cameronpants
2013-03-08, 02:54 AM
A bit of a rework. Original OP is in Spoiler at bottom.
New Stuff:
-Introduced [Maneuver], [Precision], [Stance], and [Multiplier] damage tags. They do not stack with similar Tagged bonuses- the bonus damage from a Strike does not stack with that of a Boost, but it does with Sneak Attack and a Stance that provides bonus damage.
-Introduced Forms, which are level 0 maneuvers gained when a Stance is placed in a Kata. Explained in [very little] detail below, 2nd post.
-Removed Spell Replication- may just steal from here (http://www.giantitp.com/forums/showthread.php?t=187632). And for psionics, here (http://www.minmaxboards.com/index.php?topic=1058.0) is a good place to start.
-Started to detail Perks and Drawbacks.
-Various edits and corrections
-Added Class Feature Replication, Extra Attacks, and Enhancement Bonuses
To begin, you choose a maneuver type. They each have certain stock features, as shown.
Stance
(Action: Swift (Upkeep: Free))
(Duration: Stance)
(Drawbacks: Duration, Action, Upkeep, Side Effect, Slow, Fade, Check Required, Limited, Resistable)
(Perks: Duration, Persists, Surge, Area, Targets, Scaling, No Save)
Rush
(Action: Move)
(Duration: End of Turn)
(Drawbacks: Duration, Side Effect, Check Required, Limited, Resistable)
(Perks: Persists, Duration, Surge, Area, Targets, Scaling, No Save)
Strike
(Action: Standard)
(Duration: Next, End of Turn, 1 round)
(Drawbacks: Action, Side Effect, Check Required, Limited, Resistable)
(Perks: Action, Duration, Persists, Area, Targets, Scaling, No Save, No Attack)
Boost
(Action: Swift)
(Duration: End of Turn)
(Drawbacks: Side Effect, Check Required, Duration, Limited, Resistable)
(Perks: Duration, Persists, Area, Targets, Scaling, No Save)
Counter
(Action: Immediate)
(Duration: 1 round)
(Drawbacks: Side Effect, Duration, Check Required, Limited, Resistable)
(Perks: Duration, Persists, Area, Targets, Scaling, No Save)
You then choose what Effects are part of the Maneuver.
To find the total Rank of a maneuver, you keep the Highest rank at 100%. You then keep any Effects with the [Full] tag at 100%. Then total the rest of the Effects and divide the total by 2. Add the remaining numbers together, and you've got the level of your maneuver. From here, Drawbacks and Perks can be applied to affect the final level of the maneuver.
Rank 0:
Rank 0 effects, when added to non-Form maneuvers, have a minimum effective Rank of 1. With perks, this can be helped. For Instance:
Diamond Cloak Dance (Counter 2, Immediate)
You gain a +1 Resistance bonus to Saves and a +2 Dodge bonus to AC until the start of your next turn. You also grant yourself 1d6 Temporary HP that last until the end of the encounter. You may not have more than 6 temporary HP from this ability.
-+1 Resistance to Saves (Rank 0)
-Perk: Increase Duration to 1 round (Rank +1)
-+2 Dodge bonus to AC (Rank 0)
-Perk: Increase duration to 1 round (Rank +1)
-Heal 1d6 HP (Max Half Health) (Rank 0)
-Perk: Provides Temp HP Instead (Rank +1)
Total Cost: Rank 1 + 1/2 Rank 2
Here's some tables and stuff:
DAMAGE MODS I
{table=head]Rank|Tier|Damage|Stance|Boost|Counter
0|
1d4|
1d6|
----|
1d4+1|
----
1|
1d6|
2d6|
1d4|
1d6+IL|
----
2|
1d8|
3d6|
1d6|
1d8+IL|
1d4
3|
1d10|
5d6|
2d6|
2d6+IL|
1d8
4|
2d6|
7d6|
3d6|
1d4+2xIL|
2d6
5|
1d12+2|
9d6|
2d10|
1d8+2xIL|
2d8
6|
2d8+1|
11d6|
3d8|
2d8+2xIL|
2d10
7|
3d6+1|
14d6|
3d10|
3d8+2xIL|
2d12
8|
2d10+2|
17d6|
4d8|
4d8+2xIL|
5d6
9|
4d6+1|
20d6|
6d8|
8d8+2xIL|
8d6
10|
4d8+1|
25d6|
6d8|
8d8+2xIL|
8d6[/table]
What They Mean
Tier: Used for various buffs, debuffs, and other effects. Mostly for reference.
Damage: Rank used for a Standard Action Strike. Increased Action (Full Round) can be applied without a modifier to the Rank of the Strike to instead change d6s for d6s. The Rank 0 Damage effect, when changed to a full round action, becomes 1d10. Affects a single strike. +1 rank per additional attack affected. +1 Duration to carry over available attacks affected to next turn. -1 Drawback to only affect next turn, requires the strike to hit this turn. Bonus damage is [Maneuver]
Stance: Damage added to all attacks. Damage type is [Stance]
Boost: Affects all attacks until the end of turn. Can change added damage type to a common energy (fire, cold, electricity, acid, sonic) for +0 rank, and to force for +1 rank. Another +0 perk changes all the damage from attacks affected by the Boost to the selected type. Bonus damage from IL is maxed at different amounts based on the maneuver's level:
MAXIMUM DAMAGE FROM IL
{table=head]Level|Max IL|Damage with IL 30 (MAX)
0|
----|
2-5
1|
5|
6-11
2|
10|
11-19
3|
15|
17-27
4|
20|
21-24
5|
25|
26-33
6|
30|
32-46
7|
35|
38-59
8|
40|
44-72
9|
60|
68-124[/table]
No matter the medium, damage from this boost is [Maneuver].
Counter: Includes a single free attack with the listed bonus damage. Like a boost, the damage type can be changed. Damage bonus is [Maneuver].
DAMAGE MODS II
{table=head]Rank|Ability Mod|Ability Damage|Healing|Multiplier
0|
----|
----|
1d6|
----
1|
1d4+1|
----|
1d6+1|
1x Ability Score, 1/2x Skill
2|
1d6+1|
----|
1d8+1|
1x Base Damage
3|
1d8+1|
1d4|
1d10+1|
2x Ability Score, 1x Full
4|
1d10+1|
1d6|
2d6+1|
2x Base, 1x Skill
5|
1d12+1|
1d8|
2d8+1|
3x Ability Score
6|
1d12+3|
1d10|
4d6|
2x Base Damage
7|
2d8+2|
1d12|
6d6|
4x Ability Score, 2x Full Damage, 2x Skill
8|
3d6+2|
1d12+2|
8d6|
4x Base
9|
2d10+3|
2d8+1|
10d6|
3x Skill[/table]
What They Mean
Ability Mod: Used for Ability Boost and Ability Penalty Buff and Debuff, respectively.
Ability Damage: Used for Ability Damage Debuff.
Healing: Used for Healing Buff. Can apply a +1 modifier to make excess healing turn into Temporary HP that last 1r/IL. No more Temp HP can be granted from a particular maneuver than 1.5x its maximum roll. For maneuvers that heal, ranks 1 through 4 of Healing can only heal a target up to half their maximum HP, but the Temp HP rule can still grant normally at this limit. For a +0 mod, the Healing maneuver can grant Temporary HP straight up, no healing, and the maximum from a single maneuver becomes twice the maximum roll.
