Wow, that was a quick post rotation. I'll post as soon as I'm home.  I think I'll pick up a Ring of the Darkhidden, as well. ^^<br/><br/>Edit: I'd rather not triple post. =P<br/><br/>So, for my maneuver this level, I have to take a Setting Sun or Shadow Hand maneuver...I was thinking of taking this:<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Hand of Death</div><div class="spoiler_body"> Shadow Hand (Strike)<br/>Level: Swordsage 4,<br/>Components:<br/>Casting Time: 1 standard action<br/>Range: Touch<br/>Target: Creature touched<br/>Duration: 1d3 rounds<br/>Saving Throw: Fortitude negates<br/><br/>You reach out and tap your foe with a single finger. Her look of puzzlement turns to fear as black energy spreads across her body, rendering her helpless.<br/><br/>You draw upon the power of shadow to render a single foe helpless. By touching a specific nerve center and channeling your ki, you leave your enemy’s muscles cold, locked, and useless.<br/><br/>This maneuver functions only against flat-footed opponents. As part of this maneuver, you make a melee touch attack against your opponent. If this attack hits, your opponent must make a successful Fortitude save (DC 14 + your Wis modifier) or be paralyzed for 1d3 rounds. </div></div><br/>This:<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Comet Throw</div><div class="spoiler_body">Setting Sun (Strike)<br/>Level: Swordsage 4 (One Setting Sun maneuver),<br/>Components:<br/>Casting Time: 1 standard action<br/>Range: Touch<br/>Target: Creature touched; see text<br/>Saving Throw: Reflex partial; see text<br/><br/>You use your foe’s momentum against him, throwing him through the air to crash into a second enemy.<br/><br/>This maneuver functions like mighty throw (page 73), except as noted here.<br/><br/>As part of this maneuver, you must succeed on a melee touch attack against your foe. You can then make a trip attempt against your enemy. You gain a +4 bonus on the ability check.<br/><br/>If you succeed in tripping your foe, you throw him up to 10 feet away from you in a direction of your choice. You select your enemy’s destination square. The target falls prone in that space and takes 4d6 points of damage. For every 5 points by which you win the opposed check, you gain an additional 5 feet of throw range. For example, if you win by 10, you can place your foe in any space within 20 feet of you. You can throw your opponent into a space occupied by a second foe. In this case, the opponent in the target square also takes 4d6 points of damage and is knocked prone. A Reflex save (DC 14 + your Str modifier) halves this damage and allows the second target to remain standing. The thrown creature then falls prone in a clear space of your choice adjacent to the second target. </div></div><br/>Or this:<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Cloak of Deception</div><div class="spoiler_body">Shadow Hand (Boost)<br/>Level: Swordsage 2,<br/>Components:<br/>Casting Time: 1 swift action<br/>Range: Personal<br/>Target: You<br/>Duration: End of turn<br/><br/>The shadows around you seem to surge forward and engulf you. For a brief moment, they render you invisible.<br/><br/>When you initiate this maneuver, you turn invisible, as the greater invisibility spell (PH 245). You remain invisible until the end of your current turn.<br/><br/>This maneuver is a supernatural ability. </div></div><br/>Oh, and I decided against taking the collar, and I got a ring that lets me cast Darkness at will instead.  ...Also, if you make a Hide check in Darkness, and an opponent fails their Spot check, are they considered flat-footed? If so, Hand of Death has amazing synergy with it.