No warrior fights in isolation. Cooperation, teamwork, and leadership can give two warriors the strength of five, and five warriors the strength of twenty. The student of the White Raven masters maneuvers that combine the strengths of two or more allies against a common foe. Shouts and battlecries infused with ki are the signature maneuvers of the White Raven discipline. Associated Icons: Masters of the discipline teach their students that the White Raven was an icon of a past age, a brilliant strategist and protector of the people. What they don't agree on is her ultimate fate. One school insists that she was betrayed and poisoned by the Diabolist, and left a vacuum that is now filled by the Crusader. Some even say that only her heart was poisoned, and that she is still herself under the Crusader's mask. Another tradition has her as the Queen of the first Witch King, who held off his enemies so that he could return as the Lich King, ultimately sacrificing herself for him. This old lore still shapes the allegiances of individual adepts in the 13th Age. 1st: Nearby allies gain a +1 bonus to saves. 5th: Heightened Morale. When a nearby ally succeeds at a saving throw, they also gain temporary hit points equal to your Wisdom. Double at 5th level, triple at 8th. 10th: War Leader. While in a White Raven stance, gain a +1 bonus to attacks with charge maneuvers. 15th: Master Tactician. When you score a critical hit with a White Raven maneuver, gain a different White Raven maneuver that you have expended at the start of your next turn.
2nd-Level Maneuvers
3rd-Level Maneuvers
4th-Level Maneuvers
5th-Level Maneuvers
6th-Level Maneuvers
7th-Level Maneuvers
8th-Level Maneuvers
9th-Level Maneuvers
1st-Level ManeuversDiversionary Tactics White Raven (Counter) Level: 1 Initiation Action: Immediate Action Range: Medium (100 ft. + 10 ft./level) Targets: All allies in a 60-ft. radius burst Duration: 1 round Saving Throw: None "Hey you! Yeah, you with the face!" It gets them every time. When you use this maneuver, all allies may attempt to hide in plain sight, even if they have nothing to hide behind. Allies roll for hide and move silently, and enemies may get an immediate spot and listen check to find the hidden creatures. Otherwise, the creatures remain hidden until they interact with the enemy in some way, such as any effect which would break invisibility. The effect lasts for 1 round, after which if they had not successfully hidden themselves normally they will be noticed without a check. The initiator cannot be hidden in this manner, as it involves directing all attention onto themselves. Mob Rule White Raven (Strike) Level: 1 Initiation Action: Standard Action Range: 30 feet Target: One Creature Duration: 1 round/level Saving Throw: See text Conform or die! Make an intimidation check. Your intimidation attempt applies to a creature up to 30 feet away, resolving as normal. If you have allies within 30 feet of you they may attempt Aid Anothers with their intimidation as a free action, gaining a +2 bonus for each successful attempt. The duration is 1 round/level instead of the usual 1 round duration. Allied Alert White Raven (Counter) Level: 2 Initiation Action: Immediate Action Range: 30 ft. Target: One Ally Duration: Instantaneous The fighter's reflexes were known to be lacking, but you saw the forming fireball even before it flew. "Evasive maneuvers!" you cried out, and the fighter was out of the brunt of the blast before you knew it. You warn your allies of incoming danger. Whenever an ally has to make a saving throw you may initiate this maneuver, and your ally may use your saving throws instead. Your ally must be able to see or hear you for this to work. Watchful Raven White Raven (Stance) Level: 2 Prerequisite: Need one White Raven maneuver Initiation Action: Swift Action Range: Personal and Any Number of Willing Creatures; see text Targets: Self and Melee Attack; see text Duration: 1round/ level "Even though I cannot fight alongside you in this battle I will be there when you need me most. I will be watching over you." When you enter this stance you may 1 ally per initiator level within your reach as part of the same action. This links their spiritual energies with yours, and for as long as you maintain the stance you possess the effect of status over said allies up to 100'+10' / initiator level. In addition you may expend this stance as a free action to channel any harmless effect you can use on others through your spiritual link, even if they were out of range. Condemned by Society White Raven (Strike) Level: 3 Prerequisite: Need one White Raven maneuver Initiation Action: Standard Action Range: Melee Attack Target: One Creature Duration: 1 round/ initiator level Saving Throw: Will partial "For as long as you live you will know no safety. We are the White Ravens, we do not forget, we do not forgive, expect