Rpg - manobras de um swordsage

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DISTRACTING EMBER Desert Wind (Boost) Level: Swordsage 1 Initiation Action: 1 swift action Range: 30 ft. Effect: One summoned fire elemental Duration: End of turn A wave of heat sweeps over the area, forms a small dust funnel, and ignites into fl ame next to your foe. This boost allows you to conjure a Small fire elemental (MM 99) to threaten your enemy, providing you or an ally with thebenefit of a flanking position. You can use this ability to place the elemental in any space within range. The elemental remains until the end of your current turn. It threatens all creatures within its reach. It takes no actions or attacks of opportunity during your turn. This maneuver is a supernatural ability. | FLASHING SUN Desert Wind (Strike) Level: Swordsage 2 Prerequisite: One DesertWind maneuver Initiation Action: 1 full-round action Range: Personal Target: You Almost a blur of acceleration, your shining blade fl ashes as you attack with impos- sible speed. Flashing sun allows you to make an additional melee attack during this round. As part of this maneuver, you take a full attack action and make your normal melee attacks. However, you can make one additional attackthis round at your highest attack bonus. All the attacks you make this round, including the extra attack granted by this maneu- ver, are made with a –2 penalty. | SEARING BLADE Desert Wind (Boost) [Fire] Level: Swordsage 4 Prerequisite: Two Desert Wind maneuvers Initiation Action: 1 standard action Range: Personal Target: You Duration: End of turn Your weapon transforms into a ragingtorrent of flame, causing those around you to recoil slightly from the tremen- dous heat. You convert your ki into fi ery energy, allowing it to fl ow down your arms and across your weapon. Until the end of your turn, your melee attacks deal an extra 2d6 points of fire damage + 1 point per initiator level. This maneuver is a supernatural ability. |
FIRESNAKE Desert Wind (Strike) [Fire]Level: Swordsage 4 Prerequisite: Two Desert Wind maneuvers Initiation Action: 1 standard action Range: 60 ft. Area: Special Duration: Instantaneous Saving Throw: Reflex half When you initiate this maneuver, you cause a line of fi re to twist across an area to burn your enemies. This line is 60 feet long. Unlike a standard line, a fi resnake can bend and twist to hit your foes. A fi resnakestarts in an adjacent square. It can move up to 60 feet each round. It can move out of your line of sight or line of effect, but you gain no special knowledge of the areas it moves into. If a fi resnake moves into a creature’s space, that creature takes 6d6 points of fi re damage, with a Refl ex save (DC 14 + your Wis modifi er) for half damage. A creature can only take damage from the firesnake once in a single round. It makes the saving throw and takes damage the fi rst time that the fi resnake touches it. After that, a fi resnake has no effect on that creature. A firesnake must move along the ground. It cannot fly, and it pays the standard movement penalties for dif- fi cult terrain and other effects. This maneuver is a supernatural ability. |DEATH MARK Desert Wind (Strike) [Fire] Level: Swordsage 3 Initiation Action: 1 standard action Range: Melee attack Target: One creature Area: Variable spread; see text Duration: Instantaneous Saving Throw: Refl ex half; see text As your weapon strikes your foe, his body convulses as waves of flame run down your blade into his body. The fire causes him to briefly glow with a brilliant internal firebefore the flames erupt from his body in a terrible explosion. When you use the strike, you channel overwhelming fiery energy into the body of your foe. In addition to deal- ing normal melee damage with your attack, you cause fi re to erupt from your enemy’s body in a spread. The radius of the spread is determined by the size of the target creature, as indicated on the table below. All...
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