Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
E x pa n d e d
Path of War
Expanded
Lead Designers: Chris Bennett
Additional Design: Jade Ripley, Sabrina Bennett, Anthony S. Altovilla, Andreas Rnnqvist, Luke Williams
Editing: Forrest Heck
Interior Design: Erik Nowak
Interior Layout: Levi Jones, Jeremy Smith
Interior Artwork: Eric Lofgren, Joe Shawcross, J.D. Dianderas, Gordon Napier,
Shaman Stockart, Toby Gregory, Jesse-lee Lang, Joe Shawcross, Matt Morrow, Peter Temesi, Storn Cook
Publisher: Jeremy Smith
Special thanks to the legions of fans who helped playtest the material in this book and offered new and
innovative ideas to include.
Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired by the
third edition of the game designed by Monte Cook, Jonathan Tweet, Skip Williams, Richard Baker, and Peter
Adkison.
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game
License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names
(characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements
that have previously been designated as Open Game Content or are in the public domain are not included in this
declaration.)
Open Content: Except for material designated as Product Identity (see above), the game mechanics of this game
product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion
of this work other than the material designated as Open Game Content may be reproduced in any form without
written permission.
Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo
Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.
Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the
Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the
Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more
information on the compatibility license.
Path of War is published by Dreamscarred Press under the Open Game License version 1.0a Copyright 2000
Wizards of the Coast, Inc.
Some artwork copyright Ben Hossi, used with permission.
Some artwork copyright Shaman Stockart, used with permission.
Some artwork 2013 Eric Lofgren, used with permission. All rights reserved.
2016 Dreamscarred Press
CHAPTER 1: CLASSES
4
4
4
CHAPTER 5:
SYSTEMS AND USE EXPANDED 82
HARBINGER 5
MYSTIC 9
ZEALOT 15
CHAPTER 2:
ARCHETYPES 21
HARBINGER 21
MYSTIC 24
STALKER 28
WARDER 30
WARLORD 32
ZEALOT 33
AEGIS 35
BARBARIAN 35
BARD 36
DREAD 38
FIGHTER 39
MARKSMAN 42
MONK 43
PALADIN 44
RANGER 47
ROGUE 49
CLASS TEMPLATES
51
WHAT IS A CLASS TEMPLATE?
51
BUSHI 51
HUSSAR 52
PRIVATEER 56
WARPATH FOLLOWER
57
CHAPTER 3:
PRESTIGE CLASSES
60
ANIMUS ADEPT
60
BASIC GLYPHS
61
ADVANCED GLYPHS
62
MASTER GLYPHS
62
LANDSKNECHT 62
PHOENIX CHAMPION
64
67
TRAITS 67
FEATS 67
STYLE FEATS
76
CHAPTER 6:
MANEUVERS AND STANCES
EXPANDED 89
DISCIPLINE DESCRIPTIONS
MANEUVERS AND STANCES
MANEUVER DESCRIPTIONS
89
92
102
CHAPTER 7: MARTIAL
TRADITIONS 163
Books Needed
Harbinger
st
Base
Attack
Bonus
+0
Fort
Save
Ref
Save
+2
+0
Will
Save
+2
Maneuvers
Special
Accursed will (attack rolls), dark claim, ill
tidings, maneuvers
Readied
Stances
2nd
+1
+3
+0
+3
3rd
+2
+3
+1
+3
4th
+1
+4
Massacre 1/encounter
+3
+4
th
+3
+4
+1
+4
Elusive shadow
6th
+4
+5
+2
+5
7th
+5
+5
+2
+5
Sorcerous deception
th
+6/+1
+6
+2
+6
Ill intentions
9th
+6/+1
+6
+3
+6
10
10th
+7/+2
+7
+3
+7
10
11
th
+8/+3
+7
+3
+7
Black omen
11
12th
+9/+4
+8
+4
+8
Bleak prophecy
11
13th
+9/+4
+8
+4
+8
Dark murmur
12
14th
+10/+5
+9
+4
+9
12
15th
+11/+6/+1
+9
+5
+9
13
16th
+12/+7/+2
+10
+5
+10
Massacre 3/encounter
13
17th
+12/+7/+2
+10
+5
+10
Rumors of war
14
th
+13/+8/+3
+11
+6
+11
14
19th
+14/+9/+4
+11
+6
+11
Whispers of atrocity
15
20th
+15/+10/+5
+12
+6
+12
16
10
18
Known
CLASS SKILLS
CLASS FEATURES
Mystic
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
Animus, blade meditation, elemental
attunement
Readied
Stances
5 (2)
+0
+0
2nd
+1
+0
+0
+3
5 (2)
3rd
+2
+1
+1
+3
6 (3)
4th
+3
+1
+1
+4
Mystic artifice
10
6 (3)
5th
+3
+1
+1
+4
Withstand spell
11
6 (3)
6th
+4
+2
+2
+5
12
7 (4)
7th
+5
+2
+2
+5
Bonus feat
13
7 (4)
th
+6/+1
+2
+2
+6
14
7 (4)
9th
+6/+1
+3
+3
+6
Quell magic
15
8 (5)
10th
+7/+2
+3
+3
+7
15
8 (5)
11th
+8/+3
+3
+3
+7
Arcane defense +3
16
8 (5)
12
+9/+4
+4
+4
+8
Bonus feat
16
9 (6)
13
+9/+4
+4
+4
+8
17
9 (6)
14th
+10/+5
+4
+4
+9
17
9 (6)
th
15
+11/+6/+1
+5
+5
+9
Font of animus
18
10 (7)
16th
+12/+7/+2
+5
+5
+10
Arcane defense +4
18
10 (7)
th
th
17
+12/+7/+2
+5
+5
+10
Bonus feat
19
10 (7)
18th
+13/+8/+3
+6
+6
+11
19
11 (8)
19th
+14/+9/+4
+6
+6
+11
20
11 (8)
20th
+15/+10/+5
+6
+6
+12
21
12 (9)
10
Known
+0
th
+2
Maneuvers
CLASS SKILLS
If a mystic uses the Lightning Recovery or Victorious Recovery feat (or a similar method) to recover a maneuver,
it is immediately added to her currently granted maneuvers.
Profession (Wis), Sense Motive (Wis), Spellcraft (Int),
Stealth (Dex), and Use Magical Device (Cha).
Skill Ranks per Level: 4 + Int modifier.
CLASS FEATURES
11
12
13
14
15
Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
Readied
Stances
1st
+1
+2
+0
+2
Collective, compartmentalized
aid, zeal +1
2nd
+2
+3
+0
+3
Burning contemplation,
conviction, martyrdom (3)
2
3
3rd
+3
+3
+1
+3
Commitment, telepathy
4th
+4
+4
+1
+4
5th
+5
+4
+1
+4
Defiance, zeal +2
6th
+6/+1
+5
+2
+5
Conviction
7th
+7/+2
+5
+2
+5
Martyrdom (4)
11
8th
+8/+3
+6
+2
+6
Mission (augments)
14
+9/+4
+6
+3
+6
Unshakable Will
10
17
10th
+10/+5
+7
+3
+7
Conviction, zeal +3
10
20
11th
+11/+6/+1
+7
+3
+7
11
24
th
th
12
+12/+7+2
+8
+4
+8
Martyrdom (5)
11
28
13th
+13/+8/+3
+8
+4
+8
Stalwart
12
32
14th
+14/+9/+4
+9
+4
+9
Conviction
12
37
15th
+15/+10/+5
+9
+5
+9
13
42
16th
+16/+11/+6/+1
+10
+5
+10
Metaphysical transcendance
(allies)
13
47
th
+17+12/+7/+2
+10
+5
+10
Martyrdom (6)
14
52
18th
+18/+13/+8/+3
+11
+6
+11
Conviction
14
58
19th
+19/+14/+9/+4
+11
+6
+11
15
64
+12
Metaphysical transcendence
(self), zeal +5
16
10
70
17
20th
+20/+15/+10/+5
+12
+6
CLASS SKILLS
CLASS FEATURES
16
Known
Power
Points/
day
Maneuvers
17
18
Creation
19
Protection
20
ARCHETYPES
Harbinger
Crimson Countess
21
22
Omen Rider
23
Ravenlord
24
Aurora Soul
Mystic
Gunsmoke Mystic
25
26
Knight-chandler
27
28
Stalker
Brutal Slayer
Vigilante
29
30
Warder
Fiendbound Marauder
DARING ACTS
Ordained Defender
31
Warlord
Desperado
Some warlords take to the way of the gun, and find that
their daring personalities and devil-may-care attitude to
danger is well suited to the black smoke and thunderous
crack of the gunfight.
Weapon and Armor Proficiencies: The desperado is
proficient with with simple and martial weapons, and
with firearms. They are proficient with light armor and
with bucklers. This alters the warlords weapon and
armor proficiencies.
Trick Shot Training (Ex): A desperado adds Tempest
Gale to his list of available disciplines and gains Sleight
of Hand as a class skill.
Gunfighter (Ex): At 1st level, a desperado gains his
choice of a blunderbuss, musket, or pistol. Her starting
weapon is battered, and only she knows how to use it
properly. His starting weapon is battered, and only he
knows how to use it properly. All other creatures treat
his gun as if it had the broken condition. If the weapon
already has the broken condition, it does not work at all
for anyone else trying to use it. This starting weapon can
only be sold for scrap (its worth 4d10 gp when sold). The
desperado also gains Gunsmithing as a bonus feat, and
can upgrade this gun to masterwork quality for 300gp
and one day of work, as if he were a gunslinger. In
addition, he gains Amatuer Gunslinger as a bonus feat.
He uses his desperado initiation modifier instead of his
Wisdom modifier to determine the maximum amount of
grit points he can have.
This ability replaces the bonus feat gained at 1st level.
32
Zealot
Discordant Crusader
Void Prophet
33
34
Known
Readied
Stances
Maximum
Maneuver
Level Known
1st
2nd
Maneuvers
rd
4th
5th
th
7th
8th
10th
11th
th
12
13th
10
14th
th
11
th
11
16th
12
17th
13
18th
14
19th
14
20th
15
15
metaphysical
metaphysical
ARCHETYPES FOR
NON-MARTIAL DISCIPLES
Aegis
1-Point Customizations
2-Point Customizations
Barbarian
Primal Disciple
35
36
Rubato
Bard
37
38
Nightmare
Dread
Myrmidon
Fighter
39
DARING ACTS
40
41
Marksman
42
Monk
43
Damage
(Small)
Damage
(Medium)
Damage
(Large)
1st-4th
1d4
1d6
1d8
5 -9
1d6
1d8
2d6
10th-14th
1d8
1d10
2d8
15th-19th
1d10
2d6
3d6
20
2d6
2d8
3d8
th
th
th
44
Paladin
Knight Disciple
45
46
Ranger
Ambush Hunter
Mounted or Two-Handed
Weapons
Mounted or Two-Handed
Weapons
Archery, Crossbow or
Thrown
Archery, Crossbow or
Thrown
Thrashing Dragon
(Acrobatics)
Thrown or Two-Weapon
Combat
47
48
Rogue
49
FLANKERS GAMBIT
COWARDS GAMBIT
50
Bushi
Stalker
51
Warder
52
Hussar
Warder
53
54
Polymath
Alchemist
Investigator
55
Stalker
Warlord
56
Warpath
Follower
Inquisitor
Warpriest
57
Known
Readied
Stances
Maximum
Maneuver
Level Known
1st
3 (1)
nd
3 (1)
3rd
3 (1)
4th
4 (2)
th
4 (2)
6th
4 (2)
7th
4 (2)
8th
4 (2)
9th
4 (2)
10th
5 (3)
Maneuvers
11
th
5 (3)
12th
5 (3)
13th
10
5 (3)
14
th
11
5 (3)
15th
11
6 (4)
16th
12
6 (4)
th
13
6 (4)
18th
14
6 (4)
19th
14
6 (4)
20
15
7 (5)
17
th
58
See the Systems and Use chapter in Path of War for more
details on how maneuvers are used.
Upon reaching 4th level, and at every even numbered
initiator level thereafter (6th, 8th, 10th, and so on), the
warpath follower can choose to learn a new maneuver in
place of one he already knows. In effect, he loses the old
maneuver in exchange for the new one. He can choose
a new maneuver of any level he likes, as long as he
observes the restriction on the highest-level maneuvers
he knows; the warpath follower need not replace the
old maneuver with a maneuver of the same level. He
can swap only a single maneuver at any given level. A
warpath followers initiation modifier is Wisdom, and
each warpath follower level is counted as a full initiator
level.
Maneuvers Readied: A warpath follower can ready
all three of his maneuvers known at 1st level, and as he
advances in level and learns more maneuvers, he is able
to ready more, but must still choose which maneuvers
to ready. A warpath follower must always ready his
maximum number of maneuvers readied. He readies
59
Animus Adept
REQUIREMENTS
CLASS SKILLS
60
CLASS FEATURES
Level
Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Known
Readied
1st
+0
+0
+0
+1
2nd
+1
+1
+1
+1
Mystical power
3rd
+2
+1
+1
+2
4th
+3
+1
+1
+2
5th
+3
+2
+2
+3
Special
Level
Martial Glyphs
Basic Glyphs
61
Advanced Glyphs
62
Master Glyphs
Landsknecht
Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
st
+1
+1
+1
+0
2nd
+2
+1
+1
+1
3rd
+3
+2
+2
+1
4th
+4
+2
+2
+1
Superior reach
5th
+5
+3
+3
+2
6th
+2
1
0
Level
1
Special
Known
Readied
Level
+6
+3
+3
th
+7
+4
+4
+2
8th
+8
+4
+4
+3
9th
+9
+5
+5
+3
10th
+10
+5
+5
+3
REQUIREMENTS
CLASS SKILLS
CLASS FEATURES
63
64
Phoenix
Champion
REQUIREMENTS
CLASS SKILLS
CLASS FEATURES
65
Level
Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
1st
+1
+1
+1
+0
Burning bow
Special
Readied
Level
nd
+2
+1
+1
+1
3rd
+3
+2
+2
+1
4th
Phoenixs cunning
1
0
+4
+2
+2
+1
th
+5
+3
+3
+2
6th
+6
+3
+3
+2
7th
+7
+4
+4
+2
8th
+8
+4
+4
+3
9th
+9
+5
+5
+3
Cleansing flames
10th
+10
+5
+5
+3
Solar inspiration
66
Known
TRAITS
FEATS
67
Benefit
Animus Healing
Awakened Animus
Battle Fervor
Channeled Recovery
Dark Allure
Dark Authority
Dark Presence
Daisho Expertise
Electrum Manticore
Elemental Current
Elemental Focus
Elemental Sun
Enduring Protector
Eternal Hourglass
Extra Animus
Extra Conviction
Extra Presence
Feral Goddess
Improved Unarmed Strike, one Mithral Your unarmed strikes are treated as silver
Current stance known
weapons, and you can sheath them for free once
per round
Giant Slayer
68
Prerequisites
Grasp of Darkness
Haft Strike
Prerequisites
Benefit
Hone Weapon
Quick Draw
Lurker in Darkness
Stealth 6 ranks
Malevolence
Mass Murder
Mixed Combat
Pikemans Training
Pinning Arrow
Polearm Dancer
Prodigious Two-Weapon
Fighting
Str 13
Sin Eater
Tap Animus
Unhindered Way
Variable Wind
One Cursed Razor, Eternal Guardian or Cursed, diseased, or ability damage creatures
Steel Serpent maneuver known
are penalized on saves against your maneuvers
Winds of War
Zealous Blade
Style Feats
Prerequisites
Benefit
Black Seraphs
Malevolence
Black Seraph
Annihilation
69
Prerequisites
Benefit
Eternal Guardian
Endurance
70
Elemental Flux Style, Spellcraft 7 ranks Deal additional damage after changing your
active element
Golden Lion Style, Golden Lion Charge, Expend a counter to grant allies temporary hit
Diplomacy 11 ranks
points
Bluff 3 ranks, proficiency with shields,
one Iron Tortoise stance known
Prerequisites
Benefit
Riven Hourglass
Rewind
Scarlet Throne Style
Steel Serpent Style, Steel Serpent Fangs, Nauseate ability damaged creatures you hit
Heal 13 ranks
71
Prerequisites
Benefit
Tempest Gale Style, Tempest Gale Haze, Make two ranged combat maneuver attempts
Sleight of Hand 11 ranks
at once
Acrobatics 3 ranks, one Thrashing
Dragon stance known
CHANNELED RECOVERY
72
Your grace and skill with both the katana and wakizashi
is on the level of a prodigy.
Prerequisites: Proficiency with the katana or
wakizashi.
Benefit: Increase the damage die of katanas and
wakizashi you wield by one die step. In addition, you
may use your Dexterity modifier instead of your Strength
modifier when making attack rolls with either weapon.
This feat counts as Weapon Finesse for purposes of
meeting the prerequisites of other feats.
Special: If you are proficient with the katana as a
martial weapon, you meet the prerequisites for this
feat, although you only gain its benefit while wielding
a katana in two hands (to gain these benefits while
wielding the katana in one hand, you must possess
Exotic Weapon Proficiency with the weapon). You must
possess Exotic Weapon Proficiency with the wakizashi to
gain the benefits of this feat with a wakizashi.
EXTRA CONVICTION
73
74
LURKER IN DARKNESS
MALEVOLENCE (COMBAT)
75
Those you have Claimed cannot hide, and now they can
no longer even run.
Prerequisites: Ability to Claim creatures.
Benefit: You gain a +5-foot bonus to each of your
movement speeds. This bonus increases by +5 feet for
each creature you currently have Claimed.
STYLE FEATS
76
77
78
Your fury drives you to close with your foes so that you
can tear into them more easily.
Prerequisites: Survival 3 ranks, one Primal Fury
stance known.
Benefit: You can make Survival checks in place of
Acrobatics checks to move through threatened squares.
In addition, you can charge through difficult terrain and
spaces containing opponents. You do not provoke attacks
of opportunity for entering an opponents space when
charging, although you provoke attacks of opportunity
as normal for moving through an opponents threatened
area.
79
You can tap into the dream state to refresh your mind
and body.
Prerequisites: Autohypnosis 3 ranks, one Sleeping
Goddess stance known.
Benefit: You gain gain psionic focus as a standard
action. When you do, you recover recover an expended
maneuver as a free action. If you have the Psionic
Meditation feat, you can instead gain psionic focus and
recover an expended maneuver as a move action.
80
81
The art of the blade is not without its own subtle rules
and without these, the whole martial art itself dissolves
into chaos. Throughout this chapter, well explore some
new rules and variants to assist both GM and player
alike with maintaining their game, adding new and
interesting options, as well as clearing up a few things
to make the journey on the Path of War successful and
enjoyable.
82
83
84
Stalker
85
Warder
Warlord
86
Pathwalker
War Soul
87
88
Chapter 6:
Maneuvers and
Stances Expanded
Discipline Descriptions
Cursed Razor
CURSE MANEUVERS
89
Elemental Flux
Eternal Guardian
Mithral Current
90
Piercing Thunder
Riven Hourglass
Shattered Mirror
Sleeping Goddess
Tempest Gale
91
2ND LEVEL
Bad Karma: Counter [curse] An opponent that targets
you must succeed at a Will save or become cursed and
take a 4 penalty to d20 rolls for 1d4 rounds.
Mockery: Strike Your melee attack deals +1d6 damage,
or +3d6 against a cursed opponent.
Murderous Spite: Boost Your next melee attack
against a cursed opponent is a touch attack.
Torment the Weak: Strike Your melee attack deals +1d6
damage; a cursed target begins to bleed uncontrollably.
Word of Retribution: Counter Make a Spellcraft check
when damaged by a cursed opponent to deal equal
damage to that opponent.
3RD LEVEL
Aura of Shared Misery: Stance You can curse multiple
opponents at once, and cursed creatures within 20 feet
take additional damage from attacks and effects.
Dogpile Strike: Strike Your melee attack deals +2d6
damage and may knock the target prone. This strike
deals an additional +2d6 damage against flanked
creatures.
Huntsmans Curse: Strike [curse] Your melee attack
curses, staggers, and penalizes the target unless they
succeed at a Will save.
Sorcerers Sidestep: Counter You gain a luck bonus
on saving throws for one round equal to +2 plus the
number of cursed creatures within medium range
(maximum +10)
4TH LEVEL
Hangmans Curse: Strike [curse] Your melee attack
curses and exhausts the target unless they succeed at
a Fortitude save.
Persecution: Strike Your attack deals +4d6 damage, or
+8d8 against a cursed opponent.
92
5TH LEVEL
Festering Curse: Strike [curse] Your melee attack deals
+4d6 damage and curses the target with a festering rot.
Shadow Pin: Counter [curse] You curse a creature
within medium range and interrupt their movement. A
flying target falls.
The Dragon Knows: Stance You gain blindsight with
a range of 60 feet, and cursed opponents cannot use
Acrobatics to avoid attacks of opportunity against you.
Witchs Revenge: Strike [curse] Your melee attack
curses the target, and they must succeed at a Fortitude
save or take a 4 penalty to an ability score. A cursed
target takes either a worse penalty or a second penalty.
6TH LEVEL
Curse of Chains: Strike [curse] Your melee attack
causes the target to become cursed and paralyzed
unless it succeeds at a Will save; other opponents near
them must also save or become cursed and paralyzed.
Eye for an Eye: Counter An opponent suffers the
effects of an attack, spell, or power they used against
you.
Oathbreakers Aura: Stance [curse] Opponents within
30 feet cannot benefit from anarchic, axiomatic, insight,
morale, profane, or sacred bonuses, and opponents
struck in melee become cursed.
Sorcerers Gaze: Boost Your attacks ignore ignore
concealment, miss chances, and deflection bonuses to
AC for one round.
Warlocks Blow: Strike You teleport an opponent
within long range to a space within your reach, then
attack them. Your melee attack deals +8d6 damage.
7TH LEVEL
Black Dogs Due: Strike Your melee attack deals
+8d6 damage and may knock the target prone. This
strike deals an additional +4d6 damage against flanked
creatures.
Traitors Roar: Strike [curse] Your attack curses the
target and causes them to violently betray their allies
unless they succeed at a Will save.
Woedrinker: You gain concealment and a +2 luck bonus
on attack damage rolls per cursed opponent within
medium range (maximum +10) for one minute. In
addition, you gain temporary hit points based on the
number of cursed opponents within range.
8TH LEVEL
Luckdrinker Aura: Stance You steal magical and
psionic effects from opponents within 30 feet.
9TH LEVEL
Festival of Shadows: Strike Opponents within close
range must make a Reflex save or become immobilized
by shadows, then you attack each creature within
range. Your attack deals +10d6 damage, or +12d8
against cursed opponents.
Elemental Flux
1ST LEVEL
Eldritch Shield: CounterA You gain energy resistance
10 against a single attack or effect.
Elemental Nimbus: Stance You gain variable offensive
effects based on your active element.
Embrace the Elements: Stance You gain variable
defensive effects based on your active element.
Fluctuation Movement: Boost You gain a movement
method or bonus based on your active element.
Spark Strike: StrikeA Your attack deals +2d4 energy
damage.
Variable Flux: Strike Your attack has an additional
effect based on your active element.
2ND LEVEL
Arcane Shield: CounterA You make a Spellcraft check
to generate a small shield of force to defend against an
attack.
Degrade Resistance: BoostA Your attacks for one
round ignore 10 points of energy resistance of your
active elements associated energy type.
