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Setting Sun

Strength is an illusion. Adherents of the Setting Sun philosophy understand that no warrior can hope to be stronger, quicker, and more skillful than every one of her enemies. Therefore, this discipline includes maneuvers that use an adversary’s power and speed against him. Setting Sun maneuvers include throws and imitative strikes. The highest forms of the Setting Sun require an adept to empty herself of preconception and impulse to become a hollow vessel unhindered by want.

Associated Icons: The flavor of the Setting Sun technique points towards far away lands beyond the ancient borders. On the other hand, the fluid grace of the style and its philosophy of guiding the enemy to use his own strength against him is close to ancient  martial arts teachings.

1st: Touch of the Sun. When making an unarmed attack, you do not suffer the standard attack penalty and your damage dice are d8.

5th: Break the Flow. When you use a  maneuver against an enemy, deal damage to her equal to your Wisdom. Double at 5th level, triple at 8th.

10th: Grand Reversal. Once per day, when using a  maneuver, increase the die by 1.

15th: Eclipse. When you score a critical hit with a Setting Sun maneuver, the enemy is stunned until the end of its next turn.


1st-Level Maneuvers

  • Float Like a Butterfly: Stance — Move 5 feet every time you make an attack or another's attack misses you.
  • No Rest for the Wicked:  — Throw grabbed ally or foe 10 feet as an immediate action.
  • Setting Sun Suplex:  — Grab on to opponent, throw them to the ground over your head and knock them prone.
  • Counter Charge —Ruin charge attack, force charging foe to move away from you.
    Mighty Throw —Grab foe, throw him up to 10 ft.
    Step of the Wind Stance—Ignore difficult terrain, gain bonus against foes in such terrain.

2nd-Level Maneuvers

3rd-Level Maneuvers

  • Breaking Dawn: Stance — Delay your turn without changing your place in initiative.
  • Home Run Derby:  — Grab on to opponent, throw them to provoke attacks of opportunity for their forced movement.
  • Pivotal Chop:  — A successful Sense Motive check allows you to dodge, counterattack.
  • Devastating Throw —Grab foe, throw him using leverage, strength.
    Feigned Opening —As an immediate action, provoke an attack, then counter.
    Giant Killing Style Stance—+2 bonus on attacks and +4 bonus on damage against larger foes.

4th-Level Maneuvers

  • Flying Knee: — Deal massive damage to big opponents with melee attack, ground fliers.
  • Gentle Fist:  — Negate a foe's ability to use spells, psionics, maneuvers, etc.
  • Comet Throw —Grab foe, throw him using leverage, strength.
    Strike of the Broken Shield —Attack deals +4d6 damage, makes target flat-footed.

5th-Level Maneuvers

  • One Inch Punch:  — Counter an opponent's counter, continue with your previous action if successful.
  • Tears of the Sun:  — Causes opponent to bleed, taking damage and rendering them temporarily blinded, deafened, and sickened.
  • Mirrored Pursuit —You match opponent’s movement.
    Shifting Defense Stance—5-ft. step with each missed attack against you.
    Soaring Throw —Grab foe, throw him using leverage, strength.
    Stalking Shadow —Move into foe’s space as he tries to move away from you.

6th-Level Maneuvers

Ballista Throw —Throw foe in 60-ft. line, deal 6d6 damage to all in area.
Scorpion Parry —Parry attack into second opponent.

7th-Level Maneuvers

8th-Level Maneuvers

Fool's Strike —Reflect foe’s attack.
Ghostly Defense Stance—Enemies hit target of your choice while you have concealment.

9th-Level Maneuvers



1st-Level Maneuvers

Float Like a Butterfly
Setting Sun (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

In order for your strategy to work, you must wait for the opportune moment to land a killer blow. In order to survive long enough to find when that moment is, you move constantly around the field of battle.

