Absolute mastery of the sword is the goal of the Iron Heart discipline. Through unending practice and study, the Iron Heart adept achieves superhuman skill with her weapons. Iron Heart maneuvers are demonstrations of uncanny martial skill—weaving patterns of steel that
Associated Icons: For followers of the Iron Heart, battle itself is the cause. They follow whoever gives them a chance to prove themselves at the front lines, which in this day and age, is often the Crusader. Others serve the Emperor in his quest to secure the borders of civilization
1st: One turn per battle, while you have at least one hit point, ignore all conditions or effects caused by enemy attacks.
5th: When you hit with a maneuver, reroll damage dice that come up as 1.
10th: When you miss an enemy with a maneuver, deal extra damage equal to your Strength modifier. Double the extra damage at 5th level, triple at 8th.
15th: When you score a critical hit with a maneuver, that maneuver is not expended. 1st-Level Maneuvers
- Cut and Run: — Gain the benefits of the Spring Attack feat.
- Punishing Stance Stance—Attacks deal +1d6 damage, but you have –2 to AC.
- Steel Wind —Attack two opponents.
- Steely Strike —+4 bonus on one attack, enemies gain +4 bonus on attacks against you.
2nd-Level Maneuvers- Samurai's Salute: — Challenge an opponent to single combat; if they do not accept by attacking you, you bonus damage to them.
- Disarming Strike —With successful attack, attempt to disarm foe.
- Wall of Blades —Replace AC with attack roll result.
3rd-Level Maneuvers- Heart of a Champion: — As Iron Heart Surge, but useable as a move action and clarified to allow for maximum usefulness.
- Iron Heart Breaker: — Severely damage your opponent's weapon with a melee attack, making it less effective.
- Ogreslayer Stance: Stance — You gain an additional 5 feet of reach, bonus damage against creatures larger than you.
- Absolute Steel Dance Stance—+10-ft. bonus to speed, +2 AC with movement.
- Exorcism of Steel —Strike opponent’s weapon, it deals –4 damage.
4th-Level Maneuvers- Hammer and Anvil: — Hit an opponent as an immediate action, knocking them prone if you interrupted their movement.
- Heart of Stone: — Deal bonus damage based on how weakened the target already is.
- Lightning Recovery —Reroll an attack that misses with +2 bonus.
- Mithral Tornado —Make attacks against adjacent foe, +2 on each attack.
5th-Level Maneuvers- Clash of Wills: — Mow through people, forcing them to either move or exchange attacks with you.
- Epiphany of Steel: Stance — Critical hits apply even to creatures normally immune, and critical damage multipliers are increased.
- Dancing Blade Form Stance—+5-ft. reach during your turn.
- Dazing Strike —Melee attack dazes opponent.
- Ironheart Focus —Reroll save.
6th-Level Maneuvers- Fulcrum Cutter: — Reflect any attack or effect requiring an attack roll with a superior opposed attack roll.
- Iron Heart Endurance —Gain hit points equal to two times your level.
- Manticore Parry —Deflect attack and redirect it against opponent.
7th-Level Maneuvers- Forlorn Hope: — Charge, deal massive damage if it's the first round of combat.
- Iron Jawed Angel: — Gain DR 1+1/ lvl.
- Pyrrhic Victory: — Attack reduces you to -1 hit points, number of hit points lost is added to your attack damage.
- Finishing Move —Gain extra damage against weakened foe.
- Scything Blade —Strike one foe, free attack against another one.
8th-Level Maneuvers- Deliverance: Stance — Deal 1d8 points of damage per two initiator levels to all foes you threaten in melee each turn that you maintain this stance.
- Iron Sharpens Iron: — All successful attacks made until the beginning of your next turn are automatically confirmed critical hits, and victims of these attacks cannot be raised normally.
- Thousand Knives: — Attack repeatedly with cumulative -2 penalties until you miss, adding damage for each previous hit.
- Adamantine Hurricane —Two attacks against each adjacent foe, +4 bonus on each attack.
- Lightning Throw —Use melee attack as a line attack.
- Supreme Blade Parry Stance—Gain DR 5/—.
9th-Level Maneuvers- Sword of Judgment: — Successful attack is an automatic critical hit, adds 10 points of damage per intiator level which can be exchanged for attack bonuses.
- Strike of Perfect Clarity —Deal +100 damage on single attack.
