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R ICHARD BAIEl, MATTHEW S l.I N£TI.
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D E.S IG~ ERS
SE ~ JO R
R ICHARD BAIEl, MATTHEW S l.I N£TI.
STAer LoNGSTlEET
PUNt. B RUN NER ADnI TI O ~ A L
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Theworld ofrhe IJI..)~~ DkN.XlS.sgameisfilledwilhclur· aceers whopursut' Ibt'waysofbanle, &roarUosdt'stroy thcir foes in berserk frenzies, and rangers ire mastersof thehum Paladins rely on their virtue inti courage 10 su stain them against thei r T
opponenlS. Fighters master an array of special maneuvers and attacks [ 0 owrccme th e mons ters and villains the y encounter, BUI the highes t of a warrior's arts is the SubllIllt Wily-thc secret lore th at leaches a figbnng cha racte r how to meld his inner strength, traini ng, and disci pline into rhe perfect weapon. The Suhlime Way is nOI m agical-at least, nOI in.a no rm .a l sense. It is a light in g system thai harn esses a srudenr's di sciplin e and determination th ro ugh k nowledge, practice, an d study. A mas ter of the Sublime Wa)' ca n perfo rm martial explous Ih at are neariy superhuma n-s-and. in (act, some of them actual ly transcend the natural. Like fightt'fS, stude nts of the- Sublime \\:'.ty master a number of special maneuversand strikes to deft'.al lbcir foes. But. whik
a fighlds list offcns represents vanocsccmbaucchoiques tha I he can use for anack or defense, rbe maneuvers ofa Sublime' Way master represent small moments of clarity, self-knowledge. piew.ceperfecrcn. A figh rer USC"5 PowerAttac k to strike harder, bu r a student ofthe Sublime' Waywhow'lnls rcacccmpltsh the same goal performsa V\"ry specific mental and physicaleun:lsc= that results in a mighty blow-if it is executed just right. Some believe th:i1 a pracmioner cfthe Sublime \X'aycn:ates the power for his maneuvers by invoking a cosmic principle of perfecnon. This rhecry holds that if the student mO\'('S in a precise p3llem while calling to mind the veryspecific mental images or analogies corresponding to that maneuver, he forges a briefcon nec tion with a source ofpower tha t lends strength and precision to h is strike. O thers believe tha t followers of rhe Sublime Way dra w the necessary pow~r fro m thei r own souls by harnessing b -the ene tgy of li fe, But whatever the rrurh of tbe ma tte r, the resuhs nre spectacular. Few can ma tch Ihe agility, strength. an d ski ll of a master of the Sublime Way.
WHAT YOU NEED TO PLAY Vou need rhe th ree D&D core rulebooks- Prdrtr'l H,m,UlOOk (PH), Ollllg.'Oll ,~ I ,lSltr'i Gllidt (D.\lC), and M on sftr .\ Iml li al ('\ 1.\1 1--(0 make rhe best use of Tolil t of Baltic. Th.· Bookof :':111{ SUllmls. Thisbookoccasionally me-ntions material from a few 0&0 supplements. such as .~fomlir .~ttllllltilin. Complrt.AJl't lilurt r. and Comp/tlt Wamor, bur none of the-se suppl.... mears are necessarv to get the most out o(Tomi 4 Bartle,
A QUICK PRIMER lome of&tdt:TIl( Book ofNilit S\l\lrJ, describes a system ofspecial combat "spells"k nown as the Sublime Way,the Nine Disciplines, or blade magic. Here are some of the saliemrcrrns and facts you will need 10 be familiar wirh as you peruSe'this book. M artial Adept: A character with one or more levels in rh e crusader. swordsage. or warblede class is k now n as a martial adept. M aneuver: A maneuver is a spe ci fic, one-s ho t effect that a martialadept ini tiates. In th is way, a maneuve r is func tio na lly similar 10 a spell. H owever, a martial ade pt usually doesn't use up or expend maneuvers Juring the course of a day of adventuri ng th e way a spellcaster does. He hegins each new encoumerwnh all the-maneuvers he' readied for the day avai]able to him. When a martial adept initiates a maneuver, it is temporarily expended until he chooses lO perform a special action required 10 recover his expended maneuvers.The type of action necessary varies for each martial adept class. The three hasic lypt'Sof maneuvers are boosts. counters, and strikes. In addition, martial adepts can learn special abi lilies known as srances (wh ic h are describe-d later in Ibis introduction). BOIHI: A boost augments a us er ·s abilities, usually attacks, in some mannet, For example. a martial adept who studies the Desert Wind di scipline can wreathe his wf'apon in flame 10 deal extta fire damage on a successful h il. Coullter. A cou nt er is an immediate action that allows a ma rllal adepi to foil an opponent's atlacks, For example. the
Stlting Sun discipline teac hes its adhere nts to avoid a foe's charge by stepping aside . Slnke: A Strike is a special alt.:k tha t draws on 3 discipline's teachings 10 invoke a special effec t. The Stone Drago n discrpline, for example, teac h es us adherents to slam into rheir ene-mies with crushing blows . ~ I ani al Discipline: A martialdiscipline is afamily or school ofnunt'\n~ thatsharesoee common phiJosopln'or effi.a. Nire manial disciplines exist, eac h ccnsisring offifreen to twe nty maneuvers and stances. The- rune disciplines are called Desert ""ind, DevotedSpirit, Diamond ~lind, Iron Heart, Sernng Sun, Shadow Hand, Stone Dragon. Tiger Claw . and While Raven. Most martial adepts don't have- access 10 all rhe disciplines. ~taneu v('rs Know n : The collec tion ofmaneuvers a rnarnal adep l has learned . You can think of lh is as th e ma rtial adept's spellbook or spellltsr. A ma rtial adept's class and level determine thl' nu mb cr an d level of man euvers she knows. M aneuvers Read ied: Most mar tla] ade pts cannot keep all maneuvers they know ~ady at all rtmes.At the begtnotog of each Jay, a martial adept chooses sornecf th e maneuvers she know'S as her tread ied" mane uvers (the numberls determined by her class and level ).These are rhe maneuvers she can iniriare. A martial adept can change her readied maneuvers at any lime, bUI doing this requires 5 mi nutes of rest, mednanon. prayer,or rhe performance ofvarious practice routines. The specific details depend on the mar tial adept's class, Stance: A stance is a special type of maneuver. Each stance is apercu lar fighting poo;e that grams a marrul3deprspecial benefitsand options. For example, rbe Tiger Claw discipline teaches SUllCes lhat alJo..,., the user to unlock her Ieral,animalisric nature. unlike other maneuver'S, most stances can remain in effl"C"t for an indefinite time. All stances acharacter knows are available to her at all times. A character can adcp r a stance, or-change from one stance to another, as a swift action. Key skill: Every mart ial maneuver is lied ro a skill, such as Balance, Concentration, or Ju mp. Som etimes key skills come in ro play in the initiatio n ofa maneuver. bur mos tly Ihey represe nt the ideals aro und wh ich rbcir res pecnve disciphnes ate centere-d. Initi ate; A marttal adepr uses a martial maneuver bvtnitiating u. So instead ofcasting a spell or ma nifesting a power. a character initiates a maneuver. In it iat or Level: Some maneuvers have effects that vary with rhe level of the character i n itialing them. lnmaror level is functionally equivalent to caster level or manifesrer leo.'C'l-il·s simply the relevant class 11"\'('1 of rbe m artial adept who initiates rbe power. C rusad er: The crusader is one of rbe three martial adept srmdard classes described in Chapter 1, Crusadersare warriors who use rbeu-devonon and zea] to powC'r martial maneuvers. Swo rdsage: The swcrdsage is another of [be martial adept standard classes from Chapter 1. Swordsages are ·blade wizards ·-mystic swordfighters who can accomplish aston· ishing feals of mania I prowess. They know more m artial maneuvers than other martial adepls, and Ihey have access to the most martial disciplines. W arb lad e:The th ird o( l he man iaI adep t slandard classes dcscribl,J in Chapter I is the \\'arblade. These pu re warr iors
are ascetic champions who use marlial ma neuvers in place of the fears c r rage that a fighrer or barbarian would empl oy. NOIl' I wl lllptil k oflh... NI IU SworJ s. TIl(V art uo !tIt r"' /lgtll JI , yOllllg Ollt- I hllw lu n two of IIlt m III my Ir'H'r/ s. Th IS is lilt (r(gmlllllg of Ihm llm'y. rllrlt 'l f/lllll N ago, 11 )'CIllUg hlllJllln ,aUtd Rts har talllt 10 }t uJy at lilt h o "~obl m mOIlIlII(r)' of Ur-TltaldlloJr. l1lt hobgobllll m 'O rJ lllolslen ad ll1lnnltT(,f enl d lN h allJ thtll/mgt'S. bUI, to tht;r SllrI'm/, RtdloJ r \llnln'(J, 11ICy Stll4' Iholl ht rnlll lrr tlluglll, olllJ so Ihrr prrmllltJ Ill'" 10 TtmoJlrl from Iht m , Rtlhll( ItarntJ Ilu ~trt ls of Iht lroll H ta rl. l ~ t most fitrtl ollld Jlffi nt-(11 olMtto J o: Ht mas/tTtd olllI1I1:t of till martloll JISClplllltl. III Iht dllYS of Rt shtlr, Ilrt lIldll!1Juill ill woll. phllosopluts. oJnJ IradlllolU Illal ll't know ol l lht Subl Ime Way u'(Tt sralfm d harha:arJlvamrss tlllll'Orfd AJ ht Tt1l1s /hi wmollsdllCfplinrs Wtrt' lilt ptr!NI of nlUls, t
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BEHIND THE CURTAIN : BLENDING GENRES
I~ Tome oj Bau/e m~l t ia l ~r lS for the DuPiCE0N5 & DllACONs Game? Is II good only for an Orienlal Adventures-style game? Does it challenge your conception of a Western Europe an fantas y world? In short: Sort of, no, ~nd we cerla inly hope so . If you've ever pl.ayed a ninj.a or nmurar-or for that malte r, a mo nk- am id a group of ·stan dard- D&D her oes, then th is book is for you . T h ~ n k s to the influence of lap .lIlese .anime, Hong Kong action mOVies, and populal video games, the notion of a fanusy selli ng hu grown very broad in the last few yeal'5 . F.antu y g~rning isn't lust about knights and cas tles and dragons anymor e. N inj ~ s ~ nd s~mll ra i, ronin .and shugenja , yakula and monh - .aHthese ~nd more h~ve gradllally filtered into people's expecta tIons for a f.antuy world. Games such as Finol FQn ta~r and Soul (a lib..r, as well as movies s llch u Kill Bill an d TIle Mauix. are excellent eumples of how m.artlal arts have become
_ _ _ _ _ _ ______ __ _ _ _____,.....
set
-Westernized- in film and e1ec!tonlcgaming-and how ea gerly Weslern audie nces have ~ccepted m.artlal arts Idioms in the 'r action sto ries and g~me~ . Tomeof Boll/e: Boo" oflhe Nine Swords dehbe~ tely blends the genres of F.ar East .action games ~nd Ihe -typiul " D&D game world. Portion s of t hi ~ m.aler;.a1 resemble ~ martial·arts supple. ment sUit.ahle for .an Orienlol Advlnlures gam~ . O th er parts, however, deliberately f~n t ast i ciz e and gene ridze martial art s idioms (such as fighting schools ~nd special comba t ma n eu~rs) ~ nd impo rt them into the def.ault D&Dum paign. More than any other, this book lepresents -culture·b lind- D&D: f.antasy gaming in.a world where Silent ninl.as .andw~nderlllg kllng.fu m.asters Irve side by Side wilh no ble p~I.adlll5 and fea rsome monsters . Tome of BaitIe i~n ' t your parents' D&D-It's bigger, bold er, and even more fant.itStic th.an ever befo re. 'D
~-------
J lilt ht.trl of th l' $ubhlllt \'t',ly, rO llll ~ JlllllWh, lirs Ollt SIInr1r rrarrJ: TIll' II'l1rrior who knowl IlimSilf111'rfrfily(a" nol be ,lr/ra/l'd. You CI1" "ol r rtdlrl whrrr you will tij::hl, Or1l'halll't'l1pol1l you will}itlJd ose I1ll1anc/, -cr 1r0ll' )'tlur (11(1/11,'\ will \Inu 111YOiI. But )'Oll ((111 prrrarr )'Ollrldf far Ihat ", omrnllhroli~h conslallt pr<1clru, sluJ y,:t.IIUt wh" C,UI OI'ttlOm , III n',hll lib!. ilJ 11/ Ilh onlYIJI' s"urf'<-'"~r.:Jf htr Ih mJth
Tiu IlmJ roil,1 n Ihr Fllih of Ilu slI'ordSllgt-fht rolld f 'h1L't tollolwJ J"r 11101/ of Illy 11ft rlu i\l'CIrJ Mgt sub 10 blOW hu 011'11 mUla, 1111,110 ,If"tll't' ,IHllllt! wIth pafal d Imly. 11 i5 d t.nty tht btll of Ilu IJI rtf olrrroddlt's-ll,d then, I am ,1su'1.'lrdsagt. \'(/1,11/
tilt wOlllJ
""lei rxrul IIII' 10 Sdy? - Harran Turi yeshor
ThQSt' who devote their 11\"1'~ to studying some aspect of the Sublime Way J~ known as rnarnal adepts.Ail are skilled In personal cornbn bUl lhry rtl)' on percepnon. learning, and willpower, In addinon 10 purr physical aputude for banle. . lanial aJrpu 11; [0 fuse u nglble physical prow~ ~ wuh urmcsrcomrol of the mind and spirit. The three mmlal.Jl'f'I.cb s~ are the crusader, swcrdsage, lind warbbdt' three randard c~sC'!> are summerlzcd
be "
In rllal maneuvers and ccnfroruth ose tee s [hal are anat be ma 10 he r C:JU ~I' Sw onl ..;aAC: AI~o kn own as :J blade wizcrd. a swc rdsage IS a mar tial :arlis l wh o ha s learned how 10 invo ke a unique fo rm of magic 10 accomplish t ruly superhuma n (and suprrn;lIunlll·xploi IS. Wa rb la oe: A warhlade is an exemplar-of pu re mart ial skill. lhough helacks rhe supe rn arura l powe r of the crusa de r-or swordsege, he is full y equ ivalent 10 the barbarian o r figh te r-i n terms (Ifco mbat ski lls, relvmg o n marti'l l m ane uvers instead of rag e o r fears .
--::-:-:--_--,-;-:-:----;-;-'-'CRUSAQER ~.\ l .:lkl
your ptlllt u'llh Il'h.:ll(l.'tr 1'111" Jtllr you. wonhip, "'hlPlstrr,
1MJ arrl Iht n\'OrJ of PrIor, .mJ r w1l1 "ill f.:lll In my IInkt'" -D;aresa, crusader of Pebr Devceed kmght. divine ..gem, tnsrru men r of vengeance. pet'r' less fighn ng rn:achmC'-lht' crusader IS a warrior dedicated ro good. evil , [aw, ChJ05.l,)r some other cause. She seeks OUt and dC'..t reys th e enemies of ber cbosen faith. Serengt heoed by prayer or ;absolule' devo no n 10 a principle. a r mored by unsh akable fatrh. anJ driven by he-r convictions, a good crusad er is a m ight ~ weapon againv t tnjus uce and ma lice. An evil crusader, on the other hand, Is a cru el and fearsome warrscr of dark ness. A c rusade r wh o embraces a re bgton o r holy faith is similar to a paladi n in Ih 3t she commands a number of holy (or unholy) powe rs. Howe ver. a cr usade r h3Sno skill wnh divine spellcasnng: she is a mantal adcp r whose maneuvers are unpredicl 3bll' gifu of divine pmw r. Tr usling in Ih e pow'er ofher ch ost'n deil Y. she allo ws f3ith 3nd intuition 10 g uidl' her through bmll.'. ~hny crusadl'fS r~ei""e th e call [olheir cau st' ea rly in life, blll never sl udy formally ;at :J temple or mon aslery. Th \·sc wurior s arc gifled wil h a n;arural2bility
10 c ba n nel rhe d [\ In" {'nt'rgles II I th en cause. bur In a r:l!W urnamed manner. A crusader has absolute f;lith in her ab llnv to d raw on I he source of her power, bu r she never qu ite knows how Ih ~ 1 pow\'r wi ll mJnifesl .
MAKING A CRUSADER A crusade r is primaril}' a {rent-line mel ee banler. much likeIh t' fighter or paladin. Her mar ual maneuvers gtve her mo re tactic a] Jle xib ilil Ythan t he fighter an d ma ke her a d)'n;amlc a nd well-rou ndedcombaranr. Mosl CrUSJdl"rs also make gOOtI leader s, si nce Ihe y are borh cbarismanc and dedicated. Abi li l ies: Strength and Coas uruncn are vnal rc a auseder. since she ts cfren In ha rm's wavlmelhgence IS usef ul for gaining plenryof skill points, which a crusade r needs ro purchase rhe ranks in Dip lomX)'. Intim idate, a nd Balance the key skills for he r martial disciplines. Dt-"teri ly is useful for OIny character In combat. bur a crusader's abllil )' IOwear heavy armor means Ih at ~he is no t as dependent o n a high Df'xteril Yscore as o rher charscters. Races: ~Iosl crusaders are humans, half-el..-es.or dwarves, because rhe Ideals ofde\hcJli o n. service.zeal, a nd courage .ll re important in both dwuf and human cul tures. Elves.gnomes. a nd halflings gf'nerally lack the serious ness, single-minded devonon •and moderate fOl n.lIIiClsm required lOSUCCt"eJ JS crusade rs. Half-orcs n rely become crusade rs, bur rhose who do foll ow lh is pcrh oflen excel ar it. ~ h ny half-orcs spe nd their lives sea rchi ng for an idea l ro believe in o r a co m m un n v 10 wh ich Ih t'y ca n belong, am i rhe way of rhe crus ade r appeals ro suc h souls. Alig n me nt : A crusader can c hoose any alig n me nt e xcept neulral- sh e musl sta nd for so me ideal, whether chaos, good , evi l. law, or a co mh in31ion o f princi p les. To be a c rusa de r is 10 de....ole onC'~ d f wholehl'uledly 10 a cause or deil y, and Ihis way of life ll';aves no roo m for indl'cision or unwilli ng ne ss 10 comm il A crus;aJe r's ;a lig n m enl reflecis
~
THE NINE DISCIPLINES I wil/sptok now oj Ihe Nine Dlsciplines lho l ~ompriu Ihe Sub lime Way. At lend carefully, )'Oun8 one. Desert Wind IJ Ihe discipli"e ofmowmenr. Speed is the weapon of Ihe worrior who follows OilS pOlh. He strikes and retreols con· Handy, "ever st anding still in boll /e. He is a leopingf/ome-o bur"i"g Slro"o ofrhe wones. DeKlted Spml is the dlSCiplme ofseJfkrrowiedge a fld spiTlluaJilf, and Ihose who follow this palh arm Ihtm u lves with purity and Jallh. No olhrr WOrrlor IS beller sUlud to eonfron t Ihe m inions IJf eVIl-but beware. bu oll5t som e choou 10 pervert t his disdplire by worshiping powers ofdarkness instead ofpolWrs oflighl. To pract ice Diam ond Mmd is 10 learn the secret of action wilhoul I'olilion . A D.amond Mind ade pt can moke th e raindrops ssorld u ill if he wishes. He un derstands thol ony boule is o cO"uu of wills, and Ihot vict ory is ineviloble fo r t he wo"ior who wins Ihat CO nle51 Iron Hearl is Ihe quesl fo r skill, pure ond s.mple. A wo",or wl:o fo llows tnn pOlh slud.es ever more comple. ond diffie-u /t ma nellnfo f bonle The deep com m union he shafn wilh the spirit of cou ses a sword fa Income a livmg Ihmg'" his hands.
-----./'.
The way of the Stlli"8 Sun changes weak ness into strength and f olly i" IO wisdom . A praClilianer of lhis school studies Ihe orr of permill ing on advef1Qry 10 defeat himself A fol/ower afl he Shadow Hand u rods a lo"ely an d don8uOUS pOl h. His is Ihe rood ofsreollh. afdeceit, ofblows st ruck with out answer, and of deat h in the dark. A Shadow Han d mostu lulls before his adversary el'en k"o ws he is in peril. Stone Dragon is the discipline ofstrengrh, ofendu rance, ofpure physical and spiritual power. A warrior of Ihe Ston e Dragon IS 0 hardr f oe wilh Ihe strengl h ofthe mounlain .Iself", his gmsp. He who studies Ihe Tigu Claw seeks 10 unleash his hidden sovagery-Ihe ferol insr"'ctJ and blind animal roge Ihatluri wllhm This warrior is slrong. quid , and unpred ictab le. copable oj learing maS! opponents aport with his bare hands . And jinolly, IVt' come to Ihe diSCIpline ojthe White How,,-tke polh ofthe greal capta in, the leoder of warriors, and the cf1Jsoder. A While Rawn disciple studies Ihe art offight ing in ~oncert with his ollies. ond uses hisfi erce WDr cTles 10 great effect in boille . These are Ihe Nine Disciplines. Some whisper ofa secrel Te"lh Path , bul , think such rumors are no more than bard's tales . Pay them no attention. my sludent'
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.......---..:..-..........
her chosen cause, and III some GISt'S molds ,h t' ma neuvers she em use. Good and lawful crusad ers are more com mo n than chao tic or evil ones, since obe dience and service come mo re east I)' to charac ters of the former alignments. However, rhe ra re evil crusader is a force 10 be reckoned with. She is a cruel and fearsome reavcr-s-a scou rgt' who preys on the weak and defenseless 10 honor her dark pnrone Sta rri ng Go ld : bd4w!O gp (150 gp). Starting Age : As paladIn (PI I IO'J),
CLASS FEATURES First and foremost , a cr u sader is a competent comberam. She fights as sk illfu lly as a Iigbrer. paladin, or ranger does , rC'lying on ht'.a\'y armor and a good selecnon ofwe.1pons to gam the edge over he r opponents. To this basic fighti ng prowess, she adds several ab.l.lie" derived from her absol ute failh and devonon 10 her chosen ide al. ""hen fighting for her cause . a cr usade r be-comes an umrop pable forc e on the banlefteld. Terrible in juries might send less dedtcared warriors r unning fr om the fight, but a crusader transfo rms such serba cks into m ar tial fury rha r enables her 10 fight on lo ng after other warriors would have been ove rwhel med . Acrusader masters asmall number of ma rtia l rnane uvers as shc gains levels. Derived from her extraordinary se lf-discipline, the se maneuvers include catechisms of Iauh. spiritual devoncns. and rhe ability 10 strike spec tacular blows in th e service of her palron or cause. Arm ed wu h rhe power of her faith, shl' can shaner boulders , shrug off t'nemy attac ks, or rally an army with a singll' ICI of br avery. Weapon and A r mo r Proficiency: As a crusader, you ate pr c fictem w uh simple weapons, martial weapons, light , medium. and heavy arm or, and all sh ields. :\lan eu \'e rs: You begin your caree r with knowledge of [lve martial maneuvers . Th t' discip lines ava ileble to you art' Devoted Spirtt , Slone Dragon , an d Wh itt' Ravt' n. O nce you know a maneuver, you mu st ready u before vcccan use il (see ManC'U\"C'rs Readied.be-low). A maneuve r usable by cru saders ISconsidered an exrracrdinary ability unll'ss olherwise nOled in its description. Your maneuV('niare not af(eclt'd byspeoll resistance,and you do not provoke allacks ofoppon un ily when you iniliale one. You learn Jddi lional rnaneU\'ctSal highC'rIl'vels,as shown on Table I - I. You must mt't'r a m.1neU\'t'r's prt'requisite to l(';Im II S« Table }-I , page l~. rodt'll"rmlOeIhe highest-level maneun"rs \'Ou can learn,
Upon reaching -tth leve l, and n everv even-numbered crusader leve] aflt'r lh ar ((,Ih, Blh, 101h, and so on), you can choose rc learn a new maneuver in place of one you already know, In e ffect, you lose rhe old maneuver In excha nge for rbe new one, Youcan choose a new ma neuver of any level vou like, as lo ng as you observe you r res tr tclion on the highest-level maneuvers you know; you need nOI replace rhe old maneuver with a maneuver-of rbe same level. For example . upon reaching 10lh leve l. you co u ld rrad... In a singll" ts t-, znd-, jrd- cr-uh-level maneuver for a maneuver of 51h level or lower, as long as you meet the prerequisite of rb... new maneuver You can swap only a Mngle maneuver al any given level . ~laneU \Trs Readi ed: You canreedv all five maneuvers you know al H I ~~I, bUI as you advance in level and learn more maneuvers. you must eho c which maneuvers to reedv You ready maneuvers by pnying fOI 5 mmurev The maneuvers \'OU choo t' remain readied unri] you decide 10 pray again and change them . You need not sleeper rest for any long period of lime in order 10 ready veer maneuvers, any time you spend 5 minutes in praver, you can change your readied maneuvers, You begi n an e ncounter with all your readied ma ne uvers unexpended , regardless of how many limes you mighl haw alrea dy use d rhem since you chose rhem. When )"OU inu iate a ma neuver.you expend it for rhe currem encounter; !;O each of your readied maneuvers ca n be used once pt."r enco urner tunless you recover them. as dl'sc rilx'd below), Crusaders a re un ique among marIial adc p rs. rely !ng on flashes of d ivine tns ptraucn 10 use rbei r mania I maneuvers. As such, vou do no t control access to \'OUf readied maneuvers, Before you lake your firsl action in an encounter, two of your readied maneuvers (ran dom lv determined] are granted to rOu. The res t of your readied maneuvers lore withheld, cu rre ntly inaccessible. AI the end ofeach turn. one previous ly withheld maneuver (again. randomly de termined] is gramed to you, and thus becomes accessible for your next rum and subsequent turns. Youcan freely choose 10 imriare any m.tneuve r Ihal iscurrentlv granled when your lum begins, bUIyou cannOI inlli:lIe a wlfhht'ld mant'uvet. Ifyouchoosl" not 10 em ploy a maneuvef in a gi\-en rou nd, your currently gt:lnted mant'U\'l't"i rem.1ln availab le, and a prt'viously wilhh~ld maneu\"t'r IS gra med, as descnbed .1bO\'('.lnO(her word ~ , II does n'r mJ lter If )'OU U'i.(" your maneUVl'r\ or nOI-al lhe cndofe3Ch o! ) our lurM one " 'lIhheW mJnt'u\'er trom your
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selecucn of readied maneuvers is gra n ted to }'OlL Over rhe course of a (t'w ro unds, all you r man eu vers will even t ually be gram ed. If. at rhe e nd of your rum, you can no t be gra med a ma neuver because you have no wi t h held ma neu ver s re ma i ni ng, you reco ve r all e xpended ma ne uve rs, and a new pa ir of read ied man euver s is granted 10 you. Randomly determine which of your ma ne uve rs a rc gran ted an d which are withheld. At rhe en d of you r next ru m . a with he ld maneuver is granted to you, and rhc whole proc ess ofdi vine inspir at ion begi n s again . You begtn a n en coun ter wnh an addi tional gra nted maneuver a t 10t h level (bringi ng your to tal to rh ree), a nd aga in at 20t h level (bri ng ing you r roral ro four ). Stance s Know n : You begi n play with knowledge ofone ts t-leve l stance (rom th e Devot ed Spt ru, Stone Dragon. or wh tre Raven di scipline. At and. [lib, an d 14th level. vcu can c hoose an ad ditional stance. Unlike maneuvers. stances are not ex pe nd ed, and vcu do not haw to ready rbe m . All rbe sta nces you know Ire availabll" 10 you al all umes, and }'eu can cha nge rhe sta nce you c urre mly use as a swifl action. A crance is an ex rraordmarv ability unless otherwise Slated in th e stance desc ription. Unlike w ith maneuvers. you cannot lear n a new stanc e H higher I('\-'("Is in place of one you already know. St eely Resolve (Ex): Your sum-me dedicatio n and inte nse focu s allo w you 10 te mporaril y se t aside the pain and h inderi ng effects o f inju ries. When an o pponent stri kes you, t he injury does nOI immeJialt'ly effect you . You han "a dela yt!J damage pool rhar allows you to fo restall t he ef(('cts of many inju ries.Thi s pool begins ar 0 with each encounter. When you are s nac ked, any hi t po int da mage the blo"' dt'als i ~ added 10 you r de layed dam2 ge pool. Ar Ih e C'r:d -your next t urn ,you uk!" Janu~ equal fOthe 10121 SIOted in
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•• •• •• •
your d..layed damage pool. which t hen rese ts 100. Any healing you r..ceive ca n either increase your current hi t pc im rc ral as normal o r reduce IhC' tot al damage in your delayed da mage pool. Wh t'n you receive h,'aling, you choose whet he r n affe cn your damage pool, your hi f pc ims.cr bcrh (you ca n spln the am ount o f hea ling as you .....ish). Most c rusaders Opt to kee p as mu ch da mage in rhetr dclayed damage pool as possib le to maximi ze the benefi t of th eir furio us counrersrri ke abil irv {see below). Specia l effects tie d lo an attack, suc h as energ}' d rai n, stun. an d so fo rth. still afft'c r you as normal, an d their effecls are not de laye d by t hi s abi lity. Fo r example. if yo u are b itten by a ve no mo us sp ide r, you mus t still auem pr a Fcrnrude save aga inst th e poison rrn med rarely. even th ough rhe bit.. damage shi f ts Int o your delayed damage pool. By rb ... same to ke n , any ot he r special auack that imposes a cond it io n. suc h as a med usa's P....t rif}'i ng gaze, takes immedia te effec t o n you. AI l SI leve l, your delayed damage pool can h old up to 5 poi nts of damage, Any damage beyond thai comes off your hit po inrs as norm al. The maximum damage your pool holds increases by S 031 -ub. Sth, 12th. tsth. and 20th levelFurious Co u n re r s t rf ke (Ex): You ca n channel the pam of your Injuri es in to a boiling rage t hai lers you lash OUI ar your enemies wuh renewed vigor a nd pov."t"r. Each att ack th at srrt ke s YOU only pushes you onwa rd 10 greate r glo ry. Du r ing yo u r rurn. you gai n a bonu s on anac k ro lls and d am age ro lls ...q ua l to t h e cu rre nt value of yo u r delayed d a mage pool (see steely resolve, above) divided by 5, and ro u nd in g dow n (m in i m um .. t). You ca n o n ly gain a maximum bonu s o n allack ro lls a nd damage roll s of ~ 6 from fu rio us cou mers rrt k e. USC' the ta bl e below ro quick Iv det ermine Ihe ;u tac k bonus and damage bonus from funo us counlersrlike, ba~ed o n th e amount of damage In you r
delayed d.a mage pool end of your turn. Delayed Damage Pool Points
110-14 -'
15- 19 20-24 25-29 30.
rhlSabil it v '~ benefits lasr until rhe
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lndom lrable So ul (Ex): Beginningal2nd b-el. you draw upon the power of your unwavering fauh to steel vee-self against the enemies you face. Your persona lnv, energy. and dedicanc n to your bllh make 11 possible for you to shrug off anacks that rarge r your wtllpcwer. You add your Ch.1rism.l bonus (if .1ny) as 3 bonus on Will S4VeS. This bonus dot'S not slack wirh thai from a paladin's dwme grace .1bility. Zealous Surge (b): Your boundless energyand dedicalion ro vour cause .lllow~"OU to throw off rbe effect of.1 special att ack, spell, or other arrack that would otherwise hinder or hum you . Once per dloy, from 3rd level on, you can opt to recoil a single savi ng throw. You mUSI abide." b)' the result of the- new, second saving throw, even ifit is lower tha n the firs t. This abi lity does nOI require an action. You simply decide to use ir after see ing the resu lt of your saving throw roll but before the DM tells you ifi l [ails or succeeds. Smi le (Ex): Driven bythe courage of vour ccnvicnons and the ironclad stre ng th of your be liefs, you ca n srrtke back ar those who da re stand agains l your cause. Slart ing at 61h level. once pe r day, you can concenrrareall youra nger, hatred. and de termination into a sing le snack. O n rhe nex t m elee att ack you make. you gain :t bo nus on you r attac k roll eq ua l to your Charisma bon us (if an y) and a bonus on damage equal to your crusader level. At tsrh level, you gain an add itional use of smile per day. D ie Hard (Ex): AI 10t h leve l, you gain Die H ar d as a bonu s fear. M ell ie (Ex ): You can resist magica l snacks wi th g re-ate r effecnven ess than o ther warners . Beginning at rarb level, by drawing on you r bound less energy and ded ication 10 your cause, you can shrug offeffects thai would hinde r even the toughest ....-arricr. If )'Ou succeed on a Fortitude or will save against an attack Ihal ....-ould normally produce a lesser efftoeton a successful save(such as I spell w·u h :t saving throw entry of W ill ha lf or Pomrude partial), )'OU instead nega te Ihe effect . You do not gain the benefit of menle ..... hen you are uncon scious or sleeping.
PLAYIN G A CR USADER When fog chills rbe banlefleld. and you r frost-rimed mail wei ghs on yOllrsliffening musc les, your faith wa rms you. It is the fi re rh oll burns inside, illu mi naring you r life wilh the ideals o f your patron or cause. Alms or ar ms for rhe Impoveri shed, a hand o r a lash for the downtrodden, mercy or crueh y- you J ecidt" acco rdi ng to ),our f:tith. As hvmg InSlrument of your cause, vou have worked for
in )'Our beliefs. "\ 5 :t crusader, you un dertake adventures acco rd ing 10 th e dictates of your cause, your temple. or your consc ience. You mighl find yourself tn a SW2mpy m ausoleum slaying infideltrolls with a sword in one ha nd and a flask of acid in the othe r, o r bouncmg across sahuagin-Infesled wave-s on a ha lfling sloop because you owe a fr iend safe pass age acro ss rhe sm ilS. You mlghl even find youNelfon the cold. muddy field of battle, charging shoulder to shoulder ..... nh ~aS3 n I S and soldiers, raising pitchforks and shields against th.. pelt109 Ut storms of the enemy. The on ly constant is the depth oflOUr d... vcncn to your cause-c-rhe night winds will muff OUI the Sl.ar'§ before vour fideli ty C'vt'r wavers.
REUGION Your choice ofden y is paramount, since religion is an obv iou s target for the devol ion and zeal embodied by rhl."i class. If you are good . you mighl serve Pelor or St. Cuthbert. or perhapsjoin the beleaguered crusadersoi Heironeous. who ate filmous for their tenacious defe nse ofmany a lost cause, Alternatively. ifvee are a dwarf, ~I orad in is a natural choice fur patron. You might join the Ruby Kn ights ofWr-e jas, who are rep uted to be tain ted by rhe necroreancv of IheirWilch Goddess. Chao tic crusaders are rue, but those .....ho worship Kon:l. are oflen par.lgons ofthe Slone Dn gon discipline, and Ebl on n a's ambush ing crusaders lend to be adep t at uking and h oldi ng fo res tla nd. If you are evil , you might take lip the cause ofNerull or Eryt hnu l the Many, whose crusaders are-plagues upo n the land .
OTHER CLASSES You r power ste ms fro m you r devouon to your cause. and you value martial prowess, de dica tion, and self-disc ipline. You gen erall y ge t along well .....uh paladi ns, cle rics. fighters, and warblades. as lon g as their alig nm ents are compatible with yours. You mlg h r scorn th ose o f antitheuca ] alig n me nts as he nbensor ta rger them wi th your proselyti zing, depe nd ing on th e evangelis m inherent in )'ourown religion. Mon ks and swordsages are also wor thy compan ions for you, althoug h their reli an ce on 1:1 and ski ll, ra ther than failh and ar mo r, is suspect. Th e su bte rfuge of rog ues , the superficial uy o f bards, and the susceptibility of most arcane- casters tO .1 single grearaxe blo..... force members of those classes [ 0 prove themselves before ea rni ng your es teem.
COM BAT Your specific tactics In bailie depe nd on th e discipline yo u
chose and the maneuvers you hZ\-'C' learned. HO.....e ver.certai n tacncs are co mmon 10 all crusaders.
As a zealous pro ponent of you r cause, you are generally at the forefrcm of an y bailie. Hgbung on th e from line allows )'OU to maxirrnze the benefits you gain from your class ab ili· ues.aa d also roprctect a weaker all y br absorbing an enem)"s blows yourself. Doing so benefits both you and your pa rty in v:mou~ ......ays Fit I , your ,reely n'solve abilllY mahs am anacks you J eh \ er atle r t.1lung da mage bo th more :tccur:lte
and more pcwerful rhan Ilwy w ere before you \V<'f1. injured Furtherrnc re.ff opponents focu s 0 11 you.they cannot injure your all lt,~ _ Thu ~ , laking datnage each rou nd should be yom goal. TIlt' sooner you ca n engage the rough est opponelll in melee. ,ht· fa~ll'r you ca n OOl51er you r anack s. As a crusade-c. you re af r out be st whe n you can lake on the monster o r oppcnenrrhar deals th e mo« da mage. Other racncs \"lIT)' according to your chosen di scipline. Stone Dra gon cru saders favor head -on c ha rges, bo uld errolling mr o (lpponrllls and mouet ain-harn me nng anyone left sundmg. 1f you have a high Srrength SCOr('. you should consid er fea rs that rake :tJvant.1lge ofth,u.1Ibllilyifyou cheese thi S path (such as POWtrAltac k Cle:n'l", lmpfOl..ed Bull Rush. Improved Overrun. and ImpTO\-N Sunder As a Devoted Sp lrn cr usader. some of your maneuvers funct ion only agamst crea tures wuh opposed alignmen ts. Devoted Spirit crusaders are orun hunters on the bcu lefield . dedicated fO chasing dow n the most dan gerou s foes. H you are a While R.1I' ·e n crusader. you art more grocp-ortemed th an other crusaders. I- ighllng , hou1Jer to shoulder with allies . directtn g flan ks. coordirunng charges, and coveri ng a cleric while he heals rhe wounded art among the specialues of a While Raven cr usader. AI high levels. your menle ability affords you an ext ra measure o f co nfi de nce when you confron t ene m ies th at us!" <; pe lls o r ~ pc- lI likc- sblll ues. Man y demon s, devils. and ether outsiders have spe ll-like abrlil ie s, an d these are precisely rhe fo.' s Ihal you :tTC' trained 10 van qu ish Iparricu larly if you' re a Devoted Spi ri l crusader). Com bined wnb rhe in domitable sou l abtluv, menle ca n prove to be su r passingly powerfu l.
ADVAN CEMENT Ever since the Splti l See ker was 10m apart by demons during th e caus trcphtc baule rhar ended in the dest ruction and di spersal of rhe Shadow Tiger h ord e, m aster crusader s have so ug h t 10 attai n his pl.'rft·cl harmony of spir it, body, and weapon masrerv.Ln three warring stone cit adel s. rhe co m bat m asINS of the Vix Th olm, th e Rub j- Kn ig ht s of \'(/.'1.' ja s, and rhe re rh dekala [see page 154) each reach pilgrims the three p recepls of combat: ski ll. se lf·d iscipline . and knowledge. To lake tra ining 011 aciladel, you musl mainf:lin maximum ran ks In you r most importanf skills. Rare is a crusader who doe s nOI have m axim um r;mks in the skill mos t appropriue (0 ~r pJlh (Balanct" for Slone Dragon. Il'lIimidalt." for Devol~ Sp lfll , :lnu Oipl o m:lq ' for W hite Ra\·en ). In addi lion, you li,'(" an d d lr by your discipli ne. If you hope 10 ach ie\'e IflIe ma slt"ry. yo u mu sl ch(I(Xe your J Isclplint' w isely and de'·Olr ~otlN'lf 10 il co mpll"fely. If you're ph}'5ic:ally weak. you would be iII·advised 10 pur su., Ih., pal h of the Stone Dragon . bUI your slreng lh ofwill mighl St'eve you well on the palh of ,he DevoleJ Spirit . If you It" adv3nci ng as a Ston e Dragon adepl. you seek 10 ;lequire ll.. m~ . I,'un ft'JI ,a nd dt"\'C'lop m:lneuve r com binali Ons Ih:lt emphaslu st re ng lh and J Ift'CI confronla lion. If )~urs 15 ,he p3th of Ihe" whllt" Raven, you focu s o n you r dt -hlp ahllllle5 and thl." Iactlcl ueulls ofcomb2t. II lOU
embmc, lilt" nevored SPlllt JI ctpltne. vou IIIrn lnw culnva n ng WI .. dom and dt'\"QUI fauh.
HUMAN CRUSADER STARTING PACKAGE Armor: Scale mai l (-+ ~ AC , armor check pen :l lr r-~, speed 20 fl .• 30 lh.). Hl' a\'y wood en shreld (-+2 AC, arm or c heek penahv -2
10 lb.l. We apo ns : Longswon:I (luS,ceil 19-20/ x2. ~ lb, one-handed slash ing), Shonbow (l d6, nil x3, range in c. 60 ii., 2 lb.• pie rcing Ski ll Sr!t"c ti on : Pick a number of skills equal 10 -I l n r mcdtfier.
Sltill R.mlts Ability Armor Checlt Penalt, Balance .. Con Concentration" D~ ac} .. lntlm,dalt' 4 Cha Jump .. Str 6 MathaI LOre! 4 Inl R,e 4 Del Spot (cel 2 w.s fea t ; \l?e:lpon Focus rlongsword ], Bonus Feat : Iron Will. Cea r : Back pack wn h warers ki n, one day's trail rations bedroll, sack, flint and SII.-eI, 3torches. quiver w ith 10 at"lU'I"S. tent. traveler's audit, cold weather ou tfi t, ho ly symbol.
Cold: zd.. gp.
CRUSADERS IN THE WORLD ~HlIlt" 1ll1l owr II,.. III1U1Jrr,
IIIC'lII flarJ JUlI lIlU IC'11,1,lolt'll 'rom lIlt J't',II., 111,' drmtlll ~1,1,lts II\''' ,lIl11H1I,'roU S lJslh,',1rivlIIg spdm of d..d . r ul tilt' VI' T'lolll1 HHSJ,I,·rs IIeMII','/T ground_ I Ng'"1 10 1',·/1<'1\' fllat fill' Il!Ollllf,lm 1I'(IuI.Ish,ltjlllifrom uliJer 1lJ,' mlsdJa5 fUI r..rM!' th,'y )"Ielll..,l '" I 111(11: - Oarh Na..'urb, dwarf pilgri m of Heircneous Cr usaders br ing c13shi ng steel. st irring speec he s, and intense fervor 10 rhe campaign. Tht' first sig n of a cru sader s presen ce rmghr he a kntghr-herald riding alo ne down lh., Proct"ssionall o Ih,' King's Fane , wh ere he la ck s a scroll to the door and promptly gallops off. his helm et~ visage revea ling nothing. Crusaders can launch grand cru S:ldes, eac h of which ca n serve 3S I h ~ found3tion for a th ou sand 3d \'entures. Crusaders wh o su pport 1C'55 Ihan popular causes m ight hold cla ndes ti ne mt enngs in Ihe nighl, filled w ilh wh ispered negotia llons . Ah t'rn at h 'ely. if war has 31rta dy bro ken OUI. the c:lmp aign m ighl fealure bal liesalong ra m parts studded wilh balliSf3e and bom bardloJ wilh flaming pitch. A crusade mig hl be a on..·ti me occu rre! nce when a pa..sm g army mm es th ro ugh Ih,' kingdom's hintt'rlJnds, or it mighl ~l.'fve :l~ Ihe enlire foc u s of the- ca mpaign, wi lh Ihe PCs m oving up Ih rou gh the ran ks of a holy army to Itad the ch arge on Ibe in fidels ' 'tronghold. Cr usade rs ca n also mo\'(' Ih rough a. campaign world individuall y. Perh ap, a PC cru sader is the bst adherent of ht"r C3use. deSl1nt'd to make a gloflous f1l131 H:lnd against
an evil Ihar has consu med ht"l hl'f1lagt'. ..;Iw rrnght jcin wuh other adven tu rers. seeking st reng th in Ih('ir co mpany. A PC crusader co uld also be an t'vangl.'hsr fro m a f.lf land who has come 10 the campaign area 10 spread the word of her cause-s-and pe rlups even 10 rec ruit adve nturers whom she ca n rake back 10 her ho m...land to fight alongside her. Perhaps a PC c ru ~dt"r is blH·ly JC CU\t.J ofhercsv and forced 10 travel alone . dodging bounty hun ters and assassins, all while upholding her ideals wuhcut rhe support or respect of her ers twhile colleagues. D.~ILY
LIFE
A crusader views th e world rh rccgh rh e (win lenses offailh and banle. A farmt'r ~c'1"lhng the furrows . a merchanr hawking or:llng~ and po n cry, an apprennce lo;tsllng his fingers with an Iron ICally mlsfi rt'J r Ufn ml: h,mJ.-to the crusader; these e\eryd.1Yslg hlS are nOI random occurrences , bur building blocks in rh e ba ilie between good and C'\'I l. l:Jw an d chaos . For wh om does the farme r 10 11. and to wh om does he P3Y (.1XIl"S- a good baron. an evil cou nl? Is the mercha nt (nding With pmoslSof~erull or changing monies wilb dark emissa rIC:S [rom th e rerh deb la?If IhC' apprentice Ie-arm his spe lls, 10 WhJI end will he.' uve tht m) In every facet cfhfe. rhe crusader sees some embodiment of h...r principles.
according 10 some- co serve Iht' lu gh priests and pnesr esses as the mi lit ary arm of rhe Wit ch Goddess's temples. and rhe v conti nue 10 do so. Crusader orders dedicned 10 Pelor, Hext or, Ehlonna , an d Nerul l also exist, and rumors abound of hidden templ es rh at hou se cr usaders who natrcwly escaped the purges. In a large .1nJ openly ack nowle dged cr usader orde r, promotion is based on baulefield performance. The ban lefield ho....rever, is gencorously defined It could be 3 polmcal ban lefield on which vscrorv co nsists of IhC' grant of Ihe ....'estern \'tlley 's taxanon rights from rbe Exchequer. II might also be a specific banlefield, such as th e hedge pnscn of a demon pnnct' in an ancie nt dungeon, ..... here v lClorycan be atta ined by rhwanmg th ... capnve s .111l.'mpI Sat t"SCa ~. Th e batllefidd cculdeven be a spt.ritua l one, where victory is the delivery of pilgrims ro a hclv su e flut will tns pirt' rh em 10 DC'\\' height<; of religious fervor. In .1 pC'fSC"CUIC'd crusader order. pro molion is ofren based Simply o n survival. S t'W bl ood is \'lui and special, so a crusade r who successfully recru u s a relublC' new member is acco rded great honor. .\IJ nv perseeured o rders develop pyra midal h ierarchies in which a member's recruits all rank below her in seniority.
N PC REACTIONS NOTABLES 0 \ er the centuries since the gft'at batt le rhar resulted in the destrucnon ofrhc Sh adow TIger herd..., m;IOYcrus aders have sc ug hr rc emulate rhe Spiru Seeker,Thi s enigmatic crusader slew rhe Shadow M au~r and was subse que nrlv rorn apart bv demons. bur few Iacrs about hi s life are knownMany, In fact , argue thai the Spirit Seeker was a female. and many more argue over the exact fanh thar ch is mysterious figure embrace d . The Vix Th ol m bd ie\'e Ih at Ihe SeC'ker was a de vol C'e of Heironeous, bUl rhe Chapeaux and Stars of Sf. cmhben cbim h im as thl' ir own .Thl.' Ruby Knight s of Wee Jas claim th at he sou ght Ihe- spirilsof che dead an d was thus firml y in the Jashe ca mp,
.\ fany lay people canner tell a crusader from a palad in u nril the larrer call s his horse from the sky or 1a~"S hands on the maimed . Like paladins, crusaders of good alignment ofren become he roes ro peas ants , laborers. and others 10 whom gold is a d rea m 3nJ sil ver an always flee nng reality. M OSI noblesdi sr ru sr cr usaders because their beliefs lake J higher pncruy in t heir Hves tha n w eahh and SlaIUS. Paradoxically, m OSTes tablished clerics also dtcrusr crusadcrs-c-no r o nly because of Iau h-based riva lries bUI al so because o f the implici l acknowll.'dgml·nl l ha r :J c rusader order co u ld we3ken rhe in lluence of non;afllliaH'd churches in a reg ion's polilica l landscape.
CRUSADER LORE ORCAKIZATIONS Afle r Ih e TC'mple of ~ i ne Swords colla~ed, many crusaders (ounded marti;al ordt'rs allied w ilh Iheir rt'l ig ions. These new organlZallons place d t he dt'it y befort' Ih e swo rd-a re\'ersal oi tht' temple's r riotlliC's. The mos l powerful and sec rC'tl\'eof rhe se orders s un'i\'(' lod ay. ~I a n y, hO\\·t'\,C'r, pC'rish t'd as a result of t'Cclesi.1stical in fighl ing. The established church hierarchies did nOl lruSt Ihese new ' s\\'Ord orde rs,~ m an y of which h .1d rrco\'Ne-d C' nough Irl.'asu re- from IhC' [311en Te-mplC' ofl\:i nt' Swords 10 make their mt'mbers very \'\'~ahhl,'. Pu tgC's an d pogroms "'t'recommon as Ihcochurche-s assetled connol over IhC' o rde-rs and seized Iht'ir wea h h. Thl' church o f s l. curhbert subsu m..-d its cr uude r o rtlC'r. bUI many OIher ch urchl' s eX IC'rm inalC'd Iheir crusad ers in the RIght . rh t' church of Heironeo us rose abo \'e such pe tty cyrannles, and il still mai nl3 ins a co rd i.11relallonsblp with liS cruS3:derordtr. the Vix Th olm, Ihough the rrl.uionsh ip IS , ornell mr s stra in ed by rivalry . Fro m the SlUt Ihe Ruby KntghlsofWt'e Jas swore a bmdln gcoven ant -a dark paCI,
Characters w ilh ta nh In Know ledg(' frrligion) C.1n feSt'arch crusaders 10 lear n more about them, When a chancter makes a skill check, teadorparaphraSC' th e following. including the ir.form alion from Imler OCs. DC 10: Crusaders.1rr ho r-blooded lC'alol s whose ft'lvor is u nrrlit'ved by wisdom. DC 15: Crusadrrs follO\\' the SublimC' Way, st't'king co J'lC'rfect Iheir comb31 skill to be tl..-r serve tht'irdeil\·. Thev're n OI like cle rics. an d they don t he.allhe sick or exo~iSt" ~ndead. C!USaderspossess ven·!itde O\Trt magic, unless youconsoo wha t Ihey can do wi th rheirs\ n1s as magi cal. DC 20: Crusaders can stand up 10 punishment that no oth er individual can endu re. shrugging off e"C'n IhC' mos t powt'rful of aflacks.
CRUSADERS IN THE GAME IJl.'pendi ng on Iheir ahgnment and d isposition . crusaders can ap pear as alltes o r t' ne m le pal ron, or Iyrants, \'OU can USIe' InBC' crusader organizallOm 100fCer Ihe Pes worK
gu3tulng ptlg rtm ca ravans, re mevt ng ue m s from a rival reltgro n's vaults, or re prese nnng In l' orga nization a t cou rt. An evil crusader order mighr rarger rhe PCs' homeland for invasion Of perst'cu l~ 311 members oftheir race. Tn e leader flf I n evtl crusader order ca n make an excellent recu rring vill.1 i n for your campaign-e-especia llv tfbe uses his pcltnc31 c10UI to pass laws Ih21 make life difficult for the PCs. For example, he mlghl institute z-hour delays 31 rhe city ga les, forb id foreigners ro possess muhraland adamantine, req u ire Ihal all spellbocks be registered and copies stored at the owner's expense, at th e like. A crusader character expects that his combat prov..e ss will aid rhe party in its fights and that his religious affiliation will have meaningful consequences in the game world. Acrced ingly, you should populate your encounters with monsters that oppose your crusader's Ideals. Skerchmg out in advance how a campaign's impcrtam NPCs wtll TeaCI to zealot ....arriot'S is time well $pC'nt.
ADAPTATION
fallh lind divlne mllgil bm abailie.' tradllion of slavers lundt'. down ove r th e ce ntu rie s.
SA MPLE ENCO UNTER Crusaders pu rsut" their causes, wha tever they mighl be, wuh an unmatched zea l. Any ti me rhe PCs become Involved in an emotionally or politic.::llly charged adven ture ~ crusader might appear. A crusader is especially easy to Introduce within th e context cf e church, as a holy lo r unholy) knight dedicated to one dtsnncr and specific aspec t of his detry, [L 8: MilOS Xavt is a crusader of Eryrhnul, although he post's as a crusader of Hetroneous shepherding a small flock cffive human and seven dwarf pilgrims on a journey to rhe sacred site of Kcshrra Amnom, the highest peak in the Sunspire Mounrains, and rhe inspiration for Reshar's lost epic poem explaining his mcnvanons in unifying the N1DePaths Mtros is in facrleadtng a group of twelve disguised kenku marauders. They beg the PCs 10join them and help esccn them 10 the holy mount. Once out of sight of civilizatio n, rhey th row off rbetr cloaks and attack while sc reeching the praises of the Cod of Slaughrer,
One way 10 adapt crUS.1Jt't'S is 10 remove rhe religious flavor from the class and replace it with regional or racia l elements. In such an arrangement, a crusader would oppose creatures from enemy It'r rilory or-of a different race. In like manner. MIROS X AVT, CRUS ADER OF ERYT HNUL M.11e human crusader 4 her martial maneuvers would represent not catechisms of NE Medium humanoid tnit ... 4; Senses Spot ...1, Listen ...1 languag es Common AC 19, touch 10, flat- footed 19 (+7 armo r, +2 shield) hp 29 (4 HO) For t ... 6, Ref +1, Will ...) ; zea lous surge
CR 4
Spe ed 20 ft. (4 squares). base sp eed 30 ft. Melee mwk mo rnings tar +9 (l dS+3) Ranged light cross bow +4 (l d S/1 9- 20) Base Atk +4; Grp ... 7 Ark Op tions furious co un te rstrike, s teely resolve 10 Com bat Gear 2 potion5 ofcure light wound5 Mane uver s and Sta nces Known (ll4th): Siances-martial spirit (1st), stonefoct s tance (1st) Slrikes-chargi ng minctaur'[ (1st), crusade r's stri ket (lst), do use the names (lst). leading the att ackt (lst), mountain hammert (2nd), stone bones'] (lst). vanguard strike (lst) Di5ciplines: Devoted Spirit, Stone Drago n. White Rave n t Readied maneuver Abilities Str 16, Oe~ 10. Can 14, Int 8, Wis 12, Cha 13 Feat s Improved Bull Rush. Power Attack, Wea pon Focus (morningstar) Skills Balance +6 (-1 in armor), Diplomacy +7, Intimidate +7, Jump +9 (-4 in armor) Po sse ssi ons combat gear plus ... 1 splifH ma;/. heavy steel shield, masterwork mornings tar wnh blunt s tee l head painted to resemble Pelcr's shining visagt', ligh t crossbow with 20 bolts KEN kU SNfAkS (12) CR 1 See Monster Monua!lII, page 86. If you do not have Momur Monua/III, use twelve disguised gnolls (M M 130).
_ _ _ _ _--'s..uWl.l..O"""'RDSAGE 11, l(~ IJ nno r mJllllJtS<1 r.uk of dull.
if)'Ull llU /:: Ill<" tmmlllg hld l'(lIJ
)'O ur i nrPllI(l' MO ll'S, pt rltlJJ"I )1111 \/ulUIJ
It,ll'( flu fi.o:l,lll1g to 1'11'.-c- Chen, swordsage
A master of marlial m.aneuvt'rs,lhl" swcrdsage
iS :I
physical
adept- 3bladewizardwhoseknowledgeof rbe Sublime '.': ':1)' ll.'ts h im unlock pot ent abilities. man y of which are overtly supernatural or mlglc31 In nature Depe nding on .....hich dtscipltnes he cheeses ro slud\',:1 swordsage might be capable ofwalk ing through walls, Ieapmg dozens of feer Inrc rhe air, sh att ering boulders wuh a single touch. or even mas tering rhe ele mems of fire or sh adow . Wha tever his specific trai ning ,a swordsage blurs the lint' between ma nial prowe ss and m ag ica l skill.
MAKING A SWORDSAGE Desp ite his spectacular combat moves , a swcrdsege is not a
typlc:lIl front-line- melee combaram. Ahhougb a fighter, barbarian. cr warblade might ~wing a sword more accurately, or wuh grea ter force, I swc rdsage depends on h is repertoire of rnarr ia]smkes and srarces.'tb ts cha racter is also no t Imended [0 be a replacement for an arcane spellcaster, even lhough be can create a number ofshorHangt' area effects. A swordsage'e role w tth m an 3d\'enturing pany isn'l easily defined, but his com bmanon of maneuvercbdu y, supernatural power. and martial arts is useful in almos t ,m y encounter. Abil it it·s: Dex terity and WisJom are crucial 10 a swordsage. Since he wea rs on ly Iighl armor, he mus t re ly o n agi lity and shrewdness 10 avoid attacks ,an d as suc h h is Armor Class IS augme nt ed by h is W isdom mod ifier as well as his Dexteruy modifier. A swordsege can ge l along with an average WI\Jom score, bm to excel, he wams agocd Wisdom bo n us ~mCt-::I swordsage often engages in melee , Stre ng th is al so Important - although he can use the w eapon Finesse [eat to •.overcome a low snengtb score, and his array of martial strikes can make up for an y lack of damage potential. Intelligence ht·lp~ a swordsage master th e skills necessar y 10 co ntin ue progressing alon g the path of th e Nine Swords, and Co ns titution is as im portant to h im as it is 10 any ch ar acter. Races: ~t osl swordsages are hu m an s. h is no t u ncommon for mem ber s of other rac("s 10 lake up Ihe pa th , thou gh dW3rwS and gnomes ra rely do. Dwa rves are tOO fi rmly gtoundeJ to aJa pl easi ly 10 th e ascetic lifes tyle s\\'Ordsagl's often favor , a.nd the few dwarfswordsages wh o do exis ttypi· C311\, focus on th e 5[01\(" Dngon discipline_Gnomes find mos t swordsagt'Ssingu l.a[ly humorle~ s , a.hhough members ofthis race ocnsiona.lIy lake up Ihe di scipline of Ihe Setting Sun. bfi:ause rh l"Y understand beller than most how wea.kness can be fu m ed to strength. llalf-orcs account for a surprising number of swor duges. e~pt'('i311y in the more warlike dis· clpllnes ofS rone Dn gon and TigerCIa.w. Mem be rs of this nce art' well suited [ 0 en dure the Jiificulr ph ysical regimen of ~Iud\' a. nJ pncrice Ih ar Ihe~ disciplines reqUire. Ali g nmen l: A swordsage (.an choose any alignment. The studv of th e Sublime Wa.y is its own end, and wh ether any p.uticubr Mudent chooses to employ whar he has lennc'd 10 Ihe r\"1ce (If good . e\'11 law, or chaos is nor conSid fC'd
agntftcam b y roost who foll ow this path , Acccrdmglv. 3 typ ical SWOrdS2gc'h3Satleasr one neutral component in hl~ align ment, representing a certain det achment from "'Orldly matters. Coed sword sages lend 10 be free-rca rmng charnpicns oi the weak end downtrodden. The less com monplace evil swcrdscge s heILeVI:' tha.I th eir ma.slery of the marnal arrs has mad e them supenor to everyone around them. Stnt i ng Gold : .. d~ "I O (t OO g p~ Starti ng Age: As monk.
CLASS FEATURES o f all rhree rna mal ade pt c1nses, swordsages learn and can ready the mos t man euvers . Th is edv amage gi ve s them unpanlleled versauluv in a given encounter, In one bailie, a swc rds age might Iulfill rhe role of the rogue, lurking In s~"S and slrtking when fees are least prepered. In anothe r. he might be scorching enemies Wllh un snacks. much like a wizard. In snll another fight , he might [ear an enemy apa. n with his barebands. m.uc h ing3 barbartan's ferccry wi th his ewn dis tincti\'e srylecfbloodrhirsn ness. Whate~..er the occasic n, 3 swordsage ts able to ccm nbure. often III completely unexpected wa.ys. Weapon and Armor Pr06cienq.': As a swcrdsage, lOU are pro fictem With simple weapo ns. rmrual melee weapons rinc lud ing those Ihal can be used as th rown weapons). and ligh l ar mor. hUI nor wnh shields. ~taneuvers : Yo u beg in your career with know ledge o f six martial m aneuvers. The disciplines available to you art' Dese rt W ind, Diamo nd Mind . Scttmg Sun, Sh adow H and, Srone Drago n. and Tiger c law, Once you k now a maneuv er, you mu st read y if be fore yo u can use it (sec Maneu vers Read ied. below).A maneuver usable by swordsagl·s IS conside red an eXlur1 nl inary a.bility unless othe rwise noted in u s de scripnon. Your maneuvers are not affect ed by spell resis tanc e, and you do nOI provok e attacks of c ppc n un uv wh en you initiate one. You lea rn additiona l maneuvers at higher levels, as shown on Table 1-2. You must meet 3 m aneuver 's prerequisite to learn it. Sec Table 3-1 , page 19, ro dcrermine the high est-level maneuvers you C3 n learn Upon rea chin g ~th level, and al every even-numbered s\\'Oro sagt' Il'\'el after Ih:n (6Ih, 8th, IOlh, .and so on), you ca n choose 10 learn a new maneu\'t"r in place of one you a.lready know. In t'ftl."C t, you loS(' th e old m aneU\'er in exchange for th e nt'\\' on e. You can choo..e a new manl'uver of an y level you Iikt', as long 35you obs er\"eyour restricli on on the hight"H-IeVei man euw rs you k now; you nt'ed nOI replac e the old manl"U\'er wll h a maneuver of the s.1me level For exa mple, upon reaching 10t h 1("\'('1. you cou ld ltade in a. single 151-, 2nd-, 3nJ.or ·uh-It'\'el maflC'uverfora mant'U\'erofSih boelor lower, as long as you meN Ihe prt'~u is ile of rhe nC".'!· maneuvrr. Youca.n swap only .a single maneU\'er at a.ny giwn lc\·el. ~fa nr u \'t'f$ Readird: Vou can read y four of your sill: maneuvers known 3t 1st level. and as you advance in level a.nd learn more maneU\'e~, you are able to fe2dy more, bul you musl slill choose which ma.neuvt"fS 10 ready. You rndy vour maneu\ b). meduating and exercising for:;: minUIt'S Tho!' maneu\ )00 ChClOSoe remam readied unlil you decide
T .... l f 1-2: TH E SWOIOS...CE
l evel hI
aa se Attack Bonus ..0
...,, .,
HIT DIE: 08
wilt Fort Save Save Save ..0
Special QUick to ~et ..I, disciplme focus [weapon Focus) AC bonus
Maneuvers Maneuvers Readied Known 6
Stances Known
4
2nd +1 +0 ...3 +3 7 4 2 lrd ...2 .1 ..] ..3 8 5 2 +3 +1 ..4 +4 Disciphnp focus Inslghtful s!rlke 9 5 2 eth ... 3 ·1 ~4 ...4 QUIck to act +2 10 3 5th 6th·4 +2 5 +5 11 6 3 ltM ...5 ...2 5 5 Sense malIC 12 6 3 8th +6/+1 +2 ..6 6 D,sci line focus 13 1 ] 9th ...6J.l +].6 ..6 v.Slon 14 Z 4 +-7{+-2 +3 ..7 ...1 uick 10 ~C I ...] 15 8 4 10th ll1h .8/...3 ...3 ..7 +1 1 8 4 +8 Discipline focus InSI ht 'ul strike 17 8 4 I2lh .9/+ 4 +4 · 8 131M lObS .4 ... 8 ~8 J 9 .. 14th .101 ...5 ... 4 ..9 +9 19 9 5 15tM ... .6f+l .5 -9 ·9 QUick to act +-4 2 5 16th ·12.1.2 .5 ..10 ·10 DlsclfU,nefocus de fenSlYesul1Xe 21 10 5 +5 10 10 Improvedev.slon 2 5 11th ·13 . . .3 ... 6 ...11 11 23 11 5 lStM ..-13/+8/.] 1.9JM +14/....4 ·6 +IT .11 24 11 5 201M ...15/+10/+5 ..6 ...12 +12 Dual boost3/da y, quick 10 act ..5 25 12 6 Class Skills (6 + Inl modifier per level, x6 at 1st level): Balance, Climb, Concentrat ion, Craft, Heal, Hide, Intimidate , lump. Knowledge (history) Knowledge (local), Knowledge (natu'el , Knowledgp (nob ility and royally), Lis ten. Martiallore t , Move Silently, ProfeSS ion, rtldp. Seese Mot~, Swim. Tumble. New skilldescribed on page 28. to med uare agaln.nd change them. You need not sleep e r rest for any long period of time ro reads- your maneuvers:any umc you spend S nurunes in medu auon . you can change yccr readied maneuvers . You begin an en counter with all your readied maneuvers unexpended. regardle ss of how man y time s you might have alread y used them since you chose them. \'C 'hen you iniuate a maneuver. you expend it for th e current encounter, 50eech of your readied maneuvers can be used once per encounter (u nless you recover them. as dcscnbed below). You can reccver an expended maneuver by usi ng a Fullround action ro quk kly meditate. Doing thisdocs nor provoke aua cks or opport uni ty. If you comp lete you r medirntion, you ca n choose one expended maneuver ro refre sh. It is now available for use in a subsequent round. St ann's Known: You begin play with kacwledge of one tsr.level srancc from an~·di scipli ne op.m to you. Ar znd. srh. s th. I·Hh, and zorh level, ~'ou can choose addino nalstances. Unlike maneuvers, stances are nor expended , and you do nOI have to ready them . All the stances you know are available 10 you ar all time s, and you can c hange the stance you currently use as a s\\'lf[ action . A stance is an extra ordinary ability unless otherwise stared in th .. stance descrtpuon. Unlike with maneuver , you ca.nno[ learn a new stance at higher levels in place of one you already know. AC Bon us: Srafling n znd level. roo can add you r Wisdom modifie r as a bonus rc Armo r Class, 50 long as you wear lighl armor . are une ncu mbered, and do not use 3 sh ield. This bo nus to /lC applies even against touch attacks or when you are tladooteJ. However, you lose rh is bonus when you are Imm obilized or h..lpless. Di scipl in e f o cus (Ex): As a swordsage, you can focu s ur tnlnlng 10 t ke ad\'2nIJgeofrach di sci pl me ~ fighting
srvle. Each time you gain th e discipline focus abil ny, elec t om' or the six sword sage di scipline s to which rhal focus applies. You can select a difft'rt'n! discipline each n me you gain discipline focus, hUI you musr knower least one mamal maneuver from rhc selected discip line. Even if you selec t a differenr disciplinl' ar high er levels, your d iscipli ne ChOICt' for carher abilities does nor change. Thi s focu s mantfests in the followin g ways. \'fMpoll ,"«us:At tst level,yougain the benefit of [he Weapon Focus {eat for weapons assoctared wu h the chosen dist"lph n.... Sec th e d iscipli ne descr ipt ions in Chapter .... It' i lgh lf lll s trlkel: Al 4th level, yOll ca n add you r W isdo m mod ifier as a bon us: on dam age rolls whenever you exec ute :t st rtke from the chosen d iscipline. A[ 12th level. you can choose 3 seco nd disciplint' to which this abil ity applies. lh.'.fmSll't' Sl
Evaslon (Ex ): AI <)Ih It'wl .you can avord even m3gICai and unusual arracks with g real aglluy. If you m ake J succes-Iul Reflt'x saving throw ..gains l an arrack th..t normally dea ls damage on I suc cessfu l save. you inste ad rake' no damage . Evasion C.1n be used onlv if vou are weari ng light armc r or no armor, If VOLl are helpless. )'OU do nOI gam the be nefit of evasion . Improved Evasion (Ex): From 17th level on you gain rh e benefit of improved evastcn. You still ta ke no da mage if you make 3 successful Reflex S3\'r agamst an arrack and even If vou f:til lh e Rt'flex save', you lake' only ha lf damage from rheausck. tf vou are helpless, ~'OU do nOI gain rhe benefir of ueprcved evasion. Du al Boost (Ex): W hen you re ach 20 t h 1('\'t'1. you cau use two boost maneuver s aimulta neoualy, Whe'n('~r you nunare 3 boost ma neuver, vcu ca n also Iniria te any crher boost maneuver rh31you know as a Iree acnon. Both boosts you in mate are expended normally, You ca n use this ability three times ~r dey,
PLAYING A SWORDSAGE
clem \lOU \\'O~hlponl' who is remote and generallv retrain.. from meddhng in rh.. lives of rnonals. acccob rbe U nc an ng IS a favorite among your fellow swordsages. A f..w, however choose 10\ rshrp th l · Shalrn,Obad-Hn. becausehis neutrallI y align.. well with the sword sage nouon thai the truth of steel is not wh ar you want u ro be, bu r stmplv wha t it IS
OTHER CLASSES You ha ve learned [0 look p3sr rh e profession and see the Indl\'ldual. finding more truth In a person's deeds th3 n in her abtl ltil'S. Once you have ascertained rhe measure of her soul you co nsider her profc.'s510n and ki lls. You prize orher rmrual adepn-cespecullv orb er swordsag es-c-as friends and a l1i~ both for rht'ir co mbat prowess and tor their 3bili lY [0 pIty to each OIhef s strengths. Flanking rog ues are alsovaluablC' allies in battle. Clerics and arc ane casters are invaluab le companions. but \'OU resent spellcerers who cas t are3 spells, wdl spells , or slmiiar dweomt'fS lhat alter the bartlefield and limit your mobility and cpnc nc
CO M BAT Rathe r dun rushmg inro combar wuh [he m m dle s rage o f a barbe rian or Iht' foolhardy courage of ;/I warblade, you assess youropponernsand try to achieve racncal supremacy th rou gh position and marna ] maneuvers. YOUf lack of armor profici ency mea ns tha i you are best suit-
sword is nOI sim ply a sharpened length of steel, II is rh..wisdom of the smuh. the fire oi the forge. and rhe ShOUIS and ringing blows of your ban les It IS your teacher and vocr srud ... nt, your life and your death. When vour mind is tempered like' the blade. no feat of corn-
To you .
11
ed to a skirmish-style
batp~~ is beyond
you . You can ru n on rhe weapons ol your foes, strike an enemy unseen. and flip In scuctamlv away from rhe frus tra ted rtposre "through it all, you se ek to und.. rs rand rh e secret kn owl .. dge of co mb at Everv blow is 3 re...e lanon, and every wound 3n apocalypse. In the end , you and your sword are not hing wuhour each Othef. You and you r (('lIow s\\'ords3ges adven l un~ for a plelhor:a of rt'3 son~ :-.l'eirher Ihe religious ft'fvorof the cru..ader nor the hunor que sl of Iht' warbladt' «Ius"s you 10 travel rht' world. ~t ore than faith, mort' than glory, \'ou seek crula \'l;"helher you find th31 1ru lh in Ih(' hurbllngacid ~wampssouthofthe Delug.. Ju ngle , in a scren:hingJungle harpy ~t, or in the g ulle t of 3 purplt' worm . you 3~ driven 10 un cO\"erit. learn II , and master ir.
anack-e-cne in which ve u can use your high mobility to flan k an e ne my and s t rike ha rd and fast. However, yOlJ are perfecrly capable of standing toe to talon w ith crocks and wyve rns when necessary. p;l.rrymg f;tng with blad e and using your martia l maneuvers 10 cut a parh th ro ug h your enemy's front ranks. 'lou have aCCt·~ s to an amazing arr ay of powerful martial maneuwrs. You h3\'e exclusi\lt' acceS$ to the De-sert Wind. Sh.:JJow lland, and St'lting Sun disc iplines, and you would dowt'1! to learn at Least so tnt' m;ano."uwrs from {h~ You ha\'r the gt\"3tes t range of mant'u\'c~ of any mutial adepl, 50 you shou ld ha\'r multiple sirikes, COUnlt'fS, stances, and boosts zvawble ;afrt'r J U~t 3 ft'w In>els In thi'" cms.
ADVAf'CEMEI\'T REUCIOf' Religi on m ighl be enr i ~ ly immaleri31 to you. or you mIghl find comlofl In Ihe ('xistel'lCt' of the Uppt"r Of" l.o\\:er Pia.nes. II u n e among the mmorily of m 'Onk ages who f(""."f:('e J
'our tralnmg beg.an when )'OUwon an
app~ n[iceshlpw i [ h
a mt' ntor-eilhc-r an indiv idual h er m il swordsagt' or an Instructor .11an ,nclc.'nt s....'Otds.agC' It'm ple d3:t ing bx l ro the flanl ol rhe .sludO\\·llger Horde You knew lnat wmnmg.
J
~\\ord ~ 3 gl' appremice-hip woul d nOI be t';hy--- Ih;ll In 13('1
if would be an ordeal designed 10 It'SI vour wo rth In sor-ie
unu sual W3 V. The masrers of rh.. Harad n cvtn r emple are known 10 make
rhe young boys and girls w ishing TO undertake train ing WJ!l In the courtvard for wasons on end. through rain.snow.and rhe acld cloud storms of rerh delub 31T3Cks. Occasionally the masters might send a por ofporridge 10 rbe counyard for the aspirants. and even mcrecccasicrullv-c-nev..r mcre rhanorce per ao;on- lht"Y select one child 10 enter rhrough the Ivory and Hom Gales. The EighlYEmpresses havea different selecrion proclMS for rbetr prcregcs. The masrersbring each vocng lady st'par:I.lt"ly into ,h... Dressing Room of Opala I. whose walls. mirrors, Incense lamps, pots of rouge, and songbird cages art" draped with 1.080 shtmmeneg gold, red. pink , orange, an d fuchsia silk ribbons. The girl is allowed 10 suy as long as she likes In rhe dressing room; she has but 10 give I signal when she is ready to I...ave. After she is It'd away, one ribbon is re moved from rhe room, Tht"n she is broughr beck. If she can name rhe color of the nbbon that was removed. she IS accepted: otherwise, she is rumed .1way forever. As.1 swc rdsage. your selection of disciplines and martial m an euvers is paramount 10 your success, You might choose ro foc us on man euvers from a single discipline, burlearning a few maneuvers from the other schools is almost always advi sable. True success in combat requi res a wide vanetv of mart ial man euvers.
H UMAN SWORDSAGE STARTING PACKAGE Armor. Studded le:uher (+l AC, armor-check penchy-a.
speed ]0 ft., 20 lb.). Wea pons: Long'iword (ldl',ttiI19-2oj,.2,4Ib.,one-handed slashing). Light crossbow (1I."1R, crit 19-10, ran ge inc. 80 fl ., 4 lb.• piercing l Ski ll Sclection : rick 3 number of sk ills equal to 6 + Inr mo difier.
Skill Balance Concentration I-ie.al Hide IntImidate
lu mp
,,
Ranks
4 4
4
Knowledge (local) .. .. Martial LO ft" Move Sllenrly 4 Ride 4 Sense MotIve 4 Spo t (ccl 2 Tumble 4
Ability
D"
Armor Check Penalty -1
.,..,
-1
s"
-1
DO'
-1
Co,
e
,,,"
D"
Woo Woo De.
I CllUI.l mull llti"lmunt pt:rfllllU ImgmFlg In tilt lorthllJ:hl Tht Eighty I mf'rN.'1 hil,'I"lltTflI rht (,Hlit lltu , through III1S ,l(l(lr. 111( Slllluul, crumpltd {I t I lilt IldMrtl, It'L1S slllllmilmg,- Kalin Sro nehelm, castellan of O rlep Tor
The pontificarlng recluse. the wandering nwsnc, the mamal scholar-c-all these and more are swordsages. These marna! adepts bring a combination of m.... mal acumen and phvstcal Pro\\"l'~~ to the world. wilh a po renri.ll toadvance in a nu mbe r of Jifferrnt direcnons-c-offensfve. defensive, su pport. and qUick·Slrikt"-I~y make excellenr additions ro .advent un ng parlil·~ . when the campaign action veers our ofthe dungeon and into the royal courts, darkened chambers. and diplonutic halls of the kingdom, aswordsege's inclination reward Int ellee mal pursuits and his natural role as a scbclar-c-mama l and otherwise-c-al low him to remain a strong cont ri buto r ro rhe pany.
DAILY LIFE A swordsage spends rbe majority of his time pe rfec u ng his an. The mental and spiritual demands o f the Subli m e Way require constant anen ricn, so he can spa re h n le nme for carous ing. An in all its forms is often.1 passion for swcrdsa ges. M :my find refreshment and a wellspring of srreegth in the arts of sculpn ng, painti ng, po.... t ry, calligraphy, roc k-Slac k ing, or illusory pallrms. A swcrdsage wnb an app renrice spends m uc h of his rime traini ng h is sr ude nr. A swcrdsage withou t an apprentice might or might not spend lime seeking one out. acco rding 10 h is wh ims.
NOTABLES Opala I, the Empress lncamadtn e and fou nder of rbe EighlY Empresses, was a swordsage. Known as much for her wisdom, her dan ce , and he r ribbons as for her swords. she is regarded by many as th e prototypi cal swc rdsage-c-screne, poi sed, an d deadlr Mod ern notable swordsages include the Sage of Snow and Sha do w, wh o lives at rhe peak of one of the Sunspires near Koshrra Amnorn, and Skc rrgb, a half-orc pariah who is shu n ned by his na rive tribe forqueslioning rhe un mllig.ned war frenzy diclall'd by th e sha mans of H e Who Watche s, Skurrgh is presenrly looking for an apprentice bUI has rel IC find one he considers suitable. ~ta ny of the more de dic ated :lsp irants pr efer ro wai l in Ihe rain and snow outs ide rhl' Ha rad Devin Tt"mple ra rber rban risk th eir training o n a rogw.. ha lf.o rc.
ORGANIZATI ON S -1
Fea l : DoJ.ge.
Bonus Feat: ImprO\·eJ Inuiativt>. Gear: Bal:kpack wuh wJlerskin, one day 's rrail nriom, bt"droll,sack, flint and sud, 3Iorcoo.qui\·erwilh 20 arrows, tl'nl tnvt"ler 's outfil. cold uealher our fit. Goltl: 2d4 gpo
SW O RDSAG ES IN THE WORLD
The Harad Dev in Templ e has recruited and tr ained swordsages forcenturit's. !\I.any of ils alu mni we,2r in trinle Urt oos or brands on tht" inSide of Iheir forl'ums thar record fngments of the order's hislory. It is said rhat if all the sages of rhe Hand u..-\"In Tt'mple wtore to li ne Up,one couL:l re 3d the en rire history of th e Sunspire !\{ounuins and Deluge Jungle regions from lhelr ratt oos. :lOO tha t Ihei r bnnds are slgils th.at ca n un lock.1 spell of epic propofl ions .
the wcmcnofthe Eighl~' Emrn'~ ~e~ also carrv till' marks masters o f ma rtia l kn o.....led ge: They apprec iate the swordof rher r order, whi ch in Ihl ~ case arc ribbons. Each you ng sages sens e of h lslo ry and love of bardic ar ts but dislike lady wh o win s acceptance to rhe order ad op ts the ribbon t!leir rendencv to rake life serioudv. Half-e lves o fte n distrom her inducuon ceremorw as her persona l symbol. Unlike like swo rd sages, seeing in rh... lr selec uve app rennceslu p Ih~ mark ings associa ted wuh th e Harad Devi n Tem ple. no procC'ss an echo of rhe exclusiona rv am tu de that those legen d ccnnec rs rh e rib bons of the Eigh lY Empresses with of mixed blood sornerimes experience. ;lny gl'e3ler epic . In fact. these dccc ran on s appc'ar to have no meaning at all :"./0 color. bra idwork. or fri nge Signifies rank OTHER CLASSES within the order, and nopamcula r manne r of displav-c-harrSwcrdsages rend to h ave more m co mmon with cle rics and bow. cho ker. or wns tband-c-has .ny mea ni ng bevond lhl' wizards than with Ihl' melee fighring classes. Barbarians In preference of the individual membe-r. pamcular are apr: to be- annoyed byaswordsage's prcchvuv 10 \bny ocher swordsage organua ucns analyze or 311t'a~1 contemplate <1 combat before, duri ng, and extst as well . The tyrical order is a aflt'f the-actual fighl mg. One ofOpaI<1's fnuri lt' questions was, sm al l. well-organized , organic un u "How does <1 S\ \UN mean'- II IS said Ih<11 rhe ore barbari.1n rb at ex ists for a smgfe purpose . Iwrdt' -king Blech Forktongut' slew twe n ty sulxhieftuns in <1 One" SWOrd52gc' crgaruzancn might rage while trying fa discover the meaning of tbar question focus on the hislOry of . parneular cc mba r nylt'. while another is SWORDSACE LORE sworn 10 protect the ruler ofa 1ac.1 Characterswuh ranks in Galher lnfornurionor Knowlpopelano n, At least cee swcrdsage edge (hislory) can research swordsages 10 learn more organizancn has devo ted ilsdf 10 abour them. \l'ht'n a cbaracrer makes 3 skill check. studymg the cc mbar techniques. read or paraphrase rhe follow ing, mlgr.Hof)' pat terns. and warren includ ing rh e in forma rioa cu lture of the Sunsptre Moumnn from IOU-C'f Des. umber hul ks . presumably with an DC 10: A swordsage is a fant'yt' toward eventual ly ex ter mi na tcy s w ord-swtnger who thi n ks mg them. Such dau nting usks are be knows more about swordT)'pla l (.art'fcrswordsages, whose paplay than <1nyone else. uence and calm ness oflen lead them DC 15: Like warhlades an d 10 con sider plans Ih <11 mig ht take decrusaders. S\\'OrdSJgeJ walk rhe Suhlime Way, But th ey donor JUSt wal k cades or even ce nt u ries 10 execute. il-tht'Y study it, Ihey s...arch it. lht'y think rhe re's NPC REACTIONS a meaning in u. Th ey look for rhe wisdom of !\loSt authcrtry figur es an d governm ent oftheir swords, th e srorv ofeach sw ing, and the fICials do nOI apprecia te swc rdseges. Like h istor y of each Ice . crusaders, these m art ial adepts are often DC 20: Swordsages are patient. calm, and dedicarcd to a higher cause th an th e inII"Ihal. l1U'y gain the most mvsttcal powers ofall teresrs of the local ea rl o r lord , and th ose who walk the Sublime Way. unlike warblades, swordsages are nOI easi ly bou ght. Thus, governraems. SWORDS AGES IN THE CAME churches, and other civic and religious Whl'n characters need to know th e rruename of a reth oTgJniul ion s generally Irt'::I1swordsages uilh dekala prophet , the res ti ng pl ace of Ih e la St Cr;n»ltlf .~/.Jl, lit'uten:lnt of rhe Shadow Tigt'r H ord e, or the a greal d...al ofcaution . M\'fch<1 n rs, o n the ot ht'r h:lnd, t'mbnce ch.",p;ltlr It! liN Jlt'WfIIrltJJ~. st'crt'ts o f the Perfect Strike, the ~' are likt'!y 10 swordsage s. W ho elst" wou ld buy an ancient seek OUI a swo rds<1gt'. Such moments provide com,lhC' ChlPpt'd comb of a long-dt'ad rriDCt'SS, or:a petrifieJ ex:ellt'nt opporrunilies 10 inlrod uct' swor usages into <1 n dngon c1:aw' In addilion ro purchasing curiosities and an ongoing campaign that has not previously included ma rsuppl~ patticulu 10 his InTC'ttSIS, a SU'ONsagt' d sopm..-ides lial adepis. If a pla)"er \\"JnlS 10 pl<1Y <1 swordsage in such :I busint'S s for smiths, cupenlecs, :and slablecs as hC' praeticl,'s campaign, the charaCier m igh l be !>Ough t OUI by an anc ient sword agt'-I hl" b I pl"2Clil ion C'r of his lund-and laughl tht" hi m.an ial mane-u\"l"t"S in an t'[(Orl I" maintain <1 consUnT SUte- of pal ienl readiness. St'CR'1S of Ibt' Sublime W<1)·. If you are using Dungnm .\l ,u ln ', Gtol.u JJ. a PC could .1cquirt' a spiril comp<1nion- the spirit RACES of an .:Indenl swordsage who hb ~t'IeC1ed he r 10 be thl' firsl Elves and swords<1gt's oflen gel along famously bt'ciluse in a new gen era rio n of ma n ial scho lars. of thl'lC simllu long-rerm \'iC'wpoinu and tht'ir appTt'Cia· When dt'\'eloring a 5uttdsagt"cluraett'r, ronsidt'r his focus lion for hlSlOry, Dwu \'t's <1ppreci.1 tt' Ihe seTious na tUfl" Dces he defint" hi msel f by his ffiattW maneu\·ers. h LS <1n 01 wordsagt"s and t ht' fin l" Sculplu rt' thar m any oi rhem .m':! hi S rd 'i1lOnshlr~ wllh Nrcs) PIU\·lde::l swordSJgt' wuh praducl' Gnomes hJ\·e a low-hate rl"lanonshlp wnh these chdknge' loall f.KC"~ oihLS character. His high skill poinls
\
e 1I"tH com bat Jh llllll' S. anJ m 3gl~ allh l r t' mu n't h al 1ll'10; equaltv at horne in a dungeon. in the hallsofa pa lace.a nd in :I .....l zan l s tower. A gooJ enemy for II su rdsage i..onc agatmr whom hl' must use 311 hi s skills, 311 hiS mane uvers, and all hi s knowledge.
....D...PTATION Th(' name ~w0n152g(' naturally tmphes a charact er who carnes a sword or w(";llpon of some kind However. a swordssge works very well as a superna tura] mamal arust or almos t any sc hool or ongin. To create II monklike cha racter wub 3 rrem... ndous arra y of Iamasuc moves and st ri kes, give rh... swordsage the m onk's unarmed smke progression 3Dd remove hi S lighr armor proficiency. If vou pre fer, you could InSIC'3J emphasize rhe rnagtcal ral...nrs of the swordsage :,y giving rhe swordsage the :lbiliry 10 learn arcane spell s In plsce of maneuvers of eq uivalem level In general, spells from the school s ofabju n lion, evccancn. and rransmuranon are mcst appropriate for a swordsage of rhls type,C'S f'l"Cu llyspells with 3 range of personal or touch. Th(' arca ne spell is ·cas t" as if II were J martial ma neuver. In this case. you sho u ld remove the class's ligh t armor proficil"nc\' and red uce the swcrdsage's H it Dll' to d s .
t" k, S btl ring nou rlshf (l SI). chargmg m lnotaur (1st) , dealh mark t {l rd}. shadow blade techniqu e (1st), stone bones (lst) Boosts-burnmg blade (lst), burnmg brandt (2nd), distracting ember (lst), Wind stride (lst) Counters-nr(' r1poslet (2nd ), zl"phyr d anc('t (lrd) Disciplines; Desert Wind, Shadow Hand , Stene Dragon
t
Readied maneuver Ab!litieos Str 14. D('J. 15. Con 14, lnt 10, Wis 12, Cha 8 SQ able to nonce se cret or cc nce a'ed doors Fellts Alertness. Dodge , tmpr eved Initiative. weapon Focus (scimitar, light mace. light pick, s pear. falc hion)' Skills Bal3nce +13, Diplomacy +1, Gat her Information ... l Hide ... 11 . jump ...13, ustee 5. Move Slle ndy +-11 . Search ·2, Sense Motive .10, SPOI 5. Tumb le ...13 Poss eossions co m bat gear plus 2 studded leather. masteorworlF: scim itar, c/OQk of resistance ... 1, longbo w wilh 20 arrows
_-,.-....,...---:-......,...,,---W ~ AR.B.LAQE "' It'lll borll ((lrlI..,r, J hllvt lht hrlltl of illion. fh r sll'lftn m of lin tll,lilt. llnJ lh t llrrllglh of'l Jril, II! 111 "lIl1lt J {m J rU t pt."'lt In w ntlul rnfullon. and In I'ldory (1"lIltllll(lII. Thr god~ thrmW"lt~ ml'r my hOllr of glory." -Ammon. 3; warblade
SAMPl.E ENCO UNTER Swerdsages can be en countered anywhere: in large cities. in the wtldemess. Of on rhe road to nowhere. EL 6: Thl" hlghwaym.:ln k nown 3S the Crimson Mask plagues rhe roads and pathwa ys near rhe Free CiI Y. Br drawing on rhe power of h is martial maneuvers. he swoo ps in to surprise hi s enemies . figh ts th em 10 the brink of defeat, demand s 1I ra nsom 10C(";llS'" h is attack, then disappear s back into the fores t. Crimson Mask is, in truth, a worshiper of O lidammara who seeks 10 steal from rich adventurers and d islribute the money la the needy, HI.' (3 reSlillie wht"thl'rhe sleals from 3 heroic f1313Jin or:l ht"an leoss mercena ry because he ft'els IhJI nl.'ilht'r i\ likely 10 Joa nYlh ing useful Wilh lhe mo nt'y. Thus, he has no m mpunCl ions abo ut laking iI . CR IMSON MAS K CR 6 Mall" half-elf swo rdsag e 6 CG Meodium hum anoid (elf) Init .. 8; Sen se s low-ligh t vision; listen ... 5, Spot +5 l anguages Common , Elvl"n AC 18, touch 13, flat-footl"d 16 (De. +2. Wis +1, armo r +5) hp 49 (6 HO) Imm une sll"ep Fort ... 5, Ref +8. W ill +7 (+9 aga ins t en chantments) S~ lO ft . M el ~
mwk scim itar +7 (l d6+2J18-20) Ranged longbow ... 6 (l d8/xl ) Base Atk +4; Crp · 6 Alk Options discip line focus (inSight ful strike-Deseort Wind) Comb.11Gea r 2 poIIO"'S of cure lIght wou,.,ds Maneuveol'S lind Stances Known (ll 6th); Siances-child of shadow (1st) . flam("s bleSSing (15( , holocaust cloak (3rd)
The warblade was born for conflict, Swift, strong, endunng. and unerlv co n fident in hi s mania! sk ills, he seeks to rest himself :Igain sl worthy foes. Bail ie is beautiful to him-:1 perfect moment in wh ich life hang s suspended o n rhe brlghl edge of a swo rd . Sheer combat skill is importanr tc a warblade. so he trains inrenselv wnh h is chosen weapons But even more im po n ant are his arhlenctsm. endurance, daring. reck lessn ess, and joy in the hou r of danger, Warblad('s, et ten called sword princes, live for rhe ch ance to tes t rhernselves in baule-c-rhe stronger the foe. the greater rbe glory onct' an enemy is dl'feoaled.
MAKING A WARBLADE 1\ warbllHll' is a frond in e ml' l!'!' co mb au n r, m uc h li kl' J barbarian or fig hll·r. Heo eongages his enemies lOe [0 lOt' an d Jl·fea ls Ihem th ro ugh skill;l l arms. Ab iliti e s: Purl" ph ysical pt'rfection is a wa rblad e's idt'a l. so Strength , Dex lerilY, and Const itu tion are aB vilallO him. Becau s{' m aslrrin g a bewilJering va rie t y of marll.l l m aneuve rs is difficull. Inlelligence is also im porr an l 103 warhladt'. be clluse he apprl"Clat es rh e bonus ski ll pOlnl~ and many of hi Scl ass fea l u r('s reward 3; h igh Inreoll igt' nce bonus. Given Ih e choit(' betwe('n W isdo m anJ Ch an sm a, a warblade is m ore likeoly 10 boos t the laner-Ihe be tter to wear Ihl" mantlt' of gl ory he hopes to w in wi th his dt"eJs on the balliefleold. Ract's: The wa rr ior CUhUflOS Ihal give rise to WJrbbdt"S at(' mosl oftl' n fou nd in human . elf, and hobgoblin bnd~. Admirarion for alh lt'tic prow("Ss, Ihe maniallJeal, .a.nd sh«r physical da ring IS common amon g Ihese flIClt'S , Th" gnhyanxi also Illike greal pnde in th rir martial skill and 1I Dumber 01 warblaJes can be lound among Ihls race. rhl.'2f\'es apprt'Clatt' a warbladeo's manial prowt"~s bUI mighl ~h.. away fro m e~
HIT DIE : 012
TAiU 1-3: TH E WARl LAOE
Le ve l
'«
Baie Attilck Bonus
.,
Fort Ref Will Save Save Save _0 +0
.,
Maneuver s Special Battle clarity (Refle_ saves), weapon aptitude UnCilnny dodge Ihllle ardor (wt,ul confIrmation)
2nd +3 +0 +0 ~3 ...1 1 3rd 4th .4 +1 1 5th _I .1 Bonus feat 6th +2 +2 Improved uncan~ dodge 7th .2 +2 Battle cunn ng (damage) 8th +2 +2 9th ..J Bonus feat 10th ... 3 .. 3 llth ..3 ..3 Battle slClII cppcsed clledts) 12th .4 .4 13th " B o n u s feat l ..th ..... 0 PpoItLlMII~ 1St BailIe master 16th ...10 17th + ft'at 18th ...11 6 ... 6 19th 11 20th ...20/ +15/ +10/... 5 ... 12 6 +6 Stance mastery Clas s Skills (4 ... lnt modifier per level. x4 at 1s t level): Bala nce. Cli mb. Concentra too n. Craft . Knowledge (hIstory). Knowled gt' (local). Martia l l o re· , SWIm. TurTll* New skIlldescribed o n page 28.
weemng praise. Hal l1ings gen erall y adm ire Oilb lenc prowess, bUI most find rhc stri ngent requirement s of Ibis dass roo challenging. Half-orcs and savage humanoid races generally do nol appreciate beaurv in mot ion in quu.. the same way that their more civilized counterpart s do: they fight to destroy rheir en ...mres. ncrro ccver rhemselves inglory. Gnomes feel no particular need 10 try themselves in battle: Ihey are happy with their normal pursuits. A li gnm e nt : A warblade can choose any alignment, th ough many prefer chaotic o....er lawful. After all, a warblade set'k~ 10 win glory through individual deeds oi prowess, su he IS unlikely 10 adop t a personal code emphasizing obedience over freed om [0 im provise. Good warblades are champions of {he weak and downtrodden; evil ones are " lCIOUS warlords who exult in rhe defeat and humiltaucn o t the ir foes. Sla rt i ng Cold ; 5d4>< 10 (125 gp). St art ing Age: As barb arian,
CLASS FEATURES ',X' hen nghrlng. you rely on an ever-increasing repertoi re of spectacular mamal maneu vers. Dependi ng on which Jisciplmes vou choose ro stu dy, you might be a mcngccse-swif ki rrmsher wh o uses speed 35your sword and shield, a fierce master cfblades. or a bold comma nder who leads your alltes 1010 banle. You r maneuvers are th e signatu re moves rh:al serve to define you r characte r. Regardless of the path you choose. you acqui re a modest nu m be r of bonus feillS that make you quicker, more agile, and more arhleuc th an most othe r warriors , Weapo n a nd Ar m or Pro ficiency: Youare proficient with simple and martial mel ee weapons /including those lhal can be u ed as thrown weapons~ light and medium armor and II shield s e ept lower shlelJ.s.
Readied 1
4 5 5 6 6 7 7
a 9 9 1 10
3 1 4 4 4 4 4
4 5 5 5 5 5
SUnces Known
, 1 1 2 2 2 2 2 2 3 3
3 3 ] ]
11 12 12 13
6 4 6 4 6 .. (, 4 13 7 4 Diplomacy, Intimidate, Jump,
M a n e u ve r s : You begin your career wuh knowledge of three martial maneuvers. The disciplines available 10 you are Diamond !I for n n pt'llJ,J olnme 10 reaJ r your maneu\'e
~n) ume von spend ~ mtnutes m pracuc e, )'OU can cha nge YOu r readted maneuvers. You begtn an encounter wuh 311 your readied maneuvers unexpended , regard less of how many tunes you migh r have 31rl"ady used them wnce vcu chose rhem . When you Inma te ;I ma neuver, yo u eXJ'{'nJ it for rhe current encounter, so each o f your readied maneuvers can be used once per encounter (until you recover them. as dcscrfbed belowj, You can recove r- all expended maneuvers with a single swiit acnon. which mus t be immediarelv followed in the same round with a melee ;11tack er using a sund:tro actjon 10 do norhreg else m rhe round (<;uch :IS execcnng a qUick , harmless flounsh wuh \"OUt weapon . \'ou C2f\-
not ininate a maneuver
or change your stance while you are recovl."'ring your expended maneuvers . bur you ca n remain in a stance in which yOIl began your rum. Sr ances Kn own: You begin play with knowledge of line 151level seance from any d iscipline opt' n to warblades. At .uh . 10th, and terh level. you can
chooseaddmonn lsrances. Unlike maneuvers. stances are nOl expended. end you do nOI have 10 reJdy th em. All rhe stances you know are available 10 you al ;III rim es , and you can change the stance you ate' currently using as a swif action . A stance is an exrracrdinarv abihry unle ss otherwise stal ed in the stance descrrpnon. Unlike with maneuvers . you can not learn a new stance U higher levels in p12Ct" of one you already know. Bart lc Cla ri t)' (ExI: 'IOU can enter a state of almost mvsucal awareness of rhe battlefield around you. As long as you art" nOI Ilar.foored, you gain an insight bonus equa l to your lntelhgence bonus (maximum equals your warblade levelj on your Reflex saves. Weapon Aplit ude (Ex): Your training wilh;l wide ra.nte ofweapo nno and lactics gives you grt"alskill ""ilh paniculu ""t'apons,Youqualify for fl"lts Ihal usu.all.., re-qUIrt" a minimum numbe-r of fighler k ..t'ls {such as Wl":Ipon Specialliz.ation l as Ii ) OU h"d" fighlcr Int'I equal 10 \"OUr wublJde It'\'el-l, For e a.mrle as a Mh·lew l "arbladt', ..'ou could lake Wl."'a.pon
, pt lall.....non . ~ net' you re treated as be! ng a -41h-1t'\T llightt"r for ,hI Spurpose. rhese eftecuve figh ter levels stack wu h Jny actua l fighter level .. you have. Thus, a fighter 2/wubb dt" -4 would also qualify for Wt'3pon S~cializa lion, Youalso haw the flexibililY to adjus t your weapo n rratnIng, Each morning. you CJnspend I hour in weapon pracnce to change the designated weapon for any ft'at you have that apphcs only to a SIngle weapon (such as Weapon Focu s) '1'00 mUSI have she newly designated weapon avatla ble duneg your practi ce "t"!'''lon 10 make rhis change. For exampl e If you wisb [0 change the designated weJpon for your Wl"'2pon Focus ft"at from grenswcrd 10 longsword you must have 2 longs word available 10 practKI" wuh dunng your practice session. You can a.dJusl an .. number of your feats rn Ihis way, and you don I have to adjus t rhem dl in rbe same wa.y. How ever. you can't cha nge the weapon choices in such J way rhar )'OU no longe r meet th e pre requivite for som e orh er fe;l.l you possess. For instance, if you have bo rh Weapo n Foc us {longswo rd ) and WI"3pOn Spec taltzaucn (longsword), yo u can r change the designated weapon fo r Wea po n Focus unless yo u als o change the weapon for WeJpon Specialtzaric n in the same way, Unca n ny Do dge lEx): At 2nd level, you gain the ability to react ro danger beforevocr senses would normally allow you to do so, You retain your Dexterit)' bonus to AC (If any) even ifyou art" caught Ilar-foored or struck by In invisibtt' anacker. However, you srtlllcse your Dexrerirv bonus 10 AC if you art" immobilized, If vou alreadv hOI\'(' uncanny dodge from a different cla ~~ (barbarian or rogue , for example), you automatically gam improved uncanny dodge (see below) instead. Balt ic Ardo r [E x]: Tht' sheer 10\'t' of banle lends unca nny strength 10 your blows . Suiting at jrd 11"\'1"1, you ga in a n insighl bonus equal to your Ir uelhgencebonus on rolls made 10 confirm criliC21 hits . " onus Fl"al: AI Sih le\'t'I, you g.1in.1 bonus feal fro m Iht' list gl\'t'n below, Youmust meet Iht' prere-qutsite for the feat you selt'Ct. b't'Ty lour 1t'\C'ls Iht'l't'aftl"r(al 9th, t 3th, and t-Ih le\·l."]), you ch~ ..notht' r bonus ft'al fro m I ~ list.
brash app ro ach to life. O ther good warblades favor Pelor, ROU IH I t iJllu ': Acrobat ic, Ag tl e . Arhlenc. nl 2d Mt'dm· Herrcnecus. and. In rare cases. dou r St. Cuthbert. If you 3.~ non , Rlm d· Fight, Com ber Reflexes, Dieha rd. End urance, Cre ar Fcrurude.f rnpr oved In itiative, Iron WI!I. lron hean , evil. )"Ou probably champion the cause ofErythnulor Hexrcr. light n m g Retlexes, QUick Draw, Run, Slon e Pewe e", Tige r A rumored secret sec: of warblades follows Vecru,c1alm ing to Blooded , Unnervi ng Calm", White Raven Defense" be the descendants of the loyal army tha t watched horrified as its commander, Kas,comrnured his famous berraval. New ii.'ats described in Cha pte r 2. Ha r tl e Cu n n f n g (Ex): Your instinct fo r seiling rbe moment gives you a signi6cant advan tage over fee s unpre- OTHER CLASSES pared lor your attack. At 7th level. you gain an inSight bo nus 1kc.2USC' you appreciate the long years of study and pracnce eqoal rc your Imelligence bonus on melee- damage rolls ntcessuy to become 2 master of ccrebar, you hone grea t agains t flat-footed or flanked oppone-nts. respect for figbrers and pa1:l.dins-rhough }1X1 some nmes 8,)llle Skill (Ex): Youanticipate your enemies plO) ~ and f~l,a nvalrv wilh (hem. as well. Youdont get along tOO nell tXIICS. At Iltb level. yougain an insight bonus equal to your wlrh barbarians because rhry seem incapable of properly In[elligence bonus on any check made tocppose an enemy's bestowing or receiving honor. Buds are olmong\'OUr f.1VOntC' bull rush, disarm. ferm . O\~ITUn, sunder. or Irip OIl1empt"_ ccmpamon( as long as they st2\-out of rbe W2)' and leave the Barrle ~I a ... tery (E:.:): Younotice rhe most subtle openings glory of the 6ghl to you -and sing of your success later rn and cues olTe~ by your opponents. At 15th level, you gain tavern and hall. Borh Jh'ineand arcane spellcasrers are foran insight bonus equal to your Intell igence bonus on melee eign to your pursuit ofphysical perfection. so yousee them as anack rolls and melee damag... rolls nude whenever you make little more th,an:a means of support Icrvour cwa endeavors. an ,at rack of opportunity. For that mailer. you rarelvwork well wnh other warblades, I mproved Une lln ny Dodge l(X):At Mh Intel and higher, stace they are as ecmperuwe as vou are, and you're :llw3.\'s you can no longer be flanked: you can ~,aCI 10 oppo ne nts suspicious ,hal one of them mlghl I t)' to steal your glory. on opposite srd...s ofvcu as ea~ly as vcu can react to a single attacker. See the barbarian class feature (PH 26) for more COMBAT Informanon. \'ou revel in melee. Your place is battling face to face with Stance M aster)' (Ex): AI 20lh level. you can have IWO vrccks and umber hulks, where you can deal maximum stan ces active simul taneously, When you use a swift action damage while keeping such monsters away from the softer to initiate or change your stance. you can Initiate or change targets in yourown pattv, You make good use ofvour various one or both stances. battle-keyed abilities 10 give yourself an important edge in combat. Alrhoug h these abilnies might no r be as physiC1l1y PLAYING A WARBLADE impressive as a barbarian's rage, they can grant a sigruficanr Mastering the techniques otblade and shie ld is important to boost 10 defense. as well as siruariona l bonuses on attack and \ "DU , bu t even mere important is the sense of daring. reckless' damage rolls. Unlike rage, your class features carry no fatigue ness.and even joy that transports you in the hou rofdanger. You penalry, You r lack of proficiency with heavy armor is bo rh 3. I1ghlfor ~ Iory, rhe th rill of co mbat. and perso nal honor. Thus. blessi ng and a curse-it allows )"OU 10 ente r combat qUlck l}you approach each encounter as if th e bards will sing of it for but leaves you vulnerable to rhe ene my.Consider laki ng feals ages. Everv raging bulen e that breaks through ih e cobblesrones such as Improved Toughness (see olnlrltlt W'llm or)to mcrease in the bazaar,everydragon snarling on irspileofcoin, and every ~'OUr ability ro soak up damage and partially offset your lack of reth d~·kala cha mpion 5till carrving a s...vordofthe Shadow Tiger he;n·y armor. ChOO5t' bonus feat s that enha nce your capeb ilthorde is an cpponunuy for you [0 U' SI you r skill. prove your nes (such as Blind·nghl or Improved lninar jve) or bclsrcr heroi sm ,and shine ever brighrer. Co ld and magic are pleasanr )'our weaknesst·s (such liS Iro n w ill). tokens, but the real rne3surr of your success is th~ height of You consider swonlplay to be high art . and a manial m3.ne uthe obelisk com mt'morating you r triumphs. verro be the artist's sighiHure on h is mast erpiece. Le:l.rning As 2 warblade, you 6nd adventure wherever an opportunity mmy maneu\'t'rs In one discipline genenlly makes you more for glory e"islS, A more mercenary character might ignore an lewl in combat than a warb lolde who learns a few maneuImpe cu n ious burgomaster's plea for :lid. bUIyou are quick 10 vers from each of sew-nl discipli nes. This phenomenon !>tep in. IJking the accolades ofthe "'ilIagers and the raplure stt-ms from the facr Ihal lak ing many maneuvers from one o f comb,at as p,ay along Witb a sm211 bit of gold . Diplom3.tic di;cipline while lugeh' Ignoring the res llels you master m ls!>lons haw allthe appeal ofweak le2 for you . but ne;nly higher-level m2neU\'ers sooner. You gain onh· thirteen any 6ghl will do , hen a quick hunl through Ihe ~\\'trs for maneuvers OVl'r Ihe couISe of twenry'It'\'els, so m2ke your a n b id o lyugh can become:l suiuble adventure. as long choices carefullv as the otyugh is a worthy opponenl and some townsfolk are presenl to ho nor }'OU when you emerge, sbme--co\'C'red ADVANCE MENT bur victo ri ou s. \l'arblades come fro m all walks ofl ife. Perh aps you were.2 poor youth who l,acked Ihe rt'spect of tht' upper class and REUCIOI' now seeks to red.r~s Ih lSinequily and win the praise o f 311 If \aU are good·aligned you prob,ably wo rship Konl HI S th rough you r figh ll ng Perhaps your d rive to succeed was Indeptndent 2nd ami:lbl)· ~Il igerent n,nure re tleCl5 your Inrotn li~ Ihe In n ate power ol.ll sorcarr.
