Knights of the Black Thorn and Stalkers are open to learning this discipline due to their knowledge of the dark things of the world. Any fiend with a strong sense of martial ability and prowess and a penchant for possession is likely to know this discipline and how to impart to it to mortals. It focuses on powerful, straightforward two-handed strikes and vicious counters as well as intimidating presence and dirty fighting. The Black Heron discipline’s associated weapons are the bastard sword, battleaxe, unarmed strike, greatsword, heavy mace, and war hammer. The Black Heron [Discipline] (Author's Notes: The term unholy damage relates to damage that affects good-aligned targets fully, and does half-damage to neutral or evil targets, and bypasses DR /Evil.) Black Heron Maneuver List 1st Level Black Heron’s Stance: Stance- May make a demoralization attempt each round as a move action. Ravaging Blow: Strike- Make an attack, if successful then the target is shaken for one round. Strength of Two: Boost- Gain +4 profane bonus to Strength, -2 penalty to AC. Voracious Drive: Strike- Move then make an attack, deals an additional 1d6 damage. *Gutstrike: Strike– Make an attack, chance to nauseate opponent for one round. *Clawfoot Heron Stance: Stance– Do not take penalties for using improvised weapons, add +2 damage when using weapons of this type or unarmed strikes. 2nd Level Fear Eating Technique: Boost- Successful demoralization restores 2d6 +1/initiator level in hit points. Inner Demon Strike: Strike- Attack deals an additional 3d6 points of damage; initiator suffers 1d6 points of damage. Intimidating Force: Counter- Make an Intimidate check to avoid an attack. Shadow Feather Strike: Strike- Ranged strike that attacks your foe with feathers of shadow doing 3d6 + initiator level in damage on a successful hit. Midnight Slam: Strike- Melee strike that adds +2d6 damage and forces your foe to make a Reflex save to not be knocked back 5ft. 3rd Level Dance of the Black Heron: Stance- Character may make martial strikes while moving. Savage Drive: Strike- Move then make an attack, deals an additional 4d6 damage. Unfettered Progression: Boost- Move 10ft after a successful strike. *Walk in the Dark: Stance- Initiator may move through shadows a number of feet equal to 10ft per two initiator levels as your move action. *Tendon Rip: Strike – Melee attack inflicts an additional 2d6 points of damage; halves the opponent’s move speed for 1d4 rounds. 4th Level Circle of Razor Feathers: Strike- Make a 30ft area attack of cutting feathers, resulting in 6d6 points of damage. Intimidating Riposte: Counter- When struck in combat, make immediate counter attack and a free demoralization attempt. *Taunting Laugh: Boost- Make an Intimidate check to give your opponent pause, causing your foe to become flat footed against your attack. *Bilious Strike: Strike– Powerful strike that damages the target’s insides, inflicting +4d6 acid damage. 5th Level Abyssal Lance: Strike- Ranged touch attack which deals 8d6 points of damage, chance to stun. Sharing the Dark Soul: Strike- Make an attack, deals an additional 10d6 damage, imposes a -4 penalty on Will saves and level to resist demoralization attempts. Soul Consumption: Boost- Draw power and health from fallen foes, healing 3d8 plus initiator level upon killing a target with a martial strike. *Sensory Rip: Strike– Strike at the face of an opponent, inflicts an additional 1d4 Charisma damage and has a chance to blind the opponent. 6th Level Abyssal Drive: Strike- Move than make an attack, deals an additional 8d6 points of damage, leaves foe sickened for 1d4 rounds. Razor Wings of the Black Heron: Stance- +5 bonus to both Jump and Tumble, add an extra 2d6 points of damage when initiating martial strikes. *Black Heron’s Wrath: Boost- Make an Intimidate check, add the result as damage to next successful attack. *Shadow Heron Swarm: Strike- A 30ft cone of screaming, shadowy birds causing 12d6 damage. 7th Level Armageddon Lance: Strike- Ranged touch attack which deals an additional 15d6 points of damage. Consumption Strike: Strike- Make an attack, deals an additional +10d6 points of damage, initiator is healed this damage. Devastating Riposte: Counter- When struck in combat, make immediate counter attack with bonus +8d6 points of damage. Charge of the Ravager: Strike- Make a charge attack, may make a full attack while moving, deals an additional 3d6 points of damage to every foe adjacent the charge path without provoking attacks of opportunity. 