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Broken Blade



Legend has it the first practitioner of the Broken Blade style was a powerful swordsman who in the middle of a life-or-death duel with an old enemy found his sword broken by his opponent and had to toss it aside. Disheartened by his lack of weapons, he quickly realized that his years of training, exercise, and conditioning had made his body a weapon all on its own. Using only his fists and his nerve, this long-forgotten swordsman became the first to develop this discipline’s techniques, and he passed his experience on to others. Disciples of the Broken Blade teach these methods in monasteries, to cloistered warrior-monks who learn to operate without the use of traditional weapons of combat. Others learn from parents or individual mentors, haphazard or otherwise, and scrap their way through as it suits them. The Broken Blade’s associated skill is Acrobatics, and its associated weapon groups are close, monk, and natural.

Order of Presentation: In the maneuver lists and descriptions, the maneuvers are grouped alphabetically by level.

Initiator Level: Some maneuvers effects depend on the initiator level, which is usually the character’s level in the class that provides access to martial maneuvers. The word “level” in the maneuver lists always refers to initiator level.

Creatures and Characters: “Creatures” and “characters” are used synonymously in the maneuver descriptions.

Discipline Restrictions Some disciplines carry specific restrictions on when they can be used, as well as specific rules for those disciplines, as defined in that discipline’s maneuver list.

Table: 1st Level Broken Blade Maneuvers
ManeuverTypeDescription
Brawler’s AttitudeBoostGain a +4 bonus on CMB checks to perform an unarmed trip, dirty trick, disarm, or grapple attempt.
Flurry StrikeStrikeMake two quick attacks on a target enemy.
Iron Hand StanceStanceGain a +2 shield bonus to AC while in this stance, increasing in bonus as the character’s initiator level increases.
Pommel BashStrikeA vicious elbow strike, inflicting an additional 1d6 points of damage.
Pugilist StanceStanceWhile in this stance, unarmed or discipline weapon strikes inflict an additional 1d6 points of damage, +1d6 additional damage / eight initiator levels.
Shards of Iron StrikeStrikeA piercing strike that potentially staggers an opponent with pain.

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Table: 2nd Level Broken Blade Maneuvers
ManeuverTypeDescription
Bronze KnuckleBoostAdd an additional 2d6 points of damage to unarmed strikes and discipline weapons and martial strikes ignore damage reduction.
Cartwheel Axe KickStrikeMake an Acrobatics check and move 10-ft. to or from adjacent enemy, unarmed strike inflicts an additional 2d6 damage.
Counter StepCounterMake an opposed Acrobatics check against target’s melee attack roll, 5 ft. step to avoid attack range.
Knuckle to the BladeStrikeMake an attack against a target, if successful, make a free disarm attempt against the opponent without provoking attacks of opportunity.
Leg Sweeping HiltStrikeMake a trip attempt with a +2 bonus without provoking attacks of opportunity, if successful, make an attack.

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Table: 3rd Level Broken Blade Maneuvers
ManeuverTypeDescription
Broken Blade StanceStanceAdd initiator level to Acrobatics checks and may make additional attack as part of a full attack action.
Flat Iron RiposteCounterMake an opposed attack roll against attacker, if successful, negate the attack and throw opponent 10-ft. in a chosen direction and potentially land prone.
Iron DustBoostMake a free dirty trick attempt as part of a martial strike with a +2 bonus without provoking attacks of opportunity.
Steel Flurry StrikeStrikeMake three attacks on a target enemy, inflicting up to +3d6 points of damage on each strike.

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Table: 4th Level Broken Blade Maneuvers
ManeuverTypeDescription
Broken Blade RiposteCounterAfter being struck in melee combat, make an immediate counter attack, inflicting an additional 3d6 points of damage and push the target back 5-ft.
Iron-Breaking PalmStrikeMake a sundering strike against a weapon or shield, potentially entangling target and inflicting an additional 3d6 points of damage to the target item.
Iron Axe KickStrikeThe character delivers a potent kick that inflicts an additional 6d6 points of damage and dazes target for 1d4 rounds.
Iron KnuckleBoostFor the duration of the turn, unarmed and discipline weapon strikes inflict an additional 4d6 points of damage.

