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    Orc in the Playground
     
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    Default Reposting the Martial Compendium - Help me dig?

    http://community.wizards.com/go/thre...ial_Compendium

    For those unfamiliar, a few years back someone went about collecting ToB-related material on the Wizards forums and linking to it all in the thread above. Unfortunately, whenever Wizards reworked their forums, most of the links were broken or just plain disappeared.

    I'm running a ToB game, and much of the material would be helpful or nice to have. I'm also sure I'm not the only one who'd like some of this material, so I'm requesting help in recovering this.

    I've posted all of the working links. If you can find posted somewhere any of the material below without a link, please reply with the link and I'll update the post. If you have a copy saved on your hard drive, paste it into a reply. Thanks in advance for the help.

    BASE CLASSES
    Battle Chaplain by EvilVegan
    Berserker by Neochronic
    Blade Scholar by Jaerom Darkwind
    Desert Strider by Sleepwalker13666
    Drow Crusader/Elf Warblade/Halfling Swordsage Substitution Levels by Nifft
    Ecchinobi by PinkTaco *MATURE*
    Expanded Classes: Tome of Battle by Magocrat
    Farseeker by Crystall_Myr
    Fist Disciple by Magocrat
    Heart Shaper by Yue Ryong
    Mage Knight by Drachasor
    Martial Bard/Monk/Ranger by Nifft
    Martial Hexblade by Freymold
    Martial Monk by Krusk
    Nightshaper by Sleepwalker13666
    Paths of the Sword by Taeldrin Laesrash
    Primal by Imsolost
    Samurai by Aggrenox
    Sekkou by aotrscommander
    Shade by Imsolost
    Shadow Warrior by Alpha_Moose
    Shinigami by Kazeofwinds
    Shinobi by heretic888
    Stalker by Magocrat
    Sublime Assassin by Zachariah
    Sublime Marksman by Crimson Concerto
    Sublime Prodigy by JohnnySpaz
    Sublime Way Variant Marshal by Tempest Stormwind
    Sublime Way Variant Ranger by RadicalTaoist
    Sublime Way Variant Swashbuckler by PairO'Dice Lost

    CAMPAIGN SETTINGS
    The Land of Nine Swords by Kravell

    CREATURES
    Bloodfury Demon and Vileflame Devil by JiCi
    Half-Axiom Template by PairO'Dice Lost
    Martial Deva by JiCi
    Martial Dragon by JiCi
    Martial Paragon by Macrovore
    Sublime Way True Dragons by Kravell

    DISCIPLINES
    Adamant Soul by Magocrat
    Black Lotus by Zachariah
    Bladed Thoughts by Yue Ryong
    Broken Wave by Neofish
    Carnal Blossom by PinkTaco *MATURE*
    Celestial Rain and Diamond Arrow by hong
    Crescent Moon, Dancing Fox, Heaven's Arc, Jade Viper, and Sanguine Lotus by Nifft
    Crystalline Unicorn and Inner Light by EvilVegan
    Eclipse Raven by Freymold
    Eternal Mount Tradition by Magocrat
    Falcon Eye, Silver Rain, Twilight Tempest by Crimson_Concerto
    Falling Star by Crystall_Myr
    Falling Star by Fax Celestis
    Falling Star by Tempest Stormwind
    Far Realm by Jack Mann and the Logic Ninja
    Feral Crescent by Wall
    Fortunate Assailant by Master Vega
    Gentle Breeze by Closet_Skeleton
    Guided Fate by Freymold
    Holy Word by Fax Celestis
    Nightstar Talon Discipline by Obsidianjaerc
    Ninefold Damnation by PairO'Dice Lost
    Ocean Soul by Fax Celestis
    Ocean Tempest by PairO'Dice Lost
    Oncoming Storm by The Demented One
    Savage Maw by DogBackward
    Sky Serpent by Zack2216
    Smoldering Brimstone by fatal_error
    Steel Aegis by TiwazTyrsfist
    The Arts of the Ninja by Nick
    The Thousand Years of Steel and the Way of the Crane by Jaerom Darkwind
    Twin Spirit by The Demented One
    Unquiet Twilight by aotrscommander
    Way of the Placid Lake by Yue Ryong

    FEATS
    Item Creation Feats by IonizedChicken
    Meta Maneuver Feats by IonizedChicken
    New Martial Feats by Nifft
    Tome of Battle-Lover Stuff by GuyrtheadamantineOne

    FLAVOR
    The Great Tome of Battle Re-Flavoring Project by Batshido
    The Sublime Way in Eberron by Magocrat

    MANEUVERS
    Arts of the Nine by The Demented One
    Collected Maneuvers by Obsidianjaerc
    New Martial Maneuvers by Razz
    The New Tome of Battle Maneuvers and Feats Thread by BrazilRascal

    OPTIMIZATION
    The Tome of Battle Build Compendium by Tleilaxu Ghola
    The Tome of Battle Build Compendium II by Tleilaxu Ghola
    Tome of Battle for Dummies by DaveTheMagicWeasel

    PRESTIGE CLASSES
    Adamantine Mind by navar100
    Bladelord by Yue Ryong
    Blademage by Devigod
    Black Flame Zealot, Desert Storm, Diamond Duelist, Diamond Psion, Martial Assassin, Martial Champion, Martial Shadowdancer, Ninja of the Crescent Moon, Stone Defender, and White Raven Commander by Nifft
    Deepwood Sniper by Aage
    Desert Salamander by navar100
    Devoted Soul by navar100
    Diamond Saint by Katash
    Dwarven Defender by Tempest Stormwind
    Ebonflame Avenger by mittenninja
    Iron Heart Champion by Optimator
    Guardian of the Frozen Grotto by Yue Ryong
    Martial Soul by PairO'Dice Lost
    Master of One by PairO'Dice Lost
    Master of the Ninefold Calligraphy by aka_tarquin
    Master of Three by aelryinth
    Moonflame Adept by Yue_Ryong
    Mountbonded by Fax Celestis
    Raven Knight by ZeroNumerous
    Rising Sun by navar100
    Saber Tooth by navar100
    Shadow Foot by navar100
    Shadow Knight by Devil Gnasher
    Soulguide Warrior by copperwood
    Soul Knight by LordArchaon
    Steel Heart by navar100
    Stone Titan by navar100
    Strongarm Warrior by GuyrtheadamantineWarrior
    Strike Leader by Tempest Stormwind
    Umbral Edgemaster by Sleepwalker13666
    Warmaster by Yue Ryong
    White Swan by navar100
    Masked Demon by Krimm_Blackleaf
    Spirit Lords by Krimm_Blackleaf
    Martial Sacred Fist by Krimm_Blackleaf
    Sword of Levakross by Krimm_Blackleaf
    Warped Angel by Krimm_Blackleaf
    Eaglewing Strider by Krimm_Blackleaf
    Angel of Death by Krimm_Blackleaf
    Al-shra'a Al-mharb by Krimm_Blackleaf
    Saurian Brute by Krimm_Blackleaf
    Ironsword Speaker by Krimm_Blackleaf
    Eldritch Blademaster by Krimm_Blackleaf
    Crusader of Death by Krimm_Blackleaf

    RACES
    Patoren by Kravell

    RULES
    City of the Gods by LoreKeeper
    Iaijutsu Duels by Jaerom Darkwind
    Dual School Maneuvers by RadicalTaoist
    Spell Maneuvers by Drachasor
    The Modern Sublime Way by Yue Ryong
    Last edited by Agent_0042; 2010-08-30 at 11:10 AM.

  2. - Top - End - #2
    Colossus in the Playground
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    Default Re: Reposting the Martial Compendium - Help me dig?

    You can find Sublime Way Marshal on the Web Archive. Most of the rest should be there too. I'll try and dig them up at some point.
    Campaign Journal: Uncovering the Lost World - A Player's Diary in Low-Magic D&D (Latest Update: 8.3.2014)
    Being Bane: A Guide to Barbarians Cracking Small Men - Ever Been Angry?! Then this is for you!
    SRD Averages - An aggregation of all the key stats of all the monster entries on SRD arranged by CR.

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    Bugbear in the Playground
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    Default Re: Reposting the Martial Compendium - Help me dig?

    Crosspost this over at BrilliantGameologists if there's anything you can't find on the Web Archive, they strike me as the type to help you out with this.

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    Default Re: Reposting the Martial Compendium - Help me dig?

    Here's my Martial Soul, Sublime Swashbuckler, and Master of One. My half-axiom was posted as part of Ninefold Damnation, so it's under the same link.

    Also, I have a bunch of the discipline and alternate class threads saved on my laptop. They're not all nicely formatted and it would take a while for me to make them presentable (there are 103+ threads, though some overlap with what's already here), but I can directly email the stuff I have if you'd like.
    Better to DM in Baator than play in Celestia
    You can just call me Dice; that's how I roll.


    Spoiler: Sig of Holding
    Show

    Quote Originally Posted by abadguy View Post
    Darn you PoDL for making me care about a bunch of NPC Commoners!
    Quote Originally Posted by Chambers View Post
    I'm pretty sure turning Waterdeep into a sheet of glass wasn't the best win condition for that fight. We lived though!
    Quote Originally Posted by MaxiDuRaritry View Post
    Quote Originally Posted by PairO'DiceLost View Post
    <Snip>
    Where are my Like, Love, and Want to Have Your Manchildren (Totally Homo) buttons for this post?
    Won a cookie for this, won everything for this

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    Orc in the Playground
     
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    Default Re: Reposting the Martial Compendium - Help me dig?

    Quote Originally Posted by Eldariel View Post
    You can find Sublime Way Marshal on the Web Archive. Most of the rest should be there too. I'll try and dig them up at some point.
    That's a handy site. Thank you! Updated the post with what I could find in the archives, which unfortunately wasn't much.

    Quote Originally Posted by Toptomcat View Post
    Crosspost this over at BrilliantGameologists if there's anything you can't find on the Web Archive, they strike me as the type to help you out with this.
    Will do, later today.

    Quote Originally Posted by PairO'Dice Lost View Post
    Also, I have a bunch of the discipline and alternate class threads saved on my laptop. They're not all nicely formatted and it would take a while for me to make them presentable (there are 103+ threads, though some overlap with what's already here), but I can directly email the stuff I have if you'd like.
    That would be great! Would you kindly?

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    Ogre in the Playground
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    Default Re: Reposting the Martial Compendium - Help me dig?

    Quote Originally Posted by PairO'Dice Lost View Post
    Also, I have a bunch of the discipline and alternate class threads saved on my laptop. They're not all nicely formatted and it would take a while for me to make them presentable (there are 103+ threads, though some overlap with what's already here), but I can directly email the stuff I have if you'd like.
    I wouldn't mind such an email either.
    My homebrew:

    Spoiler
    Show


    Completed:
    ToB disciplines:

    The Narrow Bridge
    The Broken Blade

    Prestige classess:
    Disciple of Karsus -PrC for Karsites.
    The Seekers of Lost Swords and the Preserver of Future Blades Two interelated Tome of Battle Prcs,
    Master of the Hidden Seal - Binder/Divine hybrid
    Knight of the Grave- Necromancy using Gish



    Worthwhile links:

    Age of Warriors

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    Titan in the Playground
     
    PairO'Dice Lost's Avatar

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    Default Re: Reposting the Martial Compendium - Help me dig?

    Anyone who wants the ToB stuff from me, please PM me your address; the "email this person" forum link doesn't allow attachments.
    Better to DM in Baator than play in Celestia
    You can just call me Dice; that's how I roll.


    Spoiler: Sig of Holding
    Show

    Quote Originally Posted by abadguy View Post
    Darn you PoDL for making me care about a bunch of NPC Commoners!
    Quote Originally Posted by Chambers View Post
    I'm pretty sure turning Waterdeep into a sheet of glass wasn't the best win condition for that fight. We lived though!
    Quote Originally Posted by MaxiDuRaritry View Post
    Quote Originally Posted by PairO'DiceLost View Post
    <Snip>
    Where are my Like, Love, and Want to Have Your Manchildren (Totally Homo) buttons for this post?
    Won a cookie for this, won everything for this

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    Orc in the Playground
     
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    Default Re: Reposting the Martial Compendium - Help me dig?

    Posting the new stuff pulled from what PairO'Dice sent as I format it.

    Magocrat's ADAMANT SOUL (Discipline)
    Spoiler
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    The Adamant Soul discipline concentrates on defense. Its initiates have the ability to shrug off tremendous blows and shield themselves from spells and powers with their armor and shields. The Adamant Soul's preferred weapons are the spiked armor, heavy shield, heavy spiked shield, light shield, and light spiked shield. Its key skill is Balance.

    Maneuver/Stance List
    Spoiler
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    1st Level
    • Balancing Stance: Stance—Gain bonus against special attacks based on Balance ranks.
    • Great Bash: Strike—Deal +1d6 damage with shield bash, retain shield bonus to AC.
    • Iron Skin: Boost—Gain damage reduction 5/—.
    • Steel Defense: Boost—Gain +4 AC, –4 on attack rolls.

    2nd Level
    • Adamant Resolve: Counter—Remove mind-affecting or fear effect, gain +2 morale bonus on Will saves.
    • Driving Bash: Strike—With successful attack, attempt to bull rush foe.
    • Wall of Steel: Counter—Gain cover against single attack.

    3rd Level
    • Aegis Ward: Stance—Gain shield bonus to touch AC and Reflex saves.
    • Defensive Bash: Strike—Gain double shield bonus against foe.
    • Staunch Bastion: Counter—Attack charging opponent with +1d6 damage, bull rush.

    4th Level
    • Adamant Redoubt: Counter—Force foe to reroll attack roll with –2 penalty.
    • Unfettered Stride: Stance—Increase maximum Dexterity bonus by 2, lessen armor check penalty by 3.

    5th Level
    • Dazing Bash: Strike—Shield bash dazes foe.
    • Warding Bash: Strike—Gain three times shield bonus against foe.

    6th Level
    • Steel Skin: Boost—Gain damage reduction 10/—.
    • Wall of Adamantine: Counter—Gain total cover against single attack.
    • Ward of Vigilance: Boost—You can't be caught flat-footed.

    7th Level
    • Absolute Defense: Boost—Ignore touch attacks.
    • Impetuous Ward: Stance—Block attacks with opposed attack roll.

    8th Level
    • Adamant Bulwark: Counter—Reduce damage from one source.
    • Adamantine Skin: Boost—Gain damage reduction 20/—.

    9th Level
    • Moment of Immortality: Boost—Gain immunity against attacks.


    Descriptions
    Spoiler
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    Absolute Defense
    Adamant Soul (Boost)
    Level: Crusader 7, warblade 7
    Prerequisite: Three Adamant Soul maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: 1 round

    You assume a relaxed footing and focus. You become one with your armor, and it appears as if your armor melds with your skin.

    With endless training and exercise while wearing your armor and donning your shield, you have learned how to defend yourself against attacks that would normally bypass your defenses. While lesser warriors are practically helpless against such attacks if they rely too much on their armor, you stand fast.

    When you initiate this maneuver, opponents who attack you with touch attacks while this maneuver is in effect must beat your normal AC instead of your touch AC.

    Adamant Bulwark
    Adamant Soul (Counter)
    Level: Crusader 8, warblade 8
    Prerequisite: Three Adamant Soul maneuvers
    Initiation Action: 1 immediate action
    Range: Personal
    Target: You

    When your enemy casts a spell, you instinctively cover yourself with your shield and armor. As the smoke clears from the blast, you are still standing, barely affected by the grievous explosion.

    When you are affected by a spell, power, or other similar effect that causes damage, you can initiate this maneuver to decrease the damage of that effect. Each die of damage that the effect deals is decreased by 1 point for every 5 points of armor and shield bonus you have. For example, if a 12th-level wizard casts fireball and if you have a +11 armor bonus and a +5 shield bonus, you take 36 points less damage from the fireball.

    Adamant Redoubt
    Adamant Soul (Counter)
    Level: Crusader 4, warblade 4
    Prerequisite: Two Adamant Soul maneuvers
    Initiation Action: 1 immediate action
    Range: Personal
    Target: You

    When your enemy thinks that he has struck a solid blow, you move in a split second, causing his sword to strike your armor instead.

    Your mastery of your shield and armor allow you to defend yourself against attacks that would connect when struck against any other warrior. When an enemy successfully attacks you with a melee or ranged attack, you can initiate this counter to force them to reroll their attack roll with a –2 penalty. You can choose to use this maneuver after an opponent resolves his attack but before he determines damage.

    Adamant Resolve
    Adamant Soul (Counter)
    Level: Crusader 2, warblade 2
    Initiation Action: 1 immediate action
    Range: Personal
    Target: You
    Duration: See text

    As your foe attempts to beguile you, you concentrate and break free of his influence.

    The Adamant Soul discipline teaches that a warrior who cannot defend his mind, cannot defend his body either. Because of this, some of its adherents learn how to exercise their minds against hostile influences in addition to the defensive techniques that they use against physical attacks.

    You can use this maneuver when you fail a saving throw against a mind-affecting or fear effect. That effect ends immediately. You also surge with confidence, gaining a +2 morale bonus against Will saving throws until the end of your next turn.

    Adamantine Skin
    Adamant Soul (Boost)
    Level: Crusader 8, warblade 8
    Prerequisite: Three Adamant Soul maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: 1 round

    You change your footing, entrenching yourself in your armor. Your foes struggle to overcome the impenetrable bastion that is your armor.

    When you initiate this maneuver, you gain damage reduction 20/adamantine. If you are wearing medium or heavy adamantine armor, you gain damage reduction 20/— instead. To gain this benefit, you must be wearing armor.

    Aegis Ward
    Adamant Soul (Stance)
    Level: Crusader 3, warblade 3
    Prerequisite: One Adamant Soul maneuver
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    With a sigh, you clench your shield tightly, and your muscles twitch in anticipation. When your foe casts a spell, you immediately raise your shield against the spell, causing it to strike your shield, but leaving you unharmed.

    As a warrior who defends himself as proficiently as he attacks others, you know that you have to defend yourself against your foes' magic as much as their blows. With this stance, you wield your shield as a ward against magic.

    While you are in this stance, you may add your shield bonus as a circumstance bonus to your touch AC and your Reflex saving throws.

    Balancing Stance
    Adamant Soul (Stance)
    Level: Crusader 1, warblade 1
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    You put your feet firmly on the ground, poised to resist anyone who tries to knock you down.

    One of the first lessons that an Adamant Soul initiate learns, is the importance of assuming a strong defensive stance. With the right footing, a warrior can resist any attack. This stance is an extension of that teaching, letting you stand fast against your opponents.

    While you are in this stance, you gain a competence bonus on opposed checks and rolls against effects that attempt to knock you prone or move you (such as bull rush, overrun, and trip attempts) equal to your ranks in Balance divided by 4, and rounding down (minimum +1).

    Dazing Bash
    Adamant Soul (Strike)
    Level: Crusader 5, warblade 5
    Prerequisite: Two Adamant Soul maneuvers
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature
    Duration: 1 round
    Saving Throw: Fortitude negates

    In a blur of steel, you strike your shield against your opponent's head, causing him to lose his senses for a few crucial seconds.

    You make a single melee attack with your shield as part of this strike. If this attack hits, the target takes melee damage normally and must make a Fortitude save (DC 15 + your Strength modifier) or be dazed for 1 round. You retain your shield bonus to AC after performing a shield bash in conjunction with this maneuver.

    Defensive Bash
    Adamant Soul (Strike)
    Level: Crusader 3, warblade 3
    Prerequisite: One Adamant Soul maneuver
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature
    Duration: 1 round

    You pummel your foe with your shield. As the clang of steel still rings in his head, he loses his footing, making it even harder for him to successfully strike you.

    Warriors often mouth the idiom that the best defense is a good offense, and you see truth in that saying. By striking your foe with your shield, you cause him to lose his footing and place your shield to defend yourself better against his attacks.

    You make a single melee attack with your shield as part of this strike. If this attack hits, you gain double your shield bonus to AC against the target. You retain your shield bonus to AC after performing a shield bash in conjunction with this maneuver.

    Driving Bash
    Adamant Soul (Strike)
    Level: Crusader 2, warblade 2
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature

    With a mighty shout, you knock your foe away with your shield, leaving him baffled and unable to reach you for a counterattack.

    Your training with the shield makes you understand that the shield can be a potent weapon. By putting your weight entirely behind your shield, you can drive your foe back, depriving him of the opportunity to strike you.

    This maneuver allows you to combine a bull rush attempt with a normal melee attack. You make a single melee attack with your shield as part of this strike. If this attack hits and deals damage, you can also attempt to bull rush your opponent (PH 154). This bull rush attempt does not provoke attacks of opportunity, nor do you lose your shield bonus to AC.

    Great Bash
    Adamant Soul (Strike)
    Level: Crusader 1, warblade 1
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature

    You put your weight behind your shield, and strike your foe with a mighty blow. Even as he recovers from the blow, you have already regained your footing, ready to defend yourself.

    The great bash maneuver is one of the most basic maneuvers of the Adamant Soul discipline. It allows a warrior to attack a foe with his shield without exposing himself to attacks; something that a lesser warrior would risk if he would perform such a maneuver.

    As part of this maneuver, you must perform a shield bash. If the attack hits, you deal an extra 1d6 points of damage. You retain your shield bonus to AC after performing a shield bash in conjunction with this maneuver.

    Impetuous Ward
    Adamant Soul (Stance)
    Level: Crusader 7, warblade 7
    Prerequisite: Three Adamant Soul maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    As the calm before a storm, you stand ready, clenching your shield. When an opponent lashes out at you, you clash your shield against his weapon.

