Martial Discipline  ·  Bubble 2.6

Root of Evil

Berserker · Nullifier · Hexer
Associated Skill Spellcraft.
Associated Weapon Groups Heavy blades, axes, and polearms, plus mind blades (and equivalent weapons of ideals).
✦

Somewhere beneath the world's foundations, the roots of a vast and patient tree drink from the void — the nothing that precedes all things and awaits them all. Disciples of the Root of Evil study that inevitability and make a fighting style of it: a slow, immovable guard that turns aside whatever the universe sends, and answers each refusal with entropy. Its adepts are counter-fighters first, walking calamities second; their blocks are the openings.

Maneuvers from the Root of Evil discipline actively draw on the initiator's psionic talents. As such, they are supernatural abilities. In addition, some Root of Evil maneuvers can be augmented by spending power points, similarly to a psionic power. You can spend a maximum number of power points augmenting a maneuver equal to one plus one additional power point for every four initiator levels you possess (up to a maximum of 6 at 20th level). Unless otherwise noted, you can only augment an individual maneuver once. If you have the ability to augment your maneuvers in other ways, such as from a class feature or other ability, this cannot be combined with the augments of Root of Evil maneuvers; you must choose which augmentation type to use when initiating the maneuver.

Root of Evil and Power Points: The Root of Evil discipline unlocks the power of the void, allowing its adepts to tap into their psionic talent. You gain power points equal to the highest level Root of Evil maneuver you know (including stances), plus one additional power point for each Root of Evil maneuver known beyond the first (including stances). If you already have a power point pool, you add those points to it. If you do not have a power point pool, you gain one, as well as the psionic subtype. You do not gain bonus power points for a high initiation modifier (though you do gain bonus power points for having a high key ability score if you have levels in a manifesting class, as normal).

Spheres of Power: In a campaign using Spheres of Power, the standard psionic conversion rules apply: an initiator with a spell point pool may spend spell points in place of power points to fuel Root of Evil augments. A spell point is worth a number of power points equal to 1 + the character's magic skill bonus divided by 4 (rounded down), and when converting spell points into power points this way, you cannot spend a number of effective power points greater than your caster level. Conversion never raises the augmentation limit; effective power points in excess of it are wasted. The discipline's granted pool is still a power point pool.

Withering: Some Root of Evil maneuvers inflict withering. At the start of its turn, a withering creature takes damage equal to its Hit Dice + its Constitution modifier. Withering from multiple sources does not stack; use the longer remaining duration.

Mode Change: Many Root of Evil maneuvers have additional effects depending on the initiator's current mode, marked (B), (N), or (H) in the maneuver lists. The three available modes are Berserker, Nullifier and Hexer. A character that knows at least one Root of Evil maneuver chooses his mode when he readies his maneuvers, and can change it as a standard action. A character can only have one active mode at a time. A maneuver's base effect always functions regardless of mode; only its mode rider or mode-gated augment requires the matching mode.

BBerserker
NNullifier
HHexer

Saving Throws: Where a maneuver calls for a saving throw, the DC is equal to 10 + the maneuver's level + your initiation modifier.

Order of Presentation: In the maneuver lists and descriptions, the maneuvers are grouped by level and alphabetized within each level.

Initiator Level: Some maneuvers' effects depend on the initiator level, which is usually the character's level in the class that provides access to martial maneuvers. The word "level" in the maneuver lists always refers to initiator level.

Creatures and Characters: "Creatures" and "characters" are used synonymously in the maneuver descriptions.

Buffs and Debuffs: "Buff" refers to any beneficial spell, power, or effect with a duration active on a creature. "Debuff" refers to any harmful condition (such as shaken, sickened, or blinded) or any ongoing harmful effect with a duration (such as withering, a curse, or a penalty from one of these maneuvers).

