Sacred Might Discipline

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=Sacred Might Discipline=
=Sacred Might Discipline=
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http://www.wizards.com/dnd/images/completechampion_gallery/104763.jpg
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:'''Discipline Skill:''' Spellcraft
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''"NOBODY expects the Pelorian Inquisition!"'' - Cardinal Ximinez, templar of the Church of Pelor.
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:'''Discipline Weapons:''' Flail, guisarme, heavy crossbow, light crossbow, morningstar, and spiked chain
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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.
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description
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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.
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discipline skill: Spellcraft
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==Gaining Access to the Sacred Might Discipline==
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discipline weapons: reach weapons
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*'''[[Templar]]:''' Because of their dedication to fighting evil mages, all templars are trained extensively in the Sacred Might discipline.
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==Gaining Access to the Sacred Might Discipline==
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*'''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).
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*'''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).
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=Feats=
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==Indomitable Might==
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Your perseverance against spellcasting is legendary.
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'''Prerequisite:''' One Sacred Might stance
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'''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.
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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.
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==Exalted Executioner [Tactical]==
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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.
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'''Prerequisite:''' Indomitable Might, base attack bonus +6, two Sacred Might maneuvers
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'''Benefit:''' The Exalted Executioner feat enables the use of three tactical options.
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<u>''Follow Up:''</u> 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.
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Templars get it for free
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<u>''Knowledgeable Defense:''</u> 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.
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Crusaders dedicated to fighting magic can exchange Devoted Spirit or White Raven for this
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<u>''Strike Fast:''</u> 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.
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Swordsages dedicated to slaying mages can exchange Diamond Mind or Tiger Claw for this
 
=Maneuvers and Stances List=
=Maneuvers and Stances List=
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===9th Level===
===9th Level===
*;Decree of Annulment - Strike
*;Decree of Annulment - Strike
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:Make a spellcaster lose a random spell slot at each level and deal 3 damage per spell level of those slots lost.
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:Make a spellcaster lose a random spell slot at each level and deal 1d4 damage per spell level of those slots lost.
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==1st Level==
==1st Level==
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:<font size=3>'''Arcane Detection'''</font>
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:Sacred Might (Boost)
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:'''Level:''' Templar 1
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:'''Initiation Acton:''' 1 swift action
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:'''Range:''' Personal
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:'''Target:''' You
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:'''Duration:''' 1 round
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:''With one gaze, you understand the magical energies that swirl around you.''
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:For 1 round, you gain the benefits of ''arcane sight'', as the spell.
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:This maneuver is a supernatural ability.
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:<font size=3>'''Disruptive Form'''</font>
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:Sacred Might (Stance)
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:'''Level:''' Templar 1
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:'''Initiation Acton:''' 1 swift action
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:'''Range:''' Personal
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:'''Target:''' You
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:'''Duration:''' Stance
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:''You position your blade for maximum disruption upon nearby spellcasters.''
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: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.)
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:<font size=3>'''Inquisitor's Stance'''</font>
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:Sacred Might (Stance)
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:'''Level:''' Templar 1
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:'''Initiation Acton:''' 1 swift action
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:'''Range:''' Personal
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:'''Target:''' You
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:'''Duration:''' Stance
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:''Your keep a discerning eye about you, perceptive of the slightest indications of spellcasting afoot.''
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: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).
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:<font size=3>'''Spellbane Strike'''</font>
:<font size=3>'''Spellbane Strike'''</font>
:Sacred Might (Strike)
:Sacred Might (Strike)
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: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'').
: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'').
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:This maneuver is a supernatural ability.
 
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:'''Target:''' You
:'''Target:''' You
:'''Duration:''' Stance
:'''Duration:''' Stance
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:''Your faith allows you to turn hostile spells against their caster.''
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:''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.
: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.

Current revision as of 06:13, 11 April 2011

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