Manoeuvres

Posted by EarthDragon on 23rd December 2016.

Rokagu, Rendathi, Freth-yarl and Forreska have access to special abilities known as manoeuvres which can greatly aid them in combat. These special abilities are detailed in this section and are drawn from the D&D 3.5 Book of Nine Swords/Tome of Battle supplement.

There are seven lists of manoeuvres known within The Unification, though scholars speculate that there must once have been more. These disciplines are known as Desert Wind, Devoted Spirit, Diamond Mind, Setting Sun, Shadow Hand, Stone Dragon and Tiger Claw. Not all of these disciplines are available to all characters that have access to manoeuvres. Freth-yarl gain access to Devoted Spirit, Diamond Mind, Setting Sun, and Shadow Hand, while Forreska gain access to Desert Wind, Setting Sun, Stone Dragon and Tiger Claw. Rendathi gain limited access to Desert Wind, whiles Rokagu gain very limited access to Shadow Hand.

The tables below list basic details of the manoeuvres available within The Unification. Descriptions of these can be found on a separate page, linked in the side navigation bar to the left.

Lists of Available Manoeuvres by Discipline
Desert Wind
 Level Manoeuvre Name Manoeuvre Type Manoeuvre Description
1 Blistering Flourish Strike Dazzle creatures around you.
1 Burning Blade Boost Deal 1d6 fire + 1/initiator level.
1 Distracting Ember Boost Fire elemental appears, flanks enemy.
1 Flame's Blessing Stance Gain fire resistance based on Tumble ranks.
1 Wind Stride Boost +10 ft. bonus to speed.
2 Burning Brand Boost Gain +5 ft. reach, deal fire damage.
2 Fire Riposte Counter Counter foe’s attack with fiery touch that deals 4d6 damage.
2 Flashing Sun Strike Gain extra attack.
2 Hatchling's Flame Strike Cone deals 2d6 fire damage.
3 Death Mark Strike Enemy takes extra fire damage and explodes in a fiery spread.
3 Fan the Flames Strike Ranged touch attack deals 6d6 fire damage.
3 Holocaust Cloak Stance Attackers take 5 fire damage.
3 Zephyr Dance Counter +4 AC against single attack.
4 Firesnake Strike Stream of fire twists around corners.
4 Searing Blade Boost Attacks deal +2d6 fire damage +1/initiator level.
4 Searing Charge Strike Fly while charging, deal +5d6 fire damage.
5 Dragon's Flame Strike Cone deals 6d6 fire damage.
5 Leaping Flame Counter Teleport adjacent to foe who attacks you.
5 Lingering Inferno Strike Deal +2d6 fire damage, and target takes 2d6 fire damage per round for 3 rounds.
6 Desert Tempest Strike Attack foes as you move by them.
6 Fiery Assault Stance Melee attacks deal +1d6 fire damage.
6 Ring of Fire Strike Surround foes with burning flame.
7 Inferno Blade Boost Melee attacks deal +3d6 fire damage + 1/initiator level.
7 Salamander Charge Strike Charge and create trail of fire.
8 Rising Phoenix Stance Hover on column of super-heated air.
8 Wyrm's Flame Strike Cone of fire deals 10d6 fire damage.
9 Inferno Blast Strike Burst of fire deals 100 points of damage.
Devoted Spirit
 Level Manoeuvre Name Manoeuvre Type Manoeuvre Description
1 Crusader’s Strike Strike Successful attack allows you to heal 1d6 + 1/initiator level.
1 Iron Guard’s Glare Stance Enemies take –4 penalty on attacks against your allies.
1 Martial Spirit Stance Heal 2 vitality points with each successful attack.
1 Vanguard Strike Strike Allies gain +4 bonus on attacks against target.
2 Foehammer Strike Overcome foe’s DR, deal +2d6 damage.
2 Shield Block Counter Grant shield bonus + 4 as AC bonus to ally.
3 Defensive Rebuke Boost Foes you strike must attack you or provoke attack of opportunity.
3 Revitalizing Strike Strike Successful attack allows you to heal 3d6 + 1/initiator level.
3 Thicket of Blades Stance 5-ft. steps provoke attacks from you.
4 Divine Surge Strike Deal +8d8 damage.
4 Entangling Blade Strike Deal +2d6 damage, target has –20 ft. penalty to speed.
5 Daunting Strike Strike Target of attack becomes shaken.
5 Doom Charge Strike Charge attack deals extra damage against good, you gain DR 10/—.
5 Law Bearer Strike Deal +4d6 damage, +8 attack against chaotic enemy, gain +5 on saves and AC.
5 Radiant Charge Strike Deal +6d6 damage against evil foes, gain DR 10/—.
5 Tide of Chaos Strike Charge attack deals extra damage against law, grants you concealment.
6 Aura of Chaos Stance Reroll and add maximum damage dice.
6 Aura of Perfect Order Stance Treat d20 result as 11.
6 Aura of Triumph Stance You and allies heal 4 vitality points with each attack against evil.
6 Aura of Tyranny Stance Drain hit points from allies.
6 Rallying Strike Strike Successful attack allows you to heal vitality points equal to 3d6 + 1/initiator level in 30 ft. burst.
