Sajni Krama Bhargava's page

1 post. Alias of Edinoiz.


Full Name

Sajni Krama Bhargava

Race

Human, Advanced Simpled Template

Classes/Levels

Warlord (Steelfist Commando) 8, Slayer 5, Dragon Fury 2, Gestalt 8

Gender

Female

Size

Medium

Age

26

Alignment

CN

Deity

Nodens

Languages

Common, Vudrani, Aklo, Abyssal

Occupation

Servant of Nodens, scourge of Old Ones

Strength 11
Dexterity 25
Constitution 18
Intelligence 17
Wisdom 14
Charisma 20

About Sajni Krama Bhargava

SAJNI KRAMA BHARGAVA
Female Human (Vudrani), Advanced Simple Template
Warlord (Steelfist Commando) 8, Slayer 5, Dragon Fury 2, Gestalt 8
CG Medium Humanoid (Human)
Init +8; Senses Perception +13

------------------------------
DEFENSE
------------------------------

AC 28, touch 21, flat-footed 17 (+4 armor, +8 Dex, +0 shield,+3 NA,+1 Def,+2 dodge)
HP 132 {+6d10,+2d12,+40 Con,+8 class}
Fort +12; Ref +14; Will +12

------------------------------
OFFENSE
------------------------------

Speed 30 ft. (Light Armor)
Melee +1 Ghost Touch Cestus Unarmed Strike +19/+14 OR +17/+12 [TWF] (1d8+13/19-20x2, B or P), +1 Defending Cestus Unarmed Strike +19/+14 OR +17/+12 [TWF] (1d8+13/19-20x2, B or P)(1d6+4/19-20x2, B or P) [Defending -1]
Unarmed Strike +18/+13 OR +16/+16/+11/+11 [TWF] (1d8+12/19-20x2, B or P)
Ranged Mwk Light Crossbow +17/+12 (1d8/19-20x2, P)
Special Abilities maneuvers [known 11, readied 7, stances 4] (Ex), warlord's gambit [acrobatic, brave, unbreakable, victory] (Ex), tactical presence [indomitable, rallying] (Ex), dodge bonus +2 (Ex), studied target +2 (Ex), track (Ex), warleader (Ex), force of personality (Ex), slayer talents (Ex) [trapfinding, ranger combat style], trapfinding +2 (Ex), trap sense +1 (Ex), tactical flanker (Ex), sneak attack +1d6 (Ex), commando prowess +1 (Ex), dual boost 1/day (Ex), dragon fury training (Ex), dual fang focus +1 (Ex), sharp fang (Ex), tactical assistance (Ex), powerful pugilist (Ex), dance of trashing claws (Ex)
Warlord Maneuvers (IL 8)
Broken Blade
• 3rd -- [stance] Broken Blade Stance {1}; [strike] Steel Flurry Strike {1}; [boost] Iron Dust {1}; [counter] Flat Iron Riposte {1}
• 2nd -- [stance] - {0}; [strike] - {0}; [boost] - {0}; [counter] Counter Step {1}
• 1st -- [stance] Iron Hand Stance, Pugilist Stance {2}; [strike] Shards of Iron Strike {1}; [boost] - {0}; [counter] - {0}
Thrashing Dragon
• 3rd -- [stance] Battle Dragon's Stance {1}; [strike] Fangs Strike Low {1}; [boost] - {0}; [counter] - {0}
• 2nd -- [stance] - {0}; [strike] - {0}; [boost] - {0}; [counter] Reflexive Twist, Sun Dips Low {2}
• 1st -- [stance] - {0}; [strike] Swift Claws {1}; [boost] Leaping Dragon {1}; [counter] - {0}