1st-Level ManeuversCut and Run Level: 1 Initiation Action: 1 move action Range: See text Target: One creature Duration: See text
For humans, the phrase "cut and run" implies a shameful withdrawal from the field of battle. Hobgoblins do not share this view; for them there is no such thing as retreat. There is only attacking in another direction.
In a turn where you use this rush, you effectively gain the benefits of the Spring Attack feat, allowing you to move both before and after taking up to a standard action provided the total distance traversed is not greater than your speed.
Punishing Stance Iron Heart (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance You hold your weapon overhead, allowing you to chop down with superior force. However, this fighting stance leaves you vulnerable to an opponent's attacks. Only an initiate of the Iron Heart tradition can manage the perilous balance between trading attack power for defense. A lesser warrior would leave himself nearly helpless to resist an opponent's attacks. While you are in this stance, you deal an extra 1d6 points of damage with all melee attacks. You also take a -2 penalty to AC, because this fighting stance emphasizes power over a defensive posture.
Steel Wind Level: 1 Initiation Action: 1 standard action Range: Melee attack Target: Two creatures
Threw a combination of sheer power, and unmatched talent, you make an attack that injures multiple opponents. As you initiate the strike, you make two attacks, each against a different foe you threaten. Resolve each attack separately.
Steely Strike Level: 1 Initiation Action: 1 standard action Range: Melee attack Target: one creature Duration: 1 round; see text
The Iron heart discipline teaches focus, allowing you to engage and defeat one opponent at a time. Your other enemys mean nothing to you while you press your attack.
You make a single melee attack as part of this strike. You gain a +4 bonus on the attack roll. All opponents other then the one you attacked gain a +4 bonus on attack rolls against you for 1 round.
2nd-Level Maneuvers
Disarming Strike Level: 2 Initiation Action: 1 standard action Range: Melee attack Target: One creature
You chop at your foe’s hand, causing a grievous injury and forcing him to drop his weapon.
This maneuver allows you to combine a disarm attempt with a normal attack. You make a single melee attack as part of this strike. If this attack hits and deals damage, you can also attempt to disarm your opponent. This disarm attempt does not provoke attacks of opportunity, nor is there any risk that your foe can disarm you.
Wall Of Blades Level: 2 Initiation Action: 1 immediate action Range: Personal Target: You
Your weapon sways back and forth in your hand, ready to block incoming blows. With the speed of a thunderbolt, you clash your weapon against your foe’s blade as he attempts to attack.
Your weapon mastery transforms your blade into an extension of your arm, allowing you to wield it with the speed and timing needed to make a precise block.
When an enemy makes a melee or ranged attack against you, you can initiate this counter to oppose that attack by making an attack roll with any melee weapon you are holding.
Use the higher of your AC or your attack roll as your effective AC against the incoming attack. You can’t use this maneuver if you are denied your Dexterity bonus to AC against your attacker. You can decide to use this ability after you learn the result of your opponent’s attack.
Samurai's SaluteIron Heart Level: 2 Initiation Action: 1 swift action Range: See text Target: One creature Duration: See text
You brandish your weapon in an unspoken declaration of mortal combat. Your opponent, obviously not fond to the honorable ways of the samurai, attempts to flee, but barely makes a step before you slash him down with a single precise blow. Your next enemy would do well to perform in a less shameful fashion.
As part of this maneuver, you make a challenge to a single opponent within your melee reach. That opponent must now hit you on their next turn, or else all of your attacks on your turn made against that opponent thereafter deal an additional 1d6 points of damage per initiator level.
3rd-Level Maneuvers
Absolute Steel Iron Heart (Stance) Level: Warblade 3 Prerequisite: One Iron Heart maneuver Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance
You shift your weight to the back of your feet and hold your blade carefully forward at the ready. Your muscles twitch slightly as you prepare to dodge the next attack you face.
The absolute steel stance allows you to enhance your mobility and speed. You move quickly, keep a sharp eye on your enemies, and are ready to instantly sidestep any incoming attacks.
While you are in this stance, you gain a +10-foot enhancement bonus to your speed. If you move at least 10 feet during your turn, you gain a +2 dodge bonus to AC until the beginning of your next turn.
Exorcism Of Steel Level: 3 Prerequisite: One Iron Heart maneuver Initiation Action: Standard action Range: Melee attack Target: One creature Duration: 1 minute Saving Throw: Will half
Your mastery of the Iron Heart style has taught you much about the power within a blade, and you can use this knowledge to not only enhance your own ability but also to deprive others of that power.
