Tome of Battle Full Conversion (Maneuvers + Archetypes)

Magrok

Theorycrafter
It's finally done, and I'm very satisfied with my work here. :) As the title says, this is my interpretation on adding Tome of Battle to DDO, including 197 maneuvers and the enhancement trees for Crusader, Swordsage, and Warblade. I worked very hard to ensure everything makes sense for DDO mechanics. Consider this to be a first draft, though: Feedback would be greatly appreciated. And if you like this, please remember to upvote it.

The Maneuver System​

An initiator class automatically knows all the maneuvers for each level from the disciplines they can use. They prepare maneuvers in any tavern, same as spellcasters. None of the mechanics around retraining maneuvers, readying them, or expending them and recharging them are really appropriate to DDO.
If it matters on the back-end, maneuvers Crusaders can initiate are coded as Divine, and maneuvers Crusaders cannot initiate are coded as Arcane.

Maneuver Charges​

Most maneuvers, including all strikes, either generate maneuver charges or require them for activation. Maneuver Charges stack up to 10, and lose 1 stack every 5 seconds. Hitting an enemy resets this duration. So during each combat you will be managing your maneuver charges, and they will slowly bleed away after every encounter.

Ranged Maneuvers​

DDO is not equipped to have activated abilities which can be both melee or ranged. I feel it's important for ranged characters to be able to benefit from maneuvers, but I didn't know the best way to implement this. If I just add them in as ranged versions of everything, then that nearly doubles the maneuver lists for players to scroll through and choose from. If I make every maneuver into a submenu, that increases downtime during combat or preparation that most players are not going to want to spend. My current thought is to have all maneuvers be hidden submenus with melee chosen by default, and add a UI setting that will change them back into submenus so the ranged options can be chosen. It's not much better, but at least the inconvenience only affects a subset of players. Regardless, I am very open to suggestions on how to do this.

(I'll try to let the mechanics speak for themselves now, and not include design commentary. By all means though, if you have questions about why I did things a certain way or whatnot, I'll be happy to answer them.)

Maneuvers​


Strikes​

Level 1​

Blistering Flourish: [Desert Wind] Melee Attack: Deals +10% damage. On-hit: Target takes -2 attack for 6 seconds, and gain 1 maneuver charge. Cooldown: 12 seconds.
Burning Blade: [Desert Wind] Additional cost 1 maneuver charge. Melee Attack: Deals +20% damage. On-hit: Adds 2d6 Fire damage scaling with the higher of Melee Power or Fire Spellpower. Cooldown: 12 seconds.
Clinging Shadow Strike: [Shadow Hand] Melee Attack: Deals +10% damage. On-hit: Target takes 20% miss chance on its attacks for 3 seconds, and gain 1 maneuver charge. Cooldown: 12 seconds.
Hate: [Devoted Spirit] Melee Attack: Deals +20% damage. On-hit: Generate extra threat, and gain 1 maneuver charge. Cooldown: 12 seconds.
Leading the Attack: [White Raven] Melee Attack: Deals +10% damage. On-hit: Allies within 15 meters gain +4 morale attack for 10 seconds, and gain 1 maneuver charge. Cooldown: 12 seconds.
Mighty Throw: [Setting Sun] Requires single-weapon fighting, unarmed, or Quarterstaff. Additional cost 1 maneuver charge. Melee Empty Handed Attack: Deals +10% damage, and subjects target to both a Trip attempt and a Stun attempt, each having a separate Fortitude DC (11 + Str/Dex/Wis + tactical bonuses) save. Cooldown: 12 seconds.
Sapphire Nightmare Blade: [Diamond Mind] Additional cost 1 maneuver charge. Melee Attack: Deals extra damage equal to one-third your Concentration bonus. Cooldown: 12 seconds.
Shadow Blade Technique: [Shadow Hand] Melee Attack: Deals +10% damage. On-hit: Adds 2d6 Cold damage scaling with Melee Power, and gain 1 maneuver charge. Cooldown: 12 seconds.
Steel Wind: [Iron Heart] Additional cost 1 maneuver charge. Melee Cleave Attack: Deals +20% damage. Shares a cooldown with the Cleave feat. Cooldown: 12 seconds.
Steely Strike: [Iron Heart] Melee Attack: Deals +30% damage. On-hit: Your AC is reduced by 10% for 10 seconds, and gain 1 maneuver charge. Cooldown: 12 seconds.
Stone Bones: [Stone Dragon] Melee Attack: Deals +10% damage. On-hit: Gain DR 10/adamantine for 10 seconds and gain 1 maneuver charge. Cooldown: 12 seconds.
Stunning Blow: [Setting Sun] Melee Attack: Deals +10% damage. On-hit: Applies a 3-second Stun attempt, Fortitude DC (11 + Str/Dex/Wis + stunning bonuses) negates, and gain 1 maneuver charge. Cooldown: 12 seconds.
Sundering Strike: [Stone Dragon] Additional cost 1 maneuver charge. Melee Attack: Deals +20% damage. On-hit: Applies a Sunder attempt, or Improved Sunder if you have the feat. Cooldown: 12 seconds.
Tactical Strike: [White Raven] Additional cost 1 maneuver charge. Melee Attack: Deals +30% damage. On-hit: Allies within 15 meters gain +5% action boost to movement speed for 10 seconds. Cooldown: 12 seconds.
Tendon Slice: [Tiger Claw] Melee Attack: Deals +10% damage. On-hit: Slow your enemy's movement by 50% for 5 seconds, and gain 1 maneuver charge. Cooldown: 12 seconds.
Topaz Razor: [Diamond Mind] Melee Attack: Deals +10% damage. On-hit: Add one-third your Concentration bonus to your next attack roll within 3 seconds, and gain 1 maneuver charge. Cooldown: 12 seconds.
Vanguard Strike: [Devoted Spirit] Melee Attack: Deals +10% damage. On-hit: -4 AC for 10 seconds, and gain 1 maneuver charge. Cooldown: 12 seconds.
Wolf Fang Strike: [Tiger Claw] Additional cost 1 maneuver charge. Melee Dual Wielding Attack: Deals +20% damage. This attack strikes twice. Cooldown: 12 seconds.

Level 2​

Battle Leader's Charge: [White Raven] Additional cost 2 maneuver charges. Melee Rush Attack: Deals +20% damage. Cooldown: 12 seconds.
Claw at the Moon: [Tiger Claw] Additional cost 1 maneuver charge. Melee Attack: Uses Jump check instead of attack roll and deals +30% damage with +2 critical threat range. Cooldown: 12 seconds.
Crusader's Strike: [Devoted Spirit] Melee Attack: Deals +10% damage. On-hit: Heal self and allies within 5 meters for 1d6+2 plus 1 per initiator level (max 1d6+7) hit points scaling with Positive Spellpower, and gain 1 maneuver charge. Cooldown: 12 seconds.
Disarming Strike: [Iron Heart] Additional cost 1 maneuver charge. Melee Attack: Deals +10% damage. On-hit: Target takes -10% attack for 6 seconds. Cooldown: 12 seconds.
Douse the Flames: [White Raven] Melee Attack: Deals +10% damage. On-hit: Target is dazed for 6 seconds on a failed Fortitude DC (12 + Int + stunning bonuses) save, and gain 1 maneuver charge. Cooldown: 12 seconds.
Drain Vitality: [Shadow Hand] Melee Attack: Deals +10% damage. On-hit: Deal 1d6 Constitution damage on a failed Fortitude DC (12 + Wis + assassinate bonuses) save, and gain 1 maneuver charge. Cooldown: 12 seconds.
Emerald Razor: [Diamond Mind] Melee Attack: Deals +10% damage. On-hit: Add one-half your Concentration bonus to your next attack roll within 3 seconds, and gain 1 maneuver charge. Cooldown: 12 seconds.
Flashing Sun: [Desert Wind] Melee Attack: Deals +10% damage. This attack strikes twice. On-hit: Gain 1 maneuver charge. Cooldown: 12 seconds.
Foehammer: [Devoted Spirit] Additional cost 1 maneuver charge. Melee Attack: Deals +20% damage and ignores damage reduction. Cooldown: 12 seconds.
Hatchling's Flame: [Desert Wind] Additional cost 1 maneuver charge. A cone of searing flame shoots from your fingertips, dealing 1d6+1 Fire damage per initiator level (max 5d6+5) scaling with Fire Spellpower. A successful Reflex save (DC 12 + Wis) halves this damage. Cooldown: 12 seconds.
Iron Heart Surge: [Iron Heart] Melee Attack: Deals +10% damage. On-hit: Dispels one hostile magical effect from you, and gain 1 maneuver charge. Cooldown: 12 seconds.
Mind Strike: [Diamond Mind] Additional cost 1 maneuver charge. Melee Attack: Deals +20% damage. On-hit: Deal 1d6 Wisdom damage on a failed Fortitude DC (12 + Str/Wis) save. Cooldown: 12 seconds.
Mountain Hammer: [Stone Dragon] Melee Attack: Deals +10% damage and ignores damage reduction. On-hit: +6d6 Rust damage to constructs and living constructs scaling with 200% Melee Power, and gain 1 maneuver charge. Cooldown: 12 seconds.
Pressure Points: [Setting Sun] Additional cost 1 maneuver charge. Melee Attack: Deals +20% damage. On Sneak Attack: Target takes -10% attack speed for 6 seconds. This does not affect bosses. Cooldown: 12 seconds.
Rabid Wolf Strike: [Tiger Claw] Melee Attack at +4: Deals +40% damage. On-hit: Your AC is reduced by 15% for 10 seconds, and gain 1 maneuver charge. Cooldown: 12 seconds.
Shiv: [Shadow Hand] Additional cost 1 maneuver charge. Melee Attack: Deals +30% damage. On-hit: Causes your target to become Bluffed for 1 second + 1 second per 4 initiator levels. Cooldown: 12 seconds.
Stone Vise: [Stone Dragon] Additional cost 1 maneuver charge. Melee Attack: Deals +10% damage. On-hit: Target is immobilized for 6 seconds on a failed Fortitude DC (12 + Str/Dex + stun bonuses) save. Cooldown: 12 seconds.
Strike of the Broken Shield: [Setting Sun] Melee Attack: +20% damage. On-hit: Causes your target to become Bluffed for 3 seconds on a failed Reflex (DC 12 + Str/Dex) save, and gain 1 maneuver charge. Cooldown: 12 seconds.

