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SHATTERED MIRROR BREAKING GLASS STRIKE

Discipline: Shattered Mirror (Strike)

Level: 1

Prerequisites: None

Initiation Action: 1 standard action

Range: Melee attack

Target: Creature struck

Duration: Special (see text)

This vicious strike flares with shards of mirrorbright color that dazzle and dizzy its victims. When you initiate this strike, make a melee attack. If you hit, the creature struck becomes dazzled for a number of rounds equal to your initiation modifier and must succeed at a Will save (DC 11 + your initiation modifier) or become dazed for one round.

COPYCAT CUT

Discipline: Shattered Mirror (Strike)

Level: 1 Prerequisites: None Initiation Action: 1 standard action

Range: Melee attack Target: Creature struck Duration: Instantaneous and special (see text)

With a slight shift of your stance you mimic an attack you’ve witnessed in the last few seconds of combat. When you initiate this strike, make a melee attack. If you hit, you deal an additional 1d6 points of damage and you can choose to use the result of any attack roll made by that opponent in his next turn for one of your attack rolls in your next turn. If you strike that opponent with his own attack roll, you deal an additional 3d4 points of damage. This maneuver does not threaten or confirm critical hits.

DOPPELGANGER DANCE

Discipline: Shattered Mirror (Stance)

Level: 1

Prerequisites: None Initiation Action: 1 swift action

Range: Personal

Target: You

Duration: Stance

With supernatural alacrity, you mimic your foes’ movements, preventing them from escaping you. While you maintain this stance, whenever an adjacent opponent takes a 5-foot step to leave one of your threatened squares, you may immediately take a 5-foot step towards that opponent, even if you have already moved or taken a 5-foot step this round. Whenever you use this ability, your movement speeds during your next turn are reduced by 5 feet.

FUNHOUSE WALTZ

Discipline: Shattered Mirror (Boost)

Level: 1

Prerequisites: None Initiation Action: 1 swift action

Range: Personal

Target: You

Duration: 1 round

With a moment’s concentration you shift your movements, advancing like a warped reflection. When you activate this boost, you gain a 10 foot enhancement bonus to your movement speeds and do not need to move in a straight line while charging or running for one round.

LEFT-HAND STRIKE Discipline: Shattered Mirror (Strike) Level: 1 Prerequisites: None Initiation Action: 1 standard action Range: Melee attack Target: 1 creature Duration: Instantaneous A minor twist of reality makes it seem like your strike is two places at once. When you initiate this maneuver, make a Craft check (DC equal to your target’s armor class), then a melee attack. If the Craft check is successful, your target loses their shield bonus to Armor Class for one round, and your attack deals an additional 1d6 points of damage if it hits. Otherwise, resolve your attack normally.

OBSIDIAN REFLECTION STANCE Discipline: Shattered Mirror (Stance) Level: 1 Prerequisites: None Initiation Action: 1 swift action Range: 20-ft. Area: 20-ft. emanation centered on you Duration: Stance You emanate an aura that either enhances the perceptions of those within it or makes them warped and twisted; at the beginning of each round, choose one: creatures (including you) within your aura gain a +1 circumstance bonus to attack and damage rolls, or creatures (including you) within your aura suffer a -1 penalty to attack and damage rolls. The effects of this stance increase by 1 per four initiator levels (so +/- 2 at 4th level, +/- 3 at 8th level, and so on).

BROKEN MIRROR STRIKE Discipline: Shattered Mirror (Strike) Level: 2 Prerequisites: None Initiation Action: 1 standard action Range: Melee attack Target: Creature struck Duration: 1 round/level With a mirror-bright slash you put jagged cracks in your opponent’s defenses. When you initiate this strike, make a melee attack. If you hit, the struck creature’s armor or shield (your choice) gains the broken condition for one round per initiator level. A successful Reflex save (DC 12 + your initiation modifier) negates the broken condition.

EQUIVOCATE Discipline: Shattered Mirror (Counter) Level: 2 Prerequisites: None Initiation Action: 1 immediate action Range: Close (25-ft + 5-ft/2 levels) Target: One creature and you Duration: 1 round You ensnare yourself and a foe in a reflective relationship. You may activate this counter whenever an opponent within close range (25 feet plus 5 feet per 2 initiator levels) is targeted by a power, psi-like ability, spell, or spell-like ability. Until the beginning of your next turn, any power, psi-like ability, spell, or spell-like ability targeting that opponent also targets you (and vice versa), even if it normally could not affect that many targets or one or the other of you would be out of range.

MIMIC’S GAMBIT Discipline: Shattered Mirror (Strike) Level: 2 Prerequisites: None Initiation Action: 1 standard action Range: Melee attack Target: Creature struck Duration: Special (see text) Drawing on your power over reflections and mimicry, you copy an effect from your victim. When you initiate this strike, make a melee attack. If you hit, it deals weapon damage as normal, and you may select a spell or power affecting the struck creature. You gain the effects of the spell or power, just as if it had been cast or manifested on you except that its duration is equal to your initiation modifier in rounds.

OBSIDIAN RAZOR STYLE Discipline: Shattered Mirror (Boost) Level: 2 Prerequisites: None Initiation Action: 1 swift action Range: Personal Target: You Duration: 1 round Like obsidian, you create a reflection that is beautiful, dark, and deadly at the edge of your weapon. When you initiate this boost you gain an insight bonus equal to your ranks in one Craft skill (chosen when you initiate this boost) to melee damage rolls for one round.

OBSIDIAN SIDESTEP Discipline: Shattered Mirror (Counter) Level: 2 Prerequisites: None Initiation Action: 1 immediate action Range: Personal Target: You Duration: Instantaneous With an act of will, you distort reality to avoid harm. You may initiate this counter whenever you would make a saving throw. Make a Craft check instead of that saving throw and use the result of that check to determine the save’s success.

CURSE OF THE TWISTED REFLECTION

Discipline: Shattered Mirror (Strike) [Curse] [Mind-Affecting]

Level: 3

Prerequisites: 1 Shattered Mirror Maneuver

Initiation Action: 1 standard action Range: Melee attack

Target: Creature stuck

Duration: Special (see text)

With a hideous strike, you distort the perceptions of your enemies. When you initiate this strike, make a melee attack. If you hit, you deal weapon damage as normal and your opponent becomes confused and cursed for a number of rounds equal to your initiation modifier. A successful Will save (DC 13 + your initiation modifier) negates the confused condition.

INFINITY MIRROR STANCE Discipline: Shattered Mirror (Stance) Level: 3 Prerequisites: 1 Shattered Mirror maneuver Initiation Action: 1 swift action Range: Personal Target: You Duration: Special (See text) By bending the light near yourself, you create a deceptive defense against assault. When you assume this stance you gain the benefits of a mirror image spell as if cast by a wizard of your initiator level, with the following exceptions: instead of rolling to determine the number of images generated, you generate one image per four initiator levels, and the effect lasts until you assume another stance, at which point any remaining images fade.

REFLECTED BLADE STYLE

Discipline: Shattered Mirror (Boost)

Level: 3

Prerequisites: 1 Shattered Mirror maneuver

Initiation Action: 1 swift action

Range: Personal

Target: You

Duration: 1 round or special (see text) Your will creates a mirror of your assaults, afflicting two enemies at once. When you initiate this boost, a halo of glimmering light forms around you; the next strike you initiate which targets one creature also affects an additional opponent within close range, even if they’re not in the strike’s range (use the same attack roll against both targets).

SHATTERED GLASS SMITE Discipline: Shattered Mirror (Strike) Level: 3 Prerequisites: 1 Shattered Mirror maneuver Initiation Action: 1 standard action Range: Melee attack Area: 30 foot cone Duration: Instantaneous With your will and your weapon, you shatter reality as you would shatter a mirror, shredding your enemies with false glass. When you initiate this strike, make a melee attack. If you hit, you deal weapon damage as normal plus an additional 3d6 magical slashing damage to the struck creature and create a cone of shattered glass originating from the struck creature’s square and aimed in the direction of your choice; this cone of glass deals 3d6 points of magical slashing damage to creatures caught within it.

BLAZING MIRROR STRIKE Discipline: Shattered Mirror (Strike) Level: 4 Prerequisites: 1 Shattered Mirror maneuver Initiation Action: 1 standard action Range: Melee attack Target: Creature struck Duration: Instantaneous and 1 round/level In a flash of bright death, your weapon transforms into light, passing through your foe’s armor and scorching their eyes. When you initiate this maneuver, make a melee touch attack with your weapon. If you hit, the attack deals weapon damage as normal, and the creature struck must succeed at a Fortitude save (DC 14 + your initiation modifier) or be struck blind for 1 round per level.

CARNIVAL SWAP Discipline: Shattered Mirror (Boost) Level: 4 Prerequisites: 1 Shattered Mirror maneuver Initiation Action: 1 swift action Range: Close (25-ft + 5-ft/2 levels) Target: You and one other creature Duration: Special (see text) You catch your enemy in the reflection of your blade and twist reality like a funhouse mirror, leaving an unfair trade. The next time this round that you make an attack that hits, you may select one power, psi-like ability, spell, or spell-like ability affecting the struck creature. That creature loses the benefits of the chosen effect and you gain them for a number of rounds equal to your initiation modifier. Select a power, psi-like ability, spell, or spell-like ability affecting you. You lose the chosen effect and the struck creature gains it for a number of rounds equal to your initiation modifier.

DOPPELGANGER WALTZ Discipline: Shattered Mirror (Counter) Level: 4 Prerequisites: 1 Shattered Mirror maneuver Initiation Action: 1 immediate action Range: Personal Target: You Duration: 1 round Like a reflection in the mirror, you follow your enemies’ every move. You may activate this counter in response to an opponent moving any distance. Choose an opponent within close range (25 feet plus 5 feet per two initiator levels); whenever that opponent moves any distance this round, you may move an equal distance or up to your speed as a free action (even though it may not be your turn), whichever is lower. This movement provokes attacks of opportunity as normal and takes place after your opponent’s movement. You may only move up to three times your highest movement speed in one round using this maneuver.

FETCH’S WRATH Discipline: Shattered Mirror (Strike)[Teleportation] Level: 4 Prerequisites: 1 Shattered Mirror maneuver Initiation Action: 1 standard action

Range: Medium (100-ft + 10-ft/level) Target: Creature struck and you Duration: Instantaneous Like an unquiet spirit, you travel through light and reflections, striking down those foolish enough to tempt your wrath. When you initiate this maneuver, you may teleport to any space you may occupy within medium range (100 feet plus 10 feet per initiator level) and then make a melee attack. Alternately, you may make a melee attack and then teleport to any space you may occupy within medium range. If you hit, the attack deals normal weapon damage plus an additional 4d6 damage.

CURSE OF THE SMOKING MIRROR Discipline: Shattered Mirror (Strike) [Curse] Level: 5 Prerequisites: 2 Shattered Mirror maneuvers Initiation Action: 1 standard action Range: Melee attack Target: Creature struck Duration: Special (see text) With an obsidian-edged blow you reflect an enemy’s malice back onto itself, tainting them from within. When you initiate this maneuver, make a melee attack. If you hit, your attack deals normal weapon damage and the creature struck must succeed at a Will save (DC 15 + your initiation modifier) or become the victim of a reflective curse. The creature struck becomes cursed for a number of rounds equal to your initiation modifier, and whenever it deals damage (by any means) during this time it is dealt equal damage of the same type(s).

EMPTY FRAME Discipline: Shattered Mirror (Counter) Level: 5 Prerequisites: 2 Shattered Mirror maneuvers Initiation Action: 1 immediate action Range: Personal Target: You Duration: 1 round With an effort of will you shed substance but not form. When you activate this counter you and all objects attended, carried, wielded and/or worn by you become incorporeal until the beginning of your next turn.

GLEAMING IMPRISONMENT Discipline: Shattered Mirror (Strike) Level: 5 Prerequisites: 2 Shattered Mirror maneuvers Initiation Action: 1 standard action Range: Melee attack Target: Creature struck Duration: Special (see text) Twisting the reflections around your blade, you mark an enemy with it and imprison them in a sphere of mirrors. When you initiate this maneuver, make a melee attack. If you hit, it deals normal weapon damage plus an additional 4d6 damage, and the struck creature must succeed at a Reflex save (DC 15 + your initiation modifier) or be trapped within a sphere of two-sided mirrors that forms around them for a number of rounds equal to your initiation modifier. While the sphere of mirrors exists, a trapped creature cannot move or be moved from its space by any means (including teleportation), target or be targeted by any other creature or object (except for objects it is attending, carrying, or using), and is immune to area-of-effect attacks and effects that originate from outside its space. Such effects originating from the trapped creature affect only its own space.

SILVERED MIRROR STANCE Discipline: Shattered Mirror (Stance) Level: 5 Prerequisites: 2 Shattered Mirror maneuvers Initiation Action: 1 swift action Range: 30-ft Area: 30-ft emanation centered on you Duration: Stance Like a prism or a silver mirror, you splash joy and light onto those whom you love. When you assume this stance, choose a single non-personal range power, psi-like ability, spell, or spell-like ability affecting you. While you maintain this stance, allies within 30 feet of you also gain the benefits of the chosen effect for as long as it is affecting you.

COPYCAT’S CUNNING Discipline: Shattered Mirror (Boost) Level: 6 Prerequisites: 2 Shattered Mirror maneuvers Initiation Action: 1 swift action Range: Personal Target: Armor, shield, or weapon worn or wielded by you. Duration: Special (see text)

Your supernatural mimicry permits you to ape the tools used by your friends and foes. When you initiate this boost, choose another creature’s armor, shield, or weapon within close range (25 feet plus 5 feet per 2 initiator levels). Your armor, shield, or weapon (as appropriate) may use the enhancement bonus on the chosen item (if it is higher) and gains any and all properties on the chosen item in addition to its own for a number of rounds equal to your initiation modifier, with the exception of any enchantment that cannot be applied (such as if you were wielding a +1 greatsword and selected your opponent’s +2 distant longbow; your greatsword’s enhancement bonus would improve by 1, but it would not gain the distant property).

MURDEROUS REFLECTION Discipline: Shattered Mirror (Strike) Level: 6 Prerequisites: 2 Shattered Mirror maneuvers Initiation Action: 1 standard action Range: Melee attack Target: Creature struck Duration: Instantaneous Like something out of a nightmare you turn an opponent’s strength against them. When you initiate this maneuver, make a melee attack with an additional bonus equal to your target’s Strength modifier. If you hit, it deals normal weapon damage plus an additional 7d6 damage.

PLAGIARISM Discipline: Shattered Mirror (Counter) Level: 6 Prerequisites: 2 Shattered Mirror maneuvers Initiation Action: 1 immediate action Range: Personal Target: You and an opponent targeting you Duration: Special (see text) You copy an opponent’s technique, stripping it from them in the process. You may activate this counter whenever you are targeted with a power, psi-like ability, spell, spell-like ability or supernatural ability. The creature targeting you becomes unable to use that ability for a number of rounds equal to your initiation modifier (the ability they targeted you with still occurs and is resolved as normal) and you gain the use of that ability for a number of rounds equal to your initiation modifier. If the ability is a spell, you may use it once as a spell-like ability. If the ability is a psionic power, you may manifest it once as a psi-like ability. Otherwise, you may use the ability as often as is detailed in the ability description. Calculate the save DCs for the ability based on your initiation modifier and treat your initiator level as your caster or manifester level for the ability if appropriate.

WARPED GLASS STRIKE Discipline: Shattered Mirror (Strike) [Mind- Affecting] Level: 6 Prerequisites: 2 Shattered Mirror maneuvers Initiation Action: 1 standard action Range: Melee attack Target: Creature struck Duration: Special (see text) You re-write the perceptions of your victim with a blow, turning friend and enemy alike into horrific nightmares that can only be opposed. When you initiate this maneuver, make a melee attack. If you hit, it deals normal weapon damage plus 4d6 and

your victim must succeed at a Will save (DC 16 + your initiation modifier) or lose all ability to tell friend from foe for a number of rounds equal to your initiation modifier. A creature so affected treats all other creatures as hostile, forgets all friendships, and targets the closest creature to it or the last creature that dealt damage to it in preference to other targets.

CURSED MIRROR STANCE Discipline: Shattered Mirror (Stance) Level: 7 Prerequisites: 3 Shattered Mirror maneuvers Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance You mimic your opponents’ movements, visiting retribution upon them. While you maintain this stance, you may make an additional number of attacks of opportunity each round equal to your initiation modifier, and any opponent who strikes you with a melee attack or melee touch attack provokes an attack of opportunity from you.

DOUBLE TEAM Discipline: Shattered Mirror (Strike) Level: 7 Prerequisites: 3 Shattered Mirror maneuvers Initiation Action: 1 standard action Range: Melee attack Target: Creature struck Duration: Instantaneous You create a semi-real copy of yourself to flank an opponent, striking them high and low. When you initiate this maneuver, make a melee attack and a Craft check. If you hit, it deals normal weapon damage plus additional damage equal to twice the result of the Craft check, and the struck creature is knocked prone.

MIRROR DEMON’S WALTZ Discipline: Shattered Mirror (Boost) Level: 7 Prerequisites: 3 Shattered Mirror maneuvers Initiation Action: 1 swift action Range: Long (400-ft + 40-ft/ level) Target: You plus adjacent enemies Duration: Instantaneous and 1 round You step through reflected light, vanishing into the splash of light off of a blade and emerging from a mirror, a prism, or even the reflection in an enemy’s eye. When you initiate this boost, you may teleport to any space within long range. Enemies adjacent to the square you leave and the square you arrive in are rendered flat-footed and cursed for one round.

OBSIDIAN NEGATION Discipline: Shattered Mirror (Counter) Level: 8 Prerequisites: 3 Shattered Mirror maneuvers Initiation Action: 1 immediate action Range: Close (25 feet plus 5 feet per 2 initiator levels) Target: 1 creature Duration: Special (see text) You conjure a shard of black glass, imprisoning not only your enemy’s power but the very concept of the tool he attempts to use. You may initiate this counter in response to an opponent casting a spell, initiating a maneuver, manifesting a power, or using a psi-like or spell-like ability. Make a Craft check opposed by your opponent’s caster level, initiator level, or manifester level check (as appropriate) plus their wisdom modifier; if you succeed, the maneuver, power, psilike ability, spell, or spell-like ability in question is completely negated, and that opponent may not use it for a number of rounds equal to your initiation modifier.

SHATTERED MIRROR STRIKE Discipline: Shattered Mirror (Strike) [Mind- Affecting] Level: 8 Prerequisites: 3 Shattered Mirror maneuvers Initiation Action: 1 standard action Range: Melee attack Target: Creature struck Duration: Special (see text) With a casual blow you annihilate your opponent’s perceptions, writing and rewriting their senses until they can only perceive reality as a shattered ruin. When you initiate this maneuver, make a melee attack. If you hit, your attack deals normal weapon damage plus an additional 6d6 points of damage, and you make a Craft check against the struck creature’s CMD. Success indicates that the victim’s senses are violently altered for a number of rounds equal to your initiation modifier; it treats all other creatures as having full concealment and suffers a 50% failure chance on spells with verbal or somatic components.

UNHOLY MIRROR STANCE Discipline: Shattered Mirror (Stance) Level: 8 Prerequisites: 3 Shattered Mirror maneuvers Initiation Action: 1 swift action Range: 30 feet Area: 30-foot emanation centered on you Duration: Stance Woe and discord are multiplied by your reflective power. While you maintain this stance, you may choose to have any power, psi-like ability, spell, and/ or spell-like ability that targets an opponent within 30 feet affect a number of secondary targets equal to your initiation modifier. Each secondary target must be within 30 feet, and none can be affected more than once. If the original effect requires an attack roll, make a single roll and use this result for all targets. If the effect deals damage, secondary targets take half as much damage as the primary target, and if it does not deal damage, its save DC is reduced by 4 instead.

SEPTENNIAL SEAL Discipline: Shattered Mirror (Strike) Level: 9 Prerequisites: 4 Shattered Mirror maneuvers Initiation Action: 1 standard action Range: Melee attack Target: Creature struck Duration: 7 years or instantaneous The ultimate expression of your reflective power creates a mirror behind your victim just before you strike them with your magic-laced blade, blowing their soul out of their body and into your trap. When you initiate this maneuver, make a melee attack. If you hit, your opponent must succeed at a Will save (DC 19 + your initiation modifier) or die instantly, with their soul becoming trapped for seven years in a small steel mirror that appears somewhere on your person. If they succeed at their save, your attack instead deals 13d6 additional damage. Destroying the mirror frees your victim’s soul to pass on to its normal afterlife.

Cursed Razor Special Note: Maneuvers from this discipline are imbued and enhanced with magical energies. As such, they are supernatural abilities.

1ST LEVEL

AURA OF MISFORTUNE Discipline: Cursed Razor (Stance) Level: 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance You project an area of ill fortune. While you maintain this stance, all opponents within close range (25 feet + 5 feet per 2 initiator levels) take a –2 penalty on saving throws.

LUCK SHIFTING Discipline: Cursed Razor (Boost) Level: 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: 1 round One man’s ill luck is another man’s fortune. After initiating this boost, you gain a +1 luck bonus to your AC until the start of your next turn for each cursed opponent within medium range (100 feet + 10 feet per initiator level), up to a maximum bonus of +5.

SPILLED SALT Discipline: Cursed Razor (Counter) Level: 1 Initiation Action: 1 immediate action Range: Medium (100 ft. + 10 ft./level) Target: One creature Duration: Instantaneous (see text) This unsubtle counter disrupts an opponent with a blatant curse, whelming them with misfortune. You can initiate this counter when a creature within range makes an attack roll or skill check. That creature takes a –4 penalty on that attack roll or skill check.

STUTTER STRIKE Discipline: Cursed Razor (Strike) [curse] Level: 1 Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: Instantaneous (see text) With just the faintest edge of dark energies, you can afflict your victims with a word-eating curse. Make a melee attack. If it hits, it deals weapon damage as normal, and the target must succeed at a Will save (DC 11 + your initiation modifier) or take a –4 penalty on language-based skill checks and suffer a 25% chance of failure when casting spells (including divine spells) with a verbal component for a number of rounds equal to your initiator level. In addition, a struck target becomes cursed for a number of rounds equal to your initiator level, regardless of whether or not it succeeded on its save.

TOUCH OF THE WITCH Discipline: Cursed Razor (Stance) [curse] Level: 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance Your weapons become charged with malicious energies. While you maintain this stance, any creature you hit with a melee weapon (including natural weapons) becomes cursed for a number of rounds equal to your initiation modifier. This stance’s effect resolves after other effects relating to the attack (such as strikes or weapon properties).

WOEFUL BURDEN Discipline: Cursed Razor (Strike) [curse] Level: 1 Prerequisites: None Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: Instantaneous (see text) This insidious strike leaves a creature burdened with phantom weight that bears them down. Make a melee attack. If it hits, it deals weapon damage as normal, and the target takes a penalty to each of their movement speeds equal to 10 feet + 5 feet per four initiator levels. In addition, a struck target becomes cursed for a number of rounds equal to your initiator level.

2ND LEVEL

BAD KARMA Discipline: Cursed Razor (Counter) [curse] Level: 2 Initiation Action: 1 immediate action Range: See text Target: One creature Duration: Instantaneous (see text) Invoking the basic laws of fortune and punishment, you curse a creature that attempts to harm you. You can initiate this counter in response to being targeted by an attack, ability, maneuver, power, or spell. The creature targeting you must succeed at a Will save (DC 12 + your initiation modifier) or become cursed and take a –4 penalty on all d20 rolls for 1d4 rounds.

