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Pee tL cag RUE aoe ese eterno DESIGNERS ‘Rican Baker, Marriew Seanert, ‘FRank BRUNNER ADDITIONAL DESIGN JoserH Canaixen, J. DEVELOPERS Mixe Means (Lean), ANor Couuins, SrepHen Scuuszar, Mike DoNais, Jesse Deccer EDITORS (Cuais THomassox, Penwx Wittiams EDITING MANAGER Kim Monay, DESIGN MANAGER CunisrorHen Peakrss DEVELOPMENT MANAGER Jesse Decxee DIRECTOR OF RPG R&D Br Staviesee SENIOR ART DIRECTOR D&D Stacy Lonosraeer ART DIREGTOR Mant Korxowsxr COVER ARTIST ‘Bare PoLax, INTERIOR ARTISTS ‘Kanan ANpsasorszxy, Sreve ELus, Warne ENGLAND, EMILY FIeceNscHuH, ‘Howanp Lrow, Jerr Nentavr, ‘Tonsreis Nobstaanp, Michart. PHILLri, Auvie Swexet, Bera Trorr GRAPHIC DESIGNER ‘Mant Korxowsky GRAPHIC PRODUGTION SPECIALIST Enix Donates IMAGE TECHNICIAN Bos Joxpan, PRODUCTION MANAGERS Jose Fiscuma, Ranpatst. CREWs ‘sed onthe orignal Dustcross 8 Daacoss® rules created by Gary Gygax and Dave Arneson, and the new Dusczons & Dawaows ‘game designed Wy Jonathan Tweet, Monts Cook, Skip Wiliams, Richard Bake, and Peter Adkson. This product uses updated material from the v35 revision “This Wizanos or me Goxs7* game product contains no Open Game Content. No portion of thie work may be reprodkced in an form without written permission To learn more about vhs Open Gaming License andthe 420 System License, please visit ww wizardscom/ 20, academe ‘tonnes tee {> Seo esa WA 907 ‘Guat marta TODsD eS (620-95978720-QO1-EN rawness trees pares 432i Fes Pring Avge 2006 IsuN20,0786959222 ISHNA3-978.07869.39220 ema rca igs ‘Tp can hy ry a pe cps ova ey ioe Pein te ISA S206 Wir Ct Visit our website at www wirardscom/dnd Human Swordsnge Stating Package | Watblade r ‘New Skilleand Uses. Tasimidate Knowledge (Loca) Martial Lore... | New Fas, Adbprive Sle Avenging ke Blade Meditation Desert Fire Desert Wind Dodge Devoted ular. Divine Spr Evasive Reflecer. xtra Granted Maneuver Extra Readled Maneuver Falling Sun Auack Instant Clrty Trophear Aura, Maral Stance Marta study PsychicRenewal Rapid Assault Scribe Mati Seng ‘Shadow Blade tn ‘Shadow Trickster... Song ofthe White Raven Snap Kick Stone Power Sudden Recovery Superior Unarmed Ske. Tiger Blooded Unnerving Calm Vial Recovery White Raven Dalene “actcal Fete Bitoni Feith Unsweving loots Razor Perfeet Clarity af Mind and Body ‘Reaping Tons Scorching Sirocco, Shards of Grant... Stormguand Warrior. Chapters Blade Magic Macial Powers Readying Maneuvers Initiating Manesversand tances, Concentration Inia Lew. Resolving Maneuver or Stance Recovering Expendad Maneuver. Marta Powers and Magic, Maneuver and Stance Descriptions Name : Marsal Discipline hype) (Deserpod ere Prerequlse Initiation Action Range a‘ ergetiogs Mabeere Saving Throw on Spell Resistance Descrpcve Text, Lestning Manouess nd Stancer chapter ¢: Maneuvers and Stances ‘Meneuversnd Stance Lists. Des Wind Devoted Spirit Diamond Mind. Iron Heart Seting Sun Shadow Hand Stone Deigon ‘Tiger Claw Whie Raven Chapter 5: Prestige Classes ‘Advancing Martial Progression Martial depts Nonmavlal depts Bloodelaw Master. Bloodstone Bade 35 35 26 36 38 3° 38 Deepstone Sentinel Brera lade Jade Phoenix Mage Masterof Nine ‘Ruby Knight Vindiwtor. Shadon Sam Nini Chapter The Nine Swords . ‘Wesponsal Legacy. Desert Wind (Desert Wind) thd Avenger (Devoted Spc ‘Supetml Clarity (Diamond Mi Kamate (ron Hear). _Eveuldes Hage Setting Su), Unbral nn Shadow Hand)... Unfeteel (Stone Dragon) “Tiger Fang Tiger Cla. ‘lade ofthe Las Citadel (White Raven) (Chapter: Magic Items ‘Maral Series. ee Marti Discipline Wespon ‘New Wondrous items ‘Crown of White Ravens (Chapter 8:Nine Swords Monsters ‘Naityan Rakshasa. Rath Dalal valkyrie SIDEBARS Behind the Cursin: Blending Genres ‘The Nine Disciplines. ‘Keeping Taek ofReadied nd Expepded Maneuvers. sncorporeal Subtype Shifesand the Hlodclew Maver Throw Anything Stopping + Retiring Wespon ‘Magic tems and icrducing ‘Marsal Maneuvers Naiyjan Rakshasa Love nother Ralhoee? ‘eth Dekala Lore Valkyrie Lore fm Har times call defeated the Hi the Drago Aad twas my ha Ingusitor of Tiamat in vas whos the Ebon Tower. nradesand Tho than flaer infestation fom Darul ne yearsago thought inthe proass Suc ‘Ihave widened the word fo went afimy friends del horrtby Way ards my owt tite measee asa terran a person. Theta thin that Lam alt but Fmnustleave that judgment to others. tspend ney ays eaching nous that Lay honor the path Thave fellowel my whole hie ne of my tides fall from tho Wayand fcr footer psa Sonne become cham pionsof goat ana fo wreak terrible wrongs inthe word. ce Chers use ms all who seek the Way must be tou! itis ot fr the swondsnith lo say wether His Blades will spill the blood ofthe wicked or the vmocent.Likeall Fnowledge, the Sublime Waycan be nod Cee ge poe ee gee 1, young anes and Twill endesvor to feach you some ofthe trl ofthe sword, The world of dae Duscoons& Deacons game isfilled with char ruse the ways oFbatle. Barberians destroy theirfoe masters ofthe hurt Padi their virtue and courage to sustain them against chetr ‘opponents: Fighters masteran arra aversand sacks to oveteame the monsters and villains they encounter Butthe highest ofa Sublime Way—thesscret love that te The Sublime Wayis not magical—at least, notin anormal nse Teis a fighting system that harnes pline and determination through kno rudy. A master of the Sublime Way exploits that are nearly superhuman—and, in Fact, some of them actually cranscend the natural Like fighters, Fike fay mastera number ofspecial maneuve efeat their foes, But, while can use forattack ordefense, the maneuvers ofa Sublime y master represent small momentsofclarity, self knowledge, jor perfection, A fighter ses Power Attack tostrike hander, Buta student ofthe Sublime Way who wantsto accomplish the me goal performsa very specficmental end physical exercise thar results in a mighty blow —ifiris exceused just sight. Some believe that practitionerof the Sublime Way cre “the power for his maneuvers by invoking a cosmic principle ‘of perfection. This theory bolds thaifthe student movesina se pattern while calling to mind the very specific mental ‘magesoranalogies corresponding to that mancuves he forges "brief connection with asouree of ower that lends strength, precision tohisstrike, Othersbelieve that followers ofthe ime Way draw the necessary powerfrom theirownsouls byharnessingki—the energy oflife, But whatever the truth of the matter, the resultsace spectacular: Few ean match the + agility, strength, and sil ofa mac ofthe Sublime Way T YOU NEED TO” PLAY You need the three D&D core rallebooks— Player's Handbook __ (PHD), Dungeon Master's Guide (DMG), and Monster Manual (MM)—to make the best use of Tome of Batile: The Book of Nine Swonls This book occasionally mentions material from a ‘few D&D supplements such as Movsler Manual I11, Complete Adventurer, and Complete Warrior, but none of these supple- ments ate necessary to get the most out of Tome of Battle A puIGK PRIMER Tz alc The bk Ne Surdesebesasynem ofp combat ‘spells known asthe Sublime Way the Nine Disciplines, orblade magic. Here aresome ofthe salient terms and faetsyou ‘ill need tobe familiar with as youperuse this book, “Martial Adept: A character with one or more levels in the crusader, swordsage, or waiblade class is knows as a ‘martial adept “Mancuyer: A maneuver isa specific one-shot effect hata ‘martial adept initiates. In chis way, a maneuvers functionally similar to a spell. However, a martial adepr usually doesiit ‘use up or expend maneuvers during the course of « day of adventuring the way spellcaster does. He begins each now encounter with all the maneuvers he readied forthe day vail: able to him, When a martial adept initiates a mancuver itis temporarily expended until he chooses to perform a special action required to recover his expended maneuvers. The type bof action necessary varies foreach martial adepe class. ‘The three basic types of mancuvers are boosts, counters, ad strikes. In addition, martial adepts can lesen special bilities known as stances (which are described larer im ‘this introduction) Boost: boost augments a user abilities, uswally artacks, in some manner. For example, martial adept who stuclies ‘the Desert Wind discipline can wreathe his weapon i flame rodeal extra fire damage on «successful hit. Gounier: A counter is an immediate action that allows a “martial adept to foil an opponents atacks. Forexample the Setting Sun disciple teaches its adherents to aid a foe’ charge by stepping aside Srike:A strike isa special atacthat drawsona disciplines teachings to invoke a special effec. The Stone Dragon dis- Cipline, forexample, teaches its adherents to slam into their enemies with crushing blows Martial Discipline: A martial disciplineisafamilyerschool ofmaneuiers that sharesomecommon philosophy oreffect Nine martial disciplines exiseach consisting of ifteen to twenty ‘maneuvers and stances. The nine disciplines are called Desert Wind, Devoted Spirit, Diamond Mind, iron Hears, Serting Sun, Shadow Hand, Stone Dragon, Tiger Clav,and White Raven. ‘ost martial adepts dont have access tall the disciplines, ‘Maneuvers Known: The collection ofmaneuversa martial aidepthas learned, You can thinkcofthisas the marrialadepr's spelibook or pel list. A martialadepr’sclassand level deter rmine the number and level of maneuvers she mows. Maneuvers Readied: Most martial adepts cannot keep all maneuvers they know ready aall times. tthe beginning of exch day,a martial adept choosessomeof the maneuversshe — nowsasher"readied” maneuvers(the numbers determined byher lass and level), These ate the meneuversshe can init- ate. A martial adeprean change herseadied maneuvers atany time, but doing this requires 5 minutes of rest, meditation, prayers orthe performance of various practice routines. The specific details depend on the martial adepr's class Stance: A stance isaspecial rype of maneuver Eich stanceis particular fighting pose that grants amattial adept specialben- efiisand options. Forexample,the TigerClawdlscipline teaches ancesthat allow the user to unlock heferal, animalistic nature, ‘Unlike other maneuvers, mos stancescan temain in effector an indefinite time. Allstancesacharacterknows are vailableto heraral times, A character an adopt astance, or change from one stance toanather, as swift actc Key Skill: Every martial maneuvers tied 10 skill, such 2s Balance, Concentration, or Jump. Sometimes key skills comeinte playin the initiation ofa maneuver but mostly they represent the ideals around which theirrespective disciplines aiccentered. Initiate: martialadeprsesa martial manewverby initiate Bit. So instead of casting a spell or manifesting a power, a ~_characiot initiates a maneuver. Initiator Level: Some maneuvers have effects that vary with the level of the character initiaring them. Initiator level is Functionally equivalent to easter level or manifester level—its simply che relevant class level ofthe martial adept ‘ho initiates the power. Grusader: The erusader is one of the three martial adept standard classes described in Chapter 1, Crusaders ate warriors ‘who use their devotion and zeal 0 poster martial maneuvers Swordsage: The swordsage is another of the martial saleptstandard classes from Chapter. Swordsagesare' blade \wizards'—mystie swordighters who can accomplish aston- ;shing feats of martial prowess. They know more martial anicuvers than other martial adepts, and they have access tothe most martial diseiplines. Warblade: The third ofthe martial adepe standard classes described in Chapter 1 isthe warblade. These pure wartiots are ascetic champions who use martial maneuvers in place of the feats or rage that fighter or barbarian would employ. Now Lill speak ofthe Nine Swords. They are no mere legend, young one—I have seen wo of them in my travels. This isthe Dginning oftheir story. ‘Three lifetimes ago, a young human called Reshar came fo study at the hobgoblin monastery of Ur-Thaldaar. The hobgoblin swordmasters administered cruel tests and challenges, bt, to thei surprise, Reshar survived. They’ saw that he must be tough, and so they permitted him fo remain vom them, Reshar learned the secrets ofthe Iron Heart, the most fierce and dificult school of bladework n the world, When Fhe had mastered the tron Hear, Reshar took his leave and went fiext tothe Great Golden Desert, where he presented hits tothe Wind Dervshes of Andrama. When he had mastered the Deset Wind school, he went io the islands beyond the dawn and studied the ways ofthe Setfing Sun. Inthe space ofonly thee years Reshar did what noone else has ever been abe toda: He mastered all mire ofthe martial disciplines, Inthe days of Resa, the individual schools, philosophies art traditions that we know ashe Sublime Way were scaiered hay- Irazardly across theworld Adkerensofthevaviousdiscplineswere the fiercest of rivals ech seeking fo prove the superiority ofhisoum. school overall he others. ‘But having mastered all nine disciplines, Reshar stout io end this rivalry. Fleetumed to each plac where he had studied ard {ook its single mos promising student as hisawn agprenlce. Ther Ihe led his nine apprentice othe Sunspire Mountains, where Fe {founded the Tenmple ofthe Nine Swords. For many years, Reshar an his Nine Maserssought the path to perfection walking farther down the road ofthe Sublime Way than anyon had before—er since, Hunreds of students came to them and learned mach from their temple. “After century of study an feaching, Reshar called his masters together and tld thera he was leaving to travel the word aga Agehad never touched him, other han fowhitenhishairand line Is face. The masters begced hit sta, but Reshar refused Before hae left, though, he gavecach masteragift—a sword that embodied the principles sills and philosophy ofthe repent’ firs discipline. “slong as these swords remain loglher he Temple will never fay he told the Nine Mastrs:"Now:t go? And he set off alone on foot and unarmed, because he eared nothing the world. None ver sau him again lifeline pased, end one byane Reshars original disciples died covrelurned their own lands, Theshudentsthey left behind became ‘masters in heir ownt right andithey guarded the nineswords with arent cere. Bub one night, te nalkeshasa lord Kazti-Thet came fo the Temple ofthe Nine Sword, He adopted the guise of « weary Inaveler and ws given welcome atthe temple. Kazinethet stole Supernal Clarity, the sword of Diamond Mind, and fled with it ino the wastelands. The masters pursued, but they could not catch the lever rakshasa princ From that day on, the temple hogan to fail. Slowly at firs, the shudents ofthe various discipline ell to bickering, consumed by the question of which path wasbest. Boasts and arguments became intrigues and deadly duels In time, the remaining masters exiled the Tiger Lord and theshadow Master—who had plotted tormurder the rest—from the temple fo restore order and harmony. Enraged by their enlethe two outcast masters aid with each other, and together they raised an army of monsters in the wild ‘mountains. A year ater theirexile they returned atthe head of «fearsome horde and destroyed the temple Its said that all nine ‘masters divd that night. According fo legend the Sprit Secker slew the Shadow Master anc was then fore apart by demons The Winillord and the ronmaste defeated the Tiger Lond but afterward Jellin bate against the giants and dragonsof the evil army: Many breasuresofthe temple, incudingahe ei remaining swords, were scatteed othe our wines Most were carried of by monsters from the Shadow Tiger hore, but af Teast ww were rescued by temple students who managed to escape Yow now knaw the beginning ofthe story ofthe Nine Swords Bul as you wil each ofthe blades has its own story, and those slovies are not finshed. tissaid tha someday the Nine Swords will ‘nc brought ogether again, Reshay will return from his wandering, 1nd harmony willbe restored fo the world. do not know ifany part of the tale Wha told isu, but its «good story, sit noi? —Harran Turiyeshor, swordsage nt me Tate BEHIND THE CURTAIN: BLENDING GENRES Is Tome of Battle martial ars fr the Ouncsons & Orscons Came? Js it good only for an Oriental Adventures-tyle game? Does it challenge your conception ofa Western European fantasy world? Inshort: Sort of, no, and we certainly hope so. iFyou've ever played a ninja or samurai—or for that matter, ‘4 monk—amid a group of standard” D&D heroes, then this. book is for you, Thanks to the influence of Japanese anime, Hong Kong action movies, nd popular video games, the nation ‘of a Fantasy setting has grown very broad in the last few years. Fantasy garing srt ust about knights and castles and dragons anymore. Ninjas and samurai, ronin and shugenja, yakuza and imonks—all these and more have gradually itered into people's ‘expectations for 2 fantasy world. Games such as Finol Fanéasy and Soul Calibur, as well as movies such as Kill Bil and The Matrix ace excellent examples of hew martial arts have become “Westernized" in film and electronic gaming—and how eagerly ‘Western audiences have accepted martial arts idioms in their action stories and games. Tome of Battle: Book ofthe Nine Swords deliberately blends the ‘genres of Far East action games and the “typical” D&D game ‘world. Portions of this material resemble a martial-arts supple- tment suitable for an Oriental Adventures game. Other parts, however, deliberately fantasticize and genericize martial arts Idioms (such as fighting schools and special combat maneuvers), ‘and impart ther int the default D&.0 campaign. Morethan any ther, this book represents “cuture-blind” B&D: fantasy gaming in aworld where sient ninjas and wandering kung-fu masters live side by side with noble paladins and fearsome monsters, Tome of Battle isn'tyour parents’ D&D—its bigger, bolder, and even ‘more fantastic than ever before cae Pg a Pees eae ne eae Pea 1 the he of the Sublime Wey, young simple precept: The wr iorwho inows feat. predic wh fight orwhatw will fndcloseat had, cr hotv your enemies wil strike a you. But youcan prepare yourself for that moment through constant practice, study, and reflection Gongueryo mindyandspiriand youcarmat help bt be victorious over your enemies lf perfectly cannot be you will SFrom this basic premise stem three distinc! roads. She who Ksonhe at of pha m st sill and dedicat anipromising the warblade ie erusider iva warrior who seeks victory through the di tery becomes warblade—one arriars in the wor. Ferceand Bie Th third roads the path of the swordsage—the road {have falowal jor most of my life. The sworage hisown ind aio perceive and act with prfrtelarty 1 ile ustofthe threeapproackes—bu then, Lam a swordssge. What would youespect me fo sy? sto kno —Harran Turiyéshor Those who devote their lives to studying some aspect of the yare known as martial adepts. Allare skilledin bat, ue they rely on perceprion, learning, and