Steel Serpent

Practice of the Steel Serpent discipline dates back to ancient times, hailing from those whose work was only practiced in the dark of night, in hidden cabals dedicated to the art of killing. Steel Serpent disciples practice the art of the silent kill, using stealth, trickery, and poison in addition to martial combat skill and knowledge of anatomy. Masters of this discipline are marvels of deadly precision, their very touch capable of killing the strongest of men through the manipulation of their ki used as a deadly weapon. This ki manipulation causes the disciple’s very energies to become a supernatural poison in and off itself. Swiftness and deadly precision are hallmarks of this discipline, and those that use it are known for making use of more exotic weapons. Knowledge of anatomy (of both targets and the self) is also incredibly important, as well as the knowledge of ki manipulation and how to effect the energies of the body. The associated skill for this discipline is Heal, and its associated weapon groups are light blades, close weapons, and monk weapons.

The discipline of Steel Serpent has many maneuvers that would be considered supernatural abilities, and are marked as such. These abilities follow the same rules as supernatural abilities.

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 Steel Serpent Maneuvers
Maneuver Type Description
Body of the Night Stance Add your ranks in Heal to your Stealth, bonus to attack against flat-footed foes.
Dizzying Venom Prana Boost Next attack inflicts 2 points of Wisdom damage and staggers foe.
Hunting Serpent Blow Strike Disciple makes a Heal check, chance to make target flat-footed and inflict an additional 1d6 points of damage.
Poisoner’s Stance Stance Gain poison use, increased DC on poisons.
Sting of the Rattler Strike Attack that inflicts an additional 1d4 points of damage plus 1d4 damage the following round.
Table: 2nd Level Steel Serpent Maneuvers
Maneuver Type Description
Fading Dodge Counter As an immediate action, make a Heal check against your foe’s attack roll; if successful, you evade the attack and may make a free dirty trick attempt.
Iron Fang Strike Attack which ignores DR and inflicts an additional 2d6 points of damage and increases poison virulence.
Sting of the Asp Strike Attack that inflicts an additional 1d6 points of damage and 2 points of Strength damage, with an additional 2 points of Strength damage the following round.
Weakening Venom Prana Boost Next attack inflicts an additional 1d4 Strength damage.
Table: 3rd Level Steel Serpent Maneuvers
Maneuver Type Description
Night’s Knife Boost Grants a damage bonus equal to the number of ranks in Heal possessed.
Sickening Venom Strike Strike Attack which inflicts 2 points of Constitution damage and chance to sicken opponent.
Sight Piercing Fang Strike Attack which inflicts an additional 2d6 points of damage, blinds opponent.
Steel Coils Stance Constrict for 4d6 + Dexterity modifier damage while grappling and +4 to natural armor.
Table: 4th Level Steel Serpent Maneuvers
Maneuver Type Description
Sting of the Adder Strike Attack that inflicts an additional 5d6 points of damage and 1d4 points of Wisdom damage, with an additional 2 points of Wisdom damage the following round.
Poison Blood Counter When struck in combat, disciple’s blood becomes venomous to the attacker.
Rattler’s Feint Boost Feint attempt to catch opponent flat-footed, +2 bonus to confirm critical hits.
Tearing Fang Boost Attacks add +2d6 damage and causes 2 points of bleed damage for 1d4 rounds
Table: 5th Level Steel Serpent Maneuvers
Maneuver Type Description
Burning Venom Prana Boost Next attack inflicts an additional 1d4 Wisdom damage.
Hooded Killer’s Stance Stance Disciple gains +3d6 sneak attack dice and half the character’s initiator level to Intimidate and Stealth checks.
Pressure Point Break Boost While grappling an opponent and inflicting damage, the character may add any sneak attack or deadly strike damage possessed plus an additional +2d6 damage.
Steel Fang Strike Attack which ignores DR and inflicts an additional 8d6 points of damage, potential to daze an opponent, and increases poison virulence.
Table: 6th Level Steel Serpent Maneuvers
Maneuver Type Description
Blend with the Night Boost Causes the disciple to disappear into the shadows make him act under greater invisibility for one round, grants +2d6 points of sneak attack damage.
Spitting Cobra Stance Stance Increases damage done by thrown weapons and poison duration.
Sting of the Viper Strike Attack that inflicts an additional 8d6 points of damage and 1d6 points of Charisma damage, with an additional 2 points of Charisma damage the following two rounds.
Virulence Boost Increase the DC on a single poison by +5
Table: 7th Level Steel Serpent Maneuvers
Maneuver Type Description
Bite the Mongoose Counter Make a counter attack which inflicts 6d6 points of damage and 1d6 Constitution damage when struck in combat.
Desert Serpent Mirage Counter Make an opposed attack roll against an opponent’s attack; if successful the foe losses sight of the disciple for one round.
Numbing Venom Prana Boost Next attack inflicts an additional 2d4 Dexterity damage.
Silencing Strike Strike Swift throat punch that can silence opponent, deals an additional 8d6 points of damage.
Table: 8th Level Steel Serpent Maneuvers
Maneuver Type Description
Adamantine Fang Strike Powerful attack which ignores DR and deals an additional 12d6 damage, potential to paralyze an opponent. and increases poison virulence.
Hooded Cobra Attitude Stance Gain gaze ability to temporarily paralyze a foe while focusing on them.
Sting of the Cobra Strike Attack that inflicts an additional 12d6 points of damage and 2d4 points of Constitution damage, with an additional 2 points of Constitution damage the following two rounds.
Table: 9th Level Steel Serpent Maneuvers
Maneuver Type Description
Five-Fold Hydra Sting Strike Chance to instantly slay target and destroy them entirely.