------------------------------
STATISTICS
------------------------------

Str 11, Dex 25, Con 18, Int 17, Wis 14, Cha 20
Base Atk +8; CMB +19; CMD 32
Feats Improved Unarmed Strike, Weapon Finesse, Deadly Agility, Combat Reflexes, Greater Unarmed Strike, Outflank, Two-Weapon Fighting, Discipline Focus: Thrashing Dragon, Snake Style, Iron Will, Snake Sidewind, Agile Maneuvers, Improved Two-Weapon Fighting, Weapon Focus: Unarmed Strike, Rapid Reload: Light Crossbow, Deadly Aim, Power Attack
Traits Quain Martial Artist, Scholar of the Great Beyond (KN: Planes as class skill).
Skills 90 points (42 class, 24 INT, 8 human, 16 bonus); Acrobatics 8 ranks (+19, +27 in Broken Blade Stance), Bluff 5 ranks (+13), Climb 4 ranks (+7), Disable Device 8 ranks (+19), Knowledge (Arcana) 5 ranks (+8), Knowledge (Dungeoneering)5 ranks (+11), Knowledge (Local) 5 ranks (+11), Knowledge (Martial) 8 ranks (+14), Knowledge (Planes) 5 ranks (+12), Knowledge (Religion) 5 ranks (+8), Perception 8 ranks (+13), Sense Motive 8 ranks (+13), Stealth 8 ranks (+24), Survival 4 ranks (+9), Swim 4 ranks (+7)
Languages Common, Vudrani, Aklo, Abyssal
Combat Gear +1 ghost touch cestus, +1 defending cestus, masterwork light crossbow, 60 crossbow bolts, +1 brawling darkleaf cloth studded leather armor; Other Gear 4 gp, 9 sp, belt of physical might (dex con) +2, ring of protection +1, amulet of natural armor +1, cloak of resistances +1, explorer's outfit, handy haversack, masterwork thieves' tools, everburning torch, 10 trail rations, 2 blankets, 100 ft. silk rope, waterskin, flint and steel, cooking kit, grooming kit, bed roll (Light Encumberance at 32/38 lbs, everything noted after the Handy Haversack and 50 of the crossbow bolts are stored inside it for a total weight of 61 lbs)
Carrying Capacity Light 0-38 lb. Medium 39-76 lb. Heavy 77-115 lb.

------------------------------

Special Abilities:
Favored Class Bonus: Warlord (HP)

===

[Human] (Advanced Simple Template)

+4 Strength, +6 Dexterity, +4 Constitution, +4 Intelligence, +4 Wisdom, +4 Charisma: Humans are versatile and Advanced humans, whether through ancient ancestry or through careful selective breeding, have a generally higher baseline in all characteristics while still possessing the adaptibility from normal humans.

Human: Humans are humanoid with the human subtype.

Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

===

[Warlord] (Steelfist Commando)

Maneuvers: A steelfist commando warlord begins her career with knowledge of six martial maneuvers. The disciplines available to him are Broken Blade, Golden Lion, Solar Wind, Steel Serpent, and Thrashing Dragon. Once she knows a maneuver, she must ready it before she can use it (see Maneuvers Readied, below). A maneuver usable by warlords is considered an extraordinary ability unless otherwise noted in its description. Her maneuvers are not affected by spell resistance, and she do not provoke attacks of opportunity when she initiates one. She learns additional maneuvers at higher levels, as shown on Table 1-3: The Warlord. The warlord must meet a maneuver's prerequisite to learn it. See the Systems and Use chapter for more information.

Upon reaching 4th level, and at every even numbered warlord level after that, she can choose to learn a new maneuver in place of one she already knows. In effect, the warlord loses the old maneuver in exchange for the new one. She can choose a new maneuver of any level she likes, as long as she observes her restriction on the highest-level maneuvers she knows. The warlord need not replace the old maneuver with a maneuver of the same level. The warlord can swap only a single maneuver at any given level. A warlord's initiation modifier is Charisma.