8th Level Apocalyptic Strike: Strike- Damaging attack which deals 1d6+1/initiator level in 40ft radius. *Void Heron Strike: Strike- Ranged touch attack causing a foe to be covered in shadowy birds causing 6d6 points of damage per round for 1d4 rounds. This also this give the foe a 50% miss chance for you and your allies Vampiric Aura: Stance- 20 ft radius aura which deals 2d6 damage to all within it and heals a like amount to the initiator. *Soul Crusher: Strike- Strike which attacks the opponent’s will to live, inflicting +3d4 Charisma damage. 9th Level *Black Heron Onslaught: Strike- Make an extra attack at your full base attack bonus, -2 to hit and to AC, deals an additional 4d6 +1/initiator level damage. *= new maneuver 1st Level Spoiler Black Heron’s Stance Black Heron (Stance) Level: 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance Disciples of the Black Heron know that half the battle is won through the mind, and by attacking his opponent's mind with fear, he can goad him to make mistakes and shatter their resolve and confidence. While in this stance, the martial adept may make a demoralization attempt each round as a move action (see Intimidate for details). Ravaging Blow Black Heron (Strike) Level: 1 Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: One round Save: Will negates Fear is one of the main weapons in the arsenal of a Black Heron disciple, and be using it he may shake his opponent to their core. The disciple initiates this strike, and if it successfully lands, causes the victim to be shaken for one round due to his fearful countenance and martial prowess. A successful Will save (DC 11 + primary initiator attribute modifier) can negate this effect. Strength of Two Black Heron (Boost) Level: 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: One round By utilizing the bond of two souls within his body, the martial adept is capable of increasing his power at the cost of defense by bringing forth a momentary burst of hysterical demonic strength. Until his next turn, he gains a +4 profane bonus to his Strength score but also suffers a -2 penalty to his AC. Voracious Drive Black Heron (Strike) Level: 1 Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: Instant The relentless nature of the Black Heron discipline's philosophy deems that progression must be made with each swing, less the battle turn against the disciple. With this philosophy in mind, the disciple moves forward and strikes forward viciously. The character must move at least 5 feet in a round to use this strike, and should he move and then initiate this maneuver with an attack, he deals an additional 1d6 points of damage. Gutstrike Black Heron (Strike) Level: 1 Initiation Action: 1 standard action Range: Melee Target: One creature Duration: 1 round Saving Throw: Fortitude negates With a ruthless attack or a powerful kick, the disciple strikes a foe in a way that causes him to become nauseated with pain. The character must make a successful melee attack against a foe, and the target must make a Fortitude save (DC 11 + primary initiating attribute modifier) or be nauseated for one round. Clawfoot Heron Stance Black Heron (Stance) Level: 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance Most anything can be made into a deadly weapon to the disciple of the Black Heron, and they are taught a method to make the leg of a chair, a broken bottle, or even a tin cup deadly. While in this stance, the character suffers no penalties for using improvised weapons and he gains a +2 bonus to damage when using such weapons or using an unarmed strike. 2nd Level Spoiler Fear Eating Technique Black Heron (Boost) [Evil] Level: 2 Initiation Action: 1 swift action Range: Personal Target: You Duration: Instant The demonic essence with the disciple's soul hungers for the emotions that it helps its host inspire on the battlefield, and rewards the host with greater vigor. Upon the successful demoralization of an enemy (See Intimidate skill for details), the character may initiate this maneuver to restore 2d6 points of damage to the initiator, plus an additional +1 hit point per initiator level. Inner Demon Strike Black Heron (Strike) [Evil] Level: 2 Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: Instant By using the black energies within him as a weapon, the disciple may channel it through his mortal form to do devastating damage to his foes, all the while heedless of the damage inflicted upon his body. This black energy inflicts an additional 3d6 points of unholy damage, which also deals 1d6 points of damage to the initiator. Intimidating Force Black Heron (Counter) Level: 2 Initiation Action: 1 swift action Range: Personal Target: You Duration: Instant ‘A foe who fears you more then his commander is one who cannot harm you’, so an old Black Heron master once said. By using this technique, the disciple’s fear-inspiring countenance alone may turn