Eldritch Fang: BoostA Your next attack this round
deals +1d4 force damage, overcomes damage reduction,
and may stagger the target.
Elemental Strike: StrikeA Your attack has an additional
effect based on your active element, and can be
augmented for extra damage.
Energy Spark: StrikeA As part of an attack, you fire a
ray that deals 3d6 points of energy damage. You can
augment to fire a second ray.
3RD LEVEL
Elemental Flux Stance: Stance Your attacks deal
+2d6 energy damage. In addition, you gain energy
resistance 15 and an additional effect based on your
active element.
Energy Jolt: StrikeA You fire a ray that deals 3d6 points
of energy damage, plus an additional effect based on
your active element.
Lance of Power: StrikeA You create a 30-foot line that
deals 5d6 points of energy damage, plus an additional
effect based on your active element.
Raging Flux: StrikeA Your melee attack deals +4d6
energy damage and pushes the target back 5 feet for
every 10 points of damage dealt.
4TH LEVEL
Arcane Torrent: StrikeA You fire missiles of force that
deal 6d6 points of damage unless the target succeeds at
a Reflex save. You can augment to instead fire an area
barrage of missiles.
Assay Resistance: BoostA Your next attack ignores
25 points of energy resistances, overcomes damage
reduction, and deals +2d6 energy damage.
Eldritch Consumption: Counter Make a Spellcraft
check to negate a spell or power targeting you; if you
succeed, you heal 5 hit points per level of the effect.
Energy Hammer: StrikeA Your attack deals +6d6
energy damage, plus an additional effect based on your
active element.
5TH LEVEL
Elemental Drive: StrikeA You fire a ray that deals 9d6
points of energy damage and bull rushes the target.
Elemental Absorption: Counter You become immune
to your active elements associated energy type, instead
healing for half the damage that would be dealt for one
round.
Elemental Vortex: StrikeA Your attack deals +8d6
energy damage, plus an additional effect based on your
active element.
Enter the Vortex: Stance You can fire blasts of energy
that deal 4d6 damage, and gain a movement type based
on your active element.
6TH LEVEL
Eldritch Energy Hammer: StrikeA Your attack affects
the target as if by a greater dispel magic, dealing
additional damage if you dispel an effect.
Elemental Destruction Ring: StrikeA You create a
20-foot burst around you that deals 12d6 points of
energy damage, plus an additional effect based on your
active element.
Eldritch Fang Flurry: Boost Your attacks for one
round deal +3d6 force damage, overcome damage
reduction, and a struck creature must make a Fortitude
save or become blinded for one round.
Nexus of Elemental Retribution: Stance You gain
resistance 30 to acid, cold, electricity and fire. Some of
the damage you absorb is stored and can be unleashed
as a burst around you.
Shatter Resistance: BoostA Your attacks deal +4d6
energy damage for one round. In addition, you ignore
energy resistance for one round, and creatures immune
to energy damage take half damage, rather than none.
You can augment to also reduce the spell resistance of
creatures struck.
7TH LEVEL
Cascade of Elemental Wrath: StrikeA Make a full
attack. Each attack deals additional damage equal to
1d6 + your initiation modifier, and you can change your
active element as a free action after each attack.
Force Majeure: StrikeA Your melee attack deals +14d6
energy damage. All the damage dealt by the attack is
93
8TH LEVEL
Elemental Breach: Boost Your attacks for one round
ignore energy resistances and immunities, and
overcome damage reduction. Any damage of your
active elements associated energy type is increased
by 50%.
Master of the Elements: Stance You transform as if
under the effect of the elemental body III spell.
Zephyr Flux: StrikeA You transform into energy,
teleporting across the battlefield and dealing damage
to creatures you touch.
9TH LEVEL
Strike of Elemental Devastation: StrikeA You fire five
elemental rays, each dealing energy damage and an
effect based on the element of the ray.
Eternal Guardian
1ST LEVEL
Guards Oath: Strike On a failed save, your foes
movement is cursed, provoking attacks of opportunity
against you even if it otherwise would not.
Strike of the Infinite Protector: Strike Your attack
grants an ally a +2 bonus to AC.
Terrifying Blow: Strike Your attack may frighten the
target. Deals +1d6 damage against a cursed opponent.
Valiant Keepers Stance: Stance Allies do not provoke
attacks of opportunity when moving through squares
you threaten.
Vigilant Keepers Stance: Stance Enemies treat
squares your threatened area as difficult terrain.
Wardens Bearing: Boost You gain a +2 bonus to a
combat maneuver attempt, and you are treated as one
size category larger for determining if you can make
that attempt.
2ND LEVEL
Debilitating Fear: Boost Daze a cowering, shaken,
frightened, or panicked opponent.
Fear the Reaper: Counter Intimidate an opponent into
missing an ally.
Oath of the Intercessor: Counter You take a blow
meant for an ally.
Strike of the Royal Guardian: Strike Your attack
reduces your opponents damage and curses them.
Relentless Wardens Strike: Strike You teleport to a
creature that is cursed or afraid, then make a melee
attack that deals +2d6 damage.
3RD LEVEL
Binding Fetters: Boost Your attack curses a creature,
and that creature must make a Will save or be teleported
back to you at the start of your next turn.
94
4TH LEVEL
Grim Guards Laughter: Strike Your attack deals +4d6
damage and you can intimidate all opponents within
30 feet. If your target is cursed, they also may become
frightened.
Oath of Torpor: Boost Your attacks lay a binding curse
on their targets, possibly slowing them if they move.
Strike of the Steadfast Legion: Strike Your attack
causes you and your allies gain damage reduction,
and allies can sacrifice hit points to grant other allies
temporary hit points for one round.
Watchmans Rebuke: Counter You force an opponent
to reroll a successful saving throw. Cursed creatures
take a 2 penalty on that reroll.
5TH LEVEL
Jailer of the Damned: Stance You ignore immunity
to mind-affecting and fear effects, and you gain a +2
bonus on combat maneuver attempts against afraid
creatures.
Unbearable Gaze: Counter You blind an opponent,
potentially causing their attack or spell to miss.
Shackles of the Condemned: Strike Your attack deals
+5d6 damage and you shackle yourself to your target
with supernatural chains, entangling them.
Stand Your Ground: Counter You and an ally take half
damage from attacks and effects for one round.
6TH LEVEL
Charge of Dismay: Strike Charge attack that deals
+6d6 damage, does not provoke attacks of opportunity,
and may frighten nearby enemies.
Inescapable Fetters: Boost Your attacks for one round
curse creatures, and those creature must make a Will
save or be teleported back to you at the start of each of
their turns.
Inescapable Grasp: Stance Cursed creatures you
threaten cannot take 5-foot steps or use the withdraw
action, and their movement provokes attacks of
opportunity from you even if they otherwise would not.
Infinite Focus: Counter Your allies within 60 feet do
not provoke attacks of opportunity for one round.
Strike of Sacrifice: Strike Your attack deals +6d6
damage and you transfer some of your AC to allies
within 30 feet.
2ND LEVEL
8TH LEVEL
Crushing Rebuke: Counter You Intimidate an enemy,
causing them to fail attack rolls for the rest of their
turn.
Hammer of the Immortal: Strike You attack every
opponent you threaten, dealing +8d6 points of damage
and inflicting a 4 penalty to their AC and CMD. Then,
you make a combat maneuver attempt against each
target hit.
Stance of the Infinite Warrior: Stance Your threatened
squares remain threatened for one round, and you can
teleport to an opponent within your threatened area as
an immediate action.
9TH LEVEL
Oath of Eternity: Counter You swear a large area
around you to be under your protection, massively
increasing your threatened area and gaining additional
attacks of opportunity.
Mithral Current
1ST LEVEL
Flowing Creek: Counter Make a Perform (dance)
check to negate an incoming attack. If you succeed, you
can take a 5-foot step.
Following Wake: Boost You can make a trip attempt
against the next creature you charge this round as a
free action, using a Perform (dance) check in place of a
combat maneuver check.
Reaching Blade Stance: Stance Your melee attacks
deal +1d6 damage, and your first attack each round has
its reach increased by 5 feet.
Ready the Draw: Stance You threaten squares as if you
were wielding sheathed weapons on your person, and
can draw weapons as part of any type of attack (even
while flat-footed). In addition, you gain the benefits of
the Combat Reflexes feat, using your initiation modifier
in place of your Dexterity modifier to determine the
number of attacks of opportunity you can make.
Swift Current: Strike Your melee attack deals +1d6
damage. If you drew your weapon as part of this strike,
your target is considered flat-footed.
Tidal Blade: Strike Your melee attack targets two
creatures within your reach. If you drew your weapon
as part of this strike, you gain a +2 bonus on your attack
roll.
3RD LEVEL
Flowing Water Stance: Stance You gain a +4 dodge
bonus to your AC and a +4 bonus on initiative checks.
Once per round, you can sheath a weapon as a free
action that does not provoke attacks of opportunity.
Rippling Current: Strike Your melee attack deals +3d6
damage. If you drew your weapon as part of this strike,
your target is considered flat-footed.
Rushing Wake: Boost When you charge this round,
you can trip each opponent adjacent to you during your
movement.
Salt Breeze Strike: Strike Your attack deals +3d6
damage. If you drew your weapon as part of this strike,
your target takes a 4 penalty on attack rolls for one
round.
4TH LEVEL
Blinding Reflection: Strike Your melee attack deals
+6d6 damage. If you drew your weapon as part of
this strike, your target must make a Fortitude save or
become blinded for one round.
Disruptive Wave: Counter You can charge a creature
casting a spell or power against you, and increase the
DC to maintain concentration on their effect by 4.
Ride the Current: Counter You move up to10 feet after
an attack is made against you. If you have a sheathed
weapon, you may draw it and attack the creature back.
Silver Wave: Strike Your melee attack deals +6d6
damage. If you drew your weapon as part of this
strike, you can make this attack against a creature
within close range, your target must make a Will save
or become vulnerable to silver, and you can bull rush
them with a bonus on your CMB check equal to your
initiation modifier.
95
6TH LEVEL
Crashing Wake: Strike You move up to 30 feet and can
attack each opponent adjacent to you at any point in
the movement. These attacks deal +4d6 damage.
Endless Current: Boost You can move up to 10 feet as
a free action after each attack you make for one round.
Mithral Current Stance: Stance You threaten squares
as if you were wielding sheathed weapons on your
person, can draw weapons as part of any type of attack
(even while flat-footed), and once per round, you can
sheath your weapon as a free action that does not
provoke attacks of opportunity. In addition, creatures
you hit with an attack must make a Will save or become
vulnerable to silver.
Quicksilver Wave: Strike Your melee attack deals
+8d6 damage. If you drew your weapon as part of this
strike, you can make this attack against a creature
within close range, your target must make a Will
save or become vulnerable to silver, and you can trip
them with a bonus on your CMB check equal to your
initiation modifier.
7TH LEVEL
Blade of the Silver Sea: Strike Your melee attack deals
+8d6 damage. If you drew your weapon as part of this
strike, you overcome damage reduction and suppress
the targets regeneration and fast healing.
Flowing River: Counter Make a Perform (dance)
check in place of a saving throw. If you succeed, you
can move to a space adjacent to the originator of the
96
8TH LEVEL
Mithral Lightning Stance: Stance Your speed
increases by 10 feet, you gain a +6 dodge bonus to your
AC against attacks of opportunity, your weapons are
treated as silver, and once per round, you can sheath
your weapon as a free action that does not provoke
attacks of opportunity. In addition, you can make an
attack against any creature that makes an attack of
opportunity against you, dealing +3d6 damage. Your
attacks as part of counters deal +3d6 damage.
Mithral Wave: Strike Your melee attack deals +14d6
damage. If you drew your weapon as part of this strike,
you can make this attack against a creature within
close range, your target must make a Fortitude save
or become dazed for 1d4 rounds, a Reflex save or be
knocked prone, and a Will save or become vulnerable
to silver.
Riptide Slice: Strike Your melee attack deals +12d6
damage. If you drew your weapon as part of this strike,
this attack is made against your opponents touch AC.
9TH LEVEL
Dance of the Silver Hurricane: Counter For one
round, you can make a Perform (dance) check in place
of your AC and CMD, and can move up to 10 feet when
attacked. At the start of your next turn, you can attack
each creature that made an attack against you in the
previous round, dealing +1d6 damage for each time a
given creature missed you.
Piercing Thunder
1ST LEVEL
Bronze Lancers Edge: Boost Your next charge attack
deals +1d6 damage.
Bronze Lancet Charge: Strike Charge attack that
deals +1d6 damage and does not provoke attacks of
opportunity.
Iron Pikemans Attitude: Stance Gain the benefits
of the Endurance feat and reduce armors restrictive
qualities.
Oaken Shield: Counter Increase your shield bonus by
+4 against one attack.
Phalanx Lancer: Stance Use heavy weapons one
handed with a shield and deal +1d6 damage those
weapons. You can lock your shields with those of allies
to gain a bonus to AC.
Piercing Strike: Strike Strike through two opponents
that are adjacent to each other.
2ND LEVEL
Armor-Piercing Thrust: Strike Your attack is made
against your opponents touch AC.
3RD LEVEL
Goring Strike: Strike Increases reach by 5 feet and
attacks opponents in a line, dealing +3d6 damage.
Iron Lancers Edge: Boost Your next charge attack
deals +3d6 damage and staggers your target.
Piercing Thunder Hammer: Strike You make a
powerful downward blow that deals +2d6 damage and
may knock your target prone.
Twin Thunder Stance: Stance You may wield two
heavy weapons as if they were both one-handed
weapons, and gain the benefits of the Two-Weapon
fighting feat.
4TH LEVEL
Iron Lancet Charge: Strike Charge attack that deals
+6d6 damage, does not provoke attacks of opportunity,
and may knock the target prone.
Leaping Strike: Strike Use an Acrobatics check in
place of your attack roll, dealing +6d6 damage if you hit.
Repositioning Leap: Counter Make an Acrobatics
check to negate an attack and leap out of the way of
danger.
Twisting Lance: Strike Make a trip attempt with a +4
bonus, and if you succeed, make an attack that deals
+5d6 damage.
5TH LEVEL
Meteor Spiral Strike: Strike Your attack deals +8d6
damage, automatically overcomes damage reduction,
and may nauseate the target.
Stance of the Thunderbrand: Stance You gain a +4
dodge bonus to your AC, your reach increases by 5
feet, and opponents you threaten provoke attacks of
opportunity with any movement, including 5-foot steps
and teleportation.
Throwing Comet: Strike Hurl your weapon as a 30-foot
line, dealing +8d6 damage and possibly knocking
opponents prone.
Twisting Parry: Counter Make an attack roll opposing
an incoming attack. If you succeed, you redirect the
attack to an adjacent opponent.
6TH LEVEL
Diving Thunderbolt Stance: Stance You gain a bonus
on Acrobatics to jump equal to twice your initiator
7TH LEVEL
Breaking the Charge: Counter Interrupt a charge
attack passing through your reach with an attack that
deals +5d6 damage and may knock the target prone.
Leaping Thunder Crash: Strike Use an Acrobatics
check in place of your attack roll, dealing +35 damage
if you hit and possibly disarming the target.
Rush to the Fray: Strike Charge attack that does not
provoke attacks of opportunity and allows you to
attack all adjacent opponents for +5d6 damage at the
end of the charge.
8TH LEVEL
Adamantine Lancers Edge: Boost Your next charge
attack deals +8d6 damage, automatically overcomes
damage reduction, and may daze your target.
Deadly Thunder Lancers Stance: Stance Gain
bonuses on attack rolls, damage rolls, and Acrobatics
checks to jump and tumble, and you can move before
or after maneuvers or attacks.
Thundering Lancers Blow: Strike Your attack deals
+12d6 damage, and you can make a bull rush attempt
that also knocks the target prone.
9TH LEVEL
Piercing Charge of the Dread Lancer: Strike Charge
across the battlefield as a line attack, striking each
opponent you pass through and dealing +15d6 damage.
Riven Hourglass
1ST LEVEL
Clockwatcher: Counter You can act during a surprise
round in which you would not normally be able to act.
Distorted Clock: Stance You extend the effects of
beneficial spells and powers, and gain resistance
against harmful spell effects.
Minute Hand: Boost You make an attack as a swift
action with a 2 penalty.
Sands of Time Stance: Stance You gain a +2 bonus on
initiative checks and Reflex Saves.
Sands of Time Approach: Strike Your attack may
fatigue the target for 1d4 rounds.
97
2ND LEVEL
Chronal Aggression: Strike Your fire a ray that deals
2d6 + your initiation modifier points of damage and
sickens the target.
Rapid Strike: Strike You make two attacks as a
standard action.
Stopwatch: Counter Make an Autohypnosis check
against an attack roll to take a 5-foot step, potentially
negating the attack.
Temporal Burn: Strike Your attack deals +2d6 damage,
overcomes damage reduction, and ignores hardness.
Unhindered Step: Boost Your land speed increases by
30 feet for one round.
3RD LEVEL
Flickering Defense: Counter Your opponent must roll
twice for their attack and take the worse result, and
takes a 4 penalty on their attack roll.
Probability Twist: Counter You reroll a d20 roll or
damage roll. You must take the results of your reroll,
even if its worse.
Riven Hourglass Stance: Stance You gain a +4 dodge
bonus to your AC, a +4 on initiative checks, immunity
to slow, and a 20% miss chance against magical effects
that target you.
Temporal Fury: Strike Your attack deals +2d6 damage
and the target must make a Fortitude save or become
slowed.
Time Skitter: Boost You gain the benefits of a haste
spell for a number of rounds equal to your initiation
modifier.
4TH LEVEL
Chronal Draw: Strike Your attack deals +3d6 damage
and the target must make a Will save or become
exhausted.
Gift of Time: Boost You donate part or all of your turn
to an ally.
Temporal Body Adjustment: Counter You negate any
one negative condition that currently affects you.
Tip the Hourglass: Strike Your attack deals +4d6
damage and the target must make a Fortitude save or
become slowed.
5TH LEVEL
Chronal Fission: Stance You can initiate one counter
per round without using an immediate action.
Hour Hand: Boost Make an extra attack with a 4
penalty that deals +4d6 damage.
Sands of Time Tornado: Strike You attack each
adjacent opponent, dealing additional damage equal to
twice your initiation modifier and potentially sickening
your targets.
Time-Thiefs Talons: Strike Your attack deals an
additional 2 points of damage per initiator level and
heals you for the same amount.
98
6TH LEVEL
Sand-Bearers Swiftness: Stance You gain the benefits
of a haste spell, immunity to slow, and a 20% miss
chance against attacks and effects that target you.
Shatter the Hourglass: Strike Your attack may freeze
the target in time for 1d4 rounds, paralyzing them.
Temporal Distortion: Counter You move up to twice
your speed without provoking attacks of opportunity.
Temporal Wave: Strike You unleash a 30-foot cone
of glimmering temporal energy that slows and may
nauseate creatures caught in the area.
7TH LEVEL
Beat the Clock: Counter You gain a standard action.
Sands of Time Hurricane: Strike You attack each
adjacent opponent twice with a +4 bonus on your
attack rolls. A struck target must make a Fortitude save
or become nauseated for one round.
Temporal Dilation: Strike Your melee touch attack
removes a foe from the timestream for 1d4 rounds.
8TH LEVEL
God of the Hourglass Stance: Stance You can act in
surprise rounds and within time stop spells, and you
gain an additional move or standard action each round.
Heart of the Time Lord: Counter You gain the effects
of a heal spell when you would be reduced to 0 or fewer
hit points.
Wrath of Time: Strike You unleash a massive wave
of temporal energy, dealing damage and potentially
disintegrating anything within a 60-foot cone.
9TH LEVEL
Break the Hourglass: Counter You strike within the
moments before an opponent can act against you,
gaining a move and standard action (or full-round
action) with which to attack your opponent.
Shattered Mirror
1ST LEVEL
Breaking Glass Strike: Strike Your melee attack
dazzles the target and may daze them.
Copycat Cut: Strike Your melee attack deals +1d6
damage, and you can use one of your targets attack
rolls in place of a later attack.
Doppelganger Dance: Stance You can follow when
opponents make 5-foot steps.
Funhouse Waltz: Boost Your speed increases by 10
feet and you can turn while running and charging for
one round.
Left-Hand Strike: Strike A successful Craft check
causes opponent to lose shield bonus to AC and causes
the target to take +1d6 damage from your melee attack.
Obsidian Reflection Stance: Stance You apply a bonus
or penalty on attack and damage rolls to all creatures
within 20 feet (including you).
3RD LEVEL
Curse of the Twisted Reflection: Strike [curse] Your
melee attack curses the target and may confuse them.
Infinity Mirror Stance: Stance You create mirror
images of yourself.
Reflected Blade Style: Boost You copy the effects of a
strike against a second target within close range.
Shattered Glass Smite: Strike Your melee attack deals
+3d6 damage and creates a 30-foot cone of shattered,
magical glass behind them.
4TH LEVEL
Blazing Mirror Strike: Strike You make a touch attack
with a weapon you are wielding; the target must make
a Fortitude save or become blinded.
Carnival Swap: Boost You trade a power or spell
affecting you with one affecting the target.
Doppelganger Waltz: Counter You can move when
your target does.
Fetchs Wrath: Strike Your melee attack deals +4d6
damage, and you can teleport before or after the attack.
5TH LEVEL
Curse of the Smoking Mirror: Strike [curse] Your
attack causes the target to fall prey to a reflective curse
unless it succeeds at a Will save.
Empty Frame: Counter You become incorporeal in
response to harm.
Gleaming Imprisonment: Strike Your melee attack
traps a creature within a sphere of mirrors.
Silvered Mirror Stance: Stance A power or spell cast
on you can also affect allies.
6TH LEVEL
Copycats Cunning: Boost You copy armor, shield,
or weapon special abilities of items wielded by an
opponent.
Cursed Mirror Stance: Stance You can make
additional attacks of opportunity each round equal
to your initiation modifier, and attacks that hit you in
melee provoke an attack of opportunity from you.
Murderous Reflection: Strike Your melee attack gains
a bonus equal to the targets Strength modifier on the
attack roll and deals +7d6 damage.
7TH LEVEL
Double Team: Strike Your melee attack knocks the
target prone and deals additional damage equal to
twice the result of a Craft check.
Infinite Reflections: Strike You deliver a cascade of
melee attacks.
Mirror Demons Waltz: Boost [curse] You teleport
to an unoccupied space within long range, cursing
opponents adjacent to you and rendering them flatfooted.
8TH LEVEL
Obsidian Negation: Counter You make a Craft check
against a spell, power, or maneuver to negate its effect
and cause the effects originator to be unable to use it
temporarily.
Shattered Mirror Strike: Strike Your melee attack
deals +6d6 damage and causes the target to be unable
to see other creatures.
Unholy Mirror Stance: Stance Harmful powers and
spells used against opponents within 30 feet of you are
copied to affect additional targets.
9TH LEVEL
Septennial Seal: Strike Your melee attack traps the
targets soul within a mirror for seven years.
Sleeping Goddess
1ST LEVEL
Battle Mantra: Stance You gain flexible insight bonuses
to aid your combat ability.
Body of Delusion: CounterA Make an Autohypnosis
check to halve damage taken from an attack.
Call the Souls Blade: Boost Create a weapon of ideals
or empower your mind blade.
Ego-Wounding Strike: StrikeA Your attack may inflict
a 2 penalty on attack rolls, skill checks, and ability
checks.