Level 3​

Bleed Them Out: [Tiger Claw] Melee Attack: Deals +20% damage. On-hit: Causes your opponent to bleed, and gain 1 maneuver charge. Bleed deals 1d6 damage every 2 seconds for 14 seconds, scaling with 200% Melee Power. The bleed effect can stack up to 5 times. Cooldown: 10 seconds.
Clever Positioning: [Setting Sun] Melee Attack: Deals +10% damage. On-hit: Make a Bluff check against the target, on success it is subject to extra damage as if helpless for 10 seconds. Gain 1 maneuver charge. Cooldown: 10 seconds.
Death Mark: [Desert Wind] Additional cost 1 maneuver charge. Melee Attack: Deals +20% damage. On-hit: Opponent and all other enemies within 5 meters take 6d3+18 Fire damage scaling with Fire Spellpower, Reflex save DC (13 + Wis) for half. Cooldown: 10 seconds.
Devastating Throw: [Setting Sun] Requires single-weapon fighting, unarmed, or Quarterstaff. Additional cost 1 maneuver charge. Melee Empty Handed Attack: Deals +30% damage, and subjects target to both a Trip attempt and a Stun attempt, each having a separate Fortitude DC (13 + Str/Dex/Wis + tactical bonuses) save. Cooldown: 10 seconds.
Exorcism of Steel: [Iron Heart] Melee Attack: Deals +20% damage. On-hit: Target deals 10% less damage for 10 seconds on a failed Will DC (13 + Str) save, and gain 1 maneuver charge. Cooldown: 10 seconds.
Fan the Flames: [Desert Wind] Blasts a target with a fiery ray, doing 6d3+18 Fire damage on impact scaling with Fire Spellpower, and gain 1 maneuver charge. This is a projectile attack with double range. Cooldown: 10 seconds.
Insightful Strike: [Diamond Mind] Additional cost 2 maneuver charges. Melee Attack: Deals +10% damage. On-hit: Deals extra damage equal to a Concentration check result scaling with 200% Melee Power. Cooldown: 10 seconds.
Revitalizing Strike: [Devoted Spirit] Melee Attack: Deals +10% damage. On-hit: Heal self and allies within 5 meters for 2d6+4 plus 1 per initiator level (max 2d6+14) hit points scaling with Positive Spellpower, and gain 1 maneuver charge. Cooldown: 10 seconds.
Shield Smash: [Devoted Spirit] Additional cost 1 maneuver charge. Melee Shield Attack: Deals +30% damage. On-hit: PRR and MRR are increased by 6 points for 12 seconds. Cooldown: 10 seconds.
Stone Dragon's Fury: [Stone Dragon] Melee Attack: Deals +20% damage. On-hit: Deals +6d6 Rust damage to constructs and living constructs scaling with 200% Melee Power, applies a Sunder attempt, or Improved Sunder if you have the feat, and gain 1 maneuver charge. Cooldown: 10 seconds.
Strength-Draining Strike: [Shadow Hand] Melee Attack: Deals +20% damage. On-hit: Deals an extra 2d6 Strength damage, and gain 1 maneuver charge. Cooldown: 10 seconds.
White Raven Strike: [White Raven] Melee Attack: Deals +30% damage. On-hit: Target is vulnerable to sneak attacks for 6 seconds, and gain 1 maneuver charge. Cooldown: 10 seconds.

Level 4​

Bonesplitting Strike: [Stone Dragon] Additional cost 1 maneuver charge. Melee Attack: Deals +20% damage. On-hit: Deals an extra 2d6 Constitution damage. Cooldown: 10 seconds.
Bounding Assault: [Diamond Mind] Additional cost 1 maneuver charge. Melee Rush Attack: Deals +20% damage. Cooldown: 10 seconds.
Comet Throw: [Setting Sun] Requires single-weapon fighting, unarmed, or Quarterstaff. Additional cost 2 maneuver charges. Melee Empty Handed Cleave Attack: Deals +30% damage, and subjects all targets to both a Trip attempt and a Stun attempt, each having a separate Fortitude DC (14 + Str/Dex/Wis + tactical bonuses) save. Cooldown: 10 seconds.
Covering Strike: [White Raven] Additional cost 2 maneuver charges. Melee Attack: Deals +20% damage. On-hit: Target deals 10% less physical damage for 60 seconds. Cooldown: 10 seconds.
Death From Above: [Tiger Claw] Additional cost 1 maneuver charge. Melee Attack: Deals +30% damage, +1 Crit Multiplier. On-hit: If target is prone, deal extra damage as if it is helpless. Cooldown: 10 seconds.
Divine Surge: [Devoted Spirit] Additional cost 2 maneuver charges. Melee Attack: Deals +40% damage. On-hit: Adds +8d8 Holy damage scaling with 200% Melee Power. Cooldown: 10 seconds.
Firesnake: [Desert Wind] Additional cost 2 maneuver charges. A jet of roaring flame bursts from your outstretched hand, striking a primary target for 6d6 Fire damage scaling with Fire Spellpower, Reflex save DC (14 + Wis) for half. It then snakes to up to 5 other nearby targets hitting each of them with a similar flame.
Hand of Death: [Shadow Hand] Additional cost 2 maneuver charges. Melee Attack: Deals +30% damage. On Sneak Attack: Foe is paralyzed for 10 seconds on a failed Fortitude DC (14 + Wis + assassinate bonuses) save. Cooldown: 10 seconds.
Lead the Charge: [White Raven] Additional cost 1 maneuver charge. Melee Rush Attack: Deals +50% damage. Rush forward up to 30 feet to your selected opponent and deliver a mighty strike. Also greatly slows the movement speed of any enemy struck for 2 seconds. Cooldown: 10 seconds.
Mithral Tornado: [Iron Heart] Additional cost 1 maneuver charge. Melee Cleave Attack: Make a sweeping attack against all nearby enemies for +30% damage. Shares a cooldown with the Cleave feat. Cooldown: 10 seconds.
Obscuring Shadow Veil: [Shadow Hand] Additional cost 1 maneuver charge. Melee Attack: Deals +20% damage. On-hit: Target takes 50% miss chance on its attacks for 6 seconds on a failed Fortitude DC (14 + Wis + assassinate bonuses) save. Cooldown: 10 seconds.
Overwhelming Mountain Strike: [Stone Dragon] Additional cost 2 maneuver charges. Melee Attack: Deals +30% damage. On-hit: Target is immobilized for 6 seconds (no save). Cooldown: 10 seconds.
Ruby Nightmare Blade: [Diamond Mind] Additional cost 1 maneuver charge. Melee Attack: Deals extra damage equal to two-thirds your Concentration bonus. Cooldown: 10 seconds.
Slaughter: [Tiger Claw] Additional cost 2 maneuver charges. Melee Attack: Deals +100% damage. Cooldown: 10 seconds.
Quick Strike: [Iron Heart] Additional cost 1 maneuver charge. Melee Attack: Deals +30% damage. On-hit: You gain a 25% morale bonus to doublestrike for 10 seconds. Cooldown: 10 seconds.

Level 5​

Advantaged Positioning: [Setting Sun] Additional cost 2 maneuver charges. Melee Attack: Deals +20% damage. On-hit: If the target is prone, it takes 1d3 Sonic damage per initiator level and 1d3 Bludgeoning damage per initiator level scaling with 100% Melee Power. Cooldown: 8 seconds.
Amethyst Razor: [Diamond Mind] Melee Attack: Deals +20% damage. On-hit: Add your Concentration bonus to your next attack roll within 3 seconds, and gain 1 maneuver charge. Cooldown: 8 seconds.
Armor-Piercing Strike: [Iron Heart] Additional cost 1 maneuver charge. Melee Attack: Deals +20% damage. On-hit: Applies six stacks of Armor Destruction. (Each stack reduces Armor Class by 1 and Fortification by 1% for 20 seconds. This effect can stack up to 15 times.) Cooldown: 8 seconds
Bloodletting Strike: [Shadow Hand] Additional cost 1 maneuver charge. Melee Attack: Deals +30% damage. On-hit: Deals an extra 3d6 Constitution damage, Fortitude DC (15 + Wis + assassinate bonuses) for half. Cooldown: 8 seconds.
Daunting Strike: [Devoted Spirit] Additional cost 1 maneuver charge. Melee Attack: Deals +30% damage. On-hit: Target must make a Will save DC (damage dealt with this attack) or become Shaken for 1 minute. Cooldown: 8 seconds.
Dragon's Flame: [Desert Wind] Additional cost 2 maneuver charges. Breathe an area of fiery heat extending outward in a large cone, dealing 1d3+3 Fire damage per initiator level to all foes scaling with the higher of Fire Spellpower or 200% Melee Power. A successful Reflex save DC (15 + Wis + breath weapon bonuses) halves this. Cooldown: 8 seconds.
Elder Mountain Hammer: [Stone Dragon] Additional cost 1 maneuver charge. Melee Attack: Deals +30% damage and ignores damage reduction. On-hit: +9d6 Rust damage to constructs and living constructs scaling with 200% Melee Power. Cooldown: 8 seconds.
Enlightened Palm: [Setting Sun] Additional cost 2 maneuver charges. Melee Attack: Deals +20% damage. On-hit: If the target is already stunned, it takes 1d3 Sonic damage per initiator level and 1d3 Bludgeoning damage per initiator level scaling with 100% Melee Power. Cooldown: 8 seconds.
Flanking Maneuver: [White Raven] Melee Attack: Deals +30% damage. On-hit: Gain 1 maneuver charge. On Sneak Attack: Allies within 5 meters gain +15% morale Doublestrike for 10 seconds. Cooldown: 8 seconds.
Growing Tempo: [White Raven] Additional cost 2 maneuver charges. Melee Attack: Deals +20% damage. On-hit: For the next 15 seconds, each time you damage an opponent, allies within 5 meters gain +1 damage for 5 seconds. This effect can stack up to 10 times. Cooldown: 8 seconds.
Law Bearer: [Devoted Spirit] Requires Lawful alignment. Make a melee attack, gaining your Charisma bonus to the attack roll and +30% damage if it targets a chaotic creature. On-hit: Gain +5 saves and +10 AC for 10 seconds, and gain 1 maneuver charge. Cooldown: 8 seconds.
Lingering Inferno: [Desert Wind] Melee Attack: Deals +20% damage. On-hit: Target takes 1 stack of Lingering Inferno, dealing 2d6 Fire damage scaling with Fire Spellpower every 2 seconds for 20 seconds. This can stack up to 10 times, and loses one stack upon expiration. Gain 1 maneuver charge. Cooldown: 8 seconds.
Pouncing Charge: [Tiger Claw] Additional cost 2 maneuver charges. Melee Rush Attack: Deals +50% damage. This attack has +1 critical threat range and +1 critical multiplier. Cooldown: 8 seconds.
Radiant Smite: [Devoted Spirit] Requires Good alignment. Make a melee attack, gaining your Charisma bonus to the attack roll and +30% damage if it targets an evil creature. On-hit: Gain DR 20/- for 10 seconds, and gain 1 maneuver charge. Cooldown: 8 seconds.
Tide of Chaos: [Devoted Spirit] Requires Chaotic alignment. Make a melee attack, gaining your Charisma bonus to the attack roll and +30% damage if it targets a lawful creature. On-hit: Gain 50% concealment for 10 seconds, and gain 1 maneuver charge. Cooldown: 8 seconds.
True Strike: [Iron Heart] Melee Attack at +20: Deals +20% damage. On-hit: Gain +4 insight to attack for 10 seconds and 1 maneuver charge. Cooldown: 8 seconds.

Level 6​

Ballista Throw: [Setting Sun] Requires single-weapon fighting, unarmed, or Quarterstaff. Additional cost 1 maneuver charge. Melee Empty Handed Attack: Deals +20% damage, and subjects the target to both a Trip attempt and a Stun attempt, each having a separate Fortitude DC (16 + Str/Dex/Wis + half initiator level + tactical bonuses) save. Cooldown: 10 seconds.
Citrene Nightmare Blade: [Diamond Mind] Melee Attack: Deals extra damage equal to your Concentration bonus, and gain 1 maneuver charge. Cooldown: 8 seconds.
Crushing Vise: [Stone Dragon] Additional cost 1 maneuver charge. Melee Attack: Deals +30% damage. On-hit: Target is immobilized for 6 seconds (no save). Cooldown: 8 seconds.
Dazing Strike: [Iron Heart] Additional cost 1 maneuver charge. Melee Attack: Deals +30% damage. On-hit: Target is dazed for 30 seconds on a failed Fortitude DC (15 + Str + half initiator level + stunning bonuses) save. Further instances of damage have a 25% chance of breaking them out of the daze. Against bosses, the duration is instead 3 seconds. Cooldown: 8 seconds.
Desert Tempest: [Desert Wind] Additional cost 2 maneuver charges. Melee Cleave Attack: Deals +20% damage. Attack enemies all around you. This attack strikes three times. Shares a cooldown with Great Cleave. Cooldown: 8 seconds.
Ghost Blade: [Shadow Hand] Melee Attack: Deals +30% damage. On-hit: The target takes sneak attack damage as though it was Bluffed for this attack. Gain 1 maneuver charge. Cooldown: 8 seconds.
Greater Insightful Strike: [Diamond Mind] Additional cost 3 maneuver charges. Melee Attack: Deals +10% damage. On-hit: Deals extra damage equal to a Concentration check result scaling with 400% Melee Power. Cooldown: 8 seconds.
Hunter's Strike: [Tiger Claw] Additional cost 1 maneuver charge. Melee Attack: This attack automatically scores a critical hit. Cooldown: 8 seconds.
Iron Bones: [Stone Dragon] Melee Attack: Deals +20% damage. On-hit: Gain DR 20/adamantine for 10 seconds and gain 1 maneuver charge. Cooldown: 8 seconds.
Rabid Bear Strike: [Tiger Claw] Additional cost 1 maneuver charge. Melee Attack at +4: Deals +80% damage. On-hit: Your AC is reduced by 15% for 10 seconds. Cooldown: 8 seconds.
Rallying Strike: [Devoted Spirit] Melee Attack: Deals +20% damage. On-hit: Heal self and allies within 5 meters for 3d6+6 plus 1 per initiator level (max 3d6+21) hit points scaling with Positive Spellpower, and gain 1 maneuver charge. Cooldown: 8 seconds.
Stalker in the Night: [Shadow Hand] Additional cost 2 maneuver charges. Melee Stealth Attack: Deals +20% damage. Remain stealthed during and after the attack. Cooldown: 8 seconds.
War Leader's Charge: [White Raven] Additional cost 3 maneuver charges. Melee Rush Attack: Deals +50% damage. Cooldown: 8 seconds.

