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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. ==Maneuver List== ===1st Level=== Litany Against Fear -- Stance -- You become immune to fear<br> Recitation of Turning, Lesser -- Boost -- You can turn or command undead<br> Word of Smiting -- Strike -- Your attack deals extra damage according to alignment<br> Word of Thunder -- Strike -- Your speech damages a foe and has a chance of dazing<br> 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<br> Recitation of Flame -- Boost -- Divine flames burst from your hands<br> Word of Theft -- Strike -- Your strike sunders an object and you temporarily gain its power<br> 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<br> Litany of Hatred -- Stance -- Your attacks sicken your foes if you are evil<br> Litany of Mercy -- Stance -- Your attacks deal nonlethal damage if you are good<br> Litany of Resilience -- Stance -- You gain damage reduction if you are lawful<br> Recitation of Purification -- Boost -- You cleanse your body of toxins<br> 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<br> Word of Transport, Lesser -- Boost -- You teleport from one location to another<br> Word of Vengeance -- Counter -- You channel your foe's attack back into them<br> 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<br> Word of Health -- Boost -- You can heal with a touch<br> Word of Triumph -- Strike -- Your strike ignores DR and adds damage ===6th Level=== Litany of Lightning -- Stance -- Lightning rains down on foes around you<br> Recitation of Emulation, Greater -- Boost -- Your foe is treated as a different alignment temporarily<br> 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<br> Word of Transport -- Boost -- You teleport from one location to another<br> 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<br> Word of Judgement -- Strike -- Your attack judges a foe<br> ===9th Level=== Word of Annihilation -- Strike -- Your strike carries various negative effects and extra damage ==Maneuvers and Stances== ===Litany Against Fear=== Holy Word (Stance)<br> '''Level:''' Crusader 1<br> '''Prerequisite:''' None<br> '''Initiation Action:''' 1 swift action<br> '''Range:''' Personal<br> '''Target:''' You<br> '''Duration:''' Stance<br> '''Saving Throw:''' None While in this stance, you become immune to fear. ===Litany of Chance=== Holy Word (Stance) [Chaos]<br> '''Level:''' Crusader 3<br> '''Prerequisite:''' None<br> '''Initiation Action:''' 1 swift action<br> '''Range:''' Personal<br> '''Target:''' You<br> '''Duration:''' Stance<br> '''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]<br> '''Level:''' Crusader 3<br> '''Prerequisite:''' None<br> '''Initiation Action:''' 1 swift action<br> '''Range:''' Personal<br> '''Target:''' You<br> '''Duration:''' Stance<br> '''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]<br> '''Level:''' Crusader 6<br> '''Prerequisite:''' Two Holy Word maneuvers<br> '''Initiation Action:''' 1 swift action<br> '''Range:''' Personal<br> '''Target:''' You<br> '''Duration:''' Stance<br> '''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. {|border=1px !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]<br> '''Level:''' Crusader 3<br> '''Prerequisite:''' None<br> '''Initiation Action:''' 1 swift action<br> '''Range:''' Personal<br> '''Target:''' You<br> '''Duration:''' Stance<br> '''Saving Throw:''' None While in this stance, your attacks deal nonlethal damage instead of lethal damage. ===Litany of Resilience=== Holy Word (Stance) [Law]<br> '''Level:''' Crusader 3<br> '''Prerequisite:''' None<br> '''Initiation Action:''' 1 swift action<br> '''Range:''' Personal<br> '''Target:''' You<br> '''Duration:''' Stance<br> '''Saving Throw:''' None While in this stance, you gain damage resistance according to your ranks in Truespeak. {|border=1px !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]<br> '''Level:''' Crusader 8<br> '''Prerequisite:''' Three Holy Word maneuvers<br> '''Initiation Action:''' 1 swift action<br> '''Range:''' Personal<br> '''Target:''' You<br> '''Duration:''' Stance<br> '''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)<br> '''Level:''' Crusader 7<br> '''Prerequisite:''' Three Holy Word maneuvers<br> '''Initiation Action:''' 1 standard action<br> '''Range:''' Melee<br> '''Target:''' One opponent<br> '''Duration:''' Instantaneous<br> '''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)<br> '''Level:''' Crusader 4<br> '''Prerequisite:''' One Holy Word maneuver<br> '''Initiation Action:''' 1 swift action<br> '''Range:''' Close (25' + 5'/2 levels)<br> '''Target:''' One creature<br> '''Duration:''' 1 round/2 levels<br> '''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)<br> '''Level:''' Crusader 6<br> '''Prerequisite:''' Two Holy Word maneuvers<br> '''Initiation Action:''' 1 swift action<br> '''Range:''' Close (25' + 5'/2 levels)<br> '''Target:''' One creature<br> '''Duration:''' 1 round/2 levels<br> '''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)<br> '''Level:''' Crusader 2<br> '''Prerequisite:''' None<br> '''Initiation Action:''' 1 swift action<br> '''Range:''' Close (25' + 5'/2 levels)<br> '''Target:''' One