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D&D 3.5 - Tome of Battle - Book of Nine Swords [OEF]

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Published by Chris Winnower, 2019-07-02 00:33:47

D&D 3.5 - Tome of Battle - Book of Nine Swords [OEF]

D&D 3.5 - Tome of Battle - Book of Nine Swords [OEF]

White Covering Strike: Boost—Every opponent you Pouncing Charge: Strike—When you charge,

strike cannot make attacks of opportunity for make multiple attacks.

3 rounds. White Flanking Maneuver: Strike—Hit flanked target,

White Raven Strike: Strike—Deal +4d6 damage, allies gain free attack.

target becomes flat-footed. Press the Advantage: Stance—Move +5 feet with

5-ft. step, move into difficult terrain.

5TH LEVEL
Desert Dragon’s Flame: Strike—Cone deals 6d6 fire 6TH LEVEL

damage. Desert Desert Tempest: Strike—Attack foes as you move

Leaping Flame: Counter—Teleport adjacent to by them.

foe who attacks you. Fiery Assault: Stance—Melee attacks deal +1d6

Lingering Inferno: Strike—Deal +2d6 fire fire damage.

damage, and target takes 2d6 fire damage per round Ring of Fire: Strike—Surround foes with burning

for 3 rounds. flame.

Devo Daunting Strike: Strike—Target of attack Devo Aura of Chaos: Stance—Reroll and add maximum

becomes shaken. damage dice.

Doom Charge: Strike—Charge attack deals extra Aura of Perfect Order: Stance—Treat d20 result

damage against good, you gain DR 10/—. as 11.

Maneuvers and Stances Law Bearer: Strike—Deal +4d6 damage, +8 attack Aura of Triumph: Stance—You and allies heal 4

against chaotic enemy, gain +5 on saves and AC. points with each attack against evil.

Radiant Charge: Strike—Deal +6d6 damage Aura of Tyranny: Stance—Drain hit points from

against evil foes, gain DR 10/—. allies.

Tide of Chaos: Strike—Charge attack deals extra Rallying Strike: Strike—Successful attack

damage against law, grants you concealment. allows you to heal 3d6 + 1/initiator level in 30-

Diam Disrupting Blow: Strike—Successful attack ft. burst.

causes foe to be unable to act for 1 round. Diam Greater Insightful Strike: Strike—Use double

Hearing the Air: Stance—Gain blindsense 30 ft., Concentration check to determine damage.

+5 bonus on Listen checks. Moment of Alacrity: Boost—Gain +20 bonus on

Rapid Counter: Counter—Strike opponent who initiative during battle.

provokes attack from you. Iron Iron Heart Endurance: Boost—Heal hit points

Iron Dancing Blade Form: Stance—+5-ft. reach equal to two times your level.

during your turn. Manticore Parry: Counter—Deflect attack and

Dazing Strike: Strike—Melee attack dazes redirect it against opponent.

opponent. Set Ballista Throw: Strike—Throw foe in 60-ft. line,

Iron Heart Focus: Counter—Reroll save. deal 6d6 damage to all in area.

Set Mirrored Pursuit: Counter—You match Scorpion Parry: Counter—Parry attack into

opponent’s movement. second opponent.

Shifting Defense: Stance—5-ft. step with each Shadow Ghost Blade: Strike—Target becomes

missed attack against you. f lat-footed.

Soaring Throw: Strike—Grab foe, throw him Shadow Noose: Strike—Ranged touch attack

using leverage, strength. deals 8d6 damage and might stun flat-footed

Stalking Shadow: Counter—Move into foe’s target.

space as he tries to move away from you. Stalker in the Night: Strike—Move and attack

Shadow Bloodletting Strike: Boost—Strike deals 4 while remaining hidden.

Constitution damage. Stone Crushing Vise: Strike—Deal +4d6 damage,

Shadow Stride: Teleport 50 ft. through shadows attack immobilizes creature.

as move action. Iron Bones: Strike—Gain DR 10/adamantine.

Step of the Dancing Moth: Stance—Ignore Irresistible Mountain Strike: Strike—Deal

terrain, walk over liquid. +4d6 damage, target loses standard action.

Stone Elder Mountain Hammer: Strike—Deal +6d6 Tiger Rabid Bear Strike: Strike—Gain +4 on attack,

damage, overcome DR and hardness. deal +10d6 damage, –4 AC with attack.

Giant’s Stance: Stance—Deal damage as if you Wolf Climbs the Mountain: Strike—Enter

are one size category larger. larger foe’s space, deal +5d6 damage, gain cover

Mountain Avalanche: Strike—Gain ability to from foe.

trample foes. White Order Forged from Chaos: Allies move up to

Tiger DancingMongoose:Boost—Makeoneextraattack their speed during your turn.

with each weapon (max of two extra attacks). War Leader’s Charge: Strike—No attacks of

opportunity while charging, deal +35 damage.

50

7TH LEVEL Stance of Alacrity: Stance—Gain extra counter

Desert Inferno Blade: Boost—Melee attacks deal +3d6 each round.

fire damage + 1/initiator level. Iron Adamantine Hurricane: Strike—Two attacks

Salamander Charge: Strike—Charge and create against each adjacent foe, +4 bonus on each

trail of fire. attack.

Devo Castigating Strike: Strike—Deal +8d6 damage Lightning Throw: Strike—Use melee attack as

and trigger area blast. a line attack.

Shield Counter: Counter—Shield bash cancels Supreme Blade Parry: Stance—Gain DR 5/—.

foe’s attack. Set Fool’s Strike: Counter—Reflect foe’s attack.

Diam Avalanche of Blades: Strike—With each attack Ghostly Defense: Stance—Enemies hit target of

that hits, make another attack with increasing your choice while you have concealment.

penalty. Shadow Balance on the Sky: Stance—Walk on air.

Quicksilver Motion: Boost—Use swift action to Enervating Shadow Strike: Strike—Target of

complete move action. strike gains 1d4 negative levels.

Iron Finishing Move: Strike—Gain extra damage One With Shadow: Counter—Become incor-

against weakened foe. poreal for 1 round.

Scything Blade: Boost—Strike one foe, free Stone Adamantine Bones: Strike—Gain DR

attack against another one. 20/adamantine.

Set Hydra Slaying Strike: Strike—Foe is unable to Earthstrike Quake: Strike—Local quake knocks Maneuvers and Stances

use full attack action. enemies prone.

Shadow Death in the Dark: Strike—Deal +15d6 damage Strength of Stone: Stance—Gain immunity to

to surprised target. critical hits.

Shadow Blink: Teleport 50 ft. through shadows Tiger Girallon Windmill Flesh Rip: Boost—Gain

as swift action. ability to rend with successful attacks.

Stone Ancient Mountain Hammer: Strike—Deal Raging Mongoose: Boost—Make two extra

+12d6 damage, overcome DR and hardness. attacks with each weapon carried (max four

Colossus Strike: Strike—Strike deals +6d6 extra attacks).

damage, knocks opponent backward. Wolf Pack Tactics: Stance—Free 5-ft. step with

Tiger Hamstring Attack: Strike—Attack deals 1d8 each successful attack.

Dexterity damage, foe’s speed has –10 penalty. White Swarm Tactics: Stance—Allies gain +5 on attacks

Prey on the Weak: Stance—Attack of opportunity against enemy adjacent to you.

with each foe that drops. White Raven Hammer: Strike—Deal +6d6

Swooping Dragon Strike: Strike—Jump over damage, stun opponent.

foe, deal +10d6 damage, stun.

White Clarion Call: Boost—If you drop a foe, allies 9TH LEVEL

within 60 ft. can make free attack or take move Desert Inferno Blast: Strike—Burst of fire deals 100

action. points of damage

Swarming Assault: Strike—Allies make free Devo Strike of Righteous Vitality: Strike—Successful

attacks against a foe you strike. attack grants heal spell.

8TH LEVEL Diam Time Stands Still: Strike—Take full attack action
two times.

Desert Rising Phoenix: Stance—Hover on column of Iron Strike of Perfect Clarity: Strike—Deal +100

super-heated air. damage on single attack.

Wyrm’s Flame: Strike—Cone of fire deals 10d6 Set Tornado Throw: Strike—Move and throw foes

fire damage. repeatedly.

Devo Greater Divine Surge: Strike—Deal +6d8 damage, Shadow Five-Shadow Creeping Ice Enervation Strike:

also gain +1 on attacks and deal +2d8 damage per Strike—Channel shadow into target, causing hp

point of Con damage you voluntarily take. damage, ability damage, other effects.

Immortal Fortitude: Stance—You cannot die Stone Mountain Tombstone Strike: Strike—Attack

due to hit point damage. deals 2d6 Constitution damage.

Diam Diamond Defense: Counter—Gain save bonus Tiger Feral Death Blow: Strike—Leap upon foe, slay

equal to level. him with a single strike.

Diamond Nightmare Blade: Strike—Attack White War Master’s Charge: Strike—You and allies

deals quadruple damage with successful Con- charge, no attacks of opportunity, deal extra

centration check. damage, stun.

51

Desert Wind maneuvers focus on quick deal an extra 1d6 points of fire damage DESERT WIND
movement and swirling, flaming strikes. + 1 point per initiator level.
The scimitar, light mace, light pick, attack, you cause fire to erupt from your
spear, and falchion are the preferred This maneuver is a supernatural enemy’s body in a spread. The radius of
weapons of the Desert Wind discipline. ability. the spread is determined by the size of
The complex spinning and slashing of the target creature, as indicated on the
the curved blade incorporated into BURNING BRAND table below. All creatures in the area,
many Desert Wind maneuvers are including your enemy, take 6d6 points
in fact carefully honed gestures that Desert Wind (Boost) [Fire] of fire damage, with a Reflex save (DC 13
evoke the power of fire, if performed Level: Swordsage 2 + your Wis modifier) for half. This radius
correctly and with the proper focus. Initiation Action: 1 swift action is centered on the creature’s position.
Tumble is the key skill for Desert Wind, Range: Personal
providing the initiator with agility and Target: You You have immunity to the fire damage
maneuverability. Desert Wind maneu- Duration: End of turn from your own death mark.
vers are usable only by a swordsage,
unless you take the Martial Study feat Your weapon transforms into a roaring gout This maneuver is a supernatural
(see page 31). of flame. As you swing your burning blade, ability.
it stretches out beyond your normal reach
Maneuvers and Stances BLISTERING FLOURISH to scorch your foes. Size Spread Radius
Small or smaller 5 feet
Desert Wind (Strike) When you initiate this maneuver, your Medium 10 feet
Level: Swordsage 1 weapon turns into a burning brand Large 20 feet
Initiation Action: 1 standard action for the rest of your turn. The brand Huge 30 feet
Range: 30 ft. increases your reach by 5 feet, and your Gargantuan 40 feet
Area: 30-ft.-radius burst centered melee attacks made with the brand deal Colossal 50 feet
fire damage equal to your normal melee
on you damage. You still gain all the normal DESERT TEMPEST
Duration: 1 minute benefits from a high Strength score,
Saving Throw: Fortitude negates feats, and other effects that increase Desert Wind (Strike)
your melee damage. For example, an Level: Swordsage 6
Your weapon bursts into flames as you twirl attack with a longsword that normally Prerequisite: Two Desert Wind
it over your head. With a flourish, you cause deals 1d8+4 points of slashing damage
the fire to explode with a blinding flash. would instead deal 1d8+4 points of fire maneuvers
damage. You otherwise attack with Initiation Action: 1 full-round action
When you use this strike, you gen- your weapon as normal. Range: Personal
erate a burst of brilliant light. Any Target: You
creature other than you caught in this This maneuver is a supernatural
maneuver’s area must make a Fortitude ability. You move in a blur, leaving scorch marks in
save (DC 11 + your Wis modifier) or be your wake as you twirl around the battle-
dazzled for 1 minute. DEATH MARK field, slicing into your foes as you move.

This maneuver is a supernatural Desert Wind (Strike) [Fire] As part of this maneuver, you move
ability. Level: Swordsage 3 up to your speed. Each time you exit
Initiation Action: 1 standard action a square adjacent to an enemy, you
BURNING BLADE Range: Melee attack can first make a single melee attack
Target: One creature against that foe. You cannot attack a
Desert Wind (Boost) [Fire] Area: Variable spread; see text single enemy more than once with this
Level: Swordsage 1 Duration: Instantaneous maneuver. Your movement provokes
Initiation Action: 1 swift action Saving Throw: Reflex half; see text attacks of opportunity, as normal.
Range: Personal
Target: You As your weapon strikes your foe, his body DISTRACTING EMBER
Duration: End of turn convulses as waves of flame run down your
blade into his body. The fire causes him to Desert Wind (Boost)
Your blade bursts into flame as it sweeps briefly glow with a brilliant internal fire Level: Swordsage 1
toward your foe in an elegant arc. before the flames erupt from his body in a Initiation Action: 1 swift action
terrible explosion. Range: 30 ft.
A subtle yet precise twisting of your Effect: One summoned fire elemental
blade unlocks the power of flame. When you use the strike, you channel Duration: End of turn
When you initiate this maneuver, fire overwhelming fiery energy into the
trails from your melee weapon. For the body of your foe. In addition to deal- A wave of heat sweeps over the area, forms
rest of your turn, your melee attacks ing normal melee damage with your a small dust funnel, and ignites into flame
next to your foe.

This boost allows you to conjure a Small
fire elemental (MM 99) to threaten

52

your enemy, providing you or an ally If you make a successful ranged touch You drive your weapon into the ground,
with the benefit of a flanking position. attack, your target takes 6d6 points of causing a gout of fire to jet into the air. The
You can use this ability to place the fire damage. fire flows back to the ground and creeps ahead
elemental in any space within range. like a serpent, sweeping over your enemies
The elemental remains until the end This maneuver is a supernatural and roasting them where they stand.
of your current turn. It threatens all ability.
creatures within its reach. It takes When you initiate this maneuver, you Maneuvers and Stances
no actions or attacks of opportunity FIERY ASSAULT cause a line of fire to twist across an
during your turn. area to burn your enemies. This line is
Desert Wind (Stance) [Fire] 60 feet long. Unlike a standard line, a
This maneuver is a supernatural Level: Swordsage 6 firesnake can bend and twist to hit your
ability. Prerequisite: Two Desert Wind foes. A firesnake starts in an adjacent
square. It can move up to 60 feet each
DRAGON’S FLAME maneuvers round. It can move out of your line
Initiation Action: 1 swift action of sight or line of effect, but you gain
Desert Wind (Strike) [Fire] Range: Personal no special knowledge of the areas it
Level: Swordsage 5 Target: You moves into.
Prerequisite: Two Desert Wind Duration: Stance
If a firesnake moves into a creature’s
maneuvers Fire dances along your arms and across your space, that creature takes 6d6 points of
Initiation Action: 1 standard action weapon, lending burning energy to every fire damage, with a Reflex save (DC 14
Range: 30 ft. attack you make. + your Wis modifier) for half damage.
Area: Cone A creature can only take damage from
Duration: Instantaneous While you are in this stance, every the firesnake once in a single round.
Saving Throw: Reflex half melee attack you make deals an extra It makes the saving throw and takes
1d6 points of fire damage. damage the first time that the firesnake
With a defiant roar, you summon your ki and touches it. After that, a firesnake has no
unleash it, igniting it with a combination of This stance is a supernatural ability. effect on that creature.
your meditative focus and seething fury.
FIRE RIPOSTE A firesnake must move along the
As a master of the Desert Wind advances ground. It cannot fly, and it pays the
in his studies, he learns to stoke raging Desert Wind (Counter) [Fire] standard movement penalties for dif-
fires with his ki. This maneuver allows Level: Swordsage 2 ficult terrain and other effects.
you to generate a gout of fire similar to Prerequisite: One Desert Wind
a dragon’s burning breath. With this This maneuver is a supernatural
maneuver, you blast forth a cone of fire maneuver ability.
that deals 6d6 points of fire damage to Initiation Action: 1 immediate action
everything in the area. Creatures in the Range: Personal FLAME’S BLESSING
area can attempt Reflex saves (DC 15 + Target: You
your Wis modifier) for half damage. Duration: Instantaneous Desert Wind (Stance) [Fire]
Level: Swordsage 1
This maneuver is a supernatural You focus the pain from a wound you Initiation Action: 1 swift action
ability. have just suffered into a fiery manifesta- Range: Personal
tion of revenge. Target: You
FAN THE FLAMES Duration: Stance
When a creature successfully strikes
Desert Wind (Strike) [Fire] you with a melee or natural weapon, you Fire is not your enemy, and it does not
Level: Swordsage 3 can use this maneuver to give yourself harm you.
Prerequisite: One Desert Wind the ability to make an immediate melee
touch attack. If your attack hits, your You gain some resistance to fire as long
maneuver target takes 4d6 points of fire damage. as you remain in this stance. The amount
Initiation Action: 1 standard action of resistance is determined by your
Range: 30 ft. This maneuver is a supernatural ranks in Tumble. If you have 19 or more
Target: One creature ability. ranks in Tumble, you gain immunity to
fire while you are in this stance.
Flickering flame dances across your blade, FIRESNAKE
then springs toward your target as you This stance is a supernatural ability.
sweep your sword through the air. Desert Wind (Strike) [Fire]
Level: Swordsage 4 Tumble Ranks Fire Resistance
A skilled Desert Wind adept can gather Prerequisite: Two Desert Wind 4–8 5
flame within his weapon and hurl it 9–13 10
through the air. When you initiate this maneuvers 14–18 20
maneuver, you launch a fist-sized ball Initiation Action: 1 standard action 19+ Immunity
of white-hot fire at a single opponent. Range: 60 ft.
Area: Special
Duration: Instantaneous
Saving Throw: Reflex half

53

Illus. by K. Andrasofszky

Maneuvers and Stances A swordsage uses the flashing sun maneuver to strike the second wererat sneaking up behind him

FLASHING SUN Range: 30 ft. Fire trails from your blade as you spin it
Area: Cone about, cloaking you in flames that leap out
Desert Wind (Strike) Duration: Instantaneous to burn those who attack you.
Level: Swordsage 2 Saving Throw: Reflex half
Prerequisite: One Desert Wind The flame from your weapon hangs
You focus a burning aura of energy at the in midair, providing you with a fiery
maneuver end of your blade. It forms a seething sphere defense against your attackers. An
Initiation Action: 1 full-round action that, after a moment, bursts into a torrent adjacent opponent that hits you with a
Range: Personal of energy. melee attack while you are in this stance
Target: You takes 5 points of fire damage. Your holo-
The Desert Wind discipline teaches caust cloak does not harm a creature
Almost a blur of acceleration, your shining its students how to unleash their ki using a reach weapon to attack you.
blade flashes as you attack with impos- as burning energy. This maneuver
sible speed. allows you to create a wave of fire that This stance is a supernatural ability.
sweeps over your enemies. When you
Flashing sun allows you to make an initiate this maneuver, you blast forth INFERNO BLADE
additional melee attack during this a cone of flame that deals 2d6 points
round. As part of this maneuver, you of fire damage. Desert Wind (Boost) [Fire]
take a full attack action and make your Level: Swordsage 7
normal melee attacks. However, you can This maneuver is a supernatural Initiation Action: 1 swift action
make one additional attack this round ability. Range: Personal
at your highest attack bonus. All the Target: You
attacks you make this round, including HOLOCAUST CLOAK Duration: End of turn
the extra attack granted by this maneu-
ver, are made with a –2 penalty. Desert Wind (Stance) [Fire] A blinding light flashes from your weapon,
Level: Swordsage 3 and for a split second, it transforms into
HATCHLING’S FLAME Prerequisite: One Desert Wind burning magma.

Desert Wind (Strike) [Fire] maneuver You convert your ki into fiery energy,
Level: Swordsage 2 Initiation Action: 1 swift action allowing it to flow down your arms
Prerequisite: One Desert Wind Range: Personal and across your weapon. Until the end
Target: You of your turn, your melee attacks deal
maneuver Duration: Stance
Initiation Action: 1 standard action

54

an extra 3d6 points of fire damage + 1 maneuver fails to function but is still The inferno erupts the first time you Maneuvers and Stances
point per initiator level. considered used. form a closed area. You cannot create
multiple areas in one move.
This maneuver is a supernatural This maneuver is a supernatural
ability. ability. This maneuver is a supernatural
ability.
INFERNO BLAST LINGERING INFERNO
RISING PHOENIX
Desert Wind (Strike) [Fire] Desert Wind (Strike) [Fire]
Level: Swordsage 9 Level: Swordsage 5 Desert Wind 8 (Stance) [Fire]
Prerequisite: Five Desert Wind Prerequisite: Two Desert Wind Level: Swordsage 8
Prerequisite: Three Desert Wind
maneuvers maneuvers
Initiation Action: 1 full-round action Initiation Action: 1 standard action maneuvers
Range: 60 ft. Range: Melee attack Initiation Action: 1 swift action
Area: 60-ft.-radius burst centered Target: One creature Range: Personal
Duration: 3 rounds; see text Target: You
on you Duration: Stance
Duration: Instantaneous A blue, dancing flame appears on your
Saving Throw: Reflex half weapon. As you strike your foe, this flame Hot wind swirls about your feet, lifting you
slides off your weapon and covers your skyward as flames begin to flicker below.
Hot winds swirl about you, and a faint enemy in raging fire.
aroma of brimstone sweeps over the area. A column of superheated air lifts you
A flickering yellow aura surrounds you You make a single melee attack that into the air. While you are in this
and grows in intensity, shedding tremen- deals an extra 2d6 points of fire damage. stance, you can hover up to 10 feet
dous heat and light. Creatures around you In addition, if your strike hits, the above any solid or liquid surface. You
stumble back from the heat. With a howling flames upon your weapon bind to the gain a fly speed equal to your land
roar, you unleash a hellish blast of fire that target, which takes an extra 2d6 points speed, with perfect maneuverability,
melts steel and warps stone. of fire damage each round at the start but you must remain within 10 feet of
of its turn for 3 rounds. the ground when you fly.
Only true masters of the Desert Wind
school are capable of unleashing an This maneuver is a supernatural If you hover in place and make a
inferno blast. You focus your internal ability. full attack, the column of air becomes
ki into a blinding hot burst of fire superheated, dealing 3d6 points of
that deals 100 points of fire damage to RING OF FIRE fire damage to creatures adjacent to or
all creatures in the area. You are not within the column, including creatures
harmed by your own inferno blast. Desert Wind (Strike) [Fire] adjacent to your square. You are not
Level: Swordsage 6 harmed by this effect.
This maneuver is a supernatural Prerequisite: Two Desert Wind
ability. You can move across shallow pits or
maneuvers other such variations in terrain without
LEAPING FLAME Initiation Action: 1 full-round action losing altitude, so long as your move-
Range: Special; see text ment wouldn’t take you more than 10
Desert Wind (Counter) [Teleport] Area: Special; see text feet above a solid or liquid surface. If
Level: Swordsage 5 Saving Throw: Reflex half you are ever more than 10 feet above the
Prerequisite: Two Desert Wind ground (such as if the floor drops out
You move in a blur, your feet wreathed in from under you or you move over the
maneuvers flaming energy. As you run, you leave a edge of a tall cliff), the rising phoenix
Initiation Action: 1 immediate action trail of fire behind you. You encircle a foe, stance immediately ends and you fall
Range: Personal and the ring of fire you leave behind bursts to the ground.
Target: You into an inferno that engulfs your enemy
Duration: Instantaneous and everything else in the area. This stance is a supernatural ability.

