PDA

View Full Version : I change with the seasons [3.5 base]



sirpercival
2014-02-08, 11:26 AM
This was originally posted as an entry (http://www.giantitp.com/forums/showthread.php?p=13790725#post13790725) in Base Class Challenge XIII: On a Whim…and, um... won the challenge. Woot!


Cycle Warden

Image! (http://www.ipad-wallpapers.us/bgs/girl-warrior-in-flowers-ipad-background.jpg)

"By Winter's frost and Summer's heat, by the decay of Autumn and the rebirth of Spring, I pledge my life to defend this land. May the Moon fall and Sun go black before I fail in my duty!"

From Summer to Autumn, Winter to Spring, the Cycle turns endlessly, day after day and year after year. A Cycle Warden is a warrior attuned to this circular progression, who taps into the fundamental natural forces and mystical energies of the Cycle in a profound way.

Adventures: A Cycle Warden's reasons for adventuring are as varied as the seasons. However, almost every Cycle Warden spends some time adventuring due to wanderlust, wanting to be away from civilization among the wilderness.

Characteristics: As a Cycle Warden, you are primarily a melee combatant. However, your abilities reward mid-combat tactics and planning, as you can tune the particular benefits you gain by the actions you take.

Alignment: As the seasons change, so does a Cycle Warden's personality. However, the Cycle orbits a center of dynamic stability and balance, and as such there is a measure of neutrality in every Cycle Warden's philosophy.

Religion: Like a druid or ranger, a Cycle Warden reveres nature above the devotion to a particular deity. Some feel strong connections to divine patrons of the natural world, such as Ehlonna or Obad-Hai, but most are more nonspecific in their faith.

Background: Some Cycle Wardens begin as warriors associated to a particular druidic order; others work with rangers to protect and explore the natural world. Some, particularly those of races who traditionally work closely with nature, such as elves and halflings, simply feel drawn to the Cycle and its contemplation.

Cycle Wardens most often come from small towns or enclaves embedded in the wilderness, mining villages perched on the slopes of forbidding mountains, or other communities with strong ties to nature and exposure to the Cycle. However, even in big cities and metropolitan areas, there are those who feel the pull of the seasons more strongly than their peers.

Races: Those with bonds to nature are most likely to become Cycle Wardens. Elves, halflings, humans, and half-elves in particular can find the Cycle compelling. Those races that live underground, sheltered from the seasons (dwarves, some gnomes, goblins), are very unlikely to become Cycle Wardens.

Other Classes: Cycle Wardens have few negative relations with other classes, as the Cycle is difficult to disrupt and few classes are actively against nature. On the other hand, druids, rangers, and other classes focused on the mystic primal energy of nature often get along with Cycle Wardens very well, though they will sometimes find Cycle Wardens' fickle and ever-changing nature somewhat baffling.

Role: Cycle Wardens are primarily melee characters; however, rather than being forced to simply deal damage, they have a large number of abilities which either grant them a measure of battlefield control, or allow them to debuff their enemies significantly. Their tunable defensive and offensive abilities make Cycle Wardens extremely versatile and skilled combatants.

Adaptation: As long as there are seasons in a particular campaign's climate, Cycle Warden as a class could theoretically replace the ranger in the normal array of character archetypes. However, the two are sufficiently dissimilar in abilities and theme that they could easily coexist (similar to the overlapping concept space of Wizard and Sorcerer).

In campaigns which take place primarily underground, a Cycle Warden could be tied to the life cycle of a glow-worm or mushroom which is used to keep time. Other cyclical progressions which a Cycle Warden could be associated with include the slow wheel of the constellations through the sky, the changing tides, or waxing and waning phases of the moon.

GAME RULE INFORMATION
Cycle Wardens have the following game statistics.
Abilities: As a melee class, a cycle warden relies on her Strength and Constitution scores. Wisdom is also of secondary importance.
Alignment: Any neutral. Though seasons change, the core of balance and renewal remains constant.
Hit Die: d8
Starting Age: As ranger.
Starting Gold: As ranger.

Class Skills
The Cycle Warden's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (geography, nature) (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

CYCLE WARDEN
{table=head]Level|BAB|Fort|Ref|Will|Special|ManKnown|ManReadie d|Stances
1st |+1|+2|+2|+0|Changing seasons|5|3|1
2nd |+2|+3|+3|+0|Epoch 1|5|3|2
3rd |+3|+3|+3|+1|Eternal gift +2|6|3|2
4th |+4|+4|+4|+1|Rise and fall|6|3|2
5th |+5|+4|+4|+1|Renewal|7|3|3
6th |+6/+1|+5|+5|+2|Skill mastery|7|4|3
7th |+7/+2|+5|+5|+2|Wax and wane|8|4|3
8th |+8/+3|+6|+6|+2|Eternal gift +4|8|4|3
9th |+9/+4|+6|+6|+3|Second epoch|9|4|4
10th|+10/+5|+7|+7|+3|Bloom and wither|9|4|4
11th|+11/+6/+1|+7|+7|+3|Call of the cycle|10|5|4
12th|+12/+7/+2|+8|+8|+4|Improved renewal|10|5|4
13th|+13/+8/+3|+8|+8|+4|Eternal gift +6|11|5|4
14th|+14/+9/+4|+9|+9|+4|Improved rise and fall|11|5|4
15th|+15/+10/+5|+9|+9|+5|Cyclic knowledge|12|5|5
16th|+16/+11/+6/+1|+10|+10|+5|Epoch 2|12|6|5
17th|+17/+12/+7/+2|+10|+10|+5|Improved wax and wane|13|6|5
18th|+18/+13/+8/+3|+11|+11|+6|Eternal gift +8|13|6|5
19th|+19/+14/+9/+4|+11|+11|+6|Greater renewal|14|6|5
20th|+20/+15/+10/+5|+12|+12|+6|Improved bloom and wither, verdigris|14|7|6[/table]

Class Features
All of the following are class features of the Cycle Warden.

Weapon and Armor Proficiencies: A cycle warden is proficient with all simple and martial weapons, light and medium armor, and shields. Though there is no specific restriction, most cycle wardens prefer wooden equipment to that made of metal.

Maneuvers: A cycle warden begins her career with knowledge of five martial maneuvers. She learns two maneuvers from the Solstice discipline, two from the Equinox discipline, and one maneuver from the Revolution discipline. Once she knows a maneuver, a cycle warden must ready it before she can use it (see Maneuvers Readied, below). A maneuver usable by cycle wardens is considered a supernatural ability unless otherwise noted in its description. A cycle warden's maneuvers are not affected by spell resistance, and she does not provoke attacks of opportunity when she initiates one.

A cycle warden learns additional maneuvers at higher levels, as shown on the above table. She must meet a maneuver’s prerequisite to learn it. The highest-level maneuvers she can learn are based on her initiator level, as normal. Upon reaching 4th level, and at every even-numbered cycle warden level after that (6th, 8th, 10th, and so on), a cycle warden can choose to learn a new maneuver in place of one she already knows. In effect, she loses the old maneuver in exchange for the new one. She can choose a new maneuver of any level she likes, as long as she meets the prerequisites and observes her restriction on the highest-level maneuvers she can learn; she need not replace the old maneuver with a maneuver of the same level.

Maneuvers readied: A cycle warden can ready three of her five maneuvers per encounter at level 1, and as she advances in level and learns more maneuvers, she must choose which maneuvers to ready. A cycle warden readies maneuvers by meditating and practicing for 5 minutes; once readied, the maneuvers remain so until she spends 5 minutes to ready new ones. A cycle warden begins an encounter with all her maneuvers unexpended, regardless of how many times she might have already used them since she readied them. When she initiates a maneuver, she expends it for the current encounter, so each of her maneuvers can be used once per encounter unless she recovers them. Whenever the cycle warden initiates a maneuver from the Solstice or Equinox disciplines, she may recover a single expended Revolution maneuver, and whenever she initiates a Revolution maneuver, she may recover a single expended Solstice or Equinox maneuver. A cycle warden can recover a maximum of 1 manuever per round this way, and she cannot initiate a maneuver in the same round she recovers it; nor can she recover an expended maneuver in the same round she initiates it.

