Class(es)/Skill: Swordsage/Sense Motive Weapons: Short sword, quarterstaff, nunchaku, and unarmed strike Description: The Setting Sun discipline teaches its initiates to turn their opponents' strength against them. With a quick shift in stance and a carefully aimed attack, a Setting Sun warrior sends a charging enemy tumbling in a new direction. Counter Charge Setting Sun (Counter) Level: Swordsage 1 Initiation Action: 1 immediate action Range: Melee attack Target: One creature With this counter, you can attempt to redirect a creature that intends to make a charge attack against you. Immediately before the creatures makes its charge attack, make your choice of an opposed Strength or Dexterity check against it. The target makes its check using the same ability you chose for your check. If you are of a larger size category than the attacker, you use your superior bulk to redirect your foe and gain a +4 bonus on your Strength check (if you opt for a Strength check). If you are of a smaller size category, you use leverage, misdirection, and trickery to gain a +4 bonus on your Dexterity check (if you use that option). If you succeed on the check, the creature does not get to attack you. You can then move it up to 2 squares in a direction of your choice away from you. If you fail the check, the creature gains a +2 bonus on its charge attack, in addition to the normal +2 bonus from taking the charge attack action. Mighty Throw Setting Sun (Strike) Level: Swordsage 1 Initiation Action: 1 standard action Range: Touch Target: Creature touched As part of this maneuver, you must succeed on a melee touch attack against your foe. Resolve the throw as a trip attempt, but you do not provoke AoOs, and your opponent cannot try to trip you if you lose the opposed check. You can use your Dexterity or Strength modifier, whichever is higher. You gain a +4 bonus on the ability check. If you succeed in tripping your foe, you throw it up to 10 feet away from you. The target falls prone in the destination space. You choose where it lands. You must place the target in an empty space. If you lack the distance to throw your target into a clear space, it falls prone in its current space. An enemy you throw with this maneuver doesn't provoke AoOs for passing through enemies' threatened areas as part of the throw, and you can throw an enemy through occupied squares. Step of the Wind Setting Sun (Stance) Level: Swordsage 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance You are so closely attuned to your environment that you easily pick out steady spots in rough terrain. While others struggle to move over broken ground, you slip across it with ease. When you fight on rough ground, you turn the uneven footing into an advantage. By gauging how an opponent distributes his weight, you strike at just the right moment and in the precise spot needed to send him tumbling to the ground. While in this stance, you ignore penalties to speed, movement, or skill checks associated with movement (such as Tumble, Jump, and Climb) incurred by moving through difficult terrain. If you attack an opponent standing on difficult terrain while in this stance, and if that foe takes a movement penalty for moving through difficult terrain, you gain a +2 bonus on attack rolls and a +4 bonus on Strength of Dexterity checks made as part of a bull rush or trip attempt against that enemy. You gain this bonus on checks made to either accomplish or resist a bull rush or trip. Baffling Defense Setting Sun (Counter) Level: Swordsage 2 Prereqs: One Setting Sun maneuver Initiation Action: 1 immediate action Range: Personal Target: You If your opponent strikes you on his turn, you can replace your AC with the result of a Sense Motive check as an immediate action. You must decide whether to initiate this maneuver before you know the result of your opponent's attack (but after the attack is declared). Your Sense Motive check applies to only one attack. You must be aware of the attack to which you will apply the effect of this maneuver. If you are flat-footed against the incoming attack, you cannot use this maneuver. Clever Positioning Setting Sun (Strike) Level: Swordsage 2 Initiation Action: 1 standard action Range: Melee attack Target: One creature Saving Throw: Reflex partial You make a melee attack, and while your opponent is slightly off balance from your blow, you find the leverage needed to pull him into your space while moving into his space. As part of this maneuver, you make a single melee attack against a target. If your attack hits, the target takes normal damage and must make a Reflex save (DC 12 + your Str mod). If this save fails, you swap positions with the target. If the target is Large or larger, you can occupy any of the square that make up its space. The target must in turn occupy the square or one of the square you previously occupied. You cannot use this maneuver if you or the target would end up sharing the same space as another creature or an impassable terrain feature, such as a wall. If your target occupies a larger space than you do, he chooses his final position according to the guidelines given above. Devastating Throw Setting Sun (Strike) Level: Swordsage 3 Prereqs: One Setting Sun maneuver Initiation Action: 1 standard action Range: Touch Target: Creature touched As mighty throw, except as noted here. To set up a devastating throw, you must move at least 15 feet. As part of this maneuver, you must succeed on a melee touch attack against your foe. You can then make a trip attempt at a +4 bonus against your enemy. If you succeed in tripping your foe, you throw him up to 10 feet away from you. The target takes 2d6 damage and lands prone in the destination space. You choose where he lands. For every 5 points by which you win the opposed check, you gain an additional 5 feet of throw distance. You must place the target in an empty space. If you lack the distance to throw your target into a