Maneuver DescriptionsScattering Needles (Rush) [Trap]: As part of initiating this maneuver, move your speed; whenever you leave a square it becomes filled with hidden caltrops. Unlike standard caltrops, these caltrops' attack bonus is equal to your initiator level.
Flare Bomb (Strike) [Trap (no reset), see text]: You hurl a bomb out to 90ft, which deals fire damage equal to your ranks in Craft (trapmaking) in a 5ft burst, and sets damaged creatures on fire (Reflex DC 11 + Int halves this damage and prevents a target from catching fire). The save DC to extinguish the flames is equal to this maneuver's DC, if higher, and you may add half your initiator level to the damage dealt by the flames each round (rounded down, minimum 0).
Alternately you may choose to initiate this maneuver as a trap maneuver, in which case it is placed in a 5ft square and detonates when a creature other than you enters the square.
Scorpion Trap (Strike) [Trap (no reset)]: As part of this maneuver, you rig a ranged weapon with which you are proficient to attack the first creature who enters a specified square within 30ft, set when the maneuver is initiated. The weapon's attack bonus is equal to your Craft (trapmaking) bonus, and it gains a bonus on the damage roll equal to your Int modifier. The trap is ruined if the weapon is picked up or moved, but you may choose to conceal the weapon itself as part of the trap.
Snake's Tongue (Stance): While in this stance you taunt and distract enemies to keep them off-guard. Any creature who can see and hear you treats the save DC of your Open Jaws maneuvers as equal to (10 + half your ranks in Craft (trapmaking) + the higher of your Int and Cha modifiers), if higher than the existing DC.
Brittle Husk (Counter): You may initiate this maneuver whenever you are subjected to an area effect which allows a Reflex save for reduced effect, but before you know the results of your save. If you succeed on your save you are completely unaffected, as if you had the Evasion class feature. Regardless of the result, you become invisible for 1 round or until you take an offensive action (as the invisibility spell). As it is based on distraction rather than truly fading from sight, true seeing does not negate this invisibility.
Treacherous Path (Counter): When you initiate this maneuver, a creature within 30ft must make a Reflex save (DC = 12 + your Int modifier) or be pushed 5ft in a direction of your choice. You may initiate this maneuver even while the creature is currently moving.
Trip Wire (Boost) [Trap (automatic reset)]: As part of initiating this maneuver, designate two adjacent squares within reach. You lay a tripwire between them; any enemy entering one of those squares must make a Reflex save (DC = 12 + Int) or take 1d6 damage and fall prone.You may initiate this maneuver at any point in your turn, even in the middle of another action.
Covering Fire (Boost): Until the end of your turn, whenever you make a ranged attack you convert a 10ft emanation around the attack target to difficult terrain, and any creature that enters or exits the area takes damage equal to twice your ranks in Craft (trapmaking); this damage is of the same type as the attack (ability damage/drain and negative levels are treated as negative energy damage for this purpose). The effects of this maneuver last for 1 round. The damage inflicted by multiple emanations does not stack, even if a creature exits one and enters another. Any creature who witnesses your attacks is aware of the consequences for entering the covered squares.
Mithral Coccoon (Strike) [Trap (no reset), see text]: As part of this maneuver you attempt to trap a creature within 15ft with rope, chain or cloth; they must make a Reflex save (DC = 12 + Int) or become entangled and immobilised. As a full-round action the trapped creature may attempt a Strength or Escape Artist check at the same DC in order to break free.
Alternately you may choose to initiate this maneuver as a trap maneuver, in which case it is placed in a 5ft square and targets the first creature other than you to enter the square.
Secondary Trigger (Counter): You may initiate this maneuver whenever a creature succeeds on a save or check against one of your traps or trap maneuvers. That creature triggers a second trap hidden in the first, forcing them to roll a second time and take the worse of the two results.
Dance of the Centipede (Stance): Whenever you take a move action to move your speed or initiate a martial rush, you gain temporary hit points equal to your initiator level + your Int modifier for 1 minute. These temporary hit points do not stack with themselves.
Asp's Kiss (Counter): You may initiate this maneuver whenever a creature is damaged by one of your attacks or maneuvers; that creature is also afflicted by a poison which inflicts 2d6 damage to an ability score of your choice (2d4 damage if Con is chosen). The Fortitude DC to resist this poison is equal to (14 + Int) or the maneuver's save DC, whichever is higher.
You may also use this maneuver to place poison on a trap or trap maneuver that deals piercing or slashing damage, so that it affects the first creature that triggers it. You may spend gp to render this usage permanent in the same manner as a trap maneuver.
Coil and Fang (Boost): As the Mithral Cocoon maneuver, except that its save DC is (14 + Int), its range is 5ft, and you may only initiate it while wielding a kusari-gama or spiked chain. You use the blunt end of your weapon to entangle your target; while you have them trapped you do not threaten squares with the weapon, and cannot move more than 5ft away from the target without dropping it. However, your attacks with the weapon against the affected creature deny them their Dex bonus to AC.
