Heaven Sign "Rainy Iwafune"
Desire Drive (Stance)
Level: Hermit 1
Initiation Action: Swift action
Range: Personal
Duration: Stance
"Since the era of the deities, the ancient moment when Amanosagume moored the Sacred Stone Boat, the land has flourished for a long, long time."Your base land speed is increased by 10 ft. and you are immune to entanglement.
As you enter the Spirit Realm, your motor aptitudes are transcended.
You emit a white (technically red, but whatever) aura similar to a flame that produces light as a torch.
While in Trance Mode, you may instantly create a spirit boat under your feet big enough to carry you alone as a free action. The boat exists only in the Ethereal Plane and responds to your commands flawlessly, moving by your will while you occupy it. It cannot be destroyed.
The boat has a flight speed (clumsy, but may Hover) equal to half your land speed (rounded up to the nearest 5 ft.), ignores obstacles on the Material Plane (but does not grant you that ability) and can either make a Run action or two move actions per round. It cannot fly higher from the ground on the Material Plane than 5 ft. per IL. Wherever the boat goes it leaves an immaterial water trail behind it that fades away after 1 round. The boat responds so flawlessly to your movements that you may still make tumble checks to move through enemy spaces or avoid attacks of opportunity as you leave threatened squares.
If you move faster than your boat, it still flawlessly remains under your feet, being dragged by your essence instead of carrying you.
Like a mount, you can react instantly to drop down and hang alongside your boat, using it as cover, but this is efficient only against attacks that can affect targets on the Ethereal Plane. You can’t attack or cast spells/similar while using your boat as cover. This usage does not take an action. While on your boat, you count as mounted and as if you had the Mounted Combat feat in regard to your boat alone.
Magic items that can enhance a mount's performance can be adapted to better the boat (unless they are associated to class abilities or feats), becoming ethereal in the process. When the boat is dismissed, so are these items. They are considered non-existent while dismissed but return with the boat when you enter Trance mode again.
You can sail while standing without any difficulty and can dismiss the boat as a free action.
Wicked Spirit "Trance"
Desire Drive (Stance)
Level: Hermit 1
Initiation Action: Swift action
Range: Personal
Duration: Stance
"It appears you took care of my delightful underling back there..."
"Delightful underling? You mean the rotten one?"
"Yes, isn't rotting the cutest?"If you find a humanoid corpse and place an Ofuda (you can make them freely provided you have paper and some sort of writing material) on its forehead, it will rise as an undead minion under your control.
When not directly following your orders in combat, this undead minion attends to whichever commands were written on the Ofuda. While the Ofuda cannot be destroyed, if it is removed from the undead minion by making a touch attack and winning a strength check against the undead minion, its animation ends and it reverts to an inanimate corpse.
You can only have one undead minion at a time and if one is lost you may not reanimate another until you have meditated for 8 hours on the flow of the universe.
While you are not under this stance, the undead minion remains active but dedicates all its actions to defending itself. It is automatically deanimated if it is more than 30 ft./IL away from you, but you may raise it back up.
The undead minion has an effective HD equal to your initiator level.
It acquires the normal Zombie template, but ignores the clauses on Hit Dice, Base Attack, Abilities, Skills and Feats, using the following instead;
This undead minion has hit points equal to your own, a BAB equal to your initiator level, uses your save modifiers and has the following ability scores.
Str 15, Dex 13, Con Ø, Int Ø, Wis 14, Cha 12
It loses all the Skills ranks and feats it had but instead gains half as many ranks in Listen and Spot as you do (not cross-class). Feats as selected by you.
An undead minion gains additional feats as it gains HD but does not have the intelligence and will to acquire or control minions of its own.
As you enter the Spirit Realm, your connection to the realm of the dead grows stronger.
You emit a red aura similar to a flame that produces light as a torch.
While in Trance mode, you may try to speak with the spirits of the dead no matter their language if you find their corpse (must have at least its head/skull) on the Material Plane or their spirit on the Ethereal Plane. When speaking to a spirit through a corpse, you communicate with their soul despite whatever afterlife they are.
Although you may speak with them, they are under no obligation to speak to you.
