Organic Repast (3.5e Martial Discipline)/All Maneuvers

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Assassin Acupuncturist
Thousand Daggers, Surreptitious Bandit, Organic Repast (Stance) [X-Discipline]
Level: 7
Prerequisite: Three Thousand Daggers maneuvers or Four Surreptitious Bandit maneuvers or Four Organic Repast maneuvers, Weapon Finesse, Heal 10 Ranks
Initiation Action: 1 swift action
Range: Stance
Target: You
Duration: Stance
Saving Throw: See Text
Many disregard the Assassin Needle as a poison delivery tool, and little else. But you know this to be false. Their precision matched with yours allows for a killer deadly at all ranges, and even allows you to heal others with only a careful observation and a deft throw, requiring minimal attention to be helpful to a downed ally.

While this stance is active, you gain proficiency with Assassin Needles. If you already had it, you gain +2 to your d20 rolls and DCs involving them. You may also deal nonlethal damage with them at no penalty.

You can do anything you were able to do at melee range, except Grab On attempts, grappling, and other things of a similar nature, at any distance you could throw an Assassin Needle. Examples include maneuvers, touch attacks, & disarmament. However, an appropriate amount of needles must be thrown to see the task done. In addition, if you down someone with an Assassin Needle, you may choose to let it stick in its target and hold them in place. This will cause them to appear paralyzed until the needle is removed. This is especially useful in stealth, freezing a target in an unassuming position, nobody being able to tell their lookout's dead until they get close.

You may also use Assassin Needles at close range. The rapid, precise striking capability also allows you to make several attacks with the needles, offering an extra attack at Level 6, two extra attacks at Level 14, three extra attacks at Level 18, and a number of extra attacks equal to the amount granted by your BAB at Level 20. You must have at least 3 in one hand to access this rapid striking feature.

You may also now use a form of the Death Attack that utilizes pressure points, spinal discs, and your needles. It only uses the paralysis function and the needle sticks in the target whether you're at close or long range if it succeeds, but unless the needle is removed, the paralysis is permanent. If you have advanced versions of the Death Attack, like the Sudden Death Attack of the Shinobi, you may use them here. This includes Dagger to the Heart, allowing you to skip the study, but deal no sneak attack damage(which could work to your favor). Immunity to paralysis does not help unless the target is also not subject to critical hits.

If you know a Thousand Daggers maneuver, you may use Needle Point Purification as an at will maneuver-like ability, and an Assassin Needle always counts as a gold and silver pin for the sake of that maneuver, and you can choose to make the 1d4 nonlethal not apply. In addition, you may have stuck needles jam into precarious positions, requiring a Heal check DC 25 to remove safely. If failed, the target makes a Fortitude save (DC 10 + half your CR + highest mental modifier) against instant death. If you know an Organic Repast maneuver, you may choose to let someone succeed automatically as a non-action, and the Heal DC rises by your highest mental modifier.

If you know a Surreptitious Bandit maneuver, you may forego attacks as a Duelist might, but rather than parrying, you're saving up counterattacks. If you are missed by an attack at close range, you may expend a saved counterattack to trade squares with your assailant, and attempt the special Death Attack mentioned in Paragraph 4, with no study necessary. However, no damage is dealt, making the attack useless if the save is made. In addition, targets two or more levels below you never know when they have been struck by your needles unless you dealt lethal damage, or they clearly see you.

If you know an Organic Repast maneuver, you may delay the effects of anything against which your target failed their save, so long as the effect was delivered through a needle, Assassin Needle, or pin. You may activate the effect as a non-action at any time within the next 24 hours, or any time after the save is failed if the needle/pin is still in the target. You may delay any number of effects, but good luck keeping track if you go crazy. In addition, you may have stuck needles jam into precarious positions, requiring a Heal check DC 25 to remove safely. If failed, the target makes a Fortitude save (DC 10 + half your CR + highest mental modifier) against instant death. If you know a Thousand Daggers maneuver maneuver, you may choose to let someone succeed automatically as a non-action, and the Heal DC rises by your highest mental modifier.

Although you cannot gain this stance through the Coin's Edge discipline, knowing at least one maneuver from it permits you to apply all properties listed to not only Assassin Needles, but Throwing Cards, too. In addition, if you are holding a throwing card, you may use a Duelist's Improved Parry, with the exception you use a Profession (Gambling) check in place of an attack roll.


Bio-Consume
Organic Repast (Strike)
Level: 4
Prerequisite: One Organic Repast maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Om nom nom.

As part of this maneuver, make a single melee attack. This attack does no damage if it connects; instead, your target loses 1d4 bio-energy charges as though they had been expended, and you gain those bio-energy charges.

If your target has no bio-energy charges (or no capacity for bio-energy charges), it instead gains a number of negative levels equal to the number of bio-energy charges it would have lost; if it has fewer bio-energy charges than the result of your roll, it loses all of its bio-energy charges and gains a number of negative levels equal to the difference between the roll result and the number of bio-energy charges lost. (For example, a creature with 3 bio-energy charges that loses 4 bio-energy charges to this maneuver loses all of its bio-energy charges and gains 1 negative level.) These negative levels are not due to negative energy, but rather due to the target's life energy being eaten. As such, immunity or resistance to negative levels due to immunity or resistance to negative energy does not apply against this attack, but immunity to negative levels due to having no energy to take in the first place (such as in the case of constructs and undead) blocks the negative levels as normal. Undead do not gain temporary hit points for negative levels they would otherwise have received from this attack. If the subject has at least as many negative levels as HD, it dies. Each negative level gives a creature a –1 penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining the power, duration, DC, and other details of spells or special abilities). Additionally, a spellcaster loses one spell or spell slot from his or her highest available level. Negative levels stack. Assuming the subject survives, it regains lost levels after a number of hours equal to your initiator level (maximum 15 hours). Usually, negative levels have a chance of permanently draining the victim’s levels, but the negative levels from bio-consume don’t last long enough to do so.

