Avalanche of Blades (Maneuver)
Prerequisites: Combat Expertise, Combat Reflexes, Fighter level 15
Initiation Action: Full-Round
Take a full attack action. For each attack in that action that hits you may make an additional attack at the same attack bonus. You do not get additional attacks if any of these hits. None of your attacks need to be made against the same creature.
Bladetrap (Maneuver)
Prerequisites: Weapon Focus, Fighter level 9
Initiation Action: Immediate
Initiate this maneuver when a creature attacks you to make an Opportunity Attack against that creature that resolves before the creature's attack. Your Opportunity Attack must be a Sunder attack against the attacking creature's weapon or natural weapon, but it gains a +5 bonus to the attack roll and deals 10d6 extra damage. If your Opportunity Attack destroys the attacking creature's weapon (or kills the attacking creature), then that creature's attack automatically fails.
Brilliant Flourish (Maneuver)
Prerequisites: None
Initiation Action: Standard
Key Ability: Dexterity or Intelligence
You flourish your weapon around you harmlessly, yet skillfully, catching the light and rendering each creature within 15ft of you dazzled for 1 minute unless it succeeds on a Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by this maneuver. This maneuver may only be used within an area of
bright light and has no effect on creatures within shadow illumination or darkness.
Counterattack (Maneuver)
Prerequisites: None
Initiation Action: Immediate
Initiate this maneuver when a creature attacks you to make an Opportunity Attack against that creature at the same time as the creature's attack.
Daunting Sneer (Maneuver)
Prerequisites: Constant Guardian, Fighter level 9
Initiation Action: Immediate
Key Ability: Constitution or Charisma
Initiate this maneuver after a foe within Medium range (100ft + 10ft/fighter level) successfully hits you with an attack. Your opponent must then make a Will save. If this save fails, then the opponent is Frightened for 1 round and Shaken for 1 minute. If this save succeeds, then the opponent is merely Shaken for 1 round.
Empowered Strike (Maneuver)
Prerequisites: Constant Guardian, Shield Specialization, Fighter level 7
Initiation Action: Standard
Make a weapon attack. If that attack hits it deals double damage. Unless the target of your attack is a creature with at least one portion of its alignment opposed to at least one portion of your alignment (for example Chaos is opposed to Law), you are Fatigued after making the attack until you can get 5 or more minutes of rest.
Find the Gap (Maneuver)
Prerequisites: Combat Expertise, Fighter level 3
Initiation Action: Standard
Make a melee or ranged attack with a weapon. If melee, make a touch attack instead of a normal attack. If ranged, make a ranged touch attack instead of a normal attack. If the attack hits, you deal damage as if you had hit with a normal attack with that weapon.
Foehammer (Maneuver)
Prerequisites: Shield Specialization, Fighter level 3
Initiation Action: Standard
Make a weapon attack. If it hits a creature with at least one portion of its alignment opposed to at least one portion of your alignment (for example Chaos is opposed to Law), then it deals 2d6 additional damage.
Full Moon Slash (Maneuver)
Prerequisites: Whirlwind Attack, Fighter level 13
Initiation Action: Standard
Key Ability: Strength or Intelligence
Make a single melee attack roll and use the results to attack any number of creatures in a sphere-shaped area with a radius equal to your reach. For the purposes of this maneuver your reach is treated as though you were a size category larger or +5ft, whichever would grant you greater reach. Your attack bypasses all non-magical barriers to strike through walls and even the earth itself. Any creature struck by this attack suffers 8d8 extra damage and is Confused for 1d8 rounds if it fails a Will save.
Greater Foehammer (Maneuver)
Prerequisites: Constant Guardian, Shield Specialization, Fighter level 11
Initiation Action: Standard
Make a weapon attack. If it hits a creature with at least one portion of its alignment opposed to at least one portion of your alignment (for example Chaos is opposed to Law), then it deals 8d6 additional damage and overcomes any Damage Reduction or Regeneration the creature may have.
Greater Insightful Strike (Maneuver)
Prerequisites: Combat Expertise, Fighter level 11
Initiation Action: Standard
This maneuver functions exactly as Insightful Strike except that you use double the result of your Autohypnosis check in place of your weapon damage roll.
Greater Revitalizing Strike (Maneuver)
Prerequisites: Constant Guardian, Shield Specialization, Fighter level 11
Initiation Action: Standard
This maneuver function exactly as Revitalizing Strike except that the extra damage is d8s, you regain hit points equal to the total damage dealt, and for every 10 hit points you regain in this way you also recover 1d3 points of ability score damage (or drain) and one of the following conditions: Blinded, Confused, Deafened, Fascinated, Fatigued, Shaken, Sickened, Staggered, or Stunned. You may initiate this maneuver and make the associated weapon attack even if you would ordinarily be unable to take a standard action.