Desire Sign "Saved Up Desire Spirit Invitation"
Desire Drive (Stance)
Level: Hermit 1
Initiation Action: Swift action
Range: Personal
Duration: Stance
Save: None:
"Dooon't come any closeeer!"You gain a Bite attack dealing 1d6+1½ Str damage (if medium sized) or only +Str damage if you already have other natural attacks. This Bite attack allows you to eat and digest harmlessly anything it can damage (must still beat hardness and includes ingested poisons and other dangerous stuff).
As you enter the Spirit Realm, your connection to the realm of the dead grows stronger.
You emit a violet aura similar to a flame that produces light as a torch.
Upon entering Trance Mode you may attract one desire spirit per 2 initiator level as a free action. Conjuring new spirits dismisses any remaining spirit. Each of these desire spirits are Tiny sized and have AC 24 and 1 hit point. They automatically fail every saving throw against damage and are otherwise considered to be insubstantial incorporeal objects. They orbit around you, sharing your space without granting you cover.
This is not soul eating. These desire spirits are more akin to actual desires than spirits, yet not much different than Faith.
You may devour a desire spirit sharing your space as a standard action, healing you 1d8+IL hit points.
2nd levelBlaze Sign "Blazing Winds of Haibutsu"
Desire Drive (Strike)
Level: Hermit 2
Stance Link: Heaven Sign "Rainy Iwafune"
Initiation Action: Standard action
Range: Personal
Area: 15 ft./IL burst radius centered on you
Duration: See text
Save: 12+Wis mod
This maneuver creates a strong and warm wind blowing in the direction of your choice for 1 round, affecting all enemies in its area.
On a failed Fortitude save, Tiny or smaller creatures on the ground are knocked down and rolled 1d4×10 feet/3 IL, taking 1d4 points of nonlethal damage per 10 feet. If flying, Tiny or smaller creatures are blown back 2d6×10 feet/3 IL.
Small creatures are knocked prone by the force of the wind, or if flying are blown back 1d6×10 feet/3 IL.
Medium creatures are unable to move forward against the force of the wind, or if flying are blown back 1d6×5 feet/3 IL.
Large or larger creatures may move normally within the effect.
The wind cannot move a creature beyond the limits of the area but creatures rolled off or blown back take 1d6 points of nonlethal damage per 10 feet due to battering and buffeting.
For every 8 ranks in Listen, the size dependent effects all increase by one size category..
Every enemy, regardless of size, takes a penalty on ranged attacks and Listen checks in the area equal to your IL.
In addition to the effects noted, this wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range. However, it does not put out fires.
For as long as you do not initiate another maneuver, Heaven Sign "Rainy Iwafune" now also allows you to carry one additional creature of your size and up to their maximum load per two initiator level. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. The boat’s shape changes to accommodate these creatures and they stay aboard without risk of being shaken off despite the boat being on the Ethereal Plane.
You and those on the boat are immune to Fascination effects.
If you Trance this maneuver, all nongood creatures within the area also catch on fire, receiving fire damage at the beginning of their turn equal to your ranks in Listen for a number of rounds equal to your Wis modifier or until they spend a move action to put it out.
If you will it, it may also set religious establishments, unattended religious symbols and religious items within the area that are not related to Taoism aflame, burning until fully consumed.
Evil Sign "Yang Xiaogui"
Desire Drive (Counter)
Level: Hermit 2
Stance Link: Wicked Spirit “Trance”
Initiation Action: Immediate action
Range: 10 ft. per IL
Duration: See text.
Save: See text.
If you hear an enemy entering or beginning movement within range of this maneuver, and you have line of effect to him, you may launch two gravity-disruption orbs at him, both simultaneously hitting with a single touch attack from you with a +2 bonus. On a hit, the target is immobilized until its next turn.
An immobilized creature can attack and cast spells normally, but it cannot move the the square or squares it is in. This condition does not prevent a character from defending it itself nor does it cause a creature to lose its Dexterity bonus to Armor Class. Flying creatures that become immobilized in mid-flight can control their descent so they do not take falling damage, but they are incapable of moving from their current square as long as the effect ends and descent at a rate of 20 feet per round. Flying creatures with the ability to hover can maintain their initial altitude if they choose.