Maneuvers Readied: A warlord can ready four of her six starting maneuvers, but as she advances in level and learns more maneuvers, she must choose which maneuvers to ready. She readies her maneuvers by going through weapon drills for 10 minutes. The maneuvers she chooses remain readied until she decides to repeat this again and change them. Warlords do not need to sleep or rest for any long period of time to ready their maneuvers; any time she spends 10 minutes in practice, she can change her readied maneuvers. She may not ready any individual maneuver more than once. She begins an encounter with all readied maneuvers unexpended, regardless of how many times she may have already used them since she chose them. When the warlord initiates a maneuver, she expends it for the current encounter, so each of her readied maneuver can be used once per encounter (until they are recovered, see below).

For a warlord to recover expended maneuvers, she must perform one of two types of actions: a gambit action in which she gambles on her performance in battle (see Warlord's Gambit below), or she may spend a standard action to recover a single readied maneuver of her choosing.

Stances Known: Warlords begin play with knowledge of one stance from any discipline open to warlords. At the indicated levels (see class table), the warlord selects an additional new stance. Unlike maneuvers, stances are not expended and she does not have to ready them. All the stances she knows are available to him at all times, and she can change the stance she is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, the warlord cannot learn a new stance at higher levels in place of one she already knows.

Warlord's Gambit (Ex): At her core, the warlord is a warrior who relies on both skill and daring; without this she is but any other combatant. By setting himself to danger, does her true skill shine, or so the motto of the warlord goes. At 1st level, a warlord selects two gambits as methods by which the warlord can recover expended maneuvers. Each gambit possesses three aspects—a risk, a rake, and a reward.

Each gambit's risk describes an action that the warlord must undertake in order to attempt to recover an expended maneuver. The warlord begins a gambit as a swift action, effectively diving recklessly into the act she is attempting. The warlord then performs the action described in the gambit, and if she is successful, she regains maneuvers (see below). If she is not, she suffers the rake of the gambit and only regains a single maneuver of her choosing. While performing a gambit, the warlord may add her Charisma modifier to the d20 check(s) to aid in accomplishing the gambit as a luck bonus. A warlord may attempt the actions of a gambit, but without declaring the attempt a gambit attempt by spending a swift action to do so, the character does not regain any maneuvers nor does she suffer a rake for failure. The character may initiate a maneuver while performing a gambit (if the maneuver helps him accomplish it) but she may not recover the maneuver used to achieve the gambit as part of the reward.

A gambit's rake is the penalty that the warlord suffers if she attempts her gambit and fails, such as failing a trip attempt or failing to strike an opponent with a charge attack. Each gambit possesses a unique reward that the warlord enjoys for succeeding at that gambit. All gambits possess the same rake; the warlord only regains a single expended maneuver and suffers a -2 penalty on all d20 rolls for one round. A warlord who succeeds at fulfilling her gambit immediately recovers a number of expended maneuvers equal to her Charisma modifier (minimum 2) and enjoys the unique reward for each gambit. Allies who would receive benefits from a warlord's successful gambit must be within 60-ft. of the warlord and must be able to see him perform the action. Finally, gambits may not be initiated outside of combat due to their reliance upon the stresses of battle to bring out the best of the warlord.

At 4th level and every four levels thereafter, the warlord selects an additional gambit.

. . Acrobatic Gambit
Risk: The warlord attempts an Acrobatics check to move through an opponent's threatened area.

Reward: The warlord's brash move allows attacks against the opponent or opponents that the warlord evaded this round to inflict an additional 1d6 + her Charisma modifier points of damage upon a successful hit. This damage is not multiplied on a critical hit.

. . Brave Gambit
Risk: The warlord attempts to make a successful charge attack against an opponent (if the character has the ability to make multiple attacks at the end of a charge, the initial first attack must be successful for this gambit's success).

Reward: The warlord's actions embolden her allies and sets her spirit alight with courage; the warlord and her allies gain a morale bonus to damage equal to the warlord's Charisma modifier on the next attack they make or until the warlord's next turn.

. . Unbreakable Gambit
Risk: The warlord attempts to succeed on a Fortitude or Will save against an extraordinary ability, maneuver, power, spell, or spell-like or supernatural ability. The effect in question must be a harmless effect on a failed saving throw. Unlike other gambits, this one can be attempted as an immediate action instead of a swift action.

