Setting Sun

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The Setting Sun discipline teaches
its initiates to turn their opponents’
strength against them. With a quick
shift in stance and a carefully aimed
attack, a Setting Sun warrior sends a
charging enemy tumbling in a new
direction. Setting Sun’s preferred weapons
are the quarterstaff, short sword,
nunchaku, and unarmed strike. The
discipline’s key skill is Sense Motive.
BAFFLING DEFENSE
Setting Sun (Counter)
Level: Swordsage 2
Prerequisite: One Setting Sun
maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
You crouch balanced on one foot, hands
held high over your head. Your foe hesitates,
unsure of how to attack you in this
unlikely stance.
If your opponent strikes you on his
turn, you can replace your AC with
the result of a Sense Motive check as
an immediate action. You must decide
whether to initiate this maneuver
before you know the result of your
opponent’s attack (but after the attack
is declared). Your Sense Motive check
applies to only one attack. You must be
aware of the attack to which you will
apply the effect of this maneuver. If
you are fl at-footed against the incoming
attack, you cannot use this maneuver.
BALLISTA THROW
Setting Sun (Strike)
Level: Swordsage 6
Prerequisite: Two Setting Sun
maneuvers
Initiation Action: 1 standard action
Range: Touch and 60 ft.; see text
Target: Creature touched
Area: 60-ft. line
You grab your opponent and spin like a top,
swinging him around before throwing him
at your opponents like a bolt from a ballista.
This maneuver functions like mighty
throw (page 73), except as noted here.
As part of this maneuver, you must
succeed on a melee touch attack against
your foe. You can then make a trip
attempt against your enemy. You gain
a +4 bonus on the ability check.
If you succeed in tripping your foe,
you throw him in a 60-foot line. The
target and all creatures in this area
take 6d6 points of damage. The thrown
creature lands prone at the end of this
line. You must place the target in an
empty space. If the space at the end
of the line is occupied, your opponent
falls prone in the open space closest to
the line’s endpoint.
CLEVER POSITIONING
Setting Sun (Strike)
Level: Swordsage 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Saving Throw: Refl ex partial
With a swift fl urry of motion, you knock
you foe off balance, slip into his space, and
force him into the spot you just occupied.
You make a melee attack, and while
your opponent is slightly off balance
from your blow, you fi nd the leverage
needed to pull him into your space
while moving into his space.
As part of this maneuver, you make
a single melee attack against a target. If
your attack hits, the target takes damage
normally and must make a Refl ex save
(DC 12 + your Dex modifi er). If this save
fails, you swap positions with the target.
If the target is Large or larger, you can
occupy any of the squares that make
up its space. The target must in turn
occupy the square, or one of the squares,
you previously occupied. You cannot
use this maneuver if you or the target
would end up sharing the same space as
another creature or an impassable terrain
feature, such as a wall. If your target
occupies a larger space than you do, he
chooses his fi nal position according to
the guidelines given above.
COMET THROW
Setting Sun (Strike)
Level: Swordsage 4
Prerequisite: One
Setting Sun
maneuver
Initiation Action: 1
standard action
Range: Touch
Target: Creature touched;
see text
Saving Throw: Refl ex
partial; see text
You use your foe’s momentum
against him,
throwing him through
the air to crash into a second
enemy.
This maneuver functions
like mighty throw
(page 73), except as noted
here.
As part of this maneuver, you must
succeed on a melee touch attack against
your foe. You can then make a trip
attempt against your enemy. You gain
a +4 bonus on the ability check.
If you succeed in tripping your foe,
you throw him up to 10 feet away from
you in a direction of your choice. You
select your enemy’s destination square.