    As a student of the Adamant Soul discipline, you learn that the shield is more than a passive defense, like the armor that you wear, but a means of aggressive defense. With your shield, you can knock aside your foe's weapon, ruining his attack.

    While you are in this stance, you can oppose an opponent's attack by making an attack roll with any shield you are holding. You use your highest base attack bonus, and you add your shield bonus to the attack roll. Use the higher of your AC or your attack roll as your effective AC against the incoming attack. You can't use this stance if you are denied your Dexterity bonus to AC against your attacker. You must decide to use this stance before you learn the result of your opponent's attack. Opposing an opponent's attack consumes one of your attacks of opportunity in the current round. You cannot use this stance if you have no attacks of opportunity remaining (but the stance doesn't end). You must carry a shield to use this stance.

    Iron Skin
    Adamant Soul (Boost)
    Level: Crusader 1, warblade 1
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: 1 round

    With a short breath, you nestle yourself into your armor. You take the brunt of the strikes that hit you with your armor.

    Your arduous exercise with your armor allows you to not only prevent foes from hitting you, but decreasing the impact of the attacks that connect. When you initiate this maneuver, you gain damage reduction 5/adamantine. If you are wearing medium or heavy adamantine armor, you gain damage reduction 5/— instead. To gain this benefit, you must be wearing armor.

    Moment of Immortality
    Adamant Soul (Boost)
    Level: Crusader 9, warblade 9
    Prerequisite: Five Adamant Soul maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: 1 round

    Your supreme vigilance and perfect defensive stance allow you to block your foes' swords with your shield. The few strikes that sneak past your shield, clatter harmlessly off of your armor.

    Adamant Soul masters can attain invulnerability for a few, short-lived moments. When you initiate this maneuver, you become immune to attacks that require an attack roll. You effectively have an unbeatable Armor Class.

    Staunch Bastion
    Adamant Soul (Counter)
    Level: Crusader 3, warblade 3
    Prerequisite: One Adamant Soul maneuver
    Initiation Action: 1 immediate action
    Range: Melee attack
    Target: One creature

    When your foe charges at you, you respond by readying your shield. As your foe collides with your shield, you push him back, preventing him from following up.

    You can initiate this maneuver when an opponent charges you. As part of this maneuver, you must make a melee attack with your shield against the target. If this attack succeeds and deals damage, the target does not get to attack you. You deal an additional +1d6 points of damage with this attack. In addition, you may make a bull rush against the target. You may add your shield bonus to the opposed Strength check, but you take a –2 penalty because of your opponent's momentum.

    Steel Defense
    Adamant Soul (Boost)
    Level: Crusader 1, warblade 1
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: 1 round

    You clench your shield tightly and shift your body to fit your armor better. When a foe strikes you, you evade and block at the same time.

    The steel defense maneuver is the most basic, but important, maneuver of the Adamant Soul discipline. It allows a warrior to concentrate on his defense at the cost of his defense.

    When you initiate this maneuver, you gain a +4 dodge bonus to AC. However, you also take a –4 penalty to attack rolls, as your focus on defense prevents you from accurately striking your foes.

    Steel Skin
    Adamant Soul (Boost)
    Level: Crusader 6, warblade 6
    Prerequisite: Two Adamant Soul maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: 1 round

    Your armor feels like a second skin to you. Foes who strike you are baffled as the steel of your armor takes much of the force of their blows.

    When you initiate this maneuver, you gain damage reduction 10/adamantine. If you are wearing medium or heavy adamantine armor, you gain damage reduction 10/— instead. To gain this benefit, you must be wearing armor.

    Unfettered Stride
    Adamant Soul (Stance)
    Level: Crusader 4, warblade 4
    Prerequisite: Two Adamant Soul maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    You fall back into a relaxed posture. With the perfect footing and stance, you evenly distribute the weight of your armor along your body.

    Your training in the Adamant Soul discipline allows you to overcome the burden that your armor imposes on you. You can assume a stance that almost makes your armor feel lighter upon your body. While you are in this stance, you lessen the encumbrance of your armor. The maximum Dexterity bonus of your armor is increased by 2, and armor check penalties are lessened by 3 (to a minimum of 0).

    Wall of Adamantine
    Adamant Soul (Counter)
    Level: Crusader 6, warblade 6
    Prerequisite: Two Adamant Soul maneuvers
    Initiation Action: 1 immediate action
    Range: Personal
    Target: You
    Duration: Instantaneous

    In the blink of an eye, you respond to your opponent's attack by holding your shield just in front of his weapon, leaving him no way to circumvent your perfectly timed defense.

    You gain total cover against a single attack. You can initiate this maneuver after an opponent makes his attack roll, but you must do so before you know whether the attack was a success or a failure. You must carry a shield to use this maneuver.

    Wall of Steel
    Adamant Soul (Counter)
    Level: Crusader 2, warblade 2
    Initiation Action: 1 immediate action
    Range: Personal
    Target: You
    Duration: Instantaneous

    You nimbly place your shield between you and your foe's sword, denying him the opportunity to strike well.

    You gain cover against a single attack. You can initiate this maneuver after an opponent makes his attack roll, but you must do so before you know whether the attack was a success or a failure. You must carry a shield to use this maneuver.

    Ward of Vigilance
    Adamant Soul (Boost)
    Level: Crusader 6, warblade 6
    Prerequisite: Three Adamant Soul maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: 1 round

    With a brief sigh, you concentrate yourself, entering a trance-like state. As your foes around you think that they have caught you unaware and strike, you immediately respond to their attacks.

    The Adamant Soul discipline teaches a warrior to defend himself with his awareness just as well as with his armor and shield. Even an impenetrable defense is useless against an unforeseen attack. This maneuver allows a warrior to heighten his awareness, letting him react to any attack effectively, anticipated or not.

    When you initiate this maneuver, opponents who catch you flat-footed while this maneuver is in effect must beat your normal AC instead of your flat-footed AC.

    Warding Bash
    Adamant Soul (Strike)
    Level: Crusader 5, warblade 5
    Prerequisite: Two Adamant Soul maneuvers
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature
    Duration: 1 round

    You knock your foe out of his stance with a devastating bash of your shield. Even after the shield connects, you keep your shield close to him, denying him an opportunity to attack you.

    You make a single melee attack with your shield as part of this strike. If this attack hits, you gain three times your shield bonus to AC against the target. You retain your shield bonus to AC after performing a shield bash in conjunction with this maneuver.

    Feats
    Spoiler
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    Adamant Stance
    In your training with the Adamant Soul discipline, you have learned to foresee your opponents' attacks, dodging or blocking them even as they are setting up their attack.
    Prerequisite: One Adamant Soul stance.
    Benefit: While you are in an Adamant Soul stance and wearing medium or heavy armor, you gain a +1 insight bonus to AC.

    Undying Patience [Tactical]
    As an initiate of the Adamant Soul discipline, you know that a warrior cannot attack if he cannot defend himself. To emphasize this teaching, you have developed a fighting style that favors patience and attrition over rapid, flashy attacks. While your opponent wears himself out, you stand fast, ready to strike when he inevitably falters.
    Prerequisite: Adamant Stance, base attack bonus +6, two Adamant Soul maneuvers.
    Benefit: The Undying Patience feat enables the use of three tactical options.
    Determined Resistance: To use this option, you must take the full attack action and forfeit one or more attacks. For each attack you forfeit, you gain a +1 bonus to your saving throws.
    Impervious Perseverance: To use this option, you must take the full attack action and forfeit one or more attacks. For each attack you forfeit, you gain 2 points of damage reduction/—.
    Steadfast Defense: To use this option, you must take the full attack action and forfeit one or more attacks. For each attack you forfeit, you gain a +2 bonus to AC.

    Neofish's BROKEN WAVE (Discipline)
    Spoiler
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    "Let me tell you of Krey the Wave Breaker! Greatest is he among all Martial adepts! For it is he who forged the path that smashed the Stone lords upon high and drown out the rays of the Sun disciples! Praise Be to Krey and his teachings of the mighty waves!
    - Rolkar the Sea Wolf before the navel battle of the Thunder seas.

    Founded by a weathered and dour warblade by the name Krey, who later became known as Krey the Wave Breaker, Broken Wave is a young discipline that emphasizes heavy handed strikes and charges aimed at repositioning enemies and driving foes back, as well as swift moments used for retreating and advancing deep into enemy formations. Many a Broken Wave adept routinely see active duty in various kingdoms as shock troops and marines, as the school is ideal for breaking formations and battles lines, as well as knocking and dragging foes off ships, casting their fate to the mercy of the seas.

    One must be unceasing and persistent in his attacks. A true warrior remains determined in every strike. He can always break and overcome his enemy, no matter how tenacious or great, if he stays at it long enough. A practitioner of this discipline seeks to become like the roaring seas, able to maneuver around and manipulate his opponents, overcoming every obstacle in his way. Unrelenting force and determination make up most of the Broken wave's teachings. Maximizing ones momentum and balance are crucial to this school, so Balance is the key skill for this discipline. The club, glaive, greatclub (often fashioned in the like of a massive, blunt, wooden sword), morning star, sickle and unarmed strike are the associated weapons for Broken Wave.

    The Broken Wave Discipline is only available to Warblades.

    Maneuver/Stance List
    Spoiler
    Show
    1st Level
    • Against the Tide: Counter - Replace opposed str or dex ability check with a balance check instead
    • Roaring Wave: Strike - Make balance check, deal +1d6 extra damage, move opponent 5ft.
    • Shifting Seas: Boost - After successful melee attack, take a 5ft. step
    • Wave Cutter: Stance - Suffer no penalties for using a slashing or bludgeoning weapon while underwater.

    2nd Level
    • Aqua Lung: Stance - Gain a bonus to all Con checks made to prevent drowning equal to your initiator level.
    • Rabid Tidal Rush: Strike - Charging bull rush grants bonuses to opposed strength checks and a penalty to armor class based upon distanced moved. knocks opponent back and prone.
    • Sweeping Undercurrent: Strike - attack deals extra +1d6 damage, knocks foe prone.

    3rd Level
    • Battering Waves: Strike - Charging bull rush deals extra damage based upon distance traveled, may daze foe.
    • Devouring Wave: Strike - May initiate a grapple after successful melee attack.
    • Stem the Tide: Counter - Make opposed attack roll against attacking opponent, if successful, prevents attack and knocks foe prone.
    • Tsunami Stride: Stance - Ignore difficult terrain, gain bonuses on strength and dexterity checks based upon distance moved.

    4th Level
    • Kraken's Embrace: Strike - Successful grapple check against pinned opponent renders them unconscious for 1 round.
    • Rolling Seas: Boost - After successful melee attack, may make a 10ft. step.
    • Unrelenting Fury of the Seas: Boost - May make an additional attack against an opponent you moved this round. Deals extra damage based on how far opponent was moved this turn

    5th Level
    • Cast Away: Strike - Make a melee attack against every adjacent opponent, knock them back 5 feet.
    • Furious Roaring Wave: Strike - 6d6 damage, knock foe back 10 feet and prone.
    • Turn the Tide: Counter - Make opposed attack against opponent, if successful, deal weapon damage and knock foe prone.

    6th Level
    • Crushing Depths: Strike - successful check against pinned opponent paralyzes him for 1d4 rounds.
    • Inescapable Riptide: Boost - Gain bonus on grapple check, deal bludgeoning damage.
    • Weight of the Fathoms: Strike - knock foe prone and dazed.

    7th Level
    • Crushing Waves: Strike - charging bull rush deals damage, knocks foe back, dazes foe
    • High Tide: Stance - May overrun opponents during regular movement, but each opponent filled square counts as 2 squares of movement.
    • Whirlpool Thrust: Strike - strike every adjacent opponent, knock them back 10 feet and prone

    8th Level
    • Rising Tide: Stance - Opponents provoke attack of opportunity if they don't move away from you on their turn, this attack of opportunity may only be spent on trip attempts.
    • White Squall: Strike - Balance check Deals damage, knocks foe back very far and prone, stuns.

    9th Level
    • Maelstrom: Strike - Move twice your movement, gain bonuses to attack and damage based upon distanced moved, bull rush anyone you come into contact with, may move them any direction, knock them prone.

    Descriptions
    Spoiler
    Show
    Against the Tide
    Broken Wave (Counter)
    Level: Warblade 1
    Initiation action: 1 immediate action
    Range: Personal
    Target: You

    You lean into your oncoming opponent, bracing yourself for the impact.

    One of the first lessons taught to young Wave adepts is to stand against the tide. By learning how to throw your weight against the oncoming waves, one learns how to better retain their balance and better brace themselves against momentous assaults.
    Whenever you are required to make an opposed Strength or Dexterity check, you may initiate this maneuver. You may make a Balance check instead of a Strength or Dexterity check. Unlike a normal balance checks, you may choose to apply your Strength modifier rather your Dexterity modifier to this check. In addition, all the normal modifiers for the ability check still apply (such as size and stability, in addition to any modifiers to your Strength checks you would receive from any Broken Wave maneuvers).

    Aqua Lung
    Broken Wave (Stance)
    Level: Warblade 2
    Prerequisite: One Broken Wave Maneuver
    Initiation action: 1swift action
    Range: Personal
    Target: You
    Duration: Stance

    With a deep, reserving calm you slow your lungs and heartbeat, wasting little of the air in your lungs.

    You learn to slow your breathing and calm your heartbeat, allowing you to survive on a minimal amount of air while underwater. Legends say that the most accomplished Wave adepts can remain underwater for hours at a time.
    While in this stance, you gain a number of benefits based upon your initiator level.

    {table=head]
    Level
    |
    Benefit
    1-5
    |You may hold your breath for a number of rounds equal to 3 times your Constitution score before any risk of drowning
    6-10
    |You may hold your breath for a number of rounds equal to 4 times your Constitution score before any risk of drowning
    11-15
    |You may hold your breath for a number of rounds equal to 5 times your Constitution score before any risk of drowning
    16+
    |You may hold your breath for a number of rounds equal to 6 times your Constitution score before any risk of drowning

    If you are removed from this stance unwilling, you revert back to your normal limitations as to how long you can hold your breath. If you have exceeded this limit and are removed from this stance, you gain a +4 bonus on your next constitution check to resist the effects of drowning.

    Battering Waves
    Broken Wave (Strike)
    Level: Warblade 3
    Prerequisite: One Broken Wave Maneuver
    Initiation Action: 1 full-round action
    Range: Melee attack
    Target: One creature
    Saving Throw: Fortitude

    You crash into your opponent like the waves of a furious storm, you thrash your opponent about, repeatedly smashing into him and pushing him around the battlefield.

    As part of this maneuver, you make a bull rush attack as part of a charge. Neither the movement, nor the bull rush attack provokes an attack of opportunity. For every 10 feet you move before the bull rush attack, you gain a cumulative +2 bonus to your opposed strength check. If your check result exceeds your opponent's result, you push him back as normal. Assuming your check result is high enough, you can push your opponent back more than 5 feet (as per a normal bull rush), except that for every 5 feet you push your opponent back, you may also push him 5 feet to the left or the right. After the results of the bull rush are resolved, you deal bludgeoning damage equal to 1d6 + an additional 1d6 for every 5 feet you pushed your opponent back + your strength modifier, your opponent must also make a Fortitude save (DC 13+ your strength modifier + 1 for every 5 feet you pushed your opponent back) or be dazed for one round.

    Devouring Wave
    Broken Wave (Strike)
    Level: Warblade 3
    Prerequisite: One Broken Wave Maneuver
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature

    Your powerful strike knocks your opponent off guard, allowing you to grab hold of him and force him to the ground.

    As part of this maneuver, make a melee attack, you deal an additional 4d6 points of bludgeoning damage. If the attack is successful, you may make a free grapple attempt. You must have at least one hand free in order to make this grapple check, and may choose (as a free action) to drop your weapon or loose a readied shield. No touch attack is necessary, nor does it provoke an attack of opportunity. You gain a +4 on this grapple attempt.

    Furious Roaring Wave
    Broken Wave (Strike)
    Level: Warblade 5
    Prerequisite: Two Broken Wave Maneuvers
    Initiation Action: 1 standard Action
    Range: Melee attack
    Target: One creature

    With a fearsome roar you throw all your weight behind a crushing blow, knocking your opponent tumbling to the ground.

    As part of this maneuver, you make a balance check to throw all of your weight behind melee attack. The Balance check's DC is equal to your opponent's AC. If the check succeeds, your melee attack deals an extra 6d6 points of damage and you push your opponent either 10ft. back, to the left, or to the right, you cannot push your opponent into occupied squares and this movement does not provoke attacks of opportunity. At the end of this movement, your opponent falls prone. If the check fails, you may still attack your opponent, but you do not deal extra damage and you don't not push your opponent, but this maneuver is still considered expended.

    Kraken's Embrace
    Broken Wave (Strike)
    Level: Warblade 4
    Prerequisite: Two Broken Wave Maneuvers
    Initiation Action: 1 Standard action
    Range: Grapple
    Target: One Creature

    Like the fearsome Krakens of the depths, you latch onto your opponent and squeeze the life out of him

    You viciously wrap your arms and legs around your opponents neck and squeeze.If you are currently in a grapple against an opponent you have pinned, you may initiate this action. Make a grapple check, you gain a +4 bonus to this check. If successful, you deal bludgeoning damage equal to 4d6+ your strength modifier and your opponent must make a Fortitude save (DC 14+ your Strength modifier) or become stunned for 1 round. A successful save merely dazes your foe instead of stunning him.

    Rabid Tidal Rush
    Broken Wave (Strike)
    Level: Warblade 2
    Prerequisite: One Broken Wave Maneuver
    Initiation action: 1 Full-round action
    Range: Melee attack
    Target: One creature

    With a wild rush, you crash into your opponent, forcing him off balance and driving him back.

    As part of this maneuver, you make a bull rush attack as part of a charge. Neither the movement, nor the bull rush attack provokes an attack of opportunity. For every 10 feet you move before the bull rush attack, you gain a cumulative +2 bonus to your opposed strength check and a -1 penalty to your AC, these modifiers last until until the beginning of your next turn. If your check exceeds your opponent's result, you push him back 5 feet as normal. Assuming your strength check is high enough, you can push your opponent back more than 5feet (as normal for a bull rush). After the bull rush attack has been resolved, make a melee attack against the same opponent that you selected for this bull rush attempt. You gain a cumulative +1 bonus to your attack and damage roll for every 5 feet you pushed your opponent back using this maneuver.

    Roaring Wave
    Broken Wave (Strike)
    Level: Warblade 1
    Prerequisite:
    Initiation action: 1standard action
    Range: Melee attack
    Target: One creature

    With a deep roar and a mighty swing your weapon slams into your opponent, driving him back.

    You have learned to throw all your weight behind you attacks, and keeping with the momentum of the initial swing, you follow through, forcing your opponent to move. As part of this maneuver, you make a balance check to throw all of your weight behind melee attack. The Balance check's DC is equal to your opponent's AC. If the check succeeds, your melee attack deals an extra 1d6 points of damage and you push your opponent either 5ft. back, to the left, or to the right, you cannot push your opponent into occupied squares and this movement does not provoke attacks of opportunity. If the check fails, you may still attack your opponent, but you do not deal extra damage and you don't not push your opponent, but this maneuver is still considered expended.

    Rolling Seas
    Broken Wave (Boost)
    Level: Warblade 4
    Prerequisites: Two Broken Wave Maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You

    You slip in and about your opponents with ease, like water through a crack in a castle's foundation.

    After you make a successful melee attack, you may initiate this maneuver. You may move up to 10 feet. Like a 5ft. step, this movement does not provoke an attack of opportunity.


    Shifting Seas
    Broken Wave (Boost)
    Level: Warblade 1
    Prerequisite: One Broken Wave Maneuver
    Initiation action: 1swift action
    Range: Personal
    Target: You

    In the vital seconds after you break your opponent's guard, you quickly shift your position.

    Like the ever moving waters of the sea, you are always on the move, constantly moving in and out and all around your opponents. After you make a successful melee attack, you may initiate this maneuver. You may take a 5ft. step. Like all 5ft. steps, this does not provoke an attack of opportunity.

    Stem the Tide
    Broken Wave (Counter)
    Level: Warblade 3
    Prerequisites: One Broken Wave Maneuver
    Initiation Action: 1 immediate action
    Range: Melee attack
    Target: One Creature

    With crucial timing, you lunge at an attacking adversary, knocking him off balance and foiling his attack

    A natural extension upon the against the tide teachings. You wait until the very instant your opponent attacks before slamming into him, ducking under his blow and throwing him off balance. Whenever an opponent makes a melee attack against you, you may initiate this maneuver before the results of the attack roll are known. You and your opponent make an opposed Strength check. if your strength check result is higher than your opponent's, the attack is negated and your opponent is pushed back 5 feet, in addition, he is considered flat-footed until the beginning of his next turn. This movement does not provoke an attack of opportunity.

    Sweeping Undercurrent
    Broken Wave (Strike)
    Level: Warblade 2
    Prerequisite:
    Initiation action: 1 standard action
    Range: melee attack
    Target: One creature

    With a hard and fast swing you knock the legs out form under your opponent.

    As part of this Maneuver, you make a melee attack, it deals an extra 1d6 points of damage. If the attack is successful, you and your opponent make an opposed strength check, treat this as a trip attempt, except your opponent may not attempt to trip if you fail your opposing roll.

    Tsunami Stride
    Broken Wave (Stance)
    Level: Warblade 3
    Prerequisite: Two Broken Wave Maneuvers
    Initiation Action: 1 swfit action
    Range: Personal
    Target: You
    Duration: Stance

    You effortlessly plow over any obstacle and cross any ground, like a raging tsunami devouring the shore.

