Path of War Errata

Official Errata.

Classes

PoW Maneuvers

Black Seraph

Level 1

Black Seraph's Glare: You may only use the free action Intimidate once per round.

Level 4

Bilious Strike: On a failed save the target is nauseated for 1 round. On a successful save, the target is sickened for 1 round, not nauseated.

Level 5

Sensory Rip: The blind is permanent on a failed save.

Level 9

Black Seraph Onslaught: Instead of the nausea being automatic, after you've made all your attacks any foe struck must make a Fort save (DC 19 + initiation modifier + the number of times struck) or be nauseated for a number of rounds equal to the number of times they were struck.

Broken Blade

Level 1

Flurry Strike: Both attacks take a -2 to hit.
Pugilist Stance: The damage increases by 1d6 for every 8 initiator levels.
Shards of Iron Strike: The stagger requires a Fort save (DC 11 + initiation modifier) to negate.

Level 2

Bronze Knuckle: Lower the additional damage to 1d6. Your applicable attacks ignore hardness as well.

Level 3

Broken Blade Stance: The extra attack does not stack with haste.
Steel Flurry Strike: You may make two attacks instead of 3, and the additional damage is +2d6 with an extra +1d6 if you're unarmed.

Level 4

Iron Axe Kick: Does 4d6 additional damage instead.
Iron Knuckle: Only adds 2d6 additional damage, but now allows your applicable attacks to ignore DR and hardness.

Level 6

New Maneuver: Adamantine Flurry Strike: Works as Steel Flurry Strike used to.
Steel Axe Kick: Deals 8d6 additional damage instead.

Level 7

Adamantine Knuckle: Lower the additional damage to 5d6.
Shards of Adamantine Strike: Does 9d6 additional damage instead.

Golden Lion

Level 1

New stance: Packmaster's Stance: When in this stance whenever the initiator flanks a target he and his flanking allies gain +1d6 damage when attacking the flanked target. This damage increases by 1d6 for every 8 initiator levels. The damage bonus does not stack with other allies in Packmaster's Stance.
Pride Leader's Stance: The save bonus applies to charm and compulsion effects as well.

Level 3

Kill the Wounded: Can be made with any attack, not just a melee attack.

Level 4

Golden Swipe: The additional damage is only 3d6.

Level 7

Orichalcum Swipe: The additional damage is 7d6.

Iron Tortoise

Level 4

Smashing Shell: The daze lasts for 1 round on a failed save.
Snapping Riposte:
If your shield bash roll exceeds their attack roll, their attack is negated, but the shield bash does not do damage.

Level 7

Iron Defender's Riposte: The daze lasts for 1 round on a failed save.

Primal Fury

Level 2

Momentum Crash: The additional damage is lowered to 6.

Level 3

Frenzy Strike: You can make a maximum of two attacks with this maneuver.
Primal Warrior Stance:
Your weapon damage is only increased by one size category.

Level 4

Furious Primal Wrath: The additional damage for a two-handed weapon is lowered to 30.
Momentum Crush: Replace the entire text of the maneuver with Momentum Crush (Level 2) except the additional damage is 14.

Level 5

Cornered Frenzy Strike: The amount of attacks you make can not exceed the normal amount of attacks you could make in a full attack.
Dizzying Blow:
The additional damage is only 8d6.

Level 6

Blade of Fury: Replace the entire text of the maneuver with Momentum Crush (Level 2) except the additional damage is 25.
Charge of the Battle Panthera: The additional damage is only 10d6.
Shield-Breaking Strike: Replace the entire maneuver with "Make a melee attack, if it hits it deals damage as normal and you may make a free sunder attempt against the same target's armor or shield with a +2 bonus. If the sunder attempt succeeds the target takes a -4 penalty to AC until the sundered item is repaired or removed. The penalty to AC may not exceed the AC of the sundered item."

Level 7

Blood Spray Strike: The target is allowed a Fort save (DC 17 + initiation modifier) to negate the Con damage.
Devastating Momentum: The additional damage is only 25.
Primal Frenzy: You can make a maximum of two attacks with this maneuver per target. The additional damage is only 4d6.

