New Martial Maneuvers
Desert Wind:
Borne Aloft
Desert Wind (Boost)
Level: Swordsage 5
Initiating Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
You gain a fly speed equal to double your base land speed with perfect maneuverability for one round. During this time, you gain a +4 dodge bonus to Armor Class and a +4 bonus to Reflex saves.
This maneuver is a supernatural ability.
Fan The Flames
Desert Wind (Strike) [Fire]
Level: Swordsage 2
Initiating Action: 1 standard action
Range: 30'
Target: One creature
As Fan The Flames (ToB 53) except you deal 4d6 points of damage.
Fireform
Desert Wind (Stance) [Fire]
Level: Swordsage 6
Initiating Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While in this stance, you appear to be made of fire. You gain all of the traits of the elemental type, although your type does not actually change. You are immune to fire damage. You also gain a fly speed with perfect maneuverability with a speed equal to you base land speed.
Each of your melee attacks deal an additional 2d6 points of fire damage. Anyone hitting you with a non-reach melee attack or grappling you takes the same amount of damage on each attack. This is a supernatural ability.
Eternal Flame
Desert Wind (Strike) [Fire]
Level: Swordsage 9
Initiating Action: 1 standard action
Range: 60'
Area: Cone
Duration: See text
Saving Throw: Reflex half
When you use this maneuver, you deal 100 damage to everything in the area. A successful Reflex save halves the damage. Each round, at the beginning of your turn, each creature that took damage takes another 100 points of fire damage (Reflex save for half). Each creature takes ongoing damage each round until they make two successful Reflex saves against this ability on consecutive rounds.
This maneuver is a supernatural ability.
Great Wyrm's Flame
Desert Wind (Strike) [Fire]
Level: Swordsage 7
Initiating Action: 1 standard action
Range: 60'
Area: Cone
Duration: Instantaneous
Saving Throw: Reflex half
When you use this maneuver, you deal 20d6 damage to everything in the area. A successful Reflex save halves the damage.
This maneuver is a supernatural ability.
Immolation
Desert Wind (Stance)
Level: Swordsage 5
Initiating Action: 1 swift action
Range: Five feet
Target: You
Duration: Stance
While in this stance, you burst into roaring flames, although you and your equipment are unharmed. Any creature or object within five feet of you takes 10 points of fire damage each round, at the beginning of its turn.
Magma Strike
Desert Wind (Strike)
Level: Swordsage 8 [Fire]
Initiating Action: 1 standard action
Range: Melee attack
Area: Varies
Duration: Instantaneous
As part of this maneuver, you make a single melee attack. If your attack hits, the ground underneath your foe (all spaces he occupies) turns into molten lava, to a depth of five feet. Your opponent immediately sinks in (unless it can fly or grab something) and takes damage as appropriate (2d6 per round for exposure, 20d6 per round if immersed. Take half this amount each round for 1d3 rounds after leaving the area. See DMG 304 for more details.). The lava slows movement through it to half normal speed. Your opponent must be standing on solid earth or stone at least ten feet thick for this maneuver to work.
The lava will eventually cool and harden, given enough time. It can be walked on within one hour, but will still deal 1d6 points of fire damage to anything in the area. It stops dealing damage after an additional hour.
This maneuver is a supernatural ability.
Nauseating Smoke
Desert Wind (Strike)
Level: Swordsage 4
Initiating Action: 1 standard action
Range: Melee attack
Area: 5' square
Duration: 3 rounds
Saving Throw: Fortitude negates
As part of this maneuver, you make a melee attack. If you successfully strike your opponent, you create a five-foot square cloud of noxious smoke. This could behaves exactly as Stinking Cloud (PHB 284). It persists for three rounds, or until dispersed.
This maneuver is a supernatural ability.
Riposte Inferno
Desert Wind (Counter) [Fire]
Level: Swordsage 7
Initiating Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
As Fire Riposte (ToB 53), except you deal 15d6 fire damage on a successful attack.
