
Faith, piety, and purity of body and mind are the wellsprings of a warrior’s true power. Devoted Spirit maneuvers harness a practitioner’s spiritual strength and her zealous devotion to a cause. This discipline includes energies baneful to a creature opposed to the Devoted Spirit student’s cause, abilities that can keep an adept fighting long after a more mundane warrior would fall to his enemies, and strikes infused with vengeful, fanatical power.
Associated Icons: The alliance of faiths that the Priestess created has many adepts of the Devoted Spirit in their ranks. Many students of the discipline are Crusaders, who can be found among the ranks of the eponymous icon, or the Gold Wyrm. Those who seek to champion a darker cause can be found among the front ranks of the Lich King's forces.
1st: When an enemy you are engaged with makes an attack against one of your allies, deal holy damage against that enemy equal to your Wisdom. Double at 5th level, triple at 8th.
5th: Devoted Gift. When a maneuver grants an ally healing with the use of a recovery, you can spend the recovery instead.
10th: Zealous Surge. Once per battle, reroll a save and take the second result. You can grant this reroll to an ally.
15th: Unrelenting Spirit. Once per battle, reroll a save. You can grant this ability to an ally. 1st-Level Maneuvers
- Divine Relief: — A creature under an effect with a duration gets a second save to shake off the effects.
- Divine Resistance: — Gain energy resistance 5 as an immediate action.
- Crusader's Strike —Successful attack allows you to heal 1d6 + 1/initiator level.
- Iron Guard's Glare Stance—Enemies take –4 penalty on attacks against your allies.
- Martial Spirit Stance—Heal 2 hit points with each successful attack.
- Vanguard Strike —Allies gain +4 bonus on attacks against target.
2nd-Level Maneuvers- Blessed Journey: — Travel through harmful terrain and effects without taking damage.
- Weapon of the Spirit: — Summon a weapon made of force to attack when you do.
- Foehammer —Overcome foe’s DR, deal +2d6 damage.
- Shield Block —Grant shield bonus + 4 as AC bonus to ally.
3rd-Level Maneuvers- Outsider's Wing: — Gain brief flight as a move action.
- Soul Armor: — Gain spell resistance as an immediate action for 1 round.
- Defensive Rebuke —Foes you strike must attack you or provoke attack of opportunity.
- Revitalizing Strike —Successful attack allows you to heal 3d6 + 1/initiator level.
- Thicket of Blades Stance—5-ft. steps provoke attacks from you.
4th-Level Maneuvers- Greater Divine Resistance: — Gain energy resistance 20 as an immediate action.
- Mobile Bulwark: Stance — You are able to handle shields better, even using two-handed weapons with light and heavy shields.
- Divine Surge —Deal +4d8 damage.
- Entangling Blade —Deal +2d6 damage, target has –20-ft. penalty to speed.
5th-Level Maneuvers- Martyr's Sacrifice: — Take the damage meant for another. It could save their skin.
- Planar Rift: — Dismiss an outsider back to their home plane, or travel the planes yourself.
- Daunting Strike —Target of attack becomes shaken.
- Doom Charge —Charge attack deals extra damage against good, you gain DR 10/—.
- Law Bearer —Deal +4d6 damage, +8 attack against chaotic enemy, gain +5 on saves and AC.
- Radiant Charge —Deal +5d6 damage against evil foes, gain DR 10/—.
- Tide of Chaos —Charge attack deals extra damage against law, grants you concealment.
6th-Level Maneuvers- Body of the Spirit: — Gain celestial, fiendish, axiomatic, or anarchic traits for 1 minute.
- Iron Mettle: — Gain mettle against an effect, and a bonus on saving throws.
- Aura of Chaos Stance—Reroll and add maximum damage dice.
- Aura of Perfect Order Stance—Treat d20 result as 11.
- Aura of Triumph Stance—You and allies heal 4 points with each attack against evil.
- Aura of Tyranny Stance—Drain hit points from allies.