Level 7​

Ancient Mountain Hammer: [Stone Dragon] Additional cost 2 maneuver charges. Melee Attack: Deals +60% damage and ignores damage reduction. On-hit: +12d6 Rust damage to constructs and living constructs scaling with 200% Melee Power. Cooldown: 6 seconds.
Avalanche of Blades: [Diamond Mind] Additional cost 3 maneuver charges. Melee Attack: Deals +10% damage. This attack strikes four times. Cooldown: 6 seconds.
Castigating Strike: [Devoted Spirit] Additional cost 2 maneuver charges. Melee Attack: Deals +30% damage. On-hit: Deals an extra 5d6 Holy damage to all enemies within 15 meters scaling with 200% Melee Power, and blinds foes for 6 seconds on a failed Fortitude DC (17 + Cha + sunder bonuses) save. Cooldown: 6 seconds.
Death in the Dark: [Shadow Hand] Additional cost 3 maneuver charges. Melee Attack: Deals +30% damage. On Sneak Attack: Deals an extra 15d6 damage scaling with 300% Melee Power. Cooldown: 6 seconds.
Finishing Move: [Iron Heart] Additional cost 3 maneuver charges. Melee Attack: Deals +30% damage and has +1 Crit Multiplier. On-hit: If the target is below 50% health, deals 1d6 damage per initiator level scaling with 200% Melee Power. Cooldown: 6 seconds.
Hydra Slaying Strike: [Setting Sun] Additional cost 3 maneuver charge. Melee Attack: Deals +30% damage. On Sneak Attack: Target takes -50% attack speed for 10 seconds. Bossess instead take -10% attack speed for 3 seconds. Cooldown: 6 seconds.
Inferno Charge: [Desert Wind] Additional cost 3 maneuver charges. Melee Rush Attack: Deals +60% damage. All damage from this attack is Fire damage, bypassing all damage reduction. Cooldown: 6 seconds.
Merciful Strike: [Tiger Claw] Additional cost 3 maneuver charges. Melee Attack: Deals +30% damage. On Sneak Attack: If the target is below 50% health, deal 500 damage scaling with 100% Melee Power. Cooldown: 6 seconds.
Swarming Assault: [White Raven] Additional cost 3 maneuver charges. Melee Attack: Deals +30% damage. On hit: Self and allies within 5 meters gain +30 morale Melee Power for 15 seconds. Cooldown: 6 seconds.

Level 8​

Adamantine Bones: [Stone Dragon] Melee Attack: Deals +30% damage. On-hit: Gain DR 40/adamantine for 10 seconds and gain 1 maneuver charge. Cooldown: 6 seconds.
Adamantine Hurricane: [Iron Heart] Additional cost 2 maneuver charges. Melee Cleave Attack: Deals +40% damage. Damaged enemies gain one stack of Vulnerability. (Take 1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration.) Shares its cooldown with the Great Cleave feat. Cooldown: 6 seconds.
Diamond Nightmare Blade: [Diamond Mind] Melee Attack: Deals extra damage equal to twice your Concentration bonus, and gain 1 maneuver charge. Cooldown: 6 seconds.
Enervating Shadow Strike: [Shadow Hand] Additional cost 3 maneuver charges. Melee Attack: Deals +30% damage. On Damage: Target suffers 2d3 Negative Levels. Cooldown: 6 seconds.
Execute: [Tiger Claw] Additional cost 3 maneuver charges. Melee Assassinate Attack: Deals +30% damage. If the target is below 30% health, deal 500 damage scaling with 400% Melee Power. Cooldown: 6 seconds.
Greater Divine Surge: [Devoted Spirit] Additional cost 3 maneuver charges. Melee Attack: Deals +40% damage. On-hit: Adds +8d8 Holy damage scaling with 500% Melee Power. Cooldown: 6 seconds.
White Raven Hammer: [White Raven] Additional cost 3 maneuver charges. Melee Attack: Deals +30% damage. On Damage: stuns target for 6 seconds (no save). Cooldown: 6 seconds.
Wyrm's Flame: [Desert Wind] Additional cost 3 maneuver charges. Breathe an area of fiery heat extending outward in a large cone, dealing 1d6+6 Fire damage per initiator level to all foes scaling with the higher of Fire Spellpower or 300% Melee Power. A successful Reflex save DC (18 + Wis + breath weapon bonuses) halves this. Cooldown: 8 seconds.

Level 9​

Feral Death Blow: [Tiger Claw] Additional cost 5 maneuver charges. Melee Assassinate Attack: Deals +100% damage and an extra 20d6 Bane damage scaling with 400% Melee Power. On-hit: Target is slain instantly on a failed Fortitude DC (19 + Str + half initiator level + assassinate bonuses) save. Cooldown: 5 seconds.
Five-Shadow Creeping Ice Enervation Strike: [Shadow Hand] Additional cost 5 maneuver charges. Melee Attack: Deals +50% damage. On Damage: Target is affected by 1 of 7 harmful effects at random, with a 12.5% chance of inflicting a second different effect from that 7. Each effect deals ability damage scaling with Melee Power and a special condition lasting 10 seconds. A successful Fortitude save DC (19 + Wis + assassinate bonuses) negates the special condition and halves the ability damage. Cooldown: 5 seconds.
[Navel] 4d6 Strength damage and Nauseated​
[Spine] 4d6 Dexterity damage and Immobilized​
[Heart] 4d6 Constitution damage and Paralyzed​
[Throat] 4d6 Intelligence damage and Silenced​
[Eyes] 4d6 Wisdom damage and Blinded​
[Root] 4d6 Charisma damage and Exhausted​
[Crown] 2d6 damage to all ability scores and Stunned​
Inferno Blast: [Desert Wind] Additional cost 5 maneuver charges. A wave of intense flame bursts forth from your body, dealing 1d6+10 Fire damage per initiator level to all enemies within 20 meters scaling with the higher of Fire Spellpower or 300% Melee Power. For 20 seconds after you initiate this maneuver, you benefit from Fire Shield: Hot, which prevents 50% of your incoming Cold damage and deals a small amount of Fire damage to attackers that strike you in melee. Cooldown: 5 seconds.
Mountain Tombstone Strike: [Stone Dragon] Additional cost 4 maneuver charges. Melee Attack: Deals +50% damage and an extra 6d6 Constitution damage, +1d6 Constitution damage per initiator level. Cooldown: 5 seconds.
Strike of Perfect Clarity: [Iron Heart] Uses all available maneuver charges. Melee Attack: Deals +50% damage, and an extra +50 damage for each maneuver charge spent (max +500), scaling with 200% Melee Power. Cooldown: 5 seconds.
Strike of Righteous Vitality: [Devoted Spirit] Additional cost 4 maneuver charges. Melee Attack: Deals +50% damage. On-hit: Heal self and allies within 5 meters for 100 hit points scaling with Positive Spellpower. Removes ability score damage, death penalty effects, negative levels, and the conditions blinded, dazed, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, and stunned. Cooldown: 5 seconds.
Tornado Throw: [Setting Sun] Requires single-weapon fighting, unarmed, or Quarterstaff. Additional cost 4 maneuver charges. Melee Empty Handed Cleave Attack: Deals +50% damage, each hit is automatically considered a critical threat, and all targets are subjected to both a Trip attempt and a Stun attempt, each having a separate Fortitude DC (19 + Str/Dex/Wis + tactical bonuses) save. Enemies that fail both saves take 1d3 Sonic damage per initiator level and 1d3 Bludgeoning damage per initiator level scaling with 200% Melee Power and gain 5 stacks of Vulnerability. (Take 1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration.) Cooldown: 5 seconds.
War Master's Charge: [White Raven] Additional cost 4 maneuver charges. Melee Rush Attack: Deals +50% damage with +10 Critical Threat Range and +3 Critical Multiplier. All allies within 5 meters of the start or end of your charge gain +50% morale Doublestrike, +50% morale Doubleshot, and +15% action boost Attack Speed for 10 seconds. Cooldown: 5 seconds.

Counters​

Cast times are nigh-instantaneous for counters. e.g. Quickened Master's Touch

Level 1​

Moment of Resilience: [Diamond Mind] Lasts 5 minutes or until triggered. When you would next make a save for which your Concentration bonus is higher than your saving throw bonus, use Concentration instead for that saving throw, and you do not automatically fail on a natural 1. Effect lasts 10 seconds from when it is triggered. Cooldown: 5 minutes.
Wall of Blades: [Iron Heart] Lasts 5 minutes or until triggered. When you are next attacked, use your attack bonus in place of your AC if it is higher. Effect lasts 10 seconds from when it is triggered. Cooldown: 5 minutes.

Level 2​

Baffling Defense: [Setting Sun] Lasts 5 minutes or until triggered. When you are next attacked, add your ranks in Bluff to your AC. Effect lasts 10 seconds from when it is triggered. Cooldown: 5 minutes.
Fire Riposte: [Desert Wind] Lasts 5 minutes or until triggered. When you are next attacked, deal 4d6 fire damage scaling with 100% Melee Power to attacker whether the attack hits or misses. Effect lasts 10 seconds from when it is triggered. Cooldown: 5 minutes.

Level 3​

Feigned Opening: [Setting Sun] Lasts 5 minutes or until triggered. When you are next attacked, the attacker is Bluffed for 10 seconds (no save) and you gain +2d6 Sneak Attack dice for 10 seconds. Cooldown: 5 minutes.
Zephyr Dance: [Desert Wind] Lasts 5 minutes or until triggered. When you are next attacked, gain +10% dodge that ignores dodge cap for 10 seconds. Cooldown: 5 minutes.

Level 4​

Lightning Recovery: [Iron Heart] Lasts 5 minutes or until triggered. When you next miss an attack, it is turned into a grazing hit. Effect lasts 10 seconds from when it is triggered. Cooldown: 5 minutes.
Pearl of Black Doubt: [Diamond Mind] Lasts 5 minutes or until triggered. When you are next missed by a melee attack, gain +10% dodge that ignores dodge cap for 10 seconds. Cooldown: 5 minutes.

Level 5​

Iron Heart Focus: [Iron Heart] Lasts 5 minutes or until triggered. When you would next fail a saving throw, reroll it and use the second result. Effect lasts 10 seconds from when it is triggered. Cooldown: 5 minutes.
Rapid Counter: [Diamond Mind] Lasts 5 minutes or until triggered. When you next make an attack that would count as a sneak attack, gain +15% morale Doublestrike and Doubleshot for 10 seconds. Cooldown: 5 minutes.

