Autonomous Caryatid Column Fiend Folio 30-31
Medium-Size Construct
Hit Dice: 6d10+20 (53 hp)
Initiative: +3
Speed: 30 ft.
AC: 22 (+3 Dex, +9 natural), touch 13, flat-footed 19
Base Attack/Grapple: +4/+9
Attack: +2 bastard sword +12 melee (two-handed), or slam +9 melee
Full Attack: +2 bastard sword +12 melee (two-handed), or +2 bastard sword +12 melee and slam +4 melee, or 2 slams +9 melee
Damage: +2 bastard sword 1d10+9 (two-handed), or +2 bastard sword 1d10+7 and slam 1d4+2, or slam 1d4+7
Face/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Break weapon, column form, construct traits, hardness 8, magic weapon
Saves: Fort +2, Ref +5, Will +3
Abilities: Str 20, Dex 16, Con -, Int 6, Wis 1, Cha 1
Skills: Diplomacy +3, Sense Motive +4
Feats: Improved Sunder, Power Attack, Weapon Focus (bastard sword) (B)
Climate/Terrain: Any
Organization: Solitary, corbel (2), or
colonnade (4-24)
Challenge Rating: 6
Treasure:-
Alignment: Always neutral
Advancement: 7-10 HD
(Medium-size); 11-21 HD(Large)
May 2019: researching the mythological origins. Had a write up, but it got dashed (curse you stray finger!)
Dancing, strength and virility are common themes of the old stories. Gotta think on this Caryatid more carefully.
Table: (Autonomous) Caryatid ColumnLevel | BaB | Fort | Refl | Will | Special | Ability Score Adjustment | Maneuvers |
1st | +1 | +2 | +0 | +0 | Marble Body, Column Form, Bonded Weapon, Stony Initiate (maneuvers) | +1 Str +1 Dex | Lesser Spirit Floes, Vigilant Watcher (Stance) |
2nd | +2 | +3 | +0 | +0 | Mens Sana, Earth Glide | +1 Phys | Stony Sacrifice |
3rd | +3 | +3 | +1 | +1 | Crystal Touch HD/day | +1 Str +1 Dex | Marble Deflection, Flowstone Stride |
4th | +4 | +4 | +1 | +1 | Earth Mettle, Crystal Reformation | +1 Phys | Granite Splinter |
5th | +5 | +4 | +1 | +1 | Chiseled Body, Opal Surge 1/day/2HD | +1 Str +1 Dex | Strike to Earth, Spirit Floes |
6th | +6 | +5 | +2 | +2 | Damage Reduction, Combat Reflexes | +1 Phys | One with the Earth (Stance) |
7th | +7 | +5 | +2 | +2 | Earth Stride 4/day, Opalescence | +1 Str +1 Dex | Cloud of Loam |
8th | +8 | +6 | +2 | +2 | Shards of Granite, Stony Initiate (Progression), Superiority of Earth | +1 Phys | Seismic Push |
Hit Die: 1d10Class Skills (4+Int per level, x4 at 1st level): Balance, Bluff, Concentration, Disguise, Intimidate, Jump, Spot, Martial Lore, Perform (Dance), Sense Motive, Tumble.
PF Class Skills (4+Int per level): Acrobatics, Bluff, Disguise, Intimidate, Knowledge (Martial), Perform (Dance), Perception, Sense Motive
Weapon and Armor Proficiencies: All simple weapons + 1 Bonded Weapon, all metal armor. No shields.
Living Marble:- The Caryatid Column's racial levels must be taken from 1st-level to 8th-level. It does not gain other class levels until then; in Gestalt, then, it thus must progress this racial class from 1-8 on one side.
- The Caryatid Column loses all racial traits and features and gains the construct type with the Marble Humanoid Subtype. These include the following traits:
- It has a base Medium Size
- It begins with two 1d4 Slam attacks. These attacks may be used with elbow, knee, foot, etc, even if its hands are occupied (such as by a weapon), but if made in conjunction with a weapon, they are considered Secondary attacks.
- Sturdy: The Caryatid gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, etc).
- It has a base land speed of 25 ft; this does not decrease with a heavy load or heavy armor.
- Low-light vision and Darkvision out to 90 feet
- d10 hit die.
- It starts with Natural Armor equal to 3+its racial Hit Dice.
- Unlike standard constructs, it has a combative, responsive and tough body and thus has good Base Attack Bonus and good fortitude saving throw.
- A Caryatid Column has a Marble Humanoid subtype (Essentially the same as Warforged).
- Does not have a Soul, but it is otherwise an autonomous, intelligent being.
- Must eat a diet of rock, stone or vegetation, but it can still benefit from the effects of consumable spells and magic items such as hero's feast or potions.