If you have no capacity for bio-energy charges or your bio-energy pool is full, you gain 5 temporary hit points for each bio-energy charge you would have gained. You can only recover expended bio-energy charges through this maneuver; drained charges are treated as a reduction from your maximum. If you have a few missing bio-energy charges, but regain more than enough bio-energy charges to fill your bio-energy pool to its maximum (not counting drained bio-energy charges), you gain 5 temporary hit points for each bio-energy charge in excess of your (effective) maximum. (For example, if you currently have 2 bio-energy charges, have a maximum of 5 bio-energy charges, and gain 4 bio-energy charges through this maneuver, you would gain 3 bio-energy charges and 5 temporary hit points. If you have 3 bio-energy charges, have drained one, and have a maximum of 5 bio-energy charges, and gain 3 bio-energy charges through this maneuver, you would gain 1 bio-energy charge and 10 temporary hit points.)


Biotic Maintenance
Organic Repast (Stance)
Level: 3
Prerequisite: One Organic Repast maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Isn't the ability of a living thing to repair itself simply marvelous?

While in this stance, you gain fast healing equal to your initiator level.


Biotic Regrowth
Organic Repast (Stance)
Level: 9
Prerequisite: Five Organic Repast maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Do you know what the most amazing thing about the living body is? It can repair itself.

You gain regeneration equal to your initiator level while in this stance. This regeneration can be bypassed by cold or negative energy damage. You can reattach severed limbs and other body parts (including your head) by holding the severed body part to the stump for 1 round; otherwise, it regrows in 1 minute, and the severed body part dies and decays. (If your head was severed and isn't reattached in 1 minute, you die.)


Biotic Resilience
Organic Repast (Counter)
Level: 6
Prerequisite: Two Organic Repast maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: 1 round
You summon reserves of energy from within to absorb your enemies' blows.

Until the start of your next turn, all damage you sustain other than cold or negative energy damage is converted to nonlethal damage.

If you already have regeneration, you instead cure yourself of an amount of nonlethal damage equal to 2× your initiator level. If you are a xenotheric creature, you may pay a bio-energy charge to cure yourself of both lethal and nonlethal damage, or you may take a point of bio-energy drain to cure yourself of vile, lethal, and nonlethal damage.


Body Speed
Organic Repast (Rush)
Level: 2
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: 1 move action
The stereotype that "big equals slow" is patently ludicrous. Allow me to demonstrate.

Instead of moving your speed, you use this move action to move 5 feet per point of Constitution that you have. (For example, if your Constitution score is 18, your speed for this move action is 90 feet.)


Destroy Immunity
Organic Repast (Strike)
Level: 8
Prerequisite: Four Organic Repast maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Until end of encounter or until discharged
Saving Throw: None
You strike your opponent, but the blow causes no injury... this time. You smile and pull out your vial of poison, knowing that it will be guaranteed to work.

As part of this maneuver, make a single melee attack. If you connect, your attack does no damage, but the next time your target would be required to make a Fortitude save during this encounter, that Fortitude save automatically fails.


Digestive Charge
Organic Repast (Strike) [Acid]
Level: 4
Prerequisite: Two Organic Repast maneuvers
Initiation Action: 1 full-round action
Range: Personal
Target: You
Duration: Instantaneous

You lunge at your victim, seemingly leaving the ground, and lash at them with your weapon. Powerful acid sprays out into the wound you inflicted, digesting the victim from within.

As part of this maneuver, you must charge an opponent. You gain the ability to fly at your base land speed with perfect maneuverability while charging. Resolve your charge attack normally. On a successful hit, your attack does an additional 5d6 acid damage.

This maneuver is a supernatural ability.

This maneuver is identical to the searing charge[1] maneuver, except for dealing acid damage instead of fire damage.


Digestive Ring
Organic Repast (Strike, Rush) [Acid]
Level: 6
Prerequisite: Two Organic Repast maneuvers
Initiation Action: 1 full-round action
Range: Special, see text
Area: Special; see text
Duration: Instantaneous
Saving Throw: Reflex half
You move in a blur, your feet wreathed in digestive acid. As you run, you leave a trail of acid behind you. You encircle a foe, and he is immediately engulfed by digestive juices, as is everything nearby.

As part of this maneuver, you can move up to two times your speed along the ground. All of your movement must be along continuous, solid ground. You leave a trail of digestive juices in your wake. These digestive juices have no effect unless they form a closed area. In this case, a torrent of digestive juices erupts within that area. All creatures within the area take 12d6 points of acid damage, with a Reflex save (DC 16 + your Con modifier) for half damage.

The torrent erupts the first time you form a closed area. You cannot create multiple areas in one move.

This maneuver is a supernatural ability.


Enzyme Claw
Organic Repast (Boost) [Acid]
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

Your weapon is covered with enzymes that can melt the flesh off your enemies' bones.

A subtle yet precise manipulation of your weapon unlocks the power of digestive juices. When you initiate this maneuver, an enzymatic solution drips from your melee weapon. For the rest of your turn, your melee attacks deal an extra 1d6 points of acid damage + 1 point per initiator level. This maneuver is a supernatural ability.

This ability is functionally identical to burning blade[1], except that it does acid damage instead.


Enzyme Core
Organic Repast (Boost) [Acid]
Level: 2
Initiation Action: Swift
Range: Personal
Target: You
Duration: End of turn

Your weapon turns into a mass of digestive enzymes. As you swing it, it extends beyond your normal reach to cut at the very molecular framework of your opponent's body.

