Diamond Mind

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Diamond Mind maneuvers allow a warrior to use her cunning, intellect, and feel for the battlefield against her enemies. Time seems to flow slower to a Diamond Mind initiate. The katana, rapier, shortspear, and trident are this discipline’s favored weapons. Concentration is the Diamond Mind discipline’s key skill.

ACTION BEFORE THOUGHT
Diamond Mind (Counter)
Level: Swordsage 2, warblade 2
Initiation Action: 1 immediate action
Range: Personal
Target: You

Your supreme sense of the battlefield, unmatched martial training, and simple, intuitive sense of danger allow you to act faster than the speed of thought. When a spell or other attack strikes you, you move a split second before you are even aware of the threat.

You can use this maneuver any time you would be required to make a Reflex save. Roll a Concentration check instead of the Reflex save and use the result of that check to determine the save’s success.

You must use this maneuver before you roll the Reflex save. A result of a natural 1 on your Concentration check is not an automatic failure. You may still fail the save if your Concentration check’s results are lower than the save DC.

AVALANCHE OF BLADES
Diamond Mind (Strike)
Level: Swordsage 7, warblade 7
Prerequisite: Three Diamond Mind maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature

In a flashing blur of steel, you unleash a devastating volley of deadly attacks against your enemy, striking it again and again with superhuman speed.

You lash at an opponent. If your attack hits, you repeat the same attack again and again, allowing you to score multiple hits in a blur of activity. Unfortunately, as soon as an attack misses, your tempo breaks, and this delicate maneuver crumbles into a flurry of wasted motion.

As part of this maneuver, you make a single melee attack against an opponent. If that attack hits, resolve your damage as normal. You can then make another attack against that foe with a –4 penalty on your attack roll. If that attack hits, you can make another attack against that opponent with a –8 penalty. You continue to make additional attacks, each one with an additional –4 penalty, until you miss or your opponent is reduced to –1 hit points or fewer. You must direct all these attacks at a single foe.

BOUNDING ASSAULT
Diamond Mind (Strike)
Level: Swordsage 4, warblade 4
Prerequisite: Two Diamond Mind maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature

You spring across the battlefield in a blur, pausing only to deliver a deadly attack.

As part of this maneuver, make a double move. After you move, you can also make a melee attack. You gain a +2 bonus on this attack. This maneuver is considered a charge attack when determining if feats and other abilities apply to your attack, even though it isn’t subject to any of the normal restrictions or penalties of a charge.

DIAMOND DEFENSE
Diamond Mind (Counter)
Level: Swordsage 8, warblade 8
Initiation Action: 1 immediate action
Range: Personal
Target: You

You steel yourself against an opponent’s spell, drawing on your focus and training to overcome its effect.

You can initiate this maneuver any time you would be required to make a saving throw. You gain a bonus on that save equal to your base attack bonus. You must use this maneuver before you roll the saving throw.

DIAMOND NIGHTMARE BLADE
Diamond Mind (Strike)
Level: Swordsage 8, warblade 8
Prerequisite: Three Diamond Mind maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature

You spot a single fatal flaw in your opponent’s defenses. With a single attack, you put all the force of your supreme focus into a single, crippling blow.

You must make a Concentration check as part of this maneuver. The DC of this check is the target creature’s AC. You then make a single melee attack against your target, also as part of the maneuver. If your Concentration check succeeds, this attack deals four times your normal melee damage. If your check fails, your attack is made with a –2 penalty and doesn’t deal any additional damage.

If your strike is a critical hit, you stack the multipliers as normal. For example, a critical hit with a longsword (a ×2 multiplier) would cause this strike to deal five times your normal melee damage.

DISRUPTING BLOW
Diamond Mind (Strike)
Level: Swordsage 5, warblade 5
Prerequisite: Two Diamond Mind maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Saving Throw: Will negates
Duration: 1 round

With a combination of brute force, keen timing, and exacting aim, you force your opponent into an awkward position that ruins his next action.

As part of this maneuver, you make a melee attack. If this attack hits, your target takes normal melee damage and must make a Will save (DC 15 + your Str modifier) or be unable to take any actions for 1 round. The target does not suffer any other drawbacks or penalties. He can still make attacks of opportunity but is unable to take immediate actions until his next turn. If the target is under an effect that grants additional actions, that effect is suppressed for the duration of this maneuver.

EMERALD RAZOR
Diamond Mind (Strike)
Level: Swordsage 2, warblade 2
Prerequisite: One Diamond Mind maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature

You stare at your enemy, studying his every move. You mentally probe his defenses in search of a weakness. A lesser warrior could spent long minutes pondering this problem, but you see an opening and seize upon it in an instant.

Your understanding of combat, your keenly honed mind, and your capability to read your opponents make you a deadly combatant. When you focus your mind, even the most elusive opponent becomes an easy target.

As part of this maneuver, make a single melee attack against an opponent. This is a touch attack rather than a standard melee attack. If you hit, you deal normal melee damage.