The Steel Serpent Discipline

Body of the Night

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

DESCRIPTION

A wielder of the secrets of Steel Serpent knows his body and how to use it effectively in the art of stealth. By learning to manipulate his ki flows to obscure his movements from sight and hearing, using his body- control to mask the signs of his passage. The disciple may add his ranks in the Heal skill to his ranks in the Stealth skill when making a Stealth check while in this stance as a competence bonus. While in this stance, when making an attack against a flat-footed opponent or one that has been denied its Dexterity bonus to AC, the disciple gains a +4 competence bonus to attack rolls and inflicts an additional 1d6 points of damage. This is a supernatural ability.

Dizzying Venom Prana

Discipline: Steel Serpent (Boost); Level: 1
Initiation Action: 1 swift action
Range: Next melee attack or ranged attack
Target: One creature
Duration: Instant
Saving Throw: Fort negates

By focusing his ki onto a weapon, the disciple readies a spiritual poison which dizzies and confuses the minds of his foes. After initiating this boost, the next melee or ranged attack that the disciple makes staggers his foe for 1 round. In addition, if the target fails a Fortitude save (DC 11 + initiation modifier), the target also suffers 2 points of Wisdom damage. This is a supernatural ability.

Hunting Serpent Blow

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

DESCRIPTION

The disciple hunts his foe through the emulation of a hunting serpent, obfuscating his true attack until the moment he strikes. The disciple makes a Heal check with a difficulty equal to his opponent’s armor class. If this check is successful, then the target is made flat-footed and the disciple may make a melee attack against him, inflicting an additional 1d6 points of damage if successful. If this Heal check fails, then his opponent sees through this ruse, and the disciple makes his melee attack with a -2 penalty as the enemy is anticipating his attack.

Poisoner’s Stance

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

DESCRIPTION

One of the first lessons of Steel Serpent disciples is the knowledge of mundane poisons and how to use them with expertise. While in this stance, the disciple gains the poison use class feature (the disciple no longer risks accidentally poisoning himself when attempting to apply poison to a weapon) and gains a +1 DC per two initiator levels as a competence bonus (maximum +10) to the saving throw DC’s of any poison (mundane, magical, sting maneuver or prana maneuver) he applies through the use of this stance.