- Does not sleep or breathe, but must rest to restore spells (per usual for a spellcaster).
- Unlike other constructs, has a Constitution Score, is subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, death effects and necromancy effects.
- Does not heal lethal damage naturally. Gains benefit from healing spells, Fast Healing quality, Temporary HP and Repair spells. Gains no benefit from the Regeneration spell.
- Not at risk of death from massive damage. If reduced to -10 hitpoints, it is unconscious and helpless, considered inert, and cannot perform any actions, but can be "repaired" from this state by spending 24 hours of work and 100 GP of materials per HD.
- Cannot be raised or resurrected unless by a wish, miracle, or true resurrection.
- Immune to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, energy drain and soul-altering effects (such as Trap the Soul, etc)
- NOT immune to other mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects)
- As both a living creature and a construct, it is vulnerable to some spells and effects that normally don't affect living creatures. Spells such as Repel Stone acts as if it is wearing stone armor; Anti-life Shell works against it; a spell such as Stone to Flesh or Stone shape only works against this creature if it's reduced to -10 HP or less. An Antimagic Sphere does not strip away the Caryatid Column's racial attributes.
Ability Score Adjustment: The Caryatid Column gets +1 Str and +1 Dexterity at each odd level, then +1 to a single Physical score (Str, Con, or Dex) at each even level of this class; this secondary choice remains fixed.
At 8th level it has +4 Str, +4 Dex and another +4 to either Str, Dex or Con.
Column Form (Ex): When at rest, a caryatid column may take the form of a simple column of stone. This column is about 1.5 feet in diameter and it extends up to the ceiling of the chamber or to a height of 25 feet, whichever is less. A caryatid column in column form looks like a pillar in most respects. It does not radiate magic, and true seeing does not reveal its humanoid form. Changing forms is a free action once per round. The Caryatid remains perfectly aware of its surroundings while in Column Form, and it is not considered flat-footed.
Careful examination of the column (Search check DC 25) reveals very faint and distorted lines that make the pillar resemble a woman with a [weapon]. Anyone who successfully makes a Knowledge (architecture and engineering) check (DC 12) notes that the column serves no structural purpose since it bears none of the ceiling's weight. A close examination of the top of the column (Search check DC 15) or a keen eye (Spot check DC 20) shows that the column is not cemented or joined to the ceiling. Dwarves and other creatures with stonecunning receive a free Search check as though actively looking when they pass within 10 feet of a caryatid column.
Bonded Weapon: The Caryatid Column may train with a weapon for 1 hour to Bond with it. This done, it gains proficiency with the weapon, and it may retrain any weapon-specific feats to this item, like a Warblade's Weapon Aptitude. Finally, this Bonded Item also gains the properties and bonuses listed below.
- At first level, it becomes a Masterwork weapon.
- At level 3, it gains a +1 magical enhancement; this improves by +1 per 4 levels.
- At level 5, this weapon becomes Adamantine.
- At level 6, it gains a single +1 enchantment of the player's choice. At level 9 this improves to a +2 bonus, and improves by +1 total every 3 levels beyond that (12, 15, etc). These weapon enchantments may be changed and/or swapped at the end of a Long Rest or 1 hours' meditation. The weapon cannot carry higher than a +5 total enchantment level until 21st level.
- The Bonded Weapon is always considered a Martial Discipline weapon for the sake of feats, maneuvers, and relevant class abilities.
- If a caryatid column needs both hands free, it can stow this weapon by simply pressing it against it's back or side: the weapon then merges with the caryatid column's body and can be retrieved by the caryatid column as any character would draw a weapon.
One round after this weapon leaves the caryatid column's hands, it becomes nonmagical marble. Should the caryatid column then pick up the weapon, it regains its normal form and magical qualities. It cannot be infused with another substance, such as Cold Iron or Mithral but it could be magically altered with Weapon Enchantments or crystals, etc (see Chiseled Body).
A broken Bonded Weapon can be re-formed when out of the Caryatid Column's grasp by a Shape Stone spell or after an extended rest in its Column Form.
Stony Initiate (Ex): Beginning at 1st level, the Caryatid Column becomes an initiator with their own set list. These maneuvers are considered readied until expended; when the Caryatid initiates a maneuver from this list, it expends that maneuver for 2 rounds, after which it is ready again.
(NB: I have given an alternate Tome of Battle and Path of War list under the ACF spoiler.)
Finally, the Caryatid Column, as a creature of stone, does not need to touch the ground to use Stone Dragon maneuvers; after all, it is its own natural source of stone.
- 1- Lesser Spirit Floes, Vigilant Watcher Stance
- 2- Marble Throw
- 3- Marble Deflection, Flowstone Stride
- 4- Granite Splinter
- 5- Strike to Earth, Stone is not moved 1/encounter
- 6- One with the Earth Stance
- 7- Cloud of Loam
- 8- Seismic Push
Level gained: 1
Initiation Action:1 attack action
Range: Attack range.