Scarlet Throne

Level 1

Blade of Breaking: If you succeed at your disarm or sunder attempt the target takes 1d6 damage.
Circular Stance: This stance also grants a +1 dodge bonus to AC, that increases by 1 for every 8 initiator levels.
Scarlet Einhander: If you have an enhancement bonus to a shield from ABP you may add it to the shield bonus from this stance.
Scything Strike: You may attack two creatures within your reach, they do not need to be adjacent to you or each other.

Level 3

Unfettered Movement: This stance instead increases your speed by 10ft times your initiation modifier.

Level 4

Red Zephyr's Dance: The movement does not provoke attacks of opportunity, and each attack inflicts an additional 1d6 damage.

Level 5

Sanguine Perfection: This can affect a number of conditions equal to your initiation modifier. If the condition is one that would prevent you from acting you may initiate this maneuver at the moment you are affected by it, but can not otherwise initiate this maneuver when you can't take immediate actions.
Riddle of Iron: The save is a Will save.

Level 6

Blade of Perfection: This attack can not be interrupted by contingencies, attacks of opportunity, or any other means.

Level 7

Sanguine Proclamation: If the target fails its save, it can not stand up on its next turn.

Silver Crane

Level 1

Silver Crane Waltz: The bonus to initiative is only +2, but still scales normally.

Level 4

Sacred Pinions: The additional damage is sacred damage.

Level 5

Silver Crane's Spiral: The attacks deal 1d6 additional sacred damage.

Level 6

Argent King's Scepter: The additional damage is only 9d6.
Holy Pinions:
The additional damage is sacred damage.

Level 7

Diamond Displacement Strike: Inflicts an additional 4d6 sacred damage.

Level 8

Celestial Pinions: The additional damage is sacred damage.

Level 9

Strike of Silver Exorcism: The initiation action is 1 standard action.

Solar Wind

Level 1

Horizon Wind Lancet: Applies to all attacks you make for 1 round.
Steady Hand:
Applies to all range increments, not just the first one.

Level 3

Blinding Ray Shot: Inflicts an additional 2d6 damage, but allows a Ref save (DC 13 + initiation modifier) to negate the blindness.
Sunwalker Stance: Replace the entire text of the stance with "While in this stance you may use a full-round action to move up to your speed in a straight line. At any point during this movement you may initiate a maneuver that requires a standard action. You gain a +2 dodge bonus to AC during this full-round action."

Level 5

Focused Solar Lance: Instead of the current effect on a successful CMB check, this maneuver does "The target is pinned to the ground or an adjacent object. The target has a -2 penalty to AC and is immobilized. The target can attempt to end this effect as a move action with a CMB check vs your CMD, or by destroying the ammunition or weapon you pinned them with."

Level 6

True Shot Stance: You ignore cover less than total, but not total cover.

Level 9

Solar Wind Nova: The range is instead equal to 5 times your range increment. If you center the effect on a creature it takes a -4 to its save.

Steel Serpent

Level 3

Steel Coils: Also adds a +2 bonus to grapple checks.

Level 4

Poison Blood: The target must also make a Ref save (DC 14 + initiation modifier) or take 1d4 Dex damage.
Rattler's Feint: The target is flat-footed against all attacks you make against it for 1 round.
Sting of the Adder: Change the effect on the following round to "Regardless of whether the target makes the first save, 1 round later they take 2d6 damage and 1d4 Wisdom damage. A Fort save halves this damage and ability damage."
Tearing Fang: The Heal check is DC 14 + your initiator level. If a bleeding target receives magical healing, the bleeding only ends if they succeed on a caster level check DC 14 + your initiator level.

Level 5

Burning Venom Prana: If the target fails the initial Fort save, they must save again every round until they succeed or 6 rounds pass. Each failure they suffer an additional 1d4 Wisdom damage.
Steel Fang: Only does 4d6 additional damage, but doubles the damage and ability damage of any poison or prana.

Level 6

Spitting Cobra Stance: The 2d6 damage adds to melee attacks as well. In addition, it increases the range increment of thrown weapons by 50%.
Sting of the Viper: Deals Strength damage instead of Charisma damage.