MOCKERY Discipline: Cursed Razor (Strike) Level: 2 Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: Instantaneous This strike amplifies the misfortune already afflicting an enemy, turning their curse into deep wounds. Make a melee attack. If it hits, it deals weapon damage as normal plus an additional 1d6 points of damage. If the target is cursed, this strike’s additional damage increases to 3d6.

MURDEROUS SPITE Discipline: Cursed Razor (Boost) Level: 2 Initiation Action: 1 swift action Range: Personal Target: You Duration: 1 round You channel your ill will into your attacks. After you initiate this boost, the next melee attack you make against a cursed creature until the start of your next turn is considered a touch attack.

TORMENT THE WEAK Discipline: Cursed Razor (Strike) Level: 2 Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: Instantaneous (see text) This vicious strike rends its victims and causes those under your dark power to vent their life force. Make a melee attack. If it hits, it deals weapon damage as normal plus an additional 1d6 points of damage. If the target is cursed, it takes an additional 1d6 points of damage each round at the start of its turn for a number of rounds equal to your initiation modifier.

WORD OF RETRIBUTION Discipline: Cursed Razor (Counter) Level: 2 Initiation Action: 1 immediate action Range: See text Target: Creature targeting you Duration: Instantaneous With a word you afflict your enemies with the power of your vengeance. You can initiate this counter whenever a cursed creature deals damage to you. Make a Spellcraft check (DC 10 + 1/2 that creature’s Hit Dice + that creature’s Charisma modifier). If you succeed, you deal damage to that creature equal to the damage it did to you. This damage is not subject to damage reduction, immunity, or resistance of any kind.

3RD LEVEL

AURA OF SHARED MISERY Discipline: Cursed Razor (Stance) Level: 3 Prerequisites: One Cursed Razor maneuver Initiation Action: 1 swift action Range: Personal Area: You Duration: Stance This baleful aura spreads the despair you inflict and drains at the life of your victims. While you maintain this stance, whenever a creature within 20 feet of you becomes cursed as a result of another effect, you may select a different creature within 20 feet. That creature becomes cursed for a number of rounds equal to your initiation modifier. In addition, cursed creatures within 20 feet of you take additional points of damage equal to 1/4 your initiator level (minimum 1) per damage die whenever they take damage from an attack or effect.

DOGPILE STRIKE Discipline: Cursed Razor (Strike) Level: 3 Prerequisites: One Cursed Razor maneuver Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: Instantaneous This vicious strike preys upon the weak and persecuted. Make a melee attack. If it hits, it deals weapon damage as normal plus an additional 2d6 points of damage, and the target must succeed at a Reflex save (DC 13 + your initiation modifier) or be knocked prone. If the target is flanked (either by you or by other creatures), this strike’s additional damage increases to 4d6.

HUNTSMAN’S CURSE Discipline: Cursed Razor (Strike) [curse] Level: 3 Prerequisites: One Cursed Razor maneuver Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: Instantaneous (see text) Creatures struck down by this curse find themselves slowed as though in a nightmare, unable to escape their pursuers. Make a melee attack. If it hits, it deals weapon damage as normal, and the target must succeed at a Will save (DC 13 + your initiation modifier) or become cursed and staggered for a number of rounds equal to your initiator level. In addition, a target that fails its save takes a –1 penalty on attack rolls, Reflex saves, and to its AC, and moves at half its normal speed for the same duration.

SORCERER’S SIDESTEP Discipline: Cursed Razor (Counter) Level: 3 Prerequisites: One Cursed Razor maneuver Initiation Action: 1 immediate action Range: Personal Target: You Duration: 1 round Drawing on your mystical connection with fortune for good and ill, you avoid even magical and unusual attacks. You can initiate this counter at any time to gain a +2 luck bonus on all saving throws for one round. This bonus improves by +1 for each cursed opponent within medium range (100 feet + 10 feet per initiator level), up to a maximum bonus of +10.

4TH LEVEL

HANGMAN’S CURSE Discipline: Cursed Razor (Strike) [curse] Level: 4 Prerequisites: One Cursed Razor maneuver Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: Instantaneous (see text) This grim curse afflicts its victims with a breathless exhaustion, and a dark bruise forms around their necks. Make a melee attack. If it hits, it deals weapon damage as normal, and the target must succeed at a Fortitude save (DC 14 + your initiation modifier) or become cursed and exhausted for a number of rounds equal to your initiator level.

PERSECUTION Discipline: Cursed Razor (Strike) Level: 4 Prerequisites: One Cursed Razor maneuver Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: Instantaneous This strike amplifies the misfortune already afflicting an enemy, turning their curse into deep wounds. Make a melee attack. If it hits, it deals weapon damage as normal plus an additional 4d6 points of damage. If the target is cursed, this strike’s additional damage increases to 8d8.

WARLOCK’S STRIDE Discipline: Cursed Razor (Boost) [curse] Level: 4 Prerequisites: One Cursed Razor maneuver Initiation Action: 1 swift action Range: Personal Target: You Duration: 1 round (see text) Like ill news you travel swiftly, leaving woe and heartbreak in your wake. After initiating this boost, your movement speeds are doubled until the start of your next turn, and you create a cursed aura in every square you leave while under the effect of this boost. Creatures entering or passing through a cursed aura must succeed at a Will save (DC 14 + your initiation modifier) or take a –4 penalty on attack rolls and skill checks for a number of rounds equal to your initiation modifier. In addition, creatures that fail their saves also become cursed and their movement speeds are reduced by 15 feet for the same duration. Cursed auras created by your movement vanish after one round.

WITCHFINDER’S BRAND Discipline: Cursed Razor (Boost) Level: 4 Prerequisites: One Cursed Razor maneuver Initiation Action: 1 swift action Range: Medium (100 ft. + 10 ft./level) Target: One creature Duration: 1 round With a swift gesture, you impede the sorceries of others. When you initiate this boost, one creature within medium range (100 feet + 10 feet per level) develops an ashen brand on a visible part of its body or clothing. The next time the target attempts to cast a spell, manifest a power, or use a psi-like or spell-like ability, they must succeed at a Concentration check (DC 15 + your initiator level + your initiation modifier) or the spell, power, or ability is disrupted (see the Concentration rules in the Pathfinder RPG Core Rulebook). If the target does not attempt to use such an ability within one round, the brand vanishes harmlessly.

5TH LEVEL

FESTERING CURSE Discipline: Cursed Razor (Strike) [curse] Level: 5 Prerequisites: Two Cursed Razor maneuvers Initiation Action: 1 standard action Range: Melee attack Target: Creature struck Duration: Instantaneous (see text) Your vicious strike afflicts your victims with a curse of rot. Make a melee attack. If it hits, it deals weapon damage as normal plus an additional 4d6 points of damage, and the target becomes cursed. In addition, a struck target must succeed at a Fortitude save (DC 15 + your initiation modifier) at the start of each of its turns for a number of rounds equal to your initiation modifier or take an additional 2d6 points of damage as its body begins to decay and slough off in putrid clumps.

SHADOW PIN Discipline: Cursed Razor (Counter) [curse] Level: 5 Prerequisites: Two Cursed Razor maneuvers Initiation Action: 1 immediate action Range: Medium (100 ft. + 10 ft./level) Target: One creature Duration: 1 round By harming the shadow of your enemy, you can pin them in place. You can initiate this counter in response to a creature within range leaving its space (including via movement such as a being pushed by a gust of wind spell or bull rush combat maneuver, or teleportation effects). The target becomes cursed for one round and stops its movement, dropping to the ground and taking falling damage as normal if it is flying and cannot hover. In addition, the target cannot move or be moved from its space for one round. You cannot stop a creature’s movement if it is within another creature’s space.

THE DRAGON KNOWS Discipline: Cursed Razor (Stance) Level: 5 Prerequisites: Two Cursed Razor maneuvers Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance By meditating on your ill intentions and dark thoughts, you gain senses beyond the normal ken. While you maintain this stance, you gain the blindsight ability with a range of 60 feet, and cursed opponents automatically fail Acrobatics checks to move through your threatened space without provoking attacks of opportunity.

WITCH’S REVENGE Discipline: Cursed Razor (Strike) [Curse] Level: 5 Prerequisites: Two Cursed Razor maneuvers Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: Instantaneous (see text) This ancient strike utterly cripples a foe’s abilities. Make a melee attack. If it hits, it deals weapon damage as normal, and the target must succeed at a Fortitude save (DC 15 + your initiation modifier) or take a –4 penalty to an ability score of your choice. If the target is cursed, you can choose to either increase this penalty to –6, or cause the target to take a second –4 penalty to another ability score of your choice. These penalties last for a number of rounds equal to your initiator level. In addition, a struck target becomes cursed for a number of rounds equal to your initiator level, regardless of whether or not it succeeded on its save.

6TH LEVEL

CURSE OF CHAINS Discipline: Cursed Razor (Strike) [curse] Level: 6 Prerequisites: Two Cursed Razor maneuvers Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: Instantaneous (see text) Phantom chains trail in the wake of your strike and spread through your enemies like wildfire. Make a melee attack. If it hits, it deals weapon damage as normal, and the target must succeed at a Will save (DC 16 + your initiation modifier) or become cursed and paralyzed for a number of rounds equal to your initiation modifier. While the target is paralyzed by this strike, opponent that ends its turn adjacent must succeed at a Will save (DC 16 + your initiation modifier) or also become cursed and paralyzed for a number of rounds equal to your initiation modifier. Only the initial target spreads its curse in this manner. This strike can paralyze creatures normally immune to paralysis, though such creatures gain a +6 competence bonus on their saving throws.

EYE FOR AN EYE Discipline: Cursed Razor (Counter) Level: 6 Prerequisites: Two Cursed Razor maneuvers Initiation Action: 1 immediate action Range: See text Target: Creature targeting you Duration: Instantaneous (see text) With a snarled curse you level vengeance at your enemy. You can initiate this counter whenever you are struck by an attack or when you fail a saving throw against a maneuver, power, psi-like ability, spell, or spelllike ability. This counter cannot be initiated in response to failing a save against a harmless effect. The creature originating the attack or effect suffers all damage and effects inflicted upon you, just as if they’d targeted themselves. This maneuver only duplicates the effects you suffered on the creature, not the entire effect.

OATHBREAKER’S AURA Discipline: Cursed Razor (Stance) Level: 6 Prerequisites: Two Cursed Razor maneuvers Initiation Action: 1 swift action Range: Personal Area: You Duration: Stance This malevolent aura robs its victims of their supernatural edges and interferes with their oaths. While you maintain this stance, opponents within 30 feet of you lose the benefits of any anarchic, axiomatic, insight, profane, or sacred bonuses they possess (they regain the benefits of these bonuses when they leave the area or you assume a different stance). In addition, any creature you hit with a melee weapon (including natural weapons) becomes cursed for a number of rounds equal to your initiation modifier. This stance’s effect resolves after other effects relating to the attack (such as strikes or weapon properties).

SORCERER’S GAZE Discipline: Cursed Razor (Boost) Level: 6 Prerequisites: Two Cursed Razor maneuvers Initiation Action: 1 swift action Range: Personal Target: You Duration: 1 round By channeling the magical energies within, you pick out the weak places in protections both magical and mundane and strike down those who cower behind them. After initiating this boost, your attacks until the start of your next turn ignore the AC bonus granted to targets by cover less than total cover, deflection bonuses to AC, and any miss chance (including the miss chance from total concealment, although you still need to choose the correct square if you cannot see your target). Total cover provides its normal benefits against your attacks.

WARLOCK’S BLOW Discipline: Cursed Razor (Strike) [teleportation] Level: 6 Prerequisites: Two Cursed Razor maneuvers Initiation Action: 1 standard action Range: Long (400 ft. + 40 ft./level) Target: One cursed creature Duration: Instantaneous With a savage curse and a lunge, you teleport your enemy into your weapon. When you initiate this strike, the target must succeed at a Will save (DC 16 + your initiation modifier) or be teleported to an unoccupied space within your melee reach of your choice that is not difficult terrain. If you successfully teleport your target, make a melee attack. If it hits, it deals weapon damage as normal plus an additional 8d6 points of damage.

7TH LEVEL

BLACK DOG’S DUE Discipline: Cursed Razor (Strike) Level: 7 Prerequisites: Three Cursed Razor maneuvers Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: Instantaneous You strike a distracted foe, bringing swift death with the edge of your blade. Make a melee attack. If it hits, it deals weapon damage as normal plus an additional 8d6 points of damage, and the target must succeed at a Reflex save (DC 17 + your initiation modifier) or be knocked prone. If the target is flanked (either by you or by other creatures), this strike’s additional damage increases to 12d6.

TRAITOR’S ROAR Discipline: Cursed Razor (Strike) [compulsion, curse, mind-affecting] Level: 7 Prerequisites: Three Cursed Razor maneuvers Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: Instantaneous (see text) Channeling dark energies through your blade, you poison the loyalty of those you strike. Make a melee attack. If it hits, it deals weapon damage as normal, and the target must succeed at a Will save (DC 17 + your initiation modifier) or be overwhelmed with feelings of hatred for its allies. A target that fails its save immediately takes a standard action (even if it isn’t its turn) to harm or hinder its allies in some way. The victim acts as though possessed of true hatred for its allies, utilizing whatever it perceives as the most harmful ability possible, and targets them as if it were their foe. Once the harmful action is taken, the creature becomes cursed for a number of rounds equal to your initiation modifier and resumes its normal attitude towards its allies. This maneuver does not change the creature’s feelings about its enemies; for example, it might use its action to cast a fireball spell that includes both its allies and enemies within its area.

WOEDRINKER Discipline: Cursed Razor Level: 7 Prerequisites: Three Cursed Razor maneuvers Initiation Action: 1 Standard action Range: Personal Target: You Duration: 1 minute (see text) Like an avatar of woe, you prosper as others fail. When you initiate this maneuver, you gain concealment (20% miss chance) and a +2 luck bonus on attack and damage rolls for one minute. These bonuses improve by +2 for each cursed opponent within medium range (100 feet + 10 feet per initiator level) when you initiate this maneuver, up to a maximum bonus of +10. In addition, you gain 10 temporary hit points for one hour when you initiate this maneuver, plus an additional 10 temporary hit points for each cursed opponent within medium range (100 feet + 10 feet per initiator level), up to a maximum of 50 temporary hit points. After initiating this maneuver, the bonuses and temporary hit points granted do not change if the number of cursed opponents within range increases or decreases.

8TH LEVEL

LUCKDRINKER AURA Discipline: Cursed Razor (Stance) Level: 8 Prerequisites: Three Cursed Razor maneuvers Initiation Action: 1 swift action Range: Personal Area: You Duration: Stance This cursed aura steals beneficence from your enemies and gifts it to your allies. You supernaturally sense magic around you and can twist it to your advantage. While you maintain this stance, you automatically know which spells, powers, or magical effects are active upon any individual you see within 30 feet. In addition, at the beginning of each round, you may select a power, psi-like ability, spell, or spell-like ability affecting a hostile creature within 30 feet. Make a dispel check (1d20 + your initiator level) against the effect (DC 11 + the effect’s caster or manifester level). If you succeed, the effect is suppressed for a number of rounds equal to your initiation modifier, and one of your allies within 30 feet gains the benefit of that effect for the same duration.

UNENDING NIGHTMARE STRIKE Discipline: Cursed Razor (Strike) Level: 8 Prerequisites: Three Cursed Razor maneuvers Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: Instantaneous (see text) This cruel and unusual strike traps its victims in a waking nightmare. Make a melee attack. If it hits, it deals weapon damage as normal plus 4 points of damage to the target’s Intelligence, Wisdom, and Charisma scores. At the beginning of each of your turns thereafter, the target must succeed at a Will save (DC 18 + your initiation modifier) or take an additional 4 points of damage to its Intelligence, Wisdom, and Charisma scores. A successful save or the creature’s death ends this effect.

WARLOCK’S MIRROR Discipline: Cursed Razor (Counter) Level: 8 Prerequisites: Three Cursed Razor maneuvers Initiation Action: 1 immediate action Range: Medium (100 ft. + 10 ft./level) Target: One cursed creature (see text) Duration: Instantaneous Those under your influence find their own powers betraying them. You can initiate this counter in response to any cursed creature making an attack, initiating a maneuver, or using a power, psi-like ability, spell, or spell-like ability targeting you (it may also have other targets, as long as you are one of them). Make a Spellcraft check (DC = 10 + 1/2 the cursed creature’s Hit Dice + the cursed creature’s Charisma modifier). If you succeed, the attack, maneuver, power, psi-like ability, spell, or spell-like ability does not affect its intended target(s) and instead affects up to three targets of your choice within range, even if it would normally affect only one creature.

9TH-LEVEL

FESTIVAL OF SHADOWS Discipline: Cursed Razor (Strike) Level: 9 Prerequisites: Four Cursed Razor maneuvers Initiation Action: 1 standard action Range: Close (25 ft. + 5ft./2 levels) Target: Opponents within range Duration: Instantaneous (see text) The ultimate expression of your grim power, you wrap your enemies in shadow, plunge your blade into the darkness, striking them down with tenebrous copies of your weapon. When you initiate this strike, all opponents within range must succeed at a Reflex save (DC 19 + your initiation modifier) or become immobilized by shadows; all their movement speeds are reduced to 0 for a number of rounds equal to your initiation modifier. Creatures in flight drop to the ground and take falling damage as normal if they cannot hover. In addition, make a melee attack roll as part of this maneuver and compare it to the AC of all creatures within range. Each creature hit by the attack roll takes weapon damage as normal plus an additional 10d6 points of damage. If a target is cursed, this strike’s additional damage increases to 12d8.

Eternal Guardian 1ST LEVEL GUARD’S OATH Discipline: Eternal Guardian (Strike) [curse] Level: 1 Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: Instantaneous (see text) A central concept of the discipline of the Eternal Guardian is the ability to restrict an opponent’s movement—prevent their escape or halting their advance. Your basic but potent strike allows you to harry and disrupt a foe until they lay down their arms. Make a melee attack. If it hits, it deals weapon damage as normal, and the target must succeed at a Will save (DC 11 + your initiation modifier) or become cursed and unable to move within your threatened area (including with 5-foot steps and using the Withdraw action) without provoking an attack of opportunity from you for 24 hours. If the target drops all weapons it is holding, it can make another saving throw to end this effect. An affected target that is not holding a weapon can draw or pick up a weapon, then drop it to gain a new saving throw, but can never gain more than one save per round against this curse.

STRIKE OF THE INFINITE PROTECTOR Discipline: Eternal Guardian (Strike) Level: 1 Initiation Action: 1 standard action Range: Melee or ranged attack and 30 ft. (see text) Target: One enemy and one ally Duration: Instantaneous (see text) You swear to protect your charge, while living or dead, with an unbreakable oath. Make an attack. If it hits, it deals deal weapon damage as normal and a fragment of your life force envelops an ally within 30 feet, granting them a +2 bonus to their AC for one round.

TERRIFYING BLOW Discipline: Eternal Guardian (Strike) [fear] Level: 1 Initiation Action: 1 standard action Range: Melee or ranged attack Target: One creature Duration: Instantaneous (see text) With a bellowing cry, you deliver a fearsome wound to your opponent. Make an attack. If it hits, it deals weapon damage as normal, and the target must succeed at a Will save (DC 11 + your initiation modifier) or become frightened for one round. If your target is cursed, your attack deals an additional 1d6 points of damage.

VALIANT KEEPER’S STANCE Discipline: Eternal Guardian (Stance) Level: 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance The basics of the Eternal Guardian discipline teach you how to ward your allies from errant attacks. While you maintain this stance, your allies do not provoke attacks of opportunity from enemies while they move through squares you threaten.

VIGILANT KEEPER’S STANCE Discipline: Eternal Guardian (Stance) [curse] Level: 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance You adopt an aggressive stance which slows your enemies’ ability to advance or retreat. While you maintain this stance, opponents treat all squares you threaten as difficult terrain. This does not prevent those opponents from charging through your threatened area, however. In addition, whenever you hit an opponent with an attack of opportunity, that opponent becomes cursed until the end of your next turn.

WARDEN’S BEARING Discipline: Eternal Guardian (Boost) Level: 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: Instantaneous You shift your weight and assume a stronger, more impressive position. You can activate this boost while making a combat maneuver attempt. You gain a +2 bonus on your combat maneuver check, you do not provoke attacks of opportunity for making that combat maneuver attempt, and you are treated as one size category larger for purposes of determining if your combat maneuver can affect your target (such as a Medium creature attempting to bull rush a Huge creature).

2ND LEVEL

DEBILITATING FEAR Discipline: Eternal Guardian (Boost) [fear] Level: 2 Prerequisites: 1 Eternal Guardian maneuver Initiation Action: 1 swift action Range: 60 ft. Target: One creature Duration: 1 round You fill your target with the fear that prey feels when it sees a mighty predator, impairing their ability to act. When you activate this boost, choose one creature within range that is cowering, shaken, frightened, or panicked. That creature must succeed at a Will save (DC 12 + your initiation modifier) or become dazed for 1 round.

FEAR THE REAPER Discipline: Eternal Guardian (Counter) [fear] Level: 2 Initiation Action: 1 immediate action Range: 60 ft. (see text) Target: One ally (see text) Duration: Instantaneous You have learned to use the fear you create as a method of defense for both yourself and your allies. You can initiate this counter in response to a melee or ranged attack being made against an ally (including you) within 60 feet. Make an Intimidate check, using your opponent’s attack roll as the DC. If you succeed, the attack is negated, and the attacker becomes shaken for one round, as if you had demoralized them with the Intimidate check.

OATH OF THE INTERCESSOR Discipline: Eternal Guardian (Counter) Level: 2 Initiation Action: 1 immediate action Range: Melee reach Target: One ally Duration: Instantaneous You make an unbreakable vow to take the brunt of an attack in place of your ally. You can initiate this counter in response to a melee or ranged attack being made against an ally within your melee reach. You and that ally switch places, and the attack targets you instead. Neither your nor your ally’s movement provokes attacks of opportunity.

STRIKE OF THE ROYAL GUARDIAN Discipline: Eternal Guardian (Strike) [curse] Level: 2 Initiation Action: 1 standard action Range: Melee or ranged attack Target: One creature Duration: Instantaneous (see text) Some foes may slip past your guard, but as a disciple of the Eternal Guardian, you have other ways to minimize their threat, afflicting your enemies with an agonizing curse that cripples their attacks. Make an attack. If it hits, it deals weapon damage as normal, and the target becomes cursed, taking a –2 penalty on damage rolls with weapon attacks for as long as it is cursed. If an affected target does not make an attack during its turn, it can make a Will save (DC 12 + your initiation modifier) to end this effect. If the target prostrates itself (treated as dropping prone) and grovels for a full round, the curse is automatically removed.

RELENTLESS WARDEN’S STRIKE Discipline: Eternal Guardian (Strike) [teleportation] Level: 2 Initiation Action: 1 standard action Range: Melee attack and 60 ft. (see text) Target: One creature Duration: Instantaneous You hound a weakened enemy, keeping them in check. When you initiate this strike, you may teleport to any space within 60 feet that is within 10 feet of a creature that is cowering, cursed, shaken, frightened, or panicked. After you teleport, make a melee attack against that creature, if able. If it hits, it deals weapon damage as normal plus an additional 2d6 points of damage.