    Wave adepts constantly train waist deep in water, sprinting over loose sand, jagged rocks and wicked coral in an attempt to build muscle, maintain their balance in any situation and to maintain momentum despite what lies underneath their feet. While in this Stance, you ignore penalties to speed, movement or skill checks associated with movement incurred by moving through difficult terrain. In addition, while in this stance, you gain a cumulative +1 bonus to all opposed strength or dexterity checks for every 5 feet you move during the round, these bonuses last until the beginning of your next turn.

    Turn the Tide
    Broken Wave (Counter)
    Level: Warblade 5
    Prerequisite: Two Broken Wave Maneuvers
    Range: Melee attack
    Target: One Creature

    With a well timed strike, you deflect your opponent's attack and cleave into him.

    Whenever an opponent makes a melee attack against you, you may initiate this maneuver before the results of the attack roll are known. You must also be armed with a melee weapon in order to initiate this maneuver. Make an opposed attack roll, if your attack roll result is higher than your opponent's, the attack is negated and you deal damage to your opponent equal to the weapon damage used for the opposed attack roll, plus an additional 2d6 points of damage. Your opponent must then make a Fortitude save (DC 15+ your strength modifier) or be dazed for 1 round. He must then also make a Reflex save (DC 5 + damage dealt) or fall prone.

    Unrelenting Fury of the Seas
    Broken Wave (Boost)
    Level: Warblade 4
    Prerequisite: Two Broken Wave Maneuvers
    Initiation Action: 1 swift action
    Range: Melee attack
    Target: One creature

    You are relentless in your assault, striking and driving your opponent in a constant fashion.

    You may initiate this maneuver only against an opponent you have pushed at least 5 feet this turn. Make a melee attack, it deals an additional 4d6 damage.

    Wave Cutter
    Broken Wave (Stance)
    Level: Warblade 1
    Initiation action: 1swift action
    Range: Personal
    Target: You
    Duration: Stance

    Your powerful strokes are unhindered by the surrounding water

    One of the basic training methods used by water adepts is wave cutting. In which they spend hours slashing and hacking against the waves and currents in and out of the water, not only does this build strength, but it also gives the adept a familiarity with his surroundings.
    While in this stance, you don't suffer penalties to attack and damage rolls when using a bludgeoning or slashing weapon while underwater, attacking into water, or attacking out of water.
    Last edited by Agent_0042; 2010-08-30 at 10:56 AM.

  9. - Top - End - #9
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    Default Re: Reposting the Martial Compendium - Help me dig?

    EvilVegan's BATTLE CHAPLAIN (Class)
    Spoiler
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    "You're good, but you'll need backup."

    -Ishlaen, battle chaplain

    A battle chaplain is more than a healer. She is a devoted believer in the need for battle and conflict to prove your worth, but is aware enough to realize that without support even the greatest warrior can fall. They learn the basics of self-defense and offense in order to stay close to their charges without fear of dying.

    Alignment
    Any

    Hit Die
    d8

    Class Skills
    The battle chaplain's class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Heal (Wis), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (nobility and royalty) (Int), Martial Lore (int), Perform (weapon drill) (Cha), Perform (oratory) (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
    (4 + Int) X 4
    4 + Int

    {table=head]
    Level
    |
    BAB
    |
    Fort Save
    |
    Ref Save
    |
    Will Save
    |
    Special
    |
    Maneuvers Known
    |
    Maneuvers Readied
    |
    Stances
    1
    |
    +0
    |
    +1
    |
    +1
    |
    +1
    |
    Insightful Defense
    |
    4
    |
    4
    |
    1
    2
    |
    +1
    |
    +1
    |
    +1
    |
    +1
    |
    Insightful Aid
    |
    5
    |
    4
    |
    2
    3
    |
    +2
    |
    +2
    |
    +2
    |
    +2
    |
    -
    |
    6
    |
    4
    |
    2
    4
    |
    +3
    |
    +2
    |
    +2
    |
    +2
    |
    Deft Healer
    |
    6
    |
    5
    |
    2
    5
    |
    +3
    |
    +2
    |
    +2
    |
    +2
    |
    -
    |
    7
    |
    5
    |
    2
    6
    |
    +4
    |
    +3
    |
    +3
    |
    +3
    |
    Greater Aid (1/5th)
    |
    7
    |
    5
    |
    3
    7
    |
    +5
    |
    +3
    |
    +3
    |
    +3
    |
    -
    |
    8
    |
    6
    |
    3
    8
    |
    +6/+1
    |
    +4
    |
    +4
    |
    +4
    |
    Bonus Feat
    |
    8
    |
    6
    |
    3
    9
    |
    +6/+1
    |
    +4
    |
    +4
    |
    +4
    |
    -
    |
    9
    |
    6
    |
    3
    10
    |
    +7/+2
    |
    +5
    |
    +5
    |
    +5
    |
    Mettle
    |
    9
    |
    7
    |
    3
    11
    |
    +8/+3
    |
    +5
    |
    +5
    |
    +5
    |
    -
    |
    10
    |
    7
    |
    4
    12
    |
    +9/+4
    |
    +6
    |
    +6
    |
    +6
    |
    Greater Aid (1/4th)
    |
    10
    |
    7
    |
    4
    13
    |
    +9/+4
    |
    +6
    |
    +6
    |
    +6
    |
    -
    |
    11
    |
    8
    |
    4
    14
    |
    +10/+5
    |
    +6
    |
    +6
    |
    +6
    |
    Evasion
    |
    11
    |
    8
    |
    4
    15
    |
    +11/+6/+1
    |
    +7
    |
    +7
    |
    +7
    |
    -
    |
    12
    |
    8
    |
    4
    16
    |
    +12/+7/+2
    |
    +7
    |
    +7
    |
    +7
    |
    Bonus Feat
    |
    12
    |
    9
    |
    4
    17
    |
    +12/+7/+2
    |
    +7
    |
    +7
    |
    +7
    |
    -
    |
    13
    |
    9
    |
    5
    18
    |
    +13/+8/+3
    |
    +8
    |
    +8
    |
    +8
    |
    Greater Aid (1/3rd)
    |
    13
    |
    9
    |
    5
    19
    |
    +14/+9/+4
    |
    +8
    |
    +8
    |
    +8
    |
    -
    |
    14
    |
    10
    |
    5
    20
    |
    +15/+10/+5
    |
    +9
    |
    +9
    |
    +9
    |
    Urgent Reaction
    |
    14
    |
    10
    |
    5
    [/table]

    Class abilities
    The following are the class abilities of a battle chaplain.

    Weapons and Armor
    Battle chaplains are proficient in all simple weapons, flails, heavy flails, glaives, guisarmes, ranseurs, and whips. The are proficient with light and medium armor, and shields (except tower shields).

    Maneuvers Known
    You begin your career with knowledge of six maneuvers. The disciplines you have available to you are Crystalline Unicorn, Setting Sun, and Inner Light.
    Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by battle chaplains is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.
    You learn additional an maneuver at 2nd level and at each odd level. You must meet a maneuver's prerequisites to learn it.
    Upon reaching 4th level, and at every even numbered battle chaplain level after that (6th, 8th, 10th, and so on), you may choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You may choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a new maneuver of the same level.

    Maneuvers Readied
    You must ready all of your known six maneuvers known at 1st level, and as you advance in level and learn more maneuvers, you may ready more, but you must still choose which maneuvers to ready. You ready your maneuvers by meditating and exercising for 5 minutes. The maneuvers you choose remain readied until you decide to meditate again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in meditation, you can change your readied maneuvers.
    You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below)
    A battle chaplain is driven by the needs of others. Whenever you or an ally is successfully struck or targeted with a spell by an opponent you may recover one expended maneuver as free action. You must be able to see both your ally and the opponent that struck him.

    Stances Known
    You begin play with knowledge of one 1st-level stance from any discipline open to you. At 2nd, 6th, 11th, and 17th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you currently use as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.
    Unlike maneuvers, you cannot learn a new stance at higher levels in place of one you already know.

    Insightful Defense
    You add your wisdom modifier (if positive) as a dodge bonus to AC while fighting defensively or taking the full defense action.

    Insightful Aid
    Beginning at 2nd level you add you wisdom modifier to rolls to aid another.

    Deft Healer
    Beginning at 4th level you may attempt to heal your charges using more difficult techniques. If you increase the DC of long-term care a heal check by +5 and successfully make your check your charges heal 50% more hit points and ability damage: 3 hit points per level and 3 ability score points for a full 8 hours of rest in a day, 6 hit points and 6 ability score points for each full day of rest. Each +5 increase beyond this heals yet another 50 % increase (4/8 for DC 25, 5/10 for DC 30, 6/12 for DC 35, etc).
    You choose how much to raise the DC of the heal check, and a failed check yields no benefit.

    Greater Aid
    At 6th level you are able to provide more aid to others. Depending on how well you assist them they accomplish their tasks more easily. When you successfully aid another he adds 1/5th of the check result (rounded down) to his check instead of the standard +2. For instance if you rolled a 27 on your aid another check he would gain a +5 bonus.
    At 12th level they may add 1/4th of your roll result instead of 1/5th.
    At 18th level they may add 1/3rd of your roll result instead of 1/4th.

    Bonus Feat
    At 8th level and again at 16th level a Battle Chaplain gains a bonus feat chosen from the following: Amplified Light, Unicorn's vigor, Improved Initiative, Combat Reflexes, Combat Expertise, Improved Trip, Improved Disarm, Skill Focus. They must meet all prerequisites to choose the feat.

    Mettle
    At 10th level

    Evasion
    At 14th level

    Urgent reaction
    At 20th level a battle chaplain may take one additional immediate action per encounter.

    EvilVegan's CRYSTALLINE UNICORN (Discipline)
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    The Crystalline Unicorn discipline focuses on restoring vitality and health, as well as avoiding harm altogether.
    The key skill for Crystalline Unicorn is Heal. Its associated weapons include dire flail, flail, heavy flail, nunchaku, sai, and sickle.

    Maneuver/Stance List
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    1st Level
    • Ablative Shield: Boost - Grant adjacent ally DR 5/adamantine for one round with a successful Heal check.
    • Bolstering Presence: Stance - Allies gain bonus hit points equal to your twice your initiator level. These hit points last until the end of the current encounter.
    • Soothing Touch: Strike - You heal target 1d6 + initiator level up to a minute after he takes damage.
    • Staunch: Counter - You immediately close a wound dealt to you or an ally, reducing damage taken from one source by 50%.
    • Unassuming Awareness: Stance - You position yourself in a way that leads others to ignore you and allows you to perceive conditions affecting allies with a successful heal check.

    2nd Level
    • Improved Soothing Touch: Strike - You heal target 2d6 + initiator level up to a minute after subject takes damage.
    • Martyr Block: Counter - You take damage dealt to an adjacent ally if this damage would cause the target to fall below 0 hp.
    • Poison Chakra Block: Strike - You block the flow of poison through the blood stream, delaying its effects for one hour.

    3rd Level
    • Crystalline Unicorn Purge: Strike - You remove one negative condition from target and their movement is reduced by half for 1 round.
    • Greater Soothing Touch: Strike - You heal target 3d6 + initiator level up to a minute after he takes damage.
    • Healing Aura: Stance - You radiate healing energy that heals 1% of maximum hit point total per round up to half maximum hit points.

    4th Level
    • Greater Martyr Block: Counter - You may take the damage dealt to an adjacent ally if he is below half his maximum hit points.
    • Protect Life: Counter - You may block a targeted death or negative energy effect, target gains immunity to death effects and any negative energy for 1 round.
    • Supreme Soothing Touch: Strike - You heal target 4d6 + initiator level up to a minute after he takes damage.

    5th Level
    • Fear Not the Reaper: Stance - Allies within 30' gain the benefit of the die hard feat and gain fast healing 2 when at less than 10% health. While at negative hit points they gain a +4 morale bonus to attacks and immunity to fear.
    • Greater Ablative Shield: Boost - Grant adjacent ally DR 10/adamantine for one round with a successful Heal check.
    • Soothing Wave: Strike - You release a wave of soothing relief that heals all allies within an area 1d6 + your initiator level up to a minute after they take damage.

    6th Level
    • Alicorn Flourish: Boost - Teleport ally 50' away from enemies as a swift action.
    • Improved Soothing Wave: Strike - you release a wave of soothing relief that heals all allies within an area 2d6 + your initiator level up to a minute after they take damage.
    • Unicorn's Tear: Strike - Heal target 5 points of damage per initiator level.

    7th Level
    • Greater Soothing Wave: Strike - you release a wave of soothing relief that heals all allies within an area 3d6 + your initiator level level up to a minute after they take damage.
    • Unicorn's Blessing: Counter - You teleport next to target and touch them, healing them for 5 points of damage per initiator level immediately after they are struck by an opponent.

    8th Level
    • Perfect Shield: Boost - Grant adjacent ally DR 10/- and immunity to critical hits for one round with a successful Heal check.
    • Sorrow of the Wounded Colt: Stance - You gain regeneration 10 and take 50% of all adjacent allies' damage. You may only enter this stance after you or an ally has taken damage and may only remain in it for up to 2 rounds after you or they have taken damage from any true threat. Damage dealt directly to you (not through damage transfer) is lethal.
    • Supreme Soothing Wave: Strike - you release a wave of soothing relief that heals all allies within an area 4d6 + your initiator level level up to a minute after they take damage.

    9th Level
    • Complete Recovery of Body and Soul: You completely heal one target and remove all negative conditions caused within the last hour, including death. Target also gains bonus temporary hit points equal to your remaining hit points. You drop to -1 hit point and are stable. A single person may only benefit from this maneuver once per day.

    Feats
    Spoiler
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    Unicorn Vigor
    Prerequisite: One Crystalline Unicorn maneuver and one Crystalline Unicorn stance.
    Benefit:Any time you execute a maneuver you may heal an adjacent ally 2 points of damage. If the maneuver is one that normally heals damage you instead heal 1d4+1 to an adjacent ally.

    Unicorns like Tactical Feats [Tactical]
    Prerequisite: Unicorn Vigor, 9 ranks in Heal, BAB 6+
    Benefits:
    Sustained Vigor: Any time you use a Crystalline Unicorn maneuver to heal an ally they gain fast healing 1 for a number rounds equal to your ranks in heal.
    2) ?
    3) ?

    EvilVegan's INNER LIGHT (Discipline)
    Spoiler
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    The order of lorelei teaches you to bring out your inner light so that others may be graced by its glory . This discipline focuses on improving the abilities of others and shares some similarities with White Raven, but unlike white raven this focuses more on supporting from behind than leading from the front.
    Diplomacy is the key skill of Inner Light. The glaive, guisarme, longspear, ranseur, and whip are associated weapons for Inner Light.

    Maneuver/Stance List
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    1st Level
    • Harrying Strike: Strike - Whenever you strike an opponent, instead of dealing damage you may choose to grant a single adjacent ally a free attack of opportunity against this foe with a +4 bonus to hit.
    • Laughing Martyr: Counter - Whenever you are successfully hit by an attack of opportunity you throw your attacker off balance granting one ally of your choice an attack of opportunity against him. Your opponent may realize you're deliberately provoking him with a successful DC 15 sense motive check, but this does not prevent this counter from working.
    • Soul Shield: Boost - You or ally gains a +4 deflection bonus to AC for one round.
    • Vexing Opponent: Stance - Whenever you and an ally flank an opponent all allies attacking this opponent gain +1 to attack rolls and +1 to rolls made to confirm criticals (which stacks with initial +1 to attack rolls) for every two allies that are flanking the same opponent.
    • Inspiring Visage: Stance - You radiate bright light in a 10' radius. You and all allies that can see you gain a morale bonus on all attack rolls and saves vs fear equal to 1 plus 1 per six initiator levels.

    2nd Level
    • Enhancing Ward: Boost - You or an ally gain +4 enhancement bonus to one ability score. May only have one of these active on one target at any one time. Lasts 1 minute.
    • Luck's Reprieve: Counter - You or Adjacent Ally may reroll a d20 roll, taking the better of the two rolls.

    3rd Level
    • Blinding Flash: Strike - Your strike causes a subject to be blinded by your inner light (Fort DC 13 + Cha) for 1 round.
    • Defensive Alacrity: Boost - You grant an adjacent ally a +30 enhancement bonus to speed and the ability to move without provoking attacks of opportunity until the beginning of your next turn.
    • Resplendent Emanation: Stance - You radiate bright light in 20' radius. Allies within this light gain +2 sacred bonus to AC, will saves, and Charisma checks.

    4th Level
    • ?: Strike - ?
    • Soul Guardian: Boost - You or ally gains a +6 deflection bonus to AC for one round.
    • Taskmaster's Lash: Strike - You may grant an ally you threaten an additional standard action by striking him. You must attempt to actually harm the target. This standard action occurs during your turn. Their normal round is otherwise unaffected.

    5th Level
    • Beacon of the Unending March: Stance - Radiate bright light in a 30' radius. While within this light completely suppresses the effects of fatigue and exhaustion. You and allies gain +10 bonus to speed and the Run feat.
    • Dire Harrying Strike: Strike - As harrying strike, but the attack of opportunity automatically threatens a critical.
    • Enhancing Aura: Boost - Grant all adjacent allies +6 enhancement bonus to one ability score. Each target may only benefit from one enhancement aura at a time and all allies gain a bonus to the same ability. Enhancement bonus lasts for one minute.

    6th Level
    • Blinding Glory: Strike - All enemies within 30' must make a save (Fort DC 16 + Cha) or be blinded for 1 round.
    • Interposing Soul Guardian: Counter - Immediately grant you or an adjacent ally +8 deflection bonus to AC against one opponent until the end of the target's turn.
    • Magnificent Enhancement Ward: Strike - You grant one ally a +6 enhancement bonus to all ability scores until after you take another action (move, standard, full-round, swift, or immediate) or they move out of sight.

    7th Level
    • Guiding Light: Strike - Make a successful touch attack against an opponent and illuminate openings in his defenses. Anyone or anything targeting this opponent gets a +5 insight bonus on their attack rolls until the beginning of your next round.
    • ?: Strike - ?
    • ?: Strike - ?

    8th Level
    • Gathered Soul Guardians: Boost - Grant yourself and all adjacent allies +10 deflection bonus to AC for 1 round.
    • Horrid Harrying Strike: Strike - As harrying strike but you may grant an attack of opportunity to any number of adjacent allies.
    • Radiant Glory: Stance - Radiate bright light in a 40' radius. Enemies within this radius suffer a 25% miss chance.

    9th
    • Glowing Vestibule of the Unfettered Soul: Strike - You release the full glory and light that resides within you shedding light in a 120' radius. All allies in range gain a +10 bonus to hit, AC, and saves and a +30 bonus to speed until the beginning of your next turn.

    Feats
    Spoiler
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    Amplified Light
    [B]Prerequisite[/B[: One Inner Light Stance
    Benefit: Whenever you are in an Inner Light stance with a light radius the area is doubled.

    Bastion of Light [Tactical]
    Prerequisite: Amplified Light, Weapon Focus (Any Inner Light Weapon), Combat Expertise, BAB 6+
    Benefits:
    Dazzling Brilliance: Enemies within the radius of light aura from your Inner Light stance are dazzled.
    Distracting Glare: Grant an ally +2 dodge bonus to AC, +4 dodge bonus to AC if they fight defensively, and +6 dodge bonus to AC if they take a full-defense against any attacks from opponents you threaten.
    Insightful Glow: Whenever you use combat expertise you add your wisdom modifier (if positive) as a dodge bonus to your AC. This bonus cannot exceed the bonus granted by combat expertise (or improved combat expertise). For example if you have a +3 wisdom modifier and subtract 2 from your attack rolls for combat expertise, you only gain a +2 dodge bonus from you wisdom modifier.

    Obsidianjaerc's COLLECTED MANEUVERS (Maneuvers)
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    These are collected maneuvers that simply percolated up in my brain over time. In the interests of not hoarding my ideas or stowing them away and forgetting them, I'm going to put them out there in their unpolished form. Eventually these may appear in radically different, strikingly similar, or otherwise altered forms in some facet of my work. Or not.

    ~
    PINNACLE OF PROTECTION
    Universal (Boost)
    Level: Swordsage 8, Crusader 8
    Initiation Action: 1 swift action
    Range: Personal, See Text
    Target: You
    Duration: Instantaneous

    Love is much like a wild rose, beautiful and calm, but willing to draw blood in its defense.

    The martial adept gains a aura for 1d3 rounds and may can extend this aura out to a 120 foot radius, or withdraw it to a range of personal. It functions as both a protection from good, and a protection from evil, as well as a globe of invulnerability, and grants a +9 morale bonus to AC and a +9 morale bonus to saves against attacks made by good or evil creatures. During each round that the aura is active the initiator must neither take damage or deal damage. This is a supernatural ability.

    CLEVER PARRY OF THE TWENTY WINDS
    Universal (Stance)
    Level: Swordsage 4, Warblade 4,
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    The successful criminal brain is always superior. It has to be!

    While in this stance, you can take a penalty of as much as you BAB on your attack roll and add the same number as a dodge bonus to your Armor Class. The changes to attack rolls and Armor Class last until your next action.

    TREAD NOT IN MY HOME
    Universal (Stance)
    Level: Swordsage 4, Crusader 4, Warblade 4
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    The uninvited have much to fear.

    When you select this stance you choose one location that you consider home. This is governed by DM discretion but should be no smaller than a single dwelling and no larger than a city. Only when in this location may you use this strike. When you activate this stance you gain a +5 morale bonus to AC as well as a +2 to attack and damage rolls. Finally you gain Spell Resistance equal to your CR+3. If you leave your chosen location during this stance it immediately ends.