I

1st-level Root of Evil Maneuvers

Seven  ·  Depth I
ManeuverTypeDescription
Aura of EntropyStanceOpponents within close range take a penalty of your choosing.
Call the Void's BladeBoostCreate a weapon of ideals or empower your mind blade.
Call the Void's ShieldCounter (N)Essence of the void grants a +2 insight bonus to a saving throw.
SchadenfreudeBoost (H)Gain a +1 luck bonus to your AC for each debuffed opponent within close range (maximum +5).
Starving AbyssStanceGain temporary hit points whenever you slay a creature.
Unending DriveStrike (B)Charging attack, deals an additional 1d6 damage.
Void StrikeStrike (N)Attack resolves against a flat-footed target.
Fig. 1.1

Aura of Entropy

You surround yourself with the corrosive presence of the void, and it gnaws at whichever part of your enemies you turn it toward. While you maintain this stance, you inflict one of the following penalties on opponents within close range (25 feet + 5 feet per 2 initiator levels):

  • −1 on Fortitude, Reflex, and Will saving throws.
  • −1 on all attack rolls.
  • −1 to AC.
  • −2 on combat maneuver checks and to CMD.

Once per round as a free action, you may exchange the current penalty for a different one from this list. The −1 penalties increase by 1 for every four initiator levels you possess, to a maximum of −4, and the −2 penalty increases by 2 at the same rate, to a maximum of −8.

Discipline
Root of Evil (Stance)
Level
1
Initiation Action
1 swift action
Range
Personal
Target
You
Duration
Stance
Fig. 1.2

Call the Void's Blade

Focusing on what you hold to be inevitable, you shape aetherial might into a void's blade.

When you initiate this boost, a void's blade appears in your hands, taking the form of a masterwork melee weapon you are proficient with. The blade has hardness 10 and 10 hit points, and is treated as a magic weapon for the purposes of overcoming damage reduction. It lasts a number of rounds equal to your initiator level before vanishing; if you throw it or otherwise relinquish your grip on it (such as by being disarmed), it dissipates at the end of the following round. You can maintain multiple void's blades at once by initiating this boost multiple times, though no more than you can wield.

If you are currently wielding a mind blade or equivalent weapon of ideals, you can instead amplify it: until the start of your next turn, all such weapons you wield gain one weapon special ability equivalent to a +1 enhancement bonus, chosen from the list of special abilities available to a soulknife's enhanced mind blade (or that weapon's own equivalent list).

Discipline
Root of Evil (Boost)
Level
1
Initiation Action
1 swift action
Range
Personal
Target
You
Duration
1 round/level (see text)
Fig. 1.3

Call the Void's Shield

In the infinite knowledge of uncreation there is a record of every danger, including this one. Initiate this counter when you make a saving throw; you gain a +2 insight bonus on that save.

Augment: While in Nullifier mode you can augment this maneuver in one or more of the following ways:
  • For every power point you spend you gain +1 to your insight bonus.
  • If you spend 3 power points the bonus instead applies to all saves made for 1 round.
  • If you spend 5 power points, you may instead initiate this counter when an ally within 60 feet makes a saving throw; that ally gains this counter's insight bonus in your place.
Discipline
Root of Evil (Counter)
Level
1
Initiation Action
1 immediate action
Range
Personal
Target
You
Duration
Instant
Fig. 1.4

Schadenfreude

You gain at the loss of others. After initiating this boost, you gain a +1 luck bonus to your AC until the start of your next turn for each debuffed opponent within close range (25 feet + 5 feet per 2 initiator levels), up to a maximum bonus of +5.

Augment: While in Hexer mode you can augment this maneuver in the following way:
  • When an enemy within range is defeated (killed, incapacitated, or forced to surrender) while this boost is active, you may spend 1 power point to transfer the fallen creature's debuffs to one or more other enemies within range, divided as you choose. This costs a free action on your turn, or an immediate action when it is not. Each transferred debuff retains its remaining duration, and each allows a Will save (DC 11 + initiation modifier) to negate that debuff.
Discipline
Root of Evil (Boost)
Level
1
Initiation Action
1 swift action
Range
Personal
Target
You
Duration
1 round
Fig. 1.5

Starving Abyss

When you assume this stance, your skin gains a deathly pallor, and your canines, if any, sharpen and elongate. While maintaining this stance, whenever you reduce a creature to 0 or fewer hit points, you gain temporary hit points equal to twice that creature's Hit Dice. These temporary hit points do not stack with themselves (use the higher value) and last for 1 minute.

