Unless otherwise noted, every Breath of Battle maneuver is supernatural maneuver that applies to your breath attack. Using those maneuvers doesn't change the recharge time of your breath weapons unless otherwise noticed.
Unless otherwise noticed, every strike of this discipline starts with you using one of your breath weapons.
1st level[Wyrmling Exhalation] Brutal Beautiful BreathBreath of Battle (Strike)
Level: Crusader 1, Swordsage 1, Warblade 1
Initiation Action: Standard action
Range: breath attack
Target: creatures in the breath attack area.
Duration: instantaneous
Save: as the breath weapon
A wyrmling is able to breath out the elements as soon as they exit their egg shell.
The breah takes shape of an egg that shatter from inside, splitting in a shower of shards.
Your breath weapon deals +1d6 damage, of the same element as the breath weapon (including force damage). This applies only to HP damage breaths.
Red Sniff (fire)-Fiery dragons start looking for treasure to take right away, using their breath’s flames to get others to drop their valuables. The breath shards glow brightly like valuable gems and metal. Instead of damage, creatures inside the breath’s area that fail their saves drop an item of your choice as if they were disarmed
White Puff (cold)-Ice dragons like to lure prey to slippery slopes created by their breath’s frost. The breath shards become smooth and slippery. Instead of damage, creatures inside the breath’s area that fail their saves are rendered prone.
Green Snort (acid)-Corrosive dragons enjoy using their breaths to keep others at bay. The breath shards are particularly sharp. Instead of damage, creatures inside the breath’s area that fail their saves are pushed away from the initiator 5 feet per point they failed their save.
Blue Whiff (electricity)-Lightning dragons can learn how to restrain their victims with thunder to avoid damaging a good meal. The breath shards remain connected in a net. Instead of damage, creatures inside the breath’s area that fail their saves count as grappled for 1 round.
[Wyrmling Exhalation]Turning Twisting Tongue Breath of Battle (Strike)
Level: Crusader 1, Swordsage 1, Warblade 1
Initiation Action: Standard action
Range: breath attack
Target: creatures in the breath attack area.
Duration: instantaneous
Save: as the breath weapon
Much like a trained tongue can produve a variety of musics and words, so a dragon’s tongue can be used to alter their breath in all kinds of ways.
The breath takes the shape of glowing draconic runes, unique to each initiator’s skill and personality.
You can carve words of your choice in any untattended surface your breath touches. If your breath weapon is a line, you may make it change direction once in any point of its course.
Red Friendly Fire (fire)-A smart flame dragon takes care to don’t burn precious treasure or any potential slaves. Writes runes of fire with wide artistic spaces inside them that fit right around the things the initiator wishes to collect. The breath attack doesn’t damage anything or anybody the initiator doesn’t want to.
White Calm (cold)-Some ice dragons prefer to eat a softer meal rather than something frozen solid. Writes runes of soft fine snow that gently cover the area. The breath deals non-lethal damage.
Green Peace (acid)-Many corrosive dragons like letting their prey think they escaped for a moment. Writes runes of acid in the targets that stick to them for a moment before melting in. The breath doesn’t seem to do anything, but after a number of turns up to your ranks in spellcraft (chosen when you initiate this maneuver) everything that was there is damaged as if you had just breathed.
Blue Brotherhood (electricity)-Normally first you see the lightning then hear the thunder, but a lightning dragon can turn the order around. Writes runes of electricity that last only a split second. The breath doesn’t seem to do anything, but after a number of turns up to your ranks in spellcraft (chosen when you initiate this maneuver) everything in the same area is damaged as if you just breathed.
[Wyrmling Inhalation] Deep Mountain inhaleBreath of Battle (boost)
Level: Crusader 1, Swordsage 1, Warblade 1
Initiation Action: Swift action
Range:-
Target: you
Duration: instantaneous
Save: none
Humanoids normally take a deep breath to calm themselves down, but a dragon can use it to pump themselves up.
The initiator’s throat glows brightly as if about to use their breath.
One of your breath weapon's "cooldown" is reduced by 3 rounds. If you have a "per day" breath weapon, you may use this maneuver to use it one extra time per day.
Red Blow (fire)-A good flame can’t be outrun, just hope your protection is strong enough. The breath starts to solidify in the shape of a set of swords. One of your fire breath weapon's "cooldown" is reduced by 2 rounds, and next time you use it instead of allowing any saves, make a ranged attack roll and compare against the AC of everybody inside the breath’s area, those “hit” count as failing their saves against your breath.
White Smother(cold)-Good ice drains rather than directly destroys. The breath starts to solidy in the form of a myriad of hammers. One of your cold breath weapon’s “cooldown” is reduced by 2 rounds, and next time you use it change its save type to Fortitude, except it also affects objects.
Green Gag (acid)-Good corrosion can be a mental issue instead of simply physical. The breath starts to solidify in the form of a swarm of serpents. One of your acid breath weapon’s “cooldown” is reduced by 2 rounds, and next time you use it change its save type to Will.
Blue Throtle (electricity)-Good lightning is pretty random. The breath starts to to solidify in the form of a giant predator’s head. One of your electricity breath weapon’s “cooldown” is reduced by 2 rounds, and next time you use it roll a 1d3 to determinte its save type (1 Fort, 2 Reflex, 3 Will).