Level 7

Silencing Strike: Also inflicts 1d4 Int, Wis, and Cha damage, which is halved on a successful save.

Level 8

Adamantine Fang: Only inflicts 6d6 additional damage, but doubles the damage and ability damage of any poison or prana.

Level 9

Five-Fold Hydra Sting: On a failed save the target instead takes damage equal to half of their maximum hit points (ignoring any Con damage or drain). This no longer counts as a [Death] effect.

Thrashing Dragon

Level 1

Outer Sphere Stance: The damage bonus and AC penalty only apply when using Thrashing Dragon maneuvers, maneuvers that use both weapons, or when making a full attack or other attack action using both weapons. The AC penalty applies until the start of your next turn.

Level 2

Flick of the Wrist: Requires two weapons, and each attack is made with a different weapon. The attacks are made with no bonus. If both attacks hit, you make a free disarm check with a +2 bonus, it does not automatically disarm.
Flash Kick: Is usable after an attack, martial strike, or full attack. Only deals lethal damage if you have Improved Unarmed Strike.

Level 3

Battle Dragon Stance: The damage bonus only applies when using Thrashing Dragon maneuvers, maneuvers that use both weapons, or when making a full attack or other attack action using both weapons. The damage bonus no longer adds your initiation modifier.
Vicious Swipe: The daze only lasts 1 round on a failed save.

Level 4

Devastation Roll: This maneuver works like the level 1 Offensive Roll (including being a full round action), except for the damage bonus.
Dragon Rush: Does not provoke an attack of opportunity, and only deals lethal damage if you have Improved Unarmed Strike.

Level 5

Thrashing Dragon Twist: Does not add an additional unarmed or natural attack, and only attacks adjacent enemies.

Level 6

Tail Slap: Deals 3d6 extra damage instead, and staggers on a successful save instead of daze.
Rending Claws: Works with weapons of any damage type.
Unbreakable Talons: Works with weapons of any damage type.

Level 7

Thrashing Dragon Frenzy: The second attack with each weapon is made at full BAB -5. Attacks are against any threatened enemy. There are no bonus unarmed or natural weapon attacks.

Level 9

Deadly Dragon Strike: Replace the maneuver text with this: "Make one attack with each of two different wielded weapons, each attack is made at full BAB and may be made at the same or different targets. The attacks deal normal weapon damage plus 20d6 additional damage. A foe struck can make a Fort save (DC 19 + initiation modifier) to reduce the additional damage by half; if you strike the same foe twice he must make two saves, one for each attack. This can affect creatures normally immune to Fort saves."

Veiled Moon

Level 1

Leaping Spirit Dance: Teleportation counts as movement for gaining the bonuses.

Level 3

Ghostwalk: Becoming incorporeal prevents you from dealing damage with weapons unless they have the Ghost Touch property or do force damage. You may use your initiation modifier in place of Charisma for the deflection bonus to AC.

Level 4

Breath of the Moon: The attack deals 2d6 additional damage.
Ethereal Reminiscence: Becoming incorporeal prevents you from dealing damage with weapons unless they have the Ghost Touch property or do force damage. You may use your initiation modifier in place of Charisma for the deflection bonus to AC.

Level 6

Vaporform Crash: Becoming incorporeal prevents you from dealing damage with weapons unless they have the Ghost Touch property. You may use your initiation modifier in place of Charisma for the deflection bonus to AC. The +4 bonus applies to initiation modifier.

Level 8

Anchoring Spirit: Becoming incorporeal prevents you from dealing damage with weapons unless they have the Ghost Touch property. You may use your initiation modifier in place of Charisma for the deflection bonus to AC.

Level 9

Banish to the Beyond: The target is shifted to the Astral Plane in whole, as planeshift (not astral projection). If the target succeeds on its save it is only shifted for 1 round but takes 10d6 force damage when it returns. A target can not be affected by this maneuver in consecutive rounds.

PoW:E Maneuvers

Cursed Razor

Level 4

Hangman's Curse: The target is cursed for the duration even if it succeeds on its save.
Persecution: Delete the last sentence.