Multipliers:
-Ability Score: Choose an ability score. Add a number of instances of this damage to the strike. A boost that uses this ability is at +1 Rank. This bonus damage must be [Precision] or [Maneuver].
-Base Damage: Adds an bonus damage equal to the base damage of the weapon + any enhancement bonuses to damage. Other damage is not added. This is a [Multiplier] damage type.
-Full Damage: Roll damage again, adding all bonus damage except [Precision], [Elemental], and [Maneuver]. Some other sources do not get added again, case permitting. This bonus damage is [Multiplier]
-Skill Check: Add the result of a skill check to damage. Can replace normal damage roll for a -1 Rank modifier. This bonus damage counts as both [Maneuver] and [Multiplier].
Other Effects
OTHER EFFECTS
{table=head]Rank|Class Feature|Enhancements|Extra Attacks|
0|
----|
+1 (+1)|
----|
----
1|
----|
+2 (+1)|
One Extra|
----
2|
Level 2|
+3 (+2)|
----|
----
3|
Level 4|
+4 (+2)|
----|
----
4|
Level 6|
+5 (+3)|
Two Extra|
----
5|
Level 8|
+6 (+3)|
Extra Full Attack|
----
6|
Level 10|
+7 (+4)|
----|
----
7|
Level 12|
+8 (+4)|
Three Extra|
----
8|
Level 14|
+9 (+5)|
Two Extra Full Attack|
----
9|
Level 16|
+10 (+5)|
----|
----
10|
Level 18|
+11 (+6*)|
Four Extra|
----[/table]
What They All Mean
Class Feature: Replicating a class feature is hard to guage when there are so many systems out there, so for now a simple buy-off of options is here. So, it starts at the level above, with a modifier per rank based on how often it was usable by the base class when it was gained:
{table=head]Uses|Rank Increase|Example
Once per Day|
+3|
Duskblade's Quick Cast
X per Day|
+2|
Rage, Turn Undead
x per Encounter|
+1|
Inspiration
At Will, Static|
+0|
Sneak Attack, Damage Reduction[/table]
Base duration is Next (for Strikes) and 1 round (for everything else).
If the affect is static but incremental (bonus feats, sneak attack, etc.) then each increment is +1. All ____ Level abilities default to Initiator Level -2.
If the class feature enhances an attack (smite, psychic strike, etc), then it must be a Strike maneuver. If it is a static effect that is triggered (sneak attack, skirmish, etc) then it can be a boost, strike, or stance. If the effect is completely static (trap sense, Slow Fall, etc) it can be a boost, counter, rush, or stance. If it is an activated ability (rage, turn undead, etc) then you can apply it to a strike, boost, counter, or misc (but not a rush).
This would make Sneak Attack 2d6 an effective 4th level maneuver (or 3.5, if you read that it would be a made 2.5 level maneuver). Most DMs would see sneak attack as inferior, anyhow.
Enhancements: Improving the enhancement bonus of a weapon or armour. The base effect duration is 1 round. The number in parentheses is the maximum value of special ability applicable to a weapon. This prevents Vorpal weapons at level 7 and 9 (not that it's overwhelming, but few things can stop it if it comes about). However, this is just a per-ability maximum- a rank 4 Enhancements could provide Flaming Burst and Speed enhancements to a weapon.
Extra Attacks: Used when you want to make more than your normally alotted attacks in a round. The Extra Attacks is additional attacks as part of a standard action; each provides a -2 bonus to hit for that attack and all others made that round (and does not stack with Haste or Flurry of Blows). Extra Full Attack provides an additional set of attacks, requires a full round action to initiate, and has no penalty to hit.
Extra Attacks is also used to make Counters that provide an attack- in this case, there is no penalty to hit.
Buffs:
((All Buffs require successful attack if part of a strike. For a Rank +0 Perk, Affects Other, can buff an adjacent ally (or a target furthur away with the Ranged (+1) perk. Boosts or counters function normally.))
Special:
Condition Suppression (Choose 3, equal to Rank of highest effect -1, 1r/IL, Self or Touch)
Condition Removal (Choose 3, equal to Rank of highest effect +1, Self)
Ability Score Boost (Ability Modifier Tier, Enhancement, 1r)
Healing (Healing Tier, Next)
Rank 0:
Stabilize, Guidance (+1 Circumstance next d20 roll, 1r), Balanced (no dex loss against next attack, Next)
Rank 1:
Critical Increase (+1 threat range), Stand, Skill Attack (Half Result, Next), Attack Edge (Roll twice for attack roll, Next, Full), Automatic Confirmation (1r)
Rank 2:
Bolstered (+2 Morale to next d20 roll, 1r), Brutal Critical (+1 multiplier, Next), Improved Critical Increase (Double Threat Range or +2, whichever is better, Next), Touch Attack (Next, Full), Automatic Hit (Next, Full)
Rank 3:
Targetted Dispel (Next), Skill Attack (Full Result, Next), Improved Brutal Critical (+2 multiplier, Next)
Rank 4:
Haste (1r), Area Dispel (Next),
Rank 5:
Freedom of Movement (1r),
Rank 6:
Rank 7:
Automatic Critcal Threat (next, full)
Debuffs:
((All Debuffs allow a saving throw.))
((All Debuffs affect the next attack if combined with a Strike. Requires Multiple Targets (Adjacent, Limited to Melee Attacks) (+1) to function on multiple attacks. If a boost or counter, requires adjacent target without the Ranged (+1) Perk. ))
Special:
Ability Score Penalty (Ability Modifier Tier, 1r)
Bleeding (Use Stance Damage track, 1r)
Rank 0:
Dazzle (1r), Deafen (1r), Off Balance (No dex, does not activate Precision)
Rank 1:
Ablaze (On Fire, 1r), Rocked (As Shaken but not a fear effect, no stacking, 1r), Sickened (1r), Flat Footed (next), Murky-eyed (20% miss chance, 1r), Concussed (50% chance to lose action, 1r), Hampered (half speed, 1r)
Rank 2:
Entangled (1r), Shaken (1r, Stack), Prone (Next), Fatigued (1r), Obfuscated (50% miss chance, 1r), Blind (1r), Dazed (1r), Disabled (1r)
Rank 3:
Stunned (1r), Frightened (1r), Slowed (1r)
Rank 4:
Drowning (1r), Nauseated (1r), Panicked (1r), Exhausted (1r), Cowering (1r), Staggered (As if below 0hp, effectively Disabled and Bleed (Rank 2), 1r)
Rank 5:
Paralyzed (1r)
Rank 6:
Rank 7:
Rank 8:
Death (1r)
Static Bonuses:
STATIC MODS
{table=head]Rank|AC/Attack Bonus|Save Bonus|Skill Bonus|
Check Bonus
0|
+2|
+1|
+2|
+2
1|
+4|
+2|
+5|
+4
2|
----|
----|
+10|
----
3|
+6|
+5|
+15|
+10
4|
----|
----|
+20|
----
5|
+10|
+8|
+25|
+15
6|
----|
----|
+30|
---
7|
+15|
+10|
---|
+20
8|
----|
----|
----|
---
9|
+20|
+12|
----|
+25
10|
----|
+15|
----|[/table]
What They Mean
AC Bonus: You gain the listed value to AC as a Dodge bonus. It applies against the next attack made on you.