Target: One creature, then one creature within 10'
Duration: instantaneous
Save:none
As your attack hits, your stony spirit feels revitalized.
As you initiate this strike, make an attack against an enemy. This enemy must pose a threat to you or to your allies in some direct, immediate way. If your attack hits, you or an ally within 10' may regain hit points equal to 1d8+1 point per HD (Maximum +8).
Level Gained: 1
Initiation Action:1 immediate action OR Column Form
Range: Personal
Target: You
Duration: Stance
You attune yourself to your purpose: to be a dutiful, powerful guardian, and feel the strength of your purpose flow into you.
While you maintain this stance, you gain a +2 bonus to Initiative checks and Search and Spot (Perception) checks. You may act upon a surprise round even if you didn't start it, although this stance does not allow you to retain your Dex bonus to AC during such a surprise round. At 10 HD, these becomes +4 bonuses, and at 20 HD, they becomes +10 bonuses.
Special:The Caryatid Column adopts this stance when it take its Column Form, and continues to benefit from this stance in its Column form. For every hour it remains in this stance and Column Form, it heals an amount of HP equal to its HD, but it can't heal more than half its total HP in a day in this manner.
At 13 HD (RHD + class HD), the Caryatid Column can regenerate lost limbs when in Column Form and this stance. It does not, however, benefit from a true Regeneration property, and this property cannot be used to replicate itself: detached limbs become Marble that then disintegrate to super-fine, completely inert powder once the limb has fully reformed.
Level gained:2
Initiation Action:1 attack action
Range:Melee or up to 120'+10'/dex mod
Target: 1 creature
You infuse your powerful essence into your attack.
As part of this maneuver, you must sacrifice at least 1 Hit Point, to a maximum of 1 Hit Point per 2 HD you have. If you hit, you deal an extra +1d6 Bludgeoning damage per Hit Point sacrificed; this attack ignores Damage Reduction and Hardness.
Level Gained: 3
Initiation Action:1 immediate action
Range: Personal or adjacent
Target: You or adjacent ally
Duration: Instantaneous
With sheer skill and exceptional force, you clash your weapon against a foe's blade and turn their attack away.
Make an opposed attack roll + your Con bonus against a foe's attack roll on an incoming attack (such as an arrow, a thrown item, a charging barbarian, or even a spell ray) targeting yourself or an adjacent ally. If successful, the attack is deflected.
Level Gained: 3
Initiation Action:1 swift action
Range: Personal
Target: You
Duration: One round
Drawing from your potent spirit, you move with speed that surpasses that of any natural stone.
When you initiate this boost, your base speed increases by 30 feet until the beginning of your next turn. This adjustment is treated as an enhancement bonus, and affects all movement forms equally.
Level Gained: 4
Initiation Action:1 standard action
Range: melee attack
Target: One creature or object
Duration: Instantaneous
You strike with the power and force to reduce granite to rubble.
You inflect an additional 2d6 points of damage upon a successful attack and your strike ignores all Damage Reduction and Hardness or the subject or object you are attacking.
If you're attacking an inanimate object, this attack automatically deals a Critical Hit.
Level gained: 5
Initiation Action:1 attack action
Range: Attack range.
Target: One creature, then you or ally within 10'
Duration: instantaneous
Save:none
The rush of power as your attack hits leaves your body feeling greatly revitalized.
As you initiate this strike, make an attack against an enemy. This enemy must pose a threat to you or to your allies in some direct, immediate way. If your attack hits, you or an ally within 10' may regain hit points equal to 3d6 +2 points per HD (Maximum +16).
Level Gained: 5
Initiation Action:1 standard action
Range: melee
Target: One Creature
Duration: Instantaneous
Save:Fortitude partial; see text
Gathering your inner power, you solidly strike an enemy so forcefully he crumbles to the ground, possibly rendering your foe incapable of much else.
Take a Slam attack or an attack with a natural weapon against a foe. You deal damage as normal, and the target then makes a Fortitude save (DC 15+Strength Modifier) to lose all further actions and become Helpless until next round. If the creature can't make a Fortitude save or passes the save, it is knocked prone instead. A flying creature that becomes helpless does not have the ability to Glide safely to the ground.
Once this ability has been used, it remains expended for 4 rounds instead of the usual 1 round.
Level Gained: 5
Use Limitation:Once per encounter
Initiation Action:1 Immediate action
Range: Personal
Target: You
Duration: Instantaneous
Somewhere from deep inside of you, the will to endure allows you to break free of a debilitating state that might otherwise defeat you.