Flash of Insight: BoostA On a successful attack or CMB
check, you grant an ally a new save against an ongoing
effect.
Harmony-Shattering Strike: StrikeA Your attack may
increase the damage the target takes by your allies by
+1d6.
Unbroken Stride: Stance You can walk on liquids and
unstable surfaces, and eventually walls and even the
air.
2ND LEVEL
Adamant Will: CounterA You an one ally gain a +4
insight bonus to your ACs.
Fearless Faith: CounterA You reduce the effects of a
fear effect as it happens.
99
3RD LEVEL
Chains of Doubt: StrikeA Your attack deals +3d6
damage and may nauseate your target and its allies.
Grasp of the Goddess: BoostA Your reach is increased
by 5 feet and you can make an additional attack of
opportunity this round.
Inexorable Embrace of Sleep: StrikeA Your attack
deals +2d6 damage and puts victim into a trance.
Internal Dominion of the Sleeping Goddess: Stance
Once per round, you can reroll a failed saving throw or
force an opponent to reroll an attack roll.
7TH LEVEL
Perfect Distillation of the Soul: Boost You create a
powerful weapon of ideals or empower your mind
blade.
Pierce the Soul: StrikeA Your attack deals +7d6 damage
and strikes at a creature connected to the targets mind
or spirit, rather than the target.
Soul-Crushing Mien: Counter Gain a +4 bonus on a
Will save, and possibly stun the effects originator.
4TH LEVEL
8TH LEVEL
5TH LEVEL
Inarguable Presence of the Sleeping Goddess: Stance
You ignore immunity to mind-affecting effects and gain
a 20% miss chance against attacks.
Reshape the Sculpted Mind: StrikeA Your attack deals
1d4 damage to a mental ability score and may damage
the opponents mind temporarily.
Reverberation of Defeat: Boost When you reduce an
opponent to 0 or fewer hit points, that targets allies
must succeed at a Will save or become shakened and
sickened.
The Ties that Bind: StrikeA Your attack deals +5d6
damage, and your target along with one of its allies
may become entangled.
6TH LEVEL
Convert Intrusion: CounterA Make an Autohypnosis
check to transform an opponents spell into a bonus on
saving throws for your allies.
Dreaming Nomad Strike: StrikeA You teleport across
the battlefield, striking multiple enemies.
100
9TH LEVEL
Immortal Truths of the Sleeping Goddess: StrikeA
Your attack deals +10d6 damage, and if you would
reduce the target to 0 or fewer hit points, you enter
an instantaneous dialogue with them, potentially
converting them to your way of thinking.
Tempest Gale
1ST LEVEL
Disarming Shot: Strike Your ranged attack attack
allows you to make a ranged disarm attempt using
Sleight of Hand in place of your CMB.
Distant Gale: Strike Your ranged attack deals +1
damage for every 20 feet between you and the target
(maximum +5).
Eye of the Needle: Boost Your next ranged attack
against an opponent engaged in melee gains a +4 bonus.
Galebreakers Stance: Stance Your ranged attacks
ignore wind effects and the wind wall spell.
Slipstream Strike: Strike Your ranged attack ignores
cover less than total cover.
Snipers Eye Stance: Stance You reduce the penalty for
making attacks at multiple range increments, and gain
a bonus on ranged combat maneuver attempts.
3RD LEVEL
Battering Gale: Strike Your ranged attack deals +3d6
damage and allows you to make a ranged bull rush
attempt using Sleight of Hand in place of your CMB.
Cascading Draft: Boost Your next ranged attack deals
+2 damage for every 20 feet between you and the target
(maximum +20).
Disarming Blast: Strike Your ranged attack deals
+3d6 damage and allows you to make a ranged disarm
attempt using Sleight of Hand in place of your CMB.
Tempest Gale Stance: Stance You add your initiation
modifier to damage rolls with ranged weapons and
gain a bonus on ranged combat maneuver attempts
and the save DCs of Tempest Gale maneuvers equal to
1/4 your initiator level.
4TH LEVEL
Cutting Gale: Strike Your ranged attack deals +5d6
damage, automatically overcomes damage reduction,
and may inflict a bleeding wound.
Exploding Gale: Strike Your ranged attack deals +4d6
damage and explodes outwards, the shrapnel dealing
damage to adjacent creatures equal to your initiation
modifier.
Iron Wind: Strike Your ranged attack deals +4d6
damage and may stagger the target.
Wind Tunnel: Boost Your ranged attacks for one round
do not take penalties for making attacks at multiple
range increments.
5TH LEVEL
Iron Wind: Strike Your ranged attack deals +5d6
damage and may blind the target.
Dancing Winds Stance: Stance As long as you move at
least 10 feet in a round, you gain improved evasion and
a 20% miss chance against all attacks.
False Wind: Counter Make a ranged attack against
an opponent that attacks an ally. If it hits, the ally can
move up to their speed, even if it isnt their turn.
Grounding Shot: Strike Your ranged attack deals +5d6
damage and if the target is flying, they must succeed at
6TH LEVEL
Razor Tempest: Strike Your ranged attack deals +8d6
damage and inflicts a bleeding wound.
Trick of the Wind: Boost Use Sleight of Hand check
in place of attack roll for ranged attacks for one round.
Wind Lance: Strike Your ranged attack deals double
damage, or triple damage if used at the end of a charge
with a thrown weapon.
Winds of Vengeance Stance: Stance You can make
additional attacks of opportunity equal to your initiation
modifier and opponents that hit allies provoke a
ranged attack of opportunity from you.
7TH LEVEL
Black Wind: Strike Shoot your weapon in a 50-foot line,
dealing 15d6 damage (Reflex half). Creatures that fail
their saves must also make a Fortitude save or become
dazed for one round.
Hunting Zephyr: Strike Your ranged attack
automatically hits and threatens a critical hit.
Punishing Tempest: Boost Your ranged attacks for one
round allow you to make ranged bull rush attempts
against the targets, using Sleight of Hand in place of
your CMB.
8TH LEVEL
Breath Stealing Wind: Strike Your ranged attack deals
+10d6 damage and silences the target.
Eye of the Storm: Stance You You add your initiation
modifier to damage rolls with ranged weapons, ignore
cover and concealment less than total, and ignore
weather and winds on your attacks (including magical
winds such as a wind wall spell).
Steel Tornado: Strike Your ranged attack deals +10d6
damage and allows you to make a ranged trip attempt
using Sleight of Hand in place of your CMB. In addition,
you can make a ranged disarm attempt against them
for each item they are holding.
9TH LEVEL
Vicious Tempest Volley: Strike You make a full attack
with your ranged weapon, with each hit dealing +2d6
damage and allowing you to make a ranged bull rush,
dirty trick, disarm, sunder, or trip attempt using Sleight
of Hand in place of your CMB.
101
Cursed Razor
1ST LEVEL
AURA OF MISFORTUNE
Discipline: Cursed Razor (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You project an area of ill fortune. While you maintain
this stance, all opponents within close range (25 feet +
5 feet per 2 initiator levels) take a 2 penalty on saving
throws.
LUCK SHIFTING
Discipline: Cursed Razor (Boost)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
One mans ill luck is another mans fortune. After
initiating this boost, you gain a +1 luck bonus to your
AC until the start of your next turn for each cursed
opponent within medium range (100 feet + 10 feet per
initiator level), up to a maximum bonus of +5.
SPILLED SALT
Discipline: Cursed Razor (Counter)
Level: 1
Initiation Action: 1 immediate action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous (see text)
This unsubtle counter disrupts an opponent with a
blatant curse, whelming them with misfortune. You
can initiate this counter when a creature within range
makes an attack roll or skill check. That creature takes a
4 penalty on that attack roll or skill check.
STUTTER STRIKE
Discipline: Cursed Razor (Strike) [curse]
Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
With just the faintest edge of dark energies, you can
afflict your victims with a word-eating curse. Make
a melee attack. If it hits, it deals weapon damage as
normal, and the target must succeed at a Will save (DC
11 + your initiation modifier) or take a 4 penalty on
102
WOEFUL BURDEN
Discipline: Cursed Razor (Strike) [curse]
Level: 1
Prerequisites: None
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
This insidious strike leaves a creature burdened with
phantom weight that bears them down. Make a melee
attack. If it hits, it deals weapon damage as normal, and
the target takes a penalty to each of their movement
speeds equal to 10 feet + 5 feet per four initiator levels.
In addition, a struck target becomes cursed for a
number of rounds equal to your initiator level.
2ND LEVEL
BAD KARMA
Discipline: Cursed Razor (Counter) [curse]
Level: 2
Initiation Action: 1 immediate action
Range: See text
Target: One creature
Duration: Instantaneous (see text)
Invoking the basic laws of fortune and punishment,
you curse a creature that attempts to harm you. You can
initiate this counter in response to being targeted by an
attack, ability, maneuver, power, or spell. The creature
targeting you must succeed at a Will save (DC 12 + your
initiation modifier) or become cursed and take a 4
penalty on all d20 rolls for 1d4 rounds.
MURDEROUS SPITE
Discipline: Cursed Razor (Boost)
Level: 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
3RD LEVEL
AURA OF SHARED MISERY
Discipline: Cursed Razor (Stance)
Level: 3
Prerequisites: One Cursed Razor maneuver
Initiation Action: 1 swift action
Range: Personal
Area: You
Duration: Stance
This baleful aura spreads the despair you inflict and
drains at the life of your victims. While you maintain
this stance, whenever a creature within 20 feet of you
becomes cursed as a result of another effect, you may
select a different creature within 20 feet. That creature
becomes cursed for a number of rounds equal to your
initiation modifier. In addition, cursed creatures within
20 feet of you take additional points of damage equal
to 1/4 your initiator level (minimum 1) per damage die
whenever they take damage from an attack or effect.
You channel your ill will into your attacks. After you
initiate this boost, the next melee attack you make
against a cursed creature until the start of your next turn
is considered a touch attack.
WORD OF RETRIBUTION
Discipline: Cursed Razor (Counter)
Level: 2
Initiation Action: 1 immediate action
Range: See text
Target: Creature targeting you
Duration: Instantaneous
With a word you afflict your enemies with the
power of your vengeance. You can initiate this counter
whenever a cursed creature deals damage to you. Make
a Spellcraft check (DC 10 + 1/2 that creatures Hit Dice +
that creatures Charisma modifier). If you succeed, you
deal damage to that creature equal to the damage it did
to you. This damage is not subject to damage reduction,
immunity, or resistance of any kind.
103
HUNTSMANS CURSE
Discipline: Cursed Razor (Strike) [curse]
Level: 3
Prerequisites: One Cursed Razor maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
Creatures struck down by this curse find themselves
slowed as though in a nightmare, unable to escape their
pursuers. Make a melee attack. If it hits, it deals weapon
damage as normal, and the target must succeed at a
Will save (DC 13 + your initiation modifier) or become
cursed and staggered for a number of rounds equal to
your initiator level. In addition, a target that fails its save
takes a 1 penalty on attack rolls, Reflex saves, and to
its AC, and moves at half its normal speed for the same
duration.
SORCERERS SIDESTEP
Discipline: Cursed Razor (Counter)
Level: 3
Prerequisites: One Cursed Razor maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: 1 round
Drawing on your mystical connection with fortune
for good and ill, you avoid even magical and unusual
attacks. You can initiate this counter at any time to gain
a +2 luck bonus on all saving throws for one round. This
bonus improves by +1 for each cursed opponent within
medium range (100 feet + 10 feet per initiator level), up
to a maximum bonus of +10.
104
4TH LEVEL
HANGMANS CURSE
Discipline: Cursed Razor (Strike) [curse]
Level: 4
Prerequisites: One Cursed Razor maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
This grim curse afflicts its victims with a breathless
exhaustion, and a dark bruise forms around their necks.
Make a melee attack. If it hits, it deals weapon damage as
normal, and the target must succeed at a Fortitude save
(DC 14 + your initiation modifier) or become cursed and
exhausted for a number of rounds equal to your initiator
level.
PERSECUTION
Discipline: Cursed Razor (Strike)
Level: 4
Prerequisites: One Cursed Razor maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
This strike amplifies the misfortune already afflicting
an enemy, turning their curse into deep wounds. Make a
melee attack. If it hits, it deals weapon damage as normal
plus an additional 4d6 points of damage. If the target is
cursed, this strikes additional damage increases to 8d8.
WARLOCKS STRIDE
Discipline: Cursed Razor (Boost) [curse]
Level: 4
Prerequisites: One Cursed Razor maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round (see text)
Like ill news you travel swiftly, leaving woe and
heartbreak in your wake. After initiating this boost, your
movement speeds are doubled until the start of your
next turn, and you create a cursed aura in every square
you leave while under the effect of this boost. Creatures
entering or passing through a cursed aura must succeed
at a Will save (DC 14 + your initiation modifier) or take a
4 penalty on attack rolls and skill checks for a number
of rounds equal to your initiation modifier. In addition,
creatures that fail their saves also become cursed and
their movement speeds are reduced by 15 feet for the
same duration. Cursed auras created by your movement
vanish after one round.
5TH-LEVEL MANEUVERS
FESTERING CURSE
Discipline: Cursed Razor (Strike) [curse]
Level: 5
Prerequisites: Two Cursed Razor maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: Creature struck
Duration: Instantaneous (see text)
Your vicious strike afflicts your victims with a curse
of rot. Make a melee attack. If it hits, it deals weapon
damage as normal plus an additional 4d6 points of
damage, and the target becomes cursed. In addition, a
struck target must succeed at a Fortitude save (DC 15 +
your initiation modifier) at the start of each of its turns
for a number of rounds equal to your initiation modifier
or take an additional 2d6 points of damage as its body
begins to decay and slough off in putrid clumps.
SHADOW PIN
Discipline: Cursed Razor (Counter) [curse]
Level: 5
Prerequisites: Two Cursed Razor maneuvers
Initiation Action: 1 immediate action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 round
By harming the shadow of your enemy, you can pin
them in place. You can initiate this counter in response
to a creature within range leaving its space (including
via movement such as a being pushed by a gust of wind
spell or bull rush combat maneuver, or teleportation
effects). The target becomes cursed for one round and
stops its movement, dropping to the ground and taking
falling damage as normal if it is flying and cannot hover.
In addition, the target cannot move or be moved from
its space for one round. You cannot stop a creatures
movement if it is within another creatures space.
WITCHS REVENGE
Discipline: Cursed Razor (Strike) [Curse]
Level: 5
Prerequisites: Two Cursed Razor maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
This ancient strike utterly cripples a foes abilities.
Make a melee attack. If it hits, it deals weapon damage as
normal, and the target must succeed at a Fortitude save
(DC 15 + your initiation modifier) or take a 4 penalty to
an ability score of your choice. If the target is cursed, you
can choose to either increase this penalty to 6, or cause
the target to take a second 4 penalty to another ability
score of your choice. These penalties last for a number of
rounds equal to your initiator level.
In addition, a struck target becomes cursed for a
number of rounds equal to your initiator level, regardless
of whether or not it succeeded on its save.
6TH LEVEL
CURSE OF CHAINS
Discipline: Cursed Razor (Strike) [curse]
Level: 6
Prerequisites: Two Cursed Razor maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
Phantom chains trail in the wake of your strike and
spread through your enemies like wildfire. Make a melee
attack. If it hits, it deals weapon damage as normal, and
the target must succeed at a Will save (DC 16 + your
initiation modifier) or become cursed and paralyzed for
a number of rounds equal to your initiation modifier.
While the target is paralyzed by this strike, opponent
that ends its turn adjacent must succeed at a Will save
(DC 16 + your initiation modifier) or also become cursed
and paralyzed for a number of rounds equal to your
initiation modifier. Only the initial target spreads its
curse in this manner.
This strike can paralyze creatures normally immune
to paralysis, though such creatures gain a +6 competence
bonus on their saving throws.
105
OATHBREAKERS AURA
Discipline: Cursed Razor (Stance)
Level: 6
Prerequisites: Two Cursed Razor maneuvers
Initiation Action: 1 swift action
Range: Personal
Area: You
Duration: Stance
This malevolent aura robs its victims of their
supernatural edges and interferes with their oaths.
While you maintain this stance, opponents within 30
feet of you lose the benefits of any anarchic, axiomatic,
insight, profane, or sacred bonuses they possess (they
regain the benefits of these bonuses when they leave the
area or you assume a different stance). In addition, any
creature you hit with a melee weapon (including natural
weapons) becomes cursed for a number of rounds equal
to your initiation modifier. This stances effect resolves
after other effects relating to the attack (such as strikes
or weapon properties).
SORCERERS GAZE
Discipline: Cursed Razor (Boost)
Level: 6
Prerequisites: Two Cursed Razor maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
By channeling the magical energies within, you pick
out the weak places in protections both magical and
mundane and strike down those who cower behind them.
After initiating this boost, your attacks until the start of
your next turn ignore the AC bonus granted to targets
by cover less than total cover, deflection bonuses to AC,
and any miss chance (including the miss chance from
total concealment, although you still need to choose the
correct square if you cannot see your target). Total cover
provides its normal benefits against your attacks.
106
WARLOCKS BLOW
Discipline: Cursed Razor (Strike) [teleportation]
Level: 6
Prerequisites: Two Cursed Razor maneuvers
Initiation Action: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: One cursed creature
Duration: Instantaneous
With a savage curse and a lunge, you teleport your
enemy into your weapon. When you initiate this strike,
the target must succeed at a Will save (DC 16 + your
initiation modifier) or be teleported to an unoccupied
space within your melee reach of your choice that is not
difficult terrain. If you successfully teleport your target,
make a melee attack. If it hits, it deals weapon damage as
normal plus an additional 8d6 points of damage.
7TH LEVEL
BLACK DOGS DUE
Discipline: Cursed Razor (Strike)
Level: 7
Prerequisites: Three Cursed Razor maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
You strike a distracted foe, bringing swift death with
the edge of your blade. Make a melee attack. If it hits, it
deals weapon damage as normal plus an additional 8d6
points of damage, and the target must succeed at a Reflex
save (DC 17 + your initiation modifier) or be knocked
prone. If the target is flanked (either by you or by other
creatures), this strikes additional damage increases to
12d6.
TRAITORS ROAR
Discipline: Cursed Razor (Strike) [compulsion, curse,
mind-affecting]
Level: 7
Prerequisites: Three Cursed Razor maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
Channeling dark energies through your blade, you
poison the loyalty of those you strike. Make a melee
attack. If it hits, it deals weapon damage as normal, and
the target must succeed at a Will save (DC 17 + your
initiation modifier) or be overwhelmed with feelings of
hatred for its allies. A target that fails its save immediately
takes a standard action (even if it isnt its turn) to harm
or hinder its allies in some way. The victim acts as though
possessed of true hatred for its allies, utilizing whatever
it perceives as the most harmful ability possible, and
targets them as if it were their foe.
Once the harmful action is taken, the creature becomes
cursed for a number of rounds equal to your initiation
modifier and resumes its normal attitude towards its
allies. This maneuver does not change the creatures
feelings about its enemies; for example, it might use its
action to cast a fireball spell that includes both its allies
and enemies within its area.
8TH LEVEL
LUCKDRINKER AURA
Discipline: Cursed Razor (Stance)
Level: 8
Prerequisites: Three Cursed Razor maneuvers
Initiation Action: 1 swift action
Range: Personal
Area: You
Duration: Stance
This cursed aura steals beneficence from your enemies
and gifts it to your allies. You supernaturally sense magic
around you and can twist it to your advantage. While
you maintain this stance, you automatically know which
spells, powers, or magical effects are active upon any
individual you see within 30 feet.
In addition, at the beginning of each round, you may
select a power, psi-like ability, spell, or spell-like ability
affecting a hostile creature within 30 feet. Make a dispel
check (1d20 + your initiator level) against the effect (DC
11 + the effects caster or manifester level). If you succeed,
the effect is suppressed for a number of rounds equal to
your initiation modifier, and one of your allies within 30
feet gains the benefit of that effect for the same duration.
WARLOCKS MIRROR
Discipline: Cursed Razor (Counter)
Level: 8
Prerequisites: Three Cursed Razor maneuvers
Initiation Action: 1 immediate action
Range: Medium (100 ft. + 10 ft./level)
Target: One cursed creature (see text)
Duration: Instantaneous
Those under your influence find their own powers
betraying them. You can initiate this counter in response
to any cursed creature making an attack, initiating a
maneuver, or using a power, psi-like ability, spell, or
spell-like ability targeting you (it may also have other
targets, as long as you are one of them). Make a Spellcraft
check (DC = 10 + 1/2 the cursed creatures Hit Dice + the
cursed creatures Charisma modifier). If you succeed,
the attack, maneuver, power, psi-like ability, spell, or
spell-like ability does not affect its intended target(s) and
instead affects up to three targets of your choice within
range, even if it would normally affect only one creature.
9TH-LEVEL
FESTIVAL OF SHADOWS
Discipline: Cursed Razor (Strike)
Level: 9
Prerequisites: Four Cursed Razor maneuvers
Initiation Action: 1 standard action
Range: Close (25 ft. + 5ft./2 levels)
Target: Opponents within range
Duration: Instantaneous (see text)
The ultimate expression of your grim power, you wrap
your enemies in shadow, plunge your blade into the
darkness, striking them down with tenebrous copies of
your weapon. When you initiate this strike, all opponents
within range must succeed at a Reflex save (DC 19 + your
initiation modifier) or become immobilized by shadows;
all their movement speeds are reduced to 0 for a number
of rounds equal to your initiation modifier. Creatures
in flight drop to the ground and take falling damage as
normal if they cannot hover.
In addition, make a melee attack roll as part of this
maneuver and compare it to the AC of all creatures
within range. Each creature hit by the attack roll takes
weapon damage as normal plus an additional 10d6
points of damage. If a target is cursed, this strikes
additional damage increases to 12d8.
107
1ST LEVEL
ELDRITCH SHIELD
Discipline: Elemental Flux (Counter)
Level: 1
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: One attack or effect
By drawing upon the elements, you are capable of
defending against energy effects. You can initiate this
counter when you are affected by an attack, spell, or
effect that deals acid, cold, fire, electricity, or sonic
damage. You gain energy resistance 10 to each of those
energy types against that attack, spell, or effect.
Animus augmentation: You may spend one point of
animus to increase this energy resistance to 20.
ELEMENTAL NIMBUS
Discipline: Elemental Flux (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Channeling the strength of the elements lends your
attacks strength and fury. While you maintain this
stance, you gain one of the following benefits, based on
your active element:
Air You gain a +2 bonus on attack rolls against
opponents wearing metal armor, and your attacks
deal an additional 1d6 points of electricity damage.
At initiator level 10th, the bonus on attack rolls
increases to +4 and the additional damage increases
to 3d6.
Earth The strength of the earth empowers your
weapon, causing it to deal damage as if it was one
size category larger. Starting at initiator level 10th,
your weapons instead deal damage as if they were
two size categories larger.
Fire Your attacks deal additional fire damage equal
to your initiation modifier. At initiator level 10th,
108
FLUCTUATION MOVEMENT
Discipline: Elemental Flux (Boost)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
Coating your feet in the power of the elements, you
alter your movement to grant you a burst of speed and
maneuverability. This boost has one of the following
effects, based on your active element:
Air You can make a single jump this round as a free
action, with a +10 bonus to your Acrobatics check.
Earth Your movement ignores difficult terrain for
one round.
Fire Your base land speed increases by 10 feet for
one round.