clear space, he falls prone in his current space. Feigned Opening Setting Sun (Counter) Level: Swordsage 3 Prereqs: One Setting Sun maneuver Initiation Action: 1 immediate action Range: Personal Target: You You can use this maneuver when an opponent attempts an AoO against you. As you provoke the AoO, you position yourself in such a way as to force your opponent to throw herself off balance to strike you. Even if she succeeds in striking you, your foe might regret her attack as your allies leap in to finish her. When your enemy makes an AoO against you, but before you know the result of the attack, you can initiate this maneuver. If her attack misses, she provokes an AoO from you. If her AoO hits you, she provokes an AoO from any of your allies who threaten her. Giant Killing Style Setting Sun (Stance) Level: Swordsage 3 Prereqs: One Setting Sun maneuver Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance The Setting Sun school teaches a fighting style that emphasizes using an opponent's strength and momentum against him. The giant killing strike epitomizes this approach. By sizing up a larger opponent and studying his fighting stance and tendencies, you aim your strikes at vulnerable points on his lower body that he cannot defend effectively. You slice at tendons on your foe's feet, smash his knees, and cut into his hamstrings. When in this stance, you gain a +2 bonus on attack rolls and a +4 bonus on damage rolls against opponents of a larger size category than yours. This bonus applies to all attacks you make for the rest of your turn. Comet Throw Setting Sun (Strike) Level: Swordsage 4 Prereqs: One Setting Sun maneuver Initiation Action: 1 standard action Range: Touch Target: Creature touched Saving Throw: Reflex partial; see text As part of this maneuver, you must succeed on a melee touch attack against youe foe. You can then make a trip attempt against your enemy at a +4 bonus. If you succeed in tripping your foe, you throw him up to 10 feet away from you in a direction of your choice. You select your enemy's destination square. The target falls prone in that space and takes 4d6 damage. For every 5 points by which you win the opposed check, you gain an additional 5 feet of throw range. You can throw your opponent into a space occupied by a second foe. In this case, the opponent in the target square also takes 4d6 damage and is knocked prone. A Reflex save (DC 14 + your Str mod) halves this damage and allows the second target to remain standing. The thrown creature then falls prone in a clear space of your choice adjacent to the second target. Strike of the Broken Shield Setting Sun (Strike) Level: Swordsage 4 Prereqs: Two Setting Sun maneuvers Initiation Action: 1 immediate action Range: Melee attack Target: One creature Saving Throw: Reflex partial As part of this maneuver, make a single melee attack. This attack deals +4d6 damage and the victim must make a Reflex save (DC 14 + your Str mod) or become flat-footed until the start of his next turn. The target takes this damage even if his save succeeds. If the target cannot be caught flat-footed (he has uncanny dodge, for example), he still takes the extra damage from the strike. Mirrored Pursuit Setting Sun (Counter) Level: Swordsage 5 Prereqs: Two Setting Sun maneuvers Initiation Action: 1 immediate action Range: Personal Target: You Your ability to study a foe and match her motions allows you to remain within arm's reach at all times. Your opponent cannot hope to escape you. When an opponent adjacent to you moves, you can initiate this maneuver to immediately move to any square adjacent to her as soon as she stops moving, as long as the distance you cover is less than or equal to your speed. This movement does not provoke AoOs. Shifting Defense Setting Sun (Stance) Level: Swordsage 5 Prereqs: Two Setting Sun maneuvers Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance Your ability to read your opponents' moves and use their strength against them allows you to shift your position during a battle. Each failed attack gives you the split-second you need to move without drawing attacks. While in this stance, you can make an immediate 5-foot step each time an opponent attacks you. Moving in this manner consumes one of your Aoos for the current round. You cannot move in this manner if you have no AoOs remaining. This movement doesn't provoke AoOs. Soaring Throw Setting Sun (Strike) Level: Swordsage 5 Prereqs: Two Setting Sun maneuvers Initiation Action: 1 standard action Range: Touch Target: Creature touched As part of this maneuver, you must succeed on a melee touch attack against your foe. Resolve the throw as a trip attempt, but you don't provoke AoOs, and your opponent cannot try to trip you if you lose the opposed check. You can use your Dexterity or Strength modifier, whichever is better. You gain a +4 bonus on the ability check. If you succeed in tripping your foe, you throw him up to 20 feet away from you. The target falls prone in the destination space and takes 8d6 damage. You choose where he lands. For every 5 points by which you win the opposed check, you gain an additional 5 feet of throw distance. You must place the target in an empty space. If you lack the distance to throw your target into a clear space, he falls prone in his current space. An enemy you throw with this maneuver does not provoke Aoos for passing through enemies' threatened areas as part of the throw, and you can throw an enemy through occupied squares. Stalking Shadow Setting Sun (Counter) Level: Swordsage 5 Prereqs: Two Setting Sun maneuvers Initiation Action: 1 immediate action Range: Personal Target: You Using your watchful eyes and your ability to just an opponent's actions, you move at precisely the same time your enemy begins to move. If an opponent in a square adjacent to you moves, you can initiate this maneuver to make a 5-foot step into the space (or one of the squares) it occupied. This movement doesn't provoke AoOs. Ballista Throw Setting Sun (Strike) Level: Swordsage 6 Prereqs: Two Setting Sun maneuvers Initiation Action: 1 standard action Range: Touch and 60 ft; see text Target: Creature touched Area: 60 ft.