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- 1
- World As Workshop - Stance, Treat crafting tools as weapons, weapon as tools. Craft bonus, accelerated crafting, universal crafting
- [b]World As Workshop[/b]
- [i]World Forger (Stance)[/i]
- [b]Level[/b] Swordsage 1, Warblade 1
- [b]Prerequisite[/b] 1 World Forger Manuever known
- [b]Initiation Action[/b] 1 swift action
- [b]Range[/b] Personal
- [b]Target[/b] You
- [b]Duration[/b] Stance
- [i]To the true craftsman, the world is his workshop. Differences like form are merely superficial.[/i]
- While in this stance, the initiator can use any Craft skill in place of another Craft skill at a -2 penalty. The initiator must use the tools appropriate to the replacement skill.
- In addition, the initiator can treat crafting tools as if they were discipline weapons of the World Forger school and vice versa, they can benefit from.
- Small tools(such as a chisel) are treated as light weapons that deal 1d6 damage, with a critical multiplier of x3.
- Medium tools(such as a forge hammer) are treated as one handed weapons that deal 1d8 damage, with a critical multiplier of x3.
- Large tools(such as a sledgehammer) are treated as two handed weapons that deal 1d10 damage, with a critical multiplier of x4.
- Tools longer than the wielder's arm gain Reach, but their critical multiplier is reduced by x1.
- Finally, masterwork weapons are treated as masterwork tools and vice versa. Enchantments convert based on the following table.
- A tool with a competence bonus to craft checks only grants an enhancement bonus to hit, not damage, while a weapon with an enhancement bonus to hit grants a competence bonus to Craft checks.
- [code]
- To-hit bonus | Craft skill bonus
- +1 | +5
- +2 | +10
- +3 | +15
- +4 | +20
- +5 | +30
- [/code]
- Craftsman in Creation - Stance, Ignore environmental effects based on Craft ranks.
- [b]Craftsman in Creation[/b]
- [i]World Forger (Stance)[/i]
- [b]Level[/b] Swordsage 1, Warblade 1
- [b]Prerequisite[/b] 2 World Forger maneuvers known
- [b]Initiation Action[/b] 1 swift action
- [b]Range[/b] Personal
- [b]Target[/b] You
- [b]Duration[/b] Stance
- [i]The builder is never hindered within his workshop. However obstructed it may be, there is an underlying order to the chaos. Sparks fall from the forge but never onto him[/i]
- While in this stance, the initiator gains the ability to ignore the hindrances of environment, based on the table below. The initiator's effective Craft rank is a maximum of his initator level + 3 for the purpose of this stance.
- [code]
- Craft ranks| Effect
- 4 | Ignore difficult terrain
- | caused by slippery, rough,
- | rocky or overgrown terrain.
- 9 | Ignore weather effects, mud
- | quicksand, unstable ground,
- | and magically manipulated
- | undergrowth.
- 14 | Use best movement speed for
- | climbing and swimming. Treat
- | surfaces too fragile or
- | narrow to support your
- | weight as solid, level ground.
- 19 | Use land speed as fly speed,
- | but must end turn on a solid
- | object or fall. Immune to
- | falling.
- 24 | Gain the benefits of Freedom
- | of Movement. Ignore all
- | unfavorable environmental
- | effects and planar traits.
- | You choose which to ignore.
- [/code]
- Mountain Upthrust - Strike, Attack generates difficult terrain.
- [b]Mountain Upthrust[/b]
- [i]World Forger (Strike)[/i]
- [b]Level[/b] Swordsage 1, Warblade 1
- [b]Prerequisite[/b] 0 World Forger Maneuvers known
- [b]Initiation Action[/b] 1 standard action
- [b]Range[/b] Melee attack
- [b]Target[/b] One creature or object
- [b]Duration[/b] Instantaneous
- [b]Saving Throw[/b] Reflex partial.
- [i]First discovered by dwarven warblades. Mountain Upthrust infuses their strike with the vitality of the early mountains, thrusting their way through the earth towards the heavens. The impact shatters the earth.[/i]
- As part of this manuever, make a normal melee attack. If you successfully hit with the attack, the target must make a Reflex save or fall prone.
- Regardless of if you hit, the ground below the target's space and a 5ft radius around the target becomes difficult terrain, as broken rocks fill the area. The ground is not damaged by this manuever.
- Geyser Sweep - Strike, AoE Attack hurls enemies away.
- [b]Geyser Sweep[/b]
- [i]World Forger(Strike)[/i]
- [b]Level[/b] Swordsage 1, Warblade 1
- [b]Prerequisite[/b] 0 World Forger Manuevers known
- [b]Initiation Action[/b] 1 standard action
- [b]Range[/b] 0ft
- [b]Area[/b] 15ft cone
- [b]Target[/b] Creatures and objects within the area.
- [b]Duration[/b] Instantaneous
- [b]Saving Throw[/b] Reflex partial
- [i]Imitating the sweep of ocean currents, Merfolk warblades first discovered this technique. With a sweeping motion, this assault hurls enemies away with the tremendous pressure of the deeps.[/i]
- Creatures and objects within the area must make a Reflex save(DC 11+Str) or be hurled a distance of 5ft + 5ft/4 IL away from you in the direction of your choice. A successful save reduces the distance moved to 5ft.
