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    Oct 2009

    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)
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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
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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
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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
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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)
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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
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    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
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    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.