When you initiate this maneuver, your weapon turns into a viscous blob of digestive juice for the rest of your turn, yet still retains its structure. The enzyme core increases your reach by 5 feet, and your melee attacks made with the enzyme core deal acid damage equal to your normal melee damage. You still gain all the normal benefits from a high Strength score, feats, and other effects that increase your melee damage. For example, an attack with a dagger that normally deals 1d4+2 points of slashing damage would instead deal 1d4+2 points of acid damage. You otherwise attack with your weapon as normal.

This maneuver is a supernatural ability.

This maneuver is functionally identical to burning brand[1], except that it does acid damage instead.


Fortify Bodily Ailments
Organic Repast, Ideal Heart (Boost, Counter) [X-Discipline]
Level: 6
Prerequisite: Three Organic Repast or Ideal Heart maneuver
Initiation Action: 1 swift or immediate action; see text
Range: Personal
Target: You
Duration: Instantaneous
Through your advanced knowledge of anatomy, you can repair various negative conditions that afflict you.

As a swift action, you can heal any negative condition that can be ended by using a Heal spell; however this does not provide the HP healing normally granted by the spell.

A xenotheric creature can also heal 1 hp per initiator level (to a maximum of 25) by spending a bio-energy charge.

If this maneuver is initiated as an Ideal Heart maneuver, its range becomes "Touch", and it can be used to heal either the initiator or one willing creature.

When learning this maneuver, if you do not have at least one other maneuver of both the Organic Repast and Ideal Heart disciplines, you must designate this maneuver as an Organic Repast or Ideal Heart maneuver. It is locked as belonging to that discipline afterwards, and does not gain the [X-Discipline] tag and start being treated as belonging to both disciplines unless and until you learn at least one maneuver from the other discipline. If you already know at least one other Organic Repast maneuver and at least one other Ideal Heart maneuver upon learning this maneuver, it immediately gains the [X-Discipline] tag, and can be initiated through either discipline.


Fortify Bodily Harm
Organic Repast (Boost)
Level: 7
Prerequisite: Three Organic Repast maneuver
Initiation Action: 1 swift
Range: Personal
Target: You
Duration: Instantaneous

As a swift action, you can cure 1d6 points of one of the follow: ability damage, ability drain, or negative levels chosen at the time of initiating the maneuver.

A xenotheric creature can cure 1d8 instead of 1d6 by spending a bio-energy charge.


Fortify Critical Wounds
Ideal Heart, Organic Repast (Boost, Counter) [X-Discipline]
Level: 4
Prerequisite: One Ideal Heart or Organic Repast maneuver
Initiation Action: 1 swift or immediate action; see text
Range: Personal
Target: You
Duration: Instantaneous
With but a moment's thought, you repair your damaged body a lot.

As a swift action, you heal yourself for 4d6+your initiator level hit points. This healing is capped at 4d6+20 hp at initiator level 20.

Alternatively, you may heal yourself for 3d6+your initiator level hit points as an immediate action. The initiator level cap is still 20 when the maneuver is initiated in this fashion.

A xenotheric creature can add 1 die to its healing amount by spending a bio-energy charge, but only if it initiates this maneuver as an Organic Repast maneuver.

If this maneuver is initiated as an Ideal Heart maneuver, its range becomes "Touch", and it can be used to heal either the initiator or one willing creature.

When learning this maneuver, if you do not have at least one other maneuver of both the Organic Repast and Ideal Heart disciplines, you must designate this maneuver as an Organic Repast or Ideal Heart maneuver. It is locked as belonging to that discipline afterwards, and does not gain the X-Discipline tag and start being treated as belonging to both disciplines unless and until you learn at least one maneuver from the other discipline. If you already know at least one other Organic Repast maneuver and at least one other Ideal Heart maneuver upon learning this maneuver, it immediately gains the X-Discipline tag, and can be initiated through either discipline.


Fortify Grievous Wounds
Ideal Heart, Organic Repast (Boost, Counter) [X-Discipline]
Level: 5
Prerequisite: One Ideal Heart or Organic Repast maneuver
Initiation Action: 1 swift or immediate action; see text
Range: Personal
Target: You
Duration: Instantaneous
With but a moment's thought, you significantly repair your damaged body.

As a swift action, you heal yourself for 5d6+your initiator level hit points. This healing is capped at 5d6+25 hp at initiator level 25.

Alternatively, you may heal yourself for 4d6+your initiator level hit points as an immediate action. The initiator level cap is still 25 when the maneuver is initiated in this fashion.

A xenotheric creature can add 1 die to its healing amount by spending a bio-energy charge, but only if it initiates this maneuver as an Organic Repast maneuver.

If this maneuver is initiated as an Ideal Heart maneuver, its range becomes "Touch", and it can be used to heal either the initiator or one willing creature.

When learning this maneuver, if you do not have at least one other maneuver of both the Organic Repast and Ideal Heart disciplines, you must designate this maneuver as an Organic Repast or Ideal Heart maneuver. It is locked as belonging to that discipline afterwards, and does not gain the X-Discipline tag and start being treated as belonging to both disciplines unless and until you learn at least one maneuver from the other discipline. If you already know at least one other Organic Repast maneuver and at least one other Ideal Heart maneuver upon learning this maneuver, it immediately gains the X-Discipline tag, and can be initiated through either discipline.


Fortify Light Wounds
Ideal Heart, Organic Repast (Boost) [X-Discipline]
Level: 1
Prerequisite: See text
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous
With but a moment's thought, you repair your damaged body a little.

You heal yourself for 1d6+your initiator level hit points. This healing is capped at 1d6+5 hp at initiator level 5.

A xenotheric creature can add 1 die to its healing amount by spending a bio-energy charge, but only if it initiates this maneuver as an Organic Repast maneuver.

If this maneuver is initiated as an Ideal Heart maneuver, its range becomes "Touch", and it can be used to heal either the initiator or one willing creature.