By taking a Total Defense action on your turn after using this maneuver, you may shoot lasers all around you in a burst radius equal to the range of this maneuver, dealing cold energy damage equal to your weapon damage + Wisdom modifier, half damage on a successful Reflex save, DC 12+Wis mod.
For as long as you do not initiate another maneuver, Wicked Spirit (Trance) now also allows you to change the color of your aura, increasing the Martial Lore DC to recognize your stance by an amount equal to your Listen skill modifier, and register as a Good and/or Lawful aligned creature whenever it is favorable to you.
If you Trance this maneuver as you fire the gravity-disruption orbs, the orbs remain for an extra round, making a ranged touch attack again at the beginning of the target’s next turn if it is still within range.
Recovery "Heal By Desire"
Desire Drive (Boost)
Level: Hermit 2
Stance Link: Desire Sign "Saved Up Desire Spirit Invitation"
Initiation Action: Swift action
Range: Personal
Area: 10 ft. +10 ft./rank in Listen
Duration: 2 rounds
Save: None
Upon initiating this maneuver, you attract a single extra desire spirit that lasts until the duration expires and you may have all your desire spirits move once to any position within range.
Each spirit gain a 5 ft. reach and an attack modifier equal to your Initiator level + your Wis modifier, and may make a single attack of opportunity per round to make a touch attack. On a hit, they self-destruct and deal damage equal to your ranks in Listen. At the end of the duration of this maneuver, they return to you, sharing your space again.
While maneuver lasts, each round by taking a Total Defense action, you may have the desire spirits all make a single ranged touch attack each with a range of 60 ft. and dealing the same damage. No target may suffer damage more than once from this maneuver.
For as long as you do not initiate another maneuver, Desire Sign "Saved Up Desire Spirit Invitation" now also gets your desire spirits to heal you as if you had devoured them if they are destroyed.
If you Trance this maneuver as you take a Total Defense action, you may have your spirits heal a target they are adjacent to. The healing granted is equal to your initiator level times the amount of divine spirits doing the healing. After healing their target, each spirit that participated is freed from your influence and is dismissed.
3rd levelSummon "Royal Clan's Chaotic Dance"
Desire Drive (Boost)
Level: Hermit 3
Stance Link: Divine Spirit “Trance”
Initiation Action: Swift action
Range: 10 ft./IL
Target: See text
Duration: See text
Save: None
Upon initiating this maneuver, you and allies in range get a bonus to your base speed equal to 5 ft. + 5 ft./2 ranks in Listen for one round.
For as long as you do not initiate another maneuver, Divine Spirit "Trance" allows you to spend a Total Defense action to allow all allies within 10 ft. of you (not including you) to instantly make one melee or ranged attack. This attack does not affect their initiative order and no ally can benefit from this effect more than once per round.
If you Trance this maneuver as you do a Total Defense action, you may summon allies that you can hear to your side, positioning them as you wish within range from you. After they make their attacks, the maneuver ends and the allies return to wherever they were.
Throwing Dishes "Mononobe's Eighty Sake Cups"
Desire Drive (Strike)
Level: Hermit 3
Stance Link: Heaven Sign "Rainy Iwafune"
Initiation Action: Standard action
Range: 10 ft./IL
Area: 30 ft. radius cylinder burst going all the way down
Duration: See text
Save: 13+Wis mod
Strike– Send 80 cups of sake flying, drenching everyone into inebriety.
As the cups are thrown, celestial, holy and totally exalted sake rains over, through and into everyone within the area. Creatures affected get completely drunk, falling prone and taking temporary 2d4 Dex and Wis damage that last until they get a good night’s sleep, waking up with an horrible hangover, half on a successful Fortitude save. Flying creatures are too drunk to fly and crash down into prone position.
The sake is so pure that, although it can still be cured by effects curing poisons, though it is not considering to be poison.
