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Zaydos
2014-08-23, 02:13 PM
The Edge of Apocalypse

There are those whose souls are attuned to the end of days. Many of these become doomsayers (http://www.giantitp.com/forums/showthread.php?368342-Doomsayer-%283-5-Base-Class%29) mystics which channel these powers through magical means. Some however focus this power instead through their blades. The first of these were a form of martial doomsayer, who sacrificed magical skill for greater martial prowess, but they taught their art to others. Now the Edge of Apocalypse is practiced by scattered masters across the world, filling the minds of its practitioners with mad whispers of the end of days.

The Edge of Apocalypse focuses on taking out many foes at once with devastating winds of the end of days. Other techniques allow them to walk the razor's edge of life and death, steal vitality from their foes, and finish off weakened foes. Some of their techniques only function properly unarmed or with slashing weapons, using them to cut the world itself.

While most practitioners of The Edge of Apocalypse are Martial Doomsayers (http://www.giantitp.com/forums/showthread.php?368342-Doomsayer-%283-5-Base-Class%29&p=17991150#post17991150), other initiators may gain access to it. Crusaders may trade access to Devoted Spirit, Swordsages may trade access to Setting Sun or Diamond Mind, and Argent Blades (http://www.giantitp.com/forums/showthread.php?253721-The-Argent-Blade-%283-5-Base-Class-ToB%29&p=13783150#post13783150) and Morphic Claws (http://www.giantitp.com/forums/showthread.php?306674-Morphic-Claw-%283-5-ToB-Base-Class-PEACH%29) may trade their Diamond Mind access to gain access to the Edge of Apocalypse, permanently adding Knowledge (Arcana) to their class skill list (they treat this as the associated skill for the Edge of Apocalypse). Other homebrew martial initiators may, at DM's discretion, gain access to the Edge of Apocalypse.

Associated Skill: Knowledge (associated with a chosen path of the apocalypse; if not a doomsayer Knowledge Arcana).
Discipline Weapons: Sickle, Heavy Sickle, Scimitar, Kukri, Falchion, and Scythe.

Black Wind Mastery
You are particularly adept with the manipulation of the winds of destruction.
Prerequisites: Must know one Edge of Apocalypse Maneuver of 3rd level or higher.
Benefit: When using Black Wind's Cry, Black Wind's Wail, Black Wind's Rebuke, Black Wind's Howl, or Black Wind's Reign (but not Black Breeze) you may attempt a special attack form such as Bull Rush, Disarm, Sunder, or Trip applying it throughout the area instead of dealing damage. Opponents cannot respond to do the same to you if you fail and you do not provoke attacks of opportunity. If you attempt a bull rush you may push the target back no more than 5-ft with Cry, 10-ft with Wail or Rebuke, 15-ft with Howl, and 20-ft with Reign.

Zaydos
2014-08-23, 02:14 PM
Maneuvers:


Black Breeze (Supernatural)
Strike
Level 1st
Initiation Action Standard.
Range 15-ft.
Area: 15-ft cone.
Duration: Instantaneous.
Saving Throw: None.
When you initiate this maneuver you strike out with your weapon sending out the winds of destruction ahead of its blade striking at your foes. Make a single melee attack with your weapon and apply that roll to all creatures within a 15-ft cone. This attack deals damage equal to the base damage of your weapon without modifications for Strength, feats, magic enhancements or other effects which modify the damage of your melee attacks (with the exception of weapon size which directly affects its base damage). For example a medium sized greatsword would deal 2d6 damage, regardless of your Strength score, or if it were a +5 collision weapon. You must be wielding a slashing or piercing weapon to initiate this strike, or be using an unarmed strike with the Improved Unarmed Strike feat or a monk’s unarmed attack (or equivalent) and may not use a special combat maneuver (such as trip, disarm, bull rush, etc) with this attack.

Dark Reaper Stance
Stance
Level 1st
Initiation Action Swift.
Range Personal
Target: You
Duration: Stance.
You take on the aspect of the Grim Reaper bringing death to those who hang lingering in this world. While in this stance your melee attacks deal +1d6 damage against creatures at half or less their maximum health.

Final Flourish
Strike
Level 1st
Initiation Action Swift.
Range Melee attack.
Target: 1 helpless creature
Duration: 1 round.
You strike down, finishing off a weakened foe and drawing power, or ferocity, from the act as you turn towards the next. When you initiate this maneuver you may make a coup de grace (against a legitimate target for such an action) as a swift action that does not provoke an attack of opportunity. You gain a profane bonus to melee attack and damage of +1 +1/4 initiator levels you possess for 1 round if they die.

