Narrow Bridge (3.5e Martial Discipline)/All Maneuvers

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Blind the Dead
Narrow Bridge (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round/initiator level
Saving Throw: Will negates (see text)


To initiate this maneuver you must make a single melee attack. The target struck if undead or deathless must make a will save (DC 12 + your wisdom modifier) or be unable to detect you by any means as if you had an effect identical to the spell Hide from Undead with your initiator level for your effective caster level. This effect terminates if you take any aggressive action towards that undead being. Only intelligent beings are allowed a save.


Burn the Dead
Narrow Bridge (Strike) [Fire, Light]
Level: 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 2d6 Rounds
Saving Throw: Fortitude partial


With your melee strike your weapon momentarily bursts into a blinding flash of light and fire. You make a single melee attack. Your melee attack does an extra 1d6 fire damage and the target struck must make a fortitude save (DC 12 + your wisdom modifier) or be dazzled for 2d6 rounds. Additionally, undead with any form of light vulnerability take an extra 1d6 damage and if have fewer hit die than half your initiator level are destroyed with no save.

A corpse that is hit by this strike is immediately consumed in a flash of fire leaving nothing but dust. The resulting flash causes all beings within 20 feet other than you to need to make a fortitude save or be dazzled for 2d6 rounds.


Cross the Bridge
Narrow Bridge (Stance)
Level: 2
Prerequisite: One Narrow Bridge Maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Saving Throw: None


While in this stance mindless undead treat you as undead (and thus will generally not attack you unless you attack them or they are ordered to attack). You also while in this stance gain a +2 circumstance bonus for any diplomacy check with an undead or deathless being. While in this stance you also register as undead for any divination effect or similar effect that would detect undead. Finally, any effect that would deal vile damage to you due to the creation of undead flesh (such as spells from the Necrotic Cyst line in Libris Mortis or some of the maneuvers in this discipline) the vile damage instead becomes non-lethal damage as your body automatically assimilates the undead flesh into itself.


Death to the Living
Narrow Bridge (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude half
Your strike channels negative energy.

You make a single melee attack. Your attack deals extra 1d6 negative energy damage +1 per 2 initiator levels. This strike allows a fortitude save for half damage of 11 + your wisdom modifier. Additionally, any being that fails its fortitude save becomes fatigued.


Destroy the Source
Narrow Bridge (Strike)
Level: 8
Prerequisite: Five Narrow Bridge maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One undead creature, see text
Duration: Instantaneous
Saving Throw: Will partial


You channel disruptive necromantic impulses with the force of your blow. To initiate this maneuver you must make a single melee attack. If you hit an undead being, that being takes an additional 10d6 damage and must make a will save (DC 18 + your wisdom modifier). If the target fails the will save, it is destroyed, and the necromantic energy cascades through to the creature's spawn. Any spawn created by the creature are treated to being subject to the same effect as if they had been struck by this maneuver. For purposes of this maneuver, spawn are any creature created by supernatural means that arise from a creature's templates or creature type, not class features. (For example, ghouls created by a ghoul or new bodaks created by a bodak would count as spawn, but undead animated by a lich using animate dead would not count.)


Die to Serve
Narrow Bridge (Strike)
Level: 4
Prerequisite: One Narrow Bridge Maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round/initiator level + 1 round
Saving Throw: None


You make a single melee attack. This strike does an extra 3d6 damage against living creatures. Additionally, if the attack is successful and the being dies in the next minute and has a reasonably intact corpse then the being rises 1 round after death as a zombie under your control. Zombies created by this last 1 round/initiator level from time of rising before crumbling to dust. Zombies controlled in this fashion do not count against your total controlled undead for any purpose that limits your maximum number or amount of undead controlled (such as animate dead or rebuking undead).


Disrupt Necromantic Power
Narrow Bridge (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: One round/initiator level
Saving Throw: None


You make a single melee attack. Your strike deals an extra 2d6 damage against undead, deathless or beings capable of casting necromancy spells. If your strike hits then you also get a +2 bonus on all saves on all necromancy spells or effects cast by the target for 1 round/initiator level.


Disrupt the Flow
Narrow Bridge (Strike)
Level: 4
Prerequisite: One Narrow Bridge Maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round/initiator level, 1 minute/initiator level (see text)
Saving Throw: Will partial


You disrupt the flow of negative energy to an undead making it more vulnerable. You make a single melee attack. If you succeed on your melee attack, you make a Knowledge (religion) check. The undead being takes additional damage equal to half your check and for rounds equal to half your initiator level has its total hit die for turning and rebuking attempts treated as reduced by one-quarter of the check result (1/4th). Multiple uses of this strike do not stack.