As your foe attacks you, you disappear in a As part of this maneuver, you can move SALAMANDER CHARGE
burst of flame and smoke, only to reappear up to two times your speed along the
as if out of thin air next to him. ground. All of your movement must Desert Wind (Strike) [Fire]
be along continuous, solid ground. Level: Swordsage 7
You instantly appear in a square adja- You leave a trail of flames in your wake. Prerequisite: Three Desert Wind
cent to a creature that attacks you with These flames have no effect unless they
a melee or ranged attack, after resolv- form a closed area. In this case, a raging maneuvers
ing the enemy’s attack. You cannot inferno erupts within that area. All crea- Initiation Action: 1 full-round action
move into a space that is occupied by tures within the area take 12d6 points of Range: Special
a creature or object. You can move fire damage, with a Reflex save (DC 16 + Area: One 5-ft square per 5 ft. of
up to 100 feet in this manner. If you your Wis modifier) for half damage.
cannot move adjacent to the target, this movement
Duration: Instantaneous; 5 rounds;

see text (D)

55

Illus. by B. Trott charge does not need to be in a straight SEARING CHARGE
line and is not impeded by difficult
Maneuvers and Stances terrain, or even other creatures. You Desert Wind (Strike) [Fire]
can change direction as much as you Level: Swordsage 4
want during your movement, and you Prerequisite: One Desert Wind
can also use your Tumble skill to avoid
attacks of opportunity or to move maneuver
through opponents’ squares during Initiation Action: 1 full round
the charge. Range: Personal
Target: You
When you initiate a salaman- Duration: Instantaneous
der charge, a wall of shimmering,
spectral fire appears in each of the You rush through the air toward your foe,
squares along the path you take. A fire streaming in your wake.
creature standing in the wall takes
6d6 points of fire damage at the be- As part of this maneuver, you must
ginning of that creature’s turn. A charge an opponent. You gain the
creature occupying a square adja- ability to fly at your base land speed
cent to the wall takes 3d6 points of with perfect maneuverability while
fire damage at the start of its turn. charging. Resolve your charge attack
Creatures that move into or through normally. On a successful hit, you deal
the wall also take 6d6 points of fire an extra 5d6 points of fire damage to
the target of your charge.
damage. The wall lasts up to 5
rounds. You can automatically This maneuver is a supernatural
dispel the wall with a wave of ability.
your hand (a swift action), and
the wall is automatically dispelled WIND STRIDE
if you initiate another salamander
charge. The wall does not block line Desert Wind (Boost)
of sight or line of effect. Level: Swordsage 1
This maneuver is a supernatural Initiation Action: 1 swift action
ability. Range: Personal
Target: You
Duration: End of turn

A halfling swordsage uses the SEARING BLADE A warm breeze swirls about you as you
salamander charge maneuver to zigzag move speedily away.
Desert Wind (Boost) [Fire]
past an ogre bodyguard Level: Swordsage 4 The desert wind envelops you and car-
Prerequisite: Two Desert Wind ries you across the battlefield, giving
You spin and tumble about the battle- maneuvers you a burst of speed to move around and
field, a wall of raging flame marking Initiation Action: 1 standard through your enemies. Until the end of
your steps. action your turn, you gain a +10-foot enhance-
Range: Personal ment bonus to your land speed.
You initiate this maneuver as part of
a charge attack. As with a charge, you Target: You WYRM’S FLAME
can move up to double your speed and Duration: End of turn
make a single attack, gaining a +2 bo- Desert Wind (Strike) [Fire]
nus on the attack roll and a –2 penalty Your weapon transforms into a raging Level: Swordsage 8
to your Armor Class while you move torrent of flame, causing those around Prerequisite: Three Desert Wind
and until your next turn. Unlike a nor- you to recoil slightly from the tremen-
mal charge, however, your salamander dous heat. maneuvers
Initiation Action: 1 standard action
You convert your ki into fiery energy, Range: 30 ft.
allowing it to flow down your arms Area: Cone
and across your weapon. Until the end Duration: Instantaneous
of your turn, your melee attacks deal Saving Throw: Reflex half
an extra 2d6 points of fire damage + 1
point per initiator level. You spin your blade in a whirling arc. With
each revolution, seething flames build upon
This maneuver is a supernatural its length. With a flourish, you bring your
ability. blade to a halt, point it at your foe, and
unleash a roaring wall of flame.

56

Masters of the Desert Wind can twirl and ZEPHYR DANCE You spin gracefully away from a foe’s attack,
spin their blades with such power that whirling like the desert zephyr racing across
they can evoke a great burst of fire. When Desert Wind (Counter) the sands. Your enemy’s blade barely touches
you execute this maneuver, you blast forth Level: Swordsage 3 your cloak as you nimbly dodge aside.
a cone of fire that deals 10d6 points of fire Prerequisite: One Desert Wind
damage to all in its area. Creatures in the You gain a +4 dodge bonus to AC
area can attempt a Reflex save (DC 18 + maneuver against a single attack. You can choose
your Wis modifier) for half damage. Initiation Action: 1 immediate action to use this maneuver after an opponent
Range: Personal resolves his attack but before he deter-
This maneuver is a supernatural Target: You mines damage.
ability. Duration: Instantaneous; see text

DEVOTED SPIRIT

Devoted Spirit maneuvers focus on AURA OF PERFECT ORDER AURA OF TYRANNY Maneuvers and Stances
toughness, endurance, ripostes, and
abilities designed to defeat a specific Devoted Spirit (Stance) [Law] Devoted Spirit (Stance) [Evil]
alignment. Those who follow the Level: Crusader 6 Level: Crusader 6
Devoted Spirit discipline seek to support Prerequisite: Two Devoted Spirit Prerequisite: Two Devoted Spirit
a cause by defending it, nurturing it, and
destroying its enemies. The falchion, maneuvers maneuvers
greatclub, longsword, and maul are the Initiation Action: 1 swift action Initiation Action: 1 swift action
Devoted Spirit discipline’s preferred Range: Personal Range: Personal
weapons, though many who follow this Target: You Target: You
school of battle embrace weapons tied Duration: Stance Duration: Stance
to the causes they follow. Intimidate is
the key skill for Devoted Spirit. A perfect, hazy square of golden energy sur- A sickly gray radiance surrounds you, sap-
rounds you as you enter this stance. Order ping the strength of your allies and funneling
AURA OF CHAOS reigns supreme, driving away the whims it to you.
of chaos.
Devoted Spirit (Stance) [Chaos] While you are in this stance, you drain
Level: Crusader 6 This stance allows you to treat a potential hit points from your allies. At the end of
Prerequisite: Two Devoted Spirit d20 result as an 11. You must decide to use your turn, you can choose to deal 2 points
this ability immediately before rolling of damage to each willing ally within 10
maneuvers the d20. You can use this ability once per feet. For each ally who takes this damage,
Initiation Action: 1 swift action round. Using this ability does not take you heal 1 point of damage.
Range: Personal an action. You simply decide to invoke
Target: You it before rolling a d20 for any reason, CASTIGATING STRIKE
Duration: Stance such as for an attack, save, or check.
Devoted Spirit (Strike)
A coruscating aura of purple energy sur- AURA OF TRIUMPH Level: Crusader 7
rounds you as chaos runs rampant in the Prerequisite: Two Devoted Spirit
area immediately around you. Devoted Spirit (Stance) [Good]
Level: Crusader 6 maneuvers
While you are in this stance, your Prerequisite: Two Devoted Spirit Initiation Action: 1 standard action
attacks have the potential to be utterly Range: Melee attack
devastating. When rolling damage for maneuvers Target: One creature
a melee attack, you gain a special ben- Initiation Action: 1 swift action Area: 30-ft.-radius burst; see text
efit from any damage die that rolls its Range: Personal Duration: 1 minute
maximum amount (such as a result of Targets: You and one ally within 10 ft. Saving Throw: Fortitude partial;
6 on a d6). When one or more of your Duration: Stance
damage dice show a maximum possible see text
result, reroll each such die and add its You channel the power of good through your
result to the original damage total. You body and soul, infusing the area around you With a howling battle cry, your weapon
can continue to reroll as long as a die with a soft, golden radiance. With each blow crackles with energy. As you strike your
shows its maximum possible result, you strike against evil, you feel invigorated foe, that energy detonates in a burst that
adding each new number to the damage and driven onward. scythes through those who stand against
total until each die has shown less than your cause.
a maximum result. While you are in this stance, you and
any ally within 10 feet of you both heal When you use this strike, make a single
4 points of damage with each success- melee attack. If you hit your opponent
ful melee attack either of you makes and his alignment has at least one
against an evil target. component different from yours, a blast
of divine energy originates from your

57

Maneuvers and Stances attack’s point of impact. The target of this equal to the damage you deal or become DIVINE SURGE, GREATER
strike takes an extra 8d6 points of damage shaken for 1 minute.
and must succeed on a Fortitude save Devoted Spirit (Strike)
(DC 17 + your Cha modifier) or take a –2 DEFENSIVE REBUKE Level: Crusader 8
penalty on attack rolls for 1 minute. Prerequisite: Two Devoted Spirit
Devoted Spirit (Boost)
All of your opponents within a 30- Level: Crusader 3 maneuvers
foot-radius burst of the target creature Prerequisite: One Devoted Spirit Initiation Action: 1 full-round action
must also succeed on a Fortitude save. Range: Melee attack
Those who fail take 5d6 points of maneuver Target: One creature
damage and take a –2 penalty on attack Initiation Action: 1 swift action Duration: 1 round; see text
rolls for 1 minute. A successful save Range: Personal
results in half damage and negates the Target: You A torrent of divine energy courses through
attack penalty. Duration: 1 round you. With supreme force of will, you chan-
nel the energy into a devastating attack
CRUSADER’S STRIKE You sweep your weapon in a wide, deadly even as it saps your mortal form.
arc. When your blows strike home, you send
Devoted Spirit (Strike) your foe tumbling back on the defensive. He As part of this maneuver, you make a
Level: Crusader 1 must deal with you first, or leave himself single melee attack that deals an extra
Initiation Action: 1 standard action open to your deadly counter. 6d8 points of damage. In addition,
Range: Melee attack before making this melee attack, you
Target: One creature Defensive rebuke allows you to excel can also decide to take a number of
at controlling the battlefield around points of Constitution damage equal
Divine energy surrounds your weapon as you you. Your enemies must pay heed to to your initiator level or lower. For
strike. This power washes over you as your the threat you pose. If they ignore you each point of Constitution damage
weapon finds its mark, mending your wounds in favor of attacking other targets, you you take, you gain a +1 bonus on your
and giving you the strength to fight on. take advantage of their lapses with a attack roll and deal an extra 2d8 points
punishing counterattack. of damage. After using this maneuver,
As part of initiating this strike, you you are considered flat-footed until the
must make a successful melee attack Each enemy you strike after you beginning of your next turn.
against an enemy whose alignment has initiate this maneuver becomes vulner-
at least one component different from able to your further attacks. If such an DOOM CHARGE
yours. This foe must pose a threat to you opponent attacks anyone other than
or your allies in some direct, immediate you in melee for the duration of the Devoted Spirit (Strike) [Evil]
way. If your attack hits, you or an ally maneuver, that attack provokes an Class: Crusader 5
within 10 feet of you heals 1d6 points attack of opportunity from you (each Prerequisite: One Devoted Spirit
of damage + 1 point per initiator level separate attack a target makes provokes
(maximum +5). an attack of opportunity, making this maneuver, evil alignment
boost especially lethal if you have Initiation Action: 1 full-round action
DAUNTING STRIKE Combat Reflexes). Enemies you strike Range: Melee attack
become aware of the consequences of Target: One creature
Devoted Spirit (Strike) the maneuver. Duration: 1 round
Level: Crusader 5
Prerequisite: One Devoted Spirit DIVINE SURGE You cloak yourself in a black, terrible aura
of contempt and spite.
maneuver Devoted Spirit (Strike)
Initiation Action: 1 standard action Level: Crusader 4 You must make a charge attack as part
Range: Melee attack Prerequisite: One Devoted Spirit of this maneuver. If your target is good-
Target: One creature aligned, your attack deals an extra 6d6
Saving Throw: Will negates maneuver points of damage. In addition, if your
Duration: 1 minute Initiation Action: 1 standard action charge attack hits and the target is
Range: Melee attack good-aligned, you become wreathed
You attack your foe with an overwhelming Target: One creature in unholy energy. You gain damage
strike, hammering through his shield and reduction 10/— until the beginning of
armor to cleave into his flesh. This display of Your body shakes and spasms as unfettered your next turn.
raw power causes him to stumble backward, divine energy courses through it. This
fear in his eyes. power sparks off your weapon and courses ENTANGLING BLADE
into your foe, devastating your enemy but
As part of this maneuver, you make leaving you drained. Devoted Spirit (Strike)
a melee attack against an opponent Level: Crusader 4
you threaten. If this attack hits, your As part of this maneuver, you make a Prerequisite: One Devoted Spirit
foe must make a Will save with a DC single melee attack that deals an extra
8d8 points of damage. maneuver
Initiation Action: 1 standard action

58

Range: Melee attack Initiation Action: 1 swift action So long as you remain in this stance,
Target: One creature Range: Personal you cannot be killed or incapacitated
Duration: See text Target: You by effects or attacks that reduce you to
Duration: Stance 0 or fewer hit points. If you take such
You hack into your foe’s legs, forcing his move- damage, you can make a Fortitude save
ment to slow and his resolution to falter. with a DC equal to your negative hit Illus. by T. Nordstrand
point total. If you fail this save, you die
As part of this maneuver, you or fall unconscious (as appropriate). If Maneuvers and Stances
make a melee attack against an
opponent. Your attack deals an this save is successful, you are still
extra 2d6 points of damage. alive and conscious, with 1 hit
In addition, if your attack point remaining.
hits, your target’s speed is This stance provides no
reduced by 20 feet until protection against effects
the end of its next turn, that slay you without deal-
which might prevent it ing hit point damage, or
from moving entirely. other effects that petrify,
This penalty applies to paralyze, and so forth. You
all movement modes. can still be slain by a coup
A flying creature with a de grace if a spell or effect
fly speed of 0 feet falls to renders you helpless.
the ground (and takes After you attempt three
falling damage appropri- saving throws to avoid
ately) if it is subject to this death or unconsciousness,
effect while in the air. this stance automatically
ends. You can activate
FOEHAMMER it again on your turn as
normal. Even the toughest
Devoted Spirit (Strike) crusader can endure only so
Level: Crusader 2 much punishment.
Initiation Action: 1
IRON GUARD’S
standard action GLARE
Range: Melee attack
Target: One creature Devoted Spirit (Stance)

Your throw yourself behind Level: Crusader 1
your attack, lending your blow Initiation Action: 1 swift
such great weight and force action
that you leave injuries that even
magical defenses cannot mend. Range: Personal
Target: You
Your devotion to your cause gives Duration: Stance
you boundless energy that allows
you to smash through supernatural Using the foehammer maneuver, With a quick snarl and a glare that would
defenses. When you land an attack, a crusader of Moradin overcomes stop a charging barbarian in his tracks, you
you hit with such force that damage spoil an opponent’s attack. Rather than
reduction offers little resistance a rakshasa’s natural defenses strike his original target, your enemy turns
against you. his attention toward you.
Despite the horrific wounds you suffer, the
When you use this maneuver, you flash of searing spells, and the crash of a While you are in this stance, any opponent
make a melee attack against a single foe. foe’s mighty attacks, you stand resolute on that you threaten takes a –4 penalty on
This attack automatically overcomes the field. So long as the potential for victory attack rolls against your allies. This pen-
the opponent’s damage reduction and exists, you fight on. alty does not apply to attacks made against
deals an extra 2d6 points of damage. you. Enemies you threaten become aware
Death has little meaning to you in of the consequences of the stance.
IMMORTAL FORTITUDE light of the cause you fight for. So
long as the mission stands before you LAW BEARER
Devoted Spirit (Stance) uncompleted, or a battle remains in
Level: Crusader 8 doubt, you fight on. Stories abound Devoted Spirit (Strike) [Law]
Prerequisite: Three Devoted Spirit of crusaders who, while in the grips Class: Crusader 5
of this stance, fought for days on end Prerequisite: One Devoted Spirit
maneuvers to hold a mountain pass against orcs,
trolls, and other fiends. maneuver, lawful alignment

59

Maneuvers and Stances Initiation Action: 1 full-round action You gather the power of your faith and yours. This foe must pose a threat to you
Range: Melee attack discipline, surrounding yourself in an aura or your allies in some direct, immediate
Target: One creature of blinding glory. way. If your attack hits, you or an ally
Duration: 1 round within 10 feet of you heals 3d6 points
You must make a charge attack as part of damage + 1 point per initiator level
The air around you hums with cosmic of this maneuver. If the target is evil- (maximum +10).
energy as the power of pure law surges aligned, your attack deals an extra 6d6
through you. For a moment, you take on points of damage. In addition, if your SHIELD BLOCK
the aspect of a perfect being as you charge charge attack hits and the target is
forward to smite your foes. evil-aligned, you become wreathed in Devoted Spirit (Counter)
holy energy. You gain damage reduc- Level: Crusader 2
You must make a charge attack as part tion 10/— until the beginning of your Initiation Action: 1 immediate action
of this maneuver. If the target is cha- next turn. Range: Personal
otic-aligned, you gain a +8 bonus on Target: You
your attack (in addition to the charge RALLYING STRIKE Duration: Instantaneous
bonus) and your attack deals an extra
4d6 points of damage. In addition, if Devoted Spirit (Strike) With a heroic burst of effort, you thrust
your charge attack hits and the target is Level: Crusader 6 your shield between your defenseless ally
chaotic-aligned, you become wreathed Prerequisite: Two Devoted Spirit and your enemy.
in axiomatic energy. You gain a +5
bonus on saves and to AC until the maneuvers As an immediate action, you can
beginning of your next turn. Initiation Action: 1 standard action grant an AC bonus to an adjacent ally
Range: Melee attack equal to your shield’s AC bonus + 4.
MARTIAL SPIRIT Target: One creature You apply this bonus in response to
a single melee or ranged attack that
Devoted Spirit (Stance) Your weapon blazes with divine energy targets your ally. You can initiate this
Level: Crusader 1 as you smite your enemy. The energy dis- maneuver after an opponent makes his
Initiation Action: 1 swift action charges in a great pulse, sweeping over your attack roll, but you must do so before
Range: Personal allies and mending their wounds. you know whether the attack was a
Target: You success or a failure.
Duration: Stance As part of initiating this strike, you
must make a successful melee attack SHIELD COUNTER
As you cleave through your foes, each fero- against an enemy whose alignment has
cious attack you make lends vigor and at least one component different from Devoted Spirit (Counter)
strength to you and your allies. yours. This foe must pose a threat to you Level: Crusader 7
or your allies in some direct, immedi- Prerequisite: Two Devoted Spirit
While you are in this stance, you or ate way. If your attack hits, you and all
an ally within 30 feet heals 2 points allies within 30 feet of you heal 3d6 maneuvers
of damage each time you make a points of damage + 1 point per initiator Initiation Action: 1 immediate action
successful melee attack. This heal- level (maximum +15). Range: Melee attack
ing represents the vigor, drive, and Target: One creature
toughness you inspire in others. Your REVITALIZING STRIKE
connection to the divine causes such As your opponent prepares to make his
inspiration to have a real, tangible Devoted Spirit (Strike) attack, you bash him with your shield and
effect on your allies’ health. Level: Crusader 3 disrupt his attempt.
Prerequisite: One Devoted Spirit
Each time you hit an opponent As an immediate action, you can
in melee, you can choose a different maneuver attempt a shield bash against an oppo-
recipient within range to receive this Initiation Action: 1 standard action nent you threaten. This attack is made
healing. Range: Melee attack with a –2 penalty. If your shield attack
Target: One creature hits, your target’s next attack automati-
RADIANT CHARGE cally misses.
As you rear back to strike your foe, an
Devoted Spirit (Strike) [Good] aura of divine energy surrounds you. As You can use this maneuver imme-
Class: Crusader 5 your attack slams home, this aura dis- diately after an opponent declares an
Prerequisite: One Devoted Spirit sipates in a flash, knitting your wounds attack, but you must do so before the
as it discharges. attack’s result has been determined.
maneuver, good alignment
Initiation Action: 1 full-round action As part of initiating this strike, you must STRIKE OF RIGHTEOUS
Range: Melee attack make a successful melee attack against VITALITY
Target: One creature an enemy creature whose alignment has
Duration: 1 round at least one component different from Devoted Spirit (Strike)
Level: Crusader 9

60

Illus. by S. Ellis

A crusader of Kord relies on her thicket of blades stance to guard against a pack of shadow demons Maneuvers and Stances

Prerequisite: Three Devoted Spirit Level: Crusader 3 TIDE OF CHAOS
maneuvers Prerequisite: One Devoted Spirit
Devoted Spirit (Strike) [Chaos]
Initiation Action: 1 standard action maneuver Class: Crusader 5
Range: Melee attack Initiation Action: 1 swift action Prerequisite: One Devoted Spirit
Target: One creature Range: Personal
Target: You maneuver, chaotic alignment
As your enemy reels from your mighty blow, Duration: Stance Initiation Action: 1 full-round action
an ally nearby is simultaneously healed Range: Melee attack
and cleansed of its wounds by the power You maintain a careful guard as you search Target: One creature
of your faith. for any gaps in your opponent’s awareness. Duration: 1 round
Even the slightest move provokes a stinging
When you make this strike, you or counter from you. The power of chaos swirls around you, lend-
one ally within 10 feet of you gains the ing strength to your attacks as you cast your
benefit of a heal spell cast as a cleric of While you are in this stance, any fate to the whims of luck.
your character level. To gain the ben- opponent you threaten that takes any
efit of this maneuver, you must strike sort of movement, including a 5-foot You must make a charge attack as
an enemy creature whose alignment step, provokes an attack of opportunity part of this maneuver. If the target is
has at least one component different from you. Your foes provoke this attack lawful-aligned, you gain a +8 bonus on
from yours. This foe must pose a threat before leaving the area you threaten. your attack (in addition to the charge
to you or your allies in some direct, Your opponents also cannot use the bonus) and your attack deals an extra
immediate way. withdraw action (PH 143) to treat the 4d6 points of damage. In addition, if
square they start in as no longer threat- your charge attack hits and the target
THICKET OF BLADES ened by you. is lawful-aligned, you become wreathed
in anarchic energy. You gain total
Devoted Spirit (Stance) concealment against all attacks that

61

target you until the beginning of your Range: Melee attack As part of this maneuver, you make a
next turn. Target: One creature melee attack against an opponent you
threaten. If this attack hits, all your
VANGUARD STRIKE You batter aside your foes defenses with a allies gain a +4 bonus on ranged and
vicious, overwhelming attack, leaving him melee attacks against that target until
Devoted Spirit (Strike) vulnerable to your allies’ blows. the start of your next turn.
Level: Crusader 1
Initiation Action: 1 standard action

Maneuvers and Stances Diamond Mind maneuvers allow a Range: Melee attack DIAMOND MIND
warrior to use her cunning, intellect, Target: One creature
and feel for the battlefield against her also make a melee attack. You gain a +2
enemies. Time seems to flow slower to In a flashing blur of steel, you unleash a bonus on this attack. This maneuver is
a Diamond Mind initiate. The bastard devastating volley of deadly attacks against considered a charge attack when deter-
sword (or katana), rapier, shortspear, your enemy, striking it again and again. mining if feats and other abilities apply
and trident are this discipline’s favored to your attack.
weapons. Concentration is the Diamond You lash at an opponent. If your attack
Mind discipline’s key skill. hits, you repeat the same attack again DIAMOND DEFENSE
and again at nearly superhuman speed,
ACTION BEFORE THOUGHT allowing you to score multiple hits in a Diamond Mind (Counter)
blur of activity. Unfortunately, as soon Level: Swordsage 8, warblade 8
Diamond Mind (Counter) as an attack misses, your tempo breaks, Initiation Action: 1 immediate action
Level: Swordsage 2, warblade 2 and this delicate maneuver crumbles Range: Personal
Initiation Action: 1 immediate action into a flurry of wasted motion. Target: You
Range: Personal
Target: You As part of this maneuver, you make a You steel yourself against an opponent’s
single melee attack against an opponent. spell, drawing on your focus and training
Your supreme sense of the battlefield, If that attack hits, resolve your damage to overcome its effect.
unmatched martial training, and simple, as normal. You can then make another
intuitive sense of danger allow you to act attack against that foe with a –4 penalty You can initiate this maneuver any time
faster than the speed of thought. When a on your attack roll. If that attack hits, you would be required to make a saving
spell or other attack strikes you, you move you can make another attack against that throw. You gain a bonus on that save
a split second before you are even aware of opponent with a –8 penalty. You con- equal to your initiator level. You must
the threat. tinue to make additional attacks, each use this maneuver before you roll the
one with an additional –4 penalty, until saving throw.
Your mind is a keenly honed weapon. you miss or your opponent is reduced to
Other warriors rely on their physical –1 hit points or fewer. You must direct DIAMOND NIGHTMARE
talents. You know that a mix of mental all these attacks at a single foe. BLADE
acuity and martial training, along with a
strong sword arm, is an unbeatable com- BOUNDING ASSAULT Diamond Mind (Strike)
bination. This maneuver epitomizes your Level: Swordsage 8, warblade 8
approach. Your mind, rather than your Diamond Mind (Strike) Prerequisite: Three Diamond Mind
raw reflexes, dictates your defenses. Level: Swordsage 4, warblade 4
Prerequisite: Two Diamond Mind maneuvers
You can use this maneuver any time Initiation Action: 1 standard action
you would be required to make a Reflex maneuvers Range: Melee attack
save. Roll a Concentration check instead Initiation Action: 1 full-round action Target: One creature
of the Reflex save and use the result of Range: Melee attack
that check to determine the save’s suc- Target: One creature You spot a single fatal flaw in your oppo-
cess. You must use this maneuver before nent’s defenses. With a single attack, you
you roll the Reflex save. A result of a You spring across the battlefield, using your put all the force of your supreme focus into
natural 1 on your Concentration check focus and ability to act quickly to make an a single, crippling blow.
is not an automatic failure. attack while moving.
You must make a Concentration check
AVALANCHE OF BLADES You combine speed and power into a as part of this maneuver. The DC of this
deadly combination. With this maneu- check is the target creature’s AC. You
Diamond Mind (Strike) ver, you move across the battlefield in then make a single melee attack against
Level: Swordsage 7, warblade 7 a blur, pausing only to deliver a fero- your target, also as part of the maneuver.
Prerequisite: Three Diamond Mind cious attack. If your Concentration check succeeds,
this attack deals four times your normal
maneuvers As part of this maneuver, make a melee damage. If your check fails, your
Initiation Action: 1 full-round action double move. After you move, you can attack is made with a –2 penalty and
doesn’t deal any additional damage.

