imp_fireball
2009-12-01, 03:48 AM
Way of the Gear
http://i273.photobucket.com/albums/jj231/Impfireball/Gears_of_War_PinUp_1_by_dannlord-1.jpg
This is what happens when you play the game correctly.
The Way of the Gear was designed by the Coalition of Ordered Governments to help their elite fighting force (the gears) overcome what were ordinarily deemed inhumanely impossible obstacles (notably the post apocalyptic, locust riddled land scape).
Ordinarily, this discipline would be deemed 'wild and without focus' by any one of the original founders of the temple of nine swords - in reality, it helps combine typical squad fighting tactics and communication into something so cohesive, that the ideal initiate becomes a self sufficient killing machine in the name of the COG.
Side effects of training in such a discipline include the excess of developing a particularly muscular frame (or curvy tones if female), and the desire to do manly things like growing beards (doesn't necessarily apply to women, although it can *shudders*).
Available to: Warblade and Crusader
Associated Skill: Concentrate
Bonus Feats
Meaty Necessities (Ex)- If everyone else is doing it, you may as well hulk out too.
Prerequisite: Ability to initiate 5th level maneuvers from Way of the Gear. At least three Way of the Gear Maneuvers. Must be male.
Permanently gain +6 to your Strength score.
Special: Assuming you meet the prerequisites, this bonus feat is automatically acquired for free.
Gymnast's Necessities (Ex) - For you, it's better to be quick. Leave buffing to the dudes.
Prerequisite: Ability to initiate 5th level maneuvers from Way of the Gear. At least three Way of the Gear Maneuvers. Must be female.
Permanently gain +6 to your Dexterity score.
Special: Assuming you meet the prerequisites, this bonus feat is automatically acquired for free.
First Level
Covering Fire (Strike) - Distract enemies with your wild shots, making it harder for them to hit others, including yourself.
Roadie Run (Boost) - Gain partial cover while moving for an entire round.
Second Level
Ewww Stinky! (Boost)- Desperation helps you fight longer and move faster in toxic environments that surprise you.
Corpse Shield (Boost)- Both fallen allies and slain enemies make good mobile cover.
Back in Your Hole! (Counter) - Prevent enemies from advancing by forcing them to provoke a ranged attack of opportunity. Must be wielding a ranged weapon.
Trigger Finger of Undeath (Counter) - Turn a space into a deadly trap for whomsoever frags you.
Get There at all Costs (Boost)- Moving through a fire storm is easier, now.
Third Level
Linesmen (Stance) - Deny an enemy from moving past your swing radius.
Roll Out (Counter) - Deny an enemy the chance to hit you in melee this round.
Take it! (Boost) - Attack enemies in the direction you are roadie running.
Coping with Chaos Theory (Stance) - Ready multiple actions simultaneously in a single readied action (create multiple possible triggers, but only one outcome).
Barely Made Cover (Counter)- Reach safety before the enemy can damage you.
Rollin' Home (Stance) - Tumble at full base speed with only semi-exposure.
Buck Up Sista! (Boost)- Bring a downed comrade to their feet.
Fourth Level
Real Friggin' Tough (Stance) - Acquire Fast Healing that only applies to non-lethal damage.
Curb Stomp (Strike) - Coup de grace a dying opponent as a swift action (unarmed lethal damage).
Mmm, Juicy! (Boost) - If you win a chainsaw duel, you may immediately
Sure Shot (Strike) - Automatically hit a target on a shot by anticipating their movement.
Head Shot (Strike) - Do even more damage with a head shot.
Fifth Level
Kill the Wall (Strike) - Move through obstacles with more convenience.
Over-kill the Wall (Strike) - Make sure that wall is dead!
Surprise, you're dead! (Counter) - Can now ready any number of actions. Thus, you may ready a number of actions that equate to a full action or a 1 round action, ie., however you must spend a full action or 1 round action readying this.
Trick Shot (Strike)[I] - Upon readying an action to shoot an opponent, roll to attack twice - once before the shot is made and then once for the actual shot. If both attacks miss, the attack is a miss. If one of the attacks misses but the other hits, you may choose which target within line of sight and range takes the damage. If both attacks hit, choose one target to be considered flatfooted to everyone for the next round and one target to take damage.
[I]Batter Up (Strike) - If you make a melee attack that misses, the opponent must still make a balance check versus your attack roll or fall prone.
Close but no Cigar (Counter) - If you lose a chainsaw duel, you may expend an immediate action (assuming you have one to expend) to make a 5ft. step away from the opponent and avoid taking damage.
This Juice is Gun Flavored (Boost) - Fly into a gung-ho (or should I say, gun-ho?) rage.
Sixth Level
Right in the Kisser! (Counter)- Stun an enemy before they can melee you.