tude for battle I provvess with, ‘Swordsage: Also known asa blade wizard, a swordsage BI is marrial artistwho has learned how to invoke a unique form of magic 1 accomplish truly superhuman (and super natural) exploits, Warblade: A warblade isan exemplar of pute martial sil ‘Though he lacks the supernatural power of the crusader or swordsaze, he is fully equivalent ro the barbarian or fighterin terms of combat skills, rely ‘of rage or feats, = __ CRUSADER SMalko your peace with whatever vile deity you worship, monster for Lan the sword ofPelor, and Twill not fail aw my strike” —Daresa, cfusader of Pelor onmartial maneuvers instead Devoted knight, divine agent, instrument of vengeance, peer less fighting machine—the crusader s a warrior dedicated t0.g0od, evil lav, chaos, ot some other cause. She seeks out and destroys the enemies of her chosen faith. Strengthened by prayer or absolue devotion to a principle, armored by unshakeble faith, and driven by her convictions, a good trusader is « mighty weapon against injustice and malice. Anevil crusader, on the other hand, isa Cruel and fearsome warrior of darkness. ‘Accrusader who embraces «religion or holy faith s sir lar to a paladin in that she commands a number of holy (or unholy) powers, Howsever a crusader has noskillwith divine spelleasting; she isa adept whose maneuvers are unpredictable gifts of divine power: Trusting in the power ‘ofher chosen deity, she allows faith and intuition to guide hier through bactle. Many crusaders receive the call 10 their cause early in life, bur never study formally at 9 tem ‘monastery. These watriors are gifted with a natural ability untamed manner. A crusader has absolute faith in her abile ity to daw on the source of her power, but she never quite ‘knows how thar power will manifest. MAKING A CRUSADER ‘Acrusader is primarily frontline melee battler, much like! the fighter or paladin. Her martial maneuvers ive hermore tactical flexibility than the fighter and make her a dynamic and welhrounded combatant, Most crusaders also make good) leaders, since they are both charismatic and dedicated Abilities: Strength and Constitution are vital toa ene sauder, since she is often in harms way. Intelligence is useful for gaining plenty of skill points, which a crusader needs to purchase the ranks in Diplomacy, Intimidate, and Balance, the key skills for her martial disciplines. Dexterity is useful for any character in combat, but a crusader’ ability to wear heavy armor means that she is not as dependent on a high Dexterity score as other characters. Races: Most crusaders are htimans, halelves, or dwarves because the ideals of delcation, service, zeal, and courageare {important in both dvwarfand human cultures. Elves, gnomes; and halflings generally lack the seriousness, single-minded devotion, nd moderate fanaticism required succeed asere saders; Half-orcs rarely become crusaders, but those who do follow this path often excel arit Many hal€ores spend their lives searching for an ideal o believe in or a community to hich they can belong, and the wayof the crusader appeals tosuch souls. ‘Alignment: A crusadercan choose any alignment except neutral—she must stand for some ideal, whether chaos, good, evil, law, or a combination of principles. To be a crusader is to devote oneself wholeheartedly to a cause oF deity, and this way of life unswillingness to commit. A crusader’ alignment reflects aves no room for indecision oF at ae Rathi THE NINE DISCIPLINES. Twill speck now of the Nine Disciplines thot comprise the Sublime Way. Attend carefully, young one. Desert Wind isthe discipline of movement. Speed i the weapon of the warrior who follows this path. He strikes and retreats con Stantly, never standing still in battle. He isa leaping flame—a burning sirocco ofthe wastes Devoted Spirit isthe discipline of sel knowledge and spirituality, id those who follow this path arm themselves with purity and Uaith. No other warrior is better suited to confront the minions of fell—but beware, because some choose to pervert this dicipine Dyworshiping powers ofdarkness instead of powers of light. To practice Diamond Mind is to learn the secret of action Wwithout volition. A Diamand Mind adept can make the rei drops stand still ifhe wishes. He understands that any batile is facontest of wills, and that victory is inevitable for the warrior Who wins that contest. Iron Hear isthe quest fr skil, pure and simple. A warrior who battle, The deep communion he shares with the spirit of sword to become a living thing in his hands The way ofthe Setting Sun changes weokness into strength and {folly into wisdom. A practitioner ofthis school studies the ort af permitting an adversary to defeat himself. ‘A follower ofthe Shadow Hland treads a lonely and dangerous path: Hisis the road ofstealth, of deceit, of blows struck without ‘answer, and of death in the dark. A Shadow Hand master kills Defore his adversary even knows he sin perl ‘Stone Dragon isthe dicipline of strength, of endurance, of pure physical and spiritual power. A warrior of the Stone Dragon is @ Iratly for with the strength of the mountain itself im his grasp. ‘He who studies the Tiger Claw seeks to unleash his hidden savagery —theforal instincts and blind animal rage that lurk within. This warrior is strong, quick, and unpredictable, capable oftear- Jing most opponents apart with his bare hands. “And finaly, we come to she discipline ofthe White Raven—the pth ofthe great captain, the leader of warriors, and the erusader. A White Raven dsciple studies the art of fighting in concert with his allies, and uses his flerce war cies to great effect in battle, Those are the Nine Disciplines, Some whisper ofa secret Tenth ath, but | think such rumors are no more than bard's tales. Pay them no attention, my student) Ther chosen cause, and in some cases molds the maneuvers she can use. Good and lait crusaders are more common than chaotic ‘orevil ones since obedience and service come more easily to characters of the former alignments. However, the tare vil erusiderisa force to be reckoned with, She ise ctuel and fearsome reavet—a scourge who preys on the weak and defenseless to honor her dark patrons, Starting Gold: 6d4x10 gp (150 gp) Starting Age: As paladin (PH 109). CLASS FEATURES. First and foremost, a crusader is a competent com Datant. She fights as skillfully asa fighter, paladin, lor ranger does, relying on heavy armor and 2 good selection of weapons to gain the edge ov To this basic fighting prowess, She adds several abilities derived from her absolute faith and devotion to her chosen ideal. When fighting for her cause, a crusader becomes an unstop- pable force on the batlefield, Terrible injuries might send less dedicated warriors running from the fight, Buta crusader trans forms such setbacks into ‘martial fury thar enables hher to fight on long after other warriors would have been overwhelmed, Acrusader masters small number ofmartial maneuvers asshe gains levels. Derived from her extraordinary self discipline, these maneuvers include catechisms of faith, spiritual devotions, and the abil ity t0 strike spectacular blows in the service of her patron or case. ‘Arned with the power of her fuith, Shean shatter boulders, shrug off enemy attacks, or rally an army with asingle act of bravery. Weapon and Armor Proficiency: Asa crusader, you Bre proficient with simple weapons, martial weapons, Tight, medium, and heavy armor, and all shiel Maneuvers: You begin your career with knowleds ID you are Devoted Spirit, Stone Dragon, and White Raven {Once you know a manewver, you must ready it Before youcan uset(see Maneuvers Readied, below Amancuver usable by crusaders is considered an extraordi Inary ability unless otherwise noted inits description. Your Amaneuversare not affected by spell resistance, and youdo nor provoke attacks of opporeunity when you initiate one Youlearn additional maneuversat higher levels, as shown fon Table 1-1. You must meet a maneuver’ prerequisite ta age 3, to determine the highestlevel ersyou can learn, Upon reaching 4th level, and at every even-numbered. erusader level after that (6th, 8th, 10¢h, and so on), you! can choose to learn a new maneuver in place of one you! already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restric tion on the highest level maneuvers you know; youneed! not replace the old maneuver with a maneuver ofthe same level. For example, upon reaching 10th level, you could tade ina single ist, 2nd. 3rd-or 4th-level maneuver fora ‘maneuver of Sth level or lower, as long a5 you eet the prerequisite of the new mancuveh You can swap only a single mancuverat any given level ‘Maneuvers Readied: You can read all five maneuvers you know at 436 level, butas you advance in leveland learn more maneuvers, you must ‘choose which maneuvers to read. You teady maneuvers by praying for S minutes. The maneuvers you choose remain readied until you decide to pray again and change them, Youneed notsleep or rest for any long period of time in order to ready yout maneuvers; any time you spend § minutes in prayer, you can change your readied manewvers, Youbegin an encounter with all your readied maneuvers unexpend cd, regardless oFhow many times you right have already used them since you chose them. When you initiate a mancu- ver, you expenditforthecurrent encounter, so each of your readied maneuvers ean be used once per encounter (unless you recover them, as described below Crusaders are unique among mar tial adepts, relying on flashes of divine inspirarion to use their martial manew vers. As uch, you do not control access 10 your readied maneuvers, Before you take your first action in an encounter, two of your readied maneuvers (randomly determined) are granted to you. The rest of your readied maneuvers are withheld, currently inaccessible. Atthe end of each turn, one previously withheld maneuver (again, randomly determined) is granted to you and thus becomes accessible for your next 1uen. and subsequent urns, You can freely choose o initiate any smancuver that is currently granted when your turn begins, but you cannot initiate a withheld maneuver. Ifyou choose not to employa maneuver ina given round, your currently. ‘granted maneuversremain available, and a previously with held maneuver is granted, as described above. In other word itdoemit mater you ute your maneuvers o not—at be Aesfar sper 4 mn Hir Die: o10, Fort Ref Wi ‘Attack Bonus Save Save Save reseed 4240 40 Bnd +2 4340 40 ad 3) eae ah +4 441 al Sth 35; SA GT 6h 6p 45 42 42 smite i/day mh a7H2 Scene Bh +8/-3, 3642 42 ‘th 9/4 Rae Yorn 10/45 3743 3D Tih sn16/81 a W2th 12/47/32 484 +4 Ith /s9/53) 48) 44) 4 Mette Vath 414/s9/e4 eT Ath ASHONS 4S Vth 46/s11/s6/41 1045 5 Tih Daa OSs Tih 418/+13/+8/23 si +6 46 Smite 2/day Toh HAO S46 48 20th 20/15 /s10/45 12 +6 46 Special Hare Knowledge (history), Knowledge (religion), Martial Lore*, Ride few skill described on page 28, selection of readied maneuvers is granted to you. Over the eourse ofa few rounds, all your maneuvers will eventilly be granted. That the endofyourturn, you cannot be ver because youthave no withheld maneuvers remaining, you recover all expended maneuvers, and a new pair of readied mancuvers is granted to you, Randomly determire which of your maneuversare granted and which are with held. Atthe end ofyour next 1urn, a withheld maneuvers granted to you, and the whole process of divine inspiration begins again. You beginan wer a 10th ley 20th level (bringing your tral to four Stances Known: You begin play with knowledge of one Istlevel stance from the Devoted Spirit, Stone Dra White Raven discipline. At 2nd, sth, and 14th level, you can choose an additional stance, Unlike maneuvers, stancesare counter with anadditional granted manen- | (bringing your total to three), and again at not expended, and you do not have to ready them. All tke stances you know are available to you at all times, and yeu cean change the stance you currently use asa swift action. A stance isan extraordinary ability unless otherwise stated in the stance description. Unlike with mane hhigher levels in place of one you already knove Steely Resolve (Ex): Your supreme dedication and intense focusallow you to remporarily setaside the pain and hinder ing effects of injuries. When an opponent strikes you, the injury does not immediately affect you. ‘You have delayed damage pool thar allows ys to forestall the effects of many injuries. This pool begins ato with each fencounter. When youare attacked, any bit point damage the deals is added to your delayed damage pool, Arthe erd ext urn, you take damage equal tothe foal stored in Furious counterstrike, steely resolve 5 Indornitable sou) Zealous sutge Steely reselve 10 Steel resolve 15 Steely resolve 20, Steely solve 25 Steely resolve 30, Class Skills (4+ Int modifier per level, x4 at Ist level): Balance, Concer Maneuvers Stan Readied Known 52) . ‘Maneuvers Known 5 (2) 5 (2) 5) 5 (2) 51Q) 6) 63) 63) 6G) 6G) 6) 63) 6(3) 6G) 60) 74) tion, Craft, Diplomacy, Inimidate, Jump, your delayed damage pool, which then resets 90, Any healing {you receive can either increase your current hit pointioralas normal or reduce the total damage in your delayed damage pool When you receive healing, youchoose whetheric affects your damage pool, your hit points, o both (you can split the amoune of healing as you wish), Most crusaders opt to keep) as much damage in their delayed damage pool as possible to aximize the benefi oftheir furious councerstrike ability (see below) Special effce's tied to anattack, such os energy drain, stun, and so forth, still affect vouas normal, and their effects are not delayed by this ability, For example, if you are bitten by a venomous spider, you must still attempt a Fortitude Save against the poison immediately, even though the bite ddamage shifts into your delayed damage pool. By the same token, any other special attack that imposes a condition, such as a medusa’s petrifying gaze, takes immediate effeer 1st level, your delayed damage pool can hold up tS points of damage. Any damage beyond that comes off your hitpointsasnormal. The maximum damage your pool holds increases by 5 at 4th, Sth, 12ch, 16th, and 20th level Furious Counterstrike (Ex): You can channel the pain ‘of your injuries into a boiling rage that lers you lash out at your enemies with renewed vigor and power. Each attack that strikes you only pushes you onviatd to greater glory. During your tur, you gaina bonus on attack rolls and damage rolls equal to the current value of your delayed clamage pool (see steely resolve, above) divided by 5, and rounding down (minimum +1). You can only gain a maxi ‘uum bonus on attack rolls and damage tolls of +6 from furious counterstrike. Use the table below to quickly determine the artack bonus and damage bonus from fur: us counterstrike, bsed on the emountof damage in your B your cause, you can shrugoff B the toughest warrior. IFyou succeed om a Fortitude or Will Re jof tencge pool This aii benefaler unl he ‘end of your rum. Delayed Damage Pool Points 19 10-14 15319 20-24 75-29 30+ Furious Counterstrike Bonus, a 2 a 4 5 46 Indomitable Soul (Ex): Beginning at2nd level, you draw upon the power of your unwavering faith to steel yourself against the enemies you face. Your personality, energy, and Aedication to your faith make itpossible for you ro shrugoff attacks that rarge You add your Charisma bonus (if any) asa bonus on Will Saves. This bonus does not stack with that from a paladin’s divine grace ability. Zealous Surge (Ex): Your boundless energy and dedicz- tion toyourcause allow you to throw off the elfectofaspecial attack, spell, or other attack that would otherwise hinder or Fharm you. Once per day, from 3rd level on, you can opt to serolla single saving throw: You must abide by the result of the new, second saving throw, even ifitis lower than the first. Tis ability does nor require an action. You simply decide 10 tse it afer seeing the result of your saving throw toll but before the DM tells you ifit fails or succeeds ‘Smite (Ex): Driven by the courage of your convictions and the ironclad strength of your beliefs, you can strike back at those who dare stand against yourcause. Starting a 6th evel, fonce per day, youcan concentrate all your anger, hatred, and {determination into single attack, On the next melee attack. Syou make, you gain a bontison your attack rll equal to your ‘Charisma bonus (ifany) anda bonus on damage equal to your ‘erusader level. ‘Ar th level, you gain an a Die Hard (Ex): At 10th i bonis fear. Mettle (Ex): You can resis magical atacks with greater fffectiveness than other warriors. Beginning ar 13th level, bby diawing on your boundless energy and dedication to ur willpower. jonal use of smite per day vl, you gain Die Hard as a fects that would hindereven Save against an attack that would normally produce a lesser Effect ona successful save (such asa spell with asaving throw fentry of Will half or Fortitude partial), you instead negate Theeflect. You do not gain th {ake unconscious or sleeping LAYING A CRUSADER When fog chills the battlefield, and your frosesimed aaillweighs on your stiffening muscles, your faith warms It isthe fire that burns inside, illuminating your life Bvith the ideals of your patron or cause, Alms or arms for the impoverished, a hand ora lash for the downtradden, “mercy oreruelty—you decide accondingto your faith As d benefit of mettle when you Dest become a sieapon worry of your ideal. Wii thers hesitate you press on with certainty unshakable uy in your beliefs As a crusader, you undertake adventures according 10 the dicrates of your cause, your temple, or your conscience You might find yourself in a swampy mausoleum slaying Infidel tolls with a sword in one hand and a flask of acidity the other, or bouncing across sahuagin-infested waves ona halfling sloop because you owe a friend safe passage across thestraits. Youmight even find yourselfon the cold, muddy field of batle, charging shoulder to shoulder with peasants and soldiers, raising pitchforksand shields against the pelt ing ice storms of the enemy. The only constant is the depth of your devotion to your cause—the night winds will snuff out the stars before your fidelity ever wavers RELIGION Your choice of deity is paramoung since religion isan obvi ous target for the devotion and zeal embodied by this class. 