Toxic Smoke
Desert Wind (Strike)
Level: Swordsage 8
Initiating Action: 1 standard action
Range: Melee attack
Area: 5' square
Duration: 3 rounds
Saving Throw: Fortitude partial
As part of this maneuver, you make a melee attack. If you successfully strike your opponent, you create a five-foot square cloud of highly toxic smoke. Any creature in this cloud must make a Fortitude save or die. On a successful save, a creature is nauseated until they begin their turn outside of the area. Creatures immune to poison are immune to the effects of the cloud.
This maneuver is a supernatural ability.
Unnatural Heat
Desert Wind (Stance)
Level: Swordsage 3
Initiating Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While in this stance, any fire damage you deal bypasses some amount of the creature's or object's fire resistance, hardness, and even immunity. Reduce the amount of fire resistance or hardness of each target by an amount equal to your Initiator Level (to a minimum of zero). Treat any creature or object with fire immunity as instead having fire resistance or hardness 25 (and then reduce it as normal for this stance). Fire damage against objects is not halved, as normal.
This reduction only happens once per creature or object. It is only applied against fire damage you deal. Ongoing fire damage you deal will keep the creature's resistance or object's hardness reduced so long as this stance is active.
Wildfire Spark
Desert Wind (Strike) [Fire][Teleport]
Level: Swordsage 4
Initiating Action: 1 standard action
Range: 100'
Area: Special (see text)
Duration: Instantaneous
Saving Throw: Reflex half
When initiating this maneuver, you teleport up to 100 feet. Everything within five feet of your starting location and ending location takes 8d6 points of fire damage (Reflex save for half). You do not take fire damage from this maneuver.
If the location you teleport to is occupied by a solid object, you are shunted in a random direction to the nearest unoccupied space within 25'. If there is no unoccupied space, you fail to teleport, although you still deal fire damage to everything else within five feet of your location.
This maneuver is a supernatural ability.
Wyrm Charge
Desert Wind (Strike) [Fire]
Level: Swordsage 7
Initiating Action: 1 full-round action
Range: Special
Area: One 5' square per 5' of movement
Duration: Instantaneous; 10 rounds
As Salamander Charge (ToB 55), except you may charge up to four times your base speed. Each creature standing in or moving through the wall of flames takes 12d6 points of fire damage, and standing adjacent deals 6d6. The fire lasts up to 10 rounds.
Devoted Spirit:
Ascending Step
Devoted Spirit (Stance)
Level: Crusader 5
Initiating Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While in this stance, you are under the effects of Air Walk (PHB 196).
This stance is a supernatural ability.
Aura of Resolution
Devoted Spirit (Stance)
Level: Crusader 8
Initiating Action: 1 swift action
Range: 30 feet
Target: You and any allies within 30 feet
Duration: Stance
While in this stance, you are immune to any [Mind-Affecting] spells and effects. All allies within 30 feet of you gain a +4 morale bonus on saving throws against [Mind-Affecting] spells and effects.
Banishing Smite
Devoted Spirit (Strike)
Level: Crusader 7
Initiating Action: 1 standard action
Range: Melee attack
Target: One extraplanar creature
Duration: Instantaneous
Saving Throw: Will negates
As part of this maneuver, you make a single melee attack against an extraplanar creature who's alignment is at least one component different than yours. If you successfully hit, you affect it as if casting Banishment (PHB 203).
This maneuver is a supernatural ability.
Blinding Smite
Devoted Spirit (Strike)
Level: Crusader 3
Initiating Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1d4 rounds
Saving Throw: Fortitude negates
As part of this maneuver, you make a single melee attack. If you successfully hit your opponent, they must make a Fortitude save or be blinded for 1d4 rounds.
Destructive Smite
Devoted Spirit (Strike)
Level: Crusader 8
Initiating Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial
As part of this maneuver, you make a single melee attack. If you hit your target, they are affected by Destruction (PHB 218).
