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c R E D I r s

D E.S IG~ ERS SE ~ JO R AR T D I RECT O R 0&0


R ICHARD BAIEl, MATTHEW S l.I N£TI. STAer LoNGSTlEET
PUNt. B RUN NER
ART D I REC TOR
ADnI TI O ~ A L DES JG~ M Ali K.oLro wsn
J OSU H C Al.l rt.EJ.. JI.. CO\'ER ART iST
O E \' F.L O P ER S E l le P OLAl
M In. M U l LS (LEAD), A SDY C OLUSS, IXTER IOR A RTISTS
STEl H!.N ScH treElT. M in D ONAIS, KALMA N A !'i'DI.ASOFSUT. S n VE ELUS.
J ESSE DEeu a W ATN E E. NGLA N D. E~U LT FIE.GE..... scmm,
ED ITO RS H OWAl D L TOS. Ju p N u.l1u P.
T OI.ST'£I N N ORDSTI.AND. M ICHAE.L P HJLU n .
C HIIS T HOM.U SON. P V:l<."T WlLUAMS
A I NIE SWU ll. BETH TlOTT
ED IT ISG ~ f A :s' A G E R GR AP H IC DESIG SE R
K IM M OHAN M AU Koi xowsr r
DES I G X :-'i A . ·AG E R G R AP H IC P RODUCT IO X S PEC I ALI S T
C HIISTOr HEI P El l INS E.llS Doaarzs
D EV EL OP ~l E ~ T :\I A X A G ER B I AG E TEC HS' IC I A X
J ESSE. DEeu a B OB J OJ.DAN

D I R EC TO R O F RP G R& D P R OD U C T I O ~ ~ IA:\'AGE RS
B ILL SUVICSU J OSH FISCHEl., R ANDALL C u.w s

Based on t he ori&itul D l'SGFDSS 6.: D II.AOOSS· rules cre:al.:d b) E. Gar)' Gn~;u and Dn .: Ar Ol."SOIl, and l he new D l':'{;FDSS& D uoo!-lI
game J.:siltn.:J b)' Jonada n Tweet , ~ l ont.: Cool, Slip \\'i ll ~ nu, Richard Haker, and Peter AJliWlll,

"This product U~ Upd;1In1 materia l from the v3. r revision,

T his \ \ 'IU RI)§ 01' THF. CoASr game prodll(l contains no Open Game COI1lent. :\0 ]lOClion of this ll1Vl mar be reprodll('Cd in an)'
for m Il·ilhour "Tillen permiuion. To learn more about t he Open Gaming L icense and the d'20 Sysrem Licen se, please visit \1\"""'.
•I,i1.ardu om !dl O.

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' "isir our website at _w.wiurduom/dad


CONTENTS
I n lru<!UCII<l1L . I'nft.ctcllnl' 01M,,·.d aDd Bodv
Rt'p'ngT,1om " OftptION'St'nllJwl
'"
c hapl"''' , : UtKi ples ohhe- S.....,...L •••••••.•• 7
• ordllng Sm:lCl:O "" EIC'l'n.aI Bbdr
Jao:k Pbcwml M. . '''''
C~~r
!'iwcmlUir IS
8
SIurJ.,o{Cranllr
" Mnlrl of Slnr '"
l!o
Swnngllard W'rnoI".. J4 Ruby "'ruehl Vlnd.a.IOf. 111
HUlmn Swon!SJ~ SunU\& P~hlt' 18
S~QW S<t n ~l .
W.rbla.k :0 Chaput ) : Slad., Ma l ic •..••. ... )]
'"
~u.nw~_ .J' C1utplrr " The :-;,nr Swords .•.• . ..••.... I JI
Ch.pur 1: sk ills . nd ","t5 , ••••. 27
Sr. slull.,nd UW'S. ,.
., RtM! YIn, MIMV.:tn "'-rJpom oCLrpq 1)1
Innutlftl M, rwtn...n.ad Su~n ~"'il'ul<! (DeHn'.l:·uw1
h:aumida.-
KnowWrr lol;,n
.17
Conc r nl n rLOn. "
ss Fmhftil A'~n~r (Drvolrd Spiril, .
112
t 14

M~ IIl.ll 1 Lore . •••,_ "" Inlli, lor If'\'\'1


Rnolvinl' M m r uw r or SUI\CII'
'0
•• 19
Suprrn.aIClully DI~mond Mlnd .
K~m>lr (Ir(1O Hrul l. . .
It.
1)7
Sew Fu ts. . .. ~8
R«owring U f'C' nJ rJ ~hneuvrr,. <0 £....rmd...1 Edit<" 1 ~l'l i n& Sun). . ....•. IN
Ad'PIlV", Sly l... . . ,, 2 ~
MUlul Pow"," and .!>bglC

...
.......nglna; Strike ..••.•..... .28
<0 Umbrtl A..'n (S!ttdow Ilt nd) . . . . . . . . . . 140
:-'h ~uvrr and Slance ~Knpuom .<0 Unfenered (Slonr OTagon) .... ... 141
stadt' Mrd iu lion . .28
N,m.. Tiger fan,(Tliu CI.W).. . 144
[No. .. rt r ll~ . . . . . . . .. .29
.!>tan...1D1Klpllrw III.tJr of lhr l..lu ClIldri ( \t'hil~ JUvionl IH
~rl Wind Dodge .
DrvotrJ Bulwark . '" (TV f'l'),
" "" ale h r m l
'n..
O,.. SpU ll . "'" I!Jc'KT'pMl
... ~I
H
H
ChtP IU 7:
~bl litl Xrl pn ..
,141
147
E~"... Rrflnrs _ )0 l'o:rw'ol'"npcnSprcuIAbtlnin . . ..... 1 4~
Pterequreue . H
EXln Grin'...! M'~\I\'r l .• . )0 Aplln.Jr Wr . po n. . 14 ~
In lll'lIon ACltorl H
E.un RnJ,~ M~'...r .30 "'. n l.ll DI'lCJ rL rw- \l·rJpon . . ,14H
~n~ ... .H
frUlni Sun AIlK k S", w:
"n I'OUI hrml . 149

..
T.IJ"UIC' M..rwu"'f
0"'
Illl.UIlIC1lnty __ CrownoCWh.>le k.I,~ns .• H9
lrunbnn Allra . __ Oar::lllcm
"
...
S6riflj: Throw Ch..aptrr l ,SineS-.J, "' gomlfn •..••• 151
M .m. 1 Su ~
"lanai Srudr __~_ " 5po:ll Rr''' llnc.. St.l.,.,.n b lr., how .I SI
Plyc blC Rc-~ " DescripfIW Ten ktho..lula.. 14

Il.Ip..1AloWull . . ... "


"
LeofnulJ "llN'll'~ and Su ncn Vtollr.yrw I~

Sen}", '-bnill Scnpe


~ IuJow BUd.. . . . .
." ch.apu~·r. :
!>bnC'u"-rrs a nd Slane.., ...•..•.47
.s
s1udow Tridsr",_ "
..n
M'N'U""r anJ SIUIICe LPn
DnntWind ~l
SIDEBARS
Son, 01" 1Ju.Whirr ~n
." DrnJId ~pirn -S7
Ikbind lAc Curhill- Blend.ng ~nrn , ,
SlUp Kid __
SWM ro-...r .•...•. __ • "
.32
Dumond "tmd
IronHrw
'l
.66 The Suw Dlsclpllnn. .
Kuping Tnc],; oi Il.ndird
s
sudJ ..n It«oovrrv . H St'tnngSun . . 70
SUrc'rlor Unn mrd Smt. e, ... n mol hprndrd ~bneuvns. . . . . .. _18
Slu<L;rw Hand . . . . . 75
TIger BIoodffl .•.•.. IncofJ'O"'.1 Subeype 79
.... B Slonll' Dr2gon 81
Unnrrvinl c,lm . .H TigerCb..•••. .••. . .. 81> ShifT.." ,"d lhr 9looddJW MJoIrt . . . . . . ':17
Throw AnyThi ni _. . . .. . . . 101
\ '11.1 RC'C o~·..ry . . . .. . . . •••••••
whut." R..lIvrn Dr r..n .
." Wbllr~n . . . . . . . . ....90
Slopping J RNllnu ni '\I'r Jpon . . . . . . . 1 0~

Tlctk:al r ..:lIL • "


.H
Chapl..r S: Pr e I lgr C IU IU •.. • .• , ..•.•..• •95 ~ltg ic hrm, . nd Introducing

Clarion COm man d..,_


Ouuru Honzon
Flub U~ni.ng ..
.
.. H

H
Ad....nang .!>h n ul ProgresSIOn
Mm w MII'rlt
Sanmun,l"\~I_
BIoodcbw MUler
96
9fi
9fi
9fi
~ltnul ~ltllnl'~" ..•.
Stir.,.,.n k.Ik,hut Lorr
Anod wr k.Ihluu J .
klhDrktl.tlDn
I SO
151
15)
15&
~Il.uor .... _..
" RloodSIQfTQ IIUdc 100 Vtll<yrw Lorr 158
(Ull Hamill TlInrohor, lIlt lIIronls'l!l:t )(1111," Atlf'I,1 11011', young 0JIfS, mid I will t'ldfl1vor 10 I(MIl YOli somr
tmr es (ailed /ht Iron Dragim. It W,JS l u4uJ sm,1/1 p.1rt o{tilt' Inllll oflfu mrord.
J.ftlll,·J tilt High Inqlllli/'1r llf TtI1I11<11111
tht DraJ::ollskllll Ttmr/t. If WilS 11\'110 slm' Theworld ofrhe IJI..)~~ DkN.XlS.sgameisfilledwilhclur·
T

tlliJimon \'lln'luh·Kral rrI tl't' f ool! TOII't'r. aceers whopursut' Ibt'waysofbanle, &roarUosdt'stroy thcir foes
AIIJ it II\U myCOlllrad..sanJ I who tXCI~J in berserk frenzies, and rangers ire mastersof thehum Paladins
tl!imlllJ ftll)"tTmfnll1llOll from O",mul,'11'/"tv rely on their virtue inti courage 10 su stain them against thei r
yr,m llgo.lIllJugh 'woofIlly jntllJs ,lr,.J homNy opponenlS. Fighters master an array of special maneuvers and
111 ,I'i rrociSl- Such art my JaJI. attacks [ 0 owrccme th e mons ters and villains the y encounter,
I h,,~'t 1' \I'IL/m 'lf tlu Ilron.lforlll'l'tIly )'0"1"- stuJymgIIII' slIblr'lr{ BUI the highes t of a warrior's arts is the SubllIllt Wily-thc secret
\ra y,m,1st'arrllirlg ferr myown /nu m""S1lFl' asa uernor 1111,1,IS <I lore th at leaches a figbnng cha racte r how to meld his inner
11('f'Wn. 111I:i toIIJink IIltlt Ilim ,I hl tlt 1I'IH· rIWII' 11"111 11'''''11 I sl"rk(/, strength, traini ng, and disci pline into rhe perfect weapon.
bllt I ntnst [{a ll( t)"IIjuJg mt llt tllollurI". I spend my ,fdyS Itl1Chlllg The Suhlime Way is nOI m agical-at least, nOI in.a no rm .a l
IlCOI!', Ihlll ll1hly houcr 'ht f\lIIJ I JhI(\' {ol/cowl',lllly wlt" [C'!;{f. sense. It is a light in g system thai harn esses a srudenr's di sci-
SDlmof 111\' sllllit'lls {all from thc Wav,ItIJ tur n too Ilier l'Ufllllls. plin e and determination th ro ugh k nowledge, practice, an d
Som.. boaomt ' hl1lllpiam ofgoo.l 'lIlJ Jlufret. Ofllin liSt' It! YItll,hUl~ study. A mas ter of the Sublime Wa)' ca n perfo rm martial
10 wm :zk ttrn "'t wn)llgs In ,I,,· world, Bilt ,111 who 5fdo: lilt 'X'I1Y explous Ih at are neariy superhuma n-s-and. in (act, some of
must bt "lUgl,' . bttliUSl' It il llO t for tht suror,lsmilh 10 wlY 1I1Ulhir them actual ly transcend the natural.
fm b1l1J"s 11'111 srillllu blood of llu 1I'ICktJ or Ilu mnOC(llI. l'kt<lll Like fightt'fS, stude nts of the- Sublime \\:'.ty master a number
knoldtJgr, Ihr Sublmll' Wl1Y (<ill No ustJ for good or dI. of special maneuversand strikes to deft'.al lbcir foes. But. whik
a fighlds list offcns represents vanocsccmbaucchoiques tha I Stlting Sun discipline teac hes its adhere nts to avoid a foe's
he can use for anack or defense, rbe maneuvers ofa Sublime' charge by stepping aside .
Way master represent small moments of clarity, self-knowledge. Slnke: A Strike is a special alt.:k tha t draws on 3 discipline's
piew.ceperfecrcn. A figh rer USC"5 PowerAttac k to strike harder, teachings 10 invoke a special effec t. The Stone Drago n dis-
bu r a student ofthe Sublime' Waywhow'lnls rcacccmpltsh the crpline, for example, teac h es us adherents to slam into rheir
same goal performsa V\"ry specific mental and physicaleun:lsc= ene-mies with crushing blows .
that results in a mighty blow-if it is executed just right. ~ I ani al Discipline: A martialdiscipline is afamily or school
Some believe th:i1 a pracmioner cfthe Sublime \X'aycn:ates ofnunt'\n~ thatsharesoee common phiJosopln'or effi.a. Nire
the power for his maneuvers by invoking a cosmic principle manial disciplines exist, eac h ccnsisring offifreen to twe nty
of perfecnon. This rhecry holds that if the student mO\'('S in a maneuvers and stances. The- rune disciplines are called Desert
precise p3llem while calling to mind the veryspecific mental ""ind, DevotedSpirit, Diamond ~lind, Iron Heart, Sernng Sun,
images or analogies corresponding to that maneuver, he forges Shadow Hand, Stone Dragon. Tiger Claw . and While Raven.
a briefcon nec tion with a source ofpower tha t lends strength Most martial adepts don't have- access 10 all rhe disciplines.
and precision to h is strike. O thers believe tha t followers of rhe ~taneu v('rs Know n : The collec tion ofmaneuvers a rnarnal
Sublime Way dra w the necessary pow~r fro m thei r own souls adep l has learned . You can think of lh is as th e ma rtial adept's
by harnessing b -the ene tgy of li fe, But whatever the rrurh spellbook or spellltsr. A ma rtial adept's class and level deter-
of tbe ma tte r, the resuhs nre spectacular. Few can ma tch Ihe mine thl' nu mb cr an d level of man euvers she knows.
agility, strength. an d ski ll of a master of the Sublime Way. M aneuvers Read ied: Most mar tla] ade pts cannot keep all
maneuvers they know ~ady at all rtmes.At the begtnotog of
WHAT YOU NEED TO PLAY each Jay, a martial adept chooses sornecf th e maneuvers she
Vou need rhe th ree D&D core rulebooks- Prdrtr'l H,m,UlOOk know'S as her tread ied" mane uvers (the numberls determined
(PH), Ollllg.'Oll ,~ I ,lSltr'i Gllidt (D.\lC), and M on sftr .\ Iml li al by her class and level ).These are rhe maneuvers she can iniri-
('\ 1.\1 1--(0 make rhe best use of Tolil t of Baltic. Th.· Bookof are. A martial adept can change her readied maneuvers at any
:':111{ SUllmls. Thisbookoccasionally me-ntions material from a lime, bUI doing this requires 5 mi nutes of rest, mednanon.
few 0&0 supplements. such as .~fomlir .~ttllllltilin. Complrt.- prayer,or rhe performance ofvarious practice routines. The
AJl't lilurt r. and Comp/tlt Wamor, bur none of the-se suppl.... specific details depend on the mar tial adept's class,
mears are necessarv to get the most out o(Tomi 4 Bartle, Stance: A stance is a special type of maneuver. Each stance is
apercu lar fighting poo;e that grams a marrul3deprspecial ben-
A QUICK PRIMER efitsand options. For example, rbe Tiger Claw discipline teaches
SUllCes lhat alJo..,., the user to unlock her Ieral,animalisric nature.
unlike other maneuver'S, most stances can remain in effl"C"t for
lome of&tdt:TIl( Book ofNilit S\l\lrJ, describes a system ofspecial
an indefinite time. All stances acharacter knows are available to
combat "spells"k nown as the Sublime Way,the Nine Disciplines,
her at all times. A character can adcp r a stance, or-change from
or blade magic. Here are some of the saliemrcrrns and facts you
one stance to another, as a swift action.
will need 10 be familiar wirh as you peruSe'this book.
Key skill: Every mart ial maneuver is lied ro a skill, such
M artial Adept: A character with one or more levels in
as Balance, Concentration, or Ju mp. Som etimes key skills
rh e crusader. swordsage. or warblede class is k now n as a
come in ro play in the initiatio n ofa maneuver. bur mos tly Ihey
martial adept.
represe nt the ideals aro und wh ich rbcir res pecnve disciphnes
M aneuver: A maneuver is a spe ci fic, one-s ho t effect that a
ate centere-d.
martialadept ini tiates. In th is way, a maneuve r is func tio na lly
Initi ate; A marttal adepr uses a martial maneuver bvtnitiat-
similar 10 a spell. H owever, a martial ade pt usually doesn't
ing u. So instead ofcasting a spell or ma nifesting a power. a
use up or expend maneuvers Juring the course of a day of
character initiates a maneuver.
adventuri ng th e way a spellcaster does. He hegins each new
In it iat or Level: Some maneuvers have effects that vary
encoumerwnh all the-maneuvers he' readied for the day avai]-
with rhe level of the character i n itialing them. lnmaror
able to him. When a martial adept initiates a maneuver, it is
level is functionally equivalent to caster level or manifesrer
temporarily expended until he chooses lO perform a special
leo.'C'l-il·s simply the relevant class 11"\'('1 of rbe m artial adept
action required 10 recover his expended maneuvers.The type
who initiates rbe power.
of action necessary varies for each martial adept class.
C rusad er: The crusader is one of rbe three martial adept
The three hasic lypt'Sof maneuvers are boosts. counters,
srmdard classes described in Chapter 1, Crusadersare warriors
and strikes. In addition, martial adepts can learn special
who use rbeu-devonon and zea] to powC'r martial maneuvers.
abi lilies known as srances (wh ic h are describe-d later in
Swo rdsage: The swcrdsage is another of [be martial
Ibis introduction).
adept standard classes from Chapter 1. Swordsages are ·blade
BOIHI: A boost augments a us er ·s abilities, usually attacks,
wizards ·-mystic swordfighters who can accomplish aston·
in some mannet, For example. a martial adept who studies
ishing feals of mania I prowess. They know more m artial
the Desert Wind di scipline can wreathe his wf'apon in flame
maneuvers than other martial adepls, and Ihey have access
10 deal extta fire damage on a successful h il.
to the most martial disciplines.
Coullter. A cou nt er is an immediate action that allows a
W arb lad e:The th ird o( l he man iaI adep t slandard classes
ma rllal adepi to foil an opponent's atlacks, For example. the
dcscribl,J in Chapter I is the \\'arblade. These pu re warr iors
are ascetic champions who use marlial ma neuvers in place of tIlt prl nClplts,lkllll, ,Ill.! pluloj(lplll' oflht "nflin t'SfiNt Jl snpl," t .
the fears c r rage that a fighrer or barbarian would empl oy. A l /CiliA: .ts IIU St SIIW .l S rrmllill I").~"ltr,
M Ilu Ttn/plt IVIII 11(1 '(1 {ill~"
Ill' lol,ilh.. Nillt ,\ 1,1IIm. - Nlll\' l J:I'." AnJ II" srI oft.IIo nt. 011foot
NOIl' I wl lllptil k oflh... NI IU SworJ s. TIl(V art uo !tIt r"' /lgtll JI , (In,1 ullilr m"jl,l.w lUsr II" ft(lrt.l llot h lll~ III tilt lI'(1rlJ. NoO'lt t'Vl'T
yOllllg Ollt- I hllw lu n two of IIlt m III my Ir'H'r/ s. Th IS is lilt SilW IWlI ,lg..IUI.
(r(gmlllllg of Ihm llm'y. AIlfth lllt ",ISStJ, .m,1Ollt byont Rt l!lol r's or lglllal Jl srr r ln Jl t l!
rllrlt 'l f/lllll N ago, 11 )'CIllUg hlllJllln ,aUtd Rts har talllt 10 "rrrtl/flltJ to tht lf oll"llan ,k Tht dllJ(IIh Illry lefl bt lllnJ btt,1,"t
}t uJy at lilt h o "~obl m mOIlIlII(r)' of Ur-TltaldlloJr. l1lt hobgobllll "lItdt" III Illt llOll'1I nghl,olll'! " lrrillol rJtJ tilt nlllt l!1'(IrJl lI'llh
m 'O rJ lllolslen ad ll1lnnltT(,f enl d lN h allJ thtll/mgt'S. bUI, to tht;r grtoll catr. Bul cue I1Ighl, lht rol"dlolw lard K.z;lIr-Tlut tollllt to
SllrI'm/, RtdloJ r \llnln'(J, 11ICy Stll4' Iholl ht rnlll lrr tlluglll, olllJ tlu Ttlllp't of "it NUl( SII'(l rJ s. li t oJJapltJ tlu gUlsr of ol 1I'(,u y
so Ihrr prrmllltJ Ill'" 10 TtmoJlrl Ir,wtltr olnJ Il'llS glllfll wrltomt 011 'ht ttmplt. K.1: ur-l1ltl stok
from Iht m , Rtlhll( ItarntJ Ilu ~trt ls of Iht lroll H ta rl. l ~ t SlIJVn loJ l CloJ rl lr , Iht In'OrJ of DloJ mOlld M Ind, tlnd [ltJ wllh II
most fitrtl ollld Jlffi n<h sclu",1 of ~laJtWo ,* III Iht world. whttl mt o Iht II\UlrlllllJI. Thr ma slt n pu n ut J. bUllhry 'oliid nol , al:h
hi had madtTtd Iht Iron Htarl. RMilr look hi s ltal.'t and \I'tll/ Ihl tltl'tf rablhlw rnnct.
nnl to Iht CTtill GoIdm Deert, whiTt ht prNlnl"d '"IJlSllj to II,t frolll Ihol t Jay Oil, Iltt Itm"'t btg.In 10 fall. slow!,. olt fin l, lhi
W"mJ Dtn'lsJrts of AnJTilrnol. Whtn ht hoJJ moJ I/cu J Iht DtSirt sllldmJs of tilt Va n01/1 Jut'rlml'S ftll 10 blCkmllg. ,onsumtd br
\t'md scllool. Ilt II'(nllo Iht 1l1ol"dl forronJ Ihl .lawn tlnd sluJlrJ Iht qUllllon ofII'III,h JIoIlh 11'. h ML BNl ts and argwmtnJs bt', amt
Iht It'll)'S of lhi Stt!lng Sun . III Iht l paU of anl111lnt n an, RNIr,r lIt1n gu lS and JtaJl, J I'r ls. III Ilmt. lht rcm.:l,"lIIg masin'S n lltd
J.J whal no ont tlsr kill tl't!"!>t-(11 olMtto J o: Ht mas/tTtd olllI1I1:t IhtTlgtT wrJ tlnJ lhi Shade'\\' Mllltff - lI'no hoJol ,.LoUtJ 10 m llrJn
of till martloll JISClplllltl. tht TNI-fro m Iht Iimplt to rrdorr orJ t r olnd hanno" y.
III Iht dllYS of Rt shtlr, Ilrt lIldll!1Juill ill woll. phllosopluts. oJnJ [lIrllgtJ by lh/lf nl lt, lilt Iwo Ollttl1s1 ma llt n alll/J WIth etUh
IradlllolU Illal ll't know ol l lht Subl Ime Way u'(Tt sralfm d har- olht r, olll,llogrlhtr Ihty rlllStd an anny oj mon sttn In Ilu WllJ
"f
ha:arJlvamrss tlllll'Orfd AJ ht Tt1l1s /hi wmollsdllCfplinrs Wtrt' mOUl1lolillS. A yroJfafltf tlw r nllt.lh t y rtlunItd al tht 'uaJ of
lilt ptr!NI of nlUls, t<l(h Iltlrlllg to prow /111 J ll ro: rion ty of h l ~ oll'n II ftanomt IlorJf oll1J J NIrDfl"'! lilt ftmrk It If waJ 'ltal oJJl tlllIl
srhool ol't'r all ti,t olhm. molil/rs Jlid tlllll nl8hl. ArrorJmg 10 IlgmJ , Ih.. SPlTlt Sulttr
Rut IliWltlg IlllIllt u d llll milt ,IISllplltlts. Rtdltlf JlI 014110 tllJ sft", tilt SIIIlJOll' }.la llt r oll1J woJlI"t" lor" l1p.lrt by Jtmo n ~ TJI~
thIS nl'<1lry. H.' rtlurn tJ 10 toleil plolu whiTt ht haJ ll l/dlid alld wmJlonl olPlJ fltt h OrlmllsltrJt!taltd fIJ t TI~tr lDrJ but ajtemuTJ
look Its smgl... mOlt rro mlilllg du,ltIl t ill hu oll'l1 apr Ttlihu. Thm fd l ill l'<Itllt 'lg'lIInll ht ji:lllPlli llllJ J Tll~tlIlS Clftlli evil army. •"'olIlY
h t l...d hu IlIllt ,Irp rr nlrcrl la Ih,' Slt nsplrt MOlmta m s, wlitrt Itt Irt.'olSIITtSoj tilt It lllr lt, mdu Jrn g IIIi tlghl rrllllllnlllg sworJs, weft
{ou lI,ltl l llu Ttmple of tht Nmt Swardl. f or mllllY)'ta rs, Rishor il,l llt rt, l lo Iht fO llr WI/ Ilk .\I,ll1l1,(rt" carmll offby mo ns/tn from
all,llus NII1....\.fastt n Wllghl flit' plilh to per/ahon, ll'<1/king folrllur Iht s h",lo\\' Tlgtr h" rd.., bill llt It olsI Iwo wrrt rtsnuJ by !<'mrlt
,fow n Iltt TOtTJ of tIlt SUb/III1" \"'a y Iha" olll)'UIU had bi:fort-or st lldt/lls WhCl 11111 11 0:1 g....t 10 tSlap" ,
SIllCi. H llllllrt ,ll af Itud.' Ilb ttl"'t la Ilttm 'Irld ltlln ltd m uch fro m You 1l0W kilOit' tIl( 1"1:l1l1l1l1g of Iht' sI"ry of Iht Nmt Swordl,
Ihejr limp/t. R,lIllS ytlll WIll 1((, eMh of 1I1r b1aJN hili lis 011'11 story, olllJ IIll1St.'
Afl t r ol (tll!llry o{slully llllJ Irlld llllg, RfSholr (alltd his m'Hler! Iloms tlrt rlol{lmlht ll. II II Illi,1Illal lllrllt doJ y lilt Ni"t Swords will
t0t:.'lht r ,,,,.1 tolll tllt lll ht w,n It'avlI1 g to tr,H'rlllre world olgolll1. br brollglll tog..thrr agam, Rrdl,rr w ill Tl."turn from hl5lI'a nd r ring.
A~"'la,l ntt'tf toudlt,1 hml, ollu r Iha ll lo II'hllill lus Ihlir olud lllle 'Illd IhirmollYWill bt m lort ,l lo IlIr worM. I do 1101 know If any
1m fact. Tltt "IlIlt rn Noggr,l hllll III sI")"' bul R...lhtlr rrjlMJ. BrJoTt part o{llu talt I lloll't folJ Illnu, bltl it is ,1 good sfory, ISIt lIol?
lit I tfl ,lll ou~h , hI' g,lI't ,,,ell nlal lcr oJ grfl-a sword dill I tm bodi..l - Hu ran Tu ri}"t'shor, swords3ge

~-
BEHIND THE CURTAIN :
BLENDING GENRES
I~ Tome oj Bau/e m~l t ia l ~r lS for the DuPiCE0N5 & DllACONs Game? -Westernized- in film and e1ec!tonlcgaming-and how ea gerly
Is II good only for an Orienlal Adventures-style game? Does it Weslern audie nces have ~ccepted m.artlal arts Idioms in the 'r
challenge your conception of a Western Europe an fantas y world? action sto ries and g~me~ .
In short: Sort of, no, ~nd we cerla inly hope so . Tomeof Boll/e: Boo" oflhe Nine Swords dehbe~ tely blends the
If you've ever pl.ayed a ninj.a or nmurar-or for that malte r, genres of F.ar East .action games ~nd Ihe -typiul " D&D game
a mo nk- am id a group of ·stan dard- D&D her oes, then th is world. Portion s of t hi ~ m.aler;.a1 resemble ~ martial·arts supple.
book is for you . T h ~ n k s to the influence of lap .lIlese .anime, ment sUit.ahle for .an Orienlol Advlnlures gam~ . O th er parts,
Hong Kong action mOVies, and populal video games, the notion however, deliberately f~n t ast i ciz e and gene ridze martial art s
of a fanusy selli ng hu grown very broad in the last few yeal'5 . idioms (such as fighting schools ~nd special comba t ma n eu~rs)
F.antu y g~rning isn't lust about knights and cas tles and dragons ~ nd impo rt them into the def.ault D&Dum paign. More than any
anymor e. N inj ~ s ~ nd s~mll ra i, ronin .and shugenja , yakula and other, this book lepresents -culture·b lind- D&D: f.antasy gaming
monh - .aHthese ~nd more h~ve gradllally filtered into people's in.a world where Silent ninl.as .andw~nderlllg kllng.fu m.asters Irve
expecta tIons for a f.antuy world. Games such as Finol FQn ta~r side by Side wilh no ble p~I.adlll5 and fea rsome monsters . Tome
and Soul (a lib..r, as well as movies s llch u Kill Bill an d TIle of BaitIe i~n ' t your parents' D&D-It's bigger, bold er, and even
Mauix. are excellent eumples of how m.artlal arts have become more fant.itStic th.an ever befo re.
_ _ _ _ _ _ ______
__ _ _ _____,..... set
'D

~-------
J lilt ht.trl of th l' $ubhlllt \'t',ly, rO llll ~ Tiu IlmJ roil,1 n Ihr Fllih of Ilu slI'ordSllgt-fht rolld f 'h1L't
JlllllWh, lirs Ollt SIInr1r rrarrJ: TIll' II'l1r- tollolwJ J"r 11101/ of Illy 11ft rlu i\l'CIrJ Mgt sub 10 blOW hu 011'11
rior who knowl IlimSilf111'rfrfily(a" nol be mUla, 1111,110 ,If"tll't' ,IHllllt! wIth pafal d Imly. 11 i5 d t.nty tht
,lr/ra/l'd. You CI1" "ol r rtdlrl whrrr you will btll of Ilu IJI rtf olrrroddlt's-ll,d then, I am ,1su'1.'lrdsagt. \'(/1,11/
tij::hl, Or1l'halll't'l1pol1l you will}itlJd ose I1ll1anc/, tilt wOlllJ ""lei rxrul IIII' 10 Sdy?
-cr 1r0ll' )'tlur (11(1/11,'\ will \Inu 111YOiI. But )'Oll ((111 prrrarr )'Ollrldf - Harran Turi yeshor
far Ihat ", omrnllhroli~h conslallt pr<1clru, sluJ y,<lnd nj1«hon.
ClI1'Jun YllUr OWII bOlly, IIIl11d.l1lld spml.tUld you(allnol hell'bUI ThQSt' who devote their 11\"1'~ to studying some aspect of the
!'t' VI(fOrilJllI owr )'011' rnl Jrllti. Sublime Way J~ known as rnarnal adepts.Ail are skilled In
f rom tlul N ilI' prt mu r 111m Illru Jullncl rOI1Js. Silt 11,11" personal cornbn bUl lhry rtl)' on percepnon. learning, and
nnl\lrh on lilt po,lI, ofpIIYlu.d masltTl' Ott o'nl i "II~l rblItJt---(l1I1 willpower, In addinon 10 purr physical aputude for banle.
tl,t IIIoslslrlllful alldJ/J I(.:I Ii'd ll'i1man 111 lilt lI'o nJ f u rr t iZnJ . lanial aJrpu 11; [0 fuse u nglble physical prow~ ~ wuh
Wl ro n'lpnm Ul ll1I:., Iht u'drHildr ""01l'S tUI ftilr. urmcsrcomrol of the mind and spirit.
ill( cm<'lJtr IS 11 1I'.1rTior who lukJ I'u lor)" Ihroll!:" ,Ill dis· The three mmlal.Jl'f'I.cb s~ are the crusader, swcrdsage,
.lJt!m< of ll,t 11'1111. Oe:l'Ollon, r,tly, i1nd :,'all1u lit, 11","1"'"\. A lind warbbdt' three randard c~sC'!> are summerlzcd
(,,,,,aJ l r Norlmus ,I l,vlIIgI'nstl ofhrrJ"lJy" 111/1----.1/'1 lI1llrurfltrll be "
u. h., D' WII>:t.IIUt wh" C,UI OI'ttlOm , III n',hll lib!. ilJ
11/ Ilh onlYIJI' s"urf'<-'"~r.:Jf htr Ih mJth
In rllal maneuvers and ccnfroruth ose tee s [hal are anat be ma 10 c ba n nel rhe d [\ In" {'nt'rgles II I th en cause. bur In a r:l!W
10 he r C:JU ~I' urnamed manner. A crusader has absolute f;lith in her ab ll-
Sw onl ..;aAC: AI~o kn own as :J blade wizcrd. a swc rdsage nv to d raw on I he source of her power, bu r she never qu ite
IS a mar tial :arlis l wh o ha s learned how 10 invo ke a unique knows how Ih ~ 1 pow\'r wi ll mJnifesl .
fo rm of magic 10 accomplish t ruly superhuma n (and suprr-
n;lIunlll·xploi IS. MAKING A CRUSADER
Wa rb la oe: A warhlade is an exemplar-of pu re mart ial skill. A crusade r is primaril}' a {rent-line mel ee banler. much like-
lhough helacks rhe supe rn arura l powe r of the crusa de r-or Ih t' fighter or paladin. Her mar ual maneuvers gtve her mo re
swordsege, he is full y equ ivalent 10 the barbarian o r figh te r-i n tactic a] Jle xib ilil Ythan t he fighter an d ma ke her a d)'n;amlc
terms (Ifco mbat ski lls, relvmg o n marti'l l m ane uvers instead a nd well-rou ndedcombaranr. Mosl CrUSJdl"rs also make gOOtI
of rag e o r fears . leader s, si nce Ihe y are borh cbarismanc and dedicated.
Abi li l ies: Strength and Coas uruncn are vnal rc a au-
--::-:-:--_--,-;-:-:----;-;-'-'CRUSAQER seder. since she ts cfren In ha rm's wavlmelhgence IS usef ul
~.\ l .:lkl your ptlllt u'llh Il'h.:ll(l.'tr 1'111" Jtllr you. wonhip, "'hlPlstrr, for gaining plenryof skill points, which a crusade r needs ro
1MJ arrl Iht n\'OrJ of PrIor, .mJ r w1l1 "ill f.:lll In my IInkt'" purchase rhe ranks in Dip lomX)'. Intim idate, a nd Balance
-D;aresa, crusader of Pebr the key skills for he r martial disciplines. Dt-"teri ly is useful
for OIny character In combat. bur a crusader's abllil )' IOwear
Devceed kmght. divine ..gem, tnsrru men r of vengeance. pet'r' heavy armor means Ih at ~he is no t as dependent o n a high
less fighn ng rn:achmC'-lht' crusader IS a warrior dedicated Df'xteril Yscore as o rher charscters.
ro good. evil , [aw, ChJ05.l,)r some other cause. She seeks OUt Races: ~Iosl crusaders are humans, half-el..-es.or dwarves,
and dC'..t reys th e enemies of ber cbosen faith. Serengt heoed because rhe Ideals ofde\hcJli o n. service.zeal, a nd courage .ll re
by prayer or ;absolule' devo no n 10 a principle. a r mored by important in both dwuf and human cul tures. Elves.gnomes.
unsh akable fatrh. anJ driven by he-r convictions, a good a nd halflings gf'nerally lack the serious ness, single-minded
crusad er is a m ight ~ weapon againv t tnjus uce and ma lice. devonon •and moderate fOl n.lIIiClsm required lOSUCCt"eJ JS cru-
An evil crusader, on the other hand, Is a cru el and fearsome sade rs. Half-orcs n rely become crusade rs, bur rhose who do
warrscr of dark ness. foll ow lh is pcrh oflen excel ar it. ~ h ny half-orcs spe nd their
A c rusade r wh o embraces a re bgton o r holy faith is simi- lives sea rchi ng for an idea l ro believe in o r a co m m un n v 10
lar to a paladi n in Ih 3t she commands a number of holy (or wh ich Ih t'y ca n belong, am i rhe way of rhe crus ade r appeals
unholy) powe rs. Howe ver. a cr usade r h3Sno skill wnh divine ro suc h souls.
spellcasnng: she is a mantal adcp r whose maneuvers are Alig n me nt : A crusader can c hoose any alig n me nt e xcept
unpredicl 3bll' gifu of divine pmw r. Tr usling in Ih e pow'er neulral- sh e musl sta nd for so me ideal, whether chaos,
ofher ch ost'n deil Y. she allo ws f3ith 3nd intuition 10 g uidl' good , evi l. law, or a co mh in31ion o f princi p les. To be a
her through bmll.'. ~hny crusadl'fS r~ei""e th e call [olheir c rusa de r is 10 de....ole onC'~ d f wholehl'uledly 10 a cause or
cau st' ea rly in life, blll never sl udy formally ;at :J temple or deil y, and Ihis way of life ll';aves no roo m for indl'cision or
mon aslery. Th \·sc wurior s arc gifled wil h a n;arural2bility unwilli ng ne ss 10 comm il A crus;aJe r's ;a lig n m enl reflecis

THE NINE DISCIPLINES The way of the Stlli"8 Sun changes weak ness into strength and
I wil/sptok now oj Ihe Nine Dlsciplines lho l ~ompriu Ihe Sub lime f olly i" IO wisdom . A praClilianer of lhis school studies Ihe orr of
Way. At lend carefully, )'Oun8 one. permill ing on advef1Qry 10 defeat himself
Desert Wind IJ Ihe discipli"e ofmowmenr. Speed is the weapon A fol/ower afl he Shadow Hand u rods a lo"ely an d don8uOUS
of Ihe worrior who follows OilS pOlh. He strikes and retreols con· pOl h. His is Ihe rood ofsreollh. afdeceit, ofblows st ruck with out
Handy, "ever st anding still in boll /e. He is a leopingf/ome-o answer, and of deat h in the dark. A Shadow Han d mostu lulls
bur"i"g Slro"o ofrhe wones. before his adversary el'en k"o ws he is in peril.
DeKlted Spml is the dlSCiplme ofseJfkrrowiedge a fld spiTlluaJilf, Stone Dragon is the discipline ofstrengrh, ofendu rance, ofpure
and Ihose who follow this palh arm Ihtm u lves with purity and physical and spiritual power. A warrior of Ihe Ston e Dragon IS 0
Jallh. No olhrr WOrrlor IS beller sUlud to eonfron t Ihe m inions IJf hardr f oe wilh Ihe strengl h ofthe mounlain .Iself", his gmsp.
eVIl-but beware. bu oll5t som e choou 10 pervert t his disdplire He who studies Ihe Tigu Claw seeks 10 unleash his hidden
by worshiping powers ofdarkness instead ofpolWrs oflighl. sovagery-Ihe ferol insr"'ctJ and blind animal roge Ihatluri wllhm
To pract ice Diam ond Mmd is 10 learn the secret of action This warrior is slrong. quid , and unpred ictab le. copable oj lear-
wilhoul I'olilion . A D.amond Mind ade pt can moke th e rain- ing maS! opponents aport with his bare hands .
drops ssorld u ill if he wishes. He un derstands thol ony boule is And jinolly, IVt' come to Ihe diSCIpline ojthe White How,,-tke
o cO"uu of wills, and Ihot vict ory is ineviloble fo r t he wo"ior polh ofthe greal capta in, the leoder of warriors, and the cf1Jsoder.
who wins Ihat CO nle51 A While Rawn disciple studies Ihe art offight ing in ~oncert with
Iron Hearl is Ihe quesl fo r skill, pure ond s.mple. A wo",or wl:o his ollies. ond uses hisfi erce WDr cTles 10 great effect in boille .
fo llows tnn pOlh slud.es ever more comple. ond diffie-u /t ma nell- These are Ihe Nine Disciplines. Some whisper ofa secrel Te"lh

-----./'.
nfo f bonle The deep com m union he shafn wilh the spirit of
cou ses a sword fa Income a livmg Ihmg'" his hands.

---'----
Path , bul , think such rumors are no more than bard's tales . Pay
them no attention. my sludent'

.......---..:..-..........
her chosen cause, and III some GISt'S molds ,h t' ma neuvers Upon reaching -tth leve l, and n everv even-numbered
she em use. crusader leve] aflt'r lh ar ((,Ih, Blh, 101h, and so on), you
Good and lawful crusad ers are more com mo n than chao tic can choose rc learn a new maneuver in place of one you
or evil ones, since obe dience and service come mo re east I)' already know, In e ffect, you lose rhe old maneuver In
to charac ters of the former alignments. However, rhe ra re excha nge for rbe new one, Youcan choose a new ma neuver
evil crusader is a force 10 be reckoned with. She is a cruel of any level vou like, as lo ng as you observe you r res tr tc-
and fearsome reavcr-s-a scou rgt' who preys on the weak and lion on the highest-level maneuvers you know; you need
defenseless 10 honor her dark pnrone nOI replace rhe old maneuver with a maneuver-of rbe same
Sta rri ng Go ld : bd4w!O gp (150 gp). level. For example . upon reaching 10lh leve l. you co u ld
Starting Age : As paladIn (PI I IO'J), rrad... In a singll" ts t-, znd-, jrd- cr-uh-level maneuver for a
maneuver of 51h level or lower, as long as you
CLASS FEATURES meet the prerequisite of rb... new maneuver
First and foremost , a cr u sader is a competent com- You can swap only a Mngle maneuver al
beram. She fights as sk illfu lly as a Iigbrer. paladin, any given level .
or ranger does , rC'lying on ht'.a\'y armor ~laneU \Trs Readi ed: You canreedv
and a good selecnon ofwe.1pons to all five maneuvers you know al H I
gam the edge over he r opponents. ~~I, bUI as you advance in level and
To this basic fighti ng prowess, learn more maneuvers. you must
she adds several ab.l.lie" derived eho c which maneuvers to reedv
from her absol ute failh and devonon You ready maneuvers by pnying
10 her chosen ide al. ""hen fighting for fOI 5 mmurev The maneuvers \'OU
her cause . a cr usade r be-comes an umrop - choo t' remain readied unri] you
pable forc e on the banlefteld. Terrible in juries decide 10 pray again and change
might send less dedtcared warriors r unning fr om them . You need not sleeper rest for
the fight, but a crusader trans- any long period of lime in order 10
fo rms such serba cks into ready veer maneuvers, any time you
m ar tial fury rha r enables spend 5 minutes in praver, you can
her 10 fight on lo ng after change your readied maneuvers,
other warriors would have You begi n an e ncounter with all
been ove rwhel med . your readied ma ne uvers unexpend-
Acrusader masters asmall number ed , regardless of how many limes you
of ma rtia l rnane uvers as shc gains levels. Derived mighl haw alrea dy use d rhem since you
from her extraordinary se lf-discipline, chose rhem. When )"OU inu iate a ma neu-
the se maneuvers include catechisms of ver.you expend it for rhe currem encounter;
Iauh. spiritual devoncns. and rhe abil- !;O each of your readied maneuvers ca n be

ity 10 strike spec tacular blows in used once pt."r enco urner tunless you recover
th e service of her palron or cause. them. as dl'sc rilx'd below),
Arm ed wu h rhe power of her faith, Crusaders a re un ique among mar-
shl' can shaner boulders , shrug off t'nemy Iial adc p rs. rely !ng on flashes of d ivine
attac ks, or rally an army with a singll' ICI tns ptraucn 10 use rbei r mania I maneu-
of br avery. vers. As such, vou do no t control access to
Weapon and A r mo r Proficiency: As a crusader, you \'OUf readied maneuvers, Before you lake
ate pr c fictem w uh simple weapons, martial weapons, your firsl action in an encounter, two
light , medium. and heavy arm or, and all sh ields. of your readied maneuvers (ran dom lv
:\lan eu \'e rs: You begin your caree r with knowledge determined] are granted to rOu. The res t
of [lve martial maneuvers . Th t' discip lines ava ileble of your readied maneuvers lore withheld,
to you art' Devoted Spirtt , Slone Dragon , an d cu rre ntly inaccessible. AI the end ofeach
Wh itt' Ravt' n. turn. one previous ly withheld maneuver
O nce you know a maneuver, you mu st ready u (again. randomly de termined] is gramed to you,
before vcccan use il (see ManC'U\"C'rs Readied.be-low). and thus becomes accessible for your next rum
A maneuve r usable by cru saders ISconsidered an exrracrdi- and subsequent turns. Youcan freely choose 10 imriare any
nary ability unll'ss olherwise nOled in its description. Your m.tneuve r Ihal iscurrentlv granled when your lum begins,
maneuV('niare not af(eclt'd byspeoll resistance,and you do not bUIyou cannOI inlli:lIe a wlfhht'ld mant'uvet. Ifyouchoosl"
provoke allacks ofoppon un ily when you iniliale one. not 10 em ploy a maneuvef in a gi\-en rou nd, your currently
You learn Jddi lional rnaneU\'ctSal highC'rIl'vels,as shown gt:lnted mant'U\'l't"i rem.1ln availab le, and a prt'viously wilh-
on Table I - I. You must mt't'r a m.1neU\'t'r's prt'requisite to h~ld maneu\"t'r IS gra med, as descnbed .1bO\'('.lnO(her word ~ ,
l(';Im II S« Table }-I , page l~. rodt'll"rmlOeIhe highest-level II does n'r mJ lter If )'OU U'i.(" your maneUVl'r\ or nOI-al lhe
maneun"rs \'Ou can learn, cndofe3Ch o! ) our lurM one " 'lIhheW mJnt'u\'er trom your
TULE 1-1 : TH E CR U SAD ER H IT DI E: 010
Bue Fort ••r will Maneuvers Maneu ve rs Stances
l evel
h' .,
Attack Bo nus S~ve
,2
SlIve Save
.0 ·0
Special
Funous countel5lrlke, sledy resolve 5
Known
s
Readied
s 12l
Kno wn
1

.,.,., .,., ,
2nd .2 .J .0 .0 Indo mitable so ul s s (2 2
l,d .J ,J Zealous surge sr 2
4th
"h .,.,/.,
•• ••
.,.,•• '1
Stee~ resolve 10 s
7
s (2
s(
2
2
6th .2 ·2 Smite 1 dil 7 s2 2
7th
8.h
91h
..71..2
..8}.. ]
...j}..J,
.,.6 ·2
.2
.J
.2
.2
.J
Steel rese....e 15
8
8
s '2l
s2
2
J
9 J
10th ..10 ..5 .7 .J .J Die Hard 9 J
111h .11 .. 1..1 ·7 .l .J 0 l
12th ..12 .. 7 ..2 .8 •• •• Steel resolve 20 '0 J
13. ..1) .. 81·] .8 •• ••
••., .,••
Mete J

••
lJ,th ..14l.. 91..4 .9

."., 12 ., •• ., .,.,
151h .151..10"1. 5 .9
16th .11 ·'0 Stee resolve 25
••
11th
,,,
18t h
.7 ·2
.18 . 13 .8 .l
.10..
.11 ., .,., Smite 21dil 13 ••
20t h
19)0141 9 .... .11
..2°1..151..10/.. 5 . 12 ., ., Steely resefve ]0
I
,. 7 (4)
Clas s Skills (4 .. Inl mod ifier per level. )(4 a tls t level): Balance, Concentration. Crllfl. DipJomacy. Intimidate. Jump.

Knowledge (hIstory) . Knowledge (religion). Marllal lore*. RIde.
- New skIll desaibed on page 28.

selecucn of readied maneuvers is gra n ted to }'OlL Over rhe your d..layed damage pool. which t hen rese ts 100. Any healing
course of a (t'w ro unds, all you r man eu vers will even t ually you r..ceive ca n either increase your current hi t pc im rc ral as
be gram ed. normal o r reduce IhC' tot al damage in your delayed da mage
If. at rhe e nd of your rum, you can no t be gra med a ma neu- pool. Wh t'n you receive h,'aling, you choose whet he r n affe cn
ver because you have no wi t h held ma neu ver s re ma i ni ng, your damage pool, your hi f pc ims.cr bcrh (you ca n spln the
you reco ve r all e xpended ma ne uve rs, and a new pa ir of am ount o f hea ling as you .....ish). Most c rusaders Opt to kee p
read ied man euver s is granted 10 you. Randomly determine as mu ch da mage in rhetr dclayed damage pool as possib le to
which of your ma ne uve rs a rc gran ted an d which are with- maximi ze the benefi t of th eir furio us counrersrri ke abil irv
held. At rhe en d of you r next ru m . a with he ld maneuver is {see below).
granted to you, and rhc whole proc ess ofdi vine inspir at ion Specia l effects tie d lo an attack, suc h as energ}' d rai n, stun.
begi n s again . an d so fo rth. still afft'c r you as normal, an d their effecls are
You begtn a n en coun ter wnh an addi tional gra nted maneu- not de laye d by t hi s abi lity. Fo r example. if yo u are b itten
ver a t 10t h level (bringi ng your to tal to rh ree), a nd aga in at by a ve no mo us sp ide r, you mus t still auem pr a Fcrnrude
20t h level (bri ng ing you r roral ro four ). save aga inst th e poison rrn med rarely. even th ough rhe bit..
Stance s Know n : You begi n play with knowledge ofone damage shi f ts Int o your delayed damage pool. By rb ... same
ts t-leve l stance (rom th e Devot ed Spt ru, Stone Dragon. or to ke n , any ot he r special auack that imposes a cond it io n.
wh tre Raven di scipline. At and. [lib, an d 14th level. vcu can suc h as a med usa's P....t rif}'i ng gaze, takes immedia te effec t
c hoose an ad ditional stance. Unlike maneuvers. stances are o n you.
not ex pe nd ed, and vcu do not haw to ready rbe m . All rbe AI l SI leve l, your delayed damage pool can h old up to 5
sta nces you know Ire availabll" 10 you al all umes, and }'eu poi nts of damage, Any damage beyond thai comes off your
can cha nge rhe sta nce you c urre mly use as a swifl action. A hit po inrs as norm al. The maximum damage your pool holds
crance is an ex rraordmarv ability unless otherwise Slated in increases by S 031 -ub. Sth, 12th. tsth. and 20th level-
th e stance desc ription. Furious Co u n re r s t rf ke (Ex): You ca n channel the pam
Unlike w ith maneuvers. you cannot lear n a new stanc e H of your Injuri es in to a boiling rage t hai lers you lash OUI ar
higher I('\-'("Is in place of one you already know. your enemies wuh renewed vigor a nd pov."t"r. Each att ack
St eely Resolve (Ex): Your sum-me dedicatio n and inte nse th at srrt ke s YOU only pushes you onwa rd 10 greate r glo ry.
focu s allo w you 10 te mporaril y se t aside the pain and h inder- Du r ing yo u r rurn. you gai n a bonu s on anac k ro lls and
i ng effects o f inju ries. When an o pponent stri kes you, t he d am age ro lls ...q ua l to t h e cu rre nt value of yo u r delayed
injury does nOI immeJialt'ly effect you . d a mage pool (see steely resolve, above) divided by 5, and
You han "a dela yt!J damage pool rhar allows you to fo restall ro u nd in g dow n (m in i m um .. t). You ca n o n ly gain a maxi-
t he ef(('cts of many inju ries.Thi s pool begins ar 0 with each mum bonu s o n allack ro lls a nd damage roll s of ~ 6 from
encounter. When you are s nac ked, any hi t po int da mage the fu rio us cou mers rrt k e. USC' the ta bl e below ro quick Iv
blo"' dt'als i ~ added 10 you r de layed dam2 ge pool. Ar Ih e C'r:d det ermine Ihe ;u tac k bonus and damage bonus from fun-
-your next t urn ,you uk!" Janu~ equal fOthe 10121 SIOted in o us counlersrlike, ba~ed o n th e amount of damage In you r
delayed d.a mage pool rhlSabil it v '~ benefits lasr until rhe veers to become a we apon wo n by of you r Idea l. \'(Ihert'
end of your turn. others he sitate. yo u press on wirh Certa inl Y. u ns h akable
in )'Our beliefs.
Delayed Damage Furio us Counterstrike "\ 5 :t crusader, you un dertake adventures acco rd ing 10

.,.,
Pool Points Bon us th e dictates of your cause, your temple. or your consc ience.
110-14
-' You mighl find yourself tn a SW2mpy m ausoleum slaying
infideltrolls with a sword in one ha nd and a flask of acid in
15- 19
20-24 .,.,
.]
the othe r, o r bouncmg across sahuagin-Infesled wave-s on a
25-29 ha lfling sloop because you owe a fr iend safe pass age acro ss
30. .6 rhe sm ilS. You mlghl even find youNelfon the cold. muddy
field of battle, charging shoulder to shoulder ..... nh ~aS3 n I S
lndom lrable So ul (Ex): Beginningal2nd b-el. you draw and soldiers, raising pitchforks and shields against th.. pelt-
upon the power of your unwavering fauh to steel vee-self 109 Ut storms of the enemy. The on ly constant is the depth
against the enemies you face. Your persona lnv, energy. and oflOUr d... vcncn to your cause-c-rhe night winds will muff
dedicanc n to your bllh make 11 possible for you to shrug off OUI the Sl.ar'§ before vour fideli ty C'vt'r wavers.
anacks that rarge r your wtllpcwer.
You add your Ch.1rism.l bonus (if .1ny) as 3 bonus on Will REUGION
S4VeS. This bonus dot'S not slack wirh thai from a paladin's Your choice ofden y is paramount, since religion is an obv i-
dwme grace .1bility. ou s target for the devol ion and zeal embodied by rhl."i class.
Zealous Surge (b): Your boundless energyand dedica- If you are good . you mighl serve Pelor or St. Cuthbert. or
lion ro vour cause .lllow~"OU to throw off rbe effect of.1 special perhapsjoin the beleaguered crusadersoi Heironeous. who
att ack, spell, or other arrack that would otherwise hinder or ate filmous for their tenacious defe nse ofmany a lost cause,
hum you . Once per dloy, from 3rd level on, you can opt to Alternatively. ifvee are a dwarf, ~I orad in is a natural choice
recoil a single savi ng throw. You mUSI abide." b)' the result of fur patron. You might join the Ruby Kn ights ofWr-e jas, who
the- new, second saving throw, even ifit is lower tha n the firs t. are rep uted to be tain ted by rhe necroreancv of IheirWilch
This abi lity does nOI require an action. You simply decide to Goddess. Chao tic crusaders are rue, but those .....ho worship
use ir after see ing the resu lt of your saving throw roll but Kon:l. are oflen par.lgons ofthe Slone Dn gon discipline, and
before the DM tells you ifi l [ails or succeeds. Ebl on n a's ambush ing crusaders lend to be adep t at uking
Smi le (Ex): Driven bythe courage of vour ccnvicnons and and h oldi ng fo res tla nd. If you are evil , you might take lip
the ironclad stre ng th of your be liefs, you ca n srrtke back ar the cause ofNerull or Eryt hnu l the Many, whose crusaders
those who da re stand agains l your cause. Slart ing at 61h level. are-plagues upo n the land .
once pe r day, you can concenrrareall youra nger, hatred. and
de termination into a sing le snack. O n rhe nex t m elee att ack OTHER CLASSES
you make. you gain :t bo nus on you r attac k roll eq ua l to your You r power ste ms fro m you r devouon to your cause. and you
Charisma bon us (if an y) and a bonus on damage equal to your value martial prowess, de dica tion, and self-disc ipline. You
crusader level. gen erall y ge t along well .....uh paladi ns, cle rics. fighters, and
At tsrh level, you gain an add itional use of smile per day. warblades. as lon g as their alig nm ents are compatible with
D ie Hard (Ex): AI 10t h leve l, you gain Die H ar d as a yours. You mlg h r scorn th ose o f antitheuca ] alig n me nts as
bonu s fear. he nbensor ta rger them wi th your proselyti zing, depe nd ing
M ell ie (Ex ): You can resist magica l snacks wi th g re-ate r on th e evangelis m inherent in )'ourown religion. Mon ks and
effecnven ess than o ther warners . Beginning at rarb level, swordsages are also wor thy compan ions for you, althoug h
by drawing on you r bound less energy and ded ication 10 their reli an ce on 1:1 and ski ll, ra ther than failh and ar mo r,
your cause, you can shrug offeffects thai would hinde r even is suspect. Th e su bte rfuge of rog ues , the superficial uy o f
the toughest ....-arricr. If )'Ou succeed on a Fortitude or will bards, and the susceptibility of most arcane- casters tO .1
save against an attack Ihal ....-ould normally produce a lesser single grearaxe blo..... force members of those classes [ 0 prove
efftoeton a successful save(such as I spell w·u h :t saving throw themselves before ea rni ng your es teem.
entry of W ill ha lf or Pomrude partial), )'OU instead nega te
Ihe effect . You do not gain the benefit of menle ..... hen you COM BAT
are uncon scious or sleeping. Your specific tactics In bailie depe nd on th e discipline yo u
chose and the maneuvers you hZ\-'C' learned. HO.....e ver.certai n
PLAYIN G A CR USADER tacncs are co mmon 10 all crusaders.
When fog chills rbe banlefleld. and you r frost-rimed As a zealous pro ponent of you r cause, you are generally at
mail wei ghs on yOllrsliffening musc les, your faith wa rms the forefrcm of an y bailie. Hgbung on th e from line allows
you. It is the fi re rh oll burns inside, illu mi naring you r life )'OU to maxirrnze the benefits you gain from your class ab ili·
wilh the ideals o f your patron or cause. Alms or ar ms for ues.aa d also roprctect a weaker all y br absorbing an enem)"s
rhe Impoveri shed, a hand o r a lash for the downtrodden, blows yourself. Doing so benefits both you and your pa rty
mercy or crueh y- you J ecidt" acco rdi ng to ),our f:tith. As in v:mou~ ......ays Fit I , your ,reely n'solve abilllY mahs am
hvmg InSlrument of your cause, vou have worked for anacks you J eh \ er atle r t.1lung da mage bo th more :tccur:lte
and more pcwerful rhan Ilwy w ere before you \V<'f1. injured embmc, lilt" nevored SPlllt JI ctpltne. vou IIIrn lnw
Furtherrnc re.ff opponents focu s 0 11 you.they cannot injure culnva n ng WI .. dom and dt'\"QUI fauh.
your all lt,~ _ Thu ~ , laking datnage each rou nd should be yom
goal. TIlt' sooner you ca n engage the rough est opponelll in HUMAN CRUSADER STARTING PACKAGE
melee. ,ht· fa~ll'r you ca n OOl51er you r anack s. As a crusade-c. Armor: Scale mai l (-+ ~ AC , armor check pen :l lr r-~, speed
you re af r out be st whe n you can lake on the monster o r 20 fl .• 30 lh.).
oppcnenrrhar deals th e mo« da mage. Hl' a\'y wood en shreld (-+2 AC, arm or c heek penahv -2
Other racncs \"lIT)' according to your chosen di scipline. 10 lb.l.
Stone Dra gon cru saders favor head -on c ha rges, bo uld er- We apo ns : Longswon:I (luS,ceil 19-20/ x2. ~ lb, one-handed
rolling mr o (lpponrllls and mouet ain-harn me nng anyone slash ing),
left sundmg. 1f you have a high Srrength SCOr('. you should Shonbow (l d6, nil x3, range in c. 60 ii., 2 lb.• pie rcing
consid er fea rs that rake :tJvant.1lge ofth,u.1Ibllilyifyou cheese Ski ll Sr!t"c ti on : Pick a number of skills equal 10 -I
thi S path (such as POWtrAltac k Cle:n'l", lmpfOl..ed Bull Rush. l n r mcdtfier.
Improved Overrun. and ImpTO\-N Sunder As a Devoted
Sp lrn cr usader. some of your maneuvers funct ion only Sltill R.mlts Ability Armor Checlt Penalt,
agamst crea tures wuh opposed alignmen ts. Devoted Spirit Balance ..
crusaders are orun hunters on the bcu lefield . dedicated fO Concentration" Con
D~ ac} ..
chasing dow n the most dan gerou s foes. H you are a While lntlm,dalt' 4 Cha
R.1I' ·e n crusader. you art more grocp-ortemed th an other Jump .. Str 6
crusaders. I- ighllng , hou1Jer to shoulder with allies . direct- MathaI LOre! 4 Inl
tn g flan ks. coordirunng charges, and coveri ng a cleric while R,e 4 Del
he heals rhe wounded art among the specialues of a While Spot (cel 2 w.s
Raven cr usader. fea t ; \l?e:lpon Focus rlongsword ],
AI high levels. your menle ability affords you an ext ra Bonus Feat : Iron Will.
measure o f co nfi de nce when you confron t ene m ies th at Cea r : Back pack wn h warers ki n, one day's trail rations
us!" <; pe lls o r ~ pc- lI likc- sblll ues. Man y demon s, devils. bedroll, sack, flint and SII.-eI, 3torches. quiver w ith 10 at"lU'I"S.
and ether outsiders have spe ll-like abrlil ie s, an d these are tent. traveler's audit, cold weather ou tfi t, ho ly symbol.
precisely rhe fo.' s Ihal you :tTC' trained 10 van qu ish Ipar- Cold: zd.. gp.
ricu larly if you' re a Devoted Spi ri l crusader). Com bined
wnb rhe in domitable sou l abtluv, menle ca n prove to be CRUSADERS IN THE WORLD
su r passingly powerfu l. ~HlIlt" 1ll1l owr II,.. III1U1Jrr, IIIC'lII flarJ JUlI lIlU IC'11,1,lolt'll 'rom
lIlt J't',II., 111,' drmtlll ~1,1,lts II\''' ,lIl11H1I,'roU S lJslh,',1rivlIIg spdm
ADVAN CEMENT of d..d . r ul tilt' VI' T'lolll1 HHSJ,I,·rs IIeMII','/T ground_ I Ng'"1 10
Ever since the Splti l See ker was 10m apart by demons 1',·/1<'1\' fllat fill' Il!Ollllf,lm 1I'(IuI.Ish,ltjlllifrom uliJer 1lJ,' mlsdJa5
during th e caus trcphtc baule rhar ended in the dest ruction fUI r..rM!' th,'y )"Ielll..,l '" I 111(11:
and di spersal of rhe Shadow Tiger h ord e, m aster crusader s - Oarh Na..'urb, dwarf pilgri m of Heircneous
have so ug h t 10 attai n his pl.'rft·cl harmony of spir it, body,
and weapon masrerv.Ln three warring stone cit adel s. rhe Cr usaders br ing c13shi ng steel. st irring speec he s, and
co m bat m asINS of the Vix Th olm, th e Rub j- Kn ig ht s of intense fervor 10 rhe campaign. Tht' first sig n of a cru sader s
\'(/.'1.' ja s, and rhe re rh dekala [see page 154) each reach pil- presen ce rmghr he a kntghr-herald riding alo ne down lh.,
grims the three p recepls of combat: ski ll. se lf·d iscipline . Proct"ssionall o Ih,' King's Fane , wh ere he la ck s a scroll
and knowledge. to the door and promptly gallops off. his helm et~ visage
To lake tra ining 011 aciladel, you musl mainf:lin maximum revea ling nothing.
ran ks In you r most importanf skills. Rare is a crusader who Crusaders can launch grand cru S:ldes, eac h of which
doe s nOI have m axim um r;mks in the skill mos t appropriue ca n serve 3S I h ~ found3tion for a th ou sand 3d \'entures.
(0 ~r pJlh (Balanct" for Slone Dragon. Il'lIimidalt." for Devol~ Crusaders wh o su pport 1C'55 Ihan popular causes m ight hold
Sp lfll , :lnu Oipl o m:lq ' for W hite Ra\·en ). In addi lion, you cla ndes ti ne mt enngs in Ihe nighl, filled w ilh wh ispered
li,'(" an d d lr by your discipli ne. If you hope 10 ach ie\'e IflIe negotia llons . Ah t'rn at h 'ely. if war has 31rta dy bro ken OUI.
ma slt"ry. yo u mu sl ch(I(Xe your J Isclplint' w isely and de'·Olr the c:lmp aign m ighl fealure bal liesalong ra m parts studded
~otlN'lf 10 il co mpll"fely. If you're ph}'5ic:ally weak. you would wilh balliSf3e and bom bardloJ wilh flaming pitch. A crusade
be iII·advised 10 pur su., Ih., pal h of the Stone Dragon . bUI mig hl be a on..·ti me occu rre! nce when a pa..sm g army mm es
your slreng lh ofwill mighl St'eve you well on the palh of ,he th ro ugh Ih,' kingdom's hintt'rlJnds, or it mighl ~l.'fve :l~
DevoleJ Spirit . Ihe enlire foc u s of the- ca mpaign, wi lh Ihe PCs m oving up
If you It" adv3nci ng as a Ston e Dragon adepl. you seek 10 Ih rou gh the ran ks of a holy army to Itad the ch arge on Ibe
;lequire ll.. m~ . I,'un ft'JI ,a nd dt"\'C'lop m:lneuve r com bina- in fidels ' 'tronghold.
li Ons Ih:lt emphaslu st re ng lh and J Ift'CI confronla lion. Cr usade rs ca n also mo\'(' Ih rough a. campaign world
If )~urs 15 ,he p3th of Ihe" whllt" Raven, you focu s o n you r individuall y. Perh ap, a PC cru sader is the bst adherent of
dt -hlp ahllllle5 and thl." Iactlcl ueulls ofcomb2t. II lOU ht"r C3use. deSl1nt'd to make a gloflous f1l131 H:lnd against
an evil Ihar has consu med ht"l hl'f1lagt'. ..;Iw rrnght jcin wuh according 10 some- co serve Iht' lu gh priests and pnesr
other adven tu rers. seeking st reng th in Ih('ir co mpany. A esses as the mi lit ary arm of rhe Wit ch Goddess's temples.
PC crusader co uld also be an t'vangl.'hsr fro m a f.lf land who and rhe v conti nue 10 do so. Crusader orders dedicned 10
has come 10 the campaign area 10 spread the word of her Pelor, Hext or, Ehlonna , an d Nerul l also exist, and rumors
cause-s-and pe rlups even 10 rec ruit adve nturers whom she abound of hidden templ es rh at hou se cr usaders who nat-
ca n rake back 10 her ho m...land to fight alongside her. Per- rcwly escaped the purges.
haps a PC c ru ~dt"r is blH·ly JC CU\t.J ofhercsv and forced 10 In a large .1nJ openly ack nowle dged cr usader orde r, pro-
travel alone . dodging bounty hun ters and assassins, all while motion is based on baulefield performance. The ban lefield
upholding her ideals wuhcut rhe support or respect of her ho....rever, is gencorously defined It could be 3 polmcal ban le-
ers twhile colleagues. field on which vscrorv co nsists of IhC' grant of Ihe ....'estern
\'tlley 's taxanon rights from rbe Exchequer. II might also be
D.~ILY LIFE a specific banlefield, such as th e hedge pnscn of a demon
A crusader views th e world rh rccgh rh e (win lenses offailh pnnct' in an ancie nt dungeon, ..... here v lClorycan be atta ined
and banle. A farmt'r ~c'1"lhng the furrows . a merchanr hawking by rhwanmg th ... capnve s .111l.'mpI Sat t"SCa ~. Th e batllefidd
or:llng~ and po n cry, an apprennce lo;tsllng his fingers with cculdeven be a spt.ritua l one, where victory is the delivery of
an Iron ICally mlsfi rt'J r Ufn ml: h,mJ.-to the crusader; these pilgrims ro a hclv su e flut will tns pirt' rh em 10 DC'\\' height<;
e\eryd.1Yslg hlS are nOI random occurrences , bur building of religious fervor.
blocks in rh e ba ilie between good and C'\'I l. l:Jw an d chaos . In .1 pC'fSC"CUIC'd crusader order. pro molion is ofren based
For wh om does the farme r 10 11. and to wh om does he P3Y Simply o n survival. S t'W bl ood is \'lui and special, so a
(.1XIl"S- a good baron. an evil cou nl? Is the mercha nt (nding crusade r who successfully recru u s a relublC' new member
With pmoslSof~erull or changing monies wilb dark emissa r- is acco rded great honor. .\IJ nv perseeured o rders develop
IC:S [rom th e rerh deb la?If IhC' apprentice Ie-arm his spe lls, 10 pyra midal h ierarchies in which a member's recruits all rank
WhJI end will he.' uve tht m) In every facet cfhfe. rhe crusader below her in seniority.
sees some embodiment of h...r principles.
N PC REACTIONS
NOTABLES .\ fany lay people canner tell a crusader from a palad in u nril
0 \ er the centuries since the gft'at batt le rhar resulted in the the larrer call s his horse from the sky or 1a~"S hands on the
destrucnon ofrhc Sh adow TIger herd..., m;IOYcrus aders have maimed . Like paladins, crusaders of good alignment ofren
sc ug hr rc emulate rhe Spiru Seeker,Thi s enigmatic crusader become he roes ro peas ants , laborers. and others 10 whom
slew rhe Shadow M au~r and was subse que nrlv rorn apart gold is a d rea m 3nJ sil ver an always flee nng reality. M OSI
bv demons. bur few Iacrs about hi s life are knownMany, noblesdi sr ru sr cr usaders because their beliefs lake J higher
In fact , argue thai the Spirit Seeker was a female. and many pncruy in t heir Hves tha n w eahh and SlaIUS. Paradoxi-
more argue over the exact fanh thar ch is mysterious figure cally, m OSTes tablished clerics also dtcrusr crusadcrs-c-no r
embrace d . The Vix Th ol m bd ie\'e Ih at Ihe SeC'ker was a o nly because of Iau h-based riva lries bUI al so because o f
de vol C'e of Heironeous, bUl rhe Chapeaux and Stars of Sf. the implici l acknowll.'dgml·nl l ha r :J c rusader order co u ld
cmhben cbim h im as thl' ir own .Thl.' Ruby Knight s of Wee we3ken rhe in lluence of non;afllliaH'd churches in a reg ion's
Jas claim th at he sou ght Ihe- spirilsof che dead an d was thus polilica l landscape.
firml y in the Jashe ca mp,
CRUSADER LORE
ORCAKIZATIONS Characters w ilh ta nh In Know ledg(' frrligion) C.1n feSt'arch
Afle r Ih e TC'mple of ~ i ne Swords colla~ed, many crusaders crusaders 10 lear n more about them, When a chancter makes
(ounded marti;al ordt'rs allied w ilh Iheir rt'l ig ions. These a skill check, teadorparaphraSC' th e following. including the
new organlZallons place d t he dt'it y befort' Ih e swo rd-a ir.form alion from Imler OCs.
re\'ersal oi tht' temple's r riotlliC's. The mos l powerful and DC 10: Crusaders.1rr ho r-blooded lC'alol s whose ft'lvor is
sec rC'tl\'eof rhe se orders s un'i\'(' lod ay. ~I a n y, hO\\·t'\,C'r, pC'r- u nrrlit'ved by wisdom.
ish t'd as a result of t'Cclesi.1stical in fighl ing. The established DC 15: Crusadrrs follO\\' the SublimC' Way, st't'king co J'lC'r-
church hierarchies did nOl lruSt Ihese new ' s\\'Ord orde rs,~ fect Iheir comb31 skill to be tl..-r serve tht'irdeil\·. Thev're n OI
m an y of which h .1d rrco\'Ne-d C' nough Irl.'asu re- from IhC' like cle rics. an d they don t he.allhe sick or exo~iSt" ~ndead.
[311en Te-mplC' ofl\:i nt' Swords 10 make their mt'mbers very C!USaderspossess ven·!itde O\Trt magic, unless youconsoo
\'\'~ahhl,'. Pu tgC's an d pogroms "'t'recommon as Ihcochurche-s wha t Ihey can do wi th rheirs\ n1s as magi cal.
assetled connol over IhC' o rde-rs and seized Iht'ir wea h h. DC 20: Crusaders can stand up 10 punishment that no
Thl' church o f s l. curhbert subsu m..-d its cr uude r o rtlC'r. oth er individual can endu re. shrugging off e"C'n IhC' mos t
bUI many OIher ch urchl' s eX IC'rm inalC'd Iheir crusad ers in powt'rful of aflacks.
the RIght . rh t' church of Heironeo us rose abo \'e such pe tty
cyrannles, and il still mai nl3 ins a co rd i.11relallonsblp with CRUSADERS IN THE GAME
liS cruS3:derordtr. the Vix Th olm, Ihough the rrl.uionsh ip IJl.'pendi ng on Iheir ahgnment and d isposition . crusaders
IS , ornell mr s stra in ed by rivalry . Fro m the SlUt Ihe Ruby can ap pear as alltes o r t' ne m le pal ron, or Iyrants, \'OU
KntghlsofWt'e Jas swore a bmdln gcoven ant -a dark paCI, can USIe' InBC' crusader organizallOm 100fCer Ihe Pes worK
gu3tulng ptlg rtm ca ravans, re mevt ng ue m s from a rival fallh lind divlne mllgil bm abailie.' tradllion of slavers lundt'.
reltgro n's vaults, or re prese nnng In l' orga nization a t cou rt. down ove r th e ce ntu rie s.
An evil crusader order mighr rarger rhe PCs' homeland for
invasion Of perst'cu l~ 311 members oftheir race. Tn e leader SA MPLE ENCO UNTER
flf I n evtl crusader order ca n make an excellent recu rring Crusaders pu rsut" their causes, wha tever they mighl be, wuh
vill.1 i n for your campaign-e-especia llv tfbe uses his pcltn- an unmatched zea l. Any ti me rhe PCs become Involved
c31 c10UI to pass laws Ih21 make life difficult for the PCs. in an emotionally or politic.::llly charged adven ture ~
For example, he mlghl institute z-hour delays 31 rhe city crusader might appear. A crusader is especially easy to
ga les, forb id foreigners ro possess muhraland adamantine, Introduce within th e context cf e church, as a holy lo r
req u ire Ihal all spellbocks be registered and copies stored unholy) knight dedicated to one dtsnncr and specific
at the owner's expense, at th e like. aspec t of his detry,
A crusader character expects that his combat prov..e ss will [L 8: MilOS Xavt is a crusader of Eryrhnul, although he
aid rhe party in its fights and that his religious affiliation will post's as a crusader of Hetroneous shepherding a small flock
have meaningful consequences in the game world. Acrced - cffive human and seven dwarf pilgrims on a journey to rhe
ingly, you should populate your encounters with monsters sacred site of Kcshrra Amnom, the highest peak in the Sun-
that oppose your crusader's Ideals. Skerchmg out in advance spire Mounrains, and rhe inspiration for Reshar's lost epic
how a campaign's impcrtam NPCs wtll TeaCI to zealot ....ar- poem explaining his mcnvanons in unifying the N1DePaths
riot'S is time well $pC'nt. Mtros is in facrleadtng a group of twelve disguised kenku
marauders. They beg the PCs 10join them and help esccn
ADAPTATION them 10 the holy mount. Once out of sight of civilizatio n,
One way 10 adapt crUS.1Jt't'S is 10 remove rhe religious flavor rhey th row off rbetr cloaks and attack while sc reeching the
from the class and replace it with regional or racia l elements. praises of the Cod of Slaughrer,
In such an arrangement, a crusader would oppose creatures
from enemy It'r rilory or-of a different race. In like manner. MIROS X AVT, CRUS ADER OF ERYT HNUL CR 4
her martial maneuvers would represent not catechisms of M.11e human crusader 4
NE Medium humanoid
tnit ... 4; Senses Spot ...1, Listen ...1
languag es Common
AC 19, touch 10, flat- footed 19
(+7 armo r, +2 shield)
hp 29 (4 HO)
For t ... 6, Ref +1, Will ...) ; zea lous surge
Spe ed 20 ft. (4 squares). base sp eed 30 ft.
Melee mwk mo rnings tar +9 (l dS+3)
Ranged light cross bow +4 (l d S/1 9- 20)
Base Atk +4; Grp ... 7
Ark Op tions furious co un te rstrike, s teely resolve 10
Com bat Gear 2 potion5 ofcure light wound5
Mane uver s and Sta nces Known (ll4th):
Siances-martial spirit (1st), stonefoct s tance (1st)
Slrikes-chargi ng minctaur'[ (1st), crusade r's stri ket
(lst), do use the names (lst). leading the att ackt
(lst), mountain hammert (2nd), stone bones']
(lst). vanguard strike (lst)
Di5ciplines: Devoted Spirit, Stone Drago n. White Rave n
t Readied maneuver
Abilities Str 16, Oe~ 10. Can 14, Int 8, Wis 12, Cha 13
Feat s Improved Bull Rush. Power Attack, Wea pon Focus
(morningstar)
Skills Balance +6 (-1 in armor), Diplomacy +7, Intimidate
+7, Jump +9 (-4 in armor)
Po sse ssi ons combat gear plus ... 1 splifH ma;/. heavy steel
shield, masterwork mornings tar wnh blunt s tee l
head painted to resemble Pelcr's shining visagt', ligh t
crossbow with 20 bolts

