This discipline focuses on slaying larger creatures, using the environment to kill foes and good deal of acrobatics.
Hero's Blade Prerequisites: Dex 15, One Hero's Edge maneuverBenefit: When wielding a weapon made for a creature one size category larger than yourself, you take a -1 penalty on attack rolls with that weapon instead of the normal penalty for using an incorrectly sized weapon. In addition, the effort required to wield that weapon is the same as for a creature of the proper size.Normal: A creature wielding a weapon designed for a creature one size larger would take a -2 penalty on attack rolls and require one step additional effort, wielding a light weapon as one-handed, one-handed as two-handed, and two-handed weapons would be too big to wield.
Hero Slice Prerequisites: One level in any Martial Adept class, Dex 14Benefit: Whenever you use a Hero's Edge strike that deals slashing damage, you may reroll one die of that damage.
Hero's Grace Prerequisites: One level in any Martial Adept class, Dex 14Benefit: Whenever you use a Hero's Edge strike that requires a Reflex saving throw, increase the DC by 1.
This renders the selected melee weapon capable of cutting through things that it would normally not be able to. Treat the weapon as a Silver or Magic weapon for the purpose of overcoming damage reduction and hardness.
As a practitioner grows in level, he learns how to make the weapon still better able to cut things. A single use of this maneuver can only grant the effect of one of the available options for the users Initiator Level.
As part of this maneuver, make a melee attack against each square you threaten, using your full attack bonus, less 2 per square with a creature in it. This attack deals triple damage to the creature in that square if it hits.
In addition, you may strike the same creature multiple times, if it is in more than one of your threatened squares.
When initiating this maneuver, select one foe within 30 feet, and make a ranged touch attack against it. If it hits, you deal your usual melee damage plus 6d6 Slashing damage to that creature, and two creatures within a 30 ft. cone behind the target of your choice have to make a Reflex save (DC 14 + Dex modifier) or take 3d6 points of Slashing damage.
While in this stance, all melee attacks you make affect the creature you attack and any creatures up to 20 feet behind it (compare the first attack roll to the ACs of the other targets). In addition, all attacks made while in this stance deal an extra 4d6 damage.
When you use this maneuver, make a single attack against the target. If it hits, that attack deals an additional 7d6 Slashing damage that ignores hardness (if the target is a building), and forces the target (if the target is a creature) to make a Fort save (DC 14 + Dex modifier), or fall prone.
While in this stance, you suffer no falling damage as long as you are riding some object, creatures that are dead included, of at least two size categories larger than you down. In addition, you can move between such objects with surprising speed- by making acrobatics checks, you can go between different pieces at one half of your base land speed.
When you initiate this maneuver, make a melee touch attack against the target. If it succeeds, make an acrobatics check. Both you and your foe move up a number of feet equal to half of the acrobatics check's result. You may then make a full attack with an extra attack at your highest attack bonus, with all attacks at a -2 penalty. At the end of this attack, both you and your foe fall back to the ground, taking falling damage. You are treated as though you fell half as far as you did for the purpose of falling damage taken.
As part of this maneuver, make a melee attack against each square you threaten at your full attack bonus, less 1 per square with a creature in it. This attack deals normal damage to the creature in that square if it hits.
In addition, you may strike the same creature multiple times, if it is in more than one of your threatened squares.
As part of this maneuver, make an acrobatics check against the DC of the target's Armor Class. If it succeeds, make a move action to run up the (back of, if a creature) target. For every five feet that you travel on the target, you deal your standard melee damage. You may then make a acrobatics check to leap off the target and land safely on the ground, a distance away equal to the result of your acrobatics check, unharmed.
The distance you may move depends upon the individual target: You may move up to half of its height on this maneuver, rounding down to the nearest 5 foot interval.
When you initiate this maneuver, make a acrobatics check against a DC of 20. If you have allies in the area that you will be jumping through, you gain a cumulative +5 bonus on this acrobatics check for each one within 10 feet of your trajectory.
At the end of your leap, make an attack roll against the target. If it hits, it deals an extra 4d6 damage, plus another 1d6 damage for every five points your acrobatics check exceeds 20.
After making the attack, you land in a square of your choice adjacent to the target of this maneuver.
Alternatively, you may initiate this maneuver without a target, gaining the extra damage from a high jump check and 'holding' it for a number of rounds up to one half of your initiator level. Any time during the time you are holding it, you may expend the 'charge' to add the extra damage to another Hero's Edge or a normal attack.
When you initiate this maneuver, select one of the following energy types- Fire, Cold, or Electricity. For the duration of this maneuver, all attacks made with that weapon deal an extra 3d6 points of damage of that energy type.
If you initiate this maneuver a second time before the duration expires, the first use is automatically canceled, and the newer initiation takes full effect.