This maneuver is a supernatural ability.
Imperious Glare
Devoted Spirit [Fear]
Level: Crusader 2
Initiating Action: 1 standard action
Range: 30' radius emanation
Duration: 1 minute
Saving Throw: Will negates
Each creature within 30 feet of you is compelled to tell the truth as Zone of Truth (PHB 303).
Implosive Smite
Devoted Spirit (Strike)
Level: Crusader 9
Initiating Action: 1 standard action
Range: Melee attack, close, see text
Target: One creature per round, see text
Duration: Concentration (up to 4 rounds)
Saving Throw: Fortitude negates
As part of this maneuver, you make a single melee attack. If you hit your target, you create a resonance, effecting the creature with Implosion (PHB 243). You may maintain the effect, targeting a new creature within close range so long as you maintain concentration (up to four rounds).
This maneuver is a supernatural ability.
Momentum Surge
Devoted Spirit (Boost)
Level: Crusader 7
Initiating Action: 1 swift action
Range: 10 feet
Target: All opponents within ten feet
Duration: Instantaneous, one round
Saving Throw: Reflex negates
All opponents within ten feet of you take 6d6 damage and must make a Reflex save or be forced away from you five feet, if there is an empty square. Until the beginning of your next turn, you have a +4 bonus on all attack rolls against any creature who failed their save.
Plane Shift
Devoted Spirit (Strike)
Level: Crusader 6
Initiating Action: 1 standard action
Range: Touch
Target: One creature or eight willing creatures joining hands
Duration: Instantaneous
Saving Throw: Will negates
You affect your target(s) as if casting Plane Shift (PHB 262).
This maneuver is a supernatural ability.
Rallying Strike, Greater
Devoted Spirit (Strike)
Level: Crusader 7
Initiating Action: 1 standard action
Range: Melee attack
Target: One creature
As Rallying Strike (ToB 60), except you and all allies within 30 feet heal 5 Hit Points per initiator level.
Reactive Revive
Devoted Spirit (Counter)
Level: Crusader 8
Initiating Action: 1 immediate action
Range: Close
Target: One creature
Duration: Instantaneous
You affect one target within close range with the Heal spell (PHB 239). If you use this in reaction to someone taking damage, they are immediately healed after the fact. If the healing results in their Hit Points being at zero or above, they do not die, even if they otherwise would have. If they took enough damage to have to save vs massive damage, they do not need to roll the save.
Righteous Dispel
Devoted Spirit (Strike)
Level: Crusader 4
Initiating Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Saving Throw: None
As part of this maneuver, you make a single melee attack. If you hit your target, you affect them with the targeted version of Dispel Magic (PHB 223). Make an Intimidate check in place of the caster level of the check.
This maneuver is a supernatural ability.
Suppressive Glare
Devoted Spirit (Boost)
Level: Crusader 6
Initiating Action: 1 swift action
Range: 20 feet
Target: 20-foot radius burst, centered on you
Duration: Instantaneous
You make an area dispel of Dispel Magic affecting everything within 20 feet of you, excluding yourself and your equipment. Make an Intimidate check in place of the caster level check.
This maneuver is a supernatural ability.
Wrath of Flames
Devoted Spirit (Strike)
Level: Crusader 5
Initiating Action: 1 standard action
Range: Melee attack, close
Target: 10-foot radius 40-foot tall cylinder
Duration: Instantaneous
Saving Throw: Reflex half
As part of this maneuver, you make a single melee attack. After making the attack, you may create a Flame Strike (PHB 231) effect within close range. If your attack missed, everyone in the area gets a +4 bonus on their saving throw against the Flame Strike effect.
This maneuver is a supernatural ability.
Diamond Mind:
Cascading Assault
Diamond Mind (Stance)
Level: Swordsage 8, Wablade 8
Initiating Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While in this stance, you may make a full attack whenever you initiate a strike that takes a standard action to initiate. The strike still only takes a standard action, and the strike happens on the first attack of your full attack. After the strike is resolved, you may take the rest of your attacks for the round as normal, using up your move action.
