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[Discipline] Tiger Claw

PostPosted: Thu Nov 18, 2010 10:03 am
by Golden-Esque
Tiger Claw Discipline


They say that inside all intelligent beings lies a feral, wild animal. It is often referred to as one’s instincts, intuition, or gut, and that is precisely what it is; a feral being, devote of intelligent thought or emotion; a raging beast. Many warriors have felt the stirring of this creature during the heart of battle, but few are willing to tap into its power. Few are willing to relinquish what they perceive as control and allow themselves to fall deeper under the sway of the hunter. They end up dead.

Those who heed the pride’s call, however, often find themselves with a fighting style unlike any other; a mad raking of blades, brutal kicks and punches, and even bites and gnashes when enraged enough. Such individuals make perfect students for the masters of the Tiger Claw discipline. Becoming an adept of the Tiger Claw requires that the individual embrace the natural world in a way few are willing to accept; one must become the tiger to fight like it, after all. Those that are willing to walk this road often find themselves with a terrible bloodlust and a stirring inner beast; and few such adepts would even ask it to sleep again.

The key skill of the Tiger Claw discipline is Acrobatics, as quick reflexes and cunning dodges are the way of natural; the very order of the wilderness. Tiger Claw adepts utilize every muscle in their body to its full potential when fighting, knowing that the slightest restraint could ultimately end in death. Adepts of the Tiger Claw discipline use bladed slashing weapons with no exception, as they allow the adepts to emulate the mighty beasts of the world, and the weapons associated with the Tiger Claw discipline are: greataxe, handaxe, kama, kukri, and natural attack (claw).

Becoming a Tiger Claw Adept


Few ‘civilized folk’ are willing to dive as deep into their own animal instincts as Tiger Claw adepts are, so as such the practice of the Tiger Claw discipline is not particularly wide spread. Those that seek the course are usually one with natural already, and as such all Tiger Claw maneuvers are listed as Barbarian and Ranger maneuvers. However, any other martial adept who seeks the power of nature untamed is able to become an adept of the Tiger Claw discipline. For any class other than a Barbarian or a Ranger to gain access to the Tiger Claw discipline, they must first meet the following prerequisites:

  • Weapon Proficiency: The martial adept must have Weapon Proficiency with at least one of the Tiger Claw discipline’s Associated Weapons (see above).
  • Skills: The martial adept must have a 1 rank in the Acrobatics skill, the Tiger Claw discipline’s key skill.
  • Ability Score: The martial adept must have a Dexterity score of 14 or greater.
  • Feat: The martial adept must have any one of the following feats: Improved Unarmed Strike, Two-Weapon Fighting, Weapon Finesse, or Weapon Focus (axe, natural attack, or sword).
  • Special: The Tiger Claw adepts value people with a healthy bloodlust and never turn down experienced killers. A character with the Killer trait can treat it as a feat for the purpose of meeting the feat requirement of the Tiger Claw discipline’s prerequisites.

Special Rule – Tearing Claws


Tiger Claw adepts specialize in ripping and tearing the flesh of their opponents with their weapons and many of the Tiger Claw discipline’s techniques allow the adept to make use of this style by incorporating a flurry of attacks into their technique. Whenever the Tiger Claw adept initiates a maneuver with the [Rend] descriptor, if they successfully hit a creature with both their primary and secondary weapon at least one time, the adept deals an additional 1d6 points of rending damage per level of the initiated maneuver. The Tiger Claw adept need not hit with all of their attacks; as long as least one attack from the primary hand and one attack from the secondary hand hit, this special rule takes effect. Rending damage can only be dealt to a creature once per turn, though if you spilt enough attacks between multiple creatures, you can use this special rule against multiple targets in a single turn. Rending damage is considered precision damage, and creatures immune to precision damage are immune to the additional damage dealt by this special rule.