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Table: 5th Level Broken Blade Maneuvers
ManeuverTypeDescription
Iron Monger’s ThrowStrikeMake a CMB check with a +4 bonus, if successful, with a rolling throw to land 20-ft. away, inflicting 6d6 points of damage upon landing.
Shards of Steel StrikeStrikeMake a penetrating attack that inflicts an additional 8d6 points of damage that ignores damage reduction or hardness and leaves a bleeding wound.
Steel Grappler’s AttitudeStanceWhile in this stance, count as one size category larger when calculating CMB and CMD for grapple, bull rush, and overrun attempts, and add initiation modifier to CMB and CMD for grapple, bull rush, and overrun attempts and resistance.
Throw the Blade DownCounterMake an opposed Acrobatics check against target’s attack roll, if successful, make a 5-ft. step and throw opponent to the ground in your previous space to land prone.

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Table: 6th Level Broken Blade Maneuvers
ManeuverTypeDescription
Finishing KickBoostThe character may make an additional unarmed attack at his full base attack bonus at the end of a full attack action and the attack inflicts an additional 6d6 points of damage.
Pit Fighter’s StanceStanceWhile in this stance, the character may make one dirty trick attempt per round as a swift action without provoking attacks of opportunity, and he gains a +2 bonus to his CMD to resist dirty tricks and feint attempts.
Singing Steel StrikeStrikeAttack inflicts an additional 8d6 points of damage and on a failed save, deafens target and renders them unable to speak for 1d4 rounds.
Steel Axe KickStrikeThe character delivers a devastating spinning kick that inflicts an additional 10d6 points of damage and potentially stuns target for 1d3 rounds.

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Table: 7th Level Broken Blade Maneuvers
ManeuverTypeDescription
Adamantine KnuckleBoostFor the duration of the turn, unarmed and discipline weapon strikes inflict an additional 6d6 points of damage and ignore damage reduction and hardness.
Shards of Adamantine StrikeStrikeMake a penetrating attack that inflicts an additional 12d6 points of damage, ignoring damage reduction and hardness, and may nauseate target.
Spinning Flurry RushStrikeMake two unarmed attacks at full base attack bonus against all targets within reach, inflicting an additional 4d6 points of damage per successful attack.

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Table: 8th Level Broken Blade Maneuvers
ManeuverTypeDescription
Meteoric ThrowStrikeThe character grabs an opponent with a successful grapple check and hurls him into another enemy as a ranged touch attack, inflicting 12d6 points of damage to both targets.
Spinning Adamantine AxeStrikeThe character makes one unarmed attack against each foe in range, each successful strike inflicting an addition 10d6 points of damage which ignores damage reduction and knocks the foe prone.
Unbreakable Stride StanceStanceWhile in this stance, the character takes no penalties moving through threatened areas and does not provoke attacks of opportunity when moving and gains the effects of freedom of movement.

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Table: 9th Level Broken Blade Maneuvers
ManeuverTypeDescription
Storm of Iron Fists StrikeStrikeThe character makes a full attack and each strike inflicts an additional 4d6 points of damage that ignores damage reduction. Each successful hit increases Fortitude save DC to resist being reduced to -1 hit points.

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Brawler’s Attitude

Discipline: Broken Blade (Boost); Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instant

DESCRIPTION

By using the skill of the empty-handed warriors that came before him, the disciple focuses his will to using his body in less conventional ways in combat. When initiating this boost, the initiator gains a +4 competence bonus to his next CMB check when using his unarmed strike or discipline weapon to perform the following combat maneuvers: dirty trick, disarm, grapple, or trip.

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Flurry Strike

Discipline: Broken Blade (Strike); Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

DESCRIPTION

The disciple of the Broken Blade learns to maximize openings in his opponent’s defenses and makes lightning fast attacks whenever possible. As a standard action, the initiator may make two attacks at his full base attack bonus.

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Iron Hand Stance

Discipline: Broken Blade (Stance); Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

DESCRIPTION

By keeping his hands stiff and his arms loose and ready, the disciple uses his bare palms as shields to protect himself from the weapons of his foes. While in this stance, the initiator gains a +2 shield bonus to his AC while he has at least one free hand. At the initiator’s 6th initiator level, this bonus increases by +1, again at 12th level, and a final time at 18th level.

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Pommel Bash

Discipline: Broken Blade (Strike); Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

DESCRIPTION

When watching a Broken Blade fighter work his art, most watch for the fists and feet. The disciple knows this, and surprises his foe, catching him unaware. The disciple makes a surprise elbow strike to the foe that leaves them reeling. The initiator makes an unarmed attack against the target’s flat-footed armor class, and the blow inflicts 1d6 points of additional damage. Creatures immune to sneak attacks and critical hits are unaffected by this extra damage.