Jumpy (Boost) - A successful dexterity check as a move action means you can perform additional immediate/swift actions equal to your dexterity modifier.
Haulin' Arse (Boost) - Whenever you move at least 15ft. in a straight line, you may pass over terrain unimpeded for the rest of the round.
Seventh Level
Marksman (Stance) - Roll 1d4 upon initiating this stance for the first time in an encounter. This is the number of ranged strikes you may initiate simultaneously for the duration of the encounter (switching stances immediately removes this effect).
Commando (Stance) - Roll 1d4 upon initiating this stance for the first time in an encounter. This is the number of melee strikes and/or boosts you may initiate simultaneously for the duration of the encounter (switching stances immediately removes this effect).
Aligned Shot (Strike) - Ready an action to shoot an enemy. Assuming the enemy is within line of effect then you may take 20 upon this attack and roll to confirm a critical. Another option is to predict a space that the enemy will move to, or appear in line of sight at. If you are correct in this prediction, you may take 20 to shoot them once your readied action triggers.
Special: Scoping removes bonuses from partial and improved cover.
Gut Shot (Strike) - A successful ranged attack forces the enemy to make a fortitude save of DC 5 + the total damage he's suffered relative to their total health (ie. 33/50 hp means bob has to succeed on DC 22 because 50 - 33 is 17 + 5 = 22) or be nauseated.
Eighth Level
Nobody Plays this Game Like Me! (Boost)- Achieve crowning moment of awesome via perfect reload.
Stay Down! (Strike) - Render enemy temporarily helpless with simple melee strike.
Ninth Level
Pull Through (Stance)
As the Frenzied Berserker's deathless frenzy, except that you have free will over your actions. When an encounter ends however, you must make one constitution check = your negative hp - fortitude save modifier, to determine if you fall out of the stance. Success indicates that you can continue for another hour. There's no penalty to the DC for each consecutive hour that you remain in the stance.
Distracting Fire
Way of the Gear (Boost)
Level: Warblade/Crusader 1
Initiation Action: Swift
Range: N/A
Target: Self
Duration: As Normal for a Stance
Save: N/A
By taking a -4 penalty to attacks or firing blind, you may force the enemies occupying the spaces of your attack to take a -4 penalty to their attacks (unless they are fighting defensively). This affect can only be applied to your ranged attacks.
Trigger Finger of Undeath
Way of the Gear (Counter)
Level: Warblade/Crusader 2
Initiation Action: Free (see text)
Range: N/A
Target: Any 5ft. space or area that weapon effects
Duration: See Text
Save: N/A
If you are staggered or dying, you may continue to make full ranged attacks against any space, as long as you make no other actions during the round. You must initiate this maneuver immediately after becoming staggered or dying. If you die, then you continue to make full ranged attacks on the final space you made full ranged attacks against in the previous round - if you made none, then you may perform no such action. If your magazine is empty, your hand continues to clench the weapon, pressing on the trigger, but you are dead.
If you attack with non-automatic weapons, then spaces that you attack become hazards (-4 to attacks against enemies that wish to travel through those spaces on a move or whom occupy those spaces). Each space has an AC of 5 + terrain bonuses (cover, darkness, etc.).
Get there at all Costs
Way of the Gear (Boost; Special)
Level: Warblade/Crusader 2
Prerequisite: Roadie Run Maneuver
Initiation Action: Free
Range: N/A
Target: Self
Duration: As Normal for a Stance
Save: N/A
You may now take a total defensive action while devoting a double move to kneeling and running.
Special: This boost does not interfere with other boosts performed in the same round.
On Kneeling and Running (Special Action): Kneeling and running means moving while kneeling (-2 AC on melee attacks, +2 on ranged). Running in this manner is awkward, and so 45 degree turns from your facing cost 1 space of movement. Because direction of travel (facing) applies (similar to vehicle rules in d20 modern) choose where you wish to face at the beginning of movement. You cannot run full out while running in this manner without the run feat (and even then, you only move three times base speed, not five times and it cannot be done in heavy armor without the 'armored mobility' feat).
Linesman (Stance)
Way of the Gear (Stance)
Level: Warblade/Crusader 3
Prerequisite: At least one Way of the Gear maneuver
Initiation Action: Free
Range: Melee
Target: Provoker
Duration: Stance
If a target moves through a space that you threaten, you receive a free bullrush against them without provoking attacks of opportunity from that person. Even a failed bullrush check will check the enemy (they cannot move through spaces adjacent to you or within your natural reach, or spaces that you occupy).
Roll Out
Way of the Gear (Counter)
Level: Warblade/Crusader 3
Prerequisite: At least one Way of the Gear maneuver
Initiation Action: Immediate
Range: N/A
Target: Personal
Duration: Immediate (see text)
Save: N/A
At any time, you may make one reflex save versus the highest initiative of anyone threatening your space. If successful, you may take a 5ft. step as an immediate action, even if you would normally not be allowed one. This maneuver does not allow you to 5ft. step through a space that is blocked unless you can make an appropriate jump or climb check.