Being hopelessly drunk, those failing the Fortitude save fall prone to grab one of the unbroken cups and keep drinking, unable to get up from prone and losing the use of one hand (or other appendage that can manipulate objects as it it is busy holding a drink) for 1 round.
For as long as you do not initiate another maneuver, Heaven Sign "Rainy Iwafune" now also enhances your ranged weapon attacks with a bonus electricity damage equal to your half your ranks in Listen.
If you Trance this maneuver, all creatures in the area are slowed for 1 round and those who failed their save cannot do anything for one round other than lay down or sit prone where they are in drunken stupor.
Path Sign "Tao Taidou"
Desire Drive (Boost)
Level: Hermit 3
Stance Link: Wicked Spirit “Trance”
Initiation Action: Swift action
Area: See text
Effect: 1 disruption sphere + ¼ ranks in listen (rounded down)
Duration: 1 round
Save: None
You create disruption spheres within your space that orbits around you.
You may make a make a touch attack with these spheres whenever they share their space with an enemy or with a ranged touch attack if they are shot with a move action, immobilizing them when they hit. Each sphere may be used only once and when more than one sphere is used to attack the same target, they all use the same attack roll from you with a bonus equal to the number of spheres used against the same target.
With a move action on the turn you initiated this maneuver, you may fire the spheres anywhere within 10 ft./IL., making a ranged touch attack when a creature is targeted.
For as long as you do not initiate another maneuver, Wicked Spirit (Trance) now also allows you to keep the distortion spheres created by this maneuver. They stay where you last sent them, blocking your enemies’ line of effect in a 5 ft. cubic space per sphere and making a touch attack to immobilize them if they enter their space. You may relocate them only with a fullround action.
If you Trance this maneuver with Total Defense action while it lasts you may shoot lasers all around you in a 10 ft./IL burst radius dealing cold energy damage to your enemies equal to your Wis mod times ½ your ranks in Listen, half damage on a successful Reflex save (DC 10+½ your initiator level + your Wis modifier).
Poison Nail "Poison Raze"
Desire Drive (Strike)
Level: Hermit 3
Stance Link: Desire Sign "Saved Up Desire Spirit Invitation"
Initiation Action: Fullround action
Duration: See text
Save: See text
Strike– Poisonous attacks slashing along your path.
As part of this maneuver, make a double move and make a melee attack against one creature at any one point of your movement. You deal bonus damage equal to a Listen check.
Creatures immune to poison receive half that bonus damage. This attack is considered to be a charge.
For as long as you do not initiate another maneuver, Desire Sign "Saved Up Desire Spirit Invitation" now also corrupts your body, making it poisonous to the soul. You gain immunity to Poison if you do not have it already and whenever you receive lethal damage you may bleed a 15 ft. spray of blood in the direction of your choice. Those in the area must succeed on a Will save DC 13+Wis or receive 1d2 points of Charisma damage.
If you Trance this maneuver before you attack, you harmlessly coat your weapon or natural weapon with a poison that lasts until your next attack. The poison deals 2d4 temporary Dex damage on a failed Fortitude save (DC 10+½ your initiator level + your Wis modifier) and unconsciousness 1 minute later on a failed Fortitude save (same DC).
If you have 13 ranks in Listen, the poison bypasses immunities to poison and may affect constructs and undead creatures but they get a +5 bonus on the saving throw.
4th levelHeaven Sign "Iwafune Ascending to Heaven"
Desire Drive (Strike)
Level: Hermit 4
Stance Link: Heaven Sign "Rainy Iwafune"
Initiation Action: Standard action
Range: See text
Area: See text
Duration: Instantaneous
Save: None
You invoke a dragon god from the deep seas of the Spirit Realm. The water dragon is 5 ft. /IL long, 10 ft. large and 10 ft. high. The width and height may increase by an additional 5 ft. if you have 14 ranks in Listen and every additional 3 ranks afterwards. Upon initiating this maneuver, the dragon’s head starts adjacent to you and the rest of its body appears as it moves away from you. It moves a distance twice its length and makes a grapple check against every enemy creature it passes through. Its grapple check modifier is equal to your Initiator level + your Wis modifier +4 and an additional +4 for every additional 5 ft. added to the water dragon’s width and height (these are not size bonuses). On a successful grapple check, the water dragon deals 1d6 + your Wis modifier bludgeoning damage. Grappled creature small enough to fit within its space are carried along the water dragon and you may leave them at any point within the water dragon’s body. Those too large to fit are left behind and creatures grappled cannot speak. The space occupied by the water dragon effect counts as actual water.