Alternatively, this strike disrupts the ability to channel the positive and negative energy that a being is able to consciously channel. Any target which is able to rebuke or turn undead must make a will save (DC 14 + your wisdom modifier) or become unable to turn or rebuke undead for 1 minute/initiator level. Also, if the target fails its save by at least 5 then it loses 1d6 daily uses of either turning or rebuking.


Embrace the Vampire
Narrow Bridge (Stance)
Level: 6
Prerequisite: Two Narrow Bridge maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Saving Throw: None


You take on some of the aspects of a vampire. While in this stance, you gain DR 10/ silver or magic and get a +4 racial bonus to Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Any melee attack you make that deals damage causes you to heal 1 hit point. You can be turned (but not rebuked) like any undead being with any form of successful turning making you lose this stance and being unable to resume the stance for 1d6 rounds (if you are able to be turned this occurs in addition to any other results of being turned).


Empower The Dead
Narrow Bridge (Stance)
Level: 1
Prerequisite: One Narrow Bridge maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Saving Throw: None


While in this stance any undead or deathless created, animated or summoned within 30 feet of you by an ally gain 2 extra hit points. These are permanent additional hit points for the created or animated undead

While any such undead remain within 30 feet of you they get a +2 bonus to turn resistance (which you may ignore when turning or rebuking them). The first time they leave the 30 foot radius this effect is permanently lost. The effect also terminates permanently when you leave this stance.

If your initiator level is at least 15 then when any such undead is animated or created you may take a free action to permanently give that undead a +2 enhancement bonus to strength.


Even the Dead Fear Death
Narrow Bridge (Strike)
Level: 5
Prerequisite: One Narrow Bridge Maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1d4 rounds
Saving Throw: Will negates


You make a single melee attack. Your attack deals 5d6 damage + 1 per an initiator level against a target undead or deathless. Additionally, if the attack hits, that being must make a will save (DC 15 + wisdom modifier) or be panicked for 1d4 rounds.


Fear of Death
Narrow Bridge (Strike) [Mind-affecting, Fear]
Level: 2
Prerequisite: One Narrow Bridge maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1d4 rounds
Saving Throw: Will partial


You make a single melee attack. This strike deals an extra 2d6 damage. If the strike deals damage, the target if living must make a will save (DC 12 + wisdom modifier) or be frightened for 1d4 rounds and then shaken for 1 round after that. If the target makes the save by 5 or less, then the target is still shaken for 1 round.


Fear of the Coming Oblivion
Narrow Bridge (Strike) [Mind-affecting, Fear]
Level: 8
Prerequisite: Three Narrow Bridge maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 3d6 rounds
Saving Throw: Will partial


You make a single melee attack. Your successful melee attack deals an extra 10d6 damage and if the target is living must make a will save against (DC 18 + your wisdom modifier) or be panicked for 3d6 rounds. Also, any being that fails its save or succeeds on its save by less than 5 automatically loses 1d3 readied maneuvers (if it has any maneuvers).


Final Rest
Narrow Bridge (Strike)
Level: 9
Prerequisite: Five Narrow Bridge maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous, 24 hours
Saving Throw: Will partial


You make a single melee attack. Your melee attack deals an extra 15d6 damage. If the target is undead or deathless it must make a will save with DC equal to 19 + your wisdom modifier or be destroyed. Additionally, any being that dies within 24 hours of being subject to this strike has difficulty having the corpse turned into undead or deathless or being resurrected. Any attempt to create undead, animate undead or resurrect or raise the dead being must succeed on a caster level check (DC 15 + your initiator level) to succeed.


Guardian of the Dead
Narrow Bridge (Stance)
Level: 4
Prerequisite: One Narrow Bridge Maneuver
Initiation Action: 1 swift action
Range: 100 ft.
Targets: You, allies, undead, and deathless
Duration: Stance
Saving Throw: None


This stance provides two benefits: First, while in this stance any undead or deathless in 30 feet that are allied with you or controlled by you (or are you) gain a +4 bonus on turn and rebuke attempts and cannot be destroyed by turn attempts.

Additionally, any effect by any undead not allied with you that would create spawn within 100 feet of you or any attempt to create or animate undead by a being that is not allied with you must make a charisma check opposed to your initiator level + wisdom modifier or the attempt to create a spawn or animate dead automatically fails.


Harness The Soul's Power
Narrow Bridge (Strike)
Level: 3
Prerequisite: One Narrow Bridge maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: One round
Saving Throw: Fortitude partial
You understand the power that exists in the bond between soul and body and can harness the resulting energy when that bond snaps.