7 Castigating Strike Strike Deal +8d6 damage and trigger area blast.
7 Shield Counter Counter Shield bash cancels foe’s attack.
8 Greater Divine Surge Strike Deal +6d8 damage, also gain +1 on attacks and deal +2d8 damage per point of Con damage you voluntarily take.
8 Immortal Fortitude Stance You cannot die due to wound point damage.
9 Strike of Righteous Vitality Strike Successful attack grants heal spell.
Diamond Mind
Level Manoeuvre Name Manoeuvre Type Manoeuvre Description
1 Moment of Perfect Mind Counter Use Concentration check in place of Will save.
1 Sapphire Nightmare Blade Strike Opponent flat-footed, +1d6 damage with Concentration check.
1 Stance of Clarity Stance Gain +2 AC against one foe, –2 against all others.
2 Action Before Thought Counter Use Concentration check in place of Reflex save.
2 Emerald Razor Strike Turn melee strike into touch attack.
3 Insightful Strike Strike Use Concentration check to determine damage.
3 Mind Over Body Counter Use Concenration check in place of Fortitude save.
3 Pearl of Black Doubt Stance Gain +2 AC each time foe misses you.
4 Bounding Assault Strike Double move and attack.
4 Mind Strike Strike Attack deals 1d4 Wisdom damage.
4 Ruby Nightmare Blade Strike Attack deals double damage with successful Concentration check.
5 Disrupting Blow Strike Successful attack causes foe to be unable to act for 1 round.
5 Hearing the Air Stance Gain blindsense 30 ft., +5 bonus on Listen checks.
5 Rapid Counter Counter Strike opponent who provokes attack from you.
6 Greater Insightful Strike Strike Use double Concentration check to determine damage.
6 Moment of Alacrity Boost Gain +20 bonus on initiative during battle.
7 Avalance of Blades Strike With each attack that hits, make another attack with increasing penalty.
7 Quicksilver Motion Boost Use swift action to complete move action.
8 Diamond Defence Counter Gain save bonus equal to level.
8 Diamond Nightmare Blade Strike Attack deals quadruple damage with successful Concentration check.
8 Stance of Alactrity Stance Gain extra counter each round.
9 Time Stands Still Strike Take full attack action two times.
Setting Sun
Level Manoeuvre Name Manoeuvre Type Manoeuvre Description
1 Counter Charge Counter Ruin charge attack, force charging foe to move away from you.
1 Mighty Throw Strike Grab foe, throw him up to 10 ft.
1 Step of the Wind Stance Ignore difficult terrain, gain bonus against foes in such terrain.
2 Baffling Defence Counter Use Sense Motive check to dodge attack.
2 Clever Positioning Strike Swap positions with target of attack.
3 Devastating Throw Strike Grab foe, throw him using leverage, strength.
3 Feigned Opening Counter As an immediate action, provoke an attack, then counter.
3 Giant Killing Style Stance +2 bonus on attacks and +4 bonus on damage against larger foes.
4 Comet Throw Strike Grab foe, throw him using leverage, strength.
4 Strike of the Broken Shield Strike Attack deals +4d6 damage, makes target flat-footed.
5 Mirrored Pursuit Counter You match opponent’s movement.
5 Shifting Defence Stance 5-ft. step with each missed attack against you.
5 Soaring Throw Strike Grab foe, throw him using leverage, strength.
5 Stalking Shadow Counter Move into foe’s space as he tries to move away from you.
6 Ballista Throw Strike Throw foe in 60-ft. line, deal 6d6 damage to all in area.
6 Scorpion Parry Counter Parry attack into second opponent.
7 Hydra Slaying Strike Strike Foe is unable to use full attack action.
8 Fool's Strike Strike Refl ect foe’s attack.
8 Ghostly Defence Stance Enemies hit target of your choice while you have concealment.
9 Tornado Throw Strike Move and throw foes repeatedly.
Shadow Hand
Level Manoeuvre Name Manoeuvre Type Manoeuvre Description
1 Child of Shadow Stance You gain concealment as long as you move.
1 Clinging Shadow Strike Strike Foe suffers 20% miss chance on attacks.
1 Island of Blades Stance and allies flank all adjacent foes.
1 Shadow Blade Technique Strike Roll two attacks, use lower result to deal bonus cold damage.
2 Cloak of Deception Boost Turn invisible until the end of your turn.
2 Drain Vitality Strike Attack deals 2 points of Constitution damage.
2 Shadow Jaunt Teleportation Teleport 50 ft. through shadows as standard action.
3 Assassin's Stance Stance Gain sneak attack +2d6.
3 Dance of the Spider Stance You climb walls like a spider.
3 Shadow Garrote Strike Ranged touch attack deals 5d6 points of damage.
3 Strength Draining Strike Strike Your attack deals 4 points of Strength damage.
4 Hand of Death Strike Touch renders foe paralyzed for 1d3 rounds.
