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Agent_0042
2011-07-03, 07:56 PM
“Hey, Raban. What's up?”
“Whichever direction we want it to be, Halvar.”
“Fair enough.”
- Two Event Horizon practitioners

There are many warriors who are content to operate within the laws of physics. This is not the discipline for them. Though incapable of doing it from a distance, practitioners of the Event Horizon discipline learn to alter the force of gravity through their bodies, their weapons, and pretty much anything else they can get their hands on. Hilarity and carnage ensues.

Key Skill: Jump
Key Attribute: Strength
Event Horizon Weapons: Greataxe, greatclub, greatsword, heavy mace, heavy pick, and warhammer. Weapons from other sources that are two-handed and/or use their weight to inflict damage can also be included.
Saving Throws: Unless otherwise specified, the saving throw DC for an Event Horizon maneuver is 10 + ½ initiator level + initiator's Strength modifier.
Special: All Event Horizon maneuvers are supernatural abilities unless otherwise mentioned.

Synchronicity: All Event Horizon maneuvers and stances are tagged as either Heavy (those which amplify gravity) or Light (those which negate or redirect gravity). When the initiator uses a Heavy maneuver while in a Heavy stance, or a Light maneuver while in a Light stance, the two are “in sync” and the maneuver is enhanced in some form.

List of Maneuvers
1st level
Gentle Descent: Light Counter – You fall slowly to the ground.
Gravity Spike: Heavy Boost – Nearby enemies are drawn closer.
Heavy Impact: Heavy Stance – Treat your weapons as 1 size category larger for damage.
Light Step: Light Boost – You ignore difficult terrain for the rest of the round.
Unburdened: Light Stance – Treat your armor as 1 category smaller for encumbrance.
Weigh Down: Heavy Strike – Target is encumbered.
?: Heavy Strike – Target is fatigued.
?: Light Maneuver –

2nd level
Drag Down: Heavy Strike – Target is entangled.
Leap of the Skies: Light Boost – Add your initiator level to all jump checks for a round.
Impact Hammer: Heavy Strike – Nearby enemies take damage and are pushed back.
Touch of Dizziness: Light Strike – Target is sickened with a touch.
?: Heavy Maneuver –
?: Light Maneuver –

3rd level
Buoyant Step: Light Boost – You can walk across fluid surfaces for the rest of the round.
Escape Velocity: Light Stance – Add 5ft/2 initiator levels to your movement speed.
Gravity Lock: Heavy Stance – Add your initiator level to opposed checks for bull rushes, grapples, overruns, and trips.
Gravity Swell: Heavy Counter – Redirect an attack to yourself.
Impellence: Light Counter – Send a target flying away.
Smack Down: Heavy Strike – Target is knocked to the ground.
?: Light Maneuver –

4th level
Gravity Hammer: Heavy Strike – Nearby enemies take damage, are pushed back, and are knocked prone.
Gravity Lens: Heavy Counter – Redirect a ranged attack.
Touch of Vertigo: Light Strike – Target is staggered with a touch.
?: Heavy Maneuver –
?: Light Maneuver –

5th level
Airy Step: Light Boost – Walk into the air for the rest of the round.
Giga Impact: Heavy Stance – Weapons treated as 2 size categories larger for damage.
Leap of the Heavens: Light Boost – Add your initiator level to jump checks, and jump even further.
Power Sink: Heavy Counter – Redirect a spell to yourself.
Strike Down: Heavy Strike – Target is forced to the ground.
Subjective Gravity: Light Stance – You can pick which direction is “down”.

6th level
Titan Hammer: Heavy Strike – Nearby enemies take damage and are pushed back, knocked prone, and dazed.
Touch of Syncope: Light Strike – Target is nauseated with a touch.
?: Heavy Strike – Struck target is disintegrated.
?: Light Maneuver –

7th level
Altered Trajectory: Light Boost – Character redirects a fall.
Crash Down: Heavy Strike – Target is forced to the ground and immobilized.
Gravity Well: Heavy Stance – Produces difficult terrain and nearby creatures are knocked down and drawn closer.
Microgravity: Light Stance – Freedom of movement.
Sky Drop: Light Counter – Launches target into the air.

8th level
Calamity Hammer: Heavy Strike - Nearby enemies take damage and are pushed back, knocked prone, and stunned.
Inversion: Light Strike – Struck target has gravity reversed on it.
?: Heavy Maneuver –

9th level
Singularity: Heavy Strike – Struck target becomes a singularity, drawing other creatures in.
?: Light Maneuver –

Maneuver Descriptions by Level
1st level
Gentle Descent
Event Horizon (Counter, Light)
Initiation Action: Immediate action
Trigger: Character is falling
Range: Personal
Duration: One round per two initiator levels (min. 1), or until landing.