When learning this maneuver, if you do not have at least one other maneuver of both the Organic Repast and Ideal Heart disciplines, you must designate this maneuver as an Organic Repast or Ideal Heart maneuver. It is locked as belonging to that discipline afterwards, and does not gain the X-Discipline tag and start being treated as belonging to both disciplines unless and until you learn at least one maneuver from the other discipline. If you already know at least one other Organic Repast maneuver and at least one other Ideal Heart maneuver upon learning this maneuver, it immediately gains the X-Discipline tag, and can be initiated through either discipline.


Fortify Moderate Wounds
Ideal Heart, Organic Repast (Boost, Counter) [X-Discipline]
Level: 2
Prerequisite: See text
Initiation Action: 1 swift or immediate action; see text
Range: Personal
Target: You
Duration: Instantaneous
With but a moment's thought, you repair your damaged body a bit.

As a swift action, you heal yourself for 2d6+your initiator level hit points. This healing is capped at 2d6+10 hp at initiator level 10.

Alternatively, you may heal yourself for 1d6+your initiator level hit points as an immediate action. The initiator level cap is still 10 when the maneuver is initiated in this fashion.

A xenotheric creature can add 1 die to its healing amount by spending a bio-energy charge, but only if it initiates this maneuver as an Organic Repast maneuver.

If this maneuver is initiated as an Ideal Heart maneuver, its range becomes "Touch", and it can be used to heal either the initiator or one willing creature.

When learning this maneuver, if you do not have at least one other maneuver of both the Organic Repast and Ideal Heart disciplines, you must designate this maneuver as an Organic Repast or Ideal Heart maneuver. It is locked as belonging to that discipline afterwards, and does not gain the X-Discipline tag and start being treated as belonging to both disciplines unless and until you learn at least one maneuver from the other discipline. If you already know at least one other Organic Repast maneuver and at least one other Ideal Heart maneuver upon learning this maneuver, it immediately gains the X-Discipline tag, and can be initiated through either discipline.


Fortify Serious Wounds
Ideal Heart, Organic Repast (Boost, Counter) [X-Discipline]
Level: 3
Prerequisite: See text
Initiation Action: 1 swift or immediate action; see text
Range: Personal
Target: You
Duration: Instantaneous
With but a moment's thought, you repair your damaged body.

As a swift action, you heal yourself for 3d6+your initiator level hit points. This healing is capped at 3d6+15 hp at initiator level 15.

Alternatively, you may heal yourself for 2d6+your initiator level hit points as an immediate action. The initiator level cap is still 15 when the maneuver is initiated in this fashion.

A xenotheric creature can add 1 die to its healing amount by spending a bio-energy charge, but only if it initiates this maneuver as an Organic Repast maneuver.

If this maneuver is initiated as an Ideal Heart maneuver, its range becomes "Touch", and it can be used to heal either the initiator or one willing creature.

When learning this maneuver, if you do not have at least one other maneuver of both the Organic Repast and Ideal Heart disciplines, you must designate this maneuver as an Organic Repast or Ideal Heart maneuver. It is locked as belonging to that discipline afterwards, and does not gain the X-Discipline tag and start being treated as belonging to both disciplines unless and until you learn at least one maneuver from the other discipline. If you already know at least one other Organic Repast maneuver and at least one other Ideal Heart maneuver upon learning this maneuver, it immediately gains the X-Discipline tag, and can be initiated through either discipline.


Immunity Surge
Organic Repast (Counter)
Level: 3
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: 1 round or until discharged
As the venomous fangs sink into your flesh, you swiftly focus your body's defenses to that location, so the toxin can be fought off before it does any damage.

You gain a +6 bonus to your next Fortitude save in this round against a disease, poison, or blight, regardless of whether it is mundane or supernatural. This bonus stacks with any other such bonuses, including the Immunopromotion stance. Once the saving throw is made, this maneuver is discharged, regardless of whether you succeeded or failed.

If you are a xenotheric creature, you may spend bio-energy charges to increase the bonus from this maneuver by +4 for each bio-energy charge spent.


Immunopromotion
Organic Repast (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
By refocusing your chi, you bolster your immune system and strengthen it against microscopic threats.

You gain a +4 bonus to Fortitude saves against all diseases and poisons, including supernatural ones, while in this stance. (This bonus also applies to saves against blights.)


Instant Antibodies
Organic Repast (Counter)
Level: 1
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: 1 round or until discharged
As the venomous fangs sink into your flesh, you swiftly focus your body's defenses to that location, so the toxin can be fought off before it does any damage.

You gain a +2 bonus to your next Fortitude save in this round against a disease, poison, or blight, regardless of whether it is mundane or supernatural. This bonus stacks with any other such bonuses, including the Immunopromotion stance. Once the saving throw is made, this maneuver is discharged, regardless of whether you succeeded or failed.

If you are a xenotheric creature, you may spend bio-energy charges to increase the bonus from this maneuver by +2 for each bio-energy charge spent.


Jitterbug
Organic Repast, Diamond Mind, Dancing Goddess, Desert Wind (Boost) [X-Discipline, Time]
Level: 6
Prerequisite: Three Organic Repast, Diamond Mind, Dancing Goddess, or Desert Wind maneuvers
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: See text
One moment, fractured into two. A series of steps, transformed from a motion to a martial dance. You ready yourself for your enemies, setting aside the time you need to execute your techniques.

By performing this maneuver, you transform a single move action (specifically, the move action used to initiate this maneuver) into two swift actions or one standard action. The swift actions can be performed at any point during this turn, and if you elect to do so, you may convert one of those swift actions into an immediate action to be used before your next turn. If you use this maneuver to convert a move action to a standard action, that standard action must be taken immediately.

No matter what mechanism you use to refresh maneuvers or what maneuver-granting items you may have access to, you may only use jitterbug once in any given round. (Thus, a warblade can't use this maneuver to take a huge number of actions in a single round.)