Hamstring (Maneuver)
Prerequisites: Combat Expertise, Fighter level 3
Initiation Action: Standard
Key Ability: Dexterity or Wisdom
Make a weapon attack. If your attack hits and the struck creature fails a Reflex save, then that creature's speed is permanently reduced by ˝ (rounded down). The creature's speed is returned to normal if it regains the hit points lost by your attack or if it receives a successful Heal check (DC equal to this maneuver's save DC). Such a Heal check requires 1d4 × 10 minutes of work. Multiple applications of this maneuver stack and increase the DC of the Heal check by 2 each time.
Hold the Line (Maneuver)
Prerequisites: Weapon Focus, Fighter level 5
Initiation Action: Immediate
Initiate this maneuver when a creature enters your threatened area to make an Opportunity Attack against that creature. If that creature is using the Charge action against you, your Opportunity Attack deals double damage and occurs before the enemy's Charge attack.
Hurricane Slash (Maneuver)
Prerequisites: Whirlwind Attack, Fighter level 7
Initiation Action: Full-Round
Key Ability: Strength or Constitution
Move up to your speed and make a melee attack against any creatures you move adjacent to during that movement. You do not provoke attacks of opportunity from creatures you attack in this way. You may avoid other attacks of opportunity if you provoke any with an appropriate Tumble check. Any foe you strike takes 2d6 extra damage and is knocked prone if it fails a Fortitude save.
Improved Iaido Strike (Maneuver)
Prerequisites: Combat Expertise, Quick Draw, Fighter level 7
Initiation Action: Standard (see text)
Key Ability: Dexterity or Wisdom
This maneuver functions exactly like Lesser Iaido Strike except that it deals 4d6 extra damage and, if the target failed its Reflex save, also inflicts 1d4 Strength, Dexterity, or Constitution damage (your choice) on a successful hit.
Insightful Strike (Maneuver)
Prerequisites: Combat Expertise, Fighter level 5
Initiation Action: Standard
Make a weapon attack. If it hits, in place of the normal damage roll, make an Concentration check and use the result of that check as the total damage your attack deals. Normal modifiers to your damage roll do not apply (such as your Strength modifier or Inspire Courage), but modifiers to your Concentration check do (such as your Constitution modifier or special items). If your weapon has special properties that add damage to your attacks (such as Flaming or Holy), those apply normally.
Iron Perfection (Maneuver)
Prerequisites: Weapon Focus, Weapon Specialization, Fighter 9
Initiation Action: Standard
Make a weapon attack. That attack automatically hits and deals maximum damage. Roll an attack roll to determine if the attack is a critical hit (you still hit if this attack roll is a natural 1).
Lesser Bloodletting Strike (Maneuver)
Prerequisites: Combat Expertise, Fighter level 3
Initiation Action: Standard
Key Ability: Dexterity or Wisdom
Make a melee attack. If it hits, the struck creature suffers 2 points of Constitution damage in addition to normal damage. A successful Fortitude save negates the Constitution damage, but not the normal damage.
Lesser Iaido Strike (Maneuver)
Prerequisites: None
Initiation Action: Standard (see text)
Key Ability: Dexterity or Wisdom
Draw a weapon and immediately make an attack with it. The target of that attack must succeed on a Reflex save or be flat-footed against this attack. If the save fails, then your attack deals 1d6 extra damage. If it succeeds, then your attack roll suffers a -2 penalty. This maneuver may be used in place of an attack of opportunity if you are able to draw your weapon as a free action.
Mail of Sinews and Bone (Maneuver)
Prerequisites: Constant Guardian, Fighter level 3
Initiation Action: Swift
You gain Damage Reduction 2/-- per four fighter levels (minimum 2/--) until the start of your next turn.
Matador Dodge (Maneuver)
Prerequisites: None
Initiation Action: Immediate
Gain a +4 bonus to AC against a charge attack. If the charging creature misses you, then it stumbles past you in a direction of your choice, moving up to 10ft away.
Meteoric Charge (Maneuver)
Prerequisites: Power Attack, Fighter level 7
Initiation Action: Full-Round
Key Ability: Strength or Constitution
Make a Charge attack. If your attack hits it deals 1d6 extra damage per fighter level (max 10d6) and the struck creature and all creatures adjacent to it (excluding you) are Blown Away if they fail a Fortitude save.
Moment of Alacrity (Maneuver)
Prerequisites: Combat Expertise, Improved Initiative, Fighter level 11
Initiation Action: Swift (see text)
When you initiate this maneuver your place in the initiative order improves by 20, for the rest of the encounter, and the position you take your turn in the round changes accordingly. You may instead initiate this maneuver as you roll initiative at the start of combat, but before you have acted. If you do, you gain a +20 bonus to your Initiative check and lose your first turn's swift action.
Perfect Iaido Strike (Maneuver)
Prerequisites: Combat Expertise, Deft Strike, Quick Draw, Fighter level 13
Initiation Action: Standard (see text)
Key Ability: Dexterity or Wisdom
This maneuver functions like Lesser Iaido Strike except that if a living target fails its Reflex save, it is slain outright on a successful hit. Otherwise, a successful hit deals 8d6 extra damage and 1d4 Strength, Dexterity, or Constitution damage (even if your target's save is a success).