Emerald Onslaught
Diamond Mind (Strike)
Level: Swordsage 6, warblade 6
Initiating Action: 1 full-round action
Range: Melee attack
Target: One or more creatures
As part of this maneuver, you make a full-attack. Each attack you make with this strike is a touch attack that does normal melee damage.
Hearing the Air, Greater
Diamond Mind (Stance)
Level: Swordsage 5, Wablade 5
Initiating Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While in this stance, you gain blindsense out to 60 feet, blindsight out to 30 feet, and a +5 insight bonus on Listen checks.
Insightful Strike, Perfect
Diamond Mind (Strike)
Level: Swordsage 8, warblade 8
Initiating Action: 1 standard action
Range: Melee attack
Target: One creature
This maneuver functions like Insightful Strike (ToB 63), except that you deal damage equal to 4 x your Concentration check result.
Mind Strike, Greater
Diamond Mind (Strike)
Level: Swordsage 4, warblade 4
Initiating Action: 1 standard action
Range: Melee attack
Target: One creature
Saving Throw: Will negates
As Mind Strike (ToB 64), except the opponent takes 2d4 Wisdom damage on a failed save.
Opal Nightmare Blade
Diamond Mind (Strike)
Level: Swordsage 3, warblade 3
Initiating Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round
You attempt a Concentration check as part of this maneuver, using the target's AC as the DC of the check. You then make a melee attack. If the Concentration check succeeds, the target is sickened until the end of his next turn and your attack deals an extra 4d6 damage. If not, you instead have a -2 penalty on your attack roll and gain no other benefits.
Perfect Meditation
Diamond Mind (Stance)
Level: Swordsage 8, warblade 8
Initiating Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While in this stance, you are under the effects of Mind Blank (PHB 253).
Piercing Sight
Diamond Mind (Stance)
Level: Swordsage 7, warblade 7
Initiating Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While this stance is active, you gain the benefits of True Seeing (PHB 296).
Unrelenting Assault
Diamond Mind (Strike)
Level: Swordsage 9, warblade 9
Initiating Action: 1 full-round action
Range: Melee attack
Target: One creature
As Avalanche of Blades (ToB 62), except that you do not take a cumulative -4 penalty for each attack beyond the first; rather, you gain a +2 cumulative bonus for each successful attack. An attack will still fail on a natural 1, even if you have some other ability that would normally prevent this.
Iron Heart:
Blade Ricochet
Iron Heart (Strike)
Level: Warblade 3
Initiating Action: 1 standard action
Range: 30'
Target: One creature
When initiating this strike, you throw your melee weapon at a target within 30 feet of you. Resolve this attack as a melee attack, even though it hits a target at range. For example, you could use Power Attack, and you would not provoke an attack of opportunity from creatures who threaten you. If the attack hits, it deals an extra 4d6 points of damage, and the weapon bounces off of your target, back to your hands.
Countering Strike
Iron Heart (Counter)
Level: Warblade 3
Initiating Action: 1 immediate action
Range: Melee attack
Target: One creature
You may make an attack of opportunity against one creature you threaten when they cast a spell, use a spell-like ability, supernatural ability, or use-activated magic item. You may do this even if the action does not normally provoke an attack of opportunity (such as casting defensively or using a supernatural ability).
Iron Heart Perseverance
Iron Heart (Boost)
Level: Warblade 6
Initiating Action: 1 swift action
Range: Personal
Target: You
If you have half or fewer of your full normal Hit Points, you heal an amount of Hit Points equal to your level x 8.
Iron Heart Stamina
Iron Heart (Boost)
Level: Warblade 4
Initiating Action: 1 swift action
Range: Personal
Target: You
If you have half or fewer of your full normal Hit Points, you heal an amount of Hit Points equal to your level x 5.