Attack Bonus: You gain the listed bonus as a Competence bonus to your next attack roll.
Save Bonus: You gain the listed value as a Resistance bonus to your next save.
Skill Bonus: You gain the listed value as a Competence bonus to your next skill check. This bonus applies to a single skill chosen when the maneuver is created.
Check Bonus: You gain the listed value as a Competence bonus to your next ability check with a single chosen ability score. The ability score is chosen when this maneuver is created.
Perks and Drawbacks
Perks
Action (+1 per Step)
Duration (+1 per Step)
Persists (+1)
Surge (Varies on Surge maneuver)
Area (+1 or +2)
Targets (+1)
Scaling (+0*)
No Save (+1 to +3)
Temporary HP (+0*)
Additional Set (+1 per Step)
Ranged (+1)
Trigger (+0*)
Conditional (+0*)
Drawbacks
Action (-1 per Step)
Duration (-1 per Step)
Fades (-1)
Side Effect (-1 to -3)
Upkeep (-1 per Step)
Slow (-1)
Check Required (-1 or -2)
Limited (-1)
Resistable (-1)
Delayed (-1)
No Attack (-1)
Replaces Damage (-1)
Trigger (-0)
-=-Action (Perk, Drawback) +/- 1 per Step
Change the activation action of a maneuver or stance up or down. Each increment is worth +/- 1.
Free
Swift/Immediate
Move
Standard
Full Round
Rules: Boosts, Rushes, and Counters cannot have their action changed. Stances and Strikes cannot be Free to activate, and Misc maneuvers can only be Free if there is a Trigger Perk involved.
-=-Duration (Perk, Drawback) +/- 1 per Step
Change the duration of an effect. Each increment is worth +/- 1.
Permanent*
1 round per Initiator Level (Also, Stance Duration)
1 round (following Start or End to your turn)
Next (Next Action)
Rules: Stances' effects must have Stance duration. Effects that become Permanent cost double for the last increment (1 round to Permanent costs 3 ranks). Only a limited number of effects can become Permanent, and some may even have extra costs. Many effects have two durations: the first determines how long the effect lingers, the second determines how long the effect will be able to be activated (such as an effect as part of a Strike that Dazes the target- one could have 1 round for its Linger duration, and Next for its strike duration). An effect's Strike duration cannot be permanent.
-=-Persists (Perk) +1
An effect with Persists doesn't end when its duration expires. Instead, the target gets a saving throw. If successful, the effect ends. If it fails, it restarts again at half the normal strength for the same duration again. This repeats for up to 2 repetitions.
Rules: Only certain effects can have the Persist perk added. Boosts can also have the persists perk- in this case, the saving throw must be succeeded to continue the effect at half power. Rare cases of Persist-able effects exist that have no numerical value to cut in half. These effects state how Persist interacts with them.
-=-Surge (Perk) +1 or +2
A Maneuver or Stance with Surge must have a duration of 1 round per IL or greater. Most of the time, a Surge perk is applied to a Stance. A Surge is a Maneuver that occurs by releasing an ongoing effect or stance. A stance that is a swirling shield of flame which suddenly explodes when an enemy attacks is a Surge Maneuver coming out of a Stance. To determine the Rank of this Perk, find the total level of the Maneuver, divide it in half, and add one. This final number can be no higher than one lower than the level of the parent maneuver for stance to be a +1, and no higher level than the level of the parent maneuver or stance +1. (A 5th level stance could have a 4th level maneuver for a +1, or up to a 6th level for a +2, which would be a 6th/7th or 10th/11th for a +2 level maneuver by itself. However, maximums still apply, so that 10th/11th would have to be brought down into the norm with Drawbacks).
Rules: Attacks must be purchased according to the Extra Attacks menu. All other abilities must be purchased down to the proper action for that ability. For instance, using the above example, the burst could be purchased as a Area Damage (Burst) effect; Area (Burst, +1), Damage (Rank 3, 4d6), Action (+3, Immediate) for a result of a 7th (effective 4th), so the stance would get a +1 to its rank.
Free Effects:
Area and Targets are Perks bought for a Maneuver. They provide higher areas and ranges to select targets based on the level of the maneuver before any and all Modifiers are added/subtracted.
Area (Varies): Area is based on the total rank of the Maneuver before any Extras or Drawbacks are applied. Reducing this area does nothing to the level of the Maneuver. The Rank modifier is +1. The following mods determine what the radius/width of the listed benefits are. (Line, Burst +0; Cone, Parabola, Cylinder -1; Editable -2 [On Chart, so a 5th level Cone maneuver would be a 50ft cone])
Targets (+2): Can target up to IL targets within a given zone based on the total rank of the Maneuver before Extras or Drawbacks are applied. Reducing the zone size does nothing to the level of the Maneuver.
Rush Movement (+0): Free movement based on rank of Maneuver before any Extras or Drawbacks are applied. Reducing the distance able to be moved does nothing to the level of the Maneuver.
FREE EFFECTS
{table=head]Rank|Area|Targets|Rush Move
0|
5ft|
Adjacent|
10ft
1|
10ft|
Reach|
1/2 Base
2|
20ft|
Close Range|
Single Base
3|
30ft|
----|
Double Base
4|
50ft|
Medium Range|
----
5|
75ft|
----|
----
6|
100ft|
Long Range|
Triple Base
7|
150ft|
----|
----
8|
200ft|
----|
----
9|
300ft|
Line of Sight|
Quadruple Base
10|
400ft|
----|
----[/table]
For Targets and Area, other factors are included. How is the initiator striking all targets in a 50ft cone with a sword? Apply the Supernatural tag liberally if needed. Otherwise, other Perks may be required.
[I]
Original Post:
Hey Playgrounders.
((NOTE: This will be updated soon with explanations for when to use which values more clearly.))
I had a nice long write up for this, but it got deleted in my shuffle.
Here is a homemade and rough draft for a Make-Your-Own-Maneuver system I am fiddling with. PEACH and stuff.
The second post here has a few maneuvers I made with this system while fiddling around.
Quick and Dirty method:
-Choose Maneuver Type
-Choose Effects
-Find Rank:
(Maneuver Type Value) + (Highest Effect Rank) + (Half all other effect ranks combined) +/- (Mods) = Maneuver Level
Boost, Counter: +1
Rush: -1*
Strike: 0
Stance: 0
I have a new system for gaining, using, and recovering maneuvers (divided into sets called Kata), but that's unimportant. This system is supposed to help guide the creation of maneuvers. I know it can be broken into little bits really, really easily, but the DM should be there for all homebrewed maneuvers, anyway.
