Saijo Primer+Standard Actions+Maneuvers
Discipline: Radiant Dawn (Strike); Level: 2
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous
DESCRIPTION
This strike was created by a kobold leader to fight both controlling magics and vicious wounds. Make an attack. If it hits, it deals weapon damage as normal, and you can heal yourself and allies within close range (25 feet + 5 feet per 2 initiator levels) for a total number of hit points equal to twice your initiation modifier, divided as you choose between you and your allies. Alternatively, you may choose to grant a single ally within close range a saving throw against an ongoing effect on them that offers multiple saving throws over time to negate, or has its duration measured in rounds at the effect’s original DC, at the effect’s original DC. If it succeeds, the effect ends. This does not progress poison, diseases, or similar effects on a failed saving throw.
Essence: Each point of essence invested into this strike increases the total amount of healing done by 4 hit points. This healing is split up between targets normally.
Discipline: Spark of Battle (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Melee
Target: One creature
Duration: Instant
The initiator’s rapid speed allows him to catch an opponent a second time with the backswing of their weapon. When the initiator successfully strikes an opponent with this maneuver, they may roll the weapon damage dice for the attack a second time and add it to the damage dealt by the attack, treating any roll of 1 on the damage dice as a 2.
Special: If the initiator has the Spark of Inspiration feat, they may spend an additional stamina point when activating this maneuver to deal double their Strength bonus on the attack instead of their standard Strength bonus.
Discipline: Scarlet Throne (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
With supreme focus, comes great insight into the workings of a foe’s defenses. When the moment is right, the disciple releases his attack in a vicious upward swing. The disciple makes a Sense Motive check in place of his normal attack roll (he may add any enhancement bonus from his weapon or feats that apply from the use of his weapon to this Sense Motive check as well), and if this Sense Motive check equals or exceeds the target’s armor class, the attack deals double damage. If this check does not meet or exceed the target’s armor class, then the attack fails and the disciple misses.
Discipline: Veiled Moon (Strike) (Teleportation)
Level: 2
Initiation Action: 1 standard action
Range: Personal
Target: Up to the disciple’s movement speed
Duration: Instantaneous
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.