\ ..ur racro maue rs lutl e: anyone wnh th e d rive ro Win gillry Ihrough comber beagood caml lJa rr for werblede train ing. Tht' lir sl w arblades ro emba rk on the path of the Iron Heart were hobgobli ns. rht·y were the firsr 10 teach Reshar, and rhetr discipline wasthe Iirsr lhal Ill' mastered. In the centuries rhar hav.. followed. hobgoblins have nor forgotten th is Iacr. and Ih ar race sul l produces mere warblades rhan m any others. Elve s and ha lf.t'h s oftcn rakt' up this class be cause Ihey app recia te Iht' warblade s view of bailie .liS a gloriou s art. and rh.. marnal dwan s [avor u a~ well Outsiders often wonder ill a warbladeacademj In whi ch wncbronized lines of young would-be \\-arblades praCIIce Iht'lt weapon forms. espectallv wh en Ih l'Y not ice lh at t hese orde-red ra nks include elves. hobgoblins, and dw-arves. BUI as a warblade, you know Ih l It IS (h e an of rhe swo rd Ih al makes a true ....-arr tor. no: 1 coiocidence of IKe As }'QU become rna«' slulle d. your most Impor u .nl deetsices are whIch mane uvers 10 learn. When selecnng maneuvers, Iry no r to choose anv In u olatlon. Instead. pICK IWO or th ree thar work well In sy nergy so rh al one m aneuver ca n ser up anoth er.
Hl'MAN WARBLAD E STARn "G PACKAGE •\ r m or: Scale mall ...... AC, arrecr check penalrv -a . speed 20 fr., ]0 lb.).
Heavy woo den ..hl e-ld (+1 AC , armor chec k penahy -2. lU
\'= arbl.l,le IL\~ b, mue le lDJ ree l. hUI their inte ract ! n wn h rill" campa ig n wo rld I nOI limited 10 tra di ng sword s las lH'~ for talon rakes These characlrrs arc keenly aware o f
their social sran J ing, and for rhem. gl ory and hono r are al Il'asl as irnportan t as gold and gems. Becau se these pr eci ous inrangiblt's cannot be won by strength of blade alo ne. war blades cons tantly find themselves embroiled in liaisons wnb genera ls, kings, pnncecses.archprelnes. and others who ca n confer rhe hon or of an enure society upon a victorious hero. The whispers of coa nesa ns, rhe bad inage of ba rd s. an d thewn of ari..rocrars ca n be' a\ significant 103 wa rblade's career as ihe grams .JnJ phase spiJt'r'i ofrbe Sunspire ~l oun[,jil1§-a.nd even mort' ferooous. Warhlade-s in adve nturing part ies m ust stri ke a balance be tween gro up and mdwrdual goals . Ide-allv. the pa rry's parh gua rantees Ihe warbhdt' beth th e thrill of combat and rhe laurels oian accla lmt'd hero. In ca!>('S where ani)' o ne or the orher IS pos sib le suc h as a ~tt'ahh miSSIOn toexnrpare a rerh dekala ce ll ope-rati ng In emblrrasSlngly high gover n ment Circles. or a crucial esco rt rrnssscn in which the danger comes no r irom fbs hlng ..words but from the waywa rd nature of a J auph in ),l he warblade m ust bide hIS rime and acee-pl t hene... d 10 sac rifice- one objective for analher. Never for long. howe ver. dot'Sa prince of lht' sword allow himself 10 fo rgo rasnng rhe heady ru sh ofcomba t and [he sweet adulation of
she mulmudes.
Ib.i,
Wt'apu M : LongS\\UN (IdS,cru 1'1- 10/ le 2. 4Ih ., one-ha nded slashing). Shorlbow (Idli, Cril le J, ran g\' inc. 60 fl ., 2 lb., pierc in g). Ski ll Sel t'cr io n : pick ; l num be r of sk ills equal ro 4 1- Inl modifi...r. Skill Concen lr3t.on
Jump Balance Dlplomac Inl,ml date M.lI rllal LOfe
Climb Knowled e Spot {"J
Ranks
Ability Co,
•
D..
•• •• •• •2
St, Cho Cho
Armor Check Penalty
-.-.
,,'
,,,
S"
w"
Ft at : \'('eapon Focus t1o ngm'O rd~ (Janus Ft at : Improvt'J Initiative. Gtar: Backpa ck wu h wale rsk ln . one day 's trail ratio ns, beJrolJ, sack , Oinr an d SIt"t'1. 3 la rches, qui\'erwith 20 arrows, te nt . tr:t\'C'Ie-r's oUlfil, co ld wt'athN oUlfil. Cold : 2d4 gp o
WARBLADES IN THE WORLD rtlt dub IIn,1j.(f1lpt1 ..d Iad "ff llltImUltan.. blocks. lI '''Tlll n g Ui af Ja ll~rllh(",1. /1It J ll'oJrf IIllJ J lI~ lll Jv,...,I, JtNlrng(l rclrtoJl, butl ilT
tlurJ 1\'lJla lI'IJrhl'hl..anJ lUllt'" 0{1110.' Bnghl Anni l. H"oll1f'!rd. tilt IlrtI .... r hulk'lllloJIIJ,bln off, Ih,'ll iln klllg It S{'\,\,ll l lln ,'S ltIilr,' bcfort Iltt "toJlurt 11,1 W h;lJ d lll tt rrd 10 th.. fIoo r.~ Oorrom Vt'shlhufe-II. sn'Onh·.a~w oi Ihe !\lurienl Te-mple
s1I' lIl g
DAILY l.IFE A warblade musr rratn consl'Jntly (0 milinrain hi,>puiss anc e, Thus, much of hi s day is spt'nl worki ng through forms,jabbingal woodl'n effigies,and sw inging weighted swords. M any \'l:1rbbdes are affiliart'd wilh S\ 'IOro tempk'Sor dojos Ihat alieNI Ihl'm s pact' 10 pra cti cr . While ou! advenruring, a prince-o f swords o(len spt"nds hi s lime a[ night on \V3lch pnet ici ng hi s brea lhing exerci Sl'S and slrelChes. Th t' ch aracler takmg Ihe nexi wa rch is lik ely 10 wak e an d find his predecessor in Ihe rn.'l's, ml'dilliling wirh mr asureJ brealhs 3nd suppo rted on ly by a branch under eac h far-flung ankle. O ne , " he has rea ch l'J a H' spcclable levt'l o f accomplis hment , a warbladt' m ighl rake Ihe l cadersh ip fe.n and begin leach ing his own pup ils a[ a sc hool-eirher hi s previous academy or one- he has fnu ndt'J. Teachmg allO\vs a warbladt' 10 p row h is won h 10 many sl udt' nts on a d3 ily basis-and [he mllre prrs rigious rhey are-, Iht' be lle-r. S able s' d aughll'rs 3nd so ns are highly sought -aflrr sl ude nts. A posi[i\"t' word from Iht'm .placed in lh t'right car, can e.a rn a w3rblade honor a rova l aud ience. or e\"Cn an hon or gua rd and a ship for hI S nexi journ l'y.
NOTABLES Famous \\...rb laJ es fall inlo Iwo c:ltrgorirs.: those who recruil foll owers 10 found a swo rd lemple or form an adventuring band . and those who ope r3te InJepenJenriv. Amo ng the warbladl's wh o have fou nded thl'ir own schools, Ihe one kn own as Ihl' Brighl Annis IS famous for her mtrcilCh Il'3in ing rechniques. f ewer [h an ant"In len of her studenls m2nagt' [ 0 campier!' hl'r tutt' bgf' ~ la ny pt'n~h whilt' spu ring wuh Ihelt inq rUClO rs or 3[t' los l in Brigh t Anms s
rt;"rocl ou ~ qut'~ 1 (or rbe lll'aJ~ uf d rew, who m
ORC....N IZATIO r-;S 8C'C3Use of their Independent and sometimes downright chaouc natures, manv warblades refuse 10 join rradiuonal, hie rarchical orgamzauons, though Ihey are not averse [0 rhe greater glory of founding cne Thus, some warbladecreat ed c rgamzaucns have one or more warblades in 3 leadershi p pcviucn, whtle the rank :t:nd [ile consists of fighters, rangers. and bards , wbccan record the deeds of thecrganuancn's leaders. Mardi lk ur hc r Pwarna h:ls bui lt up a ne twork of spies. assassins, and rangers across the Suesptre Moun ratns and th .. [kluge j un gle. These imi ivrduals mt'l:1 in concealed safe houses, tree bli nds, and moum atnstde caves in th e pe aks gath ...red ,11 rhc skirts of th e Mother Mo unt ain, Ko shtra Arnncm. Members ofIhis organization C:IO advance th rough the C3p lu re of any adep ts see king the Nine SWONS, bUI Mardilkurhor maintain s an iron g rip on command. Th... Bright Ann is welcomes all princes of the swor d to her open·air dojo in Ihe soulllern f"n s of Ihe Del uge Jungle. A l·onsummate leacher, she is harsh even by w3rblade stanliard .. Her students are regularly requir ed ( 0 mak... fora ys lOW the dark placcs benealh Ihe earth 10 hunt dark elves . Any \\'3rhlaJ c who slays large numhers of dr ow is g ua rantl'ed advance ment. Coundess o l he r w:lrb l:ldt' orga nil.31ions rise 3nd fall acco rding 10 the mercuri31 fortunes of Indi vidual swo rd princes . Most of Ih l"se mO\'l'mt'n IS ue ded icared to th e gee.lIer glory of Ih eir fou nde rs, although :I fair numbi."r .lte, 05hm sibly al le3sl, focused on 3massing coin or arca ne power, Because Ih e warlike nalurcs of Ihl'i r leaders guarantee a high cas ualty rale, mosl such organizalions are ah\'a ys eager for new blood.
RACES The stole. tacnurn. clan -oriented mindset of dwarves IS anathema 10 the frec-rbtnktng. hra ~h , and indwidua lm warblade . Bur even SO, :I ~u rptls l ng number of dwarves (oflen outcasts from rhetr clans) choose 10take lip thlS path. Conversely,warbladt'" arc often admired by rhe more gregarious races , includ ing hum ans. balflmgs. and gn omes , for th .... r hfe-cn.rhe-edge. devil-may-care all nude.
OTHER CLASSES Fighters. paladins, and other from-lme fighters welcome warblades as brothers In steel ~h g ...s however. are ofren susp icious of ""::trbladl'S and lend fOgsve rhem a wide be rt h Rogues often see warblades ilI~ usefu l muscle, so eager for gkor)' and gold Ih.1llhey can e.aslly be duped. In rbe absenc... oi orh er mouve s mcsr classes an d races regard warblades wuh a C:lUIIOUSanJ hesuam eye. I he chaouc and individualist rurure of warblades means Ih31they sometimes make unreliable companions, and no o ne wa nlS 10 be caugh t In rhe Sunspsres while Ih... pa rly Swarblade POUIS In h is tent, unsausfi...d with hiS splu of the I:tsl batle's loot
WARBLADE LORE Characters with n n ks In Calher Informanon or Knowledge !nobil ity and roy:alty) can research warblades and learn moreabcut rhern. when.:l cha racter mak es 3 ski ll ch eck, read or paraph rase th e Iollcw tng, including thi' inform ation from lower DCs. DC 10: A warbladc is a flghler with delusions of immortalil Y. These glor y-hounds thi n k rh...y ca n hve foreve r in a bard's song! DC 15: w arbladcs w:tlk Ihe Sublimi' Way, and fe-w can match thei r skill with we3pons,A warbladl' C3n learn combat m::tneuvers from many different diSCiplines, so you can't gu~ss fht' slreng lhs Otwt'akn t'sses of any warblaJe yo u [:lce in baltIc, He mighr move Wilh Ihe speed of th ought. tumble Ii~ a boulder Ihrough your rank.s, or a!rack wilh Ihe S:lvagt'ry of a beas i. DC 20: A w::trblade tenth 10 be 3 ch aolic c re3Iu rC'. H is dOYo'nfall is his pride -he cannOI abide 3n affront 10 his prestige. The promise of ho na r and th e laurels of :I city are often enough to emice a warblade [ 0 risk hIS life. An enterprise's possib le reward-be II glory or gold-is much more impa rtanl 10 a warbiJde Ihan Ihe potential m h. whICh he often disrega rds com plelely.
WARBLADE S IN TH E GAME NPC REACTIONS Co~·emment s ,
churches, :tnJ spy rings love to employ warblades. Easily mOlivaled by promiSt"S ofgold, glory . and land whlchevt'r tbe l'mployers po"<;('SS a surplus of 3 1 the mome nt), w::trbbJes can lend t'utl lenl. efficienl musell' lo any mission. A wi~e pat ron sends companions ofolher c1as~ along with a warblade, though , 10 kt"f'phim on lrack. Many kings 3nd high pneSh h.1ve bt"f'nleft cursing in Iheir cha mbers when wo rd reached Ihem of Ihe ir hired muscle's fick le de'Cisionto abandon Ihe Job. seize Ihe goal for hiSown, or ewn ch:tnge Sldl'S 10 gam grea ler glo ry
Combal is Ihe natu ral C:tmpaign enl ry point for wubl3des. wilh Ihe su n glinling off Iheir polished umor, Ihese ch araCiers Iilenlly sh ine in combal. The fin t warbl:tdes in vour campaign might bt, a brother and sIster seeking to reslOre thei r family name by d...fe3ling the mosl re nown~ fighler in the area (o ne oflhe Pes Thelrmulial maneu\'t'rshave been passed dO\\'n in secre l for gt'ncra lions, and at bst th~e two luve chos('n to rewal lhcmst'hoes In the name of redemplio n and tt'cowred hono r.AltemJIJ\'t'ly, if a PC IS Ih... hrsl warbbde In your c3mp,a1gn work! hI' mlghl eXpt"tl l"nce an ep lph3ny In b::tttle fOre~Ll\\'....J b\' Ihe soolhs3\·lOgs of:t m)"'St,m
h~ a co ng regnnon rhm rrses to us feer whenever he ,' OltoN You might also consider making warbl ades revohmonartes fighling for freed om Talher than seekers of pe rso na l glory Their lack of magica l sk ill plays well 10 the idea that warblades are oppressed fight er s work ing 10 subvert a powerful arcane regime Ihat denies the USt' of magic to all but us chosen age ms.
SAM PLE ENC OUNTER Warblades slay in one place only as long as Ihey receive constanr adulation. Once rheir fame begins 10 die down. they an" on rhe road again. [1 5:The warblade Vardalak Axebearer wanders the land in search of a master who can lead him 10 glory. He challenges any warrior who St'C"mS sktlled to a nonlerhal duel. Ifhe lose-s, he swears to serve the victor for a week. Unfort unately, his service is:I mixed blessing. Vardalak is tough and useful in a fighr , bUI his short temper, tmperuosuy, and rude na ture meke him" burden outside of bailie. His last two mas ters broke camp early, lea\'ing him snoring loudly ar the side of the road .
CR 5 VAROAlA K A XEBEARER Male dwarf warblade 5 CN Medium hurnanctd [nit +4; Senses Listen +1, SPOI +1; darltvision 60 ft. l anguages Common, Dwarven AC 18, louch 11, Ilar-footed 18; +4 AC .against giants, uncanny dodge (DeK +1, armor TS. shield +2) hp 53 (S HOI Re sist stability Fort +7 (+9 against poison), Ref +3, will +1: ...2 on saves agains t sp ells and sp ell-like effects sage, so rhnt hi s fi rst use of a martial maneuver becomes the fulfillme nl of a prophecy. O nce warblades have becom e an establis he d pa rt of a campaign wo rld, they find th ei r niches on th e ba ttlefield, in rhe roya l court, an d in th e twin arenas of public opinion and public en ter tai nmen t. Wirh rheir crowd-pleasi ng marti al ma neuvers, warblades make exce-llent gladia tors. and th ei r Ih irs t for glory oflen leads them !O rhe p ublic ga mes. However, war blades are equa lly like ly to become enmeshed in rbe webs of court in trigue, playing cardinals off Juke's and tnfenus off dauphins in a game that rh ey fin d nearly as rewarding and exciting as swordplay, Whereas a rogue m ight lament rhe loss of his riches and a cleric his loss of faith, a wa rb lade feels no deficiency more kee nly th an the loss ofthe public's admiration.
ADAPTATION Ca mpaign worlds withou t large, established nations or
c rgantza ucns can snll offe r warblades a chance ar g lory . Becom ing the he ro ofa village can be just as meaningfu l IS becoming the hero of a nauon-c-especallv if rhe warblade k nows every pe rson in the village. can inquire about the innkeepers grandchildren by name, and is mer in the temple
Spe ed 20 ft. Melee dworvtn woroKt +10 (ldlO+4/x3) Ranged javelin +6 (ld6+3) Alk Op tions +1 on att acks against orcs and gobli noid s, batt le ardo r (+1 10 confirm critical hits) Base Alk +5; Crp +8 Combal Gea r 3 porions ofcure lighr wounds
+,
Maneuvers an d Stances Known (ll5th): Sl an ces- .absolul e 511"1"1 stance (3rd), punis hing stance (1st) Strikes-exorcism of steelt (3rd), rabid wolf sl riket (2nd), steel windt (lsi), steely st rike (1st) Boosls-sudden leap (lst) Count m - wall ofbl.adest (2nd) Disciplines: Iro n Heart, Tiger Claw t Readied maneuver Abilities Sir 16, DeK 13. Con 16. Int 12, Wis 10, Cha 6 SQ stonecunning (PH 15), weapon aptitu de Feats Diehard, Quid Draw·, Weapon Focu s (dwarv en waraKe) Skills Balance +8, Concentration +l1, lntim id ilte +6, Jum p TlO. Milrtiallore +9 Possessions combat geilr plus ... 1 mith rol shirl. masterwork heavy shiel d. T1 dworwn IlIQrO l'e, 2 jilvelins
he stances. srrikes, co un ters. and orh-
er opuons I h ~ r ~ ma rtial adept lear ns from her various disci plines help define her. bur she has access to other fools as wel]. This chapter focuses on skills and fears t h iU aug me nt. ImprovC',and modify a marual adept's use of maneuvers. In add ition, some of the feats and op-
t ions presented here make II possible for characters other than martial adepts, such as clerics and fighlers . 10 gain access
10
maneuvers.
1 h C' follo..... lng new uses for IWOeXIsting skills,:ls well as IhC' new Marnal Lore skill, shcwca-,e the abilities and ralems ((Immon l) cul uvned b)· martial ade pts In part icu lar, the new use of Inrim fdate-c-a duel of wills-is a ccmerseone of DI'\'Oted SPltIl aJl'pl s ractl cs
INTIMIDATE (CHA) You can use thi s skt ll ro pa tlici pa l ~' 10 a duel of wills before a fight begin s. Duel of ,,"'ill..: Youcanconfrom a pot C'nrialenemy in the moments before a I1ghl brC'aks ou t and attempt 10 crush his will while be dot' s Ihl' same 10 \'OU. Immedi:uoc'I)' before Intnanve Is roll ed fer eit her side, )'011 C3.n ins riga rc a duel of W i lls bv sC'll'Cung a si ngle ene my you are aware of wnhin 30 ieC'r . O nlv cha rac te rs with Intelligen ce scores of3 or higher can engage In a du el of Will s, and rhe paruclpanl mu st be able 10see one-ano ther; You can I auempe rc msngarc merc Ih..none duel of Will s per encoun ter \'('hen you mhg:rrt'rbe dUt'1 u~uil i ly b>. fixmgJ cold steel v SI4re on vour oppon em \OU ( old nan' can respond 10 one of rbrec way sdlrlit Th l pen:llry on \I tnlflam !\D"I~~'.011 n t ~l}nlhdlm
."
1
I~thtn' th ~ ( htdl.-nlw If youropponen r Ignores vcur challengc 10 engage m a contest ofwill s, make a DC 15 I ruimidate check. If yo u succeed. yo u gain a t l morale bo nus on attack rolls against Ihat oppone nt for I round. PlIrllClp.%lt : acrh you and your chosen foe mu st make an Innmldare check. The characrer wuh [he h igher resul t ga.ns a +1 morale bonus on attack rolls and da mage ro lls against rhe loser, and the loser takes a - I pe nalty on arrack rolls and damage ro lls against the winner, Ifthe re sult is a lie, neil her character gai ns :lnr benefit. Th('S(' bonuses and penelnes !:lsI for rhe du ranon of th e encounter. Acrion: Non e le sugau ng a Ju('1ofwi lls requires no action anJ occurs before inmanve is rolled. Try Again : No,bur you ca n inst igate a second duel ofwills wi th th e same rarger afte r 24 hours have passed, Special: If you have the Unnerving Calm fear. you can use vou r Concemranon skill m pbceof you r Intimidate skill when t'ngagmg in a duel of wi lls.
KNOWLEDGE (LOCAL) ((NT; TRAINED ONLY) You ca n use the Knowl ed ge (local) ski ll to ans wer quesnons about variou s marti al pracriti on ers and tradi t ions. For example, yo u ca n an ...mpt a Knowledge (local) check to idenrify a monastic order or swordsage sch ool known to practice a panlcu ler martial di scipline, 10 recall basic facts about rhe ph ilosophy or teach ing pracnces of a particular dt scipliae, or to recall the adventures or exploits of famous martial adepts.
MARTIAL LORE (INT; TRAINED ONLY) You ca n use thi s skill 10 identify martial maneuvers as soon as they are initiated . Check: You ca n illl'nt ify maneu vers an d discipl ines us-d by a combarar u. The DCs for Martial Lore check s relating 10 various task s are sum mar ized below,
DC
Task Identify a mancuver Dcing Inmated by someone you can see. No acnon required. No retr Idcontify a maneuver reccrd e 10 + man euver eve! on a martial script. One Iry per day. Requires a full-ro und action. 20 - targer's inttlator level Determine all disciplines known by a particular creature by watctung tt Inlttate at least one maneuver. No action requrrec Rcotry only If tnt' subject tnttiates another maneuver.
10 ... maneuver level
Action: Varies, as nored abo ve. Try Again: S~ above. Special: A sword sage gains a +2 bonus on a }'brt ial Lore check involving a maneuveri n a discipline in which he has dl sc iplm e focu s.
Feats are Ihe backbone ofany warrior's comber prowess. and marna] »deprs are no exce ption. Tht' following feat s expand on Ihl' teachings ami abihnes embodied by rh e nine martial disciplines. Orher feats III th is section allow charac ters 10 gain acce ss 10 ma rtial maneuvers wnhour ga in ing leveis as a crusader, swordsage, or warblade.
ADAPTIV E STYLE \'C'ilh just a shan period of medua rion , you can cha nge you r to meet the rbrear you currently face Prerequisi te: Crusader.swordsage.ce warblade leve l lSI . Beneli t: You can change your readied maneuvers at any lime by raking a full-round action. If you're a crusader, your cum-ru granted maneuvers are lost and you gain new gran ted mane uvers as if vou had JUSt readied your m an euver s for rhe day. Normal: You Can change maneuvers only by spend ing 5 mimues 10 do so.
maneuvers and lactics
AVEN C IN C STRIKE Your streng t h of will and srrong sense of justice allo w you to smite your fees. Pre reqa tst te: Any good alig nment. ne ncfi e: As a sw ift action, you can cha n ne l the pcwer of you r faith an d energy to enhance a single attack you make. You gain a bonus equal to you r Charisma bonus (if any on rhe atlack ro ll and dam age roll for rhe next me lee attac k 'au make agamsr an ou tsider with the evil subty pe . You can use thi s abil ity a number oflimes pe r day equal toyour Charisma bo nu s (m inimu m I).
BLADE MEDITATION YOII have learn ed a med itan on th at grants you insight into the mart ial d isciplines you have stu d ied. Prerequisite: Co ncentration t rank, base attack bo nus ...4, one man euve r fro m any dl sctplin e. Bene fit : Wht'n yo u tak e fh is fear, choose a di scipline. You gai n a -+ I bonus on damage roll s w u h all rhe prc ferred weapons of you r chosen disci pl ine when using a strike co mbat mane uver, 3Swell as a +2 bo nus on checks involving the disciplines key skill The save De s ofany maneuve rs rhar you perform from th e chosen d iscipli ne are in creased by I, if rhe y have a sat'e DC. Th e weapo ns an d ski lls associated wi th each di scipline aft' given be low. D.'st TI W'lIIJ : Sctmnar.Hght mace, Iigbr pick, spear, falchion; Tumble. Dn'llJtJ Sp lnl: Falchion, grea tclu b, maul.... lo ng swo rd , Int imidate. DralfulIl,1.l,frnJ: Rapier. shorrspe ar, tride nt , bast ard sw o rd (kata na); Concemrancn. lnm Hellrl: Basta rd swo rd, dwarven waraxe, long sword, two-bladed sword; Balanc e. Srllmg $1111 : shari sword. nu nc haku, u na r med strike qua ners raff Sense Motive. Slhl,j(lll' Hlm,l: Dagger , sat, si:mgha m. short swo rd, spiked cha in, una rmed strike; Hide.
A
~rJS4s,t
_, ~l lPi"J 1JoJs,t
t. " v. iJ " If rtri,,'sblO'Ws
srcue Drllgoll: GreatsworJ , grca raxe. he;wy mace, unarmed strike; Balan ce. I'lgtrClllw: Kama,kukr t,handaxe,claw.grearaxe, unarmed strike; Jump. \'('1111.' RlI V( II : Longsword . bauleaxe, war hamrne r, gre atsword, halberd; Diplomacy. Speci al : t\ fighter can selec t Blade Mediu lion as a bonus feat. Described in till" Cotlll,rtl" \'(o',I"'IIT supplement.
DESERT FIRE The power of t he Desert \'('ind surges through )'O U. and you find power in rhe motion of the hot winds and sh ifting sands that you can chan nel into your Desert Wind strik es. Pr erequ isite: O tK" Desert \'('ind st ri ke. Benefit : If yo u m an" al least 10 ft"t"l awol)' fro m vo u r o rsgrhal pocinon before usi ng a Desert W ind strike in rhe sa me round.j har smkc deals an ex tra Id 6 points of da mage.
DESERT WIND DODGE \our trai n ing in rhe Desert Wmd di scipline allows r oo 10 dance acrovc the banlefield like a bli sterin g sirocco , Peerequtstre. Dex 13. one {)("wrt \,(Imd maneuver. Benefit : If you move at least 10 feet fro m your origi nal pcsiucn, vougai na +1 dodge bonus 10ACanddeal an ex tra I poInt of fire damage with any an ack you make wu h asc irnn ar, IIghl mace , light pick. spear or falc h ion. Th is benefit laSlS unnlrhe SlUt of your next turn
Specia l: Desert W ind Dcdgeean be-used in placecf Dodge 10 quali fy for a feo1 t. pr esti ge class. or other special ability, If you alre ad y have Dod ge wh en you select Desert Wind Dodge, )'OU can choose 10 1051." rhc Dodge fear and gain a new fear in its pla ce. You mu st meet the prerequisite for the ne w [eat.
D EVOTED BULWARK Because of your stau nch devo non 10 you r cause and you r Devot ed Spi ru rraining, you can stand your ground even in rhe face o f an enemy's reso u nding arrack. Pre re quisite: O ne Devo ted Spiri t ma neuve r. Benefi t: If :1O enemy deals damage 10 you with a mele e anack, you gain a ~ I morale bonus 10 you r AC un ul rhe en d ofvour next turn.
DIVINE SPIRIT [DIVINE] The fervor and dedicancn of the DC'\'OleJ Spirit discipline combined with your faMt lcal ad he rence rc a divine power. turns you into a fo m of sprruua l energv . Wi th on lv 01 moment's focus . you can channel power 10 enhance you r
figbnng talen ts. Prereq uisite: Abiluv 10 turn or re-bu ke u ndead . one Devored Spiril stance. Benefir: While In a Devoted Spirit stance, you can expe nd it rurn or-rebuke undead altempl as an immediate ecuco 10 heal voerself a number ofhn points equal ro j vou r Chans m:t mcw..lit"ier If an) minimum I rm
TAIl[ 2- 1: NEW FEATS General Feats Adaptive Style Avenging Strike Blade Meditation
Desert Fire
Desert Wmd Dodge Devoted Bulwark Evasive Re ell'S Extra Granted Maneuver Extra Readied Maneuver Falling Sun Attack lronhearl Aura Martla Stance Martlal'S'tudy Ripid Assauh Shadow Blad e Shidow Trickster Song of the
hue Raven
Snap Kick Stone Power Sudden Recoverl Superior Unarmed S rilie Tiger Blooded Unnerving Calm Vital Recovery White Raven Defense
Prerequ isites Crusader.swordsage. or we-blade level 1st Any good alignmenl Ccncemrance 1 rank, base attack bonus +4. one marllal maneuver from any discipline One Desert Wind strike Del 13, one Desert wtI\d maneuver One Devoted Spifll maneuver Del 13 Crusader levelIst Swordsage I~e Ist Stunning Fist. one Settmg Sun strike One Iron Heart stance
Benefit Change readied maneuvers with a full-round action Add Cha bonus on attack and damage against an evil outsider a few limes per dily ..1 damage on strikes, +2 on slull check. +1 sa v e DC With dcsciphne-related weapons. skills, and maneu vers
+ld6 skirm ish damage when using a Desert Wind strike Move 10 eel. ~1 A • • 1 flre damage +1 AC when foe damages you
sta t y take 's·[t. step nstead of an.attackof op~rtunjt1 Ready' one more manC"uver from l?ur maneuvers known Reaay one more maneu ver r m yo r maneu ve S 1'1 Make Setting Sun str ike a stunning attack. +1 to DC of stunning attach and Setting Sun str Ikes Ad,acent allIes gam .2 bonus on saves while you are
in an Iron Heart stance ~;;;~ learn one mulial stance Gain the use of a marna maneu.. . er Base attack bonus +1 +ld6 melee damage In first round of combat One ShaOow and maneuver Use Dell; modIfier Ins te'a of Str mOOI ler 0 Clamage rolls WIth Shadow Sun weapons Cuter level tst. +1 bonus on save DCs otillusions while in a Shadow Hand stance one Shadow Hand stance Berdic music'"{inspire Use inspire courage as swift acncn while in a White Raven-stance courage) one White Raven maneuver Improved Unarmed Strike, Make an ell;lra attack. all attach at-2 base attack bonus +6 Str 13, Trade attack bonus fOf temporary hit points o e Stone Dragon maneuver One martial maneuver Recover an e~ ended maneu v er as a swifl action 1 day Improvea Unarmed Strike , Deal greater unar med c amage base at tack bonus +3 Ability to rage, wild shape. Knock smaller foes back 1'1 i e raging or wi 5 ape or shift: one Tiger Claw maneuver Concentration 1 rank, Use Concent ration in duel ofwills. gam +2 oonus on attacks one Diamon d Mind strike after successful du el for] rou nd Two martial maneuvers Heal 3 + level points of damage when 01.1 recover a maneuver One WHite Raven ma neuve r +1 bonus to AC wliile ai:Jjacent to al y; aCljacent a res gain ... 1 AC while you wield a White Raven weapon One martial maneuver
1 A fighter can select rlns feat as one of his fighter bonus feats .
EVASIVE REFLEXES When an opponent gives you an opening in combat. you know exactly what to do : slip away. Prerequisite: DC"X 13. Benefit : When an opponent gives you a chance to make an arrack of opportunity, you can instead immediarely rake a S-foOililep. Special: Evasive Refle-xes can be used in place ofCombat Reflexes to qualify for a fe:l1, prestige class , or crher special ability. You can take both this feat and Combat Reflexes .
EXTRA CRAI\TTED MANEUVER You are especially devout or insightful. and you have more control over which ofyour martial maneuvers are currently granted rhan other crusaders. Prerequisite: Crusader level tsr.
Bene-fit: You begin each encounter with one additiona l readied maneuver granted. This feat also applies when you determine a new set of granted maneuvers after recovering expended maneuvers . For example, if you are a Sth-levelcruseder. you normally begin an encounter or finish recovering expended maneuvers with rwoof your five readied maneuvers gran ted. and the remaining rhree maneuvers wuhheld. \'(-Ith rhis fear, three ofyour five readie-d maneuvers are granted, and only two art" withheld. Naturally, this benefit provides you wuh a better array of maneuver opnons early in a battle. Special: You can rake this feat only once.
EXTRA READIED MANEUVER You are an unu5u311y perspicacious student of rhe Sublime \'(.'ay. and you find il easy to keep a large number of maneuvers ready for use . Prerequisite: Swordsage level tst.
TABLE 2-1 : NEW FEATS (CONT .) Divine FeOllt Prerequ isites Benefit D'VIne SPlflt Ability to turn o. rebuke tnslantly heOllI you.self wtule In a Devoted Spint stance undead, one Devoted SPirit sraoce
Item Creation Feat SCribe MartlOllI Script Psionic hats InstOllnt Cbr Iy
TOIctial Feats OarlO Commillnd r D,stanl Horizon F.athU sw I Gloom Ruor Perfect C1mty orMI dandBod Reillp,n TOIl ons Scorcb ni Ir co ShOllrds of Granite Stormgu:lrd rr
Prereq uisltes Crusader cr swordsOIIge level 1st Pre requ i si~
Ccncemrauen 7 rOlnlcs
B en~fit
Create martIal scripts Benefit Use 5W fl action to gain pSlon c focus after l",tJOIIt'"g 011 successful m r a SUlk E_pend ps.cmc ocus olIO pewe e points to recover 011 maneuve r
ee t:,i e rIp. Ion 5« feilt cescn tlon ee eat eSC(lptlon
Benefi t: lncrease rhe numberofmaneuVl'rsyouan ~ady for your swcrdsage levels by one, for example. a 5Ih-It"\'t"1 swcrdsage ca n normally ready six maneuvers. With this feat, she can ready sewn. Special : You can take thi s fear only once.
FALLING SUN ATTACK Th e discipline of the Setti ng Sun leach es you how to tur n an op ponen t's suengths into weaknesses. You can identify precis ely the correct spot on your opponent's body 10 deliver a !tfunnmg at tack. Prerequt sn e: Stu nni ng Fist, one Selling Sun st rike. Benefit : You ca n decla re any Seuing Sun srrtke delivered wuh an unarmed sm ke 10 be a stunning at tack . ln add tncn. add t to rhe save DCofyeu r Sru nn ing Fist anacks and t rorhe 5.1Vt' DC of you r Selling Sun strikes. Usi ng th is feat expends a use of you r stu nni ng arrack for the day_
INSTANT CLARITY [PSIO NIC] You have sharpe ned yourconcenrration to me point thar youcan focu ~ you r psio nic abilities wuh jU~1 an ins tant's thought.
Prerequis it e: Concenrrancn 7 ranks, Benefi t: You can take a swifl action 10 become psionically focu sed affersuccessfully imrianng a martial strike. Youcan use rhis abililY three rimes per day, x crmal. A character without this feal must rake a Iullround aclion to become psionically focused. Spe ci al : Instant Claruy can be used in plsce c f'rhe Psionic Med u ano n froal (see rtpanJlJ PsW"" $ H,m,UlOOk) to qualify for a feal, presugc class, oral her special abilny, Youca n take both th iSft':n and Psionic Meditation.
IRONHEART AURA 'lour ~ Irrnglh of spiri t and martral traim ng inspires rbose a rou nd u
Pr ere q u isite: One Iron Heart stance. Benefit: While you are in any Iron Heart stance, adjace ru allies pin a +2 morale bonus on saving th rows,
MARTIAL STANCE Youhave mastered rhe fun damenrals ofa mart ial disc ipli ne, and you are now ahle 10 master one ofirs stances. Pre req u istre: Om' mar tia l maneuver. Benefi t : W he n you gai n th is fC.1 l, you Can selec t any stance from a discipli ne in wh ich you already k nower leasr one man euve r. You mu sr meet the normal prerequ isite of the sta nce. Your ma mal adrpt level for using this ma neuve r is equal 10 your levels in ma rtia l adept classes (if any) -t 1{2 your levels in other classes. Spe cia l: You can choos e th is feat more th an once. When you take th is feal again , yo u gai n kn owled ge of a new stance. You do no r h ave 10 choose a stance from the sa me disci pline you sel ec ted th e first ti me, bur )'011 m usr k no w at leas t o ne ma nial maneuver from th e d iscipli n e o f th e stance you choose. spect a l: A [ighter can select ~f arl i al Stance as a bonus ftat .
MARTIAL STUDY By studying rhe basics of a manial discipline. you learn 10 focus your Inand perfect the form needed to use a maneuver. As a result, you g:lIn Iht' use of a comber maneuve r. Bene fn : Whe n you gain rhts feal, you mus t choose 3 discipline of ma rtia l ma ne uvers, such as Dese rt Wi nd. Th e kry skill for rh e chosen J lscipline be-com es a class skil l fur all vou r classes tcurren r ;lnd future). SeI(,,(1an~ maneuver from the chosen di scipl ine for wh ich you meet rhe prerequtsne. If you have ma rtial adeptlevels. this maneuver becomes one of your maneuvers k nO'\\ n I:' vou do nzn bah- marual dt"pt leve! you can m e rhrs
m neuver o nce per e ncou n ter as a mamal :If.lepl with an I runner ll' \ el equal 10 t :! your c h.1racltr le\ ~I . If you do ncr hJ\t, m.1rll:l1 adept levels whe n you rake Ihi s fear, and you lan-r gain a level in a class Ihal grant s maneuvers kn own , I hese new maneuvers can be used o nly once pl'r encou nter an'! have no r..ccverv mel hod . If \'OU late r ga in levels in a mutiaiadepi class (crus ade r, swcrdsage, or war blade), you use rhe reco very method for maneuvers lea rn ed as a result oi those clas s IrvC'k but your prev ious maneuvers (gained through Ih l~ feal or rbrough premge class It"\'ds) do nOI gam a recovery method A man eu ver learned through thIS fN I ca nnot be exch anged for .ll d ifit"rent man euver If you are .1 crusader, wordsage, or warblade Sff rhe class descnpncos in Chap ter I fer derail s on swapping DUI maneuvers as you gain !e\·els). Once you choose a maneu ver wuh Ibis fear . you can not change it. Specia l: You can rake this fut up to three times. Each nme you rake it after the first. vou gain one of two be nefu s. You ca n cho ose a new drsciplm e. gaming one ofi:s maneu vers and its key ~k lil as a class skill, as descr ibed ebcve . :\h t"rnati vely: you can choose a ma neu ver from .1 drsctpltne 10 wh ich )"OU have alree dv gai ned access by means o f this fut. In either case. you must meet the mantu"er ~ prerequi sit e. Spcoci al : A fighter ca n select ~l aru al St udvas a bonus fC'al
PSYCHIC RENEWAL [PSIO NIC] Your memal strengt h and psio nic abi lities all ow yOll 10 focus your mind on comba t and use you r most devastati ng maneuvers more [reqceml y, Benefit: As a ~\Vifl action, you ca n recover any expended maneuver by expending you r psionic focus 3.nd spc'nd ing poWl"r polnl Sl'quJIIOthe maneuver 's levt"l.
RAPID ASSAULT Your figh ting sl}'le emphasizes lak ing fot's dow n wilh quick, powerful blows, Pn'ret]uisi tc : Base atlack bonus +1, IIl·n l.'fit ; In lhl' fitst rou nll of combat, you r mdt'c atta cks lI..a1 an eXira Id6 poin ts of dam age.
SCRIBE MARTIAL SCRIPT [ITEM CREATION] You know tht." se-cfC'1ofcr ....allng manul scripts-small slips of paper InlOwh ich you infuse your own martial powC'r .lind skill. Th l' user of:l scnpt you ha\'r CfNlcd gains lh t" abilil\' to ust' a mant"uW'rrou kn ow. Pre rt"qu isitc: Cru~de r or swordsagt leo.'c! lst. 8 ('n efit : You can infuse the knowlrdge of any m ane uv~r \"Ou k now JnIO a muml scrip t (sec Manial Scri pls. page H!'). Tht" markl't price of:l mart iai scr ipi is equa l 10 the iniliatvr It.· wl m3neu,,~r levt"l " 50 gp oYou must spe nd 1/ 25 of thi s muket pnce" in XP 3nd use m:llt"nliis cos ling 1/ 2 Ihe'marke l pnct". Scribing a mart ial scr ipt takes ant" d ay for coach 1,000 p ollIS mArket prlct"_ LIke- pollan or roll a scripr (In be u~d onI yam:e .
SH In dWWUT">("(lt you r tUlnlng In rhe Shadow Hand discipline vou leam 10 uce your natural agili lYand speed to augment your attac-ks wit h certain wt"3 pons, Prercqu tsit e: O ne Shadow Hand sta nce. He nt'fit : Wh ile you are in :I Shadow Hand stance and anack wllh on e of rhe disc ipli ne's preferred weapons . you can add your Dexter ilYmodifier 35.1 bonus on melt-co damage for snacks miiJe wnh rhe weapon. Specia l: Shadow Blade can be USE'd in place of \X'eapon Finesse 10 qualify tor a ft".:lI . prestige class. or ocher special ability If th is substitution allows vou to gain a benefit thu normally applies to all finesse wt".lIpom (those descnbed m the Wt"apon Fint"s~e ft".lI1 descnpucn),Ir insread apphes anI., to the Shadow Hand discipline's preferred wt"apons
SHADOW TRICKSTER Your ma~ lcry of the Shadow Hand discipline lets youaugment your illusion spells with the stuffof shadow. Prere-quisite: Caster level rn , a nt" shadow Hand srn ke n~nefi t : While you Ire-in 3 Shadow Hand 'Itancr , th e save DC for any Illusion spell you cast increases bv 2 You al~o gam a ..2 bonus on damage rolls whe n makmg;l sneak auack•a sudden srrike tsee the ninja class descnpnon. page B of Complrl< AJl'nltl4rn). or when you flan k you r target.
SONC OF THE WHITE RAVEN Thl"\X'hill" Raven d iscipli ne shows you how to rouse dedica . no n JnJ fervo r wit hi n your allies' hearts. Such teach ings can aug men t and improve your mu sical abililY. Prerequts n c: Hardie music (inspire- courage), a nt' Whilt' Raven maneuver. Ben efit: W hile you are in any W hitt Raven sta nce . vou can activate your bardlc music abililY 10 inspire cou rage 3'1 a swiflaClio n. Yourcrusader and warbl:adl" le\·els suck with YOUt bar d l\"vels 10 dt"ll."rmin t" Iht" bonus gra nlt'd by your inspire' cllurag("ability.
SNAP KICK You h3ve cominUl.J 10 hone you r unarmed com bat sk ills, and you dcal mUll' J amagt' wilh you r un armed stri kes. Pn'retl"i!ii ll": Im proved Unarmed 5Irikt", base atlJck bunus -+ 6, " ("n("IiI : Wh..n you makea mt"!t't' atuck wirh ont"o r mOft' melee weapons llOclud ing a slandard allac1:. full allac k. or even a!>l rikt"maneuver), )'OU nn nukt" an adJuional:lllack lit your h igh esl altack bonus. This attack is an uru rmed 3ltac k Ihal d...als damage l'\jual loyour base unarmed an3ck da mage .. II :!. \'OUfSIr bo nus . You (au a -:!. penallY on all alla('k rolls you ffi3kl" Ihl Srou nd.
STONE POWER Thl." princirl~s of Ihe Sio nt" Dragon di SCipli ne teach you how 10 galhtr and foc us your raw, ph ysical stre ng th lOte an atlJck. PrerC'quisi te: Sit 13,one Stone Dt3gon ma neU\'f'r. lle n e fi t : W hen you ust" an attack aCllon o r a lull JIlack aC lio n, o r you iOlllale a SlOnt' Dragon strikC' in mele ..
com ba t. ro u ca n rake ~ pena lt y of as much as -S on you r auack roll s. Tbts number can no t exceed you r bast' attack bonus.
You gam temporary hu points equal rc twice rhe num ber [h 31 you subtract from ~'OUr attac]; rolls (10 3 maximum o( +10). These temporary hit points last unul rhe begi nmng cf your nt'Xt turn. Spt'ci.:a l: Stone Power C3n be used in pla ce of Power ."'nack 10 qU3li fy (or 3 (t'al, presage class . or orht'r speci31 3bilily. You C3n rake both rh is ft'31 aad Pewer Arrack.
IJrl.'r eq u i'ih t': Abil it y to rag e,
dnfr (such as Iht' shiflt'r ability from Iht' EIIl lAo !'o.· c.:a mpaign se ning or th e bloodclew master presnge class fl.'alure; st't' page !If». o r wild shape; one Tiger C law maneuver, Bendit: Whilt' YOU art' In a rage. shifred. or wi'ld shaped inr o an ani m31 form , you ca n anempt to knock back 5 ft'('I ;I creatu re of your stze catt'go ~ o r smaller that you hil wuh 3 Tiger C law st ri ke unless II succ eeds on 3 Forti tude save ( OC to .. t I2 }'a1r charactt'l'~Tl ~ you r Str modifit'r). This move-
merit does
SUDDEN RECOVERY
ma neuve r.
provoke an acks
UI\'NERVING CALM
¥OU C2n ulSIanrly recove r you r focus, balan ce, and personal energv aClerusm g a martial maneuver, Prcreq u tsite: One Manial
nOI
of opponunu y.
You kno w that rbe sec ret ro
defeanng your enemies lit's ...v uhtn the still cemer ofyourown mind When your enemies mee t your eves, t ht'Ysee o nly calm and certain death aW~iting them.
Ben efit : Once per day as a swifr acrion, rou can in-
Prerequ tsite: Concemrati on I rank, ant' Diamond
sramly recover anexpended
xund smke.
maneuver, It is now ready again. If you are a crusader, the maneuver LS also granted immediately,
Bene fit : You can use your Concenrrauon skill inste ad ofyo ur Int im idate ski ll when you engage in a duel of w ills (see page 27). You gain a . -4 bonus on sk ill ch ec ks made 10 resolve Your II nartned strikes b3\'C become increas:a due l of wills. If your ene my chooses 10 ingly deadl y, ena bling you ro srrtke your Tbr hlMNl of" pr~dator r /f IlJ tbrolll,b ig nore your challenge, you gain a +2 morale I~ "~I"J of " Til,er CI,,:.o .kpt foes in Iheir mos t vulnerable areas. bonus on snack rolls against rh n opponent for I round . Prerequisite;ImprovedUnarmedStrike, Norma l: Resolving a duel ofw ills requires an Intimidate base attack bonus . ]. gen efie: Youdea l more damage with your una rmed strikes, check. You gain a +1 morale bo nus on attack rolls against an opponC' nr who Ignore s your challenge. 3S shown on rhe uble below
SUPERIOR UNARMED STRIKE
Cha r~c ter
l evel
l'd 4th - 7th 8th-11th l2I h-1 5th 16th-20th
Sp ecia l: If you art' a monk. yo u in s read dea l u na rmed dam age as a mo nk (ou r It'v('15 h igher.
TIGER BLOODED The Tiger claw di scipline reach es studen ts ro mimic rhe rampan t. feral qcahnes of .il wild animal Whl.'n )'ou assume .ilnanuru.! ionn. or allt'asl Jesct'nd in lo a Wild, bt' sll.illstalC', stnkf. wllh supe-rio r strt'nglh an J accuracy
VITAL RECOVERY Prej-artng yo u rself ro execure mere-of your maneuvers gwes you the chance to carch a quick second wi nd and recover from da mage \IOU have sust ained in rhe 6ghl. Prereq uts tte: Two marttal m aneuvers. Bcondlr: When you recover one or mere expe nded maneuvers. you heal 3 pomh of damage + 1 point per character level, You ra n gain this beeefir only once per encounter.
WHITE RAVEN DEFENSE Thr Whlft' Raven drsctphne h3s lau ght you to shine as J gleaeang beacon of hope and end ura nce amid rh e chaos of Mille.- ~ Ol (f nl~ Jo you illd }'OtIr ~ ll l C's bur you also a13\\ slrt'ng lh and s upport from Ihem
Prt"rt"luisltt': O ne Whitc Raven sta nce. Benefit : Whl.' n vou 3rC' in a Whul" Raven stance and adJacenl 10 al It'asl one ally, you gam a ~ I bonus 10 AC, Furrhe rmore, when you arc wielding one of the WhitC' Raven dl ' Llpilnf.' s preferred wecpc ns.eacb ally adjacent ro you gains a . 1 bonus 10AC ThC'sC' bonuses don't apply when vcc're
Ilar-foored h.' als wub Ihe lactica l descriptor allcwcharacrees 10pcrfcem a number of powerful maneuvers. Ifyou're rlaymg a character w ho Ius it lacneal feal, I(Syoor rt'SponsihililYto keep track of the actions you're performing as, u 'K"I up thC'abllilY rhat rhe f~t enables lOU 10 perform. lrs also a good idC'a to briefly mention 10the D ~ t Ihal you're \\ rking toward performing a taclinl ability. Some of the tactical It'als refer to the first round, second round. and soon. These terms refer to the timing ofthe sbilIty, nor rhe banle as a whole. for example. you don'l have to use Comhal Expertise an sh.. firsl round ofcombat to begin a IXlical abililY thai uses thai fcoal. The round in which )"OU use Combat Expertise 10 complete an ability is ccnsidered rhe firsl round of the ability's use.
CLARION COMMANDER On rhe baulefield. you ate a naruralleader; You issue orders and coordi narevour allies, buryou also learn 10 take advantage of Iheir actio ns and maximize the fruits ofreamwcrk. Whil"n you mack a foe wuh your allies, the combined resu lt ofyour efforts can be dcvasranng. Prereq uisite: White Raven Defense. base arrack bonus t6,IWO W hi ll' Raven maneuvers, Benefit: Tht' Clarion Commander feat enables the use of th ree u Clleal options. folJolt'lIIg Up:To use Ihis option, you must make a successful DC 20 Diplornacyc heck as a move acno n after hu nng ycur target with a melee anack.H you hit thai targe l again on your nex t rum , the iarger prcvokes an atta ck ofoppcrtuniryfrcm an ally (If your choice (assurr ung atleast om' is in posi tion to make such an snack). Ptr "tlljjll r l.w k: To use th is opllon, you make a DC 20 Intimidate check againsl an opponenl as a st andard action. If Ih is chr ck succel"ds:lnd you make:l successfu l melee alrack :lgains l Ihe same foe on your next turn. you md your !lIies C3n Ireatl hat enemy as flanked for I minute. Pllt Llrl:To lise Ihis 0plion , you musl use the aid anolher action (Pl-I t H 10gram an ally a bonus on his nexi att3ck roll againsl m opponenl bolh of }'ou threalen, If your ally allacks and hits Ibal enemy, \ ' OU can make an immediate ,ul.lck of 0ppoTlunity against thai urgec You gain Ihis bendll if your all.,. hib th e foe before- Ihe start of your next turn. You gain rht' alla ck of o r po n u n it y only on thl' finol successful atlJck.
DISTANT HORIZON :\ n in itia le of the Selting Sun somelimes learns a iet of mb al maneuvers llut combine 10create the Distanl Ha n · /. nfightingform ThlSlorm leaches vou bow to recog nize an
opponent s \waknt'C;s <, In tht' curre nt moment. 3~ well a<, 10 the futu re. r\ blow (truck now ruins an opponent s defenSt"s againsl your next vcllev of attack.., Pre req uisite: tm 13, Falling Sun Arrack,basearrackbonus +6. rwc S{'lI ing Sun maneuvers, lkuefll : The Di'tant llorizon fea r enables the use of th rerracucalcpncns. COlllullml PIUIl; To USt' this cpncn. you must move an opponent :lIIleUI 5 feet with a bull rush attack or a Seru ng Sun strik...., On your nex t turn. you gain a +.f bonus on any Srrengtb. Dexterily. or grapple checks you make agaimt Ih .ll foe . Tum lilt fllNn:To usc this opnoe. a fOC' must charge you and enher mis~ you wuh his charge anack or be unable to attempt rhe attack (perhaps because- ofyour use ofa maneuver), O n you r next turn, you can make a charge snack against tha t foe even ifyou cannot move more than .5 feel. You ca n also make a charge attack against that enemy even if you canno t charge in a ~tr.lIlght [ine. Luling Wtill: ~J'OI:To use this option. you must hit a foe that you flank wilh at least two melee anacks c e your (urn. O n your next turn , as J standard acnon. )'OU can make a single melee arrack against your foe witha -2p.enalty.lfthis attack bus. your foe rakes an extra 1 pcim of damage from C'\Try melee at tack 1hat h its him for rhe nex t minute.
FAITH UNSWERVING The inmate of rhe Devoted Spiri t knows milt h is fanancis m and devotion 10 a cause are enough 10 C3rry him th rou gh almost anything. Thi s tactical feat allows you to draw on thl.' reservoir of energy. As your foes injure you, you become a more dau nt in g foe. Pre req uisite: Devoted Bulwark.base arrack bonus +6,tWO Devoted Spiri t maneuvers. Ueneflt : The faith Unswerving feat ena bles the u se of th ree raClical options. I\fl'f' U/l lht PrWlIn':To use thi s option, you m ust make a charge attack agains t a foe. If you hit, at any time be fore rhe star t ofyour nex t turn you can lake an immedia te action 10 move up 10 your speed tmmedtarelv after tha i foe moves, as long as you end your movement adjacent to that urgt'l. Talu ('l ilt for Ilu TtoJ,":To Ulie Ib is oplion, you must hi t an opponenl with:1 melel' atu ck. Af anytime before Ihe' starl of your nex t lurn. you Cim take an imm....dia le 'Clion to block a melee attack made by Ihat opponent ifhe urgets one ofyou r :1l1ies, You m ust be adjacl'nt 10 Ihe ally to use Ihi s abil ity, and you musl decide 10use this ability before you know thC' ft"suh of the enl'my's :111.ck roll. If Ihe aluck h its your aUy, rol1 1d20 and .dd your AC to the resuh. If the resu lt of Ihis roll is grealer than the opponenl's atuck ~suh. he hits \'011 imle3d, l'ven if the allack roll 's resu lt wouldn't nonna.Uy bl" high enough 10 hit you Out Lui Stnkt:To use Ihis option. you musl ~ Ihe subjl'CI of an attack. spell, or ability tha t reduct'S ,·ou 10 0 or fewer hil points, AS.ln Immediale action. you can rnO'\'(' u p to ; feet and makl.' a single melee attack with a +5 bonus on th e aluck roll. You g.lin a bonus on ~'our damage roll equa l 10 you r charaCie r Il'\·el. ThiS attack is consi de red ,] s l renuou~
ecuoo RegJrdlt's~ of t he resul t of YOllr at tac k you ~t1Il I11k e rhe damage (rom Ih e attack rhat rrlggered rbis abilit y. You complete this Im mediate acnon before dropping to oor il'wl'r hit points.
GLOOM RAZOR Ibe teachings of the Shado w Hand discipline allow you 10 confuse you r enemies. Your auacks .a nd parri are infused wuh rhe stuff of sh adow. Th rough ca re fu l rra rnmg and doctpline. you learn 10 use you r lu to inhibil a foes fighting abililY wuh you r sha dowy nature. Prerequ tstt e: Hide- 9 ranks, Shadow Blade. base m eek bonus .6, t wo Sha dow Hand m aneuvers. Rrnefi l : Th e- Gloom Razor feJI enables rhe use of th ree recu cal cpnces. Lml"flIlg Gloom:To USC' this optIOn, )"OlIropporumt must m iss you d ue 10 ccncealmenr. On your nex t tum, ~"OU ca n nuke :I Hide check opposed by ycerfce's Spot check as. swi ft action. If Ih ls c heck succeeds, you gain rhe bl."nt't1 t ofan In VIlJrlllh' spell againSllhJl foe unti l t he e nd of your rum . .\' ''IIH1!: sIIdJ"lt's: To use this o ptio n, you must dea l da mage to an cnemy w it h a melee mack and move arleas t 10 ft'el during your turn. On your n ext t urn, you ca n t rea t rh at enemv as flat-footed agai ns r rhe first melee arrack you make In thai rou nd. slwJolt' sl'r: To use chi.s opucn. you must make a successful melee an ack against an o rpone nl you flank. O n your next rum . you C.1 n make a DC 20 Tumble check if you a re- adJ3' cenr tc your foe. If rhis check succeeds . as a fre e act ion you C3n move 10 3ny square 3dp cenl to your opponent without provo ki ng attacks of oppcrt u nirv from a ny op ponenl.
PERFECT CLARITY OF MIND AND BODY Yo ur mas rerycf rhc Diam ond Mi nd dis cipline allows you 10 tap into reserves of spiritual and physical strength that other war n o rs (.:annol imagine using. Through locu s, dedic.:ation, .:and a hl'ig htened aw.:areness of yo u r inner 13lenl s, you push yo ul""elfbeyond your limil~ . P~requis ite: Unnerving Calm, bllsc .:allack bonus .6, tWO DIamo nd M ind manruve- rs, Benefit: The Perft"Ct Clarityof ~find lind Bod y fe3t enables t he use of t h ree 13Ctical o plions COI/t,1Sprlllg: To uSt' this o plio n, you musr USE' l he total defe n se acti o n and move no more th .:an 5 feet on your IUrn. O n your n~xt ru rn , you gai n a . 30-foot bonus to )'o u r bnd s:peed .1nda ..2 bonus to AC as you burst across the b311 lefield. You C.1n m.1ke 3 sin gle atta ck afler moving in lhis round, i.f you don't mO\'e- mo re t h:J. n double your modif1t"d sp«tJ. ' _rtrl .\h nJ :To usC' l h is o pllo n, yo u m ust firsl de-fro:o t an enemy in a duel of wills (see pagC' 27). O n your neXI t um, vou gain a ..4 monle bo nus on :onyroll you make todisa rm , (t'1 0I, or lrip thai e-nem y. Prt n lIu AJ I'allfllgr:To use l hisoption, you must damage, d ls u m , or lrip.1n o ppont'nl. O n your next rurn, yo u can m2kco a DC 20 Inlimidate cht'Ck ag:rinsl yo ur oppo ne nt as:o 1m- twn Iflhiscb«k )u cct"fib, vou r foe Iakes. -2~nal,,· .en It.;Kk rolls for 1 round
REAPING TALONS 1J;'b('n fighting with the Tig er C law di scipline's preferred usc a varietv of combat o ptions that maxr min the benefit s of wielding lWO weapons. Pre requi su e: Two-Weapon Fighnn g. b:tse att ac k bonus ..6, t wo Tiger Claw maneuve rs. Benefi t: The Rt'aping Talons fe3t ena bles th e use of three lac ne-al opllons Focl.tj,(J Alwull: To use thi s optio n, you must fight defensl\ e-Iy, u se lhe to tal defense :lC llon, o r u se the Com bat Expertise- fe.1t 10 gain a .3 bo nus 10 AC in ret urn for a - 3 pe-nalcy on anack rolls. You must also w ield any tWO preferred weapons of rhe Tige r Claw discipline and move no more tha n 5 feer . Keep rrac k of esch opponent that :J.tl.1cksyouafle r yo u take tnal KIiOn. O n your next tu rn ,asa fu ll-round action, you can make a sIngle melee att ack :lgainst each oi the oppone nt \ llut anacked you o n the previous round Oil your bighest arrack bonus, You must st ill th reale n th e enem il"S~"OU arrack w it h this 0p"on. Cor lltrrJ PrtJal{lr: To us c Ib is opllon, )'ou mu st hir your foe with rwc anac ks l hal each use o ne- of the one-ha nded or lighl preferred we .:apons of th e Tiger Claw d iscipline (ku krt . urn:t, h3nJaxe, unarmed srrtke. o r cla w). On ~'OUr nexl turn, lUU gai n a .1 bo nus on attack rolls against this foe for each cppo ne m th at t h reate ns you . Tillon slutlJ: To use Ih is option, you must h it the you r foe with two a rrac k.. that each u se o ne of the preferred o nehanded o r light weapo ns of rhe T igerC law di scipline- (kuk ri. kama , handaxe, u na rmed stri ke, o r-claw), On your next turn, if yo u fighl d ef~ n sively o r use the roral defense action, yo u gain a +2 shield bo nus [ 0 AC againsr rhar foe (in addition to the normal AC bo nu s granred by thai action). weapons , you ca n
SCORCHING SIROCCO As a student o f the Desert W inJ, t he burning fury of t he desert sirocco IS at vour ccmma nd. fn ba ttle , you call upon irs power 10 hurn you r enemy and le nd you spe ed. Prerequishe: D\'sen W ind Do(lge , b:tse Jtlack bo n us . 6, tWO Dest>n Wind m3neU\'ers. Benefil : The Scorching Sirocco l~al enables the us e of three- l:lcuc:tl 0Pllons. fill' lhr rlalll t£To USC' thi.s option ,you must deal fire dam3ge toJ;[ foe. On yournexrlurn, you ca n :J.Itempr a DC 20Tumble chec k as a move ;le i ion . You must be adj.:acenlro rhe Iargello liSt' lhis 3bililY. If you succeed, ~'our opponent c.1tches fire (D.\ IG 303~
.\l llrl: of Fm :To use Ih is optio n, you must deal fire damage lo a fOt" wi l h:l De-scn W ind st rike. O n you r nexl turn , you OUSt de :ll6re damage to thar foe again and make a DC 20 5pe llc nfl c hec k. If you succC'r"'d, Ihe O.1mes spread across you r urget. granling )'OUr all ies a - 2 bo nus on attac k rolls agai ns t her for I rou nd, ~n(t of 111l11lt i: To use lhisoplion. you mUSI mOl'l." alle-asl lofeel and ini li:Jte:l Desen Wind stance. On your next l um , )"OU g:rin a .2 bonU5 on Tumble cht"Cks. If you succeed on J Tumble eM-d. [0 2\o~id an . tlack of opportuniry, lhe opponrnt whose at lac.k )'OlI .1voideJ lake, IJ(. polnlSof fil'C' .umage as m\""Sucal fl.am tWIrl arou nd
SHARDS OF GRANITE like the g reat Stone Dragon , YOU hammer th rough your op pone nt s' defen ses usi ng raw, bruta l s rrengrh. Each blow su nde rs ste el, sbnrer bone, and cleaves th rou gh Flesh. W it h e ach
rack
YOU
sUCCeS'I\'l'
at-
make, you hil with
greater fo rce.
Pr erequi sit e: Slone Power baseanack bonus ~6 . IWO Stone Dragon m aneuvers.
nt-nefit:The Sh:mls c fCrmue (e31 ('n3bk~
STORMGUARD WARRIOR Th e Stc rrnguard Warrior feal t>nco mfQSses a n umber of rhe more advanced tactics and rcc b rnques you would us e as a slUJ cn r of the Iron Hear t school. Prerequ isite: Prcficr encv with an Iron H eart preferred weJpon (bastard sword, dwarven warexe.Icegswcrd. or 1\\ blade d swo rd .. lronheart Aura. base sn ack bonus ..6, 1"'0 Iro n He art maneuvers. Be ne fil : The Srcrmguard Warrior feal enables the use of three
racucal opncns.
the U~ of three racncel opncns.
ChollHltllht 51Drm:To use rh ls op rto n . yo u mU SI ch oose to re [r arn fro m makmg one or m or e avai lable attack s of opportumry .1Ig.1l insr .1l singte opponent O n yo u r next turn , \ 'OU gun • +4 bonus on :uu(k rolls and damage rolls for each atu ck rh.1lt you refrained fro m making against the same oppone-nt. You gai n rh ts bo nus only agai ns t an oppo nen r th at you re frained from making an attac k at opporrunirj- against in the previous round. Com~al Rhythm: To use thi s option, youca n choo se to make mel ee touch attJcks
B.l:flcnng Smll.h - To use (his o pt io n, yo u musl make' a successfu l
melee anack usingoneo£ the preferred weapo ns of the St one Dragon dtsctpltne greai swc rd, g rt'
If
you hu. you Ignore the target's hardness (if any). lI'nuralmg ...rn kr. To usc this option, you mU~ 1 hurhe same creal U I"(' at
least rwo limes in the same
ro und usi ng one of the preferred weapo ns ofthe Slone Dragon discipline (g rearswc rd. greataxe. heavy mace, o r un arm ed sm ke). On yo ur next turn . you ignore' any penalty you fake on your aua ck roll fr om your Slone Power feat when making ;t roll 10 confirm a critical hi t. U" ~I"rl"l~l( On "
in place of nor ma l melee allack s agai nsr an opponent. These la uch attac ks dea l no damage. For each melee rou ch
successfu l melee ausck using one of rhe preferred weapons of the Slone Dragon discipline gr casword. gre:IIJU , heavy
mace , or u narmed srri ke), an d rake a - 5 penalry on the at tack roll us ing vou r Stone Power fear. If you hu, you r melee
ana cks against lhar crea tu re on you r next tu m overcomes its damage- reduc no nuf Jny).
Nol n'~11 """ ; r ." r.oIr>r1 '''''" v iIW """ J 1M MII"",!t
-f "" ,..rJuq """,",,I ...itb tM Sb4rJs " Gr"""itt' 1t'''''1
an ack that hits, yO Il ga in a ..5 bonus on m elee damage rolls again st rh at sam e f~ on you r nt"X! tu rn . fl g/Ilihe Hmlc: To use rh ls opnon , you must deal d amage 10 arleesr t W O different foes on your turn with melee attacks or Iron Heart stri kes. O n you r next tu rn , if you fight defensively or take 3 - -I pe naltyon you r arrack rolls wi th you r Combat Expe rtise f~a t If you have it. you gain a t 2 bo nus on arrack rolls against any foe you damaged with a melee arrack or Iro n Ilean strike during th e previous rurn.
--
he' uncanny power of the Sublime Way springsfrom a blend of physicalskill. menial self-discipline, and adherence 10 distinct martial philosophies. M anv
PL.rtr'1 II,m,lt'OOk. II covers rhe bavicsof the dtfterenr types of stances and maneuvers-c-smkes. coumers.and boosts-and presen ts informanon on how rh.. maneuver syStem Interacts wirh othe r ga me elemcnrs. such as spell resistance.
of the maneuvers of the various martial ..dlsl;'lpiines are n't magic al all-they are simply demonsrra-
lions of near-superhuman skill and rra ining. Although ma ny cfthe maneuvers and methods taug ht by the Sub lime WJy are mundane in execution and effect, their resulrscan
ornenmes rival spells The warriors who studv the nine heels are capable of banlefield ie3 1io beyond those that rradmonal lv sc hooled and rra tn ed warrior can hope 10 o mplish The typ ical figh ter might display greJI skill in eapcn s h.m e CU IS. thrusts, and parnes. bUI J srud enr of the Sublime 'IX'3Ybelieves rhat masteri ng a weapon ~Ulrt''i df-JiSClpll nt' 3nJ spiritual euster uv In add iu on 10learning b f' on CI phySical pcsrures and movements th is cbaplcot ccv nan th e baSIC gurdelme .md ru les ~ rhe maneuver . 'em descnbed th ter ral ;11. ,m a!oeo u to
:I
~fJrlIJI powe ~ fJU Into rwo broad catcogones: stances and maneuvers (wh ich Include b ~I S , counters, :md mikes}. A ruamal maneuver I~ a discren- extraordinary or supernatural elTeet IharIS temporarily expended arler use,Astance is tle\ er expended and is alwlI)'$ ;l\OIIilabk 10 you. You ca n u se :I pamcular sta nce or maneuver as m;m y umes as you hkt' In J smgle day. bU I each nme vou use iii ma necver \OU Il'mponnly expend It-you lose a lm le of 'lOUT mconul t u vcu ..xheu I ume mall rucn o f you r ~ lUI kl or eaergy, or YOU sim ply fin ish the move OUI of two nd n UUJn lat I nch rhe sam m ack again
~=~,:,":m~ !
proper
Off'
ndmemalsr
~il'Il:",,u.'''pt'ndrd m neu
t t'
fim
rt'adu'd In rhts r,lst', lise tilt' class's number of maneuver readied. Add anv moJlf1eTS from prestige classes rc the cia.'> " nu mber o f maneuvers readied. Io rn d y ma neuvers. )'OU require 3 brief period of pnc
In combat rhurallows yl11l ro recover one or man' expended maneuvers. Thr type of action necessary depends on what type of marti al adepr you are; see Chapter 1 Icr deu tls on each cla~s's maneuver recovery mechanism. As a resuh. you can normally US('C'3ch ofyour readied maneuvers once per encounter, but someumes you can recover one or mote maneuvers you used earlier in rh e encounrer and use rhem agam You never expend or us.. up your stances, to rht'y art' always available.
lice , exercise. me di ta tion, or ptayer. The exac t natu re a t the exercise or me dnanon depe nds on your ma r ti al adept class, bu r eac h class requires S minu tes of preparation nme SIOCt tach marual maneuver requires a precise ccmbtn lion of rechntques for garbertng inner tnergy, rrarmng muscle memory. speaking prayers or carechisms, and e\ n focusing the mind on specific conct'pts or ana logies, most martial adepts can't keep every maneuver they know 01 1 rhe forefront of their minds. You do nor need ro be- well rested to readv your maneuvers. but you do need to be able 10stand and move wirhcut restrain t......s long 35 you a re nOI physically disturbed during your exercise and medlra non you can exchange your prr\'lously chosen se t of readied maneuvers for a new set of readied maneuvers. Unlike a Wizard preparing her spells. you canner choose to leave .. readied mancu.... er slot unfilled.
READYING MANEUVERS You do nOI need ro ready your stances ahead of rime . E\'{'ry stance you know is 21ways ;a\'2iI2blt' ro you. However, maneuvers requlrt' preparation In rhe form of exercise, prayer, rneduanon, or simple rnemal rehearsal. Therefore, rou must ,hOOSt' a selectio n of readied maneuvers from 211 the maneuVt'TS you know. Onlv your readied maneuvers art' availablt' for irnrnediare use. The number of maneuvers you can ready at one time depends on your class and level.jfyou do not have any levels in a martial adept cla"s (jar example, you learned :1 ITUn{'Jver by means of the .\1.1"121 Siudy ft'al you can ready each maneuver you know, For example, If you have chosen the ~lJ rtlal Srcdv feal t wo nmes and know rwe martial maneuvers. YOU automancally ready both th ose maneuvers, and you can lise eac h of those maneuvers once per encounter. You can take the Martial Studv fear a maximum of t h ree rimes If you are a rnarual adept and you have the Martial Srudy f('al. you do nOIgain any bonus 10 your abililY 10ready maneuvers-c-r he maneuver you learned with the feat is jusl one more maneuver known from which you can select your readied maneuvers. If you advance in a prestige class that gr:m ls you additional maneuvers. that class derails how many additional maneuvers you can ready These extra maneuvers readied add 10 your maximum number of maneuvers readied, whe ther you determine Ihat number due to your class level in crusader, swordsage. or warblade, or by the number of rimes you have tak en Ih t' Mart ial Study feal, It tSpossible for 3 character ro gain Ihe 1 13"ial SluJy feal befo~ entering a cla~s thai granrs a progression for powrrs
INITIATING MANEUVERS AND STANGES To uunare a maneuver or a stance. you must be able to move Youdo not nCI,'J to be able 10speak. You irnr iare a maneuver by rakmg rhe specified trunauon action, A maneuve r mi ght require an tmrnediate, swift, move, srandard.or full-rou nd acnon 10 minare. The process of initialing a maneuver IS simila r 10 Ihat of casting a spell or manifesung a p sion ic power, ahhougb th ere are some key differe nces (see below), You can only choose to initiate a ma neuver rh al is currenrly readied and unexpended. In addition. Ii yo u arc a crusader, rhe maneuver you choose must be gra n ted to you-you can't choose 10 in it iat e 01 mane uver rh ar is cur re ntly w h hhcld. You in itiate a stance as a swtf action. A stance remains in ('fftcl indefinuely and is nOI expended. Youenjoy rhe benefit your stance confers un ril you change to another stance you know as a swift act ion . YOIl can remain in a sta nce otll ~i de of co mba l situalions, and you can enjoy its be nefi r while elCploring or tta\'eling.
-~
KEEPING TRACK OF READIED
AND EXPENDED MANE UVERS You might find it useful 10 man~gt your currently OIvaiiable maneu....ers by using physical objt'clS to represent the maneuvcrs you have readitd_ A Stl of index cards or playing carlls 1000btied WIth the names of your maneuvers works very well. As you tlpend your re..d,ed maneuvers. Simply turn the card face· down or sian a ~dlscard pitt- of elptnded maneuvers. When you recover an Il"lpended mantu.. . er. relurn il 10 your ~hand· of available mOllntuvtrs. You could also usc toktns su ch as polr:tf chIps In the samf' wOIIy, as long as you can tabel them c1e.arly. If you rt' .a crus.adt'r, you also nt'ed 10 Ir~ck your granled rna' uver label tach card wllh the namf' of 011 readied maneuvef.
______---,...__ ..._..,/''''' =
CD
Keep your cards f~ct down. Todtll!rmine which maneuvtrs art granted to you. all you have to do is deal yourst'lf a card, The fact.up cards in fronl of you represent your granted maneuvtrs, the face-down cards are re..d,ed man euvers th'lI are currenlly wllhheld. You reco....er your t'lpt'nded mantuvt'rs whtn you go to drOllw a card and there are none It'ft fAce down. At thai po'"1 shurne 01111 your maneuverc.ards togethe r and draw new grOll nted maneuvers for the nelt round. If you know more Ihan one su,nce, consider d Oing the umt thing for your stances and ktep a small hand of sta nces alongsidt your hand of maneuvf'rs, IndIcate which stance you arc cuutntly uSing by keeplfIg rh3t stance on top of the olhers. When you change your stance, rf'OIIrr~nge your stack o j stancts accordingly
....
5:
__ , _ _ _ __ _ _ _ _ _
_
CONCENTRATION Unlike with spel ls or psioni c powers. you need n OI co ncvntrate to imriate a man euver or stance. Furthermor e, if )'O U an' injured or affC'c led by hosnle spells. powe rs. or ma neuve rs while ini tialing a m aneuver or assumi ng a stance. you do n't 1M,," rhe maneuver or Mance.
Enem y interferenc e might make cert ain maneuvers impossible 10 ccmplere. For examp le, if an enemy who readied an acnon 10 trip you when you SU rf e d you r rum knocks you prone, you wou ld nOI be able 10 us e a m an euver
that required you to charge. Similarly, if you begm your turn grappled or pinned . ~'OU might find thai most of the
the lughesr-Ievel ma ne uvers you can take, You ~ r i ll haw 10 meet J maneuver s prereq uisite 10 learn it. For example , a zt b-level c rusader/S lh ·leve l swc rdsage has a n inuiator level of 91h for det ermtmng the highe~ l levd m an euvers he can rake as a crusa der. :\5 a result. he C3nrake Slh-level crusader maneuvers . As a swcrdsage, h is iru ria ror level is s rh . allowing him 10 ra ke er h-level swordsage ma neuve rs . This process applies 10 all of a character's levels, whe-ther lhe)' are in marnal adepr classes o r orher classes. Pres uge classes work a hnled iffe~nlly, ln mos r cases, you add the full presuge cla....level to your manial adep t leve l to determine your mmarcr level. Set' the pres tige cbss descrt pnons in Chapter 5 for derails .
man euvers evarlable to you simp'" wont be of arw use until vou get free . If you initia te a maneuver .1 nJ s ubsequenliy n n', U~ II during your (urn. th e man euver IS still co nsidered expended. SELECTII\C MARTIAL MAI\ EUVERS You are conside red Il.I have- used ItS mmanon action for rhe ~ I ueh like- spells. rnamal maneuvers are c rga mzed by level . purpose ofdererrnmmg whar acno ns remain available 10 you Higher-level maneuvers are more pcwerful rhan loweron your rum level ones. As you gam I"" e-Is, you have rhe c pnc n to select You do nol provoke att x ksof orpoorl u n ity when }'OU inmbrgber-level maneuvers , Your level In a manial adepi class ate a maneuverer suece unless 115descn pnco eoxplicidy ~ys der...rmines rbe highest-I~I mane-uvers you can selec t. For otherwise. Some- maneuvers allow you to mov-eo, ch arge, and example, a 5 I h-I~ 1 wa rblade can ~1Kt maneuvers of jrd rake orher actlcns that cou ld provoke snacks ofoppo rt un ity. level er lower, Unless the-maneuver de scription specifi cally says rhar such acti ons do nOI provok e macks of opportunity. they do. For TABLE 3-1 : H ICHES T·lE Yfl MANEUVER S KNOWN Initiator example, if you use a maneuver 10 charge a foe. and during ..... d Maneuver l evel that charge- you move in .1 way thaI provokes attacks ofopporls t-2nd tunit y, you provoke rhern as norma l unless rhe maneuver '>I 3cd-4th ',d description ex plicitly says other wise. 5 - 61 J d 7th-8th 4th INITIATOR LEVEL 9th-l0Ih Some maneuver s and stances have variable effec ts (such as l Ith-12lh 6,h Blh-4th 7th dural ion) Ih al depe nd on initiator level. However, maneu15th-161h ' th vers are- nOI Impa ct ed as siro ngly by a user's leve l as spells 171h. 9th are, This d iffer ence in effec t is pri m:arily a bala nce and game pls v issue. Smce you can usc m aneu vers re pea ted ly, RESOLVING A MANEUVER rhev lend to seal... poor ly, r\S you auat n h igher leve ls, you OR STANCE usuall y use yo ur le w-le ve l ma ne uve rs less oflen (if yo u Once you have chosen a ma n euver 10 ini tia te, yo u mu st bavcnr already rraded rhe m our for higher-le vel sta nces, as resolve its effects. described in the rnartu l adepr class descr tpucns in C ha pter Arrack Roll s: Ma ny maneuvers include an arrac k o f I), Manv sta nces, boosts . and co u nters . however, rem ain kind All cffe nstve combat actions, even t hose thai some useful across alllevels. don't d amage oprom'nls (s uch as d isarm and bull rush ), 3R If yo u are a si ngle-class character, yo u r in iriator leve l considered snacks. All ma neuvers Ihat cppcnems C3n resls r equals your [eve ] in the class rhar pr ovides access to martial with saving Ihrow'S.lhal deal damage, or Ihat otherwise barm maneuvers (crusader;swordsage.crwarbladekIf you lack any or hamper subjects aft' considered snacks. marttal adcpr levels, your ininator level is equ al to 1/2 your Bonus Types: Some maneuvers and stances gnnl bonuses charact er le-v't'l. 10 ability scores o r Armor C lass , on anacks or da mage. on S3\~ , or on a number ofother \"anables. Each bonus has 3 tn )C' M ULTICLASS CH ARACTERS lhal in dica les why or how it is gnnled_w ilh Ihe e-xception E"'en when you gain leve ls in a class tha i does not granl ofdodgl'"bonuses, IWO bonuses of Ih e sa me Iypeo geneully martial ma ne uvCls. )'ou r undcolS13nJ ing of Ihe- martial don 'l suck. disciplines sli l1 incRases, A highly sk ill ed fighte r has Ihe Ifa maneu ver or slance-does no l identify the Type ofbo nus basic co mbal lu ining and cox pe rie nc e nCl.'ded to masle r conferred. ils effect s suc k w ith 311 other effe-cl s modi fyaJv3nced maneuvers. If you arco a muhiclass manialadepl. ir.g the same characrerisl ic or att riburco, Untyped bon uses Olnd you learn a nl'W mOlneU\'l'r by :lIu in ing a new ll.'\-eol in a all,\,-ays Slac k. manlal ade pt class, derermine your IhU1..1tor level by adding AClions du ri n g a M aneuver. The Initiation AClion lint" rog...ther\'our level in Ihat clas~ + 1/ 2 you r levels m all orhl.'r of a m3neu\erde~cnpllon proVides tht>3ction reqUired 10 clas'o look up IhC' re~u h on Ihe lable be-Iow todetennint" uS(" tha t maneuver f or xJmple th e- Inilialion actIon 01
"h
IIll' radlnut charge maneuver is I full-roc 11J aCI ion , Th us, pari of your full -round action, you br ing about the effect
01 s
in th e maneuver descrtpnon. In rhis case, the maneuver allows you to make a c harge at tack wub a number of addi rio nal benefit s.
RECOVERING EXPENDED MANEUVERS You begin each e ncou n te r with all your readied maneuvers unexpend ...d . \'(fhe n you In iria re a maneuver, it is expended-you can ne r use it agai n until you recover it. You can recover expe nded maneuvers in two ways: through speci al ac tio ns or at the end of an encou n ter. You never expe nd a sta nce. Specia l Actton: 11051 mart ial adep ts can refresh some or all ofrhel r expended maneuvers in th e course of a banle by raking a spe cia l act ion 10 do so. The type of specia l actlcn req uired depends on a marti al adep t's cu ss (Dr fear) selection, as su mmarized below. Crusilder.A cr usader recovers expe nded maneuvers whenever no more wit h held ma neuvers can be gran ted [ 0 hi m (the rou nd in wh ich his last withh eld mane uver is g ranted
doesn't count). SworJmgr: A swordsage can recover one expe nded maneuver o f his choice as a full-rou nd actio n. U'llrbla'/e: A warblade ca n recover all of h is expe nded maneuvers as a swift act ion, followed by making a mele-e au ack or using a standard action ro do noth ing else in the rou nd. Ifhe ininares a man euver or changes his stance du ring :I rou nd , he C:II1·t recover h is expended ma neuvers. Multidll SSMat filll Adept: A characte r wi th lWO or more martial ade pt classes keeps rrack ofhis readi ed man euvers, exp end ed maneuvers, and recovery of expended maneuvers separately for each class. Clhlra(/er ll'itrl lheM'lrtr,11 Shl,ly ftat: Acharacter who kno ws one or more martial maneuvers through the Martia l Study fear b ut does not otherwise h ave a level in a mar tial adept class ca n not recover expended maneuvers th rough any son of specia l actio n. He can only recover expended man euvers at rhe end of an encounter (see bel ow). End of t he E n co unt e r : Wh en an encou n ter ends, a martial adep t automa nca lly recover s all ex pe nde d maneuvers. Even a few moments out of combat is su fficie nt :0 refr esh all man euvers expe nded in [he prev ious batt le. In [he case of a long , drawn -out series of ftghr s, or if an ade pt is out of cornbar ennrely assume rhar ifa character ma kes no arracks of :ln y k ind, in itia tes no new man eu ver s, and is not tar geted by :lny ene my anacks for 1 full m inut e, he can recover all ex pended mane uvers. If a cha rac te r can't avoid att ack ing or being an ccked for I mi nute, he can't au romatica lly recover h is man euver s an d mu st use specta I action s to do so in stea d .
MARTIAL POWERS AND MAGIC In gen eral, marti al maneuvers and stances that create supc·rnatural effects are tran sparent 10 magic or psion ics. However, martia l maneuve rs rarely Imcracr with spells or powers. O nce a ma neuver is initiated, the effect last s on ly for you r turn
unless orherwtsc noted, giv ing all opponent lit d e oppOrtunily to coun ter it. Ex t r uo rdin a r y or Supcr n ar ura l Ab il itie s : ~ Iarti:ll maneuvers and stances an' never spells or spe ll-like abilities. Un less the descr ipti on of th e speci fic man eu ver or stance says o therwise. trea t it as an ex traordina ry abil it y. Thu .., these abtltues work JU S[ fi ne in an lIntimagicfidd or a dead mag ic zone. A maneuver or sta nce can't be d ispelled or cou nrcrspc llcd, and init iati ng one does not pro voke attacks of opportu nity. If a maneuver is overtly magical or otherwise uses a supernatu ral power source, iI is noted asa supernatural ability in Its description. In this case, the maneuver obeys all the sta ndard ru les for supernatura l abi lilies. Der ecr tng Ma rtial Man eu ver s: Most mane uvers don't crea te persisrent or long-last ing effects , and rhe results are obv ious ro an y observer. However, idem ifyi ng a speci fic rnaneu ver, sta nce, or d iscip li ne requires th e Ma rtial Lore skill (sec pagl' 28). ~ t u hip le Effect s: Mart ial maneuvers and stances usually work as described in Cha pter 4, no matter h ow many other powe rs, spe lls, or magical effect s happen to be operating in th e same area or on the same su bject. Wheneve r a maneuver Drsta nce has a specific effec t on other man euver s, powers, or spells, its descriprion explains the effecr. Most martial adepts can use on ly on e sta nce at a time, but some hig h-leve l adepts might be able to use two stances at on ce. Stack ing Effect s: Man euvers or stances rh ar provide bon uses or pe nalt ies on att ack rolls , da mage rolls, saving th rows, an d othe r arrribu res do not stack with each other unless spe cifica lly noted within their descr iptions.
MANEUVER AND The various mart ial maneuve rs available to prac lirion ers of the Sublime Way are described in Chapter 4: Maneuvers and Stanc es. The description of each power follows a standard form at, which is explained below.
NAME This entry ts the name by whic h the maneuver is generally kn own. However. it's fairly common for variou s schools or rrad tuons of the Sublime Way to bestow their ow n names on maneuver s. f or example, th e swooping d ragon st rt ke maneuver might be k no w n as th e dra gon's po unce, the gen tle reminder, or somethi ng as esoteric as Liam fall ing down the mountain .
MARTIAL DISCIPLINE Each maneuver belongs to one of ni ne mart ial d iscip lin es. The man euvers in a d isciplin e are loosely linked by commo n effect s, ph ilosophi es. or fun crtons. Th e second li n e of a maneuve r or stance descript ion provides the name of the relevant discipline, along with irs type (see below), jus tlike man euver names. the names of martial disciplines vary widel y from one locale to anot her. In facr. the rerm disciplin e is nor universally u sed. Disciplines might he known as schools, traditions, philosophies, regimens, teac hings, pmb s.
or srvles. For example. the Desert \'..;'i nd discipline might be know n in some areas as the Creen Naga sty le or th e Wakeful Dre amer ph ilosophy. Each di scipline is tied to a sk ill th at rnig b t be used in the execution of so me of its maneuver s. In addition, various weapons lend th emselves ro tbe phtlcscpbvcr maneuvers of different disci pli nes. The nine disci plines include the follow ing.
D ESERTWlND Speed and mobil ity are the hallmarks of th e Desert Win d d iscipli ne. Desert Wind maneuvers often in volve blinding flurries of blows, quick charge's. and agile footwork. Some maneuvers from this school. however, draw power from the supernatura l essence of the desert and allow an .;adt'pt pracriricner to scour his foes with fire. Theke}' skill for Desert Wind maneuvers is Tumble. Weapons assocta red with Desert Wind include the scimitar. light m ace, light pick, falchion , and speu.
DEVOTED SPIRIT Faith , piety , and purity of bed)' and mind ate' the wellsprings of a warner's true power. Devoted Spirit maneuvers harness a pract ino n...is spiritual strength and her zealous devolion to 3 cause. This d iscipline includes ene-rgies banefu l to a creatUR!opposed 10 the Devoted Spirit student's cause, abilities [hat ca n keep an adep t fighr ing long after a mote mundane war rior would fall to h is enemies, and strikes infused with vengefu l. fana tical power. Intim id ate is th e key skill for Devoted Spirit. Devot ed Spirit assoc iated weapons include the falchion. grearclub, longsword, and maul.
DIAMOND MIND True qui ckness lies in th e mind, not the bod y. A stude n t of the Diam ond Mind disc ipline seeks to hone h is perceptions lind di scipli ne h is thought s so that he can act in slivers of ti me so n arrow th at othe rs ca n not eve n pe rceive them . A corollar y of this speed of th ought and act ion is rhe co ncept of the mind as the battlegrou nd. An en emy defeate d in h is mind must in evitably be defeated in th e rea lm of rhe physical as wel l. Concentrati on is rbe key ski ll for Dia mond Mt nd . The rapi er . sborrspear, bas tard sword (kata na), and trident are th e associated weapons for Diamond Mi nd.
IRON HEART Absolut e- m3slery of the sword is the g001of the Iron H eart discipline. Through unending practice and study. the Iron Heart adept ach ieves superhuman skill with her we3pons. Iron H eart ma neuvers are dernonstranons of uncanny marrial ski ll-weaving palIerns of steel that dizzy. confuse. and ulumalr ly kill with no recourse. Th e key skill for Iron Hean is B313nce, since J perfect understa nd ing of motion is essennal ro maneuvers in rhis di scip li ne. The b..srard sword. dwarven warne, longsword and two-bladed swo rd are the associ ated weapon s for Iron Hearl .
SFl TlNG SIIN <; ul"n glh IS an illu sion. Adherents {If th e Setling Sun p hilosophy unJt'rsl and Ihal no warri or can hope 10 be stronger,
quicker,and mort'skillful I haneve ryoneofher enemies.Therefore, [his Ji sciplim' includes maneuvers thai use 30 adversary's pow...rand 'pc.·(·d agaiml him. Selling Sun maneuvers incluJe th row s and tm uanve strikes.111(' highest forms ofth e &ning Sun requi re an a.!l·pllll t'rnp'Y herself of preconcepnon and impulse 10 beco me a hollow vessel unhindered by warn.
Sense Motive IS the keyskill (or ,he'Setting Sun discipline. The associated w<,apons for Stoning Sun are the short swore, quanrrsuff. au nchaku , and unarmed strike.
SHADOW HAND • rever show an ad\'n~ry what he C'Xpt'CI S 10 !>et'. The Shadow Hand discipline emphasizes deception. misdi rection. 2nd surpnsc. The most efft"Cl!\r blow LS one struck against 3n enemv who does not even kn ow he IS In danger. Because t he qudy of decen a a philosophy o fte n leads int o darker pracnces. some sh.Jdow fhnd maneU\'t'cs<-mploy the soperna tural cold and darkn~s~ of pUf'f' shadow. The kev sktll for rhe Shad ow Hand discipline is Hide . Shadow Hand 3.SS0CUted weapons include the dagger, shon sword , sal. siangbam, u narmed strike, and spiked chan.
STONE DRAGO N Th e strength and endurance of the mountains ep itomize th e Slone Dragon discipline. The merhodical and relenrlese application of force allows a student of this philosophy to defeat any foe . Strikes of superhu ma n power and manifestations of perfect , idealized force make up the Stone Dragon maneuvers, Balance is the key ~k ill for the Stone Dragon disc ipline. Th e associated weapons for Stone Dragon are greerswoed. g rearaxe. h~avy mace, and unarmed strike.
TIGER CLAW Co nsciousness is the enl' my of tnsu nct. The Tiger Claw d isctpbne teaches that mania! superiorit y ca n be ach ieved b!, di scardi ng the veneer ofcivtltzarlon, along with the higher thoughts rhar fetter a warrior's action s.TIger Claw maneuvers emulate the strikes, ltap) , and po u nces of anima ls. When In fused wi th 1.1 pow~r, so me Tige r Claw maneuvers also allow a martial adepr to take on animalistic cha racte rtsncs, speed, and bloodlust . TIger Claw emphasizes srrcngrh and spel"'d. so Jump is the kev sl,,11 for thiS dISCipline.The kukri, kama. cl:r.\·, handaxe, g f'f'au.xe, ;and unarmed J>tri ke art' tht' as1>OCiatoo weapons fo ~ l1ger C law,
WHITE RAVEN No warrior figh ls In isolation . CooperatIOn, tt'amwork. and leadt'rship c.an giw two warriors Ihe str~ng t h offive. and live warri ors th e slrt'ng th of tw<-my. The Hudefll of the \l'hill' Raven maslt'T"i maneu\'l.·cs tha t combine the slrenglhs of[wo or more 011!L('"!; o1gainst 01 common foe. shouts and balllf'CTies Infused wn h b are Iht' \Ignat urt' maneU\'eTS of tht' Whilt' fLIVen d lS<:lpline.
Dtplornacy I ~ the ke\ kil l for While Raven. "] ht s d is plt ne's .Issocla led w<,;a pons are Ihe longsword, banleaxe warhammer, grensword. and ha lberd,
(TYPE) Most rnama l powers fall in to cne offour ca regc nes. boos l counte r. stance, or xttike . Some maneuvers don' t falluuo i1 ny of t hese cnegc nes. bu t Ih("s(' are e);Cep[lO n S 10 the rule. The maneuver c ate go ries bel ow refer to swifl and immed iate actt on a. a co nce pt presen ted in earl ier books s uch as l.\J'<1'IJ(J PSlOru" HllllJ book and COrnpltll ....J l'('nlllrer If ~"Ou are unfamilia r wn h rbem. see th e' Initiation Action secuon below Boo st: ThI S category covers maneuvers that allow a warr ior 10 focus h Imself, summon hrs In en~ rg r o r ot her source of power, and un leash It th rough his me lee attacks. A crusader wh o draws a dee p brea th. sho uts an invocation to his god or cause. and th en unleashes a m ight}' arrack IS using a boos t. A boo st IS a maneu ve r th at gu ntS a bo n us, cfren on arrack roll s cr d am ege ro lls, for th e duration o f your turn A boos t always requi res a SWift acncn. usu.ally allOWing you to init iate it be fore unleashmg a standa rd acncn o r a full attack . Som e boost s imparl additional effects. suc h as stun or faugue , 10 your at tac ks, and o thers provide so me addulonal effe ct on an enemv you have just successfu lly struck in ball It'. If a boost affects your arracks, i t ap plies 10 all of you r atta cks for the rou nd in wh ich it was ir uriared. b ur its effe ct e nds at the end of your turn. A boos t s effecr appliee for it s duration, no mauerwh tcb weapon yo u migh t wield in rha t round , Even if you switch wt'apons in the mid dle of you r rum. the effect of th e boost ap plies to yo ur new we apon as read ily as th e previous wea po n Each maneuver's de scription g ives you she de tails o f each boost's effect. A boost doesn't have to mod ify a melee attack. It co uld provide a bonus on a skill check. to you r speed, and so on but such maneuvers an' relatively rare . Co u nter: A counter is a fa« , usually defensive man euver tha t you use 10 foil your opponent's act ions. A swcrdsage wh o dodges to just beyond a rampaging minoraur's teac h is using a counter. Th .. Setting Sun school featu res man y coun ters, because ir focuses on teach ing students to turn an oppone nt's strength against him , Coume rs are immediate actions thaI you atte mpt during a foe's turn. Usu.Jll y, your oppone n t m ust make a specifi c action , such as an .au ack against you, for you to use 3 countl"T. Stri ke : A sln kt' is a mant'u\'t'r Ihal allows a speculal rack. A w.arbladt' who deli\'l"TS a singll" blow that slays an ogre is using a J>trikco. A slrikl' imparts somt' .ad\';Intageor bonus over a standard 3113Ck, such as extra damage, an additional effeet such as blinding ill f()(', and so forth _ Strikes almo~t ;always reqUIre a sunda rd o r fu ll -round action 10 com plett' . :\ t OS[ of th~m in\'ol\'e a m~le .. a[f;lck 3,,, par t of co m plt"lln g the maneu\·er. If t he attack hits, r our opponent [ypic.3Uy f;lk~s norm.31 mt'le-edamage. as wt'lI ;a~ suffe-Tlng Ihe effect of the ~trikt'. \'('ht'n mald ng a slTlke
you use your has~' anack bonus, all arrack an d damage modifiers. weapon damage, and so forth, as normal. You can rnake acritical hir wnb ast r tke. and in a few cases, a critical hit grant s you additio na l benefits. You do nOI multiply extra damage from a stri ke with a successful cri tica l hit. You treat il just as ),OU would t"X1t3 dam age fro m a no the r special ability. such as sne ak :utack. Because strikes 01110\\' for a speci fic form of attack. you cannot benefit from spells or effec ts th at granr you exrra snacks when making a strtke fsuch as the h(l ~It' spell or a speed weapon). You are nOI taking a full arrack acttcn when you initiate a Strike, even if its initial ion action is I full-round action , In addition , you can not ccmbme special at tacks such as sunder or bull rusb with strikes , even if you havefears Ihat make su ch speci al snacks more poten t. H owever. some strikes enable you 10 m ake special atta cks as pan of their Ininanon: see rbe specific maneuver descnpncns in Cha pter " for det ails. Stance: A sta nce is ne t a m an euver, but a specific fighn ng m et hod that you m aintain fro m round to rou nd . So long as you rnaintain a stance, you gai n some benefit from it. A swcrdsage initia te of the Sh adow H and schoo l wh o creares a concealing sh ro ud of shado w e ne rgy wh ile he moves is u sing :1 stan ce.
You ca n initiate a stance as a swift action, When yo u enter a stance. you im media tely gain its ben efit. You continue to gain the be ne fit of a typical stance as long as you remain in it. Some stances give you a be nefit on ly when you meer certain condi tions. For example, a stance might grant a bon us when you move , when you remain in th e same spot, or if you eu ack a stun ned or flat-footed opponent. You can u se a sing le swift action 10 en d on ... stance and b egin an other. or yo u can c hoose 10 simply end your curre nt stance without enteri ng a different one. You conrtnuc to gai n a stance's be nefi ts until }'Ou switc h ( 0 a new stance or end yo ur current one. At the Start of your turn, you mig ht be in a stance t h at grants you a bon us on attack rolls. You cou ld make your att acks-c-galn ing rbe stance'sbonus-c-rhen use a swift actio n 10 switc h to a sta nce tha t gives you a bonus toAe. Your stance en ds if you are ren dered he lpless for any reason. If you later recover, you mu st use an other swift action to initiate your stance once again. Stances are considered maneuvers for the purpose of fulfi ll in g p rerequisites for learning higher-level maneuver s, orqualifying for pre stige classes or feats . For example, if 2 Stone Dragon maneuver req uires you to know one Sto ne Dragon maneuver, an d you know tho: sicnefccr stance (a rsr-level Stone Dragon sta nc e). you qu alif}' to rake the higher-leve l maneuver.