You may initiate this counter when you would be affected by a single negative condition, or are affected by a negative condition. Negate the condition that would affect you, negate an area-effect's power upon you, or end any one condition currently affecting you even if you would normally be unable to act otherwise.
Level Gained: 6
Initiation Action:1 immediate action
Range: Personal
Target: You
Duration: Stance
You awaken your body with the power of the Earth and it lends you strength and safety.
While you maintain this stance, you gain double the amount of Healing and double any effect that grants you Temporary HP.
You also gain your choice of EITHER +4 Morale bonus to attacks, damage, and ability score checks OR +4 Morale bonus to AC, Saving Throws, and Skill checks (Morale bonuses do not stack; only the highest applies).
Level Gained: 7
Initiation Action:1 standard action
Range: Close [25ft +5 ft per 2 levels]
Area: A 20' spread, 20' high
Duration: 1 round / initiator level
Save:none
Scooping into the earth, you erupt it forth into solid, viscous particulate that curiously remains suspended in the air.
The cloud obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target). Furthermore, the cloud is so thick that any creature attempting to move through it progresses at a speed of 5 feet, regardless of its normal speed, and it takes a -2 penalty on all attack and damage rolls. The vapors prevent effective ranged weapon attacks (except for magic rays and the like). A creature or object that falls into the cloud of loam is slowed, so that each 10 feet it passes through reduces falling damage by 1d6. A creature can't take a 5-foot step while in a cloud of loam.
Only a severe wind (31+ mph) disperses this cloud, and it does so in 3 rounds.
Level Gained: 8
Initiation Action:Full-round Action
Area: Large (100' +10'/level)
Range: Medium (100' +10'/level)
Target: the Earth, stone, or sand
Duration: Concentration or Initiator level rounds or hours (see text)
Reaching into the moving power of the world's flow, you move the earth around you.
You may initiate this boost only while in One with the Earth stance. You may move or shape earth, mud, sand or lava at 10 cubic feet per Hit Dice around you; create a passageway; create a Wall, or perhaps even fuse it into a desired shape. Earth moved in this way that encounters a creature deals damage as if it's fallen from the height it's been pushed, and ignores Hardness and Damage Reduction (up to epic).
The shaping of these elements last according to your actions. If you remain in One with the Earth stance and stay within range of the shapes you've made, They last a number of hours equal to your initiator level. Otherwise, it lasts a number of rounds equal to your initiator level.
If you decide to Concentrate to maintain your Seismic Push, you may shape up to another 10' cube's worth of aforementioned substance as your standard action.
Mens Sana (Ex):
In corpore sanam. At 2nd level, the Caryatid Column adds the better or its Str or Dex modifier to its Will saves. This ability does not stack with a Paladin's Divine Grace ability or other like abilities.
Earth Glide (Ex): At 2nd level, it gains the ability to move through sand, stone and earth at 20' per round with perfect maneuverability, and thus also takes no falling damage from landing on sand, earth and stone. When moving through earth and stone, it can see through these substances if more than half its body is submerged or if its head is submerged, and at half its standard Darkvision range. After spending a number of rounds equal to your character level + your Str modifier in the medium you must exit the medium, or be shunted to the nearest open space.
Crystal Touch (Ex): Beginning at 3rd level, if a creature would be hit by one of the Caryatid's attacks, the Caryatid may choose to activate this ability. The touched creature must make a Reflex save against a DC of 10 + the damage that would be dealt (the opponent does not actually take damage). If the creature fails its save, it must halt its movement (if any) immediately and it loses its ability to move until the end of its next turn.
The Caryatid Column may use this ability once per day per Hit Die it has, and may only apply this effect once per attack. This ability may be applied to almost any attack made, including an AoO or an attack made as part of a maneuver, and is used to replace all of the damage from that action.
NB: Crystal Touch counts as a Combat ManeuverAt 11th level, the Caryatid may expend a single use of Crystal Touch to apply this effect to each attack made with a Full Attack action or a maneuver that allows multiple attacks.
Earth Mettle (Ex):Beginning at 4th level, if the Caryatid Column makes a successful Will or Fortitude saving throw that would normally reduce the spell or power's effect, she suffers no effect from the spell/power at all. Only those spells/powers with a Saving Throw entry of "Will partial," "Fortitude half," or similar lines can be negated through this ability.
Crystal Reformation (Ex): At 4th level, the Caryatid Column gains the Fast Healing ability when in Column Form, equal to the better of its Str or Dex modifier per hour. At the end of 8 hours spent in Column form, the Caryatid Column may also expend all of its remaining Opal Surges (see below) to regain additional HP before its abilities refresh for the day.