Take it!
Way of the Gear (Boost; Special)
Level: Warblade/Crusader 3
Prerequisite: Roadie Run Maneuver
Initiation Action: Free
Range: N/A
Target: Personal
Duration: As Normal for a Stance
Save: N/A
You may now charge while running and kneeling. You also threaten spaces that you charge through - thus any enemies that move through the charge's line of effect after your initiative treat the line as spaces that you threaten.
Special: This boost does not interfere with other boosts performed in the same round.
Barely Made Cover
Way of the Gear (Counter)
Level: Warblade/Crusader 3
Prerequisite: At least one Way of the Gear maneuver
Initiation Action: Immediate
Range: N/A
Target: Personal
Duration: Immediate (see text)
Save: N/A
By making a reflex save versus the initiative of anyone that attacks you, you may take cover behind an object up to half the distance you've moved during that round as an immediate action. You may avoid damage from the last attack made against you in this way, assuming you can grant yourself total cover from the attacker. If you haven't moved during this round, you aren't allowed to perform this maneuver.
Rollin' Home
Way of the Gear (Stance)
Level: Warblade/Crusader 3
Prerequisite: At least one Way of the Gear maneuver
Initiation Action: Free
Range: N/A
Target: Personal
Duration: As Normal for a Stance
Save: N/A
You may ignore up to 5ft. of traps and terrain difficulty on a DC 15 tumble check. To ignore an additional 5ft., you must roll again.
Buck Up Sista!
Way of the Gear (Boost)
Level: Warblade/Crusader 3
Prerequisite: At least one Way of the Gear maneuver
Initiation Action: Swift
Range: Melee
Target: One dying/down but not out creature
Duration: Immediate (see text)
Save: N/A
With a helping hand and a snappy quote, you help your fellow soldier to his feet so that he can fight another day. No matter what horror it was that brought him down to begin with.
With a touch attack that requires a swift action that provokes attacks of opportunity, you can stabilize a downed creature and simultaneously bring them to consciousness (effectively healing them to 0 hp). Of course, in order to do so, you must be conscious yourself! The assisted victim may also act immediately on their next turn.
Real Friggin' Tough
Way of the Gear (Stance)
Level: Warblade/Crusader 4
Prerequisite: At least two Way of the Gear maneuvers
Initiation Action: Swift
Range: N/A
Target: Self
Duration: As Normal for a Stance
Save: N/A
As long as you remain in this stance, you may heal nonlethal damage/round that you remain undamaged equal to your CON score or lethal damage equal to your Con Modifier (minimum 1). Your option.
Sure Shot
Way of the Gear (Strike)
Level: Warblade/Crusader 4
Prerequisite(s): Precise Shot, Concentration (6 ranks), at least one Way of the Gear maneuver
Initiation Action: Readied
Range: N/A
Target: One 5ft. space or space that weapon affects
Duration: Immediate (see text)
Save: N/A
Upon readying an action to fire, choose a space that you will fire into (assuming you have line of effect with that space). If an enemy moves into that space at any time and you fire, then your readied attack against them automatically hits. In the case of area of effect attacks, only a creature with improved evasion can roll to save against this. If multiple enemies move into the same space, then the largest enemy is targeted. If the attack is a called shot, you must roll to hit the enemy anyway. If you are damaged during the time that you spend 'focusing' you must make a concentration check or lose your aim (DC = damage taken) - if you lose your aim, you must ready another action to aim again, but maneuver is not expended.
Head Shot
Way of the Gear (Strike)
Level: Warblade/Crusader 4
Prerequisite(s): Improved Called Shot, Weapon Focus (A Sniper Rifle)
Initiation Action: Free (see text)
Range: N/A
Target: Head of one creature
Duration: Immediate (see text)
Save: N/A
If you succeed on a called shot against an enemy's head, or a body part that is effectively similar in function, instead of automatically confirming a critical hit (or whatever the GM rules), you may instead roll to confirm, with the AC of the head being what you rolled against previously. If you confirm, then the critical multiplier is doubled and the damage is dealt. A natural 20, or a roll that is otherwise within the weapon's critical threat range, no longer applies on a called shot. Failing to confirm a critical hit in this way means that the attack is a complete miss. This attack may only be performed with a sniper rifle. Because this maneuver is 'unleashed' under a specific condition, it does not have to be readied.