In addition, rending damage can only be dealt if the Tiger Claw adept is wielding a slashing weapon or they are unarmed in both their primary and secondary hands. These slashing weapons allow the Tiger Claw adept to emulate the animal their discipline is named after, and in a pinch the adept is more than willing to literally tear their enemy apart. If the Tiger Claw adept deals rending damage from another source (such as a racial ability or another martial maneuver), those sources of damage stack with this special rule for determining how much rending damage is dealt.

List of Tiger Claw Maneuvers


1st Level Maneuvers
  • Blood in the Water - (Stance): +1 to attacks and damage; increases when you critically hit.
  • Hunter's Sense - (Stance): Gain scent and track.
  • Rage of the Wilds - (Boost): Gain raging bonuses for 1 round.
  • Sudden Leap - (Boost): Make a Jump check as a swift action.
  • Vengeful Mutilation - (Counter): Counterattack with two weapons.
  • Wolf Fang Strike - (Strike): Attack with two weapons.

2nd Level Maneuvers
  • Claw at the Moon - (Strike): Make Jump check, deal +2d6 damage.
  • Rabid Wolf Strike - (Strike): +4 to attack, deal +2d6 damage; -4 AC for 1 round.
  • Rivers of Blood - (Boost): Successful rend causes target to bleed.
[*]Wild Evasion - (Counter): Add ranks in Acrobatics to AC and Reflex save as a dodge bonus.

3rd Level Maneuvers
  • Flesh Ripper - (Strike): Foe takes -4 to attacks and AC; make a secondary attack if primary attack hits.
  • Hunger for Blood – (Boost): Target bleeds equal to half the damage you deal.
  • Leaping Wolf Stance - (Stance): +10 on Jump checks, always considered a running jump.
  • Taste of Blood – (Boost): Gain temporary hit points when you inflict the bleed condition.
  • Violent Persistence – (Boost): Reroll a failed attack roll with a -2 penalty.
  • Wolverine Stance - (Stance): Use any weapons while grappled.

4th Level Maneuvers
  • Death from Above – (Strike): Deals +4d6 damage and move into a new, adjacent square.
  • Fountain of Blood – (Boost): Coup de graces a fallen creature and causes shaken in all observers.
  • Tiger’s Ambush – (Sublime Power): Cause next attack to have an increased chance to critically hit.
  • Soaring Raptor Strike - (Strike): Acrobatics check causes an attack to deal +6d6 damage; +4 to confirm critical hits.

5th Level Maneuvers
  • Blood Frenzy – (Stance): -4 to AC, +4 to attack and damage rolls; successful attacks heal you.
  • Dancing Mongoose – (Boost): Make one additional attack per weapon; affects both primary and secondary weapons.
  • Pouncing Charge – (Strike): Make a full attack with rending damage as part of a charge.
  • Prey on the Weak – (Stance): Taking hit point damage provokes attacks of opportunity from you.
  • Nowhere to Run – (Strike): Use Acrobatics as a grapple; automatically pins subject.

6th Level Maneuvers
  • Deep Wounds – (Boost): All rending damage you deal is maximized.
  • Rabid Bear Strike – (Strike): +4 to attack with +10d6 additional damage; -4 to AC for 1 round.
  • Wolf Climbs the Mountain – (Strike): Deals +5d6 damage; gain over by hiding in target’s space.

7th Level Maneuvers
  • Hamstring Strike – (Strike): Deals 1d8 Dexterity damage; foe’s speed takes -10 penalty.
  • Mutilating Hemorrhage – (Strike): Successful attack deals 5d6 points of damage and cripples the target.
  • Shattering Tiger Strike – (Strike): Jump over foe and deal +10d6 damage; stuns target.

8th Level Maneuvers
  • Raging Mongoose – (Boost): Make two additional attacks per weapon; affects both primary and secondary weapons.
  • Tiger’s Death Craze – (Stance): You can make additional attacks as part of your Tiger Claw maneuvers.
  • Windmill Flesh Rip – (Boost): Your next Tiger Claw strike maneuver hits all available creatures in range.
  • Wolf’s Pack Tactics – (Stance): Free 5ft step with every successful attack.