At 13 HD (RHD + class HD), the Caryatid Column can reform lost limbs when in Column Form. It does not, however, benefit from a true Regeneration property, and this property cannot be used to replicate itself: detached parts become inert Marble that then disintegrate to ultra-fine powder once the limb has fully reformed.
Chiseled Body (Ex): At 5th level, the Caryatid Column gains the following benefits:
- Its natural slam attacks may all be enchanted as Masterwork items per slot.
- Its body may carry armor enchantments; it functions as a Masterwork set of armor.
- The Bonded Weapon may also carry Weapon Crystals at an additional 110 GP per crystal, as the nature of the weapon requires a superior-grade crystal.
Opal Surge (Ex): Beginning at 5th level, your enduring spirit and powerful form allow you to overcome almost anything to defeat your enemies. As a move-equivalent action, choose one of the following effects: You immediately regain HP equal to your Str modifier multiplied by your total Hit Dice; or end one spell, effect, or other condition currently affecting you and with a duration of 1 round or more rounds. You may use this effect even if you cannot currently perform a move action (such as if you are immobilized, dazed, etc), but it takes the time of a move action.
This ability cannot free the Caryatid from effects that can only be broken by
Limited Wish,
Miracle, or other like spells such as
Geas/QuestYou may use this ability 1/day per 2 HD the Caryatid has.
Damage Reduction: At 6th level, the Caryatid Column gains gains DR 2/- and 6 Resist to Acid, Cold, Electric, and Fire. It gains +1 DR and +3 resist to these elements at levels 7 and 8, to a maximum of DR 4/- and resist 12 (a/c/e/f) at level 8.[/spoiler]
Feats: The Caryatid Column receives bonus feats with its progression. At 6th level, it gains Combat Reflexes, and at 8th level it is granted the Shards of Granite tactical feat (see below). If it already has these feats when it would acquire them, it gains the player's choice of a feat it qualifies for instead.
Prerequisites: Stone Power, BaB +6, 2 Stone Dragon maneuvers
Benefit: The Shards of Granite feat enables the use of these tactical options.
Battering Smash: To use this option, you must make a successful attack using [a Stone Dragon Discipline Weapon] and take a -5 penalty on the attack roll using your Stone Power feat. If you hit, you ignore the target's hardness (if any).
Eviscerating Strike: To use this option, you must make a successful attack using [a Stone Dragon Discipline Weapon]. On your next turn, you ignore any penalty you take on your attack roll from your Stone Power feat when making a roll to confirm a critical hit.
Unstoppable Onslaught: To use this option, you must make a successful melee attack using [a Stone Dragon Discipline Weapon] and take a -5 penalty on the attack roll using your Stone Power feat. If you hit, your melee attacks against that creature on your next turn overcome its damage reduction (if any).
NB: The Bonded Weapon fulfills the Stone Dragon requirements.
Earth Stride (Su): Beginning at 7th level, the Caryatid Column may, as a move action, meld into any stone or earth and emerge through another source of stone or earth up to a distance of 100ft +10ft/HD away. This ability may be used up 4 times per day. This is a supernatural effect but not a teleportation effect: it may thus be used if the Caryatid is under the influence of a Dimensional Anchor, but not under an Antimagic Shell or if trapped within a Forcecage.
At 12th level, it gains 8 uses/day and may expend 2 daily uses of this ability to use it as a swift action.
At 20th level, she may use this ability once/round as Free Action and gains unlimited uses/day.
Opalescence (Ex): At 7th level, the Caryatid Column becomes something beyond a mere magical marble statue: it becomes one of true grace and wonder.
It gains a +10 perfection bonus to all Balance checks, a +10 to all Perform (Dance) checks, and may use Dexterity as its skill modifier instead of Charisma for the latter skill. For pathfinder, this would mean a +10 to Acrobatics checks related to balance.
These skill bonuses increase to a +20 at level 12, and a +30 bonus at level 20.
Stony Initiate (Progression) (Ex): At the end of its racial progression, the Caryatid Column's 8 racial levels count as an effective 8 initiator levels when learning or initiating maneuvers and stances for 1 standard Martial class (Non-PrC class).
Superiority of Earth (Ex): At level 8, the Caryatid Column does not take falling damage.
At level 17, the Caryatid Column halves damage from all wood, crystal and metal, including special ones such as Greensteel, and also halves any acid damage it would take. Spells, powers and effects that include these types or substances as damaging vectors are subject to this incredible resistance.
The Caryatid Column's Break Weapon ability makes it frustrating to fight against and is not party-friendly, and instead this creature gets very nice Deflection (which raises touch AC), hardness, and some self-healing powers.
I've also looked at the Warforged and revised the class to allow for a PC version, which strips away many of the immunities and re-applies a Con score. The Caryatid must use powers of its own to heal between encounters, which encourages smart play and discourages the class as an OP tank.