Sting of the Rattler

Discipline: Steel Serpent (Strike); Level: 1
Initiation Action: 1 standard action
Range: Melee attack or ranged attack
Target: One creature
Duration: Instant

DESCRIPTION

Disciples of Steel Serpent learn to emulate the swift and powerful strikes of the serpent kingdom and leave lasting wounds through the power of their ki. By focusing this harmful energy into a single attack, the disciple may cause more grievous injuries than his opponent would register immediately. The disciple makes an attack and if successful, inflicts an additional 1d4 points of damage. The following round on the disciple’s turn, the enemy takes an additional 1d4 points of damage due to the venomous ki that has built up in the wound. This is a supernatural ability.

Fading Dodge

Discipline: Steel Serpent (Counter); Level: 2
Initiation Action: 1 immediate action
Range: One attack
Target: You
Duration: Instant

DESCRIPTION

By using his knowledge of anatomy to contort away from a strike, the Steel Serpent disciple may bend away from an attacker’s grasp and make a swift counter-offensive. As an immediate action, the disciple makes a Heal skill check against the attacker’s roll to bend or otherwise contort himself to evade an attack. If successful he negates the attack and may make a free dirty trick attempt without provoking attacks of opportunity.

Iron Fang

Discipline: Steel Serpent (Strike); Level: 2
Initiation Action: 1 standard action
Range: Melee attack or ranged attack
Target: One creature
Duration: Instant

DESCRIPTION

By hardening ki along edge of his weapon, the Steel Serpent disciple uses the pressure of his ki to penetrate the defenses of his foe. The disciple makes an attack against a foe which if successful inflicts an additional 2d6 points of damage and ignores any damage reduction the target may possess. Additionally, if the disciple is using poison or a prana maneuver with this strike, increase the saving throw DC by +2. This is a supernatural ability.

Sting of the Asp

Discipline: Steel Serpent (Strike); Level: 2
Initiation Action: 1 standard action
Range: Melee attack or ranged attack
Target: One creature
Duration: Instant

DESCRIPTION

Through the use of this maneuver, the disciple readies a weakening dose of ki energy with his weapon’s strike to sap his foe of its power. The disciple makes an attack against a target; if successful the strike inflicts an additional 1d6 points of damage and 2 points of Strength damage (Fortitude save DC 12 + initiation modifier; success halves this Strength damage). On the round following a failed save, the corrupted ki energies inflict an additional 1d6 points of damage and 2 additional points of Strength damage. This is a supernatural ability.

Weakening Venom Prana

Discipline: Steel Serpent (Boost); Level: 2
Initiation Action: 1 swift action
Range: Melee attack or ranged attack
Target: One creature
Duration: Instant
Saving Throw: Fortitude half

DESCRIPTION

By forming a deadly weakening sheen of ki poison along his weapon, the disciple strikes at his foe’s physical might. The next attack that the disciple makes inflicts 1d4 points of Strength damage to his opponent unless the foe succeeds on a Fortitude save (DC 12 + initiation modifier). This is a supernatural ability.

Night’s Knife

Discipline: Steel Serpent (Boost); Level: 3
Prerequisite(s): One Steel Serpent Maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: One turn

DESCRIPTION

With the surgical precision of the striking serpent, the disciple lands an attack with exacting damage through his knowledge of anatomy. The initiator’s attacks for the round gain a damage bonus equal to the number of ranks he possesses in the Heal skill.

Sickening Venom Strike

Discipline: Steel Serpent (Strike); Level: 3
Prerequisite(s): One Steel Serpent Maneuver
Initiation Action: 1 standard action
Range: Melee attack or ranged attack
Target: One creature
Duration: Instant, 1d4 rounds
Saving Throw: Fortitude partial

DESCRIPTION

With a sharp jab of sickening ki energy, the Steel Serpent disciple can rob an enemy of his will to continue to fight as their body rebels against them. Make an attack against an opponent, and if this is successful, the strike inflicts an additional 2 points of Constitution damage and has the chance to sicken the target for 1d4 rounds. A successful Fortitude save (DC 13 + initiation modifier) negates the sickened effect. This is a supernatural ability.

