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Amaranth Eclipse

An orc martial adept was renowned for his terrible strength and even more for his repulsive visage. On a pilgrimage from his tribe, he thought of putting the two together. Combined with the endurance bequeathed upon him by his orc heritage, the nameless master was able to completely disregard defense in any battle, his opponent’s attacks broken from sheer terror. The end result, born through years of trial and error, was the Amaranth Eclipse discipline. Many who fought against this wandering harbinger of bloodshed were impressed by his ability to cow their forces into submission, and thus began to copy his techniques.

It would be giving its creator too much credit to say that the use of the Amaranth Eclipse discipline requires any measure of skill. While it is true that most of its users have finely honed their bodies to extraordinary strength and fortitude, this is more out of necessity in order to ensure the survival of the user and close the gap created by their near-complete disregard of defensive ideology.

Not surprisingly given the heritage of its progenitor, the maneuvers of the Amaranth Eclipse discipline strongly resemble the combat style of a barbarian, using unadulterated rage and savagery to create the most fearsome image possible. The users of the Amaranth Eclipse are usually brutes who give little thought to strategy or defense, absorbing and dealing damage with incredible strength and endurance. Their fierce countenance strikes terror into the hearts of their opponents, and even allows them to hypnotize themselves into a state of bloodthirsty mania.

The Amaranth Eclipse is used for up close and brutal melee combat and is fit for little else. As such most of its weapons are those used for cleaving foes in twain. The greatsword, fullblade, greataxescythe, and halberd are all associated with the Amaranth Eclipse. The discipline's key skill is Intimidate.


Learning Maneuvers from the Discipline

The original creator of the Amaranth Eclipse wasn't one to give lessons; many who learned his techniques did so through painful experience. Some were crazed enough to intentionally seek him out, coaxing one maneuver from him at a time. As a result, every maneuver from the current Amaranth Eclipse is purely imitational, taught by the survivors of those encounters. Even the discipline's very name originated from a copycat, who described his assault as "a red storm that blocked out the sun". The name stuck, despite the disagreements of some practitioners.

Because of the scarcity of maneuvers and the questionable intelligence of those who would teach it, the Amaranth Eclipse requires more dedication to master than most, since quality training is hard to come by. The techniques were dismissed by the Temple of the Nine Swords, who were unwilling to accept the ravings of a few suicidal lunatics as a discipline. Even so, those who endeavor to learn the secrets of the Amaranth Eclipse may still do so, replacing one of their normal disciplines (usually Devoted Spirit) with the Amaranth Eclipse.

Game Mechanics of the Amaranth Eclipse

Available To: Any

Discipline Skill: Intimidate (Cha)

Discipline Weapons: greatsword, fullblade, greataxescythe, and halberd 

Discipline Feat: Nightmare Fuel


[edit]Maneuvers of the Amaranth Eclipse Discipline

To see the full, expanded description of every maneuver, click here.

1st-Level Maneuvers

  • Devilish Catharsis: Boost — Make an Intimidate check opposed by your target. Depending on the success of your roll, they are eithershakenfrightened or panicked.
  • Ire of the Rising Sun: Stance — You can wield weapons one size larger than normal without penalty.
  • Masque of Red Death: Boost — Your next attack deals higher Strength-based damage than normal.
  • Shook Ones: Counter — Make an Intimidate check instead of an attack of opportunity to immobilize your target for 1 round.
  • Terror Tactics, Lesser: Strike — You make a single melee attack as a standard action that deals an extra 1d8 points of damage to a shaken opponent and 1d8 more damage per additional level of fright (frightened and panicked).


2nd-Level Maneuvers


3rd-Level Maneuvers

  • Bloodlust: Strike — You are healed a number of hit points equal to half the damage you deal with this attack.
  • Devil in the Mirror: Boost — You make an Intimidate check, and gain a number of temporary hit points equal to the check.
  • Glare of Submission: Counter — You are able to steal a larger opponent’s strength with a mere look.
  • Sadomasochism: Stance — For every 10 points of damage you take each round, you gain a cumulative +1 bonus to attack and damage rolls during the next round.


4th-Level Maneuvers

  • Bloody Cleaver: Boost — When you drop an opponent in melee, you may immediately make a full attack against another opponent whom you threaten in melee.
  • Iron Grasp: Counter — Make two melee attacks against an opponent who hits you in melee.
  • Terror Tactics: Strike — As lesser terror tactics, except your weapon deals an extra 3d8 points of damage per level of fright instilled in the target.


