Class(es)/Skill: Swordsage & Warblade/Jump Weapons: Kukri, kama, claw, handaxe, greataxe, and unarmed strike Description: The Tiger Claw discipline embraces a feral rage that barks within the heart of its initiates. In battle, such warriors growl like wild animals, attack with a fury akin to a barbarian, and rely on overwhelming, vicious assaults to defeat their enemies. Blood in the Water Tiger Claw (Stance) Level: Swordsage 1, warblade 1 Prereq: One Tiger Claw maneuver Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance While in this stance you whip yourself into a terrible rage. When you score a critical hit against an opponent you enter a near frenzied state from the sight and smell of blood. You gain a +1 bonus on attack and damage rolls. Because this is an untyped bonus, it stacks with each critical hit you score. If you go more than 1 minute without achieving a critical hit, you no longer gain the benefit of the stance. Hunter's Stance Tiger Claw (Stance) Level: Swordsage 1, warblade 1 Prereq: One Tiger Claw maneuver Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance Your mastery of the Tiger Claw discipline allows you to become attuned to the feral side of your personality. On a fundamental level, you begin to think more like a wild beast and less like a civilized person. Your enemies are prey to be hunted down and slain. Your allies are packmates. This shift in view grants you scent special quality as long as you maintain the stance. Sudden Leap Tiger Claw (Boost) Level: Swordsage 1, warblade 1 Prereq: One Tiger Claw maneuver Initiation Action: 1 swift action Range: Personal Target: You Duration: Instantaneous You can make a Jump check as a swift action and move the distance determind by your check result. You provoke AoOs with this movement, and you must move in a straight line. As with any movement, you can attempt a Tumble check to avoid any attacks you provoke with this sudden leap. You can't move through enemies, unless you succeed on the appropriate Tumble check. Wolf Fang Strike Tiger Claw (Strike) Level: Swordsage 1, warblade 1 Initiation Action: 1 standard action Range: Melee attack Target: One creature You tap into the speed and strength embodied within your feral spirit. You must fight with two weapons to use this maneuver (or with one weapon and an unarmed strike with your offhand). As part of this maneuver, you make an attack with both weapons you wield against one opponent. Both attacks must target the same creature and you take a -2 penalty on each attack roll. If your first attack sends the opponent to negative hit points, you can't make a second attack. Claw at the Moon Tiger Claw (Strike) Level: Swordsage 2, warblade 2 Initiation Action: 1 standard action Range: Melee attack Target: One creature You learn to leap into the air and slice at a foe's vulnerable points. Like a great cat, you spring intot he air and attack your foe from an unexpected direction. As part of this maneuver, you attempt a Jump check to leap into the air and make a melee attack that targets your foe's upper body, face, and neck. The Jump check's DC is equal to your target's AC. If this check succeeds your attack deals +2d6 damage. if this attack threatens a critical hit, you gain a +4 bonus on your roll to confirm it. If your check fails, you can still attack but deal no extra damage or gain a bonus to confirm a critical hit. The maneuver is still considered expended. Rabid Wolf Strike Tiger Claw (Strike) Level: Swordsage 2, warblade 2 Initiation Action: 1 standard action Range: Melee attack Target: One creature For a split second, you unleash the barely controlled, primal rage that surges within you. As part of this maneuver, you make a single melee attack at a +4 bonus. On a successful hit, you deal +2d6 damage. After completing this maneuver, you take a -4 penalty to AC until the start of your next turn, as this wild strike sends you off balance and hinders your defenses. Flesh Ripper Tiger Claw (Strike) Level: Swordsage 3, warblade 3 Prereq: Two Tiger Claw maneuvers Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: 1 round or more; see text Saving Throw: Fort negates As part of this maneuver, you make a melee attack against a single opponent. If the attack hits, the target must make a successful Fort save (DC 13 + your Str mod) or take a -4 penalty on attacks and AC for 1 round. If your attack is a critical hit, these penalties last for a number of rounds equal to your weapon's critical multiplier. Your target takes normal damage from your attack regardless of the saving throw's result. This maneuver functions only against creatures vulnerable to critical hits. Leaping Dragon Stance Tiger Claw (Stance) Level: Swordsage 3, warblade 3 Prereq: One Tiger Claw maneuver Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance The Tiger Claw discipline teaches you to assume a stance that allows you to sail through the air when jumping. You spring from the ground with an unmatched burst of speed and strength. While you are in this stance you gain a +10 foot enhancement bonus to Jump checks. In addition, any jumps you make while in this stance are considered running jumps. Soaring Raptor Strike Tiger Claw (Strike) Level: Swordsage 3, warblade 3 Prereq: One Tiger Claw maneuver Initiation Action: 1 standard action Range: Melee attack Target: One creature With a carefully timed leap, you jump over the target's defenses and attack from an unexpected angle. You can use this maneuver only against a foe of a larger size category than yours. As part of this maneuver, you make