DracoDei
2009-11-01, 02:38 PM
These are to attempt to round out Devoted Spirit for the third axis of alignment (http://www.giantitp.com/forums/printthread.php?t=55828).
Aura of Normality
Devoted Spirit (Stance) [Square]
Level: Crusader 6
Prerequisite: Two Devoted Spirit maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Any who come within a 10 foot radius (regardless of if you or them are just moving by at the time or if you or someone else's turn starts and/or ends with them in the radius) of you while you are in this stance are subject to a Calm Emotions effect that lasts a number of minutes equal to your initiator level unless broken or you exit this stance. The will save to resist this effect has a DC of (10 + 1/2 your Initiator Level + your Charisma modifier). In order to assume or maintain this stance you must have no weapons drawn, not move more than your speed each round, and cast no spells with visible effects, or somatic or verbal components. Breaking any of these restrictions ends the stance immediately.
Aura of Awesome
Devoted Spirit (Stance) [Funky]
Level: Crusader 6
Prerequisite: Two Devoted Spirit maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Each enemy who comes within a 10 foot radius (regardless of if you or them are just moving by at the time or if you or someone else's turn starts and/or ends with them in the radius) of you while you are in this stance gains an action point (maximum 1 per combat for enemies). If they spend it, or end their turn with it (even if dead/defeated) you, or an ally within 10' of you gain an action point. All actions points gained in this way are lost at the end of combat.
Leisurely Power Walk
Devoted Spirit (Strike) [Square]
Level: Crusader 5
Prerequisite: One Devoted Spirit maneuver, Square Alignment
Initiation Action: 1 full-round action
Range: See below
Target: One Creature
Duration: End of your NEXT turn + 1 round
You power-walk towards an opponent in a very sedate manner. As part of this maneuver you must move, as nearly as possible, exactly half the distance to a foe you could charge. You must move directly towards them in the line you would charge them along. The next round if you perform a move action followed by a melee attack on that foe, and they are of Funky alignment, they are caught off-guard by your nonchalant approach. You catch them flat-footed, and gain all of the benefits (but none of the draw-backs) of a charge. In addition, if you hit and your traget is Funky aligned, you gain the benefits of Sanctuary with a DC of 15 + your Charisma modifier for one round and deal an extra +6d6 damage with your attack.
Moon-Walk
Devoted Spirit (Strike) [Funky]
Level: Crusader 5
Prerequisite: One Devoted Spirit maneuver, Funky Alignment
Initiation Action: 1 full-round action
Range: Melee Attack
Target: One Creature
As part of this maneuver, move up to your speed and make a single attack. You automatically catch your target flat-footed. Also, when moving as part of this maneuverDue to your seemingly vulnerable nature, all creatures that could make attacks of opportunity against you during this movement must do so, but you actually gain a +4 dodge bonus to AC against such attacks.
In addition, if you hit a Square target with this attack, you gain DR 15/Square for one round and deal an extra +6d6 damage with your attack.
What do people think of the balance?
I think Leasurely Power Walk may need some bonus damage... maybe about 4d6? EDIT: Did 6d6.
EDIT: Added first draft of Moon-Walk.
Aura of Normality
Devoted Spirit (Stance) [Square]
Level: Crusader 6
Prerequisite: Two Devoted Spirit maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Any who come within a 10 foot radius (regardless of if you or them are just moving by at the time or if you or someone else's turn starts and/or ends with them in the radius) of you while you are in this stance are subject to a Calm Emotions effect that lasts a number of minutes equal to your initiator level unless broken or you exit this stance. The will save to resist this effect has a DC of (10 + 1/2 your Initiator Level + your Charisma modifier). In order to assume or maintain this stance you must have no weapons drawn, not move more than your speed each round, and cast no spells with visible effects, or somatic or verbal components. Breaking any of these restrictions ends the stance immediately.
Aura of Awesome
Devoted Spirit (Stance) [Funky]
Level: Crusader 6
Prerequisite: Two Devoted Spirit maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Each enemy who comes within a 10 foot radius (regardless of if you or them are just moving by at the time or if you or someone else's turn starts and/or ends with them in the radius) of you while you are in this stance gains an action point (maximum 1 per combat for enemies). If they spend it, or end their turn with it (even if dead/defeated) you, or an ally within 10' of you gain an action point. All actions points gained in this way are lost at the end of combat.
Leisurely Power Walk
Devoted Spirit (Strike) [Square]
Level: Crusader 5
Prerequisite: One Devoted Spirit maneuver, Square Alignment
Initiation Action: 1 full-round action
Range: See below
Target: One Creature
Duration: End of your NEXT turn + 1 round
You power-walk towards an opponent in a very sedate manner. As part of this maneuver you must move, as nearly as possible, exactly half the distance to a foe you could charge. You must move directly towards them in the line you would charge them along. The next round if you perform a move action followed by a melee attack on that foe, and they are of Funky alignment, they are caught off-guard by your nonchalant approach. You catch them flat-footed, and gain all of the benefits (but none of the draw-backs) of a charge. In addition, if you hit and your traget is Funky aligned, you gain the benefits of Sanctuary with a DC of 15 + your Charisma modifier for one round and deal an extra +6d6 damage with your attack.
Moon-Walk
Devoted Spirit (Strike) [Funky]
Level: Crusader 5
Prerequisite: One Devoted Spirit maneuver, Funky Alignment
Initiation Action: 1 full-round action
Range: Melee Attack
Target: One Creature
As part of this maneuver, move up to your speed and make a single attack. You automatically catch your target flat-footed. Also, when moving as part of this maneuverDue to your seemingly vulnerable nature, all creatures that could make attacks of opportunity against you during this movement must do so, but you actually gain a +4 dodge bonus to AC against such attacks.
In addition, if you hit a Square target with this attack, you gain DR 15/Square for one round and deal an extra +6d6 damage with your attack.
What do people think of the balance?
I think Leasurely Power Walk may need some bonus damage... maybe about 4d6? EDIT: Did 6d6.
EDIT: Added first draft of Moon-Walk.