5th-Level Maneuvers

  • Blade of Fury: Counter — You may make a melee attack and an Intimidate check as an immediate action, adding the result of the check to the damage of the attack.
  • Cathartic Inferno: Boost — As devilish catharsis, but in a radius around you and any target who would normally be panicked is now cowering.
  • Penumbra of Destruction: Strike — The opponent struck takes double damage and must succeed on a Fortitude save or be stunned for 1 round.


6th-Level Maneuvers

  • Comet Crush: Strike — Deal 1d6 points of damage per point of Strength-based damage you would normally deal.
  • Crimson Tide: Stance — You may wield weapons up to two sizes larger than normal, and gain 5 additional feet of reach with all melee attacks made with such weapons.
  • Red Scare: Counter — On a successful Intimidate check, the damage dealt to you by a damage-dealing effect or attack is halved.


7th-Level Maneuvers

  • Flash of the Scarlet Menace: Strike — You may now three attacks as a standard action, all at your highest attack bonus and without any penalties.
  • Terror Tactics, Greater: Strike — As lesser terror tactics, except your weapon deals an extra 6d8 points of damage per level of fright instilled in the target.


8th-Level Maneuvers

  • No Mercy: Boost — Make an Intimidate check. Add the result of this check to the damage of your next successful melee attack.
  • Savage Attack: Stance — All your attacks deal double damage, but all attacks on you also deal double damage.


9th-Level Maneuvers


[edit]Feats

Nightmare Fuel [General]Prerequisites: Intimidate 4 ranksBenefit: Creatures who are immune to fear effects are no longer immune to your Intimidate checks. Instead, they gain a +4 bonus to their opposed rolls against your Intimidate check. This even affects creatures that are mindless, but they gain a +8 bonus to their roll instead of the normal +4.Normal: Creatures who are immune to fear effects cannot be affected by the Intimidate skill.

[edit]Miscellaneous

Practitioners of the Amaranth Eclipse discipline are highly advised to take the Hulking Brute trait or any other ability that allows the use of the adept's Strength modifier for Intimidate checks.

Blade Grasp
Amaranth Eclipse (Counter)
Level:2
Prerequisite:Need one Amaranth Eclipse maneuver
Initiation Action:1 immediate action
Range:See text
Target:One creature
Duration:Instantaneous
Saving Throw:None

When your opponent's weapon penetrates, you adjust your position to trap it inside your hold and leave them exposed for a counterattack.

When an opponent successfully hits you with a melee attack, you may make an melee attack against that foe. The target of your attack is denied their Dexterity bonus to Armor Class.
Blade of Fury
Amaranth Eclipse (Counter)
Level:5
Prerequisite:Need two Amaranth Eclipse maneuvers
Initiation Action:1 immediate action
Range:See text
Target:1 creature
Duration:Instantaneous
Saving Throw:None

Your horrifying features give your opponent pause, and he lowers his guard just enough for you to strike with tremendous speed.

You may make a single melee attack and an Intimidate check as parts of the same immediate action. If the attack hits, add the result of your Intimidate check to the damage dealt.
Blitzkrieg
Amaranth Eclipse (Strike)
Level:2
Initiation Action:1 standard action
Range:Melee attack
Target:One creature
Duration:Instantaneous
Saving Throw:None

Recognizing the slightest hesitation in your target, you press on mercilessly and deliver an additional attack.

You may make two melee attacks as a standard action, both at your highest base attack bonus. Both of these attack rolls suffer a -2 penalty.
Bloodlust
Amaranth Eclipse (Strike)
Level:3
Prerequisite:Need one Amaranth Eclipse maneuver
Initiation Action:1 standard action
Range:Melee attack
Target:One creature
Duration:Instantaneous
Saving Throw:None

Reveling in your opponent's agony, you feel a rush on renewed vigor. You've never felt more alive!

With this strike, you make a single melee attack. If the attack roll is successful, you are healed a number of hit points equal to one half the damage dealt.
Bloody Cleaver
Amaranth Eclipse (Boost)
Level:4
Prerequisite:Need one Amaranth Eclipse maneuver
Initiation Action:1 swift action
Range:Personal
Target:You
Duration:Instantaneous

One of your enemies falls, and your power is so great that he fails to even halt your momentum. Your blade lashes out to attack a second foe, not satisified with one kill.