When you are in this stance, you make move 5 feet immediately as a free action useable outside your turn after any occasion in which you attempt a melee attack (successful or not) or when someone targets you with an attack (either melee or ranged) and misses. This movement does not count as your 5-foot step for your turn, but it does provoke attacks of opportunity normally.

No Rest for the Wicked
Level: 1
Initiation Action: 1 immediate action
Range: Melee attack
Target: One creature
Duration: Instantaneous


As your opponent moves towards you, you are able to grab him and spin, swiftly changing his direction and disrupting his motion, causing him to have to halt in order to hold his balance.

Attempt to Grab On to a target adjacent to you, which can be friend or foe, as an immediate action. If you succeed, you may throw them up to 10 feet in a direction of your choice. If the opponent is attempting a melee attack on you, you may also dodge the attack if your Grab On check exceeds their attack roll. Use of this maneuver ends the opponent’s movement for their turn. For the purposes of this maneuver and any other Setting Sun maneuver that involves grappling, the initiator makes an attack roll against a DC equal to the target’s touch AC + their Base Attack Bonus (as per the Grab On attack option described in Races of War).

Setting Sun Suplex
Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous

Gripping your opponent by the scruff of his neck, you forcefully wrest him above your head and, after he hangs precariously in midair for a moment, send him crashing back to the turf.

For the purposes of this maneuver and any other Setting Sun maneuver that involves grappling, the initiator makes an attack roll against a DC equal to the target’s touch AC + their Base Attack Bonus (as per the Grab On attack option described in Races of War).

As the first part of this maneuver, the user initiates a grapple in the method described above. If successful, they use the opponent’s own size and momentum to swing them overhead and slamming back into the ground. In addition to causing the two of your to switch spaces and the target being knocked prone, they also take 1d6 points of damage per initiator level from the force of hitting the ground.

2nd-Level Maneuvers

Form Tackle
Level: 2
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: Reflex negates; see text


With great speed you burst towards your target, keeping your body low for maximum leverage. As you come underneath them, you secure a hold and are ready to cut loose with a devastating throw.

When you use this maneuver, you may move up to your base speed. Unlike normal movement, you may use this maneuver to enter an opponent’s space without provoking an attack of opportunity, and attempt to grab on to them when doing so. If you successfully grab them in this fashion and then initiate a Setting Sun maneuver that requires a Grab On check (such as Setting Sun Suplex, Home Run Derby, etc.), you do not have to make a second Grab On check. Failing this Grab On check repels you back out of your opponent's space, but does not prevent you from attempting another check when another maneuver requires you to do so.

If you grab on to an opponent but cannot use a Setting Sun maneuver that requires a Grab on check, you may force your opponent to make a Reflex save (DC 11 + your Strength modifier) or be treated unable to move from their current position until the beginning of your next turn.

Sundial Twist Kick
Level: 2
Initiation Action: 1 immediate action
Range: Melee attack
Target: One creature
Duration: Instantaneous

Although your first attack didn’t finish the opponent, your momentum allows you to swing around with a raised foot, bringing your heel into his chin with deadly force.

You may initiate this maneuver after any melee attack whether successful or not (even an attack of opportunity) by taking an immediate action. Upon initiation of this maneuver, you may make a single melee attack at your highest Base Attack Bonus. If the previous attack that allowed you to execute this maneuver was not a successful hit and the one granted to you by the maneuver is, the latter deals double damage.

3rd-Level Maneuvers

Breaking Dawn
Setting Sun (Stance)
Level: 3
Prerequisite: One Setting Sun maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

With calm meditation, you gain insight into the order of battle, anticipating your opponents actions and acting accordingly.

At the beginning of any turn in which you use or are already in this stance, you may choose to delay your actions in the current round (except for the swift action required to enter this stance, if necessary) without compromising your place in the initiative count. When you choose to delay in this fashion, you may use these actions in between others' turns.

Home Run Derby
Level: 3
Prerequisite: One Setting Sun maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Saving Throw: Reflex negates; see text

You send your target to take a little trip, hurtling through you waiting allies who have their weapons ready to strike against the newly presented and most hapless victim.

For the purposes of this maneuver and any other Setting Sun maneuver that involves grappling, the initiator makes an attack roll against a DC equal to the target’s touch AC + their Base Attack Bonus (as per the Grab On attack option described in Races of War).

If you successfully grab your opponent, you throw them a distance equal to 5 feet per initiator level in a direction of your choice. This movement provokes attacks of opportunity, against which the thrown target is considered flat-footed and uncentered. If you throw the target into a solid barrier and their flight is prematurely interrupted, they take damage as though they had fallen the full distance they would otherwise have flown. At the conclusion of this throw, the target must make a Reflex save (13 + your Strength modifier + the number of attacks of opportunity that successfully hit them as a result of the throw) or be knocked prone.

Pivotal Chop
Level: 3
Prerequisite: One Setting Sun maneuver
Initiation Action: 1 immediate action
Range: Melee attack
Target: One creature
Duration: Instantaneous

Capitalizing on your foe’s forward inertia, you swiftly plant one foot and spin away too quickly for him to adjust, dodging his attack and slipping behind him before unleashing a vicious chop to his exposed backside.

When attacked in melee, you may execute this counter to make a Sense Motive check. If the result of the check equals or exceeds your attacker’s attack roll you dodge their attack with switch places with him. In addition, once you have moved in this fashion you may immediately make a melee attack against which the opponent is both flat-footed and flanked.

4th-Level Maneuvers

Flying Knee
Level: 4
Prerequisite: One Setting Sun maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Saving Throw: None


With a ridiculous show of lower body strength, you leap at your target and strike them in the face with one of your most powerful available body parts: your knee. A sickening crunch follows as the foe's jaw is smashed by the force of the attack.

Make a single melee attack against a target of your choosing. This strike’s damage is multiplied by the number of size categories the opponent is larger than you are (minimum x1). In addition, should you target a flying creature with this attack, they fall to the ground (taking falling damage if necessary) and are knocked prone.

If you wish, you may use this strike on a charge, which still takes a full-round action as normal. Doing so increases the damage multiplier due to size by 1, making it a minimum of double damage.

Gentle Fist
Level: 4
Prerequisite: One Setting Sun maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Until next turn
Saving Throw: None; see text.

Your opponent braces for what he expects to be a jarring blow from your open palm, but instead only receives a hit more akin to a light pat. When he tries to unleash his magic, however, his spells fizzle, and he grows increasingly flustered as he realizes he is helpless before you.

When you use this strike, you may forgo the damage dealt to render your opponent unable to cast spells, manifest powers, initiate maneuvers, or use spell-like or supernatural abilities until the end of their next turn. In addition, all magical effects and maneuvers affecting the victim are subject to an initiator level check against a DC equal to 10 + the initator level, manifester level, or caster level of the source (roll once and measure this check against all the DC's). If this check succeeds and you desire it, the effect is ended. Passive magical item abilities (like the armor enhancement bonus provided by armor) are not negated by this effect.

5th-Level Maneuvers

One Inch Punch
Level: 5
Prerequisite: Two Setting Sun maneuvers
Initiation Action: 1 immediate action
Range: See text
Target: One creature
Duration: Instantaneous

Your foe, apparently possessed of at least a certain wit, manages to catch your incoming fist between his hands in a defensive pose. Without shifting to recover your stance, you immediately launch another punch with the same fist already only inches away from their heart, overpowering their defense with sheer strength and speed.

This is an anti-counter manuever, which you may initiate to make a initiator level check (1d20 + your initiator level) as an immediate action when a foe targets you with a counter. A character with at least 10 ranks in Sense Motive gains a +3 competence bonus to this check. If the check matches or exceeds a DC equal to 10 + your opponent's initator level, the counter is negated, allowing you to continue with your previous action normally as though the opponent had not initiated their counter. The action required for them to use the negated counter is wasted. If you threaten the opponent whose counter you voided in melee, you may also make a single attack with a melee attack you are wielding against them as part of this maneuver.

Tears of the Sun
Level: 5
Prerequisite: Two Setting Sun maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: See text
Saving Throw: None

Striking the target with your open palm, you visibly jar every fiber of his being, causing him to buckle over in pain. Even as he seems to recover, he begins to bleed profusely from every visible orifice on his body.

By hitting the target and causing reverberations and tremors throughout the body, you incite horrific internal bleeding, sending blood gushing from every available opening in a most grotesque manner. In addition to normal melee damage, the target of this strike also takes an amount of damage equal to the victim’s Hit Dice every round from blood loss (immediately after you hit with this strike and at the beginning of each of your turns thereafter). Lastly, they are blinded for 1 round, deafened for 2 rounds, and sickened for 3 rounds. Targets that do not have circulatory systems are immune to these effects.

6th-Level Maneuvers


7th-Level Maneuvers


The Clock Strikes Midnight
Level: 7
Prerequisite: Three Setting Sun maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Saving Throw: See text

With your vice-like grip fast holding the ogre mage’s log-like ankle, you twirl him around and around like a rag doll. He careens into his own henchmen, who have essentially just been hit with a quarter-ton club and can do nothing but fall to the tremendous force of the swing.

For the purposes of this maneuver and any other Setting Sun maneuver that involves grappling, the initiator makes an attack roll against a DC equal to the target’s touch AC + their Base Attack Bonus (as per the Grab On attack option described in Races of War).

Once you have grabbed onto an opponent, you take hold of one or more of their appendages and spin around like the center of a clock, causing them to spin around at dizzying speed. When you use this strike, you attack every enemy within a number of feet equal to the space of the creature you are spinning, dealing 1d4 points of damage per two initiator levels to those in the area and half of that combined total to the grabbed foe. No saving throw is allowed against this damage. If there is insufficient space to spin the foe in this fashion, you skip straight to the next part of the maneuver (see below).

After spinning, you hurl your makeshift weapon in a direction of your choice, dealing 10 points of damage per initiator level to all creatures in a line. This line is 150 feet long for a Medium-sized thrown creature, minus 10 feet per size category larger than Medium and plus 10 feet for every size category smaller than Medium, and has a width and height equal to their normal space. Once again, half of the combined total damage taken is dealt to the target of the throw. A successful Reflex save (DC 17 + your Strength modifier or the Strength modifier of the thrown foe, whichever is higher) halves this damage for those caught in the line, but the thrown victim receives no such save. It does, however, get a Fortitude save to avoid becoming stunned for its next turn; even if the save is successful they are uncentered for 1 round and knocked prone. If thrown into a wall or otherwise unrelenting object, the victim takes additional damage as if it had fallen the total distance of its flight.

8th-Level Maneuvers


9th-Level Maneuvers

Hurricane Scythe Kick
Level: 9
Prerequisite: Five Setting Sun maneuvers
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: Fortitude negates

Leaping at your opponent, you lash out with your outstretched legs to launch precise and purposeful kicks, hitting the opponent in concert to force them backwards and maintain your forward momentum.

If you use this rush to move into an opponent’s space before you have moved up to your base speed, you may make a melee attack against that opponent. If you successfully hit, you deal damage normally and force them to make a Fortitude save (DC 19 + your Strength modifier). If they fail, they are pushed back 5 feet if possible, allowing you to move forward 5 more feet and make another attack. For each previous Fortitude save from this maneuver they have failed, increase the save DC by 1. This movement provokes attacks of opportunity for both you and the target, but the two of you cannot make attacks of opportunity against each other.

This rush continues until the opponent can no longer be pushed, you miss one of your melee attacks, they succeed on a Fortitude save to prevent being knocked backwards, or until you have moved your base land speed. You may terminate your movement at any point in the maneuver if you wish.














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