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Pugilist Stance

Discipline: Broken Blade (Stance); Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

DESCRIPTION

By adopting a powerful kickboxing stance, the initiator positions himself for lightning fast, potent strikes with his hands and feet. While in this stance, unarmed or discipline weapon strikes inflict an additional 1d6 points of damage.

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Shards of Iron Strike

Discipline: Broken Blade (Strike); Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

DESCRIPTION

By mimicking the speed and piercing power of the legendary shattered blade of the founder of this discipline, the disciple makes a hard jabbing strike at his opponent’s vulnerable spots for maximum pain. The initiator makes an attack against his target foe and if successful, the target is staggered for one round in addition to normal damage.

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Bronze Knuckle

Discipline: Broken Blade (Boost); Level: 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: One turn

DESCRIPTION

With a spectacular crack of his knuckles, the disciple delivers an extra-potent blow to his foe in the form of a bone-crushing strike. As part of a unarmed attack or a strike from this discipline, the initiator’s attacks for the duration of his turn inflict an additional 2d6 points of damage and these attacks ignore a target’s damage reduction.

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Cartwheel Axe Kick

Discipline: Broken Blade (Strike); Level: 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

DESCRIPTION

With a quick handspring into a cartwheel or flip, the disciple of the Broken Blade levels a powerful axe kick at his foe. The initiator must make an Acrobatics check with a DC of 15; if successful the initiator may either move 10-ft. towards or away from a target creature without provoking attacks of opportunity. The initiator makes his unarmed attack roll (before he moves if he’s moving away, or after he moves if he’s approaching a target) and if successful, this kick inflicts an additional 2d6 points of damage.

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Counter Step

Discipline: Broken Blade (Counter); Level: 2
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instant

DESCRIPTION

With a twist of his body or a nimble hop, the disciple of the Broken Blade avoids a blow with a practiced step. The initiator makes an opposed Acrobatics check against an attacker’s melee attack roll. If successful, the initiator may make an immediate 5 ft. step to a location that is not being threatened by his attacker without provoking attacks of opportunity. If no such square exists, then this counter cannot be used.

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Knuckle to the Blade

Discipline: Broken Blade (Strike); Level: 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

DESCRIPTION

By striking at the weapon-wielding arm of his opponent, the disciple of the Broken Blade can cleverly disarm his opponent and potentially even bring his foe’s weapon to bear against him. The initiator makes an attack as normal upon his foe, if successful, the initiator may make a free disarm attempt against the opponent without provoking attacks of opportunity. If he is unarmed, he may take the weapon and use it if the disarm attempt is successful or he may drop it.

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Leg Sweeping Hilt

Discipline: Broken Blade (Strike); Level: 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

DESCRIPTION

With quick feint high, the disciple hooks his foot behind the leg of his foe and stiffens it like the hilt of a sword, drawing it back to knock his opponent down. The initiator makes a trip attempt with a +2 competence bonus which does not provoke attacks of opportunity. If successful, the initiator trips his opponent and may make an immediate attack at his full base attack bonus.

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Broken Blade Stance

Discipline: Broken Blade (Stance); Level: 3
Prerequisite(s): One Broken Blade maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

DESCRIPTION

The disciple of the Broken Blade has learned the flows of combat to a degree and has the insight necessary to see the path to victory through the patterns of steel his opponents weave before his eyes. While in this stance, the initiator gains a competence bonus equal to his initiator level to Acrobatics checks to avoid attacks of opportunity, and may make an additional attack when making a full attack action. If the initiator is two weapon fighting, he gains this extra attack for both hands. The attack(s) uses the initiator’s full base attack bonus, plus any modifiers appropriate to the situation.

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Flat Iron Riposte

Discipline: Broken Blade (Counter); Level: 3
Prerequisite(s): One Broken Blade maneuver
Initiation Action: 1 immediate action
Range: Melee attack
Target: One creature
Duration: Instant
Saving Throw: Reflex partial

DESCRIPTION

When an opponent swings to strike at the disciple, his finely trained body explodes into motion in a shower of incredible reflexes, grabbing the attacker’s attacking appendage and hurling him away. The initiator makes an opposed Acrobatics check against his attacker’s melee roll. If successful the initiator negates the attack and hurls the enemy 10 ft. away to potentially land prone on a failed Reflex save (DC 13 + initiation modifier). This counter only works on opponents who are no more than one size category larger than the initiator.