You can only activate this maneuver immediately after you have reduced an opponent to 0 or fewer hit points with a melee attack. Upon its activation, you may launch a full attack on another opponent that you threaten in melee.
Cathartic Inferno
Amaranth Eclipse (Boost)
Level:5
Prerequisite:Need two Amaranth Eclipse maneuvers
Initiation Action:1 swift action
Range:See text
Target:See text
Duration:1 round
Saving Throw:None

You are the center of attention, your terrifying visage causing all those around you to cry out in terror.

This ability has the same effect as devilish catharsis, with several exceptions. Any creature that you can threaten in melee is now affected, even if they cannot see you. In addition, a creature that would normally be panicked by this ability are instead totally overwhelmed by fear, coweringand unable to act at all. You may affect up to one creature per two initator levels with this ability.
Comet Crush
Amaranth Eclipse (Strike)
Level:6
Prerequisite:Need two Amaranth Eclipse maneuvers
Initiation Action:1 standard action
Range:Melee attack
Target:One creature
Duration:Instantaneous
Saving Throw:None

With awe-inspiring Strength, you unleash a vicious slash on your opponent that strikes with the force of a falling meteor.

For every one point of damage you would normally deal from your Strength modifier, you deal 1d6 points of damage. This replaces your usual Strength-based damage.
Crimson Tide
Amaranth Eclipse (Stance)
Level:6
Prerequisite:Need two Amaranth Eclipse maneuvers
Initiation Action:1 swift action
Range:Personal
Target:You
Duration:Stance

You are so accustomed to swinging large weapons that you can now strike opponents from further away, maintaining maximum combat efficiency while increasing your sustainability.

In this stance, you may wield weapons two size categories larger than normal, and you also gain 5 extra feet of reach when using a weapon at least one size category larger than yourself. Unlike ire of the rising sun, this stance stacks with any other abilities that grant larger weapon usage.
Deathbringer Assault
Amaranth Eclipse (Boost)
Level:2
Prerequisite:Need one Amaranth Eclipse maneuver
Initiation Action:1 swift action
Range:Personal
Target:You
Duration:1 round

Seething with feral viciousness, you attack your foe head on with no thought to defending yourself. You throw yourself at your foe, as if daring them to attack before falling to your blade.

You disregard defense almost entirely, concentrating all your efforts into reducing enemies to mincemeat. You may incur a penalty to your Armor Class and gain an equivalent bonus to attack and damage rolls until the beginning of your next turn, but you can only take a maximum penalty of up to 1 point of Armor Class per two initiator levels. You cannot reduce your Armor Class below 0 with this maneuver.
Devil in the Mirror
Amaranth Eclipse (Boost)
Level:3
Prerequisite:Need one Amaranth Eclipse maneuver
Initiation Action:1 swift action
Range:Personal
Target:You
Duration:Instantaneous

You look into the steel of your blade, using your own powers of intimidation to hypnotize yourself. This altered state of consciousness grants you sweet reprieve from the pain of your injuries.

When you use this maneuver, you make an Intimidate check. You immediately gain a number of temporary hit points equal to the result of your Intimidate check. These temporary hit points last for the duration of the current encounter.
Devilish Catharsis
Amaranth Eclipse (Boost)
Level:1
Initiation Action:1 swift action
Range:See text
Target:One creature
Duration:1 round
Saving Throw:None

Your power positively oozes from you as you stare down your opponent, striking fear into his heart.

You may make an Intimidate check against a DC equal to 10 + the target's Challenge Rating + their Wisdom modifier + any bonuses they have against fear effects). If you succeed, the designated opponent (who must be able to see you and be threatened by you in melee) is considered shaken until the end of their next turn. If you win by 5 or more, the opponent is frightened for the same duration, and if you win by 10 or more they are treated as panicked.
Flash of the Scarlet Menace
Amaranth Eclipse (Strike)
Level:7
Prerequisite:Need three Amaranth Eclipse maneuvers
Initiation Action:1 standard action
Range:Melee attack
Target:One creature
Duration:Instantaneous
Saving Throw:None

In order to maximize your enjoyment of the battle, you have held yourself back against these pitiful little worms. Not anymore. Now the gloves come off, and you kick some ass.

When you use this maneuver, you make three attacks as a standard action. All of these attacks use your highest base attack bonus and do not suffer any abnormal penalties.
Glare of Submission
Amaranth Eclipse (Counter)
Level:3
Initiation Action:1 immediate action
Range:See text
Target:One creature
Duration:Instantaneous
Saving Throw:None

The massive brute bearing down on you tries to use its massive bulk to overwhelm you, but when he looks into your rage-filled eyes all the strength is drained from his body and you overwhelm him easily.