When the character finds himself plummeting, he may use this counter to quickly decrease his effective weight. This has the effect of a feather fall cast on the character.

Synchronicity: When in sync, the character can make a touch attack to use this on any creature or object within his reach.

Gravity Spike
Event Horizon (Boost, Heavy)
Initiation Action: Swift action
Area: 30ft radius burst, centered on initiator
Duration: Instantaneous
Saving Throw: Fortitude negates

The character ramps up the gravitational forces that course through his body, briefly increasing his weight to the point that other nearby bodies are attracted to him. Each creature and loose object within the area must make a Fortitude save. Large targets receive a +4 to this save for each size category greater than medium, while small targets receive a -4 for each size category below medium. Targets who fail the save are drawn 5ft directly towards the character, plus 5ft for every five points by which they failed the save, much as if they had failed a bull rush attempt towards the character. If the save is made, the target is unaffected

Synchronicity: When in sync, the radius of this maneuver is doubled to 60ft.

Heavy Impact
Event Horizon (Stance, Heavy)
Prerequisite: One Event Horizon maneuver
Initiation Action: Swift action
Range: Personal
Duration: Stance

By amplifying the weight of his weapons immediately before he strikes, the character's melee attacks deal damage as if his weapons were one size category larger. The weapon is considered to be it's normal size category for all other purposes.

Light Step
Event Horizon (Boost, Light)
Initiation Action: Swift action
Range: Personal
Duration: One round

The character weakens, but does not negate, gravity's pull on his body. For the rest of the round, the character can treat difficult terrain as if it was normal terrain for all intents and purposes.

Synchronicity: When in sync, this boost lasts until the end of the next round.

Unburdened
Event Horizon (Stance, Light)
Prerequisite: One Event Horizon maneuver
Initiation Action: Swift action
Range: Personal
Duration: Stance

By decreasing the effective weight of his armor (consider it as weighing half what it normally weighs), the character may treat any armor he wears as one encumbrance category less for all purposes. In addition, all armor check penalties are reduced by the character's Strength modifier, to a minimum of zero.

Weigh Down
Event Horizon (Strike, Heavy)
Initiation Action: Standard action
Range: Melee attack
Target: One creature
Duration: One round/initiator level.

Using his weapon as a conduit, the character increases the weight of the target's body and gear. As part of this maneuver, the character makes a single melee attack. If struck, the target's load and armor are increased by one category (none to light, light to medium, medium to heavy). Note that the penalties for load and armor don't stack; use the worse of the two penalties.

Synchronicity:

?
Event Horizon (Strike, Heavy)
Initiation Action: Standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous

As part of this maneuver, the character makes a single melee attack. If struck, the target is fatigued. If the target is already fatigued, this maneuver has no additional effect.

Synchronicity: When in sync, if the struck target is fatigued, it becomes exhausted.

?
Event Horizon (, Light)
Initiation Action:
Range:
Duration:

Synchronicity: When in sync, .


2nd level
Drag Down
Event Horizon (Strike, Heavy)
Initiation Action: Standard action
Range: Melee attack
Target: One creature
Duration: One round

Upon being struck, the creature finds its legs weigh much more than they normally do. As part of this maneuver, the character makes a melee attack. If struck, the target the takes normal damage and is entangled for one round.

Synchronicity: When in sync, the duration of the effect is 1d4 rounds.

Impact Hammer
Event Horizon (Strike, Heavy)
Initiation Action: Full-round action
Area: 20ft radius burst, centered on initiator
Duration: Instantaneous
Saving Throw: Fortitude partial

The character focuses the forces of gravity that course through his body into his weapon, making it immensely heavy. The character then slams the weapon into the ground, creating such an impact that each creature and unattended object within the blast radius that is in contact with the ground must make a Fortitude save. Large targets receive a +4 to this save for each size category greater than medium, while small targets receive a -4 for each size category below medium. Targets who fail the save take 1d4 damage per initiator level and are pushed back 5ft directly away from the character, plus 5ft for every five points by which they failed the save, rounding down. If the save is made, then the target only takes half damage and is not knocked back.

Synchronicity: When in sync, the radius of this maneuver is increased to 30ft.

Leap of the Skies
Event Horizon (Boost, Light)
Initiation Action: Swift action
Range: Personal
Duration: One round

By lessening and redirecting the force of gravity upon him, the character can make a simple jump carry him farther. For one round after this boost is used, the character adds his initiator level as a bonus to any Jump checks made.