Level 6​

Glorious Charge: [White Raven] Lasts 5 minutes or until triggered. When you would next make a rush attack, gain +15 morale Melee Power for 10 seconds. Cooldown: 5 minutes.
Shield Counter: [Devoted Spirit] Lasts 5 minutes or until triggered. When an ally within 5 meters is next attacked, gain +30% secondary shield bash chance for 10 seconds. Cooldown: 5 minutes.

Level 7​

Diamond Defense: [Diamond Mind] Lasts 5 minutes or until triggered. When you would next make a saving throw, add your initiator level as a bonus to the save. Effect lasts 10 seconds from when it is triggered. Cooldown: 5 minutes.
One With Shadow: [Shadow Hand] Lasts 5 minutes or until triggered. When you are next attacked, become incorporeal for 10 seconds. Cooldown: 5 minutes.

Level 8​

Fool's Strike: [Setting Sun] Lasts 30 seconds or until triggered. When you are next attacked, make an attack roll against the attacker's AC. If you succeed, the attacker damages itself. Effect lasts 3 seconds from when it is triggered. Cooldown: 10 seconds.

Boosts​

All 'Boosts' are Action Boosts, using action boost uses, lasting 20 seconds where applicable, with cooldowns of 30 seconds unless otherwise stated.

Level 1​

Attack Boost: [Iron Heart] +8 Action Boost bonus to attack rolls.
Defense Boost: [Stone Dragon] +15 Action Boost bonus to Armor Class and Physical Resistance Rating.
Sudden Leap: [Tiger Claw] +30 Action Boost bonus to Jump.

Level 2​

Burning Brand: [Desert Wind] All damage becomes Fire, and bypasses all damage reduction.
Cloak of Deception: [Shadow Hand] +20% Action Boost bonus to concealment.
Heroic Companion: [White Raven] Grants an ally +1[W], +6 attack and saves, +4% Dodge and +10 PRR.

Level 3​

Double Shot Boost: [Tiger Claw] +30% Action Boost bonus to Doubleshot.
Double Strike Boost: [Tiger Claw] +30% Action Boost bonus to Doublestrike.
Saves Boost: [Devoted Spirit] +6 Action Boost bonus to saves, and no autofailure on natural 1.

Level 4​

Rallying Cry: [White Raven] You and allies within range gain +20% Action Boost bonus to movement speed and +3 Action Boost bonus to saves. This can be used while feared and dispels Fear effects.
Shadow Jaunt: [Shadow Hand] You leap through the air to bring the fight to your enemies or traverse chasms that make normal adventures balk. Cooldown: 20 seconds.
Stand Like Stone: [Stone Dragon] Gain +30 Balance, PRR, and stacking Energy Resistance, but have a 50% penalty to movement speed, sink in water, and cannot fly.

Level 5​

Iron Heart Endurance: [Iron Heart] Heal self for (10+initiator level) * Wisdom modifier number of hit points. Unlike Lay on Hands, this cannot affect an ally or an undead target. Additional cost: 1 maneuver charge.
Power Boost: [Stone Dragon] +30 Action Boost bonus to Melee and Ranged Power.
Sprint Boost: [Tiger Claw] +50% Action Boost bonus to run speed.

Level 6​

Stun Boost: [Setting Sun] +15 Action Boost bonus to Stunning DCs. Additional cost: 1 maneuver charge.
Sunder Boost: [Stone Dragon] +15 Action Boost bonus to Sunder DCs. Additional cost: 1 maneuver charge.
Trip Boost: [Tiger Claw] +15 Action Boost bonus to Trip DCs. Additional cost: 1 maneuver charge.

Level 7​

Haste Boost: [Diamond Mind] +30% Action Boost bonus to attack speed. Additional cost: 1 maneuver charge.
Raging Mongoose: [Tiger Claw] +30% Action Boost bonus to off-hand attack proc, and +30% Action Boost bonus to off-hand doublestrike.
Shadow Boost: [Shadow Hand] Enemies can be targeted by sneak attacks even while targeting you. Additional cost: 2 maneuver charges.

Level 8​

Assassinate Boost: [Shadow Hand] +9 Action Boost bonus to Assassinate DCs. Additional cost: 1 maneuver charge.
Threatening Boost: [Tiger Claw] Currently equipped weapon gains +3 Action Boost bonus to Critical Threat Range and +9 Action Boost bonus to Seeker (crit confirmation rolls and crit damage). Additional cost: 2 maneuver charges.
Vulnerability Boost: [Iron Heart] Gain on-hit: apply 1 stack of Vulnerable. Additional cost: 3 maneuver charges.

Level 9​

Time Stands Still: [Diamond Mind] -80% Action Boost bonus to Strike maneuver cooldowns. Additional cost: 4 maneuver charges. Cooldown: 3 minutes (only puts other action boosts on a 30 second cooldown).

Stances​

Any one Stance maneuver may be toggled active at the same time as general stances, monk stances, etc.

Level 1​

Child of Shadow: [Shadow Hand] Gain concealment.
Flame's Blessing: [Desert Wind] Gain fire resistance equal to your initiator level.
Giant Killing Style: [Setting Sun] Gain +2 attack and +4 damage against Large or larger enemies.
Holocaust Cloak: [Desert Wind] Gain Fire Guard 1d8.
Iron Guard's Glare: [Devoted Spirit] Generate +100% hate with melee and ranged attacks, making enemies more likely to attack you.

Level 2​

Enhanced Combat Expertise: [Devoted Spirit] While in Combat Expertise stance, gain PRR equal to your initiator level.
Enhanced Defensive Fighting: [White Raven] While in Defensive Fighting stance, gain PRR equal to half your initiator level.
Enhanced Power Attack: [Iron Heart] While in Power Attack stance, deal an extra 1d6 Bane damage that scales with the higher of Melee and Ranged Power, but take -5% AC.
Enhanced Precision: [Tiger Claw] While in Precision stance, gain on-crit: +1 attack and damage for 30 seconds. Stacks up to five times, new stacks resetting the duration.
Enhanced Resilience: [Stone Dragon] While in Resilience stance, gain MRR equal to your initiator level.

Level 3​

Assassin's Stance: [Shadow Hand] Gain 2d6 Sneak Attack dice.
Bolstering Voice: [White Raven] You gain immunity to Fear, and all allies around you gain a +4 morale bonus to saving throws against fear.
Hunter's Sense: [Tiger Claw] Automatically Listen and Spot stealthed enemies.
Martial Spirit: [Devoted Spirit] Your weapon attacks heal you for 1d6 Positive Energy on hit. This healing scales with Positive Spell Power (1-second internal cooldown).
Shield Block: [Devoted Spirit] Allies within 5 meters gain 4 + your shield bonus AC as long as you are wielding a shield.

Level 4​

Greater Combat Expertise: [Devoted Spirit] While in Combat Expertise stance, gain additional +5% AC.
Greater Defensive Fighting: [White Raven] While in Defensive Fighting stance, gain +5% competence max hit points.
Greater Power Attack: [Iron Heart] While in Power Attack stance, critical hits apply a stack of Vulnerability. (Take 1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration.)
Greater Precision: [Tiger Claw] While in Precision stance, critical hits apply a stack of Armor Destruction. (Each stack reduces Armor Class by 1 and Fortification by 1% for 20 seconds. This effect can stack up to 15 times.)
Greater Resilience: [Stone Dragon] While in Resilience stance, gain additional +2 to all saving throws, and you cannot fail saves on a natural 1.

Level 5​

Hearing the Air: [Diamond Mind] Gain see invisibility.
Quicksilver Motion: [Diamond Mind] Gain +10% action boost bonus to movement speed.
Roots of the Mountain: [Stone Dragon] Immune to most knockdown effects and slippery surfaces, knock back, telekinesis, reverse gravity, and control weather, and gain Whirlwind Ward. Take a -80% penalty to movement speed, sink in water, and cannot fly.
Stance of Castigation: [Devoted Spirit] You project a 15 meter Aura of Menace, decreasing the saving throws, attack, and armor class of nearby enemies by 2.
Step of the Dancing Moth: [Shadow Hand] Hover, gain feather fall, and ignore Pressure Plates and Bear Traps.

Level 6​

Aura of Chaos: [Devoted Spirit] Requires Chaotic alignment. Critical hits cause a Good Wild Surge.
Aura of Perfect Order: [Devoted Spirit] Requires Lawful alignment. Critical hits automatically confirm.
Aura of Triumph: [Devoted Spirit] Requires Good alignment. Critical hits regain 2 charges of Smite Evil.
Fiery Assault: [Desert Wind] Imbue toggle: deal +1d6 Fire damage that scales with highest of Melee Power, Ranged Power, and Fire Spellpower.
Tactics of the Wolf: [White Raven] For any hit that would qualify as a sneak attack, gain an enhancement bonus to attack equal to half your initiator level, and to damage equal to three-quarters your initiator level.

Level 7​

Giant's Stance: [Stone Dragon] Weapon attacks deal an extra 1.5[W].
Prey on the Weak: [Tiger Claw] Gain Relentless Fury: Any killing blows you strike against enemies may drive you into a furious rage, providing a 5% enhancement damage bonus to your melee, ranged and unarmed attacks for 30 seconds. Slaying weaker opponents have a reduced chance of producing this effect.
Shifting Defense: [Setting Sun] Whenever you are missed by a melee attack, the attacker is vulnerable to sneak attacks for 3 seconds.
Slippery Mind: [Setting Sun] You can wriggle free from magical effects that would otherwise control or compel you. You gain a second saving throw against enchantments.
Supreme Blade Parry: [Iron Heart] Gain DR 10/- as long as you're holding a proficient weapon.

Level 8​

Immortal Fortitude: [Devoted Spirit] Gain Diehard and +500 incapacitation range.
Overflowing Enlightenment: [Setting Sun] Gain +1 passive ki generation while in any Monk stance.
Rising Phoenix: [Desert Wind] Gain feather fall, and deal +3d6 Fire damage scaling with 200% Melee Power on all melee, ranged, and unarmed attacks.
Strength of Stone: [Stone Dragon] Gain +200% Fortification, immunity to Petrification, and -50% movement speed.
Swarm Tactics: [White Raven] Allies within 5 meters gain +5 morale attack.


Crusader

Crusader Class Features​

Crusader is a variant Paladin archetype which gives up spellcasting for maneuvers.

Changes from Base Class​


Alignment restriction is instead Any but True Neutral.

Lose
Sacred Defender enhancements​
Skills: Heal​
Lay on Hands​
Divine Health​
Turn Undead​
Remove Disease​
all spellcasting ability​
Gain
Crusader enhancements​
Skills: Balance​
Tower Shield Proficiency​
Access to feats: Heavy Armor Training, Heavy Armor Combatant, Heavy Armor Master, Heavy Armor Champion​
Steely Resolve​
maneuvers from Devoted Spirit, Stone Dragon, and White Raven disciplines​

progression of maneuver slots:
Code:
        1/2/3/4/5/6/7/8/9
Level
1st     2/-/-/-/-/-/-/-/-
2nd     2/-/-/-/-/-/-/-/-
3rd     2/1/-/-/-/-/-/-/-
4th     2/1/-/-/-/-/-/-/-
5th     2/1/1/-/-/-/-/-/-
6th     3/2/1/-/-/-/-/-/-
7th     3/2/1/1/-/-/-/-/-
8th     3/2/2/1/-/-/-/-/-
9th     3/2/2/1/1/-/-/-/-
10th    4/3/2/2/1/-/-/-/-
11th    4/3/2/2/1/1/-/-/-
12th    4/3/3/2/2/1/-/-/-
13th    4/4/3/2/2/1/1/-/-
14th    4/4/3/3/2/2/1/-/-
15th    4/4/4/3/2/2/1/1/-
16th    4/4/4/3/3/2/2/1/-
17th    4/4/4/4/3/2/2/1/1
18th    4/4/4/4/3/2/2/2/1
19th    4/4/4/4/4/2/2/2/2
20th    4/4/4/4/4/2/2/2/2

Steely Resolve: While at half-health or lower, a Crusader can 'store' incoming damage equal to a listed percentage of their max hit points. Damage stored this way is displayed in parantheses, as though temporary hit points but negative, and is dealt as a DoT effect of 5% every 2 seconds. Only once the Steely Resolve capacity is filled does the Crusader again take damage normally.
A Crusader's Steely Resolve capacity is equal to 5% * their class level, maxing out at 100% at 20th level.