Water You can make one turn of up to 90 degrees as
part of the move when charging this round
VARIABLE FLUX
Discipline: Elemental Flux (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous (see text)
DEGRADE RESISTANCE
Discipline: Elemental Flux (Boost)
Level: 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
As a disciple of the Elemental Flux, you understand
how to use elements to assault those normally resistant
to them. When you initiate this boost, your attacks
ignore the first 10 points of energy resistance to your
active element for one round.
Animus augmentation: You may spend one point of
animus to cause your first attack during the duration of
this boost to deal an additional 1d6 points of damage of
your active elements associated energy type.
2ND LEVEL
ARCANE SHIELD
Discipline: Elemental Flux (Counter) [force]
Level: 2
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
You rely on your unique insight into eldritch powers
to create a shield of energy that protects you from an
attack. You can initiate this counter in response to a
melee or ranged attack (including touch or ranged touch
spell attacks) being made against you. Make a Spellcraft
check, using your opponents attack roll as the DC. If you
succeed, the attack is negated. This is a force effect, and
may be used to block incorporeal attacks.
109
ELEMENTAL STRIKE
Discipline: Elemental Flux (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous (see text)
You channel the fluctuating power of the elements
to land an empowered blow. Make an attack. If it hits,
it deals weapon damage as normal plus one of the
following effects, based on your active element:
Air If your attack hits, the target must succeed at a
Reflex save or be knocked prone from the force of
the blow.
Earth If your attack hits, the target must succeed
at a Reflex save or take an additional 2d6 points of
acid damage at the start of your next turn.
Fire If your attack hits, the target must succeed at a
Reflex save or be blinded by the smoke and flames
for one round.
Water If your attack hits, the target must succeed
at a Fortitude save or become nauseated for one
round from the chilling cold.
Saving throws against this strike are DC 12 + your
initiation modifier.
Animus augmentation: You may spend up to three
points of animus to increase the initial additional
damage of this strike by 1d6 per point of animus spent
and increase the save DC of this strike by +1 per point of
animus spent.
ENERGY SPARK
Discipline: Elemental Flux (Boost)
Level: 2
Prerequisites: One Elemental Flux maneuver
Initiation Action: 1 swift action
Range: 30 ft.
Target: One or more creatures (see text)
Duration: Instantaneous
You fill the air with elemental energy, which explodes
as you strike your target. When you make an attack
(including a strike), you can initiate this boost to fire a ray
of energy at a creature within 30 feet. This ray requires
110
3RD LEVEL
ELEMENTAL FLUX STANCE
Discipline: Elemental Flux (Stance)
Level: 3
Prerequisites: One Elemental Flux maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Filling both your body and soul with the power of the
elements, you open yourself up to new powers. While
you maintain this stance, your attacks deal an additional
2d6 points of damage of your active elements associated
energy type, you gain energy resistance 15 to your active
elements associated energy type, and you gain one of
the following effects, based on your active element:
Air Your speed and perception are heightened,
granting you a +4 bonus on initiative checks and a +4
dodge bonus to your AC.
Earth The strength and durability of the earth suffuses
your bones, granting you DR 5/adamantine.
Fire Your body is filled with warmth and healing light,
granting you fast healing 1. In addition, you glow like a
torch as if under the effect of a light spell.
Water Your body is inured against debilitating effects,
granting you a +2 bonus on all saving throws.
ENERGY JOLT
Discipline: Elemental Flux (Strike)
Level: 3
Initiation Action: 1 standard action
Range: 30 ft.
Target: One creature
Duration: Instantaneous (see text)
You fill the opponent with harmful elemental energy,
dealing damage and causing them to suffer debilitating
effects. You fire a ray against an opponent within 30 feet.
This ray requires a ranged touch attack to hit and deals
3d6 points of damage of your active elements associated
energy type. This strike also has one of the following
effects, based on your active element:
Air If your ray hits, the target must succeed at a
Fortitude save or be pushed 15 feet away from you
in a direction of your choice.
Earth If your ray hits, the target takes an additional
1d6 points of acid damage at the start of your next
turn, and must succeed at a Fortitude save or be
sickened for a number of rounds equal to your
initiation modifier.
Fire If your ray hits, the target must succeed at a
Reflex save or take an additional 2d6 points of fire
damage at the start of your next turn.
Water If your ray hits, the target must succeed at a
Fortitude save or become entangled for a number of
rounds equal to your initiation modifier.
LANCE OF POWER
Discipline: Elemental Flux (Strike)
Level: 3
Prerequisites: One Elemental Flux maneuver
Initiation Action: 1 standard action
Range: 30 ft.
Area: 30-ft. line
Duration: Instantaneous (see text)
With a swing of your blade, you release a rippling line
of elemental energy. When you initiate this strike, you
create a 30-foot line of energy that deals 5d6 points of
damage of your active elements associated energy type
to each creature within its area. This strike also has one
of the following effects, based on your active element:
Air The crack of thunder accompanying the
lightning deafens creatures for a number of rounds
equal to your initiation modifier.
Earth The acid spray also creates a greasy, oily
slick, causing creatures who fail their Reflex saves
to drop items they are holding as if affected by the
grease spell.
Fire The intensity of the flaming blast adds an
additional +1 point of damage per die and dazzles
each target for a number of rounds equal to your
initiation modifier.
Water The icy blast makes surfaces very slippery,
and creatures who fail their Reflex saves slip on the
ice and fall prone.
Creatures caught in the line can make a Reflex save
(DC 13 + your initiation modifier) to take half damage
and negate the added effect.
Animus augmentation: You may spend up to five
points of animus to increase the damage of this strike by
2d6 per point of animus spent and increase the save DC of
this strike by +1 per point of animus spent. The number
of points of animus you may spend augmenting this
maneuver is not limited by your level; you may always
spend up to five points, although the total damage dice
for this maneuver may not exceed your initiator level
(up to a maximum of 15d6). For example, a 7th-level
initiator could spend five points of animus augmenting
this maneuver, adding a +5 bonus to his save DC, but he
would still only deal 7d6 points of damage.
RAGING FLUX
Discipline: Elemental Flux (Strike)
Level: 3
Prerequisites: One Elemental Flux maneuver
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous
You know how to strike with such eldritch force that
it drives your foes backwards. Make an attack. If it hits,
it deals weapon damage as normal plus an additional
4TH LEVEL
ARCANE TORRENT
Discipline: Elemental Flux (Strike) [force]
Level: 4
Prerequisites: One Elemental Flux maneuver
Initiation Action: 1 standard action
Range: 60 ft.
Target: One creature
Duration: Instantaneous
You unleash a sudden burst of eldritch energy that
surges towards a distant foe. When you initiate this
strike, select a target within 60 feet. Magical missiles
of explosive force swiftly fly at this target, dealing 6d6
points of force damage to the target unless it succeeds at
a Reflex save (DC 14 + your initiation modifier).
Animus augmentation: You may spend two points of
animus to instead fire a barrage of force missiles. Instead
of this strikes normal effect, you create a 15-foot burst
within 60 feet of you, affecting each creature within its
area as if you had targeted them.
ASSAY RESISTANCE
Discipline: Elemental Flux (Boost)
Level: 4
Prerequisites: One Elemental Flux maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
By directly targeting the elemental essence that
suffuses all creatures, you overcome an opponents
defenses with a powerful attack. Your next attack
ignores the first 25 points of energy resistance to your
active elements associated energy type, automatically
overcomes damage reduction, and deals an additional
2d6 points of damage.
Animus augmentation: You may spend one point of
animus to increase this boosts additional damage to 3d6.
ELDRITCH CONSUMPTION
Discipline: Elemental Flux (Counter)
Level: 4
Prerequisites: One Elemental Flux maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
You have such an intimate understanding of the
underlying nature of magic that you can capture its
essence and feast on it to rejuvenate yourself. You can
initiate this counter in response to being targeted by a
111
ENERGY HAMMER
Discipline: Elemental Flux (Strike)
Level: 4
Prerequisites: One Elemental Flux maneuver
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous (see text)
As you advance your training, you learn to unleash
ever more powerful bursts of energy. Make an attack.
If it hits, it deals weapon damage as normal plus an
additional 6d6 points of damage of your active elements
associated energy type. This strike also has one of the
following effects, based on your active element:
Air If your attack hits, the target must succeed at a
Fortitude save or become deafened for 1d4 rounds.
Earth If your attack hits, the target must succeed at
a Will save or become stunned for 1d4 rounds
Fire If your attack hits, the target must succeed at a
Reflex save or become blinded for 1d4 rounds.
Water If your attack hits, the target must succeed
at a Fortitude save or become nauseated for 1d4
rounds.
Saving throws against this strike are DC 14 + your
initiation modifier.
Animus augmentation: You may spend up to three
points of animus to increase the additional damage of
this strike by 1d6 per point of animus spent and increase
the save DC of this strike by +1 per point of animus spent.
5TH LEVEL
ELEMENTAL DRIVE
Discipline: Elemental Flux (Strike)
Level: 5
Prerequisites: Two Elemental Flux maneuvers
Initiation Action: 1 standard action
Range: 30 ft.
Target: One creature
Duration: Instantaneous
You charge your weapon with kinetic and elemental
energy, driving them back with a wave of elemental
power. You fire a ray against an opponent within 30 feet.
This ray requires a ranged touch attack to hit and deals
9d6 points of damage of your active elements associated
energy type, and you attempt a bull rush against your
target, calculating your CMB using your initiation
modifier and initiator level in place of your Strength
modifier and base attack bonus.
Animus augmentation: You may spend one point of
animus to gain a +5 bonus on your bull rush attempt.
112
ELEMENTAL ABSORPTION
Discipline: Elemental Flux (Counter)
Level: 5
Prerequisites: Two Elemental Flux maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: 1 round
You learn to suffuse your being with an element to
such a degree that its presence heals you instead of
harming you. You can initiate this counter at any time
to gain immunity to your active elements associated
energy type for one round. While under the effect of this
counter, attacks and effects that that deal energy damage
of that type instead heal you for half of the damage they
would normally deal.
ELEMENTAL VORTEX
Discipline: Elemental Flux (Strike)
Level: 5
Prerequisites: Two Elemental Flux maneuvers
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous (see text)
A whirling vortex of elemental energy engulfs your
foe just as your blade lands. Make an attack. If it hits,
it deals weapon damage as normal plus an additional
8d6 points of damage of your active elements associated
energy type. This strike also has one of the following
effects, based on your active element:
Air If the target is wearing metal armor, wielding
a metal shield, or wielding a weapon mostly
composed of metal, you and your allies gain a +4
bonus on attack rolls against the target until the
start of your next turn, regardless of whether or not
your attack hits.
Earth If your attack hits, you may make a free trip
attempt that does not provoke attacks of opportunity,
with a bonus on the attempt equal to your initiation
modifier.
Fire If your attack hits, the target must succeed at
a Reflex save or catch on fire for 2d4 rounds, and
become sickened from the pain for as long as they
are burning.
Water If your attack hits, the target must succeed at
a Fortitude save or become entangled for a number
of rounds equal to your initiation modifier.
Saving throws against this strike are DC 15 + your
initiation modifier.
Animus augmentation: You may spend up to three
points of animus to increase the additional damage of
this strike by 1d6 per point of animus spent and increase
the save DC of this strike by +1 per point of animus spent.
6TH LEVEL
ELDRITCH ENERGY HAMMER
Discipline: Elemental Flux (Strike)
Level: 6
Prerequisites: Two Elemental Flux maneuvers
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous
You know how to destroy the bonds that hold magic
together just as easily as you can forge them. Make an
attack. If it hits, it deals weapon damage as normal, and
you affect the target as if you had cast a targeted greater
dispel magic on it. Make a dispel check against the spell
with the highest caster level affecting the target, using
your initiator level as your caster level for the check. If
you do not successfully dispel that spell, compare the
same result to the spell with the next highest caster level.
Repeat this process until you have dispelled one spell
affecting the target, or you have failed to dispel every
spell. You can only end one spell with this maneuver. If
you successfully dispel a spell affecting the target, your
target takes 1d6 points of force damage for each level of
the effect dispelled.
Animus augmentation: You may spend up to three
points of animus to gain a +2 bonus on your dispel check
per point of animus spent.
113
SHATTER RESISTANCE
Discipline: Elemental Flux (Boost)
Level: 6
Prerequisites: Two Elemental Flux maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
You know that the might of the elements can overwhelm
any defense. After initiating this boost, all attacks you
make for one round ignore energy resistance of your
targets, and creatures with an energy immunity still take
half damage, rather than no damage. In addition, all of
your attacks deal an additional 4d6 points of damage
of your active elements associated energy type for the
same duration.
Animus augmentation: You may spend two points of
animus to lower the spell resistance possessed by those
damaged by your attacks by 10 for the duration of this
boost.
7TH LEVEL
CASCADE OF ELEMENTAL WRATH
Discipline: Elemental Flux (Strike)
Level: 7
Prerequisites: Three Elemental Flux maneuvers
Initiation Action: 1 full-round action
Range: Melee or ranged attack
Target: One or more creatures (see text)
Duration: Instantaneous
Each slash of your blade releases more and more
eldritch power, overwhelming your enemies with the
power of your strikes. Make a full attack. Each attack
deals damage entirely of your active elements associated
energy type, and additional damage equal to 1d6 + your
initiation modifier. During your full attack, you can
change your active element as a free action once after
each subsequent attack.
114
FORCE MAJEURE
Discipline: Elemental Flux (Strike)
Level: 7
Prerequisites: Three Elemental Flux maneuvers
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous
You infuse your weapon with pure elemental power,
striking with a force beyond mere steel. Make an attack.
If it hits, it deals weapon damage as normal plus an
additional 14d6 points of damage. Unlike with a normal
attack, all damage dealt by this attack is to be considered
to be of your active elements associated energy type
(including weapon damage, weapon enchantments, and
bonuses from a high strength or from feats).
Animus augmentation: You may spend three points
of animus to instead infuse your strike with raw arcane
energy, unaligned to any elemental forces. If you do,
your attack deals force damage rather than elemental
damage.
REDIRECTING FLUX
Discipline: Elemental Flux (Counter)
Level: 7
Prerequisites: Three Elemental Flux maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
Your mastery of the Elemental Flux discipline knows
how to read and alter the flow of magical energy. You
can initiate this counter when you are targeted by a
spell, power, spell-like ability, or psi-like ability. Make a
Spellcraft check (DC 15 + the effects caster or manifester
level). If you succeed, you can redirect that effect to
another target of your choice within the spells range. If
the effect has multiple targets, you can choose to change
all of its targets to other valid targets within range.
Animus augmentation: You may spend up to three
points of animus when initiating this counter, gaining a
+2 bonus on your Spellcraft check per point of animus
spent.
8TH LEVEL
ELEMENTAL BREACH
Discipline: Elemental Flux (Boost)
Level: 8
Prerequisites: Three Elemental Flux maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
As a master of the Elemental Flux discipline, you know
how to overwhelm the defenses of your targets and
expose their weaknesses to the elements. After initiating
this boost, your attacks for one round ignore all energy
ZEPHYR FLUX
Discipline: Elemental Flux (Strike) [teleportation]
Level: 8
Prerequisites: Three Elemental Flux maneuvers
Initiation Action: 1 full-round action
Range: 120 ft.
Targets: One primary target, plus additional secondary
targets equal to your initiation modifier
Duration: Instantaneous (see text)
Upon reaching supreme levels of understanding in
this discipline, you may transmute your entire being into
elemental energy and travel in the blink of an eye across
the battlefield, leaving a wake of devastation behind
you. When you initiate this strike, select a primary
target and a number of secondary targets within 30 feet
of the primary target equal to your initiation modifier.
A creature cannot be both a primary target and a
secondary target. Your path across the battlefield deals
14d6 points of damage to the primary target and 7d6
points of damage to secondary targets. All damage is of
your active elements associated energy type.
This strike also has one of the following effects, based
on your active element:
Air Any target who fails its save is dazed by the
electrical jolt for one round.
Earth Any target who fails its save is deafened from
the seismic vibrations for 1d3 rounds.
Fire Any target who fails its save is engulfed
in cinders and smoke, becoming blinded for 1d3
rounds.
Water Any target who fails its save is nauseated for
1d3 rounds from the bone-chilling cold.
All targets can make a Reflex save (DC 18 + your
initiation modifier) to take half damage and negate the
added effect. After this strike concludes, you can move
to any space within 10 feet of a secondary target of this
strike without provoking attacks of opportunity. As a
supernatural ability, this strike is not subject to spell
resistance.
9TH LEVEL
STRIKE OF ELEMENTAL DEVASTATION
Discipline: Elemental Flux (Strike) [air, earth, fire,
force, water]
Level: 9
Prerequisites: Four Elemental Flux maneuvers
Initiation Action: 1 full-round action
Range: 30 feet
Target: Up to five creatures
Duration: Instantaneous (see text)
The ultimate expression of elemental power can only
be unleashed by a master of the Elemental Flux discipline,
and by calling upon the arcane forces of magic as well
as the terrific power of the elements, the disciple may
crush his opponents under a fierce magical assault. The
maneuver creates five distinct blasts of energy, one of
each element and one of pure force. These blasts may
be fired at the same or different targets, as long as each
target is within 30 feet of you. Each blast requires a
ranged touch attack to hit and has one of the following
effects if it hits:
Air A bolt of electrical energy that deals 25 points
of electricity damage and staggers the opponent for
1d4 rounds. If the target is wearing metal armor
or a metal shield, or wielding a primarily metal
weapon then the attack gains a +4 circumstance
bonus on hit.
Earth A jet of boiling acid that deals 25 points of
acid damage and blinds the target for 1d4 rounds.
Fire A stream of sulfurous fire that deals 25 points
of fire damage, nauseates the target for 1d4 rounds,
and sets them on fire for the same duration.
Force A hammering blast of arcane force that deals
50 points of force damage.
Water A freezing beam of cold that deals 25 points
of cold damage and the target must succeed at a
Fortitude save (DC 19 + your initiation modifier) or
become dazed for 1d4 rounds.
Animus augmentation: For each blast, you may
spend up to three points of animus to increase its initial
damage by 10 per point of animus spent and its save
DC (if any) by +1 per point of animus spent. You may
spend any number of animus points to augment this
strike, regardless of your level. However, each blast
must be augmented separately, and you cannot spend
more than three points per blast. The blasts of this strike
are otherwise immutable; you cannot use abilities such
as the mystics elemental attunement class feature to
change the damage types dealt.
115
TERRIFYING BLOW
Discipline: Eternal Guardian (Strike) [fear]
Level: 1
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous (see text)
With a bellowing cry, you deliver a fearsome wound to
your opponent. Make an attack. If it hits, it deals weapon
damage as normal, and the target must succeed at a
Will save (DC 11 + your initiation modifier) or become
frightened for one round. If your target is cursed, your
attack deals an additional 1d6 points of damage.
WARDENS BEARING
Discipline: Eternal Guardian (Boost)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous
You shift your weight and assume a stronger, more
impressive position. You can activate this boost while
making a combat maneuver attempt. You gain a +2 bonus
on your combat maneuver check, you do not provoke
attacks of opportunity for making that combat maneuver
attempt, and you are treated as one size category larger
for purposes of determining if your combat maneuver
can affect your target (such as a Medium creature
attempting to bull rush a Huge creature).
2ND LEVEL
DEBILITATING FEAR
Discipline: Eternal Guardian (Boost) [fear]
Level: 2
Prerequisites: 1 Eternal Guardian maneuver
Initiation Action: 1 swift action
Range: 60 ft.
Target: One creature
Duration: 1 round
You fill your target with the fear that prey feels when
it sees a mighty predator, impairing their ability to act.
When you activate this boost, choose one creature within
range that is cowering, shaken, frightened, or panicked.
That creature must succeed at a Will save (DC 12 + your
initiation modifier) or become dazed for 1 round.
116
3RD LEVEL
BINDING FETTERS
Discipline: Eternal Guardian (Boost) [curse,
teleportation]
Level: 3
Prerequisites: 1 Eternal Guardian maneuver
Initiation Action: 1 swift action
Range: Melee attack
Target: One creature
Duration: 1 round
Your oath binds you and the target of your attack in
combat with each other, leashing your very souls together.
You can activate this boost when you hit a creature
with a melee attack. That creature becomes cursed for
one round, and at the start of your next turn, it must
succeed at a Will save (DC 13 + your initiation modifier)
be teleported to an unoccupied square adjacent to you.
This teleportation functions regardless of the distance
between you and the target, although it cannot
teleport a target on another plane of existence.
For every 10 feet the target moves during its
117
INTRUDERS END
Discipline: Eternal Guardian (Counter) [teleportation]
Level: 3
Prerequisites: 1 Eternal Guardian maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: 1 round
You declare an area to be your protected sanctum, and
dare any foe to try their hand at entering your sanctum.
With each opportunity, you warp space, teleporting
across your domain to attack before returning. After
initiating this counter, your threatened area increases
to 20 feet for one round. This overlaps with, rather
than stacking with, any natural reach you otherwise
have; if your natural reach is greater than 20 feet, it is
not reduced. In addition, for the duration of this boost,
you gain a +2 circumstance bonus on attack rolls while
making attacks of opportunity and can make a number
of additional attacks of opportunity this round equal to
your initiation modifier. This stacks with the Combat
Reflexes feat and other effects that increase the number
of attacks of opportunity you can make in a round.
118
4TH LEVEL
GRIM GUARDS LAUGHTER
Discipline: Eternal Guardian (Strike) [fear]
Level: 4
Prerequisites: 1 Eternal Guardian maneuver
Initiation Action: 1 standard action
Range: Melee attack and 30 ft. (see text)
Target: One creature (see text)
Duration: Instantaneous
Your deep, disturbing laughter echoes throughout
the battlefield filling your foes with dread and causing
their wills to falter. Make a melee attack. If it hits, it
deals weapon damage as normal plus an additional 4d6
points of damage, and you can make an Intimidate check,
treating that check as a demoralize attempt against every
opponent within 30 feet. If you successfully demoralize
a cursed creature with this strike, that creature becomes
frightened for one round in addition to becoming
demoralized.
OATH OF TORPOR
Discipline: Eternal Guardian (Boost) [curse]
Level: 4
Prerequisites: 1 Eternal Guardian maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous (see text)
You swear an oath to your foes, that their limbs will be
heavy and their wills sapped. After initiating this boost,
each successful attack or combat maneuver attempt you
make against an opponent before the start of your next
turn also causes that opponent to become cursed for one
minute. Each time a creature cursed by this boost moves,
it must succeed at a Will save (DC 14 + your initiation
modifier) or become slowed (as the spell) until the end
of its next turn. A successful save against this effect
ends the curse. Alternatively, if a creature cursed by this
boost does not willingly move from its space for two
consecutive rounds, the curse ends without a need for
a saving throw. A creature forced to move (such as by a
bull rush) does not trigger this effect.
UNBEARABLE GAZE
Discipline: Eternal Guardian (Counter) [fear]
Level: 5
Prerequisites: 2 Eternal Guardian maneuvers
Initiation Action: 1 immediate action
Range: 60 ft.
Target: One creature
Duration: 1 round
Your stare fills a creature with supernatural dread,
causing them to fear looking into your eyes lest it
cause them great harm. You can initiate this counter
in response to being targeted by an attack, spell, or
power originating from an creature within 60 feet. That
creature must succeed at a Reflex save (DC 15 + your
initiation modifier) or become blinded for one round,
averting its eyes as a result of utter terror. If the target
fails its saving throw, the attack or effect suffers a 50%
miss chance against you, even if it would normally
automatically hit. A creature without eyes or that is
already blind is immune to this effect.