DAMAGE Mods
{table=head]Rank|High Tier|Low Tier|Full Attack|Single Attack|Slow Attack|Multipliers
1|
1d4|
1d3|
1d4|
1d6|
1d10|Double Strength
2|
1d6|
1d4|
1d6|
2d6|
2d10|Double Base
3|
1d8|
1d4+1|
2d6|
4d6|
4d10|Triple Strength, Double Full, Single Skill Check
4|
1d10|
1d6+1|
3d6|
6d6|
6d10|N/A
5|
2d6|
1d8+1|
4d6|
8d6|
8d10|Triple Base, Quadruple Strength
6|
2d8|
2d6|
5d6|
10d6|
10d10|Double Skill Check
7|
2d10|
2d6+1|
6d6|
12d6|
12d10|Quintuple Strength, Triple Full
8|
3d8|
2d8+1|
8d6|
14d6|
14d10|Quadruple Base
9|
3d10|
3d6|
10d6|
16d6|
16d10|Triple Skill Check
10|
3d12|
3d8|
15d6|
20d6|
20d10|N/A[/TABLE]
Low Tier: For Ability Penalty (low), Ability Damage (low), Stat Boost (low), healing effects, etc.
High Tier: For Ability Penalty (high), Ability Damage (High), Stat Boost (High), Powerful Healing effects, etc.
Full Attack: When a maneuver deals bonus damage to every attack it allows and it allows a full attack
Single Attack: Bonus Damage for a standard action strike allowing one attack (normally)
Slow Attack: Bonus damage for a full round action strike that allows only one attack (normally)
ATTACK MODS
{table=head]Rank|Extra Attacks|Full Round Attacks|To Hit/Save Bonus|
1|
One Extra||
+2
2|||
+5
3||
Single Full|
4|
Two Extra||
+10
5|||
6|||
+15
7|
Three Extra|
Double Full|
+20
8|||
9||
Triple Full|
10|
Four Extra||[/table]
Other Effects, in blocks of text by rank:
Rank 1:
Stabilize, Guidance (+1 forward), Balanced (cannot be flat footed on next attack), Keen (double threat range on next attack); Dazzle, Deafen, Set On Fire, Off Balance (Lose dodge bonuses, not dex, Half sneak attack damage applies), Ability Penalty (low); Move 1/2 Base Speed with Rush, Move 40ft with Standard Action, Grant +1 Enhancement Bonus or equivalent special ability; Grant +5 to one skill or +3 to two skills.
Rank 2:
Bolstered (Removes Shaken, Sickened, Dazzled; if none of these, get +2 forward), Kip Up, Increased Critical Multiplier, Stat Boost (Weak); Shaken, Sickened, Prone, Bleeding (Weak), Flat Footed, Ability Penalty (High); Move Base Speed with Rush, Move 80ft with Standard Action, Grant +10 to one skill or +6 to two; Provide a single feat, changeable once per round.
Rank 3:
Hasted, Dispel, Touch Attack, Condition Suppression; Entangled, Dazed, Frightened, Ability Damage (low), Fatigued; Grant +2 enhancement bonus or equivalent special ability; Grant +15 to one skill or +10 to two; Class Feature of 1st level
Rank 4:
Condition Removal/Immunity, Auto Confirm Crits, Stat Boost (Strong); Blinded, Disabled, Slowed, Ability Damage (High), Drowning; Move Double Base Speed with Rush, Move 120ft with Standard Action; Grant +20 to one skill or +15 to two; Class Feature of 3rd level
Rank 5:
Freedom of Movement; Stunned, Panicked, Nauseated, Exhausted, Staggered; Grant +3 enhancement bonus or equivalent special ability; Grant +30 to one skill or +20 to two; Class Feature of 5th level.
Rank 6:
Cowering; Move Triple Base Speed with Rush; Grant +4 enhancement bonus or equivalent special ability; Grant +40 to one skill or +25 to two; Class Feature of 7th level
Rank 7:
Auto Crit; Paralyze; Grant +5 enhancement bonus or equivalent special ability; Grant +50 to one skill or +30 to two; Class Feature of 9th level.
Rank 8:
Auto Death; Grant +6 Enhancement bonus or Equivalent Ability; Class Feature of 11th level
Rank 9:
Grant +7 enhancement bonus or equivalent ability; Class Feature of 13th level
Rank 10:
Grant +8 enhancement bonus or equivalent ability; class feature of 15th level.
These abilities are at the listed rank if their duration is 1 round or for 1 action. To extend durations, one needs to modify the rank as well. So Haste as a Stance would be 5th level (Haste for 1 round is a 3rd level effect, +1 rank for stance duration, +1 rank for being a stance type.)
EXAMPLE MODS:
Scaling (Increases in power, but current power goes down) Usually -1 Rank (reduces Damage by 50%; Adds same reduced value every 3 or 4 Initiator Levels)
Fast or Slow (Increases or Decreases activation action or upkeep action required) +1 or -1 per step.
No Save (Removes the save linked to a debuff, attack roll for an attack, etc.) +1/3 or +1/4 existing rank.
Penalty (Grants a penalty while used, like Punishing Stance's -2 to AC) -1, can be more.
Check (requires skill or ability check to function) -1 for normal DC, -2 for High DC or side effect on failure
Limited (removes 50% or more of an Effects function) -1
Duration (Increases from 1 action to 1 round to Stance or 1 round/IL) +1 rank
Example Maneuvers
Fluid Tactics
Stance 3
(Move to Initiate, Free to Upkeep)
As a swift action while in this stance you may choose up to 4 feats available to a 1st level character. These feats must be fighter bonus feats or [Combat] feats. Using another swift action allows you to re-choose your feats. You may ignore ability score and skill rank prerequisites, and these feats can meet prerequisites for other feats you choose with this stance.
Dizzying Advance
Rush 3
(Move action)
You may move up to your base speed toward an enemy. If you end your turn with the target within your natural reach, they take a 1d6 + 1/2 Initiator Level penalty to Dexterity. This penalty lasts until the end of your next turn.
Dispatch
Strike 4
(Full Round action)
Make a single attack. If it hits, it deals double normal damage plus an additional 2d6 damage.
Strike the Lifewell
Strike 9
(Full Round action)
Make a single attack. If you hit, the target must make a Fort save (DC 10 + 1/2 IL + Linked Ability Score) or die. If they succeed, they take 2d6 Con damage.
Twisting Thresher of Doom
Strike 7
(Standard action)
Make two full attack actions. Each are resolved separately.
Thri-Kreen Style
Stance 7
(Move to Initiate, Swift to Upkeep)
While in this stance you are always treated as having a running start on jump checks. Also, you may make a jump check once per round as a free action that doesn't count toward your normal movement and you gain +20 on all jump checks.
Sinking Rift Style
Stance 8
(Full Round to Initiate, Move to Upkeep)
If you would take [Fire], [Acid], [Electricity], [Cold], or [Sonic] damage while in this stance, make a [Discipline Skill] check with a DC of the damage dealt. If you succeed, you instead take no damage. If you exceed the DC by 10 or more, you heal hit points equal to half the damage you negated, to a maximum of twice your Initiator Level.
Epic Level Maneuver just for fun:
Reality Burning Onslaught
Strike 20
Standard Action
Make three Full Attack actions
Each attack gets +8d6 damage, sets the target on fire for 40 rounds [each application does 1d6 per round, up to 4d6 damage per round], Makes them Cower for 1d6 rounds (doesn't stack, but each strike can cause Cower)
Take a -20 penalty to AC for 1 round
Lose any fortification/immunity to critical hits for 1 round
Threats auto confirm on self for 1 round
New Stuff:
-Introduced [Maneuver], [Precision], [Stance], and [Multiplier] damage tags. They do not stack with similar Tagged bonuses- the bonus damage from a Strike does not stack with that of a Boost, but it does with Sneak Attack and a Stance that provides bonus damage.