9th Level Maneuvers
  • Feral Deathblow – (Strike): Devastating attack makes up to four attacks, each with +1d6/initiator level.

[Discipline] Tiger Claw

PostPosted: Thu Nov 18, 2010 10:04 am
by Golden-Esque
Description of Tiger Claw Maneuvers


Blood Frenzy
Tiger Claw (Stance)
Level: Barbarian 5
Prerequisites: Two Tiger Claw maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

“They’re a pack of animals; the smell of blood riles them into a feeding frenzy of gore.”

While in this stance, you gain a +4 bonus to your Strength and Dexterity scores but take a -4 penalty to your Armor Class. In addition, while you are in this stance, each time you successfully deal damage to a creature with a melee attack, you heal 1 point of damage.

Blood in the Water
Tiger Claw (Stance)
Level: Barbarian 1
Prerequisites: None
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

The smallest drop of blood in a pool of water can alert every aquatic predator for miles around.

While in this stance, you gain a +1 morale bonus to your weapon attack rolls and damage rolls. Each time you score a critical hit against a creature, this bonus increases by +1, up to a maximum bonus equal to your initiator level. These bonuses do not stack while outside of combat and this stance’s bonus resets to +1 after a combat ends.

Claw at the Moon
Tiger Claw (Strike)
Level: Barbarian 2
Prerequisites: None
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous

“Always question the truth.”

As part of this maneuver, make an Acrobatics check with a DC equal to your target’s Armor Class. After making this check, make a melee attack against the same target. If it hits, you deal normal weapon damage. In addition, if you succeeded on your Acrobatics check, you leap up and slash at the target’s torso, dealing an additional 2d6 points of damage. In addition, if your attack threatens a critical hit, you gain a +4 bonus to confirm that critical hit. If you fail your Acrobatics check, you do not deal this additional damage and you do not gain a +4 bonus to confirm a critical hit.

Dancing Mongoose
Tiger Claw (Boost)
Level: Barbarian 5
Prerequisites: Two Tiger Claw maneuvers
Range: Personal
Target: You
Duration: End of turn

Tiger Claw adepts are renowned for their timely killing.

After initiating this maneuver, if you make melee attacks during this round, you can make one additional attack with your primary weapon and your secondary weapon (if any). These extra attacks are made at your normal attack bonus, with respect to all bonuses and penalties you may be benefiting or suffering from. You cannot make more than two additional attacks with this maneuver, regardless of how many secondary weapons you are capable of attacking with. These additional attacks can be made in conjunction with martial maneuvers.

Death from Above
Tiger Claw (Strike) [Rend]
Level: Barbarian 4
Prerequisites: One Tiger Claw maneuver
Range: Melee attack
Target: One creature
Duration: Instantaneous

Tiger Claw adepts are deadlier airborne then on the ground.

As part of this maneuver, make an Acrobatics check (DC 20) and a single melee attack. If it hits, you deal normal weapon damage. In addition, if you succeed on your Acrobatics check, you jump over the target creature as if you had made a high jump attempt. While in the air, you rake at your opponent, allowing you to make a second attack at a -2 penalty. If it hits, this second attack deals normal weapon damage and can allow you to deal rending damage as if the attack was made with a secondary weapon. Regardless of whether this second attack succeeds or fails, you can immediately move into any square adjacent to the target creature without provoking attacks of opportunity.

Deep Wounds
Tiger Claw (Boost)
Level: Barbarian 6
Prerequisites: Two Tiger Claw maneuvers
Range: Personal
Target: You
Duration: Instantaneous

Some wounds are too deep to ever fully heal.

You can only initiate this maneuver when you deal rending damage to a creature. Treat each damage die as if you had rolled a ‘6’ instead of the die’s actual result.

