DracoDei
2019-03-07, 05:26 PM
As usual, I would especially welcome any specific suggestions for how to make my wording clearer.
Wiki-like References: This will be included in the Age of Warriors (Project Revived!) (http://www.giantitp.com/forums/showthread.php?581281-The-Age-of-Warriors-(Project-Revived!)), which was what inspired me to write this. Knowledge of that project is IN NO WAY necessary to understand or use these maneuvers (but it is a very good project!).
Wrack Earth PHB II p.128 and Earthbolt Comp. Arcane p.104 (these may be in other places too...)
Local Faultline Builds Pressure *
Stone Dragon (Strike)
Level: Crusader 1**, Warblade 1**, Swordsage 1
Prerequisite: None* (Special Bonus if you also know at least 1 Desert Wind Maneuver or Stance that allows you to deal fire damage)
Initiation Action: Variable, but at least one standard action PLUS one attack
Range: Melee
Target: One Target
*If you also know at least 1 Desert Wind Maneuver or Stance that allows you to deal fire damage then this grants an additional option and, technically speaking, changes the name to Volcanic Geyser Builds Pressure.
**Pro-Tip: Due to the niche nature of this maneuver it is strongly advised to avoid taking this maneuver unless you will end up having more maneuvers known than you can ready at once. Thus first level warblades and Crusaders of less than third level should avoid it.
The pressures and stresses that lead to rockslides, earthquakes, and volcanoes can build over years or even centuries. The longer the earth forebears, the greater its force can be when it finally brings forth cataclysm. You emulate this patience with all your spirit to attune yourself with the earth... truly is it said 'Beware the vengeance of a patient man. "...
This strike can be continued into the following rounds so long as you meet the following conditions:
Do not move more than 5’ from the place where you first initiated it, regardless of if this movement is by yourself or others.
Spend at least a standard or full-round action each round executing it. (Note that standard actions do not increase the bonuses, they merely allow you to, say sheathe a weapon and draw a different one on two consecutive rounds if you feel the need to.)
Do not attack.
Remain in continuous contact with the ground.
At the end of any round you violate any of these rules this maneuver becomes expended.
If after one or more consecutive rounds of initiating this strike you make one or more melee attacks that DO NOT involve any other strike then this maneuver is expended and provides certain bonuses to the first such individual melee attack. Note that this can include an attack of opportunity, the first attack of a full-attack, a charge, a coup-de-grace, etc. and that it does count as this strike for purposes of the Insightful Strike swordsage class feature, warblade recovery (IE you can't recover maneuvers as a warblade the turn you use this), etc.
The bonuses are as follows:
+2 damage for each prior full-round action you spent initiating it. This bonus is capped both by +5*(I.L.+1) AND by an absolute maximum of +30.
Half initiator levels are for some characters with I.L. from non-initiating classes.
Initiator
Level
Maximum
Damage
Bonus
0.5
7
1
10
1.5
12
2
15
2.5
17
3
20
3.5
22
4
25
4.5
27
5+
30
SPECIAL: If you know at least 1 Desert Wind Maneuver or stance that allows you to deal fire damage then, just prior to dealing damage, you MAY choose to make this bonus damage fire, rather than extra weapon damage.
+1 to hit for each two prior full-round actions you spent initiating it to a maximum of +10. However, the strength of the earth is great, but not precise: This bonus does NOT apply to critical hit confirmation rolls.
If you spent at least 5 prior full-round actions initiating it then it bypasses all DR and Hardness (but not energy resistance/immunity... see below), and there is no minimum distance requirement for charging (including partial charges). Note that this DOES make things such as Shock Trooper(feat), Spirited Charge(feat), Leading the Charge*(Stance, White Raven 1) and Warmaster's Charge*(Strike, White Raven 9) possible to benefit from, even if you start your turn adjacent to your target.
*Naturally it would be an ally using these last two that would grant you the bonus.
If you spent at least 10 prior full-round actions initiating it then it does not automatically miss on a natural 1 on the attack roll.
Note that you do not need to pick and choose between these four bonuses. You progress towards them all simultaneously (up to their individual maxima).
Village-Leveling Quake*
Stone Dragon (Strike)
Level: Crusader 2, Warblade 2, Swordsage 2
Prerequisite: 1 Stone Dragon maneuver* (Special Bonus if you also know at least 1 Desert Wind Maneuver or Stance that allows you to deal fire damage)
Initiation Action: Variable, but at least one standard action PLUS one attack that is at least a standard action on the round you "release" it.
Area: Up to 30' Line or Cone
Saving Throw: Reflex Half AND Partial
*If you also know at least 1 Desert Wind Maneuver or Stance that allows you to deal fire damage then this grants an additional option and, technically speaking, changes the name to Local Geyser-Field Builds Pressure.
You have mastered a technique greater than simply focusing the might of the earth into a single strike, now you direct the energy back into the earth, causing shards to fly up to strike your foes even as the earth bucks beneath their feet like an untamable bronco.
This strike can be continued into the following rounds so long as you meet the following conditions:
Do not move more than 5’ from the place where you first initiated it, regardless of if this movement is by yourself or others.
Spend at least a standard or full-round action each round executing it. (Note that standard actions do not increase the bonuses, they merely allow you to, say sheathe a weapon and draw a different one on two consecutive rounds if you feel the need to.)
Do not attack.
Remain in continuous contact with the ground.
At the end of any round you violate any of these rules this maneuver becomes expended.
Each time you put a full-round action into this maneuver (but do not make an attack) you may increase the distance it will effect by 5' (starting from zero), to a maximum of 30'. HOWEVER, once you forgo this option, the distance is capped, and you may not further extend the area of effect of this maneuver.
If after one or more consecutive rounds of initiating this strike your first and only attack during your turn is to strike the earth with a melee attack (which automatically hits in this case) after moving in a reasonably straight line you release the energy into an extrememly localized but deadly earthquake. This line of movement need not be any straighter than that involved in a charge (so you do not lose your dexterity bonus to AC, as you might while running), and need not be any longer than simply lifting one foot and stomping it down a quarter inch from where it was initially placed.
Choose either a line or a cone. Both extend from you to the distance you determined above. The line, or the centerline of the cone must be aligned as closely as possible with your direction of travel on the battlemap. This means it must be AWAY from your point of origin, not pointing back along your path of travel. If you did not change locations enough to require adjusting this, you may freely pick a direction).
All structures, unattended objects, and creatures (other than yourself) in the target squares, take 2 damage for each prior full-round action you spent initiating it, capped both by +5*(I.L.+1) AND by an absolute maximum of 40. A reflex save for half damage is allowed against a DC equal to either 12+Str. Mod. OR the number of prior full-round actions spent initiating this maneuver, whichever is LESS. A natural 1 is NOT an automatic failure on this saving throw unless you spent at least 20 prior full-round actions initiating this maneuver. However, if you DID spend at least that long, then a natural 20 is NOT an automatic success on it.
This damage is bludgeoning, peircing, and slashing. If you spent at least 10 prior full-round actions then this damage bypasses damage reduction and hardness (but NOT energy resistance/immunity, see below).
In additional creatures of normal stability standing on the ground or a structure connected to it fall prone if they fail this save. Creatures of unusual stability standing in such places only fall prone if they fail by more than 4 points. You are immune to this effect from your own use of this maneuver.
