Devoted Spirit

Devoted Spirit maneuvers focus on toughness, endurance, ripostes, and abilities designed to defeat a specific alignment. Those who follow the Devoted Spirit discipline seek to support a cause by defending it, nurturing it, and destroying its enemies. The falchion, greatclub, longsword, and maul are the Devoted Spirit discipline’s preferred weapons, though many who follow this school of battle embrace weapons tied to the causes they follow. Intimidation is the key skill for Devoted Spirit.

AURA OF CHAOS
Devoted Spirit (Stance) [Chaos]
Prerequisite: BAB +11, Two Devoted Spirit maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

A coruscating aura of purple energy surrounds you as chaos runs rampant in the area immediately around you.

While you are in this stance, your attacks have the potential to be utterly devastating. When rolling damage for a melee attack, and one or more of your damage dice roll the highest number possible (such as a result of 6 on a d6), it “explodes”. In this case, you roll the damage die again, adding the new result to the previous result. Despite operating in the same way, your damage dice aren’t affected by any abilities or feats that boost action dice.

This stance is a supernatural ability.

AURA OF PERFECT ORDER
Devoted Spirit (Stance) [Law]
Prerequisite: BAB +11, Two Devoted Spirit maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

A perfect, hazy square of golden energy surrounds you as you enter this stance. Order reigns supreme, driving away the whims of chaos.

This stance allows you to treat a potential d20 result as an 11. You must decide to use this ability immediately before rolling the d20. You can use this ability once per round. Using this ability does not take an action. You simply decide to invoke it before rolling a d20 for any reason, such as for an attack, save, or check.

This stance is a supernatural ability.

AURA OF TRIUMPH
Devoted Spirit (Stance) [Good]
Prerequisite: BAB +11, Two Devoted Spirit maneuvers
Initiation Action: 1 swift action
Range: Personal
Targets: You and any ally within 10 ft.
Duration: Stance

You channel the power of good through your body and soul, infusing the area around you with a soft, golden radiance. With each blow you strike against evil, you feel invigorated and driven onward.

While you are in this stance, you and any ally within 10 feet of you both heal 4 points of damage with each successful melee attack either of you makes against an evil target.

This stance is a supernatural ability.

AURA OF TYRANNY
Devoted Spirit (Stance) [Evil]
Prerequisite: BAB +11, Two Devoted Spirit maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

A sickly gray radiance surrounds you, sapping the strength of your allies and funnelling it to you.

While you are in this stance, you drain hit points from your allies. At the end of your turn, you can choose to deal 2 points of damage to each willing ally within 10 feet. For each ally who takes this damage, you heal 1 point of damage.

This stance is a supernatural ability.

CASTIGATING STRIKE
Devoted Spirit (Strike)
Prerequisite: BAB +13, Two Devoted Spirit maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Area: 30-ft.-radius burst; see text
Duration: 1 minute
Saving Throw: Fortitude partial; see text

With a howling battle cry, your weapon crackles with energy. As you strike your foe, that energy detonates in a burst that scythes through those who stand against your cause.

When you use this strike, make a single melee attack. If you hit your opponent and his alignment has at least one component different from yours, a blast of divine energy originates from your attack’s point of impact. The target of this strike takes an extra 8d6 points of damage and must succeed on a Fortitude save (DC 17 + your Cha modifier) or take a –2 penalty on attack rolls for 1 minute. All of your opponents within a 30- foot-radius burst of the target creature must also succeed on a Fortitude save. Those who fail take 5d6 points of damage and take a –2 penalty on attack rolls for 1 minute. A successful save results in half damage and negates the attack penalty.

The penalty caused by this strike does not stack with itself. Initiating this strike a second time before the previous use expires merely resets the duration of the penalty to one minute.

This maneuver is a supernatural ability.

CRUSADER’S STRIKE
Devoted Spirit (Strike)
Prerequisite: BAB +1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature

Divine energy surrounds your weapon as you strike. This power washes over you as your weapon finds its mark, mending your wounds and giving you the strength to fight on.