Kill the Wall
Way of the Gear (Strike)
Level: Warblade/Crusader 5
Prerequisite: At least one Way of the Gear maneuver
Initiation Action: Immediate
Range: N/A
Target: Self
Duration: As Normal for a Stance
Save: N/A
If you are equipped with a chainsaw, chainsaw bayonet or other two handed electrical slashing implement, you may attack a wall or other similar boundary that impedes as a swift action and move through the hole with no movement penalty, but only if you manage to destroy its section (hole occupies 5ft. space and provides improved cover against any creature on the other side of the barrier). All other creatures may move through a destroyed section's space without penalty as well, since it has been officially removed.
Over-Kill the Wall
Way of the Gear (Strike)
Level: Warblade/Crusader 5
Prerequisite: Kill the Wall maneuver
Initiation Action: Immediate
Range: N/A
Target: Self
Duration: As Normal for a Stance
Save: N/A
For the purpose of Killing the Wall, you now deal double damage against walls and similar obstacles, with all the limits of the prior maneuver. If you initiate this strike on constructs with a melee weapon, you may critically threaten and/or confirm against them, assuming your attack roll agrees.
Finally, you can apply the affects of sundering cleave (see 'combat brute' tactical feat) against creatures adjacent to a wall, and make attacks against them as a free action (note that such creatures have total concealment however and partial concealment if they are in the direction of your attack).
This Juice is Gun Flavored
Way of the Gear (Boost)
Level: Warblade/Crusader 5
Prerequisite: At least two Way of the Gear maneuvers
Initiation Action: Move
Range: N/A
Target: Self
Duration: 3 + CON mod
Save: N/A
You fly into a rage that grants +4 to all attacks, +8 to grapple checks, +10 to tumble checks and the ability to make ranged attacks without provoking attacks of opportunity. The rage lasts for 3 + CON modifier rounds, after which you are fatigued for 1d4 minutes. You may not use this maneuver when fatigued.
Right in the Kisser!
Way of the Gear (Counter)
Level: Warblade/Crusader 6
Prerequisite: At least one Way of the Gear maneuver
Initiation Action: Attack of Opportunity
Range: Melee
Target: Provoker
Duration: Immediate (see text)
If an enemy provokes an attack of opportunity, even if they would not normally (say, if they have improved grapple or trip) you may make a melee strike to stun them. This attack can be unarmed, in which case it does not provoke attacks of opportunity itself.
Nobody Plays this Game like Me!
Way of the Gear (Strike)
Level: Warblade/Crusader 8
Prerequisite: At least three Way of the Gear maneuvers
Initiation Action: Standard (Attack)
Range: As Range of Weapon
Target: One Creature
Duration: Immediate (see text)
If you have made a perfect reload, your next shot may be a called shot without penalty, of which you may take 10 on. Because this maneuver must be 'unleashed' under a specific condition as the above, it does not have to be readied, but may only apply once/round.
Stay Down!
Way of the Gear (Strike)
Level: Warblade/Crusader 8
Initiation Action: Standard (Attack)
Prerequisite: At least three Way of the Gear maneuvers
Range: Melee
Target: One Creature
Duration: Immediate (see text)
Save: DC 5 + BAB + 1/2 damage dealt
With a successful melee attack, you force the opponent to make a fortitude save DC 5 + your BAB + 1/2 the damage you dealt with the strike, or they fall prone. Failure by 10 or more means they are also stunned for 1d4 rounds. This attack can be combined with feats, spells or other abilities, however it must be done in conjunction with a bludgeoning weapon. The DC increases by +4 if said opponent is flat footed.
-------
Warblade Variant
Stances Known - Stances known now maxes out at eight at 20th level. The progression begins with one stance at 1st level, then +1 stance for every three levels thereafter. Thus, at level 4, a war blade will know two stances, three stances at 7th level, four stances at 10th level, etc.
Bonus Feats - You now only gain two bonus feats, one at 9th level and one at 17th level.
Improved Uncanny Dodge - You lose this feat.
Proficiency - No longer proficient with martial melee weapons, however you are proficient with martial ranged weapons as well as heavy armor. You are still proficient with shields, but not tower shields. Note that the locust boom shield counts as a heavy shield.
Crusader Variant
- Stance progression is identical to warblade variant above
- Skill Progression is 2 + int modifier (x4 at first level)
New Combat Options
Peering out from behind cover (whether by leaning, or standing briefly) and/or ducking under cover is either a swift action or a move action equivalent to 5ft. of movement. Both can be done in one round, and either type of action can be expended. Obviously, when ducking under cover, you are given total cover granted by the object covering you (as is the normal rules in SRD), assuming it is of a decent size. Some cover can be pushed or carried/wielded all the while granting total cover (such as cars or boom shields). Also note that you are blind to anything ahead of the object that is granting you total cover (as is the normal LoS rules in SRD).