Sight Piercing Fang

Discipline: Steel Serpent (Strike); Level: 3
Prerequisite(s): One Steel Serpent Maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 minute
Saving Throw: Reflex partial

DESCRIPTION

With the swiftness of a striking snake, the disciple makes a jab at his opponent’s face to temporarily steal its vision. The disciple makes a melee attack against his target which if successful inflicts an additional 2d6 points of damage and the target must make a Reflex save (DC 13 + initiation modifier). If this save is unsuccessful, the target is blinded for 1 minute as his eyes are temporarily rendered useless.

Steel Coils

Discipline: Steel Serpent (Stance); Level: 3
Prerequisite(s): One Steel Serpent Maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

DESCRIPTION

In this stance, the movements and motions of the disciple become more sinuous and deliberate, as if he were a serpent coiled to strike. While in this stance, the disciple may make grapple attempts without provoking attacks of opportunity, and if the disciple successfully grapples a foe, he may constrict his opponent to inflict 4d6 + his Strength modifier in damage. The manner in which he must carry himself in this stance, muscles taught and stiffened, grants him some degree of protection, adding a +4 bonus to his natural armor.

Poison Blood

Discipline: Steel Serpent (Counter); Level: 4
Prerequisite(s): One Steel Serpent Maneuver
Initiation Action: 1 immediate action
Range: One attack that inflicts slashing or piercing damage
Target: One creature
Duration: Instant
Saving Throw: Reflex half

DESCRIPTION

Every disciple of Steel Serpent has long accepted that in battle, sometimes the superior warrior gets injured. The Steel Serpent however, believes that for every wound inflicted upon the disciple, a wound must be inflicted upon the attacker. By forcing ki energies into his blood at the point of being wounded, the blood lost from this attack sprays at the disciple’s foe as a caustic acid. To use this counter, the disciple must have been struck in combat by a slashing or piercing weapon. Upon the initiating of this counter, the attacker takes acid damage equal to twice the disciple’s initiator level. This is a supernatural ability.

Rattler’s Feint

Discipline: Steel Serpent (Boost); Level: 4
Prerequisite(s): One Steel Serpent Maneuver
Initiation Action: 1 swift action
Range: Personal
Target: One creature
Duration: Instant

DESCRIPTION

Just as the rattlesnake’s tail serves as a distraction to its prey, the disciple of Steel Serpent learns to obscure his attack by causing his opponent to look where he wants him to. Upon initiating this boost, the disciple may make a free feint attempt against his opponent with a +4 competence bonus; if successful, the target loses his Dexterity modifier to his armor class per feint attempts. This feint attempt does not provoke attacks of opportunity. If the attack threatens a critical hit, add a +2 bonus to the confirmation of this critical.

Sting of the Adder

Discipline: Steel Serpent (Strike); Level: 4
Prerequisite(s): One Steel Serpent Maneuver
Initiation Action: 1 standard action
Range: Melee attack or ranged attack
Target: One creature
Duration: Instant, two rounds
Saving Throw: Fortitude partial

DESCRIPTION

Striking with surety and precision, the disciple attacks the chakra of wisdom on his foe with his ki in an attempt to cloud his foe’s mind. The disciple makes an attack against a target; if successful the strike inflicts an additional 5d6 points of damage and 1d4 points of Wisdom damage (Fortitude save DC equal to 14 + initiation modifier to halve this Wisdom damage). On the round following a failed save, the corrupted ki energies inflict an additional 1d6 points of damage and 2 additional points of Wisdom damage. This is a supernatural ability.

Tearing Fang

Discipline: Steel Serpent (Boost); Level: 4
Prerequisite(s): One Steel Serpent Maneuver
Initiation Action: 1 swift action
Range: Personal
Target: One creature
Duration: Instant, 1d4 rounds

DESCRIPTION

Weakening a foe with repeated nips and bleeding wounds will cripple them, so the Steel Serpent mantra goes, and then you may proceed with the kill. Each successful attack the disciple makes this turn against the target creature deals an additional 2d6 points of damage and causes the target to take an additional 2 points of bleed damage for 1d4 rounds following the attack. Additional applications of this maneuver stack for additional bleed damage, and further applications increase the duration by an additional 1d4 rounds for the total bleed damage. A successful Heal check (DC 15) or any magical effect that cures hit point damage will stop the bleeding.