[DESCRIpTOR] Some maneuvers have descrtprors I hal further defi ne rbem These des criptors appear on the same line 3S the discipline of the maneuver. The descript ors Ih al ca n app ly 10 maneuvers are cold. elecIric ily, ev il, fear. fire. force, good, mind-affecting, teleport. and sonic. Most of these de scri ptors have no gam e effec t by them selves. bUllhey govern how a maneuver in teracts with orher maneuvers. powers, spells, or abilmes.
LEVEL This entry gives the martial adept class or classes tha i have
accessto this maneuver:crusader,swordsage.cewarblade.The line also gives the maneuver's level within that class.
You can learn any maneuver you like by c hoosing the Marlial Study fe31, regardless of class. Howeve r, you must
still meer rhe prerequisite of the maneuver;
PREREQUISITE In addition to meeting rbeclass and I~I requirements before you can learn a maneuver, you must rnee r a ce rtain se r of requirements 10 be able to choose rhar maneuver as one you know, Stances are considered maneuvers for rhe purpose of rneeri ng a prerequ isite [0 learn a new maneuver. You ca n't learn a maneuver unless you gai n a level in a mamal adep r class. a level in a prestige class th ai g ran l~ maneuvers known, or you lake the Marti al Study feat. Mane uve rs Known: Some or th e more powerfu l maa euvers require you 10 learn one or more other maneuvers in the same discipline before they can be selected.
INITIATION ACTIO N This en try descr ibes the tvpe of action you must expend [ 0 ac tivate a mart ial ma neuver, In some cases, you initiate a ma neuver, and it s effect laslS for t he res t of you r ru rn (or beyon d), In othe r cases, man euvers las t only as long as rhc act ion required 10 in iriate them (t swift act ion, I immediate acti on, 1 move action, 1 stan dar d acuon. or 1 full -rou nd acti on). Sw i fl Action : A swifl action consumes a very small amount of time, but rep resen ts a larger expenditure of effort and energy t han a free ac tion, You can perform one swi ft actio n per t urn without affecti ng your ability to perfo r m 0 1her ac tio ns. In rh at regard, a swift action is like a free action. However, you can perform onlya single swift action per tur n. regardless of what other actions you take. YOIl can take a swift action any time }"Ou would norma lly be allowed to rake a free action . Cast ing a quickened spell or manifesting a quic kene d power is a swift acnon, so }"OU can't initiate a maneuver wuh an ininanon action of 1 swift action in the same roun d th at you cast a qu ickened spell or use a quickened power, Immedlare Action: Much like a swift action, an irnmedia re ecucn consumes a very sm all amount of time , but represen ts a larger expenditure of effort rhan 3 free action. However, un like a swift action, an im med iate action can be perfor med .1.1 any time-s- even if It's n OI you r rum. U Sing an immed iate action on your rum is the "arne as using a
swlf acucn , and COUIU S as your sw irl act fon for the rum. You cunne r USl" another immediate actfc n or a swift action unnl after you r nex t turn if you have used an immediate act ion when il is not currently you r turn (t'ffecrively, using an immediate act ion before your turn is eq utvalem 10 us ing your swi ft actio n for rbe coming turn), You canno t use an im mediate action if you are curre ntly
Ilar-footed.
RAN GE A maneuver's range indicates how far fro m you it can reach . ~hny ma neuvers are treated as Personal-range effec ts. because you initlare [he maneuver 10 give yourself a specia l bonus or c.apability for the round. Standard nngt's include (b ut art' nOI lim ited to) th e follo....-ing: Personal; The maneuver affects only you ( bul might g lve you an unusual pcwer er abilit y tha i affects others for rhe rest of you r lurn). Touch; You must [ouch a crea tu re or object to affect tr. A lauch maneuver thai deals damage can score a critical h it jusl as a weapon can. ahhough you do not mul tiply th e exrra dam age from a mane-uver on a successful critical bit. Mel ee Attack: Thl." maneuver affects any crearure you mak e a successful melee arrack agai nst. Adjacent: The mane uver affects creatures within I square of you . Some ti mes you only affect adjacent creatures .11 the begi n mng ofyour [urn or at the end of YOUt rum, bUI othe r maneu vers might affect any crea tu re you move adjace nt to during the co urse of your tum. See the spe-cific maneuver descripti ons for derails. Range Ex p res sed in Feet : Some man euvers have no standard ran ge category, ju st a range expressed in feet.
TARGETING A MANEUVER You might hav e to make som e c hoice about whom your maneuver is to affect or whe re ir will origina te. This entr y describes the maneuver 's Iarget or target s, it s effect. or its area. as app ropriate. Target or Target s: Most maneuvers affect a specific creature or object (or more th an one creatu re or objec t) that you de signa te as your Iarget or targets. You must be able to see or touch the target, and you must specifically choose th at targe t. Some m aneuver s ca n be initiated only on Willing largelS. You ca n declare yoursel f a willing Iarge r :lt any time (even ifyou're I le r-focred or ir isn 't your t urn). Unconscious characters are always considered willing, but a character who is co nscious bUI im mobi li zed or helpless is not auromancally w ill ing. Some man euvers targe t you (b ur they might confer an unusual ab ility 10 affect other creatures for the rest of your rurm, If the tar get ofa maneuver is "You,"you do not receive 3 saving th row-s-you receive the benefit of the maneuver automatically as long as you meet any other requi re me nts for iniriaring it successfully. Orher maneuve rs 3ffect a creature or creatu re s that you successfully hi l wi th 3 mel~ atuck, :md some affect a creature you successfully h it wi th a melee or nnged touch Jttack.
Ar ea:Some maneuvers can affect an area.Youmight be able ch oose th e po int where rhe m aneuver's effect originates. but otherwise you usu ally do n't co ntrol whi ch creatu res or objects an area m3neu\,er :lffeclS. Burst: A burst affects whatever Ircatches in its area, including crea tu res you can't SC'e. It can't affec r creat ure s [hat have roral cover from its point of origin. Th e defsulr shape for a burst is a s phere. Emwrhl tlon: An emanauon functio ns like a burst. except Ihallhe effect conti nues to radiate from th e poi nt of ori gin (of[en you) for the duration of rbe m aneuver. Srrrwd:A spread effecr spreads ou t like a burst. bu t ca n IUm corners. You select rhe point oforigin.and rhe effec t spreads OUI a given distance in all di rectio ns. Effecl: Some maneuvers create something rather than ;tl"fecli ng things rhat are already present.. Youmust design ate rbe location where these things are toappea r. either by see ing it or defining it . Range determines how faraway an effec t can appe-ar. Line of Effec l : Maneuvers Ihu affec t a ta rget c eber than you require line ofeffect. A lint' of effecr is a stUig ht, unblocked pa th thai indicates what an effl."ct can affect. A solid barrier cancels a line of effec t, bur line of effeer is no t blocked by fog , d ar k ne ss, and ot her factors that limit normal sight. You must have a clear line of effeetto an}" larger that you initiate a ma neuver against, or to any space in which you wish 10 crea re an t'ffecl 3t range (if you r man eu ver 3110ws that). A burst or eman at ion affec ts on ly an area. creature. or objects 10 which Ir has 3 li ne of effec t fro m its ori gin . An othe rw ise solid barrier wnh a hole of at least ! squa re foot thro ugh it does not bloc k a maneuver's lin e ofeffl"ct, 10
D URATION A ma neuver's duration rells you how long its effecr lasrs . End of Turn : The man euv er 's effecr lasrs until the end of your rum, then ceas es 10 functio n. Instantaneo us:The effl"Ctof rhe maneuver comes and goes the ins tant the maneuver is In lnated , th ough the consequences might be lcog-lasnng. For exam ple. the moment of alac riry boost take s only 3 swlf action to initiate, bUI if imp roves your initiative cou m for th e duration of the com bat. One-Round Durations: Some durations are measured as 1 round. You gain the capa bility [0 pe rform wh ateve r s pecial effect or att ack the m aneu ver permits on your rum. Immedi3[ely before your action in th e rou nd afte r you initiated the maneuver, irs effect comes to an end. St3nCe: This dural ion indicates rh ar the abi lity is a sta nce , and therefore ends on l)' when )'o u will it 10 end. when you become helpl ess, or wh en you fulfill a specific cond itio n described in rhe sta nce 's descript ion . Ti med Durati ons: Man y maneuvers last some number of rounds or mi n utes. \'('hen the time is up, the energ)' sustaining the effecr fades. and rhe maneuver's effect ends. So D u rat ion: The effect of a maneuver without a dunnion lasrscnlv as long as if lakes you rciruriate the maneuver, Some maneuvers t lasr" less lhana full round Such isofren rhe case fer m:meuwrs Ihat deal ext ra damage on top of your nornul
melee damage. For exemple, a stri ke wi th an irunatlon action of t sta nda rd act ion would effec tivel y have J duration of 1 standard action; th e effect ofth e strike is rtcd 10 th e action of mak ing the arrack. Wh en rhis is t he case, no dura tion emry is g iven .
SAVING THROW Somet im es, a man euver with a special effec t or supernatu ral augmenta tion that targets an ene my allows the creatu re or object to make a saving throw to avoid some or all of I he effec t. The saving throw line in a m aneu ver descrip tion defines wh ich type ofsavi ng th row II maneuver allow s. N eg at e s : Th e maneuver has no ad d itio na l effec t on a subject th at makes 3 successful saving throw, Partia l: The maneuver causes an effect on its subject, such as dear h . A successfu l saving th row mea ns th3t so me lesser effect occurs (such as being dealt damage rather than being killed). Half The man euver dea ls damage,an d a successful saving throw h alves th e dam age ta ken (round down). None: In a case where no saving th row is allowed, the savi ng th ro w line is omtne d. Savi ng Throw D iffic u lty Class: The formu la for J etermining a saving throw DC against a maneuver's spe cial effect is provided in th e maneuver's descri ption.
SPELL RESISTANCE Un li ke s pe ll descr iption s or power descriptions, m art ial maneuvers do n't have a spell resistance or power resis tance entry. Since m an euvers are extraordina ry or su pe rna t ura l abilities, not spell s or spell-like abilities, spe ll resis tanc e does no t affec t a maneuver.
DESCRIPTIVE TEXT Th is por rion of th e m aneuver descript ion explains wha t the maneu ver does and how it works. It begi ns wit h a sentence or IWO ofirallcized "read-aloud" text that gives players an image of how the maneuver does what it does. If one ofth e previcus lin es in the man euver descript ion included "see text," rhts sectio n is where you fin d the explanation .
LEARNING MANEUVERS Martial adepts iniriare mar tial mane uvers and sta nces. These m aneuvers are manifesta tions of supreme marti al sk ill, focus, and cla rity. They 3150tap into a su blime universal energy or ki; by performing a maneuver to perfect io n, a mart ial ade pt can ac h ieve amazing feats of ma rtia l and at h letic prowess. Mart ial adepts do nor have"spe llbooks,"bu r they do ready a select ion oftheir maneuvers ahead of lime. Unlike ch aracters wh o pre pare spells, martial adepts ca n quick ly choose a new selection of readied maneuvers wt rh a brief pause 10 exercise,
medlmre, or pr:lY. M am al udeprs do not h ave 10 readv tht'lr stances; all srances known are available at all rim es.
ADDING MANEUVERS AND STANCES M artial ade pts us ually lea rn n..w m an euvers a nd sranc os when they anain 3 new level. Nor every disciplin e is available to every character. Ma neu vers a nd Stances Gained at a New level : Marna] adepts trai n , medtrare, and practice bet ween adventures and while resting. W hen a mar tial ad ept learn s a new maneuver or stance because she gained a level, you can assu me that thi s new knowle dge represents the effects of practice and stu dy over th e cou rse of Jays, weeks, or even months. In de pe n dent St ud y: A martial adept can att empt to devise a new ma ne uver or stance independe nt ly, adding to an exis ting d iscipline. A OM dec idesiftt's possible for a character to develop 3 new maneuver. If a OM permits th e crea tion of a new maneuver, observe the following guidelines. First, the martial adept requires a safe place to me di tate and practice. This effort wtllrake a number o f days eq ual to 3" rhe maneuver's level, so ifth e adept is devisi ng a zrh-level maneuver, the research will require 21 days.The adep t pays 50 X P p..r day of stu dy, which r" presents an in te nse regimen of medit at ion, fastin g, and practice designed to focus the mind and spirit on the task at hanJ. A martial adept can'r create a new m aneuver of a hi gher level th an th e adept is capable of learni ng. Ar rhe end of the requisite tim e for stu dy and pract ice, the martial adept attem pts a Martial Lore check (DC 25 ..(2 x th e m an eu ver's level ). If th e chec k succeeds, the character learns th e maneuve r rhe next tim e she has an opportuni ty fO learn a new m ane uver rhroug h level advancement or feat selection. If rhe check fai ls, th e new maneuver is not yet perfected. an d sh e m ust go throug h the stu dy and pracrtce rim e agai n if she wants to kee p trying (alt hough she rega ins the XP she has spent rh us far). A OM shou ld work wi th the player before the attempt 10 develop a ne w m an euver hegins, and give her gu idan ce o n the param eter s unde r whic h a ne w maneuver or dis cipli ne mig h t be acceptable (see Crea ting New Spells, DMG 35).
SPECIAL ABILITIES Some creaturesare naturally gifted in the Sublime \Vayandca n make useofmartial maneuverswrrhour having levels ina marnal adept class.These inborn abilities function much like spell -like abilines or ps i-like abiliries. characters using m art ial scripts (see page 147) can also make use of martial ma n euve rs. Inirhn ing a maneuverthrough an in nate ability, or by using 3 mag ic item, wor ks just like initialing 3 maneuver nor mally does. You do not provoke at tacks of opportu rriry, an d you r maneuvers are not subject to spell resist an ce.
--
OIl klll'lI' by uou- tlhll tilt ONt.'rt Will,' mastt" sluJy stmll' Of aIr arid fiu, from
tilt' llltl of IJuir scrrrutilrs 1110' brmg forth ffalll"/o NIIlJ OTkill ,JI,'lrfl1<'mlN.. Yct tilt /itt .IOfl nol rr~IJt 1/1 Iht ~Ittl, Ill)'s1uJ..nl; if USl/IN 4U tht m,lSltr,anJ th,' ~ltd Ii llmrlv aWIIJI.II Ihmllgh lI.fJlch Ih.: firr u gUI!Itd to th, m'hltt', pllrrost rc mil forth Ih.: flamt'. till' Desert \t'mJ lIlao;!'T{lTill'llll hu Willa NrTrll ilnd f,/,HftJ plau ,a Jrl<'Tt 1(·alt..wnJ wllh ,I lun of blllll,i! llrtnglll cI£M al hand. In his m ind It, rlCGlls Iht fOCUlln!l'chanls or lI'\lrds taughtla 111m, htanngtJum m 1m o!l'n tl1TS (l'rn If It, Jo.'t lJ"t'ak thrm awud; m hu NtJv tIC r.crnlis a rn'Cl\" rh~I('11 tII,w,mrnl, a qlllckf'lJU "f til( sword jll 'l li l liu nglll arr ,md al II/II tilt rigId ~rt.:J. for alllllStanl, thr nl.: ftthwrn mm.I, body, arlJ srinll~ rrrjtd-illIJ lilt fiJ'N (If lIu ,l'Si'rl slm HlT~r lurt'l at 1 1l ~ ,,'mlllallJ, So If IIIfIr carl, of I!I, NUll' DIl<""lrlmrs. WIllig onc,S OW, whtrt .hall II bt,,'ltl ~ ~
n,,'
Harran runvesbcr
Each of the nine Jisciplim'soClhc Sublime Wayiscomposed ofa n um ber ofspeci fic sta nces an d ma neuvers-c-namely. strikes, bOIJSIS , and counters. Much li ke J. sorcerer's spells. each stance or ma neuver is a specific abil ity thal a characte r mljl; h t know. But while a sorcerer's spells rely o n arcane power thal is depleted by ccnrmuous use. a ma rria] adC' p(s abrhnes are alwavs available to hi m JS long 3S he h:l~ a few m mutes to preparC' th e- maneuvers he wishes (0 U' C' The table hc.-Iaw provides a summarv of wh ich disciplines are availab le to each of the th ree martial adept standard da~sc,. Th " It I (II m.l.n"u\ flo and rane es Ihat beg m o n the next page ee orgamzed by levelte escendrng c rder, and alpluberic;aUv bv Ji",lrhnt' in each 11:\'t"1 s lisf In Ihese IiSh. the drsctphne names are rru red or reduced 10 ant" word I
:I\'\:
spa
TABLE 4 -1 : DISCIPLIN E ACCESS BY C LASS
Desert Wmd Devoted Splnt DIamond Mmd Iron Hearl Setung Sun Shadow Hand Sto ne Dragon
Tiger Claw While Raven
Crusader No Yes No No No
No Ye-s No Yes
Swordsage Yes No Yes No Yes Yes
Yes Yes No
warblade No No Yes Yes No No Yes Yes
Stone
Yes
MANEUVER AND 1ST LEVEL Desert
''''hih'
Blistering fl ou ri sh : Strikto-Daule creatures around you. Bumin g Blade: Boosl_lkallJ6firt .. I/inillJ,tor
level. DistfaCling Ember; 800';t- Fireelementalappears, flanks enemv, Flame-'s Bless ing. Stance-Cain fire resista nce based on Tumble ranks. Wind srrtd e Boost-+to-ft. bonus to speed, De\'O Cr usa der's St r ike: 5trike-Succ~ssful anack allows you to heal Id6 .. t/initiuor level I ron c uard's Clare: Sunce-Enemies l.:Ike - ... pe nalty on arracks against }'Our allies, Mutial Spi ri t: Srance -e-Heal :! hit poi nts with e-ach successful attack. Vang uard Strike: gmke-c-Alhes gain +... bonus on attacks agams t target . Diam Mo ment of Perfec t Mind : Co unter- Use Conct'l1ll"3lion check in plan' of will save, Sapphire Nightmare Blad e; Stri ke-Opponent fl ar-foored , - tde damage with Concen tra tio n check. Stann' of Clarity: Srance-c-Gain +2 AC again'l one foe, -2 agains t all others. Iron Punishing St ance: Sunce-Allacks deal +ld6 dam age, bUI you have - 2 10 AC. Steel Wind: Strike - ,\uack rwo cppcnems. Steely Slrikc: S tr ike_~ bonus on one att ack, enemies gain ..... bonus on attacks agai nst you. . Set Co unte r Charge: Counrer-c-Ruin cha rge anacc, force charging foe to move away from you. M ight )·Throw: Sirike-Grab foe, rhrow him up to 10 ft. Step of the Wi n d: Sunct'--Ignofe d ifficult terrain, gam bonus against foes in such rerram. Shadow Ch ild of Shadow: Srance-c-Ycugain concealment as lcog es YOU move. Cli ng ing Sh adow Strike; Strike-Foe suffe:"S 10'\> ml~s chance on auecks. Island of Blad es : Siance-You and allies flank all adjacent foe
shallow 1Iiadc Iechnlque: Strike- Roll two snacks use lower resu lt 10 deal bones cold damage Charging M tnotau r: Srrike-c-Chargm g bull ru h des Is damage, ignores attacks ofopporrun ny. Slone Bones: Sirike-Gain DR 5!adamanll llC' Sto nefoot Stance: Sunce--.-2 bonus on Strength checks. ..2 bonus 10 AC agaimt larger foes . Blood in rh e 'Waler: Stance-Cain· 1 bonus on attacks and damage for each crincal hn . Hunte r's Sense: Suncl."-Gain seem. Sud den Leap: Boost-Jump as a swift action Wolf Fang St rike: SlTike-Atlack with t.....o \\Tapans. nol ste ring Vo ice: Stance-Allies gain.2 bonus on Will saves , ...~ against fear. Douse the f lames: Sirike-Target annot make alucks of opportunity for I round. It'a ding thl."' Att ack: Srrike-s-Alllesgain - 4 bonus on snacks against foe you strike. Lead in g rb e Ch a rge: Sunce-Allies deal ..1 damage/inilialor level on charge attacks.
2N D LEVEL Desert
Devc
Diam
Burning Brand: Boost-Gain ~5-ft. reach , deal fire damage. Fir e Riposte: Coun ter-Coun ler foe-s .3.113ck wi th fiery rea ch Ihal deals ...db damage. Flashing Su n : Sirike-Gain extra an ack. f lalchling's Fla me: s rrtke-c-Ccae deals 2d6 fire damage. roehammer- Sirike-Ovt'rcome foe's DR. deal ..2d6 damage . Shield Block: Counler-Granl sh ield bon us ... 4 as ,\C bonus 10 ally. Act ion Before Thought: Counter-Use Conccu trarion check in place of Reflex save. Emerald Razor: Sirike-Turnmelee strike into
touch anack. Disarm i ng Srrike: Sirike-Wilh successful .1 1tack, attempt 10 d isarm foe. Wall of Blad es:Counter-Replace AC with snack roll result. Set lIa m ing Defense: Coumer-c-Llse Sense Mouve check 10 dodge attack. Clever Positioning: Srrtke-c-Swep posit ions wuh target of mack. shallow Cloak of Deception: BoosI-Tum Invisible un n] rhc end of your tu rn . Dra in Vitality: Strike-Atuck deals a points of Consurunon damage. shadow Jaunt: Teleport 50 ft. through shadows as ~ lanJard action, Slone Mountain H ammer. Strike-s-Deal +2d6 damage. overcome DR and hard ness. Stone Vis e: Slrike-Deal ..id s da mage, an ack immobilizes creature. iron
nger
w h ile
Claw 3 1 the Moon: Smke-. Make Jum p chec k deal ...2d(. damage. Rabid \\'"'olfSlrikC': Slrik('--+.f bonus on attack deal +2d6 damage. - 4 AC for I round . Banlc Leader's Charge: Slrlkt' -No attacks uf opportunitv whil... cba rgmg , deal -tedamage. Tactical StrikC': Strike-DC'al · 2d6 damage, adjxenl allies mQ\.T S rUI
Tiger
3RD LEVEL Desert
Death Mark: Strike -Enem y lakes extra fire damage and explodes in a fier)' spread. Fan the Flames : Strike-Ranged roach atta ck deals 6d6 file damage. Holoc aust Cloak: Stan ce-c-Anack ers rake 5 fire
\\"hile
da m age.
Zephy r Dance: Cccr uer-c-.." AC against sing le attack.
Defensive Reb u ke : ~ 1 -FQ('!i you strike musl arrack you or provoke arrack of opporrunirv, RC'vilali Ling Smke. Smke-c-Successful attack allows you 10 heal JJ 6 .. l!in itialOr level Thid,l·t of BladC's: Stance-c. s· fI. steps provoke s nac ks from vou. Diam Insight ful Strik e: Strilu..- Use Conce nrrano n chec k rc dcrerrmne damage. Mind O"C'r Body: Cou n rer-c-Use Coacentra ucn check in place of Fort itude save. Pear l o(nlack Doubt: Sranc...- Gain +2/\C each lime foe misses you. Iron Abso lur e Sll·d Stance: SI3nce-..to-ft. bonus 10 speed .• 2 Ae with movem ent. Bxorcism o f Steel: Slri kl'-S rrikC' oppo ne nt's w eapo rt. II de als -4 damage. Iro n I tea r t Su rge: Remo ve effl'ci. gain ..2 mor ale bonus on macks. ~ et Devasr arf ng Throw : Srrike Grab fa e, throw him using leverage. strength. Feigned Opening: Cou nter-c-As an imm ...diate act ion, provoke 3n attack, then counter. Gia nt Kil ling Style: Stene... -+2 bonus on euac ks and t.f bonus on damage againstlarger fDC's. Sh adow Assassin's Stance: Stance-Gain sneak au ack Devc
4TH LEVEL Desert
ron...
DR2 -
Hresnake : Srrl ke-c-S tream of fire rw ists arou nd corners.
Deve
Diam
SC'aring Blad e: BOOH-Alucks dea l ..ld6 fire darnage » l/ inil ialOr I... ~I Searing Charge:Slri kl'-f1) while charging,deal +Sdb fire damage. J)i"ine Surge: S lri~- Dea l ..sds damage. Emangling Blad e: S rrik~ Dl'a l "2d6 da mage. ta rge t has - 2(). jl. pc'nalcy 10 speed. Hound ing ASS3UIt: Sirik e-Doubl e move and att ack.
Iron
Set
Mlnd Strike: Srnke-c-An ack deals td4 Wisd om damage. Rub y Sightmare Blad t': Srnke-c-An ack deals double damage with succe ssful Ccncemranon check. Lightni ng Recon- r y: Counrcr-c-Rerol l an arrack t h at misses wit h +2 bonus. M itbral Tornado: Smkc-c-Make attacks agains t adJac... m fee. +2on each attack . Comet Throw: Srrtke-c-Grab foe,throw him using leverage, SI reng th . st etk c of Ih e Broken Sh ield : Srrike-c-Auack deals +4d,; damage , makes targe t Ilar.foored.
s hadow
~ 2d6.
Dance of the Spider: Stance-You climb walls like a spider. Shadow Garrote: Smke-c-Ranged touch m ack deals SJ6 pom rs of damage. Strength Draining Srrtke: Slrik~Your ansck deals ~ perm s of Srrength damage. Bonecru..her: StrikC'- Dt"31.,.4d6 d.1m,tge. ..10 bonus o n aluch 10 confir m critic.11 bits . Crusbing Weight of thl' Mountain: Srancl'ConslriCI for 2d6..1-1/2 limes SIr when gr.Ippling. Roots of che Mountain: Stance-.l0 bonus on chn:ks 3gJlmi bull rush, tnp .1ndOlhers and g3ln
Stone Dragon'c Fury : Strike-Deal t ~J6 d a magC' agllnsl objects. co ns t ructs. Flesh Ripper: S l rike- FQ("sat uc ksa nd AC h2\~ - 4 penalrv, Ll·;aping Dragon Siance: Srance--+l0 on Jump chec ks. always co nsi de red running for jumps. Soaring Raprcr Strike: Strike-Attack larger tee from above wi t h ..... bonus. deal ~6 damage. W'oh'erine Stance: Stance-c-Use any weapons wh lll' grappled Lion's Roar: Bocs t-c-Defear C'nemy. allies deal .. s damage. Tacncs ofrhe Wolf: S lanc~You andallWs deal " I damage 2 imtiator levels agains t Flanked target Wh itC' Rave n Tacetcs : Bocs r-c-Al lv's ini tiative cha nge'S. he C.1n aC I again.
Stone
TIger
H and of Death : Sirfke-c-Touch re nde rs foe paralyzed ior td3 rounds. Obs curing Shadow Veil: Strike-c-Deal +Sd6 damage and foe h.ls Sll'X. miss cha nce on anacks for 1 round . Bonespjirrj n g Strik e: Strike-s-Att ack deals 2 Cons rirurion damage Boulder Roll: Roosi- Cain +.04 bonu'S on o"'errun alte mpts Ch'en,'helm in g Mountain Strike: Slrike-De3l ..ld6 dJmag.... urget lose'S mo\'C' action. DC'ath From AbLwe: Strike-Leap into Ihe air, auKk fDC' from aM-e. deal-4d6 damage. rounlainofRlood: Boost-Defeat foe. cause f~ar Ihcnemies
\'( hue
(. owri ngSt rlkc-: Iloo<;I-Evt't)' oppo nen t you stri ke cannot make s nacks of oppo r m n u y for 3 rounds, \'('hi tt' Raven Strike: Strike-- Dt'31+ ~d6 damage, target becomes [lor-footed.
While
5TH LEVEL Desert
Dragon's Flame: Srrik e-c-Cone deals eds Ere dam age. t.eaptng Flame: Counter- Teleport JJ jacC'nt to fee who sn acks you. linge r in g Inferno: St rike-Deal +zd6 fire damage.andtarget rakes Zd6 fire damsge per round for 3 rounJs Dl"\"O Dau nt in g Strike ' Srrike-Targe l of anack beco mes shaken. Doom Cha rge:Sm kc-c-Charge arrack deals extra da mage agains t good.joe gain DR 10/ - . La w Bea rer- Strike- [ka! ..-4d6 damage, -t8 attack agJin~t cheonc enemy, gain -5 on saves and AC. R:adi.an t Chngt": Strike-Deal +6d6 Jam:age against evil foes. g:ain DR 10/- . Tide of c haos:Sirike- Charge sn ack deals extra damage against law,grants )"Ou concealment. Diam Dinupt in g gl ow : Srrtke-c-Successfu l attack C.lIUSt'S foe to lit- unable to act for I round. Il earing theAir: SlJnce- Gain blindsense so n, ..5 bon us on Listen checks. Rap id Cou nter: Co unn-r-c-Srrfke opponent who provokes arrack from you . Iron Dancing Bla de Fo rm : Sunce- +S·fl. reach Juring your turn. Dazing Strike: Srrikt"- Melee snac k d azes opponent. Iron Hea rt FUl'us: Cu ulltt'r- RerolJ S3\1l', St'l M i r r o r ed Purs uit : Cou nter-Yo u mat ch opponent's movement . Sh ifting Defense: Stmce-c-c-fr. slep with each rntssed snack agai ns t you. Soaring Throw: Srrtke-c-Crab foe, throw him using leverage, st rength. Su lking Sh adow: Ccunter-c- Move int o foe's space as he t ries to move away fro m you. Shadow Bloodlerr m g Stri ke: Boos t-Strike dea ls .. Consu tunon damage. shadow Stride: Teleport SO fl. th rough shadows as move act ion. St ep o f the Dancing ~t oth : Sunce- Igno re terrai n, walkover liqUid. Slone Eld er Mountain Hammer: Srrtke-c-Deal s-eds da mage.overcome DR and ha rdness . Gia nt's St ance: Srance-c- Deal damage as if you are one size ca tegory larger. Mountain Aval ancht: Strike-Gain ahil ity to trampl.. foes, TIger Dan cin g :Mon goose: ~t-Ma~o~atr.l;nuu wah each w~apon (max of rwo extra attacks ),
Pounnn g ella rge: SfrI kc m ake muluple attacks Flan k ing M an eu ver- Strike - Hit flanked !algl't allit's gJ In free attack . Press the Advantage: Stance-Move +5 (1.'( '( wnh 5-fl, step, move tnro difficult terrain.
6TH LEVEL Desert
Desert Temptst : Strikt- Attack fees as)'OU mot.
by them.
Devo
Fiery Assau lr: Stance-Melee an acks dea l ... IJt> fire damage. RingofFirc-: Smke-c-Surround foes ....rirh burn ing flame. Aura ofChaos:Stance-Rerollandadd maximum
dam age dice. Aura o f Perfect Order- Stance-Tren dzo result as I t. Aura o £Tr iu mph: Sfance-You and allies he.l14 points wuh each snack against evil Au ra ofTyranny: Stance- Drain bll pOl nu from allies. Ra llying Strike: St rike- Succe ssful at tack allo ws you to heal3d6 . I/ in iti.:nor 11"\'1"1 In 10 ft . bur st . Durn Gr('arer Insightful Strike: Sirike-Use double Conce ntration chec k ro dererrmne damage. Moment ofAlacrity: Boon -e-Cain - ze bon uvc o in ilial tve during beule. Iron Iron He arl Endura nce: IlOO5I-Heal hit pomr equal to tWOtimes your level. Mant icore P:arry. Counrer-c-Deflecr attack and redirect if against oppone nt. &r Ba lll!';u Throw: Strik e-Th row foe In se-Fr. Hne. deal ed o d~magl' lo all 10 area. Scorpio n Pa rry: Counter- Parry attack in to second opponent. Shallow GhoSI Bl a d e : St r ike-Ta rg e t becomes
flar-foored. Shadow Noose : Smke -e-Ranged [ou ch s nack deals ads damage and mig ht st un flar-foon-d target .
Sto rie
Tiger
U'h ilt'
Sealker in the Sight: St rike-s-Move and anack whde remaining hidden. Cr ush i ng Vise : Srrtke-c- Deal -.-4d6 damage attack Immobili zes creatu re. Iron nones: Slrike-Gain DR 10/adamant iOt'_ Irresistiblt' xtouneatn Srrtke : Strike- Deal +4d6 damage, target loses standard action. Rabid Bear Strike: Strike-Gain +--4 o n attack deal +loJ6 damage. ---4 AC wirh m ack. Wolf C li m bs the Mcunra tn: Srrtke-c-Enter larger foe's space, deal +5d6 damage. gain cover from foe. Order For ged from Chaos: Alhes ITKJ\'t" up 10 their speed du ring your turn. War l e ader's Charge: Strike-.·o macks of opponunuy wh ile charg ing, deal -35 damage
7TH LEVEL Desert
Salamander Cha rge Str ike-Charge and create
Seance of Alacrh y: $Iance-G:lln extra counter each rou nd Ad amantin e IlurriC3n e: Sltl ke- Two an acks 3g:l.InSI each adJaceni foe. +4 bonus on eac h
rrailoffire.
attack.
Inferno Blad e: Boosr-c-Melee attacks deal .-3d6
f ire damage
Devc
Diam
+ 1
miuator 1... \('1.
Ca st iga ting Str ike : Slrikt'- De31·ad6 da mage :and trigger 3fC'3 blast Sh ield Counte r: Couruer-c-Shield bash cancels fee's ansck. Avalanche of Blades : Smke-Wllh each attack thai h ilS. make" ano ther 31!3Ck wi th Increasi ng pen3 hy Quick'iikcr M e rte n : ~1-UseSWlfl :KUOO to complete move acucn.
Iron
Iron
Light n ing Throw: Strike--Use melee attack as a line s nack Supre m e 8lad.o Parry: Suoce-G.1Iin DR 5 ~I Fool's St ri ke: Counrer-c-Reflecr foe's attac k. Ghost ly Defense: Sta nce-c-Enermes hlI target 01 your choice while ~'OU have concealment. Shadow Bala nce o n the- Sky: Sunce-\'('.3lk on air. En ervattng Shado w Srrfke: Strike-s-Target of
Fioh,h ing Move: Srrtke-c-Carn extra damage again~1 weakened foe.
Scych i ng Blade: Boost-Strike- one foe, Iree attack again~l.molht'ron(' Hyd ra Slaying St r ik e.": Strike-s-Fee IS unable to UW' full snack action, Shadow DC'3t h in rhe Dark: Strlkt'-Deal·lSd6 damage10 surprised urgel.
Stone
Sh adow Blin k : Teleport SO Ir. thrcugb sha dowas sw if action.
Tiger
Sroe e
Tiger
While
Anctene Mou nlain H ammer: Srrtke-c-Deal · 12d6 damage.overcome ORand hardn~s. Co lossus StrikC': Slrikr-Slrike de.1ls .6d6 da mage. knocks opponent backward. H am sl ri ng Attack: Srrike-c-A rrack deals Ids Dexterity da mage. foe's speed has -10 penalty. Preyon rh e Weak: Srance-c-Ar tack of opponuniry wuh each Ice th at drops. Swooping Dragon Strike: Srrike-c-jump over foe. deal - tode damage, stun. Cla rion Ca ll : Roost-If '''011 d rop a fee. all ies wit hin (,0 fr. ca n make free attack or lake move acnon. Swarming Assault: Strike-Allies make fret" s n acks againsl:l foe you strike.
8TH LEVEL Desert
DC'\'O
Dtam
Risi ng Pho enlx: Srance-c-Hover on colum n of soper-heated air. Wyrm's H arn e: Smke-c-Cone offire deals lod6 fire damage. Gre ater Divi ne Surge: Smke-c-Deal -eds damage, also gatn +1 on macks and dea l +1d8 damage per poi nt of Con damage you voluntarijv 13kC'.
Im mortal Forritude: StancC'-You canner die due 10 hll point damage. Dia mond Defense: Counter-Gain save bonus
equal rolevel. Diam o nd ~ ig h t mare Blade: Srrike-c-Anack dea ls quadruple damage wnh succ ...ssful ConCenlfa lWn chn:k.
trtke gatns IJ. neg.1lllvt' levels. O ne Wi th Sh.ad ow : Coumer-c-Become incorpcreal for 1 round Ada ma n ti ne Bones: Slrikt-G.3in DR 20/.3da.manline. Ear t h Sir ike Quake: Strih--Local quakeknocks enemies prone . St rengt h of Slone: Siance--G.aln rmmumrv to cnlical hns . Giu ll o n Wi nd mill Flesh Rip : Boost-Ga in ability to rend wuh successful attacks. Rag ing Mo ngoO!;e: Bocst-c-Make two extra. attacks wuh each weapon carried (max four ex tra .3II:1Ck~l.
While
' ' -'o lf Pack Tac rlcs : Srance-c-Free 5-ft. step with each successful an ack. Swarm Tact ics:SIa.nce-Alliesgain +5 on anacks agains t enemy aJpcenl to you. ""h ite Rave n H amme r: St rike-DC'3 1 ... 6db damage, stun opponent.
9TH LEVEL DeS~'r1
Inferno BiaSI: Smke-c-Burst of fire deals 100 of damagl' Devc Strike of Righteous Vitality: Srrfke-c-Successful snack grmlS ht',,1 spell. Diam Tim e Stands Sti ll: Srrike-c-Take full attack action l WO lime s. Iron Stri ke of Perfect Cla ri ty: Stri ke-s-Deal ·--100 damage on slng lt' .IIII.3Ck. _ t Tornado Throw: Smke-c-Mcve and [brow foes repeated ly Shadow Five -Shadow Cree p ing Ice En ervation Strike; Strike--Channel shadow in rc Iarget, causi ng hp damage, abillllY damage, other effec rs. Stone :o-.to untain Tom bsto ne Strike: Strike-s-Arrack deals !dfo Consnumcn damage. Tiger Feral Death Blow: Srrike-c-Leap upon foe. sby him w irh a vingle strike, Whilt' ' Var ;o..las ltr's Ch a rge: Str ike-You and a lli e~ ch.arge. no at ucks of oppo nunlllY, deal e X!r.1 Ja.m.3ge, stu n. poin ts
Desert \l:'mJ maneuvers foctl\ on quick moveme nt and swirling, fbm ing stri kes The.> sci mn ar, lighl m ace. lighl pick , "pear. and falch ion are rhe preferred "~apons of the Desert \'<'inddiscipline . The com ple x vpin nmg and dash tng of rhe curved bla de reccrpcrned in to m an v Dese rt Wi nd maneuvers an' 10 facI careful lv honed ges tu re~ Ih al evok e the po wer of fire, if pe rformed cc rrectlv and with the proper focus. Tum ble is the- key skill for Desert Wind.
BURl'i II'C BRAI'D Dese rt \'(Iind (Boosr) [Fire ) Level: Swordsage 2 Initiation Act ion: I swif acncn Range: Perso nal Target : You Du ration: End of tum
provld mg lhe ml tialorwilhag lht~ and maneu\"C'rabiIIlY. Desert Wind maeeu-
vers are u~able only by a swcrdsage, unless you rake the ~tanial Stud y fl"3 f "ff page It)
BLlSTERll'iC Fl.Ol'R1SH Desert \'<'md (Strike Level: Swordsage I Initiation Action: I standa rd action Range 30 ft. Area: 30·fl.-ra d lus burst ce ntered on vcu
Durar tcn: I minute Sa ving Throw: For tttud.. nega tes YourIW
U' hen yo u u se this stri ke. you ge n -
e rate a burst of br illiant ligh t. Any crea tu re other rhan )'O U caugh t in thi s maneuve r's area must make a Foru rude sa\'t·( OC II .. your Wis modifier) or be dazzled for I minute. Thi s ma neu ver is a supern atu ral abilir y,
BUR"'' lI'C BLADE Desert Wind (Boos t) [Fire] Level; Swordsage I Initiation Action: I swif action Range: Per sona l Target: You Duration : End of turn
Yo ur blolJt hunri mIl' f1.Jmt IlS II lU'«Pl 11IlI'drJ "'llIT flJt III all dig>!"1 iJre.
\"OllrllY'<1I\.,n hunsforms III/Oil r'OIlrmggoul ofJJilmt. I\S )'OIl SWill/: Wllr "Ilf/l lllg Malit, JI slrrl,lJri Ollt lvYCIIIJ YOl,r ",'rlll..1rt
DEATH MARK Desert Wind (Strike) [Fire] level: Swo rds age 3 lntt tar ton Actton : I standa nl action Range: Melee arrack Targe t : One crea ture Ar ea: Varia ble spread: see text Duration: In stantaneous Saving Throw: Reflex hal f: see tex t A~ your Il'I'a l"' n SfTlkrs yoUT fot, IIll bod)' ,onl'Ursts,U It'iu'I'1ofJLmlr n ln 11t>1I71 your bldJ.. mto hn OOJr. nil' lift rallW's 'urn 1(/ bn eflr glow wilh iJ l>nlll
A subrle YC t prt'C i ~e Iwisling o f your blade unlocks Ihe power of Oame. When you IOltia le rh is ma neuve r fire lralls i ro m \·our mew "~apon . l-or rh.. I 01 your rurn, your melee anacks
When you use tce ~Irike, you ch.3 nn~1 o\'etwhdmi ng f.er)' enl'tgy int o th e bod,- of you r foe. In add Ilion 10 deal · ing normal m..lee damage wi rh V OUt
Size
Spre~d
R:IIdius
Sm~1I O[
mailer _";;; feet Med ium 10 feet uCle 20 eet Huge 30 fee t .c~,&ar'\tu n "0 feet 50 feet Colossal
DESERT TEMPEST Dese rt W ind (Stri ke) Level: Swcrdsage 6 Pr erequis it e : Two Desert "X'ind maneuvers Initiarion Action: I full-round acuon Ran ge: Personal Target: You
mt>1't In a bhlY, lellvmg{o,--oreh marks ''I tilt b.!ttlt· fit/Ii. jlulIIg 1II1t> )'l"ur fi't's IlS you mOl'C. YfIll
yOllr II'<1/:" as )'lJU Ill'lrlart'lI nd
As parr of this maneuver, rou move lip 10 your speed. Each ti m e you ex u a ~quare adjacent 10 an enemy, you can first make a single melee anack against rh ar foe. You can not att ack ~ single enemy more rhan onc e wnh rlus maneuver. Your movement provokes macks ofopportunity. as no rmal.
DISTRACTING EMBER Desert Wind (Boo st] Level: Swc rdsagc I Iniriari onAcrion : t swift acticn R :IIn ~e: 30 ft . Effect: Oee summoned fire elemenral Duration: End of ru m
A n'ln't of Iital Ul'cef'l Ol'tT tlli artl1.foTms a small dUll fu ,mtl. ,md 19fIlUs In fo tI<1 1f1 "txl to your /cot.
11u s boost allows you lo conjufC" a ~ mall li re ..lemental (.\ 1.\1 99 to t b rt'al e n
your l'nt'my, providi ng you or an ally with rhe ben efu ofalla nki ng pos itio n. You ca n USl' this 3bilil Y 10 place th e elern eru al in an y space w ithin ra ng!.'. The ele me nta l remains until the end of your current tur n. It t h rea tens all c reatures wi t h in us re ach. II ta kes no actions or at tacks o f oppcr ru nir y J uring yourrurn. Th iS maneuver is a superna l ural ability.
DRAGON'S FLAME DeSC'n Wind (Slrike) [Fire] level: swcrdsage S P rerequisite: Two Desert Wind maneuvers
Initiation Action: 1 standa rd action Range: 30 fr Area: Cone Duration: Instantaneous Saving Throw: Reflex half \1:'1111 aJ..p.ml rNr, you SIIItI1lWII )Ourki,mJ UIII,"am II, IgnIting 111\'1111 a combllldtJ,m
"f
)"lllir rtIiJ,ld/wt f()(u s,u hl Siilhmgfury.
M a master of [he Desert Wind advances in his st udies, he learns to stoke raging fires wnh his ki. This maneuver allows you to ge ner.lte a goul of fire similar to a dragon's bu rn ing brea th. Wi th rh is maneuver, you blast forth a cone of fire that de als 6<16 points of fire damage to everything in the area. Creatures in the area can an empl Reflex saves (DC 15 + vour w ts modifi er) for halfdam age. T h is m an euv er is a su pernatu ra l ahility.
FAN THE FLAMES Dese rt Wi nd (Stri ke) [Fire] 11'\'1'1: Swcrdsagc 3 I'rerequt stte : One Desert Wind maneuver Init iat ion Action: 1 standard action Range: 30 ft. Target : One-creature
If you make-a successful ranged touch attack, your target takes 6d6 points of lire damage. T h is m aneuver is 1 s uper na tural
'ron ,Iril't YOI" wt"apon mtc lIu gltlllll,I, Co1111Il1g .t ~JlI t of/iTt 10JL'1 Into III<" aIr. 11" {IttftOIl'i Nck 10 Iht W'\JIIIIJanJ CTt't'J'S aJUl1J
abiltry,
111,J rodslmg thrm where tilt}' s1alld.
FIERY ASSAULT Oeser! \'('lI'Id (Stann') [Fire] Level: Swordsage 6 Prerequ is i t e: Two Des en Wind maneuvers Init iatio n Act io n : I swift action Ran ge; Personal Ta rget: You
Durarton: Stance fire dances along )tlur lITml allJ aiFOSS YOUT Il'tapon,lindl/lg ltumlllg tncrgy 10 n orry iIltilck )'O u makt.
While you are in rhis sta nce , ever)' melee arrack you make deals an extra Id6 points of fire damage. This stance is a supernatural ability.
FIRE RIPOSTE Desert Wind (Counter) [Fire] 11'\'1'1: Swordsege 2 Prer e q u is it e: O ne Desert \l' ind maneuver Initiat ion Action: 1 immedia te action Ra n ge: Person al Target: You D uration: Instan taneous
A skilled Desert \'('ind adept can garber flame within his weapon and hurl it through rhe air. When you initiate th is mane uver. \IOU launch .:I fist-sized ball of whue-hot fire al a Sing le opponenf.
when you initiate th is m aneuver, you cause a li ne of fire 10 twis t across an area to bu m you r enemies. This line is 60 fN- t long. Unlike a sta nda rd line. a fire-make can bend and twis t to bi t your foes. A fires nake sta rts in an adjac ent squue. II can move up to 60 fee l each round. II can move out of your line of sigh l or line of effect, but you gain no spec ial knowledge of the areas u moves into. Ifa firesnake moves into a creature's space, th;at creature rakes 6<16 points of fire damage, wub a Reflex S3.\,(, (DC H ... you r Wis modifier) for halfdamage. A creature ca n only lake damage from the fire-snake once in a single round. II ma kes the saving th row and takes damage the first ti me that rbe firesnake touches it. After rhat,a hresnake bas no effec t on tha t crea ture. A [i resnake mus t move along rbe grou nd . It canner fl y, and it pays rhe standard movement penalties for df fficu lt terrain and orhe r effecrs. Th is ma neuve r is a supe rna tu ra l abi lity.
FLAME'S BLESSING focus lIu pain jrom a wound YOll JlfH't jUl l SlI/f at',1 inlo II {an)' U1l11ti!( stflYOll
1r 0 1l
of Trt'eng r.
W hen a crea ture successfu lly stri kes you with a melee or natura l weapon ,you can use th is maneuver 10 give you rself th e ability to make an Im mediate melee touch arrack. If your it tack bus. your target takes -kl6 pciruscf fire da mage. This ma neuver is a supernatural ability.
FIRES NAKE Fli' ktTltlg f1am c dall'N ac ross )"OlI r bla,k IIl(1I sprlllgi 101l"lfd )"OUT 11ITgt'l as rOI' swap YOlir m'OnllJIJ'Oligh thi
Il k t ,I k"rJVtll, lIty t P lll g Ot'« '(Il IIT Cll t tl'tl"S
Desert Wind (Slri ke) [Fire] 11" '1'1: Swcrdsege 4 Prerequisit e: Two Desen \\;'i n d maneuvers Initiation Acr ion: I sta ndard action Range: 60 fl. Area : Special Du rati on: Instantan eou s Saving Throw: Reflex half
Desert W ind (Stance) [Fire] l ev el : Swc rdsagc I Initiatio n Acnon: I swifr acti on aangc: Perso na l Target: You Durat ion : Stance FlfC lS nol "ann you.
yOIlT ("( Illy, i111t1 it JO(S
nol
You gai n some resis tance to fire as long as you remai n in this stance. The amount of resistan ce is de-te-rm ined by your ran ks in Tumble. Ifyou have reor more ran ks in Tumble. you gain immunity to fire wh ile you are in this stance. This stance is a supernatural ability. Tumble Ranks
'·8
9 -13 14-18
19.
Fire Res istance 5 10 20 Immun ity
FLASHIN G SUN Desert Wind (Slr ike) Level: Swordsage 2 Pr erequ isit e: One Desert Wind
Ra nge: 30 £1.
Area: Com' Duration: Insrmraneous Savi ng Th row : Rejlcx h~lf
maneuver
InitiationAetion : I full-rou nd action Range: Personal Target : You
You f,l(us 11 "nrnmg mini of l'urrl:r.lI lIu .'Jhl of)'L'llr M'llk II f(lnlls 11 S!.'l'I lll llg SJ'lh'l't
tl1<1l, o!flrr 11 IIIM,u'nl, hunts mto 11 torrr nt
of 1'11I'1])'. A/II1Mf,I "rIlTO!Mul.'r,llton , YOllr shmlng ""Ill.: jlaslll'l uS r(l U allMk II'rlh 1fI111(lS-
sibl.' spud. Flashing sun allows you to make an additional melee arrack during Ibi s round. As pan of Ibis maneuver, you
take- a full arrackaction and make your normal melee macks, However, youcan make one addi rional anack this round II
your highest anack bonus . All the
at tacks you make Ih is round. including
rhe exrra aII,Kk granted by ,his maneu- HO LOCAUST CLOAK Desert Wind (Su nce) (Fire]
Desert Wind (St rike [Fire] Le vel : Swordsage 2 Prere q u ts tr e : One Desert Wind m an euve r
Initiation Action: t standard action
The flame from your weapon ba ngs in midair, providing you with a ficrv defense against your anackers. An adjacent oppone nt that hits you wuh a meleesnack while you are in this stance rakes 5 points of fire damage. Your holecaust cloak does not harm a crea ture using a reach weapon [0 attack you. This stance is a supemarural ebtlnv.
The Desert Wind disciplinl' teach es its sruden rs how to unleash their Id as burn ing energy. Th is maneuver allows you to create a wave offire that sweeps over vour enernl ..s. \'<-' hen you INFERNO BLADE initiate this maneuver, you blast forth Desert Wind (Boost} [Fire] a cone of flame that deals 2&6 points Level : Swcrdsage 7 In itiati o n Actio n; 1 swift action of fire damage. This maneuver is a supernatural Range: Personal Target : You ability. Durat ion: End of turn
ver.ure made with a -2 penally.
HATCHLIN G'S FLAME
fin Inuls from )'Our blllJt os )'Ou spm it llJ,oul, t1tlal:lI1g you III ~llmts thai/tap oul 10"urn Ihos..' 11'110 'Itfack )'011.
Level: Swordsage 3 Prerequis ite : One Desert Wind maneuver Init iation Action: I swift action Range: Personal Target: You Durat ion: Stance
.... bllllJmg lightJlashl5 {rom YOUTlt'tllpon. IIIIJ fOT II split suollll, it tTolllsfonm 1IIl<' ollTnmgIIIJgma.
You convert your b inro fiery energy. allowing it 10 flow down your arms and across vourweapon. Until the end of your turn. your melee attacks deal
an ex tra 3d6 poi nts of fire dam age + t point p~r initiato r 1 ~\,t.J. T h is maneuve r is a superna tu ral ability.
INFERNO BLAST Desert Wind (Strike) [Find Level : Swcrdsage 9 Pr erequ i s it e : Five Desert Wi nd maneuvers In itiat io n Acnon: I full-round action Ra n ge: 60 ft. Area : eo-fr-rad tus bu rs t centered on you Du r at io n : In stant aneous Saving Th row: Reflex half
ma neuver fails to function but is sul l consi dere-d used . T h is maneuve r is a supernalural ability.
LINGERING INFERNO Oeser! Wi nd (Stri ke) [Fire] Level: Swc rdsage 5 Pr e r e q u is ite : Two Oeser! Wind maneuvers Init iatio n Action: 1 snndard action Range: Melee atta ck Target: O ne creatu re D urati on: 3 rounds; see text
A jIltkrnllg "rllo'" allra surrounJs )"'11 anJ grows III mltludy. shtdJmg tmnen,fOil S ht
shlfnhlt p.ukfrorn 'lit htat. \n th a hOIl~lllg rour, )'011 unltll,1t II Iltlllllr ~1,1S 1 offirr 11r.:r1 lilt/is stul
I.EAPIN G FLAME Desert Wind (Counter) [Teleport] Level : Swcrdsage 5 Prerequ i sit e : Two Oeser! W ind maneuvers Lnirt at ion Action : 1 immedia te action Range: Perso nal Target : You Dur at ion : Instant aneous A.I rour Jot atl
oJthlll air IIt l l lo h m l.
You instantly appc-ar in a square adjace m to a creatu re [hat attacks you with a melee or ra nged aneck. after resolv-
ing the enemy's arrack . You ca n no t move into a spac C' th ai is occupi ed by a creature or object. You ca n move up to 100 feet in th is ma n ner. If you cannot move adjacent [0 the target. this
RISING PHOENIX Desert Wind 8 (Stance) [Fire] Level : Swcrdsage 8 Prerequi si te: Three Desert W in d m aneuvers
In it iat io n Action: I swift actio n Ra n ge: Person al Targee: You Duration: Stance
A blut. J dntil'g flamt appran 0'1 your
As you s1Tlkt J0 to r flV. tlus jlll"lt Iw,,~ n lind (olltn )'Ollr t lltmy in rilgingjiTt, wt<1~ n.
wmds SWirl " AlUI )'Oil . " nJ II Jaml aroma of brmulollt m"tps olltr llrt artll. HOI
The inferno erupts th e first time you form a clo sed area. You cannot create multiple areas in one move, This maneuver is a supernatu ra l ability.
slides
"ff )'OlIr
You make a single melee attac k th at deals an extra 2d6 pcimscffi re damage, In add itio n, if you r sm k... hit s, th e flames upon you r wea pon bind 10 the target. whi ch take s an extra 2d f. poi n ts of fire damage each round at rhe starr of irs turn for 3 rounds. This maneuver is a super n atural abililY·
RING O F FIRE Oeser! Wind (Srrt ke) (Fire] Level : Swcrds cge 6 P r ereq uis i te: Two Dese rt W ind maneuvers Init iat ion Action: 1 full-rou nd action Range: Specia l; see t ext Ar ea: Spec ial; see tex t Savi n g Th row: Reflex half You mOI'( ilia /lIlIr. your Irrl lt'rra Uh'd m jJallllllg t nt rgy. :\.1 )'Ou run. ytrll lel1vt 11
JIV,
tra il of firt behi"J you. YII II t llClrd r a and lilt ri ng of jiTt )'O III(l1I't btlu lld bunts
mtc l1Ft mJirllO tll,1I t llgulJs YOllr ,md rwryt hillg rlse in lht arr' l.
rll tm y
As pan ofth is m aneuver, you can mO\'C' up to two times you r speed along the grou nd . All of your movement must be along cont inuous , solid ground. Youleave a trail offlames in your wake. Th ese flames have nceffect unless th~ fonn a dosed area. In rbiscase.a raging inferno erupts within thn area. All creatures within rbe area eke 12d6 poi ntsof fire damage, wuh a Ikflex save (DC 16 ~ your Wis modifie r for half damage .
Hot wm d suoll'il ahour ,ourffit, Ilftmg )'Ou J:" "llrd liS flamn btgt n 10 fluktr loclow. A colu mn of superheated air lift s you tr ue the ai r. While you are in this stance. you can h over up to 10 feet above any sol id or liquid surface. You gain a fl y speed equal to you r land speed. wilh perfect maneuverabiliry, but you mu st remain within 10 feet of the grou nd when you fly. If you hover in place and make a full attack. the colum n of air beco mes superhe ated. dealtng 3d6 poi nts of fire damage 10 creatures adjacent to or with in the column. including creatu res adjacent to your square . You are not harmed by th is effect. You can move across shallow pits or other-such variations in terra in withou t losing altitude, so long as your movemen t wouldn't take you more th an to feet above a solid or liquid surface. If you are ever more than 10 feet above the ground (such as if the floor drops out from under you or you move over rhe edge of a taUclif{), the rising phoenix stan ce immed iately ends and )'ou fall to the ground. Th is stance is a supernatural ability.
SALAMANDER GHARGE Desert Wind (Stri ke) [fire] l eve l: Swords age 7 Pr erequ is it e: Three De sert Wind maneuvers
I n it iat io n Aetion: I full-roundacrion Range : Special Ar e a : One 5-ft square per 5 ft . of movement Durat ion: Insta ntaneous; 5 rou nds; see text 0 )
ch arge dol' S not nee d 10 be Inn ~l r:light li ne ami is nOI Ilnpe dl·\1 by d tfficuh ter rain, or eve n o t her c rea t ures. You can change direcnon as much as you want du ring your rnoveuien r. and you can also use your lumhlesk ill toavoid anacks of opportunity or fa move through opponents' sqU3rt's Juring the charge . whC'n you iruriare a salamander charge. a wall of shtmmertng. spectral fire appears in each of rbe squ3I'es 3100g rhe path you rake. A creature standing in rbe wall rakes 6.16 points of fire damage at the beginning of lhal creature's rum. A creature occupying a square adjacent 10 the '\'.111 takes 3.16 points of fire damage al rhe sian of its rum. Creatures lhal move Into or through the wall also fake 6d6 points of fire damage. The wall lasrs up to S rounds. You can auromalically d ispel the wall wnh a wave of your hand (a swtfr action), and the wallts automatica lly dispelled if you tnuure another salamander charge. The wall does not block line of sighi or lim' of effect. This maneuver is a supernatural ability.
SEARING BLADE Desert Wind lOoosl) [Fire] Level: Swordsage 4 Prerequ isite: Two Desert Wind maneuvers I n it iat io n Action: I stand ard actio n Range: Personal Target : You Duration End of turn A balftiNI, S1I1t>rJ'''l,t UIt1 ,bt ul"",,,,,Jtr ch,,"l' NI""tU~rr I. zil,Z
poul au ",rt bM)l."
You initiate this maneuver as pan of a charge attack. As wilb a charge, you Can move up 10 double your speed and make a single snack. gaining a ...2 b0nus on rbe anack rolland a -2 penalty to your Armor Class wbilt." you move an d until vour aext rurn. ljnhke a normalcharge however, vou r salamander
Dcsen WmJ (Smke) [Fire] Level: Swcrdsage 4
Pr cre quj s it e: One Deser t W in d maneuver Iruttart on Act ion: 1 full round Ra n ge: Personal Target : You Duration : Instantaneous You nul. Iltrollgll Jilt alT tOIl'LlrJ your tOl' firr s1rr,HtlIng in \'OIIT Il'olkt.
As pan of Ihis maneuver, you muc r c h arge an oppo nC'nt. You gain rbe ability [0 fl y at your base land speed with perfect maneuverability while charging. Resolve }'OUr charge enack normally. On a successful hit , )'OU deal an extra 5d6 points of fire damage 10 the largr r of your charge. This maneuver is a supernatural .1bilily.
WIND STRIDE Desert Wind (BOOSl' Level: Swordsage I Initiar ion Action : 1 S\·v ift action Ra n ge : Personal Target: You Duration : End of rum A
\\,,'011
1II01't
bru:t swirls about
lllt'(llllr
\"011
.u you
IIII'd)'.
The desert wind envelops you and carries you across the bmlcfield. g iv ing you a bum ofspeed to move around and through your enemies. Unn l rhe endof your turn, you gain a +Io-foot enhancemenr bonus fa your land speed.
WYRM 'S FLAME YOllr II't.lpon Ir'll11forllll info II raglllg fortelll of flilltt, tliIlSII1& flllllt MounJ yOll 10
lumblt aboul Illi ball/ifltld, a wall of rllglllg fl,ltIlt lIl11rb"g your su ps. }'Oll Spill allJ
SEAR ING CHARGE
JOllS
raDII d.ghtly {rom III( Irrmeu-
ht.ll.
You convert your 1.:1 1010 fiery energy, allowing ir 10 now down your arms and across your weapon. Until the end of your turn, your melee attacks deal an extra 2d6 points cffire damage + 1 point per tnnuror level. This maneuver is a supemarural ability.
Desert Wind (Stri ke) [Fire] Le vel: Swcrdsage 8 Pre r equt s tre: Three Desert Wi nd maneuvers Initiation Aerion : 1 standard action Ra n ge: so fl. A rea : Cone Du ra tion: Insranranecus Sav ing Throw: Reflex half YOIl spm )'OUt Mil,lt lit lilt hirlmgJrr. \X"'lllt fath ttro/utWII, sttllllllg,lamN bllllJ upclrt its Imgth. \tTltll ,1 fiouri.sJl. you bnng VOUT
bll1lfllo 11 1t.III.l1Oml It 111 j-our fat, dnd unlil1s11 d rOllnng lIall of Jlame.
\I a-q ('r.;ot th.- Desert Will.:! an tw irl and spin rhelt blade wuh such pOoNer that rhc'Y can ('YOke- 3 grearburstolfire, 'X'hen ~cx«Ul c t hls n13 I\t'~r, )'DUbbst forth aconectfire thai deals lod(. potmsoffire d3m3gl' I0 311ln its a1'!'3.Cre31U1'!'Sin the area ca n att empt a Reflex ~ave (DC 18 . you r W is rnoJif;er) for halfdamage. Thi s maneuver is ill s upe m aru ral ability.
ZEPHYR DANCE Desert WI nd Counter Le vel: Swo rdsa ge 3
\ "lllprngrnu.hIIlylIllal'{romll 'sallolck lI.Jm"hni: Ilkt IlltdNtI1 :rphrrfllCini: IltJ'On Ihr i
Pee r e q u ts tt e: One Desert \X'md
you r clook III rL'llllTml,ly JoJgt I1lllk
maneuver I ntuarion Acti on : t immediate acno n Range: Pe- rsonal Target : You Du ration : Instan taneous; sC'C' text
Yo u gain :. + ~ dodge bonus to AC ag:ain st a stng le enack. YOU C2n choose to usc Ih is maneuver after an opponent resolves his :'IUCK bu t before he deter mines damage.
- - - - - - -- - -- - - _QEVOIE.Q....S£lRI Devoted 5ptril maneuvers focus on AURA OF PERFECT ORDER ro ug hness. endurance. ripos tes, and abiluies designed 10 d... fe:ll a specific ahgnmem . Those who follow the Devored Spinl discirlihr 5«k to support a aiUSC' bo,' Jeti-nJing u. nurturing it, and deslroym g lIS enemies. The falch ion, grearclub.Icngsword. and maul are the DeVO[N Spltlt diSCipline's preferred "~pon '" though nunywho follow th is school ofb.mlt" embrace wea pons ned 10 the causes th ey follow. lnumidale- is the key skill for Decored Spirit.
Devcred Spirit {Stanc t' [Law1 Level : Crusader e Pre req u i site: Two Devote d SpUII maneuvers In it13t io n Actio n : 1 swift act ion Ra n ge: Personal Target : You Du rat ion: Stance
Devoted Spim jSI2nce (Evil] l e ve l: Crusader 6 P re r equfsf re: Two Dev oted Spiri t maneuvers lnitiat io n Action : 1 swtf actio n Range : Personal Target: You Durati on: Stance
A prrf«t. hll:::ysquarraJgoLkn (r1( 1gy surrtlllllds)'OlI a~ }'Oil min' dm stallCt t"lrJtr TrlglU SUp""I", dnl mg away Ih( 1l'Iunil of dlaos.
A !leidy gray I'l1JUlrlU SIIITOllltJS "'11, wpf'lng II... SIR"Ilgt h of10IIr alJln andfu .l.lnlllg
"Ibis stance a110ws )OU bJ treata pcrenual
hit points from your allies. At the end of yourturn, you C:In choose to dC'3.12 poi nrs
AURA OF CHAOS Devo ted Spun (Su nce) [Chaos] Level: Crusader 6 Prercqut stee: Two Devo ted Spi ri l maneuvers In it iat io n Act ion: 1 swift acti on Rang",; Personal Taeger : You Du ral io n : Stance
AURA OF T'iRANl'Y
II to YlI U.
~ 'h ilc you are in rb ts stance. you drain
d .roh.'sult as an 11. You musrdedde rouse Ihis ability immediately before rolling of damage to each wi lling ally wit hin 10 rbe dzu You can use Ihi.s :.bilitvnnce p<'r feer. Fcreachallvwho lakes this damage, rou nd. Usin g thi s abili tv does no t take you heal I poinr ofdamage. an act ion. You simply decide 10 Invoke it before rolling a d2Q for 3ny reason, CAST IG .~TING STRIKE suc h as for an atta ck . YW, or check. Devoted Sp iri t (Slri ke) Le ve l: Crusader 7 A (MlIstlllmg dum of purp/I' t nerg y sur- AURA OF TRIUMPH Pre r eq uisite: Two Devoted Spi r it rl1llllds )VIlIII dlrf llS Hlll i rl1ltlJ"11l1 III Ill( Devoted Spirir (Su nce) [Good ] m aneuvers 1Ir(1l IIl1tf1(,III1It1y llrolmJ YO U, l evel : C rus ader 6 Lnitf ar io n Action: I standard action l'rc rcqui stte : Two Devoted tipltlt l\:I n ~c : Melee aneck Wh ile you are in th is stance, youl man euvers Target: One creature atta ck s have the porennaltc be utt erly I n itiat io n Actio n : 1 iwift ac tion Area: 3D-ft.-radius burst; see te xt deva stanng. Wh en rolling dam age for Ran ge: Personal D u ra t to n : 1 minute 3 melee arrack. you gain a speci:ll benT3Tge15: You and one ally within 10 II. SOlvi n g T h ro w: Foranude pania\; c:fil from :m y dam age die Ibat ro lls lIS n cran cn: Sunce see lex I maximum amoun l (such as illl'suh of 6 on a d6). \'C'hen one or moll' of ~"Our w illi ,1 h.' Il'i mg f..:r ll lt cry, )Vllr II'r llf'On rOll ' ''I1" " rl lll( J'l'U'tTof~ IIlrtlll/:" l'Pllr d.anuge dice show a m2ximum possiblr""'I•.,m J SImi, mfllsmg t1'"l1n'a artlllllJ }'Oll (fl1eklts u'll" ""erg)'. As )'011 slnkr rOllr re ull , reroll e3ch such die and 3dd li S II'llh.J sofl, ~trl radt.ln:t. \'nl h Nch l>ioll' f~ 111111 trltrgy dtt,m altl III l1' burs I Ihal \'l'U slnk"l1~lIl,1 tl'lI, \VII f....l lflVI).'Pru l...l rt'sulr to the original damage IOU!. You Sll IIt"1 thrtlugh Ih05t who sll1 nd l1g.lInll can continue 10 leroll :lStong 35 3 d ie arid Jnl'l:'n Olllt'Md" l 'llut ,aUK. hO\\'~ il\ m:lximum poss ible- rrsult , aJdmgeach new numbel rOlhe damage While you are in Ihis sunCE", you an d When roo use th is strike, nuke a single (()\21until eac h die h3Sshov..n tess Ihiln 3ny ally wilhin 10 fl."t't ofyou bOlh h,':.1 mel« :.IIack. If you hil 'YOUr opponc nl .3 Maumum Il'suh4 poinlSo( damage with C':Ich succes~· ~nd his alignment ba~ af lea$l on.: (ul me-let" attack t'llba 01 \'OU makC'.. compontnl dilTerenl from \'DlI~, J bla.\t ag;na~t a n e\"11 ta TgeI. 01 dt\'t1lC' energy orig im re5 from you r
aU.:al k, roml Of ,mp;lCI, InC' l.:arg!.'fof this rrtke rakevan l'xlra&J6potnlsofd.:anugl.' and muct succeed un .:I Form ude save {DC 17.. yourC ha modlfll'r)o rla ke e-z pt'nah y on an ack rolls for I m inute. A ll o f your upponents wu hr n a 30foot-radius burst of rbe target creature mu st also succ eed on a Fortitude save. Those who fail lake ~d6 points of dam age and rake a -2 penalty on auack rolls for I mmure A successful save results In halfdamage and negates the attack pt'nahy,
equal 10 ,hi' dermge you deal or become sha ke n for I mmute.
DEFENSIV E REBUKE Devot ed Spirit (Boos t) l evel : Crusade r 3 Pr erequi s it e: One Devoted Spi rit maneuver l ninarion Acrio n : I swif'aetion Range: Personal Target : You Du ration: t round
)'OlIr lI'taJ"'" III a It'I,lt, Jtddh· \'(1.....1 your blow'S sinkt ',,'m r, \'011 W'IlJ \l'urf\lt tlllll"'mgboJd: olll ht Jrftnlll'l'. llt musl dtal wllh )'(1U ~rs l, or lraw IllIIU'oJ( opm 10 \'\JurJrd,Ur coultft r. You m'«J'
CR GSADER 'S S TRIKE Devoted SPllU (Sm kl.' Le ve l: Crusader 1 I n iriation Acnon I ~randanl action Range: ~ll" lC"C" euack Targer : Onto (((".:IIUn:' [)wm( cntrgl. i111TOUJ1Js lwr It,."I'"''' as"'II llrlkt. r1m J'llU'tr ll'tllh.-s Ol'tr YOII .a YiJur ItN f"'n ~nJs ,Is "~ I,*, mrnJlIlg ~Vllrtl'Oll7lJI .:Iml g'll'mg }\lll IIlr Ilmlgll, fofiglll on,
As pan
of inuuung IhlS smke. you
must make 3 successful melee attack aga i n ~ t an en l'my whose Jlignment hJS
atleasr one co mponl'nf dufcrcm from yours. This lee must pose 01 threat 10you or your alltes in some drrecr.immediate way. If your attack hns. you or an ally w ithin 10 feer of )'OU heals 10(. poin te of dam age of I point pt'r in itiator level (max imu m +st
DAUNTING STRIKE Devoled Spiril (Strik...) level: Crusade r S Prerequl !iite: One Devo led Spirit mant'U\'er Initiat ion Actio n : t standard acti on Range : ~l el fi" mack Targer : One crt'3lure Sa\'ingThrow: \lC'i11negal~s Durat ion : 1 minult' lIT f{lt wIlII.m ot'tT1I'hdmmg Ihrt'I'gh 11I1111ItlJ ,md lI ml or 10c!tlll't 11110Ius~tj.h . TIllj.,fllrl.lyof rllw ptlll'trtaIH.. j 111m 10 slumh/r b.u lm1oJnl.
fror III
IllS
errs.
A.s part of thi s mantu\'l"r, you make a mel~ allack against an opponent \"Ou Ih rrall"n If Ihis aruck h m. \'Our 1,,- m usl make a Wi ll save w ilh a DC
Devoted Spirn (Stri kt·) Level: Crusade r 8 Prcr cqu isit e : Two Devoted Sp ir it maneuvers I nit lar ion Action: 1 full-rou nd acnon Range: Melee auack Target: One crea ture Durati o n: I round; se~ tex t A lorrrnl of JlI'lIlr rnrrgf COllrst1lhrough \'Oil , w'llh SlIpumt forr.- of 11'111, l'llU chanIItl lIlt t ll( rg\" nllo a Jrl\ulalml! alla.k M'tll al II w~ rollr morlal form_
err,
Defensive rebuke allows you 10 excel ar controlling the banlefield around vou, Your enemies must pay heed ro the threat you pose.If Ihl"y ignore you in favor ofarracking orher target s, you rake advan tage of rheir lapses with a punishing counrerarrack. Each enemy you strike after you Ininaee this maneuver becomes vulnerable to your fu rther attacks. If such an nppo neru auacks anyon ... other th an you in ffit' lt:"t" for the duraucn of the maneuver, th at at tack provokes an anack of opponuntry from you (each sepa rale J I rack alargel makes provokes an 3IIacKof opporrunitv, making this boost especially leth al if yo u haw Co mba t Reflexes). Ent'm il"s you striktbecome aware of Ihe consequences of the maneuwr.
As pUt of Ihls maneuver, }'OU make :I slh~le melee attack rb at deals an ex tra nds pomts of damage, In addtucn before making this melee anack, you can also de cide 10 rake :II number of perms of Constituncn damage equal to your inuiarcr level or lower. For e:IICh pomr of Constitu tion da mag e you lake , you gain a +1 bo nus on you r anack roll and deal an ex tra 2ds polm" ofdamage. Afteru'ting th rs ma n euver. you are considered Ilar-foored unu l the beginmng of your nex t turn.
DOOM CHARGE Devoted Spiri t (Slrike) {Evil) Class: Crusader 5 Prerequ isfte: One Devoted Spirit maneuver, ev il alignment Intr tarton Acnon: t full-rou nd action Range: Melee at tack Tar,l:.el : One Cle:lIUre Uur:ll ion: I ro und r Oil
DIVIN E SU RGE De\'Oled Spirit {Strike} l evel : Crusader-l Prereq uis ir e: One De\'ol~d Spiri l maneuver In it iat io n Acrio n : 1 srandard action Range: ).lelee JIIack Target: One CrealUR'
You ",tMk
sl nkt,llJlIllllrr lllg
DI INF Sl RGE . GREATER
dOll~ youfj.t'lf III a
MoJtk. ffrnMr allTil
of(o nl,'lI1 r ' ,anJ ll,rlt . You musl make a chuge allack as p3rt ofIhis manl'U\W. Ifyour targt"t is goodaligned, ~"Ouratfack deals an ex tra 6<16 points of damage_In addi tion. if your charge anacK hits and the target IS good-aligned , you become \\·fC'.:Ilhed in unholy energy. You gai n da m.:lge reduCllon loj -unlil the begmningof your n... xt IUm.
Yourl>o.Iy l ll~k~s mJ if'llml as ullftlltrtJ JlVani iIItrgy CtlllrstS "lrouglJ II. f Ilii p"lI'ir sf'lrks off J'llur1l'l'''J''''' ~n,1 COllfS('1 11110 your fllt, dtllllll,lllI1g )'!lllr (nOlIY but EI'o.'TANG U " G Bl.i\DE 1.-al'lIlg )VII Jmi",,·J. De\'Oled Spirit {Strike) As pan of this ma neuv~r. you maKe a single ml'l~ 3flack tha i deals an el(lra &is poi nts of damage.
I t\,t'I: Crusader -I Prerequ is it e: O ne Devote d Spiril maneu''I'r In it iat ion Action: I standard acrion
Range: Melee arrack Target : One crea ture Du ration: Sec- text
Initiatio n Action: I swifr acncn Range: Personal Ta rget: You Durat ion: Stance
y(lll h.ukmf(l )Uurfix'sltgS.farrmg lus m Ol.' tIIltllllo Sllll\' llllJ hl! rtsO!Ullllll lll {,IfIn
As p an of thi s maneuver. you ma ke a melee attack agamst an op ponent . Your anack dea ls an ext ra 2d 6 POints of da mage. In add mon. if your arrack hits, you r urgel\ speed 1S reduced by 10 feel until rhe end of ItS ne xt turn, whi ch mi ghr pH'VC'nt it from movi ng e nnrelv, This pe n3lty applies 10 311 m ovement moot's. A flyin g creature wi th a fly speed of0 feer falls 10 the ground (and takes falling dam age approprialely) ifit is subject to Ib is effect wh ile in the air,
FOEHAM MER De"OII"JSpirit (Strtke] l evel; Crusader 2 Initiat ion Action: sranda rd actio n Range: ~tel«, anack Target : O ne crea ture
IRON GUARD 'S GLARE Devoted Spiril (Stance) Level. Crusader t Ln irtar ion Au ion: I swift action Range: Personal Tnrg er: You Durat ion; Stance
VOlir Ihr ol\' fOundf btll ltlJ lVllr attack, ImJIlIg jeur blow
111(11 grrlll lI' t,~1J1 an J foret lila I )'l'u lt
Your devot ion ro vou r cause gives you boundless ...nergy t h ~t allows you to s mas h through supernal ural def... nse s. W h ...n you b nd an arrack. you b it w it h such forc ... tha t damage reducuon offe rs li tt le res is tance against you. When you use rhi s maneuver, you make a melee arrack against asingle foe. This attack auromanca llv overcomes rhe opponent's damage red uction and deals an extra 2d6 points of damage.
IMMORTAL FORTITUDE Devoted Spirit (Suinc e) level: Crusader 8 Prerequis it e: Three De vot ed Spi rit mane uvers
lon g as you remain In rlns sl:1.nCC' you can not be killed or incapacitated by effec rs or arracks Ih~t red uct' you to o or fewer hit points. If you take suc h damage, you can make a Fortitude savt with a DC equal to your negauve h it point tot al, If you fail this save, you theor fallunccnsct ous (as appropriat e,. If this save is successful. you are snll alive and conscious, with I hu pci nr remai ni ng, This stance provides no pro tec t rcn against effecr, rhar sl:ay yo u without dealing h il point damage. or o rher effects that pe l rify, par alyze, and so forth. You can still be slain by a coup de grace if a spe ll or effe ct renders you helpless. Aftl"fYOU anemprthree saving rhrcws to aVOId deab or u nco nsciousness. rhts stance' auto m alically ends. You ca n acnvate Ir ag ain on you r turn as normal. Even the roughest crusader ca n endure on ly so much pu ni shment.
t'.Ulll /M f~o..~ .uWU;;".
,. tr·.s.>J" of .\/"","". ,.
r~'1
n " t PfUI
. .r.rJ Jtf~SCI
l)(srJl t: 1ht !I(1m,IU n a.llds rou suJ(.,..I'1l p,uh of J(anll/l: lpdls. .lIld lilt cr,1I1! o{ 01 {(I(', rrllgh fy aUMb. ,'flU sIJ II,1 rt"lolult on Ih,· fitlJ. So loug "lilu rolt nllll!{" rl 'ld ory L'l td s, \'011 fig"! en ,
neath has lill ie memi ng 10 you in light of rh ... cause you figh t fo r. So foeg as the m ission srands be fore you uncom plete d, or a ba t t]... remains i n doubt, yo u fighl on. Stories abou nd of crusad ers wh o while in rh ... gnps of this stance, fought for days on end 10 hold a mountain pass agai nst orcs, n olls and oth er fil nJs.
\t'dh a qUl!Rmarland aglaIl IJwf would s1"pll Chargi ng NrNIlan In 'Ul hucks. ~u Sp"'ll oIn oppont1'lfs alfo1dc. Ro1tht r tho1 11 slnlrt lus ttrl/l:lI1allolrp'f, )"l'ur tnrmy turns hiS at ltnhon
f"u'l1rJ }'OIl-
Whik }tJLI aft' in thisscree, anyopponcnt rhat you threaten ukes :1-4 p..-nalty on
anack rollsagainst your allies.This pt.-nalrydoes not apply 10 anscks madeagaimt you. Enemies you threaten become awal'[' of the coJlSt'quences of the stance.
LAW BEARER Devoted Spirit Strike [law] class: Crusader 5 Prerequistre: On... Devoted Spirtl maneuver, lawfu l alignment
r n ntanon Act ion: 1 full-round acnon Ran jtt': Mcll'r aluck Iurger : One creature Du rat ion: I round
Tlu au 'HOllll,1 rou hums II'Jlh ,ounl( i ntrgr .U Ill( II(IWtr of pllre /all' swrgts ' " roll':" vou. I(lr ,I tn ',"tnl. \'Ill' 'ak,.(On lilt .Hptrl 01 " l'aft"C' Ivllll'l ,II "{lil tha'll"
f.Jn''lJrd 10 smllt your! You must make a charge attack as pan of rhrs maneuver, It rhe largt'l Is cbaone-aligned. you g,lln a +8 bonus on your auack III addincn to IhC' charge bonus and vour eueck deals an extra . d 6 perms of J3magC' In addmcn. If ur cbarge attack bus and rhe t:llgt"[ IS chaonc-ahgned. rou become wrtJlht'J III axicmaric I"nrrgy 'Iou g:un a ..5 bonus on S.t\TS and 10 I\C unnl rhe be ginni ng of your next turn.
MARTIAL SPIRIT Devoted Spirit rStance Level : Crusader 1 Init iat ion Act io n : 1 SWI(t action Range: Personal Target: You ljuranon : Sn nce
d(,w!' IIlf
\,<'hile yo u art" in Ihis sta nce, you or :tn ally wit hi n 30 fet"t heal... 2 points of d:tm agt' {'3 d l li me yo u make a suc cessfu l ml·lr l' 31uck, T hiS healIn g re pr('se fl(~ th e vigor, drive, and lOug h nl." ~5 you inspir(' in olh~' rs. Your co nnC'Cllon to Ihe dlVlO~ caU~t'S such in sp Iration 10 have 3 re:tl, ungible ('1(rcI on your allies' heahh. Eac h l ime you hi! 3n opponem In m ~ le c , you can choo~c- a J ifferenl recipient wilh in ra.ng~ 10 recriv~ Ihis
You 1:'IIIIJrr Ill, pcltl r of ,11~'r1lt1r, 'Ilrrr Jm,fJ '1~ )'Our
II' 'llIIJ ,m,1 III ,111 ,Iurd
If
tlfl'lll1,hu.'! glmy You must make 3 cha rge arrack as pari of Ih is maneuver. If rhe largl' l is evi]aligned, your mack deal ..an extra N:l6 pomfS of daeuge. In adduton. if your charge auack hilS and the rarger I S C'vil-alignN, vou become wrratheJ m holy energ)', You gai n dam;tge redocnon 10/- uru l rhe ~ginningof your next turn.
CHARGE
DevOIc-d SPltl t tSmkC' [Good] class: Crusad..r 5 Prr-tequisite: Onr- De\'OIeJ Spiru m3neU\'C'r good alignmC'nl I n iriat ion Action: t fulhound KtlOn Ran ge: ~t elu atl;lck TargC't : One crealu rC' J)uralion: t round
SHIELD BLOCK Devoted Spi ru (Counl C'r) Level . Crusader 2 Initiation Action: t immediare action R:angr-: Personal Target: You Duration: Ins rantanecus
RALLYING STRIKE Devoted Spinl (Sm ke) Level: Crusader f> Preeequsstte: Two Devoted Spirit maneuvers lntrtarton Action I standard ecucn Range: ~tele .. mack Target: One creature Yllllr
l \\'~f"J 11
bla;o Will,
dll'l llt' ,'Iltrgr
smil( ytl!Jr (PI(III,.. Til.. mag" JIldlarg.:s III a gr,'l1l plllst, 'll'((PIIl~ ot't'r YOllt IH YOII
allus all.! mrtlLlmg lla,',r n'<'lIll,k As pa n of m illaling Ih is strtke, you must make a successful melee attack against an enemy "hose ahgnmeru has ct Ieasr one co mpo nen t di lf('(l'nt from yours, ThiS foe rnusr PO-;I':t thrcar tc you or your allies in some din.-CI, imml,Ji· ale way. If yom ~ llac k hil ~, you anJ ;Ill allies within jl} feet of yuu hea l jJ6 points of damagr + I JXl!nl per inil latllr le\'el lmaximum +15).
REVITALIZING STRIKE Devol t'd Sp irit (Slrike) le\'el : Crusadl."r j Prerequisite: On(' Devo ll'd Sp lri l m3nC'U\-'t'r Initiarion .-\ct ion I standard aelion Range: 1h·I('l' JlUck Targec: One creature
h~3 ling .
RADI.~"'T
curs Thl~ (01.' must plX(' a rhrear 10 \'OU or \'OUr allies i n somedirect, im media l!' wa)', If vour att ack hns. vou o r an allv wi thin 10 fee r of VOU beals 3d6 pouus of darnege-. 1 point per iruuar or level (maximum +10).
As lllU r<'o.lr rlUk 10 slrlkt "our jOt, ,111 aUn3 of Jit'IIU (IIlrgr ~Urn:llHlJ\ }'Oil. As )"l'IU "",kk IJ"'/li hO/ll(, 11m ,turu .Iusiralfs III ,I nash, kmlhng \'(Illr It'OUII,h
ilS II dlS(har!l(l.
As pan ofintuati r.gIhlSSlnkt', you mUH ma~ a succe-ssful melt"t" attack 3g.un~1 an enc.'my~tull'whOSl.' align~nt ha..~ at leilSl one comroncn! diffl'rl'lll from
\\ lIlt o.f Ittrou "Ilrst of <'lfort, ~11 tllru fl l'llUt duflJ bthl'(tll )'Owr
Jdtnsnt1\ ~ lI r
lI11d ) 't'Urtllffl1.r, As an immedrate act ion, you ca n grant an AC bonus (0 an adjacent allv equal to your shield's AC bonus + 4 \ '00 aprl\' this bonus 10 respon~t' 10 a ~lIlglC' melee or ranged arrack Ih at targets vou r ally, You can in iriare Ihis maneuver after an cppcnenr mak('~ hIS arrack roll , bUI you must do so before vou know whether rhe anack was a success or a failure,
SHIELD COUNTER Devoted Spirir (Counter) level: Crusader 7 Prerequisi te : Two DeVOlI'd Spir it man("t1v,'rs Initialion Action: t immedia[eacrion Range: Md("e allac k Target : One crea lure As 1'0111" 0PI'0nrlll prCp"r(l 10 "l
<1
alUllpllllSdllflllpl .
As an ImmediillC' aCllon, you can allempi a shield bash agamst an oppo-nl'OI you threaten. This :mack is m3dt" wlIh a-2 penahy. lf )'our§hield :H1 JCk hi lS,)'ou r targel 's nex t atl:lck 3UlOma[j· cally mislot's. You c.an use Ihis rn.a neuver tm m..... JialC'ly aftC'r3n opponenl Jcclu es an alt3ck. bUI \'00 musl do so before' Ihe allack § tl."§uh has been d~ l e rm i n l.J.
STRIKE OF RIGHTEOUS VITAUn· Dr-voted Spiri l (Stri ke le\'C'!: Crusader 9
Pre re qui s it e : Th ree Devoted Spiril maneuvers tn u tario n Act ion : I standard act ion Ra nge: Melee attack Ta rget: On e creature ,0\\ )1.lllr(II<'my ruJ sJmlll \'O llr llllglll), rIoII'.
,rlh' rlt'arby IS 'Imlll f
Level: Crusader 3 Pre r equ is ite: O ne Devoted Spi rit m an euver
In it iat ion Act io n : 1 swi rl act ion Ra n ge: Personal Target; You Durar ion: stance
.111
ollt'tur {IIi/h.
rOil mullllam a (llrrlul gu.ml u' )tIll starrh for .::n)'guf'S III vouronunml'i ult'art'rl('Ss.
[viIIllu s1lgllkll mOll( prot\llw.:l sllllglnj.!
W hen you m ake rhts strike, you 01 one allr within 10 fl'et ofyou gains the benefit of a h(,d spell cast as a cleric oi vour cha ract er level To gain the benefit I this m aneuver. rou must srnkc an enemy cre ature whose alignrnent has at least one component drfferem (rom vours. Th is £01" must POS\" a th reat to you or you r allies in some direct. Immediate " '2 )'.
THICKET OF BLADES n~
red Spiril (Sunce
(ounlir from you.
TIDE OF CHAOS Devoted Spirit Strike) [Chaos] Class: Crusader 5 P rerequts tte: O m' Devoted Spirit maneuver, chaonc align ment InitiationAcrion: I full-round action Ra ngl'; Melee m ack Targl·t: One creature Duranon : t round Tllt I~,u'(rof( ham: SWIrlS kll\llmJ \"11, ltnd· II1g slYt'llgtll llJ ycrur ull.ulu as l"l1 c.:Isl YOlir (aIr ' "
\X'h ile you art' m this sta nce. any 0rponenl vou threaten Ihar ra kes any son of movemem. including a s·foo[ ~tep, PfO\'OKeS an alue.k ofoppon ur utv fro m you, 'lour foes provoke Ih lS ansck be-fore leavi ng the area you th reaten. Your opponents also canne r me rhe wirhdraw acno n PH H 3 10 treat I~ squa re Ih t'V stan In as no lenger threar-
erred bv vee.
III( wIllms '-'fl uck.
You m u st m ake a c harge arrack :IS pari of Ihlli maneuver. If tilt- target 1~ lawful-ahgned. you gun a"' S bon us o n you r arI¥k (in add ilion to rbe charge bo nus amI vour anack deals an extra perms of damage. In addition If r charge anack hns and the target
.wt. ~
bwfuhligncd
)"OU
become wreathed
m anarchic energy \ou gain rota nu..a lmenr gamS! all snacks th
rar!!l I von until the begtnrnng of "our nex r rum
\Al'G UARD STRIKE Devot ed Spiril (Sm ke) level : Crusader 1 Init i:n io n Acrion I -uedard action
Diamond M ind maneuvers allow ;1 warrior to use her cunning, intellect, and (~I for the battlefield again ~1 her enemies Time seems 10 flow slower 10 a Diamond Mind inmate . The ba stard sword (or kauna), rapier, shor rspear. and Iridt'nr art' this di scipline's favored Wt'3 pom. Concen tration is II1C' Diamond ~tind dtsctpltne's ktoy sk ill
ACTION BEFORE THO UGHT Diamond Mind (Counter Level. swcrdsage 2, warblade 2 Iniri .ation Action: I tmmediare actiCIn Range: Perso na l Targ... t : You
Your suprm u Sinuo of lIlt battlt fulJ, ImmiJldtr,l rrlartliJllrammg. and slmplr, mhllh t't Imsr of da"!:fT allolt' YOIl f('l
iJ Srl lfl((O f"l IIII'
'hrrllf.
You r mind is a keenly honed weapon. O ther warriors rei)' on their ph ysica l talents. You know that a mix of me nta l acu iry and ma rt ial training, along with a strong swo rd arm, is an unbeatablecombin:nion.Th is maneuve repiromizesyour approach. Your mtnd, rather th ;lh )'OUr raw reflexes, dictates your defen ses. You can use this maneuver-any time you would be required to make a Reflex 53\l.'. RollaConcentrationcheck insTead of Ihe ReO",:.: §,ave and use the resuh of (hat check fO de rennint" the save's suec~s. You mu-~I u~ th is maflt"t1wrbrfOll' rou rolllh.. Reflex save. A result of;] na lura)I on yourConct"ntt:lfion ch ec k is noc: an aUlomafic {adure.
AVALAl'CHE OF BLADES Diamond ,'-lind (Stri kt') l e \·r!: Sworosage 7. warbbde 7 Prerequ i..it e: Three Diamond Mind ma ruou\'~' n
l n u iat io n Act ion : I full-round aetion
Rang(': Mt'1et' :lll:ll k Target: One creature YOll
b.!Uir .lIlde
As parr of
)'our (r.·1 J~fwws wrf ll iJ
l'I(I OU'i, o l'tT w h rlllllfl j:" ,IIfoJI'k, 1(11 VIII!:" 111m
1'1I1ninlbl t to your..U,~s'
M(lII'S.
,hIS maneuver, you
mak J
melee arrack agai nst an opponenr you threaten If this allack hi ls all your alllC'S gain a -+4 bonus on ranged and melec auacks against Iha l targcr u nnl rbe Slat! of your next rurn.
Range: Melee snack Ta rget : O ne creature In a jlaJ'lIlg blilr of 11«1, t'll u ImJiil~l, a Jrn:fl JiJllIIg wilt)' Ji'l.lly lIJflUiu al:oI'll sl )1lllr t,,,'my, \ lri~ lIl!i! II ,lgLlm 1II1d i1gtl lfl.
of
DIAMOND DEFEl'SE You lash at an opponenr.H vcur anack hit s, you rt'pea t the same anack again and again at ne;rly superhuman speed, allowing you to score multiple hu s in a blur of acnvi tv, Unforl un:u rly, as soon as an attack mi sses, you r tem po breaks, and this delic ate maneuver cru mbles t nro a flurry of wasted mot ion . As pari of thi s maneuver, you make a single meleeartack agatns t an oppo nenl. If rhar arrack hts. resolve "our d am age as norma l. You can then m ake ancrhor attack against that fOt' wirh a - 4 penalty on you r att ack roll, If Ihal atta ck h its, you can make anofher an ack agains r rhal opponenl w ith a - 8 JX'nalr y. Vou rontin ue to make additi on al at tacks, each one wuhan additional -4 pe nalt y, um i] you mi ssor youroppon... nt is reduced 10 - I hit polmsorfewer. You must direct all these atta ck s at a si ng le foe.
BO UNDING ASSAULT Diam ond Mind (Slrike) Level : Sword sage 4, warbladc 4 Prerequisite: Two Diam ond Mind m aneuvers lnitialion Action: I full-round 3Clion Range: Me1t't' alU ck Target: O ne crealure Y(lil ~P rJ ug Ll(ft)SI lilt
r.il "( fi rM ,
It
Dia mond Min d {Counter Level: Swordsage 8, warblade 8 Init ial ion Action: 1 immediate xnOll Range: Personal Tu gt't : \ '00 Y(lU sl(r! ' llll rSilf agal1lsJ all 0P~lI fl1 t s
sptll, drall'lIIg all )'Pu r focus alld trall1m~ /0 Ol't'((o m( lis rffrel.
You can in itiate this m2tli"UWrany time you would be required 10 make 3 savmg rhrow, You ga in a bonus on that save equal 10 your initiator level. You must use this maneuver be fore you roll she savi ng rbrow.
DIAMOND NIGHTMAR E BLADE Diam ond Min d (Stri ke) Leve l: Swc rds agc 8, warblade 8 Prerequ is it e: Three Diamond Min d man eu vers I n it iat io n Action: 1 sta nd ard action Range: Mdre attac k Target : O ne crea ru re YOII lpa' II slIlglt f'llal jllI lI' 1ft your 0l'pofli l1r S Jt{insts. \l',tl, a u ngl.. att,uk, )'\lit FuJII" fill (om of ytlur suprr fllc fertlS m! tl slngl(, mpplillg bioII'.
Illig your
[« IlS afl" iJbllrly todel ql/l(l:!y 10 mako'all alt dt-k wlult flI 0l"flg.
You co mbi ne sj:t-N and po wrr Into a deadlycombinalion. wilh rhis m aneu· ver. you move across th e balliefieid in a blur, pau sing only 10 deli vt.'f a f...rocious att ack. As part oi this m an ('uv er , make I double mow . After you move , you can
You must tn3ke a Conce-omn ia n check as pan oflhis m:l.llC'uver. Th t' De oflhl' chec k is the urget creature's AC. You lhen make a singk melee attJck against )'OUr rargel,also as pan of lhe nuneu\'t'r Ifyour Co ncentt2lion check SUCCt-N, lhisaluck lkJls fourtiJDe$ }-'OUr normal melet'damage. If yourcheekfails. \'OUr madc IS madt' wi lh a - 2 penalry and doesn'r dea l any additwnal damage.
If your strike i ~;I cnncalhu, YOUSlack EMERALD RAZOR the muluphers as normal (PH 304 .
DISRUPTING BLOW Diamond !o.hnJ (Slrikt' ) LC'\'C'I; Swordsage s, warblade 5 Pre r eq u is it e: Two Diamond .M ind maneuvers I rruiar io n Action: 1 standard action Ra n ge: \t..lee attack
Ta rget : One creature Savt ng Throw: \X'ill negates Duration: 1 round Wllh
0 (omhm.Jflan of trrult forrt, 1.:((11
IImmg. oJIIJ nOtllllg a r"" )'till
Diamond Mind Sinh L('\'C'I: SW(lrd~ag(':!, ....-arblade 2 Prerequi si te : OnC' Diamond M in d maneuve r I n it ia t io n Act io n : t standard action Range: !l.1..lee attack
Target: One creature
YOll SlllT' al )'C1UrtnOnt, sluJrml: 1m tlTry maw. You mmtully proNo hu ,ftfouts III starrh of a Wt"ul.:lIl'1l_ A IMstr W
HEARlKG THE AIR Diamond M ind (St.a nce)
Level: Swerdsage 5. warblade 5 Pre requis ite: Two Diamond !o.hnd maneuvers
In it iatio n Action: I swift act ion Range : Personal Target : You Duration: Stance rOllr
rartrllon
'411 IUla
(tUOlllfi Ul fillc
th a i
VIlli
'he "mtsf jluUtr of IIlr mO t' lIIg
bur you 1« Oil Of't'llirtg olr.J stJU U~II It III
f"llf vou. Im'lJiI}tlt lotS lind olh'T 'uJd'lI thlTdll b«o"'t I1f plam .u J.Jy In lht drrl1
au mrtdllt
of )'OU T l1tl~httn"d St'nSN.
Your understanding of combat. your keenly honed mind, and ~'Our cap3bil· ity to read your opporents make yo u a deadly ccmbaram. When you iocus your mind, even tbe mosI elusive o~ nenr becomes an easy target. As pUt of [his maneuver, make .1 single melee mack against an opponent. This is atouch arrack rather than a standard melee arrack. Ifyou hu. U deal normal melee damage.
Draw ing on your comb:u trai ni ng. sharpered senses , and ca~biliry 10 prediet yourrnemys mm.~, youbecome a
ret )'lIlIf
oppontrll ml"
12ultkss sennrel on ~ bartldlt'ld. £wn the Smallll"Sl deuil or Me.lhhlffi enemv cannot hope [ 0 evade your ncrice. Wh ile you are tn rhis stance. yo u gain hlindsense ou t 10 10 feel and a.S inslghl bonus on Listen checks.
INSIGHTFUL STRIKE Diamond xtmd (S[ri kl') Le vel : Swcrdsage 1. wa rb lade 1
lnniation Anion: t standard arnon Range: " I~l ee aua ck
Target : One creaurre You ~ l u,Jr yo ur {lI'PDIl,.,t/ ,11111 ~P(l l >!lI't'llt pornl In Ilrf ,lrmor. \\"'Il h 1I qllld,:, JUUIl't' drl'u . )tJll f,l~r oI,/t 'Ll nIOlgt of,Jus ll'''
It\SIGHTFUL STRIKE. GREATER DIam ond ~hn d (Stri ke) Level: Swcrdsagc 6, warblade (, l'reuqui l;ih' : Tw o Diamond Mind m aneuver s Init iation ACli on: I standard action Range. Melee m ack Ta rg et: One creature
YOIIY kUll q'r ,',rln oul lllt'~I ig h lfll ,,"/'rr-
,Jt'folSrs. Your IW,lpon 1"" (o lPl r~ ,1 1001 of YOIH mma. (a lloll III Yllur ol'pDnrrlr,
This m3Ot' UWr functions Iikt· insighl ful !ilri ke, e~c", p l l hal you J eal damage equa l 10 2" yourCollcl'nrr.uion Chl'Ck result _
MIt\D OVER BODY Diamond ~ lind (Co u nler) Level; Swordsagl." 3, w'ublade 3 InitialionArt ion: t immt'1 li,llt' xtion Ra nge: Perso na l T.argt'l : You
phy ~i('allhl"t"al :; '0"\1 h Ih raw pow..r ,~ I your m md You can usc th is maneuver any lime' you would be requi red to make a Fort itude.' S.lW, Make a Conce nrrano n ch...ck instead of rhe Fortnud.. saveami US(' the result of rhar chec k to determine the S:I\~'s success. Y"" mU'it use this tnaneuwrlx-fo~ l'OU allempt the FonuUtk save . A rt'Sultofa natura] ! on ytlIlrConcenln· no n check IS nol an nnornan c failul"('.
the 10011Jt1W or derchanges cccc rd tngl ThiS modifier applies al the e nd 01 the round Your place in the inutanveorder cha nges 10 reflect moment of ala cruv s l'ffl'ct su rttng wn h the nex t rou nd
MOMENT OF PERFECT MIt\D Diamond ~ lind (Co un ter; Level: Swcrdsage I. warblade t [niriar icn Acti on: 1immediate actIOn Range: Personal Tar get: You
MIND STRIKE Dia.mond Mind (Sl rike) Leve]: Swordsage -4 , warblad~-4 Prerequ tstte : Two Diamond. lind maneuvers In it ial ion Act io n : I siandard action Range: ~t('lee a [t ac k Target : One creature Saving Th row: \'I:'i11 n('gates
YOII sln~t )tJIHOf'J"'lItr11 i 'If'IJ, r'lillm/-! Ill' WII>ts lUlll
(a using 111111 !(ll(lw !cJ(lIL
As a warrior who fight with your mind as well as '{Cur brawn. you know thai aneckt ng a 10t" ~ St'n'es is JUSI as valuable as sapping hi s strength. w ilh rhts attack, you leavean (lppo nrnt befuddll'd and vulnerable. As par t of this maneuver, make a melee anack. If thh attack b us . )'our targ et m usl m ake a Will save (DC 14 ... your SIr llllx lifier) or rake Ill4 poin t ~ 01 Wisdo m da mage.Th"l arget ignores Ihe Wisdom damage on a ,uc("('55flll SJ\'t'hUl sti!llJkt's weJpon dam3gl' norma lly,
MOMENT OF ALACRITY Diam ond Mi nd (RooSI) C la s ~ : Swurdsage 6, warhlaJ('
n
Pre req u isit e: Two Diamond M ind maneU\'ers Inir iat ion Action : 1 swi ll action Range: Person al Ta rget: You Duration: Inslantant'" ous
\·our mtnl >!'lot us lJIIJ m .:a rh al duJ,· ha rr IlJ(n'lf your It'I II Int;1 OIn wlftn'akllftlt lro ll Il'
Between you r devoted studv, iron Will and supreme focus, you have learned 10 resist attempts to subvert you r \\, U· f"O\\'t" r. \'('hen you 1("("1 such an elfte l l TV 10 cloud your mind. \"OU can d raw o n unt apped reserves oftnergy to counter the anemp r. You can use t his maneuver any lim e you would be required to ma ke a Wtll save. M ake a Ccncenrra non c heck inslead ofrhe Will S3\~ and use the re-sult of thatcheck ro de rermme thC' SJ\'I'·Ssue cess. You must use Ih is maneuver before you attemptthe Will 5a\'C. A re-sulrof a nn ura l r on your Co ncentratio n check IS nOI an auro m aric failu re.