So, anyone have any ideas for other Gears of War themed maneuvers? This thread is based off of this post (http://www.giantitp.com/forums/showpost.php?p=7758196&postcount=65).
http://i273.photobucket.com/albums/jj231/Impfireball/Gears_of_War_PinUp_1_by_dannlord-1.jpg
This is what happens when you play the game correctly.
The Way of the Gear was designed by the Coalition of Ordered Governments to help their elite fighting force (the gears) overcome what were ordinarily deemed inhumanely impossible obstacles (notably the post apocalyptic, locust riddled land scape).
Ordinarily, this discipline would be deemed 'wild and without focus' by any one of the original founders of the temple of nine swords - in reality, it helps combine typical squad fighting tactics and communication into something so cohesive, that the ideal initiate becomes a self sufficient killing machine in the name of the COG.
Side effects of training in such a discipline include the excess of developing a particularly muscular frame (or curvy tones if female), and the desire to do manly things like growing beards (doesn't necessarily apply to women, although it can *shudders*).
Available to: Warblade and Crusader
Associated Skill: Concentrate
Bonus Feats
Meaty Necessities (Ex)- If everyone else is doing it, you may as well hulk out too.
Prerequisite: Ability to initiate 5th level maneuvers from Way of the Gear. At least three Way of the Gear Maneuvers. Must be male.
Permanently gain +6 to your Strength score.
Special: Assuming you meet the prerequisites, this bonus feat is automatically acquired for free.
Gymnast's Necessities (Ex) - For you, it's better to be quick. Leave buffing to the dudes.
Prerequisite: Ability to initiate 5th level maneuvers from Way of the Gear. At least three Way of the Gear Maneuvers. Must be female.
Permanently gain +6 to your Dexterity score.
Special: Assuming you meet the prerequisites, this bonus feat is automatically acquired for free.
First Level
Covering Fire (Strike) - Distract enemies with your wild shots, making it harder for them to hit others, including yourself.
Roadie Run (Boost) - Gain partial cover while moving for an entire round.
Second Level
Ewww Stinky! (Boost)- Desperation helps you fight longer and move faster in toxic environments that surprise you.
Corpse Shield (Boost)- Both fallen allies and slain enemies make good mobile cover.
Back in Your Hole! (Counter) - Prevent enemies from advancing by forcing them to provoke a ranged attack of opportunity. Must be wielding a ranged weapon.
Trigger Finger of Undeath (Counter) - Turn a space into a deadly trap for whomsoever frags you.
Get There at all Costs (Boost)- Moving through a fire storm is easier, now.
Third Level
Linesmen (Stance) - Deny an enemy from moving past your swing radius.
Roll Out (Counter) - Deny an enemy the chance to hit you in melee this round.
Take it! (Boost) - Attack enemies in the direction you are roadie running.
Coping with Chaos Theory (Stance) - Ready multiple actions simultaneously in a single readied action (create multiple possible triggers, but only one outcome).
Barely Made Cover (Counter)- Reach safety before the enemy can damage you.
Rollin' Home (Stance) - Tumble at full base speed with only semi-exposure.
Buck Up Sista! (Boost)- Bring a downed comrade to their feet.
Fourth Level
Real Friggin' Tough (Stance) - Acquire Fast Healing that only applies to non-lethal damage.
Curb Stomp (Strike) - Coup de grace a dying opponent as a swift action (unarmed lethal damage).
Mmm, Juicy! (Boost) - If you win a chainsaw duel, you may immediately
Sure Shot (Strike) - Automatically hit a target on a shot by anticipating their movement.
Head Shot (Strike) - Do even more damage with a head shot.
Fifth Level
Kill the Wall (Strike) - Move through obstacles with more convenience.
Over-kill the Wall (Strike) - Make sure that wall is dead!
Surprise, you're dead! (Counter) - Can now ready any number of actions. Thus, you may ready a number of actions that equate to a full action or a 1 round action, ie., however you must spend a full action or 1 round action readying this.
Trick Shot (Strike)[I] - Upon readying an action to shoot an opponent, roll to attack twice - once before the shot is made and then once for the actual shot. If both attacks miss, the attack is a miss. If one of the attacks misses but the other hits, you may choose which target within line of sight and range takes the damage. If both attacks hit, choose one target to be considered flatfooted to everyone for the next round and one target to take damage.
[I]Batter Up (Strike) - If you make a melee attack that misses, the opponent must still make a balance check versus your attack roll or fall prone.
Close but no Cigar (Counter) - If you lose a chainsaw duel, you may expend an immediate action (assuming you have one to expend) to make a 5ft. step away from the opponent and avoid taking damage.
This Juice is Gun Flavored (Boost) - Fly into a gung-ho (or should I say, gun-ho?) rage.
Sixth Level
Right in the Kisser! (Counter)- Stun an enemy before they can melee you.