[Wyrmling Inhalation] Ephemeral Draconic FogBreath of Battle (Boost)
Level: Crusader 1, Swordsage 1, Warblade 1
Initiation Action: Swift action
Range: breath attack
Target: creatures in the breath attack area.
Duration: see text
Breathing often leaves some kind of lingering miasma.
After you use this maneuver, the next time you use a breath weapon whitin 1 round, it inflicts its effects as normal, and then leaves behind an opaque curtain of smoke that fills the same area as the breath weapon's area. It doesn't deal damage or hinders movement, but it fully blocks line of sight. This curtain lasts for 1 round, plus another round for every 4 ranks you have in spellcraft. You may choose to lower the maximum duration when you use this boost.
Red Cloud (fire)-Smoke from flames may not be as thick, but they make it harder to defend oneself. As the normal maneuver, but the curtain only partially blocks vision, granting only Concealment plus anybody inside takes a -2 penalty to AC.
White Mist (cold)-A curtain of ice flakes may not be as thick, but saps at one’s endurance. As the normal maneuver, but the curtain only partially blocks vision, granting only Concealment plus anybody inside takes a -2 penalty to Fort saves.
Green Smoke(acid)-The fumes of corrosion may not be as thick, but sap at one’s willpower. As the normal maneuver, but the curtain only partially blocks vision, granting only Concealment plus anybody inside takes a -2 penalty to Will saves.
Blue Smog (electricity)-A curtain of static may not be as thick, but make it harder to move around. As the normal maneuver, but the curtain only partially blocks vision, granting only Concealment plus anybody inside takes a -2 penalty to Reflex saves.
[Wyrmling Breath] Elemental Petal MantraBreath of Battle (Stance)
Level: Crusader 1, Swordsage 1, Warblade 1
Initiation Action: Swift action
Range: -
Target: you.
Duration:stance
Save: none
Breathing while reciting the same verses over and over can produce all interesting effects for a dragon.
The initiator is surrounded by falling petals of the same color as their breath that dissipate harmlessly when they touch anything, new ones appearing with each normal respiration.
If your breath weapon is a line, you may have it affect a cone with half range. If it's a cone, then you may have it affect a line with double range.
Red Path (fire)-Flame dragons love to leave a path of ashes behind them. Freshly made breath petals are bigger and heavier Instead of its normal shape, your fire breath affects all the area you passed through this turn.
White Cube (cold)-Frost dragons notice how often ice forms more geometric shapes with sharp corners, and find it easier to replicate them. Instead of its normal shape, your cold breath affects a cube with side up to 5 feet plus 5 feet per rank you have in Spellcraft, at least one side of corner must be adjacent to your position.
Green Goo (acid)-Corrosion dragons can make better use of gravity to "rain" their breath over a specific area. Instead of its normal shape, your acid breath affects a cylinder with diameter 20 feet, height 60 feet that can be placed anywhere whitin 30 feet plus 10 feet per rank you have in spellcraft.
Blue Ball(electricity)-Lighting dragons can concentrate their breath in a small sphere that suddenly expands at a certain distance. Instead of its normal shape, your electricity breath affects a burst centered in yourself with diameter 5 feet plus up to 5 feet per 2 ranks you have in spellcraft.
2nd level[Young Exhalation] Blooming Elemental LotusBreath of Battle (Strike)
Level: Crusader 2, Swordsage 2, Warblade 2
Initiation Action: Standard action
Range: breath attack
Target: creatures in the breath attack area.
Duration: instantaneous
Save: as the breath weapon
As a dragon grows and learns, so does their breath, blossoming in new shapes.
This breath weapon ignores an amount of elemental resistance from your targets equal to your IL. If they have immunity to your breath attack element, they take damage equal to your IL (still reflex save for half) or half your breath damage, wichever is lower. This applies only to HP damage breaths.
Scarlet Rose (fire)-Flames are both fascinating and scary. Creatures flanked or flat-footed and inside your fire breath’s area must make a Will save or be Shaken for 1d12 rounds.
Pale Lilly (cold)-If you need to face ice, it’s probably best to face it head on rather than remaining in the edge. Creatures adjacent to your cold breath’s area must make a Fort save or become Fatigued
Viridian Jasmine (acid)-Dragons aren’t really known for forgetting and forgiving and corrosive dragons even less. Creatures that attacked you since your last turn and are now inside your acid breath’s area become Sickened for 1 round.
Indigo Orchid (electricity)-Although usually one shouldn’t cluster against a dragon, lightning is even more dangerous when it has fewer points to focus. Creatures with no other adjacent creature at least as big as themselves inside your electricity breath weapon become Entangled for 1 round.
[Young Inhalation] Morning Sublime DrawBreath of Battle (Boost)
Level: Crusader 2, Swordsage 2, Warblade 2
Initiation Action: Swift action
Range: Personal
Target: you.
Duration: 1 round.
Save: none
A Breath is stronger the closer you are to the source.
For the duration your breath weapon deals +50% damage to enemies adjacent to you for 1 round. This applies only to HP damage breaths.