Stances known: A cycle warden begins play with knowledge of one 1st-level stance from any discipline open to her. At 2nd, 5th, 9th, 15th, and 20th level, she can choose additional stances. Unlike maneuvers, stances are not expended, and she does not have to ready them. All the stances she knows are available to her at all times, and she can change the stance she currently uses as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, a cycle warden cannot learn a new stance at higher levels in place of one she already knows.

Changing seasons (Ex): The connection between a cycle warden and the Cycle itself is both fundamental and profound. The cycle warden's fighting techniques, defenses, and even her physical appearance reflect the changing Cycle and her place within it. To represent this give and take, a cycle warden has two sets of Season Ratings, one for the Solstice axis (a Summer rating and a Winter rating), and one for the Equinox axis (an Autumn rating and a Spring rating). The total rating for each of Equinox and Solstice is always 4 (for example, a cycle warden could have a Winter rating of 3 and a Summer rating of 1, as well as an Autumn rating of 0 and a Spring rating of 4).

At any given time, a cycle warden is associated with either the Equinox or Solstice axis, but not both; any time the cycle warden initiates a maneuver from the Revolution discipline, the axis she is associated with changes, and her appearance and abilities alter accordingly. Each time a cycle warden initiates an Equinox or Solstice maneuver, her rating for the season associated with that maneuver increases, and her rating for the opposing season decreases (for example, a cycle warden with Winter 3 and Summer 1 who initiated a Summer maneuver would then have Winter 2 and Summer 2).

A number of the cycle warden's class features are determined by her current axis and season ratings, as described below. In addition, a cycle warden gains an insight bonus to damage rolls with maneuvers equal to the rating of the appropriate season whenever she is associated with that axis (i.e., a cycle warden associated with Equinox with ratings of Autumn 1 and Spring 3 would gain a +1 bonus to damage rolls with Autumn maneuvers and a +3 bonus to damage rolls with Spring maneuvers). Finally, as a cycle warden's season ratings and associated axis change, so does her physical appearance. Her skin, eye, and hair color reflect the seasons to which she is attuned most strongly. An autumn cycle warden is a study in oranges and reds; spring brings hues of light green and brown; a summer cycle warden displays dark green and gold; and winter dusts the cycle warden in white, silver, and black. A cycle warden who has equal ratings in both seasons she is associated with shows a mix of colors between the two. Additionally, any equipment made of plant material that the cycle warden is wielding or wearing (including wooden armor, shields, or weapons, and linen or cotton clothing) changes appropriately as well.

Epoch (Ex): Beginning at 2nd level, a cycle warden can choose a particular season to which she can attune more strongly, called an Epoch. The cycle warden chooses one season to be her Epoch at the beginning of each day; she may not choose the same season two days in a row. A cycle warden's maximum and minimum rating for her Epoch increases by 1 (becoming a range of 1 to 5; the other season on the same axis is still limited to the range of 0 to 4 for its ratings). For example, a cycle warden with the Spring Epoch could have a Spring rating of 5, at which point her Autumn rating would be 0. At 16th level, the maximum and minimum rating of her Epoch increases by an additional 1 (becoming a range of 2 to 6); if she is attuned to two Epochs with her Second Epoch ability (see below), both Epochs gain the increase.

Eternal gift (Ex): Upon reaching 3rd level, a cycle warden understands how the Cycle's constant change affects the world around her. She gains a +2 insight bonus to Wisdom-based skill checks, which increase by +2 at 8th level and every 5 levels after.

Rise and fall (Su): At 4th level, a cycle warden's ties to the Cycle begin to show more strongly. Whenever she is associated with the Equinox axis, she gains resistance to Acid and Electricity equal to 5 times her Autumn and Spring ratings, respectively. When the cycle warden is associated with the Solstice axis, she gains resistance to Fire and Cold equal to 5 times her Summer and Winter ratings, respectively.

Renewal (Ex): A cycle warden learns to reinvent herself, growing anew from the remains of what she was before. Whenever a cycle warden of 5th level or higher switches into an Equinox or Solstice stance, she may ready one maneuver she knows from the same discipline as her new stance in place of any readied and unexpended maneuver.

Skill mastery (Ex): Beginning at 6th level, a cycle warden can draw on the Cycle to provide focus in otherwise trying times. She can take 10 on Wisdom-based skill checks even if stress and distractions would normally prevent her from doing so.

Wax and wane (Su): Starting at 7th level, a cycle warden's connection to the Cycle strengthens once again. Whenever she is associated with the Equinox axis, she gains an enhancement bonus to Wisdom and Constitution equal to her Autumn and Spring ratings, respectively. When the cycle warden is associated with the Solstice axis, she gains an enhancement bonus to Dexterity and Strength equal to her Summer and Winter ratings, respectively.

Second epoch (Ex): Upon reaching at 9th level, a cycle warden can attune to two Epochs simultaneously, one for each axis, at the beginning of each day. She still may not attune to the same season on consecutive days.

Bloom and wither (Su): At 10th level, a cycle warden manifests the next aspect of her connection to the Cycle. Whenever she is associated with the Equinox axis, she gains fast healing equal to her Spring rating, and an insight bonus to Initiative checks equal to her Autumn rating. When the cycle warden is associated with the Solstice axis, she gains an insight bonus on Fortitude saves equal to her Winter rating, and any creature that attacks her with a natural weapon or non-reach melee weapon takes 1d8 fire damage times her Summer rating.

Call of the Cycle (Su): Beginning at 11th level, a cycle warden can draw upon her connection to the Cycle to grant her incredible resiliency for a short period of time. A number of times per day equal to her Wisdom modifier, a cycle warden can gain the Plant type (with all associated immunities) as a swift action on her turn. She retains the benefit for 1 round per class level.

Improved renewal (Ex): At 12th level, a cycle warden learns that change need not be slow. Whenever she uses her Renewal ability, she may exchange an additional readied and unexpended maneuver for a readied maneuver from the other season associated with that discipline. For example, a cycle warden switching into an Equinox stance could exchange two readied and unexpended maneuvers to ready one Autumn maneuver and one Spring maneuver.

Improved rise and fall: The energy resistance granted to a cycle warden of 14th level or higher by her Rise and Fall ability increases to 10 times the appropriate season rating.

Cyclic knowledge (Su): Beginning at 15th level, a cycle warden can meditate on the Cycle itself and the knowledge contained within, sensory experience of the world around her. By spending 10 minutes in concentration, she may use commune with nature as a supernatural ability once per day per 5 class levels, with a caster level equal to her class level.

Improved wax and wane: At 17 level, the enhancement bonus to ability scores granted by a cycle warden's Wax and Wane ability increases to twice the appropriate season rating (to a maximum of +8).

Greater renewal (Ex): Upon reaching 19th level, a cycle warden can alter her techniques with barely a thought. Whenever she makes use of her Improved Renewal ability, the cycle warden may exchange a third readied maneuver, readying a Revolution maneuver in addition to the two seasonal maneuvers.

Improved bloom and wither (Su): A 20th level cycle warden gains increased benefit from her Bloom and Wither ability. Whenever she is associated with the Equinox axis, her fast healing becomes equal to twice her Spring rating, her bonus to Initiative increases to twice her Autumn rating, and she additionally gains an insight bonus to Reflex saves equal to twice her Autumn rating. When the cycle warden is associated with the Solstice axis, her bonus on Fortitude saves increases to twice her Winter rating, she gains an insight bonus to Will saves equal to twice her Winter rating, and the damage dealt by her Summer aura increases to 3d8 fire damage times her Summer rating.

Verdigris (Su): At 20th level, a cycle warden's connection to the Cycle is complete. She permanently gains the Plant type (as per her Call of the Cycle ability), but still counts as her original type whenever it would be beneficial to her.

sirpercival
2014-02-08, 11:27 AM
Equinox Martial Discipline
Associated Skill: Heal.
Discipline Weapons: Polearms, scythe, sickle, spears.

Equinox Level 1
Brittle Branches: Autumn stance. Attacks you make reduce opponents' damage reduction.
First Harvest: Autumn strike. Make an attack which deals +1d6 acid damage.
Growing Season: Spring counter. Heal a dying ally for 1d4 + half your Heal check result.
Sapling Strike: Spring strike. Grow weapon by 1 size category for 1 attack.