4 Obscuring Shadow Veil Strike Deal +5d6 damage and foe has 50% miss chance on attacks for 1 round.
5 Bloodletting Strike Strike Strike deals 4 Constitution damage.
5 Shadow Stride Teleportation Teleport 50 ft. through shadows as move action.
5 Step of the Dancing Moth Stance Ignore terrain, walk over liquid.
6 Ghost Blade Strike Target becomes flat-footed.
6 Shadow Noose Strike Ranged touch attack deals 8d6 damage and might stun flat-footed target.
6 Stalker in the Night Strike Move and attack while remaining hidden.
7 Death in the Dark Strike Deal +15d6 damage to surprised target.
7 Shadow Blink Teleportation Teleport 50 ft. through shadows as swift action.
8 Balance on the Sky Stance Walk on air.
8 Enervating Shadow Strike Strike Target of strike gains 1d4 negative levels.
8 One With Shadow Counter Become incorporeal for 1 round.
9 Five-Shadow Creeping Ice Enervation Strike Strike Channel shadow into target, causing vitality damage, ability damage, other effects.
Stone Dragon
 Level Manoeuvre Name Manoeuvre Type Manoeuvre Description
1 Charging Minotaur Strike Charging bull rush deals damage, ignores attacks of opportunity.
1 Stone Bones Strike Gain DR 5/adamantine.
1 Stonefoot Stance Stance +2 bonus on Strength checks, +2 bonus to AC against larger foes.
2 Mountain Hammer Strike Deal +2d6 damage, overcome DR and hardness.
2 Stone Vise Strike Deal +1d6 damage, attack immobilizes creature.
3 Bonecrusher Strike Deal +4d6 damage, +10 bonus on attacks to confirm critical hits.
3 Crushing Weight of the Mountain Stance Constrict for 2d6+1-1/2 times Str when grappling.
3 Roots of the Mountain Stance +10 bonus on checks against bull rush, trip, and others, and gain DR 2/–.
3 Stone Dragon's Fury Strike Deal +4d6 damage against objects, constructs.
4 Bonesplitting Strike Strike Attack deals 2 Constitution damage.
4 Boulder Roll Boost Gain +4 bonus on overrun attempts.
4 Overwhelming Mountain Strike Strike Deal +2d6 damage, target loses move action.
5 Elder Mountain Hammer Strike Deal +6d6 damage, overcome DR and hardness.
5 Giant's Stance Stance Deal damage as if you are one size category larger.
5 Mountain Avalance Strike Gain ability to trample foes.
6 Crushing Vise Strike Deal +4d6 damage, attack immobilizes creature.
6 Iron Bones Strike Gain DR 10/adamantine.
6 Irresistable Mountain Strike Strike Deal +4d6 damage, target loses standard action.
7 Ancient Mountain Hammer Strike Deal +12d6 damage, overcome DR and hardness.
7 Colossus Strike Strike Strike deals +6d6 damage, knocks opponent backward.
8 Adamantine Bones Strike Gain DR 20/adamantine.
8 Earthstrike Quake Strike Local quake knocks enemies prone.
8 Strength of Stone Stance Gain immunity to critical hits.
9 Mountain Tombstone Strike Strike Attack deals 2d6 Constitution damage.
Tiger Claw
 Level Manoeuvre Name Manoeuvre Type Manoeuvre Description
1 Blood in the Water Stance Gain +1 bonus on attacks and damage for each critical hit.
1 Hunter's Sense Stance Gain scent.
1 Sudden Leap Boost Jump as a swift action.
1 Wolf Fang Strike Strike Attack with two weapons.
2 Claw at the Moon Strike Make Jump check, deal +2d6 damage.
2 Rabid Woolf Strike Strike +4 bonus on attack, deal +2d6 damage, –4 AC for 1 round.
3 Flesh Ripper Strike Foe’s attacks and AC have –4 penalty.
3 Leaping Dragon Stance Stance +10 on Jump checks, always considered running for jumps.
3 Soaring Raptor Strike Strike Attack larger foe from above with +4 bonus, deal +6d6 damage.
3 Wolverine Stance Stance Use any weapons while grappled.
4 Death From Above Strike Leap into the air, attack foe from above, deal +4d6 damage.
4 Fountain of Blood Boost Defeat foe, cause fear in enemies.
5 Dancing Mongoose Boost Make one extra attack with each weapon (max of two extra attacks).
5 Pouncing Charge Strike When you charge, make multiple attacks.
6 Rabid Bear Strike Strike Gain +4 on attack, deal +10d6 damage, –4 AC with attack.
6 Wolf Climbs the Mountain Strike Enter larger foe’s space, deal +5d6 damage, gain cover from foe.
7 Hamstring Attack Strike Attack deals 1d8 Dexterity damage, foe’s speed has –10 penalty.
7 Prey on the Weak Stance Attack of opportunity with each foe that drops.
7 Swooping Dragon Strike Strike Jump over foe, deal +10d6 damage, stun.
8 Girallon Windmill Flesh Rip Boost Gain ability to rend with successful attacks.
8 Raging Mongoose Boost Make two extra attacks with each weapon carried (max four extra attacks).
8 Wolf Pack Tactics Stance Free 5 ft. step with each successful attack.
9 Feral Death Blow Strike Leap upon foe, slay him with a single strike.