3RD LEVEL

BINDING FETTERS Discipline: Eternal Guardian (Boost) [curse, teleportation] Level: 3 Prerequisites: 1 Eternal Guardian maneuver Initiation Action: 1 swift action Range: Melee attack Target: One creature Duration: 1 round Your oath binds you and the target of your attack in combat with each other, leashing your very souls together. You can activate this boost when you hit a creature with a melee attack. That creature becomes cursed for one round, and at the start of your next turn, it must succeed at a Will save (DC 13 + your initiation modifier) be teleported to an unoccupied square adjacent to you. This teleportation functions regardless of the distance between you and the target, although it cannot teleport a target on another plane of existence. For every 10 feet the target moves during its Path of War Expanded 118 turn preceding the teleportation, the save DC of this strike increases by +1 (up to a maximum of a +3 increase to the DC). You can touch an ally in place of a willing ally to curse them, in which case they automatically fail their Will save to resist being teleported back to you at the start of your next turn. You can end this effect and the cursed condition on any the target at any time as a free action.

INTRUDER’S END Discipline: Eternal Guardian (Counter) [teleportation] Level: 3 Prerequisites: 1 Eternal Guardian maneuver Initiation Action: 1 immediate action Range: Personal Target: You Duration: 1 round You declare an area to be your protected sanctum, and dare any foe to try their hand at entering your sanctum. With each opportunity, you warp space, teleporting across your domain to attack before returning. After initiating this counter, your threatened area increases to 20 feet for one round. This overlaps with, rather than stacking with, any natural reach you otherwise have; if your natural reach is greater than 20 feet, it is not reduced. In addition, for the duration of this boost, you gain a +2 circumstance bonus on attack rolls while making attacks of opportunity and can make a number of additional attacks of opportunity this round equal to your initiation modifier. This stacks with the Combat Reflexes feat and other effects that increase the number of attacks of opportunity you can make in a round.

STANCE OF THE ETERNAL GUARDIAN Discipline: Eternal Guardian (Stance) Level: 3 Prerequisites: 1 Eternal Guardian maneuver Initiation Action: 1 swift action Range: Personal and 60 ft. (see text) Target: You and one ally (see text) Duration: Stance You bind your soul in a protective embrace around one of your allies. When you enter this stance, choose an ally within 60 feet. While you maintain this stance and as long as that ally is within 60 feet of you, that gains a +1 deflection bonus to its AC and a +1 bonus on all saving throws. At initiator level 8th and at every four initiator levels thereafter, these bonuses increase by +1 (up to a maximum of +5 at 20th level). In addition, as long as that ally is within 60 feet of you, it takes only half damage from all wounds and attacks (including special abilities) that deal hit point damage. The amount of damage not taken by the your ally is taken by you. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not shared. If the subject suffers a reduction of hit points from a lowered Constitution score, the reduction is not split with you because it is not hit point damage.

SWALLOW YOUR FEAR Discipline: Eternal Guardian (Counter) Level: 3 Prerequisites: 1 Eternal Guardian maneuver Initiation Action: 1 immediate action Range: 60 ft. Target: One ally Duration: Instantaneous (see text) Your knowledge of fear and devotion allows you to absorb and control harmful magics which can affect the mind. You can initiate this counter in response to an ally (including yourself) within 60 feet rolling a saving throw against a mind-affecting effect. You or your ally gains a +4 morale bonus on that saving throw, and if the save is successful, that ally gains a number of temporary hit points equal to the save DC of that effect for a number of rounds equal to your initiator level.

4TH LEVEL

GRIM GUARD’S LAUGHTER Discipline: Eternal Guardian (Strike) [fear] Level: 4 Prerequisites: 1 Eternal Guardian maneuver Initiation Action: 1 standard action Range: Melee attack and 30 ft. (see text) Target: One creature (see text) Duration: Instantaneous Your deep, disturbing laughter echoes throughout the battlefield filling your foes with dread and causing their wills to falter. Make a melee attack. If it hits, it deals weapon damage as normal plus an additional 4d6 points of damage, and you can make an Intimidate check, treating that check as a demoralize attempt against every opponent within 30 feet. If you successfully demoralize a cursed creature with this strike, that creature becomes frightened for one round in addition to becoming demoralized.

OATH OF TORPOR Discipline: Eternal Guardian (Boost) [curse] Level: 4 Prerequisites: 1 Eternal Guardian maneuver Initiation Action: 1 swift action Range: Personal Target: You Duration: Instantaneous (see text) You swear an oath to your foes, that their limbs will be heavy and their wills sapped. After initiating this boost, each successful attack or combat maneuver attempt you make against an opponent before the start of your next turn also causes that opponent to become cursed for one minute. Each time a creature cursed by this boost moves, it must succeed at a Will save (DC 14 + your initiation modifier) or become slowed (as the spell) until the end of its next turn. A successful save against this effect ends the curse. Alternatively, if a creature cursed by this boost does not willingly move from its space for two consecutive rounds, the curse ends without a need for a saving throw. A creature forced to move (such as by a bull rush) does not trigger this effect.

STRIKE OF THE STEADFAST LEGION Discipline: Eternal Guardian (Strike) Level: 4 Prerequisites: 1 Eternal Guardian maneuver Initiation Action: 1 standard action Range: Melee or ranged attack and 60 ft. (see text) Target: One creature (see text) Duration: Instantaneous (see text) When you bring your enemy low, your strength bolsters the will of your allies. Make an attack. If it hits, it deals weapon damage as normal plus additional damage equal to 1/2 your initiator level, and all allies within 60 feet of you gain damage reduction/– equal to your initiation modifier (minimum 1) for one round. In addition, any ally who gains damage reduction from this strike can expend a number of hit point up to your initiator level to grant any other ally who gained damage reduction from this strike three times that amount in temporary hit points. These temporary hit points last for one round.

WATCHMAN’S REBUKE Discipline: Eternal Guardian (Counter) Level: 4 Prerequisites: 1 Eternal Guardian maneuver Initiation Action: 1 immediate action Range: 60 ft. Target: One creature Duration: Instantaneous Your supernatural will calls for your enemies to cease resisting and submit to your judgement. You can initiate this counter when an opponent within 60 feet succeeds on a saving throw. That opponent must immediately reroll its save, using the result of the second roll to determine if it succeeded or failed. If that opponent is cursed, it takes a –2 penalty on this reroll.

5TH LEVEL

JAILER OF THE DAMNED Discipline: Eternal Guardian (Stance) Level: 5 Prerequisites: 2 Eternal Guardian maneuvers Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance You adopt the stance of the wardens which guard the gates of death. While you maintain this stance, your maneuvers and other abilities treat creatures that are normally immune to mind-affecting effects and fear effects as if they were not immune. Such creatures gain a +5 resistance bonus on saving throws against these effects, rather than ignoring them outright. In addition, while you maintain this stance, you do not provoke attacks of opportunity when attempting a combat maneuver against a creature that is shaken, frightened, or panicked, and you gain a +2 bonus on your combat maneuver checks against such creatures.

UNBEARABLE GAZE Discipline: Eternal Guardian (Counter) [fear] Level: 5 Prerequisites: 2 Eternal Guardian maneuvers Initiation Action: 1 immediate action Range: 60 ft. Target: One creature Duration: 1 round Your stare fills a creature with supernatural dread, causing them to fear looking into your eyes lest it cause them great harm. You can initiate this counter in response to being targeted by an attack, spell, or power originating from an creature within 60 feet. That creature must succeed at a Reflex save (DC 15 + your initiation modifier) or become blinded for one round, averting its eyes as a result of utter terror. If the target fails its saving throw, the attack or effect suffers a 50% miss chance against you, even if it would normally automatically hit. A creature without eyes or that is already blind is immune to this effect.

SHACKLES OF THE CONDEMNED Discipline: Eternal Guardian (Strike) [curse] Level: 5 Prerequisites: 2 Eternal Guardian maneuvers Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: Instantaneous (see text) Your strike binds your target, summoning cursed manacles that bind both you and your enemy to a single fate. Make a melee attack. If it hits, it deals weapon damage as normal plus an additional 5d6 points of damage, and the target becomes cursed and entangled for a number of rounds equal to your initiator level. While under the effect of this maneuver, the target cannot move further than 30 feet away from you, even by teleportation effects. You or your target can pull on the chain as a trip or drag attempt as an attack action without provoking attacks of opportunity. You gain a +4 bonus on combat maneuver checks and to your CMD when making these attempts or having them made against you. If the target begins and ends its turn adjacent to you, it can make a Will save (DC 15 + your initiation modifier) to end the effects of this strike. If you move further than 30 feet away from the target, the curse is broken and the effects of this strike end. You can end the effects of this strike as a free action, and it ends automatically if you are knocked unconscious or killed.

STAND YOUR GROUND Discipline: Eternal Guardian (Counter) Level: 5 Prerequisites: 2 Eternal Guardian maneuver Initiation Action: 1 immediate action Range: 60 ft. Target: You and one ally Duration: 1 round You and your ally stand together to defend your position, strengthened by supernatural resolve. When you initate this counter, choose an ally within 60 feet. For one round, you and that ally each take only half the damage you would otherwise take. Damage that is redirected (such as by the shield other spell or the share pain power) or intentionally taken (such as by strike of the steadfast legion) is not reduced.

6TH LEVEL

CHARGE OF DISMAY Discipline: Eternal Guardian (Strike) [fear] Level: 6 Prerequisites: 2 Eternal Guardian maneuvers Initiation Action: 1 full-round action Range: Melee attack and 30 ft. (see text) Target: One creature (see text) Duration: Instantaneous (see text) The disciple barrels through the enemy lines, terrifying his foes. Make a charge attack that does not provoke attacks of opportunity. If it hits, it deals weapon damage as normal plus an additional 6d6 points of damage, and all opponents (including the target) within 30 feet must succeed at a Will save (DC 16 + your initiation modifier) or become frightened for 1d4 rounds and shaken for one minute after. Creatures with more hit dice than your initiator level cannot become frightened by this strike, although they still become shaken on a failed save. Any creature that starts its turn without line of sight to you can make another saving throw to end this effect.

INESCAPABLE FETTERS Discipline: Eternal Guardian (Boost) [curse, teleportation] Level: 6 Prerequisites: 2 Eternal Guardian maneuver Initiation Action: 1 swift action Range: Personal Target: You Duration: 1 round Your nightmarish oath that no foe will escape you draws. After initiating this boost, each creature you hit with a melee attack before the start of your next turn becomes cursed for one round per four initiator levels you possess. At the end of each of the turns of a creature cursed by this boost, that creature must succeed at a Will save (DC 16 + your initiation modifier) or be teleported to an unoccupied square adjacent to you. This teleportation provokes an attack of opportunity from you, and functions regardless of the distance between you and the cursed creature, although it cannot teleport a target on another plane of existence. For every 10 feet a cursed creature moves during its turn preceding the teleportation, the save DC of this strike increases by +2 (up to a maximum of a +6 increase to the DC). You can touch a willing ally to curse them, in which case they automatically fail their Will save to resist being teleported back to you at the start of your next turn. You can end this effect and the cursed condition on any affected creature at any time as a free action.

INESCAPABLE GRASP Discipline: Eternal Guardian (Stance) Level: 6 Prerequisites: Two Eternal Guardian maneuvers Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance Your resolution is absolute, and those affected by your ill will find themselves unable to act freely. While you maintain this stance, cursed creatures you threaten cannot take 5-foot steps or use the Withdraw action, and any such creature that leaves its square provokes an attack of opportunity from you, even if its movement would not otherwise provoke attacks of opportunity (such as with the Spring Attack feat or a teleportation effect).

INFINITE FOCUS Discipline: Eternal Guardian (Counter) Level: 6 Prerequisites: 2 Eternal Guardian maneuvers Initiation Action: 1 immediate action Range: 60 ft. Target: All allies within 60 ft. Duration: 1 round Path of War Expanded 121 You share some of your patience and dedication with your allies, allowing them to avoid careless mistakes that would allow an opponent to strike. After initiating this counter, your allies within 60 feet of you do not provoke attacks of opportunity for one round. Any ally that moves further than 60 feet away from you loses this benefit. You can initiate this counter in response to an ally provoking an attack of opportunity from an opponent; if you do, that attack is negated, and the ally gains the full benefits of this counter as normal.

STRIKE OF SACRIFICE Discipline: Eternal Guardian (Strike) Level: 6 Prerequisites: 2 Eternal Guardian maneuvers Initiation Action: 1 standard action Range: Melee or ranged attack and 30 feet (see text) Target: One creature (see text) Duration: Instantaneous (see text) You seal a portion of your life force around your allies, protecting them from harm at the cost of your own vulnerability. Make an attack. If it hits, it deals weapon damage as normal plus an additional 6d6 points of damage, and you may lower your AC by up to 1/2 your initiator level and grant all allies within 30 feet an equal bonus to their ACs. Both the reduction of your AC and the bonus to your allies’ ACs lasts for a number of rounds equal to your initiator level.

7TH LEVEL

CURSE OF IMPENDING DOOM Discipline: Eternal Guardian (Strike) [curse, fear] Level: 7 Prerequisites: 2 Eternal Guardian maneuvers Initiation Action: 1 standard action Range: Melee or ranged attack Target: One creature Duration: Instantaneous (see text) The disciple’s curse seeps into the foe’s subconscious, forcing it to believe failure is just around the corner. Make an attack. If it hits, it deals weapon damage as normal plus an additional 6d6 points of damage, and the target becomes cursed for 24 hours. While cursed by this strike, the target suffers a –2 penalty on attack rolls, saving throws, and skill, checks. Whenever an affected target succeeds on an attack roll, saving throw, or skill, check, the penalty imposed by this strike increases by –2. Whenever an affected target fails on such a roll, it must succeed at a Will save (DC 17 + your initiation modifier) or become panicked for one round, and the penalty imposed by this maneuver is reset to –2. A creature under the effect of this strike can choose to intentionally fail on any of these rolls to make another saving throw against this effect. If it does, failure does not cause it to become panicked, nor does it reset the penalty to –2.

GRIM SATISFACTION Discipline: Eternal Guardian (Boost) [fear] Level: 7 Prerequisites: 2 Eternal Guardian maneuvers Initiation Action: 1 swift action Range: Personal Target: You Duration: 1 round Seeing the fear and resignation in the eyes of your foes spurs you closer to victory. After initiating this boost, the next creature you hit with an attack for one round must succeed at a Will save (DC 17 + your initiation modifier) or cower in fear for one round, and you heal a number of hit points equal to your initiator level. If the creature that fails its save is cursed, you heal an additional 10 hit points.

UNBREAKABLE PROMISE Discipline: Eternal Guardian (Counter) [curse] Level: 7 Prerequisites: 2 Eternal Guardian maneuvers Initiation Action: 1 immediate action Range: 60 ft. Target: All opponents within 60 ft. Duration: 3 rounds (see text) You vow that no foe will land a killing blow against those under your protection. You can initiate this counter in response to a melee or ranged attack being made against another ally within 60 feet. All opponents within 60 feet of you must succeed at a Will save (DC 17 + your initiation modifier) or become cursed for three rounds. While a creature is cursed by this counter, it cannot reduce any creature other than itself below 0 hit points by any means; any additional damage is negated. An affected creature can strike itself as an attack action or part of a full-attack action (dealing damage as normal for the attack) to end this curse.

8TH LEVEL

CRUSHING REBUKE Discipline: Eternal Guardian (Counter) [fear] Level: 8 Prerequisites: 3 Eternal Guardian maneuvers Initiation Action: 1 immediate action Range: 60 ft. Target: One creature Duration: 1 turn Your overwhelming presence castigates a foe, causing them to utterly doubt their own abilities. You can initiate this counter in response to a melee or ranged attack being made against you or an ally by an enemy within 60 feet. Make an Intimidate check, using the creature’s attack roll as the DC. If you succeed, the attack is negated, and that all attacks made by that creature until the end of its turn are treated as if that creature had rolled a natural 1.

HAMMER OF THE IMMORTAL Discipline: Eternal Guardian (Strike) Level: 8 Prerequisites: 3 Eternal Guardian maneuvers Initiation Action: 1 standard action Range: Melee attack Target: Every threatened opponent Duration: Instantaneous (see text) You act as both hammer and anvil, striking your enemies with furious skill that breaks their lines and their spirits. Make a melee attack roll and compare it to the AC of each opponent you threaten. If the attack roll hits a target, it deals weapon damage as normal plus an additional 8d6 points of damage, and the target takes a –4 penalty to its AC and CMB until the start of your next turn. Use the same damage roll for each target. In addition, you may make a single combat maneuver attempt against each target you hit with this strike as a free action. These combat maneuver attempts do not provoke attacks of opportunity.

STANCE OF THE INFINITE WARRIOR Discipline: Eternal Guardian (Stance) [teleportation] Level: 8 Prerequisites: 3 Eternal Guardian maneuvers Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance Your eternal vigilance allows you to leave an echo of your presence behind to guard areas in which you are no longer physically present. While you maintain this stance, any square you threaten during your turn remains threatened by you until the end of your next turn. You can make melee attacks (including attacks of opportunity) against creatures within these squares, regardless of your actual location— a flickering glimpse of how you appeared the moment you threatened that square appears and makes the attack, just as if you were actually in the square. In addition, whenever a creature enters your threatened area, you can teleport to any unoccupied space within 10 feet of that creature as an immediate action.

9TH LEVEL OATH OF ETERNITY Discipline: Eternal Guardian (Counter) [curse, teleportation] Level: 9 Prerequisites: 4 Eternal Guardian maneuvers Initiation Action: 1 immediate action Range: Personal Target: You Duration: 1 round You declare a swathe of the battlefield to be your domain, in which you will brook no trespass. You teleport across the battlefield with each blow, blinking towards an enemy then returning to your original position. After initiating this counter, your threatened area increases to 40 feet for one round. This overlaps with, rather than stacking with, any natural reach you otherwise have; if your natural reach is greater than 40 feet, it is not reduced. In addition, for the duration of this boost, your attacks of opportunity deal an additional 3d6 points of damage and curse the target for one round, and you can make a number of additional attacks of opportunity this round equal to 1/2 your initiator level. This stacks with the Combat Reflexes feat and other effects that increase the number of attacks of opportunity you can make in a round.

Mithral Current

1ST LEVEL

FLOWING CREEK Discipline: Mithral Current (Counter) Level: 1 Initiation Action: 1 immediate action Range: Personal Target: You Duration: Instantaneous Like the flowing water that inspired your art, you sidestep and work around foes instead of fighting them directly. You can initiate this counter in response to a melee or ranged attack (including touch or ranged touch spell attacks) being made against you. Make a Perform (dance) check, using your opponent’s attack roll as the DC. If you succeed, the attack is negated and you may take a 5-foot step as a free action, even if you have already taken one this round.

FOLLOWING WAKE Discipline: Mithral Current (Boost) Level: 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: 1 round By utilizing the momentum of your body and blade, you turn a charge into disabling slash that leaves your opponent on the ground. After initiating this boost, you can make a trip attempt against the next creature you charge this round as a free action, using a Perform (dance) check in place of your combat maneuver check. This combat maneuver attempt does not provoke an attack of opportunity.

REACHING BLADE STANCE Discipline: Mithral Current (Stance) Level: 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance You can translate the momentum of your swift attacks into greater reach, striking foes who would normally be out of your range. While you maintain this stance, your melee attacks deal an additional 1d6 points of damage, and you increase the reach of the first attack you make each round by 5 feet. The additional damage of this stance increases by 1d6 for every eight initiator levels you possess.

READY THE DRAW Discipline: Mithral Current (Stance) Level: 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance You have the ability to draw your weapon with blinding speed, channeling that motion into deadly attacks. While you maintain this stance, you are considered to be threatening all squares within reach of your weapon even if it is sheathed, and can draw your weapon when making any type of maneuver or attack (including attacks of opportunity), even while flat-footed. In addition, you gain the benefits of the Combat Reflexes feat, even if you do not meet the normal prerequisites. You use your initiation modifier instead of your Dexterity modifier when determining the number of additional attacks of opportunity you can make each round.

SWIFT CURRENT Discipline: Mithral Current (Strike) Level: 1 Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: Instantaneous One of the basic tenets of the Mithral Current is that all momentum can be turned into a powerful offensive tool. As an initiate of the discipline, you can use the momentum of drawing your blade from its sheath to increase a strike’s power. Make a melee attack. If it hits, it deals weapon damage as normal plus an additional 1d6 points of damage. If you drew your weapon as part of this strike, your target is considered flat-footed against this attack.

TIDAL BLADE Discipline: Mithral Current (Strike) Level: 1 Initiation Action: 1 standard action Range: Melee attack Target: Up to two creatures Duration: Instantaneous As a disciple of the Mithral Current discipline, your skill and grace comes from your flowing movements and lightning-quick attacks. You make a swift slash, striking through multiple enemies with your swing. Make a melee attack roll and compare it to the AC of two creatures within your reach. If the attack roll hits a target, the attack deals weapon damage as normal. Use the same damage roll for each target. If you drew your weapon as part of this strike, you gain a +2 bonus on your attack roll.

2ND LEVEL

CALM THE STORM Discipline: Mithral Current (Counter) Level: 2 Initiation Action: 1 immediate action Range: Melee attack Target: One creature Duration: Instantaneous By perfectly timing your counterattacks, you can force your opponent into a position where they are unable to further attack you. You can initiate this counter in response to a melee or ranged attack being made against you. Make an attack roll with a weapon you are wielding. If your attack roll is higher than your opponent’s, their attack is negated and they must succeed on a Reflex Save (DC 12 + your initiation modifier) or be unable to target you with any other attacks this turn.

DUAL CRASH Discipline: Mithral Current (Strike) Level: 2 Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: Instantaneous With a sudden reversal of direction, you strike an enemy when they least expect it—at the instant after they’d already been hit. Make a melee attack. If it hits, it deals weapon damage as normal. If you drew your weapon as part of this strike, you can make a second attack against the same target with a –2 penalty on the attack roll.

IRON WAVE Discipline: Mithral Current (Strike) Level: 2 Initiation Action: 1 standard action Range: Melee or close (25 ft. + 5 ft./2 levels) Target: One creature Duration: Instantaneous (see text) By imitating the motions of ocean waves, you extend the reach of your blade beyond its edge. Make a melee attack. If it hits, it deals weapon damage as normal plus an additional 2d6 points of damage. If you drew your weapon as part of this strike, you can make your attack against any creature within close range (25 feet + 5 feet per 2 initiator levels), even if that creature isn’t within your reach. The attack is still treated as a melee attack, and a creature struck must succeed at a Will save (DC 12 + your initiation modifier) or become vulnerable to silver until the end of your next turn. Creatures with vulnerability to silver take 50% more damage from silver weapons. This maneuver is a supernatural ability.

RIDE THE WAKE Discipline: Mithral Current (Boost) Level: 2 Initiation Action: 1 swift action Range: Personal Target: You Duration: Instantaneous For a disciple of the Mithral Current discipline, stillness is death, and you acknowledge this fact by continuing to move even after striking your foes. If you drew a weapon as part of making an attack this round, you can initiate this boost to move up to your speed without provoking attacks of opportunity.

RIPTIDE STRIKE Discipline: Mithral Current (Strike) Level: 2 Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: Instantaneous Like the dangerous tidal swells that pull swimmers out to sea and under the waves, you pull an opponent to the ground with your strike. Make a melee attack. If it hits, it deals weapon damage as normal plus an additional 2d6 points of damage. If you drew your weapon as part of this strike, you may also make a trip attempt against them as a free action with a +2 competence bonus on your combat maneuver check. This trip attempt does not provoke an attack of opportunity.