Synchronicity: When in sync, the character is treated as having a running start whenever he jumps.

Touch of Dizziness
Event Horizon (Strike, Light)
Initiation Action: Standard action
Range: Melee touch attack
Target: One creature
Duration: 1-4 rounds
Saving Throw: Fortitude negates

The struck creature's perception of gravity's pull shifts and fluctuates, quite the disorienting sensation for the creature. As part of this maneuver, the character makes a melee touch attack. If struck, the target takes no damage but must make a Will save or be sickened for 1d4 rounds.

Synchronicity: When in sync, the target is sickened for one round even on a failed save.

?
Event Horizon (, Heavy)
Initiation Action:
Range:
Duration:

Synchronicity: When in sync, .

?
Event Horizon (, Light)
Initiation Action:
Range:
Duration:

Synchronicity: When in sync, .


3rd level
Buoyant Step
Event Horizon (Boost, Light)
Prerequisite: One Event Horizon maneuver
Initiation Action: Swift action
Range: Personal
Duration: One round

The character just negates gravity's influence on himself, allowing him to hover a couple of inches above the surface. For the rest of the round, the character acts as if they were under a water walk spell. If the character is not on a solid surface at the start of his next turn, he begins to sink normally.

Synchronicity: When in sync, this boost lasts until the end of the next round.

Escape Velocity
Event Horizon (Stance, Light)
Prerequisites: One Light Event Horizon maneuver, one other Event Horizon maneuver
Initiation Action: Swift action
Range: Personal
Duration: Stance

By easing the effect of gravity on his body and increasing his traction, the character adds 5ft/2 initiator levels to all movement speeds he possesses.

Gravity Lock
Event Horizon (Stance, Heavy)
Prerequisites: One Heavy Event Horizon maneuver, one other Event Horizon maneuver
Initiation Action: Swift action
Range: Personal
Duration: Stance

The character amplifies his weight to lend more force to his special maneuvers. While in this stance, the character adds his initiator level to all opposed checks made for bull rushes, grapples, overruns, and trips.

Gravity Swell
Event Horizon (Counter, Heavy)
Prerequisites: One Event Horizon maneuver
Initiation Action: Immediate action
Trigger: Nearby ally is targeted with an attack.
Range: 30ft
Duration: Instantaneous

The character can briefly amplify his weight to draw in blows that were meant for his comrades. After an attack (e.g. something that requires an attack roll) is declared but before the roll is made, the character can use this counter, provided that the target is within 30ft of the character. If the attack is able to target the character (i.e., the character is within range or reach of the attacker and there is LoE), the character is now the target of the attack and receives a +5 bonus to AC for this attack. If the attack can't target the character, the original target receives a +5 bonus to AC for this attack.

Synchronicity: When in sync, the AC bonus provided is +10.

Impellence
Event Horizon (Counter, Light)
Prerequisites: One Event Horizon maneuver
Initiation Action: Immediate action
Trigger: Character makes a successful melee attack
Range: Melee attack
Target: Struck creature
Duration: Instantaneous
Saving Throw: Fort negates

With precise timing, the character renders the target weightless just as he strikes. Immediately after the character successfully hits a creature with a melee attack (including those made out of turn, such as attacks of opportunity), he may use this counter to force that creature to attempt a Fortitude save. A creature that fails is knocked back 5ft per initiator level. If the creature strikes an obstacle, the creature is knocked prone and takes damage as if it had fallen from a distance equal to the distance it was knocked back (ignoring the obstacle) minus the distance it actually traveled.

Synchronicity: When in sync, the character can control exactly how far the creature is knocked back, up to the maximum of 5ft per initiator level.

Smack Down
Event Horizon (Strike, Heavy)
Prerequisite: One Event Horizon maneuver
Initiation Action: Standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Saving Throw: Fort negates

The character's weapon becomes a conduit for his gravity-amplifying power. As part of this maneuver, the character makes a single melee attack. If struck, the creature must make a Fortitude save. Failure means the creature takes an extra amount of damage equal to the character's initiator level. In addition, land-bound creatures are knocked prone on a failed save. Flying creatures that fail the save immediately begin to stall, regardless of their maneuverability, and climbing creatures begin to fall, both taking falling damage and being knocked prone if they strike the ground. Swimming creatures begin to sink until they take a move action to arrest their descent. On a successful save, the attack only deals normal damage.

Synchronicity: When in sync, the extra damage is dealt regardless of whether the target saves.

?
Event Horizon (, Light)
Prerequisite: One Event Horizon maneuver
Initiation Action:
Range:
Duration:

Synchronicity: When in sync, .