Burning Venom Prana

Discipline: Steel Serpent (Boost); Level: 5
Prerequisite(s): Two Steel Serpent Maneuvers
Initiation Action: 1 swift action
Range: One melee attack
Target: One creature
Duration: Instant
Saving Throw: Fortitude half

DESCRIPTION

By focusing his ki along the edge of a close combat weapon, the disciple readies his energies to disrupt his foe’s mind with burning mental fire. The next attack that the disciple makes inflicts 1d4 points of Wisdom damage to his opponent unless the foe succeeds on a (DC 15 + initiation modifier) Fortitude saving throw. This is a supernatural ability.

Hooded Killer’s Stance

Discipline: Steel Serpent (Stance); Level: 5
Prerequisite(s): Two Steel Serpent Maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

DESCRIPTION

The disciple adopts the mannerisms and cold blooded nature of the hooded cobra, the lord of serpent kind. While in this stance, the disciple gains an additional +3d6 sneak attack dice (see rogue class feature) and a competence bonus to Intimidate and Stealth checks equal to half of his initiator level. If the disciple possessed the sneak attack class feature previously, the benefits of this stance stack with his class feature.

Pressure Point Break

Discipline: Steel Serpent (Boost); Level: 5
Prerequisite(s): Two Steel Serpent Maneuvers
Initiation Action: 1 swift action
Range: One melee attack
Target: One creature
Duration: One round

DESCRIPTION

Just as the deadly coils of the constrictor snake may squeeze the life out of a foe, the Steel Serpent disciple has learned to use his knowledge of his foe’s body against him in surprising ways. While in a grapple, the initiator may add any deadly strike or sneak attack damage he possesses to damaging attacks he makes while grappling, plus an additional 2d6 points of damage.

Steel Fang

Discipline: Steel Serpent (Strike); Level: 5
Prerequisite(s): Two Steel Serpent Maneuvers
Initiation Action: 1 standard action
Range: One melee attack or ranged attack
Target: One creature
Duration: Instant
Saving Throw: Will partial

DESCRIPTION

The spiritual ki focus of the disciple is so intense that it gains armor piercing force when applied to a weapon or hand strike. The disciple makes an attack against an opponent, and if successful, the attack deals an additional 8d6 points of damage and bypasses all damage reduction the target may possess. The awesome force of the disciple’s ki is so strong that it has the potential to daze the opponent on a failed Will save (DC 15 + initiation modifier) for one round. Additionally, if the disciple is using poison or a prana maneuver with this strike, increase the saving throw DC by +3. This is a supernatural ability.

Blend with the Night

Discipline: Steel Serpent (Boost); Level: 6
Prerequisite(s): Two Steel Serpent Maneuvers
Initiation Action: 1 swift action
Range: One melee attack
Target: One creature
Duration: One round

DESCRIPTION

Practitioners of the Steel Serpent discipline are known for their ability to disappear while in plain sight and reappear moments later, unleashing their devastating skill upon a subject. The disciple who initiates this maneuvers gains the benefits of being under the effects of a greater invisibility spell for one round, and during that round, he gains 2d6 points of sneak attack damage per attack he makes that round (as per the rogue class feature). This is a supernatural ability.

Spitting Cobra Stance

Discipline: Steel Serpent (Stance); Level: 6
Prerequisite(s): Two Steel Serpent Maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

DESCRIPTION

Some serpents spit their venom, and as they are deadly at a distance so does the disciple learn to be deadlier at range with his attacks. When at range, thrown weapons inflict an additional 2d6 points of damage and throwing them does not provoke attacks of opportunity. Use of poison (mundane or magical poisons such as stings or prana maneuvers) are more vicious as well, adding +1 to each damage die or ability damage die rolled for its effect (effects with a flat number of damage increase this by +1).

Sting of the Viper

Discipline: Steel Serpent (Strike); Level: 6
Prerequisite(s): Two Steel Serpent Maneuvers
Initiation Action: 1 standard action
Range: Melee attack or ranged attack
Target: One creature
Duration: Instant, 3 rounds
Saving Throw: Fortitude partial

DESCRIPTION

The disciple reaches out and strikes at his opponents will and force of being, crushing his foe’s chakras with his ki. The disciple makes an attack against a target which if successful inflicts an additional 8d6 points of damage and 1d6 points of Charisma damage (Fortitude save DC equal to 16 + initiation modifier to halve this Charisma damage). After a failed save, for the following two rounds, the corrupted ki energies inflict an additional 2d6 points of damage and 2 additional points of Charisma damage. This is a supernatural ability.

Virulence

Discipline: Steel Serpent (Boost); Level: 6
Prerequisite(s): Two Steel Serpent Maneuvers
Initiation Action: 1 swift action
Range: Melee attack or ranged attack
Target: One poison
Duration: Until used

DESCRIPTION

Through intense focus, the disciple is capable of increasing the potency of venoms and poisons he uses by channeling his ki into them and twisting that energy. Use of this boost empowers one single mundane poison, sting, or prana with a +5 boost to the save DC of effect. This lasts until used, and the maneuver may not be recovered until it is expended, nor another maneuver readied in its place. This is a supernatural ability.

Bite the Mongoose

Discipline: Steel Serpent (Counter); Level: 7
Prerequisite(s): Two Steel Serpent Maneuvers
Initiation Action: 1 immediate action
Range: Melee attack
Target: One attacker
Duration: One attack
Saving Throw: Fortitude half

DESCRIPTION

Inevitably, the disciple of Steel Serpent will be struck in combat and through the use of this technique; he learns to make his foe regret its actions. Just as the cobra often poisons the foolish mongoose, so does the disciple of Steel Serpent poison his foe. Upon being struck in combat, the disciple takes advantage of the opening that his injury makes available and strikes out once with poisoned, life sapping ki energies. Make an immediate attack at full base attack bonus against the opponent that has successfully attacked you; if this attack hits it inflicts an additional 6d6 points of damage and 1d6 Constitution damage (Fortitude save DC 17 + initiation modifier halves this Constitution damage). This is a supernatural ability.

Desert Serpent Mirage

Discipline: Steel Serpent (Counter); Level: 7
Prerequisite(s): Two Steel Serpent Maneuvers
Initiation Action: 1 immediate action
Range: Melee attack
Target: One attacker
Duration: 1d4 rounds

DESCRIPTION

One of the Steel Serpent’s teachings is that for a disciple to be successful, he must find his opponent’s blind spot. By initiating this counter, the disciple learns to use his foe’s attacks to blind it against him then take advantage of this impairment. The initiator makes an opposed attack roll against his foe’s attack roll, and if successful the attacker misses the initiator who then gains total concealment from his foe 1d4 rounds. This is a supernatural ability.

Numbing Venom Prana

Discipline: Steel Serpent (Boost); Level: 7
Prerequisite(s): Two Steel Serpent Maneuvers
Initiation Action: 1 swift action
Range: Melee attack or ranged attack
Target: One creature
Duration: Instant
Saving Throw: Fortitude half

DESCRIPTION

By filling his next attack with chill and numbing ki energies, the Steel Serpent disciple strikes at the nervous energies that cause the body to move, draining away from the victim his grace and motor control. The next attack that the disciple makes inflicts an additional 2d4 points of Dexterity damage. A successful Fortitude save (DC 17 + initiation modifier) halves this. This is a supernatural ability.

Silencing Strike

Discipline: Steel Serpent (Strike); Level: 7
Prerequisite(s): Two Steel Serpent Maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant, 3 rounds
Saving Throw: Fortitude partial

DESCRIPTION

By focusing his ki and striking at a foe’s throat chakra, he can close it temporarily and cut off the target’s ability to speak. The disciple makes a melee attack and if successful the strike inflicts an additional 5d6 points of damage. On a failed Fortitude save (DC 17 + initiation modifier) the target is silenced and unable to speak or vocalize for 1d6 rounds. On a successful saving throw, the target is still unable to speak for one round. This is a supernatural ability.

