
Consciousness is the enemy of instinct. The Tiger Claw discipline teaches that martial superiority can be achieved by discarding the veneer of civilization, along with the higher thoughts that fetter a warrior’s actions. Tiger Claw maneuvers emulate the strikes, leaps, and pounces of animals. When infused with ki power, some Tiger Claw maneuvers also allow a martial adept to take on animalistic characteristics, speed, and bloodlust. Associated Icons: Disciples of the technique are split in a blood feud between the orcs, hobgoblins, gnolls and other "monstrous" races who follow the Orc Lord, and the "humanoid" races like humans and elves who study it under the High Druid. Both factions attack each other on sight, but they are harmless against a third faction of horned, clawed and branded Demontouched serving the Diabolist. By exposing themselves willingly to the effects of hellholes, they turn their bodies into mutated nightmares and drive their minds to insanity. 1st: When making a skill check to acrobatics, roll twice and take the better result. 5th: If you wield small one-handed melee weapons in both hands, increase your damage dice to d8. 10th: While in a Tiger Claw stance, Reroll natural 2 on attack rolls. When two-weapon fighting, reroll both 2 and 3. 15th: When you miss with all attacks from a Tiger Claw maneuver, you don't expend the maneuver.
1st-Level Maneuvers
2nd-Level Maneuvers3rd-Level Maneuvers- Pounce From the Canopy: — Jump, gaining +1d6/+1 skirmish bonuses until your next turn.
- Flesh Ripper —Foe’s attacks and AC have –4 penalty.
- Leaping Dragons Stance Stance—+10 on Jump checks, always considered running for jumps.
- Soaring Raptor Strike —Attack larger foe from above with +4 bonus, deal +4d6 damage.
- Wolverine Stance Stance—Use any weapons while grappled.
4th-Level Maneuvers- Dive of the Eagle: — Dive down a cliff and send weight into enemy.
- Death from Above —Leap into the air, attack foe from above, deal +4d6 damage.
- Fountain of Blood —Defeat foe, cause fear in enemies.
5th-Level Maneuvers- Brutal Murder: — If your enemy is stupid enough to stay within reach, they will suffer dearly.
- Dancing Mongoose —Make one extra attack with each weapon (max of two extra attacks).
- Pouncing Charge —When you charge, make multiple attacks.
6th-Level Maneuvers- Rabid Bear Strike —Gain +4 on attack, deal +d6 damage / 2 lvls, –4 AC with attack.
- Wolf Climbs the Mountain —Enter larger foe’s space, deal +5d6 damage, gain cover from foe.
7th-Level Maneuvers- Hamstring Attack —Attack deals 1d8 Dexterity damage, foe’s speed has –10 penalty.
- Prey on the Weak Stance—Attack of opportunity with each foe that drops.
- Swooping Dragon Strike —Jump over foe, deal +d6 damage/ 2 lvls, stun.
8th-Level Maneuvers
1st-Level Maneuvers
2nd-Level Maneuvers
3rd-Level ManeuversPounce From the Canopy Tiger Claw (Rush) Level: 3 Initiation Action: 1 move action Range: Personal Target: You Duration: Instantaneous, One round (see text) Saving Throw: None
Move via the jump skill. For the next round, you deal an extra +1d6 skirmish damage and gain +1 skirmish armor class.
Soaring Raptor Strike Tiger Claw (Strike) Level: Swordsage 3, warblade 3 Prerequisite: One Tiger Claw maneuver Initiation Action: 1 standard action Range: Melee attack Target: One creature
You leap into the air, catching a larger opponent by surprise as you jump over its defenses to plunge your weapon into the crown of its head.
With a carefully timed leap, you jump over the target’s defenses and attack it from an unexpected angle. You can use this maneuver only against a foe of a larger size category than yours. As part of this maneuver, you make a Jump check with a DC equal to your foe’s AC. If this check succeeds, you also make a melee attack as part of this maneuver. If the check fails, you cannot make this attack and the maneuver is still considered expended. You gain a +4 bonus on the attack roll and deal an extra 4d6 points of damage if your attack hits.4th-Level Maneuvers
Dive of the Eagle Tiger Claw (Rush) Level: 4 Initiation Action: Move action Range: Personal Target: You Duration: Instantaneous Saving Throw: None
Briefly glancing down, you feel the winds whip around you, and execute a perfect swan-dive directly towards the ground. Only the presence of your opponent's soft flesh and your martial prowess stop your graceful dive from becoming a messy bloodstain, and the attack you execute is nothing short of acrobatic perfection, slicing up your enemy but leaving you unscathed and on your feet.