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Iron Dust

Discipline: Broken Blade (Boost); Level: 3
Prerequisite(s): One Broken Blade maneuver
Initiation Action: 1 swift action
Range: Melee attack
Target: One martial strike
Duration: Instant

DESCRIPTION

Knowing the disadvantage of fighting without proper steel in hand, the disciple of the Broken Blade must take advantage of his surroundings and openings in his foe’s defenses as he sees them. As part of a martial strike, he may make a free dirty trick attempt as part of this boost with a +2 competence bonus without provoking attacks of opportunity. The initiator may choose when the effects of this boost are applied (before, during, or after) when using this in conjunction with an attack or a martial strike.

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Steel Flurry Strike

Discipline: Broken Blade (Strike); Level: 3
Prerequisite(s): One Broken Blade maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

DESCRIPTION

The disciple makes a furious set of attacks upon his foe, hammering through defenses and striking rapidly. The initiator may make three attacks against his foe at full base attack bonus with a -2 penalty to hit. Successful hits inflict an additional 3d6 points of damage per hit.

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Broken Blade Riposte

Discipline: Broken Blade (Counter); Level: 4
Prerequisite(s): One Broken Blade maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: One creature
Duration: Instant

DESCRIPTION

Sometimes to give, one has to take. This ebb and flow that the disciple has mastered allows him to focus his pain into a forceful counter blow to drive his opponent back. After being struck in melee combat, the initiator may make an immediate counter attack at his full base attack bonus and this attack inflicts an additional 3d6 points of damage and pushes the target away from the initiator 5-ft.; this movement does not provoke attacks of opportunity.

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Iron Axe Kick

Discipline: Broken Blade (Strike); Level: 4
Prerequisite(s): One Broken Blade maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant
Saving Throw: Fortitude partial

DESCRIPTION

The disciple leaps up into the air and raises his leg up to hammer it down in a bone-shattering axe kick. The initiator delivers a potent kick (as an unarmed strike) that inflicts an additional 6d6 points of damage. The target must make a Fortitude save (DC 14 + primary initiation modifier) or be dazed for 1d4 rounds.

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Iron-Breaking Palm

Discipline: Broken Blade (Strike); Level: 4
Prerequisite(s): One Broken Blade maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

DESCRIPTION

By targeting the very iron, wood, and steel he has eschewed for the simple use of his own limbs as weapons, he reduces his foes effectiveness by shattering their illusion of superiority in combat. The initiator makes a sunder attempt against the opponent’s weapon or shield and inflicts an additional 3d6 points of damage to the targeted item. If the initiator breaks a target’s shield, the target is considered entangled until he spends a standard action to divest himself of the broken shield. This sundering attempt does not provoke an attack of opportunity.

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Iron Knuckle

Discipline: Broken Blade (Boost); Level: 4
Prerequisite(s): One Broken Blade maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: One turn

DESCRIPTION

By tapping into hidden reserves of martial power locked within his form, the disciple of the Broken Blade makes his attacks strike with the force of a thousand fists. For the duration of the turn this boost is initiated on, unarmed attacks or those made with weapons of the Broken Blade discipline inflict an additional 4d6 points of damage.

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Iron Monger’s Throw

Discipline: Broken Blade (Strike); Level: 5
Prerequisite(s): Two Broken Blade maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

DESCRIPTION

Opponents with their deadly blades and powerful spears can harry the disciple who fights with his hands, and the truth that is forgotten by filling one’s hands with iron and steel is that the one with open hands may use them for whatever purpose suits them, and in this case it is for taking a foe and viciously hurling him away to give the disciple room to maneuver and plan his next move. The initiator makes a CMB check with a +4 competence bonus that does not provoke attacks of opportunity, and if successful the initiator rolls into a reverse somersault to hurl his foe up to 20-ft. away from him (the disciple’s player chooses the flight path of the thrown foe) where they land in heavily, taking 6d6 points of damage.

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Shards of Steel Strike

Discipline: Broken Blade (Strike); Level: 5
Prerequisite(s): Two Broken Blade maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

DESCRIPTION

By targeting vital soft tissues with a pointed, viper head-like finger jab, the disciple punctures flesh and releases the vital blood supply of his foe all over the ground in a deluge. The initiator makes an attack at a target creature, and if successful this strike inflicts an additional 8d6 points of damage which ignores damage reduction and the target suffers the bleeding condition, bleeding 2d4 points of damage per round for the initiator’s initiation modifier in rounds. A successful DC 20 Heal check or the application of any effect that cures hit point damage will stop the bleeding.