aside attacks before they occur. The character makes an opposed Intimidate check against the attacker's attack roll; if the Intimidate check is higher than the attack roll, then the attack is negated. Shadow Feather Strike Black Heron (Strike) Level: 2 Initiation Action: 1 standard action Range: 30ft Target: One creature Duration: Instant By concentrating dark, spiritual energy within his hand and shaping it into a rough feather, the disciple may hurl his wrath at a target with a blade of a cutting hate. The character must make a successful ranged attack against a target, and if successful, the attack inflicts 3d6 + the character’s initiator level in damage. Midnight Slam Black Heron (Strike) Level: 2 Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: Instant Saving Throw: Reflex partial The Black Heron disciple uses the principles of overwhelming force to drive his opponent back so that he may continue to wade forward towards conquest. The character makes a melee attack against a target creature, and if successful, the attack inflicts an additional 2d6 points of damage and causes the target to make a Reflex save (DC 12 + primary initiator attribute) to not be knocked back 5ft. 3rd Level Spoiler Dance of the Black Heron Black Heron (Stance) Level: 3 Prerequisites: One Black Heron maneuver Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance The Black Heron discipline teaches its disciples that relentless progression is what wins battles, and the Dance of the Black Heron is a movement method that allows the disciple to continue to deal death without slowing his progress. The character may initiate martial strikes of 5th level or lower while continuing to move, as if he possessed the Spring Attack feat. He still provokes attacks of opportunity for moving through threatened areas as per normal. Savage Drive Black Heron (Strike) Level: 3 Prerequisites: One Black Heron maneuver Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: Instant Ever hungry for carnage, the demonic force within demands action and satisfaction through battle. Pressing forward with ruthless efficiency, the disciple inflicts more damage than his foes, thus outlasting them. The character must move at least 5 feet before he is capable of initiating this maneuver and it grants the character an additional 4d6 points of damage on his attack. Unfettered Progression Black Heron (Boost) Level: 3 Prerequisites: One Black Heron maneuver Initiation Action: 1 swift action Range: Personal Target: You Duration: Instant By unceasing movement in combat, the Black Heron disciple sculpts the battlefield to his liking, not to his foes. After successfully initiating a martial strike, he may make a free 10ft movement without provoking attacks of opportunity. The character may not have already made a 5ft step in this round to use this maneuver. Walk in the Dark Black Heron (Stance) Level: 3 Prerequisites: One Black Heron maneuver Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance Using the principles of shadow and temporarily merging with the dark, the Black Heron disciple steps into the dark and reappears in an area of darkness a short distance away. As a move action, the disciple may move through an area of shadowy or darker illumination and reappear in an area of shadowy or darker illumination a distance away equal to 10ft per two initiator levels. Tendon Rip Black Heron (Strike) Level: 3 Prerequisites: One Black Heron maneuver Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: Instant By striking at the legs of the opponent, the disciple removes the mobility of a foe, so the foe cannot hamper his progression to victory. The character makes an attack on the target creature, and if successful, the attack inflicts an additional 2d6 points of damage and halves the opponent’s move speed for 1d4 rounds. 4th Level Spoiler Circle of Razor Feathers Black Heron (Strike) [Evil] Level: 4 Prerequisites: One Black Heron maneuver Initiation Action: 1 standard action Range: 30 ft Area: 30-ft.