HEARING THE AIR
Diamond Mind (Stance)
Level: Swordsage 5, warblade 5
Prerequisite: Two Diamond Mind maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Your perception becomes so fine that you can hear the tiniest flutter of air moving past you. Invisible foes and other hidden threats become as plain as day in the area of your heightened senses.

Drawing on your combat training, sharpened senses, and capability to predict your enemy’s moves, you become a faultless sentinel on the battlefield. Even the smallest detail or stealthiest enemy cannot hope to evade your notice.

While you are in this stance, you gain blindsense out to 30 feet and a +3 competence bonus on Perception checks.

INSIGHTFUL STRIKE
Diamond Mind (Strike)
Level: Swordsage 3, warblade 3
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature

You study your opponent and spot a flaw in her technique. Using your training and focus rather than your physical power, you take advantage of this weakness with a quick decisive strike.

As part of this maneuver, make a melee attack. If this attack hits, you do not deal normal damage. Instead, you make a Concentration check and deal damage equal to the check result. Your Strength modifier, your weapon’s magical properties (if any), and any other extra damage you normally deal do not modify this check (including extra damage from class abilities, feats, or spells). If the melee attack roll was a critical threat, and you confirmed it, multiply the Concentration check’s results by your weapon’s critical modifier.

INSIGHTFUL STRIKE, GREATER
Diamond Mind (Strike)
Level: Swordsage 6, warblade 6
Prerequisite: Two Diamond Mind maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature

Your keen eye picks out the slightest imperfection in your opponent’s defenses. Your weapon becomes a tool of your mind.

This maneuver functions like insightful strike, except that you deal damage equal to 2 × your Concentration check result. If the attack roll was a critical threat, and you confirmed it, stack the multipliers as normal. For example, a critical hit with a longsword (a ×2 multiplier) would cause this strike to deal damage equal to 3 × your Concentration check result.

MIND OVER BODY
Diamond Mind (Counter)
Level: Swordsage 3, warblade 3
Initiation Action: 1 immediate action
Range: Personal
Target: You

Your training and mental toughness allow you to overcome physical threats with the raw power of your mind.

You can use this maneuver any time you would be required to make a Fortitude save. Make a Concentration check instead of the Fortitude save and use the result of that check to determine the save’s success. You must use this maneuver before you attempt the Fortitude save. A result of a natural 1 on your Concentration check is not an automatic failure.

MIND STRIKE
Diamond Mind (Strike)
Level: Swordsage 4, warblade 4
Prerequisite: Two Diamond Mind maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Saving Throw: Will negates

You strike your opponent’s head, rattling his senses and causing him to lose focus.

As a warrior who fights with your mind as well as your brawn, you know that attacking a foe’s senses is just as valuable as sapping his strength. With this attack, you leave an opponent befuddled and vulnerable.

As part of this maneuver, make a melee attack. If this attack hits, your target must make a Will save (DC 14 + your Str modifier) or take 1d4 points of Wisdom damage. The target ignores the Wisdom damage on a successful save but still takes weapon damage normally.

MOMENT OF ALACRITY
Diamond Mind (Boost)
Class: Swordsage 6, warblade 6
Prerequisite: Two Diamond Mind maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous

You step into a space between heartbeats and act again while your enemies are still reacting to your last strike.

You can improve your initiative count for the next round and all subsequent rounds of the current encounter. When you initiate this maneuver, your initiative count improves by 20, and your place in the initiative order changes accordingly.

This modifier applies at the end of the round. Your place in the initiative order changes to reflect moment of alacrity’s effect starting with the next round.

MOMENT OF PERFECT MIND
Diamond Mind (Counter)
Level: Swordsage 1, warblade 1
Initiation Action: 1 immediate action
Range: Personal
Target: You

Your mental focus and martial study have rendered your will into an unbreakable iron wall. When magic seeks to erode your willpower, you can draw on untapped reserves of energy to counter the attempt.

You can use this maneuver any time you would be required to make a Will save. Make a Concentration check instead of the Will save and use the result of that check to determine the save’s success. You must use this maneuver before you attempt the Will save. A result of a natural 1 on your Concentration check is not an automatic failure.

PEARL OF BLACK DOUBT
Diamond Mind (Stance)
Level: Swordsage 3, warblade 3
Prerequisite: One Diamond Mind maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You prey on your opponents’ fear and lack of confidence. Each failed attack against you reminds them that their skill cannot hope to match yours.

When you enter this stance, you become more difficult to hit with each successive attack that misses you. Each time an opponent misses you with a melee attack, you gain a +2 dodge bonus to AC. This bonus lasts until the start of your next turn and is cumulative for the round. The bonus applies to any attacks made by all opponents until the beginning of your next turn.

QUICKSILVER MOTION
Diamond Mind (Boost)
Level: Swordsage 7, warblade 7
Prerequisite: Three Diamond Mind maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You

In the blink of an eye, you make your move. Your speed, acuity, and drive allow you to act with greater speed and confidence than other warriors.

