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 | |||
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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. |