Scarlet Slash(fire)-Close flames ignite everything. For 1 round your breath weapon makes enemies inside your melee reach catch on fire.
Pale Pierce(cold)-Close ice weakens everything. For 1 round your breath weapon makes enemies inside your melee reach deal 50% less damage for 1 round.
Viridian Vector(acid)-Close corrosion festers everything. For 1 round your breath weapon makes enemies inside your melee reach lose any regeneration they had and cannot recover HP for 1 round.
Indigo Impulse(electricity)-Close lighting makes it hard to focus on anything. For 1 round your breath weapon makes enemies inside your melee reach take a penalty on all skill checks equal to half your Spellcraft ranks for 1 round.
[Young Exhalation] Beautiful Rising RevengeBreath of Battle (Counter)
Level: Crusader 2, Swordsage 2, Warblade 2
Initiation Action: Immediate action
Range: breath attack
Target: creatures in the breath attack area.
Duration: instantaneous
Save: as the breath weapon
A breath at the a bad moment can lessen pain and injury. Or increase it for others.
If a creature attacks you, either at melee or range, you may use breath attack you possess and isn't recharging as an immediate action. The creature that provoked the attack must be inside the breath area.
Scarlet Spite(fire)-A fancier flame that may not hurt as much now but hold the promise of more pain. As the normal maneuver, but the fire breath deals only half damage however cooldown is halved and the one who attacked you must make a Will save or be Shaken for 1d12 rounds.
Pale Antipathy(cold)-A seemingly gentler cold that burrows deeper and returns faster. As the normal maneuver, but the cold breath deals only half damage however cooldown is halved and the one who attacked you must make a Fort save or become Fatigued.
Viridian Vengeance(acid)-A seemingly weaker corrosion that disturbs health. As the normal maneuver, but the acid breath deals only half damage however cooldown is halved and the one who attacked you becomes Sickened for 1 round.
Indigo Malice(electricity)-A seemingly lesser lighting that leaves one more limited. As the normal maneuver, but the electricity breath deals only half damage however cooldown is halved and the one who attacked you becomes Entangled for 1 round.
[Young Exhalation] Petal Destroyer Whisper Breath of Battle (Strike)
Level: Crusader 2, Swordsage 2, Warblade 2
Initiation Action: Standard action
Range: breath attack
Target: one creature in the breath attack area.
Duration: instantaneous
Save: as breath weapon
Instead of your normal breath weapon, you "spit" a globe of your energy. You must roll a ranged touch attack to hit your target. If you hit then you can choose to either deal your breath attack damage to the target itself or to a piece of equipment of your choice the target is carrying, Reflex save for half as the original breath.
Scarlet Summon (fire)-As the normal maneuver, but your energy globe turns into a small Fire Elemental that gets to full attack the target if you hit your ranged attack and lasts until you recover the respective breath.
Pale Beckoning (cold)-As the normal maneuver, but your energy globe turns into a small Pale Elemental (as Earth small elemental, just solid white ice so half damage is Cold) that gets to full attack the target if you hit your ranged attack and lasts until you recover the respective breath.
Viridian Contract (acid)-As the normal maneuver, but your energy globe turns into a small Viridian Elemental (as Water small elemental, but made of acid half of all damage is acid) that gets to full attack the target if you hit your ranged attack and lasts until you recover the respective breath.
Indigo Pact (electricity)-As the normal maneuver, but your energy globe turns into a small Indigo Elemental (as Air small elemental, but solid lightning so half of all damage is electricity) that gets to full attack the target if you hit your ranged attack and lasts until you recover the respective breath.
Either way, when using any of the above Sublime Suspire options, you may expend a maneuver of 3rd level or higher. If you do so, you can summon a stronger elemental instead. Maneuver level 3 for medium, 4 for large, 5 for huge, 6 for greater, 7 for elder.
3rd level[Juvenile Exhalation] Beautiful Punishing Blow OutBreath of Battle (Strike)
Level: Crusader 3, Swordsage 3, Warblade 3
Initiation Action: Standard action
Range: breath attack
Target: creatures in the breath attack area.
Duration: instantaneous
Save: as the breath weapon
Your breath weapon deals +2d6 damage, of the same element as the breath weapon(including force damage). This applies only to HP damage breaths.
Burning Strangling(fire)-Instead of damage, victims take 2 Strength and Cha damage plus 2 Strength and Cha damage per 5 ranks you have in Spellcraft, halved if they make the save.
Freezing Stifling(cold)-Instead of damage, victims take 2 Dex and Cha damage plus 2 Dex and Cha damage per 5 ranks you have in Spellcraft, halved if they make the save.
Corroding Choking(acid)-Instead of damage, victims take 2 Wis and Cha damage plus 2 Wis and Cha damage per 5 ranks you have in Spellcraft, halved if they make the save.
Shocking Suffocation(electricity)-Instead of damage, victims take 2 Int and Cha damage plus 2 Int and Cha damage per 5 ranks you have in Spellcraft, halved if they make the save.
[Juvenile Breath] Sublime Breathing of eternityBreath of Battle (Stance)
Level: Crusader 3, Swordsage 3, Warblade 3
Initiation Action: Swift action
Range: -
Target: you.