-Introduced Forms, which are level 0 maneuvers gained when a Stance is placed in a Kata. Explained in [very little] detail below, 2nd post.
-Removed Spell Replication- may just steal from here (http://www.giantitp.com/forums/showthread.php?t=187632). And for psionics, here (http://www.minmaxboards.com/index.php?topic=1058.0) is a good place to start.
-Started to detail Perks and Drawbacks.
-Various edits and corrections
-Added Class Feature Replication, Extra Attacks, and Enhancement Bonuses
To begin, you choose a maneuver type. They each have certain stock features, as shown.
Stance
(Action: Swift (Upkeep: Free))
(Duration: Stance)
(Drawbacks: Duration, Action, Upkeep, Side Effect, Slow, Fade, Check Required, Limited, Resistable)
(Perks: Duration, Persists, Surge, Area, Targets, Scaling, No Save)
Rush
(Action: Move)
(Duration: End of Turn)
(Drawbacks: Duration, Side Effect, Check Required, Limited, Resistable)
(Perks: Persists, Duration, Surge, Area, Targets, Scaling, No Save)
Strike
(Action: Standard)
(Duration: Next, End of Turn, 1 round)
(Drawbacks: Action, Side Effect, Check Required, Limited, Resistable)
(Perks: Action, Duration, Persists, Area, Targets, Scaling, No Save, No Attack)
Boost
(Action: Swift)
(Duration: End of Turn)
(Drawbacks: Side Effect, Check Required, Duration, Limited, Resistable)
(Perks: Duration, Persists, Area, Targets, Scaling, No Save)
Counter
(Action: Immediate)
(Duration: 1 round)
(Drawbacks: Side Effect, Duration, Check Required, Limited, Resistable)
(Perks: Duration, Persists, Area, Targets, Scaling, No Save)
You then choose what Effects are part of the Maneuver.
To find the total Rank of a maneuver, you keep the Highest rank at 100%. You then keep any Effects with the [Full] tag at 100%. Then total the rest of the Effects and divide the total by 2. Add the remaining numbers together, and you've got the level of your maneuver. From here, Drawbacks and Perks can be applied to affect the final level of the maneuver.
Rank 0:
Rank 0 effects, when added to non-Form maneuvers, have a minimum effective Rank of 1. With perks, this can be helped. For Instance:
Diamond Cloak Dance (Counter 2, Immediate)
You gain a +1 Resistance bonus to Saves and a +2 Dodge bonus to AC until the start of your next turn. You also grant yourself 1d6 Temporary HP that last until the end of the encounter. You may not have more than 6 temporary HP from this ability.
-+1 Resistance to Saves (Rank 0)
-Perk: Increase Duration to 1 round (Rank +1)
-+2 Dodge bonus to AC (Rank 0)
-Perk: Increase duration to 1 round (Rank +1)
-Heal 1d6 HP (Max Half Health) (Rank 0)
-Perk: Provides Temp HP Instead (Rank +1)
Total Cost: Rank 1 + 1/2 Rank 2
Here's some tables and stuff:
DAMAGE MODS I
{table=head]Rank|Tier|Damage|Stance|Boost|Counter
0|
1d4|
1d6|
----|
1d4+1|
----
1|
1d6|
2d6|
1d4|
1d6+IL|
----
2|
1d8|
3d6|
1d6|
1d8+IL|
1d4
3|
1d10|
5d6|
2d6|
2d6+IL|
1d8
4|
2d6|
7d6|
3d6|
1d4+2xIL|
2d6
5|
1d12+2|
9d6|
2d10|
1d8+2xIL|
2d8
6|
2d8+1|
11d6|
3d8|
2d8+2xIL|
2d10
7|
3d6+1|
14d6|
3d10|
3d8+2xIL|
2d12
8|
2d10+2|
17d6|
4d8|
4d8+2xIL|
5d6
9|
4d6+1|
20d6|
6d8|
8d8+2xIL|
8d6
10|
4d8+1|
25d6|
6d8|
8d8+2xIL|
8d6[/table]
What They Mean
Tier: Used for various buffs, debuffs, and other effects. Mostly for reference.
Damage: Rank used for a Standard Action Strike. Increased Action (Full Round) can be applied without a modifier to the Rank of the Strike to instead change d6s for d6s. The Rank 0 Damage effect, when changed to a full round action, becomes 1d10. Affects a single strike. +1 rank per additional attack affected. +1 Duration to carry over available attacks affected to next turn. -1 Drawback to only affect next turn, requires the strike to hit this turn. Bonus damage is [Maneuver]
Stance: Damage added to all attacks. Damage type is [Stance]
Boost: Affects all attacks until the end of turn. Can change added damage type to a common energy (fire, cold, electricity, acid, sonic) for +0 rank, and to force for +1 rank. Another +0 perk changes all the damage from attacks affected by the Boost to the selected type. Bonus damage from IL is maxed at different amounts based on the maneuver's level:
MAXIMUM DAMAGE FROM IL
{table=head]Level|Max IL|Damage with IL 30 (MAX)
0|
----|
2-5
1|
5|
6-11
2|
10|
11-19
3|
15|
17-27
4|
20|
21-24
5|
25|
26-33
6|
30|
32-46
7|
35|
38-59
8|
40|
44-72
9|
60|
68-124[/table]
No matter the medium, damage from this boost is [Maneuver].
Counter: Includes a single free attack with the listed bonus damage. Like a boost, the damage type can be changed. Damage bonus is [Maneuver].
DAMAGE MODS II
{table=head]Rank|Ability Mod|Ability Damage|Healing|Multiplier
0|
----|
----|
1d6|
----
1|
1d4+1|
----|
1d6+1|
1x Ability Score, 1/2x Skill
2|
1d6+1|
----|
1d8+1|
1x Base Damage
3|
1d8+1|
1d4|
1d10+1|
2x Ability Score, 1x Full
4|
1d10+1|
1d6|
2d6+1|
2x Base, 1x Skill
5|
1d12+1|
1d8|
2d8+1|
3x Ability Score
6|
1d12+3|
1d10|
4d6|
2x Base Damage
7|
2d8+2|
1d12|
6d6|
4x Ability Score, 2x Full Damage, 2x Skill
8|
3d6+2|
1d12+2|
8d6|
4x Base
9|
2d10+3|
2d8+1|
10d6|
3x Skill[/table]
What They Mean
Ability Mod: Used for Ability Boost and Ability Penalty Buff and Debuff, respectively.
Ability Damage: Used for Ability Damage Debuff.
Healing: Used for Healing Buff. Can apply a +1 modifier to make excess healing turn into Temporary HP that last 1r/IL. No more Temp HP can be granted from a particular maneuver than 1.5x its maximum roll. For maneuvers that heal, ranks 1 through 4 of Healing can only heal a target up to half their maximum HP, but the Temp HP rule can still grant normally at this limit. For a +0 mod, the Healing maneuver can grant Temporary HP straight up, no healing, and the maximum from a single maneuver becomes twice the maximum roll.