3Eyou ate goo, you might serve Feloror St. Cutbertoe pethaps join the beleaguered crusadersof Heironcous, who are famous for their tenacious defense of many a lost cause: Alternatively, if you are a dwarf, Moradinisa natural choice forpatton, You might join the Ruby Knights of Wee Ja, who are reputed tobe tainted by the necromancy of their Witch Gasidess. Chaori crusaders are rare, tthose who worship Kort are often paragons of the Stone Dragon discipline, and Bhlonna’s ambushing crusaders tend to be adept at taking and holding forestland, Ifyou are evil, you might rake up the cause of Nerull or Erythnul the Many, whose crusaders are plagues upon the land. OTHER CLASSES Your power stems from your devotion toyour cause, and you vvalte martial prowess, dedication, and self-discipline. You. generally getalong well with paladins, levies, ighters, and vwarblades, as long as their alignments are compatible with yours. You might scorn those of anithetical alignments as hezthensortarget them with your proselytizing depending onthe evangelism inherent in your own religion. Monks and swordsages are also worthy companions for you, although ther reliance on kiand skill, rather than faith and armor, is suspect, The subterfuge of rogues, the superficiality of bards, and the susceptibility of most arcane casters toa single greataxe blows force members of those classes to prove themselves before earning your esteem. COMBAT Your specific battle depend on the discipline you. chose and the maneuvers you have learned. Howsever certain tecricsare common toll cruseders Asa zealous proponent of your cause, you are generally at the forefront of any battle. Fighting on the front line allows ‘Youto maximize the benefits you gain fom your class abil ties, and also to protect a weakerally by absorbing an enemy's blows yourselE. Doing so benefits both you and your party’ in various ways, Fitst your steely resolve ability makes yourallies. Thus, taking damage each round should be your orl. The sooner you can engage the toughest opponentin imolee, the faster you can bolster yourattacks. Asa crusade youre at your bes ‘opponent that deals the most damage ‘Other tactics vary according to your chosen discipline ‘Stone Dragon crusaders favor head-on charges, boulder rolling into opponents and mountainchammering anyone Jefistanding. Ifyou have a high Strength score, you should Consider feats thattake advantage of thatablityifyou choose athispath (suchas Power Attack, Cleave, Improved Bull Rush improved Overrun, and Improved Sunder), As a Devoted Spirit crusader, some of your maneuvers function only against creatures with opposed alignments: Devoted Spirit lerusaders are often hunters on the battlefield, dedicated to chasing down the most dangerouis foes. Ifyou area White Ra ; Youare more group-oriented than other crusaders. Fighting shouldeFto shoulder with allies, direct ing flanks, coordinating charges, and covering. clerie while hie heals the wounded are among the specialties ofa White Raven crusader Athigh levels, your mettle ability affords you an extea measure of confidence when you confront enemies that ise spells or spell-like abilities. Many demons, devils, and other outsiders have spell-ike abilities, and these sre precisely the foes that you are trained to vanquish (par- ticularly if you're a Devoted Spirit crusader), Combined with the indomitable soul ability, mettle can prove tobe surpassingly povverful. when you can take on che monster or en crusad ADVANCEMENT Ever since the Spirit Seckor was torn apart by demons during the catastrophiebattle that ended in the destruction and dispersel of the Shadow Tiger horde, master crusaders have sought to attain his perfect harmony of spitit, body, and weapon mastery. In thtee w itadels, the combat masters of the Vix Tholm, the Ruby Knights of Wee Jas, and the reth dekala (see page 154) each teach pl: rims the three precepts of combat: skill, self-discipline, and knowledge. Totake training atacitade!, you must maintain maximum ranks in your mostimportant skills. Rare is a crusader who does nothave maximum ranksin the skill most appropriate toherpath (Balance for Stone Dragon, Insimidate for Devoted Spirit, and Diplomacy for White Raven). In addition, you live and die by your discipline. 1fyou hope toachieve rrue mastery, you must choose your discipline wisely and devore yourself toitcompletely. If youire physically weak, you would be illadvised 10 pursue the path of the Stone Dragon, but yourstrength of will might serve you well on the path ofthe Devored Spirit Ifyoure advancing asa Stone Dragon adept, you seck to quire items, learn feats, and develop maneuver combins- fons that emphasize strength and direct confrontation oursis the path of the White Raven, you focus on your ipabiliies and the tactical details of combat. If you sp 4 ting wisdom and devout faith HUMAN GRUSADER STARTING PACKAGE ‘Armor: Scale mail(+4 AC, armorcheck penalty 4, speed 20ft.,301b) Heavy wooden shield (42 AC, armor check penaley =f 10). | ‘Weapons: Longsword (ids, crit 19-20/s2,4Ib, one handed slashing). Shortbow (1d6,erirs3, range ine. 60 ft, 2 Ib, piercing): Skill Selection: Pick 2 number of skills equal 10 4 Int modifier. sl! Ranks Balance 4 Concentration 4 Diplomacy 4 Tatimidate 4 4 4 Ability Dex Con Cha ‘Cha Str Int ‘Aemor Check Penalty jump. Martial Loe Ride Dee Spot (ce) 2 Wis Feat: Weapon Focus longsword). Bonus eat: Iron Will. Gear: Backpack with warerskih, one day’ ral rations, bedroll, sick flintand tel, 3 torches, quiver with 20arrows,. tent, teveler's outfit, cold weather uth, oly symbol Gold: 244 gp. CRUSADERS IN THE WORLD. *rZowting over the hnder, the antleed demons leapt down from the pate The demon Blades xe as umerousas thedriving spikes ofslec, bu he Vie Thy erusader held their ground. XBegan i bie ect before they yielded an inch Dath Nasurb, dwarf pilgrim of Heironeous hal the mown would tide ou! rom: under the enbaders Crusaders bring elashin; 8 intense fervorto the campaign. The fist sign of a crusadees presence might be a knightherald riding alone down the) Processional to the King’s Fane, where he racks a scroll to the door and promptly gallops off, his helmered visages revealing nothing launch grand crusades, each of whieh can serve as the foundation for a thousand adventures, ‘Crusaders who support less than popular causes might hold clandestine meetings in the night, filled with whispered! negotiations. Alternatively, if war has already broken out the campaign might fescue battles along ramparts studded ‘with ballistae and bombarded with flaming pitch. A crusade sight benone-time occurrence when a passing army moves: rough the kingdom's hinterlands, or it might serve as the entire focus of the campaign, with the BCs moving up tdrough the eanks of a holy army co lead the charge on the infidels stronghold, Grusaders can also move through a campaign world individually. Pechaps a PCerusader isthe last adherent of hhor cause, destined 10 make a glorious final stand Crusaders Snel shat has consumed herheritage. She might join with ther adventurers, seeking strength in their company. A BC crusader could also bean evangelist froma fa land who hhas come to the campaign area to spread the word of her cause—and perhaps even to recruit adventurers whom she ‘ean take back to her homeland to fight alongside her Per haps a 2C crusader is falsely accused of hevesy and forced to travel alone, dodging bounty hunters and assassins all while upholding lier ideals without the support or respeet of her etstwhile colleagues DAILY LIFE ‘Acrusader views the world chrough the ewin lensesof faith and battle A farmer seding the Furrows,amerchanthawhing oranges and pottery, an apprentice toasting his fingers with anironically misfied burning hands—to the crusader these everyday sights are not rindom occurrences, but bu blocks in the battle between good and evil, Jaw and chaos. For whom does the farmer toil, and to whom does he pay taxes—a good baron, an evil coun? Isthe merchant trading With priestsof Nerul orchangingmonies with darken iesfrom the ret dckals? Ifthe apprentice learns his spells, t0 Gwhatend will heuse thems? Inevery facet of life, the crusader sees some embodiment of her principles NOTABLES ‘Over the centuries since the great baile that resulted in the destruction ofthe Shadow Tiger horde, many rasaders have sought to emulate the Spirit Seeker, This enigmatic crusader slew the Shadow Master and was subsequently torn apart by demons, but few facts about his life are known. Many, in fact, argue thar the Spirit Seeker was a female, and many Imore argue over the exact faith that this mysterious figure embraced, The Vix Tholm believe that the Seeker was = Mlevotee of Heironcous, but the Chapeaux and Stars of St Cuthbert claim him es their own, The Ruby Knights of Wee Jaselaim that he sought the spirits ofthe dead and was thus Firmly in the Jasite camp. NIZATIONS Ifierthe Temple of Nine Swords collapsed, many-erusaders Founded martial orders allied with their religions. These Dew organizations placed the deity before the sword—a reversal of the temples priorities. The most powerful and secretive ofthese orders survive oday. Many, however, per dhedias a result of ecclesiastical infighting. The established church hierarchies did nor trust these new ‘sword orders,” Dany of which had recovered enough treasure from the fallen Temple of Nine Swords to make their members very swealthy. Purges and pogroms were common as the churches BF esserted control over the orders and seized their wealth, he church of St. Cuthbert subsumed its crusader order, Dut many other churches exterminated their crusadersin S the night. the church of Heironeous rose above such perty. {iyrannies, and i still maintains a cordial zelationship with itscruisaderorder, the Vix Tholm, chough the relationship. Bis sometimes strained by rivalry. From the start the Ruby of Wee Jas swore a binding covenant dark pac, secording 10 some—to serve the high priests and priest ‘esses asthe military arm of the Witch Goddess temples and they continue to do so, Crusader orders dedicated 1) Pelor, Hextor Ehlonna, and Nerul also exist, and rammots abound of hidden temples thar house crusaders who at rovly escaped the purges Ina large and openly acknowledged crusader onder, pro ‘motion is based on battlefield performance. The battlefield, hhowever.is generously defined, Ir could be apolitical battle: field on which victory consists ofthe grant of the westeeR | valleys taxation rights ftom the Exchequer. might soem specific battlefield, such as the hedge prison of a prince in an ancient dungeon, where victory can be ata by thiwarting the captives attemptsat escape. The battlefield could even bea spiritual one, where viciory isthe delivery oF pilgrimsto a holy site tha will inspire them to new heights of religious fervor. Ina persecuted crusader ordes, promotion is ofte simply on survival. New blood is vital and sp crusader who successfully recruits Yelle new membee isaccorded great honor. Many persecuted orders develop pyramidal hierarchies in which a member’ recruits all rank below herin seniority NPC REACTIONS ‘Many lay people cannot tela crusader from paladin uneil the late calls his horse from the sky of lays hands on the aimed. Like paladins, crusaders of good alignment often become heroes to peasants, laborers, and others to whom golds dream and silver an always fleeting reality, Most nobles distrust crusaders because theirbelies takes higher prlority in their lives than wealth and status, Paradoxi- aly, most established clerics also distrust crusaders—not only because of faith-based rivalries but also because of the implicitacknowledgment thats eruseder order could ‘weaken the influence of nonafiisted churches in aregion’s political landscape CRUSADER LORE (Characters with ranks in Knowledge (eligion) can research crusaders olearn more cbout them. When a character makes a skill check; read or paraphrase the following, including the information from lower DCs DC 10: Crasaders are hor blooded zealots whose fervoris unrelieved by wisdom. DC 15: Crusaders followthe Sublime Way, seeking to per {ect their combat skill io bette serve their deity They're not like clerics, and they don't heal the sick or exorcise undead, usaders posses very litle overt magic, unless you consider ‘what they ean do with theirswords as magical DC 20: Crusaders can stand up to punishment that no other individual can endure, shrugging off even the most powerful of tracks, CRUSADERS IN THE GAME Depending on thett alignment and disposition, crusadets can appear as allies or enemies, patrons or tyrants. You can use large to offer the PCs wor u 1g items from a rival Eligions vals or vepresenting the organization at cout ‘Assevil crusader order might target the PCs'hormeland for Invasion or petsecuteall members oftheir race The lender ofan evil ervsider order can make an excellent recurring lain for your campaign —espectelly fhe uses his polit eal clout 1 pass laws that make life dificult for the PCs For example, he might institute hour delays atthe city gates forbid foreigners possess mithral nd adamantine, jure that all spellbooks be regisered und copies stored atthe owners expense, or the like crusader chatacter expects that his combat prowess will afd che parey in sights an that his religions afiliacion will have meaningful consequences in the game world. Accord {ingly you should populate your encounters with mons that oppose your crusaders ideals. Sketching oucinadvance haw a campaign’ important NPCs will react to zeal war riorsis time well spent. ADAPTATION One way wo adapt crusaders rom the class and seplaceit with regional or sectrculfepreee nee rent race In like mane: > remove the religious Navor cial elements In such an arrangement, cr from enemy territory or of «di hhet martial maneuvers would represent not catechism of Wes by M.Paitigs dowa over the cenruries, SAMPLE ENCOUNTER Crusaders pursue their causes, whatever they mightbe, with’ ‘an unmatched zeal, Any time the PCs become involved) in an emotionally or politically charged adventsre, 4 crusader might appear. A crusader is especially easy ( introduce within the context of a church, as « holy (G5 unholy) knight dedicated to one distinet and specifie aspect of bis deity. ‘EL 8; Mitos Xavt is a crusader of Erythnul, although he poses asa crusader of Heironeous shepherding a smal lock of five human and seven dwar pilgrims on a journey tothe sacrel site of Koshtra Amnorn, the highest peak in the Sun spite Mountains, and the inspiration for Reshar’s lost epic poem expliéning his motivations in unifying dhe Nine Paths Miros isin fact leading a group of twelve disguised kenku marauders, They beg the PCs fo join them and help escort them to the holy mount, Once out of sight of civilization, they throw off their cloaks and artack while screeching the’ sof the God of Slaughter Minos Xavt, Crusaper OF ErvrHnuL — CR4 Male hurman crusader 4 NE Medium humanoid Init-+4; Senses Spot +1, Listen #1 Languages Common ‘AC 1, touch 10, flat-footed 19 (\7 armor, +2 shield hp 29 HD) Fort +6, Ref, Will 13; zealous surge Speed 20. (4 squares), base speed 30% Melee mick morningstar +9 (148+) 7 Ranged light crossbow +4 (148/19-20) Base Ak +4; Grp +7 Atk Options furious counterstike,stely resolve 10 Combat Gear 2 potions of cure light wounds ‘Maneuvers and Stances Known (IL 4th) Stances--martal spirit (131), stonefoot stance (Is) Siies—charging minotaur} (1st), crusader's stnkep (Ist), douse the flames (Ist), leading the attack (Ist), mountain hammer} 2nd), stone bones {Ist vanguard strike (1s) Disciplines: Devoted Spr, Stone Dragon, White Raven { Renied maneu ‘Ablities Sir76, Dex 1, Con 14, Int 8, Wis 12, Cha Wa Feats Improved Bull Rush, Power Attack, Weapon Focus (morningstar) Skills Balance +6 (1 in arm 47, Jump 19 (-4in amar Possessions combat gear plus +1 splint mal, heavy steel shield, masterwork morningstar with blunt steel head painted to resemble Pelor's shining visage, light crossbow with 20 bolts ), Diplomacy ~7, Intimidate Kenxu Sneaxs (12) CRT See Monster Manue! Il, page 86. f you do not have Monster Maral I), use twelve disguised grolls (MM 130). Thidkormor dials aad fou ade tranngto avoid your enemies lous, eras you should leave hefihting ome —Chen,swordsage A master of martial maneuvers, the swordsage isa physical aulepi—a blade wizard whose knowledge of the Sublime Way {ets him unlock potent abilities, many of which are overtly supernatural or magical in nature. Depending on which Aisciplineshe chooses to study,a swordsage mightbe capable of walking through walls, leaping dozens of feerinto the ai, shattering boulders with a single touch, or even mastering the elements of re or shadow. Whatever his specific train. ing. eswordsage blurs the line berween martial prowess and magical skill MAKING A SWORDSAGE Despite his spectacular combat moves, a swordsage is not a typical frontline melee combatant. Although a fighter, bar barian,orwarblade might swing sword more accurately, or With greater force a swordsige depends on his epertoire of partial strikes and stances Thischaracterisaso not intended tobea replacement foran arcanespelleaser, even though he aneteate a numberof shortrange area effects, swordsage’s role within an adventuring patyisn' easily defined, but his combination of maneuverability, supernatural power, and tnartil ars is useful in almost any encounter Abilis sage. Since he wears onl light armor, he must ely on agility and shrewdness ro void stacks and assuch his Armor Class isalgmented by his Wisdom modifier as well ashis Dexter iny modifier. A swordsage can get along with an average Wisdom score, but ioexcel,he wants good Wisdom bonus. Since a swordsape often engages in melee, Strength isalso important—although he can use evercomea low Strength score, and his arayof martial strikes tan make up forany lack of damage potential. Intelligence helps a swordsage master the skills necessary to continue Drogressing along the path of the Nine Swords, and Consti B futin isas important io him ast isto any eheracter. Races: Most swordsages are humans. It is not uncom- non for members of other races to take up she path though OY aviarves and gnomes rarely do, Dwarves are too firmly fBrounded 1 adapt easily co the ascetic lifestyle swordsiges “offen fvor, and the fer dwarf swordsages who do exist typi- Selly focus on the Stone Dragon discipline. Gnomes find most Swordsazes singularly humorless, although members ofthis ace occasionally take up the discipline ofthe Setting Sun, Bbetase they understand better than most how weakness Ean beturned o strength. Halforesaecouns fora surprising Phumberof swordsages, especially in the more warlike dis: Gplines of Stone Dragon and Tiger Claw. Members ofthis faceare well suited toendure the dificult physical regimen Be Of study and practice that these disciplines tequire, ‘Alignment: A swordsage car choose any alignment The study ofthe Sublime Way is its own end, and whether any particlarstudenc chooses to employ wharhhe has learned 3s: Dexterity and Wisdom are crucial to a sword= 1c Weapon Finesse feat Significant by most who follow this path, Accordinglyya typical swordsage has a least one neutral component in ig alignment, representing acertain detachment from worldly tatters, Good swordsages rend to