62

If your strike is a critical hit, you stack EMERALD RAZOR HEARING THE AIR Maneuvers and Stances
the multipliers as normal (PH 304).
Diamond Mind (Strike) Diamond Mind (Stance)
DISRUPTING BLOW Level: Swordsage 2, warblade 2 Level: Swordsage 5, warblade 5
Prerequisite: One Diamond Mind Prerequisite: Two Diamond Mind
Diamond Mind (Strike)
Level: Swordsage 5, warblade 5 maneuver maneuvers
Prerequisite: Two Diamond Mind Initiation Action: 1 standard action Initiation Action: 1 swift action
Range: Melee attack Range: Personal
maneuvers Target: One creature Target: You
Initiation Action: 1 standard action Duration: Stance
Range: Melee attack You stare at your enemy, studying his every
Target: One creature move. You mentally probe his defenses in Your perception becomes so fine that you
Saving Throw: Will negates search of a weakness. A lesser warrior could can hear the tiniest flutter of air moving
Duration: 1 round spent long minutes pondering this problem, past you. Invisible foes and other hidden
but you see an opening and seize upon it in threats become as plain as day in the area
With a combination of brute force, keen an instant. of your heightened senses.
timing, and exacting aim, you force your
opponent into an awkward position that Your understanding of combat, your Drawing on your combat training,
ruins his next action. keenly honed mind, and your capabil- sharpened senses, and capability to pre-
ity to read your opponents make you dict your enemy’s moves, you become a
As part of this maneuver, you make a a deadly combatant. When you focus faultless sentinel on the battlefield. Even
melee attack. If this attack hits, your your mind, even the most elusive oppo- the smallest detail or stealthiest enemy
target takes normal melee damage and nent becomes an easy target. cannot hope to evade your notice.
must make a Will save (DC 15 + your
Str modifier) or be unable to take any As part of this maneuver, make a While you are in this stance, you
actions for 1 round. The target does not single melee attack against an oppo- gain blindsense out to 30 feet and a +5
suffer any other drawbacks or penalties. nent. This is a touch attack rather than insight bonus on Listen checks.
He can still make attacks of opportu- a standard melee attack. If you hit, you
nity but is unable to take immediate deal normal melee damage. INSIGHTFUL STRIKE
actions until his next turn.
Diamond Mind (Strike)
Level: Swordsage 3, warblade 3

Illus. by J. Nentrup

A warblade senses the presence of invisible enemies by hearing the air

63

Maneuvers and Stances Initiation Action: 1 standard action physical threats with the raw power of the initiative order changes accordingly.
Range: Melee attack your mind. This modifier applies at the end of the
Target: One creature round. Your place in the initiative order
You can use this maneuver any time changes to reflect moment of alacrity’s
You study your opponent and spot a weak you would be required to make a Forti- effect starting with the next round.
point in her armor. With a quick, decisive tude save. Make a Concentration check
strike, you take advantage of this weakness instead of the Fortitude save and use the MOMENT OF PERFECT MIND
with a devastating attack. result of that check to determine the
save’s success. You must use this maneu- Diamond Mind (Counter)
Your mind rather than your physical ver before you attempt the Fortitude save. Level: Swordsage 1, warblade 1
power allows you to deal grievous A result of a natural 1 on your Concentra- Initiation Action: 1 immediate action
injuries to your foes. When you attack, tion check is not an automatic failure. Range: Personal
your training and mental focus allow Target: You
you to score a telling blow. MIND STRIKE
Your mental focus and martial study have
As part of this maneuver, make a melee Diamond Mind (Strike) rendered your will into an unbreakable
attack. If this attack hits, you do not deal Level: Swordsage 4, warblade 4 iron wall. When someone targets you with
normal damage. Instead, you make a Prerequisite: Two Diamond Mind a spell that seeks to erode your willpower,
Concentration check and deal damage you steel yourself against the attack.
equal to the check result. Your Strength maneuvers
modifier, your weapon’s magical proper- Initiation Action: 1 standard action Between your devoted study, iron will,
ties (if any), and any other extra damage Range: Melee attack and supreme focus, you have learned
you normally deal do not modify this Target: One creature to resist attempts to subvert your will-
check (including extra damage from Saving Throw: Will negates power. When you feel such an effect try
class abilities, feats, or spells). to cloud your mind, you can draw on
You strike your opponent’s head, rattling his untapped reserves of energy to counter
INSIGHTFUL STRIKE, senses and causing him to lose focus. the attempt.
GREATER
As a warrior who fights with your mind You can use this maneuver any time
Diamond Mind (Strike) as well as your brawn, you know that you would be required to make a Will
Level: Swordsage 6, warblade 6 attacking a foe’s senses is just as valu- save. Make a Concentration check
Prerequisite: Two Diamond Mind able as sapping his strength. With this instead of the Will save and use the result
attack, you leave an opponent befuddled of that check to determine the save’s suc-
maneuvers and vulnerable. cess. You must use this maneuver before
Initiation Action: 1 standard action you attempt the Will save. A result of a
Range: Melee attack As part of this maneuver, make a natural 1 on your Concentration check
Target: One creature melee attack. If this attack hits, your is not an automatic failure.
target must make a Will save (DC 14 +
Your keen eye picks out the slightest imper- your Str modifier) or take 1d4 points of PEARL OF BLACK DOUBT
fection in your opponent’s defenses. Your Wisdom damage. The target ignores the
weapon becomes a tool of your mind. Wisdom damage on a successful save but Diamond Mind (Stance)
still takes weapon damage normally. Level: Swordsage 3, warblade 3
This maneuver functions like insightful Prerequisite: One Diamond Mind
strike, except that you deal damage equal MOMENT OF ALACRITY
to 2 × your Concentration check result. maneuver
Diamond Mind (Boost) Initiation Action: 1 swift action
MIND OVER BODY Class: Swordsage 6, warblade 6 Range: Personal
Prerequisite: Two Diamond Mind Target: You
Diamond Mind (Counter) Duration: Stance
Level: Swordsage 3, warblade 3 maneuvers
Initiation Action: 1 immediate action Initiation Action: 1 swift action With every miss, your opponents become more
Range: Personal Range: Personal uncertain, their doubt growing like an irritat-
Target: You Target: You ing pearl in the mouth of a helpless oyster.
Duration: Instantaneous
Your training and mental toughness allow You prey on your opponents’ fear and
you to use your focus to overcome physical You step into a space between heartbeats lack of confidence. Each failed attack
threats. By focusing your mind, you ignore and act again while your enemies are still against you reminds them that their
the effect of a deadly poison or debilitat- reacting to your last strike. skill cannot hope to match yours.
ing sickness.
You can improve your initiative count When you enter this stance, you
Your diligent training and intense mental for the next round and all subsequent become more difficult to hit with each
focus combine to allow you to overcome rounds of the current encounter. When successive attack that misses you. Each
you initiate this maneuver, your initiative time an opponent misses you with a
count improves by 20, and your place in

64

melee attack, you gain a +2 dodge bonus attack against the foe that provoked Range: Melee attack Maneuvers and Stances
to AC. This bonus lasts until the start the attack of opportunity. This attack Target: One creature
of your next turn and is cumulative for does not replace the normal attack of
the round. The bonus applies to any opportunity you receive. You can also Your study your enemy for a brief moment,
attacks made by all opponents until use this maneuver before making your watching his defensive maneuvers and
the beginning of your next turn. normal attack of opportunity when an making a strike timed to take advantage of
opponent provokes (or vice versa). a lull in his vigilance.
QUICKSILVER MOTION
The attack granted by the maneuver is The sapphire nightmare blade is one of
Diamond Mind (Boost) not an extra attack of opportunity. You the most basic, but important, maneu-
Level: Swordsage 7, warblade 7 can initiate this maneuver before, after, vers that a Diamond Mind adept studies.
Prerequisite: Three Diamond Mind in addition to, or instead of making an It illustrates that a keen mind can pierce
attack of opportunity against an oppo- even the toughest defenses.
maneuvers nent (thus possibly saving your attack
Initiation Action: 1 swift action of opportunity to use against another You attempt a Concentration check as
Range: Personal enemy later in the round). part of this maneuver, using the target
Target: You creature’s AC as the DC of the check. You
RUBY NIGHTMARE BLADE then make a single melee attack against
In the blink of an eye, you make your move. your target. The attack is also part of this
Your speed, reflexes, and boundless confidence Diamond Mind (Strike) maneuver. If your Concentration check
combine to allow you to make a fast, bold Level: Swordsage 4, warblade 4 succeeds, the target is flat-footed against
move that catches your foes off guard. Prerequisite: Two Diamond Mind your attack, and you deal an extra 1d6
points of damage. If your check fails,
With a burst of energy, you move for- maneuvers your attack is made with a –2 penalty
ward to press an attack, draw an item Initiation Action: 1 standard action and deals normal damage.
from your backpack, or take some other Range: Melee attack
move action. Your training, mental Target: One creature STANCE OF ALACRITY
acuity, and drive allow you to move
with greater speed and confidence than With a moment’s thought, you instantly Diamond Mind (Stance)
other warriors. perceive the deadliest place to strike your Level: Swordsage 8, warblade 8
enemy as you study her defenses, note gaps Prerequisite: Three Diamond Mind
This maneuver requires a swift action in her armor, and read subtle but important
to initiate. You can take a free move action clues in how she carries herself or maintains maneuvers
after you initiate this maneuver. You her fighting stance. Initiation Action: 1 swift action
can use any of the options available for a Range: Personal
move action. You can then use the rest of The ruby nightmare blade is a favored Target: You
your actions as normal. For example, you finishing move of warriors who study Duration: Stance
could use this maneuver to move next to the Diamond Mind discipline. By
a foe, then take a full attack action. You intently analyzing your foe’s stance and Your mind and body meld, granting you
could move, then make a charge attack, moves, you find the precise spot that an edge in combat. You move slightly faster
and so forth. The move action you gain you must strike to end the fight with a than normal due to a combination of con-
from this maneuver provokes attacks of decisive blow. fidence, training, and clarity of mind. This
opportunity as normal. slight edge adds up with each action.
You attempt a Concentration check
RAPID COUNTER as part of this maneuver, using the Your mental swiftness translates to
target creature’s AC as the DC of the physical action on the battlefield. You
Diamond Mind (Counter) check. You then make a single melee are constantly on edge, allowing you
Level: Swordsage 5, warblade 5 attack against your target. This attack to react to multiple attacks and threats.
Initiation Action: 1 immediate action is also made as part of this maneuver. Most warriors can only manage a single
Range: Personal If your Concentration check succeeds, counter move each round.
Target: You this melee attack deals double normal
melee damage. If your check fails, your While you are in this stance, you
You lash out, your weapon a blur, hammer- attack is made with a –2 penalty and can use one counter per round without
ing at the slightest gap that appears in your deals only normal melee damage. taking an immediate action. You cannot
foe’s defenses. use the same maneuver two times in a
If your strike is a critical hit, you stack round. In essence, one counter you use
This maneuver allows you to make a the multipliers as normal (PH 304). during the round does not require an
free attack against a reckless enemy. immediate action. If you have already
When a foe provokes an attack of SAPPHIRE NIGHTMARE taken an immediate action within the
opportunity from you, you can initiate BLADE past round, such as casting a feather fall
this maneuver. As part of this maneu- spell, you can still use this stance to
ver, you make an immediate melee Diamond Mind (Strike) initiate a counter.
Level: Swordsage 1, warblade 1
Initiation Action: 1 standard action

65

Maneuvers and Stances STANCE OF CLARITY While you are in this stance, you with a complex action carried out in a
must choose a single opponent as your tiny fraction of the time normally needed
Diamond Mind (Stance) target at the start of your turn. You to complete it.
Level: Swordsage 1, warblade 1 gain a +2 insight bonus to AC against
Initiation Action: 1 swift action that foe until you change the target of In an unmatched burst of speed, agil-
Range: Personal this stance. You take a –2 penalty to AC ity, and decisive action, you move more
Target: You against all other opponents while using quickly than the eye can follow. You
Duration: Stance stance of clarity. can lash out with your blade, striking
your opponent so rapidly that observers
You focus your efforts on a single opponent, TIME STANDS STILL can’t keep track of your moves.
studying his moves and preparing an
attack. Your other opponents fade from sight Diamond Mind (Strike) As part of this maneuver, you can
as your mind locks onto your target. Level: Swordsage 9, warblade 9 use a full attack action two times in
Prerequisite: Four Diamond Mind succession. Take your first full attack as
This stance allows you to focus on a normal. Once you have resolved those
single opponent to the exclusion of maneuvers attacks, you can then take another full
all others. You read your foe’s fighting Initiation Action: 1 full-round action attack action. You must resolve these
stance, his favored attacks, and the Range: Personal actions separately. You cannot combine
methods he used to train. By combin- Target: You the attacks provided by both actions as
ing these factors into a single analysis you wish. Instead, you must take them
of his abilities, you see how to foil The raindrops themselves stand still as you separately and in order as normal for a
his attacks. act at the speed of thought. You move like full attack.
a blur, catching your enemies by surprise

The Iron Heart discipline focuses on You shift your weight to the back of your feet IRON HEART
pure weapon skill. Its students learn and hold your blade carefully forward at the
to complete fighting maneuvers that ready. Your muscles twitch slightly as you during your turn, you gain a +2 dodge
border on the supernatural. The Iron prepare to dodge the next attack you face. bonus to AC until the beginning of
Heart’s preferred weapons are the bastard your next turn.
sword, dwarven waraxe, longsword, and The absolute steel stance allows you
two-bladed sword. Its key skill is Balance, to enhance your mobility and speed. ADAMANTINE HURRICANE
because body control, good footing, and You move quickly, keep a sharp eye on
impeccable timing are important to com- your enemies, and are ready to instantly Iron Heart (Strike)
pleting Iron Heart maneuvers. sidestep any incoming attacks. Level: Warblade 8
Prerequisite: Three Iron Heart
ABSOLUTE STEEL While you are in this stance, you
gain a +10-foot enhancement bonus to maneuvers
Iron Heart (Stance) your speed. If you move at least 10 feet Initiation Action: 1 standard action
Level: Warblade 3 Range: Melee attack
Prerequisite: One Iron Heart Targets: One or more adjacent crea-

maneuver tures you threaten
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Illus. by K. Andrasofszky

A warblade strikes in the blink
of an eye using time stands still

66

In a blur of motion, you make a short, DAZING STRIKE Duration: 1 minute Maneuvers and Stances
twisting leap in the air. As you turn, Saving Throw: Will half
your weapon flashes through the enemies Iron Heart (Strike)
around you like a blazing comet. As you Level: Warblade 5 You attack, striking not your foe, but his
drop back to the ground in your fighting Prerequisite: Two Iron Heart weapon, sending a shockwave up his arm
stance, your enemies crumple to the ground that leaves him unable to strike with
around you. maneuvers full force.
Initiation Action: 1 standard action
You sweep your weapon in a circle Range: Melee attack Your mastery of the Iron Heart style
around you, striking out at nearby Target: One creature has taught you much about the power
enemies. You strike with the speed Duration: 1 round within a blade, and you can use this
and ferocity of a lightning bolt, forcing Saving Throw: Fortitude partial knowledge to not only enhance your
your enemies to rely on their reflexes own ability but also to deprive others
for protection rather than their armor Through focus, raw power, and expert aim, of that power.
and shields. you make a mighty attack against your foe,
leaving him temporarily knocked senseless When you initiate this maneuver,
You make two melee attacks against by your attack. you attack your opponent’s weapon
each adjacent opponent you threaten (PH 158). This attack does not provoke
when you initiate this maneuver. You The proper application of force to just attacks of opportunity. If you succeed,
receive a +4 bonus on each of these the right part of a foe’s anatomy allows your foe takes a –4 penalty on melee
attacks, which are otherwise made with you to disrupt his actions. While he damage rolls for 1 minute. The wielder
your highest attack bonus. stumbles back, senseless, you press of the weapon can attempt a Will save
the advantage. (DC 13 + your Str modifier) to halve
DANCING BLADE FORM this penalty.
You make a single melee attack as
Iron Heart (Stance) part of this strike. If this attack hits, You can use this maneuver only against
Level: Warblade 5 the target takes melee damage normally manufactured weapons. You cannot use
Prerequisite: Two Iron Heart and must make a Fortitude save (DC it against natural weapons.
15 + your Str modifier) or be dazed for
maneuvers 1 round. FINISHING MOVE
Initiation Action: 1 swift action
Range: Personal DISARMING STRIKE Iron Heart (Strike)
Target: You Level: Warblade 7
Duration: Stance Iron Heart (Strike) Prerequisite: Three Iron Heart
Level: Warblade 2
You strike forward like a slithering snake, Initiation Action: 1 standard action maneuvers
extending yourself almost beyond your Range: Melee attack Initiation Action: 1 standard action
ability to maintain your balance. Your foe Target: One creature Range: Melee attack
stumbles backward, surprised that you could Target: One creature
reach him from such a great distance. You chop at your foe’s hand, causing a
grievous injury and forcing him to drop You deliver a devastating strike against a
By carefully distributing your weight his weapon. wounded foe, aiming to finish him off once
and establishing a steady, rugged and for all.
posture, you can reach out and strike This maneuver allows you to com-
opponents with your melee attacks at bine a disarm attempt with a normal Iron Heart teaches that it is best to
a greater than normal distance. A war- attack. You make a single melee finish off a foe with as little effort
rior with less training and expertise attack as part of this strike. If this as possible, the better to save your
would fall flat on his face attempting attack hits and deals damage, you can strength for your remaining enemies.
this maneuver. You, on the other hand, also attempt to disarm your opponent When you use this maneuver, you
have the grace, focus, and skill needed (PH 155). This disarm attempt does throw yourself on the offensive with
to complete this complex move. not provoke attacks of opportunity, little thought to your defenses. If this
nor is there any risk that your foe can attack strikes home, it might end a fight
While you are in this stance, you disarm you. several crucial seconds early.
gain a bonus to your reach during
your turn. When you make a melee EXORCISM OF STEEL As part of this maneuver, you make
attack, your reach increases by 5 feet. a melee attack against a creature. This
Your reach is not improved when it is Iron Heart (Strike) attack deals an extra 4d6 points of
not your turn, such as when you make Level: Warblade 3 damage. If the target’s current hit
an attack of opportunity. You cannot Prerequisite: One Iron Heart points are less than its full normal
improve your reach by more than 5 feet hit points, the attack instead deals
by using this ability in conjunction maneuver an extra 6d6 points of damage. If its
with other maneuvers. Initiation Action: Standard action hit points are equal to or less than
Range: Melee attack one-half its full normal hit points,
Target: One creature

67

the attack instead deals an extra 14d6 Target: You gaining a +2 morale bonus on attack
rolls until the end of your next turn.
points of damage. Duration: See text

Illus. by M. Phillipi IRON HEART ENDURANCE By drawing on your mental strength LIGHTNING RECOVERY
and physical fortitude, you break free of
Iron Heart (Boost) a debilitating state that might otherwise Iron Heart (Counter)
Level: Warblade 6 defeat you. Level: Warblade 4
Prerequisite: Two Iron Heart Prerequisite: Two Iron Heart

maneuvers maneuvers
Initiation Action: 1 swift action Initiation Action: 1 immediate action
Range: Personal Range: Personal
Target: You Target: You

You push aside the pain of your inju- Your foe twists out of the way of your initial
ries to fight on past mortal limits. attack, but your weapon becomes a blur
as you reverse direction and strike at him
Maneuvers and Stances If you have half or fewer of again with lightning speed. In the blink
your full normal hit points of an eye, you complete your attack and
remaining, you can initiate resume your defensive posture.
this maneuver to heal hit points
equal to 2 × your level. This maneuver embodies the
ethos of speed and energy that
IRON HEART FOCUS the Iron Heart tradition teach-
es. If one of your melee attacks
Iron Heart (Counter) misses, you can initiate this ma-
Level: Warblade 5 neuver to reroll that attack roll
Prerequisite: Two Iron Heart with a +2 bonus.

maneuvers LIGHTNING THROW
Initiation Action: 1 immedi-
Iron Heart (Strike)
ate action Level: Warblade 8
Range: Personal Prerequisite: Two Iron Heart
Target: You maneuvers
Initiation Action: 1 standard
With a last-second burst of action
speed, you summon reserves of Range: 30 ft.
mental and physical will and Area: 30-ft. line
throw off the effects of your en- Duration: Instantaneous
emy’s attack. Saving Throw: Reflex half

Your training in the Iron A half-orc warblade initiates a finishing move You throw your weapon through
Heart discipline grants you and rids the world of a fiendish foe the air, sending it flying end
excellent reflexes, mental over end to strike with uncan-
toughness, and stamina. You Your fighting spirit, dedication, and ny accuracy and terrible force. It
can draw upon your training training allow you to overcome almost leaves in its wake a trail of bat-
and focus to overcome a anything to defeat your enemies. When tered enemies.
variety of deadly effects. you use this maneuver, select one spell,
effect, or other condition currently The Iron Heart tradition’s more
As an immediate action, affecting you and with a duration of 1 esoteric teachings allow a student to
you can reroll a saving throw or more rounds. That effect ends imme- transform any melee weapon into a
you have just made. You must diately. You also surge with confidence thrown projectile. By focusing your
accept the result of this second roll, and vengeance against your enemies, concentration and attuning your senses
even if the new result is lower than your to your weapon’s balance, you can
initial roll. throw almost anything.

IRON HEART SURGE When you use this strike, you make
a single melee attack (even though
Iron Heart you are throwing your weapon). You
Level: Warblade 3 deal damage to each creature in the
Prerequisite: One Iron Heart maneuver’s area equal to your normal

maneuver
Initiation Action: 1 standard action
Range: Personal

68

melee damage (including damage from Your weapon becomes a blur of motion as you strike one opponent, you set yourself Maneuvers and Stances
your Strength modifier, feats, magical you swing it in a tight arc over your head. up perfectly to make a second attack
abilities on your weapon, and so forth), Once you build up enough speed, you explode against a different foe. As your weapon
plus an extra 12d6 points of damage. into a sweeping attack that chops into the strikes one opponent, it cuts into him,
Each creature in the attack’s area can enemies around you. then ricochets to your second target.
make a Reflex save with a DC equal to
the result of your attack roll. A success- When you initiate this strike, you make If the first melee attack you make
ful save halves the damage dealt. a melee attack against every opponent during your turn hits, you can imme-
adjacent to you. Resolve each attack diately make a free attack at your
Your weapon automatically returns separately. You gain a +2 bonus on each highest attack bonus against a differ-
to your hand at the end of the round. of these attacks, which are otherwise ent enemy that you threaten. You can
made at your highest attack bonus. only gain one free attack each time
MANTICORE PARRY you initiate this maneuver, regardless
PUNISHING STANCE of how many successful attacks you
Iron Heart (Counter) make in this round.
Level: Warblade 6 Iron Heart (Stance)
Prerequisite: Two Iron Heart Level: Warblade 1 STEEL WIND
Initiation Action: 1 swift action
maneuvers Range: Personal Iron Heart (Strike)
Initiation Action: 1 immediate action Target: You Level: Warblade 1
Range: Personal Duration: Stance Initiation Action: 1 standard action
Target: You Range: Melee attack
You chop down violently with your weapon, Target: Two creatures
You block an enemy’s attack with a light- lending extra force to your blows. These
ning-quick parry, then deflect it toward a attacks come at a cost, as your enemies slash You swing your weapon in a broad,
different target. Your foe can barely control at your undefended legs and flanks. deadly arc, striking two foes with a single,
its momentum as its attack now slams mighty blow.
into an ally.