3RD LEVEL

FLOWING WATER STANCE Discipline: Mithral Current (Stance) Level: 3 Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance You adopt a stance that maximizes free movement and speed, allowing you to dance around your opponents’ attacks and flow past obstacles like a rushing stream. While you maintain this stance, you gain a +4 dodge bonus to your AC and a +4 bonus on initiative checks. In addition, you can sheath your weapon once per round as a free action that does not provoke attacks of opportunity, even if it isn’t your turn.

RIPPLING CURRENT Discipline: Mithral Current (Strike) Level: 3 Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: Instantaneous Your blade weaves in and out of your opponent’s sight to strike at an unexpected angle. Make a melee attack. If it hits, it deals weapon damage as normal plus an additional 3d6 points of damage. If you drew your weapon as part of this strike, your target is considered flat-footed against this attack.

RUSHING WAKE Discipline: Mithral Current (Boost) Level: 3 Initiation Action: 1 swift action Range: Personal Target: You Duration: 1 round With a sudden burst of speed, you charge towards a foe, skillfully knocking aside any others in your path. After initiating this boost, when you make a charge attack this round, you can make a trip attempt as a free action against each opponent adjacent to you at any point in your movement. These trip attempts do not provoke attacks of opportunity, although your movement still does as normal.

SALT BREEZE STRIKE Discipline: Mithral Current (Strike) Level: 3 Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: Instantaneous Imitating the stinging winds of ocean storms, you strike with a debilitating slash and a spray of dust. Make a melee attack. If it hits, it deals weapon damage as normal plus an additional 3d6 points of damage. If you drew your weapon as part of initiating this strike, a struck target takes a –4 penalty on attack rolls for one round.

4TH LEVEL

BLINDING REFLECTION Discipline: Mithral Current (Strike) Level: 4 Prerequisites: One Mithral Current maneuver Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: Instantaneous (see text) Reflecting light off your blade like a pond bathed in moonlight, you temporarily blind an opponent and swiftly strike in the opening granted. Make a melee attack. If it hits, it deals weapon damage as normal plus an additional 6d6 points of damage. If you drew your weapon as part of this strike, a struck target must succeed at a Fortitude Save (DC 14 + your initiation modifier) or become blinded for 1 minute. If the target succeeds on their save, they are instead dazzled for one round.

DISRUPTIVE WAVE Discipline: Mithral Current (Counter) Level: 4 Prerequisites: One Mithral Current maneuver Initiation Action: 1 immediate action Range: Melee attack (see text) Target: One creature Duration: Instantaneous By sensing the ripples in reality caused by powerful magic, you are able to anticipate and strike before a spell takes effect. You can initiate this counter in response to being targeted by a power, psi-like ability, spell, or spellPath of War Expanded 125 like ability. Make a charge attack against the originator of the effect, moving up to twice your speed towards them as normal. If it hits, it deals weapon damage as normal, possibly interrupting the effect and increasing the DC of the Concentration check to not lose the effect by +4.

RIDE THE CURRENT Discipline: Mithral Current (Counter) Level: 4 Prerequisites: One Mithral Current maneuver Initiation Action: 1 immediate action Range: Melee attack Target: One creature Duration: Instantaneous By reading the movements of a foe, you are able to position yourself out of your enemy’s reach, striking as a final parting gift. You can initiate this counter in response to a melee or ranged attack being made against you. If your weapon is sheathed, you may draw it and make a melee attack against your attacker. If it hits, it deals weapon damage as normal. Regardless of whether or not you attacked, you can move up to 10 feet without provoking attacks of opportunity. You cannot make this counterattack if the target is not within your melee reach or otherwise targetable with a melee attack.

SILVER WAVE Discipline: Mithral Current (Strike) Level: 4 Prerequisites: One Mithral Current maneuver Initiation Action: 1 standard action Range: Melee or close (25 ft. + 5 ft/2 levels) Target: One creature Duration: Instantaneous (see text) Drawing your blade in a powerful diagonal cut, you strike your foe with a brutal wave of kinetic energy. Make a melee attack. If it hits, it deals weapon damage as normal plus an additional 6d6 points of damage. If you drew your weapon as part of this strike, you can make your attack against any creature within close range (25 feet + 5 feet per 2 initiator levels), even if that creature isn’t within your reach, and the target must succeed at a Will save (DC 14 + your initiation modifier) or become vulnerable to silver until the end of your next turn. In addition, you may also make a bull rush attempt against a struck target as a free action with a competence bonus on your combat maneuver check equal to your initiation modifier. This bull rush attempt does not provoke an attack of opportunity. Creatures with vulnerability to silver take 50% more damage from silver weapons. This maneuver is a supernatural ability.

5TH LEVEL

FLOWING STREAM Discipline: Mithral Current (Counter) Level: 5 Prerequisites: Two Mithral Current maneuvers Initiation Action: 1 immediate action Range: Melee attack Target: One creature Duration: Instantaneous Your graceful movements allow you to distance yourself from enemies’ attacks. You can initiate this counter response to a melee or ranged attack being made against you or when caught in an effect that requires a Reflex saving throw. Make a Perform (dance) check, using your opponent’s attack roll or the Reflex save DC as the DC. If you succeed, the attack is negated or you are otherwise unaffected by the effect, and you can move up to your speed without provoking attacks of opportunity towards the originator of the attack or effect. If your weapon is sheathed when you initiate this counter, you may draw it and make a melee attack against your attacker. If it hits, it deals weapon damage as normal plus an additional 3d6 points of damage. You cannot make this counterattack Path of War Expanded 126 if the target is not within your melee reach or otherwise targetable with a melee attack

MITHRAL FLASH Discipline: Mithral Current (Counter) Level: 5 Prerequisites: Two Mithral Current maneuvers Initiation Action: 1 immediate action Range: Melee attack Target: One creature Duration: Instantaneous Though the Mithral Current discipline is noted for its graceful movements and artful dodges, you are just as capable of blocking blades as you are avoiding them. You can initiate this counter response to a melee or ranged attack being made against you. Make an attack roll with a weapon you are wielding. If your attack roll is higher than your opponent’s, their attack is negated. If you drew your weapon as part of this counter, you can make a make attack against your attacker. If it hits, it deals weapon damage as normal plus an additional 5d6 points of damage, and your weapon is treated as silver for the purposes of vulnerabilities and overcoming damage reduction. You cannot make this counterattack if the target is not within your melee reach or otherwise targetable with a melee attack.

RAPID CURRENT Discipline: Mithral Current (Strike) Level: 5 Prerequisites: Two Mithral Current maneuvers Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: Instantaneous You unleash a rapid flurry of attacks at an enemy, carving deep wounds into their flesh. Make two melee attacks at your full base attack bonus. Each attack that hits deals weapon damage as normal plus an additional 3d6 points of damage. If you drew your weapon as part of this strike, you can make a make one additional attack at your full base attack bonus. If it hits, it deals weapon damage as normal, and does not gain bonus damage from this strike.

SHIFTING WATERS STANCE Discipline: Mithral Current (Stance) Level: 5 Prerequisites: Two Mithral Current maneuvers Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance You dance your way across the battlefield, heedless of any obstacles between you and your target. While you maintain this stance, you do not need to move in a straight line while charging, and may move through difficult terrain while charging (although your movement is still reduced if you do so). In addition, any time a maneuver allows you to move as part of initiating it (including maneuvers that allow you to take a 5-foot step), you may move an additional 5 feet. You can sheath your weapon once per round as a free action that does not provoke attacks of opportunity, even if it is not your turn.

WHIRLPOOL STRIKE Discipline: Mithral Current (Strike) Level: 5 Prerequisites: Two Mithral Current maneuvers Initiation Action: 1 standard action Range: Melee attack Target: Adjacent enemies or enemies in reach (see text) Duration: Instantaneous With a spinning slash, you strike down all foes near you. Make a melee attack roll and compare it to the AC of each adjacent opponent. If the attack roll hits a target, it deals weapon damage as normal plus an additional 3d6 points of damage. Use the same damage roll for each target. If you drew your weapon as part of this strike, you may attack all opponents within your reach in addition to those adjacent to you.

6TH LEVEL

CRASHING WAKE Discipline: Mithral Current (Strike) Level: 6 Prerequisites: Two Mithral Current maneuvers Initiation Action: 1 standard action Range: Melee attack Target: All enemies adjacent to you (see text) Duration: Instantaneous You rush across the battlefield, striking all foes in your path. When you initiate this maneuver, you can move up to 30 feet as a free action, provoking attacks of opportunity as normal. Make a single attack against each opponent adjacent to you at any point during your movement. If an attack hits, it deals weapon damage as normal, plus an additional 4d6 points of damage.

ENDLESS CURRENT Discipline: Mithral Current (Boost) Level: 6 Prerequisites: Two Mithral Current maneuvers Initiation Action: 1 swift action Range: Personal Target: You Duration: 1 round You channel the momentum of your attacks into a leaping dance, allowing you to maneuver across the battlefield with every blow. After initiating this boost, you can move up to 10 feet as a free action without provoking attacks of opportunity each time you make an attack until the start of your next turn.

MITHRAL CURRENT STANCE Discipline: Mithral Current (Stance) Level: 6 Prerequisites: Two Mithral Current maneuvers Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance You move with the speed and grace of a rapid flowing river, striking at blinding speeds. While you maintain this stance, any creature you hit with a melee attack must Path of War Expanded 127 succeed at a Will save (DC 16 + your initiation modifier) or become vulnerable to silver until the end of your next turn. This effect resolves after your attack. In addition, you are considered to be threatening all squares within reach of your weapon even if it is sheathed, and can draw your weapon when making any type of maneuver or attack (including attacks of opportunity), even while flatfooted. You can sheath your weapon once per round as a free action that does not provoke attacks of opportunity, even if it isn’t your turn. Creatures with vulnerability to silver take 50% more damage from silver weapons.

QUICKSILVER WAVE Discipline: Mithral Current (Strike) Level: 6 Prerequisites: Two Mithral Current maneuvers Initiation Action: 1 standard action Range: Melee attack or close (25 ft. + 5 ft./2 levels) Target: One creature Duration: Instantaneous (see text) A wave of silver energy leaps from your blade to slash at a distant foe. Make a melee attack. If it hits, it deals weapon damage as normal plus an additional 8d6 points of damage. If you drew your weapon as part of this strike, you can make your attack against any creature within close range (25 feet + 5 feet per 2 initiator levels), even if that creature isn’t within your reach, and the target must succeed at a Will save (DC 16 + your initiation modifier) or become vulnerable to silver until the end of your next turn. In addition, you may also make a trip attempt against a struck target as a free action with a competence bonus on your combat maneuver check equal to your initiation modifier. This trip attempt does not provoke an attack of opportunity. Creatures with vulnerability to silver take 50% more damage from silver weapons. This maneuver is a supernatural ability.

7TH LEVEL

BLADE OF THE SILVER SEA Discipline: Mithral Current (Strike) Level: 7 Prerequisites: Two Mithral Current maneuvers Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: Instantaneous (see text) Your blade ripples and shimmers with a bright silver light as it strikes home and rends the flesh of your enemy. Make a melee attack. If it hits, it deals weapon damage as normal plus an additional 8d6 points of damage. If you drew your weapon as part of this strike, your attack is treated as silver for the purposes of vulnerability, automatically overcomes damage reduction, and suppresses any fast healing or regeneration the target has for a number of rounds equal to your initiation modifier. This strike cannot suppress regeneration that is not overcome by any type of damage, such as that possessed by a tarrasque. This maneuver is a supernatural ability. FLOWING RIVER Discipline: Mithral Current (Counter) Level: 7 Prerequisites: Two Mithral Current maneuvers Initiation Action: 1 immediate action Range: Personal Target: You Duration: Instantaneous The dance of the Mithral Current allows you to avoid an incoming effect and return the insult with great fury. You can initiate this counter in response to being targeted by or caught in an effect that allows a saving throw. Make a Perform (dance) check in place of your saving throw. If you succeed, you can immediately move to any space adjacent to the creature that originated the effect without provoking attacks of opportunity, even if the creature is further away than your movement speed. If your weapon is sheathed when you initiate this maneuver, you may draw it and make a melee attack against that creature. If it hits, it deals weapon damage as normal plus an additional 5d6 points of damage.

RAGING WHIRLPOOL STRIKE Discipline: Mithral Current (Strike) Level: 7 Prerequisites: Two Mithral Current maneuvers Initiation Action: 1 standard action Range: Melee attack Target: All adjacent enemies Duration: Instantaneous With a whirling slash, you carve through all foes that presume to approach you. Make a melee attack roll and compare it to the AC of each adjacent opponent. If the attack roll hits a target, it deals weapon damage as normal plus an additional 5d6 points of damage. Use the same damage roll for each target. If you drew your weapon as part of this strike, you may make a second attack roll identical to the first. If it hits, it deals weapon damage as normal plus an additional 3d6 points of damage.

8TH LEVEL

MITHRAL LIGHTNING STANCE Discipline: Mithral Current (Stance) Level: 8 Prerequisites: Three Mithral Current maneuvers Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance With blinding movements and rapid, graceful strikes, you are able to travel across the battlefield and bring death to any who would try to oppose you. While you maintain this stance, you gain a +10 foot enhancement bonus to each of your speeds, a +6 dodge bonus to your AC against attacks of opportunity, and your weapons are treated as silver for the purposes of vulnerabilities and overcoming damage reduction. Whenever an opponent makes an attack of opportunity against you, you can make a melee attack against them after their attack resolves. If it hits, it deals weapon damage as normal Path of War Expanded 128 plus an additional 3d6 points of damage. In addition, all attacks you make as part of counter maneuvers deal an additional 3d6 points of damage on a successful hit, and you can sheath your weapon once per round as a free action that does not provoke attacks of opportunity, even if it isn’t your turn.

MITHRAL WAVE Discipline: Mithral Current (Strike) Level: 8 Prerequisites: Three Mithral Current maneuvers Initiation Action: 1 standard action Range: Melee attack or close (25 ft. + 5 ft./2 levels) Target: One creature Duration: Instantaneous (see text) A wave of blinding silver energy erupts from your blade to strike a distant foe. Make a melee attack. If it hits, it deals weapon damage as normal plus an additional 14d6 points of damage. If you drew your weapon as part of this strike, you can make your attack against any creature within close range (25 feet + 5 feet per 2 initiator levels), even if that creature isn’t within your reach, and the target must succeed at a Fortitude save (DC 18 + your initiation modifier) or become dazed for 1d4 rounds, a Reflex save (DC + your initiation modifier) or be knocked prone, and a Will save (DC 18 + your initiation modifier) or become vulnerable to silver until the end of your next turn. Creatures with vulnerability to silver take 50% more damage from silver weapons. This maneuver is a supernatural ability.

RIPTIDE SLICE Discipline: Mithral Current (Strike) Level: 8 Prerequisites: Three Mithral Current maneuvers Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: Instantaneous As a master of the Mithral Current discipline, you can make a cut so light and gentle it feels like a mere breeze while still rending your enemy to their very core. Make a melee attack. If it hits, it deals weapon damage as normal plus an additional 12d6 points of damage. If you drew your weapon as part of this strike, this attack is made against your opponent’s touch AC.

9TH LEVEL

DANCE OF THE SILVER HURRICANE Discipline: Mithral Current (Counter) Level: 9 Prerequisites: Four Mithral Current Maneuvers Initiation Action: 1 immediate action Range: Personal Target: You Duration: 1 round Having reached the epitome of the Mithral Current discipline, you know the dance of battle perfectly, and every step you take is attuned to that deadly rhythm. After initiating this counter, you can make a Perform (dance) check and use it in place of your AC or CMD against any attack or combat maneuver made against you until the start of your next turn. In addition, any time an attack or combat maneuver misses you during the duration of this counter, you can move up to 10 feet as a free action. You may choose to not provoke attacks of opportunity during this movement, or to provoke attacks of opportunity as normal. At the start of your next turn, make melee attack roll and compare it to the AC of each creature that attacked you and missed while this counter was in effect. If the attack roll hits a target, it deals weapon damage as normal, and is treated as silver for the purposes of vulnerabilities and overcoming damage reduction. This attack affects creatures regardless of the distance between you and your opponents. If you drew your weapon as part of this counter, a struck opponent takes an additional 1d6 points of damage for each time it missed you while the counter was in effect (up to a maximum of 6d6 points of additional damage per creature).

Piercing Thunder Special Note: The specialized nature of some Piercing Thunder maneuvers requires you to be wielding a discipline weapon or a weapon that inflicts piercing damage. If you are not wielding such a weapon, then you cannot perform those maneuvers. In addition, while you maintain a Piercing Thunder stance, you can retrieve unattended weapons as a free action, provided you are adjacent to the weapon at some point during turn (including as part of a move action).

1ST LEVEL

BRONZE LANCER’S EDGE Discipline: Piercing Thunder (Boost) Level: 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: 1 round With practiced skill, you are capable of achieving greater force with your discipline weapons. After initiating this boost, the next charge attack you make this turn deals an additional 1d6 points of damage.

BRONZE LANCET CHARGE Discipline: Piercing Thunder (Strike) Level: 1 Initiation Action: 1 full-round action Range: Melee attack Target: One creature Duration: Instantaneous You make a thunderous charge and deliver a powerful attack. Make a charge attack that does not provoke attacks of opportunity. If your attack hits, it deals weapon damage as normal plus an additional 1d6 points of damage.

IRON PIKEMAN’S ATTITUDE Discipline: Piercing Thunder (Stance) Level: 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance You have practiced ways to mitigate and circumvent the woes of heavy armor and gear. While you maintain this stance, you gain the benefits of the Endurance feat and you may treat armor you are wearing as one category lower (heavy armor is treated as medium armor, and so forth, to a minimum of light armor). In addition, you reduce the armor check penalty of armor you are wearing by 1 (to a minimum of 0) and increase the maximum Dexterity bonus allowed by your armor by 1. For every 3 initiator levels you possess beyond 1st level, you reduce the armor check penalty and increase the maximum Dexterity bonus by an additional 1 (up to a maximum of a –5 armor check penalty reduction and a +5 increase to maximum Dexterity bonus). OAKEN SHIELD Discipline: Piercing Thunder (Counter) Level: 1 Initiation Action: 1 immediate action Range: Personal Target: You Duration: Instantaneous You shift your weapon’s haft into a more defensible position, shielding you from assault. You can initiate this counter in response to a melee or ranged attack being made against you. Your shield bonus to your AC against that attack increases by +4 (if you have no shield bonus to AC, your shield bonus increases to +4).

PHALANX LANCER Discipline: Piercing Thunder (Stance) Level: 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance Through heavy conditioning and strength training, you have become adept at using a shield in tandem with a polearm to great effect. While maintain this stance, you can wield a normally two-handed discipline weapon as a one-handed weapon (or a normally one-handed discipline weapon as a light weapon) when using a shield in your off hand. When fighting in this manner, your attacks with discipline weapons and shield bashes deal an additional 1d6 points of damage (+1d6 per ten initiator levels). In addition, adjacent allies (up to a maximum number equal to your initiation modifier) wearing shields may interlock their shields with yours as a free action on their turn. Each shield-bearing character improves their shield bonus to AC by +1 for each ally in this position (up to a maximum of +5). Allies linking shields with you in this manner do not need to be in this stance unless they wish to increase the number of allies within the phalanx as well. Special Note: If you possess the armament shield class feature (see Zweihander Sentinel warder archetype in Path of War), its benefits are suspended while you maintain this stance. You must be wielding an actual shield to interlock it with the shields of allies.

PIERCING STRIKE Discipline: Piercing Thunder (Strike) Level: 1 Initiation Action: 1 standard action Range: Melee attack Target: One or two creatures Duration: Instantaneous You issue a potent impaling blow with your weapon, battering defenses aside and striking bloodily at your foe. During this strike, your weapon’s reach increases by 5 feet. Make a melee attack roll and compare it to the ACs of up to two creatures within your reach that are adjacent to each other. If the attack roll hits a target, it deals weapon damage as normal. Use the same damage roll for each target.

2ND LEVEL

ARMOR-PIERCING THRUST Discipline: Piercing Thunder (Strike) Level: 2 Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: Instantaneous You make a potent attack toward your foe, unleashing a heavy thrust that pierces through their defenses. Make a melee touch attack with a weapon you are wielding. If it hits, it deals weapon damage as normal.

BRACE FOR IMPACT Discipline: Piercing Thunder (Counter) Level: 2 Initiation Action: 1 immediate action Range: Personal Target: You Duration: Instantaneous In the chaos of battle, you know you can truly only trust the weapon in your hand. You can initiate this counter when an opponent makes a charge attack against you. Make an Acrobatics check, using your opponent’s attack roll as the DC. If you succeed, the attack is negated and that opponent takes damage equal to your initiator level. If your weapon has the brace property, this damage is doubled. If you are not wielding a discipline weapon or a piercing weapon, this counter does no damage to your opponent but can still negate the attack.

HASTENED LEAP Discipline: Piercing Thunder (Boost) Level: 2 Initiation Action: 1 swift action Range: Personal Target: You Duration: Instantaneous By using this method, you become capable of a quick burst of speed, launching yourself forward with alacrity towards you foes. When you initiate this boost, you can either move up to 20 feet or make an Acrobatics check to jump. If you jump, you are treated as if you had a running start and your check is made with a +10 competence bonus.

THROWING THUNDER Discipline: Piercing Thunder (Strike) Level: 2 Initiation Action: 1 standard action Range: Ranged attack Target: One creature Duration: Instantaneous By rearing back for a powerful throw, you are capable of turning any pole arm into a deadly and dangerous missile. Make a ranged attack, using a discipline weapon you’re wielding as a thrown weapon. The weapon’s range increment increases by 20 feet for this attack. If the weapon does not normally have a range increment, it instead gains a 20 foot range increment for this attack, and you do not take the normal penalty for throwing a nonstandard weapon. If your attack hits, it deals weapon damage as normal plus an additional 2d6 points of damage, and the target must succeed at a Reflex save (DC 12 + your initiation modifier) or be knocked prone. Path of War Expanded 131

THUNDEROUS FALL Discipline: Piercing Thunder (Strike) Level: 2 Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: Instantaneous Using the principles of Piercing Thunder, you are wellsuited to taking advantage of your superior reach to bring your foes to the ground, be they cavalry or infantry. Make a melee attack. If it hits, it deals weapon damage as normal plus an additional 2d6 points of damage, and if the target is riding a mount, they must succeed at a Reflex save (DC 12 + your initiation modifier) or be dismounted, falling prone in a square of your choice adjacent to their mount. If the target is not mounted, you may instead make a trip attempt against them as a free action with a +2 competence bonus to your combat maneuver check. This strike can only be initiated with a discipline weapon.

3RD LEVEL

GORING STRIKE Discipline: Piercing Thunder (Strike) Level: 3 Prerequisites: One Piercing Thunder maneuver Initiation Action: 1 standard action Range: See text Area: Line (see text) Target: One or more creatures (see text) Duration: Instantaneous With a mighty thrust with your weapon, you pierce your enemies, delivering a devastating attack to multiple foes within your reach. During this strike, your weapon’s reach increases by 5 feet. When you initiate this maneuver, your strike targets every creature in a line with a range equal to your reach. Make a melee attack roll and compare it to the AC of each creature within the area. If the attack roll hits a target, it deals weapon damage as normal plus an additional 2d6 points of damage, and the target must succeed at a Fortitude save (DC 13 + your initiation modifier) or suffer 1d4 points of bleed damage. Use the same damage roll for each target. This strike can only be initiated with a discipline weapon or a piercing weapon.

