Beruflich Dokumente
Kultur Dokumente
OF
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, Adam
Boucher, Kevin Ryan
Editing: Forrest Heck
Interior Design: Erik Nowak, Forrest Heck
Interior Layout: Levi Jones, Jeremy Smith, Forrest Heck
Interior Artwork: Eric Lofgren, Gordon Napier, Jesse-lee Lang, Joe Shawcross, J.D. Dianderas,
Matt Morrow, Peter Temesi, Shaman Stockart, Storn Cook, Toby Gregory
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
37
Aegis 37
Barbarian 38
Bard 39
Dread 41
Fighter 42
Marksman 45
Monk 46
Paladin 47
Ranger 50
Rogue 52
Class Templates
54
Bushi 54
Hussar 56
Polymath 58
Privateer 59
Warpath Follower
61
64
64
66
66
66
Landsknecht 67
Phoenix Champion
69
81
87
87
90
91
91
95
95
97
98
108
108
114
122
129
135
142
148
154
165
172
173
174
175
177
178
179
180
181
182
183
184
186
187
Books Needed
Harbinger
Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Maneuvers
Special
Readied
Stances
1st
+0
+2
+0
+2
2nd
+1
+3
+0
+3
3rd
+2
+3
+1
+3
4th
+3
+4
+1
+4
Massacre 1/encounter
5th
+3
+4
+1
+4
Elusive shadow
6th
+4
+5
+2
+5
7th
+5
+5
+2
+5
Sorcerous deception
8th
+6/+1
+6
+2
+6
Ill intentions
9th
+6/+1
+6
+3
+6
10
10th
+7/+2
+7
+3
+7
10
11th
+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
18th
+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
Known
CLASS SKILLS
CLASS FEATURES
Mystic
CLASS SKILLS
CLASS FEATURES
10
Level
Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
1st
+0
+0
+0
+2
2nd
+1
+0
+0
+3
3rd
+2
+1
+1
+3
4th
+3
+1
+1
5th
+3
+1
Special
Known
Readied
Stances
5 (2)
5 (2)
6 (3)
+4
Mystic artifice
10
6 (3)
+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)
8th
+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)
12th
+9/+4
+4
+4
+8
Bonus feat
16
9 (6)
13th
+9/+4
+4
+4
+8
17
9 (6)
14th
+10/+5
+4
+4
+9
17
9 (6)
15th
+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)
17th
+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)
11
12
13
14
Zealot
15
CLASS SKILLS
16
CLASS FEATURES
Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Known
Readied
Stances
Power
Points/
day
Maneuvers
Special
1st
+1
+2
+0
+2
2nd
+2
+3
+0
+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
9th
+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
12th
+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
13
47
17th
+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
16
10
70
20th
+20/+15/+10/+5
+12
+6
17
18
19
20
Creation
Eternal Rebirth (Su): The zealots psyche resists the
death of those in his collective, giving them a chance
to be reborn after a fatal blow. At 4th level, as long as
the zealot maintains psionic focus, creatures in his
collective that have died within 1 round can still benefit
from healing and remain in the collective for 1 round
(though the zealot must still make a Fortitude save a
normal for a creature in his collective dying). If the dead
creature is healed so that the creatures hit point total is
at a negative amount less than its Constitution score, it
comes back to life and stabilizes at its new hit point total
without leaving the zealots collective. Creatures brought
back to life through this effect gain a temporary negative
level that lasts for 1 day. Creatures slain by death effects
cannot be saved by this effect. In addition, the zealot can
expend his psionic focus as a free action and pay any
amount of power points up to his zealot level to heal a
member of his collective for 4 hit points for every power
point spent; a creature cannot benefit from this ability
more than once per round.
Impossible Epiphany (Su): The zealots strikes draw out
the bounty of the universe, causing existence itself to
bring forth matter to bind and control his foes. At 8th
level, the zealot gains the ability to augment his strikes
in one or more of the following ways:
For every 2 power points the zealot spends, a
10-foot-square wall of ectoplasm that lasts for 1
minute appears within 30 feet of one member of
the zealots collective, using his zealot level as his
manifester level. Creatures benefiting from the
zealots zeal ability can walk through the wall
unimpeded, although the wall still blocks line of
sight and line of effect.
For every 3 power points the zealot spends, he may
temporarily suppress one of the following harmful
conditions affecting a member of his collective
for a number of rounds equal to his initiator
level. This does not end the effect causing the
condition; it just suspends that conditions effect for
the duration. Spells or effects with durations expire
normally, even while suppressed. A spell or effect
with a duration greater than that of the suppression
Destruction
Crushing Blows (Su): By striking at the fundamental
nature of the objects and creatures he wishes to destroy,
the zealot can shatter them as easily as brittle vessels.
At 4th level, as long as the zealot is psionically focused,
his attacks ignore hardness and damage reduction up to
double the intensity of his zeal. In addition, the zealot
can expend his psionic focus as a free action to allow
each member of his collective attacks to ignore hardness
and automatically overcome damage reduction with
their attacks for one round.
Storm of Steel (Su): The zealots attacks strain and
crack the bounds of reality, allowing him to strike once
to cause a whole wave of foes to fall. At 8th level, the
zealot gains the ability to augment his strikes in one or
more of the following ways:
For every power point the zealot spends, this
strike deals an additional 1d8 points of damage of
the zealots active energy type. For every 2d8 he
increases the damage by, the save DC of this strike
increases by +1. If the strike deals damage multiple
times (such as by multiple attacks or a longer
duration than one attack), this additional damage is
only added to the first instance of damage (though
it is dealt to each target in the case of area of effect
strikes).
If the zealot spends power points equal to the
maximum number of power points he can spend to
augment a maneuver (3 at 8th level, 4 at 12th level,
and so on), his strike affects all opponents within
a 15-foot cone or 20-foot line originating from the
zealot. The zealot makes a single attack roll and
compares it to the AC of each creature within the
area. If the strike allows a saving throw, each target
may make one. Only strikes with an initiation
action of 1 standard action may be augmented in
this fashion, and this augment replaces the strikes
normal targets and affected area.
Protection
Living Bastion (Su): When a zealots allies are wounded
from battle, they can find a refuge at his side. At 4th level,
as long as the zealot is psionically focused, his reach
increases by 5 feet. In addition, whenever an ally within
his reach takes hit point damage, the zealot can expend
his psionic focus as a free action (even if it isnt his turn)
to surround the ally with a telekinetic shield which
reduces the damage they take by half (after applying
damage reduction and energy resistance). A creature
can only benefit from this ability once per round.
21
22
Initiator Archetypes
Each base class in the Pathfinder Roleplaying Game
is designed to be a foundation for a wide array of
characters. Within that basic concept exists the potential
for innumerable variations. Some of these are too close
to existing classes to warrant being full base classes
of their own, yet prove compelling enough to become
archetypessets of alternate class features that can
be easily swapped for those of a given class to help
customize the class focus. This chapter presents new
archetypes or other options for all of the new classes
introduced in this book, as well as for numerous base
classes from other sources.
count; she may not use them with other Claims (such as
the soul hunter stalkers soul claiming class feature).
Crimson Claim (Su): Starting at 1st level, a crimson
countess deals 1d4 damage to each creature Claimed by
her at the start of each of her turns. This damage increases
to 2d4 at 6th level, 3d4 at 10th level, 4d4 at 14th level, and
5d4 at 18th level. This ability replaces ill tidings.
Sanguine Empowerment (Su): At 2nd level, a crimson
countess develops the ability to gain and store Vitae. The
crimson countess gains 1 point of Vitae whenever she
Claims a creature. At the beginning of each of her turns,
she gains Vitae points equal to the number of creatures
she has Claimed. The maximum amount of Vitae a
crimson countess may have stored is equal to her class
level. A crimson countess Vitae pool resets to 0 after she
has spent 1 minute out of combat.
The crimson countess gains a morale bonus on attack
and damage rolls made as part of a strike or counter
equal to 1/2 her stored Vitae points. These bonuses
increases by +2 when initiating such maneuvers against
a Claimed creatures. In addition, she gains the following
abilities as her Vitae pool grows:
Drain (Su): If the crimson countess has at least 1 Vitae
point stored, she can deal damage equal to her class
level to each creature she has Claimed as a move action.
If she has at least 2 Vitae points stored, she also heals
1d6 hp per creature she has Claimed when she uses this
ability.
Recover (Su): Starting at 6th level, if the crimson
countess has at least 4 Vitae points stored, she can
recover one of her expended boosts or counters as a
move action.
Sacrifice (Su): Starting at 10th level, if the crimson
countess has at least 6 Vitae points stored, she can
activate this ability as an immediate action when she
would be take hit point or ability damage. If she does,
she chooses a creature she has Claimed; that creature
must succeed at a Fortitude save (DC 10 + 1/2 the
crimson countess class level + the crimson countess
initiation modifier) or take the damage instead of the
crimson countess. On a successful save, the creature
takes half the damage (rounded down) and the crimson
countess takes the remainder. A crimson countess may
only use this ability once per encounter.
Sovereignty (Su): Starting at 14th level, if the crimson
countess has at least 8 Vitae points stored, she can activate
this ability as a standard action. Each creature she has
Claimed must succeed at a Fortitude save (DC 10 + 1/2
the crimson countess class level + the crimson countess
initiation modifier) or be teleported to an unoccupied
space of the crimson countess choice within 60 feet of
her. The crimson countess may not teleport Claimed
creatures into spaces that are intrinsically dangerous
(such as those filled with lava, spaces underwater, or
spaces in the air if the creature cannot fly).
Exsanguinate (Su): Starting at 20th level, if the crimson
countess has at least 10 Vitae points stored, she can
activate this ability as a standard action, choosing a
single creature she has Claimed. That creature must
23
24
Ravenlord (Archetype)
Everyone reacts to negativity differently, including
harbingers. Ravenlords are a curious but not uncommon
phenomenon amongst those grim warriors; unable
to fully cope with whatever sorrows fuel their power,
ravenlords splinter off a fraction of their soul into a
bird-like servant that contains their sorrow for them.
From then on, the two are inseparable. This bird, this
dark messenger, serves the ravenlord and does his
bidding, but the more the ravenlord pours his own
misery into the dark messenger, the more it acts on that
misery unless the ravenlord is wise or cunning enough
to control it. More than one ravenlord has woken up in
25
Mystic
Aurora Soul (Archetype)
Some mystics learn to focus their martial power
differently than others, strengthening their bodies and
passively generating a tangible field of animus around
their body, aiding both their offensive and defensive
capabilities. These mystics are known as aurora souls
so named because this passive field shimmers and
scintillates with colors similar to the lights in the sky in
the far north.
26
27
Knight-chandler (Archetype)
Like all mystics, those who become knight-chandlers
are warriors who utilize discipline and enlightenment
to shape powerful and unstable magical energies
within them. What sets these warriors apart from other
mystics, however, is the fierce hope that burns within
their souls. Knight-chandlers are marked by indomitable
hope, intense loyalty, deep compassion, and a concern
for others that shapes their worldview and actions.
They transform the arcane energies within themselves
into something that illuminates the world with their
unrelenting passion and hope. The light they wield
shelters those they call friends and familyand burns
those that would threaten the ones they love.
Alignment: Any non-evil. Knight-chandlers are
defined by their concern for others, passionate
friendship, and unquenchable hope.
Soul Candle (Su): At 1st level, a knight-chandler creates
a flickering ball of energy formed from a combination
of arcane power and her own soulstuff, known as her
candle. The knight-chandlers candle is a fist-sized mote
of light that normally hovers in the knight-chandlers
space, and has the following properties:
The candle is not a creature or an object and is not
subject to attacks of any kind.
The candle sheds bright light out to a distance
of 5 feet per point of illumination the knightchandler has in her illumination pool (see below),
and normal light for an equal distance beyond that.
Once per round as a free action, the knight-chandler
can will her candle to move up to her speed. The
candles movement is not inhibited in any way
by difficult terrain or environmental conditions,
although it cannot move through solid objects. The
candle remains within one mile of its creator at all
times; the knight-chandler may not move the candle
beyond that radius, and if she attempts to move
further than one mile from her candle, it floats
along gently at the limit of its range. If the knightchandler moves outside this range faster than the
candle can follow (for example, by teleportation),
the candle appears one round later in a random
space precisely one mile from the knight-chandler.