The target falls prone in that space and
takes 4d6 points of damage. For every 5
points by which you win the opposed
check, you gain an additional 5 feet of
throw range. For example, if you win by
10, you can place your foe in any space
within 20 feet of you. You can throw
your opponent into a space occupied by a
second foe. In this case, the opponent in
the target square also takes 4d6 points of
damage and is knocked prone. A Refl ex
save (DC 14 + your Str modifi er) halves
this damage and allows the second target
to remain standing. The thrown creature
then falls prone in a clear space of your
choice adjacent to the second target.
COUNTER CHARGE
Setting Sun (Counter)
Level: Swordsage 1
Initiation Action: 1 immediate action
Range: Melee attack
Target: One creature
With a quick sidestep, you send a charging
opponent sprawling.
With this counter, you can attempt to
redirect a creature that intends to make
a charge attack against you. Immediately
before the creature makes its
charge attack, make your choice of an
opposed Strength or Dexterity check
against it. The target makes its check
using the same ability you chose for
your check.
If you are of a larger size category
than the attacking creature, you use
your superior bulk to redirect your foe
and gain a +4 bonus on your Strength
check (if you opt for a Strength check).
If you are of a smaller size category, you
use leverage, misdirection, and trickery
to gain a +4 bonus on your Dexterity
check (if you use that option).
If you succeed on the Strength or
Dexterity check, the creature does not
get to attack you. You can then move it
up to 2 squares in a direction of your
choice away from you.
If you fail the Strength or Dexterity
check, the creature gains a +2 bonus
on its charge attack, in addition to
the normal +2 bonus from taking the
charge attack action.
DEVASTATING THROW
Setting Sun (Strike)
Level: Swordsage 3
Prerequisite: One Setting Sun
maneuver
Initiation Action: 1 standard
action

Range: Touch
Target: Creature touched
Seizing your foe by the arm, you spin in a
quick half-circle and hurl him headlong
away from you.
This maneuver functions like mighty
throw (page 73), except as noted here.
To set up a devastating throw, you
must move at least 15 feet.
As part of this maneuver, you must
succeed on a melee touch attack against
your foe. You can then make a trip
attempt against your enemy. You gain
a +4 bonus on the ability check.
If you succeed in tripping your foe,
you throw him up to 10 feet away from
you. The target falls prone in the destination
space and takes 2d6 points of
damage. You choose where he lands. For
every 5 points by which you win the
opposed check, you gain an additional
5 feet of throw distance. For example,
if you win by 10, you can place your foe
in any space within 20 feet of you. You
must place the target in an empty space.
If you lack the distance to throw your
target into a clear space, he falls prone
in his current space.
FEIGNED OPENING
Setting Sun (Counter)
Level: Swordsage 3
Prerequisite: One Setting Sun
maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
You show your opponent a seemingly fatal
mistake in your defenses, but easily avoid
the ensuing attack and simultaneously
draw your foe into overextending. As she
fights to regain her balance, you make a
swift counterattack.
You can use this maneuver when an
opponent attempts an attack of opportunity
against you. As you provoke the
attack of opportunity, you position
yourself in such a way as to force your
opponent to throw herself off balance to
strike you. Even if she succeeds in striking
you, your foe might regret her attack
as your allies leap in to fi nish her.
When your enemy makes an attack
of opportunity against you, but before
you know the result of the attack,
you can initiate this maneuver. If her
attack misses, she provokes an attack
of opportunity from you. If her attack
of opportunity hits you, she provokes
an attack of opportunity from any of
your allies who threaten her.
FOOL’S STRIKE
Setting Sun (Counter)
Level: Swordsage 8
Prerequisite: Three Setting Sun
maneuvers
Initiation Action: 1 immediate action
Range: Melee attack
Target: One creature
A creature strikes, but you turn the blow
straight back at it.
When an enemy attacks you on its turn,
you can attempt to block the blow and
send it back at that creature. You step into
the attack and redirect it. This maneuver
pits your skill against that of your foe.
If an opponent attacks you, you can initiate
this maneuver to make an opposed
attack roll as an immediate action. If
your foe’s result is higher, he attacks you
as normal. If your result is higher, your
foe rolls damage as normal for the attack
and takes that much damage.