WATCHMANS REBUKE
Discipline: Eternal Guardian (Counter)
Level: 4
Prerequisites: 1 Eternal Guardian maneuver
Initiation Action: 1 immediate action
Range: 60 ft.
Target: One creature
Duration: Instantaneous
Your supernatural will calls for your enemies to cease
resisting and submit to your judgement. You can initiate
this counter when an opponent within 60 feet succeeds
on a saving throw. That opponent must immediately
reroll its save, using the result of the second roll to
determine if it succeeded or failed. If that opponent is
cursed, it takes a 2 penalty on this reroll.
5TH LEVEL
JAILER OF THE DAMNED
Discipline: Eternal Guardian (Stance)
Level: 5
Prerequisites: 2 Eternal Guardian maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You adopt the stance of the wardens which guard the
gates of death. While you maintain this stance, your
maneuvers and other abilities treat creatures that are
normally immune to mind-affecting effects and fear
effects as if they were not immune. Such creatures gain
a +5 resistance bonus on saving throws against these
effects, rather than ignoring them outright. In addition,
while you maintain this stance, you do not provoke
attacks of opportunity when attempting a combat
maneuver against a creature that is shaken, frightened,
or panicked, and you gain a +2 bonus on your combat
maneuver checks against such creatures.
119
6TH LEVEL
CHARGE OF DISMAY
Discipline: Eternal Guardian (Strike) [fear]
Level: 6
Prerequisites: 2 Eternal Guardian maneuvers
Initiation Action: 1 full-round action
Range: Melee attack and 30 ft. (see text)
Target: One creature (see text)
Duration: Instantaneous (see text)
The disciple barrels through the enemy lines, terrifying
his foes. Make a charge attack that does not provoke
attacks of opportunity. If it hits, it deals weapon damage
as normal plus an additional 6d6 points of damage, and
all opponents (including the target) within 30 feet must
succeed at a Will save (DC 16 + your initiation modifier)
120
INESCAPABLE FETTERS
Discipline: Eternal Guardian (Boost)
teleportation]
Level: 6
Prerequisites: 2 Eternal Guardian maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
[curse,
INESCAPABLE GRASP
Discipline: Eternal Guardian (Stance)
Level: 6
Prerequisites: Two Eternal Guardian maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Your resolution is absolute, and those affected by
your ill will find themselves unable to act freely. While
you maintain this stance, cursed creatures you threaten
cannot take 5-foot steps or use the Withdraw action, and
any such creature that leaves its square provokes an attack
of opportunity from you, even if its movement would not
otherwise provoke attacks of opportunity (such as with
the Spring Attack feat or a teleportation effect).
INFINITE FOCUS
Discipline: Eternal Guardian (Counter)
Level: 6
Prerequisites: 2 Eternal Guardian maneuvers
Initiation Action: 1 immediate action
Range: 60 ft.
Target: All allies within 60 ft.
Duration: 1 round
STRIKE OF SACRIFICE
Discipline: Eternal Guardian (Strike)
Level: 6
Prerequisites: 2 Eternal Guardian maneuvers
Initiation Action: 1 standard action
Range: Melee or ranged attack and 30 feet (see text)
Target: One creature (see text)
Duration: Instantaneous (see text)
You seal a portion of your life force around your allies,
protecting them from harm at the cost of your own
vulnerability. Make an attack. If it hits, it deals weapon
damage as normal plus an additional 6d6 points of
damage, and you may lower your AC by up to 1/2 your
initiator level and grant all allies within 30 feet an equal
bonus to their ACs. Both the reduction of your AC and
the bonus to your allies ACs lasts for a number of rounds
equal to your initiator level.
7TH LEVEL
CURSE OF IMPENDING DOOM
Discipline: Eternal Guardian (Strike) [curse, fear]
Level: 7
Prerequisites: 2 Eternal Guardian maneuvers
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous (see text)
The disciples curse seeps into the foes subconscious,
forcing it to believe failure is just around the corner.
Make an attack. If it hits, it deals weapon damage as
normal plus an additional 6d6 points of damage, and
the target becomes cursed for 24 hours. While cursed by
this strike, the target suffers a 2 penalty on attack rolls,
saving throws, and skill, checks. Whenever an affected
target succeeds on an attack roll, saving throw, or skill,
check, the penalty imposed by this strike increases by 2.
Whenever an affected target fails on such a roll, it must
succeed at a Will save (DC 17 + your initiation modifier)
or become panicked for one round, and the penalty
imposed by this maneuver is reset to 2. A creature
under the effect of this strike can choose to intentionally
fail on any of these rolls to make another saving throw
against this effect. If it does, failure does not cause it to
become panicked, nor does it reset the penalty to 2.
GRIM SATISFACTION
Discipline: Eternal Guardian (Boost) [fear]
Level: 7
Prerequisites: 2 Eternal Guardian maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
Seeing the fear and resignation in the eyes of your foes
spurs you closer to victory. After initiating this boost, the
next creature you hit with an attack for one round must
succeed at a Will save (DC 17 + your initiation modifier)
or cower in fear for one round, and you heal a number
of hit points equal to your initiator level. If the creature
that fails its save is cursed, you heal an additional 10 hit
points.
UNBREAKABLE PROMISE
Discipline: Eternal Guardian (Counter) [curse]
Level: 7
Prerequisites: 2 Eternal Guardian maneuvers
Initiation Action: 1 immediate action
Range: 60 ft.
Target: All opponents within 60 ft.
Duration: 3 rounds (see text)
You vow that no foe will land a killing blow against
those under your protection. You can initiate this
counter in response to a melee or ranged attack being
made against another ally within 60 feet. All opponents
within 60 feet of you must succeed at a Will save (DC 17
+ your initiation modifier) or become cursed for three
rounds. While a creature is cursed by this counter, it
cannot reduce any creature other than itself below 0 hit
points by any means; any additional damage is negated.
An affected creature can strike itself as an attack action
or part of a full-attack action (dealing damage as normal
for the attack) to end this curse.
8TH LEVEL
CRUSHING REBUKE
Discipline: Eternal Guardian (Counter) [fear]
Level: 8
Prerequisites: 3 Eternal Guardian maneuvers
Initiation Action: 1 immediate action
Range: 60 ft.
Target: One creature
Duration: 1 turn
Your overwhelming presence castigates a foe, causing
them to utterly doubt their own abilities. You can initiate
this counter in response to a melee or ranged attack
being made against you or an ally by an enemy within
60 feet. Make an Intimidate check, using the creatures
attack roll as the DC. If you succeed, the attack is negated,
and that all attacks made by that creature until the end
of its turn are treated as if that creature had rolled a
natural 1.
121
9TH LEVEL
OATH OF ETERNITY
Discipline: Eternal Guardian (Counter) [curse,
teleportation]
Level: 9
Prerequisites: 4 Eternal Guardian maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: 1 round
You declare a swathe of the battlefield to be your
domain, in which you will brook no trespass. You teleport
across the battlefield with each blow, blinking towards
an enemy then returning to your original position. After
initiating this counter, your threatened area increases to
40 feet for one round. This overlaps with, rather than
stacking with, any natural reach you otherwise have;
122
Mithral Current
1ST LEVEL
FLOWING CREEK
Discipline: Mithral Current (Counter)
Level: 1
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
Like the flowing water that inspired your art, you
sidestep and work around foes instead of fighting them
directly. You can initiate this counter in response to a
melee or ranged attack (including touch or ranged touch
spell attacks) being made against you. Make a Perform
(dance) check, using your opponents attack roll as the
DC. If you succeed, the attack is negated and you may
take a 5-foot step as a free action, even if you have
already taken one this round.
FOLLOWING WAKE
Discipline: Mithral Current (Boost)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
By utilizing the momentum of your body and blade,
you turn a charge into disabling slash that leaves your
opponent on the ground. After initiating this boost, you
can make a trip attempt against the next creature you
charge this round as a free action, using a Perform
(dance) check in place of your combat maneuver check.
This combat maneuver attempt does not provoke an
attack of opportunity.
SWIFT CURRENT
Discipline: Mithral Current (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
One of the basic tenets of the Mithral Current is that
all momentum can be turned into a powerful offensive
tool. As an initiate of the discipline, you can use the
momentum of drawing your blade from its sheath to
increase a strikes power. Make a melee attack. If it hits,
it deals weapon damage as normal plus an additional
1d6 points of damage. If you drew your weapon as part
of this strike, your target is considered flat-footed against
this attack.
TIDAL BLADE
Discipline: Mithral Current (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: Up to two creatures
Duration: Instantaneous
As a disciple of the Mithral Current discipline, your
skill and grace comes from your flowing movements
and lightning-quick attacks. You make a swift slash,
striking through multiple enemies with your swing.
Make a melee attack roll and compare it to the AC of
two creatures within your reach. If the attack roll hits a
target, the attack deals weapon damage as normal. Use
the same damage roll for each target. If you drew your
weapon as part of this strike, you gain a +2 bonus on
your attack roll.
2ND LEVEL
CALM THE STORM
Discipline: Mithral Current (Counter)
Level: 2
Initiation Action: 1 immediate action
Range: Melee attack
Target: One creature
Duration: Instantaneous
By perfectly timing your counterattacks, you can force
your opponent into a position where they are unable
to further attack you. You can initiate this counter in
response to a melee or ranged attack being made against
you. Make an attack roll with a weapon you are wielding.
If your attack roll is higher than your opponents, their
attack is negated and they must succeed on a Reflex Save
(DC 12 + your initiation modifier) or be unable to target
you with any other attacks this turn.
DUAL CRASH
Discipline: Mithral Current (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
With a sudden reversal of direction, you strike an
enemy when they least expect itat the instant after
theyd already been hit. Make a melee attack. If it hits,
it deals weapon damage as normal. If you drew your
weapon as part of this strike, you can make a second
attack against the same target with a 2 penalty on the
attack roll.
IRON WAVE
Discipline: Mithral Current (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Melee or close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous (see text)
By imitating the motions of ocean waves, you extend
the reach of your blade beyond its edge. Make a melee
attack. If it hits, it deals weapon damage as normal plus
an additional 2d6 points of damage. If you drew your
weapon as part of this strike, you can make your attack
against any creature within close range (25 feet + 5 feet
per 2 initiator levels), even if that creature isnt within
your reach. The attack is still treated as a melee attack,
and a creature struck must succeed at a Will save (DC
12 + your initiation modifier) or become vulnerable to
silver until the end of your next turn. Creatures with
vulnerability to silver take 50% more damage from
silver weapons. This maneuver is a supernatural ability.
123
RIPTIDE STRIKE
Discipline: Mithral Current (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Like the dangerous tidal swells that pull swimmers out
to sea and under the waves, you pull an opponent to the
ground with your strike. Make a melee attack. If it hits,
it deals weapon damage as normal plus an additional
2d6 points of damage. If you drew your weapon as part
of this strike, you may also make a trip attempt against
them as a free action with a +2 competence bonus on
your combat maneuver check. This trip attempt does not
provoke an attack of opportunity.
3RD LEVEL
FLOWING WATER STANCE
Discipline: Mithral Current (Stance)
Level: 3
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You adopt a stance that maximizes free movement and
speed, allowing you to dance around your opponents
attacks and flow past obstacles like a rushing stream.
While you maintain this stance, you gain a +4 dodge
bonus to your AC and a +4 bonus on initiative checks. In
addition, you can sheath your weapon once per round as
a free action that does not provoke attacks of opportunity,
even if it isnt your turn.
RIPPLING CURRENT
Discipline: Mithral Current (Strike)
Level: 3
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Your blade weaves in and out of your opponents
sight to strike at an unexpected angle. Make a melee
attack. If it hits, it deals weapon damage as normal plus
an additional 3d6 points of damage. If you drew your
weapon as part of this strike, your target is considered
flat-footed against this attack.
124
RUSHING WAKE
Discipline: Mithral Current (Boost)
Level: 3
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
With a sudden burst of speed, you charge towards a
foe, skillfully knocking aside any others in your path.
After initiating this boost, when you make a charge attack
this round, you can make a trip attempt as a free action
against each opponent adjacent to you at any point in
your movement. These trip attempts do not provoke
attacks of opportunity, although your movement still
does as normal.
4TH LEVEL
BLINDING REFLECTION
Discipline: Mithral Current (Strike)
Level: 4
Prerequisites: One Mithral Current maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
Reflecting light off your blade like a pond bathed in
moonlight, you temporarily blind an opponent and
swiftly strike in the opening granted. Make a melee
attack. If it hits, it deals weapon damage as normal plus
an additional 6d6 points of damage. If you drew your
weapon as part of this strike, a struck target must succeed
at a Fortitude Save (DC 14 + your initiation modifier) or
become blinded for 1 minute. If the target succeeds on
their save, they are instead dazzled for one round.
DISRUPTIVE WAVE
Discipline: Mithral Current (Counter)
Level: 4
Prerequisites: One Mithral Current maneuver
Initiation Action: 1 immediate action
Range: Melee attack (see text)
Target: One creature
Duration: Instantaneous
By sensing the ripples in reality caused by powerful
magic, you are able to anticipate and strike before a spell
takes effect. You can initiate this counter in response to
being targeted by a power, psi-like ability, spell, or spell-
SILVER WAVE
Discipline: Mithral Current (Strike)
Level: 4
Prerequisites: One Mithral Current maneuver
Initiation Action: 1 standard action
Range: Melee or close (25 ft. + 5 ft/2 levels)
Target: One creature
Duration: Instantaneous (see text)
Drawing your blade in a powerful diagonal cut, you
strike your foe with a brutal wave of kinetic energy.
Make a melee attack. If it hits, it deals weapon damage as
normal plus an additional 6d6 points of damage. If you
drew your weapon as part of this strike, you can make
your attack against any creature within close range (25
feet + 5 feet per 2 initiator levels), even if that creature
isnt within your reach, and the target must succeed at
a Will save (DC 14 + your initiation modifier) or become
vulnerable to silver until the end of your next turn. In
addition, you may also make a bull rush attempt against
a struck target as a free action with a competence bonus
on your combat maneuver check equal to your initiation
modifier. This bull rush attempt does not provoke an
attack of opportunity. Creatures with vulnerability to
silver take 50% more damage from silver weapons. This
maneuver is a supernatural ability.
5TH LEVEL
FLOWING STREAM
Discipline: Mithral Current (Counter)
Level: 5
Prerequisites: Two Mithral Current maneuvers
Initiation Action: 1 immediate action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Your graceful movements allow you to distance yourself
from enemies attacks. You can initiate this counter
response to a melee or ranged attack being made against
you or when caught in an effect that requires a Reflex
saving throw. Make a Perform (dance) check, using your
opponents attack roll or the Reflex save DC as the DC. If
you succeed, the attack is negated or you are otherwise
unaffected by the effect, and you can move up to your
speed without provoking attacks of opportunity towards
the originator of the attack or effect. If your weapon is
sheathed when you initiate this counter, you may draw it
and make a melee attack against your attacker. If it hits, it
deals weapon damage as normal plus an additional 3d6
points of damage. You cannot make this counterattack
125
MITHRAL FLASH
Discipline: Mithral Current (Counter)
Level: 5
Prerequisites: Two Mithral Current maneuvers
Initiation Action: 1 immediate action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Though the Mithral Current discipline is noted for its
graceful movements and artful dodges, you are just as
capable of blocking blades as you are avoiding them. You
can initiate this counter response to a melee or ranged
attack being made against you. Make an attack roll with a
weapon you are wielding. If your attack roll is higher than
your opponents, their attack is negated. If you drew your
weapon as part of this counter, you can make a make attack
against your attacker. If it hits, it deals weapon damage as
normal plus an additional 5d6 points of damage, and your
weapon is treated as silver for the purposes of vulnerabilities
and overcoming damage reduction. You cannot make this
counterattack if the target is not within your melee reach or
otherwise targetable with a melee attack.
RAPID CURRENT
Discipline: Mithral Current (Strike)
Level: 5
Prerequisites: Two Mithral Current maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
You unleash a rapid flurry of attacks at an enemy,
carving deep wounds into their flesh. Make two melee
attacks at your full base attack bonus. Each attack that hits
deals weapon damage as normal plus an additional 3d6
points of damage. If you drew your weapon as part of this
strike, you can make a make one additional attack at your
full base attack bonus. If it hits, it deals weapon damage as
normal, and does not gain bonus damage from this strike.
126
WHIRLPOOL STRIKE
Discipline: Mithral Current (Strike)
Level: 5
Prerequisites: Two Mithral Current maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: Adjacent enemies or enemies in reach (see text)
Duration: Instantaneous
With a spinning slash, you strike down all foes near
you. Make a melee attack roll and compare it to the AC
of each adjacent opponent. If the attack roll hits a target,
it deals weapon damage as normal plus an additional
3d6 points of damage. Use the same damage roll for each
target. If you drew your weapon as part of this strike, you
may attack all opponents within your reach in addition
to those adjacent to you.
6TH LEVEL
CRASHING WAKE
Discipline: Mithral Current (Strike)
Level: 6
Prerequisites: Two Mithral Current maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: All enemies adjacent to you (see text)
Duration: Instantaneous
You rush across the battlefield, striking all foes in
your path. When you initiate this maneuver, you can
move up to 30 feet as a free action, provoking attacks
of opportunity as normal. Make a single attack against
each opponent adjacent to you at any point during your
movement. If an attack hits, it deals weapon damage as
normal, plus an additional 4d6 points of damage.
ENDLESS CURRENT
Discipline: Mithral Current (Boost)
Level: 6
Prerequisites: Two Mithral Current maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
You channel the momentum of your attacks into a
leaping dance, allowing you to maneuver across the
battlefield with every blow. After initiating this boost,
you can move up to 10 feet as a free action without
provoking attacks of opportunity each time you make an
attack until the start of your next turn.
QUICKSILVER WAVE
Discipline: Mithral Current (Strike)
Level: 6
Prerequisites: Two Mithral Current maneuvers
Initiation Action: 1 standard action
Range: Melee attack or close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous (see text)
A wave of silver energy leaps from your blade to slash
at a distant foe. Make a melee attack. If it hits, it deals
weapon damage as normal plus an additional 8d6 points
of damage. If you drew your weapon as part of this strike,
you can make your attack against any creature within
close range (25 feet + 5 feet per 2 initiator levels), even if
that creature isnt within your reach, and the target must
succeed at a Will save (DC 16 + your initiation modifier)
or become vulnerable to silver until the end of your
next turn. In addition, you may also make a trip attempt
against a struck target as a free action with a competence
bonus on your combat maneuver check equal to your
initiation modifier. This trip attempt does not provoke
an attack of opportunity. Creatures with vulnerability to
silver take 50% more damage from silver weapons. This
maneuver is a supernatural ability.
7TH LEVEL
BLADE OF THE SILVER SEA
Discipline: Mithral Current (Strike)
Level: 7
Prerequisites: Two Mithral Current maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
Your blade ripples and shimmers with a bright silver
light as it strikes home and rends the flesh of your enemy.
Make a melee attack. If it hits, it deals weapon damage
as normal plus an additional 8d6 points of damage. If
you drew your weapon as part of this strike, your attack
is treated as silver for the purposes of vulnerability,
automatically overcomes damage reduction, and
suppresses any fast healing or regeneration the target has
for a number of rounds equal to your initiation modifier.
This strike cannot suppress regeneration that is not
overcome by any type of damage, such as that possessed
by a tarrasque. This maneuver is a supernatural ability.
FLOWING RIVER
Discipline: Mithral Current (Counter)
Level: 7
Prerequisites: Two Mithral Current maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
The dance of the Mithral Current allows you to avoid
an incoming effect and return the insult with great
fury. You can initiate this counter in response to being
targeted by or caught in an effect that allows a saving
throw. Make a Perform (dance) check in place of your
saving throw. If you succeed, you can immediately move
to any space adjacent to the creature that originated the
effect without provoking attacks of opportunity, even
if the creature is further away than your movement
speed. If your weapon is sheathed when you initiate this
maneuver, you may draw it and make a melee attack
against that creature. If it hits, it deals weapon damage
as normal plus an additional 5d6 points of damage.
8TH LEVEL
MITHRAL LIGHTNING STANCE
Discipline: Mithral Current (Stance)
Level: 8
Prerequisites: Three Mithral Current maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
With blinding movements and rapid, graceful strikes,
you are able to travel across the battlefield and bring
death to any who would try to oppose you. While you
maintain this stance, you gain a +10 foot enhancement
bonus to each of your speeds, a +6 dodge bonus to your
AC against attacks of opportunity, and your weapons are
treated as silver for the purposes of vulnerabilities and
overcoming damage reduction. Whenever an opponent
makes an attack of opportunity against you, you can
make a melee attack against them after their attack
resolves. If it hits, it deals weapon damage as normal
127
MITHRAL WAVE
Discipline: Mithral Current (Strike)
Level: 8
Prerequisites: Three Mithral Current maneuvers
Initiation Action: 1 standard action
Range: Melee attack or close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous (see text)
A wave of blinding silver energy erupts from your
blade to strike a distant foe. Make a melee attack. If it hits,
it deals weapon damage as normal plus an additional
14d6 points of damage. If you drew your weapon as
part of this strike, you can make your attack against any
creature within close range (25 feet + 5 feet per 2 initiator
levels), even if that creature isnt within your reach, and
the target must succeed at a Fortitude save (DC 18 + your
initiation modifier) or become dazed for 1d4 rounds, a
Reflex save (DC + your initiation modifier) or be knocked
prone, and a Will save (DC 18 + your initiation modifier)
or become vulnerable to silver until the end of your next
turn. Creatures with vulnerability to silver take 50%
more damage from silver weapons. This maneuver is a
supernatural ability.
RIPTIDE SLICE
Discipline: Mithral Current (Strike)
Level: 8
Prerequisites: Three Mithral Current maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
As a master of the Mithral Current discipline, you
can make a cut so light and gentle it feels like a mere
breeze while still rending your enemy to their very core.
Make a melee attack. If it hits, it deals weapon damage
as normal plus an additional 12d6 points of damage. If
you drew your weapon as part of this strike, this attack
is made against your opponents touch AC.
9TH LEVEL
DANCE OF THE SILVER HURRICANE
Discipline: Mithral Current (Counter)
Level: 9
Prerequisites: Four Mithral Current Maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: 1 round
Having reached the epitome of the Mithral Current
discipline, you know the dance of battle perfectly, and
every step you take is attuned to that deadly rhythm.
After initiating this counter, you can make a Perform
(dance) check and use it in place of your AC or CMD
128
Piercing Thunder
1ST LEVEL
BRONZE LANCERS EDGE
Discipline: Piercing Thunder (Boost)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
With practiced skill, you are capable of achieving
greater force with your discipline weapons. After
initiating this boost, the next charge attack you make
this turn deals an additional 1d6 points of damage.
OAKEN SHIELD
Discipline: Piercing Thunder (Counter)
Level: 1
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
You shift your weapons haft into a more defensible
position, shielding you from assault. You can initiate this
counter in response to a melee or ranged attack being
made against you. Your shield bonus to your AC against
that attack increases by +4 (if you have no shield bonus
to AC, your shield bonus increases to +4).