- Soft
- Marsh Entrapment - Counter, Enemy saves or speed reduced to 10ft.
- [b]Marsh Entrapment[/b]
- [i]World Forger (Counter)[/i]
- [b]Level[/b] Swordsage 1, Warblade 1
- [b]Prerequisite[/b] 0 World Forger maneuvers known
- [b]Initiation Action[/b] 1 immediate action
- [b]Range[/b] Melee Attack
- [b]Target[/b] one creature
- [b]Duration[/b] 1 round/IL or 1 round.
- [b]Saving Throw[/b] Reflex partial
- [i]Motion disturbs the muck, entrapping the offender yet deeper. The lizardmen swordsages of the swamplands developed this art, ensnaring people in their own motion.[/i]
- You can initiate this maneuver any time a creature would move into, or out of your reach. As part of this maneuver, make a melee touch attack. If you successfully hit with the attack, the speed of all the creature's movement modes are reduced by 10ft+10ft per 3 initiator levels.
- A successful save reduces the duration of this effect to 1 round, and the speed reduction to 10ft.
- Forge-fire Sparks - Boost, Attacks generates field of embers(like caltrops but flaming) for 1 round.
- [b]Forge-Fire Sparks[/b]
- [i]World Forger (Boost)[/i]
- [b]Level[/b] Swordsage 1, Warblade 1
- [b]Prerequisite[/b] 0 World Forger manuevers known
- [b]Initiation Action[/b] 1 Swift action
- [b]Range[/b] Personal
- [b]Area[/b] 5ft radius, see text
- [b]Duration[/b] 1 round
- [b]Saving Throw[/b] None
- [i]The hammer strikes hot steel, throwing off sparks of brief yet glorious beauty. Founded by the mystic-smiths of the plains nomads, this art fills the air with artificial stars.[/i]
- Until the beginning of your next turn, whenever you successfully strike a creature, a cloud of incandescent embers is thrown off, creating a 5ft radius cloud of burning motes around the creature.
- These motes inflict 1 point of fire damage to each creature moving through such a space. Multiple clouds in the same space combine their damage. Each cloud provides as much illumination as a candle.
- A creature passing through these clouds must make a Reflex save(DC 11+Wis) or catch on fire, taking an additional 1d6 points of fire damage in the next round. Passing through multiple clouds adds +1 to the DC and +1d6 to the burning damage per additional cloud. While on fire, the burning creature does not gain the benefits of concealment provided by darkness, blur, displacement, invisibility or similar effects and provides illumination as a candle.
- The clouds vanish at the end of the duration, but creatures set on fire remain on fire. The initiator is immune to the clouds of sparks he creates.
- 2 - 3
- Hard
- Thunderclap Stroke - Strike, AoE deafen and knockback
- Soft
- Knotted Gale - Counter, 10x10 Wind Wall 1 round.
- Return to Dust - Strike, Mountain Hammer
- 3 - 3,
- Hard
- Opening the Heavens - Strike, Punt target upwards, target forced to move for Craft distance or immobilized one round
- Mountain Raising Walk - Stance, Ring of difficult terrain, End stance to move earth and stone(craft check amount), Space must be open.
- Soft
- Earthern Interment - Counter, Craft check negates arrack and creates barrier of earth. check creates stone or precious at higher level
- Lake Forging Impact - Strike, Creates water and mud that slows
- 4 - 3
- Quickfire Impact - Strike, Target ignites, creatures near target ignites next round.
- Water Parting Stone - Boost, "opens" terrain
- Thunderbolt Hammer - Boost, Attacks cause knockback, gain reach(attack only)
- 5 - 3
- Heavenly Orrey - Strike, AoE, deletes terrain for an astral void. Fail save unable to move, success allows subjective gravity
- Earth's Treasure Vault - Boost, Creats, Repairs and enchants item for 1 round.
- Eight Winds Wheel - Counter, Move allies around.
- 6 - 3,
- Midsummer Nova - Boost, Light and fire burst on every attack, leaves bright illumination aka mega faerie fire
- Spring Blooming - Stance, Plant Growth AoE, without needing existing plants. Plants grab and crush for a round. Creates X amount of wood per round(virtual air walk). Plants wither 1 round after
- Withering Autumn - Strike, AoE rot stats, hardness
- Heart of Winter - Strike, Ice encases enemies within radius
- 7 - 2
- Devouring the Light - Boost, Supernatural darkness suppresses all senses in a radius on a failed save. Gain blindsight within the area.
- Shadow Binding Art - Strike, AoE cage of light cuts off dimensional travel, breaks line of effect into 5ft radius spheres. Up to X allies can pass through at will. Walls in space require Str check(DC goes up per added wall) or speed reduced to 5ft. Duration Craft based.
- 8 - 3,
- World Forger's Posture - Stance, Planar Perinarch(unlimited) within space.
- Final Darkness - Counter, Antimagic field & Total Cover
- First Spark - Strike,
- Boundary Shuffle - Boost, Redefine distances and line of effect.
- 9 - 1
- Hand of the Great Maker - Strike, Rewrie reality within an area.
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