Iron Heart Surge
Iron Heart
Level: Warblade 3
Initiating Action: 1 standard action
Range: Personal
Target: You
Duration: See text
As Iron Heart Surge (ToB 68). Any "effect" or "other condition" that may be removed includes blinded, confused, cowering, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, flat-footed, frightened, grappling, helpless, nauseated, panicked, paralyzed, petrified, pinned, prone, shaken, sickened, staggered, stunned, or unconscious. You may use this ability even if the condition you are removing would normally prevent you from taking actions (such as dazed, frightened, or nauseated). You may not use it if dead or lower than 0 Hit Points.
At the DM's discretion, you may use it to remove some other condition or effect not listed.
Lightning Ricochet
Iron Heart (Strike)
Level: Warblade 5
Initiating Action: 1 standard action
Range: 60'
Target: Up to three creatures
This maneuver behaves like Blade Ricochet, but you are able to target up to three creatures. If you successfully hit a creature, you may have your attack ricochet to another creature, so long as it is within 60 feet of you and 30 feet of the last creature hit. You must be able to see each creature you strike, and you must have line of effect between the last creature hit and the new target. Each creature successfully hit takes an extra 8d6 points of damage. If you successfully hit your last opponent, your weapon bounces back to your hands. You may opt to have your weapon bounce back before hitting three targets. You may only target any creature with this maneuver once per use.
Perfect Adamantine Hurricane
Iron Heart (Strike)
Level: Warblade 8
Initiating Action: 1 standard action
Range: Melee attack
Target: One or more adjacent creatures you threaten
As Adamantine Hurricane (ToB 66), except you make three attacks per target, and gain a +6 bonus on each attack.
Piercing Blade Style
Iron Heart (Stance)
Level: Warblade 8
Initiating Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While in this stance, your melee attacks ignore any damage reduction and hardness. All melee damage you deal while in this stance cannot be healed by regeneration or fast healing. In addition, each successful melee attack that deals damage also imposes a stacking -2 penalty to the creature’s Armor Class and Spell Resistance (if any. The spell resistance cannot be brought below 0). These penalties last for one minute after the last successful attack.
Snaking Blade Form
Iron Heart (Stance)
Level: Warblade 4
Initiating Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
As Dancing Blade Form (ToB 67), except that your reach always improves by 5 feet, and instead by 10 feet during your turn. You cannot improve your reach by more than 10 feet using this ability in conjunction with other maneuvers.
Spine Severing Strike
Iron Heart (Strike)
Level: Warblade 9
Initiating Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: See below
Saving Throw: Fort partial
As part of this maneuver, you make a melee attack. If you hit your opponent, you deal an extra 200 points of damage, and your opponent must make a Fortitude save. Your opponent is paralyzed on a failed save, which lasts until they heal at least 100 Hit Points.
Steel River
Iron Heart (Stance)
Level: Warblade 6
Initiating Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While in this stance, you gain the benefits of Freedom of Movement (PHB 233).
Supreme Finishing Move
Iron Heart (Strike)
Level: Warblade 8
Initiating Action: 1 standard action
Range: Melee attack
Target: One creature
As Finishing Move (ToB 67), except your attack instead deals an extra 25 damage. If the target has less than its full normal Hit Points, you deal an extra 75 damage. If the target has less than half its full normal Hit Points, you deal an extra 150 damage.
Surging Stance
Iron Heart (Stance)
Level: Warblade 7
Initiating Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
If you are affected by a status condition that affects your ability to take actions or gives you a numeric penalty to your attack rolls or saving throws, you may make a saving throw at the beginning of your next turn. If your save is successful, the effect immediately ends. You may use this ability even if you would be prevented from taking any actions (such as if paralyzed or petrified). If the original effect did not grant a saving throw, the save you roll is a Fortitude save.
This cannot be used if you are dead or if you are unconscious from Hit Point loss; however, you can use it to remove the unconscious condition if it is caused by something else.