If the candle is in the knight-chandlers space, she
can instruct it to move with her; it moves when
28
29
30
Vigilante (Archetype)
Vigilantes are warriors who use fear and darkness
to their advantage. They rely on keen insight and
inspiration to aid them where others would seek to use
magic or the supernatural.
Class Skills: A vigilante gains Knowledge
(dungeoneering), Knowledge (history), Knowledge
(geography), Knowledge (nobility), and Sleight of Hand
as class skills.
Maneuvers: A vigilante loses access to the Solar
Wind and Veiled Moon disciplines and adds Primal Fury,
Scarlet Throne, and Tempest gale to his list of available
disciplines. His initiation modifier is Intelligence, and
any stalker class features that previously used his
Wisdom modifier now use his Intelligence modifier. He
otherwise learns, readies, and initiates maneuvers as a
standard stalker. This ability alters maneuvers.
Maneuvers Readied: Instead of recovering
maneuvers like a standard stalker, a vigilante must open
his mind to the flow of battle and the inherent patterns
therein as a full-round action. When he does so, he
recovers a number of expended maneuvers equal to
his vigilante initiation modifier (minimum 2), gains a +4
insight bonus to his AC for one round and can move up
to to his speed during the action, provoking attacks of
opportunity as normal. In addition, the next attack he
makes this encounter adds his sneak attack damage if it
hits, regardless of whether or not the target his flanked
or flat-footed. Alternately, the vigilante can center his
31
32
Warder
Fiendbound Marauder (Archetype)
Through direct purpose or trick of fate, some warders
find themselves directly infused with a dark power that
is theirs to wield. Manifesting itself as a spectral weapon
of otherworldly malice, these warders strike out with a
grim purpose to use their powers to defend their flock or to conquer anothers.
Maneuvers: A fiendbound marauder loses access to
the Golden Lion and Iron Tortoise disciplines and adds
Black Seraph, Cursed Razor, and Eternal Guardian to
her list of available disciplines. She gains Intimidate
and Spellcraft as class skills. She otherwise learns,
readies, and initiates maneuvers as a standard warder.
In addition, the fiendbound marauders fiends grip is
considered a discipline weapon for the Black Seraph and
Cursed Razor disciplines. This ability alters maneuvers.
Fiends Grip (Su): The signature feature of fiendbound
marauders is the ability to manifest an oversized, spiny
spectral claw, often wrapped in barbed chains. To
manifest her fiends grip, a warder must be wearing
gauntlets or spiked gauntlets, which act as a focus for
the weapon to come into the world. The warder can
manifest up to one fiends grip for each gauntleted hand
she has. Manifesting a fiends grip is a move action, and
dismissing one is a free action.
A fiends grip is a light weapon that deals 1d8 points
of bludgeoning or slashing damage (for a Medium-sized
wielder). It threatens a critical hit on a natural roll of
20 and deals double damage on a successful critical
hit. A fiends grip has the grapple and reach weapon
properties, and the fiendbound marauder gains the
grab universal monster ability for attacks made with
her fiends grip. Unlike a normal reach weapon, the
fiendbound marauder can be used against adjacent
foes. In addition, the fiendbound marauder can apply
her full Strength bonus on damage rolls with her fiends
grip, even if wielding it in her off hand. A fiends grip is
treated as a spiked gauntlet for the purposes of Weapon
Focus, being discipline weapon for a discipline, or other
feats and abilities. A fiendbound marauder is always
proficient in her fiends grip.
33
Warlord
Desperado (Archetype)
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 ability 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. 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.
Fan the Hammer (Ex): A desperados hands are
lightning-quick, and he seemingly seemingly draws,
fires, and reloads his weapons on pure instinct. At
2nd level, a desperado gains Rapid Reload as a bonus
feat, even if he does not meet the prerequisites, and
applies that feat to any firearm he wields. At 5th level, a
34
Daring Acts
With the GMs approval, a desperado can regain grit by
performing daring acts. As a general rule, a daring act
should be risky and dramatic. It should take a good deal
of guts, and its outcome should have a low probability
of success. If it is successful, the desperado regains 1
grit point. Before attempting a daring act, the player
should ask the GM whether the act qualifies. The GM is
the final arbiter of whats considered a daring act, and
can grant a regained grit point for a daring act even if
the player does not ask beforehand whether the act
qualifies.
desperado can reload a two-handed firearm as if it were
a one-handed firearm, and a one-handed firearm as if it
were a hand or light crossbow. At 9th level, a desperado
no longer provokes attacks of opportunity when firing
or reloading his firearm. This replaces tactical presence
(indomitable presence).
Daring Grit (Ex): Through determination, verve, or
otherwise dumb luck, a desperado is capable of forcing
incredible feats of daring and skill through their own
tenacity. In game terms, grit is a fluctuating measure
of a desperados ability to perform incredible actions
in combat. Starting at 5th level, at the start of each day,
a desperado gains a number of grit points equal to his
desperado initiation modifier (minimum 1). His grit goes
up or down throughout the day, but usually cannot go
higher than his desperado initiation modifier (minimum
1), though some feats and magic items may affect this
maximum. A desperado spends grit to accomplish deeds
(see below), and regains grit in the following ways:
Critical Hit with a Firearm: Each time the desperado
confirms a critical hit with a firearm attack while in
the heat of combat, he regains 1 grit point. Confirming
a critical hit on a helpless or unaware creature or on a
creature that has fewer Hit Dice than half the desperados
character level does not restore grit.
Killing Blow with a Firearm: When the desperado
reduces a creature to 0 or fewer hit points with a
firearm attack while in the heat of combat, he regains 1
grit point. Destroying an unattended object, reducing a
helpless or unaware creature to 0 or fewer hit points, or
reducing a creature that has fewer Hit Dice than half the
desperados character level to 0 or fewer hit points does
not restore any grit.
When the desperado gains this ability, his Amateur
Gunslinger feat is immediately traded for the Extra Grit
feat, as normal. If the desperado already has gunslinger
levels, he gains a bonus to the maximum amount of grit
he can have each day equal to his desperado initiation
modifier, but gains no extra grit at the start of each day.
This ability replaces the remaining tactical presences
gained at 5th and 9th levels.
Deeds: Desperados spend grit points to accomplish
deeds. Most deeds grant the desperado some momentary
Zealot
Discordant Crusader (Archetype)
Discordant crusaders are warrior zealots who choose
to blend both good and evil into one style, using the
strength of one to supplement the fury of the other.
Maneuvers: The dueling focus within the discordant
crusader allows for a split focus of his talents as well
as his ambiguously moral state. By embracing the tools
and techniques of both good and evil, he may fulfil his
mission without regard to conventional morality. A
discordant crusader loses access to the Piercing Thunder
discipline and adds Black Seraph and Silver Crane to his
list of available disciplines. He otherwise learns, readies,
and initiates maneuvers as a standard zealot. This ability
alters maneuvers.
Moral Ambiguity (Ex): A discordant crusader decides
the nature of his own path, for good or ill. Starting at
1st level, the discordant crusader can initiate maneuvers
with the Good and Evil descriptors regardless of his
alignment, and regular use of these maneuver does not
threaten to change his alignment.
Grey Aura (Su): Starting at 4th level, as long as the
discordant crusader is psionically focused, his alignment
cannot be discerned by spells and effects as long as his
class level is higher than the effects caster level. In
addition, whenever he deals profane damage, he can
expend his psionic focus as a free action to instead deal
an equal amount of sacred damage. Alternatively, he
can use this ability when he deals sacred damage to
instead deal an equal amount of profane damage. This
35
36
Stances
Maximum
Maneuver
Level Known
Maneuvers
Level
Known
Readied
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
10
14th
11
1-Point Customizations
15th
11
16th
12
17th
13
18th
14
19th
14
20th
15
Archetypes for
Non-Martial Disciples
Aegis
2-Point Customizations
Initiators Soul: The aegis gains the ability to learn and
ready martial maneuvers. He learns three maneuvers
and one stance when he takes this customization. The
disciplines available to the aegis are Sleeping Goddess
and two other disciplines of his choice. If one of his
selected disciplines associated skills is not on his class
skill list, he gains it as a class skill. The aegis initiation
modifier is Intelligence, and each aegis level is counted
37
Barbarian
Primal Disciple (Archetype)
Primal disciples draw on the strength and wisdom of
their ancestors to grant them the insight to use powerful
martial techniques during their furious rages.
Maneuvers: A primal disciple begins her career with
knowledge of three martial maneuvers. The disciplines
available to her are Golden Lion, Piercing Thunder,
Primal Fury, and Thrashing Dragon. A primal disciple
gains Diplomacy as a class skill.
Once the primal disciple knows a maneuver, she
must ready it before she can use it (see Maneuvers
Readied, below). A maneuver usable by primal disciples
is considered an extraordinary ability unless otherwise
noted in it or its disciplines description. A primal
disciples maneuvers are not affected by spell resistance,
and she does not provoke attacks of opportunity when
she initiates one.
The primal disciple learns additional maneuvers
at higher levels, as indicated on Table 2-1: Archetype
Maneuver Progression. The maximum level of
maneuvers gained through primal disciple levels is
limited by those listed in that table as well, although
this restriction does not apply to maneuvers added to
38
Bard
Rubato (Archetype)
A rubato (plural rubati) is a bard who taps into the Primal
Song and channels it in both life and war. Theories
abound about the Primal Song, though most accept that
it is an echo, a shard, of something even more ancient
and fundamental, but its power fuels these war singers
and propels them to acts of incredible valor.
Maneuvers: A rubato begins his career with
knowledge of three martial maneuvers. The disciplines
available to him are Elemental Flux, Golden Lion, and
Mithral Current.
Once the rubato knows a maneuver, he must
ready it before he can use it (see Maneuvers Readied,
below). A maneuver usable by rubati is considered an
extraordinary ability unless otherwise noted in it or its
disciplines description. A rubatos maneuvers are not
affected by spell resistance, and he does not provoke
attacks of opportunity when he initiates one.
The rubato learns additional maneuvers at higher
levels, as indicated on Table 2-1: Archetype Maneuver
Progression. The maximum level of maneuvers gained
through rubato levels is limited by those listed in that
table as well, although this restriction does not apply to
maneuvers added to his maneuvers known through other
methods, such as prestige classes or the Advanced Study
feat. A rubato must meet a maneuvers prerequisite to
learn it. 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
rubato 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 rubato need not replace the old maneuver
39
40
Dread
Nightmare (Archetype)
The fear that keeps many warriors awake at night is
knowing that out there somewhere, someone is carrying
the blade or arrow that has your name on itthe weapon
that kills the otherwise brave warrior. Some dreads
know that this most terrifying fear is one they lurks in the
front of every warriors mind in battle, and by capturing
that fear, they can appear to those night-fearing soldiers
as that one terrifying warrior. The nightmare that has
just been carrying that weapon, waiting to meet them.
Maneuvers: A nightmare begins his career with
knowledge of three martial maneuvers. The disciplines
available to him are Black Seraph, Sleeping Goddess, and
Veiled Moon.
Once the nightmare knows a maneuver, he must
ready it before he can use it (see Maneuvers Readied,
below). A maneuver usable by nightmares is considered
an extraordinary ability unless otherwise noted in it or
its disciplines description. A nightmares maneuvers are
not affected by spell resistance, and he does not provoke
attacks of opportunity when he initiates one.
The nightmare learns additional maneuvers at higher
levels, as indicated on Table 2-1: Archetype Maneuver
Progression. The maximum level of maneuvers gained
through nightmare levels is limited by those listed in that
table as well, although this restriction does not apply
to maneuvers added to his maneuvers known through
other methods, such as prestige classes or the Advanced
Study feat. A nightmare must meet a maneuvers
prerequisite to learn it. 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 nightmare can choose to learn a new maneuver
41
42
Fighter
Myrmidon (Archetype)
Some fighters attend grand colleges of war where
they learn to master more esoteric martial forms, and
some learn the techniques of many different schools of
combat and forge their own path. Others are trained in
small regiments to fight as a single cohesive, adaptable
unit where all members are capable of playing the
others parts. These fighters are known as myrmidons,
the pinnacle of the fighters tradition of adaptability,
ingenuity, and enduring strength.