If you also know at least 1 Desert Wind Maneuver or Stance that allows you to deal fire damage then you may elect to make half this damage fire, as puffs of super-heated steam and tiny bits of lava become intermixed with the exploding debris.
Initiator
Level
Maximum
Damage
3
20
3.5
22
4
25
4.5
27
5
30
5.5
32
6
35
6.5
37
7+
40
Regional Faultline Builds Pressure *
Stone Dragon (Strike)
Level: Crusader 3, Warblade 3, Swordsage 3
Prerequisite: 1 Stone Dragon maneuver* (Special Bonus if you also know at least 1 Desert Wind Maneuver or Stance that allows you to deal fire damage)
Initiation Action: Variable, but at least one standard action PLUS one attack
Range: Melee
Target: One Target
*If you also know at least 1 Desert Wind Maneuver or Stance that allows you to deal fire damage then this grants an additional option and, technically speaking, changes the name to Enormous Volcanic Geyser Builds Pressure.
This maneuver functions in the same way as Local Faultline Builds Pressure with the following changes:
The maximum to-hit bonus is +15 and it requires 15 full-round actions (rather than 10) prior to the round in which you attack before it does not automatically miss on a natural 1.
It requires 7 prior full-round actions initiating (rather than 5) before it starts bypassing all DR and Hardness (but not energy resistance/immunity), and removes minimum distance requirement for charging (including partial charges)
The increase to damage per prior full-round action is +4. This bonus is capped based on your initiator level as presented on the following chart. (half initiator levels are an optional rule for some characters with I.L. from non-initiating classes and/or racial hit-dice.).
Initiator
Level
Maximum
Damage
Bonus
5
35
5.5
37
6
40
6.5
45
7
50
7.5
52
8
55
8.5
57
9+
60
Town-Leveling Quake*
Stone Dragon (Strike)
Level: Crusader 4, Warblade 4, Swordsage 4
Prerequisite: 2 Stone Dragon maneuvers* (Special Bonus if you also know at least 1 Desert Wind Maneuver or Stance that allows you to deal fire damage)
Area: Up to 45' Line, Cone, or hemisphere.
*If you also know at least 1 Desert Wind Maneuver or Stance that allows you to deal fire damage then this grants an additional option and, technically speaking, changes the name to County-spanning Geyser-Field Builds Pressure.
As per Village-Leveling Quake except as follows:
The damage maximum is as per the following chart.
The damage gained per prior full-round action is +4.
The DC is 14+Str. Mod. OR the number of prior full-round actions spent initiating it, whichever is LESS.
As indicated above, the absolute maximum range of this maneuver is 45' instead of 30'.
Instead of a line or cone you may choose to have this strike effect a hemisphere pointing in the direction of travel. This can be defined by taking a plane (or line if you are only worried about two dimensions), through any corner of the square you were in when you struck the earth to "release" this maneuver and normal (perpendicular for non-geometery-geeks) to your line of travel. All squares/cubes on the side of this divider in the direction of your movement that are ALSO within range, are the area of effect.
Damage Table with fractional initiator level provided as an optional rule for those with an odd number of levels in non-initiating classes+RHD.
Initiator
Level
Maximum
Damage
7
50
7.5
52
8
55
8.5
57
9
60
9.5
65
10
70
10.5
72
11+
75
Nation-Wide Faultline Builds Pressure *
Stone Dragon (Strike)
Level: Crusader 5, Warblade 5, Swordsage 5
Prerequisite: 2 Stone Dragon maneuvers* (Special Bonus if you also know at least 1 Desert Wind Maneuver or Stance that allows you to deal fire damage)
Initiation Action: Variable, but at least one standard action PLUS one attack
Range: Melee
Target: One Target
*If you also know at least 1 Desert Wind Maneuver or Stance that allows you to deal fire damage then this grants an additional option and, technically speaking, changes the name to Volcano Builds Pressure.
This maneuver functions in the same way as Local Faultline Builds Pressure with the following changes:
The maximum to-hit bonus is +20 and it requires 20 full-round actions (rather than 10) prior to the round in which you attack before it does not automatically miss on a natural 1.
It requires 10 prior full-round actions initiating (rather than 5) before it starts bypassing all DR and Hardness (but not energy resistance/immunity), and removes minimum distance requirement for charging (including partial charges)
The increase to damage per prior full-round action is +8. This bonus is capped based on your initiator level as presented on the following chart. (half initiator levels are an optional rule for some characters with I.L. from non-initiating classes).
Initiator
Level
Maximum
Damage
Bonus
9
70
9.5
75
10
80
10.5
87
11
95
11.5
100
12
105
12.5
112
13+
120
City-Leveling Quake*
Stone Dragon (Strike)
Level: Crusader 6, Warblade 6, Swordsage 6
Prerequisite: 3 Stone Dragon maneuvers* (Special Bonus if you also know at least 1 Desert Wind Maneuver or Stance that allows you to deal fire damage)
Area: Up to 60' Line, Cone, Hemisphere, or Sphere-With-Excluded-Cone (excluded cone points back towards where you started your movement for the round).
*If you also know at least 1 Desert Wind Maneuver or Stance that allows you to deal fire damage then this grants an additional option and, technically speaking, changes the name to Massive Chain of Geysers Builds Pressure.
As per Village-Leveling Quake except that:
The damage maximum is as per the following chart.
The damage gained per prior full-round action is +10.
As indicated above, the absolute maximum range of this maneuver is 60' instead of 30'.
The DC is 16+Str. Mod. or the number of prior full-round actions spent initiating it, whichever is LESS.
When striking the earth you MAY CHOOSE to cause all non-magical earthen surfaces in the area of effect become rough terrain.
Instead of a line or cone you MAY also choose to have this strike effect either:
A full sphere EXCEPT the area taken up by a cone extending backwards along your line of travel. The size of this cone is greater than that of the sphere, and beyond that is irrelevant.
A hemisphere pointing in the direction of travel. This can be defined by taking a plane (or line if you are only worried about two dimensions), through any corner of the square you were in when you struck the earth to "release" this maneuver and normal (perpendicular for non-geometery-geeks) to your line of travel. All squares/cubes on the side of this divider in the direction of your movement that are ALSO within range, are the area of effect.
Damage Table with fractional initiator level provided as an optional rule for those with an odd number of levels in non-initiating classes+RHD.
Initiator
Level
Maximum
Damage
11
95
11.5
100
12
105
12.5
112
13
120
13.5
125
14
130
14.5
137
15+
145
Continent-Spanning Faultline Builds Pressure *
Stone Dragon (Strike)
Level: Crusader 7, Warblade 7, Swordsage 7
Prerequisite: 3 Stone Dragon maneuvers* (Special Bonus if you also know at least 1 Desert Wind Maneuver or Stance that allows you to deal fire damage)
Initiation Action: Variable, but at least one standard action PLUS one attack
Range: Melee
Target: One Target
*If you also know at least 1 Desert Wind Maneuver or Stance that allows you to deal fire damage then this grants an additional option and, technically speaking, changes the name to Ancient Volcano Builds Pressure.