    BRILLIANT BENEDICTION
    Universal (Stance)
    Level: Swordsage 9, Crusader 9
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    Do not anticipate trouble or worry about what may never happen. Keep in the sunlight.

    You may only initiate this stance and gain its benefits when in natural sunlight. Within such conditions of daylight, the initiator possesses twice his normal, unaugmented, hit points. Artificial darkness does not negate this ability, although a <6th level darkness> spell will. While in this stance the initiator may also increase the ambient light within a 120 foot radius of himself by up to five-fold.

    SPIRITUAL CONVICTION
    Devoted Spirit
    Level: Crusader 7
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    "It's about a sparkle in people that money can't buy. It's an invisible energy with visible effects. To let go, to just love, is not to fade into the darkness. Quite the contrary, it's when we truly become bright. We're letting our own light shine."

    While in this stance you are immobilized but gain a +8 circumstance bonus on attacks of opportunity, Charisma and Charisma based skill checks and saves.

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    Magocrat's ETERNAL MOUNT (Discipline)
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    Your mount is your greatest ally. The Eternal Mount tradition concentrates on the might of a mount and the bond between the initiator and his mount. Maneuvers of the Eternal Mount tradition often involve charges and attacks that combine the strength of the initiator and his mount. A student of this discipline is also the most likely to never be found alone; he will be accompanied by his mount whenever they can be together.

    Ride is the key skill for the Eternal Mount tradition. This discipline’s favored weapons are the lance, longspear, longsword, nagamaki, and spear. (The nagamaki can be found in Oriental Adventures).

    Unlike with most other disciplines, the Eternal Mount tradition relies on an external force—the initiator's mount. As a result, some Eternal Mount maneuvers have an additional effect when you are mounted.

    Classes:
    * Eternal Mount maneuvers can be learned by crusaders and warblades, although this martial discipline is relatively exotic, so there are few martial adepts who know of the Eternal Mount tradition. (A Dungeon Master may choose to make the Eternal Mount tradition seem more exotic by making martial adepts who want to learn maneuvers from the Eternal Mount tradition trade in another discipline for this discipline.) Crusaders who know maneuvers of the Eternal Mount tradition may hold to the principles of chivalry or nature as their inspiration rather than deities.
    * Marshals and rangers who follow the Sublime Way can learn maneuvers from the Eternal Mount tradition as well, although they must choose the command style (for the marshal) or ranger tradition (for the ranger) that allows characters to learn maneuvers from this martial discipline, respectively called the cavalry leader command style and Wild Rider ranger tradition, detailed below.
    o Cavalry Leader: A cavalry leader has learned how to fight not only together with his allies, but with their mounts and his own as well. He can charge with his cavalry across the battlefield as well as he can fight together with his own mount. The marshal gains access to the Eternal Mount discipline, adds Ride to his list of class skills, and may take Eternal Charger as a bonus feat.
    o Wild Rider: You have mastered the way of fighting along with your animal companion, your friend and ally during your travels through the wilderness. You may learn stances and maneuvers from the Eternal Mount discipline. In addition, add Ride to your list of class skills. However, you can only choose this ranger tradition if you have an animal companion that's large enough to carry you.

    Maneuver/Stance List
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    1st Level
    • Crushing Trample: Strike—Deal +1d6 damage on overrun attempt.
    • Fell Charge: Strike—Double damage with charge with successful Ride check.
    • Shared Defense: Stance—You and your mount use each other as cover.

    2nd Level
    • Harmonizing Stance: Stance—You and mount flank foe.
    • Inspire Mount: Stance—Treat mount as if it knew additional trick.
    • Sudden Move: Boost—Move as a swift action.

    3rd Level
    • Equinal Inspiration: Stance—Treat yourself as mounted.
    • Nimble Charge: Boost—You can move in any direction during charge.
    • Vanguard of the Mount: Stance—Negate hits on mount with Ride check.

    4th Level
    • Evasive Stride: Boost—Creatures who ready an action to attack you may not attack you, treat target of charge as flat-footed.
    • Overwhelming Charge: Strike—Triple damage with charge with successful Ride check.
    • Rhythmic Archery: Stance—Take no penalties making ranged attacks while mounted.

    5th Level
    • Concussive Strike: Strike—Knock your foe back with a Ride check, dealing additional damage.
    • Rider's Mastery: Stance—Treat d20 result on Ride check as 11.

    6th Level
    • Brutal Strike: Boost—Deal maximum damage on a critical hit made as part of a charge.
    • Mounted Dervish: Strike—Attack foes as you charge by them.

    7th Level
    • Parthian Shot: Strike—Withdraw and make a full attack; treat targets as flat-footed upon a successful Ride check.
    • Ride Like the Wind: Strike—Charge deals +6d6 damage, movement doesn't provoke attacks of opportunity, daze opponent.

    8th Level
    • Devastating Charge: Strike—Four times damage with charge with successful Ride check.
    • Dire Knockback: Strike—Knock your foe and another creature back with a Ride check, dealing additional damage.

    9th Level
    • Trample of the Stampede: Strike— Mount overruns and attacks foes, make attack against each foe.

    Descriptions
    Spoiler
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    Brutal Strike
    Eternal Mount (Boost)
    Level: Crusader 6, marshal (Cavalry Leader) 6, ranger (Wild Rider) 6, warblade 6
    Prerequisite: Two Eternal Mount maneuvers
    Initiation Action: 1 immediate action
    Range: Melee attack
    Target: One creature

    As you feel that your opponent takes an especially wounding blow, you twist your body and your blade in such a way that your blow becomes a brutal hit.

    You must make a critical hit made as part of a charge. You must make a Ride check against your opponent's Armor Class. If you are mounted, you gain a +4 bonus on the Ride check. If the check succeeds, the critical hit deals maximum damage. Additional damage, such as sneak attack damage and the flaming weapon enhancement, does not automatically deal maximum damage. For example, if you use this maneuver to boost a critical hit made with a spear, you deal 24 points of piercing damage (8 x 3) and any additional damage you might deal.

    Concussive Strike
    Eternal Mount (Strike)
    Level: Crusader 5, marshal (Cavalry Leader) 5, ranger (Wild Rider) 5, warblade 5
    Prerequisite: Two Eternal Mount maneuvers
    Initiation Action: 1 full-round action
    Range: Melee attack
    Target: One creature

    With a quick shuffle of one of your feet, you charge your foe. The sheer strength behind your blow sends him flying.

    As part of this maneuver, you must make a charge against your target. If the charge succeeds, you must make a Ride check. If you are mounted, you gain a +4 bonus on your Ride check. You knock the target 5 feet back for every 5 points of your Ride check result. For every 5 feet the target is knocked back because of this maneuver, he takes 1d6 points of damage. You control the exact distance you knock your foe back to. You knock your target in the direction you were charging.

    You must knock the target back in an empty space. If you lack the distance to knock your target back in an empty space, he falls prone in his current space. The target takes the total additional damage dealt by this maneuver, regardless of the distance traveled. For example, if your Ride check made as part of this maneuver is 27 (which means that you would knock your foe back by 25 feet), and your foe's path is blocked by a wall at 15 feet, he moves 15 feet, but he takes 5d6 points of additional damage as part of this maneuver.

    An enemy you knock back with this maneuver does not provoke attacks of opportunity from passing through enemies' threatened areas as part of this maneuver, and you can throw an enemy through occupied squares.

    Crushing Trample
    Eternal Mount (Strike)
    Level: Crusader 1, marshal (Cavalry Leader) 1, ranger (Wild Rider) 1, warblade 1
    Initiation Action: 1 full-round action
    Range: Melee attack
    Target: One creature

    You charge to your foe, knocking him down to the ground with your momentum.

    As part of this maneuver, you must make an overrun attempt against your target. You gain a +2 bonus on your overrun check. If you are mounted, this bonus increases to +4. If the overrun attempt succeeds, your target takes 1d6 points of damage.

    Devastating Charge
    Eternal Mount (Strike)
    Level: Crusader 8, marshal (Cavalry Leader) 8, ranger (Wild Rider) 8, warblade 8
    Prerequisite: Three Eternal Mount maneuvers
    Initiation Action: 1 full-round action
    Range: Melee attack
    Target: One creature

    You sprint with all of your strength, lending you the momentum behind one devastating attack.

    As part of this maneuver, you must make a charge with a favored weapon of the Eternal Mount tradition against your target. If you are mounted, your attack roll is treated as if it was 8 higher than it actually was for the purpose of determining whether the attack threatens a critical hit. If you successfully attack your opponent, you may make a Ride check against your target's AC. If the check succeeds, your weapon's damage roll is multiplied by four. You may only make one attack as part of this maneuver. This extra damage does not stack with the Spirited Charge feat.

    Dire Knockback
    Eternal Mount (Strike)
    Level: Crusader 8, marshal (Cavalry Leader) 8, ranger (Wild Rider) 8, warblade 8
    Prerequisite: Three Eternal Mount maneuvers
    Initiation Action: 1 full-round action
    Range: Melee attack
    Target: One creature
    Saving Throw: Reflex negates (see text)

    You run straight toward your opponent, building up strength as you go. When you strike him, the force behind your blow knocks him back, right into another foe.

    As part of this maneuver, you must make a charge against your target. If the charge succeeds, you must make a Ride check. If you are mounted, you gain a +8 bonus on your Ride check. Your Ride check increases by 4 for every size category it is smaller than your mount. You can't initiate this maneuver against a creature that is larger than your mount. You knock the target 5 feet back for every 5 points of your Ride check result, plus an additional 20 feet. For every 5 feet the target is knocked back because of this maneuver, he takes 1d6 points of damage. You control the exact distance you knock your foe back to. You knock your target in the direction you were charging.

    You must knock the target back in an empty space. If you lack the distance to knock your target back in an empty space, he falls prone in his current space. The target takes the total additional damage dealt by this maneuver, regardless of the distance traveled. For example, if your Ride check made as part of this maneuver is 27 (which means that you would knock your foe back by 25 feet), and your foe's path is blocked by a wall at 15 feet, he moves 15 feet, but he takes 5d6 points of additional damage as part of this maneuver.

    If the target passes through an occupied square, the creature that occupies it must make a Reflex save (DC 18 + your Strength modifier) or be knocked back by the target. The creature takes a -4 penalty on its saving throw for every size category it is smaller than the target. A creature that is larger than the target can't be knocked back. That creature is knocked back as far as the target is, and takes damage accordingly. For example, if the target is knocked back 25 feet, and passes through an occupied square after 10 feet, the creature that occupies that square must make a Reflex save or be knocked back as well. The creature that occupied the square takes 3d6 damage, because it was knocked back 15 feet (25 feet - 10 feet). The creature that occupied the square lands in an unoccupied square that is adjacent to the target when it falls.

    An enemy you knock back with this maneuver does not provoke attacks of opportunity from passing through threatened areas as part of this maneuver, and you can throw an enemy through occupied squares. Once an additional creature has been knocked back, the two creatures pass through other occupied areas as usual.

    Equinal Inspiration
    Eternal Mount (Stance)
    Level: Crusader 3, marshal (Cavalry Leader) 3, ranger (Wild Rider) 3, warblade 3
    Prerequisite: 1 Eternal Mount maneuver
    Initiation Action: 1 swift action
    Range: Personal
    Target: You

    You hold your head high. When you walk, you subconsciously gallop with an equine grace.

    While the Eternal Mount tradition was founded with the inspiration of equine allies, it became all too well known that these mounts couldn't follow their riders wherever they went. This stance was made to enable adepts of the Eternal Mount tradition to fight without their mounts, but still keep their mounted combat tactics.

    As long as you are in this stance, you may treat yourself as mounted for the purpose of feats, maneuvers, and other abilities. However, you cannot gain the benefit of an effect that targets your mount, nor do you gain special abilities that a mount has.

    Evasive Stride
    Eternal Mount (Boost)
    Level: Crusader 4, marshal (Cavalry Leader) 4, ranger (Wild Rider) 4, warblade 4
    Prerequisite: Two Eternal Mount maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: End of round

    You leap into the fray, gracefully avoiding the blades that your foes have set against you.

    One of a mounted warrior's worst nightmares is running straight into a phalanx of pike-wielding warriors. This maneuver frustrates the attempts of those who try to use this tactic against you.

    You may initiate this maneuver if you charge. If a creature readies an attack against your charge, it may not make this attack as if you didn't charge them. In addition, you may treat the target of your charge as flat-footed. If you are mounted, you may make a free disarm attempt against creatures that have readied an attack against your charge. You may only disarm weapons that deal additional damage when readied against a charge.

    Fell Charge
    Eternal Mount (Strike)
    Level: Crusader 1, marshal (Cavalry Leader) 1, ranger (Wild Rider) 1, warblade 1
    Initiation Action: 1 full-round action
    Range: Melee attack
    Target: One creature

    You dash across the battlefield. Using your momentum, you deal an amazing blow to your foe.

    As part of this maneuver, you must make a charge with a favored weapon of the Eternal Mount tradition against your target. If you successfully attack your opponent, you may make a Ride check against your target's AC. If the check succeeds, your weapon's damage roll is multiplied by two. If you are mounted, your attack roll is treated as if it was 2 higher than it actually was for the purpose of determining whether the attack threatens a critical hit. This bonus does not apply to your roll to confirm the critical hit. You may only make one attack as part of this maneuver. This extra damage does not stack with the Spirited Charge feat.

    Harmonizing Stance
    Eternal Mount (Stance)
    Level: Crusader 2, marshal (Cavalry Leader) 2, ranger (Wild Rider) 2, warblade 2
    Initiation Action: 1 swift action
    Range: Personal
    Target: One creature; see text
    Duration: Stance

    You move to the back of your mount, enabling you to attack your foe from the side opposite of your mount.

    While you are in this stance, you may designate one creature as the target of this stance. You and your mount are treated as if you flank the target, but your allies only treat the target as flanked if they actually flank the target. You may change the target of this stance as a free action. You must be mounted in order to initiate this stance. If you dismount, this stance immediately ends.

    Inspire Mount
    Eternal Mount (Stance)
    Level: Crusader 2, marshal (Cavalry Leader) 2, ranger (Wild Rider) 2, warblade 2
    Initiation Action: 1 swift action
    Range: Personal
    Target: Mount
    Duration: Stance

    The bond between you and your mount increases, as you guide your mount to do tasks it has never learned.

    As part of this stance, you must choose a trick that you can teach through the Handle Animal skill. You must make a Ride check against the Handle Animal DC to teach that trick. If the check succeeds, you may treat your mount as if it knew the trick. This trick does not count against the mount's normal limit of tricks it may know, and it immediately loses the trick if you dismount. If you fail the check, you may try again at the beginning of your next round as a free action.

    You may change the trick as a swift action; to do so, you must make a Ride check against the Handle Animal DC of the new trick.

    Mounted Dervish
    Eternal Mount (Strike)
    Level: Crusader 6, marshal (Cavalry Leader) 6, ranger (Wild Rider) 6, warblade 6
    Prerequisite: Two Eternal Mount maneuvers
    Initiation Action: 1 full-round action
    Range: Personal
    Target: You and mount; see text

    Your mount moves across the battlefield, giving you the ability to attack your foes as you ride past them.

    As part of this maneuver, your mount moves up to its speed. Each time you exit a square adjacent to an enemy, you can first make a single melee attack against that foe. You cannot attack a single foe more than once with this maneuver. Your movement provokes attacks of opportunity, as normal. You must be mounted in order to initiate this maneuver.

    Nimble Charge
    Eternal Mount (Boost)
    Level: Crusader 3, marshal (Cavalry Leader) 3, ranger (Wild Rider) 3, warblade 3
    Prerequisite: One Eternal Mount maneuver
    Initiation Action: 1 swift action
    Range: Personal
    Target: You or mount; see text

    You subconsciously nudge yourself during your charge, enabling you to turn during your charge.

    You may initiate this boost if you are charging. During the charge, you don't need to move in a straight line. If you are mounted, your mount gains the benefit of this boost rather than you.

    Overwhelming Charge
    Eternal Mount (Strike)
    Level: Crusader 4, marshal (Cavalry Leader) 4, ranger (Wild Rider) 4, warblade 4
    Prerequisite: Two Eternal Mount maneuvers
    Initiation Action: 1 full-round action
    Range: Melee attack
    Target: One creature

    With amazing speed, you run to your foe, which you strike with all of your strength and momentum.

    As part of this maneuver, you must make a charge with a favored weapon of the Eternal Mount tradition against your target. If you are mounted, your attack roll is treated as if it was 4 higher than it actually was for the purpose of determining whether the attack threatens a critical hit. This bonus does not apply to the roll to confirm the critical hit. If you successfully attack your opponent, you may make a Ride check against your target's AC. If the check succeeds, your weapon's damage roll is multiplied by three. You may only make one attack as part of this maneuver. This extra damage does not stack with the Spirited Charge feat.

    Parthian Shot
    Eternal Mount (Strike)
    Level: Crusader 7, marshal (Cavalry Leader) 7, ranger (Wild Rider) 7, warblade 7
    Prerequisite: Two Eternal Mount maneuvers
    Initiation Action: 1 full-round action
    Range: Ranged attack
    Target: Creatures attacked (see text)

    You step back, turn around and retreat - only to turn back and unleash a barrage of missiles at the surprised opponent.

    You use the withdraw action, and you may make the full attack action with a ranged weapon. If you are mounted, you may make a Ride check. If the Ride result exceeds the Armor Class of one of your targets, you may treat that target as flat-footed for the duration of this maneuver.

    Rhythmic Archery
    Eternal Mount (Stance)
    Level: Crusader 4, marshal (Cavalry Commander) 4, ranger (Wild Rider) 4, warblade 4
    Prerequisite: One Eternal Mount maneuver
    Initiation Action: 1 swift action
    Range: Personal
    Target: You

    You are so attuned to the gait of your mount that shooting from your mount become second nature.

    While you are in this stance, you take no penalty on ranged attacks while mounted if your mount moves up to it's speed or at double or greater speed. You must be mounted in order to initiate this maneuver.

    Rider's Mastery
    Eternal Mount (Stance)
    Level: Crusader 5, marshal (Cavalry Leader) 5, ranger (Wild Rider) 5, warblade 5
    Prerequisite: Two Eternal Mount maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    You fight with confidence in your ability to ride, leaving you calm.

    This stance allows you to treat a potential Ride check roll as an 11. You must decide to use this ability immediately before rolling the d20. Using this ability does not take an action. You simply decide to invoke it before rolling a Ride check for any reason.

    Ride Like the Wind
    Eternal Mount (Strike)
    Level: Crusader 7, marshal (Cavalry Leader) 7, ranger (Wild Rider) 7, warblade 7
    Prerequisite: Three Eternal Mount maneuvers
    Initiation Action: 1 full-round action
    Range: Melee attack
    Target: One creature
    Duration: End of round

    You gracefully sprint across the battlefield, nimbly avoiding the strikes of your foes. Your odd movement also allows you to strike your foe from an unexpected angle, leaving him standing still.

    As part of this maneuver, you must make a charge against your target. If the charge succeeds, you deal +6d6 points of damage to your foe, and you daze your foe for the end of the round. Regardless of whether the charge succeeds, your charge doesn't provoke attacks of opportunity. If you are mounted, your strike comes from an even more awkward angle, allowing you to catch your target flat-footed.

    Shared Defense
    Eternal Mount (Stance)
    Level: Crusader 1, marshal (Cavalry Leader) 1, ranger (Wild Rider) 1, warblade 1
    Initiation Action: 1 swift action
    Range: Personal
    Target: You and mount; see text
    Duration: Stance

    You and your mount shift positions so as to thwart attacks made on the other as much as you can. You place your trust in your mount, just as your mount places its trust in you.

    While you are in this stance, you and your mount can claim cover from one another, just as if you had made a successful Ride check. (See the Ride skill in the Player's Handbook for more details.) You must be mounted in order to initiate this stance. If you dismount, this stance immediately ends.

    Sudden Move
    Eternal Mount (Boost)
    Level: Crusader 2, marshal (Cavalry Leader) 2, ranger (Wild Rider) 2, warblade 2
    Initiation Action: 1 swift action
    Range: Personal
    Target: You or mount; see text

    You spur yourself to move in the blink of an eye.

    You can move up to your land speed. You provokes attacks of opportunity with this movement, and you must move in a straight line. You can't move through an enemy's square. If you are mounted, your mount gains the benefit of this boost instead, and it may move an additional 10 feet.

    Trample of the Stampede
    Eternal Mount (Strike)
    Level: Crusader 9, marshal (Cavalry Leader) 9, ranger (Wild Rider) 9, warblade 9
    Prerequisite: Four Eternal Mount maneuvers
    Initiation Action: 1 full-round action
    Range: Personal
    Target: You and mount; see text

    As your mount plows through your foes with its body before running over them, you attack those who fall before your mount.

    As part of this maneuver, your mount must make a charge. During this charge, your mount may make an overrun attempt against each creature in its path. Your mount may make one attack against each foe it successfully overruns. In addition, you may make an attack against each foe your mount successfully overruns, although each attack beyond the first takes a -5 penalty as usual. Unlike a normal full attack, you can make an attack against as many foes as you want, as long as each foe was successfully overrun by your mount. Both you and your mount gain a +2 bonus on attack rolls made as part of this maneuver. You must be mounted in order to initiate this maneuver.