Class Skills: The myrmidons class skills are Acrobatics
(Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha),
Intimidate (Cha), Knowledge (dungeoneering) (Int),
Knowledge (engineering) (Int), Knowledge (martial) (Int),
Perception (Wis), Profession (Wis), Ride (Dex), Survival
(Wis), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier.
These skills replace the standard fighters class skills.
However, this archetype is still compatible with other
fighter archetypes that also add class skills or skill ranks
(such as by the lore warden fighters scholastic class
feature).
Maneuvers: A myrmidon begins his career with
knowledge of three martial maneuvers. When he takes
his first myrmidon level, he selects four of the following
disciplines to gain access to for myrmidon maneuvers:
Broken Blade, Golden Lion, Iron Tortoise, Mithral
Current, Piercing Thunder, Primal Fury, Scarlet Throne,
Tempest Gale, and Thrashing Dragon. If one of his
selected disciplines associated skills is not on his class
skill list, he gains it as a class skill.
Once the myrmidon knows a maneuver, he must
ready it before he can use it (see Maneuvers Readied,
below). A maneuver usable by myrmidons is considered
an extraordinary ability unless otherwise noted in it or
its disciplines description. A myrmidons maneuvers are
not affected by spell resistance, and he does not provoke
attacks of opportunity when he initiates one.
The myrmidon learns additional maneuvers at higher
levels, as indicated on Table 2-1: Archetype Maneuver
Daring Acts
With the GMs approval, a myrmidon can regain grit by
performing daring acts. As a general rule, a daring act
should be risky and dramatic. It should take a good deal
of guts, and its outcome should have a low probability
of success. If it is successful, the myrmidon regains 1
grit point. Before attempting a daring act, the player
should ask the GM whether the act qualifies. The GM is
the final arbiter of whats considered a daring act, and
can grant a regained grit point for a daring act even if
the player does not ask beforehand whether the act
qualifies.
43
44
Marksman
Minds Eye Disciple (Archetype)
Minds eye disciples forgo their normal psychic honing
in order to achieve mastery over their martial teachings.
Through the focusing of their minds eye, their aim can
find any target.
Maneuvers: A minds eye disciple begins her career
with knowledge of three martial maneuvers. The
disciplines available to her are Sleeping Goddess, Solar
Wind, and Tempest Gale. A minds eye disciple gains
Sleight of Hand as a class skill.
Once the minds eye disciple knows a maneuver, she
must ready it before she can use it (see Maneuvers
Readied, below). A maneuver usable by minds eye
disciples is considered an extraordinary ability unless
otherwise noted in it or its disciplines description. A
minds eye disciples maneuvers are not affected by
spell resistance, and she does not provoke attacks of
opportunity when she initiates one.
The minds eye disciple learns additional maneuvers
at higher levels, as indicated on Table 2-1: Archetype
Maneuver Progression. The maximum level of
maneuvers gained through minds eye disciple levels
is limited by those listed in that table as well, although
this restriction does not apply to maneuvers added to
her maneuvers known through other methods, such as
prestige classes or the Advanced Study feat. A minds eye
disciple must meet a maneuvers prerequisite to learn it.
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
minds eye disciple can choose to learn a new maneuver
in place of one she already knows. In effect, she loses
the old maneuver in exchange for the new one. She
can choose a new maneuver of any level she likes, as
long as she observes the restriction on the highest-level
maneuvers she knows; the minds eye disciple need
not replace the old maneuver with a maneuver of the
same level. She can swap only a single maneuver at any
given level. A minds eye disciple initiation modifier is
Wisdom, and each minds eye disciple level is counted as
a full initiator level.
Maneuvers Readied: A minds eye disciple can ready
all three of her maneuvers known at 1st level, and as
45
Monk
Monk of the Silver Fist (Archetype)
The Monks of the Silver Fist are an order of martial
artists that have perfected the way of the bodyguard.
Their unique use of gauntlets and greaves protects
46
Level
Damage
(Small)
Damage
(Medium)
Damage
(Large)
1st4th
1d4
1d6
1d8
5th9th
1d6
1d8
2d6
10th14th
1d8
1d10
2d8
15th19th
1d10
2d6
3d6
20th
2d6
2d8
3d8
Paladin
Knight Disciple (Archetype)
Knight Disciples are holy protectors who defend the
innocent for the predations of evil creatures. Blessed
with the martial might of heaven, they boldly charge
into battle to defend their allies.
47
48
49
50
Ranger
Ambush Hunter (Archetype)
Stalkers in the wilderness who specialize in sudden,
vicious strikes from hidden vantage points, the Ambush
Hunters and their animal companions are masters of
stealth and of overwhelming assault.
Maneuvers: An ambush hunter begins his career with
knowledge of three martial maneuvers. The disciplines
available to him are Golden Lion and Primal Fury.
Once the ambush hunter knows a maneuver, he must
ready it before he can use it (see Maneuvers Readied,
below). A maneuver usable by ambush hunters is
considered an extraordinary ability unless otherwise
noted in it or its disciplines description. An ambush
hunters maneuvers are not affected by spell resistance,
and he does not provoke attacks of opportunity when he
initiates one.
The ambush hunter learns additional maneuvers
at higher levels, as indicated on Table 2-1: Archetype
Maneuver Progression. The maximum level of
maneuvers gained through ambush hunter levels is
limited by those listed in that table as well, although
this restriction does not apply to maneuvers added to
his maneuvers known through other methods, such as
prestige classes or the Advanced Study feat. An ambush
hunter must meet a maneuvers prerequisite to learn it.
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
ambush hunter 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 ambush hunter need not replace the old maneuver
with a maneuver of the same level. He can swap only a
single maneuver at any given level. An ambush hunters
initiation modifier is Wisdom, and each ambush hunter
level is counted as a full initiator level.
Maneuvers Readied: An ambush hunter can ready
all three of his maneuvers known at 1st level, and as he
advances in level and learns more maneuvers, he is able
Mounted or Two-Handed
Weapons
Mounted or Two-Handed
Weapons
Archery, Crossbow or
Thrown
Archery, Crossbow or
Thrown
Thrown or Two-Weapon
Combat
51
52
Rogue
Hidden Blade (Archetype)
Some rogues specialize in wielding weapons that their
enemies will never see, striking from behind veils of
shadow and illusion.
Maneuvers: A hidden blade begins her career with
knowledge of three martial maneuvers. The disciplines
available to her are Mithral Current, Thrashing Dragon,
and Veiled Moon.
Once the hidden blade knows a maneuver, she
must ready it before she can use it (see Maneuvers
Readied, below). A maneuver usable by hidden blades
is considered an extraordinary ability unless otherwise
noted in it or its disciplines description. A hidden
blades maneuvers are not affected by spell resistance,
and she does not provoke attacks of opportunity when
she initiates one.
The hidden blade learns additional maneuvers at
higher levels, as indicated on Table 2-1: Archetype
Maneuver Progression. The maximum level of
maneuvers gained through hidden blade levels is
limited by those listed in that table as well, although
this restriction does not apply to maneuvers added to
her maneuvers known through other methods, such as
prestige classes or the Advanced Study feat. A hidden
blade must meet a maneuvers prerequisite to learn it.
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
hidden blade can choose to learn a new maneuver
in place of one she already knows. In effect, she loses
the old maneuver in exchange for the new one. She
can choose a new maneuver of any level she likes, as
long as she observes the restriction on the highestlevel maneuvers she knows; the hidden blade need not
replace the old maneuver with a maneuver of the same
level. She can swap only a single maneuver at any given
level. A hidden blades initiation modifier is Intelligence,
and each hidden blade level is counted as a full initiator
level.
Maneuvers Readied: A hidden blade can ready all
three of her maneuvers known at 1st level, and as she
advances in level and learns more maneuvers, she is able
to ready more, but must still choose which maneuvers to
ready. A hidden blade must always ready her maximum
number of maneuvers readied. She readies her
maneuvers by meditating or performing martial katas
for ten minutes. The maneuvers she chooses remain
readied until she decides to meditate again and change
them. The hidden blade does not need to sleep or rest for
any long period of time in order to ready her maneuvers;
any time she spends ten minutes in meditation, she can
change her readied maneuvers.
A hidden blade begins an encounter with all her
readied maneuvers unexpended, regardless of how
Cowards Gambit
Risk: The hidden blade attacks a flat-footed opponent
or an opponent she is flanking.
Reward: The hidden blades allies gain a bonus on
damage rolls against that opponent equal to the hidden
blades initiation modifier for one round.
Flankers Gambit
Risk: The hidden blade attacks an opponent adjacent
to one of the hidden blades other allies.
Reward: The hidden blade is considered to be flanking
that opponent until the end of her next turn, even if the
hidden blade is not in a position that would allow her to
flank them.
53
54
Bushi
Warlord
The warlord gives up the ability to recover a single
maneuver as a standard action.
The warlord gives up their first two bonus feats (at
1st and 6th level).
The warlord gives up the tactical presence, dual
presence, and warlords presence class features.
Warder
The warder gives up the ability to recover a single
maneuver as a standard action.
The warder gives up their first two bonus feats (at
3rd and 8th level).
The warder gives up proficiency with heavy armor.
The warder gives up the clad in steel, steel defense,
and born of steel class features.
Maneuvers: A bushi trades one of his available
disciplines for the Mithral Current discipline, and gains
Perform as a class skill. He otherwise learns, readies,
and initiates maneuvers as a standard member of his
base class. This ability alters maneuvers.
Iaido (Ex): In addition to his normal maneuver
recovery, a bushi can recover his maneuvers by
sheathing his blade and taking a brief moment of quiet
contemplation. When he sheathes a weapon (normally
a move action), he recovers one maneuver. He cannot
recover more than one maneuver per round this way, no
matter how many weapons he sheathes or how many
times he sheathes an individual weapon per round, nor
can he use a maneuver in the same round it is recovered
in this way. A bushi cannot use this ability to recover a
maneuver in the same round in which it was initiated.
Iaido Training (Ex): At 1st level, a bushi gains Exotic
Weapon Proficiency (katana) and Exotic Weapon
Proficiency (wakizashi) as bonus feats, even if he does
not meet their prerequisites.
Quick Draw (Ex): At 1st level, a bushi gains Quick
Draw as a bonus feat, even if he does not meet the
prerequisites. In addition, the bushi may sheathe his
weapon without provoking attacks of opportunity.
Mixed Combat (Ex): At 6th level, a bushi gains Mixed
Combat as a bonus feat, even if he does not meet the
prerequisites. In addition, the bushi is considered to be
threatening all adjacent squares even if his weapon is
55
Hussar
Warlord
Warder
56
57
Alchemist
Investigator
58
Privateer
Stalker
The stalker gives up the blending and improved
blending class features.
The stalker loses the ability to recover their
maneuvers by spending a full-round action to
center their ki.
Warlord
The warlord gives up the warleader and improved
warleader class features.
The warlord no longer recovers maneuvers when
executing a gambit.
Maneuvers: The disciplines available to a privateer
are Golden Lion, Solar Wind, Steel Serpent, Tempest
Gale, and Thrashing Dragon. If the privateer does not
have these disciplines associated skills as class skills, he
gains them as class skills. He otherwise learns, readies,
initiates maneuvers as a standard member of his base
class. This ability alters maneuvers.
Maneuvers Readied: Instead of his base class normal
maneuver recovery, a privateer must spend a full-round
action laughing intimidatingly. When he does so, he
recovers a number of expended maneuvers equal to
his privateer initiation modifier (minimum 2) and can
make an Intimidate check to demoralize all opponents
within 30 feet. This ability counts as the Dazzling Display
feat for the purposes of meeting prerequisites and for
effects or abilities that augment or alter the Dazzling
Display feat. Alternatively, the privateer can recover a
single maneuver as a standard action. This ability alters
maneuvers readied.
Barking Irons (Ex): At 1st level, a privateer gains
proficiency with firearms.
Sea Dog (Ex): At 1st level, the privateer gains
Knowledge (dungeoneering), Knowledge (geography),
Knowledge (local), Profession (sailor), and Swim as class
skills if they are not already class skills for the privateer.