Discipline
Root of Evil (Stance)
Level
1
Initiation Action
1 swift action
Range
Personal
Target
You
Duration
Stance
Fig. 1.6

Unending Drive

The disciple crosses the distance without slowing for it. As part of this strike, make a charge; the charge's movement does not provoke attacks of opportunity, and you do not suffer the standard −2 penalty to Armor Class for charging. Your attack at the end of the charge deals an additional 1d6 points of damage.

Augment: While in Berserker mode you can spend power points to increase the damage by 1d6 per point spent.
Discipline
Root of Evil (Strike)
Level
1
Initiation Action
1 full-round action
Range
Melee attack
Target
One creature
Duration
Instant
Fig. 1.7

Void Strike

By shifting slightly between two worlds, the disciple slips beneath his foe's senses. Make a melee or ranged attack; the target is flat-footed against this attack.

Augment: While in Nullifier mode you can spend 3 power points to resolve this attack against the target's touch AC instead.
Discipline
Root of Evil (Strike)
Level
1
Initiation Action
1 standard action
Range
Melee or ranged attack
Target
One creature
Duration
Instant
II

2nd-level Root of Evil Maneuvers

Five  ·  Depth II
ManeuverTypeDescription
Entropy's BiteStrike (H)Attack deals +2d6 damage; the wound refuses magic's protection.
Hunger of the VoidBoost (N)Your attacks feed on active magic, +1d6 damage (+3d6 vs. creatures under active magic).
Mark of CondemnationCounter (H)The void marks your attacker; it sickens and its defenses rot.
Sword DanceStrike (B)Flow forward and strike, +2d6 damage.
Turn GuardCounter (B)Parry an attack with an opposed roll, or punish it with a counterattack.
Fig. 2.1

Entropy's Bite

The disciple's weapon carries a sliver of the void into the wound, and nothing magical will settle there afterward. Make a melee attack. If it hits, it deals an additional 2d6 points of damage, and the target must succeed on a Will save (DC 12 + initiation modifier) or take a −2 penalty on saving throws against spells and supernatural abilities for a number of rounds equal to your initiation modifier.

Augment: While in Hexer mode you can spend 2 power points: on a failed save, the target also takes a −2 penalty to AC for the same duration.
Discipline
Root of Evil (Strike)
Level
2
Initiation Action
1 standard action
Range
Melee attack
Target
One creature
Duration
Instant (see text)
Fig. 2.2

Hunger of the Void

The void bites deeper through a warded man than a bare one. Until the start of your next turn, your attacks deal an additional 1d6 points of damage. Against a creature currently under one or more buffs or ongoing spell effects, this bonus increases to 3d6.

Augment: While in Nullifier mode you can spend power points to increase both damage bonuses by 1d6 per point spent.
Discipline
Root of Evil (Boost)
Level
2
Initiation Action
1 swift action
Range
Personal
Target
You
Duration
1 round
Fig. 2.3

Mark of Condemnation

Whatever strikes the disciple is marked, and the mark rots inward. Initiate this counter when a creature within range attacks you. The attacker must succeed on a Will save (DC 12 + initiation modifier) or be sickened for 1d4 rounds and take a −2 penalty to AC for a number of rounds equal to your initiation modifier.

Augment: While in Hexer mode you can spend 3 power points: on a failed save, the attacker also takes a −2 penalty on all d20 rolls for 1 round.
Discipline
Root of Evil (Counter)
Level
2
Initiation Action
1 immediate action
Range
Close (25 ft. + 5 ft./2 levels)
Target
One creature attacking you
Duration
Instant (see text)
Fig. 2.4

Sword Dance

The disciple bends through the melee like a branch in wind, and the blade arrives with the whole weight of the tree behind it. You may move up to 10 feet before making this attack; this movement does not provoke an attack of opportunity from the target. Make a melee attack. If it hits, it deals an additional 2d6 points of damage.

Augment: While in Berserker mode you can spend 2 power points to make the movement up to your speed instead, so long as it ends adjacent to the target.
Discipline
Root of Evil (Strike)
Level
2
Initiation Action
1 standard action
Range
Melee attack
Target
One creature
Duration
Instant
Fig. 2.5

Turn Guard

The disciple turns the blade with the flat of his own and steps into the gap it leaves. Initiate this counter when a creature makes a melee or ranged attack against you. Make an opposed attack roll; if your result exceeds the attacker's, the attack is negated.