4th level
Gravity Hammer
Event Horizon (Strike, Heavy)
Prerequisite: One Event Horizon maneuver
Initiation Action: Full-round action
Area: 30ft radius burst, centered on initiator
Duration: Instantaneous
Saving Throw: Fortitude partial

This maneuver functions the same as Impact Hammer, except that the damage inflicted is 1d6 per initiator level and targets who fail their save are also knocked prone.

Synchronicity: When in sync, the radius of this maneuver is increased to 45ft.

Gravity Lens
Event Horizon (Counter, Heavy)
Prerequisites: One Event Horizon maneuver
Initiation Action: Immediate action
Trigger: Character is targeted with a ranged attack.
Range: Personal
Duration: Instantaneous

The character amplifies his gravitational field to the point that it warps space about it. After the character is targeted with a ranged attack, including a ray or other ranged touch attack, and the attack has been rolled, he may use this counter to make an opposed attack roll. If the character is successful, the attack is redirected to another valid target of the character's choosing. Use the new attack roll and treat the attack as initiating from the character for range and line-of-effect; for all other purposes, such as damage or save DCs, treat the attack as initiating from the creature that originally launched the attack.

Synchronicity: When in sync, the attack is automatically redirected. The character still must make an attack roll in order to hit the new target.

Touch of Vertigo
Event Horizon (Strike, Light)
Prerequisite: One Event Horizon maneuver
Initiation Action: Standard action
Range: Melee touch attack
Target: One creature
Duration: 1-4 rounds
Saving Throw: Fortitude negates

The character causes the struck creature's gravitational field to abruptly and continuously reorient itself, making it near-impossible for the creature to function. As part of this maneuver, the character makes a melee touch attack. If struck, the target takes no damage but must make a Will save or be sickened and staggered for 1d4 rounds.

Synchronicity: When in sync, the target is sickened for 1d4 rounds even on a failed save.

?
Event Horizon (, Heavy)
Prerequisite: One Event Horizon maneuver
Initiation Action:
Range:
Duration:

Synchronicity: When in sync, .

?
Event Horizon (, Light)
Prerequisite: One Event Horizon maneuver
Initiation Action:
Range:
Duration:

Synchronicity: When in sync, .


5th level
Airy Step
Event Horizon (Boost, Light)
Prerequisite: One Light Event Horizon maneuver, one other Event Horizon maneuver
Initiation Action: Swift action
Range: Personal
Duration: One round

With precise control of gravity, the character is no longer bound to the surface. For the rest of the round, the character acts as if they were under a air walk spell. If the character is not on a solid surface at the start of his next turn, he begins to fall normally.

Synchronicity: When in sync, this boost lasts until the end of the next round.

Giga Impact
Event Horizon (Stance, Heavy)
Prerequisites: One Heavy Event Horizon maneuver, two other Event Horizon maneuvers
Initiation Action: Swift action
Range: Personal
Duration: Stance

While in this stance, the character's weapons deal damage as if they were two sizes larger. The weapon is considered to be it's normal size category for all other purposes.

Leap of the Heavens
Event Horizon (Boost, Light)
Prerequisites: One Light Event Horizon maneuver, one other Event Horizon maneuver
Initiation Action: Swift action
Range: Personal
Duration: One round

By nearly severing himself from gravity, the character can make greater jumps than are mortally possible. This maneuver functions the same as Leap of the Skies. In addition, if the character is making a high jump, they instead use the standard long jump DCs and distances. If the character is making a long jump, they instead use the following DCs and distances:

{table=head]Check Result|Distance
0 to 20|1 foot for every point of check result (0-20 ft.)
21 to 30|20 feet, plus 2 feet for every point over 20 (20-40 ft.)
31 to 40|40 feet, plus 4 feet for every point over 30 (40-80 ft.)
41 to 50|80 feet, plus 8 feet for every point over 40 (80-160 ft.)
50+|160 feet, plus 10 feet for every point over 50 (160+ ft.)
[/table]

Synchronicity: When in sync, the character is treated as having a running start whenever he jumps.

Power Sink
Event Horizon (Counter, Heavy)
Prerequisites: One Event Horizon maneuver
Initiation Action: Immediate action
Trigger: Spell is targeted within range.
Range: 30ft
Duration: Instantaneous

Not even magic can escape the character's pull. Whenever a spell or spell-like ability, or equivalent effect, targets a creature within 30ft or has an area of effect centered within that range, the character can redirect the spell to himself. If it was a single target effect, he is now the new target. If it was a multiple-target effect, the character substitutes himself as a target in place of one of the targeted creatures within range. If it was an area effect, the character's location is the new center of the effect. Additionally the character can make an initiator level check (DC 11 + the effect's caster level); success negates the spell outright, while failure has the spell continue as normal (albeit with the new target). Note that if the character would be an invalid target for the spell (due to improper type, for example), the spell fails against him regardless.