In addition, he gains a bonus on skill checks with these
skills equal to 1/2 his class level.
Swash and Buckle (Ex): At 2nd level, a privateer
learns to use the signature fighting style of high seas
59
60
Warpath Follower
Inquisitor
The inquisitor gives up the judgement, second
judgement, third judgement, and true judgement
class features.
The inquisitor has one fewer spell per day of each
spell level he can cast. If this would reduce his spells
per day to 0, he may only cast bonus spells that he
received of that level due to a high Wisdom score.
Warpriest
The warpriest gives up the focus weapon, sacred
weapon, sacred armor, and aspect of war class
features.
The warpriest prepares one fewer spell per day of
each spell level he can cast. If this would reduce his
spells prepared to 0, he may only prepare bonus
spells that he received of that level due to a high
Wisdom score.
Weapon and Armor Proficiency: A warpath follower
gains proficiency with his deitys favored weapon (if
any) or a single martial weapon of his choice in addition
to his standard weapon proficiencies. This weapon is his
favored weapon for the purpose of his warpath follower
class features.
Maneuvers: A warpath follower begins his career
with knowledge of three martial maneuvers. When he
takes his first warpath follower level, he selects three of
disciplines for which his favored weapon is a discipline
weapon to gain access to. If the warpath follower does
not have these disciplines associated skills as class skills,
he gains them as class skills.
Once the warpath follower knows a maneuver, he must
ready it before he can use it (see Maneuvers Readied,
below). A maneuver usable by warpath followers is
considered an extraordinary ability unless otherwise
noted in it or its disciplines description. A warpath
followers maneuvers are not affected by spell resistance,
and he does not provoke attacks of opportunity when he
initiates one.
The warpath follower learns additional maneuvers
at higher levels, as indicated on Table 2-4: Warpath
Maneuver Progression. The maximum level of
maneuvers gained through warpath follower levels is
61
62
Level
Known
Readied
Stances
Maximum
Maneuver
Level Known
1st
3 (1)
2nd
3 (1)
3rd
3 (1)
4th
4 (2)
5th
4 (2)
Maneuvers
6th
4 (2)
7th
4 (2)
8th
4 (2)
9th
4 (2)
10th
5 (3)
11th
5 (3)
12th
5 (3)
13th
10
5 (3)
14th
11
5 (3)
15th
11
6 (4)
16th
12
6 (4)
17th
13
6 (4)
18th
14
6 (4)
19th
14
6 (4)
20th
15
7 (5)
63
Animus Adept
REQUIREMENTS
64
CLASS SKILLS
CLASS FEATURES
Level
Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Known
Readied
Stances
1st
+0
+0
+0
+1
Special
2nd
+1
+1
+1
+1
Mystical prowess
3rd
+2
+1
+1
+2
4th
+3
+1
+1
+2
5th
+3
+2
+2
+3
65
Martial Glyphs
The following are the glyphs available to an animus
adept. Unless otherwise noted, these effects last for
the duration of the glyph or until the glyph otherwise
expires (see the individual glyphs for more details).
Basic Glyphs
Advanced Glyphs
66
Master Glyphs
Landsknecht
REQUIREMENTS
CLASS SKILLS
CLASS FEATURES
67
Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Maneuvers
Special
Readied
Stances
1st
+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
+6
+3
+3
+2
7th
+7
+4
+4
+2
8th
+8
+4
+4
+3
9th
+9
+5
+5
+3
10th
+10
+5
+5
+3
68
Known
Phoenix Champion
The Phoenix Champions are a loose organization of
master archers and thrown weapon users dedicated
to spreading the light of the sun into the deepest and
darkest places of the world. Though not necessarily
religious in nature, the organization reveres the phoenix
as a symbol of the sun and of life. Phoenix Champions
often work as travelling heroes, moving from place to
place at a whim and putting down any evil they find
there with fire, both in the form of actual flames and in
terms of the sheer amount of ammunition they unload.
Though the Phoenix Champions may seem the type to
stand boldly before any odds, unyielding forces or foes
which oppose them, they are generally more practical
about their heroism than other champions of good. A
Phoenix Champion is just as likely to sneak into a city
or abandoned mausoleum undetected and remove the
monster or villain with a single, unseen shot as they are
to announce their presence in a hail of flaming arrows
or spears. In short, the Phoenix Champions value results
more than methods.
The Phoenix Champions are made up of a large
variety of heroes. Stalkers and warlords are common, as
are mystics and the occasional warder who expresses
interest in ranged combat. But the Phoenix Champions
accept anyone with skill with a bow and a will to better
the world around them. With the advent of guns, some
Phoenix Champions have grown enamored of their
firepower and welcomed gunslingers and their like into
the fold.
Hit Die: d10.
REQUIREMENTS
CLASS SKILLS
CLASS FEATURES
69
70
Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Maneuvers
Special
Known
Readied
Stances
1st
+1
+1
+1
+0
Burning bow
2nd
+2
+1
+1
+1
3rd
+3
+2
+2
+1
4th
+4
+2
+2
+1
Phoenixs cunning
5th
+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
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TRAITS
FEATS
Feats are the bread and butter of a characters fighting
style. They can drastically improve or alter a characters
capabilities, and initiators are no exception to this rule.
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Channeled Recovery
You are able to use divine energy recover.
Prerequisites: Channel energy class feature.
Benefit: When you use channel energy to heal allies,
allies in your channeled energy area may choose to forgo
half the healing to recover one expended maneuver.
Prerequisites
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
Two Elemental Flux maneuvers known, two Solar Wind maneuvers while in an Elemental Flux
Solar Wind maneuvers known
stance reduce energy resistance on hit
Enduring Protector
Eternal Hourglass
Extra Animus
Extra Conviction
Extra Presence
Feral Goddess
Giant Slayer
Grasp of Darkness
Haft Strike
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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
Winds of War
Zealous Blade
Style Feats
Prerequisites
Benefit
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Prerequisites
Benefit
Spellcraft 3 ranks, one Cursed Razor stance Deal additional bleed damage to cursed creatures
known
Cursed Razor Style, Spellcraft 7 ranks
Eternal Guardian
Endurance
Iron Tortoise Style, Iron Tortoise Shell, Bluff Make additional attacks when you hit with shield
13 ranks
bashes
Quick Draw, Perform (dance) 3 ranks, one
Mithral Current stance known
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Prerequisites
Benefit
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Prerequisites
Benefit
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Extra Conviction
Youve more conviction than that of your fellows.
Prerequisites: Conviction class feature.
Benefit: Choose a conviction that you meet the
prerequisites for. You gain the benefit of that conviction.
Special: You can take this feat multiple times. Each
time you take the feat, you choose an additional
conviction you meet the prerequisites for.
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Lurker in Darkness
Your training allows you to foil even magical and unusual
senses.
Prerequisites: Stealth 6 ranks.
Malevolence (Combat)
Your Claim carries a hindering curse.
Prerequisites: Ability to Claim creatures.
Benefit: Creatures Claimed by you become cursed and
take a 2 penalty on combat maneuver checks and skill
checks for as long as they are Claimed.
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STYLE FEATS
Unlike normal style feats, these style feats can be used
with any weapon, and are not limited to unarmed strikes.
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82
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You can tap into the your mind to refresh your 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.
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Aasimars
Blues
Dromites
Duergars
Dwarves
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There are not many among the elans who would walk the
path of the martial disciple, but those that do pursue it
with single minded devotion. Its a dangerous road, and
with eternity looming before, them many elans eschew
this violent lifestyle. Those that dont find that their
unique racial capacities are well-suited to the world of
the warrior. The following options are open to all elans
who have the listed favored class.
Mystic: Add +1/4 point of animus to the mystics
starting animus pool at the beginning of combat.
Warder: Add +1/4 to the bonus to AC granted by the
warders aegis.
Warlord: Add +1/4 to the number of uses per day of
the warlords warleader ability.
Zealot: Add +1/4 of a maneuver known from the
Sleeping Goddess or Eternal Guardian disciplines.
Elves
Forgeborn
Gnomes
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Goblinoids
Half-elves
Half-giants
Halflings
Half-orcs
Humans
Maenads
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Ophiduans
Tieflings
Xephs
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Stalker
New Disciplines A stalker adds either Riven
Hourglass or Tempest Gale to his list of available
disciplines. If he does not have that disciplines associated
skill as a class skill, he gains it as a class skill.
A stalker with the judge archetype instead adds
Shattered Mirror to his list of available disciplines
and gains Spellcraft as a class skill.
A stalker with the soul hunter archetype instead
adds Cursed Razor to his list of available disciplines
and gains Spellcraft as a class skill.
New Stalker Arts A stalker can choose from the
following when he learns a new stalker art:
Bloodseeker (Ex): The stalker gains the scent special
ability.
Fear Monger (Ex): The stalker gains Cornugon Smash
and Dazzling Display as bonus feats. The stalker must
meet the prerequisites of these feats to select this stalker
art.
Killers Implements (Ex): The stalker chooses a melee
weapon he is proficient with, and gains the benefits of
Warder
New Disciplines A warder adds either Eternal
Guardian or Piercing Thunder to her list of available
disciplines. If she does not have that disciplines
associated skill as a class skill, she gains it as a class skill.
A warder with the dervish defender archetype
instead adds either Eternal Guardian or Riven
Hourglass to her list of available disciplines. If she
does not have that disciplines associated skill as a
class skill, she gains it as a class skill.
A warder with the hawkguard archetype instead
adds Tempest Gale to her list of available disciplines
and gains Sleight of Hand as a class skill.
Warlord
New Disciplines A warlord adds either Piercing
Thunder or Tempest Gale to his list of available disciplines.
If he does not have that disciplines associated skill as a
class skill, he gains it as a class skill.
A warlord with the bannerman archetype instead
adds Piercing Thunder to his list of available
disciplines and gains Acrobatics as a class skill.
A warlord with the steelfist commando archetype
instead adds Riven Hourglass to his list of available
disciplines and gains Autohypnosis as a class skill.
A warlord with the vanguard commander archetype
instead adds Eternal Guardian to his list of available
disciplines and gains Intimidate as a class skill.
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Chessmasters Gambit
Risk: The warlord attempts a reposition combat
maneuver against an opponent.
Reward: The warlord is able to move the opponent
into an undesirable position, and that opponent takes
a penalty to their AC equal to the warlords initiation
modifier until the start of the warlords next turn.
Flankers Gambit
Risk: The warlord attacks an opponent adjacent to one
of the warlords other allies.
Reward: The warlord is considered to be flanking
that opponent until the end of their next turn, even if
the warlord is not in a position that would allow him to
flank them.
Oxens Gambit
Thieving Gambit
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Cursed Razor
Elemental Flux
Equal parts martial discipline and magical art form, the
discipline of Elemental Flux is a martial art that is said
to have roots in the bloodlines of genies and their mortal
descendants. By tapping their magical natures, they
were able to pioneer a style of fighting that channeled
their innate magic into a cohesive fighting style. Those
descended from these original genie battle masters
passed their talents down through the generations, and
the discipline proliferated from there. In the current day,
practitioners of Elemental Flux blend arcane elemental
energies with martial strikes to create a dizzying
array of quasi-arcane, magic-infused attacks that spell
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Eternal Guardian
The exact origins of the discipline of the Eternal Guardian
are difficult to determine due to the styles incredible
age. One legend claims it was created by the god who
first separated the planes, dividing the mortal from the
immortal, while another story insists that it was founded
by a single warrior who swore to defend his city from an
entire invading army. These stories reflect the core of the
discipline: A total devotion to a promiseusually either
an oath to an ally that they will survive, no matter the
cost to the disciple, or a curse on a foe that they will never
escape. Today, the discipline of the Eternal Guardian has
spread far and wide: It is used by bodyguards in the
palaces of kings, sentinels of occult orders, and humble
night watchmen making their rounds. The discipline
of the Eternal Guardian and all of its maneuvers and
stances are considered to be supernatural abilities and
thus do not function in situations where supernatural
abilities will fail. Eternal Guardians associated skill
is Intimidate, and its associated weapon groups are
hammers, heavy blades, and polearms.