KEN kU SNfAkS (12) CR 1


See Monster Monua!lII, page 86. If you do not have Momur
Monua/III, use twelve disguised gnolls (M M 130).
_ _ _ _ _--'s..uWl.l..O"""'RDSAGE agntftcam b y roost who foll ow this path , Acccrdmglv. 3
11, l(~ IJ nno r mJllllJtS<1 r.uk of dull. if)'Ull llU /:: Ill<" tmmlllg hld l'(lIJ typ ical SWOrdS2gc'h3Satleasr one neutral component in hl~
)'O ur i nrPllI(l' MO ll'S, pt rltlJJ"I )1111 \/ulUIJ It,ll'( flu fi.o:l,lll1g to 1'11'.- align ment, representing a certain det achment from "'Orldly
-c- Chen, swordsage matters. Coed sword sages lend 10 be free-rca rmng charnpicns
oi the weak end downtrodden. The less com monplace evil
A master of marlial m.aneuvt'rs,lhl" swcrdsage iS :I physical swcrdscge s heILeVI:' tha.I th eir ma.slery of the marnal arrs has
adept- 3bladewizardwhoseknowledgeof rbe Sublime '.': ':1)' mad e them supenor to everyone around them.
ll.'ts h im unlock pot ent abilities. man y of which are overtly Stnt i ng Gold : .. d~ "I O (t OO g p~
supernatural or mlglc31 In nature Depe nding on .....hich Starti ng Age: As monk.
dtscipltnes he cheeses ro slud\',:1 swordsage might be capable
ofwalk ing through walls, Ieapmg dozens of feer Inrc rhe air, CLASS FEATURES
sh att ering boulders wuh a single touch. or even mas tering o f all rhree rna mal ade pt c1nses, swordsages learn and
rhe ele mems of fire or sh adow . Wha tever his specific trai n- can ready the mos t man euvers . Th is edv amage gi ve s them
ing ,a swordsage blurs the lint' between ma nial prowe ss and unpanlleled versauluv in a given encounter, In one bailie,
m ag ica l skill. a swc rds age might Iulfill rhe role of the rogue, lurking In
s~"S and slrtking when fees are least prepered. In anothe r.
MAKING A SWORDSAGE he might be scorching enemies Wllh un snacks. much like
Desp ite his spectacular combat moves , a swcrdsege is not a a wizard. In snll another fight , he might [ear an enemy apa. n
typlc:lIl front-line- melee combaram. Ahhougb a fighter, bar- with his barebands. m.uc h ing3 barbartan's ferccry wi th his
barian. cr warblade might ~wing a sword more accurately, or ewn dis tincti\'e srylecfbloodrhirsn ness. Whate~..er the occa-
wuh grea ter force, I swc rdsage depends on h is repertoire of sic n, 3 swordsage ts able to ccm nbure. often III completely
rnarr ia]smkes and srarces.'tb ts cha racter is also no t Imended unexpected wa.ys.
[0 be a replacement for an arcane spellcaster, even lhough be Weapon and Armor Pr06cienq.': As a swcrdsage, lOU
can create a number ofshorHangt' area effects. A swordsage'e are pro fictem With simple weapo ns. rmrual melee weapons
role w tth m an 3d\'enturing pany isn'l easily defined, but his rinc lud ing those Ihal can be used as th rown weapons). and
com bmanon of maneuvercbdu y, supernatural power. and ligh l ar mor. hUI nor wnh shields.
martial arts is useful in almos t ,m y encounter. ~taneuvers : Yo u beg in your career with know ledge o f
Abil it it·s: Dex terity and WisJom are crucial 10 a sword- six martial m aneuvers. The disciplines available to you art'
sage. Since he wea rs on ly Iighl armor, he mus t re ly o n agi lity Dese rt W ind, Diamo nd Mind . Scttmg Sun, Sh adow H and,
and shrewdness 10 avoid attacks ,an d as suc h h is Armor Class Srone Drago n. and Tiger c law,
IS augme nt ed by h is W isdom mod ifier as well as his Dexter- Once you k now a maneuv er, you mu st read y if be fore yo u
uy modifier. A swordsege can ge l along with an average can use it (sec Maneu vers Read ied. below).A maneuver usable
WI\Jom score, bm to excel, he wams agocd Wisdom bo n us by swordsagl·s IS conside red an eXlur1 nl inary a.bility unless
~mCt-::I swordsage often engages in melee , Stre ng th is al so othe rwise noted in u s de scripnon. Your maneuvers are not
Important - although he can use the w eapon Finesse [eat to affect ed by spell resis tanc e, and you do nOI provok e attacks
•.overcome a low snengtb score, and his array of martial strikes of c ppc n un uv wh en you initiate one.
can make up for an y lack of damage potential. Intelligence You lea rn additiona l maneuvers at higher levels, as shown
ht·lp~ a swordsage master th e skills necessar y 10 co ntin ue on Table 1-2. You must meet 3 m aneuver 's prerequisite to
progressing alon g the path of th e Nine Swords, and Co ns ti- learn it. Sec Table 3-1 , page 19, ro dcrermine the high est-level
tution is as im portant to h im as it is 10 any ch ar acter. maneuvers you C3 n learn
Races: ~t osl swordsages are hu m an s. h is no t u ncom- Upon rea chin g ~th level, and al every even-numbered
mon for mem ber s of other rac("s 10 lake up Ihe pa th , thou gh s\\'Oro sagt' Il'\'el after Ih:n (6Ih, 8th, IOlh, .and so on), you ca n
dW3rwS and gnomes ra rely do. Dwa rves are tOO fi rmly choose 10 learn a new maneu\'t"r in place of one you a.lready
gtoundeJ to aJa pl easi ly 10 th e ascetic lifes tyle s\\'Ordsagl's know. In t'ftl."C t, you loS(' th e old m aneU\'er in exchange for
often favor , a.nd the few dwarfswordsages wh o do exis ttypi· th e nt'\\' on e. You can choo..e a new manl'uver of an y level
C311\, focus on th e 5[01\(" Dngon discipline_Gnomes find mos t you Iikt', as long 35you obs er\"eyour restricli on on the high-
swordsagt'Ssingu l.a[ly humorle~ s , a.hhough members ofthis t"H-IeVei man euw rs you k now; you nt'ed nOI replac e the old
race ocnsiona.lIy lake up Ihe di scipline of Ihe Setting Sun. manl"U\'er wll h a maneuver of the s.1me level For exa mple,
bfi:ause rh l"Y understand beller than most how wea.kness upon reaching 10t h 1("\'('1. you cou ld ltade in a. single 151-, 2nd-,
can be fu m ed to strength. llalf-orcs account for a surprising 3nJ.or ·uh-It'\'el maflC'uverfora mant'U\'erofSih boelor lower,
number of swor duges. e~pt'('i311y in the more warlike dis· as long as you meN Ihe prt'~u is ile of rhe nC".'!· maneuvrr.
clpllnes ofS rone Dn gon and TigerCIa.w. Mem be rs of this Youca.n swap only .a single maneU\'er at a.ny giwn lc\·el.
nce art' well suited [ 0 en dure the Jiificulr ph ysical regimen ~fa nr u \'t'f$ Readird: Vou can read y four of your sill:
of ~Iud\' a. nJ pncrice Ih ar Ihe~ disciplines reqUire. maneuvers known 3t 1st level. and as you advance in level
Ali g nmen l: A swordsage (.an choose any alignment. The a.nd learn more maneU\'e~, you are able to fe2dy more, bul
studv of th e Sublime Wa.y is its own end, and wh ether any you musl slill choose which ma.neuvt"fS 10 ready. You rndy
p.uticubr Mudent chooses to employ whar he has lennc'd vour maneu\ b). meduating and exercising for:;: minUIt'S
10 Ihe r\"1ce (If good . e\'11 law, or chaos is nor conSid fC'd Tho!' maneu\ )00 ChClOSoe remam readied unlil you decide
T .... l f 1-2: TH E SWOIOS...CE

l evel
aa se
Attack Bonus
..0
Fort ...,, .,
wilt
Save Save Save
..0
HIT DIE: 08

Special
Maneuvers Maneuvers
Known Readied
Stances
Known
hI QUick to ~et ..I, 6 4
disciplme focus [weapon Focus)
2nd +1 +0 ...3 +3 AC bonus 7 4 2
lrd ...2 .1 ..] ..3 8 5 2
eth +3 +1 ..4 +4 Disciphnp focus Inslghtful s!rlke 9 5 2
5th ... 3 ·1 ~4 ...4 QUIck to act +2 10 3
6th·4 +2 5 +5 11 6 3
ltM ...5 ...2 5 5 Sense malIC 12 6 3
8th +6/+1 +2 ..6 6 D,sci line focus 13 1 ]
9th ...6J.l +].6 ..6 v.Slon 14 Z 4
10th +-7{+-2 +3 ..7 ...1 uick 10 ~C I ...] 15 8 4
ll1h .8/...3 ...3 ..7 +1 1 8 4
I2lh .9/+ 4 +4 · 8 +8 Discipline focus InSI ht 'ul strike 17 8 4
131M lObS .4 ... 8 ~8 J 9 ..
14th .101 ...5 ... 4 ..9 +9 19 9 5
15tM ... .6f+l .5 -9 ·9 QUick to act +-4 2 5
16th ·12.1.2 .5 ..10 ·10 DlsclfU,nefocus de fenSlYesul1Xe 21 10 5
11th ·13 . . .3 +5 10 10 Improvedev.slon 2 5
lStM ..-13/+8/.] ... 6 ...11 11 23 11 5
1.9JM +14/....4 ·6 +IT .11 24 11 5
201M ...15/+10/+5 ..6 ...12 +12 Dual boost3/da y, quick 10 act ..5 25 12 6
Class Skills (6 + Inl modifier per level, x6 at 1st level): Balance, Climb, Concentrat ion, Craft, Heal, Hide, Intimidate , lump.
Knowledge (history) Knowledge (local), Knowledge (natu'el , Knowledgp (nob ility and royally), Lis ten. Martiallore t , Move
Silently, ProfeSS ion, rtldp. Seese Mot~, Swim. Tumble.
New skilldescribed on page 28.
to med uare agaln.nd change them. You need not sleep e r srvle. Each time you gain th e discipline focus abil ny, elec t
rest for any long period of time ro reads- your maneuvers:any om' or the six sword sage di scipline s to which rhal focus
umc you spend S nurunes in medu auon . you can change yccr applies. You can select a difft'rt'n! discipline each n me you
readied maneuvers . gain discipline focus, hUI you musr knower least one mamal
You begin an en counter with all your readied maneuvers maneuver from rhc selected discip line. Even if you selec t a
unexpended. regardle ss of how man y time s you might have differenr disciplinl' ar high er levels, your d iscipli ne ChOICt'
alread y used them since you chose them. \'C 'hen you iniuate for carher abilities does nor change.
a maneuver. you expend it for th e current encounter, 50eech Thi s focu s mantfests in the followin g ways.
of your readied maneuvers can be used once per encounter \'fMpoll ,"«us:At tst level,yougain the benefit of [he Weapon
(u nless you recover them. as dcscnbed below). Focus {eat for weapons assoctared wu h the chosen dist"lph n....
You can reccver an expended maneuver by usi ng a Full- Sec th e d iscipli ne descr ipt ions in Chapter ....
round action ro quk kly meditate. Doing thisdocs nor provoke It' i lgh lf lll s trlkel: Al 4th level, yOll ca n add you r W isdo m
aua cks or opport uni ty. If you comp lete you r medirntion, you mod ifier as a bon us: on dam age rolls whenever you exec ute
ca n choose one expended maneuver ro refre sh. It is now :t st rtke from the chosen d iscipline. A[ 12th level. you can
available for use in a subsequent round. choose 3 seco nd disciplint' to which this abil ity applies.
St ann's Known: You begin play with kacwledge of one lh.'.fmSll't' Sl<lllu : Atllth level, you gain 3 ... 2 bonus on saving
tsr.level srancc from an~·di scipli ne op.m to you. Ar znd. srh. throws whenever you adop t a stance from the chosen di sci
s th. I·Hh, and zorh level, ~'ou can choose addino nalstances. plt ne. Ar 161h level . you can ch oose a second discipli ne 10
Unlike maneuvers, stances are nor expended , and you do which this abiliry applie s.
nOI have to ready them . All the stances you know are avail- Vou gain a +2 bo nus on Mar ua l lore chec ks made
able 10 you ar all time s, and you can c hange the stance you regardi ng:i maneuver in a di scipline in which vou have
currently use as a s\\'lf[ action . A stance is an extra ordinary dts ctpltn... focus .
ability unless otherwise stared in th .. stance descrtpuon. Q u ic k to Act (Ex): You gain a +-1 bonus on Inma uve
Unlike with maneuver , you ca.nno[ learn a new stance at c hec ks This bonus Increases bv I a[ 5th. 10th. r srb. and
higher levels in place of one you already know. zc th level.
AC Bon us: Srafling n znd level. roo can add you r Wisdom Sense M ag ic (5 u); Beglnnlng:il 7tb 1('\·('1. you can spe nd
modifie r as a bonus rc Armo r Class, 50 long as you wear lighl 10 minutes focusing upon a weapon or suit of armor. If you
armor . are une ncu mbered, and do not use 3 sh ield. This succeed on a level check (DC 10 + th e cas ter level oi th e
bo nus to /lC applies even against touch attacks or when you wt'apon or armor ), you can iden t ify th e prop ernes o f t ha t
are tladooteJ. However, you lose rh is bonus when you are uern . including its enhancement bonus and specta! ab lll·
Imm obilized or h..lpless. ties.This abilil\' does no r ft'\ ...011 the properties o f attlfJC ls or
Di scipl in e f o cus (Ex): As a swordsage, you can focu s legacy we:ipons. Ihough it does indicate t hat such ilem\ are
ur tnlnlng 10 t ke ad\'2nIJgeofrach di sci pl me ~ fighting ~ignlflCantly poy..r rful
Evaslon (Ex ): AI <)Ih It'wl .you can avord even m3gICai and clem \lOU \\'O~hlponl' who is remote and generallv retrain..
unusual arracks with g real aglluy. If you m ake J succes-Iul from meddhng in rh.. lives of rnonals. acccob rbe U nc an ng
Reflt'x saving throw ..gains l an arrack th..t normally dea ls IS a favorite among your fellow swordsages. A f..w, however
damage on I suc cessfu l save. you inste ad rake' no damage . choose 10\ rshrp th l · Shalrn,Obad-Hn. becausehis neutral-
Evasion C.1n be used onlv if vou are weari ng light armc r or lI y align.. well with the sword sage nouon thai the truth of
no armor, If VOLl are helpless. )'OU do nOI gam the be nefit steel is not wh ar you want u ro be, bu r stmplv wha t it IS
of evasion .
Improved Evasion (Ex): From 17th level on you gain OTHER CLASSES
rh e benefit of improved evastcn. You still ta ke no da mage if You ha ve learned [0 look p3sr rh e profession and see the
you make 3 successful Reflex S3\'r agamst an arrack and even Indl\'ldual. finding more truth In a person's deeds th3 n in
If vou f:til lh e Rt'flex save', you lake' only ha lf damage from her abtl ltil'S. Once you have ascertained rhe measure of her
rheausck. tf vou are helpless, ~'OU do nOI gain rhe benefir of soul you co nsider her profc.'s510n and ki lls. You prize orher
ueprcved evasion. rmrual adepn-cespecullv orb er swordsag es-c-as friends and
Du al Boost (Ex): W hen you re ach 20 t h 1('\'t'1. you cau a l1i~ both for rht'ir co mbat prowess and tor their 3bili lY [0
use two boost maneuver s aimulta neoualy, Whe'n('~r you pIty to each OIhef s strengths. Flanking rog ues are alsovalu-
nunare 3 boost ma neuver, vcu ca n also Iniria te any crher ablC' allies in battle. Clerics and arc ane casters are invaluab le
boost maneuver rh31you know as a Iree acnon. Both boosts companions. but \'OU resent spellcerers who cas t are3 spells,
you in mate are expended normally, You ca n use this ability wdl spells , or slmiiar dweomt'fS lhat alter the bartlefield and
three times ~r dey, limit your mobility and cpnc nc

PLAYING A CO M BAT
SWORDSAGE Rathe r dun rushmg inro combar wuh
To you . sword is nOI sim ply a
11 [he m m dle s rage o f a barbe r-
sharpened length of steel, II is rh..- ian or Iht' foolhardy courage
wisdom of the smuh. the fire of ;/I warblade, you assess
oi the forge. and rhe ShOUIS youropponernsand try to
and ringing blows of your achieve racncal suprem-
ban les It IS your teacher acy th rou gh position
and vocr srud ... nt, your and marna ] maneuvers.
life and your death. YOUf lack of armor
When vour mind is profici ency mea ns
tempered like' the tha i you are best suit-
blade. no feat of corn- ed to a skirmish-style
batp~~ is beyond anack-e-cne in which
you . You can ru n ve u can use your high
on rhe weapons mobility to flan k an
ol your foes, strike e ne my and s t rike
an enemy unseen. ha rd and fast. How-
and flip In scuctamlv ever, yOlJ are perfecrly
away from rhe frus tra ted capable of standing
rtposre "through it all, you toe to talon w ith
se ek to und.. rs rand rh e secret crocks and wyve rns
kn owl .. dge of co mb at Everv blow is 3 when necessary. p;l.rry-
re...e lanon, and every wound 3n apocalypse. In the end , you mg f;tng with blad e and using your martia l maneuvers 10
and your sword are not hing wuhour each Othef. cut a parh th ro ug h your enemy's front ranks.
You and you r (('lIow s\\'ords3ges adven l un~ for a plelhor:a of 'lou have aCCt·~ s to an amazing arr ay of powerful martial
rt'3 son~ :-.l'eirher Ihe religious ft'fvorof the cru..ader nor the maneuwrs. You h3\'e exclusi\lt' acceS$ to the De-sert Wind.
hunor que sl of Iht' warbladt' «Ius"s you 10 travel rht' world. Sh.:JJow lland, and St'lting Sun disc iplines, and you would
~t ore than faith, mort' than glory, \'ou seek crula \'l;"helher dowt'1! to learn at Least so tnt' m;ano."uwrs from {h~ You ha\'r
you find th31 1ru lh in Ih(' hurbllngacid ~wampssouthofthe the gt\"3tes t range of mant'u\'c~ of any mutial adepl, 50 you
Delug.. Ju ngle , in a scren:hingJungle harpy ~t, or in the shou ld ha\'r multiple sirikes, COUnlt'fS, stances, and boosts
g ulle t of 3 purplt' worm . you 3~ driven 10 un cO\"erit. learn zvawble ;afrt'r J U~t 3 ft'w In>els In thi'" cms.
II , and master ir.
ADVAf'CEMEI\'T
REUCIOf' 'our tralnmg beg.an when )'OUwon an app~ n[iceshlpw i [ h
Religi on m ighl be enr i ~ ly immaleri31 to you. or you mIghl a mt' ntor-eilhc-r an indiv idual h er m il swordsagt' or an
find comlofl In Ihe ('xistel'lCt' of the Uppt"r Of" l.o\\:er Pia.nes. Instructor .11an ,nclc.'nt s....'Otds.agC' It'm ple d3:t ing bx l ro the
II u n e among the mmorily of m 'Onk ages who f(""."f:('e J flanl ol rhe .sludO\\·llger Horde You knew lnat wmnmg.
J ~\\ord ~ 3 gl' appremice-hip woul d nOI be t';hy--- Ih;ll In 13('1 SW O RDSAG ES IN THE WORLD
if would be an ordeal designed 10 It'SI vour wo rth In sor-ie I CllUI.l mull llti"lmunt pt:rfllllU ImgmFlg In tilt lorthllJ:hl Tht
unu sual W3 V. Eighty I mf'rN.'1 hil,'I"lltTflI rht (,Hlit lltu , through III1S ,l(l(lr. 111(
The masrers of rh.. Harad n cvtn r emple are known 10 make Slllluul, crumpltd {I t I lilt IldMrtl, It'L1S slllllmilmg,-
rhe young boys and girls w ishing TO undertake train ing WJ!l - Kalin Sro nehelm, castellan of O rlep Tor
In the courtvard for wasons on end. through rain.snow.and
rhe acld cloud storms of rerh delub 31T3Cks. Occasionally the The pontificarlng recluse. the wandering nwsnc, the mamal
masters might send a por ofporridge 10 rbe counyard for the scholar-c-all these and more are swordsages. These marna!
aspirants. and even mcrecccasicrullv-c-nev..r mcre rhanorce adepts bring a combination of m.... mal acumen and phvstcal
per ao;on- lht"Y select one child 10 enter rhrough the Ivory Pro\\"l'~~ to the world. wilh a po renri.ll toadvance in a nu mbe r
and Hom Gales. The EighlYEmpresses havea different selec- of Jifferrnt direcnons-c-offensfve. defensive, su pport. and
rion proclMS for rbetr prcregcs. The masrersbring each vocng qUick·Slrikt"-I~y make excellenr additions ro .advent un ng
lady st'par:I.lt"ly into ,h... Dressing Room of Opala I. whose parlil·~ . when the campaign action veers our ofthe dungeon
walls. mirrors, Incense lamps, pots of rouge, and songbird and into the royal courts, darkened chambers. and diplonutic
cages art" draped with 1.080 shtmmeneg gold, red. pink , halls of the kingdom, aswordsege's inclination reward Int el-
orange, an d fuchsia silk ribbons. The girl is allowed 10 suy lee mal pursuits and his natural role as a scbclar-c-mama l
as long as she likes In rhe dressing room; she has but 10 give and otherwise-c-al low him to remain a strong cont ri buto r
I signal when she is ready to I...ave. After she is It'd away, one ro rhe pany.
ribbon is re moved from rhe room, Tht"n she is broughr beck.
If she can name rhe color of the nbbon that was removed. DAILY LIFE
she IS accepted: otherwise, she is rumed .1way forever. A swordsage spends rbe majority of his time pe rfec u ng
As.1 swc rdsage. your selection of disciplines and martial his an. The mental and spiritual demands o f the Subli m e
m an euvers is paramount 10 your success, You might choose Way require constant anen ricn, so he can spa re h n le nme
ro foc us on man euvers from a single discipline, burlearning for carous ing.
a few maneuvers from the other schools is almost always An in all its forms is often.1 passion for swcrdsa ges. M :my
advi sable. True success in combat requi res a wide vanetv of find refreshment and a wellspring of srreegth in the arts of
mart ial man euvers. sculpn ng, painti ng, po.... t ry, calligraphy, roc k-Slac k ing, or
illusory pallrms.
H UMAN SWORDSAGE A swcrdsage wnb an app renrice spends m uc h of his rime
STARTING PACKAGE traini ng h is sr ude nr. A swcrdsage withou t an apprentice
Armor. Studded le:uher (+l AC, armor-check penchy-a. might or might not spend lime seeking one out. acco rding
speed ]0 ft., 20 lb.). 10 h is wh ims.
Wea pons: Long'iword (ldl',ttiI19-2oj,.2,4Ib.,one-handed
slashing). NOTABLES
Light crossbow (1I."1R, crit 19-10, ran ge inc. 80 fl ., 4 lb.• Opala I, the Empress lncamadtn e and fou nder of rbe EighlY
piercing l Empresses, was a swordsage. Known as much for her wisdom,
Ski ll Sclection : rick 3 number of sk ills equal to 6 + her dan ce , and he r ribbons as for her swords. she is regarded
Inr mo difier. by many as th e prototypi cal swc rdsage-c-screne, poi sed, an d
deadlr Mod ern notable swordsages include the Sage of Snow
Skill
Balance ,,
Ranks Ability
D"
Armor Check Penalty
-1
and Sha do w, wh o lives at rhe peak of one of the Sunspires
near Koshrra Amnorn, and Skc rrgb, a half-orc pariah who is
Concentration Co,
.,..,
shu n ned by his na rive tribe forqueslioning rhe un mllig.ned
I-ie.al
Hide 4 -1 war frenzy diclall'd by th e sha mans of H e Who Watche s,
IntImidate 4 e Skurrgh is presenrly looking for an apprentice bUI has rel IC
lu mp 4 s" -1 find one he considers suitable. ~ta ny of the more de dic ated
Knowledge (local) ..
Martial LO ft" .. ,,," :lsp irants pr efer ro wai l in Ihe rain and snow outs ide rhl'
Ha rad Devin Tt"mple ra rber rban risk th eir training o n a
Move Sllenrly 4 DO' -1 rogw.. ha lf.o rc.
Ride 4 D"
Sense MotIve 4 Woo
Spo t (ccl 2 Woo ORGANIZATI ON S
Tumble 4 De. -1 The Harad Dev in Templ e has recruited and tr ained sword-
sages forcenturit's. !\I.any of ils alu mni we,2r in trinle Urt oos
or brands on tht" inSide of Iheir forl'ums thar record fng-
Fea l : DoJ.ge.
ments of the order's hislory. It is said rhat if all the sages of
Bonus Feat: ImprO\·eJ Inuiativt>.
rhe Hand u..-\"In Tt'mple wtore to li ne Up,one couL:l re 3d the
Gear: Bal:kpack wuh wJlerskin, one day 's rrail nriom,
en rire history of th e Sunspire !\{ounuins and Deluge Jungle
bt"droll,sack, flint and sud, 3Iorcoo.qui\·erwilh 20 arrows,
regions from lhelr ratt oos. :lOO tha t Ihei r bnnds are slgils th.at
tl'nl tnvt"ler 's outfil. cold uealher our fit.
ca n un lock.1 spell of epic propofl ions .
Goltl: 2d4 gpo
the wcmcnofthe Eighl~' Emrn'~ ~e~ also carrv till' marks masters o f ma rtia l kn o.....led ge: They apprec iate the sword-
of rher r order, whi ch in Ihl ~ case arc ribbons. Each you ng sages sens e of h lslo ry and love of bardic ar ts but dislike
lady wh o win s acceptance to rhe order ad op ts the ribbon t!leir rendencv to rake life serioudv. Half-e lves o fte n dis-
trom her inducuon ceremorw as her persona l symbol. Unlike like swo rd sages, seeing in rh... lr selec uve app rennceslu p
Ih~ mark ings associa ted wuh th e Harad Devi n Tem ple. no procC'ss an echo of rhe exclusiona rv am tu de that those
legen d ccnnec rs rh e rib bons of the Eigh lY Empresses with of mixed blood sornerimes experience.
;lny gl'e3ler epic . In fact. these dccc ran on s appc'ar to have no
meaning at all :"./0 color. bra idwork. or fri nge Signifies rank OTHER CLASSES
within the order, and nopamcula r manne r of displav-c-harr- Swcrdsages rend to h ave more m co mmon with cle rics and
bow. cho ker. or wns tband-c-has .ny mea ni ng bevond lhl' wizards than with Ihl' melee fighring classes. Barbarians In
preference of the individual membe-r. pamcular are apr: to be- annoyed byaswordsage's prcchvuv 10
\bny ocher swordsage organua ucns analyze or 311t'a~1 contemplate <1 combat before, duri ng, and
extst as well . The tyrical order is a aflt'f the-actual fighl mg. One ofOpaI<1's fnuri lt' questions was,
sm al l. well-organized , organic un u "How does <1 S\ \UN mean'- II IS said Ih<11 rhe ore barbari.1n
rb at ex ists for a smgfe purpose .
One" SWOrd52gc' crgaruzancn might
\ Iwrdt' -king Blech Forktongut' slew twe n ty sulxhieftuns in <1
rage while trying fa discover the meaning of tbar question
focus on the hislOry of . parneu-
lar cc mba r nylt'. while another is SWORDSACE LORE
sworn 10 protect the ruler ofa 1ac.1 Characterswuh ranks in Galher lnfornurionor Knowl-
popelano n, At least cee swcrdsage edge (hislory) can research swordsages 10 learn more
organizancn has devo ted ilsdf 10 abour them. \l'ht'n a cbaracrer makes 3 skill check.
studymg the cc mbar techniques. read or paraphrase rhe follow ing,
mlgr.Hof)' pat terns. and warren includ ing rh e in forma rioa
cu lture of the Sunsptre Moumnn from IOU-C'f Des.
umber hul ks . presumably with an DC 10: A swordsage is a fan-
t'yt' toward eventual ly ex ter mi na t- cy s w ord-swtnger who thi n ks
mg them. Such dau nting usks are be knows more about sword-
T)'pla l (.art'fcrswordsages, whose pa- play than <1nyone else.
uence and calm ness oflen lead them DC 15: Like warhlades an d
10 con sider plans Ih <11 mig ht take de- crusaders. S\\'OrdSJgeJ walk rhe Suh-
cades or even ce nt u ries 10 execute. lime Way, But th ey donor JUSt wal k
il-tht'Y study it, Ihey s...arch it. lht'y think rhe re's
NPC REACTIONS a meaning in u. Th ey look for rhe wisdom of
!\loSt authcrtry figur es an d governm ent of- their swords, th e srorv ofeach sw ing, and the
fICials do nOI apprecia te swc rdseges. Like h istor y of each Ice .
crusaders, these m art ial adepts are often DC 20: Swordsages are patient. calm, and
dedicarcd to a higher cause th an th e in- II"Ihal. l1U'y gain the most mvsttcal powers ofall
teresrs of the local ea rl o r lord , and th ose who walk the Sublime Way.
unlike warblades, swordsages are nOI
easi ly bou ght. Thus, governraems. SWORDS AGES IN THE CAME
churches, and other civic and religious Whl'n characters need to know th e rruename of a reth
oTgJniul ion s generally Irt'::I1swordsages uilh dekala prophet , the res ti ng pl ace of Ih e la St
a greal d...al ofcaution . Cr;n»ltlf .~/.Jl, lit'uten:lnt of rhe Shadow Tigt'r H ord e, or the
M\'fch<1 n rs, o n the ot ht'r h:lnd, t'mbnce ch.",p;ltlr It! liN Jlt'WfIIrltJJ~. st'crt'ts o f the Perfect Strike, the ~' are likt'!y 10
swordsage s. W ho elst" wou ld buy an ancient seek OUI a swo rds<1gt'. Such moments provide
com,lhC' ChlPpt'd comb of a long-dt'ad rriDCt'SS, or:a petrifieJ ex:ellt'nt opporrunilies 10 inlrod uct' swor usages into <1 n
dngon c1:aw' In addilion ro purchasing curiosities and an ongoing campaign that has not previously included ma r-
suppl~ patticulu 10 his InTC'ttSIS, a SU'ONsagt' d sopm..-ides lial adepis. If a pla)"er \\"JnlS 10 pl<1Y <1 swordsage in such :I
busint'S s for smiths, cupenlecs, :and slablecs as hC' praeticl,'s campaign, the charaCier m igh l be !>Ough t OUI by an anc ient
hi m.an ial mane-u\"l"t"S in an t'[(Orl I" maintain <1 consUnT sword agt'-I hl" b I pl"2Clil ion C'r of his lund-and laughl tht"
SUte- of pal ienl readiness. St'CR'1S of Ibt' Sublime W<1)·. If you are using Dungnm .\l ,u ln ',
Gtol.u JJ. a PC could .1cquirt' a spiril comp<1nion- the spirit
RACES of an .:Indenl swordsage who hb ~t'IeC1ed he r 10 be thl' firsl
Elves and swords<1gt's oflen gel along famously bt'ciluse in a new gen era rio n of ma n ial scho lars.
of thl'lC simllu long-rerm \'iC'wpoinu and tht'ir appTt'Cia· When dt'\'eloring a 5uttdsagt"cluraett'r, ronsidt'r his focus
lion for hlSlOry, Dwu \'t's <1ppreci.1 tt' Ihe seTious na tUfl" Dces he defint" hi msel f by his ffiattW maneu\·ers. h LS <1n
01 wordsagt"s and t ht' fin l" Sculplu rt' thar m any oi rhem .m':! hi S rd 'i1lOnshlr~ wllh Nrcs) PIU\·lde::l swordSJgt' wuh
praducl' Gnomes hJ\·e a low-hate rl"lanonshlp wnh these chdknge' loall f.KC"~ oihLS character. His high skill poinls
e 1I"tH com bat Jh llllll' S. anJ m 3gl~ allh l r t' mu n't h al 1ll'10; t" k, S btl ring nou rlshf (l SI). chargmg m lnotaur
equaltv at horne in a dungeon. in the hallsofa pa lace.a nd in (1st) , dealh mark t {l rd}. shadow blade techniqu e
:I .....l zan l s tower. A gooJ enemy for II su rdsage i..onc agatmr
(1st), stone bones (lst)
Boosts-burnmg blade (lst), burnmg brandt (2nd),
whom hl' must use 311 hi s skills, 311 hiS mane uvers, and all
distracting ember (lst), Wind stride (lst)
hi s knowledge. Counters-nr(' r1poslet (2nd ), zl"phyr d anc('t (lrd)
Disciplines; Desert Wind, Shadow Hand , Stene Dragon
....D...PTATION t Readied maneuver
Th(' name ~w0n152g(' naturally tmphes a charact er who car-
Ab!litieos Str 14. D('J. 15. Con 14, lnt 10, Wis 12, Cha 8
nes a sword or w(";llpon of some kind However. a swordssge SQ able to nonce se cret or cc nce a'ed doors
works very well as a superna tura] mamal arust or almos t Fellts Alertness. Dodge , tmpr eved Initiative. weapon Focus
any sc hool or ongin. To create II monklike cha racter wub (scimitar, light mace. light pick, s pear. falc hion)'
3 rrem... ndous arra y of Iamasuc moves and st ri kes, give rh... Skills Bal3nce +13, Diplomacy +1, Gat her Information ... l
swordsage the m onk's unarmed smke progression 3Dd Hide ... 11 . jump ...13, ustee 5. Move Slle ndy +-11 . Search
remove hi S lighr armor proficiency. If vou pre fer, you could ·2, Sense Motive .10, SPOI 5. Tumb le ...13
InSIC'3J emphasize rhe rnagtcal ral...nrs of the swordsage :,y Poss eossions co m bat gear plus 2 studded leather.
giving rhe swordsage the :lbiliry 10 learn arcane spell s In plsce masteorworlF: scim itar, c/OQk of resistance ... 1, longbo w
of maneuvers of eq uivalem level In general, spells from the wilh 20 arrows
school s ofabju n lion, evccancn. and rransmuranon are mcst
appropriate for a swordsage of rhls type,C'S f'l"Cu llyspells with _-,.-....,...---:-......,...,,---W
~AR.B.LAQE
3 range of personal or touch. Th(' arca ne spell is ·cas t" as if "' It'lll borll ((lrlI..,r, J hllvt lht hrlltl of illion. fh r sll'lftn m of lin
II were J martial ma neuver. In this case. you sho u ld remove tll,lilt. llnJ lh t llrrllglh of'l Jril, II! 111 "lIl1lt J {m J rU t pt."'lt In
the class's ligh t armor proficil"nc\' and red uce the swcrdsage's w ntlul rnfullon. and In I'ldory (1"lIltllll(lII. Thr god~ thrmW"lt~
H it Dll' to d s . ml'r my hOllr of glory."
-Ammon. 3; warblade
SAMPl.E ENCO UNTER
Swerdsages can be en countered anywhere: in large cities. in The warblade was born for conflict, Swift, strong, endunng.
the wtldemess. Of on rhe road to nowhere. and unerlv co n fident in hi s mania! sk ills, he seeks to rest
EL 6: Thl" hlghwaym.:ln k nown 3S the Crimson Mask himself :Igain sl worthy foes. Bail ie is beautiful to him-:1
plagues rhe roads and pathwa ys near rhe Free CiI Y. Br draw- perfect moment in wh ich life hang s suspended o n rhe
ing on rhe power of h is martial maneuvers. he swoo ps in brlghl edge of a swo rd . Sheer combat skill is importanr tc a
to surprise hi s enemies . figh ts th em 10 the brink of defeat, warblade. so he trains inrenselv wnh h is chosen weapons But
demand s 1I ra nsom 10C(";llS'" h is attack, then disappear s back even more im po n ant are his arhlenctsm. endurance, daring.
into the fores t. Crimson Mask is, in truth, a worshiper of reck lessn ess, and joy in the hou r of danger, Warblad('s, et ten
O lidammara who seeks 10 steal from rich adventurers and called sword princes, live for rhe ch ance to tes t rhernselves
d islribute the money la the needy, HI.' (3 reSlillie wht"thl'rhe in baule-c-rhe stronger the foe. the greater rbe glory onct'
sleals from 3 heroic f1313Jin or:l ht"an leoss mercena ry because an enemy is dl'feoaled.
he ft'els IhJI nl.'ilht'r i\ likely 10 Joa nYlh ing useful Wilh lhe
mo nt'y. Thus, he has no m mpunCl ions abo ut laking iI . MAKING A WARBLADE
1\ warbllHll' is a frond in e ml' l!'!' co mb au n r, m uc h li kl' J
CR IMSON MAS K CR 6 barbarian or fig hll·r. Heo eongages his enemies lOe [0 lOt' an d
Mall" half-elf swo rdsag e 6 Jl·fea ls Ihem th ro ugh skill;l l arms.
CG Meodium hum anoid (elf) Ab iliti e s: Purl" ph ysical pt'rfection is a wa rblad e's idt'a l.
Init .. 8; Sen se s low-ligh t vision; listen ... 5, Spot +5 so Strength , Dex lerilY, and Const itu tion are aB vilallO
l anguages Common , Elvl"n him. Becau s{' m aslrrin g a bewilJering va rie t y of marll.l l
AC 18, touch 13, flat-footl"d 16 m aneuve rs is difficull. Inlelligence is also im porr an l 103
(De. +2. Wis +1, armo r +5) warhladt'. be clluse he apprl"Clat es rh e bonus ski ll pOlnl~
hp 49 (6 HO) and many of hi Scl ass fea l u r('s reward 3; h igh Inreoll igt' nce
Imm une sll"ep bonus. Given Ih e choit(' betwe('n W isdo m anJ Ch an sm a,
Fort ... 5, Ref +8. W ill +7 (+9 aga ins t en chantments)
a warblade is m ore likeoly 10 boos t the laner-Ihe be tter to
S~ lO ft . wear Ihl" mantlt' of gl ory he hopes to w in wi th his dt"eJs
M el ~mwk scim itar +7 (l d6+2J18-20)
on the balliefleold.
Ranged longbow ... 6 (l d8/xl )
Ract's: The wa rr ior CUhUflOS Ihal give rise to WJrbbdt"S
Base Atk +4; Crp · 6
Alk Options discip line focus (inSight ful strike-Deseort at(' mosl oftl' n fou nd in human . elf, and hobgoblin bnd~.
Wind) Admirarion for alh lt'tic prow("Ss, Ihe maniallJeal, .a.nd sh«r
Comb.11Gea r 2 poIIO"'S of cure lIght wou,.,ds physical da ring IS common amon g Ihese flIClt'S , Th" gnhyanxi
Maneuveol'S lind Stances Known (ll 6th); also Illike greal pnde in th rir martial skill and 1I Dumber 01
Siances-child of shadow (1st) . flam("s bleSSing (15( , warblaJes can be lound among Ihls race. rhl.'2f\'es apprt'Clatt'
holocaust cloak (3rd) a warbladeo's manial prowt"~s bUI mighl ~h.. away fro m e~
TAiU 1-3: TH E WARl LAOE HIT DIE : 012
Baie Fort Ref Will Maneuver s SUnces
Le ve l
'« .,
Attilck Bonus
.,
Save Save Save
_0 +0
Special
Battle clarity (Refle_ saves),
weapon aptitude
Readied
1 ,
Known

2nd +3 +0 +0 UnCilnny dodge 4 3 1


3rd ~3 ...1 1 Ihllle ardor (wt,ul confIrmation) 5 1 1
4th .4 +1 1 5 4 2
5th _I .1 Bonus feat 6 4 2
6th +2 +2 Improved uncan~ dodge 6 4 2
7th .2 +2 Battle cunn ng (damage) 7 4 2
8th +2 +2 7 4 2
9th ..J Bonus feat 4 2
10th ... 3 .. 3 a 5 3
llth ..3 ..3 Battle slClII cppcsed clledts) 9 5 3
12th .4 .4 9 5 3
13th " B o n u s feat 1 5 3
l ..th ..... 10 5 ]
1St BailIe master 0 PpoItLlMII~ ]
16th ...10 11 6 4
17th + ft'at 12 6 4
18th ...11 6 ... 6 12 6 ..
19th 11 13 (, 4
20th ...20/ +15/ +10/... 5 ... 12 6 +6 Stance mastery 13 7 4
Clas s Skills (4 ... lnt modifier per level. x4 at 1s t level): Bala nce. Cli mb. Concentra too n. Craft . Diplomacy, Intimidate, Jump,
Knowledge (hIstory). Knowled gt' (local). Martia l l o re· , SWIm. TurTll*
New skIlldescribed o n page 28.
weemng praise. Hal l1ings gen erall y adm ire Oilb lenc prowess, M a n e u ve r s : You begin your career wuh knowledge of
bUI most find rhc stri ngent requirement s of Ibis dass roo three martial maneuvers. The disciplines available 10 you
challenging. Half-orcs and savage humanoid races generally are Diamond !<ttind, Iron Heart.Stone Dragon. Tiger Claw,
do nol appreciate beaurv in mot ion in quu.. the same way that and While' Raven.
their more civilized counterpart s do: they fight to destroy Once you know a maneuver, you must ready il before you
rheir en ...mres. ncrro ccver rhemselves inglory. Gnomes feel can use It (see Maneuvers Readied, below).A rnaneuverusable
no particular need 10 try themselves in battle: Ihey are happy by warblades is considered an extraordinary ability unless
with their normal pursuits. otherwise noted In its descnpnon. Your maneuvers are nor
A li gnm e nt : A warblade can choose any alignment, alTecled by spell resistance, and you do nOI proi..e ke attacks
th ough many prefer chaotic o....er lawful. After all, a warblade ofopportunity when you Imuare one,
set'k~ 10 win glory through individual deeds oi prowess, Youlearn adduional maneuvers 3 1 higher levels, as shown
su he IS unlikely 10 adop t a personal code emphasizing on Table 1-]. You must meet a maneuver's prerequisite to
obedience over freed om [0 im provise. Good warblades are learn it,'sl'l"Tabll' :\· 1, pagt' ]<J, lodClermine the hight'l't-k....el
champions of {he weak and downtrodden; evil ones are maneuvers you can learn.
" lCIOUS warlords who exult in rhe defeat and humiltaucn Upon reaching ·" h level. and at e\'ery even-numbe re d
o t the ir foes. warb lade leve l afll'r thar (Mh, srh. 10th , and soon), you can
Sla rt i ng Cold ; 5d4>< 10 (125 gp). choose to lear n a new maneuver in place ofone you already
St art ing Age: As barb arian, know. In effec t, you lose till' old maneuver in exchange for
rbe new one, You can choose a new maneuver of any level
CLASS FEATURES you like . as long as you observe your restriction on rhe
',X' hen nghrlng. you rely on an ever-increasing repertoi re of highest-level m aneuv..rs you know: you need nOI replace
spectacular mamal maneu vers. Dependi ng on which Jisci- the olJ maneuver with a maneuver of the same level. For
plmes vou choose ro stu dy, you might be a mcngccse-swif example, upon reaching ierb 11.'\'1.'1 , you could trade in a
ki rrmsher wh o uses speed 35your sword and shield, a fierce Sing le Ist-. znd-, ~nI - or .Jlh·level maneuver ior a maneuver
master cfblades. or a bold comma nder who leads your alltes of 51h 11.'\·('1 o r lower, as long as \OOU meet the prerequislle of
1010 banle. You r maneuvers are th e signatu re moves rh:al rhe new manl."U\Tr, Youcan swap only a single maneuver at
serve to define you r characte r. any given level .
Regardless of the path you choose. you acqui re a modest ~ t aneu\'ers Readied: You can ready all three of the
nu m be r of bonus feillS that make you quicker, more agile, maneuvers vou know al tsrlevel. but as vou advance in level
and more arhleuc th an most othe r warriors , a:ullearn more maneuvers, you must choose which ma neu-
Weapo n a nd Ar m or Pro ficiency: Youare proficient with vers to ready ' a u readv VOUt maneuvers by exerctsmg for .s
simple and martial mel ee weapons /including those lhal can numnes. The maneuvers you choose remain readied unnl ycu
be u ed as thrown weapons~ light and medium armor and decide ro evem again an d change them. You need no l ~It"t"r
II shield s e ept lower shlelJ.s. or re->I for n n pt'llJ,J olnme 10 reaJ r your maneu\'e
~n) ume von spend ~ mtnutes m pracuc e, )'OU can cha nge , pt lall.....non . ~ net' you re treated as be! ng a -41h-1t'\T llightt"r
YOu r readted maneuvers. for ,hI Spurpose. rhese eftecuve figh ter levels stack wu h Jny
You begtn an encounter wuh 311 your readied maneuvers actua l fighter level .. you have. Thus, a fighter 2/wubb dt" -4
unexpended , regard less of how many tunes you migh r have would also qualify for Wt'3pon S~cializa lion,
31rl"ady used them wnce vcu chose rhem . When you Inma te Youalso haw the flexibililY to adjus t your weapo n rratn-
;I ma neuver, yo u eXJ'{'nJ it for rhe current encounter, so each Ing, Each morning. you CJnspend I hour in weapon pracnce
o f your readied maneuvers can be used once per encounter to change the designated weapon for any ft'at you have that
(until you recover them. as dcscrfbed belowj, apphcs only to a SIngle weapon (such as Weapon Focu s) '1'00
You can recove r- all expended maneuvers with a single swiit mUSI have she newly designated weapon avatla ble duneg
acnon. which mus t be immediarelv followed in the same your practi ce "t"!'''lon 10 make rhis change. For exampl e If
round with a melee ;11- you wisb [0 change the
tack er using a sund:tro designated weJpon for
actjon 10 do norhreg your Wl"'2pon Focus ft"at
else m rhe round (<;uch from grenswcrd 10 long-
:IS execcnng a qUick , sword you must have 2
harmless flounsh wuh longs word available 10
\"OUt weapon . \'ou C2f\- practKI" wuh dunng your
not ininate a maneuver practice session.
or change your stance You can a.dJusl an ..
while you are recov- number of your feats rn
l."'ring your expended Ihis way, and you don I
maneuvers . bur you have to adjus t rhem dl
ca n remain in a stance in rbe same wa.y. How -
in which yOIl began ever. you can't cha nge
your rum. the weapon choices in
Sr ances Kn own: such J way rhar )'OU no
You begin play with longe r meet th e pre req-
knowledge of line 151- uivite for som e orh er fe;l.l
level seance from any you possess. For instance,
d iscipline opt' n to war- if you have bo rh Weapo n
blades. At .uh . 10th, Foc us {longswo rd ) and
and terh level. you can WI"3pOn Spec taltzaucn
chooseaddmonn lsranc- (longsword), yo u can r
es. Unlike maneuvers. change the designated
stances are nOl expend- weapon fo r Wea po n
ed. end you do nOI have Focus unless yo u als o
10 reJdy th em. All rhe change the weapon for
stances you know are WeJpon Specialtzaric n
available 10 you al ;III in the same way,
rim es , and you can Unca n ny Do dge
change the stance you lEx): At 2nd level, you
ate' currently using as gain the ability to react ro
a swif action . A stance danger beforevocr senses
is an exrracrdinarv abihry unle ss otherwise stal ed in the would normally allow you to do so, You retain your Dexter-
stance descrrpnon. it)' bonus to AC (If any) even ifyou art" caught Ilar-foored or
Unlike with maneuvers . you can not learn a new stance U struck by In invisibtt' anacker. However, you srtlllcse your
higher levels in p12Ct" of one you already know. Dexrerirv bonus 10 AC if you art" immobilized,
Bart lc Cla ri t)' (ExI: 'IOU can enter a state of almost mvsu- If vou alreadv hOI\'(' uncanny dodge from a different cla ~~
cal awareness of rhe battlefield around you. As long as you (barbarian or rogue , for example), you automatically gam
art" nOI Ilar.foored, you gain an insight bonus equa l to your improved uncanny dodge (see below) instead.
lntelhgence bonus (maximum equals your warblade levelj Balt ic Ardo r [E x]: Tht' sheer 10\'t' of banle lends unca nny
on your Reflex saves. strength 10 your blows . Suiting at jrd 11"\'1"1, you ga in a n
Weapon Aplit ude (Ex): Your training wilh;l wide ra.nte insighl bonus equal to your Ir uelhgencebonus on rolls made
ofweapo nno and lactics gives you grt"alskill ""ilh paniculu 10 confirm criliC21 hits .
""t'apons,Youqualify for fl"lts Ihal usu.all.., re-qUIrt" a minimum " onus Fl"al: AI Sih le\'t'I, you g.1in.1 bonus feal fro m Iht'
numbe-r of fighler k ..t'ls {such as Wl":Ipon Specialliz.ation l as list gl\'t'n below, Youmust meet Iht' prere-qutsite for the feat
Ii ) OU h"d" fighlcr Int'I equal 10 \"OUr wublJde It'\'el-l, For you selt'Ct. b't'Ty lour 1t'\C'ls Iht'l't'aftl"r(al 9th, t 3th, and t-Ih
e a.mrle as a Mh·lew l "arbladt', ..'ou could lake Wl."'a.pon le\·l."]), you ch~ ..notht' r bonus ft'al fro m I ~ list.
ROU IH I t iJllu ': Acrobat ic, Ag tl e . Arhlenc. nl 2d Mt'dm· brash app ro ach to life. O ther good warblades favor Pelor,
non , Rlm d· Fight, Com ber Reflexes, Dieha rd. End urance, Herrcnecus. and. In rare cases. dou r St. Cuthbert. If you 3.~
Cre ar Fcrurude.f rnpr oved In itiative, Iron WI!I. lron hean , evil. )"Ou probably champion the cause ofErythnulor Hexrcr.
light n m g Retlexes, QUick Draw, Run, Slon e Pewe e", Tige r A rumored secret sec: of warblades follows Vecru,c1alm ing to
Blooded , Unnervi ng Calm", White Raven Defense" be the descendants of the loyal army tha t watched horrified
New ii.'ats described in Cha pte r 2. as its commander, Kas,comrnured his famous berraval.
Ha r tl e Cu n n f n g (Ex): Your instinct fo r seiling rbe
moment gives you a signi6cant advan tage over fee s unpre- OTHER CLASSES
pared lor your attack. At 7th level. you gain an inSight bo nus 1kc.2USC' you appreciate the long years of study and pracnce
eqoal rc your Imelligence bonus on melee- damage rolls ntcessuy to become 2 master of ccrebar, you hone grea t
agains t flat-footed or flanked oppone-nts. respect for figbrers and pa1:l.dins-rhough }1X1 some nmes
8,)llle Skill (Ex): Youanticipate your enemies plO) ~ and f~l,a nvalrv wilh (hem. as well. Youdont get along tOO nell
tXIICS. At Iltb level. yougain an insight bonus equal to your wlrh barbarians because rhry seem incapable of properly
In[elligence bonus on any check made tocppose an enemy's bestowing or receiving honor. Buds are olmong\'OUr f.1VOntC'
bull rush, disarm. ferm . O\~ITUn, sunder. or Irip OIl1empt"_ ccmpamon( as long as they st2\-out of rbe W2)' and leave the
Barrle ~I a ... tery (E:.:): Younotice rhe most subtle openings glory of the 6ghl to you -and sing of your success later rn
and cues olTe~ by your opponents. At 15th level, you gain tavern and hall. Borh Jh'ineand arcane spellcasrers are for-
an insight bonus equal to your Intell igence bonus on melee eign to your pursuit ofphysical perfection. so yousee them as
anack rolls and melee damag... rolls nude whenever you make little more th,an:a means of support Icrvour cwa endeavors.
an ,at rack of opportunity. For that mailer. you rarelvwork well wnh other warblades,
I mproved Une lln ny Dodge l(X):At Mh Intel and higher, stace they are as ecmperuwe as vou are, and you're :llw3.\'s
you can no longer be flanked: you can ~,aCI 10 oppo ne nts suspicious ,hal one of them mlghl I t)' to steal your glory.
on opposite srd...s ofvcu as ea~ly as vcu can react to a single
attacker. See the barbarian class feature (PH 26) for more COMBAT
Informanon. \'ou revel in melee. Your place is battling face to face with
Stance M aster)' (Ex): AI 20lh level. you can have IWO vrccks and umber hulks, where you can deal maximum
stan ces active simul taneously, When you use a swift action damage while keeping such monsters away from the softer
to initiate or change your stance. you can Initiate or change targets in yourown pattv, You make good use ofvour various
one or both stances. battle-keyed abilities 10 give yourself an important edge in
combat. Alrhoug h these abilnies might no r be as physiC1l1y
PLAYING A WARBLADE impressive as a barbarian's rage, they can grant a sigruficanr
Mastering the techniques otblade and shie ld is important to boost 10 defense. as well as siruariona l bonuses on attack and
\ "DU , bu t even mere important is the sense of daring. reckless' damage rolls. Unlike rage, your class features carry no fatigue
ness.and even joy that transports you in the hou rofdanger. You penalry, You r lack of proficiency with heavy armor is bo rh 3.
I1ghlfor ~ Iory, rhe th rill of co mbat. and perso nal honor. Thus. blessi ng and a curse-it allows )"OU 10 ente r combat qUlck l}-
you approach each encounter as if th e bards will sing of it for but leaves you vulnerable to rhe ene my.Consider laki ng feals
ages. Everv raging bulen e that breaks through ih e cobblesrones such as Improved Toughness (see olnlrltlt W'llm or)to mcrease
in the bazaar,everydragon snarling on irspileofcoin, and every ~'OUr ability ro soak up damage and partially offset your lack of
reth d~·kala cha mpion 5till carrving a s...vordofthe Shadow Tiger he;n·y armor. ChOO5t' bonus feat s that enha nce your capeb ilt-
horde is an cpponunuy for you [0 U' SI you r skill. prove your nes (such as Blind·nghl or Improved lninar jve) or bclsrcr
heroi sm ,and shine ever brighrer. Co ld and magic are pleasanr )'our weaknesst·s (such liS Iro n w ill).
tokens, but the real rne3surr of your success is th~ height of You consider swonlplay to be high art . and a manial m3.ne u-
the obelisk com mt'morating you r triumphs. verro be the artist's sighiHure on h is mast erpiece. Le:l.rning
As 2 warblade, you 6nd adventure wherever an opportunity mmy maneu\'t'rs In one discipline genenlly makes you more
for glory e"islS, A more mercenary character might ignore an lewl in combat than a warb lolde who learns a few maneu-
Impe cu n ious burgomaster's plea for :lid. bUIyou are quick 10 vers from each of sew-nl discipli nes. This phenomenon
!>tep in. IJking the accolades ofthe "'ilIagers and the raplure stt-ms from the facr Ihal lak ing many maneuvers from one
o f comb,at as p,ay along Witb a sm211 bit of gold . Diplom3.tic di;cipline while lugeh' Ignoring the res llels you master
m ls!>lons haw allthe appeal ofweak le2 for you . but ne;nly higher-level m2neU\'ers sooner. You gain onh· thirteen
any 6ghl will do , hen a quick hunl through Ihe ~\\'trs for maneuvers OVl'r Ihe couISe of twenry'It'\'els, so m2ke your
a n b id o lyugh can become:l suiuble adventure. as long choices carefullv
as the otyugh is a worthy opponenl and some townsfolk
are presenl to ho nor }'OU when you emerge, sbme--co\'C'red ADVANCE MENT
bur victo ri ou s. \l'arblades come fro m all walks ofl ife. Perh aps you were.2
poor youth who l,acked Ihe rt'spect of tht' upper class and
REUCIOI' now seeks to red.r~s Ih lSinequily and win the praise o f 311
If \aU are good·aligned you prob,ably wo rship Konl HI S th rough you r figh ll ng Perhaps your d rive to succeed was
Indeptndent 2nd ami:lbl)· ~Il igerent n,nure re tleCl5 your Inrotn li~ Ihe In n ate power ol.ll sorcarr.
\ ..ur racro maue rs lutl e: anyone wnh th e d rive ro Win gillry \'= arbl.l,le IL\~ b, mue le lDJ ree l. hUI their inte ract ! n
Ihrough comber beagood caml lJa rr for werblede train ing. Tht' wn h rill" campa ig n wo rld I nOI limited 10 tra di ng sword
lir sl w arblades ro emba rk on the path of the Iron Heart were s las lH'~ for talon rakes These characlrrs arc keenly aware o f
hobgobli ns. rht·y were the firsr 10 teach Reshar, and rhetr their social sran J ing, and for rhem. gl ory and hono r are al
discipline wasthe Iirsr lhal Ill' mastered. In the centuries rhar Il'asl as irnportan t as gold and gems. Becau se these pr eci ous
hav.. followed. hobgoblins have nor forgotten th is Iacr. and inrangiblt's cannot be won by strength of blade alo ne. war
Ih ar race sul l produces mere warblades rhan m any others. blades cons tantly find themselves embroiled in liaisons wnb
Elve s and ha lf.t'h s oftcn rakt' up this class be cause Ihey genera ls, kings, pnncecses.archprelnes. and others who ca n
app recia te Iht' warblade s view of bailie .liS a gloriou s art. and confer rhe hon or of an enure society upon a victorious hero.
rh.. marnal dwan s [avor u a~ well Outsiders often wonder The whispers of coa nesa ns, rhe bad inage of ba rd s. an d the-
ill a warbladeacademj In whi ch wncbronized lines of young wn of ari..rocrars ca n be' a\ significant 103 wa rblade's career as
would-be \\-arblades praCIIce Iht'lt weapon forms. espectallv ihe grams .JnJ phase spiJt'r'i ofrbe Sunspire ~l oun[,jil1§-a.nd
wh en Ih l'Y not ice lh at t hese orde-red ra nks include elves. even mort' ferooous.
hobgoblins, and dw-arves. BUI as a warblade, you know Ih l Warhlade-s in adve nturing part ies m ust stri ke a balance
It IS (h e an of rhe swo rd Ih al makes a true ....-arr tor. no: 1 be tween gro up and mdwrdual goals . Ide-allv. the pa rry's parh
coiocidence of IKe gua rantees Ihe warbhdt' beth th e thrill of combat and rhe
As }'QU become rna«' slulle d. your most Impor u .nl deetsices laurels oian accla lmt'd hero. In ca!>('S where ani)' o ne or the
are whIch mane uvers 10 learn. When selecnng maneuvers, Iry orher IS pos sib le suc h as a ~tt'ahh miSSIOn toexnrpare a rerh
no r to choose anv In u olatlon. Instead. pICK IWO or th ree dekala ce ll ope-rati ng In emblrrasSlngly high gover n ment
thar work well In sy nergy so rh al one m aneuver ca n ser Circles. or a crucial esco rt rrnssscn in which the danger comes
up anoth er. no r irom fbs hlng ..words but from the waywa rd nature of a
J auph in ),l he warblade m ust bide hIS rime and acee-pl t he-
Hl'MAN WARBLAD E STARn "G PACKAGE ne... d 10 sac rifice- one objective for analher. Never for long.
•\ r m or: Scale mall ...... AC, arrecr check penalrv -a . speed howe ver. dot'Sa prince of lht' sword allow himself 10 fo rgo
20 fr., ]0 lb.). rasnng rhe heady ru sh ofcomba t and [he sweet adulation of
Heavy woo den ..hl e-ld (+1 AC , armor chec k penahy -2. she mulmudes.
lU Ib.i,
Wt'apu M : LongS\\UN (IdS,cru 1'1- 10/ le 2. 4Ih ., one-ha nded DAILY l.IFE
slashing). A warblade musr rratn consl'Jntly (0 milinrain hi,>puiss anc e,
Shorlbow (Idli, Cril le J, ran g\' inc. 60 fl ., 2 lb., pierc in g). Thus, much of hi s day is spt'nl worki ng through forms,jab-
Ski ll Sel t'cr io n : pick ; l num be r of sk ills equal ro 4 1- Inl bingal woodl'n effigies,and sw inging weighted swords. M any
modifi...r. \'l:1rbbdes are affiliart'd wilh S\ 'IOro tempk'Sor dojos Ihat alieNI
Ihl'm s pact' 10 pra cti cr . While ou! advenruring, a prince-o f
Skill Ranks Ability Armor Check Penalty swords o(len spt"nds hi s lime a[ night on \V3lch pnet ici ng
Concen lr3t.on
Jump
Balance
••