Martial Blitz
Iron Heart, Organic Repast, Essential Cut (Strike, Boost) [X-Discipline]
Level: 7
Prerequisite: Three Iron Heart, Organic Repast, or Essential Cut maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Target: As full attack (see text)
Duration: Instantaneous and 1 round; see text
You exert additional martial energy, and lash out with a massive series of blows.

As part of this maneuver, make a full attack and expend another maneuver. Instead of the normal number of attacks you would get for your full attack via your base attack bonus, you get one attack per level of the expended maneuver. (For example, expending a level 1 maneuver would entitle you to only one attack; expending a level 5 maneuver would entitle you to 5 attacks; expending a level 7 maneuver would entitle you to 7 attacks... you should get the idea.) These attacks are all made at your highest attack bonus. You still get additional attacks from sources other than your base attack bonus (such as haste) as normal. All options that would be available to you during a full attack (namely, switching targets or using special combat options like tripping and disarming) are available to you during this maneuver.

In addition, you receive 1 extra attack of opportunity for this round for every level of the expended maneuver (a level 1 maneuver grants 1 extra attack of opportunity, a level 3 maneuver grants 3 extra attacks of opportunity, and so on and so forth).

If you are xenotheric, you may take a point of bio-energy drain to make two attacks and gain two attacks of opportunity per level of the maneuver expended to fuel martial blitz.

If you have at least one level in the Carnage Zealot class and know at least two other Essential Cut maneuvers, you may invest essentia into this maneuver. You make one additional attack and gain one additional attack of opportunity for each point of essentia invested into this maneuver (or two if you took a point of bio-energy drain). After martial blitz is resolved, the invested essentia is returned to your essentia pool. (If you're a Carnage Zealot and don't have an essentia pool, something is very, very wrong with your character. Seriously, how the hell did you do that?!?)

As a final note, when you initiate this maneuver, both martial blitz and one other maneuver you have readied (and granted, if a crusader) are expended. The benefit of martial blitz is entirely dependent on the level of the maneuver expended alongside it. Martial blitz cannot be initiated if it is your only available maneuver, even if you have essentia available to invest in it. You may only expend one other maneuver when you initiate martial blitz. The second maneuver is not itself considered to have been initiated, so none of its usual effects apply. You cannot expend a stance, so you cannot use a stance alongside martial blitz. You can use martial blitz while already in a stance; you just can't enter a stance as part of the same action you use to initiate martial blitz. See synostodweomer[2] and arcane aura for more information.


Molecular Bomb
Organic Repast (Strike) [Acid]
Level: 3
Initiation Action: 1 standard action
Range: Melee attack
Target or Area: One creature: variable spread; see text
Duration: Instantaneous
Saving Throw: Reflex half; see text

As your weapon strikes home, your target's flesh bubbles and boils before bursting open, letting loose a deluge of digestive juices.

When you use this strike, you channel overwhelming digestive enzymes into the body of your foe. In addition to dealing normal melee damage with your attack, you cause a deluge of enzymes to erupt from your enemy's body in a spread. (For game purposes, these enzymes are treated just like acid.) The radius of the spread is determined by the size of the target creature, as indicated on the table below. All creatures in the area, including your enemy, take 6d6 points of acid damage, with a Reflex save (DC 13 + your Con modifier) for half. This radius is centered on the creature's position. You have immunity to the acid damage from your own molecular bomb.

This maneuver is a supernatural ability.

Molecular Bomb area
Size Spread Radius
Small or smaller 5 feet
Medium 10 feet
Large 20 feet
Huge 30 feet
Gargantuan 40 feet
Colossal 50 feet
This manuever is functionally identical to death mark[1], except for doing acid damage instead of fire damage.


Mystical Blight
Occult Sovereignty, Organic Repast (Strike) [X-Discipline, Evil]
Level: 8
Prerequisite: A total of three maneuvers from the Organic Repast and Occult Sovereignty disciplines
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude negates

Enjoy your magic while you can, boy! You won't have it - or your life - much longer!

As a standard action, you charge your blade with necromantic energy, after which you make a single melee attack. If your attack hits, your target must succeed on a Fortitude save (DC = 18 + your Int modifier (if initiating this maneuver as an Occult Sovereignty maneuver) or your Con modifier (if initiating this maneuver as an Organic Repast maneuver)) or contract one of the following diseases (your choice): caster decay, caster's headache, corpseblood mold, wild plague, or soul burn. A disease inflicted through this maneuver is treated for all intents and purposes like a blight, meaning that it is extremely deadly and difficult to cure. (Soul burn is already a blight, and is not altered by being inflicted by this maneuver.) The Fortitude save DC of this maneuver is used as the DC of the initial save against the blight, and if the opponent fails, the blight's Stage 1 effects (including the first round of damage) begin immediately with no incubation period. If the opponent succeeds on the Fortitude save against this maneuver by 10 or more, it is not infected at all. Subsequent saves are made at the normal intervals, against the disease's normal DC plus 6 or the save DC of this maneuver, whichever is higher. However, due to this maneuver inflicting a blight, once infection has taken hold and reached Stage 1, it cannot be removed without the assistance of extremely powerful healing magic.