be free roaming champions of the weak and downtrodden. The less commonplace evil swordsages believe that their mastery of the martial arts has made them superior o everyone around them. Starting Gold: 44410 100 gp). Starting Age: As monk, CLASS FEATURES Of all thr can ready the most maneuvers, Thisadvantage givesthem tnparalleled versatility in a given encounter, In one battle, aswordsage might fulfill the role ofthe rogue, lurking in shadovisand striking when foesare least prepared. Inanothe hhe might be scorching enemies with areaattacks, much like wizard, In still another fight, he might tearan enemy apart ‘with hisbare hands, matchinga barbarian’ ferocity with his cowadistinctive style of bloodthirstiness: Whatever the occa 1a swordsage is able 10 contribute, often in completely unexpected ways ‘Weapon and Armor Proficiency: Asa swordsage, you are proficient with simple weapons, martial melee weapons Gcluding those that can be used as thrown weapons), and light armor, but not with shields “Maneuvers: You begin your career with knowledge of six martial manenvers, The disciplines available to you are Desert Wind, Diamond Mind, Setting Sun, Shadow Hand, Stone Dragon, and Tiges Cavs Once you know a maneuver, you must ready it before you canuseit (see Maneuvers Readied, below).A maneuver usable bby swordsages is considered an extraordinary ability unless ‘otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks ‘ofopportunity when you initsteone. You learn additional maneuvers t higher levels, asshown ‘on Toble 1-2. You must meet a mancuver's prerequisite to learnit. See Table 3-1, page39,t0 determine the highestlevel Upon reaching 4th level, and at every even-numbered sswordsage level after chat (th, ch, 10th, and soon), you cen choose to earn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one, You can choose a new maneuver of any level youlike,aslongas you observe your restriction on the high estlevel maneuvers you know; you need not replace the old maneuver with a maneuver ofthe same level. For example, upon reaching t0th level you could ade inasingle tt, 2nd, 3rd-or th-level maneuver fora mancuver of sth levelor lower, 2s long as you meet the prerequisite of the new maneuver, You can swap only a single maneuyerat any given level Maneuvers Readied: You ean ready four of your six ‘maneuvers known at istlevel, and as you advance in level and learn more maneuvers, you are able 1 ready more, but ‘you must still choose which maneuvers to ready. You ready ourmaneavers by mediating rd exerising fers minute ic of god, evil law oF chaos isnot considered rartial adept classes, swordsages learn and ‘Base Fort Ref Attack Bonus Save Save 30 #042 Special Quick to act +1, ‘Maneuvers Maneuvers Known Readied Stances Known discipline focus (Weapon Focus) 4 3033 AC bonus a2 aoe = 3 4d 3 amie’ “4 3235 45 ame 45/41 4246 45/41 36 37/2 “7 48/3 7 434 a5 10/35 e 10/5 1/6/41 12/-7)32 +13/s8/3 15/45/03 3 ~ wasp +15/110/95 ‘Senge magie Discipline focus (defensive stance) Evasion Quick to ect +3 Discipline focus (Insightful strike) (Quickto act +2 Discipline focus (msightful strike) Quickiozet 14 Discipline focus (defensive stance) Improved evasion Dual boost 3/day, quick to act «5 Class Skills (6+ Int modifier per level, x6 at Ist level: Salarice, Climb, Concentration, Craft, Heal, Hide, intimidate, Jump, Knowledge (history), Knowledge (local), Knowledge (nature), Knowledge (nobility and royalty), Listen, Martial Lore, Move Silently, Profession, Ride, Sense Motive, Swim, Tumble New skill described on page 28. to meditate again and change them. You need nox sleep oF rest forany long period of tine to xeady your maneuvers; any time you spend Sminutesin meditation, youcan change yenr readied maneuvers You begin am-encou uunexpended, regardless of how many tim already used themsince you chose them, When you initiate amancuver, you expend itor the current encounter, so each of your readied maneuvers can be used once per encounter (unless you tecoverthem, as described below cer with all your readied maneuvers you might have You can recover am expended maneuver by using «full round action to quickly meditate. Doing this does not proveke attacks of opportunity. Fyoucomplete your meditation, you ‘can choose one expended mancuver to refresh, 1 now available for use ina subsequent sound. Stances Known: You begin play with knowledge of one Asclevel tence from any discipline open o you. At2nd, Sth, Sth, 14ib, and 20th level, you can choose additional stances Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are aval Able to:you at all simes, and you ean change the stance you ‘currently use asa swift action. stance is an extraordinary lity unless otherwise stated inthe stance description, inlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know. AC Bonus: Startingat 2nd level, voucanadd your Wisdom modifiers a bonusto Armor Class, so longas you wear light frmor, ere unencumbered, and do not use a shield, This bonus to AC applies even against touch attacks or when you are flacfooted, However, you lose this bonus when you ce obilized or helpless scipline Focus (Ex): Asaswordsage, you can focus style. ach rime you gain the discipline focus ability, seleer tone of the six swordsage disciplines to which that focus applies, You can selec a different discipline each time you! gaindiscipline focus, but youmustknow atleast one martial maneuver from the selected discipline. Even if you seleet@ different discipline a higher levels, your discipline choice forearlier abilities does not change. This focus manifests in the following way ‘Weapon Focus At ist level yougain the benefit ofthe Weapon) Focus feat for weapons associated with the chosen disciplines See the diseipline descriptions in Chapter 4 Insightful Strikes: At 4th level, you can add your Wisdom ‘modifiers a bonuson damage rolls whenever you execute strike from the chosen discipline. At 12th level, you eam choose a second discipline ro which this ability applies Defensive Stance: Arsth level, you gain a +2 bontison saving throws whenever you adopt stance from the chosen disci pline Ar toth level, you can choose e second discipline 1) which this ability applies. You gain a +2 bonus on Martial Lore checks mede regarding maneuver in a discipline in which you hava) discipline focus. Quick to Act (Bx): You gain a 44 bonus on initiative checks. This bonus increases by 1 ar sth, 1oth, 15th, and 2oth Sense Magic (Su): Beginning at 7th level, you can spend 410 minutes focusing upon a weapon cr suitof armor. Ifyou succeed ona level check (DC 10+ the caster level of the \weapon or armor}, you can identify the properties ofthat item, including its enhancement bonus and special abili: ties, Thisability doesnot reveal the properties ofartifactsor legacy weapons, though it does indicate that such items are significantly powerful. Evasion (Ex): Atoth level,youcan avoid even magical and Unusual attacks with grea agility. Fyoumakea successful Reflex saving throw against an attack thar normally deals damage on a successful save, you instead take no damage Evasion can be used only if you are wearing light armor or noarmor. Ifyou are helpless, you do not gain the benefit Improved Evasion (Ex): From 17th level om, you gain the benefit of improved evasion. You stil take no damages youmakeasuccessful Re ; i stan attack, and even if you fal the Reflex save, you take only half damage froma theatack. If you donor gain the benefit of | improved evasion Dual Boost (Ex): When you reach 20th level, you ean tise two boost maneuvers simultaneously. Whe @ a boost maneuver, you can also he itiateany other boost maneuver that you know as a free acréon, Both boosts you initiste are expended normally, You can use this ability three times per day | J BLaving a I) sworbsAce MO petec iverson” BB Wisdom of the smith, che fre ofthe forge, and the shouts and ingingblowsof your battles Iris your teache: and yourstudent your life and your death, When your mind is jempered like the blade, no feat ofcom batprowessis beyond Be you. You can run fon the weapons of your foes, strike and flip insouciantly Gyvay from the frustrated Fiposte. Through it all, you Seek to understand the secret Knowledge of combat: Every blow is a fevelation, end every wound an apocalypse. In the end, you find your sword are nothing without each other. You and your fellow swordsages adventure fora plethora of fessons. Neither the religious fervor ofthe crusader nor BS ronor quest of the warblade causes you to travel the world More than faith, more than glory, you seck truth. Whether byou find char truth inthe burbling acid swamps south ofthe Be Deluge Jungle, in 2 screeching jungle harpy roost, or in the Bullet ofa purple worm, you are driven to uncover it, earn F and master‘ b |) RELIGION Religion might be entirely immaterial to you, or you might findcomfort in the existence of the Upper or Lower) Planes, Ifyou are among the minority of swordsages who reve Deft the swordage deity, you worship one who is remote and generally refrains from_meddling in the lives of mortals, Boccob the Uncaring favorite among your fellow swordsages. A fevs, however, choose to worship the Shaim, Obad-Hal, because his neutral igns well with the swordsage notion that the truth of steel is nor whar you want it to be, bu simply what iis, OTHER CLASSES You have learned to look past the profession and see the individual, finding more truth in a persons deeds than ify herabilites. Once you have ascertained the measuce of he soul, ou consider her profession and skills. You prize other martial adepts—especallyotherswordsiges—asfriendsand alies, both for theie combat prosiess and for their ability t0 play toeach other's strengths, Flanking rogues are also vale me casters are invaluable ers who cast arcaspele diveomersthatalter the battlefield and limit your mobility and options ableallies in battle, Clerics and well spells, or simila COMBAT Rather than rushing into combat with the mindless rage of a barbsr= ian ot the foolhardy courage of a warblade, you assess your opponents and try to achieve tactical suprem: acy through position Your lack of armor proficiency means tharyou are best sit edtoaskirmishstyle artack—onein which youcan use yourhigh mobility 10 flank am enemy and strike hard and fast. How capable of standing with vrocks and wyverns when necessary, parry ing fang with blade and using your martial maneuvers (@ cua path through your enemy's front ranks. zing artay of powerful martial maneuvers, You have exclusive access to the Desert Wind, Shadow Hand, and Setting Sun disciplines, and you would do well tolearnat east some maneuvers from these. You have You have access to any mactial adept, so you available after just few levels in the class. ADVANCEMENT Your training began when you won an apprenticeship with a mentor—either an individual hermit swordsage of an) instructor at an ancient swordsage temple dating back tothe Bartle of the Shadow Tiger Horde. You knew that winning ©The masters ofthe Harad Devin Temple.re known to make the young boysand gifs wishing ro undertake training wait in the courtyard for seasonson end, through rain, snows, and the acid cloud stormsofreth dekala attacks. Occasionally the ‘asters might send a pot of porridge tothe courtyard forthe aspirants, and even more occasionally —never more than orce sper season—they selectone child to enterthrough the Ivory and Flom Gates. The Eighty Empresses havea different selec tion process for their protépés The mastersbringeeach young Tady separately into the Dressing Room of Opala L, whose ‘walls, mirrors, incense lamps, pots of rouge,and songbird cages are draped with 1,050 shimmering gold, red, pink, forange, and fuchsia silk ribbons. The gil is allowed to stay as long as she likes in the dressing rooms she has but to give asignal when she s ready to leave. After she is led away, one ribbon istemoved from the room, Then she is brought back she can name the color ofthe ribbon that was removed, she is accepted; otherwise, she is turned away forever. Asa swordsage, yoursclection of disciplines and martial ‘maneuiversis paramount to your success. You might choose fo focuson maneuvers rom asingle discipline, but learning ‘afew maneuvers from the other schools is almost always advisable, True success in combat requires a wide variety of ‘martial maneuvers. HUMAN SWORDSAGE STARTING PACKAGE Armor: Studded leather (+3 AC, armor check penalty —t speed 30 fi, 201), Weapons: Longsword(td8,crit19-20/:2 41h, one-handed slashing) Light crossbow (1d8, crit 19-20, range inc, 80 fe, 4b, piercing) Skill Selection: Pick a number of skills equal 10 6 + Int modifier. stil Balance ‘Heal Hide Intimidate Jump Knowledge (el) Martal Lore Move Sent Ride Sense Motive Spot (co) Thimble Ranks Ability Dex Con Wis: Dex Cha Str int Int Dox: Dex Wis: Wis Dex ‘Armor Check Penalty au Feat: Dodge Bonus Feat: Improved Initiative. Gear: Backpack with waterskin, one day's teil rations, Bedrolszclcflisrand steel, torches, quiver with 20arows, srayelers outfit, cold weather outfit ghey Enos nade heehee duck Re sentinel, crumpled on te parapet, was stl smiling” Kalin Stonchelm, castellan of OrlepTor the pontificating recluse, the wandering mystic, the maf scholar—all these and more are swordsages, These mia adeprs bring 2 combination of mental acumen and physica prowvesstothe world. With potential to advance ina number of different directions —olfensive, defensive, support, and | quick-strike—they make excellent additions to adventuring patties, When the campaign action veersout ofthe dungeon | and into the royal courts, darkened chambers, and diplomatic halls ofthe kingdom, aswordsage’ inclination toward intel Jectual pursuits and his natural role as a scholar—martial and otherwise—allow him to remain a strong contributor to the party DAILY LIFE ‘A swordsage spends the majority of his time perfecting hisart, The mental and spiritual demands of rhe Sublime: ‘Way require constant attention, o he can spare little time forcarousing. Artinall its formsis often a passion for swordsages, Many find refreshment anda wellspring ofsteength in the ats of sculpting, painting, poetry, calligraphy, rockestacking, ot illusory patterns. ‘A swordsoge with an apprentice spends much of his time § training his student. A swordsage without an apprentice! might or might not spend time seeking one ou scoring NOTABLES (pala the Empress Inearmadine and founder of che Eighty Empresses, was a swordsage, Known as much for her wisdom, her dance, and her ribbonsas for her swords, she is regarded by manyas the prototypical swordsage—serene, poised, and deadly. Modern notable swordsagesinclude the Sage of Snow and Shadow, who lives ae the peak of one of the Sunspires near Kosht1a Amnorn, and Skurrgh, ahalforc pariah whos shunned by hisnative tribe for questioning the unmisgated war frenay dictated by the shamans of He Who Watees Skurngh is presently looking foran apprentice buthas yetto | find one he considers suitable, Many of the more dedicared aspirants prefer to waitin the rain and snow outside the! Harad Devin ‘Temple rather than risk cheir training on a rogue halFore j ORGANIZATIONS ‘The Harad Devin Temple has recruited end trained swonke sages for centuries. Many ofits alumni wear intricae tattoos or brands on the inside of theie forearms that record frag- ‘ments of the order’s history, Ir is said that ifall the sages of the Hered Devin Temple wereto line up, one could read the entite history ofthe Sunspire Mountains and Deluge Jungle regions from theirtattoos, and that their bands are sigs that can unlock a spell of epic proportions. ‘The women ofthe Eighty Empresses also carry the marks of their order, which in this case are ribbons. Each young lady who wins acceptance to the order adopts the ribbon from herinduction ceremonyasher personal symbol Unlike the markings associated with the Harad Devin Temple, no legend connects the ribbons ofthe Eighty Empresses with any greater epic. In fact, these decorations appear tohhave no masters of martial knowledge: They appreciate the sword sages sense of history and love of bardic arts but dislike theit tendency to take life seriously. Halelves often diss like swordsages, secing in their selective apprenticeship process an echo of the exclusionary attitude that those oF mixed blood sometimes experience eaning atall. No color, braidwork,orfringe signifiestank OTHER CLASSES within the order and no particular manner ofdisplay—hait- bow, choker, or wristband—has any meaning beyond the preference of the individual member. Many other swordsage orgmizations exist as well. The typical order is small, well organized, organic unie that exists for a single purpose (One swordsage orgenization might focus on the history of a particu Jar combat style, while another is Sworn t protectthe ruler ofalocal Population. Atleast one swordsage “organization has devoted itself 10 studying the combee techniques, Imigratory patterns, and warren tulture ofthe Sunspire Mountain umber hulks, presumably with an eye foward eventually exterminat fing them. Such daunting tasks are typical fare for swordsages, whose pa tience and calmness often lead them {to consider plans that might take de- leades or even centuries to execute. ) NPG REACTIONS Most authority figures and government of ficialsdo not appreciate swordsages. Like B crusaders, these martial adeprs are often dedicated to a higher cause chan the in- terests of the local eatl or lord, and lunlike warblades, swordsages are not Veasily bought. Thus, governments [elurches, and other civic and religious D organizations generally reat swordsages with “a gteat deal ofcaurion Merchants, on the other hand, embrace Gwordsazes. Who else would buy an ancient F coin, the chipped comb ofa long-dead princess, oa petrified Paragon claw? In addition to purchasing curiosities and art D supplies particularto his interests, a swordsage also provides Business for smiths, carpenters, and stablees as he practices his martial maneuvers in an effore to maintain a constant Pie of patient readiness. RACES Elves and swordsages often get along famously because oftheir similar long-term viewpoints and their apprecis: ion for history. Dwarves appreciate the serious nature of swordsages and the fine sculpture that many of them sFoduce. Gnomes have a love-hate relationship with these Grimson Me champion ofthe dewrtredden Swordsayes rend to have more in common with clerics and ‘wizards than with the melee fighting classes. Barbariznsin particular ateapt tobe annoyed by asworlsages proclivityip analyze or atleast contemplate a combat before. during, and afierthe actual fighting. One of Opals favorite questions way — “Flow does a sword mean?” Iris said chat the orc barbatian horde king Blech Forktongue slew twenty subchicftainsina’ rege while tryingto discover the meaning of thar question