- 1- Crusader's Strike (ToB 58), Stonefoot Stance (ToB 85)
- 2- Charging Minotaur (ToB 81-82), Mighty Throw (ToB 73)
- 3- Wall of Blades (ToB 70), Stone Vise (ToB 85) 2/3 Readied, 1 stance
- 4- Mountain Hammer (ToB 84) 3/4 Readied, 1 stance
- 5- Iron Heart Surge (ToB 68), Absolute Steel Stance (ToB 66) 4/5 Readied, 2 Stances.
- 6- Comet Throw (ToB 71) 4/6 Readied, 2 stances.
- 7- Bonesplitting Strike (ToB 81) 5/7 readied, 2 stances
- 8- Elder Mountain Hammer (ToB 82) 5/8 readied, 2 stances
Devoted Spirit (Maneuver)
Level: Crusader 1
Initiation Action:1 standard action
Range: Melee Attack (may target a creature at range)
Target: 1 creature
Divine energy surrounds your weapon as you strike. This power washes over you as your weapon finds its mark, mending your wounds and giving you the strength to fight on.
As part of initiating this strike, you must make a successful melee attack against an enemy whose alignment has at least one component different from yours. This foe must pose a threat to you or your allies in some direct, immediate way. If your attack hits, you or an ally within 10 feet of you heals 1d6 points of damage + 1 point per initiator level (maximum +5).
Stone Dragon (Stance)
Level: Crusader/Warblade/Swordsage 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You crouch and set your feet flat on the ground, drawing the resilience of the Earth into your body. The students of the Stone Dragon discipline model their defenses after the earth itself. The wind might batter the mountain, the river might cut through the plains, but in the end the stone and rock shrug off such assaults.
While you are in this stance, you gain a +2 bonus on Strength checks and a +2 bonus to AC against creatures a size category larger than yours.
This stance immediately ends if you move more than 5 feet for any reason, such as from a bull rush attack, a telekinesis spell, and so forth.
While the Caryatid is in Column Form, it continually benefits from this stance. Furthermore, the Caryatid counts as its own source of Earth: it retains the benefits of this stance until it willingly exits the stance or changes stances.
Setting Sun (Strike)
Level: Swordsage 1
Initiation Action: 1 standard action
Range: Touch
Target: Creature touched
You use superior leverage and your Setting Sun training to send an opponent tumbling to the ground.
As part of this maneuver, you must succeed on a melee touch attack against your foe. Resolve the throw as a trip attempt (PH 158), but you do not provoke attacks of opportunity, and your opponent cannot try to trip you if you lose the opposed check. You can use your Dexterity or Strength modifier, whichever is higher. You gain a +4 bonus on the ability check.
If you succeed in tripping your foe, you throw it up to 10 feet away from you. The target falls prone in the destination space. You choose where it lands. You must place the target in an empty space. If you lack the distance to throw your target into a clear space, it falls prone in its current space.
An enemy you throw with this maneuver does not provoke attacks of opportunity for passing through enemies' threatened areas as part of the throw, and you can throw an enemy through occupied squares.
NB: Remember, the Caryatid counts as Large for this opposed check.Level: Crusader 1, swordsage 1, warblade 1
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
You charge at your foe, blasting him with such power that he stumbles back.
As you roar across the battlefield, you position yourself to deliver a devastating charge attack. When you slam into an opponent, you crush him with concussive force and send him stumbling backward.
As part of this maneuver, you make a bull rush attack (PH 154) as part of a charge. Neither the movement nor the bull rush attack provokes attacks of opportunity. Resolve the bull rush attempt normally. If your Strength check exceeds the opponent’s result, you deal bludgeoning damage equal to 2d6 + your Str modifier in addition to pushing the target back as normal.
Assuming your Strength check is high enough, you can push your target back more than 5 feet (as normal for a bull rush, but without having to follow).
Iron heart (Counter)
Level: Warblade 2
Initiation Action:1 immediate action
Range: Personal
Target: You
Your weapon sways back and forth in your hand, ready to block incoming blows. With the speed of a thunderbolt, you clash your weapon against your foe's blade as he attempts to attack.
When an enemy makes a melee or ranged attack against you, you can initiate this counter to oppose that attack by making an attack roll with any melee weapon you are holding. Use the higher of your AC or your attack roll as your effective AC against the incoming attack. You can't use this attack if you are denied your Dexterity to AC against your attacker. You can decide to use this ability after you learn the result of your opponent's attack.
Stone Dragon (Strike)
Level: Cru/War/SS 2
Initiation Action:1 standard action
Range: melee attack
Target: Creature struck
Duration: 1 round
Saving Throw: Fortitude Partial
You make a crushing blow that staggers your opponent, leaving it unable to move.
