TEXT: OF
  ◆ The Stalker ◆
  
  1
  Lead Developer: Chris Bennett
  Interior Design: Erik Nowak
  Interior Layout: Jeremy Smith
  Interior Artwork: Joe Shawcross, Ben Hossi, Storn Cook, Rick Hershey, Shaman’s Stockart
  Publisher: Jeremy Smith
  Special thanks to the legions of fans who helped playtest the material in this book and offered new and innova-
  tive ideas to include.
  Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired by the 
  third edition of the game designed by Monte Cook, Jonathan Tweet, Skip Williams, Richard Baker, and Peter Adki-
  son. 
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  License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names 
  (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that 
  have previously been designated as Open Game Content or are in the public domain are not included in this decla-
  ration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this game 
  product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of 
  this work other than the material designated as Open Game Content may be reproduced in any form without writ-
  ten permission.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Pub-
  lishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo 
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  information on the compatibility license.
  Path of War is published by Dreamscarred Press under the Open Game License version 1.0a Copyright 2000 Wiz-
  ards of the Coast, Inc. 
  Some artwork copyright Ben Hossi, used with permission.
  © 2013 Dreamscarred Press
  Path of War
  The Stalker
  
  2
  Path of War
  A Note From The Author
  A big welcome to the Path of War to you!
  Whether you’re new to this product line or have been 
  watching and participating in the playtests, I want to 
  take this time to thank you for your interest and for be-
  ing a part of what I hope will be a great and successful 
  line up of martial products that will enhance your Path-
  finder game with a wealth of new combat options and 
  great material that can be integrated into any setting. 
  This document is the product of a dream of mine for a 
  long time, and I’m very fortunate to be able to share my 
  dream with you.
  The stalker is the first in a set of new base classes to 
  be published by Dreamscarred Press for the Path of War 
  series and I certainly hope you’ll be pleased with this 
  class! Loads more is in the works for this class and the 
  entire Path of War line, including more base classes, ar-
  chetypes, feats, prestige classes, items, and loads more. 
  This is going to be an incredible ride and I’m glad that 
  we here at Dreamscarred Press are able to undertake it 
  with you. Thank you!
  Regards,
  Chris “ErrantX” Bennett
  Lead Designer for the Path of War
  Dreamscarred Press
  Introduction
  If you’ve played one of the martial classes, you might 
  wonder why spellcasters get all the cool new toys.  Sure, 
  playing a fighter or rogue or monk can be fun, but they 
  pretty much always have the same options - melee attack, 
  ranged attack, full attack.  There are occasionally things 
  to make those interesting, such as cleave or grapple, but 
  those options aren’t always the best option.
  So why should spellcasters and manifesters get all the 
  fun abilities?  Path of War is here to give fun, but bal-
  anced, options to the martial classes so that role-playing 
  interactions aren’t the only time you get to do cool things 
  with your character!
  What is the Path of War?
  To put it simply, the Path of War is a new way to look 
  at martial combat in the Pathfinder Roleplaying Game. 
  At its basic roots, the Path of War allows for martially-
  inclined characters to harness new abilities to aid them 
  in combat. These new abilities are known as maneuvers, 
  a specific technique that allows a martial disciple to en-
  act a powerful attack, erect a defense against an attack, 
  or improve his overall fighting ability or the abilities of 
  others. By initiating these in combat, the martial disciple 
  has a powerful edge that can even rival the powers of 
  the spellcasters of the world. 
  Maneuvers are grouped into disciplines, with each  
  discipline having a group of associated weapons that fit 
  the use of that discipline.  In addition, disciplines have 
  an associated skill that is often used with many of the 
  maneuvers themselves. 
  Once used, a maneuver is considered expended, not 
  unlike a prepared spell for spellcasters.  But where the 
  difference between a spell and a martial maneuver lies 
  is the martial disciple’s ability to recover that expended 
  maneuver for use again and again over the course of the 
  day.
  All characters have the potential to learn these maneu-
  vers, either by being a martial disciple or by being some-
  one who has taken up martial training in addition to 
  their class’ normal training. Martial disciples are those 
  who have taken the stalker, warder, or warlord classes, 
  and all others must learn martial maneuvers through 
  training (such as by taking feats) or through specific 
  training in their class (by taking up an archetype). Once 
  learned, a character is forever a martial initiator, a war-
  rior with skills beyond the abilities of most others of his 
  kind, and the potential to master these arts lies before 
  him along the Path of War.
  A New Method Of Battle
  So, there is a question that begs to be asked: Why make 
  a new book of martial maneuvers? Well, from the days of 
  3.5, there was a certain book that did drive a wedge into 
  many gaming tables as it challenged the philosophies of 
  many who sat around it. “Was it okay to give fighters 
  spells?” they’d say. Some would say yes, some would say 
  no. Almost everyone had an opinion on the matter. Since 
  the inception of the maneuver system in 2006, many 
  people still use the parent book that inspired this work 
  in the every day games and with good reason to; it was a 
  great new set of options. Some didn’t like it, and as those 
  who would agree with the utility of this book would say 
  it’s because “they don’t want fighter to have nice things.” 
  The Path of War is designed to give nice things to every-
  one and to bring a ton of new options to every class that 
  relies on their strength of arms to survive an adventure.
  The Path of War offers a number of new things that 
  could fit into any campaign setting, from classes and 
  archetypes, feats, items and monsters, to organizations 
  that are fundamentally connected to cultures of martial 
  disciples that have learned, developed, and spread disci-
  plines of maneuvers to their members for mutual ben-
  efit. By adding the Path of War to your campaign, you’re 
  adding an exciting wealth of new opportunities and op-
  tions to the Pathfinder game system, breathing new life 
  in to combat as well as into classic monsters that will 
  suddenly have new tricks that veteran players will enjoy 
  as much as new players. Martial disciples are here at last 
  for the Pathfinder game system, and they’re determined 
  to change the face of combat forever.
  
  3
  Path of War
  Classes
  Path of War introduces new classes using the maneu-
  ver-based combat system.  Detailed below is the stalker 
  class, a combination of combatant and stealthy scout. 
  Stalker
   
  A effective warrior wielding both skill and stealth, the 
  stalker is a martial disciple who battles in the deep shad-
  ows and the hidden underworld of night. Through rigor-
  ous training and deep, intuitive, instincts, the stalker is 
  a trained killer whose very art is considered illegal in 
  some places. Part mystic, part warrior, and part assassin, 
  the stalker’s arts are varied, but always deadly.
  Adventures: Stalkers adventure for many reasons, but 
  most do so either as part of a guild of fellow stalkers on a 
  mission, for money and profit, or for deeper, often dark-
  er purposes of the heart. Some adventure for the test of 
  their skill, but this is slightly rarer; whatever the reason, 
  the path of the stalker is often a self-absorbed one.
  Characteristics: Stalkers universally are very intro-
  spective people, they rely so heavily upon their intuitive 
  reactions to situations and their heightened reflexes 
  through athletic skill that they usually have an air of 
  detachment. Some are braggarts, but many are quiet 
  and calm, paying close attention to their surroundings 
  should they need to use their lethal skills.
  Alignment: Any. Stalkers do not lean to any particular 
  alignment trend, running the gamut of all walks of life.
  Religion: Some stalkers are deeply religious, finding 
  solace in their meditations to gods of night, death, trav-
  els, or revelry. Other stalkers find no use for gods, for if 
  the gods protected and cared for their flock, then they 
  wouldn’t make their followers so easy to kill.
  Background: Stalkers often arise from the poor and 
  underprivileged who live in city slums, trained from 
  their youth to be unfeeling killers. Others are trained 
  in remote areas in a more monastic fashion, taught to 
  be warriors who strike from the shadows. The training 
  of stalkers can also be an individual thing, each master 
  teaching a student in their own way, the way they were 
  taught.
  Races: Humans and outcast races tend to be drawn to 
  the path of the stalker. Half-orcs and half-elves make up 
  a majority of the non-human stalkers, with goblinoids 
  coming in next.
  Other Classes: Stalkers get on well with rogues and 
  rangers due to having complementary roles. Paladins 
  and clerics often chafe when partied with stalkers, as 
  their reputation as killers (rightly or wrongly) often 
  sours opinions of them. Other classes generally have a 
  neutral opinion of stalkers, unless that stalker has come 
  for them.
  Role: Striker. In the party, the stalker follows the heav-
  ily armored fighter into combat, using them as shields 
  and distractions so they can inflict maximum damage on 
  their foes. In addition, the stalker can serve quite well as 
  the party scout, finding danger and warning the party 
  before they stumble upon it.
  Game Rule Information
  Abilities: Dexterity and Wisdom are prime attributes 
  for stalkers, as many of their skills are governed by these 
  abilities and their combat capabilities are augmented by 
  them as well. Wisdom is the primary initiating attribute 
  for stalker. Strength is valuable for damage, but can fall 
  behind Constitution for endurance in battle.
  Starting Wealth and Age: As cleric.
  HD: d8
  Class Skills
  The stalker’s class skills (and the key ability for each 
  skill) are: Acrobatics (Dex), Appraise (Int), Bluff (Cha), 
  Climb (Str), Craft (Int), Disable Device (Dex), Disguise 
  (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), 
  Knowledge (local) (Int), Knowledge (martial) (Int), Per-
  ception (Wis), Profession (Wis), Sense Motive (Wis), and 
  Stealth (Dex).
  Skill Points per Level: 6 + Int modifier
  
  4
  Path of War
  Class Features
  All of the following are class features of the stalker.
  Weapon and Armor Proficiency: Stalkers are pro-
  ficient with all simple and martial weapons, and with 
  light armor. Stalkers are not proficient with shields of 
  any kind.
  Maneuvers: A stalker begins his career with knowl-
  edge of six martial maneuvers. The disciplines avail-
  able to him are Broken Blade, Solar Wind, Steel Serpent, 
  Thrashing Dragon, and Veiled Moon. Once he knows a 
  maneuver, he must ready it before he can use it (see Ma-
  neuvers Readied, below). A maneuver usable by stalkers 
  is considered an extraordinary ability unless otherwise 
  noted in its description. His maneuvers are not affected 
  by spell resistance, and he does not provoke attacks of 
  opportunity when he initiates one. He learns additional 
  maneuvers at higher levels, as shown above. The stalker 
  must meet a maneuver’s prerequisite to learn it. See Sys-
  tems and Use chapter.
  Upon reaching 4th level, and at every even numbered 
  stalker level after that, he can choose to learn a new ma-
  neuver in place of one he already knows. In effect, the 
  stalker loses the old maneuver in exchange for the new 
  one. The stalker need not replace the old maneuver with 
  a maneuver of the same level. He can choose a new ma-
  neuver of any level he likes, as long as he observes his re-
  striction on the highest-level maneuvers he knows.  The 
  stalker can swap only a single maneuver at any given 
  level. A stalker’s primary initiator attribute modifier is 
  Wisdom.
  Maneuvers Readied: A stalker can ready four of his 
  six starting maneuvers, but as he advances in level and 
  learns more maneuvers, he must choose which maneu-
  vers to ready. He readies his maneuvers by meditating 
  and focusing his ki for 10 minutes. The maneuvers he 
  chooses remain readied until he decides to repeat this 
  again and change them. Stalkers do not need to sleep 
  or be well rested to ready their maneuvers; any time 
  he spends 10 minutes in meditation, he can change his 
  readied maneuvers. He may not ready any individual 
  maneuver more than once. He begins an encounter with 
  all readied maneuvers unexpended, regardless of how 
  many times he may have already used them since he 
  chose them. When the stalker initiates a maneuver, he 
  expends it for the current encounter, so each of his read-
  ied maneuvers can be used once per encounter (until 
  they are recovered, see below).
  Stalkers may recover their maneuvers in one of two 
  ways. The stalker may either center his awareness of the 
  combat momentarily as a standard action and recover a 
  single expended maneuver of his choice. Alternately, he 
  may recover his Wisdom modifier in expended maneu-
  Table 1: The Stalker
  Level
  Base 
  Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Dodge 
  Bonus
   Maneuvers 
  Known
  Maneuvers 
  Readied
  Stances
  1st
  +0
  +0
  +0
  +2
  Ki pool, deadly strike +1d6
  +0
  6
  4
  1
  2nd
  +1
  +0
  +0
  +3
  Combat insight (defensive 
  reflexes)
  +1
  7
  4
  2
  3rd
  +2
  +1
  +1
  +3
  Stalker art
  +1
  8
  5
  2
  4th
  +3
  +1
  +1
  +4
  Combat insight (uncanny 
  dodge)
  +1
  9
  5
  2
  5th
  +3
  +1
  +1
  +4
  Deadly strike +2d6
  +1
  10
  6
  3
  6th
  +4
  +2
  +2
  +5
  Blending
  +2
  11
  6
  3
  7th
  +5
  +2
  +2
  +5
  Stalker art
  +2
  12
  6
  3
  8th
  +6/+1
  +2
  +2
  +6
  Combat insight (critical hits)
  +2
  13
  7
  3
  9th
  +6/+1
  +3
  +3
  +6
  Deadly strike +3d6
  +2
  14
  7
  4
  10th
  +7/+2
  +3
  +3
  +7
  Dual strike 1/day
  +3
  15
  8
  4
  11th
  +8/+3
  +3
  +3
  +7
  Stalker art
  +3
  16
  8
  4
  12th
  +9/+4
  +4
  +4
  +8
  Combat insight (critical recov-
  ery)
  +3
  16
  8
  4
  13th
  +9/+4
  +4
  +4
  +8
  Deadly strike +4d6
  +3
  17
  9
  4
  14th
  +10/+5
  +4
  +4
  +9
  Dual strike 2/day
  +4
  17
  9
  5
  15th
  +11/+6/+1
  +5
  +5
  +9
  Stalker art
  +4
  18
  10
  5
  16th
  +12/+7/+2
  +5
  +5
  +10
  Improved blending
  +4
  18
  10
  5
  17th
  +12 /+7/+2
  +5
  +5
  +10
  Deadly strike +5d6
  +4
  19
  10
  5
  18th
  +13/+8/+3
  +6
  +6
  +11
  Combat insight (blindsight)
  +5
  19
  11
  5
  19th
  +14/+9/+4
  +6
  +6
  +11
  Dual strike 3/day, stalker art
  +5
  20
  11
  5
  20th
  +15/+10/+5
  +6
  +6
  +12
  Retributive ki
  +5
  21
  12
  6
  
  5
  Path of War
  vers (min of 2) as a full round action, centering his spirit 
  completely to re-align his perceptions of the battle and 
  his place in it. When recovering his maneuvers as a full 
  round action, he may add a +4 insight bonus to his Ar-
  mor Class as his ki defends his form while he re-centers 
  himself.
  Stances Known: Stalkers begin play with knowledge 
  of one stance from any discipline open to stalkers. At the 
  indicated levels (see class table), the stalker selects an 
  additional new stance. Unlike maneuvers, stances are 
  not expended and he does not have to ready them. All 
  the stances he knows are available to him at all times, 
  and he can change the stance he is currently using as a 
  swift action. A stance is an extraordinary ability unless 
  otherwise stated in the stance description. Unlike with 
  maneuver, the stalker cannot learn a new stance at high-
  er levels in place of one he already knows.
  Ki Pool (Su): At 1st level, a stalker gains a pool of ki 
  points, supernatural energy he can use to accomplish 
  amazing feats. The number of points in the stalker’s ki 
  pool is equal to 1/2 her stalker level + his Wisdom modi-
  fier (minimum of 1).
  •	
   At 1st level, the stalker may use his ki to grant 
  himself a +4 insight bonus to a single Perception or Sense 
  Motive check as a swift action, as he uses his ki to feel out 
  the vibrations of others and their hidden motives.
  •	
  At 5th level, the stalker may use his deadly 
  strikes in conjunction with his combat insight to “read” 
  his opponent’s defenses and deliver devastating blows 
  beyond his foe’s guard. The stalker spends one point of 
  ki as a swift action to read his target opponent, and may 
  apply his deadly strike to all martial strikes initiated by 
  the stalker for a number of rounds equal to his Wisdom 
  modifier against this target. If the stalker scores a suc-
  cessful critical hit against the target while this ability is 
  active, then he activates deadly strikes as normal.
  •	
  At 7th level, the stalker may spend 1 point from 
  his ki pool to gain a +4 insight bonus on a saving throw 
  as an immediate action.
  •	
  At 9th level, the stalker can delve into his sub-
  consciousness in battle and remember key lessons from 
  his training. The stalker envisions potential scenarios 
  where martial abilities he has not readied come into play 
  and gains a momentary burst of martial insight. The 
  character spends one ki point and may trade a readied 
  maneuver for a maneuver known of the same level or 
  lower and have it immediately readied and accessible 
  for his use as a swift action a number of times per day 
  equal to his Wisdom modifier. The character may initi-
  ate this maneuver and recover it as if he had prepared 
  at the beginning of the day (or when ever the stalker 
  readied his maneuvers last) until the end of the combat 
  encounter.
  The ki pool is replenished each day after 8 hours of 
  rest and meditation; these hours do not need to be con-
  secutive. If the stalker possesses levels in another class 
  that grants points to a ki pool, stalker levels stack with 
  the levels of that class to determine the total number of 
  ki points in the combined pool, but only one ability score 
  modifier is added to the total. The choice of which score 
  to use is made when the second class ability is gained, 
  and once made, the choice is set. The stalker can now use 
  ki points from this pool to power the abilities of every 
  class he possesses that grants a ki pool.
  Deadly Strike (Ex): The stalker is capable of maxi-
  mizing his deadliness whenever he lands a critical blow 
  upon his opponent, opening his target up for future pun-
  ishment as the stalker becomes attuned to his prey. The 
  stalker’s deadly strike activates whenever the stalker 
  scores a successful critical hit against a target, and is ac-
  tive against that target for a number of rounds equal to 
  his Wisdom modifier. Deadly strike inflicts extra dam-
  age, to only this target creature, on all of the stalker’s at-
  tacks. This extra damage is 1d6 at 1st level, and increases 
  by 1d6 for every four stalker levels thereafter. When the 
  stalker scores a critical hit, this extra damage is not mul-
  tiplied, it is simply added to the damage. If the stalker 
  scores a successful critical hit during the time his deadly 
  strikes are active, the duration of this ability is extended 
  by one round (no more than one extension can be made 
  per round). Ranged attacks can count as deadly strikes 
  only if the target is within 30 ft.. Deadly strikes is more 
  effective with weapons with higher critical multipliers, 
  such as scythes and battle axes. Weapons with a x3 criti-
  cal multiplier inflict damage with deadly strikes using a 
  d8 instead of a d6, and weapons with a critical multiplier 
  of x4 use d10’s. 
  Deadly strikes may not be used with weapons that 
  inflict non-lethal damage The stalker must be able to 
  see the target well enough to pick out a vital spot and 
  must be able to reach such a spot. Creatures immune to 
  critical hits or precision damage cannot be targeted by 
  a deadly strike. A stalker cannot deadly strike while at-
  tacking a creature who has concealment.
  Combat Insight (Su): At 2nd level, the keen senses and 
  awareness of the stalker delivers him a sort of sixth sense. 
  This insight performs as an intuitive alarm, alerting him 
  of danger. Through his rigorous practice and learning to 
  trust his instincts and intuition to an unearthly level, the 
  senses of the stalker are unusually sharp. 
  At 2nd level, the stalker’s combat sense opens his third 
  eye, granting him defensive reflexes that protect him in 
  combat. The stalker may add his Wisdom modifier to his 
  initiative score and to Reflex saving throws as an insight 
  bonus. 
  At 4th level, the heightened perceptions of the stalker 
  allow him to know when his prey could get the jump on 
  him, granting him the uncanny dodge class feature (see 
  rogue class for details).
  At 8h level, the killer’s instinct in the stalker is honed 
  to a razor’s fine edge, allowing him to add his Wisdom 
  modifier to as a competence modifier to confirm critical 
  hits. This ability counts as if the character possessed the 
  Critical Focus feat, and for the purposes of taking critical 
  feats that the character qualifies for. The character may 
  not select the Critical Focus feat once he has this abil-
  
  6
  ity, and should he have it before he gains this ability, he 
  loses the Critical Focus feat and may select a critical feat 
  in its place.
  At 12th level, the stalker’s insight allows him to funnel 
  the ki of his foes into his form with his deadly attacks. 
  The character can recover a single expended maneuver 
  or regain a point of ki when scores a successful critical 
  hit against a living creature.
  At 18th level, the heightened precognitive abilities of 
  the stalker manifest in his ability to sense things around 
  him that others cannot, granting him blindsight of 30 ft.. 
  This is a supernatural ability.
  Dodge Bonus (Ex): The stalker’s heightened percep-
  tions of danger allow him to defend himself from attacks 
  as they are made against him, anticipating the attack as 
  it comes. A stalker gains a +1 dodge bonus to his Armor 
  Class at 2nd level, which improves by an additional +1 ev-
  ery four stalker levels. 
  Stalker Arts: As a stalker gains experience, he learns 
  a number of arts that aid him and confound his foes. 
  Starting at 3rd level, a stalker gains one art; he gains an 
  additional art for every four levels of stalker attained 
  after 3rd level. A stalker cannot select an individual art 
  more than once (unless noted). Stalkers select their arts 
  from the following list.
  •	
  Advanced Study: The stalker’s knowledge of the 
  martial disciplines expands, learning new maneuvers as 
  if the character had taken the Advanced Study feat. This 
  art may be selected more than once.
  •	
  Alacrity (Ex): A stalker’s land speed is faster than 
  the norm for his race, gaining a +10 ft. enhancement bo-
  nus to his base speed and he may add his Wisdom modi-
  fier to Acrobatics checks, due to his nimble and finely 
  honed body. The stalker enjoys this benefit only when 
  he is wearing no armor or light armor, not using a shield, 
  and not carrying a medium or heavy load. As a swift ac-
  tion, the character may spend a point of ki to pour extra 
  speed to his step to increase this bonus from 10 ft. to an 
  additional 30 ft. for one minute, but he is fatigued after-
  ward for 1d4 minutes as he catches his breath.
  •	
  Combat Art: A stalker that selects this art gains a 
  bonus combat feat. The stalker must meet the prerequi-
  sites for selecting this feat. This art may be selected more 
  than once.
  •	
  Combat Precognition (Su): The stalker desig-
  nates his combat senses towards the fighting his oppo-
  nents and gains momentary flashes of insight in how to 
  defend himself against them. Spend one point of ki as an 
  immediate action and opponents who attack the stalker 
  must roll their attack rolls twice and take the worse of 
  the two results due to the stalker’s precognitive abilities. 
  This art has a duration of 1 + the stalker’s Wisdom modi-
  fier in rounds.
  •	
  Concealed Recovery (Su): The stalker may uti-
  lize his ki-fueled attunement to the world around him 
  to defend himself while he centers his spirit for martial 
  maneuver recovery. When recovering maneuvers (ei-
  ther as a full round action or as a standard action) the 
  stalker enjoys concealment (with a 20% miss chance). At 
  11th level, this improves to total concealment (50% miss 
  chance).
  •	
  Critical Edge (Ex): The stalker’s deadly efficien-
  cy in combat allows him to increase the critical threat 
  range of any weapon he wields by +1. This bonus is ap-
  plied after abilities such Improved Critical or the keen 
  weapon property and cannot be doubled.
  •	
  Critical Training (Ex): The stalker’s deadly strike 
  damage increases by an additional damage die, and he 
  may treat his class level as his base attack bonus for the 
  purposes of qualify for critical feats. If the stalker pos-
  sesses fighter levels, he may add his stalker level to his 
  fighter level to qualify for critical feats.
  •	
  Deadly Ambush (Ex): The stalker with this art 
  may now gain use of his deadly strike class feature 
  against flat-footed targets and targets that are being de-
  nied the Dexterity modifier to their AC as well as on criti-
  cal hits and when focusing his ki to read his opponent.
  •	
  Deadly Insight (Su): The stalker may use his 
  deadly strikes in conjunction with his combat insight to 
  “read” his opponent’s defenses and effortlessly attacks 
  beyond his foe’s guard. The stalker spends one point of 
  ki as a swift action to read his target opponent, and may 
  apply his deadly strike to all of his attacks for a number 
  of rounds equal to his Wisdom modifier against this tar-
  get. If the stalker scores a successful critical hit against 
  the target while his deadly strike ability is active, the du-
  ration of this ability is extended by one round (no more 
  than one extension can be made per round).
  •	
  Deadly Recovery (Ex): The stalker’s deadly na-
  ture is reflected when he is considered to be most vul-
  
  7
  Path of War
  nerable. While recovery maneuvers as a full round ac-
  tion, the stalker gains the use of the Combat Reflexes 
  feat (using his Wisdom modifier in place of his Dexterity 
  modifier) and on attacks of opportunity triggered while 
  he is recovering maneuvers, the stalker may add his 
  deadly strikes damage to these attacks.
  •	
  Evasion (Ex): A stalker can avoid damage from 
  many area-effect attacks by channeling his ki into his 
  reflexes. If a stalker makes a successful Reflex saving 
  throw against an attack that normally deals half damage 
  on a successful Reflex save he instead takes no damage. 
  Evasion can be used only if a stalker is wearing light ar-
  mor or no armor. A helpless stalker does not gain the 
  benefit of evasion.
  •	
  Ki Vampirism (Su): The stalker’s ki gains a hun-
  gry quality that expresses itself through the martial 
  prowess of a disciple of the Path of War. If the stalker 
  reduces a living foe to 0 or less hit points with a martial 
  strike, then he may regain 1 point of ki as an immediate 
  action. He may not use his ki vampirism more times per 
  day than his Wisdom modifier. Minimum stalker level 
  11th.
  •	
  Obfuscation (Su): The stalker knows how to 
  maintain a quiet, innocuous attitude as if he were noth-
  ing more than a part of the scenery. The stalker spends 
  a point of ki as a full round action to activate his obfus-
  cation, and as long as he remains in a non-threatening 
  posture (by carrying no weapons in hand and moving 
  at half their base speed) the stalker radiates a field that 
  causes others to ignore their presence for a number of 
  minutes equal to the stalker’s Wisdom modifier. Subjects 
  who normally would react to the stalker’s presence in a 
  way that would stop or harm him must make a Will save 
  (DC 15 + the stalker’s Wisdom modifier) or be under the 
  influence of the cloud mind psionic power. For every 2 
  additional points of ki spent on this art, the saving throw 
  DC increases by +1 to a maximum of the stalker’s Wis-
  dom modifier. Minimum stalker level 7th.
  •	
  Mind Bending (Su): The stalker’s inner sense 
  learns the workings of another being’s mind, granting 
  him the ability to impose his own will over those weak 
  enough to succumb to this art. As a standard action, the 
  character spends one ki point and must make eye con-
  tact with the target creature and begin speaking to them, 
  using his ki to influence his target’s thoughts. The target 
  then must make a Will save (DC 13 + the stalker’s Wis-
  dom modifier) or be subject to a charm monster spell. 
  Minimum stalker level 5th.
  •	
  Monastic Weapon Training: The stalker gains 
  the Improved Unarmed Strike feat and gains proficiency 
  with all weapons that are considered monk weapons.
  •	
  Phantom Reach (Su): The stalker is capable of 
  extending the reach of melee range martial strikes by in-
  fusing ki into the maneuver, causing a phantom echo to 
  rush towards the enemy an initiate the attack. As a swift 
  action, the stalker may spend one ki point and the char-
  acter may initiate a melee martial strike with a range of 
  melee attack with a range of close (25ft + 5ft / 2 levels). 
  Strikes with a range greater than melee attack do not 
  function with this art.
  •	
  Precocious Step (Su): By relying on his combat 
  insight to steer him effortlessly through a dangerous 
  spot, the stalker may spend one point of ki as a swift ac-
  tion and move without provoking attacks of opportunity 
  for a number rounds equal to his Wisdom modifier (min 
  1).
  •	
  Rogue Talent: Some stalkers have learned tech-
  niques that are similar to that of the rogue, and may 
  select rogue talents instead of stalker arts. Stalkers may 
  not learn advanced talents, nor can they gain the Ki Pool, 
  Ninja Trick, or Underhanded rogue talents. Talents that 
  apply to a rogue’s sneak attack apply to a stalker’s deadly 
  strike ability.
  Blending (Su): At 6th level the stalker’s natural attun-
  ement to the flows of ki in other people and grant him 
  insight in reading others and avoiding their notice. The 
  character gains a +2 insight bonus to Perception, Sense 
  Motive and Stealth checks. At 16th level,the stalker’s abili-
  ties improve further, and the character is permanently 
  under the effects of a pass without trace spell.
  Dual Strike (Ex): Once per day at 11th level, the stalk-
  er’s deadly skill in combat improves, allowing him to 
  initiate two martial strikes as a full round action. The 
  strikes the stalker initiates must have an initiation action 
  of one standard action, and he must have both strikes 
  readied. Boosts may not be applied to a dual strike due to 
  the need to concentrate on two separate martial move-
  ments. When a dual strike is used, the action must be 
  declared beforehand and when used, both strikes are 
  resolved separately and are expended. At 15th level the 
  character may use dual strike twice per day, and three 
  times per day at 19th level.
  Retributive Ki (Su): At 20th level, the stalker’s mysti-
  cal ki power allows for him to generate a powerful burst 
  of energy to gain retribution on those who would injure 
  him. When the stalker is harmed by an attack, spell, 
  or ability of an enemy, as an immediate action he may 
  spend two ki points to initiate a martial strike (with an 
  initiation action of 1 standard action) that he has readied 
  in retaliation against that attack. He uses the range of 
  the attacker’s ability as the range of his strike, creating 
  a phantom echo of himself with his ki (as with the phan-
  tom reach art) that rushes out and strikes his attacker if 
  they are outside of the stalker’s normal reach. Use of this 
  ability expends his strike as normal, and the strike func-
  tions as normal otherwise. 
  