IRON LANCER’S EDGE Discipline: Piercing Thunder (Boost) Level: 3 Prerequisites: One Piercing Thunder maneuver Initiation Action: 1 swift action Range: Personal Target: You Duration: 1 round The disciple urges punishing force from his attacks to devastate his foes. After initiating this boost, the next charge attack you make this turn deals an additional 3d6 points of damage, and the creature struck is staggered for one round.

PIERCING THUNDER HAMMER Discipline: Piercing Thunder (Strike) Level: 3 Prerequisites: One Piercing Thunder maneuver Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: Instantaneous As a seasoned spearman, you know how to leverage your strength properly. By drawing up your strength, you deliver a crushing strike that can bring even the most stable enemies to their knees. Make a melee attack. If it hits, it deals weapon damage as normal plus an additional 2d6 points of damage, and the target must succeed at a Reflex save (DC 13 + your initiation modifier) or be knocked prone.

TWIN THUNDER STANCE Discipline: Piercing Thunder (Stance) Level: 3 Prerequisites: One Piercing Thunder maneuver Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance You have learned how to use normally two-handed weapons in one hand, using the weapons’ size and momentum to strike your foes with powerful blows. While you maintain this stance, You can wield normally two-handed weapons as one-handed weapons, and you gain the benefits of the Two-Weapon Fighting feat while using two discipline weapons in either hand (even if you do not meet its prerequisites). If you already possess the Two-Weapon Fighting feat, you may instead wield one or both of weapons as light weapons (reducing the penalties further and making them eligible for use with feats such as Weapon Finesse or Deadly Agility), and you gain the benefits of the Improved Two-Weapon Fighting feat, or the Greater Two-Weapon Fighting if you already possessed Improved Two-Weapon Fighting, even if you do not meet these feats’ prerequisites. You do not need to be wielding multiple weapons to gain the benefits of this stance. Special Note: If you possess the armament shield class feature (see Zweihander Sentinel warder archetype in Path of War) and wielding a two-handed weapon in one hand, the benefits of armament shield will still apply to that weapon. If you are wielding a pair of two-handed weapons, armament shield only applies to one of them, although you can choose which weapon it applies to as a free action at the start of each turn. Note that even if you are wielding more than two weapons, you can only gain extra attacks with a single off hand weapon each turn.

4TH LEVEL

IRON LANCET CHARGE Discipline: Piercing Thunder (Strike) Level: 4 Prerequisites: One Piercing Thunder maneuver Initiation Action: 1 full-round action Range: Melee attack Target: One creature Duration: Instantaneous Your knowledge of how to deliver a powerful charge that delivers bone-shattering force is unparalleled. Make a charge attack that does not provoke attacks of opportunity. If it hits, it deals weapon damage as normal plus an additional 6d6 points of damage, and the target must succeed at a Reflex save (DC 14 + your initiation modifier) or be knocked prone.

LEAPING STRIKE Discipline: Piercing Thunder (Strike) Level: 4 Prerequisites: One Piercing Thunder maneuver Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: Instantaneous In a daring feat of acrobatics, you leap high into the air and descend with the force of a lightning bolt. Make a melee attack, using an Acrobatics check in place of your attack roll. Any bonuses and penalties that would be applied to a normal attack roll, such as weapon enhancements, spell effects, or the penalties for fighting with two weapons or shooting into melee, are applied to the skill check as well. If your attack hits, it deals weapon damage as normal plus an additional 6d6 points of damage.

RE POSITIONING LEAP

Discipline: Piercing Thunder (Counter) Level: 4 Prerequisites: One Piercing Thunder maneuver Initiation Action: 1 immediate action Range: Melee attack Target: One creature Duration: Instantaneous With a powerful leap and roll, you are able to evade an enemy’s attack and reposition yourself to better defend yourself. Make an Acrobatics check, using your opponent’s attack roll as the DC. If you succeed, the attack is negated, and you may jump away from your position, using your Acrobatics check result to determine the distance moved. This movement does not provoke attacks of opportunity.

TWISTING LANCE Discipline: Piercing Thunder (Strike) Level: 4 Prerequisites: One Piercing Thunder maneuver Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: Instantaneous You sweep your enemies’ legs out from under them with the haft of your weapon before following up with a spinning strike its head. Make a trip attempt with a +4 competence bonus on your combat maneuver check. This trip attempt does not provoke attacks of opportunity. If you successfully trip your target, you can make a single melee attack against them as a free action. If your attack hits, it deals weapon damage as normal plus an additional 5d6 points of damage.

5TH LEVEL

METEOR SPIRAL THRUST Discipline: Piercing Thunder (Strike) Level: 5 Prerequisites: Two Piercing Thunder maneuvers Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: Instantaneous (see text) You put a vicious twist in your thrust, delivering a powerful blow that penetrates armor and body alive. Make a melee attack. If it hits, it deals weapon damage as normal plus an additional 8d6 points of damage, and automatically overcomes damage reduction. In addition, the target must succeed at a Fortitude save (DC 15 + your initiation modifier) or become nauseated for 1d3 rounds.

STANCE OF THE THUNDERBRAND Discipline: Piercing Thunder (Stance) Level: 5 Prerequisites: Two Piercing Thunder maneuvers Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance You tightly concentrate your focus on the battlefield, maximizing the effectiveness of your reach and keeping enemy attacks at bay. While you maintain this stance, you gain a +4 dodge bonus to your AC and your weapon’s reach increases by 5 feet. In addition, any creature you threaten that leaves their square provokes an attack of opportunity from you, even if their movement was a 5-foot step or movement that would not otherwise provoke attacks of opportunity (such as with the Spring Attack feat or a teleportation effect). Your opponents cannot use the Withdraw action to treat the squares they start in as no longer threatened by you.

THROWING COMET Discipline: Piercing Thunder (Strike) Level: 5 Prerequisites: Two Piercing Thunder maneuvers Initiation Action: 1 standard action Range: 30 ft. Area: 30-ft. line Duration: Instantaneous With an overhand spin, you hurl your polearm at your enemies, decimating their ranks in a whirling path. When you initiate this maneuver, you throw your weapon, creating a 30-foot line that deals damage to each creature in the area as if you had hit them with an attack with a weapon you are wielding (including damage from magical properties or other bonuses), plus an additional 8d6 points of damage, and knocks them prone. Use the same damage roll for each creature. Creatures caught in the line can make a Reflex save (DC 15 + your initiation modifier) to take half damage and not fall prone. After resolving this maneuver, the weapon you threw lands in the furthest square from you at the end of the line. If it is enchanted with a property such as returning or teleporting, or you otherwise have the ability to cause thrown weapons to return to you, it does so normally as if you had made an attack with it.

TWISTING PARRY Discipline: Piercing Thunder (Counter) Level: 5 Prerequisites: Two Piercing Thunder maneuvers Initiation Action: 1 immediate action Range: One attack Target: You Duration: Instantaneous A champion of combat, the disciple of the Piercing Thunder is capable of using the size and weight of his weapon to buffet an attack aside to strike at another foe. You can initiate this counter in response to a melee or ranged attack being made against you. Make an attack roll with a weapon you are wielding. Use the higher of your AC and your attack roll as your effective AC against the incoming attack. If the attack against you misses, you deflect the attack at another creature you can see within reach or range of the attacker. Treat the attack as if it had been made against that creature, using the attacker’s original attack roll to resolve the attack as normal. If there is no new target available, the attack is simply negated.

6TH LEVEL

DIVING THUNDERBOLT STANCE Discipline: Piercing Thunder (Stance) Level: 6 Prerequisites: Two Piercing Thunder maneuvers Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance Your movements are light and nimble, allowing you to reach incredible heights and strike with the force of a swooping dragon. While you maintain this stance, you become immune to falling damage, gain a bonus on Acrobatics checks made to jump equal to twice your initiator level, and your vertical jumping distance is not limited by your maximum movement speed. In addition, if you attack your opponent from a higher elevation (including after jumping towards them as a move action), you are considered to be charging that opponent for the purposes of feats and abilities you possess that would provide a beneficial effect.

GLORIOUS THUNDER CHARGE Discipline: Piercing Thunder (Strike) Level: 6 Prerequisites: Two Piercing Thunder maneuvers Initiation Action: 1 full-round action Range: Melee attack Target: One creature Duration: Instantaneous (see text) Brandishing his potent weapon in a glorious display of martial superiority, the disciple charges to battle his foe with determination matched by only the gods themselves. Make a charge attack that does not provoke attacks of opportunity. If it hits, it deals weapon damage as normal plus an additional 8d6 points of damage, and the target must succeed at a Fortitude save (DC 16 + your initiation modifier) or become nauseated for 1d3 rounds.

IMPALING COMET STRIKE Discipline: Piercing Thunder (Strike) Level: 6 Prerequisites: Two Piercing Thunder maneuvers Initiation Action: 1 standard action Range: See text Area: Line (see text) Target: One or more opponents Duration: Instantaneous You are capable of pressing an incredible assault upon a foe. During this strike, your weapon’s reach increases by 10 feet. When you initiate this maneuver, your strike targets every creature in a line with a range equal to your reach. Make a melee attack roll and compare it to the AC of each opponent within the area. If the attack roll hits a target, it deals weapon damage as normal plus an additional 6d6 points of damage, and automatically overcomes damage reduction. Use the same damage roll for each target. This strike can only be initiated with a discipline weapon or a piercing weapon.

LIGHTNING RUSH

Discipline: Piercing Thunder (Boost) Level: 6 Prerequisites: Two Piercing Thunder maneuvers Initiation Action: 1 swift action Range: Personal Target: You Duration: 1 round By digging in his heels and launching off like a speeding comet, the disciple of the Piercing Thunder is capable of lightning fast sprints for a short period of time. After initiating this boost, your base land speed increases by 30 feet until the start of your next turn. This adjustment is treated as an enhancement bonus. In addition, you can immediately move up to your speed as a free action. This movement does not provoke attacks of opportunity.

STEEL LANCER’S EDGE

Discipline: Piercing Thunder (Strike) Level: 6 Prerequisites: Two Piercing Thunder maneuvers Initiation Action: 1 full-round action Range: Melee attack Target: One creature Duration: Instantaneous You add a burst of speed and force to the end of your charge, striking your foe with a deadly thrust before using the momentum to leap away from their counterattack. Make a charge attack that does not provoke attacks of opportunity. If it hits, it deals weapon damage as normal plus an additional 8d6 points of damage, and automatically overcomes damage reduction. In addition, regardless of whether your attack hit or not, you can make an Acrobatics check to jump as a free action. Movement during this jump does not provoke attacks of opportunity from the target.

7TH LEVEL

BREAKING THE CHARGE Discipline: Piercing Thunder (Counter) Level: 7 Prerequisites: Two Piercing Thunder maneuvers Initiation Action: 1 immediate action Range: Melee attack Target: One creature Duration: Instantaneous The disciple of the Piercing Thunder is wise to the ways of combat and when opponents rush by, his lance is always at the ready. You can initiate this counter whenever a charging opponent passes within 10 feet of you (including if you yourself are being charged). Make a melee attack against that creature with a weapon you are wielding, even if its reach would not otherwise allow you to strike the foe. If it hits, it deals weapon damage as normal plus an additional 5d6 points of damage, and the target must succeed at a Reflex save (DC 17 + your initiation modifier) or be knocked prone. Regardless of whether or not they succeed at the save, the target’s movement ends, potentially keeping them from making their charge attack. This maneuver may only be made with a discipline weapon.

LEAPING THUNDER CRASH Discipline: Piercing Thunder (Strike) Level: 7 Prerequisites: Two Piercing Thunder maneuvers Initiation Action: 1 full-round action Range: Melee attack Target: One creature Duration: Instantaneous With a tremendous leap into the air, you come crashing down upon your enemy with the force of the gods themselves. Make a melee attack, using an Acrobatics check in place of your attack roll. Any bonuses and penalties that would be applied to a normal attack roll, such as weapon enhancements, spell effects, or the penalties for fighting with two weapons, are applied to the skill check as well. If your attack hits, it deals weapon damage as normal plus an additional 35 points of damage, and the target must succeed at a Fortitude save (DC 17 + your initiation modifier) or drop any held items, as though they had been disarmed.

RUSH TO THE FRAY Discipline: Piercing Thunder (Strike) Level: 7 Prerequisites: Two Piercing Thunder maneuvers Initiation Action: 1 full-round action Range: Melee attack Target: One or more creatures Duration: Instantaneous You charge fearlessly towards a group of foes, heedless of difficulties and deliver a flurry of potent attacks. Make a charge attack that does not provoke attacks of opportunity. During this charge, you ignore difficult terrain (potentially allowing you to charge where you otherwise could not). At the end of your charge, you can give up your regular attacks and instead make a melee attack or combat maneuver attempt at your highest base attack bonus against each opponent within reach. If an attack hits, it deals weapon damage as normal plus an additional 5d6 points of damage, or if used for a combat maneuver attempt, you gain a +5 competence bonus on your combat maneuver check. You must make a separate attack roll against each target.

8TH LEVEL

ADAMANTINE LANCER’S EDGE Discipline: Piercing Thunder (Boost) Level: 8 Prerequisites: Three Piercing Thunder maneuvers Initiation Action: 1 swift action Range: Personal Target: You Duration: 1 round (see text) As a master of the Piercing Thunder discipline, you wield your lance with impossible strength and penetrating power, piercing steel as easily as flesh and bone. After initiating this boost, the next charge attack you make this turn deals an additional 8d6 points of damage. In addition, each attack you make during that charge automatically overcomes damage reduction, and any creature struck must succeed at a Fortitude save (DC 18 + your initiation modifier) or become dazed for one round.

DEADLY THUNDER LANCER’S STANCE Discipline: Piercing Thunder (Stance) Level: 8 Prerequisites: Three Piercing Thunder maneuvers Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance Mastery of the spear and its many styles comes to you as you near the pinnacle of the Piercing Thunder discipline. While you maintain this stance, you add your initiation modifier to attack rolls, damage rolls, and Acrobatics checks to jump or tumble. In addition, Path of War Expanded 135 you gain the benefits of the Spring Attack feat, even if you do not meet its prerequisites. When you use this feat, you can initiate a strike with an initiation action of one standard action or less instead of making a normal attack during your movement. If that strike includes a charge, you gain the normal benefits and penalties of the charge combat maneuver, although your movement is not limited to a straight line, you may move through difficult terrain or other obstacles as if you were not charging, and you do not have to end your movement after initiating your strike.

THUNDERING LANCER’S BLOW Discipline: Piercing Thunder (Strike) Level: 8 Prerequisites: 3 Piercing Thunder maneuvers Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: Instantaneous By leveling a heavy blow from your powerful weapon, you strike so hard to as to bring your opponent to their knees with this strike. Make a melee attack. If it hits, it deals weapon damage as normal plus an additional 12d6 points of damage, and you can make a bull rush attempt against the target as a free action. This bull rush attempt does not provoke an attack of opportunity, and you gain a bonus on your combat maneuver check equal to 1/2 your initiator level. If your bull rush attempt is successful, the target is knocked prone at the end of their movement.

9TH LEVEL

PIERCING CHARGE OF THE DREAD LANCER Discipline: Piercing Thunder (Strike) Level: 9 Prerequisites: Four Piercing Thunder maneuvers Initiation Action: 1 full-round action Range: See text Area: Line (see text) Duration: Instantaneous As a master of the Piercing Thunder discipline, you can make a devastating charge across the battlefield, striking all in your way with razor precision and unstoppable killing force. When you initiate this maneuver, you make a charge attack, moving up to twice your speed in a straight line as normal. Unlike a normal charge attack, you do not designate an opponent, and do not need to end your movement within reach of an opponent. In addition, your movement ignores difficult terrain and intervening creatures, and does not provoke attacks of opportunity. Rather than making an attack at the end of your charge, your strike targets every opponent who was caught in your path; treat your movement as a line-shaped effect for determining who is affected. Each opponent caught within the line takes damage as if you had hit them with an attack with a weapon you are wielding (including damage from magical properties or other bonuses), and must succeed at a Reflex save (DC 19 + your initiation modifier) or take an additional 15d6 points of damage. A successful save halves the additional damage, but does not negate the damage from your attack. Use the same damage roll for each creature. This strike can only be initiated with a discipline weapon.

Riven Hourglass Special Note: Maneuvers from this discipline are universally supernatural in nature, drawing as they do on the initiator’s connection to the timestream and the manipulation of their Hourglass. As such, they are supernatural abilities.

1ST LEVEL

CLOCKWATCHER Discipline: Riven Hourglass (Counter) Level: 1 Initiation Action: 1 immediate action Range: Personal Target: You Duration: Instantaneous By pulling your perception forward in time for the barest of moments, you are able to cheat fate and act when most would be caught unaware. Unlike other immediate actions, you can initiate this counter while flat-footed, and can use this maneuver at the beginning of a surprise round you otherwise would not be able to act in. You may act during the surprise round normally.

DISTORTED CLOCK Discipline: Riven Hourglass (Stance) Level: 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance Magic is a fickle thing, influenced by time, and wanes in power as the sands glitter through the hourglass of existence. You halt this progression within yourself, sustaining abilities that would normally only last a few minutes. You can apply the effects of the Extend Spell metamagic feat (or Extend Power metapsionic feat) to a single beneficial extract, power, psi-like ability, spell, or or spell-like ability cast upon you for as long as you maintain this stance. Leaving this stance causes the duration to resume as normal (each round of the effect spent as half of a round while in this stance). Starting at initiator level 10, you may extend a second effect. In addition, you gain a +2 circumstance bonus on saving throws against harmful effects with a duration of longer than instantaneous.

MINUTE HAND Discipline: Riven Hourglass (Boost) Level: 1 Initiation Action: 1 swift action Range: Melee attack Target: One creature Duration: Instantaneous You make an incredibly swift strike which sacrifices some accuracy for speed. Make a melee attack with a –2 penalty on the attack roll. If it hits, it deals weapon damage as normal.

SANDS OF TIME STANCE Discipline: Riven Hourglass (Stance) Level: 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance By attuning yourself to the ebb and flow of time, you can visualize the time-stream as a metaphorical hourglass in your soul, and learn to manipulate your place within it. While you maintain this stance, you gain a +2 bonus on Initiative checks and Reflex saves. At initiator level 12th, these bonuses increase to +4.

SANDS OF TIME APPROACH Discipline: Riven Hourglass (Strike) Level: 1 Initiation Action: 1 standard action Range: Melee or ranged attack Target: One creature Duration: Instantaneous (see text) By wrapping a bit of quintessence around your weapon in the form of a glittering aura, you are capable of striking a foe and burning through the time that he has left. Make an attack. If it hits, it deals weapon damage as normal and the target must succeed at a Will save (DC 11 + your initiation modifier) or become fatigued for 1d4 rounds.

STRIKE THE HOURGLASS Discipline: Riven Hourglass (Strike) Level: 1 Initiation Action: 1 standard action Range: Melee or ranged attack Target: One creature Duration: Instantaneous (see text) With a simple strike, you influence time’s attitude towards a foe and their ability to act in battle. Make an attack. If it hits, it deals weapon damage as normal and the target must succeed at a Will save (DC 11 + your initiation modifier) or it can only take a single move action or standard action during its next turn.

2ND LEVEL

CHRONAL AGGRESSION Discipline: Riven Hourglass (Strike) Level: 2 Initiation Action: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: Instantaneous (see text) A Riven Hourglass disciple must end fights quickly, as the sands of time halt for no man. Heeding this logic, you attack at your foe’s reserves of enduring strength. You fire a ray against an opponent within close range (25 feet + 5 feet per 2 initiator levels). This ray requires a ranged touch attack to hit and deals 2d6 points of damage plus your initiation modifier, and the target must succeed at a Fortitude save (DC 12 + your initiation modifier) or become sickened for one minute. On a successful save, the target is instead sickened for one round.

RAPID STRIKE Discipline: Riven Hourglass (Strike) Level: 2 Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: Instantaneous You compress the time needed to strike twice within the span of a single blow. Make two melee attacks against the same creature. If an attack hits, it deals weapon damage as normal.

STOPWATCH Discipline: Riven Hourglass (Counter) Level: 2 Initiation Action: 1 immediate action Range: Personal Target: You Duration: Instantaneous With a dizzying burst of incredible speed, you step out of time, adjusting your position to possibly avoid an attack. You can initiate this counter in response to a melee or ranged attack being made against you. Make an Autohypnosis check, using your opponent’s attack roll as the DC. If you succeed, you may take a 5-foot step as part of this counter. If this movement puts you in a position where the opponent would not have been able to attack you, then the attack is negated.

TEMPORAL BURN Discipline: Riven Hourglass (Strike) Level: 2 Initiation Action: 1 standard action Range: Melee or ranged attack Target: One creature Duration: Instantaneous By surrounding your weapon with a bubble of vastly accelerated time, you are able to strike at a foe and burn away at their personal quintessence. Make an attack. If it hits, it deals weapon damage as normal plus an additional 2d6 points of damage, automatically overcomes damage reduction, and ignores hardness. UNHINDERED STEP Discipline: Riven Hourglass (Boost) Level: 2 Initiation Action: 1 swift action Range: Personal Target: You Duration: 1 round By slowing the falling sands of the Hourglass inside your soul, you are capable of greatly accelerating your movements. After initiating this boost, your land speed increases by 30 feet until the beginning of your next turn. This adjustment is treated as an enhancement bonus. This boost does not affect other modes of movement, such as burrow, climb, fly, or swim. Path of War Expanded 137

3RD LEVEL

FLICKERING DEFENSE Discipline: Riven Hourglass (Counter) Level: 3 Prerequisite: One Riven Hourglass maneuver Initiation Action: 1 immediate action Range: 60 ft. Target: You or an ally within 60 ft. Duration: Instantaneous All actions cause new potential futures, and you can force particularly unlucky futures upon your foes by looking forward and shifting the right sands. You can initiate this counter in response to a melee or ranged attack being made against you or an ally within 60 feet. The attacker takes a –4 penalty on the attack roll, and rolls twice and takes the lower result. You must initiate this counter before the success or failure of the original roll is known.

PROBABILITY TWIST Discipline: Riven Hourglass (Counter) Level: 3 Prerequisite: One Riven Hourglass maneuver Initiation Action: 1 immediate action Range: Personal Target: You Duration: Instantaneous While the flows of time are constantly moving, it is possible for a disciple to analyze and alter how the grains fall within his own Hourglass. You can initiate this counter to reroll any one d20 roll or damage roll you make in combat on your turn. You must take the result of the reroll, even if it is worse than the original roll.

RIVEN HOURGLASS STANCE Discipline: Riven Hourglass (Stance) Level: 3 Prerequisite: One Riven Hourglass maneuver Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance By altering the flow of time around yourself, you flicker between potential time paths, slipping quietly between the grains that fall within your Hourglass. While you maintain this stance, you gain a +4 dodge bonus to your AC and a +4 bonus on Initiative checks. In addition, you become immune to the slow spell, and any power, psilike ability, spell, or spell-like ability that targets only you suffers a 20% miss chance.

TEMPORAL FURY Discipline: Riven Hourglass (Strike) Level: 3 Prerequisite: One Riven Hourglass maneuver Initiation Action: 1 standard action Range: Melee or ranged attack Target: One living creature Duration: Instantaneous (see text) You surround your weapon with quintessence, the essence of time that withers all things, and strike at your foe with its burning temporal energies. Make an attack. If it hits, it deals weapon damage as normal plus an additional 2d6 points of damage, and the target must succeed at a Fortitude save (DC 13 + your initiation modifier) or be affected as if by a slow spell for two rounds.