Brittle Branches
Equinox (Autumn, Stance)
Level: Cycle Warden 1
Initiation Action: 1 swift action.
Range: Personal
Target: You
Duration: Stance
Whenever you successfully deal damage to an opponent while in this stance, reduce that creature's damage reduction by 1 for a number of rounds equal to your Wisdom modifier. Repeated uses of this ability on a given creature stack.

First Harvest
Equinox (Autumn, Strike)
Level: Cycle Warden 1
Initiation Action: 1 standard action.
Range: Melee attack
Target: 1 creature
Duration: Instantaneous
As part of this maneuver, you make a single melee attack which deals an additional +1d6 acid damage if successful, or +1d12 acid damage on a critical hit.

Growing Season
Equinox (Spring, Counter)
Level: Cycle Warden 1
Initiation Action: 1 immediate action.
Range: 30 feet.
Target: 1 willing creature
Duration: Instantaneous
Initiate this maneuver whenever an ally within 30 feet is reduced to -10 hit points or less. That ally is immediately healed for 1d4 + half the result of your Heal check, effectively preventing the damage (hopefully keeping that ally alive).

Sapling Strike
Equinox (Spring, Strike)
Level: Cycle Warden 1
Initiation Action: 1 standard action.
Range: Melee attack
Target: 1 creature
Duration: Instantaneous
As part of this maneuver, you make a single melee attack against a target. For this melee attack, you double your natural reach (or triple, if you are wielding a reach weapon already), and your weapon deals damage as if it were one size category larger.

Equinox Level 2
As the Leaf Falls: Autumn strike. Make an attack which saps your opponent's strength.
Early Frost: Autumn boost. An ally's attacks deal +1d4+IL cold damage for 1 round.
Floral Bloom: Spring strike. Your attack causes flowers to grow on your opponent, hampering their movement.



As the Leaf Falls
Equinox (Autumn, Strike)
Level: Cycle Warden 2
Initiation Action: 1 standard action.
Range: Melee attack
Target: 1 creature
Duration: 3 rounds
As part of this maneuver, you make a single melee attack. If the attack hits and deals damage, your opponent takes a penalty to Strength equal to your Wisdom modifier for 3 rounds. This cannot reduce the opponent's Strength below 1. Multiple uses of this ability against the same target do not stack.

Early Frost
Equinox (Autumn, Boost)
Level: Cycle Warden 2
Initiation Action: 1 swift action.
Range: 30 feet.
Target: 1 willing creature
Duration: 1 round
When you initiate this maneuver, choose a single ally within 30 feet. Every attack that ally makes until the beginning of your next turn deals +1d4 + Initiator Level bonus cold damage.

Floral Bloom
Equinox (Spring, Strike)
Level: Cycle Warden 2
Initiation Action: 1 standard action.
Range: Melee attack
Target: 1 creature
Duration: Wis mod rounds
When you initiate this strike, make a melee attack against your opponent at +2d6 damage. If you are successful, your opponent must make a Reflex save (DC 12 + your Wisdom modifier) or flowers of all shapes and colors sprout from its body, causing it to be entangled for a number of rounds equal to your Wisdom modifier before the flowers wilt and fall off.

Equinox Level 3
Gentle Rain: Spring stance. Take some damage as nonlethal damage each round.
Season of Plenty: Spring counter. Heal a dying ally for 3d4 + half your Heal check result.
Second Harvest: Autumn strike. Make an attack which deals +3d6 acid damage, can sicken your opponent.



Gentle Rain
Equinox (Spring, Stance)
Level: Cycle Warden 3
Prerequisites: One Autumn maneuver
Initiation Action: 1 swift action.
Range: Personal
Target: You
Duration: Stance
Each round, any lethal damage you take is instead converted to nonlethal damage, until you have converted a total amount of damage equal to your Initiator Level. You heal an amount of nonlethal damage each round equal to your Wisdom modifier, but only for nonlethal damage generated by this stance; nonlethal damage you receive from other sources is healed at your normal rate.

Season of Plenty
Equinox (Spring, Counter)
Level: Cycle Warden 3
Prerequisites: One Autumn maneuver
Initiation Action: 1 immediate action.
Range: 30 feet.
Target: 1 willing creature
Duration: Instantaneous
Initiate this maneuver whenever an ally within 30 feet is reduced to -10 hit points or less. That ally is immediately healed for 3d4 + half the result of your Heal check, effectively preventing the damage (hopefully keeping that ally alive).

Second Harvest
Equinox (Autumn, Strike)
Level: Cycle Warden 3
Prerequisites: One Spring maneuver
Initiation Action: 1 standard action.
Range: Melee attack
Target: 1 creature
Duration: 3 rounds
As part of this maneuver, you make a single melee attack which deals an additional +3d6 acid damage if successful, or +2d12 acid damage on a critical hit. In addition, an enemy which takes acid damage from this maneuver must make a Fortitude save (DC 13 + your Wisdom modifier) or become sickened for 3 rounds.

Equinox Level 4
Bitter Creep: Autumn strike. Make an attack which also does Constitution damage.
Leafmould: Autumn counter. An opponent trying to attack you takes a penalty to Strength.
Willow Strike: Spring strike. Grow weapon by 2 size categories for 1 attack.



Bitter Creep
Equinox (Autumn, Strike)
Level: Cycle Warden 4
Prerequisites: One Spring maneuver
Initiation Action: 1 standard action.
Range: Melee attack
Target: 1 creature
Duration: 3 rounds
As part of this maneuver, you make a single melee attack. If the attack hits and deals damage, your opponent also takes 1 Constitution damage per round 3 rounds.

Leafmould
Equinox (Autumn, Counter)
Level: Cycle Warden 4
Prerequisites: One Spring maneuver
Initiation Action: 1 immediate action.
Range: Melee touch attack
Target: 1 creature
Duration: 1 round
Initiate this maneuver in response to an attack made against you. As part of the maneuver, make a melee touch attack with your weapon against the creature attacking you. If you are successful, that creature suffers a penalty to Strength equal to your Wisdom modifier until the beginning of its next turn (the attack against you which triggers this maneuver is made with the reduced Strength). This cannot reduce the opponent's Strength below 1. Multiple uses of this ability against the same target do not stack.

Willow Strike
Equinox (Spring, Strike)
Level: Cycle Warden 4
Prerequisites: One Autumn maneuver
Initiation Action: 1 standard action.
Range: Melee attack
Target: 1 creature
Duration: Instantaneous
As part of this maneuver, you make a single melee attack against a target, gaining a +4 bonus to your Strength for the attack. In addition, for this melee attack, you triple your natural reach (or quadruple, if you are wielding a reach weapon already), and your weapon deals damage as if it were two size categories larger.

Equinox Level 5
Heavy Clouds: Autumn stance. Enemies who attack you become exhausted.
Late Harvest: Autumn strike. Make an attack which deals +3d6 acid damage, can nauseate your opponent.
Surge of Life: Spring boost. Your attacks deal +1d6+IL electricity damage, may cause opponent to provoke AoO.



Heavy Clouds
Equinox (Autumn, Stance)
Level: Cycle Warden 5
Prerequisites: Two Spring maneuvers
Initiation Action: 1 swift action.
Range: Personal
Target: You
Duration: Stance
Whenever an enemy attacks you, it must make a Will save (DC 15 + your Wisdom modifier) or become exhausted. After a number of rounds equal to the result of your Heal check divided by 5, the exhaustion is reduced to fatigue, which disappears after the same amount of time. A creature cannot be affected by this stance again while it still suffers any effects from it (either exhaustion or fatigue).

Late Harvest
Equinox (Autumn, Strike)
Level: Cycle Warden 5
Prerequisites: Two Spring maneuvers
Initiation Action: 1 standard action.
Range: Melee attack
Target: 1 creature
Duration: 1 round
As part of this maneuver, you make a single melee attack which deals an additional +3d6 acid damage if successful, or +4d12 acid damage on a critical hit. In addition, an enemy which takes acid damage from this maneuver must make a Fortitude save (DC 15 + your Wisdom modifier) or become nauseated for 1 rounds.

Surge of Life
Equinox (Spring, boost)
Level: Cycle Warden 5
Prerequisites: Two Autumn maneuvers
Initiation Action: 1 swift action.
Range: Personal
Target: You
Duration: Instantaneous
Every attack you make until the beginning of your next turn deals an additional +1d6 + your Initiator Level electricity damage. If any creature takes electricity damage from your attacks, it must make a Reflex save (DC 15 + your Wisdom modifier) or provoke an immediate attack of opportunity from you (which also gains the bonus electricity damage). You may only make one attack of opportunity from this maneuver each time you initiate it, whether or not it is successful. The attack of opportunity made this way counts against your normal limit of AoOs in a round.