  8
  Skills and Feats
  This section contains a new skill and a variety of new 
  feats for martial characters. 
  New Skill
  Presented below is a new category of the Knowledge 
  skill focusing on martial knowledge. The skill descrip-
  tion here follows the standard format for skills.
  Knowledge (Martial) (Int) (Trained Only)
  You can use this skill to identify martial maneuvers as 
  soon as they are initiated, or recall tactics used in histor-
  ic battles, as well as identifying warriors or generals in 
  those battles or identifying heroes or villains in history 
  and modern times.
  Check: You can identify maneuvers and disciplines 
  used by a combatant. The DCs for Martial Lore checks 
  relating to various tasks are summarized below.
  Skill DC
  Task
  10 + maneuver level
  Identify a maneuver being initi-
  ated by someone you can see. No 
  action required. No retry.
  20 + target's initiator 
  level
  Determine all disciplines known 
  by a particular creature by 
  watching it initiate at least one 
  maneuver. No  action required. 
  Retry only if the subject initiates 
  another maneuver.
  15 + variable amount, 
  +2 for every 50 years 
  ago the battle occurred
  Recall important facts about 
  historic battles and tactics used.
  20
  Recall facts about prominent 
  martial disciples in the region.
  New Feats
  Presented below are a variety of new feats for martial 
  characters.  Feats denoted by a * are new feats presented 
  here.
  Types of Feats
  The feats presented below are combat, general, and 
  style feats.  The style feat type is detailed below.
  Style Feats
  For centuries, great warriors have looked to nature 
  and the multiverse to find inspiration in battle. Count-
  less monastic and contemplative orders have crafted in-
  tricate unarmed fighting styles based on the deadliness 
  and grace of natural and supernatural creatures. Al-
  though many such fighting techniques were created by 
  secretive orders, they have since spread to practitioners 
  the world over.
  As a swift action, you can enter the stance employed 
  by the fighting style a style feat embodies. Although you 
  cannot use a style feat before combat begins, the style 
  you are in persists until you spend a swift action to 
  switch to a different combat style. You can use a feat that 
  has a style feat as a prerequisite only while in the stance 
  of the associated style. For example, if you have feats as-
  sociated with Mantis Style and Tiger Style, you can use a 
  swift action to adopt Tiger Style at the start of one turn, 
  and then can use other feats that have Tiger Style as a 
  prerequisite. By using another swift action at the start 
  of your next turn, you could adopt Mantis Style and use 
  other feats that have Mantis Style as a prerequisite.
  Advanced Study [Combat]
  You’ve delved deeper into your martial learning to 
  find new skills.
  Prerequisite: Must be a martial disciple of 4th level or 
  higher.
  Benefit: You may select two maneuvers or one stance 
  from your class’ list of disciplines and add them to your 
  known maneuvers and stances. You must meet all pre-
  requisites for the new maneuvers or stance to qualify 
  for you to learn them. You may select maneuvers from a 
  discipline that is not in class to you with this feat; doing 
  so reduces the effectiveness of this feat to one maneuver 
  or stance of your choice from an out of class discipline.
  Special: You may select this feat multiple times.
  Discipline Focus [General]
  You’ve trained extensively in the arts of a single mar-
  tial discipline.
  Prerequisites: Ability to initiate three maneuvers of a 
  single discipline.
  Benefit: You gain a +2 bonus to saving throw DCs when 
  using maneuvers of the selected discipline. You also in-
  flict an additional +2 points of damage when wielding 
  associated weapons of the chosen discipline.
  Special: If the character ever has fewer than three 
  maneuvers known from the specialized discipline, then 
  he loses the benefits of this feat until such a time that 
  he does. This feat may be selected multiple times, each 
  time selecting a new discipline to receive the benefits of 
  this feat.
  Deadly Agility [Combat]
  You have learned how to use your agility to greater 
  purpose in battle.
  Prerequisites: Weapon Finesse, base attack bonus +1
  Benefit: You may add your Dexterity modifier in place 
  of your Strength modifier when wielding a light weap-
  on or a weapon that gains the benefits of the Weapon 
  Finesse feat (such as the rapier) when determining ad-
  ditional damage inflicted upon a successful attack. This 
  modifier to damage is not increased for two-handed 
  weapons, but is not reduced for off-hand weapons.
  Double Weapon Finesse [Combat]
  You have mastered ways to take a double weapon and 
  turn it into a spinning majesty of deadly grace.
  
  9
  Path of War
  Prerequisites: Proficiency with one or more double 
  weapons, Two-Weapon Fighting, Weapon Finesse
  Benefits: While wielding a double weapon that you 
  are proficient in, you may treat both heads of the weapon 
  as light weapons for the purposes of the Weapon Finesse 
  feat and for Two-Weapon Fighting. You also receive a +2 
  competence bonus to CMD when using a double weapon.
  Extra Ki [General]
  You can use your ki pool more times per day than most.
  Prerequisites: Ki pool class feature.
  Benefit: Your ki pool increases by 2.
  Special: You can gain Extra Ki multiple times. Its ef-
  fects stack.
  Extra Readied Maneuver [Combat]
  You have learned how to increase your ability to main-
  tain martial forms in your mind.
  Prerequisites: The ability to initiate a martial maneu-
  ver
  Benefit: You may ready an additional martial maneu-
  ver from your maneuvers known.
  Extra Stalker Art [Combat]
  You’ve learned a new way to use your stalker training.
  Prerequisites: Stalker level 3rd, Wisdom 13
  Benefit: You may select a new stalker art and add it to 
  your known stalker arts.
  Special: You may select this feat multiple times, select-
  ing a new stalker art each time.
  Fuse Styles [Combat, Style]
  You are capable of mingling mundane and martial 
  combat styles.
  Prerequisites: One style feat, one stance known
  Benefit: You can enter a fighting Style and a martial 
  stance with the same swift action.
  Greater Unarmed Strike [Combat]
  Your unarmed attacks show a master’s skill.
  Prerequisites: Improved Unarmed Strike, base attack 
  bonus +3
  Benefit: Your unarmed strikes inflict more damage 
  than ever before, inflicting damage as indicated below. 
  The damage listed is for Medium creatures, adjusting 
  damage amounts according to size if necessary.
  Table: Greater Unarmed Strike Damage
  Level
  Unarmed Strike Damage
  3rd - 7th
  1d4
  8th - 11th
  1d6
  12th - 15th
  1d8
  16th +
  1d10
  Lightning Recovery [Combat]
  With a flash of insight, you retain the knowledge of a 
  martial maneuver you’ve just used.
  Prerequisite: Ability to initiate martial maneuvers
  Benefit: As a free action, after you’ve use a martial 
  strike, counter, or boost, you may instantly recover that 
  maneuver. You may do this once per day.
  Special: You may select this feat multiple times, gain-
  ing multiple uses per day.
  Lightning Swap [Combat]
  Your speed is legendary, allowing you to switch weap-
  ons at a frightening pace.
  Prerequisite: Quick Draw, Dexterity 15, base attack 
  bonus +5
  Benefit: You may draw or put away a weapon as a free 
  action. You cannot make more weapon swaps per round 
  than your Dexterity modifier. You also gain a +2 bonus 
  to CMD to resist attempts to be disarmed due to your fast 
  hands and reflexes.
  Martial Training I [Combat]
  You’ve learned the basics in a martial discipline.
  Prerequisites: Base attack bonus +3, Knowledge (mar-
  tial) 3 ranks
  Benefit: Select a martial discipline. The associated 
  skill for this discipline is now a class skill. You calculate 
  your martial initiator level equal to half your character 
  level + your attribute modifier that modifies your chosen 
  discipline for use with this discipline (example, Dexter-
  
  10
  ity for a discipline that uses Acrobatics), not to exceed 
  your character level. Your primary initiator attribute 
  modifier is the attribute modifier that effects the associ-
  ated skill of this chosen discipline (for example, Charis-
  ma if the discipline uses Diplomacy). You may select any 
  two maneuvers from the 1st level maneuvers from this 
  discipline and you may ready one of your maneuvers for 
  use. You may recover one maneuver by expending a full 
  round action to recover it.
  Special: If you ever gain levels in a martial adept class 
  or possess them previously, these maneuvers continue 
  to use their own initiator level and recovery method, in-
  dependent of your martial adept class(es). Those wish-
  ing to add new maneuvers from a discipline that is al-
  ready available to their class should instead select the 
  Advanced Study feat instead.
  Martial Training II [Combat]
  You’ve continued to progress your martial studies.
  Prerequisite: Martial Training I, base attack bonus +5, 
  Knowledge (martial) 5 ranks
  Benefit: You may select two new maneuvers and one 
  stance from your chosen discipline of up to 2nd level, and 
  you may ready an additional maneuver. You must meet 
  the minimum initiator level to select any maneuver.
  Martial Training III [Combat]
  Your mastery of your martial discipline continues to 
  improve.
  Prerequisites: Martial Training II, base attack bonus 
  +7, Knowledge (martial) 7 ranks
  Benefit: You may select an additional new maneuver 
  from your chosen discipline of up to 3rd level, plus one 
  new stance and you may ready an additional maneuver. 
  You may also trade out any one maneuver from your 
  chosen discipline you know and replace it with a differ-
  ent maneuver from that discipline of up to 2nd level. You 
  must meet the minimum initiator level to select any ma-
  neuver.
  Martial Training IV [Combat]
  You are fast approaching mastery of your chosen dis-
  cipline.
  Prerequisites: Martial Training III, base attack bonus 
  +9, Knowledge (martial) 9 ranks
  Benefit: You may select two new maneuvers from 
  your chosen discipline of up to 5th level, and you  may 
  ready an additional maneuver. You must meet the mini-
  mum initiator level to select any maneuver.
  Martial Training V [Combat]
  You have reached your limits in mastering your cho-
  sen discipline.
  Prerequisites: Martial Training IV, base attack bonus 
  +11, Knowledge (martial) 11 ranks
  Benefit: You may select two new maneuvers or one 
  new maneuver and one new stance from your chosen 
  discipline of up to 5th level, and you may ready an addi-
  tional maneuver. You may also trade out any one maneu-
  ver from your chosen discipline you know and replace it 
  with a different maneuver from that discipline of up to 
  4th level. You must meet the minimum initiator level to 
  select any maneuver.
  Martial Training VI [Combat]
  You have reached your limits in mastering your cho-
  sen discipline.
  Prerequisites: Martial Training V, base attack bonus 
  +13, Knowledge (martial) 13 ranks
  Benefit: You may select two new maneuvers or one 
  new maneuver and one new stance from your chosen 
  discipline of up to 6th level, and you may ready an addi-
  tional maneuver. You may also trade out any one maneu-
  ver from your chosen discipline you know and replace it 
  with a different maneuver from that discipline of up to 
  5th level. You must meet the minimum initiator level to 
  select any maneuver.
  Systems and Use
  The martial combat system introduced in Path of War 
  uses a variety of new terms and rules.  Detailed below is 
  how the Path of War martial system works.
  Martial Abilities
  Martial abilities fall into two categories: maneuvers 
  and stances.  Maneuvers can be further categorized as 
  boosts, counters, and strikes. A martial maneuver is a 
  subtle extraordinary or supernatural effect that is tem-
  porarily expended after use. A stance is never expended 
  and is always available.
  Stances and maneuvers are usable as many times as 
  you like in a day, however, each time you use a maneu-
  ver, you temporarily expend it: you exhaust some small 
  portion of your energy, you’ve finished the move and 
  are now out of position and can’t immediately resume 
  the necessary posture, or your mental focus must be re-
  gained. That means you can’t use an expended maneu-
  ver again until you have rested for a brief time or per-
  form a particular action in combat that will allow you 
  to recover one or more expended maneuvers. The type 
  of action required depends on which type of martial dis-
  ciple you are; see your class for it’s maneuver recovery 
  mechanism. Because of this, you can usually employ 
  each of your readied maneuvers once per encounter, but 
  sometimes, one or more maneuvers you used earlier in 
  the encounter may be recovered, and you may use them 
  again. Stances are never expended or used up, and are 
  always available to you.
  Readying Maneuvers
  It is not needful to ready your stances ahead of time. 
  Each stance you know is always available. Conversely, 
  maneuvers require preparation in the form of prayer, 
  meditation, exercise, or any other similar rehearsal. Ac-
  cordingly, you must choose your selection of readied 
  
  11
  Path of War
  maneuvers from all the ones you know. Only those you 
  have readied are available for immediate use.
  The number of maneuvers you can ready at once is 
  dependent on your class and level. If you have no levels 
  in a martial disciple class (for example, you learned ma-
  neuvers through the line of Martial Training feats), you 
  can ready the allotted number of maneuvers as dictated 
  by your Martial Training feats. If you are a martial dis-
  ciple and you have the Advanced Study feat, you do not 
  gain any bonus to your readied maneuvers; they are just 
  two more maneuvers from which you can choose.
  Should you advance within a prestige class that grants 
  additional maneuvers, that class will detail how many 
  additional maneuvers you can ready. These extra ma-
  neuvers readied add to your maximum number of ma-
  neuvers readied, whether that number is determined by 
  your class level in knight, stalker, or warlord, or by the 
  number of times you have taken the Martial Training 
  feats.
  It is possible for a character to gain the Martial Train-
  ing feat before entering a class that grants a progression 
  for martial maneuvers readied. In this case, use the 
  character’s current number of maneuvers readied. Add 
  any modifiers from prestige classes to the class’s number 
  of maneuvers readied. 
  A brief period of practice, meditation, exercise, or 
  prayer is required to ready maneuvers. The particular 
  nature of this preparation depends on your martial dis-
  ciple class, but each one requires 10 minutes of prepa-
  ration time. You do not need to be well rested to ready 
  maneuvers, however, it is necessary for you to be able 
  to stand and move without restriction or restraint (stalk-
  ers however still require 8 hours of rest to refresh their 
  ki pool). Each martial maneuver requires a precise com-
  bination of techniques, repetitive training of muscle 
  memory, speaking aloud prayers or creeds, or honing 
  the edge of the mind to focus in on a specific concept 
  or goal; because of this, most martial disciples are un-
  able to keep every maneuver they know at the front of 
  their mind. As long as you are not physically disturbed 
  during your 10 minutes of preparation, you can change 
  out previously chosen maneuvers for new ones. You may 
  not choose to leave any of your readied maneuver slots 
  unfilled, unlike a cleric or wizard preparing their spells. 
  You may not ready an individual maneuver more than 
  once when readying your maneuvers (meaning you can-
  not ready any strike, boost, or counter more than a single 
  time while you’re readying your maneuvers, you may 
  only have a single application of each, i.e. you can only 
  ready Scything Strike, Red Zephyr Strike, and Crushing 
  Blow once each).
  Initiating Stances and Maneuvers
  First and foremost, to initiate a stance or maneuver, 
  you must be able to move. Unlike some preparations, 
  while initiating, you do not need to be able to speak, un-
  less specifically mentioned in the maneuver’s descrip-
  tion. You initiate a maneuver by taking the maneuver’s 
  specified initiation action. It may require an immediate, 
  swift, move, standard, or even a full-round action to ini-
  tiate. Initiating a maneuver can be likened to that of a 
  spell being cast or psionic power manifested. Only a ma-
  neuver that is currently readied and unexpended may 
  be chosen.
  Stances are initiated as a swift action. It remains in 
  effect indefinitely and is never expended. The benefit of 
  your chosen stance continues until you change to anoth-
  er stance you know – also, as a swift action.
  Concentration
  Concentration is not required to initiate a stance or 
  maneuver, as with spells or psionic powers. Even if you 
  are injured or affected by hostile maneuvers, powers, or 
  spells while assuming a stance or initiating a maneuver, 
  you do not lose it. 
  However, enemy interference still could make certain 
  maneuvers impossible to complete. For example, if an 
  enemy readies an action and disarms you when you 
  start your turn, you are no longer able to use a maneu-
  ver that requires you to be wielding that weapon. Also, 
  if you find yourself pinned or grappled, you may find 
  that most of your maneuvers simply won’t work until 
  you are able to move freely.
  If you initiate a maneuver and thereafter can’t use it 
  during your turn, the maneuver is still considered ex-
  pended. You are considered to have spent its initiation 
  action for the purpose of determining what paths of ac-
  tion remain available to you on your turn. 
  You do not provoke attacks of opportunity when you 
  initiate a stance or maneuver unless otherwise stated 
  in it’s description. However,  some maneuvers allow for 
  movement, the ability to charge, or take other actions 
  that can provoke attacks of opportunity. Unless the ma-
  neuver description specifically says that those actions do 
  not provoke attacks of opportunity, they do.
  Initiator Level
  Some stances and maneuvers have variables (such as 
  duration) that depend on your initiator level.
  If you are a single-class character, your initiator level 
  equals your level in the class that provides access to mar-
  tial maneuvers (knight, stalker, or warlord). If you lack 
  any martial disciple levels, your initiator level is equal to 
  ½ your character level. 
  When you gain levels in a class that does not grant 
  martial maneuvers, your understanding of the Path of 
  War and your ability with the martial disciplines still 
  increases. A well-trained, highly skilled fighter has the 
  basic combat training needed to master martial maneu-
  vers. If you are a multiclass martial disciple, and you 
  learn a new maneuver by attaining a new level in a mar-
  tial disciple class, determine your initiator level by add-
  ing together your level in that class + ½ your levels in all 
  other classes. Look up the result on the table below to de-
  termine the highest-level maneuvers you can take. You 
  still must meet all maneuver’s prerequisites to learn it.
  
  12
  For example, a 7th-level stalker/5th level warlord has 
  an initiator level of 9th for determining the highest-level 
  maneuvers he can take as a stalker. Subsequently, he can 
  take 5th level stalker maneuvers. As a warlord, his initia-
  tor level would be 8th, allowing for 4th-level warlord ma-
  neuvers. These maneuvers are readied together but kept 
  separate from each other; as they’re two different meth-
  ods of using martial maneuvers and are both readied 
  and performed differently. Multiclassing does not allow 
  you to have any individual stance or maneuver known 
  or readied more than once.
  This is the same process regardless of whether they 
  are in martial disciple classes or other classes. Martial 
  prestige classes work a little differently. In most cases, 
  you add the full prestige class level to your martial dis-
  ciple level to determine your initiator level. See the mar-
  tial disciple’s prestige class descriptions for more infor-
  mation.
  Selecting Martial Maneuvers
  Martial maneuvers are organized by level, much like 
  spells. Generally, higher-level maneuvers are more pow-
  erful than lower-level ones. As you gain levels, you can 
  choose higher-level maneuvers. Your level in a martial 
  disciple class determines the highest-level maneuvers 
  you can choose. For example, a 10th level warlord can 
  choose maneuvers of 5th level or lower.
  Highest Level Maneuvers Known
  Initiator Level
  Maneuver Level
  1st-2nd
  1st
  3rd-4th
  2nd
  5th-6th
  3rd
  7th-8th
  4th
  9th-10th
  5th
  11th-12th
  6th
  13th-14th
  7th
  15th-16th
  8th
  17th+
  9th
  Resolving a Stance or Maneuver
  Once you have chosen to initiate a maneuver, you 
  must resolve its effects.
  Attack Rolls: Many maneuvers include an attack of 
  some kind. All offensive combat actions, even those that 
  do not deal damage directly (such as bull rush or trip), 
  are  still considered attacks. All maneuvers that oppo-
  nents can resist with saving throws, that deal damage, or 
  that otherwise harm or hamper subjects are considered 
  attacks.
  Bonus Types: Some stances and maneuvers grant bo-
  nuses to Armor Class or ability scores, on attacks or dam-
  age, on saves, or any number of other variables. Each 
  bonus has a type that indicates how or why it is granted. 
  With the exception of dodge bonuses, two bonuses of the 
  same type generally do not stack. 
  If a stance or maneuver does not identify the type 
  of bonus granted, its effects stack with all other effects 
  modifying the same characteristic or attribute. Untyped 
  bonuses always stack.
  Actions During a Maneuver: The Initiation Action 
  line of a maneuver description provides the action re-
  quired to use that maneuver. For example, the initiation 
  action of the dragon assault maneuver is 1 full-round at-
  tack action. Thus, as part of your full-round action, you 
  bring about the effect in the maneuver description. In 
  this case, the maneuver allows you to make a full-round 
  attack with additional benefits.
  Recovering Expended Maneuvers
  At the beginning of each encounter, you have all of 
  your readied maneuvers available and unexpended. 
  When you initiate a maneuver, it is expended- it cannot 
  
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  Path of War
  be used again until it is recovered. Expended maneuvers 
  can be recovered in two ways: through special actions or 
  at the end of an encounter. Stances are never expended.
  Special Action: Most martial disciples are able to re-
  fresh some of their expended maneuvers in the course 
  of a battle by taking a special action to do so. The type of 
  special action required depends on a martial disciple’s 
  class (or feat) selection.
  End of Encounter: A martial disciple automatically 
  recovers all expended maneuvers when an encounter 
  ends.  Even a few moments out of combat is sufficient to 
  refresh all maneuvers expended in the previous battle. 
  In the case of a long, drawn-out series of fights, or if a 
  disciple is out of combat entirely, assume that if a char-
  acter makes no attacks of any kind, initiates no new ma-
  neuvers, and is not targeted by any enemy attacks for 1 
  full minute, he can recover all expended maneuvers. If 
  a character can’t avoid being attacked for 1 minute, he 
  can’t automatically recover his maneuvers and must use 
  special actions to do so instead.
  Martial Abilities and Magic
  Most martial stances and maneuvers that create su-
  pernatural effects are transparent to magic or psionics. 
  However, martial maneuvers rarely interact with spells 
  or powers. Once the maneuver is initiated, the effect 
  lasts only for your turn, unless otherwise detailed in the 
  description, giving an opponent little chance to counter 
  it.
  Extraordinary or Supernatural Abilities: Martial 
  stances and maneuvers are never spells or spell-like 
  abilities. Unless the description of the specific stance 
  or maneuver in question says otherwise, treat it as an 
  extraordinary ability. Thus, the abilities of a martial dis-
  ciple work just fine in an antimagic field or a dead magic 
  zone. A stance or maneuver can’t be dispelled or coun-
  terspelled, and initiating one does not provoke attacks of 
  opportunity.
  If a maneuver is overtly magical or otherwise uses a 
  supernatural power source, it will be noted as a super-
  natural ability in its description. In this case, the maneu-
  ver obeys all the standard rules for supernatural abili-
  ties.
  Detecting Martial Maneuvers: Many maneuvers 
  don’t create persistent or long-lasting effects, and the re-
  sults are obvious to any observer. However, identifying 
  the specific stance, maneuver, or discipline requires the 
  Knowledge: Martial skill.
  Multiple Effects: Martial stances and maneuvers 
  generally work as described, no matter how many other 
  powers, spells, or magical effects happen to be operating 
  in the same area or on the same subject. Whenever a 
  stance or maneuver does have a specific effect on other 
  maneuvers, powers, or spells, its description will explain 
  the effect. 
  Stacking Effects: Most martial disciples can use only 
  one stance at a time, although some higher-level disci-
  ples may be able to use two stances at once. Stances or 
  maneuvers that provide penalties or bonuses on attack 
  rolls, damage rolls, saving throws, and other attributes 
  do not stack with each other if they are of the same type, 
  unless otherwise noted within their bonus type descrip-
  tions (such as dodge bonuses and competence bonuses 
  always stack, but morale bonuses do not).
  Stance and Maneuver 
  Description
  The various martial maneuvers available to practitio-
  ners of the Path of War are described in Stances and Ma-
  neuvers. The description of each power follows a stan-
  dard format which is explained below.
  Name
  This entry is the name by which the maneuver is gen-
  erally known.
  Martial Disciplines
  Every maneuver belongs to one of thirteen martial 
  disciplines. The maneuvers in a discipline are usually 
  linked by common effects, philosophies, or functions. 
  The second line of a stance or maneuver description pro-
  vides the name of the relevant discipline, along with its 
  type (see below).
  Each discipline is tied to a certain skill that might be 
  used in the execution of some of its maneuvers. Also, 
  various weapons groups (see Fighter for Weapon Groups 
  under the Weapon Training class feature) lend them-
  selves well to the philosophy or maneuvers of certain 
  disciplines.
  Listed below are the five disciplines initially open for 
  use for the stalker.
  Broken Blade
  The legend of the first practitioner of the Broken Blade 
  style was said to have been a powerful swordsman who 
  in the middle of a life or death duel with an old enemy 
  found his sword broken by his opponent and had to toss 
  it aside. Disheartened by his lack of weapons, he quickly 
  realized that his years of training, exercise, and con-
  ditioning had made his body a weapon all on its own. 
  Using only his fists and his nerve, this long-forgotten 
  swordsman became the first to develop these techniques, 
  and he passed on his experience to others. Disciples of 
  the Broken Blade teach these methods in monasteries, to 
  cloistered warrior-monks who learn to operate without 
  the use of traditional weapons of combat. Others learn 
  from parents or individual mentors, haphazard or oth-
  erwise, and scrap their way through as it suits them. The 
  Broken Blade’s associated skill is Acrobatics, and its as-
  sociated weapon groups are close, monk, and natural. 
  Strikes from this discipline require the character to be 
  using discipline weapons or be unarmed.
  