Level 8

Luckdrinker Aura: You gain a +2 to the dispel check against cursed enemies.
Unending Nightmare Strike: If the target is cursed when you initiate this maneuver, they must make two saves before the effect ends. If they cease being cursed while it is still active, and they have already made one successful save, or later make one successful save, the effect ends.

Level 9

Festival of Shadows: All effects only apply to opponents within range.

Elemental Flux

Level 1

Elemental Nimbus: Air gives +1 attack bonus instead, at level 10 Air gives +2 attack bonus and 2d6 additional damage. Fire damage increases to 1.5x your initiation modifier at level 10 instead of 2x. Water, a target only needs to make one save per round if attacked multiple times.

Level 3

Elemental Flux Stance: The damage bonus to attacks is removed.

Level 4

Arcane Torrent: The reflex save is for half damage.
Energy Hammer: The additional damage is only 3d6.

Level 5

Enter the Vortex: If the blasts are used as part of strikes that require attack rolls, they do not function as touch attacks. If you use a strike that is normally a touch attack you deal 2d6 additional damage of your active element.

Level 6

Eldritch Energy Hammer: This functions as dispel magic not the greater version.
Eldritch Fang Flurry: A target only needs to make one save per round if attacked multiple times.

Level 8

Elemental Breach: Adds 4d6 damage of your active energy type to weapon attacks (including touch attacks) rather than increasing the damage by 50%. Damage from other sources, like strikes without attack rolls, is still increased by 50%.
Zephyr Flux: You may select a number of secondary targets up to your initiation modifier.

Level 9

Strike of Elemental Devastation: A target is allowed a Fort save to negate the condition applied by the fire and air blasts, a Reflex save for the earth blast, and a Will save for the water blast. Each is a separate save for a target hit by multiple blasts. The DC is 19 + initiation modifier. Each condition lasts 1d3 rounds, rolled separately.

Eternal Guardian

Level 1

Warden's Bearing: The bonus on CMB is +3 instead.

Level 4

Strike of the Steadfast Legion: An ally can expend hit points for this strike only at the time they gain the damage reduction, as a free action that they can take off-turn. Temporary hit points from the same source do not stack.

Level 5

Jailer of the Damned: You gain an additional +2 to CMB against creatures that are cursed, and this stacks with the bonus against creatures affected by fear.
Shackles of the Condemned: The trip or drag attempts can take the place of an attack in a full attack, and are made against the other creature in the shackles (initiator vs target, or target vs initiator).

Level 7

Curse of Impending Doom - A success on the Will save ends the effect, but failing trivial checks (like tumbling with no enemies around or attacking empty spaces) will not end the effect, even if the target succeeds on the save.

Level 9

Oath of Eternity: This is a counter, not a boost.

Mithral Current

Level 2

Riptide Strike: The trip attempt takes place after the normal attack.

Level 4

Blinding Reflection: Does 4d6 additional damage instead.
Silver Wave: Does 4d6 additional damage instead.

Level 7

Flowing River: You can move up to twice your speed to become adjacent to the creature.

Level 8

Mithral Wave: Does 8d6 additional damage instead.
Riptide Slice: Does 14d6 additional damage instead.

Piercing Thunder

Piercing Thunder uses Athletics as its discipline skill, and any checks or bonuses involving Acrobatics use Athletics instead.

Level 3

Iron Lancer's Edge: The creature struck is allowed a Fort save DC 13 + initiation modifier to negate the stagger.
Piercing Thunder Hammer: Does 3d6 additional damage instead.

Level 4

Twisting Lance: Does 4d6 additional damage instead.

Level 5

Meteor Spiral Thrust: Does 5d6 additional damage instead.

Level 6

Diving Thunderbolt Stance: Your horizontal jumping distance is also not limited by your movement speed.

Level 8

Deadly Thunder Lancer's Stance: You only gain the bonus to attack and damage while using the Spring Attack feat.

Riven Hourglass

Level 1

Minute Hand: You can only initiate this boost as part of an attack, full attack, or strike.

Level 2

Unhindered Step: The movement bonus applies to all movement modes, not just land speed. The movement bonus increases by an additional 5 feet times your initiation modifier.