us!" Make a normal attack. If you hit your enemy must make a Will save DC 10 + initiator level to recieve a curse which marks them for death, a mark which is visible with detect magic but need not be seen to have its desired effect. All creatures attacking this target gain a +4 morale bonus to attack and damage, and animals instinctively treat them one step less friendly. A successful saving throw reduces the duration of this ability by half. Open Defenses White Raven (Counter) Level: 3 Prerequisite: Need one White Raven maneuver Initiation Action: Immediate Action Range: Melee Attack Target: One Creature Duration: Instantaneous As Wan lunged to bite off the hobgoblin's face you release a well timed kick to the back of the knee, ruining his defense and opening him up for a brutal mauling. When an ally attacks an enemy you threaten, you may disrupt their defenses as an immediate action. Make a touch attack, if successful your ally gains +4 to their attack roll and +1 damage per your initiator level on this attack. Flock of White Ravens White Raven (Stance) Level: 4 Prerequisite: Need two White Raven maneuvers Initiation Action: Swift Action Range: Personal Target: Self Duration: 1 rnd / lvl The demon had blasted out your eyes and now it stood above you taunting. "How shall you fight when you can't even see?" You stood, a confident smile upon your face as you turn to face him. "I still see you." When you enter this stance you gain telepathy out to 60 feet. In addition, you are able to see through their eyes and ears without disrupting your own senses, and fight accordingly. So long as one of your allies in 60 feet can see, you can see. So long as one of your allies can hear, you can hear. And so long as one of your allies is not flanked or flatfooted, you are not flanked or flatfooted. This does not prevent sneak attack damage if you are flanked, but you do deny your attacker the +2 bonus for flanking. The stance has one downside, if an ally is affected by a gaze attack you are affected as well, though you never need to make more than one save per round per instance. You gain a +4 bonus on Perception checks when you have one or more allies you can see through. Scattercry White Raven (Counter) Level: 4 Prerequisite: Need one White Raven maneuver Initiation Action: Immediate Action Range: Medium (100 ft. + 10 ft./level) Targets: All Allies in a 30-ft.-radius spread Duration: Instantaneous "Breath, take cover!" Had it not been for Hannalore's warning, they could have easily lost most of them in the blazing firestorm from the dragon's breath weapon. With a cry of alarm you allow your allies to dodge out of the way of area of effect attacks. When you or your allies would be threatened by an area of effect attack, you may initiate this maneuver and all allies in range may make a move action at half their normal move speed. If this movement would take them outside of the area of effect, they are unharmed. This movement does not provoke attacks of opportunity, and the initiator counts themselves as an ally for the purposes of this maneuver. Knight's Move White Raven (Rush) Level: 5 Prerequisite: Need one White Raven maneuver Initiation Action: Move Action; see text Range: Personal Target: Self You knew how to break their ranks to let your troops through. With a step you vanish in a puff of white feathers, bypassing the pikesmen to hold your blade at the commander's throat. You may teleport up to your movement speed as if using greater dimension door as a move action. Alternatively you may make a double move action to dimension door up to twice your movement speed. You can only dimension door into an area where you are threatening an opponent. Your movement does not provoke attacks of opportunity. This is a supernatural maneuver. Rage of the Ravens White Raven (Counter) Level: 5 Prerequisite: Need two White Raven maneuvers Initiation Action: Immediate Action Range: 100 ft. Targets: All Allies in 100 ft. spread Duration: See text The enemy had wounded you, but rather than demoralize the troops they only fought harder to end them. You may only use this counter when you've been brought from above 50% of your hit points to below 50% due to an attack. All allies (including yourself) within 100 feet gain a +2 morale bonus to attack, +2 morale bonus to damage, a +2 morale bonus to Will saves, and +10 to all movement speeds. These bonuses last for 1 minute or until your hit points are raised above 50%. If you die while this effect is active, the bonuses increate to +4 attack, +4 damage, +4 Will saves, +20 movement speeds, and fast healing 3 until the duration expires. 