-radius burst centered on you. Duration: Instant Saving Throw: Reflex half. By surrounding a disciple of the Black Heron, multiple foes may be laid low by the force of the demonic entity's wrath. By crying out in horrible rage and raising his weapon straight up to the sky, the disciple's foes are showered with dozens of needles of unholy energy which inflict 6d6 points of damage. This maneuver allows a Reflex saving throw (DC 14 + primary initiator attribute modifier) for half damage. Intimidating Riposte Black Heron (Counter) Level: 4 Prerequisites: One Black Heron maneuver Initiation Action: 1 immediate action Range: Personal Target: You Duration: Instant Disciples of the Black Heron are inevitably going to be injured, so the possessing entity has trained its own instincts to look for openings when enemy attacks are successfully made, as vengeance is a creed it can follow. When the character is struck for damage in melee combat, he may make a counter attack as an immediate action at his full base attack bonus. This attack counts against the number of attacks of opportunity the character may make in a round. If the attack successfully hits the opponent and deals damage, then the character may make a free demoralization attempt (see Intimidate skill for details) against his attacker. Taunting Laugh Black Heron (Boost) Level: 4 Prerequisites: One Black Heron maneuver Initiation Action: 1 swift action Range: 30ft Target: One creature Duration: One round With an intimidating growl and mighty laugh at his pitiful opponents, the Black Heron disciple causes his foe’s resolve to weaken and his anger to stoke, allowing him to make the tragic mistake of allowing the disciple the upper hand. As a swift action, the character makes a demoralization attempt against a foe, and if successful, instead demoralizing the foe, the target is struck flat-footed for the round. Bilious Strike Black Heron (Strike) Level: 4 Prerequisites: One Black Heron maneuver Initiation Action: 1 standard action Range: Melee Target: One creature Duration: Instant Saving Throw: Fortitude half With a powerful strike to the abdomen, the disciple’s aim is to rupture organs and cause the fluids within to kill his subject painfully. The character must make a melee attack against a target creature, and if successful the attack inflicts an additional 4d6 points of acid damage due to rupturing of organs and nauseates the target for two rounds. The target may make a Fortitude save (DC 14 + primary initiator attribute) to halve this additional damage and negate the nauseated condition. 5th Level Spoiler Abyssal Lance Black Heron (Strike) Level: 5 Prerequisites: Two Black Heron maneuvers Initiation Action: 1 standard action Range: Close (25 ft + 5ft/initiator level) Target: One creature Duration: Instant Those who have become masters of the Black Heron discipline have learned that by focusing the rage within themselves, they may use it as a weapon of pure destruction at the cost of their self. For these disciples, they know that so long as their foe is destroyed, pain is inconsequential. By summoning forth this rage and channeling it through their weapon, they may will a lance of venomous rage and pain into existence and fling at their enemy. This is a ranged touch attack which deals 8d6 points of damage, half of which is unholy. Sharing the Dark Soul Black Heron (Strike) [Mind-affecting] [Evil] Level: 5 Prerequisites: Two Black Heron maneuvers Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: One round As a being of despair and anguish, the demonic essence that resides inside the disciple wishes to share that inner pain with the disciple’s enemies and gorges itself on the victim’s suffering. A burst of crackling energy fills the strike as the inner fiend reaches out and touches the mind of its victim. The character makes an attack which deals an additional 6d6 damage, the target suffers a -2 morale penalty on all d20 rolls until the end of your next turn, the initiator receives a +2 morale bonus on all d20 rolls till the end of next turn. Soul Consumption Black Heron (Boost) [Evil] Level: 5 Prerequisites: Two Black Heron maneuvers Initiation Action: 1 swift action Range: Personal Target: One creature Duration: Instant The fiend within hungers for the souls of fallen foes and it rewards the disciple that feeds this unquenchable thirst. When the character kills a foe with a Black Heron strike, he may use this maneuver in conjunction with it to draw the remaining life force of the foe into his own form, slaking the thirst of his dark passenger and using the rest to restore health to his body. Upon making the death blow to a victim, use of this maneuver restores 3d8 + initiator level (max +15) hit points to the character. Sensory Rip Black Heron (Strike) Level: 5 Prerequisites: Two Black Heron maneuvers Initiation Action: 1 standard action Range: Melee Target: One creature Duration: Instant Saving Throw: Reflex partial With a high swing towards the face of his opponent, the Black Heron disciple attempts to shatter the confidence and appearance of his enemy and remove from him the ability to see in the cruelest fashion possible. The character makes a melee attack against his foe, and if successful, this strike inflicts an additional 1d4 points of Charisma damage and potentially blinds the target creature on a failed Reflex saving throw (DC 15 + primary initiator attribute modifier negates blindness). 