Co,
St,
D..
-.-. hi s brea lhing exerci Sl'S and slrelChes. Th t' ch aracler takmg
Ihe nexi wa rch is lik ely 10 wak e an d find his predecessor in
Dlplomac
Inl,ml date
•• Cho
Cho
Ihe rn.'l's, ml'dilliling wirh mr asureJ brealhs 3nd suppo rted
on ly by a branch under eac h far-flung ankle.
M.lI rllal LOfe
•• ,,' O ne , " he has rea ch l'J a H' spcclable levt'l o f accomplis h-
Climb
Knowled e •2 ,,,
S" ment , a warbladt' m ighl rake Ihe l cadersh ip fe.n and begin
leach ing his own pup ils a[ a sc hool-eirher hi s previous
Spot {"J w" academy or one- he has fnu ndt'J. Teachmg allO\vs a warbladt'
10 p row h is won h 10 many sl udt' nts on a d3 ily basis-and
Ft at : \'('eapon Focus t1o ngm'O rd~ [he mllre prrs rigious rhey are-, Iht' be lle-r. S able s' d aughll'rs
(Janus Ft at : Improvt'J Initiative. 3nd so ns are highly sought -aflrr sl ude nts. A posi[i\"t' word
Gtar: Backpa ck wu h wale rsk ln . one day 's trail ratio ns, from Iht'm .placed in lh t'right car, can e.a rn a w3rblade honor
beJrolJ, sack , Oinr an d SIt"t'1. 3 la rches, qui\'erwith 20 arrows, a rova l aud ience. or e\"Cn an hon or gua rd and a ship for hI S
te nt . tr:t\'C'Ie-r's oUlfil, co ld wt'athN oUlfil. nexi journ l'y.
Cold : 2d4 gp o
NOTABLES
WARBLADES IN THE WORLD Famous \\...rb laJ es fall inlo Iwo c:ltrgorirs.: those who recruil
rtlt dub IIn,1j.(f1lpt1 ..d Iad "ff llltImUltan.. blocks. lI '''Tlll n g Ui af foll owers 10 found a swo rd lemple or form an adventuring
Ja ll~rllh(",1. /1It J ll'oJrf IIllJ J lI~ lll Jv,...,I, JtNlrng(l rclrtoJl, butl ilT band . and those who ope r3te InJepenJenriv. Amo ng the
tlurJ 1\'lJla lI'IJrhl'hl..anJ <I >lUllt'" 0{1110.' Bnghl Anni l. H"oll1f'!rd. warbladl's wh o have fou nded thl'ir own schools, Ihe one
s1I' lIl gtilt IlrtI .... r hulk'lllloJIIJ,bln off, Ih,'ll iln klllg It S{'\,\,ll l lln ,'S kn own as Ihl' Brighl Annis IS famous for her mtrcilCh
ltIilr,' bcfort Iltt "toJlurt 11,1 W h;lJ d lll tt rrd 10 th.. fIoo r.~ Il'3in ing rechniques. f ewer [h an ant"In len of her studenls
Oorrom Vt'shlhufe-II. sn'Onh·.a~w oi Ihe !\lurienl Te-mple m2nagt' [ 0 campier!' hl'r tutt' bgf' ~ la ny pt'n~h whilt' spu
ring wuh Ihelt inq rUClO rs or 3[t' los l in Brigh t Anms s
rt;"rocl ou ~ qut'~ 1 (or rbe lll'aJ~ uf d rew, who m <he bla mes for RACES
rhe dearh of 3 love r long ago. Am ong rhc warblades who The stole. tacnurn. clan -oriented mindset of dwarves IS
refuse 10 l ie IhC'm~ t'h'e ~ 10 a r 3rt icula r school or demes ne anathema 10 the frec-rbtnktng. hra ~h , and indwidua lm
air' Allek Thrall , an outcast of Ihe bobgobf n ma sters o f the warblade . Bur even SO, :I ~u rptls l ng number of dwarves (oflen
Iron Heart school. He i ~ kn own 10trade his former schools outcasts from rhetr clans) choose 10take lip thlS path. Con-
secret s for brigh t gold . The charcoal-sk in ned dwarf swo rd versely,warbladt'" arc often admired by rhe more gregarious
prince Marddkurhcr Pwarna.the scou rge of the Seeke rs of races , includ ing hum ans. balflmgs. and gn omes , for th .... r
Resh ar Ia gtvup Ih ~l hopes 10 redi scover the , 'In., Swords hfe-cn.rhe-edge. devil-may-care all nude.
and has ten Reshar's rerurm. Whelh('r Mard ilk uth c r's
mcnve is fear, je:alousy, o r an Jge nd.1 he Iu s managed 10 OTHER CLASSES
conceal eve n fro m the Sage of Snow and Shadow.t he dw arf Fighters. paladins, and other from-lme fighters welcome
report edly hun ts down matl1:113J('PIS who st'ek 10 reunue warblades as brothers In steel ~h g ...s however. are ofren
the S ine Swords, susp icious of ""::trbladl'S and lend fOgsve rhem a wide be rt h
Rogues often see warblades ilI~ usefu l muscle, so eager for
ORC....N IZATIO r-;S gkor)' and gold Ih.1llhey can e.aslly be duped. In rbe absenc...
8C'C3Use of their Independent and sometimes downright oi orh er mouve s mcsr classes an d races regard warblades
chaouc natures, manv warblades refuse 10 join rradiuonal, wuh a C:lUIIOUSanJ hesuam eye. I he chaouc and individu-
hie rarchical orgamzauons, though Ihey are not averse [0 alist rurure of warblades means Ih31they sometimes make
rhe greater glory of founding cne Thus, some warblade- unreliable companions, and no o ne wa nlS 10 be caugh t In
creat ed c rgamzaucns have one or more warblades in 3 rhe Sunspsres while Ih... pa rly Swarblade POUIS In h is tent,
leadershi p pcviucn, whtle the rank :t:nd [ile consists of unsausfi...d with hiS splu of the I:tsl batle's loot
fighters, rangers. and bards , wbccan record the deeds of the-
crganuancn's leaders. WARBLADE LORE
Mardi lk ur hc r Pwarna h:ls bui lt up a ne twork of spies. Characters with n n ks In Calher Informanon or Knowledge
assassins, and rangers across the Suesptre Moun ratns and !nobil ity and roy:alty) can research warblades and learn more-
th .. [kluge j un gle. These imi ivrduals mt'l:1 in concealed safe abcut rhern. when.:l cha racter mak es 3 ski ll ch eck, read or
houses, tree bli nds, and moum atnstde caves in th e pe aks paraph rase th e Iollcw tng, including thi' inform ation from
gath ...red ,11 rhc skirts of th e Mother Mo unt ain, Ko shtra lower DCs.
Arnncm. Members ofIhis organization C:IO advance th rough DC 10: A warbladc is a flghler with delusions of immor-
the C3p lu re of any adep ts see king the Nine SWONS, bUI talil Y. These glor y-hounds thi n k rh...y ca n hve foreve r in a
Mardilkurhor maintain s an iron g rip on command. bard's song!
Th... Bright Ann is welcomes all princes of the swor d to DC 15: w arbladcs w:tlk Ihe Sublimi' Way, and fe-w can
her open·air dojo in Ihe soulllern f"n s of Ihe Del uge Jungle. match thei r skill with we3pons,A warbladl' C3n learn combat
A l·onsummate leacher, she is harsh even by w3rblade stan- m::tneuvers from many different diSCiplines, so you can't
liard .. Her students are regularly requir ed ( 0 mak... fora ys gu~ss fht' slreng lhs Otwt'akn t'sses of any warblaJe yo u [:lce
lOW the dark placcs benealh Ihe earth 10 hunt dark elves . in baltIc, He mighr move Wilh Ihe speed of th ought. tumble
Any \\'3rhlaJ c who slays large numhers of dr ow is g ua ran- Ii~ a boulder Ihrough your rank.s, or a!rack wilh Ihe S:lvagt'ry
tl'ed advance ment. of a beas i.
Coundess o l he r w:lrb l:ldt' orga nil.31ions rise 3nd fall DC 20: A w::trblade tenth 10 be 3 ch aolic c re3Iu rC'. H is
acco rding 10 the mercuri31 fortunes of Indi vidual swo rd dOYo'nfall is his pride -he cannOI abide 3n affront 10 his pres-
princes . Most of Ih l"se mO\'l'mt'n IS ue ded icared to th e tige. The promise of ho na r and th e laurels of :I city are often
gee.lIer glory of Ih eir fou nde rs, although :I fair numbi."r enough to emice a warblade [ 0 risk hIS life. An enterprise's
.lte, 05hm sibly al le3sl, focused on 3massing coin or arca ne possib le reward-be II glory or gold-is much more impa r-
power, Because Ih e warlike nalurcs of Ihl'i r leaders guar- tanl 10 a warbiJde Ihan Ihe potential m h. whICh he often
antee a high cas ualty rale, mosl such organizalions are disrega rds com plelely.
ah\'a ys eager for new blood.
WARBLADE S IN TH E GAME
NPC REACTIONS Combal is Ihe natu ral C:tmpaign enl ry point for wubl3des.
Co~·emment s , churches, :tnJ spy rings love to employ war- wilh Ihe su n glinling off Iheir polished umor, Ihese ch ar-
blades. Easily mOlivaled by promiSt"S ofgold, glory . and land aCiers Iilenlly sh ine in combal. The fin t warbl:tdes in vour
whlchevt'r tbe l'mployers po"<;('SS a surplus of 3 1 the mome nt), campaign might bt, a brother and sIster seeking to reslOre
w::trbbJes can lend t'utl lenl. efficienl musell' lo any mission. thei r family name by d...fe3ling the mosl re nown~ fighler in
A wi~e pat ron sends companions ofolher c1as~ along with the area (o ne oflhe Pes Thelrmulial maneu\'t'rshave been
a warblade, though , 10 kt"f'phim on lrack. Many kings 3nd passed dO\\'n in secre l for gt'ncra lions, and at bst th~e two
high pneSh h.1ve bt"f'nleft cursing in Iheir cha mbers when luve chos('n to rewal lhcmst'hoes In the name of redemplio n
wo rd reached Ihem of Ihe ir hired muscle's fick le de'Cisionto and tt'cowred hono r.AltemJIJ\'t'ly, if a PC IS Ih... hrsl warbbde
abandon Ihe Job. seize Ihe goal for hiSown, or ewn ch:tnge In your c3mp,a1gn work! hI' mlghl eXpt"tl l"nce an ep lph3ny
Sldl'S 10 gam grea ler glo ry In b::tttle fOre~Ll\\'....J b\' Ihe soolhs3\·lOgs of:t m)"'St,m
h~ a co ng regnnon rhm rrses to us feer whenever he ,' OltoN
You might also consider making warbl ades revohmonartes
fighling for freed om Talher than seekers of pe rso na l glory
Their lack of magica l sk ill plays well 10 the idea that war-
blades are oppressed fight er s work ing 10 subvert a powerful
arcane regime Ihat denies the USt' of magic to all but us
chosen age ms.

SAM PLE ENC OUNTER


Warblades slay in one place only as long as Ihey receive con-
stanr adulation. Once rheir fame begins 10 die down. they
an" on rhe road again.
[1 5:The warblade Vardalak Axebearer wanders the land in
search of a master who can lead him 10 glory. He challenges
any warrior who St'C"mS sktlled to a nonlerhal duel. Ifhe lose-s,
he swears to serve the victor for a week. Unfort unately, his
service is:I mixed blessing. Vardalak is tough and useful in
a fighr , bUI his short temper, tmperuosuy, and rude na ture
meke him" burden outside of bailie. His last two mas ters
broke camp early, lea\'ing him snoring loudly ar the side of
the road .

VAROAlA K A XEBEARER CR 5
Male dwarf warblade 5
CN Medium hurnanctd
[nit +4; Senses Listen +1, SPOI +1; darltvision 60 ft.
l anguages Common, Dwarven
AC 18, louch 11, Ilar-footed 18; +4 AC .against giants,
uncanny dodge
(DeK +1, armor TS. shield +2)
hp 53 (S HOI
Re sist stability
Fort +7 (+9 against poison), Ref +3, will +1: ...2 on saves
agains t sp ells and sp ell-like effects
sage, so rhnt hi s fi rst use of a martial maneuver becomes the Spe ed 20 ft.
fulfillme nl of a prophecy. Melee +, dworvtn woroKt +10 (ldlO+4/x3)
O nce warblades have becom e an establis he d pa rt of a Ranged javelin +6 (ld6+3)
campaign wo rld, they find th ei r niches on th e ba ttlefield, Alk Op tions +1 on att acks against orcs and gobli noid s,
batt le ardo r (+1 10 confirm critical hits)
in rhe roya l court, an d in th e twin arenas of public opinion
Base Alk +5; Crp +8
and public en ter tai nmen t. Wirh rheir crowd-pleasi ng mar-
Combal Gea r 3 porions ofcure lighr wounds
ti al ma neuvers, warblades make exce-llent gladia tors. and
th ei r Ih irs t for glory oflen leads them !O rhe p ublic ga mes. Maneuvers an d Stances Known (ll5th):
Sl an ces- .absolul e 511"1"1 stance (3rd), punis hing
However, war blades are equa lly like ly to become enmeshed
stance (1st)
in rbe webs of court in trigue, playing cardinals off Juke's Strikes-exorcism of steelt (3rd), rabid wolf sl riket
and tnfenus off dauphins in a game that rh ey fin d nearly as (2nd), steel windt (lsi), steely st rike (1st)
rewarding and exciting as swordplay, Whereas a rogue m ight Boosls-sudden leap (lst)
lament rhe loss of his riches and a cleric his loss of faith, a Count m - wall ofbl.adest (2nd)
wa rb lade feels no deficiency more kee nly th an the loss ofthe Disciplines: Iro n Heart, Tiger Claw
public's admiration. t Readied maneuver
Abilities Sir 16, DeK 13. Con 16. Int 12, Wis 10, Cha 6
ADAPTATION SQ stonecunning (PH 15), weapon aptitu de
Ca mpaign worlds withou t large, established nations or Feats Diehard, Quid Draw·, Weapon Focu s (dwarv en
c rgantza ucns can snll offe r warblades a chance ar g lory . waraKe)
Becom ing the he ro ofa village can be just as meaningfu l IS Skills Balance +8, Concentration +l1, lntim id ilte +6, Jum p
becoming the hero of a nauon-c-especallv if rhe warblade TlO. Milrtiallore +9
Possessions combat geilr plus ... 1 mith rol shirl. masterwork
k nows every pe rson in the village. can inquire about the
heavy shiel d. T1 dworwn IlIQrO l'e, 2 jilvelins
innkeepers grandchildren by name, and is mer in the temple
he stances. srrikes, co un ters. and orh- INTIMIDATE (CHA)
er opuons I h ~ r ~ ma rtial adept lear ns You can use thi s skt ll ro pa tlici pa l ~' 10 a duel of wills before
from her various disci plines help de- a fight begin s.
fine her. bur she has access to other fools Duel of ,,"'ill..: Youcanconfrom a pot C'nrialenemy in the
as wel]. This chapter focuses on skills and moments before a I1ghl brC'aks ou t and attempt 10 crush his
fears t h iU aug me nt. ImprovC',and modify a marual adept's will while be dot' s Ihl' same 10 \'OU.
use of maneuvers. In add ition, some of the feats and op- Immedi:uoc'I)' before Intnanve Is roll ed fer eit her side, )'011
t ions presented here make II possible for characters other C3.n ins riga rc a duel of W i lls bv sC'll'Cung a si ngle ene my
than martial adepts, such as clerics and fighlers . 10 gain you are aware of wnhin 30 ieC'r . O nlv cha rac te rs with
access 10 maneuvers. Intelligen ce scores of3 or higher can engage In a du el of
Will s, and rhe paruclpanl mu st be able 10see one-ano ther;
You can I auempe rc msngarc merc Ih..none duel of Will s
1 h C' follo..... lng new uses for IWOeXIsting skills,:ls well as IhC' per encoun ter
new Marnal Lore skill, shcwca-,e the abilities and ralems \'('hen you mhg:rrt'rbe dUt'1 u~uil i ly b>. fixmgJ cold steel v ."
((Immon l) cul uvned b)· martial ade pts In part icu lar, the
new use of Inrim fdate-c-a duel of wills-is a ccmerseone of
DI'\'Oted SPltIl aJl'pl s ractl cs
SI4re on vour oppon em \OU ( old nan' can respond 10 one
of rbrec way
sdlrlit Th l pen:llry on \I tnlflam
1
!\D"I~~'.011 n t ~l}nlhdlm
I~thtn' th ~ ( htdl.-nlw If youropponen r Ignores vcur challengc
10 engage m a contest ofwill s, make a DC 15 I ruimidate check. Feats are Ihe backbone ofany warrior's comber prowess. and
If yo u succeed. yo u gain a t l morale bo nus on attack rolls marna] »deprs are no exce ption. Tht' following feat s expand
against Ihat oppone nt for I round. on Ihl' teachings ami abihnes embodied by rh e nine martial
PlIrllClp.%lt : acrh you and your chosen foe mu st make an disciplines. Orher feats III th is section allow charac ters 10
Innmldare check. The characrer wuh [he h igher resul t ga.ns gain acce ss 10 ma rtial maneuvers wnhour ga in ing leveis as
a +1 morale bonus on attack rolls and da mage ro lls against a crusader, swordsage, or warblade.
rhe loser, and the loser takes a - I pe nalty on arrack rolls and
damage ro lls against the winner, Ifthe re sult is a lie, neil her ADAPTIV E STYLE
character gai ns :lnr benefit. Th('S(' bonuses and penelnes !:lsI \'C'ilh just a shan period of medua rion , you can cha nge you r
for rhe du ranon of th e encounter. maneuvers and lactics to meet the rbrear you currently face
Acrion: Non e le sugau ng a Ju('1ofwi lls requires no action Prerequisi te: Crusader.swordsage.ce warblade leve l lSI .
anJ occurs before inmanve is rolled. Beneli t: You can change your readied maneuvers at any
Try Again : No,bur you ca n inst igate a second duel ofwills lime by raking a full-round action. If you're a crusader, your
wi th th e same rarger afte r 24 hours have passed, cum-ru granted maneuvers are lost and you gain new gran ted
Special: If you have the Unnerving Calm fear. you can mane uvers as if vou had JUSt readied your m an euver s for
use vou r Concemranon skill m pbceof you r Intimidate skill rhe day.
when t'ngagmg in a duel of wi lls. Normal: You Can change maneuvers only by spend ing 5
mimues 10 do so.
KNOWLEDGE (LOCAL)
((NT; TRAINED ONLY) AVEN C IN C STRIKE
You ca n use the Knowl ed ge (local) ski ll to ans wer ques- Your streng t h of will and srrong sense of justice allo w you
nons about variou s marti al pracriti on ers and tradi t ions. to smite your fees.
For example, yo u ca n an ...mpt a Knowledge (local) check Pre reqa tst te: Any good alig nment.
to idenrify a monastic order or swordsage sch ool known to ne ncfi e: As a sw ift action, you can cha n ne l the pcwer of
practice a panlcu ler martial di scipline, 10 recall basic facts you r faith an d energy to enhance a single attack you make.
about rhe ph ilosophy or teach ing pracnces of a particular You gain a bonus equal to you r Charisma bonus (if any on
dt scipliae, or to recall the adventures or exploits of famous rhe atlack ro ll and dam age roll for rhe next me lee attac k 'au
martial adepts. make agamsr an ou tsider with the evil subty pe . You can use
thi s abil ity a number oflimes pe r day equal toyour Charisma
MARTIAL LORE bo nu s (m inimu m I).
(INT; TRAINED ONLY)
You ca n use thi s skill 10 identify martial maneuvers as soon BLADE MEDITATION
as they are initiated . YOII have learn ed a med itan on th at grants you insight into
Check: You ca n illl'nt ify maneu vers an d discipl ines us-d the mart ial d isciplines you have stu d ied.
by a combarar u. The DCs for Martial Lore check s relating 10 Prerequisite: Co ncentration t rank, base attack bo nus ...4,
various task s are sum mar ized below, one man euve r fro m any dl sctplin e.
Bene fit : Wht'n yo u tak e fh is fear, choose a di scipline.
DC Task You gai n a -+ I bonus on damage roll s w u h all rhe prc ferred
10 ... maneuver level Identify a mancuver Dcing weapons of you r chosen disci pl ine when using a strike
Inmated by someone you can co mbat mane uver, 3Swell as a +2 bo nus on checks involving
see. No acnon required. No
the disciplines key skill The save De s ofany maneuve rs rhar
retr
10 + man euver eve! Idcontify a maneuver reccrd e you perform from th e chosen d iscipli ne are in creased by I,
on a martial script. One Iry if rhe y have a sat'e DC.
per day. Requires a full-ro und Th e weapo ns an d ski lls associated wi th each di scipline aft'
action. given be low.
20 - targer's inttlator level Determine all disciplines known D.'st TI W'lIIJ : Sctmnar.Hght mace, Iigbr pick, spear, fal-
by a particular creature by chion; Tumble.
watctung tt Inlttate at least one
maneuver. No action requrrec Dn'llJtJ Sp lnl: Falchion, grea tclu b, maul.... lo ng swo rd ,
Rcotry only If tnt' subject tnttiates Int imidate.
another maneuver. DralfulIl,1.l,frnJ: Rapier. shorrspe ar, tride nt , bast ard sw o rd
(kata na); Concemrancn.
Action: Varies, as nored abo ve. lnm Hellrl: Basta rd swo rd, dwarven waraxe, long sword,
Try Again: S~ above. two-bladed sword; Balanc e.
Special: A sword sage gains a +2 bonus on a }'brt ial Lore Srllmg $1111 : shari sword. nu nc haku, u na r med strike
check involving a maneuveri n a discipline in which he has qua ners raff Sense Motive.
dl sc iplm e focu s. Slhl,j(lll' Hlm,l: Dagger , sat, si:mgha m. short swo rd, spiked
cha in, una rmed strike; Hide.
A ~rJS4s,t _, ~l lPi"J 1JoJs,t
t. " v. iJ " If rtri,,'sblO'Ws

srcue Drllgoll: GreatsworJ , grca raxe. he;wy mace, unarmed Specia l: Desert W ind Dcdgeean be-used in placecf Dodge
strike; Balan ce. 10 quali fy for a feo1 t. pr esti ge class. or other special ability,
I'lgtrClllw: Kama,kukr t,handaxe,claw.grearaxe, unarmed If you alre ad y have Dod ge wh en you select Desert Wind
strike; Jump. Dodge, )'OU can choose 10 1051." rhc Dodge fear and gain a
\'('1111.' RlI V( II : Longsword . bauleaxe, war hamrne r, gre at- new fear in its pla ce. You mu st meet the prerequisite for
sword, halberd; Diplomacy. the ne w [eat.
Speci al : t\ fighter can selec t Blade Mediu lion as a
bonus feat. D EVOTED BULWARK
Described in till" Cotlll,rtl" \'(o',I"'IIT supplement. Because of your stau nch devo non 10 you r cause and you r
Devot ed Spi ru rraining, you can stand your ground even in
DESERT FIRE rhe face o f an enemy's reso u nding arrack.
The power of t he Desert \'('ind surges through )'O U. and you Pre re quisite: O ne Devo ted Spiri t ma neuve r.
find power in rhe motion of the hot winds and sh ifting sands Benefi t: If :1O enemy deals damage 10 you with a mele e
that you can chan nel into your Desert Wind strik es. anack, you gain a ~ I morale bonus 10 you r AC un ul rhe en d
Pr erequ isite: O tK" Desert \'('ind st ri ke. ofvour next turn.
Benefit : If yo u m an" al least 10 ft"t"l awol)' fro m vo u r o rsgr-
hal pocinon before usi ng a Desert W ind strike in rhe sa me DIVINE SPIRIT [DIVINE]
round.j har smkc deals an ex tra Id 6 points of da mage. The fervor and dedicancn of the DC'\'OleJ Spirit discipline
combined with your faMt lcal ad he rence rc a divine power.
DESERT WIND DODGE turns you into a fo m of sprruua l energv . Wi th on lv 01
\our trai n ing in rhe Desert Wmd di scipline allows r oo 10 moment's focus . you can channel power 10 enhance you r
dance acrovc the banlefield like a bli sterin g sirocco , figbnng talen ts.
Peerequtstre. Dex 13. one {)("wrt \,(Imd maneuver. Prereq uisite: Abiluv 10 turn or re-bu ke u ndead . one
Benefit : If you move at least 10 feet fro m your origi nal Devored Spiril stance.
pcsiucn, vougai na +1 dodge bonus 10ACanddeal an ex tra I Benefir: While In a Devoted Spirit stance, you can expe nd it
poInt of fire damage with any an ack you make wu h asc irnn ar, rurn or-rebuke undead altempl as an immediate ecuco 10 heal
IIghl mace , light pick. spear or falc h ion. Th is benefit laSlS voerself a number ofhn points equal ro j vou r Chans m:t
unnlrhe SlUt of your next turn mcw..lit"ier If an) minimum I rm
TAIl[ 2- 1: NEW FEATS
General Feats Prerequ isites Benefit
Adaptive Style Crusader.swordsage. Change readied maneuvers with a full-round action
or we-blade level 1st
Avenging Strike Any good alignmenl Add Cha bonus on attack and damage against an evil outsider
a few limes per dily
Blade Meditation Ccncemrance 1 rank, ..1 damage on strikes, +2 on slull check. +1 sa v e DC With
base attack bonus +4. dcsciphne-related weapons. skills, and maneu vers
one marllal maneuver
from any discipline
Desert Fire One Desert Wind strike +ld6 skirm ish damage when using a Desert Wind strike
Desert Wmd Dodge Del 13, Move 10 eel. ~1 A • • 1 flre damage
one Desert wtI\d maneuver
Devoted Bulwark One Devoted Spifll maneuver +1 AC when foe damages you
Evasive Re ell'S Del 13 sta t y take 's·[t. step nstead of an.attackof op~rtunjt1
Extra Granted Maneuver Crusader levelIst Ready' one more manC"uver from l?ur maneuvers known
Extra Readied Maneuver Swordsage I~e Ist Reaay one more maneu ver r m yo r maneu ve S 1'1
Falling Sun Attack Stunning Fist. Make Setting Sun str ike a stunning attack. +1 to DC of
one Settmg Sun strike stunning attach and Setting Sun str Ikes
lronhearl Aura One Iron Heart stance Ad,acent allIes gam .2 bonus on saves while you are
in an Iron Heart stance ~;;;~
Martla Stance One martial maneuver learn one mulial stance
Martlal'S'tudy Gain the use of a marna maneu.. . er
Ripid Assauh Base attack bonus +1 +ld6 melee damage In first round of combat
Shadow Blad e One ShaOow and maneuver Use Dell; modIfier Ins te'a of Str mOOI ler 0 Clamage rolls WIth
Shadow Sun weapons
Shidow Trickster Cuter level tst. +1 bonus on save DCs otillusions while in a Shadow Hand stance
one Shadow Hand stance
Song of the hue Raven Berdic music'"{inspire Use inspire courage as swift acncn while in a White Raven-stance
courage) one White Raven maneuver
Snap Kick Improved Unarmed Strike, Make an ell;lra attack. all attach at-2
base attack bonus +6
Stone Power Str 13, Trade attack bonus fOf temporary hit points
o e Stone Dragon maneuver
Sudden Recoverl One martial maneuver Recover an e~ ended maneu v er as a swifl action 1 day
Superior Unarmed S rilie Improvea Unarmed Strike , Deal greater unar med c amage
base at tack bonus +3
Tiger Blooded Ability to rage, wild shape. Knock smaller foes back 1'1 i e raging or wi 5 ape
or shift: one Tiger Claw maneuver
Unnerving Calm Concentration 1 rank, Use Concent ration in duel ofwills. gam +2 oonus on attacks
one Diamon d Mind strike after successful du el for] rou nd
Vital Recovery Two martial maneuvers Heal 3 + level points of damage when 01.1 recover a maneuver
White Raven Defense One WHite Raven ma neuve r +1 bonus to AC wliile ai:Jjacent to al y; aCljacent a res gain ... 1 AC
while you wield a White Raven weapon

1 A fighter can select rlns feat as one of his fighter bonus feats .

EVASIVE REFLEXES Bene-fit: You begin each encounter with one additiona l
When an opponent gives you an opening in combat. you readied maneuver granted. This feat also applies when you
know exactly what to do : slip away. determine a new set of granted maneuvers after recovering
Prerequisite: DC"X 13. expended maneuvers . For example, if you are a Sth-levelcru-
Benefit : When an opponent gives you a chance to make seder. you normally begin an encounter or finish recovering
an arrack of opportunity, you can instead immediarely rake expended maneuvers with rwoof your five readied maneuvers
a S-foOililep. gran ted. and the remaining rhree maneuvers wuhheld. \'(-Ith
Special: Evasive Refle-xes can be used in place ofCombat rhis fear, three ofyour five readie-d maneuvers are granted, and
Reflexes to qualify for a fe:l1, prestige class , or crher special only two art" withheld. Naturally, this benefit provides you
ability. You can take both this feat and Combat Reflexes . wuh a better array of maneuver opnons early in a battle.
Special: You can rake this feat only once.
EXTRA CRAI\TTED MANEUVER
You are especially devout or insightful. and you have more EXTRA READIED MANEUVER
control over which ofyour martial maneuvers are currently You are an unu5u311y perspicacious student of rhe Sublime
granted rhan other crusaders. \'(.'ay. and you find il easy to keep a large number of maneuvers
Prerequisite: Crusader level tsr. ready for use .
Prerequisite: Swordsage level tst.
TABLE 2-1 : NEW FEATS (CONT .)
Divine FeOllt Prerequ isites Benefit
D'VIne SPlflt Ability to turn o. rebuke tnslantly heOllI you.self wtule In a Devoted Spint stance
undead, one Devoted SPirit sraoce

Item Creation Feat Prereq uisltes B en~fit


SCribe MartlOllI Script Crusader cr Create martIal scripts
swordsOIIge level 1st

Psionic hats Pre requ i si~ Benefit


InstOllnt Cbr Iy Ccncemrauen 7 rOlnlcs Use 5W fl action to gain pSlon c focus after l",tJOIIt'"g
011 successful m r a SUlk
E_pend ps.cmc ocus olIO pewe e points to recover 011 maneuve r

TOIctial Feats
OarlO Commillnd r
D,stanl Horizon
F.athU sw I ee t:,i e rIp. Ion
Gloom Ruor 5« feilt cescn tlon
Perfect C1mty ee eat eSC(lptlon
orMI dandBod
Reillp,n TOIl ons
Scorcb ni Ir co
ShOllrds of Granite
Stormgu:lrd rr

Benefi t: lncrease rhe numberofmaneuVl'rsyouan ~ady Pr ere q u isite: One Iron Heart stance.
for your swcrdsage levels by one, for example. a 5Ih-It"\'t"1 Benefit: While you are in any Iron Heart stance, adjace ru
swcrdsage ca n normally ready six maneuvers. With this feat, allies pin a +2 morale bonus on saving th rows,
she can ready sewn.
Special : You can take thi s fear only once. MARTIAL STANCE
Youhave mastered rhe fun damenrals ofa mart ial disc ipli ne,
FALLING SUN ATTACK and you are now ahle 10 master one ofirs stances.
Th e discipline of the Setti ng Sun leach es you how to tur n Pre req u istre: Om' mar tia l maneuver.
an op ponen t's suengths into weaknesses. You can identify Benefi t : W he n you gai n th is fC.1 l, you Can selec t any
precis ely the correct spot on your opponent's body 10 deliver stance from a discipli ne in wh ich you already k nower leasr
a !tfunnmg at tack. one man euve r. You mu sr meet the normal prerequ isite of
Prerequt sn e: Stu nni ng Fist, one Selling Sun st rike. the sta nce. Your ma mal adrpt level for using this ma neuve r
Benefit : You ca n decla re any Seuing Sun srrtke delivered is equal 10 your levels in ma rtia l adept classes (if any) -t 1{2
wuh an unarmed sm ke 10 be a stunning at tack . ln add tncn. your levels in other classes.
add t to rhe save DCofyeu r Sru nn ing Fist anacks and t rorhe Spe cia l: You can choos e th is feat more th an once. When
5.1Vt' DC of you r Selling Sun strikes. Usi ng th is feat expends you take th is feal again , yo u gai n kn owled ge of a new
a use of you r stu nni ng arrack for the day_ stance. You do no r h ave 10 choose a stance from the sa me
disci pline you sel ec ted th e first ti me, bur )'011 m usr k no w
INSTANT CLARITY [PSIO NIC] at leas t o ne ma nial maneuver from th e d iscipli n e o f th e
You have sharpe ned yourconcenrration to me point thar youcan stance you choose.
focu ~ you r psio nic abilities wuh jU~1 an ins tant's thought. spect a l: A [ighter can select ~f arl i al Stance as a bonus
Prerequis it e: Concenrrancn 7 ranks, ftat .
Benefi t: You can take a swifl action 10 become psionically
focu sed affersuccessfully imrianng a martial strike. Youcan MARTIAL STUDY
use rhis abililY three rimes per day, By studying rhe basics of a manial discipline. you learn 10
x crmal. A character without this feal must rake a Iull- focus your Inand perfect the form needed to use a maneuver.
round aclion to become psionically focused. As a result, you g:lIn Iht' use of a comber maneuve r.
Spe ci al : Instant Claruy can be used in plsce c f'rhe Psionic Bene fn : Whe n you gain rhts feal, you mus t choose 3
Med u ano n froal (see rtpanJlJ PsW"" $ H,m,UlOOk) to qualify discipline of ma rtia l ma ne uvers, such as Dese rt Wi nd. Th e
for a feal, presugc class, oral her special abilny, Youca n take kry skill for rh e chosen J lscipline be-com es a class skil l fur
both th iSft':n and Psionic Meditation. all vou r classes tcurren r ;lnd future).
SeI(,,(1an~ maneuver from the chosen di scipl ine for wh ich
IRONHEART AURA you meet rhe prerequtsne. If you have ma rtial adeptlevels.
'lour ~ Irrnglh of spiri t and martral traim ng inspires rbose this maneuver becomes one of your maneuvers k nO'\\ n
a rou nd u I:' vou do nzn bah- marual dt"pt leve! you can m e rhrs
m neuver o nce per e ncou n ter as a mamal :If.lepl with an SH
I runner ll' \ el equal 10 t :! your c h.1racltr le\ ~I . If you do ncr In dWWUT">("(lt you r tUlnlng In rhe Shadow Hand discipline
hJ\t, m.1rll:l1 adept levels whe n you rake Ihi s fear, and you vou leam 10 uce your natural agili lYand speed to augment
lan-r gain a level in a class Ihal grant s maneuvers kn own , your attac-ks wit h certain wt"3 pons,
I hese new maneuvers can be used o nly once pl'r encou nter Prercqu tsit e: O ne Shadow Hand sta nce.
an'! have no r..ccverv mel hod . If \'OU late r ga in levels in a He nt'fit : Wh ile you are in :I Shadow Hand stance and
mutiaiadepi class (crus ade r, swcrdsage, or war blade), you anack wllh on e of rhe disc ipli ne's preferred weapons . you
use rhe reco very method for maneuvers lea rn ed as a result can add your Dexter ilYmodifier 35.1 bonus on melt-co damage
oi those clas s IrvC'k but your prev ious maneuvers (gained for snacks miiJe wnh rhe weapon.
through Ih l~ feal or rbrough premge class It"\'ds) do nOI Specia l: Shadow Blade can be USE'd in place of \X'eapon
gam a recovery method Finesse 10 qualify tor a ft".:lI . prestige class. or ocher special
A man eu ver learned through thIS fN I ca nnot be ability If th is substitution allows vou to gain a benefit thu
exch anged for .ll d ifit"rent man euver If you are .1 crusader, normally applies to all finesse wt".lIpom (those descnbed m
wordsage, or warblade Sff rhe class descnpncos in Chap ter the Wt"apon Fint"s~e ft".lI1 descnpucn),Ir insread apphes anI.,
I fer derail s on swapping DUI maneuvers as you gain !e\·els). to the Shadow Hand discipline's preferred wt"apons
Once you choose a maneu ver wuh Ibis fear . you can not
change it. SHADOW TRICKSTER
Specia l: You can rake this fut up to three times. Each Your ma~ lcry of the Shadow Hand discipline lets youaugment
nme you rake it after the first. vou gain one of two be n- your illusion spells with the stuffof shadow.
efu s. You ca n cho ose a new drsciplm e. gaming one ofi:s Prere-quisite: Caster level rn , a nt" shadow Hand srn ke
maneu vers and its key ~k lil as a class skill, as descr ibed n~nefi t : While you Ire-in 3 Shadow Hand 'Itancr , th e save
ebcve . :\h t"rnati vely: you can choose a ma neu ver from DC for any Illusion spell you cast increases bv 2
.1 drsctpltne 10 wh ich )"OU have alree dv gai ned access You al~o gam a ..2 bonus on damage rolls whe n makmg;l
by means o f this fut. In either case. you must meet the sneak auack•a sudden srrike tsee the ninja class descnpnon.
mantu"er ~ prerequi sit e. page B of Complrl< AJl'nltl4rn). or when you flan k you r target.
Spcoci al : A fighter ca n select ~l aru al St udvas a bonus
fC'al SONC OF THE WHITE RAVEN
Thl"\X'hill" Raven d iscipli ne shows you how to rouse dedica .
PSYCHIC RENEWAL [PSIO NIC] no n JnJ fervo r wit hi n your allies' hearts. Such teach ings can
Your memal strengt h and psio nic abi lities all ow yOll 10 aug men t and improve your mu sical abililY.
focus your mind on comba t and use you r most devastati ng Prerequts n c: Hardie music (inspire- courage), a nt' Whilt'
maneuvers more [reqceml y, Raven maneuver.
Benefit: As a ~\Vifl action, you ca n recover any expended Ben efit: W hile you are in any W hitt Raven sta nce . vou
maneuver by expending you r psionic focus 3.nd spc'nd ing can activate your bardlc music abililY 10 inspire cou rage 3'1
poWl"r polnl Sl'quJIIOthe maneuver 's levt"l. a swiflaClio n. Yourcrusader and warbl:adl" le\·els suck with
YOUt bar d l\"vels 10 dt"ll."rmin t" Iht" bonus gra nlt'd by your
RAPID ASSAULT inspire' cllurag("ability.
Your figh ting sl}'le emphasizes lak ing fot's dow n wilh quick,
powerful blows, SNAP KICK
Pn'ret]uisi tc : Base atlack bonus +1, You h3ve cominUl.J 10 hone you r unarmed com bat sk ills, and
IIl·n l.'fit ; In lhl' fitst rou nll of combat, you r mdt'c atta cks you dcal mUll' J amagt' wilh you r un armed stri kes.
lI..a1 an eXira Id6 poin ts of dam age. Pn'retl"i!ii ll": Im proved Unarmed 5Irikt", base atlJck
bunus -+ 6,
SCRIBE MARTIAL SCRIPT " ("n("IiI : Wh..n you makea mt"!t't' atuck wirh ont"o r mOft'
[ITEM CREATION] melee weapons llOclud ing a slandard allac1:. full allac k. or
You know tht." se-cfC'1ofcr ....allng manul scripts-small slips even a!>l rikt"maneuver), )'OU nn nukt" an adJuional:lllack lit
of paper InlOwh ich you infuse your own martial powC'r .lind your h igh esl altack bonus. This attack is an uru rmed 3ltac k
skill. Th l' user of:l scnpt you ha\'r CfNlcd gains lh t" abilil\' Ihal d...als damage l'\jual loyour base unarmed an3ck da mage
to ust' a mant"uW'rrou kn ow. .. II :!. \'OUfSIr bo nus . You (au a -:!. penallY on all alla('k rolls
Pre rt"qu isitc: Cru~de r or swordsagt leo.'c! lst. you ffi3kl" Ihl Srou nd.
8 ('n efit : You can infuse the knowlrdge of any m ane uv~r
\"Ou k now JnIO a muml scrip t (sec Manial Scri pls. page H!'). STONE POWER
Tht" markl't price of:l mart iai scr ipi is equa l 10 the iniliatvr Thl." princirl~s of Ihe Sio nt" Dragon di SCipli ne teach you
It.· wl m3neu,,~r levt"l " 50 gp oYou must spe nd 1/ 25 of thi s how 10 galhtr and foc us your raw, ph ysical stre ng th lOte
muket pnce" in XP 3nd use m:llt"nliis cos ling 1/ 2 Ihe'marke l an atlJck.
pnct". Scribing a mart ial scr ipt takes ant" d ay for coach 1,000 PrerC'quisi te: Sit 13,one Stone Dt3gon ma neU\'f'r.
p ollIS mArket prlct"_ lle n e fi t : W hen you ust" an attack aCllon o r a lull JI-
LIke- pollan or roll a scripr (In be u~d onI yam:e . lack aC lio n, o r you iOlllale a SlOnt' Dragon strikC' in mele ..
com ba t. ro u ca n rake ~ pena lt y
IJrl.'r eq u i'ih t': Abil it y to rag e,
of as much as -S on you r auack
dnfr (such as Iht' shiflt'r ability from
roll s. Tbts number can no t ex-
Iht' EIIl lAo !'o.· c.:a mpaign se ning or th e
ceed you r bast' attack bonus.
bloodclew master presnge class fl.'a-
You gam temporary hu points
lure; st't' page !If». o r wild shape; one
equal rc twice rhe num ber [h 31 Tiger C law maneuver,
you subtract from ~'OUr attac];
Bendit: Whilt' YOU art' In
rolls (10 3 maximum o( +10). a rage. shifred. or wi'ld shaped
These temporary hit points inr o an ani m31 form , you ca n
last unul rhe begi nmng cf anempt to knock back 5 ft'('I ;I
your nt'Xt turn. creatu re of your stze catt'go ~
Spt'ci.:a l: Stone Power o r smaller that you hil wuh
C3n be used in pla ce of
3 Tiger C law st ri ke unless II
Power ."'nack 10 qU3li fy succ eeds on 3 Forti tude save
(or 3 (t'al, presage class . or ( OC to .. t I2 }'a1r charactt'l'~Tl
orht'r speci31 3bilily. You ~ you r Str modifit'r). This move-
C3n rake both rh is ft'31 merit does nOI provoke an acks
aad Pewer Arrack. of opponunu y.

SUDDEN UI\'NERVING
RECOVERY CALM
¥OU C2n ulSIanrly recove r You kno w that rbe sec ret ro
you r focus, balan ce, and defeanng your enemies lit's
personal energv aClerus- ...v uhtn the still cemer ofyourown
m g a martial maneuver, mind When your enemies mee t
Prcreq u tsite: One Manial your eves, t ht'Ysee o nly calm and
ma neuve r. certain death aW~iting them.
Ben efit : Once per day as Prerequ tsite: Concemra-
a swifr acrion, rou can in- ti on I rank, ant' Diamond
sramly recover anexpended xund smke.
maneuver, It is now ready again. Bene fit : You can use
If you are a crusader, the maneuver your Concenrrauon skill in-
LS also granted immediately, ste ad ofyo ur Int im idate ski ll
when you engage in a duel of
SUPERIOR UNARMED w ills (see page 27). You gain a . -4
STRIKE bonus on sk ill ch ec ks made 10 resolve
Your II nartned strikes b3\'C become increas- :a due l of wills. If your ene my chooses 10
ingly deadl y, ena bling you ro srrtke your Tbr hlMNl of" pr~dator r /f IlJ tbrolll,b ig nore your challenge, you gain a +2 morale
foes in Iheir mos t vulnerable areas. I~ "~I"J of " Til,er CI,,:.o .kpt bonus on snack rolls against rh n opponent
Prerequisite;ImprovedUnarmedStrike, for I round .
base attack bonus . ]. Norma l: Resolving a duel ofw ills requires an Intimidate
gen efie: Youdea l more damage with your una rmed strikes, check. You gain a +1 morale bo nus on attack rolls against an
3S shown on rhe uble below opponC' nr who Ignore s your challenge.

Cha r~c ter l evel VITAL RECOVERY


l'd Prej-artng yo u rself ro execure mere-of your maneuvers gwes
4th - 7th you the chance to carch a quick second wi nd and recover
8th-11th
l2I h-1 5th from da mage \IOU have sust ained in rhe 6ghl.
16th-20th Prereq uts tte: Two marttal m aneuvers.
Bcondlr: When you recover one or mere expe nded maneu-
vers. you heal 3 pomh of damage + 1 point per character level,
Sp ecia l: If you art' a monk. yo u in s read dea l u na rmed
You ra n gain this beeefir only once per encounter.
dam age as a mo nk (ou r It'v('15 h igher.

TIGER BLOODED WHITE RAVEN DEFENSE


Thr Whlft' Raven drsctphne h3s lau ght you to shine as J
The Tiger claw di scipline reach es studen ts ro mimic rhe
gleaeang beacon of hope and end ura nce amid rh e chaos
rampan t. feral qcahnes of .il wild animal Whl.'n )'ou assume
of Mille.- ~ Ol (f nl~ Jo you illd }'OtIr ~ ll l C's bur you also a13\\
.ilnanuru.! ionn. or allt'asl Jesct'nd in lo a Wild, bt' sll.illstalC',
slrt'ng lh and s upport from Ihem
stnkf. wllh supe-rio r strt'nglh an J accuracy
Prt"rt"luisltt': O ne Whitc Raven sta nce. opponent s \waknt'C;s <, In tht' curre nt moment. 3~ well a<, 10
Benefit : Whl.' n vou 3rC' in a Whul" Raven stance and the futu re. r\ blow (truck now ruins an opponent s defenSt"s
adJacenl 10 al It'asl one ally, you gam a ~ I bonus 10 AC, Fur- againsl your next vcllev of attack..,
rhe rmore, when you arc wielding one of the WhitC' Raven Pre req uisite: tm 13, Falling Sun Arrack,basearrackbonus
dl ' Llpilnf.' s preferred wecpc ns.eacb ally adjacent ro you gains +6. rwc S{'lI ing Sun maneuvers,
a . 1 bonus 10AC ThC'sC' bonuses don't apply when vcc're lkuefll : The Di'tant llorizon fea r enables the use of th rer-
Ilar-foored racucalcpncns.
COlllullml PIUIl; To USt' this cpncn. you must move an
opponent :lIIleUI 5 feet with a bull rush attack or a Seru ng
h.' als wub Ihe lactica l descriptor allcwcharacrees 10pcrfcem Sun strik...., On your nex t turn. you gain a +.f bonus on any
a number of powerful maneuvers. Srrengtb. Dexterily. or grapple checks you make agaimt
Ifyou're rlaymg a character w ho Ius it lacneal feal, I(Syoor Ih .ll foe .
rt'SponsihililYto keep track of the actions you're performing Tum lilt fllNn:To usc this opnoe. a fOC' must charge you and
as, u 'K"I up thC'abllilY rhat rhe f~t enables lOU 10 perform. enher mis~ you wuh his charge anack or be unable to attempt
lrs also a good idC'a to briefly mention 10the D ~ t Ihal you're rhe attack (perhaps because- ofyour use ofa maneuver), O n
\\ rking toward performing a taclinl ability. you r next turn, you can make a charge snack against tha t
Some of the tactical It'als refer to the first round, second foe even ifyou cannot move more than .5 feel. You ca n also
round. and soon. These terms refer to the timing ofthe sbil- make a charge attack against that enemy even if you canno t
Ity, nor rhe banle as a whole. for example. you don'l have to charge in a ~tr.lIlght [ine.
use Comhal Expertise an sh.. firsl round ofcombat to begin Luling Wtill: ~J'OI:To use this option. you must hit a foe that
a IXlical abililY thai uses thai fcoal. The round in which )"OU you flank wilh at least two melee anacks c e your (urn. O n
use Combat Expertise 10 complete an ability is ccnsidered your next turn , as J standard acnon. )'OU can make a single
rhe firsl round of the ability's use. melee arrack against your foe witha -2p.enalty.lfthis attack
bus. your foe rakes an extra 1 pcim of damage from C'\Try
CLARION COMMANDER melee at tack 1hat h its him for rhe nex t minute.
On rhe baulefield. you ate a naruralleader; You issue orders
and coordi narevour allies, buryou also learn 10 take advantage FAITH UNSWERVING
of Iheir actio ns and maximize the fruits ofreamwcrk. Whil"n The inmate of rhe Devoted Spiri t knows milt h is fanancis m
you mack a foe wuh your allies, the combined resu lt ofyour and devotion 10 a cause are enough 10 C3rry him th rou gh
efforts can be dcvasranng. almost anything. Thi s tactical feat allows you to draw on thl.'
Prereq uisite: White Raven Defense. base arrack bonus reservoir of energy. As your foes injure you, you become a
t6,IWO W hi ll' Raven maneuvers, more dau nt in g foe.
Benefit: Tht' Clarion Commander feat enables the use of Pre req uisite: Devoted Bulwark.base arrack bonus +6,tWO
th ree u Clleal options. Devoted Spiri t maneuvers.
folJolt'lIIg Up:To use Ihis option, you must make a success- Ueneflt : The faith Unswerving feat ena bles the u se of
ful DC 20 Diplornacyc heck as a move acno n after hu nng ycur th ree raClical options.
target with a melee anack.H you hit thai targe l again on your I\fl'f' U/l lht PrWlIn':To use thi s option, you m ust make a
nex t rum , the iarger prcvokes an atta ck ofoppcrtuniryfrcm charge attack agains t a foe. If you hit, at any time be fore rhe
an ally (If your choice (assurr ung atleast om' is in posi tion to star t ofyour nex t turn you can lake an immedia te action 10
make such an snack). move up 10 your speed tmmedtarelv after tha i foe moves, as
Ptr "tlljjll r l.w k: To use th is opllon, you make a DC 20 long as you end your movement adjacent to that urgt'l.
Intimidate check againsl an opponenl as a st andard action. If Talu ('l ilt for Ilu TtoJ,":To Ulie Ib is oplion, you must hi t an
Ih is chr ck succel"ds:lnd you make:l successfu l melee alrack opponenl with:1 melel' atu ck. Af anytime before Ihe' starl of
:lgains l Ihe same foe on your next turn. you md your !lIies your nex t lurn. you Cim take an imm....dia le 'Clion to block a
C3n Ireatl hat enemy as flanked for I minute. melee attack made by Ihat opponent ifhe urgets one ofyou r
Pllt Llrl:To lise Ihis 0plion , you musl use the aid anolher :1l1ies, You m ust be adjacl'nt 10 Ihe ally to use Ihi s abil ity,
action (Pl-I t H 10gram an ally a bonus on his nexi att3ck and you musl decide 10use this ability before you know thC'
roll againsl m opponenl bolh of }'ou threalen, If your ally ft"suh of the enl'my's :111.ck roll. If Ihe aluck h its your aUy,
allacks and hits Ibal enemy, \ ' OU can make an immediate rol1 1d20 and .dd your AC to the resuh. If the resu lt of Ihis
,ul.lck of 0ppoTlunity against thai urgec You gain Ihis roll is grealer than the opponenl's atuck ~suh. he hits \'011
bendll if your all.,. hib th e foe before- Ihe start of your next imle3d, l'ven if the allack roll 's resu lt wouldn't nonna.Uy bl"
turn. You gain rht' alla ck of o r po n u n it y only on thl' finol high enough 10 hit you
successful atlJck. Out Lui Stnkt:To use Ihis option. you musl ~ Ihe subjl'CI
of an attack. spell, or ability tha t reduct'S ,·ou 10 0 or fewer
DISTANT HORIZON hil points, AS.ln Immediale action. you can rnO'\'(' u p to ;
:\ n in itia le of the Selting Sun somelimes learns a iet of feet and makl.' a single melee attack with a +5 bonus on th e
mb al maneuvers llut combine 10create the Distanl Ha n · aluck roll. You g.lin a bonus on ~'our damage roll equa l 10
/. nfightingform ThlSlorm leaches vou bow to recog nize an you r charaCie r Il'\·el. ThiS attack is consi de red ,] s l renuou~
ecuoo RegJrdlt's~ of t he resul t of YOllr at tac k you ~t1Il I11k e REAPING TALONS
rhe damage (rom Ih e attack rhat rrlggered rbis abilit y. You 1J;'b('n fighting with the Tig er C law di scipline's preferred
complete this Im mediate acnon before dropping to oor il'wl'r weapons , you ca n usc a varietv of combat o ptions that maxr
hit points. min the benefit s of wielding lWO weapons.
Pre requi su e: Two-Weapon Fighnn g. b:tse att ac k bonus
GLOOM RAZOR ..6, t wo Tiger Claw maneuve rs.
Ibe teachings of the Shado w Hand discipline allow you 10 Benefi t: The Rt'aping Talons fe3t ena bles th e use of three
confuse you r enemies. Your auacks .a nd parri are infused lac ne-al opllons
wuh rhe stuff of sh adow. Th rough ca re fu l rra rnmg and Focl.tj,(J Alwull: To use thi s optio n, you must fight defen-
doctpline. you learn 10 use you r lu to inhibil a foes fighting sl\ e-Iy, u se lhe to tal defense :lC llon, o r u se the Com bat
abililY wuh you r sha dowy nature. Expertise- fe.1t 10 gain a .3 bo nus 10 AC in ret urn for a - 3
Prerequ tstt e: Hide- 9 ranks, Shadow Blade. base m eek pe-nalcy on anack rolls. You must also w ield any tWO preferred
bonus .6, t wo Sha dow Hand m aneuvers. weapons of rhe Tige r Claw discipline and move no more tha n
Rrnefi l : Th e- Gloom Razor feJI enables rhe use of th ree 5 feer . Keep rrac k of esch opponent that :J.tl.1cksyouafle r yo u
recu cal cpnces. take tnal KIiOn. O n your next tu rn ,asa fu ll-round action, you
Lml"flIlg Gloom:To USC' this optIOn, )"OlIropporumt must m iss can make a sIngle melee att ack :lgainst each oi the oppone nt \
you d ue 10 ccncealmenr. On your nex t tum, ~"OU ca n nuke :I llut anacked you o n the previous round Oil your bighest arrack
Hide check opposed by ycerfce's Spot check as. swi ft action. bonus, You must st ill th reale n th e enem il"S~"OU arrack w it h
If Ih ls c heck succeeds, you gain rhe bl."nt't1 t ofan In VIlJrlllh' this 0p"on.
spell againSllhJl foe unti l t he e nd of your rum . Cor lltrrJ PrtJal{lr: To us c Ib is opllon, )'ou mu st hir your
.\' ''IIH1!: sIIdJ"lt's: To use this o ptio n, you must dea l da mage foe with rwc anac ks l hal each use o ne- of the one-ha nded or
to an cnemy w it h a melee mack and move arleas t 10 ft'el lighl preferred we .:apons of th e Tiger Claw d iscipline (ku krt .
during your turn. On your n ext t urn, you ca n t rea t rh at urn:t, h3nJaxe, unarmed srrtke. o r cla w). On ~'OUr nexl turn,
enemv as flat-footed agai ns r rhe first melee arrack you make lUU gai n a .1 bo nus on attack rolls against this foe for each
In thai rou nd. cppo ne m th at t h reate ns you .
slwJolt' sl'r: To use chi.s opucn. you must make a successful Tillon slutlJ: To use Ih is option, you must h it the you r foe
melee an ack against an o rpone nl you flank. O n your next with two a rrac k.. that each u se o ne of the preferred o ne-
rum . you C.1 n make a DC 20 Tumble check if you a re- adJ3' handed o r light weapo ns of rhe T igerC law di scipline- (kuk ri.
cenr tc your foe. If rhis check succeeds . as a fre e act ion you kama , handaxe, u na rmed stri ke, o r-claw), On your next turn,
C3n move 10 3ny square 3dp cenl to your opponent without if yo u fighl d ef~ n sively o r use the roral defense action, yo u
provo ki ng attacks of oppcrt u nirv from a ny op ponenl. gain a +2 shield bo nus [ 0 AC againsr rhar foe (in addition to
the normal AC bo nu s granred by thai action).
PERFECT CLARITY OF MIND
AND BODY SCORCHING SIROCCO
Yo ur mas rerycf rhc Diam ond Mi nd dis cipline allows you 10 As a student o f the Desert W inJ, t he burning fury of t he
tap into reserves of spiritual and physical strength that other desert sirocco IS at vour ccmma nd. fn ba ttle , you call upon
war n o rs (.:annol imagine using. Through locu s, dedic.:ation, irs power 10 hurn you r enemy and le nd you spe ed.
.:and a hl'ig htened aw.:areness of yo u r inner 13lenl s, you push Prerequishe: D\'sen W ind Do(lge , b:tse Jtlack bo n us . 6,
yo ul""elfbeyond your limil~ . tWO Dest>n Wind m3neU\'ers.
P~requis ite: Unnerving Calm, bllsc .:allack bonus .6, tWO Benefil : The Scorching Sirocco l~al enables the us e of
DIamo nd M ind manruve- rs, three- l:lcuc:tl 0Pllons.
Benefit: The Perft"Ct Clarityof ~find lind Bod y fe3t enables fill' lhr rlalll t£To USC' thi.s option ,you must deal fire dam3ge
t he use of t h ree 13Ctical o plions toJ;[ foe. On yournexrlurn, you ca n :J.Itempr a DC 20Tumble
COI/t,1Sprlllg: To uSt' this o plio n, you musr USE' l he total chec k as a move ;le i ion . You must be adj.:acenlro rhe Iargello
defe n se acti o n and move no more th .:an 5 feet on your IUrn. liSt' lhis 3bililY. If you succeed, ~'our opponent c.1tches fire
O n your n~xt ru rn , you gai n a . 30-foot bonus to )'o u r bnd (D.\ IG 303~
s:peed .1nda ..2 bonus to AC as you burst across the b311 lefield. .\l llrl: of Fm :To use Ih is optio n, you must deal fire damage
You C.1n m.1ke 3 sin gle atta ck afler moving in lhis round, i.f lo a fOt" wi l h:l De-scn W ind st rike. O n you r nexl turn , you
you don't mO\'e- mo re t h:J. n double your modif1t"d sp«tJ. OUSt de :ll6re damage to thar foe again and make a DC 20
' _rtrl .\h nJ :To usC' l h is o pllo n, yo u m ust firsl de-fro:o t an 5pe llc nfl c hec k. If you succC'r"'d, Ihe O.1mes spread across
enemy in a duel of wills (see pagC' 27). O n your neXI t um, you r urget. granling )'OUr all ies a - 2 bo nus on attac k rolls
vou gain a ..4 monle bo nus on :onyroll you make todisa rm , agai ns t her for I rou nd,
(t'1 0I, or lrip thai e-nem y. ~n(t of 111l11lt i: To use lhisoplion. you mUSI mOl'l." alle-asl
Prt n lIu AJ I'allfllgr:To use l hisoption, you must damage, lofeel and ini li:Jte:l Desen Wind stance. On your next l um ,
d ls u m , or lrip.1n o ppont'nl. O n your next rurn, yo u can )"OU g:rin a .2 bonU5 on Tumble cht"Cks. If you succeed on J
m2kco a DC 20 Inlimidate cht'Ck ag:rinsl yo ur oppo ne nt as:o Tumble eM-d. [0 2\o~id an . tlack of opportuniry, lhe opponrnt
1m- twn Iflhiscb«k )u cct"fib, vou r foe Iakes. -2~nal,,· whose at lac.k )'OlI .1voideJ lake, IJ(. polnlSof fil'C' .umage as
.en It.;Kk rolls for 1 round m\""Sucal fl.am tWIrl arou nd
SHARDS OF GRANITE STORMGUARD
like the g reat Stone Dragon , YOU hammer th rough WARRIOR
your op pone nt s' defen ses usi ng raw, bruta l Th e Stc rrnguard Warrior feal
s rrengrh. Each blow su nde rs ste el, sbn- t>nco mfQSses a n umber of rhe
rer bone, and cleaves th rou gh more advanced tactics and rcc b
Flesh. W it h e ach sUCCeS'I\'l' at- rnques you would us e as a slUJ cn r
rack YOU make, you hil with of the Iron Hear t school.
greater fo rce. Prerequ isite: Prcficr encv with an Iron H eart preferred
Pr erequi sit e: Slone weJpon (bastard sword, dwarven warexe.Icegswcrd. or 1\\
Power baseanack bonus blade d swo rd .. lronheart Aura. base sn ack bonus ..6, 1"'0
~6 . IWO Stone Dragon Iro n He art maneuvers.
m aneuvers. Be ne fil : The Srcrmguard War-
nt-nefit:The Sh:mls rior feal enables the use of three
c fCrmue (e31 ('n3bk~ racucal opncns.
the U~ of three racn- ChollHltllht 51Drm:To use rh ls
cel opncns. op rto n . yo u mU SI ch oose to re -
B.l:flcnng Smll.h - To [r arn fro m makmg one or m or e
use (his o pt io n, yo u avai lable attack s of opportum-
musl make' a successfu l ry .1Ig.1l insr .1l singte opponent
melee anack usingoneo£ the O n yo u r next turn , \ 'OU gun
preferred weapo ns of the • +4 bonus on :uu(k rolls
St one Dragon dtsctpltne and damage rolls for each at-
greai swc rd, g rt'<II l l u. u ck rh.1lt you refrained fro m
heavv mace, or un armed making against the same
~trikt') and take .. -5 ~n- oppone-nt. You gai n rh ts
airyon the snack roll using bo nus only agai ns t an op-
your Stone POW':-f feat. If po nen r th at you re frained
you hu. you Ignore the target's from making an attac k at
hardness (if any). opporrunirj- against in the
lI'nuralmg ...rn kr. To usc this previous round.
option, you mU~ 1 hurhe same crea- Com~al Rhythm: To use
l U I"(' at least rwo limes in the same thi s option, youca n choo se
ro und usi ng one of the preferred to make mel ee touch attJcks
weapo ns ofthe Slone Dragon disci- in place of nor ma l melee
pline (g rearswc rd. greataxe. heavy allack s agai nsr an opponent.
mace, o r un arm ed sm ke). These la uch attac ks dea l no
On yo ur next turn . you damage. For each melee rou ch
ignore' any penalty you an ack that hits, yO Il ga in a ..5
fake on your aua ck roll bonus on m elee damage rolls
fr om your Slone Power again st rh at sam e f~ on you r
feat when making ;t roll 10 nt"X! tu rn .
confirm a critical hi t. fl g/Ilihe Hmlc: To use rh ls
U" ~I"rl"l~l( On "<IUIl111: To use opnon , you must deal d amage
IhlS op ricn , you must make a 10 arleesr t W O different foes on

