The legend of the first practitioner of the Broken Blade style was said to have been a powerful swordsman who in the middle of a life or death duel with an old enemy found his sword broken by his opponent and had to toss it aside. Disheartened by his lack of weapons, he quickly realized that his years of training, exercise, and conditioning had made his body a weapon all on its own. Using only his fists and his nerve, this long-forgotten swordsman became the first to develop these techniques, and he passed on his experience to others. Disciples of the Broken Blade teach these methods in monasteries, to cloistered warrior-monks who learn to operate without the use of traditional weapons of combat. Others learn from parents or individual mentors, haphazard or otherwise, and scrap their way through as it suits them.
Key Skill: Acrobatics
Associated Weapons: Close Weapons, Monk Weapons, Natural Weapons
Level 1 Maneuvers
Maneuver | Type | Description |
Brawler's Attitude | Boost | Gain a +4 bonus on CMB checks to perform an unarmed trip, dirty trick, disarm, or grapple attempt. |
Flurry Strike | Strike | Make two unarmed strikes on a target enemy. |
Iron Hand Stance | Stance | Gain a +2 shield bonus to AC while in this stance, increasing in bonus as the character’s initiator level increases. |
Pommel Bash | Strike | A vicious elbow strike, inflicting an additional 1d6 points of damage. |
Pugilist Stance | Stance | While in this stance, unarmed or discipline weapon strikes inflict an additional 1d6 points of damage. |
Shards of Iron Strike | Strike | A piercing strike that potentially staggers an opponent with pain. |
Level 2 Maneuvers
*Requires Level 3
Maneuver | Type | Description |
Bronze Knuckle | Boost | Add an additional 2d6 points of damage to unarmed strikes and discipline weapons and martial strikes ignore damage reduction. |
Cartwheel Axe Kick | Strike | Make an Acrobatics check and move 10 ft. to or from adjacent enemy, unarmed strike inflicts an additional 2d6 damage |
Counter Step | Counter | |
Knuckle to the Blade | Strike | Make an unarmed strike against a target, if successful, make a free disarm attempt against the opponent without provoking attacks of opportunity |
Leg Sweeping Hilt | Strike | Make a trip attempt with a +2 bonus without provoking attacks of opportunity, if successful, make an attack. |
Level 3 Maneuvers
*Requires Level 5
Maneuver | Type | Description |
Broken Blade Stance | Stance | Add initiator level to Acrobatics checks and may make additional unarmed strikes as part of a full attack action. |
Flat Iron Riposte | Counter | Make an opposed attack roll against attacker, if successful, negate the attack and throw opponent 10 ft. in a chosen direction and potentially land prone. |
Iron Dust | Boost | Make a free dirty trick attempt as part of a martial strike with a +2 bonus without provoking attacks of opportunity. |
Steel Flurry Strike | Strike | Make three unarmed attacks on a target enemy, inflicting up to +3d6 points of damage on each strike. |
Level 4 Maneuvers
* Requires Level 7
Maneuver | Type | Description |
Broken Blade Riposte | Counter | After being struck in melee combat, make an immediate counter attack, inflicting an additional 3d6 points of damage and push the target back 5 ft. |
Iron Axe Kick | Strike | The character delivers a potent kick that inflicts an additional 6d6 points of damage and dazes target for 1d4 rounds. |
Iron Knuckle | Boost | For the duration of the turn, unarmed and discipline weapon strikes inflict an additional 3d6 points of damage. |
Iron Breaking Plam | Strike | Make a sundering strike against a weapon or shield, potentially entangling target and inflicting an additional 3d6 points of damage to the target item. |
Level 5 Maneuvers
* Requires level 9
Maneuver | Type | Description |
Iron Monger's Throw | Strike | Make a CMB check with a +4 bonus, if successful, with a rolling throw to land 20 ft. away, inflicting 6d6 points of damage upon landing. |
Shards of Steel Strike | Strike | Make a penetrating attack that inflicts an additional 8d6 points of damage that ignores damage reduction or hardness and leaves a bleeding wound. |
Steel Grappler's Attitude | Stance | While in this stance, count as one size category larger when calculating CMB and CMD for grapple, bull rush, and overrun attempts, and add primary initiator attribute modifier to CMB and CMD for grapple, bull rush, and overrun attempts and resistance. |
Throw the Blade Down | Counter | Make an opposed Acrobatics check against target’s attack roll, if successful, make a 5ft step and throw opponent to the ground in your previous space to land prone. |
Level 6 Maneuvers
* Requires level 11
Maneuver | Type | Description |
Singing Steel Punch | Strike | Attack inflicts an additional 8d6 points of damage and on a failed save, deafens target and renders them unable to speak for 1d4 rounds. |
Steel Axe Kick | Strike | The character delivers a devastating spinning kick that inflicts an additional 10d6 points of damage and potentially stuns target for one round. |
Finishing Kick | Boost | The character may make an additional unarmed attack at his full base attack bonus at the end of a full attack action and the attack inflicts an additional 6d6 points of damage |
Pit Fighter's Stance | Stance | While in this stance, the character may make one dirty trick attempt per round as a swift action without provoking attacks of opportunity, and he gains a +2 bonus to his CMD to resist dirty tricks and feint attempts. |
Level 7 Maneuvers
* Requires level 13
Maneuver | Type | Description |
Adamantine Knuckle | Boost | For the duration of the turn, unarmed and discipline weapon strikes inflict an additional 4d6 points of damage and ignore damage reduction and hardness. |
Shards of Adamantine Strike | Strike | Make a penetrating attack the inflicts an additional 12d6 points of damage, ignoring damage reduction and hardness, and may nauseate target. |
Spinning Flurry Rush | Strike | Make two unarmed attacks at full base attack bonus against all targets within reach, inflicting an additional 4d6 points of damage per successful attack. |
Level 8 Maneuvers
* Requires level 15
Maneuver | Type | Description |
Meteoric Throw | Strike | The character grabs an opponent with a successful grapple check and hurls him into another enemy as a ranged touch attack, inflicting 12d6 points of damage to both targets. |
Spinning Adamantine Axe | Strike | The character makes one unarmed attack against each foe in range, each successful strike inflicting an addition 10d6 points of damage which ignores damage reduction and knocks the foe prone. |
Unbreakable Stride Stance | Stance | While in this stance, the character takes no penalties moving through threatened areas and does not provoke attacks of opportunity when moving and gains the effects of freedom of movement. |
Level 9 Maneuvers
* Requires level 17
Maneuver | Type | Description |
Storm of Iron Fists Strike | Strike | The character makes a full attack as a standard action and each strike inflicts an additional 4d6 points of damage that ignores damage reduction. Each successful hit increases Fortitude save DC to resist being reduced to:1 hit points. |