This maneuver has no effect on personal or touch range spells.

Synchronicity: When in sync, the range of this maneuver doubles to 60ft.

Strike Down
Event Horizon (Strike, Heavy)
Prerequisites: One Heavy Event Horizon maneuver, one other Event Horizon maneuver
Initiation Action: Standard Action
Range: Melee attack
Target: One creature
Duration: Until save
Saving Throw: Fort negates

This maneuver functions exactly the same as Smack Down, with one difference. Whenever the creature attempts to stand from prone, recover from a stall, or stop sinking, it must make another Fortitude save. If it fails, the creature remains prone/continues to stall/keeps sinking, and loses the action it used.

Synchronicity: When in sync, the extra damage is dealt regardless of whether the target saves.

Subjective Gravity
Event Horizon (Stance, Light)
Prerequisites: One Light Event Horizon maneuver, two other Event Horizon maneuvers
Initiation Action: Swift action
Range: Personal
Duration: Stance

The character can decide his own gravitational orientation. While in this stance, he may select any solid surface within line of sight, once per round as a free action; he treats this surface as “down” until he selects another surface, moving or falling as appropriate.


6th level
Titan Hammer
Event Horizon (Strike, Heavy)
Prerequisites: One Heavy Event Horizon maneuver, one other Event Horizon maneuver
Initiation Action: Full-round action
Area: 40ft radius burst, centered on initiator
Duration: Instantaneous
Saving Throw: Fortitude partial

This maneuver functions the same as Impact Hammer, except that the damage inflicted is 1d8 per initiator level and targets who fail their save are additionally knocked prone and dazed for 1 round.

Synchronicity: When in sync, the radius of this maneuver is increased to 60ft.

Touch of Syncope
Event Horizon (Strike, Light)
Prerequisite: One Light Event Horizon maneuver, one other Event Horizon maneuver
Initiation Action: Standard action
Range: Melee touch attack
Duration: Instantaneous
Saving Throw: Will negates

The character alters the struck creature's gravitational field to draw the blood away from the vital organs and into the extremities. As part of this maneuver, the character makes a melee touch attack. If struck, the target the takes no damage but must make a Will save or is sickened and nauseated for 1d4 rounds.

Synchronicity: When in sync, the target is sickened and staggered for 1d4 rounds on a failed save.

?
Event Horizon (Strike, Heavy)
Prerequisite: One Heavy Event Horizon maneuver, one other Event Horizon maneuver
Initiation Action: Standard action
Range: Melee attack
Target: One creature or object
Duration: Instantaneous
Saving Throw: Fortitude partial

As part of this maneuver, the character makes a melee attack. If the target is struck, it is affected as if hit by a disintegrate spell in addition to the normal effects of the attack.

Synchronicity: When in sync, .

?
Event Horizon (, Light)
Prerequisite: One Light Event Horizon maneuver, one other Event Horizon maneuver
Initiation Action:
Range:
Duration:

Synchronicity: When in sync, .


7th level
Altered Trajectory
Event Horizon (Boost, Light)
Prerequisites: One Light Event Horizon maneuver, two other Event Horizon maneuvers
Initiation Action: Move action
Range: 500ft
Duration: Until end of turn

The character reorients his gravitational field to a more advantageous direction. If the character is currently falling, he ceases to do so. The character may select any point within 500 feet that he has a line-of-effect to, even straight overhead. He immediately “falls” towards that point, reaching the location by the end of the move action. He is not subject to any attacks of opportunity along the way, but suffers any effects accompanying the areas he passes through. At the end of his “fall”, he takes no falling damage. Instead, if the first damaging melee attack he makes after this maneuver but before the end of his turn connects, it deals an extra amount of damage equal to the falling damage he would have incurred. At the end of his turn, if the character is unsupported, he begins to fall normally.

Synchronicity: When in sync, the extra damage occurs to the first attack before the end of his turn that hits, instead of only the first attack made.

Crash Down
Event Horizon (Strike, Heavy)
Prerequisites: One Heavy Event Horizon maneuver, two other Event Horizon maneuvers
Initiation Action: Standard Action
Range: Melee attack
Target: One creature
Duration: One round/two initiator levels
Saving Throw: Fort negates

As part of this maneuver, the character makes a single melee attack. If struck, the creature must make a Fortitude save. Failure means the creature takes extra damage equal to twice the character's initiator level, and all of the creature's movement speeds (natural or magical) are set to zero. This means that land-bound creatures are knocked prone, flying and climbing creatures begin to fall (not stall), and swimming creatures begin to sink, with no standing, recovery, or other movement possible, for one round per two initiator levels.
On a successful save, the attack only deals normal damage.