Augment: While in Berserker mode you can spend 2 power points when initiating this counter: instead of attempting to negate the attack, you immediately make a melee attack against the attacker (if it is within your reach) at your full base attack bonus, dealing an additional 2d6 points of damage. This attack resolves before the triggering attack.
Discipline
Root of Evil (Counter)
Level
2
Initiation Action
1 immediate action
Range
Personal
Target
You
Duration
Instant
III

3rd-level Root of Evil Maneuvers

Four  ·  Depth III
ManeuverTypeDescription
Delta StanceStanceA three-sided guard; each mode turns a different face to the enemy.
Reverse PolarityStrike (B)Teleport adjacent to a foe within charge range, then strike them flat-footed for +3d6 damage.
Vacuum WaveStrike (N)Hurl a sphere of hungry nothing as a ranged touch attack.
Void GuardCounter (N)Your knowledge of unmaking parries the attack.
Fig. 3.1

Delta Stance

The disciple raises the three-sided guard, and the enemy meets whichever face he is holding forward. While you maintain this stance, you gain an effect based on your current mode. If you change modes, the stance's benefit changes with it.

  • Berserker: When you hit a creature with a charge attack or with an attack granted by a Root of Evil counter, you deal an additional 1d8 points of damage. This increases to 2d8 at initiator level 12.
  • Nullifier: You gain a +2 deflection bonus to AC against attacks made by creatures currently under one or more spell effects or buffs, and a +2 insight bonus on saving throws against spells and spell-like abilities.
  • Hexer: The first time each round that an opponent within close range (25 ft. + 5 ft./2 levels) fails a saving throw, you may inflict a −2 penalty on that creature's next attack roll or next saving throw (your choice) made before the end of your next turn. Inflicting the penalty is not an action.
Discipline
Root of Evil (Stance)
Level
3
Initiation Action
1 swift action
Range
Personal
Target
You
Duration
Stance
Fig. 3.2

Reverse Polarity

The disciple throws a ring of aether that returns to him — or rather, he returns to it. Make a melee attack against a creature within charge distance; you may first teleport to any open square adjacent to that creature, so long as you have line of sight to that square. The target is flat-footed against this attack, and if the attack hits, it deals an additional 3d6 points of damage. This teleportation does not provoke attacks of opportunity.

Augment: While in Berserker mode you can spend 3 power points: after resolving the attack, you may teleport again to any open square within 10 feet of the target.
Discipline
Root of Evil (Strike)
Level
3
Initiation Action
1 standard action
Range
Melee attack
Target
One creature
Duration
Instant
Fig. 3.3

Vacuum Wave

The disciple compresses absence into a sphere and lets it fly. Make a ranged touch attack against a creature within range. If it hits, the sphere deals 5d6 points of damage plus your initiator level. This damage is untyped; it is treated as magic for the purposes of overcoming damage reduction and affects incorporeal creatures normally.

Augment: While in Nullifier mode you can augment this maneuver in one or more of the following ways:
  • Spend power points to increase the damage by 1d6 per point spent.
  • Spend 3 power points: on a hit, one buff on the target (your choice) is suppressed for 1d4 rounds.
Discipline
Root of Evil (Strike)
Level
3
Initiation Action
1 standard action
Range
Close (25 ft. + 5 ft./2 levels)
Target
One creature
Duration
Instant
Fig. 3.4

Void Guard

The disciple reads the attack apart before it arrives. Initiate this counter when a creature makes a melee or ranged attack against you. Make a Spellcraft check, opposed by the attacker's attack roll; if your result is higher, the attack is negated.