successfu l melee ausck using your turn with melee attacks


one of rhe preferred weapons or Iron Heart stri kes. O n you r
of the Slone Dragon discipline next tu rn , if you fight defen-
gr casword. gre:IIJU , heavy sively or take 3 - -I pe naltyon
mace , or u narmed srri ke), you r arrack rolls wi th you r
an d rake a - 5 penalry on the Combat Expe rtise f~a t If
at tack roll us ing vou r Stone you have it. you gain a
Power fear. If you hu, you r melee t 2 bo nus on arrack rolls
ana cks against lhar crea tu re on against any foe you damaged
you r next tu m overcomes its dam- Nol n'~11 """ ; r ." r.oIr>r1 '''''" v iIW """ J 1M MII"",!t with a melee arrack or Iro n Ilean
age- reduc no nuf Jny). -f "" ,..rJuq """,",,I ...itb tM Sb4rJs " Gr"""itt' 1t'''''1 strike during th e previous rurn.
-- he' uncanny power of the Sublime Way
springsfrom a blend of physicalskill.
PL.rtr'1 II,m,lt'OOk. II covers rhe bavicsof the dtfterenr types of
stances and maneuvers-c-smkes. coumers.and boosts-and
menial self-discipline, and adherence presen ts informanon on how rh.. maneuver syStem Interacts
10 distinct martial philosophies. M anv wirh othe r ga me elemcnrs. such as spell resistance.
of the maneuvers of the various martial
..dlsl;'lpiines are n't magic al all-they are simply demonsrra-
lions of near-superhuman skill and rra ining. Although ~fJrlIJI powe ~ fJU Into rwo broad catcogones: stances and
ma ny cfthe maneuvers and methods taug ht by the Sub lime maneuvers (wh ich Include b ~I S , counters, :md mikes}. A
WJy are mundane in execution and effect, their resulrscan ruamal maneuver I~ a discren- extraordinary or supernatural
ornenmes rival spells The warriors who studv the nine elTeet IharIS temporarily expended arler use,Astance is tle\ er
heels are capable of banlefield ie3 1io beyond those that expended and is alwlI)'$ ;l\OIIilabk 10 you.
:Irradmonal lv sc hooled and rra tn ed warrior can hope 10 You ca n u se :I pamcular sta nce or maneuver as m;m y
o mplish The typ ical figh ter might display greJI skill in umes as you hkt' In J smgle day. bU I each nme vou use iii
eapcn s h.m e CU IS. thrusts, and parnes. bUI J srud enr of ma necver \OU Il'mponnly expend It-you lose a lm le of
the Sublime 'IX'3Ybelieves rhat masteri ng a weapon ~Ulrt''i 'lOUT mconul t u vcu ..xheu I ume mall rucn o f you r
df-JiSClpll nt' 3nJ spiritual euster uv In add iu on 10learning ~ lUI kl or eaergy, or YOU sim ply fin ish the move OUI of
b f' on CI phySical pcsrures and movements two nd n UUJn lat I nch rhe sam m ack again
th is cbaplcot ccv nan th e baSIC gurdelme .md ru les ~
rhe maneuver . 'em descnbed th
~=~,:,":m~
!
proper Off' ndmemalsr
~il'Il:",,u.'''pt'ndrd m neu
t t' fim
ter ral ;11. ,m a!oeo u to
In combat rhurallows yl11l ro recover one or man' expended rt'adu'd In rhts r,lst', lise tilt' class's number of maneuver
maneuvers. Thr type of action necessary depends on what readied. Add anv moJlf1eTS from prestige classes rc the cia.'> "
type of marti al adepr you are; see Chapter 1 Icr deu tls on nu mber o f maneuvers readied.
each cla~s's maneuver recovery mechanism. As a resuh. Io rn d y ma neuvers. )'OU require 3 brief period of pnc
you can normally US('C'3ch ofyour readied maneuvers once lice , exercise. me di ta tion, or ptayer. The exac t natu re a t
per encounter, but someumes you can recover one or mote the exercise or me dnanon depe nds on your ma r ti al adept
maneuvers you used earlier in rh e encounrer and use rhem class, bu r eac h class requires S minu tes of preparation nme
agam You never expend or us.. up your stances, to rht'y art' SIOCt tach marual maneuver requires a precise ccmbtn
always available. lion of rechntques for garbertng inner tnergy, rrarmng
muscle memory. speaking prayers or carechisms, and e\ n
READYING MANEUVERS focusing the mind on specific conct'pts or ana logies, most
You do nOI need ro ready your stances ahead of rime . E\'{'ry martial adepts can't keep every maneuver they know 01 1
stance you know is 21ways ;a\'2iI2blt' ro you. However, maneu- rhe forefront of their minds. You do nor need ro be- well
vers requlrt' preparation In rhe form of exercise, prayer, rested to readv your maneuvers. but you do need to be able
rneduanon, or simple rnemal rehearsal. Therefore, rou must 10stand and move wirhcut restrain t......s long 35 you a re nOI
,hOOSt' a selectio n of readied maneuvers from 211 the maneu- physically disturbed during your exercise and medlra non
Vt'TS you know. Onlv your readied maneuvers art' availablt' you can exchange your prr\'lously chosen se t of readied
for irnrnediare use. maneuvers for a new set of readied maneuvers. Unlike a
The number of maneuvers you can ready at one time Wizard preparing her spells. you canner choose to leave ..
depends on your class and level.jfyou do not have any levels readied mancu.... er slot unfilled.
in a martial adept cla"s (jar example, you learned :1 ITUn{'J-
ver by means of the .\1.1"121 Siudy ft'al you can ready each INITIATING MANEUVERS
maneuver you know, For example, If you have chosen the AND STANGES
~lJ rtlal Srcdv feal t wo nmes and know rwe martial maneu- To uunare a maneuver or a stance. you must be able to move
vers. YOU automancally ready both th ose maneuvers, and Youdo not nCI,'J to be able 10speak. You irnr iare a maneuver
you can lise eac h of those maneuvers once per encounter. by rakmg rhe specified trunauon action, A maneuve r mi ght
You can take the Martial Studv fear a maximum of t h ree require an tmrnediate, swift, move, srandard.or full-rou nd
rimes If you are a rnarual adept and you have the Martial acnon 10 minare. The process of initialing a maneuver IS
Srudy f('al. you do nOIgain any bonus 10 your abililY 10ready simila r 10 Ihat of casting a spell or manifesung a p sion ic
maneuvers-c-r he maneuver you learned with the feat is jusl power, ahhougb th ere are some key differe nces (see
one more maneuver known from which you can select your below), You can only choose to initiate a ma neuver rh al
readied maneuvers. is currenrly readied and unexpended. In addition. Ii yo u
If you advance in a prestige class that gr:m ls you additional arc a crusader, rhe maneuver you choose must be gra n ted
maneuvers. that class derails how many additional maneu- to you-you can't choose 10 in it iat e 01 mane uver rh ar is
vers you can ready These extra maneuvers readied add 10 cur re ntly w h hhcld.
your maximum number of maneuvers readied, whe ther you You in itiate a stance as a swtf action. A stance remains in
determine Ihat number due to your class level in crusader, ('fftcl indefinuely and is nOI expended. Youenjoy rhe benefit
swordsage. or warblade, or by the number of rimes you have your stance confers un ril you change to another stance you
tak en Ih t' Mart ial Study feal, know as a swift act ion . YOIl can remain in a sta nce otll ~i de
It tSpossible for 3 character ro gain Ihe 1 13"ial SluJy feal of co mba l situalions, and you can enjoy its be nefi r while
befo~ entering a cla~s thai granrs a progression for powrrs elCploring or tta\'eling.

-~
KEEPING TRACK OF READIED Keep your cards f~ct down. Todtll!rmine which maneuvtrs art
AND EXPENDED MANE UVERS granted to you. all you have to do is deal yourst'lf a card, The
You might find it useful 10 man~gt your currently OIvaiiable fact.up cards in fronl of you represent your granted maneuvtrs,
maneu....ers by using physical objt'clS to represent the maneu- the face-down cards are re..d,ed man euvers th'lI are currenlly
vcrs you have readitd_ A Stl of index cards or playing carlls wllhheld. You reco....er your t'lpt'nded mantuvt'rs whtn you go
1000btied WIth the names of your maneuvers works very well. to drOllw a card and there are none It'ft fAce down. At thai po'"1
As you tlpend your re..d,ed maneuvers. Simply turn the card shurne 01111 your maneuverc.ards togethe r and draw new grOll nted
face· down or sian a ~dlscard pitt- of elptnded maneuvers. maneuvers for the nelt round.
When you recover an Il"lpended mantu.. . er. relurn il 10 your If you know more Ihan one su,nce, consider d Oing the
~hand· of available mOllntuvtrs. You could also usc toktns umt thing for your stances and ktep a small hand of sta nces
su ch as polr:tf chIps In the samf' wOIIy, as long as you can tabel alongsidt your hand of maneuvf'rs, IndIcate which stance
them c1e.arly. you arc cuutntly uSing by keeplfIg rh3t stance on top of the
If you rt' .a crus.adt'r, you also nt'ed 10 Ir~ck your granled rna' olhers. When you change your stance, rf'OIIrr~nge your stack o j
______---,...__ ..._..,/''''' =
uver label tach card wllh the namf' of 011 readied maneuvef.
CD ....
stancts accordingly
5: __
, _ _ _ __ __ _ __ _
CONCENTRATION the lughesr-Ievel ma ne uvers you can take, You ~ r i ll haw 10
Unlike with spel ls or psioni c powers. you need n OI co ncvn- meet J maneuver s prereq uisite 10 learn it.
trate to imriate a man euver or stance. Furthermor e, if )'O U an' For example , a zt b-level c rusader/S lh ·leve l swc rdsage
injured or affC'c led by hosnle spells. powe rs. or ma neuve rs has a n inuiator level of 91h for det ermtmng the highe~ l­
while ini tialing a m aneuver or assumi ng a stance. you do n't levd m an euvers he can rake as a crusa der. :\5 a result. he
1M,," rhe maneuver or Mance. C3nrake Slh-level crusader maneuvers . As a swcrdsage, h is
Enem y interferenc e might make cert ain maneuvers iru ria ror level is s rh . allowing him 10 ra ke er h-level sword-
impossible 10 ccmplere. For examp le, if an enemy who sage ma neuve rs .
readied an acnon 10 trip you when you SU rf e d you r rum This process applies 10 all of a character's levels, whe-ther
knocks you prone, you wou ld nOI be able 10 us e a m an euver lhe)' are in marnal adepr classes o r orher classes.
that required you to charge. Similarly, if you begm your Pres uge classes work a hnled iffe~nlly, ln mos r cases, you
turn grappled or pinned . ~'OU might find thai most of the add the full presuge cla....level to your manial adep t leve l to
man euvers evarlable to you simp'" wont be of arw use until determine your mmarcr level. Set' the pres tige cbss descrt p-
vou get free . nons in Chapter 5 for derails .
If you initia te a maneuver .1 nJ s ubsequenliy n n', U~ II
during your (urn. th e man euver IS still co nsidered expended. SELECTII\C MARTIAL MAI\ EUVERS
You are conside red Il.I have- used ItS mmanon action for rhe ~ I ueh like- spells. rnamal maneuvers are c rga mzed by level .
purpose ofdererrnmmg whar acno ns remain available 10 you Higher-level maneuvers are more pcwerful rhan lower-
on your rum level ones. As you gam I"" e-Is, you have rhe c pnc n to select
You do nol provoke att x ksof orpoorl u n ity when }'OU inm- brgber-level maneuvers , Your level In a manial adepi class
ate a maneuverer suece unless 115descn pnco eoxplicidy ~ys der...rmines rbe highest-I~I mane-uvers you can selec t. For
otherwise. Some- maneuvers allow you to mov-eo, ch arge, and example, a 5 I h-I~ 1 wa rblade can ~1Kt maneuvers of jrd
rake orher actlcns that cou ld provoke snacks ofoppo rt un ity. level er lower,
Unless the-maneuver de scription specifi cally says rhar such
acti ons do nOI provok e macks of opportunity. they do. For TABLE 3-1 : H ICHES T·lE Yfl MANEUVER S KNOWN
example, if you use a maneuver 10 charge a foe. and during Initiator
that charge- you move in .1 way thaI provokes attacks ofoppor- ..... d Maneuver l evel
tunit y, you provoke rhern as norma l unless rhe maneuver ls t-2nd '>I
description ex plicitly says other wise.
3cd-4th ',d
5 - 61 J d
7th-8th 4th
INITIATOR LEVEL
Some maneuver s and stances have variable effec ts (such as
9th-l0Ih
l Ith-12lh "h6,h
dural ion) Ih al depe nd on initiator level. However, maneu- Blh-4th 7th
vers are- nOI Impa ct ed as siro ngly by a user's leve l as spells 15th-161h ' th
171h. 9th
are, This d iffer ence in effec t is pri m:arily a bala nce and
game pls v issue. Smce you can usc m aneu vers re pea ted ly,
rhev lend to seal... poor ly, r\S you auat n h igher leve ls, you
RESOLVING A MANEUVER
usuall y use yo ur le w-le ve l ma ne uve rs less oflen (if yo u
OR STANCE
bavcnr already rraded rhe m our for higher-le vel sta nces, as Once you have chosen a ma n euver 10 ini tia te, yo u mu st
resolve its effects.
described in the rnartu l adepr class descr tpucns in C ha pter
I), Manv sta nces, boosts . and co u nters . however, rem ain Arrack Roll s: Ma ny maneuvers include an arrac k o f
useful across alllevels. some kind All cffe nstve combat actions, even t hose thai
If yo u are a si ngle-class character, yo u r in iriator leve l don't d amage oprom'nls (s uch as d isarm and bull rush ), 3R
considered snacks. All ma neuvers Ihat cppcnems C3n resls r
equals your [eve ] in the class rhar pr ovides access to martial
maneuvers (crusader;swordsage.crwarbladekIf you lack any with saving Ihrow'S.lhal deal damage, or Ihat otherwise barm
or hamper subjects aft' considered snacks.
marttal adcpr levels, your ininator level is equ al to 1/2 your
charact er le-v't'l. Bonus Types: Some maneuvers and stances gnnl bonuses
10 ability scores o r Armor C lass , on anacks or da mage. on
S3\~ , or on a number ofother \"anables. Each bonus has 3 tn )C'
M ULTICLASS CH ARACTERS
E"'en when you gain leve ls in a class tha i does not granl lhal in dica les why or how it is gnnled_w ilh Ihe e-xception
martial ma ne uvCls. )'ou r undcolS13nJ ing of Ihe- martial ofdodgl'"bonuses, IWO bonuses of Ih e sa me Iypeo geneully
don 'l suck.
disciplines sli l1 incRases, A highly sk ill ed fighte r has Ihe
basic co mbal lu ining and cox pe rie nc e nCl.'ded to masle r Ifa maneu ver or slance-does no l identify the Type ofbo nus
aJv3nced maneuvers. If you arco a muhiclass manialadepl. conferred. ils effect s suc k w ith 311 other effe-cl s modi fy-
ir.g the same characrerisl ic or att riburco, Untyped bon uses
Olnd you learn a nl'W mOlneU\'l'r by :lIu in ing a new ll.'\-eol in a
all,\,-ays Slac k.
manlal ade pt class, derermine your IhU1..1tor level by adding
rog...ther\'our level in Ihat clas~ + 1/ 2 you r levels m all orhl.'r AClions du ri n g a M aneuver. The Initiation AClion lint"
of a m3neu\erde~cnpllon proVides tht>3ction reqUired 10
clas'o look up IhC' re~u h on Ihe lable be-Iow todetennint"
uS(" tha t maneuver f or xJmple th e- Inilialion actIon 01
IIll' radlnut charge maneuver is I full-roc 11J aCI ion , Th us, unless orherwtsc noted, giv ing all opponent lit d e oppOrtu-
01 spari of your full -round action, you br ing about the effect nily to coun ter it.
in th e maneuver descrtpnon. In rhis case, the maneuver Ex t r uo rdin a r y or Supcr n ar ura l Ab il itie s : ~ Iarti:ll
allows you to make a c harge at tack wub a number of maneuvers and stances an' never spells or spe ll-like abilities.
addi rio nal benefit s. Un less the descr ipti on of th e speci fic man eu ver or stance
says o therwise. trea t it as an ex traordina ry abil it y. Thu ..,
RECOVERING EXPENDED these abtltues work JU S[ fi ne in an lIntimagicfidd or a dead
MANEUVERS mag ic zone. A maneuver or sta nce can't be d ispelled or
You begin each e ncou n te r with all your readied maneu- cou nrcrspc llcd, and init iati ng one does not pro voke attacks
vers unexpend ...d . \'(fhe n you In iria re a maneuver, it is of opportu nity.
expended-you can ne r use it agai n until you recover it. If a maneuver is overtly magical or otherwise uses a super-
You can recover expe nded maneuvers in two ways: through natu ral power source, iI is noted asa supernatural ability in Its
speci al ac tio ns or at the end of an encou n ter. You never description. In this case, the maneuver obeys all the sta ndard
expe nd a sta nce. ru les for supernatura l abi lilies.
Specia l Actton: 11051 mart ial adep ts can refresh some or Der ecr tng Ma rtial Man eu ver s: Most mane uvers don't
all ofrhel r expended maneuvers in th e course of a banle by crea te persisrent or long-last ing effects , and rhe results are
raking a spe cia l act ion 10 do so. The type of specia l actlcn obv ious ro an y observer. However, idem ifyi ng a speci fic
req uired depends on a marti al adep t's cu ss (Dr fear) selection, rnaneu ver, sta nce, or d iscip li ne requires th e Ma rtial Lore
as su mmarized below. skill (sec pagl' 28).
Crusilder.A cr usader recovers expe nded maneuvers when- ~ t u hip le Effect s: Mart ial maneuvers and stances usually
ever no more wit h held ma neuvers can be gran ted [ 0 hi m work as described in Cha pter 4, no matter h ow many other
(the rou nd in wh ich his last withh eld mane uver is g ranted powe rs, spe lls, or magical effect s happen to be operating in
doesn't count). th e same area or on the same su bject. Wheneve r a maneuver
SworJmgr: A swordsage can recover one expe nded maneu- Drsta nce has a specific effec t on other man euver s, powers, or
ver o f his choice as a full-rou nd actio n. spells, its descriprion explains the effecr. Most martial adepts
U'llrbla'/e: A warblade ca n recover all of h is expe nded can use on ly on e sta nce at a time, but some hig h-leve l adepts
maneuvers as a swift act ion, followed by making a mele-e might be able to use two stances at on ce.
au ack or using a standard action ro do noth ing else in the Stack ing Effect s: Man euvers or stances rh ar provide
rou nd. Ifhe ininares a man euver or changes his stance du ring bon uses or pe nalt ies on att ack rolls , da mage rolls, saving
:I rou nd , he C:II1·t recover h is expended ma neuvers. th rows, an d othe r arrribu res do not stack with each other
Multidll SSMat filll Adept: A characte r wi th lWO or more unless spe cifica lly noted within their descr iptions.
martial ade pt classes keeps rrack ofhis readi ed man euvers,
exp end ed maneuvers, and recovery of expended maneuvers MANEUVER AND
separately for each class.
Clhlra(/er ll'itrl lheM'lrtr,11 Shl,ly ftat: Acharacter who kno ws
The various mart ial maneuve rs available to prac lirion ers of
one or more martial maneuvers through the Martia l Study
the Sublime Way are described in Chapter 4: Maneuvers and
fear b ut does not otherwise h ave a level in a mar tial adept
Stanc es. The description of each power follows a standard
class ca n not recover expended maneuvers th rough any son
form at, which is explained below.
of specia l actio n. He can only recover expended man euvers
at rhe end of an encounter (see bel ow).
End of t he E n co unt e r : Wh en an encou n ter ends, a
NAME
This entry ts the name by whic h the maneuver is generally
martial adep t automa nca lly recover s all ex pe nde d maneu-
kn own. However. it's fairly common for variou s schools or
vers. Even a few moments out of combat is su fficie nt :0
rrad tuons of the Sublime Way to bestow their ow n names
refr esh all man euvers expe nded in [he prev ious batt le. In
on maneuver s. f or example, th e swooping d ragon st rt ke
[he case of a long , drawn -out series of ftghr s, or if an ade pt
maneuver might be k no w n as th e dra gon's po unce, the
is out of cornbar ennrely assume rhar ifa character ma kes
gen tle reminder, or somethi ng as esoteric as Liam fall ing
no arracks of :ln y k ind, in itia tes no new man eu ver s, and
down the mountain .
is not tar geted by :lny ene my anacks for 1 full m inut e, he
can recover all ex pended mane uvers. If a cha rac te r can't
avoid att ack ing or being an ccked for I mi nute, he can't
MARTIAL DISCIPLINE
Each maneuver belongs to one of ni ne mart ial d iscip lin es.
au romatica lly recover h is man euver s an d mu st use specta I
The man euvers in a d isciplin e are loosely linked by commo n
action s to do so in stea d .
effect s, ph ilosophi es. or fun crtons. Th e second li n e of a
maneuve r or stance descript ion provides the name of the
MARTIAL POWERS AND MAGIC relevant discipline, along with irs type (see below),
In gen eral, marti al maneuvers and stances that create supc·r-
jus tlike man euver names. the names of martial disciplines
natural effects are tran sparent 10 magic or psion ics. However,
vary widel y from one locale to anot her. In facr. the rerm disci-
martia l maneuve rs rarely Imcracr with spells or powers. O nce
plin e is nor universally u sed. Disciplines might he known as
a ma neuver is initiated, the effect last s on ly for you r turn
schools, traditions, philosophies, regimens, teac hings, pmb s.
or srvles. For example. the Desert \'..;'i nd discipline might be
know n in some areas as the Creen Naga sty le or th e Wakeful
Dre amer ph ilosophy.
Each di scipline is tied to a sk ill th at rnig b t be used in the
execution of so me of its maneuver s. In addition, various
weapons lend th emselves ro tbe phtlcscpbvcr maneuvers of
different disci pli nes.
The nine disci plines include the follow ing.

D ESERTWlND
Speed and mobil ity are the hallmarks of th e Desert Win d
d iscipli ne. Desert Wind maneuvers often in volve blinding
flurries of blows, quick charge's. and agile footwork. Some
maneuvers from this school. however, draw power from
the supernatura l essence of the desert and allow an .;adt'pt
pracriricner to scour his foes with fire.
Theke}' skill for Desert Wind maneuvers is Tumble. Weap-
ons assocta red with Desert Wind include the scimitar. light
m ace, light pick, falchion , and speu.

DEVOTED SPIRIT
Faith , piety , and purity of bed)' and mind ate' the wellsprings
of a warner's true power. Devoted Spirit maneuvers harness
a pract ino n...is spiritual strength and her zealous devolion to
3 cause. This d iscipline includes ene-rgies banefu l to a crea-
tUR!opposed 10 the Devoted Spirit student's cause, abilities
[hat ca n keep an adep t fighr ing long after a mote mundane
war rior would fall to h is enemies, and strikes infused with
vengefu l. fana tical power.
Intim id ate is th e key skill for Devoted Spirit. Devot ed
Spirit assoc iated weapons include the falchion. grearclub,
longsword, and maul.

DIAMOND MIND
True qui ckness lies in th e mind, not the bod y. A stude n t of
the Diam ond Mind disc ipline seeks to hone h is perceptions
lind di scipli ne h is thought s so that he can act in slivers of
ti me so n arrow th at othe rs ca n not eve n pe rceive them . A
corollar y of this speed of th ought and act ion is rhe co ncept
of the mind as the battlegrou nd. An en emy defeate d in
h is mind must in evitably be defeated in th e rea lm of rhe
physical as wel l.
Concentrati on is rbe key ski ll for Dia mond Mt nd . The
rapi er . sborrspear, bas tard sword (kata na), and trident are
th e associated weapons for Diamond Mi nd.

IRON HEART
Absolut e- m3slery of the sword is the g001of the Iron H eart
discipline. Through unending practice and study. the Iron
Heart adept ach ieves superhuman skill with her we3pons.
Iron H eart ma neuvers are dernonstranons of uncanny mar-
rial ski ll-weaving palIerns of steel that dizzy. confuse. and
ulumalr ly kill with no recourse.
Th e key skill for Iron Hean is B313nce, since J perfect
understa nd ing of motion is essennal ro maneuvers in
rhis di scip li ne. The b..srard sword. dwarven warne, long-
sword and two-bladed swo rd are the associ ated weapon s
for Iron Hearl .
SFl TlNG SIIN Dtplornacy I ~ the ke\ kil l for While Raven. "] ht s d is
<; ul"n glh IS an illu sion. Adherents {If th e Setling Sun p hi- plt ne's .Issocla led w<,;a pons are Ihe longsword, banleaxe
losophy unJt'rsl and Ihal no warri or can hope 10 be stronger, warhammer, grensword. and ha lberd,
quicker,and mort'skillful I haneve ryoneofher enemies.There-
fore, [his Ji sciplim' includes maneuvers thai use 30 adversary's (TYPE)
pow...rand 'pc.·(·d agaiml him. Selling Sun maneuvers incluJe Most rnama l powers fall in to cne offour ca regc nes. boos l
th row s and tm uanve strikes.111(' highest forms ofth e &ning counte r. stance, or xttike . Some maneuvers don' t falluuo
Sun requi re an a.!l·pllll t'rnp'Y herself of preconcepnon and i1 ny of t hese cnegc nes. bu t Ih("s(' are e);Cep[lO n S 10 the
impulse 10 beco me a hollow vessel unhindered by warn. rule. The maneuver c ate go ries bel ow refer to swifl and
Sense Motive IS the keyskill (or ,he'Setting Sun discipline. immed iate actt on a. a co nce pt presen ted in earl ier books
The associated w<,apons for Stoning Sun are the short swore, s uch as l.\J'<1'IJ(J PSlOru" HllllJ book and COrnpltll ....J l'('nlllrer
quanrrsuff. au nchaku , and unarmed strike. If ~"Ou are unfamilia r wn h rbem. see th e' Initiation Action
secuon below
SHADOW HAND Boo st: ThI S category covers maneuvers that allow a
• rever show an ad\'n~ry what he C'Xpt'CI S 10 !>et'. The Shadow warr ior 10 focus h Imself, summon hrs In en~ rg r o r ot her
Hand discipline emphasizes deception. misdi rection. 2nd source of power, and un leash It th rough his me lee attacks.
surpnsc. The most efft"Cl!\r blow LS one struck against 3n A crusader wh o draws a dee p brea th. sho uts an invocation
enemv who does not even kn ow he IS In danger. Because to his god or cause. and th en unleashes a m ight}' arrack IS
t he qudy of decen a a philosophy o fte n leads int o darker using a boos t.
pracnces. some sh.Jdow fhnd maneU\'t'cs<-mploy the soper- A boo st IS a maneu ve r th at gu ntS a bo n us, cfren on
na tural cold and darkn~s~ of pUf'f' shadow. arrack roll s cr d am ege ro lls, for th e duration o f your turn
The kev sktll for rhe Shad ow Hand discipline is Hide . A boos t always requi res a SWift acncn. usu.ally allOWing
Shadow Hand 3.SS0CUted weapons include the dagger, shon you to init iate it be fore unleashmg a standa rd acncn o r a
sword , sal. siangbam, u narmed strike, and spiked chan. full attack . Som e boost s imparl additional effects. suc h as
stun or faugue , 10 your at tac ks, and o thers provide so me
STONE DRAGO N addulonal effe ct on an enemv you have just successfu lly
Th e strength and endurance of the mountains ep itomize struck in ball It'. If a boost affects your arracks, i t ap plies
th e Slone Dragon discipline. The merhodical and relenrlese 10 all of you r atta cks for the rou nd in wh ich it was ir uri-
application of force allows a student of this philosophy to ared. b ur its effe ct e nds at the end of your turn. A boos t s
defeat any foe . Strikes of superhu ma n power and mani- effecr appliee for it s duration, no mauerwh tcb weapon yo u
festations of perfect , idealized force make up the Stone migh t wield in rha t round , Even if you switch wt'apons
Dragon maneuvers, in the mid dle of you r rum. the effect of th e boost ap plies
Balance is the key ~k ill for the Stone Dragon disc ipline. to yo ur new we apon as read ily as th e previous wea po n
Th e associated weapons for Stone Dragon are greerswoed. Each maneuver's de scription g ives you she de tails o f each
g rearaxe. h~avy mace, and unarmed strike. boost's effect.
A boost doesn't have to mod ify a melee attack. It co uld
TIGER CLAW provide a bonus on a skill check. to you r speed, and so on
Co nsciousness is the enl' my of tnsu nct. The Tiger Claw d is- but such maneuvers an' relatively rare .
ctpbne teaches that mania! superiorit y ca n be ach ieved b!, Co u nter: A counter is a fa« , usually defensive man euver
di scardi ng the veneer ofcivtltzarlon, along with the higher tha t you use 10 foil your opponent's act ions. A swcrdsage wh o
thoughts rhar fetter a warrior's action s.TIger Claw maneuvers dodges to just beyond a rampaging minoraur's teac h is using
emulate the strikes, ltap) , and po u nces of anima ls. When a counter.
In fused wi th 1.1 pow~r, so me Tige r Claw maneuvers also Th .. Setting Sun school featu res man y coun ters, because ir
allow a martial adepr to take on animalistic cha racte rtsncs, focuses on teach ing students to turn an oppone nt's strength
speed, and bloodlust . against him , Coume rs are immediate actions thaI you atte mpt
TIger Claw emphasizes srrcngrh and spel"'d. so Jump is the during a foe's turn. Usu.Jll y, your oppone n t m ust make a
kev sl,,11 for thiS dISCipline.The kukri, kama. cl:r.\·, handaxe, specifi c action , such as an .au ack against you, for you to use
g f'f'au.xe, ;and unarmed J>tri ke art' tht' as1>OCiatoo weapons fo ~ 3 countl"T.
l1ger C law, Stri ke : A sln kt' is a mant'u\'t'r Ihal allows a speculal rack.
A w.arbladt' who deli\'l"TS a singll" blow that slays an ogre is
WHITE RAVEN using a J>trikco. A slrikl' imparts somt' .ad\';Intageor bonus over
No warrior figh ls In isolation . CooperatIOn, tt'amwork. and a standard 3113Ck, such as extra damage, an additional effeet
leadt'rship c.an giw two warriors Ihe str~ng t h offive. and live such as blinding ill f()(', and so forth _
warri ors th e slrt'ng th of tw<-my. The Hudefll of the \l'hill' Strikes almo~t ;always reqUIre a sunda rd o r fu ll -round
Raven maslt'T"i maneu\'l.·cs tha t combine the slrenglhs of[wo action 10 com plett' . :\ t OS[ of th~m in\'ol\'e a m~le .. a[f;lck 3,,,
or more 011!L('"!; o1gainst 01 common foe. shouts and balllf'CTies par t of co m plt"lln g the maneu\·er. If t he attack hits, r our
Infused wn h b are Iht' \Ignat urt' maneU\'eTS of tht' Whilt' opponent [ypic.3Uy f;lk~s norm.31 mt'le-edamage. as wt'lI ;a~
fLIVen d lS<:lpline. suffe-Tlng Ihe effect of the ~trikt'. \'('ht'n mald ng a slTlke
you use your has~' anack bonus, all arrack an d damage
modifiers. weapon damage, and so forth, as normal.
You can rnake acritical hir wnb ast r tke. and in a few
cases, a critical hit grant s you additio na l benefits. You
do nOI multiply extra damage from a stri ke with a
successful cri tica l hit. You treat il just as ),OU would
t"X1t3 dam age fro m a no the r special ability. such as
sne ak :utack.
Because strikes 01110\\' for a speci fic form of attack.
you cannot benefit from spells or effec ts th at granr
you exrra snacks when making a strtke fsuch as the
h(l ~It' spell or a speed weapon). You are nOI taking a
full arrack acttcn when you initiate a Strike, even
if its initial ion action is I full-round action , In
addition , you can not ccmbme special at tacks
such as sunder or bull rusb with strikes , even
if you havefears Ihat make su ch speci al snacks
more poten t. H owever. some strikes enable you
10 m ake special atta cks as pan of their Ininanon:
see rbe specific maneuver descnpncns in Cha pter
" for det ails.
Stance: A sta nce is ne t a m an euver, but a
specific fighn ng m et hod that you m aintain fro m
round to rou nd . So long as you rnaintain a stance,
you gai n some benefit from it. A swcrdsage initia te
of the Sh adow H and schoo l wh o creares a concealing
sh ro ud of shado w e ne rgy wh ile he moves is u sing
:1 stan ce.
You ca n initiate a stance as a swift action, When yo u
enter a stance. you im media tely gain its ben efit. You
continue to gain the be ne fit of a typical stance as long
as you remain in it. Some stances give you a be nefit on ly
when you meer certain condi tions. For example, a
stance might grant a bon us when you move , when you
remain in th e same spot, or if you eu ack a stun ned
or flat-footed opponent.
You can u se a sing le swift action 10 en d on ...
stance and b egin an other. or yo u can c hoose 10
simply end your curre nt stance without enteri ng a
different one. You conrtnuc to gai n a stance's be nefi ts
until }'Ou switc h ( 0 a new stance or end yo ur current
one. At the Start of your turn, you mig ht be in a stance
t h at grants you a bon us on attack rolls. You cou ld make
your att acks-c-galn ing rbe stance'sbonus-c-rhen use
a swift actio n 10 switc h to a sta nce tha t gives you a
bonus toAe.
Your stance en ds if you are ren dered he lpless for
any reason. If you later recover, you mu st use an other
swift action to initiate your stance once again.
Stances are considered maneuvers for the purpose
of fulfi ll in g p rerequisites for learning higher-level
maneuver s, orqualifying for pre stige classes or feats .
For example, if 2 Stone Dragon maneuver req uires you
to know one Sto ne Dragon maneuver, an d you know
tho: sicnefccr stance (a rsr-level Stone Dragon sta nc e).
you qu alif}' to rake the higher-leve l maneuver.
[DESCRIpTOR]
Some maneuvers have descrtprors I hal further defi ne rbem
These des criptors appear on the same line 3S the discipline
of the maneuver.
The descript ors Ih al ca n app ly 10 maneuvers are cold. elec-
Iric ily, ev il, fear. fire. force, good, mind-affecting, teleport.
and sonic. Most of these de scri ptors have no gam e effec t by
them selves. bUllhey govern how a maneuver in teracts with
orher maneuvers. powers, spells, or abilmes.

LEVEL
This entry gives the martial adept class or classes tha i have
accessto this maneuver:crusader,swordsage.cewarblade.The
line also gives the maneuver's level within that class.
You can learn any maneuver you like by c hoosing the
Marlial Study fe31, regardless of class. Howeve r, you must
still meer rhe prerequisite of the maneuver;

PREREQUISITE
In addition to meeting rbeclass and I~I requirements before
you can learn a maneuver, you must rnee r a ce rtain se r of
requirements 10 be able to choose rhar maneuver as one you
know, Stances are considered maneuvers for rhe purpose of
rneeri ng a prerequ isite [0 learn a new maneuver.
You ca n't learn a maneuver unless you gai n a level in a
mamal adep r class. a level in a prestige class th ai g ran l~
maneuvers known, or you lake the Marti al Study feat.
Mane uve rs Known: Some or th e more powerfu l maa eu-
vers require you 10 learn one or more other maneuvers in the
same discipline before they can be selected.

INITIATION ACTIO N
This en try descr ibes the tvpe of action you must expend
[ 0 ac tivate a mart ial ma neuver, In some cases, you initiate

a ma neuver, and it s effect laslS for t he res t of you r ru rn


(or beyon d), In othe r cases, man euvers las t only as long
as rhc act ion required 10 in iriate them (t swift act ion, I
immediate acti on, 1 move action, 1 stan dar d acuon. or 1
full -rou nd acti on).
Sw i fl Action : A swifl action consumes a very small
amount of time, but rep resen ts a larger expenditure of effort
and energy t han a free ac tion, You can perform one swi ft
actio n per t urn without affecti ng your ability to perfo r m
0 1her ac tio ns. In rh at regard, a swift action is like a free
action. However, you can perform onlya single swift action
per tur n. regardless of what other actions you take. YOIl can
take a swift action any time }"Ou would norma lly be allowed
to rake a free action .
Cast ing a quickened spell or manifesting a quic kene d
power is a swift acnon, so }"OU can't initiate a maneuver wuh
an ininanon action of 1 swift action in the same roun d th at
you cast a qu ickened spell or use a quickened power,
Immedlare Action: Much like a swift action, an irnme-
dia re ecucn consumes a very sm all amount of time , but
represen ts a larger expenditure of effort rhan 3 free action.
However, un like a swift action, an im med iate action can be
perfor med .1.1 any time-s- even if It's n OI you r rum. U Sing
an immed iate action on your rum is the "arne as using a
swlf acucn , and COUIU S as your sw irl act fon for the rum. Ar ea:Some maneuvers can affect an area.Youmight be able
You cunne r USl" another immediate actfc n or a swift action 10 ch oose th e po int where rhe m aneuver's effect originates.
unnl after you r nex t turn if you have used an immediate but otherwise you usu ally do n't co ntrol whi ch creatu res or
act ion when il is not currently you r turn (t'ffecrively, using objects an area m3neu\,er :lffeclS.
an immediate act ion before your turn is eq utvalem 10 us ing Burst: A burst affects whatever Ircatches in its area, includ-
your swi ft actio n for rbe coming turn), ing crea tu res you can't SC'e. It can't affec r creat ure s [hat have
You canno t use an im mediate action if you are curre ntly roral cover from its point of origin. Th e defsulr shape for a
Ilar-footed. burst is a s phere.
Emwrhl tlon: An emanauon functio ns like a burst. except
RAN GE Ihallhe effect conti nues to radiate from th e poi nt of ori gin
A maneuver's range indicates how far fro m you it can reach . (of[en you) for the duration of rbe m aneuver.
~hny ma neuvers are treated as Personal-range effec ts. Srrrwd:A spread effecr spreads ou t like a burst. bu t ca n IUm
because you initlare [he maneuver 10 give yourself a specia l corners. You select rhe point oforigin.and rhe effec t spreads
bonus or c.apability for the round. OUI a given distance in all di rectio ns.
Standard nngt's include (b ut art' nOI lim ited to) th e Effecl: Some maneuvers create something rather than
follo....-ing: ;tl"fecli ng things rhat are already present.. Youmust design ate
Personal; The maneuver affects only you ( bul might g lve rbe location where these things are toappea r. either by see ing
you an unusual pcwer er abilit y tha i affects others for rhe rest it or defining it . Range determines how faraway an effec t
of you r lurn). can appe-ar.
Touch; You must [ouch a crea tu re or object to affect tr. A Line of Effec l : Maneuvers Ihu affec t a ta rget c eber
lauch maneuver thai deals damage can score a critical h it than you require line ofeffect. A lint' of effecr is a stUig ht,
jusl as a weapon can. ahhough you do not mul tiply th e exrra unblocked pa th thai indicates what an effl."ct can affect. A
dam age from a mane-uver on a successful critical bit. solid barrier cancels a line of effec t, bur line of effeer is
Mel ee Attack: Thl." maneuver affects any crearure you no t blocked by fog , d ar k ne ss, and ot her factors that limit
mak e a successful melee arrack agai nst. normal sight.
Adjacent: The mane uver affects creatures within I square You must have a clear line of effeetto an}" larger that you
of you . Some ti mes you only affect adjacent creatures .11 the initiate a ma neuver against, or to any space in which you wish
begi n mng ofyour [urn or at the end of YOUt rum, bUI othe r 10 crea re an t'ffecl 3t range (if you r man eu ver 3110ws that). A
maneu vers might affect any crea tu re you move adjace nt to burst or eman at ion affec ts on ly an area. creature. or objects
during the co urse of your tum. See the spe-cific maneuver 10 which Ir has 3 li ne of effec t fro m its ori gin .
descripti ons for derails. An othe rw ise solid barrier wnh a hole of at least ! squa re
Range Ex p res sed in Feet : Some man euvers have no foot thro ugh it does not bloc k a maneuver's lin e ofeffl"ct,
standard ran ge category, ju st a range expressed in feet.
D URATION
TARGETING A MANEUVER A ma neuver's duration rells you how long its effecr lasrs .
You might hav e to make som e c hoice about whom your End of Turn : The man euv er 's effecr lasrs until the end of
maneuver is to affect or whe re ir will origina te. This entr y your rum, then ceas es 10 functio n.
describes the maneuver 's Iarget or target s, it s effect. or its Instantaneo us:The effl"Ctof rhe maneuver comes and goes
area. as app ropriate. the ins tant the maneuver is In lnated , th ough the consequences
Target or Target s: Most maneuvers affect a specific creature might be lcog-lasnng. For exam ple. the moment of alac riry
or object (or more th an one creatu re or objec t) that you de sig- boost take s only 3 swlf action to initiate, bUI if imp roves your
na te as your Iarget or targets. You must be able to see or touch initiative cou m for th e duration of the com bat.
the target, and you must specifically choose th at targe t. One-Round Durations: Some durations are measured as
Some m aneuver s ca n be initiated only on Willing largelS. 1 round. You gain the capa bility [0 pe rform wh ateve r s pecial
You ca n declare yoursel f a willing Iarge r :lt any time (even effect or att ack the m aneu ver permits on your rum. Immedi-
ifyou're I le r-focred or ir isn 't your t urn). Unconscious char- 3[ely before your action in th e rou nd afte r you initiated the
acters are always considered willing, but a character who maneuver, irs effect comes to an end.
is co nscious bUI im mobi li zed or helpless is not auroman- St3nCe: This dural ion indicates rh ar the abi lity is a sta nce ,
cally w ill ing. and therefore ends on l)' when )'o u will it 10 end. when you
Some man euvers targe t you (b ur they might confer an become helpl ess, or wh en you fulfill a specific cond itio n
unusual ab ility 10 affect other creatures for the rest of your described in rhe sta nce 's descript ion .
rurm, If the tar get ofa maneuver is "You,"you do not receive Ti med Durati ons: Man y maneuvers last some number of
3 saving th row-s-you receive the benefit of the maneuver rounds or mi n utes. \'('hen the time is up, the energ)' sustain-
automatically as long as you meet any other requi re me nts ing the effecr fades. and rhe maneuver's effect ends.
for iniriaring it successfully. So D u rat ion: The effect of a maneuver without a dunnion
Orher maneuve rs 3ffect a creature or creatu re s that you lasrscnlv as long as if lakes you rciruriate the maneuver, Some
successfully hi l wi th 3 mel~ atuck, :md some affect a creature maneuvers t lasr" less lhana full round Such isofren rhe case
you successfully h it wi th a melee or nnged touch Jttack. fer m:meuwrs Ihat deal ext ra damage on top of your nornul
melee damage. For exemple, a stri ke wi th an irunatlon action medlmre, or pr:lY. M am al udeprs do not h ave 10 readv tht'lr
of t sta nda rd act ion would effec tivel y have J duration of 1 stances; all srances known are available at all rim es.
standard action; th e effect ofth e strike is rtcd 10 th e action of
mak ing the arrack. Wh en rhis is t he case, no dura tion emry ADDING MANEUVERS AND STANCES
is g iven . M artial ade pts us ually lea rn n..w m an euvers a nd sranc os
when they anain 3 new level. Nor every disciplin e is available
SAVING THROW to every character.
Somet im es, a man euver with a special effec t or supernatu ral Ma neu vers a nd Stances Gained at a New level : Marna]
augmenta tion that targets an ene my allows the creatu re or adepts trai n , medtrare, and practice bet ween adventures and
object to make a saving throw to avoid some or all of I he effec t. while resting. W hen a mar tial ad ept learn s a new maneuver
The saving throw line in a m aneu ver descrip tion defines or stance because she gained a level, you can assu me that thi s
wh ich type ofsavi ng th row II maneuver allow s. new knowle dge represents the effects of practice and stu dy
N eg at e s : Th e maneuver has no ad d itio na l effec t on a over th e cou rse of Jays, weeks, or even months.
subject th at makes 3 successful saving throw, In de pe n dent St ud y: A martial adept can att empt to devise
Partia l: The maneuver causes an effect on its subject, a new ma ne uver or stance independe nt ly, adding to an exis t-
such as dear h . A successfu l saving th row mea ns th3t so me ing d iscipline. A OM dec idesiftt's possible for a character to
lesser effect occurs (such as being dealt damage rather than develop 3 new maneuver.
being killed). If a OM permits th e crea tion of a new maneuver, observe
Half The man euver dea ls damage,an d a successful saving the following guidelines.
throw h alves th e dam age ta ken (round down). First, the martial adept requires a safe place to me di tate
None: In a case where no saving th row is allowed, the and practice. This effort wtllrake a number o f days eq ual to
savi ng th ro w line is omtne d. 3" rhe maneuver's level, so ifth e adept is devisi ng a zrh-level
Savi ng Throw D iffic u lty Class: The formu la for J eter- maneuver, the research will require 21 days.The adep t pays 50
mining a saving throw DC against a maneuver's spe cial effect X P p..r day of stu dy, which r" presents an in te nse regimen of
is provided in th e maneuver's descri ption. medit at ion, fastin g, and practice designed to focus the mind
and spirit on the task at hanJ.
SPELL RESISTANCE A martial adept can'r create a new m aneuver of a hi gher
Un li ke s pe ll descr iption s or power descriptions, m art ial level th an th e adept is capable of learni ng.
maneuvers do n't have a spell resistance or power resis tance Ar rhe end of the requisite tim e for stu dy and pract ice, the
entry. Since m an euvers are extraordina ry or su pe rna t ura l martial adept attem pts a Martial Lore check (DC 25 ..(2 x th e
abilities, not spell s or spell-like abilities, spe ll resis tanc e does m an eu ver's level ).
no t affec t a maneuver. If th e chec k succeeds, the character learns th e maneuve r
rhe next tim e she has an opportuni ty fO learn a new m ane u-
DESCRIPTIVE TEXT ver rhroug h level advancement or feat selection. If rhe check
Th is por rion of th e m aneuver descript ion explains wha t the fai ls, th e new maneuver is not yet perfected. an d sh e m ust
maneu ver does and how it works. It begi ns wit h a sentence or go throug h the stu dy and pracrtce rim e agai n if she wants
IWO ofirallcized "read-aloud" text that gives players an image to kee p trying (alt hough she rega ins the XP she has spent
of how the maneuver does what it does. If one ofth e previcus rh us far).
lin es in the man euver descript ion included "see text," rhts A OM shou ld work wi th the player before the attempt 10
sectio n is where you fin d the explanation . develop a ne w m an euver hegins, and give her gu idan ce o n
the param eter s unde r whic h a ne w maneuver or dis cipli ne
LEARNING MANEUVERS mig h t be acceptable (see Crea ting New Spells, DMG 35).