Revitalizing Strike (Maneuver)
Prerequisites: Shield Specialization, Fighter level 5
Initiation Action: Standard
Make a weapon attack. It if hits it deals 1d6 extra damage per four fighter levels and you regain hit points equal to ˝ the total damage dealt.
Sheltering Shield (Maneuver)
Prerequisites: Shield Specialization, Fighter level 3
Initiation Action: Immediate
Initiate this maneuver whenever you or an ally within your melee reach are the target of a ranged attack. If you are carrying a shield, then the ranged attack is automatically blocked so that you take no damage from it. This maneuver blocks even unusually massive ranged weapons (such as a Giant's thrown rock) and ranged spell attacks.
Shield Block (Maneuver)
Prerequisites: None
Initiation Action: Immediate
Initiate this maneuver when an ally within your melee reach is the target of an attack, but before you know the result of that attack. That ally gains a bonus to AC against that attack equal to your Shield Bonus to AC even if that ally already carries a shield.
Steel Wind (Maneuver)
Prerequisites: None
Initiation Action: Standard
Make up to two weapon attacks. The targets of your attacks must either both be adjacent to you or both be adjacent to each other.
Steely Strike (Maneuver)
Prerequisites: None
Initiation Action: Standard
Make a weapon attack with a +4 bonus. Whether or not your attack hits, all opponents with line of sight to you gain a +4 bonus to attack rolls made against you for 1 round.
Stone Vise (Maneuver)
Prerequisites: Power Attack, Fighter level 3
Initiation Action: Standard
Make a melee attack. If it hits, the struck creature suffers 1d6 extra damage and you may attempt to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required.
Stunning Blow (Maneuver)
Prerequisites: Weapon Focus, Fighter level 5
Initiation Action: Standard
Key Ability: Strength or Wisdom
Make a weapon attack. If the attack hits it deals 2d6 extra damage and the struck creature is Stunned for 1 round unless it succeeds on a Fortitude save. A creature whose save succeeds is still Staggered for 1 round.
Tiring Strike (Maneuver)
Prerequisites: None
Initiation Action: Standard
Key Ability: Strength or Wisdom
Make a weapon attack. If it hits, the struck creature becomes Fatigued unless it succeeds on a Fortitude save. This maneuver has no effect on a creature that is already fatigued.
Vanguard Strike (Maneuver)
Prerequisites: None
Initiation Action: Standard
Make a weapon attack. If it hits, all allies with line of sight to the struck creature gain a +4 bonus to attack rolls against it for 1 round.
Void Parry (Maneuver)
Prerequisites: Dodge, Combat Expertise, Weapon Focus, Fighter level 13
Initiation Action: Immediate
When you are the target, or within the area, of any effect (including spells, spell-like abilities, or supernatural abilities), make an attack roll with a melee weapon in place of any associated saving throw and use the result of that roll to determine the save's success. Add your shield bonus (if any) to this attack roll. You may even use this maneuver against an effect that does not normally offer a saving throw at a DC equal to 20 + ˝ CR of the encounter in which the effect is taking place. You can't use this maneuver if you are flat-footed.
Wall of Blades (Maneuver)
Prerequisites: Weapon Focus, Fighter level 3
Initiation Action: Immediate
When an enemy attacks you it must beat the result of your opposed attack roll in order to hit you instead of your AC. Your opposed attack roll must be made with a melee weapon. The attacker hits you even if the result of your opposed attack roll is lower than your AC. You can't use this maneuver against a spell, or if you are denied your Dexterity bonus to AC against the attacker.
Wolf Fang Strike (Maneuver)
Prerequisites: None
Initiation Action: Standard
Make one melee attack with up to two weapons you're holding. Any penalties you suffer for fighting with two or more weapons are reduced by -2. Add your full Strength modifier to damage with any off-hand weapons you attack with. These attacks need not be made against the same creature.
Wounding Blow (Maneuver)
Prerequisites: Weapon Focus, Weapon Specialization, Fighter level 11
Initiation Action: Standard
Key Ability: Strength or Wisdom
Make a weapon attack. If the attack hits it deals 10d6 extra damage and the struck creature must make a Fortitude save. If this save fails, then for 1 minute the creature suffers a -6 penalty to Strength and is Sickened. Each additional application of this maneuver before the time is up forces the creature, if hit, to make a new Fortitude save. For each save that fails, the Strength penalty is increased by 1d4 and the creature is Nauseated for 1 round. Each additional application, on a failed Fortitude save, resets the duration.
Zephyr Dance (Maneuver)
Prerequisites: Dodge, Fighter level 3
Initiation Action: Immediate
You may initiate this maneuver after you know the result of an opponent's attack roll, or after you know the result of a Reflex save of your own, to gain either a +3 dodge bonus to AC against an attack or a +3 dodge bonus to a Reflex save you make to avoid damage. Compare either your new AC against the opponent's attack roll, or your new saving throw result against the effect's save DC to determine the outcome. Any bonuses gained through this maneuver apply only against a single attack or effect. You may use this maneuver even if you are flat-footed.