  14
  Solar Wind
  The disciples of the Solar Wind learn their arts in the 
  windy plains where they train for precision in any envi-
  ronment with deadly force. Throwing weapons and ar-
  chery are their tools, and they rarely miss. Hallmark ma-
  neuvers include ricochet maneuvers, deadly precision 
  strikes, supernaturally forceful maneuvers that may fire 
  through opponents in a deadly line, showers of phan-
  tom weapons that inflict true damage, and ranged attack 
  counters by shooting enemy missiles from the sky. Solar 
  Wind’s associated skill is Perception and its associated 
  weapon groups are bows, crossbows, and thrown. All 
  maneuvers of this discipline require the use of a weapon 
  in these groups, and thrown weapons that also have me-
  lee applications may only use this discipline when being 
  used in their ranged weapon capacity.
  Steel Serpent
  The practice of the Steel Serpent discipline dates back 
  to ancient times, hailing from those who’s work was only 
  practiced in the dark of night in hidden cabals dedicated 
  to the art of killing. Steel Serpent disciples practice the 
  art of the silent kill, using stealth, trickery, and poison in 
  addition to martial combat skill and knowledge of anato-
  my. Masters of this discipline are marvels of deadly pre-
  cision, their very touch capable of killing the strongest of 
  men through the manipulation of their ki used as a dead-
  ly weapon. This ki manipulation causes the disciple’s 
  very energies to become a supernatural poison in and off 
  itself. Swiftness and deadly precision are hallmarks of 
  this discipline, and those that use it are known for mak-
  ing use of more exotic weapons. Knowledge of anatomy 
  (of both targets and the self) is also incredibly important, 
  as well as the knowledge of ki manipulation and how to 
  effect the energies of the body. The associated skill for 
  this discipline is Heal, and its associated weapon groups 
  are the light blades, close weapons, and monk weapons.
  Thrashing Dragon
  The discipline known as Thrashing Dragon has a long 
  standing tradition amongst both ascetics and daredevils 
  alike, as its movements and style fits both the dedication 
  and tenacity of more disciplined fighters, as well as the 
  erratic and improvisational style of free spirited war-
  riors. Practitioners of the style are often lithe and nim-
  ble, graceful and quick, as the style demands speed and 
  the ability to correct one’s movements fluidly. Thrashing 
  Dragon is a demanding style that requires both agility 
  and athletic ability. Its disciplines are primarily two-
  weapon fighters, skilled with weapons that are used for 
  quick slashes and stabs. It is an acrobatic style, using 
  the disciple’s natural speed and grace to avoid blows as 
  opposed to blocking them with their smaller weapons. 
  Thrashing Dragon’s associated skill is Acrobatics, and its 
  associated weapon groups are the close weapons, light 
  blades, and double weapons.
  Veiled Moon
  Just as the stillness of the moon reflected upon a still 
  pond, the spiritualist discipline of Veiled Moon is seen as 
  a strange and esoteric art, whose mysteries are difficult 
  to grasp, and even harder to practice! The practitioners 
  of this discipline are said to be ‘half-in, half-out’ due to 
  the fact that they seem to be living in two worlds; in fact, 
  this is not far from the truth. Veiled Moon disciples have 
  grasped connections to the Astral and Ethereal planes in 
  their mind through intense meditation and a spiritual 
  devotion to learning the ways of spirits and the natural 
  world, and blended them seamlessly into a martial art 
  so supernatural that it borders on the magical. A potent, 
  yet passive, discipline, its’ esoteric abilities are often 
  misunderstood. Maneuvers include short distance astral 
  teleportation, ethereal abilities to become incorporeal or 
  use incorporeal touch attacks to strike foes easily, force 
  damage strikes, and the ability to cause foes to become 
  incorporeal themselves. The key skill for Veiled Moon 
  is Stealth, and its associated weapon groups are light 
  blades, double weapons, and spears.
  (Type)
  Most martial abilities fall into one of four categories: 
  boosts, counters, stances, or strikes. Very few maneuvers 
  don’t fall into any of these categories, and they are ex-
  ceptions to the rule. The maneuver categories below re-
  fer to swift and immediate actions. If you are unfamiliar 
  with this, see the Initiation Action section below.
  Boost: This category covers maneuvers that allow a 
  warrior to bring himself into focus, summon his ki en-
  ergy or other source of power, and unleash it through 
  melee attacks, or other benefits. A character who shouts 
  an invocation to his cause or god and then unleashes a 
  mighty attack is using a boost.
  A boost is a maneuver that grants a bonus, most com-
  monly to attack or damage rolls, for the duration of your 
  turn. A boost always requires a swift action, frequently 
  allowing you to initiate it before unleashing a standard 
  action or full-attack. Some boosts render additional ef-
  fects, such as fatigue or stun, to your attacks, while oth-
  ers provide some additional effect on an enemy you 
  have just successfully struck in battle. If a boost applies 
  to your attacks, it applies to all those attacks within the 
  round in which it was initiated, but its effect ends at the 
  end of your turn, unless otherwise specified. A boost’s 
  effect applies for its duration, no matter which weapon 
  you might wield in that round. Even should you switch 
  weapons during your turn, the effect of the boost still ap-
  plies. Each maneuver’s description gives you the details 
  of each boost’s effect.
  A boost doesn’t always have to modify an attack. It 
  could provide a bonus on a skill check, to your charac-
  ter’s speed, or draw the attention of an attacking oppo-
  nent, though these boosts are slightly less common.
  Counter: A counter is a fast, usually defensive maneu-
  ver that is used to prevent your opponent’s actions. A 
  
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  Path of War
  martial disciple who dodges just beyond an ogre’s reach 
  is using a counter.
  The Iron Tortoise discipline features many counters, 
  because it focuses on teaching students to trust in their 
  shield as their best weapon and defense. Counters are 
  immediate actions that you attempt during a enemy’s 
  turn. Usually, your foe must make a specific action, such 
  as an attack against you, for you to use a counter.
  Strike: A strike is a maneuver that allows a special at-
  tack. A martial disciple who slays a wyvern in a single 
  strike is using a strike. A strike imparts some bonus or 
  advantage over a standard attack, such as extra damage, 
  an additional effect such as blinding a foe, or something 
  similar.
  Strikes almost always require a standard or full-round 
  action. Most involve a melee or ranged attack as part of 
  completing the maneuver. If the attack hits, your oppo-
  nent takes normal melee or ranged damage, as well as 
  suffering the effect of the strike. When making a strike 
  you use your base attack bonus, all attack and damage 
  modifiers, weapon damage, and so forth, as normal. You 
  can make a critical hit with a strike, but you do not mul-
  tiply extra damage from a strike when calculating the 
  critical hit damage. It is treated just as extra damage 
  from another special ability would be, like sneak attack.
  Because strikes require a specific form of attack, you 
  cannot benefit from spells or effects that grant extra at-
  tacks when making a strike (such as the haste spell or a 
  speed weapon). You are not taking a full attack action 
  when you initiate a strike whose initiation action is 1 
  full round, unless otherwise specified in the description. 
  Also, you cannot combine special attacks such as disarm 
  or sunder with strikes, even if you have feats that make 
  such special attacks more powerful. However, some 
  strikes do enable you to make special attacks as part of 
  their initiation; see the specific maneuver descriptions 
  for details.
  Stance: A stance is not a maneuver, but a type of fight-
  ing method that you maintain from round to round. So 
  long as you stay in a stance, you gain some benefit from 
  it. A martial disciple who performs a kata and assumes a 
  specific posture as he prepares to fight is using a stance.
  A stance is initiated as a swift action. When you enter 
  a stance, you immediately gain its benefit. You continue 
  to gain the benefit of a typical stance as long as you re-
  main in it. Some stances give you a benefit only when 
  you meet certain conditions. A stance might grant a bo-
  nus when you move, or stand still, or if you attack a flat-
  footed opponent.
  You can use a single swift action to end one stance and 
  begin another, or you can choose to simply end your cur-
  rent stance without entering another. You continue to 
  gain a stance’s benefits until you switch to a new stance 
  or end your current one. At the start of your turn, you 
  might be in a stance that grants you a bonus on attack 
  rolls. You could make your attacks- gaining the stance’s 
  bonus- then use a swift action to switch to a stance that 
  gives you a bonus to AC.
  Your stance ends if you are rendered helpless for any 
  reason. If you later recover, a swift action must be used 
  to initiate your stance once again. Stances are consid-
  ered maneuvers for the purpose of fulfilling prerequi-
  sites for learning higher-level maneuvers, or qualifying 
  for prestige classes or feats.
  [Descriptor]
  Some maneuvers have descriptors that further define 
  them. These descriptors appear on the same line as the 
  discipline of the maneuver.
  The descriptors that can apply to maneuvers are cold, 
  electricity, evil, fear, fire, force, good, mind-affecting, 
  teleport, and sonic. Most of these descriptors have no 
  game effect by themselves, but they do govern how a 
  maneuver may interact with other maneuvers, spells, 
  powers, or abilities.
  Level
  This entry shows the level of the maneuver for 
  the purposes of qualification to learn that maneu-
  ver. The character’s initiator level must meet the 
  
  16
  minimum prerequisite or exceed it to be able to learn 
  this martial ability (see table: Highest Level Maneuvers 
  Known). 
  You can learn any maneuvers you like by choosing the 
  Martial Training feat if your class is not a martial dis-
  ciple, or the Advanced Study feat if you are. However, 
  you must always meet the prerequisites of the maneuver 
  before selecting it. 
  Prerequisite
  In addition to meeting the class and level require-
  ments before learning a new maneuver, you must meet 
  a certain set of requirements to be able to choose that 
  maneuver. Stances are considered maneuvers for the 
  purpose of meeting a prerequisite to learn a new ma-
  neuver.
  You can not learn a maneuver unless you gain a level 
  in a martial disciple class, a level in a prestige class that 
  grants maneuvers known, or you take the Martial Train-
  ing feat.
  Maneuvers Known
  Some of the more powerful maneuvers require you to 
  learn one or more other maneuvers in the same disci-
  pline before they can be selected.
  Initiation Action
  This entry describes the type of action you must spend 
  to active a martial maneuver. In some cases, you initiate 
  a maneuver, and its effect lasts for the rest of your turn 
  (or beyond). In other cases, maneuvers last only as long 
  as the action required to initiated them (1 swift action, 
  1 immediate action, 1 move action, 2 standard action, 1 
  full-round action, or 1 full-round attack action).
  Swift Action: A swift action consumes a very small 
  amount of time, but represents a slightly larger expen-
  diture of energy than a free action. Additionally, you 
  can take a swift action any time you would normally be 
  allowed to take a free action. One swift action may be 
  taken per turn without affecting your ability to perform 
  other actions, however, you can perform only a single 
  swift action per turn, regardless of what other actions 
  you take. 
  Casting a quickened spell or manifesting a quickened 
  power is a swift action, so you can’t initiate a maneu-
  ver with an initiation action of 1 swift action in the same 
  round that you cast a quickened spell or use a quickened 
  power.
  Immediate Action: Much like a swift action, an im-
  mediate action takes a very small amount of time, but 
  represents a larger expenditure of effort than than a 
  free action. However, unlike a swift action, an immedi-
  ate action can be performed at any time- even if it isn’t 
  your turn. Using an immediate action on your turn is the 
  same as using a swift action, and counts as your swift 
  action for that turn. You cannot use another immediate 
  action or a swift action until after your next turn if you 
  have used an immediate action when it is not currently 
  your turn. Effectively, using an immediate action before 
  your turn is equivalent to using your swift action for the 
  coming turn.
  You cannot use an immediate action if you are cur-
  rently flat-footed.
  Range
  A maneuver’s range indicates how far from you it can 
  reach. Many maneuvers are treated as Personal-range 
  effects, because you initiate the maneuver to give your-
  self a special bonus or ability for the round.
  Standard ranges include (but are not limited to) the 
  following:
  Personal: The maneuver affects only you (but may 
  give you an unusual power or ability that affects others 
  for the rest of your turn).
  Touch: You must touch a creature or object to be able 
  to affect it. A touch maneuver that deals damage can 
  score a critical hit just as a weapon can, although you 
  do not multiply the extra damage from a maneuver on a 
  successful critical hit.
  Melee Attack: The maneuver affects any creature you 
  make a successful melee attack against.
  Adjacent: The maneuver affects creatures within 
  1 square of you. Sometimes you only affect adjacent 
  creatures at the beginning of your turn or at the end of 
  your turn, but there are other maneuvers that affect any 
  creature you move adjacent to during the course of your 
  turn. See the specific maneuver descriptions for details.
  Range Expressed in Feet: Some maneuvers have no 
  standard range category, just a range expressed in feet.
  Targeting a Maneuver
  You might have to make a choice about whom your 
  maneuver is going to affect or where it will originate. 
  This entry describes the maneuver’s target or targets, its 
  effect, or its area, as appropriate.
  Target or Targets: Most maneuvers affect a specific 
  creature or object (or more than one creature or object) 
  that you designate as your target or targets. You must be 
  able to see or touch the target, and you must specifically 
  choose the target or targets.
  Some maneuvers can be initiated only on willing tar-
  gets. You can declare yourself a willing target at any time 
  (even if you’re flat-footed or it isn’t your turn). Uncon-
  scious characters are always considered willing, but a 
  character who is conscious but immobilized or helpless 
  is not automatically willing.
  Some maneuvers target you (but they might confer an 
  unusual ability to affect other creatures for the rest of 
  your turn). If the target of a maneuver is “You,” you do 
  not receive a saving throw- you receive the benefit of the 
  maneuver automatically as long as you meet any other 
  requirements for initiating it successfully.
  Other maneuvers affect a creature or creatures that 
  you successfully hit with a melee or ranged attack, and 
  some affect a creature you successfully hit with a melee 
  or ranged touch attack.
  
  17
  Path of War
  Area: Some maneuvers can affect an area. You may 
  be able to choose the point where the maneuver’s ef-
  fect originates, but otherwise you usually don’t control 
  which creatures or object an area maneuver affects.
  Burst: A burst affects whatever it catches in its area, 
  including creatures you can’t see. It can’t affect crea-
  tures that have total cover from its point of origin. The 
  default shape for a burst is a sphere.
  Emanation: An emanation functions like a burst, ex-
  cept that the effect continues to radiate from the point of 
  origin (often you) for the duration of the maneuver.
  Spread: A spread effect spreads out like a burst, but 
  can turn corners. You select the point of origin, and the 
  effect spreads out in all directions to a given distance.
  Effect: Some maneuvers create something rather than 
  affect things that are already present. You must desig-
  nate the location where these things are to appear, ei-
  ther by seeing it or defining it. Range determines how far 
  away an effect can appear.
  Line of Effect: Maneuvers that affect a target other 
  than you require line of effect. A line of effect is a straight, 
  unblocked path that indicates what an effect can affect. 
  A solid barrier cancels a line of effect, but line of effect 
  is not blocked by fog, darkness, or any other factors that 
  would limit normal sight.
  You must have a clear line of effect to any target that 
  you initiate a maneuver against, or to any space in which 
  you wish to create an effect at range (if your maneuver 
  allows that). A burst or emanation affects only an area, 
  creature, or any objects to which it has a line of effect 
  from its origin. An otherwise solid barrier with a hole of 
  at least 1 square foot through it does not block a maneu-
  ver’s line of effect.
  Duration
  A maneuver’s duration tells you how long its effect 
  lasts.
  End of Turn: The maneuver’s effect lasts until the end 
  of your turn, then ceases to function.
  Instantaneous: The effect of the maneuver comes and 
  goes the instant the maneuver is initiated.
  One-Round Durations: Some durations are measured 
  as 1 round. You gain the capability to perform whatever 
  special effect or attack the maneuver permits on your 
  turn. Immediately before your action in the round after 
  you initiated the maneuver, its effect comes to an end.
  Stance: This duration indicates that the ability is a 
  stance, and therefore ends only when you will it to end, 
  when you become helpless, or when you fulfill a specific 
  condition described in the stance’s description.
  Timed Durations: Some maneuvers last some num-
  ber of rounds or minutes. When the time is up, the en-
  ergy sustaining the effect fades, and the maneuver’s ef-
  fect ends.
  No Duration: The effect of a maneuver without a 
  duration lasts only as long as it takes you to initiate the 
  maneuver. Some maneuvers “last” less than a full round. 
  Such is often the case for maneuvers that deal extra 
  damage on top of your normal melee or ranged damage. 
  For example, a strike with an initiation action of 1 stan-
  dard action would effectively have a duration of 1 stan-
  dard action; the effect of the strike is tied to the action 
  of making the attack. When this is the case, no duration 
  entry is given.
  Saving Throw
  Sometimes, a maneuver with a special effect or su-
  pernatural augmentation that targets an enemy allows 
  the creature or object to make a saving throw to avoid 
  some or all of the effect. The saving throw line in a ma-
  neuver description defines which type of saving throw a 
  maneuver allows. Maneuvers performed with a favored 
  weapon for the martial abilities’ discipline gain a +2 
  competence bonus to the DC of the maneuver initiated 
  (if applicable).
  Negates: The maneuver has no additional effect on a 
  subject that makes a successful saving throw.
  Partial: The maneuver causes an effect on its subject, 
  such as death. A successful saving throw means that 
  some lesser effect occurs (such as being dealt damage 
  rather than being killed.)
  Half: The maneuver deals damage, and a successful 
  saving throw halves the damage taken (round down).
  None: In a case where no saving throw is allowed, the 
  saving throw line is omitted.
  Saving Throw Difficulty Class: The formula for de-
  termining a saving throw DC against a maneuver’s spe-
  cial effect is provided in the maneuver’s description.
  Spell Resistance
  Unlike spell descriptions or power descriptions, mar-
  tial maneuvers don’t have a spell resistance or power 
  resistance entry. Since maneuvers are extraordinary or 
  supernatural abilities, not spells or spell-like abilities, 
  spell resistance does not affect a maneuver.
  Descriptive Text
  This part of the maneuver description explains what 
  the maneuver does and how it works.  If one of the previ-
  ous lines in the maneuver description included “see text” 
  or “see description,” this section is where you find the 
  explanation.
  Learning Stances and Maneuvers
  Martial disciples initiate martial stances and maneu-
  vers. These maneuvers are manifestations of supreme 
  martial prowess, focus, and clarity. They also tap into 
  a subconscious universal energy or ki; by performing a 
  maneuver to perfection, a martial disciple can achieve 
  amazing feats of martial and athletic skill.
  Martial disciples do not have “spellbooks,” but they 
  do ready a selection of their maneuvers ahead of time. 
  Unlike characters who prepare spells, martial disciples 
  can quickly choose a new selection of readied maneu-
  vers with a brief pause to exercise, meditate, pray, and so 
  
  18
  forth. Martial disciples do not have to ready their stanc-
  es; all stances known are available at all times.
  Adding Stances and Maneuvers
  Martial disciples usually learn new stances and ma-
  neuvers when they attain a new level. Not every disci-
  pline is available to every character.
  Stances and Maneuvers Gained at a New Level: 
  Martial disciples train, meditate, and practice between 
  adventures and while resting. When a martial disciple 
  learns a new stance or maneuver because she gained a 
  level, you can assume that this new knowledge repre-
  sents the effects of practice and study over the course of 
  days, weeks, or even months.
  Independent Study: A martial disciple can attempt to 
  devise a new stance or maneuver independently, adding 
  to an existing discipline. The GM decides if it’s possible 
  for a character to develop a new maneuver.  If a GM per-
  mits the creation of a new maneuver, observe the follow-
  ing guidelines.
  First, the martial disciple needs a safe place to medi-
  tate and practice. This effort will take a number of days 
  equal to 3 x the maneuver’s level, so if the disciple is 
  devising a 4th level maneuver, the research will require 
  12 days. The GM should also decide a fair cost for the 
  disciple to pay, representing the intense regiment of 
  meditation, fasting or other dietary needs, and practice 
  designed to focus the mind and spirit on the task at hand.
  A martial disciple can’t create a new maneuver of a 
  higher level than that disciple is capable of learning.  At 
  the end of the requisite time for study and practice, the 
  martial disciple attempts a Knowledge: martial check 
  (DC 20 + (2 x the maneuver’s level). If the check succeeds, 
  the character learns the maneuver the next time she has 
  an opportunity to learn a new maneuver through level 
  advancement or feat selection. If the check fails, the new 
  maneuver is not yet perfected, and she must go through 
  the study and practice time again if she wants to keep 
  trying (although she retains the cost, if any, determined 
  by the GM thus far).
  A GM should work closely with the player before the 
  attempt to develop a new maneuver begins, and give 
  them guidance on the parameters under which a new 
  maneuver or discipline might be acceptable.
  The Art of the Blade
  This section contains the list of maneuvers of the mar-
  tial disciplines.  The remainder of the section contains 
  maneuver descriptions in alphabetical order by maneu-
  ver name.
  Order of Presentation: In the maneuver lists and the 
  maneuver descriptions that follow them, the maneuvers 
  are presented in alphabetical order by name. 
  Initiator Level: Some maneuver’s effect depend on 
  the initiator level, which is the manifester’s psionic class 
  level. A creature with no classes has a manifester level 
  equal to its Hit Dice unless otherwise specified. The word 
  “level” in the power lists always refers to manifester level.
  Creatures and Characters: “Creatures” and “charac-
  ters” are used synonymously in the maneuver descrip-
  tions.
  Discipline Restrictions
  Several of the martial disciplines carry specific restric-
  tions on when they can be used, as well as specific rules 
  for those disciplines, as defined below.
  Broken Blade: Maneuvers from this discipline re-
  quire the initiator to be using discipline weapons or be 
  unarmed.
  Solar Wind: The discipline of Solar Wind has many 
  maneuvers that are considered to be supernatural abili-
  ties, and these maneuvers follow the same rules and 
  restrictions. Solar Wind maneuvers may only be per-
  formed with a weapon in the bow, crossbow, or thrown 
  weapon groups.
  Steel Serpent: Unless expressly noted, any Steel Ser-
  pent maneuver can be used with a throwing weapon and 
  only weapons that inflict piercing or slashing weapons 
  may be used with this; unarmed strikes are exempted 
  from this. The discipline of Steel Serpent has many ma-
  neuvers that would be considered supernatural abilities, 
  and are marked as such. These abilities follow the same 
  rules as supernatural abilities. 
  Thrashing Dragon:Thrashing Dragon requires that its 
  practitioner be wielding two weapons (one in each hand 
  or one weapon and unarmed strike), wielding a double 
  weapon, or be unarmed to utilize this discipline. 
  Veiled Moon: The discipline of Veiled Moon and all of 
  its maneuvers and stances are considered to be super-
  natural abilities and thus do not function in situations 
  where supernatural abilities will fail. If the character 
  is on an a plane that does not touch the Ethereal, then 
  Veiled Moon maneuvers that specify that they use the 
  Ethereal Plane do not function; all others function nor-
  mally due to all planes connecting to the Astral Plane. 
  Teleportation maneuvers require that the destination 
  must be within line of sight to the initiator, and are us-
  able with the Dimensional Agility line of feats. Lastly, 
  maneuvers with the [Mind-affecting] tag are considered 
  enchantment effects for the purposes of saving throws 
  and immunities.
  PER ENCOUNTER ABILITIES
  The definition of what is considered ‘per encounter’ 
  is as followed: An encounter is a period of time from 
  when initiative begins (starting with the surprise 
  round if there is one) and the encounter is considered 
  over or finished when the last initiative has ended and 
  a total time amount of one minute has elapsed. This 
  means that martial disciples have had time to recover 
  all expended maneuvers and abilities that are used 
  and depleted within the span of an encounter and they 
  are ready for their next fight.
  
  19
  Path of War
  Maneuver Lists by Discipline
  Broken Blade
  1st Level
  Brawler’s Attitude: Gain a +4 bonus on CMB checks to 
  perform an unarmed trip, dirty trick, disarm, or grapple 
  attempt.
  Flurry Strike: Make two unarmed strikes on a target 
  enemy.
  Iron Hand Stance: Gain a +2 shield bonus to AC while 
  in this stance, increasing in bonus as the character’s ini-
  tiator level increases.
  Pommel Bash: A vicious elbow strike, inflicting an ad-
  ditional 1d6 points of damage.
  Pugilist Stance: While in this stance, unarmed or dis-
  cipline weapon strikes inflict an additional 1d6 points of 
  damage.
  Shards of Iron Strike: A piercing strike that poten-
  tially staggers an opponent with pain.
  2nd Level
  Bronze Knuckle: Boost: Add an additional 2d6 points 
  of damage to unarmed strikes and discipline weapons 
  and martial strikes ignore damage reduction.
  Cartwheel Axe Kick: Make an Acrobatics check and 
  move 10 ft. to or from adjacent enemy, unarmed strike 
  inflicts an additional 2d6 damage.
  Counter Step: Make an opposed Acrobatics check 
  against target’s melee attack roll, 5ft step to avoid attack 
  range.
  Knuckle to the Blade: Make an unarmed strike 
  against a target, if successful, make a free disarm at-
  tempt against the opponent without provoking attacks 
  of opportunity.
  Leg Sweeping Hilt: Make a trip attempt with a +2 bo-
  nus without provoking attacks of opportunity, if success-
  ful, make an attack.
  3rd Level
  Broken Blade Stance: Add initiator level to Acrobat-
  ics checks and may make additional unarmed strikes as 
  part of a full attack action.
  Flat Iron Riposte: Make an opposed attack roll against 
  attacker, if successful, negate the attack and throw op-
  ponent 10 ft. in a chosen direction and potentially land 
  prone.
  Iron Dust: Make a free dirty trick attempt as part of a 
  martial strike with a +2 bonus without provoking attacks 
  of opportunity.
  Steel Flurry Strike: Make three unarmed attacks on a 
  target enemy, inflicting up to +3d6 points of damage on 
  each strike.
  4th Level
  Broken Blade Riposte: After being struck in melee 
  combat, make an immediate counter attack, inflicting 
  an additional 3d6 points of damage and push the target 
  back 5 ft.
  Iron Axe Kick: The character delivers a potent kick 
  that inflicts an additional 6d6 points of damage and daz-
  es target for 1d4 rounds.
  Iron Knuckle: For the duration of the turn, unarmed 
  and discipline weapon strikes inflict an additional 3d6 
  points of damage.
  Iron-breaking Palm: Make a sundering strike against 
  a weapon or shield, potentially entangling target and in-
  flicting an additional 3d6 points of damage to the target 
  item.
  5th Level
  Iron Monger’s Throw: Make a CMB check with a +4 
  bonus, if successful, with a rolling throw to land 20 ft. 
  away, inflicting 6d6 points of damage upon landing.
  Shards of Steel Strike: Make a penetrating attack that 
  inflicts an additional 8d6 points of damage that ignores 
  damage reduction or hardness and leaves a bleeding 
  wound.
  Steel Grappler’s Attitude: While in this stance, count 
  as one size category larger when calculating CMB and 
  CMD for grapple, bull rush, and overrun attempts, and 
  add primary initiator attribute modifier to CMB and 
  CMD for grapple, bull rush, and overrun attempts and 
  resistance.
  Throw the Blade Down: Make an opposed Acrobatics 
  check against target’s attack roll, if successful, make a 5ft 
  step and throw opponent to the ground in your previous 
  space to land prone.
  6th Level
  Singing Steel Punch: Attack inflicts an additional 8d6 
  points of damage and on a failed save, deafens target 
  and renders them unable to speak for 1d4 rounds.
  Steel Axe Kick: The character delivers a devastating 
  spinning kick that inflicts an additional 10d6 points of 
  damage and potentially stuns target for one round. 
  Finishing Kick: The character may make an addition-
  al unarmed attack at his full base attack bonus at the end 
  of a full attack action and the attack inflicts an additional 
  6d6 points of damage.
  Pit Fighter’s Stance: While in this stance, the char-
  acter may make one dirty trick attempt per round as a 
  swift action without provoking attacks of opportunity, 
  and he gains a +2 bonus to his CMD to resist dirty tricks 
  and feint attempts.
  7th Level
  Adamantine Knuckle: For the duration of the turn, 
  unarmed and discipline weapon strikes inflict an addi-
  tional 4d6 points of damage and ignore damage reduc-
  tion and hardness.
  Shards of Adamantine Strike: Make a penetrating 
  attack the inflicts an additional 12d6 points of damage, 
  ignoring damage reduction and hardness, and may nau-
  seate target.
  