Unbalancing Strike
Iron Heart (Strike)
Level: Warblade 2
Initiating Action: 1 standard action
Range: Melee attack
Target: One creature
Saving Throw: Reflex negates
As part of this maneuver, you make a single melee attack. If you hit your opponent, they must make a Reflex save or be forced directly away from you five feet. If the square is occupied, the creature does not move. This movement does not provoke an attack of opportunity.
If the creature fails the save by five or more points, they also fall prone in whichever square they end up in.
Winding Strike
Iron Heart (Strike)
Level: Warblade 3
Initiating Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round
Saving Throw: Fortitude partial
As part of this maneuver, you make a single melee attack. If you hit your opponent, you deal an extra 4d6 damage and they must make a Fortitude save or be staggered until the end of their next turn.
Setting Sun:
Ballista Throw, Greater
Setting Sun (Strike)
Level: Swordsage 7
Initiating Action: 1 standard action
Range: Touch and 120'; see text
Target: Creature touched
Area: 120' line
This maneuver functions as Ballista Throw (ToB 70), except you throw the creature 120 feet in a 120 foot line, and all affected creatures take 12d6 damage.
Bewildering Strike
Setting Sun (Strike)
Level: Swordsage 5
Initiating Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: See text
As part of this maneuver, make a Sense Motive check and a melee attack. The DC of your Sense Motive check is the AC of the target of this strike. If you succeed at both your Sense Motive check and attack roll, your opponent becomes confused. This effect lasts until they roll "act normally" on the confusion table.
Clever Wording
Setting Sun
Level: Swordsage 4
Initiating Action: 1 full-round action
Range: 30'
Target: One creature
Duration: 1 minute or until completed
Saving Throw: Will negates
As part of this maneuver, you must make a suggestion to someone. If the target fails their save, you may cause them to take a certain action as if affected by Suggestion (PHB 285), although this is not considered a [Mind-Affecting] ability. The creature must share a language with you, or you must have some other way to communicate to them. Any creature that makes their Will save cannot be affected by this ability by you again for 24 hours.
Empty Fist Technique
Setting Sun (Strike)
Level: Swordsage 8
Initiating Action: 1 standard action
Range: Melee attack
Target: One creature
Saving Throw: Fortitude partial
As part of this maneuver, you make an unarmed strike. This attack does not provoke an attack of opportunity, and you may have it deal lethal or nonlethal damage. Resolve the attack as a melee touch attack. If your attack is successful, you deal +16d6 damage and your opponent must succeed at a Fortitude save or die. If dealing nonlethal damage with this strike, instead of dying, your opponent takes an amount of nonlethal damage equal to his normal full Hit Points.
You may initiate this strike while grappled or entangled without penalty to your attack roll.
Gentle Step
Setting Sun (Stance)
Level: Swordsage 5
Initiating Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While in this stance, you are under the effects of Air Walk (PHB 196).
This stance is a supernatural ability.
Hurricane Throw
Setting Sun (Strike)
Level: Swordsage 8
Initiating Action: 1 standard action
Range: Touch and 60'; see text
Target: Creatures touched
Area: Multiple 60' lines
As Ballista Throw (ToB 70), except you make a touch attack against all adjacent opponents. Each creature successfully thrown is thrown in a 60' line directly away from you. The thrown creature and each creature in the lines take 12d6 damage.
Listen Beyond Words
Setting Sun
Level: Swordsage 2
Initiating Action: 1 minute
Range: 30'
Target: One creature
Duration: 1 minute
Saving Throw: Will negates
As part of this maneuver, you must engage in conversation with someone for one minute. If the target fails their save, you may read their surface thoughts as Detect Thought (PHB 220), although this is not considered a [Mind-Affecting] ability. Any creature that makes their Will save cannot be affected by this ability by you again for 24 hours.