As part of this maneuver, you make a single melee attack. This attack deals an extra 1d6 points of damage. If the creature hit is standing on the ground, your attack also drops the target's speed to 0 feet (for all movement capabilities) for 1 round. It can otherwise act normally.
A successful Fortitude save (DC 12+your Strength modifier) by the creature struck negates the immobilization but not the extra damage.
Stone Dragon (Strike)
Level: Cru/War/SS 2
Initiation Action:1 standard action
Range: melee attack
Target: One creature or unattended object
Like a falling avalanche, you strike with the weight and fury of the mountain.
As part of this maneuver, you make a single melee attack. This attack deals an extra 2d6 points of damage and automatically overcomes damage reduction and hardness.
Iron Heart
Level:Warblade 3
Initiation Action:1 swift action
Range: Personal
Target: You
Duration: See Text
By drawing upon your mental strength and physical fortitude, you break free of a debilitating state that might otherwise defeat you.
Your fighting spirit, dedication, and training allow you to overcome almost anything to defeat your enemies. When you use this maneuver, select one spell, effect, or other condition currently affecting you and with a duration of 1 round or more rounds. That effect ends immediately. You also surge with confidence and vengeance against your enemies, gaining a +2 morale bonus on attack rolls until the end of your next turn.
Iron Heart (Stance)
Level: Warblade 3
Initiation Action:1 swift action
Range: Personal
Target: you
You drift your weight to the back of your feet and hold your blade carefully forward at the ready. Your muscles twitch slightly as you prepare to dodge the next attack you face
While you are in this stance, you gain a +10-foot enhancement bonus to your speed. If you move at least 10 feet during your turn, you gain a +2 dodge bonus to your AC until the beginning of your next turn.
Stone Dragon (Strike)
Level: Cru/War/SS 3
Initiation Action:1 standard action
Range: Melee attack
Target: one creature
Duration: See text
Save: Fortitude partial; see text
You deliver your attack, and your enemy's eyes jerk wide open in panic as his skeleton begins to fracture in hundreds of places.
As part of this maneuver, you make a melee attack. If your attack hits, it deals an extra 4d6 points of damage. The creature struck must succeed on a Fortitude Save (DC 13 + your Str modifier) or its skeletal structure becomes massively weakened, and all rolls made to confirm a critical hit against the target gain a +10 bonus. A successful save does not negate the extra damage.
This effect lasts until the target's hit points are restored until their full normal total, whether by magical means or normal healing.
Creatures without a discernable anatomy or that are immune to critical hits are immune to this maneuver's special effect but still take the extra damage.
The Caryatid Column finds its combat readiness in such exceptional skill that even time itself is altered by the Caryatid Column's ability.- 2- Strike the Hourglass (PoWMystic 34), Sands of Time (PoWMystic 34), 1/1 Readied, 1 stance
- 3- Intercepting Shade (PoW 97), Unhindered Step (PoWMystic 35), 2/3 Readied, 1 stance
- 4- Devastating Rush (PoW 77), 3/4 Readied, 1 stance
- 5- Blade-Breaking Counter (PoW 78), Riven Hourglass Stance (PoW Mystic 36), 4/5 Readied, 2 stances
- 6- Temporal Body Adjustment (PoW Mystic 37), 4/6 Readied, 2 stances
- 7- Silver Crane Resurgence (PoW 92), 4/7 Readied, 2 stances
- 8- Red Zephyr's Dance (PoW 85), 5/8 readied, 2 stances
Riven Hourglass (Strike)
Level: 1
Initiation Action:1 standard action
Range: melee attack (or thrown weapon)
Target: One Creature
Duration: Instantaneous
With a simple strike, you influence time's attitude towards a foe and their ability to act in battle.
Make an attack. If it hits, it deals weapon damage as normal, and the target can only take a single move action or standard action during its next turn.
Riven Hourglass (Stance)
Level: 1
Initiation Action:1 immediate action
Range: Personal
Target: You
Duration: Stance
By attuning yourself to the ebb and flow of time, you can visualize the time-stream as a metaphorical hourglass in your soul, and learn to manipulate your place within it. While you maintain this stance, you gain a +2 bonus to Initiative checks and a +2 bonus to Reflex saves. When your initiator level reaches 12th level, these bonuses increase to +4.
Special: The Caryatid Column adopts this stance when it take its Column Form, and continues to benefit from this stance in its Column form. If the Caryatid Column is in Riven Hourglass Stance, it may choose to remain in that stance and benefit from the stance in its Column Form; otherwise, the Caryatid Column defaults to this stance. If it adopts its Column Form in combat, however, it
does not gain this stance's bonus to Reflex saves against powers, spells or abilities that target it.
