Holy Word Discipline

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Not all maneuvers are simply through the powers of the sword alone. The Holy Word discipline draws on the powers of the gods through knowledge of the fundamental language of the universe--Truespeak.

The key skill for Holy Word is Truespeak, and its favored weapons are the librum, warbell, heavy warbell, quarterstaff, and heavy shield.

A crusader who takes the Truespeak Training feat automatically gains access to this discipline.

Contents

Maneuver List

1st Level

Litany Against Fear -- Stance -- You become immune to fear
Recitation of Turning, Lesser -- Boost -- You can turn or command undead
Word of Smiting -- Strike -- Your attack deals extra damage according to alignment
Word of Thunder -- Strike -- Your speech damages a foe and has a chance of dazing
Word of Vengeance, Lesser -- Counter -- You channel your foes energy into your own attack

2nd Level

Recitation of Emulation, Lesser -- Boost -- Your foe is treated as a different alignment temporarily
Recitation of Flame -- Boost -- Divine flames burst from your hands
Word of Theft -- Strike -- Your strike sunders an object and you temporarily gain its power
Words of the Divine, Lesser -- Boost -- Your weapon deals extra divine damage

3rd Level

Litany of Chance -- Stance -- You may reroll damage rolls if you are chaotic
Litany of Hatred -- Stance -- Your attacks sicken your foes if you are evil
Litany of Mercy -- Stance -- Your attacks deal nonlethal damage if you are good
Litany of Resilience -- Stance -- You gain damage reduction if you are lawful
Recitation of Purification -- Boost -- You cleanse your body of toxins
Word of Creation -- Boost -- You create a weapon from nothing to arm yourself

4th Level

Recitation of Emulation -- Boost -- Your foe is treated as a different alignment temporarily
Word of Transport, Lesser -- Boost -- You teleport from one location to another
Word of Vengeance -- Counter -- You channel your foe's attack back into them
Words of the Divine -- Boost -- Your attacks gain extra damage and overcome alignment-based damage resistance

5th Level

Recitation of Turning -- Boost -- You can turn or command undead
Word of Health -- Boost -- You can heal with a touch
Word of Triumph -- Strike -- Your strike ignores DR and adds damage

6th Level

Litany of Lightning -- Stance -- Lightning rains down on foes around you
Recitation of Emulation, Greater -- Boost -- Your foe is treated as a different alignment temporarily
Words of the Divine, Greater -- Boost -- Your attacks gain extra damage and overcome alignment-based damage resistance

7th Level

Recitation of Disintegration -- Strike -- Your strike causes your foes to disappate
Word of Transport -- Boost -- You teleport from one location to another
Word of Vengeance, Greater -- Counter -- You channel your foe's attack back into them

8th Level

Litany of Victory -- Stance -- Your attacks deal extra damage and you gain the ability to smite foes
Word of Judgement -- Strike -- Your attack judges a foe

9th Level

Word of Annihilation -- Strike -- Your strike carries various negative effects and extra damage

Maneuvers and Stances

Litany Against Fear

Holy Word (Stance)
Level: Crusader 1
Prerequisite: None
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Saving Throw: None

While in this stance, you become immune to fear.

Litany of Chance

Holy Word (Stance) [Chaos]
Level: Crusader 3
Prerequisite: None
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Saving Throw: None

While in this stance, you gain the ability to deal more damage with your attacks. Whenever you strike a foe, you may make a Truespeak check versus a DC of 15 plus your target's HD. If you succeed, you roll your damage twice and take the better of the two results.

Litany of Hatred

Holy Word (Stance) [Evil]
Level: Crusader 3
Prerequisite: None
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Saving Throw: None

While in this stance, you gain the ability to sicken your foes when you strike them. Whenever you strike a foe, you may make a Truespeak check versus a DC of 15 plus your target's HD. If you succeed, your foe is sickened for one round.

