Table 4–1: Discipline Access by Class
Discipline | Crusader | Swordsage | Warblade |
---|---|---|---|
Desert Wind | No | Yes | No |
Devoted Spirit | Yes | No | No |
Diamond Mind | No | Yes | Yes |
Iron Heart | No | No | Yes |
Setting Sun | No | Yes | No |
Shadow Hand | No | Yes | No |
Stone Dragon | Yes | Yes | Yes |
Tiger Claw | No | Yes | Yes |
White Raven | Yes | No | Yes |
Also divided into Maneuvers, Stances and Martial Disciplines for ease of use.
1ST LEVEL
Desert Wind
Blistering Flourish: Strike—Dazzle creatures around you.
Burning Blade: Boost—Deal 1d6 fire + 1/initiator level.
Distracting Ember: Boost—Fire elemental appears, flanks enemy.
Flame’s Blessing: Stance—Gain fire resistance based on Tumble ranks.
Wind Stride: Boost—+10-ft. bonus to speed.
Devoted Spirit
Crusader’s Strike: Strike—Successful attack allows you to heal 1d6 + 1/initiator level.
Iron Guard’s Glare: Stance—Enemies take –4 penalty on attacks against your allies.
Martial Spirit: Stance—Heal 2 hit points with each successful attack.
Vanguard Strike: Strike—Allies gain +4 bonus on attacks against target.
Diamond Mind
Moment of Perfect Mind: Counter—Use Concentration check in place of Will save.
Sapphire Nightmare Blade: Strike—Opponent flat-footed, +1d6 damage with Concentration check.
Stance of Clarity: Stance—Gain +2 AC against one foe, –2 against all others.
Iron Heart
Punishing Stance: Stance—Attacks deal +1d6 damage, but you have –2 to AC.
Steel Wind: Strike—Attack two opponents.
Steely Strike: Strike—+4 bonus on one attack, enemies gain +4 bonus on attacks against you.
Setting Sun
Counter Charge: Counter—Ruin charge attack, force charging foe to move away from you.
Mighty Throw: Strike—Grab foe, throw him up to 10 ft.
Step of the Wind: Stance—Ignore difficult terrain, gain bonus against foes in such terrain.
Shadow Hand
Child of Shadow: Stance—You gain concealment as long as you move.
Clinging Shadow Strike: Strike—Foe suffers 20% miss chance on attacks.
Island of Blades: Stance—You and allies flank all adjacent foes.
Shadow Blade Technique: Strike—Roll two attacks, use lower result to deal bonus cold damage.
Stone Dragon
Charging Minotaur: Strike—Charging bull rush deals damage, ignores attacks of opportunity.
Stone Bones: Strike—Gain DR 5/adamantine.
Stonefoot Stance: Stance—+2 bonus on Strength checks, +2 bonus to AC against larger foes.
Tiger Claw
Blood in the Water: Stance—Gain +1 bonus on attacks and damage for each critical hit.
Hunter’s Sense: Stance—Gain scent.
Sudden Leap: Boost—Jump as a swift action.
Wolf Fang Strike: Strike—Attack with two weapons.
White Raven
Bolstering Voice: Stance—Allies gain +2 bonus on Will saves, +4 against fear.
Douse the Flames: Strike—Target cannot make attacks of opportunity for 1 round.
Leading the Attack: Strike—Allies gain +4 bonus on attacks against foe you strike.
Leading the Charge: Stance—Allies deal +1 damage/initiator level on charge attacks.
2ND LEVEL
Desert Wind
Burning Brand: Boost—Gain +5-ft. reach, deal fire damage.
Fire Riposte: Counter—Counter foe’s attack with fiery touch that deals 4d6 damage.
Flashing Sun: Strike—Gain extra attack.
Hatchling’s Flame: Strike—Cone deals 2d6 fire damage.
Devoted Spirit
Foehammer: Strike—Overcome foe’s DR, deal +2d6 damage.
Shield Block: Counter—Grant shield bonus + 4 as AC bonus to ally.
Diamond Mind
Action Before Thought: Counter—Use Concentration check in place of Reflex save.
Emerald Razor: Strike—Turn melee strike into touch attack.
Iron Heart
Disarming Strike: Strike—With successful attack, attempt to disarm foe.
Wall of Blades: Counter—Replace AC with attack roll result.
Setting Sun
Baffling Defense: Counter—Use Sense Motive check to dodge attack.
Clever Positioning: Strike—Swap positions with target of attack.
Shadow Hand
Cloak of Deception: Boost—Turn invisible until the end of your turn.
Drain Vitality: Strike—Attack deals 2 points of Constitution damage.
Shadow Jaunt: Teleport 50 ft. through shadows as standard action.
Stone Dragon
Mountain Hammer: Strike—Deal +2d6 damage, overcome DR and hardness.