Multipliers:
-Ability Score: Choose an ability score. Add a number of instances of this damage to the strike. A boost that uses this ability is at +1 Rank. This bonus damage must be [Precision] or [Maneuver].
-Base Damage: Adds an bonus damage equal to the base damage of the weapon + any enhancement bonuses to damage. Other damage is not added. This is a [Multiplier] damage type.
-Full Damage: Roll damage again, adding all bonus damage except [Precision], [Elemental], and [Maneuver]. Some other sources do not get added again, case permitting. This bonus damage is [Multiplier]
-Skill Check: Add the result of a skill check to damage. Can replace normal damage roll for a -1 Rank modifier. This bonus damage counts as both [Maneuver] and [Multiplier].
Other Effects
OTHER EFFECTS
{table=head]Rank|Class Feature|Enhancements|Extra Attacks|
0|
----|
+1 (+1)|
----|
----
1|
----|
+2 (+1)|
One Extra|
----
2|
Level 2|
+3 (+2)|
----|
----
3|
Level 4|
+4 (+2)|
----|
----
4|
Level 6|
+5 (+3)|
Two Extra|
----
5|
Level 8|
+6 (+3)|
Extra Full Attack|
----
6|
Level 10|
+7 (+4)|
----|
----
7|
Level 12|
+8 (+4)|
Three Extra|
----
8|
Level 14|
+9 (+5)|
Two Extra Full Attack|
----
9|
Level 16|
+10 (+5)|
----|
----
10|
Level 18|
+11 (+6*)|
Four Extra|
----[/table]
What They All Mean
Class Feature: Replicating a class feature is hard to guage when there are so many systems out there, so for now a simple buy-off of options is here. So, it starts at the level above, with a modifier per rank based on how often it was usable by the base class when it was gained:
{table=head]Uses|Rank Increase|Example
Once per Day|
+3|
Duskblade's Quick Cast
X per Day|
+2|
Rage, Turn Undead
x per Encounter|
+1|
Inspiration
At Will, Static|
+0|
Sneak Attack, Damage Reduction[/table]
Base duration is Next (for Strikes) and 1 round (for everything else).
If the affect is static but incremental (bonus feats, sneak attack, etc.) then each increment is +1. All ____ Level abilities default to Initiator Level -2.
If the class feature enhances an attack (smite, psychic strike, etc), then it must be a Strike maneuver. If it is a static effect that is triggered (sneak attack, skirmish, etc) then it can be a boost, strike, or stance. If the effect is completely static (trap sense, Slow Fall, etc) it can be a boost, counter, rush, or stance. If it is an activated ability (rage, turn undead, etc) then you can apply it to a strike, boost, counter, or misc (but not a rush).
This would make Sneak Attack 2d6 an effective 4th level maneuver (or 3.5, if you read that it would be a made 2.5 level maneuver). Most DMs would see sneak attack as inferior, anyhow.
Enhancements: Improving the enhancement bonus of a weapon or armour. The base effect duration is 1 round. The number in parentheses is the maximum value of special ability applicable to a weapon. This prevents Vorpal weapons at level 7 and 9 (not that it's overwhelming, but few things can stop it if it comes about). However, this is just a per-ability maximum- a rank 4 Enhancements could provide Flaming Burst and Speed enhancements to a weapon.
Extra Attacks: Used when you want to make more than your normally alotted attacks in a round. The Extra Attacks is additional attacks as part of a standard action; each provides a -2 bonus to hit for that attack and all others made that round (and does not stack with Haste or Flurry of Blows). Extra Full Attack provides an additional set of attacks, requires a full round action to initiate, and has no penalty to hit.
Extra Attacks is also used to make Counters that provide an attack- in this case, there is no penalty to hit.
Buffs:
((All Buffs require successful attack if part of a strike. For a Rank +0 Perk, Affects Other, can buff an adjacent ally (or a target furthur away with the Ranged (+1) perk. Boosts or counters function normally.))
Special:
Condition Suppression (Choose 3, equal to Rank of highest effect -1, 1r/IL, Self or Touch)
Condition Removal (Choose 3, equal to Rank of highest effect +1, Self)
Ability Score Boost (Ability Modifier Tier, Enhancement, 1r)
Healing (Healing Tier, Next)
Rank 0:
Stabilize, Guidance (+1 Circumstance next d20 roll, 1r), Balanced (no dex loss against next attack, Next)
Rank 1:
Critical Increase (+1 threat range), Stand, Skill Attack (Half Result, Next), Attack Edge (Roll twice for attack roll, Next, Full), Automatic Confirmation (1r)
Rank 2:
Bolstered (+2 Morale to next d20 roll, 1r), Brutal Critical (+1 multiplier, Next), Improved Critical Increase (Double Threat Range or +2, whichever is better, Next), Touch Attack (Next, Full), Automatic Hit (Next, Full)
Rank 3:
Targetted Dispel (Next), Skill Attack (Full Result, Next), Improved Brutal Critical (+2 multiplier, Next)
Rank 4:
Haste (1r), Area Dispel (Next),
Rank 5:
Freedom of Movement (1r),
Rank 6:
Rank 7:
Automatic Critcal Threat (next, full)
Debuffs:
((All Debuffs allow a saving throw.))
((All Debuffs affect the next attack if combined with a Strike. Requires Multiple Targets (Adjacent, Limited to Melee Attacks) (+1) to function on multiple attacks. If a boost or counter, requires adjacent target without the Ranged (+1) Perk. ))
Special:
Ability Score Penalty (Ability Modifier Tier, 1r)
Bleeding (Use Stance Damage track, 1r)
Rank 0:
Dazzle (1r), Deafen (1r), Off Balance (No dex, does not activate Precision)
Rank 1:
Ablaze (On Fire, 1r), Rocked (As Shaken but not a fear effect, no stacking, 1r), Sickened (1r), Flat Footed (next), Murky-eyed (20% miss chance, 1r), Concussed (50% chance to lose action, 1r), Hampered (half speed, 1r)
Rank 2:
Entangled (1r), Shaken (1r, Stack), Prone (Next), Fatigued (1r), Obfuscated (50% miss chance, 1r), Blind (1r), Dazed (1r), Disabled (1r)
Rank 3:
Stunned (1r), Frightened (1r), Slowed (1r)
Rank 4:
Drowning (1r), Nauseated (1r), Panicked (1r), Exhausted (1r), Cowering (1r), Staggered (As if below 0hp, effectively Disabled and Bleed (Rank 2), 1r)
Rank 5:
Paralyzed (1r)
Rank 6:
Rank 7:
Rank 8:
Death (1r)
Static Bonuses:
STATIC MODS
{table=head]Rank|AC/Attack Bonus|Save Bonus|Skill Bonus|
Check Bonus
0|
+2|
+1|
+2|
+2
1|
+4|
+2|
+5|
+4
2|
----|
----|
+10|
----
3|
+6|
+5|
+15|
+10
4|
----|
----|
+20|
----
5|
+10|
+8|
+25|
+15
6|
----|
----|
+30|
---
7|
+15|
+10|
---|
+20
8|
----|
----|
----|
---
9|
+20|
+12|
----|
+25
10|
----|
+15|
----|[/table]
What They Mean
AC Bonus: You gain the listed value to AC as a Dodge bonus. It applies against the next attack made on you.