Litany of Lightning

Holy Word (Stance) [Electricity]
Level: Crusader 6
Prerequisite: Two Holy Word maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Saving Throw: See text

While you are in this stance, lightning rains from the sky to strike the foes around you. Once per round on your turn, you may select a foe within 30' as a free action. After selecting a foe, make a Truespeak check. You deal electrical damage to the target according to the result of your check. A successful Reflex save (DC 16 + your Charisma modifer) halves the damage.

Check Result Damage
9 or less 2d6
10-19 3d6
20-29 4d6
30-39 5d6
40-49 6d6
50-59 7d6
60-69 8d6
70+ 9d6

Litany of Mercy

Holy Word (Stance) [Good]
Level: Crusader 3
Prerequisite: None
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Saving Throw: None

While in this stance, your attacks deal nonlethal damage instead of lethal damage.

Litany of Resilience

Holy Word (Stance) [Law]
Level: Crusader 3
Prerequisite: None
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Saving Throw: None

While in this stance, you gain damage resistance according to your ranks in Truespeak.

Ranks DR Gained
6-10 DR 2/Magic
11-15 DR 4/Magic
16-20 DR 6/Magic
21+ DR 8/Magic

Litany of Victory

Holy Word (Stance) [See Text]
Level: Crusader 8
Prerequisite: Three Holy Word maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Saving Throw: None

While in this stance, your attacks deal an extra +2d6 points of damage. You also gain the ability to smite foes of opposing alignment once every 3 rounds.

When performing a smite, you add your Charisma modifier (minimum 1) to your attack roll and deal extra damage equal to your initiator level. This extra damage is only effective against creatures of alignments that oppose yours (so that if you are lawful good, it only deals damage to chaotic or evil creatures). If you smite a creature that this extra damage does not apply to, your smite attempt is still used up and you must wait three rounds to do so again. Performing a smite is a standard action.

If you are successful in smiting a creature with this attack, you gain temporary hit points equal to the amount of extra damage you receive from this smite, including your Strength bonus and any fixed numeric modifiers but excluding extra dice of damage (such as from Sneak Attack or the bonus dice of damage granted by this stance). These temporary hit points last for four rounds.

This stance gains subtypes according to your alignment: Good if you are good, Evil if you are evil, Law if you are lawful, and Chaos if you are chaotic.

Recitation of Disintegration

Holy Word (Strike)
Level: Crusader 7
Prerequisite: Three Holy Word maneuvers
Initiation Action: 1 standard action
Range: Melee
Target: One opponent
Duration: Instantaneous
Saving Throw: Foritude partial; see text

Upon initiating this maneuver, make one melee attack against a foe. If your attack lands, you deal an additional 7d6 points of damage. Should your foe drop below 0 HP as a result of this maneuver, they are discorporated, as if by the disintegration spell.

A successful Fortitude save (DC 17 + your Charisma modifier) halves the extra damage and prevents the disintegration effect.

Recitation of Emulation

Holy Word (Boost)
Level: Crusader 4
Prerequisite: One Holy Word maneuver
Initiation Action: 1 swift action
Range: Close (25' + 5'/2 levels)
Target: One creature
Duration: 1 round/2 levels
Saving Throw: Will negates

You speak incredible syllables and your foe feels their personal aura shift and change. The target of this maneuver treats their alignment as a different alignment of your choice for the duration of his maneuver. The target's new alignment must be within two steps of their original alignment, so that a Lawful Good creature targeted by this maneuver would be treated as Neutral Good, Chaotic Good, Lawful Neutral, Lawful Evil, or True Neutral--one alignment of your choice. A Will save (DC 14 + your Charisma modifier) negates this effect.

This alignment emulation is not actually alignment shift, is temporary, and does not deny class features, feats, or other effects that are reliant upon being a specific alignment. In essence, a Lawful Good creature targeted by this maneuver who is treated as a Lawful Evil creature is both Lawful Good and Lawful Evil at the same time for all effects dependent upon alignment.