Synchronicity: When in sync, the extra damage is dealt regardless of whether the target saves.

Gravity Well
Event Horizon (Stance, Heavy)
Prerequisites: One Heavy Event Horizon maneuver, three other Event Horizon maneuvers
Initiation Action: Swift action
Area: 30ft radius burst, centered on initiator
Duration: Stance

The character's gravitational presence becomes too strong for anyone to ignore. While in this stance, all squares within the area are treated as difficult terrain. In addition, any creature who begins their turn in the area or enters the area during their move must make a Fortitude save. Large creatures receive a +4 to this save for each size category greater than medium, while small creatures receive a -4 for each size category below medium. Creatures who fail the save are knocked prone (or have their move end if they are climbing/flying/swimming) and drawn 5ft directly towards the character, plus 5ft for every five points by which they failed the save, much as if they had failed a bull rush attempt towards the character.

Microgravity
Event Horizon (Stance, Light)
Prerequisites: One Light Event Horizon maneuver, three other Event Horizon maneuvers
Initiation Action: Swift action
Range: Personal
Duration: Stance

The character has learned not only to move unhampered by gravity, but to redirect gravity to help overcome other hindrances to his movement. While in this stance, the character is treated as being under a freedom of movement effect.

Sky Drop
Event Horizon (Counter, Light)
Prerequisites: One Light Event Horizon maneuver, two other Event Horizon maneuvers
Initiation Action: Immediate action
Trigger: Character makes a successful melee attack
Range: Melee attack
Target: Struck creature
Duration: Instantaneous
Saving Throw: Fort negates

With precise timing, the character inverts the target's weight just as he strikes. Immediately after the character successfully hits a creature with a melee attack (including those made out of turn, such as attacks of opportunity), he may use this counter to force that creature to attempt a Fortitude save. A creature that fails is launched into the air, 10ft per initiator level. If the creature strikes an obstacle, the creature takes damage as if it had fallen from a distance equal to the distance it was knocked back (ignoring the obstacle) minus the distance it actually traveled. The creature then falls back to the ground, taking normal falling damage and being knocked prone.

Synchronicity: When in sync, the character can control exactly how high the creature is launched, up to the maximum of 10ft per initiator level.


8th level
Calamity Hammer
Event Horizon (Strike, Heavy)
Prerequisites: One Heavy Event Horizon maneuver, two other Event Horizon maneuvers
Initiation Action: Full-round action
Area: 60ft radius burst, centered on initiator
Duration: Instantaneous
Saving Throw: Fortitude partial

This maneuver functions the same as Impact Hammer, except that the damage inflicted is 1d12 per initiator level and targets who fail their save are additionally knocked prone and stunned for 1 round.

Synchronicity: When in sync, the radius of this maneuver is increased to 90ft.

Inversion
Event Horizon (Strike, Light)
Prerequisites: One Light Event Horizon maneuver, two other Event Horizon maneuvers
Initiation Action: Standard action
Range: Melee attack
Target: One creature or object
Duration: Until save
Saving Throw: None (Will negates, see text)

With a single strike, the character cannot only sever gravity's pull on a subject, but reverse it. The character makes a single melee attack as part of this maneuver. If successful, gravity's pull is reversed on the target, and it immediately begins to fall upwards. Treat this as if a reverse gravity spell was affecting the target, with two exceptions. First, the target may make a Will save at the start of each of its turns to end this effect. Second, the effect otherwise has no area or duration; the target continues to be affected until it saves.

If this maneuver is used a second time on a target that hasn't yet saved, the two strikes cancel each other out and the target begins falling normally.

Synchronicity: When in sync, flying, levitating, hovering, and similar creatures are unable to do so until they save, and thus fall upwards as any land-bound creature would.

?
Event Horizon (, Heavy)
Prerequisite: One Heavy Event Horizon maneuver, two other Event Horizon maneuvers
Initiation Action:
Range:
Duration:

Synchronicity: When in sync, .


9th level
Singularity
Event Horizon (Strike, Heavy)
Prerequisites: One Heavy Event Horizon maneuver, three other Event Horizon maneuvers
Initiation Action: Full-round action
Range: Melee attack
Target: One creature or object
Duration: Instantaneous
Saving Throw: Fortitude partial

The character can intensify gravity's pull on an opponent or object, to the point that the target cannot physically withstand it. The character makes a single melee attack as part of this maneuver. If a creature is successfully struck, the target must make a Fortitude save. If it succeeds, the attack deals normal damage. If it fails, it dies or is destroyed instantly as its body collapses into nothingness.