Reward: The warlord is emboldened by her ability to resist her opponent's attack, and regains a number of hit points equal to three times her Charisma modifier.

. . Victory Gambit
Risk: The warlord successfully reduces an opponent to 0 or few hit points with a melee or ranged attack on her turn from either a standard attack or full attack action.

Reward: The warlord and her allies gain a morale bonus on attack rolls equal to her Charisma modifier on their next attack roll.

Bonus Feat: At 1st level and at 6th level, and then every four levels after, the steelfist commando gains a bonus combat feat or teamwork feat of her choosing. The steelfist commando must qualify for the feat before selecting it. Alternately, starting at 6th level, she may instead choose to select a rogue talent instead of a bonus feat. At 14th level, she may select advanced rogue talents.

The warlord gains additional bonus combat or teamwork feats of her choosing at the 6th level, 14th level, and the 18th level. This is a class feature that has been altered due to the steelfist commando archetype.

Unarmed Combat (Ex): At 1st level, the steelfist commando learns to use her body as the best weapon she can bring to any confrontation. She gains the Improved Unarmed Strike feat at 1st level, and she gains the Greater Unarmed Strike feat at 3rd level as bonus feats. Additionally, the unarmed strike of the steelfist commando is considered both a natural weapon and a manufactured weapon for the purposes of feats, spells, and other effects.

This ability replaces the warlord bonus feat normally gained at 1st level.

Tactical Presence (Ex)
At 2nd level, the warlord's innate charisma allows her very presence to aid and assist not only himself but her allies as well, just by her being around. Adopting a presence is a move- equivalent action, and only one presence may be maintained at any given time. At 7th level, the warlord is capable of adopting a presence as a free action.

. . Indomitable Presence
At 2nd level, the warlord shines as a beacon to her allies on the field of battle, inspiring them to fight with her to their last breath. All allies within 30-ft. of her position gain the benefits of the Die Hard feat, and may add the warlord's Charisma modifier to Fortitude saves versus death effects, fatigue or exhaustion effects, or poison effects as a morale bonus.

. . Rallying Presence: The sight of a warlord on the battlefield is enough to strengthen the hearts and wills of those who fight beside her in battle. At 5th level, the warlord may add her Charisma modifier as a morale bonus to Will saves versus fear, death effect, or compulsion effects to all allies within 30-ft. of her position. If the warlord maintaining this presence becomes cowed, frightened, panicked or falls prey to a hostile mind-affecting ability (such as one that would stun or daze her), compulsion or death effect, this presence immediately ends.

Dodge Bonus (Ex): At 2nd level, the steelfist commando is especially capable of avoiding attacks and gains a +1 dodge bonus to her Armor Class. This improves by +1 at 6th level and every four levels after (to a maximum of +5 at 18th level).

Warleader: The warlord excels in the theater of war because she knows how best to work with her allies. At 3rd level, the warlord becomes an ever more capable commander and may share tactics with her allies. First, the warlord gains a teamwork feat as a bonus feat (she must meet the prerequisites for this feat to select it). As a standard action that the warlord performs, the warlord and allies within 30- ft. of him can share teamwork feats that they possess with each other, acting as if they both possessed the teamwork feat that they are sharing. The warlord can only share one teamwork feat at a time, either one of her own (with all allies within 30-ft. of her) or an ally's (in which case only the warlord receives the ability to use the teamwork feat she does not possess). The warlord and allies retain the use of this feat for 3 + the warlord's Charisma modifier in rounds. The character may use this ability 1 + Charisma modifier times per day at 3rd level (minimum of 1), and one additional time per day for every four warlord levels the character possesses.

Force of Personality (Ex): At 3rd level, the warlord's forceful personality and bold, headstrong nature assist her in resisting the influence of others. Where others use personal serenity, awareness of the world around them, or plain old sensibility, the warlord gets by with endless nerve. The warlord may add her Charisma modifier in addition to her Wisdom modifier to determine her Will save bonus. If the character is ever able to add her Charisma modifier to her Will save through use of another ability (for example. the paladin's divine grace) she may only add her Charisma modifier once to her Will save.