When you initiate this maneuver, you You hold your weapon overhead, allow- Through a combination of sheer power
can attempt to block an enemy’s melee ing you to chop down with superior and unmatched talent, you make an
attack that targets you and redirect it to force. However, this fighting stance attack that injures multiple opponents.
another target adjacent to you. Make leaves you vulnerable to an opponent’s As you initiate this strike, you make
a melee attack roll. If your result is attacks. Only an initiate of the Iron two melee attacks, each against a dif-
greater than your foe’s attack roll, you Heart tradition can manage the peril- ferent foe that you threaten. Resolve
bat aside the strike and direct it against ous balance between trading attack each attack separately.
a target of your choice that stands adja- power for defense. A lesser warrior
cent to you. You must decide whether would leave himself nearly helpless to STEELY STRIKE
to initiate this maneuver after the resist an opponent’s attacks.
enemy attacks, but before you know Iron Heart (Strike)
whether or not the attack you are While you are in this stance, you deal Level: Warblade 1
attempting to deflect actually hits. If an extra 1d6 points of damage with all Initiation Action: 1 standard action
the attack misses, you can still attempt melee attacks. You also take a –2 penalty to Range: Melee attack
to deflect it. AC, because this fighting stance empha- Target: One creature
sizes power over a defensive posture. Duration: 1 round; see text
If you succeed in deflecting the
attack, use the result of your opponent’s SCYTHING BLADE You focus yourself for a single, accurate
attack roll to determine if it strikes the attack, shrugging off your opponent’s blows
new target. Iron Heart (Boost) and ignoring the need for defense as you
Level: Warblade 7 make your assault.
This maneuver functions only against Prerequisite: Three Iron Heart
armed melee attacks. You cannot use it The Iron Heart discipline teaches focus,
against unarmed attacks, natural weap- maneuvers allowing you to engage and defeat
ons, or touch spells. Initiation Action: 1 swift action one opponent at a time. Your other
Range: Personal enemies mean nothing to you as you
MITHRAL TORNADO Target: You press your attack.

Iron Heart (Strike) You strike at one foe with a long, high back- You make a single melee attack as
Level: Warblade 4 hand cut, then make a quick turn to continue part of this strike. You gain a +4 bonus
Prerequisite: Two Iron Heart the stroke against another nearby enemy. on the attack roll. All opponents other
than the one you attacked gain a +4
maneuvers You swing your weapon in a wide, deadly bonus on attack rolls against you for
Initiation Action: 1 standard action arc. With your supreme skill and martial 1 round.
Range: Melee attack training, you aim your attack so that as
Target: All adjacent opponents

69

Maneuvers and Stances STRIKE OF PERFECT CLARITY Level: Warblade 8 WALL OF BLADES
Prerequisite: Three Iron Heart
Iron Heart (Strike) Iron Heart (Counter)
Level: Warblade 9 maneuvers Level: Warblade 2
Prerequisite: Four Iron Heart Initiation Action: 1 swift action Initiation Action: 1 immediate action
Range: Personal Range: Personal
maneuvers Target: You Target: You
Initiation Action: 1 standard action Duration: Stance
Range: Melee attack Your weapon sways back and forth in
Target: One creature You drop into a relaxed pose, allowing your your hand, ready to block incoming blows.
defenses to flow naturally and easily. Your With the speed of a thunderbolt, you clash
Your supreme focus and perfect fighting blade lashes out to absorb or deflect each your weapon against your foe’s blade as he
form allow you to make a single, devastat- attack you face, blunting the force of your attempts to attack.
ing attack. You execute a flawless strike to enemies’ blows.
drop your foe with a single attack. Your weapon mastery transforms
As a student of the Iron Heart disci- your blade into an extension of your
The ultimate Iron Heart maneuver pline, you learn that a simple flick of arm, allowing you to wield it with the
teaches the precise, perfect cut neces- the wrist or turn of the blade can trans- speed and timing needed to make a
sary to slay almost any creature. Only form a deadly strike into a wild miss. precise block.
the mightiest foes can withstand this In battle, you enter a steady rhythm
attack. Adepts of the Iron Heart tradi- that makes you frustratingly difficult When an enemy makes a melee or
tion seek to use this attack to end fights to fight. You disrupt each attack with ranged attack against you, you can
as quickly as possible. You might open a a perfectly timed counter, leaving your initiate this counter to oppose that
fight with a quick flurry of attacks, but foes’ strikes weak and ineffectual. attack by making an attack roll with
once a foe is injured, you seek to end the any melee weapon you are holding.
battle with this decisive strike. While you are in this stance, you Use the higher of your AC or your
gain damage reduction 5/— against attack roll as your effective AC against
You make a single melee attack as part any opponent that does not catch you the incoming attack. You can’t use
of this strike. If your attack hits, it deals flat-footed. To gain this benefit, you this maneuver if you are denied your
an extra 100 points of damage (in addi- must be proficient with the weapon Dexterity bonus to AC against your
tion to your normal melee damage). you carry. You gain this benefit while attacker. You can decide to use this
unarmed only if you have the Improved ability after you learn the result of
SUPREME BLADE PARRY Unarmed Strike feat. your opponent’s attack.

Iron Heart (Stance)

The Setting Sun discipline teaches If your opponent strikes you on his SETTING SUN
its initiates to turn their opponents’ turn, you can replace your AC with
strength against them. With a quick the result of a Sense Motive check as You grab your opponent and spin like a top,
shift in stance and a carefully aimed an immediate action. You must decide swinging him around before throwing him
attack, a Setting Sun warrior sends a whether to initiate this maneuver at your opponents like a bolt from a ballista.
charging enemy tumbling in a new before you know the result of your
direction. Setting Sun’s preferred weap- opponent’s attack (but after the attack This maneuver functions like mighty
ons are the quarterstaff, short sword, is declared). Your Sense Motive check throw (page 73), except as noted here.
nunchaku, and unarmed strike. The applies to only one attack. You must be
discipline’s key skill is Sense Motive. aware of the attack to which you will As part of this maneuver, you must
apply the effect of this maneuver. If succeed on a melee touch attack against
BAFFLING DEFENSE you are flat-footed against the incoming your foe. You can then make a trip
attack, you cannot use this maneuver. attempt against your enemy. You gain
Setting Sun (Counter) a +4 bonus on the ability check.
Level: Swordsage 2 BALLISTA THROW
Prerequisite: One Setting Sun If you succeed in tripping your foe,
Setting Sun (Strike) you throw him in a 60-foot line. The
maneuver Level: Swordsage 6 target and all creatures in this area
Initiation Action: 1 immediate action Prerequisite: Two Setting Sun take 6d6 points of damage. The thrown
Range: Personal creature lands prone at the end of this
Target: You maneuvers line. You must place the target in an
Initiation Action: 1 standard action empty space. If the space at the end
You crouch balanced on one foot, hands Range: Touch and 60 ft.; see text of the line is occupied, your opponent
held high over your head. Your foe hesi- Target: Creature touched falls prone in the open space closest to
tates, unsure of how to attack you in this Area: 60-ft. line the line’s endpoint.
unlikely stance.
CLEVER POSITIONING

Setting Sun (Strike)
Level: Swordsage 2

70

Initiation Action: 1 standard action As part of this maneuver, you must With this counter, you can attempt to Maneuvers and Stances
Range: Melee attack succeed on a melee touch attack against redirect a creature that intends to make
Target: One creature your foe. You can then make a trip a charge attack against you. Imme-
Saving Throw: Reflex partial attempt against your enemy. You gain diately before the creature makes its
a +4 bonus on the ability check. charge attack, make your choice of an
With a swift flurry of motion, you knock opposed Strength or Dexterity check
you foe off balance, slip into his space, and If you succeed in tripping your foe, against it. The target makes its check
force him into the spot you just occupied. you throw him up to 10 feet away from using the same ability you chose for
you in a direction of your choice. You your check.
You make a melee attack, and while select your enemy’s destination square.
your opponent is slightly off balance The target falls prone in that space and If you are of a larger size category
from your blow, you find the leverage takes 4d6 points of damage. For every 5 than the attacking creature, you use
needed to pull him into your space points by which you win the opposed your superior bulk to redirect your foe
while moving into his space. check, you gain an additional 5 feet of and gain a +4 bonus on your Strength
throw range. For example, if you win by check (if you opt for a Strength check).
As part of this maneuver, you make 10, you can place your foe in any space If you are of a smaller size category, you
a single melee attack against a target. If within 20 feet of you. You can throw use leverage, misdirection, and trickery
your attack hits, the target takes damage your opponent into a space occupied by a to gain a +4 bonus on your Dexterity
normally and must make a Reflex save second foe. In this case, the opponent in check (if you use that option).
(DC 12 + your Dex modifier). If this save the target square also takes 4d6 points of
fails, you swap positions with the target. damage and is knocked prone. A Reflex If you succeed on the Strength or
If the target is Large or larger, you can save (DC 14 + your Str modifier) halves Dexterity check, the creature does not
occupy any of the squares that make this damage and allows the second target get to attack you. You can then move it
up its space. The target must in turn to remain standing. The thrown creature up to 2 squares in a direction of your
occupy the square, or one of the squares, then falls prone in a clear space of your choice away from you.
you previously occupied. You cannot choice adjacent to the second target.
use this maneuver if you or the target If you fail the Strength or Dexterity
would end up sharing the same space as COUNTER CHARGE check, the creature gains a +2 bonus
another creature or an impassable ter- on its charge attack, in addition to
rain feature, such as a wall. If your target Setting Sun (Counter) the normal +2 bonus from taking the
occupies a larger space than you do, he Level: Swordsage 1 charge attack action.
chooses his final position according to Initiation Action: 1 immediate action
the guidelines given above. Range: Melee attack DEVASTATING THROW
Target: One creature
COMET THROW Setting Sun (Strike)
With a quick sidestep, you send a charging Level: Swordsage 3
Setting Sun (Strike) opponent sprawling. Prerequisite: One Setting Sun
Level: Swordsage 4
Prerequisite: One maneuver
Initiation Action: 1 standard
Setting Sun action
maneuver
Initiation Action: 1
standard action
Range: Touch
Target: Creature touched;
see text
Saving Throw: Reflex
partial; see text

You use your foe’s mo- Illus. by H. Lyon
mentum against him,
throwing him through
the air to crash into a sec-
ond enemy.

This maneuver func-
tions like mighty throw
(page 73), except as not-
ed here.

A bugbear swordsage surprises his foe with a devastating throw

71

Maneuvers and Stances Range: Touch you know the result of the attack, You gain this stance’s benefit when
Target: Creature touched you can initiate this maneuver. If her an opponent’s attack against you has
attack misses, she provokes an attack a miss chance, such as from conceal-
Seizing your foe by the arm, you spin in a of opportunity from you. If her attack ment. Whenever an opponent’s melee or
quick half-circle and hurl him headlong of opportunity hits you, she provokes ranged attack misses you because of this
away from you. an attack of opportunity from any of miss chance, you can choose to change
your allies who threaten her. the target of the attack from you to
This maneuver functions like mighty another eligible target (other than your
throw (page 73), except as noted here. FOOL’S STRIKE attacker). For a melee attack, the new
target must be within your opponent’s
To set up a devastating throw, you Setting Sun (Counter) reach and adjacent to you. For a ranged
must move at least 15 feet. Level: Swordsage 8 attack, the new target must be adjacent
Prerequisite: Three Setting Sun to you, and your opponent must have
As part of this maneuver, you must line of effect to him. Use the result of
succeed on a melee touch attack against maneuvers the original attack to determine if it hits
your foe. You can then make a trip Initiation Action: 1 immediate action the new target. Your foe does not check
attempt against your enemy. You gain Range: Melee attack again for a miss chance, as you guide the
a +4 bonus on the ability check. Target: One creature attack directly to the new target. This
ability applies only once per attack. If
If you succeed in tripping your foe, A creature strikes, but you turn the blow you use ghostly defense to redirect an
you throw him up to 10 feet away from straight back at it. attack against a foe using this stance,
you. The target falls prone in the des- he does not have the option to redirect
tination space and takes 2d6 points of When an enemy attacks you on its turn, the attack again.
damage. You choose where he lands. For you can attempt to block the blow and
every 5 points by which you win the send it back at that creature. You step into You must be aware of an opponent’s
opposed check, you gain an additional the attack and redirect it. This maneuver attack to gain the benefit of this stance.
5 feet of throw distance. For example, pits your skill against that of your foe. You cannot use it against attacks that
if you win by 10, you can place your foe catch you flat-footed.
in any space within 20 feet of you. You If an opponent attacks you, you can ini-
must place the target in an empty space. tiate this maneuver to make an opposed GIANT KILLING STYLE
If you lack the distance to throw your attack roll as an immediate action. If
target into a clear space, he falls prone your foe’s result is higher, he attacks you Setting Sun (Stance)
in his current space. as normal. If your result is higher, your Level: Swordsage 3
foe rolls damage as normal for the attack Prerequisite: One Setting Sun
FEIGNED OPENING and takes that much damage.
maneuver
Setting Sun (Counter) GHOSTLY DEFENSE Initiation Action: 1 swift action
Level: Swordsage 3 Range: Personal
Prerequisite: One Setting Sun Setting Sun (Stance) Target: You
Level: Swordsage 8 Duration: Stance
maneuver Prerequisite: Three Setting Sun
Initiation Action: 1 swift action You dart between a giant’s legs, lashing at
Range: Personal maneuvers his inner ankles and other vulnerable areas
Target: You Initiation Action: 1 swift action while staying inside his reach where he
Range: Personal cannot hope to parry your attacks.
You show your opponent a seemingly fatal Target: You
mistake in your defenses, but easily avoid Duration: Stance The Setting Sun school teaches a fight-
the ensuing attack and simultaneously ing style that emphasizes using an
draw your foe into overextending. As she You lurk within concealing mist, luring opponent’s strength and momentum
fights to regain her balance, you make a your opponent into attacking you, only to against him. The giant killing strike
swift counterattack. dodge out of the way and direct your enemy’s epitomizes this approach. By sizing
blow at an unwitting ally. up a larger opponent and studying his
You can use this maneuver when an fighting stance and tendencies, you aim
opponent attempts an attack of oppor- You are a ghost in the mist, capable of your strikes at vulnerable points on
tunity against you. As you provoke the turning a foe against her allies. By gaug- his lower body that he cannot defend
attack of opportunity, you position ing your opponent’s fighting stance, effectively. You slice at tendons on your
yourself in such a way as to force your timing your dodge correctly, and plac- foe’s feet, smash his knees, and cut into
opponent to throw herself off balance to ing yourself in the right position, you his hamstrings.
strike you. Even if she succeeds in strik- can lead her into attacking one of her
ing you, your foe might regret her attack allies rather than you. When your foe When you are in this stance, you gain
as your allies leap in to finish her. strikes, you duck out of the way. As she a +2 bonus on attack rolls and a +4 bonus
follows through with her attack, she on damage rolls against opponents of
When your enemy makes an attack inadvertently attacks an ally.
of opportunity against you, but before

72

a larger size category than yours. This to throw your target into a clear space, The chosen creature is the new target Maneuvers and Stances
bonus applies to all attacks you make it falls prone in its current space. of your foe’s attack. Use your enemy’s
for the rest of your turn. original attack roll result to determine
An enemy you throw with this if he strikes the new target.
HYDRA SLAYING STRIKE maneuver does not provoke attacks
of opportunity for passing through SHIFTING DEFENSE
Setting Sun (Strike) enemies’ threatened areas as part of the
Level: Swordsage 7 throw, and you can throw an enemy Setting Sun (Stance)
Prerequisite: Three Setting Sun through occupied squares. Level: Swordsage 5
Prerequisite: Two Setting Sun
maneuvers MIRRORED PURSUIT
Initiation Action: 1 standard action maneuvers
Range: Melee attack Setting Sun (Counter) Initiation Action: 1 swift action
Target: One creature Level: Swordsage 5 Range: Personal
Prerequisite: Two Setting Sun Target: You
You take stock of an opponent’s fighting style Duration: Stance
and make a single, carefully aimed attack maneuvers
that leaves the creature unable to make all Initiation Action: 1 immediate action You duck and move as you dodge your
of its attacks. Range: Personal opponent’s attacks. Slowly but surely, each
Target: You attack gives you the opportunity to move
You take careful aim at an enemy crea- across the battlefield.
ture, striking it with the precise amount Your movements perfectly match your foe’s,
of force needed to push it off guard and allowing you to move as she does. Try as she Your ability to read your opponents’
leave it unable to bring all of its attacks might to escape, you remain at her side. moves and use their strength against
to bear. Your opponent must spend them allows you to shift your position
critical seconds adjusting its guard and Your ability to study a foe and match during a battle. Each failed attack gives
reevaluating its surroundings. her motions allows you to remain you the split-second you need to move
within arm’s reach at all times. Your without drawing attacks.
As part of this maneuver, make a opponent cannot hope to escape you.
single melee attack. If this attack hits, While you are in this stance, you can
your target takes normal damage and When an opponent adjacent to you make an immediate 5-foot step each
cannot make a full attack on its next moves, you can initiate this maneuver time an opponent attacks you. Moving
turn. Otherwise, it can act normally. to immediately move to any square adja- in this manner consumes one of your
cent to her as soon as she stops moving, attacks of opportunity in the currrent
MIGHTY THROW as long as the distance you cover is round. You cannot move in this manner
less than or equal to your speed. This if you have no attacks of opportunity
Setting Sun (Strike) movement does not provoke attacks remaining. This movement does not
Level: Swordsage 1 of opportunity. provoke attacks of opportunity.
Initiation Action: 1 standard action
Range: Touch SCORPION PARRY SOARING THROW
Target: Creature touched
Setting Sun (Counter) Setting Sun (Strike)
You use superior leverage and your Setting Level: Swordsage 6 Level: Swordsage 5
Sun training to send an opponent tumbling Prerequisite: Two Setting Sun Prerequisite: Two Setting Sun
to the ground.
maneuvers maneuvers
As part of this maneuver, you must Initiation Action: 1 immediate action Initiation Action: 1 standard action
succeed on a melee touch attack against Range: Personal Range: Touch
your foe. Resolve the throw as a trip Target: You Target: Creature touched
attempt (PH 158), but you do not pro-
voke attacks of opportunity, and your You knock your opponent’s attack aside, With a great shout, you send your opponent
opponent cannot try to trip you if you guiding his weapon into one of his allies. soaring through the air in a high arc. He
lose the opposed check. You can use slams back to the ground with a bone-
your Dexterity or Strength modifier, Your keen eye and ability to discern a crushing thud.
whichever is higher. You gain a +4 foe’s motives and intentions allow you
bonus on the ability check. to deflect an incoming attack into a As part of this maneuver, you must
different target. succeed on a melee touch attack against
If you succeed in tripping your foe, your foe. Resolve the throw as a trip
you throw it up to 10 feet away from If an opponent attacks you, you can ini- attempt (PH 158), but you do not pro-
you. The target falls prone in the des- tiate this maneuver to make an opposed voke attacks of opportunity, and your
tination space. You choose where it attack roll as an immediate action. If your opponent cannot try to trip you if you
lands. You must place the target in an foe’s result is higher, he attacks you as lose the opposed check. You can use
empty space. If you lack the distance normal. If your result is higher, you can your Dexterity or Strength modifier,
choose a creature adjacent to you and
within your opponent’s threatened area.

73

Maneuvers and Stances whichever is better. You gain a +4 bonus Range: Personal You are so closely attuned to your envi-
on the ability check. Target: You ronment that you easily pick out steady
spots in rough terrain. While others
If you succeed in tripping your When the creature you are battling tries to struggle to move over broken ground,
foe, you throw him up to 20 feet away back away, you step next to it in the blink of you slip across it with ease. When you
from you. The target falls prone in an eye, forcing it to stand and fight or suffer fight on rough ground, you turn the
the destination space and takes 8d6 the consequences of withdrawal. uneven footing into an advantage. By
points of damage. You choose where gauging how an opponent distributes
he lands. For every 5 points by which Using your watchful eye and your abil- his weight, you strike at just the right
you win the opposed check, you gain ity to judge an opponent’s actions, you moment and in the precise spot needed
an additional 5 feet of throw distance. move at precisely the same time your to send him tumbling to the ground.
For example, if you win by 10, you can enemy begins to move.
place your foe in any space within 30 While you are in this stance, you
feet of you. You must place the target in If an opponent in a square adjacent to ignore penalties to speed, movement,
an empty space. If you lack the distance you moves, you can initiate this maneu- or skill checks associated with move-
to throw your target into a clear space, ver to make a 5-foot step into the space ment (such as Tumble, Jump, and Climb
he falls prone in his current space. (or one of the squares) it occupied. This checks) incurred by moving through
movement does not provoke attacks difficult terrain. If you attack an oppo-
An enemy you throw with this of opportunity. nent standing on difficult terrain while
maneuver does not provoke attacks you are in this stance, and if that foe
of opportunity for passing through STEP OF THE WIND takes a movement penalty for moving
enemies’ threatened areas as part of the through difficult terrain, you gain a +2
throw, and you can throw an enemy Setting Sun (Stance) bonus on attack rolls and a +4 bonus
through occupied squares. Level: Swordsage 1 on Strength or Dexterity checks made
Initiation Action: 1 swift action as part of a bull rush or trip attempt
STALKING SHADOW Range: Personal against that enemy. You gain this bonus
Target: You on checks made to either accomplish or
Setting Sun (Counter) Duration: Stance resist a bull rush or trip.
Level: Swordsage 5
Prerequisite: Two You walk across rubble and other bro- STRIKE OF THE BROKEN
ken terrain with deceptive SHIELD
Setting Sun ease, allowing you to
maneuvers take advantage of your Setting Sun (Strike)
Initiation opponents as they Level: Swordsage 4
Action: 1 struggle to move Prerequisite: Two Setting Sun
immedi- at full speed.
ate action maneuvers

Illus. by B. Trott

A dwarf swordsage easily avoids a frost giant’s blows using shifting defense

74

Initiation Action: 1 standard action Prerequisite: Five Setting Sun check. You can use your Dexterity Maneuvers and Stances
Range: Melee attack maneuvers or Strength modifier on this check,
Target: One creature whichever is better. You gain a +2 bonus
Saving Throw: Reflex partial Initiation Action: 1 full-round action on this check for every 5 feet that you
Range: Melee attack have moved during your turn.
You study your opponent and deliver an Target: One or more creatures
attack precisely aimed to ruin his defenses If you succeed in tripping your
and force him to scramble for his balance. Like a whirlwind, you twist and spin foe, you throw him up to 10 feet away
While he struggles to ready himself, he becomes across the battlefield, tossing foes away left from you. The target falls prone in
more vulnerable to your attacks. and right. the destination space and takes 2d6
points of damage. You choose where
As part of this maneuver, make a single As part of initiating this maneuver, you he lands. For every 5 points by which
melee attack. This attack deals an extra move up to your opponent, throw her you win the opposed check, you gain
4d6 points of damage. In addition, the aside, and move again. You must move an additional 5 feet of throw distance
target must make a Reflex save (DC at least 10 feet before making your and the target takes an additional 1d6
14 + your Str modifier) or become flat- throw. This movement and your move- points of damage. For example, if you
footed until the start of his next turn. ment after your throw provoke attacks win by 10, you can place your foe in
The target takes damage (normal melee of opportunity as normal. You can any space within 20 feet of you, and he
damage plus the extra damage) even if move up to double your speed as part of takes a total of 4d6 points of damage.
his save succeeds. If the target cannot this maneuver. If you fail in your throw You must place the target in an empty
be caught flat-footed (he has uncanny attempt, you can still move afterward. space. If you lack the distance to throw
dodge, for example), he still takes the After every 10 feet you move, you can your target into a clear space, he falls
extra damage from the strike but oth- attempt another throw against the same prone in his current space.
erwise suffers no ill effect. opponent or a different foe.
An enemy you throw with this
TORNADO THROW To make your throw attempt, you maneuver does not provoke attacks
must succeed on a melee touch attack. of opportunity for passing through
Setting Sun (Strike) Resolve the throw as a trip attempt (PH enemies’ threatened areas as part of the
Level: Swordsage 9 158), but you do not provoke attacks of throw, and you can throw an enemy
opportunity, and your opponent cannot through occupied squares.
try to trip you if you lose the opposed

The Shadow Hand discipline teaches you to strike with deadly accuracy against SHADOW HAND
the arts of stealth, deception, and an unprepared opponent.
ambush. Its maneuvers allow a war- stance. Moving upward requires you
rior to take on a shadowy aspect or to While you are in this stance, you gain to spend 10 feet of movement for each
channel dark energy to sap an enemy’s the sneak attack ability, if you do not 5 feet of elevation you gain.
strength. This discipline’s preferred already have it, which deals an extra
weapons are the dagger, sai, short sword, 2d6 points of damage. If you already You gain the benefit of air walk only
spiked chain, siangham, and unarmed have the sneak attack class feature, while you maintain this stance. If for
strike. Its key skill is Hide. your existing sneak attack ability deals some reason your stance ends while you
an extra 2d6 points of damage. See the are in midair, you fall to the ground.
ASSASSIN’S STANCE rogue class feature (PH 50) for a com-
plete description of sneak attack. This stance is a supernatural ability.
Shadow Hand (Stance)
Level: Swordsage 3 BALANCE ON THE SKY BLOODLETTING STRIKE
Prerequisite: One Shadow Hand
Shadow Hand (Stance) Shadow Hand (Strike)
maneuver Level: Swordsage 8 Level: Swordsage 5
Initiation Action: 1 swift action Prerequisite: Three Shadow Hand Prerequisite: Two Shadow Hand
Range: Personal
Target: You maneuvers maneuvers
Duration: Stance Initiation Action: 1 swift action Initiation Action: 1 standard action
Range: Personal Range: Melee attack
As your foe struggles to regain his defensive Target: You Target: One creature
posture, you line up an exacting strike that hits Duration: Stance Saving Throw: Fortitude partial
with superior accuracy and deadly force.
With arms spread wide, you step onto the air. Spinning your blade in a butterflylike pat-
tern, you administer a dozen precise cuts
in an eyeblink. Blood flows from your foe’s
opened veins.

