th level.
Reconfigure-the-Legend Learning: Your target is affected if by a targeted Greater Dispel Magic, using your BAB in place of the caster level, as you literally knock the spells off of them. You gain 5 temporary HP for each spell level you dispel in this manner, which last for 1 minute; any additional uses of this Essence replace the temporary HP from this ability.
You may instead elect to heal 1 point of Ability Damage per spell you dispel in this manner.
Finally, you may elect to, in the place of dispelling spells, grant yourself an Insight bonus to one of your ability scores equal to 1/2 of your BAB for one minute, while reducing the same ability score of your target by 1/2 your BAB for the same amount of time; you may target a given creature multiple times, each time changing which ability score the bonus and penalty applies to. You cannot reduce a creature's ability score below 1 in this manner, or give yourself a bonus larger than the targeted creature's ability score.
Soul-Separation Learning: The bonus damage from Posture of War is instead Negative energy damage. In addition, your target must make a Fortitude save, or take 2 Negative levels; these negative levels fade away in 1 hour.
World-Moving Rebuke: This Essence works like Gone With Thee! Proclamation, but the target moves 1d4*10' instead of 1d6*5'.