Augment: While in Nullifier mode you can spend 3 power points to initiate this counter against a targeted spell or spell-like ability instead: make a Spellcraft check opposed by a caster level check (1d20 + caster level); if your result is higher, the spell is negated as it affects you.
Discipline
Root of Evil (Counter)
Level
3
Initiation Action
1 immediate action
Range
Personal
Target
You
Duration
Instant
IV

4th-level Root of Evil Maneuvers

Four  ·  Depth IV
ManeuverTypeDescription
Black HoleStrike (N)Tear open a hungry point in space that drags the battlefield toward it.
Grasping RootsStrike (H)Attack deals +5d6 damage and the void's roots hold the target in place.
Punishing BoughCounter (B)Parry the blow, then counterattack for +4d6 damage.
Sever the WeaveBoost (N)Your next blow cuts a spell from its target.
Fig. 4.1

Black Hole

The disciple pinches reality between two fingers and pulls it out of the world. Choose a point within range. A sphere of devouring darkness opens there. Any creature that starts its turn within the zone takes 3d6 points of damage and is pulled up to 15 feet toward the sphere's center, stopping there (a successful Reflex save, DC 14 + initiation modifier, negates the pull but not the damage). The zone's area is difficult terrain for creatures moving away from its center.

Augment: While in Nullifier mode you can spend 2 power points: the sphere also suppresses (as dispel magic, caster level = your initiator level, against one effect of your choice) any buff on a creature that ends its turn adjacent to the sphere's center.
Discipline
Root of Evil (Strike)
Level
4
Initiation Action
1 standard action
Range
Close (25 ft. + 5 ft./2 levels)
Area
10-ft.-radius zone
Duration
A number of rounds equal to your initiation modifier
Fig. 4.2

Grasping Roots

Pale root-shapes of nothing coil up out of the ground and take hold of the disciple's prey. Make a melee attack. If it hits, it deals an additional 5d6 points of damage, and the target must succeed on a Reflex save (DC 14 + initiation modifier) or be held fast for 1d4 rounds: it cannot move from its space, though it may otherwise act. The target may attempt a new save at the end of each of its turns to end the effect early.

Augment: While in Hexer mode you can spend 3 power points: while held, the target takes a −2 penalty to AC and cannot take 5-foot steps.
Discipline
Root of Evil (Strike)
Level
4
Initiation Action
1 standard action
Range
Melee attack
Target
One creature
Duration
Instant (see text)
Fig. 4.3

Punishing Bough

The bough bends under the blow and comes back through the man who threw it. Initiate this counter when a creature within your reach makes a melee attack against you. Make an opposed attack roll; if your result exceeds the attacker's, the attack is negated and you immediately make a melee attack against the attacker at your full base attack bonus, dealing an additional 4d6 points of damage.

Augment: While in Berserker mode you can spend power points to increase the counterattack's bonus damage by 1d6 per point spent.
Discipline
Root of Evil (Counter)
Level
4
Initiation Action
1 immediate action
Range
Personal
Target
You
Duration
Instant
Fig. 4.4

Sever the Weave

The disciple studies the threads binding magic to flesh, and his weapon becomes the shears. The next attack you land before the start of your next turn deals an additional 2d6 points of damage and carries a targeted dispel magic effect (caster level equal to your initiator level) against one spell or buff of your choice active on the creature struck.

Augment: While in Nullifier mode you can spend 3 power points: if the dispel succeeds, you gain temporary hit points equal to twice the level of the spell dispelled, and the attack deals a further 2d6 points of damage.
Discipline
Root of Evil (Boost)
Level
4
Initiation Action
1 swift action
Range
Personal
Target
You
Duration
1 round
V

5th-level Root of Evil Maneuvers

Four  ·  Depth V
ManeuverTypeDescription
Fate DeniedCounter (H)An enemy's success is recalled for review, and found wanting.
Grand CrossStrike (H)Orbs of void converge on one foe; the void chooses their affliction.
HurricaneStrike (B)The void howls around you, striking every creature within reach.
Stance of the Ancient TreeStanceRoot yourself in the deep places; slow, and hard to kill.
Fig. 5.1

Fate Denied

The universe announces an outcome and the disciple declines it. Initiate this counter when a creature within range succeeds on a saving throw. That creature must reroll the save with a −2 penalty and take the second result. If the creature is currently suffering one or more debuffs, the penalty is −4 instead.