GHOSTLY DEFENSE
Setting Sun (Stance)
Level: Swordsage 8
Prerequisite: Three Setting Sun
maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You lurk within concealing mist, luring
your opponent into attacking you, only to
dodge out of the way and direct your enemy’s
blow at an unwitting ally.
You are a ghost in the mist, capable of
turning a foe against her allies. By gauging
your opponent’s fi ghting stance,
timing your dodge correctly, and placing
yourself in the right position, you
can lead her into attacking one of her
allies rather than you. When your foe
strikes, you duck out of the way. As she
follows through with her attack, she
inadvertently attacks an ally.
You gain this stance’s benefi t when
an opponent’s attack against you has
a miss chance, such as from concealment.
Whenever an opponent’s melee or
ranged attack misses you because of this
miss chance, you can choose to change
the target of the attack from you to
another eligible target (other than your
attacker). For a melee attack, the new
target must be within your opponent’s
reach and adjacent to you. For a ranged
attack, the new target must be adjacent
to you, and your opponent must have
line of effect to him. Use the result of
the original attack to determine if it hits
the new target. Your foe does not check
again for a miss chance, as you guide the
attack directly to the new target. This
ability applies only once per attack. If
you use ghostly defense to redirect an
attack against a foe using this stance,
he does not have the option to redirect
the attack again.
You must be aware of an opponent’s
attack to gain the benefi t of this stance.
You cannot use it against attacks that
catch you fl at-footed.
GIANT KILLING STYLE
Setting Sun (Stance)
Level: Swordsage 3
Prerequisite: One Setting Sun
maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You dart between a giant’s legs, lashing at
his inner ankles and other vulnerable areas
while staying inside his reach where he
cannot hope to parry your attacks.
The Setting Sun school teaches a fi ghting
style that emphasizes using an
opponent’s strength and momentum
against him. The giant killing strike
epitomizes this approach. By sizing
up a larger opponent and studying his
fi ghting stance and tendencies, you aim
your strikes at vulnerable points on
his lower body that he cannot defend
effectively. You slice at tendons on your
foe’s feet, smash his knees, and cut into
his hamstrings.
When you are in this stance, you gain
a +2 bonus on attack rolls and a +4 bonus
on damage rolls against opponents of
a larger size category than yours. This
bonus applies to all attacks you make
for the rest of your turn.
HYDRA SLAYING STRIKE
Setting Sun (Strike)
Level: Swordsage 7
Prerequisite: Three Setting Sun
maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
You take stock of an opponent’s fi ghting style
and make a single, carefully aimed attack
that leaves the creature unable to make all
of its attacks.
You take careful aim at an enemy creature,
striking it with the precise amount
of force needed to push it off guard and
leave it unable to bring all of its attacks
to bear. Your opponent must spend
critical seconds adjusting its guard and
reevaluating its surroundings.
As part of this maneuver, make a
single melee attack. If this attack hits,
your target takes normal damage and
cannot make a full attack on its next
turn. Otherwise, it can act normally.
MIGHTY THROW
Setting Sun (Strike)
Level: Swordsage 1
Initiation Action: 1 standard action
Range: Touch
Target: Creature touched
You use superior leverage and your Setting
Sun training to send an opponent tumbling
to the ground.
As part of this maneuver, you must
succeed on a melee touch attack against
your foe. Resolve the throw as a trip
attempt (PH 158), but you do not provoke
attacks of opportunity, and your
opponent cannot try to trip you if you
lose the opposed check. You can use
your Dexterity or Strength modifi er,
whichever is higher. You gain a +4
bonus on the ability check.
If you succeed in tripping your foe,
you throw it up to 10 feet away from
you. The target falls prone in the destination
space. You choose where it
lands. You must place the target in an
empty space. If you lack the distance
to throw your target into a clear space,
it falls prone in its current space.