a Jump check with a DC equal to your foe's AC. If the attack succeeds, you also make a melee attack as part of this maneuver. If the check fails, you cannot make this attack and the maneuver is still considered expended. You gain a +4 bonus on the attack roll and deal +6d6 damage if the attack hits. Wolverine Stance Tiger Claw (Stance) Level: Swordsage 3, warblade 3 Prereq: One Tiger Claw maneuver Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance When an opponent has you in his grasp, you transform into a snarling, frothing, raging beast. You hack with your weapon at your foe's forelimbs, your wild frenzy allows you to fight even with a large awkward weapon. When in the grasp of a larger foe, your frenzy ignites into an inferno as you desperately attempt to break free. While in this stance, you can attack a foe grappling you with any one-handed weapon. You don't take the -4 penalty for fighting while grappled. If your foe is a larger size category than you, your feral rage ignites and granted you a +4 bonus on damage rolls against that creature while it grapples you. Death From Above Tiger Claw (Strike) Level: Swordsage 4, warblade 4 Prereq: One Tiger Claw maneuver Initiation Action: 1 standard action Range: Melee attack Target: One creature Like a thunderbolt, you slam into your foe from above. You leap upon your enemy and drive him into the ground. The impact of your attack gives you extra force, allowing you to score a deadly hit. To use this maneuver you must be adjacent to a foe. As part of this maneuver, you attempt a DC 20 Jump check. If this check succeeds, you can make a single melee attack against an opponent that you were adjancent to when you began this maneuver. This attack occurs in the air as you soar over your opponent, also as part of the maneuver. Your attack deals +4d6 damage and your opponent is considered flat-footed against this attack. You then land in any square adjacent to the target of this attack, though no more than 20 feet away from your starting position. If your Jump check fails, you remain in the last square you occupied before the Jump check and can make a single attack normally. The maneuver is still considered expended. Fountain of Blood Tiger Claw (Boost) Level: Swordsage 4, warblade 4 Prereq: Two Tiger Claw maneuvers Initiation Action: 1 swift action Range: 30 ft. Area: 30 ft radius burst centered on you Duration: 1 minute Saving Throw: Will partial; see text If you reduce a living opponent to negative hit points during your turn, you can initiate this maneuver. Your weapon rips into your foe as she drops, dealing an extra 1d6 damage and forcing all your enemies within the manuever's area to make a successful Will save (DC 14 + your Str mod) or be shaken for 1 minute. The foe you drop must be within your threatened area when you initiate this maneuver. For each foe you drop during your turn prior to initiating this maneuver, the save DC increases by 1. Dancing Mongoose Tiger Claw (Boost) Level: Swordsage 5, warblade 5 Prereq: Two Tiger Claw maneuvers Initiation Action: 1 swift action Range: Personal Target: You Duration: End of turn You make a flurry of deadly attacks. After initiating this boost, you can make one additional attack with weapon weapon you wield (to a maximum of two extra attacks if you wield two or more weapons). These extra attacks are at your highest attack bonus for each of your respective weapons. All of these attacks must be directed against the same opponent. Pouncing Charge Tiger Claw (Strike) Level: Swordsage 5, warblade 5 Prereq: Two Tiger Claw maneuvers Initiation Action: 1 full-round action Range: Personal Target: You With a ferocious howl, you throw yourself into combat. You move with such speed and ferocity that when you reach your enemy, you unleash a blistering flurry of slashes, cuts, and hacks. As part of initiating this maneuver you make a charge attack. Instead of a single attack, you may make a full attack and apply the charging bonus to your attack roll to all your attack rolls. Rabid Bear Strike Tiger Claw (Strike) Level: Swordsage 6, warblade 6 Prereq: Two Tiger Claw maneuvers Initiation Action: 1 standard action Range: Melee attack Target: One creature You focus your primal fury into a single attack, laying an opponent low with a mighty blow that splinters bone and shatters steel. As part of this maneuver, you make a single melee attack at a +4 bonus. On a successful hit, you deal +10d6 damage. After completing this maneuver, you take a -4 penalty to AC until the start of your next turn. Wolf Climbs the Mountain Tiger Claw (Strike) Level: Swordsage 6, warblade 6 Prereq: Two Tiger Claw maneuvers Initiation Action: 1 full-round action Range: Melee attack Target: One creature You can use this maneuver only against an opponent of a size category larger than yours. As part of this maneuver, you enter your target's square without provoking an AoO. You can then attack your target as part of this maneuver. Your attack deals +5d6 damage. You remain within your opponent's space after you complete this maneuver. You gain cover against all attacks as long as you remain in his space, including those made by the target. If the target moves, it leaves you behind but provokes an AoO from you for leaving your space. Hamstring Attack Tiger Claw (Strike) Level: Swordsage 7, warblade 7 Prereq: Three Tiger Claw maneuvers Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: 1 minute Saving Throw: Fort half As part of this maneuver, you make a single melee attack. If this attack hits, it deals normal damage, but the