This maneuver functions in the same way as Local Faultline Builds Pressure with the following changes:
The maximum to-hit bonus is +20 and it requires 20 full-round actions (rather than 10) prior to the round in which you attack before it does not automatically miss on a natural 1.
It requires 10 prior full-round actions initiating (rather than 5) before it starts bypassing all DR and Hardness (but not energy resistance/immunity), and removes minimum distance requirement for charging (including partial charges)
The increase to damage per prior full-round action is +10. This bonus is capped based on your initiator level as presented on the following chart. (half initiator levels are an optional rule for some characters with I.L. from non-initiating classes).
Initiator
Level
Maximum
Damage
Bonus
13
135
13.5
142
14
150
14.5
157
15
165
15.5
172
16
180
16.5
190
17+
200
Metropolis-Leveling Quake*
Stone Dragon (Strike)
Level: Crusader 8, Warblade 8, Swordsage 8
Prerequisite: 4 Stone Dragon maneuvers* (Special Bonus if you also know at least 2 Desert Wind Maneuver and/or Stances that allows you to deal fire damage)
Area: Up to 75' Line, Cone, Hemisphere, Sphere-With-Excluded-Cone (excluded cone points back towards where you started your movement for the round), or full sphere.
*If you also know at least 2 Desert Wind Maneuvers plus Stances that each allow you to deal fire damage then this grants an additional option and, technically speaking, changes the name to Super-heated Watertable Builds Pressure.
As per Village-Leveling Quake except that:
It requires 2 desert wind maneuvers and/or stances that each allow you to deal fire damage before you can make half the damage from this maneuver fire damage.
The damage maximum is 15*(I.L.-4). For convience, a chart is provided below for initiator levels up to 30, including half-levels as an optional rule for characters with odd numbers of non-initiator class levels + RHD.
The damage gained per prior full-round action is +8.
As indicated above, the absolute maximum range of this maneuver is 75' instead of 30'.
The DC is 18+Str. Mod. or the number of prior full-round actions spent initiating it, whichever is LESS.
When striking the earth you MAY CHOOSE to cause all non-magical earthen surfaces in the area of effect become rough terrain.
Instead of a line or cone you MAY also choose to have this strike effect either:
A full sphere.
A full sphere EXCEPT the area taken up by a cone extending backwards along your line of travel. The size of this cone is greater than that of the sphere, and beyond that is irrelevant.
A hemisphere pointing in the direction of travel. This can be defined by taking a plane (or line if you are only worried about two dimensions), through any corner of the square you were in when you struck the earth to "release" this maneuver and normal (perpendicular for non-geometery-geeks) to your line of travel. All squares/cubes on the side of this divider in the direction of your movement that are ALSO within range, are the area of effect.
Initiator
Level
Maximum
Damage
Bonus
15
165
15.5
172
16
180
16.5
187
17
195
17.5
202
18
210
18.5
217
19
225
19.5
232
20
240
20.5
247
21
255
21.5
262
22
270
22.5
277
23
285
23.5
292
24
300
24.5
307
25
315
25.5
322
26
330
26.5
337
27
345
27.5
352
28
360
28.5
367
29
375
29.5
382
30
390
... +1 (or with a .5 on the end)
... +15 (+22 total = +15+7)
Global Faultline Network Builds Pressure *
Stone Dragon (Strike)
Level: Crusader 9, Warblade 9, Swordsage 9
Prerequisite: 4 Stone Dragon maneuvers* (Special Bonus if you also know at a total of at least 2 Desert Wind Maneuvers and/or Stances that allows you to deal fire damage)
Initiation Action: Variable, but at least one standard action PLUS one attack
Range: Melee
Target: One Target
*If you also know at least 2 Desert Wind Maneuvers plus Stances that each allow you to deal fire damage then this grants an additional option and, technically speaking, changes the name to Large Volcanic Range Builds Pressure.
This maneuver functions in the same way as Local Faultline Builds Pressure with the following changes:
As noted above, it requires a total of 2 Desert Wind maneuvers and/or stances known that provide fire damage to allow its damage types to be adjusted.
The to-hit bonus increases by +2 for each prior full-round action, rather than +1.
The maximum to-hit bonus is +20. (However it still only requires 10 full-round actions prior to the round in which you attack before it does not automatically miss on a natural 1.)
The increase to damage per prior full-round action is +15. This bonus is capped based on your initiator level as presented on the following chart. (half initiator levels are an optional rule for some characters with I.L. from non-initiating classes). For those who prefer formulae to tables, it is simply 20*(I.L.-6).
Initiator
Level
Maximum
Damage
Bonus
17
220
17.5
230
18
240
18.5
250
19
260
19.5
270
20
280
20.5
290
21
300
21.5
310
22
320
...+0.5
...+10
...+1
...+20
(Note that, like its 1st level predecessor, it only requires 5 prior full-round actions before it bypasses DR and Hardness, and removes the minimum distance on charging.)
Newer questions:
Is the new formatting of the 3rd level maneuver an improvement? The older version can be found in the appropriate spoiler in this post, but basically it listed everything out, without referring to its predecessor.
Given I removed the "Jump Start" (see below), should I also increase the rate at which Local Faultline Builds Pressure to get it back into the 5-10 rounds range that Lanth Sor suggested? Also note that I intend the time required to fully charge one of these to INCREASE as one moves down the chain although the rate of charge will only increase for damage and will never decrease for to-hit. This encourages the usage of the PCs increasing pool of resources to arrange ambushes, and eats into short-duration buffs, thus making nova-buffing for the '5 minute work day" less attractive (well... microscopically).
Is the "Jump start" of +8 damage, +4 to-hit (-2 crit. Confirm) big enough? Should it smoothly progress into the rest of the bonuses, or be a separate way of activating the maneuvers? Should I give it a completely different set of mechanical bonuses? EDIT: Removed this, at least for the moment.
Should the "no minimum distance for charge" thing apply to partial charges, or only to full-charges? In other words, how good does your ambush have to be before that bonus should be granted?
Did I need the clarification/emphasis about "still counts as a charge for ALL purposes"? Can anyone suggest a shorter clarification that would work better?
Are people remembering to consider the implications of NPCs using these against PCs, rather than only the reverse? At higher levels than this first maneuver is most relevant to Intelligent Undead could be particularly problematic I think. Many of them have the patience and single-mindedness to lay in wait around a corner (thus preventing ranged attacks from outside their charging range) for days at a time. Even a lowly ghoul that somehow acquired this could be a very scary prospect, assuming that RHD count as 1/2 initiator level progression. Fortunately, there don't seem to be many low CR undead that advance by class levels, and one equipped with a Stone Dragon Belt of even Novice degree would be unusual enough that it is the GM's responsiblity, not ours.
Should this progression of maneuvers include one at maneuver level 9?
Older questions (Still lacking any responses on most of these!) :
What do you think of the idea of cross-discipline requirements/options in general? Is the specific option it gives here interest and/or useful enough to warrant its inclusion?
This is, naturally, designed to reward good tactical planning with one-hit-kills (or at least a LOT of damage) in many cases. How far can the sequels to this maneuver go and still make this an interest challenge, rather than something that becomes boringly repetitive?
Related to this, should even this specific maneuver, once charged past a certain level, generate tiny tremors originating from the martial practitioner so that those in the know will have some forewarning?