TIME SKITTER Discipline: Riven Hourglass (Boost) Level: 3 Prerequisite: One Riven Hourglass maneuver Initiation Action: 1 swift action Range: Personal Target: You Duration: See text By accelerating your personal time-stream, you speed up your movements and accelerate your blows for a few moments. After initiating this boost, you gain the benefits of a haste spell for a number of rounds equal to your initiation modifier (+1 to attack rolls, initiative, and Reflex saves, a +30-foot enhancement bonus to movement speeds, and one extra attack when making a full attack).

4TH LEVEL

CHRONAL DRAW Discipline: Riven Hourglass (Strike) Level: 4 Prerequisite: One Riven Hourglass maneuver Initiation Action: 1 standard action Range: Melee or ranged attack Target: One creature Duration: Instantaneous (see text) By damaging the time-flow on a target’s vital forces, you temporarily age a foe, exhausting their body before their Hourglass can stabilize. Make an attack. If it hits, it deals weapon damage as normal plus an additional 3d6 points of damage, and the target must succeed at a Will save (DC 14 + your initiation modifier) or become exhausted for a number of rounds equal to your initiation modifier.

GIFT OF TIME Discipline: Riven Hourglass (Boost) Level: 4 Prerequisite: One Riven Hourglass maneuver Initiation Action: 1 swift action Range: Touch Target: One ally Duration: Instantaneous By focusing and carefully gathering glittering grains of quintessence from within your Hourglass into your hands, you can donate time to another with a touch. You can only initiate this boost at the start of your turn, before taking any other actions. Select an adjacent ally you can touch. You can choose to grant them a standard, move, or full-round action. That ally can take the action you selected, and must use them immediately, changing their place in the initiative order as if they had readied Path of War Expanded 138 an action. You lose the chosen action, and cannot take it this turn. You cannot grant more actions than you could normally take during your turn, thus if you are staggered you could not grant an ally a full-round action, only a standard or move action.

TEMPORAL BODY ADJUSTMENT Discipline: Riven Hourglass (Counter) Level: 4 Prerequisite: One Riven Hourglass maneuver Initiation Action: 1 immediate action Range: Personal Target: You Duration: Instantaneous By reversing the flow of your personal Hourglass, you can turn back time, undoing a harmful event. You can initiate this counter when you would be affected by a negative condition (such as being cursed, dazed, paralyzed, or sickened), or are affected by a negative condition. You ignore the condition that would affect you, or end any one such condition currently affecting you. You cannot negate your death with this counter.

TIP THE HOURGLASS Discipline: Riven Hourglass (Strike) Level: 4 Prerequisite: One Riven Hourglass maneuver Initiation Action: 1 standard action Range: Melee or ranged attack Target: One creature Duration: Instantaneous (see text) By wrapping a field of anarchic temporal energy around your weapon, you strike at your foe’s own inner Hourglass, seeking to disrupt its flow. Make a melee attack. If it hits, it deals weapon damage as normal plus an additional 4d6 points of damage, and target must succeed at a Fortitude save (DC 14 + your initiation modifier) or be affected as if by a slow spell for a number of rounds equal to your initiation modifier.

CHRONAL FISSION Discipline: Riven Hourglass (Stance) Level: 5 Prerequisites: Two Riven Hourglass maneuvers Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance You enter a meditative trance, manipulating your personal time to react faster than you otherwise would be able to. While you maintain this stance, you may initiate a single counter each round without using an immediate action. This expends the counter as normal. You can use this stance’s effect to initiate a counter even if you have already used an immediate action this round.

HOUR HAND Discipline: Riven Hourglass (Boost) Level: 5 Prerequisite: Two Riven Hourglass maneuvers Initiation Action: 1 swift action Range: Personal Target: You Duration: 1 round You compress the timeframe of your attack, sacrificing precision to make a lightning-fast strike. After initiating this boost, you can make one additional attack as part of your next attack action, full-attack action, or strike. This extra attack is made at your highest attack bonus with a –4 penalty on the attack roll. If it hits, it deals weapon damage as normal plus an additional 4d6 points of damage.

SANDS OF TIME TORNADO Discipline: Riven Hourglass (Strike) Level: 5 Prerequisite: Two Riven Hourglass maneuvers Initiation Action: 1 standard action Range: Melee attack Target: Adjacent opponents Duration: 1d4 rounds You accelerate your personal Hourglass, speeding up your mind and body to the point that you seem to be a blur, surrounded by a phantom aura of glittering smoke. Make a melee attack roll and compare it to the AC of each adjacent opponent. If the attack roll hits a target, it deals weapon damage as normal plus additional points of damage equal to twice your initiation modifier, and the target must succeed at a Fortitude save (DC 15 + your initiation modifier) or become sickened for 1d4 rounds. Use the same damage roll for each target.

TIME-THIEF’S TALONS Discipline: Riven Hourglass (Strike) Level: 5 Prerequisite: Two Riven Hourglass maneuvers Initiation Action: 1 standard action Range: Melee or ranged attack Target: One creature Duration: Instantaneous Every being holds within its Hourglass sands of time that mark how long they will reside in this world, and you have learned to steal another’s grains to replenish your own. Make an attack. If it hits, it deals weapon damage as normal plus additional points of damage equal to twice your initiator level, and you regain a number of hit points equal to twice your initiator level.

RELATIVITY BURST Discipline: Riven Hourglass (Counter) Level: 5 Prerequisite: Two Riven Hourglass maneuvers Initiation Action: 1 immediate action Range: Personal Target: You Duration: Instantaneous By rearranging how your time is managed, you can manipulate the present, shifting your position on the Path of War Expanded 139 battlefield. When you initiate this counter, you can immediately take a move action. You cannot gain more than one move action per round this way.

SAND-BEARER’S SWIFTNESS Discipline: Riven Hourglass (Stance) Level: 6 Prerequisite: Two Riven Hourglass maneuvers Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance You open a floodgate within your soul, channeling time-accelerating energies through your body to move at blindingly-fast speeds. While you maintain this stance, you gain the benefits of a haste spell (+1 to attack rolls, initiative, and Reflex saves, a +30-foot enhancement bonus to movement speeds, and one extra attack when making a full attack), and are immune to the slow spell and similar effects. In addition, your great speed makes you exceptionally hard to hit; all attacks, powers, psi-like abilities, spells, and spell-like abilities targeting only you suffer a 20% miss chance.

SHATTER THE HOURGLASS Discipline: Riven Hourglass (Strike) Level: 6 Prerequisite: Two Riven Hourglass maneuvers Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: Instantaneous (see text) With a heavy blow, you strike your foe’s Hourglass directly, temporarily shattering it and freezing their timeline in place. Make a melee attack. If it hits, it deals weapon damage as normal, and the target must succeed at a Fortitude save (DC 16 + your initiation modifier) or become paralyzed for 1d4 rounds. A successful save negates the paralysis and causes the foe to be affected as if by a slow spell for 1d4 rounds.

TEMPORAL DISTORTION Discipline: Riven Hourglass (Counter) Level: 6 Prerequisite: Two Riven Hourglass maneuvers Initiation Action: 1 immediate action Range: Personal Target: You Duration: Instantaneous By finding yourself in an immediate need of action, you are capable of stretching a tiny amount of time into the moments needed to move yourself away from danger. You can initiate this counter to move up to twice your speed without provoking attacks of opportunity. You cannot gain more than one movement from this counter per round.

TEMPORAL WAVE Discipline: Riven Hourglass (Strike) Level: 6 Prerequisite: Two Riven Hourglass maneuvers Initiation Action: 1 standard action Range: 30 ft. Area: 30-ft. cone Duration: Instantaneous (see text) You reach deep within your soul and pull forth a handful of quintessence to cast at your foes, wreaking havoc upon their ability to act. When you initiate this maneuver, you create a 30-foot cone of quintessence. Creatures caught within the cone must succeed at a Will save (DC 16 + your initiation modifier) or become nauseated and affected as if by a slow spell for a number of rounds equal to your initiation modifier. Creatures that succeed on their save are instead affected as if by a slow spell for one round.

BEAT THE CLOCK Discipline: Riven Hourglass (Counter) Level: 7 Prerequisite: Two Riven Hourglass maneuvers Initiation Action: 1 immediate action Range: Personal Target: You Duration: Instantaneous You briefly accelerate your personal timeframe, acting so fast that you appear to be a blur. You can initiate this counter to immediately take a standard action, as if you had readied an action. You cannot gain more than one standard action per round this way.

SANDS OF TIME HURRICANE Discipline: Riven Hourglass (Strike) Level: 7 Prerequisite: Two Riven Hourglass maneuvers Initiation Action: 1 standard action Range: Melee attack Target: All opponents within reach Duration: Instantaneous (see text) By pouring time-accelerating energies through your form, your perception of time grinds to a halt, allowing you to erupt into a whirlwind of perfect strikes and glittering quintessence at supernatural speed. Make two melee attack rolls with a +4 bonus and compare them to the AC of each opponent within your reach. If an attack roll hits a target, it deals weapon damage as normal and the target must succeed at a Fortitude save (DC 17 + your initiation modifier) or become nauseated for one round. Use the same damage rolls for each target.

TEMPORAL DILATION Discipline: Riven Hourglass (Strike) Level: 7 Prerequisite: Two Riven Hourglass maneuvers Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: Instantaneous (see text) By summoning up a time-altering aura into your hand and channeling it through a foe, you can destabilize their Hourglass, pushing them out of sync with the present for a few scant moments. Make a melee touch attack. If it hits, the target disappears from reality for 1d4 rounds. After this duration, the target reappears in exactly the same orientation and condition as before. From the target’s point of view, no time has passed at all. If the space from which the target departed is occupied upon his return to the time stream, he appears in the closest unoccupied space, still in his original orientation. Determine the closest space randomly if necessary. A successful Will save (DC 17 + your initiation modifier) reduces the duration of this strike to one round.

GOD OF THE HOURGLASS STANCE Discipline: Riven Hourglass (Stance) Level: 8 Prerequisite: Three Riven Hourglass maneuvers Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance Your control over your own time-stuff allows you to isolate your Hourglass from reality, causing you to move with unparalleled speed and grace and affording you protection from those who would manipulate your quintessence. While you maintain this stance, you are immune to the slow spell and similar effects, and you cannot become fatigued or exhausted. You can always act during a surprise round, even if you’re caught unaware, and if an ally or opponent uses a time stop spell or similar effect while you are within 50 feet of them you can take a single standard action during the duration of that spell or effect. In addition, you may take an additional move or standard action during your turn.

HEART OF THE TIME LORD Discipline: Riven Hourglass (Counter) Level: 8 Prerequisite: Two Riven Hourglass maneuvers Initiation Action: 1 immediate action Range: Personal Target: You Duration: Instantaneous When the sands within your Hourglass finally run dry, you can force your timeline to restart, willing the sands to reverse within your soul and restore what has been lost. You can initiate this counter in response to taking damage that would reduce you to 0 hit points or less. You recover hit points and are cured of debilitating effects as if a heal spell had been cast on you, using your initiator level as the caster level.

WRATH OF TIME Discipline: Riven Hourglass (Strike) Level: 8 Prerequisite: Three Riven Hourglass maneuvers Initiation Action: 1 standard action Range: 60 ft. Area: Cone-shaped burst Duration: Instantaneous You open your Hourglass and those of all around you, willing their grains to scatter in an attempt to outright erase their futures. When you initiate this maneuver, you unleash a 60-foot cone of violent temporal energy, reducing people and objects alike to harmless white sand. Make an Autohypnosis check as part of this strike. Each opponent or object within the area takes damage equal to twice the result of your check. A successful Fortitude save (DC 18 + your initiation modifier) halves the damage. If this damage reduces a creature or object to 0 or fewer hit points, it is entirely disintegrated, leaving only a scattered pile of white dust

BREAK THE HOURGLASS Discipline: Riven Hourglass (Counter) Level: 9 Prerequisite: Four Riven Hourglass maneuvers Initiation Action: 1 immediate action Range: Personal Target: You Duration: Instantaneous By forcing your will upon the quintessence of the universe and acting within pockets of time so small that blink past within the gap between seconds, you turn time on its end and react to an opponent’s actions before they have even been made. You can initiate this counter in response to being targeted or caught within the area of an attack or effect. You can immediately take a standard action and a move action (or a single full-round action by combining them) before that effect resolves. While taking these actions, you can only attack or otherwise affect the originator of the attack or effect. If you reduce the originator of the attack or effect to 0 or fewer hit points with these actions, then the attack or effect (including parts of the effect that affect other creatures) is completely negated, having been prevented from happening at all. You cannot gain more than one standard action and move action per round this way.

Sleeping Goddess Special Note: Maneuvers from this discipline are universally supernatural in nature, drawing as they do on the initiator’s psionic talents. As such, they are supernatural abilities. In addition, some Sleeping Goddess maneuvers can be augmented by spending power points, similarly to a psionic power. You can spend a maximum number of power points augmenting a maneuver equal to one plus one additional power point for every four initiator levels you possess (up to a maximum of 6 at 20th level). If you have the ability to augment your maneuvers in other ways, such as from a class feature or other ability, this cannot be combined with the augments of Sleeping Goddess maneuvers; you must choose which augmentation type to use when initiating the maneuver.

BATTLE MANTRA Discipline: Sleeping Goddess (Stance) Level: 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance In the heat of battle, every second matters and every blow is crucial. Your focus and psionic powers enhance your senses, allowing you to detect subtle movements and mental impressions, reacting to the ever-changing melee before those changes manifest. While you maintain this stance, you gain one of the following benefits. • You gain a +1 insight bonus to your AC. • You gain a +1 insight bonus on all attack rolls. • You gain a +2 insight bonus on combat maneuver checks and to your CMD. Once per round as a free action, you can turn your attention to another facet of the combat, losing your current bonus and gaining a different benefit from this stance. These bonuses increase by +1 for every four initiator levels you possess. BODY OF DELUSION Discipline: Sleeping Goddess (Counter) Level: 1 Initiation Action: 1 immediate action Range: Personal or 60 ft. (see text) Target: You or one ally (see text) Duration: Instantaneous The most basic tenet of the Sleeping Goddess discipline is that a strong enough belief, channeled through the lens of psionic power, can do anything. With this technique, you momentarily enter a state of denial, asserting through your power that you are not and will not be harmed. You can initiate this counter when you take damage from a melee or ranged attack. Make an Autohypnosis check, using your opponent’s attack roll as the DC. If you succeed, you take only half damage from the attack, although any other effects of the attack are resolved normally. Augment: You can augment this maneuver in one or more of the following ways: • For every power point you spend, you gain a +1 bonus on your Autohypnosis check. • If you spend 3 power points, you take no damage from the attack on a successful Autohypnosis check, rather than half. • If you spend 5 power points, you are completely unaffected by the attack on a successful Autohypnosis check, taking no damage and ignoring any additional effects of the attack. • If you expend your psionic focus while initiating this counter, you can use it in response to an attack damaging an ally within 60 feet. If you do, make an Autohypnosis check as normal, then apply the effects of this counter to that ally rather than yourself.

CALL THE SOUL’S BLADE Discipline: Sleeping Goddess (Boost) Level: 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: 1 round/level (see text) As an adept of the Sleeping Goddess discipline, your greatest weapon is your personal ideology given form. By focusing on all you view as right and just, you can shape psionic might into a soul’s blade. When you initiate this boost, a soul’s blade appears in your hands, taking the form of a masterwork melee weapon you are proficient with. A soul’s blade created with this boost has hardness 10 and 10 hit points, and is treated as a magic weapon for the purposes of overcoming damage reduction. The blade lasts a number of rounds equal to your initiator level before vanishing. If you throw your soul’s blade or otherwise relinquish your grip on it (such as by being disarmed), it dissipates after one round. You can have multiple soul’s blades created at once if you initiate this boost or other boosts that create a soul’s blade multiple times, although only as many as you can wield. If you are currently wielding a mind blade or equivalent weapon (such as a deadly fist’s empowered strikes, a psychic armory’s panoply of blades, or a soulbolt’s mind bolt), you can choose to amplify it instead Path of War Expanded 148 of this boost’s normal effects. Until the start of your next turn, all such weapons you wield (including those created after initiating this boost) gain the benefit of a weapon special ability equivalent to a +1 enhancement bonus. This ability must be chosen from the list of weapon special abilities you can normally place on your mind blade (see the enhanced mind blade class feature in Chapter 3 of Ultimate Psionics).

EGO-WOUNDING STRIKE Discipline: Sleeping Goddess (Strike) [mind-affecting] Level: 1 Initiation Action: 1 standard action Range: Melee or ranged attack Target: One creature Duration: Instantaneous (see text) You wrap your blade in psionic energy, telepathically amplifying the pain of the blow. Make an attack. If it hits, it deals weapon damage as normal, and the target must succeed at a Will save (DC 11 + your initiation modifier) or take become overwhelmed with agonizing pain, taking a –2 penalty on attack rolls, ability checks, and skill checks for one round. Each time one of your allies successfully hits that creature while it is under the effect of this strike, the duration increases by one round, up to a maximum number of rounds equal to your initiator level. Augment: You can augment this maneuver in one or more of the following ways: • For every 2 power points you spend, the penalty inflicted by this strike increases by –1. • If you expend your psionic focus while initiating this strike, your target does not get a saving throw against it.

FLASH OF INSIGHT Discipline: Sleeping Goddess (Boost) Level: 1 Initiation Action: 1 swift action Range: 30 ft. Target: One or two allies (see text) Duration: Instantaneous You turn a sudden burst of inspiration into strength for your allies, sharing your power to give them an edge in battle and help them shrug off their wounds. You can activate this boost after making a successful attack or combat maneuver check. One ally within 30 feet gains another saving throw against a non-instantaneous effect that allows a saving throw affecting them. This saving throw has the same DC as the original save. If your ally succeeds, the effect ends. The ally does not suffer any additional effects for failing the save (such as a poison’s damage). You cannot grant an ally more than one additional save against a given effect. Augment: You can augment this maneuver in one or more of the following ways: • For every power point you spend, your ally gains a +1 insight bonus on their saving throw. • If you expend your psionic focus while initiating this boost, this boost instead affects up to two allies within 30 feet.

HARMONY-SHATTERING STRIKE Discipline: Sleeping Goddess (Strike) Level: 1 Initiation Action: 1 standard action Range: Melee or ranged attack Target: One creature Duration: Instantaneous (see text) You strike at both your enemy’s body and his spirit, creating a destructive link between them and your allies. Make an attack. If it hits, it deals weapon damage as normal, and the target must succeed at a Will save (DC 11 + your initiation modifier) or for one round, any attacks from your allies against the target deal an additional 1d6 points of damage. Augment: You can augment this maneuver in one or more of the following ways: • For every 2 power points you spend, the additional damage your allies deal to the target increases by 1d6. • If you expend your psionic focus while initiating this strike, your target does not get a saving throw against it.

UNBROKEN STRIDE Discipline: Sleeping Goddess (Stance) Level: 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance With careful steps and focused psionic power, you can slightly shift how you interact with the world, moving over liquids as if they were solid, sprinting along walls, and even walking through the air. While you maintain this stance, you can walk and stand on liquids and other unfirm surfaces as if they were solid ground. You can move at your normal speed, but you cannot run on such a surface. This stance does not protect you from any negative effects that the surface might carry, such as the heat of lava or the stickiness of a spider’s web. At initiator level 5th, you gain the ability to move along walls and ceilings as if under the effect of a spider climb spell while you maintain this stance, except that you do not need to use your hands to climb and can fight normally. At initiator level 10th, you can walk through the air as if it were solid ground, gaining a fly speed equal to your land speed with good maneuverability while you maintain this stance. However, while flying in such a way, you cannot hover. At initiator level 15th, your maneuverability when flying in this way increases to perfect, and you can even stand still in midair, hovering as normal.

ADAMANT WILL Discipline: Sleeping Goddess (Counter) Level: 2 Initiation Action: 1 immediate action Range: Personal and 60 ft. (see text) Target: You and one ally (see text) Duration: 1 round (see text) Though armor can be pierced and shields can be broken, your will remains a final bastion, and those who witness this resolution of mind can be inspired to cultivate it within themselves. You can initiate this counter in response to a melee or ranged attack being made against you. You gain a +4 insight bonus to your AC against that attack, potentially causing it to miss. In addition, one of your allies within 60 feet gains a +4 insight bonus to their AC against the next attack made against them for one round. Augment: You can augment this maneuver in one or more of the following ways: • For every power point you spend, the insight bonus to you and your ally’s AC increases by +1. • For every 3 power points you spend, this counter lasts an additional round. If you augment this counter in this way, the bonus to your ally’s AC applies against every attack made against that ally during the duration, rather than only the next attack.

FEARLESS FAITH Discipline: Sleeping Goddess (Counter) Level: 2 Initiation Action: 1 immediate action Range: Personal or 60 ft. (see text) Target: You or one ally (see text) Duration: Instantaneous You know that fear is as great an enemy as the foes in front of you, and through this knowledge and your faith in yourself, you can power through even the most terrifying situations. You can initiate this counter when you would become shaken, frightened, or panicked. You reduce the fear by one step (from panicked to frightened, frightened to shaken, or shaken to unafraid), and are treated as having successfully saved against the effect for the purposes of determining if you can be affected again. Augment: You can augment this maneuver in one or more of the following ways: • For every 2 power points you spend, the fear is reduced by an additional step. • If you expend your psionic focus while initiating this counter, you can use it in response to an ally within 60 feet becoming shaken, frightened, or panicked. If you do, you apply the effects of this counter to that ally rather than yourself.

MIND-REVEALING STRIKE Discipline: Sleeping Goddess (Strike) [mind-affecting] Level: 2 Initiation Action: 1 standard action Range: Melee or ranged attack Target: One creature Duration: Instantaneous (see text) You and your allies harry a foe, weakening its resolve and leaving it open to mental intrusion. Make an attack. If it hits, it deals an additional 1d6 points of damage, and the target must succeed at a Will save (DC 12 + your initiation modifier) or you become able to read their surface thoughts, as if by the read thoughts power, for a number of rounds equal to your initiation modifier. You do not need to concentrate on this ability to maintain it. Each time one of your allies successfully hits that creature while it is under the effect of this strike, the duration increases by one round, up to a maximum number of rounds equal to your initiator level. Augment: You can augment this maneuver in one or more of the following ways: • For every power point you spend, this strike deals an additional 1d6 points of damage. For every 2d6 you increase the damage by, the save DC of this strike increases by +1. • If you expend your psionic focus while initiating this strike, you may make a melee touch attack against the target rather than a normal attack. If it hits, it deals no damage, but you still can read their surface thoughts on a failed save. • If you expend your psionic focus while initiating this strike, your target does not get a saving throw against it.

REACTIVE REVERSION Discipline: Sleeping Goddess (Boost) [teleportation] Level: 2 Initiation Action: 1 swift action Range: Personal Target: You Duration: 1 round (see text) You create a spiritual waypoint tied to your mind and body, allowing you to return to it in an instant for a short time. When you initiate this boost, mark your current location. You may instead teleport back to the marked space as a free action, even if it isn’t your turn, any time during the next round. Using this ability ends this boost. If your former space is occupied, you are instead teleported to the nearest unoccupied space. If you use this ability to move out of the reach or range of an attack, the attack is negated. Augment: You can augment this maneuver in one or more of the following ways: • For every 2 power points you spend, the effect of this boost lasts an additional round. • For every 2 power points you spend, you can teleport to the marked space one additional time before ending this boost.