SPECIAL ABILITIES
Martial adepts iniriare mar tial mane uvers and sta nces. These
Some creaturesare naturally gifted in the Sublime \Vayandca n
m aneuvers are manifesta tions of supreme marti al sk ill,
make useofmartial maneuverswrrhour having levels ina marnal
focus, and cla rity. They 3150tap into a su blime universal
adept class.These inborn abilities function much like spell -like
energy or ki; by performing a maneuver to perfect io n, a
abilines or ps i-like abiliries. characters using m art ial scripts
mart ial ade pt can ac h ieve amazing feats of ma rtia l and
(see page 147) can also make use of martial ma n euve rs.
at h letic prowess.
Inirhn ing a maneuverthrough an in nate ability, or by using
Mart ial adepts do nor have"spe llbooks,"bu r they do ready a
3 mag ic item, wor ks just like initialing 3 maneuver nor mally
select ion oftheir maneuvers ahead of lime. Unlike ch aracters
does. You do not provoke at tacks of opportu rriry, an d you r
wh o pre pare spells, martial adepts ca n quick ly choose a new
maneuvers are not subject to spell resist an ce.
selection of readied maneuvers wt rh a brief pause 10 exercise,
-- OIl klll'lI' by uou- tlhll tilt ONt.'rt Will,'
mastt" sluJy stmll' Of aIr arid fiu, from
tilt' llltl of IJuir scrrrutilrs 1110' brmg forth
ffalll"/o NIIlJ OTkill ,JI,'lrfl1<'mlN.. Yct tilt /itt
Each of the nine Jisciplim'soClhc Sublime Wayiscomposed
ofa n um ber ofspeci fic sta nces an d ma neuvers-c-namely.
strikes, bOIJSIS , and counters. Much li ke J. sorcerer's
spells. each stance or ma neuver is a specific abil ity thal
.IOfl nol rr~IJt 1/1 Iht ~Ittl, Ill)'s1uJ..nl; if USl/IN a characte r mljl; h t know. But while a sorcerer's spells
4U tht m,lSltr,anJ th,' ~ltd Ii llmrlv aWIIJI.II Ihmllgh lI.fJlch Ih.: firr rely o n arcane power thal is depleted by ccnrmuous use.
u gUI!Itd to th, m'hltt', pllrrost rc mil forth Ih.: flamt'. till' Desert a ma rria] adC' p(s abrhnes are alwavs available to hi m JS
\t'mJ lIlao;!'T{lTill'llll hu Willa NrTrll ilnd f,/,HftJ plau ,a Jrl<'Tt long 3S he h:l~ a few m mutes to preparC' th e- maneuvers
1(·alt..wnJ wllh ,I lun of blllll,i! llrtnglll cI£M al hand. In his m ind he wishes (0 U' C'
It, rlCGlls Iht fOCUlln!l'chanls or lI'\lrds taughtla 111m, htanngtJum The table hc.-Iaw provides a summarv of wh ich disciplines
m 1m o!l'n tl1TS (l'rn If It, Jo.'t n,,' lJ"t'ak thrm awud; m hu NtJv are availab le to each of the th ree martial adept standard
tIC r.crnlis a rn'Cl\" rh~I('11 tII,w,mrnl, a qlllckf'lJU "f til( sword da~sc,. Th " It I (II m.l.n"u\ flo and rane es Ihat beg m o n
jll 'l li l liu nglll arr ,md al II/II tilt rigId ~rt.:J. for alllllStanl, thr the next page ee orgamzed by levelte escendrng c rder, and
nl.: ftthwrn mm.I, body, arlJ srinll~ rrrjtd-illIJ lilt fiJ'N (If lIu alpluberic;aUv bv Ji",lrhnt' in each 11:\'t"1 s lisf In Ihese IiSh.
,l'Si'rl slm HlT~r lurt'l at 1 1l ~ ,,'mlllallJ, So If IIIfIr carl, of I!I, NUll' the drsctphne names are rru red or reduced 10 ant" word
DIl<""lrlmrs. WIllig onc,S OW, whtrt .hall II bt,,'ltl ~ ~ I :I\'\: spa
Harran runvesbcr
TABLE 4 -1 : DISCIPLIN E ACCESS BY C LASS shallow 1Iiadc Iechnlque: Strike- Roll two
Crusader Swordsage warblade snacks use lower resu lt 10 deal bones cold
Desert Wmd No Yes No damage
Devoted Splnt Yes No No Stone Charging M tnotau r: Srrike-c-Chargm g bull ru h
DIamond Mmd No Yes Yes des Is damage, ignores attacks ofopporrun ny.
Iron Hearl No No Yes
Slone Bones: Sirike-Gain DR 5!adamanll llC'
Setung Sun No Yes No
Shadow Hand No Yes No Sto nefoot Stance: Sunce--.-2 bonus on Strength
Sto ne Dragon Ye-s Yes Yes checks. ..2 bonus 10 AC agaimt larger foes .
Tiger Claw No Yes Yes Blood in rh e 'Waler: Stance-Cain· 1 bonus on
While Raven Yes No Yes attacks and damage for each crincal hn .
Hunte r's Sense: Suncl."-Gain seem.
MANEUVER AND Sud den Leap: Boost-Jump as a swift action
Wolf Fang St rike: SlTike-Atlack with t.....o
\\Tapans.
''''hih' nol ste ring Vo ice: Stance-Allies gain.2 bonus
1ST LEVEL on Will saves , ...~ against fear.
Desert Blistering fl ou ri sh : Strikto-Daule creatures Douse the f lames: Sirike-Target annot make
around you. alucks of opportunity for I round.
Bumin g Blade: Boosl_lkallJ6firt .. I/inillJ,tor It'a ding thl."' Att ack: Srrike-s-Alllesgain - 4 bonus
level. on snacks against foe you strike.
DistfaCling Ember; 800';t- Fireelementalappears, Lead in g rb e Ch a rge: Sunce-Allies deal ..1
flanks enemv, damage/inilialor level on charge attacks.
Flame-'s Bless ing. Stance-Cain fire resista nce
based on Tumble ranks. 2N D LEVEL
Wind srrtd e Boost-+to-ft. bonus to speed, Desert Burning Brand: Boost-Gain ~5-ft. reach , deal
De\'O Cr usa der's St r ike: 5trike-Succ~ssful anack fire damage.
allows you to heal Id6 .. t/initiuor level Fir e Riposte: Coun ter-Coun ler foe-s .3.113ck wi th
I ron c uard's Clare: Sunce-Enemies l.:Ike - ... fiery rea ch Ihal deals ...db damage.
pe nalty on arracks against }'Our allies, Flashing Su n : Sirike-Gain extra an ack.
Mutial Spi ri t: Srance -e-Heal :! hit poi nts with f lalchling's Fla me: s rrtke-c-Ccae deals 2d6 fire
e-ach successful attack. damage.
Vang uard Strike: gmke-c-Alhes gain +... bonus Devc roehammer- Sirike-Ovt'rcome foe's DR. deal
on attacks agams t target . ..2d6 damage .
Diam Mo ment of Perfec t Mind : Co unter- Use Shield Block: Counler-Granl sh ield bon us ... 4
Conct'l1ll"3lion check in plan' of will save, as ,\C bonus 10 ally.
Sapphire Nightmare Blad e; Stri ke-Opponent Diam Act ion Before Thought: Counter-Use Con-
fl ar-foored , - tde damage with Concen tra tio n ccu trarion check in place of Reflex save.
check. Emerald Razor: Sirike-Turnmelee strike into
Stann' of Clarity: Srance-c-Gain +2 AC again'l touch anack.
one foe, -2 agains t all others. iron Disarm i ng Srrike: Sirike-Wilh successful .1 1tack,
Iron Punishing St ance: Sunce-Allacks deal +ld6 attempt 10 d isarm foe.
dam age, bUI you have - 2 10 AC. Wall of Blad es:Counter-Replace AC with snack
Steel Wind: Strike - ,\uack rwo cppcnems. roll result.
Steely Slrikc: S tr ike_~ bonus on one att ack, Set lIa m ing Defense: Coumer-c-Llse Sense Mouve
enemies gain ..... bonus on attacks agai nst you. . check 10 dodge attack.
Set Co unte r Charge: Counrer-c-Ruin cha rge anacc, Clever Positioning: Srrtke-c-Swep posit ions wuh
force charging foe to move away from you. target of mack.
M ight )·Throw: Sirike-Grab foe, rhrow him up shallow Cloak of Deception: BoosI-Tum Invisible un n]
to 10 ft. rhc end of your tu rn .
Step of the Wi n d: Sunct'--Ignofe d ifficult Dra in Vitality: Strike-Atuck deals a points of
terrain, gam bonus against foes in such rerram. Consurunon damage.
Shadow Ch ild of Shadow: Srance-c-Ycugain concealment shadow Jaunt: Teleport 50 ft. through shadows
as lcog es YOU move. as ~ lanJard action,
Cli ng ing Sh adow Strike; Strike-Foe suffe:"S Slone Mountain H ammer. Strike-s-Deal +2d6 damage.
10'\> ml~s chance on auecks. overcome DR and hard ness.
Island of Blad es : Siance-You and allies flank Stone Vis e: Slrike-Deal ..id s da mage, an ack
all adjacent foe immobilizes creature.
nger Claw 3 1 the Moon: Smke-. Make Jum p chec k Stone Dragon'c Fury : Strike-Deal t ~J6 d a magC'
deal ...2d(. damage. agllnsl objects. co ns t ructs.
Rabid \\'"'olfSlrikC': Slrik('--+.f bonus on attack Tiger Flesh Ripper: S l rike- FQ("sat uc ksa nd AC h2\~
deal +2d6 damage. - 4 AC for I round . - 4 penalrv,
w h ile Banlc Leader's Charge: Slrlkt' -No attacks uf Ll·;aping Dragon Siance: Srance--+l0 on Jump
opportunitv whil... cba rgmg , deal -tedamage. chec ks. always co nsi de red running for jumps.
Tactical StrikC': Strike-DC'al · 2d6 damage, Soaring Raprcr Strike: Strike-Attack larger tee
adjxenl allies mQ\.T S rUI from above wi t h ..... bonus. deal ~6 damage.
W'oh'erine Stance: Stance-c-Use any weapons
3RD LEVEL wh lll' grappled
Desert Death Mark: Strike -Enem y lakes extra fire \\"hile Lion's Roar: Bocs t-c-Defear C'nemy. allies deal
damage and explodes in a fier)' spread. .. s damage.
Fan the Flames : Strike-Ranged roach atta ck Tacncs ofrhe Wolf: S lanc~You andallWs deal " I
deals 6d6 file damage. damage 2 imtiator levels agains t Flanked target
Holoc aust Cloak: Stan ce-c-Anack ers rake 5 fire Wh itC' Rave n Tacetcs : Bocs r-c-Al lv's ini tiative
da m age. cha nge'S. he C.1n aC I again.
Zephy r Dance: Cccr uer-c-.." AC against sing le
attack. 4TH LEVEL
Devc Defensive Reb u ke : ~ 1 -FQ('!i you strike musl Desert Hresnake : Srrl ke-c-S tream of fire rw ists arou nd
arrack you or provoke arrack of opporrunirv, corners.
RC'vilali Ling Smke. Smke-c-Successful attack SC'aring Blad e: BOOH-Alucks dea l ..ld6 fire
allows you 10 heal JJ 6 .. l!in itialOr level darnage » l/ inil ialOr I... ~I
Thid,l·t of BladC's: Stance-c. s· fI. steps provoke Searing Charge:Slri kl'-f1) while charging,deal
s nac ks from vou. +Sdb fire damage.
Diam Insight ful Strik e: Strilu..- Use Conce nrrano n Deve J)i"ine Surge: S lri~- Dea l ..sds damage.
chec k rc dcrerrmne damage. Emangling Blad e: S rrik~ Dl'a l "2d6 da mage.
Mind O"C'r Body: Cou n rer-c-Use Coacentra ucn ta rge t has - 2(). jl. pc'nalcy 10 speed.
check in place of Fort itude save. Diam Hound ing ASS3UIt: Sirik e-Doubl e move and
Pear l o(nlack Doubt: Sranc...- Gain +2/\C each att ack.
lime foe misses you. Mlnd Strike: Srnke-c-An ack deals td4 Wisd om
Iron Abso lur e Sll·d Stance: SI3nce-..to-ft. bonus 10 damage.
speed .• 2 Ae with movem ent. Rub y Sightmare Blad t': Srnke-c-An ack deals
Bxorcism o f Steel: Slri kl'-S rrikC' oppo ne nt's double damage with succe ssful Ccncemranon
w eapo rt. II de als -4 damage. check.
Iro n I tea r t Su rge: Remo ve effl'ci. gain ..2 mor ale Iron Lightni ng Recon- r y: Counrcr-c-Rerol l an arrack
bonus on macks. t h at misses wit h +2 bonus.
~ et Devasr arf ng Throw : Srrike Grab fa e, throw M itbral Tornado: Smkc-c-Make attacks agains t
him using leverage. strength. adJac... m fee. +2on each attack .
Feigned Opening: Cou nter-c-As an imm ...diate Set Comet Throw: Srrtke-c-Grab foe,throw him using
act ion, provoke 3n attack, then counter. leverage, SI reng th .
Gia nt Kil ling Style: Stene... -+2 bonus on euac ks st etk c of Ih e Broken Sh ield : Srrike-c-Auack
and t.f bonus on damage againstlarger fDC's. deals +4d,; damage , makes targe t Ilar.foored.
Sh adow Assassin's Stance: Stance-Gain sneak au ack s hadow H and of Death : Sirfke-c-Touch re nde rs foe
~ 2d6. paralyzed ior td3 rounds.
Dance of the Spider: Stance-You climb walls Obs curing Shadow Veil: Strike-c-Deal +Sd6
like a spider. damage and foe h.ls Sll'X. miss cha nce on anacks
Shadow Garrote: Smke-c-Ranged touch m ack for 1 round .
deals SJ6 pom rs of damage. Stone Bonespjirrj n g Strik e: Strike-s-Att ack deals 2
Strength Draining Srrtke: Slrik~Your ansck Cons rirurion damage
deals ~ perm s of Srrength damage. Boulder Roll: Roosi- Cain +.04 bonu'S on o"'er-
ron... Bonecru..her: StrikC'- Dt"31.,.4d6 d.1m,tge. ..10 run alte mpts
bonus o n aluch 10 confir m critic.11 bits . Ch'en,'helm in g Mountain Strike: Slrike-De3l
Crusbing Weight of thl' Mountain: Srancl'- ..ld6 dJmag.... urget lose'S mo\'C' action.
ConslriCI for 2d6..1-1/2 limes SIr when gr.Ippling. TIger DC'ath From AbLwe: Strike-Leap into Ihe air,
Roots of che Mountain: Stance-.l0 bonus on auKk fDC' from aM-e. deal-4d6 damage.
chn:ks 3gJlmi bull rush, tnp .1ndOlhers and g3ln rounlainofRlood: Boost-Defeat foe. cause f~ar
DR2 - Ihcnemies
\'( hue (. owri ngSt rlkc-: Iloo<;I-Evt't)' oppo nen t you Pounnn g ella rge: SfrI kc
stri ke cannot make s nacks of oppo r m n u y for m ake muluple attacks
3 rounds, While Flan k ing M an eu ver- Strike - Hit flanked !algl't
\'('hi tt' Raven Strike: Strike-- Dt'31+ ~d6 damage, allit's gJ In free attack .
target becomes [lor-footed. Press the Advantage: Stance-Move +5 (1.'( '( wnh
5-fl, step, move tnro difficult terrain.
5TH LEVEL
Desert Dragon's Flame: Srrik e-c-Cone deals eds Ere 6TH LEVEL
dam age. Desert Desert Temptst : Strikt- Attack fees as)'OU mot.
t.eaptng Flame: Counter- Teleport JJ jacC'nt to by them.
fee who sn acks you. Fiery Assau lr: Stance-Melee an acks dea l ... IJt>
linge r in g Inferno: St rike-Deal +zd6 fire fire damage.
damage.andtarget rakes Zd6 fire damsge per round RingofFirc-: Smke-c-Surround foes ....rirh burn ing
for 3 rounJs flame.
Dl"\"O Dau nt in g Strike ' Srrike-Targe l of anack Devo Aura ofChaos:Stance-Rerollandadd maximum
beco mes shaken. dam age dice.
Doom Cha rge:Sm kc-c-Charge arrack deals extra Aura o f Perfect Order- Stance-Tren dzo result
da mage agains t good.joe gain DR 10/ - . as I t.
La w Bea rer- Strike- [ka! ..-4d6 damage, -t8 attack Aura o £Tr iu mph: Sfance-You and allies he.l14
agJin~t cheonc enemy, gain -5 on saves and AC. points wuh each snack against evil
R:adi.an t Chngt": Strike-Deal +6d6 Jam:age Au ra ofTyranny: Stance- Drain bll pOl nu from
against evil foes. g:ain DR 10/- . allies.
Tide of c haos:Sirike- Charge sn ack deals extra Ra llying Strike: St rike- Succe ssful at tack
damage against law,grants )"Ou concealment. allo ws you to heal3d6 . I/ in iti.:nor 11"\'1"1 In 10
Diam Dinupt in g gl ow : Srrtke-c-Successfu l attack ft . bur st .
C.lIUSt'S foe to lit- unable to act for I round. Durn Gr('arer Insightful Strike: Sirike-Use double
Il earing theAir: SlJnce- Gain blindsense so n, Conce ntration chec k ro dererrmne damage.
..5 bon us on Listen checks. Moment ofAlacrity: Boon -e-Cain - ze bon uvc o
Rap id Cou nter: Co unn-r-c-Srrfke opponent who in ilial tve during beule.
provokes arrack from you . Iron Iron He arl Endura nce: IlOO5I-Heal hit pomr
Iron Dancing Bla de Fo rm : Sunce- +S·fl. reach equal to tWOtimes your level.
Juring your turn. Mant icore P:arry. Counrer-c-Deflecr attack and
Dazing Strike: Srrikt"- Melee snac k d azes redirect if against oppone nt.
opponent. &r Ba lll!';u Throw: Strik e-Th row foe In se-Fr. Hne.
Iron Hea rt FUl'us: Cu ulltt'r- RerolJ S3\1l', deal ed o d~magl' lo all 10 area.
St'l M i r r o r ed Purs uit : Cou nter-Yo u mat ch Scorpio n Pa rry: Counter- Parry attack in to
opponent's movement . second opponent.
Sh ifting Defense: Stmce-c-c-fr. slep with each Shallow GhoSI Bl a d e : St r ike-Ta rg e t becomes
rntssed snack agai ns t you. flar-foored.
Soaring Throw: Srrtke-c-Crab foe, throw him Shadow Noose : Smke -e-Ranged [ou ch s nack
using leverage, st rength. deals ads damage and mig ht st un flar-foon-d
Su lking Sh adow: Ccunter-c- Move int o foe's target .
space as he t ries to move away fro m you. Sealker in the Sight: St rike-s-Move and anack
Shadow Bloodlerr m g Stri ke: Boos t-Strike dea ls .. whde remaining hidden.
Consu tunon damage. Sto rie Cr ush i ng Vise : Srrtke-c- Deal -.-4d6 damage
shadow Stride: Teleport SO fl. th rough shadows attack Immobili zes creatu re.
as move act ion. Iron nones: Slrike-Gain DR 10/adamant iOt'_
St ep o f the Dancing ~t oth : Sunce- Igno re Irresistiblt' xtouneatn Srrtke : Strike- Deal
terrai n, walkover liqUid. +4d6 damage, target loses standard action.
Slone Eld er Mountain Hammer: Srrtke-c-Deal s-eds Tiger Rabid Bear Strike: Strike-Gain +--4 o n attack
da mage.overcome DR and ha rdness . deal +loJ6 damage. ---4 AC wirh m ack.
Gia nt's St ance: Srance-c- Deal damage as if you Wolf C li m bs the Mcunra tn: Srrtke-c-Enter
are one size ca tegory larger. larger foe's space, deal +5d6 damage. gain cover
Mountain Aval ancht: Strike-Gain ahil ity to from foe.
trampl.. foes, U'h ilt' Order For ged from Chaos: Alhes ITKJ\'t" up 10
TIger Dan cin g :Mon goose: ~t-Ma~o~atr.l;nuu their speed du ring your turn.
wah each w~apon (max of rwo extra attacks ), War l e ader's Charge: Strike-.·o macks of
opponunuy wh ile charg ing, deal -35 damage
7TH LEVEL Seance of Alacrh y: $Iance-G:lln extra counter
Desert Inferno Blad e: Boosr-c-Melee attacks deal .-3d6 each rou nd
f ire damage + 1 miuator 1... \('1. Iron Ad amantin e IlurriC3n e: Sltl ke- Two an acks
Salamander Cha rge Str ike-Charge and create 3g:l.InSI each adJaceni foe. +4 bonus on eac h
rrailoffire. attack.
Devc Ca st iga ting Str ike : Slrikt'- De31·ad6 da mage Light n ing Throw: Strike--Use melee attack as
:and trigger 3fC'3 blast a line s nack
Sh ield Counte r: Couruer-c-Shield bash cancels Supre m e 8lad.o Parry: Suoce-G.1Iin DR 5 -
fee's ansck. ~I Fool's St ri ke: Counrer-c-Reflecr foe's attac k.
Diam Avalanche of Blades : Smke-Wllh each attack Ghost ly Defense: Sta nce-c-Enermes hlI target 01
thai h ilS. make" ano ther 31!3Ck wi th Increasi ng your choice while ~'OU have concealment.
pen3 hy Shadow Bala nce o n the- Sky: Sunce-\'('.3lk on air.
Quick'iikcr M e rte n : ~1-UseSWlfl :KUOO to En ervattng Shado w Srrfke: Strike-s-Target of
complete move acucn. trtke gatns IJ. neg.1lllvt' levels.
Iron Fioh,h ing Move: Srrtke-c-Carn extra damage O ne Wi th Sh.ad ow : Coumer-c-Become incor-
again~1 weakened foe. pcreal for 1 round
Scych i ng Blade: Boost-Strike- one foe, Iree Stone Ada ma n ti ne Bones: Slrikt-G.3in DR
attack again~l.molht'ron(' 20/.3da.manline.
Hyd ra Slaying St r ik e.": Strike-s-Fee IS unable to Ear t h Sir ike Quake: Strih--Local quakeknocks
UW' full snack action, enemies prone .
Shadow DC'3t h in rhe Dark: Strlkt'-Deal·lSd6 damage- St rengt h of Slone: Siance--G.aln rmmumrv to
10 surprised urgel. cnlical hns .
Sh adow Blin k : Teleport SO Ir. thrcugb sha dow- Tiger Giu ll o n Wi nd mill Flesh Rip : Boost-Ga in
as sw if action. ability to rend wuh successful attacks.
Sroe e Anctene Mou nlain H ammer: Srrtke-c-Deal Rag ing Mo ngoO!;e: Bocst-c-Make two extra.
· 12d6 damage.overcome ORand hardn~s. attacks wuh each weapon carried (max four
Co lossus StrikC': Slrikr-Slrike de.1ls .6d6 ex tra .3II:1Ck~l.
da mage. knocks opponent backward. ' ' -'o lf Pack Tac rlcs : Srance-c-Free 5-ft. step with
Tiger H am sl ri ng Attack: Srrike-c-A rrack deals Ids each successful an ack.
Dexterity da mage. foe's speed has -10 penalty. While Swarm Tact ics:SIa.nce-Alliesgain +5 on anacks
Preyon rh e Weak: Srance-c-Ar tack of opponuniry agains t enemy aJpcenl to you.
wuh each Ice th at drops. ""h ite Rave n H amme r: St rike-DC'3 1 ... 6db
Swooping Dragon Strike: Srrike-c-jump over damage, stun opponent.
foe. deal - tode damage, stun.
While Cla rion Ca ll : Roost-If '''011 d rop a fee. all ies 9TH LEVEL
wit hin (,0 fr. ca n make free attack or lake move DeS~'r1Inferno BiaSI: Smke-c-Burst of fire deals 100
acnon. of damagl'
poin ts
Swarming Assault: Strike-Allies make fret" Devc Strike of Righteous Vitality: Srrfke-c-Successful
s n acks againsl:l foe you strike. snack grmlS ht',,1 spell.
Diam Tim e Stands Sti ll: Srrike-c-Take full attack action
8TH LEVEL l WO lime s.
Desert Risi ng Pho enlx: Srance-c-Hover on colum n of Iron Stri ke of Perfect Cla ri ty: Stri ke-s-Deal ·--100
soper-heated air. damage on slng lt' .IIII.3Ck.
Wyrm's H arn e: Smke-c-Cone offire deals lod6 _ t Tornado Throw: Smke-c-Mcve and [brow foes
fire damage. repeated ly
DC'\'O Gre ater Divi ne Surge: Smke-c-Deal -eds damage, Shadow Five -Shadow Cree p ing Ice En ervation Strike;
also gatn +1 on macks and dea l +1d8 damage per Strike--Channel shadow in rc Iarget, causi ng hp
poi nt of Con damage you voluntarijv 13kC'. damage, abillllY damage, other effec rs.
Im mortal Forritude: StancC'-You canner die Stone :o-.to untain Tom bsto ne Strike: Strike-s-Arrack
due 10 hll point damage. deals !dfo Consnumcn damage.
Dtam Dia mond Defense: Counter-Gain save bonus Tiger Feral Death Blow: Srrike-c-Leap upon foe. sby
equal rolevel. him w irh a vingle strike,
Diam o nd ~ ig h t mare Blade: Srrike-c-Anack Whilt' ' Var ;o..las ltr's Ch a rge: Str ike-You and a lli e~
dea ls quadruple damage wnh succ ...ssful Con- ch.arge. no at ucks of oppo nunlllY, deal e X!r.1
Cenlfa lWn chn:k. Ja.m.3ge, stu n.
Desert \l:'mJ maneuvers foctl\ on quick
moveme nt and swirling, fbm ing stri kes
The.> sci mn ar, lighl m ace. lighl pick ,
"pear. and falch ion are rhe preferred
"~apons of the Desert \'<'inddiscipline .
The com ple x vpin nmg and dash tng of BURl'i II'C BRAI'D
rhe curved bla de reccrpcrned in to Dese rt \'(Iind (Boosr) [Fire )
m an v Dese rt Wi nd maneuvers an' Level: Swordsage 2
10 facI careful lv honed ges tu re~ Ih al Initiation Act ion: I swif acncn
evok e the po wer of fire, if pe rformed Range: Perso nal
cc rrectlv and with the proper focus. Target : You
Tum ble is the- key skill for Desert Wind. Du ration: End of tum
provld mg lhe ml tialorwilhag lht~ and
maneu\"C'rabiIIlY. Desert Wind maeeu- \"OllrllY'<1I\.,n hunsforms III/Oil r'OIlrmggoul
vers are u~able only by a swcrdsage, ofJJilmt. I\S )'OIl SWill/: Wllr "Ilf/l lllg Malit, Size Spre~d R:IIdius
unless you rake the ~tanial Stud y fl"3 f JI slrrl,lJri Ollt lvYCIIIJ YOl,r ",'rlll..1rt<lcli Sm~1I O[ mailer _";;; feet
Med ium 10 feet
"ff page It) t.:l iCoreh fOllr flJtl
uCle 20 eet
Huge 30 fee t
BLlSTERll'iC Fl.Ol'R1SH When you iruuare rh is maneuver, your .c~,&ar'\tu n "0 feet
Desert \'<'md (Strike ""C'apon tu rns mID a burning brand Colossal 50 feet
Level: Swordsage I for the resr of your tur n. The bra nd
Initiation Action: I standa rd action in creases you r reach by 5 feel, an d your DESERT TEMPEST
Range 30 ft. melee macks madewith the brand deal Dese rt W ind (Stri ke)
Area: 30·fl.-ra d lus burst ce ntered fire damage equal ro ycer normal melee Level: Swcrdsage 6
on vcu dama ge. You still gain all th ... normal Pr erequis it e : Two Desert "X'ind
Durar tcn: I minute benefi ts from a high Srreog rb score, maneuvers
Sa ving Throw: For tttud.. nega tes fears. and orhe r effec ts lh at in crease Initiarion Action: I full-round acuon
you r melee damage. For exa mple, an Ran ge: Personal
YourIW<lfX'II ~11 l'l l.lll1to jl.l1nn<ls ~'(IU III'IIi arrack wirh a longsword lh at normally Target: You
1X'l lh .l pounsh. )'(lU'<1U"-
II OI'fff\Jllr 111'11.'. deals IclS+-4 po ints of slashing damage
Iht lirt to(\r1oJe \l'lll, a blmJmg p.uh. would inqead clu l lds+4 poi ms of fire YfIll mt>1't In a bhlY, lellvmg{o,--oreh marks ''I
dam age. You otherwise auac k with yOllr II'<1/:" as )'lJU Ill'lrlart'lI nd tilt b.!ttlt·
U' hen yo u u se this stri ke. you ge n - your weapon as normal. fit/Ii. jlulIIg 1II1t> )'l"ur fi't's IlS you mOl'C.
e rate a burst of br illiant ligh t. Any Th is m an euver is a su per na t ural
crea tu re other rhan )'O U caugh t in thi s abililY· As parr of this maneuver, rou move
maneuve r's area must make a Foru rude lip 10 your speed. Each ti m e you ex u
sa\'t·( OC II .. your Wis modifier) or be DEATH MARK a ~quare adjacent 10 an enemy, you
dazzled for I minute. Desert Wind (Strike) [Fire] can first make a single melee anack
Thi s ma neu ver is a supern atu ral level: Swo rds age 3 against rh ar foe. You can not att ack ~
abilir y, lntt tar ton Actton : I standa nl action single enemy more rhan onc e wnh rlus
Range: Melee arrack maneuver. Your movement provokes
BUR"'' lI'C BLADE Targe t : One crea ture macks ofopportunity. as no rmal.
Desert Wind (Boos t) [Fire] Ar ea: Varia ble spread: see text
Level; Swordsage I Duration: In stantaneous DISTRACTING EMBER
Initiation Action: I swif action Saving Throw: Reflex hal f: see tex t Desert Wind (Boo st]
Range: Per sona l Level: Swc rdsagc I
Target: You A~ your Il'I'a l"' n SfTlkrs yoUT fot, IIll bod)' Iniriari onAcrion : t swift acticn
Duration : End of turn ,onl'Ursts,U It'iu'I'1ofJLmlr n ln 11t>1I71 your R :IIn ~e: 30 ft .
bldJ.. mto hn OOJr. nil' lift rallW's 'urn 1(/ Effect: Oee summoned fire elemenral
Yo ur blolJt hunri mIl' f1.Jmt IlS II lU'«Pl bn eflr glow wilh iJ l>nlll<lnl IlIlernal fiu Duration: End of ru m
11IlI'drJ "'llIT flJt III all dig>!"1 iJre. b.·fort tlu palfus (fllrlfro", IllS OOJy III <I
ti fTI "'C txplOSIO Ii. A n'ln't of Iital Ul'cef'l Ol'tT tlli artl1.foTms
A subrle YC t prt'C i ~e Iwisling o f your a small dUll fu ,mtl. ,md 19fIlUs In fo tI<1 1f1
blade unlocks Ihe power of Oame. When you use tce ~Irike, you ch.3 nn~1 "txl to your /cot.
When you IOltia le rh is ma neuve r fire o\'etwhdmi ng f.er)' enl'tgy int o th e
lralls i ro m \·our mew "~apon . l-or rh.. bod,- of you r foe. In add Ilion 10 deal · 11u s boost allows you lo conjufC" a ~ mall
I 01 your rurn, your melee anacks ing normal m..lee damage wi rh V OUt li re ..lemental (.\ 1.\1 99 to t b rt'al e n
your l'nt'my, providi ng you or an ally If you make-a successful ranged touch 'ron ,Iril't YOI" wt"apon mtc lIu gltlllll,I,
with rhe ben efu ofalla nki ng pos itio n. attack, your target takes 6d6 points of Co1111Il1g .t ~JlI t of/iTt 10JL'1 Into III<" aIr. 11"
You ca n USl' this 3bilil Y 10 place th e lire damage. {IttftOIl'i Nck 10 Iht W'\JIIIIJanJ CTt't'J'S aJUl1J
elern eru al in an y space w ithin ra ng!.'. T h is m aneuver is 1 s uper na tural Il k t ,I k"rJVtll, lIty t P lll g Ot'« '(Il IIT Cll t tl'tl"S
The ele me nta l remains until the end abiltry, 111,J rodslmg thrm where tilt}' s1alld.
of your current tur n. It t h rea tens all
c reatures wi t h in us re ach. II ta kes FIERY ASSAULT when you initiate th is m aneuver, you
no actions or at tacks o f oppcr ru nir y Oeser! \'('lI'Id (Stann') [Fire] cause a li ne of fire 10 twis t across an
J uring yourrurn. Level: Swordsage 6 area to bu m you r enemies. This line is
Th iS maneuver is a superna l ural Prerequ is i t e: Two Des en Wind 60 fN- t long. Unlike a sta nda rd line. a
ability. maneuvers fire-make can bend and twis t to bi t your
Init iatio n Act io n : I swift action foes. A fires nake sta rts in an adjac ent
DRAGON'S FLAME Ran ge; Personal squue. II can move up to 60 fee l each
DeSC'n Wind (Slrike) [Fire] Ta rget: You round. II can move out of your line
level: swcrdsage S Durarton: Stance of sigh l or line of effect, but you gain
P rerequisite: Two Desert Wind no spec ial knowledge of the areas u
maneuvers fire dances along )tlur lITml allJ aiFOSS YOUT moves into.
Initiation Action: 1 standa rd action Il'tapon,lindl/lg ltumlllg tncrgy 10 n orry Ifa firesnake moves into a creature's
Range: 30 fr iIltilck )'O u makt. space, th;at creature rakes 6<16 points of
Area: Cone fire damage, wub a Reflex S3.\,(, (DC H
Duration: Instantaneous While you are in rhis sta nce , ever)' ... you r Wis modifier) for halfdamage.
Saving Throw: Reflex half melee arrack you make deals an extra A creature ca n only lake damage from
Id6 points of fire damage. the fire-snake once in a single round.
\1:'1111 aJ..p.ml rNr, you SIIItI1lWII )Ourki,mJ This stance is a supernatural ability. II ma kes the saving th row and takes
UIII,"am II, IgnIting 111\'1111 a combllldtJ,m "f damage the first ti me that rbe firesnake
)"lllir rtIiJ,ld/wt f()(u s,u hl Siilhmgfury. FIRE RIPOSTE touches it. After rhat,a hresnake bas no
Desert Wind (Counter) [Fire] effec t on tha t crea ture.
M a master of [he Desert Wind advances 11'\'1'1: Swordsege 2 A [i resnake mus t move along rbe
in his st udies, he learns to stoke raging Prer e q u is it e: O ne Desert \l' ind grou nd . It canner fl y, and it pays rhe
fires wnh his ki. This maneuver allows maneuver standard movement penalties for df f-
you to ge ner.lte a goul of fire similar to Initiat ion Action: 1 immedia te action ficu lt terrain and orhe r effecrs.
a dragon's bu rn ing brea th. Wi th rh is Ra n ge: Person al Th is ma neuve r is a supe rna tu ra l
maneuver, you blast forth a cone of fire Target: You abi lity.
that de als 6<16 points of fire damage to D uration: Instan taneous
everything in the area. Creatures in the FLAME'S BLESSING
area can an empl Reflex saves (DC 15 + YOll focus lIu pain jrom a wound YOll Desert W ind (Stance) [Fire]
vour w ts modifi er) for halfdam age. JlfH't jUl l SlI/f at',1 inlo II {an)' U1l11ti!( stfl- l ev el : Swc rdsagc I
T h is m an euv er is a su pernatu ra l 1r 0 1l of Trt'eng r. Initiatio n Acnon: I swifr acti on
ahility. aangc: Perso na l
W hen a crea ture successfu lly stri kes Target: You
FAN THE FLAMES you with a melee or natura l weapon ,you Durat ion : Stance
Dese rt Wi nd (Stri ke) [Fire] can use th is maneuver 10 give you rself
11'\'1'1: Swcrdsagc 3 th e ability to make an Im mediate melee FlfC lS nol yOIlT ("( Illy, i111t1 it JO(S nol
I'rerequt stte : One Desert Wind touch arrack. If your it tack bus. your "ann you.
maneuver target takes -kl6 pciruscf fire da mage.
Init iat ion Action: 1 standard action This ma neuver is a supernatural You gai n some resis tance to fire as long
Range: 30 ft. ability. as you remai n in this stance. The amount
Target : One-creature of resistan ce is de-te-rm ined by your
FIRES NAKE ran ks in Tumble. Ifyou have reor more
Fli' ktTltlg f1am c dall'N ac ross )"OlI r bla,k Desert Wind (Slri ke) [Fire] ran ks in Tumble. you gain immunity to
IIl(1I sprlllgi 101l"lfd )"OUT 11ITgt'l as rOI' 11" '1'1: Swcrdsege 4 fire wh ile you are in this stance.
swap YOlir m'OnllJIJ'Oligh thi <llf. Prerequisit e: Two Desen \\;'i n d This stance is a supernatural ability.
maneuvers
A skilled Desert \'('ind adept can garber Initiation Acr ion: I sta ndard action Tumble Ranks Fire Res istance
flame within his weapon and hurl it Range: 60 fl. '·8 5
9 -13 10
through rhe air. When you initiate th is Area : Special 14-18 20
mane uver. \IOU launch .:I fist-sized ball Du rati on: Instantan eou s 19. Immun ity
of whue-hot fire al a Sing le opponenf. Saving Throw: Reflex half
FLASHIN G SUN Ra nge: 30 £1. fin Inuls from )'Our blllJt os )'Ou spm it
Desert Wind (Slr ike) Area: Com' llJ,oul, t1tlal:lI1g you III ~llmts thai/tap oul
Level: Swordsage 2 Duration: Insrmraneous 10"urn Ihos..' 11'110 'Itfack )'011.
Pr erequ isit e: One Desert Wind Savi ng Th row : Rejlcx h~lf
maneuver The flame from your weapon ba ngs
InitiationAetion : I full-rou nd action You f,l(us 11 "nrnmg mini of l'urrl:r.lI lIu in midair, providing you with a ficrv
Range: Personal .'Jhl of)'L'llr M'llk II f(lnlls 11 S!.'l'I lll llg SJ'lh'l't defense against your anackers. An
Target : You tl1<1l, o!flrr 11 IIIM,u'nl, hunts mto 11 torrr nt adjacent oppone nt that hits you wuh a
of 1'11I'1])'. meleesnack while you are in this stance
A/II1Mf,I "rIlTO!Mul.'r,llton , YOllr shmlng rakes 5 points of fire damage. Your hole-
""Ill.: jlaslll'l uS r(l U allMk II'rlh 1fI111(lS- The Desert Wind disciplinl' teach es caust cloak does not harm a crea ture
sibl.' spud. its sruden rs how to unleash their Id using a reach weapon [0 attack you.
as burn ing energy. Th is maneuver This stance is a supemarural ebtlnv.
Flashing sun allows you to make an allows you to create a wave offire that
additional melee arrack during Ibi s sweeps over vour enernl ..s. \'<-' hen you INFERNO BLADE
round. As pan of Ibis maneuver, you initiate this maneuver, you blast forth Desert Wind (Boost} [Fire]
take- a full arrackaction and make your a cone of flame that deals 2&6 points Level : Swcrdsage 7
normal melee macks, However, youcan of fire damage. In itiati o n Actio n; 1 swift action
make one addi rional anack this round This maneuver is a supernatural Range: Personal
II your highest anack bonus . All the ability. Target : You
at tacks you make Ih is round. including Durat ion: End of turn
rhe exrra aII,Kk granted by ,his maneu- HO LOCAUST CLOAK
ver.ure made with a -2 penally. Desert Wind (Su nce) (Fire] .... bllllJmg lightJlashl5 {rom YOUTlt'tllpon.
Level: Swordsage 3 IIIIJ fOT II split suollll, it tTolllsfonm 1IIl<'
HATCHLIN G'S FLAME Prerequis ite : One Desert Wind ollTnmgIIIJgma.
Desert Wind (St rike [Fire] maneuver
Le vel : Swordsage 2 Init iation Action: I swift action You convert your b inro fiery energy.
Prere q u ts tr e : One Desert Wind Range: Personal allowing it 10 flow down your arms
m an euve r Target: You and across vourweapon. Until the end
Initiation Action: t standard action Durat ion: Stance of your turn. your melee attacks deal
an ex tra 3d6 poi nts of fire dam age + t ma neuver fails to function but is sul l The inferno erupts th e first time you
point p~r initiato r 1 ~\,t.J. consi dere-d used . form a clo sed area. You cannot create
T h is maneuve r is a superna tu ral T h is maneuve r is a supernalural multiple areas in one move,
ability. ability. This maneuver is a supernatu ra l
ability.
INFERNO BLAST LINGERING INFERNO
Desert Wind (Strike) [Find Oeser! Wi nd (Stri ke) [Fire] RISING PHOENIX
Level : Swcrdsage 9 Level: Swc rdsage 5 Desert Wind 8 (Stance) [Fire]
Pr erequ i s it e : Five Desert Wi nd Pr e r e q u is ite : Two Oeser! Wind Level : Swcrdsage 8
maneuvers maneuvers Prerequi si te: Three Desert W in d
In itiat io n Acnon: I full-round action Init iatio n Action: 1 snndard action m aneuvers
Ra n ge: 60 ft. Range: Melee atta ck In it iat io n Action: I swift actio n
Area : eo-fr-rad tus bu rs t centered Target: O ne creatu re Ra n ge: Person al
on you D urati on: 3 rounds; see text Targee: You
Du r at io n : In stant aneous Duration: Stance
Saving Th row: Reflex half A blut. J dntil'g flamt appran 0'1 your
wt<1~ n. As you s1Tlkt J0 to r flV. tlus jlll"lt Hot wm d suoll'il ahour ,ourffit, Ilftmg )'Ou
HOI wmds SWirl " AlUI )'Oil . " nJ II Jaml slides "ff )'OlIr
Iw,,~ n lind (olltn )'Ollr J:" "llrd liS flamn btgt n 10 fluktr loclow.
aroma of brmulollt m"tps olltr llrt artll. t lltmy in rilgingjiTt,
A jIltkrnllg "rllo'" allra surrounJs )"'11 A colu mn of superheated air lift s you
anJ grows III mltludy. shtdJmg tmnen- You make a single melee attac k th at tr ue the ai r. While you are in this
,fOil S ht<ll ,m J "ghl. Crc<ltum aroun,I)'Ou deals an extra 2d6 pcimscffi re damage, stance. you can h over up to 10 feet
shlfnhlt p.ukfrorn 'lit htat. \n th a hOIl~lllg In add itio n, if you r sm k... hit s, th e above any sol id or liquid surface. You
rour, )'011 unltll,1t II Iltlllllr ~1,1S 1 offirr 11r.:r1 flames upon you r wea pon bind 10 the gain a fl y speed equal to you r land
lilt/is stul <Irhl wllrps d Ollt . target. whi ch take s an extra 2d f. poi n ts speed. wilh perfect maneuverabiliry,
of fire damage each round at rhe starr but you mu st remain within 10 feet of
Only true masters of the Desert Wi nd of irs turn for 3 rounds. the grou nd when you fly.
school are capable of un leasht ng an This maneuver is a super n atural If you hover in place and make a
inferno bla st. You focus your internal abililY· full attack. the colum n of air beco mes
'-I int o a blinding hot burst of fire superhe ated. dealtng 3d6 poi nts of
thaI deals 100 poi nt s of fi re dam age to RING O F FIRE fire damage 10 creatures adjacent to or
all cre atures in tilt' area. You are not Oeser! Wind (Srrt ke) (Fire] with in the column. including creatu res
h armed by your own inferno blast. Level : Swcrds cge 6 adjacent to your square . You are not
Th is maneuve r is a su pernalu ral P r ereq uis i te: Two Dese rt W ind harmed by th is effect.
abilit y. maneuvers You can move across shallow pits or
Init iat ion Action: 1 full-rou nd action other-such variations in terra in withou t
I.EAPIN G FLAME Range: Specia l; see t ext losing altitude, so long as your move-
Desert Wind (Counter) [Teleport] Ar ea: Spec ial; see tex t men t wouldn't take you more th an to
Level : Swcrdsage 5 Savi n g Th row: Reflex half feet above a solid or liquid surface. If
Prerequ i sit e : Two Oeser! W ind you are ever more than 10 feet above the
maneuvers You mOI'( ilia /lIlIr. your Irrl lt'rra Uh'd m ground (such as if the floor drops out
Lnirt at ion Action : 1 immedia te action jJallllllg t nt rgy. :\.1 )'Ou run. ytrll lel1vt 11 from under you or you move over rhe
Range: Perso nal tra il of firt behi"J you. YII II t llClrd r a JIV, edge of a taUclif{), the rising phoenix
Target : You and lilt ri ng of jiTt )'O III(l1I't btlu lld bunts stan ce immed iately ends and )'ou fall
Dur at ion : Instant aneous mtc l1Ft mJirllO tll,1I t llgulJs YOllr rll tm y to the ground.
,md rwryt hillg rlse in lht arr' l. Th is stance is a supernatural ability.
A.I rour Jot atl<l( ks )'01', )tlU Jisar rt,tr ili a
hlm t of fl<1 mt <1IlJ slFl"kt. ollly to rt"ppc.:rr As pan ofth is m aneuver, you can mO\'C' SALAMANDER GHARGE
liS If oul oJthlll air IIt l l lo h m l. up to two times you r speed along the Desert Wind (Stri ke) [fire]
grou nd . All of your movement must l eve l: Swords age 7
You instantly appc-ar in a square adja- be along cont inuous , solid ground. Pr erequ is it e: Three De sert Wind
ce m to a creatu re [hat attacks you with Youleave a trail offlames in your wake. maneuvers
a melee or ra nged aneck. after resolv- Th ese flames have nceffect unless th~ I n it iat io n Aetion: I full-roundacrion
ing the enemy's arrack . You ca n no t fonn a dosed area. In rbiscase.a raging Range : Special
move into a spac C' th ai is occupi ed by inferno erupts within thn area. All crea- Ar e a : One 5-ft square per 5 ft . of
a creature or object. You ca n move tures within rbe area eke 12d6 poi ntsof movement
up to 100 feet in th is ma n ner. If you fire damage, wuh a Ikflex save (DC 16 ~ Durat ion: Insta ntaneous; 5 rou nds;
cannot move adjacent [0 the target. this your Wis modifie r for half damage . see text 0 )
ch arge dol' S not nee d 10 be Inn ~l r:light SEAR ING CHARGE
li ne ami is nOI Ilnpe dl·\1 by d tfficuh Dcsen WmJ (Smke) [Fire]
ter rain, or eve n o t her c rea t ures. You Level: Swcrdsage 4
can change direcnon as much as you Pr cre quj s it e: One Deser t W in d
want du ring your rnoveuien r. and you maneuver
can also use your lumhlesk ill toavoid Iruttart on Act ion: 1 full round
anacks of opportunity or fa move Ra n ge: Personal
through opponents' sqU3rt's Juring Target : You
the charge . Duration : Instantaneous
whC'n you iruriare a salaman-
der charge. a wall of shtmmertng. You nul. Iltrollgll Jilt alT tOIl'LlrJ your tOl'
spectral fire appears in each of rbe firr s1rr,HtlIng in \'OIIT Il'olkt.
squ3I'es 3100g rhe path you rake. A
creature standing in rbe wall rakes As pan of Ihis maneuver, you muc r
6.16 points of fire damage at the be- c h arge an oppo nC'nt. You gain rbe
ginning of lhal creature's rum. A ability [0 fl y at your base land speed
creature occupying a square adja- with perfect maneuverability while
cent 10 the '\'.111 takes 3.16 points of charging. Resolve }'OUr charge enack
fire damage al rhe sian of its rum. normally. On a successful hit , )'OU deal
Creatures lhal move Into or through an extra 5d6 points of fire damage 10
the wall also fake 6d6 points of fire the largr r of your charge.
damage. The wall lasrs up to S This maneuver is a supernatural
rounds. You can auromalically .1bilily.
d ispel the wall wnh a wave of
your hand (a swtfr action), and WIND STRIDE
the wallts automatica lly dispelled Desert Wind (BOOSl'
if you tnuure another salamander Level: Swordsage I
charge. The wall does not block line Initiar ion Action : 1 S\·v ift action
of sighi or lim' of effect. Ra n ge : Personal
This maneuver is a supernatural Target: You
ability. Duration : End of rum

SEARING BLADE A \\,,'011 bru:t swirls about \"011 .u you


Desert Wind lOoosl) [Fire] 1II01't lllt'(llllr IIII'd)'.
Level: Swordsage 4
Prerequ isite: Two Desert Wind The desert wind envelops you and car-
maneuvers ries you across the bmlcfield. g iv ing
I n it iat io n Action: I stand ard you a bum ofspeed to move around and
actio n through your enemies. Unn l rhe endof
Range: Personal your turn, you gain a +Io-foot enhance-
Target : You menr bonus fa your land speed.
Duration End of turn
WYRM 'S FLAME
A balftiNI, S1I1t>rJ'''l,t UIt1 ,bt
YOllr II't.lpon Ir'll11forllll info II raglllg Desert Wind (Stri ke) [Fire]
ul"",,,,,Jtr ch,,"l' NI""tU~rr I. zil,Z<f1,
poul au ",rt bM)l."<lrJ fortelll of flilltt, tliIlSII1& flllllt MounJ Le vel: Swcrdsage 8
yOll 10 raDII d.ghtly {rom III( Irrmeu- Pre r equt s tre: Three Desert Wi nd
lumblt aboul Illi ball/i-
}'Oll Spill allJ JOllS ht.ll. maneuvers
fltld, a wall of rllglllg fl,ltIlt lIl11rb"g Initiation Aerion : 1 standard action
your su ps. You convert your 1.:1 1010 fiery energy, Ra n ge: so fl.
allowing ir 10 now down your arms A rea : Cone
You initiate this maneuver as pan of and across your weapon. Until the end Du ra tion: Insranranecus
a charge attack. As wilb a charge, you of your turn, your melee attacks deal Sav ing Throw: Reflex half
Can move up 10 double your speed and an extra 2d6 points cffire damage + 1
make a single snack. gaining a ...2 b0- point per tnnuror level. YOIl spm )'OUt Mil,lt lit lilt hirlmgJrr. \X"'lllt
nus on rbe anack rolland a -2 penalty This maneuver is a supemarural fath ttro/utWII, sttllllllg,lamN bllllJ upclrt
to your Armor Class wbilt." you move ability. its Imgth. \tTltll ,1 fiouri.sJl. you bnng VOUT
an d until vour aext rurn. ljnhke a nor- bll1lfllo 11 1t.III.l1Oml It 111 j-our fat, dnd
malcharge however, vou r salamander unlil1s11 d rOllnng lIall of Jlame.
\I a-q ('r.;ot th.- Desert Will.:! an tw irl and ZEPHYR DANCE \ "lllprngrnu.hIIlylIllal'{romll 'sallolck
spin rhelt blade wuh such pOoNer that Desert WI nd Counter lI.Jm"hni: Ilkt IlltdNtI1 :rphrrfllCini: IltJ'On
rhc'Y can ('YOke- 3 grearburstolfire, 'X'hen Le vel: Swo rdsa ge 3 Ihr i<IIl JI" YOlir tnrmy's bJaJt oorrlyIOlldlN
~cx«Ul c t hls n13 I\t'~r, )'DUbbst forth Pee r e q u ts tt e: One Desert \X'md you r clook III rL'llllTml,ly JoJgt I1lllk
aconectfire thai deals lod(. potmsoffire maneuver
d3m3gl' I0 311ln its a1'!'3.Cre31U1'!'Sin the I ntuarion Acti on : t immediate acno n Yo u gain :. + ~ dodge bonus to AC
area ca n att empt a Reflex ~ave (DC 18 . Range: Pe- rsonal ag:ain st a stng le enack. YOU C2n choose
you r W is rnoJif;er) for halfdamage. Target : You to usc Ih is maneuver after an opponent
Thi s maneuver is ill s upe m aru ral Du ration : Instan taneous; sC'C' text resolves his :'IUCK bu t before he deter
ability. mines damage.

- - - - - - -- - -- - - _QEVOIE.Q....S£lRI
Devoted 5ptril maneuvers focus on AURA OF PERFECT ORDER AURA OF T'iRANl'Y
ro ug hness. endurance. ripos tes, and Devcred Spirit {Stanc t' [Law1 Devoted Spim jSI2nce (Evil]
abiluies designed 10 d... fe:ll a specific Level : Crusader e l e ve l: Crusader 6
ahgnmem . Those who follow the Pre req u i site: Two Devote d SpUII P re r equfsf re: Two Dev oted Spiri t
Devored Spinl discirlihr 5«k to support maneuvers maneuvers
a aiUSC' bo,' Jeti-nJing u. nurturing it, and In it13t io n Actio n : 1 swift act ion lnitiat io n Action : 1 swtf actio n
deslroym g lIS enemies. The falch ion, Ra n ge: Personal Range : Personal
grearclub.Icngsword. and maul are the Target : You Target: You
DeVO[N Spltlt diSCipline's preferred Du rat ion: Stance Durati on: Stance
"~pon '" though nunywho follow th is
school ofb.mlt" embrace wea pons ned A prrf«t. hll:::ysquarraJgoLkn (r1( 1gy sur- A !leidy gray I'l1JUlrlU SIIITOllltJS "'11, wp-
10 the causes th ey follow. lnumidale- is rtlllllds)'OlI a~ }'Oil min' dm stallCt t"lrJtr f'lng II... SIR"Ilgt h of10IIr alJln andfu .l.lnlllg
the key skill for Decored Spirit. TrlglU SUp""I", dnl mg away Ih( 1l'Iunil II to YlI U.
of dlaos.
AURA OF CHAOS ~ 'h ilc you are in rb ts stance. you drain
Devo ted Spun (Su nce) [Chaos] "Ibis stance a110ws )OU bJ treata pcrenual hit points from your allies. At the end of
Level: Crusader 6 d .roh.'sult as an 11. You musrdedde rouse yourturn, you C:In choose to dC'3.12 poi nrs
Prercqut stee: Two Devo ted Spi ri l Ihis ability immediately before rolling of damage to each wi lling ally wit hin 10
maneuvers rbe dzu You can use Ihi.s :.bilitvnnce p<'r feer. Fcreachallvwho lakes this damage,
In it iat io n Act ion: 1 swift acti on rou nd. Usin g thi s abili tv does no t take you heal I poinr ofdamage.
Rang",; Personal an act ion. You simply decide 10 Invoke
Taeger : You it before rolling a d2Q for 3ny reason, CAST IG .~TING STRIKE
Du ral io n : Stance suc h as for an atta ck . YW, or check. Devoted Sp iri t (Slri ke)
Le ve l: Crusader 7
A (MlIstlllmg dum of purp/I' t nerg y sur- AURA OF TRIUMPH Pre r eq uisite: Two Devoted Spi r it
rl1llllds )VIlIII dlrf llS Hlll i rl1ltlJ"11l1 III Ill( Devoted Spirir (Su nce) [Good ] m aneuvers
1Ir(1l IIl1tf1(,III1It1y llrolmJ YO U, l evel : C rus ader 6 Lnitf ar io n Action: I standard action
l'rc rcqui stte : Two Devoted tipltlt l\:I n ~c : Melee aneck
Wh ile you are in th is stance, youl man euvers Target: One creature
atta ck s have the porennaltc be utt erly I n itiat io n Actio n : 1 iwift ac tion Area: 3D-ft.-radius burst; see te xt
deva stanng. Wh en rolling dam age for Ran ge: Personal D u ra t to n : 1 minute
3 melee arrack. you gain a speci:ll ben- T3Tge15: You and one ally within 10 II. SOlvi n g T h ro w: Foranude pania\;
c:fil from :m y dam age die Ibat ro lls lIS n cran cn: Sunce see lex I
maximum amoun l (such as illl'suh of
6 on a d6). \'C'hen one or moll' of ~"Our rOll ' ''I1" " rl lll( J'l'U'tTof~ IIlrtlll/:" l'Pllr w illi ,1 h.' Il'i mg f..:r ll lt cry, )Vllr II'r llf'On
d.anuge dice show a m2ximum possiblr- ""'I•.,m J SImi, mfllsmg t1'"l1n'a artlllllJ }'Oll (fl1eklts u'll" ""erg)'. As )'011 slnkr rOllr
re ull , reroll e3ch such die and 3dd li S II'llh.J sofl, ~trl radt.ln:t. \'nl h Nch l>ioll' f~ 111111 trltrgy dtt,m altl III l1' burs I Ihal
rt'sulr to the original damage IOU!. You \'l'U slnk"l1~lIl,1 tl'lI, \VII f....l lflVI).'Pru l...l Sll IIt"1 thrtlugh Ih05t who sll1 nd l1g.lInll
can continue 10 leroll :lStong 35 3 d ie arid Jnl'l:'n Olllt'Md" l 'llut ,aUK.
hO\\'~ il\ m:lximum poss ible- rrsult ,
aJdmgeach new numbel rOlhe damage While you are in Ihis sunCE", you an d When roo use th is strike, nuke a single
(()\21until eac h die h3Sshov..n tess Ihiln 3ny ally wilhin 10 fl."t't ofyou bOlh h,':.1 mel« :.IIack. If you hil 'YOUr opponc nl
.3 Maumum Il'suh- 4 poinlSo( damage with C':Ich succes~· ~nd his alignment ba~ af lea$l on.:
(ul me-let" attack t'llba 01 \'OU makC'.. compontnl dilTerenl from \'DlI~, J bla.\t
ag;na~t a n e\"11 ta TgeI. 01 dt\'t1lC' energy orig im re5 from you r
aU.:al k, roml Of ,mp;lCI, InC' l.:arg!.'fof this equal 10 ,hi' dermge you deal or become DI INF Sl RGE . GREATER
rrtke rakevan l'xlra&J6potnlsofd.:anugl.' sha ke n for I mmute. Devoted Spirn (Stri kt·)
and muct succeed un .:I Form ude save Level: Crusade r 8
{DC 17.. yourC ha modlfll'r)o rla ke e-z DEFENSIV E REBUKE Prcr cqu isit e : Two Devoted Sp ir it
pt'nah y on an ack rolls for I m inute. Devot ed Spirit (Boos t) maneuvers
A ll o f your upponents wu hr n a 30- l evel : Crusade r 3 I nit lar ion Action: 1 full-rou nd acnon
foot-radius burst of rbe target creature Pr erequi s it e: One Devoted Spi rit Range: Melee auack
mu st also succ eed on a Fortitude save. maneuver Target: One crea ture
Those who fail lake ~d6 points of l ninarion Acrio n : I swif'aetion Durati o n: I round; se~ tex t
dam age and rake a -2 penalty on auack Range: Personal
rolls for I mmure A successful save Target : You A lorrrnl of JlI'lIlr rnrrgf COllrst1lhrough
results In halfdamage and negates the Du ration: t round \'Oil , w'llh SlIpumt forr.- of 11'111, l'llU chan-
attack pt'nahy, IItl lIlt t ll( rg\" nllo a Jrl\ulalml! alla.k
You m'«J' )'OlIr lI'taJ"'" III a It'I,lt, Jtddh· M'tll al II w~ rollr morlal form_
CR GSADER 'S S TRIKE err, \'(1.....1 your blow'S sinkt ',,'m r, \'011 W'IlJ
Devoted SPllU (Sm kl.' \l'urf\lt tlllll"'mgboJd: olll ht Jrftnlll'l'. llt As pUt of Ihls maneuver, }'OU make :I
Le ve l: Crusader 1 musl dtal wllh )'(1U ~rs l, or lraw IllIIU'oJ( slh~le melee attack rb at deals an ex tra
I n iriation Acnon I ~randanl action opm 10 \'\JurJrd,Ur coultft r. nds pomts of damage, In addtucn
Range: ~ll" lC"C" euack before making this melee anack, you
Targer : Onto (((".:IIUn:' Defensive rebuke allows you 10 excel can also de cide 10 rake :II number of
ar controlling the banlefield around perms of Constituncn damage equal
[)wm( cntrgl. i111TOUJ1Js lwr It,."I'"''' as"'II vou, Your enemies must pay heed ro to your inuiarcr level or lower. For
llrlkt. r1m J'llU'tr ll'tllh.-s Ol'tr YOII .a YiJur the threat you pose.If Ihl"y ignore you e:IICh pomr of Constitu tion da mag e
ItN f"'n ~nJs ,Is "~ I,*, mrnJlIlg ~Vllrtl'Oll7lJI in favor ofarracking orher target s, you you lake , you gain a +1 bo nus on you r
.:Iml g'll'mg }\lll IIlr Ilmlgll, fofiglll on, rake advan tage of rheir lapses with a anack roll and deal an ex tra 2ds polm"
punishing counrerarrack. ofdamage. Afteru'ting th rs ma n euver.
As pan of inuuung IhlS smke. you Each enemy you strike after you you are considered Ilar-foored unu l the
must make 3 successful melee attack Ininaee this maneuver becomes vulner- beginmng of your nex t turn.
aga i n ~ t an en l'my whose Jlignment hJS able to your fu rther attacks. If such an
atleasr one co mponl'nf dufcrcm from nppo neru auacks anyon ... other th an DOOM CHARGE
yours. This lee must pose 01 threat 10you you in ffit' lt:"t" for the duraucn of the Devoted Spiri t (Slrike) {Evil)
or your alltes in some drrecr.immediate maneuver, th at at tack provokes an Class: Crusader 5
way. If your attack hns. you or an ally anack of opponuntry from you (each Prerequ isfte: One Devoted Spirit
w ithin 10 feer of )'OU heals 10(. poin te sepa rale J I rack alargel makes provokes maneuver, ev il alignment
of dam age of I point pt'r in itiator level an 3IIacKof opporrunitv, making this Intr tarton Acnon: t full-rou nd action
(max imu m +st boost especially leth al if yo u haw Range: Melee at tack
Co mba t Reflexes). Ent'm il"s you strikt- Tar,l:.el : One Cle:lIUre
DAUNTING STRIKE become aware of Ihe consequences of Uur:ll ion: I ro und
Devoled Spiril (Strik...) the maneuwr.
level: Crusade r S r Oil dOll~ youfj.t'lf III a MoJtk. ffrnMr allTil
Prerequl !iite: One Devo led Spirit DIVIN E SU RGE of(o nl,'lI1 r ' ,anJ ll,rlt .
mant'U\'er De\'Oled Spirit {Strike}
Initiat ion Actio n : t standard acti on l evel : Crusader-l You musl make a chuge allack as p3rt
Range : ~l el fi" mack Prereq uis ir e: One De\'ol~d Spiri l ofIhis manl'U\W. Ifyour targt"t is good-
Targer : One crt'3lure maneuver aligned, ~"Ouratfack deals an ex tra 6<16
Sa\'ingThrow: \lC'i11negal~s In it iat io n Acrio n : 1 srandard action points of damage_In addi tion. if your
Durat ion : 1 minult' Range: ).lelee JIIack charge anacK hits and the target IS
Target: One CrealUR' good-aligned , you become \\·fC'.:Ilhed
You ",tMk lIT f{lt wIlII.m ot'tT1I'hdmmg in unholy energy. You gai n da m.:lge
sl nkt,llJlIllllrr lllg Ihrt'I'gh 11I1111ItlJ ,md Yourl>o.Iy l ll~k~s mJ if'llml as ullftlltrtJ reduCllon loj -unlil the begmningof
lI ml or 10c!tlll't 11110Ius~tj.h . TIllj.,fllrl.lyof JlVani iIItrgy CtlllrstS "lrouglJ II. f Ilii your n... xt IUm.
rllw ptlll'trtaIH.. j 111m 10 slumh/r b.u lm1oJnl. p"lI'ir sf'lrks off J'llur1l'l'''J''''' ~n,1 COllfS('1
fror III IllS errs. 11110 your fllt, dtllllll,lllI1g )'!lllr (nOlIY but EI'o.'TANG U " G Bl.i\DE
1.-al'lIlg )VII Jmi",,·J. De\'Oled Spirit {Strike)
A.s part of thi s mantu\'l"r, you make I t\,t'I: Crusader -I
a mel~ allack against an opponent As pan of this ma neuv~r. you maKe a Prerequ is it e: O ne Devote d Spiril
\"Ou Ih rrall"n If Ihis aruck h m. \'Our single ml'l~ 3flack tha i deals an el(lra maneu''I'r
1,,- m usl make a Wi ll save w ilh a DC &is poi nts of damage. In it iat ion Action: I standard acrion
Range: Melee arrack Initiatio n Action: I swifr acncn lon g as you remain In rlns sl:1.nCC'
Target : One crea ture Range: Personal you can not be killed or incapacitated
Du ration: Sec- text Ta rget: You by effec rs or arracks Ih~t red uct' you to
Durat ion: Stance o or fewer hit points. If you take suc h
y(lll h.ukmf(l )Uurfix'sltgS.farrmg lus m Ol.' t- damage, you can make a Fortitude savt
IIltllllo Sllll\' llllJ hl! rtsO!Ullllll lll {,IfIn with a DC equal to your negauve h it
point tot al, If you fail this save, you the-
As p an of thi s maneuver. you or fallunccnsct ous (as appropriat e,. If
ma ke a melee attack agamst an this save is successful. you are snll
op ponent . Your anack dea ls an alive and conscious, with I hu
ext ra 2d 6 POints of da mage. pci nr remai ni ng,
In add mon. if your arrack This stance provides no
hits, you r urgel\ speed 1S pro tec t rcn against effecr,
reduced by 10 feel until rhar sl:ay yo u without deal-
rhe end of ItS ne xt turn, ing h il point damage. or
whi ch mi ghr pH'VC'nt it o rher effects that pe l rify,
from movi ng e nnrelv, par alyze, and so forth. You
This pe n3lty applies 10 can still be slain by a coup
311 m ovement moot's. de grace if a spe ll or effe ct
A flyin g creature wi th a renders you helpless.
fly speed of0 feer falls 10 Aftl"fYOU anemprthree
the ground (and takes saving rhrcws to aVOId
falling dam age appropri- deab or u nco nsciousness.
alely) ifit is subject to Ib is rhts stance' auto m alically
effect wh ile in the air, ends. You ca n acnvate
Ir ag ain on you r turn as
FOEHAM MER normal. Even the roughest
De"OII"JSpirit (Strtke] crusader ca n endure on ly so
l evel; Crusader 2 much pu ni shment.
Initiat ion Action:
sranda rd actio n IRON GUARD 'S
Range: ~tel«, anack GLARE
Target : O ne crea ture Devoted Spiril (Stance)
Level. Crusader t
VOlir Ihr ol\' fOundf btll ltlJ Ln irtar ion Au ion: I swift
lVllr attack, ImJIlIg jeur blow action
111(11 grrlll lI' t,~1J1 an J foret Range: Personal
lila I )'l'u lt<lw IIIJI4rtt SIhall' L't'tl Tnrg er: You
nlllgwd J,-fro st s catUlol Flun,1. Durat ion; Stance

Your devot ion ro vou r cause gives t'.Ulll /M f~o..~ .uWU;;". \t'dh a qUl!Rmarland aglaIl IJwf would
you boundless ...nergy t h ~t allows ,. tr·.s.>J" of .\/"","". n " t PfUI s1"pll Chargi ng NrNIlan In 'Ul hucks. ~u
,. r~'1 . .r.rJ Jtf~SCI
you to s mas h through supernal ural Sp"'ll oIn oppont1'lfs alfo1dc. Ro1tht r tho1 11
def... nse s. W h ...n you b nd an arrack. slnlrt lus ttrl/l:lI1allolrp'f, )"l'ur tnrmy turns
l)(srJl t: 1ht !I(1m,IU n a.llds rou suJ(.,..I'1l
you b it w it h such forc ... tha t damage hiS at ltnhon f"u'l1rJ }'OIl-
p,uh of J(anll/l: lpdls. .lIld lilt cr,1I1! o{ 01
reducuon offe rs li tt le res is tance
{(I(', rrllgh fy aUMb. ,'flU sIJ II,1 rt"lolult on
against you. Whik }tJLI aft' in thisscree, anyopponcnt
Ih,· fitlJ. So loug "lilu rolt nllll!{" rl 'ld ory
When you use rhi s maneuver, you rhat you threaten ukes :1-4 p..-nalty on
L'l td s, \'011 fig"! en ,
make a melee arrack against asingle foe. anack rollsagainst your allies.This pt.-n-
This attack auromanca llv overcomes alrydoes not apply 10 anscks madeagaimt
neath has lill ie memi ng 10 you in
rhe opponent's damage red uction and you. Enemies you threaten become awal'['
light of rh ... cause you figh t fo r. So
deals an extra 2d6 points of damage. of the coJlSt'quences of the stance.
foeg as the m ission srands be fore you
uncom plete d, or a ba t t]... remains i n
IMMORTAL FORTITUDE LAW BEARER
doubt, yo u fighl on. Stories abou nd
Devoted Spirit (Suinc e) Devoted Spirit Strike [law]
of crusad ers wh o while in rh ... gnps
level: Crusader 8 class: Crusader 5
of this stance, fought for days on end
Prerequis it e: Three De vot ed Spi rit Prerequistre: On... Devoted Spirtl
10 hold a mountain pass agai nst orcs,
mane uvers maneuver, lawfu l alignment
n olls and oth er fil nJs.
r n ntanon Act ion: 1 full-round acnon You 1:'IIIIJrr Ill, pcltl r of II' 'llIIJ ,m,1 curs Thl~ (01.' must plX(' a rhrear 10 \'OU
Ran jtt': Mcll'r aluck ,11~'r1lt1r, 'Ilrrr Jm,fJ '1~ )'Our If III ,111 ,Iurd or \'OUr allies i n somedirect, im media l!'
Iurger : One creature tlfl'lll1,hu.'! glmy wa)', If vour att ack hns. vou o r an allv
Du rat ion: I round wi thin 10 fee r of VOU beals 3d6 pouus
You must make 3 cha rge arrack as pari of darnege-. 1 point per iruuar or level
Tlu au 'HOllll,1 rou hums II'Jlh ,ounl( of Ih is maneuver. If rhe largl' l is evi]- (maximum +10).
i ntrgr .U Ill( II(IWtr of pllre /all' swrgts aligned, your mack deal ..an extra N:l6
' " roll':" vou. I(lr ,I tn ',"tnl. \'Ill' 'ak,.(On pomfS of daeuge. In adduton. if your SHIELD BLOCK
lilt .Hptrl 01 " l'aft"C' Ivllll'l ,II "{lil tha'll" charge auack hilS and the rarger I S Devoted Spi ru (Counl C'r)
f.Jn''lJrd 10 smllt your! C'vil-alignN, vou become wrratheJ m Level . Crusader 2
holy energ)', You gai n dam;tge redoc- Initiation Action: t immediare action
You must make a charge attack as pan non 10/- uru l rhe ~ginningof your R:angr-: Personal
of rhrs maneuver, It rhe largt'l Is cba- next turn. Target: You
one-aligned. you g,lln a +8 bonus on Duration: Ins rantanecus
your auack III addincn to IhC' charge RALLYING STRIKE
bonus and vour eueck deals an extra Devoted Spinl (Sm ke) \\ lIlt o.f Ittrou "Ilrst of <'lfort, ~11 tllru fl
. d 6 perms of J3magC' In addmcn. If Level: Crusader f> l'llUt duflJ bthl'(tll )'Owr Jdtnsnt1\ ~ lI r
ur cbarge attack bus and rhe t:llgt"[ IS Preeequsstte: Two Devoted Spirit lI11d ) 't'Urtllffl1.r,
chaonc-ahgned. rou become wrtJlht'J maneuvers
III axicmaric I"nrrgy 'Iou g:un a ..5 lntrtarton Action I standard ecucn As an immedrate act ion, you ca n
bonus on S.t\TS and 10 I\C unnl rhe Range: ~tele .. mack grant an AC bonus (0 an adjacent allv
be ginni ng of your next turn. Target: One creature equal to your shield's AC bonus + 4
\ '00 aprl\' this bonus 10 respon~t' 10
MARTIAL SPIRIT Yllllr l \\'~f"J 11 bla;o Will, dll'l llt' ,'Iltrgr a ~lIlglC' melee or ranged arrack Ih at
Devoted Spirit rStance IH YOII smil( ytl!Jr (PI(III,.. Til.. mag" JIl- targets vou r ally, You can in iriare Ihis
Level : Crusader 1 dlarg.:s III a gr,'l1l plllst, 'll'((PIIl~ ot't'r YOllt maneuver after an cppcnenr mak('~ hIS
Init iat ion Act io n : 1 SWI(t action allus all.! mrtlLlmg lla,',r n'<'lIll,k arrack roll , bUI you must do so before
Range: Personal vou know whether rhe anack was a
Target: You As pa n of m illaling Ih is strtke, you success or a failure,
ljuranon : Sn nce must make a successful melee attack
against an enemy "hose ahgnmeru has SHIELD COUNTER
A I )'011d(,w!' IIlf<lugll rollrfMl, "oUII frro- ct Ieasr one co mpo nen t di lf('(l'nt from Devoted Spirir (Counter)
(Ious MIliCI.: toll tlllIk( ltllJs 1lJt:'or 1I11,~ yours, ThiS foe rnusr PO-;I':t thrcar tc you level: Crusader 7
s1 rm~ l h to YOIl an,/ ttlllr "III N. or your allies in some din.-CI, imml,Ji· Prerequisi te : Two DeVOlI'd Spir it
ale way. If yom ~ llac k hil ~, you anJ ;Ill man("t1v,'rs
\,<'hile yo u art" in Ihis sta nce, you or allies within jl} feet of yuu hea l jJ6 Initialion Action: t immedia[eacrion
:tn ally wit hi n 30 fet"t heal... 2 points points of damagr + I JXl!nl per inil latllr Range: Md("e allac k
of d:tm agt' {'3 d l li me yo u make a le\'el lmaximum +15). Target : One crea lure
suc cessfu l ml·lr l' 31uck, T hiS heal-
In g re pr('se fl(~ th e vigor, drive, and REVITALIZING STRIKE As 1'0111" 0PI'0nrlll prCp"r(l 10 "l<lll( 11U
lOug h nl." ~5 you inspir(' in olh~' rs. Your Devol t'd Sp irit (Slrike) fl,ul.:, )'Pli boll" IIIIIl with \lJur sllld,' 'lIld
<1

co nnC'Cllon to Ihe dlVlO~ caU~t'S such le\'el : Crusadl."r j alUllpllllSdllflllpl .


in sp Iration 10 have 3 re:tl, ungible Prerequisite: On(' Devo ll'd Sp lri l
('1(rcI on your allies' heahh. m3nC'U\-'t'r As an ImmediillC' aCllon, you can
Eac h l ime you hi! 3n opponem Initiarion .-\ct ion I standard aelion allempi a shield bash agamst an oppo--
In m ~ le c , you can choo~c- a J ifferenl Range: 1h·I('l' JlUck nl'OI you threaten. This :mack is m3dt"
recipient wilh in ra.ng~ 10 recriv~ Ihis Targec: One creature wlIh a-2 penahy. lf )'our§hield :H1 JCk
h~3 ling . hi lS,)'ou r targel 's nex t atl:lck 3UlOma[j·
As lllU r<'o.lr rlUk 10 slrlkt "our jOt, ,111 cally mislot's.
RADI.~"'T CHARGE aUn3 of Jit'IIU (IIlrgr ~Urn:llHlJ\ }'Oil. As You c.an use Ihis rn.a neuver tm m.....
DevOIc-d SPltl t tSmkC' [Good] )"l'IU "",kk IJ"'/li hO/ll(, 11m ,turu .Iu- JialC'ly aftC'r3n opponenl Jcclu es an
class: Crusad..r 5 siralfs III ,I nash, kmlhng \'(Illr It'OUII,h alt3ck. bUI \'00 musl do so before' Ihe
Prr-tequisite: Onr- De\'OIeJ Spiru ilS II dlS(har!l(l. allack § tl."§uh has been d~ l e rm i n l.J.
m3neU\'C'r good alignmC'nl
I n iriat ion Action: t fulhound KtlOn As pan ofintuati r.gIhlSSlnkt', you mUH STRIKE OF RIGHTEOUS
Ran ge: ~t elu atl;lck ma~ a succe-ssful melt"t" attack 3g.un~1 VITAUn·
TargC't : One crealu rC' an enc.'my~tull'whOSl.' align~nt ha..~ Dr-voted Spiri l (Stri ke
J)uralion: t round at leilSl one comroncn! diffl'rl'lll from le\'C'!: Crusader 9
Pre re qui s it e : Th ree Devoted Spiril Level: Crusader 3 TIDE OF CHAOS
maneuvers Pre r equ is ite: O ne Devoted Spi rit Devoted Spirit Strike) [Chaos]
tn u tario n Act ion : I standard act ion m an euver Class: Crusader 5
Ra nge: Melee attack In it iat ion Act io n : 1 swi rl act ion P rerequts tte: O m' Devoted Spirit
Ta rget: On e creature Ra n ge: Personal maneuver, chaonc align ment
Target; You InitiationAcrion: I full-round action
,0\\ )1.lllr(II<'my ruJ sJmlll \'O llr llllglll), rIoII'. Durar ion: stance Ra ngl'; Melee m ack
.111 ,rlh' rlt'arby IS 'Imlll f<J llr(lu~y Il(altJ Targl·t: One creature
.:m,l cJrallstd oJ lIs ....'ullll, h Iht J'l'wt"r rOil mullllam a (llrrlul gu.ml u' )tIll starrh Duranon : t round
ollt'tur {IIi/h. for .::n)'guf'S III vouronunml'i ult'art'rl('Ss.
[viIIllu s1lgllkll mOll( prot\llw.:l sllllglnj.! Tllt I~,u'(rof( ham: SWIrlS kll\llmJ \"11, ltnd·
W hen you m ake rhts strike, you 01 (ounlir from you. II1g slYt'llgtll llJ ycrur ull.ulu as l"l1 c.:Isl YOlir
one allr within 10 fl'et ofyou gains the (aIr ' " III( wIllms '-'fl uck.
benefit of a h(,d spell cast as a cleric oi \X'h ile you art' m this sta nce. any
vour cha ract er level To gain the ben- 0rponenl vou threaten Ihar ra kes any You m u st m ake a c harge arrack :IS
efit I this m aneuver. rou must srnkc son of movemem. including a s·foo[ pari of Ihlli maneuver. If tilt- target 1~
an enemy cre ature whose alignrnent ~tep, PfO\'OKeS an alue.k ofoppon ur utv lawful-ahgned. you gun a"' S bon us o n
has at least one component drfferem fro m you, 'lour foes provoke Ih lS ansck you r arI¥k (in add ilion to rbe charge
(rom vours. Th is £01" must POS\" a th reat be-fore leavi ng the area you th reaten. bo nus amI vour anack deals an extra
to you or you r allies in some direct. Your opponents also canne r me rhe .wt. perms of damage. In addition If
Immediate " '2 )'. wirhdraw acno n PH H 3 10 treat I~ r charge anack hns and the target
squa re Ih t'V stan In as no lenger threar- ~ bwfuhligncd )"OU become wreathed
THICKET OF BLADES erred bv vee. m anarchic energy \ou gain rota
n~ red Spiril (Sunce nu..a lmenr gamS! all snacks th
rar!!l I von until the begtnrnng of "our Rang(': Mt'1et' :lll:ll k As parr of ,hIS maneuver, you mak J
nex r rum Target: One creature melee arrack agai nst an opponenr you
threaten If this allack hi ls all your
\Al'G UARD STRIKE YOll b.!Uir .lIlde )'our (r.·1 J~fwws wrf ll iJ alllC'S gain a -+4 bonus on ranged and
Devot ed Spiril (Sm ke) l'I(I OU'i, o l'tT w h rlllllfl j:" ,IIfoJI'k, 1(11 VIII!:" 111m melec auacks against Iha l targcr u nnl
level : Crusader 1 1'1I1ninlbl t to your..U,~s' M(lII'S. rbe Slat! of your next rurn.
Init i:n io n Acrion I -uedard action