SWORDSAGE LORE Characters with ranks in Gather Information or Knowk edge (history) can research swordsages to learn more about them. When character makesaskill check, read orparaphrase the following, including the information from lower DCs. DC10:A swordsage isafan- cyswordswinger who thinks he knows more about sword: play than anyone else. DC 15: Like warblades and crusaders, swordsages wall the Sub- lime Way. But they don‘ just walle jtthey study it, they search it, they think there's 1 meaning in it, They Took for the wisdom of their swords, the story oFeach swing, and the history of each foe. DC20: Swordsagesare patient, calm and lethal They gain the most mystical powers ofall those who walk the Sublime Way. SWORDSAGES IN THE GAME When characters need to know the truenameofa reth dekala propher, the resting place of the last lieutenant of the Shadow Tiger Horde, or the secrets ofthe Perfect Strike, they are likely to seek outa swordsage. Such moments provide excellent opportunities to introduce swordsages into an ongoing campaign that has not previously included mar tial depts, Ifa player wants to play a swordsage in such a campaign, the character might be sought out by an ancient swordsage—the last practitioner of his kind—and taught rhe secrets ofthe Sublime Way: Ifyou are using Dungeon Masters Guide II, PC could acquire a spirit companion—the spit ofan ancient swordsage who has selected herr be the first ina new generation of martial scholars. When developingaswordsage characte, consider hisfocus Does he define himself by his mattial maneuvers, his art and his relationships with NPCs? Provide a swowdsage with Brwizad’stower. A good eneisy fora swordsage is one against BP hom he muse use all his skills, all his maneuvers, and all hhisknowledge. ADAPTATION, “The name swordsage" naturallyimpliesacharacter who cer Fies «sword or weapon of some kind. However, a swordsage works very well s2 supernarural martial artist of almost any school or origin, To ereatea monklike character with a tremendous array of fantastic moves and strikes, give the Sswordsage the monk's unarmed strike progression and temove his light armor proficiency. F you prefer, you could instead emphasize the magical talents of the swordsage by giving the swordsage the ability to len arcane spells in place ‘ofmaneuvers of equivalent level-In geteral, spells from the schools ofabjeration, evocation, and transmutation are most appropriate fora swordsageof thstype, especially spells wich a range of personal or tu The arcane spell is ‘cata: if {twere a martial manewver. In this case, you should remove the class light armorpproficiency and reduce the swordsage5 Hir Die rode SAMPLE ENCOUNTER ‘Swordsages can be encountered anywhere: in large cities,in the wilderness, or on the road to nowhere. EL 6: The highwayman known as the Grimson Mask plagues the roils and pathways near the Free Cey. By draw ing on the power of his martial maneuvers, he sivoops in to surprise his enemies, ights them to the brink of defer, ransom to cease his attack, then disappears back forest. Grimson Mask i, in truth, a worshiper of ‘Olidammara who steks to steal from rich advencutets and distribute the money othe needy. He careslittlethetherhe steals from a heroic paladin ora heartless mercenary becsuse hie feels that neither likely to do anything useful with the money Thus, he has no compunctions about taking it CRIMSON Mask CRE Male half-lf swordsage 6 €G Medium humanoid (ef) Init +8; Senses low-light vision; Listen +5, Spot +5 Languages Common, Elven AC 18, touch 13, flat-footed 16 (Dex +2, Wis +1, armor +5) hp 49 (6 HO) Immune sleep Fort +5, Ref +8 Speed 30 Melee mwk scimitar +7 (1d642/18-20) Ranged longbow +6 (1d8/%3) Base Atk +4; Grp +6 Atk Options discipline focus (insightful stike—Desert Wind) ‘Combat Gear 2 potions ofure light wounds Maneuvers and Stances Known (IL 6th ances—child of shadow (Ist), flame’s blessing (Ist st cloak (3rd) ill +7 (+9 against enchat (ist) stone bones (1st) Boosts—buirning blade (Ist), burning brandy (2nd), distracting ember (Ist), wind stride (Ist) Counters—fire ripeste* (2nd), zephyr dance} (3rd) Disciplines: Desert Wind, Shadow Hand, Stone Dragon + Readied maneuver ‘Abilities Str 14, Dex 15, Con 14, Int 10, Wis 12, Cha. ‘SQ able to notice secret or concealed doors Feats Alertness, Dodge, Improved Initiative, Weapon Focus (scimitar, light mace, ligt pick, spear, falchion)® is Balance 13, Diplomacy +3, Gather Information 47 Hide #17, Jump =13, Listen 45, Move Silently +11, Searell 12, Sense Motive +10, Spot +5, Tumble +13 Possessions combat gear plus +2 studded leather, ‘masterwork scimitar, clock of resistance +1, longbow with 20arrows: Tus born for war-1Tiave the heart of ion, the swiftness ofan eagle, and the strength of adragon! In batile I find purpose, im ‘conflict perfection, and in vitory exaliation. The gods themselves ‘envy my hour of glory —Arzimon, a warblade The warblade was born for conflict, Swify, strong, enduring, and utterly confidentin his martial skills, he seeks to test himself against worthy foes. Batleis beautiful to him—a perfect moment in which life hangs suspended on the! eer combat skill is important toa warblade, ensely with his chosen weapons. But even more important are hisathleticism, endurance, daring recklessness, and oy in the hourof danger. Warblades, offen) ealled sword princes, lve for the chance to rest themselves in battle—the stronger the foe, the greater the glory once an enemy is defeated MAKING A WARBLADE ‘A warblade ig frontline melee combatant, much like @ barbarian or fighter. He engages his enemies toe to toe and defeats them through skill at arms. Abilities: Pure physical perfection isa warbladesidealh so Stiength, Dexterity, and Constitution ae all vital him, Because mastering s bewildering variety of martial maneuvers s difficult, Intelligence isalso important toa swatblade, because he appreciates the bonus skill pointsy and many of his class features reward a high Intelligence’ bonus. Given the choice between Wisdom and Charisma, 4 warblade is more likely to boost the latter—the better to wear the mantle of glory he hopes to win with his deeds on the battlefield Races: The warrior cultures that give rise ro warblades are most often found in bumen, elf, and hobgoblin lands ‘Admization for athletic prowess, the martial ideal, andsheer physical aring iscommon among these races: The eithyanki also take great pride in cheir martial skill, and a number of warblades can be found among this race. Bwarves appreciate a warblacie's martial prosvess but might shy away from oven brightedge ofa sword. (BLE 1-3: THE WARBLADE Hir Die:o12 Base Fort Ref Wil Level Attack Bonus Sve Save Save A 240 40 Special ‘Maneuvers Maneuvers Known Readied Stances Known: Battle clarity (Reflex saves), 3 1 weapon aptitude 2nd 34040 Sed SE ath Sgt oe eed Sth +4717 onus fear Gh +6/ eae 7th B42 2 3th i su 32a oth a roth + asa Tith ae Wh 2 5h Beh a8 Seas Mth 14/94 394d ad 15th 3945 45 16th V1 5 a5, Vath 17) 12/472 HO 5S HBOS Tea ath 18) s13/28/03 16 Wh 19/s14/a9jed N46 20th 420/+15/-10/+5 +1246 +6 Bonus feat Bohs feat Uncaniry dodge Battle ardor (eriicl Eonfirmation) Improved uncanay dodge Battle cunning (damage) Battle sil (opposed cheeks) Battle mastery (atiacks of opportunity) Stance mastery lass Skills (+ int modifier por level, x4 at Ist evel) Balance, Climb, Concentration, Craft, Diplomaey, intimidate, Jump, Knowledge (history), Knowledge (local), Martial Lore #New skil described on page 28, Iicening praise. Halflings generallyad But most find the stringent requiteme challenging. Half-oresand savage humanoid races generally donotappreciate beauty in motion in quite the same way that their more civilized counterparts do; they fight 10 destroy their enemies, not o caver themselves in glory, Gnomes feel oparticularneed rorry themselvesin bale they are happy Sith their normal pursuits Alignment: A warblade can choose any alignment, though many prefer chaoticayer awful. Afteral Secks to win glory through individual deeds of prowess, So he is unlikely 10 adopr a personal code emphasizing (beilience over freedom to improvise. Good warblades are champions of the weak and downtrodden; evil ones are Wicious warlords who exult in the defeat and humiliation of their foes Starting Gold: 54:10 (125 gp) Starting Age: As barbarian CLASS FEATURES When fighting, you rely onan everincreasing repertoire of Gpectactilar marcal maneuvers. Depending on wh lines you choose to study, you might bea mongoo skirmisher who uses speed as your: Faster of blades, or bold comman fio battle. Your maneuvers VSeve to define your character Regardless ofthe path yo pulmber of bonus feats chat make you quicker, more agile and more athletic than most other warriors Weapon and Armor Proficieney: Youare proficient with eric prowess, £ this class too awarblade rord and shield, a fierce sr who leads your allies © the signature moves thar 1o0se, you acquire a modest simple and marvial melee weapons (including those thatean | be ised as thrown weapons) light and medium armos, and hields excep: tower shields. ‘Swim, Tumble Maneuvers: You begin your career with knowledge of three martial maneuvers. The disciplines available o you are Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw, and White Baven. ‘Once you know a maneuver, you musteeady it before you e Maneuvers Readied, below).A maneuver usable by warblades is considered an extraordinary ability unless otherwise noted in its description. Your mane fected by spell resistance, and youtdo not provoke attacks of opportunity when you initiate one. Youlearn additional maneuvers athigherlevels,2sshown, fon Table 1-3, You must meet a manewver's prerequisite 19 Tearmit-See Table 3-1, page 39, t0 determine the highestlevel saneuvers you can lear, Upon reaching 4th level, and at every even-numbered vwarblade level after that (oth, 8th, 10¢h, and so on), you can choose 16 leasn anew maneuverin place ofone you ales know In eifec, ou lose the old mancuverin exchange for thenew one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highestlevel maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For aple, upon reaching 10th level, you could trade in a single 1st, and, 3ed+or thr level mancuverfora maneuver of Sth level orlower,as ong as yourmeet the prerequisite of the new maneuver You can swap only single mancuverat any given level. ‘Maneuvers Readied: You can veady all thvee of the rmencuvers you know at tst level, bras you advance in level and learn more maneuvers, yon must choose which maneu vers to ready, You ready your maneuvers by exercising ors ‘minutes The maneuvers you choose remain zeadied until you decide to exercise againand change them. You need notsleep ‘crest for any long period of rime to ready your man Uns by Hi Lyon Hime youspend 5 minutes in practice, you can change pur readied mancuvers You begin an encounter with all your readied maneuvers expended, regardless of how many times you might have already used them since you chose ther, When you initiate maneuver you expend ior the current encounter, seach cof your readied maneuvers can be used ance per encounter (antil you recover them, as described below) You an ecoverallexpended maneuvers with asingle sw action, which must be immediately followed in the same round with a melee at tackorusingastandard action to do nothing else in the round (such as executing a quick harmless flourish with your weapon). You can- or change your stance while you are recov- ering your expended maneuvers, but you in which you began your turn, Stances Known You begin play with knowledge of one ts. level stance from any discipline opento: blades, At 4th, torh, and tth level, you can chooseaddirionalstanc- 6. Unlike maneuvers, Stancesarenot expend- ed and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently using as aswiftaction.A stance is an extraordinary ability unless otherwise stared fn the stance description. Unlike with maneuvers, you cannot learn anew stance t higher levels in place of one you already know. Battle Clarity (Ex): You can ente cal awareness ofthe battlefield around you. As long as you are not flarfooted, you gain an insight bonus equal to your Tnrelligence bonus (maximum equals your warblade leva fon your Reflex saves. Weapon Aptitude (Ex): Your training with a wide range of weaponry and tactics gives you great skill with particulzr ‘weapons, You qualify for feats that usually requitea minimam ihumber of fighter levels (such as Weapon Specialization) es syou had afighterlevel equal to your warblade level-2, For e,as a orh-level warblade, you could take Weapon astate of almost myst Arai the warblade forthis purpose. These effective fighter levels stack with any actual fighter levels you have. Thus, «fighter 2/warblade4 ‘would also qualify for Weapon Specialization ‘You also have the flexibility to adjust your weapon teaine ing, Each morning, youcan spend t hourin weapon practice to change the designated weapon for any feat you have that applies only toa single weapon Guch as Weapon Focus) You must have the newly designated weapon available during) yur practice session to make this change. For example if you wish to change the designated weapon for your Weapon Focus feat from geeatsword to long: sword, you must havea ongsword available 10 practice with duringyour practice session You can adjust any, number of your featsin this way, and you don't have to adjust them all in the same way. How= ever, you can't change the weapon choices in such a way that you na Jonger meet the preteg Uisite forsome other feat you possess, or instance, sf you have both Wespon Focus (longsword) and ‘Weapon Specialization (longsword), you cant change the designated weapon for Weapon Focus unless you alsa change the weapon for Weapon Specialization ne way. Uncanny Dodge: (Ex): At and level, your gain the ability to react danger before yoursenses would normally allow you to do so. You retain your Dexter ity bonus to AC (if any) even if you are caught flat footed OF struck by an invisible atacker. However, you still lose your Dexterity bons to AC if you ate immobilized TE you already have uncanny dodge from a different elass (barbarian of rogue, for example), you automatically gain improved uncanny dodge (se below) instead. Bartle Ardor (Ex): The sheer love of battle lends uncanny strength to your blows, Starting at 3d level, you gain an’ insight bonus equal to your Intelligence bonuson tollsmade to confirm critical hts. Bonus Feat: A sth level, you gain abonus feat from the list given below. You must meet the prerequisite for the feat you select. Every fourlevels thereafter (at th, 13th, nd 17tb level), you choose another bonus feat from the list ‘Bonus Feat List: Acrobatic, Agile, Athletie, Blade Medite ton*, Blind-Fight, Combat Reflexes, Diehatd, Endurance, ‘Great Fortitude, Improved Initiative, ron Will, Ironheart Lightning Reflexes, Quick Draw, Run, Stone Power”, Tiger Blooded, Unnerving Calm, White Raven Defense Now feats described in Chapter2 Battle Cunning (Ex): Your instinct for seizing the moment gives you a significant advantage over foes unpre- pared foryour attack. At7th level, you giin an insight bonus ‘equal to your Intelligence bonus on melee damage rolls ‘aguinst flatfooted or flanked opponents Battle Skill (Ex): You anticipate your enemies ploysand tactics, Ar ith level, you gain an insight bonus equal to your Intelligence bonus on any check made to oppose an enemy's Dull rush, disarm, fein overrun, sunder, or trip attempt. Battle Mastery (Ex): You notice the mostsubtle openings and cues offered by your opponents. At 13th level, you gain an insight bonus equal to your Intelligence bonus on melee atck rolls and melee damage rolls ade whenever you make anattack of opportunity Improved Uncanny Dodge (Ex): At sth level and highes ou can no longer be flanked; you can react to opponents ‘on opposite sides of you as easily as you can react toasingle attacker. See the barbarian class feature (PH 26) for more information Stance Mastery (Ex): At 20th level, you can have two Stances active simultaneously. When you use a swift action {initiate or change your stance, you can initiate or change fone or both stances. PLAYING A WARBLADE ‘Mastering the techniques of blade and shield is important to ‘you, but even more important is the sense of daring, reckless ness, and even joy that transports you in the hour of danger. You Tight for glory, the thrill of combat, and personal honor. Thus, | youapproach cach encounteras ifthe bards will sing of it for iages, Every raging butte tharbrealss through the cobblestones “nthebazaar, every dragon snarlingonitspileofcoin,and every eth dekalachampion sill carryingaswordof the Shadow Tiger de isan opportunity for you o test your skill, prove your myand shine everbrighter. Gold and magicare pleasant ‘tokens but the real measure of your success is the height of “the obelisl commemorating your triumphs. __Asawarblade, you ind adventure whereveran opportunity ry exists. Amore mercenary character might ignote an snjous burgomasters ple for aid, bur you are quick ro Step in, taking the accolades ofthe villagers and the rapture fofcombat as pay along with 2 small bt of gold, Diplomatic Boissions have all the appeal of weak tea for you, but neatly lany Fight will do. Even 3 quick hunt through the sewers for WP axabid otyugh can become a suitable adventure, as long a5 the otyugh is a worthy opponent and some townsfolk fre present to honor you when you emerge, slime-covered F bit victorious put are good aligned, you probably worship Kord. His encent and amiably belligerent nature reflects your brash approach to life. Other good warblades favor Pelon Heironeous, and, in rare cases, dour St. Cuthbert. you ate evil, you probably champion the causeofErythnul or Hexion rumored secret sect of warblades follows Veena, claiming) bbe the descendants of the loyal ermy that watched horrified asits commander, Kas, committed his famous betrayal. OTHER CLASSES Because you appreciate the long years of study and practice recessary to become a master of combat, you have great respect for fighters and paladins—though you sometimes feelarivalry with them, as wel. You dont get long too well with barbarians because they seem incapable of properly bestowing or receiving honor. Bards are among your favorite companionsas long as they stay out ofthe way and leave the ilory of the fight to you—and sing of your success later in tavern and hall Both divine and arcane spelleasters are for- eign to your pursuit of physical perfection so you see them as litle more than a means of support foc your own endeavors. For that matter, you rarely work well with other warblades, since they are as competitive as you are, end you're always suspicious that one of them might ry 0 steal your glory COMBAT You revel in melee. Your