    Vanguard of the Mount
    Eternal Mount (Stance)
    Level: Crusader 3, marshal (Cavalry Leader) 3, ranger (Wild Rider) 3, warblade 3
    Prerequisite: One Eternal Mount maneuver
    Initiation Action: 1 swift action
    Range: Personal
    Target: Mount

    As your foes hack and slash at your mount, you use your riding superiority to frustrate their attacks.

    When your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll. (Essentially, the Ride check result becomes the mount's Armor Class if it's higher than the mount's AC.) You must be mounted in order to initiate this stance. If you dismount, this stance immediately ends.

    Feats
    Spoiler
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    Eternal Charger
    The Eternal Mount tradition teaches martial adepts to initiate mounted charges with devastating consequences. You have mastered the art of charging to the extent of being able of defending yourself while charging.
    Prerequisites: Ride 1 rank, one Eternal Mount maneuver.
    Benefit: If you are mounted, you do not take the usual -2 penalty AC you incur while charging.

    Everlasting Harmony [Tactical]
    You know the teachings of the Eternal Mount by heart. When you are mounted, you move as if you were one with your mount. Because of this, you have mastered several tactics together with your mount that would make others fall off at the least.
    Prerequisites: Mounted Combat, Ride 4 ranks, base attack bonus +6.
    Benefit: The Everlasting Harmony feat enables the use of three tactical options.
    Defend as One: You may use the Mounted Combat feat against more than one attack. However, you suffer a -2 penalty on each consecutive attempt to use the Mounted Combat feat.
    Ride as One: To use this option, you must be mounted. As a swift action, you may choose one square that is adjacent to your mount. You treat this square as if you occupied it for the purpose of determining your reach and threatened area, replacing your normal reach and threat area. (If you are Large or bigger, you effectively shift your reach and threatened area by 5'.) Your actual space (or spaces if Large or bigger) are treated as having total cover relative to your new, effective position.
    Strike as One: To use this option, you or your mount must attack an opponent. If the attack succeeds, you must make a Ride check as an immediate action. Prior to making the roll, you must determine the DC of the check; either DC 10 to gain a +2 bonus on attack rolls or DC 20 to gain a +4 bonus on attack rolls. If you make the check, both you and your mount gain the bonus against that opponent until the end of the turn.

    Martial Rider
    You are skilled at making your mount fight along with you in battle.
    Prerequisite: Ride 1 rank.
    Benefit: You treat any mount as if it was trained for war. This means that you can make your own attacks while your mount attacks if you make a successful DC 15 Ride check. In addition, you don't have to control your mount in battle. (See the Ride skill, page 80 of the Player's Handbook, for more details.)
    In addition, you gain a +1 bonus for every 5 ranks you have in Ride to attacks you make while mounted (to a maximum of +5 if you have a +25 modifier bonus to Ride checks). Your mount gains this bonus as well.
    Normal: A mount must be trained for combat riding with a DC 20 Handle Animal check.
    Special: Martial Rider can be used in place of Mounted Combat to qualify for a feat, prestige class, or other special ability. You can take both this feat and Mounted Combat.

    Obsidianjaerc's NIGHTSTAR TALON (Discipline)
    Last edited by Agent_0042; 2010-08-30 at 11:04 AM.

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    Default Re: Reposting the Martial Compendium - Help me dig?

    Zack2216's SKY SERPENT (Discipline)
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    So, what I've got here is a new Discipline that I'd like to incorporate into future campaigns that I'd participate in. It's called Sky Serpent (although, the name is just a place holder until something better comes up). I drew my inspiration from a couple of places, and through this Discipline I wanted to have a Ch'ien T'ai Ch'i Ch'uan/ Snake/ Stormy weather theme. Using concepts like repeated circular movements to build up chi and power, foiling attacks with good rooting and yielding, and then have your lightning, thunder and wind themed attacks and abilities. I payed good attention to the power levels of the other disciplines, and what was possible at specific maneuver levels. It is a Swordsage Discipline, although I could see it as a Warblade discipline as well. Also, the prefered weapons of the style are Unarmed Strikes, Daggers, Spears, Javelins, Staffs, nunchaku, and the chain whip.

    Maneuver/Stance List
    Spoiler
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    1st Level
    • Shocking Fang: Boost- Deal 1d6 lightning +1/initiator level
    • Winged Serpents Grace: Stance- gain the effects of feather fall
    • Serpents Undulation: Counter- Ruin Grapple attempt, use balance trip foe and move him to any square you threaten
    • Double Jump: Boost- On a successful balance check, Jump off of thin air.
    • Serpents Gift: Boost- While prone, may move up to your move speed and ignore attacks of opportunity.

    2nd Level
    • Sky Serpent Flaps It’s Wings: Strike- Blow back opponents in a line with a gust of air originating from your attack
    • Hurricane Turns the Body: Counter- When attacked by an opponent flanking you, you may turn and lash out, possibly tripping and moving him with a successful balance check.

    3rd Level
    • Sky Serpents Venom: Stance- Deal additional Sonic damage to opponents that you flank or are defenseless against you.
    • Coatl Yawns: Strike- Deal 4d6 lightning Damage to enemies in a short line
    • Tornado’s Embrace: Boost- Ranged attacks have a 50% to miss you for one round

    4th Level
    • Serpents Swiftness: Stance- Gain +1 AC and +1 reflex each time your opponent misses
    • Illusory Coils: Strike- Opponent struck believes that he is pinned by a giant snake
    • Serpent Evades Tiger: Counter- Ruin Charge attack. Throw opponent with successful balance check and deal sonic damage.

    5th Level
    • Storm’s Fang: Boost- Attacks deal +2d6 sonic damage +1/initiator level
    • Coatl Exhales: Strike- Opponents in a line take 6d6 lightning Damage.
    • Thunder Smites The Aggressor: Counter- You gain an attack of opportunity against an attacker within reach, takes +6d6 Sonic Damage

    6th Level
    • Thunder Clap: Strike- You deal 6d6 Sonic Damage to those in a 20ft radius of you. May break equipment.
    • Sky Serpent’s Secret: Stance- Your weapon base damage is equal to your unarmed strike base damage.
    • Great Serpent Squeezes: Boost- Your arm becomes a snake, gain a bite attack and improved grab.
    • Tornadoes Touch: Boost- Attacks deal extra bludgeoning damage and send opponents flying.

    7th Level
    • Crane Spreads it’s Wings: Boost- Strike one foe, free attack against another
    • Great Serpent Yields: Counter- Avoid attack with successful balance check and gain an attack of opportunity.
    • Snakes Venom Run’s Deep: Strike- Attack deals 4 strength and 4 dexterity damage.

    8th Level
    • Fangs Dig Ever Deeper: Boost- Successive attacks deal extra lightning damage.
    • Great Serpent Crushes: Boost- Independent serpentine extensions constrict foes.
    • Ride the Lightning: Stance- Gain Temporary Flight with successful balance check.
    • Hurricane’s Secret: Strike- On successful Balance check, single attack deals triple damage and sends foe flying.

    9th Level
    • Sky Serpents Fang Pierces The Stone Dragon: Strike- Opponents are struck by lightning, taking 100 damage.

    Descriptions
    Spoiler
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    Crane Spreads It’s Wings
    Sky Serpent (Boost)
    Level: Swordsage 7
    Prerequisite: 3 Sky Serpent Maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You

    You lash out at 2 opponents with seemingly impossible speed, attacking in two different directions at once.

    If the 1st melee attack you make during your turn hits, you can immediately make a free attack at your highest attack bonus against a different enemy that you threaten. You can only gain one free attack each time you initiate this maneuver, regardless of how many successful attacks you make this round.

    Coatl Exhales
    Sky Serpent (Strike) [lightning]
    Level: Swordsage 5
    Prerequisite: 2 Sky Serpent Maneuvers
    Initiation Action: 1 standard action
    Range: 60 ft.
    Area: Line
    Duration: Instantaneous
    Saving Throw: Reflex half, Fortitude Negates (see below)

    With a great Kiai, you channel your ki to your mouth and unleash it in the form of lightning.

    As a master of Sky Serpent advances, he learns to strike as the storm does, even through his ki. This maneuver allows you to generate a blinding flash of lightning, similar to a blue dragon. With this maneuver, you blast forth a line of lightning that deals 6d6 lightning damage to everything in a 60 ft. line. Creatures in the area can attempt a reflex save (DC 15+your wis modifier) for half damage.
    This is a supernatural ability.

    Coatl Yawns
    Sky Serpent (Strike) [lightning]
    Level: Swordsage 3
    Prerequisite: 1 Sky Serpent Maneuvers
    Initiation Action: 1 standard action
    Range: 60 ft.
    Area: Line
    Duration: Instantaneous
    Saving Throw: Reflex half, Fortitude Negates (see below)

    With a great Kiai, you channel your ki to your mouth and unleash it in the form of lightning.

    The Sky Serpent discipline teaches students how to manipulate the element of their ki, teaching how to channel lightning and thunder. This maneuver allows you to generate a flash of lightning, similar to a blue dragon. With this maneuver, you blast forth a line of lightning that deals 4d6 lightning damage to everything in a 60 ft. line. Creatures in the area can attempt a reflex save (DC 15+your wis modifier) for half damage.
    This is a supernatural ability.

    Double Jump
    Sky Serpent (Boost)
    Level: Swordsage 1
    Initiation Action: 1 swift action
    Range: 50 ft.
    Area: Special
    Duration: Till end of turn

    As you move through the air you collect cloud-stuff under you feet, just sturdy enough to act as a platform from which you can leap again.

    Sky Serpent disciples seek to emulate the sky serpent, and in doing so learn to not fear the sky. Using ones ki, the student is able to create a short lived platform made of cloud-stuff that only he can stand on. Make a balance check DC 15, adding your Initiator level to the result. If you succeed, you can stand on it. If you fail, you fall right through. The size and number of platforms increase as you Initiator level increases. It is possible to scale great heights at later initiator levels.

    {table=head]
    I.L.
    |
    Platform Size
    1-5
    |
    One 5 ft. square
    6-10
    |
    Two 5 ft. squares
    11-15
    |
    Three 5 ft squares
    16+
    |
    Four 5 ft. squares
    [/table]

    This is a supernatural ability.

    Fangs Dig Ever Deeper
    Sky Serpent (Boost) [lightning]
    Level: Swordsage 8
    Prerequisite: 3 Sky Serpent Maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: till end of turn

    Channeling ki, each successive strike against an opponent unleashes more and more of your ki. Picturing the relentless assault of a storm, your ki becomes as lightning to destroy your opponents.

    Each of your strikes releases a larger amount of ki than the last. Each strikes churns your ki faster, which is then channeled into and through your attacks.
    You must initiate this maneuver before you make any attacks this round. If one of your attacks misses, this effect ends. Your attacks don’t have to be against the same opponent each time. All additional attacks after the 5th continue to deal +6d6+6 lightning damage.

    {table=head]
    Attack
    |
    Lightning Damage
    1
    |
    +2d6+2
    2
    |
    +3d6+3
    3
    |
    +4d6+4
    4
    |
    +5d6+5
    5+
    |
    +6d6+6
    [/table]

    This is a supernatural ability.

    Great Serpent Crushes
    Sky Serpent (Boost)
    Level: Swordsage 8
    Prerequisite: 4 Sky Serpent Maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: 1 minute

    Lightning and storm cloud emanate from your body and coalesce into two Huge serpents that attach themselves to you, becoming extra limbs to strangle your foes.

    Great skill is required to be able to control your ki in such a way. By summoning and compacting storm cloud and lightning into two living extensions of yourself, you become a fearsome opponent on the battlefield.
    You gain 2 additional bite attacks, whose reach is 10 ft. greater than your normal reach. These bite attacks attack at your highest attack bonus and have a base damage equal to your unarmed strike damage, but deal lightning damage instead of physical damage. You also gain Improved Grab with these bite attacks. When you hit with either of these bite attacks, you may start a grapple as a free action without provoking an attack of opportunity. While grappling with these extensions, you can also constrict on a successful grapple check. Your constrict base damage dice is equal to your unarmed strike damage dice. Also, on a successful opposed grapple check you can act normally while one or both of your extensions is grappling. This check is made at no penalty. The extensions have an effective strength score equal to 18 + your initiator level. Also, your extensions grapple as Huge creatures, and use your rank in Balance in place of your base attack bonus when making grapple checks. This ability overlaps any other ability that increases how many limbs you have.
    This is a supernatural ability.

    Great Serpent Squeezes
    Sky Serpent (Boost)
    Level: Swordsage 6
    Prerequisite: 2 Sky Serpent Maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: 1 minute

    Lightning and storm cloud emanate from your body and coalesce into a Large serpent that replaces one of your arms.

    By Channeling your Ki and manipulating the very air around you, you are able to create condense cloud over one of your arms, turning it into an even more dangerous weapon than it was before. While you are still able to wield two-handed-weapons, your new limb gains a number of benefits. Instead of an unarmed strike, that arm now performs a bite attack that deals an equal amount of lightning damage instead. Also, if you hit with this bite attack, you may start a grapple as a free action without provoking at attack of opportunity. If you win the grapple check you establish a hold and can constrict, dealing unarmed strike damage. You can maintain a hold of the opponent with this arm and act independently on a successful grapple check, made at no penalty. On grapple checks made with the arm, your arm grapples as a Large creature and you may and use your rank in Balance in place of your base attack bonus when making grapple checks.
    This is a Supernatural ability.

    Great Serpent Yields
    Sky Serpent (Counter)
    Level: Swordsage 7
    Prerequisite: 3 Sky Serpent Maneuvers
    Initiation Action: 1 immediate action
    Range: Melee Attack
    Target: One Creature

    You yield an opponents attack, redirecting it with your body just as it makes contact. But, as one side of the body is redirecting, the other side is striking at a defenseless opening.

    When you initiate this maneuver, you allow your opponent to think that you will be hit just long enough to cause them to over reach and give you an opening. Make a Balance check as a part of initiating this maneuver. If it is higher than the opponents attack roll, then you succeed in yielding your opponents attack and take no damage. You may make an immediate attack of opportunity that your opponent is considered flat-footed for. If your opponent fails an opposed balance check, your opponent moves back, landing prone 5 ft. away for every 5 pts of damage you dealt. If there is something in the way, your opponent stops early and takes 1d6 damage, dealing the same amount of damage to the creature if a creature is what stopped it.


    Hurricane’s Secret
    Sky Serpent (strike)
    Level: Swordsage 8
    Prerequisite: three Sky Serpent Maneuvers
    Initiation Action: One Standard Action
    Range: Melee Attack
    Target: One Creature

    By channeling the howling force of the hurricane, you circle your weapon and with it your Ki. You then unleash it in a single, swift, devastating strike that sends your opponent flying.

    By slowly circling your weapon while build your ki you are able to build hurricane like momentum for a single attack. To keep this movement in check, you must make a balance check, DC equal to your strength score +5. If you succeed on the Balance check, your attack is primed, and if it hits deals three times your normal melee damage. If your opponent fails a balance check DC 5+ your strength score, your opponent moves back, landing prone 5 ft. away for every 5 pts of damage you dealt. If there is something in the way, your opponent stops early and takes 1d6 damage, dealing the same amount of damage to the creature if a creature is what stopped it. If you fail your balance check, you make your attack roll at a -2 penalty and deal normal damage

    Hurricane Turns the Body
    Sky Serpent (counter)
    Level: Swordsage 2
    Prerequisite: One Sky Serpent Maneuver
    Initiation Action: 1 immediate action
    Range: Melee Attack
    Target: One Creature

    You are surrounded, and the moment you are struck you lash out with snake-like reflexes in an attempt to neutralize an opponent.

    Whenever you are attacked by an opponent that is flanking you, you may activate this maneuver to turn on them and attack while they are attempting to withdraw their weapon to make another strike. If this attack hits, you may make an opposed Balance check, with any bonuses to Trip based on size or stability. If you win, they land prone in any square that you threaten. If you lose, nothing happens.

    Illusory Coils
    Sky Serpent (strike) [Illusion]
    Level: Swordsage 4
    Prerequisite: two Sky Serpent Maneuvers
    Initiation Action: Standard Action
    Range: Melee Attack
    Target: One Creature
    Save: Will Negates
    Duration: 1 round per 2 initiator levels

    You surround your weapon with a serpent made of smoke that coils around your opponent when you make contact with your weapon, making your opponent believe that it is bound tight and pinned by a serpent.

    You surround your weapon in a powerful illusion. If your attack hits, your opponent must make a will save (DC 14+ your wisdom Modifier). If it fails, then your opponent believes that a monstrous snake is strangling it, and has pinned it to the ground.

    Ride the Lightning
    Sky Serpent (stance)
    Level: Swordsage 8
    Initiation Acton: 1swift action
    Range: Personal
    Target: You
    Duration: Stance

    Through your Ki you create a cushion of lightning stable enough to support your weight. You immediately rocket through the sky, standing on a serpent like lightning bolt.

    You gain a temporary 90 ft. fly speed with perfect maneuverability, depending on how well you can balance on a lightning bolt. When in this stance you may attempt to use the ability of this stance by making a balance check. You can only attempt to use the stance once per turn. The result of your balance check determines how long the effects of this stance last. If you are still in the air when the effects of this stance end, you immediately fall to the ground.

    {table=head]
    Balance Check
    |
    Flight Duration
    DC 25
    |
    One move action
    DC 30
    |
    One full round action
    DC 35
    |
    One full round
    DC 40
    |
    Untill the end of your next turn
    [/table]

    This maneuver is a supernatural ability.

    Shocking Fang
    Sky Serpent (boost)
    Level: Swordsage 1
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: end of turn

    Your weapon crackles with lightning as it lunges to your opponent.

    By channeling your ki into your weapon as you transform it into lightning, you learn one of the basic principles of the Sky Serpent Discipline. Till the end of your turn, you weapon deals an additional 1d6 lightning damage +1 per Initiator level you have.

    This maneuver is a supernatural ability.

    Serpents Undulation
    Sky Serpent (counter)
    Level: Swordsage 1
    Initiation action: 1 immediate action
    Range: melee attack
    Target: one creature

    Your body yields as your opponent attempts to get a hold of you. However, you lure it into a trap allowing you to counter and leave your foe sprawled on the ground.

    Whenever an opponent attempts to initiate a grapple, you may expend this maneuver. Make a Balance check opposed by your opponents grapple check. If you succeed, instead of your opponent getting a hold, you throw him. He lands prone in any square you threaten.

    Serpent’s Gift
    Sky Serpent (boost)
    Level: Swordsage
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: one move action

    Your opponent trips you, but you land on a ki generated cushion of air that allows you to move out of harms way.

    You can expend this maneuver if you are prone on the ground. If so, you may then move up to your move speed floating along the ground supported by a ki generated cushion of air. You ignore all attacks of opportunity this movement incurs. This movement does not make you stand. Standing after this movement incurs attacks of opportunity as normal.

    Sky Serpent Flaps It’s Wings
    Sky Serpent (strike)
    Level: Swordsage 2
    Prerequisite: one Sky Serpent Maneuver
    Initiation Action: 1 standard action
    Range: melee attack; 60 ft. line (see text)
    Saving Throw: Fortitude Negates

    By channeling your ki into a single strike, you are able to generate a powerful gust of wind that blows away all but the strongest of your opponents.

    If your attack hits, you also generate a spell effect similar to Gust of Wind. However, as your initiator level increases, so does the power of this gust. Refer to the DMG pg 95 for more information about the effects of wind this strong.

    {table=head]
    I.L.
    |
    Wind Speed
    1-6
    |
    50 mph (severe)
    7-12
    |
    74 mph (windstorm)
    13-18
    |
    150 mph (hurricane)
    19+
    |
    200 mph (tornado)
    [/table]

    Sky Serpent’s Venom
    Sky Serpent (stance)
    Level: Swordsage 3
    Initiation Action: 1swift action
    Range: Personal
    Target: You
    Duration: Stance

    You are taught to take advantage of your opponents openings, and this stance epitomizes that philosophy, allowing you to shoot destructive ki straight into your opponent’s body.

    While you are in this stance, you deal additional damage to opponents that leave openings for you to take advantage of. Similar to the Rogue Sneak Attack ability in application, you deal additional sonic damage whenever you attack a flanked or defenseless opponent. In place of sneak attack damage, however, you deal +2 points of sonic damage per Sky Serpent Maneuver that you know. This sonic damage ignores object hardness.

    Serpent Evades Tiger
    Sky Serpent (counter)
    Level: Swordsage 4
    Prerequisite: 2 Sky Serpent maneuvers
    Initiation Action: 1 immediate action
    Range: Melee attack
    Target: One creature

    With a yielding side step, you send a charging opponent sprawling.

    With this counter, you can attempt to redirect a creature that intends to make a charge attack against you. Immediately before the creature makes it’s attack, make an opposed Balance check against it. If you succeed on the check, the creature does not get to attack you, and you can then move it up to 2 squares in a direction away from you. You may make an attack of opportunity that deals +4d6 sonic damage to it if it is within reach.

    Storm’s Fang
    Sky Serpent (boost)
    Level: Swordsage 5
    Prerequisite: 2 Sky Serpent Maneuvers
    Initiation Action: 1 Swift Action
    Range: Personal
    Target: you
    Duration: end of turn

    Through your Ki, you channel the rattling, humming power of thunder into your weapon.

    Through continued training, you expand your storm manipulation to thunder, enabling you to channel it through you weapon for a short time. For the rest of your turn, your melee attacks deal an extra 2d6 sonic damage +1 per initiator level.

    Serpent’s Swiftness
    Sky Serpent (Stance)
    Level: Swordsave 4
    Prerequisite: 2 Sky Serpent Maneuvers
    Initiation Action: 1 Swift Action
    Range: Personal
    Target: You

    By imitating the coiling, yielding movements of the snake, you improve your reaction time in combat.

