Sacred Might Discipline

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Sacred Might Discipline

Discipline Skill: Spellcraft
Discipline Weapons: Flail, guisarme, heavy crossbow, light crossbow, morningstar, and spiked chain

The swampy wastelands of Zahari has had a turbulent history of magical strife, going as far back as the ancient War of the Witches, up to the relatively recent rule of the tyrannical sorcerer-king Vricen Delidre two centuries ago. It was during Delidre's rule that the faithful devotees of three churches, Heironeous, Pelor, and Saint Cuthbert, decided to band together and put an end to evil magic within the swamps for all time. Together, these churches waged holy war against Delidre and his Cabal, eventually toppling his rule and establishing the Theocracy of Light in his stead. To prevent any future tyranny of magic within Zahari, the church leaders jointly established the Templars of the Wary Eye, a holy order of knights trained to withstand magical assault and slay those who dare abuse magical power.

Though the Theocracy of Light has long since fallen to infighting, the Templars of the Wary Eye remain a steadfast and active part of the swamps, with branches in every major city and sympathizers in every major government within Zahari. As a result, magic is very tightly regulated within these lands, and mages unwilling to bow to templar authority face relentless persecution from the order. Templars are taught to disrupt and defeat mages from the very start, and all of them have learned methods to impede a spellcaster's concentration and to detect spellcasting in progress. Those most dedicated and most skilled even learn to channel divine energy in order to punish magic-users and prevent spells from taking effect. These mage-slaying techniques are collectively known as the Sacred Might Discipline.

Gaining Access to the Sacred Might Discipline

  • Templar: Because of their dedication to fighting evil mages, all templars are trained extensively in the Sacred Might discipline.
  • Crusader: Some crusaders devote themselves to the cause of preventing abusive use of magic and slaying evil mages rather than to a specific religion or deity. Such crusaders can gain access to Sacred Might, but lose access to either Devoted Spirit or White Raven as a result (gaining/losing associated discipline skills as well).
  • Swordsage: Some assassins are dedicated to slaying magic-users, either for noble causes or for the sake of coin. These assassins often use the techniques of the Sacred Might discipline along with supernatural abilities of shadow or fire to prey upon their marks. Such swordsages can gain access to Sacred Might, but lose access to either Diamond Mind or Tiger Claw as a result (gaining/losing associated discipline skills as well).


Feats

Indomitable Might

Your perseverance against spellcasting is legendary.

Prerequisite: One Sacred Might stance

Benefit: As long as you remain in a Sacred Might stance, you gain a +2 sacred bonus on saves against spells and spell-like abilities.

In addition, whenever you successfully save against a spell or spell-like ability (whether or not you're in a Sacred Might stance), you get a +2 morale bonus to attack and damage against the caster of that spell or SLA for the rest of the encounter. This bonus does not stack with itself.


Exalted Executioner [Tactical]

The initiate of the Sacred Might is a fearsome sight for any mage, and his extensive experience in fighting magic-users gives him a palpable edge in battle against their strategies and tricks.

Prerequisite: Indomitable Might, base attack bonus +6, two Sacred Might maneuvers

Benefit: The Exalted Executioner feat enables the use of three tactical options.

Follow Up: Whenever an enemy within your weapon reach makes a 5-ft step out of your reach, you may spend an immediate action to take a 5-ft step in the same direction in order to put them in your reach again, even if you've already made your 5-ft step that round. On the turn after using this tactic, you may not take your normal 5-ft step for the round.

Knowledgeable Defense: Whenever you successfully identify a hostile spell being cast (using Spellcraft or through other means), you may spend an immediate action to grant you and all allies within hearing range a +2 insight bonus on any saves against that spell. This tactic has no effect if the spell does not allow a save.

Strike Fast: Whenever an enemy caster fails to cast defensively within your reach, he provokes an attack of opportunity from you and is considered flat-footed against that attack.