You may initiate this boost whenever you would deal damage to an inanimate object. If you deal more damage to the section that your are attacking than it has hit points, you may deal the excess hit point damage to an adjacent object, such as the next section of the wall, or the table the sword you were sundering was sitting on. You may repeat this process until you run out of damage to deal, or inanimate targets you wish to deal damage to.
You may initiate this maneuver when you are being attacked from a range. By stabbing the ground and prying, you lift up a wall of whatever surface you're standing on that blocks all ranged attacks directed at you from one specified direction.
In the case of AoE spells, this maneuver opens a space the size of the initiator in the area, right behind the barrier. This barrier blocks 'line' effects outright, provided that the width of the line is equal to or less than the space of the Initiator of this maneuver.
Example: A wizard casts fireball at a party of adventurers. Their Warblade activates this maneuver, making a five foot hole in the fireball's circle, allowing him to escape the damage.
When you initiate this maneuver, you effectively make an attack on each square in area of the cone. Make a single attack roll, and compare it to the AC of every creature in the area. If the roll is higher than the AC, it hits that creature, dealing normal damage plus an additional 2d6 points of Slashing damage. If a creature occupies multiple squares, it may be hit more than once, receiving the extra damage per strike as normal.
Example: "Fog" initiates this maneuver, targeting an area that has three Medium creatures and one Huge creature in it. He makes an attack roll, getting a result above the AC of all creatures in the area. Each Medium creature takes his normal damage, plus 2d6 slashing damage. The huge creature, however, occupies nine squares. It receives nine applications of his normal attack damage, plus 18d6 slashing damage.
When you initiate this maneuver, make an acrobatics check, as well as a touch attack against the target. If the touch attack succeeds, your target follows you up into the air, floating above his space. You then may make a number of attacks at your full base attack bonus equal to 1/3rd your initiator level, plus one, using ghostly copies of your main weapon, finishing with your real weapon. At the end of your attack chain, you fall to the ground, taking no falling damage, and your foe falls back to their space, taking full falling damage and landing prone.
When you initiate this maneuver, make an acrobatics check, followed by a touch attack against the target. If the touch attack succeeds, your target follows you up into the air, floating above his space. You then may make a number of attacks at your full base attack bonus - 4 equal to one half of your initiator level, plus two, using ghostly copies of your main weapon, finishing with your real weapon. At the end of your attack chain, you fall to the ground, taking no falling damage, and your foe falls back to their space, taking full falling damage and landing prone.
You may not deal bonus damage from stances while using this maneuver.
When you initiate this boost, you, and all of your equipment, grow to the same size category as the largest enemy that you are fighting, gaining all of the benefits and draw backs of advancing one or more size categories. If you defeat that opponent, or attack a smaller opponent before defeating it, you, and your equipment, return to your original size at the end of the turn. Otherwise, you, and your equipment, return to your original size at the end of the encounter.
When you initiate this maneuver, make a touch attack against the target. If it hits, make an acrobatics check. You send your opponent up a number of feet equal to the acrobatics check's result. If they are unable to keep themselves from falling, they take normal falling damage from their fall.
When you activate this maneuver, you swing your sword at the ground beneath you, kicking up chunks of stone (or whatever you're standing on) and batting the pieces at your foe, dealing 4d6 points of damage. Targets may make a Reflex save with a DC of 12+ the Initiator's Dex modifier to take half damage.
While in this stance, you no longer divide your acrobatics check by 4 to determine jump height, you are treated as three size categories larger for the purpose of your vertical reach, and you gain a +5 competence bonus on all acrobatics checks. In addition, you ignore the first 5d6 points of falling damage.
While in this stance, you may take part of your move action(s) to move along a vertical surface, provided that these two conditions are met:
In effect, you bounce between walls to climb up.
In order to move onto the wall, you must first succeed on a DC 10 acrobatics check. For every five points in which you exceed the DC, you may move a further five feet up, to a maximum of your land speed.
If you finish your turn on a vertical surface, and lack a way to remain there (such as by sticking a sword into the wall and holding on to it), you will fall.
When you initiate this maneuver, make a single attack against the target. If it hits, that attack deals an additional 3d6 Slashing damage and ignores hardness (if made against an inanimate object).
When you initiate this maneuver, make a single attack against the target. If it hits, this attack deals normal melee damage plus an extra 2d6 damage to the creature or building for each square it occupies, ignoring hardness if an inanimate object and up to 20 points of damage reduction if a creature. In addition, any creature hit by this attack must make a Fortitude save (DC 18+ Dex Modifier) or be stunned for 1d3 rounds.
If you are using this on a building, and you have enemies near it, you can aim it to hit them, inflicting damage. If the target succeeds on a Reflex save (DC 16+ Dex modifier), they take half damage.