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 About Anevia the HawkguardTactics:  Anevia always attempts to use stealth at the start of a fight when available.
 Anevia defaults to Formless Dance Stance each day, changing to more applicable stances as needed. Rogue's Edge (Stealth) - Reduce the penalty for sniping to -10.
 Gambits - As a swift action, Anevia may perform a Gambit. If she fails, she takes a -2 to all d20 rolls for the following round and recovers a maneuver, if she succeeds, she gains a unique benefit and recovers Int Mod [3] Maneuvers. Acrobatic (Make an acrobatics check to move through a threatened space) - Attacks against the successfully evaded enemies deal 1d6 + Int Mod [3] extra damage. This damage is not multiplied on a critical hit. Pinhole (Make a ranged attack against an opponent engaged in melee with an ally) - The foe's AC is reduced by Anevia's Int Mod [3] until her next turn. Stealth (Make a stealth check) - Anevia becomes invisible for Int Mod [3] Rounds, as the Invisibility Spell. Hidden Weapons - Anevia gains Quick Draw as a bonus feat. In addition, she may draw hidden weapons as a free action. Portable Hole Specialist - Retrieving and storing items from/in an extradimensional space is always at most a move action for Anevia. Maneuvers:  6 Known, 4 Readied, 2 Stances
 Cursed Fate
 Spoiler:  CURSED FATE
 Discipline: Veiled Moon (Strike) (Mind-affecting) Level: 2 Initiation Action: 1 standard action Range: Melee or ranged attack Target: One creature Duration: Instant Saving Throw: Will negates The disciple can befuddle and bewilder his opponent with this strike, causing a grave imbalance in the psyche of the victim. The initiator must make a successful attack against the target, inflicting an additional 2d6 points of damage and the target must attempt a Will save (DC 12 + initiation modifier) or suffer a -4 to all d20 rolls until the disciple’s next turn. Deflecting Shot (Counter) Spoiler:  DEFLECTING SHOT
 Discipline: Tempest Gale (Counter) Level: 2 Initiation Action: 1 immediate action Range: 30 ft. (see text) Target: One creature Duration: Instantaneous You know well that a sudden shot can disrupt the enemy and remove a potential threat. You can initiate this counter in response to an attack being made against you or an ally within 30 feet of you. Make a ranged disarm attempt against the attacker, using a Sleight of Hand check in place of your combat maneuver check. If your disarm attempt is successful, the attack is negated (even if the weapon cannot actually be disarmed). This disarm attempt does not provoke an attack of opportunity. Dimensional Strike (Strike) Spoiler:  DIMENSIONAL STRIKE
 Discipline: Veiled Moon (Strike) Level: 1 Initiation Action: 1 standard action Range: Melee or ranged attack Target: One creature Duration: Instant By shifting slightly between two worlds, the disciple confuses the senses of his foe so he may land his attack more easily. The initiator initiating this strike causes his foe to be flat-footed to this attack. Fading Strike (Strike) Spoiler:  FADING STRIKE
 Discipline: Veiled Moon (Strike) (Teleportation) Level: 2 Initiation Action: 1 standard action Range: Personal Target: Up to the disciple’s movement speed Duration: Instant The disciple learns the basic technique at this level for walking between worlds to reach locations that previously could be inaccessible on the mortal world and potentially attack foes at those locales. As a standard action, the initiator may either teleport to a location no farther away than his maximum movement speed, and make an attack action against an opponent as part of the same standard action, or attack an adjacent target and then teleport to a location no farther away than his maximum movement speed. The teleportation destination must be clearly seen by the disciple to teleport to that location, and it must be unoccupied. Leaping Dragon (Boost) Spoiler:  LEAPING DRAGON
 Discipline: Thrashing Dragon (Boost) Level: 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: Instant As a dragon takes wing, his powerful legs thrust him skyward as his wings spread out to clutch the air. The disciple of the Thrashing Dragon uses this technique to suddenly launch himself into the air as if he were attempting flight. The initiator may make an Acrobatics check to jump as a swift action, and he gains a +10 competence bonus to his Acrobatics check and is treated as if he had a running start. Resonance Strike (Strike) Spoiler:  RESONANCE STRIKE
 Discipline: Veiled Moon (Strike) [Force] Level: 2 Initiation Action: 1 standard action Range: Melee or ranged attack Target: One creature Duration: Instant By funneling his spiritual power into his attack, the Veiled Moon practitioner may strike an opponent with glowing silvery light on the Material or the Ethereal plane. This strike is resolved as a melee or ranged touch attack, and it inflicts 3d6 + initiator level points of force damage in lieu of normal damage, and this attack may strike incorporeal creatures without suffering reduced damage. This is an Ethereal plane using maneuver. Ghostwalk Spoiler:  Ghostwalk
 Discipline: Veiled Moon (Boost) (teleportation); Level: 3 Prerequisite(s): One Veiled Moon maneuver Initiation Action: 1 swift action Range: Personal Target: You Duration: One round DESCRIPTION The initiator steps through to the borderland between the Material and the Ethereal planes, becoming an incorporeal figure in both realities for a few moments. Until the beginning of his next turn, the initiator gains the incorporeal subtype. This is an Ethereal plane using maneuver. Galebreaker's Stance
 Spoiler:  GALEBREAKER’S STANCE
 Discipline: Tempest Gale (Stance) Level: 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance Your ability to accurately read the wind allows you to fight effectively even in the most adverse conditions. While you maintain this stance, you do not take any penalties on ranged attacks due to high wind speed, and your ranged attacks ignore the wind wall spell and similar magical wind effects that would adversely affect them. Sniper's Eye Stance Spoiler:  SNIPER’S EYE STANCE
 Discipline: Tempest Gale (Stance) Level: 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance As a Tempest Gale disciple, distance is no obstacle to you. While you maintain this stance, you reduce the total penalty from attacking creatures beyond your weapon’s first range increment by 2[4], and you gain a +2[4] bonus on combat maneuver checks made with ranged attacks. For every four initiator levels you possess, the penalty to ranged attacks lessens by another 2, and the bonus to ranged combat maneuver checks increases by +2. Formless Dance
 DESCRIPTION The Veiled Moon disciple immerses himself in a sort of dimensional flux, causing him to be able to see what cannot be perceived and seemingly be in many places at once. While in this stance, the initiator gains the benefits of a see invisibility spell and the blur spell.
 Readied: Deflecting Shot, Cursed Fate, Fading Strike, Resonance Shot. Anevia Defaults to Formless unless circumstances dictate otherwise.
 Transfer Magic (Su):  Your mythic nature allows you to take magic from others as easily as you could take their gold. By expending one use of mythic power as a standard action, you can make a melee touch attack to transfer an active magical effect from a target creature to you. If you succeed, the highest-level effect on the target transfers to you (determine randomly if the target has multiple effects with the same level), ending the effect for the target and continuing it on you with the remaining duration as if you were the original target. You may end the effect on yourself as a standard action; this doesn’t cause it to revert to the original target. If the transferred magic can’t affect you (for example, if it doesn’t affect creatures of your type), it ends immediately as if dispelled. You can’t use this ability to transfer continuous bonuses from magic items, such as an armor bonus from bracers of armor. | 
 
	
 
     
     
    