Attack Bonus: You gain the listed bonus as a Competence bonus to your next attack roll.
Save Bonus: You gain the listed value as a Resistance bonus to your next save.
Skill Bonus: You gain the listed value as a Competence bonus to your next skill check. This bonus applies to a single skill chosen when the maneuver is created.
Check Bonus: You gain the listed value as a Competence bonus to your next ability check with a single chosen ability score. The ability score is chosen when this maneuver is created.
Perks and Drawbacks
Perks
Action (+1 per Step)
Duration (+1 per Step)
Persists (+1)
Surge (Varies on Surge maneuver)
Area (+1 or +2)
Targets (+1)
Scaling (+0*)
No Save (+1 to +3)
Temporary HP (+0*)
Additional Set (+1 per Step)
Ranged (+1)
Trigger (+0*)
Conditional (+0*)
Drawbacks
Action (-1 per Step)
Duration (-1 per Step)
Fades (-1)
Side Effect (-1 to -3)
Upkeep (-1 per Step)
Slow (-1)
Check Required (-1 or -2)
Limited (-1)
Resistable (-1)
Delayed (-1)
No Attack (-1)
Replaces Damage (-1)
Trigger (-0)
-=-Action (Perk, Drawback) +/- 1 per Step
Change the activation action of a maneuver or stance up or down. Each increment is worth +/- 1.
Free
Swift/Immediate
Move
Standard
Full Round
Rules: Boosts, Rushes, and Counters cannot have their action changed. Stances and Strikes cannot be Free to activate, and Misc maneuvers can only be Free if there is a Trigger Perk involved.
-=-Duration (Perk, Drawback) +/- 1 per Step
Change the duration of an effect. Each increment is worth +/- 1.
Permanent*
1 round per Initiator Level (Also, Stance Duration)
1 round (following Start or End to your turn)
Next (Next Action)
Rules: Stances' effects must have Stance duration. Effects that become Permanent cost double for the last increment (1 round to Permanent costs 3 ranks). Only a limited number of effects can become Permanent, and some may even have extra costs. Many effects have two durations: the first determines how long the effect lingers, the second determines how long the effect will be able to be activated (such as an effect as part of a Strike that Dazes the target- one could have 1 round for its Linger duration, and Next for its strike duration). An effect's Strike duration cannot be permanent.
-=-Persists (Perk) +1
An effect with Persists doesn't end when its duration expires. Instead, the target gets a saving throw. If successful, the effect ends. If it fails, it restarts again at half the normal strength for the same duration again. This repeats for up to 2 repetitions.
Rules: Only certain effects can have the Persist perk added. Boosts can also have the persists perk- in this case, the saving throw must be succeeded to continue the effect at half power. Rare cases of Persist-able effects exist that have no numerical value to cut in half. These effects state how Persist interacts with them.
-=-Surge (Perk) +1 or +2
A Maneuver or Stance with Surge must have a duration of 1 round per IL or greater. Most of the time, a Surge perk is applied to a Stance. A Surge is a Maneuver that occurs by releasing an ongoing effect or stance. A stance that is a swirling shield of flame which suddenly explodes when an enemy attacks is a Surge Maneuver coming out of a Stance. To determine the Rank of this Perk, find the total level of the Maneuver, divide it in half, and add one. This final number can be no higher than one lower than the level of the parent maneuver for stance to be a +1, and no higher level than the level of the parent maneuver or stance +1. (A 5th level stance could have a 4th level maneuver for a +1, or up to a 6th level for a +2, which would be a 6th/7th or 10th/11th for a +2 level maneuver by itself. However, maximums still apply, so that 10th/11th would have to be brought down into the norm with Drawbacks).
Rules: Attacks must be purchased according to the Extra Attacks menu. All other abilities must be purchased down to the proper action for that ability. For instance, using the above example, the burst could be purchased as a Area Damage (Burst) effect; Area (Burst, +1), Damage (Rank 3, 4d6), Action (+3, Immediate) for a result of a 7th (effective 4th), so the stance would get a +1 to its rank.
Free Effects:
Area and Targets are Perks bought for a Maneuver. They provide higher areas and ranges to select targets based on the level of the maneuver before any and all Modifiers are added/subtracted.
Area (Varies): Area is based on the total rank of the Maneuver before any Extras or Drawbacks are applied. Reducing this area does nothing to the level of the Maneuver. The Rank modifier is +1. The following mods determine what the radius/width of the listed benefits are. (Line, Burst +0; Cone, Parabola, Cylinder -1; Editable -2 [On Chart, so a 5th level Cone maneuver would be a 50ft cone])
Targets (+2): Can target up to IL targets within a given zone based on the total rank of the Maneuver before Extras or Drawbacks are applied. Reducing the zone size does nothing to the level of the Maneuver.
Rush Movement (+0): Free movement based on rank of Maneuver before any Extras or Drawbacks are applied. Reducing the distance able to be moved does nothing to the level of the Maneuver.
FREE EFFECTS
{table=head]Rank|Area|Targets|Rush Move
0|
5ft|
Adjacent|
10ft
1|
10ft|
Reach|
1/2 Base
2|
20ft|
Close Range|
Single Base
3|
30ft|
----|
Double Base
4|
50ft|
Medium Range|
----
5|
75ft|
----|
----
6|
100ft|
Long Range|
Triple Base
7|
150ft|
----|
----
8|
200ft|
----|
----
9|
300ft|
Line of Sight|
Quadruple Base
10|
400ft|
----|
----[/table]
For Targets and Area, other factors are included. How is the initiator striking all targets in a 50ft cone with a sword? Apply the Supernatural tag liberally if needed. Otherwise, other Perks may be required.
[I]
Original Post:
Hey Playgrounders.
((NOTE: This will be updated soon with explanations for when to use which values more clearly.))
I had a nice long write up for this, but it got deleted in my shuffle.
Here is a homemade and rough draft for a Make-Your-Own-Maneuver system I am fiddling with. PEACH and stuff.
The second post here has a few maneuvers I made with this system while fiddling around.
Quick and Dirty method:
-Choose Maneuver Type
-Choose Effects
-Find Rank:
(Maneuver Type Value) + (Highest Effect Rank) + (Half all other effect ranks combined) +/- (Mods) = Maneuver Level
Boost, Counter: +1
Rush: -1*
Strike: 0
Stance: 0
I have a new system for gaining, using, and recovering maneuvers (divided into sets called Kata), but that's unimportant. This system is supposed to help guide the creation of maneuvers. I know it can be broken into little bits really, really easily, but the DM should be there for all homebrewed maneuvers, anyway.