-line As mighty throw, except as noted here. As part of this maneuver, you must succeed on a melee touch attack against your foe. You can then make a trip attempt at a +4 bonus against your enemy. If you succeed in tripping your foe, you throw him in a 60-foot line. The target and all creatures in this area take 6d6 damage. The thrown creature lands prone at the end of this line. You must place the target in an empty space. If the space at the end of the line is occupied, your opponent falls prone in the open space closest to the line's endpoint. Scorpion Parry Setting Sun (Counter) Level: Swordsage 6 Prereqs: Two Setting Sun maneuvers Initiation Action: 1 immediate action Range: Personal Target: You Your keen eye and ability to discern a foe's motives and intentions allows you to deflect an incoming attack into a different target. If an opponent attacks you, you can initiate this maneuver to make an opposed attack roll as an immediate action. If your foe's result is higher, he attacks you as normal. If your result is higher, you can choose a creature adjacent to you and within your opponent's threatened area. The chosen creature is the new target of your foe's attack. Use your enemy's original attack roll result to determine if he strikes the new target. Hydra Slaying Strike Setting Sun (Strike) Level: Swordsage 7 Prereqs: Three Setting Sun maneuvers Initiation Action: 1 standard action Range: Melee attack Target: One creature You take careful aim at an enemy creature, striking it with the precise amount of force needed to push it off guard and leave it unable to bring all of its attacks to bear. Your opponent must spend critical seconds adjusting its guard and reevaluating its surroundings. As part of this maneuver, make a single melee attack. If this attack hits, your target cannot make a full attack on its next turn. Otherwise it can act normally. Fool's Strike Setting Sun (Counter) Level: Swordsage 8 Prereqs: Three Setting Sun maneuvers Initiation Action: 1 immediate action Range: Melee attack Target: One creature When an enemy attacks you on its turn, you can attempt to block the blow and send it back at that creature. You step into the attack and redirect it. This maneuver pits your skill against that of your foe. If an opponent attacks you, you can initiate this maneuver to make an opposed attack roll as an immediate action. If your foe's result is higher, he attacks you as normal. If your result is higher, your foe rolls damage normally for the attack and takes that much damage. Ghostly Defense Setting Sun (Stance) Level: Swordsage 8 Prereqs: Three Setting Sun maneuvers Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance You are a ghost in the mist, capable of turning a foe against her allies. By gauging your opponent's fighting stance, timing your dodge correctly, and placing yourself in the right position, you can lead her into attacking one of her allies rather than you. When your foe strikes, you duck out of the way. As she follows through with her attack, she inadvertantly attacks an ally. You gains this stance's benefit when an opponent' attack against you has a miss chance, such as from concealment. Whenever an opponent's melee or ranged attack misses you because of this miss chance, you can choose to change the target of the attack from you to another eligible target (other than the attacker). For a melee attack, the new target must be within your opponent's reach and adjacent to you. For a ranged attack, the new target must be adjacent to you, and your opponent must have line of effect to him. Use the result of the original attack to determine if it hits the new target. Your foe does not check against for a miss chance, as you guide the attack directly to the new target. This ability applies only once per attack. If you use ghostly defense to redirect an attack against a foe using this stance, he does not have the option to redirect the attack again. You must be aware of an opponent's attack to gain this stance's benefit. You cannot use it against attacks that catch you flat-footed. Tornado Throw Setting Sun (Strike) Level: Swordsage 9 Prereqs: Five Setting Sun maneuvers Initiation Action: 1 full-round action Range: Melee attack Target: One or more creatures As part of initiating this maneuver, you move up to your opponent, throw her aside, and move again. You must move at least 10 feet before making your throw. This movement and your movement after your throw provoke AoOs as normal. You can move up to double your speed as part of this maneuver. If you fail in your throw attempt, you can still move afterward. After every 10 feet you move, you can attempt another throw against the same opponent or a different one. To make your throw attempt, you must succeed on a melee touch attack. Resolve the throw as a trip attempt, but you do not provoke AoOs, and your opponent cannot try to trip you if you lose the opposed check. You can use your Dexterity or Strength modifier on this check, whichever is better. You gain a +2 bonus on this check for every 5 feet you have moved during your turn. If you succeed in tripping your foe, you throw him up to 10 feet away from you. The target falls prone in the destination space and takes 2d6 damage. You choose where he lands, for every 5 points by which you win the opposed check, you gain an additional 5 feet of throw distance and the target takes +1d6 damage. You must place the target in an empty space. If you lack the distance to throw your target into a clear space, he falls prone in his current space. An enemy you throw with this maneuver doesn't provoke AoOs for passing through enemies' threatened areas as part of the throw, and you can throw an enemy through occupied squares.