TWOFOLD ASSAULT Discipline: Sleeping Goddess (Strike) Level: 2 Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: Instantaneous You assault your opponent’s mind and body at the same instant, overwhelming them utterly with a single blow. Make a melee attack. If it hits, it deals weapon damage as normal plus an additional 1d6 points of damage, and you can make a combat maneuver attempt against the target as a free action. This combat maneuver attempt does not provoke an attack of opportunity, and you use an Autohypnosis check in place of your combat maneuver check. Augment: You can augment this maneuver in one or more of the following ways: • For every power point you spend, this strike deals an additional 1d6 points of damage. • If you expend your psionic focus while initiating this strike, you can make a second combat maneuver attempt against the target as a free action, using an Autohypnosis check in place of your combat maneuver check.

CHAINS OF DOUBT Discipline: Sleeping Goddess (Strike) [mind-affecting] Level: 3 Prerequisites: One Sleeping Goddess maneuver Initiation Action: 1 standard action Range: Melee or ranged attack and 60 ft. (see text) Target: One or more creatures (see text) Duration: Instantaneous (see text) You deliver a psionically-charged blow directly to your enemy’s willpower and ability to press onwards, dragging them down with crushing doubt and despair. Make an attack. If it hits, it deals weapon damage as normal plus an additional 3d6 points of damage, and the target must succeed at a Will save (DC 13 + your initiation modifier) or become nauseated for one round. Augment: You can augment this maneuver in one or more of the following ways: • For every power point you spend, this strike deals an additional 1d6 points of damage. For every 2d6 you increase the damage by, the save DC of this strike increases by +1. • If you expend your psionic focus while initiating this strike, one of the target’s allies within 60 feet of your choice also becomes nauseated for the same duration if the target fails its saving throw. The target’s ally does not receive a saving throw against this effect.

GRASP OF THE GODDESS Discipline: Sleeping Goddess (Boost) Level: 3 Prerequisites: One Sleeping Goddess maneuver Initiation Action: 1 swift action Range: Personal Target: You Duration: 1 round For a brief moment, you transcend the limits of your physical form, striking beyond the reach of your weapons and reacting with a speed and grace you would not normally have. After initiating this boost, your melee reach increases by 5 feet for one round, and you can make one additional attack of opportunity this round. This extra attack of opportunity stacks with other effects that grant additional attacks of opportunity, such as the Combat Reflexes feat. In addition, at any time during this boost’s duration, you may expend your psionic focus as an immediate action to warp the world around you and move to any unoccupied space within your melee reach without provoking attacks of opportunity. Augment: You can augment this maneuver in one or more of the following ways: • For every 2 power points you spend, you can make another additional attack of opportunity each round while under the effect of this boost. • For every 3 power points you spend, the effect of this boost lasts an additional round.

INEXORABLE EMBRACE OF SLEEP Discipline: Sleeping Goddess (Strike) [mind-affecting] Level: 3 Prerequisites: One Sleeping Goddess maneuver Initiation Action: 1 standard action Range: Melee or ranged attack Target: One creature Duration: Instantaneous (see text) With a devastating psychic strike, you can render a foe’s higher mind catatonic, reducing him to the state of a sleepwalker. Make an attack. If it hits, it deals weapon damage as normal plus an additional 2d6 points of damage, and the target must succeed at a Will save (DC 13 + your initiation modifier) or be forced into a dreamlike trance for three rounds. While in this trance, the target cannot activate spell-like or supernatural abilities, cast spells, manifest powers, or initiate maneuvers. Supernatural abilities that do not require an action or require only a free action to activate are unaffected, and spells and powers that the target is already concentrating on can be concentrated on as normal. The target may otherwise act normally, moving attacking, and performing other actions as it sees fit. Augment: You can augment this maneuver in one or more of the following ways: • For every power point you spend, this strike deals an additional 1d6 points of damage. For every 2d6 you increase the damage by, the save DC of this strike increases by +1. • If you expend your psionic focus while initiating this strike, your target does not get a saving throw against it. However, the duration of the trance is reduced to one round rather than three.

INTERNAL DOMINION OF THE SLEEPING GODDESS Discipline: Sleeping Goddess (Stance) Level: 3 Prerequisites: One Sleeping Goddess maneuver Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance The term “sleeping goddess” refers not to any tangible entity, but a state of being; by focusing your psionic might through the lens of true belief, you become something akin to a minor divine power whose realm lies within your physical form. Through this power, you can outright deny the world when it tries to exert such paltry concepts as “reality” on you. While you maintain this stance, you gain the following abilities: • You can reroll a failed saving throw, taking the higher of the two rolls. • You can force an opponent who has just hit you with an attack or succeeded at a combat maneuver check against you to reroll his attack roll or combat maneuver check and take the lower of the two rolls. You may only use a single one of these abilities per round, and activating them is a free action that can be taken even if it isn’t your turn. 4TH LEVEL

ARMORY OF THE SLEEPING GODDESS Discipline: Sleeping Goddess (Boost) Level: 4 Prerequisites: One Sleeping Goddess maneuver Initiation Action: 1 swift action Range: Personal Target: You Duration: 1 round/level (see text) Your immense force of will allows you to shape your ideals into a more powerful weapon than before. When you initiate this boost, a soul’s blade appears in your hands, taking the form of a +3 melee weapon you are proficient with. Alternatively, you may create two soul’s blades, each taking the form of an identical +2 melee weapons you are proficient with. A soul’s blade created with this boost has hardness 15 and 30 hit points. The blade lasts a number of rounds equal to your initiator level before vanishing. If you throw your soul’s blade or otherwise relinquish your grip on it (such as by being disarmed), it dissipates after one round. You can have multiple soul’s blades created at once if you initiate this boost or other boosts that create a soul’s blade multiple times, although only as many as you can wield. If you are currently wielding a mind blade or equivalent weapon (such as a deadly fist’s empowered strikes, a psychic armory’s panoply of blades, or a soulbolt’s mind bolt), you can choose to amplify it instead of this boost’s normal effects. Until the start of your next turn, all such weapons you wield (including those created after initiating this boost) gain the benefit of a single weapon special ability equivalent to up to +2 enhancement bonus. This ability must be chosen from the list of weapon special abilities you can normally place on your mind blade (see the enhanced mind blade class feature in Chapter 3 of Ultimate Psionics).

PUPPET OF THE GODDESS Discipline: Sleeping Goddess (Strike) [mind-affecting] Level: 4 Prerequisites: One Sleeping Goddess maneuver Initiation Action: 1 standard action Range: Melee or ranged attack Target: One creature Duration: Instantaneous (see text) You take control of your foe’s perceptions, shutting them off from reality and substituting a false world of your choosing. Make an attack. If it hits, it deals weapon damage as normal plus an additional 4d6 points of damage, and the target must succeed at a Will save (DC 14 + your initiation modifier) or have one of its senses completely overridden for one round, as if you had manifested the false sensory input power on them. You do not need to concentrate on this ability to maintain it, although you cannot switch the sense you are falsifying with this strike. Augment: You can augment this maneuver in one or more of the following ways: • For every power point you spend, this strike deals an additional 1d6 points of damage. For every 2d6 you increase the damage by, the save DC of this strike increases by +1. • For every 3 power points you spend, the effect of this strike lasts an additional round. • If you expend your psionic focus while initiating this strike, you ignore any immunity to mind-affecting effects the target possesses. Instead, a normallyimmune target gains a +5 resistance bonus on its saving throw.

REUNION IN DREAMS Discipline: Sleeping Goddess (Boost) [teleportation] Level: 4 Prerequisites: One Sleeping Goddess maneuver Initiation Action: 1 swift action Range: Close (25 ft. + 5 ft./2 levels) Target: One willing creature (see text) Duration: Instantaneous Your understanding of the world and your place in it grows, and allows you to reach out to others and bring them under your protection even over great distances. When you initiate this boost, you teleport one willing creature that you can see within close range (25 feet + 5 feet per 2 initiator levels) to an unoccupied square adjacent to you. If there are no unoccupied adjacent squares for the creature to appear in, this boost has no effect. Augment: You can augment this maneuver in one or more of the following ways: • For every power point you spend, you can teleport an additional willing creature within close range to an adjacent square. • If you expend your psionic focus while initiating this boost, you may teleport yourself to an unoccupied square adjacent to a willing creature within close range before resolving the other effects of this boost. Measure the range of this boost from and teleport targets to unoccupied squares adjacent to your new position. Path of War Expanded 152

TRAUMATIC REVERSAL Discipline: Sleeping Goddess (Counter) [mindaffecting] Level: 4 Prerequisites: One Sleeping Goddess maneuver Initiation Action: 1 immediate action Range: Personal (see text) Target: You and one opponent (see text) Duration: Instantaneous Just as a warrior with a superior weapon may try to sunder an attacker’s blade, you are able to shatter your foe’s mind in order to defend yourself, creating a momentary psionic link along which the effects of their attack are shared. You can activate this counter when you take damage from an attack or effect originating from an opponent. You take only half damage from the attack or effect, although any other effects are resolved normally. In addition, the opponent that damaged you must succeed at a Will save (DC 14 + your initiation modifier) or take damage equal to half the damage they would have dealt. Augment: You can augment this maneuver in one or more of the following ways: • If you spend 6 power points, you take no damage from the attack, and the opponent that damaged you takes the full amount of damage they dealt to you on a failed saving throw. • If you expend your psionic focus while initiating this counter, you can use it in response to an attack or effect damaging an ally within 60 feet. If you do, you apply the effects of this counter to that ally and the opponent that damaged that ally rather than yourself. 5TH LEVEL

INARGUABLE PRESENCE OF THE SLEEPING GODDESS Discipline: Sleeping Goddess (Stance) Level: 5 Prerequisites: Two Sleeping Goddess maneuvers Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance Your psionic might and the strength of your belief exert an immense pressure on the minds of your foes merely by being near them. You are a fact, and your power will not be denied. While you maintain this stance, your maneuvers and other abilities treat creatures that are normally immune to mind-affecting effects as if they were not immune. Such creatures gain a +5 resistance bonus on saving throws against your mind-affecting effects, rather than ignoring them outright. In addition, attacks made against you suffer a 20% miss chance.

RESHAPE THE SCULPTED MIND Discipline: Sleeping Goddess (Strike) [mind-affecting] Level: 5 Prerequisites: Two Sleeping Goddess maneuvers Initiation Action: 1 standard action Range: Melee or ranged attack Target: One creature Duration: Instantaneous (see text) Your intimate acquaintance with the nature of the mind allows you to strike it where it’s most vulnerable. Make an attack. If it hits, it deals weapon damage as normal plus an additional 1d4 points of Intelligence, Wisdom, or Charisma damage (your choice), and the target must succeed at a Will save (DC 15 + your initiation modifier) or be affected by one of the following effects, depending on the type of ability damage selected. A target that is immune to ability damage still suffers this additional effect. • Intelligence: The target’s ability to express its thoughts is dampened, causing it to be unable to communicate with others, even by telepathy, for a number of rounds equal to the Intelligence damage dealt by this strike. The target can still hear others, but anything it says or tries to convey nonverbally is completely unintelligible, even to a creature under the effect of a tongues spell or similar effect. Spells that require verbal components suffer a 50% chance of failure while the target is affected by this strike. • Wisdom: The target loses its grasp on reality, causing it to become confused for a number of rounds equal to the Wisdom damage dealt by this strike. • Charisma: The target’s confidence and ability to believe in itself is shattered, causing it to become frightened for a number of rounds equal to the Charisma damage dealt by this strike. At the end of each of the target’s turns while it is frightened, it can attempt another save to end this effect. This use of this strike is considered a fear effect. Augment: You can augment this maneuver in one or more of the following ways: • For every 2 power points you spend, the ability damage dealt by this strike increases by one. • If you expend your psionic focus while initiating this strike, you ignore any immunity to mind-affecting effects or fear effects the target possesses. Instead, a normally-immune target gains a +5 resistance bonus on its saving throw.

REVERBERATION OF DEFEAT Discipline: Sleeping Goddess (Boost) Level: 5 Prerequisites: Two Sleeping Goddess maneuvers Initiation Action: 1 swift action Range: 30 ft. Target: One or more creatures (see text) Duration: Instantaneous As you destroy one foe, his allies feel the weight of his failure, the pain, fear, and feeling of utter defeat cascading down the ties of friendship or belief. You can activate this boost when you reduce an opponent to 0 or lower hit points. Each of that opponent’s allies within 30 Path of War Expanded 153 feet must succeed at a Will save (DC 15 + your initiation modifier) or become shaken and sickened for a number of rounds equal to your initiation modifier.

THE TIES THAT BIND Discipline: Sleeping Goddess (Strike) Level: 5 Prerequisites: Two Sleeping Goddess maneuvers Initiation Action: 1 standard action Range: Melee attack and 60 ft. (see text) Target: One or more creatures (see text) Duration: Instantaneous (see text) With a psionically-empowered strike, you stab through an enemy’s physical form and attack their spirit and those tied to it. In the minds of your targets, the world warps, keeping them from fighting or moving effectively. Make an attack. If it hits, it deals weapon damage as normal plus an additional 5d6 points of damage, and the target must succeed at a Will save (DC 15 + your initiation modifier) or it and one of the target’s allies within 60 feet of your choice become entangled for a number of rounds equal to your initiation modifier. The target’s ally does not receive a saving throw against this effect. Augment: You can augment this maneuver in one or more of the following ways: • For every power point you spend, this strike deals an additional 1d6 points of damage. For every 2d6 you increase the damage by, the save DC of this strike increases by +1. • For every 3 power points you spend, you may select an additional one of the target’s allies to entangle if the target fails its saving throw. • If you expend your psionic focus while initiating this strike, the target and its affected allies also become nauseated for one round on a failed saving throw. 6TH LEVEL

CONVERT INTRUSION Discipline: Sleeping Goddess (Counter) Level: 6 Prerequisites: Two Sleeping Goddess maneuvers Initiation Action: 1 immediate action Range: Personal and 30 ft. (see text) Target: You (see text) Duration: 1 round (see text) With a practiced flourish of your weapon and a surge of spiritual might, you tear magic asunder and redirect its power to assist your allies. You can initiate this counter when in response to being targeted by or within the area of a power, psi-like ability, spell, or spell-like ability. Make an Autohypnosis check with a DC of 11 + the effect’s caster or manifester level. If you succeed, the effect is negated, and all allies within 30 feet of you gain a competence bonus on saving throws equal to 1/2 your initiation modifier for one round. Augment: You can augment this maneuver in one or more of the following ways: • For every 2 power points you spend, the bonuses granted by this counter last an additional round. • If you expend your psionic focus while initiating this counter, you can use it in response to an ally within 60 feet being targeted by or within the area of a power, psi-like ability, spell, or spell-like ability. If you do, make an Autohypnosis check as normal, then apply the effects of this counter to that ally rather than yourself. Your allies within 30 feet of that ally gain the bonus on saving throws from this counter.

DREAMING NOMAD STRIKE Discipline: Sleeping Goddess (Strike) [teleportation] Level: 6 Prerequisites: Two Sleeping Goddess maneuvers Initiation Action: 1 full-round action Range: Melee attack and 50 ft. (see text) Target: One or more creatures (see text) Duration: Instantaneous You force reality around you to become dreamlike, eschewing the restrictions of distance and becoming a whirlwind of strikes flowing across the battlefield without needing to take a single step. When you initiate this strike, you may teleport to any space within 50 feet from which you could make a melee attack against an opponent. After you teleport, make a melee attack against that opponent. If it hits, it deals weapon damage as normal, and you can repeat this process, teleporting to a space within 50 feet of your new location. The maximum number of attacks you can make in this way is equal to one plus an additional attack for every four initiator levels you possess, and each attack is made at your highest attack bonus. You cannot attack an individual creature more than once during this strike. Augment: You can augment this maneuver in one or more of the following ways: • For every power point you spend, this strike deals an additional 1d6 points of damage. For every 2d6 you increase the damage by, the distance you can teleport before each attack increases by 10 feet. • For every 2 power points you spend, the maximum number of attacks you can make with this strike is increased by one. • If you expend your psionic focus while initiating this strike, you may teleport to any open space within 50 feet at the conclusion of this strike, whether or not the strike ended because you missed an attack or because you made all possible attacks.

OVERPOWERING OPTIMISM Discipline: Sleeping Goddess (Boost) Level: 6 Prerequisites: Two Sleeping Goddess maneuvers Initiation Action: 1 swift action Range: Personal Target: You Duration: 3 rounds Your faith in yourself allows you to press the advantage further than most—by believing you can succeed, you change yourself into someone who will. When you initiate this boost, you instantly regain your psionic focus. In addition, you may augment a maneuver you initiate within the next three rounds without spending power points, gaining the benefits of the maneuver as if you had spent the maximum number of power points you could spend on that maneuver. You may not spend additional power points when augmenting a maneuver Path of War Expanded 154 in this way, nor does this maneuver allow you to spend more power points than you would normally be allowed to.

UNAVOIDABLE GAZE OF THE SLEEPING GODDESS Discipline: Sleeping Goddess (Stance) Level: 6 Prerequisites: Two Sleeping Goddess maneuvers Initiation Action: 1 swift action Range: Personal (see text) Target: You (see text) Duration: Stance You open your senses, gaining perfect awareness of the world around you with your enhanced perception. While you maintain this stance, you gain a bonus on initiative checks equal to your initiation modifier. You do not need to make Perception checks to notice creatures; you can detect and pinpoint all creatures within 60 feet. You also ignore miss chances granted by concealment, darkness, and invisibility, although you still must have line of effect to a creature or an object to discern it. In addition, you can expend your psionic focus as a move action to pierce creatures’ minds as easily as your senses pierce darkness. For a number of rounds equal to your initiation modifier after activating this ability, you can read the surface thoughts of all creatures within 60 feet as if you had manifested the read thoughts power. A creature can make a Will save (DC 16 + your initiation modifier) to keep you from reading their thoughts. A creature that successfully saves against this effect is immune to having its surface thoughts read by this stance for 24 hours. You do not need to concentrate on this ability to maintain it. This use of this stance is considered a mind-affecting effect.

STRIKE OF TRANSFIXED AWE Discipline: Sleeping Goddess (Strike) Level: 6 Prerequisites: Three Sleeping Goddess maneuvers Initiation Action: 1 Standard action Range: Melee or ranged attack Target: One creature Duration: Instantaneous (see text) Your strike momentarily alters the flow of magic around your opponent, viciously rending power from their mind. Make an attack. If it hits, it deals weapon damage as normal plus an additional 6d6 points of damage, and the target must succeed at a Will save (DC 16 + your initiation modifier) or become stunned for one round. In addition, if the target fails its save, you learn their caster level or manifester level (if any) and the target loses their highest level unexpended spell slot as if they had cast it (chosen at random) and power points equal to their manifester level. A target that cannot cast spells or does not possess power points is unaffected by this additional effect. Augment: You can augment this maneuver in one or more of the following ways: • For every power point you spend, this strike deals an additional 1d6 points of damage. For every 2d6 you increase the damage by, the save DC of this strike increases by +1.

PERFECT DISTILLATION OF THE SOUL Discipline: Sleeping Goddess (Boost) Level: 7 Prerequisites: Two Sleeping Goddess maneuvers Initiation Action: 1 swift action Range: Personal Target: You Duration: 1 round/level (see text) Your soul’s blade is unparalleled in form, shining as a beacon of your will and ideals, and carving through your foes as well as even the most powerful magic weapons. When you initiate this boost, a soul’s blade appears in your hands, taking the form of a +5 melee weapon you are proficient with. Alternatively, you may create two soul’s blades, each taking the form of an identical +4 melee weapons you are proficient with. A soul’s blade created with this boost has hardness 20 and 50 hit points. The blade lasts a number of rounds equal to your initiator level before vanishing. If you throw your soul’s blade or otherwise relinquish your grip on it (such as by being disarmed), it dissipates after one round. You can have multiple soul’s blades created at once if you initiate this boost or other boosts that create a soul’s blade multiple times, although only as many as you can wield. If you are currently wielding a mind blade or equivalent weapon (such as a deadly fist’s empowered strikes, a psychic armory’s panoply of blades, or a soulbolt’s mind bolt), you can choose to amplify it instead of this boost’s normal effects. Until the start of your next turn, all such weapons you wield (including those created after initiating this boost) gain the benefit of a single weapon special ability equivalent to up to +3 enhancement bonus. This ability must be chosen from the list of weapon special abilities you can normally place on your mind blade (see the enhanced mind blade class feature in Chapter 3 of Ultimate Psionics).

PIERCE THE SOUL Discipline: Sleeping Goddess (Strike) Level: 7 Prerequisites: Three Sleeping Goddess maneuvers Initiation Action: 1 standard action Range: Melee or ranged attack Target: One creature (see text) Duration: Instantaneous You deliver a deadly blow to an enemy with a familiar or similar bond, striking through the mystic ties between master and servant. Make an attack. If it hits, it deals weapon damage as normal plus an additional 7d6 points of damage. If your target is an animal companion, eidolon, familiar, psicrystal, or similar creature with a telepathic or empathic link to another creature (including creatures within a collective or under the effect of a mindlink power or telepathic bond spell, although not including creatures communicating with the telepathy ability), you can choose to deal this attack’s damage to the creature that your target is linked to. The target can make a Will save (DC 17 + your initiation modifier) to negate this transfer of damage; if it succeeds, it takes the strike’s damage as normal. The linked creature Path of War Expanded 155 does not receive a saving throw against this effect. You automatically know whether or not the target is such a creature when this strike hits, although you do not learn the identity of the creature linked to it. If the target is linked to multiple other creatures, then the damage is transferred to one of them at random. This strike can transfer damage across any distance, although it cannot damage a creature on another plane of existence from the target. Augment: You can augment this maneuver in one or more of the following ways: • For every power point you spend, this strike deals an additional 1d6 points of damage. For every 2d6 you increase the damage by, the save DC of this strike increases by +1. • If you expend your psionic focus while initiating this strike, you deal damage to both the target and the linked creature. The target may still make a Will save to negate the damage being dealt to that creature.

SOUL-CRUSHING MIEN Discipline: Sleeping Goddess (Counter) [mindaffecting] Level: 7 Prerequisites: Three Sleeping Goddess maneuvers Initiation Action: 1 immediate action Range: Personal (see text) Target: You (see text) Duration: 1 round Your resolution proves dangerous, and able to damage minds that even slightly contact your own. You can initiate this maneuver when you are targeted or otherwise affected by an effect that requires a Will save. You gain a +4 bonus on that saving throw, and if you succeed, the originator of the effect becomes stunned for one round. Augment: You can augment this maneuver in one or more of the following ways: • For every 2 power points you spend, the bonus on your Will save increases by +1. • If you expend your psionic focus while initiating this counter, the originator of the effect is dazed for one round if you succeed on your Will save, rather than stunned. The creature still drops held items, takes a –2 penalty to its AC, and loses its Dexterity bonus to its AC (if any) as if it were stunned. 8TH LEVEL

INDOMITABLE IDEALISM Discipline: Sleeping Goddess (Counter) Level: 8 Prerequisites: Three Sleeping Goddess maneuvers Initiation Action: 1 immediate action Range: Personal and 100 ft. (see text) Target: You Duration: Instantaneous An idea cannot be killed as long as it still inhabits a mind. As a master of the Sleeping Goddess discipline, you have the ability to use this fact to your advantage, channeling overwhelming psionic power through yourself for a brief moment in order to become a living embodiment of your ideals and beliefs. You can initiate this counter when you would be killed or knocked unconscious, either through damage reducing you to 0 or fewer hit points or by an effect that kills you outright (such as a death effect or a vorpal weapon). You do not take the damage or are completely unaffected by the effect, and may move to a space adjacent to any creature within 100 feet that has seen you or otherwise knows who you are. This movement does not provoke attacks of opportunity, nor does it require line of sight or line of effect, although you must be aware that the creature in question is in range. To observers, you seem to vanish and reappear next to the creature, folding out of space and becoming to all eyes a near-flawless, ideal version of yourself for a few seconds before returning to your normal appearance.