PEARL OF BLACK DO UBT Diamond M ind (Sl3 nce) Level : SworuSJgC' 3, watblade 3 Pn' requisite: One Dia mon d ~llnJ ma neu ver In it iation Ac tion: I swifl aCTIOn Ra nge: Perso nal Ta rge t : You nuration: Siance \t'ldl n'")' 11lIss, )'tlurOl'l"'ttrlls MOltl<' " k'n Illumllm.lllt'1, ,umh, growlJIg I,k! 1I11 ImL11-
1I1J: I~rllll Ilk" flI'lldh ofOIlulplns oysltr YOli Sltr IlIJo a spdU bth........ n IIt'arlOt-lIls
YOlir bal/lll1jol 1I1la mmwllollg'ltlns ;IUOW you to Uk' Yt'llr flXll1 10 Ot'!Il'O"It' rhYSlC
lJnJ lJ(1 lIgllitl wlllit )tJIU (1Io""1It1 >!n' !flU
rraclmg 10 )tJlU last slnkt, You on impt'O\'t' your initiative counl for Ihe nexi round and all subsequenl rounds of the current ('llCounter. When YOU irntute th isnuneuver, your lninal~ cou m impTO\'t'S by 20, and your plxe In
\"ou prey on your opponents' ft'ar and I..1ck of co nfidence. Each failfii Jrtack agains t you reminds Ihem Ih31 thrlr ski ll ca n not hopt' 10 matc h veUTS, "X'ht'n you emer thts stance, \o U M(lmt moR' difficult 10 h it w ith eac h succt'ssi\~ aluc k lhat mlSX-S ~ou. Each ume lin oppo nent mlS,;es yo u \\ lIh
nll'iff JItJCk, )'OU
gam a..2dodge bonus
10 AC 1111S bo nus la51 5 un nl rhc start of your nl' xr turn and IS cumulative for tb e round. Th e bonus applies ro any au aeks made by 3.11 opponl'n rs unt il IhC' beginning of you r nex t ru m .
QUICKSILVER MOTION Dumond ~hnd ( BOO5fl LC',,·d : Swcrdsage 7, warblade 7 Pre re q u isit e : Th~C' Di.amond !l.lind maneuvers I n it iat ion Action: t swi fl action Range: Personal Ta rget: You
In !hi blInk oflin tyr, you ,"IIRt WNr mm,1'. Your IJYtd. ~ a nJ tw nJ1Nl amfiJtnU (llmblni 10 allow you 10 mdkt II filII, b
/M
Wll h 3. bu rst of C'nl!'rgy, you move forward 10 press an attack, draw an item from vour backpack er rake scm eotber move action, Your training. me nta l acuuv, and d rive allow yo u 10 move wit h grc-aler speed and confideoce than orhcr warrtors . Thi s maneuver requires a swift acnon tc uunne. Youcan take afrt:C' 11lO\,. acnon aftl'r you inmate rhts maneuver. You can uSC' any of the op tions available for a mo\'!." acno n .Youcan then ust' the rest of your acucns as normal. Fer example .you could UM'lhis man euver 10move neXI IO a foe.then take a full snack urric n. You \·uu ld mow .l hcn make a ch'lrgeallack, and so fort h.T he move aelio n you gai n 110m th is maneuver provokes aflacks of opporl u nil Yas normal.
RAPID CO UNTER UI.amond Mi nd (Counler) Lt'wl : Swordsage S, warblade S In it iation Acrion: 1 immediate'aCl ion Ra n ge: Personal Ta rget : You
r..u i.:I~h oul, )'O ur It Yllpo " d "'ur, JrllltlllltT-
'"!: ,II lilt sl l~ ldNI gap Ihlll arrtlln III )'Our j,l( ~ Jr/tllM'S. rhls m.ant.'UH'r allO\\·s you 10 mak e
s nack 1~a1hsl th\' foe Ih:1l pro voked the ana ck of c pport ururv This .:ttuck dot' s no t replace the normal anack of opportunity you receive. You can 31~ use t hi ~ m an euver before making you r normal attack ofopportunity when an oppont.'nt provokes or vice versa ). The' mackgramed bythe tlUnl'U\1'1' IS not an extra arrack ofcpportueuy. You colin in mate th i~ mahC"tner before. afltr. in addition to. or insreed of making an arrack ofcppcrtumtv against In opponen t (thu s possibly saving your al ri ck of opportunity to use agamst another en emv b irr m the' round .
RUBY /l;IGHTMARE BLADE Di.amond ~ I ind (Strike Lev el: Swcrdsage .., weblade .. Pre req u is ite : Two Diamon d ~h nd mane uvers Init iatio n Action: 1 standard action Ra n ge: Melee attack
Target : O ne creature w'll h II momt "fs Ih..ugl:I, )'Ou 1lUIIIIIII, tht JtaJlust pll1:t I.' slnillt rOllr ~I1 (1nl' 11')'Ou slu ,ly 1tt'T ,14tnl<'s, " (lIt ,i:l1 pi itl h.-rilrmor,all ,l ril1J subtlt'bul llIlp
The' ruby nigh tmare blade is:a favored finishing move of warners who studv the DiamonJ Mi nd disci pline. By in lenrly .m alyzing your tOe's sla nce :and mo\'es, yOll find Ih r pr~cis~" Spol Ihal you mu st strikt" to end Ihe fight w il h a deci sh'e blow. You :llfe'm pt a Conctnrntton check as p;lrt of Ihis m3.lleuver, using Iht' target Cl1'3IUrr's AC 3S Ihe DC of Ihe' chec k You Ihen make 1 single mell"l" ,m ack ag.lli nsl your targel. Thi s altack is .;I lso m ade as part of th is ma n~"m'er. If )'Our Co nct'n rr3lioncheck succeeJ~ , this ml'lC'e alUcL: dt'2ls double normal melee d:a m:age.lf)'OUr cbeck fail s. you r .;Itlack is mJQe with a -2 peruhy .;I nd de als only norm.al mel~ da ma ge. If \'OUt ~I rike isa a iticll hit. you stxk Ihe multipl ier s as normal {PH 30·n,
.lI
fr~ .aluck :against a rt'Ckless ene'my.
\'(rh en :a foe p ro \'Okes an atl.llck o f oppoTlUnllVfrom you.}'OlJ can iniliare lhl' m.:lneuv('r. As part of Ihl~ m:aneuH"r ou make- an immedlale mdet.'
SAPPHIRE !':IGHTMARE BLADE Diamond MinJ Sirike level: SworosagC' 1 " "3rbbde I Initi alion Acr ion : t ~undud acnon
Ra nge: Melee arrack Targe t: One crenure rourllwlY)'OlH rtlt my ford brief mOlllt lll,
1I',lfdlltlE: 1m ,irfrlull'r ntl1ntut'trl .In,1 tlhlkltlg a Ilr lkr IlmtJ 10 lillu aJvilfllilgr'of a lull III hll l',gll a nu , The sapphire mgh l ma ~ blade is one-of the most basi c, bul importan t, maneu vers dU I a Di.;lmond M ind adept studies. II illu5ltal("'S Ih.llt I keen m md ca n pierce even the roughest defenses. Youattempt a Co rcer uraucn chec k :lS pan of Ihis maneuver, using the t:atg('1 CTntu re's ACas lhe OCofthe- che-ck. You thm make a single melee att ack against yoor target . The3.1t3.Ck is :Wo pan of this ltWleU\w. l f yourCoocC"ntration check succeeds. the rargetis Ilar-foored against you r au eck. and )'DU deal an extra tds poi nts of da mage . If your check faals, your aneck is ma de wnh a -2 penaltv and deals normal damage.
STANCE OF ALACRITY Diamond ~hnd (Stance) Leve l: Swcrdsage 8, warblade 8 Pre ee q u tst re: ThrC'C' Diamond Mi n d maneuvers I n i t iat io n Act ion: I swtf action Range: Personal Targe t : You Du rat io n : Sta nce Your mmJ jlllJ ll()jlr md .l. grllntll1g rOll ,111 r./g( ItI((lmbili. r Oll mOI't sllglllJyfilllrr Ih,ln normlll dll(lo a {(llflb,llilholl ofCOliJi,lwu, lnutllug, III1J c1~lrIly of IIImJ. TIIII lhl<:hlillgt 1I ,I.l~ lip wllh tach actIon.
Your m ental s wi ft ness transla le s to ph ysic31aClion on the banldiC"ld. You are co nsu n rly on t·Jge, allowing you IOre3ct 10mu h iple anacksand threns, ~I ~t w:amors c.;ln only manage.ll single counter mow each ro und. Whi le yo u .lIIe in Ihis stance, yo u can U!oC onC" counler pC"r round without taking an ImmediatC" aclion. You anllOl u~ thC" S3me maneuver 1\\"0 times In a round. In essence, one counrer you use during IhC" round does nOf requi re 3n immediale' action. If you have :already u Ju.n .llnim mC"di;lre action within the past ro und. suc h 3Sc.;Isling a filllhtr fllll spd l. you ca n sull usC' this st an ce to Im l1:lIe a coun ler
Sl
~NCF
O F CI.ARlTY
Range: Personal
\'('hlle you are 10 Ihl~ ranee, VOU mu st cboosc asmgle opponem a~ your target .II rhe Sian of you r ru m . You gam a ->-2 insigh l bonus 10 Ae 3g:lInsl that foe unn l vou change t he targe r o f
Target: You
this sta nce . You rake a -2 pt·n alty toAe
Our::uion : Stance
:lgainst 311 otheropponems while using stance ofclarity.
nu mc e d
~tin J
(Slanu)
Level : S.....ordsage I, warbladc I lnici alio n Ac ri cn: I swirr ac ncn
~Oll foe lll Wllr (fforrlon lJ llllg/ropronrni. ~tuJ ymJ{ hIS mlli'tl an,1 prtraTl"1! 1m
altalk. YOllrorlln'(Ippmrnb p dt froll1 nPr ' al your nlln,/rOlle, 01110 '''''II' la rJ:(f . This stance allows
'IOU 10
focus on
Jl
Single- opponen t to rhe exclusion of all o thers . You read your foe's fighling
stance. his favored sn acks. and the method s he used to train . By combinIng these factors lnloa slnglt'lNlysis of h rs abthues. you see how 10 foil h is :tltack
TIME STANDS STII.L Diamo nd Mi r.d (5Iri kt') l evel : Swcrdsage OJ. warbled... 9 Prerequi sirer Four Diamond :\lind maneuvers
Iruetanon Action: I full-round action Range: Personal Target : Yo u T11t roJlIlJrops I!l(msthvs 11.1IlJ 11111111 you oUt ill Iht spuJ of lh(lu~"I. " 01./ IIIOW 111:( II "'u r, cdlcJllll~ ",ur (1I(lIIltl by surpnlot
II'lt/1 ,I CPlllp/t,\' 11t1 llm (,1"" l t a oul In lillY /rM llI.m of tht hlllt norml1l1y Il t t.! J III CPlllpltft If.
In an unmerched bu rst of spe ed. agll ily, and decisive action. you move more qu ickly rhan rhe eye C3 n follow You can lash OUI with you r blade. 'itn k lO your oppone nt so rapidly th aI observe rs can't keep track of your move s. As pa rt of th is maneu ver, yo u ca n USt a fu ll anack action two urnes In succession, Take your firs t full attac k as normal . Once you h~T resolved these attacks, you can t hen rake ano the r full an ack acncn. Yo u must resolve Ihest' actions sepu;Hely. Youcannot co mbine th e al1Kks provided bv both actio n s a~ vou wishInstead .you mus t take rhern separa tely and in order as normal fora
full arrack .
Th e Iron Heart d iscipline focuses on pu~ weapon skill. Its students learn 10 complete " ghung maneuvers th.u
border on the supernatura l. The Iron Heart preferred\\'t'Jponsare bastard SWON, dW21Vl'n waraxe. longsword and
'5
,nl'
rwo-blsded swo rd. lis kq'skill is Balance. because body ccarrol.gcodfconng.and tm peccableuming are enporr am rocomplenng Iron Ht'arr maneuvers.
ABSOLUTE STEEl. Iro n Hea rt (Sra nce)
ADAMANTINE HURRICAN E Th~·
absolu te stee l stance allows you 10 enhance your mobililY and speed . You move qu ickly. keep a sharp eyt' on
Iron Hem (51rikt') level: w arblad e 8 Prerequi si te : Three Iro n H earl
vou reoermes.a nd arc ready 10 i nsta nd~'
sidestep any inco mi ng .1 1lacks. While you are in Ih is stance. you
ma ne uvers l n ittarion Ac tjon: I sta ndard ac no n Ra nge: Melee attac k
ga in a +IO-foot e n hanc emen t bonus 10 your speed. If you move al l1'3S1 10 r{' ~' 1
Targets : One or more adjacen t crcatures you rh rearen
level: w arb laJ e 3 Prere qutst te : O ne Iron He 3r1 maneuver In it iat io n Acnon: I swi ft art ion Ran ge: Per son al Ta rget: You Duration : Stance
.A W'.,; /.J(
J~ik(l
ill r}w 1,[;.1:
t/ ... r]'t .,i...: ti,..( IS••lIls Jlill
'" ;l Mllr (lJ mall on, YOU /Il a~ .. d dlorl . 'll'ull njO:! fear In Ill( 'Ilr, AI .'011 IInll . .'lIllr 1I't<1J1('" jl'Ull(1 Ihn.'llgh 'lit tn ~ ," J tl 'U'lllmJ \'f'll Ilk, a bla:l1lg COlllt/. As rOll ,lror Nul: ID' ht groun d III r(lIlr ~gl l l lllg , I,mer, )'(Iur tlltrn ltSCnUllprr 10 Ill<' groUIIJ ;lrounJ
you.
You ~Wtt'p your weapon in a circle arou nd you , .., rik ing out .11 n ear by enemi es. You srnke with the speed I nd feroc uy of a lighlning bolt. forcing you r enemies 10 rely on Iheir reflexes for prcrec ucn rarher than their armor and sh ields. You make IWOmelee macks .lIgainsl each ;adJacenl opponenl )"OU threaten when you inmate tbis maneuver, You rer ewe a . 4 bo nus on eac h of these arccks. which are otherwise made with your highesl anack bonus,
DANCING BLADE FORM Iro n Heart {Stance} Level : W"arbbde 5 Peeeequ t s tt e : Two Iro n H e ar t maneuvers Init iat ion Acnon: I swifl act ion Range: Person al Target: You Durauon: Sta nce 'tou sink..fom'llrJ IlEt a d llll<' rm g mLlkt . t\ltnJHlg )'truntlf I1lmolt bryolld )'0111 'lblhh' 10 m amlillfl your lottlanu. YOllr fO(
51ulllbl(1Mrk'll'a rd,surpnSl'J IIh1l )'(lu coulJ r~ll(1 1 h,m from luch a gn" 11II,sllll,ri . By carefully dimi bul ing you r wC'ighl md e stabli sh in g a s'IC'ady, ru gged postun", ~'Ou can rt'ach OUI and ..Irikt' opponents with your melC't' allac ks al agrt'alt'r than no rmal disu nct'. A war· liar wilh It'ss Iraining .lnd e-xpC'rtise would f;lll fbi on h is fact' arremp ti ng thiS m.ll ne u ~"C' r. You, on the olht'r hmd , have Ihe gr.lCt, focu s, and skill necd td [0 com plt'lt' Ihis complt'x mo\"e. \l;'hale you art' in this Sla nc(", you gain :II bonus to your rt':IIch du ri ng ~our lurn . \'C'hen )' OU ma kt a me lt'e ;I:llack , you r rtac h in ClC'aSt"s by 5 (t'el. ¥our rt'ach is not im prOl,'ed when il is nOI vour lu m , suc h as wht'n you make .lin ;ltlxk of oppo rt u n ity, You ca n nOl Impro\'t' your reach by more than 5 fte t b~ u~lng th iS ability In conJunctio n \I.'lI b ocher maneu\'ers,
DAZING STRIKE Iro n Heart (Slrikt' Le\"('I: WarblaJt'" 5 Prerequ is ite : Two Iron H Ull m ane uve rs Initiation Act ion: t sta nda rd action Range: Melee att ack Target: One creature Duranon: I round Sa vi n g Throw: FonilJdt' parti.11 TllrD ugh frKIAl, Mil'?,wrr, L1nd (:tJVrl arm, YOIl malet a mIght)" Llllack agL1l1ul )'(lur Jilt, ItLlvmg II I'" 1.' nTporiln ly /rnod l(J w"~lrss by yowr aUda,
The proper .lIpphcauon of force to Just the righl p.1n of a foe's lIUtomy allows you to d isrupt hiS actions. Whik ht' stumbles back, senseles s, you press the adva ntage. You make a single melee arrack as put of this strike. If th is artack hus. the target rakes IIl
Durarl on: I minute Saving Th row: Will half 't'ou alla"[ , ltrlklng not rour f~, lou' 1m lI'i a potl , Sindlllg
dl(lckll'
'I/( ,1m,
Ihl11 1t,lvtS 111m unaMt ID strlk( 11"tlt
{ull {oru, Your mastery of the iro n Heart style has 1.1ught you muc h about the power within a blade . and you ca n use Ihh knowledge [0 not only en hance your 0\.\"11 abllil YbUI also 10 dep rive others oftha i pCl\\"C'r. Wht'n you mutate tbis m aneuver, you aluck yo ur oppcnen r's wea po n (PH 15S).. This mack does not provoke ;I[ucks ofoppertu nitv. Ifyou su cceed. your for takes a - of penalty on melee damage rolls for I minute. Th(" wielder of rhe weapon ca n artempr a Wi ll save (DC 13 ... your 5tr modifier) to ha lve th is pC'nahy, Youcan use lhis rtW'll."U\~ronly against manufactured weapons. Youcmnor me ir against natural weapons.
FINISHING MOVE DISARMING STRIKE Iron He-art (Srrike) Level: warblade 2 Initiatio n Action: I sta nda rd acnon Range: Melee attack Ta rget: O ne creatu re You chop ill your fo( 's hand, CIlIl SIllj:: a grim :llls lPlJlIry JII1J fom ng 11111I 10 drop his WC,lpoU. Th is ma ntuver allows )'O U 10 co m· bine a di sa rm attempI wilh a normal anack. You ma ke a sing lt' mC'1ee alt:lck 3S pa rr of this Stri ke. If thi~ attack h ilSan d dt'alsdam age, you cOI n also allempl lOdis arm youropponl'n l (PH 155), Th is disarm atlt'mp l dot's not provoke al13.cks of op po rt u n ilY, nar is t hert' an y ri sk rha[ your for can d i..ar m you,
EXORCISM OF STEEL Iron Ht'art lSlrikC') Le,,·el: Warblade 3 Pr-er equ i sit e : One Iron Ht'.1Ir1 nunru\"C'r Iniriation Action: sund.lIrd acti on Range": ~ tC'lu allack Targt't: Onecrealure
Iron Heart (Srrikt') Level : \l;'arblade- 7 Prerequ isit e: T h ree Iro n H eart maneuvers IrunanonAct ion: 1 standard action Range : Meier anack Target: O m' creature
r Oil ,Id ill(r ,I , I ~w da fi llg striJu ag'liPld .t
ll'(Iund.,d{(It, L1imlllg to filllsJt him offolla and fo rall, Iro n Heart te.1cht s that it is bes t 10 fi n ish off.ll foe w ith as little effo rt as possiblt', Ihe be tte-r to saVt' you r slrt'ng th for your rema in ing enemits. \Vh t'n you ust' thi S m aneuver, you Ih row youlSt"lf on IhC' offensive wilh lin k thoughllOyour defenses. If this attac k stri kes hornt', It might il!:nd a fighl ~ra l crucial seconds carll" As part of th is mantuver, you m.llkC' a mC'lt't' al tac k against a crea lUrt'. Thi s allack deals :m t xtra "d6 poi n ls of damage. If Ih e larget 's cu rrC'Dl h it poinrs are less Ih an its full normal hit points, rhe all;3ck in stead deals an eXIra 6d6 pomlSof damagC'. If its hll poinl s arC' rqual 10 or less lhan one-ha lf l IS fu ll no rmal hit pomts
rbe au ack Jn~ ll'aJ deals a n l'XI ra I..J(, r Olnl
vi d ama ge .
IRO N HEART ENDURANCE Iro n I tean
(BOO~I)
Level : Warbbde 6 Prerequt st tc : Two Iron Hea rt
r:lr~e l : Vou Duration. See t~)il
By
JtlIWlll~ /H, yClllr "'t'IlI." llrtll!:lll
pl'l'sle.t1 fClrlllu.lr, YClIl prt'<1k fur of II J rblll/IIIlIIg J/lflf tlllll tlU,Ilhl tJllurll'ut JtfioJl )'CII. dlld
maneuvers
gal nl nJ:
/I
2 morale
nus on en
rolls unul rhe end of your ne xt rum
LIGHTNING RECOVERY I ron Heart (Co unt er) Lev el : Warblade 4 P r ere q u tstre: Two I ro n
He a r t
maneuve rs
Iniriation Action : t swift acncn Range: Persona l
Initiati o n AClio n: t imrnedine act Range: Persona l Ta rge t: You
Target: Vou YCIU ruJl <1I1Jt lI,t rum of )'Pur IIIJUrltt 10 fight on "'HI morfdl 'Itrub.
Yourf(lt lWlsh outofIht n\1y of rour /11I1141 IItfddll:. hid your wtoJl"" ....(Ot/IN II blur liS you rtl'tT'it J II'trIIOI'l12 I'1 J Sln kt III hlP'l OIg411'1 With llghtmng ~J. In lh.. bfl"k 0/11" nT.)W armplttt )Uur l1ttlUk IInJ rrlumt)'llUr Jtfmsn'C porturt
If you have half or fewer of your full normal bu poems remaining, ~"OU can Initiate
IhlSmaneuver ro ht'.1hll POintS t-qU31 to 2 ;1t your k\C'I .
This maneuver embodies the elhl,)~ of speed and energy rh ar rhe Iron Heart rraduion leac h es. If o ne of your melee anack mis ses. you can miriate this maneuver 10 reroll rhn attack roll with a +2 bonus.
IRON HEART FOCUS Jron Heart (C Ou n lC'r) Level: \X'arbladl" 5 Prerequt sttecTwc Iron Heart maneuvers Initiation Action: 1 immedi-
LIGHTNING THROW
all" action
Iron Hearl (Srri ke)
Range: Perso nal Target: Vou
Lev e l: Warblade 8 Pre re q utst recTwo Iron Hea rt man euvers Iniriaric n Ac rion: I sta nda rd act io n Range: 30 fl. Area: 3D-ft. line Duratfoa: I nst an ta neo us Savi ng Throw: Rd lel\ half
\~'I" l II IdtHrw"J ~u nl Clf ipaJ, )'011 sumlllon r (ltrw s of IIIilllal lHld r11ysl(lfl Will lfIlll Ihrow off Iht if/all of YOllt CII -
rm y's 'l/lack. You r t rai ning i n rbe I ron Hea rt dtsctpltnc gram s you excellen t reflexes, menu ! toug hness. and stamina. You can draw upon you r lraining and focus ro overcome a var tery of deadly effeclS. As an immediate ac tio n , vou can rerol l a saving t h row you haw JUS t made, You must accept t he result or lhlS second rol l. l'\ 'en if the new result is lower than your Init ial roll.
IRON HEART SURGE Iro n Heart Level : ''<'arbbde 3 Pr e requi sil t' : One Iron Hearl maneuver I nutanon Acno n : I slandarJ action Ra n gc-: ~rson al
You fI' TI'II' ytrur weelr'''l l h m1t~'' II". tU f , li tldi"!: II n)' ln g (",I OI'ir
(lid
10
sInh" Wllh
U/\{<1I1·
r1 y II(nlrlll)' elrld ttrriblt font II 1"'11,,"1 ltl its Wllkt II frell' of ~oJ l li re,1 (f1 tlllh'l. .A b.Jlf _ t U'.rMS4t i.iti"'t s. fil/ishi"" "l tr.r ...I rids sht _ 1.1 ~ • ~.Jjlh IN
Your nghl ing sp iru, ded icat ton . and tra ining allowvou ro ove rco me almost anything 10deCeal your e nem ies. When you usc this maneu ver, !>t'll'Cf o ne spell, effect . or o rber cond itio n cu rrent ly affecting vou m d wuh a durauon of I or more rounds.That effect e nds immediately. You also surge wuh co n fidence and vengeance .:Ig3irnt \'our enemies..
Th ro I ro n Heart rradinon's mo re esot err c tea chmgs allowa s rude m 10 Innsform any melee weapon into a thrown proje cule. Bv focusing your concemranon andanuning yourSt'1lSeS 10 yo ur weapon's balance. \'OU ca n
throw almost anything. When you use t his strike, you ma ke a Single melee attack even rhouj!.h you are throwing your weapon) Yo u deal damage to eOllcb crea ture IIl lhr ma neuvers area equal 10 vour normal
\IOU strike
melee Jam3ge (including ~bmag<: I~ml your ~uength moJltler, tears. magtca 3bililiM: on voer weapon, ano_so Ionh ,
plus an extra 1106 poi nts ~t o:llmage_ Each crea lur!" In the- mack's area can m:llk.. a Reflex save with a DC ('l.jual to Ihe result of your attack ron. A success ful "ave halves the damage dealt. Your weapo n 3utom.:uinUv retu rns 10 vcur hand at th e end of the rou nd .
MANTICORE PARRY Iron H eart (Counler Le ve- l . 'X'arbb de (, P re req u is it e: Two Iron He-arl maneuve rs
In itiat ion Act ion: I immediate action Ra n ge: Personal Targel : You ~ ou
\'Chen vou ininate !his rrike. you make a tnt'le~ attack agam51everv opponenl adJacenl to , 'OU . Res,:,lve each snack ~n[ely. You gam a...1 bon us on each of these attacks. wh ich an: Olherwisc made al your h ighesI 1Tt;lCk bonus.
PUNISHING STAI\:CE Iron Hea rt rs u nce level: Wubladr I tntnartcn Anion: I ffi'"ifl acti on Range-: Personal Target: You Duration: Sta nce
bllllk ,In w(P","s oJtlMII: 1t'IlII II hghlYou ,hor JClII1pt!II, tv your M oU'~ nusr
runl1-
!(JtdmE: exIr.. fOTu
III m o," o lllm i ll j Ih ,11111 (~ 11011' dullu
J tl>1, b
mto ,m ~1I)'.
oJ! )'OIIT IlrlJ4mJcJ
Wh~n you irunare Ih is maneu ver, you can atfempf III bloc k an enemy's melee attack that ta rge ts you and redirect il to another target adjacen t 10 you . ~ b kf;" a melee aua ck ro ll. If your result is grea ter than your foe's m ack roll , you bar aside the str ike an d dl recr it against a largeol of your cho ice th at stands adjaccm 10 vcu . You mUSI dec ide whe th er to i nuiare lh is maneuver after the e nemy attacks, but before you kn ow whet he r or nOI the at tack yOll an'
'Iou bold your weapon CJ\"CrheaJ allow-
auern pn ng 10 defleet actu311y hus. If Ihe attack misses . you can snll anempt to defll'Cl it. If )'Oll succt'..J in d..fln: ting Ihe 311JCk. use the resu lt of you rorponen "~ altack roll 10 dl"lt'rmint' if il strikes the new targel. Thl ~ man('U\'t'f funcli onsonly again~l armeJ mek·e atlx ks. You can nol USC' il againsl un arm eJ al f3cks, natural we-apons, or lou ch spells.
,,,mt
111 IIem f, liS)t!uT t'IIimIN sl.Hh
ing you to chop dcwn with superior force . However, this fighting stance leaves vou vulnerable to an cppcne nrs attacks. Only an tnutne of th e Iron He-an t radinon can manage t he pe rilous balance betwe en Ifading anac k power for defense. A lesser warrior would leave himselfn..atly helpless 10 resis t an oppo nent's ana ck s. While you art' in rhis stance, rou deal an extr a IJ 6 points of damage wirh all meleeanac.ks.'1ou aOO 13Ke a-2 penaltyto AC, because th is flghllng stance emphastzes power over a defensive potilure
SCYTHII\:G BLADE Iron Hean ( Boost l ev el : w arb lade 7 Prerequ isi le : Three Iron H earl maneuvt'1"S In it iatio n Action : I swifl action Ra nge: Person.al Target: You
MITHRAL TORNADO Iron He.JrI (Striu) Le,·e! : Watbl adr .. Pr ert' q u i s it e : Two Iron He
ll']ZJ ,uld f1llllb _
,"PO ~lrj l:t al Dnt
~
wlln" I.mg. hl~h v,ul.:-
ItomJ 011. fhm maho a 'fUld lurn wron fm lll lht ~troklllj)llnsl,nlIthcT nimh- me"!)'
YQU swm g ~ \\-e3pOf1 in a w'ide de2dlv arc. With yourrupremeskillanJ marnal tr3.imng.) u.m!l\i urallack tha lh
one.' oppone nt, you set )'OUN:\f up perft'Clly to m ake a second alt3ck ag3msl a diffe rent foe. As your weapon strikes one oppo nen t, it curs into him then ricoch ets to your second targe t. If the first melee attack you m:lh du ri ng vour ru m bus. ,'OU can irnme oi ately make a free attack ar y~ur hi ghe st snack bonus against a Jitter ent enemy tha i vou th reaten. 'lou can only gain one fr ee arrack each time YOU inmate rhi s m aneuver, regardles of how many succes sfu l anacks vou make in this rou nd.
STEEL wnco Iron Heart (StnKe Level: warbbJ... 1 Init iatio n Act tc n : 1 sta ndard acuon Ra nge Melee arock Ta rge t: Two creatures rOil sWlIIg your ll'i' oJ po n UI 11 bro.ud. J.·,IJI.' an", sln b nll: Iwo Jon With a single. "uglily bloll'.
Th rough 1Icombmaucn ofsbcerpccer and unmatched talent, you ma ke an anack Ih al inju res muhiple opponems . A s )'00 ini tiate Ih is strike, you maketw o mel ee an acks, each against a dif· feren r foe thar you threaten. Resole-e each attack separately,
STEELY STRIKE Iron Hem (Slri ke) Level : warblade 1 Init iati o n Acti on: 1 standard acnon Ra nge: Melee anack Target : One creature Du ral io n : I rou nd; see teXI YOll fOW l yourstl{ for II slnglt, Iluurllft Hows IUl,f 1~llori lll: III<' 'Iud {Clr Jt{mW' as you II l fl1(~, shruggmgoff )tIu roppol\(llr~
rtlllk(
your IIswull.
Th e Iron Hean d iscipline (~hes fcxus, all OWing yo u ( 0 e ng.1ge :lind de fe.1t onr op po ne n l .lit a lime. Your o [ h~ r en('mies mean not hing to you as you pr.....s your al u ck. You make a s i ng l~ md~e allack as p.1rt of Ih is sirike_Yougain a +-4 bonus on thr .1tl3ck roll . All opponenls other Ihan lhe one you att.1cked g3in a .... bonus on ,lllJck rolls against yo u fo r I rou nd
sr R1KE OF PERFECr CI.ARm 'ron HeJrl (Slrikt')
Level: Warblade 9
Preuqui sit e: Four Iron Hear r man euvers
Ini t iation Acucn. I standard ecnon Rang e: .\ Ielee arrack
Ta rget. One creature \'(lur IUrrtmt ! ,V UI oJ lt J ['trill! flghtlnf! form iJflolt' you III ma~( a slng/t. In'lHloJl~
mg atloid::. YPII (,au/( II jloJ1I1tn dnlu
10
Jrur JUur !"lll'lih a Jlngo!t alllUk.
Th e ulrirmre Iron Hearl maneuve r reach es rbe prectse. pe rfect em necessary to d.y almost anv creature. Only
the rmghnesr EDt's can Withstand ,his anac k. A~plsof rhe Iron Heart t raJ inon seek to use rhrs aueck tocnd fight s
as quickly a-s pombk. You rnlghloprn:ll fight wuh a qui ck flunvof snacks. but once a foe is injured. you seek mend the battle wub this dl"Cisw," smke. You make asingle meleeanack aspGIn of th is strike. If your arrack hits, It deals an extra tOO perms of J :mugr (in addirion 10 your no rma l melee damage),
SUPREME BLADE PARRY Iro n Heart (Su nce)
Lc\'(·I: W'arbJ.tJ t' S Pre req ui si te: Thre e Iro n f-1 t'i1Il maneu\'en In it iation Act ion: 1 sw fft aClion Ra n ge: Personal Targe t: You Duration : Stance
}'oudrop mlo II rrla:m f pctst', d/l Olt' mg ro llr Jtfrnsts to}1QII' lhT'lind1r II1/J t'Ully. Your MIlJi IIlSlli~ out toabsorf. or Jif1tct tllt'l aUlll!: YO tl /out', bllmtll'R JIlt forrt of YOllr mtmlN'
bI"ll'S.
As a studen t of Ihe Iron He.1t1 di scipltee, vou learn rhal a simple flick of the wrist or rum ofthe blade can rransform a deadl y m ike InIO;( wild miss, In bat tle, )'VU e nt er .II sready rhy th m thai makes YOU frus tranngly difficuh 10 fight , You disrupt each snack wuh a perfectlv limed counter, leaving your foes' strikes weak and ineffectual. While you art' in rlus sta nce , you gain damage reduction 5/- Jgai nsl any oppone nr thaI JOt's not carch you Flar-fccred. To gain Ihls benefu. you must be proficient wi rh the weapo n you carry. You gain rh is b...nefir whi le unarmed only ifyou have she Improved Unarmed Strtke feat.
Th e Se m ng Sun d isci pli ne reaches its initiates 10 t urn thei r opponen ts' streng th aga ins t rhern. With 3 qu ick sh ifr in sta nce and a care full y aimed attack, a Sel li ng Sun warrior sends a charg ing enemy tu mbli ng in a new direction. Sett ing Sun's preferred weapons are the quarterstaff sho r t sword, nuncbak u. and unarmed strike. The disci pline's key skill is Sense Motive .
BAFFLI N G DEFENSE Setti ng Sun tCou nler) Level: Swordsage 2 Prr r e q u i s it e : One S('t1ing Sun maneuver Inir iarionAct ion: t immedi..ne2Clion Range; ~rson31 Target : You
YCIU crouch Nll1nuJ 011 ont fOOl , "l1nJ~ lu lJ lugh o1'tr YOllr htl1J. Your fot hlr i S, IInnl/'i oj "011' 10 <11111.. l'OU In Ih H
nhkcJy I Lln u
* "w·
BALLISTA THROW Selling Sun tStrike') Le\·d: Swordsage 6 Pr t'req uisi tco: Two St' lling Sun m3neU\'ers
In it iat ion Act io n: I srandard aelion Ra.nge: Touch and 6Ofl ~ see lext Targe t: Creature IOucht'd Are a: 6o-ft.!ine
WAll. OF BLADES I run J It'u r (eoumer l c\'(+ Warb/aJe.2 Initiation Action: 1 i..mrnediateacrion Ran ge: Persona l Targe't : You
r "ur lI't'ap" " sways lr,J{k .mJ /"rlll In )'Ifllr Itll"d. rt'll'/Y,,, block lruommg PlOII."
u'lll, Iht sptt J ofa thlm JrTbolt. you d.alm you r f«'s bfllJt 011 lit IIl/tmph to ,,/J.ult. l'OIIl ll'tol f'O" a1Zllm s!
You r weapo n mastery transforms you r blade tn ro an exreeston of you r arm. allowmg you 10 wield it with the spe ed and riming needed to make J preci se block. Whe'n an en emy makes a melee o r ranged attack against you , you ca n mu tate th is co u nter to oppose t h ai at tack by m3k ing an arrack roll wuh 3ny melee weapon you are holding. Use lhe h igher of you r AC o r you r attack roll as yourefft"C ti~ AC agaln,,[ t he incomi ng attack. You can't us e Ihis maneuver if you are denied you r Dexteruy bo nus to AC agai ns l you r attacke r. You can decide 10 use t hi s ;ibility after you learn the' res ult o f your opponen t's at rack.
Th is maneuver fu nctions like mig ht v rhrow (page 73), excep t as no ted here , As part of t his maneuve r, you mu vt succeed en a melee touch anac k against your foe, You can then make a tnp allt'mpl against your enemy, You gain ;i ...4 bonus on th e ;ibilily check. If you succeed in tripping your for you th row him in a 60-fOO{ line, Th e targe t and 311 creatures in [his a~a take 6d6 poin ls ofdam;ige_The thrown cre;ilUre lanJs prone' al th(' end of th IS line. You mus r place Ihe targel in an em ply space, If the space al the' enJ of Ihe line is occupied, ~'Ouropponent falls prone in Iht' open space'c1osesl to the' Iint"s endpoint .
CLEVER POSITIONING Semng Sun (Strike' Lc\'rl: SwoNsag !
In it iat ion AClion : I standard action Range: Melee attack Target: One-crea ture Sav in g Throw: Retlex ~rlial U:'llh &lIW.J. nliHY of menan. you Irnod: YOll Jot off balanu . slip .n'o hl~ Sf'Ju. lluJ 10l'(t
lutl, mlo Ill" spa' .'Ou full « curlt,1.
You make a melee snack. and whi le your o pponent is slig htlv off balan ce from you r blow, you finJ rhe leverage needed 10 pu ll h im into your space' while movi ng Int o his space . As pari of this maneuver; you make a single' melee attack against a targe r. If \'OUr anack has.the targe'l takesdamage normally and mus t make a Rella save DC 11 + your Dex modi~r).lflhi.ss.a\'t' fall!'> rou swa p posincns wuh [he u rgel. If the rarget is large or large r, you can occupy an y of Iht." squal'C's th at make up its space. The target mus l in tum occupyrhe square, oroneof thesquares. you previccsly occupied. You cannot use rhi s m aneuver if vou or the target would end up sharing the same SJUCt" as another creatu re or an im passable- rerrain feauce. sucb as a wall If your targe[ occupies a larger space rhan you do. he chooses hi s final posiucn accordi ng 10 rhe guidelines given above.
COMET THRO W Selling Sun (Strike) level: Swordscgc ~ Pre requ is ite : One Se lling Sun
maneuver Int etat tonAct to n : 1 standard action Ra nge: Touch Ta rget : Creature lOucht.-d; see text Sowing Throw: Reflex partial: Set' text rilll lilt· yOIH lot's mo· mtnlum ag," nsl 111m. 'hrow.ng hm. th rough th.. a.r 10 crllsll mlo a ~( "IIJ .'ntmy.
This m aneuver Iuncno ns likemigh ryt hrow
page 73).exrepl as nol·
ed here
A ~ p.3rt of rhl s maneuver. you mll!'>1 succeed on a melee touch m ack again st your foe. You can [hen make a trip atlempl again st vour enemy. You gain a ... ~ bonus on rhe ebtlnvcbeck. If 'lo u succeed in t ripping your foe. you throw him up to 10 feer aw;a'l fro m you in a drrecucn of your choice. You
selectyour ene my'sdesnnaticn squarr. The I1tgt'1 falls pronein I h~1 space anJ rakes ads poim s cf danuge . For everv S perms by whi ch you wi n th e opposed check, you gain an aJdinonal S feet of tb rcw range, Foreumpk. if you win~'
to. \"OU can placeyour Ice in any space wu h in 20 fh'l of you. You ca n Ih row your~n l inro a speeececuped by:ll second foe. In this case. the opponent In rbe IJrget ..quare alsotakes+db pol nt s of damage and is knocked prone. A Rtflex sa~ {DC I ~ + your Str modifier) halves
rh IS d.tmageand .l!Joy,'S the second latgr'l 10 remain sI.lJlding. The thrown creal ure
th en f:llls prone in 2 clear space ofyour choice adjacent 10th e second target.
CO Ur-,ER CHARG E St'lling Su n (Coun rer) l e vel : Swo rdsage 1 Irririarion Action: t immediate scucn Range: Melee att ack Ta rget: O ne creatu re
\"'.111 a quid;: siJ ..I' I'f.)'I'1I W'nJ a charging 0l'J.'OIUIlI spr.tll'lillg.
\'('ilh Ih lScounter, you can aue mpr ro redtrecr a creatu re th at intends 10 mak e a cha rg e an ac k again st you. ImmediaIC~l y before the creat ure make" liS charge attack. make your choi ce of an opposed Slfe ng lh or Oextt'r1ry check again sl it . The target makes its check u \m g rh e same ability you chose for your check. If you art' of a large r size catcgorv th an rhe J.IIacking creature, you use your superior bulk 10 red irect your for anJ gai n a . ~ bonus on you r Strength check fif)'ou opt for a Srren grh check If you are of asmaller-sizecaegorv, vou use leverage. misdirection, and tric kery to gai n a .~ bonus on )'OUr Dexte rity check (If '!'"'OU use t hat option). If you succeed on the Strength or pesternvcheck. tbe creature does nOI get to anack you. You ca n the n move it up 10 1 squares m a di rec tion of your choice lWay from VOlL If you Iail rh e Strength or Dexterity check. the crea tu re gains a ·2 bonus on 115 charge attack. in ad d ilion to the normal +1 bonus from raking the charge attack ecnon.
DEVASTATING THROW Selli ng Su n (Stri ke] LC'\'eI: Swordsage 3 Pre r eq u is ite : One Setting Sun maneu ver
I n it ia t ion Act ion : I standard
Runge : To uch Tar~(,I : Creatu re touch ed Srl~JIlg jnur fot
toy thr 13rm. you Spill III oJ
hlllf-mdr ,lit.! hurl ,1l1'oJY from \'{III. q Ul(k
111m luaJlong
This maneuver Iuncuons like mighlY throw {page 73). ...xcept .:IS nored here. To set up a devasnung th row, vou must move 311e3s1 15 fl."l:l. A~ part of Ihls maneuver. you must succeed on 3 melee touch attack .:Igamsf your fee. You can then make- 3 trip mempt agJlnM }'our enemy, Yougilln • +-4 bonus on IhC' abililY check. If ~'OU SUCCt'C'll in lripping your fee, vou Ihrow him up to 10iel"1 aWa}' from YOU , ThC' Urgrl fllb prone In the JI."Sunanon sp3ce and rakes 2d6 points of damage . Yoo ch~whtort" hI." lands, For c\'ery 5 points by whkh \'00 win rbe opposedcheck, you pin an addinonal 5 f~1 oi throw Jisl3nce. For example, liyou win b\·10. you ran place your foe In anv Sp;lCl' within 20 fl.'t'l of you. Y(lU must place rhe urgel In an l'mpty spece. If you lack the distance 10 throw you r target Into 3 clear space. he falls prone in his currentspace.
FEIGNED OPENING Setting Sun (Counter) l evel : Swordsage 3 Pr c r e qu i s i t l.": On(' St'lri ng Sun mJneuver Initiarion Ac tio n : 1 swift aclion Rn np:e: Persona l Ta rgt"t: You YI'II sholl' )'(llir apr ont nl ,1 st.. mmgly foJ I,d lIIuloJh' 111 your d,·f,·nsts. bUI tMlly ,IVOld tht rnsumg Mtack 02n,l mnldllHh'olHly drllll' )l'llr for IIlla (II'rrt\lflIJlng. Ai s1u flghls 10 rtgallt lur "ala net, yOIl IItoJl:t 13 m'l!1 WIlIl/frlll""k.
You can use this mancu\cr whC'n an opponenl allempl~ an JI13ck oi opporlu nit}' ag3inST YOU, As you provoke Ihc allacl.: ot" opporlUnHy, }'ou pOSllion you~lf in such 3 W;it\ as 10force ~'OUr opf'OflC'n1 to Ibmw helWlfoffb.ala.nce10 strike vou. E\'C'n if she succ~ in sirikmg-you, ~"OlIr foe mighl ft'gret ht'r:ltlack .as your allics IC'Jp in 10fimsh her. W ht' n your cnemy mal.:l'S an all3ck " I llpportun Uy again." YOU bUI bt-fofE"
YOU know rhe resuh I tlu- Jllack you can irunne Ihl s maneuver. If her attack misses, she provo kes an .uuck ofopportunity from you. lfber arrack of opporrunny hus vou. she provokes an attack of oppcrtunirv (rom any of your allies who threaten her,
FOOl:S STRIKE Setting Sun {Cou nler) Level : SwonJsagt· l'l Prereq ui s rt e: T hree SC't1ing Sun maneuve rs
Initi:lt ion Action: 1 immC'diJre action Range: Melt'e auack Target : One creature A rnll'uT( dnl.:!f. "Id rou 'unl lilt NOlt' dnughl "'Iell: 111 I.
Wlw=n en C'nem'1 anscks you on us tu rn, you can alIemp to block rhe blow and sendn back at rhn CIl'JIUfe. You SleplnlO rhe .lIt:lCk sed redirect II . 1'lu.s maneuver pits your skill against that (If your foe. Ii an opporere macks you. you can iniriare rhis maneuver 10 make an opposed attack roll JS an immediate action, If your foe'sresult is higher; h... attacks you as normal, Ifyour resuh is higher, your fOt' rolls damage as normal for the anack and fakes rha r much damage.
GHOSTLY DEFENSE Selling Sun (tilance) l evel: Swordsage 8 Pn·n·qu isitl.' : Thn,'l' St'll ing Sun maneuvers In it iatio n Anion : I swi(laclion Range: Prrsonal Targer : You Durarion: Suncl" YOII
lurk 1t'IIIIIll
(M U Ul l lll g ItIlll,
lurtug
your 0 1'1'(1111111 mto "UlJckmgfl'Ill, only to Jo.lJ:toul of tilt ImY'lI1l1 Jlml )'CIllrtlumy', blowa/llli unl\'l lhllg ally, You 3rt' a ghosl in Ihe misl , capablt' of turning a fot' 3gairq hrr allies. Bygauging your opponent's flgh ring sl3nce. riming your dodgt' correctly, and placmg yoursel( m tht flghl po~irion. }'OU C3n lead her inlo uucking onC' of her allies ratht'r Ihan you. When your fOf' strtkes,~"OU duck out of the W3Y, As she folkw.-s Ihrough WITh ht'r atuck. she in2dwflently allxks an ally.
\011 &21n lhlli srance s benefit wh n an opponent's snack against you h s a miss chance, such as irom concealmen lo \'C'hene\"er an cpponcrus melce or ranged ansck misses you because of t hl ~ mM ch3nce, you can choose 10cha nge the 13rg('( of the anack (rom you t aoo tht'f C'llgible urgel (ot her rban your atta cker). For 3 melee attack. ihe ne 13rgC'1 muct be within youroppont'nt reach and adjacenllO you . For a ranged 3Ilxk.lhC' new tugel must be adjacent 10 \'OU, and your opponent must have line of effecr ro h im. Use the result oj lht' original an ack todererrnine lfir hns ThC' new UrgC'I, Your foe-does nor check again for a miss d13nCC'. 2S\UU gwde rhe ansck directly fa th e new target. This ability applies only once per 2IUck 11 you use ghostly defense to redirect an meek against a foe using this stance, he dOC'S not have rbeopncn to redirect Thearrack again, You must be aware ofan oppom'nts attack to gain the bt"nefit ofthis sta nce. You cannot U~ it against arracks thai catch you Ilar-foored.
GIANT KILLING STYLE Selling Sun (Sla nce) Level: Swordsage 3 Prerequt ste e : One Se ll ing Su n maneuver l nu iatton Acrton . t swifr action Range: Pt'",onal Target : You Duration: Sta nce You Jl1r1 (.(hl'tl'/l d gll1tll'lltgl, Iddtillg lit
hIs rllIlI'r ,mH.·s,I,r./ ollarr 1!1I1u.·rd"lr <11t"11 wlllit stl1)1rli! Imhl.. Ilis rtlJCh whtre lit carmo/ llopt 10 J'dIT)' your
The Selling Sun schoo l le."3ches 3 figh ling slyle Ihal e mp haSize s using an opponenr's sire ngih and momentum Jgainsl him. the gianl killing strike epilomizes this appro.:lch. By siZing up a l3fgl"ropponent and slUdying hiS fighling !'l3ncC' and lendC'ncies.\"OU 31m your slrikes at vulnenbll" points on his lower body Ihal he." cannot defend dToclh'l'ly. Youslice al rC'ndons on your foe's fttl , smash his knees, and cur inTo his hamstflngs. \'t'hen \'OlI are 10this !'lance, }'OU gam a.,.~ bonus on attack roll~ and a +4 bonus on damage rolls agamst opponents f
a l;arg~r SIU' cacgorv tha n vours. This
bonus appht'~ 10 311 artarks you make for rh... I't'SI ofyour turn.
threw you r targer mrc a clear space II 11I1Is pront' In us current space.
10
The chosen creature is rbe new targe t of you r Ice s arrack. Use your enemy s o riginal auack roll result 10 de rerm me If he strrkes rhe new target.
A n enemy you throw wuh this maneuver does not prcccke auack s of o ppor rum tv tor passtng throu gh HYDRA SLAY ING STRIKE enemies' rhrea rened areas as pan of the SHIFTING DEFENS E SC'lI ing Sun (Slrikt') throw, and you ca n th row an enem..· Senmg Sun (Sta nce) Le v...l: Swordsage 7 U \'e1: Swcrdsage 5 Pr erequt s u e: Three S... t1in g Sun through occupied sqw~ , maneuv....rs Pre rcqu tstre : Two Sernng Su n maneuvers I n it tar ion Action: I standard 2C1l0n MIRRORED PURSUIT Serring Sun (Cou n ter Initiati on Act io n : I swi ft acnon Range: Melee mack LC'\'C'!: Swordsage ; Range: Personal Ta l'}trl: O nC' creature Ta rg!.'l: You Peee equtstr e : Two Se t ring Sun ma ne uvers Duration: SIaDCC' You wkt slocfr: 0(an orro nrn fs pt...Jllmg llrlt In tn arton Action: I unmed lalt' iKltOn an.l FrllIkt .. sm~I... t.Ht(llllr iJmltJ all",dr. Iholl Ital'ts Ilu {rt,dun' Ullolblt 1.:1 molkt all RlIn ge: Personal Y"u dllek anJ mOI't as you Jodgt VOllr i1( III llttdth Target : You 0PP(1lUIII'Sdttatkl. S/tlldr bUI surrly, t/JeI, iJUlUk gu'ts )"Il u Iht orporttllllly I" mOl'l Y"ur IIIM'rrlltlll1 ptr(ttlh rn
'00
mt
whlchevrrl ~ h.·IIN You gain a ; 4 bonus
Ra nge: Personal
on rhe abllit)· check If l OU succeed In tripping vour
Target : You
toe, you throw him up to 20 fecI ;away from you. The target falls prone in tht' desnnauon space and IJk l.'S s dli poi nt s of dam age. You choose where he lands. For everv 5 points by which vou wm the opposed check, you gain an addmonal ; feer of throw di~unCC'. f or example, if you Win by 10, you can place your foe 10 any space within 30 il"'t'l of you. You must placethe urget in an empry space. If you lack tbedmaace to th row you r rarget uno a d ear spece. he falls pr one in his current sreeeAn enem y yo u throw with thi s maneuver does not provoke auacks of opportunity for passing throu gh enermesrhrearened I te3S as part ofrhe throw, and vou can th row an enemv th rou gh occupied squares.
STALKING SHADOW Semng Sun (CtJU nrer)
Leve l. S....-crdsage 5 Prerequisite: T...., o Setting Sun maneuvers
Init iat ion Acr io ru I immediae acnon
'1'00 are soclosclv an c aed to vourt"nvi ronment th at you eastlv pick out SII' Jdy SpolS In rough terrain. While others
\t rllr n lhi tTt>llurt rou ,Irr Nlfhllg Inti 10
bil,k >l1I'>ly. )'011 i lrr nnf'o II UI l Ilt' rlmkoJ alltrr,/llrtlllgII ta Ilarld .111.1 fi~lll or II/ffa tilt comtqllcncts pI WII ItJril ll ~tl. Using your watchful rye 3nd your abtlu y to judge an opponent's actions, you move at precisely rhc same lim e your enemy begins to mow . Ifan opponem in a squue adjacen t [ 0 \IOU mD\'I"S, you can inmate th is maneuver mmake a 5·(oot ~ te r mro rhe spilce ror oneof the squares) it occupied. Th is movement does no t pr ovo ke attack s of opportunit y,
STEP OF THE WIND Sett ing Sun (Sunce)
LC'\·d: Swordsage 1 Initiation Action: I SWift acti on Range: Personal Target: You Duration: Stance
struggle to move over broken grou nd you slip across il wuh ease. W hl'n you fight on rou gh ground, you t urn the
uneven footing into an advantage. By gsugtng how an oppo ne nt d ist ribute hi Sweight . )'OU stri ke at Just the" ngh r momem an d in the precise spot needed to send hi m IUmbling to the ground Whilt' you are in th is stanc e, you ignore pe nalnes to speed. movemem. or skill checks associated with movetnent (such asTumblt', Jump. and Climh checks) inc urred by moving through difficult terra in , Ifyou attack an opponent standing e n d ifficult terrain w hile you are in Ihis stance. and if tha I foe takes a move ment pe nalty for moving th rough di fficu lt terrain, you ga m a .2 bon us on attac k ro lls and a . .. bonu on Strength or Dexremv checks made .1S paT( of a bull rush or trip atte mp t against that enemy, Yougain th is bonus on checks made roenher scccmplish or restst a bull rush or trip.
YOllu\dk MtoSl ru~~lt IIllJOtlltrbroktll l<'rr,1111 11'1/11 ,I<'(tplw i
STRIKE OF TH E BROKEN
Mi(, til/owIng rOil to SHIELD I,d.:t Ill/I\lII tllgtof)"ur 0rro"(/lll iI~ IIlry IITllgglt 10 m Ot'f ,II full Spit.1.
Sell ing Sun (Stri ke) Level : Sword sage 4 I'rerequisit e : Two maneuvers
COiling Su n
I nit iarion Anion : I -randard acno n Range: Melee auack Ta rget : O ne cr eature Sav in g Th ro w: Reflex p3rual YOIl slllih l'Ollr "l'rontnl allJ drlll't'r lUI al!M/r rruud" ,utllrJ 10 rutn hl5 Jr.ftn~s lUld ftmr hmt to l(rMnhlr Ill' his bJl,,"u.
w1uk Itrstruggki wrmJ.v lumsrU.11i mOlllrs InoJu 1'U'nrrablr 10 )tIur alia/h. A ~ pan ofIh is maneuver, nuke a si ngle ~1eC" snack. This attack deals an extra 4d6 pcims ofdamage. In addition, rbe target must make a Reflcx save ( DC H ... your Str mod ificr) or become Ral-
footed unul rb... start of his next rum. The targe t takes damage fncrmal melee damage plus the e tr.J lhmagel even If hts save succeeds. If the larget cannot be caught Ilar.foored (he has uncanny dodge, (or example, he still takes rhe extra damage from rhe «rtke but orherw ise suffers no ill effecr.
TORNADO THROW Setting Sun lStrike)
Level: Swcrdsage 9
I're r t' q u is it c : Five Se u tng Su n maneuv..rs Init iation Action: 1 full-round action Range: Melee attack Targ et: One or more creatures Llb~
a wh,rlWind. )'OU IlImf and SPI" "eM f Ih.· NHlrfirlJ,lossll'lg lilts '''''1:1)' ftfl "lId n ghl. As put ofinmanng this maneuver, you move' up 10 your opponent. throw her aside. and move again . You must move at least 10 feel before making your throw. This movement and your movement afrervour IhtoY., pt'OYOkt' attacks of oppcrr u ni rv as nonnal. You can move up to double your speed as part of thi s maneuver. Ifyou fail In your th row attempt. ~"OU can sull moo."t' afterward. After every to fttl you move. you can attempt another Ibrowagainst the-s.arnt opponenr or OJ drfferenr foe. To make your throw attempt, you must succeed on a melee rouch attack . Resolve the throw as a mp attempt ( PH 15S). but you do not provoke attacks of opportunity,and l/OUr opponenrcanner try to rrip you i()"OU lose'the opposed
check. You Ca n usc you r Dt'xrt'tIl ) or Stre ngth modifier on rhis chec k whichever is better. You gain a +2 bonus on this check for every 5 feet thai you have moved duri ng your tu rn If you succeed in tripping you r Ice, you th row him up to 10 fet' l away (rom vcv Tht' target falls pro ne In rb e de sumrton space and rak es ld6 points of damage. You choose where he lands. For eYCry 5 points by whICh you w in rhe opposed check, vou gam an addinonal5 fttt of rbrcw dis tance anJ the largrl rakes an addiuoru l tde points of damage. For example, if you wtn by 10 , you can place your foe in any space wnhm 20 feer ofyou , and he takes a total of 4<16 points of damage. You mU~1 place the urget in an empty spac~. If)"OU lack rhe distance ro rh row your target in rc a clear space , he falls prone in hIScurrent space, An enemy you th row with th is maneuver dot's not provoke at tacks of opporrunilf for passing through enemies'rhrearened areas as p3rt of the th row, and you on throw an enemy through occupied squares.
lo r Shadow Hand discipline teach es rbe ar rs of stealth, decep tion, and ambush . Its m aneuvers allow a warn or 10 lak e on a shadowy aspec t or 10 channel dark energy to sap an enemy's strengt h. This discipline's preferre d weapon s are the dagger,sai.short sword, spiked chain, stcnghern. and unarmed smke. li s key skill is Hide.
BLOOD LEm N C STRIKE ASSASSIN'S STANCE Shadow Han d (Srm ct') Level : Swcrdsagc l Prerequ isite: One Shadow Hand m aneuver Iniriat ion Action: I swif action Range: Personal Ta rgee: You Duration : Stance
As )'Durlot strugglN to rtgd ln lUi dtfrnm't' ~hlJT, Wlllnl( up 0:1" n:il(lr llg stn~ Ilwflnu II'llh fUprnor awmur w"d dradly .foTCr. .\ sh aJow caSt by a gap bt'lween IWO i1 rrnorN pUI or a 0't'2'ir In a O't'2lure's Ihn hidecalls to )'OW'Y.T:l pon. alkJwmg
BALANCE ON THE SKY Shadow Hand (Sta nce) Level: Swcrdsage 8 Prerequ isite : Three Shadow Hand maneuvers Jn tr tanon Action: 1S\\"ift action Range: Personal Targer: You Du r at ion: Sunce
Shadow H and (Strike) Le vel: Swordsag.. 5 Pee ecq uts tte. Two Shadow H and maneuvers
In itiation Acr ion: t standard action Range: Melee attack Ta rg et: One creature Saving Throw: Fortitude partial Sl'mmng)tllU bLUr III tl ftultrrfirJike f"JItern, you aJnmUSltr II Jo::rn prmsr cuts lit 1111 rytl.lInk. Blood jlOIl'S from your fot'i
oJ't"rd l't''"~ You gain rhe abilny to uS!: ,lIr wlJlk PH 1% on vou ~l f only \ au musl kttp.il I...ast on.. hand empty whllt' u ~ l ng Ih
As pan of this maneuver, you m Jk.. a Single m",It'C" .iu ack. If Ih lS Jluck h us ¥l.lur op nent u kes 4 poinl
I ( an tuunon damagt' In addiuo n 10 attack ~ normal damage. A su eo-ssful Forur ud e save (DC 15 ~ you r Wi~ modlfi,'r) reduces [his Const irunon damage102 poims.ahbcogh tbe fOC' sn ll l a ke ~ lu ll normal mt'I~~ damage. '('IUT
Tu gec: One crea tu re Savi ngI hrow: Fortitude pall iaI
pc-Il Nt 2"" , Yo u rema in ms Inbl urntl rhe end of vour currem tu rn. 1 hrs maneuver is a superna tural
YOllr ll','apan Imth J"mH IIllo ItlllJ Jark
abi l uy-
Jlt H . \'1711(11 rlllnkil h M}lt. II dll"'lar~t1 III
a s",l fl lll~ ilr ~ of 111,1,10 11' Illlll l"gulfl DANCE OF THE SPIDER
\'OlIr f(lf's1ft's..
CHILD OF SH ADOW shadow Hand (Su nce) Level : Swordsag... 1 tnutan on Acti on: I sWift action RlIn gt": Personal Targt"t: You Durar ton: Sta nce A. YOll mOIit', SIt"J(lI<'i lIu/ftr "nJ m'o1nu arolmJ )011. [W " IInJtr Iht bng hl J (k'rl 11111 , WII lin' ,1Iffi(1l1r 10 ,pol LIS 10llg III rou n'rth11n m monon.
As p3rl of thi s maneu ver. you make a single melee snack. Ifit bus. you deal anexrra Id6po:ntsofdamage,.1nd your opponent mu st make a success fu l Fortitude 5aw (DC 11 • your ""i~ modifi t>rl or suffera 20'\ miss chance on .111 melee and ra nged amcks for I rounJ . A suec.....sful save negate s the mus chance , bUI nOI the extra damage. This maneuver IS :I supernatu ra] .1bthl)·.
As an rrunat e o f rhe Sh adow Hand
school,you learn to channel and
control dark, shadowy energlt"S.l1m t'nt' l'ID' flews aro u nd you like a conceal mg robe, hiding yo u fr om your opponents as tht'}'JI{CmpIIO srrike you. I f yo u move OI l least 10 f"t,t during your [urn , you gain co ncealment against all melee and ra nge d attacks unrilrhe start of yo ur n ext t ur n. You al so ga in rh e sta nd ard benefirs of concealmen t, bUI you cannot use rhr s sta nce 10 h ide in pla in sigh t; you mu st snll use some e ther te rrai n feature that no rmally allows you to us<' the Hide ski ll. The Iluuerm g shadows make ir difficult to spectficallv targel vou , bUI you r e nemies are aware of your pcstuon. This maneuver IS a superna tu ral abiltry,
CLINGING SHADOW STRIKE "h.ldow Hand Stnu Lnel : Swordsage I Inic i.1r io n ,\ cfio n: I sl.1nJ ard a.::tion OI ng(.': Md e atuck
Shadow Hand {Sta nce' uno): Swordsage 3 In it iation Acrion: I swtf acuon Ran~e: Personal Tuget : You Du ra ti o n : Stance
Black. IJlaJ,, ",y t ll lTg}' (Ol-'(TS )'tJUr 1l,mJi ,m J {ttl, 1I110ll'rtIg }tlll 10 ~Ultll 11("10>\ /h
lI'alls anJ wIllig I,let a IIIri:mg spdtr. Wh ile you are in this stance, you gain a be nefit Similar to the' spWt r ch mb spe ll (PI I 283). You gain acltmb speed of 20 ftort You do nOI need to make a Clim b check [ 0 traverse .1 vertical o r hon zcnral surface. even if you auempt 10 mcce across a ceiling. You retain your Dexterirv bonus 10 AC wh ik cl imbing. and you mu st have OIl 1t'3St one hand free 10 support yourself whil.. you climb, You do not rak e any penal li t' S, nor do your cpponen rs gain anv bonu s when attack ing you , while you climb You cannot take a run acti on while climbing in this m anner
DEATH IN THE DARK
,ArrtnJls mi lS a h.ljli,,!. nn, JJa!.t . si,,!. fix chiJJ of sh.JJI1'»'S ssa"u
CLOAK OF DECEPTION Shadow Han d ( Boo~ l) Level: Swc rdsage 2 In itiation Acr ion : I sw ifl acuo n Range: Persona: Target : You Dura tion: End of rurn TIll IholJOIl'S art'lIInJ )'Oillum l(llU~ f(lrward ,mJ mgll lfy.llI. fora ~ruf momi nl . lilt)" n'ndtr )'011 rm'lSlbit .
\\':'hl'n you m ili a!e th is man t"uver, you tum inviSible, as The gTtaltr 11Il'lI ,bllll)
Sha d o w H an d (Strike) Level: Swcrds age 7 IniriationAction: I ~ Iandard action Range: Melee anack Target : One creatu re Saving Throw- Fort itud e partial YOII tallh )tlllf ioe 1IIIIII\'IIn', ,d l"wlIlg )'111.1 .1 sltlglt , Jtll,lIr dnkf filII ' ,lilt'S
/0 Jilil
Jlt r 1I1llllnllr,
Th is maneu ver funct ions on ly ag31nst a Ilar-foored opponent. As part of I h i ~ ma neuve r, make a single melee att ack If Ih is attack hits. you deal normal d am .1gl" .1 nJ Ih e target must m ake .1 forlirude sao.-e (OC 17 + \'OUr \'('IS modifier ). If Ihl' tugtot falls this <;a\'t" she t;ake's .1nrXIf3 lsd6 pOInts of damage
If h cr ~a,'t" succeeds. she rake-, an extra 5d6 pOlnlS oj damage Th is maneuver fua cnons on ly ag3ln" opponents who are vulnerable 10 cnncal hil s.
DRAIN VITALITY Shadow Hand (SlrikC') Level: Swcrdsage 2 Prereq uisit e; One Sh adow H and maneuv r I nitiat ion Act ion: 1 standard action Range : . Ielee auack Targ et : One creature Saving Th row: Fonuude negates
:\ fallll IllPIlblU of udd y gri1y dll1JoIl' surroull,lsYOllr ll'I'IIp"n. \'('hm YOlllltf.u k, tillS dlaJoll'YIIura jl oU's mlo tlu It",,UIIJ you .nflli t. sarrll1 g your 0rp"ntl lt's slrtllgth , VIIIIllIr, and tn t rgy. As pm of this maneuver, make a single melee aueck If Ihi ~ ansck bus, \'0\1 deal normal melee damage and rbe target must make a successful Foru rcde S.1\.t' (DC 12 • your \X/is modifier) o r u kt' 2 pomr s of Ccnst uunon damage . A su cce ssful save n('ga ll,- ' Ih C' Cons ritu rto n damage but not th e normal melee dam age.
If the n .rge l has ar 1('.:151 as m3ny neganve Il'\e1~ a~ Hu Dice , II di es Each negnfvelevel grves a creatu re a- I penall y on attack roll s. saving th rows . skill checks. abilit y checks. and ('ff~ nve Ieve! for determ ining the power, durauon. DC, and orherdeui ls of spells or spt'C1.:11 abilnies). Addition ally, :a spelleasrer loses one spell or spell 5101 from her highesr available level. N~;.. live levels suck. In add ino n [0 rh e neg:allve levels vour attac k d eals normal damage. even if rbe target succeeds on Ihe saving throw. This maneuver is a su~rnat uf21 ability.
Result of 15-20: Struck in the hea rt Ablllly d amage: 2d6 Dex, 2J6 St r SrC'cia l effecl : 2d6 point s of Cons t! un tcn damage. A fO<' struck by thi s atlack must make a successful Forntude save (DC 1'J • your Wis modifier) lOresist its effec l On asuccessful save. the target ignores any special effC'C t fro m the attack and takes half IhC' indicated abilirv dama (but sti ll rakes nonn.al ~1C'e damage as we ll as rhe t'XIr.I I Sd 6 po m t of damage. Each o f (he speci al effee u, lam for l d6 rou nds. This maneuver is a su pernatu ra l abill lY·
GHOST BLADE FIVE·SHADOW CREEPIN G ICE EI'ERV....nON STRIKE Shadow Hand (Sm ke Leve l: Swordsage 9 Prerequtstte : Five Shadow Hand maneuvers In ir iat io n ACt ion : I standard acuon Range: Melee 3lUCk Targe-t ; O ne creature Duranon: I min ute Sa vi ng Th row : Fortit ud e par rtal: 5('" te xt
Shadow Hand (Slrike) Le\'~ I : Swcrdsage 6 PrC'rt'qui~i te:
Th ree Shad ow Hand maneuvers I n it iation Actton: I standard action Range: xteleeanack Target : One creature A smllt bnghtins your Joc's tyrs; h.' hilS ,lllJgt,1 ),our Moll'. Bi d dlill It'IIs IIIt'Tt ly lIlt ghost M.,Jt. TIlt n'll! rl "dr IS "''''''g m'lft ly from 'lII.ltTlltalll, .1I"f yet II., sllU m illis ...
ENERVATING SHADOW STRIKE Shadow Hand (tilr ike)
Level: swordsage fl Prcrcqc tstte: Three Shadow Ha nd maneuvers
l ntttarton Action : I standard aClion nangc.': ~ ll'll' e att ack Targel: ('Inl" CCl'alure SlwingThrow: Fort it ude negates YOUT lwapm MO lllrs (/o.,krd 111 illl lIlkr, hIli, II "",,11,11. AI I\J U sfn kr l'Ollr oprol1tltl, lltlll tltt rgl' /loll'Sinto flit u'Olm,1 anJ li'llLon 111 m J'
As pan of Ih lS maneuvC'r, you makl!' a
smglt m d C'I.' alla ck. If th is allack hu s, lh e largC'1 mu sl m3.kC' a successful Forf1ludl" ~a\'(' { DC Ifl-t yourWis modifier) or gam Id4 nega li\"!' levels. You ga in 5 l('mpo rlln-' h ll po int s for each neg arh'C' Ie\"t'l your enemy gai ns. Ttmporllry hit polnt"gameJ in lh is man ner last un ti l Ihe end o f Ihe C'ncounler. The effe-cls of "ny neg am"!' tt'vt'ls M IOWN by Ihl s IrIkt' dlupf't'u in 24 hou rs.
\l' ,tl, II Illlg1~ IUllgi, yo u riiTU )'(lilT tIli"l)' lolht (OTt. 1\ du"low of llitll1Mfa' told f,dll OVtT hli I",,~r t ,urJ ""'gllu IJ l4'Orm t1,roUgll IiISvrllls 1"lIlt' fiw J"'lIIh ofII I' ""\.-I\', As part of rhl s maneuver, you m ake a single melee at tack. If you hit , )'Ou dellI norm ll l me ]ee damage plus an eXira ISdfo points of d3m.1ge, and a ~ h adow spreads out irom your enemy's hl'ar t. fn'e zing the blooJ in his wins, RollI! d20 and refer 10Ihe informatio n below to dl.'terminl."[OW3rd which point orh is bodyth e freezi ng sludow 5J're-3ds. This C'ffC'C1func tions even if \-our opponent is nOI humanoi d; onclC' \ 'OU ha\"t' slruck your foe's hean, the s}udow product's Ihe saml" I'ffects e\'C'n in .1 cn-alure wllh a d ifferent ,m atomy. Rt's u lr of 1 - 7 : Sph'OIds OUI 10 lrog Abilily dllmage: l d6 Dex. Special effecr: Speed is red uced to 0 fttt. Re su lt of 8-1 4: Spreads 00110 arms _ Abi lll Yda mage: 2dl. Str. Special efle
As part of this maneuver. you make a melee arrack . As you str ike at you r oppon en t. you CCC'3 l~ an illusory double of you r weJpon. This double slashes a t your opponent, tri cking h im into mistak ing il for your 3113Ck. In truth, Ihe illUSIOn cloaks your re31 atl3ck. Your opponl'n! is caught l1al-foo fed a gain~ t ,his 5t rike, 3S IhC' hid den ;1II3ck from a m'w direClion ru in s his deftnses. This m aneuver is a supern alu ra l abil ity.
HAI'D OF DEATH Shadow Hand (Stri ke) L('\'el : Swordsa ge.+ In it ial ion Act ion: I slandard llClion Range: Touch Targel : Cre aru re touch t>d Duration: Id3 rounds Sa\'ing Throw: Fonitude negale"
You r<"illh 0111 lind 'lip yDllrfae U'lIh oJ Slll.i:/t r. 1-1" '(0(11;: "f pu.::1tmntlluTm 10!ta r
~"
oJ~ bldll: ino'!!)' iPridJI acrou ri ' In ,"g Itti'Iltlplns
hiT
bO'lh'
Yllli draw urnn the pcn\'l' 1" of sh adow 10 rendr-r J ~ i ngl " rot' hdpb~. By rocchmg J specific nerve re nter and ch anneling your 1:1, you leave your enemy's muscles cold, locked. and u'elcss. T h is maneuver fu nc t io ns only agam,r Ilar.footedopponen ts. As pan of Ih is maneuver. you make a melee touch attack again st youroppo ne nl. If rhis att ack hus. vour opponen r mu st make a successfu l Fortitude save (IX: 14.. your 'X'is modifier )or be!' par.alyzcd for tds rou nds.
ISLAND OF BLADES Sh.1dow Hand (Stance
10 rob rOllr (,It of h,'r II~II I lid." bl.uk ,'llrfl!T llllrrotl'llrrio luI' n,'I , ",",1"1'11I': II, I' blll1,j for n ftll' (rrlmJl rtlolllmh.
As a standard action . you ca n make a single mele e at tack. If it h its , your oppo nent takes normal melee damage plus an extra 5<16points of d amage. s he mu st also make a success ful Fortitude save (DC 14 " you r \'('i s modifier) or suffer a 50% miss chance on all me l...e and ranged al:.acks for 1 round. A suecessful save negates rhe m iss chance, bu r no l rhe extra damage. 11J.is maneuver is a supernaru ra] abilllY·
Level: Swcrdsage I Inir iation Act ion: t Swift action Range: Persona l Target : You Duration: Stance
You dOdk )"(turstlf 11111 ~"'lrlUlg mmbusof IholJOll' (11tflO'_rllt st' Ina,l(lll'S 'p HI dnJ floll' IIr(lutlJ yoll, p,tI t n lltlg illlycrtaluft nMr YOII from r tlllg IIrlt 10 ,tnlrn r dlt
ONE WITH SHADOW Shadow Hand (Cou nt er) l evel : Swcrdsage 8 Pre re qu ts tt« Thr ee Shadow H and maneuver s InirilltionAet ion: I immedme acucn Range: Personal Target; You Duration : See text
VOUfliIIMIl'l.
Yilll f,Jl11' 11110 lIlt ',11I' tll,' flU of "1Il,1.,ll', Your rurn yo u r enemies' stre ng ths against them , improving you r co mbat abilil Yas well as Ih31of an all y. W hen you and a comrade move 10 arrack an opponent . you n rne you r attacks an d position you rsel f 10 fru strate you r opponent's defen ses If borh you and an I lly are adjacent 10 Ih... same creature . rhe rwo of you gain rhe benefit fcrflankmg Ihal op pont'h1. You can gain thi s bendil again st mu ltip le opponehls al tht' samt' lim t', as can your allies. If bolh you and an ally a", adJact'nr 10 Ih,' same IWOcrea turt'S, Ihe IWO of you gai n rhe bcnefll of flan king againsr balh crN turt's.
OBSCURING SHADOW VEIL Shadow H and (Slr ikt') Level: SworJsag,· of Prerequ isile: Two Shado w H and m aneu",~n;
I nil ialion AClion: t ~ u nda rd action Range: ~ te!e(' aruck Tillfgel: One cr":ltuU' Duration: 1 round Sa\'ing Throw: FortuuJe partul \I. llrllrt
rOil' epf'O!I(Ill.)'I'lI ' u mmon
I m"rg-rcIO'lilt 'ih.IlI,,1l' Iland l(h~
hmliflg
1rl1IlIp.lrtnf,llltll lrlsubll,lI1fhll .
As an Im mcdrare actio n, you become in corporea l. You gain all the benefits of the incorporeal subtype, along wit h ihe drawbacks.asourlincd in the tncorpcreal Subrype sideba r, All of your gear becomes in corporeal, although you can no t g rant thi s state 10 a living creature rhar you touch or car ry. You re ma i n in corporea l un lil lh,' beginnin g ojyou r next turn.
SHADOW BLADE TECHNIQUE Shadow Hand (Srr ikt') le\·e1: S word~ge 1 lnil iation Anion: 1 sundanJ aClion Range: Mdet' attac k Target: O ne crealUr...
weapon to defend 3gains t In musl cases. rhe Illusor v weapon di "lr:lCl~ vourfoe and allows your true anack 10 hit. In some cases , borh anacks srrt ke horne. In this case. Ihr shadow blade discharges irs magic and imb ues your attack wuh cold ('nerg y. As part of rhts maneuver, you make a sing le melee sn ack against an opponent. Unlike on a normal anack. )'ou roll 2d20 and select which of (he two die resuhs to uSC'. If you use rhe higher d ie resul t, resol ve you r attack .as normal. (You r mystic double muse bul your rrue arrack m ight h ir.) If ~'OU use the lower die result. or ifborh die resu lts 3U' th e same. )'our attack deals an extra ld6 points of co ld d 3mage as both th e revsne double's mack and your true weapon smke home. Th iS maneuve r is a supern atu ra l Jbility.
SHADOW BLll''' Shadow Hand [Teleportauon] Level: Swc rdscge 7 Initiarion Acti on: t swifr action Range: 50 ft. Target : You III lh.. b1mk of lUI tyr, you .liwpptIJr and t l11l'rgt frem a 111(1't Ofdllldoll't1II'Jl,'YMttIi\
lilt 1"llllrfitlJ.
Th is maneuver Icncucns as the shado w Jaunt ma neuver, excep l th ai ir ca n be m iliated lis a sw ifl acti on .
SHADOW GARROTE Shadow H and (Strike) Level : Swordsage 3 I nil iation Act ion: t sla ndard aCli"n Ra nge: 60 fI. T:uget : O ne livin g crt'.1tu re Durat ion: See text Sa ving Throw: Fortitude partial g (, l llrr,)'Oli (IlrVt a ll.u of from lIlt IIl f llrou" J lUll 11,..1 ea I II IOIl'.. rJ YOllr fot. II Wf dPS .. nm lld JIlt Ol'I1hlri, llni: ,1IId sqUtr..n 1M Jlft fmm It
Wllh
II
IU btlt
~lld,JOll'
YOlJr Wtllpon In lin r1..Eoo'll lt ertllllng d'i IIIu lOry ,lilut.lt Ihal gloll'1' wllh whilt (JIt rgy. A~ )'0 11 1II111u )'Pur IIUaek, ~Ih your lru t II'tapo" IInJ r Oll
WfOllll('
P.l!fl'rll,
I!lt illusioll sllldl lll yourf(l(.
This maneuvt'r .1l1ow'5 you 10 Crl'a lt'" a mystical dou :,le of you r wl'apon. As ~'OU at lack. fOlir fOt" mu sl d«iJe which
Ai part of thiS maneu\""r, you creale a strand of shadow Ihal you burl at an opponen!. The sirand wnps aroun d Ihe targefs throat and chokes it_ Aspan of Ihi s m:meun'r, you make a r.mgeJ louch mack against a crealur",.....lIhm
range If vour attack IS successful, }'our As panof,hls maneuver you d isarrrar cppcaem ukes sd(, POints of dam age. 1n 2 cloud of darkness and teleport up to In addtucn, It must make a successso ft't"1away. You mu sl tu\ 'I: lin e ofsighl fu l Fort itude saw (DC 13 + your Wis and line of e(fecl 10 your desuna non. modifie r) or bec o me Iln-foored unnl If you alT r mpl 10 use this man e uve r Ihe Man of us next turn.This strike has 10 mo ve InIO an occupied spa ce , you no effeci agai nst no nliving Cn=.1IUn=S. do nOI move, and Ihe maneuver IS such 35 co ns tructs an d unde ad. e xpe nded bUI ha s no effecr. 1 his maneuve r IS .1 superna tural SHADOW l>:OOSE abil ity Shadow H an d {Strt ke SHADOW J.-\U l>:T Level. Swordsage 6 shadow H and [Telepcrtaricn] Iru rtarion Actio n: 1 standard acncn Level : Swordsage 2 Range: 60 ft. Ini t iar io n Ac rion: t sta ndard action Target: One flarfcce ed living creature Ra n ge: 50 ft. Du rat io n : I round Tar get: You Savmg Th row- Fortitude part ial
Ad.JIIJ of J hlJOIt' t lli'rp'tngulfs rou.Spilli IIIWoJ fmy mOlt. l1rlJ JuOppMn..A momfflf laIn, tim iJlaJ"wytwud apptoJrt arrou lIu MtlltptlJ an d t,J't's l'OU from IL
As you Jot stnlgg/ts to n'o:I Jy 1m J(frn~s, you mlllu a mbll( gtstll.rt In liu o:Ilr. A rwow' fomuJ 0{ mlJJow Jrops f"rom af,o\'t' him.
"'rurs aro tmJ
'iii
ll/afl. I h\ hmM ~tll1 tli lu dT1l.~~ lts to {rft' hmutlf from tlt( I trtln~I 1tlR: nOOSt'. As pa t! of rhi s maneuve r, you form a noo se oi shadow thai w ra ps around yo u r urgel and st ra ngles him. rhl\ maneuver wo rks o n ly aga tns t .1 £la' footed target . As pan of rhis maneuver, )'00 makearanged louch attack ag3ios t a flar-fccred creature wirhi n n nge If II hirs , your c ppcnem ra kes Sd6 perms of damage, I n addilion. he mLU t make
a succes sful Fo rt itud e save (DC It> .. you r \'(Tis modifier! or be stu nned for I rou nd . A successful save negates the stun. bUI not the ex tra damage . ThIS strtk e has no effect against n onHvsng c reatures. suc h as t On SIl UCI S a nd undead. This maneuver is a supernatural ability.
Ihmlf. ",nJ hOllls him
- -.-./"'-. INCORPOREAL SUBTYPE The Inco rporeal s ubtype was upd ated in Monster Monuo llll for dant y. Refe rence t~H S ~e rslon of the subtypC' when you use the one with sh adow ma neuve r. Inco rpo re-al Sub type: Some creatures are inco rpo rea l by nature, whde e th ers (such as t he se that become ghosts) can acquire the Incorpo real su btype . An incorpo real crea ture has no phys ical body, II un be harmed only by other inco rpo real creature-s o magIc weapo ns or creatures that strike as magic weapons . a nd sp ells. spell-like ab ilities, or su pe rnatu rala bllibes. It IS Immune to all nc nm agical attack forms. Eve n whe n hit by spells, Includ ing touc h spells, o r ma gic wea pon s, II has a 50% chance to Ignore a ny damage from a co rpore al source (exce pt for POSitIVe- e ne rgy, negetrve ene rgy. force effect s such as magi," mISSIle, or attacks made wuh ghost to uch weapons). Nonda magIng sprU effec ts affect inco rpo real c reat ures normally unless th ey re-qUire co rpo real ta rget s 10 function (such as implosion) o r they cre ate a corporeal effec t tha t inco rporeal creatures would normally be unaffected by (such as a web or wall of sto ne spell). Altho ugh it is nota magical att ack. ho ly waler ca n affect Incorporeal undead, but a hit With holy water has a 50% chance of not affectlf\g 41n incorporeal creature. An Incorporeal creature's attacks pass thr ough (.gno re) natural a rmo r. armor. a nd s hields . 4Ilthough deflec ncn bon uses and force- effects (such as mogt armor) work nOl mally agaIns t it. Non maglCal allacks made by an Ince rpe rea l crea t ure wit h .11 melt"e weapo" ha~e no effe ct 0" co rpo reill ta rgets, a"d .ny melee ilttack a" .ncorpo real creature m akes w,th a magic weapon against a corporeill tuget hilS a S096 m iss cha"ce. except for ~ttacks it mak es with a ghost touch wcapon. which are made normOilly (no miss chance). Any eq uipme nt worn o r ca rried by an inco rpore4l1 creature is also Incorporeal .1S long as it rema ins in the creature-'s po sse s· Slon. An ob lect that t he crea lure relinqu ishes loses Its ,nco rpo real qU.l1 t y (and the creature loses the ~bdlty 10 m~ n lpu l~te the obje<:t). If ~n Incorporeal c:re~ lure uses iI Inrown wcaporl or a f nged we~pon the proje<:1de ~c o m C'S COIporeaJ as soon as
It IS f,red a nd un affect a corporeal t4lrge t nor m ally (no m iss cha"ce) . Magic ite ms poss e-ssed by a n i nco r pore~ l creatu re work no rmallywuh resp ect to the ir effects o n the crea ture o r on ano the r target. Similarly, spells caSI by a" incorporea l creature ~ffect co rpo real creeto res normally. An incc rpc real c rea ture has no natu ral armor bon us bu t has a deflec tio n bo nus equal to Its Charisma bonus (always at lea s t ...1, eve-n If the- ceeatc re's Charismil score doe-s not no rma lly pfOVIde a bo nu s). An incorporeal creature can e nter or pass throug h so lid ob jects . bUI mu s t remam adjace " l to the object's exterio r, and so cannot pass e-ntlrely throu gh an object whose s pace is la rge- r than ils own. It can sense t he prese-nce of creatures o r o bjects withih a squa re adjacen l to Its curre nt locat ion. but ene mies have total concealme nt (5006 mis s ch ance) from an inco rpo real creature tha t is mstde an o bject. In order 10 see farther from the o bjec t it is in and attack normally, the incorpo real creature mu st emerge. An incorporeal cre ature ins ide an o bject bastotal cover, but when It attacks 41 creature oUls ide the object it o nlyhas co ver, so a creature outside Wi th a readied action could st rike at it as it atta c ks. An ncorporeal creature cannot pOIss through a force effect. Inccrpcreal c reatu res pass th rough a nd operate Ir'l wat er as enily as they do In air. Inco rpor eal creatu res cannot fall o r take falling dilmage. Incorporeal creat ures can not make- trip o r grapple attacks. nor can they be tripped o r grap pled . In fact, the'! c.annol ulee any phYSlu l act ion that would move or rnanlpulolte iln opponenl Of 'IS eq Ul pme nt. nor ilre they subject to such aCllons . Incorpoleal cre at ures have "0 weight and do not set off trilps that a re Irigge red by weight. An incorpo real creat ure mo~es sile ntly ~nd ca nnot be he4lrd wilh liS len checks If II doe sn 't wish 10 be . II has no Stle,,&th score, so its Dexterity mod ifier applies to both its melee at· t.ad s and Its ra nged iltta cks. No,,~ isual senses , such ilS scent dnd bli"dsight . are ellher IOeffeclive or only P.1rtly ef(ec ti ~e With regilrd to lncorpo,eoll creollures . Incorpoleill creatures hil~e an ",none sense of d leCllon and Coln move al full speed C"Ven w+ten InC"<> unn.ot see
l-iADOW STRIDE h.1JOYo Hand [Teleporrano n] l.eve! Swcnjsag... ~ Inirialion Act ion : t mov e 3('1100
Range: 50 fl, Target: You You J ml J"llt Ill!" a puff of blark ,nadoll'. .... ", Multl la ln ,l ht shl1Jow coalliUS anJ 1/ llJ'J'l'ilr
fiily ftc' iJlI\lY
th ough vou moveand atta k l\ [mg a you end your rum in a S-p ll l th.ll a l lll\~ you to hide, you r foes must make ~POl and Listen checks as norma l rod rscern yourprt·scnce. Your mc wment and lhis maneuver's attack have no t>llt'CI on you r Hide and Move Silently rceuh s.
STE P O F TH E DANCIN G MOTH Shadow Hand (Srance)
Thl~ maneuver func nons as rhe ,-~. jaunt maneuver. cxcepl rh.u il an be inmated 2'- a move action.
STALKER IN THE N IGHT shadow H and (Strike) u \·C'I : Swc rdsage 6 In irial ion Aet io n: I full-round ecuon Ra nge: ~ t l."l r t" arrack Targe !: One creature \ 011 s1.J( through lhc Jack IiIU.1 blrJ of rrq . cm(fJ:Jngonlr 10 rtnl:t dolt'll .'i.lllr! lv forr ~'IJutg b,llk ento lh.wow's Il'tlmm-
1IIj.l ( m h aft ,
As pari of th is m aneuver, you moveu p 10 your speed and make a singlemelee snack . u;Iny poi nr dur ing your move ment . If you were hidden be-fore iruna nng rhis maneuver. you can keep rhe n·su h,- of your prevlous H ide .;a nd Mow Silt'ntly checks even
AJrrw
Level: Swordsage5 Prerequisite: Two Shadow Hand maneuvers Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance
You focu. your rnTltf f(uon't ofki tlltrgr to gtlltr"'t nOll'lII~ maJoll'1 I/lllillfl )\'II' off tnt groUIIJ . YOIl milk arroS! lEu roughNI grounJ, (lI(n W,Iltr, wrln
tha t lads 1(\ prefect more th an Ii fe above th e ground. suc h as dr fficul r leI' ra in , burning 1.1\,:1, water, and so fcn h In addt rton . you Ignore the stan da rd penalnes on H ide and x tove Slll'nrl} chec ks for mov ing qu ickly.
STRENGTH DRAINING STRIKE Shadow Hand (Stri ke Level : Swerdsage 3 Pre rrq u isite: One Shade w H and maneuver Init iat ion Act ion: 1 standard acnon Range: Melee attack Ta rge t: One crearure Saving Throw: Fortitude half liquid, "la{l:: tntrg)' {O\ltn yowr u'tapon AI )1)U slnke youf"pponrnl, malenal l1(1wJ lJlto lilt wownJ, Jpr,aJI alollg 1111 \'(IfIS, and Itat'N hIm lI'tGkrntd.
"m
' 'W'.
W hIle you art' in th is stance. you can walk up to 5 feet above the ground . Your speed becomes zu ret't while you are in th is sraoce.a nd you ca n not run , You Ignore any te rrain fearure
As pan of th is maneuver, you make a single me lee attack agai n'>! an oppo' nenr. In edd irion ro dea ling n ormal melee da mage w ith the at rack, you deal of points of Srrength damage, A ~UCC l'~ ' fu l Fort itude save (DC t3 + you r \'('\ , modifi er) halves rh is Streng th damage, bur has no effect on rhe no nnal melee damage you deal with th e sm ke. Th is maneuver is a vupe rnarural ability,
The Stone Dragon dtsctpltne focuses an sireng th, power. and tough ness.
lis It-achmg!> gra nt a martia l adept the Jbllny 10 splinter steel wu h a single, focused blow. Stone Dugan's defenSIVe' abrhues focus on 1.1Ipping Into
the enduring powt-r of stone
10
Target : One crea ture or unattended
object Yo u pUI lIlt wt lglll of iI grr.:tl Itlowllalll brhlllJ your alliICk. I"ll<'ldll1~ JI!tough Iltmor and 1'011(.
turn
'lSIde snacks. This discipline's l~vorN WC'3POns a;rr rhe grensword. gt"C'~lne. heavy mace, and unarmed strtke. 115
key skill IS Balance. Unhke W 11 h 0 1her discipli nes,adepts of this schoolrdy on an externalfaret'the pO'"t-r of rhe t-anh and stone-s-to help power rheir maneuvers. As 3 result. Slone Dragon maneuvers an be- mniared onlv if you J.t"C' In contact \\ nh the ground.
As parr of rh is maneuver, von make a single meleeansck, Thl! allXk dealsan extra I:?J6 points of damage and autom2uc.ally overcomes danuge reducuon an d hardness.
BO"ESPLlTTI"C STRIKE Stone Dragon (Stri ke Level : Crusader -4, swcrdsage of , war-
blade -4 Pr erequ f si te: Two Stone Dragon maneuvers
ADAMA"TINE BONES Sto ne Dragon (Slrikt-) Le ve l: Crusader S, swcrdsage s. war-
In it iat io n Act ion: t stanJard acnon Ra n ge: ~ Ielee arrack
Target : One ct"C'31UTe
blade S Peerequtstte: Three Stone Dragon maneuvers In it iat io n Action; 1 standard action
Range: Personal Ta rget : You Du rat io n : I rou nd YOIl art,m ""f'I'11dm!olt fown'o) d..jiauet 011
fIll: Nlll.·~(I.I. Atlilckingyall n III jnul!tSIas \ln kltlf: a mOlmllml wilh
iI
lI\lIkmi'lslick.
Th e supre me focus, mental toughness. and phySical dur:lbililY laught by the Stont' Dragon di scipl ine culminate In Ih is powerful ccmbar maneuver. \X'hen you make a successful anack, your mmd focuses your body mro the eq i nvalem of a living shard of rock. Eve n rhe most ferocious attacks bounce of( yo u without harm, Asran o( this maneuver, you make a sIn gle melee at tack. If this 3113Ck hilS. you gam danugc rt'duction 20/3dam.:m· II Ilt" fo r I round.
ANCIE"T MO UNTAIN
YDUr .:tlt.u:k slaml hornt ~'1fh "f(h)(h'1LU mull: of sh.:lllmJ be:onff f'1l1pt"d Pnh. Your farg.:! rt'eh Ntlm\lrJ. ill" alll't bId stl'trcly mpl,lt,l.
"".I
A Slone Dragon :ldepi is an Implacable foe. Yourauacks srrush through armor and curn bone into dun. By focusing your srrengrh into 3 single, JevaSl31mg att ack. you smash an opponent to rhe core. H is very heal th and endurance are left wrecked by your at tack. As pan of thts rnaneuver,you make a single melee anack.Hyour attack hits, the target takes normal damage as well
as 2 points of Ccnsutunon damage
Slone Drago n (BoosI ) Le vel : Crusad...r -4, swonIsage of_ war-
blade .. Inttt anon Action: I full-roundaction Range: Personal Target : You Dorauon: Insuol.lneous lJlu a oolllJerhl,"~lltlgdolt'" a moulltlllnside, Wll sI,lm throuf:lt yll ur nltmlts.
You are an implacable foe once you gain enough momenrum. As you move across thebanlefield, your foes must mod aSIJe or be crushed beneath your feet. If you make an overrun m ack (PH 157~ you can iruuare this boost. Yougain a +-4 bonus 0 11yuur Stre ngth check l1la,lt' 10 overrun, and if you fail )'Our check. your target can't knock you prone. You simply stop mm'lng in the las t legal space you cccupred. You do 001 provoke necks ofoppoetumry forrht' rnooement
BONECRUSHER Slone Dragon (Stri ke) Level : Crusader 3, swordsage 3, warblade 3 In id at io n Acr io n : I sllnd3rd aelion Ra n ge: ~te1t'e attack Target: One crearure Durali on : See lext Sa"-c ; Fortilude partial; ~ leXI
H.~MMER
SlOne Dragon (Slri ke) Ll'vd : Crusadt-r 7, swordsage 7. warbladc '" PrC'tequisite: Thret' Slone Dragon m",neu\"t'rs I n il iacio n Acrion: I sund:ard acnon Rangl" eau ack
BO ULDER ROLL
or rhe overrun attempts.
C HARGING MINOTAUR Slone Dragon (Slrike) Le"-el: Crusader I, swordsagt- I, war·
blade t Initiation ..\ ction: I full-roundaclion Range: ~telC'C" allack
T:uget: Ont- ct"C'ature You dtlll'tT wur ill/ace, and )'Our n1tm\'s eYN i\"IJr opt"ll m J"'lllt ,I.> hn d.:dtlOrl ~glllS 10fnu fllTt III hunJrrJs of
You tI"lr~ .. ill )'Our fot. NasJmghim It'llh uult f'O"'tr lhall!t lfum!>lti foatk.
As part of Ih t.'i mant'Uw r \-au mah a melee attx k..l f your aux L:hus ndr a!.. an exlr: -4db poml I Jarno • 1
A< you roar acfO<'~ the b31defield your pos illon \ oursd f t il deU\'er a .k\-aSUI In ... hu I:' ttack '"('hen you slam
1m
rr"m
into li n o ppone' nl. YOU c rush him wuh concussive force and send bim st umbling backward As pari of Ihi s man euver, you make :10 hull ru sh auack (PH 154) :IS parr of 3 ch arge . Neuber rbe movement no r rhe bull ru sh anack provo kes macks of opportumry. Resolve rhe bull rus h 311e m pI normal ly. If your Streagr h check exceeds rhe oppcnem's resu lt, yo u deal blu dgeo ning damage equal 10 2d6 .. you r Str mod ifier in addi non 10 pushing rhe targer back 3S normal Assuming your Streng th chec k is high enough , you can r ush your largel back more than 5 feel (n normal for a bull rush , bUI wu hou r having to follow)
COLOSSUS STRIKE tone Dragon (Strike Level : Crusader 7, swo rdsage 7, warb13de 7 Prerequ tsue: Two Slo ne' Dugan maneuve rs Init iarion Actf cn: 1 sta nd ard action R2nge: Mele e aluck Targ et: O ne crea t u re Sa\'i ng Throw: Porur ude part ial
rowllng your IIr....glll 1\'1111 <1 Jar, nun· Mmg sJIOU/' )'(Ill .-xm ll t ana llact Ihat SCII J S your (lI'J'O nt nl Prill,!: Ihrol.gh Ill, au: As polrl of Ih is man euver, you make melee arrack again st your foe. Th is anack dea ls an ex tra 6J6 poi nt s of dam age, and lilt' crea tu re struck must succeed on a Fortitude save (DC 17 t your Sir mod ifier) or be hurled td4 ~ua ~s away from you, falli ng pron e in that square. Acreaureof a smal ler size ca lt'gory tha n yours gNS a - 2 penallY o n Ihi s savC'; a crt'a lU~ of a larger size c:u cgory Ihan yours g~ ls a ... 2 bonus on rht' S3\'e. TIlt' ene my's movemenl d~sn't provokt' all:lcksofoppo rtu nity . If ;an obstacle blocks th t' cre atu re's movem en t, il insle:llf srops in the fit'S t un oc cupit'd squue.
111l'Ol
uh mgsink, jtJras Illow,hlt ,1 (<'It' mO"'fIIt~ llrruggmg of.! Iht (ffU h of YOllr .IIIMk.
By making a powerful , focu sed blow, you kave your oppone nt unable 10 1T1O\'t'. The crush ing weigh t of your at tack forces il ia waste a precious momem regaining its boring. A5 pan of rhis maneuver, you make a melee attack. Th is arrack deals an extra ..d6 points of damage. If the crea tu re you hu is sl:lnding on rhe gro und, your attack also drops rhe larger's speed 10 0 fl.el \(or alllT1O\'rmc:" n1 I}~)(or t rou nd. II can XI nomully in all other ways. This maneuver fu nct ions onlyagainst opponents sti1:1ding o n Ihe ground. A flying creat u re or a levn anog largC'1is im mu ne 10 Ih.. speed reduc mg effl'CI, bu r n0110 the exira da mage.
CRUSHING WEIGHT OF TH E MOUNTAI N Slone Dragon (Stance) Level : Crusader 3, swo rdsage 3, warblad e'l Prceequtstte. One Slo ne Dragon mane uver Lnhiario n Act ion: 1 swift action Ra nge: Per son al Target: You Durarion: Stance
VCllIllI'ltlg )'Our 1l'(,lpon in II wIlJ <1,., ..1,101 mm~ II m lo lnt ground III rour (ttl. l"tI'lO'
mrgt s 0 111 from you, CduSlIIg lilt ,l::nJunJ I uludJ,., WIlli 01 s11l1rp fTtmor.
You chan nel ki into rhe eart h wuh you r mighl)' str ike, causi ng the grou nd 10 rumble and sha ke briefly. An yone su nd ing on the ground in th is maneuver's 3R'J must make 01 successful Rdln save (DC IS • your SU modlfien or beknocked prone. Any creature sta nd ing on the ground in rhts UC'o1 th.lll is curren tly cas rlng a spell must succ eed on a Concen tration check mc 20 • spe ll le\'C'11or IDSIe' the spell Vou are im mune to th e e(fec t of rbe ean hs rrt ke qua ke maneuver. Your allies mus t still S2\'t'.lIS no rnul agai ns t
us effect. \'('311s an d similar b ar riers don I b lock rbe line of effec t o f an earthst r-ik e qu ake .
ELDER MOUNTAIN H AMMER Sto ne Dragon (Srn ke) Level: Crusader ; , swo rdsa ge 5, war-
blade S
:I
YCl Il crush )'olllr or rOtl(ll 1 1'(ll t ,111I yO Il ,
k/ut".'t mg IIItlifr IJld ,If hlllll lS)'OU 1't11 hUll to lit,' ground.
Engagin g in dose cornbn against you is, fooli sh pros pecl . Drawin g on yourundersur: di ngofth l' SlOnt' Dr.lgon discip line, you sque-ez.e a foe w ilh in rour grasp and force th e lift" from h im. While you are in Ih is Slanct', you gain Ihe abi lil Ylo con slricl for 2d6 point s of da mage + I-I !::! times your Sn bo nu s (if any). Vou can conslrin :In oppone' n1 Ihal you grapple by maJdng 3 succC'Ssful grapple check.. 01 1 bes t, a
CRUSHING VISE SlonC' Dngon lStrike) Lc\'d: C rus ~ dl' r 6, sW'ONsagt" 6, w;nblade 6 Initiat ion Act io n : 1 S13nJ;aN aClion Range: ~1t'1("(' allack T:lrgC'l : One CR'alU~ Ou nl1 io n : 1 round
Range : 2(1 fl. ArC'3: zo -fr-radrus burs I, centered on you Duration: In stantaneous Saving Throw: Reflex nega tes
EARTHSTRIKE QUAK E Slant' Dragon (Slri kC') Level: Crusader 8 , swo ros.age 8, warblade B PrC'rC'quis ite: Two Stone Du gan maneuve rs Init iation Anion: I standa rd ac lion
Pecrcqut stte: Two Slone Dragon maneuvers I n it lal io n Action: I stand ard acnon Range: Melee arrack Targe t: One creature or unattended obJecl YOII J rlll" llrtllglll from Ih.' t d rlll btll t(lln your fUI lUl.l tTiJ .uftr II 11I 10 r lWIO Ul polI't'r. YOllr " ( .'(1 II IIIl,1: dropl 'Ikt' III! IIvdJ.ulclu upon yourfM, hllllllfl t rlllg hml mlo mhmlUlOII.
lhC' sruJems of the Stone nr.gon JISClphne leun 10 l.llp into lilt' poy.'t'r of the C'anh,cha nnd ils endk-ss st~ ngt h, .lI M use il 10 gt'Ult their a.lUCks r~mC'ndous force. A m ikt' deli\wtd bya Sront imgon adept di n shan er a warrior's sh ield. lum a wooden door into splinlC't'S, or sl2)' an ogre with a single blow. \'(' hen you u~ !his maneu\'C'r you makC' a smgle mC'lee atl.K"lt.Thai :II lack
This maneuver is an evolution of In C' rechnlques and abilities covered by Ihe stone bones maneuver. Your medirauve focus . b . 3.nJ rraining allcw you r mind to overcome matter. Weapons bounce from you skin and barely injure }'ou, When you use this maneuver. you make a single mew an ack. lf thls anack hi ts. you gain damage reduc-
deals an ex tra 6116 points of damage and autcmancallv overcomes damage reducnon and hardness
G IANT'S STANGE Stone Dugan (Stance)
Level: Crusader S. swordsage 5. warblade 5 Prerequisi te rTwo Stc ee Dragon man euvers
tion 10000000mantine for 1 round
In iti .alio n ,\ cl io n: 1 swtit action
Range: Personal
IRRESISTIBLE MOlJl\'TAIll: STRIKE
Targel : You [)uration: Sta nce
Slone Dragon (Stri ke)
LC"'e1: Crusader 6. swcrdsage 6,
You ,Will!: )'C'llr wt llpo n III II II'ldt . ,lrllJly lire Ihal JlImf mlo
warblade6 InitiationAClion: t standard
your fot wil li 1I1HtJIWt fOrTt, Onl)"\'OlIr mllslnyof tilt $I"'lt Dmgon Itch,thIIUf llllOU' )'[I1l 10 tnllli:t nu h m idNI NOll", Wllh ollilon ng Ytllir foollllg.
ecnc n Range: Melee attack Target: O ne creature D uration: 1 rou nd Saving Th row- Fortitude partial
Tapping into rhe power of (he SlOnC' Dragon, you
srrtkewnh resolute.irre-
You d a m \'our wtap"' l mill YOllt fot wit h ,rrt5ll f, blr
slsuble force. Vou [eam 10 set rhe full weighr of your body Int o each ofyo ur snacks. A warrior with less s kill would IOSl' h ts balance-and fall lat he gro und when using
foret. lit ( .In ~l1 rtly m OI'l' .11 h,-sfm~'rs lo nt,mla,,! IllSJc{enses .18,11I111 you ,
Your mighl Y anack caUSeS)~fopponen t
to stagger aimlessly for a few key momems. leaving him unable ro acr fu llyon his next tu m . As put of th is
rhis fighuag style. While rou are in th is stance , you deal da m age as if you were one Sill' larger than normal, lo a maximum of Large. Thi s bcnefu im proves your weOlpon a nd u narme d strtkc damage. It does not confer an y of rbe other benefits or drawbacks ofa cha nge in size, such as a moJ ihl'f toa bilil}' SCOK'S Of AC. Of an im proved reac h. This stance rmrn ediatelv ends if you move more than 5 feer for mv reason, such 3." from a bull rusb s nack, a Itl tIt:lnNIS spell. and so forth .