- Rallying Strike —Successful attack allows you to heal 3d6 + 1/initiator level in 30- ft. burst.
7th-Level Maneuvers- Disruptive Strike: — Dispel an enemy's spells, and automatically destroy spells opposite of your alignment.
- Divine Immunity: — Gain energy immunity as an immediate action.
- Castigating Strike —Deal +7d6 damage and trigger area blast.
- Shield Counter —Shield bash cancels foe’s attack.
8th-Level Maneuvers- Deific Mercy: — Cure ability penalties, ability damage, and negative levels.
- Karmatic Rebuke: — If you are affected by a death effect, deflect it back upon them!
- Greater Divine Surge —Deal +6d8 damage, also gain +1 on attacks and deal +2d8 damage per point of Con damage you voluntarily take.
- Immortal Fortitude Stance—You cannot die due to hit point damage.
9th-Level Maneuvers
1st-Level ManeuversDivine Relief Level: 1 Prerequisite: One Devoted Spirit maneuver Initiation Action: Standard Action Range: Touch Target: One Creature Duration: Instantaneous
The spell blinded him, and so he gave a prayer to the gods, mustering his will to focus his eyes through the murk and restore his vision.
As a standard action you give yourself or an ally a second chance as shaking off a status effect afflicting them. The status must have a duration and must provide a saving throw against its effect. With a standard action you grant the touched creature another saving throw against the same DC as before. If successful, the effect behaves as if they had saved against the spell.
Divine Relief can only be used once per instance of a status effect. A creature who is struck blind who fails the second save cannot benefit from a second use of this maneuver, though they could use it on a confusion effect they are under, or deafness. Divine Resistance Level: 1 Initiation Action: Immediate Action Range: Personal Target: Self Duration: 1 round
Your guard yourself against the incoming fireball. You know your strength of will shall show you through.
As an immediate action you gain energy resistance 5 until the start of your next turn (either acid, cold, electric, or fire). Crusaders Strike Level: Crusader 1 Initiation Action: 1 standard action Range: Melee attack Target: One creature
Divine energy surrounds your weapon as you strike. This power washes over you as your weapon finds its mark, mending your wounds and giving you the strength to fight on.
As part of initiating this strike, you must make a successful melee attack against an enemy whose alignment has at least one component different from yours. This foe must pose a threat to you or your allies in some direct, immediate way. If your attack hits, you or an ally within 10 feet of you heals 1d6 points of damage + 1 point per initiator level.
Iron Guard's Glare(Stance) Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance With a quick snarl and a glare that would stop a charging barbarian in his tracks, you spoil an opponent’s attack.
Rather than strike his original target, your enemy turns his attention toward you. While you are in this stance, any opponent that you threaten takes a –4 penalty on attack rolls against your allies. This penalty does not apply to attacks made against you. Enemies you threaten become aware of the consequences of the stance.
Blessed JourneyLevel: 2 Prerequisite: One Devoted Spirit maneuver Initiation Action: Move Action Range: Personal Target: Self Duration: Instantaneous
You'd be damned if a wall of fire will stop your pursuit! Charge on through! Your die hard zeal lets you brush off damage from hazards around you. When you initiate this maneuver you may move up to your land speed, ignoring any hit point and ability damage from the environment as you do. This allows you to move through a wall of fire, swim through a pool of acid, drop down from a great height, or jump into a pit of poisoned spikes without injury. This does not apply to non-hit point damage such as difficult terrain, entanglement, and other status effects gained by moving through such hazards. If you end your movement in a dangerous area, the danger effects you normally.