Tactical Flanker (Ex): At 4th level, the warlord is exceptionally gifted at working with his allies to bring down opponents and his skills assist any who ally with him. When flanking a target with an allied creature, both the warlord and the ally may use the warlord's Charisma modifier (min +2) for the bonus they receive on flanking their opponent.

Commando Prowess (Ex): At 5th level, the prowess of the steelfist commando expresses itself in his mastery of the unarmed arts as well as in stealth. While in a martial stance, he adds a +1 competence bonus to attack and damage rolls, and +2 competence bonus to his CMB and CMD. This improves by +1 for attack and damage rolls and +2 to CMB and CMD at 12th level and again at 19th level. Additionally, while in a martial stance, he may add his Charisma modifier to Stealth rolls.

This ability replaces the battle prowess class feature.

Dual Boost (Ex): Knowledgeable in the ways of making the best of any situation through pluck and verve, the warlord is capable of applying multiple martial principles simultaneously. At 6th level, once per day the warlord may initiate two boost type maneuvers as part of the same swift action. He may use this an additional time per day at 12th level, and three times per day at 18th level.

Tactical Assistance (Ex): At 8th level, the warlord's gift for helping his allies in combat improves. The character may use the aid another action for any single ally within 30-ft. of his position as a move action, and he uses his Charisma modifier for the bonus he grants to his ally's action (min +2).

Powerful Pugilist (Ex): At 8th level, the steelfist commando's skill allows him to better utilize his unarmed strikes to their fullest potential. When using his unarmed strike, he is considered one size category larger when determining his unarmed strike damage and when determining his CMB and CMD. If his target is flat-footed, he inflicts an additional 2d6 points of damage against his foe; this is precision damage and if a target would be immune to sneak attack, they are immune to this effect.

This ability replaces the bonus feat gained at 10th level.

===

[Slayer]

Studied Target (Ex): A slayer can study an opponent she can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.

If a slayer deals sneak attack damage to a target, she can study that target as an immediate action, allowing her to apply her studied target bonuses against that target (including to the normal weapon damage roll).

At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack and damage rolls, as well as the bonus to slayer ability DCs against a studied, target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.

At 7th level, a slayer can study an opponent as a move or swift action.

Track (Ex): A slayer adds 1/2 her level (minimum 1) to Survival skill checks made to follow tracks.

Slayer Talents: As a slayer gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level and every 2 levels thereafter, a slayer gains one slayer talent. Unless otherwise noted, a slayer cannot select an individual talent more than once.

Talents marked with an asterisk add effects to a slayer's sneak attack. Only one of these talents can be applied to an individual attack, and the decision of which to use must be made before the attack roll is made.

. . Ranger Combat Style (Ex): The slayer selects a ranger combat style (such as archery or two-weapon combat) and gains a combat feat from the first feat list of that style. She can choose feats from her selected combat style, even if she does not have the normal prerequisites. At 6th level, she may select this talent again and add the 6th-level ranger combat feats from her chosen style to the list. At 10th level, she may select this talent again and add the 10th-level ranger combat feats from her chosen style to the list.

Style and Feat chosen: Two-Weapon Style and Two-Weapon Fighting.

. . Trapfinding: The slayer gains Disable Device as a class skill. The slayer also gains the trapfinding and trap sense rogue abilities, using her slayer level as her effective rogue level.

Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.

Sneak Attack: At 3rd level, if a slayer catches an opponent unable to defend itself effectively from her attack, she can strike a vital spot for extra damage. The slayer's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the slayer flanks her target. This additional damage is 1d6 at 3rd level, and increases by 1d6 every 3 levels thereafter. Should the slayer score a critical hit with a sneak attack, this additional damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or unarmed strike), a slayer can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A slayer cannot use sneak attack while striking a creature with concealment.