Level 4

Tip the Hourglass: The additional damage is only 3d6.

Level 5

Sands of Time Tornado: The additional damage is only equal to your initiation modifier, not double it.
Relativity Burst: You can only initiate this counter in response to being targeted by an attack, spell, or similar ability. If your movement puts you out of reach or range of the ability it can cause it to fail, but moving to cover or concealment do not apply unless you gain total cover.
Hour Hand: The penalty to the attack roll is only -2.

Level 6

Shatter the Hourglass: On a successful save the target is only slowed for 1 round.
Temporal Distortion: You can only initiate this counter in response to being targeted by an attack, spell, or similar ability. If your movement puts you out of reach or range of the ability it can cause it to fail, but moving to cover or concealment do not apply unless you gain total cover.
Temporal Wave: This has no effect on a successful save.

Level 7

Beat the Clock: You can only initiate this counter in response to being targeted by an attack, spell, or similar ability. When you initiate this counter you can use any combat maneuver, strike, or the attack action as a standard action. Only the creature that triggered this counter can be affected, all other creatures are immune as if in a time stop.
Temporal Dilation: A target that succeeds on its save can not be affected again for 24 hours.

Level 8

God of the Hourglass Stance: You can not use the extra action to cast spells, use powers, or similar abilities.

Shattered Mirror

Level 2

Equivocate: You can only have one spell or effect copied from this ability with a duration active at one time. You can have an additional effect active for every 6 initiator levels. If you use Equivocate to copy an effect with a duration and are at your limit, you may choose to end one effect to gain the new one.

Level 5

Curse of the Smoking Mirror: If the target succeeds on its save, it still suffers the effect for 1 round.

Level 9

Septennial Seal: If the mirror is destroyed the target is returned to the condition they were in at the time you initiated this maneuver. You can communicate mentally with the trapped soul (and it can communicate back if you choose). The mirror has hardness equal to your initiation modifier and hitpoints equal to five times your initiation modifier.

Sleeping Goddess

Level 1

Call the Soul's Blade: If you use this boost to create a weapon, it automatically gains the benefit of your ABP weapon attunement.

Level 4

Armory of the Sleeping Goddess: If you use this boost to create a weapon, it automatically gains the benefit of your ABP weapon attunement, if you create two weapons the second one gains half your weapon attunement bonus (rounded up). You may apply up to a +3 equivalent worth of special abilities to a single weapon, or +2 equivalent to each weapon if you create two. These lower your ABP bonus as normal. These abilities must be chosen from the list of abilities that can be added to a Mindblade.

Level 5

Inarguable Presence of the Sleeping Goddess: If you use a maneuver augment that allows it to ignore immunity to mind-affecting or fear effects while in this stance, the target no longer gets a +5 bonus to its save.

Level 7

Perfect Distillation of the Soul: If you use this boost to create a weapon, it automatically gains the benefit of your ABP weapon attunement, if you create two weapons the second one gains half your weapon attunement bonus (rounded up). You may apply up to a +5 equivalent worth of special abilities to a single weapon, or +4 equivalent to each weapon if you create two. These lower your ABP bonus as normal. These abilities must be chosen from the list of abilities that can be added to a Mindblade.

Tempest Gale

Level 4

Exploding Gale: Creatures adjacent to the target take 4d6 damage, with no Reflex save instead.

Level 6

Wind Lance: This multiplies all effects of the attack, such as boosts or stance damage. Replace the last sentence with: "You can initiate this maneuver as a fullround action in order to make an attack with a thrown weapon after moving a distance of at least your speed and up to double your speed in a straight line. This counts as a charge, and does triple damage."
Winds of Vengeance Stance: A creature can only provoke one attack of opportunity per action, like normal.

Level 7

Black Wind: Any creature that takes damage from this maneuver needs to make the Fortitude save, even if they succeeded on the Reflex save.

Miscellaneous Disciplines

Radiant Dawn

Level 8

Decree of Vengeance: When investing essence in this maneuver, instead of allowing additional allies to make attacks or strikes, you instead increase the damage of the ally making an attack or strike by 1d6 per point of essence.