Augment: While in Hexer mode you can spend 3 power points to instead initiate this counter when a creature within range succeeds on an attack roll, forcing the same reroll.
Discipline
Root of Evil (Counter)
Level
5
Initiation Action
1 immediate action
Range
Medium (100 ft. + 10 ft./level)
Target
One creature
Duration
Instant
Fig. 5.2

Grand Cross

Orbs of caged nothing wink into being around the target, orbit once, and converge. Make a melee attack. If it hits, it deals an additional 7d6 points of damage, and the target must succeed on a Will save (DC 15 + initiation modifier) or suffer a debuff determined at random. Roll 1d6: 1 — a −2 penalty to AC; 2 — a −2 penalty on saving throws against spells and supernatural abilities; 3 — blinded; 4 — sickened; 5 — slowed (as the slow spell); 6 — roll twice more, ignoring further 6s. Each effect lasts a number of rounds equal to your initiation modifier (blinded lasts 1d4 rounds).

Augment: While in Hexer mode you can spend power points to increase the damage by 1d6 per point spent, and the save DC by 1 per 2 points spent.
Discipline
Root of Evil (Strike)
Level
5
Initiation Action
1 standard action
Range
Melee attack
Target
One creature
Duration
Instant (see text)
Fig. 5.3

Hurricane

The disciple plants his feet and lets the void spin about him like a storm wearing a man for its eye. Make one melee attack roll and compare it to the AC of every enemy within your reach; each creature it would hit takes your weapon damage plus an additional 4d6 points of damage.

Augment: While in Berserker mode you can augment this maneuver in one or more of the following ways:
  • Spend power points to increase the damage by 1d6 per point spent.
  • Spend 3 power points: creatures damaged by this strike must succeed on a Fortitude save (DC 15 + initiation modifier) or be pushed 10 feet directly away from you and knocked prone.
Discipline
Root of Evil (Strike)
Level
5
Initiation Action
1 full-round action
Range
Personal
Area
All creatures within your melee reach
Duration
Instant
Fig. 5.4

Stance of the Ancient Tree

The oldest thing in any forest is not fast, and has not needed to be for a long time. While you maintain this stance, you gain DR 5/—, fast healing 3, and immunity to bleed effects and withering, but your base land speed is reduced by 10 feet and you cannot charge. The fast healing increases to 5 at initiator level 15.

Discipline
Root of Evil (Stance)
Level
5
Initiation Action
1 swift action
Range
Personal
Target
You
Duration
Stance
VI

6th-level Root of Evil Maneuvers

Five  ·  Depth VI
ManeuverTypeDescription
Consume the EmptinessBoost (N)Drink from the void; recover spent power points.
High GuardCounter (N)Parry anything; even failure blunts what it cannot stop.
MaelstromStrike (H)A whirlpool of unmaking; those caught in it are slowly devoured.
Unstoppable AdvanceStrike (B)Walk, slowly, through everything in your way.
Void Aura StanceStanceStand inside a mantle of hunger that eats what comes close.
Fig. 6.1

Consume the Emptiness

The disciple drinks from the world's absence. You regain a number of power points equal to half your initiator level. Once you have used this boost, you cannot use it again until you have recovered it and either one minute has passed or the encounter has ended.

Discipline
Root of Evil (Boost)
Level
6
Initiation Action
1 swift action
Range
Personal
Target
You
Duration
Instant
Fig. 6.2

High Guard

The guard rises until there is nothing above it. Initiate this counter when you are the target of a melee attack, a ranged attack, or a targeted spell or spell-like ability. Make a Spellcraft check, opposed by the attack roll or by a caster level check (1d20 + caster level) as appropriate; if your result is higher, the attack or spell is negated as it affects you. If your result is lower, you still gain DR 10/— and energy resistance 20 against that one attack or spell.

Augment: While in Nullifier mode you can spend power points to gain a +2 insight bonus on the Spellcraft check per point spent.
Discipline
Root of Evil (Counter)
Level
6
Initiation Action
1 immediate action
Range
Personal
Target
You
Duration
Instant
Fig. 6.3

Maelstrom

The disciple opens his hand, and somewhere beneath the enemy the drain is unstoppered. Every enemy in the area takes 10d6 points of damage (Reflex half, DC 16 + initiation modifier). Creatures that fail the save are withering for 2 rounds.