Duration: stance
Save: none
While in this stance, all your breath attack recharge 1 turn faster than normal.
Burning Incantation(fire)-Your fire breaths recharge 2 turns faster than normal but you take a -2 penalty to AC.
Freezing Recitation(cold)-Your cold breaths recharge 2 turns faster than normal but you take a -2 penalty to Fort saves.
Corroding Cantillation(acid)-Your acid breaths recharge 2 turns faster than normal but you take a -2 penalty to Will saves.
Shocking Song(electricity)-Your electricity breaths recharge 2 turns faster than normal but you take a -2 penalty to Reflex saves.
[Juvenile Exhalation] Brilliant Rising soulBreath of Battle (Strike)
Level: Crusader 3, Swordsage 3, Warblade 3
Initiation Action: Standard action
Range: breath attack
Target: creatures in the breath attack area.
Duration: instantaneous
Save: as the breath weapon
You heal half the damage that you rolled for your breath attack. You don't heal more damage for hiting multiple oponents or heal less damage for the enemies having resistances/immunities.
Burning Cauterize(fire)-Instead of yourself, you heal adjacent allies for the same amount.
Freezing Relieve(cold)-You heal yourself and adjacent allies for ¼ the damage rolled for your breath attack.
Corroding Salve(acid)-Instead of yourself, one of the creatures inside the breath area may be healed for half the damage you rolled instead of damaged.
Shocking Therapy(electricity)-Instead of yourself, any number of creatures inside the breath area may be healed for ¼ the damage rolled instead of damaged.
[Juvenile Inhalation] Pure Deep WhisperBreath of Battle (Boost)
Level: Crusader 3, Swordsage 3, Warblade 3
Initiation Action: Swift action
Range: breath attack
Target: creatures in the breath attack area.
Duration: 1 round
Save: as the breath weapon
Enemies hit by your breath weapon must make a fort save in adition to the normal saves of your breath weapon or be blinded for 1 round.
Burning Burst(fire)-All inside your breath weapon ara are affected by a Faerie Fire effect as the spell for 1d12 rounds.
Freezing Gust (cold)-The area inside your breath weapon is affected as per a Gust of Wind spell, same DC as the breath.
Corroding Puff(acid)-All sound melts away. The area inside your breath weapon is treated as under a Silence effect as the spell for 1 round, same DC as the breath (but if the silen)
Shocking Surge(electricity)-Nothing like a good shock to calm somebody down. All inside your breath weapon area are affected as per a Calm Emotion effect as the spell
4th level[Adult Exhalation]Sublime Supression Breath of Battle (Strike)
Level: Crusader 4, Swordsage 4, Warblade 4
Initiation Action: Standard action
Range: breath attack
Target: creatures in the breath attack area.
Duration: instantaneous
Save: as the breath weapon
Creatures hit by your breath attack that fail their saves cannot make attacks of oportunity and move at half speed for 1 turn.
Blood Parley (fire)-Creatures hit by your fire breath attack that fail their saves cannot make melee attacks for 1 turn.
Tundra Talk (cold)-Creatures hit by your cold breath attack that fail their saves cannot move for 1 turn.
Forest Chatter (acid)-Creatures hit by your acid breath attack that fail their saves cannot make ranged and move at half speed for 1 turn.
Sky Speech (electricity)-Creatures hit by your electricity breath attack that fail their saves cannot use spells/SLAs/psionics/similar and move at half speed for 1 turn.
[Adult Inhalation] Rising Petals AlertBreath of Battle (Boost)
Level: Crusader 4, Swordsage 4, Warblade 4
Initiation Action: Swift action
Range: -
Target: you.
Duration: See text
Save: none
All your breath weapons in "cooldown" have their recharge time reduced by 3 turns.
Blood Blow(fire)-All your fire breath weapons in "cooldown" have their recharge time reduced by 2 turns and you gain +4 AC for 1 round.
Snow Smother(cold)-All your cold breath weapons in "cooldown" have their recharge time reduced by 2 turns and you gain +4 to Fortitude saves for 1 round.
Forest Gag(acid)-All your cold breath weapons in "cooldown" have their recharge time reduced by 2 turns and you gain +4 to Will saves for 1 round.
Sky Throtle(electricity)-All your cold breath weapons in "cooldown" have their recharge time reduced by 2 turns and you gain +4 to Reflex saves for 1 round.
[Adult Exhalation] Beautiful Traveling WhisperBreath of Battle (Strike)
Level: Crusader 4, Swordsage 4, Warblade 4
Initiation Action: Fullround action
Range: -
Target: you.
Duration: instantaneous
Save: none
It takes extra work to keep one’s breath under control when moving fast.
You move up to your movement speed, use one breath weapon, then move again up to your movement speed.
Blood Run(fire)-Move up to twice your movement speed in a straight line, and you count as using one fire breath weapon you have at every point aimed directly in front of you. If there were any solid obstacles in your path, you can attempt to destroy them with that fire breath and if you succeed you keep going and breathing.
Snow Sprint(cold)-Move up to your movement speed, and you count as using one cold breath weapon you have at every point aimed directly in front of you. You can cover any unattended surfaces in that area with ice as well as freezing any unattended liquids in said area.