Maneuvers and Stances List

1st Level

  • Arcane Detection - Boost
Gain the benefts of arcane sight for 1 round.
  • Disruptive Form - Stance
Concentrating within your reach is much harder for enemy mages.
  • Inquisitor's Stance - Stance
Gain a +4 bonus to identifying spells and a +2 bonus to dispelling.
  • Spellbane Smite - Strike
Deal +1d6 points of extra damage if you strike a caster. Caster must make Will save or lose a spell slot.

2nd Level

  • Dispelling Blade - Strike
Attack an enemy and dispel a single effect on them.
  • Pierce Protection - Boost
Ignore AC bonuses and concealment from spells until end of turn.
  • Shield of Faith - Counter
Gain a single type of energy resistance for 1 round.

3rd Level

  • Disruptive Strike - Counter
Strike a caster within reach as an immediate action.
  • Mindwarp Stance - Stance
Whenever you strike a caster, that caster loses some spell slots of his choice.
  • Spellbane Wrath - Strike
Strike a caster to deal 1d6 extra damage per spell level that the he has access to and make him lose a spell slot.

4th Level

  • Dispelling Slash - Strike
Dispel a single effect on strike and deal 1d8 extra damage per spell level of the effect dispelled.
  • Divine Intervention - Untyped
Purge yourself of hostile spell effects.
  • Inquisition of Light - Boost
Gain the benefits of true seeing for 1 round.

5th Level

  • Sacred Defiance - Counter
You or an ally within 60 ft rerolls a single saving throw.
  • Spellbane Vortex - Strike
All casters within 60 ft take 1d10 damage per highest spell level they have access to.

6th Level

  • Crushing Dispel - Strike
Strike an enemy and target him with greater dispel magic.
  • Divine Resilience - Stance
If you succeed on a save against a spell, you ignore all effects of that spell.
  • Renounce Magic - Counter
Counterspell a single spell as if by greater dispel magic using your initiator level as caster level.

7th Level

  • Dispelling Flurry - Strike
Full attack to dispel an effect and deal extra damage with every hit.
  • Divine Castigation - Strike
Strike a caster and deal damage to him each time he casts a spell for 1 round per initiator level.

8th Level

  • Assert Reality - Strike
Strike a creature and subject it to an antimagic field for 1 round.
  • Exalted March - Counter
Fly at twice your movement speed and gain the effects of freedom of movement for 1 round.
  • Impenetrable Aegis - Stance
Gain the benefits of spell turning that lasts for an encounter.

9th Level

  • Decree of Annulment - Strike
Make a spellcaster lose a random spell slot at each level and deal 1d4 damage per spell level of those slots lost.


Maneuver and Stances Descriptions

1st Level

Arcane Detection
Sacred Might (Boost)
Level: Templar 1
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: 1 round
With one gaze, you understand the magical energies that swirl around you.
For 1 round, you gain the benefits of arcane sight, as the spell.
This maneuver is a supernatural ability.


Disruptive Form
Sacred Might (Stance)
Level: Templar 1
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: Stance
You position your blade for maximum disruption upon nearby spellcasters.
Whenever an enemy attempts to make a Concentration check within your reach, the save DC of the Concentration check increases by an amount equal to your initiator level. Creatures in your reach are aware of this increase in Concentration difficulty. (For example, casting a 2nd level spell defensively normally has a DC of 17. However, if you have an IL of 7 and this stance active, casting a 2nd level spell defensively within your reach has a DC of 24 instead.)


Inquisitor's Stance
Sacred Might (Stance)
Level: Templar 1
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: Stance
Your keep a discerning eye about you, perceptive of the slightest indications of spellcasting afoot.
You gain a +4 insight bonus to Spellcraft checks to identify spells being cast, and a +2 insight bonus to all dispel checks. In addition, you are aware of all spellcasting attempts in line of effect within 120 ft of you, even if you don't perceive their components, and you can make Spellcraft checks to identify those spells (DC 15 + spell level).