PHALANX LANCER
Discipline: Piercing Thunder (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Through heavy conditioning and strength training,
you have become adept at using a shield in tandem with
a polearm to great effect. While maintain this stance,
you can wield a normally two-handed discipline weapon
as a one-handed weapon (or a normally one-handed
discipline weapon as a light weapon) when using a
shield in your off hand. When fighting in this manner,
your attacks with discipline weapons and shield bashes
deal an additional 1d6 points of damage (+1d6 per ten
initiator levels).
In addition, adjacent allies (up to a maximum number
equal to your initiation modifier) wearing shields may
interlock their shields with yours as a free action on
their turn. Each shield-bearing character improves their
shield bonus to AC by +1 for each ally in this position (up
to a maximum of +5). Allies linking shields with you in
this manner do not need to be in this stance unless they
wish to increase the number of allies within the phalanx
as well.
PIERCING STRIKE
Discipline: Piercing Thunder (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One or two creatures
Duration: Instantaneous
You issue a potent impaling blow with your weapon,
battering defenses aside and striking bloodily at your
foe. During this strike, your weapons reach increases by
5 feet. Make a melee attack roll and compare it to the
ACs of up to two creatures within your reach that are
adjacent to each other. If the attack roll hits a target, it
deals weapon damage as normal. Use the same damage
roll for each target.
2ND LEVEL
ARMOR-PIERCING THRUST
Discipline: Piercing Thunder (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
You make a potent attack toward your foe, unleashing
a heavy thrust that pierces through their defenses. Make
a melee touch attack with a weapon you are wielding. If
it hits, it deals weapon damage as normal.
129
130
THROWING THUNDER
Discipline: Piercing Thunder (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instantaneous
By rearing back for a powerful throw, you are capable
of turning any pole arm into a deadly and dangerous
missile. Make a ranged attack, using a discipline weapon
youre wielding as a thrown weapon. The weapons
range increment increases by 20 feet for this attack. If
the weapon does not normally have a range increment,
it instead gains a 20 foot range increment for this attack,
and you do not take the normal penalty for throwing
a nonstandard weapon. If your attack hits, it deals
weapon damage as normal plus an additional 2d6 points
of damage, and the target must succeed at a Reflex save
(DC 12 + your initiation modifier) or be knocked prone.
3RD LEVEL
GORING STRIKE
Discipline: Piercing Thunder (Strike)
Level: 3
Prerequisites: One Piercing Thunder maneuver
Initiation Action: 1 standard action
Range: See text
Area: Line (see text)
Target: One or more creatures (see text)
Duration: Instantaneous
With a mighty thrust with your weapon, you pierce
your enemies, delivering a devastating attack to multiple
foes within your reach. During this strike, your weapons
reach increases by 5 feet. When you initiate this
maneuver, your strike targets every creature in a line
with a range equal to your reach. Make a melee attack
roll and compare it to the AC of each creature within
the area. If the attack roll hits a target, it deals weapon
damage as normal plus an additional 2d6 points of
damage, and the target must succeed at a Fortitude save
(DC 13 + your initiation modifier) or suffer 1d4 points of
bleed damage. Use the same damage roll for each target.
This strike can only be initiated with a discipline weapon
or a piercing weapon.
131
LEAPING STRIKE
Discipline: Piercing Thunder (Strike)
Level: 4
Prerequisites: One Piercing Thunder maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
In a daring feat of acrobatics, you leap high into the
air and descend with the force of a lightning bolt. Make
a melee attack, using an Acrobatics check in place of
your attack roll. Any bonuses and penalties that would
be applied to a normal attack roll, such as weapon
enhancements, spell effects, or the penalties for fighting
with two weapons or shooting into melee, are applied
to the skill check as well. If your attack hits, it deals
weapon damage as normal plus an additional 6d6 points
of damage.
REPOSITIONING LEAP
Discipline: Piercing Thunder (Counter)
Level: 4
Prerequisites: One Piercing Thunder maneuver
Initiation Action: 1 immediate action
Range: Melee attack
Target: One creature
Duration: Instantaneous
With a powerful leap and roll, you are able to evade
an enemys attack and reposition yourself to better
defend yourself. Make an Acrobatics check, using your
opponents attack roll as the DC. If you succeed, the
attack is negated, and you may jump away from your
position, using your Acrobatics check result to determine
the distance moved. This movement does not provoke
attacks of opportunity.
132
TWISTING LANCE
Discipline: Piercing Thunder (Strike)
Level: 4
Prerequisites: One Piercing Thunder maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
You sweep your enemies legs out from under them
with the haft of your weapon before following up with
a spinning strike its head. Make a trip attempt with a
+4 competence bonus on your combat maneuver check.
This trip attempt does not provoke attacks of opportunity.
If you successfully trip your target, you can make a
single melee attack against them as a free action. If your
attack hits, it deals weapon damage as normal plus an
additional 5d6 points of damage.
5TH LEVEL
METEOR SPIRAL THRUST
Discipline: Piercing Thunder (Strike)
Level: 5
Prerequisites: Two Piercing Thunder maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
You put a vicious twist in your thrust, delivering a
powerful blow that penetrates armor and body alive.
Make a melee attack. If it hits, it deals weapon damage
as normal plus an additional 8d6 points of damage, and
automatically overcomes damage reduction. In addition,
the target must succeed at a Fortitude save (DC 15 + your
initiation modifier) or become nauseated for 1d3 rounds.
TWISTING PARRY
Discipline: Piercing Thunder (Counter)
Level: 5
Prerequisites: Two Piercing Thunder maneuvers
Initiation Action: 1 immediate action
Range: One attack
Target: You
Duration: Instantaneous
A champion of combat, the disciple of the Piercing
Thunder is capable of using the size and weight of his
weapon to buffet an attack aside to strike at another foe.
You can initiate this counter in response to a melee or
ranged attack being made against you. Make an attack
roll with a weapon you are wielding. Use the higher of
your AC and your attack roll as your effective AC against
the incoming attack. If the attack against you misses, you
deflect the attack at another creature you can see within
reach or range of the attacker. Treat the attack as if it
had been made against that creature, using the attackers
original attack roll to resolve the attack as normal. If there
is no new target available, the attack is simply negated.
6TH LEVEL
DIVING THUNDERBOLT STANCE
Discipline: Piercing Thunder (Stance)
Level: 6
Prerequisites: Two Piercing Thunder maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Your movements are light and nimble, allowing you
to reach incredible heights and strike with the force
of a swooping dragon. While you maintain this stance,
you become immune to falling damage, gain a bonus
LIGHTNING RUSH
Discipline: Piercing Thunder (Boost)
Level: 6
Prerequisites: Two Piercing Thunder maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
By digging in his heels and launching off like a speeding
comet, the disciple of the Piercing Thunder is capable of
lightning fast sprints for a short period of time. After
initiating this boost, your base land speed increases by
30 feet until the start of your next turn. This adjustment
is treated as an enhancement bonus. In addition, you
can immediately move up to your speed as a free action.
This movement does not provoke attacks of opportunity.
133
7TH LEVEL
BREAKING THE CHARGE
Discipline: Piercing Thunder (Counter)
Level: 7
Prerequisites: Two Piercing Thunder maneuvers
Initiation Action: 1 immediate action
Range: Melee attack
Target: One creature
Duration: Instantaneous
The disciple of the Piercing Thunder is wise to the
ways of combat and when opponents rush by, his lance
is always at the ready. You can initiate this counter
whenever a charging opponent passes within 10 feet of
you (including if you yourself are being charged). Make
a melee attack against that creature with a weapon you
are wielding, even if its reach would not otherwise allow
you to strike the foe. If it hits, it deals weapon damage
as normal plus an additional 5d6 points of damage, and
the target must succeed at a Reflex save (DC 17 + your
initiation modifier) or be knocked prone. Regardless
of whether or not they succeed at the save, the targets
movement ends, potentially keeping them from making
their charge attack. This maneuver may only be made
with a discipline weapon.
134
8TH LEVEL
ADAMANTINE LANCERS EDGE
Discipline: Piercing Thunder (Boost)
Level: 8
Prerequisites: Three Piercing Thunder maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round (see text)
As a master of the Piercing Thunder discipline,
you wield your lance with impossible strength and
penetrating power, piercing steel as easily as flesh and
bone. After initiating this boost, the next charge attack
you make this turn deals an additional 8d6 points of
damage. In addition, each attack you make during that
charge automatically overcomes damage reduction, and
any creature struck must succeed at a Fortitude save (DC
18 + your initiation modifier) or become dazed for one
round.
9TH LEVEL
PIERCING CHARGE OF THE DREAD LANCER
Discipline: Piercing Thunder (Strike)
Level: 9
Prerequisites: Four Piercing Thunder maneuvers
Initiation Action: 1 full-round action
Range: See text
Area: Line (see text)
Duration: Instantaneous
As a master of the Piercing Thunder discipline, you can
make a devastating charge across the battlefield, striking
all in your way with razor precision and unstoppable
killing force. When you initiate this maneuver, you
make a charge attack, moving up to twice your speed in
a straight line as normal. Unlike a normal charge attack,
you do not designate an opponent, and do not need to end
your movement within reach of an opponent. In addition,
your movement ignores difficult terrain and intervening
creatures, and does not provoke attacks of opportunity.
Rather than making an attack at the end of your charge,
your strike targets every opponent who was caught in
your path; treat your movement as a line-shaped effect
for determining who is affected. Each opponent caught
within the line takes damage as if you had hit them with
an attack with a weapon you are wielding (including
damage from magical properties or other bonuses), and
must succeed at a Reflex save (DC 19 + your initiation
modifier) or take an additional 15d6 points of damage. A
successful save halves the additional damage, but does
not negate the damage from your attack. Use the same
damage roll for each creature. This strike can only be
initiated with a discipline weapon.
Riven Hourglass
1ST LEVEL
CLOCKWATCHER
Discipline: Riven Hourglass (Counter)
Level: 1
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
By pulling your perception forward in time for the
barest of moments, you are able to cheat fate and act
when most would be caught unaware. Unlike other
immediate actions, you can initiate this counter while
flat-footed, and can use this maneuver at the beginning
of a surprise round you otherwise would not be able to
act in. You may act during the surprise round normally.
DISTORTED CLOCK
Discipline: Riven Hourglass (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Magic is a fickle thing, influenced by time, and wanes
in power as the sands glitter through the hourglass of
existence. You halt this progression within yourself,
sustaining abilities that would normally only last a few
minutes. You can apply the effects of the Extend Spell
metamagic feat (or Extend Power metapsionic feat) to
a single beneficial extract, power, psi-like ability, spell,
or or spell-like ability cast upon you for as long as you
maintain this stance. Leaving this stance causes the
duration to resume as normal (each round of the effect
spent as half of a round while in this stance). Starting
at initiator level 10, you may extend a second effect. In
addition, you gain a +2 circumstance bonus on saving
throws against harmful effects with a duration of longer
than instantaneous.
MINUTE HAND
Discipline: Riven Hourglass (Boost)
Level: 1
Initiation Action: 1 swift action
Range: Melee attack
Target: One creature
Duration: Instantaneous
You make an incredibly swift strike which sacrifices
some accuracy for speed. Make a melee attack with a
2 penalty on the attack roll. If it hits, it deals weapon
damage as normal.
135
2ND LEVEL
CHRONAL AGGRESSION
Discipline: Riven Hourglass (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous (see text)
A Riven Hourglass disciple must end fights quickly, as
the sands of time halt for no man. Heeding this logic, you
attack at your foes reserves of enduring strength. You
fire a ray against an opponent within close range (25 feet
+ 5 feet per 2 initiator levels). This ray requires a ranged
touch attack to hit and deals 2d6 points of damage plus
your initiation modifier, and the target must succeed
at a Fortitude save (DC 12 + your initiation modifier) or
become sickened for one minute. On a successful save,
the target is instead sickened for one round.
136
RAPID STRIKE
Discipline: Riven Hourglass (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
You compress the time needed to strike twice within
the span of a single blow. Make two melee attacks against
the same creature. If an attack hits, it deals weapon
damage as normal.
STOPWATCH
Discipline: Riven Hourglass (Counter)
Level: 2
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
With a dizzying burst of incredible speed, you step
out of time, adjusting your position to possibly avoid
an attack. You can initiate this counter in response to a
melee or ranged attack being made against you. Make an
Autohypnosis check, using your opponents attack roll as
the DC. If you succeed, you may take a 5-foot step as part
of this counter. If this movement puts you in a position
where the opponent would not have been able to attack
you, then the attack is negated.
TEMPORAL BURN
Discipline: Riven Hourglass (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous
By surrounding your weapon with a bubble of vastly
accelerated time, you are able to strike at a foe and burn
away at their personal quintessence. Make an attack. If it
hits, it deals weapon damage as normal plus an additional
2d6 points of damage, automatically overcomes damage
reduction, and ignores hardness.
UNHINDERED STEP
Discipline: Riven Hourglass (Boost)
Level: 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
By slowing the falling sands of the Hourglass inside
your soul, you are capable of greatly accelerating your
movements. After initiating this boost, your land speed
increases by 30 feet until the beginning of your next turn.
This adjustment is treated as an enhancement bonus.
This boost does not affect other modes of movement,
such as burrow, climb, fly, or swim.
PROBABILITY TWIST
Discipline: Riven Hourglass (Counter)
Level: 3
Prerequisite: One Riven Hourglass maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
While the flows of time are constantly moving, it
is possible for a disciple to analyze and alter how the
grains fall within his own Hourglass. You can initiate
this counter to reroll any one d20 roll or damage roll you
make in combat on your turn. You must take the result of
the reroll, even if it is worse than the original roll.
TEMPORAL FURY
Discipline: Riven Hourglass (Strike)
Level: 3
Prerequisite: One Riven Hourglass maneuver
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One living creature
Duration: Instantaneous (see text)
TIME SKITTER
Discipline: Riven Hourglass (Boost)
Level: 3
Prerequisite: One Riven Hourglass maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: See text
By accelerating your personal time-stream, you speed
up your movements and accelerate your blows for a
few moments. After initiating this boost, you gain the
benefits of a haste spell for a number of rounds equal
to your initiation modifier (+1 to attack rolls, initiative,
and Reflex saves, a +30-foot enhancement bonus to
movement speeds, and one extra attack when making a
full attack).
4TH LEVEL
CHRONAL DRAW
Discipline: Riven Hourglass (Strike)
Level: 4
Prerequisite: One Riven Hourglass maneuver
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous (see text)
By damaging the time-flow on a targets vital forces,
you temporarily age a foe, exhausting their body before
their Hourglass can stabilize. Make an attack. If it hits,
it deals weapon damage as normal plus an additional
3d6 points of damage, and the target must succeed at a
Will save (DC 14 + your initiation modifier) or become
exhausted for a number of rounds equal to your
initiation modifier.
GIFT OF TIME
Discipline: Riven Hourglass (Boost)
Level: 4
Prerequisite: One Riven Hourglass maneuver
Initiation Action: 1 swift action
Range: Touch
Target: One ally
Duration: Instantaneous
By focusing and carefully gathering glittering grains
of quintessence from within your Hourglass into your
hands, you can donate time to another with a touch.
You can only initiate this boost at the start of your turn,
before taking any other actions. Select an adjacent ally
you can touch. You can choose to grant them a standard,
move, or full-round action. That ally can take the action
you selected, and must use them immediately, changing
their place in the initiative order as if they had readied
137
5TH LEVEL
CHRONAL FISSION
Discipline: Riven Hourglass (Stance)
Level: 5
Prerequisites: Two Riven Hourglass maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You enter a meditative trance, manipulating your
personal time to react faster than you otherwise would
be able to. While you maintain this stance, you may
initiate a single counter each round without using an
immediate action. This expends the counter as normal.
You can use this stances effect to initiate a counter even
if you have already used an immediate action this round.
HOUR HAND
Discipline: Riven Hourglass (Boost)
Level: 5
Prerequisite: Two Riven Hourglass maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
You compress the timeframe of your attack, sacrificing
precision to make a lightning-fast strike. After initiating
this boost, you can make one additional attack as part of
your next attack action, full-attack action, or strike. This
extra attack is made at your highest attack bonus with a 4
penalty on the attack roll. If it hits, it deals weapon damage
as normal plus an additional 4d6 points of damage.
TIME-THIEFS TALONS
Discipline: Riven Hourglass (Strike)
Level: 5
Prerequisite: Two Riven Hourglass maneuvers
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous
Every being holds within its Hourglass sands of time
that mark how long they will reside in this world, and
you have learned to steal anothers grains to replenish
your own. Make an attack. If it hits, it deals weapon
damage as normal plus additional points of damage
equal to twice your initiator level, and you regain a
number of hit points equal to twice your initiator level.
RELATIVITY BURST
Discipline: Riven Hourglass (Counter)
Level: 5
Prerequisite: Two Riven Hourglass maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
By rearranging how your time is managed, you can
manipulate the present, shifting your position on the
138
6TH LEVEL
SAND-BEARERS SWIFTNESS
Discipline: Riven Hourglass (Stance)
Level: 6
Prerequisite: Two Riven Hourglass maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You open a floodgate within your soul, channeling
time-accelerating energies through your body to move
at blindingly-fast speeds. While you maintain this stance,
you gain the benefits of a haste spell (+1 to attack rolls,
initiative, and Reflex saves, a +30-foot enhancement
bonus to movement speeds, and one extra attack when
making a full attack), and are immune to the slow spell
and similar effects. In addition, your great speed makes
you exceptionally hard to hit; all attacks, powers, psi-like
abilities, spells, and spell-like abilities targeting only you
suffer a 20% miss chance.
TEMPORAL DISTORTION
Discipline: Riven Hourglass (Counter)
Level: 6
Prerequisite: Two Riven Hourglass maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
By finding yourself in an immediate need of action,
you are capable of stretching a tiny amount of time
into the moments needed to move yourself away from
danger. You can initiate this counter to move up to twice
your speed without provoking attacks of opportunity.
You cannot gain more than one movement from this
counter per round.
TEMPORAL WAVE
Discipline: Riven Hourglass (Strike)
Level: 6
Prerequisite: Two Riven Hourglass maneuvers
Initiation Action: 1 standard action
Range: 30 ft.
Area: 30-ft. cone
Duration: Instantaneous (see text)
You reach deep within your soul and pull forth a
handful of quintessence to cast at your foes, wreaking
havoc upon their ability to act. When you initiate this
maneuver, you create a 30-foot cone of quintessence.
Creatures caught within the cone must succeed at a
Will save (DC 16 + your initiation modifier) or become
nauseated and affected as if by a slow spell for a number
of rounds equal to your initiation modifier. Creatures
that succeed on their save are instead affected as if by a
slow spell for one round.
7TH LEVEL
BEAT THE CLOCK
Discipline: Riven Hourglass (Counter)
Level: 7
Prerequisite: Two Riven Hourglass maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
You briefly accelerate your personal timeframe, acting
so fast that you appear to be a blur. You can initiate this
counter to immediately take a standard action, as if you
had readied an action. You cannot gain more than one
standard action per round this way.
139
8TH LEVEL
GOD OF THE HOURGLASS STANCE
Discipline: Riven Hourglass (Stance)
Level: 8
Prerequisite: Three Riven Hourglass maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Your control over your own time-stuff allows you
to isolate your Hourglass from reality, causing you to
move with unparalleled speed and grace and affording
you protection from those who would manipulate your
quintessence. While you maintain this stance, you are
immune to the slow spell and similar effects, and you
cannot become fatigued or exhausted. You can always
act during a surprise round, even if youre caught
unaware, and if an ally or opponent uses a time stop
spell or similar effect while you are within 50 feet of
them you can take a single standard action during the
duration of that spell or effect. In addition, you may take
an additional move or standard action during your turn.
140
WRATH OF TIME
Discipline: Riven Hourglass (Strike)
Level: 8
Prerequisite: Three Riven Hourglass maneuvers
Initiation Action: 1 standard action
Range: 60 ft.
Area: Cone-shaped burst
Duration: Instantaneous
You open your Hourglass and those of all around you,
willing their grains to scatter in an attempt to outright
erase their futures. When you initiate this maneuver,
you unleash a 60-foot cone of violent temporal energy,
reducing people and objects alike to harmless white
sand. Make an Autohypnosis check as part of this strike.
Each opponent or object within the area takes damage
equal to twice the result of your check. A successful
Fortitude save (DC 18 + your initiation modifier) halves
the damage. If this damage reduces a creature or object
to 0 or fewer hit points, it is entirely disintegrated,
leaving only a scattered pile of white dust.
9TH LEVEL
BREAK THE HOURGLASS
Discipline: Riven Hourglass (Counter)
Level: 9
Prerequisite: Four Riven Hourglass maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
By forcing your will upon the quintessence of the
universe and acting within pockets of time so small
that blink past within the gap between seconds, you
turn time on its end and react to an opponents actions
before they have even been made. You can initiate this
counter in response to being targeted or caught within
the area of an attack or effect. You can immediately
take a standard action and a move action (or a single
full-round action by combining them) before that effect
resolves. While taking these actions, you can only attack
or otherwise affect the originator of the attack or effect.
If you reduce the originator of the attack or effect to 0
or fewer hit points with these actions, then the attack
or effect (including parts of the effect that affect other
creatures) is completely negated, having been prevented
from happening at all. You cannot gain more than one
standard action and move action per round this way.
1ST LEVEL
BREAKING GLASS STRIKE
Discipline: Shattered Mirror (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
Your vicious strike flares with shards of mirror-bright
color that dazzle and dizzy your victim. Make a melee
attack. If it hits, it deals weapon damage as normal, and
the target must succeed at a Will save (DC 11 + your
initiation modifier) or become dazed for one round.
Regardless of whether or not the target succeeds at its
save, it also becomes dazzled for a number of rounds
equal to your initiation modifier.
COPYCAT CUT
Discipline: Shattered Mirror (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
With a slight shift of your stance, you mimic an attack
youve witnessed in the last few seconds of combat.
Make a melee attack. If it hits, it deals weapon damage
as normal plus an additional 1d6 points of damage, and
you can choose to use the result of any attack roll made
by your target in their next turn in place of one of your
attack rolls in your next turn. If you strike that opponent
with their own attack roll, you deal an additional 2d4
points of damage. An attack made using an opponents
attack roll does not threaten or confirm critical hits.
DOPPELGANGER DANCE
Discipline: Shattered Mirror (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
With supernatural alacrity, you mimic your foes
movements, preventing them from escaping you.
While you maintain this stance, whenever an adjacent
opponent takes a 5-foot step to leave one of your
threatened squares, you may immediately take a 5-foot
step towards that opponent, even if you have already
moved or taken a 5-foot step this round. Whenever you
use this ability, your movement speeds during your next
turn are reduced by 5 feet.
FUNHOUSE WALTZ
Discipline: Shattered Mirror (Boost)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
With a moments concentration, you shift your
movements, advancing like a warped reflection. After
initiating this boost, you gain a 10-foot enhancement bonus
to each of your movement speeds and do not need to move
in a straight line while running or charging for one round.
LEFT-HAND STRIKE
Discipline: Shattered Mirror (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
A minor twist of reality makes it seem like your strike is
two places at once. When you initiate this strike, make a
Craft check, using the targets AC as the DC. Then make a
melee attack against the target. If it hits, it deals weapon
damage as normal. If your Craft check succeeded, your
target loses its shield bonus to AC against this and other
attacks this round, and your attack deals an additional
1d6 points of damage.
