Some students of the sublime way are not satisfied to execute maneuvers. They wish to understand them fully. This is a slow path, but it has benefits. A Strikewright has no need of mental exercises to hold a maneuver, and can enhance existing maneuvers, making them more effective than when used by an ordinary adept.
Balance, Climb, Escape Artist, Heal, Hide, Jump, Knowledge (any), Listen, Martial Lore, Move Silently, Perform (dance), Sleight Of Hand, Spot, Tumble, the key skills of chosen schools
Choose four of: Diamond Mind, Iron Heart, Setting Sun, Stone Dragon, Tiger Claw, Steel Mountain
, Chthonic Serpent
, Maula Kae
, Piercing Point
, Iron Rain
, Falcon's Eye
, Oncoming Storm
, Leaping Gale
, Gentle Breeze
, Viper Fang
, Army of One
, Broken Blade
, Dancing Leaf
, Knowing Heart
, Scarlet Rose
. This choice is made when you begin the class and cannot be changed. Add the key skills of your chosen schools to your class skill list if they are not already there.
All simple weapons and all signature weapons of your chosen schools.
A Strikewright learns higher-level maneuvers more slowly than normal, following this table:
|Initiator level||Highest maneuver level|
Also, a Strikewright cannot switch out maneuvers for higher-level ones. Known is known.
On the other hand, a Strikewright has no concept of a "readied" maneuver. Any maneuver she knows, she can execute.
The determination to understand movement and violence pays off in many ways. Strikewrights can add their intelligence modifiers (if positive) to a variety of things. This never stacks with other abilities that add intelligence modifiers to these things.
|at level||gain insightful||which adds int to||but|
|3||strike||damage||only when using a maneuver|
|6||motion||balance, climb, move silently, swim and tumble checks||only if you armor check penalty is 2 or less|
|9||defense||armor class||only in light or no armor, with light or no shield, and not when flat-footed|
|12||offense||attack roles||only when using a maneuver|
|18||survival||saving throws|| |
|20||targetting||critical threat range||to a maximum of the original range (original including other effects that increase threat range, such as keen)|
Strikewrights continue to refine maneuvers after they learn them. When performing a maneuver of sufficiently low level, you may choose to enhance it. Make a Martial Lore check. If it succeeds, you get a benefit. If it fails, you may suffer some penalty.
Level: any, Martial Lore DC: 17
On success, the DC for a watching Martial Adept to identify the maneuver is increased by 20. On failure, the maneuver proceeds normally.
Level: less than your highest, Martial Lore DC: 21
On success, any saving throw DC caused by the maneuver is increased by the difference in level between the maneuver and the highest you can perform. For example, a 1st level maneuver with an 11+str DC when you're 8th level and can use 3rd level now has a dc of 13+str. On failure, the maneuver proceeds normally.
Level: at least 2 less than your highest, Martial Lore DC: 25
This can only be used on strikes which are standard actions. On success, you perform the strike twice as a full round action. The second time, you take a -5 penalty on your attack rolls. On failure, the maneuver still requires a full-round action, but gains no benefit.
Level: at least 3 less than your highest, Martial Lore DC: 29
On success, all dice rolled as part of the maneuver roll their maximums. Rolls that are part of an attack which is part of the maneuver don't count (e.g. to-hit, base damage, sneak attack damage). On failure, you take a -4 penalty on attack rolls for this maneuver.
Level: at least 4 less than your highest, Martial Lore DC: 33
This can only be applied to maneuvers which are standard actions or shorter. On success, perform as a swift action. On failure, waste a swift action.
Level: less than your highest by the sum of how much the individual enhancements must be, Martial Lore DC: 37
Apply two enhancements to the same maneuver. Make a single Martial Lore check and apply both benefits or both penalties.