place is bartling face to face with vroeks and umber hulls, where you can deal maximum damage while keeping such monsters away from the softer targets in your own party. You make good use of your various battle keyed abilities to give yourself an important edge in combat. Although these abilities might noc be as physically impressive asa barkarians rage, they can granta significant boost odefense, as well as situational bonuses on attack and damage ols. Unlike rage, your class features carry no fatigue penalty. Your lack of proficiency with heavy armor is both a blessing and a curse—it allows you toenter combat quickly but leaves you vulnerable to the enemy. Consider taking feats suchas Improved Toughness (see Complete Warrior) toincrease yyurabilityto soak up damage and partially offset your lack oF heavy armor, Choose bonus feats that enhance your capabili« ties (such as Blind-Fight or Improved Initiative) or bolster your weaknesses (uch as Iron Will) ‘You consider swordplay tobe high at anda martial mancu Yeetobe the artists signature on his masterpiece. Learning many manewversin one discipline generally makes you more lethal in combat than a warblade who learns s few mane vers from each of several disciplines. This phenomenon stems from the fact that taking many maneuvers from one discipline while largely ignoring the rest lets you master higher-level maneuvers sooner. You gain only thirteen ‘maneuvers over the course of twenty levels, so make your choices carefully. ADVANGEMENT: ‘Warblades come from all walks of life. Perhaps you were ® poor youith who lacked the respect of the upper class and nowy seeks to redress this inequity and win the praise ofall through yout fighting, Perhaps your drive o succeed was Pe good cardia feewablde rains The Firstwarbladesto embark on the path of the Iron Hears wore Thobgoblins, They were the first teach Reshar, and their iscipline was he first chat he mastered. Inthe centuriesthat Thave followed, hobgoblins have not forgotten this fact, and that race still produces more warblades than many others. Elves and halfelves often take up this chss because they appreciate the warblades view of battle asa gloriousart,and the martial dwarves favorit as well. Outsiders often wonder atawarblade academy in which synchronized lines of young would-be warblades practice their weapon forms, especially when they notice that 1 sd ranks include elves, hhobgoblins, and dwarves, But asa warblade, you know that itis the art ofthe sword that makes a true warrior. noca coincidence of race. Asyoubecome more killed, your mostimportant decisions are which maneuverstolearn. When electingymaneuvers, ry not to choose any in isolation. Instead, pick two or three that work well in synergy s0 that one maneuver can set up another. HUMAN WARBLADE STARTING PACKAGE ‘Armor: Scale mul (@4 AC, armorcheck penalty speed 20, 301) Heavy wooden shield (:2 AC, armor cheek penalty 2, 101). ‘Wespons: Longsword (1d8, crit 19-20/:2,4 Ib, one handed slashing). Shortbow (ldé, crit <3, range inc. 60 ft.2Ib, piercing) Skill Seleevion: Pick'« number of skulls equal to 4 « I modifier. si fanks _Abity Armor Check Perl ‘eoncenvation 4 Con jury 4 Sir orde: Diplomacy 4 (Cha Martial ore 4 pS ASST Si TG Mrorlde fo) = eat: Weapon Focus (longsword). Bonus Feat: Improved Initiative Gear: Backpack with waterskin, one day's tril rations, Beall, sack, flineand steel, 3 torches, quiver with 20 rows, tent travelers outfit, cold weather outfit Gold: 2d gp. WABRBLADES IN THE WORLD “the dicks and scapsedhol ofthe imetone leks, warning usof anger cheat ecorfandLwhigered,dbatinga erat butowr thindwasa warblate and astudentofthe Bright Avs. He chang slcingtie nner halls mansibles off the srg i seven ras on before te veature’ aw had clattered tothe floor? ‘Dorsom Veshuhzel, swordsage of she Murient Temple the campaign world is not limited to trading slashes for talon rakes, These charactersare keenly aware of thetr social standing, and for them, glory and honor ateat leescas important as gold and gems. Because these precious intangibles cannot be won by strength of blade alone, ware blades constantly find themselvesembroiled in liaisons witht generals, kings, princesses, archprelates,and others who €aa confer the honor ofan enti society upona victorioushera, The whispers of courtesans, the badinage of bards, and the wit of aristoce the giants and phase spiders ofthe Sunspire Mountains —and Warblades in adventuring parties must strike a balance: between group and individual goals. dally, the partys path guarantees the warblade both the thrill of combat and the laurels of an acclaimed hero. In cases where only one orthe! others possible uch asa stealth mission to extirpatea eth dekale cell operatingin embarrassingly high government circles oracrucial escort mission in which the dangercomes not from flashing swords but from the wayward nature ofa dauphin), che warblade must bide his time and accept the need to sacrifice one objective for another. Never forlong, however, does a prince of the sword allow himself to forgo. testing the heady rush of combat and the sweet adulation oF the mulitudes, uisean be assignificant toa warblade's carceras DAILY LIFE Awwarblade must train constantly to maintain his puissance ‘Thus, much of his day s spent working through forms, jab- bingar wooden effigies, and swinging weighted swords. Many) \warblades ae affiliated with sword remples or dojosthatallow: them space to practice. While out adventuring, a prince of swords often spends his time at night on watch practicing) his breathing exercises and stretches. The character taking) the next watch is likely © wake and find his predecessor iy che trees, meditating with measured breaths and supported only by abranch under each farung ankle Once he has reached 2 respectable level of accomplish ment, warblade might take the Leadership feat and begin teaching his own pupils ata school—either his previous led. Teaching allowsa warblade to prove his worth to many students on a daily basis and the more prestigious they are, the better. Nobles daughters and sons are highly soughtafter students. A positive word) from them, placed in the right car,can earn a warblade ono, 4 royal audience, or even an honor guard and a ship for his next journey. NOTABLES "Famous warblades fll into two categories: those who recruit followers to found a sword temple or form an adventuring: band, and those who operate independently. Among the ‘warblades who have founded their own schools, the one: known as the Bright Annis is famous for her merciless training techniques. Fewer than one in ten of her students tanage to complete her tutelage. Many perish while spar ring with their instructors or are lost in Bright Annis academy ot ane he has fou ferocious quest forthe heads of drow, whom she blames for the death of lover long ago. Among the warblades who refuse to tie themselves to particular school or demesne are Allek thrazt, an outcast of the hobgoblin masters ofthe Iron Heart school. He is known to trades formerschool’ secrets for bright gold. The charcoal-skinned dwarf sword prince Mardilleuthor Pwarna, the scourge of the Seekers of Reshar (a group that hopes to rediscover the Nine Swords and hasten Reshar’s return). Whether Mardilkuthor's ‘motive is fer, jealousy, or an agenda he has managed to ge of Snow and Shadow the dwarf artial depts who seek to reunite conceal even from the S reportedly hunts down the Nine Swords, ORGANIZATIONS Because of their independent and sometimes downright ehaotic natures, many warblades refuse to join traditional, hierarchical organizations, though they ate not averse to the greater glory of founding one. Thas, some warblade- created organizations have one oF more warblades in a Ieadership position, while the rank and file consists of Fighters, rangers, and bards, who can record the deeds of the organization’ leaders Mardilkuthor Pwarna has buil up a network of spies, assassins, and rangers across the Sunspire Mountains and the Deluge Jungle. These individuals meet in concealed safe Houses, tee blinds, end mountainside caves in the peaks gathered at the skirts of the Mother Mountain, Koshtra Amnorn, Members ofthis organization can advance chrough the capture of any adepts seeking the Nine Swords, but Mardilicuthor mainrainsan iron grip on command, The Bright Annis welcomes all princes of the sword to hheroper-air dojo in the southern fens of the Deluge Jungle Aconsuummate teacher, she isarsh even by warblade stan- dards, Her students are regularly required to make forays fnto the dark places beneath the earth to hunt dark elves Any warblade who slays large numbers of drow is guaran- ‘eed advancement. Countless other warblade organizations rise and fa according to the mezcurial fortunes of individual sword Princes. Most of these movements are dedicated to the (greater glory of their founders, although a fair number are, ostensibly atleast, focused on amassing coin or arcane bPower Because the warlike natures of their leaders guar ainiee e high casualty rate, most such 01 always eager for new blood WNPC REACTIONS (Governments, churches, and spy rings love to employ war- blades. Easily motivated by promises of Ghichever the employers pose Syatblades can end excellen, efficient muscle to any mission. ‘Avwise patron sends companions of other classes along with fi varblade, though, to keep him on track. Many kings and Jhigh priests have been left cursing in their chambers when: D word reached them oftheir hired muscles fickle decision to abandon the job, seize rhe goal for his own, or even change 1to.gain greater glory, a, glory, and land surplus ofarthe moment), RACES ‘The stoic, tacituen, clan-oriented mindset of dwarves is anathema to the free-thinking, brash, and individualist vwarblade. But even so, a surprising numberof dwarves often outcasts from their clans) choose to take up this path. Goi versely, warblades are often admired by the more gregarious races, including humans, halflings, and gnomes, for thelr life-on-the-edge, devilmay-care attitude, OTHER CLASSES Fighters, paladins, and other front-line fighters welcome warblades as brothers in steel. Mages, however, are off = suspicious of warblades and tend to give them wide berths » Rogues often see warblades as useful muscle, so eager fo glory and gold that they can easily be duped. In the absence of other morives, most classes and races regard warblades with a cautiousand hesitant eye. The chaotic and individ blades means that they sometimes make unreliable companions, amd mo one wants ro be caught in the Sunspires while che party's warblade pouts in his tent unsatisfied with his split ofthe last battles loot. WARBLADE LORE ‘Characters with ranks in Gather Information or Knowledge bility and royalty) can research warblades and learn more about them. When acharaeter makesaskill check, read or paraphrase the following including the information from lower DCs, DC 10: A warblade is a fighter with delusions of immor telity, These glory-hounds think they can live forever ina bards song! DC 15: Warblades walk the Sublime Way, and few can thatch theirskil with weapons. A warbladecan learn combar maneuvers from many different disciplines, so you can't guess the strengths or weaknesses of any swarblade you face in battle, He might move with the speed of thought, tumble like aboulder through your ranks, orattack with the savagery ofa beast DC 20: A warblade tends to be a chaotic creature. His downfalls hispride—he cannot abidean affront to his pres tige. The promise of honor and the laurels of aciy are often ‘enough f0 entice a warblade to risk his life. An enterprises possible reward—-be it glory or gold—is much more impor tant toa warblade than the potential risks, which he often disregards completely. WARBLADES IN THE GAME Combat s the natutal campaign entry point for warblades With the sun glinting off theirpolished armor, these chat acters literally shinein combat. The first warblades in your campaign might be a brother and sister seeking to restore their family name by defeating the most renowned fighter thearea one ofthe PCS) Theit martial maneuvers have heen) passed down in secret for generations, and at last these 10 have chosen o reveal themselves in the name of redemption ‘and recovered honor. Alternatively, ifa PC isthe first warblade: a aoa he mightoxperince an pray in atte, fo b Vardalah Aneboaror widening warrir sage, s0 that his first use of a martial maneuver becomes the fulfillment ofa prophecy. ‘Once warblades have become an established part of a ‘eampaign world, they find their niches on the battlefield, in the royal court and in the twin arenas of public opinicn and public entertainment. With their crowd-pleasing, mar- tial maneuvers, warblades make excellent gladiators, and their thirst for glory often leads them to the public gam. However, warblades are equally likely o become enmeshed in the webs of court intrigue, playing cardinals off dukes and infantas off dzuphins ina game that they find nearly as, sewardingandl exciting as swordplay. Whereas rogue might Tament che loss of his riches and a cleric his loss of faith, « Wwarblade feels no deficiency more keenly than the loss ofthe publics admiration. ADAPTATION Campaign worlds without large, established nations or ‘organizations can still offer waeblades a chance at glory Becoming the hero ofa villaze can be jst as meaningful as becoming the hero of a nation—especially ifthe warhlade knows every person in the village, con inquire about the ykeepers grandchildren by name, andis met in the temple ‘You migh also consider making warblades revolutionaries fighting forfzeedom racher than seekers of personal glory, ‘Theis lack of magical skill plays well to the idea that war blades are oppressed fighters working ro subvert a powerful arcane regime that denies the use of magic to all but its ‘chosen agents. SAMPLE ENCOUNTER ‘Warblades tay in one place only as long as they receive cone stant adulation, Once their fame begins to die down, they are on the road again ELS: The warblade Vandal Axebeater wanders the landin search of a master who can lead him to glory: He challenges’ any warrior who seems skilled toa nonlethal duel. Ihe loses, heswearstoserve the vietor fore week. Unfortunately, bis service is amixed blessing, Vardalakis ough and useful in afight, but his short temper, impetuosity, and rude nature make him a burden oytside of battle. His last rwo masters broke camp early, eying him snoring loudly atthe side of the road VARDALAK AXEBEARER Male dwarf warblade $ EN Medium humanoid Init +4; Senses Listen +1, Spot #1: darkvision 60 ft. Languages Common, Dwarven ‘AC 18, touch 11, flat-footed 18; +4 AC a uncanny dodge (Dex #1, armor 45, shield +2) hp $3 (5 HD) Resist stability Fort +7 (+9 against poison), Ref +3, Will 1; +2.0n saves against spells and spel-lie effects Speed 20 f Melee +1 divarven waroxe 410 (1d10+4/x3) Ranged javelin +6 (1463) ‘Atk Options +1 on attacks against orcs and goblinaids, battle ardor (41 to confirm critical hits) Base Atk +5; Grp +8 ‘Combat Gear 3 potions of cure light wounds CRS inst giants Maneuvers and Stances Known (IL Sth) ‘Stances—absolute steel stance (3rd), punishing. stance (st) ‘Strikes—exorcism of steely (3rd), rabid wolf sirkey- (And), steel wind (Ist), steely strike (Ist) Boosis—sudden leap (1st) Counters—wall of blades (2nd) Disciplines: Iron Heart, Tiger Claw + Readied maneuver Abilities Str 16, Dex 13, Con 16, Int 12, Wis 10, Cha 6 'SQ stonecunning (PH 15), weapon aptitude Feats Diehard, Quick Draw®, Weapon Focus (dwarven) ‘waraxe) Skills Balance +8, Concentration 1, Intimidate +6, Jump +10, Martial Lore +3 Possessions combat gear plus +1 mitbral shirt, masterwork hheavy shiclo, +7 dvarven waraxe, 2 javelins Pee ee career eto unter, and oth: fine her, but she has ace asyiell. This chapter f feats thar augment, improve, and n tons presented here make it possible than martial edeprs, such Martial Lore skill, showea a cultivated by martial Hhewvise of Intimidate—a ducl of will sored Spirit adept’ ta fy some of the feats and a martial and talents In particular, che cornerstone of. TNTIMIDATE (CHA) You can use this skillo participatelina duel of wills before ican confront potential enemy in manent before a fight breaks out and attempt 0 crust will, while he does the same to you Immediately before initiative is rolled for ther sie, you n instigate a duel of wills by selecting a single enemy you are aware of within 30 feet. Only characters with Intelligence scores of 3 or higher can engage inaduel of ‘wills; and the partielpants mast be able to see one another ‘You cantttemptia nsigaemor than one del of wills she duel (asually by fxingacold steely your ecco inone SL eae Gu succeed, yougain- +1 morale bonus on atack eels “ageinst that opponent fort round ‘Participate: Both you and your chosen foe roust make an Tntimidate check The character with the higher result ga'ns {+1 morale bontison attack rolls and damage rolls against the loser, and the loser takes a~t penalty on atcack rolls and amage ells against the winner Ifthe result iti, neither haracter gains any benefit, These bonuses and penalties lst forthe duration ofthe encounter. Action: None. Instignting duel ofwillsrequines nox and occurs before initiative is rolled ‘Try Again: No butyorican instigate asecond duel af wills with the same target afier 24 hours have passe Special: If you have the Unnerving Celi feat, you can te your Concenitationskillin place of your Intimidate ski when engaging in a ductof wills KNOWLEDGE (LOGAL) | (INT; TRAINED ONLY). You can use the Knowledge (local) shill to;answer ques- tions about various martial practitioners and raditions For example, you ean strempt 4 Knowledge (local) cheek to identify a monastic onder or swordsage school known to practice eparticularmertial discipline, eo recall babie facts about the philosophy or teaching practices ofa particular discipline, o¢t reeall the adventures or exploits of famous MARTIAL LORE (INT; TRAINED ONLY) ‘You can use hiss a idernify martial maneuvers as soon ‘as they are initiated. (Gheck: You can identify maneuvers and disciplines used by acombarant. The DCs for Martial Lore checks relating ro sarious tasks are summatized belo ‘ask Identify a maneuver being inlted by someone you can see, No action required. No retry Identify a maneuver recorded 6m a martial script. One try per day. Requites a fullround action. ‘Determine all disciplines known bya particular cresture by watching it itis atleast one ‘maneuver. No action requicee feity only ifthe subject iiss another maneuver, be 10% maneuver level 10+ rraneuver level 20% target's initiator level ‘Action: Varies, as noted above ‘Try Again: See above Special: A swondssye pains 12 bonus ona Martial Love heck involving maneuverin a discipline in which he has ipline focus _____ NEW FEA he backbone oFany warsior's combat prowess martial adepts are no exception. The following feats expand bia the teachings and abilities embodied by the nine martial disciplines. Other feats tn this section allow characters m0 gin access 10 martial maneuvers without gxining levels a5 crusader, swordsage, orvwarblade. ADAPTIVE STYLE With just ashore period of meditation, you can change your ‘manenversand tactics to meet rhe threat you currently face: Prerequisite: Crusader, swordsage, or warblade level Ish Benefit: You can change your readied maneuvers at any, time by taking « fulltound action. If you're a crusader, your currencgranted maneuyersate lostand you gain new granted ‘maneuvers as if you had just readied your maneuvers for the day. Normal: You can change maneuvers only by spending S, minutes to do so. AVENGING STRIKE Your strength of will and strong sense of justice allow you to smite your foes Prerequisite: Any goodalignment Benefit: Asa swift action, you can channel the power of your fuith and energy to enhance asingle attack you make, ‘You gain 2 bonus equal to your Charisma bonus (if any) on the attack roll and damage ol for the next melee attack you sake against an outsider with the evil subtype. Vou can use thisabilitya numberof imesper day equal to your Charisma bonus (minimirm 1) BLADE MEDITATION You have learned a meditation that grants you insight ine the martial disciplines you have studied Prerequisite: Concentration 1 rank, bese attack bonus +4) fone manenver from any diseiplin Benefit: When you ta at, choose a discipline. You. gain +t bonus on damage rolls with all the preferred sweapans of your chosen discipline when using a strike | combat maneuver, as wellasa +2 bonus on checks involving thediscipline's key skill The save DCs ofany maneuvers thal you perform from the chosen discipline are increased by fy iFthey have a save DC. The weapons and skills associated with each discipline ste given below, Desert Wind: Scimitar, light mace, light pick, spear, fal chion; tumble she this Devotel Spinih Falchion, greatclub, maul®, longsword; Intimidece Tiamond Mind: Rapies, shortspear; trident, bastard sword (katana); Concentration, Thon Hear: Bastard sword, dwarven waraxe,longsword, ‘nwo-bladed! sword, Balance Selling Sin Short sword, nunchaku, unarmed strike, uarterseall Sense Motive Shadow Hn: Dagger sai, siangham, short sword, spiked: chain, inarmed strike; Hide Sione Dragon: Greatsword, greataxe, heavy mace, unarmed strike; Balance Tiger Claw: Kama, kukrihandaxe, claw, greataxe, unarined strike; Jump, White Rave sword, Special: bonus fost *Deseribe DESERT FIRE The power of the Desert Wind surges ongsword, batileaxe, warhamme xl, Diplomacy an select Blad great ighter ¢ Meditation as a Bind power in the motion ofthe hot w hat you can channel ir Prerequisite: One Dese Benefit: Ifyou moveatl tral position before using a our Des Wind strike 10 eet away fron rt Wind stil ound, that strike deals.an extra 1d6 points of damag DESERT WIND DODGE nthe same position, you gain a +1 dodge bonus to AC and deal an extra ppointoffire damage with any atack you make with a seimitas, Tighe mace, light pick, spear, or falchion. This benefit lasts Uuntil the stare of your next turn. wer Detert Wind Dodge id a etn Bl Special: Desert Wind Dodge can beusedin place of Dodge roqislify for fest, prestige class, other special ability Ifyou already have Dodge when you select Desert Wind you can choose to lose the Dodge fest and gain feat in ts place, Youmust meet the prerequisite fe DEVOTED BULWARK ‘Because of your staunich devotion to your cause and your the face of an enemy's resounding attack Prerequisite: One De Benefit: fa attack, you gain +1 morale bonus to your AC until the end snemy deals damage to you with a melee ofyour next turn DIVINE SPIRIT [DIVINE] The fervor and dedication of the Devoted Spirit discipline combined with your fanatical adherence to a divine power, turns you into a font of spiritual energy, With only a moment's focus, you can channel pox Fighting talents Prerequisite: Ability to turn ot rebuke undead, one Devoted Spirit stance. Benefit: While ina Devoted Spirit stance, ou can expendal tusnrrebuke undead attemptasan immediate action to heal yourself a number of hit points equal to 3.» your Charisma modifier, any (minimum { poin) peosipan 1A Prerequisites Benefit "Adaptive Style ‘Crusader, swordsage, Change readied maneuvers with aful-round action ‘ cor warblage level ist Avenging Sirke ‘ny good alignment Add Cha bonus on tack and damege agsinst an evil outsider 2 few times per day ‘Blade Meaitation? CConeenteaton Tank, 1 damage on strikes, +2 6n ski check, +1 save DC with ‘ baseattackbonus +4 _dlsciplie-elated weapons, sls, and maneuvers ‘one martial maneuver fiom any discipline Desert fire One Desert Wind srke +16 skinmish damage wlien using a Desert Wind strike Desert Wind Dodge Dex 13, ‘Move 10 feet, 1 AC, #1 fire damage one Desert Wind maneuver Devoted Bulwark One Devoted Spirt manewer +1 AC when foe damages you -Basive Reflexes Devs Instaty take 5 sep instead tan stack oF opportunity Eats Granted Manewer Crusader level st Ready one more maneuver from your manevvers«nvn ‘Extra Readied Maneuver” Swordsage level ist ‘Ready one more maneuver far your mancuvers know Falling Sun tack Stunning Fist Make Setting Sun stake a stunning allack, +1 to DC of one Setting Sun strike stunning atacks and Setting Sun sr é Ironheart Aura One iron Heart stance’ Adjacent ales gain +2 bonus on saves waileyou aie Bae 2 in an ion Heat stance Martial Stance’ One martial maneuver Learnone marial stance ‘Martial Stud)? = Gain He use of a martial maneiNver Rapid Assault Base attack bonus «1 +d6 melee darnage in frst round of combat “shadow Blade\/)) 7 One Shadow Hand manguver Use Dex modifier nstead of Sr modifier on damage ols with é Shadow Sun weapons Shadow Tskster Caster level It #1 bonus on save DCs of ilusions while in Shadow Hand stance al one Shadow Hand stance ‘SongftheWilieRaven! “Bardie music (nspire Use nape ourageas switaction While aWhiteRaven stance courage), one White Raven maneuver Snap Kick Improved Unarmed Strike, Make an exra aac, al atacks at -2 base attack bonus +6 ‘stone Power siel3, ‘Trade avack bonus fox temporary hit points one Stone Dragon maneuver Sudden Recovery One martial maneuver Recover an expended manewer as 2 swift action 1/6ay | Superior Unarmed Skike” “Improved Unarmed Strike, Deal restr unarmed damage base attack onus +3 Tiger Blooded ‘Abily to rage, wild shape, Knock smaller foes back while raging ot wid shaped or shite; one Tiger Claw maneuver “Unneing Calm “Concentiation | rank, Use Concentration in duel of wil gain 42 bonus on attncks ‘one Diamond Mind sivke after successful duel for 1 round Vital Recovery Two martial maneuvers Heal + leel points of damage when you recover 2 maneuver ‘White Raven Defense ~~ “One White Raven maneuer” +1 bonus to AC while adjacent to aly adjacent alles pain =1 AC ‘ile you wield a White Raven weapon TA fighter can select this feat as one ofis fighter bonus feats EVASIVE REFLEXES: Benefit: You begin each encounter with one additional When an opponent gives you an opening in combat, you readied maneuver granted, This fest also applies when you Iknow exactly what todo: slip away determine a new sex of granted maneuvers after recovering Prerequisite: Dex 13 expended maneuvers. For example, ifyou area sth-level cet an encounter or finish recovering: Benefit: When an opponent gives youa chance to male siden you normally an attack of portunity you can instead immediately ake expended maneuvers with evo ofyour five readied maneuvers a Soot step, granted,and the remaining three maneuvers withheld. With Special: Evasive Reflexes canbe used in place ofCombet this fearchree of your fivereadied maneuversare granted,and aul Reflexes to qualify fora feat, prestige class, ar other special only twa are withheld. Naturally this benelit provides you ability. You can take both this fear and Combat Reflexes. with a better array of mancuver options early in a battle, / Special: You can take this fest only once: EXTRA GRANTED MANEUVER You ate especially devout or insightful, and you have more. EXTRA READIED MANEUVER control over which ofyourmartial maneuversarecurrercly You are an unusually perspicacious student af the Sublime granted than other crusaders ‘Way, and youfind iteasy to keepa large number of maneuvers Prerequisite: Crusader level it really for use Prerequisite: Swordsage level st FABLE 2-1: New Fears (CONT,) jvine Feat Prerequisites Divine Spirit Ability to turn or rebuke Benefit Instantly eal yourself wile fs Devoted spint stance urdead, one Devoted Spirit stance Item Creation Feat Scribe Martial Script Prerequisites Crusader or swordsage level Ist Psionic Feats Instant Clarity Prerequisites Concentration 7 ranks Psychic Renewal = Tactical Feats Clarion Commander Distant Horizon Faith Unswerving Gloom Razor Perfect Clarity ‘of Mind and Body Reaping Talons Scorching Siroct) Shards of Granite Stormguard Warton Prerequisites ‘See feat description, “See feat description ‘See feat desertion See feat description ‘See feat description See feat description Seefeat desctiption Seefeat description ‘See feat description’ Benefit: Increase the numberof maneuvers youcan ready foryourswordsage levels by one. For example, a Sth-level ‘swordsage can normally ready six maneuvers, With this eat she can ready seven. Special: You can take this fear only once FALLING SUN ATTACK *he discipline of the Setting Sun teaches you how to turn lan opponent's strengths into weakness. ‘precisely he correct spot onyour oppk stunning attack Prerequisite: Stunning Fist, onc Setting Sun strike ‘Benefit: You can declare any Serting Sun strike delivered {with an unarmed strike tobe stunning attack. In addition, add { tothe save DC anning Fist attacksand { tothe Save DC of your Setting Sun strikes. Using this featexpends fuse of your stunning INSTANT CLARITY [PSIONIC) ou have sharpened yourconcentraion to the point thatyoucan Focus your psionic abilities with justan instants thought. Prerequisite: Concentration 7 ranks Benefit: ou can take swift action 10 become psionically focused aftersuccessfullyinitiatinga strike. Youcan Buse this ability three times per day. Normal: A character without this feat must take afull- Foutrd action to become psionicaly focused Special: Instant Clarity can be used in place ofthe Peionic Meditation feat Gee Expanded Psones Hanlbook) to qualify forafea, prestige class, or other special ability. You can take both this fearand Psionie Meditation TRONHEART AURA Your strengeh of spirit and marvial training inspires those Benefit Create martial Seipts Benefit Use swift ction to gain psionic facts after initiating 2 successful martial strike Expend psionic focus and power points to recover a maneuver Benefit Sec fest destipton See fest description See feat description See fest description See fest description See feat description ‘See feat description See feat description ‘See feat description Prerequisite: One Iron Heart stance, Benefit: While youare in any Iron Heartstan allies gein +2 morale bonus on saving throws MARTIAL STANCE ‘Youhave mastered the fundamentals of martial discipline, and you are now able ro master one ofits stances. Prerequisite: One martial maneuver Benefit: When you gain this feat, you can select any seance from a discipline in which youalzeady know at least ‘one maneuver. You must meet the normal prerequisite of the stance. Your martial adept level forusing this maneuver is equal to your levels in martial adepr classes (if any) +1/2 your levels in other classes. ‘Special: You can choose this feat more than once, When, you take this fear again, you gain knowledge of a new: stance. Youdo not have to choose a stance from the same discipline youselected the first time, but you must know ar leastone martial maneuver from the discipline of the stance you choose Special: A fighter can select Martial MARTIAL STUDY By studying the basics of a martial discipline, you learn ro kiand perfect the form needed to use a maneuver, sult, you gain the use of combat maneuver. Benefit: When you gain this feat, you mast choose a discipline of martial maneuvers, such as Desert Wind, The {ey skill or the chosen discipline becomes a class sill for allyour classes (current and furure). Selectany maneuver from the chosen discipline for which youmeer the prerequisite Ifyou have martial adept levels, this maneuver becomes one of your maneuvers known. TF you do not have martial adept levels, you can use adjacent Asal Miistorleve] equal. 1/2 yourcharacter level. Ifyou do not fae martial adept levels when you take this feat, and you Tater gain «level ina clas that grants maneuvers known, hese new maneuvers can be used only once per encounter and have no ecovery method. Ifyou later gain levels ina ‘martial adept class crusader, swordsage, o- warblade), you tise the recovery method for maneuvers learned asa result ff those class levels, but your previous maneuvers (gained through this feat or through prestige class levels) do not fain a recovery method A maneuver learned through this feat cannot be exchanged for a different maneuver ifyou are a crusader, Sworsage, or watblade fee the class descriptionsin Chapter 1 fordetailson swapping out maneuvers as you gain eve ‘Once you choose a maneuver with sis feat, you cannot change i Special: You can take this feat upto three times. Each time you take it after the first, you gain one of to ben efits. You can choose new discipline, gaining one of iss maneuvers and its key-skill asa class skill, as described above. Alternatively, you can choose a maneuver from a discipline to which you have already gained access by: means ofthis fer: In cither case, you must meet the maneuver's prerequisite Special: A fighter can select Martial Study asa bonus feat. PSYCHIC RENEWAL [PSIONIC] Your mental strength end psionic abilities allowr you 10 focus your mind on combat and use your most devastating mancuvers morefrequenty Benefit: Asa swift action, you can recover any expended ancuver by expending your psionic focus and spending ower points equal tothe maneuver’ level RAPID ASSAULT ‘Your fighting syle emphasizes taking foes down with quick, powwerful blows. Prerequisite: Base arack bonus +1 Benefit: n the first sound of combat, your melee attacks deal an extra de points of dara SCRIBE MARTIAL SCRIPT [ITEM CREATION] You know the secret of ereating martial sexipts—small ips Ne erta fare oat Gye ct pews ond BL The ser of serpc you have crated gains the ability Ese armani: you kno, Be et eos cesrecietee et Benefit: You can infuse the knowledge of any maneuver Soe Kaci nce atatcl scp (ie Martial Series pe 17). Eira ptice ofa marsal grit is equal to che inuator Fea rata ga sour ent 25 obs amarket price in XPand use materials costing 1/2 the market price. Scribing a martial script rakes one day for each 1,000 ofits market price. Poco or scroll. a script can bewsed only once, Tathecourseofyourtrlsing inthe Shalow Hand dscpliag you fearn 10 use your natural agility and speed to augment your aracks with ceresin weapons Prerequisite: One Shadow Hand stance. Benefit: While you are in a Shadow Hand stance and artack with one of the discipline’ preferred weapons, You canada your Dexterity modifieras bonus on melee damage foractacks made with the weapon Special: Shadow Blade can be used in place of Weapon) Finesse to qualify fora feat, prestige class, or other special ability. If this substitution allows you to gain a benefit that normally applies to all finesse weapons (those described in the Weapon Finesse fear description) irinstead applies only tothe Shadow Hand discipline’ preferred weapons. SHADOW TRICKSTER ‘Your mastery ofthe Shadow HTand discipline lets youaugment your illusion spells with the stuff of shadow Prerequisite: Casterlevel 1st, one Shadow Hand steike, Benefit: While youare ina Shadow Hand stance, thesave DC forany illusion spell you cast increases by 2 You also gain a +2 bonus on damage rolls when makina snealeartack, a sudden strike ee the ninjaclass description, page 8 of Complete Adventurer), or when you flank your target SONG OF THE WHITE RAVEN ‘The White Raven discipline shows you how ro rouse dedicas tion and fervor within your allies hearts. Such teachings ean augment and improve your musical ability. Prerequisite: Bandic music (inspire courage), one White Raven maneuver. Benefit: While you are in any White Raven stance, you: can activate your bardic musicabilty to inspire courage as aswiftaction. Your crusader and warblade levels stackewith) your bard levels to determine the bonus granted by your inspire courage ability, SNAP KICK You have contingied to hone your unarmed combs skills and you deal more damage with your unarmed strikes, Prerequisite: Improved Unarmed Strike, base attack’ bonus 6. Benefit: When you makeamelee attack with one or more ‘melee weapons (including a standard attack, Full atack, oF) you can make an additional attack at your highest attack bonus. This atackis an unarmed attacks that leals damage equal to yourbase unarmed attack damage # 1/2 your Str bonus. You takea—2 penalty on allartack rolls your make this round, STONE POWER The principles of the Stone Dragon discipline teach you hhow to gather and focus your raw, physical strength into anattec. Prerequisite: Str13, one Stone Dragon maneuver Benefit: When you use an attack action or a full at tack action, or you initiate a Stone Dragon strike in melee! combat, you can take a penalty fof es much as—5 on your attack rolls. This number cannot ex eed your base attack bonus. ‘You gain temporary hit points equal totwice the numberthat you subtract from your attack rolls (oa maximum of +10) ‘These temporary hitpoints Iistuntil the beginning of your next urn Special: Stone Power d in place of Power Artack to qualify fbca feat, prestige class, or atherspecial ability. You can take both this fe and Power Attack ean be u SUDDEN. RECOVERY Youcaninstantlyrecover yourfocus,balance,and personal energy afterus inga martial maneuver. Prerequisite: One martial Benefit-Once per day as, a swift act tantly recover an expended Imaneuver.Itisnow ready again, Ifyou are a cruseder, the maneuver {salso granted immediztely apr UNARMED RIKE ‘Your unarmed strikeshave become increas © ingly deadly, enabling you o strike your foes in their most vulnerable areas Prerequisite: Improved Unarmed Strike base attack bonus +3. Benefit: You deal more damage with your unarmed strikes, B asshown on the table below. (Character Level Unarmed Damage ath7th Tath-1sth ‘ a 0 AE Special: If you area monk, you instead desl unarmed Hamage asa monk four levels higher )TIGER BLOODED “The Tiger Cla discipline veaches students to mimic the Tampon, feral qualities ofa wid animal. When yt assume gnimal form, or ar least descend into a