Crusader Enhancements​

Core abilities​

  • Toughness: You gain +1 Hit Point for each action point you spend in this tree. Each Crusader Core Ability you possess grants +3% Fortification.
    AP Cost: 1 Ranks: 1 Progression: 0 Requires: Paladin Level 1
  • Crusader's Defense: Defensive Combat Stance:
    15 meter aura of +15 Physical and Magical Resistance Rating while at half health or lower​
    +150% bonus to threat generation with melee and ranged weapons​
    Cannot become raged while Crusader's Defense is active.​
    Cannot be active at the same time as Stalwart Defense​
    AP Cost: 1 Ranks: 1 Progression: 5 Requires: Toughness, Paladin Level 3
  • Unyielding Ideals: Gain Smite Chaos if you are Lawful, or Smite Law if you are Chaotic. These use the same mechanics and uses/rest as your Smite Evil ability. Your weapons are considered Lawful, Good, and/or Chaotic for purposes of bypassing damage reduction, equal to your alignment.
    Passive: Gain +10% chance to make a secondary shield bash, and secondary shield bashes now grant 1 maneuver charge.​
    AP Cost: 1 Ranks: 1 Progression: 10 Requires: Crusader's Defense, Paladin Level 6
  • Mettle: Against any effect allowing a Fortitude or Will save which has a partial effect on a successful save, a successful save fully negates the effect instead.
    AP Cost: 1 Ranks: 1 Progression: 20 Requires: Unyielding Ideals, Paladin Level 12
  • Incredible Toughness: Additional +10% (total +20%) chance to make a secondary shield bash. Gain +10% quality bonus to Max Hit Points, and +50% Melee and ranged threat generation.
    AP Cost: 1 Ranks: 1 Progression: 30 Requires: Mettle, Paladin Level 18
  • Indefatigable Crusading: You gain +2 Strength, +2 Charisma, +2 Constitution, +10 Physical and Magical Resistance Rating, +100% Melee Threat, and +250 Incapacitation Range. Gain +100% to your Steely Resolve capacity.
    AP Cost: 1 Ranks: 1 Progression: 40 Requires: Incredible Toughness, Paladin Level 20

Tier 1​

Requires Toughness, Paladin Level 1​
  • Item Defense: You have a [25/50/75]% chance to negate potential item wear.
    AP Cost: 1 Ranks: 3 Progression: 1 No requirements
  • Improved Crusader's Defense: Improves your Crusader's Defense Stance. Choose one:
    Durable Defense: While in Crusader's Defense, you gain +[5/10/15] Competence bonus to Physical and Magical Resistance Rating.​
    Inciting Defense: While in Crusader's Defense, you gain a [150/300/450]% Competence bonus to melee and ranged threat generation.​
    Resilient Defense: While in Crusader's Defense, you gain a +[1/2/3] Competence bonus to all Saving Throws.​
    AP Cost: 1 Ranks: 3 Progression: 1 No requirements
  • Armor Mastery: +[1/2/3] Armor Class and Armor Maximum Dexterity Bonus.
    AP Cost: 1 Ranks: 3 Progression: 1 No requirements
  • Defense Boost: Activate to gain a +[5/10/15] Action Boost bonus to Armor Class, Physical Resistance Rating and Magical Resistance Rating for 20 seconds.
    AP Cost: 1 Ranks: 3 Progression: 1 No requirements
  • Threatening Presence: +[3/6/10] Healing Amplification, and +[60/120/180]% Melee and ranged threat generation.
    AP Cost: 1 Ranks: 3 Progression: 1 No requirements

Tier 2​

Requires Paladin Level 2, 5 APs spent in tree​
  • Improved Crusader's Defense: Improves your Crusader's Defense stance. Choose one of the options you did not pick at tier 1.
    AP Cost: 1 Ranks: 3 Progression: 5 Requires: Improved Crusader's Defense (Tier 1)
  • Shield Mastery: +[5/10/15]% Shield Armor Class and +[1/2/3] Tower Shield Maximum Dexterity Bonus.
    AP Cost: 1 Ranks: 3 Progression: 5 Requires: Armor Mastery
  • Bulwark Aura: Your Aura now grants an additional +[2/4/6] Armor Class while at half health or lower.
    AP Cost: 1 Ranks: 3 Progression: 5 No requirements
  • Instinctive Defense: You take [5/10/15]% less damage when struck while helpless. (Additional damage while helpless varies by difficulty setting from 5% to 25%.)
    AP Cost: 1 Ranks: 3 Progression: 5 No requirements
  • Discipline Focus: Choose a crusader discipline to gain related effects.
    Devoted Spirit: +3/+6/+10 Positive Spellpower, and +1/+2/+3 Intimidate.​
    Stone Dragon: +5/+10/+15 hit points, and +1/+2/+3 Balance.​
    White Raven: +1/+2/+3 Fortitude saves, and +1/+2/+3 Diplomacy.​
    AP Cost: 1 Ranks: 3 Progression: 1 No requirements

Tier 3​

Requires Paladin Level 3, 10 APs spent in tree​
  • Improved Crusader's Defense: Improves your Crusader's Defense stance. Pick the third option left.
    AP Cost: 1 Ranks: 3 Progression: 10 Requires: Improved Crusader's Defense (Tier 2)
  • Greater Crusader's Defense: Further improves your Crusader's Defense stance. Choose one:
    Hardy Defense: While wearing medium or heavy armor or wielding a shield and in Crusader's Defense, you gain a +[2/4/6] Competence bonus to Constitution.​
    Strong Defense: While wearing medium or heavy armor or wielding a shield and in Crusader's Defense, you gain a +[2/4/6] Competence bonus to Strength.​
    Tenacious Defense: While wearing medium or heavy armor or wielding a shield and in Crusader's Defense, you gain a +[10/15/25]% Competence bonus to maximum hit points.​
    AP Cost: 1 Ranks: 3 Progression: 10 No requirements
  • Resistance Aura: Your Aura now grants an additional +[2/4/6] to Saving Throws while at half health or lower.
    AP Cost: 1 Ranks: 3 Progression: 10 Requires: Bulwark Aura
  • Extra Action Boost: +1/2/3 extra action boosts.
    AP Cost: 2 Ranks: 3 Progression: 5 No requirements
  • Strength, Charisma, or Constitution: Choose one:
    +1 Strength​
    +1 Charisma​
    +1 Constitution​
    AP Cost: 2 Ranks: 1 Progression: 10 No requirements

Tier 4​

Requires Paladin Level 4, 20 APs spent in tree​
  • Reinforced Defense: Improves the Armor Class bonuses you receive from shields or armor. Choose one:
    Reinforced Armor: The Armor Class bonus you gain from armor or docents is increased by [15/30/50]%.​
    Reinforced Shield: The Armor Class bonus you gain from using a shield is increased by [15/30/50]%.​
    Note: This stacks with Reinforced Defense from Stalwart Defender.​
    AP Cost: 1 Ranks: 3 Progression: 20 No requirements
  • Greater Crusader's Defense: Further improves your Crusader's Defense stance. Choose one of the options you did not pick at tier 3.
    AP Cost: 1 Ranks: 3 Progression: 20 Requires: Greater Crusader's Defense (Tier 3)
  • Counterattack: Action Boost: You gain On Shield Block: Your next attack within 3 seconds gains +1[W] that stacks 1/2/3 times. (Cooldown: 30 seconds.)
    AP Cost: 1 Ranks: 3 Progression: 20 No requirements
  • Swift Defense: Crusader's Defense provides a +10% Action Boost bonus to movement speed.
    AP Cost: 1 Ranks: 1 Progression: 20 No requirements
  • Strength, Charisma, or Constitution: Choose one:
    +1 Strength​
    +1 Charisma​
    +1 Constitution​
    AP Cost: 2 Ranks: 1 Progression: 20 Requires: Strength, Charisma, or Constitution (Tier 3)

Tier 5​

Requires Paladin Level 5, Character Level 12, 30 APs spent in tree​
  • Reinforced Defense: Improved the Armor Class bonuses you receive from shields or armor. Choose the option you didn't choose at Tier 4.
    AP Cost: 1 Ranks: 3 Progression: 30 Requires: Reinforced Defense (Tier 4)
  • Greater Crusader's Defense: Further improves your Crusader's Defense stance. Pick the third option left.
    AP Cost: 1 Ranks: 3 Progression: 30 Requires: Greater Crusader's Defense (Tier 4)
  • Unyielding: While in any maneuver stance, gain a +1% sacred bonus to Max Hit Points for every two Religious Lore feats you have.
    AP Cost: 1 Ranks: 1 Progression: 30 No requirements
  • Endless Crusading: You gain +[25/50]% Steely Resolve capacity and +50/+100 Max Hit Points.
    AP Cost: 2 Ranks: 2 Progression: 30 No requirements


Swordsage

Swordsage Class Features​

Swordsage is a variant Monk archetype which gives up special abilities for maneuvers and weapons.

Changes from Base Class​


Alignment restriction is instead Any.

Lose
Shintao enhancements​
Skills: Diplomacy, Spot​
Exotic Weapon Proficiency (Handwraps)​
Good Fortitude saves.​
Flurry of Blows​
Unarmed Strike​
Ki Strikes​
Purity of Body​
Diamond Body​
Diamond Soul​
Abundant Step​
Quivering Palm​
Empty Body​
Martial Arts bonus feat list: Stunning Fist (still have access to it normally), Whirling Steel Strike, Zen Archery​
Martial Arts feat at 1st level​
Perfect Self​
Gain
Swordsage enhancements​
Skills: Bluff, Intimidate, Tumble​
Martial Weapon Proficiency (all)​
Whirling Steel Strike and Zen Archery as 1st-level bonus feats​
Martial Arts feat list: Stunning Blow​
Access to feats: Tactical Training, Tactical Combatant, Tactical Mastery, Tactical Supremacy​
maneuvers from Desert Wind, Diamond Mind, Setting Sun, Shadow Hand, Stone Dragon, and Tiger Claw disciplines​

progression of maneuver slots:
Code:
        1/2/3/4/5/6/7/8/9
Level
1st     2/-/-/-/-/-/-/-/-
2nd     2/-/-/-/-/-/-/-/-
3rd     2/1/-/-/-/-/-/-/-
4th     3/2/-/-/-/-/-/-/-
5th     3/2/1/-/-/-/-/-/-
6th     4/3/2/-/-/-/-/-/-
7th     4/3/2/1/-/-/-/-/-
8th     5/4/3/2/-/-/-/-/-
9th     5/4/3/2/1/-/-/-/-
10th    6/5/4/3/2/-/-/-/-
11th    6/5/4/3/2/1/-/-/-
12th    7/6/5/4/3/2/-/-/-
13th    7/6/5/4/3/2/1/-/-
14th    7/7/6/5/4/3/2/-/-
15th    7/7/6/5/4/3/2/1/-
16th    7/7/7/6/5/3/3/2/-
17th    7/7/7/6/5/4/3/2/1
18th    7/7/7/7/6/4/3/3/2
19th    7/7/7/7/6/4/4/3/3
20th    7/7/7/7/7/4/4/4/4