Augment: While in Hexer mode you can spend power points to increase the damage by 1d6 per point spent.
Discipline
Root of Evil (Strike)
Level
6
Initiation Action
1 standard action
Range
Close (25 ft. + 5 ft./2 levels)
Area
20-ft.-radius burst
Duration
Instant (see text)
Fig. 6.4

Unstoppable Advance

The disciple walks, because running would imply the outcome is in doubt. Move up to half your speed in a straight line toward a creature. This movement ignores difficult terrain, does not provoke attacks of opportunity, and cannot be stopped or redirected by any effect short of a solid wall. Creatures in the path are pushed 5 feet out of it as you pass. At the end of this movement, make a melee attack against the target. If it hits, it deals an additional 12d6 points of damage, and the target must succeed on a Fortitude save (DC 16 + initiation modifier) or be knocked prone.

Augment: While in Berserker mode you can spend 3 power points to move up to your full speed instead.
Discipline
Root of Evil (Strike)
Level
6
Initiation Action
1 full-round action
Range
Personal (see text)
Target
One creature
Duration
Instant
Fig. 6.5

Void Aura Stance

Standing near the disciple is standing at the lip of a well with no bottom. While you maintain this stance, at the end of your turn every enemy within 10 feet of you takes 2d6 points of damage, and you gain temporary hit points equal to the total damage dealt this way, to a maximum of twice your initiator level (these do not stack with themselves; they last 1 minute).

Discipline
Root of Evil (Stance)
Level
6
Initiation Action
1 swift action
Range
Personal
Target
You
Duration
Stance
VII

7th-level Root of Evil Maneuvers

Three  ·  Depth VII
ManeuverTypeDescription
Delta AttackCounter (N)The guard that answers: negate the attack, and the barrier fires back.
Entropy UnboundStrike (H)Attack deals +12d6 damage and time thickens around the wound.
Power of the VoidBoostFor one round, your guard is everywhere at once.
Fig. 7.1

Delta Attack

Three planes of light snap into a pyramid around the disciple, and what strikes the pyramid comes back out of it. Initiate this counter when you are the target of a melee attack, a ranged attack, or a targeted spell or spell-like ability. Make a Spellcraft check, opposed by the attack roll or a caster level check as appropriate; if your result is higher, the attack or spell is negated as it affects you, and the attacker takes 10d6 points of damage (Reflex half, DC 17 + initiation modifier), regardless of range.

Augment: While in Nullifier mode you can spend power points to increase the discharge damage by 1d6 per point spent.
Discipline
Root of Evil (Counter)
Level
7
Initiation Action
1 immediate action
Range
Personal (see text)
Target
You
Duration
Instant
Fig. 7.2

Entropy Unbound

The disciple's blade reminds the flesh how much it has been looking forward to stopping. Make a melee attack. If it hits, it deals an additional 12d6 points of damage, and the target must succeed on a Will save (DC 17 + initiation modifier) or be slowed (as the slow spell) for a number of rounds equal to your initiation modifier. If the target was already suffering a debuff when struck, a failed save also leaves it staggered for 1 round.

Augment: While in Hexer mode you can spend power points to increase the damage by 1d6 per point spent.
Discipline
Root of Evil (Strike)
Level
7
Initiation Action
1 standard action
Range
Melee attack
Target
One creature
Duration
Instant (see text)
Fig. 7.3

Power of the Void

For one moment the disciple is the door the universe must ask permission of. Until the start of your next turn, you may initiate up to two Root of Evil counters you have readied without spending immediate actions to do so, you gain a +2 insight bonus on the opposed rolls of your Root of Evil counters, and your counters deal an additional 2d6 points of damage where they deal damage.

Discipline
Root of Evil (Boost)
Level
7
Initiation Action
1 swift action
Range
Personal
Target
You
Duration
1 round
VIII

8th-level Root of Evil Maneuvers

Three  ·  Depth VIII
ManeuverTypeDescription
AlmagestStrike (H)A nova of holy nothing centered on the disciple; survivors are dazed and withering.
Omni BlockCounter (N)The block with no direction, because it is all of them.
Tree of the VoidStanceBecome the tree at the end of the world.
Fig. 8.1

Almagest

The disciple raises both arms, speaks a word that unmakes the space it is spoken into, and for one heartbeat the battlefield is inside the void looking out. Every other creature in the area takes 16d6 points of damage (Reflex half, DC 18 + initiation modifier). Creatures that fail the save are dazed for 1 round and withering for a number of rounds equal to half your initiation modifier.

