Mcdt2
2012-12-23, 04:10 PM
A campaign of mine involving 3 casters and a swordsage are going to hit epic levels, and my swordsage is upset because he doesn't have anything cool like Epic spells. I've done a few minor homebrews for my group in the past, a feat or PrC here and there, but nothing on this massive scale before, but I'm attempting to create a list of Epic Manuever Seeds. I will be focusing on the Setting Sun and Shadow Hand schools for now, as these are the schools my player focuses on.
{Placeholder while I try and figure out how to format all of this:smallredface:}
{EDIT: Well, that too way too long to figure out how to make a table work. Finally figured it out enough to start making progress on this though! Still very much WIP}
How it all works:
This process is much like the creation of Epic spells as detailed in the SRD (http://www.d20srd.org/srd/epic/developingEpicSpells.htm). However, the Spellcraft DC to create/use will instead be based on the related skill for that school (ie Jump for Tiger Blade, Concentration for Diamon Mind, etc.) Below are the lists for Factors and Seeds for the Epic Maneuvers. Currently, epic manuevers can be used a number of times per day equal to Key Skill Ranks (KSR)/10, though I am looking into refresh mechanics that are not too overpowered. This usage limit is calculated seperately per discipline, so 30 Ranks Hide and 20 Ranks in Jump give you 3 Shadow Hand and 2 Tiger Blade Epic Maneuvers.
Factors
{table]Type of Maneuver|Martial Lore DC Modifier
Strike (Standard Action)|+5
Strike (Full-Round Action)|+0[/table]
Seeds
Seed: Throw
Setting Sun
Martial Lore DC: 15
Range: Touch
Target: One Creature
Duration: Instantaneous
As part of this maneuver, you must succeed on a melee touch attack against your foe. Resolve the throw as a trip attempt (PHB pg. 158), but you do not provoke attacks of opportunity, and your opponent cannot try to trip you if you lose the opposed check. You can use your Dexterity or Strength modifier, whichever is higher. You gain a +4 bonus on this ability check. (For each additional +1 on this check, increase the DC by +1).
If you succeed in tripping your foe, you throw it up to 10 feet away from you (For Each additional 5 feet thrown, increase the DC by +2). The target falls prone in the destination space. You choose where it lands. You must place the target in an empty space. If you lack the distance to throw your target into a clear space, it falls prone in its current space.
An enemy you throw with this maneuver does not provoke attacks of opportunity for passing through enemies’ threatened areas as part of the throw, and you can throw an enemy through occupied squares.
{Placeholder while I try and figure out how to format all of this:smallredface:}
{EDIT: Well, that too way too long to figure out how to make a table work. Finally figured it out enough to start making progress on this though! Still very much WIP}
How it all works:
This process is much like the creation of Epic spells as detailed in the SRD (http://www.d20srd.org/srd/epic/developingEpicSpells.htm). However, the Spellcraft DC to create/use will instead be based on the related skill for that school (ie Jump for Tiger Blade, Concentration for Diamon Mind, etc.) Below are the lists for Factors and Seeds for the Epic Maneuvers. Currently, epic manuevers can be used a number of times per day equal to Key Skill Ranks (KSR)/10, though I am looking into refresh mechanics that are not too overpowered. This usage limit is calculated seperately per discipline, so 30 Ranks Hide and 20 Ranks in Jump give you 3 Shadow Hand and 2 Tiger Blade Epic Maneuvers.
Factors
{table]Type of Maneuver|Martial Lore DC Modifier
Strike (Standard Action)|+5
Strike (Full-Round Action)|+0[/table]
Seeds
Seed: Throw
Setting Sun
Martial Lore DC: 15
Range: Touch
Target: One Creature
Duration: Instantaneous
As part of this maneuver, you must succeed on a melee touch attack against your foe. Resolve the throw as a trip attempt (PHB pg. 158), but you do not provoke attacks of opportunity, and your opponent cannot try to trip you if you lose the opposed check. You can use your Dexterity or Strength modifier, whichever is higher. You gain a +4 bonus on this ability check. (For each additional +1 on this check, increase the DC by +1).
If you succeed in tripping your foe, you throw it up to 10 feet away from you (For Each additional 5 feet thrown, increase the DC by +2). The target falls prone in the destination space. You choose where it lands. You must place the target in an empty space. If you lack the distance to throw your target into a clear space, it falls prone in its current space.
An enemy you throw with this maneuver does not provoke attacks of opportunity for passing through enemies’ threatened areas as part of the throw, and you can throw an enemy through occupied squares.