Recitation of Emulation, Greater

Holy Word (Boost)
Level: Crusader 6
Prerequisite: Two Holy Word maneuvers
Initiation Action: 1 swift action
Range: Close (25' + 5'/2 levels)
Target: One creature
Duration: 1 round/2 levels
Saving Throw: Will negates

This maneuver acts as Recitation of Emulation, but the target's emulated alignment may be of any alignment of your choice, and the save DC is 16 + your Charisma modifier.

Recitation of Emulation, Lesser

Holy Word (Boost)
Level: Crusader 2
Prerequisite: None
Initiation Action: 1 swift action
Range: Close (25' + 5'/2 levels)
Target: One creature
Duration: 1 round/2 levels
Saving Throw: Will negates

This maneuver acts as Recitation of Emulation, but the target's emulated alignment must be within one step instead of within two, and the save DC is 12 + your Charisma modifier.

Recitation of Flame

Holy Word (Boost) [Fire]
Level: Crusader 2
Prerequisite: None
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
Saving Throw: None

Your speech heats the air around you and balls of fire appear in your hands. In addition to providing illumination, the flames can be hurled or used to touch enemies. You can strike an opponent with a melee touch attack, dealing 1d6 fire damage plus your Charisma modifier. Alternatively, you can hurl the flames up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. As soon as you hurl flames, more appear in your hands.

Recitation of Purification

Holy Word (Boost) [Healing]
Level: Crusader 3
Prerequisite: One Holy Word maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: None

Feeling a poison course through your veins, you utter a word of cleansing and feel your blood cleanse of its taint. Upon initiating this maneuver, you suffer no additional effects from the poison, and any temporary effects are ended. Instantaneous effects such as hit point damage, temporary ability damage, or effects that don’t go away on their own remain until they are cleansed from you by time or magic.

Recitation of Turning

Holy Word (Boost)
Level: Crusader 5
Prerequisite: 2 Holy Word maneuvers
Initiation Action: 1 standard action
Range: Personal
Target: 60' radius
Duration: Instantaneous
Saving Throw: None; see text

You become a mighty conduit of the divine, repelling and banishing undead. When you initiate this maneuver, you turn undead as a cleric of equal level as your Initiator Level used to acquire this maneuver plus four. If you are evil, you instead rebuke undead. If you are neutral, you may choose at the time of initiating this maneuver.

Recitation of Turning, Lesser

Holy Word (Boost)
Level: Crusader 1
Prerequisite: None
Initiation Action: 1 standard action
Range: Personal
Target: 60' radius
Duration: Instantaneous
Saving Throw: None; see text

You brandish your weapon and evince divine influence onto the battlefield, startling and terrifying undead creatures. When you initiate this maneuver, you turn undead as a cleric of equal level as your Initiator Level used to acquire this maneuver. If you are evil, you instead rebuke undead. If you are neutral, you may choose rebuking or turning undead when you initiate this maneuver.

This maneuver does not allow you to power divine feats; it merely allows you to turn undead creatures.

Word of Annihilation

Holy Word (Strike) [See Text]
Level: Crusader 9
Prerequisite: Four Holy Word maneuvers
Initiation Action: 1 standard action
Range: Melee
Target: One opponent
Duration: Instantaneous
Saving Throw: Fortitude partial and Will negates; see text

As part of this maneuver, make a melee attack. If your attack lands, you deal 10d6 points of extra damage. If your opponent is extraplanar in nature, they must immediately make a Will save (DC 19 plus your Charisma modifier) or be immediately banished to their home plane. A foe struck by this maneuver is also immediately rendered mute. This interferes with spells and abilities that require vocal components. A successful Fortitude save (DC 19 plus your Charisma modifier) negates the muting but retains the damage.

Any creature who is brought to 0 or less HP by this maneuver is immediately discorporated, as if by the disintegrate spell, and cannot be resurrected short of a wish or miracle. Any creature within 30' of a creature slain by this maneuver that shares its alignment must make a Will save (DC 19 plus your Charisma modifier) or be rendered shaken for a number of rounds equal to your Charisma modifier. Any such creature that fails this save also takes 5d6 points of damage. Similarly, if they are brought to 0 or less HP by this maneuver, they are also discorporated, as outlined above.