===

[Dragon Fury]

Maneuvers: At every odd level, a dragon fury gains new maneuvers known from the Broken Blade, Primal Fury, and Thrashing Dragon disciplines. She must meet a maneuver's prerequisites to learn it. She adds her full dragon fury levels to her initiator level to determine her total initiator level and her highest- level maneuvers known.

At 3rd, 6th and 9th levels, she gains an additional maneuver readied per day, and at 2nd, 5th, and 8th levels she may exchange a known maneuver for a different maneuver that she qualifies for.

Stances Known[b]: At 3rd level a dragon fury learns a new martial stance from the Broken Blade, Primal Fury, and Thrashing Dragon Disciplines. She must meet the stance's prerequisites to learn it.

[b]Dragon Fury Training: The path of the dragon fury has semi-mystical roots in several different traditions and schools of thought, allowing divergent paths to come together as one in the hands of its practitioners. If the character possesses one of the following abilities: bardic performance, ki pool, or rage; the character may add her class level to the class that offers that ability to determine the number of bardic performance rounds, ki points, or rounds of rage that she may use per day. This does not improve their effectiveness; this only increases the number of uses per day.

Dual Fang Focus (Ex): The dragon fury is a practitioner of two-weapon fighting styles and suffers fewer penalties when fighting with two weapons or a double weapon. She adds a +1 competence bonus to attack and damage rolls while two-weapon fighting with these weapons at 1st level. This bonus increases by +1 at 4th level, and again at 7th and 10th levels.

Sharp Fang (Ex): The dragon fury gains the Power Attack feat (even if she does not meet the prerequisites for this feat), and when fighting with two weapons in her hands (or when wielding a double weapon), she treats these weapons as if she were wielding both weapons as main hand weapons for the purposes of calculating the damage bonuses.

Dance of Thrashing Claws (Ex): As the buffeting wings and heavy scales of the dragon protect its vital areas in battle, so do the paired weapons of the dragon fury. While one weapon defends the dragon fury, the other one lies waiting to continue the defense and see the martial disciple to victory. While in Thrashing Dragon stance and using a counter of the Broken Blade, Primal Fury, or Thrashing Dragon discipline, the character may use that counter one additional time (if necessary) before her next turn.

------------------------------

Stances:
===1st Level===
IRON HAND STANCE
Discipline: Broken Blade (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
By keeping his hands stiff and his arms loose and ready, the disciple uses his bare palms as shields to protect himself from the weapons of his foes. While in this stance, the initiator gains a +2 shield bonus to his AC while he has at least one free hand. At the initiator's 6th initiator level, this bonus increases by +1, again at 12th level, and a final time at 18th level.

PUGILIST STANCE
Discipline: Broken Blade (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
By adopting a powerful kickboxing stance, the initiator positions himself for lightning fast, potent strikes with his hands and feet. While in this stance, unarmed or discipline weapon strikes inflict an additional 1d6 points of damage.

===3rd Level===
BROKEN BLADE STANCE
Discipline: Broken Blade (Stance)
Level: 3
Prerequisite(s): One Broken Blade maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
The disciple of the Broken Blade has learned the flows of combat to a degree and has the insight necessary to see the path to victory through the patterns of steel his opponents weave before his eyes. While in this stance, the initiator gains a competence bonus equal to his initiator level to Acrobatics checks to avoid attacks of opportunity, and may make an additional attack when making a full attack action. If the initiator is two weapon fighting, he gains this extra attack for both hands. The attack(s) uses the initiator's full base attack bonus, plus any modifiers appropriate to the situation.

BATTLE DRAGON'S STANCE
Discipline: Thrashing Dragon (Stance)
Level: 3
Prerequisite(s): 1 Thrashing Dragon maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
The Battle Dragon's Stance shows the disciple how to balance his fighting style and through this centering of being, he may find speed, finesse, and power. While in the Battle Dragon's Stance, the disciple reduces his two-weapon fighting penalties by 2, and gains a +4 bonus to Initiative checks and adds 1d6 + initiation modifier to melee damage while fighting with two weapons.