If you attempt to use this maneuver again to infect the same creature with the same blight, or you use it to attempt to infect a creature with a blight that it already has (including the disease variant from mystical plague or any other source), and the target fails its save, you cause a reduced instantaneous effect, depending on the blight:

  • Caster Decay: Your target loses 5 spell slot(s) of the highest level(s) he or she can cast as if he or she had cast those spells. If the target prepares spells and has multiple spell slots of those levels, he or she chooses which spells are lost. Unlike spell slots lost through the blight, these spell slots are not "drained" - they are simply lost, and can be refreshed the next day (or by any means capable of refreshing expended spell slots). However, if you deprive your target of his or her last spell slot in this way, your target immediately starts to generate an antimagic field and begins hungering for magic, as the penultimate stage of the blight, until he or she is able to somehow regain a usable spell slot. If your target was already out of usable spell slots when you used this maneuver, nothing happens.
  • Caster's Headache: Your target gains 5 spellstrained levels. Unlike spellstrained levels caused through the blight, these spellstrained levels are not permanent and can be cured through normal means, including rest. However, if the target's total spellstrained levels equal or exceed its caster level + 1, it immediately disintegrates into virulent green mist. (This mist will not harm you if you are not a spellcaster yourself. If you are... way to go, genius, you just potentially signed your own death sentence.)
  • Corpseblood Mold: Your target takes 1d4+2 points of Intelligence, Wisdom, and Charisma damage. (Unlike subsequent saves against corpseblood mold itself, Fortitude saves against infection through this maneuver while already sick do benefit from the victim's increased Constitution. A successful redundant corpseblood mold infection does not increase the victim's Constitution.) If any of the target's mental ability scores are reduced to 0, it becomes a corpseblood gel.
  • Wild Plague: Your target rolls five times on the wild surge table when he casts his next spell, and all five wild surge results take effect.
  • Soul Burn: Your target immediately takes 6d6 vile fire damage (in addition to damage from the attack itself; half or all of this vile fire damage is promptly doubled due to soul burn's effects) and 2d4−1 points of Intelligence, Wisdom, and Charisma damage (half or all of which is promptly converted to ability burn by soul burn's effects). If any of the target's mental ability scores are reduced to 0 as a consequence of this damage/burn, or its hit points are reduced to −10 (or whatever its death threshold happens to be), it immediately erupts into unquenchable flames that completely consume the target (but nothing else) by the end of your action, burning both its body and soul so thoroughly that resurrection methods requiring remains will not work, and resurrection methods that do not require remains have only a 50% chance to work; if such a method fails, the victim cannot be brought back to life by mortal magic. (Note that as a genuine blight, soul burn itself does not inflict ability damage, but instead imposes ability penalties. This is why a redundant soul burn infection can cause more ability damage than a redundant corpseblood mold infection.)

You can use this maneuver multiple times to infect a target with multiple blights. If you do, all of the blights operate simultaneously, and each blight has its full effect. (Be warned that corpseblood mold may make other blights easier to resist!)

If your attack misses or your target succeeds on its Fortitude save by 10 or more, the necromantic energy dissipates harmlessly, and no blight is transmitted. If your target made the save, your attack is resolved as normal.

This maneuver is a supernatural ability. If you use it to inflict soul burn, it gains the [Fire] descriptor.


Mystical Plague
Occult Sovereignty, Organic Repast (Strike) [X-Discipline, Evil]
Level: 3
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude negates

Enjoy your magic while you can, boy! You won't have it much longer!

As a standard action, you charge your blade with necromantic energy, after which you make a single melee attack. If your attack hits, your target must succeed on a Fortitude save (DC = 13 + your Int modifier (if initiating this maneuver as an Occult Sovereignty maneuver) or your Con modifier (if initiating this maneuver as an Organic Repast maneuver)) or contract one of the following diseases (your choice): caster decay, caster's headache, corpseblood mold, or wild plague. The Fortitude save DC of this maneuver is used as the DC of the initial save against the disease, and if the opponent fails, the disease's effects (including the first round of damage) begin immediately with no incubation period. Subsequent saves are made at the normal intervals, against the disease's normal DC or the save DC of this maneuver, whichever is lower.

If you attempt to use this maneuver or mystical blight again to infect the same creature with the same disease (or its blight variant), or you use it to attempt to infect a creature with a disease that it already has, you cause a reduced instantaneous effect, depending on the disease:

  • Caster Decay: Your target loses 1 spell slot of the highest level he or she can cast as if he had cast that spell. If the target prepares spells and has multiple spell slots of that level, he or she chooses which spell is lost. This spell slot is not "drained" - it is simply lost, and can be refreshed the next day (or by any means capable of refreshing expended spell slots). However, if you deprive your target of his or her last spell slot in this way, your target immediately starts to generate an antimagic field and begins hungering for magic until he or she is able to somehow regain a usable spell slot. If your target was already out of usable spell slots when you used this maneuver, nothing happens.
  • Caster's Headache: Your target gains 1 spellstrained level. Unlike spellstrained levels caused through the disease, this spellstrained level is not permanent and can be cured through normal means, including rest. However, if the target's total spellstrained levels equal or exceed its caster level + 1, it immediately disintegrates into virulent green mist. (This mist will not harm you if you are not a spellcaster yourself. If you are... way to go, genius, you just potentially signed your own death sentence.)
  • Corpseblood Mold: Your target takes 1 point of Intelligence, Wisdom, and Charisma damage. (Unlike subsequent saves against corpseblood mold itself, Fortitude saves against infection while already sick do benefit from the victim's increased Constitution. A successful redundant corpseblood mold infection does not increase the victim's Constitution.) If any of the target's mental ability scores are reduced to 0, it becomes a corpseblood gel.
  • Wild Plague: Your target rolls twice on the wild surge table when he casts his next spell, and both wild surge results take effect.

You can use this maneuver multiple times to infect a target with multiple diseases. If you do, all of the diseases operate simultaneously, and each disease has its full effect. (Be warned that corpseblood mold may make other diseases easier to resist!)

If your attack misses or your target succeeds on its Fortitude save, the necromantic energy dissipates harmlessly, and no disease is transmitted. If your target made the save, your attack is resolved as normal.

This maneuver is a supernatural ability. If used as an Organic Repast maneuver, it lacks the Evil descriptor.