For as long as you do not initiate another maneuver, the boat granted to you from the Heaven Sign "Rainy Iwafune" stance has its flight speed increased by the length of the water dragon and its flight maneuverability changed to Good.
For as long as you are on your boat, you move and breathe through water as if it was air and are immune to Slow effects.
If you Trance this maneuver as you initiate it, you may ‘attach’ your boat to the dragon god’s tail, following it. When the water dragon ends its movement, you sail along its body all the way to the tip of its head, ramming through every creature caught within it and dealing them Force damage equal to your Listen skill modifier.
Thunder Arrow "Gagouji's Cyclone"
Desire Drive (Boost)
Level: Hermit 4
Initiation Action: Swift action
Range: Personal
Duration: Stance
Save: See text
While you are within any Trance stance, you may initiate this maneuver to alter the stance, transforming it into a new one: Thunder Rites “Children of the Gods”.
You can shoot arrows of thunder with your bare hands. You shoot arrows this way with a 200 ft. range increment, dealing 1d8 damage (damage type depends on the arrow), a critical multiplier of x3 and they deal an additional 2d8 points of sonic damage (no save) and deafens permanently on a failed Fortitude save (DC 10 + ½ your ranks in Listen + your Wis modifier). Because you need only one hand to shoot the arrows, you can shoot arrows using the Two-Weapon Fighting rules.
Feats and abilities that improve your aptitude with longbows work with your thunder arrow shooting.
As you Trance and enter the Spirit Realm, your reach out closer to the spiritual tempest.
You emit a light blue aura similar to a flame that produces light as a torch.
You become immune to weather conditions and all your arrows gain the same enhancement bonus to attack and damage rolls equal to ⅓ your ranks in listen.
They cannot gain an actual bonus to attack and damage rolls bigger than +5, but you can expend points for special weapon abilities. Any save DCs of the weapon are increased by your Wis modifier. If you grant an arrow the Thundering special ability, it instead deals an extra 1d6 points of sonic damage on a successful hit and gives the target a penalty on listen skill checks equal to your ranks in listen for 1 round (does not stack with itself).
For as long as you maintain this stance, this maneuver cannot be recovered or unreadied.
Possession "Corpse Tongji"
Desire Drive (Strike)
Level: Hermit 4
Stance Link: Wicked Spirit “Trance”
Initiation Action: Standard action
Range: 10 ft./IL
Duration: See text
Save: None
If someone is killed or destroyed within range up to one round before the current round, you may initiate this maneuver to have it rematerialize and rise for one round under your control. You control the fallen creature with all the abilities that were at its disposal while alive, though it is still just a corpse that you are moving around.
You make the possessed corpse rise up from Prone as a free action and may have it do anything it is able to do with a standard action and any other kind of actions you still haven't spent this turn (including a fullround action, if you haven't used your move action). When its actions are done, it is deanimated and may not be possessed by this maneuver again.
For as long as you do not initiate another maneuver, if you die or are destroyed while under the Wicked Spirit (Trance) stance, you rematerialize and raise yourself, controlling yourself for one round. Your soul is restored or pulled back to you if it has been lost. If you can get adjacent to your undead minion before the end of that round, you can transfer your soul into it as an immediate action. You still die, but your undead minion remains animated despite your loss and your consciousness and memories ride alongside its body and still get to order it around. If a Raise Dead effect is used on the undead minion, it is upgraded to a True Resurrection effect to restore you to life.
You may not raise another undead minion while riding one.
If you Trance this maneuver upon initiating it, you may instead possess your undead minion, for one round, you may use all your abilities though your undead minion using its remaining actions and sense everything it senses. You maintain just enough consciousness in your own body to make move actions at half-speed, 5 ft steps, basic attacks (defensively or not) and Total Defense actions.