Stone Vise: Strike—Deal +1d6 damage, attack immobilizes creature.
Tiger Claw
Claw at the Moon: Strike—Make Jump check, deal +2d6 damage.
Rabid Wolf Strike: Strike—+4 bonus on attack, deal +2d6 damage, –4 AC for 1 round.
White Raven
Battle Leader’s Charge: Strike—No attacks of opportunity while charging, deal +10 damage.
Tactical Strike: Strike—Deal +2d6 damage, adjacent allies move 5 feet.
3RD LEVEL
Desert Wind
Death Mark: Strike—Enemy takes extra fire damage and explodes in a fiery spread.
Fan the Flames: Strike—Ranged touch attack deals 6d6 fire damage.
Holocaust Cloak: Stance—Attackers take 5 fire damage.
Zephyr Dance: Counter—+4 AC against single attack.
Devoted Spirit
Defensive Rebuke: Boost—Foes you strike must attack you or provoke attack of opportunity.
Revitalizing Strike: Strike—Successful attack allows you to heal 3d6 + 1/initiator level.
Thicket of Blades: Stance—5-ft. steps provoke attacks from you.
Diamond Mind
Insightful Strike: Strike—Use Concentration check to determine damage.
Mind Over Body: Counter—Use Concentration check in place of Fortitude save.
Pearl of Black Doubt: Stance—Gain +2 AC each time foe misses you.
Iron Heart
Absolute Steel Stance: Stance—+10-ft. bonus to speed, +2 AC with movement.
Exorcism of Steel: Strike—Strike opponent’s weapon, it deals –4 damage.
Iron Heart Surge: Remove effect, gain +2 morale bonus on attacks.
Setting Sun
Devastating Throw: Strike—Grab foe, throw him using leverage, strength.
Feigned Opening: Counter—As an immediate action, provoke an attack, then counter.
Giant Killing Style: Stance—+2 bonus on attacks and +4 bonus on damage against larger foes.
Shadow Hand
Assassin’s Stance: Stance—Gain sneak attack +2d6.
Dance of the Spider: Stance—You climb walls like a spider.
Shadow Garrote: Strike—Ranged touch attack deals 5d6 points of damage.
Strength Draining Strike: Strike—Your attack deals 4 points of Strength damage.
Stone Dragon
Bonecrusher: Strike—Deal +4d6 damage, +10 bonus on attacks to confirm critical hits.
Crushing Weight of the Mountain: Stance— Constrict for 2d6+1-1/2 times Str when grappling.
Roots of the Mountain: Stance—+10 bonus on checks against bull rush, trip, and others, and gain DR 2/–.
Stone Dragon’s Fury: Strike—Deal +4d6 damage against objects, constructs.
Tiger Claw
Flesh Ripper: Strike—Foe’s attacks and AC have –4 penalty.
Leaping Dragon Stance: Stance—+10 on Jump checks, always considered running for jumps.
Soaring Raptor Strike: Strike—Attack larger foe from above with +4 bonus, deal +6d6 damage.
Wolverine Stance: Stance—Use any weapons while grappled.
White Raven
Lion’s Roar: Boost—Defeat enemy, allies deal +5 damage.
Tactics of the Wolf: Stance—You and allies deal +1 damage/2 initiator levels against flanked target.
White Raven Tactics: Boost—Ally’s initiative changes, he can act again.
4TH LEVEL
Desert Wind
Firesnake: Strike—Stream of fire twists around corners.
Searing Blade: Boost—Attacks deal +2d6 fire damage + 1/initiator level
Searing Charge: Strike—Fly while charging, deal +5d6 fire damage.
Devoted Spirit
Divine Surge: Strike—Deal +8d8 damage.
Entangling Blade: Strike—Deal +2d6 damage, target has –20-ft. penalty to speed.
Diamond Mind
Bounding Assault: Strike—Double move and attack.
Mind Strike: Strike—Attack deals 1d4 Wisdom damage.
Ruby Nightmare Blade: Strike—Attack deals double damage with successful Concentration check.
Iron Heart
Lightning Recovery: Counter—Reroll an attack that misses with +2 bonus.
Mithral Tornado: Strike—Make attacks against adjacent foe, +2 on each attack.
Setting Sun
Comet Throw: Strike—Grab foe, throw him using leverage, strength.
Strike of the Broken Shield: Strike—Attack deals +4d6 damage, makes target flat-footed.
Shadow Hand
Hand of Death: Strike—Touch renders foe paralyzed for 1d3 rounds.
Obscuring Shadow Veil: Strike—Deal +5d6 damage and foe has 50% miss chance on attacks for 1 round.
Stone Dragon
Bonesplitting Strike: Strike—Attack deals 2 Constitution damage.