  20
  Spinning Flurry Rush: Make two unarmed attacks at 
  full base attack bonus against all targets within reach, in-
  flicting an additional 4d6 points of damage per success-
  ful attack.
  8th Level
  Meteoric Throw: The character grabs an opponent 
  with a successful grapple check and hurls him into an-
  other enemy as a ranged touch attack, inflicting 12d6 
  points of damage to both targets.
  Spinning Adamantine Axe: The character makes one 
  unarmed attack against each foe in range, each success-
  ful strike inflicting an addition 10d6 points of damage 
  which ignores damage reduction and knocks the foe 
  prone.
  Unbreakable Stride Stance:  While in this stance, the 
  character takes no penalties moving through threatened 
  areas and does not provoke attacks of opportunity when 
  moving and gains the effects of freedom of movement.
  9th Level
  Storm of Iron Fists Strike: The character makes a 
  full attack as a standard action and each strike inflicts 
  an additional 4d6 points of damage that ignores damage 
  reduction. Each successful hit increases Fortitude save 
  DC to resist being reduced to:1 hit points.
  Solar Wind
  1st Level
  Curving Ray Shot: Roll Perception check against tar-
  get’s AC, negate cover for this attack.
  Horizon Wind Lancet: Give a single ranged attack a 
  +1d6 damage bonus. 
  Phantom Sun Stance: Generate phantom ammuni-
  tion for ranged attacks by copying a single weapon, ar-
  row, or bolt.
  Solar Sting: Turn a piece of ammunition or a ranged 
  weapon into a field of caltrops.
  Stance of Piercing Rays: While in this stance fired 
  ranged weapons / thrown weapons gain an additional 
  1d6 points of fire damage.
  Steady Hand:  Increase the range on a ranged attacks 
  by +30 ft..
  2nd Level
  Feel the Wind: Overcome environmental difficulties 
  for ranged combat.
  Intercepting Shade: Make an opposed attack against 
  an incoming ranged weapon attack, success negates the 
  attack. 
  Solar Flare:  Make a ranged attack and add +2d6 fire 
  damage and ignore cover. 
  Solar Lance: Attack with a single arrow or thrown 
  weapon, create a phantom line of arrows which inflict 
  an additional 2d4 points of damage and allows for a bull 
  rush attempt as part of the strike.
  3rd Level
  Blinding Ray Shot: Ranged attack becomes infused 
  with blinding light.
  Phantom Wind Ray: Next ranged attack is sheathed 
  in dazzling light to obscure it, target must make an op-
  posed Perception check to the attack roll or be caught 
  flat-footed.
  Solar Reflection: Make a ranged attack at a foe with 
  a +2d6 damage bonus, if this attack is successful you can 
  ricochet the shot to another enemy within 20 ft. using 
  the same attack roll (no bonus damage).
  Sunwalker Stance: May make attacks while moving, 
  +2 AC vs ranged attacks.
  4th Level
  Dazzling Solar Flare: Make a ranged attack against 
  a foe, inflicts +4d6 points of fire damage and chance of 
  dazing.
  Disarming Gust: Make a ranged disarming attack the 
  inflicts 3d6 points of damage to the target and disarms 
  them.
  Solar Storm: Make a ranged attack at target creature 
  or at the space it occupies, creates a brief but fierce cy-
  clone that protects against and prevents ranged attacks.
  Solar Wind Lancet: Next ranged attack gains +2d6 
  points of damage for the round, potentially knocks foe 
  down.
  5th Level
  Blinding the Bull: Automatically confirm a critical 
  threat on a missile weapon attack.
  Double Solar Reflection: Shot strikes three targets 
  with one attack roll. First target takes +4d6 damage, sec-
  ond takes +2d6 damage, third just takes weapon damage. 
  No two targets can be more than 20 ft. apart. 
  Focused Solar Lance: Make an attack that if success-
  ful, inflicts an additional 5d6 points of damage and po-
  tentially pins target.
  Searing  Break: All ranged attacks gain +3d6 points of 
  fire damage for the round.
  6th Level
  Burning Break: All ranged attacks gain +5d6 points of 
  fire damage for the round.
  Solar Meteor Blow: High fired shot that when it lands 
  on target inflicting +4d6 points of damage and creates a 
  massive gust of wind capable of knocking surrounding 
  foes down.
  True Shot Stance: Ignore concealment, double the 
  threat range on ranged attacks. 
  Twisting Wind Shot: Make a ranged attack, inflict 
  damage as a critical hit. 
  7th Level
  Phantom Sunstorm: Creates a hail of quasi-real 
  weapons that strike with the real one, causing maximum 
  damage on a single attack 
  
  21
  Path of War
  Stunning Solar Flare: Make a ranged attack against 
  a foe, if successful the target takes an additional +8d6 
  points of damage and has a chance of being stunned.
  Triple Solar Reflection: Shot strikes four targets with 
  one attack roll. First target takes +6d6 damage, second 
  takes +4d6 damage, third takes +2d6 damage, and the 
  fourth attack takes normal damage. No two targets can 
  be more than 20 ft. apart. 
  8th Level
  Aurora Break: All ranged attacks gain +5d6 points of 
  fire damage for the round.
  Solar Hailstorm Stance: Gain 2 extra attacks on any 
  full round attack with a ranged weapon and add initia-
  tor attribute modifier to damage rolls. 
  Solar Wind Tsunami: With a single arrow or thrown 
  weapon, generate a phantom wave of arrows in a 60 ft. 
  cone, inflicts 15d6 + IL (+20 max) points of damage to all 
  in the area of effect.
  9th Level
  Solar Wind Nova: Fire a phantom volley of burning 
  arrows into a 20 ft. burst hitting all targets within its 
  area, inflicting 10d6 damage and 10d6 fire damage and 
  may leave targets knocked prone. 
  Steel Serpent
  1st Level
  Body of the Night: Add your ranks in Heal to your 
  Stealth.
  Dizzying Venom Prana: Next attack inflicts 2 points 
  of Wisdom damage.
  Hunting Serpent Blow: Disciple makes a Heal check, 
  chance to make target flat-footed and inflict an addition-
  al 1d6 points of damage.
  Poisoner’s Stance: Gain poison use, increased DC on 
  poisons.
  Sting of the Rattler: Attack that inflicts an additional 
  1d4 points of damage plus 1d4 damage the following 
  round.
  2nd Level
  Fading Dodge: As an immediate action, make an at-
  tack roll against your foe’s attack roll; if successful, your 
  foe’s damage from this attack is reduced by half.
  Iron Fang: Attack which ignores DR and inflicts an ad-
  ditional 2d6 points of damage.
  Sting of the Asp: Attack that inflicts an additional 1d6 
  points of damage and 2 points of Strength damage, with 
  an additional 2 points of Strength damage the following 
  round.
  Weakening Venom Prana: Next attack inflicts an ad-
  ditional 2 Strength damage.
  3rd Level
  Night’s Knife: Grants a damage bonus equal to the 
  number of ranks in Heal possessed.
  Sickening Venom Strike: Attack which inflicts 2 
  points of Constitution damage and chance to sicken op-
  ponent.
  Sight Piercing Fang: Attack which inflicts an addi-
  tional 2d6 points of damage, blinds opponent.
  Steel Coils: Constrict for 4d6+Dexterity modifier dam-
  age while grappling.
  4th Level
  Poison Blood: When struck in combat, disciple’s blood 
  becomes venomous to the attacker.
  Rattler’s Feint: Feint attempt to catch opponent flat-
  footed.
  Sting of the Adder: Attack that inflicts an additional 
  5d6 points of damage and 1d4 points of Wisdom damage, 
  with an additional 2 points of Wisdom damage the fol-
  lowing round.
  Tearing Fang: Attacks add +2d6 damage and causes 2 
  points of bleed damage for 1d4 rounds
  5th Level
  Burning Venom Prana: Next attack inflicts an addi-
  tional 1d4 Wisdom damage.
  Hooded Killer’s Stance: Disciple gains +3d6 sneak at-
  tack dice and half the character’s initiator level to Intimi-
  date and Stealth checks.
  Pressure Point Break: While grappling an opponent 
  and inflicting damage, the character may add any sneak 
  attack or deadly strike damage possessed plus an addi-
  tional +2d6 damage.
  Steel Fang: Attack which ignores DR and inflicts an 
  additional 8d6 points of damage, potential to daze an op-
  ponent.
  6th Level
  Blend With the Night: Causes the disciple to disap-
  pear into the shadows make him act under greater invis-
  ibility for one round, grants +2d6 points of sneak attack 
  damage.
  Spitting Cobra Stance: Increases damage done by 
  thrown weapons.
  Sting of the Viper: Attack that inflicts an additional 
  8d6 points of damage and 1d6 points of Charisma dam-
  age, with an additional 2 points of Charisma damage the 
  following two rounds.
  Virulence: Increase the DC on a single poison by +5
  7th Level
  Bite the Mongoose: Make a counter attack which in-
  flicts 6d6 points of damage and 1d6 Constitution damage 
  when struck in combat.
  Desert Serpent Mirage: Make an opposed attack roll 
  against an opponent’s attack; if successful the foe losses 
  sight of the disciple for one round. 
  Numbing Venom Prana: Next attack inflicts an addi-
  tional 2d4 Dexterity damage.
  Silencing Strike: Swift throat punch that can silence 
  opponent, deals an additional 8d6 points of damage.
  
  22
  8th Level
  Adamantine Fang: Powerful attack which ignores DR 
  and deals an additional 12d6 damage, potential to para-
  lyze an opponent.
  Hooded Cobra Attitude: Gain gaze ability to tempo-
  rarily paralyze a foe while focusing on them.
  Sting of the Cobra: Attack that inflicts an additional 
  12d6 points of damage and 2d4 points of Constitution 
  damage, with an additional 2 points of Constitution dam-
  age the following two rounds.
  9th Level
  Five-Fold Hydra Sting: Chance to instantly slay target 
  and destroy them entirely.
  Thrashing Dragon
  1st Level
  Inner Sphere Stance: When wielding two weapons, 
  disciple gains +2 dodge bonus to AC and a +2 bonus to 
  Will saves.
  Offensive Roll: Move by an opponent and make a Ac-
  robatics check against target’s AC, if successful, the target 
  is flat-footed and the strike inflicts +1d6 points of dam-
  age.
  Outer Sphere Stance: When wielding two weapons, 
  disciple inflicts an additional 1d6 points of damage per 
  attack, -2 to AC.
  Swift Claws: Attack a single target with two wielded 
  weapons.
  Talon on the Wing: Thrown weapon range for a sin-
  gle attack increases by +20 ft.
  Wyrmling’s Fang: Thrown weapon inflicts an addi-
  tional 1d6 points of damage.
  2nd Level
  Flash Kick: Make an additional unarmed attack as 
  part of a full attack action at a -2 penalty to hit but the 
  attack gains +2d6 points of damage.
  Flick of the Wrist: Make at least two successful attack 
  rolls with two weapons on a full attack action with a +2 
  bonus, if successful gain a free disarm attempt.
  Reflexive Twist: Make an Acrobatics check in place 
  of a Reflex save.
  Sun Dips Low: Make an opposed Acrobatics check 
  against an attack to negate it.
  Sweeping Tail: Make a trip attack against a foe with 
  a +4 bonus.
  3rd Level
  Ancient’s Fang: Thrown weapon inflicts an additional 
  4d6 points of damage
  Battle Dragon’s Stance: Reduce penalties of two-
  weapon fighting by 2, +4 to Initiative checks and damage 
  while two-weapon fighting.
  Fangs Strike Low: Make two successful attack rolls, 
  halve target’s land speed and inflicts 1d6 bleed damage 
  per round for 3 rounds or until healed.
  Vicious Swipe: Make a successful melee attack, attack 
  inflicts an additional +3d6 and potentially dazes oppo-
  nent.
  4th Level
  Devastation Roll: Move by an opponent and make 
  a successful Acrobatics check against the target’s AC, if 
  successful, the target is flat-footed and the attack inflicts 
  an additional 6d6 points of damage.
  Dragon Assault: Make a full round attack, each suc-
  cessive melee attack inflicts an additional 1d6 points of 
  damage more than the previous one (maximum +5d6 
  per successful attack).
  Dragon Rush: Upon a successful attack, make an im-
  mediate kick which inflicts an additional 3d6 points of 
  damage.
  Sharpened Talons: When two-weapon fighting with 
  light weapons, the disciple inflicts an additional 2d6 
  points of damage for one round.
  5th Level
  Bend With the Wind: Gain +2 to AC successively un-
  til next turn or take a free 5ft-step whenever an attack 
  misses the initiator.
  Hurricane of Fangs: Thrown weapons for the round 
  have their range increased by +30 ft. and inflict an ad-
  ditional damage equal to initiator level.
  Reversing Thrust: Make a successful opposed Acro-
  batics check against a target’s attack roll; evade the at-
  tack and then make an immediate counter-attack. 
  Thrashing Dragon Twist: Make an attack with two 
  wielded weapons (one attack per weapon) against each 
  adjacent enemy surrounding the initiator.
  6th Level
  Great Wyrm’s Fang: Thrown weapon inflicts an ad-
  ditional 8d6 points of damage, causes a bleeding wound.
  Rending Claws: Boost: Make two successful melee at-
  tacks with wielded weapons, automatically rend victim 
  for an additional 8d6 points of damage.
  Tail Slap: Unleash a powerful kick which inflicts an 
  additional 3d6 points of damage and stuns an opponent 
  for up to 1d4 rounds.
  Unbreakable Talons: Boost: When two-weapon fight-
  ing with light weapons, the disciple’s attacks strike as ad-
  amantine and inflict an additional 4d6 points of damage.
  7th Level
  Alacrity on Wing: Make an opposed Acrobatics check 
  against an opponent’s attack roll, evade the attack and 
  you may make an attack against the target with both 
  weapons with +2d6 damage as part of this immediate 
  action.
  Brutal Dragon’s Stance: When two-weapon fighting 
  in this stance, the character suffers a -2 to AC, but all at-
  tacks inflict an additional 2d6 + primary initiator attri-
  bute modifier points of damage.
  Thrashing Dragon Frenzy: Make two melee attacks 
  
  23
  Path of War
  with two wielded weapons (two attacks per weapon) 
  against each adjacent enemy surrounding the initiator.
  8th Level
  Doom Talon: Upon scoring a critical hit, initiation of 
  this maneuver confirms the critical hit and inflicts an ad-
  ditional 4d6 points of damage.
  Dragon Warrior’s Talons: When two-weapon fight-
  ing in this stance, all attacks made ignore damage reduc-
  tion and inflict bleeding arterial wounds.
  Thrashing Blades: Make a full round attack as a stan-
  dard action, each attack (including any unarmed or 
  natural secondary attacks) at full attack bonus plus an 
  additional 2d6 points of damage, suffer:4 penalty to AC.
  9th Level
  Deadly Dragon Strike: Make an attack with both 
  main and off hand weapon against one or two targets; 
  attack strikes to the heart of a target may cause instant 
  death or 12d6 points of damage.
  Veiled Moon
  1st Level
  Dimensional Strike: For a brief moment, the dis-
  ciple becomes difficult to perceive; resolving the attack 
  against the target as if they were flat-footed.
  Disturbing Blow: Make a melee attack against a tar-
  get; successful strike inflicts a:4 penalty to the target’s 
  next d20 roll.
  Ghost Hunting Blow: Momentarily grants the disci-
  ple’s attacks the ghost touch property.
  Inner Sense: Spiritual senses grant a +2 insight bonus 
  to a saving throw.
  Leaping Spirit Dance: This stance grants the disciple 
  a +2 to AC and a +2 to Reflex saves.
  Spirit Sensing Stance: The disciple in this stance 
  gains the scent special ability and can use it to sense 
  incorporeal creatures that are hiding on the Ethereal 
  plane are nearby.
  2nd Level
  Cursed Fate: Make a melee attack against a target,:4 to 
  all d20 rolls for one round.
  Fading Strike: Teleport up to your movement speed to 
  an opponent and make an attack.
  Half-Gone: As an attack targets you, make a Stealth 
  check to become incorporeal to avoid it.
  Resonance Strike inflicts 2d6 force damage in lieu of 
  normal damage, and may strike incorporeal creatures 
  without risking a miss chance.
  3rd Level
  Altered Penumbra: Make an opposed Stealth check 
  opposing your attackers Perception check after their at-
  tack roll, if you are successful, teleport to any spot within 
  10 ft. away and leave a minor image to be hit in your 
  place. 
  Brilliant Moon: Make a melee attack against a foe, at-
  tack ignores armor bonuses to AC and inflicts an addi-
  tional 4d4 points of force damage.
  Formless Dance: Gain the benefits of a see invisibility 
  spell and blur while the stances in effect (swift actions 
  refresh missing images).
  Ghostwalk: Become incorporeal until your next turn.
  4th Level
  Breath of the Moon: Make an attack against a target, 
  target must make save or be confused for 1d4 rounds
  Ethereal Reminiscence: Become incorporeal for one 
  round, regain twice your ranks in Stealth in hit points or 
  potentially being lost in the Ethereal briefly.
  Flicker Strike: Teleport to strike an opponent flat-
  footed and then teleport away.
  Fading Leap: As a move action, the disciple may tele-
  port to a spot up to twice his movement speed away.
  5th Level
  Essence Shattering: Make an attack against a target 
  which inflicts an additional 6d6 points of force damage, 
  potentially dazes the target.
  Stance of the Ether Gate: The disciple flows with di-
  mensional power and may as a move action teleport up 
  to his movement speed, or as a full round action move 
  up to twice his movement speed.
  Twisting Ether: Switch places within 30 ft. via telepor-
  tation with target willing ally.
  Warp Worm: Make a touch attack against up to three 
  targets which must be no farther apart than 20 ft. from 
  each other, teleport through them inflicting 10d6 points 
  of force damage and appear up to 15ft from the final tar-
  get.
  6th Level
  Ether Wave: The disciple unleashes a potent wave of 
  dimensional energy as a 40 ft. cone inflicting 10d6 points 
  of force damage.
  Phantom Penumbra: Make a Stealth check opposing 
  the attackers Perception check, if successful, teleport up 
  to 20 ft. away and leave behind 1d6 major images.
  Spiritual Weapon Stance: While in this stance, the 
  character is treated as having ghost touch on offensive 
  and defensive items and weapons, and attacks inflict an 
  additional 2d4 points of force damage.
  Vaporform Crash: Make a melee attack against an 
  incorporeal target, if successful the disciple becomes 
  incorporeal and the target suffers 12d6 points of force 
  damage and becomes corporeal; the switch in body state 
  lasts for 1d4 rounds.
  7th Level
  Dispersal: Target becomes incorporeal and takes 
  12d6 points of force damage, on a failed Will their gear 
  does not become ethereal with them, duration until end 
  of next turn.
  
  24
  Fade Through: The disciple may teleport up to twice 
  his movement speed as a swift action. 
  Flashing Ether Touch: Make a melee touch attack 
  against a target, if successful teleport the target up to 60 
  ft. away, deal 10d6 points of damage.
  8th Level
  Anchoring Spirit: Disciple gains the incorporeal sub-
  type; any attempt to teleport into or out of any space 
  within 30 ft. of the disciple automatically fails unless he 
  initiates the effect or willingly allows it.
  Eclipsing Moon: As part of a full round attack, you 
  may teleport up to your movement range between at-
  tacks, and continue the full round attack, adding +2 to hit 
  and +4d4 force damage to each strike against a target’s 
  flat-footed AC. 
  Lunar Penumbra: When targeted by a spell or effect, 
  the disciple may make an opposed Stealth check against 
  the enemy’s Perception; success indicates that the two 
  switch positions through teleportation and the enemy 
  suffers the spell or effect instead.
  9th Level
  Banish to the Beyond: The disciple makes a melee 
  touch attack against a target, and if successful then the 
  foe is banished to wholly to the Ethereal Plane, and they 
  are barred from returning to the Material Plane for 1 day 
  / 2 IL of the disciple (max 10 days).
  Maneuver Descriptions
  The following maneuvers are presented in alphabeti-
  cal order.
  ADAMANTINE FANG
  Discipline: Steel Serpent (Strike); Level: 8
  Prerequisites: Three Steel Serpent Maneuvers
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  Duration: Instant, 3 rounds
  Saving Throw: Fortitude (partial)
  When initiating this maneuver, the disciple congeals 
  the totality of his ki along his weapon which glitters al-
  most like a diamond just before he strikes. The disciple 
  makes an attack against an opponent, and if successful, 
  the attack deals an additional 12d6 points of damage and 
  bypasses all damage reduction the target may possess. 
  The awesome force of the disciple’s ki is so strong that 
  it has the potential to paralyze the opponent on a failed 
  Will save (DC 18 + primary initiator attribute modifier) 
  for one round. This is a supernatural ability.
  ADAMANTINE KNUCKLE
  Discipline: Broken Blade (Boost); Level: 7
  Prerequisites: Two Broken Blade maneuvers
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: One turn
  The sheer ferocity and focus of the disciple’s ability in 
  the unarmed combat area rivals that of the ki wielders in 
  the world. By tightening his knuckles, long since numb 
  with scars and digging deep within, the disciple strikes 
  with steel shattering force. Once initiated, for the rest of 
  the initiator’s turn all attacks he makes with this boost 
  inflict an additional 4d6 points of damage and ignore the 
  target’s damage reduction or an object’s hardness.
  ALACRITY ON WING
  Discipline: Thrashing Dragon (Counter); Level: 7
  Prerequisites: 2 Thrashing Dragon maneuvers
  Initiation Action: 1 immediate action
  Range: Personal
  Target: You
  Duration: Instant
  With reflexes honed from many combats, the disciple 
  may react to danger with speed so great he may even at-
  tack multiple times while he evades the unlucky attacker. 
  The initiator makes an opposed Acrobatics check against 
  the target’s attack roll; if successful the attack is negated 
  and the initiator may make a melee attack for two wield-
  ed weapons or unarmed strikes with an additional +2d6 
  points of damage.
  ALTERED PENUMBRA
  Discipline: Veiled Moon (Counter, figment, teleporta-
  tion); Level: 3
  Prerequisites: One Veiled Moon maneuver
  Initiation Action: 1 immediate action
  Range: Personal
  Target: You
  Duration: Instant
  Position is relative to the Veiled Moon disciple’s think-
  ing, and his position in the universe is mutable. Using 
  these principles, the disciple may circumvent reality to 
  remove himself from harms way when necessary. The 
  initiator makes a Stealth check opposing the attacker’s 
  Perception check; if successful then the initiator may 
  teleport to any spot within 10 ft. away from his current 
  position and leave a minor image duplicate of himself 
  behind to take the attack of his foe in his place.  Minor 
  images created by this counter last for 1d4 rounds or un-
  til dispersed. This ability may be used to defend against 
  spells and effects that directly target the initiator with 
  an attack roll (such as ranged touch effects) or for those 
  that allow for a Reflex save. If the attack would still en-
  compass an area to where the initiator is teleporting to 
  (such as with the fireball spell), the initiator would still 
  be struck by the attack.
  