Feral Deathblow
Tiger Claw (Strike) [Rend]
Level: Barbarian 9
Prerequisites: Four Tiger Claw maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous

At their most fearsome, a Tiger Claw adept mentally regresses into a flurry of steel and snarls, reducing all in their path to finely-hacked bits.

As part of this maneuver, you can make up to four melee attacks; two with your primary weapon and two with your secondary weapon. All of these attacks take a -2 penalty to their attack roll. Each attack that hits deals normal weapon damage. In addition, a creature struck by this maneuver must make a Fortitude save (martial check equals 1d20 + 9 + your Dexterity modifier). On a failed save, the creature takes an additional 1d6 points of damage per initiator level you possess. A successful save reduces this damage to 5d6 points of damage. A creature can be dealt this extra damage up to four times; each time it is hit by an attack by this maneuver, it must make a new saving throw or take this additional damage.

Flesh Ripper
Tiger Claw (Strike) [Rend]
Level: Barbarian 3
Prerequisites: One Tiger Claw maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous; see text
Saving Throw: Fortitude partial

“Rip its flesh; listen to the euphony of its blood shrieking.”

As part of this maneuver, make a single melee attack. If it hits, you deal normal weapon damage. In addition, make a Fortitude save (martial check equals 1d20 + 3 + your Dexterity modifier). On a failed save, the creature takes a -4 penalty to its Armor Class for 1 round. If this maneuver critically hits, this penalty lasts for a number of rounds equal to your primary weapon’s critical damage multiplier instead. Also, if your first melee attack hit, you can make a second attack with your offhand (if any) at a -2 penalty. If it hits, you deal normal weapon damage.

Fountain of Blood
Tiger Claw (Boost)
Level: Barbarian 4
Prerequisites: One Tiger Claw maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 minute
Saving Throw: Will partial

A particularly gruesome kill coupled with an anointment of blood can easily upset a Tiger Claw adept’s enemies.

You can only initiate this maneuver when a creature within your weapon’s reach is reduced to -1 or less hit points. You can expend an attack of opportunity to make a coup de grace against the creature. This coup de grace does not provoke an attack of opportunity. If you successfully slay the creature with this coup de grace, all enemy creatures within 30 feet of you must make a Will save (martial check equals 1d20 + 4 + your Dexterity modifier). On a failed save, the creature becomes shaken for 1 minute. A failed save reduces the duration of this condition to 1 round.

Hamstring Strike
Tiger Claw (Strike)
Level: Barbarian 7
Prerequisites: Three Tiger Claw maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous

Although such injures cause massive bloodshed, the Tiger Claw adepts favor this technique because it prevents their prey from trying to escape.

As part of this maneuver, make a single attack. If it hits, you deal normal weapon damage. In addition, the creature must make a Fortitude save (martial check equals 1d20 + 7 + your Dexterity modifier). On a failed save, the creature takes 1d8 points of Dexterity damage and their speed for all movement modes reduced by 10 feet. On a successful save, both the Dexterity damage and the speed penalty are halved. The speed penalty is not lifted until all points of Dexterity damage caused by this maneuver are healed.

Hunger for Blood
Tiger Claw (Boost)
Level: Barbarian 3
Prerequisites: One Tiger Claw maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn; see text
Saving Throw: Fortitude partial

The taste of blood on one’s lips is an impossible delight to forget.

After initiating this maneuver, any creature you deal damage to during this round with a melee attack must make a Fortitude save (martial check equals 1d20 + 3 + your Dexterity modifier). On a failed save, the creature will bleed for an amount of damage equal to half the damage you dealt to it during this turn. A successful save reduces this damage to a quarter of the damage you dealt this turn.

This bleed condition lasts for 5 rounds or until a Heal check (DC equals 10 + the damage you dealt) is made on the creature or they are healed for an amount of damage equal to the damage you originally dealt to the creature.