Boulder Roll: Boost—Gain +4 bonus on overrun attempts.
Overwhelming Mountain Strike: Strike—Deal +2d6 damage, target loses move action.
Tiger Claw
Death From Above: Strike—Leap into the air, attack foe from above, deal +4d6 damage.
Fountain of Blood: Boost—Defeat foe, cause fear in enemies.
White Raven
Covering Strike: Boost—Every opponent you strike cannot make attacks of opportunity for 3 rounds.
White Raven Strike: Strike—Deal +4d6 damage, target becomes flat-footed.
5TH LEVEL
Desert Wind
Dragon’s Flame: Strike—Cone deals 6d6 fire damage.
Leaping Flame: Counter—Teleport adjacent to foe who attacks you.
Lingering Inferno: Strike—Deal +2d6 fire damage, and target takes 2d6 fire damage per round for 3 rounds.
Devoted Spirit
Daunting Strike: Strike—Target of attack becomes shaken.
Doom Charge: Strike—Charge attack deals extra damage against good, you gain DR 10/—.
Law Bearer: Strike—Deal +4d6 damage, +8 attack against chaotic enemy, gain +5 on saves and AC.
Radiant Charge: Strike—Deal +6d6 damage against evil foes, gain DR 10/—.
Tide of Chaos: Strike—Charge attack deals extra damage against law, grants you concealment.
Diamond Mind
Disrupting Blow: Strike—Successful attack causes foe to be unable to act for 1 round.
Hearing the Air: Stance—Gain blindsense 30 ft., +5 bonus on Listen checks.
Rapid Counter: Counter—Strike opponent who provokes attack from you.
Iron Heart
Dancing Blade Form: Stance—+5-ft. reach during your turn.
Dazing Strike: Strike—Melee attack dazes opponent.
Iron Heart
Heart Focus: Counter—Reroll save.
Setting Sun
Mirrored Pursuit: Counter—You match opponent’s movement.
Shifting Defense: Stance—5-ft. step with each missed attack against you.
Soaring Throw: Strike—Grab foe, throw him using leverage, strength.
Stalking Shadow: Counter—Move into foe’s space as he tries to move away from you.
Shadow Hand
Bloodletting Strike: Boost—Strike deals 4 Constitution damage.
Shadow Stride: Teleport 50 ft. through shadows as move action.
Step of the Dancing Moth: Stance—Ignore terrain, walk over liquid.
Stone Dragon
Elder Mountain Hammer: Strike—Deal +6d6 damage, overcome DR and hardness.
Giant’s Stance: Stance—Deal damage as if you are one size category larger.
Mountain Avalanche: Strike—Gain ability to trample foes.
Tiger Claw
Dancing Mongoose: Boost—Make one extra attack with each weapon (max of two extra attacks).
Pouncing Charge: Strike—When you charge, make multiple attacks.
White Raven
Flanking Maneuver: Strike—Hit flanked target, allies gain free attack.
Press the Advantage: Stance—Move +5 feet with 5-ft. step, move into diffi cult terrain.
6TH LEVEL
Desert Wind
Desert Tempest: Strike—Attack foes as you move by them.
Fiery Assault: Stance—Melee attacks deal +1d6 fire damage.
Ring of Fire: Strike—Surround foes with burning flame.
Devoted Spirit
Aura of Chaos: Stance—Reroll and add maximum
damage dice.
Aura of Perfect Order: Stance—Treat d20 result
as 11.
Aura of Triumph: Stance—You and allies heal 4
points with each attack against evil.
Aura of Tyranny: Stance—Drain hit points from
allies.
Rallying Strike: Strike—Successful attack
allows you to heal 3d6 + 1/initiator level in 30-
ft. burst.
Diam Greater Insightful Strike: Strike—Use double
Concentration check to determine damage.
Moment of Alacrity: Boost—Gain +20 bonus on
initiative during battle.
Iron Iron Heart Endurance: Boost—Heal hit points
equal to two times your level.
Manticore Parry: Counter—Defl ect attack and
redirect it against opponent.
Set Ballista Throw: Strike—Throw foe in 60-ft. line,
deal 6d6 damage to all in area.
Scorpion Parry: Counter—Parry attack into
second opponent.
Shadow Ghost Blade: Strike—Target becomes
flat-footed.
Shadow Noose: Strike—Ranged touch attack
deals 8d6 damage and might stun f lat-footed
target.
Stalker in the Night: Strike—Move and attack
while remaining hidden.
Stone Crushing Vise: Strike—Deal +4d6 damage,
attack immobilizes creature.
Iron Bones: Strike—Gain DR 10/adamantine.
Irresistible Mountain Strike: Strike—Deal
+4d6 damage, target loses standard action.