IRO N BOll:ES Stone Dragon (Stfikl') Level : Crusader 6. swc rdsage 6, war-
blade s Ptefeq u lsit lt': Two St one Dragon ma neuvers
maneuver,you make
A ".""'-"/ttls r~ r~jjlt .,it.hr 0/ r~ tId" Moalf14i" 0.......... In it ia t io n Acr io n: 1 standa rd acncn Range: Perso nal Target : You Durat io n : I round As )'(Ill nt.lk.- a mcuu(ul . t1l1cli:. you (I1lt r II m,Jlflllll't d lll.- flla lltIJl'ti ro u " lm(lS 1 Ifw u ln tTll bl.- 10 "linn. N t II f.- I\' ~rltf ntom t"h IItrOWI rolm ct oft)'t'Ut s1tlll,lInJ sword blows bGll"ly d1l1w lin," bl.:ooJ.
a single melee attack. This attack deals an extra ..de points of damage. A creatu re hi l by rhts smke must also make a succe ssful Fort itude sa\"e(OC 16 ...your Str modiher or be unable to take a standard actio n for t round. II can otherw ise aCI as normal. A creature Ihat successfu lly Sa\TS strll takes the extra dam age. This maneuver function s o n ly againsl opponents standing o n the ground. A flying creature or a levnaring tafgt't need not S3.\-e agains t rhe acnon loss effect, bur still rakes the eXIr3 damage.
M OL 1\1' IN AVAL-\KC HE rom Drago n (Smke I...-vcl : Crusader 5, swcrdsage S. war-
hlad\' S Prereq ui s ft c: Two Stone Dragon m 3nt'U\,COTS
I nit iation Action : t full-roundxlion RanJ:, t": Personal
Targel: You Saving Th row: Reflex half; see
rau
II ,d,-
'''roll!:''
\'Our m("rmN
llorl'- groJnl r
oJ
It'lil
hlr( 11
As pur of rhts maneuver. you can 10
blad... 9 Irritiarion Action : 1 standard action Range": Melee anac k Target: One creat ure
Y£lll warn mlo )'Cur .(O(. 11Inllllg OOIlN 11I1/'1 dud a"J musclr mlo b100Jv r111p. Your fClt's body IS Itft acnrrltJ. limit'll moe-Iury.
mM. of
your 11'",,(.
m ove' up
Sto ne Dragon (Strike Level: Cr usader 9. swords agc 9, war-
double you r speed and
Your allack ca~ dam3g('10 rhe srrucrure of your foe's body. As p3 rt of Ih is maneu ver . you ma ke a single m ele e anack. If rhis mack bus. you dt' al 1d6 poi nts of Co nstitu tio n d amage in ;tl,Mi· tion 10 you r normal damage.
rrample your opponer us, You can C'nI!."! t he' SP3Ct" of .:I ny creature of your Silt' OVERWH ELM IKe category or smaller. If you enter and MOUt\" ArN STRIKE Ston e Dragon (Strike-) occupy all of the space occupied bv such a creatu re, it rakes dam age eq ual Level: Crusader of, swordsage of, war102d6 l ·t / 2 um es your Sir bonus blad.. .. Ifanv Irutt anon Action: 1 standard action You can dea l rtarnpling dam age to R;a nge; Melee arrack a ('feJI UTt' o n Iv o nce' pe r round. no Target : One creature man er how many limes you rnOVC' into Duranon: 1 round or th roug h it ~ space. You must mow Into eve ry sq ua re a crea ture occupies 10 trampl e it . If you move over c nlv part of the sp3ce 3 creatu re occupies ifor exa mple. you art' a Large creature mov in g over half th e space of 3 Large opponent ], ir (a n eith er 3tl em pr an auack of cppon unuv agaillSl you or it can attem pt :I Reflex saw (DC 1S ... your Sir modi lil'r) 10 avoid halfof your trampling lb mag....
MOUNTAIN HAMMER Stone Dragon (Slrike) Lt'\,el; Crus ad...r 2, swords:lge 2, war·
hbd t 2 Initiation Act ion : 1 sl,mda rd action Rangr: :-'lelee attack Targcl: One crc'lllure or una rlrnJrd obJC'C1
1Ilrt II (.Jllrug,mda.ltcht.)'(Ill Ilnk.·lI'lth Iht wt'l ;:h! .HlJ f llr)" of Ihr rn(lunlalll.
As pan of Ihi s mane uver, you m ake a )Ingl(' me lee atl ack. This allac k dea ls n extr.l 2d6 poimsof damage and aul()o mallc.1llv OVC'rcomcs da.mage rM UCIIOn
r:d tu.rdnes~
Levr]: CruS3J~' r 3. ew nJsa~e 'I war
blade 3 Ini tiat ion Action: I SWlfl action Range: Personal Target: You Duranon: Stance rOll rtlIluh ,)lIJ stl )'Our ftt l flill 0 11 III(
Im'wld. rool1l1g1'tlundf Ii) Iht IfOl ww: klnJ
,,'n Yell (rumllum unJtrfOOlllllJ dm,,' lht m lottorr )'OIl,lt'WlII!! 11 tToul of tilt Jilld III
MOUNTAIN TOMBS1UNf STRIKE
Sa vi ng Throw : Fortitude parti al Yo ur "u glily sin!.:" ft'IIlJ'llmnly ,lt\tlfl<'llh )'t1urorJ'llu( lll,coslmg111m r U tl/'lU, stfOlhl\ al lu Jl ll ~(S off Ilu ,,1I,uk.
:-';C1fhl1lg CI1" mOI'r )'till {rtm!
Like a ltving mounuin, you choos e' yourposinonon the b.mldidd.and s"tnk ),our roots Into the earth. Wi rh vour spot cbosen on The field,vou canno t be shifted from your posmon. While you are in this stanc e, you g.ain" ..tobonus on checksro resm hull rush , overrun. ,,00 trip attacks, a ~ ,....toll IS on gra pple checks made 10 ~1~1 an orPOhf' ht 's grapple al1~mpl. A ny creerure that attempts romoce Ihrough your thrt" l ~ned am or the space )'ouoccur' takes 3 - 10 pe na ltr o n .any Tumble! checks It makes. Thi s stance also gnnl you damage redu ction 2/ Th is stanc e im med lal ely ends If you mow more than 5 feer for :m y reason suc h as from a hull rush atta ck va tr/t· kWtlU spell, and so forth.
STONE BONES Stone Dragon (Slri k('J Lev el : Crusader I, swcrdsege I, war
blade You sl.a.m your foe with a mighl Ystr ike, almos t kn ocking him from hi s feet and forcing him to find hi s fcoung and steady himself before he can react. As part of th is maneuwr, yo u mak!.'a mdt'e allack . 1 his at lack deal s an eXI ra 2d6 poi nrs of Jamag.... If lilt" ere ,Hurt" you hi l issrandingon Ihe ground. your allack also causes lh e I3t gt'l 10 lose ils ahi lit)' to take a mow aClion for I round. II can OI htn\' i~ aC I norm31ly. A successful Fon itu de savt' (DC H .. you r Sir modifit'r) by Ih t" c rutu re Slruck negatts th e loss of its movl." .aCtion, bUI nOllhto extra dam age. Thi..~ maneu\f1' functions only againsl oppo nents sianding on Ihe gro und. A llyi ng (rl."aru ~ .lr a levit ati ng urgt't l1l'1.. J nol saw againsl the aclion loss efft'Ct, but
slill takes the tx lra dam3ge.
ROOT S OF THE M OUNTAIN Stone Dragon (Slance!
flm pWU
t
Init iation Ac non : t stand ard action Range: Personal Target: You Du ra tio n : 1 rou nd
foc us \'ClUr Oltrg)' 10 m illlilft YOllr Jra ll'mg 011 tlu II(lWtr of \'Ollr lI'tllpo rl'S " " pa d w ld l a fOt 10 loughtl! !1111r1rlf agalPlst a cOlmltrl1lll1lk. r ou
.ltll' lI5tr"
lbe Sto ne Dragon Irad itlOn lcoaches 1I~ disciples
[0
shnlg off :utKks through .iii
romblnation of menial focus. putt IOUghness, and resilience. When you make a successful mt'lee altxk.. you attune your m ind and bod)' TO suc h .an InCfl"dlble' extenl Ihal only Ihe sha rpesl weapons (an mJure you. l.es......r;arm amcnl s Q U O)(" mel'(' bruises and mi norculs \\:'ht"n you use Ihis miln t'uV('r, you m ake a si nglt melff all ac k. If IhlS attack hIlS, vou gain tkmagt' reduction ~ adamanttnt' for 1 round.
STONE DRAGON'S FURY Sto ne Dragon (Stn kC' l e vel : CrU~JJl'r .1. swordssge 3.
Wolf-
blade 3 Pre r e q u is it e: Om'
SIOOt'
Dragon
maneuver
lntt tanon Act io n: 1 standard acuon Range': xtelee atuc k Target: Creature or objec t struc k
A success fu l Forumde save (DC 12 + yo ur Sir modifier by rhe creature struck nega rl'Sthe irnmcbilizauon.but not the extra damage. This maneuver fun ctions on ly 3g3mS ! opponents standtng on th e g round . .'\ [lyi ng c reatu re ora levit ating targe t need nor save ag3imt th e speed reduction effect, but still rake s the extra damage.
STRENGTH OF STONE Stone Dragon t ~ u nc r) Le vel : Cru ader ~, swordsagc 8, war-
bl:rdl'toC Pre re qu tsue : Threl' Stone Dragon maneuvers Initiati on Act ion : 1 swif action Range: Persona l Targe t : You Durati on: S13f1Ce
\t Ilh II mI g Ht y 1\',1 1 cry. YOII IIl1 m )'(O ur wtdpon m lo al diglll tTl",: OT ,,'htT {llull '"
STOl\" tFOOT STANCE
lln .
1. TlttMo](C' ~huJJtn jL>r II mom(JI! !otfort II,oIll1f'\i"i itllo broken J1.mk
Slone Dragon (Sta nce Level: Crusader I, swcedsege 1, wa r-
Your artunemer u to Slone Dragon's ("2rth rulure 2l1ow~ vou 10 spot flaws In objects wuh uncanny prectstcn. You use t h iS knowledge 10 vo u r JdV3ntagC'. alJowl ng you rc make dev a~13llng 3uadr." :lg;unsl Oh)KIS .mo consrrucrs. As pan of Ih is maneuver. you make J single melee at tack. Ii vou r at tack hits a co ns rruc r or an objec t. you deal an ('XIU "d6 points o f dam age . You can use th is strfke i n conjunc tio n whh rh e su ndc spec ial 3!I3Ck (I'H 158) and 3ltempr to dam age held o r carried objects. Aga in sl ot her 13tgt'IS, you gain no special benefu from Ih is maneuver.
I n it iatio n Actio n:: I SWIft action Ra n ge: Personal Taege eYcu
You (Illtr ,m IItlptne lrdbltJejmmot i t.lnet malu ng II wlrnMllrnJ'llinNt fM an llu.uk 10 "nkc)'Ou m II 1"lllntNMtllR'o1.
blade I
STONE VISE SIOnt' Dragon (Strike) Le...'el: Cru sader 2, swordsage 2, war' blade 2 I nit IoUio n Action: I sta ndard action Range: Melee arrack Target: Creat ur e struc k Durati on: I ro und Sa\'ing Th row: r crmude part ial Y(lU m'lkt II cr ushlllg "'Oil' lIhll Illl~'n wllroplX'll tn J. ltll v lIl g Il lmllblt I" mOlY.
B\' making a po werful, focused blow. you leave yo ur opponen t unable to move. Tht" crulOhing weigh 1 of your blow force s it ro waste a pr eci o us moment regai nin g irs footing. As pan of thi s maneuver, you make a smgle mele sn ack. Th is :mack de31san extra Id6 pcims of da mage. H rhe creatu re hit IS ~Ianding on th e ground. your anack also drops the target's speed to 0 leel fer all movement c.ap.abdil ies) for I rou nd lt can c therwise act normal]v
Du rat ion: Srmce You (rouch and stt yuur frtl flal Oil Ihe ground. draWing tht r'l"Sllltntt.,.rthe earth mID )'Our OOJr.
The stud ents of the Stene Dragon di scipli ne model their defen ses afte r th e earth ilse1f.The wind might batter th e mountain, Ihe r-i....er might cut th rough rhe plains. but in the end the srone and roc k shrug off such assaul ts. \'('hile you are m this stance, you gain a.;.,2 bonus on Srreegrh checks and 3 +2bonus loAC agunst creatures of a size category large r th an yours. This stance im medutelyends ifyou mcse more rhan 5 fee l (or any rea son, such 3S from a bull rush att ack, a l(/ r b nt'l1S spe ll, and so forth.
,.i.l
.A J'w ff rrauJ" puq th ifu-
rk
While}'OU are in thi s stance. \"OU focus rou r effort s on r~""e'nung am' dC'\"3S' u llng m acks from peeerrau ng your defe nses You are Im mune to cr incal hits whl ll' you an' in this stance. This stanc e ImmeJi,uely ends if.. .oo InO\~ more than 5 fret (or any n-ason. such as fro m a bull rush arrack, a t(/tklllCOIS spell,and so fonb.
1 he Tiger Claw di scipline embraces a
feral rage (luI lurks wubtn rhc h...art of irsimriares. In hanle.such warriors growl
like wild animals, auack wuh :I fury similar 10 lhatofabarbarian.and rely on overwhelming, viCIOUSa~SJuh s to d C"fl-'::ll their eoermes. Tbc'Ilger Cuw Ji.;ciphne's f3VOmJ. weapons are th e kukn. kam a. handaxe. claw, !.t1't"JU Xt', :mJ una rmed strrke. Irs key skill is Jump.
'((lU ~wltlg your wt'wlll1rH a!>ou l yoU In w Nur of ~rwf. mwlnngwSCTJt'S of In'l151w l m ~ wflw(~' In Ilu ~J"'2uolII nng't brlw.Ii.
BLOOD II\' TH E WATER Tiger Claw (Stance It'\~I : Swcrdsage I . warblade 1 Prerequ t s tr e: One Ttgcr Claw rn.1n t'u \'l"r
Initiat ion Action: 1 sWift act ion Range: Personal Targe t : Yo u
DAr-;CING MONGOOSE TIgt"T Claw ( Boost)
Duranon : Stance 111.' smtll ofblMI Jm S \'tI1I mID il fury .•o\s you slMNmtc )'tl U f 1M, (
You make.ll flurry of de.lld ly sn ac ks After inili.lliing rhis boost. )"OU can rMke ontO addition.ll! arrack with each W~Jpon you wield (to .lI max imum of two exrra Jttacks if you wield tWO or more weapons ),ThC'S(' extra anxks are made at your highest attack bonus lOr each of veer rrspt'Cuv~We.llpom.. All of these att acks mus t be directed againsl the same oppcnem.
DEATH FROM ABOVE Tiger C law (Strike) Level: Swordsage 4, warblade .. Prercqu Istre: O ne Tiger claw maneu ver Init iari on Act ion: I standard actio n Range: Melee sn ack Target : One crea tu re
you """'llrd.
\X'hile you arc In this stance, )~ whip yoursd fin lo aterrible rage. Wb,'n you score II cnnca l hit aga ins t a n opponrnt, yo u enter a near fn-nzit.Jstate from the sigh l and smell ofblooJ. You gain a +1 honus o n au ack rolls and damage rolls. Because Ihis is an un typed bonus, it -tack s with each success fu l cmical hil you score. If you go more rhan I min ute without achie\'ing a crit ical hu. you no longer gain rhe benefit of the stance.
\'(',111il W<1rO)\)'Ou It.lr mIDIht au illh-{
hfl \'Dllr
Il'(apo"
high owr-
hi.l.!. 1\ S1'1111arc JO II'IIII'd r ,-{, YOllr lI'ilE!hta",1m0f710 ltllln lm J lIon(cruslrmgloJu 10 vnur all.u k.
Like a th underbolt , you slam into your foe fro m above. You leap upon your en emy an d drive him into the ground. The impact of veer-arrack grves\'OU exrra force, allowing you to score a deadly hit. To use Ih is maneuve r, yuu must be adjacen t to a foe. As pari of this maneuver, you .al ll."m p t a DC zojump check.
CLAW AT THE MOON Tiger c taw (Slri ke) Le ve l: Sw ord vage 2, war-
blade 2 In ir iat io n Ac t to n: 1 sta ndud acnon Ra n ge: Melee an ack Target : O ne creature
If this check succeeds, you '1011
'(wr mID 111( ,1Ir,(alchmg
your lot off glllln l .:IS you d,u J"u n 11I10 III"'.
You learn to leap mro IhC' air Jn d
.w:t" ~.11 foe s vulnerable poin ts. Like J
A ...·.rbl.J~ ,"WI. J~.tb fn1l'l .Hf~ .rr.u c . t,.ius. Jisp'I6I;cr k .JI
can make a single melee mack against an opponent thai you were adjacent 10 when you began rhis maneuver.This ansck occurs in lilt'air as)'OU scar ~ryow oppollfilt also as pan of the maneuver
You r auack deals an extra 4dc. points of d:rnu!.'l.'. and 'lou r opponent isconsidered flar-foored again~ t Ih is mack. You then land in any square ad,xenl rorhe Iargl"lof th is :rn :rck. lh o\lgh no mere than 20 ft'{"1 aW:lYfrom your starting position . Ifyour Jump che ck fails , you remain in the last squ are you occ upied before the Jump chec k and ca n make a single attack normally, The maneuver is still considered expended.
Pee r e q u t str e: Two T ig er C law ma neuvers I rru iarion Act ion : 1 standa rd acnon Ra n ge: MC'IC't' attack Tc rgen One creature D u rat ion : 1 round or more ; SC'e te x t Saving Throw: Fcrthude negsres IX'II" oJ ml1lure of 'llreful prennOll IInJ ammlll Wl'a~tTY, you fta r 11110 oJ fM 10
product Jo:agge,l lI'(lunJj lho:al h"n lI'lth p.1ill .
(ll~ T1dltl m
FERAL D EATH BLOW Tlger C La w (Stri ke) Level: Sw o rdsagc 9, warblade 9 Pr e r C' q u i s i l C': Fou r Tt ger C la w man euvers
Initiat io n Act ion; I full·rou nd :K1ion Ra n ge-: Melt't"att ack Ta rg et: One- crea ture Sav in g Th row: Porm ude partia l
With II rnmoJ1 'lOl\4, you lellp IIIta I he~ " <1nJ 1<1"J on yOllr Orf"'lIffll, hll,irmg ~nJ
d"wlng lit IllS "cd:. You leap upon your op ponenl. rendi ng and rearing with your weapon s in an arrernpr to kill him wuh a bruta lly overwhelmi ng assauh. You grab onto your foe as you slash and hack .11 his neck . face. and other vulnerable areas. To use rhis maneuver. yuu mus r be :rJjaceni 10 you r Intended targe t. As pan of rhts ma neuver, make a Jump check wi th a DC equal eo your opponen t's AC. If rhe chec k succe eds, you ca n [hen make J single melee attack again st your foe. also as part of rht s m aneuver. The rarger is conside red flarfooted again sr thi s m ack. If your snack deals dama ge, you r target must at[emp t a Fortitude save (DC 19 + you r Sir modifier). If Ihis savC' f.:tils, your target is ins tant ly slain (h is hil poin fs dro p 10 - 10). If Ihe s.:t\"t" is SlIccessful, you dt'al .:tn C'xtra 2od6poinlsofdamage to Ihe Utgl.'1 in addi tion 10)'our norm..1 \\'t'apon damage. Crea lures immune to cmical htt s are immunt' 10 Ihe dC'alh effNI of this mikC'. If your Jumpcheck fails.you can make :t singlt' al l.:tck norm.:tlly.1bC'nu nem't'r is still considC'red e-xpe nded.
FLESH RIPPER Tiger Cl,aw(StrikC') Lrvd : Sword u ge ] , wubl.1 de]
As pan of Ibi s maneuver, you m2k a melee attaCk against a singk c ppc oem. If [h iSsnack hns. d~ target mU~1 male a successful Pcrnrud e save (DC 13 • you r Srr modifier) or uke.l - <4 pt'n2hy on anacks and 10 AC for 1 round. If your attack is .. cri tic.a1 hit, these penallit'S last for a number of rounds equ..1 10 your weapens critic..1 mu lti plier . You r targe t takes normal damage from you r attack regard less of the result of th e save. Thi s maneuver fun cnons o n ly again st creatures that are vulnerable 10 critica l hi ts.
FOUNTAIN OF BLOOD 'lIgC'r c law (Boost) Level : Swordsage 4, warblade 4 Pr e r e q u t s tr e : Two Tiger Cl aw m..neuvers In iriat io n Action : 1 swifr acrio n Ra n ge: 30 ft. Ar e a : 30-ft.-radius burst centered on you D u r at tc n : 1 minute Savi n g Th row: will partial; set' text As)'O lnftv,litso ra your ~laJt',you tWIl! oJnd
rum
yt'UT
ll'i"f'On
10
s..'nJ blooJ
sJ'TllYln g
,l{flISS lilt' N lllefidJ. r (lUT en(nllel
,lul ek
III ft~ r ~I fh{lr ,d iy's gnslr Ji mlSi.
If you red uce a living op ponent to -l or fewer hi t poi nts during you r turn, you can in ilia te this maneu ver. Your weapon rips into you r foe as sht' drops, de-aling an extra Id 6 poinls of damage and forcing all yo u r t'Ilt>.mies within a 3o-foot radius 10 m.ake ruccC'ssful will saves (DC H + your Strmodifier) or be shaken for 1 minute. The foe you drop m usl be withi n your thre.:ttened area wbe n you initUh> Ih lS ma ne u\~ r. For t'ac h t~ you drop du ri ng ) our turn
pn or to iniuaring Ih is maneuver. the save DC increases by I.
GIRALLON WINDMILL FLESH RIP Tiger Claw (Boost) Leve l: SwordSfur,
)'Ou stn lu rf!llr J'CrplnrJ (nnrty fro m tue JlmtlO rl! oil tllrh sfn ki.
0"", rrnJlIIg hu Jlnh
It'tlh
Exh of your:macks is precisel y limed ma xtmtze the car nage il inflicts. You mu st be wielding two o r more we-apons to inmate this ma neuve r, As you hack Into )"Our opponent, you use your weapons rcge rher [ 0 murderous effecr. u'ilh a crud rwtsr of your- blade, you wide n the wounds ) 'OU cau se with t ach successi ve strike. You mu st Irunate this maneuver before m aking any at tack s in rhe current rou nd . If you strike an opponent multiple times durin g your rum , you also deal rend damage. This damage is based on the num berof times you strike you r opponent duri ng you r [urn (see the nble below). Determine rhe re-nd J am agl' du ll Im m ed i.:t lely after you make your IaSI attack for you r rurn. If you attack rnuhlple oppo ne nr s duri ng you r tum. you gain this ex ira dam age against each of them. A creature lakes rend damage based on Ihe number o f atl 2c.ks that hil it, nOI Ih e numhc.-r ofsucce5sful 2ltacks you m..ke. Forexample ,ifyou hi ta fire gianl th ree times and an t'\'il cleric twi ce during your tu m , the fire gianl takes rend dam;lge- for thl"C'f' anacks and [he cleric takes rt"nd damage for tWO atucks. 10
Succ essful Allacks
Rend Damage
1 J
lOd6
• 5 6 7 8-
8d6
12d6 lo1d6 16d6
lSd6 IOd6
H MSTRING ATTACK Ilger C b w ( S l ri k~)
Level : Swordsage 7.warblade 7 Pre r e qu isite: Three Tiger C la w m aneuvers Init i at io n Ac tion: I standard ac tio n Range: xtelee attack
Target: On e creature Saving Throw: Fortu ude half Duration: I minute
You Jju miD rOUTorponent's Irgs. 'taving 111m I".hrltJ ll llJ s1umrlmg !lboll!. As put of this maneuver, YOU make a
sin gle melee anack. If this eueck h its, Ir deals damage as normal. In addition. th e lu get takes Ids points ofDexrenty damage and a - tc-fccr pe nalty to speed for 1 min ut e. A successful Fomr ude save ( DC 17 + yourS rrmooi fier) halves
both the Dexterity damage and the speed penahy.
HUNT ER'S SENS E Tiger Cl aw (Sta nce) Level: Sword-age t , warblade 1 Pre r eq uj si te : One Tiger Claw maneuver I n it i a t io n Action: I swifl ac tion Ra n ge: Perso na l Target : You Duration: Srance YOII IIllff Ilf l/u (lir Ir~( a/ulIIfUli: lUUlIlld. Afll'r YOIl fMlIl your 11111111, (Ill lIrMy of « w ll lllld IIor mnllvdll, lt'S your Im'(l1(UCll fw o,"( clear til you. Your m astery of th e Tiger Claw d iscipline allows you 10 beco me attuned 10 th e fer31side- ofyour pe rsonal ity. On a fund ament al level. you be-gin 10 rhin k more ltke a wild bt'asl an d less like a civilized creature. Your ene mies are prev rc be hu nted down and slai n. Your allies are packmatcs. This sh ift in vtew ,>prt'.:Ids 10 your physical senses. As lon g .;Js you are in Ihis stanC(', you g:ain the scen l special abililY{}.f},13H~
LEAPING DRAGO N STANCE Tiger Cl.;Jw (Slance) Level: SWONsage 3, warblade 3 Prerequisit e : One Tiger Claw m.:lneuver In it iati o n Act ion : I swifl action Range : P('rsonal
Target : You Durati on : Sianct' tt't'IIIt'Ilt'1l you art' trdl'l1(,l ltI11!!'lf '1IllIr l<'n ll flJ k·t"m mgly 11II1Iblt' 10 1111'11'(, ,I It'(lI' t"(lu smd y011fiym!! gmufllily through lilt illr.
The- Tiger Claw discipline teaches you 10 assume a stance thn allows you TOsail rhrou gh rhe:rirwhe·njumping. Youspring from the ground with an unmatched bursr of speed and srrengrh. Whi lt' you rre in this stance. you gain a - tufootenhmcemem bonus on Jum p checks. In addtnon. any Jumps >"ou make while in th is stance are considered runningjumps.
PO UNC ING CHARG E Tiger Claw (Smke) Level: Swordsege S, warblade s Pre requt s tr e. Two Tiger Claw maneuvers I ntttaetcn Action: I fu ll-round action Range: Person al Target: You
\'('lfh each foe
rOU
srrtke, your blood
fury n ses ever hight'r Afler a bri ef rnomem of exp losive rage
IUSI and baltic
rh e foes around you are left bloodied rom, and moani ng. W h e-never an opponen l within 10 feel of you drops rc - f or fewer h u points, whet her from your arrack an ally's strike, or some ot he r cause you can immedialel.,- make an sn ack of opportunity against any oppont'nl wi thin your th reatened aR'3.
RABID BE....R STRIKE TIger Claw (Stri ke) Leve l: Swordsage 6, warblade 6 Prereq u tst re . Two Tige r C law maneuvers Initi at io n Actio n : t standard actio n Ra nge: ~ I e lee attack Target: One creature
w'" h d feroclOllI J'O<1r, )'Ullitap llro'l W llr tlltmy /,kt' a wild /Ir,nt. s1at1lflllllg your It't'af'l" mft' 'u r Wltlt 01 madman's fury. Youfocus your pri mal fu ry inr c a single
W'ith 'ht roM of ,I wIlJ b((ld, YOIl ",row Y!)[Indf lilt" ,ht" fmy. Your I\'t<'po.u (lrt It'tk more ,h'llld b/url1s )'I1 l1 llll{~ ,I' your fOt" Wltll fadl sJlitd.
W ith a feroc ious howl, you throw yourself in to combat. You move with such spee d and ferocity that when you reach your enemy, you unleash a bliste rin g flurry of slashes, CllIS, and hac ks. As par r of initia ling thi s maneuv er, you make a charge m ack . In stead of ma king a single attack al the end of your charge, you can m ake a fu ll attack. Th e bonus on your attack roll for making a charge attack applies 10 all your m ack ro lls.
PREY ON THE W EAK Tiger c law tStance) Level : SWONS3gt' 7, war blade 7 Prerequ i site: Two Ti ge r chw man euv('rs In iti .;Jtion Action: I sw ifl action Ra nge: Person :ll Target : You Duratio n : Slance II't"~tr fats hlu d mlgh'y I'uddlor 'urntd loost amollg 01
You Sly",t Ihrou!::1t llt r,l of prt'Y.
anack. favtng an opponent low wi rh a mighty blow Ibal splinters bones and shatters stee l. As parr of rh is man euver, you ma ke a single melee at tac k. You gain a +... bo nus o n this attac k foil anJ deal an exira rode poi nts of damage Afte r co mpleting th is m ane uver, you rake a - ... penal ty ro AC until the sian of your next turn.
RABID WOLF STRIKE Tiger Claw (Strike) Level: Swordsege 2, wa rblade 2 In it iat ion Action: t sta ndard action Range: Melee attack Target: One creature
"It
You .fOolm III rflt'uth allJ Slrtam 1II raw as rou lI1akr a J'O u'O'ful alta( ~ agalllst jour t"tIllY. You sclllslJr all lhollgldsof. ltfmst a! YOlllungt .forward. Fora split-second, you unleash the barely controlled, primal rage W I sufEt'S wilhin you.As. part of this InaJleU\'er, you make a sing le melee artack. You p in a .... bonus on th is anack roll and deal an el\:tra 2d6 poinls of dama ge. You rake a -4 penaltv to AC until lh... stan of your next rum as Ihis \\; ld stri ke sends you offbat:lOce and hinders \"OUrdefenses.
RAGING MONGOOSE
SUDDE N LEAP
enemies, unless you succeed on [he appropriate Tum ble chec k.
Tiger Claw (Boo st)
Ti ger c law (BooSl
Level: Swc rdsagc S, warblade S I' r c r c q u i sir e : Three Tiger C la w man euvers
Leve l: Swcrdsage
I n it i ar io n Action: 1 swi f t action
Range: Perso n al Target : You Durauoo: End of rum
In it iat ion Act ion : I swift acricn Range: Personal Target: You Duration: In stan taneous
You .mllas.1I II {ao(l(lus l'Ol/ry of alf,1(ks. ,,'11111/0': auar 1111 thoughts of (dutlOIl 'IIIJ
crt'. 1"'1I',"g rOUTopporl{Plh NfJlrlf.
1,
warblade 1
Pr erequisi t e: One Tiger Claw m aneuver
You Irap toa Jlell'posillon'" j',( bllllkofall
SWOOPING DRAGON STRIKE TIger Claw (Strike) Leve l: Swordsage 7, warblade 7 Pree equ t s tte: T h ree T iger C law maneuvers In it iat io n Action: t standa rd action Range: Melee' arrack Target: O DC' creature Savi ng Throw: Fort it ude part ial
wlf,colltrol. lJkt'li JNgotl, \'OUIWOOpJt'II"n u/X'" )1lll r Jot llJlJIr, l~ 1\'1tl1 .tdt'Wltahllg .:IfloUt. You It''lp owr IIrr 1I11J. llS)'Oil soar'!trough Iht' lIU; Imlclish II dTl'oUlllting w!Ie)'
Yo u make a OUtty of deadly 3t13Cks. Afl er initiating Ihis booer, )'OU can make two additional attacks wrrh each \\"e'3po n you wield (lO;ll maximu m of fOUl eXIr2 attacks if you wield rwcor more weapons). These cX ln attacks art' made- at your hight"s i arrack bonus for each of your respective \\t".lIpon s. You can spread rbese attacks OUI amo ng as many foes as you wish.
oJ idt.ub.. You leap ever an opponent and chop down at her. ruining her defe nses and striking with J critical blow. As pJrt of rhls maneuver, )'Ou atte mpt 3 Ju mp check 10 lC'apOl.oerYOllr largt't.1hc result of th is Jump check mu st be
SOARING RAPTOR STRIKE
suffidenr rc allcwycc IO rnoee
Tiger cia w (Strt ke) L('\'e1: Swordsage 3, war-
blade j Prerequtstre O ne Tiger Claw maneuver In it iat ion Act ion: I standard action Range: Melee mack Targer : One creature YI1I1 r('llp mto ,IlT ,Iir, cald lllig ,1 IM!!"r "I>p01h'ltI bYSIOl'risr a S)ICIlI JllmllOl.'rr ill ,J...fnllTs 10 pili ng" yOllr 11'0'(11'011
mla lilt' croW Il ofill hrad. \\!ilh 3 carefully rimed It"ap, you jump over the urger's defenses and eneck It irom an u nexpected angle. Youcan use rh is maneuver only against a foe of a larger size category than yours. As part of this maneuver, you make a Jump check with a DC equal to your fee's AC. If rh ts check succeeds, you also make a melee attack as pan of this m aneuver. If the check fails . you cannot make this attack and the maneuver is still considered expended. You gam a + ~ bonus on rhe arrack roll and deal an extra 6d6 points ofda mage if your anack h its.
A f.irbJ'"nlti """rb!4dr iJlfjuru,.., " ",OIfJrnns spidrr virb t~ """";"1. Jr"l.t" striff 1n4"~-'YT
You can make a Jump check as a
swtf acnon and move the distance dererrruned by your check result. You provoke attacks of opporturutv w ith rhls move ment. and you must move in a straight line. As with 1ny move ment. ),OU ca n attem pt a Tumble c hec k 10 avoid any attacks vou provoke wuh thts sudden leap. Yl'U can ( move rhrough
thro ugh an op po nent's spac e anJ over her. If you fail the Jump check needed 10 jump over your foe,you provoke anacksofopportunn y for Ihe d istance you jump, if applicable. If your jurnp was roo short to clear your oppo nent bur far en ough rhar you would land in a spact' she occupies. you land edjacent to your opponent in the square clo sest 10 your star ri ng square. Ifyour ( heck is ins ufficient 10 j ump over your target , you ca n also make a single mack against vc nr foe wuh no special benefits or pe nalt ies, as long 35 you r target is wit hi n reac h. If the chec k succeeds,you do not provoke attacks of opport uni ty for leaving threatened squares duri ng your jump. Your foe loses her Dexterity bo nus to AC against your mew arrack, Thtsarrack deals an extra IN n pointsofdama ge.and rhe largel must succeed on a Fomrude save (IX: equal 10 }'OUr Jump check result) or be stun ned for 1 round.
WOLF CLIMBS THE MO UNTAIN Tiger Claw Strike Le vel : Swcrdsage 6, war blade 6
Prere qui si t e : Two Tiger Cf aw maneuvers In it i:n ion Action: I fu ll-rou nd action Range : Meleo attack Target: O ne creature YOLI dlpbt'lww l II larger fOt·'~ l..g~ lluJ Jlnke If. "xposd side. YOII t'ltl1 find COVt'r ill t'lt
Slh,dow ofjour (.wny's bulk. You can use th is maneuver only against an opponent of a Sill' cat egory larger th an yours. As pan of this maneuver, YO Li enter your target's square without provoking an attack ofopportunity. You can then enac k your larger as part ofth is maneuver. Your attack deals an extra sd6 points of damage. You rema in wi th in your oppone nt's space:after you complete this maneuver, Yougain cover againsrall anacks as long as you remain in his space, including [hose made by rhe targe t. If the target moves, uleaves you behind bUI provokes an arrack of opportunity from you for leavin g your space.
WOLF FANC STRIKE TIger claw (Srrtke) Le vel: Swcrdsage 1, warblade 1 In it iat ion Action: I standard action Ra nge: Melee attack Target: One creature YOll l'lsh outru II blur 0/ movrmenl WIth 1H'I1IVe'lpolls, hllCkillg into ycnrftlr wilh
You lap into the speed and srrengrb embodied within your feral spiru. You
The Wh ite Raven discipline teaches [hat the comb ined effcn ofseveral warriors working together far exceed s th e efforts of those same warriors working tnd tvidually.Adh erems cf rhis trad ition serve as leaders and inspiring figu res on th e battlefield. This discipline's favored weapons art' th e longsword. barrleaxe , grcatswcrd, ha lberd, and warhammer. Its key ski ll is Diplomacy,
BAITLE LEADER'S CHARCE W h ilt' Raven (Srri ke) Level: Crusader 1, warblade 2 Pr erequi site: One White Raven maneuver In it iation Action : 1 fu ll-round action
mus t fight with two weapo ns to use rhrs maneuver, If you carryonlyonc wt'apon, you can choose 10 m ake an un arm ed strike with vcur oflbnnd (asan unarmed mack) if you so wis h. As parr of rhis maneuver, yon ma ke an attack w ith bo rh weapons you wiel d against one opponent. Borh attacks must target the same creature, and you take a -2 penalty on e-ach attack roll. If YOllr firs r :IIlack drops your foe 10 - 1 lur points or fe-wer, you cannot m ake a second snack.
WOLF PACK TACTICS Tiger Claw (Su nce) l evel : Swcrdsagc S, warblade S Pr e r e q uisi re: Two Tige r C law ma neuvers Ini tiat ion Action; I SWift action Range; Personal Target: You Dur atio n ; Stance
lX'ilf! eodl sllllging allMk lhlll rennecn 'lgilirul ,1fOt·, yo u s/rl" lrOll 'hlllu n.lISlIlg lh.' ,lidmc!1(I1l Ilr1Wlt!fd Ily ~'Il ll r 'It/Mb ro prr· Wilt IUIIl frolll hU h /trl llg )'!IlIr lIIovrlllwl. You prowl the ban lefield like a mig hry hunter. You pick your spots ro attack, striking foes when rhey are most vulnerehie before moving on to attack elsewhere. Each atlack allows you to move forward and press your advantage. While- you are in th is sta nce. each successful strike allows you 10 slow ly wo rk your way around an oppone nt . Each time you m ake a successfu l melee attack , you can move 5 feel. This
movernenr does nOI provoke anccks of oppo rtun ity fro m rhe crea tu re you st ruc k. You cannot use rh ts sta nc e to move more (h an your current spe ed in a single round.
WOLVERINE STANCE Tiger Claw (Stance) Lev el: Swordsage 3, war bladc 3 Prereq u isite : OnC' Tige r C la w maneuver Initi at ion Actio n : I swift action Ra nge: Personal Target : You Du ration : STance
u/:e II (orJIt'n'd ll'olverll1r, you fighl willt unllldlduJ /rro(lly 11llJ Mgt' wlltn yo"r OPJIOIII'111S /orct' yOll into do~t' Qlll1rtfts. When an opponenl has you in h is grasp . you transform into a sna rli ng, Irc rht ng, rag ing beast. You hack with you r weapon at your foe's arms or ten tacles. your w ild fre nz)' allowing you to fight even with a large, awkward weapon. When you are in th e gras p of a larger foe. your frenzy ignites Int o an inferno as you desperately attem pl to b reak free. W hi le you are in this sta nce, you ca n attack a fot' gra ppling }'OU with any onehan ded weapon . Youdo nOI take Ih e ~4 penalty for fighting while grappled. If your foe is of a larger size ca tego ry rhan yours, your fera l rage ignites and grants }'OU a +4 bonus o n damage roll s against that creature while ir ccn nnues to grapple you.
¥olll"'l.l /romt/le/rollt, dltll'gmg ttJurenclI1ics your allil~ WIl {olioII' in jour ll~l Jir,
50 tl hJl
The While Raven disci pline leaches tha i he who seizes the ininarive also seizes vic tory. You have learn ed to lead an m ack wi th a m igh ty c harge, th e better to disrupt th e enemy and in spire your all ies in bail ie. As part of this maneuver. you cha rge an opponenl. Youdo not provoke anacks ofopponu nit y for moving as part ofrbis charge. Jfyour charge attack h its, [ t deals an extra \0 points of damage.
YOllr d.trrOlI I'oiu slrl'llgtlulls lhe will 11 )'O ur comm,ics. $(I fong ,15)'VII remem 0 11 lh.. field a/b.1Ull', }'Ollr ,,11,e,
The d iscip line of th e White Raven stresses th ai an army is elfecrive only
wh..n us members ar.. monvatcd 10 fight. In rhefaceof a daunnng enemvcr unexpected hardship, rhe most skilled warrior is wort hless ifhr lacks strength ofwill. When you 3dopt rhe bolstering voice stance, you shout encouragement 10your 3IIil"S, disparage your foes, and lend much-needed support to mse your :lllies' spiriis. ByJrawingon the example you set, your alltes harden Iheir will to fighl and banle on despite your enemies' an..mpt s 10 turn rhem ande. whilr you are in th is srarce. all allies within rangewbo can hr-.aryou pin a +2
morale bonus an will go.~ ora....morale bonus on Will S3\'e'5 :apinst fC'.u dTros.
CLARION CALL \1;"hillt' Raven ( ~t) Leve l: crusader 7, warblade 7 Pr e r eq u tstt e: Th ree Whitr Raven maneuver'S Iruttaeton Action: I swffr action Range: 60 fl. Are a- 6o·ft.-r3dius b urs t ce ntered on you As you Jtftal .Ill opl"'ntlll, )'011 dltlld .I baull' cry tllllt 1I1 lpirN Ml" o{ ytlllr ,dlIN 10 WI ew fil l tfforh,
You are an inspirin g figure on the banlefield. Your personal victcnes are shared by your allies, allow ing them to draw courage and vigor from your anions. If during your turn 3 mdel' atta ck you nuke reduces an oppon ent 10 fl'wer lhan 0 hiTpoin ls, you can iniliatC' this ma neu ......r.Once it is in itiall'd ,all allies wuhin range cOI n im m..di:u l."ly ei lher make one melee 3lTack at Ihl' ir h ighest attack bonus or 13ke a single move action. These allie s mus l be able 10 see and hear you. The se ex tra alUcks arr nOI alucks ofopportunilY.
COVERING STRIKE White Raven [Boosl) 1.e\'el : Crus,ader~ , wubladt' <4 Prere q u is itC': One Whi lr Ra\'t'n manruver Initiation Acr io n : I swifl action Range: Personal Target: You Durat ion: 3 rou nd~ l.'u
motu" /nwtOIU vrltiof.1/1"00 III )'Our
1U"IIUt'''' /Omn!: tllflllon tht Jt/tf lllW .1IlJ
~lIYl!lg
\ollnullulmlll,t1 'flondlllaJ rJ 10
slip p.1.1t Ilum IwllunntJ.
Bydrawing on voue cc mbar expe rience and knowledge of how awarrior must car ry her self in battle, you m ake an at lack rhat disrupts vourcpponenrs 300 keep s them from raking adva ntage (If your allieslapses. Afler \'OU imnate th is bcost, you ca n make vc ur attacks as normal. In addilion to laking normal melet' damage from vcu r blows, a foe you stri ke after inir u lin g rh ls maneuver ca n ne r make att acks of opportunity for 3 rou nds. Th e luge[ snll rhrearen s ItS normal 3rra; 11 simply cannOI m.llke attac ks of opportuniry. A c reat ure an be :ltTC'Cted by on ly one cove ri ng smke peT encounter.
DO USE THE FLAMES Whire Raven (Sm ke Level, Crusader I, warblade 1 Init iat ion Ac tion : 1 standard act ion
Range: }"Iel...t' attac k Targer: O ne c reatu re Du ra ti o n : t round You Ilri lu )'Olir W"IIlY II'lth .I rt'iolllldmg bioII', caplunrlg his1l1!<'llhon. As hf tunIS to look, )'OU let loosewIth" strillg of oullts, clhlllnlgn , all,f lau nts tll"l fo ree 111m to {OCllS Ill S urtennou on yo..
l n inarlo n Actfo n : I standard 0I(1l0n Range : Mdl't"an ack Target : O ne creature Your kun Itadfrslup grllnll )'OllllI,J rour ,1lhtlll lUJJtll 'llh'o1tllllgt III (ottlN t. \1; 'h..,. YOli nll l/ k lin llpl"'ntllt, )'Ou utfu
W hen you fu nk an enemv wuh an ali) wbocan <;cC' and hear you r di rec tions, the rwoof ~'OU form a pote nt cc mbinanon. You r macks complement each other, leaving the Ilanked opponent 10 a tenuou s pcstnon. Youca n uSC' this strike when YOU and any nu mberof all lC"S flan k an cppcnenr you deng nae. As p.u t of Ih is maneuver, you make a mew m ack agains r the flanked opponent. If your arrack hl rs, 3ny ally fbn king your foc can irnmedi31ely make a melee attack agai ns t tha I creatu re. These exrra aTuc ks are nOI 3113(ks of op port un iry. Your all ies mUSl be able to SC'C' you 10 gai n th is benefit. The coo rdi n ation needed between you anJ you r compani ons d..mand s tha t you watch each other's attacks, though )'OU do nor need to he ar each other.
LEADING THE ATTACK As a \'('hile Raven adep l, yotl are as much a tactician as you are a war lea.der, YOti learn lO creale openings for your allie s ro max im izl" lh r rC':l.mwork an d espril de co r ps rb al you foste r. You kn ow that fo r a group lO succeed, il must work togelheT, andth3t ind ividual glory mus r be set
FLANKING MA"'EUVER While Rav('n (Strikel l evd : Crusader 5. wa.rb13de 5 Pre req u isi rl": Two While Ra\'en InIneU\'ers
While Raven (Stri ke) l e\'d : Crusader I, warblade 1 I nitiatio n l\ ctio n: I slandard action Ra nge : ~ ld ~'e 31tack Tar~et : O ne cte"3lure Du rat io n : I round
You boldly sirike .:l t YO IlY en..my. As yOIl "" uck, rou shOll' .I war err 10 de monshull' 111M \'lclo ry IS ut " wnd. 11mattack In'plres m olrb)' .d llts 10 JOIII IIII'{rllY wldl " ntwt,1 ~'1gor. w' hC'n you make an atuck. you r allies laklt' heart in you r r xam plr an d fighl with renC'wrd purpose. By stoking the fitit' ofbanlr in )'Our allies' he.rts, you in spire them 10 grC'a.ter heroICS, As part of this nuneuwr, you make 3 SlOglC' melee all:ICk. If ),our attack is successful ~our alhes gain a +~ morale bonusonlllxk rolls for I round againsT fhl" Ctea lU~ vou h u.
LEADING THE CHA RGE
LION'S ROAR
allil's within range gain a ...5 mora le bonus on damage rolls for I round.
while" Raven (Slanct') Level : Crusader t . wnbladc I
White Rave n I Boos r) Lev e l: Crusader 3, werbladc ;\
In iti at io n Ac ti on : 1 swift action R a n gc~ 60 fl. Area : 60-il .-radiusem:matlOn ce nte red onvou
Pr erequ isit e: One Whi le Raven
Du rat ion: Stance YOII ~rt Ilu lOlI.fiJ ...II( ,mJ murh dl lFlrl 1 of t,r ,dll(~ gll'lI1g IIu/II Jilt rIle,!:,- ill1J
/lml
Jl' lluJ.,J 10 "hlk-tll J<'1\hlllllllg (h
,1i!dIlUI }'Our trl erm N.
maneu ver I n iti a tion Act ion: I swifl action Range: 60 fl. Targe ts : YOt:. and allied creature s with in 60 ft. Ouralion: t round
You u"ltaJh a 'UJJt"ll /J,11l1, I'O
by
1'O'Uf{\, lmpl" )'Ullralllts fij::lllll'llll rrll,'ll'tJ
The
Whjl~
Raven Jiscipllllelt'3CM rhar
t!l<"JI:Y allJ a.:ltnnlllalloJl .
ccncs.lecderslnp, andpLnning em lM."Tcome an oppu",-'ms superior inw,,1Jual abilities.Tlusstanceembodes rharteachmg. allowing you to spur your alhes on 10
greater feats 01 martial skill .
'X hilt' vouure In thts '> I.l OCt', all allies who hear vou and nuke a charge arrack uube areagainabonuson damagerolls U
rc your muuror level
When you defeat an enemy, you call your allies 10 prrs~ rh... attack . They respond b)' pumng tremendous pressure Oil the enemy 35 their anacks smke \\'U h gre'al..r force. As a swift action , you initiate rhe boost after yOJ hav... reduced an opponent 10 fewer than 0 hil POlnl~, You and
ORDER FORGED FROM CHAOS \X'hile Raven Level: Cru sade r 6, warblade 6 P re req u isite: Two White Rave n man eu vers Init iar ion Actron: I move acucn Ran~e: Personal Ta rgets ; Allied creatures within 30 fl.
""'*
YOII a Sirlrs of Jlrm onltrs. J,rullflj.! your (olJlr..Jc\ 10 shlfl form,dloll. Thr ~1I't"raf rom rrrsmu h nuh 111111 thrrobo' w.llllIul (OIlKIOu slr IhlltklJlg lIN.ul ll.
OUl 10
You excel al uSIng your comma nding pre~ence to direct your a llies o n the benlefleld. Afler a few shari ba rk...d orders from you, your allies switch posincns and assume a raclic21lyadvan tageous poslllon
Wht'n you tnuiate this m aneuver. improve vour alli~' teamwork If vc u Juts you deal an extra .:!d6 mrs of are aJJact'nl to on... or more opponent s, all allies wnhm 30 fCt'1 of )'0 11 ca n damage. In add itio n, each allv adjacent immediately takea "ln~lt' mo...e an ion your allies gain a ...5bonuscn mack rolls 10 rbe !argt'l can rake an tmmedme S· to move up 10 their speed. Thl ~ movemad e against .3ny of th ose opponen ts, foot step t hat does not pro...oke auacks ment pro...ekes attacks ofopportu ni tv, of cppo rru nuv, and it does nor coum toward fulfilling SWARMING ASSAULT the minimum movement requirements \'('hitt' Raven (Strike TACTICS OF THE WOLF of any pectal abililll"sor frat s, such as Leve]: Crusader 7, wsrblsde 7 While Ra\ en (SI3nce) a scour's ekirmis h abililY. Prerequtstte : Three W h ite Raven Level: Crusader 3, warblede 3 maneuvers Peerequtst te : One W hile Raven PRESS THE ADVANTAGE In it iat ion Acr ion: I standa rd action ma neuver Whilr Raven Stance Range: Melee arrack In it iari o n AClion: I swif acuon Leve l: Crusader 5, warblade ~ Ta rge t : O ne creature Range: Persona1 P r e r e q u ts tte : Two \'('hilr Raven Target : You maneuvers You atladt 1mopponcnllt1lh brulal fpru Durarlon: ~unct' Inirial io n Action : I SWI(I scncn rllllllllg JmthfmSN. Asl'OU 5tn~t, you call Range Personal out wrp co"tmllnJs lD " ' " llfl,n. IJ"lrnng You ~Jtoul oNtrs IJwI "llr (oonlmillt ytlur Ta rget: You rhtm to .utwn ,md ,dlowmg rhtm /oldk.. allan tffc'n1.1Juyh.nasslhm-~s1u .iJ Du ra t io n : Stance "dl,ml"..::t of Ill( opt"lm~. Mil ItrrtrMt ult4chol,ufothnu'Ut manII11;t lht suppcrrl lhty low lD r.uh "tlitl': r "u slnfl acrou Iht ""llltritlJ, !lmlng ll1ur You Inspire vour allies wuh a rousing mOt>(mcn ll rrttudy 10 ,U'(IIJ ""y ,ma,h speech. .a war cry. .a challenge 10 the ThIs stance I lJ O\\"S you and you r allies from )'OUr [0.'1. enemv, or some other ddianl geslU~. to gain add morul be nt'hts agai nsl a Combimng th is shOUI wuh a canny flanked opponent Under your direcYour sense of the ballldi("ld and intuiattack, you st rip awav a foe's defenses , tion, your alhescccedteare rheir actions live unde rstanding ofIhe ebb and flo"' allowing your allies ro nukc- pol t'm i:l.lly to a much grea ter degree than normal. of combat allow you to move wuhour devastating att ac ks. Your advice and shou ted orders make dropping you r defenses. Whill' orhers As p;:t n ofrhis maneu ver, you m eke a th em .30 uns toppa ble learn. Like a musr slowly work I hrough a melee, you single melee arrack against anoppon ...m. wo lf pack, your allies fighr rogerher 10 seize gaps in a foe's J t'[rmt's an J move Hrhis attack hits,vccdea!normal melee dt' \,;)sIJl ing effecr. wit h greal speed am! co nfide nce. damage,and any ally who threatens your " .'h en you flank a foe, you and allies While you are in rhis stance. you can larget can im mediately make an arrack who flank rhc enemy with you gain a lake a second 5-[001 step immediately agai nst hi m. You choose rbe order In bonuson damage rolls JgaJI1S 1 thai oppoafter ...ou lake one fOI rhe round. Th is which your allies' attacks resolve . nent equ al 10 1/ 2 YOUI imnator level. second movement JOC's nOI pro voke attacks ofopportunir y. You ca n make a TACTICAL STRrKE WAR LEADER'S CHARGE single c-foor step Into difficult terrai n, White Raven (St rike Whitt' n avcn (St rike) but if you do, yO ll can not make lhl;' Level : C rusa der 2, warblade 2 Le\'e1: crus...dt'r 6, warblade 6 second 5-foot slep. Pre r e quisite : One \\"7h it e Ravt'n I' r n equ is lte : Two W h il e Rave n man eu\"er maneu...ers SWARM TACTICS Initiation Ac ti o n : t sundard :lCllon In ir iation .\ cl ion: 1 full-round action while Raven (Stann') Range: Melee alla.ck Ran ge: .\ Idt't' 3lt.ack level: Crusader 8, warbl.ade ti Targe r: O ne crealUre Target: On~ cre.a ture P rerequi s il (,: Ont' Whitt' RH'en manetl\'e r r"ur skrll lit "rnu ,md ot't"rll'h tlmlng Youm"lmon a grr.u fury wl/lirnWI.IT IlItlgJ. Initi ari onAcr ion : 1 swift ac llOn ~It'tr toru ytlllropron(JIllofalttral a falal rdltUrng II It11h a hwm{ lh01lI ol.)VU ch ,, ~ Range: 60 fl. ",olllmt As lilt Jot alUmrls t..~ rt(OI vr from Jom .... nf. Yourrrcklm m(ll't' slarllnwurjO..'S Area: 6O-ft.·radius t'm,mation crmert'd I'ourJtt'llst,,"ng slnk:t, WIll' allus ru~" Ul "nJ rull pt'ulrrJorrt btlullJ )'l.lllr allol(1:. on \ "011 lo.6ll1sh It'har)'('u haw Ilarltd. nurat ion: Sunct' As a ~ t\Idt'n l of Iht' W h ile R2\'en, you You make a mighry mack tha f knocks lea rn to focus Ihe energy wilh in yoU Your qurA: J" rrh(ltlS tIIafoltclost /(olllll\"rk youropponent imoa defensebs postrion, inlOan 0\ r fVo·hrl m ing durge. In bartle , bt-htWJ! )tluntlfollhf 'HIlilly. AI )'Illrllrglll~ granting rour allies a mome nt fOmm-e you mU"lleaJ from the fro nt. )tlUT aUII'S >n: t tN lIulwtn.. and u'llJ'f: II I clost· intoa better position. Ifyoura ttJCk lands As p;trl of Ihls maneuver, YOU charge coon!ltlillwn willi )'III 10 dtkolt ,,/I tt1rmy. lrue. it b'eS your enem \' rnomemariJo. anorponmt YoudonOlprovoktallrl~ shaken bv its lremendous Irnp;:tCl. ofopponuhlly formoving.J5 pan of this Whilt' \'OIl af!' in Ih is sunee, you U St' As ~rt of this maneu\ r, you rn;l:ke du:rgt' If vourchatgl' mack hl(~ IIdeal rour Ixuc31 knowl...Jge ~ nd nuslery 10 a single melee attack. It your a[lack an e Ira 3':; JlO1I11 darna~
W.~R MASTER 'S C HARGE Whut" Raven (sink,,)
!-","('I: Cru sader 'J. warblade 9 i're r e qu ts tre: f ou r Wh irt' Raven m aneuvers I n it iat ion Act ion: I full-round scucn Ran Re: Melee aluck; Set' text Target: One creature: ~t't' I('X '
Target : On.' creature Durati on: t round \'0 11
II,UII )'Our Orf"11Ull1 It"'" ,I 'tll~h l y
,ltllICk10 ,l,srurl hIS l.( 1I~1 ,11111It,ll'!' 11111I llthJblt III dtftld 11Im~lf Il'll i lt YOllr "lIl t l
)tl\IT suprtmt gnllp '"lllcllo, )till lin
IMllo
lilloit's )"01110 Il o I IU Illl JlU IIlIt ,Ill
II "lIg hlY"'Il ll'.
The While Raven disc ipline fO(u,· es on ecncs. tea mwo rk . and t he abili lY to make an auack rhar IrnPn)\'C'S your allies ' abilities. This strike ruins a foe's defenses. As p.;trt of this maneuver, you ma~asingle mew and If It hus. ~'OU ~al an exrra -44 6 pOll\tsof damage, and the largel is considered Ilar-focred unnl the Start of his nex i t u rn.
w' l lh II f:'r(ill hollllt rrr, fllU
YtOur IIllln form
You r t yrfor
(ntll1y'lll'tilk Jlj)lIlh and
riMe tofimsJl hlln off.
leaJ )'!JUT.d!ltsrn.l J..L\lstlillng cJlllrg'(' fnnl lor YOllT",mm,Ul,/' Ing prtUI1U 111hl Jrftly ltd h)' .Jill
R all~l' : M<'l,'e au ack Ta rget: One c reat ure
UIIIIOp-
f"1h1IIl'tJgt'. You are an Inspiring figure
on the baulefield. allowing you
10 lead
WHITE RAVEN TACTICS
others on snacks
rhu would srrtke fur and doubt into even ,he' Uoutt'Sl wa r r-io r's heart . Under your
while Raven ( Bcosr) Level: Crusader 3, warbla de 3 Prereq u isite One White Raven
leadership, the groupbecomes much
mOR
than the sum of
ma neuver
irs p:lrls. As pa n of rh is mane-live r,
ln ili:uion Act ion: t swift acnon Range: 10 fl. Ta rget : O ne ally
you cha rge I n opponent . In addition, all allies within }O ft' t' l of you Oi l th e beginning of your [urn C3n also cha rge rhts urger 3S 3 11 immediate ac tto n. You and allied crearure-s do nOI blockeach ethe r wh en de renntntng if vou ca n c harge. Your cha rge atlack deals an extra SO points of damage, and th o se of your all ies eac h dea l an exrra 25 poinrs of damage. For-each ally who cha rges, counting yourself. your charge mack and those of your allies are made with a cumulauve ... 2 bonus (in addiuon 10 Ihl." normal bo nus provide d by charging). An opponent struck by you and at least one other ally is stunned for I round. You and you r allies do nOI provoke au acks of opportumry for moving as part of th is charge.
YOli Clltl ltlSrm' yOllr allirs 10 alf(lu thlmgftllhof 1I1l1rhai rrvll'(l l. \t'llh" ftli' IlIon ordl'lS, )"011 calol.,
fllt111mto Sl'l:lIIgIhe lIIirlahw alld
dm ll1 g bMI.: the lllt ttly. l
A crrwzJn- if Hrrtor usrl 16 'W16t" "'tlsln-'s rbtl"l!' 10 rrmijlltllr his ",illillllJ
As part of rhts maneuver, ~'ou make a single, devas tanng strfke 3gainst an opponenl. The raw force of Ih is blow knocks him senseless. Yo ur anack deals an extra 6d6 poi nts of damage and stuns your opponent for 1 round.
WHITE RAVEN HAM MER W h ile Raven (S lri~) Le,,·d: Crus.JIJ ..r 8, wubl.JIdt' 8 Prere (lu lslt e: Three Whilt' R.JI\·en man euvers In it iat io n :\ er io n: I ' ImJard Klion Range: ~t e lel' .JItuck
WHITE RAVEN STRIKE While Raven .Srri ke) l e"'el : Crusac.l'r -4 , warbladc-4 P re re q u isi re: One Wh ile Raven ma neuver Initiation AUlon: t sundaro acrion
"ou r k nowledge of racncs ca n aid your allies' attacks, an d il also allows you 10 Spol, pit"d iet , and counter your ene m ies' actions. In rhe chaos of ba n le. you impose the order needed fcr nghr , effecnve group tacdcs. When ),ou use thi s maneuver, se lect an ally within range. H er initiati ve count immediately equals your inniauve coum-a . She' then acts on her new truuanve coum as norma l. If she ha ~ already acted in rhe current round, she can aCI again. Ii rhts maneuver would not change you r ally's initia t ive co u nt, it has no effect. Ifshe has nor ver acted during this round. her ini tiative count cha nges, and she acts on th at cou nt as nor mal. she does not aCI again on her original inili3 Ii\'e COUn!.
allyll'rt rile' '~III" 1I1111 mlllpnst III( Sub/intI' \'Cay. A,rosllh.. widc la",llof tilt' !l'orlJ. Ilu frawln '!lIghl finJ (fUUI,f .. romm Jtl'Olia liJ any of" Jo:tn Jlffrrtlll gods. II\UlJmng I lt 'Om5<1.!i{ s who tml'rl anJ liMn !.host who an' ll'dlm!!dnJ rtdJ), illlJ f"t'U.l nurhLiJLS Err lho' Wrt III of lh..tr flnll "g '7Wmmlf ofj.Jmt. Ordm, brodllriwoJ;, wm1SI;JClffln, lriJd..n ttmplrs. "'rgotlt'n mOllaitnlts, 11I111'1 dan~'1 P.I>SN on II. 01l"1 nmlsn,fDTms.fIOTl~'S.anJ tith""1ULS. I "nolt'of 11 (nt'Wch InMII,,1 tm dlfwn s.ilnJ J U'llllf't"ak ofIhnn nolt' Douf.lfm)W Inll JUCDtn"
starrn
milm
flJ(lR'
tn YOur own Ir<1VfIs. Illy sllldwfi -s- Harran Tu riyeshor
l11e stud y of marnal lore nat u rally lends trself to the pu rsuit
Almost an, word geerediticn or crusnd er crder cou ld
be cons idered " Presuge class. becaus e each o ne has irs own particular philosophy, hmoTy. It"achtng~ . and special moves. The chapte r presents eigh t prestige- cle-es.eecbrepresennng a st>pante rraduion of the Sub limt" Wav, Bloodclaw ~ I.aster. Th is fcol'lll warner is a mas rer of the Tige r Claw dis cip line. He t:1kes on be stial cberacrertsucs
wben he fights. Bleodstorm Bla de: • taster of rhrown weapons- a bloodstorm blade can execute devasranng ranged snacks with his sword. axe , or hammer. Deepsto nc Sen ti ne l: Imbued wu h Ilk> power of eJt.ml,'nlJl earth thl~ Jw::art champion comma nd.. Ih,· v ry rock to do h i~
bidding
0 1 vanou s e lite, obscure. OT hidden rraduions. Recl usive
Eternal Blade: A ch.1mpivn of tho: el f race an eternal
sword sage masters invent never-before-seen maneuvers and teach these secre ts on ly to a few chos en st udents: ... rusad cr orders INch their novices austcr tuc s JnJ catechisms thai are ss \wrful as divine spells; and [amcu warblade-, ~ renowned for rheir SI~na lU rt" IIllJ r ~
blade seeks 10 follow the parh appointed him by his blade guldt' the p l rlI of .. migh ty elf here oi old Jall e I'hoe n tx M age : killed In bot h arcan e magic and man I man ) Jd~ ph IllX gr I.. rebo rn In Itft· mram II nen I &~Ins{ II
~ I;bh'r o f Nlm' : Rares t and mos t renowned of martial adepts, a rnasrer of run e wields the lor e and power of all n ine m.mlal discipli nes. Rub y Kn igh t Vindicator: t\ secrenveavenger.a vindicator serves as Wee [as's final ans wer to rh rears against the Ianh sh adow Su n Ni nja: Spy, warrior, and assassin, a Shadow Sun ni nja uses the powersofbo rb light and darkness to defea hiS Ices.
ADVANCING MARTIAL Mos t of [he prestige classes presented In rhts chapter offl'r some amount of continuing progression to a charac ter's existing maneuvers known and maneuvers readied. Mutial abilities acqui red through progression in a prestige cbs simply add to th e character's exif,ung martial maneuvers. If you haw marual m.a neuvers irom 3 fear. rather than from a class, things work a link ditTerentiy. Th e prestige eLlSS grants vou new maneuvers as normal. You simply 3Jd them to rh.. ma n..uvers YOU k now because offears you have. You also inuiare and recover these man..uvers in the same ma nner as you initiate and recover other ones. Late ron. you might take levelsin the crusader, swordsage,orwarblade class. Maneuvers you had prior to entering one of those classes conn nue to Iu ncnon as they did previously. Track their use and recovery separately from those granted by the martial adept class levels.
MARTIAL ADEPTS If you have levels in a marual adepr standard class (crusader, swcrdsege. or warblade), you renin th e same method for readying and recovering maneuvers that you pr ev iously used. If you have levels in tWOor more marna]adepr standard cla sses (for example. you arc a mu It tclass swcrdsage/warblad e). you must dec ide to which of your existi ng martial adep t classes the new m aneuve rs known or maneuvers read ied apply. Maneuvers Kn own: When you gain add itiona l mancuvers know n. rhese simply add 10 the maneuvers known of on e mart ial adep t standard class you already possess. You might b.. able to pick new maneuvers from only a hand ful ofdisciplines. M an euvers Read ied : when indicated. you gain the ability 10 ready one or more additional martial maneuvers. If you h ave more than one martial maneuver progression, you m ust choose whic h progression the additional readied maneuver slot app lies to. If you choose to add the maneuver readied (0 a marn a] ma neuver progression derived from crusader class levels, you also gain one additional man euver granted at the beginning of the encounter for each addt rional maneuver you can ready. Stances Kn ow n : If a class grants new stances known, you can select stances from the disciplines available based on the prest ige class. Recove ry : You retain the same recovery method or merhcds you already use. If you have levels rn more (ban one martral ade pt class, you choose which recovery method you ill use based on which adept class the new maneuver you
are Il',lrntng llrrhl's It > O I1Ct'lhlS choice IS made, It ca nno t
be ch anged.
NONMARTIAL ADEPTS If vou do not have any lewis in a martia l adepr standard cuss (crusader, swordssge, or warblade) before gaining levels In a prestige class that improves your martial mane uver progression. some special rules apply. Ma neuve rs Known: The number of maneuvers you kncs is dell·rmim·J by the number of times you select the ~Iart l.al Study feat. plus the number of new maneuvers known you gain from your prestige class advancemens. Man euvers Re adie-d: The number of maneuvers you no ready is equal to the number of maneuvers you have learned by means ofthe Mutial Study feat, plus the number of new maneuvers readied you gain from your prestige class advancement. Ifthe number ofmaneuvers you know exceeds the number you are permuted to ready, you must choo..e which maneuvers 10 ready and which to leave unreadied, just like a standard manlal adept. You can change you r selection of readied maneuvers with 5 minutes of ex e ret-e and meduanon. Sta nc es Know n: If a class grants new stances k nown, \'OU can select stances from the disciplines available based on the prestige class. Recovery: You cannot recover expended ma neuvers inan encounter if you do not have levels in a martial adept class, so each ofyuu r readied maneuvers is usable once per encounter. You ca n recover your expended maneuvers ou tside combat wilh 5 minutes ofexercise and meditation. If you gain access to a prestige class by laking th e Marml Study feat, and that class has its own progression of man ..uvers known, those new maneuvers can be used only onc e per encoun ter. You retai n the recovery method you previou sly had . If you then took mar tial adept levels, you cou ld recove r ma neuvers you gained as a resu lt ofth ose levels as a mem ber of lha l class. but the maneuvers from your previous levels wou ld still be usable only once per e ncounter.
· My /llltd(~ Ours! for /lIMe -c-Rhaskana. Bloodelaw Secrerkeeper A blooJclaw masrer ernbrac ....s the animal withi n loa degree that it becomes exte rnal. partially transformi ng h im inro the beas l from wh ich the discipline was inspired. He em ploys sm311. light weapons almost like claws. He focuses on th e Tiger Claw discipline, and his maneuvers speak to th e quickstriki ng nature of his discipline's feline namesake.
BECOMINCA BLOODCLAW MASTER This class favors thost' who prefe r fighting wi th two light weapons, and who are fond of the man euve rs of the Tiger Claw discipline. Most bloodclaw masters are swcrdsages c r warblades ofthe Tig..r claw discipline. Some barbarians also choose to embrace their Inner beast. becoming a bloodclaw master after either taking a few mart ial adep t cla ss levels
TABLE 5 -1 : THE BLOODClAW MASTER
HIT DIE: D12
Base Attilck Bonus +0 +1
Fort Ref will Maneu vers Man euvers l evel Save Save Save Known Read ied Spe<:ial lst 2 ...2 ...0 1 0 Shlfhng l/day. claws of the beast 2nd 3 +3 +0 0 0 Superior two-weapon fighting. liger daw synergy (stance) .2 j +l +1 1 1 Pouncing slrlke low-I ght VISion. shifting 2/day 3rd 4th +3 .. 4 .4 ... 1 0 0 Tiger claw synergy (strike) Sth +3 .4 +4 ..1 1 0 Rendlngdaws.scent.shlftlng3/day _ Crass Skills (2 + Int modifier per level): Balance. Climb , Hand le Animal. Hide, Jump, Knowledge (natu re), Listen, Martial Lore*. Move Silently. Spot. Survival. * New skill de scribed on page 28. or selec riag the M art ial Study fen enough tim es to me et Ih E' emry req uirements. A few rog ues also consider th is cl ass. becauce sneak attacks made with IWO weapons ar e especially deadly. EN TA Y REQ UIREM EN TS
Skills: Jump 9 ranks. feat s: Multlatl ack or Two-Weapon Fighting. Martial M;p;neuvers: MUsl know th ree Tiger Claw maneuvers.
CLASS FEATURES As you advanc e as a bloodclaw master, you become more ltke the tiger tha t inspired your chosen martia l discipline. You gain masrery of more Tiger Claw maneuvers. whi le also gaining the abilit)· to ~ h i fl in to a feral form. Man eu vers: AI eac h odd-numbered level . yo u ga in a new maneuver kn own fro m the Tiger Cla w d isci pline. You must m eet a maneuv... r's prereq u isite to learn it. You add your full blocdclaw master levels 10 your inma tor level to de termine you r total i ni ti ator level an d yo ur h ighes t-level maneuvers know n. Ar 3rJ level. you gain an addiricna] mane uver re adied per d3y . Shifring (Su ): You can become more like a tiger by focusing your feral nature. O nce per day, you C3n ent er a state l h31 is superficially similar to a barbarian's rage . \'(!hile you ar e shifnng. yo ur app eara nee takes on tigerlike aspects; Your fingern ails becom e more permed and clawltke. the iri ses of vour eyes bec ome narrow, catl ike sltrs. you r ears grow more poi n ted , and so on . While sbi fri ng, you gain 3 +2 bonus to Streng th and you g row claws that can he used as na tu ra l weapons. These claws dcal rda poi nts of damage w ith eac h successful arrack. You ca n attack wuh one claw as a sta nda rd action or w ith IWO claws as a full arrack action (as a primary natural wea pon). You cannot arrack more than once per round with a single cla w, even if your base attac k bonus is h igh enough to give you multiple snacks. You can attack wtrh a
SHIFTERS AND THE BLOODCLAW M ASTER A shIfter character, from the EII RRQN campaign se tting, g.ains slightly different bene fits from taki ng levels in th iS class. The class 's sh Ifting ability inst ead grants the sh ifter one ad drt lc na l shift per day allst and 5th levels (bu t not lrd level) ~
.-..
to
claw as ;I IIghl off-hand weapon while wield ing a weapon In your primary h.and, but doing so incurs the norm3l penalties for fighling wub IWO\\'r.apons. Shifting is a fIff action .and lasts for a number of rounds equa] to your Con modifier .. you r bloodclaw mas te r class 1~'r1. At 3td level and ;lgaln at 51h level, ...'OO gain an add itio na l Jaily use of your shifting ability. Claws of the Beast (E x ): When an.acking witb rwo daggersor Ttger Clawwespcns (kuk ri, kama. handaxe, u narmed strike, or claws ), )'01,.1 add your fu ll Stre ngth bonus 10damage rolls made for ...vur off-hand ....~ pon. Superior 'Iwc-wea pon Fight in g (Ex); Starti ng at 2nd level, when you attack with two daggers or TIger c law weapons. you do no t lake rbe -2 pe n.ah y on arrack ro lls for fighting with two we:Jpo ns. Tiger C law Synergy (Ex): Beginning at zod level, while you are in 3Tiger c law stance. you can choos e to gain either a ... 1 dodge bo nus 10 your Ar mor c lass or a -r o-foor bonus to you r base speed. You make this choice wh en you enter th e- sran c e. AI -trh level. )'01,.1 become more accurate al dealing Tiger Claw str ikes. You gain a ~ I bonus on an y attack rolls made as part of;l ..trike from rhe Tiger Claw discipline. Pou ndngS rrikc (Ex ): From 3rd level on , when w ieldi ng twowcapcns.you can take a standard action 10make a singl c melee arrack with each weapon. Each attack is made at your highest atta ck bo nus. You can also mak e an attack with each weapon agai nst an oppcnenr at the end of a charge. \'('hen )'01,.1 use po uncing str ike, you lose the use of on e Tiger claw strike you have readied for the current encounte-r..lust as if you had in it iated the strike (e xce p t you do not also gain Ihe smke's norm.al effecn Once you us e- this ability, you ca n re co ver the m aneuver you expended and use it normall y. Lew-Li g h t Vision (E x): AI l td leve l, you r eyes funcrion better in di m lig h t, as you edcpe rhe senses ofthe tiger. You gam lew-lig ht vis ion.
and the duration cf the character's racial sh ifting ab ility IS increased by 1 found fOf each level he takes in th is prestige class The PC IS trea ted as having the raze-claw sh ifter tr illl fo· the purpose of meeting prerequIsItes (such as for other shIfte r feats)
~~
__________
nendtng Claws (Ex): At srh level. while you art' sh lfring and attacking wit h tWOdaggers o r t\I.'O Tiger Claw \\'eapons and you successfull y hit an oppcneru with both weapons in the same round, the second weapon that hits deals an ex tra 2d6 poin ts ofdamage. This effect is considered a boost from the Tiger c13w discipline. \'(Thcon you use rendi ng claws, you lose the use of one Tiger Claw boosr you ha ve readied for the current enccu nrer. jusr as if you had initia ted rhe boos t (excep t you do no t also gain th e boost's no rmal effec t), O nce you USl' rhis abili ty, you can recover th e ma neuver you expe nde d an d use it nor mally. Scent (Ex); Once you h3Ve reached 51h level,your heightened an imalisti c senses also give you the abililY to smell nearby creatures, You gain the scent spt"CialabililY (M.\ I 31041
P LAYING A BLOODCLAW MASTER
so. every proc laimed -rudenr of rlu- Tiger Clew \\'111 give the honor end respect de serving of your expertise .
COMBAT Half of a banle occurs before the fight begins. You prefer to choose your banleground, ro sralk your opponent into rerram rhar best suits your abilities. Once battle is joined, you become a fren1.yof mouon.stnktng qu tckl v and at th e mos t vu lnerable larget available, hindering vcurcpponenrs'abrlny 10 react. You lead w uh a cha rge, shifti ng along th e W3Y, [0 ge l you rself In posi tio n when' you r claws or your kukris can deal the most damage. Taking advantage ofyour leaping skills, you ju mp to any available high ground 10 gain an upper hand.
ADVANCEMENT
In your hands, small blades are like an extension of)'OUrown hands-like claws made of steel. The strikes and counters of the Tiger Claw discipline are na tural extensions of you r own combat ability. Follow ing the path ofbloodclaw mas te r speaks to your fenl natu re, letting you become one wit h the beast in your heart. Masters of the TIge r claw see this spark wi thin you, and through you r trai ni ng you h ave lea r ned of the pat h of t he be ast and what you mu st do to unloc k it, As a bloodclaw m aster . you have earned you r way in to an eli te subsecr of (h e Tiger Claw school. Yo ur abilities are revered by many, especially those relanvelv new to the discipline. aider masters who have nor emb raced th eir own inner tigers might view you with di sdain ,but even (hey mus t recognize the power you wield . Tofully uti lize some of the best TIger Claw maneuvers, you will want to keep your Jumpskill maximized . If you haven't already, you should take the BWe ~!l-d t ration fear. Tiger Blooded is an ideal feat to take if you Bloodclawmasters art have a ba rbarian leve l, and he ld in h igh esteem by you ca n use ~f arl i a l Srudv man y followers of the Iracto fu rt her ex pand you r Tiger no us TIger Claw disci pline, claw m aneu ver repe rtoire. (hou gh some TigerClaw adep ts M any of your m aneuvers key off Rbaska'"" a hllKHidtl'U' HlaSIC" ha rbor jea lousy or even loathi ng for hit s, so Improved Critical can critica l th ose who follow th e blood claw master increase th ose opportu ni ties. path. As a blocdclew master. you fighr with a ferccuy and runn in g rbar surpasses all bur the most skilled master s ofTIger C law. A few be lieve that you r ferocity di lutes the purity cf RESOURCES A fellow student or m aster of the Tiger claw is oblige d to TIger Claw, and that bloodclaw masters mark a regression in pr ovide food. and lod ging for a short t ime, u n less yo u ate the advancement ofthe disc ipline. Others simply bide (heir enemies for some rea son. You , in tu rn, are expected 10 lime, waiting lik e a tiger for you to drop your guard. EW:l
Like the tiger, you are aloof and proud, but quick to act when a snuario n demands it. Some mistake your demeanor for arrogance. bu t you know your altitude is more ltke ~ tienee. You see k 10 learn the det ails around a circumstance before offering your input. When you speak, you do so sagely,wi th con fidence, even ifyou aren't cer tai n rhar you are actually co rrect . It is more important that othe rs believe you are right. that you aft' infa llible. Your patience is net infinite, however, and you are always eager to spring into action. Norhing bothers you more than spending a long period of time in a small, enclosed room wit h nc rh tng to do and no one ( 0 kill. As you identify wit h you r int ern al tiger, you adopt external ways of dis playing you r bond. per haps by striping you r arms or face wab black soot or adorning yourself with jewelry fashioned from tooth and claw,
pl'O\' ld ~ :I Jemo nSIr3110n of your abilities. show ing your host th e true na ture of rhe uger. Since rh e blocdclaw masters are not a recognized group or aUlhority, even WIth in rb e Tiger Claw discipline , any additional support is un li kely. xt ore often , a mas ter mighl provide a rask or ques t that serves his own ends, bur you are nOI under any particu lar obligation 10 accept il.
BLOODCLAW MASTERS IN THE WORLD "\'('h.JI SWOfst th.1n a rllgmg Wtft !lgt r ? A ragmg "'tullgo" willi oJ
DC 30: Charac ters who achieve rhis 1e-VC'1of success can learn importan t deta ils abou t a specific notable bloodclaw maste r. the arras where he operates. and the kinds of actinlies he undertake s. .'\ charac ter wi lh the-Cather Informarion sk ill can anemp r .a DC 25 c hec k to loca le a b loodclaw mas ter , provided o ne is In the regtcn. Altt'rn:u ely, he might atte mpt to lcca re a master of rhe Tiger c law d iscipli ne. who could .11 leasr provide in fornution:tnJ background on the blccdclaw masrer aod rbe W3y of the beasr. Doing so requi res the master's atti tude 10 Dr helpful.
hugt lil t.
-c-Aubren Srarchaser, n.nge r of the nonh Bloodclaw masters are feral figbrers lhal represem rbe purest form of the Tiger Clew discipline•.11least in rbeir awn minds. They are a specialized extension of lht' martial classes. an u.1mplC' of how :t character mlghl embcd v the essenc e of a particular martial scbccl. In thecase ofTiger C13Vo', rhe follcc..... ers of the disci pline ilS~lf are fragmented and discrgamzed. and a blocdclaw master co uld JUSIaseasih' be a valuable ally or a memorable fee.
ORG:\NIZATION ltis said Ih at a mountain can be home to on ly one tiger. In .1ges pasr.tbe Tiger C law m arnal sc hool had m any monasrenes and fight ing col leg es. bUI now rhe former o rd er is fract u red and In sh ambles aft er m.any of rbe masters met rbetr e nd follow ing the destr uct ion of the Te mple o f rhc Nine Swords and rhe dealh of th e Tiger Lord. Now, masters of the Trger C law are few and far between. Ah h oug h Ihey show C'ach orher count' y, m an y work agai nst eac h o rher for rh eir own peony end s. Bloodclaw masters are seen by rh e di sciplin e's masters as paw ns they can use to gain personal power. and even while rbev prov ide train ing, they secretly 1'101 10 use t h eir pu pi ls against their rivals .
NPC REACTIONS The so metimes outlandish appe3fa nce an d marked standoffish ness of bl ood cla w maslers Ie-nds ro inlimida[C' mo sl peor lt'.Thost' who ha"e sig n iflc.a nl kn owledge of Ihe martial p:lIhs give du t' rt'spC'
BLOODCLAW "'lASTER LORE ch.af3ctC'TS witb ran ks in :Mart ial Lorenn research blood claw mastC'n 10 le.a m more abou l thC'm. \'(' h~n a charac ler makes a sk ill ch«l, read orparapbrast' Ihe fallowi ng, in clud ing tbC' Inform ation from lower DCs. DC 10 ; Somt'how, the ~ peooplt'can turn in to tigen. DC t 5; Blooddaw m aslers are fierce two·weapon wielders m comba l. DC 20; Th ev are masleTS of a martial discipline. known as rhe Tlgeor C b w, Ihal allows them to chan nd .an rnnt'T bt' asl to b net1\ tn m,fonn themsehes inlo a form not un like auge r
BLOODCLAW MASTERS IN THE GAME Bloodcl.aw masters epitomize rb e Ti ger C law d iscipline. A ca mpa ign rhartnccrpcrares mulnple marna]schools can use bloedclaw masters to repr esenr rhe more active members of the Tlger claw school. Even a 5t'tt1ng Ih.at is nOI en u rely integrated with IhC' mamal cb ssescccld incorporatea blccdclaw master as a lone wa rrio r. Th C' class ap pe als gready 10 plal'C'ts wh o wanr to focus a mani.al adept c harac ter in the Tige r claw school. Players fond of dual-weapon- w ield ing ch.aract rs wrll also be drawn to thi s class. ThC'spC'
ADAPTATION In the E ll llll.o ~ sett ing, blocdclaw masters are typically shifters who use the tea chings of Tiger Cl aw and th e way of the bloodclaw master to bring themselves closer to th ei r animaltsric hernage. Croups ofTiger Claw adepts and bloodclaw ma sters share rbetr martial knowledge in conclaves rhrcegbcur the Eldeen Reaches.
SAMPLE ENCO UNTER Bloodclaw masters tend to slay on rhe fringe of civtlizanon. They are lone rs who rarely seck cur the company of orhers un less they han ' a co mpell ing reaso n to do so. 11 9; Rhaskana rhe blocdchw master is a scowling, foultempered warrior. He takes any m inor shghr. perceived or otbC'rv..ise. as an excuse 10 duel one of tht' Pes. R H ASKANA
CR 9
Male human warblade 6/bloodcl:aw master 3 NG M~dlum humanoid (hu man) Init +3; Sen ses low·ligh l vision ; USlfm ..0, Spol ...3 Languages Common. Elvt'n AC 22, louch 1"', flat·footed 22; Dodge (...3 Del. • 7 armo r, +1 deflection. -+1 natural) hp 73 (9 HOI Fort ...9 . Ref ...9, Will ·3
Speed 30 ft. (6 ~uares) Melee ... 1 Je u/en . 12/-+7 melee (l d"'+SI18- 20) :a nd +J JeUJefl +12/+7 m~'e~ (l d4+S/18-20) WIth Two·Weapon r ighting or Melee +J .lci/len .12/ +7 mel ee (ld4+-SJ1 8-20) or MelH d aW1 ..10/ +10 (ld"' +2) Base Alit .8; Crp .10
Atk Option s Blood Medita tion (Tlget Claw), battle a rdo r ..1, 1 1l1'1 claw 'lO yne rgy (st.inc e) Sped . l Actions shtftlng 2/diY (-+-2 Strength, 4 ro unds) Co mbat Gear pollOtl ofenduranCt: MOi ne uve rs and Stan ces Known (IL9th)' Slan ces- bloo d In the w arer (lSi), punishing st ance (1~ t) SltIkes-c1.w.t the moont (2nd), death from ilbovet (4th), pounCing ch,itget (5th) SOilring raptor strike (3rd), steel wind (lst), wolffang strlket (lsI) SooHs- sudde n leapt (lst) Coun iers-wilil of blades (2nd) DtKiplmes: Iron Heilrt, Tiger Claw tReadled milneuver Abilities Sit 14, Dex 17, Con 13, Inl12, WIS 10, Cha 8 SQ Improved unCiinny dodge Fear s Bl.de Medltiltion (Tiger CI.w)'-!. Dodge. MobilIty, rwc-weapcn Fighting. Weapon Focus (iukn), Weilpon Speoal,zallon (kukn) -New feat described on page: 28 Skills Balance -13, dlmb ...8, Concentration - 2, Intimidate ..S, Jump ...20, Martlill Lore -13 , Spot -+-3. Tumble ..11 Possess io ns combat geilr plus ..2 breaslplou, two ...llcukns. ~mu/~1 of nolural armor ... " rmg ofprolt:Ction ... J, (/rigof
Jumpmg
Mv ,mgtr /l1J bllll,lmg storm. 1X'luII It brt/.lks, my itIWUt'S' biL)(l,1 ", ,/I ,lrm elt Ill<" rtlUIIJ 111:( rllllt.
- \'arandThunderhand, bloodsrorm blade O ther martial adepts ngbrfullv look with wonder upon I ~ who learn t he bloodsrorm style. Once a secret art jt"3 10usly guarded by it sword-cult ofgilhnnki warblades, bloodstorm rec h mq ues now find USl' in the hands of martial adept, of ma ny races-e-rne st noteblv , t he i nfor mal me rCt'nary o rgan ization k nown as rh o Bloodsrorm Guild. The style rakes kn owledge from t he Iro n Heart dtsciplme and applies it to attack s wuh t h row n weapons. A blocdsrorm blade who ma ster s Ih('sl' me t hods often becomes mo re de:ld ly when a wea pon leaves his hands t han when he holds onto iI,
BECOMING A BLOODSTORM BLADE Almost all blood-term hbJe~ begin th('ir ca ree rs as w:arbl:J;,ll:'s. since that class offers she ea-aesrand most obvious path to 1':1.3"rC'ry of rhe bloods rorm style. A tew bloodsrorm blades find their way 10 Ihl' class Ih rough olh,- r routes, usua lly by mt'ans of Ih," .\ larti3l srudy Iloat. Otht"r Ihan warbaJes, figh [t"'t'S mOSI oflen ht-co mC' bloodsrorm blau,..;. but barbarians. rangen, rogul'S , a nti monks can :also be counll'd among their numbi.·r. Al thoug h Ih l' bloodslOtm bl3de pr..-slige c13SS pnmarily feJlures abili ries rhat augment I'2ngC"d attJcks, a high Dexler· u y sco~ IS unnC'Cl'ssat')' bec3Us.e a character can make use o f Ibe Ih undl"lOUS throw ability. Ahernatlvely, a charaCfC'r \\ uh_3 hig h Dexu rity score and rel.3li\'C'ly low Strength score ca n lorgo using thunderous Ihrow and inSlead optimiu b) lalu ng Combat ~flexes and uSing cove of the storm. Eithe'r I of charact..-r can uk<- fens that tncrease proWC'SS lnd IIJ..k po\\l'r With a si ngle melee w...apon; th e bend;t, of h, r rwch ,jpply to bolh ranged Jnd mde... :llIad.s
ENTRY REQUIREMENT S
Skills: Bala nce 8 r,jnh Feats: Poml Bl.lnk Shot Mart iill Milne uvers: MU$l know one Iron Heart strike and one Iron Hea tt stance. TABLE 5 - 2 : THE BLOOO STO RM BL ADE
,,,
Level
Bue Attack Bonus
.,
Fort R.f Will Save SOlve S...
.2
2nd
lrd 41h
.J ."
3 ... 4
H iT D I E: 012
·0
•
..0
·0
.. 1
+1 ...1
Spedill Return ng attacks, Throw An~lh ng ~apc! pnrude Mar tial throw, thunderous throw B s tg ter 1'.11 Lightncn ricochet
B
51h
5
.4
1
..1
61h 7th 8th
+6
... 5
... 2
.2 .2 ·2
d ncechet
Bonus figh ler feat 7 .s .. 2 E'yeo thl'slorm ..8 ...6 -+-2 Blood rain ~)h .. .6 3 ..3 0 '10 & ter Ieat 10th ..10 .. 7 ..3 ... 3 Blade'lOtorm Clus Skills (4 -+- Int modir~r per level): B,jlance. Ccncentrauon, Craft , teumidare, lump, Martial Lo re*. Spot, Tumble . - New skIll described on page 28.
CLASS FEATURES A(iI bloodstorm blade. you gain ex traordinary masterv cver
attacks wuh thrown weapons, and you learn to throw ~t'.lrly
any we:lpon at you r foes. These abilities lend th emselves ro a ' Itong focus on a slngle weapo n ofchoice tha t you ca n then wie ld bosh in melee and ar I'2ngl' Some of the bloodstorm blade da(\ features r...quire }"OU 10 expend a use of a n Iron Hea rt st rike for an en counter, or s ubsume t he effects 01 an Iron lI l'art stance. Re t urning Anacks (Ex): You no hu rl your wl"apon al ;II foe an d command ilia rtcccber back to you. A ny weapon \ 'OU th row behaves 3Stho ug h it h,js the re t u rr ung special abtlnr (j),\"G 225 ). \X'hen yo u use returntng snacks. you lose th e use o f unc Iron Heart srrtke you have readied for rhe currem e ncc u n u-r. Jus t as if you had initia ted th e strike (e xce pt you do nor also gain t he strike's normal effec t). Once you use I his abi lity, you can recover the maneuver you expended and use it normally. Th row l\ nyt h i ng: As an inmate of the myste ries of Ih,' bloodstorm lechniqul', you leun 10 Ihrow s\\'otds :IS eas lI\' as oth,'rs hurl d.:lggers. You gain Throw AnVlhing (see the sIJI'~r) as.:l bonus [",:It W'C':apon Ap litllde (ExJ: Your Ir3ining wilh.a wi de' f:.mgl." of weaponry and tactiCS ,jllows you t he'opportunity 10 g31 n greal ~kil1 wilh pamcul.ar wC'Jrons. You c.an qualify lor fe,jls reqUiring a mimmum number offightC'r le..- els(such as \'('e.:tpon Speci.alizalion );1~ if }'OU ha d 3 figh lt"r lew l C'quallo yourcombml'd warbl.ade 3nd bloodstorm bladt"' IC"o"els-2 furthermort", you M't" the fleXibility toad:]u~1 your weapon Iraining. Each morning, you can spend 1 h our p raClIClIl ,jnd cha n)!". Ihe Wl';lpons selected for any feOi t yo u ha\e thai applies o nh' to a singh· c bosen weapon_ f or cxampl... you
amid change your Wtapon Focu s (g reetaxe) £.. ill so 115 be nefit 3pp li ~
snacks (adding IWO l j tnt" ~ the nu mber sub rracred fro m attack rcllv as a bonus on damage rolls when th rowing a twohanded weapon). Bon us Figh tC't F C3t ; Bloodsrorm blades sludy all aspec ls of combat U rhev learn 10 rain blows down upon disranr foes and enemies close 011 hand. At srd.61h,an d 91h level, YOU g 3 1O :I bonus feal chosen from the Ii!'t of lighte r bonus feats, You must meer rhe prerequisite of the [cal 10 take it. ligh t ni ng R icochet (Ex): From 4th level on, you can throw your weapon 31 a nearbv foe and command II 10 immediately bounce back 10 your grasp. Any time you make a ranged arrack with a thrown weapon o n your rurn. th e weapon tmmediarely returns 10 you , and you ca n catch 11 3 .. a rrr:e action, This abilnv allow~ you 10 make a full ;1IIack enllrely wnh thrown weapon anscks. or wnh a mix ofthrow n and melee artacks. Blo od W i n d Ricochet lE x); As a full-round aclion. ar 5th level and higher, you can hurl a weapon at a foe and compel it to ricoch er to other
longswords ins tead. You can adJusl :tny number of your ft'ah in Ihi s \\'3V, and you don't have to adjus t th em all in tbe sernc way. You an'l change th e weapcn choces in such a w3y !lU I \00 no lcnger meet a fe ns pre req uisite. Forinsrance, }UU must be proficient with a weapon ch ose n for Weapon Focus;and if you have borh Weapon Focus and Weapon Specialization with the lcngsword. you couldn't change Weapon Focus wnhour also changing Weapon Specialuauon 10 the qml' we-apon. You must also have that we3pon aV:l.ilablC' during practice; if )UU don't have a Iongsword handy, vou can'l assign your l~;lts to alTect loegswords. .Manial Th row (Ex): Starting .11 2nd level.you can initiate 3. strike from the Iron Heart [0
discipline wuh a thrown weapon. ThC' smke mus t
be one th;ll has a targer of one creature . A strike that targets m ulnple erearcres o r objects cannot be usedwuh marual rhrow Thunderous Throw (Ex); Be g i nni ng at an d level.
enemies before
h u rtling b ac k to your wai t ing ha nd. The weapon sio n as youre3dy you th row behaves as yourself 10 th row though it has the returning your weapo n, special abil ity (D.\l G 2.25), exwhich becomes ccpr tha t you dete rmine the point v isible aro u n d during your turn when the weapon you lik e he al waves. returns to you . W h en you relea se When us i ng th is ab ility, you your weapon , th at Pewr.r" nd Thnm!n"h.n d, make a fu ll at tack wit h 3 th rown J,/OtJdIlorm !JJ.dt' er rushes OUI wi th your weapon, weapon, but eac h ranged attack must be resolved As a sw ifl action, you can choose to trea t your against a scpa r31e target . You ca n choose th e ran ged arrack ro lls with thrown weapons as melee attacks order in which you anack your foes. Range an d covet-pe n alfo r the res t of your turn. You use your melee attack bonus, ties are re solved for each attack after the first as though rhar includ ing Strength bonus, feals, and so forth, ro determi ne m ack ortg tn ated from the space of the creature yo u last your an ack bo nus for each attack 3S normal. but you apply the attacked. If a creatu re has total cover re lative to you, you stand ard modifiers fer range penalties. Attacking into melee, cannot attack it. th rough cover, and so fonh incurs rhe standard penalties. When you use blood w ind ricochet, you lose the u se In add inon . you can app ly I-t/2 times you r Strength bonus of one Iro n 1IC',:m srrtke you have readied for the curren t to dam age ifyou wield rhe thrown wea n with IWO hands, encounter, jusl as if you had initiated the strike [except yo u and vou can use Power Anack wuh you r thrown weapon do DOl also gain the strike's nonnal effecn Once you use th is yo u build up in cred ible len -
-
~~'~~-E.........~_
THROW ANYTHING O riginally presented in the Compl~te Warr;ar supplement, th,s fear makes iloy weapon a deadly ranged weapon in you r hands , Prerequisite: Ot"x 15. p ecflclency with weapon, base attack bonus ..2
sC'
Benefit: You can th row a melee weapo n you are proficient with as if II were a ra nged weapon. Th e range inc rement of weapons used in ccrqc ncnon WIth thIS feat is 10 feet. Normal; Vou can't th row a m elee wea pon without takmg a - 4 penalty un les s II ha s a range IOcr(" ment (s uch as a hand axC' or dagger) .
...
toe
abihtv,you can recover the maneuver you expended and use if normally.
Eye of the Storm (Ex): 1\1 7rh level. you learn to ccmer bein g anJ aJopt a rnmd sct ofca lm readi ness despite the
YOliT
furor of banle raging abo ut you. While you are in an Iron Heart stance, you can forgo its norm al bene fit as a swifr action to ga in th e effect ofeye of the storm, This abili ty lasts as long as you would maintain the Iron Heart stance.or as descri bed below. You can also SlO p using e)'e of [h e sto rm and resu me gaining th e normal bene fit of the stance as a swi ft action When you use this ability, you gain a H dodge bon us to Armor c lass again st ranged at tacks and a +2 competence bonus on Reflex saves. tn addition, when a foe makes an attock of opporru nt rv again st you wh en you m ake a ran ged an sck wh ile th reatened, you can make a sing le melee at tack against that foe as a swift action (assum ing you're not unarmed and you th reaten the foe), Such an attac k dot's not cou nt as an arrack of opportuni ty. To retain th is defe nstve posture, you ca n move no more rhan 10 fel'l on your rum , Blo od Ra in (Ex): Begin ning at 8th level, you can enter a state that ena bles you to lnfhc r a terrib le bleedi ng wound on an y living cre ature yen damage with a th rown weapon or a melee att ack. While yoll are in an Iron Heart sta nce, you can forgo its normal benefit as a swift action to gain th e effe ct of blood rain. This ability lasts as long 3S you would mai ntain rhe Iron Hear t stance , or as described bel ow, You can also stop using blood rain and resume gain ing the normal benefit of th e stance as a swift action, The cre arure you h it w it h you r arrac k takes 3 points of dam age d ue ro blood loss at the beginning of your turn each ro u nd. This effect ends ifyou stop using the stance.An affected creature can end th e effect by bei ng the beneficiary of any healing (such as a cure spe ll) or a DC 15 H eal check, Th e bleed in g effect of blood rain does not stack with itself or the blood rain ability of another bloodsrorm blade. Blad e St orm (Ex): At 10th level, you can hurl your weapon as a ful l-round act ion to make it seem as if you are ana cki ng a dozen foes aronce. Youbecome the center of a storm of steel as your thrown weapon [lies out to strike a foe, returns to ricochet harmlessly off you, then flies out 10 attack an other foe. You ca n make a ranged att ack w it h a t h row n weap on al your highest att ack bonus again st as ma ny t3rgets as you wish. You ca n att ack each rarge r JUSt once with rb ts atta ck, calcu lating range and cover penalties fro m your position on the battlefield.
Whl'l1 )'011 me bl;,J" storm, you lose the USl.' of am' Iron Hearl strike you have readied for the current encoumer, Just :IS if you had tntnated the strike (except you do not also gain the strike's normal effect).On ce you use this ability, you can recover lhe maneuver you expended and use it n orm ally,
PLAYING A BLOODSTORM BLADE Battlegivesyou a rh nllmg sense of hghmess and the [eeling I hal you comm and the very air that your weapon pans as it flies toand from your enem ies. In combat, you need on ly cock you r wrist in th e right man ner, and your conscious ness seems 10 expand to encompass rhc wh ole fight. In rhar instant, your mi nd 's eye clearly sees the an gle and vector ofyour enemies' limbs, it detects rhe m inu te de ratls and defect s of th eir nrmor, and it knows wnb absolu te certainty the distances tha r lie belween . Th e moment you release your weapon , th at quee r knowledge' leaves you, but whe n th e sans fvtng hef ofyou r weapon slaps back inro your waiting palm a momer ularer, yOll know thai knowled ge will be yours again w ith you r next th row, Your sk ill with th row n weap ons is u nmatc hed excep t per haps by other bloodstorm blades , and know ing [ha t gives you tremendous confide nce. You likely specialize in the USl' of a sing le kind of weapon , and with it in you r po ssess ion , you feel unstoppable. Should you lose it, you still command ama zing abilities, bur you tend 10 be moody and irritable until you regain your weapon or anorh er of trs kind.