Conversely, how many groups are actually far enough from the "kick in the door" school of play to actually use this, except perhaps for LITERALLY breaking down doors, wall, and other inanimate obstacles?
Given how well this sort of overwhelming force fits the image of a Crusader or Warblade I was actually considering breaking another convention and making this a 2nd level maneuver for Swordsages while keeping it 1st for those other two ToB classes. On the other hand, the tactical cleverness to set this up certainly fits the Swordsage, so maybe this is not the time to break that particular convention?
Actually, if "cleverness" is more intelligence to come up with a good plan, rather than "know they enemy" then a Warblade (INT based) would be a better fit for that aspect than a Swordsage (WIS based). It is probably both. Anyway, what do you think?
Given how archetypical of Stone Dragon this feels to me, and the balance concerns that some might raise, I elected to give this a pre-requisite, despite no other Stone Dragon maneuver before 3rd level having such. Was this the correct choice? Should I perhaps even bump it up to 2 maneuvers?
My current plan is for this chain to have a maneuver at every odd numbered level from 1st to 7th, and MAYBE even 9th. Again, the "slow burn" of it just feels so archetypical of Stone Dragon, and having one at 9th it would provide an option for campaigns where immunity to constitution damage is common, such as those that heavily feature undead or constructs. Are these sufficient reasons, or should I respect the "One single capstone maneuver/Ultimate Technique" convention?
Should this have sequels that just give increasing caps and perhaps movement speed bonuses* to be able to charge/single-move further and still make it to an opponent who has just detected the initiator?
What about ones that give it AoE damage (probably by striking the earth and causing shards to shoot up and damage enemies, while creating rough terrain)? In the reverse direction, should this just be made to scale well with I.L. so you never have to "waste" a maneuver-replacement by upgrading it?
*Rockslides and pyroclastic clouds can move quite fast as does lava shooting into the air (less so on the ground).
Link to my scratch-work for future maneuvers in series on GoogleSheets. (https://docs.google.com/spreadsheets/d/1_uihxLWOXh3EoWpKKphMol7dTNEmRGTiRMwTwyi2dy8/edit?usp=sharing)
6:30ish PM Eastern, March 14, 2019:
Increased charge rates, charge starting points, and absolute maximum damage bonus for Local Faultline Builds Pressure . Added "No minimum range for charge" bonus after 5 full-rounds of charging, with additional language to emphasize that this includes for purposes outside the basic functionality of charging.
Increased absolute maximum from 25 to 30 for Local Faultline Builds Pressure .
11 PMish (of same day):
Removed penalty (1/2 to-hit bonus granted by maneuver) to critical confirmation rolls, while retaining the absence of the to-hit bonus from Local Faultline Builds Pressure to such rolls. Might put it back later.
Removed starting "boost" to +8/+4/-2 for first full-round action from Local Faultline Builds Pressure.
+8 damage if you spent at least one prior full-round action initiating it, increased by 2 for each prior full-round action after the first. The total bonus is capped both by +5*(I.L.+1) AND by an absolute maximum of +30.
SPECIAL: If you know at least 1 Desert Wind Maneuver or stance that allows you to deal fire damage then, just prior to dealing damage, you MAY choose to make this bonus damage fire, rather than extra weapon damage. (Sidenote: I recommend having all energy damage from Martial Maneuvers count as flaming/shocking/frost/etc for purposes of affecting swarms.)
+4 to hit if you spent at least one prior full-round action initiating it, increased by 1 for each TWO prior full-round actions after the first. The total bonus can not exceed +10. However, the strength of the earth is great, but not precise: This bonus does NOT apply to critical hit confirmation rolls, and, in fact, half of it applies as a penalty.
Midnight-ish:
Created Template for future maneuvers, especially those in main series (I doubt anyone but me will want to look at it, but it is there if they do...)
Added second maneuver in main series Regional Faultline Builds Pressure.
Added optional rule for half initiator levels to template and two existing maneuvers.
March 22, 2019 5:30ish PM
Added emphasis that this works with Disciple Focus(Insightful Strike).
Started process of using "inheritance" to reduce repetition.
Reduced pre-requisites, at least for now, since many people seem to think that Stone Dragon is pretty weak at maneuver/stance level 1. This is more true for Swordsages than Warblades and/or Crusaders, but those suffer from the fact that they end up preparing all of their maneuvers known at class level 1 (and for Crusaders, 2 as well).
Put in Pro-Tip warning off 1st/2nd level Warblades and Crusaders.
6:40ish PM
Added clarifying language about energy resistance/immunity.
7:50 PM
Added Hovel-Leveling Quake (Later renamed Village-Leveling Quake. I put it in between the two other maneuvers to keep everything in maneuver-level order.
August 12th 2019 12:45ish AM
Fixed per-round increase on damage for 1st level maneuver to +2, where it was +1.
Jan. 18th, 2021
Revised AoE from following: Hovel-, Multi-room, Mansion, Thorp.
Dec. 4th 2023
Clarified that flying creatures are damaged by can't be knocked prone by AoE maneuvers. Moved mentione of "1/2 fire damage" option to hopefully clarify that it applies to all targets rather than only just in some cases.
Nationwide / Continent-Spanning / Global Network of Faultline Builds Pressure *
Stone Dragon (Strike)
Level: Crusader #, Warblade #, Swordsage #
Prerequisite: # Stone Dragon maneuvers* (Special Bonus if you also know at least 1 Desert Wind Maneuver or Stance that allows you to deal fire damage)
Initiation Action: Variable, but at least one standard action PLUS one attack
Range: Melee
Target: One Target
*If you also know at least 1 Desert Wind Maneuver or Stance that allows you to deal fire damage then this grants an additional option and, technically speaking, changes the name to ?????? Builds Pressure.
The pressures and stresses that lead to rockslides, earthquakes, and volcanoes can build over years of even centuries. The longer the earth forebears, the greater its force can be when it finally brings forth cataclysm. You emulate this patience with all your spirit to attune yourself with the earth... truly is it said 'Beware the vengeance of a patient man. "...
This strike can be continued into the following rounds so long as you meet the following conditions:
Do not move more than 5’ from the place where you first initiated it, regardless of if this movement is by yourself or others.
Spend at least a standard or full-round action each round executing it. (Note that standard actions do not increase the bonuses, they merely allow you to, say sheathe a weapon and draw a different one on two consecutive rounds if you feel the need to.)
Do not attack.
Remain in continuous contact with the ground.
At the end of any round you violate any of these rules this maneuver becomes expended.
If after one or more consecutive rounds of initiating this strike you make one or more melee attacks that DO NOT involve any other strike then this maneuver is expended and provides certain bonuses to the first such individual melee attack. Note that this can include an attack of opportunity, the first attack of a full-attack, a charge, a coup-de-grace, etc.)
The bonuses are as follows:
+# damage for each prior full-round action you spent initiating it. This bonus is capped based on your initiator level as presented on the following chart. (half initiator levels are an optional rule for some characters with I.L. from non-initiating classes)
((Worldwide Network))
Maybe list this as " (I.L.-6)*20 " as well as (or instead?) of a table.