    You learn from your foes attacks, learning how best to yield or deflect his style. While you are in this stance, You gain a temporary +1 dodge bonus to AC and Reflex saves each time your opponent misses you. This bonus is cumulative for the round and applies against all opponents attacking you. It lasts until the start of your next turn.

    Sky Serpent’s Secret
    Sky Serpent (stance)
    Level: Swordsage 6
    Prerequisite: 3 Sky Serpent maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    While in this stance you generate an aura of menace that leads all opponents to believe that all your weapons are equally deadly.

    The Sky Serpent Discipline teaches that all weapons are viable, and that all students must be equally proficient with both their weapons and their empty hand strikes. This stance exemplifies that. While this stance is adopted, the base damage of any weapon you wield is equal to the base damage of your unarmed strike.

    Snake’s Venom Runs Deep
    Sky Serpent (strike)
    Level: Swordsage 7
    Prerequisite: 3 Sky Serpent maneuvers
    Initiation Action: one standard action
    Range: melee attack
    Target: one creature

    An opening at a vital pressure point presents itself. You take advantage of it, hampering your foe’s physical prowess.

    Striking at a vital pressure point you hamper your opponents control over his physical strength and his coordination. You deal 4 strength damage and 4 dexterity damage. These effects go away if he receives any sort of magical healing.

    Sky Serpents Fang Pierces The Stone Dragon
    Sky Serpent (strike)
    Level: Swordsage 9
    Prerequisite: 5 Sky Serpent Maneuvers
    Initiation Action: 1 full round action
    Range: 60 ft
    Area: 60 ft. area Burst centered on You
    Duration: instantaneous
    Saving Throw: Reflex Half

    Summoning your ki, you summon a great storm cloud over head. Floating into the air, you catch a lightning bolt just as it’s about to strike you. Collecting it in your hands into a large ball, you shoot towards that ground at great speed. Upon contact with the ground, lightning shoots in all directions, blinding all that look upon you, sundering the ground beneath you and smiting all around you.

    Only true masters of the Sky serpent discipline can master this technique. The lightning caught is the representation of the culmination of Ki built up over the course of your training. When it touches the ground, it explodes outward, dealing 100 lightning damage to all opponents in the area. You take no damage when you use this maneuver. Reflex DC 19 + your wisdom modifier.
    This maneuver is a supernatural ability.

    Tornado’s Embrace
    Sky Serpent (boost)
    Level: Swordsage 3
    Prerequisite: One Sky Serpent maneuver
    Initiation Action: 1 swift action
    Range: Personal
    Target: you
    Duration: 1 full round

    You use you Ki to summon a whirlwind around you strong enough to blow away common projectiles.

    You use your Ki to summon a whirlwind around you that kicks up dirt and makes it difficult to hit you with ranged attacks. For the round after you use this maneuver, ranged attacks and ranged touch attacks have a 50% chance to miss you.

    Thunder Smites the Aggressor
    Sky Serpent (Counter)
    Level: Swordsage 5
    Prerequisite: 2 Sky Serpent Maneuvers
    Initiation Action: 1 immediate action
    Range: Melee Attack
    Target: One Creature

    In reaction to an opponent striking you, you react with the speed of lightning and strike with an accompanied roar of thunder.

    Whenever you are struck in combat, you can expend this maneuver to gain an immediate attack of opportunity against the creature. This attack deals +6d6 sonic damage.

    Thunder Clap
    Sky Serpent (strike)
    Level: Swordsage 6
    Prerequisite: 3 Sky Serpent Maneuvers
    Initiation Action: 1 standard action
    Range: 20 ft
    Area: 20 ft. area Burst centered on you
    Duration: instantaneous
    Saving Throw: Reflex Half; fortitude negates (see text)

    You raise your hands and in an explosive demonstration of ki generation and control create a thunderclap that deafens those around you and shatters their weapons.

    You clap your hands together, creating a thunder clap that deals 6d6 sonic Damage to those around you. Those that fail their reflex save need to make a fortitude save. If failed, their equipment takes an equal amount of sonic damage. This sonic damage ignores hardness. Both saves are DC 16+ your wisdom modifier.

    Tornado’s Touch
    Sky Serpent (boost)
    Level: Swordsage 6
    Prerequisite: One Sky Serpent maneuver
    Initiation Action: 1 swift action
    Range: Personal
    Target: you
    Duration: till end of turn
    Save: Reflex partial (see text)

    You surround your weapon in a volatile whirlwind that causes opponents strike to be sent flying.

    Your melee attacks deal +2d6 bludgeoning damage +1 per initiator level. Opponents struck while this maneuver is active move back 5 ft per 5 pts of extra damage this boost deals, away from the character, on a failed reflex save DC equal to the full damage of the attack.

    Winged Serpents Grace
    Sky Serpent (stance)
    Level: Swordsage 1
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    Through direct application of your light body training, you are able to avoid harm from falling great distances.

    While in this stance, you are under the effects of Feather Fall as per the spell.

    fatal_error's SMOLDERING BRIMSTONE (Discipline)
    Spoiler
    Show
    * The Key Skill for Smoldering Brimstone is Intimidate. Its preferred weapons consist of the Morningstar, Flail, Battleaxe, and Glaive.
    * Saving throws for Smoldering Brimstone maneuvers are based off of Charisma.
    * All Smoldering Brimstone maneuvers are supernatural unless specified otherwise.
    * Hellfire: Some Smoldering Brimstone maneuvers deal hellfire damage. Hellfire is partly heat, and partly abyssal power. Half of the damage dealt by a hellfire maneuver is fire damage, the other half results from abyssal energy and is therefore not subject to resistances.
    * Classes:
    Smoldering Brimstone is open to Crusaders by default.

    Maneuver/Stance List
    Spoiler
    Show
    1st Level
    • Choking Brimstone: Strike – Attack deals +1d4 damage.
    • Demonic Visage: Stance – Make a free Intimidate check against foes you strike.
    • Hunter of the Light: Stance – Use Detect Good at will.
    • Wreath of Hellfire: Boost – Deal 1d6 points of hellfire damage to all creatures nearby.

    2nd Level
    • Bolt of Hellfire: Strike – Deal 4d6 hellfire damage with a ranged touch attack.
    • Cursed Blade: Boost – Attacks cause cursed wounds that are difficult to heal.

    3rd Level
    • Brimstone Armor: Stance – Exude thick black smoke.
    • Smoldering Gaze: Boost – Cause fear in one foe.
    • Suffocating Brimstone: Strike – Attack deals +3d4 damage.

    4th Level
    • Cleaving Blow: Strike – Attack deals +5d6 damage, cleaves through if opponent is felled.
    • Demonic Power: Boost – Attacks can knock opponent back.

    5th Level
    • Arc of Hellfire:Strike – Touch attack to deal 6d6 hellfire damage against adjacent enemies.
    • Blinding Brimstone: Strike – Attack deals +3d6 damage and blinds target.

    6th Level
    • Balor’s Wings: Stance – You instantly grow a set of fiery leather wings, allowing you to fly.
    • Desecrated Blade: Boost – Attacks cause difficult to heal wounds and strength damage.
    • Rain of Brimstone: Strike – Rain hellfire and choking smoke upon an area.

    7th Level
    • Screaming Maul of the Tanar’ri: Boost – Cause fear in struck foes.
    • Soul Splintering Strike: Strike – Attack is a touch attack and become Confused.

    8th Level
    • Abyssal Wards: Stance – Gain spell resistance and deflection bonuses.
    • Blasphemous Blow: Strike – Attack deals +8d6 damage and dazes foe.
    • Hellfire Geyser: Strike – You create a geyser of sulfurous hellfire, dealing 12d6 hellfire damage.

    9th Level
    • Soul Rending Strike: Strike – Attack is a touch attack and deals +50 damage, destroy foe’s soul if he dies.

    Descriptions
    Spoiler
    Show
    Abyssal Wards
    Smoldering Brimstone (Stance)
    Level: Crusader 8
    Prerequisite: Three Smoldering Brimstone maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    Runes made of blood, flame, and smoke circle around you. As foes strike at you with spell or blade these runes flash and pulse, deflecting these attacks harmlessly away.

    While in this stance you gain spell resistance 30 and damage reduction 5/magic or cold iron.

    Arc of Hellfire
    Smoldering Brimstone (Strike)
    Level: Crusader 5
    Prerequisites: One Smoldering Brimstone maneuver.
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One or more creatures you threaten

    Your weapon becomes searing hellfire and choking smoke as you speak the abyssal runes aloud. With one great sweep, you scorch your enemies in demonic flames.

    As part of this maneuver, make a melee touch attack against each foe you threaten. If successful, they take 6d6 hellfire damage.

    Balor’s Wings
    Smoldering Brimstone (Stance)
    Level: Crusader 6
    Prerequisite: Three Smoldering Brimstone maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    Giant leathery wings sprout from your back. Flame laces the edges and trails in your wake as you soar through the air.

    While in this stance you gain a flight speed equal to your normal speed with poor maneuverability.

    Blasphemous Blow
    Smoldering Brimstone (Strike)
    Level: Crusader 8
    Prerequisite: Three Smoldering Brimstone maneuvers
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature
    Duration: 1 round

    Upon invoking the abyssal powers, runes sear forth from your weapon. As you strike your foe, these runes shatter in a burst of unholy power.

    As part of this maneuver, you make a single melee attack. If this attack hits, it deals 8d6 additional points of damage, and dazes that foe for one round.

    Blinding Brimstone
    Smoldering Brimstone (Strike)
    Level: Crusader 5
    Prerequisite: Two Smoldering Brimstone maneuvers
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature
    Duration: 1 round

    Thick black smoke pours from your weapon as you strike your foe. This smoke burns at his eyes, blinding him to your wrath.

    As part of this maneuver, you make a single melee attack. If this attack hits, you deal 3d6 additional points of damage, and blind that foe for one round.

    Brimstone Armor
    Smoldering Brimstone (Stance)
    Level: Crusader 3
    Prerequisite: Two Smoldering Brimstone maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    Black smoke and glowing embers constantly pour forth from the joints of your armor. This forms a dense cloud of soot and sparks around you at all times, making it difficult for your foes to strike at you.

    Your square and all squares within 5ft of where you end your movement are considered to grant 20% concealment. This concealment does not affect your attacks, however.

    Bolt of Hellfire
    Smoldering Brimstone (Strike)
    Level: Crusader 2
    Initiation Action: 1 standard action
    Range: 30 ft.
    Target: One creature

    With an invocation to the abyss, your weapon glows red hot, and an orb of hellfire coalesces at its tip. Making the sign of a demonic rune, you hurl this orb at your foes.

    As part of this maneuver, make a ranged touch attack. If this hits, deal 4d6 hellfire damage.

    Choking Brimstone
    Smoldering Brimstone (Strike)
    Level: Crusader 1
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature
    Duration: 3 rounds

    As it strikes your foe, your weapon spews forth a cloud of searing smoke. This smoke invades your opponent’s lungs as he tries to recover from your blow.

    As part of this maneuver, make a single melee attack. If this attack hits, you deal normal weapon damage. In addition, the foe takes 1d4 points of damage for the next three rounds.

    Cleaving Blow
    Smoldering Brimstone (Strike)
    Level: Crusader 4
    Prerequisite: One Smoldering Brimstone maneuver
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One Creature

    Demonic vitality surges through your veins as you swing into your enemy. Ripping through one fool’s mortal coil, you easily carry into the next with savage glee.

    As part of this maneuver, you make a single melee attack. If this attack hits, you deal 5d6 additional points of damage. If this attack drops a living opponent to –1 or fewer hit points, you may make an immediate attack against another foe you threaten. This second attack gains the additional 5d6 points of damage as well.

    Cursed Blade
    Smoldering Brimstone (Boost)
    Level: Crusader 2
    Prerequisite: One Smoldering Brimstone maneuver
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: End of turn/1 minute

    With a quick gesture runes etch themselves into your weapon. Foul ichor seeps forth, coating the blade and cursing any wounds it causes.

    Any damage dealt by your attacks require a caster level check (DC 10 + initiator level) to be healed by magical means.
    This effect fades after 1 minute.

    Demonic Visage
    Smoldering Brimstone (Stance) [Fear, Mind-Affecting]
    Level: Crusader 1
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    With each blow you strike your face transfigures into a victim’s loved one, worst enemy, or most terrifying thought.

    Each time you hit with a melee attack you may make an intimidate check (DC 10 + HD + bonuses against fear) against that target as a free action. If this check succeeds, the foe is shaken for one round, suffering a –2 penalty on attack rolls, ability checks, and saving throws.

    Desecrated Blade
    Smoldering Brimstone (Boost)
    Level: Crusader 6
    Prerequisite: Two Smoldering Brimstone maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: End of turn/1 minute

    As your weapon strikes, you can see runes being cut into your foe’s body, as if by some invisible knife.

    Your opponent takes 1 point of Strength damage each time you hit.
    In addition, any damage dealt by your attacks require a caster level check (DC 10 + initiator level) to be healed by magical means.
    These effects fade after 1 minute.

    Demonic Power
    Smoldering Brimstone (Boost)
    Level: Crusader 4
    Prerequisite: One Smoldering Brimstone maneuver
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: End of turn
    Saving Throw: Fortitude negates

    Power, fury, and rage the equal of a Balor surges through your veins. With inhuman strength, you force your foes back with every stroke.

    Each foe you hit with a melee attack must make a fortitude save (DC 14 + Charisma modifier) or be knocked back 5 ft. Opponents of a smaller size category suffer a –2 penalty for each category, while those of a larger size category gain a +2 bonus for each category, on this save. This movement does not provoke attacks of opportunity.

    Hellfire Geyser
    Smoldering Brimstone (Strike)
    Level: Crusader 8
    Prerequisite: Three Smoldering Brimstone maneuvers
    Initiation Action: 1 standard action
    Range: 30 ft.
    Area: Cylinder (10-ft. radius, 30 ft. high)
    Saving throw: Reflex Half

    You spew forth dark words and swiftly trace abyssal runes of destruction in the air. Suddenly, as the invocation completes, demonic fire erupts from the ground, engulfing your foes in its unholy inferno.

    All creatures in the column of hellfire take 12d6 hellfire damage. A successful reflex save (DC 18 + Charisma modifier) reduces this by one half.

    Hunter of the Light
    Smoldering Brimstone (Stance)
    Level: Crusader 1
    Initiation Action: 1 swift action/1 standard action
    Range: Personal
    Target: You
    Duration: Stance

    Devoting your life to eradication of worldly good, you have been gifted with runes of divination from your demonic tutors.

    While in this stance, you may cast Detect Good, as the spell, at will.

    Rain of Brimstone
    Smoldering Brimstone (Strike)
    Level: Crusader 6
    Prerequisite: Two Smoldering Brimstone maneuvers
    Initiation Action: 1 standard action
    Range: 30 ft.
    Area: Cylinder (20-ft. radius, 40 ft. high)
    Duration: 1 round/ 5 rounds

    With arms weaving and speech like that of a demoniac, you summon forth a hail of hellfire and brimstone onto your enemies’ heads.

    Everyone within the area takes 3d6 points of hellfire damage and 2d6 points of bludgeoning damage. In addition, the entire area is covered in a cloud of thick smoke (treat as total concealment beyond 5 ft.) for 5 rounds.

    Screaming Maul of the Tanar’ri
    Smoldering Brimstone (Boost) [Fear, Mind-Affecting]
    Level: Crusader 7
    Prerequisite: Two Smoldering Brimstone maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: End of turn/1 round
    Saving throw: Will negates

    A single utterance of darkest invocation transforms your weapon into a great flaming bronze maul of the abyss. A voracious toothy maw upon the head of this maul screams in eternal torment as it smashes into your foes, evoking a similar terror in them.

    Each successful melee attack forces the target of that attack to make a will save (DC 17 + Charisma modifier) or be panicked for one round.

    Smoldering Gaze
    Smoldering Brimstone (Boost) [Fear, Mind-Affecting]
    Level: Crusader 3
    Prerequisite: One Smoldering Brimstone maneuver
    Initiation Action: 1 swift action
    Range: 30 ft.
    Target: One creature
    Duration: 1 round
    Saving throw: Will negates

    Your eyes turn to demonic fire and promise eternal suffering to any that dare meet your gaze.

    The target must make a will save (DC 13 + Charisma modifier) or be panicked for one round.

    Soul Rending Strike
    Smoldering Brimstone (Strike)
    Level: Crusader 9
    Prerequisite: Four Smoldering Brimstone maneuvers
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature

    Abyssal runes etch themselves into your weapon as what seem to be a thousand souls scream in torment from within the blade. With a single stroke, your weapon glides through your foe’s mortal coil, but rends his soul into a million pieces.

    As part of this maneuver, make a melee touch attack. If this touch attack succeeds, you deal normal weapon damage plus 50.
    Furthermore, if this attack brings your opponent to –1 or fewer hit points, it kills him and destroys his soul, preventing any type of resurrection.
    This maneuver does not function on beings that do not possess souls.

    Soul Splintering Strike
    Smoldering Brimstone (Strike) [Mind-Affecting]
    Level: Crusader 7
    Prerequisite: Three Smoldering Brimstone maneuvers
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature
    Saving throw: Will negates

    Dark runes crawl across your weapon, and the face of a tortured soul seems to float across its surface. With one mighty blow, your weapon passes through the foe’s mortal coil unhindered, but strikes with such spiritual force it splinters his soul.

    As part of this maneuver, make a melee touch attack. If this attack hits, deal normal weapon damage. In addition, the victim must make a will save (DC 17 + Charisma modifier) or become Confused for 1d4 rounds.
    This maneuver does not function on beings that do not possess souls.

    Suffocating Brimstone
    Smoldering Brimstone (Strike)
    Level: Crusader 3
    Prerequisite: One Smoldering Brimstone maneuver
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature
    Duration: 3 rounds

    Acrid smoke pours from your weapon into your foe’s mouth, nose, and lungs. Tiny embers and demonic taint torture his airways as he coughs and sputters.

    As part of this maneuver, make a melee attack. If this hits, you deal normal weapon damage. In addition, the foe takes 3d4 points of damage for the next three rounds.

    Wreath of Hellfire
    Smoldering Brimstone (Boost)
    Level: Crusader 1
    Prerequisite: One Smoldering Brimstone maneuver
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: End of turn
    Saving Throw: Reflex half

    You speak a single abyssal syllable and hellfire wreathes about you, burning those fools that stray too close.

    All creatures adjacent to you take 1d6 points of hellfire damage. Reflex save (DC 11 + Charisma modifier) for half.

    Feats
    Spoiler
    Show
    Abyssal Power
    You are able to channel your own vitality into your attacks.
    Requirements: Strength 13, one Smoldering Brimstone maneuver
    Benefit: You may subtract a number up to your base attack bonus to from your hit points and add this amount to you damage for one round.
    Special: Abyssal Power can be used in place of Power Attack to qualify for a feat, prestige class, or other special ability. You can take both this feat and Power Attack.

  12. - Top - End - #12
    Orc in the Playground
     
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    Default Re: Reposting the Martial Compendium - Help me dig?

    TiwazTyrsfist's STEEL AEGIS (Discipline)
    Spoiler
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    The Key ability for the discipline is Concentration. Oh yeah, and Saves for anything in this that aren't specified, if a save is somehow forced/applicable and not stated are (10 + Maneuver Level + Con Mod). Constitution is the key attribute for this discipline.

    To use ANY of the maneuvers in this discipline, you must be wielding a shield you are proficient with. To use any of the maneuvers that involve a shield bash attack, you must be wielding a shield that you can shield bash with.
    If you have even a single Steel Aegis maneuver or stance, you may use a buckler to shield bash at a 1d2 (1d3 with shield spike). Shield Spikes increase the damage die one step for all strike maneuvers in this discipline.

    As for special shields (in particular from Races of stone), here are some rules. Any soft item that provides a shield bonus, such as a Gnomish battle cloak, doesn't count as a shield for the purposes of this discipline. It's a defensive item, but not a shield. Any shield that you cannot shield bash with CAN be used to initiate all maneuvers that don't include a shield bash. Also, all shields smaller than a tower shield CAN be used with Flying Strike, the 9th level strike. Somewhere there are stats for a pair of over sized bracers that grant a shield bonus. They do not count as a shield for the purposes of this discipline. Finally, special weapons that function both as a weapon and a shield, such as the Dwarven Buckler Axe, and Gnomish Tortoise Blade, DO count as a buckler (or appropriate shield) for the purposes of this discipline.

    Shield Strike
    Buckler - 1d4
    Light Shield - 1d6
    Heavy Shield - 1d8
    Extreme Shield - 1d10
    Tower Shield - 2d6

    Maneuver/Stance List
    Spoiler
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    1st Level
    • Strike - Defensive Blow - Shield Strike, With magic defensive bonus counting at attack/damage bonus.
    • Boost - Elemental Ward - Gain Elemental resistance to one energy type equal to your Concentration skill.
    • Stance - Combative Defense - Gain Shield Speciality and Improved Shield Bash.

    2nd Level
    • Boost - Steel Constitution - Gain Light Fortification
    • Counter - Sudden Bash - Shield Bash attacker.

