After way too long of a delay, I present the second of the nine Disciplines, Devoted Spirit!
Epic Feat
Master of the Devoted Spirit
Requirements: Martial Lore 24 ranks, knowledge of 6 Devoted Spirit maneuvers, able to initiate 9th level maneuvers
You are able to learn and ready epic maneuvers from the Devoted Spirit discipline, provided you spend the time and experience in order to do so. Additionally, once per day when performing an attack of opportunity against a foe, you may initiate any readied non-epic Devoted Spirit Strike with an initiation time of one standard action in place of the attack of opportunity. If the strike successfully hits, the target must succeed at a Will save (DC 20+Cha mod) or be dazed for one round. (In addition to any other effects of the strike.)
Essence Rend
Strike
Standard Action
You lash out at a foe, a swirling stream of divine energy stripping away their magical defenses. Make a single attack roll against a foe. If it hits, the attack deals an additional 10d8 damage of divine energy and ignores the target's damage reduction. All non-epic spells on the target are disjoined and immediately end. Roll an opposed check between your initiator level and the caster level for each epic spell effect on the target or artifact in the target's possession. For each check you succeed, the epic spell in question is disjoined, and the artifact's powers are suppressed for the next minute. Finally, for the next minute, the target cannot benefit from damage reduction or spell resistance.
Labyrinth of Blades
Stance
While in this stance, divine energy extends the range of your blows, adding 20 feet to your base reach before any other modifiers are applied. This stance grants all the benefits of Thicket of Blades, and all foes within your reach provoke an attack of opportunity whenever they attack anyone other than you.
Resonance
Counter
Immediate Action
Use this counter whenever an enemy uses one or more attacks or spells that requires an attack roll. Until the start of your next turn, all attacks directed at you automatically hit and are critical hits. However, instead of taking damage, each of these attacks restore your health by the amount of damage you would have taken. Any extra effects of the attacks or spells still occur, unless they require to deal damage to take effect. Additionally, during your next turn each of your attacks deals bonus damage equal to the total sum of health restored in this way.
Judgement
Strike [Pinnacle]
Full-Round Action
You become a conduit for the unfettered divine power of your god or chosen philosophy, your weapon glowing with a terrifying power, capable of rending a soul asunder. Make a single attack against a target, dealing additional divine damage on a hit equal to the missing HP of the target. Should this reduce your target to 0 or fewer HP, and the target has a soul or spirit, they are immediately slain as their soul is ripped free from their body and you can inflict a fate of your choosing upon it. Options include (but are not limited to):
1. Immediately reincarnate the soul into a new body with an alignment matching your own and half it's previous HD.
2. Pass the soul along to any deity or afterlife of your choosing. (Some deities may offer boons in exchange for the spirits of particularly powerful or despised individuals)
3. Consume the soul, irrevocably destroying it. You learn everything it knew in life, gain a +1 stacking inherent bonus to their highest ability score, (Up to +5) and gain the use of a single spell, spell-like ability, martial maneuver, or (Ex) class feature that could be used by a character of half your level. (Ex. If you're 32nd level, you could pick a spell or maneuver of up to 8th level, since 16th level characters can generally cast up to 8th level spells.) If you pick a spell or spell-like ability, you can cast it once per day as a spell-like ability. The ability score bonus is permanent, but the chosen ability fades away after a number of days equal to the original HD of the consumed soul. Souls consumed this way are wholly unrecoverable, short of Alter Reality.
Epic Feat
Master of the Devoted Spirit
Requirements: Martial Lore 24 ranks, knowledge of 6 Devoted Spirit maneuvers, able to initiate 9th level maneuvers
You are able to learn and ready epic maneuvers from the Devoted Spirit discipline, provided you spend the time and experience in order to do so. Additionally, once per day when performing an attack of opportunity against a foe, you may initiate any readied non-epic Devoted Spirit Strike with an initiation time of one standard action in place of the attack of opportunity. If the strike successfully hits, the target must succeed at a Will save (DC 20+Cha mod) or be dazed for one round. (In addition to any other effects of the strike.)
Essence Rend
Strike
Standard Action
You lash out at a foe, a swirling stream of divine energy stripping away their magical defenses. Make a single attack roll against a foe. If it hits, the attack deals an additional 10d8 damage of divine energy and ignores the target's damage reduction. All non-epic spells on the target are disjoined and immediately end. Roll an opposed check between your initiator level and the caster level for each epic spell effect on the target or artifact in the target's possession. For each check you succeed, the epic spell in question is disjoined, and the artifact's powers are suppressed for the next minute. Finally, for the next minute, the target cannot benefit from damage reduction or spell resistance.
Labyrinth of Blades
Stance
While in this stance, divine energy extends the range of your blows, adding 20 feet to your base reach before any other modifiers are applied. This stance grants all the benefits of Thicket of Blades, and all foes within your reach provoke an attack of opportunity whenever they attack anyone other than you.
Resonance
Counter
Immediate Action
Use this counter whenever an enemy uses one or more attacks or spells that requires an attack roll. Until the start of your next turn, all attacks directed at you automatically hit and are critical hits. However, instead of taking damage, each of these attacks restore your health by the amount of damage you would have taken. Any extra effects of the attacks or spells still occur, unless they require to deal damage to take effect. Additionally, during your next turn each of your attacks deals bonus damage equal to the total sum of health restored in this way.
Judgement
Strike [Pinnacle]
Full-Round Action
You become a conduit for the unfettered divine power of your god or chosen philosophy, your weapon glowing with a terrifying power, capable of rending a soul asunder. Make a single attack against a target, dealing additional divine damage on a hit equal to the missing HP of the target. Should this reduce your target to 0 or fewer HP, and the target has a soul or spirit, they are immediately slain as their soul is ripped free from their body and you can inflict a fate of your choosing upon it. Options include (but are not limited to):
1. Immediately reincarnate the soul into a new body with an alignment matching your own and half it's previous HD.
2. Pass the soul along to any deity or afterlife of your choosing. (Some deities may offer boons in exchange for the spirits of particularly powerful or despised individuals)
3. Consume the soul, irrevocably destroying it. You learn everything it knew in life, gain a +1 stacking inherent bonus to their highest ability score, (Up to +5) and gain the use of a single spell, spell-like ability, martial maneuver, or (Ex) class feature that could be used by a character of half your level. (Ex. If you're 32nd level, you could pick a spell or maneuver of up to 8th level, since 16th level characters can generally cast up to 8th level spells.) If you pick a spell or spell-like ability, you can cast it once per day as a spell-like ability. The ability score bonus is permanent, but the chosen ability fades away after a number of days equal to the original HD of the consumed soul. Souls consumed this way are wholly unrecoverable, short of Alter Reality.
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