5th levelHermit Sign "Taoist of the Land of the Rising Sun"
Desire Drive (Counter)
Level: Hermit 5
Stance Link: Divine Spirit “Trance”
Initiation Action: Swift action
Range: 10 ft./IL
Targets: One creature per initiator level
Duration: 1 round
Save: None
You may initiate this maneuver whenever someone is attacked or must roll a saving throw within the range of this maneuver, but before the attack or effect takes place.
This maneuver creates a certain brilliance around the head of the chosen creatures in range that wards them from danger.
This grants them a sacred bonus to AC and saves equal to 1 + ¼ your ranks in Listen (rounded down)
For as long as you do not initiate another maneuver, Divine Spirit "Trance", if you have the ability to Turn or Rebuke Undead, you may burn two of its uses to make a greater turning/rebuking. Creatures that would be turned are destroyed instead and creatures that would be rebuked are commanded instead.
If you Trance this maneuver with a Total Defense action, you initiate Hermit Sign "Emperor of the Land of the Rising Sun".
You remember your training and your place above the realms of desires, becoming a force that inspires harmony.
You suddenly give an impression of absolute authority, curing you from any mind-affecting negative effect that has a hold on you. As part of the Total Defense action, you may order a number of creatures equal to half your ranks in Listen (rounded down) within 10 ft./IL to behave. Those failing a Will save (DC 10 + ½ initiator level + your Wis modifier) are affected by a Calm Emotion spell effect that does not count as mind-affecting. A creature loses this pacified state once it is no longer conscious of your presence or if an attack is dealt to one of the calmed creatures, as normal. If the initial counter was done in response to an ally's attack, this maneuver can only be used against allies.
You may Trance this maneuver despite any mind-affecting effect inflicting upon you after initiating Hermit Sign "Taoist of the Land of the Rising Sun".
This maneuver is an Extraordinary ability.
Toyosatomimi no Miko commands you...Saint Girl "Oomonoimi's Dinner"
Desire Drive (Boost)
Level: Hermit 5
Stance Link: Heaven Sign "Rainy Iwafune"
Initiation Action: Swift action
Range: 0 feet
Effect: 5 ft./2 IL picnic blanket
Duration: See text
Save: None
You invoke a picnic blanket on a horizontal surface. Upon it awaits an incredible feast.
The meals literally are spiritual food, and the drinks are powerful spirits. One creature per two initiator level can partake to the feast but it may not provide for more creatures that the blanket's space can contain.
The feast takes 1 hour to consume, and the beneficial effects do not set in until this hour is over. The spiritual food satiates creatures no matter their usual diet. Creatures who do not eat are also satiated as the absorb the spiritual energy emanating from the feast one way or another.
Every creature partaking of the feast is cured of all diseases, sickness, and nausea.
If the feast is interrupted for any reason or if the maneuver is recovered, used again or unreadied before the hour is complete, the maneuver is expended and its effects are not granted.
For as long as you do not initiate another maneuver, the boat granted by your Heaven Sign "Rainy Iwafune" stance now has a flight speed equal to your own and also allows you to to carry one additional creature of your size and up to their maximum load per initiator level. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. The boat’s shape changes to accommodate these creatures and they stay aboard without risk of being shaken off despite the boat being on the Ethereal Plane.
You and those on the boat are immune to dimensional locks/anchors.
If you Trance this maneuver by initiating it as a fullround action, all unallied creatures within 5 ft./ ranks in Listen must succeed on a Will save (DC 10 + ½ initiator level + your Wis modifier) or be unable to resist the temptation of gorging themselves with its content, using all their actions for the next hour to move over the picnic blanket, eat and drink. One round after initiating this maneuver, everything standing on the picnic blanket is sealed in an extradimensional space that looks exactly like the area that surrounds the blanket. Affected creatures can still be conversed and their attitude to everyone on the blanket becomes Friendly for the duration.
After one hour, the seal wears off and those who failed their Will save return completely drunk, prone and take temporary 2d4 Dex and Wis damage that last until they get a good night’s sleep, waking up with a horrible hangover.