As part of initiating this strike, you must make a successful melee attack against an enemy whose alignment has at least one component different from yours. This foe must pose a threat to you or your allies in some direct, immediate way. If your attack hits, you or an ally within 10 feet of you heals 1d6 points of damage + 1 point per initiator level (maximum +5).

This maneuver is a supernatural ability.

DAUNTING STRIKE
Devoted Spirit (Strike)
Prerequisite: BAB +9, One Devoted Spirit maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Saving Throw: Will negates
Duration: 1 minute

You attack your foe with an overwhelming strike, hammering through his shield and armor to cleave into his flesh. This display of raw power causes him to stumble backward, fear in his eyes.

As part of this maneuver, you make a melee attack against an opponent you threaten. If this attack hits, your foe must make a Will save with a DC equal to the damage you deal or become shaken for 1 minute.

DEFENSIVE REBUKE
Devoted Spirit (Boost)
Prerequisite: BAB +5, One Devoted Spirit maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round

You sweep your weapon in a wide, deadly arc. When your blows strike home, you send your foe tumbling back on the defensive. He must deal with you first, or leave himself open to your deadly counter.

Defensive rebuke allows you to excel at controlling the battlefield around you. Your enemies must pay heed to the threat you pose. If they ignore you in favor of attacking other targets, you take advantage of their lapses with a punishing counterattack. Each enemy you strike after you initiate this maneuver becomes vulnerable to your further attacks. If such an opponent attacks anyone other than you in melee for the duration of the maneuver, that attack provokes an attack of opportunity from you (each separate attack a target makes provokes an attack of opportunity, making this boost especially lethal if you have Combat Reflexes). Enemies you strike become aware of the consequences of the maneuver.

DIVINE SURGE
Devoted Spirit (Strike)
Prerequisite: BAB +7, One Devoted Spirit maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature

Your body shakes and spasms as unfettered divine energy courses through it. This power sparks off your weapon and courses into your foe, devastating your enemy but leaving you drained.

As part of this maneuver, you make a single melee attack that deals an extra 6d8 points of damage.

DIVINE SURGE, GREATER
Devoted Spirit (Strike)
Prerequisite: BAB +15, Two Devoted Spirit maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
Duration: 1 round; see text

A torrent of divine energy courses through you. With supreme force of will, you channel the energy into a devastating attack even as it saps your mortal form.

As part of this maneuver, you make a single melee attack that deals an extra 8d8 points of damage. In addition, before making this melee attack, you can also decide to take a number of points of Constitution damage equal to your base attack bonus or lower. For each point of Constitution damage you take, you gain a +1 bonus on your attack roll and deal an extra 2d8 points of damage. After using this maneuver, you are considered flat-footed until the beginning of your next turn.

DOOM CHARGE
Devoted Spirit (Strike) [Evil]
Prerequisite: BAB +9, One Devoted Spirit maneuver, evil alignment
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
Duration: 1 round

You cloak yourself in a black, terrible aura of contempt and spite.

You must make a charge attack as part of this maneuver. If your target is good-aligned, your attack deals an extra 6d6 points of damage. In addition, if your charge attack hits and the target is good-aligned, you become wreathed in unholy energy. You gain damage reduction 10/— until the beginning of your next turn.

ENTANGLING BLADE
Devoted Spirit (Strike)
Prerequisite: BAB +7, One Devoted Spirit maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: See text

You hack into your foe’s legs, forcing his movement to slow and his resolution to falter.

As part of this maneuver, you make a melee attack against an opponent. Your attack deals an extra 2d6 points of damage. In addition, if your attack hits, your target’s speed is reduced by 20 feet until the end of its next turn, which might prevent it from moving entirely. This penalty applies to all movement modes. A flying creature with a fly speed of 0 feet falls to the ground (and takes falling damage appropriately) if it is subject to this effect while in the air.

FOEHAMMER
Devoted Spirit (Strike)
Prerequisite: BAB +3
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature

Your throw yourself behind your attack, lending your blow such great weight and force that you leave injuries that even magical defenses cannot mend.

Your devotion to your cause gives you boundless energy that allows you to smash through supernatural defenses. When you land an attack, you hit with such force that damage reduction offers little resistance against you. When you use this maneuver, you make a melee attack against a single foe. This attack automatically overcomes the opponent’s damage reduction and deals an extra 2d6 points of damage.