6th Level Spoiler Abyssal Drive Black Heron (Strike) Level: 6 Prerequisites: Two Black Heron maneuvers Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: Instant The path of the conqueror demands satisfaction, and the disciple of the Black Heron learns perfection in conquest by the ever progressing tide of battle. Pressing forward with infernally enhanced power, the disciple moves forward to devastate his next foe with the rage within his soul. The character must move at least 5ft before initiating this maneuver with a melee attack. If this attack successfully hits, the character inflicts an additional 8d6 points of damage with his strike and leaves his foe sickened for 1d4 rounds. If the victim successfully makes a Fortitude save (DC 16 + primary initiator attribute modifier), he may resist becoming sickened by the strike. Razor Wings of the Black Heron Black Heron (Stance) Level: 6 Prerequisites: Two Black Heron maneuvers Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance The graceful hunting techniques of the heron lend their strength to the hellish Black Heron disciple by his adoption of this stance. He becomes preternaturally graceful and deadly, his dark passenger assisting his movements in combat. He gains a +5 profane bonus on Jump and Tumble checks, and he deals an additional 1d6 plus his primary initiator attribute modifier points of damage when he initiates martial strikes against his foes. Black Heron’s Wrath Black Heron (Boost) Level: 6 Prerequisites: Two Black Heron maneuvers Initiation Action: 1 swift action Range: Personal Target: You Duration: One round The disciple of the Black Heron’s anger and wrath are his strongest weapons, and in concentrating this horrible power into his attacks, he may cause a horrible black power to invade the wounds of his foes to cause even more injury. The character makes an Intimidate check, the result of this check is added to his damage roll for his next successful attack. Shadow Heron Swarm Black Heron (Strike) Level: 6 Prerequisites: Two Black Heron maneuvers Initiation Action: 1 standard action Range: 30ft cone Duration: Instant Saving Throw: Reflex half The power of a Black Heron disciple’s hatred is made manifest by summoning a swarming mass of beating wings with razor tipped wings made of shadow that he directs at his foes in a cone of terror and pain. The character extends his hand of weapon and from this point a 30ft cone of shadowy birds rip and rend at the disciple’s foes and inflict 12d6 points of damage; a successful Reflex save (DC 16 + primary initiator attribute modifier) halves this damage. 7th Level Spoiler Armageddon Lance Black Heron (Strike) [Evil] Level: 7 Prerequisites: Three Black Heron maneuvers Initiation Action: 1 standard action Range: Close (25ft + 5ft/initiator level) Target: One creature Duration: Instant One the supreme arts of the Black Heron discipline allows the disciple to call upon the fell and eternal wrath of the dark passenger within and use it as a devastating lance of destructive unholy power. This is a ranged touch attack which deals 15d6 points of damage, half of which is unholy, but the cost of creating this powerful attack requires sacrifice by the host, resulting in the initiator suffering 2d6 points of damage. Consumption Strike Black Heron (Strike) Level: 7 Prerequisites: Two Black Heron maneuvers Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: Instant The vampiric nature of the dark entity within the disciple reveals another martial secret to the advanced user, one that allows a devastating negative energy strike which causes positive life energy to flow back through the disciple’s strike, restoring health and strength to him. This exchange is not even of course, the fiend within takes its portion of this life force before giving the disciple his share. This strike deals an additional 7d6 points of negative energy damage, and the disciple regains the damage dealt by these extra dice of damage in hit points. Devastating Riposte Black Heron (Counter) Level: 7 Prerequisites: Two Black Heron maneuvers Initiation Action: 1 immediate action Range: Personal Target: One creature Duration: Instant The battle-hardened nature of the disciple of the Black Heron can be shown in their ability to take a hit and give it back to their attacker three-fold. When struck in combat by a melee attack, the character may make an immediate counter attack (which counts as an attack of opportunity for the round) which inflicts an additional 5d6 points of damage. Charge of the Ravager Black Heron (Strike) Level: 7 Prerequisites: Two Black Heron maneuvers Initiation Action: 1 full round action Range: Base movement Target: All adjacent