COMBAT As a bloodsrorm blade, you can fight at range and in melee with eq ual feroc iry, but foes more than a stone's throwaway can prove to be troublesome, 50 it's always best to move close , O nce you stand among your enemies , it's lime to unleash :I storm ofranged m acks. Ifsomeone is brave enough to engage you in melee, you can battle him toe to toe, or step back and con tinue to rain blows across the battlefield. At low levels, you fight much as you did before becoming a blood srorm blade, but you have th e added be nefit of being able ( 0 attack a foe at range ustng your melee weapo n. Ofte n, the best usc of thi s abilit y will be 10 th row you r weapon at a foe as you close to melee ran ge. Be su re not to leave you rself un arm ed , Wear in g spi ked gaun tlets presen rs a simple solution, bur other options, such as th e Quick Draw feat or sh ield bash, might be more advant ageo us. As you ga in more bloodsrorm blade abili ues, you r tact ics become m ore varied, You can u se ltgbmrng ricochet [0
_____ .=~r~,~ STOPPING A RETURNING WEA PON It might seem logical to ready an action to grab a weap on that flies abo ut th e battle field or somehow str ike it from the air, but a thrown weapon is no more vulnerable to such ta ctics than an arrow. Although a feat such as Deflect Arrows remains usef.rl
protection, a thrown weapon with the returning special ability must be treated like
rap id constant motion and neve r hover s o r hangs in the air. However, some of the tact ics that work against arrows ca n be ifecnve against a bloodstorm blade 's thrown weapon attacks.
In
For example, a creature co uld ready an action to close a door between itself and a bloodstorm blade when the blade th rows a weapon . If the readied action was cont ingent on the weapon being thrown, the clos ed door would provide total cover against the attack. If the readied action was cont ingent on the weapon passing through the open door, the weapon would attack the bloodstorm blade's intended la rget, b UI would be prevented from retu rning and fall to the floor after making its attack (whether su ccessful or not) . since line of effect no longer exists between the weapon and its wielder,
an ack a foeas you moveand still readvvo ur weapon before the enemy closes [ 0 melee range. You can also use Iighming ricoche r after laking down a foe in melee, using a ranged arrack to soflen up an enemy you have nor }"el engaged. Using blood wind ricochet and eye of the storm. you become a dead ly ranged anacker wirh ample defenses against your enem ies' ranged am cks. The blood rain stan ce combines well with blood wind ricochet, but it rruly co mes tnro its own when combined with a blood storm mike. ,\ dopt rhe blood rain stance and use blood storm as soon as most ofyour enemies ace within range. Afler striki ng every en emy on the field of battle, you ca n maintain th e blood rain stance to co nnnue dealing damage 10 rbem while you focus your me-let' attacks on a single target.
ADVANCEMENT Many srudenrs of the bloodseormstyle learn their an covertly, Since- the githyank i adepts who origina llycreated this ancient t radit ion seek to kill anyo ne ou tside the-ir swo rd-cult wh o passes on its secrets. However, one not able grou p practices its style in the ope-n:the mercenary Bloodstorm Guild .These skil led warriors train any suitable applican t who asks them , in exch ange for an N ih of loyahy and a promise to never reveal the secrets of the recb mque ro any who have not sworn feah y to the' guild . Once you become a bloodstorm blade, you might or might not Iry to keep that facr a St'CR't. If you belong to the- guild, the gllhyanki are nor hkelyto si ngleyou our-the gilhyanki blademasters usually keep to an uneasy truce with lhe Bloodstorm Gui ld. If you learn your abilities from some other pracruioner, vou migh t find yourself dogged by githyanki blademasters intent on expunging all knowledge of rhls hidd en tradi tion outs ide thei r own race, beginni ng with yOll. Of course, in combat you make full use of your abilities regardless of who might be look ing on, but you rarely go out of your W3Y 10 adverti se your knowledge to [he general public. You never know who migh t be watching. Your bloodsrorm bladeabihrics lend the mselves [ 0 mastery of a single melee weapon. Fears such as Weapon Focu s and Weapon Specialization thus apply 10 both your melee and thrown weapon enecks. Even so, when you have the opporruniry 10 rake a feat, cons ider fears thaI improve your ranged capabilities, such as Far Shot and Precise Shot.
RESO URCES As a blocdstorm blade of th e g uild, your fellow members kn ow you to be com pe tent and reasonably rrusrworr hy. Mosl members of the Bloodstorm Guild are helpfu l [ 0 you In whatever manner rhey can manage. However, more th an 3 few members of the guild pay liule hee d to their loyalt y oaths, and do 3Sthe y please after th ey master rbe secrets of the technique. You can't alw'ays cou nr on your fellows. O ther bloodslor m bl:ades can ofTen rely on [h e help of other iIIidl members of th e class (espec iall y those whom they lu ine-d. o r lh ose who [rained Ihem) to hide from Ot repe-l macks from Ihe githya nki. Even bloodslOrtn blades wllh a long history of hatred for one 3nother b.and together agllinst [he threal of Ihe githyanki blademasters.
BLOODSTORM BLADES IN THE WORLD "Likt s1orm ~ 'Iu r pml,j,l, 11 0 ll'i1mlllg. wl!(11 ~ll '1(I1T "ulr Ilmll,In-, Ilu Ilglllllmg IhU i11rtllJy sln lck: - Thaku Aleull. hobgoblin war blade Blcod storm blades and rheir gith yanki neme ses can fill any of se..eral roles in your campaign. Bloodstorm blades might fonn 3 loose association of heroic individua ls seeking to share th eir knowledge despit e the murderous anacks of the gtthyanki sword-cult. Alternativeh', the practitioners outside the Blocd storm Guild mighl bewicked individuals who stole [he special knowledge thai shou ld have remained in the oathbounded hands of the gu ild. ,"our campaign could instead host a blendi ng of th ese Ideas with virtuous and villainous blcodsrorm blades and git hyanki bladernasters on three sides cia morally murky St'CR'[ war. If you would rather not use the Bloodsrcrm Guild and tbe secrecy of the blood stcrm style. youCan simply adopt the- blood storm blade prestige class as a way to include a cool villain,
O RCANIZATION NOl long ago. a secre t soci t'[y or swcrd -cuh of gilhyanki \varblades had sole possession of the bloodsrorm techniques. Devored 10 stu dy and maste ry of [he Iron Heart di scipline, the githy.anki developed the signature abilities of th e style over the course of gen eranons. Nalurally, the gubvanki saw no reason to shut' th eir secret knowledge with anyone, and those who pr ied too much about il found themselve s facing irs lethal practitioners. The n, about fcnv yean: ago, the secret gOi OUt. Some say a member belrayed the sword-cult by teaching the blocds torm style to an outsider. Others say a brave hu man warbladc stole scripts detaili ng the maneuvers and learn ed me art from rhem . Regardles s of how t he githyanki 105 1 it, knowledge of the bloods rorm blade style spread like wildfire, and desp ite effons by the swo rd-cub to quash knowledge and ell mlna re [hose who practice its tec hniques , many who study rhe Iron Heart discipli ne choos e to risk rhe githyan ki wrath by becoming bloodsrorrn blades. The on ly no ngtrh organization of mar tial adept s openly practicing this style is the Bloodstorm Guild. Founded by a renowned hum an warblade named Treyana di vrada shonly afTer the secrets of rhe style got out, the Guild isa loose association of mercen aries and sellswords bound together by some simple, nonb inding vows. Blocd storm Guild members rarely serve ernploversas a group, and instead tend to hire themselves out as specialists. enforcers. and bodyguards. Guild members in the same region often frequ ent rbe same tavern s, arm ing gro und s, and tnining arenas. and they might pass news of polential employmenr to one another. The guild has no true hierarchy of leadership, ahhough more jun ior members usu all y defer to proven blades (t hose wilh more levels in thi s preslige class). Before a bloodstorm blade consents TO insrruct a potential ~tudent in Ihe secrets of the techni que, he u'iually confers with orher senior bladl."S in the uea. characters who master this style withoul seeking OUI Ihe BloodslOnn Guild usuallvdo so Ihrough studyofblack·markr t
I~X IS describing Its use, or by study ing for anme w ith an other
bloodsrorm blade. These mastl'r-studt,nt relationships clou't oflen 1:JSI long, bur usua lly result in lifelong friendship and loyalty. Many teacherseventually build up .1 network offormer sruden rs, and smdems of the ir students, who will answer a call for support or assistance of any kind.
NPC REACTIONS M an ial ade pts who have heard of the bloodsrorm tec hnique regard all irs practitioners wi th a lillie awe, bUI th is mtnudc doe sn't Infl ue nce their reaction upon mecnng blocdsrorm blades. Bloodsrorm blades typically regard one another wi th a friendly auuude. Githyanki warblades are hosrlle 10 all bloodsrorm blades who Jo not belong to the gu ild. but art' merely u nfriendly to guild members. A years-long feud be tween the gtrb sword-cult and Treyana dt vrada and her followers lef many dead on both sides. and the gi thyanki have grudgingly allowed a I ruce ofsons .,. mlcasr tllltilihey have the strength to erndlcatc the nongith practitioners of the an in one swtfr srrtk....
BLOODSTORM BLADE LORE C haracters wi th ranks in Marual Lore can research bloo dstorm blades to learn more about them. When a character makes a skill check, read or paraphrase rhe followi ng, including the information from lower DCs. DC 10: Bloodsrorm blades have amazing powers with thrown weapotl5, Many belong 10 the Blcodsto rrn Guild, a mercenary fellowshlp of SOrts. DC 15: Th(' techn iques used by bloodsrcrm blades wenrknown exclusively 10 the gi thyanki up umil a few decades ago. Now scripts describing the style are available only on the black marker. D C 20: The secre tive girhyanki bledemasrers are respo nsib le for the anacks on bloodstorm blades and those who traffic wi th them. Thc githyanki created the style and now seek to suppress knowledge of it. A PC who wishes 10 learn about specific bloodsrorm blades or the Bloodstorm Guild will have a duficulr time. He must m ake quiet inquiries .11 mar tial adept training halls and places frequented by those with connecrtons [0 the black market, an d the n succeed on 3. DC 20 Gather Information check. Publicly asking about bloodstorm blades likely remits in the PC being rebu ffed. and such queries might attract the attention ofa vigilant gi thyanki blademasrer.
BLOODSTORM BLADES IN THE GAME If one of you r players decides 10 playa bloodsrcrm blade. rh e pres tige class should ht in as easily as any mart ial adep i class. YOIl ca n make the Bloodslorm Guild or thl' gi thyanki blad~masfers as large or sma ll a pan of your cam paig n as you like. If the gilhyanki sword·cult becomes a part of your campaign. be sure th ai its in\'olwmem doesn't put tOO muc h of a spotlight on the bloodstorm blade. Too many gi thyomki 3tl3Cks agai ns l the PCs will grow onerous, and the cu lt isn'l largl' enough to rr pealt'dly ex pe nd the lives of its ml'mbers
trying 10 kill ,I Pc. lnstend of adventures ce nt ered on thegi thyank l. co ns ider having an NPC me mber of the Bloodsto rm Gu ild occasionally help or advise the PCs as I!w y go abo ut othe r adven tures. If :l pl aye r decides to be a member of the Bloo ds rorm Guild. you can use rumors of black marker text s describing rhc bloo ds rorm techniques or githya nki assasst n ream s as edvenrurc hooks.
ADAPTATION Bloodstorm blades need not be attached to a fellowship ot sellswords or a sec ret gifhyanki cult. The class'stechniques might be a development of rhe Iron Heat! discipline thai anyone cnn learn, or rhe fighting style might have bee n discovered and used by another race. For example, you could decide tha i rhe abtltnes of th is prestige class are used only by a. group of halflings who an' specialists with th e sling, Ca lling themselves sronesrorm strikers. members of thi s prestige class gain Quick Dr3W Instead ofTh row Anything and have the ability to load a sling wi th one hand a. ~:11 free action ins tead of returning attacks. The other abi lities of the class would work wuh sling 3113Cks instead of th rown we3pons.
SAMPLE ENCOUNTER The PCscan encounrera bloodworm blade asan allyorenemy in any manneryou see fir. Bloodsrorm blades mighr 3C I as cohor ts ofa foe , or one could be' rhe main villain in an adven tu re. Thl· heroes rntghr dtscover a guhya nki text ofbloodstorm knovv Iedge Ju ring the course of their advennrres.only 10 find that the guhyankt blademasters will do anything 10 get the text back. £L 15: VaranJ Thunderhand is 3 member ofme Bloodsrorm Gui ld, but his actions hide a terrible secret: He ts a spy for the githyanki bladernasters. He berravs ctherblocdsrcrm blades to t he gi l hyankt. hop ing 10 use the fanatkal blademas ters 10 remove rivals from rhe gu ild and pave rhe way for his evem ua l takeover. verand in tends to rule rbe guild with an iron fist. com manding a sma ll army of loyal blades tha t he can use however he sees fit. If a PC is a member of the guild. varand approaches thl' par ty hopin g to gain aid in exploring a forlomcnadel. in whose vaults bloodsrorrntexts art' supposed ly hidden. If the PCs help him, Varand sets them up by arranging for a team of githyankt warbledes to ambush them. He intends to give the charac ters and the texts (if they're even present) to rhe git hyanki, and keep the res t of the booty garnered from the adven ture. VARAN O THUNOERHAND
CR 15
Dwarf fighter 2/warblade S/bloodstorm blade 8 CE Med ium humanoid Init +2; Senses darkvision 60ft,; Listen -1, Spot +11 Lan gu ages Common. Dwarven, Giant. Gnome
AC 25, touch 13. na t·footed 25; +4 AC against giants, unca nny dodge (+2 Dex, +9 armo r, +3 shield, +1 deflection) hp 160 (14 HD) Resist st ability (+4 against bull rush and trip) Fort +18 (+20 agains t poison). Ref +7, will +5; +2 on saves aga inst spells and s pell.like effect s
Speed 20 ft. (4 sq uares) Melee ~2 dwarven waraxe .... 24l~19/ ....14 (ldlO.... 1l/x 3) Of Melee spiked gauntlet ....20 (ld6....5) Ranged ...2 dwofVur wora.lte . . 24/+19/ ...14 (ld10...11/xlJ with thunderous throw and lightning ricochet Base Atk ...15; Grp +20 Atk Options Blade Meditation (Iron Heart). Point Blank Shot. Precise ShOI, Power Attack ....1 on attacks against orcs and goblinoids, martial th row. returning attacks. thunderous throw Special Act ion s blood rain. blood rain, blood wind ricochet, eye of the storm. lightning ncccbet Combat Ge ar pOlian ofbarl:.slrtn ... 2. potion of cure light wounds, potion ofheroism MOIneuvers and Stances Known (Il 10th) : Slonus-punishlOg stance (lst). stonefoot stance (1st) Strikes-disarming striket (2nd). exorcism of steelt (DC 20. lrd). mou nta in hammert (2nd). steel wind (1st), sleely striket [Ist}, stone bones (lst) Disciplines: Iron Heart, Stone Dragon t Readied maneuver A.bilities Str 20 , Dex 15, Con 18. Int 12. Wis 8. Cha 8 SQ stonKunning (PH 15). weapon aptitude Feats Blade Meditation (Iron Heart)·, Far Shot. Greater Weapon Focus (dwarven wara_e). Creater Weapon Specialization (dwarven waraxe)l , Iron Will. Point Blank Shcr" Power Attack' . Precise Shot . Quick Draw. Throw Anything'. Weapon Focus (dwarven wara_e) l , Weapon SpeCialization (dwarven waraxe) ' - New feat described on page 28 Skills Balance ....24. Climb +7, Concentration ....10. Intimidate ...9, Jump ... 8. Martial lore +6, Spot +11 , Tumble ....18 heavy stul Possessions combat gear plus ... 4 buastplou. shiefd. + J dworvtn WOfau, spiked gauntlets, btl t ofgiant strength +4. ring of protection ... 1, doale ofresistance +I.
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O rros the Blccdyhanded. sentinel of the Northern Reach Th e Stone Dragon discipline tr aces its roots back to an anci ent order ofdwarves that used rhe power ofthe earth to enhance their combat srylc. A deepstone se ntinel immerses hi m sel f in these ancient teachi ngs to link himself ro t he power of stone. Most deepsrcne sentinels use this power in rbe defense of their fellow dwarves, though some take a mort" active approach balding the enemies oftheir people. In combat. a deepstone sentinel is a living mountain. a stony redoubt that provides shelter 10 his allies while crashing like an avalanche upon his ene m ies. The ground shift s and churns under his feel. One moment he stands atop a small. earthen mou nd rhar blocks his eeemtes-c-rbe next he summons an earthquake to knock his foes to rhe ground.
BECOMJNGA DEEPSTONE SENTINEL MO'it dwarves who follow the rradmon of the deepsrcne sennnel begin as crusaders or warblades. Fighters, pala dins, a.nd orher martial-orien ted charac ters mlg hl also find rh e
class 10 their liki ng; typica lly, such c ha racters rnul uc tass (often as rogues or scouts) to mee t the skill requiremen t. On rue occas ions, dwarf monks take up the mantle of deepsrcne scnrtne],often moving on 10crusader,swordsage.cr warblade uron completing progression in the class. ENTRY REQUIRUIIENTS
Ra.ce: Dwarf. Bue A.ttack Bonus: ...10. Skills: Balance n ranks. Ful.Ji: Power Attack or Stone Power· . Martial ManellVers: Must know at least lWO Stone Dragon mal'\t'uvers and one Slone Dragon stance. · New feat descnbed on page 32.
CLASS FEATURES The class allows vou to conunue to learn new maneuvers. Iike~' from TheStone Dragon di scipline. It also grants special com ba t prowess when unliztng Stone Dragon maneuvers. M aneuvers: AI each odd-numbered level. you gain a ne w maneuver known from the Slone Dragon discipline. You mLlSI meet a man euver's prerequisite to learn it . You add your full deepstone sentinel levels 10 your Iniriator level ro dcrerrnme your t01a1 initiator level and your btgbesr-level maneuvers known. At led level. you gain an additional maneuver readied per day, M ouruatn f ortr es s Stance (Su): AS:I novice deeps rone sentinel. you learn to make yourself as impenetrable as a mountain fortress . This ability is a key component of this presnge class's ccrnbat abilities. \Vbile you are in a Stone Dragon stance, you COIn forgo its normal be-nefit as a swift anion to gain the effect of mountain fortress stance. This ability lasts as long as you would rnaimain rhe Stone Dragon srance.or as de-scribed below. You can also SlOpusing mo unrain fortress stance and resume gai ni ng the norma l b enefi r of the stance as a sw ift action. When you use th is ~bili ty, you can choose to create a fortress of eart h or roc k, provided you are standing on eart h. stone. rock, or a worked surface such 35 a cobblestone stree t or a flagsto ne floor (as long as na tural ea rth or rock is no more th an I foot be low you). The square (or squares) tha t you occupy forms a pillar of ear th or rock 5 feer rall, with you on TOp. Each square adjacent to you is buckled and steeply sloped. becoming difficult terrain. Any creature rhar attempts 10 enter or leave one ofthese squares must make a DC 10 Balance check or fall prone in the lasl square of the area it occupied. Cre-atures rhar ignore difficult terrain automatically succeed on this check. and flying creatures are unaffected- Creatures with four or more legs or the Slability racial trait gain a ... 4 bonus on this Balance check. You retain lhe- bencfir of mountain fortress stance until you end yo ur Srone Dragon stance or move more Than5 feel in a round. You are unaffected by the difficult terrain you CRaIe wnh Ih is ability. If you move only 5 feel in a round, the pillarofearth you have cleated moves wi th vou, creating new squares of difficult terrain in every square adjacen t to veer new posmon. If creatu res occupy those newly adjacent squa res, Ihey d no r need to Im me dia tel y ma ke Balance
TABLE 5 -3: THE DUPSTONE SENTINEl
HIT
DI E: 010
Bue Altuk Fort Ref Will Maneuve rs Maneuvers Level Bonus Save Save Save Known Readied Special lsi +0 +2 +0 ...0 1 0 Mountain fortress stance, passwoll 2nd +1 +3 +0 +0 0 0 Cras hmg mount ain Juggernaut .2 ...] ...1 1 1 1 Indomi table redoobr Jrd 4th +3 +4 +1 1 0 0 Stonecurse,drilgon'stooth 5th ..] +4 +1 +1 1 0 Awaken die stone dragon Class Skills (2 + In! mod ifier per level): Balance, Concentration, Craft, Inllmidale, Knowledge (dungeon~ring) , listen, Martl..1 Lore*, Spot. · New skill described on page 28. checks as descnbed above . Howe ver. if on their turn rhey ..n empr ro leave the ..rea ofdifficult terrai n, rhey an- affected by mountain fortress stance as normal. and squares thai are no longer adjacent to you return to their natural sta te . If )OU move more than 5 feer in a round while using mountain fortress sunce.tbe t'ffe
Dragon's Tooth (Su): From 41h level on, as J. standa rd actio n, you ca n cause a pillar ofstone to erupt from the earth within 60 fee l ofyou. Th e pill ar oc cupies one square and is 5 or 10 fee t tall (you r choice). You ca n call forth a Slant' pillar on ly from natural, unworked earth or stone. Acrearure srandingin th e square must succeed a n a Reflex save (DC to ... t 2 vcur chsracrer l..-vel + your Sir mod in.er)or be knocked prone. You can dismiss a pillar you created as a standard action, bur orherwtse the pillar remains where you called it forth. Aw aken the Sto ne Dragon (Su): At 5th level. you can cause a localized earthquake to rumble through the groun d aro und you. Through your study ofStone Drago n tec h niques and your strong connection to elemental eart h, ~'ou ca n awaken rhe slumbering wrath ofSlone to send your enem ies tumbling to the ground. The earth chums, rocks explode in to CUll ing shards, and the ground rebe ls against your foes. Once pe r encounter as a swift action , you cause th e ground arou nd you to shudder an d chum as ifrocked by an ear thquake. All enemies wi thin a eo-fccr radius mus t makesuccessfu l Reflex saves (DC 10 + 1/2 your character level ... your Str modifier) or rake 12d6 points of da mage and fall prone . A successful save allows an opponent to lake half da mage and rem ain srandi ng. Im proved srability (suc h as a dwarf's rac ial abili ry) does not he lp a creature avoid being k nocked pro ne by thi s ability.
PLAYING A DEEPSTONE SENTINEL A dcep srone sent inel embodies many classic dwarf traits. As a sentine l, you are quiet. slow 10 ,:mger, taciturn, and blum. You prefer to let your enemies come 10 you , rather th an charge forward and expose your posi tion. A steady, reliable advance works much better than a wi ld, risky gambit. Like the eart h benea th your feel, you are reliable, steady, and en duri ng. O the r warriors might rely on flashy gambits and fluid tact ics, but you have little use for such stratagems. You are rhe roc k thai endures, the im penet rable wall ofdefense t ha t wi ths tan ds rhe enemy's assau lt. When it is lime to attack, you unleash you r fury 10 an avalancheofsteel Until then, you lei your foes waste rheir efforts against your sturdy armor and thick shield.
COMBAT A deeps tone sentinel is, in essence, a mobile defensive position. O nce you enter mountain fortress Stance, you form a useful barrier against enemies wbo seek to ski rt aro u nd you and attack your allies. Once' you gain the indcm uable redoub t ability, you can combine mountain fortress stance with .lI stance from the Stone Dn:gon discipline. such as roo ts 01
flU' mountain, making you nearlv impos sible 10 circumvent or overcome in bailie. Cenerallv speaki ng, as a deepsrcne se nt ine l vou sh ou ld focu s on Slaying in front of you r co mpa n ions. In mos t cases, slower mons ters such as giant s, an d othe r melee ccmba rar us sh ould have to fighr through )'O U before rbey can attack you r allies. Your abilil Yto sla p a fee de ad in hi s rrack s wirh stone curse . particularly ii you wield a reach weapon. ma kes an y altt'mpi to sl ip around you a risk y gam bit' at best. You excel at coni rolling IhC' bnrlefteld.Look to create cho kepo tms that force an t'n emy 10 e nte r and re m ain in the area of yo u r abtlutes .
ADVANCEMENT Joining the dee ps rone sennnels is a d iffic u lt rask, smce a pro spect ive candidate must nOI only display great skrll ar arm s but also masrer difficuh mY5Uc secrets of theearth ilself. The sent inels tend to resist traini ng adven t urers an d other lone wolves. In bailie, the senti ne ls are expected 10 form a mighry defensi ve bu lwark against more numerous enemies of the dw arves, such as o rcs, gobl ins, and ogres. A senti ne l intent on learning t he secre ts of th is order. then srrtking out on his own , is a poor inves tment in the order's eyes. An advent uring dwarf who becomes a se nrtnel must pro\'e himself in batt le, usua lly by rendering a great service to a dwarfdan home, or by sho w ing that hi s udvenrures direct ly aid th e dwarf people. Once you beco me 3 sentinel, you ca n expec t mO~ 1 dwarves to rrear you with resp ect and ad rnl ranon . Yel, these accolades come with expectations that you wi ll always fight hard and tr ue for rhe dwa rf people . The sentinel s have never brok e n and run from a
RESO URCES You can ex pe ct a place 10 sleep and more than enough food and drink from any dwarf dan berne.Th e sentinels m ain tain ou tpos ts in most major dwarf cities an d citadels bu ih near ore. gobli n , and gian t horde s. As an adventurer, your fellow senti nels 3I't" likely eager for news of rhe outside world and of rhe res rof' rheorde r when you vtsu th ese basrionsofdwarven strength. If rhc dwarves face 3 Ihreal ofany sort, you wi ll be expected to contri bute to a. solu tio n. Although this can be a. burden, your posntcn as a respec ted figu re 3150 makes it easy for you to sway dwa rf leaders and org antze you r people in the face ofa rh reat.H you advise the dwa.rfking 10 send a raiding p3ny to sli p into an ore stro nghold and slay th e red dragon rharleads the mbes. vou a n expec t smi ths to forge sturdy armor and deadly weapons for Ihe raiding parrv, while clerics of Moradi n and dwa rf m ages craft scrolls and porions rhat the group mtg hl need.
DEEPSTONE SENTINELS IN THE WORLD " W1Itn tIlt ,;ntlllld J CoI m ( dlI'l.'Ut!1t tilt (,1st g,ltt, ll't hll/ltd ouri/forb
to mnfOITt tilt Ilorthtm Willis. Our fo rfltuahollS hllJ IIrnt't:'d.~ -Genenll Rurik Axethrower, LX Rockhome Legion Dee ps tcne sentinels lend to remain within the dwarf holds rbey h ave swo rn 10 defend,T)'Pically.only a great threat to rhe dwarf people. a quest impo rtan t to rheir continuing prosperi ty. or a threat from a dis tan t land ca n cause one to become an adventurer, .-\ PC dwarf m ight STrive 10 join the order to prove hi mself to his people. or the rig hteou s natu re of his quest m ight compel the sentinels 10 offer h im training in their mystic fighting style.
banle un ti] their all ies have all safely withdrawn. Legen d ha s it that th e firsl semine] to break thi s rr adin on will be str uck dead by x rorad tn h imsel f. Whi.'ther th is tale is true or not , th e implication is plain as d ay. A seminel would die before abandon109 his alli es. As you gain levels in Ihis prestig.. class. look for fea rs and abilities th at increase your reach , make it easier for you 10 handle crowds of opponents, and boost your AC. You can expect you r ene m ies to fargel you fordt"slructi onquickly, sin ce 2S long as you remain sta nding, you prevent rbem from harming your friends.
ORGANIZATION The deepsrone se n tin els pracrice rbet r figh ti n g art in vaults hidden far beneath dwarfstronghc lds. Beneath the deepest m ines, below th e wind ing passages rhar lead 10 distant stron gho lds a nd sub te r ra nean caverns, me sentinels haw small, austere academies where they train the next generation of sentinels, pracrtce t heir fighti ng styles, and bury their dead . Tradition holds tha r many of a citadel's most irnportant rreasures are stored here, both [0 keep them hidden from the ourside world and 10 pbce them under the t rustwort hy protec ncn of the se ntinels.
A J~'rpslOn(' scnnnelisa member (II an elire fight ing nnlr . onto that serves as both the first an d last li ne of d..fense for th e dwarves. In battle, they ate the dauntless co re that the d wa rves rally around. Wh t"n orc s and giants rhreaten a dwar f stronghold. t he senunels must srand resolu te to prorecr kev passages, tunnels, and other entran ce s. If th e se ntinels fall. rhc stronghold is often lost .
NPC REACTION S Dwarves haw ;I. natu ral in cltnancn 10 respe c t a nd ad mire deepstcne sentinels, since [hey are seen as embodiments of three J""'3I"\'('n virt u --
DEEPSTONE SENTINEL LORE
J da ll n lln~ 0l'rom'n! vou could also cha nge thi s cl:ts~ tmo a druidic warr ior or wild -lf forest sen tinel who creates an Cllld llJ: lf effect when he enters the basic stance of the class in an area ofnatura l vegeranc n. cnd redesign the remai ning cla ss abilities in accordan ce with this new co nc e pt.
SAMPLE ENCO UNTER Th e r c s are ltkelv rc meet deepsrcne sent in els as allies, par ticularly if rhe y fighl aga inst grams and orcs. Should the Pes uoo r rta ke a quest for th e dwarves. asentinel might accompany t hem to aid them in their task. In any major ban le involving d wa rves, a u nir of sentinels could be present. EL 13: Karth3k the Indomitable is ,1 rare dee ps tcne sentin el who wanders the land as an adve nturer. H is home was de st royed by a rampagmg dragon that now lam wirhm the." halls of his formrr home. A sentinel's train ing hall, located far bencal h th e dwa rfcitadel , contains a number of powerful magic items t hat t he d ragon seeks. Karthak needs ad\Tntu~ willing to help hi m venture int o Iht!' ruins to slay rhe dragon, alo ng with irs demo nic a nd draco n ic allies, a nd recove r the a rt ifac ts before rhe dragon gels its claws on t hem.
Chara ct ers wuh ra nk s i n Know led ge t h islOry) ca n research deepstone sentinels roleam more abo ut rhern . When 01 ch aracrcr makes a skill chec k, read o r peraphrase rh e follo wing, in cl uding the info rmation from locver Des. CR 13 He 10: Deepston e sentinels are dwarf warriors who are KARTHAIt: T H E INDOMITABLE Male dwarf fight er 10/d ~pstone sentinel 3 renowned for breaking en emy c harges and forming a dauntAllN Med ium huma no id less line in bsule. Init .4; Sen se s dar kvisio n 60 ft.: listen . 1, Spot +1 DC 15:Th e senrinels have [he ability ro corurol the earth...... 1 Langu ages Common, Dwar ven their command. rhev cause the ground to become broken and AC 21, tou ch la, flat·footed 21;.,.4 AC aga inst giants sloped, making a charge against rhem almost im pos sible. (.11 a rmo r) DC 20: Sennnels pracnce a stra nge form of martial magic hp 115 (13 HD) by upping int o the power of the ea rt h. Th ey cause th e grou nd Res ist stability (.4 aga inst bull rush and tr ip) 10 sh ak e an d d isru pt!ve te rrain 10 form. W hen you fight a Fort +14 (.,.16 aga inst po ison ), Ref ...7, Will ...8; +2 on saves sentinel. you fight th e ea rt h itsel f. aga inst spells a nd spelt-lfke effects Any PC who has friendly relations with a local dwa rfst rongSpeed 20 ft. ho ld can ltkelv gain an aud ience with a sentinel's commander. Melee +2 kurt gre%xe +21/+16/+11 (ld12+11 / )(3) Sentinels rend to avoid contac t with ou tsiders, for fear of Ran ged mwk light crossbow.,.13 (l d8j1 9- 20) mingling wi th spie s an d crherswho seek ro learn their weakBase Atk +12: Grp +17 nesses or plot against the m. Atk Op tion s Powe r Attac k, +1 o n attacks aga inst orcs an d gcblteotds. indomitable redo ubt Special Actio ns crashin g mou ntain juggernaut. mo untain DEEPSTONE SENTINELS fortress s tance, posswol/1/day IN THE GAME Deepstone se ntine ls are relatively easy to add into th e game Maneu ver s a nd Stances Known (IL 8th) : Slonces-ston efool s ta nce (lsi) world , given tha t they are secrenve, few in number, and conStrikes-bone c rushe-r (3rd). charging m inotaur (lst) , fined todwarfstrongho lds. A dwarf PC might never have heard mountai n hammer (2nd ), ove rwhelm ing mountain of rhts o rde r simply bec aus e t he cit adel where he grrw up strike (4Ih). stone bon es (2nd ) lacked such an elit e fighting unit. The sentinels co uld also be Disciplines: Stone Dragon a refauvely newdeve lopmem in you r world. particularly if the Each of Karthak 's maneuvers can be initiated once pe r abilities outlined in th is book are a new form ofmartial alt. encounter, with no recovery possible. Dwarfcharacters who rely on heavy armor are a good match Abilities SIr 20, ues 10, Co n 16, Jn18, Wis 13, Cha 8 lor this class. The armor helps rum a dwarftnro a tremendous SQ stonecunning (PH lS) obstacle for enemies wnhour pe-nalizi ng his speed . Feat s Greater weapon Focus (greata xe)', lm proved Initiative , Iron Will. Lightning Reflexes. Martial Stance" ADAPTATION (srcnefcct sti nce), Martial Slud f (charging m inotaur), The ke y concept of th e deepsto ne sennnel is manipulation Martial Stud y (mou ntain hammer)' , Martial Study of rhe terrain on which the character 15 fighting. Th is clas s (sto ne bones), Power Attack . Weapon Focus (greataxt!')' . provides the mechanics for an interesting opponent, since it Weap on Specialization (greataxe)' Skills Balance .10 gives melee-oriented cha rac ters access to abilities tha t would Posse ssions +3 full plale, +2 /run gualaxe. masterwork norm ally be- reserved for spe llcas rers. An order o f evil stone light cro ss bow With 20 bolts, +1 claole of nsiuofICt' rams or li re gian ts with access 10 these abilities would make-
- \OU ' <1«( lll ra nllll l'lltlhJ of ~j.l ll llllg Sli ll/, I'alhlp syou sh('u!d loJkr
.1 IIUl/IU.JI wIlli rrcolIslllrr \'llur ,ftctUMI. -c-Aed ar Wi n JbbJ~ , ..ter n al blade of the Hidden Creve
An eremal blade is an elf wh o learns a variety of exoti c 6ghllng maneuvers wuh the :u d and advice of the spi rit of a m ighty, ancie nt el f warrior. The t"ler na l blad once swore 10 defend th e elves agains t th e forc es ofevi l. bur i n ages pa st. the bla des turned ag.tins l each other, causing I schism th at « hot'S 10 rbe prrsenl day. Some eternal blades embrace the responsibdmes llul come wllh this class's training. Others see k to use their talents 10further rheir ow n ends. The eternal blades were once champions of Ccrellcn Lar"f h ian, They served as guu d lans of the peo ple, defenders of rhe faith, and wardens of rhe ancient elf fo rests. The blade guides. rhe splriu of an cit"nl eternal blades who serve as advisors and teachers to the current generaricn of warners. kepI the blades on the path ofrighteousness. peeservedrbetr teacbing~ across each generanon, an d helped guide rhem in prorecnng elfkind. For thous.ands of y~ars, the eternal blades brat back goblin invasi ons, wo uld-be conquerors, and other th reats Fro m the loneblade who slew an ogre rhar rhrea rened 3 village. rc rhe migh ty ge n('ral who commanded hundreds 01 these- warrro rs i n bmle. the eternal blades fough t evrl wherever anJ whenever II I h reall'nl.J their kin, Alas, all good thin gs must co me fO an e-nd . In time. the eternal blades g rew arroga nt and aloof. ,\ fll'r all. Ihey had prov ided safety an d security 10 rhe elf rea lms on count less oc casion s. If Ihey kept fhl' elves sa fe, did II not follow that their bret h ren owed them somerhi ng in return? A grow ing facnon w ith in th e blades believed that rh e eterna l b lades were the only on es furo rule theelves.E ven wo rse, a number of rhe blade guidl.'s lurned 10 e-vi l and aba ndoned the order. In lim e, Ihc ele-rn al bIJdes fell lh iodi sfavor. More and more dve~ refused fhc blade gu iJes·call.looav, th" orderis a mere ~hadow of irs for mer glory, altho ugh lege-nds tell ofa heroic wJfflor who will one dar le:lo Ihl'orde r bac k 10 prom inence. '1he rema ining blades hopt· fhal th istriumph lies in their fut u re, bUI many d\'l'~ bclil've Ihe- story to be nOlh ing bUI wl shful l hi n king.
BECOMING AN ETERNAL BLADE rhe- dv~ s hold thai onl" dOC's nOl choo~ 10 bc-come- an e-It'rnal bladt" R.1lher,.a bbde guide-.lhe spirilual companion 10 an elernal bbde-, chooslt'S a young e-Ifto w31k this path and man ifem lh ~ young e-Ifs dte-ams long brfore Ihe- child is read y 10 train as a warrior, Sometimes. the..e manifeslalions are me rel y fligh ts of fancy . Olhe-r l imt"s. th.')· 3rr he-raids of lhin gs lo come_~ 1 0!0 1 el\'C"S who be.'Com.. erl'rnal bl.Jdes begin thei r cU t'Crs as warbI1dl's. Rang"n>, figh ll'rs, p;lbdlhs, and ba rba rians who Ir ar n rnam'U\TfS from Ihe Diamond M ind or Devoled Spi ril diSCiplines ;llso com mo nly ente r Ihis prest igl"cbss_ In a few cas..s, a blade- guide apf't"ars 10 an e!flale in life. Thl~ occurre nce IS rne, ;lnd it us ually 'ign3ls an elf \\'3rrior who 15 J e-sl ined for great th in g '. L('gends 11'111h-ar on ly £1\'e cl hil\ lx-en sdCCIN 1M th l§ man lk"l £.k:h ot tlkm became
a great her o who led th e bla des 10 a g rea t victo ry agam sl seemi ngly im po ssih le odds. ENTR Y REQU IR EMENTS
Race: Elf. Base Attack Bonu s: +10. Feats: We-apon Focus (any). M1rti.lll M il neuv~rs : Any two Devot ed Spirit or D'i1mond Mmd m aneuvers.
CLASS FEATURES As
TABLE 5-4: THE ETERN AL BLADE
H IT DI E: 010
Due Alu ck Fort Ref Will Maneu vers Maneuvers Stan ces Known Readied Known Special Level Bonu s Save SOlve Save lst ~, ...2 .. 0 ~O TOO Bl.ade gurde, eternal Ir.,nmg l/ da'l 2nd ..2 ..J ..0 ~O 0 0 0 Guided strike Jrd ...J ~J ..1 ..1 1 1 0 Armored uncann'ldodge, ete rnal traini ng 2/d.y 4th ..4 ..4 +1 +1 0 0 0 Eternal knowledge 5th ·5 .4 ~1 ~1 1 0 1 Eternal tr.ainmg J/day 6t h .6 ... 5 ... 2 +2 0 1 0 DefenSive msight 71h -t .5 ~2 ~2 1 0 0 Eternal tralnmg 4/d.ay 81h +6 ~2 +2 0 0 0 Tact ical,nsight .9 ..6 ..l ...3 I Elernal UillfMg 5/dily 91h ..J ..J 0 0 0 Isl,llnd In time 10lh ..10 ..7 Class Skills (2 .. Inl mod ifier per bel): Climb, Conceniralion , Diplom.acy, Hal'ldle Animal, 1",lmidate, Jump, Marlial tcree, RIde, Sense M ot l ~ , Tumble *New skill descobed on page 28.
-s
morral life. Each night w hen you enter trance, your blade gu ide enters your mind. In your dreams.the two ofyou SpU and prac tice across a hundred different banlefields. Youfight ogres.trolls, and other mons ters thaI }'o ur guide creates from the ether of d reams You pracuce maneuvers beyond yO'Jr norma l caparuv wlIh each nighr that passes. you become more and more killed In the fighting ms. Once per day, YOU can draw upon thss nig htl y training to " Id you in a single banle, You can choose one oftwo benefit s. Each o f these benefits lasts for one encounter, You gain an inslg hl bonus equal ro yeur Imelll gence bonus (If any) o n arrack rolls and d amage rolls agai nsr cre atures of a single type . I f you selec t humanoid or outs ider as the type. you must also choose a sub rvpe. Altetnanvely, you can gain rhe use ofone maneuver from th e Diamond Mind or Devoted Spiri l discipline. You must meet rhe prerequisite for rhts maneuver as norm al. A crusader/t'lt'rnal guard ian who selects this option is Immediately granted th i ~ maneu ver. A maneuver gained wh h eternal rraining can he recovered with your normal recovery meth od (if you have one) during rhecncou mer, bu t knowledge of the maneuver fades imm eJ iah,ly afrer rhe encounter ends. You gain an aJ d ilioMI use pcr day of this abililYat rrd.srh, nh. an d 'Jth level, Even if }'Oli have rnuln ple uses of thi s abilII }' per day, you can use thi s ahilll )' o nly once per e ncounter. You can use rhts ahillt y on I)' while you have access to your blade guide. Cu ided St rtke (Ex): Yo ur blade guide assesses you enemies, seeking out weak points in their armor and offerIng you advice on where and how to strike. Drawing on :IS expe rience and kC"C'n C')'t' fvr stratt>gy and taClk s, your guide g ran ts \'Ou adVice thai can render e\'en Ih e mos l daunling foe impo lt'n l Beg inni ng ar 2nd level, as a sWlfl aelion , you e:m con fer wilh your g u ide concerning a single foe rha t you {ace. for th e R'SI of your lurn, ~'ou aUlomalically O\'t'rcome your foe's J:lmagl'" redul" lion, if any. Youcan use Ihis abili ty onl y .....hlle }'OU h2\'e access to )'Ourblade guide. Armored Unca nny Dodge (Ex); So lon g as your blade guide is acri\'C', you gain the benefit ofunanny dodge starting I lrd lC'\'d St'e Ihl' rogue d:l~s feal ure (PH sol-I f you alreaJ\' h VI' un c3nny Jodge you i n ~ lt·ad p in imp roved uncan ny
dodge . If you lese access 10 your blade guide, you I~ rlns abilit y unn l your gUide returns. Youcan use uncanny dodge or imp rm't'd uncanny dodge even if)'OU wear med ium or heav y armor. Eterna ] Knowledge (Ex): Your blade guide is an expert in a variet y of areas. In addition ro the tactical and st n lt'gic guidance il offers . it also grants you access to grea t SIOft'S of lore, From his tory 10 planar phenomena, your guide has see n almost everv rhtng. w he n you attai n 4th level. your blade gu ide can make Knowledge checks wit h a bon us equal ro your eremal blade level + )'om Int mod ifier. When you firs t gai n rh rs 3biliry, '1011 can selec t rwo areas of knowledge. For each addt no na l IWO levels you gain in rbc eternal blade prest ige cla ss (al erb. s th, and 10th level), you r gu ide gains access 10 anoth er area
of knowledge. Defen sive In s ight (Ex): You r blade guide's advice and insigh ts g ram you an intellec tual edge in cc mb n. bur th ere is 3 [ine li ne between k nowi ng how 10 do some thi ng and exccuung u In combar.Hyou IJke a momen t to focu syourse lf, you can 3pply you r k nowledg e to the situatio n at hand . Beg in n ing ar 6th level, as a swift acnon, you ca n size up an opponent and use your iacuc al kno wledge agai nst him, You gain a dodge bonus roAC eqcalro ycur Int ell igence bonus If any) agains t a singll' fee o( your choice unrll rhe beginningof your nex t tu rn . You can use this ahili lyonly wh ile you have access 10 your blade guide. Tact ical Insight (Ex): Althoug h you migh r be you ng bv the elves' reckoning, your blade guide lends you th e C'.li:pt"rtence and wisdo m of one who has fought banles 3CroSS counlit'"Ss fields. In almo~ 1 any silua lion you face. you have the ell':pt'rieocr, laClicallore," nd kno wledge needed 10 defeat your l' nem y. From 8th lew l on, as a SWift actio n, you can assess" Iacn· cal situa tion and makl'" In mack that impfO\'es Ih e altacks of )'Our a lli~. For rhe rest of you r IUrn, any opponent you hit wll h a mt"lee allack takes a pc.-nah y to AC equal to your Inl elJigt'n ce bonus (if any) for I rou nd . Thi s penahy applies only to attacks made by}'our alllt's, l f you lose acces s toyou r blade gu ide, you losl.' t his abililY un lil il retu rns. Is land in Time (Ex): At IOrh level,you can th ('O'ol' voursdf in lO:I fight und er )'Our hlade guide's carr fu l d irection You
meld with II, allowing It to comrol you r actions whlle vou d raw upon lIS \ ':aSI combat expenence . Once per en counter. yo u ca n 131
PLAYING AN ETERNAL BLADE A blade guide, in large part. shapes and molds rbepersona of an eremalbbdI.'.1be gusde acts as n did In life. Some are gruff demand ing perfecncnjsis. Ot hers are quiet and withdrawn masters whoprefer10 ler rherr ccmbar expernse spt'.tk for them. ~b ny eternal blades g('t along [ine with Ih(' i.r guides. bUI so me bicker and ;ifgUt'. In parucular. 3 blade guide's cent uries of experience sometimes clash wuh ayou ngC't' eternal blade's thi rst for act ion. W ht' n you are plsvtng an eternal blade, you r D ~ l should lake on rhe role of your blade gui de and help you form :I relati on ship with it. when the p:lny SlOpS 10 di scu ss its pla ns, your gu ide li ke ly ma kes us opinions k now n . As a m em ber of a dy ing order. you might want to smve 10 help pull the ererral blades back fro m rhe brink of oblivion. Remember, every action you uke reflect s on your or der as a whole.
COMBAT In combat, ~'OU art' a war leader, a ce nt ral foc us o f the group's me lee reso urces, Yo u must wad e into cc rnbar to p re ve nt th reaten ing mon ster s from gemng 10 YOU I group's vu lnerahle spclkasrers. Tht' key 10 you r class abilit ies lies in your talen t 10 focu s yoursel f for one encou nter. A standa rd fighl er might have more fe31S, an d thus do more d Jm 3ge .....il h h is lyr lc21swing, bUI your abili ties allow you 10 push yourself ahelld of lhecurve. With judicio us ust'of)"Ourt'lt' mal u aining, d",fensi\'t' insight, and u Clical abi li ties, you can dt'lIl I m prt'S S I\~ amounts ofdamage. abso rb al ucks. or St'l up an aUn deJd h' 2ttl1cks. .~ DVA I\C E M E NT A~ no tf'd aoo..'C', you mighl
not hZ\'t' St'lectt"'d th is p'llh so much as II chost' you Becoming 3n t'te rnal blade' dOC's nOI involve' m applicati on proct'~s, an int('rview, or a rest. In sle:l.d. the blade guidt'SSt'lecl t'lf warriors based on a nt'bulous ctilt'rion, Somelimes, Ih ey set' a sp.trk for ht'rois m md self-$3cri fice, and Wish 10cu hlVJt(' il. In ot ht'r C.1St'S, 3. blade gUide ClInnOI £1I show il cam e 10 bf' linked to a specific ~non All.t
guide kn ows I~ Ih3t Ih ch 3rge W
mamal maneuvers. Don't increase Ih lS ecmpeu n cn by acquiring m3 ny more abilit ies llul require actions. Ins read.Iook for fears thai provide .1 cenaisrent, ccnsranr be ne fit, 'OUch as Weapon Specializanon,
RESO URCES O nce , the eternal blades had a Ire, m endous range of resources 10 draw upon. S:l.dly. th ose g lory d ays are go ne. You can expt'ct ltn le help fr om other eternal blades in the form of food, shelter, weapons, and armor. 1 10st will gladIy stand bestde you in banle. bur th e order is si m ply too weak 10 m ar sh al an exte nsive store of ma teri al resources . You ate welc ome in rbe few remai ning blade,held castl es, bUI even these offer lill ie comfort . with t heir c ru mblin g walls and fadt'd g lory,
ETERNAL BLAD ES IN THE WORLD
"it
~ \t"t n"lrtlllrd ,"(Ttl., IOlu u rtlJlIl tn tmy's dmlglh . T1INt ul'd lJrl tv dtft.lltJ tTt tIlt 1111I rut'Sag.lln, I nw ar by ml' Itlt:
tit," WIll
- Tt'rgin Bloodoa th, N ul(' ht'rald of HeXior (dl.'Ct'3st'd )
1'ht' C'ternal bllld('s compriSt' a sma ll. dying group 111.21rarely \"~ntur('s far beyond elf lands . Tbe diffi culty of inl roduci n g a m('mbt'rof Ih is pf('!;t ig~c bss inlO a campaign deprnds on whC'n a player dffides 10 f.tke up Ihe cbss. A charaaer bu ilt from 1st levd 10 em l"r IhlS class mighl TKeiv(' visio ns and dr('ams from hl~ blade guidt' Ih roughoul his a recr. Th e guide might sh('pheN Ihe ch araet lC" r along Ihe eternal blade pa lh, It'ading him wh ere he is nt't'dt"'d most, giving dues Iha lle2J to losl trea~urt' anClenl ('nemit'S. 2nd so forth. For II higherIe\'t!ldunCler, Ihe blade gUIde might simply In3n1ff'j,( :u 3 b t a . '0\ \ ryblaJt' u~eappt'2f5lOant'l finchildh I
ml uch a mamfcctanon nUJ.:hl herald an epi c d~sllny for rhe charac tcr so chose n.
OR CANI:lATIO N TIll.' good ahgned l' t l'ma l l-01J dl'~ garber in sm all groups called cad res. b ch cadre 15 ccnwred on a grove dee p within the elven (llrl'sls,Thl" l' lccanon s have I13rnl'Ssuch as Blade Deep Grove. Ten Trees Stan d. and rhe Eternal Redoubt. M any of rhl' j;(' places were once mJ.jr<;tlCcastles rhar housed hundreds of1'1IIe warriors. TOlby,l hev are mostly empty, dusty reminders of P3.S1 glo ry. A number of t he m are IOC"atC'd far from elf territ ories. In rbe long cemunes since the grovl'S were built, the forests around rbem might have been burned, a diverted rive r mlghl have floode d th em , and so forth. Orcs. goblins, or even .1 hu man kmg mig ht OC(U~' what was once an elf fortres s In e ther areas. IhC' blades redoubrs have become mcnsrer-infest ed dungeons. The- eternal budes dwindle Ul numbers each year, and as rbet r number grows sma lief, tht")' kame tncreasinglv un able 10 offer pro tectio n 10 rbeir people. .\lany elf 10\~ ns and cnies haven't seen a \'Isi ung eremal blade in centuries In some lands, these wa rne rs are regarded as no more than mvrh from .1 bygone bener nme " co u nci l 01 n ine ofhcC'rs leads each grm'l', though in recent umes many can t muster such numbers. Typica lly as fl~W :h three or fou r ruor elves coordina te the eremal blades of each grove, These warners are usually roo old ro co mtn ue que sting across rheland . Instead . they seek 10 rec ruunew en-mal blade s and provide what training they can offer. Althou gh a cou nci l mighl work ha rd, a deep sense ofdoom. m iscry•.:and pl.'sslm i,m rests oVl.'r mos l groves. The ('Iders can remembtor wlll'n llu nd n' J s ofclerna l blades woul d galher 10 defeal a dragon or Ih row back an invasion. Today, the e ld~rs walch in so rrow as I("\vl'r and fewef blades n'l urn fro m IhC' qll(" ~ ts Ihcy r mhuk upon . In so me cases, a gro\'l." and t he casde assoc iared wi th il 113\'C' falll' n 10 inva ~ lOn o r bl'rn aba ndoned 10 Ih e elem l·hls. The C'IN na l bladros haw 1m! rhC' localion of many of Ihese (OTlrt"S'l'S, anll lhcy are ker n 10 reclaim Ihem. Legend holds Ih at a mighl Yart ifact, Ihe Hl,j,lr of EndJI, lies hidden in (,ne suc h g ro\"l.". Only when it is ft"CO\'C'red can Ihe etemal blades once ag2in fl" lUrn to POWrof.
N PC REACTIONS .\l osl folk kn ow Iin leof IhC' ell'rnal blades. hen deep wi thin anCient el f for esls, tht' blades are known only 2S a small band of once'rrnownt'J kmg hls. ~ t.:a ny dves see lhem as wdlm('am ng bUI m isguldt"d. TheSf' ('I\'t's "'Onder why rhe bladC's mu st cling 10 th e.' shadows ofa once-great pasl. As befItS lheir chaotic na lure, most elvros see life and hislory as a serie~ of changes. Whal worked in agl'S pasl m ighl nOI be a good h i for lod ay. In a typical elfCllmmunlly, an elC'rna l blade is seen as an anach roil ism-a hgufe who has sleppt'd OUI ofhisto ry, yet refused 10 adap t 10 th t" modem worl d. Eh't"S who l'nJOY the proll"Clion and aid ofIhe elC'rnal hla.Jl'S ha\'l" a m uch d ifft'renl view. Th ese el\·('5 set" the bbdes as helr!u! guardian In Iht n'gions around Iheir fOftres~ es , :he 1< r I bLaJt"s can exptct Jllt'asl a friend ly welcome, food,
Jml loJRlng trom an\ l'llle Unlonunall'l)' (or th.. blades dark chapter In their history prl'\l'nts them from becomteg truly welrorned mtn till' ccmmunnv, In ages past a facucn o f eternal blades attempted 10 seize co ntrol of rhe elf realms Elws who fall under ihe hladl'S' prul..etten toda y aprreClillc ami welcome their assistance, but the y take ca rt' 10 mamram Ih l'i r Independen ce fro m Ihest· warriors. Fewncnelveshave any koowledgeof the eternal blades. The fl."w who remember regard the blades as stalwart defenders of the realm, Dwarves and gnomes in particular tre at them wirh respect. because on several cccaeons rhe eternal blades Iuw worked 10 form alliance-s between the elves and orhe r folk.
ETERNAL BLADE LORE chafXll'n wnh ranks in Knowledge fhisrorv can research eternal bl.de, 10 learn more :aboul them, When a characte r makes a skill check.reador paraphrase the following, including the informancn from lower DCs_ DC 10: The erema! blades art"an order cfelfkrughrs wh o fl'll into disfavor long age lor mempnng ro setae politica l co nrrcl of several elf lands DC I S: The eternal blades use-a strange fighting swle rhar IS almoe magical in nature nc 20: An e ternal blade communes wtrh th e spmr of an anc ient warrior. This splril21ds the warrior In hal lit" bv providi ng advice, menacing hi~ enemies. and lending him strength an d suppo rt. FinJ i n ~ all ere rual blade i ~ no I'asy task , since [he few rem aining me mbe rs of th is order dwe ll far fro m rhe realms of hu manily. The btost way 10 find an t [emotl blade grov(O i_ fOconsu lt WIth df sagl'S or hlslorims 10 find Ihl' sup posed local ion of :l grow, tra\'t'll here, and hope tha t the place has nOI yet fall (On illiO nl'g ll'el and ru in ,
ETERNAL BLADES IN THE GAME Elt'rna l hlad t'Sare relaliwly l'asy to add 10 your ga me. since fh.,y ar(O f(Ow in numbe r and hard 10find. The chu:lclers mlghl nOI enco unler any bladC'sunlil wt'll inl o lhe ca mp aign, when you han' decl Jrd Iha l il is dr:amatica lly apptopr iate- for Ihem ro ap pear. Thl' }' m ighl h... forgo llel1 defenders of an ann en l lll'm Ihat lhe parly scth, or an ('If warbladt' in Ih e pari), mighf bt'l hl"onr prophesied 10 lead Ihl' efernal blades back 10 glory, Thi S lallt'r pial Idea can lx' ("n'n more in terrsll ng if Ihe t,lf PC is 2 rrluclJnI hero, ont' who would nthl'r see-I. glory on his own Ihan deal wilh INding an entire ord er ot \ \'.t rrtOf'5 int o battle. Playt rs w il h an ml C'rt'st in weaving epic plors an d dt'tJlled b.:Ickgrou nds around Iheir characlers mighl find Ihe elern..1 blade an in lefl"siing cuss. As wOllen.l hl' class cnt'S our for:l PC 10 !:IkC' Iht' role of Ihl." chlhCn \\'3rrior who leads th (' b13Jes back 10 glory. I'e rhaps 2 great thrral grow'S across Ih t land,a nd on ly Ihl"elernal blades hav(" Iht" man ial ptr\-\"C'f nee dl'd to bankil. Unri la skilll·d leader. such as a PC, emergf'S, Ihe blades are [ 00 scalle rrJ and few in number 10 balllt' Ih e Ihrral.
ADAPTATION The ett rn:al blade s' backgrou nd ca~ h Ihem liS nre, Isolated and mosrl \' forgolh'n to make rhC'm easy 10 inlegt"3t~ mlo a
campaign. Aimosl ;tny -emng wu h elfktngdoms of any son un pl3Y host 10 these talented warners. If you need a villain, o r wish to add a sinister layer 10 the blades, perhaps the '!oC h i ~ m wuhi n rhe blades ranks persists 10 Ihl~ dar. Thl' origmal elves who led the auempr to seize conrrol of thl' forc sls are now blade guides wh o corru pt the order Some of rhem have rhc ears of lhe blades' leaders, and thev use Ihis access 10 render rhe blades Ineffectual or self de-uucuve . A voung warnor who teeters between good amI evil rnighs have an evi l bladeguide. or even a ~rof opposed guides, fighu ag for his soul.
SAMPLE ENCO U""ER Aedar Windbladt' is an eternal blade who has taken Ir upon
himself 10 seek QUIand she pherd young blades. He- hopes Ih:lI . by o ffenng advrce and help. he can guide- young elf warriors 10the- orde r and help u regain us former glory. In particular, he IS conv inced th ai a me-ssianic figure- IS desuned ro restore the blad es and lead them to a glorious vie IOf)'. Perhaps th e prophec ies and signs he has bea rd pomr ro a PC elf as rhe mcsrhkelv cand ld n e for th is boner. EL 13: Aedar can be found w andering rhe land wnh his "'2mofYO, Sk~'(ha~r. He IS a gregarious. f~mlly person w nh a ~lu f'2 ll ende ncy to help orbers. He migh t come across the PC... as they fighl a mons ter in the wi lds. or the Pes m ight find him ane mpnng to defend a helples s fami ly agai ns t a gangof mon st ers . If the PCs show th ei r meule. an d if an elf warner i..in rhe gro up, Aeda r stri kes up a fr ienJ~h i p and tries to derermme if the elf PC is a good cand id ate for hi s ord er. Even if thl' group lacks an elf. he might ane mpr rc cenv tnc e the PC~ ro help the blades complete an Impo rtant qUl.'St or d nvc oft a hummoul invasion. AEDAA WINDBlADE Male elff'ighller lO/elernal blade 3 Al l G Medium hurnanc.d Init -+- 4, Se nse s lcw-hgtn vision; Listen +1. Spol +1 l angu ages Common, Dracon ic. Elven
CR
13
AC 24, touch 10, nat ·footed 24; uncanny dodge (-+-11 armor, +3 sh ield) hp 102 (13 HD) Im mune sleep Fort .12. Ref -+- 4. Will -+-7 (+9 against ench an tm lents) Speed 20 fl. in full pialI.': base s peed 30 ft. Melee +3longsword +22/ -+-17/ ...12 (ld S...9/19 - 20) Ranged longbow -+-13 (1dS/x 3) Base Atlt .13; Grp +17 Atk Options ( om bollt E . ~ rt ise . Im proved Disarm , eternal tramlng 2/dollY. guided st rike Combat Gear potion of shIeld offoith . ... potion of cure
modtfote wounds M;IIneuvers and St.ances Known
Each of At'"dar's maneuvers can be mitlated once per encounter. With no r(,,(overy pcssible. Abilities Str lS . De. 10, Con 14, Int 13. Wis 12, Cnoll 10 SQ able to noti ce secret o r concealed doo rs. blade guide Feats Combat hpertise ' , Greater Weapon Focus (Io ngs word)', Improved Disarm', Improved hutianve Iron Will, Martial Sta nce (pearl of black doubt). Martial Stud y (action before Ihought) , Mart ial Stud y (emerald razor). Mar tIal Stud y (moment of perfect m ind). Wea pon Focu s (longsword )' , Weapon Special,zatIon (longsword)' Skills Ccncentrancn . 18. Diplomilcy .16, Inti mid ate ... 16 Possessions com bat ge oll r plus 'OJ fu ll plote orm or. • 1 heal/')' sreelsJtield. ... 3 longsword, longbow with 20 arrows . gallnl lt'ls of"ire po wer
"1,/ I should f,JlI, J WIll I1l1ly iJmt o1l!o1m III a ntlt' Pody. TIl( f/.1I1U llwt II my iOul r"mto J bt- qU(ll{htJ." - Kuthar of Ironhame . ~tage of the Jade Phoenix
Long ago, a feBowshlp of swordseges kn own as rbe ~IaStl.'~
o( th e [ade Phoenix took up she stud... of arcane magic In search of;ll new ma rual discipli ne Th ey d tscove red tha i the men ial aus reruv an d econo my ofacti on each swcrdsa ge had cul nva red in bl~ m arual stud ies opened rhe door to a 1'0\'. erfu ! and un ique form of arca ne masterv Properly appl ied . the stances and maneuvers of a martial discipline p rovided the mage with excep tiona l power and cc m rol in h is arc ane spellcssu ng-c-a nd by cha n neli ng the arca ne en erg y of his spells into hi s mani:tl maneuve rs. he achieved su pe rna tural perfection in hi s c hos en di sciplines. For years. this sec ret soc tctv defended the land 3gainst evil , perfecting Ihl s ne w path tha t wove together martial dtsctpltnes and arcane power. Then a rerrible abo m in ation , kn own o n lvas the Scu ld ra ke, descended on the world. wreaking uerhmk able dc strucricn across the land . The u alm dt'fendl.'d by Ih t' m3SIt"rs of Ihe Jade Phoenix W3S swepl into rutn. bill Ihl' arcane swordsages galbe-n'i.! togelhl'r and con fronfe d thb (('arsornl.' enemy. !<-l3 n)' m ;tsters die d, but 3t the rnd of thl' struggle. the 3wful Sould rake wa~ bound and imp risoned in :l hidden vauh. To ('nsurr Ih 31 their fot' would nl'\'l'r bre:tk free . the thirtee n surviving members of thl.' J3de rho!:'nix fellowship swort' :I mighlY o31h 10 walk tht' world fo r all elt'mily. maintaining lhl.' Sould n ke's pri so n wit b Ihei r ow n un ceasing vig il ance. Such Wit S th e powe-roflhe lr 03lh thallhese spi ms have bcoen reborn :again ilnd aga in In the world, ke-C'ping the SouldTilke immured in u s secret prison. Today, thirtee n Jade- rhOt'ni x mages walk the ea rt h- no DlOT"C'. no less. The mstilnt one dies. a new on l.' is born so me-where in tht> ....,orld. As he grow'S and learns, he is ineviubly dr awn [0 bolh the- Sublimt" Way and Ihe mag ical :ms- for he' W ;l S il master S\\VNsagl.' and:a mighty wizard in pr~ious !in· .. he" has now forgol len. In li mC', anothf'r Jade PhOt"nix ItUSte-rdl~u\er!i Ihe nt'W mcamalionofbisold companion In an a~ld Ole rhe eXl,ung master ;l ......3 kens hi, ne.....foun d comrade 10 a\\iarenes) 01 h iS f4~llh·es. renew~ thl.' oaths 01 V1 Ilance th ,U bmd I he' uldra ke in ils prison ilnd m ;II
10 him the anciem secret: of the order Both Jade Phoe nix bror lu rs then go rhelrown W3Y, Ih elr ancient dUly discharged urml once again a jade Phoenix m age dies and is reborn.
BECOMING A JADE PHOENIX MAGE ~I OSf Jade Phoenix magt'S bt'gin rheir careers as sorcerers . warmages. or wtzards. Fro m rht s beginning, two parh s lead to membe rship In rhe fellowshtp of the Jade Phoenixmulnclasstng in a mar tial adept class (crusader, swcrdsage. or warb lade), cr chocsmg ~1ar1ial Srudv md !l.la rual Stance feats to mas ter rhe Tf'CIUlrN number
ofmamal manecvers Thelaner path IS costly, smce the number offears you mu~t spend 10 punue IhlS p.nh IS high, bUllhal opnon is advamageous in that vou do not n..ed rou.k.t' .lI1..vd m adass Ihat will nOI Improvt' you r
arcane spel fcasnng ab tl il } As wit h 3n} spell caoer, you r primary speflcasting ability rcmaim vou r most importan t abtluv score, After th at, you wi ll find good Strength , Dex rer uv , an d Cons n runon see n's h ighly usefu l. since you will risk melee comba t muc h more freq~ll'n rly th an mos t arc ane spellcas rers. o f the se. Dex terit y and Consnruno n an' most i mportant-your class ahil ilil's and marnal n13nl'U\"C'fS provide )'ou wnh ways to co mpensate for a me diocre
Strength score. If you choose 10 take a level m rh ts prest ige class, )'OU can safely assume tha t you ate rhe reincernanon of one of rbe rhl rt e.. n ancient guardians wh ose lives keep rhe Souldrake bound in in prison. Your Dungeon M aster might require you roseekout an existing member of theorder [Q de te rmine jf this is IfU e. Ah em au velv, if you have' earned fam e and re nown (or your d t' l·d ~ , t he Jade Phoenix masters ml ghl comt' look ing for you . ENTRY REQU IREMEN TS
Alignmen t.: Any non('Y11. Skills: Con centration 9 ta nks, Knowledge (arcana) 2 ranks Knowledge (history) 2 ranks, Knowledge (religion) 2 r
CLA S FEAll RES lhe jJ dt' Phoe ni x class features locus on Improving your arcane spellcasnng abIlit y, but Ih ey JI ~o vast ly Improve your capabiluies in mt'lt'l' combat by focusing your arcane energies into in cre ased melee damage and th ro ugh the acquisuionof new maneuvers. 5 pcl lcasling; At each level escepr 1st and 61h, you gain new spe lls pt.'r day and an increase i n cas ter level (anJ spells known, if applicahle) as if you had also gained 3 level In an arcane spelkasung class to .....hich you belonged before adding rhe presuge cla ss 11"\'11'1. You do net . however, gain any other benefit a characrer ofthaI cla ..s would have gained. Ifyou had more than o ne arcan.. spe llcasting class before becoming a JadE' Ph~ni); ma gt' , you mu st decide 10 which class 10 add each level for rhe purpose of dererrmning spells pe r day, ca~tC' r k \"C'1.and spells known. ~taneu\'ers: At
eachodd-numbered lecel,you pin a nt'\\. maneuver k nown [rom t he Deser t \t'ind o r Devoted Spiril d isciplines You must meet a mao neuve r's pre requisite 10 learn it . You add your full jade Phoenix mage levels to your Iniuator level rodetermlne your 10131 inuiaro r 1t'Vt'1 and your high est-level maneuvers known Al jrdlevel. erh Ic\'C'I , and sth level. you ga in an addi tion al maneuver readied pe r dav, S,anecs Kn ow n : Al 5th level yo u learn a new martial s rance from the Desert Wind or Devote d Sptru discipli ne!>. You
must meet a stances prel't'quisi re 10 learn it. Arca ne \X'rat h(Su): You can spontaneously chan nel stored spell energy t prepared spells or spell slots) into you r melee macks. As a swift action . you can 10$t' an) prepared arca ne spell or spell slo t 10 ga in a +4 bo nus on a single attack or ma rtial smke, as we ll as an ex tra rd 10 points ofdam age per spelllevel expended. Bot h bonuses can be applied on ly on an attack made before the begr n r ung of vour rn-xllurn. Fort'x.:rmplC', if you lOW' 3 3rd-le...el spe ll slot or prepared spe ll, you gam a ~ -4 bo nus on an attack roll you make befo rt' you r nrXl m rn , and you dr al3n C'l(tl"lll 3d l0 pom t~ of dam age i[ yo ur :mack is sucee~sfu l. !lilc o f Waki nit (Ex): \'(.'hen you become a JadE' phoeniX mage, you pa rrici p;1tC' in the Riteof Wak ing wi l h thco masler who aect' p h·d you mto Ih C' soc iety. This t ile lake."s 10 mmu tes, bu t req uirM no thi ng other th an Ihe prest"nCe of a JJde Ph~ n i x m3SIer and a su itable ca ndidale. On complellon 01 lh e rite , you gain awareness of you r p rn ious !i\'e s. You no
t..b .(;E HIT DIE: D6 Bue Alt.acll Fort .,F Will M.an. M.an. St.ances l evel Bonus save S.ave S.ave Known Read ied Known Special Spellcast ing .0 .0 Arcane wrath. 0 0 nte of wakmg .] .0 .0 0 0 0 Myst ic ph oenix level arcane spellc.asting d .ass stance .] .l Jrd 1 0 ..'It'... ~1 .arc.ane speJ.lcastmgd.ass .< .< .1 4In Empowt'ring s tnk~ 0 0 0 ., Inel arcane spellcas tmg d au .< .1 51n .5 0 1 • \ level arcane spellc.astlnB d.ass .6 6th F,rfbltd ste oce. Jade0 0 ·5 Phoemx m.astfr 7th ..7 .5 ·2 ..2 1 0 0 .\ Ie-~I arcane spe;lIcastlng dass 8th .& .6 .2 ·2 0 0 0 Qu'Ckerung stroke .1 level arcane- spe:llcastlng d.ass 9th .9 ·6 .) -) 1 1 0 .1 eve arc.anes~lcastmic.ss 10t h .10 .7 .).3 0 0 0 f mt m ld !mmokl'llo n .11~1 .arc.ane-spe-llc.stingdass Class Skills (2 • lnt modifier per level): Climb. Concen t~lion , DIplomacy. Hand le Anim. l. In\lmidate , Jump, Mart lal l ore-*. Ride, Sense MotIVe. Tumble. "'New skill desc ribed on page 28.
TABLE 5-5: THE 'ADE PHOEN IX
,,,
'"d
., .,
.,
.,., .,., , ., .,
, ,
remember placesyouvisited, peopleyou kne w. and things you did In hfenmes long pm. You g.ain a . 2 bonus on Kncwledge chec ks , and you can artempt a Knowledge check even if)'OU are un trained in the appropriate Knowledge skill. You also g.am a .2 bonus on saving th rows against dcaeh effects and fe.areffec ts. :-'tysl ic Phoenix Stance [Su]: At rnd level. you learn h ow to channel rhe energ}' from one of your stances in a new way, Wh ile you are In a stance from any discipline you know, you ca n forgo us normal benefit as a swift act ion to gain the effec t of myst ic ph oe n ix sta nce , Th is ability last s as long as you wo uld mainta in the sta nce, or as desc ribe d below. You ca n also sto p usi ng m ysr ic phoenix stanc e and resume gam ing the n ormal beoefu of the sta nce as a s w ift action. While you usc th rs abililY, your caster level when you cas t arcane spell s increases by I, and you gain a +2 dodge bonus ro AC. In addmon. when you fi~1 act ivate thi s abili ty, you caachoose ro expcnd an arcane spell slot. If you do, you also gain damage redu cti on against all but evil-aligned attac ks as long as vou main rain rhc stance. Th e value of you r da mage red ucnon is equ al to 2 " rhe level of th e spell you expen d (maximum d amag(' redu ction ro/evtl for expending a 5th· Il'vt'l spell). Empowering Strike ISu ): Begin ning al 41h level, when you successfull y snack an enemy with a mJrt ial strike, an arcane spe ll that you cast before the end ofyour next turn is empowered ts s by the Empower Spell metamagic feat).Cast109a spe ll that Jus been empowered through rh is abilirv does not Increase tbe effective level ofa spell \'OU cast . Youdo not need ro knowrhc Empower Spell feat to use this ability. You can use rhrs abili ty once per encoumer. Fireb ird Sta nce (Su): AI 6th le\'rl, ~'ou learn another apphcallOn for a stance you know. While ~'Ou are 10 a sunce from an y di sci plinr you know, you can fo rgo its no rma l benefit as a swi ft actio n to gain the effec t o f fireb ird st anc e, Th iSabilit y bsts as long JS you would maintain the su nce, or as descnbed be.-Iow. You can also sropusing firebird slanct" and re\ume gam ing Ihe normal benefit o f the stan ct" as a SWltl action.
+'
whilt" this abili t)' is acnve, you gain resistance 10 fire 10. and your caster level when you cas t any fire spell increases b) 3.ln addition, you can choose rc expend an arcane spe ll slot when you ecnvate the abilily. lfyou do.you gain an aura that deals Id6 poinls of damage per spell level rc anvcreatu re w:lbin 10 feet Refl('x half, DC H -+ key spe llcasring Jbi h t\' modifier Half the damage dealt by the au ra is fire, and the ether half is raw arcane energy (u nryped dam age). The Ju ra deals damage each rou nd al the beginning of}'OUt tum. O nce youactivate this abili ly, rhe fiery aura lasrs for t minute, after wh ich time th e effec t en ds and the normal dIrc t of your stance resumes, Jad e Ph oeru x ,\ Ills ter (Su): Wh ('n you att ain eeh level , you ea rn th e righ t 10 ca ll yourself a j ade Phoe nix ma ster. You ca n now perfo rm th e Rirl"ofWaking for someo ne else, pl'O\/lded he or she ISa suita ble cand idate and embodies the remcarnated spiri t of one of the ancient masters , (The D~ I decides if thi s tS tr ue for any given Nrc.) You gain rhe abliity to SCI\St" the dtr ecucn and d istance to the nearest Jade phoenix mage, ma ster, or candi date simply b y meditating for I minute with out int errupt ion. Q u ic k e n ing St r ike (Su): Start ing al srh level, wh en you successfully atta ck an enemy with a marti al strike, an arcane spell ofSlh lcve] or 100wr tha r you cast before th e end ofyour next turn is qui ckened (as by th e Q uic ken Spell met amagj c feat}. Casti ng a spc ll that has bee n qu ickened by this ability docs not Increase th l." effective level ofthe spe ll you cast. You do no r need to know the Quicken Spell feat to use lh is abilit }'. 'leu can use th is abili lYonce Pt"r encounter. Emerald Im m olat io n (Sp): AI 10th le've l, once pet week you can perform the awesome wltrillJ Immol.:ah ctn. You explode in a seanng blast ofgreen fire that deals zode po ints ofdamage In a 20-fool radius (geflex half. DC 19 . key spe llCiming abiluy moJif1t.'r}. Ii alf Ihe d.amage the blast deals is fire.and the Olher halfis m varc ant' energy (u nty ped da mage Enr.aplanar cre.atu rl"S that fail their ~vt'S must immed iately suC"ct"t"d on a \l'111 5a\t" i DC 19 "" kr... spellcasting abililY modifier or be dlsmls~l.'d to their n.:ui\'t'pIJIlt'S. This blast Ulterlv d~fTOYs you. hul Id6 round~ later. )'OU re-form In tht' exac t SJ'Of wh ..re ...oo Wl'll" when you ..mrlo}-ed this abili ty You
are J31I·.llor I round ~flt'r you tt"Jr~ar. bu r YOU are healed 01 :IIIJ Jmagl' /inelud lng ablllty drainer damage), blinJnl'S5. Jt'Jfnt's ~ , disease. pat3lysis, or po ison. Any equipment you wer e wearmg or obJl"C1S you were hold ing or carrying when
von u st'd Ihi s .lhllll Yre-form wnh you, exactly 3S they were. Th " abilil Y is IhC' equivalent of a s rh-level spel l.
PLAYING AJADE PHOENIX MAGE
Although mml (If vc ur co mba t prowe ss res ides III VOIlt rnantal mauruver and spellcasnng Jbility. don't overlook rom high Iy IIs....ful stance-related abihnes. The mysuc phcen ix sta nce helps you survive e1OSI" ban II's , and the firebnd stance can make vou 3 d angerous target for enemre who rely on m....let' att acks. J Icwe ver. be careful wub your arca ne sJk·11 SIO IS, 1 f you expend slots rout inely on arca ne wrath or to add power 10 your stance abilu ies whi le shngtng spells every round. you will find tha I j-ou bum Ih rou gh you r spell slots faster than you might like.
You have lrved through II dozen lifenmes. You have roamed th e world fro m ant" end to th e other. you have learned and forgott en countless pieces of m forman on and names, you have built empires, and you have fallen in abJecl, ignomini- ADVANCEMEf\'T ous defea l. While orher heroes struggle 10 find thei r place in You alreadv possessed some skill with magic and so me the world or wrestle wnb rhe conse-quenclC'i oftheir acuons . mastery of the Sublime 'X'a\' before \'OU came 10 the att en you V1~ all lhlngs wuh f"l'lIs allows you 10 get rhe most h~d in Ihl'lf prev Ious hft'. Feals, spc'lIs. and mancu\ ers thar makl' il casy (or you 10 swi rch belwe-en melee altacks and out o f your SU Ht" of abililit-'s. Rt'me mber, you are not a arcane spe llcasllIlg are extremelv useful. Consider learn Ing front-Ime t1ghl t-'f; you mus l telvon magic an d guile ro an )id you r I"nem il"s' allacks whell you clcxe 10 mdt.'e 10 use your feals suc h as Com bar Cas ling or 5pn ng All ack; spt' lls such m Ullal m3nl"UWrs. ;IS ~ri or mJnial m ~ ne U\"l'rs such as salamander charge or You can eJ .. ily ad.apr ro ur taCllCS 10the fOC's you face. If you wi nd !'lr ide. Ranks in Conn' nlra llon or Tu mbl.... mlghl also find youn,elf confronung enemlC'S who are hig h ly resisunt prove help iul. to magiC, USI' you r arC3nl' srell energy to add power 10your martLJI slri kcs and defl"llt lhe m \\;Ih the Sub lime Way. If you RESO URCES I c ('nC'mlt's wh o are iormldable In dosl" combat, use your Jade Phoenix mage!> 2rt" fcw and far between. ~t o.sl \\...nJer hurna l sfnk." ro set up dl"vJstattng mJglal3ttacks . thl:" world t"ngagl'd In their ow n pt'l"'iOnal qU
tmeracnng wuh (heir pe'("rs only rhrougb chance and h appenst ao cc. Even mort al pe ril IS nOI always sufficient 10 gain (h e aid or sympa thy of a fell ow Jade Phoeni x mage, si nce your dea th is . afte r all . nothing more than a momentary inco nven ien ce in IhC' e'yes of IhC' other masters. Sooner or late r, }'OU will mee t again. t rc r ucall v, om' of you r more in teres ring and usefu l resources is }'ou rself-speClfically, yourself in a pas t Itfe. Some [ade Phoenix magC's make a pc iru of secre u ng useful things such as treasure, magic hems, or Simple Informancn in h idden cac hes all over rhe world, no t knowing when or if t hey might ever need them agam. Tht' loc at ion and value of these old cac hes are up to your D~t. bUI magic it em s to tal m g l,OOO gp or leu in value th at you "rem em be r" no more than onc e per Jade Phoenix mage level wou ld be reaso nab le. Of COUTSe, you r caches might not be located any where nearby when you decid e you n eed o ne', and you migh l have' lefr rraps or g uard ia ns 10
Becau se the sp irit of a Jad e Phoeni x m age is bou nd to th e world and fate d 10 be reborn. dea th is a differen t sor t of expertence for him. Th" spirit of a Jade Ph oen ix mage does no r voyage on to the afrerhfe in t he planes , nor does It in slantly reincarnate at rhe moment of death. The sp iru simply slumbers for a time. remaining discorpora re for a few hours or days before it is drawn back 10 Ihe world and rebo rn. Ounng th is rime, TalstJ r.la and mumch(ln spells ces r on rhe deceased character funct ion normally. If a dead Jade Phoe nix mage is no t brought back to life within this period of slumbet, the splnr reincarnates and is born again as a new pe rso n somewhere else. After this time, no resurrection magic ca n bong him back 10 h is previous extstence. In e ther wo rds. if II player intend s for his ch arac rer 10 be raised, hit' bas ti m e 10 be brought back; if a player cheeses for h is character 10 remain dead. his sp ir it qui ck ly remcemares and begins life again else whe re.
ORGANIZATION
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lADE PHOENIX MAGES lNTHEWORLD
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lit/on taJa y'-c-Arexakartu s. red dragon The' Jade' Phoenix m age serve's as a myn ic wanderer, freeroaming rrc ubleshoorer; champion. and reacher who travels the world whh fl'w lies ro anv place. perso n. or cause. M ost ar e willing 10 share t heir ar cane kn owledge or martial enl ightenment with any 3pt srudc m Ihey encoun ter; whether or nor tha r person harbors rbe spirit ofan ancient co mrade. A Iade Phoeni x mage might therefore appear as an ally or mentor to plaYl>r characters who stu dy magic or follow the Sublime Way. Since a Jade Phoenix mage is cxcepnonally well rraveled and fam ili ar wu h the peo ple and event s of tim es long gone by, be can also SN\'e as a living wi tness to h isrortc eve- nts. Advent urer s in search of hard-to-find in formation ab ou r events thar happe ned long ago m ight lin d thaI alade Phoenix magr recalls the event s in question mu ch more acc ura tely th an any scribe has ever set them dcwn.Ajade Phoenix mage can th erefore serve as a sage of sorts, aiding the player characters by passing along information rhev m ight otherwise have no way 10 di scover.
DAILY LIFE (AND DEATH) :\ Jade Phoenix mage is fre e to pu rsu e h is own interests and dolwhatever he wishes wi th his lift'. so long as he hono rs the haste ten et s of the fellcwsbtp Aid h is fellows wh en asked , sla nd against corru pti on an d tyra n ny, .:md ke ep t he sacred \\'alch a!i\'e by wak ing ne wly rei ncarna led fellow s to rheir anc ient oa rhs and lrue ide nt ities when necessary_ In practice, most Jade Phoenix mages become wanderers. Some choose to IivC' and teach for a rim e at a monastery or temple o f likem inded studenls of the Sublime \'('ay, becoming renO\\-'ned ma"lt"rs in the process.
AllJade Phcemx m ages f31l Ieto oneoftbreecaregcnes cand idates. in itiallt'S . and masters.Candidates art' those indi\'idual~ who harbor one of the thi rteen ancie nt spirits. bur simply don r kn ow il yet. \'{'hile they grow ro aduh hcod and take up rhe study ofmagi c and martial prowess.ether members ofthe group might keep-ane}'t" on their progress, but the candidates are nor told of their true calling or ancient duty until such a tim e as rhey are read y ro accepr these rrur hs. Most candidates might come 10 realiz e th at a mvsren ou s sorcerer or wizard is interested in their progress, and a few migh t even be rurored d.rec tly by a Jade Phoenix mage who deems it necessary to return h is old com rade to full wakeful ness in a hurry. lnutares are fully awakened Jad e Phoe n ix magescharacters who have take n arleast a nt" level in rhls presti ge class and un dergon e the Rile of Waking. All inmates signify their allegiance ro their ancient orde r by tanccieg the emblem o f a green phoe ni x pro minen rlv on their bodiesusually th" chest or th e back of the hand, but sometimes the face or hea d. Masters are Jade Phoe nix mages who have reached a leve l of sign ificant magi cal an d manial power in their cu rre nt inca rn ation. Th lt' titl e is on e that has lill ie weight. The group does not recognize any lasting precedencecfrank or positio n, since each spiru must begi n anew with each rebirth. At any given tim e, one Jade Phoe nix mage m ight be a I S-year-old candidate srrugghng 10 mas ter her ft!'!it spel ls while anothe r isa so-year-old srch mage w ith command ofepic spellcasnng. but both spirits are the same age and share the same ancient duty. For a shcn lim e, th e spirit in the vcunger body owes some de fere nc e to rhe spirit who has experienced more and accomplished greater th ings in irs current incarnation. bu t in a few short years the candidate wil] be the arcbmage, and th e arch mage will srruggle to rec311 his old skill al magic.
NPG REACTIONS Jade PhOt'nix mages are so rare thai wry few ~PCs haw 3n y preconceivt"C! no rio ns about the fello\\''ih ip. ~1 05t of th e time, th lt'Yare (reated JS :.!ny sk illed warrior·mage mIght expect 10 be tre,ued . Howi:'vcr Itinerant Jade Phoenill: mastt'rs haw
o PPO~t'J tyrants, monsters, and villains allover the world,
so any particular master con tends wi th rhc possibili ty th at one or anorhcr of hl s twelve fellow mages might have made a na me for dll' socte ry in some land or another, More th an one Jade Phoen ix mage has wandered in to a new land only 10 di scover that ge nera tio ns ago one o f h is old co mpa n ions benl ed som e mighty evil th ere, and is rem embered by the people he foug ht for-or against .
JADE PHOENIX MAGE LORE Characters with the Knowledge (h lsrorv) sk ill ca n research the fellowsbtp cfrhe Jade Phoen ix to lea rn more abour rhern. W hen a character make s a skill check , read or paraphrase the foll ow ing, includi ng the information fr om lower De s. DC 10: I've heard old tales of strange sorcerers wh o mark th em selves with rbe image of an emera ld phoen ix. No one k nows who they are, where th ey come from , or where th ey go when rhey leave. DC 15: Th est" individuals are kn own as th e order of the Jade Phoenix. They're an elite socie ry ofwarrior-mages who know powerful secrets ofborh m artial and arcane lor e. DC 20; The group has only thirteen members a t any one li me . W hen one dies, they find another mage 10 joi n th eir order, They oppose the workings of evil wherever th ey find it. DC 25: The reason the gro up has on ly th irt een mem bers is because eac h Jade Phoenix mage is reborn when he dies. The se are the same thirteen masters who have made up rhe society for h undreds of years. Long ago th ey swore an oath 10 protec t the world agains t some terrible demlcrge known as the Sould rake, who is im pris oned in a hidden m agical vault. As long as the y art" faith ful to their oaths, the Souldrake cannot escare. DC 30: C haracters who achi eve thi s level of success can learn important derails about a specific Jade Phoe ni x mage in your cam paign, includi ng the areas where he ope rates, the k inds of activities he un de rtakes, and at leas t one identit y of his previous incarnation, as well as some of his greeter accomplish menr s in tha t li fe. The fellowship ofth e Jade Phoenix doe s no t mai n tai n any sort oftemple, sanc tuary, or stronghold. However, arany given time it's not u nusua l for one or two m aste rs rc senle down in a monaslery or arcane gu tld house. and teach studen ts who seek to learn both the Sub lime Way and the arcane arts. A cha racter mus t succeed on a DC 25 Cather Information check 10 locale aJade Phoenixmaster who has chosen to settle down for a rime.
JADE PHOENIX MAGES lNTHE GAME Jade Phoenix mages are more often allies th an en emie s. Even if no character in the pa rty is part icu larly likely ro join th e presnge class, a Jade Phoenix mage can serve as an Interesting mentor who appears from time to rime, offering cryptic adv ice and guidance to heroes in need. As a player character, a jade Phoen ix mage appeals to players who like the challenge of creating innova tive tactics com btnmg spells end melee auac ks.O ther players m ight he anracred
to fhe possibilities at describing the adventures, friends, and enemies ollifctimcs now long past: if any cha racte r can say. "I've see n something like rhar before" in almost any situation, it's th e Jade Phoenix mage.
ADAPTATIO N The mos t interesti ng way rc adapr t he Jade Phoe n ix mage ~ to you r own ca m paign is to defin e a specific evil p ower t hey keep imprisoned . In the FORGOnEN R EAl"h se tt ing. rhe jade Phoenix mages mi g ht playa role in keepin g Dendar, the Nigh t Serpe nt , asleep in her vas t prison ben earh rbe Peak s of Flam e. In the world of th e ER ERR(l:"J cam paig n, the Jad e Phoe nix fellowsh ip might k eep so me mon st rous o ffsp ring o f Khybe r iru m ob rle and Inse nsa te. As long as th ey sn llltve, the dern onspawn remains trapped in th e u nde rwo rld . For a real tWiSI, consid er mak ing the Jade Phoe ni x fellows h ip int o rbe Ebe n Phoe nix. The thi r teen anci en! swords age-w izard s were not servants ofgood, bu t instead the chosen champions of some evil god-k ing. As long as they snll su rv ive, the ev il overlord cannot be wholly expunged fro m the world, and so rhese ter r ible ancien I sptrtrs kee p alive the ho pe of retu rning thei r dark mas te r 10 po wer someda y. Destroying all thi rteen Eben Phoe ni x mages wou ld require an epic ques t to find and ultimately impri son or destroy each sp irit before it ca n reincarnate.
SAMPLE ENCO UNTER A Jade Phoe n ix m age is appropria te in any encoun te r where you migh t want 10 introduce a nonevil sorcerer or w izard as an advi sor, riva l. or foil 10 the her oe s. EL 10: When the PCs decide to explore an an cient romb, Kuthar of lronhame intervenes. rell ing the h eroes th at Ihe y mu st nOI open the cryp t. He knows thai a po we rfu l dem on is tra pped wuhm the tomb, because long ago Kuthar trapp ed him there. H e dar es nOI take any chance of allowing rh e demon 10 escape. Th is encounter works bes t if rhe PCs in te nd to ex plore th e lom b no mailer what Kutha r says-for example, if Ihe cha racters need to retrieve an ancie nt book or key from within rhc tomb to solveanalhe r pressin g cha llenge, th eir mission wi ll put the m squarely ar odds with the Jade Phoenix mage. Rat her th an ftghr to th e d eath against [he whole party, Kurhar offers to duel the party's best to resolve the question of wh ether or nOI rhe rom b wi ll be opened. It m ight also he possible for th e PCs 10 pe rsuade Kurhar to allow the to m b to be opened ifthey offer 10 he lp him des troy the demon sho u ld rh ev encounter the crea ture. KUTHAR OF I RO N H A M E
CR 10
Male huma n warblade lfwiza rd 5/Jade Phoen ix m age 4 NG Med ium huma noid Init +2; Sen ses Listen +2, Spot +2 langua ges (om ma n, Dracon ic, Elf, Giant
AC 15. tou ch 12, flat-foo ted 13; Dodge, Mo bility (+2 Dex, +3 ar mo r) hp S8 (10 HD) Fort +9, Ref +5. Will ..,.s
Speed 30 ft.
Melee +1 grealsword +11/+6 (2d6+4), or Ranged sho rtbow +W+4 (l d6) Base Atk +7; Grp +9 Atk Options Spring Anack. arcane wrath, empowering strike Special Actions myshc phoen ix stance Combat Geiu 2 porions of CI
f romenergr 2nd-blur. false life. mirrar image, scorching fOr (rang ed tou ch +9)
lst-e"large person, magic missile (l) , shield O-acid splash (ranged touch +9). ghost sound, rar of frost (ranged to uch +9), touch offatigue (touch +9) Abilities Str 14, De. 14. Con 14 , Int 16, Wis 10, Cha 8 SQ Rite o r Waking, weap on apt itude Feats Dodge. Mobility, Spring Anack. Vital Recovery, Weapon Focus (great sword) Skills Balance +13, Concentration +1 5, Decipher Script +7, Jump +13, Knowledge (arcana ) +8. Knowledge (history) +5, Knowledge (religion) +5, Listen +2. Mart ial Lore +11, Sense Motive +4, Spelleraft +11, Spot +2, Swim .,.4. Tumble +8. Possessions combat gear plus. 1 greatslllord. shortbow with 20 arrows, gaunllelS of ogre power, bracers of
armor . ] Spe llbook spells prepared plus O- all: 1st-color spror: 4th- dimension door. ice storm
"Tig<>r Cl.nv. Sllado1V HaIlJ. w lllit RIl I'I:Il. Alloflllt5tart liP! ~ 1I1S HI Olll! of thttnsth'l's. Thl')" err limr!)'slerJ along the TnI<' Pllth, lht Path of whith I a m mad l'f." - Ninefold Sage of Cri mso n
Some savants of [he Nine Disciplines believe that non e of th e paths are complete, true disciplin es in and ofthem selves. Th ey beli eve that th e n ine disciplines are perhaps more appropriately term ed the Nine Steps , each a single portion of a tru e , whole W:lIy. These few masters st rive to lea rn t he secrets of each path , and in so do ing beco me the masters of rune, using a martial style that combines all of the techniques of the Temple ofNine Swords. Such martial sages are fluid and u npred ictable ma rtial art ists. capable of sw itching betwee n srvles and techniques to su it each situation .
BECOMING A MASTER OF NII'.'E A master of nine typi cally begtns his caree r as a wa rblade or swcrdsage, as th ose parhs prov ide the broadest access TO ma nial disciplines. Occasionallv, a crusade r might become
a mas ter of nine after sel ecuag t he !\.la rti:lll Study feat multiple times. ENTity REQU IItEMEN TS
Skills: 10 ranks in four key discipline skills. Feats : AdaptIve Style*, Dodge , Blind.Fight. Improved Initiative, Improved Unarmed Strike. M,;utial Maneuvers: Must know al lent one maneuver fro m sill: different disciplines. " New feat describ ed on p.1ge 28.
CLASS FEATURES The mJ.stt"rof nine expands h is k nowledge of martial mane-uvers to inc lude al l nine ma rt ial disciplines. As h e advances, he learr rs w;lys of comb ining m a neu vers fr om difft'rent disciplines 10 g rell effect. Fin all y, h is ma stery of all nine discip li.nes grants him a greater unde rstanding of th e path of the manial adept. M a n e u ver s : AI eac h odd-n umbe red level. you gain two new maneuve rs known from an y of th e ni ne d isciplines. At each even-nu mbered level. you gain o ne new maneuver known from any o f the n ine dis ci plines. You must meet a maneuver's pre requi site 10 learn it. You add you r full maste r of nine levels to your in iti ator level 10 determine yo u r roral imnaror level an d YOUt highes t-leve l maneuvers k nown . At eac h level. you gam an add u tona l maneuver readied pt"T day. Sta nces Kn own: At 2nd level and again at -nh level. you learn a nc...... mafl i.:ll5lance fr om an y dis cipline. You must meet a sta nce's prerequ isite to learn it . Dual Stance (E x): Starri ng at 2nd level. you can choo se to notlose your curren t stance wh en you enter a d tfferen t stance from anorher dtsctpltne. The amount oftime you can spend in two stances is ltmired. You can use this abi lity 10 gain rhe be nefit s of two stances for a max imum of2 rou nds per class level each day, split up as you desire among mulnplc uses and multiple stance pairs . Perfect Form (Ex): Begin ning ar jrd level, you ini t iate your mane uvers with greate r Iluidiry and grace, The save DC (if any) of any maneuver rou initiate increases by t. Cou n ter Sta n ce (Ex): From 4th level on, whenever you initiate a counte-r maneuver, you can change your stance as parr of the count er's acti on , even if it is not your turn. !\.Iastery of Ni n e (Ex): At sr h level, you have arram ed mast ery of a ll nine disciplines. You gain a +2 bonus on arrack roll s made when ini tiaTing any stri ke maneuver, and your strikes deal extra damage equal to the number ofd isciplines you readi ed man euvers from at she beginning of th e day. For example. if you R ady maneuvers from six different discipline'S, you gain a +6 bonus on dam age rolls wh en you initiate you r stri kes.
PLAYING A MASTER OF NINE To you. each o f the' individual styles is inc omplete. Each disciplint' is like a single petal ofa flcwer-c-beaunful . elega nt :and finely formed, perhaps, bu r each grants on ly a pa rtial undersundtng of the whole . Masters of ni ne often spea k of the Xine-Petal Blossom, the symbolic represem aucn of this concept. You are d riven UUCnI on lear ning the secre ts of rhe
T AB LE 5 -6: THE M ASTER O F N I N E
l evel
aase Attack Fort Ref Will Bonus Save Save Save
HIT
D I E: 08
M an eu v~rs
Known
Maneuvers Readied
Stances Known
Special
'l sr
..0 .0 ..0 +2 2 1 0 2nd ..1 +0 +0 +1 1 1 1 Dual sta nce lrd +2 +1 ~l +3 2 1 0 Perffit form +] .1 +1 +-4 1 1 1 Counter stance 4th 5th +3 +1 .1.-4 2 1 0 Ma.steryornlne Class Skills (6 ... Int modifier per level): Balance. Climb. Concentralion . Crart. Diplomacy. Hide. Irmmid ate, Jump . Knowled ge
(history), Knowledge (local), Martial Lcrev, Sense Motive. SWim, Tumble. New skill desc ribed on page 28. Ninefold Way, You tend 10 show some small amoun t of pity for the se who don't sre the whole picture and focus only on rhetr cne sty le, but you are n't arrogant: you once srood m thei r- place. Yousimply can't wa ir for rheir vis ion to broade n. Perh aps you can help the m. AS;lgroup, masters of nine have no ooerarcbtng objecuves or plans. They are simply a group of martial adepts who have come to understand thar as powerful as a single d isciplin e IS, when unified. they beco me some thing full of powe r, grace , and beau ty. Yoursra.ndang among other masrers is determined by rwo rh togs: your own progress in rnasrenng the Nine-fold Way, and how nuny others you have Ia srructed in the ways of rh.. Nine -Pet al Blossom, leaching rhem us secre ts and serring them on the pat h. Those who nOIonly have th e wisd om :0 see th e Blossom but also to show il ro orhers are well regarded among rhe master s,
COMBAT
as po ss ible , Your feat choices shou ld reflect you r ama aing ma srery of t he Nine W.lIys. Many o f (h e feats in Ih is book mig hl help you. and ft'ars such as ~ l.1rt i.1 1 5 [udy a llow you to fur ther expand you r m aneuver selecnon,
RESO URCES Though the mas ters of the nine sc rnerimes gather 10 rram toge ther and share th eir msigbt s. they value self-suffiCIency As such, il is rut' t ha t rhey help o ne a no ther in any t h ing bur rhe most dire of ctrc u mstances. As puissant adep ts o f ma rttal di sc ipl ine beyond th e ski ll of m o st folk . rh ey are bap py to atd those who do n't share th eir level of enlighten' me rn ho weve r Ih ey C.1n, but mast er s of ru ne believe rhar rheir peers should be capable of hand lin g mos t struartons wi thout aid , Only a th reat to th e master s as a wh ol e , such as so m e one sys temalically h u nting dow n o r othe rwis e persecuti ng rhe mas ters of ni ne. is likely 10 cause them to band toget her ,
In bail ie, you are unpredictable and graceful. You prefer to
single our rhose among your foes who obviously haw some kn owledge of the tech niques ofIhe sublime Way, so th at you ca n best them , You want ro dazzle you r foe wuh a disp lay of mart ial mast..ry, for who kn ows? Perhaps the enemy you beulerodavshallcome to you forthe wisdom cf the Ninefold Way rom orrow, You also prefer the pure and personal nature ofhand-ro-hand comba t.
ADVANCEMENT Your visio n was always wide as a martial ade pt, Perha ps yOIl saw connect ions bet ween mart ial styles th at seeme d to share ltnle in com mon wir h one ano ther. You m ight have even had multiple maste rs. rrvi ng d...spcrarely ( 0 learn wha t each of them had to teach withou t neglect ing you r advance ment with any one of them (you might have even succeeded, d rawin g the atr enrton of a master of ni ne ). Regardless of th e precise dcrafls of the past. the masters saw you as someone with rhe potent ial 10 behold the Nine-Petal Blossom, and one ofrhem rock you under hiS wing. Now, you are one of them. The insights thai ca me w ith vcur t raining w... re unlike any you had experie nce d before, th ough you suspec red all along thar some thi ng like rhis path m ust exis t so mewhere in the wo rld, ~O\\" you are responsibl e for only two rh tngs: vourown advanci ng m.1stery of the Ninefold Way, and hel ping lO open Ibe eyes of othl'fs to li S po t...nt ial. Fro m thiS pOlnl , you must ma inuin your ed ge. Keep V.1RCmg In Iho' ke)' ~kl1ls of th e mne disciplines as much
MASTERS OF NINE IN THE WORLD "1110' k d llli'lliN ofIht ullultn of mne art dcg'JIlI allJ pol1\T{ul-anrl g rt,llIy to bo' ffllrt,'. Btll',lrl' t1Ulr II'r(l!h, ICff YOIl fin,' )'otln df '''1 111 1l1 ~ your 0 11'11 Slrl'llg llIS.M
-c-Masrer Kosukan. arch ivist-m on k of the Thousand-Petal Orchid Temple Maste rs of n ine are , in m an y ways, arche typal m ania I an tsrs. Th ey really see k on ly one goal: rhe perfection o f rheir sty le, Thr be st means of doing this is th rough adventu ring. Masters of n ine are fond of dueling ot her ma rtial art ists and demon srranng I heir supericruy (or, in some cases. discovering where- rhetr own abllines are lacking].
ORCANIZATION Th e m ast... rs of n i ne.j houg h a ne two rk m ade up ofmasters and fer mer ap prentices, are .1 loo se sccterv of peers. Non.. of them rnamra tn a nv kind of au rho rt rv over the or her-s, exce pt the in forma l sur horuv given to th ose who h ave walked th e Ninefold Path for some time and discovered many ofus secre ts. •Masrers ofn ine do not train one ano rher-c-o nce a masrer succ eeds at sem ng the feet of 3: mart ial adept onto rh e parh , rh e stu den t mu st walk it fo r h ims elf, Each mas le r u nde rstands the Nin efold Pat h 3:linle differenrly and prac lices it in h is own war, Ma.srers enj oy Ihe opporl unit ~· 10 spa r wi th o ne :lno ther. Such ban les are quilt' J si~h t to behold , full ofbreathuking feins ofmanial mastery and Jrhll,ticism ,
NPC REACTIONS Most people who encou nter a mast er of nine don't rea lly k now enough about suc h fol k to treat them any difft" rently th an rhev wo uld any orher ded lcared martial adept. O ther mar na ] adepts. however. and those who are knowledge able in the- lore of their kind , be lieve th ai th e mas ters of nine are simply drle rtanres without the d iscipli n e 10 Iru ly mas ter a single st vle. Others feel th ai the masters art' sages wh o have unlocked a mys tery of th e ma rtial d iscipli nes. All adepts understand rhar any master of n ine Ih ey encounter is powerful and skilled , and cert ainly not to be u-ifled wi th. Generally speak ing, marual adepts g ive masters a fri endl y re-cepti on . unless Ihey are stau nc h »ngle-srvle enr husiases. in which case the reaction mig ht be a bir more ccnfr onra uonal.