Equinox Level 6
Cornucopia: Spring counter. Heal a dying ally for 8d4 + half your Heal check result.
Early Thaw: Spring boost. Allies within 30 feet benefit from freedom of movement for 1 round.
Slow Rot: Autumn boost. Your attacks cause successive penalties.



Cornucopia
Equinox (Spring, Counter)
Level: Cycle Warden 6
Prerequisites: Two Autumn maneuvers
Initiation Action: 1 immediate action.
Range: 30 feet
Target: 1 willing creature
Duration: Instantaneous
Initiate this maneuver whenever an ally within 30 feet is reduced to -10 hit points or less. That ally is immediately healed for 8d4 + half the result of your Heal check, effectively preventing the damage and maybe more (hopefully keeping that ally alive).

Early Thaw
Equinox (Spring, Boost)
Level: Cycle Warden 6
Prerequisites: Two Autumn maneuvers
Initiation Action: 1 swift action.
Range: 30 feet
Target: 1 or more creatures
Duration: 1 round
When you initiate this maneuver, all allies within 30 feet gain the benefit of the freedom of movement spell until the beginning of your next turn.

Slow Rot
Equinox (Autumn, Boost)
Level: Cycle Warden 6
Prerequisites: Two Spring maneuvers
Initiation Action: 1 swift action.
Range: Personal
Target: You
Duration: Instantaneous
Until the beginning of your next turn, any creature struck by one of your attacks suffers a cumulative -1 penalty to a physical ability score for a number of rounds equal to your Wisdom modifier. You choose the ability score when you initiate the strike.

Equinox Level 7
Bitter Cringe: Autumn strike. Make an attack at +5d6 damage which causes paralysis.
Broken Branches: Autumn boost. Allies within 30 feet make touch attacks for 1 round.
Redwood Strike: Spring strike. Grow weapon by 4 size categories for 1 attack.



Bitter Cringe
Equinox (Autumn, Strike)
Level: Cycle Warden 7
Prerequisites: One Autumn maneuver, two Spring maneuvers
Initiation Action: 1 standard action.
Range: Melee attack
Target: 1 creature
Duration: 1 round
As part of this maneuver, you make a single melee attack which deals +4d6+IL bonus damage. If the attack hits and deals damage, your opponent must make a Fortitude save (DC 17 + your Wisdom modifier) or be paralyzed for 1 rounds.

Broken Branches
Equinox (Autumn, Boost)
Level: Cycle Warden 7
Prerequisites: One Autumn maneuver, two Spring maneuvers
Initiation Action: 1 swift action.
Range: 30 feet
Target: 1 or more creatures
Duration: 1 round
When you initiate this maneuver, all allies within 30 feet make melee attacks against their opponents' touch AC for 1 round.

Redwood Strike
Equinox (Spring, Strike)
Level: Cycle Warden 7
Prerequisites: Two Autumn maneuvers, one Spring maneuver
Initiation Action: 1 standard action.
Range: Melee attack
Target: 1 creature
Duration: Instantaneous
As part of this maneuver, you make a single melee attack against a target, gaining a +8 bonus to your Strength for the attack. In addition, for this melee attack, you quadruple your natural reach (or quintuple, if you are wielding a reach weapon already), and your weapon deals damage as if it were four size categories larger.

Equinox Level 8
Bare Earth: Autumn counter. An opponent trying to attack you has its Strength reduced to 1.
Primal Surge: Spring strike. Your full attack deals +5d6 electricity damage, all opponents provoke AoOs.
Unbridled Growth: Spring stance. Each round, heal allies within 30 feet based on your Heal check.



Bare Earth
Equinox (Autumn, Counter)
Level: Cycle Warden 8
Prerequisites: One Autumn maneuver, two Spring maneuvers
Initiation Action: 1 immediate action.
Target: 1 creature
Duration: 1 round
Initiate this maneuver in response to an attack made against you. The creature must make a Will saving throw (DC 18 + your Wisdom modifier) or have its Strength score reduced to 1 for 1 round. The affected creature is unable to use Strength-based skills, and automatically fails opposed Strength checks.

Primal Surge
Equinox (Spring, Strike)
Level: Cycle Warden 8
Prerequisites: Two Autumn maneuvers, one Spring maneuver
Initiation Action: 1 full-round action.
Range: Melee attack
Target: 1 or more creatures
Duration: Instantaneous
As part of this maneuver, make a full-attack action. Every attack you make during this attack deals an additional +4d6 + Initiator Level electricity damage. Each creature that takes electricity damage from your attacks must make a Reflex save (DC 18 + your Wisdom modifier) or provoke an immediate attack of opportunity from you (which also gains the bonus electricity damage, but does not cause additional AoOs). Attacks of opportunity taken this way do not count against your normal limit of AoOs in a round; a single creature may provoke an AoO more than once from this maneuver.

Unbridled Growth
Equinox (Spring, Stance)
Level: Cycle Warden 8
Prerequisites: Two Autumn maneuvers, one Spring maneuver
Initiation Action: 1 swift action.
Range: Personal
Target: You
Duration: Stance
Each round as a free action, you may heal all allies within 30 feet an amount of damage based on your Heal check result, as shown in the following table.
{table=head]Check Result|Damage Healed
15 or less |1
16-25|2
26-30|3
31-35|4
36 or more|5[/table]


Equinox Level 9
Endless Bloom: Spring strike. Make an attack which causes your opponent to permanently sprout flowers.
Final Harvest: Autumn strike. Make an attack which deals +10d6 acid damage, can kill opponent.



Endless Bloom
Equinox (Spring, Strike)
Level: Cycle Warden 9
Prerequisites: Three Autumn maneuvers, one Spring maneuver
Initiation Action: 1 standard action.
Range: Melee attack
Target: 1 creature
Duration: Instantaneous
When you initiate this strike, make a melee attack against your opponent at +5d8 damage. If you are successful, flowers of all shapes and colors sprout from your opponent's body, causing it to be entangled permanently. In addition, the creature suffers a -20 penalty on Disguise checks and a -5 penalty on Hide checks due to the large and obvious flowers. The flowers cause such difficulty that the target is constantly denied its Dexterity bonus to AC. The flowers remain unless removed by a miracle or wish spell, but the afflicted creature may make a Fort save every 24 hours at the same DC with a cumulative +2 bonus to end the effect.

Final Harvest
Equinox (Autumn, Strike)
Level: Cycle Warden 9
Prerequisites: One Autumn maneuver, three Spring maneuvers
Initiation Action: 1 standard action.
Target: 1 creature
Duration: Instantaneous
As part of this maneuver, you make a single melee attack which deals an additional +10d6 acid damage if successful, or +10d12 acid damage on a critical hit. In addition, an enemy which takes acid damage from this maneuver must make a Fortitude save (DC 19 + your Wisdom modifier) or die.

sirpercival
2014-02-08, 11:29 AM
Solstice Martial Discipline
Associated Skill: Survival.
Discipline Weapons: Axes, swords.

Solstice Level 1
Flurry: Winter strike. Make an attack which deals +1d3 cold and +1d3 negative energy damage.
Frozen Trail: Winter boost. The path you move becomes slick and difficult to move on.
High Noon: Summer strike. Make an attack which deals +1d8 fire damage.
Mild Climate: Summer stance. You are continuously protected as the endure elements spell.



Flurry
Solstice (Winter, Strike)
Level: Cycle Warden 1
Initiation Action: 1 standard action.
Range: Melee attack
Target: 1 creature
Duration: Instantaneous
As part of this maneuver, you make a single melee attack which deals an additional +1d3 cold damage and +1d3 negative energy damage.

Frozen Trail
Solstice (Winter, Boost)
Level: Cycle Warden 1
Initiation Action: 1 swift action.
Range: Personal.
Target: You
Duration: Wis mod rounds
After you initiate this maneuver, until the beginning of your next turn, every square you move out of becomes covered with a thin sheet of ice for a number of rounds equal to your Wisdom modifier. The ice causes the square to be slippery as per the grease spell (DC for the Reflex save is 11 + your Wisdom modifier).