Swordsage Enhancements​

Core abilities​

  • Sage's Tactics: When using Sunder or Trip, gain 1 maneuver charge on a successful hit.
    Passive: Each core ability grants +1 to Tactical Feat DCs.​
    AP Cost: 1 Ranks: 1 Progression: 0 Requires: Monk Level 1
  • Ghostly Blades: Swordsage Secondary Imbue Toggle: Your attacks have Ghost Touch. Activation cost: 20 ki. Cooldown: 10 seconds.
    Passive: When using Hamstring, Sap, or Slicing Blow, gain 1 maneuver charge on a successful hit.​
    AP Cost: 1 Ranks: 1 Progression: 5 Requires: Sage's Tactics, Monk Level 3
  • Metalline Blades: Swordsage Secondary Imbue Toggle: Your attacks bypass all metallic damage reduction. Activation cost: 20 ki. Cooldown: 10 seconds.
    Passive: When using Improved Sunder or Improved Trip, gain 1 maneuver charge on a successful hit. No more than 1 maneuver charge may be gained this way, regardless of how many enemies are hit.​
    AP Cost: 1 Ranks: 1 Progression: 10 Requires: Ghostly Blades, Monk Level 6
  • Aligned Blades: Swordsage Secondary Imbue Toggle: Your attacks bypass all alignment based damage reduction. Activation cost: 20 ki. Cooldown: 10 seconds.
    Passive: When using Stunning Blow or Stunning Fist, gain 1 maneuver charge on a successful hit.​
    AP Cost: 1 Ranks: 1 Progression: 20 Requires: Metalline Blades, Monk Level 12
  • Keen Blades: Swordsage Secondary Imbue Toggle: The base threat range of your attacks is doubled. This does not stack with the Improved Critical feat or the Keen/Impact weapon enchantments. Vorpal Strikes also bypass all Fortification. Activation cost: 20 ki. Cooldown: 10 seconds.
    Passive: When using Cleave, Great Cleave, or Spring Attack, gain 1 maneuver charge on a successful hit. No more than 1 maneuver charge may be gained this way, regardless of how many enemies are hit.​
    AP Cost: 1 Ranks: 1 Progression: 30 Requires: Aligned Blades, Monk Level 18
  • Martial Sage: You are immune to most knockdown effects and slippery surfaces. You gain +2 Dexterity and Wisdom, +2 bonus Imbue Dice, +2 Action Boost uses, and +10% Doublestrike, Doubleshot, Strikethrough, and Offhand Doublestrike.
    AP Cost: 1 Ranks: 1 Progression: 40 Requires: Keen Blades, Monk Level 20

Tier 1​

Requires Sage's Tactics, Monk Level 1​
  • Practiced Accuracy: You gain +1/2/3 to hit with weapons and +1/2/3 to confirm critical hits.
    AP Cost: 1 Ranks: 3 Progression: 1 No requirements
  • Sage's Blades: Taking this enhancement grants you three Imbue toggles, for Slashing, Bludgeoning, and Piercing. When toggled, you deal an additional 1d4/1d6/1d8 damage of the specified type on each hit. This damage scales with 200% of the higher of Melee and Ranged Power. You also gain +1/+2/+3 bonus Imbue dice. Activation cost: 20 ki. Cooldown: 10 seconds.
    AP Cost: 2 Ranks: 3 Progression: 1 No requirements
  • Discipline Focus: Choose a swordsage discipline to gain related effects.
    Desert Wind: +3/+6/+10 Fire Spellpower, and +1/+2/+3 Tumble.​
    Diamond Mind: +1/+2/+3 Reflex saves, and +1/+2/+3 Concentration.​
    Setting Sun: +1/+2/+3 Will saves, and +1/+2/+3 Bluff.​
    Shadow Hand: +1/+2/+3 Assassinate DCs, and +1/+2/+3 Hide.​
    Stone Dragon: +5/+10/+15 hit points, and +1/+2/+3 Balance.​
    Tiger Claw: +3%/+6%/+10% helpless damage, and +1/+2/+3 Jump.​
    AP Cost: 1 Ranks: 3 Progression: 1 No requirements
  • Blade Clarity: All simple and martial weapons for which you have the relevant Weapon Focus feat (Slashing, Piercing, Bludgeoning, Ranged, or Thrown) are now Centering.
    AP Cost: 1 Ranks: 1 Progression: 5 No requirements
  • Action Boost: Choose One (Cooldown: 30 seconds.)
    * Attack Boost: Activate to gain +4/+6/+8 Action Boost bonus to hit and damage for 20 seconds.​
    * Tactics Boost: Activate to gain a +[3/6/9] Action Boost Bonus to Tactical DCs for 20 seconds.
    AP Cost: 1 Ranks: 3 Progression: 1 No requirements

Tier 2​

Requires Monk Level 2, 5 APs spent in tree​
  • Studious Combat I: You can use your Wisdom modifier to hit with Melee weapons and Missile weapons.
    AP Cost: 2 Ranks: 1 Progression: 5 No requirements
  • Purifying Blades: Imbue Toggle (Activation cost: 20 ki. Cooldown: 10 seconds): Your attacks gain Unnatural Bane 2d8, +1d8 for each bonus Imbue dice, dealing extra damage against Aberrations, Monstrous Humanoids, and Undead.
    On-vorpal: Your target is locked in a tomb of jade on a failed Will save (DC = 10 + Wisdom modifier + your swordsage level + Tactical DC bonuses). Each bonus Imbue dice increases this DC by 1. Extraplanar creatures, Aberrations, and Undead must succeed at two consecutive Will saves to avoid their fate.​
    AP Cost: 2 Ranks: 1 Progression: 5 Requires: Sage's Blades
  • Discipline Mastery: Choose a swordsage discipline to become more proficient at.
    Desert Wind: +1/+2/+3 DCs of maneuvers in this discipline.​
    Diamond Mind: +1/+2/+3 DCs of maneuvers in this discipline.​
    Setting Sun: +1/+2/+3 DCs of maneuvers in this discipline.​
    Shadow Hand: +1/+2/+3 DCs of maneuvers in this discipline.​
    Stone Dragon: +1/+2/+3 DCs of maneuvers in this discipline.​
    Tiger Claw: +1/+2/+3 DCs of maneuvers in this discipline.​
    AP Cost: 1 Ranks: 3 Progression: 1 Requires: Discipline Focus
  • Stillness: +2/4/6 Concentration and +0/1/2 passive ki regeneration.
    AP Cost: 2 Ranks: 3 Progression: 5 No requirements
  • Extra Action Boost: +1/2/3 extra action boosts.
    AP Cost: 2 Ranks: 3 Progression: 5 No requirements

Tier 3​

Requires Monk Level 3, 10 APs spent in tree​
  • Studious Combat II: You can use your Wisdom modifier for damage with Melee weapons and Missile weapons.
    AP Cost: 2 Ranks: 1 Progression: 10 No requirements
  • Occult Blades: Imbue Toggle (Activation cost: 20 ki. Cooldown: 10 seconds): Your attacks deal 1 stack on-hit of Reduced Spell Resistance (-1 Spell Resistance, stacks up to 100 times).
    On-crit: The target takes -5 Universal Spell Power for each bonus Imbue dice you have, for 10 seconds.​
    On-vorpal: The target is subject to a Disjunction effect (no save).​
    AP Cost: 2 Ranks: 1 Progression: 10 Requires: Purifying Blades
  • Sword Parry: Multiselector:
    * Gain the Deflect Arrows feat, knocking aside one projectile that would have struck every 6/4/2 seconds. Antirequisite: Deflect Arrows.​
    * Your melee and ranged strikes with weapons generate +1/+2/+3 Ki.​
    AP Cost: 1 Ranks: 3 Progression: 10 No requirements
  • Prescient Strikes: Select a Trance:
    * Prescient Strikes: Dexterity: Battle Trance: Cannot be used while Raged. You gain an Insight bonus to Attack, Damage, and the DC of tactical feats equal to 1/2 of your Dexterity modifier for [30/60/120] seconds. Cooldown: 20 seconds.​
    * Prescient Strikes: Wisdom: Battle Trance: You gain an Insight bonus to Attack, Damage, and the DC of tactical feats equal to 1/2 of your Wisdom modifier for [30/60/120] seconds. Cooldown: 20 seconds.​
    Antirequisite: This ability cannot be trained if you have any other Trance ability.​
    The effects of this Trance are dispelled if you are no longer Centered.​
    AP Cost: 1 Ranks: 3 Progression: 10 No requirements
  • Dexterity or Wisdom: Choose one:
    +1 Dexterity​
    +1 Wisdom​
    AP Cost: 2 Ranks: 1 Progression: 10 No requirements

Tier 4​

Requires Monk Level 4, 20 APs spent in tree​
  • Diversity of Discipline: Channel your ki in a manner mimicking a discipline you do not know. Multiselector:
    White Raven Bolsters: Ki Activate: Nearby allies gain a +5 bonus to attack and skills for 15 seconds. Requires Path of Harmonious Balance. Cost: 1 maneuver charge. Cooldown: 90 seconds.​
    Iron Heart Disarms: Ki Melee Attack: Make a melee attack that reduces the target's ability to hit by 15% for 1 minute on a failed Fortitude save DC (10 + Dex/Wis + initiator level + sunder bonuses). Requires Path of Inevitable Dominion. Cost: 1 maneuver charge. Cooldown: 12 seconds.​
    AP Cost: 2 Ranks: 1 Progression: 20 No requirements
  • Raw Blades: Imbue Toggle (Activation cost: 20 ki. Cooldown: 10 seconds): Gain 20 Melee and Ranged Power, plus 5 for each bonus Imbue dice.
    AP Cost: 2 Ranks: 1 Progression: 20 Requires: Occult Blades
  • Instinctive Defense: You take [5%/10%/15%] less extra damage when struck while helpless. (Additional damage while helpless varies by difficulty setting from 5% to 25%.)
    AP Cost: 1 Ranks: 3 Progression: 20 No requirements
  • Powerful Imbue: Gain +1/+2/+3 bonus Imbue dice.
    AP Cost: 1 Ranks: 3 Progression: 20 No requirements
  • Dexterity or Wisdom: Choose one:
    +1 Dexterity​
    +1 Wisdom​
    AP Cost: 2 Ranks: 1 Progression: 20 Requires: Dexterity or Wisdom (Tier 3)

Tier 5​

Requires Monk Level 5, Character Level 12, 30 APs spent in tree​
  • Subjugation: All weapons for which you have the relevant Weapon Focus feat (Slashing, Piercing, Bludgeoning, Ranged, or Thrown) gain +1 Competence bonus to Critical Threat Range and +1 Competence bonus to Critical Multiplier.
    AP Cost: 1 Ranks: 1 Progression: 30 No requirements
  • Stronger Than Magic: Gain +20% Competence bonus to maximum hit points, and Spell Resistance equal to your class level.
    AP Cost: 1 Ranks: 1 Progression: 30 No requirements
  • Unified Theory of Battle: Multiselector:
    * Gain +3 attack and damage with Desert Wind, Diamond Mind, and Setting Sun maneuvers. Requires Path of Harmonious Balance.​
    * Gain +3 attack and damage with Shadow Hand, Stone Dragon, and Tiger Claw maneuvers. Requires Path of Inevitable Dominion.​
    AP Cost: 1 Ranks: 1 Progression: 30 No requirements
  • Worthy Sage: Your base attack bonus is now equal to a fighter of the same level.
    AP Cost: 1 Ranks: 1 Progression: 30 No requirements
  • Dual Boost: Whenever you activate an Action Boost, you gain a +6 action boost bonus to Tactical DCs for 20 seconds.
    AP Cost: 1 Ranks: 1 Progression: 30 No requirements


Warblade

Warblade Class Features​

Warblade is a variant Fighter archetype which gives up feats for maneuvers.