MASTER OF NINE LORE
MASTERS OF NINE IN THE GAME 1\ master ofnine is often the proverbial Old Man ofthe Mountain.un ascetic who seek s 10 test his body and technique to
master both . If you r selling includes manial adep ts already, u is simple enough ro extrapolate the exis tence of masters of n ine. If your selling does not, however. a visiting master of nine is an excellent way of introducing Ih{" class into the campaign without dramancallv altering rhe selling assum plion s, Masters are not limited to kindly sages, howeve r, and ca n easily fill the role of edversary.displaymgsuch skill 10 defeating rbe parly rhar the PCs realize that rhcy, [ 00, mu st discover and follo..... th e Ni nefold Palh to d efeat this new foe. Player s focused on and Interested in the martial adept classes and abfl tlies will find e njoymen t in this class, which makes generalizattcn a specl:ihy . The master of n ine is likely 10 have the greatest acce ss 10 a variety of fighueg styles. allo win g a broad exploration of rhe various dis cipline techniques.
Characters with ran ks in Marnal Lore can researc h masters of nine to le arn m ore about ADAPTATION rh ern. when;;r, ch arac te r ma kes a A ma st er o f nine can fill the role ~k ill check. read or paraphrase the of the ulnmare weapon master in follow ing, including the mformarour cam paig n. An order ofelite knrgh rs. a lion from lower Des. secretive cabalofmysl ic warriors. or a group of DC 10: Some powerful mamal h idd en masters sequestered in a dis tan t monadept s study all nine known d isci351t'ry fil this class. Youcould also make the plines. They are somenmes kn own masters of nine into an elite group ot impeas masters of ni ne, masters of the rial servants. tasked wi th hunting down Nine-Petal Blossom, or other such rhc e nemies of th e realm-c-wherher fancifu l names, good or evi l. DC I S: Tht· master of nine can qu ick ly adapt h is style to exp loit any SAMPLE ENCOUNTER wea kness a foe possess es. He k nows A rnasrerof n ine is like ly 10 wa lk more maneuvers than aavother marrhe world in search ofnew fighling rul ade pt. sty les, faeries, and methods 10 incorpo rate DC 20:A maslcr of nine is a worthy into h is studies. If the PCs art" famous, oppone nt. or a value d ally. Few posparticu larl y if th ey are known for any ~l'SS rhe brcadrh of abili[il's available di stinctive tactics or fig hling talents, a to a master of nine. and few have th e master is likely 10 seek rh em our si mply panence or abil i t~· to walk rht' Ninefor the purpose of trying his streng t h fold Path . against the mos t skillful warrior or ade pt V.,...rtJ fIN "'..fUr, DC 30 : C ha racte rs wh o ach ieve th is in the party, .. .... Sf " t{ ttitlt level of success ca n le arn important EL 10: Vaunred th e Walker has lo ng det ails about a speci fic not able mast er of ni ne. soug ht to push h is mantal talents beyond thei r th e areas where he operates . and th e kinds of ac ttvtnes limits. He looks 10 apprentice himselfto a barbarian. ranger, he underta kes. or paladin 10 study his new master's techniques and abilities. Selling up a mE'C'ling w uh a mas ter of ni ne ca n be He makes an excellent cohort or ally. di ff icu lt , since the mas ters maintain no chapterhous es or co lleges . Ins lead , the easiest way [ 0 fi nd on e invo lves VA UNRED THE WA LKER CR 10 Male human swcrdsage 7/master of nine 3 go m g to an~' pla ce wit h a strong foc u s on the martial NG Medium humanoid disciplines. for rbe maste rs often seek out new pupils Il'lit ....9; senses Spot -3, lIsten - 3 in such places. At th e \'e ry lea st. an experienced marne! la nguages Commo n adept is likely 10 have some idea where a mas ter of nine
can
bt.. fo un d .
AC 22, to uch 16. flat·footed 19 t... 3 Dell, ...3 WIS +S a rm o r -1 deflect io n)
hp 58 (10 HO) Fort +4. Ref +9. Wilt -l> l1 Speed l Oft. (6 squares) Melee ..2 greQlsword +12/+7 melee (2d6-1>5fl9-20) Of Melee Im proved unarmed strike +9/+4 melee (ld6-1>2) Base Atk -1>7; Grp +9 Atk Op lions insighlful mike (+l on damage rolls wilh Stone Dragon strikl!s) Special Actions dual stance (6 rounds) Combat Gear potion of cure modUQIt: woul1ds. pOl ion of
invisibility. potion ofham Maneuvers and Stances Known (Il 10th): Stances-child of shadow (l st), giilnt killing style (lrd). stance of clarily (lst) SUikts-bonecrusnerf (DC 17) (lrd). charging minctaur (ht). dancing mongooset (5th). death from abovet (4th), fire snaket (DC 18) (4th). mountain hammer (2nd) . sapphire nightmare blade (lUl , stone bones (lst). strength draining striket (DC 17) (J,d) Boosts-burning blade (lSi), sudden leap (1st), wind stridet (1st) Counttrs-counler charge (lst). fire ripostet (2nd) , leaping nilmet (5th), wall of blades (2nd) Othtr-shadow str/det (5Ih) Disciplines: Desert Wmd , Diamond Mind, Iron Heart, Setting Sun, Shadow Hand. Slone Dragon , Tiger Claw t Readied m aneuver Abilities Sir 14, Dex 16, Con 12.lnt 10. Wis 16. Cha 8 SQ sense magic Feat s Adaptive Style, Dodge. Blind·Fight . Improved Initiative. Improved Unarmed Strike. Weapon Focus (Slone Dragon weapons)! Skills Balance +14. Concentration +11. Diplom acy +1, Hea l +8, Hid e +15. lnlimidilte +12, Jump +15, l iste n +8, Mar tial Lore +5. Sense Motive +16, Tumble +14 Possession s combat gear plus +1 chain shirt. +2 greatsword, glol'es ofDexrerity +2, +1 ring of protectioa
~Yo u'Vt
IlJrtl1l.·t1 rl l our }'tollle for lh, IIlSI tune, mr: -c-Ereth Nazbek. a Ruby Knigh t of W!;:'e Jas
The Ruby Knights are a crusader- order in the service ofWt'e j as. god dess of dea th and magic, Inscrutable and mys terious, these secretive warrtors serve as rbe mi li ta n t arm of the Iastre fairh. They protect the temples of Wee las , guard importa ntleaders of the church, aid powerful sorcerers and necromancers sworn to rhe Wirch Goddess, and help to train novice clergy. When called upon, they also serve as spit's and a~sassins. Within IhC' Ruby Knight order, thC' knightsvindicator ace responsible for undertaking duties of the last variety, Most of the nme, a knight-vindicator is free to do as he pleases. but every soofren leaders ofthe knightly order in h igh priests of rhe faith come to him with a special assignment rhar requires sreahb. intimidation, or assassination. A Ruby Knight vindicator relies on his spiritual strength and sk ill in marual disciplines rarely mastered by crusaders to capture or dispatch marked enemies ofrhe faith. He strikes th u nJli nchm g detC'r m ination an d rightC'Ous \fenge:mce,
an d h is benefacto rs w ith in th e c hurch sleep com fo rt ,lhl\ k nowing th e Ruby Kn tgh rs always sra nd rea dy to d o IhC' ch urc h's biddi ng.
BECOMING A RUBY KNIGHT VINDICATOR Due 10 the t'ntry requirements, mos t Ruby Knight vm dicators 3rC' muhiclass cruseder/clertcs or paladins who have ent ered this class after learmng a Devoted Spirit maneuver either by selecung the appropriate feats or by taking a level in IhC' crusader class . E N T RY REQ UIREMEN TS
Skills: Hide 4 ranks , InlimidatC' 4 tanks , KnowledgC' (religion) 8 ranks . Martial Maneuvers: MUSI kt10W al least one Devoted SPirit maneuver.
Martial Stancess: Must know at lC'ast one Devoted Spiflt stance, Deity: Wee las , Specia l: Ability to turn or rebuke undead.
CLASS FEATURES A Ruby Knight vindicator learns new martial maneuvers. includ ing ma neuvers of the Shadow Hand disci p line, wh ile con tinuing 10 advance his divine spellcasnng ab ili tr Moreover, he gains class features specifically designed to chan ne l his divine power into his mart ial maneuvers. Spel lcllsting: Al each level exce pt tst and 6th, you gain new spells per day and an inc rease in caster level (and spells known, if applicable) as if you had also gained a leve l in 3 divine spellcasung class ro which you belo nged before addi ng rhe prest ige classlevel. Youdo no t, however, gain anycrher benent a cha racter of tha t class would have gained. If you had more tha n one dtvme spe llcasting class before becoming a devo ted enfo rcer, you mus t decide ro which class to add each level for IhC' purpose of det erm in in g spells per d ay, cas ter level, an d spe lls k nown, Ma n eu vers: Ar each even- numbered level, you gain one ne w maneuver k now n from the Devoted Spirit. Sh ad ow Han d, Slone Dragon . or White Raven disciplines. You must me et a maneuve r's prerequisite to learn it. YOLI add you r full Ruby Kn igh t vtndrcaror levels to your init iato r level 10 dete rmine you r total tniuaror leve l and your highest-level maneuvers known. At 5t h leveland 9th level. you gain an additional maneuver readied per day. Stances Kn own: Al tSt level and again at 6th level, you learn a new martia l stance from the Devoted Spirit, Sha dow Hand. Stone Dragon , or While Raven discipline. You m ust mee r a stance's prerequisite to learn it. Div ine Recove ry (5u): Beginning at 2nd level, you can cha nnel divi ne power to recharge your martial ma neuvers. Youcan expend a turn or rebuke undead atlC'mp t as a sw ift action 10 recover one expended maneuver. If you are a crusader, the maneuver you recover is immediately available to you as a granted maneuver. Ar m ored St ea lt h (Ex): Kn ight s-vin d ica tor are taught unusual tech niques for stayi ng ou t of sight. Starri ng al ~Ih
TABLE 5 -7: TH[ RuBY KNICHT VINDICATOR HIT 01[:
Bu e
,,,
Level
',d Ird 4th "h 6Ih
7th 8t h
A.r
will
AtI ~c1c
( 0"
Ban us
save seve Save
Man. Knaw n
., , ., ., .J ••., ., ., •• , •• , ., ., •• ., -, .,., .s ., .8 ••., ., .1
.0 .0
.1
.J
M.m . Stan ces Readied Known SpK ial
0
,
1 0 0 0 0
0 1 0 1
0 0 0 1 0
0 0 0 0
0
·0 .0
.J
0
.1
.1
-7
08
0 0 0 0
,
Divine recover
Armored Sluhh D,v,ne Impelus
Spe llu sting . 1 level diYJne speUusting class . 1 level dIVIne spellc;astlng (Ian ...1 level d IVIne s pel1casting dan ..I level diYlne spellCastlng c ass ·11~
d,yme spellustlng class
...l leve d,vine Spellusling class ..1 level drv ne speUuslmg class
Divine fury .J -J .J .7 ..1 level dIvIne spelkasllng class lOin .10 .J Ctass Skills (4 ... Int mod ifier per level): Balance , Concentration. Cr~h . Diplomacy , Heal, H,de, InllmrdOlle, Jump , Kno~ ge (hiSlory). Knowledg e (loca l), Knowledge (religIo n). Martial Lore*. ProfesSIon. Ride, Sense Motive, Spellcrafl. *New s kIll descnbed on page 23.
"h
le...el, you no longer take an armo r chec k penalty a n Hide checks. Your ar mor check penalt y snll applie s to any other ~kills affected by armor chec k penalties. Dtvtne Impetus (Su): At 7th level. )'Ou learn how to use the divine power of the Stern udy roqutcken vcur reactions and act wuhour hesuanon, You can expend 1I tum or rebuke undead anempr to pin one addinonal swift acnon this round. For example, you could use th is .1bility to both change your sta nce and inmate a boost maneuve r in the same tum, or if you Initi.ued a counter before your tu rn. you can activate th is ability and then trunare a boost on your rum. Di vi ne Fury (Su): From 91h level on , you can directly ch an nel Wee las's divine energy into your martial strikes. As :r free action . you can spend a ru m or rebuke undead attempt 10 add a +4 sacred (or profane, if you are evil) bonus on your anack roll with on... martta] snike Ihis rum. In addi tion 10 its normal effec ts, the strike deals an extra rdrc poi nts of damage. Multicl:rs"l NOll'; A pah dm who becomes a Ruby Knigh t vindicaror can conti nue advancing as a palad in,
PLAYING A RUBY KNIGHT VINDICATOR You are a dark k night who swoops in to help his church in its lime of need. You have served within the hie rarchy of Wee l as's fJil h. and you ha ve won the right and privilege of det er mining for younelfhow best 10 advan ce the Ruby Sorceress's cause. You are. for the most part , an adventu rer who is periodically asked 10 complete a spec ific mission that requires your brand ofruthlessness and sreah h. You are the living symbol of the Rub)' Sorceress's wrath, and this role within the church gives yOU a somewhat sin ister mystiqu e. You have enough clout and prestige to decline a mission [or anv reason, bur your zealous de...o ncn almost always compels you 10 comple te a rask In whare...·er manner you deem most effecnve. You are a weapon of the-church. to be wielded only In dire circumstances. Yourconviction enables you to do the terrible deeds Ihat oth er mt'mbersofthe church abhor or lack the skills 10 accomplish. On ce Ihe chu rch delermines th u il needs your help , a high-ranking cleric tars a WIIJII1ji: spc'1l o r simlb r dence 10 ;c!ueth, con tact you lind invll e you to the 1C~ m p le or some
secret location for a "su uat ic n br ieflng _" The mission in quesncn usu ally requires a combination ofsubterfuge and marti-II pr cwe ss e- t wo areu In whi ch you excel. Sample missions indudecapturing a thief who has stolen relics [rom the church. spying on rhe acuvmes of a troublesome cub.or assasstna ung a hard-eo-reach adversary who has persisremlv anragomzed rhe church or us members. If you haVl" friends or associates with skills that migh t heJp you comple te you r quest, you ca n use the m as rhe situat ion warra nrs-c-Ieade rs oi the l.n ite faith tr ust you 10 use vour besr discrenon regarding me thods an d tactics. O nce you complereyour mission, you are frel." to rerum to your regu lar Iife un ril you're called upon again. Whe n you ccmmn to a mission, no thi ng stands be tween you and its comple tion . You ar... highly focused and d tsctplined. and no distraction except an assault on your church will deter you. Churc h officials some times d tsavcw e kn ight-vindicator captured in the lineof dury, since to ad mit comp licity could cast a dim shadcwover rhe churc h or an racr und ue anenno n 10 us acnvntes. Dearh is encrher man er en rtrely, Unless you have proven vourself'tnepr b)' failing mission after mission, church officia ls wi ll smve to resurrec t you, th eir sworn knight, in rhe belief th ai you will cc nnn ue to serve th em faithfu lly. More than a few Ruby Knights are brought back to continue rherr service in undea rh as well.
COMBAT Unlike an assassin, a Rub)' Knighl doesn 't go OUI ofhis way to hide [rom his enemies un less the mission ar hand requires steal th or sub terfuge. In general, you want your enemies to su you coming, You want them 10tremble wuh [ear as you dose in for the kill. Thai said. you don't want to plunge headlong tmc ccmbn without fim observing your fees and analvztng she racu cal situ at ion . Wise k nights-vindicator strike wh en doing ",0 is most adva ntageous to them, no r when their f'nemlesde.1fly have a tact ical edge. Your sword is mightier tblln lIny pen. an J you aren't brought in to negOl iate with your quar ry. You rely on your Shadow Hand SllInces and maneuvers (0 approach vourfOC's unSl."en , launch d~ S fa t,ngattad: s from hiding. anJconfu~ and befu ddle those who stand between
you and your target. As a srudenr of th e Devoted Spiril and Slone Dragon disciplines, you favor melee com bar over ranged com bat. You r(,ly on vour mastery of various maneuvers 10 bear you r haled foes Into sub missio n or into an early grave. A stan ce rhat will serve you well agai nst enemies ofThe faith Inclu des mamal spiru (10 keep you alive ). Ar higher levels, co nside r the daunring strike maneuve r or the aura ofperfec t order sta nce .
no ("S I U nless rht' u e m Is dis posable. su ch as.:r. pOIron Ihe church will expec t you 10 return ir once the miSSIOn is co mple ted.
RUBY KNIGHT VINDICATORS IN THE WORLD ~ S h a lf o ll'
anJ ~I(('! Cross till' church,
IJrld
you·lJ h.w t to .It .II
II'JIII fh(ln!~
-c-jvesskah , a yuan- r! crimelord in Sasserin e
ADVANCEMENT PrO\~ your loyalty 10 rhe church, master the disGood-aligned Jasite shrines use Ruby Knights to deal cipline of the Devoted Spirit, and demonstrate a wuh evildoers, and evil-aligned temples use prcd ilecncn for violence. and you can become a Ruby rbem to spread iear and eliminate' anyone Knight vindicator. Even lawful good clerics ofWee Jas who challenges rheir dominance. Con' can benefit from the services of sequenrly, it's a simple matter to drop 11 Ruby Knigl'll vindicator, so Ruby Knights tnr c ycur extsrtng the profession imposes no campaign. Jusr because t bev alignment restrictions. If haven't shown up before the church to which you bedoesn't mean they do n r long recognizes your skills exts t. \'t'"ben not execuras a vindicator, you are coning missions fonne w ilch sidered pan of rhe order. Goddess, Ruby Kmght vrnA large chapter oiRuby dicators Tend to keep low pro files. Kn ight s usua lly has irs Moreover, PCs who 0PPOSI" evil necromanow n hierarc hy, and as cers and sorce rers m ighr find the mselves sial ked by one or more fanancal Ruby a member of rhe order. you mighr receive misKnights hu ngry for vengeance. sions from a superior member of th e order ORGANIZATION instead of a cleri c oi A temple of Wee jas us ually has a th e church proper. Store small nu mber oi Ruby Kn igh ts to li ke ly, rhe o rde r to whic h serve as soldiers. guards. an d enfo rcers. you belong exe rcises no authorttv over Kmghrs-vindicaror are mo re scarce, anJ knight s-vindic ator, allowi ng these elite serthey ofren pro recrrbe interes ts oiseveral vanrs of rhe wilCh Goddess ro execure miss ions small temples scattered over a wide area. A where and when Ihey see til. You m ighl be reErt/b Naz"~It, modes t temple in a small a ty ca n get by with RIl~)' "'·"it.b1IJi",li€A1Q'· spected in rhe order for you r accomplish ment s. one k nig hr-vindlcatcr, wh ile a large temple in a bur you have no superiors or subordinates. xtosr large cit y or metropolis might suppon a sm all kmghr s-vtndicator a ren'rconcerned about advance ment w i thchapter of kmghr s-vln dicaror. A Iypical chapter has 2dh-l in rh e order or th e churc h; they are content sim ply to act m m embe rs, all of w hom have ar least one level in th e Ruby the church's best interests when called upo n 10 do so. The Knight vindicator prestige class. Some chapters have a hierRuby Knlghr order has no membership fees. archy (With rhe more experienced rnernbers overseeing the Th e gre-alesr benefit of an order of Ruby Knigh rs is the less experienced ones), bur most are loose gatherings ofltkeopportunity to train and confer with others who have masminded fana l tcs who occasionally train togeth er. rered the Devored Spiri r disci pline and who share a similar Some chapters ot'kmgbrs-vindicnor have special hallmarks, fanatical devono» ro rhe cause. bur most ord ers allow members ro exercise their individual disc re tion. sa ir's more likely fer certain mem bers ofan orde r to have unique "calltng cards: RESO URCES Ruby Kmg bt vi ndicators are loners for the mos r part . AS;l member ofthe' class, vou are expected to provide' for you rself NPC REACTIONS and purchase yOUl'" own gear. M.a.ny krughts-vindtcatcr rake A Ruby Kn ight vindicator strives to maintain a life sepajobscurside the church and use these as 'cover"while keeping rate from the affairs of the church. Whether he pl u nde rs a low profile. Some Ruby Knighr vindicators fed compel led dungeons or rrims rose bushes for a livi ng , he's moll' likely ro dona te a port ion oftheir amassed wealth to the church, but 10 garner reactions based on 51.1ch pursuits [han for bei ng a zealous rhug who occasionally ha ndles importa n t jobs fo r the church never requires you to do sa. Your faithful service his ch urch . h reward enough. With in his church. a vmdicaror is a silent shadow, LewIi you r church (t'els Ihal you need OJ specific uem to om plete a rms sson , the uc m will be provided 10 you at ranking memhersofrhe church might nor grasp the funcnon
he serves or th e skills he.' provides. and fewer stil l can trul y apprecia te th e terror he sows. H igh -ran k ing clerics regard 3 Ruby Kn ight vindic ator as a ne cessary ev il, hut lhey han ' good rea son to fear hi m for rh e havoc he wreaks abroad . A vi nd icato r sees things with su bli me cla rity and bel ieves in his ca use- so ferven tly t hat cle rgy me mbe rs wh o do nOI sha re h is un sw er vin g co nvic tion are- lef to wonder whe the r th e church needs and ca n co nt ro l suc h terribit' weapons,
RUBY KNIGHT VINDICATOR LORE Characters wlrh ranks in Knowled ge (religion) ca n research th e Ruby Knigh ts 10 learn more about the m, When ill c ha racter makes ill skill check. read or paraphrase rhe follow ing, including rhe information from lower Des. DC 10: The Ruby Knights are the kmghrs-remplar of \'<'et' las's iillirh, They art' temple guards. advisers. and bodyguards 10 senior clertcs. as well as soldiers who serve the wilCh cOOde-55. D e 15: There are differem ranks and titles wi rhm the Ruby Kni ght hierarchy, including kntghrs-vtndtcarcr, Tbev rake on missions Ih:n the church d(l("s n'l want the community 10 kn ow about. Most vindicators are overzealous thugs. punishing thos e who op~ their church or cause. DC 20: Ruby Kn ighr vt ndtca tors primarily prscrtce the mama ! d iscipli nes oi Devo ted Spirtr and Shadow Ha nd. These di sciplin es hel p the knigh t harness his spir-i tual streng th and zealous devotion. as well as give him the abili ry to strike wit h srea hh and subtle ty, DC 30: Ruby Kn ight vindicators generally wo rk 310ne, alth ough rhe y cu ltivate a net work of associates ou tside th e church. Once in a wh ile, a chaprer ofkn ighrs back ed by a powerful or wealthy te mple rears irs ugly bead. an d woe be rc an yone who incurs rh ar ternple's wra th.
RUBY KNIGHT VINDICATORS IN THE GAME Players who enjoy playin g crus aders or paladins wit h a dark side or shady ben! sho uld find the Ruby Kn ighr vindica tor borh exciting an d fulfill ing. Kntgb rs-vtndicarcr gain the ahil itv to u se Shadow Hand maneuver s and st ance s, an d the duties of the cl ass do not Inte rfere wi rh a cha rac ter's more advemu rous pursuits. For the most pan. a "indicator is iree ro do as he pleases, and whe n rhe faith beckons h im, he hel ps out free ly.
ADAPTATION Ahhough rh is prestige class is specific to a single crusader order-c-rhe Ruby Kn igh ts of Wee las-you could easi ly adapt it to crusaders devo ted 10 al most any other deity. For example. rh e faiths of Hexror. vecna. or St. Cuthbert could easHv su ppo rt st'Crel ' ·indicalororganiUltio ns. Ifyou replace Ihe n-qu ire mC'nt for DeVOIC'd Spiri l slancC's and maneuvt'rs with an ot ht'r ma rt ial discipline IIron H eart or TIger Claw. for in sunce), il becomes much enier to qualifv for th e cl3SS wllhoul being a crusadC'r-whkh means lha t you could create holv or unholy) orders of warbt ade/clerics, fighter/clerics , or rogue clerics.
SAMPLE ENCO UNTER Character s who un dertake a qUC'SI cftmpcn anc e to 'X'ee las's faith or fin d rbem selves sh aring a common en emy with the JaSltt' clerics might work alongside a Ruby Kni ghr vindicator particularly iftheir objec tives mes h. For example. cha racters infihnring the lair of an ev il cult migh t encounter 3 Ruby Knig hr vindicator assign ed by h is church ro elimi nate rhe cult's nefar ious leader. Similarly. it's t'asy to imagine rhe Pes running afou l ofan evil-alignedtemple ofw~ [as, and facing the wrath ofa Ruhy Knight vindicator (or group of \'i ndicalors) who ap pears on the scene tc dtsparcb rbem . EL 8: Ereth Nazbek keeps "~rch ocer a necropolis boned near a small town. Long ago, vampires killed his pa ren ts. and rbe horro r of the ordeal tra nsformed him from a wide-eyed farme r's son to a dour champion oflaw. For now he tends 10 a small fum and C'nJOYs the simple pleasures aflift'. bu t he mainrains a vigilant watch over the hidden vaults and makes sure that iII-intt'ntioned stt:lngt'rs don't unleash a plague of undead over the area. Ererh has a wife, Izabek and 1\\'0 wellbehaved young sons, Kalven and Errol. Farm lift' keeps him Ilt, bUI Ereth does not look or actl tke your typical rus tle fanner. He stands well ever 6 feet rail. ius intimidatin g good looks 3n J muscular development, anJ speaks w ith ca re fu l precision. Only his wife knows of th e ~ ..rv ice he prov ides rhe church. Ctven ti me to pre pare for bailie, Ererh drin k s a pencu of bt'l" tlh lllrlUlu and casts JudJ of/uilh on himselfbefore entering co mba t. Once he corners his qU3lry, he enters a martial spirit sta nce and an acks his foe us ing whatever strikes are granted to him ar rhe nmettavcnng b tgber-l evel maneuvers first over lower-level ones). W h ile he is in rhe martial spirit stance. he exp end s turn undead at tempts 10 usc hi s divine recovery abili ties.
ER ETH N AZ BEK
CR 8
Male huma n cru sader 4/c1eric l /Ruby Knight vindicator 3 IN Medium hu manoid Init +]; Sen se s liste n +2, Spot +2 Aura lawful (faint) languages Common, Orc AC 16, tou ch 9, Ilat-footed 16 (-1 Dex, ...7 armor ) hp 39 (8 HD) Fort ...7, Ref ...1, Will +10; zealo us surge Speed 20 ft . (4 squares). base 30 ft. Melee ... 1! althiofl ..-12/+7 (2d4+7/18-20) Ranged mwk composite longbow +7/...2 (l d8+4/x3) Base Atk +7; Cr p ...11 Alk Option s Blade Med itation (Devoted Spirit). Bhnd- Fight , divine recovery. furious cou nterst rike, slt'ely resolve 10 Speci.illl Action s protective word l/day (+1, las ts 1 ho ur), turn undead S/da y (+4, 2d6 ...] HD, 1st) Combat Cear 2 po tions ofbear's endUrQnu , 2 potions of cure /ighl wor.mds Maneuvers and SUnces Known III 7th): Stances-bolstering voice (lst), martial spirit (1st). thicket of blades (3rd) Slflhs-
(4th) , foehammer j (2nd) . s tone bones (lst), vangua rd str lket (l st) Disciplines: Devoted Spirit, Stone Dragon . While Raver t Readied maneuver Cleric Spell s Prepared (Cl3,d): 2nd-align weapon. holdpen"" (Will DC 14), shield a/herD ht-bone (Will DC 13). dilline fOliar. soncruoryo, shield
offoith O-dtltt l magic. guidonct, light. read magic D: Domain spell. Deity: SI. Cuthbert. Domains: Dest ruction, Protection ,
Abilities Sir 18, Del 8, Con 10. Int 12, Wis 14, Cha 14 Feats Blade MedltitlOn (Devoted Spiril) , Blind-Fight , Devoted Bulwark. Improved jnniauve Skills Concentration +11. Diplomacy +7. Heal +4 . Hide -2 . Intimidate ... 15, Jump +3, Knowledge (religion) +9, Martidl Lone +9, Ride .. 4, Sense MoINe +4 Poss essions ccrnbar gear plus ... I bonded moil, ... J falchi"", gauntlets of ogre power. masterwork ccmpcsue longbow (+4 Str), quiver with 20 arrows . two platinum rings 150 gp eacb: foci (or shield other spell), pouch containing 24 gp
~El't'" lIlt bnghltsl
lIght nJlllt casl a Sllo1JOW; -Doomv-etl. ini tiate of the Shadow Sun clan
A Shadow Sun ninja is a martial artis t who studies rhe balance between good and evil, light and dark. Founded by a reformed half-fiend. this figh ting school reaches its studen ts to find power in balance. A Shadow Sun ninja uses dark energies to drain his foe's life,but then turns and uses [he power cfltghr [ 0 lend th at stolen strength ro an ally. A Sha dow Su n ninja is 3 study in comrasrs. She knows rhar evil lurk s in the hear ts of al1livi ng creatures. Even th e puresr of th e pure suffer remp rano n. By explor ing her i nner demo ns, bringi ng them into rhe lig ht. and acce pti ng rh em as part of her soul, she achieves a dee per unders ta ndi ng ofherself and rhe strength withi n her. A Shadow Su n nin ja would arg ue tha t denying, rath er tha n accepting, one's base impulses would be the same 3S refusing ro use one's left arm.
BECOMING A SHADOW SUN NINJA Most Shadow Sun ninjas are monks or ninjas tsec Compltlt l~&IIl't"lllrtr) who have studied the Setting Sun and Shadow
H and martial disciplines. In some cases, a swordsage enters thi s class. A rogue or fighter who studied those IWO d iscipli nes is 3150eligible for th is class. but such characters usually lack the una rmed fighting abiliries th at this class demands. ENTRY REQUIREMENTS
Alignment: Any good . BaSI!Attack Bonus: ..3. Skills: Hide 8 ranks . Fea ts : Improved Unarmed St rike. Mart ial Maneuvers: Must know one 2nd-IC'vel Setting Sun or Shadow Hand maneuver, one Setting Sun mane uver of any level. an d ant" Shadow Hand rnaneuve r cf any level.
A Shadow Sun mnj3 is a stealthy, unarmed w'artie r who d raws on th e power of light and dark. Many of he r abtltrtes come in two forms. She M US. usc the firs t for m of a power befo re she C3n use th e second. A Shadow Sun ninja cloaks herself in darkness to hide from her enemies, then leaps from the shadows wuh a burst oflight to blind her foes. M aneuve rs : Al 1st, 3N. erh. and srh IC'...~J , you gai n O OL' new maneuver known from the Serring Sun o r Shadow Hand dtscipltnes. You must meet a maneuver's prerequisite to leam it. Youadd your full Shadow Sun ninja levels to you r initiator level 10 determine you r tOl31 initiaror lC'vC'1 and you r highl"st-Ievd maneuvers known. AI51h lewl and 10th k\'t'I.yougain an additional maneuver readied pl'r day. Sta nces Kno wn : AI srh level. yo u learn a new marti31 stance from rhe S~lting Sun or Shadow Hand disciplines. You must meet a sta nce's prerequisite 10 learn it. Monk Abi lit i~s: Your add your class IC'...·C'I to your monk level 10 determine your class-based AC bonus, unarmed doll mage, unarmored speed bonus, penalty on your attacks when using you r flurry of blows ability. and rhe number of daily 3[[empts of your Stunning Fist feat. If you have no monk levels . you gain the AC bonus of 3 monk whose level equals your Shadow Sun ni nja level. In addi tio n, you gain additional uses of rhe Stunning Fist fcalis a monk. (Your non-monk, non-Shadow Sun ninja class levels provide one use pC'r four levels and your monk, and Shadow Sun ninja class levels provide one use per level.) You do not COUn! your class levels for the purpose ofdet ermining when you gain any other monk class features, such as bonus feats, evasion, or other special abilities. Touc h o f the shadow Sun (Su): A Shadow Sun ni nja strikes a careful balance between light and dark, good and evi l. Although your heart is dedtca red to good , you know tha t the shadow ofevi ] will always be a p3n ofyou. This realization , along whh care fu l corurol ofyour I:i energy, 3110ws yo u to wie ld the energy of bo th rhe dark and light aspec ts ofyo ur being. Th is underst and ing and mastery 3110WS you to dea l damage w u h on e arrack , then turn and heal an ally w ith th e reve rse of tha t ha rmful energy. ''<'ilh a melee touc h attack made as a standard action, you can deal negative enl.'rgy damage equal TO your base unar me d damage ... yourWis modifier. Note rhar undead are healed by [h is attac k, since it uses negative energy. In the round afte r you use this ability. you can to uch a crea ture as a standa rd action and heal an amoun t ofda mage equal to the d am age you dealt with your nega tive energy touch on the previous round. If the target of this healing touch makes no effcn to prevent you from touching h im , you ca n touc h the crearure 35a swift action, You cannot use both aspects of Ib is ability on the same round, nor can you use rhe neganve ene rgy touch 3g31O in a round after you have already successfully used it. After you channel negative energy Into a creature, you convert that energy into a positive energy charge that prev'ems you from using the negative en~rgy aspec t of th is ab ili ty un ti l the posi tive energy has bern disch arged.
TAILE 5 -8: THE S HADOW SUN NINJA
HIT D I E: D8
Base Attack Fort Ref Will Bonus Save Save Save
Maneuvers Maneuvers snnce s Level Known Readi ed Known Special Monk .blhtle\ touch of the Shadow Sun +0 .2 +2 ...2 1 0 0 1st Flame or the Shado w Sun 2nd +1 +] +3 -s 0 0 0 +3 +l 1 0 0 3rd ..2 ..l Ught WIthin dilrkness ...] ..4 +4 ...4 0 0 0 4th Dar ness wuhm lIght .3 .4 .4·4 0 1 \ 5th 6th +4 ..5 +5 +5 1 0 0 7th.j .. +5 0 0 0 VOid of the Shadow Sun Child or shadow and light 8th .6 ..6 +6 .6 0 0 0 ·6 ..0- ..6 ..6 1 0 0 9th 10th +7 ...7 · 7 .7 0 1 0 B a l ~ nce ofl lght ~ndda rk Class Skills 14 + Int modifier per level): Billilnce. Climb. Concentruion. Craft . D,plomacy. Escape Artist. Hide. Jump. Knowled ge (arcana). Knowledge (the planes ). Knowledge (religion). Listen. Mart ial Lore- . Move Silenlly. Perform. Prcfessicn, Sense Mot IVe. Spot. SWIm. and Tumble. " New skill described on page 28. Plame of t h e shadow Su n (Su): Begjrming ar znd level. you ca n create a protect ive cloak of eeganve energy by usmg you r In. This cloak abs orbs cold d am age. You C3.n the n gal h er Ihi s ener gv.rransfcrm u . and u nleash il as a sear mg attack . As an immediate action. you can shroud yoursdfin sh immering. dark energv th aI pl'O\'ides resistance to co ld 10 until the start of you r next rum. If Ibis resis tance reduces the damage your ake fro m an y alla ck or efft'Cl. you ca n take a swi ft action on you r nex t tu rn to hurl a bolt offi..ry en..rgy wit h a range' of 60 feel. Th is bolt requi res a ranged rc uch atta ck 10 h it and deals 2d6 points offire damage. Lig ht within Darknes s (Su): From 41h level on. th.. darkne ss cannot muf fle your inner light. Rather , the shadows cause it to see tht' and roil as the light w ithin rou struggles to break free . If you rnake a mele.. arrack against an opponent on rh.. ro u nd afre r you make 3 successful H ide c hec k. you bu rst mr o a sea ring co rona of ligh t. All opponents within 60 fee t ofyou t hat failed 10 detect you while yo u w ere hidi ng mu st make Forti tude saves (DC to + 1/2 your cha racter le vel • your Wis modifier) o r be bli nde d for I rou nd. Creat ur es who are aware of th e ninja , suc h as those who made successfu l Spot checks 10 no tic e:' her. ar e una ffec te d bv th is mack . Darkness wi t h in Light (Su): You kn ow Ih:1f while light ca n not exis t w u hour darkness, the opposite is also true. By focusing your b and closi ng your eyes.you view th e world in :a vague , sh.:rdowy form .Th ose also trapped wu hrn darkness appear clear 2nd di siinci before you. Sl3rt ing: at Sih level. you can close your eyes and Will fully ign ore any othe r sen ses Ih2t confe r the abili lY to pinpoint the loc at ion o f a cr eature (such as blindsen se. blinds ight, and scent). You become t"fft'Cth'ely blin ded. but you gain a special benefit on attacks made agains t target s t hat :.lre also blinded or efft'Cli\'~· ly blinded. Again st such foes. you ignoCt" the dn wb3.cks for fighting wh ile hlinded. lnslead. you gain a +.. bonus on mele e a!lac k rolls and a ... .. bonus on melee dam ag!' rolls ag3iost such enemit"S. In addilion. if you ha\'(" th .. Srunning Fist feal blinded oppon..nts ukt" 3-1 pena h \' on rhelr s;r\t"i to resist you rsru nni ng211X"h .
You su ITer th e penaln..s for bring blinded and deafened un nl th e star t of you r ne I rum . The blindness ca n not be negated th rou gh 2ny means. nugical or mundane. until th.lI time. You gain the benefit of rhts abilirv if youwillingly rurn off your se nse of Sight o r if some etTKI . such as a blmJ lu n spell robs you of your Sigh t. Void of rh e shadO\\o' Sun tSur. You eventually learn to draw upon the power of light to shield you from attacks Even if an opponent m2n2ges to breech rhi s shield. it is nOI destroyed. R..th ..r t han fade a....'3y. rbe shi eld shifts into an aura ofic)' cold , black energy that can harm your enem ies. Starting at 71h level, as a swift action you can wreath yourselfina haloofbngh t. flJ.ming Iighr. You gain a ..zdeflccncn bonus to AC. This ab ility lasts until th e starr of your next turn. If an opponen t succ essfu lly hits you despite your Improved AC, you lose Ihe deflection bonus to AC an d }"OU cannot use th is abili ty again on your next tu rn. However. you can project a pulse ("lffrigiJ. black energy in 2 so-focr-radlus burst around you as a standard action in the round afte r your shield is p ierced . Enemies in Ih is- area take Sd6 points of cold damage. with a Fort itude saw lDC 10 . 1{2 your character l..vel + your Wi s mOllifit'r) for halfdamage. c h il d of Sh adow and Light (Su): As you learn to harness th e power o f you r ki. you become capa ble of sp illi ng fort h light anJ dar k energy, Llt'gi nn ing 3.1gth level. you ca n focu s you r power. engulfi ng rhe area around you in alternanng patterns ofllght .:rnd dark. While you art" in a tting Sun or Shadow H and sta nce. you ca n forgo us normal benefit as a swift acti on to gain the etTt'Ct of ch ild of shadew and light. This abiliry lasts as lo ng as you would rnainrain the Setting Sun or Shadow H and sunce. or as described below. You can also SlOp using child of shadow and lighr and resume gaining the normal benefil of th e stance as a swifl acnon. If)'DU use this ahilhy to exert hght ene rgy, rhe area around you fills with blinding bghl. All enemies w ith in 2 60-foo lradius bu rst becomt' d JZzled (OMe 300) for 1 rou nd. This is a 9lh- level srell for purf'O~t"S ofdt"tet m ining how it imeracis ....1th magical dukn es~. If you ..xerr d ark en ergy. the U ..3. around ''DU IS ca~ t mlo lotal duknes for 1 round in a 6o·foot·r3dIUS burst Th.-
Jhdllv Is rorrsldered a 'Jl h· k'\t'! pt'll for rhe purp ose of dcu-rrmmng how um terac rs with magtcalhghr. As lon g as you mamtam rhis stance, }"OUalternate between pr cjecnng lig hr and darkness. I( Ihls abilit y is acnvc at the begtnmng of your turn, us l'ffecrs reverse. If il project s lignl , II now pr0Jl'n~ d arkness, and vice vers a. You cannot acuvare rhls abililYIn the same round in wh ich vou end iii dTre! Balance o f Lighl and Dark (Su): As a Shadow Sun ninja , you srnve rocomrol rour dark ode.even L~ }"OU usc ir ro pcwe r vour martial arts. Scmenmes. particu brly when you fact a truly daunnng for. you can allow vour inner shadow 10 run umra nl . In ..uch can'~, vou undergo a terrible transformation Wht'n vou adop l lhl" wrarhful banle aspect. your fees art' doomed '1'1.'1 , t'ac h 11 m.' you use th iSabilny, you teeter cl rio dammuon AI 10th level. once per day ~ a SWlfl action, you can transform mto acreature oi pu ~ d.arknos for t minure Your bod y and all u..m.. you carry when you transform become a deep, Inky black. You gai n immunity ro cnucal hil S mind.afft'Cring abihnes, J~lh .aIIX ls.. energy drain, and poison. You also pin a +R bonus on Hrde checks.. 'e g.aIJ\'t' ene rgy meeks. su ch as Inf",t spells, heal rather rhan harm 1.'00 . You gainl1 .~ bonus on allJcks Jg:tinsl crearures in areas ofdarkness or shade w y illumination, In addition 10 Ihr sl' ben efirs, wuh each successfu l unarmed anack you make. you can cheese to bestow one negative 1t'Vl'1 on your opponent . You lll'al S points of damage (or each negariw level you bestow,The-e neganve levels disappear in 1 hour. If rh.. subjecr has ar least as many nl'gallvc levels as l-I D, ir dies . Each nrga ri\'e lewl gives a crrature a - I pcn:rhy o n .11tack roll s, s.:lving throws, sk ill checks. ability checks. and ef· (ective le~·el (for Jtlermining rhe poWN. dur:tllon . DC , and other details of 5f'C"lIs or special :abilities). Addil ionally, a spC"ll· caster lo~1.'S Ont' sf'C"ll or spell sia l irom her hlghesl avai 1.able level. Segauvl,!t'W'ls ~uck . Allht' end o f you r lransformal ion. yo u lake I point of Con~t1 rulion d.1magt pe r nrgal i\'e le\·C'1 yo u be slowed .lf th iS damage drops you r Con slltulion 10 0 or lower, you r bOl.h dlssipalt's inlO an inky cloud . Unless you are resl ored 10 hfe by Inlt rt'lllm'tll on, you n5e in td~ day s as a vampire. 'lour alignment become5 e\'il , Ihough )"Our :rlignml'nI on lhe w ch ao aX is rem:rm s Ihl' s.:Ime You are now a dedic.:ned
l hampton l,l I \ II aml an N1'( You retal n acre.... 10 all abiltne-, in Ih l ~ pres tige clas, an d lack a normal "ampul.' ~ vulnerabtluv 10 sunlight . vour vemptrtc body form- in she 51'01where your mortal form penshed. Lt'gcnd holdsrhat rhe souls of'Shad ow Sun ninja.. who are COTTUpll"J in rbrs manner are tmpnscned wuhm Iht' Ir on Ci ry of Dis, Dlspa rds capnal wuhm Ihe depths of Hdl succes sfu l queet to Free rbe soul from LIS prison cell desrroy Ihe vamptre aod restores the Shadow Sun ninja to lite. legend holds Ihal several mlg hl}' Shadow Sun heroes lang uish wirhln Dispa ter's pr ison , wailing 10 be freed.
PLAYING A SHADOW SUN NINJA As.:l Shadow Sun ninja, you walk the line be lween good and evtl. You have srt'n the- darknen Ih.:lt lurks within your own heart. AS:ll heroi c soul , vou know Ihat ifda rkness IrSIS In you , It mus l dwdl in every mortals heart You arr mlu u lh· susptcious ofOl~rs~prone
10 seek
OUI
hidden rhrear s Even
while sitting in the m ids t of your comp.anlOns in the warmest and welcoming of e nvirc nmem s you feel the d arkness clawing at your so u l, and }"OU see the lurking ev il that waits In the' hearts of all creatu res. You pursue good for us own sak e. If you arrive in a lawn btoset by evil and drive OUT or s1:I')' the villa ins. yo u are li ke ly to 11.'3"1' without sayin g a word or m aking any effcnrc ga rher acclaim or befriend those you SOlved. A few monrhs later, you might re tu rn a nd ensure Ih al your good deeds have endured. You kn ow Ih 31 when evi l f311s, peo ple who were good an d welcom ing when vou lef m ighl h ave t urned to Iyu n ny In "our absence, Once you have complel· ed you r n aining and left the Sh.1dow Sun enc1:lve when' you learned the order's se(Tels, yo u (:In expeCl lutleco nuC I wilh oth e r ninjas. The p rocl' S S of joini ng the Sh adow Sun~ forces you to look ;\1 [be worst paTls 01 your soul wilhout flin ching. Although Ih.. ninJ3s of Ihisordcrarr strongenough 10 e ndu re s uc h trials. il'w of Ihem wish 10 be reminded o f Ih em. Sh ad ow Sun dOJos arr usually :IIus[ere, isob led places wilh Ih r ambience of a gravl"prd or 3: ro mb . Only Ih e s h.adowspt"ake r, the dOJo s ht'.:Id rr.alnt'r .and m3ster, dwells there on a permanent basis. A Shadow ~un n inJ.:I s..ek s.1 Sh3dowspt'aker's 3dvlce on h· under Ihe mosl press ing cireumsran(es.
COMBAT In banle. you ahemare between srealrh and a vinous. fromal awaulr Your rrai mng focu ses on the dualuv of your soul , and rh ts comes thro ugh in vour tacti cs. xtany of your abiliue shift between light and dark effects. Thu s, you mighl lurk In she shadows 10 take advan tage of darkness abilities, then leap Inrc rhe fny 10 barhe your opponerus in 3\"("Ogtng 1Ighl . As the 5Iu dO\\, return' . you slip awav 10 Slut the proc ess agam , The Spring Attack (('.:11 is an excellent choice for \'OU ,.lIS is Blind-Fight , Darkness shrouds you. but you have nc speci..1 abllilY10 see th rough II. A magic uem that grants darkvinon provides you with an irnportanl edge. Th e ongirul Shadow
Sun m
n J.:lS Wt'U' half-orcs and half-demons.
when rheydcvel-
oped this fighung style. ,hey gave lillie though t to creat u res wh o wert' blind in the dark.
ADVANCEMEI\'T The se who seek rhe shadow Sun parh are usually tormented by som e deep divide within th eir perscnal ines. If you joi n Ihis p resage class, YOU.llft' like-Iy no differeru. Half-orcs who slrugglt' 10 walk J. rig hteous pJ.lh despite racially mcnvated hatred an d tau r us find rh e Shadow Sun path ap peali ng , part icu lu ly II" tho se same ind ivid u als a lrea dv follow rhe monk s path and make an efforr to con trol th e darkness tholt
hI'S wuhrn them. Once you joi n rbe Sh ad ow Sun order and mas ter Irs bas ic tea chmgs (in ga mt" terms, 13k/' lSI leve l in Ihi s class). you are on you r ow n . Th e path of Ih e Sh adow Sun is one mean t for th e In dividual. O thers ca n no t help ~'ou find rhe ba lance between you r good and ev il n atures. Only you can achieve rhis. Some Shadow Sun ninjas n ever again cross paths wuh a member of th is order once they leave t ht"i r JOJo. ~\~ mcnuoned aoon'. Sprmg Anack and Blind·Fight :Ire excellent feolt chok es for mt'mbt'rs of Ihi s prestige c1Jss. You ~ho uld Jt~o considt'r gain ing ranks in Hide, M OVt, Sile nt ly, Tumble, and Balance , Thl'Sl'skills allow you ro move abo ut Iht' llJll lefield mor e easily,
RESO URCES Shadow Sun ninja s rt'ly on ly upon th ~m s e l \'t's . Som e of th t'm long for Ihe compani on sh ip ofgood, rel iable friends , Th us, t hey fre qu ently joi n wilh her oic adve nluri ng ba nd s 10 fighl injustice. Howt'vr r, sholdow Sun n injas rarely de velop dt't'p fri /'nd sh ips. ~ h n y Shadow Sun ninj.u adopi new names to reflect lht' r.ath t ht' ~· WJ lk. A ninja ust"s th is name wht'n dt'al ing w ith olhers bUI someri mt"s, when she fonns a pnticul.arly c1o~t' bond with an ally. she m igh l shue her birth n:a m/' . Th IS act sho ws df'ep trust and failh. To a sb.adow Sun ninj.a . he r old name r~prt'st'n l s t ht' tu nnoilthat raged wn h lD her Nfore she learn/'d 10 cont rol h er dnk SIdc.'. In t'ssence, a ninj a is g ivin g her com pan ion lhe nam e of Ihe dull. Iwin thai resid es wi lhin ht"r soul. Wht'n a Shad ow Sun nlnJol O\'e rexl ~ nd s h~r pOl\'t'("S and fall s into d.arkness. rh e" vamplrt' thai arise~ In ht'f place Iypicall) u~es h/'r bmh name.
SHADOW SUN NINJAS IN THE WORLD Thi f't'.It sl,d htl i mrly Pt(l1lU( shc tI(I'cr lord us hir lIu1\'lf.liar would slrt lIt 1(1 I1lfow lIS 10 cur lllft· lltr form HI . 10llf, EWII If slu A ~(srl'lIl'.u1l 10 bt rtnltltlPtrt d, Wi wIll sm g of hfr duds. If 11111 Ihlll lll ,( rtl ll'IYS u drd E:i'II .~ - Aroas Run emom,Th ane of the Eight Peak Sr il"l'
tUrrVt,lr
Shado w Su n n inJ2s ra re ly gather in large numbers, wal k th e land In anony mi ty. an d tram in remere. Inbcspuable OUt~ tS_ Thus. addi ng tbem to your campaign is relatrvelv eiSY. They co uld be acn ve in a reg ion for years, but liult' IOIT about rhem exISts aside fro m laks of WIDell'sSstrangers w ho appt"Jr, defen e\'11. an d fade back into the night. A ch n acterwho might ru rs u~ lh is path is mos t likely 10 discO\~r the Shadow Sun ninjas by accide m. For exa m ple. a shadow Sun nl nJ.1 m ight . if she St"t"S.1 prespecuve member secretly place a map 10 rhe nea rest dcjo wir hm the possible nmJa's poS\t'sslons. Jf rbe penuoner c.an reach th e dojo .and survive rhe tranung. she b«0IDt'5 a mnJa. .Many Shadow Su n warriors don r even know the idennnes of rbe ninjas who set them along Ihi s path .
O RGANIZATION The Shadow Sun ni njas lack a formal, co mplex organizatio n, They art' wa ndere rs an d loners. AI limn , a Sb edcwspeaker might send word 10 all the Sha dow Sun ninjas he trained. Thi s event co mes to pas s on ly wh en the Shad owspeaker resrs on deaths door, in whi ch case the n inj.as choose a new Shado wspea kerfrom among rheir rank s.orifa great evil has arise n. Such garhenngs to defeat an evil bei ng, called shado w hunts, happen perbsps onc e each ce ntu ry, If an evil power is tmght y enough 10 demand such ane nnon , few of the Shadow Sun ninjas aI\" likely co surv ive Ihe bail ie .ag3inst it. The Shadow Su n ninJJ.s lack any rt'
NPC REACTIONS SIudow Su n ninja s ru ely pro\·oke .an u t r('me ft"act ion , sinc~ few know of th(' ir lrue nat ure, their powen , 3nd Ihelt g02ls. ~l em bto r ~ of Ihl S o rder.al"l' h3pr it'M wht'n they can rctform their dm s with few compl ic.alions :and linIe or no olltt" nt ion . ~t OSI com mo n folk rt'gard Ih e n injas as slighlly inlimidating, Thelrquiel. rrsel"Vt'd manner, combined wilh their gI\".a1 figh ling I3len l, m:J.k~s tht"m vaguely menacing. Some towns and rilles dm'e ofTshJdo\\' Sun ninjas for fe;ar that the ... conson with evIl po"·/'t"S. The ntnJ.1!i f)'PicaUv :I\"Otd such locatwns bu t ~ hould t'VlI anse In one of t ~ . I h~ tnlght sImply \\ rk ID secrt' t.
SHADOW SUN LORE Characte rs wi th ranks in Knowledge (arca na) can research Sh adow Sun ni njas ro learn more about them. When a cha racter makes a skill c heck. read o r paraphrase the following, Includ ing the information from lower DCs. DC 10: Shadow Sun nin jas art' loners who figh t e vt l on their own te rms.
DC 15:Supposedlv.rhese ninjas Use rbe powe-rsof darkness against rhelr en erm es .
DC 20: Shadow Sun ninjas harne ss both dark
SHADOW SUN NINJAS IN THE GAME :\ Sh adow Su n n in ja wo rk s well as a mys te rious, pe rh aps untrustworthy NPC who all ies wit h rhe ch arac ters against .1 powerful, supernatural th rea t. A wandering ninja migh t know somerhing abour a de mon's weaknes ses. and rhe Pe s must work with him ro ove rco me rh e mon ster. H oweve r. the ninja's tendency reward suspicio n makes her relancnshrp with the part y icy at bes r.Th e charac ters musr decide whether 10 trust th e ni nja or st rike OUi on t heir ow n. A villain might pose :IS a Shadow Sun n i nja , usi ng rhe o rde r's mysreriou s nature tocloak hi s true nature. This pr esugc class is a good cho ice for a player who likes a character wirh a tragic back srory. ~lany Shadow Sun mnjr s seek to escape a tragedy o r mis take in rh eir pasr. A PC laboring under a dr eadful cur se, or one who is secre rly a reform..d villain, is a good march for t hi s clas s.
ADAPTATION Th e word "ninj a" str ikes ma ny OM s JS an a nac h ro n ism, or at least a misplaced cu ltural element, in t he 0&0 game world . T h is pr esti ge class cou ld also represent an o rd e r of monster hunters, a band ofgood-aligned assassins that smkes down evildoe rs, or a maniaI art taugh t by a speci fic, isolated mo naster y,The key Irail in rht s presti ge class is rbe struggle be tween light and dark t hat lies at its cen ter. The rest of the dcscripnc n is me rel y me ant to i ns pi re, If the descrtpnons donr work for you , rh ink of any races. religio us orders, and o ther aspec ts of your campaign where the st ruggle between light and dark woul d be a good fil.
SAMPLE ENCOUNTER The PCsa re likely 10 encounter a Shadow Sun ninja at any lim e the y fight again st an evi l force rhar threaten s rbe land. EL 8: Doomveil is a half-ore Sh adow Su n ninja who seek s to nghr IhC' wrongs she co m m ined in th e pa st . O nce, she'
\VII S a
member 01 an ('\'11 mona snr orde r ded icated 10 1ll'xlOT Horn a nd raised In th e monaste ry, she never knew anything beyo nd comba t training.devoti onal prayt'lS 10 Hextor, and rh... occasional raid to quash a pea sant uprising in the conquered land around mona stery, During o ne suc h raid, s he me t a clerlc of Pelor who, recognizing t he fundamental spark 0 1 good wuhin her soul, co nvi nc ed her ro rum aside her 1."\'1I ways , Since th e n . Doomvell h as t rai ned as a Sh adow Sun n inja. If th e characters fighl3gains l Hextor and his minions Ihey m igh t find her lurkin g at t he edge oftheir st ruggle. she prov ides assis ta nce by pass ing alo ng imelhgence sh e gathers. scouti ng He xro r's temples in disguise, and so fon h . If rhe characters 3fC' close 10 \'iCtOIY. she offers her direc t assistanc e 10 aid them. D O O MYEIL CR Fe male half-ore monk 6/Shadow Sun ninji 2 Al LG Medium hu m anoid (Otc) Init +2; Sen ses da rievis ion 60 ft.. listen +3. Spot .,.] Langu ages Com mon, Ore
8
AC 19. tou ch 16, flat-foo ted 17; (+2 Dex, +] Wis. +1 cla ss. +2 armor...1 nalu ral) hp 55 (8 HD) Immune no rmal diseas e Resist evas ion , cold 10 (flame of the shadow sun) Fort 1'11, Ref +11. Will 1'12 (...14 aga inst enc hantments)
Speed 50 ft. (10 s q uares) Melee unarmed s t rike +7 (l dl O+2) o r Melee unarmed s t rike +6/ +6 (ldlO+2) with flurry of blows
a' Melee mwk kam a +8 (ld6 +2) o r Melee lauch +7 (l d l0.,.3 negative energy) with touch of the shado w sun Ranged to uc h +7 (2d6 fire) with name of the shadow sun or Ranged mwk light cro ssbo w +8 (ld8/19-20) Base Atk +5: Crp +7 Alk Op lio ns Stun ning Fist (DC 17, 6/day) , flame of the shadow s un, ki s trike (ma gic), tou ch of the shadow s un Co mb at Gear pOlionof cure modtratt: wounds Man eu ver s Know n (IL 5th) : Strikes-mighty throw t (l st). shadow blade technique (l st) Counters- baffling derenset (2nd ) Orher-shado w jauntt (2nd) Disciplinu: Selling Sun . Shadow Hind t Readied maneuver Abilities Str 14, Dex 14, Can l<4 .lnt 8. Wis 16. Cha 8 SQ slo w fall 30 ft. Feats Deflect Arrows ' , Improved Disarm!, Im proved Unarmed Strike' , Mar tial Slud y (might y throw), Mar lial Stud y (shado w blade techn ique). Martia l Study (shadow ja unt), Stunning Fist' Skills Hide +13. Mo ve Silen tly +13, Sense Mot ive +14 Possessions combat gear plus masterwork kama , ma ste rwo rk light crossbow with 20 bo lts. bracers of
armor +2, amulet of natural armor.,.1, brooch of §hie/ding, doak of fesislan c~ +J
he nin e swords-weapons spec ifically crafted to embody each of the mart ial disciplines-c-are more than simple legends. They are relics tha t remain hidden somewhere in the world . Ma nymarrial adepts -spend a great deal oftime seeking out these weapons because each grams its wielder tremendous power and artistry in his chosen co mbat sty le.
A weapon of legacv has the capacity to grow in power as its
wield..r advances in 11.'\1'1.'1. Ideally, acharacter would carry lind en sh the same weapon throughou r his ..m in- career. l ni liall y, III weapon oflegacy might seem like nothing mere rh an a sta ndard magic u em. On ly wh en the wielder leern .. so me thi ng of its p ast does he begin to understand 1bu hu weapon hol ds un tapped pcreena l Un LIDe weapon', h tsrorv prov ides him With the ke ' r p
"
The in form alion on legacy we-a pon s pro vided here is brief, bur it shou ld be sufficient for you to use rhew eapons featured in th is book. For more det ails on tn ccrporanng legacy weapons mro your campaign, consult Weapo"s (If Ltgary. Na me a nd Desc ript io n : Each legacy weapon description begins with the- phys ical featu res ofthe item..Assuming the characrer doesnr already k ncw rhe weapo n's name, itcan be determined with a DC IS Knowledge (history) check. No n legacy Carne Sta t is tics: Every legacy weapon bas certam magical p ropert ies that are accessible to any character. Inform ation on th ose powers can be glean ed th ro ug b t he nor mal method, ofidentif\'ing magic hems. The COSt gwen here is tor a normal m agic item of the legacy weapon's kmd.essu og thaI its true status is still unknown. In fact . welpona art' pnceless. cyJtem has en omen, a m m or power th ai
}jIbl • solM.hmg specel, 1510
•
which
charac tcr CIn learn wha t spec ific rues. prccedore-, or r er emomes are ncce ~ary to bond with a wt.'apon and unlock If powC'rs. Lear ning .1 piece of a wea pon S PiiSI requi res a Knowledge hl ~tor y) check. with inc re- :l. ~i ngly difftculr DC s for more escrertc or perttnenr fact s. If an yone succee ds cn such a chec k and co m m u nicates rhe re levant information to the wielder. he ca n uncover rhe r itual associated ..n ih rhat pUI of the weap on's Iegacv. The skill check DC and Ih C' rnual gleaned from :I. successful check appear paremheucallv al rhe end of each rele vant paragraph in a weapo n's h lslory Leg acy R it u al s: Every leg:lcy .....eapon in tbls book has three rituals associa ted wuh it; .IIC':1.st,:I. ~SC'r. and a grC'.1ttr ritual. In addlllOn to any lasks required. C'Vf!ry legacy nnnl has a gold plC~n' COSTfor mate rials expended during Irs perform ance. Per form ing these muals granlS acces s ro a weapor's least. lesser . and grea ter abtlines, respecuvelv, A wielder ..... ho meets a weapon s requirements (<;j.' e below) and completes rhe least legacv rnua] can use Ih3t legacy we apo n's 1C'3sl abtl lll es. \'("uh each additional rilUal co mpleted. a new nngC' cflegacv abihnes becomes a"Jihble. Each It'g3cy .1bi lll l also has a mini mu m character level associatedwuh it . Acharacrer bclo..... lh is 1eYt'1ca n complete a ritual, bu t he ca n't use rhe correspond ing legacy abi lity u ntil he reaches th e req uired level. W ielder Req ur remer us. In mucb the same way as meetIng the requirement s for C'ntry In IO II prest ige cl ass, eac h prospect ive wielder oi a legacy weapon mu st m ee t cer tai n requ ireme nt s 10perform 3ny legacy ritual associ:lft'd wi lh it, or to USt' an y of It S legacy abilines. These req uiremems need nOI bt' m.' t for t he ch:l.tacTC'r to use Ih C' ile m's no n· legacy abi lir it-s. Personal COSTS: In addi tio n 10 perfonning a ril ual and paying ils gp cos t, Iht.'wieldl'r m ust willi ngly pay th e in.!lc:lled pe rsonal COSts-such JS hit poi nl loss or pt'n altil.'S on saving Ihrows-Io u se a legacy we-apon's abil ilies . The~e pe rsonal cos tSare permanr nt and represe nl the weapon t:l.P-pin g int o ils wir ldl·rs vilJl em'rgy 10 unlock its fu ll polent ial. Each weapo n has different pt'rsonal COSIS. The- w ir ld...r mllSI pay Ihl' pC'rsonal cost immt'Jia t...ly upon reac hing th e chaT3c ler le\'e l ar w h ic h it is asse ssed . .1ftt'T d l o lher levC'l·rebled adjuslments. If he is unable 10 pay the COSI, he does nOl gain 3ny Ie-gacy abilities asso' ci3ted wi th Ih ar level unti l he can pay . The COStS apply whC'ther or nOI Ih e chanC Ier is aClh'e!y wit'lding the leg ac y we3pon . Unleu ot he rwisC' nOlC'd, m ulr ipl e va lues In th e S3mt' colum n3 te no t cumula riW'. ln e.3ch ca~, Ihey re presenl tl:e t0131pcon;lhv appl~d. AIt.u k Pt""l1y:-lhis value rr pn"SC'nl Sa pennan enl pe nahy on all The wiC'l ller s attack rolls . S
l . t' ~ l1 q' \~h' apon ·,b ll uil':lo : Un l l's~ noted ot herwi e charac ter must be beldin g the weapon ro acnvare an ablltl and Kli\latmg a legacv abilil YISa M:l.nJud action rhar doe
nor provoke attacks ofopporrunnv, Co nnn uoesly active abtll til'Sarc in t'ffcet as long 351hl' character carries the Wl'apon on his person . The save DC foranv legacy ability is eq ual to 10· IhC' leve ] of the s~1I or effect • IhC' m inimum ablluy score needed t (351 Ih3t level of spell, jus l as normal for nugic items. fbI' wlC'IJds Charisma modifier can be substituted for I h~ abllill' mod ifier normal ly used by the item, ifrbe save DC result wou ld be higher.
DESERTWlND L>';wor l \~'l"J is a slC'nJl'r and graceful seteuur crafted oi dun 109 necl.
Iun rous IVOf)', and polished gold . Its hi h is set with brilliant blue sapphires and hery TC'd rabies. No te: The ongmal descnpncn of rhis weapon appeared m rhe \'('tl1f'O"S of ltg.zCl' supplement. H ere, it h as been moolfu·J s1ighlly 10 make it conform ro rbe c ha racrens ucs of rhe other e-ight discipline-fo u nding swords Even if Yl'U have Wraf'O llI of lrglHy, the versio n descnbed below is recommended if you are using any of th e 0 1her rules from Ihl S book. Son legacy Carne Statis tics: ..I snmllar, COSI ! .315 gp Weigh l "lb. On a successful :II14Ck. Cksn1 WinJ dea ls 1 POlOt offire damage in addmon [ 0 its no rmal dam age. O m-u: A soft. warm breeze briefly su rrounds th e wie lder wht'n he gras ps Clt'strJ WII1J 'S hi h. The blaJ~ grows ~'(' ry hOI when w ielded in bail ie, glowing red ore\'C'n ,,,h ite.
HISTORY Th(' gt'neul de sig n oi [kitrl Wi,hl sugg('SIS Ih at its crealOr h ailt ,J from ol1e of thC' g reat , se m im yt h ica l cities of Ih e soulhe rn dest'rt s. 1n Iht'se met rop olises, all citizens k now po w...rful magic. and ge nie s walk th e stret'ts alo ngsid e mo rtals. The co m munitit's are presideJ o\'e r by po.....erful caliphs an d em in, who ru le wi lh iron fis ls hidde-n wi thin sil kl'n gloves of cou nly int rigu e and du plicity. Dt 5<:rl Wln,l was s u rdy de signt'd for suc h a wea h hy noble, be cause no mer ... soldie r cou ld afford the finery of a blad e such as thIS one. Tht· fact Ihal lhl' sc im ita r is func lional3n d bea ut ifu l shows Ih .11 ils ownC'r was a discerning warrior, not one who carriel13 sword o nly for show. The dU31 lheme s o f fire and ai r, reflectl' d in Ihe J(,weled inlays and Ih e go ld emboSSing on the hlad e, hinl al a possible supe rna tural origin for the swor d, pe rhaps tied to Ihe stories of thl' genies Ihat dwell Tn the dese rt citil.'S. (DC t s) Lltwotl U:'lI1J was commis~ioned by th C' emir Rash id ~n Daoud, a wealthy and po'ol"erfulrnercha nllord of the sou lhC'm wasl('s. Rash id bui lt his empire not on suc h paltry, mund3n~ goods as go ld and 5ilvC'r or exo Tic silks 3nd spice~, bUl an ru e an d p rec ious ~pC'!1 components and magic :lflifaClS from across t he planes. Rash id compe ns:l tC'd e:urapl:l.n.ar advC' nlurels amply for The rC'lrieval of body parts from l'XOIlC oUlsidr t . m31C'f1al fro m di sunl planar lonb. and
orher rue sund ries ior whi ch wizards we re wrl hng 10 pJY a hlEth pnu' bUI unwilling 10 risk their ow n ne ck... GIH'n rhe nature o f his bu siness, il is unsurprising Ihal Rashid m ade several powerful enemies wh o would have d elighted in the e mi r's death by d ow torture. So Rashid hired rhe [inesr bod ygua rds that money cou ld bu y a nd fil led h is home with enoug h magical wards and traps 10 protect an enure 10'01 ci ty. O n lap o f these prec autions. in case 311 h is de fenses failed and h is person \\'35 d ire-ctly rhrearened. R3sh id commissioned t he for ging of Oc,,' rf \t'lnJ by an efreeu we apce smnb called Haqt rn. \'t'il h 51e('1 maned irom the Elemental Plane of Earth and .a forge Flame born on the Elemental Plane of fi re , Haqirn crea ted a mag nific en t sctmua r. (or which R3shid pa id heedsc mely. (DC 18; Rife of rhe fb mt') Rashid received hi s sword. marveling OI l It S razor sharpne ss, perfec t ba lan ce , and nea r weigbrless ness, but sti ll he fea red the corning of h is enemies. He then look rhe scim itar to a J jinni of h is ar quainrance, a sorcerer n amed ~ 1J.bq. 10 wh om Rashid had sold many rue anJ valuable artifacts. RJ shlJ Jsked !l.l .tlaq 10 lay spells of pro tec u on and su rene ~ in banle mro the blade. H e asked IhJl rhe weepon defend h im from .1 11 JSSJult . lh JI it ward Ofgam sllh.. pre-sen ce of these from beyond rb is world. and thai II be able 10 st rtke down his enemies . sliCIng th rough rhern as a bird CUiS the air wuh us Wings . Mal aq look Iht' swordand examined it, and though he saw from li Sconst ruelion rhar it was
rhe workof rhc haled efreet . he agreed to the
'\li?uh norhmg 10 hold them 31 bay, the outsiders from whom R.1shld had prorued began 10 close in on him . [>tm f \i'lnd , once meant 10 be Rashid 's 101'01 line of defense. was now his o n ly prorecuon. !l.ti ghl Ythough the sc im itar was, and skilled OfS Rashid was with a blade. he co u ld nor sta nd alone :rgains l h is ad ver sa r tes . H e ra n. The life of a pauper did nOI ag ree w u h Rash id . however. and he fou nd he was i ncapable of earni ng co in 10 pav for hi s keep. At long 1.1'01 . he WJS cornered by agerns of the devil prmce Clcrnc rh Ih.. ~lJJeflCc nl a nd dragged shrit'kl ng imo rhe Nine Hells. Popula r tal es recount h is fale- to be daily rom apatl by de\'11s harvesting h is flesb.onlv 10 be rejuve nated eac h morning to suffer the sa me f:r te again. O f DesaI \t'IIIJ'S fil le, no fab le speaks. IDC 31: Ri fC o f rh e Pau p er)
LEGACY RITUALS Th ree r itua ls are required 10 unlock all the abili ties of D
emir's request. \'(' it h a coin made fro m 3 Slo ne. a song stolen from dtn. and a knife fro m u nder the hills. !l. lala\l wow hi s mOSI powerful spells int o the swo rd, The steel practically th rum med with power. scarcely able 10 con tain Ihlo sorccnes placed u po n if. W hell allasllhe castIng WJS done. .\l 3laq swore lhat he had nevt'r p erformed s uch migh ty mag ic and Ihal Ras hi d W;lS surely;ls safe as any In.a n cou ld ~w , w il h hi s prote ct ive." wards. h is c apab le bodyg uards, and h is sword cufted i1nd e ns orc elled by ge ni (' ~ Rash id look lhe swo rd and (eh Ihe awesome power singing \\'ithlO il. He paid generously for il. (DC 25: Rite of the C louds) Though Rashid now possessed the finesl sword Jmong aU Iht' lord s of Iht' Jt'sen, Ihis fantaslic wt'a pen v,'ilS.1150 hi s grealest folly. So much of hi s fortune h3d RJshid spe nl upon lJtSlrl \t" nJ tha t ht' had no mor t' mon ey w it h wh ich 10p ay hiS ad\'enlu re" for Iht'irdiscO\·erit's. 'o':'ilh no remu ner.u ion fonhcolTllng. RJsh id's supplien turned d St'wht'fr to sell lhc.oir WIELDER REQ IREMENTS gooJ~ \'('ilh no ru e and PD'\·t'rful spell com po ne nts 10tu de, Any ma rtially Inc lin ed chanC Ier wh o pr('fers a ligh t, qu ick Rashid had no money 10 pay hi s guards 3mJ set\'lllnis. They all Wl":rpon benefil s from ~r l '\\md, bu t .1 swords.age or olhet left him. Wilh no servants 10maintain them , R.Jsh id·smagIcal initute o f .he Dt-serl lX'md di SCipline finds Ih JI the blad...·s wn d s falter ed and t'xpired 3nd his tnps ru slt'd and roned, abilitit"S murar his ow n. becomlOg useless. Soon. naught stood be lwt'en IUshld and h iSenemiC's DUEll WIND W I ELD fR REQUIREME NTS Attack bonus ...]
Wt'i1pon Focus (sclml l ar)
1. GAGY WEAPO N ABILITIES All th e- following art' legacy abilities of lHstr l W·md. De sert c hild (Su ): AI 51h level, you take 10 rh e heal of th e desert days and the bn ter chill of t he desert ni ght s 3S though born 10 thai environ mem . Beginning at 51h level. you consuntly benefit from the effKt of an trlJurt tltmtnfs spell Casler level stb. Fiery Slash (Sp): At 6th level and higher. you can cause D,'strt W'ind [Q Spr1Y a fan of flame'
u .cr 11 -vcur Cha mod ifier, whichever is higher. Casler Da n ce of Flame a nd Wi n d (5 u): AI 71h leve l, you gai n a +2 enhancemen t bonus 10 Dexreruy, This bonus increases 10
level and 10 1"6
at 17rh leve l.
De s ert Draw (Exl: Starting 011 Blh level. yo u are trea ted as if )'OU possessed rhe Quick Draw f~at when unsbearhmg Dtvrt WinJ, Fiery BIade (Su ): At 12th level and higher, you can imria re the burning blade maneuver (see page 52) up ro t h ree rimes per da y. If you 011ready know burning blade. you Instead gain rhe ability to init iate it as an immediate acncn once per encounter, even on another creature's turn.
Tuu 6 - 1; DESERT WIND Wielde r
Sth l evel 6th 7th
FAITHFUL AVENGER fa Ithful Avtllger is a cold iron falchion wi th a dull steel blade. Irs hilt is inlaid with ivory an d on yx. No nlegacy Ga me St atisti cs : +J (oM iron /,lIdIlOIl; Cos . 4,330 gp; Weighl "lb. Omen: Whenever Fallhful Avtngtr scores a critica l hil while wie lded by a good-alig ned creature, ir flashes wi th a yellow-white light . If the bearer is evtl.rhe flash ts a slc ke aing green color,
level srb.
.43 1 Ht h
I an the Hames (Su): Btogtn nlng ar 151h level , yo u ran use the fan rh e fla mes maneuve r (see page 53) 31 will, a ~ II }"OU kn ewir. H you alr eady know fan the flames, you ins tead deal an extra 1 po im of fire damage per die on you r dam age rolls wi th rhal maneuver. Caster Ievel terb. Flames o f rhe Desert (Su): At 19th level and hig he r, you can use the wyrms flame m.n~U\~r (se(' pag~ 56) three ume pe r day, as ifyou knew it. Ifyou already know burs rofflame. you instead deal an extra I point of fire damage per d ie on yo ur damage rolls wnh Ihal maneuver.
- - -Personal ( 0 515- - Attack Fort Save Hit Point legacy Abilities eserl C I CI Pena lty Pen alty Fie 51as 3 a Dance 0 name -1 2
~~"~~~~~5~~~
draw 2 E~~~~;~§~~;~~~'" 7 d ~ w~n ~ d ~
Desert ... J ammg+2 sdmilor
2
2
Dance offlarne and wind ...
Fan di ~ am es 2
+2f1am;ng bun' uim;lar Dance name and wmd 6
0'
+3 flaming burs t scimitar Hames of the desert l Jday
2
+4 flaming burst
scimitar
HISTORY The falchion known as fiJililfu! Al'rllgrr is a mighty w~3pon th ar C3n become an extension of irs wielder's wi ll. hspurpose has more ro downh fulfilling a caus~-a n) cause-e-than w ith represennng any specific endeavor FillthfulAJitllgtr has bee n used as oflen 10 enslave tho usands as to free nat ion s bou nd in slavery, because it is the devo tion of its wielder that feeds rhe swo rd. (DC 15) Failllflll Av.' l1ger follows the heart en d m in d ofi ls wie lder. Previous wie lders have included jumk, a noble paladin who used Ir to de fend a ham let from a marauding black dragon, and Lcrissra, a virtuous champion who foughl agains t rhe tyran nical Black Eagle Baron. When lorissta fell , the sword was passed 10 one of the Black Eagle's lieutenants, who used it viciously in a number of brutal raids on nearby villag es. (DC 20; Awak~ning) Those who bore FaIthful Avtngtr for long periods of lime often found them selves on quests to prove their devotion to their chosen principles. Henrtkel the [us r annihila lC'd an evl! elemental node, and Karryn the Stout destroyed a lich s phylaClcry. Norbrand the Bold, on the e ther hand, defea ted a gold dragon rharrhrearened to expose his slave-dnven mining operations. (DC 25; Nurturing) The deeds of faithflll Al'trlgtr's grea teSt wielders have been written into th e annals of hi st ory. Acererak was th rown down, Orcus's wa nd was shattered, and na ricns w.. re lor n asunder-all th rough the deeds and devotion o f f al,Ilfll1 Avwgtr's beaters. (DC 31; Co m m an d in g)
LEGACY RITUALS Th e follow ing th ree ritua ls are required 10 unlock all rhe abilities of f lll/hful AI'CII~'o·r. Awakening: You mu st spend 24 hou rs in cc mem plali on , wetghing th e good and evil deeds in which rhe sword has played a pari . AI the en d of [his day, you can un lock eit her ih good or us evtllegacy, Once thi s choice is made, Ir ca n ner be cha nged un n l rh e sword is passed to a new wi elder. COS I: 1,500 gpoFC',1f Crarue d: l e ast Legacy (Fllilhf ld AI'tn{:a).
Surturing: When ~'Ou have slain an opponent who has a C hal lenge Rning equal ro your character level. whose alig nment opposes your own , you can meditate again [ 0 unlock fallh{lll A~'tngd5 1Hser legacy and determine what great for you will evenruallv deCe:!. l. Cost: 13,000 gpo fear Oranred: Lesser ug3cy (f(l'lhful AI'trlgn -).. Co m ma n ding: To perform th e fina l nrual, you mUSI find a sh rine that is sacred to an alignment Ih:H opposes )'ou rs and lock yourself wi thin il for 24 ho urs. During th is ti me, you will he challenged . If you aft' good-aligned. you mu st face a horned devth if you are evil , you must defe:11 a pla netar. Cost: )9,000 gpoFear Granted: Greater legacy (flll/ltfell Avtngrr).
WIELDER REQUIREM ENTS
agamst oppo nen ts of J iamrr rically opposed alig n men IS. For exam ple. If you are a lawful good 6th-leve l warblade wiel din g f allhful At'(flgtr:agains t a chaotic evil ene my, you gai n a +2 bo nu s on at tack roll s and dam age ro lls again sl [hat foe , Your bonuses from th is abili[y are halved agai ns[ an enemy rhat has on ly one alignmen r componen t d iamerrically o pposed ro yours. rou nd in g dow n (mini m u m +1), In rbe above example, if you we re fig hting a neutral evi l enemy, you would gai n a .. I bonus o n au ack rolls an d damage rolls. Blessing of Fai th (Su): Your affiliation with the legacv of rallhflll AI'tllgtT makes you hardier. At 9th level. you gain a +2 enha ncement bonus to your Consn tution sco re. This bonus increases 10 +4 OIl tsr h level and to +6 at 19th level De tect E"'II (Sp): At to rh level and higher, you ca n u se Jfl«1 tVII, as rhe s~II. at \\;11 (C L 10th). Lesser Restoration (Sp): A[ 11th level, you can use !mtr rn t"rlltion. as the s~11. three trmes per day (CL 10t h). Boundless De terminat ion (Ex): When you atta in 16th 1~"l!'1. you gain rhe abililY to assu me the immortal forti tud e stance. If you alnoaJy pDSSt"Ss th is class feature, your im mort al forti tude stance gra ms you tempora ry hit points each round equal [ 0 your roral crusader level. Res toration (Sp): A[ 17th level, you can use mlc/TltllOIl on yourself once per day as a swift acncn (C L 15th). Resiliency (E x): A[ 20lh level, you gai n the ability to igno re dam age from a single source once per day,
A wielder of Fiu l/lflll At'l'"~"r must sta nd on one end or the other of the good/evil alignment axis. Paladins and CTUsaders are th e most li kely candida tes , since they can mee t the req u irem ents eas ily by th e rime the first legacy rt tua ] becomes available. TABU 6-2: FA[THFUl A VE-HGEI - - -Perso nal Cost s - - Wielder Attack Fort Save Hit Point FAITHFUL AVEN<:>ER WIELDER REQUIR£MENTS loss Level Penalty Penalty Altack bonus +5 5th Weapon Proficiency (falchion) 6th -1 Good or evil alignment 7th -1 2 8th 2 LEGACY WEAPON ABILITIES 91n -2 10th 2 All the follow ing are legacy abi lities of r ai/hflll At't'lIg,'r. Dual Leg acy Propert ie s: Fllltllflll At'(llgt r car ries tw o 11th legaci es, o ne o f evil and one of good. Upon corn ple u ng 12th the fir st legac y rit ual, you mus t choose w h ic h legacy 10 13th -2 u nl ock. If you choose the leg acy of good, the falchion will eventually gra nt you the ability to d.'ltd "l'd , and it 14th 2 will be com e a holy weapon . If you choose th e evil legacy, 15t -3 16th 2 you can instead ddal goo,1, and the weapon eventua lly b ecom es u nholy. lth f aithful St ri k e (Ex): Unloc k ing the legacy of Fa ith18th fill ,\ w ngt r gran ts you k nowledge of [he Devoted Spirit di scipli n e. Al S[h level, you gain a bonus on arrack rolls 19t and da m age roll s equal 10 ·1 per three character levels 20tn 2
legacy Abilities Faithful strike
..2 cold;ron!olchion Blessing offaith +2 Deteel el'i/ or dele el good
Lesser restorot;on
+2 haIr or unno/r coldiron falchion BI~ssing of
Restoration +3 holro r "nholr cold iron akhion Blessing of fallti +6 Resiliency
SUPERNAL CLARITY ~ur"rn"l elM If )' i ~ J pcrfl'ctly bal an ced rapier m ade o f glh lcning m irh rJI li s gr ip i ~ ti ghtly wr apped with d ark bl ue leather. Nonlegacy C3me St at is! ic s: ..r r.lrUr; COSI 2,820 gp;
Wt'ighr I lb. (lmtl1: Each nme ~I.trcrtloll CI'IrlIYis drawn, rime seems 10 slow for a Sr 1il second This momemarv Irick of perception doesn t provide .;Iny beneht OT hi ndra nce 10 the wielder.
HI STOR Y Th l.' blade k no\\ n a SUf't'rIIl1l CI':lrlly was brought to the
Temple of the Nine Swords by Reshar, the firsr rrue master of rhe Subhme Way.Though some mntial aJl.'p15CUrR ' :I t' swords name, clnrmng rharlusr for rh is blade imnared l i t'
downb ll of the temple.all know U1 1~ir bean s dUI a \\I~Jpon ISmCR'll' the t'x lC'n~ion of LIS wielJer and can never be blamed for i[ ~ use-c-or irs rmsu (DC 15) KU llf-Th el 's , hct"t of ~urtr"JI cl.mly proved to be the t-e-g in ning of Ihe end of th e golden agt"for the Tem ple of t;"e . IRe Swords. \'(' by , he n kshuJ. prrnce stole thar parti cu lar sword WJS widely dlSCUSSeJ, bUI rbe truth WJS never really know n beca use the Ihlefwas never brought to jus tice. ecrae say Ih JI th e n k,h as.a·~ cr ime forever tainted the sword's power, bUI more ope n mind s wonder if rhe we3pon was mea nt [ 0 be cla ime d in suc h ;I m an ner.
Afterall.does
SU~rlfd l a .ritx
acnonwuhour he sit ati on nOI cap tu re the esse nce of this blaJe? (DC 18; Act of Audacily) No hu m an h and cra fteJ Su" t m lll CI.ml)'; il was cre ated o n rh e ASlral Plane b}' a g ilhy:anki swordsml rh named Veselka . us ing ;I d ragonft re-fu eled forge . Though she had already cra fte d many fine magic b lades. Vese lka rega rded rh ts one as her most elegant crea tio n . Des pi te us simpli cil Yo f appearance. the swordsm ilh knew th :al thi s blade-which bore no name at Ihe time - w3S dest int'd for g rea tness. Only by best ing ItS w it'lder. one of t he mos t fa mous warblades e\,('r known 10 th t' gnhYJnki race, d id Res h3r pr o'o't' hi s wo tt hmes5 to rake the blade fro m its ho me plane . Veselk a ne \'er gave up hope Iha l she m ight see 1:1e blade 3g3in, 3nd while she mourned its lo ss every day of her life, she h ;ld Ji lwa.ys k nown t hat it could n ot rea ch ItS fu ll pOlencial unless she ga\'e it up . (D C 25; Forge o f D rag onfire) ~hn y lo ng years aile t Ihe bJtde Ihat sca tt ere d [he Sine Sword s ;acr oss th e world. SlfJltrndl Clarilycame inlO Ihe posse ssion of a hu mble swordsage nam ed R;ldigan. Th ough Ih t' bbde " '015 al rea dy a weapon of gre at pow er, its widders haJ alwa.n !>t'nsed Ihat it concl'all'd some h idd ~n
, Ir('ng lh\, 1 hronghom Ihe yea r ,hal he wal ked 1he land.. wi rh il. R;IJlgan sc.r rched long and hard for rhe secret thai would unlock lhis las I reservoir of power, b u r he found no sign , Th en , o n a whim , Rad igan made h is way 10 rhe ASlral Plane , hoping thai so me de scendant of rhc b lade's c re ato r might sti ll s u r vive. To h is g re al su rp r ise. Veselka was sn l! wor k in g her eter na l forge , labo nng endlessly to repeat her greatest ac hie vement. Aw ed to stand In rhe presence of such a revered sword smi th, Radiga n unhesl !ali ngly offered 10 re turn SIlpt'rnlll Clarlly to h er. " I have proven myse lf incapable of learning us f'n31 sec re ts. he said . "so mUSI I be unworthy 10 wield th is grea.1 bla d e Veselka smiled at the naive adept's words. and rboug b II lore a.t her heart to do so. she declmed the grea t gi ft thaI Radigan offered. she kne w that her ttrne w ilh rbe blade had ended a ltfenme ago,anJ rhar she had wasted everv dav since in a fUlile pursuit . Instead. she asked 10 accompa.n\ ~digan 10 the rums of the Temple of rhe : ine Swords to pay homage 10 Reshar, the blade ' !; greatest wielder Th e swordsage agreed, nOI realiZ ing th at he was acco mpanving Veselka on her final Journey. W hen the gith~';Inki arrived at the tem ple and mel Reshar her ltfe's purpose had been fulfilled. A mome n t leer. she slu mped to rhe Floor and d ied quierly, Her li ft', which In rrurh had ended wh en Resha r took rbe bla de away, wa now ri ghtly over, an d he r spirit WJS free. (DC 31; An End to Des ire)
LEGACY RITUALS Three riluals an- reqc tred lounloc k allt he abililiesofS llra 11<1/ Cldn ly. ACI o f Auda ctr y: You mu sr steal SlIptrnol l Clllrl fy from a wie lde r wh ose Chal le ng... Raling exceeds vou r c b arac ter level. If you fin d the blade ung uarded, you mu sl firs t ensure that Ir fi nd s worthy hands be fore you ca n unlock its powe rs. COSI : 1. 50 0 gpo Fear Granted: l east Legacy (Supa ll!!1Clolfll.-). Fo rge o f Dragonfi re: You musl endure the fiery breath weapo n of a hos tile dragon whose Challenge Ra.ti ng is aileasl t"qu:tl to you rc h3raCler level.lThough most \\;elde rs choos e a: red dragon, any true d ragon wilh a brea th weapon rhJit dt":tls fire d.lm age satisfi....s th is prereqUlsi le.) Cost: 13,000 gp. Feu Gran reJ: Lt'sS('r Legacy (Surl"rnlll Clolrlty). •\n En d to Desire: You must lra\'el ro the ForgeofVe~ l ka on Ihe Ast ral Plane. There you must spend 2~ houn; In prayer :and medilalion , whl'lh~'r or not Ihe forge is sti ll occ upied (or operating) is up 10 Ihe OM Cos t· )9,000 gpoFeal Gn nted Grea ter Lt'gacy (Sllpc'rndl C'!!n ly).
WIELD ER REQUIREMENTS Clllrlly is best sui led for :tswordsa ge or 3 \\'ubLrde thoug h any chanclt'r ca n meet Ihe requ irements by Sih or bl h level.
SUf'l'rthi l
T A BLE 6-1: S UPER NA L C LARIT Y
---Personal Cosl"'~- Wielder Attack Fort save Hit Point legacy Level Penally Penally loss Abilities , th Inllm,datlng strike -1 -I Diamond strike 2 Psychic petse
.,.
,
".". ".
10t h 11th 12th Hlh lAth 151h 16th
-2 2 -2
.] rQP'U Haste -zkeen roplU UncaMy dodge
2
-3 2
17lh
·3 kun ropIer fru dom of movemeni z s k en rop~r
181h
19th 20th
2
...5 kun rap , Time SlOp
SUPERNAL CLARITY WI£LOER REQUIREMEN TS
Base ..tuck bonus .l Weilpon ProfICiency (upler) Cc ncentratic n <4 ranks
LEGACY WEAPON ABILITIES All rh e following are It'gacy ..bfluies of Surtrnlll ClilTlll', Int imidat ing Strike (Ex ): When you firs t unl ock the legacy ofSllpt'TlllllClllnly, you gai n a (f3gment of knowledge from the Diamond M m d J lscipline. AI 51hI..vel, you can use rbe sapphire n ightmare blade maneuver (see pagr nO; fi ve rim es I'f'r d a ~', 3~ if ~'OU k new it. If you 21reoldy know sapph ire:" ni ghtma re smke, you gain 3 t2 bonu s o n your Ccncemra ucn check mad e'wh ile uvmg rhe maneuver. llinmonll Strike (Su): Begtnmng .11 7lh level. you gain a small [ra cri cn of rhe i nstght shared by ~ II SUI,rrtllll Clilrify's previo us w ielders . You ga in a. 1 insighl bonus o n any arrack roll m ade as pU I of a Diamond xttnd srnke delivered with Sllpcrnlil CIlJtll1' PS)'ch tc Pot se (Su) : Suprrn.JI CllJrlly ho nes your menta l clarity to suc h an ex tent that il can actually gutdc your physical movements. At 8th Ievel, you can choose 10 make a Concentration check in place of a Balance check three rimes J'C'r day. You must make Ih lSch oice before anempting the check. Hasl co(Su ): Begmrung at r nb It'vel. you can up mto the anht'renl Sl'f'ed ht'ld wuhin Suprrrllli Cl.m ll'. You can use hwdr (st'lf on ly) for 1 round as a swifl action . Th is ability is usable up 10 five limes ~r d3y. Caslt"t 1l"\·eIIOth. Uncanny Dodge (Ex): As a wielder of Supcrn wl Cl,mfy. you It'un 10 be rt'3dy for battle at all limes. Bt'gmnmg at 1 l th It'vel. you can nOI be ca ugh l (lal ' fOOled. and YOU reac t ( 0 dan ger befort' ~ our senses
would norm.1l1y allow you ro do so. Set' rhc barbartan class feuure J'Il 26 Freedom o f Move merrt (Sp): Losing comrol of h IS own bod y ISeve ry warrior's worst n ightmare, bUI SWf'tTJMI Clwflly gran lS you respit e fr om th ai fear. Su rt ing at 161h level . you can cas l freed om o f movement on you rself once per d:ly 3S an immediate action. Th is abili ty func t ions as the spell, t'"cepr that the du ranon is I minute. Cas ter level torh Ti me St op (Sp); \'C' hen you unlock the final Iegacv powt't oiSUJ'l"rnlll Clllflll':l t 20lh level. you gam rhe abtli ty 10 mO' C' so quickly Ih 31 lime seems 10 ha h m place. O nce pe r d;;ry on command. you ca n use time SlOp as rhe spell. Caster
level znrh.
IUmwlris a bastard sword o f sim ple. but no r crude. construetion. 115 brh and pommel are unadorned with decor-man or filigtff of any son, and neither rune nor image mars its perfecrlv smooch, razor-sharp blade. S o nleg aq ' C:a me Statist ics : t l f\Hlllrd m\1n:f;Cost 2.33S gp; ~'e igh t bib. ('lrnlll : Each lim e t he wielde r d ra ws Kllrnlllt , he hens a fain t voice Iha t sounds like a go bli n chan ti ng the swo rd's name fcururees.eacb timesltghlly louder than the prt'v lous.
HISTORY Hobgoblins claim that KIJ IlllIt( (wh ich mea ns ~ 1I IS deat h- in Gobli n), was rhe firs! sword ever cr ea te d , forg ed before euher the elves or rbe dwa rves had learn ed rhe secre ts o f weapon· crafting. Elf and dwarf swordsmirhs scoff al such claims, but rbe weapon's grea t age IS readil y apparent 10 any v it wer. 1DC 15) Untold cen tu ries 3g0. when hum an oid s sti ll lived a primi ti ve exi stence in the wi ld . a small hohgob li n t rib e so ug h t she ller fro m a grea r t hundersto rm, Th ~l ni ght. a powerful bah of light ning su ndere d 3 mighlY oak tree st and ing ourstde the cavern in which Iht'y sle pt. Not on ly d id this eve nt des rroy the tree , but it also rnelr....d rhe very sto nes eoci rcb ng n.The bcbgcblin chiefta in, whose name has been losr fr om memory. reasoned t hat if fire from the sky could re shape Slo ne, the n u coul d als o shape metal-s-a concept n ot yet k no w n 10 h is pe ople, Thus , rhe des truc tio n of rbe tree g3ve birth (or so th e legend S3yS) 10 primitive meral lu rgv. Upon see ing the [ir sr blade so c rafte d, tht' chief wonde rt'd alo ud wh al he h ad created. Tht' Iribt"s adept :a n~ we red si mply. · 11 is de at h : Since that dlY. thar flrs r blade. Kam .JIt , h as ~t' n passt'd d own Ih ro ug h lht' gem-fiI tio ns o f h obgoblins. DC 18 ; The Fi r s t Forge) One o f the e3tHesl wielders of Kamalt. 3 hobgoblin :13 med KU Ylbt·t once tled irom a horde of angry dwuf warno~ bent on h IS destruClion Pursued d2yand mghr ur steep chtf!> Jnd w m d m g mountaIn palhw.a\'s the
ham led hcbgcbh n eve m ua llv fc u nd himself pe rched o n Ihe hlgh e-sl peak of the land Wuh n o escape ro ute available. "'u 'l ibel bravelv tu rn ed TO face hi s doom BUI n th at very insta nr, a blue-while crack ofhghrmng splil the clou dle ss sky , opening a great crevass e at the fl'el o f hi s pursuers. Down rhey hurtle d into the dark depths , leavIng the hobgoblin :alonl" anti unscathed. (DC 25; Hold ing t he Sky) rhough the hobgoblins au loath 10 ad mi t it, I.: om ldlt has not always remained In their hands. Tale s of wi n ning rhe sword back through force of arms or even tr each er y are well received by gcbltnotds. but the mo sr important ule regarding reclamation of the blade is kn own on ly 10 tr ue devotees o f the Iron Heart di scipline. Whl'n Rcsha r, who would one da~' be- kn own as the fir st M3Sler of Nine, came to the hobg obl in rnonasterv of Ur-Thaldaar, none of the swcrdmasters believed he would survive, mu ch less m aste-r the Iro n Hean di scipline. BUI Resh ar co mple ted everv resr and mastered e-verychallenge , eve-ntually learnmg the- secrets of Ihe fiercest and m ost dtfficulr school of bladework in rhe world , ~ la n y yens later, he returned 10 Ur-Thaldaar 10 take on an apprentice . A you ng hobgoblin named Mag'la Ghar foll owed Reshar 10 the Sunsp.re Mcu ruams and t'\?t'lfually became one ofthe :-.line Masters. 'X'hen Reshar returned after a cen luf)' ofabsence. he came bcarmg nine wt':apons Am ong them was f\l1molt, which Reshar had liberated from a dragon's hoard fu away. This display of respect for }Ohgya Ch or 's people-created a bond of honor be tween the Temple of the Nine Swords and all rb e hobgobli n t ribes in rhc area . So strong was lhis bond Iha t when rhe ..xiled maslen returned with their army TO de stroy rhe tem ple . mort." than a thousand hobgoblin warriors marched 10 us defense. Almost as rragtc as the fallof th e temple ilSt'1( was the f:aCllhal when rhese hobgobl ins d ted . so (00 did :lny chance of lasung pt'ace between the goblinoids and the crher race s of the land . (D C 31; St a nd ing Readyto Die ) T ABLE 6 - 4 : KAMATE
Wielder level
'"
6th
- - -Personal Cost s- - Au ack Save Hit Point l egacy Penalty Penalty loss Abilities StnLwl .; Shockins sr as
7th
8th 9th 10th 11th 12th Blh l "th 15th
16rh 17th
18th 191h 20t h
-1
+2 bastard sward Accurale stri~e Stance asility +2 .3 bastard SlIIOrd
-1
2 -2
lIgbtmng bolt .4 bastard sword
2
-3
-.
2 2 2
Stance aglhty
.4
+4 shoding burst bostard sword Cham I'ghlning +5 shocking burst bastard sword
PeTfeel strike
LEG CRilL LS I hH' C' rhual.. are required (0 un lock all the abrlluc o t I.:amllf( Th e Fir st Forge: You must spend the night outdoors In iI rhu nde rstcrm. with no protection other than norma l clorh ing. CO"I : 2,500 gpo Fear Oramed: Least Legacy (1.:.I" llI lt ). It ol dmg the Sk y: You mU'1scale a mountain peak arleas r 10.000£el"1 tal] without resuegfcr more dun ... hours m an v N -hour pencd . O nce at rhe top. you musl meduare tor 24 hours wuhour food or drink. COSt; 13.000 gpoFeat Grant Lesse r Legacy (f\ " mMt). Sta n d in g Read y ro Oie: You musr single-handed I." defeat al leasl ten en em ies In one banle. Each enemy's Challenge Ranng can he no mort' Ihan .. poi nts below you r own. Cos t: 41.000 gp, Feat Granli'd : Greater Legacy (N:im" 'tj.
WIELDER REQUIREME I'HS \l'u blaJ es most c[ren wield I.:"m"'t, rbocgh fighlers, paladi ns, and ot her marr tal-orienred chara cters can qu aM v· 10 do so wi t hou t too mu ch d ifficulty, KAMATE W I ELD IER RlQUlREMlN TS
Base ~lI~ck bonus . -4 bol lC Weapon Proflc,C'nq Bal~nce
( b a sl~ rd
sword )
-4 r~nks
LEGACY WEAPON ABILITIES Allthe following are Il'gacy abilities of Kam at(. Sleel Wi n d (Ex): AI51h level, you can use rhe steel Wind maneuver (see page 69) five limes per day, as if you knew II . If you alread y know stee l wind. you gain a ... 1 bonus on any attack roll you make when you Inmate rhe ma neuver Sh ockingGnlSp (Su r. Beginningal6th level. you can use f\dllialt 10 de liver a shoc king gra sp effeci with a normal or touch mack on ce per day, If you miss, the ",e:apon remains charged (as normal for touch spells). Acrivanng rhis power iS ;I swrf aC lion, CaSler Il'vel Slh. Accurate Sl ri k e (Su): At 9 1h level. you can cause I.:,Wll!lt III strikt· true agai nsl a fOt" Ihrel" limes per day, Once yOll ac rivall' Ih is power (a swift ael ion), rhe\\'l"apon's nexl :allack aUlOm alically ignores any co nc ealme nt the lugel might h:ave. Iflht' urgel is invisiblt.", you must still attack ils space If Ihe largel is in corporeal. you ign ore ils 5()';':.chance 10 uke no dam:age from you r hil . Furrhl'rmoft", if you r :all:lck roll Ih re:alen s a critiC:lI hit. you g:ain a +4 bonus o n th... allack roll 10 conn rm . Sta nce Agility (Su): Beginning al 10th level. you gain a . 1 inslghl bonus on Reflex sal'es :as long as you are In an Iron He:lrl SURee. When vou all ain 151h level , Ihls bonus improves 10 . 4. Lighrning Bolt (Spl:At 13th level. you gain theabilil)' to use lighrning bolt as the spell thret' time;>per da~" on comm:and.Tht." s:a\'C' DC is 14, or 13 + }"OUr eha modifier, whlc ht'Vt'f is higher. Caster level 10th . Chain Lightning tSp): Beginning at lith level. you can cause I.:alll;;lt 10 emit a bbst of lightning that arcs to olher Iargels,as ifpnxluceJ ~·thechaln lighrningspell To produce
rhi s effect. vcu must speak the command word and ges ture wnh K.rllhllt . The save DC is 16, or 1-' + yourCha modifier, whichever is higher.This abilit y is usableonce per day Casler leveli srh . Perfe ct Strike (5u): A l 20th level, while vou are holding Kllnllllt , you ca n gain a +20 com petence bo nu s on a single aluck roll , You must c hoose 10 acuva re th is abilif y (a n immediate action) before you make the arrack roll it is to modify. This ahililY is usable once per day.