    3rd Level
    • Strike - Ring the Bell - Attack with shield, Shield Strike Damage, Plus Stun for 2-5 rounds.
    • Boost - Steel Tortoise - While wielding a shield, gain the use of the Arrow Deflection Feat.
    • Stance - Ablative Shield - Sacrifice shield bonus for DR/- (one for one basis)

    4th Level
    • Counter - Sudden Defense - Gain AC up to your BAB against one attack or full attack action. Loose that much BAB on your next turn
    • Boost - Wall of Iron - Gain Concealment (20%)

    5th Level
    • Strike - Forceful Blow - Shield Strike, Plus knockback, ref save or knocked prone.
    • Boost - Mithril Constitution - Gain Medium Fortification
    • Stance - Battering Bulwark - Gain Agile Shield Fighter and Improved Two Weapon Fighting feats for the duration of the stance.

    6th Level
    • Counter - Arcane Bulwark - Turn one spell as by Spell Turning spell, with 6 spell levels remaining.
    • Counter - Jarring Block (Thanks to Crashy75) - Dissarm opponent who misses in melee attack.

    7th Level
    • Strike - Flying Strike - Throw Shield, Deals Defensive Blow damage, Range inc 30, Make a trip attack. Shield gains returning property.
    • Boost - Wall of Steel - Gain Total Concealment (50%)
    • Stance - Arcane Defense - Gain SR Based on Concentration Score+(Shield AC bonus)

    8th Level
    • Boost - Adamantine Constitution - Gain Heavy Fortification
    • Counter - Grand Aegis - Opposed attack roll to take no damage and damage opponents weapon (high chance of shattering).

    9th Level
    • Strike - World Crush - Crush targets chest, Either killing or doing 10d6+40 damage, and 100 ft knock back.


    Descriptions
    Spoiler
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    Ablative Shield
    Steel Aegis (Stance)
    Level: Crusader 3, Warblade 3
    Prerequisites: One Steel Aegis Maneuver
    Initiation Action: 1 Swift Action
    Range: Personal
    Target: You
    Duration: Stance

    You catch your opponents blows on your shield, softening his strikes.

    You sacrifice some of all of the AC bonus from your shield, to gain DR/-. For example, if you had a heavy shield +1, you could sacrifice all 3 AC from it for DR 3/-, or keep 2 ac, and gain DR 1/-. This DR only stacks with DR/- from Adamantite shields. It overlaps any other DR/-.

    Adamantine Constitution
    Steel Aegis (Boost)
    Level: Crusader 8, Warblade 8
    Prerequisite: Three Steel Aegis Maneuvers
    Initiation Action: 1 Swift Action
    Range: Personal
    Target: You
    Duration: 1 Round

    You gain Heavy Fortification, becoming Immune (Temporarily) to Critical Hits, Sneak Attacks, and other similar effects.

    Arcane Bulwark
    Steel Aegis (Counter)
    Level: Crusader 6, Warblade 6
    Prerequisite: Two Steel Aegis Maneuvers
    Initiation Action: 1 Immediate Action
    Range: Personal
    Target: You

    If you are targeted by a spell you may initiate this maneuver. If the spell is 6th level or less, it is turned. If the spell is 7th level or above, the spell is partially turned, as if you were under the effects of the Spell Turning spell, and had 6 charges left. This counter affects only one spell, even if you would have spell levels left.

    Arcane Defense
    Steel Aegis (Stance)
    Level: Crusader 7, Warblade 7
    Prerequisites: Three Steel Aegis Maneuvers
    Initiation Action: 1 Swift Action
    Range: Personal
    Target: You
    Duration: Stance

    Arcane chanting. A slight whoom sound. A bolt of mystical fire hurtles towards you, striking your shield. As it dies in a pitiful sizzle, instead of a deafening boom, you see the wizard's face pale, and robe dampen.

    You gain Spell resistance Equal to your ranks in Concentration + your Con Mod + the AC bonus provided by your shield. If, for example, you were a 13th level Warblade with full ranks in concentration, had a +2 buckler on, and 14 con, you would have a SR 21 (16 ranks in concentration + 3 from the buckler + 2 con bonus).

    Battering Bulwark
    Steel Aegis (Stance)
    Level: Crusader 5, Warblade 5
    Prerequisites: Two Steel Aegis Maneuvers
    Initiation Action: 1 Swift Action
    Range: Personal
    Target: You
    Duration: Stance

    While in this stance, you gain the benefits of Agile Shield Fighting (PHBII p.74), and Improved Two Weapon Fighting (PHB), but only using shield bashes off hand. This allows you to make two off-hand shield bashes as part of a full attack action, fighting as if with TWF, ITWF, and a light weapon in the off hand.

    Combative Defense
    Steel Aegis (Stance)
    Level: Crusader 1, Warblade 1
    Initiation Action: 1 Swift Action
    Range: Personal
    Target: You
    Duration: Stance

    Gain Shield Specialty(PHBII p.82) and Improved Shield Bash (PHB).

    Defensive Blow
    Steel Aegis (Strike)
    Level: Crusader 1, Warblade 1
    Initiation Action: 1 Standard Action
    Range: Melee Attack
    Target: One Creature

    Make a Shield Bash attack at your highest Base Attack Bonus, and add the shield bonus and enhancement bonus of your shield to the attack roll. The attack deals damage as per the Shield Strike Chart above, plus the shield bonus and enhancement bonus of the shield used.

    Elemental Ward
    Steel Aegis (Boost)
    Level: Crusader 1, Warblade 1
    Initiation Action: 1 Swift Action
    Range: Personal
    Target: You
    Duration: 1 Round, or until expended

    Your shield manifests a pale aura, granting you protection from an element.

    When you initiate this maneuver, select an energy type (Fire, Cold, Electricity, Acid, or Sonic). You gain Energy Resistance against that type of energy equal to your ranks in Concentration. If this boost absorbs that much damage from any number of sources before the duration expires, it ends immediately.

    Flying Strike
    Steel Aegis (Strike)
    Level: Crusader 7, Warblade 7
    Prerequisite: Three Steel Aegis Maneuvers
    Initiation Action: 1 Full-round Action
    Range: 30, as per a Ranged Weapon.
    Target: One Creature

    Focusing your power, you fling your shield at your target, striking him hard and knocking him down.

    Make an attack as per the Defensive Blow maneuver, using your dex or str modifier whichever is higher. This deals damage as the Defensive Blow Maneuver. Finally, make a trip attack attempt, as a ranged touch attack, and add any enhancement bonus from the shield to the checks. If this check succeeds, the target falls prone.
    Your shield disappears, and reappears on your arm at the start of your next turn, as per the Returning weapon ability.

    Forceful Blow
    Steel Aegis (Strike)
    Level: Crusader 5, Warblade 5
    Prerequisite: Two Steel Aegis Maneuvers
    Initiation Action: 1 Full-Round Action
    Range: Melee Attack
    Target: One Creature

    You shield-check your target, knocking him backwards, and onto his back.

    You make a Shield Strike, Dealing damage as per Shield Strike. In addition, you knock your target back 5 feet per point of damage dealt by the strike. If he hits a barrier before this movement is expended he takes an additional 1d6 damage. He must make a Ref save (17 + Con Modifier) or be knocked prone.

    Grand Aegis
    Steel Aegis (Counter)
    Level: Crusader 8, Warblade 8
    Prerequisite: Three Steel Aegis Maneuvers
    Initiation Action: 1 Immediate Action
    Range: Personal
    Target: You

    When you are targeted by any Melee Attack, you may initiate this maneuver. As an immediate action, make an opposed attack roll at your highest BAB, adding your shield bonus, against the opponents attack roll. If your result is higher, roll damage as a shield bash, and roll the opponents damage. You take no damage. The opponents weapon takes the total of both damage rolls, which bypasses it's hardness.

    Jarring Block
    Steel Aegis (Counter)
    Level: Crusader 6, Warblade 6
    Prerequisite: Two Steel Aegis Maneuvers
    Initiation Action: 1 Immediate Action
    Range: Melee
    Target: One Creature

    You can initiate this maneuver when an adjacent opponent misses you with a melee attack. Make a disarm attempt against that opponent. You may add your shield bonus (including any enhancement bonuses your shield may have) to the check. You do not provoke an attack of opportunity and your opponent cannot make a disarm attempt against you if you do fail in the attempt.

    Mithril Constitution
    Steel Aegis (Boost)
    Level: Crusader 5, Warblade 5
    Prerequisite: Two Steel Aegis Maneuvers
    Initiation Action: 1 Swift Action
    Range: Personal
    Target: You
    Duration: 1 Round

    You gain Medium Fortification, granting you a 50% chance to ignore the extra damage from Critical hits and Sneak Attacks.

    Ring the Bell
    Steel Aegis (Strike)
    Level: Crusader 3, Warblade 3
    Prerequisite: One Steel Aegis Maneuver
    Initiation Action: 1 Standard Action
    Range: Melee Attack
    Target: One Creature

    You use your shield to deal your enemy a resounding blow to the head. His eyes unfocus a bit, and he staggers.

    You make a Shield Bash attack (Dealing Damage as per the Shield Strike Maneuver). In addition, the subject must make a fortitude save (DC 15 + Con mod + Damage Done) or be Stunned for 1d4+1 rounds.

    Steel Constitution
    Steel Aegis (Boost)
    Level: Crusader 2, Warblade 2
    Prerequisite: One Steel Aegis Maneuver
    Initiation Action: 1 Swift Action
    Range: Personal
    Target: You
    Duration: 1 Round

    You gain Light Fortification, granting you a 25% chance to ignore extra damage from Critical hits, sneak attacks, and other similar effects.

    Steel Tortoise
    Steel Aegis (Boost)
    Level: Crusader 3, Warblade 3
    Prerequisite: One Steel Aegis Maneuver
    Initiation Action: 1 Swift Action
    Range: Personal
    Target: You
    Duration: 1 Round

    You gain the Deflect Arrows feat, using your shield. In addition, your shield bonus doubles against ranged attacks.

    Sudden Bash
    Steel Aegis (Counter)
    Level: Crusader 2, Warblade 2
    Prerequisite: One Steel Aegis Maneuver
    Initiation Action: 1 Immediate Action
    Range: Melee
    Target: One Creature

    You may initiate this maneuver if you're attacked and missed by an adjacent creature. You may make a Shield Bash attack against the target at your highest base attack bonus. This does not count as an attack of opportunity, nor does it provoke such.

    Sudden Defense
    Steel Aegis (Counter)
    Level: Crusader 4, Warblade 4
    Prerequisite: Two Steel Aegis Maneuvers
    Initiation Action: 1 Immediate Action
    Range: Personal
    Target: You

    You may initiate this maneuver if you are the subject of an attack. You may grant yourself an untyped bonus to your AC (Stacks with everything) up to your BAB. This bonus applies against one attack or full attack action against you. You take a penalty on to your BAB equal to the bonus you took on your next turn. Wow, wasn't that a convoluted way to say it. Example. BBEG tries to hit Bob the Warblade (Level 9). Bob is moderatly worried, and uses Sudden Defense. He grants himself a +7 to his AC against the BBEG's attack action this round. On Bob's next round, he takes a -7 on his attack rolls. Having a BAB of 9, Bob could have picked any amount between 1 and 9.

    Wall of Iron
    Steel Aegis (Boost)
    Level: Crusader 4, Warblade 4
    Prerequisite: Two Steel Aegis Maneuvers
    Initiation Action: 1 Swift Action
    Range: Personal
    Target: You
    Duration: 1 Round

    Your expertise with your shield allow you to keep it between you and all attacks. You gain concealment from your shield, imposing a 20% miss chance on attacks against you.

    Wall of Steel
    Steel Aegis (Boost)
    Level: Crusader 7, Warblade 7
    Prerequisite: Three Steel Aegis Maneuvers
    Initiation Action: 1 Swift Action
    Range: Personal
    Target: You
    Duration: 1 Round

    Your mastery of your shield makes it a veritable wall before you. You gain Total Concealment from your shield, imposing a 50% miss chance on attacks made against you.

    World Crush
    Steel Aegis (Strike)
    Level: Crusader 9, Warblade 9
    Prerequisite: Four Steel Aegis Maneuvers
    Initiation Action: 1 Full-Round Action
    Range: Melee Attack
    Target: One Creature

    Focusing all your might, you slam your shield into your targets chest, and the weight of the world comes with you. Time seems to slow, and all sound dim to a whisper, save the sickening crunch of the impact. Then everything snaps back, as the screaming corpse of your victim hurtles away.

    Make a shield bash attack, adding your shield bonus to the attack roll. If you succeed, the target gets a fortitude save DC (19+con mod+Shield bonus). If the save fails, the target is dead. Even if the save succeeds, they take 10d6+40 damage. Finally, the target (or corpse there of) is thrown back 100 feet (100 ft line). Anyone in the way takes 3d6 damage, and if the original target of this manuever is still alive, and hits a barrier before the 100 feet is up, they take 1d6 damage per 10 feet remaining, rounded up.
    *Special Note* If the target has one of those special class features that works like uncanny dodge, but for fortitude saves, even if they save and take no damage from the attack, they are still thrown back, and will take the damage from hitting a barrier if they stop early.

    Feats
    Spoiler
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    Aegis of Might
    Prerequisites: Proficiency with chosen shield, One Steel Aegis Maneuver
    Benefit: Choose a type of shield you are proficient with, that does not normally allow a shield bash attack to be made with it. You may make Shield bash attacks with that shield, but take a penalty on attack rolls, due to it's unwieldy nature.
    An extreme Shield does 1d6 base, and has a -2 penalty.
    A tower Shield does 1d8 base, and has a -4 penalty.
    Special: May be taken multiple times, applying to different shield types. Also, fighters may take this as a bonus feat.

    aotrscommander's UNQUIET TWILIGHT (Discipline)
    Spoiler
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    It is unknown where this style originated, but it probably began in some forgotten crypt somewhere in the dark places of the world. Unquiet Twilight brings the power of Undeath to it's practitioners. Mastering the discipline requires not just the usual physical and mental preparations, but study of the nature of Undead and negative energy. The adherent learns to use their Ki to channel negative energy, letting it flow through their form like spilled blood. The Undead who practise this discipline find this simpler than the living adherents. But both often often spend years mastering the fine art.

    While most of those who use this discipline are Undead, the living can use it just as well (though in some cases, the Undead gain more advantage). The key skill for Unquiet Twilight is Knowledge (Religion). Its preferred weapons are Bite, Claw, Longsword, Shortsword, Slam and Scythe.

    Note that despite the dark nature of the maneouvers and the flavour, that this discipline is not actually evil within itself (and is designed with that intention). However, some DMs may wish to rule as such (especially those for whom animating mindless Undead is an evil act).

    Classes: Crusader, Swordsage. Note Crusaders who serve a deity must be of non-Good alignment (unless your deity happens to be a good-aligned god or Undeath. Hey, it could happen!)

    Marshal: Sublime Way Marshals may take a new Command Style, Crypt Commander. Typically found in the ranks of Undead (or anti-Undead) Armies, Crypt Commanders are specialists, commanding (or opposing) Undead troops. (Note most of thse in command of Undead armies will typically have Tactician as feats!) Crypt Commanders gain access to Unquiet Twilight discipline and may take either Silence the Unquiet or Twilight Power (not not both) as bonus feats.

    Notes: This is (obviously) a more supernatural style (closer to Desert Wind, say, than White Raven).

    Animated Dead: Some of the maneouvers animate the bodies of slain creatures as if by Animate Dead. Creatures are either animated as skeletons or zombies (which is specified in the maneouver), and arise at the start of your next turn. The animated dead count towards your Animate Dead control limit (4HD/caster level).
    The Undead become typical skeletons or zombies of their type (i.e many humanoids become 1HD). Any feats or abilities that apply to Animate Dead or creating Undead in general (e.g. Corpsecrafter) apply to any Undead you animate with an Unquiet Twilight maneouver.

    Because such maneouvers use the creature's own death-energy to power the conversion, the psychic imprint on the body is much stronger than a typical Animate Dead effect and the resonant negative energy more intense. These effects fade shortly, but until the end of the encounter, the Animated Undead gain the following:
    They retain the attack bonus and attacks they had as living beings, subject to the change to ability scores from the Skeleton or Zombie template (+2 Dex and +2 Str/-2Dex respectively, plus Con -, Wis 10 and Cha 1)
    A number of temporary hit points per your initiator level (specified in the maneouver description)
    Additional Turn Resistance equal to half your initiator level
    Tehy retain the use of one feat or extraordinary special attack (that relies on having a skeletal structure in the case of a skeleton) per 5 initiator levels.

    At the end of the encounter, all of these abilities fade and the creature becomes a normal skeleton or zombie. For the purpose of Animate Dead's control limits, you count half your initiator level as the caster level (i.e. 2 HD/level). For the purpose of determining the amount of HD you can raise at any one initiation/casting, you count your full initiator level as you caster level (up to 2HD/level with one maneouver). These effective caster levels stack with any other Animate Dead caster levels you possess.

    Once the procedure of animating the body has been initiated by the maneouver, the bodies are treated as objects until the start of your next turn when they become Undead. However, Raise, Revivify and Resurrection spells (or other similar effects) cast on the body will fail; while the soul may be free to return, the body is currently unavailable (as it is becoming/has become an Undead creature). The only way to stop the animation once it hs begun it to physically destroy the body completely.

    Relevant Maneouvers:
    Flesh to Bone
    Wake the Unquiet Dead
    Twilight of Hope

    Maneuver/Stance List
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    1st Level
    • Claw of the Grave (Su): (Boost) -- Deal D4 negative energy +1/initiator level.
    • Will Beyond Death: (Stance) -- You gain +2 Turn Resistance
    • Twilight Eyes: (Stance) -- Gain Low-Light Vision and see in total darkness.
    • Steal Vitality: (Strike) -- Gain +2 to saves for one round, foe gets -2.

    2nd Level
    • Leech the Soul: (Strike) -- You heal half the damage you inflict.
    • Welter of Blood: (Boost) -- Wounds you inflict bleed for an extra D6 damage.

    3rd Level
    • Call of the Grave: (Strike) -- Use Knowledge (Religion) check to determine damage to Undead.
    • Dark Mirror's Shield: (Stance) -- You Positive Energy Resistance 10 (if Undead) or Negative Energy Resistance 10 (if living).
    • Dark Mirror's Stroke: (Stance) -- You deal +3 weapon damage to living creatures (if Undead) or +3 weapon damage to Undead (if living).
    • Disquieting Whispers (Su): (Strike) -- Ghostly voices distract foe you strike.
    • Ghoul's Clutch (Su): (Strike) -- You paralyse your foe with a melee attack.

    4th Level
    • Entropic Overload (Su): (Strike) -- Your attack deals +2D6 negative energy damage and a foe killed explodes with negative energy.
    • Fade to Black(Su): (Strike) -- Strike inflicts Strength penalty and blinds foe.
    • Leech the Soul, Greater: (Strike) -- You heal the damage you inflict and can convert hit points healed to ability damage healed.
    • Mind Beyond Death: (Counter) -- Remove mind-affecting effects, Turning/Rebuking effects.

    5th Level
    • Entropic Drain: (Strike) -- You deal +4D6 Negative Energy damage, reduce foe's resistances by 5 for 1 round and gain them yourself.
    • Malevolent Grasp: (Su): (Stance) -- You extend the effects of your Claw or Slam attacks to your weapons.
    • Stygian Scythe (Su): (Strike) -- Your attack deals +2D6 Negative Energy damage and bestow two Negative Energy levels.
    • Visage of Ancient Terror: (Stance) -- You cause foes who you attack or who attack you to become shaken.

    6th Level
    • Call of the Grave, Greater: (Strike) -- Use double Knowledge (Religion) check to determine damage to Undead.
    • Flesh to Bone (Su): (Strike) -- Attack deals +8D6 negaive energy damage, creature you kill rises as a skeleton.
    • Still the Beating Heart (Su): (Strike) -- Ethereal touch attack strikes foe's heart as it manifests back to the material plane, dealing +6D6 damage.

    7th Level
    • Death Shall Not Claim Me: (Stance) -- When reduced to 0 or -10 hits, take 2 points of Cha or Con damage per round to stave off destruction.
    • Scream of Desolation (Su): (Other) -- Your cry instills fear and paralysis.

    8th Level
    • Soulripper: (Su): (Strike) -- You kill your foe with one blow by tearing his soul free.
    • Wake the Unquiet Dead (Su): (Stance) -- You can spend hit points to animate as a skeleton or zombie any target slain within 60' as a reaction.

    9th Level
    • Twilight of Hope (Su): (Strike) -- Make one attack against every foe in reach, kill foes struck or deal +30 damage and foes you kill rise as skeletons or zombies.


    Descriptions
    Spoiler
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    Claw of the Grave
    Unquiet Twilight (Boost)
    Level: Crusader 1, Swordsage 1
    Initiation Action: 1 Swift action
    Range: Personal
    Target: You
    Duration: End of Turn

    You focus the power of death into your blade. A cold chill surrounds the weapon and the whispers of the damned become faintly audible as it sweeps through the air.

    For the rest of your turn, your melee attacks deals an extra D4 points of negative energy damage +1 per initiator level.

    This maneuver is a supernatural ability.

    Steal Vitality
    Unquiet Twilight (Strike)
    Level: Crusader 1, Swordsage 1
    Initiation Action: 1 Standard action
    Range: Melee Attack
    Target: One living creature
    Duration: 1 round

    Your blow transfers the small amount of negative energy released by the injury and siphon it to bolster you own defenses.

    You make a single melee attack as part of this strike. If the attack hits, the target takes melee damage normally and takes a -2 penalty of all saves for 1 round. You gain a +2 bonus to all saves for 1 round.

    Will Beyond Death
    Unquiet Twilight (Stance)
    Level: Crusader 1, Swordsage 1
    Initiation Action: 1 Swift action
    Range: Personal
    Target: You
    Duration: Stance

    You focus your spirit and anchor your will more firmly to your form, so that the powers of the gods cannot stay you.