Pestilence Edge
Stance
Level 1st
Initiation Action Swift.
Range Personal
Target: You
Duration: Stance.
Entering this stance you become a living epidemic, any cut inflicted by your blows spreading plague. Attacks you make with slashing or piercing weapons inflict Filth Fever on targets with a 1d3 days incubation time. A successful Fortitude save (DC 11 + your Charisma modifier) prevents this effect but must be made for each attack.

Siphon Vitality (Supernatural)
Strike
Level 1st
Initiation Action Standard.
Range Melee attack.
Target: 1 creature
Your blow siphons vital energy from the target pulling it into yourself. If you successfully hit a living target with this maneuver you gain 1d6+IL (max +5) temp hit points which last 10 minutes; if your normal damage would be less than the amount of temporary hit points you gain this way it increases to this amount. You must be wielding a slashing or piercing weapon or an unarmed strike to initiate this maneuver.

Dreadful Edge
Strike
Level 1st
Initiation Action Standard.
Range Melee attack.
Target: 1 creature
Duration: 1 round + 1 round/5 Initiator levels.
Your blow strikes the foe in such a way to leave their confidence shaken to the core. When you initiate this maneuver make a single melee attack, if you hit in addition to your normal damage the target must make a Will save (DC 11 + your Charisma or Constitution modifier) or be Shaken for 1 round + 1 round per 5 initiator levels.


Edge of Madness: (Supernatural)
Strike
Level 2nd
Initiation Action Standard.
Range Melee attack.
Target: 1 creature
Duration: 1 round
Your blow strikes the foe’s mind itself sending it into disarray. When you initiate this maneuver make a single melee attack, if you hit in addition to your normal damage the target must make a Will save (DC 12 + your Charisma or Constitution modifier) or be confused as the spell confusion (http://www.d20srd.org/srd/spells/confusion.htm) for 1 round; this strike does not count as having attacked them while they were confused.

Strike of Inexorable Fate (Supernatural)
Strike
Level 2nd
Initiation Action Standard.
Range Melee attack.
Target: 1 creature.
You focus your mind on the whispers of doom running through it, striking clear and true guided by prophecy. When you initiate this strike you make a single melee attack gaining a +4 insight bonus to hit and ignore any DR or miss chances the target has (assuming you are attacking the proper square). You may even harm incorporeal creatures without magical weapons, and ignore any cover less than total and any cover provided by a magical effect (other than instantaneous creation effects).

Rout the Heavens (Supernatural)
Special
Level: 2
Prerequisites: 1 Edge of Apocalypse Maneuver
Initiation Action: Swift
Range: 60-ft
Area: 60-ft emanation centered on yourself.
Duration: 1 minute
You channel a power anathema to the forces of the gods, releasing it out from you as an invisible wave which drives them forth. When you initiate this maneuver you may turn outsiders whose alignment is opposed to yours on one or more axes as a good cleric turns undead. They gain Turn Resistance equal to their Charisma modifier -2, this may never result in negative Turn Resistance.


Black Wind’s Cry (Supernatural)
Strike
Level 3rd
Initiation Action Standard.
Range 30-ft.
Area: 30-ft cone.
Duration: Instantaneous.
Saving Throw: None.
When you initiate this maneuver you strike out with your weapon sending out the reaving winds of destruction ahead of its blade striking at your foes. Make a single melee attack with your weapon and apply that roll to all creatures within a 30-ft cone, this attack deals its normal damage to each creature struck by it. You must be wielding a slashing or piercing weapon to initiate this strike, or be using an unarmed strike with the Improved Unarmed Strike feat or a monk’s unarmed attack (or equivalent) and may not use a special combat maneuver (such as trip, disarm, bull rush, etc) with this attack.

False Prophet’s Stance
Stance
Level 3rd
Prerequisites: 1 Edge of Apocalypse Maneuver
Initiation Action Swift.
Range Personal
Target: You
Duration: Stance.
Entering this stance you become a foe to the gods and those who serve them, your movements such as to counter their strikes and powers. While in this stance, you gain a +4 dodge bonus against Servants of the Gods, and a +2 to saves versus effects originating from them.

Siphon Health (Supernatural)
Strike
Level 3rd
Initiation Action Standard.
Range Melee attack.
Target: 1 creature
Your blow siphons the life force from the target pulling it into yourself. If you successfully hit a living target with this maneuver you gain 3d6+IL (max +15) temp hit points which last 10 minutes; if your normal damage would be less than the amount of temporary hit points you gain this way it increases to this amount. You must be wielding a slashing or piercing weapon or an unarmed strike to initiate this maneuver.

Stand between Futures (Supernatural)
Counter
Level 3rd
Prerequisites: 1 Edge of Apocalypse Maneuver
Initiation Action Immediate.
Range Personal.
Target: You
Duration: 1 round.
For a brief moment you see two futures before you, two courses of action. Choosing one you plunge forward with fate, avoiding the worst that was held in store for you.
You may initiate this maneuver whenever you would need to make a saving throw. You may roll twice on that saving throw taking the better result. If you need to make any other saving throws before the start of your next turn this maneuver’s effect applies to them as well.

Step of Death (Supernatural)
Counter:
Level 3rd
Prerequisites: 1 Edge of Apocalypse Maneuver
Initiation Action Immediate.
Range Personal.
Target: You
Duration: Instantaneous
You move through death itself, a warrior of the end of days, the days of dying.
You may initiate this maneuver whenever a creature within 80-ft of you is killed or reduced to a dying state and knocked unconscious (you cannot use this ability when a dying but non-stable creature loses hit points or when an unliving creature such as an undead or construct is destroyed). When you initiate this maneuver you teleport to a space occupied by the slain or knocked out creature or a space adjacent to it.

That is not Dead
Counter:
Level 3rd
Prerequisites: 1 Edge of Apocalypse Maneuvers
Initiation Action Immediate.
Range Personal.
Target: You
You cling to the world with the tenacity of the last survivors in the end of days, clutching tightly to its edges.
You may initiate this maneuver when you would die, even if you are unconscious or otherwise not aware of the cause and would normally not be able to perform immediate actions for this reason. When you initiate this maneuver you do not instead you are reduced to -9 hit points, stable and unconscious (even if the attack would normally not reduce your hit points and/or you would be able to remain conscious even at negative hit points). If you would have died due to Constitution damage or drain your Constitution is instead only reduced to 1 (this does not further reduce your hit points). If you would normally be able to remain conscious at negative hit points you awaken in 1 minute or when you would reach positive hit points once more. While unconscious from this maneuver you seem to be dead to all mundane senses requiring a DC 20 Heal check to find signs of life, and even magical effects such as deathwatch show you to be dead without a DC 20 Spellcraft check.
If you are not actually alive (such as being an undead or construct) this maneuver has no effect.
Note: A crusader using this ability will likely die when their Steely Resolve pool empties at the end of their turn.


Black Wind’s Shield (Supernatural)
Counter
Level 4th
Prerequisites: 1 Edge of Apocalypse Maneuver
Initiation Action Immediate.
Range 30-ft.
Target: One or more creatures
Raising your blade you call forth the black winds of destruction to shelter and shield, warding away the blows of foes.
You may initiate this maneuver in response to any attack that requires an attack roll or affects an entire area and allows a Reflex or Fortitude save which would affect one or more creatures within the range of this maneuver. When you initiate this counter you make an attack roll with any slashing or piercing melee weapon you are carrying (or an unarmed strike if you have Improved Unarmed Strike, a monk’s unarmed attack, or equivalent). You replace the AC or Reflex saving throw of one creature that would be affected by the attack with your attack roll if it is better than their AC or saving throw. You may initiate this ability after you learn the result of your opponent’s attack roll or allies’ (including your own) saving throws.

Contagion’s Blade: (Supernatural)
Strike
Level 4th
Prerequisites: 2 Edge of Apocalypse Maneuvers
Initiation Action Standard.
Range Melee attack.
Target: 1 creature
Duration: Instantaneous
Saving Throw: Fort partial.
Your blade is plague, infectious and fatal, striking into a foe. When you initiate this maneuver make a single melee attack. If it hits the attack deals +2d6 damage and infects the target with a disease as the Contagion spell unless they succeed a (DC 14 + your Charisma or Constitution) Fortitude save. You must be wielding a slashing or piercing weapon or an unarmed strike to initiate this maneuver.

Terrifying Blow:
Strike
Level 4th
Initiation Action Standard.
Range Melee attack.
Target: 1 creature
Duration: 1 round
Saving Throw: Will partial.
You strike the target a single powerful blow which seems to shake them to their core filling them with fright. When you initiate this maneuver make a single melee attack. If it hits the attack deals +4d6 damage and the target must make a Will save (DC 14 + your Charisma or Constituion) or be frightened for 1 round.


Anathema of Heaven (Supernatural)
Stance
Level 5th
Prerequisites: 1 Edge of Apocalypse Maneuver
Initiation Action Swift.
Range Personal
Target: You
Duration: Stance.
Planting your feet you cry out against the heavens themselves. Drawing upon the powers of the world’s doom you clad yourself in it like a cloak, radiating a force which drives forth other influences. While in this stance you project a 10-ft aura which functions as a Magic Circle against Evil except applies against all alignments (including true neutral). In addition this aura prevents any extraplanar outsider from entering it instead of only extraplanar summoned creatures, regardless of whether they were called or entered the plane of their own free will.

Black Wind’s Wail (Supernatural)
Strike
Level 5th
Prerequisites: 1 Edge of Apocalypse Maneuver
Initiation Action Standard.
Range 30-ft.
Area: 30-ft cone.
Duration: Instantaneous.
Saving Throw: None.
When you initiate this maneuver you strike out with your weapon sending out the scything winds of armageddon ahead of its blade striking at your foes. Make a single melee attack with your weapon and apply that roll to all creatures within a 30-ft cone, this attack deals its normal damage +2d6 to each creature struck by it. You must be wielding a slashing or piercing weapon to initiate this strike, or be using an unarmed strike with the Improved Unarmed Strike feat or a monk’s unarmed attack (or equivalent) and may not use a special combat maneuver (such as trip, disarm, bull rush, etc) with this attack.

Final Dispatch
Strike
Level 5th
Prerequisites: 1 Edge of Apocalypse Maneuver
Initiation Action Standard.
Range Melee attack.
Target: 1 creature
Your blow strikes deep into the target, sending those hanging on off of this mortal coil. When you initiate this maneuver make a single melee attack which deals +2d6 damage. This attack’s damage is doubled against undead and creatures at half health or less.

Harbinger of the Black Wind (Supernatural)
Stance
Level 5th
Prerequisites: 1 Edge of Apocalypse Maneuver
Initiation Action Swift.
Range Personal
Target: You
Duration: Stance.
You cloak yourself in the baleful powers of the winds of doom, letting them strike out loose and deadly with each blow you make. While in this stance the first time you make a weapon attack each round you strike all enemies adjacent to you in addition to the target (the target cannot be hit twice) but only deal half damage to each creature other than the primary target; if you used a martial maneuver, or applied a spell effect (or similar) to your attack, only the target receives any extra damage or effects from the maneuver although any bonuses to hit for doing so still apply.

Strength of Devastation
Boost
Level: 5th
Prerequisites: 1 Edge of Apocalypse Maneuver
Initiation Action Swift.
Range Personal
Target: You
Duration: 1 round.
You have seen the power of the devastation which will come and emulate its destructive force, sacrificing all defense to strike a hard blow at your foes. When you initiate this boost you take a penalty to AC for one round of up to your BAB and gain the same bonus to damage with melee attacks as the penalty you took to AC.


Black Wind’s Rebuke
Counter
Level 6th
Prerequisites: 3 Edge of Apocalypse Maneuvers
Initiation Action Immediate.
Range 30-ft
Target: 1 creature
You call upon a single scything blade of the winds of apocalypse to strike your foe. You may initiate this maneuver whenever a creature within range takes an action (except for free actions) to immediately make a single melee attack against them. This attack deals its normal damage and can be used to interrupt spells and concentration. You must be wielding a slashing or piercing weapon to initiate this strike, or be using an unarmed strike with the Improved Unarmed Strike feat or a monk’s unarmed attack (or equivalent) and may not use a special combat maneuver (such as trip, disarm, bull rush, etc) with this attack.

Greater Strike of Inexorable Fate (Supernatural)
Strike
Level 6th
Prerequisites: 2 Edge of Apocalypse Maneuvers
Initiation Action Standard.
Range Melee attack.
Target: 1 creature
You focus your mind on the whispers of doom running through it, focusing completely on the target’s personal doom, striking clear and true guided by prophecy. When you initiate this strike you make a single melee attack gaining a +6 insight bonus to hit and dealing double normal damage, ignoring any DR or miss chances the target has (assuming you are attacking the proper square). You may even harm incorporeal creatures without magical weapons, diminutive or smaller swarms, or other creatures normally immune to weapon damage. This attack ignores any cover granted by magical effects (other than instantaneous creation effects), any mundane cover less than total, and any effect that would reduce its damage.

Transfix the Soul
Strike
Level 6th
Prerequisites: 2 Edge of Apocalypse Maneuvers
Initiation Action Standard.
Range Melee attack.
Target: 1 creature
Duration: 1 round
Saving Throw: Will partial.
You strike hard into the target shattering their resolve completely, leaving them unable to do more than cower in fright at your prowess. When you initiate this maneuver make a single melee attack against a creature. This attack deals +6d6 damage and target must make a Will save (DC 16 + your Charisma or Constitution modifier) or Cower for 1 round.


Black Wind’s Howl (Supernatural)
Strike
Level 7th
Prerequisites: 2 Edge of Apocalypse Maneuvers
Initiation Action Standard.
Range 30-ft.
Area: 30-ft cone.
Duration: Instantaneous.
Saving Throw: None.
When you initiate this maneuver you strike out with your weapon sending out a torrential rush of destructive winds filled with the essence of the apocalypse. Make a single melee attack with your weapon and apply that roll to all creatures within a 30-ft cone, this attack deals its normal damage +6d6 to each creature struck by it. You must be wielding a slashing or piercing weapon to initiate this strike, or be using an unarmed strike with the Improved Unarmed Strike feat or a monk’s unarmed attack (or equivalent) and may not use a special combat maneuver (such as trip, disarm, bull rush, etc) with this attack.

Reaper’s Strike (Supernatural)
Strike
Level: 7th
Prerequisites: 3 Edge of Apocalypse Maneuvers
Initiation Action Standard.
Range Melee attack.
Target: 1 creature
Saving Throw: Fortitude partial.
You strike at your foe, pulling their very soul from them, leaving them as nothing more than a lifeless husk. As part of this maneuver you make a single melee attack. If you hit you deal +4d6 damage and the target must make a Fortitude save (DC 17 + your Constitution or Charisma modifier) or die; this is a death effect.


Earth and Heaven Divided (Supernatural)
Stance
Level 8th
Prerequisites: 3 Edge of Apocalypse Maneuvers
Initiation Action Swift.
Range Personal
Target: You
Duration: Stance.
You become a wedge between realities, a shadow of the great gulf between the Prime and the Planes as the former finally dies. While in this stance you radiate a 20-ft aura which prevents extradimensional travel as a dimension lock spell. Unlike a dimension lock spell, though, it also prevents any extradimensional sensory (such as the ability to see ethereal creatures with see invisibility or for ethereal creatures to see the Prime) or attack forms (such as a basilisk’s gaze or force effects) from working across planes within the area as well.

Universal Dread (Supernatural)
Counter
Level 8th
Prerequisites: 3 Edge of Apocalypse Maneuvers
Initiation Action Immediate.
Range 30-ft
Target: 1 creature
Your gaze freezes the target’s soul as the final terror of the world’s collapse seizes them. You may initiate this maneuver whenever a creature within range would take an action. The target must succeed on an opposed Charisma check against you or lose their action, the action is still considered expended and any spell, maneuver, etc used as part of the action is wasted. You gain a +4 on this opposed Charisma check.

Steal Life (Supernatural)
Strike
Level: 8th
Prerequisites: 3 Edge of Apocalypse Maneuvers
Initiation Action Standard.
Range Melee attack.
Target: 1 creature
You plunge your blade deep into the target, drawing sustenance from their life force. When you initiate this maneuver make a single melee attack. If the attack hits it deals +10d6 damage and if the target is a living creature that survives you regain health equal to the damage dealt or 150 (whichever is less) with any excess hit points being gained as temporary hit points which are lost at a rate of 10 hit points per round. If the target is a living creature which is killed by the attack you instead receive all the benefits as a heal spell (this effect heals you even if you are undead) and any excess hit points being healed by it are gained as temporary hit points which are lost at a rate of 10 hit point per round. You must be wielding a slashing or piercing weapon or an unarmed strike to initiate this maneuver.


Black Wind’s Reign:
Strike
Level 9th
Prerequisites: 4 Edge of Apocalypse Maneuvers
Initiation Action Standard.
Range 30-ft.
Area: 30-ft radius centered on yourself.
Duration: Instantaneous.
Saving Throw: None.
You call upon the full force of the black winds, letting them lash out and strike at your foes. When you initiate this maneuver make a single melee attack with your weapon and apply that roll to any number of creatures within 30-ft of you, this attack deals its normal damage +10d6 to each creature struck by it, and one-third of that damage to any creature which you miss with this attack. You must be wielding a slashing or piercing weapon to initiate this strike, or be using an unarmed strike with the Improved Unarmed Strike feat or a monk’s unarmed attack (or equivalent) and may not use a special combat maneuver (such as trip, disarm, bull rush, etc) with this attack.