Meteor Throw
Setting Sun (Strike)
Level: Swordsage 9
Initiating Action: 1 standard action
Range: Touch
Target: Creature touched
Saving Throw: Fortitude partial, Reflex partial; see text
This maneuver functions like Mighty Throw (ToB 73), except as noted here.
If you succeed on the trip check to throw your opponent, you throw him up to 200 feet in any direction. This may result in falling damage. If thrown into a solid surface (such as a wall, ceiling, or tree), their movement stops, and they take 1d6 damage for ten feet of movement prevented. For example, if you throw someone 200 feet into a wall 50 feet away, 150 feet of their movement was reduced, and they take 15d6 damage. If thrown into a ceiling, they may also take falling damage afterward. The thrown creature lands prone.
If the opponent is thrown into another creature, their movement stops, just as if they had struck a solid object as above, except both creatures take the abovementioned damage. Both creatures fall prone in the square. The creature being struck may attempt a Reflex save to halve the damage, but the thrown creature may not. A successful Reflex save prevents the struck creature from falling prone.
The thrown creature and any creature struck by the thrown creature must make a Fortitude save or be stunned for one round.
Move Between the Air
Setting Sun (Stance)
Level: Swordsage 7
Initiating Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, you gain a +20' enhancement bonus to your base land speed, and you may move through spaces occupied by opponents without rolling a Tumble check (although you still provoke attacks of opportunity). If you move at least ten feet, you gain full concealment for one round.
One Inch Punch
Setting Sun (Strike)
Level: Swordsage 4
Initiating Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round
Saving Throw: Fortitude partial
As part of this maneuver, you make an unarmed strike. This attack does not provoke an attack of opportunity, and you may have it deal lethal or nonlethal damage. Resolve the attack as a melee touch attack. If your attack is successful, you deal +4d6 damage and your opponent must succeed at a Fortitude save or be stunned one round.
You may initiate this strike while grappled or entangled without penalty to your attack roll.
Open Palm Strike
Setting Sun (Strike)
Level: Swordsage 6
Initiating Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round
Saving Throw: Fortitude partial
As part of this maneuver, you make an unarmed strike. This attack does not provoke an attack of opportunity, and you may have it deal lethal or nonlethal damage. Resolve the attack as a melee touch attack. If your attack is successful, you deal +8d6 damage and your opponent must succeed at a Fortitude save or be paralyzed one round.
You may initiate this strike while grappled or entangled without penalty to your attack roll.
Rapid Step
Setting Sun (Counter)
Level: Swordsage 8
Initiating Action: 1 immediate action
Range: Personal
Target: You
You may make this counter in response to being attacked or in the area of a spell, similar effect, or trap. You may move up to your base movement speed. If your new position takes you out of the area of effect or otherwise makes you an invalid target, you are not affected by it.
Shifting Sands
Setting Sun (Strike)
Level: Swordsage 5
Initiating Action: 1 standard action
Range: Melee attack
Target: All adjacent opponents
Saving Throw: Reflex partial
When you initiate this strike, you make a melee attack against every adjacent opponent. Resolve each attack separately. All attacks are made at your highest attack bonus.
Each opponent hit must make a Reflex save. You may move each creature that fails their save either to an unoccupied space adjacent to you or swap their position with a different creature that failed its save. Afterward, you may choose to move yourself, either to an adjacent unoccupied space, or to swap spaces with a creature that failed their save.
Sixth Sense
Setting Sun (Stance)
Level: Swordsage 4
Initiating Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While in this stance, you cannot be caught flat-footed, and you gain a +4 insight bonus to Initiative checks.
Snake Charmer Parry
Setting Sun (Counter)
Level: Swordsage 7
Initiating Action: 1 immediate action
Range: Personal
Target: You
This counter functions like Scorpion Parry (ToB 73) except you also make a Sense Motive check along with your attack roll. The DC of this check is the result of your opponent's attack roll. In addition to the normal effects, if you succeed on your Sense Motive check, your attacker becomes confused. This effect lasts until they roll "act normally" on the confusion table.