wild, bestial state, The Bod of a predator rans srangh ‘the vein of a Tiger Claw adept Prerequisite: Ability wo rage, $hifeuch asthe shiferablity from the Eoranow campaign seting orth bloodclaw master prestige lass fes= ture; see page 90), or wild shape; one Tiger Claw maneuver, Benefit: While you are in a rage, shifted or wild shaped into an animal form, you ean attempt to knock back 5 feet creature of yoursize category orsmaller that you hit with 2 Tiger Claw strike unless it sueceeds ona Fortitude save (0C10+1/2yourcharacterlevel your Str modi ment does not provoke attacks of opportunity UNNERVING. CALM You know that the secret r0 defeating, your enemies lies within the sfilleenter of yourown mind. When your enemies meet your eyes, they see only calm and certain death avaiting them. Prerequisite: Concentra tion 1 rank, one Diamond Mind strike Benefit: You can use your Concentration skill in stead of your intimidate skill when you engage in a duel of wills (gee page 27). You gain a +4 bonus on sill checks made to resolve duel of wills. [Fyour enemy chooses t0 ignore your challenge, you gaina +2 morale bonus on attack rolls against that opponent fort round Normal: Resolving due! of wills requizesan Intimidate check, You gsina 11 morale bonus on attack rolls againstan ‘opponent who ignores your challenge. VITAL REGOVERY Preparing yourself to execute more of your maneuvers gives you the chance to catch a quick second wind and recover from damage you have sustained in the fight. Prerequisite: Two martial maneuvers Benefit: When you recover one or more expended mane vers,youheal 3 points ofdamage +1 point per character level You can gain this benefit only once per encounter. WHITE RAVEN DEFENSE ‘The White Raver discipline has taught you to shine as a seaming beacon of hope and endurance amid the chaos of bale. Not only do you aid yourallies, bur you also draw sitength and suppo 1). This moye- eeprom uisite: One White Raven stance. f When you are in a White Raven stance and Buljacedt toa! Teast one ally you gaina +1 bonus AC. Fur thermore, when you are wielding one of the White Raven, Aisciphine’s preferred weapons,eachally adjacent to you gains, a+ bonus to AC. These bontises don't apply when youre efoored Feats with the tactical descriptorallow chatacters to perform number of powerful mancuvers. Ifyoure playingacharacter who hasa tactical fea, it’s your responsibility tokeep track ofthe actions youte performing as you ser up the ability thar the feat enables you to perform. Italso a good ides tobrelly mention tothe DM that youre working toward performing a tactical ability ‘Some of the tactical feats refer tothe first round, second sound, and soon. these terms refer tothe timing ofthe the maneuvers level, so ifthe adepris devising a 7tblevel ‘maneuver, the research will quite 21 days. The adept paye50) XP perday of study, which representsan intense regimen of ‘meditation, fasting, and practice designed to focus the mind and spiriton the task arhand. ‘A martial adept can't create a new maneuver ofa higher level than the adept is capable of learning Atthe end of the requisite rime for study and practic, the rardal deprartemprs a Martial Lore check (DC 25-+(2sthe maneuver’ level Tfthe check succeeds, the character learns the maneuer the next time she has an opportunity to learn anew mane ver through level advancement or feat selection. Ifthe check: fails, the new maneuveris not yet perfected, and she mast go through the study and practice time again if she wants to keep trying (although she regains the XP she hes spent thus fa. ‘ADM should work with the player before the atempF® develop a new maneuver begins, and give her guidance on the parameters under which a new maneuver or discipline ‘might be acceptable (Gee Creating New Spells, DMG 38). SPEGIAL ABILITIES Some creaturesate naturally giftedin the Sublime Way and ean) ‘make use of martial maneuvers without having evelsina martial adept class These inborn abilities function much like spel ike abilities or pstlike abilities. Characters using martial sripts (Gee page 147} can also make use of martial mancuvers, Initiating a maneuver through an innate ability, cr by using magic item, works just like initiating maneuver normally, does. You do nor provoke attacks of opportunity, and! your maneuvers are not subjece to spell resistance Pe ee Deere ees eee ee ead Peers ow know by now that the De mastersstudy vt Wind is of air and fire. From mmitars they bring f eirenemiesYtthef the ste of ther flame to bind ork Hoes nt reside i the ste, my student resides in thé astern the steel simplyaconsuit through which the ésguided to he masters purpose. T cal forth the flame, the Desert Wand mastercreaes m hissouila barren and blasted place, a desert asta wit a stn of illng strengths cose ot han. In his rmind Hue recals the focusing chants or words taught hi, hearing the invfs ow ears even if he does ot speale ther aloud; iv his body excites «precise phyteal movement quick pass ofthe sword Re ier gr evils eae strikes, Boosts, and counters. Much like a sorcerer’s spells, each stance or maneuver is a specific ability thar a character might know. But while ____ STANCE LISTS 4ST LEVEL Desert Blistering Flourish: Strike —Dazele creatures around you. Burning Blade: Boost—Deal tds ire 1/initistor level, Distracting Ember: Boost—Fireelementsl appears, flanks enemy. Flames Blessing: Stance— Gain fire resistance based on Tumble ranks. Wind Stride: Hoost—110-. bonis speed Grusader’s Strike: Strike—Successful attack allowsyou to heal 1d6 + 1/initiator level. Tron Guard’s Glare: Stance—Fnemies take —4 petalty on attacks against your allies. Martial Spirit: Stance—Heal 2 hit points with each successful ata Vanguard Strik Allies gain ++-bonus on attacks against target. Moment of Perfect Mind: Counter—Use Concentration check in place of Will save ipphire Nightmare Blade: Strike —Opponent flarfooted, +46 damage with Concentration check Stance of Clarity: Stance— one foe, -2 against al others. Punishing Stance: Stance—Artacks deal +106 damage, But you have -2 1 AC. Steel Wind: Stike— Artack ro opponents Steely Strike tacky enemies gain +4 bonus on attacks against you Counter Charge: Counter—Ruin charge a force charging foe to move avay from yo Mighty Throw: Stike—Grab fe, throw him up wink Step of the Wind: Stance—Ignore difficult terrain, gin bonus against foes in such terrain (Child of Shadow: Stance—You gainconcealment aslongas you move Clinging Shadow Strike: Strike —Foe suffers 2qh% miss chance on attacks. Island of Blades: Stince—You and allies flank all adjacent foes: ain +2 AC against deals damage, ignores artacks of opportunity, Stone Bones: Strike— Gain DR s/edamantine. Stonefoot Stance: Stance : checks, 12 bonus wo AC against larger foes Blood in the Water: Stance —Gain +1 bonus Om attacks and damage for each critical hit. ‘Hunter's Sense: Stance—Gain scent. Sudden Leap: Boost—Jump as a swift ection Wolf Fang Strike: Strike—Attack with two weapons. Bolstering Voice: Stance ‘on Will aves, +4 against fear. Donse the Flames: Strike—Target cannot make attacks of epportunity fort round. Leadingtheattack: Strike—Allies gain -#bonus on attacks against foe you strike Leading the Charge: Stance—Alltes deal +1 daimage initiator level on charge attacks «2bonuson Stre Allies gain +2 bonus 2ND LEVEL Desert Diam iron ‘Burning Brand: Boost-Gain +5-ft. reach, deal fire damage sunter—Counter foe saitack with fiery touch that deals 4d damage Flashing Sun: Stcike—Gain extra atacle Hatchling’s Flame: Strike—Cone deals 2d6 fire damage, Fochammer: Strike sds damage. Shield Block: Counter—Grant shield bonus +4 as AC bonus toally. ‘Action Before Thought: Counter —Use Cat centration check in place of Reflex save Emerald Razor: Strike—Turn melee strike int@ touch attack Disarming Strike: Sirike—With successfull attempt to disarm foe Wallof Blades: Counter—Replace AC with atte rollzesit Baffling Defense: Counter check to dodge attack Clever Positioning: Srike—Swap positions with target of attack. Cloak of Deception: Boost —Turn invisible unsil the end of your turn Drain Vitality: Stike—Attackedeals 2 points of Constitution damage. Shadow Jaunt: Teleport 50 Ft. through shadows as standard action. Mountain Hammer: Steike—Deal+2de damage, overcome DR and hardness. Stone Vise: Strike —Deal +1d6 damage, attack immobilizes creature ‘Overcome foe's DR, deal Use Sense Motive ee law at the Moon: Sirike—Make Jump check, deal 4246 damage. Rabid Wolf Strike: Stike—+4 bonus on attack, ealads damage Battle Leader's Charge: Sirike—No attacks of ‘opportunity while charging, deal +10 damage Tactical Strike: Stsike—Deal +246 damage, adjacenrallies move feet. 3RD LEVEL Desert Death Mark: Strike—Enemy takes extra fire damage and explodes ina fiery spread Fan the Flames: Strike—Ranged touch attack deals 6 fre damage Holocaust Cloak: Stance—Attackers take 5 fire damage, Zephyr Dance: Counter—+t areck. Defensive Rebuke: Boost attack you or provoke attack of opportunity Revitalizing Serike: Strike—Successful attack allows you ro heal 3d + 1/initiator level. ‘Thicker of Blades: Stance—si. steps provoke attacks from you. Insightful Strike: S check to determine damage. Mind Over Body:Counter check in place of Fortitude save, Pearl of Black Doubt: Stance— time foe misses you. Absolute Steel Stance: Stance—s10-fr.bonusto speed, +2 AC with movement Exorcism of Steel: Serike— Strike opponents weapon, it deals—4 damage. Tron Heart Surge: Remove effect gain +2 morale bonus on attacks Devastating Throw: Strike—Grab foe, throw him using leverage, strength. Feigned Opening: Counter—As an immediate action, provoke an attack, then counter Giant Killing Style:Stance—y2 bonus on attacks and ++ bonus on damage against larger foes, ‘Assassin's Stance: Stance—Gain sneak attack 2d Dance of the Spider: Stance—You climb walls like spider. Shadow Garrote: Strike—Ranged touch attack deals Sd points of damage Strength Draining Strike: Strike —Your attack deals 4 points of Srength damage Bonecrusher: Strike—Deal +4d6 damage, 10 bonus on attacks to confirm critical hits. Grushing Weight of the Mountain: Stance— Constriet for 2d6+1-1/2 times Str when grappling Roots of the Mountain: Stance—+10 bomus on. checks against bull rush, trip and others, and gain DR2/-. © against single oes you strike must Use Concentration Use Concentration: in2AC each Stone Dragon's Fury: Strike —Deal +4 damage against objects, constructs #lesh Ripper: Strike—Foe's attacksand AC haye + penalty. Leaping Dragon Stance: Siance—H0 on Jump checks, always considered running for jumps. Soaring Raptor Strike: Stke—Attack largerfove from above with +4 bonus, deal vd damage. Wolverine Stance: Stance—Use any weapons while grappled Lion's Roar: Boost—Defeat enemy, allies deal +5 damage. : ‘Tactics of the Wolf: Stance—Youandalliesdeal+t ddamage/? initiator levels against flanked target, White Raven Tacties: Boost—Ally’s initiative changes, he can act again, 4TH LEVEL Desert Devo Diam ssmake: Strike Stream offre twists around Searing Blade: Boost damage + 1/initiator level Searing Charge: Strike 45d fire damage Divine Surge: Strike —Desl +8d8 damage Entangling Blade: Strike—Deal +246 damage, target has -20-f. penalty ro speed Bounding Assault: Strike—Double move and attack. ‘Mind Strike: Strike—Arrack deals 1d4 Wisdom damage Ruby Nightmare Blade: Strike—Attack deals double damage with successful! Concentration cheek. Lightning Recovery: Counter that misses with +2 bonus. Mithral Tornado: Strike—Make attacks against adjacent foe, +2 on each atack, ‘Comet Throw: Strike —Grab foe throw him using leverage, strength. Strike of the Broken Shield: Strike —Artack deals 246 damage, makes target flavfooted Hand of Death: Strike—Touch renders foe paralyzed for 143 rounds Obscuring Shadow Veil: Strike—Deal +sd6 damage and foc has SO miss chance on attacks fort round. Bonesplitting Strike: Strike—Attack deals 2 Constitution damage. Boulder Roll: Boost—Gain +4 bonus on over nun attempts Overwhelming Mountain Strike: Strike—Deal +2 damage, target loses move action, Death From Above: Strike—Leap into the air, attack foe ftom above, deal-+4de damage. Fountain of Blood: Boost—Deteat foe, cause fear in enemies. Attacks deal «246 fire ly whilechanging, deal Reroll an attack Covering Strike: Boost—Bvery opponent you strike cannot make attacks of opportunity for 3 rounds. ‘White Raven Strike: Strike—Deal +4d6 damage, target becomes flat-footed. 5TH LEVEL Desert Dragon's Flame: Sirike—Cone deals dé fire damage. Leaping Flame: Counter—Teleport adjacent to foe who attacks you Lingering Inferno: Strike—Deal +246 fire damage, and target takes 2a fire damage pr round for3 rounds. Daunting Strike: Strike—Target of attack becomes shaken, Doom Charge: Sirike—Charge atack dea damage against good, you gain DR 10/- Law Bearer: Strike—Deal -4dé damage, +8 attack against chaoricenemy, gain =5 on saves and AC. Radiant Charge: Strike—Deal +d damage against evil foes, in DR 10/—. Tide of Chaos: Sitike—Charge attack deals extea damage agzinst law, grants you concealment. Diseupting Blow: Strike—Successful artacke causes foe 10 be unable to act fort round Hearing the Air; Stance—Gain blindsense 30, 48 bonuson Listen checks. Rapid Counter: Counter provokes attack from you. Dancing Blade Form: Stance during yoursurn, Dazing Strike: Strike—Melee attack dazes ‘opponent. Iron Heart Focus: Counter—Rerol save, Mirrored Pursuit: Councer—You metch ‘opponent's movement Shifting Defense: Stance—s-ft. step with each ‘missed attack against you Soaring Throw: Sirike—Grab foe, throw him using leverage, strength. Stalking Shadow: Counter—Moye into foe's spaces he tries to move away from you. Bloodletting Strike: Boost—Strike deals 4 Constitution damage Shadow Stride: Teleport 50 ft. through shadows a5 move action Step of the Dancing Moth: Stance—Ignore terrain, walk overliquid Elder Mountain Hammer: Strike—Deal +66 damage, overcome DR and hardness. Giant's Stance: Stance—Deal da ate one size category larger Mountain Avalanche: Strike trample foes ‘Dancing Mongoose: Boost—Make one extra attack with each weapon (max of wo extra attacks) ‘Strike opponent who ‘S-ft. reach e a8 ifyou Gain ability to Flanking Maneuver: Sirike—Hir flanked target, allies gan free attack. Press the Advantage: Stance —Move +5 feet with Si. step, move into difficule terrain, 6TH LEVEL Desert White Desert Tempest: Strike—Attack foesas you move ry Assault: Stance—Melee attacks deal s1d6 und foes with burning) Amma of Chaos Stance—Revoll andadd maximum damage dice. ‘Aura of Perfect Order: Stance—Treat d20 result ast ‘Aura of Triumph: Stance—You andallies heal points with each attack against evi Auraof Tyranny: Stsnce—Drain hit points from allies Rallying Strike: Strike—Successful attack allows you to heal 3d6 + i/initiator levelin 30> fe burst Greater Insightful Strike: Strike—Use double Concentration check ro determine damage. ‘Moment of Alacrity: Boost—Gain 420 bonuson initiative during battle Iron Heart Endurance: Boost—Heal hit points equal to two times your level Manticore Parry: Counter redirect it against opponent. Ballista Throw: Strike—Throw foe in 60-¢ line, desl cis damage tall in area. Scorpion Parry: Counter: second opponent. Ghost Blade: Fla-footed Shadow Noose: deals 846 dama, target Stalker in the Night: Strike—Move and attack while remaining hidden, Crushing Vise: Strike—Deal +4d6 damage, tack immobilizes creature. Iron Bones: Strike —Gain DR 10/adamantine, Irresistible Mountain Strike: Strike—Deal ‘+4l6 damage, target loses standard action, Rabid Bear Strike: Strike—Gain +4 on attack, deal +10de damage, —+ AC with atack. Wolf Climbs the Mountain: Strike—Enter larger foe's space, deal +546 damage, gain cover from foe. Order Forged from Chaos: Allies move up {© theirspeed during your turn, War Leader's Charge: Strike—No attacks of opportunity while charging, deal +35 damage, Deflect attack and Parry attack into Strike—Targer becomes trike—Ranged touch attack and might stun flat-footed | Desert Rising Phoenix: Stance Inferno Blade: Boost—Melee attacks deal +346 fire damage + t/initiator level Salamander Charge: Sirike—Charge and create trail offre ‘Castigating Str and trigger area last Shield Counter: Counter—Shicld bash cancels foe's attack Avalanche of Blades: Stcike—With each attack thar hits, make another attack with increasing penalty Quicksilver Motion: Boost—Useswiftaction 0 complete move action. Finishing Move: Strike against weakened foe. Seything Blade: Boost—Strike one foe, free attack against another one Hydra Slaying Strike: Strike—Foe is unable to use full attack action Death in the Dark: Sirike—Deal +tSde damage to surprised target Shadow Blink: Teleport 50 ft. through shadows as swift action Ancient Mountain Hammer: Strike—Deal +1246 damage, overcome DR and harsiness Colossus Strike: Strike—Strike deals +6d6 damage, knocks opponent backward Hamstring Attack: Strike—Arrack deals 18 Strike —Deal +8ds damage Gain extra damage Dexterity damage, foe's speed has 10 penalty Prey on the Weak: Stance- ‘with each foe that drops. ‘Swooping Dragon Strike: Strike—Jump over foe, deal +iods damage, stun. Clarion Call: Boost—If you drop 2 foe, allies swithin 60 ft, can make free attack or take move action ‘Swarming Assault: Strike—Allies make free attacks against a foe you strike. LEVEL tack of opportunity Hover on column of superheated ait “Wyrm's Flame: Strike fire damage. Greater Divine Surge: Strike —Deal sd damage, also gain +1 on attacks and deal +2d8 damage per point of Con damage you voluntarily take Immortal Fortitude: Stance—You cannot die due to hit point damage Diamond Defense: Counter—Gain save bonus equal to level Diamond Nightmare Blade: Strike—Attack deals quadruple damage with successful Con- centration check Cone of fire deals 1086 Stance of Alacrity: Stance—Gain extra counter each round. Adamantine Hurricane: Strike —Two attacks against each adjacent foe, +4 bonus on each attack Lightning Throw: Strike—Use melee attack as line etack, Supreme Blade Parry: Stance—Gain DR5/—, Fool's Strike: Counter—Reflec foe's attack. Ghostly Defense: Stance—Enemies hit rarger of your ehoice while you have concealment Balance on the Sky: Stence—Walk on air Enervating Shadow Strike: Strike—Target of strike gains 1d4 negative levels. (One With Shadow: Counter—Become incor potedl for 1 round Adamantine Bones: 20/edamantine, Earthstrike Quake: enemies prone Strength of Stone: Stance—Gain immunity to critical hits. jrallon Windmill Flesh Rip: Boost—Cain ability to rend with successful attacks Raging Mongoose: Bo0st—Make two extra attacks with each weapon carried (max four extra attacks). Wolf Pack Tacties: Stance—Free 5. step with cach successful attack Swarm Tactics: Siance—Alliesgain +5 on attacks against enemy adjacent 0 you White Raven Hammer: Strike—Deal

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