Maneuvers:
===1st Level===
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.

SWIFT CLAWS
Discipline: Thrashing Dragon (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant
The Thrashing Dragon disciple's skill with his dual weapons allows him to strike with practiced speed and alacrity, allowing him to make an attack with two wielded weapons (or unarmed strikes), using the same attack action. Creatures with more than two arms may still only strike with two wielded weapons.

SHARDS OF IRON STRIKE
Discipline: Broken Blade (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant
By mimicking the speed and piercing power of the legendary shattered blade of the founder of this discipline, the disciple makes a hard jabbing strike at his opponent's vulnerable spots for maximum pain. The initiator makes an attack against his target foe and if successful, the target is staggered for one round in addition to normal damage.

===2nd Level===
REFLEXIVE TWIST
Discipline: Thrashing Dragon (Counter)
Level: 2
Initiation Action: 1 immediate action
Range: One melee attack
Target: Personal
Duration: Instant
With his athletic abilities and reflexes honed to a razor's edge, the Thrashing Dragon disciple may incorporate reflexive evasions into his fighting dance at a moment's notice to defend himself from danger. When making a Reflex save, the initiator may instead make an Acrobatics check in place of his Reflex saving throw bonus to determine his success.

SUN DIPS LOW
Discipline: Thrashing Dragon (Counter)
Level: 2
Initiation Action: 1 immediate action
Range: One melee attack
Target: Personal
Duration: Instant
With a sudden, darting movement the Thrashing Dragon disciple may dodge an attack and protect himself from harm, if perfectly timed. The disciple opposes an enemy's attack roll by making an Acrobatics check. If successful then he successfully evades the attack. If not, he is struck by the blow as normal.

COUNTER STEP
Discipline: Broken Blade (Counter)
Level: 2
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instant
With a twist of his body or a nimble hop, the disciple of the Broken Blade avoids a blow with a practiced step. The initiator makes an opposed Acrobatics check against an attacker's melee attack roll. If successful, the initiator may make an immediate 5 ft. step to a location that is not being threatened by his attacker without provoking attacks of opportunity. If no such square exists, then this counter cannot be used.

===3rd Level===
FLAT IRON RIPOSTE
Discipline: Broken Blade (Counter)
Level: 3
Prerequisite(s): One Broken Blade maneuver
Initiation Action: 1 immediate action
Range: Melee attack
Target: One creature
Duration: Instant
Saving Throw: Reflex partial
When an opponent swings to strike at the disciple, his finely trained body explodes into motion in a shower of incredible reflexes, grabbing the attacker's attacking appendage and hurling him away. The initiator makes an opposed Acrobatics check against his attacker's melee roll. If successful the initiator negates the attack and hurls the enemy 10 ft. away to potentially land prone on a failed Reflex save (DC 13 + initiation modifier). This counter only works on opponents who are no more than one size category larger than the initiator.

IRON DUST
Discipline: Broken Blade (Boost)
Level: 3
Prerequisite(s): One Broken Blade maneuver
Initiation Action: 1 swift action
Range: Melee attack
Target: One martial strike
Duration: Instant
Knowing the disadvantage of fighting without proper steel in hand, the disciple of the Broken Blade must take advantage of his surroundings and openings in his foe's defenses as he sees them. As part of a martial strike, he may make a free dirty trick attempt as part of this boost with a +2 competence bonus without provoking attacks of opportunity. The initiator may choose when the effects of this boost are applied (before, during, or after) when using this in conjunction with an attack or a martial strike.

STEEL FLURRY STRIKE
Discipline: Broken Blade (Strike)
Level: 3
Prerequisite(s): One Broken Blade maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant
The disciple makes a furious set of attacks upon his foe, hammering through defenses and striking rapidly. The initiator may make three attacks against his foe at full base attack bonus with a -2 penalty to hit. Successful hits inflict an additional 3d6 points of damage per hit.

------------------------------

Background:

Appearance and Personality: