Professional Documents
Culture Documents
In all seriousness, this book is for those that refuse to have a Racial Feat. Though there are options for such
characters, we wanted to make a lot more, expand on ones that already exist, and make sure that those without
a racial feat never feel under-appreciated again.
List of Current Prestige Paths that Don't require a Race
CORE BOOK
Bounty Hunter, Battlecaster, Heartless Acolyte, Hollow Tamer
IN MEMORIAM
High Cook, The Exquisite Hunter, Grid Warrior, The Master Huntsman, The Ultimate Relation, The Reiatsu
Master
The Awakener
You've gained the ability to, through your massive Reiatsu, awaken someone to the spirit world.
Prerequisites:
Feats: Spiritually Aware, Skill Focus (Spellcraft)
Skills: Spellcraft 6+ Ranks
Special: 1,000+ Reiatsu
1 – AWAKEN [PRESTIGE]
You gain the ability to make one target within medium range (100ft + 10ft/level) spiritually aware. You can only
target those with the Normal Human flaw that do not also have a race. They must make a Charisma based Will
Save or become Spiritually Aware, losing the Normal Human flaw, but retaining the bonus feat gained from it.
They gain the Spiritually Aware feat as a bonus feat.
2 – Bonus Feat
4 – Bonus Feat
Prerequisites:
Feats: Spiritually Aware, Melee Mastery or Ranged Mastery
Skills: Weapon Attack or Ranged Shot 6+ Ranks
Special: Must choose a weapon as a focus for all the abilities listed below.
1 – ATTUNEMENT [PRESTIGE]
You gain the Hollow Growth Power: Signature Weapon with your Focus Weapon. In addition, as long as you're
using your Focus Weapon, you gain the benefits of Weapon Skill Focus with it.
2 – Bonus Feat
3 – GREATER
ATTUNEMENT
[PRESTIGE]
Your Focus Weapon gains
+1[BW] per 5 ranks in the
relevant attack skill above 1
you have.
4 – Bonus Feat
5 – PERFECT
ATTUNEMENT
[PRESTIGE]
You may switch your focus
weapon with one minute of
practice with the new
weapon. You must have the
requisite attack skill trained
in order to make a weapon
your focus weapon. In
addition, you gain the
benefits of Weapon Skill
Specialization with your
Focus Weapon.
The Armorsmith
Prerequisites:
Feats: Spiritually Aware, Skill Focus (Craft (Structural))
Skills: Craft (Structural) 6+ Ranks
Special: Must have crafted at least one piece of armor
2 – Bonus Feat
4 – Bonus Feat
2 – Bonus Feat
4 – Bonus Feat
2 – Bonus Feat
4 – Bonus Feat
2 – Bonus Feat
4 – Bonus Feat
2 – Bonus Feat
4 – Bonus Feat
2 – Bonus Feat
4 – Bonus Feat
Prerequisites:
Feats: Spiritually Aware, Judge Opponent, Combat Expertise, Weapon Skill Focus
Skills: Martial Lore 6+ Ranks, Relevant Attack Skill 6+ Ranks
Special: You only benefit from this Prestige Path while you are not benefiting from any form of Tiered Release
(Examples, Shikai, Resurreccion, 50% Fullbring, etc). Each feat in this tree counts as a Reiatsu Feat
2 - Bonus Feat
4 - Bonus Feat
2 – Bonus Feat
3 – COMBO/STRAIGHT [PRESTIGE]
You may keep up to 5 randomly drawn cards in your hand before using them as weapons. If you form a Combo
(2 or more cards of the same value) or a Straight (3 or more cards in sequential order in the same suit) you gain
one bonus effect chosen from the list below:
• Heal the target for the total of all cards in the combo/straight in d6's
• Deal the total of all cards in the combo/straight in d6 to one target within 100 feet
• Deal the total of all cards in the combo/straight in d6 to all targets in a 30 foot cone
• Deal the total of all cards in the combo/straight in d6 to all targets in a 100 foot line
• Deal the total of all cards in the combo/straight in d6 to all targets in a 20 foot burst within 100 feet
• Deal the total of all cards in the combo/straight in d6 to all targets in a 20 foot blast
• Heal all allies for the total of all cards in the combo/straight in d4 within a 30 foot burst centered on you
If you would draw a 6th card (You've kept drawing for 5 rounds after drawing your first card), you must discard
down to 5.
4 – Bonus Feat
2 – Bonus Feat
4 – Bonus Feat
Prerequisites:
Feats: Spiritually Aware, Animal Form
Skills: Disguise 10+ Ranks, Survival 10+ Ranks
Special: Animal Form must be Feline
2 – Bonus Feat
4 – Bonus Feat
2 – Bonus Feat
4 – Bonus Feat
Prerequisites:
Feats: Spiritually Aware, Inner Hollow
Skills: Will Save 10+ Ranks
Special: Must subdue your Inner Hollow
2 – Bonus Feat
3 – CERO [PRESTIGE]
You gain the Hollow Growth Power: Cero regardless of prerequisites.
4 – Bonus Feat
Prerequisites:
Feats: Spiritually Aware, Skill Focus (Computer Use)
Skills: Computer Use 12+ Ranks, Knowledge (Technology) 12+ Ranks, Knowledge (Kido Lore) 12+ Ranks
Special: Must have come close to dying (-1 hit points or less) and survived
2 – Bonus Feat
4 – Bonus Feat
Prerequisites:
Feats: Spiritually Aware, Skill Focus (Spellcraft)
Skills: Spellcraft 6+ Ranks
Special: Must have opened an artificial Senkaimon at least once, and survived the journey there and back
again. Opening an Artificial Senkaimon is a DC 25 Spellcraft check, Stabilizing an artificial Senkaimon is a DC 25
Spellcraft check. Artificial Senkaimon can close randomly on their travelers, trapping them within the Dangai
(25% chance / hour non-cumulative)
2 – Bonus Feat
4 – Bonus Feat
Prerequisites:
Feats: Spiritually Aware, Skill Affinity (Craft (Mechanical) and Craft (Structural))
Skills: Craft (Mechanical) 8+ Ranks, Craft (Structural) 8+ Ranks
Special: Must have built something with either of those skills with a DC of 22 or higher.
2 – Bonus Feat
4 – Bonus Feat
Prerequisites:
Feats: Spiritually Aware, Spellcaster, Elemental Boon
Skills: Spellcraft 6+ Ranks, Knowledge (Kido Lore) 6+ Ranks
Special: Must have had peaceful contact with an elemental being (Or a being with an elemental
release/transformation)
2 – Bonus Feat
4 – Bonus Feat
Prerequisites:
Feats: Spiritually Aware, Spellcaster, Reiatsu Healing, Deadly Touch
Skills: Spellcraft 8+ Ranks, Knowledge (Kido Lore) 8+ Ranks, Knowledge (Theology and Philosophy) 8+ Ranks,
Treat Injury 8+ Ranks
Special: Must have the allegiance of “The Old Order”
2 – Bonus Feat
4 – Bonus Feat
2 - Bonus Feat
4 - Bonus Feat
The One
You've transcended mortality, and your fighting style is second to none.
Prerequisites:
Feats: Spiritually Aware, Shadow of the School, Shadow of the School Part II, True Shadow of the School
Skills: Martial Lore 24+ Ranks, Unarmed Strike 24+ Ranks, Concentration 24+ Ranks
Special: Must have defeated a Level 1 Corrupted in single combat (See Below)
2 – Bonus Feat
4 – Bonus Feat
Prerequisites:
Feats: Spiritually Aware, Twilight's Crush
Skills: Will Save 24+ Ranks
Special: Must have been brought to near death (-1 HP or below) while you were Embraced by Twilight and
survived.
2 – Bonus Feat
4 – Bonus Feat
Prerequisites:
Feats: Spiritually Aware, Spellcaster, Skill Focus (Spellcraft), Improved Spellcaster, Mass Awaken
Skills: Knowledge (Kido Lore) 33+ Ranks, Spellcraft 33+ Ranks
1 – SPELLSCORE + [PRESTIGE]
Upon gaining this feat, through intense training and dedication your spellscore increases by 1 per 5 levels you
possess or will possess (Maximum +20).
2 – Bonus Feat
4 – Bonus Feat
Prerequisites:
Feats: Supersonic Strike or Incredible Natural Attack, Sneak Attack, Advanced Unarmed Strike
Skills: Unarmed Strike 24+ Ranks
Special: Chaos Allegiance, Exclusive Marshal of Law Prestige Path
2 – Bonus Feat
4 – Bonus Feat
Prerequisites:
Feats: Melee Mastery (Any Weapon), Advanced Combat Armsman
Skills: Weapon Attack 24+ Ranks
Special: Law Allegiance, Exclusive Agent of Chaos Prestige Path
2 – Bonus Feat
4 – Bonus Feat
Prerequisites:
Feats: Spiritually Aware, Spellcaster, Martial Study, Divine Spark
Skills: Knowledge (Kido Lore, Martial Lore) 33+ Ranks, Spellcraft 33+ Ranks
Special: Must be worshiped as a God already by at least 1,000 people or defeat a Deity in combat.
2 - Bonus Feat
4 - Bonus Feat
Bloody Scourge
1ST LEVEL
Butchery: Stance - Deal extra damage after defeating a foe
Blood Strike: Strike - Victim cannot make a Full Attack next turn
Forceful Deflection: Boost - Gain AC bonus equal to Strength modifier for 1 round
Blood Boil: Strike - Nearby enemies take damage, more if they are infected with Blood Plague
2ND LEVEL
Dark Command: Boost - Victim must attack you or suffer penalty to attacks and damage
Blood-Caked Blade: Strike - Attack another foe twice at +4 bonus to attack and damage
Bladed Armor: Counter - Gain attacks against a successful attacker
3RD LEVEL
Blood Presence: Stance - Gain Fortification 50%, DR equal to IL/Good or Evil
Scarlet Fever: Strike - Victim is infected with Scarlet Fever
Bone Shield: Boost - Gain bonus AC vs. next 6 attacks
4TH LEVEL
Heart Strike: Strike - Attack all foes in front of you, deals bonus damage if they are infected with Scarlet Fever
Pestilence: Boost - Next attack infects all victims with Scarlet Fever
Asphyxiate: Strike - Binds victim's throat, deals 4d6 damage and silences/stuns
5TH LEVEL
Blood Parasite: Strike - Infects victim with a parasite that heals you
Death Strike: Strike - Gores a foe with a horrific attack for +10d6 damage, heal self and gain temporary hit
points
6TH LEVEL
Blood Tap: Boost - You take 3d6+20 damage and recover an expended blood rune as a Death rune
Death's Advance: Stance - Your type is Undead for benefits, gain movement bonus
Crimson Scourge: Strike - Successful strike deals +5d6 damage +1/IL and unleashes a Blood Boil
7TH LEVEL
Abomination's Might: Boost - Defeat foe, gain +10 Strength, Constitution for 5 rounds
Scent of Blood: Strike - Foe you strike takes 3d6 damage from your attacks next turn
Dark Simulacrum: Counter - Copy spell being cast by a spellcaster
8TH LEVEL
Call Blood Beast: Boost - Victim attracts the attention of a Blood Beast
Mark of the Fallen Champion: Boost - Victim takes damage equal to damage you inflict this round; if they die,
you are healed as if by a heal spell
9TH LEVEL
Dancing Rune Weapon: Boost - Summon a copy of your weapon for 5 rounds
BLOODY SCOURGE MANEUVER DESCRIPTIONS
The Bloody Scourge discipline focuses on drawing power from life. It also acts as a defender for its comrades in
arms. The key skill for Bloody Scourge maneuvers is Intimidate. Weapons associated with Bloody Scourge
include the greatsword, maul, bastard sword, greataxe, and greatclub.
Butchery
Bloody Scourge (Stance)
Level: Death Knight 1
Initiation Action: 1 Swift action
Range: Personal
Target: You
Duration: Stance
Hewing your foe apart, you revel in its slaughter and find yourself empowered.
Whenever you kill an enemy that grants you experience for its death and threatens you in melee, you gain a +1
bonus to damage with all attacks and strikes for 5 rounds.
Blood Strike
Bloody Scourge (Strike)
Level: Death Knight 1
Initiation Action: 1 Standard action
Range: Melee attack
Target: One creature
Your blow strikes a sensitive area, dampening your foe's ability to go all-out.
As part of initiating this strike, you must make a melee attack against an enemy. If you hits, the victim cannot
make a full attack next round.
Forceful Deflection
Bloody Scourge (Boost)
Level: Death Knight 1
Initiation Action: 1 Swift action
Range: Personal
Target: You
Duration: 1 round
Steeling yourself, you swing your weapon in quick, wide arcs, pushing aside enemies' blows with ease.
For 1 round after using this boost, you gain a bonus to AC equal to your Strength bonus (if positive).
Blood Boil
Bloody Scourge (Strike)
Level: Death Knight 1
Initiation Action: 1 Standard action
Range: Melee attack
Target: One creature
Area: 15-ft.-radius burst
You call upon ancient power to roil the blood of nearby foes, injuring the infected among them grievously.
As part of initiating this strike, you must make a melee attack against an enemy. If you hit, all creatures within a
15-ft.-radius burst of the victim (including the victim) take 1d6 damage plus 1d6 if they are infected with Blood
Plague. This maneuver is a supernatural ability.
Dark Command
Bloody Scourge (Boost)
Level: Death Knight 2
Initiation Action: 1 Swift action
Range: 60 ft.
Target: One creature
Duration: 5 rounds
You shout a word of power at your foe, imbuing it with negative energy. It refocuses its attacks on you, for fear of
punishment should it ignore your command.
The victim of Dark Command must attack you for 5 rounds. In any round in which it does not attack you, it
suffers a -5 penalty to hit and damage with all attacks. This maneuver is a supernatural ability and a mind-
affecting ability.
Blood-caked Blade
Bloody Scourge (Strike)
Level: Death Knight 2
Initiation Action: 1 Standard action
Range: Melee attack
Target: One creature; see text
Seeing blood on your blade sends you into a frenzy, lashing out at another foe with great fervor.
As part of initiating this strike, you must make a melee attack against an enemy. If you hit, you may make an
extra attack against another enemy within reach.
Bladed Armor
Bloody Scourge (Counter)
Level: Death Knight 2
Initiation Action: 1 Immediate action
Range: Personal
Target: You
You deflect and simultaneously injure an attacker with your weapon, a whirl of blades and blood.
When an opponent successfully strikes you and is within your reach, you can lash at him. Each time the
attacking creature strikes you this turn, you may make an attack against that foe following his attack.
Blood Presence
Bloody Scourge (Stance)
Level: Death Knight 3
Initiation Action: 1 Swift action
Range: Personal
Target: You
Duration: Stance
You assume the presence of empowered blood, gaining fortitude and protection against your foes.
You gain Fortification 50%, and DR equal to half of your initiator level/Good if you are Evil, or /Evil if you are
Good. If you are neither Good nor Evil, you may choose which damage reduction to gain upon entering the
stance.
Scarlet Fever
Bloody Scourge (Strike)
Level: Death Knight 3
Initiation Action: 1 Swift action
Range: 60 ft.
Target: One creature
Duration: 1 round/2 initiator levels you have
Saving Throw: Fortitude negates
You send a short-lived, disastrous disease upon the wind to infect a single creature. Within moments, the victim
becomes weakened and sluggish.
You send forth wind which carries the Scarlet Fever. Victims that fail their fortitude save (DC = 15 + your
Strength modifier) become infected. Victims take a -4 penalty to Strength and Dexterity.
Bone Shield
Bloody Scourge (Boost)
Level: Death Knight 3
Initiation Action: 1 Swift action
Range: Personal
Target: Self
Duration: 5 rounds
A shroud of loosely animated bones whirl around you, seeking out incoming attacks and helping to deflect them.
For 5 rounds, you gain a +5 Deflection bonus to AC. If you take damage from a melee attack during those 5
rounds, this boost is immediately removed.
Heart Strike
Bloody Scourge (Strike)
Level: Death Knight 4
Prerequisite: Two Bloody Scourge maneuvers
Initiation Action: 1 Standard action
Range: Melee attack
Target: One creature plus adjacent creatures; see text
You cleave through your foe, shattering bone and rending flesh; with such power was your strike that your
weapon continues through one foe into its allies.
As part of initiating this maneuver, you must make a melee attack against an enemy. If you hit, all creatures
adjacent to the enemy take the same damage as the first. Creatures struck by Heart Strike take an additional
+4d6 damage if they are infected with one of your diseases (Scarlet Fever, Frost Fever, Blood Plague or Ebon
Plague).
Pestilence
Bloody Scourge (Boost)
Level: Death Knight 4
Prerequisite: Two Bloody Scourge maneuvers
Initiation Action: 1 Swift action
Range: Personal
Target: You
Duration: 1 round
You gorge your weapon with diseased blood, causing your next blow to infect victims with the dread malady,
Scarlet Fever.
The next attack or strike you make after initiating this maneuver automatically infects the victim with Scarlet
Fever if it successfully deals damage. This maneuver is a supernatural ability.
Asphyxiate
Bloody Scourge (Strike)
Level: Death Knight 4
Prerequisite: Two Bloody Scourge maneuvers
Initiation Action: 1 Standard action
Range: 60 ft.
Target: One creature
Duration: 5 rounds; see text
Saving Throw: Fortitude partial
You bind the victim's throat with dark power and wrench them off the ground, leaving them stunned, injured and
silent for a time.
As part of initiating this maneuver, you must make a ranged touch attack. If you hit, the victim takes 4d6 damage,
cannot speak and is lifted 20 feet into the air for 5 rounds. The victim must make a Fortitude save (DC = 14 +
your Strength modifier) or be stunned for 1 round. This maneuver is a supernatural ability.
Blood Parasite
Bloody Scourge (Strike)
Level: Death Knight 5
Prerequisite: Two Bloody Scourge maneuvers
Initiation Action: 1 Standard action
Range: Melee attack
Target: One creature
Duration: 3 rounds; see text
Saving Throw: Fortitude partial
Your touch causes a parasite to worm its way into the victim. After a short moment, the parasite bursts forth from
the host and explodes in a shower of gore, leeching life to you from the unfortunate victim.
As part of initiating this maneuver, you must make a melee touch attack. If you hit, you implant a blood parasite
in the victim. 3 rounds afterwards, the parasite erupts from the victim's skin and explodes, dealing 6d6+12
damage to the victim and healing all allies within 15 yards of the victim for half the amount.
Death Strike
Bloody Scourge (Strike)
Level: Death Knight 5
Prerequisite: Two Bloody Scourge maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
Duration: 5 rounds; see text
You swing your blade in a wicked curve, drawing blood and maiming your foe. At the same time, your weapon
feasts upon their injury, drawing life from them into you.
As part of initiating this maneuver, you must make a melee attack against an enemy. If you hit, you inflict +10d6
damage, are healed for half the damage inflicted and also gain temporary hit points equal to half the damage
inflicted. These temporary hit points do not stack with each other.
Blood Tap
Bloody Scourge (Boost)
Level: Death Knight 6
Prerequisite: Two Bloody Scourge maneuvers
Initiation Action: 1 Swift action
Range: Personal
Target: Self
Enacting a blood rite, you sacrifice your health to gain greater martial prowess.
As you initiate this maneuver, you take damage equal to 10% of your maximum hit points. This damage cannot
be reduced or prevented in any way and bypasses temporary hit points. You recover a single expended blood
rune. For 3 rounds afterwards, this blood rune becomes a Death rune. This maneuver is a supernatural ability.
Death's Advance
Bloody Scourge (Stance)
Level: Death Knight 6
Prerequisite: Two Bloody Scourge maneuvers
Initiation Action: 1 Swift action
Range: Personal
Target: Self
Duration: Stance
You take on the aspects of death itself, your body unassailable and your march intrepid and undaunted in the
face of opposition.
While in this stance, you are considered to have all the traits of the Undead type, but are still considered your
previous type (usually humanoid). In addition, your movement speed cannot be reduced below its maximum
amount.
Crimson Scourge
Bloody Scourge (Strike)
Level: Death Knight 6
Prerequisite: Two Bloody Scourge maneuvers
Initiation Action: 1 Standard action
Range: Melee attack
Target: One creature; see text
You charge your weapon with power, causing your victim's wound to erupt in a shower of gore and bone, pelting
his allies with such force that they also suffer damage.
As part of initiating this maneuver, you must make a melee attack against an enemy. If you hit, you inflict +5d6
damage +1 per initiator level, and all creatures within a 15-ft.-radius burst of the victim (excluding the victim) take
1d6 damage, plus 1d6 more if they are infected with Blood Plague.
Abomination's Might
Bloody Scourge (Boost)
Level: Death Knight 7
Prerequisite: Two Bloody Scourge maneuvers
Initiation Action: 1 Swift action
Range: Personal
Target: Self
Duration: 5 rounds
You draw power from the mangled corpse of your foe into your body, granting yourself unimaginable power and
fortitude.
As you defeat a foe, you can use this boost as a swift action to gain a +10 Profane bonus to Strength and
Constitution for 5 rounds. This maneuver is a supernatural ability.
Scent of Blood
Bloody Scourge (Strike)
Level: Death Knight 7
Prerequisite: Two Bloody Scourge maneuvers
Initiation Action: 1 Standard action
Range: Melee attack
Target: One creature
Duration: 1 round
Awash with blood, your blade leaves the powerful scent of gore and death upon its victim. Moments later, your
weapon stirs with power as you crash down upon the foe again.
As part of initiating this maneuver, you must make a melee attack against an enemy. If you hit, in the next round,
that creature takes an additional 3d6 damage from all attacks you make against it.
Dark Simulacrum
Bloody Scourge (Counter)
Level: Death Knight 7
Prerequisite: Two Bloody Scourge maneuvers
Initiation Action: 1 Immediate action
Range: Personal
Target: Self
Duration: 1 round; see text
You form a temporary link with the target, siphoning magical power from them as they attempt to assault you with
a spell. Moments later, you unleash your own spell, much to the surprise of your victim.
Whenever an enemy begins casting a spell that targets you, you can use Dark Simulacrum. If the spell affects
you in any way (e.g. you succeed on your save vs. a Dominate Monster spell, or are struck by a Scorching Ray
but not if you are immune to mind-affecting effects or the enemy misses your touch AC), you are able to cast
your own version of the spell as a Swift action once for 5 rounds. If you don't cast the spell before 5 rounds
elapse, you lose the spell. You use your Initiator Level and your Strength modifier to determine your caster level
and save modifier for that spell. This maneuver is a supernatural ability.
When you initiate this maneuver, you must designate a target for the Blood Beast to attack. At the end of the
current round, your Blood Beast appears within 60 feet of you. At the end of its duration or when the designated
target dies, the Blood Beast disappears. You can only have one Blood Beast summoned at a time. This
maneuver is a supernatural ability.
Leeching Bite: Whenever the Blood Beast successfully deals damage with its bite attack, it is healed for an
amount equal to half the damage dealt.
Blood Resistance: The Blood Beast gains a bonus to all saves and AC equal to its Constitution modifier.
Mark of the Fallen Champion
Bloody Scourge (Boost)
Level: Death Knight 8
Prerequisite: Three Bloody Scourge maneuvers
Initiation Action: 1 Swift action
Range: 100 ft.; see text
Target: One creature
Duration: 5 rounds
Saving Throw: Fortitude partial
You bind a creature's life force to your weapon, causing the victim to take damage each time you injure one of its
allies.
For 5 rounds after initiating this maneuver, the victim takes all damage you deal to any of its allies within 100 feet
of itself. Each round, it may attempt a Fortitude save (DC = 18 + your Strength modifier) to halve the damage it
takes that round.
For 1 minute, you create a weapon-shaped force, identical to your weapon, that floats in your square (or
squares). It attempts to parry enemy strikes, causing opponents to suffer a 20% miss chance against you. Any
time you initiate a strike from the Bloody Scourge discipline, the second weapon copies the maneuver and uses
it at the same time. It deals the same damage as your weapon and gains the same strength bonus as you. If
your strike or attack of opportunity hits, the Dancing Rune Weapon's does as well - likewise if you miss. If you
are wielding more than one weapon, only one weapon is copied.
Frozen Heart
1ST LEVEL
Nerves of Cold Steel: Stance - Gain bonuses to hit and vs. fear
Icy Touch: Strike - Deal cold damage, infect foe with Frost Fever
Rune of Razorice: Boost - Victim of cold damage takes additional damage next round
2ND LEVEL
Icy Reach: Boost - Extend your reach with attacks for 1 round
Chains of Ice: Strike - Victim becomes wrapped in icy chains, becomes slowed and takes 3d6 damage
Mind Freeze: Counter - Spellcaster's spell is interrupted if they fail a Concentration check
3RD LEVEL
Frost Presence: Stance - Increases cold damage dealt, grants Cold Resistance
Frost Strike: Strike - Inflict physical and cold damage as a touch attack
Chilblains: Boost - Cold damage causes a movement penalty for 1 round
4TH LEVEL
Annihilate: Strike - Attempt to finish a diseased foe off
Horn of Winter: Boost - Grant allies bonus to hit and damage for 5 rounds
Icy Talons: Strike - Tear into foe ferociously, gain an additional attack
5TH LEVEL
Brittle Bones: Strike - Ignore foe's DR, victim loses DR for 1 round
Icebound Fortitude: Boost - Gain defensive boosts for 3 rounds
6TH LEVEL
Merciless Combat: Stance - You and allies gain extra bonuses vs. flanked foes
Killing Machine: Boost - Recover frost rune as a Death rune after slaying a foe
Obliterate: Strike - Brutally strike a foe for +5d6, may be a critical hit more often
7TH LEVEL
Festering Strike: Strike - Lengthen disease time on victim, inflict +6d6 damage
Hungering Cold: Strike - Victim and all nearby foes become encased in ice
Rune Strike: Counter - Initiate a strike in response to a missed Attack of Opportunity
8TH LEVEL
Might of the Frozen Wastes: Stance - Gain bonus to damage and hit when using two-handed weapons with a
strike
Threat of Thassarian: Stance - Copy certain strikes when wielding two weapons at once
Rune of Cinderglacier: Boost - You inflict Fire damage instead of Cold damage for 1 round
9TH LEVEL
Howling Blast: Strike - Burst of cold deals 100 points of damage
FROZEN HEART MANEUVER DESCRIPTIONS
The Frozen Heart discipline focuses on unleashing the remorseless power of winter. It encompasses its cruelty
and power through manipulating temperature, blasting and freezing foes and sapping their strength. The key skill
for Frozen Heart maneuvers is Balance. Weapons associated with the Frozen Heart include the Scimitar,
Longsword, Handaxe, Heavy Mace, and Battleaxe.
While in the Nerves of Cold Steel stance, you gain a +2 bonus to hit and a +4 Morale bonus to Will saves vs.
fear effects. In addition, if you are wielding two weapons when you initiate a strike from the Frozen Heart
discipline that requires a single melee attack, you may make two attacks, one with each weapon. This maneuver
is a supernatural ability.
Icy Touch
Frozen Heart (Strike)
Level: Death Knight 1
Initiation Action: 1 Standard action
Range: Melee attack
Target: One creature
Duration: 5 rounds; see text
Saving Throw: Fortitude negates; see text
You arc your blade in a sweeping strike, the gathering frost on the blade seeping into the victim's wound and
infecting them with the Frost Fever.
As part of initiating this maneuver, you must make a melee attack against an enemy. If you hit, you deal weapon
damage as Cold damage and the victim must make a DC (11 + your Strength modifier) or become infected with
the Frost Fever disease. Creatures infected with Frost Fever are frail and easily suggestible from delusions,
taking a -2 penalty to Fortitude and Will saves for 5 rounds. This maneuver is a supernatural ability.
Rune of Razorice
Frozen Heart (Boost)
Level: Death Knight 1
Initiation Action: 1 Swift action
Range: Personal
Target: Self
Duration: 1 round
Drawing a frigid rune in the air, your weapon resonates with the foul magic. Your icy touch becomes like a curse,
persisting on unfortunate victims.
After initiating this maneuver, any creature that suffers Cold damage from you in this round suffers 1/2 that
damage in the next round at the beginning of their turn. This maneuver is a supernatural ability.
Icy Reach
Frozen Heart (Boost)
Level: Death Knight 2
Initiation Action: 1 Swift action
Range: Personal
Target: Self
Duration: 1 round
Your weapon unleashes bursts of frost as it whistles through the air, striking creatures seeking refuge in
distance.
For 1 round after initiating this maneuver, you gain an extra 20 ft. reach with all melee attacks and strikes. In
addition, the range of all non-melee strikes is doubled for that round. This maneuver is a supernatural ability.
Chains of Ice
Frozen Heart (Strike)
Level: Death Knight 2
Initiation Action: 1 Standard action
Range: 60 ft.
Target: One creature
Duration: 3 rounds; see text
You fling your weapon at the foe, a flurry of icy chains flying with it. Upon striking, your weapon returns to your
hand, but it leaves the enemy entangled in painfully cold steel.
As part of initiating this maneuver, you must make a ranged touch attack. If you hit, you deal weapon damage to
your target as Cold damage and entangle them for 3 rounds. For the first round, the icy chains anchor to the
ground, preventing movement of any kind. If the victim is airborne, they fall to the ground as if under a feather fall
effect. This maneuver is a supernatural ability.
Mind Freeze
Frozen Heart (Counter)
Level: Death Knight 2
Initiation Action: 1 Immediate action
Range: 60 ft.
Target: One creature
Duration: 1 round
Saving Throw: Fortitude negates; see text
You shock the victim's mind with freezing cold, interrupting their carefully planned spell and forcing them to
gather their wits.
You may initiate this maneuver any time you notice a spellcaster casting a spell within 60 feet of you. The victim
must make a Concentration check (DC 15 + spell level) or lose the spell. This maneuver is a supernatural ability.
Frost Presence
Frozen Heart (Stance)
Level: Death Knight 1
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance
You seethe with the power of endless winter: cold, ruthless and unstoppable.
Whenever you inflict cold damage while in the Frost Presence stance, you deal an additional 1 cold damage per
damage die. In addition, you gain Cold Resistance equal to your initiator level. This maneuver is a supernatural
ability.
Frost Strike
Frozen Heart (Strike)
Level: Death Knight 3
Initiation Action: 1 Standard Action
Range: Melee attack
Target: One creature
For an instant, your weapons cover themselves in permafrost, wracking your foes with cold and steel at once.
As part of initiating this maneuver, you must make a melee attack against an enemy. If you hit, you inflict bonus
damage equal to your weapon damage plus Strength bonus as Cold damage. This maneuver is a supernatural
ability.
Chilblains
Frozen Heart (Boost)
Level: Death Knight 3
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: 1 round
Your icy attacks take their toll on victims unaccustomed to freezing temperatures: blood retreats, extremities
become painful and blistered.
For 1 round, victims of your attacks that inflict Cold damage are slowed. This effect lasts for 1 round. Victims that
are also infected with Frost Fever are instead slowed until their Frost Fever subsides or is cured. This maneuver
is a supernatural ability.
Annihilate
Frozen Heart (Strike)
Level: Death Knight 4
Prerequisites: Two Frozen Heart maneuvers
Initiation Action: 1 Standard action
Range: Melee attack
Target: One creature
You charge your weapon with foul magic, causing a diseased foe to buckle under your might and succumb to
their sickness.
As part of initiating this maneuver, you must make a melee attack against an enemy that is infected with one of
your diseases (Scarlet Fever, Frost Fever, Blood Plague or Ebon Plague). If you hit, you inflict weapon damage,
instantly remove all of your diseases on the foe, and inflict an additional 4d6 damage per disease removed in
this way.
Horn of Winter
Frozen Heart (Boost)
Level: Death Knight 4
Prerequisites: Two Frozen Heart maneuvers
Initiation Action: 1 Swift action
Range: 60 ft.
Target: You and all allied creatures within 60 ft.
Duration: 5 rounds
You send forth a series of notes on the chill wind that follows you, rousing your spirits and inspiring ferocity in
your allies.
You and all allies within range gain a +4 Morale bonus to hit and damage for 5 rounds.
Icy Talons
Frozen Heart (Strike)
Level: Death Knight 4
Prerequisites: Two Frozen Heart maneuvers
Initiation Action: 1 full round action
Range: Melee attack
Target: One creature
You unleash a series of strikes, each faster than the last, until your foe is nothing but a bloody, mangled heap.
As part of initiating this maneuver, you make a full attack against a creature you threaten with all weapons you
are wielding. Each attack that hits deals cold damage instead of its normal damage type. You gain an additional
attack when initiating this maneuver at a -2 penalty. This maneuver is a supernatural ability.
Brittle Bones
Frozen Heart (Strike)
Level: Death Knight 5
Prerequisites: Two Frozen Heart maneuvers
Initiation Action: 1 Standard action
Range: Melee attack
Target: One creature
Duration: 2 rounds
Your attack chills the foe to the bone, weakening their defenses and making them more susceptible to attacks it
might otherwise shrug off.
As part of initiating this maneuver, you must make a melee attack against an enemy. If you hit, your attack
ignores all forms of Damage Reduction, and for 2 rounds, all of your attacks ignore the victim's damage
reduction. This maneuver is a supernatural ability.
Icebound Fortitude
Frozen Heart (Boost)
Level: Death Knight 5
Prerequisites: Two Frozen Heart maneuvers
Initiation Action: 1 Swift action
Range: Personal
Target: Self
Duration: 3 rounds
You freeze your blood, preventing the most grievous injuries and weathering even the strongest of attacks
against you.
You gain DR 10/-, immunity to critical hits and immunity to effects that require a fortitude save that cannot also
target objects for 3 rounds. This maneuver is a supernatural ability.
Merciless Combat
Frozen Heart (Stance)
Level: Death Knight 6
Prerequisites: Two Frozen Heart maneuvers
Initiation Action: 1 Swift action
Range: Personal
Target: Self
Duration: Stance
You urge your allies to fight with ruthless ferocity, giving no quarter and slaying all foes without conscience.
Those foes that fall prey to your tactics find themselves at a large disadvantage.
While in this stance, you and all allied creatures flanking the same creature (or creatures) deal +4 damage with
all attacks and gain a +4 flanking bonus to hit instead of a +2 bonus. All creatures you flank also suffer a -2
Morale penalty to hit, AC, and all saves. The Morale penalty of this stance is a Mind-affecting effect. This
maneuver is a supernatural ability.
Killing Machine
Frozen Heart (Boost)
Level: Death Knight 6
Prerequisites: Two Frozen Heart maneuvers
Initiation Action: 1 Swift action
Range: Personal
Target: Self
You stand over your defeated foe, the exhilaration of combat and death filling you with power.
As a swift action, you initiate this boost after you have reduced an opponent to 0 or fewer hit points. You recover
an expended frost rune. For 3 rounds afterwards, this frost rune becomes a Death rune. This maneuver is a
supernatural ability.
Obliterate
Frozen Heart (Strike)
Level: Death Knight 6
Prerequisites: Two Frozen Heart maneuvers
Initiation Action: 1 Standard action
Range: Melee attack
Target: One creature
You make a single powerful attack against your foe, crushing it utterly.
As part of initiating this maneuver, you must make a melee attack against a creature. For this attack, the critical
threat range of your weapon is increased by one step (stacking with all other critical threat range increases). If
you hit, you deal an additional 5d6 damage.
Festering Strike
Frozen Heart (Strike)
Level: Death Knight 7
Prerequisites: Two Frozen Heart maneuvers
Initiation Action: 1 Standard action
Range: Melee attack
Target: One creature
Duration: See text
You rip open already diseased wounds, causing your sicknesses to wrack your victim further.
As part of initiating this maneuver, you must make a melee attack against a creature. If you hit, you deal an
additional 6d6 damage and cause all of your diseases (Scarlet Fever, Frost Fever, Blood Plague and Ebon
Plague) the victim is suffering from to last 5 rounds longer.
Hungering Cold
Frozen Heart (Strike)
Level: Death Knight 7
Prerequisites: Two Frozen Heart maneuvers
Initiation Action: 1 Standard action
Range: 15-ft. burst
Target: All enemy creatures within 15 ft.
Duration: 5 rounds; see text
Saving Throw: Reflex negates
You leech heat from the area surrounding you and expel a wave of freezing air, encasing unfortunate victims in
ice.
Enemy creatures within 15 ft. of you become frozen in ice. They cannot move or act, as if paralyzed. Creatures
that are encased in ice thaw after 5 rounds or when they take any damage; while frozen, creatures can still take
purely mental actions, but if these actions include manifesting a power or casting a spell, the creature must make
a DC (15 + spell or power level) concentration check or fail. This maneuver is a supernatural ability.
Rune Strike
Frozen Heart (Counter)
Level: Death Knight 7
Prerequisites: Two Frozen Heart maneuvers
Initiation Action: 1 Immediate action
Range: Personal
Target: Self
Duration: 1 round
You easily dodge your opponent's clumsy attempt at taking advantage of you and respond with a powerful, icy
strike.
As an immediate action, you initiate this counter after an enemy's attack of opportunity fails to hit you. Following
the attack of opportunity, you can initiate any one strike with an initiation action of 1 standard action or less as a
free action.
Whenever you initiate a strike that inflicts Cold damage while wielding a two-handed weapon, you deal half-and-
again as much damage.
Threat of Thassarian
Frozen Heart (Stance)
Level: Death Knight 8
Prerequisites: Three Frozen Heart maneuvers
Initiation Action: 1 Swift action
Range: Personal
Target: Self
Duration: Stance
You become a storm of steel and ice, casting a bloody blizzard upon your foes and emerging unscathed.
Whenever you initiate a Blood Strike, Heart Strike, Icy Touch, Frost Strike, Obliterate, Festering Strike, Plague
Strike or Scourge Strike maneuver while wielding two weapons, you resolve the maneuver once for each
weapon, as if you had used it twice. You still only deplete one rune.
Rune of Cinderglacier
Frozen Heart (Boost)
Level: Death Knight 8
Prerequisites: Three Frozen Heart maneuvers
Initiation Action: 1 Swift action
Range: Personal
Target: Self
Duration: 1 round
You draw a horrid symbol into the air, corrupting the nature of winter to do your bidding. Freezing wind burns and
ice catches flame, snaring unprepared foes in an inferno that defies nature.
For 1 round after initiating this boost, all Cold damage you deal becomes Fire damage. This maneuver is a
supernatural ability.
Howling Blast
Frozen Heart (Strike)
Level: Death Knight 9
Prerequisites: Four Frozen Heart maneuvers
Initiation Action: 1 Standard action
Range: 60 ft.
Target: One creature and all enemy creatures in a 30-ft. area
Saving Throw: Reflex half
You blast your victims with an absolutely frigid wind, inflicting massive injury to them as heat quickly escapes
their bodies and renders them near-dead.
You blast one creature with frigid wind that expands to encompass creatures up to 30 feet away from the victim.
Creatures caught in the wind take 100 Cold damage. This maneuver is a supernatural ability.
Dread Blade
1ST LEVEL
Reaping: Stance - Recover expended maneuver when using specific strikes
Plague Strike: Strike - Victim becomes infected with Blood Plague
Desecration: Boost - Cause desecrated ground to slow enemies caught in it
2ND LEVEL
Death Coil: Strike - Damage living creature or heal undead
Death Grip: Boost - Draw creature closer to yourself
Unholy Blight: Strike - Victim takes damage continually, cannot be cured of diseases
3RD LEVEL
Contagion: Counter - Creature striking you becomes infected with virulent Blood Plague
Unholy Frenzy: Boost - Become empowered, take damage over time
Unholy Presence: Stance - Move faster and as a swift action
4TH LEVEL
Scourge Strike: Strike - Deal weapon damage plus 2d6 negative energy damage per disease
Anti-magic Shell: Boost - Gain immunity to magic for 1 round
Death Siphon: Strike - Remove victim's diseases, deal damage and heal self
5TH LEVEL
Shadow Infusion: Boost - You or ally become Undead for 1 round
Death and Decay: Strike - Corrupts an area, causing damage over time
Corpse Explosion: Strike - Causes corpse to quickly decay and explode, causing damage based on corpse's
HD
6TH LEVEL
Ebon Plaguebringer: Stance - Blood Plague mutates into Ebon Plague, cause extra negative energy damage
with strikes
Sudden Doom: Boost - Recover an unholy rune as a Death rune after scoring a critical hit
7TH LEVEL
Outbreak: Strike - Victim becomes infected with Scarlet Fever, Frost Fever and Blood Plague
Rune of Spellshattering: Boost - Disjoin a spell that is in effect
8TH LEVEL
Pain and Suffering: Strike - Creatures in a cone take damage over time
Necrotic Strike: Strike - Deal +5d6 damage, inhibit healing equal to damage
Deathless: Stance - Death by hit point damage is delayed
9TH LEVEL
Defile: Strike - Defiled ground injures enemies, expands rapidly
DREAD BLADE MANEUVER DESCRIPTIONS
The Dread Blade discipline focuses on the power of death and decay. They mix powerful shadow magic with
their martial prowess to bring pain and suffering to their enemies. The key skill for Dread Blade is Bluff. Weapons
associated with Dread Blade include the greatsword, falchion, flail, heavy pick, warhammer, greataxe, and
halberd.
Reaping
Dread Blade (Stance)
Level: Death Knight 1
Initiation Action: 1 Swift action
Range: Personal
Target: You
Duration: Stance
You weave a careful balance between your strikes, using the weight shift of one strike to quickly recover your
runic power.
Whenever you successfully initiate and deal damage with a Bloody Scourge or Frozen Heart maneuver, the
expended rune refreshes as a Death rune instead of a blood rune (Bloody Scourge) or frost rune (Frozen Heart).
The Death rune lasts for 3 rounds.
Plague Strike
Dread Blade (Strike)
Level: Death Knight 1
Initiation Action: 1 Standard action
Range: Melee attack
Target: One creature
Duration: 5 rounds; see text
You hack at your foe, driving the edge of your disease-ridden blade into his veins. As you draw back, a hideous
plague overcomes your victim.
As part of initiating this maneuver, you must make a melee attack against an enemy. If you hit, you deal weapon
damage and the victim must make a DC (11 + your Strength modifier) or become infected with the Blood Plague
disease. Creatures infected with Blood Plague are weakened; for 5 rounds, they take an additional 2 points of
damage from all weapon attacks. This maneuver is a supernatural ability.
Desecration
Dread Blade (Boost)
Level: Death Knight 1
Initiation Action: 1 Swift action
Range: Personal
Target: You
Duration: 1 round; see text
Invocations of shadow magic seldom leave nature as it was; your reckless use of it causes the ground under you
to spoil and writhe with the grasping arms of the dead.
After using this boost, your next Plague Strike, Scourge Strike, Necrotic Strike or Defile causes the ground within
a 20-ft.-radius of you to erupt with the arms of the dead, entangling all foes within it. A character caught in the
Desecration is entangled. This maneuver is a supernatural ability.
Death Coil
Dread Blade (Strike)
Level: Death Knight 2
Initiation Action: 1 Standard action
Range: 60 ft.
Target: One creature
You launch a bolt of negative energy at the creature, mending fetid flesh and putrefying living flesh.
As part of initiating this maneuver, you must make a ranged touch attack. If you hit a living creature, that creature
takes damage equal to your weapon damage plus 3d6 negative energy damage; if you hit an undead creature,
that creature is healed for 3d6.
Death Grip
Dread Blade (Boost)
Level: Death Knight 2
Initiation Action: 1 Swift action
Range: 60 ft.
Target: One creature
You harness the dark energy that binds all matter to draw an unfortunate victim closer to you.
As part of initiating this maneuver, you must make a ranged touch attack against a creature within 60 feet of
yourself. If you hit, the victim is pulled directly to you and lands in a spot adjacent to you that is closest to their
original position. If this ability would cause the creature to land on a spot that is obstructed (such as a wall, a
space where another creature already is, or a cliff face), the creature lands in the closest available spot adjacent
to you. This maneuver is a supernatural ability.
Unholy Blight
Dread Blade (Strike)
Level: Death Knight 2
Initiation Action: 1 Standard action
Range: 60 ft.
Target: One creature
Duration: 5 rounds
You throw a shadowy copy of your weapon at the foe, and just before striking it dissolves to reveal a hideous
swarm of plague insects. Moments later your victims lay dead, devoured or overcome by their illnesses.
Designate a single creature within 60 ft. of you that is infected with one of your diseases (Scarlet Fever, Frost
Fever, Blood Plague or Ebon Plague). A swarm of insects instantly descends upon them for 5 rounds. While a
creature is under the effects of Unholy Blight, its diseases cannot be removed by magical means. Each round,
the victim also takes 1d6 damage from the biting and stinging. This maneuver is a supernatural ability.
Contagion
Dread Blade (Counter)
Level: Death Knight 3
Initiation Action: 1 Immediate action
Range: Melee
Target: One creature
Duration: 1 round; see text
Saving Throw: Fortitude negates
Your opponent grins as their attack strikes home, only to be greeted with a drop of corrupt, diseased blood. In no
time at all, your blood plague has spread like wildfire.
As an immediate action, you can use this counter whenever you take damage from an enemy's melee attack.
The attacker must make a DC (14 + your Strength modifier) Fortitude save or become infected with a special,
virulent strain of Blood Plague. For 5 rounds, the Blood Plague acts as a normal Blood Plague would; however,
at the end of each round, all uninfected creatures adjacent to the infected creature must also make Fortitude
saves or become infected. This maneuver is a supernatural ability.
Unholy Frenzy
Dread Blade (Boost)
Level: Death Knight 3
Initiation Action: 1 Swift action
Range: Touch
Target: You or one ally
Duration: 5 rounds
Drawing on negative emotions such as anger and envy, you empower yourself or an ally, sending one of you into
a frothing rage.
With a touch, you can well up immense negative emotions in you or your ally. The affected ally goes into a
Frenzy similar to a Frenzied Berserker's ability of the same name. Each round, the affected ally takes 1d6+1
points of damage as the dark process wears at their body. This maneuver is a supernatural ability.
Unholy Presence
Dread Blade (Stance)
Level: Death Knight 3
Initiation Action: 1 Swift action
Range: Personal
Target: You
Duration: Stance
You draw on the power of pain, suffering, and death, entering the presence of Unholy power.
While in the Unholy Presence stance, you gain a +15 ft. bonus to movement speed and, once per round, can
move at your full movement speed as a swift action.
Scourge Strike
Dread Blade (Strike)
Level: Death Knight 4
Requirements: Two Dread Blade maneuvers
Initiation Action: 1 Standard action
Range: Melee attack
Target: One creature
A sickening sound erupts from your foe as your blade sinks into their disease-ridden flesh, causing your
diseases to roil within them.
As part of initiating this maneuver, you must make a melee attack against a creature. If you hit, you deal normal
weapon damage plus 2d6+1 negative energy damage for each of your diseases that are currently afflicting the
victim (Scarlet Fever, Frost Fever, Blood Plague and Ebon Plague).
Anti-magic Shell
Dread Blade (Boost)
Level: Death Knight 4
Requirements: Two Dread Blade maneuvers
Initiation Action: 1 Swift action
Range: Personal
Target: You
Duration: 1 round
You scribe a rune into the air and surround yourself in a shroud of reversed magical power, causing most spells
to wither against you.
For 1 round after using this boost, you gain immunity to any spell or spell-like ability that allows spell resistance.
Death Siphon
Dread Blade (Strike)
Level: Death Knight 4
Requirements: Two Dread Blade maneuvers
Initiation Action: 1 Standard action
Range: 60 ft.
Target: One creature
Saving Throw: Fortitude half; see text
You siphon your diseases from a victim, drawing life with it and further causing harm those unlucky enough to
stand against you.
You instantly purge all diseases from the target creature; this inflicts 2d8 + your Strength score per disease
removed. The victim can make a DC (14 + your Strength modifier) Fortitude save to halve the damage taken.
You are healed for an amount equal to the damage the victim suffers. This maneuver is a supernatural ability.
Shadow Infusion
Dread Blade (Boost)
Level: Death Knight 5
Requirements: Two Dread Blade maneuvers
Initiation Action: 1 Swift action
Range: 60 ft.
Target: You or a willing allied creature within 60 ft.
Duration: 1 round
You press your unholy blade against the skin of a supplicant ally, the dark blade magic infusing their body with
the fortitude and power of undeath.
You or a willing allied creature is considered Undead for the purposes of spells, abilities, and other instances in
which a character's type determines effects. This maneuver is a supernatural ability.
Enemies that stand within the cloud take 3d6 negative energy damage per turn until they move beyond the
cloud. This maneuver is a supernatural ability.
Corpse Explosion
Dread Blade (Strike)
Level: Death Knight 5
Requirements: Two Dread Blade maneuvers
Initiation Action: 1 Standard action
Range: 60 ft.
Target: One corpse
Area: 10-ft. burst
Saving Throw: Reflex half
You let slip a dark word and make a precise motion with your blade, causing your opponents' dead friend to
suddenly explode; shards of bone and burning, diseased gore pummel everything nearby.