EVENTIDE'S EDGE Th e mith ral blade kn ow n as Ellttlll.-lt', Edgt is faceted and hig hl y reflec twec-sc much so t hat it sends shard s of lig ht sca nertng about the room when it swings t hrou gh [he air . Ncnleg scy Ga me Srat isrics: +1 mrtJml1 shorl m'Cnl; Cost 2,51 0 gp; Weight t lb. 0111(,, : Whenev~r EwnllJt's EJgt is unsheathed. a bright vellowlighr shines withi n the blade. This glow quickly fades to ora nge. then to red. be fore il fm:alIy ex tinguishes. This process rakes about I mi nute, Initially, the lrghr is about as bright as a la rch. and a wielder who has perform ed th e least legacy ritual for th e blade can suppr~ss us glow wub a th ought . Unlike most orher magic weapons , £t'rnlidt's £,Igt' shri nks to fit the hands of a Small creature.
there in hop es tha t a passing ship mig hl see ihe smoke and tnvesugate. What rbe boy's signa l drew, howeve r, W35 n OI a shi p. bu r anot he r g ia n t. Havin g found his kin dead near the beac h, t his one was eve n more enraged, and nOI likely to undere snmare th e small boy with the dead ly sword. But the gia nl was tr uly baffled by the boy's fight ing style . Every o ne of t he giant's blows that should have st ruc k true seemed 10 slrike only ~ mp ly air. When the gianl finally f~1I off the c1iff (tha nks 10 a well-placed shove fro m the boy), he wonde red brie fly how he cou ld have so many small CUIS. and be pushed off a cliff. when rhat scrawny little man had nary a scratch. (DC 25; Th e Harde r The}' hil l For mont hs. the boy scratched ou t a spartan exis te nce on the isla nd. Ev~ntually he realized that the only way he could get off Ihe island was ro convtnce the giants 10 he lp htm get past the krake n He knew they had an arrangemenr of some ki nd with the monster bec ause he had see n the hulking brutes rake th eir g reat fishi ng rafts into its terr itory and place some sort of offt'ring in irs mighty temacles. 50 rhe boy approached th e gia nt cbteftatn. who had long since ordered his rribe 10 stay clear of th is sma ll but dange rous crea ture. The cblefratn agreed to let rhe boy ride wit h some giants pa st th e kraken 's la ir. but
,::::.:::::::::::::~,;:
~
HISTORY Legend holds th at a ship full cf Sem ng Sun novitiates once set sail from the Isle of Dawn in search of the Temple of the Nin e Swords. au t rhetr vessel strayed offcourse and en tered the terrucry of a might y kraken. which tore the ship apart , plank by plank. All aboard were losr except one young boy, who fleered for days on a hal f-empt y cask before waking up on th e sandy beach of a mysterious . uncharted island with a mnhral short sword clutched in his hands. That sword became known as E!'tnhJe's Edge, (DC 15) Throughout th at day, the boy ate fruit and small game that he found near th e shore and e njoyed his new island home , In rhe eo1 r1y evening, th e peace of hi s haven was sharrered when a hill giant ca me bursting t hrough the wood. eager to co nsume this new two-legged snack. Just as rbe giant bro ught down his club , the boy raised the mirhral sword in a feeble defense. To both combata nts' surpri se, the blade kn ocked rhe massive club aside , and the boy threw th e giant off balance with only a quick sidestep. The giant came cra shing dow n, and jus t before the boy stabbed the sword int o hrs oppo nenr 's neck. rhe tll.}'S of the sening sun glinted bri efly off the mit hral blad~. (DC 20; The Bigger They Ar e) In the next f~ w days, the boy fou nd a higher van rage, atOp;ll cliff o\-'erl ooking the weslern sky. He IiI
secr et ly he pla n n ed bet ray the pu ny hu man and offer him as a sacrtflce 10 the kraken lord. As the giants' ref was neari ng the far edge of rhe k ra ken's do main. th e boy saw a shi p 10 rbe wes t. just below th e d roopi ng sun. When the kraken surfaced, th e giants looked aroun d for rhe boy, but he had ju mped into rhe water and set off for the distant ship. The y could n't see him swim mi ng because the ligh t from th e selli ng sun flashed in their eyes. The kraken rook (he giants as tr-ibute instead, and rhe boy escaped back 10 civilizat ion wu h his blade. (DC 31; Capt u re the Su nse t) 10
LEGACY RITUALS Three ruuals are requ ired to un lock all the abili ries of [ ['(IIh.lr', [ ,Igt . Th e Rigger Th ey Are: Within 2+ hours of defeating an opponenl of at least one size category larger th an yours. you must spend an hour med irating in th e multicolore d light of the su nse t. COSI : 1,500 g poFeat Gran ted: least Legacy (f l't JltiJ t'S Edgr). The H ard er They Fall : You must fig ht an opponent of at least one size ca lego ry luger th an yours for + co nsecutive rou nds wu hcur raking damage. The opponent m:Jsl aluck you in melee ;II I least once per ro und . and you must attack th at oppone nt at leasr once per round. .'I. short per tod of rnednanon du ri ng the next sunse t co mpletes the m ual. COSt: 13,000 g po Feat Granted: Lesser Legacy ( £ vtn lt at 's £d gr
Capm re Ih e Sunset : Starling t h ~ hour befor~ dusk. you must close your eyes ;lind envision in your mind the setting
lin while u sin g rh e blade 01 El'tuflJt \ LJC"t 10 reflec r rhe
unllghr onro yourf 'C'. CO"t. :J'J.OOOgp. Ft':lt Cr arned.Grearer Legaev fEl'cnli.lr't [J~
WIELDER REQUIREMENTS Any creatu re th at prefers light , pierc ing we:lpon s but expects face larger fot' ~ m ig ht he Imeresr ed tn unlocking rhe legec v 01 f l't'llf1.lt I rJltt. Characters who follow the Selling Su n di scipl ine s ueh as a swordsage. or even a rogue or ninja who took the !\tarnal crudv fean snnd to gam rhe most from U~ powers.
TABLf 6 -5: EVENTIDE 'S EDCE
- - Personal ( 01O U - - Wielder AlI.1ck Fort Save Hit Point Level Penillty Penillty Loss Sth 6lh -1 7,h -1 2
10
EVl NTl Dl ' S EDC l WIUDER REQUIRlMENTS
Bu t' i ttad: bonus +3 Knowledge of at least one maneuve r from Settmg Sun discipline Weapo n Proficiency (short sword) Srrufl or Medium SIZe
LEGACY WEAPON ABILITIES
2
',h "h 10Ih
2 -2
I"rh l,l,h 16th
2
191h
Crux o f Ilnl anc e [Ex]: Wh e n you firsl unlock the lelsl It'gacy abil mes of fw nlhl( 's fJgt at 5th level. you have an ea si er lime adjus ting you r posf rion and balance when a fected by ano ther creature. You gain a H bonus on checks made to t'xeCUIC' a bull rush. overrun. or rrip, and ro resist th ose maneuve rs. St ing Like a Bee (Ex): Begm n tng at 8th level , you J~JI an extra tde po in ts ofda mage when you use [wltl"I..-, fJgt to make a melee arrack against a foe ofa larger slzc category th an yours. Whl'n j'cu at ta in 17th leve l, this ex tra d am age Increases 10 2.16, p rovided you have performed [l'(llhJt', r dj::('s greater lcgacv ritua l. ,\C n on u s lEx): IO; tu ting at 10th level . you add your Wi sd om bonu s (if :lny) 10 your AC w he n you are unarmored. u ne ncu mbe red. and wie ld ing flJill flll"'j [,Igr. T his bonus applies even agains t tou ch anec ks o r wh en yo u U I' flat-footed . Youloscr hts bonus when you all' lmm obtllzed o r helpless, or if you wea r an y armor o r carry a shield If yo u already add your \'('i sdom bo nus to vou r AC (from IhC' mon k AC bonus class Ieaure, for Insta nce), you instead gain a .. 1 bonus to AC. Ba ffltn g De fen se (Ex): AI t trh level, you can lise the co me r th row m aneuver jsee page 71). as ifyou knew it. Ifyou already kn ow corner th row, you gain a +2 bonus on melee touch macks mad e wbtle mlna nng the ma neuver. Evasi ve Defl'nse (Ex): AI 14th level. you ca n ao rcmancallv succeed on vour Sense Motive check when using baffl ing d efe n~ againsl .1n opponenl of a largC'r size calegory [han yours 'fbISdblilly is usabll' I hr~ f1mt'S ~TJay. Dance in to rh t' Su n (S u}: WhC'n you are in ju~ the right positIOn . youc:l.n be1.:ome lost in Ihe glare of Ihe setting sm. The fi nal leg;aq' ability o f EI'tnllJt's rJgt, w hich you gain al 20th level , :lll ow ~ you lo d isappea rinto the glare ofyour swo rd w il h a d U l li ng flash ofligh l. This ability functions hkC'gna ftr l,n'Is,!>,lll) Jnd is usable two rimes pe r day. C.1."ler C'1 10th
20th
AC bonus B. ng defense if endmg m,throl shorl ~1I>'o,d EvaSIVe defense
-l
2
17th 11th
All the following art' legacy abilities of Et'l'nftJls fllgc'.
+J deftnding mitfJral ~ho" sword Sting like a bee .ld6
-2
,
12lh 13th
legacy Abilities CrUll of balance
.J deftnd,ng mlthro/lfJOrJ sword ke a bee .2d6 S ...3 dej endmg mlthrol ShOfl SlNord e tn mg mirhro/lfJort sword Dance into the s un
-,
-,
2
UMBRALAWN UlIlhralAW'l is a simpk·lookingdJggerofthe SOrl [hJI a young martia l adept rnigb t take to his firs t academy, But although ir appc'ars relatively ordinary, closer observation reveal s that il l\l'\"et seems 10 reflecr light of any sortNon lcgacy Game Statist ics: +1 dllggtr; COst 2,302 gpo \'(Il' ight t lb. Dmrn: Usi ng Umhral L\ lI' I I causes a shadow to fall across the wielder's face.
HISTORY UlII l'r,ll ALI'1t ex ists ;a~ an example 10 others who might fr y 10 master the Sl'C ll' IS of the Sha dow H and dt sctph ne. A lt houg h rhe dag ger can he a decdlv weapon in Itainl'd hands, irs legacy has forged a t rail of death through us
wie lders. T hose who perished did so because thl'Y rrted c trc u mvem the Irain ing of t he Shadow H and a l5l'-I pltne without understanding the t rue nature of 115 pmnr Reshar presented l'lIIbrill Awn 10 the Shadow Master of the Temple of the Nine Swords as a gift, but also :IS a reminder ofwh ar happ ens to th ose who desi re u ndeserved power. (DC IS ) Thl' first bearer of U",hral AlI'n was Yu srek , a ccn nde m. arrogan t d iSCiple of IhC' Shadow H.1 n d. HC' beli.:' \·ed [h oll his m.1S1t'l was debYlng hiS Ila lnl ng o R purpose, not tc'.1 1 izi ng Ih ;al il W.1S his own o\'ercon fidenct' Ih ;;at ke p i htm from adv.1ncing. Frus tra ted wit h th e s[agnat io n In hn progrl"SS, he Iho ughl long ;and h u d ;abou r thl" m eanmg o f rh C' Sha dow H and . HI S un C'nlighrene-d mind sC' ll lt'd on Ih" assu mption rh at since ItS powel was dnwn from sh;adows, ,hC' beSI w:l.y 10 hunl"ss [h al power would bC' 10 channl'l Sh;aJow itsC'lf. ThiS lin.:' of [ho ughr It'd h im 10 Iht' incorrC'cl conclusio n rh ;ar by jo im n g wilh on e of Tht' 10
u n dead crearurcs called IJvt'd dead . The vampire lo rd SI'n1 xtarts rev's remains back 10 rhe Shadow Han d monastery 10 ... ervc a!> a warning 10 e the rs wh o migh t t ry 10 rephcmc hi s poo r dcctston. (D C 25 : Tou ch of Dl' ath) \'('uh !'.IJri slC'V 'S dealh, Ih.. d:lgger passed to ano lher sltldem named Kunwar. Thi s nov ilia le was ce rlain lhal ht' knew Ihe p.alh 10 mastery, an d Ihal ir ~Imph' requ irC'd .a bit of rnediulion wilhin Ihe !'la ne oiShatJow ilself. Occasio nally, when lo ng journC'ys I,'eft' H'qUIfC'd , Iht' Shadow l h nd mas lers .asked allied wi zards 10 u:ke Ihem magicall y lh roug h Ihe Plane of Shadow. So Kun war cajol..d onl.' of rhl:' maslt'ts in ro allowing him to go along o n such an exc ur sion . Onct' wi lhin the Plane of 'hadow, Ku nwllt sne.1 ked aw.1Y fr om the ma ster and lh t'" wi z.ud, hoping to fi nd a qUit'1 Spal to med ilale. But when hI." slt'ppcd off IhC' palh . hC' qu ick h' becamC'lost . ThC' pillne- of s h.aJow isn 'lthC' ~afe sl of plact'S, .1nd even luall y Ku n war was lrap ped and killl'd by .1 nightshade. (DC 31; Path of Shadow)
LECACY RITUALS Th ree rnu.1ls UC' required to un lock all Ih e .1bililies of UmftroJl ,\lI""
Touch of Shadow: You must sufferthe touch ofa sha dow, IN:n perform the mual before the St~ng lh damage is healed Cost: 1.500 gp. Feat Cramed: It'asr It'gac}' (U,nbrill AWII). To uc h of Dea t h : You mu st fee l ne ganve energy cours ing through \'OU by gaini ng a neganve IrvC'1. You mus t then perform the nr ual before the negarwelevel is removed. Only ueganve It'vt'ls Ihal have a chance of causing pe rmanent leve l d rain ca n be used fOJ" thi s mUJ!- l tU'Tl'l1I.D" and simi lar spells do not work. COSt: t 3,000 gp. Feat Cra ntcod: Le se r It'pcy (Umb"d A W n) r 31h of Shadow : r hC' !.aSI ritual can be ccmple r ed only on Ihe P!3ne of Shadow. You must overcome three encounters (drawn fro m rbe Random Encou nrers hs t on page 152 o f IhC' DIl " gfi)'t .l"I.u lds Glll tlt o r p.a~ M f .\ fil"u..l oftltl ManN) within a ...-hou r pe riod. Ihen focus the energll"S ofthe plane in to rhe blade usi ng 3 ritual that rakes 1 hour_Cost: 39,000 gpo F(';II Cra med: Greater Legacy (UlIlh iit .... 1'""
WIELDER REQUIREMENTS Wit'lde rs of U",broJI Aw" set' power h id ing in rhe shadow . ~t~ 1 seekers ofthis Sh3dow blade are rogues. .lssassin...., or swcrdsages, bUI ne..uly all have rhe same g03I-w kill wuhour being see n U M UAL A..... N Wi ElDER REQ UIIEMENTS
Base i111 ~ck bo n us ...)
Weapon Proficit'ncy (dagger) Hide 4 r3nki
LECACY WEAPON ABILITIES All the following lire legacy :lbilllil"S of UmbraJAwn. Sh adowcloak (Ex): When you first unlock rb e lea... t legacy of Urnbml AWIl at Sih level. the weapon improve s ro u r stealt h. In the ftrsr round of an enc ounter. you loan USI:' the H il iI' skil l 10 hide from ~ ny Flar-foorcd creatures as an immediate action. provided you haw cover or cc nceal mcn r availabll' .....ithin 10 feel ofyou. You ca n not U~t' Ihi s abili lY 10 bldt' from CTealllre.. rhal are nOI flal-fooled u n less you have some abililY rhal .1 l1o\lls you 10 h ide in pl.ain ~igh t. Sneak Au ack (Ex): AI 81h ll."wI, )'OU de.a1 .an eXira ld6 points of damagl' wilb Umbrlll AlI'tI wben you are 11llnking an opponent or at any limC' wh en Ihe largel would be denied ils DexlerilYbonus. Sl:'e Ihe rogu e c!.ass fC'.1lure (PH 50), The t'XlflI dam age from Ih is 3bil il\' ~ l3cks with thar of sneak .allil:ck from o lht'r so u rces. When you 3113in 11th 1C'\"t'I .the sn~k 3tuc k dllmage granted by Umbrill.-\II'II incrt' 3ses 10 ~ 2d 6 , and wh en you a"21n 17t h lC'\·C'1, II in crt'25es ag.1l n to ..3d6. Sh ad owh.and (Ex): AI 10th I~'el, you are a deadly foe t'\'"t'n when UmbmlAIl'I! IS nOI in your h.1nJ, If you .areunarmeJ an j an opponen l provokt'5 an all:lck o f opporrunity, you n o dnw UPIlflfl11 AI' '1 as an immeJulE' action and I3ke lnal mxk. rhl" opronenl lhat pfO\vkcod tht' amck 15 considered llar.footed agaul5t II.
sh.d owsl ri k e l Ex ): When vo u atra rn i uh level, your onnecuon 10 UlIlbml All'" and you r m aster y of rh e shadow H and dlsClpltnt' let you rake grt-a ler advan tage of fl ank ing pOSlllOns . If yo u are mairuai ning a Sh ad ow H and sta nce when you fla nk a target wnh an ally. you gain a +4 bon us on your attack rolls against th::11 target. ins read of rhe usual ·2 . Invisibil it y (Sp):: Whe n you at tain 16th level, Umbrwl Alo'rl Iers you meld in to your own sh::adovv You can use nll 'lSlb.I,ly at will . as the spell. Caster Level: 10th. Shad ows te p (Su ):: AtlUth level, you unlock the hnallcgacy power of Umbr.1l AII'll, whic h grants you IhC' ability ro moee aS:I shadow. Th ree tunes pt'r day, as a swift acti on, you can be come inccrpcrcal urn iI the begtnmag of your next tu rn see rhe Incor po real Subtype sidebar on page 79 for de lails). Because Umltrlll AII'll IS a ghosl touch weapon. }"OU can sull m ack corporeal foes. TAB U 6-6: UM8RAl AWN - - -Person al C05t5- - Wield er Attack Fort save Hit Point l egacy Level Pen ::llly Pen::llly t ess Abilities 51h Shadowcloak
.,h lIh
-1 -1
2
.1 ghost touch
dogger g,h "h
10th l1\h 121h III
2
Sneak attack .ld6
2
Shadcwhand Sh dowSltlkC' Sneak atl.1ck +2dE
-2
-2
l.th
2
+2 ghOSI IOIl'"
dagger 15th 161h 171 h 18th 191h 20th
-J 2
-,
2
Invisibilily Sneak attack +-3d6 +-2 spud ghosl Iou, dagger Shadowstep
UN FETTERED Ahhough deuly fun clion::al. this gre'alSw ord appe'Hs stnngt-Iy unfinish ed . 115 bl::ade', though sh arp. I::acks any sheC'nor polish. and the !ealhcr-wrappeod pommd and hand· guud apJ'e''u crude ::and blocky. No gt'm or ornamenution ofany kind ::Idorns Ihls wt'apon. N'o nl e g ac y Ca mt' SI ::ui st ic s : · 1 g rt
Omin ' Un til bm!t" be'gins. Unfil!trid fe't"ls unusually heavy 10 ::Inyone' holding it. OncC'.3 IhreaTpresems ilStif. however. the bl.1Jr frels::as if II we're' an ex tension of th e w it'lde'r's ar ms . In the hands of::a golia lh or other Mediu m character wit h a powt'rfu l bUild, Unfdrl'red t'xpa nds in size, becom In g a Large grea lsword. (Go li::lt hs a re uesc ribl'd in Rllus o>f Slo>lI',)
HIS10RY Aflt'r epe nd ing H'a~ In slnTrr 10 :1 band of fro sl glam~ , an elderly dwarf weaponsmuh named Th ungri m was gwen a servant 10 do the heavy lifting around his forge'.This servar u ::a goli::ath named Kanu hiak Amcncgarhua, too k qu ickly 10 IhC' u t ofswordcrafneg. 'Iogerber, mas ter and serva nt wo rked In secret for many month IOCrC'::llC' a special blade', which the y named UllfillmJ me IS) The acl of creating Unf.·'ltrtd gave Thungrim a measure 0 1 hope rharhe hadru known in many }"t'::af'S. No slavemaster bad commanded him rocraf the weapon; indeed. ifits existence had become known. gnVt" pumshmcm would certainly h 3w been forthcoming. This qU11' 1 aCI of dtscbedtence-c-along wnb rhe youthful exuberance of lhl' gollarh Kanuhiak-c-gave Thungrim th e will 10 survive J ..spite backbreaking labor and mis rrea rment ;\1 the hands of his gtam captors. [DC 18; Unc h ai n t he Mind l As U'lfdltf"i neared completion, the frost gi::lms began eo suspect tha t some thing w::rs ami ss.The overseer had expected Thungrim to grow 100 ....eak IOO~r~11" his forge, bu t the d w arf seemed more vigorous C'::aeh day. A close mvesuganon ofthe forge revealed rb e nearly 6nlsht"d bl::ad e concealed unde r a pile of scnp metal. Both Thungnm and Kani lhiaLr. rood nearby. lOO exhausted 10 stop the giant from finding th e'lf treasure. But Just as the crud overseer swung th e w('apo n .11 the goliarh. Thungrim stepped into rhe sword's arc, sav i ng his Irlend from cer tain death. The dwarf fell at Kanuhiak' feet. the bbde still pI.1n1C'd in his dying body. In a rage.the goliath drew the \\"t'::Ipon and anacked the overseer. l ncred ibly, he managed 1051.1'1 IhC' gianl. lht'n fire' the enca mpment wi th the bloody blade still clu tched in his hands. me 25; Un b i n d the Il a n d ! In later years. K::anilhi::aLr. became a mighlY c hiefta in of .1 go lta rh mbe, but still he pondered wh::al to do wi t h the wt'Jpon he held. lie co nsidl"red awanling il 10 ont' o f hIS c::aptains. bUI he ft'art' d Iha r jealous)' oVe'r ils ownersh ip m ighl caust- sl rife wll IJ inlhl' Iribe. But ht' kncw , h al h is days of lead ing th(' lribl' wt'rl' nu mbe red , so he dt'cide d tha I hI." would prefC'r to It'::a\·e on his own tC'rms f3ther th an be defealed by a youngstC'r or (worse yet) sent awav by ::a lamenler , So Kanithiak informeJ his peoplt- Ihu he' would underl::akC' onr IaSIj ourne~'-he' would spe nd thffe dlYs an tht- wilJl."mess communing ""'ilh Ka\'2ki Ihe' Ram-Lenl and Ihe olher golialh gods. So thC'gre::al chiefuin ~t out upon his sohlarypa.lh. But to his surprisc. thc insplf::llion h(' soughl camt' nOI fro m the gods. bUI from :I mortal -a human warrior n.;a meJ Rt'shar, who was himsrlfon::a spiruu::aljourne'~' of e'nligh l' enmem. The T\\"O to ld each olher Ihrir Tl."spKti..,C' 1::aIC's. ::Ind Kan it hi ak knew i nsuntly that hC' h::ad found th t- rig h tfu l inht'rilor of U'lfilltrrd . In a Jrsob lt- mounu in cav e. th l" go lia th presente'd Re'sh::rr w ilh rh e' we::lpon , en tr us t ing him w il h il5 fUlure . wilh his 1.151 [ask in li ft' com p lC'l t"d, Kan it h i:J.k lay dow n upon th e cold s tone. Now h e would sre h is fr iend T hungrim ::ag::a in . Now h is so u l. irrevocably scarred by hi s ea rly caplivity. wou ld Iw ly be free. (DC 31; Unshac k le thc Sou l)
LEGACY RITUALS Th ree rituals are required 10 unlock all rh e abi hnes of Utlf(flrrrA Un ch ain the Mind: You must smgle-hendedlv craft a weapon worth al l~'a sl 10 gp without paust ng for sleep or meals. thou~h dri nking warer is allowed.Cost: 2.500 gpoFt'31 Cramed: L("3 ~1 Legacy (Unf,'flm·,I). Unbind t he It and :You mU~1 shY::l gt3nl whose Challenge RJI,ng equ als or exceed s your character level. Cost: 12.500 gporeal Cr anred : Lesser l egacy (UnfrltmJ). Unshackle the Soul: You must visuthe final mung place oi IUnllhlak rbe golceb. a cave rharhes high on a d lSunl and treacherous mou nlillln peak. Once rbere. vou must meditate ummerru pted for 24 hours. Ccsc -4 5,000 gpoFeat Cramed: Grt' JIl"T Legac y (U'l(rtltrtd).
TABLE 6 -7: UNFET TERED
Wielder
Level 5th
6th 7th 8th 9th
- - - Personal Costs- - Atb clt RefSJ.Y~ Hit Point legaCJ Penalty Penally l oss Abilities ChargIng mmetaur -1
-1
2 2
Strength ~nhancement
10th 11th 12th 13th
1
..3 gruHlword
-1
Strength enhilncement ..4
14th
lSth
1 4gr"f~rd
l 1
17th
~l .ll n i.ll l ad e p ts o f .111 kinds ca n learn 10 wield Unle t-
tm.l wuh linle ('ffort . Barbarians and figbr ers also find rhe WN pon 10 their liking, rhough c ross-class skill pu rch asing is required. U NFETTERED W I ELDER REQU IREMEN TS Ba5~ au ad : bonus ..] Weapon Proficiency (grealsword) B.lance " ranks
LEGACY WEAPON ABILITIES A ll th e following are legacy abilities of U,.ftl tm·J. Ch a rging M in otaur fEx): At 5th level. you can usc rhe charging minoraur maneuver (see pag~ 81) five times per day, 3 S if you knew it. If you already k now chargmg min ot... ur, you gain a +2 bonus on the Strength check made to bu ll rush your opponent when usmg that maneuver. Strength En hancemen t (Su): Begtn ntng at 9 th level. you gai n a +2 en hanc eme nt bonus to your Streng th sco re as long as you hold UIIJrll(rtJ. Thi s bonus improves to t 4 at 13th level, and to +6 ar 17th level. En large (Sp): When you attain to rh level. you can Increase your size as if you had cast ml
..2
Enlorgt Meld ;n:o Slont
16th
WIELDER REQUIREMEN TS
2
-.
1
l ight fortificallon Strengdi enhance en 6 ...58rtotsword 510n in Disembod ied blade
srep OUI of the sto ne. JIUU gain a +2 bonus on an ack rolls made as p:m a t any Stone Dragon strike Thh, abili ty is usable o nce pcor day. Caster level 10t h . IJ g h t Fortification (5u): \l:'h en you attain 16th level any cnncal hit or sneak attack scored on you while you hold UlI!t!lmJ ius a 25"o ch.1nce to be negated . The damage is in stead rolled normally in this case. Sro n e ski n (Sp): At 19th level, you gain th e ;ability 10 use d o,.tsk,ll o n yours elf once per day while you are in a Stone Dragon stance. T he damage red uction g ran ted by rbts effect rep laces any damage reduction norma lly granted by the s tance. The effect ends 3.S soon as you are no longer In a Ston e Dragon stance, or whenever us duration would normally expire, whichevercomes fi rss. Caster level tnh. Di sembod ied Blad e (Su) : At 20th level , you can transform U,./t1k rtlf into a shimmeri ng blade of pure force thaI hovers in the air. This rffect is the equivalent of Mllra tr ,b' lllt /l'S llI'ord, except that rhe blade uses your base :ltl ack bonus ... your Strength bonus .. its own enhancement bonus on attack rolls. It deals 4d6 +5 poi nts of dam age plus 1-1 /2 times your Stre ng th bonus. Un/tt !ntJ remains in this form for up to 17 rounds. though you can di smiss the effect earlier as a swift action. thereby returni ng rb e blade to you r hands. or to your feet if vour hands art" full. Th is abilit y is usable onc e per d;a}'. Casrerlevel i zrh.
TIGER FANG
h{"llJuld Iw Kh:t~JrJtlumpt .J uno th .· mids t of th e de mon
_-----,-----,,..,...,..----,-OJ.GER..cLAwl
slicing brut ally wnh h is father's kukn until all four werede srro vcd Unfo rtunatdy, bt'[o rl." rlw sorc e rer was overrorne by
etc hed wi th a sty lized tiger wh ose
the raJah's reinforccmem s, he ma naged rc deliver a mortal blow 10 Khavparat...\ s the voung ma n lay d ying, rhe rajah as sured h im rhar he could no t have don e h is farbe r any greate r honor . (DC ] 1: Baule Fr...n 7.y)
Ilg:.·, 1 'lI1 ~'s stee l blade
IS
claws and Iangs mark Its keen edge. The hilt of rhls razorsharp kukri is wr apped in alw manag colc rs of'leathe r-c-blsck
and brow n - to emu late' a tiger's stripes. Non legacy Game Su rl st ics : . , killm : Cost 2.308 6P;
LEGACY RITUALS
Weighl 2 1b. OIM,":\'C'ht'n Tlgt"r's Fang is swung through rhe air. a fain r roar 3ccompanws us P;USIn& mstead nf the us ual whistling
sound a we..pen makes
HISTORY On hrs deathbed an agmg warri or p.1S~ flg.',
f d llg
along 10
h is o n ly son. Khasparat, wh o vowed to US(" moprcve h,mstlf a might y warrior In honor of hi S faber, 8U1 th e n}.lIh W:IO
ruled rhe vd b ge could n OI bear co StOnd a widow'sonly son mro bZII!e, so he refused 10 ;lila.: Kh.asp.u:u lnrc rhe nJ1lY. xeven be!..ss, Khasparar knew t n ll someday he would find 10 proo.'e him ~l f DC IS ) Kh aspa n l's fi nol c h a nce 10 di~ pla~' his prowe ss carne when a t ribe ofl iurJfolL: raided hi s vi llage. While the arm y engaged the brunI (If rhe Iiz:lrdfolk srrike force, Khasparat not ed another squad of t he sca ly human o ids moving toward a n undefe nded pan ofthe town. Hee d less of hi s own safrty, he rushed iruo t he bean of the rep tile band, slas hing about with his fath e r\ kukn unt il t he enu re squad had re tr eated . Bur instead (If rhe gratuudc and respec t he had expected for hi s selfless deed. Khaspara t recerved a n ad mo nish ment from t he rajah for endangering lumselfm th e figh t. (DC 20; Grea te r Numbe rs) Kha sparal sl ill could nOI honor hi s fathe r wi th h is bat tle pr owess beca use he was s till nOI allowed 10 joi n the a rmy. Th e n o ne day, 3. g reat tiger atta cked the village while the army was away. \'(' ilh TI~rr Fang in h is hand and his fathe rin hi s h.e.art , Khasparal c hargt'tl fo rwa rd, hack ing al t hl." great beas t unlil tI fin ally fd t dt'a d. The rajah was impressed, but s ti ll disappoin ted t hai Kha sparat would risk h is own life.' in Ihis way. ( DC 25; O m ' o n O ne) Khasparat had nt"arlr giw n up o n pt'O\' ing himselfbecauSi' he could S~ no "'2" 10 honor hi s iat ht'r wi th \'1Ilorous dt'eJ s. So he Wt'n1 on e l3 ~t lim e to rt'qut"S1permission fro m t he raph 10 join the army. JU!'t as ht' po st'd h is q uestion. a n old sorcer· ous e-nemyof rhe.' rajo1h wh o had enle rt'd Ihe village by slealth appeo1red b).' Ihe.' leadds Side. Th t." u jab's guards werr put to slee p in 3n InS13nt. ,inti th e sorce rer sum mo ned four demens 10 finish off t h.· rajah an d .1 wlIy
;::~~~~~~~~
Th ree ru uals are re qu ired
10 unlock all the abilities o f Tiger Fling. C rea re r Number s: vcu musl aCI f irsr in acombar agam sl greater numbers and immt"dia lf'ly charge the st ro nges t opponeru. You must accept no heah ng d uring t he fighl , rbougb you r allies can assisl you. After th e banle . you mUSI focus and med itate for I hour. Cosr: 1,500 gp. Feat C ramed. l.n~1 l ego1cy enger r,mg ). O ne o n One 'Iou must dtoft'2t an opponem \..rn h a Challenge' R~ling equal ro o r grra te r Ihiln your cha rac te r level c- t m sing le combar. uSing only the-3bilu it.'SofTIg
WIELDER REQUIREMENTS Wi elders ofTI}.,(J flUll:gen"fally prefer melee co mbat. and t he weapo n ha s an affinity for barbarians a nd sh ifre rs.A marna! adep t foc used on tht' Tiger Claw school would do well lo US t' Tigi r fan g as o ne of hi s IWOweapons. T I GER FAN e W IEL DE R R EQUIR EM EN T S B~ se
alt ack bo nus
+]
W~o1pon Proficl~n cy
(kukli)
lump 5 ranks
LEGACY WEAPON ABILITIES Alllhe follo wing i1re It'gacy abilities of Tr!!t" r,Ulg Frf' nzie d Cha rge (Ex): Sirike fasl, strike hard, and [I;"~r your ent."mies to piece s. The first legacy abi li lYof T.grr f llll g, which you ga in :n 5rh Ie-vel. gra nts you l he powe-r to uk.. o ne addl lion al o1l t:1c k wirh TI~(J fling al lh .. e nd of a charge This eXIra ,m ack is madt." at your h igh.
u n luc k y ~~~;;;;;;:-........... ,enough n,' nth", ....... 10 III bene3rby. Bun he m... l icio u s wit' ltler ofmo1gic h3d nOI rt"Ckoned wi lh the fire t h ~ t burne-d itlSlde Kho1sp.aral. nor wilh his desire to prove bimsel£ SeizIng t ho:- ch3nct" 10 ~h ow Ih.· raj ~h . personally, how etTect.\T
t"sr all acL: bonu s and mus t be made againsl the urger of your charge_Fre nzit'd chuge is usable once per day C la w of t h e Ti ger (S u ):When
YOU cnarn 61h l....vel, Tlj::rt r'lIl.~ becomes an extension ofyour own h:mJ wh en you wield il. So long as vou are conscious . you canno t be disar med ofTIj;:tr Fang u n less yo u will it You aUlO m,:nic.1l1y succeed on checks made ro resis t d isarm au empt s, an d you do nOI drop TI,l:t'r f llll l: if you become panicked or stu n ned. Tige r tra p (Ex): At 71h level. you find more spring in yo ur step. gaming a ·5 bonus on [ump chec ks whe never you wi eld TIJ.: F,lng. garrle Ft'\-er (Su ): At 10th level. you are invigorated wheneve r you usc TIgtr Fallg in melee. Th T"t'C' limes pe r day. you can use ;lswifl action 10 heal veurselfof Ids poi nts of darnage. sc IoIl8 as you have used TIgerfa1tg to make an attack ag;1iOSI a 1l\, ng foe dunng ttul UITW' round. Using this .1bility does no t pron:J!uo attx:ksofopponumry.Atl6th irI."C'L you can use bin It' teve r five times ~rday.and it heals 2ds damage ~ nme. Sharp C law (Ex): Once you have performed rh e lesser legacy ruual .11 r u h IM'e!, you find t hai Tlgorr rallg is perfecrly bal an ced for use wirh Tiger Claw maneuvers. As long 35 you h ave a Tiger Claw stance acnve, you deal an extra I point of darnage wu h all your melee macks. includingsniks. made WIth TlgtTfiJng. H ast e \Sp): W ht'n you attain 121 h level. Tiger fangspeeJs up your perception of lime, gnnting you 3 flurry of monon. W"h de you are hcldmg. wearing. or wi ..Wing rhe blade. you ca n use hwllt for 1 round as a ~wift action. as though you were wearing boots of spuJ This abilily is usable up lO five limes per d ay Vic io u s Attack (Ex ): The ku kn's keen edge finds rhe softe~1 places 10 CUI, and Tlgrr f mlg ca n cut eve n deeper. When you attain 14th level . the cri tica l multiplier of Tlgtr f,UI!: increases 10 ,,3. Po we r Critical (Ex): Wh..n you unlock rig,-r fang's greater legacy 1I11 71h level. you gain a ..4 bonus o n attack rolls made 10 con firm critical hus wi th Trger FlHl/o1. Devas tating Arrack (Ex):T,gtr Fang ulnmarely becomes a ~l ..vast aung weapo n. capable of droppin g a foe wi rh a single, well-placed slice. \"(Ihen you am in 20lh level. tbe crilical muillpht'r ofTI,l.:w limg incre.1ses 10 x4
TABU
6-8: TI C ER FANC
Wielder l evel 'Ih
6th 71h 91h 10th 11th 121h 8th 13lh l"'lh 15th 16th 17th 13th 19:h 20th
- - - Personal (osls- - Attack Fort Save Hit Point l eg acy Pen alty Penalty loss Abilities FrenZle Char e -1 Claw of the ti er -1 2 Igef ~
.,
J~~~12~~I~~~~ 2
2
"
Baule ever ld8 ar~
w
Hos Ie
-2
2
Vicious aUack
2
Bailie (ever 2d8 Power cntlcal
2
Devastating atlack
-3
-'"
BLADE OF THE LAST The a/w,lt (If Ih, Ulil cdwJd (somet imes called simply Cna d.. l, BI2Je)is an adaman nne longswcrd. The pommel is bound in white leather. and thecrovsg uard resembles 3 crenellated wall, with rhe white enameled crenellations faci ng tht" blaJe. Sonlegacy Game Statistics: Adaman tin e longswo rd: Cost 3.315 gpo Omen: Ifused to injure an In rccem sentient bring. Citadels Blade weeps blood until the Wielder receives an ato ne me nt or gives up the blade to anot her
HISTORY So legend relates rhe ereancn of the BluJ.. of Ihc Lut Clt,ldtl. The #1l"\l ~lOry ofthe weapon describes how the great k nig ht lulian wielded II against a small army of giants anack ing :I desclare mounuin OUlpost. Knowmg rhat their humble rower W2~ the last line ofdefense- be tween the- giants and the populated valley below, rhe protectors ofthe outpost foug ht m the last man. E\"t'nrually, however; the stronghold fell ro the marauders. DC 1S) Afl ..r lu lian fell leading a charge agains t rhe giants, hI S squire Terras took up the alaJ.. 0/ lIlt LIsl CII<1Jd to defend his fallen lord. Defeated. sorely wounded. and It'ft for dea d, the squirt" awake ned long after the battle and raced down rbe mour uatnstde in p urs u it of the giants, But he was 100 late to uvr rhe defe nseless tow nsfolk below. Devastated by his fa ilure. rh r squire rod e for days until he fou nd a vi llage that hadn'l been sac ked. There he eue m pred to drow n h is sorrow in ale. but tragedy snll follo wed hi m. Wht'n a local rou gh attempted 10 bully the squire into gi ving up his fine blade. 'terras drew th e sword and, in a drunken rage, slew his rc rmeru o r. Ho rr ified . Terras fled th e mn, but he cou ld never l.'scape h is gut h. (DC 18; Ri le of Repent ance) Years bl.. . r,a lone paladin rode OUI ofth e (ro mie r. his mount ragged and gasping. W hen be reache d th e entrance ofa sma ll. walled village. ht" pou nded o n the gJle wi rh th e pommel of his bloody blade . Upon ga in ing enmnce. he wa rned all who wou ld lis len abou r a hord t" ofbl oodthi rsry orcs approaching from Ihe di stant hills.desl royin g alJ ini rspa lh. The IOwns folk scofft'd at Ih is ne ws-no orcs had b«n spolrl·d in Ihi s terrirory m years-a nd \wnr back olIbout lht'ir bus iness. H ang in g hi§ head. Ihe paladin ashd only for a frt"Sh hOTSe. rht"n left th!' way hl- had come. The next morni ng, hISbody was found a fl:'w miles away, surrounJed br dozens ofore corpses. H is shield h3J been sundered and his annor re nl. but his ha nds still c1ulc hr-d Ciudt'l's Blad!.'. 1':0ont" t"\"er learned his name, (DC 25i Ritt' ofsel ne'i'i Dt'Censt') The namdes~ paladin rt"CeiV\"d a heros funeflili. and Ihe to'\'Tl~folk placed the Bladt of tht Ul,1 CltaJrl upon his gflll'o"t'. .so one dan-d touch th e 5....'001for feu that some stnnge CU~ might be fall rh t'm fo r deseculi ng Ihe pa ladin's grave~i le. But o ne ('\'e n lng j us l as the full m oo n was rising above the horizon an enlgma llc whue-halted wu rior vis ited Ihe to'\'Il In S<'arch of th e \\"t'a pon The man explained that the.' "upons deslln\' was 10 sund In defenS<' of lho".... .... ~
w.
the \ tllagers, could nOI prot~C I themselves S'1II:h calm ness
and d anl,!" Jid rhe man Ji~rlil r thar rhe townsfolk co uld n't help bur lead him 10 rheir he ro's last resti ng place. There, rhe war ri or bowed his head in qu iet med uancn and re ma in ed m otion less for th ree fu ll nig hts. \'('ht'n dawn broke on th e fourt h day, bc rh he and the blade! were gone!, (DC 31: Rit e of Respect )
LEGACY RITUALS 'th ree rituals are required 10 u nlock all the abilities of Sladl oj lIlt Lid ClI'hld. R it e of Repent an ce: You must seek forgiveness from someone you have wronged. The details of the suuanon are bel ween the player and the OM, bUI amining (org iven",u m ight requi re sam", Walk on your pan. COSt: 2,SOOgp. FUI Oramed: lC'asllegacy (Bll1Jroj Iht Lut ClraJt!~ Rit e ofSelness Defen§(': You must perform rome service In defense of a community and accept no reward for your actions.Examples include defeartng a Iocallhre,u {El,equal10 or exceeding your character 1('\"('1"'1). recoveri ng a treasured heirloom, or averting II igni ficanl crisis . Cost: 12,500 gp. Fear Grant~: I t'SSe!T Legacv (Hlilelt of lIlt LuI ClfllJd). Rite o f Respect : Yoo must meditate fOT 8 hours per nighr o n rhe t h re e nlghfs of a full moon. Cost: -H,OOO gpo FU I Gran ted: Crearer lC'g:K)' {BfaJtoj lilt Lu' ClfllJtl
mack vou gain 'iI t bonus on th", fir~[ arrack roll you mak during lilt' roun d In" h lt·h you tnirtarc the maneuver Ceeer It'wl ~ t h. I'u)'er (S p): Beginnin g at trub lew !' you can use p r.l\,C'T OIlC", pvr day. Cas ler level zrh. Remove Fear (Sp): AI rnh level. you gai n th e ahil iry 10 lIS'" rttnol't (tur as an immediate action, though it afft'Cls on!) a singl", crea ture up 10 50 fet'l awa)', and you can'r use It o n yourself, This ability is usable three rimes per day. C as ler Ie\TIIOth . Cu re C r it ic a l Wounds (Sp); AI 16th level, you ca n use fUrt mllcal 1I'OllIIds on yourself once per day as a swt f acnon Caster level r tr h. n lad (' n arri('r (Sp): Bt-ginningat Ifllb level. you can transform HllI,lt "j Ihl Lu' Ciladd into a ring-shaped bl"Jt NTTl" centered on you. \X'hilt' the sword is in bLdl NrTI" form, vou can add irs enhancement bonus 10 ~"OUr AC as if using rhe defending property of the ""('apon. At any nme dunng th e duration , you can dismiss the effect as a swift action, which re turns H!DJt of fht LuI (It.dtl to YOUT hand (or to II Spol OIl your ft't' f if your hands art' fu ll). This ability is usable three limes per J:l.y. Caster level r Slh . Il eal (Sp); AI 20lh 1t'V"'1, you can U~ hi"l on yourself once pt'r day as a swift acncn. Caste r level tzrh. TAiLE 6 -9: B L AD E Of THE LAST CITADEL
WIELDER REQUIREMENTS Crusaders. palad ins, and k nights (set' Pll1ytr'J ' Iallilbook rf) are rhe mos t lik",ly wielders ofCitadt'I's Blade , Clerics end favored sou ls (C"mrltft Drl'lfId of Heironecus (or similar Jt'ilies) might also find the blade 10 th eir liking, It has also been wielded by bard s, fighters, marshals (see .' lImalurtl HelllJ book). and man)' ethers who pur the defense of others abo ve rheir own lives. BLADE Of TH E L A ST C I TAD EL W I ELD ER REQU I REME NTS
Any nonevd alignm"'nt Bast' atta ck bonu s +] wea pon Prof icit'n cy (Iongsword) Diptoma cy 4 ranks
LEGACY WEAPON ABILITIES All of the following ate legacy abtltues of Bla,I.· of tht Lllf
C"aJtl.
Wielder l evel
- -Person..1Costs- Attack S..ve Hit Point Penalty Pen alty Loss
5th
•
61h
7,h 8" ~
10th 11th 12th 13th 14th 15th 16th 17th 181
",
+2 o"gJword
- I -,;;:.
2
-7 -3
20th
2
Leading the .\ t ta ck (Ex): Wht'n you firs t u nlock the use rhe leadin g the snack ma neuver (see page 91) five limes per day, as if you knew It , If you already know leading rhe
BI.J,¢ lIN Usl C;,.Jd
Heat
he use of the Nine Swords disciplines h3S led to the crea tion of ma ny d ifferenr magic ite ms, from rnnrrial scripts to wondrous ite ms, This chapter describes JUSt a few ofthese nems.
A marnal scnpris a small st rip ofpaper or clorh marked wnb debcarelenenng thar holds rhe secret ofa martial maneuver. Any given !>Ctlpt grants the use of rhe maneuver recorded on If for one encounte r. Once it is ecuvared. a SCript vanishes in a puff of whue smoke. Physical Description: A rvpical scnpr rs a lcng, th m slip (paper or doth about 6 to 12 inches long and 1 to 2 inches wtJ e. t yplC. UVwound around a sltUlI wooden spindle or roo. Small prectse lette ring covers most of one su rface .4,. scn pl A< It l h ll po i nl , a nJ 3 ~ k DCo 18 Idenrjfying Scripts: _M ut ialscn pt
~~~:;dlJh: magrcof l~ Dtvinau n ':I",,~ II..."ii> Q
rh r It"
raoder..te to
strong for In fuator Il'\,(O!I "lh to zur h. and overpoweri ng for initiator levt'121!>t or hlght'r). An yone who can read th e language of th e sc ri p r can determ ine whar u do..s. and it ca n also be ldenufied by any of the sta nda rd me thods of magic item idenn ficanon. furth ..rmcre, characters wllh ranks in Martia l Lore can ide nlify the func tio n of a M"ripe without knowing the la nguage in which II h wrur ..n !\tafllallore DC 15 + the mart ial adept level assoc iated wi th rb e scrtpu !l.l ak ing thi s checl.. d oes not grant rhar ch.rach·r Ih... ability to US(O the KTip l-only III idenr ih' II Acri\'alion: I; rnva re a sc rrpt, you mu sr read u s word aloud. TYPIL
""...."'t
lpl
vou rnll ~r succeed a ll a ~IJrl1al Lor chec k DC 20 rhe I'n'r("(llll ~"t' vovone can wu-ld an aprnudr weapon h m:lrllal adt"pi leve l associated w it h the script). Success 10 gain any hl'nt'flli rom u.a wielder rnusr have feals rhat are gl\ r:~ yo u rhe opncn of usi ng rhe script Immedia tely or ued 10 lh(' U e of.3 pemcular weapon type. read vtng fo r later use, Activation : An aptitude weapon's m:lgic is won hless in th l , Rt'adi ng a scrtpr is a standard action rhat provokes an hands of someone who lacks rhe approp riate feats, bur Jtl1 ck of opportunuy. anyone with the rigju feats gam!>' rh e weapons U,,("; \'('he n you read a script. you gain the benefils just by wielding it. ab iht v 10 u se the slllg il" mart ill maneuver Effect ; A wielder who has rears Ihal reco rded on II fcr cne encounter. If the affecr the use of a particular I ype 01 maneuver can be used only once per weapon, such as ~'eapon Foeu encounter or has other use restricGreatt'rWeapon Focus, \X.'earlio ns, all those [imitations apply 10 on Spectahaaucn, or Ihe like)'Ou r use of It. Using a ~cnpl JOt'S can apply the benefits of 1h4:N' nOI allow you 10 break. rhe norfeals toany W't'apon rhar has I~ rnal uS:lge rules for maneuvers. aptitude qualicv. In addmon For- e xample, if you would norif an)' of rhe wielders weapon use [ears are spectficallv keved mally be limited 10 using one stance at a time, th at resmc10 the aptitude weapon's tvpe, he gains a e t bonus on attack tion sull applies. and damage rolls. You need nOI use the m an euver rtght awar, )'OU Aura/ Caster Level: Femr can hold II readv for use for evocanon. up 10 t hour, Ar any point ~ Cnfi' Ug;< d u n n g Ihal hour, you can Arms md Armor, WeaponFocus uve rhe maneuver simply (weapo n being enchanted bv Inlll.1tlllg ir. If voc've Weighl; As normal for the read several scripts and weapo n. IIllliared t hei r use , you Pr ice: +1 bonus, have access ro all rhe rnaneuvers they grant for their MARTIAL duranons. bur you can hold DISCIPLINE o nly one scrtpt-granred ma neuWEAPO N ver tt"adY:lt a li me. If you read a second A ma rtial discipline en hanceme nt scrtpr before using the maneuver granted seems worthless in the hands of a by t he first, you lose the firsl maneuver ScriplS fa" I,.it "''''') Inml./r~NI wielder no r tnmared In th e use of the bnm/JIt 10 oltntMtiQUI, Jill ••11 ",rr and now have the second scnpr's maneudi scipline's maneuvers, and eve n to so meone IlIlallllr~1 if Itroll v d olb ver rea died . wi th appropriate- train ing, ir m igh t appear 10 be a weak substuute for more rrad u lonal C rea ring M ar tial Sc ri p rs : To create a enhancements. YN when used in conjunction wn h a mama rt ial scn pr. you must k now rhe Scribe Ma nial Scrtpr feat and the maneuve r you are recording,The marker price neuver from rh... righ t discipline, the weapon seems ro ce me of a mar lial script is equa l to rhe initiator level x maneuver alivt· in Iht' wielder's hands, seeki ng irs target's blood like [e ve ] x 50 gpo You mus t spend 1/2 5 of rhis marke t price in a Iivi ng predator. Desceipuon: ~ laTlial discipline weapons need no t po sXP and use materials cos ttng 1/2 rhc market pr ice. Scribses s any sJ"t'cial appe;lrance, bUI mosr magic item cre frers ing a ma rl ial script rakes one day for ea ch 1,000 gp of Irs market price. decorate them wirh emblems and add special effecrs rela ting to rheir asvociared disciplines, For example, a ~ I sh.:rJ"w H.I1lJ Shlugllllni might haw black hand emblems Ih..at appear on rhe blade when us Widder swings it , Or a .2 lroll Il r.Jrl shllClrmg Nsl,lrJ SlI'ord might crackle with electrrcuy wuh A weapon wi th a special abililY must have Jt It'Js( a +t ('wn Ihl:'smallest shlfl in posirion and spit a trail of s p.ark~ t'nh;lnct'ment bonus. wllh C'\'ery swing. Prerequisit e : Anyone can wield a mania I Jisciplme APTITUDE WEAPON weapon , bill its greall"st bt-nefirs JTr resen't'd for a w lt'ldt' r Th t' aptitude properry leIs a wie!dt'f apply his expt't1ise wilh who know!' and ust'S m.aneu\'~·r> from th e discipline 10 wh iCh :a nalher Iype of weapon 10 Ihe aptilude w('apen. Thus, lhe lht' \\'l'apon IS kt')'l.·J. maslt'r of a grt'~lSword is tht' also Ihe- mastero(any aplitudt' Activation; A wieldl"r wbo knows a m3 ne-u\,er lrom tbe wt>apon appwpnah' diSCipline g~ins a small bonus on ,1t I~k rolls n l' c rip tion ; .\plitude wt'apon~ halt' no special bUI to gain Ihe lrue benefits [If a m;ln121dl5ClpllDr' weapon
NEW WEAPON
the wielder must me a mancnwr from rbe ccrrecr d tsctphne while attackin g, Effe ct: Each martial discipl ine we3pon is keyed 10 a par, ncular martial disci pline, For so meone w ho doesn't k now am' maneuv ers from (hOI I J isCiplin l', thi s p roperly provides n o ben efn . But wh en rh c weapon is wielded by a ma rtial ,dept who knows 31 lea~t on e maneuver from rhc assocurcd discipli ne, t he prope rt), provides a +1 bonus on at tack rolls. And whe n the wll·IJerlsaclu011 lr usmg a ma neuver (ro m the appropriate discipline, rhc bonus on anack rolls Increases 10 +3 .
A martial dt sctphae weapon cOI n bea r mulnple rnamal disciphne spec ul abdtnes. as long as each IS keved [03 dsf[erem disc ipline. Th us, a ma rnal adt' pf coul d h ave.1 .,.1 Slon{ Dnlglm shaJaw HoInJ grrlZhll'Onl l n IhC' ha nds of someone who knO'>''Smaneuve rs from bceb diSClpllnf's, such a weapon would provide .1 ..3 bonus on snack rolls. tfrhe wielder were acrua llv using manC'U\'l:'n from bot h school..-c-for exa m ple, .1 Stone Drago n sta nce with a Sha dow Han d srrike-c-u wou ld provide a ..7 bonu s o n snack foil s. !\t oSI ma nia) ;IdC'p ls use Ihl S n lu bonus in conjunction wit h fears suc h as Combat Expe rnse .1nJ POWC'f Anx k, or wit h maneuvers th at decre ase rbetr cha nces of hit lI ng 3 foe In excha nge for some other benefit. Aura/Caster Len'): Farm evoca uo n, Construction : Cra fl Mag iC Arms and Ar mor, knowledg e ofa maneuver from tht' tll'iCiplin\'10 which rhe weapon is keyed . \Vei g h1: A.. norma l for the Wt';lpon. Pr ice : ..I bon us.
rhl' won d rous items prese nted here can be used bo rh by martial adcpl ~ and by Ihos e who have no kn owl\.'dge of (he mafli31 J iscipli m's,
CROWN OF WHITE RAVEN S A crowII of lX'IIII.' RlZvt'" ~ is one of sever al items (hat grants irs WC'3rer Ihe USt' of a man\.'uvC'r. rhe c row n's wear er ne..d not be a man u ! adepl. bUI knowledge o f other maneuwrs and nnks in Ihe di sciplin e's kcr ski ll gl\'t' Ih e weJrer ac c e ~ s 10 more powe rfu l maneu\'ers. Ll>fc : Elf sc holn s tn SI ~ 1 Ih al memhers of Iheir race wer e Ihe flTS I 10 cre .ue erPll'ni of lX'llllt RIZI'( Il~ . .1ndall other SImilar ilems. suc h as Dtsn l \'('IFIJ dOoJlu o1nd lhl'ptfl ofIll( ~ fllIl~ SUI1 , are COriM of , he co ncept cr eat ed by marlial ,;tdep ls of o lher races. Th is asst.'ssme nl s.ct"ms plausible nt'l only b..'Caus.e all ' roll" ' l of lX'l lIle RIZI't'IIS seem fO he f.1shloned in Ihe el\'en s(~'le . b UI also be c.1u se th e crowns have the lon gest recordeJ history
Desertptton: Three tvpes ot cn'lI'Ih of lX'lu le R.l l'tns ,'lIS!: nov lee. scholar .end master. Elich looks like a crown of while .a labaster, carved with deltcne Outing and spindles that rtse from nh ke castle towers. ~1lL'1C( H"Oll"H (If w llllt RIZI...· ' 1S have the simplest appeara nce and (he f{'wes l spi res, while a IIIluler rrown of lX'lnl t RIZ~'t'u bears mere than .1 dozen rowers and some highly ornate C3rvtngS. Pre r eq u i..ite: An yone can wear a (row.. of WillIe Rl.1 l't"lU, hUIIOgam any benelit from 11, .1 wearer must meet the pre , requisite ofth e desired maneuver, Acttvanon: Aerou'/\ of \liult &J1'tnl requires a day toaltunt' tous wearer once II is donned . Afrer wearing It continuallv for N hou rs, Ihewe.1rermus( choos.eone oflhe White Raven maneuve rs lhal the trem C.1 n gra nt for which he meets the prerequisite. He then g31ns knowlt'd ge ofthat ma neuve r and can use \I as long as the crown IS wor n . Should th e crow n be rem oved and rhen replaced. il requi res another dav 10 arrun e u sc-If II> rhe wearer before II can gr.m l know ledge of .1nl' maneuvers. Effect : A penon who has worn a croW" af U"1uu &J t'ftll fe r 2-.hoo f'S gai ns the use of .1 single Whitt' Raven maneuver for wb.ich he meers (he prerequisite. The:- maneuver can be of a manral.1dept level u p ( 0 the hlghe~( level rhe Ilotl grams, A rlt'vUt cr01l'1I of U"II!" RaW/ISgra nls a maneuver of up to 3rd level . .1 scllolar (roll'n of \'{'IlIlt Ral'tI!S grants a maneuver of up 10 61h level . and a lIlol lI,'rrroll'lI ofU'hrlr Ral'tnJ grams a man euver-of up 1091h level. Aura/Caseer Leve l: Faint divtnauon (novice), mode rate divination (scholar), or sirong divination (masler). C L 5th (novice), 10th Ischcl m, or 15th (master), Construc rton (Novice):Craft Wondrous Item. know ledge of .1 maneuver from Ihl' While Raven d iscipline; 1,500 gp, 120XP,3uay!'. Co nst f uction (Sch o la r); C rafl Wondrous h em . knowledge o f .1 maneuver from the \'(' h lll' R;1\'C'n disc ipli ne; 7,500 gr. 600 XP, 15 Ja ys. Construction (!\Ialitt'r):Craft Wondrous Ilem. know ledge of :l m3neU\'t'f
trom the While R3Hn d. sct phne : 22.500 gpo \ ,800 XP, is (lays. Varia rus: Blghr variants ofth e (rown of Wi,lIt Raw tls (~ld,
one for each of the ether mar ttal disciplin es. Like the (l'(I1\'n (I( \~'11I 1 ,' R,ll'C/ll, each ha~ a novice, scholar, and master version. In all rcspecrs. rhey Funcnon in the same manner-as the crull'flof \~'llIlt R"I't"nl does , exce pt tha t each grams acce ss 10 a mane uve r from a different discipltne and occupies a diffrrenl place o n th e wearer's body.
band set wuh a diamond. bur anyon e Pl'('nng closely m ro thr sto ne call St'l' the visage ofthe wearer, or o f the la~t person 10 wear the ring if no one curremlv wears it. Shll,lull' II,m,k Shado w Hands look like hand s carved of jC'1 The carv ings are tncredtblv detailed. depict ing every mark of .a hu manoid h and. dow n 10 fingerprints and every crack an the palm and knuckle. When someone rbn borh hands over rhe shll,loU' Hs u.ls so th ai his shaJowf.lllsover rbem. rhe carved hands vanish, and a patr of black sil k g loves ar pears on
Dntrl u'lIlll cltlo:lC: Drw'l Wmd do ..b are the color of wind the person s hand s. The e blow n sand, and Ihe)' alwa ys gloves can be remcced nor~hlft and Iluuer as tf dis mally, w h ereupo n Ihey nr rbed by a breeze, even become hands carved of mdoor s and on calm J.ays je t Ihat look enctly li ke _\ 10 51 bear dec oranve the wearer's hands, stll chlng around the edgS h r pt N of lilt ~lIl11g esan gold and red rbreed 511n: Each of th ese beaudepicnng fl.aming scrm t ifu ll y crafted red silk mrs. picks Ih ,u tra i] slippers bears an emblem smoke, and maces IhJI of the setting sun upon the sh ine like the sun. foe. The su n IS surched In Dtl'oltJ S!'lrJl A'" ugold t h read , a nd its f3YS a ll" lei. The ap pearance of bronze and coppe r, th ese amule ts vanes con510"" UtaI'''' Rtll· A Slon.. slde ra blv, since each is Dro~ 1I lvlt looks like :II wide co nstructed 10 S(,I\'C a parbelr made from expertly brouc ular axrs of align men I : ken slabs of slare. Su rp ris ingly, chaos, evil , good, or law. Some II weighs almost norhing and eve n double as holy sy mbo ls. doe sn't mhibir move me n t al all, Tiger CJ'lll' Nr,IU TS: These bracer s A Dtl-'Olt'J Sl,mt ,mlll/il doe s nOI fun ct ion for so meo ne who doesn't bear a tiger's smpes. bUI all in me tal . sha re Its alig nment. with co pper fo r o ra nge , iron for bl ack , Iron lI i M t Vi lt : These bcavy.fea rher and silver for wh ite. Upon d onning th e br ae'Dt!'Ii~ftd Spirit ."I1I/~1$ WSIS are ru n th rough wuh liny slivers o f ers. the wearer hears a uger's roa r and fe('ls Iliff m""J f~""11 iron, which give th em a dull sparkle, Th e iron the pain of shar r cl:IWS in hi s back for fll·t'ring mo m ent . resists rust, hUl Iron UtlHll'(lh Ca n eventually rake on an orange hue beca use the iron slivers deg rade and Weig hl: t Ib (O(lt rl Wu"l c1O
-_-../"-
" " . ~ ----.._-
MAGIC ITEMS AND INTRODUCING MARTIAL MANEUVERS Tne crOllln ofWhilt RQW'nl and It s varian ts offer great ways :0 rntroduce the Nine Sword disciplines and thc.r mechanics:o your players. By pUlling such an itt'm into a hoard oflrt'.uure t he pury happens upon, you give the pla yers tangible access to the Nine Swords systt'm Without requ iring an yone to s~"d a (e ill slot or tillte a level In one of the new classes described In th IS
book
GIVe n Int' Wide ra nge of skills Ihat Ihe disciplines rely on, you Iii' or an ,Itom (or a p.1IfhCul;u p'lrly member quite easJly. For
t'.ample, .flhe pUly's wizard IS the only one With ranks lD Con (.pnuat ion , iI'S likely Ihal she W ill we.., the ring cfthe Diam ond Mind Ih al t he party finds . If you ,e.ally wanl 10 pr ime Ihe players' interesl In marl i..1 m.aneuver'.i , put one oflht'se IIt'ms ,n Ihl!' hands of.a vlll.amous NPC. When Ihe char.aclers .are f'fSI confronled wilh Ihe ,r foe' s 5ltollnge tac lics and
will have.an answer Ihat
~gs
more questIOnS.
he influence of the Nine Swords extends farbevond rhe Material Plane. and en -arures all over the rnulnverse employ t he
techniques the swords symbolize. Most notably, the g u hzera t an d grt hyanki learn maneuvers of the nine di sciplines , an d m3. ny of the-m become maste rs . Th is ch aprer descr ibes some- of t he other creatures associa ted with rhe Jlsciplint'S_ Some. like rhe n:llityan raksh asa. are born martial adepls,just as some creatures enter lifo!' wuh sorcerous powers.
J\TlOfll't/lm'}'ll1I 11IlI,lrnlv sJ,tftS, ill "'III groWIll~ furlJnJ III hlJnJI ng a l fI(In.-s fll'ul.mJ "101.'1.' 'lou grt tht lon4 IlIIpmlIO" of
no
flI\t§h.a sas exi st as evil incarnate I n£"xtocably 1h!J J some "a" thry IrCO ern bcdi r hIlU ~ and
-re
I
punishment byan~ t}' Ik· ll l{' ~ . Un like other rakshasas, nai ryan raksha sas lac k in na te spellcasn ng abi lit y and in stead possess rhe power 10 tak e s pI'dflC mon strous forms rha t grant th em rnama l maneuvers and ot he r abtlt nes. NAITYAN RAKSHASA Always Nt Med ium outs-der (nativ e) Init +5; Senses d :"lo:vlslon 60 ft.: listen ..6, Spot +6 Al.Ir.l detect thougtus (DC 18) Languages Common, tnfernal , Under(o mmon
AC 20, touch 11 , nil·footed 19 t· 1 Del[, +9 nllt ural) hp 61 (9 HO), OR l S{good and piercing SR 17 Fort +9 Ref ..9 Will +9
Speed 40 ft {a squOites)
Molff mwl(
H'IId
word .13/+8 (2d6..-4j and I) ..
CR 7
Special Actions change shape, style shap es Abilities Su 16, Dex 13, Con 17, Inll0, Wis 16, Cha 18 Feats Improved tnmauve. lightning Reflexes. Multiattack Weapo n Focus (bile) Skills Balance +10, Bluff +13. ccncentraucn +8, Diplomacy+8. Disguise +13 (+15 acting), Galher lnformalion +6, Hide +11, Intimida te +14. Jump +21. listen +6, Martial lore +5, Move Silently+11, sense Motive+12. Spot +6, Tumble +15 Advancement by character class: Fa vo~ Class swcrdsage Possessions maSle rwork greatsword Detect Thoughts (Su) A nailyan raksh,ua can continuousl,. use deltCl lhoughts as the spell (casler level 18th; Will DC 18 negales). It can suppress or resume the ability as a free actio n. The save DC is Charisma-based. Change Shape (Su) A naltyan r;lhh;lS;l can assume the form of any Medium humanoid. Style Sh;lpes (Su) A nailyan rakshua gains the maneuvers of particula r martial disciplines and other abilities by adopting specific shapes usmg Its change shape ability. When changing into one of these shapes, the rakshas;l retains its claw and bile snacks and automatically adopts the stance listed for the shape. Hthe rakshasa cannot maintain the stance for some reason, it reverts to its natural form and loses access to the martial maneuvers the styfe shape grants. A nauyan rakshasa can use only one maneuver per turn. Thus. if it uses a strike man euver on Its turn, it cannot then use a coun ter against an opponent while waiting for its turn to come up again. In any of these shapes. a nailyan raksha sa has the backward hands typical of the rakshasa race. Eorth Serpt nl: In this shape. a nartyan rakshasa has a snakelike head. a snake 's tail instead of legs, and gray stony scales. While it is in earth serpent shape, It gains
NAITYAN RAKSHASA LORE Characte rs with ranks in Knowledge (the planes] can learn more about naityan rakshasas. When iI charac ter makes a suecessful skill check, the following lore is revealed, including tbe information from lower De s . Knowledge (Ihe planes) DC Result 17 Thls creature IS a rakshasa, an embodiment of evil that plagues the peaceful races of the world by secretly liVing in their midsl. This result reveals all oUlslder traits, 22 This creature is a naityan rakshasa , a member of the rakshasa race with the ;lbllity to take specific forms thai grant u access to martial maneuvers. The backwards hands thaI you can sec in a rakshasa's true form arc apparen t in their alternate forms. 27 Nallyan rakshasas have four style forms : a hellhoundlike humanoid wilh scent and fire-based abilities, a stony snakelike form that has tough natural armor. a leech form that allows them to SWim
a +2 bonus to natural armor and can use the strength of stone stance and the moun tain hammer (strike) and cha rging minotaur (strike) man euvers . Hellfire Hunltr: In thiS shape, a nailyan raks hasa looks Uke a hell hou nd in human oid form . While it IS In helffire hunte r shape, it gains scent and can use the flame's blessing sta nce and the fire riposte (counte r) and flashing sun (strike) maneuvers. Night Creeper. In this shape, the naityan rakshasa looks like a slick eel-like humanoid. While it is in night creeper shape, it gains a swim speed 000 feet. sneak attack +ld6 and can use the island of blades stance and the ghos t blade (strike) and shadow garrote (strike) maneuvers. Elusive Advt rsory: In this shape, the naityan raksha5a has a head and fur like a displacer beast, and its arms take the form of displ;lcer beast tentacles With hands coated in hocks. While it is in elusive adversary sha pe, it g;lins a speed of 60 feet and can use the shifting defense stance and the baffling defense (counter) an d feigned opening (counter) maneuvers. Skills A rakshasa has a +4 racial bonus on Bluffand Disguise checks. When using change sha pe, a rakshasa gains an addition;ll +10circumstance bonus on Disguise checks. If re
STRATEGIES AND TACTICS A nauya n rakshasa matmatns its disguise as long as possible bUI when push comes 10 shove, it ade pts a style shape 10 banle foes. A nairyan raksbasa adepts the style shape most useful 10 it ar rhe moment. In pursuit of enemies or confront ing inv isible or firc-ustng foes, tr usu.3 lly lakes the shape of th e he llfire hu nter. when working wi th allies 10 flank foes o r using a waterway 10 access a foe'sencampment, a n aityan rakshas31ypically adop ts the night creepe r shape. Ifccnfronrmg foes alone, rhc earth serpent shape often proves most useful Finally, the elu sive adversary form comes inro play when a naityan rakshasa needs 10 de flect enemy attacks or whe n it desires escape from the bait le.
SAMPLE ENCOUNTER Naltyan rakshasas rarely gather in large n umbe rs. Like ot her k inds of rakshasa. each endeavors ro garher in fluence and powe r for itst,lf. Even so, nairyan raks hasas never work alon e. Ins tead Ihcy use detect thoughts. change sha pe , an d their silver long III'S ro Irick others into serving t hem or u nwutingly doing their wil]. Nairvan raks hasas also work in small reams, typically serving a more powerful nai ryan raks hasa bUI sometimes a raks basa of another type. H ght C lu b (E L I I):Three nairyan rakshasas lead a group ofhobgoblin warriors with 51.1\'1,'5 in lOW, each rakshasa laking the form of a d ifferent hobgoblin. The rakshasas th reaten 10 kill rheir caprive slavesif accosted.They keep up rheir cha rade ofbeing hobgoblins as long as possible, bUI when it become!' apparent thai the hobgoblins aren't a match for the Pes, IWO adopt night creeper form to sneak anackfoes.and the remainingone lakes earth setpt'1lI form to help maneuver enemies in to vulnerable positions. \t'hen rbe nauvan rak shasas cha nge shape. rhe hobgoblms flee,
ECOLOGY
in their natural for ms on ly In youth , upon death , or w ith
N.ulyan rakshas
In.. 1{( H1~.
Al tgnmcnt: Nairvan rakshasas are always neutral evil
SOCIETY Ahhough [heir
cba nge ..hape ab ilil Y makes it Imposs lblt" 10 know their enel numbers . sages specul ate Ih at few raksb asas exiSI com p ared 10 t h e num be r of hcrnaraoeeven dwarves. Nairv-
u ndoing . Nairvan rakshasas can malt' wub huma noid.. when in ::II
shape co m-
pau ble wuh tbe race of
:1.1'1
th e humanor d piltlnt'f.
Th e se.' unions r.1Tt' 1 ~' re sult
In survtving chrldren. .\t O~1 an' abnor.v.iry._ rdsJuuI mal and sti llborn or so deformed lh :u lJxir ".tllt./ I ,""'I ,,, J(.,h thl'''' don'tlive long. Yet a few beaut iful ch fld rcn resuh. therr only defor mu y being backward s h and s. Naitvan raksh asas nt'e wi th Ih l' St· cbtldren . k nowing tha t Ih l' humanoids around them will Inevuablv d iscover thclr In n3tel y evil souls, These Im mature nau yan r:t kshasas cannot change shape bUI learn from a falhl'r or mother rhar rbeir ha nds are signs of the ir tr ue natures Envi ro n ment : Nearly all nai rvan rakshasas are born and 11\ t" on th l' l\lJr eri al Plane , making them native ourstders. T hey live in 3ny erwiron menr where humanoids can be found livin g. Ty pi ca l Physica l Charact eris tics: A nair van raksbasa stands roughl y 3 S tall as 31'1 ave rage h uman and w etghs 511ghlly more due 1O:t srron ger-rhan-average build .ln their rarely see n natural forms, th ey appear to be tiger-headed humano id s w nh backwards hand~ Unlike a no rma l rakstu5a or tiger, a naitvan rak shasa's fur is blac k an d bears hflghl red st rtpcs. Wh C'n you ng, a nalty:m firsl lea rns 10 rake th is rrue form , becoming able ro ado pt other ap pearances and style sh apes as It lea rns be t ter control of irs change shape ebi lil y. Mosr nail yan rakshasas ca n be seen
,,,i.,,
n~has2S
represe n t a ponionofl hal small pc pularion. Thisnukes Iivmg .1mo nghunu noids a recesstrv for procreauon and ccn nn ul ng t heir race. Meenngs be twee n naitvan raksbasas can be so rare th at an indiv idual mighr conside r Itself Ihe only one of its ki nd , but me need for supporung one anothe r can draw rhose tha t tTlt't'l 10 slay toge the r or al Il'asl rema in in con tact. Groups of nai tyan raksbasas oflen form due 10 a fami lial li nk. and these sibli ngs mlgh l work in conce rt fat vears un ril discovery or rivalry scatters th em. A na uya n raks hasa works ro evrabltsh a base of po'o"er and followers. If mig ht do rhlsthroug h killtng and irnpe rscnari ng an importan t figure.or u might build a sup port orga ni zation from the ground up. NailY.1 11 rak sha sas do 1'101 possess rhe spellcasring poWt'rs o f c rher types o f rak sh asas and so rely upon decepucn and th eir fIghnng sk ill 10 achieve their aim s. .!\hny of these crea tu res lead thie ves gu ilds , ass as- an clans, or ma rtial orders , or holJ high pos itio ns in mtluarv o r po lice force s
TYPICAL TREASURE ~ail Y3n rakshasas have rre asu re typi cal for a crea t u re o f lhel( C R. Jf po SIble, nauvan r:rkshaS3s prefer 10 Wield magic weapons and bear Items dUI improve their comba t abil mes. Few naity:tn rakshas.as wear armor u nless il is Iighl e nough 1'101 [ 0 inlerfere wilh Iheir skills .
,=~~z~ ANOTHER RAKSHASA? change shape ab.l,ty. (l os,ngchan ge sh aprdoesn'l SIgnificantly Is the ong lnal raltshasa r nou gh for your game~ If you're familiar affect thr nallyan raltsl1au 's CR I In thts way you un use the with the rilltsh. s.a presented in the Monsltr Monuol //I supple- hellfire hunter, e.rlh serpent, nlghl creeper. 3nd elUSIVe adyer· ment do you draw Ihr Ime .t h.Ying three? In eilher case, sa rye. ch as a new mon ster Ifyou doso, you should ch.nge Ihr conSider uSIng the o••ty.n r.ltsh.sa by Iteepsng 11 co ns u ntly In creatunfs damage redUCllon to 5Oml!thsng Ihat doesn't rrmsn d on (' slylr shape .1'.0 the crnlure's na lural form and remov og Ihe playrrs of the roil sflaSOl but thaI 15 equall) uncommon C' ... 3D
AITYAN RAKSHASA S WITH CLASS LEVELS Nairyan rakshasas advance by class, and their favored classis swordsage. Nairyan rakshasasadvanceas swcrdsagesnormally,
bur rbev haw the added benefitof being able 10 simultaneous ly mainta in a sryle shape stance and a stance granted by
th e swordogc class. Level Adj u stme n t ; +6.
A ItfTIbl,arnwrrJ Pl:urt lonfrotllj "m. Much ofIts (.oJy is compoliJ ofWITtrousgritll fif(, It,wmg onlytlltmts/.anns,.lnJ hdmtJ h',IJ jloafmg In mllj,nr. If 1I~.lnan Orl hl lr b",utpl.Ift a IlJ tarn:ts !1 ",.,ktd
11<11baJ III Iii t"lon,J h.:II1JI.
Long ago, a race of mortal warriors known as (he reth Jeklla sold their souls to an infenul powermexchange for the power to des troy all who oppose d them, For a lime, [hey were the
scourgeoftheir world.undisputed masters oeer the wide lard s theyhad ccnquered-c-and when rbevdiedtbetrdebr C3 I1X' We and Ihey wert enslavedby the archdevtl who had aided them. The rerh dekab served their master as fierce warriors, fighling In the endless warsofrhe lower planes, burwhen the arcbdevtl turned them againsr their-own mortal descendants, rhe reth
dekalarebelled agamse rherrfnfemallord. The archdcvil cursed his faith less warriors. setting in their very flesh the perperual torment ofhis corrupt flames -but the reth dekala destroyed their former master and loo k his cri m son citadel on rhe iron plains ofAcheron for their own. The re th de kala now exist as curs ed infernal warriors. cremally tormented by rh e sorcC'TOUS flames that consume bUI do nor kill rhcm. To end their rorment rhev must fulfill th e oath thty broke long ago, and de stroy every one of their ow n living descen dant s. But th eir mortal lives were long ago, and ma ny generations have passed , so hundreds cft ndtvtdurls sc attered aro und the world now carry traces of rcth dckala blood . The cursed warriors seek OUf these living scio ns of rheir own race, and slay th em wh erever they are fou nd. Whi le rhey sea rc h, dll'y serve as capab le mer cenaries, gu ardians, and overseers for those who appreciate strength and hone r unt empered by mercy.
RETH DEKALA
CR 4
Usually lE Medium outsider (evil, extra plan ar, lawrul) Init +2; Sen ses darkv ision 60 ft.; tlsren +6, Spot +6 l anguages Common, tefema! Aura vilefire (1d6, sickened, DC 15) AC 19, touch 12, flat-footed 17 (..2 Dex, ..5 armor, 1"2 nalural) hp 37 (5 HD) Resist acid 15, fire 15, rort ification 50% Fort .. 7, Ref +6, Will +6 Speed 30 ft. (6 squar~s) ; air walk MelH mwk halberd ...11 (ld101"6Jx3) or M~IH claw bracer +9 melee (1d6+4J Ranged vilefir~ blast +7 range d touch (1d8 addJftr~ plus sicken) Base Atk ..5; Crp +9 At~ Options Com bal R~nex~s. alIgned sltike (~vil, lawful)
Man eu vers and Stanc es Known elL 5th): 5Io"cts -martI31s pirit (151) , thicket of blades (3rd) StrIkes-daunting strike (5th), death from above (4Ih), disar ming smke (2nd), entangling blade (4th) Counlm-wall of blades (2nd) Abilities Str 18, Dex 15, Con 16, In! 11 , Wis 14, Cha 15 Feat s Combat Reflexes, Weapon Focus (halberd) Skills Balance +11 , Concenlration +11 , Diplomacy +4. buimidate +10. Jump 1"13, listen 1"6, Martial LOTI!' +8, Sense MotiVf! ..10. Spellcraft 1" 8, Spot 1"6 Advancf! me nt by character class; Favored Class sorcerer Posse ssions masterwork breastplale. masterwork halberd Air Walk (El l A reth dekala cannoltruly fly, but It naturally remains aloft . It moves as ir constantly under the effects of an air walk spell. Aligned Strike (Su) A rerh dekala's natural weapons, as well as any weapons It wields, are treated as lawful-aligned and evil-aligned ror the purposes of overcoming damage redu ction . FortifICation (Ex) Due to its unus ua l bod y composition, a reth de kala has a 50% chance to ignore the extra damage dea lt by a critical hit or sneak attack. Mart ial Man eu vers A reth dekala knows several marual maneuvers and stances (initiator level 5th) . II recovers expended maneuvers by res ting and meditating ror 5 minutes . II can use each maneuver once per encounter Vilefire Aura (Su) The corrupt fire that comprises a reth dekala 's body burns and sickens those who close With It. Each round at the beginning of the reth dekala's tu rn, creatures adjacent to the reth dekala take 1d6 points of damage; living creatures also become sickened for 1 ro und. A DC 15 Fort save negates both effects . Half the damage dealt is acid damage and hair is fire damage. The save DC ;s Constitution -based. Vilefire Blast (Su) A reth dekala can attack roes at range by lashing ou t with bolts of the co rrupt flames that compose its body. This is a ranged touch attack with a range of 60 reel tha i deals 1d8 points of damage. Half the damage deal t is acid damage and half is fire dam age. li ving creatures struck by a vneflre blast must succeed on a Fortitude save (DC 15) or become sickened for 1 round. The save DC is Constitution -based . Skills A reth de kala has a +4 racial bonus on Balance and Jum p checks.
STRATEGIES AND TACTICS Asingle rerh dekala is a good compa nion or guard for an ev il spellcastcr or mastermind . II is ex tremely loyal and would soo ner die rhan dishonor nselfby failing to uphold its word Groups of reth dekala mighl seek out a surviving scion of rh..ir race -possibly a PC who doesn't even know tba t h .. numbers a reth among his ancestors. or more likely.an NPC whom the PCs must protect. Regardless ofits roll.",a rerh dekala excels in melee combat, and works best ifpaired with a companion creature that re lies o n magic or ranged snacks. Two or three rerh dekala wo rking together can be quite formidable, since they are highly disciplined and cooperate well. mixing ranged and melee attacks 10 defeat Iheir foes. In bailIe, a reth dekala often uses ilS air walll. ability or lIS death from 21x:Nl! l1Unt'Uvert03mw hauteswith -dishonorable
foe s (rogu es, sk trrmshers . or minion s) and seck OUI. suit able capum. champion. or com mander ro d uel In m...lee, It us ual lv hove rs about 5 fcer abov e the g round.gwi ng ir rhe +1 hi gh er ground attack bonus. 1'h... c reature USt'S its vtlefire blas t o n ly when confronting e ne my spellcauers or a rchers who avo id clos e co mbat. Th(· creatu re usually begi ns :I ban le wi th its t hic ke r of blades stance acuve. a nd switches to ma rt ial ..pi rn once it (o r its allies) have been wounded Re rh dekala often have crusader, swordsege. or wa rb lade levels, and many all' also skilled sorcerers These advanced foes ca n se rve as masterminds. tyra nt s, or oppressors. marshalhng rhe fo rces of evil 10 subjugate rhe weak.
The most unusual feature of IhC' rerh dekala IS the fou l magi ' cal flame that pC'rpt"tu311.,.co nsumes their bodes-ctbe c urse bestowed on their race bylhei r former master.Their low't'rtorsos simply trail offInto 3 sickening Incandescent vapor. Creem shyellow flamessmolder here a nd the-re 311 over Ihcir bodes, as Ii the flesh uself 1.-'1 frozen in the midst of SORlC' awful disin regranon. but rhe 83mt'S Ihl'mMOlvMo 3ft' part of the wamors' bodles and loosel y co nform to Ihl' share of the missing trun k a nd ~s. This "vtlefire" co mbines some of lhe-properties ofborh add and fire, sickening living mortalsWOOC OTn(' In
com act wuh u . Envi ro n m e n t: The reth dekala a re
runves ofTh u lda n in, second layer of lhe Inft"tNIl Ruddidd of Acheron. A
SAMPLE ENCO NTER
few roam rbe broken ~lds of
t he Urn,or sund Iondy \igils In ISOb red wratchrcwers scarrered across IhC' plane, but mos t fl'lh dekala remain inor nearthe\'2st fcnres.... ITtON!;tC'ry known :IS lhe Crimson Clt3IkL Once the SC'3tof the ruroeless archdevil who originally corrupted the rerh,rhe Ciradel is now the home for this cursed race. O n the MuC'ri31 Plane, the rerb dC'kala can be' found in almost 3ny rerrain cr chmne, They are mos t comfor l:lble in warm e nvtro ns, bUI Ihey pursue their mi ssions and q uests wherever I hey mig hr lead . Typical Physical Cha rac te ris tlcs: If Iheir !0\\'l'I' bodies were huma noid i n form an d did n't va nis h imo sorcerous green fla me. rerh dekala lndlvul uals called fis ts. wou ld be 10111. i mposi ng warriors close 10 In addit io n to t hr ir merce7 feel tall. As th e y ~ pp ear now, the y are T lw rtlb Jtft4/A 4rt Ibt r",.~J rt",,,,,,,U nary work. reth J r kala are often engaged about" 10 S fl'ct tall . Rerhdekala nor ma lly if" onff-", ir.b~ r4rt in va rio us m issio ns, raids, or qU...SIS diehove r about S fee t above t he ground. a nd rated by t he leader-s of rhe lr race i n t he therefo re "stand"close 10 10 feet rall.Their Crim son Citadel. A fist of re rh dekala migh t be tasked wi th rcrsos and armor togethe r weigh about t 20 pounds. Ditfere nt recoveri ng some lIe m ofV:I! uC', ~king oul new C'mployers,or individuals might have wildly differt"nt decorauons. designs, hunt ing dow n and extC'rmi nat inganr ofth ose living mona!s :lDdde\'ices on thelt 3rms and armor, bUI all fa\'Or full helms who carry IhC' tl"l h bloodlinC' . that conceal their faces, Benealh Ih... helms. t he R lh deb la Muked S ame (EL 7): Thn'e rC'th dC'kaia visi l a sma ll h.1\'C' oddly l1.1t , seamt·d. lC'athC'ry featuI'C's and wide mouths low n tn SC'arch of.1 hidd rn ~Ih d~C'nJanl, They 5eC'k o ut stud de d wilh numC'rous sm ~ ll, po in tC'd lC'el h. and kill a local hero n3mcod Hel't"lh Sannaford , only to find Rt-t h dl"kala all' without g~·ndC'r :m d :arC' effecuvdy agC'less . l ha t Herelh had a youngC'r brother. AstheRlh d.-kala mo um To ma ke mOR of their kind. [he y pt'rform a spcrial ri le lhat a relen tles s a nd brutal sea rch for thC' surviving Sanna ford, infu ses the body of a C3ptivC' humanoid w ith the corrupt t he low n elders 5t'nd for thl.' PCs a nd beg th e m 10 s lOp the \'ile fire-a n agoniZing process that t he reth dek31a\,iew:ls merci ll"Ss rampagC'.The he rOC's arrive jus l in time to imen"C'ne a gll'3l honor to bC'stow upo n .1 worthy foe, lx·for e Ih e rt'lh dl.'ka la slay Ter C'n S:lnnafo rd too . Rt-Ih dekala are high ly discipli ned and hierarchical. ThC'y do 1i1l1C' for indio vidual gain. 3nd t he r follow the orders of their supe riors wit h u nswe rvmg failhfulnC' u . Alt ho ug h Ihey mIght choose to serve others as me rc e nary champions. th~ do nOI do so w it ho ut lengthy and C'xplicil oaths that clearly spell OUI C'X' acrlv what the rerh dekala will do for t herr employer- ami what t heir employer m ust do in t u rn . A re rh dekala mercenary conn ngent m ight be a si ng le rel it dekala bodyg uar d, or a com pany of eluc baule -champtcns numbenng in rhe d ozens. They usually ta ke service m groups of two 10 live
ECOLOGY Re t h d.ekala wC' re o nc C' mOrl al humanoids, bUI their lo ng bondage in thC'infC'rnal plant'S.1nu Ihe c urse ofthe :archdevil t h~ rebelled againsl havC' IransformC'd t hc-m inlOtru... oUIsid· e~. 11l.-y (.eq ulre no sust...n;lrl(t' or ~t, and Ihey do nOl die un le<>s s lai n o n Ach eron.
SOCIETY ThC' Rth dekala Ih in k of t hl'm selvt'S as a 51rictly gO\'l'rnC'd ortiC'rof w3rriors. lnl'y do nOI SC'C' IhemSt'I\"C'5asanarmy; Ih.-y a~ a brot herhooJ c'- knighls, and e\'C'n acommon reth Jek:d.a e).l-'l"Cls 10 be' treated as an ove rlord an d co nqueror by .any lesser bemg.lhc R Ih debl.a a ~ bound 10 follow Ihe onlersol lheir supe nors :md thl'Yundenake fl'w mis~i om or t:lSks on
rhe M arN !al Plane un less or dered. For example.a rerh dckala might b -ordered 10 garnerwealthand prestige for rhc Crimson Citade l by fulfi lhng a suitable rnerccnarv com racr. to scour the co umrysidc of a Materi al Plane kingdom in sea rch of h iJ den ruth descendants, or to seek OUi and des troy the members of a knightly order opposed ro reth dckala acrivit y, M OSI reth dckala an' kn ow n as dekarcbs. above these are th e ur-deka rchs, the tha umaka rch s. and rh e h igh rha umakarchs. To earn rhe tule of thaumakarch, a n-rh dekala must learn to co mplement its manial abilities with sorcerer spellcas ting, so tbc hi gh est-ranking rerh dckala are d anger ous sorce re rs as well as mania I foe s. Exact in g oaths of feall Yand be havior di ctate their behavior towa rd one a not her, c rcat ing a complex hterurcbvoffealrv and obhgcrion fro m the common dekarchall the way lip lathe Hi gh Lord'I'haumakarch of the Crimson Ci tade l. Above all, the rerhdekala seek ro be freeof rhe hor rible curse laid upo n th em by th e erchdcvilrhey r..belled agains t. 'To break the vilefi re curse. Ihey must fulfill the oath of obedi ence tht-y broke-a-each survivin g monel rerh must die, as the overlord of rhe Cri mso n Ctradel orderedlong ago.Th e realm of the reth no longer exists, bur acrossthe world hu ndreds, perhaps thousands, of people (mostly hurnanisnll carry tracesof rhe rcrhblood lin". The rer h were a hero ic race in their day, and mort' than a few of these surviving scions arc heroes in thei r own rtght. Some know of their an cient he ruage and the dange r posed by the reth dekala. btl! most are ignorant of the ir per il. Alignmen t : Rerh dckale are rig id and in fle xible. The y care little for th e troubles of other crea tures, and in fact view rhcrnselves as an elue race of martial overlords to wh om [esser beings owe tribute. So me rerh dekala lack rhe cruelty and co nque ring drive of th eir fellows, an d use the ir strict honor code as th e sa le guide to their ex isten ce; th ese lean toward a
RETH DEKALA LORE Character s with ranks in Knowledge (the planes) or Martial l ore can learn mo re about re th dekala . When a character makes a successful skill check. the following lore is revealed. including the information from lower DCs. Knowledge (the Planes) or Mart ial l ore DC Resu lt 14 TnI' retn ~ ~ a a are a race of myster ious warriors rrom some infernal plane . They are cruel and merciless mercenaries whose bodies are partially com posed of eerie greeMlsh vapor. 19 Reth dekala are ou tsiders native to Ihe Infernal Battlefield or Acheron. They are skilledmarl ial adepls and have innate abilities resembl ing those found in the Devoted Spirit. Iron Hearl , and Tiger Claw disciplines. The yellow-green m ist thai forms their lower bod ies is a sickening miltture of fire and add. 24 Relh dekala are resis tant [ 0 acid, rlre, critical hits, and sneak attacks. They are cruel and pitiless . but they abide by a strict code of honor and nevel deviate from it. They seek out and kill mortals belonging 10 a mysterious anCient bloodline, apparently believingthai some curse or torment will be lifted from Ihem if they succeed In exterminating every Iilst person who shares this old bloodline .
lawful neutra l alignment. A few rare ind ivid uals ab and on or pervert their oath s anu be come not h ing more rha n ma liciousreavers of ne utral evil or chaouc evil alignmem.
TYPICAL TREASURE 111C reth dekala have little lise for wealth other than as a status symbol. J n their convo luted codes (If honor an d obed ience , the righ r 10 levy tribute on one's inferior s is a key du ty an d pr ivilege o f th ose wh o hold power. Rerh de kala ab ide b} mbure arrangements scru pulously, and th e cursed warrio rs do not har m those wh o me et t hei r dem and s, altho ug h these m igh r be ruinously heavy at ti mes. In addi tion 10 gems, ar t objec rs. and co inage, reth dekala hi ghly value magic items- especia lly arm or and weapons. Most rerh dekala wield the besr magic weapons rheycan find . Reth dckala w ith levels of sorcerer also make use of sc rolls and wand s.
RETH DEKALA WITH CLASS LEVELS 111e ancien! rerhwe re form idable warrior-sorcerers.and the rcrh dekala still possess an inna te talent for sorcery. Sorcerer is the favored classof the race. Rerh dekala who lake levels in a martial adl'pl class ca n add rheir rerh dekala Hit Dice 10 their marnal adept class level 10 determine rheir iniriar or level and hig hestlevel maneuvers known. Thei r innate martia ! maneuvers remain in a separcre pool from any new ones rheygatn from class leve ls. although rhev dc ccc nr for the purpose of meeting prerequisites for martial maneuvers gained through class level. They ca nnot recover expended mane uvers from th eir reth dekala martial abililY liming an encour nertbu t they can recover m an euvers acquired from a ma rtial adep t class norm ally). The reth dekala destroyed rheonlv be ing whom the y mighr have co nsidered a patron deiry. and therefo re do not worship any god s. During th eir uprising agains f the ir overl ord, fhey sle w tho se few of their fellows who we re cle rics of th eir in ferna l ma ster . Reth dekala cler ics are still qui re rare, and are most likely 10 venerate Hextor or the principles of law, tvrar mv. and war. Relh dekala have a racia l +.J bon us on Balance and Jump checks. Martial adept classes and fighter-likeclasses (any class with fu ll arrack progression)are cons ide red assoc tared classes for pu rpOSI'Sof dete rmining an advanced re rb de ka la's CR. Level Adjustment: +5, Rerh dek ala ca n move th rou gh m e air wilh t'ase and have a num bl'r of special res ista nces and defen ses.
_,.---:-:-:---,---_-;-;---1 V~ A LKYRIE
IX/jll!.. 1'['ld of 1I1lwd.-r, ,1 Vilio ll tlfftl r)' apJlflrn ","'foro: rllll. Wltll
lI'iJl~S like slor m e1m"ls lina f)'tS Ihlil Spit lightn ing, this f itTU lI't"1mllnl iko: cmthm' SIOllll's a hoof" afOO l ,lllllWIlI't S 111'0 slI'orlll 111 )'l'llr JimliOll, tar h rmdd ing with ..Jet/ricily,
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Valkyri r s, ofrf'n ca ll• slorm ange ls by the ignorant , soar th rough lh e ski es ofYsgaro seek ing ba ttle with Ihr plane's mosr valiant warriors. Fearl ess paragon s of manial prowess, valky ries th rill :u combat and fight wonhy foes :II every oppo rt uniry.Although pron to to disobedienct', valkyrie'Soften serve de ilies of war as messengers and t'n force rs.
VALKYRI E CR 9 AlwilYs CN urge outsider [rhacnc, eltrilplanar) Init .. 8; senses dar!lvISlon 60 ft., Listen +10, Spot ..10 Langua ges Ab)ossal, CelestIal, Common AC 25, touch 17, flat-footed 25; unCilnny dodge (-1 sue. ...8 Dell, +1 armo r. +7 nilturill) hp 115 (ll HD); DR lOlcold iron Immune cold , electricity, fear, sonic: SR 17 Fort ..13. Ref +15, WiIl ..8 Spud 40 ft. (8 squilres); fly 60 f1. (~rfecl) Melee .. 1 short sword +171+12/+7 (ld8 ..7/19-20 plus 1d6 electrlclly) an d +1 short sword +17/+12 (ld8+3f19 -20 plus 1d6 electncity) or Melee 2 slams +16 each (l d6+7 plus 1d6 electricity) Space 10 fl.; Rea ch 10 ft. Base Alk +11 ; Grp +22 Atk Options Combat Experlise, Improved Disarm, POW!!r Attack , aligned st rike (chaotic), eleclricity attacks, maneuvers Sp«ial Actions lighting gne (DC 18) ,sonic burst (DC 18) Malneu vers and Stan ces Known (IL 10th): Sionces-prey on the wealk (7th) 5ffl.kn-
STRATEGIES AND TACTICS A alkYflro typtC2l1y begln~ combat from rhe au. wing the pounctng charge maneuver to make a fuU snack 211he end of When fltght ism pracllc:l.l,:lI valkyrie uses the wolf f:mg mike againsl fees. In enbcrcase. a valkyrie oflen 10110\\'<; up the charge wuh a thunderclap 3Sa SWlfl acnon. In melee, 3 valkvne prefers to nght one on one. Thuc; 3 valkvne mlghl use cbargmg mmctaur and clever posinonin g 10move do 10 her chosen foe, and devastanog throw and boulder roll 10 deal with others. For defense, the valkvn e relies on counter charge and bafflingJefeme. A valkyrie almost never acuvelv gazes al a foe. preferring ro use her melee attacks. ofcourse, the passive attack ofher lighlning gaze can put fees at a stgnincanl dtsadvamage. If a valkyrie finds herself ourrnarched. she might flee , surrender, or figh t on until death. dependi ng on the nature cftbcsc shro fights. A valkj-rtc figh ting an encrnyofsu perior marna! sk ill ofte n surrenders and offers service and ho mage in exchange for her life and lea rning something of th e tighter's sk il l. Ralrely, a valkyrie ba nles on unnl she takes her Lisr bre ath-c-jusr 10 experience the honor of figh ting such a formidable enemy, All rbe while, a valkyrie praises her opponent's skill, ne ver accepu ng surrender or truce. A valkyrie who nears defeat again~t a foe pnmarily using spells oroeher nonmartial aftaICks usu ally flees, somenmes returntngwilh ~inforcememsand oeber times Le';l\'ang to seek banle ag:alrnl a mere worthy marnal-onemed opponem.
;acharge.
SAMPLE ENCOUNTER Valkyril'S rrsvel alcne or in sm all groups. Soaring through rbe clouds, valkvrteschallenge any in telligent creature bearang the armament of a warrior who seems wcrthv, Often, valkynes happen upon a baule and OWl ' the combatants from rhe au or from hiding. The valkv rics then swoop dow n ro trescue" skilled figh ters from rbe mele e, laking them 10 a safe place where they can recu pera te an d ready rhernselves rode banle with rheir savio rs. Fig h t C lu b (EL 14):Two valkyries rook a wounded paladi n from a banlc in which he smgle-handedlv foughr a group of marauding trolls. Now one valkyrie guards th e paladin as he rest 10 a ncarbycavern while rbe orher valkyrie seeks ano ther 0rronrnt 10 fight.The guardi ng valkyrie refuses togfve up the pabdm unle....:l. PC is willing roemer inrosingkcombal With her.The rt'turnmg,,,,nr.yne-lmmeJiJlroly snacks when she sees a bailie, drcpping hercarch-c-rhe leaderofthe trollS-lONnie a PC. nil' \-alkn"ie5 allack the- PCs using the tactICS described .a}x,..~, while the troll leaJa-rtakes Iheopportunity 10finish off lhe paladin before turmng on the Pes. USC' fhe SUlistics for l(u. troll hunler .\1.\1247 for the lrollieader. For the palaldin, uSC' dlt' statisllCSfOl"the half-ct'lestuI9tb-kwl human paladin ( \IM HI;J.The' paladin is OUt of "JX'lIs and has ~ hiS lay on hands ability for the day, leaving him with 70 hi t points.
ECOLOGY ASOUfSlder.., valkyries nrot'O nOI eat o r sll'ep, O1nJ. lhus do nOI norma llv 3 f~ t the ecolog)' oCan u roJ. Yel t hey rirt'lessh' wing Ih rou gh fh e cloud" In ' l'uch of ban Ie , below, and by ch ol llt' ngtng an d killing ;) OC ll'ty'S bt's l warriors, the)
1\ Iign me nr : Valk V fl(~ S are alwllVs chaoric neutral, Although mlghl also lake Ih~1 society's h" ~1 hunters. Ihl'V \'C no rea..on 10 be cruel. neil her do Ihey see C;lU.... IO rhts rar('h h3S a direct effecI on local be merci ful Te sri ng th eir marua l ecology. burtn harsh lands it ca n have sk ills in bat tle agains t anyone Igmficanl d fccrs on the com muntues worthy form s rbe basts 01 Ih{'lr lefrwnhourrhetr best foodgatherers. unders tandi ng of vir tua l Th e dtssol unon of th ese communi· lie s can then wr...ak havoc on the Iy evervrhmg, an oullook thaI doesn't .1.110"0\· for 13\\surrounding regrca Environmenl: \·alkyri... s ful ideals such as respect for authority or rhe rule of lzw live on all rhe layers of the HerOIC Domams of YsSOCIETY gard , :a nd thi s plane of ValkyriC'S insrinctM ly tC'Cog constant ban le. death. and resurrecnon IS Ihelr nize each orher as siblings of:a son. and Ihis sisterhood caus es favored home. On Ysgard. valkvnes them to f('C'1 a son of carm nJcnt' re51 rht'lf fighl1ng skills againsl an)' wuh one another. O n their horne c reature, regardless of its power. plane of Ysgard. rhis camarad c n e and Ihey are even willing becomes blurred as me valkvnes 10 nghl It'SS wort hy foes, fight one another regularly and often secure in rhe knowledge participate in rhe celebrations in rhe rhar beth tht'y and their opHall of rhe V:aIiJ.nl. Yel on ot her planes ponerus will arise fro m death to valkvries rarely fighl one anot her, prefernng fighr again. 10 work rogerher rc find brave cppcnemscr to Valkvr ies prefer 10 remain in flight serve a great !ighler. high abovethe ground in :any environValkyrie's come imo being when a deily's barriement Immune ro cold. eleclnci ly.:and she'dblood falls on the hallowed grounds ofo ne oi so mc effec rs. valkvnes wing their V./l;Ti.-' Ji,hf .,,)....l" Ysganfs u)'C'rs. lflhedt'iry lived Ihrough rhe comber W3YS th rough th e wors t storms, for ...] rr._ t he blood il 105 1 to the earth sprouts glory flowers gleefully riding thei r winds 10 the on the following dawn. cerpeu ng the landscape in next ban leground. glcwmg blood-red blossoms. The shon-lived glcryfla.o.'t"r's biosTypical Physical Ch ara Clerissomsare prized compoeems in magicitems,and when prcperlv ncs: Valkyrt,'S stand abour 10fC'C'1 I3Il :anJ wetg h .\50 pounds. Although gendered. valkynes brewed can be used 10make ~(l luof hmllSlII. Should the glorY blossoms be lef u ndis turbe d u nril the following dawn . the do nOI give hm h 10 rh..irown kind. Instead. valkyr ie" anse glow tht'y emit build" 10 an almost blindi ng crimson light ;a~ from rhc blood of deities th at has been spilled in comharand theydie,and a valkyrie appears when rhe Iighr is most Intense. dro pped upon rhc soil of Ysga rd. Valkyries rare ly have room Thl' newly born valkyrie 5t't"ks OUI its parent deil y 10 ~I'I\'e in rheir hearts for emenens other than bailie fury. bUI when it. Most valkyries in service 10 a deily serve a god or goddess Ihey do, a un ion results in celestial or half-celestial children. rharlues on rhe plane. such as Kordor Oltdammara. bur such As beings born of the blood of gods, valkyrtes do net age. ser vice rarely lasts more th an a hu nd red years of a valkyrie's immorla[ life due to Ihdr indcpenJeni nalures.
VALKYRIE LORE CharaClt rs With ranks InKnowlt'dgt' (Ihepl:anes) can leilrn more abou t valkyties. When a character makes a successful skill cheCk. the following loreIS revealed. Includingthe Information from lower DCs. Knowledge (the planes) DC Result 19 ThiS crealure IS a valkyr e an outsider from the planeo of Ysgilrd known fot ulr:U1g Ihe vahnl from ~lItefit'lds. Th,s result r~ats all outSIder tra'ls. 24 Valkyr,es ane Immune to cold, electrICIty. and sonic eoffeclS. Theyhave amaZing martial abililies, and their g:au is up:ableo of elKtrocuting their foes. 29 Born of(he blOod or deo I es spilT In hattre, v.il~ynes often servegods ofb;lu}e.lind war Most sefV(' Kord. 34 Vallr:yrleos often offer to serve somt'One who nn defeat lhem '" smgle combat using mart.al skills
TYPICAL TREASURE Valkyries rypically havr nocoim or goods :andc:arTY thl' full \'3lucoftheir Ireasure in ilems.They Im't"llighr and ha\'t" Intle mt' for golu orolh.-r valuables. Most carry magic Wl"apons oi som~ sort and in~1 whJ.reverspoils Iheygain inlo improving tht'ir loolsofban lc. Theon ly1rt"3Sure the \'3lkyrie aoo..,.cames is ht·r .. I shorllworalanJ padtkd annor. lf:a\'lI1kyrie ch~ 10 \\'t"Jr Unlor. iI's rJ.rrl)· ht-avier dun p3udedarmor beca~ ocher :armor Iypes would reduc(' her Dexlerity bonus to AC
VALKYRIES WITH CLASS LEVELS Valk)'ries 3d\'3nceby cl3ss. and Ihri r f3vorOO class is S\\'Ordsag Valkyries who take s\\'Drosage kl.'t"ls can aJd their S\\'Ord5.}~ Hit Dice10theirefft'("ti\'t" swotdsage Ievel(lOth)[odel..rml~ [heir mill2tor 1t'Vl'I;and highe$f·It'V'e1 ItUneU\-ers kl\CN>'n Leveol l\ dju'it m e nl: .5.