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  Path of War
  ANCHORING SPIRIT
  Discipline: Veiled Moon (Stance); Level: 8
  Prerequisites: Three Veiled Moon maneuvers
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  The Veiled Moon disciple pulls himself fully into the 
  Ethereal and manifests a ghostly apparition of his form 
  upon the Material, and in doing so he locks his immedi-
  ate area for travel through the Ethereal or Astral plane. 
  While in this stance, the initiator gains the incorporeal 
  subtype and anyone within 30 ft. of the disciple’s posi-
  tion who attempts to use an effect with the [Teleporta-
  tion] type automatically fail unless they are the disciple 
  himself or anyone he allows, or if they can beat the initi-
  ator in a opposed initiator level check (using their caster 
  or initiator level).Once outside of his range, then these 
  effects function normally. If two or more disciples of 
  Veiled Moon enter this stance within each other’s radius 
  of effect, the stance ceases to function while any amount 
  of their affected area crosses. This is an Ethereal plane 
  using maneuver.
  ANCIENT’S FANG
  Discipline: Thrashing Dragon (Strike); Level: 3
  Prerequisites: 1 Thrashing Dragon maneuver
  Initiation Action: 1 standard action
  Range: One ranged attack
  Target: One creature
  Duration: Instant
  With a powerful overhand throw, the Thrashing Drag-
  on disciple hurls one of his blades into his foe’s form 
  with the force and power rivaling the snapping jaws of 
  an ancient dragon. The initiator must make a ranged at-
  tack against a target by throwing a weapon with a range 
  increment (such as a dart, dagger or shuriken) or an im-
  provised throwing weapon (normal rules and penalties 
  apply for improvised weapons). If this attack is success-
  ful, the attack inflicts an additional 4d6 points of damage.
  AURORA BREAK 
  Discipline: Solar Wind (Boost); Level: 8
  Prerequisites: Three Solar Wind maneuvers
  Initiation Action: 1 swift action
  Range: Personal 
  Target: You
  Duration: One round
  
  26
  The Solar Wind disciple masters the light of the sky 
  and burns with a nimbus of colors from sunset to the far 
  northern lights. All ranged attacks made by the initia-
  tor inflict an additional 8d6 points of fire damage for the 
  round. This is a supernatural ability.
  BANISH TO THE BEYOND
  Discipline: Veiled Moon (Strike, teleportation); Level: 9
  Prerequisites: Four Veiled Moon maneuvers
  Initiation Action: 1 standard action
  Range: Melee touch
  Target: One creature
  Duration: Special (see text)
  Saving Throw: Will save (partial)
  The ultimate technique of the Veiled Moon disciple is 
  the ability to lay a mark against a target and shunt him 
  gently into the Astral plane where he may ponder his 
  reasons for crossing the likes of a master. The initiator 
  makes a melee touch attack against a target, who then 
  makes a Will save (DC 19 + primary initiator attribute 
  modifier modifier). Failure indicates that the target is 
  shifted fully into the Astral plane, body and all, and the 
  target may not return to the Material plane for one day 
  per two initiator levels of the disciple (maximum of 10 
  days). If the foe has no way to return to the Material 
  plane after this duration has expired, he is effectively 
  stranded. If the target succeeds his saving throw, he is 
  still shunted to the Astral plane, but returns automati-
  cally to the Material plane after one minute. While in the 
  Astral plane, the target is tethered to the location he oc-
  cupied before being pushed into the Astral Plane with a 
  silver cord as normal.
  BATTLE DRAGON’S STANCE
  Discipline: Thrashing Dragon (Stance); Level: 3
  Prerequisites: 1 Thrashing Dragon maneuver
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  The Battle Dragon’s Stance shows the disciple how to 
  balance his fighting style and through this centering of 
  being, he may find speed, finesse, and power. While in 
  the Battle Dragon’s Stance, the disciple reduces his two-
  weapon fighting penalties by 2, and gains a +4 bonus to 
  Initiative checks and to melee damage while fighting 
  with two weapons.
  BEND WITH THE WIND
  Discipline: Thrashing Dragon (Stance); Level: 5
  Prerequisites: 2 Thrashing Dragon maneuvers
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  The graceful, flowing movements of the Thrashing 
  Dragon’s dance helps defend the disciple in combat 
  while providing him the ability to move through danger 
  unscathed. While in this stance, if the disciple is attacked 
  and the attacker misses, the initiator may either gain a 
  +2 dodge bonus for each attack that misses him until his 
  next turn, or he may make a free 5ft step away from his 
  attacker or within a threatened square (which does not 
  provoke attacks of opportunity). The initiator can mix 
  which benefit he wishes to gain from this stance from 
  multiple missed attacks. If the initiator does not have a 
  free 5ft space in which to move to, the initiator can gain 
  neither bonus due to being constrained and having no 
  room to move around in.
  BITE THE MONGOOSE
  Discipline: Steel Serpent (Counter); Level: 7
  Prerequisites: Two Steel Serpent Maneuvers
  Initiation Action: 1 immediate action
  Range: Melee attack
  Target: One attacker
  Duration: One attack
  Saving Throw: Fortitude (half)
  Inevitably, the disciple of Steel Serpent will be struck 
  in combat and through the use of this technique; he 
  learns to make his foe regret his actions. Just as the co-
  bra often poisons the foolish mongoose, so does the dis-
  ciple of Steel Serpent poison his foe. Upon being struck 
  in combat, the disciple takes advantage of the opening 
  that his injury makes available and strikes out once with 
  poisoned, life sapping ki energies. Make an immediate 
  attack at full base attack bonus against the opponent that 
  has successfully attacked you; if this attack hits it inflicts 
  an additional 6d6 points of damage and 1d6 Constitution 
  damage (Fortitude save DC 17 + primary initiator attri-
  bute modifier halves this Constitution damage). This is a 
  supernatural ability.
  BLEND WITH THE NIGHT
  Discipline: Steel Serpent (Boost); Level: 6
  Prerequisites: Two Steel Serpent Maneuvers
  Initiation Action: 1 swift action
  Range: One melee attack
  Target: One creature
  Duration: One round
  Practitioners of the Steel Serpent discipline are known 
  for their ability to disappear into plain sight and reap-
  pear moments later, unleashing their devastating skill 
  upon a subject. The disciple who initiates this maneu-
  vers gains the benefits of being under the effects of a 
  greater invisibility spell for one round, and during that 
  round, he gains 2d6 points of sneak attack damage per 
  attack he makes that round (as per the rogue class fea-
  ture). This is a supernatural ability.
  
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  Path of War
  BLINDING RAY SHOT
  Discipline: Solar Wind (Strike); Level: 3
  Prerequisites: One Solar Wind maneuver
  Initiation Action: 1 standard action
  Range: Ranged attack
  Target: One creature 
  Duration: Instant, 1d4 rounds
  The disciple wraps incandescent light with the bright-
  ness of the midday sun around his weapon and lets fly 
  at an opponent. The initiator makes an attack against a 
  target creature and if successful, the target is blinded for 
  1d4 rounds. This is a supernatural ability.
  BLINDING THE BULL
  Discipline: Solar Wind (Boost); Level: 5
  Prerequisites: Two Solar Wind maneuvers
  Initiation Action: 1 swift action
  Range: Personal
  Target: One creature
  Duration: Instant
  When a Solar Wind disciple finds the perfect shot, he 
  makes sure that the attack is as destructive as a tornado 
  on the plains. The initiator may use this boost to auto-
  matically confirm a critical threat he has made on a 
  ranged attack.
  BODY OF THE NIGHT
  Discipline: Steel Serpent (Stance); Level: 1
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  A wielder of the secrets of Steel Serpent knows his 
  body and how to use it effectively in the art of stealth. 
  By learning to manipulate his ki flows to obfuscate his 
  movements from sight and to use his body control to 
  mask the sounds of his passage. The disciple may add 
  his ranks in the Heal skill to his ranks in the Stealth skill 
  when making a Stealth check while in this stance as a 
  competence bonus. This is a supernatural ability.
  BRAWLER’S ATTITUDE
  Discipline: Broken Blade (Boost); Level: 1
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Instant
  By using the skill of the empty-handed warriors that 
  came before him, the disciple focuses his will to using his 
  body in less conventional ways in combat. When initiat-
  ing this boost, the initiator gains a +4 competence bonus 
  to his next CMB check when using his unarmed strike 
  or discipline weapon to perform the following combat 
  maneuvers: dirty trick, disarm, grapple, or trip. 
  BREATH OF THE MOON
  Discipline: Veiled Moon (strike) [mind-affecting; Level: 
  4
  Prerequisites: One Veiled Moon maneuver
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  Duration: 1d4 rounds
  Saving Throw: Will (negates)
  The moon is a source of madness, so the legend goes, 
  and by using the principles of lunar cycles on the psyche 
  of mortals, the disciple may temporarily relieve a target 
  of their sanity for a few moments in combat. The initiator 
  must make a melee attack against a target creature, and 
  if successful, in addition to damage the target must make 
  a Will save (DC 14 + primary initiator attribute modifier 
  modifier) or be confused (as the spell confusion) for 1d4 
  rounds; after the application of this maneuver, the sub-
  ject briefly forgets that the initiator exists and thus may 
  not target the initiator while confused.
  BRILLIANT MOON
  Discipline: Veiled Moon (Strike); Level: 3
  Prerequisites: One Veiled Moon maneuver
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  Duration: Instant
  By partially phasing a portion of his attack out of this 
  reality, the disciple may ignore certain obstacles, such 
  as armor, when striking at an opponent. The initiator 
  makes an attack roll and ignores the target’s armor bo-
  nus to AC (unless this armor bonus comes from a force 
  effect, such as mage armor). A successful hit inflicts an 
  additional 4d4 points of force damage from the spiritual 
  power the disciple infuses into the attacks
  BROKEN BLADE RIPOSTE
  Discipline: Broken Blade (Counter); Level: 4
  Prerequisites: One Broken Blade maneuver
  Initiation Action: 1 immediate action
  Range: Personal
  Target: One creature
  Duration: Instant
  Sometimes to give, one has to take. This ebb and flow 
  that the disciple has mastered allows him to focus his 
  pain into a force counter blow to drive his opponent 
  back. After being struck in melee combat, the initiator 
  may make an immediate counter attack at his full base 
  attack bonus and this attack inflicts an additional 3d6 
  points of damage and pushes the target away from the 
  
  28
  initiator 5ft; this movement does not provoke attacks of 
  opportunity.
  BROKEN BLADE STANCE
  Discipline: Broken Blade (Stance); Level: 3
  Prerequisites: One Broken Blade maneuver
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  The disciple of the Broken Blade has learned the flows 
  of combat to a degree and has the insight necessary to 
  see the path to victory through the patterns of steel his 
  opponents weave before his eyes. While in this stance, 
  the initiator gains a competence bonus to Acrobatics 
  checks to avoid attacks of opportunity equal to his ini-
  tiator level, and may make an additional attack with his 
  unarmed strike or a discipline weapon  when making a 
  full attack action. If the initiator is two weapon fighting, 
  he gains this extra attack for both hands.
  BRONZE KNUCKLE
  Discipline: Broken Blade (Boost); Level: 2
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: One turn
  With a spectacular crack of his knuckles, the disciple 
  delivers an extra-potent blow to his foe in the form of a 
  bone-crushing strike. As part of a unarmed attack or a 
  strike from this discipline, the initiator’s for the duration 
  of his turn inflict an additional 2d6 points of damage and 
  these attacks ignore a target’s damage reduction.
  BRUTAL DRAGON’S STANCE
  Discipline: Thrashing Dragon (Stance); Level: 7
  Prerequisites: 2 Thrashing Dragon maneuvers
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  A Thrashing Dragon disciple sometimes realizes that 
  the best defense is having a field of lifeless opponents 
  at his feet. By adopting the mannerisms of the rampant 
  dragon, he inflicts heavy, chopping blows that decimate 
  his foes as he wades through their broken forms. While 
  in this stance and wielding two-weapons, the initiator 
  suffers a -2 penalty to AC and gains a damage bonus to 
  all melee attacks and unarmed strikes equal to 2d6 + the 
  initiator’s primary initiator attribute modifier.
  BURNING BREAK
  Discipline: Solar Wind (Boost); Level: 6
  Prerequisites: Two Solar Wind maneuvers
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: One round
  The burning wrath of the sun itself takes root in the 
  disciple’s ammunition as he lets loose the wrath of the 
  Solar Wind. All ranged attacks made by the initiator this 
  round inflict an additional 5d6 points of fire damage. 
  This is a supernatural ability.
  BURNING VENOM PRANA
  Discipline: Steel Serpent (Boost); Level: 5
  Prerequisites: Two Steel Serpent Maneuvers
  Initiation Action: 1 swift action
  Range: One melee attack
  Target: One creature
  Duration: Instant
  Saving Throw: Fortitude (half)
  By focusing his ki along the edge of a close combat 
  weapon, the disciple readies his energies to disrupt his 
  foe’s mind with burning mental fire. The next attack that 
  the disciple makes inflicts 1d4 points of Wisdom dam-
  age to his opponent unless the foe succeeds on a (DC 15 
  + primary initiator attribute modifier) Fortitude saving 
  throw. This is a supernatural ability.
  CARTWHEEL AXE KICK
  Discipline: Broken Blade (Strike); Level: 2
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  Duration: Instant
  With a quick handspring into a cartwheel or flip, the 
  disciple of the Broken Blade levels a powerful axe kick 
  at his foe. The initiator must make an Acrobatics check 
  with a DC of 15; if successful the initiator may either 
  move 10 ft. towards or away from a target creature 
  without provoking attacks of opportunity. The initiator 
  makes his unarmed attack roll (before he moves if he’s 
  moving away, or after he moves if he’s approaching a 
  target) and if successful, this kick inflicts an additional 
  2d6 points of damage.
  COUNTER STEP
  Discipline: Broken Blade (Counter); Level: 2
  Initiation Action: 1 immediate action
  Range: Personal
  Target: You
  Duration: Instant
  With a twist of his body or a nimble hop, the disciple 
  of the Broken Blade avoids a blow with a practiced step. 
  The initiator makes an opposed Acrobatics check against 
  an attacker’s melee attack roll. If successful, the initiator 
  
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  Path of War
  may make an immediate 5ft step to a location that is not 
  being threatened by his attacker without provoking at-
  tacks of opportunity. If no such square exists, than this 
  counter cannot be used.
  CURSED FATE
  Discipline: Veiled Moon (Strike) (Mind-affecting); Level: 
  2
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  Duration: Instant
  Saving Throw: Will (negates)
  The disciple can befuddle and bewilder his opponent 
  with this strike, causing a grave imbalance in the psyche 
  of the victim. The initiator must make a successful melee 
  attack against the target and the target must attempt a 
  Will save (DC 12 + primary initiator attribute modifier 
  modifier) or lose their move action on their next turn.
  CURVING RAY SHOT 
  Discipline: Solar Wind (Strike); Level: 1
  Initiation Action: 1 standard action
  Range: Ranged attack
  Target: One creature
  Duration: Instant
  The disciple’s keen eyes allow him to fire his weapon 
  around his foe’s cover. The initiator makes an opposed 
  Perception check against target’s Armor Class before 
  making a single ranged attack; if successful then the foe’s 
  cover is negated.
  DAZZLING SOLAR FLARE 
  Discipline: Solar Wind (Strike); Level: 4
  Prerequisites: One Solar Wind maneuver
  Initiation Action: 1 standard action
  Range: Ranged attack
  Target: One creature
  Duration: 1d4 rounds
  Saving Throw: Fortitude, partial
  With swift and deadly precision, the disciple attacks 
  with the force of the scorching sun. The initiator makes 
  a ranged attack against a foe, and if successful the at-
  tack inflicts an additional 4d6 points of fire damage and 
  dazes the target on a failed Fortitude saving throw (DC 
  14 + primary initiator attribute modifier) for 1d4 rounds. 
  If the save is successful, the target is dazzled instead for 
  one round  This is a supernatural ability.
  DEADLY DRAGON STRIKE
  Discipline: Thrashing Dragon (Strike); Level: 9
  Prerequisites: 4 Thrashing Dragon maneuvers
  Initiation Action: 1 standard action
  Range: Melee or ranged attack
  Target: One or two creatures
  Duration: Instant
  Saving Throw: Fortitude (partial)
  Upon reaching mastery of the Thrashing Dragon dis-
  cipline, the disciple learns the truth of his deadly war 
  dance; at its center is a deadly calm. It is in this calm 
  that he discovers the true nature of his art and that one 
  perfect blow can spell instant death for a foe. The dis-
  ciple analyzes his foes in the blur of combat and finds 
  his perfect moment and strikes for the heart and pierces 
  it through. The initiator makes an attack roll against one 
  or two foes using his two weapons (both attacks made 
  through this strike are made at full attack bonus) and if 
  these attack is successful, his weapon perfectly and pre-
  cisely pierces the foe’s heart or other vital zone, killing it 
  instantly on a failed Fortitude save (DC 19 + primary ini-
  tiator attribute modifier). Even if the creature successful 
  saves, the strike inflicts his weapon’s damage plus an ad-
  ditional 12d6 points of damage from the trauma of the 
  blow. The initiator can use this strike to attack the same 
  target with both attacks, forcing the target to make two 
  Fortitude saves as above. Creatures immune to precision 
  damage are unaffected by this strike.
  DESERT SERPENT MIRAGE
  Discipline: Steel Serpent (Counter); Level: 7
  Prerequisites: Two Steel Serpent Maneuvers
  Initiation Action: 1 immediate action
  Range: Melee attack
  Target: One attacker
  Duration: 1d4 rounds
  One of the Steel Serpent’s teachings is that for a dis-
  ciple to be successful, he must find his opponent’s blind 
  spot. By initiating this counter, he learns to use his foe’s 
  attacks to blind himself against the disciple who will take 
  full advantage of this. The initiator makes an opposed 
  attack roll against his foe’s attack roll, and if successful 
  the attacker misses the initiator who then gains total 
  concealment from his foe 1d4 rounds.  This is a super-
  natural ability.
  DEVASTATION ROLL
  Discipline: Thrashing Dragon (Strike); Level: 4
  Prerequisites: 1 Thrashing Dragon maneuver
  Initiation Action: 1 attack action
  Range: One melee attack
  Target: One creature
  Duration: One round
  The martial disciple’s movements are so quick and 
  precise, his deadly strikes are hard to evade. With a 
  sudden twist and Acrobatics through the opponent’s 
  defenses, the disciple strikes hard into the exposed and 
  undefended foe. The initiator must move at least 10 ft. 
  
  30
  alongside his opponent and make a Acrobatics check 
  equal to the target’s AC. If successful, the target is con-
  sidered flat-footed until his next action due to being put 
  off-balance from the strike, and the attack inflicts an ad-
  ditional 6d6 points of damage.
  DIMENSIONAL STRIKE
  Discipline: Veiled Moon (Strike); Level: 1
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  Duration: Instant
  By shifting slightly between two worlds, the disciple 
  confuses the senses of his foe so he may land his attack 
  more easily. The initiator initiating this strike causes his 
  foe to be flat-footed to this attack. 
  DISARMING GUST
  Discipline: Solar Wind (Strike); Level: 4
  Prerequisites: One Solar Wind maneuver
  Initiation Action: 1 standard action
  Range: Ranged attack
  Target: One creature
  Duration: Instant
  A swift breeze and an explosion of agony is what the 
  enemy of the disciple knows when this strike is used in 
  battle as his sword hand is struck by the disciple’s skillful 
  attack. The initiator makes a ranged attack against the 
  target’s CMD using his primary initiator attribute modi-
  fier to calculate his CMB with a +2 competence bonus to 
  the check. If successful, he inflicts 3d6 points of damage 
  and the target is successfully disarmed.
  DISPERSAL STRIKE
  Discipline: Veiled Moon (Strike) [force]; Level: 7
  Prerequisites: Two Veiled Moon maneuvers
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One target
  Duration: 1d4 rounds
  Saving Throw: Will (partial)
  With a powerful strike and flash of silver-blue light, 
  the disciple slams their foe directly into the Ethereal for 
  a few moments, causing them to become ghostly and un-
  real. The initiator makes a melee attack on a target crea-
  ture and if successful, the strike inflicts 12d6 points of 
  force damage in place of normal damage, and the target 
  gains the incorporeal subtype for 1d4 rounds. The target 
  must make a Will save (DC 18 + primary initiator attri-
  bute modifier modifier) to negate the incorporeality por-
  tion of this strike or only his body becomes incorporeal 
  and items held in his hands do not, falling to the ground 
  at their feet. This strike does not function on targets who 
  already possess the incorporeal subtype. This is an Ethe-
  real plane using maneuver.
  DISTURBING BLOW
  Discipline: Veiled Moon (Strike) [Mind-affecting]; Level: 1
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  Duration: Special
  By establishing counter-resonance within the spirit of 
  an enemy with a well-placed blow, the disciple may dis-
  rupt and disturb his next action. The initiator must make 
  a melee attack against a target creature, and if successful, 
  cause the target to suffer a -4 penalty to the next d20 roll 
  that he makes.
  
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  Path of War
  DIZZYING VENOM PRANA
  Discipline: Steel Serpent (Boost); Level: 1
  Initiation Action: 1 swift action
  Range: Next melee attack or ranged attack
  Target: One creature
  Duration: Instant
  Saving Throw: Fortitude (negates)
  By focusing his ki onto a weapon, the disciple readies 
  a spiritual poison which dizzies and confuses the minds 
  of his foes. After initiating this boost, the next melee or 
  ranged attack that the disciple makes inflicts 2 points of 
  Wisdom damage on a failed Fortitude save (DC 11 + pri-
  mary initiator attribute modifier). This is a supernatural 
  ability.
  DOOM TALON
  Discipline: Thrashing Dragon (Boost); Level: 8
  Prerequisites: 3 Thrashing Dragon maneuvers
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Instant
  When a potentially deadly strike occurs, the Thrash-
  ing Dragon disciple knows how to make the blow count. 
  When the initiator makes an attack roll that scores a crit-
  ical threat, as a swift action the initiator may automati-
  cally confirm this critical hit and inflict an additional 
  4d6 points of damage. Creatures immune to critical hits 
  may still be affected by this strike, not taking the normal 
  double damage but still confirming that the strike hit 
  and inflicting the additional 4d6 points of damage.
  DOUBLE SOLAR REFLECTION 
  Discipline: Solar Wind (Strike); Level: 5
  Prerequisites: Two Solar Wind maneuvers
  Initiation Action: 1 full round action
  Range: Ranged attack
  Target: Up to three creatures, see description 
  Duration: Instant
  The disciple of the Solar Wind may bend and reflect 
  his missile weapons as a scientist may bend and reflect 
  light with mirrors. The initiator makes a single ranged 
  attack roll and if this roll is successful, he may apply this 
  same attack roll against another opponent within 20 ft. 
  of the first, and if this is also successful, he may use the 
  same attack roll to strike a third target no farther than 20 
  ft. away (but not the original target). This strike inflicts 
  an additional +4d6 points to the first target, +2d6 points 
  of damage to the second, and normal damage to the third 
  target. Each reflection attack is considered a separate at-
  tack for the purposes of determining the effectiveness of 
  single attack boosting abilities, such as boosts that affect 
  one attack or spells like true strike.
  DRAGON ASSAULT
  Discipline: Thrashing Dragon (Strike); Level: 4
  Prerequisites: 1 Thrashing Dragon maneuver
  Initiation Action: 1 full round attack action
  Range: One melee attack
  Target: One creature
  Duration: Instant
  By unleashing their full wrath against their enemies, 
  a Thrashing Dragon disciple is capable of inflicting in-
  credible powerful blows that get more potent per succes-
  sive hit. The initiator makes a full round attack against 
  a target(s), the first successful hit inflicting normal 
  damage. Each subsequent successful attack inflicts an 
  additional 1d6 points of damage that carry over to the 
  next attack, the third attack inflicting +2d6 damage, the 
  fourth +3d6 damage and so on to a maximum of +5d6.
  DRAGON RUSH
  Discipline: Thrashing Dragon (Boost); Level: 4
  Prerequisites: 1 Thrashing Dragon maneuver
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: One round
  With the ferocity of a dragon, the disciple follows 
  through a successful attack with a vicious kick to his 
  foe to keep the punishing the fool who would stand be-
  fore the might of a Thrashing Dragon. Upon successfully 
  striking a foe as part of an attack, martial strike, or a full 
  attack, he may as a swift action use this maneuver to 
  deliver a vicious kick at his full attack bonus for his un-
  armed strike. This attack inflicts an additional 3d6 points 
  of damage.
  DRAGON WARRIOR’S STANCE
  Discipline: Thrashing Dragon (Stance); Level: 8
  Prerequisites: 3 Thrashing Dragon maneuvers
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  With mastery of the Thrashing Dragon’s dance comes 
  supremacy in effectiveness and efficiency with the 
  arms that emulate the weapons of the dragon race. His 
  mien is that of a ferocious, implacable dragon and his 
  blades, hands and feet represent the deadly weapons of 
  the wyrms that inspired the style in their deadly prow-
  ess. When wielding two weapons in this stance, all me-
  lee attacks and unarmed strikes made ignore a target’s 
  damage reduction and inflict bleeding wounds on foes, 
  inflicting 2d4 points of bleed damage per round. A suc-
  cessful DC 20 Heal check or the application of any effect 
  that cures hit point damage will stop the bleeding.
  
  32
  ECLIPSING MOON
  Discipline: Veiled Moon (Strike, teleportation) [force]; 
  Level: 8
  Prerequisites: Three Veiled Moon maneuvers
  Initiation Action: 1 full attack action
  Range: Melee attack, movement speed
  Target: Special
  Duration: Instant
  Folding space around his form effortlessly, the disciple 
  is capable of leaps through the ether and attack through 
  the barrier between the worlds in a series of staccato 
  bursts of silvery-blue light and his blinking image as he 
  strikes. As a full attack action, the initiator may make an 
  attack against a target and then teleport a distance up 
  to his movement speed to a new target to strike again, 
  and each attack is made against the target’s flat-footed 
  armor class. He may do this a number of times equal to 
  the number of attacks he possesses on a full attack action 
  (including off hand attacks or secondary attacks), and he 
  may select the same target for each attack but each tele-
  portation must land him in position to make an attack 
  against a target creature (he must attack a target crea-
  ture at the end of each teleportation). Each attack gains 
  a +2 competence bonus and inflicts an additional 4d4 
  points of force damage. If the target is fighting in a way 
  that would grant more attacks than normal, such as with 
  two-weapon fighting or natural weapons, the initiator 
  may teleport between each attack until the initiator runs 
  out of attacks to make, but secondary attacks (such as 
  off-hand attacks or secondary natural attacks) only add 
  2d4 additional force damage to those strikes and gain the 
  usual +2 competence bonus to the attack. The initiator 
  may forgo the first attack of this maneuver to teleport 
  himself into position to use the rest of the attacks of this 
  maneuver.
  ESSENCE SHATTERING STRIKE
  Discipline: Veiled Moon (Strike) [force]; Level: 5
  Prerequisites: Two Veiled Moon maneuvers
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  Duration: Instant, one round
  Saving Throw: Fortitude (negates)
  With a powerful strike, the Veiled Moon disciple at-
  tacks at the very spirit of his foe with his silver-blue 
  light. The initiator makes a melee attack against a target 
  creature, and inflicts an additional 6d6 points of force 
  damage and dazes his foe for one round from the distur-
  bance on a failed Fortitude save (DC 15 + primary initia-
  tor attribute modifier modifier).
  ETHER WAVE
  Discipline: Veiled Moon (Strike) [force]; Level: 6
  Prerequisites: Two Veiled Moon maneuvers
  Initiation Action: 1 standard action
  Range: 40 ft.
  Area: Cone-shaped emanation
  Duration: Instant
  Saving Throw: Reflex (half)
  The Veiled Moon disciple concentrates his spiritual en-
  ergies to his hand and tears into the barrier between the 
  Astral and the Material, and releases the energies that 
  form from this in a wracking wave of silvery-blue en-
  ergy. The initiator unleashes a 40 ft. cone of dimensional 
  energy which inflicts 10d6 points of force damage to all 
  targets within its area with a Reflex saving throw (DC 16 
  + primary initiator attribute modifier modifier) for half 
  damage.
  ETHEREAL REMINISCENCE
  Discipline: Veiled Moon (Teleportation); Level: 4
  Prerequisites: One Veiled Moon maneuver
  Initiation Action: 1 full round action
  Range: Personal
  Target: You
  Duration: One round
  The ectoplasmic nature of beings on the Ethereal plane 
  allows for the Veiled Moon disciple to briefly transport 
  himself to that realm and use his will to restore some 
  his form by filling his wounds with spectral energies, 
  displacing his injuries but at a great potential risk. As a 
  full round action, the initiator may become incorporeal 
  for one round and restore twice his ranks in Stealth in 
  hit points to himself. Every time the initiator makes the 
  transition between planes, however, he runs the risk of 
  potentially losing himself there briefly. The initiator ini-
  tiating this maneuver must make a Will save (DC 18,  +2 
  DC for every time he’s initiated this maneuver since he 
  last rested for 8 hours after the first use); if successful, 
  the maneuver works as normal. If the saving through 
  fails, the initiator does not regain any hit points, instead 
  suffering 2d6 points of damage, and spends the next 2d4 
  rounds lost in the borderland between the Prime Mate-
  rial Plane and the Ethereal Plane, and when he returns 
  to the Prime, he is dazed for one round. This is an Ethe-
  real plane using maneuver.
  FADE THROUGH
  Discipline: Veiled Moon (Boost, teleportation); Level: 7
  Prerequisites: Two Veiled Moon maneuvers
  Initiation Action: 1 swift action
  Range: Twice the disciple’s movement speed
  Target: You
  Duration: Instant
  An advanced technique, the Veiled Moon disciple at 
  this point learns how to fold two points in space around 
  him to appear at another location within the span of a 
  heart beat. The initiator may teleport to a location up to 
  twice his movement speed away as a swift action.
  