Hunter’s Sense
Tiger Claw (Stance)
Level: Barbarian 1
Prerequisites: None
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Those that wish to become the perfect hunter must tap into the instincts of those they stalk.

While in this stance, you gain the scent special ability. In addition, you can use Survival checks to track as if you possessed the Track feat.

Leaping Wolf Stance
Tiger Claw (Stance)
Level: Barbarian 3
Prerequisites: One Tiger Claw maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Like a silver sheen against the forest’s night, the wolf darts along the forest floor stalking its prey.

While in this stance, you gain a +10 enhancement bonus on Acrobatics checks made as part of a long jump or a high jump. In addition, while you are in this stance, you are always considered to have had a running start on such checks.

Mutilating Hemorrhage
Tiger Claw (Strike)
Level: Barbarian 7
Prerequisites: Three Tiger Claw maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Permanent; see text
Saving Throw: Fortitude negates

To add insult to injury, many of the Tiger Claw adepts enjoy brutally dismembering a victim’s body before they kill it.

As part of this maneuver, make a single melee attack. If it hits, you deal normal weapon damage. In addition, the creature must make a Fortitude save (martial check equals 1d20 + 7 + your Dexterity modifier). On a failed save, the creature suffers a horrible mutilation, selected at randomly from the list below. Roll 1d6 to determine which mutilation is inflicted. These effects can only be removed by Greater Restoration, Heal, Regenerate, or similarly powerful magic.

1 - Blinded: You gorge out the creature’s eyes, causing it to become blind. If the creature is already blind, roll again.

2 - Deface: You brutally scar the creature’s face, making others nervous around them. The creature takes a permanent -4 penalty to all Charisma-related skills and checks.

3 - Missing Finger: You remove several of the fingers from the subject’s primary hand, causing attacks made with that hand to only gain ½ of their Strength bonus to attack and damage rolls if they are wielding a one handed weapon and 1x their Strength modifier to attack and damage rolls if they are wielding a two handed weapon. In addition, the creature takes a -8 penalty on Sleight of Hand checks and all abilities with somatic components have a 40% chance to fail.

4 - Organ Damage: You severely damage one of the creature’s organs, causing them to permanently lose their Constitution bonus to their total number of hit points.

5 - Speechless: You cut off the creature’s tongue, making speaking all but impossible. Creatures must succeed on a DC 20 Linguistics check in order to understand your speech; otherwise, they are treated as not speaking your language. In addition, all abilities with verbal components have a 40% chance to fail.

6 - Toeless: You cut off the creature’s toes, making balancing difficult. The creature takes a -4 penalty on Acrobatics checks and moving more than half their land speed requires a DC 15 Acrobatics check; on a failed check, the creature moves half their move, then falls prone in that square.

Pouncing Charge
Tiger Claw (Strike) [Rend]
Level: Barbarian 5
Prerequisites: Two Tiger Claw maneuvers
Initiation Action: 1 standard action
Range: Charge attack
Target: One creature
Duration: Instantaneous

The Tiger Claw adept leaps upon their foe, ripping and tearing apart their flesh like a rabid beast.

As part of this maneuver, make a charge attack. As part of this charge attack, you can make a full attack instead of a single attack, and the charge bonus applies to all attacks you make as part of the charge. Each attack deals normal weapon damage if it hits.

Prey on the Weak
Tiger Claw (Stance)
Level: Barbarian 5
Prerequisites: Two Tiger Claw maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Tiger Claw adepts aren’t looking for a challenge; they seek quick prey to fell in order to quench their own bloodlust.

While in this stance, whenever a creature within your reach takes damage from a weapon attack, you can make an attack of opportunity against that creature. This attack of opportunity is subject to any effects, bonuses, or special abilities that apply to normal attacks of opportunity.