Forest Marathon(acid)-Move up to half your movement speed, and you count as using one acid breath weapon you have at every point aimed directly in front of you. You can move over enemy creatures and if anybody tries to take attacks of opportunity against you they automatically count as failing their save against your acid breath weapon (they’re automatically aware of this).
Sky Race(electricity)-Move up to your movement speed ignoring any difficult terrain, bad weather conditions and other area effects that would slow you down, and you count as using one electricity breath weapon you have at every point aimed directly in front of you.
[Adult Exhalation] Blooming Elemental FlowerBreath of Battle (Counter)
Level: Crusader 4, Swordsage 4, Warblade 4
Initiation Action: Immediate action
Range: -
Target: you.
Duration: instantaneous
Save: none
If a creature attacks you, either at melee or range, you may use breath attack you possess and isn't recharging as an immediate action. Instead of its normal effects, roll HP damage and subtract it from the HP damage you would take. If you would deal more damage, then you don’t suffer any extra effects from the enemy’s attack and they lose HP equal to the difference. Attacks that don’t deal HP damage count as dealing 0 HP damage for this.
Blood Spite(fire)- As the normal maneuver, but the fire breath deals only half damage however cooldown is halved and you may heal any Fear effect in yourself and allies inside your melee reach.
Snow Antipathy(cold)-As the normal maneuver, but the cold breath deals only half damage however cooldown is halved and you may heal any Fatigue/Exhaustion effect in yourself and allies inside your melee reach.
Forest Vengeance(acid)-As the normal maneuver, but the fire breath deals only half damage however cooldown is halved and you may heal any Sickened/nauseated effect in yourself and allies inside your melee reach.
Sky Malice(electricity)-As the normal maneuver, but the fire breath deals only half damage however cooldown is halved and you may heal any Entangle/Slow effect in yourself and allies inside your melee reach.
5th level[Mature Exhalation] Beautiful Pure PurgeBreath of Battle (Strike)
Level: Crusader 5, Swordsage 5, Warblade 5
Initiation Action: Standard action
Range: breath attack
Target: creatures in the breath attack area.
Duration: instantaneous
Save: as the breath weapon
Your breath weapon deals +4d6 damage, of the same element as the breath weapon(including force damage). This applies only to HP damage breaths.
Crimson Sniff(fire)-Breath deals half damage, and one creature of your choice inside the breath’s area takes a penalty in their save equal to ⅓ your ranks in Spellcraft and if they fail they drop an item of your choice as if they were disarmed and the disarmed item falls in your possession (including you swallowing it if it’s small enough).
Clear Puff(cold)- Breath deals half damage, and one creature of your choice inside the breath’s area takes a penalty in their save equal to ⅓ your ranks in Spellcraft and if they fail they’re rendered prone except they take an extra -4 penalty to AC against melee attacks while prone from this.
Verdant Snort(acid)- Breath deals half damage, and one creature of your choice inside the breath’s area takes a penalty in their save equal to ⅓ your ranks in Spellcraft and if they fail they’re pushed away from the initiator 5 feet per point they failed their save and if they try to approach you out of their own will they must succeed on a Will save with the same DC as your acid breath weapon or their action is wasted.
Azure Whiff(electricity)- Breath deals half damage, and one creature of your choice inside the breath’s area takes a penalty in their save equal to ⅓ your ranks in Spellcraft and if they fail they count as grappled, being held by tendrilds of lightning from your body. You can choose to simply count them as grappled for 1 round, or pull them towards your position and continue as a normal grapple.
[Mature Exhalation] Rising Elemental AssaultBreath of Battle (Strike)
Level: Crusader 5, Swordsage 5, Warblade 5
Initiation Action: Standard action
Range: breath attack
Target: creatures in the breath attack area.
Duration: instantaneous
Save: as the breath weapon
You use your breath weapon, and then you may teleport to any empty space in the breath attack area big enough to fit you.
Crimson Wave (fire)-As the normal maneuver, however you deal only half damage but can teleport in an area already filled with creatures and they’re pushed to the closest empty squares.
Clear Flow(cold)-As the normal maneuver, however you deal only half damage but can bring any adjacent allies to adjacent empty squares to your final position.
Verdant Torrent(acid)-As the normal maneuver, however you deal only half damage but can switch the position of creatures inside the breath area with each other.
Azure Ripple(electricity)-As the normal maneuver, however you deal only half damage but can teleport one creature inside the breath area to your original position and have them not suffer damage.
[Mature Inhalation] Sublime Flowering EmblemBreath of Battle (Boost)
Level: Crusader 5, Swordsage 5, Warblade 5
Initiation Action: Swift Action
Range: -
Target: you
Duration: 1 round
Save: none
This manever can only be used with HP damage breaths. You crystalize your breath into a melee weapon with a shape of your choice. It replaces your bite attack for the duration, has the same reach as your bite attack, it deals the same damage as your breath weapon (do not add or substract any other bonus to this damage) and doesn't allow saves, but you must suceed on a melee touch attack to hit your oponent. If you have enough Bab you can perform iterative attacks, and you can also combine it with your remaining natural weapons in a full attack.