High Noon
Solstice (Summer, Strike)
Level: Cycle Warden 1
Initiation Action: 1 standard action.
Range: Melee attack
Target: 1 creature
Duration: Instantaneous
As part of this maneuver, you make a single melee attack against a target, dealing an additional +1d8 fire damage if you are successful.

Mild Climate
Solstice (Summer, Stance)
Level: Cycle Warden 1
Initiation Action: 1 swift action.
Range: Personal
Target: You
Duration: Stance
While in this stance, you constantly gain the benefit of the endure elements spell.

Solstice Level 2
Deep Chill: Winter strike. Make an attack which slows an opponent for 1 round.
Long Night: Winter counter. Shroud your opponent in darkness.
Parching Strike: Summer strike. Your attack does nonlethal damage, causes dehydration.



Deep Chill
Solstice (Winter, Strike)
Level: Cycle Warden 2
Initiation Action: 1 standard action.
Range: Melee attack
Target: 1 creature
Duration: 1 round
As part of this maneuver, you make a single melee attack. If the attack hits and deals damage, your opponent is slowed (as the spell) for 1 round.

Long Night
Solstice (Winter, Counter) [Darkness]
Level: Cycle Warden 2
Initiation Action: 1 immediate action.
Range: Melee touch attack.
Target: 1 creature
Duration: 1 round
As an immediate action, you make a melee touch attack with your weapon. If it hits, your opponent is shrouded in darkness as per the deeper darkness spell until the beginning of your next turn. Other creatures suffer no miss chance against your opponent due to the darkness, as it outlines the target's body perfectly.

Parching Strike
Solstice (Summer, Strike)
Level: Cycle Warden 2
Initiation Action: 1 standard action.
Range: Melee attack
Target: 1 creature
Duration: Instantaneous
When you initiate this strike, make a melee attack against your opponent. This attack only deals nonlethal damage. If you are successful, the creature becomes dehydrated (as described in Sandstorm pg 15), and any further fire damage the creature takes while dehydrated counts as damage from thirst.

Solstice Level 3
Heat Haze: Summer boost. Ripples in the air grant you total concealment.
Scorcher: Summer strike. Make an attack which deals +2d8 fire damage, can daze your opponent.
Tamed Blizzard: Winter stance. Create an area of wintry weather around you.



Heat Haze
Solstice (Summer, Boost)
Level: Cycle Warden 3
Prerequisites: One Winter maneuver
Initiation Action: 1 immediate action.
Range: Personal
Target: You
Duration: 1 round
When you initiate this maneuver, you gain total concealment for 1 round as the air around you blurs and ripples from the heat.

Scorcher
Solstice (Summer, Strike)
Level: Cycle Warden 3
Prerequisites: One Winter maneuver
Initiation Action: 1 standard action.
Range: Melee attack
Target: 1 creature
Duration: 1 round
As part of this maneuver, you make a single melee attack which deals an additional +2d8 fire damage if successful. In addition, an enemy which takes fire damage from this maneuver must make a Fortitude save (DC 13 + your Wisdom modifier) or become dazed for 1 round.

Tamed Blizzard
Solstice (Winter, Stance)
Level: Cycle Warden 3
Prerequisites: One Summer maneuver
Initiation Action: 1 swift action.
Range: Personal
Target: You
Duration: Stance
The area around you to a distance of 5 feet times your Wisdom modifier becomes a whirlwind of blowing snow, which imposes a -2 penalty on ranged attacks, as well as Listen, Search, and Spot checks. All sight, including darkvision, is reduced to a range of 5 feet, and creatures 5 feet away have concealment. In addition, any space that is within the area for at least 1 round becomes snow-covered (costing 2 squares of movement to enter) until it is no longer within the area. Each round you can attempt a DC 20 Survival check; if you succeed, your ranged attacks, skill checks, visibility, and movement are unhindered by snow, including that created by this stance (and creatures do not gain concealment from you due to snow).

Solstice Level 4
Dawn Riposte: Summer counter. Opponent which attacks you takes damage equal to your Survival check.
Frostbite: Winter boost. Your attacks freeze your opponents' extremities.
Snowfall: Winter strike. Make an attack which deals +2d6 cold and +2d6 negative energy damage.



Dawn Riposte
Solstice (Summer, Counter)
Level: Cycle Warden 4
Prerequisites: One Winter maneuver.
Initiation Action: 1 immediate action.
Range: Melee attack
Target: 1 creature
Duration: Instantaneous
Initiate this maneuver in response to an attack made against you. As part of the maneuver, make a melee attack with your weapon against the creature attacking you. If you are successful, the creature takes damage equal to your Survival check result instead of your normal damage.

Frostbite
Solstice (Winter, Boost)
Level: Cycle Warden 4
Prerequisites: One Summer maneuver.
Initiation Action: 1 swift action.
Range: Personal
Target: You
Duration: 1 round
Any attacks you make until the beginning of your next turn have the potential to freeze your opponents' extremities. A creature struck by your attack must make a Fortitude save (DC 14 + your Wisdom modifier) or take a -2 penalty to attack and damage rolls, Strength- and Dexterity-based skill checks, Reflex saves, and AC for 1 round. In addition, their speed for all movement modes is reduced by 10 feet (to a minimum of 0) for the same duration. You can only affect a given creature once with this ability (a creature which makes its save does not count as being affected).

Snowfall
Solstice (Winter, Strike)
Level: Cycle Warden 4
Prerequisites: One Summer maneuver
Initiation Action: 1 standard action.
Range: Melee attack
Target: 1 creature
Duration: Instantaneous
As part of this maneuver, you make a single melee attack which deals an additional +2d6 cold damage and +2d6 negative energy damage.

Solstice Level 5
Heatwave: Summer stance. Nearby enemies take nonlethal damage, which converts over time to lethal damage.
Permafrost: Winter strike. Your attack deals +3d8 cold damage, fills surrounding squares with snow and ice.
Sunstroke: Summer strike. Make an attack which deals +4d8 fire damage, may stun opponent.



Heatwave
Solstice (Summer, Stance)
Level: Cycle Warden 5
Prerequisites: Two Winter maneuvers.
Initiation Action: 1 swift action.
Range: Personal
Target: You
Duration: Stance
Each round, enemies within 10 feet of you take 1d6 + your Initiator level nonlethal damage, and may make a Fortitude save (DC 15 + your Wisdom modifier) to halve the damage. In addition, an enemy which fails its save converts an amount of nonlethal damage caused by this stance in previous rounds to lethal damage (nonlethal damage an enemy receives cannot be converted on the round that it is received).

Permafrost
Solstice (Winter, Strike)
Level: Cycle Warden 5
Prerequisites: Two Summer maneuvers.
Initiation Action: 1 standard action
Range: Melee attack
Target: 1 creature
Duration: 3 rounds
As part of this maneuver, you make a single melee attack which deals an additional +3d8 cold damage if successful. In addition, choose a number of squares adjacent to (and including) your enemy's square, up to your Wisdom modifier. The cold energy from your attack drops the temperature in this area precipitously, filling these squares with falling snow for 3 rounds. Creatures moving through these squares must deal with the effects of the snow (http://www.d20srd.org/srd/weather.htm#snow).

Sunstroke
Solstice (Summer, Strike)
Level: Cycle Warden 5
Prerequisites: Two Winter maneuvers.
Initiation Action: 1 standard action
Range: Melee attack
Target: 1 creature
Duration: 1 round
As part of this maneuver, you make a single melee attack which deals an additional +4d8 fire damage if successful. In addition, an enemy which takes fire damage from this maneuver must make a Fortitude save (DC 15 + your Wisdom modifier) or become stunned for 1 round. If the enemy is immune to stunning but not to dazing, it becomes dazed on a failed save instead.

Solstice Level 6
Bloodfreeze: Winter strike. Make an attack which can freeze your opponent's blood.
Nightfall: Winter counter. Your attacker is surrounded by hungry darkness which deals negative energy damage.
Overabundance: Summer boost. Allies within 30 feet gain combat benefits for 1 round.