((Generic))
Initiator
Level
Maximum
Damage
Bonus
17 Should continue indefinitely... Maybe make this as an equation as well as (or instead?) of a table.
##
17.5
##
18
###
18.5
##
19
###
19.5
##
20
###
20.5
##
21
###
21.5
##
22
###
SPECIAL: If you know at least 1 Desert Wind Maneuver or stance that allows you to deal fire damage then, just prior to dealing damage, you MAY choose to make this bonus damage fire, rather than extra weapon damage.
+## to hit for each two prior full-round actions you spent initiating it to a maximum of +##. However, the strength of the earth is great, but not precise: This bonus does NOT apply to critical hit confirmation rolls.
If you spent at least ## prior full-round actions initiating it then it bypasses all DR and Hardness (but not energy resistance/immunity), and there is no minimum distance requirement for charging (including partial charges). Note that this DOES make things such as Shock Trooper(feat), Spirited Charge(feat), Leading the Charge*(Stance, White Raven 1) and Warmaster's Charge*(Strike, White Raven 9) possible to benefit from, even if you start your turn adjacent to your target.
*Naturally it would be an ally using these last two that would grant you the bonus.
If you spent at least ## prior full-round actions initiating it then it does not automatically miss on a natural 1 on the attack roll.
Note that you do not need to pick and choose between these four bonuses. You progress towards them all simultaneously (up to their individual maxima).
Archived alpha version.
Local Faultline Builds Pressure *
Stone Dragon (Strike)
Level: Crusader 1, Warblade 1, Swordsage 1
Prerequisite: 1 Stone Dragon maneuver* (Special Bonus if you also know at least 1 Desert Wind Maneuver or Stance that allows you to deal fire damage)
Initiation Action: Variable, but at least one standard action PLUS one attack
Range: Melee
Target: One Target
*If you also know at least 1 Desert Wind Maneuver or Stance that allows you to deal fire damage then this grants an additional option and, technically speaking, changes the name to Volcanic Geyser Builds Pressure.
The pressures and stresses that lead to rockslides, earthquakes, and volcanoes can build over years of even centuries. The longer the earth forebears, the greater its force can be when it finally brings forth cataclysm. You emulate this patience with all your spirit to attune yourself with the earth... truly is it said 'Beware the vengeance of a patient man. "...
This strike can be continued into the following rounds so long as you meet the following conditions:
Do not move more than 5’ from the place where you first initiated it, regardless of if this movement is by yourself or others.
Spend at least a standard or full-round action each round executing it. (Note that standard actions do not increase the bonuses, they merely allow you to, say sheathe a weapon and draw a different one on two consecutive rounds if you feel the need to.)
Do not attack.
Remain in continuous contact with the ground.
At the end of any round you violate any of these rules this maneuver becomes expended.
If after one or more consecutive rounds of initiating this strike you make one or more melee attacks that DO NOT involve any other strike then this maneuver is expended and provides certain bonuses to the first such individual melee attack. Note that this can include an attack of opportunity, the first attack of a full-attack, a charge, a coup-de-grace, etc.)
The bonuses are as follows:
+1 damage for each prior full-round action you spent initiating it. This bonus is capped both by +5*(I.L.+1) AND by an absolute maximum of +25.
SPECIAL: <<Removed for post char count. Unchanged in final version.>>
+1 to hit for each two prior full-round actions you spent initiating it to a maximum of +10. However, the strength of the earth is great, but not precise: This bonus does NOT apply to critical hit confirmation rolls, and, in fact, half of it applies as a penalty.
If you spent at least 10 prior full-round actions initiating it then it bypasses all DR and Hardness, except for DR/- and DR/Epic.
If you spent at least 25 prior full-round actions initiating it then it does not automatically miss on a natural 1 on the attack roll.
Note that you do not need to pick and choose between these four bonuses. You progress towards them all simultaneously (up to their individual maxima).
Archived version of SECOND strike in single-target series, made just before (starting the process of) transitioning to a version that references the first maneuver in the series, rather than repeating stuff.
Regional Faultline Builds Pressure *
Stone Dragon (Strike)
Level: Crusader 3, Warblade 3, Swordsage 3
Prerequisite: 2 Stone Dragon maneuvers* (Special Bonus if you also know at least 1 Desert Wind Maneuver or Stance that allows you to deal fire damage)
Initiation Action: Variable, but at least one standard action PLUS one attack
Range: Melee
Target: One Target
*If you also know at least 1 Desert Wind Maneuver or Stance that allows you to deal fire damage then this grants an additional option and, technically speaking, changes the name to Enormous Volcanic Geyser Builds Pressure.
The pressures and stresses that lead to rockslides, earthquakes, and volcanoes can build over years of even centuries. The longer the earth forebears, the greater its force can be when it finally brings forth cataclysm. You emulate this patience with all your spirit to attune yourself with the earth... truly is it said 'Beware the vengeance of a patient man. "...
This strike can be continued into the following rounds so long as you meet the following conditions:
Do not move more than 5’ from the place where you first initiated it, regardless of if this movement is by yourself or others.
Spend at least a standard or full-round action each round executing it. (Note that standard actions do not increase the bonuses, they merely allow you to, say sheathe a weapon and draw a different one on two consecutive rounds if you feel the need to.)
Do not attack.
Remain in continuous contact with the ground.
At the end of any round you violate any of these rules this maneuver becomes expended.
If after one or more consecutive rounds of initiating this strike you make one or more melee attacks that DO NOT involve any other strike then this maneuver is expended and provides certain bonuses to the first such individual melee attack. Note that this can include an attack of opportunity, the first attack of a full-attack, a charge, a coup-de-grace, etc.)
The bonuses are as follows:
+4 damage for each prior full-round action you spent initiating it. This bonus is capped based on your initiator level as presented on the following chart. (half initiator levels are an optional rule for some characters with I.L. from non-initiating classes).
Initiator
Level
Maximum
Damage
Bonus
5
35
5.5
37
6
40
6.5
45
7
50
7.5
52
8
55
8.5
57
9+
60
SPECIAL: If you know at least 1 Desert Wind Maneuver or stance that allows you to deal fire damage then, just prior to dealing damage, you MAY choose to make this bonus damage fire, rather than extra weapon damage.
+1 to hit for each two prior full-round actions you spent initiating it to a maximum of +15. However, the strength of the earth is great, but not precise: This bonus does NOT apply to critical hit confirmation rolls.
If you spent at least 7 prior full-round actions initiating it then it bypasses all DR and Hardness, and there is no minimum distance requirement for charging (including partial charges). Note that this DOES make things such as Shock Trooper(feat), Spirited Charge(feat), Leading the Charge*(Stance, White Raven 1) and Warmaster's Charge*(Strike, White Raven 9) possible to benefit from, even if you start your turn adjacent to your target.
*Naturally it would be an ally using these last two that would grant you the bonus.
If you spent at least 15 prior full-round actions initiating it then it does not automatically miss on a natural 1 on the attack roll.
Note that you do not need to pick and choose between these four bonuses. You progress towards them all simultaneously (up to their individual maxima).
Wiki-like References: This will be included in the Age of Warriors (Project Revived!) (http://www.giantitp.com/forums/showthread.php?581281-The-Age-of-Warriors-(Project-Revived!)), which was what inspired me to write this. Knowledge of that project is IN NO WAY necessary to understand or use these maneuvers (but it is a very good project!).