This maneuver shares descriptors with your alignment.

Word of Creation

Holy Word (Boost) [See text]
Level: Crusader 3
Prerequisite: None
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None

Your words coalesce the vapor of nuance into physical form, shaping a weapon in your hands. This weapon, chosen by you at the time you initiate this maneuver may be any one of Holy Word's favored weapons and gains benefits according to your ranks in Truespeak as detailed below.

Ranks Weapon Overcomes DR as
0-10 Masterwork weapon None
11-13 +1 weapon None
14-16 +2 silvered or adamantine or cold iron weapon None
17-19 +3 silvered or adamantine or cold iron weapon One of your alignments
20-22 +4 silvered or adamantine or cold iron weapon Two of your alignments
23+ +5 silvered or adamantine or cold iron weapon Two of your alignments

If your ranks in Truespeak are high enough for the weapon to overcome DR as a specific alignment, then this maneuver shares that descriptor.

Word of Healing

Holy Word (Boost) [Healing]
Level: Crusader 5
Prerequisite: Two Holy Word maneuvers
Initiation Action: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (Harmless); see text

This maneuver removes the touched creature's afflictions, immediately ending any of the following conditions: blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, frightened, nauseated, panicked, paralyzed, shaken, sickened, and stunned. If the creature is asleep, they are awoken.

This maneuver also heals one hit point of damage to the target per Initiator Level, to a maximum of half the target's full hit points.

Word of Judgement

Holy Word (Strike) [Sonic; See Text]
Level: Crusader 8
Prerequisite: Three Holy Word maneuvers
Initiation Action: 1 standard action
Range: Melee
Target: One opponent
Duration: Instantaneous
Saving Throw: Fortitude partial; see text

As part of this maneuver, make a melee attack. If your attack lands, your opponent suffers varying effects dependent on how much their alignment differs from your own.

If they share your alignment, this maneuver has no effect.

If your opponent is one step away from your alignment (IE: you are Lawful Good, and they are either Lawful Neutral or Neutral Good), this maneuver does an additional 2d6 points of damage. Your foe must also make a Fortitude save (DC 18 plus your Charisma modifier) or be permanently deafened.

If your opponent is two steps away from your alignment (IE: you are Lawful Good, and your opponent is Chaotic Good, True Neutral, or Lawful Evil), this maneuver does an additional 4d6 points of damage. Your foe must also make a Fortitude save (DC 18 plus your Charisma modifier) or be both permanently blinded and deafened.

If your opponent is three steps away from your alignment (IE: you are Lawful Good, and your opponent is Chaotic Neutral or Neutral Evil), this maneuver does an additional 6d6 points of damage. Your foe must also make a Fortitude save (DC 18 plus your Charisma modifier) or be permanently blinded and deafened, and paralyzed for a number of rounds equal to your Charisma modifier.

If your opponent is four steps away from your alignment (IE: you are Lawful Good, and your opponent is Chaotic Evil), this maneuver does an additional 10d6 points of damage. Your foe must also make a Fortitude save (DC 18 plus your Charisma modifier) or be slain. A creature slain in this manner cannot be resurrected except through a wish or miracle spell.

This maneuver shares descriptors with your alignment.

Word of Smiting

Holy Word (Strike)
Level: Crusader 1
Prerequisite: None
Initiation Action: 1 standard action
Range: Melee
Target: Creature attacked
Duration: Instantaneous
Saving Throw: None

With a word, your attack carries a powerful force of the divine, dealing extra damage to your target.

As part of this attack, roll a Truespeak check and use its result in place of an attack roll. If you strike your foe, you deal extra damage equal to your Charisma modifier (minimum 1).