Adamantine Fang

Discipline: Steel Serpent (Strike); Level: 8
Prerequisite(s): Three Steel Serpent Maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant, 3 rounds
Saving Throw: Fortitude partial

DESCRIPTION

When initiating this maneuver, the disciple congeals the totality of his ki along his weapon which glitters almost like a diamond just before he strikes. The disciple makes an attack against an opponent which if successful deals an additional 12d6 points of damage and bypasses all damage reduction the target may possess. The awesome force of the disciple’s ki is so strong that it has the potential to paralyze the opponent on a failed Will save (DC 18 + initiation modifier) for one round. Additionally, if the disciple is using poison or a prana maneuver with this strike, increase the saving throw DC by +4. This is a supernatural ability.

Hooded Cobra Attitude

Discipline: Steel Serpent (Stance) [compulsion, mind-affecting]; Level: 8
Prerequisite(s): Three Steel Serpent Maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

DESCRIPTION

By adopting this stance, the disciple of Steel Serpent evokes the menacing dread of the hooded cobra. The weaving, hypnotic motions of that most venomous of serpents manifests in the lithe movements of the disciple, whose gaze paralyzes a foe with its intensity. The disciple gains a gaze attack with a range of 30- ft. (see gaze attacks in Pathfinder Roleplaying Game Bestiary 1 for more information on how to avoid gaze attacks). Creatures coming within this range are shaken by the disciple’s deadly presence and the glint of his eyes (Will save DC 18 + initiation modifier negates). When the disciple focuses his gaze (as an attack action) on a target, it may make a Will save (DC 18 + initiation modifier) to resist being paralyzed for 1d4 rounds by his hypnotic gaze. A successful save negates this effect. The disciple may only have one opponent paralyzed at a time. This is a mind-affecting, compulsion effect. This is a supernatural ability.

Sting of the Cobra

Discipline: Steel Serpent (Strike); Level: 8
Prerequisite(s): Three Steel Serpent Maneuvers
Initiation Action: 1 standard action
Range: Melee attack or ranged attack
Target: One creature
Duration: Instant, 3 rounds
Saving Throw: Fortitude partial

DESCRIPTION

By focusing destructive, life-destroying ki into his attack, the Steel Serpent disciple strikes at the very heart of his foe’s life force. The disciple makes an attack against a target. If successful the strike inflicts an additional 8d6 points of damage and 2d4 points of Constitution damage (Fortitude save DC equal to 18 + initiation modifier to halve this Constitution damage). Upon a failed save, on the following two rounds the corrupted ki energies inflict an additional 2d6 points of damage and 2 additional points of Constitution damage. This is a supernatural ability.

Five-Fold Hydra Sting

Discipline: Steel Serpent (Strike) [Death]; Level: 9
Prerequisite(s): Four Steel Serpent Maneuvers
Initiation Action: 1 standard action
Range: Melee attack or ranged attack
Target: One creature
Duration: Instant
Saving Throw: Fortitude partial

DESCRIPTION

A true master of the discipline of Steel Serpent possesses the knowledge how to use his skill, ki, and knowledge of the systems of living creatures, putting them to use for ending of a life. When a disciple initiates this maneuver and strikes a foe, he shows his deadly intent and knowledge in a display of terrible force, striking a foe’s heart chakra and sending a cascade of poisonous ki through its body to annihilate the lifeforce of the target. The disciple makes an attack against a foe which if successful the target must make a Fortitude save (DC 19 + initiation modifier). If this save fails, the target is instantly slain as its body’s energies revolt and consume it in a flash, reducing the body to ash (equipment is unharmed). If the target succeeds on this save, its body still suffers from the experience as the attack inflicts an additional 50 points of damage. If the target dies from this, its body also dissolves into ash. Victims slain by this attack cannot be resurrected normally; a wish or miracle spell must be cast first to restore the life-force of the victim’s spirit before any raise attempt can be attempted. This is a supernatural ability.

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