SELF BEYOND THE SELF Discipline: Sleeping Goddess (Strike) [compulsion, mind-affecting] Level: 8 Prerequisites: Three Sleeping Goddess maneuvers Initiation Action: 1 standard action Range: Melee or ranged attack Target: One creature Duration: Instantaneous (see text) With your studied understanding of the mind and its motivations, beliefs, and ideals, you can temporarily subvert the spirit of a foe, briefly making them into a staunch ally. Make an attack. If it hits, it deals weapon damage as normal, and the target must succeed at a Will save (DC 18 + your initiation modifier) or fall under your complete control for one round, as if you had manifested a Geth’s mind control power on them, although it can affect any creature type, not just humanoids. Augment: You can augment this maneuver in one or more of the following ways: • For every power point you spend, this strike deals an additional 1d6 points of damage. For every 2d6 you increase the damage by, the save DC of this strike increases by +1. • If you spend 6 power points, the target is controlled for an additional round. • If you expend your psionic focus while initiating this strike, you ignore any immunity to mind-affecting effects the target possesses. Instead, a normallyimmune target gains a +5 resistance bonus on its saving throw.

UNIMPEACHABLE AUTHORITY OF THE SLEEPING GODDESS Discipline: Sleeping Goddess (Stance) [fear, mindaffecting] Level: 8 Prerequisites: Three Sleeping Goddess maneuvers Initiation Action: 1 swift action Range: Personal (see text) Target: You (see text) Duration: Stance You focus your spirit and belief, becoming a terrible and awe-inspiring sight; the world around you pales in comparison to your reality, and those who meet your eyes can feel your presence boring into their very soul. You may enter and maintain this stance even if you are Path of War Expanded 156 immune to mind-affecting effects or fear effects. While you maintain this stance, opponents within 60 feet of you become shaken. TThis stance cannot create a stronger fear condition if an opponent is already shaken; affected opponents merely remain shaken while they remain within 60 feet of you (although other fear effects can do so as normal). In addition, a move action, you can turn your attention to an opponent within 60 feet that can see or otherwise perceive you. That opponent must succeed at a Will save (DC 18 + your initiation modifier) or become panicked for one round. If you expend your psionic focus as part of using this ability, you ignore any immunity to mind-affecting or fear effects possessed by the target. Instead, a normally-immune target gains a +5 resistance bonus on its saving throw.

IMMORTAL TRUTHS OF THE SLEEPING GODDESS Discipline: Sleeping Goddess (Strike) [mind-affecting] Level: 9 Prerequisites: Four Sleeping Goddess maneuvers Initiation Action: 1 standard action Range: Melee or ranged attack Target: One creature Duration: Instantaneous Standing at the pinnacle of the Sleeping Goddess discipline’s students, you have the ability to share your beliefs in a way that no others can. By making contact with your opponent’s mind and soul, you can open a dialogue, communicating your respective ideals instantaneously and debating their merits. Make an attack. If it hits, it deals an additional 10d6 points of damage. If this damage would reduce the target to 0 or fewer hit points, you can attempt to convert them to your way of thinking, clashing beliefs in a brief moment of spiritual contact. If you do, you and the target make an opposed ability check, with you using your initiation modifier and the target using its Charisma modifier. If the target succeeds, they take damage as normal, potentially killing them or knocking them unconscious. If you succeed, the target is instead reduced to 1 hit point, and their attitude towards you and your allies changes to helpful. This is not a compulsion, nor is it forcing the target to follow your orders, but rather the result of a spiritual conversation that took place in the instant of the strike. The target now understands your beliefs and ideals and either believes in them as well or respects your belief enough to be unwilling to oppose you. Regardless of whether or not the target succeeds on their check, you gain a deep understanding of their own beliefs and ideals. While you have this maneuver readied and unexpended, you automatically know the current hit point total of each creature within your melee reach. Augment: You can augment this maneuver in one or more of the following ways: • For every power point you spend, this strike deals an additional 1d6 points of damage. For every 2d6 you increase the damage by, you gain a +1 bonus on your ability check. If you expend your psionic focus while initiating this strike, you ignore any immunity to mindaffecting effects the target possesses. Tempest Gale Special Note: Some Tempest Gale maneuvers

Tempest Gale Special Note: Some Tempest Gale maneuvers allow the disciple to make a ranged combat maneuver attempt. Treat this as a normal combat maneuver, except that it does not provoke attacks of opportunity and may be executed against any creature the disciple could attack with their weapon. If the target is a distance greater than one range increment, the normal penalty to attack rolls is instead applied to the combat maneuver attempt. In addition, while you maintain a Tempest Gale stance, you can retrieve unattended weapons as a free action, provided you are adjacent to the weapon at some point during turn (including as part of a move action). 1ST LEVEL

DISARMING SHOT Discipline: Tempest Gale (Strike) Level: 1 Initiation Action: 1 standard action Range: Ranged attack Target: One creature Duration: Instantaneous Your careful training allows you to fire shots from an unexpected angle and strike opponents where they least expect it, their weapons. Make a ranged attack. If it hits, it deals weapon damage as normal, and you can make a disarm attempt against the target as a free action, using a Sleight of Hand check in place of your combat maneuver check. This disarm attempt does not provoke an attack of opportunity.

DISTANT GALE Discipline: Tempest Gale (Strike) Level: 1 Initiation Action: 1 standard action Range: Ranged attack Target: One creature Duration: Instantaneous Firing with the strength of the winds at your back, you unleash an attack that becomes more dangerous the more distance it travels. Make a ranged attack. If it hits, it deals weapon damage as normal plus an additional +1 point of damage for every 20 feet of distance between you and the target (up to a maximum of +5).

EYE OF THE NEEDLE Discipline: Tempest Gale (Boost) Level: 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: 1 round For most archers, an enemy engaged in melee is a difficult target at best, but for you a smaller target only presents greater opportunity. After you initiate this boost, your next ranged attack roll this round gains a +4 bonus if the target of the attack is engaged in melee.

GALEBREAKER’S STANCE Discipline: Tempest Gale (Stance) Level: 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance Your ability to accurately read the wind allows you to fight effectively even in the most adverse conditions. While you maintain this stance, you do not take any penalties on ranged attacks due to high wind speed, and your ranged attacks ignore the wind wall spell and similar magical wind effects that would negatively affect them. SLIPSTREAM STRIKE Discipline: Tempest Gale (Strike) Level: 1 Initiation Action: 1 standard action Range: Ranged attack Target: One creature Duration: Instantaneous The most basic protection against an arrow is some form of cover, but you know many ways to negate this defense. Make a ranged attack, ignoring any cover bonuses to the target’s AC. If it hits, it deals weapon damage as normal.

SNIPER’S EYE STANCE Discipline: Tempest Gale (Stance) Level: 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance As a tempest gale disciple, distance is no obstacle to you. While you maintain this stance, you reduce the total penalty from attacking creatures beyond your weapon’s first range increment by 2, and you gain a +2 bonus on combat maneuver checks made with ranged attacks. For every four initiator levels you possess, the penalty to ranged attacks lessens by another 2, and the bonus to ranged combat maneuver checks increases by +2.

DEFLECTING SHOT Discipline: Tempest Gale (Counter) Level: 2 Initiation Action: 1 immediate action Range: 30 ft. (see text) Target: One creature Duration: Instantaneous You know well that a sudden shot can disrupt the enemy and remove a potential threat. You can initiate this counter in response to an attack being made against you or an ally within 30 feet of you. Make a ranged disarm attempt against the attacker, using a Sleight of Hand check in place of your combat maneuver check. If your disarm attempt is successful, the attack is negated (even if the weapon cannot actually be disarmed). This disarm attempt does not provoke an attack of opportunity.

DISTRACTING DRAFT Discipline: Tempest Gale (Boost) Level: 2 Initiation Action: 1 swift action Range: Line of sight (see text) Target: One creature Duration: 1 round Your well placed shot can both hurt the enemy and put them off their guard. Make a ranged feint attempt against a creature you can see, using a Sleight of Hand check in place of the normal Bluff check. If your feint is successful, your next ranged attack against that target within one round deals an additional 1d6 points of damage.

DUSTCATCHING BREEZE Discipline: Tempest Gale (Strike) Level: 2 Initiation Action: 1 standard action Range: Ranged attack Target: One creature Duration: Instantaneous You target your enemy with unscrupulous tactics, throwing them off balance and allowing your allies to seize the advantage. Make a ranged attack. If it hits, it deals weapon damage as normal plus an additional 2d6 points of damage, and you can make a dirty trick attempt against the target as a free action, using a Sleight of Hand check in place of your combat maneuver check.

PIERCING SHOT Discipline: Tempest Gale (Strike) Level: 2 Initiation Action: 1 standard action Range: 30 ft. Area: 30-ft. line Duration: Instantaneous The power behind your ranged attacks is such that they can strike through one foe to pierce another behind them. When you initiate this strike, you create a 30-foot line that deals 3d6 points of damage. Creatures caught in the line can make a Reflex save (DC 12 + your initiation modifier) to take half damage.

SUDDEN GUST Discipline: Tempest Gale (Strike) Level: 2 Initiation Action: 1 standard action Range: Ranged attack Target: One creature Duration: Instantaneous Your placed shot can knock an enemy to the ground as easily as a mighty sword swing. Make a ranged attack. If it hits, it deals weapon damage as normal plus an additional 2d6 points of damage, and you can make a trip attempt against the target as a free action, using a Sleight of Hand check in place of your combat maneuver check. This trip attempt does not provoke an attack of opportunity. 3RD LEVEL

BATTERING GALE Discipline: Tempest Gale (Strike) Level: 3 Prerequisites: One Tempest Gale maneuver Initiation Action: 1 standard action Range: Ranged attack Target: One creature Duration: Instantaneous Your arrows strike with such force that they can drive back even the mightiest foes. Make a ranged attack. If it hits, it deals weapon damage as normal plus an additional 3d6 points of damage, and you can make a bull rush attempt against the target as a free action, using a Sleight of Hand check in place of your combat maneuver check. This bull rush attempt does not provoke an attack of opportunity.

CASCADING DRAFT Discipline: Tempest Gale (Boost) Level: 3 Prerequisites: One Tempest Gale maneuver Initiation Action: 1 standard action Range: Personal Target: You Duration: 1 round Reading the winds allows you to hit further and strike harder than any other martial artist. After you initiate this boost, your next ranged attack this round deals an additional +2 damage for every 20 feet of distance between you and the target (up to a maximum of +20 damage).

DISARMING BLAST Discipline: Tempest Gale (Strike) Level: 3 Prerequisites: One Tempest Gale maneuver Initiation Action: 1 standard action Range: Ranged attack Target: One creature Duration: Instantaneous With a combination of might and skill, you fire a shot that hits with such force it disarms the enemy. Make a ranged attack. If it hits, it deals weapon damage as normal plus an additional 3d6 points of damage, and you can make a disarm attempt against the target as a free action, using a Sleight of Hand check in place of your combat maneuver check. This disarm attempt does not provoke an attack of opportunity.

TEMPEST GALE STANCE Discipline: Tempest Gale (Stance) Level: 3 Prerequisites: One Tempest Gale maneuver Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance You move as swiftly as the wind, and strike with all the fury of the storm. While you maintain this stance, you add your initiation modifier to damage rolls made with ranged weapons and gain a bonus on ranged combat maneuver checks and the save DCs of Tempest Gale maneuvers you initiate equal to 1/4 your initiator level (minimum 1). 4TH LEVEL

CUTTING GALE Discipline: Tempest Gale (Strike) Level: 4 Prerequisites: One Tempest Gale maneuver Initiation Action: 1 standard action Range: Ranged attack Target: One creature Duration: Instantaneous Your arrows leave wounds which bleed more fiercely than the pinpricks of a thousand lesser archers. Make a ranged attack. If it hits, it deals weapon damage as normal plus an additional 5d6 points of damage and automatically overcomes damage reduction. In addition, a struck target must succeed at a Fortitude save (DC 14 + your initiation modifier) or take points of bleed damage equal to your initiation modifier. The target continues to bleed until the bleeding is stopped via magical healing or a successful DC 15 Heal check.

EXPLODING GALE Discipline: Tempest Gale (Strike) Level: 4 Prerequisites: One Tempest Gale maneuver Initiation Action: 1 standard action Range: Ranged attack Target: One creature and adjacent squares (see text) Duration: Instantaneous Even those who hide behind their fellows cannot save themselves from your deadly shots. Make a ranged attack. If it hits, it deals weapon damage as normal plus an additional 4d6 points of damage, and sparks and shrapnel explode from the attack, dealing damage to creatures adjacent to the target equal to your initiation modifier. Creatures other than the primary target can make a Reflex save (DC 14 + your initiation modifier) to avoid the damage.

IRON WIND Discipline: Tempest Gale (Strike) Level: 4 Prerequisites: One Tempest Gale maneuver Initiation Action: 1 standard action Range: Ranged attack Target: One creature Duration: Instantaneous (see text) A single powerful blow can leave an enemy reeling, and you excel at delivering such blows. Make a ranged attack. If it hits, it deal weapon damage as normal plus an additional 4d6 points of damage, and the target must succeed at a Fortitude save (DC 14 + your initiation modifier) or become staggered for a number of rounds equal to your initiation modifier.

WIND TUNNEL Discipline: Tempest Gale (Boost) Level: 4 Prerequisites: One Tempest Gale maneuver Initiation Action: 1 swift action Range: Personal Target: You Duration: 1 round No foe can hide from your sharp eyes. After you initiate this boost, your ranged attacks for one round ignore any cover bonuses to the target’s AC, and you do not take penalties on attack rolls from attacking creatures beyond your weapon’s first range increment. 5TH LEVEL

BLINDING SHOT Discipline: Tempest Gale (Strike) Level: 5 Prerequisites: Two Tempest Gale maneuvers Initiation Action: 1 standard action Range: Ranged attack Target: One creature Duration: Instantaneous (see text) With a skilled shot, you take your opponent’s sight, and with it, the threat they pose. Make a ranged attack. If it hits, it deals weapon damage as normal plus an additional 5d6 points of damage, and the target must succeed at a Fortitude save (DC 15 + your initiation modifier) or become blinded for a number of rounds equal to your initiation modifier. Path of War Expanded 160

DANCING WINDS STANCE Discipline: Tempest Gale (Stance) Level: 5 Prerequisites: Two Tempest Gale maneuvers Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance The wind whips around you as you move, guarding you against attacks so long as you remain in motion. While you maintain this stance, in any round that you move at least 10 feet, you gain the benefits of the improved evasion ability and attacks made against you suffer a 20% miss chance until the start of your next turn.

FALSE WIND Discipline: Tempest Gale (Counter) Level: 5 Prerequisites: Two Tempest Gale maneuvers Initiation Action: 1 immediate action Range: Ranged attack Target: One creature Duration: Instantaneous You unleash a rapid shot that distracts or disables an enemy, preventing them from harming you or your ally. You can initiate this counter in response to an attack being made against you or an ally by a creature you can see. Make a ranged attack against that creature. If it hits, it deals weapon damage as normal, and the ally targeted by the creature you attacked can move up to their speed as a free action, even if it isn’t their turn. This movement does not provoke attacks of opportunity.

GROUNDING SHOT Discipline: Tempest Gale (Strike) Level: 5 Prerequisites: Two Tempest Gale maneuvers Initiation Action: 1 standard action Range: Ranged attack Target: One creature Duration: Instantaneous (see text) Your slings and arrows can bring down even the mightiest flyers, dropping them to the earth where their wings mean nothing. Make a ranged attack. If it hits, it deals weapon damage as normal plus an additional 5d6 points of damage, and if the target of the attack is flying, they must succeed at a Fly check opposed by your Sleight of Hand check or lose their ability to fly for a number of rounds equal to your initiation modifier, falling to the ground and taking falling damage as normal.

PIERCING GALE Discipline: Tempest Gale (Strike) Level: 5 Prerequisites: Two Tempest Gale maneuvers Initiation Action: 1 standard action Range: 50 ft. Target: 50-ft. line Duration: Instantaneous No foe can withstand the force of your weapons. When you initiate this maneuver, you create a 50-foot line that deals 10d6 points of damage. Creatures caught in the line can make a Reflex save (DC 15 + your initiation modifier) to take half damage. Any creature that fails its save is also knocked prone by the force of the attack. 6TH LEVEL

RAZOR TEMPEST Discipline: Tempest Gale (Strike) Level: 6 Prerequisites: Two Tempest Gale maneuvers Initiation Action: 1 standard action Range: Ranged attack Target: One creature Duration: Instantaneous A scything wind seems to follow your attacks, leaving gashes that bleed profusely in the flesh of your enemy. Make a ranged attack. If it hits, it deals weapon damage as normal plus an additional 8d6 points of damage and bleed damage equal to your initiation modifier. The target continues to bleed until the bleeding is stopped via magical healing or a successful DC 15 Heal check.

TRICK OF THE WIND Discipline: Tempest Gale (Boost) Level: 6 Prerequisites: Two Tempest Gale maneuvers Initiation Action: 1 swift action Range: Personal Target: You Duration: 1 round Your skill at reading the wind is such that the very air itself seems to bend to your will. After initiating this boost, you can make a Sleight of Hand check in place of ranged attack rolls for your ranged attacks this round. Any bonuses and penalties that would be applied to a normal attack roll, such as weapon enhancements, spell effects, or the penalties for fighting with two weapons or shooting into melee, are applied to the skill check as well. Path of War Expanded 161

WIND LANCE Discipline: Tempest Gale (Strike) Level: 6 Prerequisites: Two Tempest Gale maneuvers Initiation Action: 1 standard action Range: Ranged attack Target: One creature Duration: Instantaneous Your attacks strike with the force of a mounted cavalry charge. Make a ranged attack. If it hits, it deals deals double damage. If you make this attack with a thrown weapon at the end of a charge, the attack instead deals triple damage.

WINDS OF VENGEANCE STANCE Discipline: Tempest Gale (Stance) Level: 6 Prerequisites: Two Tempest Gale maneuvers Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance Every move that your enemies make is an opportunity for you, and one that you relish taking advantage of. While you maintain this stance, you can make a number of additional attacks of opportunity each round equal to your initiation modifier. This stacks with the Combat Reflexes feat and other effects that increase the number of attacks of opportunity you can make in a round. In addition, any time an enemy hits an ally within 60 feet of you with an attack, you can make an attack of opportunity against that enemy using a ranged weapon you are wielding. 7TH LEVEL

BLACK WIND Discipline: Tempest Gale (Strike) Level: 7 Prerequisites: Two Tempest Gale maneuvers Initiation Action: 1 standard action Range: 50 ft. Target: 50-ft. line Duration: Instantaneous You unleash a mighty shot that thunders through enemy lines, knocking aside any in its path. When you initiate this maneuver, you create a 50-foot line that deals 15d6 points of damage. Creatures caught in the line can make a Reflex save (DC 17 + your initiation modifier) to take half damage. Any creature that fails its Reflex save must also succeed at a Fortitude save with the same DC or become dazed for one round.

HUNTING ZEPHYR Discipline: Tempest Gale (Strike) Level: 7 Prerequisites: Two Tempest Gale maneuvers Initiation Action: 1 standard action Range: Ranged attack Target: One creature Duration: Instantaneous As a master of the Tempest Gale, you never miss your mark; each shot is perfect. Make a ranged attack. This attack automatically hits, threatens a critical hit, and cannot be negated by a counter or other defensive ability activated as an immediate action (such as the emergency force sphere spell or a similar effect). It deals weapon damage as normal.

PUNISHING TEMPEST Discipline: Tempest Gale (Boost) Level: 7 Prerequisites: Two Tempest Gale maneuvers Initiation Action: 1 swift action Range: Personal Target: You Duration: 1 round Each shot you fire contains the force necessary to drive back even the sturdiest opponent, or knock them off their feet. After initiating this boost, whenever you hit a creature with a ranged attack for one round, you can make a bull rush attempt against that creature as a free action, using a Sleight of Hand check in place of your combat maneuver check. These bull rush attempts do not provoke an attack of opportunity. 8TH LEVEL

BREATH STEALING WIND

Discipline: Tempest Gale (Strike)

Level: 8

Prerequisites: Three Tempest Gale maneuvers

Initiation Action: 1 standard action

Range: Ranged attack

Target: One creature Duration: Instantaneous (see text) You fire a single shot that steals the very breath from his target. Make a ranged attack. If it hits, it deals weapon damage as normal plus an additional 10d6 points of damage, and the target must succeed at a Fortitude save (DC 18 + your initiation modifier) or become silenced (as the spell) for a number of rounds equal to your initiation modifier.

EYE OF THE STORM STANCE

Discipline: Tempest Gale (Stance)

Level: 8 Prerequisites: Three Tempest Gale maneuvers

Initiation Action: 1 swift action Range: Personal

Target: You

Duration: Stance

Like the calm winds at the center of a hurricane, you are bastion of serenity on the chaos of the battlefield. While you maintain this stance, you add your initiation modifier to damage rolls made with ranged weapons, you do not take penalties on attack rolls from attacking creatures beyond your weapon’s first range increment, and ignore the effects of weather conditions and wind effect on your ranged attacks (including magical winds such as a wind wall spell). In addition, your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment.

STEEL TORNADO

Discipline: Tempest Gale (Strike)

Level: 8

Prerequisites: Three Tempest Gale maneuvers

Initiation Action: 1 standard action

Range: Ranged attack

Target: One creature

Duration: Instantaneous

Your masterful shot spins your enemy around with incredible force, causing them to lose their grip and their balance. Make a ranged attack. If it hits, it deals weapon damage as normal plus an additional 10d6 points of damage, and you can make a trip attempt against the target as a free action. In addition, you can make a disarm attempt against the creature for each item it is holding or wielding. These combat maneuver attempts use a Sleight of Hand check in place of your combat maneuver check, and do not provoke attacks of opportunity.

9TH LEVEL VICIOUS TEMPEST VOLLEY

Discipline: Tempest Gale (Strike)

Level: 9

Prerequisites: Four Tempest Gale maneuvers

Initiation Action: 1 full-round action

Range: Ranged attack Target: One or more creatures (see text)

Duration: Instantaneous

Unleashing the might of the winds to carry your attacks throughout the battlefield, you launch a hail of arrows, bolts, stones or weapons to devastate your enemies. Make a full attack with any ranged weapon you are wielding. Each attack deals an additional 2d6 points of damage, and any time you hit with an attack during this full attack, you can make a bull rush, dirty trick, disarm, sunder, or trip attempt against creature struck as a free action. These combat maneuver attempts use a Sleight of Hand check in place of your combat maneuver check, and do not provoke attacks of opportunity.

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