To use this maneuver you must make a coup de grace attack (unlike a normal coup de grace, using this maneuver makes the coup de grace take only a standard action). The save DC for the coup de grace is increased by your wisdom modifier (if positive). If the target dies (either from a loss of hit points or a failure of their save), you gain all the benefits of the Death Knell spell with your initiator level as your effective caster level. For the duration of the effect your initiator level is also treated as 1 higher. As long as the duration has not yet expired you may transfer the benefits of this effect to any willing being with a touch. Doing so makes you lose all the benefits but the other being gains them for the remaining duration.

Alternatively, instead of gaining the benefits of Death Knell you may choose to recover one expended maneuver (possibly this one). If you are a crusader the maneuver recovered is automatically granted to you.


Life Drain
Narrow Bridge (Strike)
Level: 4
Prerequisite: One Narrow Bridge Maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous, 1 round/initiator level (see text)
Saving Throw: None


You make a single melee attack. This strike does an extra 1d6 damage to a target. Additionally, half the damage dealt by the attack is temporarily stored in your weapon. You can for up to 1 round/initiator level take a swift action to transfer the drained life to yourself or an ally (using an ally requires being able to touch the ally with your weapon or to touch the ally with your hand while holding the weapon). Doing so heals you (or the ally) the stored amount (the healing power is neither positive or negative energy). You cannot have life stored simultaneously from more than 1 copy of this maneuver. Using another copy causes any preexisting life stored by you (whether in the same weapon or a different weapon) to be lost.


Life Without Life
Narrow Bridge (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: One month/initiator level (see text)
Saving Throw: Fortitude partial
Some things do not make life worth living. One of which can be the slow steady degradation of one's flesh. You can show people just how unpleasant that can be.

You make a single melee attack. This strike deals an extra 1d6 damage. Also, the the target must make a fortitude save (DC 11 + your Wisdom modifier). If they fail the save, the target cannot heal through non-magical healing for 1 month/initiator level and cannot heal from magical effects unless the caster succeeds on a charisma check of DC your 10 + your initiator level. This effect is removed as soon as they are subject to any successful form of magical healing or a remove curse spell.


Life is Precious
Narrow Bridge (Strike) [Death]
Level: 7
Prerequisite: Three Narrow Bridge maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous or 1 round/initiator level
Saving Throw: Fortitude partial


You make a single melee attack. Your melee attack deals an extra 6d6 damage and the attack is successful the target has fewer hit die than your initiator level + 5 it must make a fortitude save (DC 17 + your wisdom modifier) or die. If the target has fewer hit die than half your initiator level it dies with no save. A targets that dies from this attack (either from the damage or from failing their save) rises as zombies under your control for 1 round/initiator level before crumbling to dust. Zombies controlled this way do not count against any total control pool such as for animate dead.


Momento Vixisti
Narrow Bridge (Strike)
Level: 4
Prerequisite: One Narrow Bridge Maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One unliving creature
Duration: 1 round/initiator level
Saving Throw: Will negates


You make a single melee attack. Your strike must hit a being that was formerly alive (whether now undead, deathless, a construct, etc.) The being must make a will save (DC 14 + wisdom modifier) or have the details of its past life come rushing back to it. It becomes briefly overwhelmed by the emotion and becomes aware of the mockery of what it once was. The target is stunned for 1d4 rounds (this is an exception to the normal rules that might make such a creature immune to stunning). If the target succeeds on its save by 5 or less it is instead dazed for 1 round (this is an exception to the normal rules that might make such a creature immune to daze).


None Truly Control the Dead Forever
Narrow Bridge (Strike)
Level: 5
Prerequisite: Two Narrow Bridge maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous, 1 round/initiator level (see text)
Saving Throw: Will negates


You make a single melee attack. If your melee attack succeeds, the target must make a will save (DC 15 + wisdom modifier). If it fails, it loses 1d6 undead it controls starting with those with the most hit die. For each undead lost in this way, the target takes takes additional damage equal to the number of hit die the undead had. Additionally, if this additional damage or the original strike slays the target then any undead freed by the strike transfer temporarily to your control for 1 round/initiator level.


Peaceful End
Narrow Bridge (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Saving Throw: None


You make a single melee attack. This strike deals an extra 1d6 damage against undead and deathless +1 per 2 initiator levels(level 1). This damage is untyped. Against living beings this instead deals just 1d6 non-lethal damage.


Pierce Soul
Narrow Bridge (Strike)
Level: 3
Prerequisite: One Narrow Bridge Maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round/initiator level, 1 round/2 initiator levels (see text)
Saving Throw: Fortitude partial


This strike disrupts temporarily the delicate bonds that normally connect soul, mind and body. You make a single melee attack. If the attack is successful, the target must make a fortitude save (DC 13 + wisdom modifier) or be paralyzed for one round per two initiator level rounds. Whether or not they make the save, they take a -2 penalty on all saves against mind-affecting effects for 1 round/initiator level.