IMMORTAL FORTITUDE
Devoted Spirit (Stance)
Prerequisite: BAB +15, Three Devoted Spirit maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Despite the horrific wounds you suffer, the flash of searing spells, and the crash of a foe’s mighty attacks, you stand resolute on the field. So long as the potential for victory exists, you fight on.

Death has little meaning to you in light of the cause you fight for. So long as the mission stands before you uncompleted, or a battle remains in doubt, you fight on. Stories abound of crusaders who, while in the grips of this stance, fought for days on end to hold a mountain pass against orcs, trolls, and other fiends.

So long as you remain in this stance, you cannot be killed or incapacitated by death effects or attacks that reduce you to 0 or fewer hit points. You are automatically considered to roll a natural 20 when you roll a fortitude save or endurance check, and you are not unconscious or staggered when reduced to 0 hit points or less.

After you attempt three saving throws to avoid death or unconsciousness, this stance automatically ends. Assuming this doesn’t instantly kill you or knock you unconscious, you can activate it again on your turn as normal. Even the greatest hero can endure only so much punishment.

IRON GUARD’S GLARE
Devoted Spirit (Stance)
Prerequisite: BAB +1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

With a quick snarl and a glare that would stop a charging barbarian in his tracks, you spoil an opponent’s attack. Rather than strike his original target, your enemy turns his attention toward you.

While you are in this stance, any opponent that you threaten takes a –4 penalty on attack rolls against your allies. This penalty does not apply to attacks made against you. Enemies you threaten become aware of the consequences of the stance.

LAW BEARER
Devoted Spirit (Strike) [Law]
Prerequisite: BAB +9, One Devoted Spirit maneuver, lawful alignment
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
Duration: 1 round

The air around you hums with cosmic energy as the power of pure law surges through you. For a moment, you take on the aspect of a perfect being as you charge forward to smite your foes.

You must make a charge attack as part of this maneuver. If the target is chaotic-aligned, you gain a +8 bonus on your attack (in addition to the charge bonus) and your attack deals an extra 4d6 points of damage. In addition, if your charge attack hits and the target is chaotic-aligned, you become wreathed in axiomatic energy. You gain a +5 bonus on saves and to AC until the beginning of your next turn.

MARTIAL SPIRIT
Devoted Spirit (Stance)
Prerequisite: BAB +1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

As you cleave through your foes, each ferocious attack you make lends vigor and strength to you and your allies.

While you are in this stance, you or an ally within 30 feet heals 2 points of damage each time you make a successful melee attack. This healing represents the vigor, drive, and toughness you inspire in others. Your connection to the divine causes such inspiration to have a real, tangible effect on your allies’ health.

Each time you hit an opponent in melee, you can choose a different recipient within range to receive this healing.

RADIANT CHARGE
Devoted Spirit (Strike) [Good]
Prerequisite: BAB +9, One Devoted Spirit maneuver, good alignment
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
Duration: 1 round

You gather the power of your faith and discipline, surrounding yourself in an aura of blinding glory.

You must make a charge attack as part of this maneuver. If the target is evil-aligned, your attack deals an extra 6d6 points of damage. In addition, if your charge attack hits and the target is evil-aligned, you become wreathed in holy energy. You gain damage reduction 10/— until the beginning of your next turn.

RALLYING STRIKE
Devoted Spirit (Strike)
Prerequisite: BAB +11, Two Devoted Spirit maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature

Your weapon blazes with divine energy as you smite your enemy. The energy discharges in a great pulse, sweeping over your allies and mending their wounds.

As part of initiating this strike, you must make a successful melee attack against an enemy whose alignment has at least one component different from yours. This foe must pose a threat to you or your allies in some direct, immediate way. If your attack hits, you and all allies within 30 feet of you heal 3d6 points of damage + 1 per point of base attack bonus (maximum +15).

REVITALIZING STRIKE
Devoted Spirit (Strike)
Prerequisite: BAB +5, One Devoted Spirit maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature

As you rear back to strike your foe, an aura of divine energy surrounds you. As your attack slams home, this aura dissipates in a flash, knitting your wounds as it discharges.