Word of Theft

Holy Word (Strike)
Level: Crusader 2
Prerequisite: None
Initiation Action: 1 standard action
Range: Melee
Target: One weapon
Duration: Instantaneous
Saving Throw: Fortitude partial; see text

Upon initiating this maneuver, make a single melee attack sunder attempt against a weapon. If you succeed in sundering the weapon, your weapon gains all enhancement bonuses and magical properties of the sundered weapon for five rounds. These acquired bonuses do not stack with your weapon's inherent bonuses: a shocking longsword +1 sundered by this maneuver with a warhammer +1 would effectively make the warhammer into a shocking warhammer +1, whereas a freezing burst longsword +3 sundered by a flaming greataxe +1 would make the greataxe into a freezing burst flaming greataxe +3 for five rounds.

The sundered weapon is allowed a Fortitude save (DC 12 + your Charisma modifier) to resist, using its caster level to determine its saving throw. If it is successful, your weapon gains no special enchantments such as flaming, shocking burst, or keen, instead only gaining an enhancement bonus equal to the sundered weapon's enhancement bonus. For example a flaming shocking burst longsword +2 that made its save after being sundered by this maneuver by a warhammer +1 would only confer a +2 bonus to your weapon, rendering it effectively a warhammer +2 for five rounds.

Word of Thunder

Holy Word (Strike) [Sonic]
Level: Crusader 1
Prerequisite: None
Initiation Action: 1 standard action
Range: Close (30' + 5'/2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial

With a word, a crack of thunder resounds, reverberating through your foe. Your target takes 1d6 points of sonic damage and is dazed. A successful Fortitude save (DC 11 + your Charisma modifier) halves the damage and prevents the dazing effect.

Word of Transport

Holy Word (Boost) [Teleportation]
Level: Crusader 7
Prerequisite: Three Holy Word maneuvers
Initiation Action: 1 move action

This maneuver acts as Lesser Word of Transport except as noted here. The maximum range you may transport using this maneuver is equal to four times the result of a Truespeak check made as part of this maneuver, rounded down to the nearest multiple of five.

Word of Transport, Lesser

Holy Word (Boost) [Teleportation]
Level: Crusader 4
Prerequisite: One Holy Word maneuver
Initiation Action: 1 standard action
Range: Varies; see text
Target: You
Duration: Instantaneous
Saving Throw: None

You utter a word and with a quiet popping sounds you move nigh-instantaneously from one location to another. You must have line of sight and line of effect to your destination. If you attempt to use this maneuver to move to into an occupied space, you do not more and the maneuver is expended without effect. The maximum range you may transport using this maneuver is equal to twice the result of a Truespeak check made as part of this maneuver, rounded down to the nearest multiple of five.

Word of Triumph

Holy Word (Strike)
Level: Crusader 5
Prerequisite: Two Holy Word maneuvers
Initiation Action: 1 standard action
Range: Melee
Target: One creature
Duration: Instantaneous
Saving Throw: None

As part of this maneuver, make a melee attack. If you attack hits, you deal 5d6 points of extra damage and your attack ignores any damage reduction that your opponent may have.

Word of Vengeance

Holy Word (Counter)
Level: Crusader 4
Prerequisite: One Holy Word maneuver

This maneuver acts as Lesser Word of Vengeance except as listed here. If your attack succeeds, you deal extra damage equal to the damage your opponent's attack dealt you.

Word of Vengeance, Greater

Holy Word (Counter)
Level: Crusader 7
Prerequisite: Three Holy Word maneuvers

This maneuver acts as Lesser Word of Vengeance except as listed here. If your attack succeeds, you deal extra damage equal to twice the damage your opponent's attack dealt you.

Word of Vengeance, Lesser

Holy Word (Counter)
Level: Crusader 1
Prerequisite: None
Initiation Action: 1 immediate action
Range: Melee
Target: One opponent who has just struck you in melee
Duration: Instantaneous
Saving Throw: None

A foe lands a blow on you, leaving you bruised and bloodied. Infuriated, you cry a mighty syllable and swing your weapon back at him. it glows with divine power. When you initiate this maneuver, make a melee attack against an opponent who has just struck you in melee. If your attack succeeds, you deal extra damage equal to half the damage his attack dealt to you.