Changes from Base Class​


Lose
Kensei enhancements​
Stalwart Defender enhancements​
Heavy Armor Proficiency​
Tower Shield Proficiency​
Fighter bonus feats at 1st level, 2nd level, 6th level, 10th level, 14th level, and 18th level.​
Gain
Warblade enhancements​
Tempest enhancements​
Skills: 4+Int at each level, *4 at 1st-level. Gain Balance, Concentration, Diplomacy, Perform, and Tumble.​
Fighter bonus feat list: Add Acrobatic, Athletic, Great Fortitude, Heavy Armor Proficiency, Lightning Reflexes, Iron Will, and Tower Shield Proficiency.​
Uncanny Dodge at 6th level.​
Improved Uncanny Dodge at 10th level.​
maneuvers from Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw, and White Raven disciplines​

progression of maneuver slots:
Code:
        1/2/3/4/5/6/7/8/9
Level
1st     2/-/-/-/-/-/-/-/-
2nd     3/-/-/-/-/-/-/-/-
3rd     3/1/-/-/-/-/-/-/-
4th     4/2/-/-/-/-/-/-/-
5th     4/3/1/-/-/-/-/-/-
6th     4/3/2/-/-/-/-/-/-
7th     5/4/2/1/-/-/-/-/-
8th     5/4/3/2/-/-/-/-/-
9th     5/4/3/2/1/-/-/-/-
10th    5/5/4/3/2/-/-/-/-
11th    5/5/4/3/2/1/-/-/-
12th    5/5/4/4/3/2/-/-/-
13th    5/5/5/4/3/2/1/-/-
14th    5/5/5/4/4/3/2/-/-
15th    5/5/5/5/4/3/2/1/-
16th    5/5/5/5/4/3/3/2/-
17th    5/5/5/5/5/3/3/2/1
18th    5/5/5/5/5/3/3/3/2
19th    5/5/5/5/5/3/3/3/3
20th    5/5/5/5/5/3/3/3/3

Warblade Enhancements​

Core abilities​

  • Warblade's Acumen: By testing your opponents with attacks, you are able to better adjust your abilities. Passive: Each attack adds 1 to your warblade's acumen, up to a maximum of 50. Dying resets your acumen to zero. Active: Gain one maneuver charge. Cost: 10 acumen. Cooldown: 20 seconds.
    AP Cost: 1 Ranks: 1 Progression: 0 Requires: Fighter Level 1
  • Battle Clarity: Gain your Intelligence modifier as an insight bonus to Reflex saves. You also gain +4 to saves vs. fear.
    AP Cost: 1 Ranks: 1 Progression: 5 Requires: Warblade's Acumen, Fighter Level 3
  • Battle Ardor: Activate: Gain an insight bonus equal to your Intelligence modifier to crit confirmation rolls, critical damage, and damage on sneak attacks for 1 minute. Cost: 10 acumen. Cooldown: 1 minute.
    Passive: Strike maneuver cooldowns are reduced by 2 seconds each, to a minimum of 5 seconds.​
    AP Cost: 1 Ranks: 1 Progression: 10 Requires: Battle Clarity, Fighter Level 6
  • Honed Mind: While Acumen 20+, you gain +4 to saves vs. fear and mind-affecting effects, and do not automatically fail those saves on a Natural 1.
    Passive: +10% enhancement bonus to Attack Speed.​
    AP Cost: 1 Ranks: 1 Progression: 20 Requires: Battle Ardor, Fighter Level 12
  • Flash of Brilliance: Activate: Your currently equipped weapons gain +1 Critical Damage Multiplier for 15 seconds. Cost: 10 acumen. Cooldown: 1 minute.
    Passive: Strike maneuver cooldowns are reduced by 2 seconds each, to a minimum of 5 seconds.​
    AP Cost: 1 Ranks: 1 Progression: 30 Requires: Honed Mind, Fighter Level 18
  • Dual Stance: +4 Strength, +4 Intelligence. You can be in two stance maneuvers at once. Toggling on a third will toggle off both previous stances.
    AP Cost: 1 Ranks: 1 Progression: 40 Requires: Flash of Brilliance, Fighter Level 20

Tier 1​

Requires Warblade's Acumen, Fighter Level 1​
  • War Weaponry: You gain +1 to hit and damage with all weapons.
    AP Cost: 2 Ranks: 1 Progression: 1 No requirements
  • Uncanny Dodger: You gain +[1/2/3]% Dodge.
    AP Cost: 1 Ranks: 3 Progression: 1 No requirements
  • Skill Boost: Activate to gain a +2/+4/+6 Action Boost bonus to all skills for 20 seconds. (Cooldown: 30 seconds)
    AP Cost: 1 Ranks: 3 Progression: 1 No requirements
  • Taunt: Intimidates nearby enemies, encouraging them to attack you. This ability uses the higher of your Intimidate and Perform skill, and shares a cooldown with the Intimidate skill. (Activation Cost: 5 acumen. Cooldown: 6 seconds)
    AP Cost: 2 Ranks: 1 Progression: 1 No requirements
  • Discipline Focus: Choose a warblade discipline to gain related effects.
    Diamond Mind: +1/+2/+3 Reflex saves, and +1/+2/+3 Concentration.​
    Iron Heart: +1/+2/+3 crit confirm rolls, and +1/+2/+3 Perform.​
    Stone Dragon: +5/+10/+15 hit points, and +1/+2/+3 Balance.​
    Tiger Claw: +3%/+6%/+10% helpless damage, and +1/+2/+3 Jump.​
    White Raven: +1/+2/+3 Fortitude saves, and +1/+2/+3 Diplomacy.​
    AP Cost: 1 Ranks: 3 Progression: 1 No requirements

Tier 2​

Requires Fighter Level 2, 5 APs spent in tree​
  • War Weaponry: You gain +2 to hit and damage with all weapons.
    AP Cost: 2 Ranks: 1 Progression: 5 Requires: War Weaponry (Tier 1)
  • Strategic Combat I: You can use your Intelligence modifier to hit with Melee weapons, Missile weapons, and shields.
    AP Cost: 2 Ranks: 1 Progression: 5 No requirements
  • Critical Mastery: +1/+2/+3 to confirm critical hits and critical hit damage (before weapon multipliers).
    AP Cost: 1 Ranks: 3 Progression: 5 No requirements
  • Distracting Voice: Your Taunt ability now Bluffs enemies, making them vulnerable to sneak attack damage.
    AP Cost: 1 Ranks: 1 Progression: 5 Requires: Taunt
  • Extra Action Boost: +1/2/3 extra action boosts.
    AP Cost: 2 Ranks: 3 Progression: 5 No requirements

Tier 3​

Requires Fighter Level 3, 10 APs spent in tree​
  • War Weaponry: You gain +2 to hit and damage with all weapons.
    AP Cost: 2 Ranks: 1 Progression: 10 Requires: War Weaponry (Tier 2)
  • Strategic Combat II: You can use your Intelligence modifier for damage with Melee weapons, Missile weapons, and shields.
    AP Cost: 2 Ranks: 1 Progression: 10 No requirements
  • Glorious Strikes: Select a Trance:
    * Glorious Strikes:Strength: Battle Trance: Cannot be used while Raged. You gain an Insight bonus to Attack, Damage, and the DC of tactical feats equal to 1/2 of your Strength modifier for [30/60/120] seconds. Cooldown: 20 seconds.​
    * Glorious Strikes: Intelligence: Battle Trance: You gain an Insight bonus to Attack, Damage, and the DC of tactical feats equal to 1/2 of your Intelligence modifier for [30/60/120] seconds. Cooldown: 20 seconds.​
    Antirequisite: This ability cannot be trained if you have any other Trance ability.​
    AP Cost: 1 Ranks: 3 Progression: 10 No requirements
  • Insult Before Injury: Your Taunt ability now applies 1d3 stacks of Vulnerable to enemies. (1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration.)
    AP Cost: 1 Ranks: 1 Progression: 10 Requires: Distracting Voice
  • Strength or Intelligence: Choose one:
    +1 Strength​
    +1 Intelligence​
    AP Cost: 2 Ranks: 1 Progression: 10 No requirements

Tier 4​

Requires Fighter Level 4, 20 APs spent in tree​
  • War Weaponry: You gain +2 to hit and damage with all weapons.
    AP Cost: 2 Ranks: 1 Progression: 20 Requires: War Weaponry (Tier 3)
  • Variant Blade Style: Multiselector:
    * Arcane Sparring: +3 Perform, and while holding a primary weapon for which you have the relevant Weapon Focus feat (Slashing, Piercing, Bludgeoning, Ranged, or Thrown), you have -15% arcane spell failure from armor and shields.​
    * Dance of Glory: +3 Perform, and weapons for which you have the relevant Weapon Focus feat (Slashing, Piercing, Bludgeoning, Ranged, or Thrown) can be used while Swashbuckling.​
    * Enlightened Swordplay: +3 Perform, and all simple and martial weapons for which you have the relevant Weapon Focus feat (Slashing, Piercing, Bludgeoning, Ranged, or Thrown) are now Centering.​
    * Glorious Favor: +3 Perform, and weapons for which you have the relevant Weapon Focus feat (Slashing, Piercing, Bludgeoning, Ranged, or Thrown) are Favored Weapons, regardless of your Deity.​
    * Precise Movements: +3 Perform, and weapons for which you have the relevant Weapon Focus feat (Slashing, Piercing, Bludgeoning, Ranged, or Thrown) can use your Dexterity modifier for attack and damage.​
    AP Cost: 2 Ranks: 1 Progression: 20 No requirements
  • Destruction: Your weapon attacks have Destruction/Improved Destruction.
    AP Cost: 1 Ranks: 2 Progression: 20 No requirements
  • Tireless Words: Activating an Action Boost now resets the cooldown on your Taunt ability.
    AP Cost: 1 Ranks: 1 Progression: 20 Requires: Insult Before Injury
  • Strength or Intelligence: Choose one:
    +1 Strength​
    +1 Intelligence​
    AP Cost: 2 Ranks: 1 Progression: 20 Requires Strength or Intelligence (Tier 3)

Tier 5​

Requires Fighter Level 5, Character Level 12, 30 APs spent in tree​
  • War Mastery: You gain +2/+3 to hit and damage with all weapons, and +1/+2 Competence bonus to Critical Threat Range with all weapons.
    AP Cost: 1 Ranks: 2 Progression: 30 No requirements
  • Lord of Battle: +20 Melee and Ranged Power, and +25% Competence bonus to maximum hit points.
    AP Cost: 1 Ranks: 1 Progression: 30 No requirements
  • High Spirits: Your spirits are always high, and you are immune to Crushing Despair, Waves of Fatigue, and Waves of Exhaustion. In addition, you are also immune to Sleep and Fatigue.
    AP Cost: 1 Ranks: 1 Progression: 30 No requirements
  • Final Strike: Activate: Your next critical hit within 10 seconds has +2 Critical Multiplier. Activation cost: 50 acumen. Cooldown: 2 minutes.
    AP Cost: 1 Ranks: 1 Progression: 30 No requirements
  • Eye for Weakness: You gain +15% Fortification Bypass.
    AP Cost: 2 Ranks: 1 Progression: 30 No requirements

- - - - - - - - - - - - - - - - - - - - - - - - -

Thanks for reading! If you got this far, please comment with something you liked or enjoyed, or thought was clever; it'd really help my ego. ^_^
 
Upvote 0

Fisto Mk I

Well-known member
TLDR.
lE2E7Ff.png


Sorry, I couldn't resist... ;)
 

saekee

long live ROGUE
I am amazed at the work and thought but please understand that the devs will most likely ignore it. I encourage players not to invest unpaid time like this unless the effort itself is fun to think about
 

Visik

Well-known member
That's.. a lot. I won't even pretend to claim I've absorbed it all, but it looks like it'd be fun to play. I THINK there's an error in Swordsage tho:

"Blade Clarity: All simple and martial weapons for which you have the relevant Weapon Focus feat (Slashing, Piercing, Bludgeoning, Ranged, or Thrown) are now Centering.
AP Cost: 1 Ranks: 1 Progression: 5 No requirements"

Why would this particular Tier 1 enhancement require a progression of 5; that's a Tier 2 enhancement requirement.
 