Jumpy (Boost) - A successful dexterity check as a move action means you can perform additional immediate/swift actions equal to your dexterity modifier.
Haulin' Arse (Boost) - Whenever you move at least 15ft. in a straight line, you may pass over terrain unimpeded for the rest of the round.
Seventh Level
Marksman (Stance) - Roll 1d4 upon initiating this stance for the first time in an encounter. This is the number of ranged strikes you may initiate simultaneously for the duration of the encounter (switching stances immediately removes this effect).
Commando (Stance) - Roll 1d4 upon initiating this stance for the first time in an encounter. This is the number of melee strikes and/or boosts you may initiate simultaneously for the duration of the encounter (switching stances immediately removes this effect).
Aligned Shot (Strike) - Ready an action to shoot an enemy. Assuming the enemy is within line of effect then you may take 20 upon this attack and roll to confirm a critical. Another option is to predict a space that the enemy will move to, or appear in line of sight at. If you are correct in this prediction, you may take 20 to shoot them once your readied action triggers.
Special: Scoping removes bonuses from partial and improved cover.
Gut Shot (Strike) - A successful ranged attack forces the enemy to make a fortitude save of DC 5 + the total damage he's suffered relative to their total health (ie. 33/50 hp means bob has to succeed on DC 22 because 50 - 33 is 17 + 5 = 22) or be nauseated.
Eighth Level
Nobody Plays this Game Like Me! (Boost)- Achieve crowning moment of awesome via perfect reload.
Stay Down! (Strike) - Render enemy temporarily helpless with simple melee strike.
Ninth Level
Pull Through (Stance)
As the Frenzied Berserker's deathless frenzy, except that you have free will over your actions. When an encounter ends however, you must make one constitution check = your negative hp - fortitude save modifier, to determine if you fall out of the stance. Success indicates that you can continue for another hour. There's no penalty to the DC for each consecutive hour that you remain in the stance.
Distracting Fire
Way of the Gear (Boost)
Level: Warblade/Crusader 1
Initiation Action: Swift
Range: N/A
Target: Self
Duration: As Normal for a Stance
Save: N/A
By taking a -4 penalty to attacks or firing blind, you may force the enemies occupying the spaces of your attack to take a -4 penalty to their attacks (unless they are fighting defensively). This affect can only be applied to your ranged attacks.
Trigger Finger of Undeath
Way of the Gear (Counter)
Level: Warblade/Crusader 2
Initiation Action: Free (see text)
Range: N/A
Target: Any 5ft. space or area that weapon effects
Duration: See Text
Save: N/A
If you are staggered or dying, you may continue to make full ranged attacks against any space, as long as you make no other actions during the round. You must initiate this maneuver immediately after becoming staggered or dying. If you die, then you continue to make full ranged attacks on the final space you made full ranged attacks against in the previous round - if you made none, then you may perform no such action. If your magazine is empty, your hand continues to clench the weapon, pressing on the trigger, but you are dead.
If you attack with non-automatic weapons, then spaces that you attack become hazards (-4 to attacks against enemies that wish to travel through those spaces on a move or whom occupy those spaces). Each space has an AC of 5 + terrain bonuses (cover, darkness, etc.).
Get there at all Costs
Way of the Gear (Boost; Special)
Level: Warblade/Crusader 2
Prerequisite: Roadie Run Maneuver
Initiation Action: Free
Range: N/A
Target: Self
Duration: As Normal for a Stance
Save: N/A
You may now take a total defensive action while devoting a double move to kneeling and running.
Special: This boost does not interfere with other boosts performed in the same round.
On Kneeling and Running (Special Action): Kneeling and running means moving while kneeling (-2 AC on melee attacks, +2 on ranged). Running in this manner is awkward, and so 45 degree turns from your facing cost 1 space of movement. Because direction of travel (facing) applies (similar to vehicle rules in d20 modern) choose where you wish to face at the beginning of movement. You cannot run full out while running in this manner without the run feat (and even then, you only move three times base speed, not five times and it cannot be done in heavy armor without the 'armored mobility' feat).
Linesman (Stance)
Way of the Gear (Stance)
Level: Warblade/Crusader 3
Prerequisite: At least one Way of the Gear maneuver
Initiation Action: Free
Range: Melee
Target: Provoker
Duration: Stance
If a target moves through a space that you threaten, you receive a free bullrush against them without provoking attacks of opportunity from that person. Even a failed bullrush check will check the enemy (they cannot move through spaces adjacent to you or within your natural reach, or spaces that you occupy).
Roll Out
Way of the Gear (Counter)
Level: Warblade/Crusader 3
Prerequisite: At least one Way of the Gear maneuver
Initiation Action: Immediate
Range: N/A
Target: Personal
Duration: Immediate (see text)
Save: N/A
At any time, you may make one reflex save versus the highest initiative of anyone threatening your space. If successful, you may take a 5ft. step as an immediate action, even if you would normally not be allowed one. This maneuver does not allow you to 5ft. step through a space that is blocked unless you can make an appropriate jump or climb check.