When you initiate this maneuver, you attack your opponent’s weapon (PH 158). This attack does not provoke attacks of opportunity. If you succeed, your foe takes a –4 penalty on melee damage rolls for 1 minute. The wielder of the weapon can attempt a Will save (DC 13 + your Str modifier) to halve this penalty.
You can use this maneuver only against manufactured weapons. You cannot use it against natural weapons.
Heart of a Champion Level: 3 Prerequisite: One Iron Heart maneuver Initiation Action: 1 move action Range: Personal Target: You Duration: See text
Even when you are broken and battered, you will rise up ready to slay the enemy. There is no path more glorious than that.
With a display of supreme focus, you are able to shrug off a lasting effect that would normally hinder your combat readiness and emerge more ready to fight than ever. You may use this maneuver on your turn even when circumstances would normally not permit you to do so to immediately end one of the following conditions should they afflict you: ability penalties (such as from ray of enfeeblement, touch of idiocy, etc.),ability burn, ability damage, ability drain, blindness, confusion, dazing, dazzling, deafness, entanglement, exhaustion, fatigue, fascination, fright,level drain, shaken, panicked, cowering, nausea, paralysis, sickened, stunning, uncenteredness and any other condition that this list does not include but the DM deems permissable. Death and dying are not conditions that can be ended by use of this maneuver. Gradated conditions such as ability score reductions and negative levels are all removed, not only some of them.
Not only do you lose the penalties associated with the condition, but the renewed vigor gained through use of this maneuver grants you a +2 morale bonus on attack rolls until the end of your next turn.
Iron Heart Breaker Level: 3 Prerequisite: One Iron Heart maneuver Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: Permanent until repaired; see text Saving Throw: Reflex negates
So strong your conviction and resolve that you do not fear death. So assured are you in your victory that you impose your will on opponents, striking terror and shame into their souls. So firm is the swing of your blade that your foe's weapon shatters, just like so many conquered skulls under the hobnails of goblin boots.
Make a single melee attack roll against your target. On a successful hit, deal damage as normal, and your target must make a Reflex save (DC 13 + your Strength modifier). On a failed save, you may choose a single natural or manufactured weapon that the target possesses. That weapon takes a penalty to damage equal to its base hardness (not counting magical bonuses) plus any enhancement bonus your weapon may possess. If the weapon struck is a natural weapon, the damage penalty incurred is instead equal to the creature's natural armor bonus to AC or 5, whichever is higher.
Should the owner wish to repair their weapon, they may take a full-round action to return it to its normal state. Multiple uses of this maneuver may target different weapons, but the penalty to damage does not stack with itself.
Ogreslayer Stance Iron Heart (Stance) Level: 3 Prerequisite: One Iron Heart maneuver Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance
Hobgoblin warblades have created an empire from the savage lands inhabited by extremely large and strong beasts, but so fearsome was their onslaught that even the greatest of giants heed their call to arms. This stance has proven crucial to their success in conquering and controlling these types of foes.
Precise footwork alows you to greatly increase the ease length of your swings, granting you an additional 5 feet of reach and allowing you to strike harder against larger creatures. Each of your melee attacks deals an additional 1d6 points of damage per size category a creature is larger than you. A Medium warblade, for example, would deal an additional 2d6 points of damage on every melee attack dealt to a Huge-sized creature.
Hammer and AnvilIron Heart Level: 4 Prerequisite: One Iron Heart maneuver Initiation Action: 1 immediate action Range: Melee attack Target: One creature Duration: Instantaneous Saving Throw: None
In a show of mercy, you widen your grip and push into your opponent, striking him with the flat of your blade. His own momentum followed by an instantaneous pause in movement causes him to jerk backwards, falling down in a most ignoble manner.
Initiating this counter allows you to make a melee attack against one creature. If you wish, you may cut the damage dealt by this attack in half to force him to move 5 feet in a direction of your choice. If you use this counter on a target who is moving, they also automatically must make a Fortitude save (DC 14 + your Strength modifier) or be knocked prone.
You may even use this maneuver to attack a foe who is charging; if they are mounted and fail their save against becoming prone, they are automatically dismounted and both they and their mount fall prone.
Heart of Stone Level: 4 Prerequisite: One Iron Heart maneuver Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: Instantaneous Saving Throw: None
When faced with a weakened foe, sometimes the best thing one can do for them is grant them quick release from their pain.