An enemy you throw with this
maneuver does not provoke attacks
of opportunity for passing through
enemies’ threatened areas as part of the
throw, and you can throw an enemy
through occupied squares.
MIRRORED PURSUIT
Setting Sun (Counter)
Level: Swordsage 5
Prerequisite: Two Setting Sun
maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Your movements perfectly match your foe’s,
allowing you to move as she does. Try as she
might to escape, you remain at her side.
Your ability to study a foe and match
her motions allows you to remain
within arm’s reach at all times. Your
opponent cannot hope to escape you.
When an opponent adjacent to you
moves, you can initiate this maneuver
to immediately move to any square adjacent
to her as soon as she stops moving,
as long as the distance you cover is
less than or equal to your speed. This
movement does not provoke attacks
of opportunity.
SCORPION PARRY
Setting Sun (Counter)
Level: Swordsage 6
Prerequisite: Two Setting Sun
maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
You knock your opponent’s attack aside,
guiding his weapon into one of his allies.
Your keen eye and ability to discern a
foe’s motives and intentions allow you
to defl ect an incoming attack into a
different target.
If an opponent attacks you, you can initiate
this maneuver to make an opposed
attack roll as an immediate action. If your
foe’s result is higher, he attacks you as
normal. If your result is higher, you can
choose a creature adjacent to you and
within your opponent’s threatened area.
The chosen creature is the new target
of your foe’s attack. Use your enemy’s
original attack roll result to determine
if he strikes the new target.
SHIFTING DEFENSE
Setting Sun (Stance)
Level: Swordsage 5
Prerequisite: Two Setting Sun
maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You duck and move as you dodge your
opponent’s attacks. Slowly but surely, each
attack gives you the opportunity to move
across the battlefi eld.
Your ability to read your opponents’
moves and use their strength against
them allows you to shift your position
during a battle. Each failed attack gives
you the split-second you need to move
without drawing attacks.
While you are in this stance, you can
make an immediate 5-foot step each
time an opponent attacks you. Moving
in this manner consumes one of your
attacks of opportunity in the currrent
round. You cannot move in this manner
if you have no attacks of opportunity
remaining. This movement does not
provoke attacks of opportunity.
SOARING THROW
Setting Sun (Strike)
Level: Swordsage 5
Prerequisite: Two Setting Sun
maneuvers
Initiation Action: 1 standard action
Range: Touch
Target: Creature touched
With a great shout, you send your opponent
soaring through the air in a high arc. He
slams back to the ground with a bonecrushing
thud.
As part of this maneuver, you must
succeed on a melee touch attack against
your foe. Resolve the throw as a trip
attempt (PH 158), but you do not provoke
attacks of opportunity, and your
opponent cannot try to trip you if you
lose the opposed check. You can use
your Dexterity or Strength modifi er,
whichever is better. You gain a +4 bonus
on the ability check.
If you succeed in tripping your
foe, you throw him up to 20 feet away
from you. The target falls prone in
the destination space and takes 8d6
points of damage. You choose where
he lands. For every 5 points by which
you win the opposed check, you gain
an additional 5 feet of throw distance.
For example, if you win by 10, you can
place your foe in any space within 30
feet of you. You must place the target in
an empty space. If you lack the distance
to throw your target into a clear space,
he falls prone in his current space.
An enemy you throw with this
maneuver does not provoke attacks
of opportunity for passing through
enemies’ threatened areas as part of the
throw, and you can throw an enemy
through occupied squares.
STALKING SHADOW
Setting Sun (Counter)
Level: Swordsage 5
Prerequisite: Two
Setting Sun
maneuvers
Initiation
Action: 1
immediate
action
Range: Personal
Target: You
When the creature you are battling tries to
back away, you step next to it in the blink of
an eye, forcing it to stand and fi ght or suffer
the consequences of withdrawal.
Using your watchful eye and your ability
to judge an opponent’s actions, you
move at precisely the same time your
enemy begins to move.