target also takes 1d8 Dexterity damage and a -10 foot penalty to speed for 1 minute. A successful Fort save (DC 17 + your Str mod) halves both the Dex damage and speed penalty. Prey on the Weak Tiger Claw (Stance) Level: Swordsage 7, warblade 7 Prereq: Two Tiger Claw maneuvers Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance With each foe you strike, your blood lust and battle fury rises even higher. After a brief moment of explosive rage, the foes around you are left bloodied, torn, and moaning. Whenever an opponent within 10 feet of you drops to negative hit points, whether from your attack, an ally's strike, or another cause, you can immediately make an AoO against any opponent you threaten. Swooping Dragon Strike Tiger Claw (Strike) Level: Swordsage 7, warblade 7 Prereq: Three Tiger Claw maneuvers Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: Fort partial You leap over an opponent and chop down at her, ruining her defenses and striking with a critical blow. As part of this maneuver, you attempt a Jump check to leap over your target. The result of this Jump check must be sufficient to move through your opponent's space and over her. If you fail the Jump check needed to jump over your foe, you provoke AoOs for the distance you jump if applicable. If your jump was too short to clear your opponent but far enough that you would land in a space she occupies, you land adjacent to your opponent in the square closest to your starting square. If your check is insufficient to jump over your target, you can also make a single attack against your foe with no special benefits or penalties as long as your target is within reach. If the check succeeds, you do not provoke AoOs for leaving threatened squares during your jump. Your foe loses her Dexterity bonus to AC against your melee attack. This attack deals +10d6 damage and the target must succeed on a Fort save (DC = to your Jump check result) or be stunned 1 round. Girallon Windmill Flesh Rip Tiger Claw (Boost) Level: Swordsage 8, warblade 8 Prereq: Three Tiger Claw maneuvers Initiation Action: 1 swift action Range: Melee attack Target: One or more creatures Duration: End of turn Each of your attacks is precisely timed to maximize the carnage it inflicts. You must be wielding two more weapons to initiate this maneuver. As your hack into your opponent, you use your weapons together to murderous effect. With a cruel twist of your blade, you widen the wounds you cause with each successive strike. You must initiate this maneuver before making any attacks in the current round. If you strike an opponent multiple times during your turn, you also deal rend damage. This damage is based on the number of times you strike your opponent during your turn (see the table below). Determind the rend damage dealt immediately after you make your last attack for your turn. If you attack multiple opponents during your turn, you gain this extra damage against each of them. A creature takes rend damage based on the number of attacks that hit it. Successful Attacks Rend Damage 2 8d8 3 10d8 4 12d8 5 14d8 6 16d8 7 18d8 8+ 20d8 Raging Mongoose Tiger Claw (Boost) Level: Swordsage 8, warblade 8 Prereq: Three Tiger Claw maneuvers Initiation Action: 1 swift action Range: Personal Target: You Duration: End of turn You make a flurry of deadly attacks. After initiating this boost, you can make two additional attacks with each weapon you wield (to a maximum of four extra attacks if you wield two or more weapons). These extra attacks are made at your highest attack bonus for each of your respective weapons. You can spread these attacks out among as many foes as you wish. Wolf Pack Tactics Tiger Claw (Stance) Level: Swordsage 8, warblade 8 Prereq: Two Tiger Claw maneuvers Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance You prowl the battlefield like a mighty hunter. You pick your spots to attack, striking foes when they are most vulnerable before moving on to attack elsewhere. Each attack allows you to move forward and press your advantage. While in this stance, each successful strike allows you to slowly work your way around an opponent. Each time you make a successful melee attack, you can move 5 feet. This movement does not provoke AoOs from the creature you struck. You cannot use this stance to move more than your current speed in a single round. Feral Death Blow Tiger Claw (Strike) Level: Swordsage 9, warblade 9 Prereq: Four Tiger Claw maneuvers Initiation Action: 1 full-round action Range: Melee attack Target: One creature Saving Throw: Fort partial You leap upon your opponent, rending and tearing with your weapons in an attempt to kill him with a brutally overwhelming assault. You grab onto your foe as you slash and hack as his neck, face, and other vulnerable areas. To use this maneuver, you must be adjacent to your intended target. As part of this maneuver, make a Jump check with a DC equal to your opponent's AC. If the check succeeds, you can then make a single melee attack against your foe, also as part of this maneuver. The target is considered flat-footed against this attack. If your attack deals damage, your target must attempt a Fort save (DC 19 + your Strength mod). If this save fails, your target is instantly slain (hp drop to -10). If the save is successful, you deal an extra 20d6 damage to the target in addition to your normal weapon damage. Creatures immune to critical hits are immune to the death effect of this strike. If your Jump check fails, you can make a single attack normally. The maneuvers is still considered expended.