This maneuver, consisting of a single melee attack, is meant to be a crushing finishing blow that deals more damage the weaker an opponent is. When you use this strike, cumulative bonus damage is added if your opponent is under any of the following conditions: Below half total hit points Prone Stunned Dazed Paralyzed Staggered Cowering
The bonus damage dealt is equal to the value below (based on the number of applicable conditions affecting the target) times the user‘s initiator level. Conditions MetBonus Damage 1 d6 2 d8 3 d10 4 d12 5 3d6
5th-Level Maneuvers
Clash of Wills Level: 5 Prerequisite: Two Iron Heart maneuvers Initiation Action: 1 move action Range: See Text Target: You Duration: Instantaneous
The quickest way to get anywhere is to go in a straight line, even if you have to plow a few people to get there.
When you use this rush, select a point within range of your base movement. You move to that point in a completely straight line, without regard to squares. Any opponent who occupies a square crossed by the line of your movement has two choices: they may either move out of the way by taking a 5-foot step or make a melee attack against you with a +2 bonus as if you are charging. If they choose to move, they must move away from your line, not along it. Once out of the way, they are safe from your onslaught but cannot make attacks of opportunity for your movement. If they choose to attack, however, you may make a single melee attack against them with a +2 bonus to attack rolls and increased damage (if applicable) as if you are charging.
You may perform this maneuver while on a mount. In this case, you still sacrifice your move action to initiate the maneuver but may use the mounts base move to determine your end point. The mount still loses the move action as normal.
Epiphany of Steel Iron Heart (Stance) Level: 5 Prerequisite: Two Iron Heart maneuvers Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance
You become one with your weapon in spirit, hundreds of hours of meditation finally paying off to learn the secret of your sword. Its edge now strikes as though it is keener than ever
Long introspection and a lifetime of training has caused you to view your blade in a different fashion than most, but never before have you felt a connection to it this tangible. The ancestors themselves guide your swings, slicing deep into the most essential part of an opponent's being and destroying their important components. In this stance, you are able to strike critical hits against creatures that would normally be immune to criticals for any reason. Your critical damage multiplier is also increased from double to triple, triple to quadruple, or quadruple to quintuple. 6th-Level Maneuvers
Fulcrum Cutter Level: 6 Prerequisite: Three Iron Heart maneuvers Initiation Action: 1 immediate action Range: Personal Target: You Duration: Instantaneous Saving Throw: See text
Whatever the enemy's greatest weapon, the might of the Iron Heart can repel it and, with sufficient skill, turn it against them. Through this maneuver, you prove inexorably that the best defense is always a good offense.
You may initiate this maneuver as an immediate action when you are targeted with any attack that requires an attack roll, including touch attack effects such as magical rays. When you initiate it, you may make an attack roll opposing their attack roll; if your attack roll is higher, you may reflect that attack or effect back on the source or at another target within the effect's range. When determining level-dependent effects such as range, damage, and duration for the reflected attack or effect, you may use either use your level (with your initiator level taking the place of caster level, if necessary) or that of the original source, whichever is higher.
7th-Level Maneuvers
Forlorn Hope Level: 7 Prerequisite: Three Iron Heart maneuvers Initiation Action: 1 full-round action Range: Charge attack Target: One creature Duration: Instantaneous Saving Throw: None
The tip of the spear, the first into the breach, the last to leave the fight, a true master of the Iron Heart always finds himself at the front of the line.
This maneuver consists of a charge attack in which you crash forward, taking your enemy by surprise with your direct assault. When you charge with this maneuver, you may charge up to four times your normal base speed. You also gain a +4 on your attack roll instead of the normal +2, and if used on the first round of combat you gain a bonus to damage equal to 10 points per initiator level. For every round of combat since the first, reduce this damage bonus by 2 points per initiator level (minimum 0). This maneuver may allow you to make multiple attacks on a charge, but the damage bonus only applies to the first attack if you can make more than one.
Iron Jawed Angel Level: 7 Prerequisite: Three Iron Heart maneuvers Initiation Action: 1 immediate action Range: Personal Target: You Duration: See text Saving Throw: None
When shit goes down, one may be surprised at how often it pays dividends to stand there and take it like a man.
In the ultimate display of courage, you stare down your opponents and endure the brunt of their attacks with superhuman endurance. When you initiate this maneuver, you make an Appraise check and gain damage reduction X/-, where X is equal to the result of the check. This effect lasts until the beginning of your next turn.
