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White Raven

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.


1st-Level Maneuvers

  • Diversionary Tactics: Counter — Keep the enemy focused on yourself, allowing opportunity for allies to hide.
  • Mob Rule: Strike — Not only can you intimidate the enemy, the more you have on your side the scarier you are.
  • Bolstering Voice Stance—Allies gain +2 bonus on Will saves, +4 against fear.
  • Douse the Flames Strike—Target cannot make attacks of opportunity for 1 round.
  • Leading the Attack Strike—Allies gain +4 bonus on attacks against foe you strike.
  • Leading the Charge Stance—Allies deal +1 damage/initiator level on charge attacks.

2nd-Level Maneuvers

  • Allied Alert: Counter — Warn your friends of danger, allowing them to use your saving throws if better.
  • Watchful Raven: Stance — Be aware of the status of your allies and assist them with maneuvers, spells, and other effects even if they are out of normal range.
  • Battle Leader's Charge Strike—No attacks of opportunity while charging, deal +1d10 damage.
  • Tactical Strike Strike—Deal +2d6 damage, adjacent allies move 5 feet.

3rd-Level Maneuvers

  • Condemned by Society: Strike — As Leading the Attack, but stronger and of permenant duration.
  • Open Defenses: Counter — Disrupt an enemy to give your ally a better chance to hit and kill.
  • Lion's Roar Boost—Defeat enemy, allies deal +d6 damage.
  • Tactics of the Wolf Stance—You and allies deal +1 damage/2 initiator levels against flanked target.
  • White Raven Tactics Boost—Ally’s initiative changes, he can act again.

4th-Level Maneuvers

  • Flock of White Ravens: Stance — Gain telepathy, and use their senses to suppliment your own.
  • Scattercry: Counter — Warn your allies of incoming danger, allowing them to move out of the way.
  • Covering Strike Boost—Every opponent you strike cannot make attacks of opportunity for 3 rounds.
  • White Raven Strike Strike—Deal +4d6 damage, target becomes flat-footed.

5th-Level Maneuvers

  • Knight's Move: Rush — Teleport up to twice your movement speed, though you must teleport next to an opponent.
  • Rage of the Ravens: Counter — Your allies gain bonuses to attack and damage when you've been reduced to 50% hp or less.
  • Flanking Manuever Strike—Hit flanked target, allies gain free attack.
  • Press the Advantage Stance—Move +5 feet with 5-ft. step, move into difficult terrain.

6th-Level Maneuvers

  • Heroes Affinity: Boost — Grant a +4 bonus on an ability score to yourself and allies for 1 round/ level.
  • United Vitality: Counter — Any healing which is applied to you are also applied to all of your allies.
  • Order Forged from Chaos Allies move up to their speed during your turn.
  • War Leader’s Charge Strike—No attacks of opportunity while charging, deal +3d10 damage.

7th-Level Maneuvers

  • Last to Fall: Stance — Allies do not die from hit point or ability damage while you are in this stance, and you release a healing burst on death.
  • White Raven's Fortune: Counter — Help your team by letting them reroll a missed attack.
  • Clarion Call Boost—If you drop a foe, allies within 60 ft. can make free attack or take move action.
  • Swarming Assault Strike—Allies make free attacks against a foe you strike.

8th-Level Maneuvers

  • All for One: Strike — For 1 round any damage which would go to allies goes to you instead. You gain major defense bonuses in return.
  • Will of the People: Counter — If you need to make a saving throw, you may have your whole party roll using their saves. If at least one person succeed, you succeed.
  • Swarm Tactics Stance—Allies gain +5 on attacks against enemy adjacent to you.
  • White Raven Hammer Strike—Deal +6d6 damage, stun opponent.

9th-Level Maneuvers

  • One for All: Boost — Any beneficial effects during the round which is applied to you is applied to all allies.
  • War Master's Charge Strike—You and allies charge, no attacks of opportunity, deal extra damage, stun.

1st-Level Maneuvers

Diversionary 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.

2nd-Level Maneuvers

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. 

3rd-Level Maneuvers

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.

4th-Level Maneuvers


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.

5th-Level Maneuvers

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 Maneuvers

Heroes 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 Maneuvers

Last 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.

If your ally misses with an attack roll you may activate this maneuver to grant them the ability to reroll the attack with a +4 bonus. If they hit with this rerolled attack, they deal an extra +1 point of damage for each one of your initiator levels.

8th-Level Maneuvers

All for One
White 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 Maneuvers

One 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.





















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