As part of initiating this maneuver, make a Jump check (DC 15). You may then jump down and fall 10ft per point by which you succeed on your Jump check without incurring falling damage. Furthermore, on the next attack you make this round, you deal an additional 1d6 damage for each 10ft of falling movement that you undertook this round, to a maximum of 6d6.
Brutal Murder Shadow Hand, Tiger Claw (Strike) Level: 5 Prerequisite: Two Shadow Hand Maneuvers, One Tiger Claw Maneuver Initiation Action: 1-round action Range: Melee attack Target: One creature Duration: Instantaneous Saving Throw: Fortitude partial
You dramatically raise your scythe above your cowering foe. Rooted to the spot in their panic, they simply crouch there as you slice their head off.
Make a melee attack against the target. You automatically roll a natural 20 on the attack roll, but must roll normally to confirm the critical hit. In addition, the target must make a Fortitude save (DC 15 + Dexterity modifier) or die.
Only the Fortitude save to avoid death is a Death effect; immunity to Death effects does not protect against the automatic hit.
Note that Brutal Murder is a 1-round action, not a full-round action: the target has an entire turn to get out of reach and make your maneuver effectively wasted.
6th-Level ManeuversRabid Bear Strike Tiger Claw (Strike)
Level: 6
Prerequisite: Two Tiger Claw maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature With a ferocious roar, you leap upon your enemy like a wild beast, slamming your weapon into her with a madman’s fury.
You focus your primal fury into a single attack, laying an opponent low with a mighty blow that splinters bones and shatters steel. As part of this maneuver, you make a single melee attack. You gain a +4 bonus on this attack roll and deal an extra d6 points of damage / 2 lvls. After completing this maneuver, you take a –4 penalty to AC until the start of your next turn.7th-Level Maneuvers Swooping Dragon Strike Tiger Claw (Strike) Level: 7 Prerequisite: Three Tiger Claw maneuvers Initiation Action: 1 standard action Range: Melee attack Target: One creature Saving Throw: Fortitude partial
Like a dragon, you swoop down upon your foe and let loose with a devastating attack. You leap over her and, as you soar through the air, unleash a devastating volley of attacks.
You leap over an opponent and chop down at her, ruining her defenses and striking with a critical blow.
As part of this maneuver, you attempt a Jump check to leap over your target. The result of this Jump check must be sufficient to allow you to move through an opponent’s space and over her. If you fail the Jump check needed to jump over your foe, you provoke attacks of opportunity for the distance you jump, if applicable. If your jump was too short to clear your opponent but far enough that you would land in a space she occupies, you land adjacent to your opponent in the square closest to your starting square.
If your check is insufficient to jump over your target, you can also make a single attack against your foe with no special benefits or penalties, as long as your target is within reach. If the check succeeds, you do not provoke attacks of opportunity for leaving threatened squares during your jump. Your foe loses her Dexterity bonus to AC against your melee attack. This attack deals an extra d6 points of damage/ 2 initiator lvls, and the target must succeed on a Fortitude save (DC equal to your Jump check result) or be stunned for 1 round. Soul of the Tiger Tiger Claw (Strike) Level: 8 Prerequisite: Two Tiger Claw Maneuvers, Two Essential Cut Maneuvers Initiation Action: 1 full-round action Range: Personal Target: You Saving Throw: None
You let out a massive growl before hitting your enemy with more sharp parts than they knew you had.
As part of initiating this maneuver, you make a charge attack. Instead of making a single attack at the end of the charge, you can make a full attack, and gain natural attacks for this purpose: two primary claw attacks that deal 1d8 +half Strength modifier damage, and one secondary bite attack that deals 1d12 + Strength modifier damage.
The bonus to your attack roll for making a charge attack applies to all your attack rolls.
9th-Level Maneuvers
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