Mithral Current
Like the flashing rapids, thundering waterfalls and
deep, silent depths of the ocean, disciples of Mithral
Current embody the many forms and ever changing
nature of water. The art of Mithral Currents bladework
began as a set of scattered abilities found across several
different island nations. Through frequent cultural
exchange, trade and war these techniques spread and
mixed forming a unique style that blended the culture
and history of many peoples. The discipline found its
use among all walks of life, from noble palaces where
the drawing of a blade was an act of social suicide to the
slums of portside cities where a hidden blade was the
only thing that could keep one safe. Mithral Currents
associated skill is Perform (dance), and its associated
weapon groups are light blades, heavy blades, and
polearms.
Piercing Thunder
The Piercing Thunder discipline finds its traditions
rooted in one of the oldest weapons known to intelligent
beings: the spear. Be this spear fought in melee, tossed to
hunt, or used as part of a charge, the spear, and later the
polearm, has been a standard in military practice. Those
who follow Piercing Thunders teachings know that
these mighty hafted weapons are equally at home in the
hands of a warrior on the battlefield as they are in those
of a poor peasant militiamanthe spear knows no rank,
only skill. Piercing Thunder shows superiority through
the overwhelming force granted by reach and mobility.
Piercing Thunders associated skill is Acrobatics, and its
associated weapon groups are polearms and spears.
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Riven Hourglass
Time exists. No one can deny this fact that time inexorably
marches forward and brings all things to crumbling ruin,
to death, and to dissolution. For others, time brings great
things, as when things mature they grow and change,
become more beautiful or potent. At the end of all things,
the sand in the hourglass always falls and time passes.
Some souls rejected this notion, and learned through
skill with a blade to cleave the hourglass in twain and
alter the passage of time to their benefit. Thus, the Riven
Hourglass discipline was born. Students of this discipline
believe that within each being there is an Hourglass in
their soul, and within this hourglass resides the sands
that flow endlessly towards the end of a creatures time
in the world. By manipulating their own Hourglass and
that of others, the practitioners of this art show that
through will, determination, and the use of the sands of
time within all beings that battle can be won before it
has even begun. Riven Hourglass disciples are capable
of seeing minute flows in the endlessly flowing sands of
time and are capable of making decisions in the moments
when they need to be made. Riven Hourglass associated
skill is Autohypnosis, and its associated weapon groups
are flails, hammers, and light blades.
Shattered Mirror
The strange and, in some ways, disquieting discipline
known as Shattered Mirror is ancient and misunderstood.
Many conflicting tales of its origins and practice exist,
crediting its invention to a variety sources. Perhaps the
most well-known story of its origin places blame for it
at the feet of a mirror of opposition triggered by a great
warrior caught in the midst of a magical conflict. The
mirrors powerful magics were pulled and warped by the
flying spells and magical taint and the being it coughed
forth came out wrong, unable to return to its home.
Deprived of its homeland and its true and proper nature,
it traveled the lands seeking power over reflections in
an effort to return. The product of its failure, says the
legend, is Shattered Mirror, which is still practiced to this
day by those who seek power over reflections both true
and deceptive. Shattered Mirrors associated skills are
Craft (glassmaking), Craft (painting), Craft (sculpture),
and Craft (sketching), and its associated weapon groups
as heavy blades, light blades, and close weapons. Some
maneuvers from this discipline require the initiator to
make a Craft check; these checks must use one of the
Craft skills associated with Shattered Mirror.
Sleeping Goddess
Though some put their trust in a well-crafted sword or a
solid shield, the greatest warriors know that a tempered
mind and devotion to ones ideals are the sharpest
weapon and the toughest armor. A Sleeping Goddess
adept strikes his deathblow not at the heart of his foe,
but at the ideals and principles the foe devotes himself
to, undermining his conceptual basis of reality. Through
Tempest Gale
Like the whipping winds of a great storm front, the
arrows, slings, bullets and thrown weapons of a Tempest
Gale disciple reach out across the battlefield to find
their target without error. Developed from the skills of
masterful archers who used trick shots and careful aim
to bring down their foes, Tempest Gale is a discipline that
specializes in targeted shots that can disable or destroy
any foe. Tempest Gales associated skill is Sleight of Hand,
and its associated weapon groups are bows, crossbows,
firearms, and thrown.
Active Elements
Many Elemental Flux maneuvers deal damage of the
initiators active elements associated energy type. The
four available active elements (and their associated
energy type) are air (electricity), earth (acid), fire (fire),
and water (cold). A character that knows at least one
Elemental Flux maneuver chooses his active element
when he readies his maneuvers, and can change it by
focusing as a standard action. A character can only
have one active element at a time. An Elemental Flux
maneuver that deals energy damage gains that damage
type as a descriptor.
If a character is psionic, they can change their active
energy type whenever they change their active element,
and vice versa. A psionic characters active energy type
need not match their active element.
Curse Maneuvers
Some maneuvers have the curse descriptor. These
maneuvers, much like spells with the curse descriptor,
use persistent, malicious energies to inflict penalties on
their victims. A creature immune to curses is immune to
the effects of these maneuvers, with the exception of any
weapon damage inflicted by them.
Many of these curse maneuvers inflict a new condition:
cursed. By itself, the cursed condition does nothing, but
many maneuvers or abilities have an increased effect
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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.
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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.
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: BoostA 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
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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
considered energy damage, rather than its normal type.
You can augment to instead deal force damage.
Redirecting Flux: CounterA Make a Spellcraft check to
redirect a magical effect to a new target.
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 in 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.
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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.
Intruders End: Counter You dare your foes to enter
your protected sanctum, dramatically increasing your
threatened area and gaining additional attacks of
opportunity.
Stance of the Eternal Guardian: Stance You tie your
soul to a creature, giving benefits similar to a shield
other spell.
Swallow Your Fear: Counter You or an ally gain a
+4 morale bonus to a save against a mind-affecting
effect. If your target succeeds on your save, they gain
temporary hit points.
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
7th Level
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
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.
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5th Level
Flowing Stream: Counter Make a Perform (Dance)
check to negate an attack or in place of a Reflex Save. If
you succeed, you can move up to your speed, drawing
a sheathed weapon and making an attack back against
the creature for +3d6 damage.
Mithral Flash: Counter Make an opposed attack roll to
negate an opponents attack. If you drew your weapon
as part of this counter, you can attack the creature back
for +5d6 damage, treating your weapons as silver while
you do so.
Rapid Current: Strike You make two melee attacks,
dealing +3d6 damage on each. If you drew your
weapon as part of this strike, you can make a third
attack that does not deal additional damage.
Shifting Waters Stance: Stance You do not need to
move in a straight line while charging, can charge
through difficult terrain, and once per round, you
can sheath your weapon as a free action that does
not provoke attacks of opportunity. In addition,
you increase any movement you make as part of a
maneuver by 5 feet.
Whirlpool Strike: Strike You attack all adjacent
opponents, dealing +3d6 damage. If you drew your
weapon as part of this strike, you can attack all
opponents within your reach in addition to those
adjacent to you.
102
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
effect and attack them with a sheathed weapon for
+5d6 damage.
Raging Whirlpool Strike: Strike You attack all adjacent
opponents, dealing +5d6 damage. If you drew your
weapon as part of this strike, you can make a second
attack against them for +3d6 damage.
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.
6th Level
9th Level
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.
2nd Level
Armor-Piercing Thrust: Strike Your attack is made
against your opponents touch AC.
Brace for Impact: Counter Make an Acrobatics check
to negate an incoming charge attack. If wielding a
discipline weapon, you deal damage back.
Hastened Leap: Boost Move up to 20 feet or make an
Acrobatics check to make a running jump with a +10
bonus.
Throwing Thunder: Strike Hurl your discipline
weapon at a target as an attack that deals +2d6 damage
and may knock the target prone.
Thunderous Fall: Strike Your attack deals +2d6
damage, and if the target is mounted, they may be
dismounted; if theyre on foot, you may make a trip
attempt as a free action.
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
level, become immune to falling damage, and can
charge enemies you attack from a higher elevation.
Glorious Thunder Charge: Strike Charge attack
that deals +8d6 damage, does not provoke attacks of
opportunity, and may nauseate the target.
Impaling Comet Strike: Strike Increases reach
by 10 feet and attacks opponents in a line, dealing
+6d6 damage and automatically overcoming damage
reduction.
Lightning Rush: Boost Increase your speed by 30 feet
for one round, then move up to your speed as a free
action.
Steel Lancers Edge: Strike Charge attack that deals
+6d6 damage, does not provoke attacks of opportunity,
and you can make an Acrobatics check to jump away
after the attack.
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.
103
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.
Strike the Hourglass: Strike Your attack may cause
the target to lose their next move action.
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.
104
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.
Relativity Burst: Counter You gain a move action.
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.
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).
2nd Level
Broken Mirror Strike: Strike Your melee attack may
break the targets armor or shield.
Equivocate: Counter You establish a reflective
relationship with an opponent, sharing magical effects
between the two of you.
Mimics Gambit: Strike Your melee attack allows you
to copy a spell or power affecting the target.
Obsidian Razor Style: Boost You add your Craft ranks
as a bonus on damage rolls for one round.
Obsidian Sidestep: Counter Make a Craft check in
place of a saving throw.
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.
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.
Plagiarism: Counter You temporarily steal an ability
used against you.
Warped Glass Strike: Strike Your melee attack deals
+4d6 damage and causes the target to lose the ability to
tell friend from foe.
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.
105
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.
Mind-Revealing Strike: StrikeA Your attack deals
+1d6 damage, and you become able to read the targets
surface thoughts on a failed Will save.
Reactive Reversion: BoostA You mark your location
and can teleport back to it until the start of your next
turn.
Twofold Assault: StrikeA Your attack deals +1d6
damage and you may attempt a combat maneuver,
using an Autohypnosis check in place of your combat
maneuver check.
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.
4th level
Armory of the Sleeping Goddess: Boost You create
an enhanced weapon of ideals or empower your mind
blade.
106
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.
Overpowering Optimism: Boost You automatically
regain psionic focus, and one of your maneuvers in the
next three rounds is augmented for free.
Strike of Transfixed Awe: StrikeA Your attack deals
+6d6 damage and may stun the target. If the target is a
spellcaster or manifester, they lose one of their highestlevel spell slots and power points.
Unavoidable Gaze of the Sleeping Goddess: Stance
You do not need to make Perception checks to notice
creatures within 60 feet, gain a bonus on initiative
checks, and can read the thoughts of those around you
by expending psionic focus.
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.
8th level
Indomitable Idealism: Counter You avoid death,
recreating yourself from the thoughts of onlookers.
Self Beyond the Self: StrikeA Your attack temporarily
controls the target as if by a Geths mind control power.
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.
2nd Level
Deflecting Shot: Counter Make a Sleight of Hand check
to disarm an opponent attacking an ally within 30 feet.
Distracting Draft: Boost Make a Sleight of Hand check
in place of Bluff to feint against a creature at range.
Your next ranged attack against that target deals +1d6
damage if successful.
Dustcatching Breeze: Strike Your ranged attack deals
+2d6 damage and allows you to make a ranged dirty
trick attempt using Sleight of Hand in place of your
CMB.
Piercing Shot: Strike Shoot your weapon in a 30-foot
line, dealing 3d6 damage (Reflex half).
Sudden Gust: Strike Your ranged attack deals +2d6
damage and allows you to make a ranged trip attempt
using Sleight of Hand in place of your CMB.
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.
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
a Fly check opposed by your Sleight of Hand check or
lose the ability to fly.
Piercing Gale: Strike Shoot your weapon in a 50-foot
line, dealing 10d6 damage (Reflex half). Creatures that
fail their saves are knocked prone.
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.
107
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.
Maneuver Descriptions
The maneuvers in this section are listed first by
discipline, then by level within the discipline, and then
in alphabetical order within a given level.
Cursed Razor
Special Note: Maneuvers from this discipline are
imbued and enhanced with magical energies. As such,
they are supernatural abilities.
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
108
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, regardless of the distance
between you and your attacker. The creature targeting
you must succeed at a Will save (DC 12 + your initiation
modifier) or take a 4 penalty on all d20 rolls for 1d4 rounds.
If they fail their saving throw, they also become cursed for
an equal duration.
MOCKERY
Discipline: Cursed Razor (Strike)
Level: 2
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 1d6 points of damage. If the target is cursed, this
strikes additional damage increases to 3d6.
MURDEROUS SPITE
Discipline: Cursed Razor (Boost)
Level: 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
You channel your ill will into your attacks. After you initiate
this boost, the next melee attack you make against a cursed
creature before the start of your next turn is considered a
touch attack.
109
3rd Level
110
SORCERERS SIDESTEP
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, or 8d8 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
5th-Level
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.
THE DRAGON KNOWS
Discipline: Cursed Razor (Stance)
Level: 5
Prerequisites: Two Cursed Razor maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
By meditating on your ill intentions and dark thoughts, you
gain senses beyond the normal ken. While you maintain this
stance, you gain the blindsight ability with a range of 60 feet,
and cursed opponents automatically fail Acrobatics checks
to move through your threatened space without provoking
attacks of opportunity.
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.
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112
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
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
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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.
Elemental Flux
Special Note: Maneuvers from this discipline are
universally supernatural in nature, drawing as they do
on the initiators ability to manipulate the elements. As
such, they are supernatural abilities. In addition, many
maneuvers within the Elemental Flux discipline may
be augmented and improved by spending one or more
points of animus (see the mystic base class on page 9 or
the Tap Animus feat on page 80 for more details) when
initiating the maneuver. Unless otherwise noted, you
can only augment an individual maneuver once. Unlike
a mystics normal animus augmentations, the number of
animus points spent on elemental flux augmentations is
not limited by your mystic level. Instead, you can spend
a maximum amount of animus augmenting a maneuver
equal to one point plus one additional point of animus
for every seven initiator levels you possess. If you have
the ability to augment your maneuvers in other ways,
such as from a class feature or other ability, this cannot
be combined with the augments of Elemental Flux
maneuvers; you must choose which augmentation type
to use when initiating the maneuver.
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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, this
damage increases to be equal to twice your initiation
modifier.
Water When you successfully hit an opponent with
an attack, they must succeed at a Fortitude save (DC
11 + your initiation modifier) or become staggered
for one round. A creature cannot be staggered by this
stance more than once per round. The save DC for this
stances effect increases by +1 at initiator level 5th and
at every four initiator levels thereafter.
EMBRACE THE ELEMENTS
Discipline: Elemental Flux (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
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
SPARK STRIKE
Discipline: Elemental Flux (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous
By letting the elements flow through you and into your
attack, youre able to strike with raw primal energies at
your unlucky foe. Make an attack. If it hits, it deals weapon
damage as normal plus an additional 2d4 points of damage
of your active elements associated energy type.
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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.
Animus augmentation: You may spend one point of
animus to have the force shield crumble slowly after the
attack rather than vanishing instantly, granting you a +2
shield bonus to your AC until the start of your next turn.
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.
ELDRITCH FANG
Discipline: Elemental Flux (Boost) [force]
Level: 2
Initiation Action: 1 swift action
Range: Personal
Target: One creature
Duration: 1 round
You fill your strike with eldritch energy that overwhelms the
senses of your target. After initiating this boost, the next
attack you make this round deals an additional 1d4 points
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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.
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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
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5th Level
ELEMENTAL DRIVE
Discipline: Elemental Flux (Strike)
Level: 5
Prerequisites: Two Elemental Flux maneuvers
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
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120
Level: 6
Prerequisites: Two Elemental Flux maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
Striking at your foes with elemental fury, you aim to disable
his opponents in addition to harming them. After initiating
this boost, all attacks you make for one round deal an
additional 3d6 points of force damage and automatically
overcome damage reduction. In addition, any opponent
hit by one of your attacks must succeed at a Fortitude save
(DC 16 + your initiation modifier) or become blinded for
one round. Multiple hits do not extend the duration of this
blinding effect, though they do prompt multiple saves.
NEXUS OF ELEMENTAL RETRIBUTION
Discipline: Elemental Flux (Stance)
Level: 6
Prerequisites: Two Elemental Flux maneuvers
Initiation Action: 1 swift action
Range: Personal (see text)
Target: You (see text)
Duration: Stance
You can absorb and redirect the flow of elemental power,
syphoning away energies that would harm you and making
them your own. While you maintain this stance, you gain
energy resistance 30 to acid, cold, electricity, and fire. Any
time your resistance reduces damage of one of those types,
it is stored in a pool of up to twice your initiator level. As a
swift action, you can unleash your stored energy, creating
a 20-foot burst centered on you that deals damage of your
active elements associated energy equal to the amount
stored, then reducing the pool to 0. You do not take damage
from this burst. Creatures caught within the area can make
a Reflex save (DC 16 + your initiation modifier) to take half
damage.
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
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.
Animus augmentation: You may spend two points of
animus to make an extra attack during this strike at your
highest attack bonus.
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 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, spelllike ability, or psi-like ability. Make a Spellcraft check (DC
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 resistances and
energy immunities and automatically overcome damage
reduction. Additionally, any damage you deal of your active
elements associated energy type is increased by 50% for the
same duration.
MASTER OF THE ELEMENTS
Discipline: Elemental Flux (Stance)
Level: 8
Prerequisites: Three Elemental Flux maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You attune your very form to roiling elemental energies
and merge with them. While you maintain this stance,
your type changes to outsider (native) and you gain your
active element as a subtype. In addition, you are treated as
if you were under the effects of the elemental body III spell.
You may continue to wield weapons, wear armor, and use
other items while in this form, and your new body does not
damage or otherwise adversely affect your equipment.
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
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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
122
Eternal Guardian
Special Note: Maneuvers from this discipline are
universally supernatural in nature, drawing as they do
on the initiators ability to manipulate fear. As such, they
are supernatural abilities.
1st Level
GUARDS OATH
Discipline: Eternal Guardian (Strike) [curse]
Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
A central concept of the discipline of the Eternal Guardian
is the ability to restrict an opponents movementprevent
their escape or halting their advance. Your basic but potent
strike allows you to harry and disrupt a foe until they lay
down their arms. 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
cursed and unable to move within your threatened area
(including with 5-foot steps and using the Withdraw action)
without provoking an attack of opportunity from you for
24 hours. If the target drops all weapons it is holding, it can
make another saving throw to end this effect. An affected
target that is not holding a weapon can draw or pick up a
weapon, then drop it to gain a new saving throw, but can
never gain more than one save per round against this curse.
WARDENS BEARING
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.
VALIANT KEEPERS STANCE
Discipline: Eternal Guardian (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
The basics of the Eternal Guardian discipline teach you
how to ward your allies from errant attacks. While you
maintain this stance, your allies do not provoke attacks
of opportunity from enemies while they move through
squares you threaten.
VIGILANT KEEPERS STANCE
Discipline: Eternal Guardian (Stance) [curse]
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You adopt an aggressive stance which slows your enemies
ability to advance or retreat. While you maintain this
stance, opponents treat all squares you threaten as
difficult terrain. This does not prevent those opponents
from charging through your threatened area, however. In
addition, whenever you hit an opponent with an attack of
opportunity, that opponent becomes cursed until the end
of your next turn.
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3rd Level
BINDING FETTERS
Discipline: Eternal Guardian (Boost) [curse, teleportation]
Level: 3
Prerequisites: One 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
turn preceding the teleportation, the save DC of this strike
increases by +1 (up to a maximum of a +3 increase to the
DC). You can touch an ally in place of a willing ally to curse
them, in which case they automatically fail their Will save to
resist being teleported back to you at the start of your next
turn. You can end this effect and the cursed condition on
any the target at any time as a free action.
INTRUDERS END
Discipline: Eternal Guardian (Counter) [teleportation]
Level: 3
Prerequisites: One Eternal Guardian maneuver
Initiation Action: 1 immediate action
4th Level
125
5th Level
JAILER OF THE DAMNED
Discipline: Eternal Guardian (Stance)
Level: 5
Prerequisites: Two 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.
UNBEARABLE GAZE
Discipline: Eternal Guardian (Counter) [fear]
Level: 5
Prerequisites: Two Eternal Guardian maneuvers
Initiation Action: 1 immediate action
Range: 60 ft.
Target: One creature
Duration: 1 round
126
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: Two Eternal Guardian maneuvers
Initiation Action: 1 immediate action
Range: 60 ft.
Target: All allies within 60 ft.
Duration: 1 round
You share some of your patience and dedication with
your allies, allowing them to avoid careless mistakes that
would allow an opponent to strike. After initiating this
counter, your allies within 60 feet of you do not provoke
attacks of opportunity for one round. Any ally that moves
further than 60 feet away from you loses this benefit. You
can initiate this counter in response to an ally provoking
an attack of opportunity from an opponent; if you do, that
attack is negated, and the ally gains the full benefits of this
counter as normal.
STRIKE OF SACRIFICE
Discipline: Eternal Guardian (Strike)
Level: 6
Prerequisites: Two 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: Two Eternal Guardian maneuvers
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous (see text)
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128
8th Level
CRUSHING REBUKE
Discipline: Eternal Guardian (Counter) [fear]
Level: 8
Prerequisites: Three 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 opponent 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.
HAMMER OF THE IMMORTAL
Discipline: Eternal Guardian (Strike)
Level: 8
Prerequisites: Three Eternal Guardian maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: Every threatened opponent
Duration: Instantaneous (see text)
You act as both hammer and anvil, striking your enemies
with furious skill that breaks their lines and their spirits.
Make a melee attack roll and compare it to the AC of each
opponent you threaten. If the attack roll hits a target, it
deals weapon damage as normal plus an additional 8d6
points of damage, and the target takes a 4 penalty to its
AC and CMB until the start of your next turn. Use the same
damage roll for each target. In addition, you may make a
single combat maneuver attempt against each target you
hit with this strike as a free action. These combat maneuver
attempts do not provoke attacks of opportunity.
STANCE OF THE INFINITE WARRIOR
Discipline: Eternal Guardian (Stance) [teleportation]
Level: 8
Prerequisites: Three Eternal Guardian maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Your eternal vigilance allows you to leave an echo of your
presence behind to guard areas in which you are no longer
physically present. While you maintain this stance, any
square you threaten during your turn remains threatened
by you until the end of your next turn. You can make melee
attacks (including attacks of opportunity) against creatures
within these squares, regardless of your actual location a
flickering glimpse of how you appeared the moment you
threatened that square appears and makes the attack, just
9th Level
OATH OF ETERNITY
Discipline: Eternal Guardian (Counter) [curse, teleportation]
Level: 9
Prerequisites: Four Eternal Guardian maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: 1 round
Mithral Current
You have the ability to draw your weapon with blinding speed,
channeling that motion into deadly attacks. While you
maintain this stance, you are considered to be threatening
all squares within reach of your weapon even if it is sheathed,
and can draw your weapon when making any type of
maneuver or attack (including attacks of opportunity), even
while flat-footed. In addition, you gain the benefits of the
Combat Reflexes feat, even if you do not meet the normal
prerequisites. You use your initiation modifier instead of
your Dexterity modifier when determining the number of
additional attacks of opportunity you can make each round.
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
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.
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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
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3rd Level
FLOWING WATER STANCE
Discipline: Mithral Current (Stance)
Level: 3
Prerequisites: One Mithral Current maneuver
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
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.
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132
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
if the target is not within your melee reach or otherwise
targetable with a melee attack
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 an 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)
6th Level
CRASHING WAKE
Discipline: Mithral Current (Strike)
Level: 6
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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
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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 and a +6 dodge bonus to your AC against
attacks of opportunity. Your weapons are treated as silver
for the purposes of vulnerabilities and overcoming damage
reduction, and 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 plus an additional 3d6 points of
damage. In addition, all attacks you make as part of counter
maneuvers deal an additional 3d6 points of damage on a
successful hit, and 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.
MITHRAL WAVE
Discipline: Mithral Current (Strike)
Level: 8
Prerequisites: Three Mithral Current maneuvers
Initiation Action: 1 standard action
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 against any attack or combat
maneuver made against you until the start of your next turn.
In addition, any time an attack or combat maneuver misses
you during the duration of this counter, you can move up
to 10 feet as a free action. You may choose to not provoke
attacks of opportunity during this movement, or to provoke
attacks of opportunity as normal.
At the start of your next turn, make melee attack roll and
compare it to the AC of each creature that attacked you and
missed while this counter was in effect. If the attack roll hits
a target, it deals weapon damage as normal, and is treated
as silver for the purposes of vulnerabilities and overcoming
damage reduction. This attack affects creatures regardless of
the distance between you and your opponents. If you drew
your weapon as part of this counter, a struck opponent takes
an additional 1d6 points of damage for each time it missed
you while the counter was in effect (up to a maximum of
6d6 points of additional damage per creature).
Piercing Thunder
Special Note: The specialized nature of some Piercing
Thunder maneuvers requires you to be wielding a
discipline weapon or a weapon that inflicts piercing
damage. If you are not wielding such a weapon, then you
cannot perform those maneuvers. In addition, while you
maintain a Piercing Thunder stance, you can retrieve
unattended weapons as a free action, provided the
weapon is within your reach at some point during your
turn (including as part of movement).
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.
BRONZE LANCET CHARGE
Discipline: Piercing Thunder (Strike)
Level: 1
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
Duration: Instantaneous
You make a thunderous charge and deliver a powerful
attack. Make a charge attack that does not provoke attacks
of opportunity. If your attack hits, it deals weapon damage
as normal plus an additional 1d6 points of damage.
IRON PIKEMANS ATTITUDE
Discipline: Piercing Thunder (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You have practiced ways to mitigate and circumvent the
woes of heavy armor and gear. While you maintain this
stance, you gain the benefits of the Endurance feat and
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136
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.
BRACE FOR IMPACT
Discipline: Piercing Thunder (Counter)
Level: 2
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
In the chaos of battle, you know you can truly only trust the
weapon in your hand. You can initiate this counter when
an opponent makes a charge attack against you. Make an
Acrobatics check, using your opponents attack roll as the
DC. If you succeed, the attack is negated and that opponent
takes damage equal to your initiator level. If you are wielding
a weapon with the brace property, this damage is doubled.
If you are not wielding a discipline weapon or a piercing
weapon, this counter does no damage to your opponent
but can still negate the attack.
HASTENED LEAP
Discipline: Piercing Thunder (Boost)
Level: 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous
By using this method, you become capable of a quick burst
of speed, launching yourself forward with alacrity towards
you foes. When you initiate this boost, you can either move
up to 20 feet or make an Acrobatics check to jump. If you
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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.
IRON LANCERS EDGE
Discipline: Piercing Thunder (Boost)
Level: 3
Prerequisites: One Piercing Thunder maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
You urge punishing force into your attack to devastate your
foes. After initiating this boost, the next charge attack you
make this turn deals an additional 3d6 points of damage,
and the creature struck is staggered for one round.
PIERCING THUNDER HAMMER
Discipline: Piercing Thunder (Strike)
Level: 3
Prerequisites: One Piercing Thunder maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
As a seasoned spearman, you know how to leverage your
strength properly. By drawing up your strength, you deliver a
crushing strike that can bring even the most stable enemies
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4th Level
IRON LANCET CHARGE
Discipline: Piercing Thunder (Strike)
Level: 4
Prerequisites: One Piercing Thunder maneuver
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Your knowledge of how to deliver a powerful charge that
delivers bone-shattering force is unparalleled. 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 the target must succeed at a
Reflex save (DC 14 + your initiation modifier) or be knocked
prone.
5th Level
METEOR SPIRAL THRUST
Discipline: Piercing Thunder (Strike)
Level: 5
Prerequisites: Two Piercing Thunder maneuvers
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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 on Acrobatics
checks made to jump equal to twice your initiator level,
and your vertical jumping distance is not limited by your
maximum movement speed. In addition, if you attack your
opponent from a higher elevation (including after jumping
towards them as a move action), you are considered to
be charging that opponent for the purposes of feats and
abilities you possess that would provide a beneficial effect.
GLORIOUS THUNDER CHARGE
Discipline: Piercing Thunder (Strike)
Level: 6
Prerequisites: Two Piercing Thunder maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
Brandishing his potent weapon in a glorious display of
martial superiority, the disciple charges to battle his foe
with determination matched by only the gods themselves.
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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.
LEAPING THUNDER CRASH
Discipline: Piercing Thunder (Strike)
Level: 7
Prerequisites: Two Piercing Thunder maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
Duration: Instantaneous
With a tremendous leap into the air, you come crashing
down upon your enemy with the force of the gods
themselves. 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, are applied to the skill check as well. If
your attack hits, it deals weapon damage as normal plus an
additional 35 points of damage, and the target must succeed
at a Fortitude save (DC 17 + your initiation modifier) or
drop any held items, as though they had been disarmed.
RUSH TO THE FRAY
Discipline: Piercing Thunder (Strike)
Level: 7
Prerequisites: Two Piercing Thunder maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
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.
DEADLY THUNDER LANCERS STANCE
Discipline: Piercing Thunder (Stance)
Level: 8
Prerequisites: Three Piercing Thunder maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Mastery of the spear and its many styles comes to you as you
near the pinnacle of the Piercing Thunder discipline. While
you maintain this stance, you add your initiation modifier
to attack rolls, damage rolls, and Acrobatics checks to jump
or tumble. In addition, you gain the benefits of the Spring
Attack feat, even if you do not meet its prerequisites. When
you use this feat, you can initiate a strike with an initiation
action of one standard action or less instead of making a
normal attack during your movement. If that strike includes
a charge, you gain the normal benefits and penalties of the
charge combat maneuver, although your movement is not
limited to a straight line, you may move through difficult
terrain or other obstacles as if you were not charging, and
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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.
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Riven Hourglass
Special Note: Maneuvers from this discipline are
universally supernatural in nature, drawing as they
do on the initiators connection to the timestream and
the manipulation of their Hourglass. As such, they are
supernatural abilities.
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 that 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.
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.
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.
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3rd Level
FLICKERING DEFENSE
Discipline: Riven Hourglass (Counter)
Level: 3
Prerequisite: One Riven Hourglass maneuver
Initiation Action: 1 immediate action
Range: 60 ft.
Target: You or an ally within 60 ft.
Duration: Instantaneous
144
All actions cause new potential futures, and you can force
particularly unlucky futures upon your foes by looking
forward and shifting the right sands. You can initiate this
counter in response to a melee or ranged attack being made
against you or an ally within 60 feet. The attacker takes
a 4 penalty on the attack roll, and rolls twice and takes
the lower result. You must initiate this counter before the
success or failure of the original roll is known.
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 flow of time is 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.
RIVEN HOURGLASS STANCE
Discipline: Riven Hourglass (Stance)
Level: 3
Prerequisite: One Riven Hourglass maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
By altering the flow of time around yourself, you flicker
between potential time paths, slipping quietly between the
grains that fall within your Hourglass. While you maintain
this stance, you gain a +4 dodge bonus to your AC and
a +4 bonus on Initiative checks. In addition, you become
immune to the slow spell, and any power, psi-like ability,
spell, or spell-like ability that targets only you suffers a 20%
miss chance.
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)
You surround your weapon with quintessence, the essence
of time that withers all things, and strike at your foe with its
burning temporal energies. Make an attack. If it hits, 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 be affected as if by a
slow spell for two rounds.
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)
GIFT OF TIME
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
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6th Level
146
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 timeaccelerating 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, AC, 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.
SHATTER THE HOURGLASS
Discipline: Riven Hourglass (Strike)
Level: 6
Prerequisite: Two Riven Hourglass maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
With a heavy blow, you strike your foes Hourglass directly,
temporarily shattering it and freezing their timeline in place.
Make a melee attack. If it hits, it deals weapon damage as
normal, and the target must succeed at a Fortitude save (DC
16 + your initiation modifier) or become paralyzed for 1d4
rounds. A successful save negates the paralysis and causes
the foe to be affected as if by a slow spell for 1d4 rounds.
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.
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.
SANDS OF TIME HURRICANE
Discipline: Riven Hourglass (Strike)
Level: 7
Prerequisite: Two Riven Hourglass maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: All opponents within reach
Duration: Instantaneous (see text)
By pouring time-accelerating energies through your form,
your perception of time grinds to a halt, allowing you
to erupt into a whirlwind of perfect strikes and glittering
quintessence at supernatural speed. Make two melee
attack rolls with a +4 bonus and compare them to the AC
of each opponent within your reach. If an attack roll hits
a target, it deals weapon damage as normal and the target
must succeed at a Fortitude save (DC 17 + your initiation
modifier) or become nauseated for one round. Use the
same damage rolls for each target.
TEMPORAL DILATION
Discipline: Riven Hourglass (Strike)
Level: 7
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 may take an additional
move or standard action during your turn, you become
immune to the slow spell and similar effects, and you cannot
become fatigued or exhausted. In addition, 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.
HEART OF THE TIME LORD
Discipline: Riven Hourglass (Counter)
Level: 8
Prerequisite: Two Riven Hourglass maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
When the sands within your Hourglass finally run dry, you
can force your timeline to restart, willing the sands to
reverse within your soul and restore what has been lost. You
can initiate this counter in response to taking damage that
would reduce you to 0 hit points or less. You recover hit
points and are cured of debilitating effects as if a heal spell
147
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.
Shattered Mirror
Special Note: Maneuvers from this discipline are
universally supernatural in nature, drawing as they
do on the initiators ability to twist reality and reflect
upon both themselves and others. As such, they are
supernatural abilities. Some maneuvers from this
discipline require the initiator to make a Craft check;
these checks must use one of the Craft skills associated
with the Shattered Mirror discipline.
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 they succeed at their save, a struck target
also becomes dazzled for a number of rounds equal to your
initiation modifier.
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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.
EQUIVOCATE
Discipline: Shattered Mirror (Counter)
Level: 2
Initiation Action: 1 immediate action
Range: Close (25 ft. + 5 ft./2 levels)
Target: You and one other creature
Duration: 1 round
You ensnare yourself and a foe in a reflective relationship.
You can initiate this counter in response to opponent within
close range (25 feet + 5 feet per 2 initiator levels) being
targeted by a power, psi-like ability, spell, or spell-like ability.
For one round, any such effect targeting that opponent
also targets you (and vice versa), even if it normally could
not affect that many targets or one of you would be out of
range. This counter happens before the effect takes place,
allowing you to gain the effect you responded to.
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3rd level
CURSE OF THE TWISTED REFLECTION
Discipline: Shattered Mirror (Strike) [curse, mind-affecting]
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
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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)
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.
151
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
152
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
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.
SHATTERED MIRROR STRIKE
Discipline: Shattered Mirror (Strike) [mind-affecting]
Level: 8
Prerequisites: Three Shattered Mirror maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
With a casual blow, you annihilate your opponents
perceptions, writing and rewriting their senses until they
153
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
Special Note: Maneuvers from the Sleeping Goddess
discipline actively draw on the initiators psionic talents.
As such, they are supernatural abilities. In addition,
some Sleeping Goddess maneuvers can be augmented
154
1st Level
BATTLE MANTRA
Discipline: Sleeping Goddess (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
In the heat of battle, every second matters, and every blow
is crucial. Your focus and psionic abilities allow you to detect
subtle movements and mental impressions, reacting to the
ever-changing melee before those changes manifest. While
you maintain this stance, you gain one of the following
benefits.
You gain a +1 insight bonus to your AC.
You gain a +1 insight bonus on all attack rolls.
You gain a +2 insight bonus on combat maneuver
checks and to your CMD.
Once per round as a free action, you can turn your
attention to another facet of the combat, losing your
current bonus and gaining a different benefit from this
stance. These bonuses increase by +1 for every four initiator
levels you possess.
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
The most basic tenet of the Sleeping Goddess discipline is
that a strong enough belief, channeled through the lens of
psionic power, can do anything. With this technique, you
momentarily enter a state of denial, asserting through your
power that you are not and will not be harmed. You can
initiate this counter when you take damage from a melee
or ranged attack. Make an Autohypnosis check, using
your opponents attack roll as the DC. If you succeed, you
take only half damage from the attack, although any other
effects of the attack are resolved normally.
Augment: You can augment this maneuver in one or
more of the following ways:
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156
2nd level
ADAMANT WILL
Discipline: Sleeping Goddess (Counter)
Level: 2
Initiation Action: 1 immediate action
Range: Personal and 60 ft. (see text)
Target: You and one ally (see text)
Duration: 1 round (see text)
Though armor can be pierced and shields can be broken,
your will remains a final bastion, and those who witness
this resolution of mind can be inspired to cultivate it within
themselves. You can initiate this counter in response to a
melee or ranged attack being made against you. You gain a
+4 insight bonus to your AC against that attack, potentially
causing it to miss. In addition, one of your allies within 60
feet gains a +4 insight bonus to their AC against the next
attack made against them for one round.
Augment: You can augment this maneuver in one or
more of the following ways:
For every power point you spend, the insight bonus to
you and your allys AC increases by +1.
For every 3 power points you spend, this counter lasts
an additional round. If you augment this counter in
this way, the bonus to your allys AC applies against
every attack made against that ally during the duration,
rather than only the next attack.
FEARLESS FAITH
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
157
158
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)
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.
TRAUMATIC REVERSAL
Discipline: Sleeping Goddess (Counter) [mind-affecting]
Level: 4
Prerequisites: One Sleeping Goddess maneuver
Initiation Action: 1 immediate action
Range: Personal (see text)
Target: You and one opponent (see text)
Duration: Instantaneous
Just as a warrior with a superior weapon may try to sunder
an attackers blade, you are able to shatter your foes mind in
order to defend yourself, creating a momentary psionic link
along which the effects of their attack are shared. You can
activate this counter when you take damage from an attack
or effect originating from an opponent. You take only
half damage from the attack or effect, although any other
effects are resolved normally. In addition, the opponent
that damaged you must succeed at a Will save (DC 14 +
your initiation modifier) or take damage equal to half the
damage they would have dealt.
Augment: You can augment this maneuver in one or
more of the following ways:
If you spend 6 power points, you take no damage from
the attack, and the opponent that damaged you takes
the full amount of damage they dealt to you on a failed
saving throw.
If you expend your psionic focus while initiating this
counter, you can use it in response to an attack or
effect damaging an ally within 60 feet. If you do, you
159
5th level
INARGUABLE PRESENCE OF THE SLEEPING GODDESS
Discipline: Sleeping Goddess (Stance)
Level: 5
Prerequisites: Two Sleeping Goddess maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Your psionic might and the strength of your belief exert
an immense pressure on the minds of your foes merely by
being near them. You are a fact, and your power will not
be denied. While you maintain this stance, your maneuvers
and other abilities treat creatures that are normally immune
to mind-affecting effects as if they were not immune. Such
creatures gain a +5 resistance bonus on saving throws
against your mind-affecting effects, rather than ignoring
them outright. In addition, attacks made against you suffer
a 20% miss chance.
RESHAPE THE SCULPTED MIND
Discipline: Sleeping Goddess (Strike) [mind-affecting]
Level: 5
Prerequisites: Two Sleeping Goddess maneuvers
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous (see text)
Your intimate acquaintance with the nature of the mind
allows you to strike it where its most vulnerable. Make an
attack. If it hits, it deals weapon damage as normal plus an
additional 1d4 points of Intelligence, Wisdom, or Charisma
damage (your choice), and the target must succeed at a
Will save (DC 15 + your initiation modifier) or be affected
by one of the following effects, depending on the type of
ability damage selected. A target that is immune to ability
damage still suffers this additional effect.
Intelligence: The targets ability to express its thoughts is
dampened, causing it to be unable to communicate with
others, even by telepathy, for a number of rounds equal
to the Intelligence damage dealt by this strike. The target
can still hear others, but anything it says or tries to convey
nonverbally is completely unintelligible, even to a creature
under the effect of a tongues spell or similar effect. Spells
that require verbal components suffer a 50% chance of
failure while the target is affected by this strike.
Wisdom: The target loses its grasp on reality, causing it
to become confused for a number of rounds equal to the
Wisdom damage dealt by this strike.
Charisma: The targets confidence and ability to believe
in itself is shattered, causing it to become frightened for a
number of rounds equal to the Charisma damage dealt by
this strike. At the end of each of the targets turns while it
160
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 within
60 feet being targeted by or within the area of a power,
psi-like ability, spell, or spell-like ability. If you do, make
an Autohypnosis check as normal, then apply the
effects of this counter to that ally rather than yourself.
Your allies within 30 feet of that ally gain the bonus on
saving throws from this counter.
DREAMING NOMAD STRIKE
Discipline: Sleeping Goddess (Strike) [teleportation]
Level: 6
Prerequisites: Two Sleeping Goddess maneuvers
Initiation Action: 1 full-round action
Range: Melee attack and 50 ft. (see text)
Target: One or more creatures (see text)
Duration: Instantaneous
You force reality around you to become dreamlike,
eschewing the restrictions of distance and becoming a
whirlwind of strikes flowing across the battlefield without
needing to take a single step. When you initiate this strike,
you may teleport to any space within 50 feet from which you
could make a melee attack against an opponent. After you
teleport, make a melee attack against that opponent. If it
hits, it deals weapon damage as normal, and you can repeat
this process, teleporting to a space within 50 feet of your
new location. The maximum number of attacks you can
make in this way is equal to one plus an additional attack
for every four initiator levels you possess, and each attack
161
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
162
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 embodiment of your
ideals and beliefs. You can initiate this counter when you
would be killed or knocked unconscious, either through
damage reducing you to 0 or fewer hit points or by an
effect that kills you outright (such as a death effect or
a vorpal weapon). You do not take the damage or are
completely unaffected by the effect, and may move to
a space adjacent to any creature within 100 feet that has
seen you or otherwise knows who you are. This movement
does not provoke attacks of opportunity, nor does it require
line of sight or line of effect, although you must be aware
that the creature in question is in range. To observers, you
seem to vanish and reappear next to the creature, folding
out of space and becoming to all eyes a near-flawless, ideal
version of yourself for a few seconds before returning to
your normal appearance.
163
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, communicating
your respective ideals instantaneously and debating their
merits. Make an attack. If it hits, it deals an additional 10d6
points of damage. If this damage would reduce the target
to 0 or fewer hit points, you can attempt to convert them
to your way of thinking, clashing beliefs in a brief moment
of spiritual contact. If you do, you and the target make
an opposed ability check, with you using your initiation
modifier and the target using its Charisma modifier. If the
164
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 The most basic protection against an arrow is some form
unexpected angle and strike opponents where they least of cover, but you know many ways to negate this defense.
expect it, their weapons. Make a ranged attack. If it hits, Make a ranged attack, ignoring any cover bonuses to the
it deals weapon damage as normal, and you can make a targets AC. If it hits, it deals weapon damage as normal.
disarm attempt against the target as a free action, using a
SNIPERS EYE STANCE
Sleight of Hand check in place of your combat maneuver
check. This disarm attempt does not provoke an attack of Discipline: Tempest Gale (Stance)
opportunity.
Level: 1
Initiation Action: 1 swift action
DISTANT GALE
Range: Personal
Discipline: Tempest Gale (Strike)
Target: You
Level: 1
Duration: Stance
Initiation Action: 1 standard action
As a Tempest Gale disciple, distance is no obstacle to
Range: Ranged attack
you. While you maintain this stance, you reduce the total
Target: One creature
penalty from attacking creatures beyond your weapons first
Duration: Instantaneous
range increment by 2, and you gain a +2 bonus on combat
Firing with the strength of the winds at your back, you maneuver checks made with ranged attacks. For every four
unleash an attack that becomes more dangerous the more initiator levels you possess, the penalty to ranged attacks
distance it travels. Make a ranged attack. If it hits, it deals lessens by another 2, and the bonus to ranged combat
weapon damage as normal plus an additional +1 point of maneuver checks increases by +2.
damage for every 20 feet of distance between you and the
2nd Level
target (up to a maximum of +5).
EYE OF THE NEEDLE
DEFLECTING SHOT
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
165
166
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).
DISARMING BLAST
Discipline: Tempest Gale (Strike)
Level: 3
Prerequisites: One Tempest Gale maneuver
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instantaneous
With a combination of might and skill, you fire a shot that
hits with such force it disarms the enemy. 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
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.
Duration: Instantaneous
You move as swiftly as the wind, and strike with all the
fury of the storm. While you maintain this stance, you add
your initiation modifier to damage rolls made with ranged
weapons and gain a bonus on ranged combat maneuver
checks and the save DCs of Tempest Gale maneuvers you
initiate equal to 1/4 your initiator level (minimum +1).
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
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
Even those who hide behind their fellows cannot save
themselves from your deadly shots. Make a ranged attack. If
it hits, it deals weapon damage as normal plus an additional
4d6 points of damage, and sparks and shrapnel explode
from the attack, dealing damage to creatures adjacent to
the target equal to your initiation modifier. Creatures other
than the primary target can make a Reflex save (DC 14 +
your initiation modifier) to avoid the damage.
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
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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.
DANCING WINDS STANCE
Discipline: Tempest Gale (Stance)
Level: 5
Prerequisites: Two Tempest Gale maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
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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.
TRICK OF THE WIND
Discipline: Tempest Gale (Boost)
Level: 6
Prerequisites: Two Tempest Gale maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
Your skill at reading the wind is such that the very air itself
seems to bend to your will. After initiating this boost, you
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.
169
8th Level
9th Level
170
Range: Personal
Target: You
Duration: Stance
171
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
172
The Cagebreaker
Brotherhood
173
174
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),
Crashing
Tempest Academy
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.
175
176
Descendants
of the Golden
Council
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
him gain a +2 morale bonus on saving throws against
compulsion and paralysis effects.
A Descendant who violates her oath loses these
benefits (but not access to the Golden Lion discipline)
until her sponsor forgives her, or another sponsor from
the Golden Council accepts her services. She remains
free to leave the organization during this time (and
persuading her sponsor to forgive her may be difficult
enough to make leaving easier), but in doing so, she risks
being hunted by agents of the Council who are tasked
with keeping its nature secret.
Description: The Descendants of the Golden Council
are a knightly order with a secret. Publicly, they claim to
be descended from great kings, chiefs, and leaders, from
whom they learn the arts of war and leadership. And
this is, to an extent, true; many of the Descendants are
literally descended from their sponsors in the Golden
177
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.
Allegiance Benefit: A Lens Maker gains a +2
competence bonus on Disguise and Knowledge (local)
checks, as well as on Perception checks to find hidden
doors, compartments, and traps. In addition, a Lens
Maker needs only two rounds to make a Disguise check,
rather than the normal time required. A Lens Maker
with the Quick Draw feat can draw a hidden weapon
(such as a sheathed sword cane or one hidden with the
Sleight of Hand skill) as a free action.
A Lens Maker who violates his oath loses each of these
benefits (but not access to the Mithral Current discipline)
until he atones with a formal apology and a mission of
penitence from a Master Maker, usually involving work
to remind them of the principles forgotten or broken
in their transgression. Lens Makers only rarely spurn
or hunt those who were once part of the organization,
though members leaving it may find themselves
blackmailed if they accidentally (or purposefully) oppose
the organizations goals.
Description: The Lens Maker Society is a study in
applied force and subtlety of purpose. The organization
exists to promote the welfare of the culture it joins;
its members vote to promote justice, aid the poor and
downtrodden, and encourage the spread of education
and innovations that improve quality of life for the
common man. Its chapter houses are public, and the
Lens Makers are unafraid to publicly support their
pet causes and act as activists within their homes and
further abroad.
Then, theres the things that go on behind closed doors.
178
Lords of the
Wheel
179
Loyal Order of
the Branded
Waerloch
180
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).
A Chef that violates her oath (such as by falsely
slandering one of her fellows in the Ordre) loses these
benefits (but not access to the Steel Serpent discipline)
until she atones by hosting a grand feast worth 500gp per
character level for her fellow Chefs, or by hunting and
181
The Quills
182
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.
183
184
Servants of the
Secret Hymn
185
Stained Glass
Champions
186
187
188
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.
Ultimate Psionics. Copyright 2012, Dreamscarred Press
Path of War, 2014, Dreamscarred Press.
Path of War Expanded, 2016, Dreamscarred Press
189