Weapon of the Spirit Level: 2 Prerequisite: One Devoted Spirit maneuver Initiation Action: Swift Action Range: Melee Attack Effect: One Force Weapon Duration: 1 round
Galeb slammed his warhammer down on the ogre's kneecap, only to have a ghostly duplicate follow the attack with another, cracking the kneecap in twain! You summon a weapon identical to your own made of force, much like the spiritual weapon spell. The force weapon floats displaced off-center from you and mimics your motions. When you attack, it deals your weapon dice in force damage to your target (do not add strength or enhancement bonuses). Because it is force, it can strike incorporeal creatures normally even if your normal attack misses. For example if your weapon is a rapier and normally deals 1d6+5, you gain an additional 1d6 force damage. If you confirm a critical and deal 2d6+10, the spiritual weapon deals 2d6. If you miss, it misses. The force weapon remains for 1 round before vanishing.This is a supernatural maneuver.
Outsider's Wing
Level: 3 Prerequisite: One Devoted Spirit maneuver Initiation Action: Move Action or Full-Round Action; see text Range: Personal Target: Self Duration: Instantaneous
Behind your back spread a pair of golden angel wings. Foolish wizard thought flying out of your reach would save him. This maneuver is refered to as Angel's Wing, Devil's Wing, Inevitable's Wing, or Protean's Wing depending on your alignment. When you initiate this maneuver you gain a pair of magical wings which allow you to fly up to your move speed (perfect). You may choose to perform a double move or the run action, retaining your flight. Once you stop moving the wings begin to vanish and they completely vanish at the end of your turn. If you have not reached solid ground by then, you fall but take no more than 1d6 points of falling damage as your vanishing wings last long enough to create drag.
Soul Armor Level: 3 Prerequisite: One Devoted Spirit maneuver Initiation Action: Immediate Action Range: Personal Target: Self Duration: 1 round
The necromancer brought his vile blight upon you, but as the black miasma approached it slammed into an invisible shell around you. Not today necromancer, your foul magics will not work this time! When you initiate this maneuver you gain spell resistance equal to your HD + 10 until the beginning of your next turn. Once initiated, you cannot lower your spell resistance until the duration ends.
Greater Divine Resistance Level: 4 Prerequisite: Two Devoted Spirit maneuvers Initiation Action: Immediate Action Range: Personal Target: Self Duration: 1 round
Neither fire nor ice will stop you, your cause is just and your will is strong! As an immediate action you gain energy resistance 20 until the start of your next turn (either acid, cold, electric, fire, or sonic).
Mobile Bulwark Devoted Spirit (Stance) Level: 4 Prerequisite: One Devoted Spirit maneuver Initiation Action: Swift Action Range: Personal Target: Self
You adjust your grip on the shield to allow you to use your greatsword and shield at the same time. While you are in this stance, bucklers have no penalty to attack rolls for attacking with two-handed weapons or weapons in your off hand. In addition you may use two-handed weapons or fight with two weapons while using a light or heavy shield. You take a -1 to attack rolls when doing so. Finally if you are using a tower shield, you do not take the -2 penalty to attack rolls. You may shield bash with a tower shield, dealing 1d8 points of damage with a 20/x2 critical.
Divine surge Level: Crusader 4 Prerequisite: One Devoted Spirit maneuver Initiation Action: 1 standard action Range: Melee attack Target: One creature
Your body shakes and spasms as unfettered divine energy courses through it. This power sparks off your weapon and courses into your foe, devastating your enemy but leaving you drained. As part of this maneuver, you make a single melee attack that deals an extra 4d8 points of damage.
Martyr's Sacrifice Level: 5 Prerequisite: Two Devoted Spirit maneuvers Initiation Action: Immediate Action Range: 60 feet Target: One Ally in 60 ft radius Duration: Instantaneous Saving Throw: Will negates (harmless)
The cleric is barely standing when an arrow flies out of the air and strikes her. But no wound shows upon her body as a gash opens up on your own. As an immediate action you take an attack or dangerous effect meant for another ally in 60 feet for yourself. They take no penalties as if they had never been struck or targeted, while you become the new target. The attack goes against your AC and you take the damage or make the saving throw as normal. You may use this to keep an ally alive from an otherwise fatal blow.