Visik

Well-known member
Also in Swordsage, this seems like a LOT of power in a Tier 1 enhancement. Closest I can think of is Rogue Assassin which has +3 Imbue dice at Tier 2 with an investment of 6 AP in the specific line of enhancements. This is +3 Imbue dice at T1 AND +1d8 damage. I foresee a lot of 1 level splashes unless there's a major downside to them elsewhere. And it's an immediate +3d8 of the Imbued damage type at L1 on all attacks, for a total of +4d8.

At a bare minimum, it should require being centered, I think. Even then it'd be ridiculously OP, though. Oops.. and I forgot about the Blade Centering above, which means even making it require centering would only make it cost an additional 1AP and a Weapon Focus Feat.

"Sage's Blades: Taking this enhancement grants you three Imbue toggles, for Slashing, Bludgeoning, and Piercing. When toggled, you deal an additional 1d4/1d6/1d8 damage of the specified type on each hit. This damage scales with 200% of the higher of Melee and Ranged Power. You also gain +1/+2/+3 bonus Imbue dice. Activation cost: 20 ki. Cooldown: 10 seconds.
AP Cost: 2 Ranks: 3 Progression: 1 No requirements"

Then at T2, this stacks on it, which means it STARTS with +3 Imbue dice or +5d8 at T2 (Level 2) which is also OP.. and yet not enough to make using it more appealing than Sage's Blades' +4d8 unless you're fighting a boss or a large pack of 'unnatural' mobs.

"Purifying Blades: Imbue Toggle (Activation cost: 20 ki. Cooldown: 10 seconds): Your attacks gain Unnatural Bane 2d8, +1d8 for each bonus Imbue dice, dealing extra damage against Aberrations, Monstrous Humanoids, and Undead.
On-vorpal: Your target is locked in a tomb of jade on a failed Will save (DC = 10 + Wisdom modifier + your swordsage level + Tactical DC bonuses). Each bonus Imbue dice increases this DC by 1. Extraplanar creatures, Aberrations, and Undead must succeed at two consecutive Will saves to avoid their fate.
AP Cost: 2 Ranks: 1 Progression: 5 Requires: Sage's Blades"

The T3 enhancement seems OK, but then there's the T4 which gives a BASE of +35% Melee AND Ranged Power at L4 that's toggled (i.e. can be always on). That's Action Boost level power with no time limit.

"Raw Blades: Imbue Toggle (Activation cost: 20 ki. Cooldown: 10 seconds): Gain 20 Melee and Ranged Power, plus 5 for each bonus Imbue dice.
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Occult Blades"
 
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Magrok

Theorycrafter
Ah, dammit. I forgot I moved Blade Clarity down to Tier 1 when I changed Swordsage from Fighter to Monk. >.< Thanks for catching that!

My main goal with the primary Imbues was to have them all be attractive/competitive with each other, as opposed to AA where half of the tree is useless. So yes, having everything scale with bonus imbue dice. Sage's Blades I can see being a dip for bonus imbue dice like Assassin is right now, but it's still a 7 AP investment over an 8 AP investment currently. I hadn't thought about it as a 1-level dip; I imagined a lot of people would still want 2 levels for Evasion at least, but maybe that is still overpowered.

Swap Sage's Blades down to 1 AP Ranks 3, and move the extra bonus Imbue dice into the cores?
 

Visik

Well-known member
Ah, dammit. I forgot I moved Blade Clarity down to Tier 1 when I changed Swordsage from Fighter to Monk. >.< Thanks for catching that!

My main goal with the primary Imbues was to have them all be attractive/competitive with each other, as opposed to AA where half of the tree is useless. So yes, having everything scale with bonus imbue dice. Sage's Blades I can see being a dip for bonus imbue dice like Assassin is right now, but it's still a 7 AP investment over an 8 AP investment currently. I hadn't thought about it as a 1-level dip; I imagined a lot of people would still want 2 levels for Evasion at least, but maybe that is still overpowered.

Swap Sage's Blades down to 1 AP Ranks 3, and move the extra bonus Imbue dice into the cores?
Maybe. Or split Sage's blades into two stacked enhancements and push the T2-T4 ones up a level.. but that still doesn't address the OP nature of the T4 Raw Blades. I think I'd axe that one entirely.
 

Magrok

Theorycrafter
Kensei gets +40-60 from T5, C18, and Opportunity Attack. That was what I was going off of for Raw Blades' power level, and for starting it at +20. You're right that I shouldn't overlook the disparity between what's allowed for a T4 and a T5, though, so I'm open to a replacement imbue so they still get four good options.
 

Visik

Well-known member
Kensei gets +40-60 from T5, C18, and Opportunity Attack. That was what I was going off of for Raw Blades' power level, and for starting it at +20. You're right that I shouldn't overlook the disparity between what's allowed for a T4 and a T5, though, so I'm open to a replacement imbue so they still get four good options.
Yes, but Kensai can't multiclass and get a raft of imbue dice from race and/or other classes and push that permanent MP/RP boost over 100%
 

Terranigma

Well-known member
I will say this is quite a lot, and I will likely have to read and re-read this a few times, commenting on sections. I appreciate the time you took to think this all up.



I have to wonder if removal of the Tiered Maneuver Levels and some amount of consolidation and scaling would help. Grant the maneuvers at appropriate levels and allow memorizing a few at a time (as per the Tome of Battle Maneuvers Readied Table). Otherwise, I feel that having up to 51 readied maneuvers may be a bit much. For example with Desert Sand maneuvers:

(All maneuvers below are assumed to be attacks with extra effects. I did not differentiate between builders and finishers for maneuver charges).

1st Level Gain
Blistering Flourish (Merges Death Mark, Firesnake)
Dazzle nearby foes on attack. After 5th level, also deals 1d6 fire damage per CL to target and nearby foes, 200% scaling. At 7th level, the fire damage can chain onto 3 targets within 30 feet that were not affected.​
Burning Blade (Merges Searing Blade, Lingering Inferno, Inferno Blade)
1d6 fire damage per CL, 200% scaling. At 9th level, it also deals 1d4 fire damage per CL every 2 seconds for 8 seconds​
Distracting Ember (Merges Flashing Sun, Fan the Flames)
For the next 6 seconds +1 per CL, anything you attack is considered flanked. Gains +50% doublestrike to this attack on 3rd level. Gains long-ranged striking to this attack at 5th level.​
Wind Stride (Merge Zephyr Dance)
For the next 6 seconds +2 per CL, you have a +20% Enhancement Bonus to Move Speed. Increases again to +25% at level 5 and +30% at level 9. At 5th level this also grants +1 Uncapped Dodge for every 4 Caster levels​

3rd Level Gain
Burning Brand (Merges Ring of Fire, Inferno Blast)
Cleave with +50% range; At 11th level, creates a Ring of Fire (as per Blade Barrier) dealing 1d6 fire damage per CL to foes travelling through it. At 17th level, it deals an extra 100 fire damage to nearby foes, 200% scaling​
Hatchling's Flame (Merges Dragon's Flame, Wyrm's Flame)
Breath Attack in cone dealing 1d6+2 fire damage per Caster Level, halved on Reflex save. Improves to 1d6+4 at level 9 and 1d6+8 at level 15​

7th Level Gain
Searing Charge (Merges Desert Tempest, Salamander Charge)
Charge Attack dealing +1d6 fire damage per CL. At 11th level this attack gains +300% Strikethrough; At 13th level it also deals an extra +1d6 fire damage per CL to all foes you pass through.​
 
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Magrok

Theorycrafter
I could see that, actually. It's not how DDO handles spells, for the most part, but there's no reason maneuvers have to follow that anyways. It's true that there're a LOT of maneuvers, and even with their long cooldowns most of a player's prepared list is likely going to go to waste (unlike a spellcaster's where a lot of them can be utility spells). Merging them into fewer abilities was not something I had thought of! ^_^

I don't know about Fan the Flames merged into a melee attack, since DDO doesn't have a concept of reach. Everything else looks solid. And I appreciate the use of Distracting Ember, Wind Stride, etc. - those were some of the maneuvers I did not end up converting myself.

Would the idea be that e.g. Desert Wind only contains these nine maneuvers, then? Plus stances I assume?
 

Terranigma

Well-known member
In regards to Fan the Flames and reach attacks, DDO does support this, even if it isn't obvious. Activated abilities such as Whirlwind Attack tend to have larger areas of damage than traditional attacks, and the Shadowdancer Improved Imbuement increases the range of standard melee attacks. I don't know if Fan the Flames would be able to add +2 meters to the attack range, or have to be a static value (such as 4 meters long, regardless of weapon used), but a reach attack should already be within DDO's capability.

As far a the listed theorycrafted consolidated Desert Wind maneuvers, yeah, it would be the 7 listed above (or whatever consolidated listing you decide works better), and then add any stances or counters that still translate well into DDO.
 

Visik

Well-known member
I'd have to agree that the sheer number of different maneuvers is overwhelming and will make combat rotations impossible as well as filling WAY too many shortcut bar slots.

Some form of consolidation would be better. Maybe make them Feats like Cleric Domains. You get class feat slots for maneuvers (instead of something like spell slots) and the maneuvers themselves grow in power as you level (again like Cleric Domain feats). That would make the whole maneuver thing a lot more manageable.

And as Terranigma pointed out, DDO already has the concept of extending weapon attack distances for certain attacks to beyond the 'hitbox'.
 

Oliphant

Well-known member
I had an idea but it was a lot less developed than your idea. I was thinking DDO could purchase the fight models for Li from Tekken 2 from like 25 years ago for cheap and revamp melees.
 

Magrok

Theorycrafter
I'd have to agree that the sheer number of different maneuvers is overwhelming and will make combat rotations impossible as well as filling WAY too many shortcut bar slots.

Some form of consolidation would be better. Maybe make them Feats like Cleric Domains. You get class feat slots for maneuvers (instead of something like spell slots) and the maneuvers themselves grow in power as you level (again like Cleric Domain feats). That would make the whole maneuver thing a lot more manageable.

And as Terranigma pointed out, DDO already has the concept of extending weapon attack distances for certain attacks to beyond the 'hitbox'.
Could even do like Monk stances:
  • Consolidate maneuvers into a smaller number (probably, as Terranigma did, to about one-third the list).
  • Reduce the 'spell slots' accordingly.
  • Give feats in the class progression that will gradually upgrade maneuvers into improved versions, like with Domains or Terranigma's consolidation.
Could even make the feats discipline-specific, so you have to choose what to specialize in. Though I think I'd do more than 6/12/18 in that case.
 

Visik

Well-known member
Could even do like Monk stances:
  • Consolidate maneuvers into a smaller number (probably, as Terranigma did, to about one-third the list).
  • Reduce the 'spell slots' accordingly.
  • Give feats in the class progression that will gradually upgrade maneuvers into improved versions, like with Domains or Terranigma's consolidation.
Could even make the feats discipline-specific, so you have to choose what to specialize in. Though I think I'd do more than 6/12/18 in that case.
Personally, I don't think that's enough condensing of the list, tbh.
 

Magrok

Theorycrafter
Working on consolidation of Devoted Spirit as an example. It's looking like it's going to be 3-4 strikes and 4 stances.

Any thoughts on Boosts?
 
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