Organ Smasher
Organic Repast, Tiger Claw (Strike) [X-Discipline]
Level: 7
Prerequisite: One Organic Repast maneuver, three Tiger Claw maneuvers, Heal 6 ranks, Martial Lore 10 ranks, Strength 15, Dexterity 12
Initiation Action: See text
Range: Melee reach
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude negates or Fortitude partial; see text.

You swing your weapon directly towards your enemy's neck.

You make a single melee attack aimed directly at one of your opponent's organs, your choice. If you hit, your opponent must make a Fortitude save or suffer an effect dependent on where you hit. The initiation time of this maneuver depends on where you try to hit.

  • Heart: Full-round action. If your opponent fails their Fortitude save, they die instantly. However, the sternum exists to prevent such a thing from happening, and you have to hit extra-hard to actually pierce it; the save DC is decreased by 1 unless you score a critical hit.
  • Spinal Cord: Full-round action, can only be chosen if you would be able to perform a sneak attack (you do not actually need the ability to sneak attack). If your opponent fails their Fortitude save, they are permanently paralyzed, and only a greater restoration, DC 30+damage dealt Heal check, or stronger effect can cure them. The spinal cord isn't exactly capable of repairing itself.
  • Brain: Standard action. If your opponent fails their Fortitude save, they take 2d10 Intelligence and Wisdom drain. If your opponent rolls a natural 1 on their Fortitude save, or you score a critical hit, they instead die instantly. You take a −3 penalty to the attack roll.
  • Lungs: Standard action. If your opponent fails their Fortitude save, the lung is wounded and torn, and begins to be flooded with blood. The foe will drown in 1 minute unless given prompt medical attention (magical healing that restores at least as much damage as your attack did, or a Heal check with a DC equal to 10 + the damage your attack did). If your opponent rolls a natural 1 on their Fortitude save, or you score a critical hit, your opponent begins drowning instantly.
  • Stomach: Standard action. If your opponent fails their Fortitude save, the stomach is severely ruptured to the point where they literally cannot hold their food down. The foe is nauseated for 2 days per initiator level (3 days per initiator level if your opponent rolls a natural 1 on their Fortitude save or you score a critical hit, or 4 days per initiator level if your opponent rolls a natural 1 on their Fortitude save and you score a critical hit).
  • Groin: Standard action. If your opponent fails their Fortitude save, they become sterile forever, and more importantly (for you), they collapse prone and are wracked with pain to the point of complete and total helplessness for 1 round per 2 initiator levels (1 round per initiator level if you score a critical hit). Even on a successful save, the foe is wracked with pain, falling prone and becoming helpless for 1 round. You take a −1 penalty to the attack roll.


Paralyze Limbs
Essential Cut, Organic Repast (Strike) [X-Discipline]
Level: 4
Prerequisite: One Essential Cut or Organic Repast Maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round/level or until saved
Saving Throw: Will negates

You disrupt the continuity of the target's soul in their legs/wings/whatever, and they find that they can't move.

Make a normal melee attack. If it hits, the target becomes immobilized for 1 round/level. The target may make a Will save at the beginning of each of its turns to end the immobilization early.

This maneuver is supernatural.


Passive Immunity
Organic Repast (Counter)
Level: 5
Prerequisite: Two Organic Repast maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: 1 round
Anticipating the mummy's horrible slam, you flood your system with antibodies so that the mummy rot will be driven off before it even begins.

You gain a +6 bonus to Fortitude saves (or any other kind of saving throw, for that matter) against diseases, poisons, and blights, regardless of whether they are mundane or supernatural, until the start of your next turn. This bonus stacks with any other such bonuses, including the Immunopromotion stance.

If you are a xenotheric creature, you may spend bio-energy charges to increase the bonus from this maneuver by +4 for each bio-energy charge spent.


Quick Poison
Organic Repast (Boost)
Level: 1
Initiation Action: Swift
Range: Personal
Target: Your weapon
Duration: Instantaneous
You quickly dip your weapon in your poison vial. The poison sticks to the weapon as though you'd spent an hour carefully slathering it on.

As part of this maneuver, you apply a poison to your weapon. You must have the poison to be applied on hand when you initiate this maneuver, or the maneuver fails and is wasted.

If you are xenotheric, you can take 1 point of bio-energy drain to generate a poison within your own body and instantaneously apply it to the weapon. If your body would actually be capable of generating the poison in question (for example, you are some sort of spider or poison-dart frog... okay, actually, that your creature description indicates that you can use the poison in some sort of creature-intrinsic attack), you only pay a bio-energy charge (it is not drained). Either way, this maneuver is a supernatural ability when used in this fashion.

You cannot use this maneuver to generate a poison that you cannot otherwise naturally produce unless its save DC is equal to or less than your initiator level plus 10. If using the Better Poison Implementation rules, use the poison's base DC (not the creature DC) to determine whether or not you can generate it with this maneuver.


Sever
Organic Repast (Strike)
Level: 8
Prerequisite: Three Organic Repast Maneuvers, Heal 10 ranks
Initiation Action: Standard Action
Range: Melee Range
Target: One Creature
Duration: Instantaneous
Saving Throw: None
The sound of your blade tearing flesh is not one foreign to you. But this time, it sounds...crisper. Clean. Brutal. Absolute. ...flawless.

Make a Heal check against your target's AC. Then make an attack roll against their AC. If both succeed, the target is decapitated. If done by a slashing weapon, it is cleaved off expectedly. Piercing is more gruesome, as you impale the neck, and dig and drive until the head is torn off. Bludgeoning simply bashes it off, and an unarmed attack has you tear it off. The other types are up to your imagination.

If the Heal check fails, but the attack lands, it's a normal melee attack.

If the Heal check succeds, but the attack misses, you may try the attack again any time within the next round, but you have to choose the same target.