Planar Rift Level: 5 Prerequisite: Two Devoted Spirit maneuvers Initiation Action: See Text Range: See Text Targets: One Creature or One Creature/2 levels; see text Duration: Instantaneous Saving Throw: Will negates
Your slash not only tore a hole in the devil's skin, but into the fabric of space itself. With a sickening rip sound, the devil seemed to implode, blasted back to Baator. You may use this maneuver in two different ways. In its basic form you make one melee attack as a standard action against any extraplanar creature. You deal normal damage and the opponent must make a Will save or be sent back to their home plane as if using banishment. Like the spell, the DC rises if you have objects which are anathema to the creature being banished. Non-extraplanar creatures have no effect beyond normal damage. Alternatively you can use this maneuver to plane shift as the spell. It takes one full-round action, and after using this maneuver you cannot use the travel function again for 1 hour, or risk a 50% chance of getting sent to a random plane.
Radiant Charge Level: 5 Prerequisite:Two Devoted Spirit maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
Duration: 1 roundYou gather the power of your faith and discipline, surrounding yourself in an aura of blinding glory. You must make a charge attack as part of this maneuver. If the target is evil aligned, your attack deals an extra 5d6 points of damage. In addition, if your charge attack hits and the target is evil-aligned, you become wreathed in holy energy. You gain damage reduction 10/— until the beginning of your next turn.
Body of the Spirits Level: 6 Prerequisite: Two Devoted Spirit maneuvers Initiation Action: Standard Action Range: Personal Target: Self Duration: 1 minute
You connect your soul to the essence of the celestial plane, and your body trasforms into a perfected shining version of yourself. You gain the essence of a plane, becoming something similar to a half-celestial, half-fiend, or other creature. When you use the maneuver, it is a Chaotic, Evil, Good, or Lawful act as appropriate. Chaos: Your type changes to outsider (do not recalculate HD, BAB, or saves). You gain a fly speed equal to twice your land speed (average maneuverability), a +1 luck armor bonus, darkvision out to 60 feet, immunity to petrification and polymorphing, resistance 10 against every energy damage, DR 5/lawful, spell resistance 10 + your HD, and a +4 bonus on saves against mind-affecting effects. Your attacks count as chaotic aligned, and you deal double damage against lawful outsiders. Evil: Your type changes to outsider (do not recalculate HD, BAB, or saves). You gain a fly speed equal to twice your land speed (good maneuverability), a +1 profane armor bonus, darkvision out to 60 feet, immunity to poison, resistance 10 acid/electricity/fire, DR 5/good, spell resistance 10 + your HD, and the ability to see in any darkness. Your attacks count as evil aligned, and you deal double damage against good outsiders. Good: Your type changes to outsider (do not recalculate HD, BAB, or saves). You gain a fly speed equal to twice your land speed (good maneuverability), a +1 sacred armor bonus, darkvision out to 60 feet, immunity to disease and petrification, resistance 10 acid/cold/electricity, DR 5/evil, spell resistance 10 + your HD, and a +4 bonus on saves against poison. Your attacks count as good aligned, and you deal double damage against evil outsiders. Law: Your type changes to outsider (do not recalculate HD, BAB, or saves). You gain a fly speed equal to twice your land speed (perfect maneuverability), a +1 insight armor bonus, darkvision out to 60 feet, immunity to disease and polymorphing, resistance 10 acid/cold/electricity, DR 5/chaotic, spell resistance 12 + your HD, and a +4 bonus on saves against mind-affecting effects. Your attacks count as lawful aligned, and you deal double damage against chaotic outsiders.
Iron Mettle Level: 6 Prerequisite: Two Devoted Spirit maneuvers Initiation Action: Immediate Action Range: Personal Target: Self Duration: Instantaneous
Your faith is unswerving, and so you shall be as well! As an immediate action you gain 1/4th of your initiator level as a sacred (if good or neutral) or profane (if evil) bonus on all saving throws against one attack, maximum +5 at 20th. You also gain mettle, allowing you to take no effect on a successful Fortitude or Will save that normally has a save for partial. If you already have the mettle ability, this becomes improved mettle allowing you to take the partial effect on a failed save, and no effect on a successful save.