If you don't have a bite attack you can wield this weapon by holding it with both hands with your normal reach. If you don't have two free hands or bite attack this maneuver is useless to you.
Crimson Blade(fire)-As normal maneuver, weapon ignores all miss chances, concealment and cover less than full cover.
Clear Javelin(cold)-As normal maneuver, you can throw the weapon with range increment 10 feet per 3 ranks you have in Spellcraft, where it shatters and forms again in your hands ready for more attacks, but you suffer a -5 penalty to Fort saves for the duration.
Verdant Axe(acid)-As normal maneuver, weapon ignores all resistance and hardness and deals half damage against those with immunity, but you suffer a -5 penalty to Will saves for the duration.
Azure Chain(electricity)-As normal maneuver, weapon gains an extra 5 feet reach per 3 ranks you have in Spellcraft, but you suffer a -5 penalty to Reflex saves for the duration.
[Mature Exhalation] Dancing Ephemereal WhisperBreath of Battle (Counter)
Level: Crusader 5, Swordsage 5, Warblade 5
Initiation Action: Immediate action
Range: breath attack
Target: See text
Duration: instantaneous
Save: as the breath weapon
No means no, specially when it’s a dragon meaning it.
You may initiate this counter when somebody else uses a breath weapon or an ability that deals fire/acid/cold/electricity/sonic/force damage inside the range of one of your breath weapons and you have a breath weapon ready to use. You spend your own breath to fully block their attack and they can’t use it again for 1d4+1 rounds (on top of any other “cooldown” it may have).
Crimson Spite(fire)-As the normal counter, but can be used against an enemy stealing something or using a mind-affecting effect and then you suffer a -2 penalty to AC for 1 round.
Clear Antipathy(cold)-As the normal counter, but can be used against an enemy moving and then you suffer a -2 penalty to Fort saves for 1 round.
Verdant Vengeance(acid)-As the normal counter, but can be used against an enemy using a skill and then you suffer a -2 penalty to Will saves for 1 round.
Azure Malice(electricity)-As the normal counter, but can be used against an enemy using a spell/SLA/psionic/similar and then you suffer a -2 penalty to Reflex saves for 1 round.
6th level[Old Expiration] Beautiful Rising Curtain Breath of Battle (Strike)
Level: Crusader 6, Swordsage 6, Warblade 6
Initiation Action: Fullround action
Range: breath attack
Target: see text.
Duration: 2 rounds
Save: as the breath weapon
Instead of one single attack, you divide your breath into dozens or even hundreds of tiny balls of energy that fill the area around you. When using this maneuver it affects one 5 foot cube per IL (double this if your breath weapon is normally a cone). Each cube must be placed whitin your breath weapon's reach. Creatures on the selected areas must make regular breath weapon saves or be affected as struck by your breath weapon, but if they suceed they take no damage (or other effect from your breath weapon) and can move to an adjacent non-affected area (if they choose not to move they're affected anyway). These balls of energy last for 2 rounds.
Pyro Strangling(fire)-Instead of damage, victims take 2 Strength and Cha drain plus 2 Strength and Cha damage per 5 ranks you have in Spellcraft, halved if they make the save.
Cryo Stifling(cold)-Instead of damage, victims take 2 Dex and Cha drain plus 2 Dex and Cha damage per 5 ranks you have in Spellcraft, halved if they make the save.
Bio Choking(acid)-Instead of damage, victims take 2 Wis and Cha drain plus 2 Wis and Cha damage per 5 ranks you have in Spellcraft, halved if they make the save.
Flash Suffocation(electricity)-Instead of damage, victims take 2 Int and Cha drain plus 2 Int and Cha damage per 5 ranks you have in Spellcraft, halved if they make the save.
[Old Expiration] Sublime Heaven and Hell wind Breath of Battle (Strike)
Level: Crusader 6, Swordsage 6, Warblade 6
Initiation Action: Standard action
Range: breath attack
Target: creatures in the breath attack area.
Duration: instantaneous
Save: as the breath weapon
The first step to healing any maladie is good breathing.
You heal the full damage that you rolled for your breath attack. You don't heal more damage for hiting multiple oponents or heal less damage for the enemies having resistances/immunities.
Pyro Cauterize (fire)-As normal maneuver, but instead of healing damage you can initiate it even if you would normally be unable to take actions and can reverse all non-damage effects from attacks that didn’t allow a save from you and adjacent allies since last round.
Cryo Rest (cold)- As normal maneuver, but instead of healing damage you can initiate it even if you would normally be unable to take actions and can reverse all non-damage effects from a failed Fort save from you and adjacent allies since last round.
Bio Meditation (acid)- As normal maneuver, but instead of healing damage you can initiate it even if you would normally be unable to take actions and can reverse all non-damage effects from a failed Will save from you and adjacent allies since last round.
Flash Recovery (electricity)- As normal maneuver, but instead of healing damage you can initiate it even if you would normally be unable to take actions and can reverse all non-damage effects from a failed Reflex save from you and adjacent allies since last round.
[Old Inspiration] Echoing Petal WhisperBreath of Battle (boost)
Level: Crusader 6, Swordsage 6, Warblade 6
Initiation Action: Swift action
Range: See text
Target: creatures in the breath attack area.