If an opponent in a square adjacent to
you moves, you can initiate this maneuver
to make a 5-foot step into the space
(or one of the squares) it occupied. This
movement does not provoke attacks
of opportunity.
STEP OF THE WIND
Setting Sun (Stance)
Level: Swordsage 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You walk across rubble and other broken
terrain with deceptive
ease, allowing you to
take advantage of your
opponents as they
struggle to move
at full speed.
You are so closely attuned to your environment
that you easily pick out steady
spots in rough terrain. While others
struggle to move over broken ground,
you slip across it with ease. When you
fi ght on rough ground, you turn the
uneven footing into an advantage. By
gauging how an opponent distributes
his weight, you strike at just the right
moment and in the precise spot needed
to send him tumbling to the ground.
While you are in this stance, you
ignore penalties to speed, movement,
or skill checks associated with movement
(such as Tumble, Jump, and Climb
checks) incurred by moving through
diffi cult terrain. If you attack an opponent
standing on diffi cult terrain while
you are in this stance, and if that foe
takes a movement penalty for moving
through diffi cult terrain, you gain a +2
bonus on attack rolls and a +4 bonus
on Strength or Dexterity checks made
as part of a bull rush or trip attempt
against that enemy. You gain this bonus
on checks made to either accomplish or
resist a bull rush or trip.
STRIKE OF THE BROKEN
SHIELD
Setting Sun (Strike)
Level: Swordsage 4
Prerequisite: Two Setting Sun
maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Saving Throw: Refl ex partial
You study your opponent and deliver an
attack precisely aimed to ruin his defenses
and force him to scramble for his balance.
While he struggles to ready himself, he becomes
more vulnerable to your attacks.
As part of this maneuver, make a single
melee attack. This attack deals an extra
4d6 points of damage. In addition, the
target must make a Reflex save (DC
14 + your Str modifi er) or become fl atfooted
until the start of his next turn.
The target takes damage (normal melee
damage plus the extra damage) even if
his save succeeds. If the target cannot
be caught fl at-footed (he has uncanny
dodge, for example), he still takes the
extra damage from the strike but otherwise
suffers no ill effect.
TORNADO THROW
Setting Sun (Strike)
Level: Swordsage 9
Prerequisite: Five Setting Sun
maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Target: One or more creatures
Like a whirlwind, you twist and spin
across the battlefi eld, tossing foes away left
and right.
As part of initiating this maneuver, you
move up to your opponent, throw her
aside, and move again. You must move
at least 10 feet before making your
throw. This movement and your movement
after your throw provoke attacks
of opportunity as normal. You can
move up to double your speed as part of
this maneuver. If you fail in your throw
attempt, you can still move afterward.
After every 10 feet you move, you can
attempt another throw against the same
opponent or a different foe.
To make your throw attempt, you
must succeed on a melee touch attack.
Resolve the throw as a trip attempt (PH
158), but you do not provoke attacks of
opportunity, and your opponent cannot
try to trip you if you lose the opposed
check. You can use your Dexterity
or Strength modifi er on this check,
whichever is better. You gain a +2 bonus
on this check for every 5 feet that you
have moved during your turn.
If you succeed in tripping your
foe, you throw him up to 10 feet away
from you. The target falls prone in
the destination space and takes 2d6
points of damage. You choose where
he lands. For every 5 points by which
you win the opposed check, you gain
an additional 5 feet of throw distance
and the target takes an additional 1d6
points of damage. For example, if you
win by 10, you can place your foe in
any space within 20 feet of you, and he
takes a total of 4d6 points of damage.
You must place the target in an empty
space. If you lack the distance to throw
your target into a clear space, he falls
prone in his current space.
An enemy you throw with this
maneuver does not provoke attacks
of opportunity for passing through
enemies’ threatened areas as part of the
throw, and you can throw an enemy
through occupied squares.

Setting Sun

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