Wrack Earth PHB II p.128 and Earthbolt Comp. Arcane p.104 (these may be in other places too...)
Local Faultline Builds Pressure *
Stone Dragon (Strike)
Level: Crusader 1**, Warblade 1**, Swordsage 1
Prerequisite: None* (Special Bonus if you also know at least 1 Desert Wind Maneuver or Stance that allows you to deal fire damage)
Initiation Action: Variable, but at least one standard action PLUS one attack
Range: Melee
Target: One Target
*If you also know at least 1 Desert Wind Maneuver or Stance that allows you to deal fire damage then this grants an additional option and, technically speaking, changes the name to Volcanic Geyser Builds Pressure.
**Pro-Tip: Due to the niche nature of this maneuver it is strongly advised to avoid taking this maneuver unless you will end up having more maneuvers known than you can ready at once. Thus first level warblades and Crusaders of less than third level should avoid it.
The pressures and stresses that lead to rockslides, earthquakes, and volcanoes can build over years or even centuries. The longer the earth forebears, the greater its force can be when it finally brings forth cataclysm. You emulate this patience with all your spirit to attune yourself with the earth... truly is it said 'Beware the vengeance of a patient man. "...
This strike can be continued into the following rounds so long as you meet the following conditions:
Do not move more than 5’ from the place where you first initiated it, regardless of if this movement is by yourself or others.
Spend at least a standard or full-round action each round executing it. (Note that standard actions do not increase the bonuses, they merely allow you to, say sheathe a weapon and draw a different one on two consecutive rounds if you feel the need to.)
Do not attack.
Remain in continuous contact with the ground.
At the end of any round you violate any of these rules this maneuver becomes expended.
If after one or more consecutive rounds of initiating this strike you make one or more melee attacks that DO NOT involve any other strike then this maneuver is expended and provides certain bonuses to the first such individual melee attack. Note that this can include an attack of opportunity, the first attack of a full-attack, a charge, a coup-de-grace, etc. and that it does count as this strike for purposes of the Insightful Strike swordsage class feature, warblade recovery (IE you can't recover maneuvers as a warblade the turn you use this), etc.
The bonuses are as follows:
+2 damage for each prior full-round action you spent initiating it. This bonus is capped both by +5*(I.L.+1) AND by an absolute maximum of +30.
Half initiator levels are for some characters with I.L. from non-initiating classes.
Initiator
Level
Maximum
Damage
Bonus
0.5
7
1
10
1.5
12
2
15
2.5
17
3
20
3.5
22
4
25
4.5
27
5+
30
SPECIAL: If you know at least 1 Desert Wind Maneuver or stance that allows you to deal fire damage then, just prior to dealing damage, you MAY choose to make this bonus damage fire, rather than extra weapon damage.
+1 to hit for each two prior full-round actions you spent initiating it to a maximum of +10. However, the strength of the earth is great, but not precise: This bonus does NOT apply to critical hit confirmation rolls.
If you spent at least 5 prior full-round actions initiating it then it bypasses all DR and Hardness (but not energy resistance/immunity... see below), and there is no minimum distance requirement for charging (including partial charges). Note that this DOES make things such as Shock Trooper(feat), Spirited Charge(feat), Leading the Charge*(Stance, White Raven 1) and Warmaster's Charge*(Strike, White Raven 9) possible to benefit from, even if you start your turn adjacent to your target.
*Naturally it would be an ally using these last two that would grant you the bonus.
If you spent at least 10 prior full-round actions initiating it then it does not automatically miss on a natural 1 on the attack roll.
Note that you do not need to pick and choose between these four bonuses. You progress towards them all simultaneously (up to their individual maxima).
Village-Leveling Quake*
Stone Dragon (Strike)
Level: Crusader 2, Warblade 2, Swordsage 2
Prerequisite: 1 Stone Dragon maneuver* (Special Bonus if you also know at least 1 Desert Wind Maneuver or Stance that allows you to deal fire damage)
Initiation Action: Variable, but at least one standard action PLUS one attack that is at least a standard action on the round you "release" it.
Area: Up to 30' Line or Cone
Saving Throw: Reflex Half AND Partial
*If you also know at least 1 Desert Wind Maneuver or Stance that allows you to deal fire damage then this grants an additional option and, technically speaking, changes the name to Local Geyser-Field Builds Pressure.
You have mastered a technique greater than simply focusing the might of the earth into a single strike, now you direct the energy back into the earth, causing shards to fly up to strike your foes even as the earth bucks beneath their feet like an untamable bronco.
This strike can be continued into the following rounds so long as you meet the following conditions:
Do not move more than 5’ from the place where you first initiated it, regardless of if this movement is by yourself or others.
Spend at least a standard or full-round action each round executing it. (Note that standard actions do not increase the bonuses, they merely allow you to, say sheathe a weapon and draw a different one on two consecutive rounds if you feel the need to.)
Do not attack.
Remain in continuous contact with the ground.
At the end of any round you violate any of these rules this maneuver becomes expended.
Each time you put a full-round action into this maneuver (but do not make an attack) you may increase the distance it will effect by 5' (starting from zero), to a maximum of 30'. HOWEVER, once you forgo this option, the distance is capped, and you may not further extend the area of effect of this maneuver.
If after one or more consecutive rounds of initiating this strike your first and only attack during your turn is to strike the earth with a melee attack (which automatically hits in this case) after moving in a reasonably straight line you release the energy into an extrememly localized but deadly earthquake. This line of movement need not be any straighter than that involved in a charge (so you do not lose your dexterity bonus to AC, as you might while running), and need not be any longer than simply lifting one foot and stomping it down a quarter inch from where it was initially placed.
Choose either a line or a cone. Both extend from you to the distance you determined above. The line, or the centerline of the cone must be aligned as closely as possible with your direction of travel on the battlemap. This means it must be AWAY from your point of origin, not pointing back along your path of travel. If you did not change locations enough to require adjusting this, you may freely pick a direction).
All structures, unattended objects, and creatures (other than yourself) in the target squares, take 2 damage for each prior full-round action you spent initiating it, capped both by +5*(I.L.+1) AND by an absolute maximum of 40. A reflex save for half damage is allowed against a DC equal to either 12+Str. Mod. OR the number of prior full-round actions spent initiating this maneuver, whichever is LESS. A natural 1 is NOT an automatic failure on this saving throw unless you spent at least 20 prior full-round actions initiating this maneuver. However, if you DID spend at least that long, then a natural 20 is NOT an automatic success on it.
This damage is bludgeoning, peircing, and slashing. If you spent at least 10 prior full-round actions then this damage bypasses damage reduction and hardness (but NOT energy resistance/immunity, see below).
In additional creatures of normal stability standing on the ground or a structure connected to it fall prone if they fail this save. Creatures of unusual stability standing in such places only fall prone if they fail by more than 4 points. You are immune to this effect from your own use of this maneuver.
If you also know at least 1 Desert Wind Maneuver or Stance that allows you to deal fire damage then you may elect to make half this damage fire, as puffs of super-heated steam and tiny bits of lava become intermixed with the exploding debris.