Gossamer Cord (Boost) [Trap (no reset)]: For 1 round you may lay an invisibly-thin cord along your path as you move, up to 5ft of wire per rank in Craft (trapmaking) you possess. The “trigger end” of this cord is connected to an object or trap, and gives the “alarm end” a sharp pull when the object is moved or the trap is triggered. Depending on how the alarm end is attached, this yank may be used to set off another trap, wake up and alert a creature to whom the cord is tied, or do anything that could be accomplish by an unseen servant (such as ringing a bell). You may even connect the alarm end to the trigger end of another cord. Alternately you may choose to connect the trigger end to yourself, in which case you may pull on it as a free action; you never pull the cord accidentally.
Smoke Bomb (Strike) [Trap (no reset), see text]: You hurl a bomb out to 90ft, which creates a nonmagical fog cloud or stinking cloud effect (chosen when you initiate the maneuver) with an effective caster level equal to your ranks in Craft (trapmaking). You are immune to the effects of the cloud until the end of your turn.
Alternately you may choose to initiate this maneuver as a trap maneuver, in which case it is placed in a 5ft square and detonates when a creature other than you enters the square.
Nest of a Thousand Spiders (Rush) [Trap (automatic reset)]: As part of initiating this maneuver, move your speed; whenever you leave a square you may fill a 10ft cube within reach with a net of invisibly-thin adamantine wires (you cannot place multiple layers in a single square; overlapping squares are simply wasted).
Any creature within this area other than you is treated as entangled (no save). In addition, any creature who enters an affected square is targeted by a Mithral Coccoon maneuver, except that its DC is (15 + Int). For every 5 points by which they succeed on their save or check, they may ignore another such attack from the wires (automatically succeeding on their save) until the end of the round. Whenever a creature fails a save or check against this effect they take slashing damage equal to your ranks in Craft (trapmaking), which ignores damage reduction and hardness.
When you set this trap you may choose to space the wires in order to set a lower bound on the size of creatures affected; e.g. you could choose to have the trap affect Large creatures while letting Medium and smaller ones pass through unscathed.
Fang Grenade (Strike) [Trap (no reset), see text]: As Flare Bomb, except that it deals slashing and bludgeoning damage equal to a Craft (trapmaking) check in a 15ft burst, its save DC is (15 + Int), and targets who fail the save are pushed to the nearest edge rather than being set on fire. This damage ignores hardness.
Stance of the Viper (Stance): Whenever a creature is affected by a trap while you are in this stance, they provoke an attack of opportunity from you. You gain one additional attack of opportunity per round, which may only be used in response to a creature being affected by a trap.
Striking Cobra (Strike): As part of initiating this maneuver you make an attack against a creature within 30ft who was affected by one of your traps or trap maneuvers since the end of your last turn, or who is denied their Dex bonus to AC. This attack deals +7d6 damage, and pushes the target up to 10ft in a direction of your choice unless they succeed on a Reflex save (DC = 16 + Int).
Toppling Mountain (Rush) [Trap (no reset)]: As part of initiating this maneuver, move your speed; at any point in your movement you may trap one 5ft cube within reach; a creature who enters that square pulls down a heavy object on themselves, inflicting damage to everything in a 10ft burst equal to 1d8 per two ranks in Craft (trapmaking) you possess (Reflex half, DC = 16 + Int) and converting the area into difficult terrain. After being triggered, this trap is destroyed.
Naga Fang (Boost): As Coil and Fang, except that its save DC is (17 + Int) and any creature entangled by your weapon is treated as if they were within an antimagic field. This is a supernatural ability.
Thunder Web (Rush) [Trap (automatic reset)]: As part of initiating this maneuver, move your speed; at any point in your movement you may place a “shock coil” in any grid intersection within reach, up to one coil per 4 ranks in Craft (trapmaking) you possess. Whenever two shock coils are within 10ft of each other, they are connected by an invisible line; any creature other than you who passes through this line takes electricity damage equal to 2x a Craft (trapmaking) check, is knocked back 10ft and falls prone. A Reflex save (DC = 17 + Int) halves this damage and negates the secondary effect. Each coil is considered an individual trap; disabling one coil breaks any lines it has formed but does not affect the others.
Nest of a Thousand Phase Spiders (Rush) [Force, Trap (automatic reset)]: As Nest of a Thousand Spiders, except that its save DC is (18 + Int), it extends into coterminous planes (such as the Ethereal Plane), and trapped creatures cannot use teleportation or planar travel abilities.
Cracked Egg (Strike): As part of initiating this maneuver, make an attack which deals +8d6 damage, ignores damage reduction and hardness, and deals full damage to objects. If you use this maneuver to sunder, you do not provoke an attack of opportunity by doing so. Enemies do not realise you have made an attack unless they succeed on a Spot check opposed by your Craft (trapmaking) check.
This attack does not take effect for 1 minute or until you wish it to do so (a free action), whichever comes first. You could, for example, sunder an enemy's weapon and have it snap the next time they use it to make an attack (spoiling the attack).
Supreme Weaver's Stance (Stance): While in this stance, whenever you initiate a trap maneuver you may lay two traps of the same kind instead of one. In addition, you may lay traps 5ft further away than normal.
Closing Jaws (Strike): As Striking Cobra, except that it deals +20d6 damage, the save DC is (19 + Int), and targets who fail their save also become dazed for 1 round.