This maneuver requires a swift action to initiate. You can take a free move action after you initiate this maneuver. You can use any of the options available for a move action. You can then use the rest of your actions as normal. For example, you could use this maneuver to move next to a foe, then take a full attack action. You could move, then make a charge attack, and so forth. The move action you gain from this maneuver provokes attacks of opportunity as normal.

RAPID COUNTER
Diamond Mind (Counter)
Level: Swordsage 5, warblade 5
Initiation Action: 1 immediate action
Range: Personal
Target: You

You lash out, your weapon a blur, hammering at the slightest gap that appears in your foe’s defenses.

This maneuver allows you to make a free attack against a reckless enemy. When a foe provokes an attack of opportunity from you, you can initiate this maneuver. As part of this maneuver, you make an immediate melee attack against the foe that provoked the attack of opportunity. This attack does not replace the normal attack of opportunity you receive. You can also use this maneuver before making your normal attack of opportunity when an opponent provokes (or vice versa).

The attack granted by the maneuver is not an extra attack of opportunity. You can initiate this maneuver before, after, in addition to, or instead of making an attack of opportunity against an opponent (thus possibly saving your attack of opportunity to use against another enemy later in the round).

RUBY NIGHTMARE BLADE
Diamond Mind (Strike)
Level: Swordsage 4, warblade 4
Prerequisite: Two Diamond Mind maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature

By intently analyzing your foe’s stance and moves, you find the precise spot that you must strike to end the fight with a decisive blow.

You attempt a Concentration check as part of this maneuver, using the target creature’s AC as the DC of the check. You then make a single melee attack against your target. This attack is also made as part of this maneuver. If your Concentration check succeeds, this melee attack deals double normal melee damage. If your check fails, your attack is made with a –2 penalty and deals only normal melee damage.

If your strike is a critical hit, you stack the multipliers as normal. For example, a critical hit with a longsword (a ×2 multiplier) would cause this strike to deal three times your normal melee damage.

SAPPHIRE NIGHTMARE BLADE
Diamond Mind (Strike)
Level: Swordsage 1, warblade 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature

Your study your enemy for a brief moment, watching his defensive maneuvers and making a strike timed to take advantage of a lull in his vigilance.

The sapphire nightmare blade is one of the most basic, but important, maneuvers that a Diamond Mind adept studies. It illustrates that a keen mind can pierce even the toughest defenses.

You attempt a Concentration check as part of this maneuver, using the target creature’s AC as the DC of the check. You then make a single melee attack against your target. The attack is also part of this maneuver. If your Concentration check succeeds, the target is flat-footed against your attack, and you deal an extra 1d6 points of damage. If your check fails, your attack is made with a –2 penalty and deals normal damage.

STANCE OF ALACRITY
Diamond Mind (Stance)
Level: Swordsage 8, warblade 8
Prerequisite: Three Diamond Mind maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Your mental swiftness translates to physical action on the battlefield. You are constantly on edge, allowing you to react to multiple attacks and threats. This slight edge adds up with each action.

Most warriors can only manage a single counter move each round. While you are in this stance, you can use one counter per round without taking an immediate action. You cannot use the same maneuver two times in a round. In essence, one counter you use during the round does not require an immediate action. If you have already taken an immediate action within the past round, such as casting a feather fall spell, you can still use this stance to initiate a counter.

STANCE OF CLARITY
Diamond Mind (Stance)
Level: Swordsage 1, warblade 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You focus your efforts on a single opponent, studying his moves and preparing an attack. Your other opponents fade from sight as your mind locks onto your target.

This stance allows you to focus on a single opponent to the exclusion of all others. You read your foe’s fighting stance, his favored attacks, and the methods he used to train. By combining these factors into a single analysis of his abilities, you see how to foil his attacks.

While you are in this stance, you must choose a single opponent as your target at the start of your turn. You gain a +2 insight bonus to AC against that foe until you change the target of this stance. You take a –2 penalty to AC against all other opponents while using stance of clarity.

TIME STANDS STILL
Diamond Mind (Strike)
Level: Swordsage 9, warblade 9
Prerequisite: Four Diamond Mind maneuvers
Initiation Action: 1 full-round action
Range: Personal
Target: You

The raindrops themselves stand still as you act at the speed of thought. You move like a blur, catching your enemies by surprise with a complex action carried out in a tiny fraction of the time normally needed to complete it.

In an unmatched burst of speed, agility, and decisive action, you move more quickly than the eye can follow. You can lash out with your blade, striking your opponent so rapidly that observers can’t keep track of your moves.

As part of this maneuver, you can use a full attack action two times in succession. Take your first full attack as normal. Once you have resolved those attacks, you can then take another full attack action. You must resolve these actions separately. You cannot combine the attacks provided by both actions as you wish. Instead, you must take them separately and in order as normal for a full attack.

Diamond Mind

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