Diamond M ind maneuvers allow ;1 Range: Melee snack


warrior to use her cunning, intellect, Ta rget : O ne creature
and (~I for the battlefield again ~1 her
enemies Time seems 10 flow slower 10 In a jlaJ'lIlg blilr of 11«1, t'll u ImJiil~l, a
a Diamond Mind inmate . The ba stard of
Jrn:fl JiJllIIg wilt)' Ji'l.lly lIJflUiu al:oI'll sl
sword (or kauna), rapier, shor rspear. )1lllr t,,,'my, \ lri~ lIl!i! II ,lgLlm 1II1d i1gtl lfl.
and Iridt'nr art' this di scipline's favored DIAMOND DEFEl'SE
Wt'3 pom. Concen tration is II1C' Diamond You lash at an opponenr.H vcur anack Dia mond Min d {Counter
~tind dtsctpltne's ktoy sk ill hit s, you rt'pea t the same anack again Level: Swordsage 8, warblade 8
and again at ne;rly superhuman speed, Init ial ion Action: 1 immediate xnOll
ACTION BEFORE THO UGHT allowing you to score multiple hu s in a Range: Personal
Diamond Mind (Counter blur of acnvi tv, Unforl un:u rly, as soon Tu gt't : \ '00
Level. swcrdsage 2, warblade 2 as an attack mi sses, you r tem po breaks,
Iniri .ation Action: I tmmediare actiCIn and this delic ate maneuver cru mbles Y(lU sl(r! ' llll rSilf agal1lsJ all 0P~lI fl1 t s
Range: Perso na l t nro a flurry of wasted mot ion . sptll, drall'lIIg all )'Pu r focus alld trall1m~
Targ... t : You As pari of thi s maneuver, you make a /0 Ol't'((o m( lis rffrel.
single meleeartack agatns t an oppo nenl.
Your suprm u Sinuo of lIlt battlt fulJ, If rhar arrack hts. resolve "our d am age You can in itiate this m2tli"UWrany time
ImmiJldtr,l rrlartliJllrammg. and slmplr, as norma l. You can then m ake ancrhor you would be required 10 make 3 savmg
mhllh t't Imsr of da"!:fT allolt' YOIl f('l <HI attack against that fOt' wirh a - 4 penalty rhrow, You ga in a bonus on that save
fiJslrr '''iJll Ilu sp~rJ of Ihoughl. wll rll II on you r att ack roll, If Ihal atta ck h its, equal 10 your initiator level. You must
s1'.-I1o r ol h ~r aJ/ad1 sfn kn yO ll, }'ou movt' you can make anofher an ack agains r rhal use this maneuver be fore you roll she
iJ Srl lfl((O f"l btfor( )"U 1ITt' rw n ,ltl'iJr( of opponenl w ith a - 8 JX'nalr y. Vou ron- savi ng rbrow.
IIII' 'hrrllf. tin ue to make additi on al at tacks, each
one wuhan additional -4 pe nalt y, um i] DIAMOND NIGHTMAR E
You r mind is a keenly honed weapon. you mi ssor youroppon... nt is reduced 10 BLADE
O ther warriors rei)' on their ph ysica l - I hit polmsorfewer. You must direct Diam ond Min d (Stri ke)
talents. You know that a mix of me nta l all these atta ck s at a si ng le foe. Leve l: Swc rds agc 8, warblade 8
acu iry and ma rt ial training, along with a Prerequ is it e: Three Diamond Min d
strong swo rd arm, is an unbeatablecom- BO UNDING ASSAULT man eu vers
bin:nion.Th is maneuve repiromizesyour Diam ond Mind (Slrike) I n it iat io n Action: 1 sta nd ard action
approach. Your mtnd, rather th ;lh )'OUr Level : Sword sage 4, warbladc 4 Range: Mdre attac k
raw reflexes, dictates your defen ses. Prerequisite: Two Diam ond Mind Target : O ne crea ru re
You can use this maneuver-any time m aneuvers
you would be required to make a Reflex lnitialion Action: I full-round 3Clion YOII lpa' II slIlglt f'llal jllI lI' 1ft your 0l'po-
53\l.'. RollaConcentrationcheck insTead Range: Me1t't' alU ck fli l1r S Jt{insts. \l',tl, a u ngl.. att,uk, )'\lit
of Ihe ReO",:.: §,ave and use the resuh of Target: O ne crealure FuJII" fill (om of ytlur suprr fllc fertlS m!
(hat check fO de rennint" the save's sue- tl slngl(, mpplillg bioII'.

c~s. You mu-~I u~ th is maflt"t1wrbrfOll' Y(lil ~P rJ ug Ll(ft)SI lilt r.il "( fi rM , It Illig your
rou rolllh.. Reflex save. A result of;] [« IlS afl" iJbllrly todel ql/l(l:!y 10 mako'all You must tn3ke a Conce-omn ia n check
na lura)I on yourConct"ntt:lfion ch ec k alt dt-k wlult flI 0l"flg. as pan oflhis m:l.llC'uver. Th t' De oflhl'
is noc: an aUlomafic {adure. chec k is the urget creature's AC. You
You co mbi ne sj:t-N and po wrr Into a lhen make a singk melee attJck against
AVALAl'CHE OF BLADES deadlycombinalion. wilh rhis m aneu· )'OUr rargel,also as pan of lhe nuneu\'t'r
Diamond ,'-lind (Stri kt') ver. you move across th e balliefieid in Ifyour Co ncentt2lion check SUCCt-N,
l e \·r!: Sworosage 7. warbbde 7 a blur, pau sing only 10 deli vt.'f a f...ro- lhisaluck lkJls fourtiJDe$ }-'OUr normal
Prerequ i..it e: Three Diamond Mind cious att ack. melet'damage. If yourcheekfails. \'OUr
ma ruou\'~' n As part oi this m an ('uv er , make I madc IS madt' wi lh a - 2 penalry and
l n u iat io n Act ion : I full-round aetion double mow . After you move , you can doesn'r dea l any additwnal damage.
If your strike i ~;I cnncalhu, YOUSlack EMERALD RAZOR HEARlKG THE AIR
the muluphers as normal (PH 304 . Diamond Mind Sinh Diamond M ind (St.a nce)
L('\'C'I: SW(lrd~ag(':!, ....-arblade 2 Level: Swerdsage 5. warblade 5
DISRUPTING BLOW Prerequi si te : OnC' Diamond M in d Pre requis ite: Two Diamond !o.hnd
Diamond !o.hnJ (Slrikt' ) maneuve r maneuvers
LC'\'C'I; Swordsage s, warblade 5 I n it ia t io n Act io n : t standard action In it iatio n Action: I swift act ion
Pre r eq u is it e: Two Diamond .M ind Range: !l.1..lee attack Range : Personal
maneuvers Target: One creature Target : You
I rruiar io n Action: 1 standard action Duration: Stance
Ra n ge: \t..lee attack YOll SlllT' al )'C1UrtnOnt, sluJrml: 1m tlTry
Ta rget : One creature maw. You mmtully proNo hu ,ftfouts III rOllr rartrllon (tUOlllfi Ul fillc th a i VIlli
Savt ng Throw: \X'ill negates starrh of a Wt"ul.:lIl'1l_ A IMstr W<lrTlllf (auld '411 IUla 'he "mtsf jluUtr of IIlr mO t' lIIg
Duration: 1 round s~1I1 long 17Illlldtl El(mdtTlng IhLS proNt"m. f"llf vou. Im'lJiI}tlt lotS lind olh'T 'uJd'lI
bur you 1« Oil Of't'llirtg olr.J stJU U~II It III thlTdll b«o"'t I1f plam .u J.Jy In lht drrl1
Wllh 0 (omhm.Jflan of trrult forrt, 1.:((11 au mrtdllt of )'OU T l1tl~httn"d St'nSN.
IImmg. oJIIJ nOtllllg a r"" )'till ret )'lIlIf
oppontrll ml" <I,' .m-kll\lrJ f'OSI""n 'hoi Your understanding of combat. your Draw ing on your comb:u trai ni ng.
Tluns 1m ntxt athorl. keenly honed mind, and ~'Our cap3bil· sharpered senses , and ca~biliry 10 pre-
ity to read your opporents make yo u diet yourrnemys mm.~, youbecome a
As pan of Ihis maneuver. you make a a deadly ccmbaram. When you iocus 12ultkss sennrel on ~ bartldlt'ld. £wn
melee anack. If I h lS anack hits, your your mind, even tbe mosI elusive o~ the Smallll"Sl deuil or Me.lhhlffi enemv
u rge[ rakes normal melee damage and nenr becomes an easy target. cannot hope [ 0 evade your ncrice.
m USl make a Wi ll save (DC IS • your As pUt of [his maneuver, make .1 Wh ile you are tn rhis stance. yo u
Str modifier) or be unable TO rake any single melee mack against an oppo- gain hlindsense ou t 10 10 feel and a.S
acnons for l round. The target does nor nent. This is atouch arrack rather than inslghl bonus on Listen checks.
su((t"ranv other dr.Jwback~or penah ic.'Iii. a standard melee arrack. Ifyou hu. U
He can still make attacks of opportu- deal normal melee damage. INSIGHTFUL STRIKE
rut v bu t is unable 10 lake irnmedrate Diamond xtmd (S[ri kl')
acno ns u ntil his nex t tur n. Le vel : Swcrdsage 1. wa rb lade 1
lnniation Anion: t standard arnon phy ~i('allhl"t"al :; '0"\1 h Ih raw pow..r ,~ I the 10011Jt1W or derchanges cccc rd tngl
Range: " I~l ee aua ck your m md ThiS modifier applies al the e nd 01 the
Target : One creaurre You can usc th is maneuver any lime' round Your place in the inutanveorder
you would be requi red to make a Fort i- cha nges 10 reflect moment of ala cruv s
You ~ l u,Jr yo ur {lI'PDIl,.,t/ ,11111 ~P(l l >!lI't'llt tude.' S.lW, Make a Conce nrrano n ch...ck l'ffl'ct su rttng wn h the nex t rou nd
pornl In Ilrf ,lrmor. \\"'Il h 1I qllld,:, JUUIl't' instead of rhe Fortnud.. saveami US(' the
drl'u . )tJll f,l~r oI,/t 'Ll nIOlgt of,Jus ll'''<Z ~ " ''SS result of rhar chec k to determine the MOMENT OF PERFECT MIt\D
Il llh 01 Jt't"lIlllllnjol LlII,u~_ S:I\~'s success. Y"" mU'it use this tnaneu- Diamond ~ lind (Co un ter;
wrlx-fo~ l'OU allempt the FonuUtk save . Level: Swcrdsage I. warblade t
Your m ind rather than your phvstcal A rt'Sultofa natura] ! on ytlIlrConcenln· [niriar icn Acti on: 1immediate actIOn
power allows you to deal grievous no n check IS nol an nnornan c failul"('. Range: Personal
tnJUf\t'5 to '{CUT fees. Wh~n you attack, Tar get: You
your Inimng and mental focus allow MIND STRIKE
u [0 score a (elh ng blo w. Dia.mond Mind (Sl rike) \·our mtnl >!'lot us lJIIJ m .:a rh al duJ,· ha
As pm of [his mantU\'ff, nu~a rneft Leve]: Swordsage -4 , warblad~-4 rr IlJ(n'lf your It'I II Int;1 OIn wlftn'akllftlt
Ittxlc.. lf thlsallack bus. you do nol deal Prerequ tstte : Two Diamond. lind lro ll Il'<lll. \rho""somtont 100rgt'"b ltJu II llh
nor m al damage. Instead . you make a maneuvers a Ird l llhll sub ' ;1 tro.ft your wIlIpolwr
Coocentraucn check and dea l damage In it ial ion Act io n : I siandard action )tJUllttl yoUNt I! .:agll itld lht Lllla(l.: .
t'quallO lht'check~lt. You r Strenglh Range: ~t('lee a [t ac k
madilln-, )'UUrweaporisl1'Ug.cal proprr· Target : One creature Between you r devoted studv, iron Will
ues tif .lny , andanYOlMre~ lra damage Saving Th row: \'I:'i11 n('gates and supreme focus, you have learned
vou nor m ally deal do nOI mod ify rhis 10 resist attempts to subvert you r \\, U·
check !including eXITI damage Irom YOII sln~t )tJIHOf'J"'lItr11 i 'If'IJ, r'lillm/-! Ill' f"O\\'t" r. \'('hen you 1("("1 such an elfte l l TV
class a.hili tit's, ft'm, or S}'\"I1s). WII>ts lUlll (a using 111111 !(ll(lw !cJ(lIL 10 cloud your mind. \"OU can d raw o n
unt apped reserves oftnergy to counter
It\SIGHTFUL STRIKE. As a warrior who fight with your mind the anemp r.
GREATER as well as '{Cur brawn. you know thai You can use t his maneuver any lim e
DIam ond ~hn d (Stri ke) aneckt ng a 10t" ~ St'n'es is JUSI as valu- you would be required to ma ke a Wtll
Level: Swcrdsagc 6, warblade (, able as sapping hi s strength. w ilh rhts save. M ake a Ccncenrra non c heck
l'reuqui l;ih' : Tw o Diamond Mind attack, you leavean (lppo nrnt befuddll'd inslead ofrhe Will S3\~ and use the re-sult
m aneuver s and vulnerable. of thatcheck ro de rermme thC' SJ\'I'·Ssue
Init iation ACli on: I standard action As par t of this maneuver, make a cess. You must use Ih is maneuver before
Range. Melee m ack melee anack. If thh attack b us . )'our you attemptthe Will 5a\'C. A re-sulrof a
Ta rg et: One creature targ et m usl m ake a Will save (DC 14 ... nn ura l r on your Co ncentratio n check
your SIr llllx lifier) or rake Ill4 poin t ~ 01 IS nOI an auro m aric failu re.
YOIIY kUll q'r ,',rln oul lllt'~I ig h lfll ,,"/'rr- Wisdo m da mage.Th"l arget ignores Ihe
(a lloll III Yllur ol'pDnrrlr, ,Jt'folSrs. Your Wisdom damage on a ,uc("('55flll SJ\'t'hUl PEARL OF BLACK DO UBT
IW,lpon 1"" (o lPl r~ ,1 1001 of YOIH mma. sti!llJkt's weJpon dam3gl' norma lly, Diamond M ind (Sl3 nce)
Level : SworuSJgC' 3, watblade 3
This m3Ot' UWr functions Iikt· insighl ful MOMENT OF ALACRITY Pn' requisite: One Dia mon d ~llnJ
!ilri ke, e~c", p l l hal you J eal damage equa l Diam ond Mi nd (RooSI) ma neu ver
10 2" yourCollcl'nrr.uion Chl'Ck result _ C la s ~ : Swurdsage 6, warhlaJ(' n In it iation Ac tion: I swifl aCTIOn
Pre req u isit e: Two Diamond M ind Ra nge: Perso nal
MIt\D OVER BODY maneU\'ers Ta rge t : You
Diamond ~ lind (Co u nler) Inir iat ion Action : 1 swi ll action nuration: Siance
Level; Swordsagl." 3, w'ublade 3 Range: Person al
InitialionArt ion: t immt'1 li,llt' xtion Ta rget: You \t'ldl n'")' 11lIss, )'tlurOl'l"'ttrlls MOltl<' " k'n
Ra nge: Perso na l Duration: Inslantant'" ous Illumllm.lllt'1, ,umh, growlJIg I,k! 1I11 ImL11-
T.argt'l : You 1I1J: I~rllll Ilk" flI'lldh ofOIlulplns oysltr
YOli Sltr IlIJo a spdU bth........ n IIt'arlOt-lIls
YOlir bal/lll1jol 1I1la mmwllollg'ltlns ;IUOW lJnJ lJ(1 lIgllitl wlllit )tJIU (1Io""1It1 >!n' !flU \"ou prey on your opponents' ft'ar and
you to Uk' Yt'llr flXll1 10 Ot'!Il'O"It' rhYSlC<z1 rraclmg 10 )tJlU last slnkt, I..1ck of co nfidence. Each failfii Jrtack
t"rrllll. By flX l/lUlg ~tJur mlllJ,)'01l 'gllorr agains t you reminds Ihem Ih31 thrlr
Jlu t'ffut of lI,f.'llJly polSOIi Dr ./(f'llItlll- You on impt'O\'t' your initiative counl ski ll ca n not hopt' 10 matc h veUTS,
lIIg ud:ntlS for Ihe nexi round and all subsequenl "X'ht'n you emer thts stance, \o U
rounds of the current ('llCounter. When M(lmt moR' difficult 10 h it w ith eac h
\ our dill~nllr.unmg a.nJ inrcnse menial YOU irntute th isnuneuver, your lninal~ succt'ssi\~ aluc k lhat mlSX-S ~ou. Each
u mbme lOalkM you 10O"ito rcol1lt' cou m impTO\'t'S by 20, and your plxe In ume lin oppo nent mlS,;es yo u \\ lIh
nll'iff JItJCk, )'OU gam a..2dodge bonus s nack 1~a1hsl th\' foe Ih:1l pro voked Ra nge: Melee arrack
10 AC 1111S bo nus la51 5 un nl rhc start the ana ck of c pport ururv This .:ttuck Targe t: One crenure
of your nl' xr turn and IS cumulative for dot' s no t replace the normal anack of
tb e round. Th e bonus applies ro any opportunity you receive. You can 31~ rourllwlY)'OlH rtlt my ford brief mOlllt lll,
au aeks made by 3.11 opponl'n rs unt il use t hi ~ m an euver before making you r 1I',lfdlltlE: 1m ,irfrlull'r ntl1ntut'trl .In,1
IhC' beginning of you r nex t ru m . normal attack ofopportunity when an tlhlkltlg a Ilr lkr IlmtJ 10 lillu aJvilfllilgr'of
oppont.'nt provokes or vice versa ). a lull III hll l',gll a nu ,
QUICKSILVER MOTION The' mackgramed bythe tlUnl'U\1'1' IS
Dumond ~hnd ( BOO5fl not an extra arrack ofcpportueuy. You The sapphire mgh l ma ~ blade is one-of
LC',,·d : Swcrdsage 7, warblade 7 colin in mate th i~ mahC"tner before. afltr. the most basi c, bul importan t, maneu
Pre re q u isit e : Th~C' Di.amond !l.lind in addition to. or insreed of making an vers dU I a Di.;lmond M ind adept studies.
maneuvers arrack ofcppcrtumtv against In oppo- II illu5ltal("'S Ih.llt I keen m md ca n pierce
I n it iat ion Action: t swi fl action nen t (thu s possibly saving your al ri ck even the roughest defenses.
Range: Personal of opportunity to use agamst another Youattempt a Co rcer uraucn chec k :lS
Ta rget: You en emv b irr m the' round . pan of Ihis maneuver, using the t:atg('1
CTntu re's ACas lhe OCofthe- che-ck. You
In !hi blInk oflin tyr, you ,"IIRt WNr mm,1'. RUBY /l;IGHTMARE BLADE thm make a single melee att ack against
Your IJYtd. ~ a nJ tw nJ1Nl amfiJtnU Di.amond ~ I ind (Strike yoor target . The3.1t3.Ck is :Wo pan of this
(llmblni 10 allow you 10 mdkt II filII, b<tfJ Lev el: Swcrdsage .., weblade .. ltWleU\w. l f yourCoocC"ntration check
mmlt IlI a! ellleM your /M
offgUllrJ . Pre req u is ite : Two Diamon d ~h nd succeeds. the rargetis Ilar-foored against
mane uvers you r au eck. and )'DU deal an extra tds
Wll h 3. bu rst of C'nl!'rgy, you move for- Init iatio n Action: 1 standard action poi nts of da mage . If your check faals,
ward 10 press an attack, draw an item Ra n ge: Melee attack your aneck is ma de wnh a -2 penaltv
from vour backpack er rake scm eotber Target : O ne creature and deals normal damage.
move action, Your training. me nta l
acuuv, and d rive allow yo u 10 move w'll h II momt "fs Ih..ugl:I, )'Ou 1lUIIIIIII, STANCE OF ALACRITY
wit h grc-aler speed and confideoce than ptrc(lI't tht JtaJlust pll1:t I.' slnillt rOllr Diamond ~hnd (Stance)
orhcr warrtors . ~I1 (1nl' 11')'Ou slu ,ly 1tt'T ,14tnl<'s, " (lIt ,i:l1 pi Leve l: Swcrdsage 8, warblade 8
Thi s maneuver requires a swift acnon itl h.-rilrmor,all ,l ril1J subtlt'bul llIlp<trlilllf Pre ee q u tst re: ThrC'C' Diamond Mi n d
tc uunne. Youcan take afrt:C' 11lO\,. acnon ,!Ius 1II h(lll' \ll ~ ClI rr IN IltJ'SllfOr mdltlf,lIIl\ maneuvers
aftl'r you inmate rhts maneuver. You I1fr figllhng Itol ll«', I n i t iat io n Act ion: I swtf action
can uSC' any of the op tions available for a Range: Personal
mo\'!." acno n .Youcan then ust' the rest of The' ruby nigh tmare blade is:a favored Targe t : You
your acucns as normal. Fer example .you finishing move of warners who studv Du rat io n : Sta nce
could UM'lhis man euver 10move neXI IO the DiamonJ Mi nd disci pline. By
a foe.then take a full snack urric n. You in lenrly .m alyzing your tOe's sla nce :and Your mmJ jlllJ ll()jlr md .l. grllntll1g rOll
\·uu ld mow .l hcn make a ch'lrgeallack, mo\'es, yOll find Ih r pr~cis~" Spol Ihal ,111 r./g( ItI((lmbili. r Oll mOI't sllglllJyfilllrr
and so fort h.T he move aelio n you gai n you mu st strikt" to end Ihe fight w il h a Ih,ln normlll dll(lo a {(llflb,llilholl ofCOli-
110m th is maneuver provokes aflacks of deci sh'e blow. Ji,lwu, lnutllug, III1J c1~lrIly of IIImJ. TIIII
opporl u nil Yas normal. You :llfe'm pt a Conctnrntton check lhl<:hlillgt 1I ,I.l~ lip wllh tach actIon.
as p;lrt of Ihis m3.lleuver, using Iht'
RAPID CO UNTER target Cl1'3IUrr's AC 3S Ihe DC of Ihe' Your m ental s wi ft ness transla le s to
UI.amond Mi nd (Counler) chec k You Ihen make 1 single mell"l" ph ysic31aClion on the banldiC"ld. You
Lt'wl : Swordsage S, warblade S ,m ack ag.lli nsl your targel. Thi s altack are co nsu n rly on t·Jge, allowing you
In it iation Acrion: 1 immediate'aCl ion is .;I lso m ade as part of th is ma n~"m'er. IOre3ct 10mu h iple anacksand threns,
Ra n ge: Personal If )'Our Co nct'n rr3lioncheck succeeJ~ , ~I ~t w:amors c.;ln only manage.ll single
Ta rget : You this ml'lC'e alUcL: dt'2ls double normal counter mow each ro und.
melee d:a m:age.lf)'OUr cbeck fail s. you r Whi le yo u .lIIe in Ihis stance, yo u
r..u i.:I~h oul, )'O ur It Yllpo " d "'ur, JrllltlllltT- .;Itlack is mJQe with a -2 peruhy .;I nd can U!oC onC" counler pC"r round without
'"!: ,II lilt sl l~ ldNI gap Ihlll arrtlln III )'Our de als only norm.al mel~ da ma ge. taking an ImmediatC" aclion. You anllOl
j,l( ~ Jr/tllM'S. If \'OUt ~I rike isa a iticll hit. you stxk u~ thC" S3me maneuver 1\\"0 times In a
Ihe multipl ier s as normal {PH 30·n, round. In essence, one counrer you use
rhls m.ant.'UH'r allO\\·s you 10 mak e .lI during IhC" round does nOf requi re 3n
fr~ .aluck :against a rt'Ckless ene'my. SAPPHIRE !':IGHTMARE immediale' action. If you have :already
\'(rh en :a foe p ro \'Okes an atl.llck o f BLADE u Ju.n .llnim mC"di;lre action within the
oppoTlUnllVfrom you.}'OlJ can iniliare Diamond MinJ Sirike past ro und. suc h 3Sc.;Isling a filllhtr fllll
lhl' m.:lneuv('r. As part of Ihl~ m:aneu- level: SworosagC' 1 " "3rbbde I spd l. you ca n sull usC' this st an ce to
H"r ou make- an immedlale mdet.' Initi alion Acr ion : t ~undud acnon Im l1:lIe a coun ler
Sl ~NCF O F CI.ARlTY \'('hlle you are 10 Ihl~ ranee, VOU II'lt/1 ,I CPlllp/t,\' 11t1 llm (,1"" l t a oul In
nu mc e d ~tin J (Slanu) mu st cboosc asmgle opponem a~ your lillY /rM llI.m of tht hlllt norml1l1y Il t t.! J
Level : S.....ordsage I, warbladc I target .II rhe Sian of you r ru m . You III CPlllpltft If.
lnici alio n Ac ri cn: I swirr ac ncn gam a ->-2 insigh l bonus 10 Ae 3g:lInsl
Range: Personal that foe unn l vou change t he targe r o f In an unmerched bu rst of spe ed. agll
Target: You this sta nce . You rake a -2 pt·n alty toAe ily, and decisive action. you move more
Our::uion : Stance :lgainst 311 otheropponems while using qu ickly rhan rhe eye C3 n follow You
stance ofclarity. can lash OUI with you r blade. 'itn k lO
~Oll foe lll Wllr (fforrlon lJ llllg/ropronrni. your oppone nt so rapidly th aI observe rs
~tuJ ymJ{ hIS mlli'tl an,1 prtraTl"1! 1m TIME STANDS STII.L can't keep track of your move s.
altalk. YOllrorlln'(Ippmrnb p dt froll1 nPr ' Diamo nd Mi r.d (5Iri kt') As pa rt of th is maneu ver, yo u ca n
al your nlln,/rOlle, 01110 '''''II' la rJ:(f . l evel : Swcrdsage OJ. warbled... 9 USt a fu ll anack action two urnes In
Prerequi sirer Four Diamond :\lind succession, Take your firs t full attac k as
This stance allows 'IOU 10 focus on Jl maneuvers normal . Once you h~T resolved these
Single- opponen t to rhe exclusion of Iruetanon Action: I full-round action attacks, you can t hen rake ano the r full
all o thers . You read your foe's fighling Range: Personal an ack acncn. Yo u must resolve Ihest'
stance. his favored sn acks. and the Target : Yo u actions sepu;Hely. Youcannot co mbine
method s he used to train . By combin- th e al1Kks provided bv both actio n s a~
Ing these factors lnloa slnglt'lNlysis T11t roJlIlJrops I!l(msthvs 11.1IlJ 11111111 you vou wishInstead .you mus t take rhern
of h rs abthues. you see how 10 foil oUt ill Iht spuJ of lh(lu~"I. " 01./ IIIOW 111:( separa tely and in order as normal fora
h is :tltack II "'u r, cdlcJllll~ ",ur (1I(lIIltl by surpnlot full arrack .

Th e Iron Heart d iscipline focuses on


pu~ weapon skill. Its students learn
10 complete " ghung maneuvers th.u
border on the supernatura l. The Iron
'5
Heart preferred\\'t'Jponsare bastard ,nl' ADAMANTINE HURRICAN E
SWON, dW21Vl'n waraxe. longsword and Th~· absolu te stee l stance allows you Iron Hem (51rikt')
rwo-blsded swo rd. lis kq'skill is Balance. 10 enhance your mobililY and speed . level: w arblad e 8
because body ccarrol.gcodfconng.and You move qu ickly. keep a sharp eyt' on Prerequi si te : Three Iro n H earl
tm peccableuming are enporr am rocom- vou reoermes.a nd arc ready 10 i nsta nd~' ma ne uvers
plenng Iron Ht'arr maneuvers. sidestep any inco mi ng .1 1lacks. l n ittarion Ac tjon: I sta ndard ac no n
While you are in Ih is stance. you Ra nge: Melee attac k
ABSOLUTE STEEl. ga in a +IO-foot e n hanc emen t bonus 10 Targets : One or more adjacen t crca-
Iro n Hea rt (Sra nce) your speed. If you move al l1'3S1 10 r{' ~' 1 tures you rh rearen
level: w arb laJ e 3
Prere qutst te : O ne Iron He 3r1
maneuver
In it iat io n Acnon: I swi ft art ion
Ran ge: Per son al
Ta rget: You
Duration : Stance

.A W'.,; /.J( J~ik(l ill r}w 1,[;.1:


t/ ... r]'t .,i...: ti,..( IS••lIls Jlill
'" ;l Mllr (lJ mall on, YOU /Il a~ .. d dlorl . DAZING STRIKE Durarl on: I minute
'll'ull njO:! fear In Ill( 'Ilr, AI .'011 IInll . Iro n Heart (Slrikt' Saving Th row: Will half
.'lIllr 1I't<1J1('" jl'Ull(1 Ihn.'llgh 'lit tn ~ ," J tl Le\"('I: WarblaJt'" 5
'U'lllmJ \'f'll Ilk, a bla:l1lg COlllt/. As rOll Prerequ is ite : Two Iron H Ull 't'ou alla"[ , ltrlklng not rour f~, lou' 1m
,lror Nul: ID' ht groun d III r(lIlr ~gl l l lllg m ane uve rs lI'i a potl , Sindlllg<I dl(lckll'<Il,t lip 'I/( ,1m,
, I,mer, )'(Iur tlltrn ltSCnUllprr 10 Ill<' groUIIJ Initiation Act ion: t sta nda rd action Ihl11 1t,lvtS 111m unaMt ID strlk( 11"tlt
;lrounJ you. Range: Melee att ack {ull {oru,
Target: One creature
You ~Wtt'p your weapon in a circle Duranon: I round Your mastery of the iro n Heart style
arou nd you , .., rik ing out .11 n ear by Sa vi n g Throw: FonilJdt' parti.11 has 1.1ught you muc h about the power
enemi es. You srnke with the speed within a blade . and you ca n use Ihh
I nd feroc uy of a lighlning bolt. forcing TllrD ugh frKIAl, Mil'?,wrr, L1nd (:tJVrl arm, knowledge [0 not only en hance your
you r enemies 10 rely on Iheir reflexes YOIl malet a mIght)" Llllack agL1l1ul )'(lur Jilt, 0\.\"11 abllil YbUI also 10 dep rive others
for prcrec ucn rarher than their armor ItLlvmg II I'" 1.' nTporiln ly /rnod l(J w"~lrss oftha i pCl\\"C'r.
and sh ields. by yowr aUda, Wht'n you mutate tbis m aneuver,
You make IWOmelee macks .lIgainsl you aluck yo ur oppcnen r's wea po n
each ;adJacenl opponenl )"OU threaten The proper .lIpphcauon of force to Just (PH 15S).. This mack does not provoke
when you inmate tbis maneuver, You the righl p.1n of a foe's lIUtomy allows ;I[ucks ofoppertu nitv. Ifyou su cceed.
rer ewe a . 4 bo nus on eac h of these you to d isrupt hiS actions. Whik ht' your for takes a - of penalty on melee
arccks. which are otherwise made with stumbles back, senseles s, you press damage rolls for I minute. Th(" wielder
your highesl anack bonus, the adva ntage. of rhe weapon ca n artempr a Wi ll save
You make a single melee arrack as (DC 13 ... your 5tr modifier) to ha lve
DANCING BLADE FORM put of this strike. If th is artack hus. th is pC'nahy,
Iro n Heart {Stance} the target rakes IIl<!JH dun.tge nortn.1Illy Youcan use lhis rtW'll."U\~ronly against
Level : W"arbbde 5 and mu st m ake a Fornrude save (DC manufactured weapons. Youcmnor me
Peeeequ t s tt e : Two Iro n H e ar t 15 .... your Str mod tfierr or be dazed for ir against natural weapons.
maneuvers I round.
Init iat ion Acnon: I swifl act ion FINISHING MOVE
Range: Person al DISARMING STRIKE Iron Heart (Srrikt')
Target: You Iron He-art (Srrike) Level : \l;'arblade- 7
Durauon: Sta nce Level: warblade 2 Prerequ isit e: T h ree Iro n H eart
Initiatio n Action: I sta nda rd acnon maneuvers
'tou sink..fom'llrJ IlEt a d llll<' rm g mLlkt . Range: Melee attack IrunanonAct ion: 1 standard action
t\ltnJHlg )'truntlf I1lmolt bryolld )'0111 Ta rget: O ne creatu re Range : Meier anack
'lblhh' 10 m amlillfl your lottlanu. YOllr fO( Target: O m' creature
51ulllbl(1Mrk'll'a rd,surpnSl'J IIh1l )'(lu coulJ You chop ill your fo( 's hand, CIlIl SIllj:: a
r~ll(1 1 h,m from luch a gn" 11II,sllll,ri . grim :llls lPlJlIry JII1J fom ng 11111I 10 drop r Oil ,Id ill(r ,I , I ~w da fi llg striJu ag'liPld .t
his WC,lpoU. ll'(Iund.,d{(It, L1imlllg to filllsJt him offolla
By carefully dimi bul ing you r wC'ighl and fo rall,
md e stabli sh in g a s'IC'ady, ru gged Th is ma ntuver allows )'O U 10 co m·
postun", ~'Ou can rt'ach OUI and ..Irikt' bine a di sa rm attempI wilh a normal Iro n Heart te.1cht s that it is bes t 10
opponents with your melC't' allac ks al anack. You ma ke a sing lt' mC'1ee fi n ish off.ll foe w ith as little effo rt
agrt'alt'r than no rmal disu nct'. A war· alt:lck 3S pa rr of this Stri ke. If thi~ as possiblt', Ihe be tte-r to saVt' you r
liar wilh It'ss Iraining .lnd e-xpC'rtise attack h ilSan d dt'alsdam age, you cOI n slrt'ng th for your rema in ing enemits.
would f;lll fbi on h is fact' arremp ti ng also allempl lOdis arm youropponl'n l \Vh t'n you ust' thi S m aneuver, you
thiS m.ll ne u ~"C' r. You, on the olht'r hmd , (PH 155), Th is disarm atlt'mp l dot's Ih row youlSt"lf on IhC' offensive wilh
have Ihe gr.lCt, focu s, and skill necd td not provoke al13.cks of op po rt u n ilY, lin k thoughllOyour defenses. If this
[0 com plt'lt' Ihis complt'x mo\"e. nar is t hert' an y ri sk rha[ your for can attac k stri kes hornt', It might il!:nd a fighl
\l;'hale you art' in this Sla nc(", you d i..ar m you, ~ra l crucial seconds carll"
gain :II bonus to your rt':IIch du ri ng As part of th is mantuver, you m.llkC'
~our lurn . \'C'hen )' OU ma kt a me lt'e EXORCISM OF STEEL a mC'lt't' al tac k against a crea lUrt'. Thi s
;I:llack , you r rtac h in ClC'aSt"s by 5 (t'el. Iron Ht'art lSlrikC') allack deals :m t xtra "d6 poi n ls of
¥our rt'ach is not im prOl,'ed when il is Le,,·el: Warblade 3 damage. If Ih e larget 's cu rrC'Dl h it
nOI vour lu m , suc h as wht'n you make Pr-er equ i sit e : One Iron Ht'.1Ir1 poinrs are less Ih an its full normal
.lin ;ltlxk of oppo rt u n ity, You ca n nOl nunru\"C'r hit points, rhe all;3ck in stead deals
Impro\'t' your reach by more than 5 fte t Iniriation Action: sund.lIrd acti on an eXIra 6d6 pomlSof damagC'. If its
b~ u~lng th iS ability In conJunctio n Range": ~ tC'lu allack hll poinl s arC' rqual 10 or less lhan
\I.'lI b ocher maneu\'ers, Targt't: Onecrealure one-ha lf l IS fu ll no rmal hit pomts
rbe au ack Jn~ ll'aJ deals a n l'XI ra I..J(, r:lr~e l : Vou gal nl nJ: /I 2 morale nus on en
r Olnl vi d ama ge . Duration. See t~)il rolls unul rhe end of your ne xt rum

IRO N HEART ENDURANCE By JtlIWlll~ /H, yClllr "'t'IlI." llrtll!:lll LIGHTNING RECOVERY
Iro n I tean (BOO~I) dlld pl'l'sle.t1 fClrlllu.lr, YClIl prt'<1k fur of I ron Heart (Co unt er)
Level : Warbbde 6 II J rblll/IIIlIIg J/lflf tlllll tlU,Ilhl tJllurll'ut Lev el : Warblade 4
Prerequt st tc : Two Iron Hea rt JtfioJl )'CII. P r ere q u tstre: Two I ro n He a r t
maneuvers maneuve rs
Iniriation Action : t swift acncn Initiati o n AClio n: t imrnedine act
Range: Persona l Range: Persona l
Target: Vou Ta rge t: You

YCIU ruJl <1I1Jt lI,t rum of )'Pur IIIJU- Yourf(lt lWlsh outofIht n\1y of rour /11I1141
rltt 10 fight on "'HI morfdl 'Itrub. IItfddll:. hid your wtoJl"" ....(Ot/IN II blur
liS you rtl'tT'it J II'trIIOI'l12 I'1 J Sln kt III hlP'l
If you have half or fewer of OIg411'1 With llghtmng ~J. In lh.. bfl"k
your full normal bu poems 0/11" nT.)W armplttt )Uur l1ttlUk IInJ
remaining, ~"OU can Initiate rrlumt)'llUr Jtfmsn'C porturt
IhlSmaneuver ro ht'.1hll POintS
t-qU31 to 2 ;1t your k\C'I . This maneuver embodies the
elhl,)~ of speed and energy rh ar
IRON HEART FOCUS rhe Iron Heart rraduion leac h -
Jron Heart (C Ou n lC'r) es. If o ne of your melee anack
Level: \X'arbladl" 5 mis ses. you can miriate this ma-
Prerequt sttecTwc Iron Heart neuver 10 reroll rhn attack roll
maneuvers with a +2 bonus.
Initiation Action: 1 immedi-
all" action LIGHTNING THROW
Range: Perso nal Iron Hearl (Srri ke)
Target: Vou Lev e l: Warblade 8
Pre re q utst recTwo Iron Hea rt
\~'I" l II IdtHrw"J ~u nl Clf man euvers
ipaJ, )'011 sumlllon r (ltrw s of Iniriaric n Ac rion: I sta nda rd
IIIilllal lHld r11ysl(lfl Will lfIlll act io n
Ihrow off Iht if/all of YOllt CII - Range: 30 fl.
rm y's 'l/lack. Area: 3D-ft. line
Duratfoa: I nst an ta neo us
You r t rai ning i n rbe I ron Savi ng Throw: Rd lel\ half
Hea rt dtsctpltnc gram s you
excellen t reflexes, menu ! You fI' TI'II' ytrur weelr'''l l h m1t~''
toug hness. and stamina. You II". tU f , li tldi"!: II n)' ln g (",I
can draw upon you r lraining OI'ir (lid 10 sInh" Wllh U/\{<1I1·
and focus ro overcome a r1 y II(nlrlll)' elrld ttrriblt font II
var tery of deadly effeclS. 1"'11,,"1 ltl its Wllkt II frell' of ~oJ l­
As an immediate ac tio n , li re,1 (f1 tlllh'l.
vou can rerol l a saving t h row
you haw JUS t made, You must .A b.Jlf _ t U'.rMS4t i.iti"'t s. fil/ishi"" "l tr.r Th ro I ro n Heart rradinon's mo re
accept t he result or lhlS second rol l. ...I rids sht _ 1.1 ~ • ~.Jjlh IN esot err c tea chmgs allowa s rude m 10
l'\ 'en if the new result is lower than your Innsform any melee weapon into a
Init ial roll. Your nghl ing sp iru, ded icat ton . and thrown proje cule. Bv focusing your
tra ining allowvou ro ove rco me almost concemranon andanuning yourSt'1lSeS
IRON HEART SURGE anything 10deCeal your e nem ies. When 10 yo ur weapon's balance. \'OU ca n
Iro n Heart you usc this maneu ver, !>t'll'Cf o ne spell, throw almost anything.
Level : ''<'arbbde 3 effect . or o rber cond itio n cu rrent ly When you use t his strike, you ma ke
Pr e requi sil t' : One Iron Hearl affecting vou m d wuh a durauon of I a Single melee attack even rhouj!.h
maneuver or more rounds.That effect e nds imme- you are throwing your weapon) Yo u
I nutanon Acno n : I slandarJ action diately. You also surge wuh co n fidence deal damage to eOllcb crea ture IIl lhr
Ra n gc-: ~rson al and vengeance .:Ig3irnt \'our enemies.. ma neuvers area equal 10 vour normal
\IOU strike one.' oppone nt, you set )'OUN:\f
up perft'Clly to m ake a second alt3ck
melee Jam3ge (including ~bmag<: I~ml ag3msl a diffe rent foe. As your weapon
your ~uength moJltler, tears. magtca
strikes one oppo nen t, it curs into him
3bililiM: on voer weapon, ano_so Ionh ,
plus an extra 1106 poi nts ~t o:llmage_ then ricoch ets to your second targe t.
Each crea lur!" In the- mack's area can If the first melee attack you m:lh
m:llk.. a Reflex save with a DC ('l.jual to du ri ng vour ru m bus. ,'OU can irnme
\'Chen vou ininate !his rrike. you make
Ihe result of your attack ron. A success - oi ately make a free attack ar y~ur
a tnt'le~ attack agam51everv opponenl
ful "ave halves the damage dealt. hi ghe st snack bonus against a Jitter
adJacenl to , 'OU . Res,:,lve each snack
Your weapo n 3utom.:uinUv retu rns ent enemy tha i vou th reaten. 'lou can
~n[ely. You gam a...1 bon us on each
10 vcur hand at th e end of the rou nd . only gain one fr ee arrack each time
of these attacks. wh ich an: Olherwisc
YOU inmate rhi s m aneuver, regardles
made al your h ighesI 1Tt;lCk bonus.
MANTICORE PARRY of how many succes sfu l anacks vou
Iron H eart (Counler
PUNISHING STAI\:CE make in this rou nd.
Le ve- l . 'X'arbb de (,
P re req u is it e: Two Iron He-arl Iron Hea rt rs u nce
maneuve rs level: Wubladr I STEEL wnco
In itiat ion Act ion: I immediate action tntnartcn Anion: I ffi'"ifl acti on Iron Heart (StnKe
Ra n ge: Personal Range-: Personal Level: warbbJ... 1
Targel : You Target: You Init iatio n Act tc n : 1 sta ndard acuon
Duration: Sta nce Ra nge Melee arock
~ ou bllllk ,In w(P","s oJtlMII: 1t'IlII II hghl- Ta rge t: Two creatures
runl1-<JlIl(k i"!rT)., Ihtll ,{,'f lid II I(lWllrJ II You ,hor JClII<f1 V1WnJIr WIth )'ll urU'l">1pt!II,
JI{{m -n1 L:lrg.-l. Your/« (<1" Nrd)' (onUM !(JtdmE: exIr.. fOTu tv your M oU'~ nusr rOil sWlIIg your ll'i' oJ po n UI 11 bro.ud.
III m o," o lllm i ll j Ih ,11111 (~ 11011' dullu J tl>1, b ,,,mt 111 IIem f, liS)t!uT t'IIimIN sl.Hh J.·,IJI.' an", sln b nll: Iwo Jon With a single.
mto ,m ~1I)'. oJ! )'OIIT IlrlJ4mJcJ ll']ZJ ,uld f1llllb _ "uglily bloll'.

Wh~n you irunare Ih is maneu ver, you 'Iou bold your weapon CJ\"CrheaJ allow- Th rough 1Icombmaucn ofsbcerpccer
can atfempf III bloc k an enemy's melee ing you to chop dcwn with superior and unmatched talent, you ma ke an
attack that ta rge ts you and redirect il to force . However, this fighting stance anack Ih al inju res muhiple opponems .
another target adjacen t 10 you . ~ b kf;" leaves vou vulnerable to an cppcne nrs A s )'00 ini tiate Ih is strike, you make-
a melee aua ck ro ll. If your result is attacks. Only an tnutne of th e Iron tw o mel ee an acks, each against a dif·
grea ter than your foe's m ack roll , you He-an t radinon can manage t he pe ril- feren r foe thar you threaten. Resole-e
bar aside the str ike an d dl recr it against ous balance betwe en Ifading anac k each attack separately,
a largeol of your cho ice th at stands adja- power for defense. A lesser warrior
ccm 10 vcu . You mUSI dec ide whe th er would leave himselfn..atly helpless 10 STEELY STRIKE
to i nuiare lh is maneuver after the resis t an oppo nent's ana ck s. Iron Hem (Slri ke)
e nemy attacks, but before you kn ow While you art' in rhis stance, rou deal Level : warblade 1
whet he r or nOI the at tack yOll an' an extr a IJ 6 points of damage wirh all Init iati o n Acti on: 1 standard acnon
auern pn ng 10 defleet actu311y hus. If meleeanac.ks.'1ou aOO 13Ke a-2 penaltyto Ra nge: Melee anack
Ihe attack misses . you can snll anempt AC, because th is flghllng stance empha- Target : One creature
to defll'Cl it. stzes power over a defensive potilure Du ral io n : I rou nd; see teXI
If )'Oll succt'..J in d..fln: ting Ihe
311JCk. use the resu lt of you rorponen "~ SCYTHII\:G BLADE YOll fOW l yourstl{ for II slnglt, Iluurllft
altack roll 10 dl"lt'rmint' if il strikes the Iron Hean ( Boost II l fl1(~, shruggmgoff )tIu roppol\(llr~ Hows
new targel. l ev el : w arb lade 7 IUl,f 1~llori lll: III<' 'Iud {Clr Jt{mW' as you
Thl ~ man('U\'t'f funcli onsonly again~l Prerequ isi le : Three Iron H earl rtlllk( your IIswull.
armeJ mek·e atlx ks. You can nol USC' il maneuvt'1"S
againsl un arm eJ al f3cks, natural we-ap- In it iatio n Action : I swifl action Th e Iron Hean d iscipline (~hes fcxus,
ons, or lou ch spells. Ra nge: Person.al all OWing yo u ( 0 e ng.1ge :lind de fe.1t
Target: You onr op po ne n l .lit a lime. Your o [ h~ r
MITHRAL TORNADO en('mies mean not hing to you as you
Iron He.JrI (Striu) ,"PO ~lrj l:t al Dnt ~ wlln" I.mg. hl~h v,ul.:- pr.....s your al u ck.
Le,·e! : Watbl adr .. ItomJ 011. fhm maho a 'fUld lurn wron fm lll You make a s i ng l~ md~e allack as
Pr ert' q u i s it e : Two Iron He<lrl lht ~troklllj)llnsl,nlIthcT nimh- me"!)' p.1rt of Ih is sirike_Yougain a +-4 bonus
maneUVI·rs on thr .1tl3ck roll . All opponenls other
In it joat io n Act ion: I sundoaro aClio n YQU swm g ~ \\-e3pOf1 in a w'ide de2dlv Ihan lhe one you att.1cked g3in a ....
Rangt': ~ t dee all acK arc. With yourrupremeskillanJ marnal bonus on ,lllJck rolls against yo u fo r
' ·ugeT All aJ; ..nt oppo nenls tr3.imng.) u.m!l\i urallack tha lh I rou nd
sr R1KE OF PERFECr CI.ARm
'ron HeJrl (Slrikt') Lc\'(·I: W'arbJ.tJ t' S
Pre req ui si te: Thre e Iro n f-1 t'i1Il WAll. OF BLADES
Level: Warblade 9 I run J It'u r (eoumer
maneu\'en
Preuqui sit e: Four Iron Hear r l c\'(+ Warb/aJe.2
man euvers In it iation Act ion: 1 sw fft aClion
Ra n ge: Personal Initiation Action: 1 i..mrnediateacrion
Ini t iation Acucn. I standard ecnon Targe t: You
Ran ge: Persona l
Rang e: .\ Ielee arrack Targe't : You
Duration : Stance
Ta rget. One creature
r "ur lI't'ap" " sways lr,J{k .mJ /"rlll In
}'oudrop mlo II rrla:m f pctst', d/l Olt' mg ro llr )'Ifllr Itll"d. rt'll'/Y,,, block lruommg PlOII."
\'(lur IUrrtmt ! ,V UI oJ lt J ['trill! flghtlnf!
Jtfrnsts to}1QII' lhT'lind1r II1/J t'Ully. Your u'lll, Iht sptt J ofa thlm JrTbolt. you d.alm
form iJflolt' you III ma~( a slng/t. In'lHloJl~ MIlJi IIlSlli~ out toabsorf. or Jif1tct tllt'l you r f«'s bfllJt 011 lit
l'OIIl ll'tol f'O" a1Zllm s!
mg atloid::. YPII (,au/( II jloJ1I1tn dnlu 10 aUlll!: YO tl /out', bllmtll'R JIlt forrt of YOllr IIl/tmph to ,,/J.ult.
Jrur JUur !"lll'lih a Jlngo!t alllUk. mtmlN' bI"ll'S.
You r weapo n mastery transforms
Th e ulrirmre Iron Hearl maneuve r As a studen t of Ihe Iron He.1t1 di sci- you r blade tn ro an exreeston of you r
reach es rbe prectse. pe rfect em neces- pltee, vou learn rhal a simple flick of arm. allowmg you 10 wield it with the
sary to d.y almost anv creature. Only the wrist or rum ofthe blade can rrans- spe ed and riming needed to make J
the rmghnesr EDt's can Withstand ,his form a deadl y m ike InIO;( wild miss, preci se block.
anac k. A~plsof rhe Iron Heart t raJ i- In bat tle, )'VU e nt er .II sready rhy th m Whe'n an en emy makes a melee o r
non seek to use rhrs aueck tocnd fight s thai makes YOU frus tranngly difficuh ranged attack against you , you ca n
as quickly a-s pombk. You rnlghloprn:ll 10 fight , You disrupt each snack wuh mu tate th is co u nter to oppose t h ai
fight wuh a qui ck flunvof snacks. but a perfectlv limed counter, leaving your at tack by m3k ing an arrack roll wuh
once a foe is injured. you seek mend the foes' strikes weak and ineffectual. 3ny melee weapon you are holding.
battle wub this dl"Cisw," smke. While you art' in rlus sta nce , you Use lhe h igher of you r AC o r you r
You make asingle meleeanack aspGIn gain damage reduction 5/- Jgai nsl attack roll as yourefft"C ti~ AC agaln,,[
of th is strike. If your arrack hits, It deals any oppone nr thaI JOt's not carch you t he incomi ng attack. You can't us e
an extra tOO perms of J :mugr (in addi- Flar-fccred. To gain Ihls benefu. you Ihis maneuver if you are denied you r
rion 10 your no rma l melee damage), must be proficient wi rh the weapo n Dexteruy bo nus to AC agai ns l you r
you carry. You gain rh is b...nefir whi le attacke r. You can decide 10 use t hi s
SUPREME BLADE PARRY unarmed only ifyou have she Improved ;ibility after you learn the' res ult o f
Iro n Heart (Su nce) Unarmed Strtke feat. your opponen t's at rack.

Th e Se m ng Sun d isci pli ne reaches


its initiates 10 t urn thei r opponen ts'
streng th aga ins t rhern. With 3 qu ick
sh ifr in sta nce and a care full y aimed
attack, a Sel li ng Sun warrior sends a Th is maneuver fu nctions like mig ht v
charg ing enemy tu mbli ng in a new rhrow (page 73), excep t as no ted here ,
direction. Sett ing Sun's preferred weap- As part of t his maneuve r, you mu vt
ons are the quarterstaff sho r t sword, succeed en a melee touch anac k against
nuncbak u. and unarmed strike. The your foe, You can then make a tnp
disci pline's key skill is Sense Motive . allt'mpl against your enemy, You gain
;i ...4 bonus on th e ;ibilily check.
BAFFLI N G DEFENSE If you succeed in tripping your for
Setti ng Sun tCou nler) you th row him in a 60-fOO{ line, Th e
Level: Swordsage 2 targe t and 311 creatures in [his a~a
Prr r e q u i s it e : One S('t1ing Sun BALLISTA THROW take 6d6 poin ls ofdam;ige_The thrown
maneuver Selling Sun tStrike') cre;ilUre lanJs prone' al th(' end of th IS
Inir iarionAct ion: t immedi..ne2Clion Le\·d: Swordsage 6 line. You mus r place Ihe targel in an
Range; ~rson31 Pr t'req uisi tco: Two St' lling Sun em ply space, If the space al the' enJ
Target : You m3neU\'ers of Ihe line is occupied, ~'Ouropponent
In it iat ion Act io n: I srandard aelion falls prone in Iht' open space'c1osesl to
YCIU crouch Nll1nuJ 011 ont fOOl , "l1nJ~ Ra.nge: Touch and 6Ofl ~ see lext the' Iint"s endpoint .

* "w·
lu lJ lugh o1'tr YOllr htl1J. Your fot
hlr i S, IInnl/'i oj "011' 10 <11111.. l'OU In Ih H
nhkcJy I Lln u
Targe t: Creature IOucht'd
Are a: 6o-ft.!ine CLEVER POSITIONING
Semng Sun (Strike'
Lc\'rl: SwoNsag !
In it iat ion AClion : I standard action A ~ p.3rt of rhl s maneuver. you mll!'>1 \'('ilh Ih lScounter, you can aue mpr ro
Range: Melee attack succeed on a melee touch m ack again st redtrecr a creatu re th at intends 10 mak e
Target: One-crea ture your foe. You can [hen make a trip a cha rg e an ac k again st you. Imme-
Sav in g Throw: Retlex ~rlial atlempl again st vour enemy. You gain diaIC~l y before the creat ure make" liS
a ... ~ bonus on rhe ebtlnvcbeck. charge attack. make your choi ce of an
U:'llh &lIW.J. nliHY of menan. you Irnod: If 'lo u succeed in t ripping your foe. opposed Slfe ng lh or Oextt'r1ry check
YOll Jot off balanu . slip .n'o hl~ Sf'Ju. lluJ you throw him up to 10 feer aw;a'l fro m again sl it . The target makes its check
10l'(t lutl, mlo Ill" spa' .'Ou full « curlt,1. you in a drrecucn of your choice. You u \m g rh e same ability you chose for
selectyour ene my'sdesnnaticn squarr. your check.
You make a melee snack. and whi le The I1tgt'1 falls pronein I h~1 space anJ If you art' of a large r size catcgorv
your o pponent is slig htlv off balan ce rakes ads poim s cf danuge . For everv S th an rhe J.IIacking creature, you use
from you r blow, you finJ rhe leverage perms by whi ch you wi n th e opposed your superior bulk 10 red irect your for
needed 10 pu ll h im into your space' check, you gain an aJdinonal S feet of anJ gai n a . ~ bonus on you r Strength
while movi ng Int o his space . tb rcw range, Foreumpk. if you win~' check fif)'ou opt for a Srren grh check
As pari of this maneuver; you make to. \"OU can placeyour Ice in any space If you are of asmaller-sizecaegorv, vou
a single' melee attack against a targe r. If wu h in 20 fh'l of you. You ca n Ih row use leverage. misdirection, and tric kery
\'OUr anack has.the targe'l takesdamage your~n l inro a speeececuped by:ll to gai n a .~ bonus on )'OUr Dexte rity
normally and mus t make a Rella save second foe. In this case. the opponent In check (If '!'"'OU use t hat option).
DC 11 + your Dex modi~r).lflhi.ss.a\'t' rbe IJrget ..quare alsotakes+db pol nt s of If you succeed on the Strength or
fall!'> rou swa p posincns wuh [he u rgel. damage and is knocked prone. A Rtflex pesternvcheck. tbe creature does nOI
If the rarget is large or large r, you can sa~ {DC I ~ + your Str modifier) halves get to anack you. You ca n the n move it
occupy an y of Iht." squal'C's th at make rh IS d.tmageand .l!Joy,'S the second latgr'l up 10 1 squares m a di rec tion of your
up its space. The target mus l in tum 10 remain sI.lJlding. The thrown creal ure choice lWay from VOlL
occupyrhe square, oroneof thesquares. th en f:llls prone in 2 clear space ofyour If you Iail rh e Strength or Dexterity
you previccsly occupied. You cannot choice adjacent 10th e second target. check. the crea tu re gains a ·2 bonus
use rhi s m aneuver if vou or the target on 115 charge attack. in ad d ilion to
would end up sharing the same SJUCt" as CO Ur-,ER CHARG E the normal +1 bonus from raking the
another creatu re or an im passable- rer- St'lling Su n (Coun rer) charge attack ecnon.
rain feauce. sucb as a wall If your targe[ l e vel : Swo rdsage 1
occupies a larger space rhan you do. he Irririarion Action: t immediate scucn DEVASTATING THROW
chooses hi s final posiucn accordi ng 10 Range: Melee att ack Selli ng Su n (Stri ke]
rhe guidelines given above. Ta rget: O ne creatu re LC'\'eI: Swordsage 3
Pre r eq u is ite : One Setting Sun
COMET THRO W \"'.111 a quid;: siJ ..I' I'f.)'I'1I W'nJ a charging maneu ver
Selling Sun (Strike) 0l'J.'OIUIlI spr.tll'lillg. I n it ia t ion Act ion : I standard
level: Swordscgc ~
Pre requ is ite : One
Se lling Sun
maneuver
Int etat tonAct to n : 1
standard action
Ra nge: Touch
Ta rget : Creature lOucht.-d;
see text
Sowing Throw: Reflex
partial: Set' text

rilll lilt· yOIH lot's mo·


mtnlum ag," nsl 111m.
'hrow.ng hm. th rough
th.. a.r 10 crllsll mlo a ~(­
"IIJ .'ntmy.