Spellbane Strike
Sacred Might (Strike)
Level: Templar 1
Initiation Acton: 1 standard action
Range: Weapon attack
Target: One creature
Duration: Instantaneous
Saving Throw: Will partial
You make a single thrust that tears away at your enemy's magical might even as it punishes him for it.
Make a single weapon attack. This attack deals an extra +1d6 points of damage if the creature you strike possesses spells or spell-like abilities. In addition, that creature must make a Will save against DC 11 + your Charisma modifier or else lose a single random spell slot of his highest spell level, expending it for the day.
This maneuver is a supernatural ability.

2nd Level

Dispelling Blade
Sacred Might (Strike)
Level: Templar 2
Initiation Acton: 1 standard action
Range: Weapon attack
Target: One creature
Duration: Instantaneous
Saving Throw: None
With a rapid strike, you peel away a layer of the enemy's magical protections, making him vulnerable to further attack.
Make a single weapon attack. If you hit your opponent, you subject him to the effects of an area greater dispel magic, as the spell, except it only affects the target and you use your initiator level as your caster level for the purposes of dispelling (maximum +10).
This maneuver is a supernatural ability.


Pierce Protection
Sacred Might (Boost)
Level: Templar 2
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: 1 round
Despite the multitude of magical spells protecting your enemy, you continue your assault. To his surprise, your attacks penetrate his magical shields as if they're not there at all.
For 1 round, your attacks disregard any miss chances brought about by spells or spell-like abilities (such as from blur, invisibility, or obscuring mist), as well as any bonuses to AC granted by spells or SLAs (such as from mage armor or shield).


Shield of Faith
Sacred Might (Counter)
Level: Templar 2
Initiation Acton: 1 immediate action
Range: Personal
Target: You
Duration: Until the beginning of your next turn
As a torrent of fire rages towards you, you call upon your deity to shield you from the flames.
As an immediate action, choose a single type of energy (fire, cold, electricity, acid, or sonic). You gain energy resistance 10 against that type until the beginning of your next turn. If your initiator level is 7 or higher, that becomes energy resistance 20 instead. If your IL is 11 or higher, that becomes energy resistance 30 instead. If your IL is 15 or higher, that becomes energy immunity instead.
This maneuver is a supernatural ability.

3rd Level

Disruptive Strike
Sacred Might (Counter)
Level: Templar 3
Initiation Acton: 1 immediate action
Range: Melee attack
Target: One spellcaster
Duration: Instantaneous
As soon as you hear the arcane words, you react instantly, striking at the caster in hopes of disrupting the spell.
Initiate this maneuver when a caster attempts to cast a spell within your melee reach. You may immediately make a single melee weapon attack against that caster, even if he is casting defensively. A caster that takes damage this way must make a Concentration check to maintain his spell (DC 10 + damage dealt). You must have detected the spellcasting in some way to initiate this maneuver (such as noticing the components of the spell or via inquisitor's stance).


Mindwarp Stance
Sacred Might (Stance)
Level: Templar 3
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: Stance
With each strike, you leave a scar in your enemy's flesh even as you slash away a small piece of his mind.
Each attack you make against a spellcaster causes him to forget some of his spells. Whenever you damage a caster with a weapon attack, that caster chooses a single spell slot he possesses of 1st level or higher to give up for every two initiator levels you possess, expending those slots for the day. If the caster does not have enough spell slots remaining, he must expend all remaining spell slots he possess.
This stance is a supernatural ability.


Spellbane Wrath
Sacred Might (Strike)
Level: Templar 3
Initiation Acton: 1 standard action
Range: Weapon attack
Target: One creature
Duration: Instantaneous
Saving Throw: Will partial
You make a powerful thrust that severely punishes spellcasters.
Make a single weapon attack. If you hit and the creature you strike possesses spells or spell-like abilities, that creature takes an extra +1d6 points of damage per spell level of the highest level spell or spell-like ability he currently has. In addition, that creature must make a Will save against DC 13 + your Charisma modifier or else lose a single random spell slot of his highest spell level, expending it for the day.
This maneuver is a supernatural ability.