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Steel Grappler’s Attitude

Discipline: Broken Blade (Stance); Level: 5
Prerequisite(s): Two Broken Blade maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

DESCRIPTION

By assuming this stance, the disciple of the Broken Blade has learned to shift his mass and balance to his advantage when grappling and running down his foes. While in this stance, the initiator counts as one size category larger when calculating CMB and CMD for grapple, bull rush, and overrun attempts, for use during counters, and he may add his initiation modifier to his CMB checks and to his CMD for grapple, bull rush, and overrun attempts and resisting those that use those combat maneuvers against him.

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Throw the Blade Down

Discipline: Broken Blade (Counter); Level: 5
Prerequisite(s): Two Broken Blade maneuvers
Initiation Action: 1 immediate action
Range: One melee attack
Target: You
Duration: Instant
Saving Throw: Reflex partial

DESCRIPTION

With a nimble sidestep and sweeping kick, the disciple of the Broken Blade both avoids an attack and uses his attack’s momentum to hurl him at the ground to land prone at his feet and at his fading mercy. The initiator makes an opposed Acrobatics check against the target’s attack roll. If successful the initiator makes an immediate 5-ft. step to an adjacent square and the attacker moves 5-ft. to occupy his former square and the attacker must make a Reflex save (DC 15 + initiation modifier) to resist falling prone. The initiator may not use this counter on targets that are more than one size category larger than he is and neither 5-ft step provokes an attack of opportunity.

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Finishing Kick

Discipline: Broken Blade (Boost); Level: 6
Prerequisite(s): Two Broken Blade maneuvers
Initiation Action: 1 swift action
Range: One full melee attack
Target: One creature
Duration: Instant

DESCRIPTION

Amidst the flurry of punches, kicks, and elbows that are the hallmarks of the Broken Blade discipline, the disciple who has put his foe through the ropes of learning what it is to underestimate the warrior without weapons may deliver this powerful kick to reduce his foe to a bleeding heap. At the end of a full attack action, the initiator may use this boost to deliver one final extra unarmed attack as he delivers a powerful kick at his full base attack bonus and inflicting an additional 6d6 points of damage.

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Pit Fighter’s Stance

Discipline: Broken Blade (Stance); Level: 6
Prerequisite(s): Two Broken Blade maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

DESCRIPTION

Some disciples have had to use their skills in less than reputable areas, or their teachers have deigned it worthy to learn how to use every opening to your best advantage. Some who practice Broken Blade find those who master this particular area of the art to be of questionable honor, but none can doubt its effectiveness. While in this stance, the initiator may make one dirty trick attempt per round as a swift action without provoking attacks of opportunity, and he gains a +2 bonus to his CMD to resist dirty tricks and feint attempts. The initiator also inflicts an additional 2d6 points of damage whenever the target would be denied their Dexterity modifier to their AC.

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Singing Steel Strike

Discipline: Broken Blade (Strike); Level: 6
Prerequisite(s): Two Broken Blade maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1d4 rounds
Saving Throw: Fortitude partial

DESCRIPTION

With a powerful strike to the head of the target, the disciple’s fist hits as hard as meteoric iron and sets the jaw of the target loose and rings the proverbial bell of the unfortunate who was unlucky to face him. The initiator makes a melee attack against the target creature, and if successful, he inflicts an additional 8d6 points of damage and this forces the target to make a Fortitude save (DC 16 + initiation modifier) or be deafened and silenced for 1d4 rounds. If the target makes the save, then the target is only deafened for one round.

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Steel Axe Kick

Discipline: Broken Blade (Strike); Level: 6
Prerequisite(s): Two Broken Blade maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant
Saving Throw: Fortitude partial

DESCRIPTION

With a sweeping axe kick that strikes as hard as any hammer strike could ever be hoped to, the disciple of the Broken Blade lands a crushing blow that causes even the strongest of opponents to pause in pain. The initiator delivers a devastating spinning kick (as an unarmed strike) that inflicts an additional 10d6 points of damage and potentially dazes the target for 1d3 rounds on a failed Fortitude save (DC 16 + initiation modifier).

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Adamantine Knuckle

Discipline: Broken Blade (Boost); Level: 7
Prerequisite(s): Two Broken Blade maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: One turn

DESCRIPTION

The sheer ferocity and focus of the disciple’s ability in the unarmed combat area rivals that of the greatest ki wielders in the world. By tightening his knuckles, long since numb with scars and digging deep within, the disciple strikes with steel-shattering force. Once initiated, for the rest of the initiator’s turn all attacks he makes with this boost inflict an additional 6d6 points of damage and ignore the target’s damage reduction or an object’s hardness.

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Shards of Adamantine Strike

Discipline: Broken Blade (Strike); Level: 7
Prerequisite(s): Two Broken Blade maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature or object
Duration: Instant
Saving Throw: Fortitude partial

DESCRIPTION

It is said that masters of the discipline are capable of using their hand in the manner of striking serpent to punch through solid stone as if it were straw, and disciples with this maneuver are those who can. Taking this training to the theater of war, a punch so potent that it can leave the foe sickened with pain is what this art form can deliver. The initiator makes an attack against the target creature and if successful, this attack inflicts an additional 12d6 points of damage that ignores the target’s damage reduction or an object’s hardness. If striking a living creature, the target must make a Fortitude save (DC 17 + initiation modifier) or be nauseated with the pain of the strike for 1d4 rounds.

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Spinning Flurry Rush

Discipline: Broken Blade (Strike); Level: 7
Prerequisite(s): Two Broken Blade maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: All adjacent enemies
Duration: Instant

DESCRIPTION

The disciple of the Broken Blade takes a deep breath when he finds himself surrounded by opponents and hopes that they’ve made peace with the gods, for they will be seeing them soon. The initiator makes two attacks at full base attack bonus per opponent within his reach, and each attack inflicts an additional 4d6 points of damage.

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Meteoric Throw

Discipline: Broken Blade (Strike); Level: 8
Prerequisite(s): Three Broken Blade maneuvers
Initiation Action: 1 standard action
Range: Melee attack and 25-ft.
Target: One creature to be thrown at another target creature
Duration: Instant
Saving Throw: Reflex (special)

DESCRIPTION

The Broken Blade master has transcended the simple use of his own body as a weapon, and has deigned to use his opponent’s body as a weapon against those who would stand against him. The initiator makes a grapple attempt and if successful, he may hurl his foe up to 25-ft. as a ranged touch attack at either the ground or another target foe. The thrown enemy suffers 12d6 points of damage upon impact, and if thrown at a target creature, that target suffers that damage as well on a failed Reflex saving throw (DC 18 + initiation modifier for half damage). The target of this grapple attempt must be within one size category of the initiator. Large or larger foes being hurled using this method may target the ground beneath multiple targets within the area that creature normally would occupy. (Large creatures, for example, occupy a 10-ft. by 10-ft. space so they would hit all targets within a 10-ft. by 10-ft. area on a failed Reflex save).

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Spinning Adamantine Axe

Discipline: Broken Blade (Strike); Level: 8
Prerequisite(s): Three Broken Blade maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: All adjacent enemies
Duration: Instant

DESCRIPTION

With a powerful leap into the air, the disciple of the Broken Blade unleashes a powerful spinning kick to his surrounding foes that strikes with the force of a hurricane. The initiator makes one unarmed attack against each foe in range, each successful strike inflicting an additional 10d6 points of damage that ignores the target’s damage reduction. Foes that are struck are also knocked prone from the force of this assault.

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Unbreakable Stride Stance

Discipline: Broken Blade (Stance); Level: 8
Prerequisite(s): Three Broken Blade maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

DESCRIPTION

The master of the Broken Blade moves across the theater of war as a leaf on the wind, dodging easily out of the way of obstacles as if they weren’t even there. While in this stance, the initiator takes no penalties moving through threatened areas and does not provoke attacks of opportunity when moving and acts as if under the freedom of movement spell.

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Storm of Iron Fists Strike

Discipline: Broken Blade (Strike); Level: 9
Prerequisite(s): Four Broken Blade maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
Duration: Instant
Saving Throw: Fortitude partial

DESCRIPTION

The true master of the Broken Blade unleashes a storm of adamantine-hard strikes that rip through the defenses of his unfortunate target and resound as thunder from the force of the blows. Those witnessing this strike implemented rarely forget it, and those that feel it rarely survive it. The initiator makes a full attack and each strike inflicts an additional 4d6 points of damage that ignores damage reduction. After the attacks are made, the target must make a Fortitude save (DC is 19 + initiation modifier). Each successful hit increases Fortitude save by +1 per attack to resist this strike; failure on the Fortitude save indicates that the target is reduced to -1 hit points.

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