Initiator
Level
Maximum
Damage
3
20
3.5
22
4
25
4.5
27
5
30
5.5
32
6
35
6.5
37
7+
40
Regional Faultline Builds Pressure *
Stone Dragon (Strike)
Level: Crusader 3, Warblade 3, Swordsage 3
Prerequisite: 1 Stone Dragon maneuver* (Special Bonus if you also know at least 1 Desert Wind Maneuver or Stance that allows you to deal fire damage)
Initiation Action: Variable, but at least one standard action PLUS one attack
Range: Melee
Target: One Target
*If you also know at least 1 Desert Wind Maneuver or Stance that allows you to deal fire damage then this grants an additional option and, technically speaking, changes the name to Enormous Volcanic Geyser Builds Pressure.
This maneuver functions in the same way as Local Faultline Builds Pressure with the following changes:
The maximum to-hit bonus is +15 and it requires 15 full-round actions (rather than 10) prior to the round in which you attack before it does not automatically miss on a natural 1.
It requires 7 prior full-round actions initiating (rather than 5) before it starts bypassing all DR and Hardness (but not energy resistance/immunity), and removes minimum distance requirement for charging (including partial charges)
The increase to damage per prior full-round action is +4. This bonus is capped based on your initiator level as presented on the following chart. (half initiator levels are an optional rule for some characters with I.L. from non-initiating classes and/or racial hit-dice.).
Initiator
Level
Maximum
Damage
Bonus
5
35
5.5
37
6
40
6.5
45
7
50
7.5
52
8
55
8.5
57
9+
60
Town-Leveling Quake*
Stone Dragon (Strike)
Level: Crusader 4, Warblade 4, Swordsage 4
Prerequisite: 2 Stone Dragon maneuvers* (Special Bonus if you also know at least 1 Desert Wind Maneuver or Stance that allows you to deal fire damage)
Area: Up to 45' Line, Cone, or hemisphere.
*If you also know at least 1 Desert Wind Maneuver or Stance that allows you to deal fire damage then this grants an additional option and, technically speaking, changes the name to County-spanning Geyser-Field Builds Pressure.
As per Village-Leveling Quake except as follows:
The damage maximum is as per the following chart.
The damage gained per prior full-round action is +4.
The DC is 14+Str. Mod. OR the number of prior full-round actions spent initiating it, whichever is LESS.
As indicated above, the absolute maximum range of this maneuver is 45' instead of 30'.
Instead of a line or cone you may choose to have this strike effect a hemisphere pointing in the direction of travel. This can be defined by taking a plane (or line if you are only worried about two dimensions), through any corner of the square you were in when you struck the earth to "release" this maneuver and normal (perpendicular for non-geometery-geeks) to your line of travel. All squares/cubes on the side of this divider in the direction of your movement that are ALSO within range, are the area of effect.
Damage Table with fractional initiator level provided as an optional rule for those with an odd number of levels in non-initiating classes+RHD.
Initiator
Level
Maximum
Damage
7
50
7.5
52
8
55
8.5
57
9
60
9.5
65
10
70
10.5
72
11+
75
Nation-Wide Faultline Builds Pressure *
Stone Dragon (Strike)
Level: Crusader 5, Warblade 5, Swordsage 5
Prerequisite: 2 Stone Dragon maneuvers* (Special Bonus if you also know at least 1 Desert Wind Maneuver or Stance that allows you to deal fire damage)
Initiation Action: Variable, but at least one standard action PLUS one attack
Range: Melee
Target: One Target
*If you also know at least 1 Desert Wind Maneuver or Stance that allows you to deal fire damage then this grants an additional option and, technically speaking, changes the name to Volcano Builds Pressure.
This maneuver functions in the same way as Local Faultline Builds Pressure with the following changes:
The maximum to-hit bonus is +20 and it requires 20 full-round actions (rather than 10) prior to the round in which you attack before it does not automatically miss on a natural 1.
It requires 10 prior full-round actions initiating (rather than 5) before it starts bypassing all DR and Hardness (but not energy resistance/immunity), and removes minimum distance requirement for charging (including partial charges)
The increase to damage per prior full-round action is +8. This bonus is capped based on your initiator level as presented on the following chart. (half initiator levels are an optional rule for some characters with I.L. from non-initiating classes).
Initiator
Level
Maximum
Damage
Bonus
9
70
9.5
75
10
80
10.5
87
11
95
11.5
100
12
105
12.5
112
13+
120
City-Leveling Quake*
Stone Dragon (Strike)
Level: Crusader 6, Warblade 6, Swordsage 6
Prerequisite: 3 Stone Dragon maneuvers* (Special Bonus if you also know at least 1 Desert Wind Maneuver or Stance that allows you to deal fire damage)
Area: Up to 60' Line, Cone, Hemisphere, or Sphere-With-Excluded-Cone (excluded cone points back towards where you started your movement for the round).
*If you also know at least 1 Desert Wind Maneuver or Stance that allows you to deal fire damage then this grants an additional option and, technically speaking, changes the name to Massive Chain of Geysers Builds Pressure.
As per Village-Leveling Quake except that:
The damage maximum is as per the following chart.
The damage gained per prior full-round action is +10.
As indicated above, the absolute maximum range of this maneuver is 60' instead of 30'.
The DC is 16+Str. Mod. or the number of prior full-round actions spent initiating it, whichever is LESS.
When striking the earth you MAY CHOOSE to cause all non-magical earthen surfaces in the area of effect become rough terrain.
Instead of a line or cone you MAY also choose to have this strike effect either:
A full sphere EXCEPT the area taken up by a cone extending backwards along your line of travel. The size of this cone is greater than that of the sphere, and beyond that is irrelevant.
A hemisphere pointing in the direction of travel. This can be defined by taking a plane (or line if you are only worried about two dimensions), through any corner of the square you were in when you struck the earth to "release" this maneuver and normal (perpendicular for non-geometery-geeks) to your line of travel. All squares/cubes on the side of this divider in the direction of your movement that are ALSO within range, are the area of effect.
Damage Table with fractional initiator level provided as an optional rule for those with an odd number of levels in non-initiating classes+RHD.
Initiator
Level
Maximum
Damage
11
95
11.5
100
12
105
12.5
112
13
120
13.5
125
14
130
14.5
137
15+
145
Continent-Spanning Faultline Builds Pressure *
Stone Dragon (Strike)
Level: Crusader 7, Warblade 7, Swordsage 7
Prerequisite: 3 Stone Dragon maneuvers* (Special Bonus if you also know at least 1 Desert Wind Maneuver or Stance that allows you to deal fire damage)
Initiation Action: Variable, but at least one standard action PLUS one attack
Range: Melee
Target: One Target
*If you also know at least 1 Desert Wind Maneuver or Stance that allows you to deal fire damage then this grants an additional option and, technically speaking, changes the name to Ancient Volcano Builds Pressure.
This maneuver functions in the same way as Local Faultline Builds Pressure with the following changes:
The maximum to-hit bonus is +20 and it requires 20 full-round actions (rather than 10) prior to the round in which you attack before it does not automatically miss on a natural 1.
It requires 10 prior full-round actions initiating (rather than 5) before it starts bypassing all DR and Hardness (but not energy resistance/immunity), and removes minimum distance requirement for charging (including partial charges)
The increase to damage per prior full-round action is +10. This bonus is capped based on your initiator level as presented on the following chart. (half initiator levels are an optional rule for some characters with I.L. from non-initiating classes).