4th Level

Dispelling Slash
Sacred Might (Strike)
Level: Templar 4
Initiation Acton: 1 standard action
Range: Weapon attack
Target: One creature
Duration: Instantaneous
Saving Throw: None
Your strike not only whittles away a layer of magical protection, but burns the enemy for his blasphemous spells as well.
This maneuver functions as dispelling blade, except as noted here. In addition, the maximum bonus from your initiator level to the dispel check is +15 rather than +10, and if you successfully dispel a magical effect from the target, that creature takes 1d8 points of extra damage per spell level of the effect dispelled.
This maneuver is a supernatural ability.


Divine Intervention
Sacred Might
Level: Templar 4
Initiation Acton: 1 full-round action
Range: Personal
Target: You
Duration: Instantaneous
Plagued by curses and evil magic, you send your gaze to your deity, asking for his help. To the surprise of your enemies, he answers.
When you initiate this maneuver, you immediately purge yourself of all hostile spells and spell-like abilities currently affecting you, as long as those spells/SLAs have a duration longer than instantaneous. You only end their effects on you; a spell or SLA that affects more than one creature does not end for those other creatures even if you use this maneuver on yourself. This maneuver requires only a mental action; you can initiate it even if helpless or paralyzed, as long as you're still conscious.
This maneuver is a supernatural ability.


Inquisition of Light
Sacred Might (Boost)
Level: Templar 4
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: 1 round
You close your eyes and whisper a prayer to your deity. When you open your eyes again, you see the truth of the world in a whole new light.
For 1 round, you gain the benefits of true seeing, as the spell.
This maneuver is a supernatural ability.

5th Level

Sacred Defiance
Sacred Might (Counter)
Level: Templar 5
Initiation Acton: 1 immediate action
Range: 60 ft
Target: You or one willing ally
Duration: Instantaneous
With a little bit of divine inspiration, you twist the threads of fate in your favor.
As an immediate action, you can have you or a willing ally within 60 ft of you reroll a single saving throw that the subject has just made. You must initiate this maneuver after seeing the result of the initial roll but before knowing if it's a success or failure. The subject must accept the result of the new roll, even if it's lower.


Spellbane Vortex
Sacred Might (Strike)
Level: Templar 5
Initiation Acton: 1 full-round action
Range: 60 ft
Area: 60 ft-radius burst centered on you
Duration: Instantaneous
Saving Throw: None
You unleash a wave of judgment upon all spellcasters who oppose you.
All spellcasters within 60 ft of you take 1d10 damage per spell level of the highest level spell slot they have remaining (so a spellcaster with a 6th level spell slot remaining takes 6d10 points of damage).
This maneuver is a supernatural ability.

6th Level

Crushing Dispel
Sacred Might (Strike)
Level: Templar 6
Initiation Acton: 1 standard action
Range: Weapon attack
Target: One creature
Duration: Instantaneous
Saving Throw: None
With one attack, you shatter all of your enemy's protections, rendering him helpless to your assault.
Make a single weapon attack. If you hit your opponent, you subject him to the effects of a targeted greater dispel magic, as the spell, except it only affects the target and you use your initiator level as your caster level for the purposes of dispelling (maximum +20).
This maneuver is a supernatural ability.


Divine Resilience
Sacred Might (Stance)
Level: Templar 6
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: Stance
Your defiance allows you to ignore even the most irresistible spells.
Whenever you make a successful save versus a spell or spell-like ability that would normally have a lesser effect if you save, you instead completely negate the effect. This applies to all spells and spell-like abilities that have a partial effect or deal half damage on a successful save.


Renounce Magic
Sacred Might (Counter)
Level: Templar 6
Initiation Acton: 1 immediate action
Range: 120 ft
Target: One spellcaster
Duration: Instantaneous
You shout a word of defiance to counteract your enemy's magic.
When you initiate this maneuver, you can attempt to counter a single spell as if using greater dispel magic, using your initiator as your caster level for the purposes of the dispel check to counterspell (maximum +20). You must have detected the spellcasting in some way to initiate this maneuver (such as noticing the components of the spell or via inquisitor's stance).
This maneuver is a supernatural ability.