targets within base movement range Duration: Instant The path to victory is not a curved line, it is a straight line. The Black Heron teaches its disciples this and urges them to greater glory and carnage on the field of battle. The disciple may make an overrun attempt in a particular direction of his choice; this strike functions like a charge except the character receives a +4 on the overrun attempt. Before each opponent gets a chance to stop you (they cannot move out of the way), you get to make an attack action against them at your highest base attack. You may also make one attack at your highest attack bonus against any opponent who is in your threatened area as you pass them, and inflict an additional 2d6 points of damage on each attack. You may only make one attack per target when you initiate this maneuver. 8th Level Spoiler Vampiric Aura Black Heron (Stance) Level: 8 Prerequisites: Three Black Heron maneuvers Initiation Action: 1 swift action Range: 20ft radius centered on the initiator Target: You Duration: Stance By opening one’s self the eternal hunger of the dark entity that resides with the disciple, he may use himself as a filter for the life energies that feed this dark urge. At the end of your turn, you inflict 2d6 points of damage on all living creatures within your 20ft aura which restores a like amount of hit points to the character. This is a negative energy effect, so resistance or immunity to such energies will protect a target from this stance. Apocalyptic Strike Black Heron (Strike) [Evil] Level: 8 Prerequisites: Three Black Heron maneuvers Initiation Action: 1 standard action Range: 40ft Area: 40-ft-radius burst centered on you Duration: Instant Saving Throw: Reflex half This master level technique of the Black Heron discipline allows its disciples to bring forth the true power of destruction from the dark passenger within. By letting out a cry of rage and driving his weapon into the ground at his feet, he lets forth a burst of destructive energy to all surrounding him, friend or foe. This destructive wrath inflicts 1d6+1 points of pure hate-filled energy (no resistance) per initiator level (max 20d6+20) to all targets within a 40ft radius burst, centered on the initiator. Those caught within the blast of dark energy may attempt a Reflex save (DC 18 + primary initiator attribute modifier) for half damage. Void Heron Strike Black Heron (Strike) [Evil] Level: 8 Prerequisites: Three Black Heron maneuvers Initiation Action: 1 standard action Range: 30ft Target: One creature Duration: 1d4 rounds The Black Heron disciple’s power and mastery is nearly complete, and with this maneuver he may dismiss his hatred and set it upon a foe to devour the fool who would stand before him. The character must make a ranged touch attack against a target creature, and if successful the target is ripped and slashed by the claws and wings of shadowy birds of venomous hate, taking 6d6 points of damage per round for 1d4 rounds. While being devoured by these shadowy birds, the target suffers a 50% miss chance on any attacks he makes due to his senses being obscured by the flapping wings and horrible pain he is enduring. Soul Crusher Black Heron Level: 8 Prerequisites: Three Black Heron maneuvers Initiation Action: 1 standard action Range: Melee Target: One creature Duration: Instant With a mighty swing or the barest tap, the rage and hatred within the Black Heron infects his foe and destroys his resolve and very will to live. The character makes a melee attack against a target creature, and if successful the attack inflicts an additional 3d4 points of Charisma damage as the essence of himself is devoured by the disciple’s hatred for his existence. 9th Level Spoiler Black Heron Onslaught Black Heron (Strike) Level: 9 Prerequisites: Four Black Heron maneuvers Initiation Action: 1 full attack action Range: Melee attack Target: One creature Duration: Instant A true master of the Black Heron fears no foe, and suffers none to stand before him. Heedless of personal danger to himself, the possessing entity can instruct the host on how to bring his enemies to their knees with a relentless flurry of strikes. As part of this maneuver, the character takes a full attack action and may make an additional attack as part of this action at his highest attack bonus. The character suffers a -2 penalty to AC due to his focus on offense while using this maneuver. This focus on offense adds an extra 4d6 points of damage +1 per initiator level (max +20) per successful attack. Foes killed by use of this maneuver are mutilated so badly that attempts to use a raise dead spell to restore their lives fail automatically; a more powerful restorative magic is required. |