Additionally, if the original target fails its save, each creature and loose object within a 20ft radius of the original target must make a Fortitude save. Large targets receive a +4 to this save for each size category greater than the original target, while small targets receive a -4 for each size category below the original target. Targets who fail the save are drawn 5ft directly towards the original target, plus 5ft for every five points by which they failed the save, much as if they had failed a bull rush attempt towards the original target. Any targets who would be drawn into one of the original target's squares are treated as if they had been struck by the maneuver.

Immunity to death effects does not prevent this maneuver from affecting a target. A creature that dies from this maneuver is treated as if it had died from a disintegrate spell.

Synchronicity: When in sync, the maneuver's radius increases to 30ft.

?
Event Horizon (, Light)
Prerequisite: One Light Event Horizon maneuver, three other Event Horizon maneuvers
Initiation Action:
Range:
Duration:

Synchronicity: When in sync, .


Event Horizon Feats
Mass Driver
Prerequisites: One Event Horizon heavy stance, proficiency with an Event Horizon weapon.
Benefit: While in an Event Horizon heavy stance and wielding any of the associated weapons for this discipline, you increase its critical modifier by one.

Suppress Load
Prerequisite: One Event Horizon light stance, Str 13.
Benefit: While in an Event Horizon light stance, you are treated as one size category larger for determining carrying capacity. You don't gain any other benefits of having a larger size from this feat.

Tidal Forces
Prerequisite:Mass Driver or Suppress Load, BAB +6, one Event Horizon Light maneuver, one Event Horizon Heavy Maneuver.
Benefit: The Tidal Forces feat enables the use of two tactical options.

Tidal Acceleration: To use this option, you must use at least one Event Horizon maneuver on your turn. On your next turn, if you use a Light (or Heavy) maneuver and you used a Heavy (or Light) maneuver on the previous turn, the save DC of this maneuver (if any) increases by one. Provided you continue to alternate Light and Heavy maneuvers each turn, this bonus is cumulative, to a maximum of +5. At the end of your turn, if you haven't used a Light (or Heavy) maneuver after using a Heavy (or Light) maneuver on the previous turn, this bonus disappears.

Tidal Resistance: To use this option, you must be in an Event Horizon stance. On your next turn, if you change stances, you may choose at that time to be considered in your previous stance (instead of the new stance) until the end of your turn for purposes of Synchronicity bonuses.

Agent_0042
2011-07-03, 08:00 PM
So, my first complete discipline! This one is partially inspired by the Weight Warrior (http://www.giantitp.com/forums/showpost.php?p=8157766&postcount=17) and Gravity Warrior (http://dungeons.wikia.com/wiki/Gravity_Warrior_%283.5e_Class%29), and is part of (at least) a planned trio of disciplines that make physics cry, the other two being dimension- and time-based. The main thing that concerns me is the power levels of the various maneuvers -- I'm not sure everything is level-appropriate. Any feedback on that, or on other aspects of the discipline, is appreciated.

{EDIT} Associated feats will be up in the next couple of days.

Cipher Stars
2011-07-03, 08:43 PM
This... this almost made me giggle like a school girl. wait, I've got another year left before I can say that.

anyway, you've just made me want to play a Maneuver based character, congrats. I wasn't very attracted to them until now.

Epsilon Rose
2011-07-04, 01:15 AM
Quite the fun set of manuevers, and I'm looking forward to your promised followups.

As for power level, I'm a bit worried about Touch of Syncope. It's noticeably better than either of the 9th level powers, since it effectively has the same outcome, except that if you're in a light stance (and why wouldn't you be) they don't get a save before dieing (effectively, there's not much the enemy can do once they're unconscious).

Agent_0042
2011-07-04, 01:46 AM
This... this almost made me giggle like a school girl. wait, I've got another year left before I can say that.

anyway, you've just made me want to play a Maneuver based character, congrats. I wasn't very attracted to them until now.

Glad I could be of service!


Quite the fun set of manuevers, and I'm looking forward to your promised followups.

As for power level, I'm a bit worried about Touch of Syncope. It's noticeably better than either of the 9th level powers, since it effectively has the same outcome, except that if you're in a light stance (and why wouldn't you be) they don't get a save before dieing (effectively, there's not much the enemy can do once they're unconscious).