This maneuver also automatically ends if you leave the picnic blanket or if anyone unaffected by the urge to keep eating and drinking harms any one of those who failed their Will save. You may not recover this maneuver while on the picnic blanket and may only do so 4 rounds after the end of this maneuver.
Demonify "Zouhuo Rumo"
Desire Drive (Counter)
Level: Hermit 5
Stance Link: Wicked Spirit “Trance”
Component: See text
Initiation Action: Immediate action
Duration: See text
Save: None
Whenever a creature is adjacent to you, you may try to stamp a specially made Ofuda on it.
Make a melee touch attack. If you succeed, the ofuda is successfully put and the targeted creature and it has until the end of its next turn to get the ofuda removed or have its mind sealed, following any order written upon the ofuda blindly as long as it is not self-destructive, impossible or potentially taking longer than a day to do. The victim still defends itself from attacks. If harmed, it will attempt to destroy whoever harmed it to the best of its ability. The ofuda can be removed with a successful strength check against a wisdom check from you and the effect ends when the order written on the ofuda is successfully accomplished. Attempting to remove it takes a move action.
If it is removed as a swift action, the creature gets a -10 penalty on the check.
If it is removed as a standard action, the creature gets a +4 bonus on the check.
If it is removed as a fullround action, the creature gets a +10 bonus on the check.
For as long as you do not initiate another maneuver, Wicked Sign “Trance” now also allows you use some of the Tao knowledge of becoming a Shikaisen to transform a bamboo shoot or some other object made of plant or metal (up to your size) into a perfect copy of your body with a fullround action. The double acts as an Unseen Servant and has mundane copies of your equipment that fades away if separated from it. It appears in a square adjacent to yours.
The DM rolls a Listen skill check in secret when the body double is made and the result is opposed by the spot check of those looking at it. Success prevents them from realizing it is an imitation.
If the double takes damage or if you leave the stance, it appears appropriately injured and collapses, dead.
You can only have one such double at a time and may not raise a dead double into an undead minion. Transforming another bamboo shoot reverts the previous to its original form.
If you Trance this maneuver as an immediate action, you may have your undead minion or your bamboo shoot double appear in a straight line between you and an attack or between you and a line effect or the emanation point of a burst area of effect, the undead minion or bamboo shoot double blocks line of effect like a wall of its space.
If a ranged attack against you would succeed, the undead minion or double takes the shots in your stead. If a melee attack against you would succeed, the minion or double instead appears adjacent to you and takes the hit in your stead. It provides you cover with its own body until your next turn, if it is adjacent to you.
Poison Nail "Poison Murder"
Desire Drive (Strike)
Level: Hermit 5
Stance Link: Desire Sign "Saved Up Desire Spirit Invitation"
Initiation Action: Fullround action
Area: See text
Duration: See text
Save: None
Strike– Dual poisonous waves. Movement increases their reach.
As part of this maneuver, move up to your speed and make two melee attack rolls.
Your attack rolls oppose the AC of every creatures within a cone of 5 ft. per 5 ft. moved.
You deal bonus damage on each attack equal to a Listen check.
Creatures immune to both poison and critical hits receive half that bonus damage. These attacks are considered to be made as part of a charge.
For as long as you do not initiate another maneuver, Desire Sign "Saved Up Desire Spirit Invitation" now also corrupts your body, making it poisonous to the soul. You gain immunity to poison and critical hits if you are not already and whenever you receive lethal damage you may bleed a 25 ft. spray of blood in the direction of your choice. Those in the area must succeed on a Will save DC 15+Wis or receive 1d4 points of Charisma damage (half on a successful save, rounded down, minimum 1).
If you Trance this maneuver before you attack, you harmlessly coat your weapon or natural weapon with a poison that lasts until your next attack. The poison deals 2d4 temporary Dex damage on a failed Fortitude save (DC 10+½ your initiator level + your Wis modifier) and unconsciousness 1 minute later on a failed Fortitude save (same DC).
If you have 13 ranks in Listen, the poison bypasses immunities to poison and may affect constructs and undead creatures but they get a +5 bonus on the saving throw.