Duration: 1 round
Save: as the breath weapon
After you use this boost, the next time you use a breath weapon whitin 1 round, creatures targeted by your breath weapon are affected by it again at the end of their next turns.
Pyro Bloom(fire)-As base maneuver, but when creatures are affected again they take only half damage and must make a Will save as the breath weapon or be panicked for 1 round.
Cryo Blossom(cold)-As base maneuver, but when creatures are affected again they take only half damage and must make a Fort save as the breath weapon or become Exhausted.
Bio Open(acid)-As base maneuver, but when creatures are affected again they take only half damage and must make a Fort save as the breath weapon or be Nauseated for 1 round.
Flash Floret(electricity)-As base maneuver, but when creatures are affected again they take only half damage and must make a Will save as the breath weapon or become Slowed for 1d12 rounds.
[Old Breath] Perfect Elder LotusBreath of Battle (Stance)
Level: Crusader 6, Swordsage 6, Warblade 6
Initiation Action: Swift action
Range: Personal
Target: you
Duration: stance
Save: none
While in this stance, your breath weapon ignores an amount of elemental resistance from your targets equal to your IL. If they have immunity to your breath attack element, they take damage equal to your IL or half your breath weapon damage, wichever is lower. This amount is halved on a successful save. This applies only to HP damage breaths.
Pyro Gerbera(fire)-Your fire breath weapon has range halved but targets failing their save become Shaken for 1 round.
Cryo Carnation (cold)-Your cold breath weapon deals half damage but targets failing their save become Fatigued.
Bio Lilac(acid)-Your acid breath weapon has DC reduced by 2 but targets failing their save become Sickened for 1d12 rounds.
Flash Tullip(electricity)-Your electricity breath weapon has cooldown increased by 1 but targets failing their save become Entangled for 1d12 rounds.
7th level[Ancient Expiration] Rising Flower BreakerBreath of Battle (Strike)
Level: Crusader 7, Swordsage 7, Warblade 7
Initiation Action: Standard action
Range: breath attack
Target: creatures in the breath attack area.
Duration: instantaneous
Save: as the breath weapon
Your breath weapon deals quadruple damage to inanimate, unatended objects and ignores any special resistances they may have. If it deals enough damage to destroy a wall or other obstacle, it punches trough and fully affects anything behind. It is possible to destroy multiple walls/obstacles with this.
Ruby Gerbera(fire)-The fire breath weapon instead automatically dispels any spells/psionics over the targets at the rate of 1 spell level per point of damage (0th level spells automatically dispelled). Order of dispelling is closest targets first, then highest spell level, highest CL, lowest duration, then alphabetical order.
Diamond Carnation(cold)- The cold breath freezes area effects with tangible effects but no HP such as a solid fog or black tentacles ending them while leaving ice filling the same area, their creators take the breath’s cold damage regardless of distance.
Emerald Lilac(acid)-The acid breath melts away any trust, love and friendship so that targets cannot count anybody as their allies for 1 round (not even themselves).
Saphire Tullip(electricity)-The electricity breath automatically ends any martial boosts/stances over the targets at the rate of 1 maneuver level per point of damage (0th level spells automatically dispelled). Order of ending is closest targets first, then highest maneuver level, highest IL, lowest duration, then alphabetical order.
[Ancient Expiration] Sublime Country ErradicationBreath of Battle (Strike)
Level: Crusader 7, Swordsage 7, Warblade 7
Initiation Action: Standard action
Range: breath attack
Target: creatures in the breath attack area.
Duration: instantaneous
Save: as the breath weapon
Your breath weapon deals +8d6 damage, of the same element as the breath weapon(including force damage). This applies only to HP damage breaths.
Ruby Spite(fire)-Your fire breath has range halved but targets that fail their saves are Panicked for 1 round then Shaken for 1d12 rounds, or Shaken for 1 round even if they save.
Diamond Antipathy(cold)-Your cold breath has damage halved but targets that fail their saves are Exhausted, or Fatigued even if they save.
Emerald Vengeance(acid)-Your acid breath has DC reduced by 2 but targets that fail their saves are Nauseated for 1 round then Sickened for 1d12 rounds, or Sickened for 1 round even if they save.
Saphire Malice(electricity)-Your electricity breath has cooldown increased by 1 but targets that fail their saves are Paralyzed for 1 round then Slowed for 1d12 rounds, or Slowed for 1 round if they save.
[Ancient Inspiration]Eternal Petal DustBreath of Battle (Strike)
Level: Crusader 7, Swordsage 7, Warblade 7
Initiation Action: Swift action
Range: breath attack
Target: creatures in the breath attack area.
Duration: instantaneous
Save: as the breath weapon
You use a breath weapon as a swift action.
Ruby Sniff(fire)-You use one of your fire breath weapons as a swift action and it ignores any Evasion, Mettle and similar abilities, but you suffer a -7 penalty to AC for 1 round.
Diamond Puff(cold)-You use one of your cold breath weapons as a swift action and halve its “cooldown”, but suffer a -7 penalty to Fort saves for 1 round.