This m aneuver Iunc-


no ns likemigh ryt hrow
page 73).exrepl as nol·
ed here
Runge : To uch YOU know rhe resuh I tlu- Jllack \011 &21n lhlli srance s benefit wh n
Tar~(,I : Creatu re touch ed you can irunne Ihl s maneuver. If her an opponent's snack against you h s
attack misses, she provo kes an .uuck a miss chance, such as irom conceal-
Srl~JIlg jnur fot toy thr 13rm. you Spill III oJ ofopportunity from you. lfber arrack men lo \'C'hene\"er an cpponcrus melce or
q Ul(k hlllf-mdr ,lit.! hurl 111m luaJlong of opporrunny hus vou. she provokes ranged ansck misses you because of t hl ~
,1l1'oJY from \'{III. an attack of oppcrtunirv (rom any of mM ch3nce, you can choose 10cha nge
your allies who threaten her, the 13rg('( of the anack (rom you t
This maneuver Iuncuons like mighlY aoo tht'f C'llgible urgel (ot her rban your
throw {page 73). ...xcept .:IS nored here. FOOl:S STRIKE atta cker). For 3 melee attack. ihe ne
To set up a devasnung th row, vou Setting Sun {Cou nler) 13rgC'1 muct be within youroppont'nt
must move 311e3s1 15 fl."l:l. Level : SwonJsagt· l'l reach and adjacenllO you . For a ranged
A~ part of Ihls maneuver. you must Prereq ui s rt e: T hree SC't1ing Sun 3Ilxk.lhC' new tugel must be adjacent
succeed on 3 melee touch attack .:Igamsf maneuve rs 10 \'OU, and your opponent must have
your fee. You can then make- 3 trip Initi:lt ion Action: 1 immC'diJre action line of effecr ro h im. Use the result oj
mempt agJlnM }'our enemy, Yougilln Range: Melt'e auack lht' original an ack todererrnine lfir hns
• +-4 bonus on IhC' abililY check. Target : One creature ThC' new UrgC'I, Your foe-does nor check
If ~'OU SUCCt'C'll in lripping your fee, again for a miss d13nCC'. 2S\UU gwde rhe
vou Ihrow him up to 10iel"1 aWa}' from A rnll'uT( dnl.:!f. "Id rou 'unl lilt NOlt' ansck directly fa th e new target. This
YOU , ThC' Urgrl fllb prone In the JI."S- dnughl "'Iell: 111 I. ability applies only once per 2IUck 11
unanon sp3ce and rakes 2d6 points of you use ghostly defense to redirect an
damage . Yoo ch~whtort" hI." lands, For Wlw=n en C'nem'1 anscks you on us tu rn, meek against a foe using this stance,
c\'ery 5 points by whkh \'00 win rbe you can alIemp to block rhe blow and he dOC'S not have rbeopncn to redirect
opposedcheck, you pin an addinonal sendn back at rhn CIl'JIUfe. You SleplnlO Thearrack again,
5 f~1 oi throw Jisl3nce. For example, rhe .lIt:lCk sed redirect II . 1'lu.s maneuver You must be aware ofan oppom'nts
liyou win b\·10. you ran place your foe pits your skill against that (If your foe. attack to gain the bt"nefit ofthis sta nce.
In anv Sp;lCl' within 20 fl.'t'l of you. Y(lU Ii an opporere macks you. you can ini- You cannot U~ it against arracks thai
must place rhe urgel In an l'mpty spece. riare rhis maneuver 10 make an opposed catch you Ilar-foored.
If you lack the distance 10 throw you r attack roll JS an immediate action, If
target Into 3 clear space. he falls prone your foe'sresult is higher; h... attacks you GIANT KILLING STYLE
in his currentspace. as normal, Ifyour resuh is higher, your Selling Sun (Sla nce)
fOt' rolls damage as normal for the anack Level: Swordsage 3
FEIGNED OPENING and fakes rha r much damage. Prerequt ste e : One Se ll ing Su n
Setting Sun (Counter) maneuver
l evel : Swordsage 3 GHOSTLY DEFENSE l nu iatton Acrton . t swifr action
Pr c r e qu i s i t l.": On(' St'lri ng Sun Selling Sun (tilance) Range: Pt'",onal
mJneuver l evel: Swordsage 8 Target : You
Initiarion Ac tio n : 1 swift aclion Pn·n·qu isitl.' : Thn,'l' St'll ing Sun Duration: Sta nce
Rn np:e: Persona l maneuvers
Ta rgt"t: You In it iatio n Anion : I swi(laclion You Jl1r1 (.(hl'tl'/l d gll1tll'lltgl, Iddtillg lit
Range: Prrsonal hIs rllIlI'r ,mH.·s,I,r./ ollarr 1!1I1u.·rd"lr <11t"11
YI'II sholl' )'(llir apr ont nl ,1 st.. mmgly foJ I,d Targer : You wlllit stl1)1rli! Imhl.. Ilis rtlJCh whtre lit
lIIuloJh' 111 your d,·f,·nsts. bUI tMlly ,IVOld Durarion: Suncl" carmo/ llopt 10 J'dIT)' your <lUMIa.
tht rnsumg Mtack 02n,l mnldllHh'olHly
drllll' )l'llr for IIlla (II'rrt\lflIJlng. Ai s1u YOII lurk 1t'IIIIIll (M U Ul l lll g ItIlll, lurtug The Selling Sun schoo l le."3ches 3 figh l-
flghls 10 rtgallt lur "ala net, yOIl IItoJl:t 13 your 0 1'1'(1111111 mto "UlJckmgfl'Ill, only to ing slyle Ihal e mp haSize s using an
m'l!1 WIlIl/frlll""k. Jo.lJ:toul of tilt ImY'lI1l1 Jlml )'CIllrtlumy', opponenr's sire ngih and momentum
blowa/llli unl\'l lhllg ally, Jgainsl him. the gianl killing strike
You can use this mancu\cr whC'n an epilomizes this appro.:lch. By siZing
opponenl allempl~ an JI13ck oi oppor- You 3rt' a ghosl in Ihe misl , capablt' of up a l3fgl"ropponent and slUdying hiS
lu nit}' ag3inST YOU, As you provoke Ihc turning a fot' 3gairq hrr allies. Bygaug- fighling !'l3ncC' and lendC'ncies.\"OU 31m
allacl.: ot" opporlUnHy, }'ou pOSllion ing your opponent's flgh ring sl3nce. your slrikes at vulnenbll" points on
you~lf in such 3 W;it\ as 10force ~'OUr riming your dodgt' correctly, and plac- his lower body Ihal he." cannot defend
opf'OflC'n1 to Ibmw helWlfoffb.ala.nce10 mg yoursel( m tht flghl po~irion. }'OU dToclh'l'ly. Youslice al rC'ndons on your
strike vou. E\'C'n if she succ~ in sirik- C3n lead her inlo uucking onC' of her foe's fttl , smash his knees, and cur inTo
mg-you, ~"OlIr foe mighl ft'gret ht'r:ltlack allies ratht'r Ihan you. When your fOf' his hamstflngs.
.as your allics IC'Jp in 10fimsh her. strtkes,~"OU duck out of the W3Y, As she \'t'hen \'OlI are 10this !'lance, }'OU gam
W ht' n your cnemy mal.:l'S an all3ck folkw.-s Ihrough WITh ht'r atuck. she a.,.~ bonus on attack roll~ and a +4 bonus
" I llpportun Uy again." YOU bUI bt-fofE" in2dwflently allxks an ally. on damage rolls agamst opponents f
a l;arg~r SIU' cacgorv tha n vours. This 10 threw you r targer mrc a clear space The chosen creature is rbe new targe t
bonus appht'~ 10 311 artarks you make II 11I1Is pront' In us current space. of you r Ice s arrack. Use your enemy s
for rh... I't'SI ofyour turn. A n enemy you throw wuh this o riginal auack roll result 10 de rerm me
maneuver does not prcccke auack s If he strrkes rhe new target.
HYDRA SLAY ING STRIKE of o ppor rum tv tor passtng throu gh
SC'lI ing Sun (Slrikt') enemies' rhrea rened areas as pan of the SHIFTING DEFENS E
Le v...l: Swordsage 7 throw, and you ca n th row an enem..· Senmg Sun (Sta nce)
Pr erequt s u e: Three S... t1in g Sun through occupied sqw~ , U \'e1: Swcrdsage 5
maneuv....rs Pre rcqu tstre : Two Sernng Su n
I n it tar ion Action: I standard 2C1l0n MIRRORED PURSUIT maneuvers
Range: Melee mack Serring Sun (Cou n ter Initiati on Act io n : I swi ft acnon
Ta l'}trl: O nC' creature LC'\'C'!: Swordsage ; Range: Personal
Peee equtstr e : Two Se t ring Sun Ta rg!.'l: You
You wkt slocfr: 0(an orro nrn fs pt...Jllmg llrlt ma ne uvers Duration: SIaDCC'
an.l FrllIkt .. sm~I... t.Ht(llllr iJmltJ all",dr. In tn arton Action: I unmed lalt' iKltOn
Iholl Ital'ts Ilu {rt,dun' Ullolblt 1.:1 molkt all RlIn ge: Personal Y"u dllek anJ mOI't as you Jodgt VOllr
i1( III llttdth Target : You 0PP(1lUIII'Sdttatkl. S/tlldr bUI surrly, t/JeI,
iJUlUk gu'ts )"Il u Iht orporttllllly I" mOl'l
'00 uke careful aim al an enemy crea- Y"ur IIIM'rrlltlll1 ptr(ttlh rn<lUh )'llur(ot'\., iJtron lilt NllltlitU.
rure . stnkin g uwit h the precise amounl l1/1owmg lOU I" mow iJS !ht oWn. Tryas mt
offorce needed 10 push it otTguard and "lI~hl I" t S€art. )'lJU "main al hft Sidt. Your abilitv 10 read you r opponents
lC'3\C' II unable 10 bring all ofils ansc ks InOVC'S and use their stre ngth againsl
TO bear. YOUt opponent m U )1 spend Your :tbilit'{ to srudv a fee and match th em allows you to shift you r position
cnucal seconds adJlming its guard and he r mo tions al lows ~'OU to re mam duri ng a battle. Each failed :lIIKk grves
reevaluanng us surroundings. wuhi n arm's reach at all rim es, Your you the spin-second you need to move
As pUI of this ma neuv er, make a opponenl ca n not hope W escape \ '00 without drawmg snacks.
single melee atta ck . If this attack h its. \\:'hen an oppone nt 2dpcent to ~1X1 Whilt' you are in th is sta nce , you can
vour f.1rg~1 rakes normal da mage anJ moves. you can initiate this maneuver make an immediate ;-foot step each
cannot mak e a full attack on its nex t to Immediately move 1011ny sqU3t~ aJp- time an oppont' nl attacks you. Movi ng
turn Otherwise, it ca n aCI normally, ce n t 10 her as soon as she STOpSmoving. in rhts manner consumes on e of your
as lo ng :IS [he di st anc e you cover is att acks of opport u nity in the currre m
MIGHTY THROW Jess than or equal TO YOUt sp eed. this round, You canner mow in rhis rnanner
Sel ung Sun (Strike) movement doe s not provoke auack s If you han ! no sn acks of opportunity
Level: Swcrdsagc I of o pport u n ity. re main ing. This movem ent does nOI
Initiation Act ion: I standard acti on provoke attacks of opponunnv,
Range: Touch SCORPION PARRY
Target : Creature touched Scru ng Sun (Cou nt er', SOARI"'G THROW
Level . Swcrdsege 6 Sen ing Sun (Strike)
VOl/ IN Slllli'not It'w r.1):., atl d j'cur Sdli"~ Pre requ fstte: Two Se ll ing Sun Level: Swordsege 5
Sllnlramlllg 10 l!'lhl.1II (Ir l'OIW11 llllllb/lI1g maneuvers Prereq u t str e: Two Setting Su n
lo lh.. gl'Olllld , In itiation Action: I immediate acrion maneuvers
R:lnge: Pe rsonal Initiat ion Act ion : 1 standard aCTion
As parI of this m aneuver, you mu st Target: You Range : Touch
S<lCCC'l.J on a mdl'e louch anack againsl Target: Crealutt' touched
\'ou r foe , Resolve tht' Ih row as a tri p You kn{1{k )'(Ilir orronlrtfs atl Mk lindt,
1I11l'mpl (PH 158). but you do nOl pro- J,:u rJmg flU u~'ar<'n il1l(lDrtt of 'U l alll"l. Wllh.1 grml dlOUl, l1l1l ltl1J yourarro llnl l
voke lInacks of opportunity. and your SD.lrlllg Ihroug" Iht air III a high arc. Ht
oppont"nt ca n nol lry 10 rri p you if you You r kt't"n eye and amlirv to di sCl"ma diJrns ";Jt k I" Iht gro und It" ' " iJ loortt-
lo ~ Ih~ o pposed check. You can use f~ 's moti\'es and in tentions allo\\' \'oo CTlU h lllg tllli J,
your Dexl eril y Dr Sltength modifier. [ 0 deflect an inco ming a[t:lck into a
whIChe\'t'r IS hi ght'r, You gain 1I ++ J ifft'renl larget . As J»t1 of Ih is maneu\·er, you must
bonu~ on t h~ abil ity cht"Ck. If an opponem .1trads~, you can Inl- succeed on a melt'(' louch attack :l.gainsr
If you succt't'd in trippi ng your foe, IlatC' thi s mane~ [ 0 make an oppo!oI"d your foe. Resoh.... tht' throw lIS :I lrip
you Ih ro w ir up 10 10 feet away from :ltuck roll3San imIDt'lii.a.feaclion. If)'OlIr allt'mp t PH 15S). bur )'OU do nOI pro-
u Th~ urgel falls pron~ in the des- f~'s result IS higher, he- Jnacks YOU as veoke :macks ofopportunity. :lnd your
tm atlon spac t'. You choose wht'tt' it normal If)'Ourtt!SU1t IS higher, \'OU can opponent cannot try 10 trip you If )-ou
IanJ You mU~1 placC' the targ~t in an chClClSt' a creature: adjacC'n1 ( 0 you and lose th e opposed cht"Ck. You ca n u
mpt ~pace Ii you lack [ht' JistllncC' wuhI[} \'OUt0PJ"t.\flIt'm) rhrr:ah:'net.l.u .l- \ ur D~ -trtll v or Stren gth molhfi r
whlchevrrl ~ h.·IIN You gain a ; 4 bonus Ra nge: Personal '1'00 are soclosclv an c aed to vourt"nvi
on rhe abllit)· check Target : You ronment th at you eastlv pick out SII' Jdy
If l OU succeed In tripping vour SpolS In rough terrain. While others
toe, you throw him up to 20 fecI ;away \t rllr n lhi tTt>llurt rou ,Irr Nlfhllg Inti 10 struggle to move over broken grou nd
from you. The target falls prone in bil,k >l1I'>ly. )'011 i lrr nnf'o II UI l Ilt' rlmkoJ you slip across il wuh ease. W hl'n you
tht' desnnauon space and IJk l.'S s dli alltrr,/llrtlllgII ta Ilarld .111.1 fi~lll or II/ffa fight on rou gh ground, you t urn the
poi nt s of dam age. You choose where tilt comtqllcncts pI WII ItJril ll ~tl. uneven footing into an advantage. By
he lands. For everv 5 points by which gsugtng how an oppo ne nt d ist ribute
vou wm the opposed check, you gain Using your watchful rye 3nd your abtl- hi Sweight . )'OU stri ke at Just the" ngh r
an addmonal ; feer of throw di~unCC'. u y to judge an opponent's actions, you momem an d in the precise spot needed
f or example, if you Win by 10, you can move at precisely rhc same lim e your to send hi m IUmbling to the ground
place your foe 10 any space within 30 enemy begins to mow . Whilt' you are in th is stanc e, you
il"'t'l of you. You must placethe urget in Ifan opponem in a squue adjacen t [ 0 ignore pe nalnes to speed. movemem.
an empry space. If you lack tbedmaace \IOU mD\'I"S, you can inmate th is maneu- or skill checks associated with move-
to th row you r rarget uno a d ear spece. ver mmake a 5·(oot ~ te r mro rhe spilce tnent (such asTumblt', Jump. and Climh
he falls pr one in his current sreee- ror oneof the squares) it occupied. Th is checks) inc urred by moving through
An enem y yo u throw with thi s movement does no t pr ovo ke attack s difficult terra in , Ifyou attack an oppo-
maneuver does not provoke auacks of opportunit y, nent standing e n d ifficult terrain w hile
of opportunity for passing throu gh you are in Ihis stance. and if tha I foe
enermesrhrearened I te3S as part ofrhe STEP OF THE WIND takes a move ment pe nalty for moving
throw, and vou can th row an enemv Sett ing Sun (Sunce) th rough di fficu lt terrain, you ga m a .2
th rou gh occupied squares. LC'\·d: Swordsage 1 bon us on attac k ro lls and a . .. bonu
Initiation Action: I SWift acti on on Strength or Dexremv checks made
STALKING SHADOW Range: Personal .1S paT( of a bull rush or trip atte mp t
Semng Sun (CtJU nrer) Target: You against that enemy, Yougain th is bonus
Leve l. S....-crdsage 5 Duration: Stance on checks made roenher scccmplish or
Prerequisite: T...., o restst a bull rush or trip.
Setting Sun YOllu\dk MtoSl ru~~lt IIllJOtlltrbro-
maneuvers ktll l<'rr,1111 11'1/11 ,I<'(tplw i STRIKE OF TH E BROKEN
Init iat ion Mi(, til/owIng rOil to SHIELD
Acr io ru I I,d.:t Ill/I\lII tllgtof)"ur Sell ing Sun (Stri ke)
immedi- 0rro"(/lll iI~ IIlry Level : Sword sage 4
ae acnon IITllgglt 10 m Ot'f I'rerequisit e : Two COiling Su n
,II full Spit.1. maneuvers
I nit iarion Anion : I -randard acno n I're r t' q u is it c : Five Se u tng Su n check. You Ca n usc you r Dt'xrt'tIl )
Range: Melee auack maneuv..rs or Stre ngth modifier on rhis chec k
Ta rget : O ne cr eature Init iation Action: 1 full-round action whichever is better. You gain a +2 bonus
Sav in g Th ro w: Reflex p3rual Range: Melee attack on this check for every 5 feet thai you
Targ et: One or more creatures have moved duri ng your tu rn
YOIl slllih l'Ollr "l'rontnl allJ drlll't'r lUI If you succeed in tripping you r
al!M/r rruud" ,utllrJ 10 rutn hl5 Jr.ftn~s Llb~ a wh,rlWind. )'OU IlImf and SPI" Ice, you th row him up to 10 fet' l away
lUld ftmr hmt to l(rMnhlr Ill' his bJl,,"u. "eM f Ih.· NHlrfirlJ,lossll'lg lilts '''''1:1)' ftfl (rom vcv Tht' target falls pro ne In
w1uk Itrstruggki wrmJ.v lumsrU.11i mOlllrs "lId n ghl. rb e de sumrton space and rak es ld6
InoJu 1'U'nrrablr 10 )tIur alia/h. points of damage. You choose where
As put ofinmanng this maneuver, you he lands. For eYCry 5 points by whICh
A ~ pan ofIh is maneuver, nuke a si ngle move' up 10 your opponent. throw her you w in rhe opposed check, vou gam
~1eC" snack. This attack deals an extra aside. and move again . You must move an addinonal5 fttt of rbrcw dis tance
4d6 pcims ofdamage. In addition, rbe at least 10 feel before making your anJ the largrl rakes an addiuoru l tde
target must make a Reflcx save ( DC throw. This movement and your move- points of damage. For example, if you
H ... your Str mod ificr) or become Ral- ment afrervour IhtoY., pt'OYOkt' attacks wtn by 10 , you can place your foe in
footed unul rb... start of his next rum. of oppcrr u ni rv as nonnal. You can any space wnhm 20 feer ofyou , and he
The targe t takes damage fncrmal melee move up to double your speed as part of takes a total of 4<16 points of damage.
damage plus the e tr.J lhmagel even If thi s maneuver. Ifyou fail In your th row You mU~1 place the urget in an empty
hts save succeeds. If the larget cannot attempt. ~"OU can sull moo."t' afterward. spac~. If)"OU lack rhe distance ro rh row
be caught Ilar.foored (he has uncanny After every to fttl you move. you can your target in rc a clear space , he falls
dodge, (or example, he still takes rhe attempt another Ibrowagainst the-s.arnt prone in hIScurrent space,
extra damage from rhe «rtke but orh- opponenr or OJ drfferenr foe. An enemy you th row with th is
erw ise suffers no ill effecr. To make your throw attempt, you maneuver dot's not provoke at tacks
must succeed on a melee rouch attack . of opporrunilf for passing through
TORNADO THROW Resolve the throw as a mp attempt ( PH enemies'rhrearened areas as p3rt of the
Setting Sun lStrike) 15S). but you do not provoke attacks of th row, and you on throw an enemy
Level: Swcrdsage 9 opportunity,and l/OUr opponenrcanner through occupied squares.
try to rrip you i()"OU lose'the opposed

lo r Shadow Hand discipline teach es


rbe ar rs of stealth, decep tion, and
ambush . Its m aneuvers allow a war-
n or 10 lak e on a shadowy aspec t or 10
channel dark energy to sap an enemy's
strengt h. This discipline's preferre d
weapon s are the dagger,sai.short sword,
spiked chain, stcnghern. and unarmed
smke. li s key skill is Hide.
BLOOD LEm N C STRIKE
ASSASSIN'S STANCE Shadow H and (Strike)
Shadow Han d (Srm ct') Le vel: Swordsag.. 5
Level : Swcrdsagc l BALANCE ON THE SKY Pee ecq uts tte. Two Shadow H and
Prerequ isite: One Shadow Hand Shadow Hand (Sta nce) maneuvers
m aneuver Level: Swcrdsage 8 In itiation Acr ion: t standard action
Iniriat ion Action: I swif action Prerequ isite : Three Shadow Hand Range: Melee attack
Range: Personal maneuvers Ta rg et: One creature
Ta rgee: You Jn tr tanon Action: 1S\\"ift action Saving Throw: Fortitude partial
Duration : Stance Range: Personal
Targer: You Sl'mmng)tllU bLUr III tl ftultrrfirJike f"JI-
As )'Durlot strugglN to rtgd ln lUi dtfrnm't' Du r at ion: Sunce tern, you aJnmUSltr II Jo::rn prmsr cuts
~hlJT, Wlllnl( up 0:1" n:il(lr llg stn~ Ilwflnu lit 1111 rytl.lInk. Blood jlOIl'S from your fot'i
II'llh fUprnor awmur w"d dradly .foTCr. oJ't"rd l't''"~

.\ sh aJow caSt by a gap bt'lween IWO You gain rhe abilny to uS!: ,lIr wlJlk PH As pan of this maneuver, you m Jk..
i1 rrnorN pUI or a 0't'2'ir In a O't'2lure's 1% on vou ~l f only \ au musl kttp.il a Single m",It'C" .iu ack. If Ih lS Jluck
Ihn hidecalls to )'OW'Y.T:l pon. alkJwmg I...ast on.. hand empty whllt' u ~ l ng Ih h us ¥l.lur op nent u kes 4 poinl
I ( an tuunon damagt' In addiuo n 10 Tu gec: One crea tu re pc-Il Nt 2"" , Yo u rema in ms Inbl
'('IUT attack ~ normal damage. A su e- Savi ngI hrow: Fortitude pall iaI urntl rhe end of vour currem tu rn.
o-ssful Forur ud e save (DC 15 ~ you r 1 hrs maneuver is a superna tural
Wi~ modlfi,'r) reduces [his Const irunon YOllr ll','apan Imth J"mH IIllo ItlllJ Jark abi l uy-
damage102 poims.ahbcogh tbe fOC' sn ll Jlt H . \'1711(11 rlllnkil h M}lt. II dll"'lar~t1
l a ke ~ lu ll normal mt'I~~ damage. III a s",l fl lll~ ilr ~ of 111,1,10 11' Illlll l"gulfl DANCE OF THE SPIDER
\'OlIr f(lf's1ft's.. Shadow Hand {Sta nce'
CHILD OF SH ADOW uno): Swordsage 3
shadow Hand (Su nce) As p3rl of thi s maneu ver. you make a In it iation Acrion: I swtf acuon
Level : Swordsag... 1 single melee snack. Ifit bus. you deal Ran~e: Personal
tnutan on Acti on: I sWift action anexrra Id6po:ntsofdamage,.1nd your Tuget : You
RlIn gt": Personal opponent mu st make a success fu l For- Du ra ti o n : Stance
Targt"t: You titude 5aw (DC 11 • your ""i~ modifi t>rl
Durar ton: Sta nce or suffera 20'\ miss chance on .111 melee Black. IJlaJ,, ",y t ll lTg}' (Ol-'(TS )'tJUr 1l,mJi
and ra nged amcks for I rounJ . A sue- ,m J {ttl, 1I110ll'rtIg }tlll 10 ~Ultll 11("10>\ /h
A. YOll mOIit', SIt"J(lI<'i lIu/ftr "nJ m'o1nu c.....sful save negate s the mus chance , lI'alls anJ wIllig I,let a IIIri:mg spdtr.
arolmJ )011. [W " IInJtr Iht bng hl J (k'rl bUI nOI the extra damage.
11111 , WII lin' ,1Iffi(1l1r 10 This maneuver IS :I supernatu ra] Wh ile you are in this stance, you gain a
,pol LIS 10llg III rou .1bthl)·. be nefit Similar to the' spWt r ch mb spe ll
n'rth11n m monon. (PI I 283). You gain acltmb speed of 20
ftort You do nOI need to make a Clim b
As an rrunat e o f check [ 0 traverse .1 vertical o r hon
rhe Sh adow Hand zcnral surface. even if you auempt 10
school,you learn mcce across a ceiling. You retain your
to channel and Dexterirv bonus 10 AC wh ik cl imbing.
control dark, and you mu st have OIl 1t'3St one hand
shadowy ener- free 10 support yourself whil.. you
glt"S.l1m t'nt' l'ID' climb, You do not rak e any penal
flews aro u nd li t' S, nor do your cpponen rs gain
you like a con- anv bonu s when attack ing
ceal mg robe, you , while you climb
hiding yo u You cannot take a run
fr om your acti on while climb-
opponents as ing in this m anner
tht'}'JI{CmpIIO
srrike you. DEATH IN
I f yo u move OI l THE DARK
least 10 f"t,t during your Sha d o w H an d
[urn , you gain co ncealment (Strike)
against all melee and ra nge d Level: Swcrds age 7
attacks unrilrhe start of yo ur n ext IniriationAction: I ~ Ian-
t ur n. You al so ga in rh e sta nd ard ben- ,ArrtnJls mi lS a h.ljli,,!. nn, JJa!.t dard action
efirs of concealmen t, bUI you cannot . si,,!. fix chiJJ of sh.JJI1'»'S ssa"u Range: Melee anack
use rhr s sta nce 10 h ide in pla in sigh t; Target : One creatu re
you mu st snll use some e ther te rrai n CLOAK OF DECEPTION Saving Throw- Fort itud e partial
feature that no rmally allows you to us<' Shadow Han d ( Boo~ l)
the Hide ski ll. The Iluuerm g shadows Level: Swc rdsage 2 YOII tallh )tlllf ioe 1IIIIII\'IIn', ,d l"wlIlg )'111.1
make ir difficult to spectficallv targel In itiation Acr ion : I sw ifl acuo n /0 Jilil .1 sltlglt , Jtll,lIr dnkf filII ' ,lilt'S
vou , bUI you r e nemies are aware of Range: Persona: Jlt r 1I1llllnllr,
your pcstuon. Target : You
This maneuver IS a superna tu ral Dura tion: End of rurn Th is maneu ver funct ions on ly ag31nst
abiltry, a Ilar-foored opponent. As part of I h i ~
TIll IholJOIl'S art'lIInJ )'Oillum l(llU~ f(lr- ma neuve r, make a single melee att ack
CLINGING SHADOW STRIKE ward ,mJ mgll lfy.llI. fora ~ruf momi nl . If Ih is attack hits. you deal normal
"h.ldow Hand Stnu lilt)" n'ndtr )'011 rm'lSlbit . d am .1gl" .1 nJ Ih e target must m ake .1
Lnel : Swordsage I forlirude sao.-e (OC 17 + \'OUr \'('IS modi-
Inic i.1r io n ,\ cfio n: I sl.1nJ ard a.::tion \\':'hl'n you m ili a!e th is man t"uver, you fier ). If Ihl' tugtot falls this <;a\'t" she
OI ng(.': Md e atuck tum inviSible, as The gTtaltr 11Il'lI ,bllll) t;ake's .1nrXIf3 lsd6 pOInts of damage
If h cr ~a,'t" succeeds. she rake-, an extra If the n .rge l has ar 1('.:151 as m3ny Result of 15-20: Struck in the hea rt
5d6 pOlnlS oj damage Th is maneuver neganve Il'\e1~ a~ Hu Dice , II di es Ablllly d amage: 2d6 Dex, 2J6 St r
fua cnons on ly ag3ln" opponents who Each negnfvelevel grves a creatu re a- I SrC'cia l effecl : 2d6 point s of Cons t!
are vulnerable 10 cnncal hil s. penall y on attack roll s. saving th rows . un tcn damage.
skill checks. abilit y checks. and ('ff~ A fO<' struck by thi s atlack must make
DRAIN VITALITY nve Ieve! for determ ining the power, a successful Forntude save (DC 1'J •
Shadow Hand (SlrikC') durauon. DC, and orherdeui ls of spells your Wis modifier) lOresist its effec l
Level: Swcrdsage 2 or spt'C1.:11 abilnies). Addition ally, :a On asuccessful save. the target ignores
Prereq uisit e; One Sh adow H and spelleasrer loses one spell or spell 5101 any special effC'C t fro m the attack and
maneuv r from her highesr available level. N~;.. takes half IhC' indicated abilirv dama
I nitiat ion Act ion: 1 standard action live levels suck. (but sti ll rakes nonn.al ~1C'e damage
Range : . Ielee auack In add ino n [0 rh e neg:allve levels as we ll as rhe t'XIr.I I Sd 6 po m t of
Targ et : One creature vour attac k d eals normal damage. damage. Each o f (he speci al effee u,
Saving Th row: Fonuude negates even if rbe target succeeds on Ihe lam for l d6 rou nds.
saving throw. This maneuver is a su pernatu ra l
:\ fallll IllPIlblU of udd y gri1y dll1JoIl' sur- This maneuver is a su~rnat uf21 abill lY·
roull,lsYOllr ll'I'IIp"n. \'('hm YOlllltf.u k, tillS ability.
dlaJoll'YIIura jl oU's mlo tlu It",,UIIJ you GHOST BLADE
.nflli t. sarrll1 g your 0rp"ntl lt's slrtllgth , FIVE·SHADOW CREEPIN G Shadow Hand (Slrike)
VIIIIllIr, and tn t rgy. ICE EI'ERV....nON STRIKE Le\'~ I : Swcrdsage 6
Shadow Hand (Sm ke PrC'rt'qui~i te: Th ree Shad ow Hand
As pm of this maneuver, make a single Leve l: Swordsage 9 maneuvers
melee aueck If Ihi ~ ansck bus, \'0\1 deal Prerequtstte : Five Shadow Hand I n it iation Actton: I standard action
normal melee damage and rbe target maneuvers Range: xteleeanack
must make a successful Foru rcde S.1\.t' In ir iat io n ACt ion : I standard acuon Target : One creature
(DC 12 • your \X/is modifier) o r u kt' Range: Melee 3lUCk
2 pomr s of Ccnst uunon damage . A Targe-t ; O ne creature A smllt bnghtins your Joc's tyrs; h.' hilS
su cce ssful save n('ga ll,- ' Ih C' Cons ri- Duranon: I min ute ,lllJgt,1 ),our Moll'. Bi d dlill It'IIs IIIt'Tt ly
tu rto n damage but not th e normal Sa vi ng Th row : Fortit ud e par rtal: lIlt ghost M.,Jt. TIlt n'll! rl "dr IS "''''''g
melee dam age. 5('" te xt m'lft ly from 'lII.ltTlltalll, .1I"f yet II., sllU
m illis ...
ENERVATING SHADOW \l' ,tl, II Illlg1~ IUllgi, yo u riiTU )'(lilT tIli"l)'
STRIKE lolht (OTt. 1\ du"low of llitll1Mfa' told f,dll As part of this maneuver. you make
Shadow Hand (tilr ike) OVtT hli I",,~r t ,urJ ""'gllu IJ l4'Orm t1,roUgll a melee arrack . As you str ike at you r
Level: swordsage fl IiISvrllls 1"lIlt' fiw J"'lIIh ofII I' ""\.-I\', oppon en t. you CCC'3 l~ an illusory double
Prcrcqc tstte: Three Shadow Ha nd of you r weJpon. This double slashes a t
maneuvers As part of rhl s maneuver, you m ake a your opponent, tri cking h im into mis-
l ntttarton Action : I standard aClion single melee at tack. If you hit , )'Ou dellI tak ing il for your 3113Ck. In truth, Ihe
nangc.': ~ ll'll' e att ack norm ll l me ]ee damage plus an eXira illUSIOn cloaks your re31 atl3ck. Your
Targel: ('Inl" CCl'alure ISdfo points of d3m.1ge, and a ~ h adow opponl'n! is caught l1al-foo fed a gain~ t
SlwingThrow: Fort it ude negates spreads out irom your enemy's hl'ar t. ,his 5t rike, 3S IhC' hid den ;1II3ck from a
fn'e zing the blooJ in his wins, RollI! m'w direClion ru in s his deftnses.
YOUT lwapm MO lllrs (/o.,krd 111 illl lIlkr, d20 and refer 10Ihe informatio n below This m aneuver is a supern alu ra l
hIli, II "",,11,11. AI I\J U sfn kr l'Ollr oprol1tltl, to dl.'terminl."[OW3rd which point orh is abil ity.
lltlll tltt rgl' /loll'Sinto flit u'Olm,1 anJ li'llLon bodyth e freezi ng sludow 5J're-3ds. This
111 m J'<llt. Wtdl: . <JI"I sJI.lkmg. C'ffC'C1func tions even if \-our opponent HAI'D OF DEATH
is nOI humanoi d; onclC' \ 'OU ha\"t' slruck Shadow Hand (Stri ke)
As pan of Ih lS maneuvC'r, you makl!' a your foe's hean, the s}udow product's L('\'el : Swordsa ge.+
smglt m d C'I.' alla ck. If th is allack hu s, Ihe saml" I'ffects e\'C'n in .1 cn-alure wllh In it ial ion Act ion: I slandard llClion
lh e largC'1 mu sl m3.kC' a successful For- a d ifferent ,m atomy. Range: Touch
f1ludl" ~a\'(' { DC Ifl-t yourWis modifier) Rt's u lr of 1 - 7 : Sph'OIds OUI 10 lrog Targel : Cre aru re touch t>d
or gam Id4 nega li\"!' levels. You ga in 5 Abilily dllmage: l d6 Dex. Special effecr: Duration: Id3 rounds
l('mpo rlln-' h ll po int s for each neg arh'C' Speed is red uced to 0 fttt. Sa\'ing Throw: Fonitude negale"
Ie\"t'l your enemy gai ns. Ttmporllry hit Re su lt of 8-1 4: Spreads 00110 arms _
polnt"gameJ in lh is man ner last un ti l Abi lll Yda mage: 2dl. Str. Special efle<t You r<"illh 0111 lind 'lip yDllrfae U'lIh oJ Slll.i:/t
Ihe end o f Ihe C'ncounler. The effe-cls -6 penaltv on artack rol.~ ;andumct'n- ~" r. 1-1" '(0(11;: "f pu.::1tmntlluTm 10!ta r
of "ny neg am"!' tt'vt'ls M IOWN by Ihl s Iratton chC'Cks oJ~ bldll: ino'!!)' iPridJI acrou hiT bO'lh'
IrIkt' dlupf't'u in 24 hou rs. ri ' In ,"g Itti'Iltlplns
Yllli draw urnn the pcn\'l' 1" of sh adow 10 10 rob rOllr (,It of h,'r II~II I lid." bl.uk weapon to defend 3gains t In musl
rendr-r J ~ i ngl " rot' hdpb~. By rocchmg ,'llrfl!T llllrrotl'llrrio luI' n,'I , ",",1"1'11I': II, I' cases. rhe Illusor v weapon di "lr:lCl~
J specific nerve re nter and ch anneling blll1,j for n ftll' (rrlmJl rtlolllmh. vourfoe and allows your true anack 10
your 1:1, you leave your enemy's muscles hit. In some cases , borh anacks srrt ke
cold, locked. and u'elcss. As a standard action . you ca n make horne. In this case. Ihr shadow blade
T h is maneuver fu nc t io ns only a single mele e at tack. If it h its , your discharges irs magic and imb ues your
agam,r Ilar.footedopponen ts. As pan oppo nent takes normal melee damage attack wuh cold ('nerg y.
of Ih is maneuver. you make a melee plus an extra 5<16points of d amage. s he As part of rhts maneuver, you make
touch attack again st youroppo ne nl. If mu st also make a success ful Fortitude a sing le melee sn ack against an oppo-
rhis att ack hus. vour opponen r mu st save (DC 14 " you r \'('i s modifier) or nent. Unlike on a normal anack. )'ou
make a successfu l Fortitude save (IX: suffer a 50% miss chance on all me l...e roll 2d20 and select which of (he
14.. your 'X'is modifier )or be!' par.alyzcd and ranged al:.acks for 1 round. A sue- two die resuhs to uSC'. If you use rhe
for tds rou nds. cessful save negates rhe m iss chance, higher d ie resul t, resol ve you r attack
bu r no l rhe extra damage. .as normal. (You r mystic double muse
ISLAND OF BLADES 11J.is maneuver is a supernaru ra] bul your rrue arrack m ight h ir.) If ~'OU
Sh.1dow Hand (Stance abilllY· use the lower die result. or ifborh die
Level: Swcrdsage I resu lts 3U' th e same. )'our attack deals
Inir iation Act ion: t Swift action ONE WITH SHADOW an extra ld6 points of co ld d 3mage as
Range: Persona l Shadow Hand (Cou nt er) both th e revsne double's mack and
Target : You l evel : Swcrdsage 8 your true weapon smke home.
Duration: Stance Pre re qu ts tt« Thr ee Shadow H and Th iS maneuve r is a supern atu ra l
maneuver s Jbility.
You dOdk )"(turstlf 11111 ~"'lrlUlg mmbusof InirilltionAet ion: I immedme acucn
IholJOll' (11tflO'_rllt st' Ina,l(lll'S 'p HI dnJ Range: Personal SHADOW BLll'''
floll' IIr(lutlJ yoll, p,tI t n lltlg illlycrtaluft Target; You Shadow Hand [Teleportauon]
nMr YOII from r tlllg IIrlt 10 ,tnlrn r dlt Duration : See text Level: Swc rdscge 7
VOUfliIIMIl'l. Initiarion Acti on: t swifr action
Yilll f,Jl11' 11110 lIlt ',11I' tll,' flU of "1Il,1.,ll', Range: 50 ft.
Your rurn yo u r enemies' stre ng ths hmliflg 1rl1IlIp.lrtnf,llltll lrlsubll,lI1fhll . Target : You
against them , improving you r co mbat
abilil Yas well as Ih31of an all y. W hen As an Im mcdrare actio n, you become III lh.. b1mk of lUI tyr, you .liwpptIJr and
you and a comrade move 10 arrack an in corporea l. You gain all the benefits t l11l'rgt frem a 111(1't Ofdllldoll't1II'Jl,'YMttIi\
opponent . you n rne you r attacks an d of the incorporeal subtype, along wit h lilt 1"llllrfitlJ.
position you rsel f 10 fru strate you r ihe drawbacks.asourlincd in the tncor-
opponent's defen ses pcreal Subrype sideba r, All of your Th is maneuver Icncucns as the shado w
If borh you and an I lly are adjacent 10 gear becomes in corporeal, although Jaunt ma neuver, excep l th ai ir ca n be
Ih... same creature . rhe rwo of you gain you can no t g rant thi s state 10 a living m iliated lis a sw ifl acti on .
rhe benefit fcrflankmg Ihal op pont'h1. creature rhar you touch or car ry. You
You can gain thi s bendil again st mu l- re ma i n in corporea l un lil lh,' begin- SHADOW GARROTE
tip le opponehls al tht' samt' lim t', as can nin g ojyou r next turn. Shadow H and (Strike)
your allies. If bolh you and an ally a", Level : Swordsage 3
adJact'nr 10 Ih,' same IWOcrea turt'S, Ihe SHADOW BLADE I nil iation Act ion: t sla ndard aCli"n
IWO of you gai n rhe bcnefll of flan king TECHNIQUE Ra nge: 60 fI.
againsr balh crN turt's. Shadow Hand (Srr ikt') T:uget : O ne livin g crt'.1tu re
le\·e1: S word~ge 1 Durat ion: See text
OBSCURING SHADOW VEIL lnil iation Anion: 1 sundanJ aClion Sa ving Throw: Fortitude partial
Shadow H and (Slr ikt') Range: Mdet' attac k
Level: SworJsag,· of Target: O ne crealUr... Wllh II g (, l llrr,)'Oli (IlrVt a ll.u of
IU btlt
Prerequ isile: Two Shado w H and ~lld,JOll' from lIlt IIl f llrou" J lUll 11,..1 ea I
m aneu",~n; r Oll YOlJr Wtllpon In lin r1..Eoo'll lt
WfOllll(' II IOIl'.. rJ YOllr fot. II Wf dPS .. nm lld JIlt
I nil ialion AClion: t ~ u nda rd action ertllllng d'i IIIu lOry ,lilut.lt Ihal
P.l!fl'rll, Ol'I1hlri, llni: ,1IId sqUtr..n 1M Jlft fmm It
Range: ~ te!e(' aruck gloll'1' wllh whilt (JIt rgy. A~ )'0 11 1II111u
Tillfgel: One cr":ltuU' )'Pur IIUaek, ~Ih your lru t II'tapo" IInJ Ai part of thiS maneu\""r, you creale a
Duration: 1 round I!lt illusioll sllldl lll yourf(l(. strand of shadow Ihal you burl at an
Sa\'ing Throw: FortuuJe partul opponen!. The sirand wnps aroun d
This maneuvt'r .1l1ow'5 you 10 Crl'a lt'" a Ihe targefs throat and chokes it_ Aspan
\I. llrllrt rOil' epf'O!I(Ill.)'I'lI ' u mmon mystical dou :,le of you r wl'apon. As of Ihi s m:meun'r, you make a r.mgeJ
I m"rg-rcIO'lilt 'ih.IlI,,1l' Iland l(h~ ~'OU at lack. fOlir fOt" mu sl d«iJe which louch mack against a crealur",.....lIhm
range If vour attack IS successful, }'our As panof,hls maneuver you d isarrrar ll/afl. I h\ hmM ~tll1 tli lu dT1l.~~ lts to {rft'
cppcaem ukes sd(, POints of dam age. 1n 2 cloud of darkness and teleport up to hmutlf from tlt( I trtln~I 1tlR: nOOSt'.
In addtucn, It must make a success- so ft't"1away. You mu sl tu\ 'I: lin e ofsighl
fu l Fort itude saw (DC 13 + your Wis and line of e(fecl 10 your desuna non. As pa t! of rhi s maneuve r, you form a
modifie r) or bec o me Iln-foored unnl If you alT r mpl 10 use this man e uve r noo se oi shadow thai w ra ps around
Ihe Man of us next turn.This strike has 10 mo ve InIO an occupied spa ce , you yo u r urgel and st ra ngles him. rhl\
no effeci agai nst no nliving Cn=.1IUn=S. do nOI move, and Ihe maneuver IS maneuver wo rks o n ly aga tns t .1 £la'
such 35 co ns tructs an d unde ad. e xpe nded bUI ha s no effecr. footed target . As pan of rhis maneuver,
1 his maneuve r IS .1 superna tural )'00 makearanged louch attack ag3ios t
abil ity SHADOW l>:OOSE a flar-fccred creature wirhi n n nge If
Shadow H an d {Strt ke II hirs , your c ppcnem ra kes Sd6 perms
SHADOW J.-\U l>:T Level. Swordsage 6 of damage, I n addilion. he mLU t make
shadow H and [Telepcrtaricn] Iru rtarion Actio n: 1 standard acncn a succes sful Fo rt itud e save (DC It> ..
Level : Swordsage 2 Range: 60 ft. you r \'(Tis modifier! or be stu nned for
Ini t iar io n Ac rion: t sta ndard action Target: One flarfcce ed living creature I rou nd . A successful save negates
Ra n ge: 50 ft. Du rat io n : I round the stun. bUI not the ex tra damage .
Tar get: You Savmg Th row- Fortitude part ial ThIS strtk e has no effect against n on-
Hvsng c reatures. suc h as t On SIl UCI S
Ad.JIIJ of J hlJOIt' t lli'rp'tngulfs rou.Spilli As you Jot stnlgg/ts to n'o:I Jy 1m J(frn~s, a nd undead.
IIIWoJ fmy mOlt. l1rlJ JuOppMn..A momfflf you mlllu a mbll( gtstll.rt In liu o:Ilr. A rwow' This maneuver is a supernatural
laIn, tim iJlaJ"wytwud apptoJrt arrou lIu fomuJ 0{ mlJJow Jrops f"rom af,o\'t' him. ability.
MtlltptlJ an d t,J't's l'OU from IL "'rurs aro tmJ 'iii Ihmlf. ",nJ hOllls him

-
- -.-./"'-.
INCORPOREAL SUBTYPE It IS f,red a nd un affect a corporeal t4lrge t nor m ally (no m iss
The Inco rporeal s ubtype was upd ated in Monster Monuo llll for cha"ce) . Magic ite ms poss e-ssed by a n i nco r pore~ l creatu re
dant y. Refe rence t~H S ~e rslon of the subtypC' when you use the work no rmallywuh resp ect to the ir effects o n the crea ture o r on
one with sh adow ma neuve r. ano the r target. Similarly, spells caSI by a" incorporea l creature
Inco rpo re-al Sub type: Some creatures are inco rpo rea l by ~ffect co rpo real creeto res normally.
nature, whde e th ers (such as t he se that become ghosts) can An incc rpc real c rea ture has no natu ral armor bon us bu t has
acquire the Incorpo real su btype . An incorpo real crea ture has a deflec tio n bo nus equal to Its Charisma bonus (always at lea s t
no phys ical body, II un be harmed only by other inco rpo real ...1, eve-n If the- ceeatc re's Charismil score doe-s not no rma lly
creature-s o magIc weapo ns or creatures that strike as magic pfOVIde a bo nu s).
weapons . a nd sp ells. spell-like ab ilities, or su pe rnatu rala bllibes. An incorporeal creature can e nter or pass throug h so lid ob -
It IS Immune to all nc nm agical attack forms. Eve n whe n hit by jects . bUI mu s t remam adjace " l to the object's exterio r, and so
spells, Includ ing touc h spells, o r ma gic wea pon s, II has a 50% cannot pass e-ntlrely throu gh an object whose s pace is la rge- r than
chance to Ignore a ny damage from a co rpore al source (exce pt ils own. It can sense t he prese-nce of creatures o r o bjects withih
for POSitIVe- e ne rgy, negetrve ene rgy. force effect s such as magi," a squa re adjacen l to Its curre nt locat ion. but ene mies have total
mISSIle, or attacks made wuh ghost to uch weapons). Nonda mag- concealme nt (5006 mis s ch ance) from an inco rpo real creature
Ing sprU effec ts affect inco rpo real c reat ures normally unless tha t is mstde an o bject. In order 10 see farther from the o bjec t it
th ey re-qUire co rpo real ta rget s 10 function (such as implosion) is in and attack normally, the incorpo real creature mu st emerge.
o r they cre ate a corporeal effec t tha t inco rporeal creatures An incorporeal cre ature ins ide an o bject bastotal cover, but when
would normally be unaffected by (such as a web or wall of sto ne It attacks 41 creature oUls ide the object it o nlyhas co ver, so a crea-
spell). Altho ugh it is nota magical att ack. ho ly waler ca n affect ture outside Wi th a readied action could st rike at it as it atta c ks.
Incorporeal undead, but a hit With holy water has a 50% chance An ncorporeal creature cannot pOIss through a force effect.
of not affectlf\g 41n incorporeal creature. Inccrpcreal c reatu res pass th rough a nd operate Ir'l wat er
An Incorporeal creature's attacks pass thr ough (.gno re) as enily as they do In air. Inco rpor eal creatu res cannot fall o r
natural a rmo r. armor. a nd s hields . 4Ilthough deflec ncn bon uses take falling dilmage. Incorporeal creat ures can not make- trip o r
and force- effects (such as mogt armor) work nOl mally agaIns t grapple attacks. nor can they be tripped o r grap pled . In fact,
it. Non maglCal allacks made by an Ince rpe rea l crea t ure wit h the'! c.annol ulee any phYSlu l act ion that would move or rna-
.11 melt"e weapo" ha~e no effe ct 0" co rpo reill ta rgets, a"d nlpulolte iln opponenl Of 'IS eq Ul pme nt. nor ilre they subject to
.ny melee ilttack a" .ncorpo real creature m akes w,th a magic such aCllons . Incorpoleal cre at ures have "0 weight and do not
weapon against a corporeill tuget hilS a S096 m iss cha"ce. set off trilps that a re Irigge red by weight.
except for ~ttacks it mak es with a ghost touch wcapon. which An incorpo real creat ure mo~es sile ntly ~nd ca nnot be he4lrd
are made normOilly (no miss chance). wilh liS len checks If II doe sn 't wish 10 be . II has no Stle,,&th
Any eq uipme nt worn o r ca rried by an inco rpore4l1 creature is score, so its Dexterity mod ifier applies to both its melee at·
also Incorporeal .1S long as it rema ins in the creature-'s po sse s· t.ad s and Its ra nged iltta cks. No,,~ isual senses , such ilS scent
Slon. An ob lect that t he crea lure relinqu ishes loses Its ,nco rpo - dnd bli"dsight . are ellher IOeffeclive or only P.1rtly ef(ec ti ~e With
real qU.l1 t y (and the creature loses the ~bdlty 10 m~ n lpu l~te the regilrd to lncorpo,eoll creollures . Incorpoleill creatures hil~e an
obje<:t). If ~n Incorporeal c:re~ lure uses iI Inrown wcaporl or a ",none sense of d leCllon and Coln move al full speed C"Ven w+ten
f nged we~pon the proje<:1de ~c o m C'S COIporeaJ as soon as InC"<> unn.ot see
l-iADOW STRIDE th ough vou moveand atta k l\ [mg a tha t lads 1(\ prefect more th an Ii fe
h.1JOYo Hand [Teleporrano n] you end your rum in a S-p ll l th.ll a l lll\~ above th e ground. suc h as dr fficul r leI'
l.eve! Swcnjsag... ~ you to hide, you r foes must make ~POl ra in , burning 1.1\,:1, water, and so fcn h
Inirialion Act ion : t mov e 3('1100 and Listen checks as norma l rod rscern In addt rton . you Ignore the stan da rd
Range: 50 fl, yourprt·scnce. Your mc wment and lhis penalnes on H ide and x tove Slll'nrl}
Target: You maneuver's attack have no t>llt'CI on chec ks for mov ing qu ickly.
you r Hide and Move Silently rceuh s.
You J ml J"llt Ill!" a puff of blark ,nadoll'. STRENGTH DRAINING
.... ", Multl la ln ,l ht shl1Jow coalliUS anJ STE P O F TH E DANCIN G STRIKE
1/ llJ'J'l'ilr fiily ftc' iJlI\lY MOTH Shadow Hand (Stri ke
Shadow Hand (Srance) Level : Swerdsage 3
Thl~ maneuver func nons as rhe ,-~. Level: Swordsage5 Pre rrq u isite: One Shade w H and
jaunt maneuver. cxcepl rh.u il an be Prerequisite: Two Shadow Hand maneuver
inmated 2'- a move action. maneuvers Init iat ion Act ion: 1 standard acnon
Initiation Action: 1 swift action Range: Melee attack
STALKER IN THE N IGHT Range: Personal Ta rge t: One crearure
shadow H and (Strike) Target: You Saving Throw: Fortitude half
u \·C'I : Swc rdsage 6 Duration: Stance
In irial ion Aet io n: I full-round ecuon liquid, "la{l:: tntrg)' {O\ltn yowr u'tapon
Ra nge: ~ t l."l r t" arrack You focu. your rnTltf f(uon't ofki tlltrgr to AI )1)U slnke youf"pponrnl, "m malenal
Targe !: One creature gtlltr"'t nOll'lII~ maJoll'1 I/lllillfl )\'II' off l1(1wJ lJlto lilt wownJ, Jpr,aJI alollg 1111
tnt groUIIJ . YOIl milk arroS! lEu roughNI \'(IfIS, and Itat'N hIm lI'tGkrntd.
\ 011 s1.J( through lhc Jack IiIU.1 blrJ of grounJ, (lI(n W,Iltr, wrln ' 'W'.
rrq . cm(fJ:Jngonlr 10 rtnl:t dolt'll .'i.lllr! As pan of th is maneuver, you make a
lv forr ~'IJutg b,llk ento lh.wow's Il'tlmm- W hIle you art' in th is stance. you can single me lee attack agai n'>! an oppo'
1IIj.l ( m h aft , walk up to 5 feet above the ground . nenr. In edd irion ro dea ling n ormal
Your speed becomes zu ret't while you melee da mage w ith the at rack, you deal
As pari of th is m aneuver, you move- are in th is sraoce.a nd you ca n not run , of points of Srrength damage, A ~UCC l'~ '
u p 10 your speed and make a single- You Ignore any te rrain fearure fu l Fort itude save (DC t3 + you r \'('\ ,
melee snack . u;Iny poi nr dur ing your modifi er) halves rh is Streng th damage,
move ment . If you were hidden be-fore bur has no effect on rhe no nnal melee
iruna nng rhis maneuver. you can damage you deal with th e sm ke.
keep rhe n·su h,- of your prevl- Th is maneuver is a vupe rnaru-
ous H ide .;a nd Mow Silt'ntly ral ability,
checks even

AJrrw
The Stone Dragon dtsctpltne focuses Target : One crea ture or unattended
an sireng th, power. and tough ness. object
lis It-achmg!> gra nt a martia l adept the
Jbllny 10 splinter steel wu h a single, Yo u pUI lIlt wt lglll of iI grr.:tl Itlowllalll
focused blow. Stone Dugan's defen- brhlllJ your alliICk. I"ll<'ldll1~ JI!tough
SIVe' abrhues focus on 1.1Ipping Into Iltmor and 1'011(.
the enduring powt-r of stone 10 turn
'lSIde snacks. This discipline's l~vorN As parr of rh is maneuver, von make a
WC'3POns a;rr rhe grensword. gt"C'~lne. single meleeansck, Thl! allXk dealsan
heavy mace, and unarmed strtke. 115 extra I:?J6 points of damage and auto-
key skill IS Balance. m2uc.ally overcomes danuge reducuon
Unhke W 11 h 0 1her discipli nes,adepts an d hardness.
of this schoolrdy on an externalfaret'-
the pO'"t-r of rhe t-anh and stone-s-to BO"ESPLlTTI"C STRIKE
help power rheir maneuvers. As 3 Stone Dragon (Stri ke
result. Slone Dragon maneuvers an Level : Crusader -4, swcrdsage of , war-
be- mniared onlv if you J.t"C' In contact blade -4
\\ nh the ground. Pr erequ f si te: Two Stone Dragon BO ULDER ROLL
maneuvers Slone Drago n (BoosI )
ADAMA"TINE BONES In it iat io n Act ion: t stanJard acnon Le vel : Crusad...r -4, swonIsage of_ war-
Sto ne Dragon (Slrikt-) Ra n ge: ~ Ielee arrack blade ..
Le ve l: Crusader S, swcrdsage s. war- Target : One ct"C'31UTe Inttt anon Action: I full-roundaction
blade S Range: Personal
Peerequtstte: Three Stone Dragon YDUr .:tlt.u:k slaml hornt ~'1fh "f(h)(h'1LU Target : You
maneuvers mull: of sh.:lllmJ be:onff "".I
f'1l1pt"d Pnh. Dorauon: Insuol.lneous
In it iat io n Action; 1 standard action Your farg.:! rt'eh Ntlm\lrJ. ill" alll't bId
Range: Personal stl'trcly mpl,lt,l. lJlu a oolllJerhl,"~lltlgdolt'" a moulltllln-
Ta rget : You side, Wll sI,lm throuf:lt yll ur nltmlts.
Du rat io n : I rou nd A Slone Dragon :ldepi is an Implacable
foe. Yourauacks srrush through armor You are an implacable foe once you gain
YOIl art,m ""f'I'11dm!olt fown'o) d..jiauet 011 and curn bone into dun. By focusing enough momenrum. As you move across
fIll: Nlll.·~(I.I. Atlilckingyall n III jnul!tSIas your srrengrh into 3 single, JevaSl31mg thebanlefield, your foes must mod aSIJe
\ln kltlf: a mOlmllml wilh iI lI\lIkmi'lslick. att ack. you smash an opponent to rhe or be crushed beneath your feet.
core. H is very heal th and endurance are If you make an overrun m ack (PH
Th e supre me focus, mental toughness. left wrecked by your at tack. 157~ you can iruuare this boost. Yougain
and phySical dur:lbililY laught by the As pan of thts rnaneuver,you make a a +-4 bonus 0 11yuur Stre ngth check l1la,lt'
Stont' Dragon di scipl ine culminate single melee anack.Hyour attack hits, 10 overrun, and if you fail )'Our check.
In Ih is powerful ccmbar maneuver. the target takes normal damage as well your target can't knock you prone. You
\X'hen you make a successful anack, as 2 points of Ccnsutunon damage simply stop mm'lng in the las t legal
your mmd focuses your body mro the space you cccupred. You do 001 provoke
eq i nvalem of a living shard of rock. BONECRUSHER necks ofoppoetumry forrht' rnooement
Eve n rhe most ferocious attacks bounce Slone Dragon (Stri ke) or rhe overrun attempts.
of( yo u without harm, Level : Crusader 3, swordsage 3, war-
Asran o( this maneuver, you make a blade 3 C HARGING MINOTAUR
sIn gle melee at tack. If this 3113Ck hilS. In id at io n Acr io n : I sllnd3rd aelion Slone Dragon (Slrike)
you gam danugc rt'duction 20/3dam.:m· Ra n ge: ~te1t'e attack Le"-el: Crusader I, swordsagt- I, war·
II Ilt" fo r I round. Target: One crearure blade t
Durali on : See lext Initiation ..\ ction: I full-roundaclion
ANCIE"T MO UNTAIN Sa"-c ; Fortilude partial; ~ leXI Range: ~telC'C" allack
H.~MMER T:uget: Ont- ct"C'ature
SlOne Dragon (Slri ke) You dtlll'tT wur ill/ace, and )'Our n1tm\'s
Ll'vd : Crusadt-r 7, swordsage 7. war- eYN 1m i\"IJr opt"ll m J"'lllt ,I.> hn d.:dtlOrl You tI"lr~ .. ill )'Our fot. NasJmghim It'llh
bladc '" ~glllS 10fnu fllTt III hunJrrJs of rr"m uult f'O"'tr lhall!t lfum!>lti foatk.
PrC'tequisite: Thret' Slone Dragon
m",neu\"t'rs As part of Ih t.'i mant'Uw r \-au mah a A< you roar acfO<'~ the b31defield your
I n il iacio n Acrion: I sund:ard acnon melee attx k..l f your aux L:hus ndr a!.. pos illon \ oursd f t il deU\'er a .k\-aSUI
Rangl" eau ack an exlr: -4db poml I Jarno • 1 In ... hu I:' ttack '"('hen you slam
into li n o ppone' nl. YOU c rush him 111l'Ol<n1t~ltlmlllll JXI I1\ r h llllt.l )"llr ,Illal'k Range : 2(1 fl.
wuh concussive force and send bim f.oavn Wl . ror~"ml Wlllt~t t,l nl(lll' 111tI'wl' ArC'3: zo -fr-radrus burs I, centered
st umbling backward uh mgsink, jtJras Illow,hlt ,1 (<'It' mO"'fIIt~ on you
As pari of Ihi s man euver, you make llrruggmg of.! Iht (ffU h of YOllr .IIIMk. Duration: In stantaneous
:10 hull ru sh auack (PH 154) :IS parr of Saving Throw: Reflex nega tes
3 ch arge . Neuber rbe movement no r By making a powerful , focu sed blow,
rhe bull ru sh anack provo kes macks you kave your oppone nt unable 10 1T1O\'t'. VCllIllI'ltlg )'Our 1l'(,lpon in II wIlJ <1,., ..1,101
of opportumry. Resolve rhe bull rus h The crush ing weigh t of your at tack mm~ II m lo lnt ground III rour (ttl. l"tI'lO'
311e m pI normal ly. If your Streagr h forces il ia waste a precious momem mrgt s 0 111 from you, CduSlIIg lilt ,l::nJunJ I
check exceeds rhe oppcnem's resu lt, regaining its boring. uludJ,., WIlli 01 s11l1rp fTtmor.
yo u deal blu dgeo ning damage equal A5 pan of rhis maneuver, you make a
10 2d6 .. you r Str mod ifier in addi non melee attack. Th is arrack deals an extra You chan nel ki into rhe eart h wuh
10 pushing rhe targer back 3S normal ..d6 points of damage. If the crea tu re you r mighl)' str ike, causi ng the grou nd
Assuming your Streng th chec k is high you hu is sl:lnding on rhe gro und, your 10 rumble and sha ke briefly. An yone
enough , you can r ush your largel back attack also drops rhe larger's speed 10 0 su nd ing on the ground in th is maneu-
more than 5 feel (n normal for a bull fl.el \(or alllT1O\'rmc:" n1 I}~)(or t rou nd. ver's 3R'J must make 01 successful Rdln
rush , bUI wu hou r having to follow) II can XI nomully in all other ways. save (DC IS • your SU modlfien or be-
This maneuver fu nct ions onlyagainst knocked prone. Any creature sta nd ing
COLOSSUS STRIKE opponents sti1:1ding o n Ihe ground. A on the ground in rhts UC'o1 th.lll is cur-
tone Dragon (Strike flying creat u re or a levn anog largC'1is ren tly cas rlng a spell must succ eed on
Level : Crusader 7, swo rdsage 7, war- im mu ne 10 Ih.. speed reduc mg effl'CI, a Concen tration check mc 20 • spe ll
b13de 7 bu r n0110 the exira da mage. le\'C'11or IDSIe' the spell
Prerequ tsue: Two Slo ne' Dugan Vou are im mune to th e e(fec t of rbe
maneuve rs CRUSHING WEIGHT ean hs rrt ke qua ke maneuver. Your
Init iarion Actf cn: 1 sta nd ard action OF TH E MOUNTAI N allies mus t still S2\'t'.lIS no rnul agai ns t
R2nge: Mele e aluck Slone Dragon (Stance) us effect.
Targ et: O ne crea t u re Level : Crusader 3, swo rdsage 3, war- \'('311s an d similar b ar riers don I
Sa\'i ng Throw: Porur ude part ial blad e'l b lock rbe line of effec t o f an earth-
Prceequtstte. One Slo ne Dragon st r-ik e qu ake .
rowllng your IIr....glll 1\'1111 <1 Jar, nun· mane uver
Mmg sJIOU/' )'(Ill .-xm ll t ana llact Ihat SCII J S Lnhiario n Act ion: 1 swift action ELDER MOUNTAIN
your (lI'J'O nt nl Prill,!: Ihrol.gh Ill, au: Ra nge: Per son al H AMMER
Target: You Sto ne Dragon (Srn ke)
As polrl of Ih is man euver, you make Durarion: Stance Level: Crusader ; , swo rdsa ge 5, war-
:Imelee arrack again st your foe. Th is blade S
anack dea ls an ex tra 6J6 poi nt s of YCl Il crush )'olllr or rOtl(ll 1 1'(ll t ,111I yO Il , Pecrcqut stte: Two Slone Dragon
dam age, and lilt' crea tu re struck must k/ut".'t mg IIItlifr IJld ,If hlllll lS)'OU 1't11 hUll maneuvers
succeed on a Fortitude save (DC 17 to lit,' ground. I n it lal io n Action: I stand ard acnon
t your Sir mod ifier) or be hurled td4 Range: Melee arrack
~ua ~s away from you, falli ng pron e in Engagin g in dose cornbn against you is, Targe t: One creature or unattended
that square. Acreaureof a smal ler size 01 1 bes t, a
fooli sh pros pecl . Drawin g on obJecl
ca lt'gory tha n yours gNS a - 2 penallY yourundersur: di ngofth l' SlOnt' Dr.lgon
o n Ihi s savC'; a crt'a lU~ of a larger size discip line, you sque-ez.e a foe w ilh in rour YOII J rlll" llrtllglll from Ih.' t d rlll btll t(lln
c:u cgory Ihan yours g~ ls a ... 2 bonus grasp and force th e lift" from h im. your fUI lUl.l tTiJ .uftr II 11I 10 r lWIO Ul
on rht' S3\'e. TIlt' ene my's movemenl While you are in Ih is Slanct', you gain polI't'r. YOllr " ( .'(1 II IIIl,1: dropl 'Ikt' III!
d~sn't provokt' all:lcksofoppo rtu nity . Ihe abi lil Ylo con slricl for 2d6 point s of IIvdJ.ulclu upon yourfM, hllllllfl t rlllg hml
If ;an obstacle blocks th t' cre atu re's da mage + I-I !::! times your Sn bo nu s (if mlo mhmlUlOII.
movem en t, il insle:llf srops in the fit'S t any). Vou can conslrin :In oppone' n1
un oc cupit'd squue. Ihal you grapple by maJdng 3 succC'Ssful lhC' sruJems of the Stone nr.gon JISCl-
grapple check.. phne leun 10 l.llp into lilt' poy.'t'r of the
CRUSHING VISE C'anh,cha nnd ils endk-ss st~ ngt h, .lI M
SlonC' Dngon lStrike) EARTHSTRIKE QUAK E use il 10 gt'Ult their a.lUCks r~mC'ndous
Lc\'d: C rus ~ dl' r 6, sW'ONsagt" 6, w;n- Slant' Dragon (Slri kC') force. A m ikt' deli\wtd bya Sront imgon
blade 6 Level: Crusader 8 , swo ros.age 8, war- adept di n shan er a warrior's sh ield. lum
Initiat ion Act io n : 1 S13nJ;aN aClion blade B a wooden door into splinlC't'S, or sl2)' an
Range: ~1t'1("(' allack PrC'rC'quis ite: Two Stone Du gan ogre with a single blow.
T:lrgC'l : One CR'alU~ maneuve rs \'(' hen you u~ !his maneu\'C'r you
Ou nl1 io n : 1 round Init iation Anion: I standa rd ac lion makC' a smgle mC'lee atl.K"lt.Thai :II lack
deals an ex tra 6116 points of damage This maneuver is an evolution of In C'
and autcmancallv overcomes damage rechnlques and abilities covered by Ihe
reducnon and hardness stone bones maneuver. Your medi-
rauve focus . b . 3.nJ rraining allcw
G IANT'S STANGE you r mind to overcome matter.
Stone Dugan (Stance) Weapons bounce from you skin
Level: Crusader S. swordsage 5. and barely injure }'ou,
warblade 5 When you use this maneuver.
Prerequisi te rTwo Stc ee Dragon you make a single mew an ack. lf thls
man euvers anack hi ts. you gain damage reduc-
In iti .alio n ,\ cl io n: 1 swtit action tion 10000000mantine for 1 round
Range: Personal
Targel : You IRRESISTIBLE
[)uration: Sta nce MOlJl\'TAIll: STRIKE
Slone Dragon (Stri ke)
You ,Will!: )'C'llr wt llpo n III II LC"'e1: Crusader 6. swcrdsage 6,
II'ldt . ,lrllJly lire Ihal JlImf mlo warblade6
your fot wil li 1I1HtJIWt fOrTt, InitiationAClion: t standard
Onl)"\'OlIr mllslnyof tilt $I"'lt ecnc n
Dmgon Itch,thIIUf llllOU' )'[I1l Range: Melee attack
10 tnllli:t nu h m idNI NOll", Target: O ne creature
Wllh ollilon ng Ytllir foollllg. D uration: 1 rou nd
Saving Th row- Fortitude
Tapping into rhe power partial
of (he SlOnC' Dragon, you
srrtkewnh resolute.irre- You d a m \'our wtap"' l mill
slsuble force. Vou [eam YOllt fot wit h ,rrt5ll f, blr
10 set rhe full weighr foret. lit ( .In ~l1 rtly m OI'l'
of your body Int o .11 h,-sfm~'rs lo nt,mla,,!
each ofyo ur snacks. IllSJc{enses .18,11I111 you ,
A warrior with less
s kill would IOSl' h ts Your mighl Y anack
balance-and fall lat he caUSeS)~fopponen t

gro und when using to stagger aimlessly


rhis fighuag style. for a few key mo-
While rou are in mems. leaving him
th is stance , you deal unable ro acr fu llyon
da m age as if you were his next tu m .
one Sill' larger than As put of th is
normal, lo a maximum maneuver,you make
of Large. Thi s bcnefu im - a single melee attack.
proves your weOlpon a nd This attack deals an extra
u narme d strtkc damage. It ..de points of damage. A
does not confer an y of rbe other creatu re hi l by rhts smke
benefits or drawbacks ofa cha nge in must also make a succe ssful
size, such as a moJ ihl'f toa bilil}' SCOK'S A ".""'-"/ttls r~ r~jjlt .,it.hr Fort itude sa\"e(OC 16 ...your Str modi-
Of AC. Of an im proved reac h. 0/ r~ tId" Moalf14i" 0.......... her or be unable to take a standard
This stance rmrn ediatelv ends if you actio n for t round. II can otherw ise aCI
In it ia t io n Acr io n: 1 standa rd acncn
move more than 5 feer for mv reason, as normal. A creature Ihat successfu lly
Range: Perso nal
such 3." from a bull rusb s nack, a Itl t- Sa\TS strll takes the extra dam age.
Target : You
It:lnNIS spell. and so forth . This maneuver function s o n ly
Durat io n : I round
againsl opponents standing o n the
IRO N BOll:ES As )'(Ill nt.lk.- a mcuu(ul . t1l1cli:. you (I1lt r
ground. A flying creature or a levnar-
Stone Dragon (Stfikl') ing tafgt't need not S3.\-e agains t rhe
II m,Jlflllll't d lll.- flla lltIJl'ti ro u " lm(lS 1
Level : Crusader 6. swc rdsage 6, war- acnon loss effect, bur still rakes the
Ifw u ln tTll bl.- 10 "linn. N t II f.- I\' ~rltf
blade s eXIr3 damage.
ntom t"h IItrOWI rolm ct oft)'t'Ut s1tlll,lInJ
Ptefeq u lsit lt': Two St one Dragon
sword blows bGll"ly d1l1w lin," bl.:ooJ.
ma neuvers
M OL 1\1' IN AVAL-\KC HE MOUNTAIN TOMBS1UNf Levr]: CruS3J~' r 3. ew nJsa~e 'I war
rom Drago n (Smke STRIKE blade 3
I...-vcl : Crusader 5, swcrdsage S. war- Sto ne Dragon (Strike Ini tiat ion Action: I SWlfl action
hlad\' S Level: Cr usader 9. swords agc 9, war- Range: Personal
Prereq ui s ft c: Two Stone Dragon blad... 9 Target: You
m 3nt'U\,COTS Irritiarion Action : 1 standard action Duranon: Stance
I nit iation Action : t full-roundxlion Range": Melee anac k
RanJ:, t": Personal Target: One creat ure rOll rtlIluh ,)lIJ stl )'Our ftt l flill 0 11 III(
Targel: You Im'wld. rool1l1g1'tlundf Ii) Iht IfOl ww: klnJ
Saving Th row: Reflex half; see It'lil Y£lll warn mlo )'Cur .(O(. 11Inllllg OOIlN 11I1/'1 :-';C1fhl1lg CI1" mOI'r )'till {rtm! flm pWU
dud a"J musclr mlo b100Jv r111p. Your fClt's
rau II ,d,- '''roll!:'' \'Our m("rmN hlr( 11 body IS Itft acnrrltJ. limit'll moe-Iury. Like a ltving mounuin, you choos e'
llorl'- groJnl r<l'"f"lglllg Ihmug'! oJ mM. of yourposinonon the b.mldidd.and s"tnk
,,'n Yell (rumllum unJtrfOOlllllJ dm,,' Your allack ca~ dam3g('10 rhe srruc- ),our roots Into the earth. Wi rh vour
lht m lottorr )'OIl,lt'WlII!! 11 tToul of tilt Jilld rure of your foe's body. As p3 rt of Ih is spot cbosen on The field,vou canno t be
III your 11'",,(. maneu ver . you ma ke a single m ele e shifted from your posmon.
anack. If rhis mack bus. you dt' al 1d6 While you are in this stanc e, you
As pur of rhts maneuver. you can poi nts of Co nstitu tio n d amage in ;tl,Mi· g.ain" ..tobonus on checksro resm hull
m ove' up 10 double you r speed and tion 10 you r normal damage. rush , overrun. ,,00 trip attacks, a ~ ,....toll
rrample your opponer us, You can C'nI!."! IS on gra pple checks made 10 ~1~1 an
t he' SP3Ct" of .:I ny creature of your Silt' OVERWH ELM IKe orPOhf' ht 's grapple al1~mpl. A ny cree-
category or smaller. If you enter and MOUt\" ArN STRIKE rure that attempts romoce Ihrough your
occupy all of the space occupied bv Ston e Dragon (Strike-) thrt" l ~ned am or the space )'ouoccur'
such a creatu re, it rakes dam age eq ual Level: Crusader of, swordsage of, war- takes 3 - 10 pe na ltr o n .any Tumble!
102d6 l ·t / 2 um es your Sir bonus blad.. .. checks It makes. Thi s stance also gnnl
Ifanv Irutt anon Action: 1 standard action you damage redu ction 2/ -
You can dea l rtarnpling dam age to R;a nge; Melee arrack Th is stanc e im med lal ely ends If you
a ('feJI UTt' o n Iv o nce' pe r round. no Target : One creature mow more than 5 feer for :m y reason
man er how many limes you rnOVC' into Duranon: 1 round suc h as from a hull rush atta ck va tr/t·
or th roug h it ~ space. You must mow Sa vi ng Throw : Fortitude parti al kWtlU spell, and so forth.
Into eve ry sq ua re a crea ture occupies
10 trampl e it . If you move over c nlv Yo ur "u glily sin!.:" ft'IIlJ'llmnly ,lt\tlfl<'llh STONE BONES
part of the sp3ce 3 creatu re occupies )'t1urorJ'llu( lll,coslmg111m r U tl/'lU, stfOlhl\ Stone Dragon (Slri k('J
ifor exa mple. you art' a Large creature al lu Jl ll ~(S off Ilu ,,1I,uk. Lev el : Crusader I, swcrdsege I, war
mov in g over half th e space of 3 Large blade t
opponent ], ir (a n eith er 3tl em pr an You sl.a.m your foe with a mighl Ystr ike, Init iation Ac non : t stand ard action
auack of cppon unuv agaillSl you or almos t kn ocking him from hi s feet and Range: Personal
it can attem pt :I Reflex saw (DC 1S ... forcing him to find hi s fcoung and Target: You
your Sir modi lil'r) 10 avoid halfof your steady himself before he can react. Du ra tio n : 1 rou nd
trampling lb mag.... As part of th is maneuwr, yo u mak!.'a
mdt'e allack . 1 his at lack deal s an eXI ra r ou foc us \'ClUr Oltrg)' 10 m illlilft YOllr
MOUNTAIN HAMMER 2d6 poi nrs of Jamag.... If lilt" ere ,Hurt" .ltll' lI5tr"Jra ll'mg 011 tlu II(lWtr of \'Ollr
Stone Dragon (Slrike) you hi l issrandingon Ihe ground. your lI'tllpo rl'S " " pa d w ld l a fOt 10 loughtl!
Lt'\,el; Crus ad...r 2, swords:lge 2, war· allack also causes lh e I3t gt'l 10 lose !1111r1rlf agalPlst a cOlmltrl1lll1lk.
hbd t 2 ils ahi lit)' to take a mow aClion for I
Initiation Act ion : 1 sl,mda rd action round. II can OI htn\' i~ aC I norm31ly. A lbe Sto ne Dragon Irad itlOn lcoaches 1I~
Rangr: :-'lelee attack successful Fon itu de savt' (DC H .. you r disciples [0 shnlg off :utKks through .iii
Targcl: One crc'lllure or una rlrnJrd Sir modifit'r) by Ih t" c rutu re Slruck romblnation of menial focus. putt IOUgh-
obJC'C1 negatts th e loss of its movl." .aCtion, bUI ness, and resilience. When you make a
nOllhto extra dam age. successful mt'lee altxk.. you attune your
1Ilrt II (.Jllrug,mda.ltcht.)'(Ill Ilnk.·lI'lth Iht Thi..~ maneu\f1' functions only againsl m ind and bod)' TO suc h .an InCfl"dlble'
wt'l ;:h! .HlJ f llr)" of Ihr rn(lunlalll. oppo nents sianding on Ihe gro und. A extenl Ihal only Ihe sha rpesl weapons
llyi ng (rl."aru ~ .lr a levit ati ng urgt't l1l'1.. J (an mJure you. l.es......r;arm amcnl s Q U O)("
As pan of Ihi s mane uver, you m ake a nol saw againsl the aclion loss efft'Ct, but mel'(' bruises and mi norculs
)Ingl(' me lee atl ack. This allac k dea ls slill takes the tx lra dam3ge. \\:'ht"n you use Ihis miln t'uV('r, you
n extr.l 2d6 poimsof damage and aul()o m ake a si nglt melff all ac k. If IhlS
mallc.1llv OVC'rcomcs da.mage rM UCIIOn ROOT S OF THE M OUNTAIN attack hIlS, vou gain tkmagt' reduction
r:d tu.rdnes~ Stone Dragon (Slance! ~ adamanttnt' for 1 round.
STONE DRAGON'S FURY A success fu l Forumde save (DC 12 STRENGTH OF STONE
Sto ne Dragon (Stn kC' + yo ur Sir modifier by rhe creature Stone Dragon t ~ u nc r)
l e vel : CrU~JJl'r .1. swordssge 3. Wolf- struck nega rl'Sthe irnmcbilizauon.but Le vel : Cru ader ~, swordsagc 8, war-
blade 3 not the extra damage. bl:rdl'toC
Pre r e q u is it e: Om' SIOOt' Dragon This maneuver fun ctions on ly Pre re qu tsue : Threl' Stone Dragon
maneuver 3g3mS ! opponents standtng on th e maneuvers
lntt tanon Act io n: 1 standard acuon g round . .'\ [lyi ng c reatu re ora levit at- Initiati on Act ion : 1 swif action
Range': xtelee atuc k ing targe t need nor save ag3imt th e Range: Persona l
Target: Creature or objec t struc k speed reduction effect, but still rake s Targe t : You
the extra damage. Durati on: S13f1Ce
\t Ilh II mI g Ht y 1\',1 1 cry. YOII IIl1 m )'(O ur
wtdpon m lo al diglll tTl",: OT ,,'htT {llull '" STOl\" tFOOT STANCE You (Illtr ,m IItlptne lrdbltJejmmot i t.lnet
lln . 1. TlttMo](C' ~huJJtn jL>r II mom(JI! Slone Dragon (Sta nce malu ng II wlrnMllrnJ'llinNt fM an llu.uk
!otfort II,oIll1f'\i"i itllo broken J1.mk Level: Crusader I, swcedsege 1, wa r- 10 "nkc)'Ou m II 1"lllntNMtllR'o1.
blade I
Your artunemer u to Slone Dragon's I n it iatio n Actio n:: I SWIft action While}'OU are in thi s stance. \"OU focus
("2rth rulure 2l1ow~ vou 10 spot flaws Ra n ge: Personal rou r effort s on r~""e'nung am' dC'\"3S'
In objects wuh uncanny prectstcn. Taege eYcu u llng m acks from peeerrau ng your
You use t h iS knowledge 10 vo u r Du rat ion: Srmce defe nses You are Im mune to cr incal
JdV3ntagC'. alJowl ng you rc make dev hits whl ll' you an' in this stance.
a~13llng 3uadr." :lg;unsl Oh)KIS .mo You (rouch and stt yuur frtl flal Oil Ihe This stanc e ImmeJi,uely ends if.. .oo
consrrucrs. ground. draWing tht r'l"Sllltntt.,.rthe earth InO\~ more than 5 fret (or any n-ason.
As pan of Ih is maneuver. you make mID )'Our OOJr. such as fro m a bull rush arrack, a t(/t-
J single melee at tack. Ii vou r at tack klllCOIS spell,and so fonb.
hits a co ns rruc r or an objec t. you deal The stud ents of the Stene Dragon di s-
an ('XIU "d6 points o f dam age . You cipli ne model their defen ses afte r th e
can use th is strfke i n conjunc tio n earth ilse1f.The wind might batter th e
whh rh e su ndc spec ial 3!I3Ck (I'H mountain, Ihe r-i....er might cut th rough
158) and 3ltempr to dam age held o r rhe plains. but in the end the srone and
carried objects. Aga in sl ot her 13tgt'IS, roc k shrug off such assaul ts.
you gain no special benefu from Ih is \'('hile you are m this stance, you
maneuver. gain a.;.,2 bonus on Srreegrh checks
and 3 +2bonus loAC agunst crea-
STONE VISE tures of a size category large r
SIOnt' Dragon (Strike) th an yours.
Le...'el: Cru sader 2, swordsage 2, war' This stance im me-
blade 2 dutelyends ifyou
I nit IoUio n Action: I sta ndard action mcse more rhan
Range: Melee arrack 5 fee l (or any
Target: Creat ur e struc k rea son, such
Durati on: I ro und 3S from a bull
Sa\'ing Th row: r crmude part ial rush att ack, a
l(/ r b nt'l1S spe ll,
Y(lU m'lkt II cr ushlllg "'Oil' lIhll Illl~'n and so forth.
wllroplX'll tn J. ltll v lIl g Il lmllblt I" mOlY.