7th Level

Dispelling Flurry
Sacred Might (Strike)
Level: Templar 7
Initiation Acton: 1 full-round action
Range: Personal
Target: You
You initiate a flurry of motion faster than the eye can follow, striking through magic with each advancing slash.
As part of this maneuver, take a full attack action and make your normal weapon attacks. Each time you strike a creature this way, that creature acts as if subjected to the dispelling slash maneuver, except the maximum bonus from your initiator level to the dispel check is +20 rather than +15.
This maneuver is a supernatural ability.


Divine Castigation
Sacred Might (Strike)
Level: Templar 7
Initiation Acton: 1 standard action
Range: Weapon attack
Target: One creature
Duration: 1 round per initiator level
Saving Throw: None
Nothing special appears to happen when you strike the mage. Yet when he attempts to cast a spell, the magical energy erupts in unforeseen ways, wracking the mage with pain.
Make a single weapon attack. If you hit your opponent, you curse him to suffer divine judgment whenever he attempts magic. For 1 round per initiator level, whenever the target attempts to cast a spell, he suffers 1d6 points of damage per spell level of the attempted spell. This damage may disrupt his spellcasting, forcing a Concentration check to maintain it (DC 10 + damage dealt).
This maneuver is a supernatural ability.

8th Level

Assert Reality
Sacred Might (Strike)
Level: Templar 8
Initiation Acton: 1 standard action
Range: Weapon attack
Target: One creature
Duration: 1 round
Saving Throw: None
As soon as you strike your foe, a ripple appears over his body like water spreading across a still pond, causing an invisible glow around him to dim.
Make a single weapon attack. If you hit your opponent, he acts as if he is inside an antimagic field for 1 round. While thus affected, all spell effects, worn magic items, and similar supernatural effects (besides this) are suppressed on that creature, and he cannot access any spellcasting ability, spell-like abilities, or supernatural abilities that he possess during that time.
This maneuver is a supernatural ability.


Exalted March
Sacred Might (Counter)
Level: Templar 8
Initiation Acton: 1 immediate action
Range: Personal
Target: You
Duration: Until the end of your next turn
From your back sprout wings of burning white that enable you to leap into the air and charge after your foe.
When you initiate this maneuver, you immediately gain a fly speed equal to twice your land speed, with good maneuverability. In addition, you gain the benefits of freedom of movement, as the spell, for the duration of the maneuver. Both of these effects last until the end of your next turn. When this effect ends, if you are in the air and have no other means of flight, you drift downward 60 ft per round for 1d6 rounds. If you reach the ground in that time, you land safely. If not, then you fall the rest of the distance and take 1d6 points of damage per 10 ft fallen.
This maneuver is a supernatural ability.


Impenetrable Aegis
Sacred Might (Stance)
Level: Templar 8
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: Stance
The mad mage cackles as he unleashes a curse upon you. Yet to his horror, the dark energies of the spell rebound off of your body and twist their way back at him.
You gain the benefits of spell turning, as the spell. Each encounter, you can turn a total number of spell levels this way equal to 1d4 + half your initiator level, rolled secretly. Even if you go out of this stance and reenter it, you cannot reset the number of spell levels remaining until the current encounter ends and a new one begins.
This stance is a supernatural ability.

9th Level

Decree of Annulment
Sacred Might (Strike)
Level: Templar 9
Initiation Acton: 1 standard action
Range: Weapon attack
Target: One creature
Duration: Instantaneous
Saving Throw: None
Your blow strikes the mage as if by divine guidance, and he screams as magical energies flee from his body in torrential bursts of fire and light.
Make a single weapon attack. If you hit your opponent, he loses a random spell slot of each spell level he possesses, expending them for the day. For each spell slot lost this way, that creature takes 1d4 points of damage per spell level of the slot lost (so a caster who loses a 0th, 1st, 2nd, and 3rd level slot takes 6d4 points of extra damage).
This maneuver is a supernatural ability.
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