  33
  Path of War
  FADING DODGE
  Discipline: Steel Serpent (Counter); Level: 2
  Initiation Action: 1 immediate action
  Range: One attack
  Target: You
  Duration: Instant
  By learning to shift with a successful hit scored by 
  an opponent, the disciple of the Steel Serpent learns to 
  prolong his longevity in battle. As an immediate action, 
  make an attack roll against the attacker’s roll; if success-
  ful then the foe’s damage is reduced by half (minimum 
  of 1 point of damage). This ability is applicable to ability 
  damaging attacks, but not against level draining effects.
  FADING LEAP
  Discipline: Veiled Moon (teleportation); Level: 4
  Prerequisites: One Veiled Moon maneuver
  Initiation Action: 1 move action
  Range: Up to twice movement speed
  Target: You
  Duration: Instant
  With nary a thought and a gesture the Veiled Moon 
  disciple may flow like moonlight from one location to 
  another through the Astral plane, moving faster than his 
  earthly body would allow. As a move action, the initiator 
  may teleport to a location in range of twice the disciple’s 
  base movement speed away.
  FADING STRIKE
  Discipline: Veiled Moon (Strike, teleportation); Level: 2
  Initiation Action: 1 standard action
  Range: Personal
  Target: Up to the disciple’s movement speed
  Duration: Instant
  The disciple learns the basic technique at this level for 
  walking between worlds to reach locations that previ-
  ously could be inaccessible by the mortal world and po-
  tentially attack foes at those locales. As a standard action, 
  the initiator may either teleport to a location no farther 
  away than his maximum movement speed, and make an 
  attack action against an opponent as part of the same 
  standard action, or attack an adjacent target and then 
  teleport to a location no farther away than his maximum 
  movement speed. The teleportation destination must be 
  clearly seen by the disciple to teleport to that location, 
  and it must be unoccupied.
  FANGS STRIKE LOW
  Discipline: Thrashing Dragon (Strike); Level: 3
  Prerequisites: 1 Thrashing Dragon maneuver
  Initiation Action: 1 standard action
  Range: One melee attack
  Target: Personal
  Duration: 3 rounds
  By forcing an opponent’s guard up, the Thrashing 
  Dragon spins low and attacks at the legs of the target to 
  reduce his mobility and cause deep, flensing wounds. 
  Upon successfully striking a target in melee combat with 
  this maneuver, in addition to weapon damage the initia-
  tor’s attack halves the target’s land speed and inflicts 1d6 
  points of bleed damage per round for three rounds or 
  until the target has been healed (magically or by a suc-
  cessful DC 15 Heal check).
  FEEL THE WIND 
  Discipline: Solar Wind (Boost); Level: 2
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: One round
  By studying the wind and air around him, the Solar 
  Wind disciple learns to overcome his surrounding’s dif-
  ficulties when using ranged weapons and may fire true. 
  The initiator may ignore environmental variables such 
  as high winds and storm and rain that would cause the 
  initiator to suffer penalties to his attack rolls, magically 
  created (such as wall of wind or control weather or natu-
  rally caused such as in a gale force wind), when mak-
  ing ranged attacks for one round. This is a supernatural 
  ability.
  FINISHING KICK
  Discipline: Broken Blade (Boost); Level: 6
  Prerequisites: Two Broken Blade maneuvers
  Initiation Action: 1 swift action
  Range: One full melee attack
  Target: One creature
  Duration: Instant
  Amidst the flurry of punches, kicks, and elbows that 
  are the hallmarks of the Broken Blade discipline, the dis-
  ciple who has put his foe through the ropes of learning 
  what it is to underestimate the warrior without weap-
  ons may deliver this powerful kick to reduce his foe to 
  a bleeding heap. At the end of a full attack action, the 
  initiator may use this boost to deliver one final extra un-
  armed attack as he delivers a powerful kick at his full 
  base attack bonus and inflicting an additional 6d6 points 
  of damage.
  FIVE-FOLD HYDRA STING
  Discipline: Steel Serpent (Strike) [Death]; Level: 9
  Prerequisites: Four Steel Serpent Maneuvers
  Initiation Action: 1 standard action
  Range: Melee attack or ranged attack
  Target: One creature
  Duration: Instant
  Saving Throw: Fortitude (partial)
  
  34
  A true mastery of the discipline of Steel Serpent pos-
  sesses the knowledge to use his own skill, ki, and knowl-
  edge of the systems of living creatures, putting them to 
  use for ending of a life. When a disciple initiates this 
  maneuver and strikes a foe, he shows his deadly intent 
  and knowledge in show of terrible force by striking a 
  foe’s heart chakra and sends a cascade of poisonous ki 
  through the body to annihilate the life-force of the tar-
  get. The disciple makes an attack against a foe, if this is 
  successful the target must make a Fortitude save (DC 19 
  + primary initiator attribute modifier). If this save fails, 
  the target is instantly slain as his body’s energies revolt 
  and consume in a flash, reducing the body to ash (equip-
  ment is unharmed). If the target succeeds this save, his 
  body still suffers from the experience, as the attack in-
  flicts an additional 50 points of damage. If the target dies 
  from this, his body also dissolves into ash. Victims slain 
  by this attack cannot be resurrected normally; a wish or 
  miracle spell must be cast first to restore the life-force 
  of the victim’s spirit before any raise attempt can be at-
  tempted. This is a supernatural ability.
  FLASH KICK
  Discipline: Thrashing Dragon (Strike); Level: 2
  Initiation Action: 1 full attack action
  Range: Melee attack
  Target: One creature
  Duration: Instant
  As part of a full attack action, the disciple may make a 
  powerful and swift kick while his blades strike. The initi-
  ator makes an additional unarmed strike against a target 
  as part of his full attack action at -2 penalty, if this at-
  tack hits then the attack inflicts an additional 2d6 points 
  of damage.  The character does not provoke attacks of 
  opportunity for not possessing the Improved Unarmed 
  Strike feat when using this strike, but damage is only 
  considered lethal if the character does possess that feat.
  FLASHING ETHER TOUCH
  Discipline: Veiled Moon (Strike, teleportation); Level: 7
  Prerequisites: Two Veiled Moon maneuvers
  Initiation Action: 1 standard action
  Range: Melee attack, 60ft
  Target: One target
  Duration: Instant
  Saving Throw: Will (negates)
  With but a touch the Veiled Moon disciple may send a 
  foe hurtling through the Astral to reappear with fright-
  ening velocity to hit the ground. The initiator makes a 
  melee touch against a target, and the target makes a 
  Will save (DC 17 + primary initiator attribute modifier 
  modifier) or is teleported up to 60 ft. away, successful 
  saving throw negating the maneuver. Upon a failed 
  saving throw, the target suffers 10d6 points of damage 
  from reaching high speeds and slamming hard into the 
  ground. If teleported into the air, consider the initiator 
  to have already have fallen 100ft. Effects like feather fall 
  halve this damage if used, and targets who are immune 
  to falling damage take no damage from this maneuver, 
  and those who reduce falling damage by increments of 
  10 ft. may subtract 1d6 points of damage per 10 ft. they 
  may reduce falls.
  FLAT IRON RIPOSTE
  Discipline: Broken Blade (Counter); Level: 3
  Prerequisites: One Broken Blade maneuver
  Initiation Action: 1 immediate action
  Range: Melee attack
  Target: One creature
  Duration: Instant
  Saving Throw: Reflex (partial)
  When an opponent swings to strike at the disciple, his 
  finely trained body explodes into motion in a shower of 
  incredible reflexes, grabbing the attacker’s attacking ap-
  pendage and hurling him away. The initiator makes an 
  opposed  Acrobatics check against his attacker’s melee 
  roll, if successful the initiator negates the attack hurls 
  the enemy 10 ft. away to potentially land prone on a 
  failed Reflex save (DC 13 + primary initiator attribute 
  modifier). This counter only works on opponents who 
  are no larger than one size category bigger than the ini-
  tiator.
  FLICK OF THE WRIST
  Discipline: Thrashing Dragon (Strike); Level: 2
  Initiation Action: 1 full attack action
  Range: Melee attack
  Target: One creature
  Duration: Instant
  With two rapid slaps from his blades, the Thrashing 
  Dragon disciple’s ferocity puts an opponent off balance 
  and with a flick of the wrist; the disciple takes away the 
  weapon of his foe. The initiator makes two rapid attack 
  rolls at his full base attack bonus against the target’s AC 
  with a +2 bonus, if both attacks successful; the target is 
  disarmed of his primary weapon (no roll needed). Re-
  solve damage from the two attacks made as part of this 
  strike as normal. If the target only is using natural at-
  tacks or the target has a locked gauntlet, then this ma-
  neuver is ineffective for disarming a foe.
  FLICKER STRIKE
  Discipline: Veiled Moon (Strike, teleportation); Level: 4
  Prerequisites: One Veiled Moon maneuver
  Initiation Action: 1 standard action
  Range: Melee attack, movement speed
  Target: One creature
  Duration: Instant
  
  35
  Path of War
  In a flickering blur of teleportation and movement, 
  the Veiled Moon disciple may disappear, blink into exis-
  tence to strike a foe, and then disappear again to appear 
  a safe distance away. The initiator may teleport up to his 
  movement speed to a target enemy, make an attack or a 
  combat maneuver (such as disarm or trip) against the 
  foe using his flat-footed armor class (denying the target 
  his Dexterity bonus to his AC due to the surprising na-
  ture of the attack), then teleport away up to his move-
  ment speed, all without drawing attacks of opportunity 
  on the movement or attack.
  FLURRY STRIKE
  Discipline: Broken Blade (Strike); Level: 1
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  Duration: Instant
  The disciple of the Broken Blade learns to maximize 
  openings in his opponent’s defenses and makes lightning 
  fast attacks whenever possible. As a standard action, the 
  initiator may make two attacks at his full base attack bo-
  nus.
  FOCUSED SOLAR LANCE 
  Discipline: Solar Wind (Strike); Level: 5
  Prerequisites: Two Solar Wind maneuvers
  Initiation Action: 1 standard action
  Range: Ranged attack
  Duration: Instant
  The disciple raises his deadly weapon and lets loose an 
  attack so powerful as to pin a target to the ground with 
  a hurricane force wind. The initiator makes a ranged at-
  tack on a target and if successful, inflicts an additional 
  4d6 points of damage from the excessive force of the 
  hit. Additionally, upon a successful hit, the initiator may 
  make an immediate CMB check using his primary initia-
  tor attribute modifier in place of Strength or Dexterity 
  with a +2 competence bonus against the target’s CMD. 
  If this check is successful, the target is either pinned to 
  the ground beneath him and is knocked prone and con-
  sidered pinned, or is attached to a wall or tree or other 
  object within a straight line of fire from the initiator and 
  is considered pinned there if the target is within 5ft of 
  said object or wall. Targets may not be pinned to other 
  creatures. This maneuver does not function against fly-
  ing targets.
  FORMLESS DANCE
  Discipline: Veiled Moon (Glamer, stance); Level: 3
  Prerequisites: One Veiled Moon maneuver
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  The Veiled Moon disciple immerses himself into a 
  sort of dimensional flux, causing himself to be able to 
  see what cannot be perceived and seemingly be in many 
  places at once. While in this stance, the initiator gains 
  the benefits of a see invisibility spell and the blur spell.
  GHOST HUNTING BLOW
  Discipline: Veiled Moon (Boost); Level: 1
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: One round
  By reaching across the barrier between worlds, the 
  disciple may strike at disembodied spirits as easily he 
  would strike a normal mortal. Any and all of the initia-
  
  36
  tor’s attacks made this round, including attacks of oppor-
  tunity, are made as if the initiator’s weapon possessed 
  the ghost touch property. This is an Ethereal plane using 
  maneuver.
  GHOSTWALK
  Discipline: Veiled Moon (Boost, teleportation); Level: 3
  Prerequisites: One Veiled Moon maneuver
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: One round
  The initiator steps through to the borderland between 
  the Material and the Ethereal planes, becoming an in-
  corporeal figure in both realities for a few moments. 
  Until the beginning of his next turn, the initiator gains 
  the incorporeal subtype. This is an Ethereal plane using 
  maneuver.
  GREAT WYRM’S FANG
  Discipline: Thrashing Dragon (Strike); Level: 6
  Prerequisites: 2 Thrashing Dragon maneuvers
  Initiation Action: 1 standard action
  Range: One ranged attack
  Target: One creature
  Duration: Instant
  By focusing his will into one of his blades, the Thrash-
  ing Dragon disciple wields the power of a mighty great 
  wyrm in the palm of his hand. The initiator must make a 
  ranged attack against a target by throwing a light weap-
  on with a range increment (such as a dagger) or a signa-
  ture Thrashing Dragon weapon. If this attack is success-
  ful, the attack inflicts an additional 8d6 points of damage 
  and the target gains the bleeding condition.
  HALF-GONE
  Discipline: Veiled Moon (Counter, teleportation); Level: 
  2
  Initiation Action: 1 immediate action
  Range: Personal
  Target: You
  Duration: Instant
  By momentarily slipping through the barrier between 
  the Material and the Astral planes, the Veiled Moon dis-
  ciple may attempt to avoid an attack by being incorpore-
  al. The initiator makes an opposed Stealth check against 
  the attacker’s Perception check; if successful the initiator 
  is incorporeal for that attack (resolve the attack against 
  the initiator as normal for striking an incorporeal tar-
  get). This counter may be attempted to defend against 
  targeted and area of effect spells, making a Stealth check 
  in place of a Reflex save.
  HOODED COBRA ATTITUDE
  Discipline: Steel Serpent (Stance) [Mind-affecting, Com-
  pulsion]; Level: 8
  Prerequisites: Three Steel Serpent Maneuvers
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  By adopting this stance, the disciple of Steel Serpent 
  takes on the menacing dread of the hooded cobra. The 
  weaving, hypnotic motions of that most venomous of 
  serpents manifests in the lithe movements of the disciple, 
  who’s gaze paralyzes a foe with their intensity and their 
  lazy walk towards it. The disciple gains a gaze attack 
  with a range of 50 ft. (see gaze attacks in MM1), creatures 
  coming within this range are shaken by the disciple’s 
  deadly presence and the glint of his eyes (Will save DC 
  18 + primary initiator attribute modifier negates). When 
  the disciple focuses his gaze (as an attack action) on a 
  target, they may make a Will save (DC 18 + primary initi-
  ator attribute modifier) to resist being paralyzed for 1d4 
  rounds by his hypnotic gaze. A successful save negates 
  this effect. The disciple may only have one opponent 
  paralyzed at a time. This is a mind-affecting, compulsion 
  effect. This is a supernatural ability.
  HOODED KILLER’S STANCE
  Discipline: Steel Serpent (Stance); Level: 5
  Prerequisites: Two Steel Serpent Maneuvers
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  The disciple adopts the mannerisms and cold blooded 
  nature of the hooded cobra, the lord of serpent kind. 
  While in this stance, the disciple gains an additional +3d6 
  sneak attack dice (see rogue class feature) and a com-
  petence bonus to Intimidate and Stealth checks equal to 
  half of his initiator level.
  HORIZON WIND LANCET 
  Discipline: Solar Wind (Boost); Level: 1
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Instant
  The tenets of the Solar Wind have taught the disciple 
  how to place more force behind his attacks. The initiator 
  inflicts an additional 1d6 points of damage on a single 
  ranged attack he makes this round. If the initiator is 
  making multiple attacks in this round, this bonus applies 
  to the first attack the initiator makes.
  
  37
  Path of War
  HUNTING SERPENT BLOW
  Discipline: Steel Serpent (Strike); Level: 1
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  Duration: Instant
  The disciple hunts his foe through the emulation of 
  a hunting serpent, obfuscating his true attack until the 
  moment he strikes. The disciple makes a Heal check with 
  a difficulty equal to his opponent’s armor class. If this 
  check is successful, then the target is made flat-footed 
  and the disciple may make a melee attack against him, in-
  flicting an additional 1d6 points of damage if successful. 
  If this Heal check fails, then his opponent sees through 
  this ruse, and the disciple makes his melee attack with a 
  -2 penalty as the enemy is anticipating his attack.
  HURRICANE OF FANGS
  Discipline: Thrashing Dragon (Boost); Level: 5
  Prerequisites: 2 Thrashing Dragon maneuvers
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: One round
  Utilizing this technique, a Thrashing Dragon disciple is 
  capable of hurling multiple blades at a target in rapid suc-
  cession with brutal power and incredible accuracy and 
  range. For one round, the range of thrown weapons with 
  range increments (such as daggers) or thrown weapons 
  from an associated Thrashing Dragon weapon group 
  (improvised weapon penalties apply as applicable) is in-
  creased by +30 ft.. Additionally, these thrown weapons 
  strike with deadly force, inflicting an additional amount 
  of damage equal to the initiator’s initiator level.
  INNER SENSE
  Discipline: Veiled Moon (Counter); Level: 1
  Initiation Action: 1 immediate action
  Range: Personal
  Target: You
  Duration: Instant
  By sensing ripples in the spiritual world around him, 
  the Veiled Moon disciple is capable of better avoiding 
  dangerous effects and situations. This counter grants the 
  disciple a +2 insight bonus to a single saving throw.
  INNER SPHERE STANCE
  Discipline: Thrashing Dragon (Stance); Level: 1
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  A defensive stance that focuses on using the disciple’s 
  dance-like movements to confound his foe, the disciple 
  uses his erratic movements to defend himself and bol-
  ster his confidence. When wielding two weapons while 
  in this stance, the disciple gains a +2 dodge bonus to AC 
  and a +2 morale bonus to Will saves.
  INTERCEPTING SHADE 
  Discipline: Solar Wind (Counter); Level: 2
  Initiation Action: 1 immediate action
  Range: Personal, or weapon’s first range increment
  Target: You or ally
  Duration: Instant
  Sometimes a good offense can be used as a good de-
  fense, so the Solar Wind discipline learns, as he shoots 
  projectiles out of the air by his sheer skill. The initiator 
  makes an opposed attack roll against his foe’s attack roll 
  on an incoming ranged weapon attack (such as an arrow 
  or thrown weapon, but not a spell or similar attack) tar-
  geting himself or an ally he can see within his weapon’s 
  first range increment; if successful then the attack is ne-
  gated.
  IRON-BREAKING PALM
  Discipline: Broken Blade (Strike); Level: 4
  Prerequisites: One Broken Blade maneuver
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  Duration: Instant
  By targeting the very iron, wood, and steel he has es-
  chewed for the simple use of his own limbs as weapons, 
  he reduces his foes effectiveness by shattering their illu-
  sion of superiority in combat. The initiator makes a sun-
  der attempt against the opponent’s weapon or shield and 
  inflicts an additional 3d6 points of damage to the target-
  ed item. If the initiator breaks a target’s shield, the target 
  is considered entangled until he spends a standard ac-
  tion to divest himself of the broken shield. This sunder-
  ing attempt does not provoke an attack of opportunity.
  IRON AXE KICK
  Discipline: Broken Blade (Strike); Level: 4
  Prerequisites: One Broken Blade maneuver
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  Duration: Instant
  Saving Throw: Fortitude (partial)
  The disciple leaps up into the air and raises his leg up 
  to hammer it down in a bone-shattering axe kick. The 
  initiator delivers a potent kick (as an unarmed strike) 
  that inflicts an additional 6d6 points of damage. The tar-
  
  38
  get must make a Fortitude save (DC 14 + primary initia-
  tor modifier) or be dazed for 1d4 rounds.
  IRON DUST
  Discipline: Broken Blade (Boost); Level: 1
  Prerequisites: One Broken Blade maneuver
  Initiation Action: 1 swift action
  Range: Melee attack
  Target: One martial strike
  Duration: Instant
  Knowing the disadvantage of fighting without proper 
  steel in hands, the disciple of the Broken Blade must take 
  advantage of his surroundings and openings in his foe’s 
  defenses as he sees them. As part of a martial strike be-
  ing initiated by the initiator, he may make a free dirty 
  trick attempt as part of this boost with a +2 competence 
  bonus without provoking attacks of opportunity. The 
  initiator may choose when the effects of this boost are 
  applied (before, during, or after) when using this in con-
  junction with an attack or a martial strike.
  IRON FANG
  Discipline: Steel Serpent (Strike); Level: 2
  Initiation Action: 1 standard action
  Range: Melee attack or ranged attack
  Target: One creature
  Duration: Instant
  By hardening ki along edge of his weapon, the Steel 
  Serpent disciple uses the pressure of his ki to penetrate 
  the defenses of his foe. The disciple makes an attack 
  against a foe, if successful this strike inflicts an addition-
  al 2d6 points of damage and ignores any damage reduc-
  tion the target may possess. This is a supernatural ability.
  IRON HAND STANCE
  Discipline: Broken Blade (Stance); Level: 1
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  By keeping his hands stiff and his arms loose and ready, 
  the disciple uses his bare palms as shields to protect him-
  self from the weapons of his foes. While in this stance, 
  the initiator gains a +2 shield bonus to his AC while he 
  has at least one free hand. At the initiator’s 6th initiator 
  level, this bonus increases by +1, again at 12th level, and 
  a final time at 18th level.
  IRON KNUCKLE
  Discipline: Broken Blade (Boost); Level: 4
  Prerequisites: One Broken Blade maneuver
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: One turn
  By tapping into hidden reserves of martial power 
  locked within his form, the disciple of the Broken Blade 
  makes his attacks strike with the force of a thousand fists. 
  For the duration of the turn this boost is initiated on, un-
  armed attacks or those made with discipline weapons of 
  the Broken Blade style inflict an additional 3d6 points of 
  damage.
  IRON MONGER’S THROW
  Discipline: Broken Blade (Strike); Level: 5
  Prerequisites: Two Broken Blade maneuvers
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  Duration: Instant
  Opponents with their deadly blades and powerful 
  spears can harry the disciple who fights with his hands, 
  and the truth that is forgotten by filling one’s hands with 
  iron and steel is that the one with open hands may use 
  them for whatever purpose suits them, and in this case it 
  is for taking a foe and viciously hurling him away to give 
  the disciple room to maneuver and plan his next move. 
  The initiator makes a CMB check with a +4 competence 
  bonus that does not provoke attacks of opportunity, and 
  if successful the initiator rolls into a reverse somersault 
  to hurl his foe up to 20 ft. away from him (the disciple’s 
  player choose the flight path of the thrown foe) where 
  they land in a heavily, taking 6d6 points of damage.
  KNUCKLE TO THE BLADE
  Discipline: Broken Blade (Strike); Level: 2
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  Duration: Instant
  By striking at the weapon wielding arm of his oppo-
  nent, the disciple of the Broken Blade can cleverly dis-
  arm his opponent and potentially even bring his foe’s 
  weapon to bear against him. The initiator makes an at-
  tack as normal upon his foe, if successful, the initiator 
  may make a free disarm attempt against the opponent 
  without provoking attacks of opportunity. If he is un-
  armed, he may take the weapon and use it if the disarm 
  attempt is successful or he may drop it.
  LEAPING SPIRIT DANCE
  Discipline: Veiled Moon (Stance); Level: 1
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  
  39
  Path of War
  Light as a feather, the Veiled Moon disciple moves 
  gracefully in combat, with the smooth and practiced 
  grace of an incorporeal being. The disciple gains a +2 
  dodge bonus to AC and a +2 competence bonus to Reflex 
  saves while in this stance so long as he moves at least 10 
  feet on his turn each round.
  LEG SWEEPING HILT
  Discipline: Broken Blade (Strike); Level: 2
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  Duration: Instant
  With quick feint high, the disciple hooks his foot be-
  hind the leg of his foe and stiffens it like the hilt of a 
  sword, drawing it back to knock his opponent down. 
  The initiator makes a trip attempt with a +2 competence 
  bonus which does not provoke attacks of opportunity. 
  If successful, the initiator trips his opponent and may 
  make an immediate attack at his full base attack bonus.
  LUNAR PENUMBRA
  Discipline: Veiled Moon (Counter, teleportation); Level: 
  8
  Prerequisites: Three Veiled Moon maneuvers
  Initiation Action: 1 immediate action
  Range: Personal. Close (25ft + 5ft/2 initiator levels)
  Target: You and one target
  Duration: Instant
  It is said that the moon is portrayed in some legends as 
  a laughing trickster, and with this powerful ability, the 
  Veiled Moon disciple is capable of pulling an incredible 
  trick upon his foe. The initiator makes a Stealth check 
  against his foe’s Perception check, if successful he and 
  his attacker switch positions, and the attack that was di-
  rected against the disciple now affects the attacker him-
  self, effectively causing the target to strike himself. This 
  ability may be used to attempt evasions at spells and 
  effects that directly target the initiator or for those that 
  allow for a Reflex save (but if the initiator is still within 
  the radius of the effect, he also is struck by it).
  METEORIC THROW
  Discipline: Broken Blade (Strike); Level: 8
  Prerequisites: Three Broken Blade maneuvers
  Initiation Action: 1 standard action
  Range: Melee attack and 25ft
  Target: One creature to be thrown at another target 
  creature
  Duration: Instant
  Saving Throw: Reflex (special)
  The Broken Blade master has transcended the simple 
  use of his own body as a weapon, and has deigned to 
  use his opponent’s body as a weapon against those who 
  would stand against him. The initiator makes a grapple 
  attempt and if successful, he may hurl his foe up to 25ft 
  as a ranged touch attack at either the ground or anoth-
  er target foe. The thrown enemy suffers 12d6 points of 
  damage upon impact, and if thrown at a target creature, 
  that target suffers that damage as well on a failed Reflex 
  saving (DC 18 + primary initiator attribute modifier for 
  half damage). The target of this grapple attempt must be 
  within one size category of the initiator, and Large or 
  bigger foes being hurled using this method, the attack 
  is always targeting the ground beneath multiple targets 
  within the area that creature normally would occupy 
  (Large creatures, for example, occupy a 10 ft. by 10 ft. 
  space so they would hit all targets within a 10 ft. by 10 ft. 
  area on a failed Reflex save).
  NIGHT’S KNIFE
  Discipline: Steel Serpent (Boost); Level: 3
  Prerequisites: One Steel Serpent Maneuver
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: One turn
  