Take it!
Way of the Gear (Boost; Special)
Level: Warblade/Crusader 3
Prerequisite: Roadie Run Maneuver
Initiation Action: Free
Range: N/A
Target: Personal
Duration: As Normal for a Stance
Save: N/A
You may now charge while running and kneeling. You also threaten spaces that you charge through - thus any enemies that move through the charge's line of effect after your initiative treat the line as spaces that you threaten.
Special: This boost does not interfere with other boosts performed in the same round.
Barely Made Cover
Way of the Gear (Counter)
Level: Warblade/Crusader 3
Prerequisite: At least one Way of the Gear maneuver
Initiation Action: Immediate
Range: N/A
Target: Personal
Duration: Immediate (see text)
Save: N/A
By making a reflex save versus the initiative of anyone that attacks you, you may take cover behind an object up to half the distance you've moved during that round as an immediate action. You may avoid damage from the last attack made against you in this way, assuming you can grant yourself total cover from the attacker. If you haven't moved during this round, you aren't allowed to perform this maneuver.
Rollin' Home
Way of the Gear (Stance)
Level: Warblade/Crusader 3
Prerequisite: At least one Way of the Gear maneuver
Initiation Action: Free
Range: N/A
Target: Personal
Duration: As Normal for a Stance
Save: N/A
You may ignore up to 5ft. of traps and terrain difficulty on a DC 15 tumble check. To ignore an additional 5ft., you must roll again.
Buck Up Sista!
Way of the Gear (Boost)
Level: Warblade/Crusader 3
Prerequisite: At least one Way of the Gear maneuver
Initiation Action: Swift
Range: Melee
Target: One dying/down but not out creature
Duration: Immediate (see text)
Save: N/A
With a helping hand and a snappy quote, you help your fellow soldier to his feet so that he can fight another day. No matter what horror it was that brought him down to begin with.
With a touch attack that requires a swift action that provokes attacks of opportunity, you can stabilize a downed creature and simultaneously bring them to consciousness (effectively healing them to 0 hp). Of course, in order to do so, you must be conscious yourself! The assisted victim may also act immediately on their next turn.
Real Friggin' Tough
Way of the Gear (Stance)
Level: Warblade/Crusader 4
Prerequisite: At least two Way of the Gear maneuvers
Initiation Action: Swift
Range: N/A
Target: Self
Duration: As Normal for a Stance
Save: N/A
As long as you remain in this stance, you may heal nonlethal damage/round that you remain undamaged equal to your CON score or lethal damage equal to your Con Modifier (minimum 1). Your option.
Sure Shot
Way of the Gear (Strike)
Level: Warblade/Crusader 4
Prerequisite(s): Precise Shot, Concentration (6 ranks), at least one Way of the Gear maneuver
Initiation Action: Readied
Range: N/A
Target: One 5ft. space or space that weapon affects
Duration: Immediate (see text)
Save: N/A
Upon readying an action to fire, choose a space that you will fire into (assuming you have line of effect with that space). If an enemy moves into that space at any time and you fire, then your readied attack against them automatically hits. In the case of area of effect attacks, only a creature with improved evasion can roll to save against this. If multiple enemies move into the same space, then the largest enemy is targeted. If the attack is a called shot, you must roll to hit the enemy anyway. If you are damaged during the time that you spend 'focusing' you must make a concentration check or lose your aim (DC = damage taken) - if you lose your aim, you must ready another action to aim again, but maneuver is not expended.
Head Shot
Way of the Gear (Strike)
Level: Warblade/Crusader 4
Prerequisite(s): Improved Called Shot, Weapon Focus (A Sniper Rifle)
Initiation Action: Free (see text)
Range: N/A
Target: Head of one creature
Duration: Immediate (see text)
Save: N/A
If you succeed on a called shot against an enemy's head, or a body part that is effectively similar in function, instead of automatically confirming a critical hit (or whatever the GM rules), you may instead roll to confirm, with the AC of the head being what you rolled against previously. If you confirm, then the critical multiplier is doubled and the damage is dealt. A natural 20, or a roll that is otherwise within the weapon's critical threat range, no longer applies on a called shot. Failing to confirm a critical hit in this way means that the attack is a complete miss. This attack may only be performed with a sniper rifle. Because this maneuver is 'unleashed' under a specific condition, it does not have to be readied.