6th-Level ManeuversHeroes Affinity White Raven (Boost) Level: 6 Prerequisite: Need two White Raven maneuvers Initiation Action: Standard Action Range: 30 ft. Targets: All Allies in 30 ft. spread Duration: 1 round/ lvl Saving Throw: Will negates (harmless) You work yourself and your allies into a frenzy, encouraging them to be strong as boars and tough as bears. With your manifested heroism you and your allies charge into battle. As a standard action you make a pep talk which grants a +4 morale bonus to a single ability score on yourself and any allies in 30 feet. This bonus lasts for 1 round/ lvl. Only one instance of heroes affinity may be active at one time, using it a second time dismisses the effect of the first. United Vitality White Raven (Counter) Level: 6 Prerequisite: Need two White Raven maneuvers Initiation Action: Immediate Action Range: 30 ft. Targets: All Allies in 30 ft. spread Duration: Instantaneous Saving Throw: Will negates (harmless) To help one of us, is to help all of us. Whenever you are affected by a an effect which heals hit points, you can spread the curative effect to your allies as well. For example if you are hit by a heal which cures 140 hp, all allies in 30 ft. also are cured as well. This does not transfer status effects, so the transfered heal spell would only cure damage and not, for example, remove poison from a poisoned ally. 7th-Level ManeuversLast to Fall White Raven (Stance) Level: 7 Prerequisite: Need three White Raven maneuvers Initiation Action: Swift Action Range: Personal Target: Self Duration: 1 round As long as you remain standing, your allies will not die. Even if they take you out, you'll not leave without giving something back to the team. While you are in this stance, any allies in 100 feet cannot die from hit point loss or ability damage or drain. They fall unconcious as is normal when appropriate, but they remain in a dying state no matter how much damage they took. Attacks which kill without dealing damage and effects which destroy the body can still kill them. This effect remains until you go unconcious, at which point they die as normal. If you are killed while in this stance, your body releases all its life energy to your allies in a dramatic flash, which deals the effect of a mass heal spell whose caster level is your initiator level. Your body disperses into light if you choose to use this option. White Raven's Fortune White Raven (Counter) Level: 7 Prerequisite: Need three White Raven maneuvers Initiation Action: Immediate Action Range: 30 feet Target: One Creature Duration: Instantaneous Saving Throw: Will negates (harmless) You cheer your allies on. Perhaps some of your luck will rub off on them. 8th-Level ManeuversAll for OneWhite Raven (Strike) Level: 8 Prerequisite: Need three White Raven maneuvers Initiation Action: Standard Action Range: Personal; see text Target: Self Duration: 1 round Saving Throw: Will negates (harmless) You promise to protect these troops. With focus, you draw in all 10,000 arrows unto yourself, sparing them the slaughter. Their will and desire will keep you safe in turn. As a standard action you draw in all attacks against allies within 100 feet, taking them as if they were aimed for yourself and only yourself even if an ally is standing next to you when you absorb an area of effect. You are subject to any damage, saving throws, and other effects of the attacks. However, you gain several benefits in return. For each ally in 100 feet, you gain DR 5/-, ER 10 Acid/Fire/ Electricity/ Cold, +2 on saving throws, SR 10 + HD + 2 points per ally, and 10 temporary hit points per ally. The bonuses stack, up to one ally per two initiator level regardless how many allies you are actually protecting. These bonuses are temporary and vanish after 1 round. Will of the People White Raven (Counter) Level: 8 Prerequisite: Need three White Raven maneuvers Initiation Action: Immediate Action Range: Personal Target: Self Duration: Instantaneous "The people have spoken, they don't want me turned into a statue. They do, however, want me to stab you repeatedly." If you need to make a saving throw, you can initiate this maneuver to allow both yourself and all allies within 60 feet of you to roll against the save. If at least one succeeds, you succeed on your saving throw. They use their normal saves for the roll. 9th-Level ManeuversOne for All White Raven (Boost) Level: 9 Prerequisite: Need four White Raven maneuvers Initiation Action: Swift Action Range: 60 ft. Target: All Allies in a 60 ft. spread Duration: See Text When your ally is in danger, you are in danger. Help him out by helping yourself and everyone else out. Any spells, maneuvers, powers, items, or other beneficial things which affect you this round affects all your allies as if the effect had been used on them. You can use this to share a casting of shield on yourself, the effects of a curative potion, or even a beneficial maneuver like iron heart surge, allowing others to benefit as if they had used the maneuver. Most boosts and stances cannot be used, as they consume a swift action as this maneuver does. |