  40
  With the surgical precision of the striking serpent, the 
  disciple’s attack lands with exacting damage through 
  his knowledge of anatomy. The initiator’s attacks for 
  the round gain a damage bonus equal to the number of 
  ranks he possesses in the Heal skill.
  NUMBING VENOM PRANA
  Discipline: Steel Serpent (Boost); Level: 7
  Prerequisites: Two Steel Serpent Maneuvers
  Initiation Action: 1 swift action
  Range: Melee attack or ranged attack
  Target: One creature
  Duration: Instant
  Saving Throw: Fortitude (half)
  By filling his next attack with chill and numbing ki en-
  ergies, the Steel Serpent disciple strikes at the nervous 
  energies that cause the body to move, draining away 
  from the victim his grace and motor control. The next 
  attack that the disciple makes inflicts an additional 2d4 
  points of Dexterity damage, a successful Fortitude save 
  (DC 17 + primary initiator attribute modifier halves this). 
  This is a supernatural ability.
  OFFENSIVE ROLL
  Discipline: Thrashing Dragon (Strike); Level: 1
  Initiation Action: 1 full round action
  Range: Melee attack
  Target: One creature
  Duration: Instant
  As the disciple moves by his opponent, he may drop 
  into a tumbling roll by them and strike at them at a 
  surprising angle. The initiator must move at least 10 ft. 
  along side an enemy (which will provoke attacks of op-
  portunity unless the initiator is Tumbling) and make a 
  Acrobatics check with a DC equal to the target’s Armor 
  Class. If successful, the target is considered flat-footed 
  and the strike inflicts an additional 1d6 points of dam-
  age. The character initiating this maneuver may move 
  up to his full base speed, making the attack along any 
  point of the moment.
  OUTER SPHERE STANCE
  Discipline: Thrashing Dragon (Stance); Level: 1
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  The Thrashing Dragon disciple flips both of his blades 
  down and concentrates solely on slaying his foe without 
  heed to his own life. When wielding two weapons while 
  in this stance, the disciple gains +1d6 points of damage 
  with his weapons and suffers a -2 penalty to AC.
  PHANTOM PENUMBRA
  Discipline: Veiled Moon (Counter, figment, teleporta-
  tion); Level: 6
  Prerequisites: Two Veiled Moon maneuvers
  Initiation Action: 1 immediate action
  Range: Personal, 20ft
  Target: You
  Duration: Instant, 4 rounds
  To slip through the worlds is a simple matter for the 
  disciple, and using this to deceive and evade an attacker 
  is effortlessly done. The initiator makes a Stealth check 
  against the attacker’s Perception check, if the disciple 
  succeeds he is able to teleport to a position up to 20 ft. 
  away, gain the incorporeal subtype, and leave behind 
  1d6 major images where his previous position lay. Major 
  images persist until they are slain or until 4 rounds have 
  elapsed and the initiator remains incorporeal until his 
  next turn. This ability may be used to attempt evasions 
  at spells and effects that directly target the initiator or 
  for those that allow for a Reflex save. This is an Ethereal 
  plane using maneuver.
  PHANTOM SUN STANCE
  Discipline: Solar Wind (Stance); Level: 1
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  Using the principles of shadow and light, the Solar 
  Wind disciple is capable of making phantom copies of 
  his ammunition for use in combat. While in this stance, 
  the initiator may make semi-real copies of arrows, bolts, 
  or throwing weapons by willing them into existing as 
  a free action while possessing at least one of the above 
  on his possession. Magical properties, alchemical prop-
  erties, or special materials of the ammunition are not 
  copied, only the base properties of the ammunition (as 
  if they were made of mundane steel with no special 
  abilities or properties). Once the ammunition has been 
  used, it disappears immediately after the attack. If the 
  bow, sling, or cross bow making the attack has magical 
  properties these are bestowed upon the ammunition. 
  Thrown weapons copied by this stance are duplicates of 
  the original, but do not manifest the material portion of 
  the weapon, only it’s magical enhancements. Once these 
  weapons are used, they fade away immediately after use. 
  This is a supernatural ability.
  PHANTOM SUNSTORM 
  Discipline: Solar Wind (Boost); Level: 7
  Prerequisites: Two Solar Wind maneuvers
  Initiation Action: 1 swift action
  Range: One ranged attack
  Target: One creature
  Duration: Instant
  
  41
  Path of War
  The disciple draws back one weapon and lets loose 
  with a hundred. The initiator creates dozens of phantom 
  weapons that cause very real injuries in addition to the 
  one real weapon used in the attack. The initiator initi-
  ates this boost as part of an attack or strike. If the attack 
  is successful, then it inflicts maximum damage. This is a 
  supernatural ability.
  PHANTOM WIND RAY 
  Discipline: Solar Wind (Boost); Level: 3
  Prerequisites: One Solar Wind maneuver
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Instant
  The disciple’s knowledge of  the desert mirages caused 
  by the sun grants him the ability to obfuscate his attacks 
  within the holes of a foe’s perception. The target must 
  make a Perception check opposed by the initiator’s next 
  attack roll against the target; if the Perception check fails 
  then he is caught flat-footed against the attack and the 
  attack is resolved against his flat-footed armor class. 
  This is a supernatural ability.
  PIT FIGHTER’S STANCE
  Discipline: Broken Blade (Stance); Level: 6
  Prerequisites: Two Broken Blade maneuvers
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  Some disciples have had to use their skills in less than 
  reputable areas, or their teachers have deigned it wor-
  thy to learn how to use every opening to your best ad-
  vantage. Not all who practice this style find that those 
  who master this particular area of the art to be wholly 
  honorable, none can doubt their results. While in this 
  stance, the initiator may make one dirty trick attempt 
  per round as a swift action without provoking attacks of 
  opportunity, and he gains a +2 bonus to his CMD to resist 
  dirty tricks and feint attempts. The initiator also inflicts 
  an additional 2d6 points of damage whenever the target 
  would be denied their Dexterity modifier to their AC.
  POISON BLOOD
  Discipline: Steel Serpent (Counter); Level: 4
  Prerequisites: One Steel Serpent Maneuver
  Initiation Action: 1 immediate action
  Range: One attack that inflicts slashing or piercing dam-
  age
  Target: One creature
  Duration: Instant
  Saving Throw: Reflex (half)
  Every disciple of Steel Serpent has long since accepted 
  that in battle, sometimes the superior warrior gets in-
  jured. The Steel Serpent however, believes that for every 
  wound inflicted upon the disciple, a wound must be in-
  flicted upon the attacker. By forcing ki energies into his 
  blood at the point of being wounded, the blood lost from 
  this attack sprays at the disciple’s foe as a caustic acid. To 
  use this counter, the disciple must have been struck in 
  combat by a slashing or piercing weapon. Upon the ini-
  tiating of this counter, the attacker must make a Reflex 
  save (DC 14 + primary initiator attribute modifier). If the 
  attacker fails this save, he takes acid damage equal to 
  the disciple’s initiator level. If the save is successful, the 
  attacker only takes half of this damage. This is a super-
  natural ability.
  POISONER’S STANCE
  Discipline: Steel Serpent (Stance); Level: 1
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  One of the first lessons of Steel Serpent disciples is the 
  knowledge of mundane poisons and how to use them 
  with expertise. While in this stance, the disciple gains 
  the poison use class feature (the disciple no longer risks 
  accidentally poisoning himself when attempting to apply 
  poison to a weapon) and gains a +1 DC per two initiator 
  levels as a competence bonus (maximum +10) to the sav-
  ing throw DC’s of any poison (mundane, magical, sting 
  maneuver or prana maneuver) he applies through the 
  use of this stance.
  POMMEL BASH
  Discipline: Broken Blade (Strike); Level: 1
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  Duration: Instant
  When watching an unarmed fighter work his art, most 
  watch for the fists and feet. The disciple knows this, and 
  surprises his foe, catching him unaware. The disciple 
  makes a surprise elbow strike to the foe that leaves them 
  reeling. The initiator makes an unarmed attack against 
  the target’s flat-footed armor class, and the blow inflicts 
  1d6 points of additional damage. Creatures immune to 
  sneak attacks and critical hits are unaffected by this ex-
  tra damage.
  PRESSURE POINT BREAK
  Discipline: Steel Serpent (Boost); Level: 5
  Prerequisites: Two Steel Serpent Maneuvers
  Initiation Action: 1 swift action
  Range: One melee attack
  
  42
  Target: One creature
  Duration: One round
  Just as the deadly coils of the constrictor snake may 
  squeeze the life out of a foe, the Steel Serpent disciple 
  has learned to use his knowledge of his foe’s body against 
  him in surprising ways. While in a grapple, the initiator 
  may add any deadly strike or sneak attack damage he 
  possesses to damaging attacks he makes while grappling, 
  plus an additional 2d6 points of damage.
  PUGILIST STANCE
  Discipline: Broken Blade (Stance); Level: 1
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  By adopting a powerful kick boxing stance, the initia-
  tor positions himself for lightning fast, potent strikes 
  with his hands and feet. While in this stance, unarmed 
  or discipline weapon strikes inflict an additional 1d6 
  points of damage.
  RATTLER’S FEINT
  Discipline: Steel Serpent (Boost); Level: 4
  Prerequisites: One Steel Serpent Maneuver
  Initiation Action: 1 swift 
  action
  Range: Personal
  Target: One creature
  Duration: Instant
  Just as the rattlesnake’s tail serves as a distraction to 
  its prey, the disciple of Steel Serpent learns to obfus-
  cate his attack by causing his opponent to look where 
  he wants him to. Upon initiating this boost, the disciple 
  may make a free feint attempt against his opponent with 
  a +4 competence bonus; if successful, the target loses his 
  Dexterity modifier to his armor class per feint attempts.
  REFLEXIVE TWIST
  Discipline: Thrashing Dragon (Counter); Level: 2
  Initiation Action: 1 immediate action
  Range: One melee attack
  Target: Personal
  Duration: Instant
  With his athletic abilities and reflexes honed to a ra-
  zor’s edge, the Thrashing Dragon disciple may incor-
  porate reflexive evasions into his fighting dance at a 
  moment’s notice to defend himself from danger. When 
  making a Reflex save, the initiator may instead make an 
  Acrobatics check in place of his Reflex saving throw bo-
  nus to determine his success.
   
  RENDING CLAWS
  Discipline: Thrashing Dragon (Boost); Level: 6
  Prerequisites: 2 Thrashing Dragon maneuvers
  Initiation Action: 1 swift action
  Range: Melee
  Target: One creature
  Duration: Instant
  When both of his blades strike home, the Thrashing 
  Dragon disciple may rend and tear with his blades to 
  cause excruciatingly painful and deadly injuries. As a 
  swift action after having made two successful attacks 
  with two wielded weapons (which inflict either piercing 
  or slashing damage) or natural weapons that do slash-
  ing or piercing damage against a single target, the initia-
  tor may rend his opponent inflicting an additional 8d6 
  points of damage. 
  RESONANCE STRIKE
  Discipline: Veiled Moon (Strike) [Force]; Level: 2
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  Duration: Instant
  By funneling his spiritual power into his attack, the 
  Veiled Moon practitioner may strike an opponent with 
  glowing silvery light on the Material or the Ethereal 
  plane. This strike is resolved as a melee touch attack, 
  and it inflicts 2d6 + primary initiator attribute modifier 
  
  43
  Path of War
  points of force damage in lieu of normal damage, and 
  this attack may strike incorporeal creatures without 
  risking miss chance. This is an Ethereal plane using ma-
  neuver.
  REVERSING THRUST
  Discipline: Thrashing Dragon (Counter); Level: 5
  Prerequisites: 2 Thrashing Dragon maneuvers
  Initiation Action: 1 immediate action
  Range: Personal
  Target: You
  Duration: Instant
  By watching the form of the enemy attacking him, the 
  disciple may expertly twist and dodge way from the at-
  tack while making an attack on his foe in return. The 
  initiator makes an opposed Acrobatics check against the 
  target’s attack roll. If successful, the disciple evades and 
  negates his foe’s attack and may make an immediate 
  counter attack at his full attack bonus.
  SEARING BREAK
  Discipline: Solar Wind (Boost); Level: 5
  Prerequisites: Two Solar Wind maneuvers
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: One round
  By binding the light of the sun’s rays into his weapons, 
  the disciple of the Solar Wind may attack with the sun’s 
  burning heat. As a swift action, the initiator may add an 
  additional 3d6 points of fire damage on all ranged attack 
  for one round. This is a supernatural ability.
  SHARDS OF ADAMANTINE STRIKE
  Discipline: Broken Blade (Strike); Level: 7
  Prerequisites: Two Broken Blade maneuvers
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  Duration: Instant
  Saving Throw: Fort (partial)
  It is said that masters of the discipline are capable of 
  using their hand in the manner of striking serpent and 
  punch through solid stone as if it were straw, and dis-
  ciples with this maneuver are those who can. Taking this 
  training to the theater of war, a punch so potent that it 
  can leave the foe sickened with pain is what this art form 
  can deliver. The initiator makes an attack against the tar-
  get creature and if successful, this attack inflicts an ad-
  ditional 12d6 points of damage that ignores the target’s 
  damage reduction or an object’s hardness. If striking a 
  living creature, the target must make a Fort save (DC 17 
  + primary initiator attribute modifier) or be nauseated 
  with the pain of the strike for 1d4 rounds.
  SHARDS OF IRON STRIKE
  Discipline: Broken Blade (Strike); Level: 1
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  Duration: Instant
  By mimicking the speed and piercing power of the leg-
  endary shattered blade of the founder of this discipline, 
  the disciple makes a hard jabbing strike at his oppo-
  nent’s vulnerable spots for maximum pain. The initiator 
  makes an attack against his target foe and if successful, 
  the target is staggered for one round in addition to nor-
  mal damage.
  SHARDS OF STEEL STRIKE
  Discipline: Broken Blade (Strike); Level: 5
  Prerequisites: Two Broken Blade maneuvers
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  Duration: Instant
  By targeting vital soft tissues with a pointed, viper 
  head-like finger jab, the disciple punctures flesh and 
  releases the vital blood supply of his foe all over the 
  ground in a deluge. The initiator makes an atttack at a 
  target creature, and if successful this strike inflicts an 
  additional 8d6 points of damage and the target suffers 
  the bleeding condition, bleeding 2d4 points of damage 
  per round for the initiator’s primary initiator attribute 
  modifier in rounds. A successful DC 20 Heal check or the 
  application of any effect that cures hit point damage will 
  stop the bleeding.
  SHARPENED TALONS
  Discipline: Thrashing Dragon (Boost); Level: 4
  Prerequisites: 1 Thrashing Dragon maneuver
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Instant
  By quickly scraping his blades together to create me-
  tallic burrs along their edges, he quickly sharpens them 
  for his next attack. When two-weapon fighting with 
  light bladed weapons (or with natural attacks that in-
  flict slashing damage) the disciple’s attacks with those 
  weapons inflict an additional 2d6 points of damage for 
  the round.
  SICKENING VENOM STRIKE
  Discipline: Steel Serpent (Strike); Level: 3
  Prerequisites: One Steel Serpent Maneuver
  Initiation Action: 1 standard action
  Range: Melee attack or ranged attack
  
  44
  Target: One creature
  Duration: Instant, 1d4 rounds
  Saving Throw: Fortitude (partial)
  With a sharp jab of sickening ki energy, the Steel Ser-
  pent disciple can rob an enemy of his will to continue to 
  fight as their body rebels against them. Make an attack 
  against an opponent, and if this is successful, the strike 
  inflicts an additional 2 points of Constitution damage 
  and has the chance to sicken the target for 1d4 rounds. 
  A successful Fortitude save (DC 13 + primary initiator 
  attribute modifier) halves the Constitution damage and 
  negates the sickened effect. This is a supernatural ability.
  SIGHT PIERCING FANG
  Discipline: Steel Serpent (Strike); Level: 3
  Prerequisites: One Steel Serpent Maneuver
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  Duration: 1 minute
  Saving Throw: Reflex (partial)
  With the swiftness of a striking snake, the disciple 
  makes a jab at his opponents face to temporarily steal 
  his vision. The disciple makes a melee attack against his 
  target, if successful the strike inflicts an additional 2d6 
  points of damage and the target must make a Reflex save 
  (DC 13 + primary initiator attribute modifier to negate). 
  If this save is unsuccessful, the target is blinded for 1 
  minute as his eyes are temporarily rendered useless.
  SILENCING STRIKE
  Discipline: Steel Serpent (Strike); Level: 7
  Prerequisites: Two Steel Serpent Maneuvers
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  Duration: Instant, 3 rounds
  Saving Throw: Fortitude (partial)
  By focusing his ki and striking at a foe’s throat chakra, 
  he can close it temporarily and cut off the target’s abil-
  ity to speak. The disciple makes a melee attack and if 
  successful, the strike inflicts an additional 5d6 points of 
  damage and on a failed Fortitude save (DC 17 + primary 
  initiator attribute modifier) is silenced and unable to 
  speak or vocalize for 1d6 rounds. On a successful saving 
  throw, the target is still unable to speak for one round. 
  This is a supernatural ability.
  SINGING STEEL PUNCH
  Discipline: Broken Blade (Strike); Level: 6
  Prerequisites: Two Broken Blade maneuvers
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  Duration: 1d4 rounds
  Saving Throw: Fortitude (partial)
  With a powerful strike to the head of the target, the 
  disciple’s fist hits as hard as meteoric iron and sets the 
  jaw of the target loose and rings the proverbial bell of 
  the unfortunate who was unlucky to face him. The initia-
  tor makes a melee attack against the target creature, and 
  if successful, he inflicts an additional 8d6 points of dam-
  age and this forces the target to make a Fortitude save 
  (DC 16 + primary initiator attribute modifier) or be deaf-
  ened and silenced for 1d4 rounds. If the target makes 
  the save, then the target is only deafened for one round.
  SOLAR FLARE
  Discipline: Solar Wind (Strike); Level: 2
  Initiation Action: 1 standard action
  Range: Ranged attack
  Target: One creature
  Duration: Instant
  Where the light of the sun touches, so does the burning 
  reach of the Solar Wind disciple, allowing him to curve 
  his weapons around impossible angles. The initiator 
  makes a ranged attack against a target creature, and this 
  attack ignores any cover defense that the creature pos-
  sesses and inflicts an additional 2d6 points of fire dam-
  age. This is a supernatural ability.
  SOLAR HAILSTORM STANCE 
  Discipline: Solar Wind (Stance); Level: 8
  Prerequisites: Three Solar Wind maneuvers
  Initiation Action: 1 swift action
  Range: personal 
  Target: You
  Duration: Stance
  A master of the Solar Wind, the disciple may attack 
  with the speed of the sun’s rays. While in this stance and 
  making a full attack, he may make two additional ranged 
  weapon attacks using his full base attack bonus and he 
  may add his primary initiator attribute modifier to dam-
  age on these attacks. This bonus does not stack with 
  effects like haste or the speed special weapon property 
  or effects that are similar to them, nor does it combine 
  with feats like Rapid Shot or Multishot that grant extra 
  attacks. This is a supernatural ability.
  SOLAR LANCE
  Discipline: Solar Wind (Strike); Level: 2
  Initiation Action: 1 standard action
  Range: Ranged attack
  Target: One creature
  Duration: Instant
  
  45
  Path of War
  The disciple focuses his energies into his weapon and 
  lets loose a powerful shot in a gusting wind. The initia-
  tor makes a ranged attack against his foe and if success-
  ful, the attack inflicts an additional 2d6 points of dam-
  age. The force of the wind that accompanies this blow 
  is enough to potentially bull rush an opponent, allowing 
  the initiator to make a free bull rush attempt as part of 
  this attack, using his primary initiator attribute modifier 
  to calculate his CMB for the attempt with a +2 compe-
  tence bonus. This is a supernatural ability.
  SOLAR METEOR BLOW
  Discipline: Solar Wind (Strike); Level: 6
  Prerequisites: Two Solar Wind maneuvers
  Initiation Action: 1 standard action
  Range: Ranged attack
  Target: One creature or space, then a 15ft radius for the 
  air blast
  Duration: Instant
  Saving Throw: Fortitude (partial, negates)
  The disciple of the Solar Wind wraps the force of a 
  hurricane around his weapon before launching it high 
  into the air to have it crash down amongst his enemies, 
  scattering them to the ground.  The initiator makes an 
  attack against either a target creature inflicting an ad-
  ditional 6d6 damage to the target or at the ground at a 
  target creature’s feet. The 5ft square that the target oc-
  cupies or the targeted 5ft space itself immediately sets of 
  a powerful wave of air that potentially knocks enemies 
  prone within a 15ft radius of the target on a failed For-
  titude saving throw (DC 16 + primary initiator attribute 
  modifier; this including the target, who suffers a -4 pen-
  alty to this saving throw). This is a supernatural ability.
  SOLAR REFLECTION 
  Discipline: Solar Wind (Strike); Level: 3
  Prerequisites: One Solar Wind maneuver
  Initiation Action: 1 full round action
  Range: Ranged attack
  Target: One or two targets, see description 
  Duration: Instant
  As reflective surfaces bounce the rays of the sun, so 
  can the Solar Wind disciple ricochet a missile weapon 
  from one target to another. The initiator makes a single 
  ranged attack roll and if this roll is successful, he may 
  apply this same attack roll against another opponent 
  within 20 ft. of the first. This strike inflicts an additional 
  2d6 points of damage to the first target, and normal dam-
  age to the second target. Each reflection attack is consid-
  ered a separate attack for the purposes of determining 
  the effectiveness of single attack boosting abilities, such 
  as boosts that affect one attack or spells like true strike.
  SOLAR STING
  Discipline: Solar Wind (Strike); Level: 1
  Initiation Action: 1 standard action
  Range: Ranged attack
  Target: 10 ft. by 10 ft. square
  Duration: 1 round / 2 initiator levels
  The Solar Wind disciple readies his attack and launch-
  es it into the sky. The weapon crashes down into the 
  targeted area and creates a semi-real field of phantom 
  caltrops. The initiator chooses a target area within range 
  of his ranged attack, and makes an attack roll to hit that 
  location (AC 5 plus any range penalties). The target area 
  (one 10 ft. by 10 ft. square) becomes covered with phan-
  tom caltrops of softly glowing light that cause the area to 
  be considered difficult terrain and act as vicious caltrops, 
  using the initiator’s primary initiator attribute modifier 
  as their attack bonus and inflicting 1d2 points of damage 
  and halving the base speed of any they manage to attack. 
  Targets are denied their armor bonus, shield bonus, and 
  deflection bonus to AC against this attack, but if they’re 
  
  46
  wearing boots or heavy foot gear they have a +2 armor 
  bonus to their AC against this attack.
  SOLAR STORM 
  Discipline: Solar Wind (Strike); Level: 4
  Prerequisites: One Solar Wind maneuver
  Initiation Action: 1 standard action
  Range: Ranged attack
  Target: One creature or 5ft space
  Duration: 1d6 rounds
  Saving Throw: Reflex (negates)
  By wrapping the winds of tornadic force around his 
  weapon and attacking a foe or the ground at a target’s 
  feet, the Solar Wind disciple may cause a brief tornado 
  to wrap around a target and both shield and limit their 
  abilities. The initiator makes an attack against either a 
  target creature (inflicting damage as normal) or at the 
  ground at a target creature’s feet (friend or foe). The 5ft 
  square that the target occupies or the targeted 5ft space 
  itself becomes wrapped in a sheath of swirling tornado-
  like winds. The subject of this cannot be targeted by mis-
  sile weapons of any kind (but spells can target him as 
  normal) nor can the initiator make ranged attacks out of 
  this storm (but spells may be cast as normal). If the crea-
  ture tries to leave the area of effect of this maneuver, he 
  must make a Reflex save (DC 13 + primary initiator attri-
  bute modifier) or be forced to stay in that space, unable 
  to make a move action or free 5ft step out of that space. 
  If he succeeds or if the duration of 1d6 rounds expires, 
  then the winds are dispersed and the target may act as 
  normal. This is a supernatural ability.
  SOLAR WIND LANCET 
  Discipline: Solar Wind (Boost); Level: 4
  Prerequisites: Two Solar Wind maneuvers
  Initiation Action: 1 swift action
  Range: Personal
  Target: One creature
  Duration: One turn
  Saving Throw: Fortitude (partial)
  With the mighty force of the Solar Wind, the disciple 
  lets loose a missile with breath-stealing, devastating 
  force. Upon initiating this boost, the next ranged attack 
  that the initiator makes inflicts an additional 2d6 points 
  of damage upon a successful attack and potentially 
  knocks his target prone (a successful DC 14 + primary 
  initiator attribute modifier Fortitude save negates being 
  knocked prone).  This is a supernatural ability.
  SOLAR WIND NOVA 
  Discipline: Solar Wind (Strike); Level: 9
  Prerequisites: Four Solar Wind maneuvers
  Initiation Action: 1 standard action
  Range: Close (25ft + 5ft / 2 levels) 
  Area: 20 ft. burst effect on targeted area or creature
  Target: All targets within area of effect
  Duration: Instant
  Saving Throw: Reflex (partial)
   
  The true champion and master of the Solar Wind may 
  unleash this devastating attack against all of his foes by 
  unleashing his attack towards the sky where it splits 
  apart into a deadly rain of phantom weapons and bril-
  liant sunlight. The initiator picks a target creature or 
  area as if he were using a grenade like weapon and a 20 
  ft. burst of burning phantom ammunition crashes down 
  on this area, inflicting 10d6 points of damage and 10d6 
  points of fire damage. The targets in the area of effect 
  may make a Reflex save (DC 19 + primary initiator attri-
  bute modifier) to reduce the damage by half. On a failed 
  save, the target is knocked prone from the force of the 
  attack. This maneuver creates its own ammunition, or 
  if the initiator chooses to, can use special ammunition if 
  the initiator desires.
  SOLAR WIND TSUNAMI 
  Discipline: Solar Wind (Strike); Level: 8
  Prerequisites: Three Solar Wind maneuvers
  Initiation Action: 1 standard action
  Range: 60ft
  Area: Cone shaped
  Duration: Instant
  Save: Reflex (half)
  The disciple holds aloft a glowing weapon which burns 
  with the wrath of the Solar Wind, and lets it loose against 
  his foes in a wave of destruction. The initiator creates a 
  60 ft. cone-shaped burst of quasi-real missiles that tear 
  his foes to shreds. The attack inflicts 15d6 + initiator lev-
  el (max +20) points of damage to all within the area of 
  effect. Targets within may make a Reflex save (DC 18 + 
  primary initiator attribute modifier) to take half damage. 
  The initiator need not loose his projectile weapon as part 
  of this attack, retaining it to use at a later time. This is a 
  supernatural ability.
  SPINNING ADAMANTINE AXE
  Discipline: Broken Blade (Strike); Level: 8
  Prerequisites: Three Broken Blade maneuvers
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: All adjacent enemies
  Duration: Instant
  With a powerful leap into the air, the disciple of the 
  Broken Blade unleashes a powerful spinning kick to his 
  surrounding foes that strikes with the force of a hurri-
  cane. The initiator makes one unarmed attack against 
  each foe in range, each successful strike inflicting an ad-
  ditional 10d6 points of damage that ignores the target’s 
  damage reduction. Foes that are struck are also knocked 
  prone from the force of this assault.
  