Kill the Wall
Way of the Gear (Strike)
Level: Warblade/Crusader 5
Prerequisite: At least one Way of the Gear maneuver
Initiation Action: Immediate
Range: N/A
Target: Self
Duration: As Normal for a Stance
Save: N/A
If you are equipped with a chainsaw, chainsaw bayonet or other two handed electrical slashing implement, you may attack a wall or other similar boundary that impedes as a swift action and move through the hole with no movement penalty, but only if you manage to destroy its section (hole occupies 5ft. space and provides improved cover against any creature on the other side of the barrier). All other creatures may move through a destroyed section's space without penalty as well, since it has been officially removed.
Over-Kill the Wall
Way of the Gear (Strike)
Level: Warblade/Crusader 5
Prerequisite: Kill the Wall maneuver
Initiation Action: Immediate
Range: N/A
Target: Self
Duration: As Normal for a Stance
Save: N/A
For the purpose of Killing the Wall, you now deal double damage against walls and similar obstacles, with all the limits of the prior maneuver. If you initiate this strike on constructs with a melee weapon, you may critically threaten and/or confirm against them, assuming your attack roll agrees.
Finally, you can apply the affects of sundering cleave (see 'combat brute' tactical feat) against creatures adjacent to a wall, and make attacks against them as a free action (note that such creatures have total concealment however and partial concealment if they are in the direction of your attack).
This Juice is Gun Flavored
Way of the Gear (Boost)
Level: Warblade/Crusader 5
Prerequisite: At least two Way of the Gear maneuvers
Initiation Action: Move
Range: N/A
Target: Self
Duration: 3 + CON mod
Save: N/A
You fly into a rage that grants +4 to all attacks, +8 to grapple checks, +10 to tumble checks and the ability to make ranged attacks without provoking attacks of opportunity. The rage lasts for 3 + CON modifier rounds, after which you are fatigued for 1d4 minutes. You may not use this maneuver when fatigued.
Right in the Kisser!
Way of the Gear (Counter)
Level: Warblade/Crusader 6
Prerequisite: At least one Way of the Gear maneuver
Initiation Action: Attack of Opportunity
Range: Melee
Target: Provoker
Duration: Immediate (see text)
If an enemy provokes an attack of opportunity, even if they would not normally (say, if they have improved grapple or trip) you may make a melee strike to stun them. This attack can be unarmed, in which case it does not provoke attacks of opportunity itself.
Nobody Plays this Game like Me!
Way of the Gear (Strike)
Level: Warblade/Crusader 8
Prerequisite: At least three Way of the Gear maneuvers
Initiation Action: Standard (Attack)
Range: As Range of Weapon
Target: One Creature
Duration: Immediate (see text)
If you have made a perfect reload, your next shot may be a called shot without penalty, of which you may take 10 on. Because this maneuver must be 'unleashed' under a specific condition as the above, it does not have to be readied, but may only apply once/round.
Stay Down!
Way of the Gear (Strike)
Level: Warblade/Crusader 8
Initiation Action: Standard (Attack)
Prerequisite: At least three Way of the Gear maneuvers
Range: Melee
Target: One Creature
Duration: Immediate (see text)
Save: DC 5 + BAB + 1/2 damage dealt
With a successful melee attack, you force the opponent to make a fortitude save DC 5 + your BAB + 1/2 the damage you dealt with the strike, or they fall prone. Failure by 10 or more means they are also stunned for 1d4 rounds. This attack can be combined with feats, spells or other abilities, however it must be done in conjunction with a bludgeoning weapon. The DC increases by +4 if said opponent is flat footed.
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Warblade Variant
Stances Known - Stances known now maxes out at eight at 20th level. The progression begins with one stance at 1st level, then +1 stance for every three levels thereafter. Thus, at level 4, a war blade will know two stances, three stances at 7th level, four stances at 10th level, etc.
Bonus Feats - You now only gain two bonus feats, one at 9th level and one at 17th level.
Improved Uncanny Dodge - You lose this feat.
Proficiency - No longer proficient with martial melee weapons, however you are proficient with martial ranged weapons as well as heavy armor. You are still proficient with shields, but not tower shields. Note that the locust boom shield counts as a heavy shield.
Crusader Variant
- Stance progression is identical to warblade variant above
- Skill Progression is 2 + int modifier (x4 at first level)
New Combat Options
Peering out from behind cover (whether by leaning, or standing briefly) and/or ducking under cover is either a swift action or a move action equivalent to 5ft. of movement. Both can be done in one round, and either type of action can be expended. Obviously, when ducking under cover, you are given total cover granted by the object covering you (as is the normal rules in SRD), assuming it is of a decent size. Some cover can be pushed or carried/wielded all the while granting total cover (such as cars or boom shields). Also note that you are blind to anything ahead of the object that is granting you total cover (as is the normal LoS rules in SRD).
So, anyone have any ideas for other Gears of War themed maneuvers? This thread is based off of this post (http://www.giantitp.com/forums/showpost.php?p=7758196&postcount=65).