DAMAGE Mods
{table=head]Rank|High Tier|Low Tier|Full Attack|Single Attack|Slow Attack|Multipliers
1|
1d4|
1d3|
1d4|
1d6|
1d10|Double Strength
2|
1d6|
1d4|
1d6|
2d6|
2d10|Double Base
3|
1d8|
1d4+1|
2d6|
4d6|
4d10|Triple Strength, Double Full, Single Skill Check
4|
1d10|
1d6+1|
3d6|
6d6|
6d10|N/A
5|
2d6|
1d8+1|
4d6|
8d6|
8d10|Triple Base, Quadruple Strength
6|
2d8|
2d6|
5d6|
10d6|
10d10|Double Skill Check
7|
2d10|
2d6+1|
6d6|
12d6|
12d10|Quintuple Strength, Triple Full
8|
3d8|
2d8+1|
8d6|
14d6|
14d10|Quadruple Base
9|
3d10|
3d6|
10d6|
16d6|
16d10|Triple Skill Check
10|
3d12|
3d8|
15d6|
20d6|
20d10|N/A[/TABLE]
Low Tier: For Ability Penalty (low), Ability Damage (low), Stat Boost (low), healing effects, etc.
High Tier: For Ability Penalty (high), Ability Damage (High), Stat Boost (High), Powerful Healing effects, etc.
Full Attack: When a maneuver deals bonus damage to every attack it allows and it allows a full attack
Single Attack: Bonus Damage for a standard action strike allowing one attack (normally)
Slow Attack: Bonus damage for a full round action strike that allows only one attack (normally)
ATTACK MODS
{table=head]Rank|Extra Attacks|Full Round Attacks|To Hit/Save Bonus|
1|
One Extra||
+2
2|||
+5
3||
Single Full|
4|
Two Extra||
+10
5|||
6|||
+15
7|
Three Extra|
Double Full|
+20
8|||
9||
Triple Full|
10|
Four Extra||[/table]
Other Effects, in blocks of text by rank:
Rank 1:
Stabilize, Guidance (+1 forward), Balanced (cannot be flat footed on next attack), Keen (double threat range on next attack); Dazzle, Deafen, Set On Fire, Off Balance (Lose dodge bonuses, not dex, Half sneak attack damage applies), Ability Penalty (low); Move 1/2 Base Speed with Rush, Move 40ft with Standard Action, Grant +1 Enhancement Bonus or equivalent special ability; Grant +5 to one skill or +3 to two skills.
Rank 2:
Bolstered (Removes Shaken, Sickened, Dazzled; if none of these, get +2 forward), Kip Up, Increased Critical Multiplier, Stat Boost (Weak); Shaken, Sickened, Prone, Bleeding (Weak), Flat Footed, Ability Penalty (High); Move Base Speed with Rush, Move 80ft with Standard Action, Grant +10 to one skill or +6 to two; Provide a single feat, changeable once per round.
Rank 3:
Hasted, Dispel, Touch Attack, Condition Suppression; Entangled, Dazed, Frightened, Ability Damage (low), Fatigued; Grant +2 enhancement bonus or equivalent special ability; Grant +15 to one skill or +10 to two; Class Feature of 1st level
Rank 4:
Condition Removal/Immunity, Auto Confirm Crits, Stat Boost (Strong); Blinded, Disabled, Slowed, Ability Damage (High), Drowning; Move Double Base Speed with Rush, Move 120ft with Standard Action; Grant +20 to one skill or +15 to two; Class Feature of 3rd level
Rank 5:
Freedom of Movement; Stunned, Panicked, Nauseated, Exhausted, Staggered; Grant +3 enhancement bonus or equivalent special ability; Grant +30 to one skill or +20 to two; Class Feature of 5th level.
Rank 6:
Cowering; Move Triple Base Speed with Rush; Grant +4 enhancement bonus or equivalent special ability; Grant +40 to one skill or +25 to two; Class Feature of 7th level
Rank 7:
Auto Crit; Paralyze; Grant +5 enhancement bonus or equivalent special ability; Grant +50 to one skill or +30 to two; Class Feature of 9th level.
Rank 8:
Auto Death; Grant +6 Enhancement bonus or Equivalent Ability; Class Feature of 11th level
Rank 9:
Grant +7 enhancement bonus or equivalent ability; Class Feature of 13th level
Rank 10:
Grant +8 enhancement bonus or equivalent ability; class feature of 15th level.
These abilities are at the listed rank if their duration is 1 round or for 1 action. To extend durations, one needs to modify the rank as well. So Haste as a Stance would be 5th level (Haste for 1 round is a 3rd level effect, +1 rank for stance duration, +1 rank for being a stance type.)
EXAMPLE MODS:
Scaling (Increases in power, but current power goes down) Usually -1 Rank (reduces Damage by 50%; Adds same reduced value every 3 or 4 Initiator Levels)
Fast or Slow (Increases or Decreases activation action or upkeep action required) +1 or -1 per step.
No Save (Removes the save linked to a debuff, attack roll for an attack, etc.) +1/3 or +1/4 existing rank.
Penalty (Grants a penalty while used, like Punishing Stance's -2 to AC) -1, can be more.
Check (requires skill or ability check to function) -1 for normal DC, -2 for High DC or side effect on failure
Limited (removes 50% or more of an Effects function) -1
Duration (Increases from 1 action to 1 round to Stance or 1 round/IL) +1 rank
Example Maneuvers
Fluid Tactics
Stance 3
(Move to Initiate, Free to Upkeep)
As a swift action while in this stance you may choose up to 4 feats available to a 1st level character. These feats must be fighter bonus feats or [Combat] feats. Using another swift action allows you to re-choose your feats. You may ignore ability score and skill rank prerequisites, and these feats can meet prerequisites for other feats you choose with this stance.
Dizzying Advance
Rush 3
(Move action)
You may move up to your base speed toward an enemy. If you end your turn with the target within your natural reach, they take a 1d6 + 1/2 Initiator Level penalty to Dexterity. This penalty lasts until the end of your next turn.
Dispatch
Strike 4
(Full Round action)
Make a single attack. If it hits, it deals double normal damage plus an additional 2d6 damage.
Strike the Lifewell
Strike 9
(Full Round action)
Make a single attack. If you hit, the target must make a Fort save (DC 10 + 1/2 IL + Linked Ability Score) or die. If they succeed, they take 2d6 Con damage.
Twisting Thresher of Doom
Strike 7
(Standard action)
Make two full attack actions. Each are resolved separately.
Thri-Kreen Style
Stance 7
(Move to Initiate, Swift to Upkeep)
While in this stance you are always treated as having a running start on jump checks. Also, you may make a jump check once per round as a free action that doesn't count toward your normal movement and you gain +20 on all jump checks.
Sinking Rift Style
Stance 8
(Full Round to Initiate, Move to Upkeep)
If you would take [Fire], [Acid], [Electricity], [Cold], or [Sonic] damage while in this stance, make a [Discipline Skill] check with a DC of the damage dealt. If you succeed, you instead take no damage. If you exceed the DC by 10 or more, you heal hit points equal to half the damage you negated, to a maximum of twice your Initiator Level.
Epic Level Maneuver just for fun:
Reality Burning Onslaught
Strike 20
Standard Action
Make three Full Attack actions
Each attack gets +8d6 damage, sets the target on fire for 40 rounds [each application does 1d6 per round, up to 4d6 damage per round], Makes them Cower for 1d6 rounds (doesn't stack, but each strike can cause Cower)
Take a -20 penalty to AC for 1 round
Lose any fortification/immunity to critical hits for 1 round
Threats auto confirm on self for 1 round