  47
  Path of War
  SPINNING FLURRY RUSH
  Discipline: Broken Blade (Strike); Level: 7
  Prerequisites: Two Broken Blade maneuvers
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: All adjacent enemies
  Duration: Instant
  The disciple of the Broken Blade takes a deep breath 
  when he finds himself surrounded by opponents and 
  hopes that they’ve made peace with the gods, for they 
  will be seeing them soon. The initiator makes two at-
  tacks at full base attack bonus per opponent within his 
  reach, and each attack inflicts an additional 4d6 points 
  of damage.
  SPIRIT SENSING STANCE
  Discipline: Veiled Moon (Stance); Level: 1
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  By sensing the different patterns all beings that exist 
  have, the senses of the Veiled Moon disciple exceed that 
  of natural beings and moves into the realm of supernatu-
  ral awareness. While in this stance, the initiators gains 
  the scent special ability and he may detect creatures on 
  the Ethereal plane that are near the Material plane with-
  in 30 ft. of his position.
  SPIRITUAL WEAPON STANCE
  Discipline: Veiled Moon (Counter) [force]; Level: 6
  Prerequisites: Two Veiled Moon maneuvers
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  By channeling ethereal energies along his weapons 
  and his body, the initiator becomes immersed in both 
  worlds, being as solid on the Ethereal Plane as he is on 
  the Material. While in this stance, the initiator’s weap-
  ons, armor, and equipment are treated as if they had 
  the ghost touch property (ammunition retains the prop-
  erty until used), and his attacks inflict an additional 2d4 
  points or force damage. This is an Ethereal plane using 
  stance.
  SPITTING COBRA STANCE
  Discipline: Steel Serpent (Stance); Level: 6
  Prerequisites: Two Steel Serpent Maneuvers
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  Some serpents spit their venom, and as they are dead-
  ly at a distance so does the disciple learn to be deadlier at 
  range with his attacks. When at range, thrown weapons 
  inflict an additional 2d6 points of damage while in this 
  stance. 
  STANCE OF PIERCING RAYS 
  Discipline: Solar Wind (Stance); Level: 1
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  A Solar Wind disciple learns to cause his ammunition 
  pierce like the burning rays of the sun itself. While in 
  this stance, the initiator’s ranged attacks inflict an addi-
  tional 1d6 points of fire damage. This is a supernatural 
  ability.
  STANCE OF THE ETHER GATE
  Discipline: Veiled Moon (Stance, teleportation); Level: 5
  Prerequisites: Two Veiled Moon maneuvers
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  By shifting his essence partially into the Astral plane, 
  the disciple finds that moving through that plane as just 
  as easy as moving through the Material plane. While the 
  disciple is in this stance, he may teleport up to his move-
  ment speed as a move action, or twice his movement 
  speed as a full round action, at will. He must see his des-
  tination clearly to be able to teleport to it. The initiator 
  may not take any creatures with him when teleporting; 
  only himself and the gear he is carrying plus up to an 
  additional 20lbs. This stance meets the qualifications for 
  the Dimensional Agility feats, should the initiator wish 
  to take them.
  STEADY HAND
  Discipline: Solar Wind (Boost); Level: 1
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round
  The disciple’s limbs and muscles are strong and wise 
  with the knowledge of weapons in flight. As a swift ac-
  tion, the initiator may increase the range of his ranged 
  attacks by an additional 30 ft. for the first range incre-
  ment (first increment only) for one round.
  STEEL AXE KICK
  Discipline: Broken Blade (Strike); Level: 6
  Prerequisites: Two Broken Blade maneuvers
  
  48
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  Duration: Instant
  Saving Throw: Fortitude (partial)
  With a sweeping axe kick that strikes as hard as any 
  hammer strike could ever hope for, the disciple of the 
  Broken Blade lands a crushing blow that causes even the 
  strongest of opponents to pause in pain. The initiator de-
  livers a devastating spinning kick (as an unarmed strike) 
  that inflicts an additional 10d6 points of damage and po-
  tentially daze target for one round on a failed Fortitude 
  save (DC 16 + primary initiator attribute modifier).
  STEEL COILS
  Discipline: Steel Serpent (Stance); Level: 3
  Prerequisites: One Steel Serpent Maneuver
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  In this stance, the movements and motions of the 
  disciple become more sinuous and deliberate, as if he 
  were a serpent coiled to strike. While in this stance, the 
  disciple may make grapple attempts without provoking 
  attacks of opportunity, and if the disciple successfully 
  grapples a foe, he may constrict his opponent to inflict 
  4d6 + his Strength modifier in damage.
  STEEL FANG
  Discipline: Steel Serpent (Strike); Level: 5
  Prerequisites: Two Steel Serpent Maneuvers
  Initiation Action: 1 standard action
  Range: One melee attack or ranged attack
  Target: One creature
  Duration: Instant
  Saving Throw: Will (partial)
  The spiritual ki focus of the disciple is so intense that it 
  gains armor piercing force when applied to a weapon or 
  knife hand strike. The disciple makes an attack against 
  an opponent, and if successful, the attack deals an ad-
  ditional 8d6 points of damage and bypasses all damage 
  reduction the target may possess. The awesome force of 
  the disciple’s ki is so strong that it has the potential to 
  daze the opponent on a failed Will save (DC 15 + primary 
  initiator attribute modifier) for one round. This is a su-
  pernatural ability.
  STEEL FLURRY STRIKE
  Discipline: Broken Blade (Strike); Level: 3
  Prerequisites: One Broken Blade maneuver
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  Duration: Instant
  The disciple makes a furious set of attacks upon his 
  foe, hammering through defenses and striking rapidly. 
  The initiator may make three attacks against his foe at 
  full base attack bonus with a -2 penalty to hit. Successful 
  hits inflict an additional 3d6 points of damage per hit.
  STEEL GRAPPLER’S ATTITUDE
  Discipline: Broken Blade (Stance); Level: 5
  Prerequisites: Two Broken Blade maneuvers
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  By assuming this stance, the disciple of the Broken 
  Blade has learned to shift his mass and balance to his 
  advantage when grappling and running down his foes. 
  While in this stance, the initiator counts as one size cat-
  egory larger when calculating CMB and CMD for grapple, 
  bull rush, and overrun attempts, for use during counters, 
  and he may add his primary initiator attribute modifier 
  to his CMB checks and to his CMD for grapple, bull rush, 
  and overrun attempts and resisting those that use those 
  combat maneuvers against him.
  STING OF THE ADDER
  Discipline: Steel Serpent (Strike); Level: 4
  Prerequisites: One Steel Serpent Maneuver
  
  49
  Path of War
  Initiation Action: 1 standard action
  Range: Melee attack or ranged attack
  Target: One creature
  Duration: Instant, two rounds
  Saving Throw: Fortitude (partial)
  Striking with surety and precision, the disciple attacks 
  the chakra of wisdom on his foe with his ki in an attempt 
  to cloud his foe’s mind. The disciple makes an attack 
  against a target; if successful the strike inflicts an addi-
  tional 5d6 points of damage and 1d4 points of Wisdom 
  damage (Fortitude save DC equal to 14 + primary initia-
  tor attribute modifier to halve this Wisdom damage). On 
  the following round on a failed save, the corrupted ki 
  energies inflict an additional 1d6 points of damage and 
  2 additional points of Wisdom damage. This is a super-
  natural ability.
  STING OF THE ASP
  Discipline: Steel Serpent (Strike); Level: 2
  Initiation Action: 1 standard action
  Range: Melee attack or ranged attack
  Target: One creature
  Duration: Instant
  Saving Throw: Fortitude (partial)
  Through the use of this maneuver, the disciple readies 
  a weakening dose of ki energy with his weapon’s strike 
  to sap his foe of his power. The disciple makes an attack 
  against a target; if successful the strike inflicts an ad-
  ditional 1d6 points of damage and 2 points of Strength 
  damage (Fortitude save DC 12 + primary initiator attri-
  bute modifier; success halves this Strength damage). On 
  the following round on a failed save, the corrupted ki 
  energies inflict an additional 1d6 points of damage and 
  2 additional points of Strength damage. This is a super-
  natural ability.
  STING OF THE COBRA
  Discipline: Steel Serpent (Strike); Level: 8
  Prerequisites: Three Steel Serpent Maneuvers
  Initiation Action: 1 standard action
  Range: Melee attack or ranged attack
  Target: One creature
  Duration: Instant, 3 rounds
  Saving Throw: Fortitude (partial)
  By focusing destructive, life-destroying ki into his at-
  tack, the Steel Serpent disciple strikes at the very heart of 
  his foe’s life force. The disciple makes an attack against 
  a target; if successful the strike inflicts an additional 8d6 
  points of damage and 2d4 points of Constitution damage 
  (Fortitude save DC equal to 18 + primary initiator attri-
  bute modifier to halve this Constitution damage). On the 
  following two rounds on a failed save, the corrupted ki 
  energies inflict an additional 2d6 points of damage and 
  2 additional points of Constitution damage. This is a su-
  pernatural ability.
  STING OF THE RATTLER
  Discipline: Steel Serpent (Strike); Level: 1
  Initiation Action: 1 standard action
  Range: Melee attack or ranged attack
  Target: One creature
  Duration: Instant
  Disciples of Steel Serpent learn to emulate the swift 
  and powerful strikes of the serpent kingdom and leave 
  lasting wounds through the power of their ki. By focus-
  ing this harmful energy into a single attack, the disciple 
  may cause more grievous injuries than his opponent 
  would register immediately. The disciple makes an at-
  tack and if successful, inflicts an additional 1d4 points of 
  damage. The following round on the disciple’s turn, the 
  enemy takes an additional 1d4 points of damage due to 
  the venomous ki that has built up in the wound. This is a 
  supernatural ability.
  STING OF THE VIPER
  Discipline: Steel Serpent (Strike); Level: 6
  Prerequisites: Two Steel Serpent Maneuvers
  Initiation Action: 1 standard action
  Range: Melee attack or ranged attack
  Target: One creature
  Duration: Instant, 3 rounds
  Saving Throw: Fortitude (partial)
  The disciple reaches out and strikes at his opponents 
  will and force of being, crushing his foe’s chakras with 
  his ki. The disciple makes an attack against a target; if 
  successful the strike inflicts an additional 8d6 points of 
  damage and 1d6 points of Charisma damage (Fortitude 
  save DC equal to 16 + primary initiator attribute modi-
  fier to halve this Charisma damage). On the following 
  two rounds on a failed save, the corrupted ki energies 
  inflict an additional 2d6 points of damage and 2 addi-
  tional points of Charisma damage. This is a supernatural 
  ability.
  STORM OF IRON FISTS STRIKE
  Broken Blade (Strike); Level: 9
  Prerequisites: Four Broken Blade maneuvers
  Initiation Action: 1 full attack action
  Range: Melee attack
  Target: One creature
  Duration: Instant
  Saving Throw: Fortitude (partial)
  The true master of the Broken Blade unleashes a storm 
  of adamantine-hard strikes that rip through the defenses 
  of his unfortunate target that resound as thunder from 
  the force of the blows. Those witnessing this strike im-
  plemented rarely forget it, and those that feel it rarely 
  survive it. The initiator makes a full attack as a standard 
  action and each strike inflicts an additional 5d6 points of 
  
  50
  damage that ignores damage reduction. After the attacks 
  are made, the target must make a Fortitude save  (DC is 
  19 + primary initiator attribute modifier). Each success-
  ful hit increases Fortitude save by +2 per attack to resist 
  this strike; failure on the Fortitude save indicates that 
  the target is reduced to -1 hit points.
  STUNNING SOLAR FLARE
  Discipline: Solar Wind (Strike); Level: 7
  Prerequisites: Two Solar Wind maneuvers
  Initiation Action: 1 standard action
  Range: 30 ft
  Target: One creature
  Duration: Instant
  Saving Throw: Fortitude (partial)
  The Solar Wind disciple can steal the fight from an en-
  emy from a target with a single attack, such is his great 
  skill. The initiator makes a ranged attack against a foe, 
  if successful the attack inflicts an additional 8d6 points 
  of damage and stuns the opponent on a failed Fortitude 
  save (DC 17 + primary initiator attribute modifier) for 
  1d3 rounds. 
  SUN DIPS LOW
  Discipline: Thrashing Dragon (Counter); Level: 2
  Initiation Action: 1 immediate action
  Range: One melee attack
  Target: Personal
  Duration: Instant
  With a sudden, darting movement the Thrashing 
  Dragon disciple may dodge an attack and protect him-
  self from harm, if perfectly timed. The disciple opposes 
  an enemy’s attack roll by making an Acrobatics check; if 
  successful then he successfully evades the attack. If not, 
  he is struck by the blow as normal.
  SUNWALKER STANCE 
  Discipline: Solar Wind (Stance); Level: 3
  Prerequisites: One Solar Wind maneuver
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  Using the hunting techniques of the ancient days of 
  the White Steppes, the Solar Wind disciple hunts on the 
  move, making attacks while chasing down his prey. The 
  initiator gains the benefits of the Shot on the Run feat 
  (As a full-round action, you can move up to your speed 
  and make a single ranged attack at any point during 
  your movement) while in this stance (he does not need 
  to meet the prerequisites of this feat), and he gains a +2 
  competence bonus to his armor class against ranged at-
  tacks if he moves more than 10 ft. during his turn.
  SWEEPING TAIL
  Discipline: Thrashing Dragon (Strike); Level: 2
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  Duration: Instant
  Within his battle dance, the disciple dips low and 
  sweeps his leg out to knock an opponent down. The disci-
  ple makes a trip attempt which does not provoke attacks 
  of opportunity, and he gains a +4 bonus to this check. 
  Creatures successfully tripped suffer 1d6 + the initiator’s 
  primary initiator attribute modifier in damage from the 
  heavy fall. 
  SWIFT CLAWS
  Discipline: Thrashing Dragon (Strike); Level: 1
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  Duration: Instant
  The Thrashing Dragon disciple’s skill with his dual 
  weapons allows him to strike with practiced speed and 
  alacrity, allowing him to make an attack with two wield-
  ed weapons (or unarmed strikes), using the same attack 
  roll, as a single attack action. Creatures with more than 
  two arms may still only strike with two wielded weapons.
  TAIL SLAP
  Discipline: Thrashing Dragon (Strike); Level: 6
  Prerequisites: 2 Thrashing Dragon maneuvers
  Initiation Action: 1 standard action
  Range: One melee attack
  Target: One creature
  Duration: Instant
  Saving Throw: Fortitude partial
  As the true dragon fights and employs all of its mighty 
  limbs in combat, so does the disciple that emulates their 
  graceful and deadly style. As part of this strike, the initia-
  tor makes a normal melee attack and if successful, the 
  disciple makes an additional powerful spinning kick, 
  landing a heavy blow to his foe which may temporar-
  ily rob him of his senses. The initiator makes an attack 
  against a foe at full base attack bonus; if successful, the 
  attack inflicts additional damage equal his unarmed 
  strike damage plus an additional 3d6 points of damage 
  and potentially stuns his foe. On a failed Fortitude sav-
  ing throw (DC 16 + primary initiator attribute modifier) 
  the foe is stunned for 1d4 rounds. If the saving throw is 
  successful, the foe is merely dazed for one round. The 
  character does not provoke attacks of opportunity for 
  not possessing the Improved Unarmed Strike feat when 
  using this strike, but additional damage from this strike 
  inflicts non-lethal damage unless the character possess-
  es that feat.
  
  51
  Path of War
  TALON ON THE WING
  Discipline: Thrashing Dragon (Boost); Level: 1
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: One attack
  By incorporating the momentum of his fighting style’s 
  whirling movements the Thrashing Dragon disciple may 
  hurl one of his blades at increased distance. When mak-
  ing a ranged attack with a thrown light weapon with 
  an increment of range (such as a dagger) or a Thrash-
  ing Dragon weapon, the range on this attack increase by 
  +20ft.
   
  TEARING FANG
  Discipline: Steel Serpent (Boost); Level: 4
  Prerequisites: One Steel Serpent Maneuver
  Initiation Action: 1 swift action
  Range: Personal
  Target: One creature
  Duration: Instant, 1d4 rounds
  Weakening a foe with repeated nips and bleeding 
  wounds will cripple them, so the Steel Serpent mantra 
  goes, and then you may proceed with the kill. The dis-
  ciple’s attack causes an additional 2d6 points of damage 
  per successful attack and causes the target take an ad-
  ditional 2 points of damage for 1d4 rounds following the 
  attack due to the wounds bleeding. Additional applica-
  tions of this maneuver stack for additional bleed dam-
  age, and further applications increase the duration by 
  an additional 1d4 rounds for the total bleed damage. A 
  successful Heal check (DC 15) or any magical effect that 
  cures hit point damage will stop the bleeding.
  THRASHING BLADES
  Discipline: Thrashing Dragon (Strike); Level: 8
  Prerequisites: 3 Thrashing Dragon maneuvers
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  Duration: Instant
  With the speed and ferocity of a rampaging dragon, 
  the disciple rends his foe to ribbons with his furious 
  onslaught as he turns the quickening principles of fight-
  ing many opponents to fight only one. The initiator may 
  make a full attack action at his foe, each attack at full 
  attack bonus (with no reduction from iterative attacks), 
  with both wielded weapons and any natural attacks or 
  unarmed strikes the initiator possesses. Each of these at-
  tacks inflicts an additional 2d6 points of damage due to 
  the sheer ferocity of the attack. The price for this ferocity 
  is that the initiator must leave himself open to some at-
  tack; until his next turn the initiator suffers a -4 penalty 
  to his AC.
  THRASHING DRAGON FRENZY
  Discipline: Thrashing Dragon (Strike); Level: 7
  Prerequisites: 2 Thrashing Dragon maneuvers
  Initiation Action: 1 standard action
  Range: One melee attack
  Target: Any adjacent target
  Duration: Instant
  By focusing on the principles of both speed and pow-
  er, the Thrashing Dragon disciple explodes into motion, 
  making a vicious flurry of strikes against all nearby at-
  tackers in a deadly dance of death. Make two attacks 
  with two-wielded weapons (making two attack rolls with 
  both weapons, effectively making two attacks on each 
  target with both weapons) against each adjacent enemy 
  that surround the initiator. If the initiator is capable of 
  making an unarmed strike or natural attack (through 
  Improved Unarmed Strike feat or natural weapons) then 
  the initiator may add in an additional two attacks per 
  target for use of this unarmed or natural attack.
  THRASHING DRAGON TWIST
  Discipline: Thrashing Dragon (Strike); Level: 5
  Prerequisites: 2 Thrashing Dragon maneuvers
  Initiation Action: 1 standard action
  Range: One melee attack
  Target: Any adjacent target
  Duration: Instant
  Like a coiled spring, the disciple of the Thrashing Drag-
  on twists his body and with powerful recoil, he spins to 
  swipe at all of his available targets. The initiator attacks 
  surrounding foes while fighting with two weapons, mak-
  ing an attack roll with both wielded weapons against 
  each target at full base attack bonus (effectively mak-
  ing two attacks on each target, one with each weapon) 
  against each adjacent enemy that surrounds the initiator. 
  If the initiator is capable of making an unarmed strike or 
  natural attack (through Improved Unarmed Strike feat 
  or natural weapons) then the initiator may add in an 
  additional attack per target for use of this unarmed or 
  natural attack, also at full base attack bonus.
  THROW THE BLADE DOWN
  Discipline: Broken Blade (Counter); Level: 5
  Prerequisites: Two Broken Blade maneuvers
  Initiation Action: 1 immediate action
  Range: One melee attack
  Target: You
  Duration: Instant
  Saving Throw: Reflex (partial)
  With a nimble sidestep and sweeping kick, the disciple 
  of the Broken Blade both avoids an attack and uses his 
  attack’s momentum to hurl him at the ground to land 
  prone at his feet and at his fading mercy. The initiator 
  
  52
  makes an opposed Acrobatics check against the target’s 
  attack roll, if successful then the initiator makes an im-
  mediate 5ft step to an adjacent square and the attacker 
  moves 5ft to occupy his former square and the attacker 
  must make a Reflex save (DC 15 + primary initiator attri-
  bute modifier) to resist falling prone. The initiator may 
  not use this counter on targets that are more than one 
  size category larger than he is.
  TRIPLE SOLAR REFLECTION 
  Discipline: Solar Wind (Strike); Level: 7
  Prerequisites: Two Solar Wind maneuvers
  Initiation Action: 1 full round action
  Range: Ranged attack
  Target: Up to four creatures, see description
  Duration: Instant
  The Solar Wind disciple has mastered the art of the 
  ricochet shot and may target up to four attackers. The 
  initiator makes a single ranged attack roll and if this roll 
  is successful, he may apply this same attack roll against 
  another opponent within 20 ft. of the first, and if this is 
  also successful, he may use the same attack roll to strike 
  a third target no farther than 20 ft. away (but not the 
  original target), and again on a fourth target no farther 
  than 20 ft. from the last. This strike inflicts an additional 
  +6d6 points to the first target, +4d6 points of damage to 
  the second, +2d6 on the third, and normal damage to the 
  fourth, and final, target. Each reflection attack is consid-
  ered a separate attack for the purposes of determining 
  the effectiveness of single attack boosting abilities, such 
  as boosts that affect one attack or spells like true strike.
  TRUE SHOT STANCE 
  Discipline: Solar Wind (Stance); Level: 6
  Prerequisites: Two Solar Wind maneuvers
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  The Solar Wind disciple has honed his incredible 
  senses and while in this stance uses his inner vision to 
  strike his foes with his most deadly attacks. While in this 
  stance, the initiator ignores a foe’s partial concealment 
  or any cover and he doubles the critical threat range on 
  any ranged weapon he uses.
  TWISTING ETHER
  Discipline: Veiled Moon (Boost, teleportation); Level: 5
  Prerequisites: Two Veiled Moon maneuvers
  Initiation Action: 1 swift action
  Range: 30 ft.
  Target: You and willing ally
  Duration: Instant
  With a nod to his ally, the Veiled Moon adapt may sink 
  through the world with his ally and switch places with 
  him for better effect in combat. As a swift action, the ini-
  tiator may designate a willing ally within 30 ft. and swap 
  places with him via teleportation.
  TWISTING WIND SHOT
  Discipline: Solar Wind (Strike); Level: 6
  Prerequisites: Two Solar Wind maneuvers
  Initiation Action: 1 standard action
  Range: Ranged attack
  Target: One creature
  Duration: Instant
  The keen vision of the Solar Wind disciple allows him 
  to pick out the vulnerable spots on a foe’s form and plant 
  a missile directly into them. Make an attack roll against 
  a foe, if the attack is successful this attack inflicts dam-
  age as if the weapon had scored a critical hit, multiplying 
  damage accordingly. This strike does not count as a criti-
  cal hit for the purposes of applying bonuses that activate 
  with a successful critical hit, such as with critical feats. 
  If the initiator scores a successful critical hit when ini-
  tiating this strike, the damage multiplier on the weapon 
  increases by 1 and all normal critical riding abilities and 
  bonuses apply as normal.
  UNBREAKABLE STRIDE STANCE
  Discipline: Broken Blade (Stance); Level: 8
  Prerequisites: Three Broken Blade maneuvers
  
  53
  Path of War
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  The master of the Broken Blade moves across the the-
  ater of war as a leaf on the wind, dodging easily out of 
  the way of obstacles as if they weren’t even there. While 
  in this stance, the initiator takes no penalties moving 
  through threatened areas and does not provoke attacks 
  of opportunity when moving and acts as if under the 
  freedom of movement spell.
  UNBREAKABLE TALONS
  Discipline: Thrashing Dragon (Boost); Level: 6
  Prerequisites: 2 Thrashing Dragon maneuvers
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: One turn
  Using his superior skill and speed, the disciple knows 
  where and how to strike for maximum effectiveness. By 
  striking at the right angle, the disciple’s blades set off 
  discordant harmonies within the target for increased 
  destructive potential. When two-weapon fighting with 
  bladed weapons or with natural attacks that inflict slash-
  ing damage, the disciple’s attacks with those weapons in-
  flict an additional 4d6 points of damage for the round 
  and strike as if they were adamantine weapons for the 
  purposes of overcoming damage reduction or sundering 
  items.
  VAPORFORM CRASH
  Discipline: Veiled Moon (Strike) [force]; Level: 6
  Prerequisites: Two Veiled Moon maneuvers
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  Duration: 1d4 rounds
  The Veiled Moon teaches that its disciples must know 
  how to balance the scales between both worlds, so to 
  make a foe real in the Material world, than the disci-
  ple must briefly sojourn to the other side. The disciple 
  makes a melee attack against an incorporeal target, and 
  if successful the target loses their incorporeal subtype 
  for 1d4 rounds and takes 12d6 points of force damage 
  (incorporeal foes lose their Charisma bonus to AC and 
  have a Strength score equal to their Charisma score -4; 
  all incorporeal equipment temporarily becomes corpo-
  real with the target). The disciple gains the incorporeal 
  subtype for a like number of rounds (losing his Strength 
  score and gaining a +4 bonus to Charisma and he may 
  apply his Charisma bonus to his AC as a deflection bo-
  nus; all of his equipment becomes temporarily incorpo-
  real with him as well). This is an Ethereal plane using 
  maneuver.
  VICIOUS SWIPE
  Discipline: Thrashing Dragon (Strike); Level: 3
  Prerequisites: 1 Thrashing Dragon maneuver
  Initiation Action: 1 standard action
  Range: One melee attack
  Target: One creature
  Duration: Instant, up to 4 rounds
  Saving Throw: Fortitude partial
  The disciple’s combat style allows him to get in close to 
  a target and strike beneath their guard, dealing a power-
  ful blow and potentially knocking them senseless for a 
  few moments. The initiator makes a melee attack, and 
  if successful the attack inflicts an additional 3d6 points 
  of damage and potentially dazes the opponent for 1d4 
  rounds (Fortitude save DC 13 + primary initiator attri-
  bute modifier negates the dazed condition).
  VIRULENCE
  Discipline: Steel Serpent (Boost); Level: 6
  Prerequisites: Two Steel Serpent Maneuvers
  Initiation Action: 1 swift action
  Range: Melee attack or ranged attack
  Target: One poison
  Duration: Until used
  Through intense focus, the disciple is capable of in-
  creasing the potency of venoms and poisons he uses by 
  channeling his ki into it and twisting that energy. Use of 
  this boost empowers one single mundane poison, sting, 
  or prana with a +5 boost to the save DC of effect. This 
  lasts until used, and the maneuver may not be recovered 
  until it is expended. This is a supernatural ability.
  WARP JAWORM
  Discipline: Veiled Moon (Strike, teleportation) [force]; 
  Level: 5
  Prerequisites: Two Veiled Moon maneuvers
  Initiation Action: 1 full round action
  Range: Melee touch
  Target: Up to three targets
  Duration: Instant
  By creating temporary breaches between the worlds 
  of the Material and the Astral, the disciple may teleport 
  through a few enemies and emerge from the space be-
  tween worlds having done his foes great internal harm. 
  The initiator makes a melee touch attack against a target, 
  and may teleport to another target no more than 20 ft. 
  from the first (and do the same for a third target) making 
  another melee touch attack on each subsequent target 
  and inflicting 10d6 points of force damage to all effected. 
  On a failed attack or after the final target, the disciple 
  
  54
  Path of War
  appears up to 15ft from the final target to finish his turn. 
  The touch attacks themselves cannot be unarmed strikes 
  or weapon strikes that inflict damage normally; the 
  disciple must lay their hand against the target in a non-
  damaging way to initiate this maneuver (even if wield-
  ing a weapon in that hand, this can be used by simply 
  touching the target with a fist or back of the hand).
  WEAKENING VENOM PRANA
  Discipline: Steel Serpent (Boost); Level: 2
  Initiation Action: 1 swift action
  Range: Melee attack or ranged attack
  Target: One creature
  Duration: Instant
  Saving Throw: Fortitude (half)
  By forming a deadly weakening sheen of ki poison 
  along his weapon, the disciple strikes at his foe’s physical 
  might. The next attack that the disciple makes inflicts 2 
  points of Strength damage to his opponent unless the foe 
  succeeds on a Fortitude save (DC 12 + primary initiator 
  attribute modifier). This is a supernatural ability.
  WYRMLING’S FANG
  Discipline: Thrashing Dragon (Strike); Level: 1
  Initiation Action: 1 standard action
  Range: Thrown
  Target: One creature
  Duration: Instant
  With a quick flick of his wrist, the disciple hurls a 
  blade deeply into his foe with blinding speed. The ini-
  tiator must make a ranged attack against a target by 
  throwing a light weapon with a range increment (such 
  as a dagger) or a weapon from an associated Thrashing 
  Dragon weapon group (improvised weapon penalties ap-
  ply if applicable). If this attack is successful, the attack 
  inflicts an additional 1d6 points of damage.
  
  55
  Path of War
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  Gygax and Dave Arneson.
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Dreamscarred Press/Path of War - The Stalker.pdf