Mmm, you're right. Three options, as I see it:

1) Modify all the "Touch of X" maneuvers so that instead of not having a save when in sync, they inflict a lesser status on a successful save.

2) Replace Syncope with another maneuver.

3) All of the above.

Thoughts?

Draken
2011-07-04, 07:49 AM
Glad I could be of service!



Mmm, you're right. Three options, as I see it:

1) Modify all the "Touch of X" maneuvers so that instead of not having a save when in sync, they inflict a lesser status on a successful save.

2) Replace Syncope with another maneuver.

3) All of the above.

Thoughts?

You could change it to inflict the Staggered condition, instead of unconscious.

Either way, looks like a nice discipline.

Epsilon Rose
2011-07-04, 11:30 AM
If you only do #1 t then that just makes it as good as singularity (or still slightly better), since it's effectively the same thing, but singularity requires a full round action (unless synced) and a normal attack.
Part of that could be fixed by upping singularity though. I'm actually not entirely sure what the ideal balance point is, though #1 definitely is a start.

boomwolf
2011-07-04, 06:52 PM
I LOVE it. not sure about how balance light is versus heavy, or why not to invest only at one of the two, but the idea of the dualistic dicipline is great.

Just my 2 cents-you should make some manuver combo well with ones from the other option, so it would be worth mixing light and heavy moves.

Agent_0042
2011-07-06, 01:11 AM
You could change it to inflict the Staggered condition, instead of unconscious.

Thing is, the previous maneuver in the chain inflicts nausea, which is a more powerful status effect than staggered. I changed the whole chain so that the save is always there; being in sync just lets you inflict a lesser status ailment on a successful save.

Thank you for the suggestion, though.


If you only do #1 t then that just makes it as good as singularity (or still slightly better), since it's effectively the same thing, but singularity requires a full round action (unless synced) and a normal attack.
Part of that could be fixed by upping singularity though. I'm actually not entirely sure what the ideal balance point is, though #1 definitely is a start. I'd really like to make Singularity always a standard action, but then I'm not sure what I'd do for the sync bonus. Also keep in mind that Singularity additionally has a utility use, since it's treated as a disintegrate.


I LOVE it. not sure about how balance light is versus heavy, or why not to invest only at one of the two, but the idea of the dualistic dicipline is great.

Just my 2 cents-you should make some manuver combo well with ones from the other option, so it would be worth mixing light and heavy moves.
If you go all-heavy, you mostly get a collection of standard action strikes. If you go all-light, you mostly get movement boosts and a few other effects, but you don't have as much staying power or battlefield control. As for combo-ing light and heavy, that's the province of the discipline's tactical feat.

Speaking of which, discipline feats are now posted. I've also made another editing pass over the discipline. It can still use polish, and some of the maneuvers are in need of better names, but it's effectively complete aside from possible changes to Singularity.

Epsilon Rose
2011-07-06, 01:54 AM
Cool feats, though I wish the light stance one did a bit more.
As for singularity, I have several suggestions for what it could do while in sync, if you want them:

Allow singularity to be used for a full attack (i.e. multiple swings) while in sync.

This might do far to much damage if every swing is allowed to hit the same target.
Have a lingering rider that either disrupts ranged attacks or/and line of sight on a successful kill (and perhaps doing a bit less if they survive).

If you were feeling particularly daring you could even have it warp the combat grid.
Have it become an aoe either as a burst that hits everyone in range (or simply messes with secondary targets [like moving them closer and/or knocking them prone) or as a line from throwing the singularity.

I like 3 B the best. Though admittedly I have been in-love with the idea of "shooting" singularities since reading The Well of Stars and thus might be a bit biased.


The problem with these (and most others, I'd imagine) suggestions is that they leaving inversion feeling a bit lack luster since it's also just another save or die that might not be an "or die" in certain environments or with certain enemies. Especially since it does nothing on a save, even while synced. But the more I think about it the more I feel that way, anyways.
It might be worth noting that, for some reason, I originally felt it was fine.

Fizban
2011-07-06, 02:42 AM
Awesome discipline. I like that it sticks to it's guns, giving out plenty of spell-like manuevers and mobility options and not succumbing to the temptation of dropping tons of high damage boosts in.

One nitpick: the throwing/reverse gravitying manuevers dealing less damage depending on how far the person moved. While I could see this for the toss upward, assuming it was a sudden high burst of gravity that just acted as a throw (meaning the target is decelerating on their way up under the effects of normal gravity), the sideways smack shouldn't reduce damage as it goes, since it's not opposed by normal downward gravity. Basically, if the idea of these maneuvers is that their gravity is reoriented for several seconds, then they should always deal full falling damage.