Bloodfreeze
Solstice (Winter, Strike)
Level: Cycle Warden 6
Prerequisites: Two Summer maneuvers.
Initiation Action: 1 standard action.
Range: Melee attack
Target: 1 creature
Duration: 1 round
As part of this maneuver, make a normal melee attack. If successful, your attack deals extra cold damage equal to your Survival check as your opponent's bodily fluids freeze, and it must make a Fortitude save (DC 16 + your Wisdom modifier) or take a -6 penalty to Dexterity for 1 round. This maneuver cannot reduce a creature's Dexterity below 1, and repeated applications of this maneuver on the same creature do not stack.

Nightfall
Solstice (Winter, Counter) [Darkness]
Level: Cycle Warden 6
Prerequisites: Two Summer maneuvers.
Initiation Action: 1 immediate action
Range: Melee touch attack
Target: 1 creature
Duration: 3 rounds
As an immediate action, you make a melee touch attack with your weapon. If it hits, your opponent is shrouded in darkness as per the deeper darkness spell for 3 rounds. Other creatures suffer no miss chance against your opponent due to the darkness, as it outlines the target's body perfectly. In addition, each round that the creature is affected by this maneuver, it takes 3d6 + your Initiator level negative energy damage (Fortitude save DC 16 + your Wisdom modifier for half damage).

Overabundance
Solstice (Summer, Boost)
Level: Cycle Warden 6
Prerequisites: Two Winter maneuvers.
Initiation Action: 1 swift action.
Range: 30 feet
Target: 1 or more creatures
Duration: 1 round
When you initiate this maneuver, all allies within 30 feet gain a morale bonus equal to your Wisdom modifier until the beginning of your next turn. They may divide that bonus up however they like among attack rolls, damage rolls, saves, and AC.

Solstice Level 7
Blinding Snow: Winter strike. Make an attack which deals +3d8 cold and +3d8 negative energy damage, may blind your opponent.
Flash Step: Summer counter. Take a 5-foot step as an immediate action.
Heatstroke: Summer strike. Make an attack which deals +6d8 fire damage, may cause your opponent to lose actions.



Blinding Snow
Solstice (Winter, Strike)
Level: Cycle Warden 7
Prerequisites: Two Summer maneuvers, one Winter maneuver.
Initiation Action: 1 standard action.
Range: Melee attack
Target: 1 creature
Duration: 3 rounds
As part of this maneuver, you make a single melee attack which deals an additional +3d8 cold damage and +3d8 negative energy damage. In addition, if you are successful, your opponent must make a Fortitude save (DC 17 + your Wisdom modifier) or be blinded for 3 rounds.

Flash Step
Solstice (Summer, Counter)
Level: Cycle Warden 7
Prerequisites: One Summer maneuver, two Winter maneuvers
Initiation Action: 1 immediate action.
Range: Personal
Target: You
Duration: Instantaneous
When you initiate this maneuver, you take a 5-foot step as an immediate action, possibly moving out of range of an attack made against you.

Heatstroke
Solstice (Summer, Strike)
Level: Cycle Warden 7
Prerequisites: One Summer maneuver, two Winter maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: 1 creature
Duration: See text
As part of this maneuver, you make a single melee attack which deals an additional +6d8 fire damage if successful. In addition, an enemy which takes fire damage from this maneuver must make a Fortitude save (DC 17 + your Wisdom modifier); if the enemy fails, it may take a single move action or standard action each round, but not both, nor can it take full-round actions. This effect lasts until the opponent is the recipient of at least 1 point of healing, or a Heal check at a DC equal to your Survival check result.

Solstice Level 8
Glacierstrike: Winter strike. Your attack does +6d6 cold damage, may encase your opponent in ice.
Hungry Night: Winter stance. The area around you is covered in darkness you can see through, which drains the life force from nearby enemies to heal you.
Sunburn: Summer strike. Make an attack at +8d6 fire damage which hampers your opponent's subsequent actions.



Glacierstrike
Solstice (Winter, Strike)
Level: Cycle Warden 8
Prerequisites: Two Summer maneuvers, one Winter maneuver.
Initiation Action: 1 standard action
Range: Melee attack
Target: 1 creature
Duration: 3 rounds
As part of this maneuver, make a normal melee attack which deals +6d6 cold damage on a successful hit. In addition, an opponent that takes cold damage from this maneuver must make a Fortitude save (DC 18 + your Wisdom modifier) or become encased in ice for 3 rounds. The subject can still breathe but is otherwise helpless, unable to see through the ice, speak, or take any physical actions, and takes an additional 2d6 points of cold damage each round. The subject’s nostrils are clear, and it can breathe normally. The subject can execute purely mental actions (such as manifesting powers or casting spells with no verbal, somatic, or material components).

Destroying the ice can free the subject, at the risk of damaging them. The ice has hardness 5 and 3 hit points times your Wisdom modifier, but the trapped creature takes one third of any damage dealt to the ice. Teleportation and other forms of travel provide a means of escape. The ice is unaffected by dispel magic. The creature within the ice is visible only as a vague shape (substantial enough to interrupt line of sight) and cannot be directly harmed or interacted with unless the ice is destroyed. The frozen creature weighs twice as much as normal while encased in the ice.

A creature that is frozen while aloft begins to fall immediately, but a creature that is frozen while swimming or underwater floats to the surface. After 3 rounds, or once the ice is reduced to 0 hp, the ice melts, freeing the creature.

Hungry Night
Solstice (Winter, Stance)
Level: Cycle Warden 8
Prerequisites: Two Summer maneuvers, one Winter maneuver
Initiation Action: 1 swift action.
Range: Personal
Target: You
Duration: Stance
When you assume this stance, an area around you of radius 10 feet times your Wisdom modifier fills with darkness. All light in the area vanishes; only you and those who can see through magical darkness can see. In addition, any enemies within the area take 3d4 negative energy damage per round, and you gain 3 temporary hit points per creature damaged by this stance each round. Temporary hit points gained from this stance last for 1 round, and stack with other sources of temporary hit points.

Sunburn
Solstice (Summer, Strike)
Level: Cycle Warden 8
Prerequisites: One Summer maneuver, two Winter maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: 1 creature
Duration: See text
As part of this maneuver, make a melee attack which deals +8d6 fire damage on a successful hit. In addition, an opponent that takes fire damage from this maneuver must make a Will save (DC 18 + your Wisdom modifier) to perform any action, as it tries to push past the pain of the burn. On a failed save, the opponent does nothing and the action is wasted. This effect lasts until the opponent is the recipient of at least 10 points of healing, or a Heal check at aDC equal to your Survival check result.

Solstice Level 9
Dog Days: Summer boost. Energy damage you deal is doubled, bypasses resistance.
Untamed Blizzard: Winter strike. Create a short-lived blizzard over a large area.



Dog Days
Solstice (Summer, Boost)
Level: Cycle Warden 9
Prerequisites: One Summer maneuver, three Winter maneuvers
Initiation Action: 1 swift action.
Range: Personal
Target: You
Duration: 1 round
Until the beginning of your next turn, whenever you deal energy damage, you deal an additional amount of untyped damage equal to the amount of energy damage you deal. This damage counts as the original energy type for the purposes of triggering effects which require you to deal damage of that type.

Untamed Blizzard
Solstice (Winter, Strike)
Level: Cycle Warden 9
Prerequisites: Three Summer maneuvers, one Winter maneuver
Initiation Action: 1 full-round action.
Range: 10 ft./level
Duration: Wis mod rounds
When you initiate this maneuver, you create a blizzard in an area of radius 10 feet per Initiator Level, centered on your square. The blizzard reduces visibility to zero, making Spot, Search, and Listen checks and all ranged weapon attacks impossible. Unprotected flames in the area are automatically extinguished, and protected flames have a 75% chance of being doused. Due to the high winds, creatures caught in the area must make a Fortitude save (DC 19 + your Wisdom modifier) or face the effects based on the size of the creature: Medium or smaller creatures are blown away, Large creatures are knocked down, and Huge creatures are checked (Gargantuan or larger creatures are unaffected by the wind). Each affected square requires 4 squares of movement to enter. In addition, creatures within the area take 5d6 cold damage per round (Fort save DC 19 + your Wisdom modifier for half damage).

The blizzard lasts for a number of rounds equal to your Wisdom modifier before dissipating. The affected area remains covered by heavy snow for 1 hour before the snow melts.

sirpercival
2014-02-08, 11:30 AM
Revolution Martial Discipline
Associated Skill: Martial Lore.
Discipline Weapons: None.

Revolution Level 1
Cycle's March: Stance. You gain benefits from changing your targets.
Transient Thoughts: Strike. Make an attack which may force your enemy to try and predict others' actions.
Turnabout: Counter. Your enemy's attack is turned back on them as well.



Cycle's March
Revolution (Stance)
Level: Cycle Warden 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, each time you attack a different creature, you gain a cumulative +1 bonus to your attack roll, to a maximum of your Wisdom modifier. If at any time you attack a creature you attacked previously since the last time the bonus reset, the bonus resets to +0. The bonus also resets to +0 after 1 minute during which you make no attacks.

Transient Thoughts
Revolution (Strike)
Level: Cycle Warden 1
Initiation Action: 1 standard action
Range: Melee attack
Target: 1 creature
Duration: Instantaneous
As part of this maneuver, you make a single melee attack against a target. A creature who takes damage from this strike must make a Will save (DC 11 + your Wisdom modifier) or be forced on their next turn to spend their standard action readying an action. The subject decides on the readied action and its trigger as normal.


Turnabout
Revolution (Counter)
Level: Cycle Warden 1
Initiation Action: 1 immediate action
Target: 1 creature
Duration: Instantaneous
Initiate this maneuver in response to being struck by a melee attack from an enemy. If your opponent's attack roll would have hit their own AC, they take damage equal to half the amount of damage you took from the attack. Any other effects besides hit point damage which were caused by your enemy's attack do not affect them.

Revolution Level 2
Changing Times: Boost. Change your equipment as a swift action.
Rapid Adaptation: Counter. Gain DR after an opponent strikes you.
Tempered Distortion: Strike. Your attack deals +1d6 damage and warps your opponent's equipment, making it difficult to use.



Changing Times
Revolution (Boost)
Level: Cycle Warden 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous
As part of initiating this maneuver, you may exchange any of your wielded or worn equipment, including drawing and sheathing weapons, donning or removing armor, etc.

Rapid Adaptation
Revolution (Counter)
Level: Cycle Warden 2
Initiation Action: 1 immediate action
Range: Melee touch attack
Target: 1 creature
Duration: 3 rounds
When you initiate this maneuver, you gain damage reduction equal to your Initiator Level for 3 rounds, which is bypassed by everything except any types of damage you took when you were attacked last. For example, if you were last attacked by a holy sword and initiated this maneuver, your damage reduction would be bypassed by any damage except for slashing or good-aligned damage.

Tempered Distortion
Revolution (Strike)
Level: Cycle Warden 2
Initiation Action: 1 standard action
Range: Melee attack
Target: 1 creature
Duration: 1 round
When you initiate this strike, make a melee attack against your opponent which deals +1d6 damage on a successful hit. If your opponent takes damage, it must make a Reflex save (DC 12 + your Wisdom modifier) or its equipment becomes twisted, making it uncomfortable and difficult to use for 1 round. Any armor or shield the target is using reduces its AC bonus by 2, increases its Armor Check Penalty by -2, and increases its Arcane Spell Failure by 20%. Your opponent suffers a -2 to attack rolls and -4 to damage rolls as well.

Revolution Level 3
Migration: Stance. You can move twice your speed with a move action.
Subtle Twist: Strike. Make an attack which can automatically threaten a critical hit.



Migration
Revolution (Stance)
Level: Cycle Warden 3
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Whenever you take a move action to move, you may move a distance of up to twice your speed instead of equal to your speed. You may do this no more than once per round.

Subtle Twist
Revolution (Strike)
Level: Cycle Warden 3
Initiation Action: 1 standard action
Range: Melee attack
Target: 1 creature
Duration: Instantaneous
As part of this maneuver, you make a single melee attack. If your attack hits, make a Martial Lore check as a free action before you roll damage, at a DC equal to your opponent's Armor Class. If you succeed, your attack is an automatic critical threat, and you gain a +4 bonus on the critical confirmation roll.

Revolution Level 4
Ephemeral Thoughts: Strike. Make an attack which forces your opponent to delay.
New Sprout: Boost. Use Martial Lore checks in place of attack rolls for 1 round.



Ephemeral Thoughts
Revolution (Strike)
Level: Cycle Warden 4
Prerequisites: One Revolution maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: 1 creature
Duration: Instantaneous
As part of this maneuver, you make a single melee attack against a target. A creature who takes damage from this strike must make a Will save (DC 14 + your Wisdom modifier) or be forced at their earliest opportunity to delay until just before your next turn.

New Sprout
Revolution (Boost)
Level: Cycle Warden 4
Prerequisites: One Revolution maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
Whenever you make a melee attack until the beginning of your next turn, you may substitute a Martial Lore check in place of your attack roll. Any bonuses you would have gained on the attack other than your base attack bonus and Strength modifier (or Dexterity, if you have Weapon Finesse) also apply to the Martial Lore check; essentially, your ranks in Martial Lore and your Intelligence modifier substitute for your Base Attack Bonus and strength.

Revolution Level 5
Manifest Diversity: Stance. You gain various natural weapons.
Winds of Change: Strike. Your attack deals +3d6 damage, removes your opponent's equipment.



Manifest Diversity
Revolution (Stance)
Level: Cycle Warden 5
Prerequisites: One Revolution maneuver
Initiation Action: 1 swift action.
Range: Personal
Target: You
Duration: Stance
When you enter this stance, choose one or more of the natural attack modes from the table below; the number of natural attacks you may choose is determined by your Martial Lore check. Choose one of the natural attacks to be primary, and the rest are secondary attacks. You gain these attack mode while you are in this stance, and when you leave the stance the natural weapons are removed as you return to your normal state. You gain a bonus to attack rolls with these natural weapons equal to your Wisdom modifier. Base damage for the weapons is given for a Medium creature.
{table=head]Check Result|Number of Modes
0-20 | 1
21-30 | 2
31+ | 3[/table]

{table=head]Attack Mode|Base damage
Bite, Slam, or Tail Slap |1d6
2 Claws or 2 Wings| 1d4 each
Gore | 1d10 on charge, 1d6 otherwise
4 Tentacles | 1d3[/table]

Winds of Change
Revolution (Strike)
Level: Cycle Warden 5
Prerequisites: One Revolution maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: 1 creature
Duration: Instantaneous
As part of this maneuver, you make a single melee attack which deals an additional +3d6 damage. If a creature takes damage from this attack, it must make a Reflex save (DC 15 + your Wisdom modifier) or have its equipment removed. In the case of a failed save, a number of the subject's worn or wielded pieces of equipment equal to your Wisdom modifier (and chosen at random) fall to the ground next to the subject. This maneuver can even remove armor and clothing.

Revolution Level 6
Rapid Evolution: Counter. You gain immunity to a particular type of damage for 3 rounds.
Subtle Modulation: Strike. Make an attack at +5d6 damage which can baffle your opponent's later attacks.


Rapid Evolution
Revolution (Counter)
Level: Cycle Warden 6
Prerequisites: One Revolution maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: 3 rounds
When you initiate this maneuver, you become immune to all damage types of the last damage you took (from an attack, a spell, a power, or some other effect) for 3 rounds. For example, if you were last attacked by a holy sword when you initiated this maneuver, you would become immune to slashing damage and holy damage.

Subtle Modulation
Revolution (Strike)
Level: Cycle Warden 6
Prerequisites: One Revolution maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: 1 creature
Duration: 3 round s
As part of this maneuver, make a normal melee attack which deals +5d6 extra damage on a successful hit. In addition, for three rounds, whenever a creature damaged by this strike attempts an attack, its attack roll must beat your Martial Lore check in addition to its target's AC. If the attack roll is less than the result of your Martial Lore check, the attack fails as if it had missed.

Revolution Level 7
Evanescent Thoughts: Strike. Your attack causes your opponent to lose track of the battle.
Novel Advance: Boost. Make a charge attack as a swift action.



Evanescent Thoughts
Revolution (Strike)
Level: Cycle Warden 7
Prerequisites: Two Revolution maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: 1 creature
Duration: 1 round
As part of this maneuver, you make a single melee attack against a target. A creature who takes damage from this strike must make a Will save (DC 17 + your Wisdom modifier) or be unable to take any actions on their next turn. In addition, on a failed save the target is also flat-footed until the next time they can take an action.

Novel Advance
Revolution (Boost)
Level: Cycle Warden 7
Prerequisites: Two Revolution maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous
When you initiate this maneuver, you make a normal charge attack against an opponent. The normal restrictions on who, what, and where you can charge apply; the only difference is that you do so as a swift action.

Revolution Level 8
Perennial Bloom: Stance. Each round, you may substitute a Martial Lore check for one type of roll.
Tidal Flow: Strike. Make an attack with +6d6 bonus damage which causes your opponent's combat prowess to slowly ebb away.



Perennial Bloom
Revolution (Stance)
Level: Cycle Warden 8
Prerequisites: Two Revolution maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Each round while in this stance, you may choose one of the following types of rolls: ability checks (including Initiative checks), attack rolls, Fortitude saves, Reflex saves, Will saves, or skill checks made as part of a maneuver or stance. You may substitute a Martial Lore check any time you need to make a roll of the selected type.

Tidal Flow
Revolution (Strike)
Level: Cycle Warden 8
Prerequisites: Two Revolution maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: 1 creature
Duration: See text
As part of this maneuver, make a normal melee attack which deals an additional +6d6 damage on a successful hit. A creature which takes damage from this strike must make a Will save (DC 18 + your Wisdom modifier) or suffer successive penalties to attack and AC. Every time an afflicted creature makes an attack, it suffers a cumulative -2 penalty to the attack roll, and a cumulative -2 penalty to AC until the duration of the maneuver expires. The creature continues to accumulate penalties until it suffers a total penalty equal to or greater than your Initiator level, after which point the effect ends.

Revolution Level 9
Fractured Metamorphosis: Boost. You split yourself in half for 1 round.



Fractured Metamorphosis
Revolution (Boost)
Level: Cycle Warden 9
Prerequisites: Three Revolution maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
When you initiate this maneuver, you divide yourself in two for a short period of time. This maneuver functions as the fission psionic power, but lasts until the beginning of your next turn. Your duplicate has the same maneuvers readied and expended that you do when you initiate this maneuver, and can immediately take a full turn's worth of actions on your initiative. Any maneuvers your duplicate initiates or expends during its turn are not expended for you when the duration expires, unless you initiated or expended them during your actions.

sirpercival
2014-02-08, 11:31 AM
Player Aid:
http://s3.postimg.org/yip54atpf/image.png

Feats

Balanced Cycle [Tactical]
Prerequisites: One Autumn maneuver, one Spring maneuver, base attack bonus +6, and one of Convalescent Warmth, Harvest Hunter, Meditative Jolt, or Subtle Erosion.
Benefit: The Balanced Cycle feat enables the use of two tactical options:
New Bud: To use this option, you must make a DC 20 Heal check as a free action after hitting your target with a melee attack while wielding an Equinox discipline weapon. If you succeed, you gain damage reduction /– equal to your Wisdom modifier against your target's next attack against you.
Old Growth: If you hit an opponent with a melee attack while wielding an Equinox discipline weapon, and then hit the same opponent with a melee attack on the following round with the same weapon, you bypass an amount of that opponent's damage reduction equal to your Wisdom modifier on that attack.


Burning Rage
Prerequisites: One Summer strike, Rage class feature, Wis 13.
Benefit: Whenever you are in a Summer stance and fly into a rage, you may initiate Summer strikes with no difficulty, and you deal extra fire damage with every successful attack equal to your Wisdom modifier. In addition, if you have levels in Cycle Warden and Barbarian, those levels stack to determine the number of times per day you can enter a rage.

Convalescent Warmth
Prerequisites: One Spring strike, Heal 4 ranks.
Benefit: Whenever you successfully damage an opponent with a Spring strike, you heal 2 points of damage per level of the strike.

Cycle Awareness
Prerequisites: One Revolution stance, Martial Lore 4 ranks, Wis 13.
Benefit: You may use your Wisdom modifier in place of your Intelligence modifier for the Martial Lore skill. In addition, while you are in a Revolution stance, you may make Martial Lore checks in place of Spot and Listen checks.

First Snow
Prerequisites: One Winter strike.
Benefit: The first time you initiate a Winter strike against a given opponent in an encounter, you deal additional cold damage equal to your Initiator level.

Frozen Earth
Prerequisites: One Winter stance.
Benefit: As long as you are in a Winter stance and touching the ground, any creature who attempts to bull rush, grapple, overrun, or trip you suffers cold damage equal to your Initiator level. In the case of a grapple which lasts for more than one roll, the cold damage only applies when the initial attempt is made.

Harvest Hunter
Prerequisites: One Autumn strike, Favored Enemy class feature.
Benefit: If you have levels in Ranger and Cycle Warden, those levels stack for the purpose of determining when you select additional favored enemies, as well as the total bonus granted against your favored enemies. In addition, whenever you initiate an Autumn strike against a favored enemy, you deal maximum damage.

Heat of Battle
Prerequisites: One Summer stance, base Will save +1
Benefit: Whenever you are in a Summer stance, on your action, before making attack rolls for a round, you may choose to subtract a number from all your saving throws for the round to gain bonus fire damage equal to twice that number on all damage rolls. This number may not exceed your base Will save bonus. The penalty on saves and bonus on damage apply until your next turn.
Special: Heat of Battle can be used in place of Power Attack to qualify for a feat, prestige class, or other special ability. You can take both this feat and Power Attack.

Long Days, Long Nights [Tactical]
Prerequisites: One Summer maneuver, one Winter maneuver, base attack bonus +6, and one of Burning Rage, First Snow, Frozen Earth, or Heat of Battle.
Benefit: The Long Days, Long Nights feat enables the use of two tactical options:
Afternoon Blaze: To use this option, you must hit an opponent with a melee attack which drops that opponent to 0 or fewer hit points, while wielding a Solstice discipline weapon. The next melee attack you make, if successful, automatically threatens a critical hit, and you gain a bonus equal to your Wisdom modifier on the critical confirmation roll.
Morning Chill: To use this option, you must deal damage to an opponent with a Solstice discipline weapon, the damage you deal must be the first damage that opponent has taken in the combat, and you must make a DC 20 Survival check as a move action immediately afterward. If you succeed, each other attack made against that opponent by your allies until the end of combat deals extra cold damage equal to your Wisdom modifier.


Meditative Jolt
Prerequisites: One Spring stance, Flurry of Blows class feature.
Benefit: If you have levels in Monk and Cycle Warden, those levels stack for determining your unarmed strike damage and AC bonus. In addition, whenever you are in a Spring stance and use your Flurry of Blows ability, all your unarmed strikes deal additional electricity damage equal to your Wisdom modifier.

Subtle Erosion
Prerequisites: One Autumn stance, Weapon Finesse
Benefit: Whenever you are in an Autumn stance, you may gain the benefit of the Weapon Finesse feat while wielding any Equinox discipline weapon.

Time Marches On [Tactical]
Prerequisites: Two Revolution maneuvers, base attack bonus +6, Martial Lore 9 ranks, Cycle Awareness.
Benefit: The Time Marches On feat enables the use of three tactical options:
Changing Tactics: To use this option, you must succeed at an attempt to bull rush, disarm, grapple, overrun, or trip an opponent, and then make a melee attack against the same opponent the following round. You receive a bonus on the attack roll equal to your Wisdom modifier, and a bonus on the damage roll equal to your Initiator level. These bonuses only apply to the first attack you make against that opponent in the round.
Inexorable Progression: To use this option, you must initiate a strike maneuver from a different season against the same opponent each round in four consecutive rounds (each season must be represented once). On the fourth round, your opponent must make a Fortitude save (DC 10 + 1/2 your initiator level + your Wisdom modifier) or fall unconscious for 1d4 rounds.
Unusual Motion: To use this option, you must hit an opponent with a melee attack and deal damage. Until the end of your next turn, you may use Martial Lore instead of Tumble to avoid provoking attacks of opportunity from that opponent due to moving through squares it threatens.


Wild Recovery [Wild]
Prerequisites: One Revolution maneuver, Wild Shape class feature.
Benefit: You may spend a use of your Wild Shape ability as a swift action to recover an expended maneuver of your choice. In addition, if you have levels in Cycle Warden and Druid, those levels stack for determining the uses per day, duration, and max Hit Dice of your Wild Shape ability.

sirpercival
2014-02-08, 11:34 AM
Reserved for posterity. By all means, comment!