When you are targeted with a special attack in which the opponent receives a special size modifier, you may make an Intimidate check. If you beat their opposed roll, all size bonuses conferred upon the opposing creature are negated. Bonuses from a high Strength score still apply normally.
Ire of the Rising Sun
Amaranth Eclipse (Stance)
Level:1
Initiation Action:1 swift action
Range:Personal
Target:You
Duration:Stance

Your muscles bulge with power, and you feel as if a great weight has been lifted off your shoulders. With steady footwork, you heft a huge weapon that would normally be beyond your power to hold.

You may wield weapons one size larger than normal without penalty. This stacks with any other ability that allows you to wield weapons one size category larger than normal, but does not stack with Monkey Grip or any other feat that increases permissible weapon size. In addition, all discipline weapons now have the option of dealing bludgeoning damage without a penalty to attack rolls.
Iron Grasp
Amaranth Eclipse (Counter)
Level:4
Prerequisite:Need two Amaranth Eclipse maneuvers
Initiation Action:1 immediate action
Range:See text
Target:1 creature
Duration:Instantaneous
Saving Throw:None

As his weapon is pinned to you, your opponent braces himself for your inevitable counter. It doesn't help much.

When you are struck with a melee attack, you may hold your opponent down by pinning their weapon to your flesh. You may make two attacks against the opponent who struck you, both at your highest base attack bonus.
Masque of Red Death
Amaranth Eclipse (Boost)
Level:1
Prerequisite:Need one Amaranth Eclipse maneuver
Initiation Action:1 swift action
Range:See text
Target:One creature
Duration:1 round
Saving Throw:None

You embrace a primal fury borne of years of battle, allowing you to channel your frightening rage into a vicious attack.

Your next attack is imbued with extra force, and adds twice your Strength modifier in damage instead of the normal 1.5 times.If you make a full attack action, this only applies to the first attack of that sequence.
No Mercy
Amaranth Eclipse (Boost)
Level:8
Prerequisite:Need two Amaranth Eclipse maneuvers
Initiation Action:1 swift action
Range:Personal
Target:You
Duration:1 turn

Fueled by your rage, your sword arm slashes harder than you ever thought possible, cutting through flesh and bone like a hot knife through butter.

Make an Intimidate check. Add the result of this check to the damage of your next successful melee attack.
Penumbra of Destruction
Amaranth Eclipse (Strike)
Level:5
Prerequisite:Need two Amaranth Eclipse maneuvers
Initiation Action:1 standard action
Range:Melee attack
Target:One creature
Duration:Instantaneous
Saving Throw:Fortitude negates

You hit your enemy so hard they feel it down to their bones, reverberating through them and rendering them immobile.

On a successful attack, you deal double damage and force your target to make a Fortitude save (DC 15 + your Strength modifier) or be stunneduntil the end of their next turn.
Psychological Warfare
Amaranth Eclipse (Strike)
Level:2
Initiation Action:1 standard action
Range:Melee attack
Target:One creature
Duration:Instantaneous
Saving Throw:None

Your terrifying visage breaks your opponent's will just as your blade pierces their defenses.

Your intimidation abilities have the ability to strike opponents dumb. On a successful attack, make an Intimidate check. If you succeed, your opponent incurs a 1d6 penalty to their IntelligenceWisdom and Charisma damage for 1 round per two initiator levels. This maneuver cannot reduce any ability scores below 1.
Red Scare
Amaranth Eclipse (Counter)
Level:6
Prerequisite:Need two Amaranth Eclipse maneuvers
Initiation Action:1 immediate action
Range:See text
Target:1 creature
Duration:Instantaneous
Saving Throw:None

The very sight of you weakens your opponent's resolve, causing their attacks to falter.

When someone successfully strikes you with any attack or effect that deals damage, you make an Intimidate check. If your Intimidate check beats their opposed check, the amount of damage dealt to you is halved. If your opponent makes multiple attacks on you, the damage from all attacks is halved for the rest of their current turn.