Shadow Infection
Shadow Hand, Organic Repast (Strike) [X-Discipline, Darkness]
Level: 3
Prerequisite: One Shadow Hand maneuver, two Organic Repast maneuvers
Initiation Action: Standard
Range: Melee attack
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude negates

You will succumb to the embrace of the shadows.

As part of this maneuver, make a single melee attack. If it hits, your target must make a Fortitude save (DC = 13 + your Dexterity or Constitution modifier, whichever is better) or immediately contract shadowfade sickness, which takes effect immediately with no incubation period.

If you use this maneuver on a creature that already has shadowfade sickness and it fails its Fortitude save, its reality loss increases by 10%. If it reaches 100% reality loss and is on a plane coterminous with the Plane of Shadow, it immediately sublimates into haze on the Plane of Shadow, effectively killing it.

This maneuver is a supernatural ability.


Shutdown Squeeze
Chthonic Serpent, Organic Repast (Strike) [X-Discipline]
Level: 7
Prerequisite: Three Chthonic Serpent maneuvers, three Organic Repast maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial

You are getting sleepy… very sleepy… soon, you will belong to me.

This maneuver works similarly to bonds of Jörmungandr, except that instead of dealing Strength and Constitution damage and attempting to kill the target, it injects the target with a single dose of Shutdown Serum for each successful grapple check you make. Your target is entitled to Fortitude saves to resist the poison as normal (DC = 20 or 17 + your Constitution modifier, whichever is higher), though successful Fortitude saves do not end the maneuver. The maneuver ends as soon as the foe succeeds on a grapple check, receives a 15th dose of Shutdown Serum (and therefore crosses the "lethality" threshold and succumbs to permanent unconsciousness), or you have made a number of grapple checks equal to ¼ your initiator level, rounded down.

This maneuver always takes a full-round action, even if the foe breaks free (or succumbs) on the very first or second grapple check.

A xenotheric creature can spend bio-energy points to increase the save DC by 2 per spent bio-energy point. This save DC increase lasts for the entire duration of the maneuver, but no longer (so it doesn't influence secondary saves against the Shutdown Serum).


Slowdeath Strike
Organic Repast (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: See text
Saving Throw: Fortitude negates
You are already dead.

As a standard action, you charge your blade with poison, then make a single melee attack. If it hits, your target has been dosed with slow death[3], and must make a Fortitude save against a DC of 12 + your Con modifier to fight it off. On a failure, the target takes an extra 1d6 points of damage from the poison. Each round thereafter, at the beginning of your turn, the victim must repeat the saving throw, taking 1d6 points of damage on a failure. On a successful save, the poison's effects end. The poison lingers for up to 5 rounds.

If you are a xenotheric creature, you can pay bio-energy charges for the following effects:

  • Increase the save DC by 1
  • Increase the damage die by 1 step, to a maximum of d20 (incurs bio-energy drain)
  • Increase the maximum potential duration by 1 round

Each bio-energy charge can only apply 1 of the above effects. For instance, you could pay 1 bio-energy charge to increase the save DC by 1 and pay 1 more bio-energy charge to increase the maximum potential duration by 1 round, or pay 2 bio-energy charges to increase the save DC by 2 or increase the maximum potential duration by 2 rounds, but paying 2 bio-energy charges wouldn't increase the save DC by 2 and increase the maximum potential duration by 2 rounds.


Synostokiai
Iron Heart, Organic Repast, Essential Cut (Boost) [X-Discipline]
Level: 7
Prerequisite: Three Iron Heart, Organic Repast, or Essential Cut maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous
With a sharp exhalation, you relax your martial focus a little. Even as you feel your martial energy slip away, you feel like your body has been renewed.

As you initiate this maneuver, you expend another maneuver as part of the same swift action. You heal yourself for 1d6 damage per level of the expended maneuver.

If you are xenotheric, you may pay a single bio-energy charge to heal yourself for 2d6 damage per level of the expended maneuver.

If you have at least one level in the Carnage Zealot class and know at least two other Essential Cut maneuvers, you may invest essentia into this maneuver. If you do, you add 1d6 damage healed per point of invested essentia (or 2d6 damage healed per point of invested essentia if you also paid a bio-energy charge). Once the effects of synostokiai are resolved, the invested essentia is returned to your essentia pool. (If you're a Carnage Zealot and don't have an essentia pool, something is very, very wrong with your character. Seriously, how the hell did you do that?!?)

As a final note, when you initiate this maneuver, both synostokiai and one other maneuver you have readied (and granted, if a crusader) are expended. The benefit of synostokiai is entirely dependent on the level of the maneuver expended alongside it. Synostokiai cannot be initiated if it is your only available maneuver, even if you have essentia available to invest in it. You may only expend one other maneuver when you initiate synostokiai. The second maneuver is not itself considered to have been initiated, so none of its usual effects apply. You cannot expend a stance, so you cannot use a stance alongside synostokiai. You can use synostokiai while already in a stance; you just can't enter a stance as part of the same swift action you use to initiate synostokiai. See synostodweomer[2] and arcane aura for more information.


Venom Crush
Organic Repast (Strike)
Level: 9
Prerequisite: Four Organic Repast maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous; see text
Saving Throw: Fortitude negates; see text
My venom courses through your veins.

Make a single melee attack. If it hits, your target must make a Fortitude save (DC = 19 + your Con modifier) or take 50 points of damage and 3d6 Constitution damage (in addition to your normal attack damage). 1 minute later, the target must succeed on a second Fortitude save, with the same DC as the first, or die outright. The extra damage, Con damage, and instant death are all poison effects, and are resisted accordingly.


  1. 1.0 1.1 1.2 1.3 Tome of Battle: Book of Nine Swords Cite error: Invalid <ref> tag; name "tob" defined multiple times with different content Cite error: Invalid <ref> tag; name "tob" defined multiple times with different content
  2. 2.0 2.1 Spell Compendium
  3. Complete Scoundrel