Nowhere to Run
Tiger Claw (Strike) [Rend]
Level: Barbarian 5
Prerequisites: Two Tiger Claw maneuvers
Initiation Action: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous; see text

Sometimes it’s simply too late for fight or flight.

As part of this maneuver, make an Acrobatics check against the target creature (DC equal to their Combat Maneuver Defense). If you succeed, you leap through the air at the creature and tackle it to the ground. That creature is immediately considered pinned. As long as you pin that creature, you gain two special benefits.

First, if you manage to keep the pinned creature grappled, you can attack it once with both your primary and secondary weapon. These attacks can trigger the tearing claws special rule. Second, you can continue to attempt to keep the creature pinned by making an Acrobatics check instead of a grapple check. However, as soon as you fail a single Acrobatics check to keep the creature pinned, you cannot use an Acrobatics check and must use a grapple check as normal.

Rabid Bear Strike
Tiger Claw (Strike)
Level: Barbarian 6
Prerequisites: Two Tiger Claw maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous; 1 round

A trained Tiger Claw adept is like a rabid bear; the few that stay around to witness the spectacle end up dead.

As part of this maneuver, make a single melee attack with a +4 bonus on the attack roll. If it hits, you deal normal weapon damage plus an additional 10d6 points of damage. However, until the start of your next turn you take a -4 penalty to Armor Class.

Rabid Wolf Strike
Tiger Claw (Strike)
Level: Barbarian 2
Prerequisites: None
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous; 1 round

Although a Tiger Claw adept fully consumed by rage is much easier to predict and attack, few live long enough to take advantage of this weakness.

As part of this maneuver, make a single melee attack with a +4 bonus on its attack roll. If it hits, you deal normal weapon damage plus an additional 2d6 points of damage. However, until the start of your next turn you take a -4 penalty to your Armor Class.

Rage of the Wilds
Tiger Claw (Boost)
Level: Barbarian 1
Prerequisites: None
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round

“Just. Let. Go.”

After initiating this boost, you immediately enter a rage. This functions identically to the Barbarian class feature, except that it only lasts until the start of your next round. Like with a Barbarian’s rage, you become fatigued for 2 rounds after this maneuver’s duration ends. If you possess the rage class feature, you can use this maneuver to rage for the round without deducting the round from your daily allotment of rage rounds. You can seamlessly resume using your rounds of rage or begin using your rounds of rage when this maneuver’s effect ends.

Raging Mongoose
Tiger Claw (Boost)
Level: Barbarian 8
Prerequisites: Three Tiger Claw maneuvers
Range: Personal
Target: You
Duration: End of turn

Little can hold against the fury of a Tiger Claw adept.

After initiating this maneuver, if you make melee attacks during this round, you can make two additional attacks with your primary weapon and your secondary weapon (if any). These extra attacks are made at your normal attack bonus, with respect to all bonuses and penalties you may be benefiting or suffering from. You cannot make more than four additional attacks with this maneuver, regardless of how many secondary weapons you are capable of attacking with. These additional attacks can be made in conjunction with martial maneuvers.

Rivers of Blood
Tiger Claw (Boost)
Level: Barbarian 2
Prerequisites: None
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: See text

“And an ocean of blood poured from his veins; I didn’t know people had that much blood inside of them.”

You can only initiate this maneuver when you deal rending damage to a creature. That creature begins bleeding uncontrollably, immediately taking 1 point of damage per two initiator levels you possess. In addition, at the start of each of its turns, the creature takes an additional 1 point of damage per two initiator levels you possess. This bleed condition can only be removed by a successful Heal check (DC 15 + the rending damage you dealt to the creature) or until the creature receives healing equal to the amount of rending damage dealt to it.

Soaring Raptor Strike
Tiger Claw (Strike)
Level: Barbarian 4
Prerequisites: One Tiger Claw maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous

The adept soars through the sky and plunges their weapons into their target’s chest.