Augment: While in Hexer mode you can spend 3 power points to exclude a number of allies equal to your initiation modifier from the burst.
Discipline
Root of Evil (Strike)
Level
8
Initiation Action
1 full-round action
Range
Personal
Area
40-ft.-radius burst, centered on you
Duration
Instant (see text)
Fig. 8.2

Omni Block

Low, mid, high — the distinctions were always a courtesy to the enemy. Initiate this counter when you are the target of, or within the area of, any attack, spell, supernatural ability, or maneuver. Make a Spellcraft check, opposed by the attack roll, caster level check, or initiator level check (1d20 + initiator level) as appropriate; against effects with none of these, your check is instead opposed by a DC equal to 5 + the effect's saving throw DC, or by DC 20 if the effect has no saving throw DC. If your result is higher, the effect is entirely negated as it affects you. If your result is lower, you take half damage and suffer no other effects from it.

Augment: While in Nullifier mode you can spend power points to gain a +2 insight bonus on the Spellcraft check per point spent.
Discipline
Root of Evil (Counter)
Level
8
Initiation Action
1 immediate action
Range
Personal
Target
You
Duration
Instant
Fig. 8.3

Tree of the Void

Roots of absence sink through the floor of the world and branches of it cage the sky. While you maintain this stance you cannot move except for 5-foot steps, and you cannot be moved: you are immune to forced movement, and cannot be knocked prone. You gain a +4 deflection bonus to AC, DR 10/—, and a +5-foot bonus to your reach. Every square you threaten is difficult terrain for enemies, entering or leaving a square you threaten provokes an attack of opportunity from you, and you may make a number of additional attacks of opportunity each round equal to your initiation modifier. When you end this stance, you may spend 1 power point to teleport up to 30 feet as part of the same swift action.

Discipline
Root of Evil (Stance)
Level
8
Initiation Action
1 swift action
Range
Personal
Target
You
Duration
Stance
IX

9th-level Root of Evil Maneuvers

One  ·  Depth IX
ManeuverTypeDescription
The Laws of the Universe Mean NothingCounterSwallow an attack into the void, and give it back as Neo Almagest.
Fig. 9.1

The Laws of the Universe Mean Nothing

The disciple has stopped waiting for things to return to the void on their own. Initiate this counter when you are the target of, or within the area of, any attack, spell, power, supernatural ability, or maneuver. Make a Spellcraft check, opposed by the attack roll, caster level check, manifester level check, or initiator level check as appropriate; against effects with none of these, your check is instead opposed by a DC equal to 5 + the effect's saving throw DC, or by DC 20 if the effect has no saving throw DC. If your result is higher, the effect is negated entirely as it affects you, and becomes swallowed.

Until the end of your next turn, you may release the swallowed effect as a swift action: Neo Almagest detonates in a 30-foot-radius burst centered on any point within close range (25 ft. + 5 ft./2 levels), dealing 12d6 points of damage plus half the damage the swallowed effect would have dealt to you (Reflex half, DC 19 + initiation modifier); roll the negated effect's damage as if it had struck or affected you to determine that amount. If the swallowed effect would have dealt no damage, Neo Almagest instead deals 18d6. Creatures that fail the save are also withering for 2 rounds.

Augment: You can augment this maneuver in one or more of the following ways, depending on your current mode:
  • Berserker, 2 power points: after negating the effect, immediately make a melee attack at your full base attack bonus against the effect's originator, if it is within your reach, dealing an additional 6d6 points of damage.
  • Nullifier, 3 power points: do not roll the opposed Spellcraft check; the negation simply succeeds.
  • Hexer, 3 power points: creatures that fail their save against Neo Almagest also suffer a random debuff, as Grand Cross.
Discipline
Root of Evil (Counter)
Level
9
Initiation Action
1 immediate action
Range
Personal (see text)
Target
You
Duration
Instant (see text)

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