This addendum is not only to discourage the Caryatid Column from using its Column Form in combat (to escape being targeted), but also to flavorfully show the Caryatid's ability to surprise its opponents from its Column-State.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 defense as he uses his range to dissuade attacks by his sheer skill and exceptional aim.
The initiator makes an opposed attack roll against his foe's attack roll on an incoming attack (such as an arrow or thrown weapon, a charging barbarian, or a skillful slash from a sword, but not a spell or similar attack) targeting himself or an ally he can see within his weapon's first range increment; if successful then the attack is negated.
Riven Hourglass (Boost)
Level: 2
Initiation Action:1 swift action
Range: Personal
Target: You
Duration: One round
By slowing the falling sands of the hourglass inside your soul, you are capable of greatly accelerating your movements.
When you initiate this boost, your base land speed increases by 30 feet until the beginning of your next turn. This adjustment is treated as an enhancement bonus. This boost does not affect other modes of movement, such as burrow, climb, fly, or swim.
Primal Fury (Strike)
Level: 2
Initiation Action:1 standard action
Range: melee attack
Target: One creature or object
Duration: Instant
The disciple performing this attack executes a powerful attack that rushes in past a foe's defenses to shatter them completely.
The initiator inflicts an additional 2d6 points of damage upon a successful attack and his strike ignores the damage reduction of a subject or the hardness of an object he is attacking.
Primal Fury (Counter)
Level: 3
Prerequisite:1 PF maneuver
Initiation Action:1 immediate action
Range: Personal
Target: You
Duration: Instant
An opponent cannot hurt you with his weapon if a weapon does not exist to do it. This powerful parrying blow can shatter the weapon that his opponent uses before it can strike him.
When being attacked, this counter is initiated after a successful hit but before damage is inflicted. The initiator then makes an immediate sunder attempt with a +2 circumstance bonus on his foe's weapon (which does not provoke attacks of opportunity), and if the weapon is reduced to half of its hit points, then it gains the broken condition and the disciple takes half damage from the attack. If this sunder attempt reduces the opponent's weapon to 0 hit points, then the weapon shatters and the disciple takes no damage. If the initiator possesses the Greater Sunder feat, excess damage is applied to the target as per normal.
Riven Hourglass (Stance)
Level: 3
Prerequisite:1 RH maneuver
Initiation Action:1 swift action
Range: Personal
Target: You
Duration: Stance
By altering the flow of time around yourself, you flicker between potential time paths, slipping quietly between the grains that fall within your hourglass.
While you maintain this stance, you gain a +4 dodge bonus to your AC, a +4 bonus to your initiative, you become immune to the slow spell, and any power, spell, or spell-like ability that target you specifically suffers a 50% miss chance.
I believe the creators intended for this effect to be a 20% miss chance, but reading the book it says 50% Strange, no?
Riven Hourglass (Counter)
Level: 4
Prerequisite:1 RH maneuver
Initiation Action:1 Immediate action
Range: Personal
Target: You
Duration: Instantaneous
By reversing the flow of your personal hourglass, you can turn back time, undoing a harmful event.
You may initiate this counter when you would be affected by a negative condition (such as being cursed, dazed, paralyzed, or sickened), or are affected by a negative condition. Negate the condition that would affect you, or end any one such condition currently affecting you.
Discipline: Scarlet Throne (Strike)
Level: 4
Prerequisites: 1 Scarlet Throne maneuverInitiation Action: 1 full round action
Range: Melee attack
Target: One creature
Duration: Instant
The Red Zephyr's Dance allows the disciple to step confidently through a battlefield, his blade leading the way in decisive sweeps as a graceful as a ballroom dance.
The disciple makes a melee attack at his full attack bonus against a target, and if successful, the disciple moves 10-ft. (no more or no less) and may make another attack at his next highest attack bonus. He may not make more attacks in a round than his maximum main-hand number of attacks, nor may he move farther than his normal maximum speed. For example, if a warlord with a base attack bonus of +13 initiated this maneuver, he would make one attack at +13, move 10-ft., make his second attack at +8, then move 10-ft. again, and make a final attack at +3.
Silver Crane (Counter)
Level: 4
Prerequisite:1 RH maneuver
Initiation Action:1 Immediate action
Range: Personal
Target: You or ally
Duration: Instant
By invoking the power of his celestial patron [The Earth], the Silver Crane disciple [Caryatid Column] may overcome the fell powers and curses of his enemies and return to full fighting ability. As an immediate action, the initiator may grant himself or an ally within 30-ft of his position the ability to re-roll a failed saving throw with a +4 sacred bonus.
Sources: The SRD; Fiend Folio Pages 30-31; Tome of Battle Chapters 1-4; Path of War & Expansions Chapters 1-6[/list][/list]