As part of initiating this strike, you must make a successful melee attack against an enemy creature whose alignment has at least one component different from yours. This foe must pose a threat to you or your allies in some direct, immediate way. If your attack hits, you or an ally within 10 feet of you heals 3d6 points of damage + 1 point per initiator level (maximum +10).

SHIELD BLOCK
Devoted Spirit (Counter)
Prerequisite: BAB +3
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous

With a heroic burst of effort, you thrust your shield between your defenseless ally and your enemy.

As an immediate action, you can grant an AC bonus to an adjacent ally equal to your shield’s AC bonus + 4. You apply this bonus in response to a single melee or ranged attack that targets your ally. You can initiate this maneuver after an opponent makes his attack roll, but you must do so before you know whether the attack was a success or a failure.

SHIELD COUNTER
Devoted Spirit (Counter)
Prerequisite: BAB +13, Two Devoted Spirit maneuvers
Initiation Action: 1 immediate action
Range: Melee attack
Target: One creature

As your opponent prepares to make his attack, you bash him with your shield and disrupt his attempt.

As an immediate action, you can attempt a shield bash against an opponent you threaten. This attack is made with a –2 penalty. If your shield attack hits, your target’s next attack automatically misses. The shield bash deals damage as normal.

You can use this maneuver immediately after an opponent declares an attack, but you must do so before the attack’s result has been determined.

STRIKE OF RIGHTEOUS VITALITY
Devoted Spirit (Strike)
Prerequisite: BAB +17, Three Devoted Spirit maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature

As your enemy reels from your mighty blow, an ally nearby is simultaneously healed and cleansed of its wounds by the power of your faith.

To gain the benefit of this maneuver, you must strike an enemy creature whose alignment has at least one component different from yours. This foe must pose a threat to you or your allies in some direct, immediate way. When you hit with this strike, select either yourself or an ally within 10ft. This strike immediately ends any and all of the following adverse conditions affecting either you or the chosen ally: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, disabled, dying, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned. It also cures 10 hit points of damage per point of base attack bonus you possess, to a maximum of 250 points.

You cannot initiate this maneuver to remove the Stunned, Dazed, or Dying conditions from yourself, as you must be able to take actions in order to initiate this maneuver.

THICKET OF BLADES
Devoted Spirit (Stance)
Prerequisite: BAB +5, Two Devoted Spirit maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You maintain a careful guard as you search for any gaps in your opponent’s awareness. Even the slightest move provokes a stinging counter from you.

While you are in this stance, any opponent you threaten that takes any sort of movement, including a 5-foot step, provokes an attack of opportunity from you. Your foes provoke this attack before leaving the area you threaten. Your opponents also cannot use the withdraw action to treat the square they start in as no longer threatened by you.

The Acrobatics skill can be used to avoid the attack of opportunity this stance grants, but the DC increases by 10. In addition, lower level maneuvers that specifically state that they do not provoke an attack of opportunity are still subjected to Thicket of Blades’ effect. Maneuvers of equal or higher level than the Thicket of Blades stance are unaffected.

TIDE OF CHAOS
Devoted Spirit (Strike) [Chaos]
Prerequisite: BAB +9, One Devoted Spirit maneuver, chaotic alignment
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
Duration: 1 round

The power of chaos swirls around you, lending strength to your attacks as you cast your fate to the whims of luck.

You must make a charge attack as part of this maneuver. If the target is lawful-aligned, you gain a +8 bonus on your attack (in addition to the charge bonus) and your attack deals an extra 4d6 points of damage. In addition, if your charge attack hits and the target is lawful-aligned, you become wreathed in anarchic energy. You gain total concealment against all attacks that target you until the beginning of your next turn.

VANGUARD STRIKE
Devoted Spirit (Strike)
Prerequisite: BAB +1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature

You batter aside your foes defenses with a vicious, overwhelming attack, leaving him vulnerable to your allies’ blows.

As part of this maneuver, you make a melee attack against an opponent you threaten. If this attack hits, all your allies within 30 ft. of the target gain a +4 bonus on ranged and melee attacks against that target until the start of your next turn.

Devoted Spirit

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