Preserve the Soul
Narrow Bridge (Stance)
Level: 5
Prerequisite: Three Narrow Bridge maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Saving Throw: None


While in this stance your soul is particularly strongly tied to your body. You are treated as being under effects identical to the spell Death Ward with your initiator level as your effective caster level.


Putrefy the Flesh
Narrow Bridge (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round/2 initiator levels
Saving Throw: Fortitude partial


You make a single melee attack. Your strike causes flesh to decay at an accelerated rate. If you strike hits then your target takes an additional 1d8 damage if it is a corporeal undead, 1d6 if it is a construct made out of flesh either in whole or part (such as a Warforged, or a Flesh Golem), and an extra 1d4 against any other being made out of flesh (such as humanoids, monstrous humanoids, etc.). At the beginning of the target's next round and every round thereafter for rounds/ half your initiator level, the target must make a fortitude save of 12 + your wisdom modifier or take an additional die of damage of the same type. A single successful save ends this effect. This is an exception to the normal rule that constructs and undead are immune to fortitude saves that do not effect objects.

If this maneuver is instead used to strike a corpse, the corpse immediately putrefies into a pile of bones and black, rotten muck.


Rebuke the Controller
Narrow Bridge (Strike)
Level: 7
Prerequisite: One Narrow Bridge maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Saving Throw: None


You make a single melee attack. Your melee attack deals an extra 6d6 damage to the target. Additionally, if the target is an undead being under someone's control then the controller takes additional damage equal to the amount of damage dealt to the target +1 additional damage for every hit die the target being has and +1 per an initiator level.


Rebuking Blow
Narrow Bridge (Strike)
Level: 3
Prerequisite: One Narrow Bridge Maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Saving Throw: See text


You make a single melee attack. If the attack is successful the target is subject to the equivalent of a rebuke attempt with your effective cleric level equal to your initiator level or your normal level for rebuking (if any), whichever is higher. The ability to use this strike does not count as the ability to rebuke undead for any prerequisite that requires the ability to rebuke undead.


Reflect Death
Narrow Bridge (Counter)
Level: 6
Prerequisite: Two Narrow Bridge maneuvers
Initiation Action: 1 immediate action
Range: See text
Target: One creature
Duration: Instantaneous
Saving Throw: See text


You initiate this counter when you are subject to any necromantic effect or death effect. The creator of the effect is subject to an identical effect (with the same save DC etc.). If they fail their save you then get a +4 bonus on your save.


Return to the Grave
Narrow Bridge (Stance)
Level: 7
Prerequisite: Three Narrow Bridge maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Saving Throw: None


This stance grants two benefits. First, While in this stance you may make critical hits against undead and deathless. To confirm such a critical hit you make a Knowledge (religion) check and use that in place of a roll to confirm. If you have some other ability that allows you to make critical hits against undead or deathless creatures, you may make the attack roll to confirm and make the Knowledge (religion) check and then choose roll to use. Also, while in this stance, your critical threat range for any weapon associated with

the discipline is increased by 1 against all targets.

Second, you may make an additional attack of opportunity each round against undead or deathless without it counting against your normal limit of number of attacks of opportunity per round.


Scream of the Dying
Narrow Bridge (Strike) [Sonic, Mind-affecting, Fear]
Level: 6
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 2d4 rounds
Saving Throw: Will partial


Your weapon vibrates as you strike, echoing the screams of the dead and dying. You make a single melee attack. This strike deals an extra 5d6 sonic damage, and whether or not the strike hits, the target must make a will save (DC 16 + your wisdom modifier) or become shaken for 2d4 rounds.


See Those who Have Yet to Die
Narrow Bridge (Stance)
Level: 3
Prerequisite: One Narrow Bridge maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Saving Throw: None


While in this stance you gain all the benefits of the Deathwatch spell.


Shared Souls
Narrow Bridge (Stance)
Level: 4
Prerequisite: One Narrow Bridge Maneuver
Initiation Action: 1 swift action
Range: 60 ft.
Targets: You, 1 ally/5 imitator levels
Duration: Stance
Saving Throw: None


When you enter this stance, you designate up to one ally for each 5 initiator levels you have. While at least two of those allies (possibly yourself) are in 60 feet of you, you are subject to the same mind-affecting or death effect, and one of you makes the save, the other one automatically makes their save also, even if they would not have. This does not apply to effects that only one of you needs to make a save on (such as if one of you were protected by a Death Ward spell). You can as a swift action change which allies you have designated as sharing souls.