B\' making a po werful, focused blow.


you leave yo ur opponen t unable to
move. Tht" crulOhing weigh 1 of your
blow force s it ro waste a pr eci o us
moment regai nin g irs footing.
As pan of thi s maneuver, you make a
smgle mele sn ack. Th is :mack de31san
extra Id6 pcims of da mage. H rhe crea-
tu re hit IS ~Ianding on th e ground. your
anack also drops the target's speed to 0
leel fer all movement c.ap.abdil ies) for
I rou nd lt can c therwise act normal]v
.A J'w ff rrauJ"
puq th ifu-
,.i.l rk
1 he Tiger Claw di scipline embraces a
feral rage (luI lurks wubtn rhc h...art of
irsimriares. In hanle.such warriors growl
like wild animals, auack wuh :I fury
similar 10 lhatofabarbarian.and rely on
overwhelming, viCIOUSa~SJuh s to d C"fl-'::ll
their eoermes. Tbc'Ilger Cuw Ji.;ciphne's
f3VOmJ. weapons are th e kukn. kam a.
handaxe. claw, !.t1't"JU Xt', :mJ una rmed '((lU ~wltlg your wt'wlll1rH a!>ou l yoU In w
strrke. Irs key skill is Jump. Nur of ~rwf. mwlnngwSCTJt'S of In'l151w l m ~
wflw(~' In Ilu ~J"'2uolII nng't brlw.Ii.
BLOOD II\' TH E WATER
Tiger Claw (Stance You make.ll flurry of de.lld ly sn ac ks
It'\~I : Swcrdsage I . warblade 1 After inili.lliing rhis boost. )"OU can
Prerequ t s tr e: One Ttgcr Claw rMke ontO addition.ll! arrack with each
rn.1n t'u \'l"r W~Jpon you wield (to .lI max imum of
Initiat ion Action: 1 sWift act ion two exrra Jttacks if you wield tWO or
Range: Personal DAr-;CING MONGOOSE more weapons ),ThC'S(' extra anxks are
Targe t : Yo u TIgt"T Claw ( Boost) made at your highest attack bonus lOr
Duranon : Stance each of veer rrspt'Cuv~We.llpom.. All
of these att acks mus t be directed
111.' smtll ofblMI Jm S \'tI1I mID il againsl the same oppcnem.
fury .•o\s you slMNmtc )'tl U f 1M,
(<Ill, frNh lI'OIWJ you mpltl lpun DEATH FROM ABOVE
you """'llrd. Tiger C law (Strike)
Level: Swordsage 4, warblade ..
\X'hile you arc In this stance, Prercqu Istre: O ne Tiger claw
)~ whip yoursd fin lo aterrible maneu ver
rage. Wb,'n you score II cnnca l Init iari on Act ion: I standard
hit aga ins t a n opponrnt, yo u actio n
enter a near fn-nzit.Jstate from Range: Melee sn ack
the sigh l and smell ofblooJ. Target : One crea tu re
You gain a +1 honus o n au ack
rolls and damage rolls. Because \'(',111il W<1rO)\)'Ou It.lr mIDIht au
Ihis is an un typed bonus, it illh-{ hfl \'Dllr Il'(apo" high owr-
-tack s with each success fu l hi.l.!. 1\ S1'1111arc JO II'IIII'd r ,-{, YOllr
cmical hil you score. lI'ilE!hta",1m0f710 ltllln lm J lIon(-
If you go more rhan I cruslrmgloJu 10 vnur all.u k.
min ute without achie\'ing a
crit ical hu. you no longer gain Like a th underbolt , you slam
rhe benefit of the stance. into your foe fro m above. You
leap upon your en emy an d
CLAW AT THE MOON drive him into the ground. The
Tiger c taw (Slri ke) impact of veer-arrack grves\'OU
Le ve l: Sw ord vage 2, war- exrra force, allowing you to
blade 2 score a deadly hit.
In ir iat io n Ac t to n: 1 sta n- To use Ih is maneuve r, yuu
dud acnon must be adjacen t to a foe. As
Ra n ge: Melee an ack pari of this maneuver, you
Target : O ne creature .al ll."m p t a DC zojump check.
If this check succeeds, you
'1011 '(wr mID 111( ,1Ir,(alchmg can make a single melee mack
your lot off glllln l .:IS you d,u against an opponent thai you
J"u n 11I10 III"'. were adjacent 10 when you
began rhis maneuver.This ansck
You learn to leap mro IhC' air Jn d A ...·.rbl.J~ ,"WI. J~.tb fn1l'l .Hf~ occurs in lilt'air as)'OU scar ~ryow
.w:t" ~.11 foe s vulnerable poin ts. Like J .rr.u c . t,.ius. Jisp'I6I;cr k .JI oppollfilt also as pan of the maneuver
You r auack deals an extra 4dc. points of Pee r e q u t str e: Two T ig er C law pn or to iniuaring Ih is maneuver. the
d:rnu!.'l.'. and 'lou r opponent isconsidered ma neuvers save DC increases by I.
flar-foored again~ t Ih is mack. You then I rru iarion Act ion : 1 standa rd acnon
land in any square ad,xenl rorhe Iargl"lof Ra n ge: MC'IC't' attack GIRALLON WINDMILL
th is :rn :rck. lh o\lgh no mere than 20 ft'{"1 Tc rgen One creature FLESH RIP
aW:lYfrom your starting position . D u rat ion : 1 round or more ; SC'e te x t Tiger Claw (Boost)
Ifyour Jump che ck fails , you remain Saving Throw: Fcrthude negsres Leve l: SwordS<lge S, warblade S
in the last squ are you occ upied before Pre-r e q uis ite: Three Tiger C law
the Jump chec k and ca n make a single IX'II" oJ ml1lure of 'llreful prennOll IInJ ma neuve rs
attack normally, The maneuver is still ammlll Wl'a~tTY, you fta r 11110 oJ fM 10 t ntetartoo Actio n : 1 swift aerion
considered expended. product Jo:agge,l lI'(lunJj lho:al (ll~ T1dltl m Range: .\Ielt"C' m ack
h"n lI'lth p.1ill . Ta rJtet : One or more creatu res
FERAL D EATH BLOW Duration: End of tu rn
Tlger C La w (Stri ke) As pan of Ibi s maneuver, you m2k a
Level: Sw o rdsagc 9, warblade 9 melee attaCk against a singk c ppc oem. U" ,nJrlllUang yt'IIT oImll In oJ fUnollS f>fur,
Pr e r C' q u i s i l C': Fou r Tt ger C la w If [h iSsnack hns. d~ target mU~1 male )'Ou stn lu rf!llr J'CrplnrJ (nnrty fro m tue
man euvers a successful Pcrnrud e save (DC 13 • JlmtlO rl! oil 0"", rrnJlIIg hu Jlnh It'tlh
Initiat io n Act ion; I full·rou nd :K1ion you r Srr modifier) or uke.l - <4 pt'n2hy tllrh sfn ki.
Ra n ge-: Melt't"att ack on anacks and 10 AC for 1 round. If
Ta rg et: One- crea ture your attack is .. cri tic.a1 hit, these penal- Exh of your:macks is precisel y limed
Sav in g Th row: Porm ude partia l lit'S last for a number of rounds equ..1 10 ma xtmtze the car nage il inflicts.
10 your weapens critic..1 mu lti plier . You mu st be wielding two o r more
With II rnmoJ1 'lOl\4, you lellp IIIta I he~ " You r targe t takes normal damage from we-apons to inmate this ma neuve r, As
<1nJ 1<1"J on yOllr Orf"'lIffll, hll,irmg ~nJ you r attack regard less of the result of you hack Into )"Our opponent, you use
d"wlng lit IllS "cd:. th e save. your weapons rcge rher [ 0 murderous
Thi s maneuver fun cnons o n ly effecr. u'ilh a crud rwtsr of your- blade,
You leap upon your op ponenl. rendi ng again st creatures that are vulnerable you wide n the wounds ) 'OU cau se with
and rearing with your weapon s in an 10 critica l hi ts. t ach successi ve strike.
arrernpr to kill him wuh a bruta lly over- You mu st Irunate this maneuver
whelmi ng assauh. You grab onto your FOUNTAIN OF BLOOD before m aking any at tack s in rhe cur-
foe as you slash and hack .11 his neck . 'lIgC'r c law (Boost) rent rou nd . If you strike an opponent
face. and other vulnerable areas. Level : Swordsage 4, warblade 4 multiple times durin g your rum , you
To use rhis maneuver. yuu mus r be Pr e r e q u t s tr e : Two Tiger Cl aw also deal rend damage. This damage is
:rJjaceni 10 you r Intended targe t. As m..neuvers based on the num berof times you strike
pan of rhts ma neuver, make a Jump In iriat io n Action : 1 swifr acrio n you r opponent duri ng you r [urn (see
check wi th a DC equal eo your oppo- Ra n ge: 30 ft. the nble below). Determine rhe re-nd
nen t's AC. If rhe chec k succe eds, you Ar e a : 30-ft.-radius burst centered J am agl' du ll Im m ed i.:t lely after you
ca n [hen make J single melee attack on you make your IaSI attack for you r rurn.
again st your foe. also as part of rht s D u r at tc n : 1 minute If you attack rnuhlple oppo ne nr s
m aneuver. The rarger is conside red Savi n g Th row: will partial; set' text duri ng you r tum. you gain this ex ira
flarfooted again sr thi s m ack. If your dam age against each of them. A crea-
snack deals dama ge, you r target must As)'O lnftv,litso ra your ~laJt',you tWIl! oJnd ture lakes rend damage based on Ihe
at[emp t a Fortitude save (DC 19 + you r rum yt'UT ll'i"f'On 10 s..'nJ blooJ sJ'TllYln g number o f atl 2c.ks that hil it, nOI Ih e
Sir modifier). If Ihis savC' f.:tils, your ,l{flISS lilt' N lllefidJ. r (lUT en(nllel ,lul ek numhc.-r ofsucce5sful 2ltacks you m..ke.
target is ins tant ly slain (h is hil poin fs III ft~ r ~I fh{lr ,d iy's gnslr Ji mlSi. Forexample ,ifyou hi ta fire gianl th ree
dro p 10 - 10). If Ihe s.:t\"t" is SlIccessful, times and an t'\'il cleric twi ce during
you dt'al .:tn C'xtra 2od6poinlsofdamage If you red uce a living op ponent to -l your tu m , the fire gianl takes rend
to Ihe Utgl.'1 in addi tion 10)'our norm..1 or fewer hi t poi nts during you r turn, dam;lge- for thl"C'f' anacks and [he cleric
\\'t'apon damage. Crea lures immune to you can in ilia te this maneu ver. Your takes rt"nd damage for tWO atucks.
cmical htt s are immunt' 10 Ihe dC'alh weapon rips into you r foe as sht' drops,
effNI of this mikC'. de-aling an extra Id 6 poinls of damage Succ essful Rend
If your Jumpcheck fails.you can make and forcing all yo u r t'Ilt>.mies within a Allacks Damage
1 8d6
:t singlt' al l.:tck norm.:tlly.1bC'nu nem't'r 3o-foot radius 10 m.ake ruccC'ssful will
J lOd6
is still considC'red e-xpe nded. saves (DC H + your Strmodifier) or be
shaken for 1 minute. The foe you drop •
5
12d6
lo1d6
FLESH RIPPER m usl be withi n your thre.:ttened area 6 16d6
Tiger Cl,aw(StrikC') wbe n you initUh> Ih lS ma ne u\~ r. For 7 lSd6
Lrvd : Sword u ge ] , wubl.1 de] t'ac h t~ you drop du ri ng ) our turn 8- IOd6
H MSTRING ATTACK Target : You \'('lfh each foe rOU srrtke, your blood
Ilger C b w ( S l ri k~) Durati on : Sianct' IUSI and baltic fury n ses ever hight'r
Level : Swordsage 7.warblade 7 Afler a bri ef rnomem of exp losive rage
Pre r e qu isite: Three Tiger C la w tt't'IIIt'Ilt'1l you art' trdl'l1(,l ltI11!!'lf '1IllIr l<'n rh e foes around you are left bloodied
m aneuvers ll flJ k·t"m mgly 11II1Iblt' 10 1111'11'(, ,I It'(lI' t"(lu rom, and moani ng.
Init i at io n Ac tion: I standard ac tio n smd y011fiym!! gmufllily through lilt illr. W h e-never an opponen l within 10
Range: xtelee attack feel of you drops rc - f or fewer h u
Target: On e creature The- Tiger Claw discipline teaches you points, whet her from your arrack
Saving Throw: Fortu ude half 10 assume a stance thn allows you TOsail an ally's strike, or some ot he r cause
Duration: I minute rhrou gh rhe:rirwhe·njumping. Youspring you can immedialel.,- make an sn ack
from the ground with an unmatched of opportunity against any oppont'nl
You Jju miD rOUTorponent's Irgs. 'taving bursr of speed and srrengrh. wi thin your th reatened aR'3.
111m I".hrltJ ll llJ s1umrlmg !lboll!. Whi lt' you rre in this stance. you
gain a - tufootenhmcemem bonus on RABID BE....R STRIKE
As put of this maneuver, YOU make a Jum p checks. In addtnon. any Jumps TIger Claw (Stri ke)
sin gle melee anack. If this eueck h its, >"ou make while in th is stance are con- Leve l: Swordsage 6, warblade 6
Ir deals damage as normal. In addition. sidered runningjumps. Prereq u tst re . Two Tige r C law
th e lu get takes Ids points ofDexrenty maneuvers
damage and a - tc-fccr pe nalty to speed PO UNC ING CHARG E Initi at io n Actio n : t standard actio n
for 1 min ut e. A successful Fomr ude Tiger Claw (Smke) Ra nge: ~ I e lee attack
save ( DC 17 + yourS rrmooi fier) halves Level: Swordsege S, warblade s Target: One creature
both the Dexterity damage and the Pre requt s tr e. Two Tiger Claw
speed penahy. maneuvers w'" h d feroclOllI J'O<1r, )'Ullitap llro'l W llr
I ntttaetcn Action: I fu ll-round action tlltmy /,kt' a wild /Ir,nt. s1at1lflllllg your
HUNT ER'S SENS E Range: Person al It't'af'l" mft' 'u r Wltlt 01 madman's fury.
Tiger Cl aw (Sta nce) Target: You
Level: Sword-age t , warblade 1 Youfocus your pri mal fu ry inr c a single
Pre r eq uj si te : One Tiger Claw W'ith 'ht roM of ,I wIlJ b((ld, YOIl ",row anack. favtng an opponent low wi rh a
maneuver Y!)[Indf lilt" ,ht" fmy. Your I\'t<'po.u (lrt mighty blow Ibal splinters bones and
I n it i a t io n Action: I swifl ac tion It'tk more ,h'llld b/url1s )'I1 l1 llll{~ ,I' your shatters stee l. As parr of rh is man euver,
Ra n ge: Perso na l fOt" Wltll fadl sJlitd. you ma ke a single melee at tac k. You
Target : You gain a +... bo nus o n this attac k foil anJ
Duration: Srance W ith a feroc ious howl, you throw your- deal an exira rode poi nts of damage
self in to combat. You move with such Afte r co mpleting th is m ane uver, you
YOII IIllff Ilf l/u (lir Ir~( a/ulIIfUli: lUUlIlld. spee d and ferocity that when you reach rake a - ... penal ty ro AC until the sian
Afll'r YOIl fMlIl your 11111111, (Ill lIrMy of your enemy, you unleash a bliste rin g of your next turn.
« w ll lllld IIor mnllvdll, lt'S your Im'(l1(UCll flurry of slashes, CllIS, and hac ks.
fw o,"( clear til you. As par r of initia ling thi s maneuv er, RABID WOLF STRIKE
you make a charge m ack . In stead Tiger Claw (Strike)
Your m astery of th e Tiger Claw d isci- of ma king a single attack al the end Level: Swordsege 2, wa rblade 2
pline allows you 10 beco me attuned 10 of your charge, you can m ake a fu ll In it iat ion Action: t sta ndard action
th e fer31side- ofyour pe rsonal ity. On a attack. Th e bonus on your attack roll Range: Melee attack
fund ament al level. you be-gin 10 rhin k for making a charge attack applies 10 Target: One creature
more ltke a wild bt'asl an d less like a all your m ack ro lls.
civilized creature. Your ene mies are You .fOolm III"It rflt'uth allJ Slrtam 1II raw
prev rc be hu nted down and slai n. Your PREY ON THE W EAK as rou lI1akr a J'O u'O'ful alta( ~ agalllst jour
allies are packmatcs. This sh ift in vtew Tiger c law tStance) t"tIllY. You sclllslJr all lhollgldsof. ltfmst
,>prt'.:Ids 10 your physical senses. Level : SWONS3gt' 7, war blade 7 a! YOlllungt .forward.
As lon g .;Js you are in Ihis stanC(', you Prerequ i site: Two Ti ge r chw
g:ain the scen l special abililY{}.f},13H~ man euv('rs Fora split-second, you unleash the barely
In iti .;Jtion Action: I sw ifl action controlled, primal rage W I sufEt'S wilhin
LEAPING DRAGO N STANCE Ra nge: Person :ll you.As. part of this InaJleU\'er, you make a
Tiger Cl.;Jw (Slance) Target : You sing le melee artack. You p in a .... bonus
Level: SWONsage 3, warblade 3 Duratio n : Slance on th is anack roll and deal an el\:tra 2d6
Prerequisit e : One Tiger Claw poinls of dama ge. You rake a -4 penaltv
m.:lneuver II't"~tr fats hlu d
You Sly",t Ihrou!::1t to AC until lh... stan of your next rum
In it iati o n Act ion : I swifl action mlgh'y I'uddlor 'urntd loost amollg 01 as Ihis \\; ld stri ke sends you offbat:lOce
Range : P('rsonal llt r,l of prt'Y. and hinders \"OUrdefenses.
RAGING MONGOOSE SUDDE N LEAP enemies, unless you succeed on [he
Tiger Claw (Boo st) Ti ger c law (BooSl appropriate Tum ble chec k.
Level: Swc rdsagc S, warblade S Leve l: Swcrdsage 1, warblade 1
I' r c r c q u i sir e : Three Tiger C la w Pr erequisi t e: One Tiger Claw SWOOPING DRAGON STRIKE
man euvers m aneuver TIger Claw (Strike)
I n it i ar io n Action: 1 swi f t action In it iat ion Act ion : I swift acricn Leve l: Swordsage 7, warblade 7
Range: Perso n al Range: Personal Pree equ t s tte: T h ree T iger C law
Target : You Target: You maneuvers
Durauoo: End of rum Duration: In stan taneous In it iat io n Action: t standa rd action
Range: Melee' arrack
You .mllas.1I II {ao(l(lus l'Ol/ry of alf,1(ks. You Irap toa Jlell'posillon'" j',( bllllkofall Target: O DC' creature
,,'11111/0': auar 1111 thoughts of (dutlOIl 'IIIJ crt'. 1"'1I',"g rOUTopporl{Plh NfJlrlf. Savi ng Throw: Fort it ude part ial
wlf,colltrol.
lJkt'li JNgotl, \'OUIWOOpJt'II"n u/X'" )1lll r Jot
Yo u make a OUtty of deadly 3t13Cks. llJlJIr, l~ 1\'1tl1 .tdt'Wltahllg .:IfloUt. You
Afl er initiating Ihis booer, )'OU can It''lp owr IIrr 1I11J. llS)'Oil soar'!trough
make two additional attacks wrrh each Iht' lIU; Imlclish II dTl'oUlllting w!Ie)'
\\"e'3po n you wield (lO;ll maximu m of oJ idt.ub..
fOUl eXIr2 attacks if you wield rwcor
more weapons). These cX ln attacks You leap ever an opponent and
art' made- at your hight"s i arrack chop down at her. ruining her
bonus for each of your respective defe nses and striking with J
\\t".lIpon s. You can spread rbese critical blow.
attacks OUI amo ng as many foes As pJrt of rhls maneuver,
as you wish. )'Ou atte mpt 3 Ju mp check 10
lC'apOl.oerYOllr largt't.1hc result
SOARING RAPTOR of th is Jump check mu st be
STRIKE suffidenr rc allcwycc IO rnoee
Tiger cia w (Strt ke) thro ugh an op po nent's spac e
L('\'e1: Swordsage 3, war- anJ over her. If you fail the Jump
blade j check needed 10 jump over your
Prerequtstre O ne Tiger Claw foe,you provoke anacksofoppor-
maneuver tunn y for Ihe d istance you jump,
In it iat ion Act ion: I standard if applicable. If your jurnp was roo
action short to clear your oppo nent bur
Range: Melee mack far en ough rhar you would land in
Targer : One creature a spact' she occupies. you land edja-
cent to your opponent in the square
YI1I1 r('llp mto ,IlT ,Iir, cald lllig ,1 IM!!"r clo sest 10 your star ri ng square.
"I>p01h'ltI bYSIOl'risr a S)ICIlI JllmllOl.'rr Ifyour ( heck is ins ufficient 10
ill ,J...fnllTs 10 pili ng" yOllr 11'0'(11'011 j ump over your target , you ca n also
mla lilt' croW Il ofill hrad. make a single mack against vc nr foe
wuh no special benefits or pe nalt ies,
\\!ilh 3 carefully rimed It"ap, you jump as long 35 you r target is wit hi n reac h.
over the urger's defenses and eneck If the chec k succeeds,you do not pro-
It irom an u nexpected angle. Youcan voke attacks of opport uni ty for leaving
use rh is maneuver only against a foe A f.irbJ'"nlti """rb!4dr iJlfjuru,.., threatened squares duri ng your jump.
of a larger size category than yours. " ",OIfJrnns spidrr virb t~ """";"1. Your foe loses her Dexterity bo nus to
As part of this maneuver, you make Jr"l.t" striff 1n4"~-'YT AC against your mew arrack, Thtsarrack
a Jump check with a DC equal to deals an extra IN n pointsofdama ge.and
You can make a Jump check as a
your fee's AC. If rh ts check succeeds, rhe largel must succeed on a Fomrude
swtf acnon and move the distance
you also make a melee attack as pan save (IX: equal 10 }'OUr Jump check result)
dererrruned by your check result. You
of this m aneuver. If the check fails . or be stun ned for 1 round.
provoke attacks of opporturutv w ith
you cannot make this attack and the
rhls move ment. and you must move in
maneuver is still considered expended. WOLF CLIMBS THE
a straight line. As with 1ny move ment.
You gam a + ~ bonus on rhe arrack roll MO UNTAIN
),OU ca n attem pt a Tumble c hec k 10
and deal an extra 6d6 points ofda mage Tiger Claw Strike
avoid any attacks vou provoke wuh thts
if your anack h its. Le vel : Swcrdsage 6, war blade 6
sudden leap. Yl'U can ( move rhrough
Prere qui si t e : Two Tiger Cf aw mus t fight with two weapo ns to use rhrs movernenr does nOI provoke anccks
maneuvers maneuver, If you carryonlyonc wt'apon, of oppo rtun ity fro m rhe crea tu re you
In it i:n ion Action: I fu ll-rou nd action you can choose 10 m ake an un arm ed st ruc k. You cannot use rh ts sta nc e to
Range : Meleo attack strike with vcur oflbnnd (asan unarmed move more (h an your current spe ed
Target: O ne creature mack) if you so wis h. As parr of rhis in a single round.
maneuver, yon ma ke an attack w ith
YOLI dlpbt'lww l II larger fOt·'~ l..g~ lluJ Jlnke bo rh weapons you wiel d against one WOLVERINE STANCE
If. "xposd side. YOII t'ltl1 find COVt'r ill t'lt opponent. Borh attacks must target the Tiger Claw (Stance)
Slh,dow ofjour (.wny's bulk. same creature, and you take a -2 penalty Lev el: Swordsage 3, war bladc 3
on e-ach attack roll. If YOllr firs r :IIlack Prereq u isite : OnC' Tige r C la w
You can use th is maneuver only against drops your foe 10 - 1 lur points or fe-wer, maneuver
an opponent of a Sill' cat egory larger you cannot m ake a second snack. Initi at ion Actio n : I swift action
th an yours. As pan of this maneuver, Ra nge: Personal
YO Li enter your target's square without WOLF PACK TACTICS Target : You
provoking an attack ofopportunity. You Tiger Claw (Su nce) Du ration : STance
can then enac k your larger as part ofth is l evel : Swcrdsagc S, warblade S
maneuver. Your attack deals an extra sd6 Pr e r e q uisi re: Two Tige r C law u/:e II (orJIt'n'd ll'olverll1r, you fighl willt
points of damage. You rema in wi th in ma neuvers unllldlduJ /rro(lly 11llJ Mgt' wlltn yo"r
your oppone nt's space:after you complete Ini tiat ion Action; I SWift action OPJIOIII'111S /orct' yOll into do~t' Qlll1rtfts.
this maneuver, Yougain cover againsrall Range; Personal
anacks as long as you remain in his space, Target: You When an opponenl has you in h is
including [hose made by rhe targe t. If Dur atio n ; Stance grasp . you transform into a sna rli ng,
the target moves, uleaves you behind Irc rht ng, rag ing beast. You hack with
bUI provokes an arrack of opportunity lX'ilf! eodl sllllging allMk lhlll rennecn you r weapon at your foe's arms or
from you for leavin g your space. 'lgilirul ,1fOt·, yo u s/rl" lrOll 'hlllu n.lISlIlg lh.' ten tacles. your w ild fre nz)' allowing
,lidmc!1(I1l Ilr1Wlt!fd Ily ~'Il ll r 'It/Mb ro prr· you to fight even with a large, awkward
WOLF FANC STRIKE Wilt IUIIl frolll hU h /trl llg )'!IlIr lIIovrlllwl. weapon. When you are in th e gras p of
TIger claw (Srrtke) a larger foe. your frenzy ignites Int o an
Le vel: Swcrdsage 1, warblade 1 You prowl the ban lefield like a mig hry inferno as you desperately attem pl to
In it iat ion Action: I standard action hunter. You pick your spots ro attack, b reak free.
Ra nge: Melee attack striking foes when rhey are most vulnere- W hi le you are in this sta nce, you ca n
Target: One creature hie before moving on to attack elsewhere. attack a fot' gra ppling }'OU with any one-
Each atlack allows you to move forward han ded weapon . Youdo nOI take Ih e ~4
YOll l'lsh outru II blur 0/ movrmenl WIth and press your advantage. penalty for fighting while grappled.
1H'I1IVe'lpolls, hllCkillg into ycnrftlr wilh <l While- you are in th is sta nce. each If your foe is of a larger size ca tego ry
combmaliOtl affrml ~trtl1g tiJ and spec,1. successful strike allows you 10 slow ly rhan yours, your fera l rage ignites and
wo rk your way around an oppone nt . grants }'OU a +4 bonus o n damage roll s
You lap into the speed and srrengrb Each time you m ake a successfu l against that creature while ir ccn nnues
embodied within your feral spiru. You melee attack , you can move 5 feel. This to grapple you.

The Wh ite Raven discipline teaches


[hat the comb ined effcn ofseveral war-
riors working together far exceed s th e
efforts of those same warriors working ¥olll"'l.l /romt/le/rollt, dltll'gmg ttJurenclI1ics
tnd tvidually.Adh erems cf rhis trad ition 50 tl hJlyour allil~ WIl {olioII' in jour ll~l Jir,
serve as leaders and inspiring figu res on
th e battlefield. This discipline's favored The While Raven disci pline leaches
weapons art' th e longsword. barrleaxe , tha i he who seizes the ininarive also
grcatswcrd, ha lberd, and warhammer. seizes vic tory. You have learn ed to lead
Its key ski ll is Diplomacy, an m ack wi th a m igh ty c harge, th e
YOllr d.trrOlI I'oiu slrl'llgtlulls lhe will 11
better to disrupt th e enemy and in spire
)'O ur comm,ics. $(I fong ,15)'VII remem 0 11 lh..
BAITLE LEADER'S CHARCE your all ies in bail ie.
field a/b.1Ull', }'Ollr ,,11,e, <lrt' dn'f1glli...uJ
W h ilt' Raven (Srri ke) As part of this maneuver. you cha rge
ag'1itlsfal/acks Il ll,l l'/ft'Ch lhal SCI'/: 10 SIIl,-
Level: Crusader 1, warblade 2 an opponenl. Youdo not provoke anacks
l'trl their 1I'1Ilpou'£'r.
Pr erequi site: One White Raven ofopponu nit y for moving as part ofrbis
maneuver charge. Jfyour charge attack h its, [ t deals
The d iscip line of th e White Raven
In it iation Action : 1 fu ll-round action an extra \0 points of damage.
stresses th ai an army is elfecrive only
wh..n us members ar.. monvatcd 10 ~lIYl!lg \ollnullulmlll,t1 'flondlllaJ rJ 10 l n inarlo n Actfo n : I standard 0I(1l0n
fight. In rhefaceof a daunnng enemvcr slip p.1.1t Ilum IwllunntJ. Range : Mdl't"an ack
unexpected hardship, rhe most skilled Target : O ne creature
warrior is wort hless ifhr lacks strength Bydrawing on voue cc mbar expe rience
ofwill. When you 3dopt rhe bolstering and knowledge of how awarrior must Your kun Itadfrslup grllnll )'OllllI,J rour
voice stance, you shout encouragement car ry her self in battle, you m ake an ,1lhtlll lUJJtll 'llh'o1tllllgt III (ottlN t. \1; 'h..,.
10your 3IIil"S, disparage your foes, and at lack rhat disrupts vourcpponenrs 300 YOli nll l/ k lin llpl"'ntllt, )'Ou utfu<k lIllilCh
lend much-needed support to mse your keep s them from raking adva ntage (If ,I way ,HII)nlol YrlllI:t your ulliN'Dpt"lllllgl_
:lllies' spiriis. ByJrawingon the example your allieslapses. By Iht ldlnt tokl'", \'L1lir {ntnJs' ftnxloll5,
you set, your alltes harden Iheir will to Afler \'OU imnate th is bcost, you ca n oluura ft allu,h gil'l' lU U multlplt oppor lu'
fighl and banle on despite your enemies' make vc ur attacks as normal. In addi- milts to PII'J'U your f"'t's Jtfoa stS.
an..mpt s 10 turn rhem ande. lion to laking normal melet' damage
whilr you are in th is srarce. all allies from vcu r blows, a foe you stri ke after W hen you fu nk an enemv wuh an ali)
within rangewbo can hr-.aryou pin a +2 inir u lin g rh ls maneuver ca n ne r make wbocan <;cC' and hear you r di rec tions,
morale bonus an will go.~ ora....morale att acks of opportunity for 3 rou nds. the rwoof ~'OU form a pote nt cc mbina-
bonus on Will S3\'e'5 :apinst fC'.u dTros. Th e luge[ snll rhrearen s ItS normal non. You r macks complement each
3rra; 11 simply cannOI m.llke attac ks other, leaving the Ilanked opponent 10
CLARION CALL of opportuniry. a tenuou s pcstnon.
\1;"hillt' Raven ( ~t) A c reat ure an be :ltTC'Cted by on ly Youca n uSC' this strike when YOU and
Leve l: crusader 7, warblade 7 one cove ri ng smke peT encounter. any nu mberof all lC"S flan k an cppcnenr
Pr e r eq u tstt e: Th ree Whitr Raven you deng nae. As p.u t of Ih is maneuver,
maneuver'S DO USE THE FLAMES you make a mew m ack agains r the
Iruttaeton Action: I swffr action Whire Raven (Sm ke flanked opponent. If your arrack hl rs,
Range: 60 fl. Level, Crusader I, warblade 1 3ny ally fbn king your foc can irnmedi-
Are a- 6o·ft.-r3dius b urs t ce ntered Init iat ion Ac tion : 1 standard act ion 31ely make a melee attack agai ns t tha I
on you Range: }"Iel...t' attac k creatu re. These exrra aTuc ks are nOI
Targer: O ne c reatu re 3113(ks of op port un iry.
As you Jtftal .Ill opl"'ntlll, )'011 dltlld .I Du ra ti o n : t round Your all ies mUSl be able to SC'C' you
baull' cry tllllt 1I1 lpirN Ml" o{ ytlllr ,dlIN 10 10 gai n th is benefit. The coo rdi n ation
WI ew fil l tfforh, You Ilri lu )'Olir W"IIlY II'lth .I rt'iolllldmg needed between you anJ you r com-
bioII', caplunrlg his1l1!<'llhon. As hf tunIS pani ons d..mand s tha t you watch each
You are an inspirin g figure on the banle- to look, )'OU let loosewIth" strillg of oullts, other's attacks, though )'OU do nor need
field. Your personal victcnes are shared clhlllnlgn , all,f lau nts tll"l fo ree 111m to to he ar each other.
by your allies, allow ing them to draw {OCllS Ill S urtennou on yo..
courage and vigor from your anions. LEADING THE ATTACK
If during your turn 3 mdel' atta ck As a \'('hile Raven adep l, yotl are as While Raven (Stri ke)
you nuke reduces an oppon ent 10 fl'wer much a tactician as you are a war lea.der, l e\'d : Crusader I, warblade 1
lhan 0 hiTpoin ls, you can iniliatC' this YOti learn lO creale openings for your I nitiatio n l\ ctio n: I slandard action
ma neu ......r.Once it is in itiall'd ,all allies allie s ro max im izl" lh r rC':l.mwork an d Ra nge : ~ ld ~'e 31tack
wuhin range cOI n im m..di:u l."ly ei lher espril de co r ps rb al you foste r. You Tar~et : O ne cte"3lure
make one melee 3lTack at Ihl' ir h igh- kn ow that fo r a group lO succeed, il Du rat io n : I round
est attack bonus or 13ke a single move must work togelheT, andth3t ind ividual
action. These allie s mus l be able 10 see glory mus r be set <tiide so lhar IhC' group You boldly sirike .:l t YO IlY en..my. As yOIl
and hear you. The se ex tra alUcks arr can ach ieve \'ictory. "" uck, rou shOll' .I war err 10 de mon-
nOI alucks ofopportunilY. As pan of This maneu'-er, you make shull' 111M \'lclo ry IS ut " wnd. 11mattack
a mrlee attack against a singlr u rgel In'plres m olrb)' .d llts 10 JOIII IIII'{rllY wldl
COVERING STRIKE you lhrea. te n . If you r a:nck hilS, you " ntwt,1 ~'1gor.
White Raven [Boosl) d l.'al n ormal m elee damage, an d Ihe
1.e\'el : Crus,ader~ , wubladt' <4 lu gel creature cOln'r make allacks o f w' hC'n you make an atuck. you r allies
Prere q u is itC': One Whi lr Ra\'t'n opponunily for 1 round_Thl"opponenl laklt' heart in you r r xam plr an d fighl
manruver slill threatens its nonnal area: it si mpl\' with renC'wrd purpose. By stoking the
Initiation Acr io n : I swifl action ca.nnot m ake attac ks ofopport u ni lY. fitit' ofbanlr in )'Our allies' he.rts, you
Range: Personal in spire them 10 grC'a.ter heroICS,
Target: You FLANKING MA"'EUVER As part of this nuneuwr, you make
Durat ion: 3 rou nd~ While Rav('n (Strikel 3 SlOglC' melee all:ICk. If ),our attack is
l evd : Crusader 5. wa.rb13de 5 successful ~our alhes gain a +~ morale
l.'u motu" /nwtOIU vrltiof.1/1"00 III )'Our Pre req u isi rl": Two While Ra\'en bonusonlllxk rolls for I round againsT
1U"IIUt'''' /Omn!: tllflllon tht Jt/tf lllW .1IlJ InIneU\'ers fhl" Ctea lU~ vou h u.
LEADING THE CHA RGE LION'S ROAR allil's within range gain a ...5 mora le
while" Raven (Slanct') White Rave n I Boos r) bonus on damage rolls for I round.
Level : Crusader t . wnbladc I Lev e l: Crusader 3, werbladc ;\
In iti at io n Ac ti on : 1 swift action Pr erequ isit e: One Whi le Raven ORDER FORGED FROM
R a n gc~ 60 fl. maneu ver CHAOS
Area : 60-il .-radiusem:matlOn ce nte red I n iti a tion Act ion: I swifl action \X'hile Raven
onvou Range: 60 fl. Level: Cru sade r 6, warblade 6
Du rat ion: Stance Targe ts : YOt:. and allied creature s P re req u isite: Two White Rave n
with in 60 ft. man eu vers
YOII ~rt Ilu lOlI.fiJ ...II( ,mJ murh dl lFlrl 1 Ouralion: t round Init iar ion Actron: I move acucn
of t,r ,dll(~ gll'lI1g IIu/II Jilt rIle,!:,- ill1J Ran~e: Personal
/lml Jl' lluJ.,J 10 "hlk-tll J<'1\hlllllllg (h <l rgt You u"ltaJh a 'UJJt"ll /J,11l1, I'O<Ir ,n 111l1r Ta rgets ; Allied creatures within 30 fl.
,1i!dIlUI }'Our trl erm N. .mglll y bloll'(dis your rll llllY. IIl~rlTt',1 by

The Whjl~ Raven Jiscipllllelt'3CM rhar


1'O'Uf{\, lmpl" )'Ullralllts fij::lllll'llll rrll,'ll'tJ
t!l<"JI:Y allJ a.:ltnnlllalloJl .
YOII ""'* a Sirlrs of Jlrm onltrs. J,rullflj.!
your (olJlr..Jc\ 10 shlfl form,dloll. Thr
ccncs.lecderslnp, andpLnning em lM."T- ~1I't"raf rom rrrsmu h nuh 111111 thrrobo'
come an oppu",-'ms superior inw,,1Jual When you defeat an enemy, you call w.llllIul (OIlKIOu slr IhlltklJlg lIN.ul ll.
abilities.Tlusstanceembodes rharteach- OUl 10 your allies 10 prrs~ rh... attack .
mg. allowing you to spur your alhes on They respond b)' pumng tremendous You excel al uSIng your comma nding
10 greater feats 01 martial skill . pressure Oil the enemy 35 their anacks pre~ence to direct your a llies o n the
'X hilt' vouure In thts '> I.l OCt', all allies smke \\'U h gre'al..r force. benlefleld. Afler a few shari ba rk...d
who hear vou and nuke a charge arrack As a swift action , you initiate rhe orders from you, your allies switch
uube areagainabonuson damagerolls boost after yOJ hav... reduced an oppo- posincns and assume a raclic21lyadvan
U rc your muuror level nent 10 fewer than 0 hil POlnl~, You and tageous poslllon
Wht'n you tnuiate this m aneuver. improve vour alli~' teamwork If vc u Juts you deal an extra .:!d6 mrs of
all allies wnhm 30 fCt'1 of )'0 11 ca n are aJJact'nl to on... or more opponent s, damage. In add itio n, each allv adjacent
immediately takea "ln~lt' mo...e an ion your allies gain a ...5bonuscn mack rolls 10 rbe !argt'l can rake an tmmedme S·
to move up 10 their speed. Thl ~ move- mad e against .3ny of th ose opponen ts, foot step t hat does not pro...oke auacks
ment pro...ekes attacks ofopportu ni tv, of cppo rru nuv,
and it does nor coum toward fulfilling SWARMING ASSAULT
the minimum movement requirements \'('hitt' Raven (Strike TACTICS OF THE WOLF
of any pectal abililll"sor frat s, such as Leve]: Crusader 7, wsrblsde 7 While Ra\ en (SI3nce)
a scour's ekirmis h abililY. Prerequtstte : Three W h ite Raven Level: Crusader 3, warblede 3
maneuvers Peerequtst te : One W hile Raven
PRESS THE ADVANTAGE In it iat ion Acr ion: I standa rd action ma neuver
Whilr Raven Stance Range: Melee arrack In it iari o n AClion: I swif acuon
Leve l: Crusader 5, warblade ~ Ta rge t : O ne creature Range: Persona1
P r e r e q u ts tte : Two \'('hilr Raven Target : You
maneuvers You atladt 1mopponcnllt1lh brulal fpru Durarlon: ~unct'
Inirial io n Action : I SWI(I scncn rllllllllg JmthfmSN. Asl'OU 5tn~t, you call
Range Personal out wrp co"tmllnJs lD " ' " llfl,n. IJ"lrnng You ~Jtoul oNtrs IJwI "llr (oonlmillt ytlur
Ta rget: You rhtm to .utwn ,md ,dlowmg rhtm /oldk.. allan tffc'n1.1Juyh.nasslhm-~s1u .iJ
Du ra t io n : Stance "dl,ml"..::t of Ill( opt"lm~. Mil ItrrtrMt ult4chol,ufothnu'Ut man-
II11;t lht suppcrrl lhty low lD r.uh "tlitl':
r "u slnfl acrou Iht ""llltritlJ, !lmlng ll1ur You Inspire vour allies wuh a rousing
mOt>(mcn ll rrttudy 10 ,U'(IIJ ""y ,ma,h speech. .a war cry. .a challenge 10 the ThIs stance I lJ O\\"S you and you r allies
from )'OUr [0.'1. enemv, or some other ddianl geslU~. to gain add morul be nt'hts agai nsl a
Combimng th is shOUI wuh a canny flanked opponent Under your direc-
Your sense of the ballldi("ld and intui- attack, you st rip awav a foe's defenses , tion, your alhescccedteare rheir actions
live unde rstanding ofIhe ebb and flo"' allowing your allies ro nukc- pol t'm i:l.lly to a much grea ter degree than normal.
of combat allow you to move wuhour devastating att ac ks. Your advice and shou ted orders make
dropping you r defenses. Whill' orhers As p;:t n ofrhis maneu ver, you m eke a th em .30 uns toppa ble learn. Like a
musr slowly work I hrough a melee, you single melee arrack against anoppon ...m. wo lf pack, your allies fighr rogerher 10
seize gaps in a foe's J t'[rmt's an J move Hrhis attack hits,vccdea!normal melee dt' \,;)sIJl ing effecr.
wit h greal speed am! co nfide nce. damage,and any ally who threatens your " .'h en you flank a foe, you and allies
While you are in rhis stance. you can larget can im mediately make an arrack who flank rhc enemy with you gain a
lake a second 5-[001 step immediately agai nst hi m. You choose rbe order In bonuson damage rolls JgaJI1S 1 thai oppo-
after ...ou lake one fOI rhe round. Th is which your allies' attacks resolve . nent equ al 10 1/ 2 YOUI imnator level.
second movement JOC's nOI pro voke
attacks ofopportunir y. You ca n make a TACTICAL STRrKE WAR LEADER'S CHARGE
single c-foor step Into difficult terrai n, White Raven (St rike Whitt' n avcn (St rike)
but if you do, yO ll can not make lhl;' Level : C rusa der 2, warblade 2 Le\'e1: crus...dt'r 6, warblade 6
second 5-foot slep. Pre r e quisite : One \\"7h it e Ravt'n I' r n equ is lte : Two W h il e Rave n
man eu\"er maneu...ers
SWARM TACTICS Initiation Ac ti o n : t sundard :lCllon In ir iation .\ cl ion: 1 full-round action
while Raven (Stann') Range: Melee alla.ck Ran ge: .\ Idt't' 3lt.ack
level: Crusader 8, warbl.ade ti Targe r: O ne crealUre Target: On~ cre.a ture
P rerequi s il (,: Ont' Whitt' RH'en
manetl\'e r r"ur skrll lit "rnu ,md ot't"rll'h tlmlng Youm"lmon a grr.u fury wl/lirnWI.IT IlItlgJ.
Initi ari onAcr ion : 1 swift ac llOn ~It'tr toru ytlllropron(JIllofalttral a falal rdltUrng II It11h a hwm{ lh01lI ol.)VU ch ,, ~
Range: 60 fl. ",olllmt As lilt Jot alUmrls t..~ rt(OI vr from Jom .... nf. Yourrrcklm m(ll't' slarllnwurjO..'S
Area: 6O-ft.·radius t'm,mation crmert'd I'ourJtt'llst,,"ng slnk:t, WIll' allus ru~" Ul "nJ rull pt'ulrrJorrt btlullJ )'l.lllr allol(1:.
on \ "011 lo.6ll1sh It'har)'('u haw Ilarltd.
nurat ion: Sunct' As a ~ t\Idt'n l of Iht' W h ile R2\'en, you
You make a mighry mack tha f knocks lea rn to focus Ihe energy wilh in yoU
Your qurA: J" rrh(ltlS tIIafoltclost /(olllll\"rk youropponent imoa defensebs postrion, inlOan 0\ r fVo·hrl m ing durge. In bartle ,
bt-htWJ! )tluntlfollhf 'HIlilly. AI )'Illrllrglll~ granting rour allies a mome nt fOmm-e you mU"lleaJ from the fro nt.
)tlUT aUII'S >n: t tN lIulwtn.. and u'llJ'f: II I clost· intoa better position. Ifyoura ttJCk lands As p;trl of Ihls maneuver, YOU charge
coon!ltlillwn willi )'III 10 dtkolt ,,/I tt1rmy. lrue. it b'eS your enem \' rnomemariJo. anorponmt YoudonOlprovoktallrl~
shaken bv its lremendous Irnp;:tCl. ofopponuhlly formoving.J5 pan of this
Whilt' \'OIl af!' in Ih is sunee, you U St' As ~rt of this maneu\ r, you rn;l:ke du:rgt' If vourchatgl' mack hl(~ IIdeal
rour Ixuc31 knowl...Jge ~ nd nuslery 10 a single melee attack. It your a[lack an e Ira 3':; JlO1I11 darna~
W.~R MASTER 'S C HARGE Target : On.' creature R all~l' : M<'l,'e au ack
Whut" Raven (sink,,) Durati on: t round Ta rget: One c reat ure
!-","('I: Cru sader 'J. warblade 9
i're r e qu ts tre: f ou r Wh irt' Raven \'0 11 II,UII )'Our Orf"11Ull1 It"'" ,I 'tll~h l y You r t yrfor IMllo lilloit's )"01110 Il o I IU Illl
m aneuvers ,ltllICk10 ,l,srurl hIS l.( 1I~1 ,11111It,ll'!' 11111I (ntll1y'lll'tilk Jlj)lIlh and <l Uack JlU IIlIt ,Ill
I n it iat ion Act ion: I full-round scucn llthJblt III dtftld 11Im~lf Il'll i lt YOllr "lIl t l II "lIg hlY"'Il ll'.
Ran Re: Melee aluck; Set' text riMe tofimsJl hlln off.
Target: One creature: ~t't' I('X ' The While Raven disc ipline fO(u,·
es on ecncs. tea mwo rk . and t he
w' l lh II f:'r(ill hollllt rrr, fllU abili lY to make an auack rhar Irn-
leaJ )'!JUT.d!ltsrn.l J..L\lstlillng Pn)\'C'S your allies ' abilities. This
cJlllrg'(' fnnl lor YOllT",mm,Ul,/' strike ruins a foe's defenses.
Ing prtUI1U 111hl Jrftly ltd h)' As p.;trt of this maneuver,
)tl\IT suprtmt gnllp '"lllcllo, )till you ma~asingle mew and
.Jill YtOur IIllln form lin UIIIIOp- If It hus. ~'OU ~al an exrra -44 6
f"1h1IIl'tJgt'. pOll\tsof damage, and the largel
is considered Ilar-focred unnl
You are an Inspiring figure the Start of his nex i t u rn.
on the baulefield. allowing
you 10 lead others on snacks WHITE RAVEN
rhu would srrtke fur and TACTICS
doubt into even ,he' Uoutt'Sl while Raven ( Bcosr)
wa r r-io r's heart . Under your Level: Crusader 3, warbla de 3
leadership, the groupbecomes Prereq u isite One White Raven
much mOR than the sum of ma neuver
irs p:lrls. ln ili:uion Act ion: t swift
As pa n of rh is mane-live r, acnon
you cha rge I n opponent . In Range: 10 fl.
addition, all allies within }O Ta rget : O ne ally
ft' t' l of you Oi l th e beginning
of your [urn C3n also cha rge YOli Clltl ltlSrm' yOllr allirs 10
rhts urger 3S 3 11 immediate alf(lu thlmgftllhof 1I1l1rhai rrvll'(l l.
ac tto n. You and allied crea- \t'llh" ftli' IlIon ordl'lS, )"011 calol.,
rure-s do nOI blockeach ethe r fllt111mto Sl'l:lIIgIhe lIIirlahw alld
wh en de renntntng if vou dm ll1 g bMI.: the lllt ttly.
l

ca n c harge. Your cha rge at-


lack deals an extra SO points "ou r k nowledge of racncs ca n
of damage, and th o se of your aid your allies' attacks, an d
all ies eac h dea l an exrra 25 il also allows you 10 Spol, pit"-
poinrs of damage. For-each ally d iet , and counter your ene m ies'
who cha rges, counting yourself. actions. In rhe chaos of ba n le. you
your charge mack and those of impose the order needed fcr nghr ,
your allies are made with a cumula- A crrwzJn- if Hrrtor usrl 16 'W16t" "'tlsln-'s effecnve group tacdcs.
uve ... 2 bonus (in addiuon 10 Ihl." normal rbtl"l!' 10 rrmijlltllr his ",illillllJ When ),ou use thi s maneuver, se lect
bo nus provide d by charging). An op- an ally within range. H er initiati ve
ponent struck by you and at least one As part of rhts maneuver, ~'ou make a count immediately equals your innia-
other ally is stunned for I round. single, devas tanng strfke 3gainst an uve coum-a . She' then acts on her new
You and you r allies do nOI provoke opponenl. The raw force of Ih is blow truuanve coum as norma l. If she ha ~
au acks of opportumry for moving as knocks him senseless. Yo ur anack already acted in rhe current round, she
part of th is charge. deals an extra 6d6 poi nts of damage and can aCI again. Ii rhts maneuver would
stuns your opponent for 1 round. not change you r ally's initia t ive co u nt,
WHITE RAVEN HAM MER it has no effect. Ifshe has nor ver acted
W h ile Raven (S lri~) WHITE RAVEN STRIKE during this round. her ini tiative count
Le,,·d: Crus.JIJ ..r 8, wubl.JIdt' 8 While Raven .Srri ke) cha nges, and she acts on th at cou nt as
Prere (lu lslt e: Three Whilt' R.JI\·en l e"'el : Crusac.l'r -4 , warbladc-4 nor mal. she does not aCI again on her
man euvers P re re q u isi re: One Wh ile Raven original inili3 Ii\'e COUn!.
In it iat io n :\ er io n: I ' ImJard Klion ma neuver
Range: ~t e lel' .JItuck Initiation AUlon: t sundaro acrion
allyll'rt rile' '~III" 1I1111 mlllpnst III( Sub/intI' Almost an, word geerediticn or crusnd er crder cou ld
\'Cay. A,rosllh.. widc la",llof tilt' !l'orlJ. Ilu be cons idered " Presuge class. becaus e each o ne has irs own
frawln '!lIghl finJ (fUUI,f .. romm Jtl'Olia particular philosophy, hmoTy. It"achtng~ . and special moves.
liJ any of" Jo:tn Jlffrrtlll gods. II\UlJmng The chapte r presents eigh t prestige- cle-es.eecbrepresennng
I lt 'Om5<1.!i{ s who tml'rl anJ liMn !.host who an' a st>pante rraduion of the Sub limt" Wav,
ll'dlm!!dnJ rtdJ), illlJ f"t'U.l nurhLiJLS Err lho' Wrt III starrn of lh..tr Bloodclaw ~ I.aster. Th is fcol'lll warner is a mas rer of the
flnll "g '7Wmmlf ofj.Jmt. Ordm, brodllriwoJ;, wm1SI;JClffln, lriJd..n Tige r Claw dis cip line. He t:1kes on be stial cberacrertsucs
ttmplrs. "'rgotlt'n mOllaitnlts, 11I111'1 dan~'1 P.I>SN on II. 01l"1 wben he fights.
nmlsn,fDTms.fIOTl~'S.anJ tith""1ULS. I "nolt'of 11 (nt'Wch InMII,,1 Bleodstorm Bla de: • taster of rhrown weapons- a blood-
tm dlfwn s.ilnJ J U'llllf't"ak ofIhnn nolt' Douf.lfm)W Inll JUCDtn" storm blade can execute devasranng ranged snacks with his
milm flJ(lR' tn YOur own Ir<1VfIs. Illy sllldwfi sword. axe , or hammer.
-s- Harran Tu riyeshor Deepsto nc Sen ti ne l: Imbued wu h Ilk> power of eJt.ml,'nlJl
earth thl~ Jw::art champion comma nd.. Ih,· v ry rock to do
l11e stud y of marnal lore nat u rally lends trself to the pu rsuit h i~ bidding
0 1 vanou s e lite, obscure. OT hidden rraduions. Recl usive Eternal Blade: A ch.1mpivn of tho: el f race an eternal
sword sage masters invent never-before-seen maneuvers and blade seeks 10 follow the parh appointed him by his blade
teach these secre ts on ly to a few chos en st udents: ... rusad cr guldt' the p l rlI of .. migh ty elf here oi old
orders INch their novices austcr tuc s JnJ catechisms thai Jall e I'hoe n tx M age : killed In bot h arcan e magic and
are ss \wrful as divine spells; and [amcu warblade-, ~ man I man ) Jd~ ph IllX gr I.. rebo rn In Itft·
renowned for rheir SI~na lU rt" IIllJ r ~ mram II nen I &~Ins{ II
~ I;bh'r o f Nlm' : Rares t and mos t renowned of martial are Il',lrntng llrrhl's It > O I1Ct'lhlS choice IS made, It ca nno t
adepts, a rnasrer of run e wields the lor e and power of all n ine be ch anged.
m.mlal discipli nes.
Rub y Kn igh t Vindicator: t\ secrenveavenger.a vindicator NONMARTIAL ADEPTS
serves as Wee [as's final ans wer to rh rears against the Ianh If vou do not have any lewis in a martia l adepr standard cuss
sh adow Su n Ni nja: Spy, warrior, and assassin, a Shadow (crusader, swordssge, or warblade) before gaining levels In a
Sun ni nja uses the powersofbo rb light and darkness to defea prestige class that improves your martial mane uver progres-
hiS Ices. sion. some special rules apply.
Ma neuve rs Known: The number of maneuvers you kncs
ADVANCING MARTIAL is dell·rmim·J by the number of times you select the ~Iart l.al
Study feat. plus the number of new maneuvers known you
gain from your prestige class advancemens.
Mos t of [he prestige classes presented In rhts chapter offl'r
Man euvers Re adie-d: The number of maneuvers you
some amount of continuing progression to a charac ter's no ready is equal to the number of maneuvers you have
existing maneuvers known and maneuvers readied. Mutial learned by means ofthe Mutial Study feat, plus the number
abilities acqui red through progression in a prestige cbs of new maneuvers readied you gain from your prestige class
simply add to th e character's exif,ung martial maneuvers. advancement. Ifthe number ofmaneuvers you know exceeds
If you haw marual m.a neuvers irom 3 fear. rather than the number you are permuted to ready, you must choo..e
from a class, things work a link ditTerentiy. Th e prestige which maneuvers 10 ready and which to leave unreadied,
eLlSS grants vou new maneuvers as normal. You simply 3Jd
just like a standard manlal adept. You can change you r
them to rh.. ma n..uvers YOU k now because offears you have. selection of readied maneuvers with 5 minutes of ex e ret-e
You also inuiare and recover these man..uvers in the same and meduanon.
ma nner as you initiate and recover other ones. Late ron. you Sta nc es Know n: If a class grants new stances k nown, \'OU
might take levelsin the crusader, swordsage,orwarblade class. can select stances from the disciplines available based on the
Maneuvers you had prior to entering one of those classes
prestige class.
conn nue to Iu ncnon as they did previously. Track their use Recovery: You cannot recover expended ma neuvers inan
and recovery separately from those granted by the martial encounter if you do not have levels in a martial adept class, so
adept class levels. each ofyuu r readied maneuvers is usable once per encounter.
You ca n recover your expended maneuvers ou tside combat
MARTIAL ADEPTS wilh 5 minutes ofexercise and meditation.
If you have levels in a marual adepr standard class (crusader, If you gain access to a prestige class by laking th e Marml
swcrdsege. or warblade), you renin th e same method for Study feat, and that class has its own progression of man ..u-
readying and recovering maneuvers that you pr ev iously vers known, those new maneuvers can be used only onc e per
used. If you have levels in tWOor more marna]adepr standard encoun ter. You retai n the recovery method you previou sly
cla sses (for example. you arc a mu It tclass swcrdsage/war- had . If you then took mar tial adept levels, you cou ld recove r
blad e). you must dec ide to which of your existi ng martial ma neuvers you gained as a resu lt ofth ose levels as a mem ber
adep t classes the new m aneuve rs known or maneuvers of lha l class. but the maneuvers from your previous levels
read ied apply. wou ld still be usable only once per e ncounter.
Maneuvers Kn own: When you gain add itiona l mancu-
vers know n. rhese simply add 10 the maneuvers known of
on e mart ial adep t standard class you already possess. You
· My /llltd(~ Ours! for /lIMe
might b.. able to pick new maneuvers from only a hand ful -c-Rhaskana. Bloodelaw Secrerkeeper
ofdisciplines.
M an euvers Read ied : when indicated. you gain the ability A blooJclaw masrer ernbrac ....s the animal withi n loa degree
10 ready one or more additional martial maneuvers. If you
that it becomes exte rnal. partially transformi ng h im inro the
h ave more than one martial maneuver progression, you m ust beas l from wh ich the discipline was inspired. He em ploys
choose whic h progression the additional readied maneuver sm311. light weapons almost like claws. He focuses on th e
slot app lies to. If you choose to add the maneuver readied (0 Tiger Claw discipline, and his maneuvers speak to th e quick-
a marn a] ma neuver progression derived from crusader class striki ng nature of his discipline's feline namesake.
levels, you also gain one additional man euver granted at the
beginning of the encounter for each addt rional maneuver
BECOMINCA
you can ready. BLOODCLAW MASTER
Stances Kn ow n : If a class grants new stances known, you This class favors thost' who prefe r fighting wi th two light
can select stances from the disciplines available based on the weapons, and who are fond of the man euve rs of the Tiger
prest ige class. Claw discipline. Most bloodclaw masters are swcrdsages c r
Recove ry : You retain the same recovery method or merh- warblades ofthe Tig..r claw discipline. Some barbarians also
cds you already use. If you have levels rn more (ban one choose to embrace their Inner beast. becoming a bloodclaw
martral ade pt class, you choose which recovery method you master after either taking a few mart ial adep t cla ss levels
ill use based on which adept class the new maneuver you
TABLE 5 -1 : THE BLOODClAW MASTER HIT DIE: D12
Base
Attilck Fort Ref will Maneu vers Man euvers
l evel Bonus Save Save Save Known Read ied Spe<:ial
lst +0 2 ...2 ...0 1 0 Shlfhng l/day. claws of the beast
2nd +1 3 +3 +0 0 0 Superior two-weapon fighting. liger daw synergy (stance)
3rd .2 j +l +1 1 1 Pouncing slrlke low-I ght VISion. shifting 2/day
4th +3 .. 4 .4 ... 1 0 0 Tiger claw synergy (strike)
Sth +3 .4 +4 ..1 1 0 Rendlngdaws.scent.shlftlng3/day _
Crass Skills (2 + Int modifier per level): Balance. Climb , Hand le Animal. Hide, Jump, Knowledge (natu re), Listen, Martial
Lore*. Move Silently. Spot. Survival.
* New skill de scribed on page 28.

or selec riag the M art ial Study fen enough tim es to me et claw as ;I IIghl off-hand weapon while wield ing a weapon In
Ih E' emry req uirements. A few rog ues also consider th is your primary h.and, but doing so incurs the norm3l penalties
cl ass. becauce sneak attacks made with IWO weapons ar e for fighling wub IWO\\'r.apons.
especially deadly. Shifting is a fIff action .and lasts f