You cause the corpse of a creature to erupt; enemies within 10 feet of the corpse take 1d6 damage per hit die
the creature had in life. This maneuver is a supernatural ability.
Ebon Plaguebringer
Dread Blade (Stance)
Level: Death Knight 6
Requirements: Two Dread Blade maneuvers
Initiation Action: 1 Swift action
Range: Personal
Target: You
As dark magic writhes around you, your disease - the feared Blood Plague - mutates into a much deadlier strain:
the Ebon Plague.
While you are in the stance of the Ebon Plaguebringer, you are able to infect your foes with a new disease. Any
attacks you make that would normally infect the foe with Blood Plague infect them with Ebon Plague. The DC to
resist Ebon Plague is 16 + your Strength modifier. Creatures afflicted with Ebon Plague take 2 extra damage per
die of magical damage it suffers. The damage dealt by Ebon Plague is untyped.
Sudden Doom
Dread Blade (Boost)
Level: Death Knight 6
Requirements: Two Dread Blade maneuvers
Initiation Action: 1 Swift action
Range: Personal
Target: You
Seeing the opportunity arise, you unleash a mighty strike and draw power from your foe's suffering, granting you
the power to make the finishing blow.
As a swift action, you can use this boost after scoring a critical hit. You recover a single expended Unholy rune.
For 3 rounds afterwards this unholy rune becomes a Death rune.
Outbreak
Dread Blade (Strike)
Level: Death Knight 7
Requirements: Two Dread Blade maneuvers
Initiation Action: 1 Standard action
Range: 60 ft.
Target: One creature
Saving Throw: Fortitude negates
A twist of your blade is all it takes to infect your foe, the very air becoming your servant to deliver sickness.
The target creature must make a DC (17 + your Strength modifier) Fortitude save or become infected with
Scarlet Fever, Frost Fever and Blood Plague. This maneuver is a supernatural ability.
Rune of Spellshattering
Dread Blade (Boost)
Level: Death Knight 7
Requirements: Two Dread Blade maneuvers
Initiation Action: 1 Swift action
Range: 60 ft.
Target: One continuous spell effect
You draw a rune in the air, which quickly becomes a solid object, though fragile. Your blade slices cleanly
through the rune, after which it, and the spell it was attuned to, vanishes.
The continuous spell effect targeted is disjoined. This ability can only target continuous spell effects, not magical
items or artifacts. As with Disjunction, antimagic fields have only a 1% chance per initiator level of being
disjoined. This maneuver is a supernatural ability.
Pain and Suffering
Dread Blade (Strike)
Level: Death Knight 8
Requirements: Three Dread Blade maneuvers
Initiation Action: 1 Standard action
Range: 30 ft.
Area: 30 ft. cone
Saving Throw: Reflex half; see text
Duration: 5 rounds; see text
You slice through the air in front of you and a shockwave of corruption pulses forwards, causing creatures in its
wake to suffer immense agony as their flesh wilts before their eyes.
Creatures in a 30-ft. cone in front of you take 4d6 damage plus 1 per initiator level you have. Any creature that
successfully saves (DC 18 + your Strength modifier) takes only half damage. Any creature that fails its save also
suffers wracking pains that impose a -4 penalty on attack rolls, skill checks, and ability checks for the duration.
This maneuver is a supernatural ability.
Necrotic Strike
Dread Blade (Strike)
Level: Death Knight 8
Requirements: Three Dread Blade maneuvers
Initiation Action: 1 Standard action
Range: Melee attack
Target: One creature
Duration: 5 rounds; see text
A wicked gash is left where your blackened blade sliced through your foe's flesh. His wounds refuse to close and
blood continues to spill; soon he is nothing but a lifeless husk.
As part of initiating this maneuver, you must make a melee attack against a creature. If you hit, you deal normal
melee weapon damage plus 5d6 bonus damage. In addition, the wound absorbs an amount of healing equal to
the damage dealt. This effect is removed once the full amount of healing is absorbed or after 5 rounds. This
maneuver is a supernatural ability.
Deathless
Dread Blade (Stance)
Level: Death Knight 8
Requirements: Three Dread Blade maneuvers
Initiation Action: 1 Swift action
Range: Personal
Target: Self
Duration: Stance
Standing at the precipice of oblivion, you take blow after blow, and yet each time you stare death in the face and
come back to fight.
So long as you remain in this stance, you have a delayed damage pool that allows you to forestall fatal injuries. If
you take damage that would reduce you to 0 or fewer hit points, the damage dealt is instead added to your
delayed damage pool. After 3 rounds at the beginning of your turn, you take all damage in your delayed damage
pool. If you are still alive after your delayed damage pool empties, this stance automatically ends, even if you are
unconscious. Any healing you receive can either increase your current hit point total as normal or reduce the
total damage in your delayed damage pool.
Defile
Dread Blade (Strike)
Level: Death Knight 9
Requirements: Five Dread Blade maneuvers
Initiation Action: 1 Standard action
Range: 30 ft., up to 200 ft.
Area: 30 ft. spread centered on you
Duration: 5 rounds
A ring of blackness spreads outwards from your weapon, stirring ancient corruptions in the ground.
When you initiate this maneuver, an expanding bank of black fog covers the ground. Enemy creatures in the
initial 30-foot radius take 5d6 damage. The black fog lasts for 5 rounds; each round all enemies still within the
fog take another 3d6 points of damage, and they suffer a negative level (no save). For each negative level
bestowed, the radius of the fog expands by 10 feet, up to 200 feet. Creatures flying less than 60 feet above the
fog are grabbed by unholy tendrils and dragged down, taking 8d6 damage and suffering two negative levels on
the first round.
Credits
Tite Kubo: Writer and Illustrator of the Bleach Manga
Draxredd: This is the guy that created the Classless Bleach d20 system
Dionon: This is Me, I created all the content within this booklet that is not copyrighted already or created by
someone else. Feel free to use it as you see fit, as long as I get credit for it.
Jusditz: For this entire idea, editing, asking the tough questions and for the Nekomiko and several feats
Derjuin (GiTP forum): For the Bloody Scourge, Frozen Heart and Dread Blade Martial Styles
The Complete Spiritually Aware broadens the horizons of those that refuse to take a Racial Feat. It's
influences are many, and it's possibilities are endless. In the end, this is really about beings that
shouldn't be that powerful, but could be if they played their cards right.
• 29 New Feats
• 20 New Prestige Paths
• 23 New Epic Feats
• 6 New Epic Prestige Paths
• 3 New Martial Styles
The Complete Spiritually Aware is meant for use with the Bleach D20 Classless system.
LEAGALISE
All content within is the intellectual property of Brian Korot, AKA Dionon. It may be used by anyone that
wishes, and may be changed to fit your campaign. If you are going to publish this in any format, or add
to it, please be kind and give me credit, as I am going to be giving credit to those that inspired me to
create this supplement for the d20 classless system. All mentions of the Bleach anime and Manga
including mentions of the Soul Society, Shinigami and Soul Reapers, are used with fair use from Tite
Kubo, Shoen Jump Comics and anyone else I am forgetting to give credit to.