As part of this maneuver, make an Acrobatics check (DC equals the target creature’s Armor Class) and a single melee attack against the target creature. If it hits, you deal normal weapon damage. In addition, if your Acrobatics check succeeds, you deal an additional 6d6 points of damage if you hit the creature with your melee attack. If this attack threatens a critical hit, you gain a +4 bonus to confirm the critical hit.


Sudden Leap
Tiger Claw (Boost)
Level: Barbarian 1
Prerequisites: None
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

Tiger Claw adepts are ready to burst into action at the slightest notice.

After you initiate this maneuver, designate whether you will make a long jump or a high jump and make an Acrobatics check. You most move in a straight line with this jump and you provoke attacks of opportunity with this movement. You can, however, attempt additional Acrobatics checks to move through an enemy’s threatened area or space as would normally be allowed.

Taste of Blood
Tiger Claw (Boost)
Level: Barbarian 3
Prerequisites: One Tiger Claw maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 3 rounds

“Savior your first blood, child. Soon you will go from enjoying it to requiring it.”

You can only initiate this maneuver when you inflict the bleed condition on a creature. At the start of your each of your turns during this maneuver’s duration, you gain temporary hit points equal to the amount of damage the creature bleeds for each round.

Tiger’s Ambush
Tiger Claw (Sublime Power)
Level: Barbarian 4
Prerequisites: One Tiger Claw maneuver
Initiation Action: 1 full round action
Range: Personal
Target: You
Duration: Instantaneous

No one loves surprises more than a Tiger Claw adept and no one least then their victims.

After you initiate this maneuver, the first attack you make during your next turn has its critical threat modifier increased by x2. For example, a modifier of 19-20 increases to 17-20 This does not stack with or multiply any other bonuses to a weapon’s critical threat modifier, such as the Keen Weapon spell.

Tiger’s Death Craze
Tiger Claw (Stance)
Level: Barbarian 8
Prerequisites: Three Tiger Claw maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

The most skilled Tiger Claw adepts are a whirlwind of blades, fists, and blood.

While in this stance, you can make additional attacks as part of any Tiger Claw strike maneuver. This stance allows you to make use of the extra attacks associated feats, class features, and spells while initiating a Tiger Claw strike maneuver. These additional attacks are made at the appropriate attack bonus and penalties, plus an additional -2 penalty. For example, you can use the Snap Kick feat as part of the Rabid Bear Strike maneuver, but you take a total -4 to your attack roll (-2 because of the feat itself and -2 because of this stance). The -2 penalty incurred by this feat stacks for each attack you add to a Tiger Claw maneuver.

Extra attacks made as part of this stance can be used to trigger the tearing claws special rule normally, but you do not gain any damage bonuses to these attacks except for weapon enhancement bonuses or critical hit damage (such as your Strength modifier, morale bonuses, etc). Finally, regardless of the weapon’s critical threat range or any bonuses you have, these additional attacks can only threaten a critical hit on a roll of a 20.

Vengeful Mutilation
Tiger Claw (Counter) [Rend]
Level: Barbarian 1
Prerequisites: None
Initiation Action: 1 immediate action
Range: Melee attack
Target: Attacking creature
Duration: Instantaneous

Tiger Claw adepts don’t take enemy aggression well.

You can only initiate this maneuver when a creature within your reach deals damage to you. You can immediately make two attacks against that creature; one with your primary hand and one with your off hand. These attacks follow the normal rules for two-weapon fighting.

Violent Persistence
Tiger Claw (Boost)
Level: Barbarian 3
Prerequisites: One Tiger Claw maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous

Sometimes it’s better for the foes of a Tiger Claw adept to lay down and die.

You can only initiate this maneuver when you fail to hit a creature with a melee attack. You can reroll that failed attack roll, abet at a -2 penalty. You cannot use this maneuver to reroll a rerolled die.