Words of the Divine

Holy Word (Boost) [See text]
Level: Crusader 4
Prerequisite: One Holy Word manuever
Initiation Action: 1 swift action
Range: Touch
Target: Weapon touched
Duration: 1 round
Saving Throw: None

Your weapon glows with divine light, granting it the ability to deal extra damage for a short time. Any attacks you make until your next turn deal an extra +3d6 points of sacred damage and overcomes damage resistance as a good-aligned weapon. Also, this maneuver has the [Good] descriptor.

If you are evil, this maneuver instead grants profane damage and overcomes damage reduction as an evil-aligned weapon, under the same conditions outlined above. Also, this maneuver carries the [Evil] descriptor.

If you are lawful, this maneuver instead grants axiomatic damage and overcomes damage reduction as a lawfully-aligned weapon. Also, this maneuver carries the [Law] descriptor.

If you are chaotic, this maneuver instead grants anarchic damage and overcomes damage reduction as a chaotically-aligned weapon. Also, this maneuver carries the [Chaos] descriptor.

If you have two of the above alignments, you select one of them upon initiating this maneuver for the purposes of this maneuver's effects. If you are True Neutral, this maneuver has no effect.

Words of the Divine, Greater

Holy Word (Boost) [See text]
Level: Crusader 6
Prerequisite: Two Holy Word maneuvers
Initiation Action: 1 swift action
Range: Touch
Target: Weapon touched
Duration: 1 round
Saving Throw: None

Your weapon glows with divine light, granting it the ability to deal extra damage for a short time. Any attacks you make until your next turn deal an extra +5d6 points of sacred damage and overcomes damage resistance as a good-aligned weapon. Also, this maneuver has the [Good] descriptor.

If you are evil, this maneuver instead grants profane damage and overcomes damage reduction as an evil-aligned weapon, under the same conditions outlined above. Also, this maneuver carries the [Evil] descriptor.

If you are lawful, this maneuver instead grants axiomatic damage and overcomes damage reduction as a lawfully-aligned weapon. Also, this maneuver carries the [Law] descriptor.

If you are chaotic, this maneuver instead grants anarchic damage and overcomes damage reduction as a chaotically-aligned weapon. Also, this maneuver carries the [Chaos] descriptor.

If you have two of the above alignments, you select one of them upon initiating this maneuver for the purposes of this maneuver's effects. If you are True Neutral, this maneuver has no effect.

Words of the Divine, Lesser

Holy Word (Boost) [See text]
Level: Crusader 2
Prerequisite: None
Initiation Action: 1 swift action
Range: Touch
Target: Weapon touched
Duration: 1 round
Saving Throw: None

Your weapon glows with divine light, granting it the ability to deal extra damage for a short time. Any attacks you make until your next turn deal an extra +1d6 points of sacred damage. This damage overcomes damage reduction as if by a good-aligned weapon, but just this extra damage does so. Also, this maneuver has the [Good] descriptor.

If you are evil, this maneuver instead grants profane damage and overcomes damage reduction as if by an evil-aligned weapon, under the same conditions outlined above. Also, this maneuver carries the [Evil] descriptor.

If you are lawful, this maneuver instead grants axiomatic damage and overcomes damage reduction as if by a lawfully-aligned weapon, under the same conditions outlined above. Also, this maneuver carries the [Law] descriptor.

If you are chaotic, this maneuver instead grants anarchic damage and overcomes damage reduction as if by a chaotically-aligned weapon, under the same conditions outlined above. Also, this maneuver carries the [Chaos] descriptor.

If you have two of the above alignments, you select one of them upon initiating this maneuver for the purposes of this maneuver's effects. If you are True Neutral, this maneuver has no effect.

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