    While you are in this stance, you gain +2 to your Turn Resistance.

    Twilight Eyes
    Unquiet Twilight (Stance)
    Level: Crusader 1, Swordsage 1
    Initiation Action: 1 Swift action
    Range: Personal
    Target: You
    Duration: Stance

    Darkness and twilight become clear as day to your sight.

    While you are in this stance, you can see perfectly, even in total or magical darkness. In addition, you gain Low-Light Vision (or add one increment to your existing Low-Light Vision).

    Leech the Soul
    Unquiet Twilight (Strike)
    Level: Crusader 2, Swordsage 2
    Prerequisite: One Unquiet Twilight maneouver
    Initiation Action: 1 Standard action
    Range: Melee Attack
    Target: One living creature

    As you strike, you steal the life-energies of your victim and channel it into your own.

    You make a single melee attack as part of this strike. If the attack hits, the target takes melee damage normally. You heal half the amount of damage inflicted. Any amount healed above your normal maximum hit point total becomes temporary hit points that last until the end of the encounter.

    Welter of Blood
    Unquiet Twilight (Boost)
    Level: Crusader 2, Swordsage 2
    Initiation Action: 1 Swift action
    Range: Personal
    Target: You
    Duration: End of Turn

    You strike with precision and lethality at the target, causing great gouts of blood to fountain from their wounds.

    For the rest of your turn, each melee attack that hits causes profuse bleeding. The target takes another D6 points of damage from each wound so inflicted on your next turn, after which the effect ends.

    This maneuver does not affect creatures immune to critical hits or that do not have blood.

    Call of the Grave
    Unquiet Twilight (Strike)
    Level: Crusader 3, Swordsage 3
    Prerequisite: One Unquiet Twilight maneouver
    Initiation Action: 1 Standard action
    Range: Melee Attack
    Target: One Undead creature

    Using your studies of the Undead, you know exactly where to strike to disrupt the flow of negative energy in an Undead creature.

    You make a single melee attack on an Undead creature as part of this strike. If the attack hits, you do not deal normal damage. Instead, you make a Knowledge (Religion) check and deal damage equal to the check result. Your Strength modifier, your weapon's magical properties (if any), and any other extra damage you normally deal do not modify this check (including extra damage from class abilities, feats or spells).

    In addition, you bypass any Damage Reduction and damage dealt by this strike cannot be healed by natural (i.e not resulting from a spell or power effect) Fast Healing or Regeneration.

    Dark Mirror's Shield
    Unquiet Twilight (Stance)
    Level: Crusader 3, Swordsage 3
    Prerequisite: One Unquiet Twilight maneouver
    Initiation Action: 1 Swift action
    Range: Personal
    Target: You
    Duration: Stance

    You focus your energy into a shield, preventing your foe's destuctive energy from harming you by negating it with your own.

    If you are Undead, while you are in this stance, you gain Positive Energy Resistance 10.

    If you are a living creature, while you are in this stance, you gain Negative Energy Resistance 10.

    This stance has no effect for creatures that are not alive.

    Dark Mirror's Stroke
    Unquiet Twilight (Stance)
    Level: Crusader 3, Swordsage 3
    Prerequisite: One Unquiet Twilight maneouver
    Initiation Action: 1 Swift action
    Range: Personal
    Target: You
    Duration: Stance

    You strike you foe, channeling the energy that powers you in a way that disrupts their own flow of energy by negating it with yours.

    If you are Undead, while you are in this stance, you deal +3 weapon damage to living creatures.

    If you are a living creature, while you are in this stance, you deal +3 weapon damage to Undead creatures.

    This stance has no effect for creatures that are not alive.

    Ghoul's Clutch
    Unquiet Twilight (Strike)
    Level: Crusader 3, Swordsage 3
    Prerequisite: One Unquiet Twilight maneouver
    Initiation Action: 1 Standard action
    Range: Melee Attack
    Target: One living creature
    Duration: 1 round
    Saving Throw: Fortitude partial

    You invoke the secrets of the ghoul, and let that dark hunger flow down your blade to cripple your target.

    You make a single melee attack as part of this strike. If the attack hits, the target takes melee damage normally and must make a Fortitude save (DC 13+your Charisma modifier) or be paralyzed for 1 round. Elves and Fey are immune to this paralysis.

    If you already have a paralysis special ability from your weapon attack (such as that of a Ghoul's Claw attack), use the effects (i.e save DC, duration, etc) of that ability (with a +3 bonus to the save DC) or Ghoul's Clutch, whichever is better.

    This maneuver is a supernatural ability.

    Disquieting Whispers
    Unquiet Twilight (Strike) [Fear, Mind-Affecting]
    Level: Crusader 3, Swordsage 3
    Prerequisite: One Unquiet Twilight maneouver
    Initiation Action: 1 Standard action
    Range: Melee Attack
    Target: One creature
    Duration: 1 round or 1 minute
    Saving Throw: Will partial

    You strike your foe and suddenly, he hears the whispers of the damned, voices not quite intelligible babbling into his ears, distracting him as he fights to clear his head.

    You make a single melee attack as part of this strike. If the attack hits, the target takes melee damage normally and must make a Will save (DC 13+your Charisma modifier) or become Shaken for 1 minute. In addition, they must make a Will save (same DC) each time they attempt to make an attack or opportunity or fail to make that attack and must make a DC 15+spell/power level Concentration check to be able to cast spells or manifest powers.

    If the creatures passes it's initial Will save it is merely Shaken for 1 round.

    This maneuver is a supernatural ability.

    Entropic Overload
    Unquiet Twilight (Strike)
    Level: Crusader 4, Swordsage 4
    Prerequisite: Two Unquiet Twilight maneouvers
    Initiation Action: 1 Standard action
    Range: Melee Attack
    Target: One living creature
    Saving Throw: None and Will half

    With a surge of negative energy coursing down your blade and low, ominous hum, your strike your victim. As he falls, the death-energy is released with a blast of power.

    You make a single melee attack as part of this strike. If the attack hits, you deal and extra +2D6 Negative Energy damage.

    If the target is killed, there is an explosion of negative energy. All creatures adjacent to the target (including you if you adjacent to the target) take D8 Negative Energy damage for every 2HD of the target (Will save DC 14+your Charisma modifier for half damage).

    This maneuver is a supernatural ability.

    Fade to Black
    Unquiet Twilight (Strike)
    Level: Crusader 4, Swordsage 4
    Prerequisite: Two Unquiet Twilight maneouvers
    Initiation Action: 1 Standard action
    Range: Melee Attack
    Target: One creature
    Saving Throw: Will partial

    Your eerie strike leaves your foe weakened, his vision dimmed as blackness clouds his mind and limbs.

    You make a single melee attack as part of this strike. If the attack hits, your foe suffers a -4 penalty to Strength and must make a Will save (DC 14+your Charisma modifier) or be Blinded. Both effects last for 1 minute.

    The Strength penalty is not cumulative with itself; the duration merely overlaps.

    This maneuver is a supernatural ability.

    Leech the Soul, Greater
    Unquiet Twilight (Strike)
    Level: Crusader 4, Swordsage 4
    Prerequisite: One Unquiet Twilight maneouver
    Initiation Action: 1 Standard action
    Range: Melee Attack
    Target: One living creature

    As you strike, you steal a large part of the life-energies of your victim and your wounds close.

    You make a single melee attack as part of this strike. If the attack hits, the target takes melee damage normally. You heal the amount of damage inflicted. At your option, for every 5 hit points you would have healed you sacrifice, you heal 1 point of ability damage instead. Any amount healed above your normal maximum hit point total become temporary hit points that last until the end of the encounter.

    Mind Beyond Death
    Unquiet Twilight (Counter)
    Level: Crusader 4, Swordsage 4
    Prerequisite: Two Unquiet Twilight maneouvers
    Initiation Action: 1 Immediate action
    Range: Personal
    Target: You

    Your mind and will so so closely bound that it is child's play to break the feeble attempts to control or disrupt you.

    You remove (i.e. end the effects) of any and all mind-affecting effects currently affecting you with a duration of 1 or more rounds.

    If you are Undead, you remove any and all effects from Turning or Rebuking currently affecting you. You can initiate this maneouver quickly enough to ignore the effect of being destroyed on a Turning check by a cleric of twice or more your HD if you do so when the Turning attempt is made.

    Entropic Drain
    Unquiet Twilight (Strike)
    Level: Crusader 5, Swordsage 5
    Prerequisite: Two Unquiet Twilight maneouvers
    Initiation Action: 1 Standard action
    Range: Melee Attack
    Target: One creature
    Duration: One round

    Your blow disrupts your foe's protections with a single blow of entropic power, and steal his power for your own.

    You make a single melee attack as part of this strike. If the attack hits, you deal an extra +4D6 Negative Energy damage and the target's Damage Reduction, Energy Resistances, Power Resistance and Spell Resistance are all reduced by 5 for 1 round.

    You gain Damage Reduction and/or resistance 5 of the same type that the creature has had reduced until the start of your next action. The stolen resistances stack with the highest resistance of the same type you currently have. Damage Reduction only stacks if you have the same type of bypass method, otherwise it overlaps as normal.

    Malevolent Grasp
    Unquiet Twilight (Stance)
    Level: Crusader 5, Swordsage 5
    Prerequisite: Two Unquiet Twilight maneouvers
    Initiation Action: 1 Swift action
    Range: Personal
    Target: You
    Duration: Stance

    Your weapon becomes such and extension of you that you can channel your own abilities into each strike.

    While in this stance, any additional Special Attacks (excluding Improved Grab) that normally activate on a hit from your natural Claw, Slam or touch attacks apply to the weapon you hold in that hand.

    This maneuver is a supernatural ability.

    Stygian Scythe
    Unquiet Twilight (Strike)
    Level: Crusader 5, Swordsage 5
    Prerequisite: Two Unquiet Twilight maneouvers
    Initiation Action: 1 Standard action
    Range: Melee Attack
    Target: One creature
    Saving Throw: None

    As you strike, you focus your Ki to summon Negative energy and send it shuddering down your weapon to smite your foe.

    You make a single melee attack as part of this strike. If the attack hits, you deal an extra +2D6 Negative Energy damage and bestow two Negative Energy levels. If you are Undead, you also gain 10 temporary hit points.

    The Fortitude save DC to remove the Negative Energy level after 24 hours is 15+your Charisma modifier.

    This maneuver is a supernatural ability.

    Visage of Ancient Terror
    Unquiet Twilight (Stance) [Fear, Mind-Affecting]
    Level: Crusader 5, Swordsage 5
    Prerequisite: Two Unquiet Twilight maneouvers
    Initiation Action: 1 Swift action
    Range: Personal
    Target: You
    Duration: Stance
    Saving Throw: Will negates or Will Partial

    You have learned how to tap into the subconscious fear of the living mind. You can draw on that primal fear to cow your opponents and make the weak-willed flee before you.

    While you are in this stance, any opponent you damage with a melee attack, or who makes a melee attack upon you and misses must make a Will save (DC 15+your Charisma modifier) or become Shaken for 1 round. Opponents of half or less your HD are Panicked if they fail the save for D6+1 rounds or Shaken for one round if they pass.

    Call of the Grave, Greater
    Unquiet Twilight (Strike)
    Level: Crusader 6, Swordsage 6
    Prerequisite: Two Unquiet Twilight maneouvers
    Initiation Action: 1 Standard action
    Range: Melee Attack
    Target: One Undead creature

    Your powerful and deadly accurate attack fragments the negative energy flow of your target.

    This maneuver functions as Call of the Grave, except that you deal damage equal to 2 x your Knowledge (Religion) check result.

    Flesh to Bone
    Unquiet Twilight (Strike)
    Level: Crusader 6, Swordsage 6
    Prerequisite: Two Unquiet Twilight maneouvers
    Initiation Action: 1 Standard action
    Range: Melee Attack
    Target: One living creature with a skeletal structure
    Duration: Instantaneous

    By channeling the death-energy released by the creature you kill at the moment of death, you cause the flesh to rot from it's bones and it's skeleton rise to serve your command.

    You make a single melee attack as part of this strike. If the attack hits, you deal an extra 8D6 negative energy damage.

    If you kill the creature, it rises as a skeleton as if animated by Animate Dead on your next turn, gaining 4 temporary hit points per initiator level.

    This maneuver is a supernatural ability.

    Still the Beating Heart
    Unquiet Twilight (Strike)
    Level: Crusader 6, Swordsage 6
    Prerequisite: Two Unquiet Twilight maneouvers
    Initiation Action: 1 Standard action
    Range: Melee Attack
    Target: One creature

    As you strike, for a moment your weapon becomes ethereal and you drive it into the heart of your victim. The weapon becomes solid inside the body, causing terrible trauma.

    You make a single melee touch attack with your weapon at a -4 penalty as part of this strike. If you hit, you deal normal melee damage. Depending what the target is, you also gain the following effects.

    If you strike a corporeal creature, you deal an additional +6D6 damage.

    If you strike a corporeal creature subject to critical hits, also you bypass the creature's Damage Reduction and deal 4 points of Constitution damage.

    At your option, you may leave your weapon embedded in the foe. (This effect deals no extra damage, but for instance would allow you to effectively stake a Vampire.)

    If you strike an non-Ethereal incorporeal creature, your attack has no miss chance (as with a Ghost Touch weapon) and you deal an extra +3D6 damage.

    You may attack Ethereal creatures with this strike (provided you can locate them), but you deal no additional damage.

    This maneuver is a supernatural ability.

    Death Shall Not Claim Me
    Unquiet Twilight (Stance)
    Level: Crusader 7, Swordsage 7
    Prerequisite: Two Unquiet Twilight maneouvers
    Initiation Action: 1 Swift action
    Range: Personal
    Target: You
    Duration: Stance

    Your sheer force of will and determination holds you beyond death's door long after a lesser being would have fallen.

    This stance has slightly different effects for Undead and for living beings.

    Undead (or unliving): While in this stance, if you are reduced to 0 or less hits, you are not destroyed, but instead take 2 points of Charisma damage (even if you are normally immune to ability damage). Each time you are struck for hit point damage until your hit points rise above 0, you take another 2 points of Charisma damage. The damage continue to accrue from these hits normally. If you reach 0 Charisma, you are destroyed immediately.

    Living: While in this stance, if you are reduced to -1 or less hits, you are not disabled, but instead take 2 points of Constitution damage (even if you are normally immune to ability damage). If you are reduced to -10 or less hits, you not die, but instead take 4 points of Constitution damage. Each time you are struck for hit point damage until your hit points rise above 0, you take another 2 points of Constitution damage. The damage continue to accrue from these hits normally. If you reach 0 Constitution, you die immediately.

    Scream of Desolation
    Unquiet Twilight [Fear, Mind-Affecting, Sonic]
    Level: Crusader 7, Swordsage 7
    Prerequisite: Two Unquiet Twilight maneouvers
    Initiation Action: 1 Standard action
    Range: Personal
    Area: 60' radius burst centered on you
    Duration: 1 round/2 levels or 1 round (se text)
    Saving Throw: Will partial

    You let out a scream that is not even remotely human. The cry stings very air, turns the blood to ice, stabs the soul with knives.

    You let out a terrible scream that affects all creatures within a 60' radius. All creatures within the area must make a Will save (DC 17+your Charisma modifier) or be Panicked for the duration. If they succeed the saving throw, they are Shaken for one round.

    Creatures of half or less your HD who fail their save must make an additional save (same DC) or be paralyzed with fear for the duration of the maneuver.

    This maneuver is a supernatural ability.

    Soulripper
    Unquiet Twilight (Strike)
    Level: Crusader 8, Swordsage 8
    Prerequisite: Four Unquiet Twilight maneouvers
    Initiation Action: 1 Standard action
    Range: Melee Attack
    Target: One living or non-mindless Undead creature
    Saving Throw: Will partial

    As you strike your blow and pull your weapon back, you bring you foe's spirit - a pale ghostly double - with it, tearing from his body. The soul dissipates into the afterlife with a despairing wail.

    You make a single melee attack as part of this strike. If the attack hits, the target takes melee damage normally. You foe must make a Will save (DC 18+your Charisma modifier) or be slain as you rip his soul out. (The soul vanishes to wherever souls go in one round and may take no action, though it could conceivably by captured or bound in that time via effects such as Magic Jar, et. al.). If the target succeeds the saving throw, he still takes 10D6 damage from the wrench of the soul nearly being removed.

    This maneuver is a supernatural ability.

    Wake the Unquiet Dead
    Unquiet Twilight (Stance)
    Level: Crusader 8, Swordsage 8
    Prerequisite: Four Unquiet Twilight maneouvers
    Initiation Action: 1 Swift action
    Range: Personal
    Target: You
    Duration: Stance

    You know how, with subtle gestures of mind and body, how to twist the negative energies released on death to animate the body to your will with but the smallest portion of your own power to fuel it.

    While in this stance, whenever a living creature within 60' of you is killed (as a free reaction), you may choose to and raise the creature as a skeleton or zombie; you take 2 hits points of damage per HD of the raised creature (e.g 2 for a Human skeleton, 4 for a Human Zombie). The corpse rises at the start of your next turn as if animated by Animate Dead and gains 6 temporary hit points per initiator level.

    This maneuver is a supernatural ability.

    Twilight of Hope
    Unquiet Twilight (Strike)
    Level: Crusader 9, Swordsage 9
    Prerequisite: Five Unquiet Twilight maneouvers
    Initiation Action: 1 Full-round action
    Range: Melee Attack
    Target: One or more creatures
    Duration: Instantaneous
    Saving Throw: Fortitude Partial

    You focus all of your Ki into negative energy and with a rush of terrible verve, you strike at all your opponents. As each blow falls, your power tears the life-force from the victims and each foe that falls rises to do your bidding.

    You make one melee attack on every creature within reach and each successful hit deals an additional +30 points of negative energy damage. In addition, each struck creature must make a Fortitude save (DC 16+your Charisma modifier) or be slain as with Slay Living.

    If you kill a creature (by damage or the death effect), it rises as a skeleton or zombie (your choice) as if animated by Animate Dead on your next turn and gains 8 temporary hit points per initiator level.

    This maneuver is a supernatural ability.


    Ah, 50k character limit, we meet again!

  13. - Top - End - #13
    Ogre in the Playground
     
    FMArthur's Avatar

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    Mar 2008

    Default Re: Reposting the Martial Compendium - Help me dig?

    I am not trying to to imply that any of these are of low quality or not worth using, but does anyone have a list of these that they would personally recommend? I'd like to open up my ToB games a little using good homebrew, without turning them into a huge mess that my players won't want to wade through to find what they like. For instance, why did three different people make a Falling Star discipline? Are they related in some way? Perhaps a short, one-sentence description is in order for them, like the "From the Playground" threads.

    Basically, what in this list do you use, GitP?
    Last edited by FMArthur; 2010-08-30 at 07:49 PM.
    • Chameleon Base Class [3.5]/[PF]: A versatile, morphic class that mimics one basic party role (warrior, caster, sneak, etc) at a time. If you find yourself getting bored of any class you play too long, the Chameleon is for you!
    • Warlock Power Sources [3.5]: Making Hellfire Warlock part of the base class and providing other similar options for Warlocks whose powers don't come from devils.

  14. - Top - End - #14
    Colossus in the Playground
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    Default Re: Reposting the Martial Compendium - Help me dig?

    Quote Originally Posted by FMArthur View Post
    I am not trying to to imply that any of these are of low quality or not worth using, but does anyone have a list of these that they would personally recommend? I'd like to open up my ToB games a little using good homebrew, without turning them into a huge mess that my players won't want to wade through to find what they like. For instance, why did three different people make a Falling Star discipline? Are they related in some way? Perhaps a short, one-sentence description is in order for them, like the "From the Playground" threads.

    Basically, what in this list do you use, GitP?
    I use Sublime Way variants of standard classes mostly, and Falling Star. Tho I've been looking for a better archery discipline (a completely extraordinary one; I think the game wants one for skirmishers, one for snipers and one for supernatural Arcane Archers of sorts - playing in a no-magic game so Falling Star is mostly useless) and Iron Rain is looking slightly promising.
    Campaign Journal: Uncovering the Lost World - A Player's Diary in Low-Magic D&D (Latest Update: 8.3.2014)
    Being Bane: A Guide to Barbarians Cracking Small Men - Ever Been Angry?! Then this is for you!
    SRD Averages - An aggregation of all the key stats of all the monster entries on SRD arranged by CR.

  15. - Top - End - #15
    Titan in the Playground
     
    Prime32's Avatar

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    Default Re: Reposting the Martial Compendium - Help me dig?

    I believe you're looking for The Age of the Warriors.


    Also, here's some incomplete stuff from BG: Martial techniques from BlazBlue
    (Ragna's discipline is done, Hakumen's is half-done, and there's some scattered maneuvers and feats for the others)
    Last edited by Prime32; 2010-08-30 at 08:39 PM.

  16. - Top - End - #16
    Titan in the Playground
     
    PairO'Dice Lost's Avatar

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    Default Re: Reposting the Martial Compendium - Help me dig?

    Quote Originally Posted by FMArthur View Post
    For instance, why did three different people make a Falling Star discipline? Are they related in some way?
    Well, Falling Star was in limbo for a long time before it came close to being finished by its original creators (Tempest Stormwind's being the original version), so it's likely that the others simply took the initiative to make their own archery discipline, borrowing a good name.
    Better to DM in Baator than play in Celestia
    You can just call me Dice; that's how I roll.


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    Darn you PoDL for making me care about a bunch of NPC Commoners!
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    I'm pretty sure turning Waterdeep into a sheet of glass wasn't the best win condition for that fight. We lived though!
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