Tiger Rabid Bear Strike: Strike—Gain +4 on attack,
deal +10d6 damage, –4 AC with attack.
Wolf Climbs the Mountain: Strike—Enter
larger foe’s space, deal +5d6 damage, gain cover
from foe.
White Order Forged from Chaos: Allies move up to
their speed during your turn.
War Leader’s Charge: Strike—No attacks of
opportunity while charging, deal +35 damage.
7TH LEVEL
Desert Inferno Blade: Boost—Melee attacks deal +3d6
fi re damage + 1/initiator level.
Salamander Charge: Strike—Charge and create
trail of fi re.
Devo Castigating Strike: Strike—Deal +8d6 damage
and trigger area blast.
Shield Counter: Counter—Shield bash cancels
foe’s attack.
Diam Avalanche of Blades: Strike—With each attack
that hits, make another attack with increasing
penalty.
Quicksilver Motion: Boost—Use swift action to
complete move action.
Iron Finishing Move: Strike—Gain extra damage
against weakened foe.
Scything Blade: Boost—Strike one foe, free
attack against another one.
Set Hydra Slaying Strike: Strike—Foe is unable to
use full attack action.
Shadow Death in the Dark: Strike—Deal +15d6 damage
to surprised target.
Shadow Blink: Teleport 50 ft. through shadows
as swift action.
Stone Ancient Mountain Hammer: Strike—Deal
+12d6 damage, overcome DR and hardness.
Colossus Strike: Strike—Strike deals +6d6
damage, knocks opponent backward.
Tiger Hamstring Attack: Strike—Attack deals 1d8
Dexterity damage, foe’s speed has –10 penalty.
Prey on the Weak: Stance—Attack of opportunity
with each foe that drops.
Swooping Dragon Strike: Strike—Jump over
foe, deal +10d6 damage, stun.
White Clarion Call: Boost—If you drop a foe, allies
within 60 ft. can make free attack or take move
action.
Swarming Assault: Strike—Allies make free
attacks against a foe you strike.
8TH LEVEL
Desert Rising Phoenix: Stance—Hover on column of
super-heated air.
Wyrm’s Flame: Strike—Cone of fi re deals 10d6
fi re damage.
Devo Greater Divine Surge: Strike—Deal +6d8 damage,
also gain +1 on attacks and deal +2d8 damage per
point of Con damage you voluntarily take.
Immortal Fortitude: Stance—You cannot die
due to hit point damage.
Diam Diamond Defense: Counter—Gain save bonus
equal to level.
Diamond Nightmare Blade: Strike—Attack
deals quadruple damage with successful Concentration
check.
Stance of Alacrity: Stance—Gain extra counter
each round.
Iron Adamantine Hurricane: Strike—Two attacks
against each adjacent foe, +4 bonus on each
attack.
Lightning Throw: Strike—Use melee attack as
a line attack.
Supreme Blade Parry: Stance—Gain DR 5/—.
Set Fool’s Strike: Counter—Refl ect foe’s attack.
Ghostly Defense: Stance—Enemies hit target of
your choice while you have concealment.
Shadow Balance on the Sky: Stance—Walk on air.
Enervating Shadow Strike: Strike—Target of
strike gains 1d4 negative levels.
One With Shadow: Counter—Become incorporeal
for 1 round.
Stone Adamantine Bones: Strike—Gain DR
20/adamantine.
Earthstrike Quake: Strike—Local quake knocks
enemies prone.
Strength of Stone: Stance—Gain immunity to
critical hits.
Tiger Girallon Windmill Flesh Rip: Boost—Gain
ability to rend with successful attacks.
Raging Mongoose: Boost—Make two extra
attacks with each weapon carried (max four
extra attacks).
Wolf Pack Tactics: Stance—Free 5-ft. step with
each successful attack.
White Swarm Tactics: Stance—Allies gain +5 on attacks
against enemy adjacent to you.
White Raven Hammer: Strike—Deal +6d6
damage, stun opponent.
9TH LEVEL
Desert Inferno Blast: Strike—Burst of fi re deals 100
points of damage
Devo Strike of Righteous Vitality: Strike—Successful
attack grants heal spell.
Diam Time Stands Still: Strike—Take full attack action
two times.
Iron Strike of Perfect Clarity: Strike—Deal +100
damage on single attack.
Set Tornado Throw: Strike—Move and throw foes
repeatedly.
Shadow Five-Shadow Creeping Ice Enervation Strike:
Strike—Channel shadow into target, causing hp
damage, ability damage, other effects.
Stone Mountain Tombstone Strike: Strike—Attack
deals 2d6 Constitution damage.
Tiger Feral Death Blow: Strike—Leap upon foe, slay
him with a single strike.
White War Master’s Charge: Strike—You and allies
charge, no attacks of opportunity, deal extra
damage, stun.