2ND LEVEL
BROKEN MIRROR STRIKE
Discipline: Shattered Mirror (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
With a mirror-bright slash, you put jagged cracks in
your opponents defenses. Make a melee attack. If it
hits, it deals weapon damage as normal, and the target
must succeed at a Reflex save (DC 12 + your initiation
modifier) or its armor or shield (your choice) gains the
broken condition for a number of rounds equal to your
initiator level.
141
MIMICS GAMBIT
Discipline: Shattered Mirror (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: See text
Drawing on your power over reflections and mimicry,
you copy an effect from your victim. Make a melee
attack. If it hits, it deals weapon damage as normal, and
you can choose one spell or power affecting the target.
OBSIDIAN SIDESTEP
Discipline: Shattered Mirror (Counter)
Level: 2
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
With an act of will, you distort reality to avoid harm.
You can initiate this counter in response to making a
saving throw. Make a Craft check in place of your saving
throw, using the result of that check to determine that
saves success.
3RD LEVEL
CURSE OF THE TWISTED REFLECTION
Discipline: Shattered Mirror (Strike) [curse, mindaffecting]
Level: 3
Prerequisites: One Shattered Mirror Maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
With a hideous strike, you distort the
perceptions of your enemies. Make an
attack. If it hits, it deals weapon damage
as normal, and the target must succeed at a Will
save (DC 13 + your initiation modifier) or become
confused for a number of rounds equal to your
initiation modifier. In addition, a struck target
becomes cursed for a number of rounds equal to
your initiation modifier, regardless of whether or
not it succeeded on its save.
142
4TH LEVEL
BLAZING MIRROR STRIKE
Discipline: Shattered Mirror (Strike)
Level: 4
Prerequisites: One Shattered Mirror maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
In a flash of bright death, your weapon transforms into
light, passing through your foes armor and scorching
their eyes. Make a melee touch attack with a weapon
you are wielding. If it hits, it deals weapon damage as
normal, and the target must succeed at a Fortitude save
(DC 14 + your initiation modifier) or become blinded for
a number of rounds equal to your initiator level.
CARNIVAL SWAP
Discipline: Shattered Mirror (Boost)
Level: 4
Prerequisites: 1 Shattered Mirror maneuver
Initiation Action: 1 swift action
Range: Close (25-ft + 5-ft/2 levels)
Target: You and one other creature
Duration: Special (see text)
You catch your enemy in the reflection of your blade
and twist reality like a funhouse mirror, leaving an
unfair trade. The next time this round that you make an
attack that hits, you may select one power, psi-like ability,
spell, or spell-like ability affecting the struck creature.
That creature loses the benefits of the chosen effect and
you gain them for a number of rounds equal to your
initiation modifier. Select a power, psi-like ability, spell,
or spell-like ability affecting you. You lose the chosen
effect and the struck creature gains it for a number of
rounds equal to your initiation modifier.
DOPPELGANGER WALTZ
Discipline: Shattered Mirror (Counter)
Level: 4
Prerequisites: One Shattered Mirror maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: 1 round
Like a reflection in the mirror, you follow your enemies
every move. You can initiate this counter in response to
an opponent within close range (25 feet + 5 feet per 2
initiator levels) moving any distance. Whenever that
opponent moves this round, you may move an equal
distance or up to your speed (whichever is lower) as
a free action, even if it isnt your turn. This movement
provokes attacks of opportunity as normal and takes
place after your opponents movement. You may only
move up to three times your highest movement speed
in one round using this maneuver. You can only use this
counter against a given opponent once per round.
143
5TH LEVEL
CURSE OF THE SMOKING MIRROR
Discipline: Shattered Mirror (Strike) [curse]
Level: 5
Prerequisites: Two Shattered Mirror maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
With an obsidian-edged blow, you reflect an enemys
malice back onto itself, tainting them from within. Make
a melee attack. If it hits, it deals weapon damage as
normal, and the target must succeed at a Will save (DC
15 + your initiation modifier) or fall prey to a reflected
curse for a number of rounds equal to your initiation
modifier. While affected, the target becomes cursed, and
whenever it deals damage (by any means) during this
time it takes an equal amount of damage of the same
type(s). Damage reduction, resistances, and immunities
are applied to this damage as normal.
EMPTY FRAME
Discipline: Shattered Mirror (Counter)
Level: 5
Prerequisites: Two Shattered Mirror maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: 1 round
With an effort of will you shed substance but not form.
After you initiate this counter, you and all objects worn,
carried, or wielded by you become incorporeal for one
round.
GLEAMING IMPRISONMENT
Discipline: Shattered Mirror (Strike)
Level: 5
Prerequisites: Two Shattered Mirror maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
144
6TH LEVEL
COPYCATS CUNNING
Discipline: Shattered Mirror (Boost)
Level: 6
Prerequisites: Two Shattered Mirror maneuvers
Initiation Action: 1 swift action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Armor, shield, or weapon worn or wielded by
an opponent within range
Duration: See text
Your supernatural mimicry permits you to ape the
tools used by your friends and foes. When you initiate
this boost, choose another creatures armor, shield, or
weapon within close range (25 feet + 5 feet per 2 initiator
levels. A single piece of equipment wielded or worn
by you of the same type as the targeted item may use
the enhancement bonus of that item for a number of
rounds equal to your initiation modifier. In addition,
for the same duration, that piece of equipment gains
the properties and special abilities on the chosen item
in addition to its own, unless those properties or special
abilities could not be applied to your equipment (for
example, if you targeted a +2 distant longbow with this
boost while wielding a +1 greatsword, your greatswords
enhancement bonus would increase to +2, but it would
not gain the distant weapon special ability).
MURDEROUS REFLECTION
Discipline: Shattered Mirror (Strike)
Level: 6
Prerequisites: Two Shattered Mirror maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Like something out of a nightmare you turn an
opponents strength against them. Make a melee attack
with a bonus on your attack roll equal to the targets
Strength modifier. If it hits, it deals weapon damage as
normal plus an additional 7d6 points of damage.
PLAGIARISM
Discipline: Shattered Mirror (Counter)
Level: 6
Prerequisites: Two Shattered Mirror maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: See text
You copy an opponents technique, stripping it from
them in the process. You can initiate this counter
in response to being targeted with a power, psi-like
ability, spell, spell-like ability, or supernatural ability.
The creature targeting you becomes unable to use that
ability for a number of rounds equal to your initiation
modifier (although the ability they targeted you with
still occurs and is resolved as normal) and you gain the
ability to use that ability for a number of rounds equal to
your initiation modifier. If the ability is a spell, you can
use it once as a spell-like ability. If the ability is a psionic
power, you can manifest it once as a psi-like ability.
Otherwise, you can use the ability as often as is detailed
in the ability description. Calculate the save DCs for the
ability based on your initiation modifier and treat your
initiator level as your caster level, manifester level, or
hit dice, as appropriate for the ability.
7TH LEVEL
DOUBLE TEAM
Discipline: Shattered Mirror (Strike)
Level: 7
Prerequisites: Three Shattered Mirror maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
You create a semi-real copy of yourself to attack an
opponent, striking them high and low. When you initiate
this maneuver, make a melee attack and a Craft check.
If the attack hits, it deals normal weapon damage plus
additional damage equal to twice the result of the Craft
check, and the target is knocked prone.
INFINITE REFLECTIONS
Discipline: Shattered Mirror (Strike)
Level: 7
Prerequisites: Three Shattered Mirror maneuver
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
Duration: Instantaneous
As your blade connects, you seem to vanish, before
reappearing around your opponent several times in
succession and delivering blow after blow. Make a melee
attack. If it hits, it deals weapon damage as normal, and
you can make another melee attack with a 4 penalty
on your attack roll. If that attack hits, you can make a
further melee attack at a 8 penalty. You continue to
repeat this process, taking a cumulative 4 penalty for
each additional attack, until you miss an attack or you
reduce your target to 0 or fewer hit points. You must
direct all of these attacks at the same creature.
145
8TH LEVEL
OBSIDIAN NEGATION
Discipline: Shattered Mirror (Counter)
Level: 8
Prerequisites: Three Shattered Mirror maneuvers
Initiation Action: 1 immediate action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: See text
You conjure a shard of black glass, imprisoning not
only your enemys power but the very concept of the
tool he attempts to use. You can initiate this counter
in response to opponent within close range (25 feet +
5 feet per 2 initiator levels) casting a spell, initiating a
maneuver, manifesting a power, or using a psi-like or
spell-like ability. Make a Craft check opposed by your
opponents caster level, initiator level, or manifester
level check (as appropriate) plus their Wisdom modifier;
if you succeed, the effect is completely negated, and that
opponent may not use it for a number of rounds equal to
your initiation modifier.
146
9TH LEVEL
SEPTENNIAL SEAL
Discipline: Shattered Mirror (Strike)
Level: 9
Prerequisites: Four Shattered Mirror maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
The ultimate expression of your reflective power
creates a mirror behind your victim just before you
strike them with your magic-laced blade, blowing their
soul out of their body and into your trap. Make a melee
attack. If it hits, it deals weapon damage as normal, and
the target must succeed at a Will save (DC 19 + your
initiation modifier) or die instantly, their soul becoming
trapped for seven years in a small steel mirror that
appears somewhere on your person. If they succeed
at their save, your attack instead deals 13d6 additional
damage. Destroying the mirror created by this strike
frees your victims soul, allowing it to be returned to life
as normal.
Sleeping Goddess
BODY OF DELUSION
Discipline: Sleeping Goddess (Counter)
Level: 1
Initiation Action: 1 immediate action
Range: Personal or 60 ft. (see text)
Target: You or one ally (see text)
Duration: Instantaneous
147
EGO-WOUNDING STRIKE
Discipline: Sleeping Goddess (Strike) [mind-affecting]
Level: 1
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous (see text)
You wrap your blade in psionic energy, telepathically
amplifying the pain of the blow. Make an attack. If it hits,
it deals weapon damage as normal, and the target must
succeed at a Will save (DC 11 + your initiation modifier)
or take become overwhelmed with agonizing pain,
taking a 2 penalty on attack rolls, ability checks, and
skill checks for one round. Each time one of your allies
successfully hits that creature while it is under the effect
of this strike, the duration increases by one round, up
to a maximum number of rounds equal to your initiator
level.
Augment: You can augment this maneuver in one or
more of the following ways:
For every 2 power points you spend, the penalty
inflicted by this strike increases by 1.
If you expend your psionic focus while initiating
this strike, your target does not get a saving throw
against it.
FLASH OF INSIGHT
Discipline: Sleeping Goddess (Boost)
Level: 1
Initiation Action: 1 swift action
Range: 30 ft.
Target: One or two allies (see text)
Duration: Instantaneous
You turn a sudden burst of inspiration into strength
for your allies, sharing your power to give them an edge
in battle and help them shrug off their wounds. You can
activate this boost after making a successful attack or
combat maneuver check. One ally within 30 feet gains
another saving throw against a non-instantaneous effect
that allows a saving throw affecting them. This saving
throw has the same DC as the original save. If your ally
succeeds, the effect ends. The ally does not suffer any
additional effects for failing the save (such as a poisons
damage). You cannot grant an ally more than one
additional save against a given effect.
Augment: You can augment this maneuver in one or
more of the following ways:
For every power point you spend, your ally gains a
+1 insight bonus on their saving throw.
If you expend your psionic focus while initiating
this boost, this boost instead affects up to two allies
within 30 feet.
148
HARMONY-SHATTERING STRIKE
Discipline: Sleeping Goddess (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous (see text)
You strike at both your enemys body and his spirit,
creating a destructive link between them and your allies.
Make an attack. If it hits, it deals weapon damage as
normal, and the target must succeed at a Will save (DC 11
+ your initiation modifier) or for one round, any attacks
from your allies against the target deal an additional 1d6
points of damage.
Augment: You can augment this maneuver in one or
more of the following ways:
For every 2 power points you spend, the additional
damage your allies deal to the target increases by
1d6.
If you expend your psionic focus while initiating
this strike, your target does not get a saving throw
against it.
UNBROKEN STRIDE
Discipline: Sleeping Goddess (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
With careful steps and focused psionic power, you can
slightly shift how you interact with the world, moving
over liquids as if they were solid, sprinting along walls,
and even walking through the air. While you maintain
this stance, you can walk and stand on liquids and other
unfirm surfaces as if they were solid ground. You can
move at your normal speed, but you cannot run on such
a surface. This stance does not protect you from any
negative effects that the surface might carry, such as the
heat of lava or the stickiness of a spiders web.
At initiator level 5th, you gain the ability to move
along walls and ceilings as if under the effect of a spider
climb spell while you maintain this stance, except that
you do not need to use your hands to climb and can fight
normally. At initiator level 10th, you can walk through
the air as if it were solid ground, gaining a fly speed
equal to your land speed with good maneuverability
while you maintain this stance. However, while flying
in such a way, you cannot hover. At initiator level 15th,
your maneuverability when flying in this way increases
to perfect, and you can even stand still in midair,
hovering as normal.
FEARLESS FAITH
Discipline: Sleeping Goddess (Counter)
Level: 2
Initiation Action: 1 immediate action
Range: Personal or 60 ft. (see text)
Target: You or one ally (see text)
Duration: Instantaneous
You know that fear is as great an enemy as the foes
in front of you, and through this knowledge and your
faith in yourself, you can power through even the most
terrifying situations. You can initiate this counter when
you would become shaken, frightened, or panicked. You
reduce the fear by one step (from panicked to frightened,
frightened to shaken, or shaken to unafraid), and are
treated as having successfully saved against the effect
for the purposes of determining if you can be affected
again.
Augment: You can augment this maneuver in one or
more of the following ways:
For every 2 power points you spend, the fear is
reduced by an additional step.
If you expend your psionic focus while initiating
this counter, you can use it in response to an ally
within 60 feet becoming shaken, frightened, or
panicked. If you do, you apply the effects of this
counter to that ally rather than yourself.
MIND-REVEALING STRIKE
Discipline: Sleeping Goddess (Strike) [mind-affecting]
Level: 2
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous (see text)
You and your allies harry a foe, weakening its resolve
and leaving it open to mental intrusion. Make an attack.
If it hits, it deals an additional 1d6 points of damage,
and the target must succeed at a Will save (DC 12 + your
initiation modifier) or you become able to read their
surface thoughts, as if by the read thoughts power, for a
number of rounds equal to your initiation modifier. You
do not need to concentrate on this ability to maintain
it. Each time one of your allies successfully hits that
creature while it is under the effect of this strike, the
duration increases by one round, up to a maximum
number of rounds equal to your initiator level.
Augment: You can augment this maneuver in one or
more of the following ways:
For every power point you spend, this strike deals
an additional 1d6 points of damage. For every 2d6
you increase the damage by, the save DC of this
strike increases by +1.
If you expend your psionic focus while initiating
this strike, you may make a melee touch attack
against the target rather than a normal attack. If it
hits, it deals no damage, but you still can read their
surface thoughts on a failed save.
If you expend your psionic focus while initiating
this strike, your target does not get a saving throw
against it.
REACTIVE REVERSION
Discipline: Sleeping Goddess (Boost) [teleportation]
Level: 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round (see text)
You create a spiritual waypoint tied to your mind and
body, allowing you to return to it in an instant for a short
time. When you initiate this boost, mark your current
location. You may instead teleport back to the marked
space as a free action, even if it isnt your turn, any
time during the next round. Using this ability ends this
boost. If your former space is occupied, you are instead
teleported to the nearest unoccupied space. If you use
this ability to move out of the reach or range of an attack,
the attack is negated.
Augment: You can augment this maneuver in one or
more of the following ways:
For every 2 power points you spend, the effect of
this boost lasts an additional round.
For every 2 power points you spend, you can
teleport to the marked space one additional time
before ending this boost.
149
3RD LEVEL
CHAINS OF DOUBT
Discipline: Sleeping Goddess (Strike) [mind-affecting]
Level: 3
Prerequisites: One Sleeping Goddess maneuver
Initiation Action: 1 standard action
Range: Melee or ranged attack and 60 ft. (see text)
Target: One or more creatures (see text)
Duration: Instantaneous (see text)
You deliver a psionically-charged blow directly to
your enemys willpower and ability to press onwards,
dragging them down with crushing doubt and despair.
Make an attack. If it hits, it deals weapon damage as
normal plus an additional 3d6 points of damage, and
the target must succeed at a Will save (DC 13 + your
initiation modifier) or become nauseated for one round.
Augment: You can augment this maneuver in one or
more of the following ways:
For every power point you spend, this strike deals
an additional 1d6 points of damage. For every 2d6
you increase the damage by, the save DC of this
strike increases by +1.
If you expend your psionic focus while initiating
this strike, one of the targets allies within 60 feet of
your choice also becomes nauseated for the same
duration if the target fails its saving throw. The
targets ally does not receive a saving throw against
this effect.
150
4TH LEVEL
ARMORY OF THE SLEEPING GODDESS
Discipline: Sleeping Goddess (Boost)
Level: 4
Prerequisites: One Sleeping Goddess maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level (see text)
Your immense force of will allows you to shape your
ideals into a more powerful weapon than before. When
you initiate this boost, a souls blade appears in your
hands, taking the form of a +3 melee weapon you are
proficient with. Alternatively, you may create two souls
blades, each taking the form of an identical +2 melee
weapons you are proficient with. A souls blade created
with this boost has hardness 15 and 30 hit points. The
blade lasts a number of rounds equal to your initiator
level before vanishing. If you throw your souls blade or
otherwise relinquish your grip on it (such as by being
disarmed), it dissipates after one round. You can have
multiple souls blades created at once if you initiate this
boost or other boosts that create a souls blade multiple
times, although only as many as you can wield.
If you are currently wielding a mind blade or
equivalent weapon (such as a deadly fists empowered
strikes, a psychic armorys panoply of blades, or a
soulbolts mind bolt), you can choose to amplify it
instead of this boosts normal effects. Until the start of
your next turn, all such weapons you wield (including
those created after initiating this boost) gain the benefit
of a single weapon special ability equivalent to up to +2
enhancement bonus. This ability must be chosen from
the list of weapon special abilities you can normally
place on your mind blade (see the enhanced mind blade
class feature in Chapter 3 of Ultimate Psionics).
REUNION IN DREAMS
Discipline: Sleeping Goddess (Boost) [teleportation]
Level: 4
Prerequisites: One Sleeping Goddess maneuver
Initiation Action: 1 swift action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One willing creature (see text)
Duration: Instantaneous
Your understanding of the world and your place in it
grows, and allows you to reach out to others and bring
them under your protection even over great distances.
When you initiate this boost, you teleport one willing
creature that you can see within close range (25 feet +
5 feet per 2 initiator levels) to an unoccupied square
adjacent to you. If there are no unoccupied adjacent
squares for the creature to appear in, this boost has no
effect.
Augment: You can augment this maneuver in one or
more of the following ways:
For every power point you spend, you can teleport
an additional willing creature within close range to
an adjacent square.
If you expend your psionic focus while initiating this
boost, you may teleport yourself to an unoccupied
square adjacent to a willing creature within close
range before resolving the other effects of this boost.
Measure the range of this boost from and teleport
targets to unoccupied squares adjacent to your new
position.
151
5TH LEVEL
INARGUABLE PRESENCE OF THE SLEEPING GODDESS
REVERBERATION OF DEFEAT
Discipline: Sleeping Goddess (Boost)
Level: 5
Prerequisites: Two Sleeping Goddess maneuvers
Initiation Action: 1 swift action
Range: 30 ft.
Target: One or more creatures (see text)
Duration: Instantaneous
As you destroy one foe, his allies feel the weight of
his failure, the pain, fear, and feeling of utter defeat
cascading down the ties of friendship or belief. You can
activate this boost when you reduce an opponent to 0 or
lower hit points. Each of that opponents allies within 30
152
6TH LEVEL
CONVERT INTRUSION
Discipline: Sleeping Goddess (Counter)
Level: 6
Prerequisites: Two Sleeping Goddess maneuvers
Initiation Action: 1 immediate action
Range: Personal and 30 ft. (see text)
Target: You (see text)
Duration: 1 round (see text)
With a practiced flourish of your weapon and a surge
of spiritual might, you tear magic asunder and redirect its
power to assist your allies. You can initiate this counter
when in response to being targeted by or within the area
of a power, psi-like ability, spell, or spell-like ability. Make
an Autohypnosis check with a DC of 11 + the effects caster
or manifester level. If you succeed, the effect is negated,
and all allies within 30 feet of you gain a competence
bonus on saving throws equal to 1/2 your initiation
modifier for one round.
Augment: You can augment this maneuver in one or
more of the following ways:
For every 2 power points you spend, the bonuses
granted by this counter last an additional round.
If you expend your psionic focus while initiating
this counter, you can use it in response to an ally
OVERPOWERING OPTIMISM
Discipline: Sleeping Goddess (Boost)
Level: 6
Prerequisites: Two Sleeping Goddess maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 3 rounds
Your faith in yourself allows you to press the advantage
further than mostby believing you can succeed, you
change yourself into someone who will. When you
initiate this boost, you instantly regain your psionic
focus. In addition, you may augment a maneuver you
initiate within the next three rounds without spending
power points, gaining the benefits of the maneuver as
if you had spent the maximum number of power points
you could spend on that maneuver. You may not spend
additional power points when augmenting a maneuver
153
154
7TH LEVEL
PERFECT DISTILLATION OF THE SOUL
Discipline: Sleeping Goddess (Boost)
Level: 7
Prerequisites: Two Sleeping Goddess maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level (see text)
Your souls blade is unparalleled in form, shining as a
beacon of your will and ideals, and carving through your
foes as well as even the most powerful magic weapons.
When you initiate this boost, a souls blade appears in
your hands, taking the form of a +5 melee weapon you
are proficient with. Alternatively, you may create two
souls blades, each taking the form of an identical +4
melee weapons you are proficient with. A souls blade
created with this boost has hardness 20 and 50 hit points.
The blade lasts a number of rounds equal to your initiator
level before vanishing. If you throw your souls blade or
otherwise relinquish your grip on it (such as by being
disarmed), it dissipates after one round. You can have
multiple souls blades created at once if you initiate this
boost or other boosts that create a souls blade multiple
times, although only as many as you can wield.
If you are currently wielding a mind blade or
equivalent weapon (such as a deadly fists empowered
strikes, a psychic armorys panoply of blades, or a
soulbolts mind bolt), you can choose to amplify it
instead of this boosts normal effects. Until the start of
your next turn, all such weapons you wield (including
those created after initiating this boost) gain the benefit
of a single weapon special ability equivalent to up to +3
enhancement bonus. This ability must be chosen from
the list of weapon special abilities you can normally
place on your mind blade (see the enhanced mind blade
class feature in Chapter 3 of Ultimate Psionics).
SOUL-CRUSHING MIEN
Discipline: Sleeping Goddess (Counter) [mindaffecting]
Level: 7
Prerequisites: Three Sleeping Goddess maneuvers
Initiation Action: 1 immediate action
Range: Personal (see text)
Target: You (see text)
Duration: 1 round
Your resolution proves dangerous, and able to
damage minds that even slightly contact your own. You
can initiate this maneuver when you are targeted or
otherwise affected by an effect that requires a Will save.
You gain a +4 bonus on that saving throw, and if you
succeed, the originator of the effect becomes stunned for
one round.