Evasion
Tiger Claw (Counter)
Level: Barbarian 2
Prerequisites: None
Range: Personal
Target: You
Duration: End of turn

Animals always seem to know when danger is coming before more “intelligent” creatures do.

After initiating this maneuver, you can add your ranks in Acrobatics to your Armor Class and Reflex save as a dodge bonus until the end of the turn you use this maneuver on. This maneuver can be used after an attack roll is made but it must be used before the result is determined.

Windmill Flesh Rip
Tiger Claw (Boost)
Level: Barbarian 8
Prerequisites: Three Tiger Claw maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

“Why should he have all the fun?”

After initiating this maneuver, if you make a Tiger Claw strike with a range of Melee attack during this turn, you can attack with it multiple times, effectively dealing your normal weapon damage plus any additional damage, status conditions, or other hampering effects to your foes.

Some uses of this maneuver are infeasible. For example, you cannot use this maneuver with Pouncing Charge to charge multiple enemies or keep multiple creatures pinned with Nowhere to Run. Penalties to you, such as Rabid Bear Strike’s -4 penalty to Armor Class are only applied once, regardless of how many targets you strike with the maneuver.

Each attack made by this maneuver is treated as if the maneuver was initiated separately each time, so you don’t combine penalties or bonuses to attack rolls, damage rolls, extra damage dice, etc against a single creature.

Wolf Climbs the Mountain
Tiger Claw (Strike)
Level: Barbarian 6
Prerequisites: Two Tiger Claw maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
Duration: Instantaneous

“The wolf went over the mountain, and all he could see was the other side of the mountain.”

As part of this maneuver, you enter the target creature’s square without provoking an attack of opportunity and make a single melee attack against them. If it hits, you deal normal weapon damage plus an additional 5d6 points of damage. Following this attack, you remain in the target’s space, granting you cover against all attacks, including those made by the target, for as long as you remain there. If the creature is at least one size category larger than you, you gain total cover instead. If the target moves, you are left behind but their movement provokes an attack of opportunity from you.

Wolf Fang Strike
Tiger Claw (Strike) [Rend]
Level: Barbarian 1
Prerequisites: None
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous

A lone Tiger Claw adept fights with the ferocity of an entire pack of wolves.

As part of this maneuver, make a melee attack. If you are wielding an offhand weapon, you may make a second attack with that weapon. If it hits, you deal normal weapon damage.

Wolf’s Pack Tactics
Tiger Claw (Stance)
Level: Barbarian 8
Prerequisites: Three Tiger Claw maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Like a pack of wolves, Tiger Claw adepts corral their prey in, preventing any escape.

While in this stance, whenever you successfully hit a creature with a melee attack, you may immediately move 5 feet. This movement does not provoke attacks of opportunity and you can use this stance to move more than once per attack action. You cannot use this stance to move more than your speed per round and attacks of opportunity do not allow you to take this 5 foot moveme

Re: [Discipline] Tiger Claw

PostPosted: Thu Nov 18, 2010 10:11 am
by Golden-Esque
Ah, the Tiger Claw discipline. I think this one marks #4 of 9 that I've revised so far from the core book. Gotta love those writers of the Tome of Battle, huh? Well, to be honest, there isn't much about Tiger Claw I didn't like to begin with. It's a very well fluffed discipline with interesting tags and tricks. However, I decided early on that I would be giving Tiger Claw to Barbarians as a baseline discipline, and in order to do that, I felt that Tiger Claw needed to have more options for non-dual wielders. A lot of the stances, boosts, and strikes reference this idea where there are certainly benefits to using two weapons, but you're still able to progress in the discipline without them. Another mechanic that reinforces this is the Tearing Claws special rule, which most certainly says to players, "Hey you, yeah, I like two-weapon fighters better then you."

Anyway, so here's hoping that this discipline is a success. Can't wait to hear what everyone thinks. As always, you can find the Tiger Claw discipline's PDF here.