A shadow cast by a gap between two You gain the ability to use air walk (PH As part of this maneuver, you make
armored plates or a crease in a creature’s 196) on yourself only. You must keep at a single melee attack. If this attack
thick hide calls to your weapon, allowing least one hand empty while using this hits, your opponent takes 4 points

75

Maneuvers and Stances of Constitution damage in addition to Target: One creature spell (PH 245). You remain invisible
your attack’s normal damage. A suc- Saving Throw: Fortitude partial until the end of your current turn.
Illus. by S. Ellis cessful Fortitude save (DC 15 + your Your weapon transforms into solid dark-
Wis modifier) reduces this Constitution ness. When it strikes home, it discharges This maneuver is a supernatural
damage to 2 points, although the foe still in a swirling orb of shadow that engulfs ability.
takes full normal melee damage. your foe’s eyes.
As part of this maneuver, you make a DANCE OF THE SPIDER
CHILD OF SHADOW single melee attack. If it hits, you deal
an extra 1d6 points of damage, and your Shadow Hand (Stance)
Shadow Hand (Stance) opponent must make a successful For- Level: Swordsage 3
Level: Swordsage 1 titude save (DC 11 + your Wis modifier) Initiation Action: 1 swift action
Initiation Action: 1 swift action or suffer a 20% miss chance on all melee Range: Personal
Range: Personal and ranged attacks for 1 round. A suc- Target: You
Target: You cessful save negates the miss chance, Duration: Stance
Duration: Stance but not the extra damage.
Black, shadowy energy covers your hands
As you move, shadows flutter and swarm This maneuver is a supernatural and feet, allowing you to scuttle across the
around you. Even under the bright desert ability. walls and ceiling like a lurking spider.
sun, you are difficult to
spot as long as you Arrows miss a halfling swordsage While you are in this stance, you gain a
remain in motion. using the child of shadows stance benefit similar to the spider climb spell
(PH 283). You gain a climb speed of 20
As an initiate of CLOAK OF DECEPTION feet. You do not need to make a Climb
the Shadow Hand check to traverse a vertical or hori-
school, you learn Shadow Hand (Boost) zontal surface, even if you attempt to
to channel and Level: Swordsage 2 move across a ceiling. You retain your
control dark, Initiation Action: 1 swift action Dexterity bonus to AC while climbing,
shadowy ener- Range: Personal and you must have at least one hand
gies. This energy Target: You
flows around Duration: End of turn free to support yourself while you
you like a con- The shadows around you seem to surge for- climb. You do not take any penal-
cealing robe, ward and engulf you. For a brief moment, ties, nor do your opponents gain
hiding you they render you invisible. any bonus when attacking
from your When you initiate this maneuver, you you, while you climb.
opponents as turn invisible, as the greater invisibility You cannot take a run
they attempt to action while climb-
strike you. ing in this manner.

If you move at DEATH IN
least 10 feet during your THE DARK
turn, you gain concealment
against all melee and ranged Shadow Hand
attacks until the start of your next (Strike)
turn. You also gain the standard ben- Level: Swordsage 7
efits of concealment, but you cannot Initiation Action: 1 stan-
use this stance to hide in plain sight; dard action
you must still use some other terrain Range: Melee attack
feature that normally allows you to use Target: One creature
the Hide skill. The fluttering shadows Saving Throw: Fortitude partial
make it difficult to specifically target
you, but your enemies are aware of You catch your foe unaware, allowing you
your position. to deal a single, deadly strike that slays
her instantly.
This maneuver is a supernatural
ability. This maneuver functions only against
a flat-footed opponent. As part of this
CLINGING SHADOW STRIKE maneuver, make a single melee attack.
If this attack hits, you deal normal
Shadow Hand (Strike) damage and the target must make a
Level: Swordsage 1 Fortitude save (DC 17 + your Wis modi-
Initiation Action: 1 standard action fier). If the target fails this save, she
Range: Melee attack takes an extra 15d6 points of damage.

76

If her save succeeds, she takes an extra If the target has at least as many Result of 15–20: Struck in the heart. Maneuvers and Stances
5d6 points of damage. This maneuver negative levels as Hit Dice, it dies. Ability damage: 2d6 Dex, 2d6 Str.
functions only against opponents who Each negative level gives a creature a –1 Special effect: 2d6 points of Consti-
are vulnerable to critical hits. penalty on attack rolls, saving throws, tution damage.
skill checks, ability checks, and effec-
DRAIN VITALITY tive level (for determining the power, A foe struck by this attack must make
duration, DC, and other details of spells a successful Fortitude save (DC 19 +
Shadow Hand (Strike) or special abilities). Additionally, a your Wis modifier) to resist its effects.
Level: Swordsage 2 spellcaster loses one spell or spell slot On a successful save, the target ignores
Prerequisite: One Shadow Hand from her highest available level. Nega- any special effect from the attack and
tive levels stack. takes half the indicated ability damage
maneuver (but still takes normal melee damage
Initiation Action: 1 standard action In addition to the negative levels, as well as the extra 15d6 points of
Range: Melee attack your attack deals normal damage, damage). Each of the special effects
Target: One creature even if the target succeeds on the lasts for 1d6 rounds.
Saving Throw: Fortitude negates saving throw.
This maneuver is a supernatural
A faint nimbus of sickly gray shadow sur- This maneuver is a supernatural ability.
rounds your weapon. When you attack, this ability.
shadowy aura flows into the wound you GHOST BLADE
inflict, sapping your opponent’s strength, FIVE-SHADOW CREEPING
vitality, and energy. ICE ENERVATION STRIKE Shadow Hand (Strike)
Level: Swordsage 6
As part of this maneuver, make a single Shadow Hand (Strike) Prerequisite: Three Shadow Hand
melee attack. If this attack hits, you deal Level: Swordsage 9
normal melee damage and the target Prerequisite: Five Shadow Hand maneuvers
must make a successful Fortitude save Initiation Action: 1 standard action
(DC 12 + your Wis modifier) or take maneuvers Range: Melee attack
2 points of Constitution damage. A Initiation Action: 1 standard action Target: One creature
successful save negates the Consti- Range: Melee attack
tution damage but not the normal Target: One creature A smile brightens your foe’s eyes; he has
melee damage. Duration: 1 minute dodged your blow. But that was merely
Saving Throw: Fortitude partial; the ghost blade. The real blade is cutting
ENERVATING SHADOW swiftly from underneath, and yet he still
STRIKE see text smiles. . . .

Shadow Hand (Strike) With a single lunge, you pierce your enemy As part of this maneuver, you make
Level: Swordsage 8 to the core. A shadow of ultimate cold falls a melee attack. As you strike at your
Prerequisite: Three Shadow Hand over his heart and begins to worm through opponent, you create an illusory double
his veins to the five points of his body. of your weapon. This double slashes at
maneuvers your opponent, tricking him into mis-
Initiation Action: 1 standard action As part of this maneuver, you make a taking it for your attack. In truth, the
Range: Melee attack single melee attack. If you hit, you deal illusion cloaks your real attack. Your
Target: One creature normal melee damage plus an extra opponent is caught flat-footed against
Saving Throw: Fortitude negates 15d6 points of damage, and a shadow this strike, as the hidden attack from a
spreads out from your enemy’s heart, new direction ruins his defenses.
Your weapon becomes cloaked in an inky, freezing the blood in his veins. Roll a
black nimbus. As you strike your opponent, d20 and refer to the information below This maneuver is a supernatural
that energy flows into the wound and leaves to determine toward which point of his ability.
him pale, weak, and shaking. body the freezing shadow spreads. This
effect functions even if your opponent HAND OF DEATH
As part of this maneuver, you make a is not humanoid; once you have struck
single melee attack. If this attack hits, your foe’s heart, the shadow produces Shadow Hand (Strike)
the target must make a successful For- the same effects even in a creature with Level: Swordsage 4
titude save (DC 18 + your Wis modifier) a different anatomy. Initiation Action: 1 standard action
or gain 1d4 negative levels. You gain 5 Range: Touch
temporary hit points for each negative Result of 1–7: Spreads out to legs. Target: Creature touched
level your enemy gains. Temporary hit Ability damage: 2d6 Dex. Special effect: Duration: 1d3 rounds
points gained in this manner last until Speed is reduced to 0 feet. Saving Throw: Fortitude negates
the end of the encounter. The effects
of any negative levels bestowed by this Result of 8–14: Spreads out to arms. You reach out and tap your foe with a single
strike disappear in 24 hours. Ability damage: 2d6 Str. Special effect: finger. Her look of puzzlement turns to fear
–6 penalty on attack rolls and Concen- as black energy spreads across her body,
tration checks. rendering her helpless.

77

Maneuvers and Stances You draw upon the power of shadow to to rob your foe of her sight. Inky, black weapon to defend against. In most
render a single foe helpless. By touching energy burrows into her eyes, rendering her cases, the illusory weapon distracts
a specific nerve center and channeling blind for a few critical moments. your foe and allows your true attack to
your ki, you leave your enemy’s muscles hit. In some cases, both attacks strike
cold, locked, and useless. As a standard action, you can make home. In this case, the shadow blade
a single melee attack. If it hits, your discharges its magic and imbues your
This maneuver functions only opponent takes normal melee damage attack with cold energy.
against flat-footed opponents. As part plus an extra 5d6 points of damage. She
of this maneuver, you make a melee must also make a successful Fortitude As part of this maneuver, you make
touch attack against your opponent. If save (DC 14 + your Wis modifier) or a single melee attack against an oppo-
this attack hits, your opponent must suffer a 50% miss chance on all melee nent. Unlike on a normal attack, you
make a successful Fortitude save (DC and ranged attacks for 1 round. A suc- roll 2d20 and select which of the
14 + your Wis modifier) or be paralyzed cessful save negates the miss chance, two die results to use. If you use the
for 1d3 rounds. but not the extra damage. higher die result, resolve your attack
as normal. (Your mystic double misses,
ISLAND OF BLADES This maneuver is a supernatural but your true attack might hit.) If you
ability. use the lower die result, or if both die
Shadow Hand (Stance) results are the same, your attack deals
Level: Swordsage 1 ONE WITH SHADOW an extra 1d6 points of cold damage as
Initiation Action: 1 swift action both the mystic double’s attack and
Range: Personal Shadow Hand (Counter) your true weapon strike home.
Target: You Level: Swordsage 8
Duration: Stance Prerequisite: Three Shadow Hand This maneuver is a supernatural
ability.
You cloak yourself in a swirling nimbus of maneuvers
shadow energy. These shadows spin and Initiation Action: 1 immediate action SHADOW BLINK
flow around you, preventing any creature Range: Personal
near you from being able to anticipate Target: You Shadow Hand [Teleportation]
your attacks. Duration: See text Level: Swordsage 7
Initiation Action: 1 swift action
Your turn your enemies’ strengths You fade into the raw essence of shadow, Range: 50 ft.
against them, improving your combat turning transparent, then insubstantial. Target: You
ability as well as that of an ally. When
you and a comrade move to attack an As an immediate action, you become In the blink of an eye, you disappear and
opponent, you time your attacks and incorporeal. You gain all the benefits emerge from a mote of shadow energy across
position yourself to frustrate your of the incorporeal subtype, along with the battlefield.
opponent’s defenses. the drawbacks, as outlined in the Incor-
poreal Subtype sidebar. All of your This maneuver functions as the shadow
If both you and an ally are adjacent to gear becomes incorporeal, although jaunt maneuver, except that it can be
the same creature, the two of you gain you cannot grant this state to a living initiated as a swift action.
the benefit for flanking that opponent. creature that you touch or carry. You
You can gain this benefit against mul- remain incorporeal until the begin- SHADOW GARROTE
tiple opponents at the same time, as can ning of your next turn.
your allies. If both you and an ally are Shadow Hand (Strike)
adjacent to the same two creatures, the SHADOW BLADE Level: Swordsage 3
two of you gain the benefit of flanking TECHNIQUE Initiation Action: 1 standard action
against both creatures. Range: 60 ft.
Shadow Hand (Strike) Target: One living creature
OBSCURING SHADOW VEIL Level: Swordsage 1 Duration: See text
Initiation Action: 1 standard action Saving Throw: Fortitude partial
Shadow Hand (Strike) Range: Melee attack
Level: Swordsage 4 Target: One creature With a subtle gesture, you carve a slice of
Prerequisite: Two Shadow Hand shadow from the air around you and cast
You weave your weapon in an elaborate it toward your foe. It wraps around the
maneuvers pattern, creating an illusory double that creature’s neck and squeezes the life from it.
Initiation Action: 1 standard action glows with white energy. As you make
Range: Melee attack your attack, both your true weapon and As part of this maneuver, you create a
Target: One creature the illusion slash at your foe. strand of shadow that you hurl at an
Duration: 1 round opponent. The strand wraps around
Saving Throw: Fortitude partial This maneuver allows you to create a the target’s throat and chokes it. As part
mystical double of your weapon. As of this maneuver, you make a ranged
As you strike your opponent, you summon you attack, your foe must decide which touch attack against a creature within
the fell energies of the Shadow Hand school

78

range. If your attack is successful, your As part of this maneuver, you disappear aloft. His limbs flail as he struggles to free
opponent takes 5d6 points of damage. in a cloud of darkness and teleport up to himself from the strangling noose.
In addition, it must make a success- 50 feet away. You must have line of sight
ful Fortitude save (DC 13 + your Wis and line of effect to your destination. As part of this maneuver, you form a
modifier) or become flat-footed until If you attempt to use this maneuver noose of shadow that wraps around
the start of its next turn. This strike has to move into an occupied space, you your target and strangles him. This
no effect against nonliving creatures, do not move, and the maneuver is maneuver works only against a flat-
such as constructs and undead. expended but has no effect. footed target. As part of this maneuver,
you make a ranged touch attack against
This maneuver is a supernatural SHADOW NOOSE a flat-footed creature within range. If
ability. it hits, your opponent takes 8d6 points
Shadow Hand (Strike) of damage. In addition, he must make
SHADOW JAUNT Level: Swordsage 6 a successful Fortitude save (DC 16 +
Initiation Action: 1 standard action your Wis modifier) or be stunned for
Shadow Hand [Teleportation] Range: 60 ft. 1 round. A successful save negates
Level: Swordsage 2 Target: One flat-footed living creature the stun, but not the extra damage.
Initiation Action: 1 standard action Duration: 1 round This strike has no effect against non-
Range: 50 ft. Saving Throw: Fortitude partial living creatures, such as constructs
Target: You and undead.

A cloud of shadow energy engulfs you, spins As you foe struggles to ready his defenses, This maneuver is a supernatural Maneuvers and Stances
into a tiny mote, and disappears. A moment you make a subtle gesture in the air. A noose ability.
later, this shadowy cloud appears across the formed of shadow drops from above him,
battlefield and expels you from it. wraps around his throat, and hoists him

INCORPOREAL SUBTYPE it is fired and can affect a corporeal target normally (no miss
chance). Magic items possessed by an incorporeal creature
The incorporeal subtype was updated in Monster Manual III for work normally with respect to their effects on the creature or on
clarity. Reference this version of the subtype when you use the another target. Similarly, spells cast by an incorporeal creature
one with shadow maneuver. affect corporeal creatures normally.

Incorporeal Subtype: Some creatures are incorporeal by An incorporeal creature has no natural armor bonus but has
nature, while others (such as those that become ghosts) can a deflection bonus equal to its Charisma bonus (always at least
acquire the incorporeal subtype. An incorporeal creature has +1, even if the creature’s Charisma score does not normally
no physical body. It can be harmed only by other incorporeal provide a bonus).
creatures, magic weapons or creatures that strike as magic
weapons, and spells, spell-like abilities, or supernatural abilities. An incorporeal creature can enter or pass through solid ob-
It is immune to all nonmagical attack forms. Even when hit by jects, but must remain adjacent to the object’s exterior, and so
spells, including touch spells, or magic weapons, it has a 50% cannot pass entirely through an object whose space is larger than
chance to ignore any damage from a corporeal source (except its own. It can sense the presence of creatures or objects within
for positive energy, negative energy, force effects such as magic a square adjacent to its current location, but enemies have total
missile, or attacks made with ghost touch weapons). Nondamag- concealment (50% miss chance) from an incorporeal creature
ing spell effects affect incorporeal creatures normally unless that is inside an object. In order to see farther from the object it
they require corporeal targets to function (such as implosion) is in and attack normally, the incorporeal creature must emerge.
or they create a corporeal effect that incorporeal creatures An incorporeal creature inside an object has total cover, but when
would normally be unaffected by (such as a web or wall of stone it attacks a creature outside the object it only has cover, so a crea-
spell). Although it is not a magical attack, holy water can affect ture outside with a readied action could strike at it as it attacks.
incorporeal undead, but a hit with holy water has a 50% chance An incorporeal creature cannot pass through a force effect.
of not affecting an incorporeal creature.
Incorporeal creatures pass through and operate in water
An incorporeal creature’s attacks pass through (ignore) as easily as they do in air. Incorporeal creatures cannot fall or
natural armor, armor, and shields, although deflection bonuses take falling damage. Incorporeal creatures cannot make trip or
and force effects (such as mage armor) work normally against grapple attacks, nor can they be tripped or grappled. In fact,
it. Nonmagical attacks made by an incorporeal creature with they cannot take any physical action that would move or ma-
a melee weapon have no effect on corporeal targets, and nipulate an opponent or its equipment, nor are they subject to
any melee attack an incorporeal creature makes with a magic such actions. Incorporeal creatures have no weight and do not
weapon against a corporeal target has a 50% miss chance, set off traps that are triggered by weight.
except for attacks it makes with a ghost touch weapon, which
are made normally (no miss chance). An incorporeal creature moves silently and cannot be heard
with Listen checks if it doesn’t wish to be. It has no Strength
Any equipment worn or carried by an incorporeal creature is score, so its Dexterity modifier applies to both its melee at-
also incorporeal as long as it remains in the creature’s posses- tacks and its ranged attacks. Nonvisual senses, such as scent
sion. An object that the creature relinquishes loses its incorpo- and blindsight, are either ineffective or only partly effective with
real quality (and the creature loses the ability to manipulate the regard to incorporeal creatures. Incorporeal creatures have an
object). If an incorporeal creature uses a thrown weapon or a innate sense of direction and can move at full speed even when
ranged weapon, the projectile becomes corporeal as soon as they cannot see.

79

Maneuvers and Stances SHADOW STRIDE though you move and attack. As long as that fails to project more than 5 feet
you end your turn in a spot that allows above the ground, such as difficult ter-
Shadow Hand [Teleportation] you to hide, your foes must make Spot rain, burning lava, water, and so forth.
Level: Swordsage 5 and Listen checks as normal to discern In addition, you ignore the standard
Initiation Action: 1 move action your presence. Your movement and this penalties on Hide and Move Silently
Range: 50 ft. maneuver’s attack have no effect on checks for moving quickly.
Target: You your Hide and Move Silently results.
STRENGTH DRAINING
You dissipate into a puff of black shadow. STEP OF THE DANCING STRIKE
A moment later, the shadow coalesces, and MOTH
you appear fifty feet away. Shadow Hand (Strike)
Shadow Hand (Stance) Level: Swordsage 3
This maneuver functions as the shadow Level: Swordsage 5 Prerequisite: One Shadow Hand
jaunt maneuver, except that it can be Prerequisite: Two Shadow Hand
initiated as a move action. maneuver
maneuvers Initiation Action: 1 standard action
STALKER IN THE NIGHT Initiation Action: 1 swift action Range: Melee attack
Range: Personal Target: One creature
Shadow Hand (Strike) Target: You Saving Throw: Fortitude half
Level: Swordsage 6 Duration: Stance
Initiation Action: 1 full-round action Liquid, black energy covers your weapon.
Range: Melee attack You focus your inner reserve of ki energy to As you strike your opponent, this material
Target: One creature generate flowing shadows that lift you off flows into the wound, spreads along his
the ground. You walk across the roughest veins, and leaves him weakened.
You slide through the dark like a bird of ground, even water, with ease.
prey, emerging only to strike down your foe As part of this maneuver, you make a
before sliding back into shadow’s welcom- While you are in this stance, you can single melee attack against an oppo-
ing embrace. walk up to 5 feet above the ground. nent. In addition to dealing normal
Your speed becomes 20 feet while you melee damage with the attack, you deal
As part of this maneuver, you move are in this stance, and you cannot run. 4 points of Strength damage. A success-
up to your speed and make a single You ignore any terrain feature ful Fortitude save (DC 13 + your Wis
melee attack at any point during your modifier) halves this Strength damage,
movement. If you were hidden before but has no effect on the normal melee
initiating this maneuver, you can damage you deal with the strike.
keep the results of your previ-
ous Hide and Move Silently This maneuver is a supernatu-
checks even ral ability.

Illus. by T. Nordstrand

A drow swordsage makes a successful strength draining strike against an elf ranger

80

The Stone Dragon discipline focuses Target: One creature or unattended STONE DRAGON Maneuvers and Stances
on strength, power, and toughness. object
Its teachings grant a martial adept the creature struck must succeed on a For-
ability to splinter steel with a single, You put the weight of a great mountain titude save (DC 13 + your Str modifier)
focused blow. Stone Dragon’s defen- behind your attack, pounding through or its skeletal structure becomes mas-
sive abilities focus on tapping into armor and bone. sively weakened, and all rolls made to
the enduring power of stone to turn confirm a critical hit against the target
aside attacks. This discipline’s favored As part of this maneuver, you make a gain a +10 bonus. A successful save does
weapons are the greatsword, greataxe, single melee attack. This attack deals an not negate the extra damage.
heavy mace, and unarmed strike. Its extra 12d6 points of damage and auto-
key skill is Balance. matically overcomes damage reduction This effect lasts until the target’s
and hardness. hit points are restored to their full
Unlike with other disciplines, adepts normal total, whether by magical or
of this school rely on an external force— BONESPLITTING STRIKE normal healing.
the power of the earth and stone—to
help power their maneuvers. As a Stone Dragon (Strike) Creatures without a discernible
result, Stone Dragon maneuvers can Level: Crusader 4, swordsage 4, war- anatomy or that are immune to critical
be initiated only if you are in contact hits are immune to this maneuver’s
with the ground. blade 4 special effect. The extra damage still
Prerequisite: Two Stone Dragon applies against such targets.
ADAMANTINE BONES
maneuvers BOULDER ROLL
Stone Dragon (Strike) Initiation Action: 1 standard action
Level: Crusader 8, swordsage 8, war- Range: Melee attack Stone Dragon (Boost)
Target: One creature Level: Crusader 4, swordsage 4, war-
blade 8
Prerequisite: Three Stone Dragon Your attack slams home with a ferocious blade 4
crack of shattered bones and pulped flesh. Initiation Action: 1 full-round action
maneuvers Your target reels backward, still alive but Range: Personal
Initiation Action: 1 standard action severely crippled. Target: You
Range: Personal Duration: Instantaneous
Target: You A Stone Dragon adept is an implacable
Duration: 1 round foe. Your attacks smash through armor Like a boulder tumbling down a mountain-
and turn bone into dust. By focusing side, you slam through your enemies.
You are an impenetrable tower of defiance on your strength into a single, devastating
the battlefield. Attacking you is as fruitless as attack, you smash an opponent to the You are an implacable foe once you gain
striking a mountain with a walking stick. core. His very health and endurance are enough momentum. As you move across
left wrecked by your attack. the battlefield, your foes must stand aside
The supreme focus, mental toughness, or be crushed beneath your feet.
and physical durability taught by the As part of this maneuver, you make a
Stone Dragon discipline culminate single melee attack. If your attack hits, If you make an overrun attack (PH
in this powerful combat maneuver. the target takes normal damage as well 157), you can initiate this boost. You gain
When you make a successful attack, as 2 points of Constitution damage. a +4 bonus on your Strength check made
your mind focuses your body into the to overrun, and if you fail your check,
equivalent of a living shard of rock. BONECRUSHER your target can’t knock you prone. You
Even the most ferocious attacks bounce simply stop moving in the last legal
off you without harm. Stone Dragon (Strike) space you occupied. You do not provoke
Level: Crusader 3, swordsage 3, war- attacks of opportunity for the movement
As part of this maneuver, you make a or the overrun attempts.
single melee attack. If this attack hits, blade 3
you gain damage reduction 20/adaman- Initiation Action: 1 standard action CHARGING MINOTAUR
tine for 1 round. Range: Melee attack
Target: One creature Stone Dragon (Strike)
ANCIENT MOUNTAIN Duration: See text Level: Crusader 1, swordsage 1, war-
HAMMER Save: Fortitude partial; see text
blade 1
Stone Dragon (Strike) You deliver your attack, and your enemy’s Initiation Action: 1 full-round action
Level: Crusader 7, swordsage 7, war- eyes jerk wide open in panic as his skeleton Range: Melee attack
begins to fracture in hundreds of places. Target: One creature
blade 7
Prerequisite: Three Stone Dragon As part of this maneuver, you make a You charge at your foe, blasting him with
melee attack. If your attack hits, it deals such power that he stumbles back.
maneuvers an extra 4d6 points of damage. The
Initiation Action: 1 standard action As you roar across the battlefield, your
Range: Melee attack position yourself to deliver a devastat-
ing charge attack. When you slam

81

Maneuvers and Stances into an opponent, you crush him The overwhelming power behind your attack Range: 20 ft.
with concussive force and send him leaves your opponent unable to move. The pun- Area: 20-ft.-radius burst, centered
stumbling backward. ishing strike forces it to waste a few moments
shrugging off the effects of your attack. on you
As part of this maneuver, you make Duration: Instantaneous
a bull rush attack (PH 154) as part of By making a powerful, focused blow, Saving Throw: Reflex negates
a charge. Neither the movement nor you leave your opponent unable to move.
the bull rush attack provokes attacks The crushing weight of your attack You swing your weapon in a wild arc, slam-
of opportunity. Resolve the bull rush forces it to waste a precious moment ming it into the ground at your feet. Energy
attempt normally. If your Strength regaining its footing. surges out from you, causing the ground to
check exceeds the opponent’s result, shudder with a sharp tremor.
you deal bludgeoning damage equal As part of this maneuver, you make a
to 2d6 + your Str modifier in addition melee attack. This attack deals an extra You channel ki into the earth with
to pushing the target back as normal. 4d6 points of damage. If the creature your mighty strike, causing the ground
Assuming your Strength check is high you hit is standing on the ground, your to rumble and shake briefly. Anyone
enough, you can push your target back attack also drops the target’s speed to 0 standing on the ground in this maneu-
more than 5 feet (as normal for a bull feet (for all movement types) for 1 round. ver’s area must make a successful Reflex
rush, but without having to follow). It can act normally in all other ways. save (DC 18 + your Str modifier) or be
knocked prone. Any creature standing
COLOSSUS STRIKE This maneuver functions only against on the ground in this area that is cur-
opponents standing on the ground. A rently casting a spell must succeed on
Stone Dragon (Strike) flying creature or a levitating target is a Concentration check (DC 20 + spell
Level: Crusader 7, swordsage 7, war- immune to the speed reducing effect, level) or lose the spell.
but not to the extra damage.
blade 7 You are immune to the effect of the
Prerequisite: Two Stone Dragon CRUSHING WEIGHT earthstrike quake maneuver. Your
OF THE MOUNTAIN allies must still save as normal against
maneuvers its effect.
Initiation Action: 1 standard action Stone Dragon (Stance)
Range: Melee attack Level: Crusader 3, swordsage 3, war- Walls and similar barriers don’t
Target: One creature block the line of effect of an earth-
Saving Throw: Fortitude partial blade 3 strike quake.
Prerequisite: One Stone Dragon
Focusing your strength with a deep, rum- ELDER MOUNTAIN
bling shout, you execute an attack that sends maneuver HAMMER
your opponent flying through the air. Initiation Action: 1 swift action
Range: Personal Stone Dragon (Strike)
As part of this maneuver, you make Target: You Level: Crusader 5, swordsage 5, war-
a melee attack against your foe. This Duration: Stance
attack deals an extra 6d6 points of blade 5
damage, and the creature struck must You crush your opponent beneath you, Prerequisite: Two Stone Dragon
succeed on a Fortitude save (DC 17 squeezing the life out of him as you pin him
+ your Str modifier) or be hurled 1d4 to the ground. maneuvers
squares away from you, falling prone in Initiation Action: 1 standard action
that square. A creature of a smaller size Engaging in close combat against you is, Range: Melee attack
category than yours gets a –2 penalty at best, a foolish prospect. Drawing on Target: One creature or unattended
on this save; a creature of a larger size your understanding of the Stone Dragon
category than yours gets a +2 bonus discipline, you squeeze a foe within your object
on the save. The enemy’s movement grasp and force the life from him.
doesn’t provoke attacks of opportunity. You draw strength from the earth beneath
If an obstacle blocks the creature’s While you are in this stance, you gain your feet and transfer it into ruinous
movement, it instead stops in the first the ability to constrict for 2d6 points of power. Your next attack drops like an
unoccupied square. damage + 1-1/2 times your Str bonus (if avalanche upon your foe, hammering him
any). You can constrict an opponent into submission.
CRUSHING VISE that you grapple by making a successful
grapple check. The students of the Stone Dragon disci-
Stone Dragon (Strike) pline learn to tap into the power of the
Level: Crusader 6, swordsage 6, war- EARTHSTRIKE QUAKE earth, channel its endless strength, and
use it to grant their attacks tremendous
blade 6 Stone Dragon (Strike) force. A strike delivered by a Stone Dragon
Initiation Action: 1 standard action Level: Crusader 8, swordsage 8, war- adept can shatter a warrior’s shield, turn
Range: Melee attack a wooden door into splinters, or slay an
Target: One creature blade 8 ogre with a single blow.
Duration: 1 round Prerequisite: Two Stone Dragon
When you use this maneuver, you
maneuvers make a single melee attack. That attack
Initiation Action: 1 standard action

82

deals an extra 6d6 points of damage This maneuver is an evolution of the Illus. by M. Phillipi
and automatically overcomes damage techniques and abilities covered by the
reduction and hardness. Maneuvers and Stances
stone bones maneuver. Your medi-
GIANT’S STANCE A mummy feels the terrible might tative focus, ki, and training allow
of the elder mountain hammer your mind to overcome matter.
Stone Dragon (Stance) Weapons bounce from you skin
Level: Crusader 5, swordsage 5, Initiation Action: 1 standard action
Range: Personal and barely injure you.
warblade 5 Target: You When you use this maneuver,
Prerequisite: Two Stone Dragon Duration: 1 round
you make a single melee attack. If this
maneuvers As you make a successful attack, you enter attack hits, you gain damage reduc-
Initiation Action: 1 swift action a meditative state that leaves you almost
Range: Personal invulnerable to harm. For a few brief tion 10/adamantine for 1 round.
Target: You moments, arrows bounce off your skin, and
Duration: Stance sword blows barely draw any blood. IRRESISTIBLE
MOUNTAIN STRIKE
You swing your weapon in a
wide, deadly arc that slams into Stone Dragon (Strike)
your foe with incredible force. Level: Crusader 6, swordsage 6,
Only your mastery of the Stone warblade 6
Dragon techniques allows you
to make such reckless blows Initiation Action: 1 standard
without losing your footing. action
Range: Melee attack
Tapping into the power Target: One creature
of the Stone Dragon, you
strike with resolute, irre- Duration: 1 round
sistible force. You learn Saving Throw: Fortitude
to set the full weight partial
of your body into
each of your attacks. You slam your weapon into
A warrior with less your foe with irresistible
skill would lose his force. He can barely move
balance and fall to the as he struggles to marshal
ground when using his defenses against you.
this fighting style.
Your mighty attack
While you are in causes your opponent
this stance, you deal to stagger aimlessly
damage as if you were for a few key mo-
one size larger than ments, leaving him
normal, to a maximum unable to act fully on
of Large. This benefit im-
proves your weapon and his next turn.
unarmed strike damage. It As part of this
does not confer any of the other
benefits or drawbacks of a change in maneuver, you make
size, such as a modifier to ability scores a single melee attack.
or AC, or an improved reach. This attack deals an extra
4d6 points of damage. A
This stance immediately ends if you creature hit by this strike
move more than 5 feet for any reason, must also make a successful
such as from a bull rush attack, a tele- Fortitude save (DC 16 + your Str modi-
kinesis spell, and so forth. fier) or be unable to take a standard
action for 1 round. It can otherwise act
IRON BONES as normal. A creature that successfully
saves still takes the extra damage.
Stone Dragon (Strike) This maneuver functions only
Level: Crusader 6, swordsage 6, war- against opponents standing on the
ground. A flying creature or a levitat-
blade 6 ing target need not save against the
Prerequisite: Two Stone Dragon action loss effect, but still takes the
extra damage.
maneuvers

83

Maneuvers and Stances MOUNTAIN AVALANCHE MOUNTAIN TOMBSTONE Level: Crusader 3, swordsage 3, war-
STRIKE blade 3
Stone Dragon (Strike)
Level: Crusader 5, swordsage 5, war- Stone Dragon (Strike) Initiation Action: 1 swift action
Level: Crusader 9, swordsage 9, war- Range: Personal
blade 5 Target: You
Prerequisite: Two Stone Dragon blade 9 Duration: Stance
Initiation Action: 1 standard action
maneuvers Range: Melee attack You crouch and set your feet flat on the
Initiation Action: 1 full-round action Target: One creature ground, rooting yourself to the spot you stand.
Range: Personal Nothing can move you from this place.
Target: You You slam into your foe, turning bones into
Saving Throw: Reflex half; see text dust and muscle into bloody pulp. Your foe’s Like a living mountain, you choose
body is left a crippled, twisted mockery. your position on the battlefield and sink
You wade through your enemies like a your roots into the earth. With your
stone giant rampaging through a mob of Your attack causes damage to the struc- spot chosen on the field, you cannot be
orcs. You crush them underfoot and drive ture of your foe’s body. As part of this shifted from your position.
them before you, leaving a trail of the dead maneuver, you make a single melee
in your wake. attack. If this attack hits, you deal 2d6 While you are in this stance, you
points of Constitution damage in addi- gain a +10 bonus on checks to resist bull
As part of this maneuver, you can tion to your normal damage. rush, overrun, and trip attacks, as well
move up to double your speed and as on grapple checks made to resist an
trample your opponents. You can enter OVERWHELMING opponent’s grapple attempt. Any crea-
the space of any creature of your size MOUNTAIN STRIKE ture that attempts to move through your
category or smaller. If you enter and threatened area or the space you occupy
occupy all of the space occupied by Stone Dragon (Strike) takes a –10 penalty on any Tumble
such a creature, it takes damage equal Level: Crusader 4, swordsage 4, war- checks it makes. This stance also grants
to 2d6 + 1-1/2 times your Str bonus you damage reduction 2/—.
(if any). blade 4
Initiation Action: 1 standard action This stance immediately ends if you
You can deal trampling damage to Range: Melee attack move more than 5 feet for any reason,
a creature only once per round, no Target: One creature such as from a bull rush attack, a tele-
matter how many times you move into Duration: 1 round kinesis spell, and so forth.
or through its space. You must move Saving Throw: Fortitude partial
into every square a creature occupies STONE BONES
to trample it. If you move over only Your mighty strike temporarily disorients
part of the space a creature occupies your opponent, costing him precious seconds Stone Dragon (Strike)
(for example, you are a Large creature as he shakes off the attack. Level: Crusader 1, swordsage 1, war-
moving over half the space of a Large
opponent), it can either attempt an You slam your foe with a mighty strike, blade 1
attack of opportunity against you or almost knocking him from his feet and Initiation Action: 1 standard action
it can attempt a Reflex save (DC 15 + forcing him to find his footing and Range: Personal
your Str modifier) to avoid half of your steady himself before he can react. Target: You
trampling damage. Duration: 1 round
As part of this maneuver, you make a
MOUNTAIN HAMMER melee attack. This attack deals an extra You focus your energy to enhance your
2d6 points of damage. If the creature defenses, drawing on the power of your
Stone Dragon (Strike) you hit is standing on the ground, your weapon’s impact with a foe to toughen
Level: Crusader 2, swordsage 2, war- attack also causes the target to lose yourself against a counterattack.
its ability to take a move action for 1
blade 2 round. It can otherwise act normally. A The Stone Dragon tradition teaches its
Initiation Action: 1 standard action successful Fortitude save (DC 14 + your disciples to shrug off attacks through a
Range: Melee attack Str modifier) by the creature struck combination of mental focus, pure tough-
Target: One creature or unattended negates the loss of its move action, but ness, and resilience. When you make a
not the extra damage. successful melee attack, you attune your
object mind and body to such an incredible
This maneuver functions only against extent that only the sharpest weapons
Like a falling avalanche, you strike with the opponents standing on the ground. A can injure you. Lesser armaments cause
weight and fury of the mountain. flying creature or a levitating target need mere bruises and minor cuts.
not save against the action loss effect, but
As part of this maneuver, you make a still takes the extra damage. When you use this maneuver, you
single melee attack. This attack deals make a single melee attack. If this
an extra 2d6 points of damage and auto- ROOTS OF THE MOUNTAIN attack hits, you gain damage reduction
matically overcomes damage reduction 5/adamantine for 1 round.
and hardness. Stone Dragon (Stance)

84

STONE DRAGON’S FURY A successful Fortitude save (DC 12 STRENGTH OF STONE Maneuvers and Stances
+ your Str modifier) by the creature
Stone Dragon (Strike) struck negates the immobilization, but Stone Dragon (Stance)
Level: Crusader 3, swordsage 3, war- not the extra damage. Level: Crusader 8, swordsage 8, war-

blade 3 This maneuver functions only blade 8
Prerequisite: One Stone Dragon against opponents standing on the Prerequisite: Three Stone Dragon
ground. A flying creature or a levitat-
maneuver ing target need not save against the maneuvers
Initiation Action: 1 standard action speed reduction effect, but still takes Initiation Action: 1 swift action
Range: Melee attack the extra damage. Range: Personal
Target: Creature or object struck Target: You
STONEFOOT STANCE Duration: Stance
With a mighty war cry, you slam your
weapon into a slight crack or other fault in Stone Dragon (Stance) You enter an impenetrable defensive stance,
an object. The object shudders for a moment Level: Crusader 1, swordsage 1, war- making it almost impossible for an attack
before it collapses into broken shards. to strike you in a vulnerable area.
blade 1
Your attunement to Stone Dragon’s Initiation Action: 1 swift action While you are in this stance, you focus
earth nature allows you to spot flaws Range: Personal your efforts on preventing any devas-
in objects with uncanny precision. Target: You tating attacks from penetrating your
You use this knowledge to your Duration: Stance defenses. You are immune to critical
advantage, allowing you to make dev- hits while you are in this stance.
astating attacks against objects and You crouch and set your feet flat on the
constructs. ground, drawing the resilience of the earth This stance immediately ends if you
into your body. move more than 5 feet for any reason,
As part of this maneuver, you make such as from a bull rush attack, a tele-
a single melee attack. If your attack The students of the Stone Dragon dis- kinesis spell, and so forth.
hits a construct or an object, you deal cipline model their defenses after the
an extra 4d6 points of damage. You earth itself. The wind might batter the
can use this strike in conjunction mountain, the river might cut through
with the sunder special attack (PH the plains, but in the end the stone and
158) and attempt to damage held or rock shrug off such assaults.
carried objects. Against other targets,
you gain no special benefit from this While you are in this stance, you
maneuver. gain a +2 bonus on Strength checks
and a +2 bonus to AC against crea-
STONE VISE tures of a size category larger
than yours.
Stone Dragon (Strike)
Level: Crusader 2, swordsage 2, war- This stance imme-
diately ends if you
blade 2 move more than
Initiation Action: 1 standard action 5 feet for any
Range: Melee attack reason, such
Target: Creature struck as from a bull
Duration: 1 round rush attack, a
Saving Throw: Fortitude partial telekinesis spell,
and so forth.
You make a crushing blow that staggers
your opponent, leaving it unable to move.

By making a powerful, focused blow, Illus. by B. Trott
you leave your opponent unable to
move. The crushing weight of your A dwarf crusader gains the
blow forces it to waste a precious strength of stone
moment regaining its footing.

As part of this maneuver, you make a
single melee attack. This attack deals an
extra 1d6 points of damage. If the crea-
ture hit is standing on the ground, your
attack also drops the target’s speed to 0
feet (for all movement capabilities) for
1 round. It can otherwise act normally.

85

Maneuvers and Stances The Tiger Claw discipline embraces a great cat, you spring into the air and attack TIGER CLAW
feral rage that lurks within the heart of your foe from an unexpected direction.
its initiates. In battle, such warriors growl Level: Swordsage 5, warblade 5
like wild animals, attack with a fury As part of this maneuver, you attempt a Prerequisite: Two Tiger Claw
similar to that of a barbarian, and rely on Jump check to leap into the air and make
overwhelming, vicious assaults to defeat a melee attack that targets your foe’s upper maneuvers
theirenemies. TheTigerClaw discipline’s body, face, and neck. The Jump check’s Initiation Action: 1 swift action
favored weapons are the kukri, kama, DC is equal to your target’s AC. If this Range: Personal
handaxe, claw, greataxe, and unarmed check succeeds, your attack deals an Target: You
strike. Its key skill is Jump. extra 2d6 points of damage. If this attack Duration: End of turn
threatens a critical hit, you gain a +4 bonus
BLOOD IN THE WATER on your roll to confirm the critical hit. You swing your weapons about you in a
blur of speed, making a series of devastating
Tiger Claw (Stance) If your check fails, you can still attacks in the space of a single breath.
Level: Swordsage 1, warblade 1 attack, but you do not deal extra damage
Prerequisite: One Tiger Claw or gain a bonus on a roll to confirm a You make a flurry of deadly attacks.
critical hit. The maneuver is still con- After initiating this boost, you can
maneuver sidered expended. make one additional attack with each
Initiation Action: 1 swift action weapon you wield (to a maximum of
Range: Personal DANCING MONGOOSE two extra attacks if you wield two or
Target: You more weapons). These extra attacks are
Duration: Stance Tiger Claw (Boost) made at your highest attack bonus for

The smell of blood drives you into a each of your respective weapons. All
fury. As you slash into your foe, of these attacks must be directed
each fresh wound you inflict spurs against the same opponent.
you onward.
DEATH FROM ABOVE
While you are in this stance,
you whip yourself into a terrible Tiger Claw (Strike)
rage. When you score a critical Level: Swordsage 4, warblade 4
hit against an opponent, you Prerequisite: One Tiger Claw
enter a near frenzied state from maneuver
the sight and smell of blood. Initiation Action: 1 standard
You gain a +1 bonus on attack action
rolls and damage rolls. Because Range: Melee attack
this is an untyped bonus, it Target: One creature
stacks with each successful
critical hit you score. With a war cry, you leap into the air
and lift your weapon high over-
If you go more than 1 head. As you arc downward, your
minute without achieving a weight and momentum lend bone-
critical hit, you no longer gain crushing force to your attack.
the benefit of the stance.
Like a thunderbolt, you slam
Illus. by H. Lyon CLAW AT THE MOON into your foe from above. You
leap upon your enemy and
Tiger Claw (Strike) drive him into the ground. The
Level: Swordsage 2, war- impact of your attack gives you
extra force, allowing you to
blade 2 score a deadly hit.
Initiation Action: 1 stan-
To use this maneuver, you
dard action must be adjacent to a foe. As
Range: Melee attack part of this maneuver, you
Target: One creature attempt a DC 20 Jump check.
If this check succeeds, you
You leap into the air, catching can make a single melee attack
your foe off guard as you slice against an opponent that you
down into him. were adjacent to when you
began this maneuver. This attack
You learn to leap into the air and A warblade makes a death from above occurs in the air as you soar over your
slice at a foe’s vulnerable points. Like a attack against a displacer beast opponent, also as part of the maneuver.

86

Your attack deals an extra 4d6 points of Prerequisite: Two Tiger Claw prior to initiating this maneuver, the
damage, and your opponent is considered maneuvers save DC increases by 1.
flat-footed against this attack. You then
land in any square adjacent to the target of Initiation Action: 1 standard action GIRALLON WINDMILL
this attack, though no more than 20 feet Range: Melee attack FLESH RIP
away from your starting position. Target: One creature
Duration: 1 round or more; see text Tiger Claw (Boost)
If your Jump check fails, you remain Saving Throw: Fortitude negates
in the last square you occupied before Level: Swordsage 8, warblade 8
the Jump check and can make a single With a mixture of careful precision and Prerequisite: Three Tiger Claw
attack normally. The maneuver is still animal savagery, you tear into a foe to
considered expended. produce jagged wounds that overwhelm maneuvers
him with pain.
FERAL DEATH BLOW Initiation Action: 1 swift action
As part of this maneuver, you make a Range: Melee attack
Tiger Claw (Strike) melee attack against a single opponent. Target: One or more creatures
Level: Swordsage 9, warblade 9 If this attack hits, the target must make Duration: End of turn
Prerequisite: Four Tiger Claw a successful Fortitude save (DC 13 +
your Str modifier) or take a –4 penalty Windmilling your arms in a furious blur,
maneuvers on attacks and to AC for 1 round. If you strike your perplexed enemy from two
Initiation Action: 1 full-round action your attack is a critical hit, these penal- directions at once, rending his flesh with
Range: Melee attack ties last for a number of rounds equal each strike.
Target: One creature to your weapon’s critical multiplier.
Saving Throw: Fortitude partial Your target takes normal damage from Each of your attacks is precisely timed Maneuvers and Stances
your attack regardless of the result of to maximize the carnage it inflicts.
With a primal howl, you leap into the air the save. You must be wielding two or more
and land on your opponent, hacking and weapons to initiate this maneuver. As
clawing at his neck. This maneuver functions only you hack into your opponent, you use
against creatures that are vulnerable your weapons together to murderous
You leap upon your opponent, rending to critical hits. effect. With a cruel twist of your blade,
and tearing with your weapons in an you widen the wounds you cause with
attempt to kill him with a brutally over- FOUNTAIN OF BLOOD each successive strike.
whelming assault. You grab onto your
foe as you slash and hack at his neck, Tiger Claw (Boost) You must initiate this maneuver
face, and other vulnerable areas. Level: Swordsage 4, warblade 4 before making any attacks in the cur-
Prerequisite: Two Tiger Claw rent round. If you strike an opponent
To use this maneuver, you must be multiple times during your turn, you
adjacent to your intended target. As maneuvers also deal rend damage. This damage is
part of this maneuver, make a Jump Initiation Action: 1 swift action based on the number of times you strike
check with a DC equal to your oppo- Range: 30 ft. your opponent during your turn (see
nent’s AC. If the check succeeds, you Area: 30-ft.-radius burst centered the table below). Determine the rend
can then make a single melee attack damage dealt immediately after you
against your foe, also as part of this on you make your last attack for your turn.
maneuver. The target is considered Duration: 1 minute
flat-footed against this attack. If your Saving Throw: Will partial; see text If you attack multiple opponents
attack deals damage, your target must during your turn, you gain this extra
attempt a Fortitude save (DC 19 + your As your foe dies on your blade, you twist and damage against each of them. A crea-
Str modifier). If this save fails, your turn your weapon to send blood spraying ture takes rend damage based on the
target is instantly slain (his hit points across the battlefield. Your enemies shriek number of attacks that hit it, not the
drop to –10). If the save is successful, in fear at their ally’s grisly demise. number of successful attacks you make.
you deal an extra 20d6 points of damage For example, if you hit a fire giant three
to the target in addition to your normal If you reduce a living opponent to –1 times and an evil cleric twice during
weapon damage. Creatures immune to or fewer hit points during your turn, your turn, the fire giant takes rend
critical hits are immune to the death you can initiate this maneuver. Your damage for three attacks and the cleric
effect of this strike. weapon rips into your foe as she drops, takes rend damage for two attacks.
dealing an extra 1d6 points of damage
If your Jump check fails, you can make and forcing all your enemies within a Successful Rend
a single attack normally. The maneuver 30-foot radius to make successful Will Attacks Damage
is still considered expended. saves (DC 14 + your Str modifier) or be 2
shaken for 1 minute. The foe you drop 3 8d6
FLESH RIPPER must be within your threatened area 4 10d6
when you initiate this maneuver. For 5 12d6
Tiger Claw (Strike) each foe you drop during your turn 6 14d6
Level: Swordsage 3, warblade 3 7 16d6
8+ 18d6
20d6

87

Maneuvers and Stances HAMSTRING ATTACK Target: You With each foe you strike, your blood-
Duration: Stance lust and battle fury rises ever higher.
Tiger Claw (Strike) After a brief moment of explosive rage,
Level: Swordsage 7, warblade 7 Even when you are trapped in tight quarters the foes around you are left bloodied,
Prerequisite: Three Tiger Claw and seemingly unable to move, a leap can torn, and moaning.
send you flying gracefully through the air.
maneuvers Whenever an opponent within 10
Initiation Action: 1 standard action The Tiger Claw discipline teaches you feet of you drops to –1 or fewer hit
Range: Melee attack to assume a stance that allows you to sail points, whether from your attack,
Target: One creature through the air when jumping. You spring an ally’s strike, or some other cause,
Saving Throw: Fortitude half from the ground with an unmatched you can immediately make an attack
Duration: 1 minute burst of speed and strength. of opportunity against any opponent
within your threatened area.
You slice into your opponent’s legs, leaving While you are in this stance, you
him hobbled and stumbling about. gain a +10-foot enhancement bonus on RABID BEAR STRIKE
Jump checks. In addition, any jumps
As part of this maneuver, you make a you make while in this stance are con- Tiger Claw (Strike)
single melee attack. If this attack hits, sidered running jumps. Level: Swordsage 6, warblade 6
it deals damage as normal. In addition, Prerequisite: Two Tiger Claw
the target takes 1d8 points of Dexterity POUNCING CHARGE
damage and a –10-foot penalty to speed maneuvers
for 1 minute. A successful Fortitude Tiger Claw (Strike) Initiation Action: 1 standard action
save (DC 17 + your Str modifier) halves Level: Swordsage 5, warblade 5 Range: Melee attack
both the Dexterity damage and the Prerequisite: Two Tiger Claw Target: One creature
speed penalty.
maneuvers With a ferocious roar, you leap upon your
HUNTER’S SENSE Initiation Action: 1 full-round action enemy like a wild beast, slamming your
Range: Personal weapon into her with a madman’s fury.
Tiger Claw (Stance) Target: You
Level: Swordsage 1, warblade 1 You focus your primal fury into a single
Prerequisite: One Tiger Claw With the roar of a wild beast, you throw attack, laying an opponent low with a
yourself into the fray. Your weapons are mighty blow that splinters bones and
maneuver little more than a blur as you hack at your shatters steel. As part of this maneuver,
Initiation Action: 1 swift action foe with feral speed. you make a single melee attack. You
Range: Personal gain a +4 bonus on this attack roll and
Target: You With a ferocious howl, you throw your- deal an extra 10d6 points of damage.
Duration: Stance self into combat. You move with such After completing this maneuver, you
speed and ferocity that when you reach take a –4 penalty to AC until the start
You sniff at the air like a hunting animal. your enemy, you unleash a blistering of your next turn.
After you focus your mind, an array of flurry of slashes, cuts, and hacks.
scents that normally eludes your awareness RABID WOLF STRIKE
become clear to you. As part of initiating this maneuver,
you make a charge attack. Instead Tiger Claw (Strike)
Your mastery of the Tiger Claw disci- of making a single attack at the end Level: Swordsage 2, warblade 2
pline allows you to become attuned to of your charge, you can make a full Initiation Action: 1 standard action
the feral side of your personality. On a attack. The bonus on your attack roll Range: Melee attack
fundamental level, you begin to think for making a charge attack applies to Target: One creature
more like a wild beast and less like a all your attack rolls.
civilized creature. Your enemies are You foam at the mouth and scream in rage
prey to be hunted down and slain. Your PREY ON THE WEAK as you make a powerful attack against your
allies are packmates. This shift in view enemy. You set aside all thoughts of defense
spreads to your physical senses. Tiger Claw (Stance) as you lunge forward.
Level: Swordsage 7, warblade 7
As long as you are in this stance, you Prerequisite: Two Tiger Claw For a split-second, you unleash the barely
gain the scent special ability (MM 314). controlled, primal rage that surges within
maneuvers you. As part of this maneuver, you make a
LEAPING DRAGON STANCE Initiation Action: 1 swift action single melee attack. You gain a +4 bonus
Range: Personal on this attack roll and deal an extra 2d6
Tiger Claw (Stance) Target: You points of damage. You take a –4 penalty
Level: Swordsage 3, warblade 3 Duration: Stance to AC until the start of your next turn,
Prerequisite: One Tiger Claw as this wild strike sends you off balance
You scythe through weaker foes like a and hinders your defenses.
maneuver mighty predator turned loose among a
Initiation Action: 1 swift action herd of prey.
Range: Personal

88

RAGING MONGOOSE SUDDEN LEAP enemies, unless you succeed on the Illus. by T. Nordstrand
appropriate Tumble check.
Tiger Claw (Boost) Tiger Claw (Boost) Maneuvers and Stances
Level: Swordsage 8, warblade 8 Level: Swordsage 1, warblade 1 SWOOPING DRAGON STRIKE
Prerequisite: Three Tiger Claw Prerequisite: One Tiger Claw
Tiger Claw (Strike)
maneuvers maneuver Level: Swordsage 7, warblade 7
Initiation Action: 1 swift action Initiation Action: 1 swift action Prerequisite: Three Tiger Claw
Range: Personal Range: Personal
Target: You Target: You maneuvers
Duration: End of turn Duration: Instantaneous Initiation Action: 1 standard action
You leap to a new position in the blink of an Range: Melee attack
You unleash a ferocious volley of attacks, eye, leaving your opponents baffled. Target: One creature
setting aside all thoughts of caution and Saving Throw: Fortitude partial
self-control. A githyanki warblade infuriates
a monstrous spider with the swooping Like a dragon, you swoop down upon your foe
You make a flurry of deadly attacks. and let loose with a devastating attack. You
After initiating this boost, you can dragon strike maneuver
make two additional attacks with each You can make a Jump check as a leap over her and, as you soar through
weapon you wield (to a maximum of swift action and move the distance the air, unleash a devastating volley
four extra attacks if you wield two or determined by your check result. You of attacks.
more weapons). These extra attacks provoke attacks of opportunity with
are made at your highest attack this movement, and you must move in You leap over an opponent and
bonus for each of your respective a straight line. As with any movement, chop down at her, ruining her
weapons. You can spread these you can attempt a Tumble check to defenses and striking with a
attacks out among as many foes avoid any attacks you provoke with this critical blow.
as you wish. sudden leap. You can’t move through
As part of this maneuver,
SOARING RAPTOR you attempt a Jump check to
STRIKE leap over your target. The result
of this Jump check must be
Tiger Claw (Strike) sufficient to allow you to move
Level: Swordsage 3, war- through an opponent’s space
and over her. If you fail the Jump
blade 3 check needed to jump over your
Prerequisite: One Tiger Claw foe, you provoke attacks of oppor-
tunity for the distance you jump,
maneuver if applicable. If your jump was too
Initiation Action: 1 standard short to clear your opponent but
far enough that you would land in
action a space she occupies, you land adja-
Range: Melee attack centto your opponent in the square
Target: One creature closest to your starting square.
If your check is insufficient to
You leap into the air, catching a larger jump over your target, you can also
opponent by surprise as you jump over make a single attack against your foe
its defenses to plunge your weapon with no special benefits or penalties,
into the crown of its head. as long as your target is within reach.
If the check succeeds, you do not pro-
With a carefully timed leap, you jump voke attacks of opportunity for leaving
over the target’s defenses and attack threatened squares during your jump.
it from an unexpected angle. You can Your foe loses her Dexterity bonus to
use this maneuver only against a foe AC against your melee attack. This attack
of a larger size category than yours. deals an extra 10d6 points of damage, and
As part of this maneuver, you make the target must succeed on a Fortitude
a Jump check with a DC equal to save (DC equal to your Jump check result)
your foe’s AC. If this check succeeds, or be stunned for 1 round.
you also make a melee attack as part
of this maneuver. If the check fails, WOLF CLIMBS THE
you cannot make this attack and the MOUNTAIN
maneuver is still considered expended.
You gain a +4 bonus on the attack roll Tiger Claw (Strike)
and deal an extra 6d6 points of damage Level: Swordsage 6, warblade 6
if your attack hits.

89

Maneuvers and Stances Prerequisite: Two Tiger Claw must fight with two weapons to use this movement does not provoke attacks
maneuvers maneuver. If you carry only one weapon, of opportunity from the creature you
you can choose to make an unarmed struck. You cannot use this stance to
Initiation Action: 1 full-round action strike with your off hand (as an unarmed move more than your current speed
Range: Melee attack attack) if you so wish. As part of this in a single round.
Target: One creature maneuver, you make an attack with
both weapons you wield against one WOLVERINE STANCE
You slip between a larger foe’s legs and strike opponent. Both attacks must target the
its exposed side. You then find cover in the same creature, and you take a –2 penalty Tiger Claw (Stance)
shadow of your enemy’s bulk. on each attack roll. If your first attack Level: Swordsage 3, warblade 3
drops your foe to –1 hit points or fewer, Prerequisite: One Tiger Claw
You can use this maneuver only against you cannot make a second attack.
an opponent of a size category larger maneuver
than yours. As part of this maneuver, WOLF PACK TACTICS Initiation Action: 1 swift action
you enter your target’s square without Range: Personal
provoking an attack of opportunity. You Tiger Claw (Stance) Target: You
can then attack your target as part of this Level: Swordsage 8, warblade 8 Duration: Stance
maneuver. Your attack deals an extra 5d6 Prerequisite: Two Tiger Claw
points of damage. You remain within Like a cornered wolverine, you fight with
your opponent’s space after you complete maneuvers unmatched ferocity and rage when your
this maneuver. You gain cover against all Initiation Action: 1 swift action opponents force you into close quarters.
attacks as long as you remain in his space, Range: Personal
including those made by the target. If Target: You When an opponent has you in his
the target moves, it leaves you behind Duration: Stance grasp, you transform into a snarling,
but provokes an attack of opportunity frothing, raging beast. You hack with
from you for leaving your space. With each stinging attack that connects your weapon at your foe’s arms or
against a foe, you slip around him, using the tentacles, your wild frenzy allowing
WOLF FANG STRIKE distraction provided by your attacks to pre- you to fight even with a large, awkward
vent him from hindering your movement. weapon. When you are in the grasp of
Tiger Claw (Strike) a larger foe, your frenzy ignites into an
Level: Swordsage 1, warblade 1 You prowl the battlefield like a mighty inferno as you desperately attempt to
Initiation Action: 1 standard action hunter. You pick your spots to attack, break free.
Range: Melee attack striking foes when they are most vulnera-
Target: One creature ble before moving on to attack elsewhere. While you are in this stance, you can
Each attack allows you to move forward attack a foe grappling you with any one-
You lash out in a blur of movement with and press your advantage. handed weapon. You do not take the –4
two weapons, hacking into your foe with a penalty for fighting while grappled.
combination of feral strength and speed. While you are in this stance, each If your foe is of a larger size category
successful strike allows you to slowly than yours, your feral rage ignites and
You tap into the speed and strength work your way around an opponent. grants you a +4 bonus on damage rolls
embodied within your feral spirit. You Each time you make a successful against that creature while it continues
melee attack, you can move 5 feet. This to grapple you.

The White Raven discipline teaches Range: Melee attack WHITE RAVEN
that the combined effort of several war- Target: One creature
riors working together far exceeds the BOLSTERING VOICE
efforts of those same warriors working You lead from the front, charging your enemies
individually. Adherents of this tradition so that your allies can follow in your wake. White Raven (Stance)
serve as leaders and inspiring figures on Level: Crusader 1, warblade 1
the battlefield. This discipline’s favored The White Raven discipline teaches Initiation Action: 1 swift action
weapons are the longsword, battleaxe, that he who seizes the initiative also Range: 60 ft.
greatsword, halberd, and warhammer. seizes victory. You have learned to lead Area: 60-ft.-radius emanation centered
Its key skill is Diplomacy. an attack with a mighty charge, the
better to disrupt the enemy and inspire on you
BATTLE LEADER’S CHARGE your allies in battle. Duration: Stance

White Raven (Strike) As part of this maneuver, you charge Your clarion voice strengthens the will of
Level: Crusader 2, warblade 2 an opponent. You do not provoke attacks your comrades. So long as you remain on the
Prerequisite: One White Raven of opportunity for moving as part of this field of battle, your allies are strengthened
charge. If your charge attack hits, it deals against attacks and effects that seek to sub-
maneuver an extra 10 points of damage. vert their willpower.
Initiation Action: 1 full-round action
The discipline of the White Raven
stresses that an army is effective only

90

when its members are motivated to buying your allies critical seconds needed to Initiation Action: 1 standard action Maneuvers and Stances
fight. In the face of a daunting enemy or slip past them unharmed. Range: Melee attack
unexpected hardship, the most skilled Target: One creature
warrior is worthless if he lacks strength By drawing on your combat experience
of will. When you adopt the bolstering and knowledge of how a warrior must Your keen leadership grants you and your
voice stance, you shout encouragement carry herself in battle, you make an allies a sudden advantage in combat. When
to your allies, disparage your foes, and attack that disrupts your opponents and you flank an opponent, you attack in such
lend much-needed support to raise your keeps them from taking advantage of a way as to maximize your allies’ openings.
allies’ spirits. By drawing on the example your allies’ lapses. By the same token, your friends’ ferocious,
you set, your allies harden their will to accurate attacks give you multiple opportu-
fight and battle on despite your enemies’ After you initiate this boost, you can nities to pierce your foe’s defenses.
attempts to turn them aside. make your attacks as normal. In addi-
tion to taking normal melee damage When you flank an enemy with an ally
While you are in this stance, all allies from your blows, a foe you strike after who can see and hear your directions,
within range who can hear you gain a +2 initiating this maneuver cannot make the two of you form a potent combina-
morale bonus on Will saves, or a +4 morale attacks of opportunity for 3 rounds. tion. Your attacks complement each
bonus on Will saves against fear effects. The target still threatens its normal other, leaving the flanked opponent in
area; it simply cannot make attacks a tenuous position.
CLARION CALL of opportunity.
You can use this strike when you and
White Raven (Boost) A creature can be affected by only any number of allies flank an opponent
Level: Crusader 7, warblade 7 one covering strike per encounter. you designate. As part of this maneuver,
Prerequisite: Three White Raven you make a melee attack against the
DOUSE THE FLAMES flanked opponent. If your attack hits,
maneuvers any ally flanking your foe can immedi-
Initiation Action: 1 swift action White Raven (Strike) ately make a melee attack against that
Range: 60 ft. Level: Crusader 1, warblade 1 creature. These extra attacks are not
Area: 60-ft.-radius burst centered Initiation Action: 1 standard action attacks of opportunity.
Range: Melee attack
on you Target: One creature Your allies must be able to see you
Duration: 1 round to gain this benefit. The coordination
As you defeat an opponent, you shout a needed between you and your com-
battle cry that inspires one of your allies to You strike your enemy with a resounding panions demands that you watch each
renew his efforts. blow, capturing his attention. As he turns other’s attacks, though you do not need
to look, you let loose with a string of oaths, to hear each other.
You are an inspiring figure on the battle- challenges, and taunts that force him to
field. Your personal victories are shared focus his attention on you. LEADING THE ATTACK
by your allies, allowing them to draw
courage and vigor from your actions. As a White Raven adept, you are as White Raven (Strike)
much a tactician as you are a war leader. Level: Crusader 1, warblade 1
If during your turn a melee attack You learn to create openings for your Initiation Action: 1 standard action
you make reduces an opponent to fewer allies to maximize the teamwork and Range: Melee attack
than 0 hit points, you can initiate this esprit de corps that you foster. You Target: One creature
maneuver. Once it is initiated, all allies know that for a group to succeed, it Duration: 1 round
within range can immediately either must work together, and that individual
make one melee attack at their high- glory must be set aside so that the group You boldly strike at your enemy. As you
est attack bonus or take a single move can achieve victory. attack, you shout a war cry to demon-
action. These allies must be able to see strate that victory is at hand. This attack
and hear you. These extra attacks are As part of this maneuver, you make inspires nearby allies to join the fray with
not attacks of opportunity. a melee attack against a single target renewed vigor.
you threaten. If your attack hits, you
COVERING STRIKE deal normal melee damage, and the When you make an attack, your allies
target creature can’t make attacks of take heart in your example and fight
White Raven (Boost) opportunity for 1 round. The opponent with renewed purpose. By stoking the
Level: Crusader 4, warblade 4 still threatens its normal area; it simply fire of battle in your allies’ hearts, you
Prerequisite: One White Raven cannot make attacks of opportunity. inspire them to greater heroics.

maneuver FLANKING MANEUVER As part of this maneuver, you make
Initiation Action: 1 swift action a single melee attack. If your attack is
Range: Personal White Raven (Strike) successful, your allies gain a +4 morale
Target: You Level: Crusader 5, warblade 5 bonus on attack rolls for 1 round against
Duration: 3 rounds Prerequisite: Two White Raven the creature you hit.

You make a ferocious series of attacks at your maneuvers
enemies, forcing them on the defensive and

91

Illus. by H. Lyon

Maneuvers and Stances A dwarven crusader initiates a flanking maneuver and confounds a feral minotaur

LEADING THE CHARGE LION’S ROAR allies within range gain a +5 morale
bonus on damage rolls for 1 round.
White Raven (Stance) White Raven (Boost)
Level: Crusader 1, warblade 1 Level: Crusader 3, warblade 3 ORDER FORGED FROM
Initiation Action: 1 swift action Prerequisite: One White Raven CHAOS
Range: 60 ft.
Area: 60-ft.-radius emanation centered maneuver White Raven
Initiation Action: 1 swift action Level: Crusader 6, warblade 6
on you Range: 60 ft. Prerequisite: Two White Raven
Duration: Stance Targets: You and allied creatures
maneuvers
You fire the confidence and martial spirit within 60 ft. Initiation Action: 1 move action
of your allies, giving them the energy and Duration: 1 round Range: Personal
bravery needed to make a devastating charge Targets: Allied creatures within 30 ft.
against your enemies. You unleash a sudden battle roar as your
mighty blow fells your enemy. Inspired by You bark a series of stern orders, directing
The White Raven discipline teaches that your example, your allies fight with renewed your comrades to shift formation. The
tactics, leadership, and planning can over- energy and determination. power of your presence is such that they obey
come an opponent’s superior individual without consciously thinking about it.
abilities. This stance embodies that teach- When you defeat an enemy, you call
ing, allowing you to spur your allies on out to your allies to press the attack. You excel at using your commanding
to greater feats of martial skill. They respond by putting tremendous presence to direct your allies on the
pressure on the enemy as their attacks battlefield. After a few short, barked
While you are in this stance, all allies strike with greater force. orders from you, your allies switch
who hear you and make a charge attack positions and assume a tactically advan-
in the area gain a bonus on damage rolls As a swift action, you initiate this tageous position.
equal to your initiator level. boost after you have reduced an oppo-
nent to fewer than 0 hit points. You and

92

When you initiate this maneuver, improve your allies’ teamwork. If you hits, you deal an extra 2d6 points of Maneuvers and Stances
all allies within 30 feet of you can are adjacent to one or more opponents, damage. In addition, each ally adjacent
immediately take a single move action your allies gain a +5 bonus on attack rolls to the target can take an immediate 5-
to move up to their speed. This move- made against any of those opponents. foot step that does not provoke attacks
ment provokes attacks of opportunity, of opportunity.
and it does not count toward fulfilling SWARMING ASSAULT
the minimum movement requirements TACTICS OF THE WOLF
of any special abilities or feats, such as White Raven (Strike)
a scout’s skirmish ability. Level: Crusader 7, warblade 7 White Raven (Stance)
Prerequisite: Three White Raven Level: Crusader 3, warblade 3
PRESS THE ADVANTAGE Prerequisite: One White Raven
maneuvers
White Raven (Stance) Initiation Action: 1 standard action maneuver
Level: Crusader 5, warblade 5 Range: Melee attack Initiation Action: 1 swift action
Prerequisite: Two White Raven Target: One creature Range: Personal
Target: You
maneuvers You attack an opponent with brutal force, Duration: Stance
Initiation Action: 1 swift action ruining his defenses. As you strike, you call
Range: Personal out sharp commands to your allies, spurring You shout orders that help coordinate your
Target: You them to action and allowing them to take allies’ efforts. They harass their enemies, shield
Duration: Stance advantage of the opening. each other from attacks, and otherwise maxi-
mize the support they lend to each other.
You shift across the battlefield, timing your You inspire your allies with a rousing
movements precisely to avoid any attacks speech, a war cry, a challenge to the This stance allows you and your allies
from your foes. enemy, or some other defiant gesture. to gain additional benefits against a
Combining this shout with a canny flanked opponent. Under your direc-
Your sense of the battlefield and intui- attack, you strip away a foe’s defenses, tion, your allies coordinate their actions
tive understanding of the ebb and flow allowing your allies to make potentially to a much greater degree than normal.
of combat allow you to move without devastating attacks. Your advice and shouted orders make
dropping your defenses. While others them an unstoppable team. Like a
must slowly work through a melee, you As part of this maneuver, you make a wolf pack, your allies fight together to
seize gaps in a foe’s defenses and move single melee attack against an opponent. devastating effect.
with great speed and confidence. If this attack hits, you deal normal melee
damage, and any ally who threatens your When you flank a foe, you and allies
While you are in this stance, you can target can immediately make an attack who flank the enemy with you gain a
take a second 5-foot step immediately against him. You choose the order in bonus on damage rolls against that oppo-
after you take one for the round. This which your allies’ attacks resolve. nent equal to 1/2 your initiator level.
second movement does not provoke
attacks of opportunity. You can make a TACTICAL STRIKE WAR LEADER’S CHARGE
single 5-foot step into difficult terrain,
but if you do, you cannot make the White Raven (Strike) White Raven (Strike)
second 5-foot step. Level: Crusader 2, warblade 2 Level: Crusader 6, warblade 6
Prerequisite: One White Raven Prerequisite: Two White Raven
SWARM TACTICS
maneuver maneuvers
White Raven (Stance) Initiation Action: 1 standard action Initiation Action: 1 full-round action
Level: Crusader 8, warblade 8 Range: Melee attack Range: Melee attack
Prerequisite: One White Raven Target: One creature Target: One creature

maneuver Your skill at arms and overwhelming You summon a great fury within your lungs,
Initiation Action: 1 swift action power force your opponent to falter at a fatal releasing it with a titanic shout as you charge
Range: 60 ft. moment. As the foe attempts to recover from forward. Your reckless move startles your foes
Area: 60-ft.-radius emanation centered your devastating strike, your allies rush in and puts greater force behind your attack.
to finish what you have started.
on you As a student of the White Raven, you
Duration: Stance You make a mighty attack that knocks learn to focus the energy within you
your opponent into a defenseless position, into an overwhelming charge. In battle,
Your quick directions enable close teamwork granting your allies a moment to move you must lead from the front.
between yourself and an ally. At your urging, into a better position. If your attack lands
your allies seize the initiative and work in close true, it leaves your enemy momentarily As part of this maneuver, you charge
coordination with you to defeat an enemy. shaken by its tremendous impact. an opponent. You do not provoke attacks
of opportunity for moving as part of this
While you are in this stance, you use As part of this maneuver, you make charge. If your charge attack hits, it deals
your tactical knowledge and mastery to a single melee attack. If your attack an extra 35 points of damage.

93

Illus. by J. Nentrup WAR MASTER’S CHARGE Target: One creature Range: Melee attack
Duration: 1 round Target: One creature
White Raven (Strike)
Level: Crusader 9, warblade 9 You slam your opponent with a mighty Your eye for tactics allows you to notice an
Prerequisite: Four White Raven attack to disrupt his senses and leave him enemy’s weak points and attack them with
unable to defend himself while your allies a mighty blow.
maneuvers close to finish him off.
Initiation Action: 1 full-round action The White Raven discipline focus-
Range: Melee attack; see text es on tactics, teamwork, and the
Target: One creature; see text ability to make an attack that im-
proves your allies’ abilities. This
With a great battle cry, you strike ruins a foe’s defenses.
lead your allies in a devastating As part of this maneuver,
charge. Fired by your command- you make a single melee attack.
ing presence and deftly led by If it hits, you deal an extra 4d6
your supreme grasp of tactics, you points of damage, and the target
and your allies form an unstop- is considered flat-footed until
pable wedge. the start of his next turn.

Maneuvers and Stances You are an inspiring figure WHITE RAVEN
on the battlefield, allowing TACTICS
you to lead others on attacks A crusader of Hextor uses a war master’s
that would strike fear and charge to coordinate his minions White Raven (Boost)
doubt into even the stoutest Level: Crusader 3, warblade 3
warrior’s heart. Under your As part of this maneuver, you make a Prerequisite: One White Raven
leadership, the group becomes single, devastating strike against an maneuver
much more than the sum of opponent. The raw force of this blow Initiation Action: 1 swift
its parts. knocks him senseless. Your attack action
deals an extra 6d6 points of damage and Range: 10 ft.
As part of this maneuver, stuns your opponent for 1 round. Target: One ally
you charge an opponent. In
addition, all allies within 30 WHITE RAVEN STRIKE You can inspire your allies to
feet of you at the beginning astounding feats of martial prowess.
of your turn can also charge White Raven (Strike) With a few short orders, you cajole
this target as an immediate Level: Crusader 4, warblade 4 them into seizing the initiative and
action. You and allied crea- Prerequisite: One White Raven driving back the enemy.
tures do not block each other
when determining if you maneuver Your knowledge of tactics can
can charge. Your charge at- Initiation Action: 1 standard action aid your allies’ attacks, and
tack deals an extra 50 points it also allows you to spot, pre-
of damage, and those of your dict, and counter your enemies’
allies each deal an extra 25 actions. In the chaos of battle, you
points of damage. For each ally impose the order needed for tight,
who charges, counting yourself, effective group tactics.
your charge attack and those of When you use this maneuver, select
your allies are made with a cumula- an ally within range. Her initiative
tive +2 bonus (in addition to the normal count immediately equals your initia-
bonus provided by charging). An op- tive count –1. She then acts on her new
ponent struck by you and at least one initiative count as normal. If she has
other ally is stunned for 1 round. already acted in the current round, she
can act again. If this maneuver would
You and your allies do not provoke not change your ally’s initiative count,
attacks of opportunity for moving as it has no effect. If she has not yet acted
part of this charge. during this round, her initiative count
changes, and she acts on that count as
WHITE RAVEN HAMMER normal. She does not act again on her
original initiative count.
White Raven (Strike)
Level: Crusader 8, warblade 8
Prerequisite: Three White Raven

maneuvers
Initiation Action: 1 standard action
Range: Melee attack

94

The rakshasa Kaziir-Thet infiltrates
the Temple of the Nine Swords
and steals Supernal Clarity,
the sword of the Diamond Mind

any are the paths that comprise the Sublime Almost any swordsage tradition or crusader order could Illus. by W. England
Way. Across the wide lands of the world, the be considered a prestige class, because each one has its own
traveler might find crusader orders devoted particular philosophy, history, teachings, and special moves.
to any of a dozen different gods, wandering This chapter presents eight prestige classes, each representing
swordsages who travel and teach those who are a separate tradition of the Sublime Way.
willing and ready, and proud warblades by the score in search of their
fleeting moments of fame. Orders, brotherhoods, secret societies, hidden Bloodclaw Master: This feral warrior is a master of the
temples, forgotten monasteries, ninja clans—each passes on its own Tiger Claw discipline. He takes on bestial characteristics
exercises, forms, stories, and techniques. I know of a few such martial when he fights.
traditions, and I will speak of them now. Doubtless you will discover
many more in your own travels, my students. Bloodstorm Blade: Master of thrown weapons, a blood-
storm blade can execute devastating ranged attacks with his
—Harran Turiyeshor sword, axe, or hammer.

The study of martial lore naturally lends itself to the pursuit Deepstone Sentinel: Imbued with the power of elemental
of various elite, obscure, or hidden traditions. Reclusive earth, this dwarf champion commands the very rock to do
swordsage masters invent never-before-seen maneuvers and his bidding.
teach these secrets only to a few chosen students; crusader
orders teach their novices austerities and catechisms that Eternal Blade: A champion of the elf race, an eternal
are as powerful as divine spells; and famous warblades are blade seeks to follow the path appointed him by his blade
renowned for their signature moves or tactics. guide—the spirit of a mighty elf hero of old.

Jade Phoenix Mage: Skilled in both arcane magic and
martial maneuvers, a Jade Phoenix mage is reborn in life
after life to maintain an unending vigil against evil.

95

Prestige Classes Master of Nine: Rarest and most renowned of martial are learning applies to. Once this choice is made, it cannot
adepts, a master of nine wields the lore and power of all nine be changed.
martial disciplines.
NONMARTIAL ADEPTS
Ruby Knight Vindicator: A secretive avenger, a vindicator
serves as Wee Jas’s final answer to threats against the faith. If you do not have any levels in a martial adept standard class
(crusader, swordsage, or warblade) before gaining levels in a
Shadow Sun Ninja: Spy, warrior, and assassin, a Shadow prestige class that improves your martial maneuver progres-
Sun ninja uses the powers of both light and darkness to defeat sion, some special rules apply.
his foes.
Maneuvers Known: The number of maneuvers you know
ADVANCING MARTIAL is determined by the number of times you select the Martial
PROGRESSION Study feat, plus the number of new maneuvers known you
gain from your prestige class advancement.
Most of the prestige classes presented in this chapter offer
some amount of continuing progression to a character’s Maneuvers Readied: The number of maneuvers you
existing maneuvers known and maneuvers readied. Martial can ready is equal to the number of maneuvers you have
abilities acquired through progression in a prestige class learned by means of the Martial Study feat, plus the number
simply add to the character’s existing martial maneuvers. of new maneuvers readied you gain from your prestige class
advancement. If the number of maneuvers you know exceeds
If you have martial maneuvers from a feat, rather than the number you are permitted to ready, you must choose
from a class, things work a little differently. The prestige which maneuvers to ready and which to leave unreadied,
class grants you new maneuvers as normal. You simply add just like a standard martial adept. You can change your
them to the maneuvers you know because of feats you have. selection of readied maneuvers with 5 minutes of exercise
You also initiate and recover these maneuvers in the same and meditation.
manner as you initiate and recover other ones. Later on, you
might take levels in the crusader, swordsage, or warblade class. Stances Known: If a class grants new stances known, you
Maneuvers you had prior to entering one of those classes can select stances from the disciplines available based on the
continue to function as they did previously. Track their use prestige class.
and recovery separately from those granted by the martial
adept class levels. Recovery: You cannot recover expended maneuvers in an
encounter if you do not have levels in a martial adept class, so
MARTIAL ADEPTS each of your readied maneuvers is usable once per encounter.
You can recover your expended maneuvers outside combat
If you have levels in a martial adept standard class (crusader, with 5 minutes of exercise and meditation.
swordsage, or warblade), you retain the same method for
readying and recovering maneuvers that you previously If you gain access to a prestige class by taking the Martial
used. If you have levels in two or more martial adept standard Study feat, and that class has its own progression of maneu-
classes (for example, you are a multiclass swordsage/war- vers known, those new maneuvers can be used only once per
blade), you must decide to which of your existing martial encounter. You retain the recovery method you previously
adept classes the new maneuvers known or maneuvers had. If you then took martial adept levels, you could recover
readied apply. maneuvers you gained as a result of those levels as a member
of that class, but the maneuvers from your previous levels
Maneuvers Known: When you gain additional maneu- would still be usable only once per encounter.
vers known, these simply add to the maneuvers known of
one martial adept standard class you already possess. You BLOODCLAW MASTER
might be able to pick new maneuvers from only a handful
of disciplines. “My blades thirst for blood.”
—Rhaskana, Bloodclaw Secretkeeper
Maneuvers Readied: When indicated, you gain the ability
to ready one or more additional martial maneuvers. If you A bloodclaw master embraces the animal within to a degree
have more than one martial maneuver progression, you must that it becomes external, partially transforming him into the
choose which progression the additional readied maneuver beast from which the discipline was inspired. He employs
slot applies to. If you choose to add the maneuver readied to small, light weapons almost like claws. He focuses on the
a martial maneuver progression derived from crusader class Tiger Claw discipline, and his maneuvers speak to the quick-
levels, you also gain one additional maneuver granted at the striking nature of his discipline’s feline namesake.
beginning of the encounter for each additional maneuver
you can ready. BECOMING A
BLOODCLAW MASTER
Stances Known: If a class grants new stances known, you
can select stances from the disciplines available based on the This class favors those who prefer fighting with two light
prestige class. weapons, and who are fond of the maneuvers of the Tiger
Claw discipline. Most bloodclaw masters are swordsages or
Recovery: You retain the same recovery method or meth- warblades of the Tiger Claw discipline. Some barbarians also
ods you already use. If you have levels in more than one choose to embrace their inner beast, becoming a bloodclaw
martial adept class, you choose which recovery method you master after either taking a few martial adept class levels
will use based on which adept class the new maneuver you

96

Table 5–1: The Bloodclaw Master Hit Die: d12

Base

Attack Fort Ref Will Maneuvers Maneuvers

Level Bonus Save Save Save Known Readied Special

1st +0 +2 +2 +0 1 0 Shifting 1/day, claws of the beast

2nd +1 +3 +3 +0 0 0 Superior two-weapon fighting, tiger claw synergy (stance)

3rd +2 +3 +3 +1 1 1 Pouncing strike, low-light vision, shifting 2/day

4th +3 +4 +4 +1 0 0 Tiger claw synergy (strike)

5th +3 +4 +4 +1 1 0 Rending claws, scent, shifting 3/day

Class Skills (2 + Int modifier per level): Balance, Climb, Handle Animal, Hide, Jump, Knowledge (nature), Listen, Martial

Lore*, Move Silently, Spot, Survival.

*New skill described on page 28.

or selecting the Martial Study feat enough times to meet claw as a light off-hand weapon while wielding a weapon in Prestige Classes
the entry requirements. A few rogues also consider this your primary hand, but doing so incurs the normal penalties
class, because sneak attacks made with two weapons are for fighting with two weapons.
especially deadly.
Shifting is a free action and lasts for a number of rounds
Entry Requirements equal to your Con modifier + your bloodclaw master class
level. At 3rd level and again at 5th level, you gain an additional
Skills: Jump 9 ranks. daily use of your shifting ability.
Feats: Multiattack or Two-Weapon Fighting.
Martial Maneuvers: Must know three Tiger Claw maneuvers. Claws of the Beast (Ex): When attacking with two dag-
gers or Tiger Claw weapons (kukri, kama, handaxe, unarmed
CLASS FEATURES strike, or claws), you add your full Strength bonus to damage
rolls made for your off-hand weapon.
As you advance as a bloodclaw master, you become more
like the tiger that inspired your chosen martial discipline. Superior Two-Weapon Fighting (Ex): Starting at 2nd
You gain mastery of more Tiger Claw maneuvers, while also level, when you attack with two daggers or Tiger Claw weap-
gaining the ability to shift into a feral form. ons, you do not take the –2 penalty on attack rolls for fighting
with two weapons.
Maneuvers: At each odd-numbered level, you gain a
new maneuver known from the Tiger Claw discipline. You Tiger Claw Synergy (Ex): Beginning at 2nd level, while
must meet a maneuver’s prerequisite to learn it. You add you are in a Tiger Claw stance, you can choose to gain either
your full bloodclaw master levels to your initiator level to a +1 dodge bonus to your Armor Class or a +10-foot bonus
determine your total initiator level and your highest-level to your base speed. You make this choice when you enter
maneuvers known. the stance.

At 3rd level, you gain an additional maneuver readied At 4th level, you become more accurate at dealing Tiger
per day. Claw strikes. You gain a +1 bonus on any attack rolls made
as part of a strike from the Tiger Claw discipline.
Shifting (Su): You can become more like a tiger by focus-
ing your feral nature. Once per day, you can enter a state that Pouncing Strike (Ex): From 3rd level on, when wielding
is superficially similar to a barbarian’s rage. While you are two weapons, you can take a standard action to make a single
shifting, your appearance takes on tigerlike aspects: Your melee attack with each weapon. Each attack is made at your
fingernails become more pointed and clawlike, the irises of highest attack bonus. You can also make an attack with each
your eyes become narrow, catlike slits, your ears grow more weapon against an opponent at the end of a charge.
pointed, and so on. While shifting, you gain a +2 bonus to
Strength and you grow claws that can be used as natural When you use pouncing strike, you lose the use of one
weapons. These claws deal 1d4 points of damage with each Tiger Claw strike you have readied for the current encoun-
successful attack. You can attack with one claw as a standard ter, just as if you had initiated the strike (except you do
action or with two claws as a full attack action (as a primary not also gain the strike’s normal effect). Once you use this
natural weapon). You cannot attack more than once per round ability, you can recover the maneuver you expended and
with a single claw, even if your base attack bonus is high use it normally.
enough to give you multiple attacks. You can attack with a
Low-Light Vision (Ex): At 3rd level, your eyes function
better in dim light, as you adopt the senses of the tiger. You
gain low-light vision.

SHIFTERS AND and the duration of the character’s racial shifting ability is
THE BLOODCLAW MASTER increased by 1 round for each level he takes in this prestige
class. The PC is treated as having the razorclaw shifter trait
A shifter character, from the EBERRON campaign setting, gains for the purpose of meeting prerequisites (such as for other
shifter feats).
slightly different benefits from taking levels in this class.

The class’s shifting ability instead grants the shifter one ad-

ditional shift per day at 1st and 5th levels (but not 3rd level),

97

Rending Claws (Ex): At 5th level, while you are shifting so, every proclaimed student of the Tiger Claw will give you

and attacking with two daggers or two Tiger Claw weapons the honor and respect deserving of your expertise.

and you successfully hit an opponent with both weapons in

the same round, the second weapon that hits deals an extra COMBAT

2d6 points of damage. This effect is considered a boost from Half of a battle occurs before the fight begins. You prefer to

the Tiger Claw discipline. choose your battleground, to stalk your opponent into terrain

When you use rending claws, you lose the use of one Tiger that best suits your abilities. Once battle is joined, you become

Claw boost you have readied for the current encounter, just a frenzy of motion, striking quickly and at the most vulnerable

as if you had initiated the boost (except you do not also gain target available, hindering your opponents’ ability to react. You

the boost’s normal effect). Once you use this ability, you can lead with a charge, shifting along the way, to get yourself in

recover the maneuver you expended and use it normally. position where your claws or your kukris can deal the most

Scent (Ex): Once you have reached 5th level, your heightened damage. Taking advantage of your leaping skills, you jump to

animalistic senses also give you the ability to smell nearby any available high ground to gain an upper hand.

creatures. You gain the scent special ability (MM 314).

ADVANCEMENT

PLAYING A BLOODCLAW MASTER In your hands, small blades are like an extension of your own

Like the tiger, you are aloof and proud, but quick to act hands—like claws made of steel. The strikes and counters

when a situation demands it. Some mistake your demeanor of the Tiger Claw discipline are natural extensions of your

for arrogance, but you know your attitude is more like pa- own combat ability. Following the path of bloodclaw master

tience. You seek to learn the details around a circumstance speaks to your feral nature, letting you become one with the

Prestige Classes before offering your input. When you speak, you beast in your heart. Masters of the Tiger Claw see

do so sagely, with confidence, even if you this spark within you, and through your

aren’t certain that you are actually training you have learned of the

correct. It is more important path of the beast and what you

that others believe you are must do to unlock it.

right, that you are infal- As a bloodclaw master,

lible. Your patience is not you have earned your way

infinite, however, and into an elite subsect of the

you are always eager to Tiger Claw school. Your

spring into action. Noth- abilities are revered by

ing bothers you more many, especially those

than spending a long pe- relatively new to the disci-

riod of time in a small, pline. Older masters who

enclosed room with have not embraced their

nothing to do and no own inner tigers might

one to kill. As you iden- view you with disdain, but

tify with your internal even they must recognize

tiger, you adopt exter- the power you wield.

nal ways of displaying To fully utilize some of

your bond, perhaps by the best Tiger Claw maneu-

striping your arms or vers, you will want to keep

face with black soot or your Jump skill maximized.

adorning yourself with If you haven’t already, you

jewelry fashioned from should take the Blade Medi-

tooth and claw. tation feat. Tiger Blooded is

Bloodclaw masters are an ideal feat to take if you

held in high esteem by have a barbarian level, and

many followers of the frac- you can use Martial Study

Illus. by H. Lyon tious Tiger Claw discipline, to further expand your Tiger

though some Tiger Claw adepts Claw maneuver repertoire.

harbor jealousy or even loathing for Rhaskana, a bloodclaw master Many of your maneuvers key off

those who follow the bloodclaw master critical hits, so Improved Critical can

path. As a bloodclaw master, you fight with a ferocity and cun- increase those opportunities.

ning that surpasses all but the most skilled masters of Tiger

Claw. A few believe that your ferocity dilutes the purity of RESOURCES

Tiger Claw, and that bloodclaw masters mark a regression in A fellow student or master of the Tiger Claw is obliged to

the advancement of the discipline. Others simply bide their provide food and lodging for a short time, unless you are

time, waiting like a tiger for you to drop your guard. Even enemies for some reason. You, in turn, are expected to

98

provide a demonstration of your abilities, showing your host DC 30: Characters who achieve this level of success can Prestige Classes
the true nature of the tiger. Since the bloodclaw masters are learn important details about a specific notable bloodclaw
not a recognized group or authority, even within the Tiger master, the areas where he operates, and the kinds of activi-
Claw discipline, any additional support is unlikely. More ties he undertakes.
often, a master might provide a task or quest that serves his
own ends, but you are not under any particular obligation A character with the Gather Information skill can attempt
to accept it. a DC 25 check to locate a bloodclaw master, provided one
is in the region. Alternately, he might attempt to locate a
BLOODCLAW MASTERS master of the Tiger Claw discipline, who could at least provide
IN THE WORLD information and background on the bloodclaw master and
the way of the beast. Doing so requires the master’s attitude
“What’s worse than a raging weretiger? A raging weretiger with to be helpful.
a huge axe.”
BLOODCLAW MASTERS
—Aubren Starchaser, ranger of the north IN THE GAME

Bloodclaw masters are feral fighters that represent the purest Bloodclaw masters epitomize the Tiger Claw discipline. A
form of the Tiger Claw discipline, at least in their own minds. campaign that incorporates multiple martial schools can use
They are a specialized extension of the martial classes, an bloodclaw masters to represent the more active members of
example of how a character might embody the essence of a the Tiger Claw school. Even a setting that is not entirely inte-
particular martial school. In the case of Tiger Claw, the follow- grated with the martial classes could incorporate a bloodclaw
ers of the discipline itself are fragmented and disorganized, master as a lone warrior.
and a bloodclaw master could just as easily be a valuable ally
or a memorable foe. The class appeals greatly to players who want to focus a
martial adept character in the Tiger Claw school. Players
ORGANIZATION fond of dual-weapon- wielding characters will also be drawn
to this class. The specialist, rather than the generalist, will
It is said that a mountain can be home to only one tiger. In find the bloodclaw master appealing.
ages past, the Tiger Claw martial school had many monas-
teries and fighting colleges, but now the former order is ADAPTATION
fractured and in shambles after many of the masters met
their end following the destruction of the Temple of the In the EBERRON setting, bloodclaw masters are typically
Nine Swords and the death of the Tiger Lord. Now, masters shifters who use the teachings of Tiger Claw and the way
of the Tiger Claw are few and far between. Although they of the bloodclaw master to bring themselves closer to their
show each other courtesy, many work against each other animalistic heritage. Groups of Tiger Claw adepts and blood-
for their own petty ends. Bloodclaw masters are seen by the claw masters share their martial knowledge in conclaves
discipline’s masters as pawns they can use to gain personal throughout the Eldeen Reaches.
power, and even while they provide training, they secretly
plot to use their pupils against their rivals. SAMPLE ENCOUNTER

NPC REACTIONS Bloodclaw masters tend to stay on the fringe of civilization.
They are loners who rarely seek out the company of others
The sometimes outlandish appearance and marked stand- unless they have a compelling reason to do so.
offishness of bloodclaw masters tends to intimidate most
people. Those who have significant knowledge of the martial EL 9: Rhaskana the bloodclaw master is a scowling, foul-
paths give due respect to a bloodclaw master, but the recep- tempered warrior. He takes any minor slight, perceived or
tion by others depends on the venue. People in locales that otherwise, as an excuse to duel one of the PCs.
adventurers frequent are more likely to be indifferent to a
bloodclaw master, while those in more upscale environs tend Rhaskana CR 9
to be unfriendly.
Male human warblade 6/bloodclaw master 3
BLOODCLAW MASTER LORE NG Medium humanoid (human)
Init +3; Senses low-light vision; Listen +0, Spot +3
Characters with ranks in Martial Lore can research bloodclaw Languages Common, Elven
masters to learn more about them. When a character makes a
skill check, read or paraphrase the following, including the AC 22, touch 14, flat-footed 22; Dodge
information from lower DCs. (+3 Dex, +7 armor, +1 deflection, +1 natural)

DC 10: Somehow, these people can turn in to tigers. hp 73 (9 HD)
DC 15: Bloodclaw masters are fierce two-weapon wielders Fort +9, Ref +9, Will +3
in combat.
DC 20: They are masters of a martial discipline, known as Speed 30 ft. (6 squares)
the Tiger Claw, that allows them to channel an inner beast to Melee +1 kukri +12/+7 melee (1d4+5/18–20) and
briefly transform themselves into a form not unlike a tiger.
+1 kukri +12/+7 melee (1d4+5/18–20) with Two-Weapon
Fighting or
Melee +1 kukri +12/+7 melee (1d4+5/18–20) or
Melee claws +10/+10 (1d4+2)
Base Atk +8; Grp +10

99


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