Augment: You can augment this maneuver in one or
more of the following ways:
For every 2 power points you spend, the bonus on
your Will save increases by +1.
If you expend your psionic focus while initiating
this counter, the originator of the effect is dazed for
one round if you succeed on your Will save, rather
than stunned. The creature still drops held items,
takes a 2 penalty to its AC, and loses its Dexterity
bonus to its AC (if any) as if it were stunned.
8TH LEVEL
INDOMITABLE IDEALISM
Discipline: Sleeping Goddess (Counter)
Level: 8
Prerequisites: Three Sleeping Goddess maneuvers
Initiation Action: 1 immediate action
Range: Personal and 100 ft. (see text)
Target: You
Duration: Instantaneous
An idea cannot be killed as long as it still inhabits a
mind. As a master of the Sleeping Goddess discipline,
you have the ability to use this fact to your advantage,
channeling overwhelming psionic power through
yourself for a brief moment in order to become a living
155
9TH LEVEL
IMMORTAL TRUTHS OF THE SLEEPING GODDESS
Discipline: Sleeping Goddess (Strike) [mind-affecting]
Level: 9
Prerequisites: Four Sleeping Goddess maneuvers
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous
Standing at the pinnacle of the Sleeping Goddess
disciplines students, you have the ability to share your
beliefs in a way that no others can. By making contact with
your opponents mind and soul, you can open a dialogue,
156
Tempest Gale
1ST LEVEL
DISARMING SHOT
Discipline: Tempest Gale (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instantaneous
Your careful training allows you to fire shots from
an unexpected angle and strike opponents where they
least expect it, their weapons. Make a ranged attack. If
it hits, it deals weapon damage as normal, and you can
make a disarm attempt against the target as a free action,
using a Sleight of Hand check in place of your combat
maneuver check. This disarm attempt does not provoke
an attack of opportunity.
DISTANT GALE
Discipline: Tempest Gale (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instantaneous
Firing with the strength of the winds at your back, you
unleash an attack that becomes more dangerous the
more distance it travels. Make a ranged attack. If it hits,
it deals weapon damage as normal plus an additional +1
point of damage for every 20 feet of distance between
you and the target (up to a maximum of +5).
GALEBREAKERS STANCE
Discipline: Tempest Gale (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Your ability to accurately read the wind allows you
to fight effectively even in the most adverse conditions.
While you maintain this stance, you do not take any
penalties on ranged attacks due to high wind speed,
and your ranged attacks ignore the wind wall spell and
similar magical wind effects that would negatively affect
them.
SLIPSTREAM STRIKE
Discipline: Tempest Gale (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instantaneous
The most basic protection against an arrow is some
form of cover, but you know many ways to negate this
defense. Make a ranged attack, ignoring any cover
bonuses to the targets AC. If it hits, it deals weapon
damage as normal.
2ND LEVEL
DEFLECTING SHOT
Discipline: Tempest Gale (Counter)
Level: 2
Initiation Action: 1 immediate action
Range: 30 ft. (see text)
Target: One creature
Duration: Instantaneous
You know well that a sudden shot can disrupt the
enemy and remove a potential threat. You can initiate
this counter in response to an attack being made against
you or an ally within 30 feet of you. Make a ranged disarm
attempt against the attacker, using a Sleight of Hand
check in place of your combat maneuver check. If your
disarm attempt is successful, the attack is negated (even
if the weapon cannot actually be disarmed). This disarm
attempt does not provoke an attack of opportunity.
157
DUSTCATCHING BREEZE
Discipline: Tempest Gale (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instantaneous
You target your enemy with unscrupulous tactics,
throwing them off balance and allowing your allies to
seize the advantage. Make a ranged attack. If it hits, it
deals weapon damage as normal plus an additional 2d6
points of damage, and you can make a dirty trick attempt
against the target as a free action, using a Sleight of
Hand check in place
of your combat maneuver
check.
PIERCING SHOT
Discipline: Tempest Gale (Strike)
Level: 2
Initiation Action: 1 standard action
Range: 30 ft.
Area: 30-ft. line
Duration: Instantaneous
The power behind your ranged attacks is such that
they can strike through one foe to pierce another behind
them. When you initiate this strike, you create a 30-foot
line that deals 3d6 points of damage. Creatures caught in
the line can make a Reflex save (DC 12 + your initiation
modifier) to take half damage.
SUDDEN GUST
Discipline: Tempest Gale (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instantaneous
Your placed shot can knock an enemy to the ground
as easily as a mighty sword swing. Make a ranged attack.
If it hits, it deals weapon damage as normal plus an
additional 2d6 points of damage, and you can make a
trip attempt against the target as a free action, using a
Sleight of Hand check in place of your combat maneuver
check. This trip attempt does not provoke an attack of
opportunity.
3RD LEVEL
BATTERING GALE
Discipline: Tempest Gale (Strike)
Level: 3
Prerequisites: One Tempest Gale maneuver
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instantaneous
Your arrows strike with such force that they can drive
back even the mightiest foes. Make a ranged attack.
If it hits, it deals weapon damage as normal plus an
additional 3d6 points of damage, and you can make a bull
rush attempt against the target as a free action, using a
Sleight of Hand check in place of your combat maneuver
check. This bull rush attempt does not provoke an attack
of opportunity.
CASCADING DRAFT
Discipline: Tempest Gale (Boost)
Level: 3
Prerequisites: One Tempest Gale maneuver
Initiation Action: 1 standard action
Range: Personal
Target: You
Duration: 1 round
Reading the winds allows you to hit further and strike
harder than any other martial artist. After you initiate
this boost, your next ranged attack this round deals
an additional +2 damage for every 20 feet of distance
between you and the target (up to a maximum of +20
damage).
158
4TH LEVEL
CUTTING GALE
Discipline: Tempest Gale (Strike)
Level: 4
Prerequisites: One Tempest Gale maneuver
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instantaneous
Your arrows leave wounds which bleed more fiercely
than the pinpricks of a thousand lesser archers. Make
a ranged attack. If it hits, it deals weapon damage as
normal plus an additional 5d6 points of damage and
automatically overcomes damage reduction. In addition,
a struck target must succeed at a Fortitude save (DC 14 +
your initiation modifier) or take points of bleed damage
equal to your initiation modifier. The target continues to
bleed until the bleeding is stopped via magical healing or
a successful DC 15 Heal check.
EXPLODING GALE
Discipline: Tempest Gale (Strike)
Level: 4
Prerequisites: One Tempest Gale maneuver
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature and adjacent squares (see text)
Duration: Instantaneous
IRON WIND
Discipline: Tempest Gale (Strike)
Level: 4
Prerequisites: One Tempest Gale maneuver
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instantaneous (see text)
A single powerful blow can leave an enemy reeling,
and you excel at delivering such blows. Make a ranged
attack. If it hits, it deal weapon damage as normal plus
an additional 4d6 points of damage, and the target must
succeed at a Fortitude save (DC 14 + your initiation
modifier) or become staggered for a number of rounds
equal to your initiation modifier.
WIND TUNNEL
Discipline: Tempest Gale (Boost)
Level: 4
Prerequisites: One Tempest Gale maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
No foe can hide from your sharp eyes. After you
initiate this boost, your ranged attacks for one round
ignore any cover bonuses to the targets AC, and you
do not take penalties on attack rolls from attacking
creatures beyond your weapons first range increment.
5TH LEVEL
BLINDING SHOT
Discipline: Tempest Gale (Strike)
Level: 5
Prerequisites: Two Tempest Gale maneuvers
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instantaneous (see text)
With a skilled shot, you take your opponents sight,
and with it, the threat they pose. Make a ranged attack.
If it hits, it deals weapon damage as normal plus an
additional 5d6 points of damage, and the target must
succeed at a Fortitude save (DC 15 + your initiation
modifier) or become blinded for a number of rounds
equal to your initiation modifier.
159
FALSE WIND
Discipline: Tempest Gale (Counter)
Level: 5
Prerequisites: Two Tempest Gale maneuvers
Initiation Action: 1 immediate action
Range: Ranged attack
Target: One creature
Duration: Instantaneous
You unleash a rapid shot that distracts or disables an
enemy, preventing them from harming you or your ally.
You can initiate this counter in response to an attack
being made against you or an ally by a creature you can
see. Make a ranged attack against that creature. If it hits,
it deals weapon damage as normal, and the ally targeted
by the creature you attacked can move up to their speed
as a free action, even if it isnt their turn. This movement
does not provoke attacks of opportunity.
GROUNDING SHOT
Discipline: Tempest Gale (Strike)
Level: 5
Prerequisites: Two Tempest Gale maneuvers
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instantaneous (see text)
Your slings and arrows can bring down even the
mightiest flyers, dropping them to the earth where their
wings mean nothing. Make a ranged attack. If it hits, it
deals weapon damage as normal plus an additional 5d6
points of damage, and if the target of the attack is flying,
they must succeed at a Fly check opposed by your Sleight
of Hand check or lose their ability to fly for a number of
rounds equal to your initiation modifier, falling to the
ground and taking falling damage as normal.
160
PIERCING GALE
Discipline: Tempest Gale (Strike)
Level: 5
Prerequisites: Two Tempest Gale maneuvers
Initiation Action: 1 standard action
Range: 50 ft.
Target: 50-ft. line
Duration: Instantaneous
No foe can withstand the force of your weapons. When
you initiate this maneuver, you create a 50-foot line that
deals 10d6 points of damage. Creatures caught in the line
can make a Reflex save (DC 15 + your initiation modifier)
to take half damage. Any creature that fails its save is
also knocked prone by the force of the attack.
6TH LEVEL
RAZOR TEMPEST
Discipline: Tempest Gale (Strike)
Level: 6
Prerequisites: Two Tempest Gale maneuvers
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instantaneous
A scything wind seems to follow your attacks, leaving
gashes that bleed profusely in the flesh of your enemy.
Make a ranged attack. If it hits, it deals weapon damage
as normal plus an additional 8d6 points of damage and
bleed damage equal to your initiation modifier. The
target continues to bleed until the bleeding is stopped
via magical healing or a successful DC 15 Heal check.
7TH LEVEL
BLACK WIND
Discipline: Tempest Gale (Strike)
Level: 7
Prerequisites: Two Tempest Gale maneuvers
Initiation Action: 1 standard action
Range: 50 ft.
Target: 50-ft. line
Duration: Instantaneous
You unleash a mighty shot that thunders through
enemy lines, knocking aside any in its path. When you
initiate this maneuver, you create a 50-foot line that
deals 15d6 points of damage. Creatures caught in the
line can make a Reflex save (DC 17 + your initiation
modifier) to take half damage. Any creature that fails its
Reflex save must also succeed at a Fortitude save with
the same DC or become dazed for one round.
HUNTING ZEPHYR
Discipline: Tempest Gale (Strike)
Level: 7
Prerequisites: Two Tempest Gale maneuvers
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instantaneous
As a master of the Tempest Gale, you never miss your
mark; each shot is perfect. Make a ranged attack. This
attack automatically hits, threatens a critical hit, and
cannot be negated by a counter or other defensive ability
activated as an immediate action (such as the emergency
force sphere spell or a similar effect). It deals weapon
damage as normal.
PUNISHING TEMPEST
Discipline: Tempest Gale (Boost)
Level: 7
Prerequisites: Two Tempest Gale maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
Each shot you fire contains the force necessary to
drive back even the sturdiest opponent, or knock them
off their feet. After initiating this boost, whenever you
hit a creature with a ranged attack for one round, you
can make a bull rush attempt against that creature as
a free action, using a Sleight of Hand check in place of
your combat maneuver check. These bull rush attempts
do not provoke an attack of opportunity.
8TH LEVEL
BREATH STEALING WIND
Discipline: Tempest Gale (Strike)
Level: 8
Prerequisites: Three Tempest Gale maneuvers
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instantaneous (see text)
You fire a single shot that steals the very breath from
his target. Make a ranged attack. If it hits, it deals weapon
damage as normal plus an additional 10d6 points of
damage, and the target must succeed at a Fortitude save
(DC 18 + your initiation modifier) or become silenced (as
the spell) for a number of rounds equal to your initiation
modifier.
161
STEEL TORNADO
Discipline: Tempest Gale (Strike)
Level: 8
Prerequisites: Three Tempest Gale maneuvers
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instantaneous
Your masterful shot spins your enemy around with
incredible force, causing them to lose their grip and their
balance. Make a ranged attack. If it hits, it deals weapon
damage as normal plus an additional 10d6 points of
damage, and you can make a trip attempt against the
target as a free action. In addition, you can make a disarm
attempt against the creature for each item it is holding or
wielding. These combat maneuver attempts use a Sleight
of Hand check in place of your combat maneuver check,
and do not provoke attacks of opportunity.
162
9TH LEVEL
VICIOUS TEMPEST VOLLEY
Discipline: Tempest Gale (Strike)
Level: 9
Prerequisites: Four Tempest Gale maneuvers
Initiation Action: 1 full-round action
Range: Ranged attack
Target: One or more creatures (see text)
Duration: Instantaneous
Unleashing the might of the winds to carry your
attacks throughout the battlefield, you launch a hail
of arrows, bolts, stones or weapons to devastate your
enemies. Make a full attack with any ranged weapon you
are wielding. Each attack deals an additional 2d6 points
of damage, and any time you hit with an attack during
this full attack, you can make a bull rush, dirty trick,
disarm, sunder, or trip attempt against creature struck
as a free action. These combat maneuver attempts use a
Sleight of Hand check in place of your combat maneuver
check, and do not provoke attacks of opportunity.
Chapter 7: Martial
Traditions
163
Acolytes of the
Arrow
Alignment: Any.
Symbol: A single arrow that streams scrolls as if
fluttering in the wind.
Disciplines: Solar Wind.
Oath: Acolytes of the Arrow swear themselves to the
bow and forswear weakness in both the immediate
personal sense and the spiritual sense. An Acolyte is
given their oath after a test of survival in which they are
given only a bow and a dozen arrowsnot so much as
a stitch of clothing is permitted themand commanded
to survive for a fortnight in a harsh environment. Those
that live kneel at the feet of their fellow Acolytes and
swear the following oath.
This test was only the beginning. Before my fellows I
swear to purge myself of the weaknesses that plague
my mind, my body, and my soul. Whether pride or
powerlessness, I vow to rise above my flaws and to aid
others who seek the same, to test myself against worthy
foes, and to raise no hand against those too weak to
challenge me. By the Arrow, let it be.
Allegiance Benefit: An Acolyte of the Arrow
continually gains the benefits of the endure elements
spell as an extraordinary ability. In addition, he gains
proficiency with all simple and martial bows and
crossbows, and can use such weapons as improvised
melee weapons without the normal 4 penalty. Weapons
used in this way by an Acolyte of the Arrow deal 1d6
points of bludgeoning damage (plus his Strength
modifier, as normal).
An Acolyte who violates his oath (such as by indulging
in excessive vice) loses his endure elements effect (but
not access to the Solar Wind discipline or the other
allegiance benefits) until he atones by spending a week
in obedience to his oath, during which he is permitted
164
165
Cirque de la
Fume
Alignment: Any.
Symbol: A laughing mask, crying tears of blood.
Disciplines: Tempest Gale.
Oath: A potential recruit of the Cirque de la Fume
is given many tests over the course of their training,
sorting out their loyalty to the Cirque, their strengths,
weaknesses, and ethics. Once the Cirque deems them
either ready or unsuitable (unsuitable candidates are
usually given high references to other shows, which are
eager to snap up the Cirque de la Fumes rejects), the
training ends. Those candidates offered a position are
asked to swear their troth in the center of the big top at
the witching hour, with their new family in attendance:
I join a family that provides a service. I dont have to
agree; just support. I keep the secrets of my family, I protect
them from outsiders, and I speak up when it is right to do
so. Just as a magician never reveals his methods, neither
will I, and may my faithless tongue shrivel and rot if I
break faith.
Allegiance Benefit: A Harlequin of the Cirque de la
Fume gains a +2 insight bonus on Perform (comedy),
Sense Motive, and Sleight of Hand checks. In addition,
she does not provoke attacks of opportunity for making
ranged attacks with thrown weapons as part of a martial
strike. She provokes attacks of opportunity as normal
with other ranged weapons, or when not using a strike.
A Harlequin who violates her oath (such as by telling
the secrets of the Cirque de la Fume to outsiders without
approval) loses these benefits (but not access to the
166
Alignment: Any.
Symbol: A thundercloud raining weapons.
Disciplines: Thrashing Dragon.
Oath: The Crashing Tempest Academy likes to say that
it has no graduates, because the art of war can never be
perfected. With that in mind, a Student whose training
is deemed sufficient to be let back out into the world is
favored with a ceremony marking their progress from
trainee to warrior (recruits trained at other schools
are given a similar ceremony that marks the schools
recognition of their skills). The student is branded with a
lightning bolt on each cheek, just beneath the eyes, and
asked to swear the following oath.
167
Alignment: Any.
Symbol: The empty outline of a crown.
Disciplines: Golden Lion.
Oath: A potential Descendant is tested extensively
before being offered the chance to join, to determine the
nature of their character, their potential for leadership
and their trustworthiness. Those who fail, for whatever
reason, are often furnished with suggestions for other
organizations, but those who pass are brought before the
Golden Council. Their sponsor (see below) congratulates
them and offers them tutelage and support in exchange
for swearing the following oath of service.
In name, if not in blood, I become your descendant. I
will learn from your wisdom, benefit from your might, and
guide your lesser servants well, and in exchange I shall
serve your interests and protect you from the enemies
that threaten you in death as they did in life, and may my
glories fade with my good faith if I am false.
Allegiance Benefit: A Descendant of the Golden
Council gains a +2 competence bonus on Diplomacy and
Sense Motive checks, and other allies within 15 feet of
168
Alignment: Any.
Symbol: A pair of spectacles; one lense is etched with
a sword, the other with an eye.
Disciplines: Mithral Current.
Oath: It is quite possible to work with the Lens Maker
Society and not be a member or a full member. An
individual is only accepted as a formal apprentice and
inducted into the secretive part of the organization
after their mentor and fellows are absolutely certain of
their discretion and loyalty. Onceand ifsuch a point
is reached, the recruit is invited to a secret place at the
witching hour, where a circle of Lens Makers induct him
into the organization with a formal ceremony and ask
them to swear the following oath.
With word and deed, I will aid those weaker than
myself against the corruption that threatens them. I will
aid my brothers and sisters in guiding society to justice, in
protecting it from exploitation, and in arming it with the
knowledge it needs to shelter its citizens. In enlightening
others, I become an ally of hope and a servant of others,
and may my eyes darken and my tomorrows fade if I prove
faithless.
169
Lords of the
Wheel
170
Loyal Order of
the Branded
Waerloch
171
Alignment: Any.
Symbol: A pair of chefs knives, crossed over a
campfire.
Disciplines: Steel Serpent.
Oath: Joining the Ordre des Repas Exotiques is
deceptively simple. A potential recruit is asked to prove
their courage by hunting a mighty beast or monster, and
then prove the worth of their art by cooking it. Fail to
slay the beast, or please the Chefs, and the recruit is told
to try again next year. Those whose dish passes muster
are asked to swear the following oath to their fellow
Chefs.
I swear to be a true and faithful artistto never
compromise my vision because of petty traditions or
banalities, and to accept and learn from the mistakes I
place on the plate. I will not waste the beasts I hunt, nor
tarnish the names of my fellow Chefs without just cause,
and may my faithless tongue choke my unworthy throat
if I am false.
Allegiance Benefit: A Chef of the Ordre des Repas
Exotiques gains a +2 insight bonus on Knowledge checks
made to identify creatures, and can make such checks
untrained. In addition, the Chef is immune to the effects
of ingested poisons, and cannot contract diseases by
eating or drinking tainted faire (she may still contract
diseases in other ways).
172
The Quills
173
174
Reverents of the
Lance
Alignment: Any.
Symbol: A burning eye pierced by a spear.
Disciplines: Piercing Thunder.
Oath: Reverents seek members who hate and despise
demonkind, with martial skill being the only other
consideration in membership. After trainingor tests
to prove the prospective members mettlethe wouldbe Reverent is taken to a place sanctified by the powers
of law and asked to kneel. As they swear their oath, a
shard of the Pitiless Spear is driven into the back of their
hand, where it burrows into their bone and roots itself.
The process is excruciatingly painful, but recruits that
cannot finish their oath through their suffering endure
its reverse as the shard is dug out of their hand and they
are rejected from the order.
I bear my hate for demons and all of their kin, and I will
unleash that hate upon all who would dare to ally with
them. I will defend the mortal realms from their howling
hordes, hunt them wherever I find them, and murder them
without pity, and should faithlessness stay my hand, may I
be cast out and unforgiven.
Servants of the
Secret Hymn
175
176
177
178
License to copy, modify and distribute any Open Game Content originally
distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with
every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open
Game Content using the name of any Contributor unless You have written
permission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the
terms of this License with respect to some or all of the Open Game Content due
to statute, judicial order, or governmental regulation then You may not Use any
Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to
comply with all terms herein and fail to cure such breach within 30 days of
becoming aware of the breach. All sublicenses shall survive the termination of
this License.
14. Reformation: If any provision of this License is held to be unenforceable,
such provision shall be reformed only to the extent necessary to make it
enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0a, 2000, Wizards of the Coast, Inc.
System Reference Document. 2000, Wizards of the Coast, Inc.; Authors
Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary
Gygax and Dave Arneson.
Pathfinder RPG Core Rulebook. 2009, Paizo Publishing, LLC; Author:
Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip
Williams. Pathfinder RPG Bestiary, 2009, Paizo Publishing, LLC; Author:
Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip
Williams.
Advanced Players Guide, 2010, Paizo Publishing, LLC; Author: Jason
Bulmahn
Pathfinder RPG GameMastery Guide, 2010, Paizo Publishing, LLC;
Author: Cam Banks, Wolfgang Buar, Jason Bulmahn, Jim Butler, Eric Cagle,
Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite,
Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin
McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K
reynolds, F. Wesley Schneider, Amber Scorr, Doug Seacat, Mike Selinker, Lisa
Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn
Woodruff.
Pathfinder Roleplaying Game Ultimate Magic, 2011, Paizo Publishing,
LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary,
Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C.
Stephens, and Russ Taylor.
Pathfinder Roleplaying Game Ultimate Combat, 2011, Paizo Publishing,
LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn,
Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb,
Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor.
The Book of Experimental Might, 2008, Monte J. Cook. All rights reserved.
Tome of Horrors, 2002, Necromancer Games, Inc.; Authors: Scott Greene,
with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance
Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on
original content from TSR.
Unearthed Arcana, 2004, Wizards of the Coast, Inc.; Authors Andy
Collins, Jesse Decker, David Noonan, Rich Redman
The Iconic Bestiary: Classics of Fantasy, 2005, Lions Den Press; Author
Ari Marmell
Hyperconscious: Explorations in Psionics, 2004, Bruce R Cordell. All
rights reserved.
If Thoughts Could Kill, 20012004, Bruce R. Cordell. All rights reserved.
Mindscapes, 20032004, Bruce R. Cordell. All rights reserved.
Unearthed Arcana, 2004, Wizards of the Coast.
Mutants & Masterminds 2002, Green Ronin Publishing.
Swords of Our Fathers, Copyright 2003, The Game Mechanics.
Modern System Reference Document, 2002, Wizards of the Coast, Inc.;
Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on
material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker,Peter
Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker
Psionics Unleashed. Copyright 2010, Dreamscarred Press.
179