creature<br> '''Duration:''' 1 round/2 levels<br> '''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]<br> '''Level:''' Crusader 2<br> '''Prerequisite:''' None<br> '''Initiation Action:''' 1 swift action<br> '''Range:''' Personal<br> '''Target:''' You<br> '''Duration:''' 1 round<br> '''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]<br> '''Level:''' Crusader 3<br> '''Prerequisite:''' One Holy Word maneuver<br> '''Initiation Action:''' 1 swift action<br> '''Range:''' Personal<br> '''Target:''' You<br> '''Duration:''' Instantaneous<br> '''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)<br> '''Level:''' Crusader 5<br> '''Prerequisite:''' 2 Holy Word maneuvers<br> '''Initiation Action:''' 1 standard action<br> '''Range:''' Personal<br> '''Target:''' 60' radius<br> '''Duration:''' Instantaneous<br> '''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)<br> '''Level:''' Crusader 1<br> '''Prerequisite:''' None<br> '''Initiation Action:''' 1 standard action<br> '''Range:''' Personal<br> '''Target:''' 60' radius<br> '''Duration:''' Instantaneous<br> '''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]<br> '''Level:''' Crusader 9<br> '''Prerequisite:''' Four Holy Word maneuvers<br> '''Initiation Action:''' 1 standard action<br> '''Range:''' Melee<br> '''Target:''' One opponent<br> '''Duration:''' Instantaneous<br> '''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]<br> '''Level:''' Crusader 3<br> '''Prerequisite:''' None<br> '''Initiation Action:''' 1 swift action<br> '''Range:''' Personal<br> '''Target:''' You<br> '''Duration:''' 1 round/level<br> '''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. {|border=1px !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]<br> '''Level:''' Crusader 5<br> '''Prerequisite:''' Two Holy Word maneuvers<br> '''Initiation Action:''' 1 standard action<br> '''Range:''' Touch<br> '''Target:''' Creature touched<br> '''Duration:''' Instantaneous<br> '''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]<br> '''Level:''' Crusader 8<br> '''Prerequisite:''' Three Holy Word maneuvers<br> '''Initiation Action:''' 1 standard action<br> '''Range:''' Melee<br> '''Target:''' One opponent<br> '''Duration:''' Instantaneous<br> '''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)<br> '''Level:''' Crusader 1<br> '''Prerequisite:''' None<br> '''Initiation Action:''' 1 standard action<br> '''Range:''' Melee<br> '''Target:''' Creature attacked<br> '''Duration:''' Instantaneous<br> '''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)<br> '''Level:''' Crusader 2<br> '''Prerequisite:''' None<br> '''Initiation Action:''' 1 standard action<br> '''Range:''' Melee<br> '''Target:''' One weapon<br> '''Duration:''' Instantaneous<br> '''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]<br> '''Level:''' Crusader 1<br> '''Prerequisite:''' None<br> '''Initiation Action:''' 1 standard action<br> '''Range:''' Close (30' + 5'/2 levels)<br> '''Target:''' One creature<br> '''Duration:''' Instantaneous<br> '''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]<br> '''Level:''' Crusader 7<br> '''Prerequisite:''' Three Holy Word maneuvers<br> '''Initiation Action:''' 1 move action<br> 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]<br> '''Level:''' Crusader 4<br> '''Prerequisite:''' One Holy Word maneuver<br> '''Initiation Action:''' 1 standard action<br> '''Range:''' Varies; see text<br> '''Target:''' You<br> '''Duration:''' Instantaneous<br> '''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)<br> '''Level:''' Crusader 5<br> '''Prerequisite:''' Two Holy Word maneuvers<br> '''Initiation Action:''' 1 standard action<br> '''Range:''' Melee<br> '''Target:''' One creature<br> '''Duration:''' Instantaneous<br> '''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)<br> '''Level:''' Crusader 4<br> '''Prerequisite:''' One Holy Word maneuver<br> 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)<br> '''Level:''' Crusader 7<br> '''Prerequisite:''' Three Holy Word maneuvers<br> 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)<br> '''Level:''' Crusader 1<br> '''Prerequisite:''' None<br> '''Initiation Action:''' 1 immediate action<br> '''Range:''' Melee<br> '''Target:''' One opponent who has just struck you in melee<br> '''Duration:''' Instantaneous<br> '''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]<br> '''Level:''' Crusader 4<br> '''Prerequisite:''' One Holy Word manuever<br> '''Initiation Action:''' 1 swift action<br> '''Range:''' Touch<br> '''Target:''' Weapon touched<br> '''Duration:''' 1 round<br> '''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]<br> '''Level:''' Crusader 6<br> '''Prerequisite:''' Two Holy Word maneuvers<br> '''Initiation Action:''' 1 swift action<br> '''Range:''' Touch<br> '''Target:''' Weapon touched<br> '''Duration:''' 1 round<br> '''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]<br> '''Level:''' Crusader 2<br> '''Prerequisite:''' None<br> '''Initiation Action:''' 1 swift action<br> '''Range:''' Touch<br> '''Target:''' Weapon touched<br> '''Duration:''' 1 round<br> '''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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