Emerald Snort(acid)-You use one of your acid breath weapons as a swift action and any victims must re-roll any successful saves, but suffer a -7 penalty to Will saves for 1 round.
Saphire Whiff(electricity)-You use one of your electricity breath weapons as a swift action and any victims count as flat-footed, but you suffer a -7 penalty to Reflex saves for 1 round.
8th level[Wyrm Breath] Sublime Heaven and Hell judgementBreath of Battle (Stance)
Level: Crusader 8, Swordsage 8, Warblade 8
Initiation Action: Swift action
Range: -
Target: you.
Duration: stance
Save: none
While in this stance, you may double the range of your breath weapon by applying a -2 penalty on the save DC. Maximum of 10 increases.
Summer Sniff(fire)-When you use a fire breath weapon, you may make one attack with a melee weapon of your choice as a free action, and it may target all inside the fire breath’s area as if you were adjacent to them if advantageous.
Winter Puff (cold)-When you use a cold breath weapon, you may take a move action right after.
Autumn Snort(acid)-When you use an acid breath weapon, you may use Bluff, Diplomacy or Intimidate as part of the same action against any or all targets inside and counting yourself as if adjacent to them if advantageous.
Spring Whiff(electricity)-When you use an electricity breath weapon, you may cast a spell with a casting time of a standard action or less or drink a potion as part of the same action.
[Wyrm Expiration] Flawless Flowering EternityBreath of Battle (Strike)
Level: Crusader 8, Swordsage 8, Warblade 8
Initiation Action: Standard action
Range: breath attack
Target: creatures in the breath attack area.
Duration: instantaneous
Save: as the breath weapon
As a single standard action, you may use your breath twice. If you have multiple breaths, then you may fire any combination of two as a standard action. Roll only once for recharge of the chosen breath weapons.
Summer Gerbera(fire)-Use your fire breath weapon and targets inside are affected as per a Disintegrate effect as the spell with CL=ranks in spellcraft and the same DC as your breath weapon but you suffer a -8 penalty to AC for 1 round.
Winter Carnation (cold)-Use your cold breath weapon and targets inside are affected as per a Flesh to Stone effect as the spell (except they turn to ice instead of stone) with CL=ranks in spellcraft and the same DC as your breath weapon but you suffer a -8 penalty to Fort saves for 1 round.
Autumn Lilac(acid)-Use your acid breath weapon and targets inside are affected as per a Suggestion, Charm Monster or Dominate Person effect (your choice, but must be the same for all targets) as the spell with CL=ranks in spellcraft and the same DC as your breath weapon but you suffer a -8 penalty to Will saves for 1 round.
Spring Tullip(electricity)-Use your electricity breath weapon and everything inside the breath area inside counts as under an Antimagic Field that lasts 1 round but you suffer a -8 penalty to Reflex saves for 1 round.
[Wyrm Inspiration] Rising Petal TempestBreath of Battle (Boost)
Level: Crusader 8, Swordsage 8, Warblade 8
Initiation Action: Swift action
Range: breath attack
Target: creatures in the breath attack area.
Duration: See text
Save: as the breath weapon
After you use this boost, the next time you use a breath weapon whitin 1 round, it persists as a thick cloud of energy. This works as a Solid Fog that fills the same area as your breath weapon, and that in addition it inflicts your breath weapon to any creature that ends its turn inside it. It lasts for 1 round, plus another round for every 8 ranks you have in Spellcraft.
Summer Spite(fire)-As normal maneuver, but fire breath range is halved and those inside are automatically Shaken while inside.
Winter Antipathy(cold)-As normal maneuver, but cold breath damage is halved and those inside are automatically Fatigued.
Autumn Vengeance(acid)-As normal maneuver, but acid breath DC is reduced by 2 and those inside are automatically Sickened while inside.
Spring Malice(electricity)-As normal maneuver, but electricity breath range is halved and those inside are automatically Entangled while inside.
9th level[Great Expiration] Sublime Flowering Petal OblivionBreath of Battle (Strike)
Level: Crusader 9, Swordsage 9, Warblade 9
Initiation Action: Standard action
Range: breath attack
Target: creatures in the breath attack area.
Duration: instantaneous
Save: as the breath weapon
Your breath weapon deals +16d6 damage, of the same element as the breath weapon(including force damage). This applies only to HP damage breaths. In adition, you fully ignore resistances and immunities from your targets.
Smaug’s Sniff(fire)-Your fire breath weapon makes the targets Panicked for 1 round and inflicts 9 Str and Cha drain, or shaken for 1 round plus 4 Str and Cha damage if they make their save.
Shivering Puff(cold)-Your cold breath weapon makes the targets Exhausted and inflicts 9 Dex and Cha drain, or Fatigued plus 4 Dex and Cha damage if they make their save.
Jormungand’s Snort(acid)-Your fire breath weapon makes the targets Nauseated for 1 round and inflicts 9 Wis and Cha drain, or sickened for 1 round plus 4 Wis and Cha damage if they make their save.
Zmey’s Whiff(electricity)-Your electricity breath weapon makes the targets Paralyzed for 1 round and inflicts 9 Int and Cha drain, or Slowed for 1 round plus 4 Int and Cha damage if they make their save.