Reflections in a Rubicund Eye
Amaranth Eclipse (Strike)
Level:9
Prerequisite:Need four Amaranth Eclipse maneuvers
Initiation Action:1 standard action
Range:Melee attack
Target:One creature
Duration:Instantaneous
Saving Throw:Fortitude partial

With a terrible roar, you unleash a vicious slash with your blade. Your opponent, pale as a sheet, stiffens in the throes of rigor mortis and is rent asunder by the force of your attack, already dead before you even touched him.

When you use this strike, you make an Intimidate check against your opponent's opposing roll. If you win and your attack hits, your opponent must make a Fortitude save (19 + your Strength modifier) against one of the effects below based on the result of the check:

Result of Opposed CheckEffect
Up to Intimidate check –1Target takes 1d6 damage per initiator level
Up to Intimidate check –5Target takes 2d6 points of damage per intiator level
Up to Intimidate check –10Target is slain instantly
If the save is made against the lowest effect (1d6 damage per initiator level), the target takes half damage. If a save is made against either of the higher effects, they are affected by the next lowest effect. An undead or other creature that is immune to death effects but subjected to the highest effect must instead save successfully or take maximum damage from the next effect.
Sadomasochism
Amaranth Eclipse (Stance)
Level:3
Prerequisite:Need one Amaranth Eclipse maneuver
Initiation Action:1 swift action
Range:Personal
Target:You
Duration:Stance

When the going gets rough, you laugh it off, each injury sharpening your focus and whetting your blade. Astounded by your lack of attention to your grievous wounds, your opponents leave themselves wide open to attack.

For every 10 points of damage you take or deal each round, you gain a +1 bonus to attack and damage rolls made with melee weapons on your next turn, up to a maximum bonus equal to your initiator level.
Savage Attack
Amaranth Eclipse (Stance)
Level:8
Prerequisite:Need two Amaranth Eclipse maneuvers
Initiation Action:1 swift action
Range:Personal
Target:You
Duration:Stance

Coated in the blood of your enemies, you tear your foes to shreds with absolutely no care in the world for your personal well-being. Each attack hurts more than before, but this is little consolation to your eviscerated opponents.

So long as you maintain this stance, all damage you take is doubled. In return, all melee damage you deal is also doubled. If your damage is already being multiplied by another source, increase the previous multiplier by one instead of doubling. Any precision-based damage (such as sneak attack or skirmish) that you deal is not multiplied by this stance.
Shook Ones
Amaranth Eclipse (Counter)
Level:1
Initiation Action:1 immediate action
Range:Personal
Target:You
Duration:1 round
Saving Throw:None

As your foe tries to flee, the sight of you stops him dead in his tracks, his legs buckling with fright.

When you would normally be able to make an attack of opportunity, you may instead make an Intimidate check. If your check beats your opponent's roll, they must immediately halt and cannot move until the beginning of your next turn.
Terror Tactics
Amaranth Eclipse (Strike)
Level:4
Prerequisite:Need one Amaranth Eclipse maneuver
Initiation Action:1 standard action
Range:Melee attack
Target:One creature
Duration:Instantaneous
Saving Throw:None

Your blade hacks through your opponents who, quaking in their boots at your approach, can do even less to stop your onslaught.

This maneuver functions just like lesser terror tactics, except your weapon deals an extra 3d8 points of damage per level of fright instilled in the target. Therefore, you can deal a maximum of 9d8 damage to the target with this maneuver.
Terror Tactics, Greater
Amaranth Eclipse (Strike)
Level:7
Prerequisite:Need two Amaranth Eclipse maneuvers
Initiation Action:1 standard action
Range:Melee attack
Target:One creature
Duration:Instantaneous
Saving Throw:None

Your blade hacks through your opponents who, quaking in their boots at your approach, can do nothing to stop your onslaught.

This maneuver functions just like lesser terror tactics, except your weapon deals an extra 6d8 points of damage per level of fright instilled in the target. Therefore, you can deal a maximum of 18d8 damage to the target with this maneuver.
Terror Tactics, Lesser
Amaranth Eclipse (Strike)
Level:1
Initiation Action:1 standard action
Range:Melee attack
Target:One creature
Duration:Instantaneous
Saving Throw:None

Your blade hacks through your opponents who, quaking in their boots at your approach, can do little to stop your onslaught.

You make a single melee attack as a standard action that deals additional damage to a terrified foe. If your opponent is shaken, they take 1d8 additional points of damage from your attack. If they are frightened, they take 1d8 more damage on top of the damage for being shaken. If they are panicked, they take yet another 1d8 points of damage (for a maximum of 3d8 extra damage possible).

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