In addition, all death effects (and other effects that would instantly kill you on a failed save) affect you differently while you are under the effects of this counter. Instead of instantly dying on a failed save, you instead take 10 points of damage per caster level, initiator level, or Challenge Rating (whichever is applicable) of the source, which is then reduced normally by your damage reduction.
[Note: This version of the Iron Heart uses Appraise as its key skill instead of Balance.]
Pyrrhic Victory Level: 7 Prerequisite: Three Iron Heart maneuvers Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: Instananeous Saving Throw: None
Sometimes it is necessary to sacrifice yourself to defeat your enemies, throwing yourself on their spear to strike them down. If you live, you may boast of the tale to your comrades; if you perish, at least it was a glorious death. A soldier’s death.
Make a single melee attack as a standard action. If you hit, your hit points are reduced to -1 and you add damage to your attack equal to the number of hit points you lost. If you miss, your hit points are not reduced.
Iron Jawed Angel Level: 7 Prerequisite: Three Iron Heart maneuvers Initiation Action: 1 immediate action Range: Personal Target: You Duration: See text Saving Throw: None In the ultimate display of courage, you stare down your opponents and endure the brunt of their attacks with superhuman endurance. When you initiate this maneuver,gain DR1+1 / lvl. This effect lasts until the beginning of your next turn.
In addition, all death effects (and other effects that would instantly kill you on a failed save) affect you differently while you are under the effects of this counter. Instead of instantly dying on a failed save, you instead take 10 points of damage per caster level, initiator level, or Challenge Rating (whichever is applicable) of the source, which is then reduced normally by your damage reduction.
8th-Level Maneuvers
Deliverance Iron Heart (Stance) Level: 8 Prerequisite: Three Iron Heart maneuvers Initiation Action: 1 swift action Range: Melee reach Target: All enemies within range Duration: Stance Saving Throw: Reflex half
With a swift flurry of slashes, you swipe at everyone in your immediate area, reducing multiple foes to pieces with a blur of lightning-fast swordplay.
When you assume this stance and at the end of each of your turns after the first in which you end the stance, you lash out with your sword to strike all enemies within your melee reach, dealing 1d8 points of damage per two initiator levels. No attack roll is necessary, but subjects are entitled to a Reflex save to half the damage dealt to them.
Iron Sharpens Iron Level: 8 Prerequisite: Three Iron Heart maneuvers Initiation Action: 1 swift action Range: Personal Target: You Duration: See text
The ultimate destruction of your foe is nigh. You will make his end so glorious that even as the defeated he will gain renown by merely having basked in your presence, although it will pale in comparison to the honor that you shall receive for achieving victory in battle.
All successful attacks made until the beginning of your next turn are automatically confirmed critical hits. If you wish it, anyone slain by you while you are under the effect of this boost is cleaved and mangled so badly that they cannot be animated or rise as an undead, nor can they be raised from the dead except by a true resurrection spell.
Thousand Knives Level: 8 Prerequisite: Three Iron Heart maneuvers Initiation Action: 1 full-round action Range: Melee attack Target: One creature Duration: Instantaneous Saving Throw: None
You forcibly impose your will on an enemy, striking him repeatedly and causing more openings to present themselves with each attack. His defense wears down under the contant onslaught until you finally drive your blade through his throat, twisting it and releasing a fountain of gore as you retract the weapon. All who witness the display will remember you, whether they want to or not.
The hobgoblin way is to press every advantage, every opening, to keep their opponent backed up as much as possible until they strike the killing blow. This combination attack epitomizes that teaching, allowing you to make a single melee attack as a full-round action. If this attack hits, you gain another attack roll using your full attack bonus, but at a -2 penalty. This sequence of attacks continues as long as you continue to hit, accruing cumulative -2 penalties with each hit. In addition, you gain an additional 1d6 points of damage on every successive attack for the rest of this maneuver for each attack in it that you have previously hit with.
9th-Level Maneuvers
Sword of Judgment Level: 9 Prerequisite: Four Iron Heart maneuvers Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: Instananeous Saving Throw: None
Foolish pacifists say the heart is mightier than any sword. You put that adage to the test with a single blow meant to claim the life of its target without fail.
This maneuver allows you to make a single melee attack, which if successful is an automatically confirmed critical hit. In addition, the attack gains an additional damage boost equal to 10 points of damage per initiator level you possess. This damage is not multiplied by the critical hit. If you wish, you may subtract bonus damage in 10 point increments to grant yourself a cumulative +1 bonus on the attack roll that you make for this maneuver.
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