Slash the Spirit
Narrow Bridge (Strike)
Level: 6
Prerequisite: Two Narrow Bridge maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Saving Throw: None


You make a single melee attack. This strike deals an extra 3d6 damage (but 7d6 if the target is an incorporeal undead). Additionally, when making this strike against an incorporeal foe (whether or not it is undead), your attack is treated as having the Ghost Touch property.


Soulshield
Narrow Bridge (Stance)
Level: 1
Prerequisite: One Narrow Bridge Maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Saving Throw: None


While in this stance your soul is more strongly intertwined with your body than normal. You gain a +2 bonus on all saves against supernatural and spell-like abilities from undead and gain a +2 bonus against all death effects and fear effects (these two bonuses do not stack), and natural ones on death effects are not automatic failures. This is an extraordinary ability.


Stand Against Death
Narrow Bridge (Counter)
Level: 4
Prerequisite: Two Narrow Bridge maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: None


You may use this maneuver when you are subject to either an attack by an undead or deathless being or are called on to make a save against a death effect or a supernatural or spell-like ability used by an undead or deathless being. If used in response to an attack, you make a Knowledge (religion) check and add 1/2 of the check result as a bonus to your AC.

If used in response to having to make a save, you substitute a Knowledge (religion) check for rolling the save. You gain a +2 circumstance bonus on the save if being using the ability is an undead or deathless of a type you have recognized due to a Knowledge (religion) check. You get a +1 circumstance bonus if you recognized the type of being due to a different knowledge skill. The DC is the same as would be for the save. Since this is a skill check, a 1 is not an automatic failure and a 20 is not an automatic success.


Strength of Life
Narrow Bridge (Boost)
Level: 3
Prerequisite: Two Narrow Bridge maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 minute/initiator level
Saving Throw: None


This maneuver functions just like the spell False Life except with the duration changed to 1 minute/initiator level.


The Flesh Crawls
Narrow Bridge (Strike)
Level: 8
Prerequisite: Four Narrow Bridge maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial


You make a single melee attack. This strikes does an extra 12d6 damage to a target. If the target fails a fortitude (DC 18 + wisdom modifier) save then half the damage from the attack is vile damage as undead flesh grows into the wound.

The undead flesh is active and constantly squirms and writhes producing a disgusting sensation. While any of the vile damage from this strike is still unhealed, the target takes a -2 penalty to dexterity, a -4 penalty to all concentration checks, and a -2 penalty on all charisma based skill checks.

The undead flesh also acts as a conduit for necromantic power. While any of the vile damage from this strike remains the target takes a -2 penalty on all saves against necromancy spells or effects and any necromancy spells, spell-like abilities or other necromancy effects that would be subject to spell resistance (such as certain mysteries) automatically penetrate any spell resistance the individual has.

If the target has vile damage from multiple sources, vile damage from this strike is healed last.


The Flesh Still Lives
Narrow Bridge (Strike)
Level: 4
Prerequisite: One Narrow Bridge Maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Saving Throw: None


You make a single melee attack. This strikes does an extra 4d6 damage to a target and half the resulting damage is vile damage as undead flesh grows into the wound.


Turning Strike
Narrow Bridge (Strike)
Level: 3
Prerequisite: One Narrow Bridge Maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Saving Throw: See text


You make a single melee attack. If the attack is successful the target is subject to the equivalent of a turn attempt with your effective cleric level equal to your initiator level or your normal level for turning (if any), whichever is higher. The ability to use this strike does not count as the ability to turn undead for any prerequisite that requires the ability to turn undead.


Walk the Narrow Bridge
Narrow Bridge (Stance)
Level: 3
Prerequisite: One Narrow Bridge Maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Saving Throw: None


While in this stance you take half as much of any damage you would get from positive energy or negative energy effects and are healed by half as much as you would be healed by positive energy and negative energy effects. You also have an effect identical to blindsight out to 30 feet that works only for any being capable of turning or rebuking undead (and so you can immediately tell if someone is able to turn or rebuke undead).

Additionally,while in this stance you subconsciously control the positive and negative energy around you. You and any ally within 60 feet is treated as having its effective cleric level as 2 higher for turning and rebuking purposes. Also, if you personally are capable of either turning or rebuking undead then while in this stance you can expend 2 turn or 2 rebuke attempts to instead do the other type (that is rebuke if you normally turn or turn if you normally rebuke) at effective cleric level half your normal effective cleric level (min 1). Also, you can move out of this stance to another stance as a move action if you expend a turn or rebuke attempt.