7th-Level ManeuversDisruptive Strike Level: 7 Prerequisite: Two Devoted Spirit maneuvers Initiation Action: Standard Action Range: Melee Attack Target: One Creature Duration: Instantaneous
The wizard would not hide behind his cloak of darkness anymore! BREAK! Make a melee attack and on a successful hit, deal normal damage and dispel the target's magical and supernatural effects as if using greater dispel magic, but no cap on caster level. You may also attempt a dispel with a touch attack, and may use the area function of the spell as well. Use your initiator level as your caster level, and you get a +2 bonus to the check. You automatically dispel any spells with alignments opposite to yours. For example if you are lawful, you can automatically dispel a cloak of chaos spell.
Divine Immunity Level: 7 Prerequisite: Three Devoted Spirit maneuvers Initiation Action: Immediate Action Range: Personal Target: Self Duration: 1 round
Laugh in the face of danger and kick reason to the curb! You won't fall to this, you have strength of courage! As an immediate action you gain energy immunity until the start of your next turn (either acid, cold, electric, fire, positive energy, negative energy, or sonic).
Castigating Strike Level: 7 Prerequisite: Two Devoted Spirit maneuvers Initiation Action: 1 standard action Range: Melee attack Target: One creature Area: 30-ft.-radius burst; see text Duration: 1 minute Saving Throw: Fortitude partial; see text
With a howling battle cry, your weapon crackles with energy. As you strike your foe, that energy detonates in a burst that scythes through those who stand against your cause. When you use this strike, make a single melee attack. If you hit your opponent and his alignment has at least one component different from yours, a blast of divine energy originates from your attack’s point of impact. The target of this strike takes an extra 7d6 points of damage and must succeed on a Fortitude save (DC 17 + your Cha modifi er) or take a –2 penalty on attack rolls for 1 minute. All of your opponents within a 30- foot-radius burst of the target creature must also succeed on a Fortitude save. Those who fail take 5d6 points of damage and take a –2 penalty on attack rolls for 1 minute. A successful save results in half damage and negates the attack penalty.
8th-Level ManeuversDeific Mercy Level: 8 Prerequisite: Three Devoted Spirit maneuvers Initiation Action: Standard Action Range: Touch Target: One Creature Duration: Instantaneous Saving Throw: Will negates (harmless)
Injury is simply trials of faith to be overcome. Charged with holy energy from your previous maneuver you must ground it somewhere. After completing another Devoted Spirit Maneuver you may, with a touch, cure 1d8 points of ability damage, penalty, or negative levels. This maneuver must be performed within 1 round of completing another Devoted Spirit Maneuver.
Karmatic Rebuke Level: 8 Prerequisite: Three Devoted Spirit maneuvers Initiation Action: Immediate Action Range: Personal Target: Self Duration: Instantaneous Saving Throw: See Text
My life is given to my god! Only he may decide when I die! If you are affected by a death effect you may deflect it back to the caster as an immediate action. They make the saving throw against their own ability, with a +2 bonus on the DC. If the creature is immune to death effects, they instead take 1d6 backlash damage for each HD they possess, Fort save for 1/2, same DC as death effect+2. Damage reduction and energy resistance does not prevent this damage.
Strike of God's Wrath Level: 9 Prerequisite: Four Devoted Spirit maneuvers Initiation Action: Standard Action Range: Melee Attack Target: One Creature Duration: Instantaneous
With a mighty swing you strike, a blast of divine energy striking out of the heavens and smiting your foe! You make a single melee attack against a target whose differs from your alignment by at least one step. You gain your Charisma to attack, and deal 1d8 damage per initiator level plus your normal damage. Against outsiders opposed to your alignment.
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