Initiator
Level
Maximum
Damage
Bonus
13
135
13.5
142
14
150
14.5
157
15
165
15.5
172
16
180
16.5
190
17+
200
Metropolis-Leveling Quake*
Stone Dragon (Strike)
Level: Crusader 8, Warblade 8, Swordsage 8
Prerequisite: 4 Stone Dragon maneuvers* (Special Bonus if you also know at least 2 Desert Wind Maneuver and/or Stances that allows you to deal fire damage)
Area: Up to 75' Line, Cone, Hemisphere, Sphere-With-Excluded-Cone (excluded cone points back towards where you started your movement for the round), or full sphere.
*If you also know at least 2 Desert Wind Maneuvers plus Stances that each allow you to deal fire damage then this grants an additional option and, technically speaking, changes the name to Super-heated Watertable Builds Pressure.
As per Village-Leveling Quake except that:
It requires 2 desert wind maneuvers and/or stances that each allow you to deal fire damage before you can make half the damage from this maneuver fire damage.
The damage maximum is 15*(I.L.-4). For convience, a chart is provided below for initiator levels up to 30, including half-levels as an optional rule for characters with odd numbers of non-initiator class levels + RHD.
The damage gained per prior full-round action is +8.
As indicated above, the absolute maximum range of this maneuver is 75' instead of 30'.
The DC is 18+Str. Mod. or the number of prior full-round actions spent initiating it, whichever is LESS.
When striking the earth you MAY CHOOSE to cause all non-magical earthen surfaces in the area of effect become rough terrain.
Instead of a line or cone you MAY also choose to have this strike effect either:
A full sphere.
A full sphere EXCEPT the area taken up by a cone extending backwards along your line of travel. The size of this cone is greater than that of the sphere, and beyond that is irrelevant.
A hemisphere pointing in the direction of travel. This can be defined by taking a plane (or line if you are only worried about two dimensions), through any corner of the square you were in when you struck the earth to "release" this maneuver and normal (perpendicular for non-geometery-geeks) to your line of travel. All squares/cubes on the side of this divider in the direction of your movement that are ALSO within range, are the area of effect.
Initiator
Level
Maximum
Damage
Bonus
15
165
15.5
172
16
180
16.5
187
17
195
17.5
202
18
210
18.5
217
19
225
19.5
232
20
240
20.5
247
21
255
21.5
262
22
270
22.5
277
23
285
23.5
292
24
300
24.5
307
25
315
25.5
322
26
330
26.5
337
27
345
27.5
352
28
360
28.5
367
29
375
29.5
382
30
390
... +1 (or with a .5 on the end)
... +15 (+22 total = +15+7)
Global Faultline Network Builds Pressure *
Stone Dragon (Strike)
Level: Crusader 9, Warblade 9, Swordsage 9
Prerequisite: 4 Stone Dragon maneuvers* (Special Bonus if you also know at a total of at least 2 Desert Wind Maneuvers and/or Stances that allows you to deal fire damage)
Initiation Action: Variable, but at least one standard action PLUS one attack
Range: Melee
Target: One Target
*If you also know at least 2 Desert Wind Maneuvers plus Stances that each allow you to deal fire damage then this grants an additional option and, technically speaking, changes the name to Large Volcanic Range Builds Pressure.
This maneuver functions in the same way as Local Faultline Builds Pressure with the following changes:
As noted above, it requires a total of 2 Desert Wind maneuvers and/or stances known that provide fire damage to allow its damage types to be adjusted.
The to-hit bonus increases by +2 for each prior full-round action, rather than +1.
The maximum to-hit bonus is +20. (However it still only requires 10 full-round actions prior to the round in which you attack before it does not automatically miss on a natural 1.)
The increase to damage per prior full-round action is +15. This bonus is capped based on your initiator level as presented on the following chart. (half initiator levels are an optional rule for some characters with I.L. from non-initiating classes). For those who prefer formulae to tables, it is simply 20*(I.L.-6).
Initiator
Level
Maximum
Damage
Bonus
17
220
17.5
230
18
240
18.5
250
19
260
19.5
270
20
280
20.5
290
21
300
21.5
310
22
320
...+0.5
...+10
...+1
...+20
(Note that, like its 1st level predecessor, it only requires 5 prior full-round actions before it bypasses DR and Hardness, and removes the minimum distance on charging.)
Newer questions:
Is the new formatting of the 3rd level maneuver an improvement? The older version can be found in the appropriate spoiler in this post, but basically it listed everything out, without referring to its predecessor.
Given I removed the "Jump Start" (see below), should I also increase the rate at which Local Faultline Builds Pressure to get it back into the 5-10 rounds range that Lanth Sor suggested? Also note that I intend the time required to fully charge one of these to INCREASE as one moves down the chain although the rate of charge will only increase for damage and will never decrease for to-hit. This encourages the usage of the PCs increasing pool of resources to arrange ambushes, and eats into short-duration buffs, thus making nova-buffing for the '5 minute work day" less attractive (well... microscopically).
Is the "Jump start" of +8 damage, +4 to-hit (-2 crit. Confirm) big enough? Should it smoothly progress into the rest of the bonuses, or be a separate way of activating the maneuvers? Should I give it a completely different set of mechanical bonuses? EDIT: Removed this, at least for the moment.
Should the "no minimum distance for charge" thing apply to partial charges, or only to full-charges? In other words, how good does your ambush have to be before that bonus should be granted?
Did I need the clarification/emphasis about "still counts as a charge for ALL purposes"? Can anyone suggest a shorter clarification that would work better?
Are people remembering to consider the implications of NPCs using these against PCs, rather than only the reverse? At higher levels than this first maneuver is most relevant to Intelligent Undead could be particularly problematic I think. Many of them have the patience and single-mindedness to lay in wait around a corner (thus preventing ranged attacks from outside their charging range) for days at a time. Even a lowly ghoul that somehow acquired this could be a very scary prospect, assuming that RHD count as 1/2 initiator level progression. Fortunately, there don't seem to be many low CR undead that advance by class levels, and one equipped with a Stone Dragon Belt of even Novice degree would be unusual enough that it is the GM's responsiblity, not ours.
Should this progression of maneuvers include one at maneuver level 9?
Older questions (Still lacking any responses on most of these!) :
What do you think of the idea of cross-discipline requirements/options in general? Is the specific option it gives here interest and/or useful enough to warrant its inclusion?
This is, naturally, designed to reward good tactical planning with one-hit-kills (or at least a LOT of damage) in many cases. How far can the sequels to this maneuver go and still make this an interest challenge, rather than something that becomes boringly repetitive?
Related to this, should even this specific maneuver, once charged past a certain level, generate tiny tremors originating from the martial practitioner so that those in the know will have some forewarning?
Conversely, how many groups are actually far enough from the "kick in the door" school of play to actually use this, except perhaps for LITERALLY breaking down doors, wall, and other inanimate obstacles?
Given how well this sort of overwhelming force fits the image of a Crusader or Warblade I was actually considering breaking another convention and making this a 2nd level maneuver for Swordsages while keeping it 1st for those other two ToB classes. On the other hand, the tactical cleverness to set this up certainly fits the Swordsage, so maybe this is not the time to break that particular convention?
Actually, if "cleverness" is more intelligence to come up with a good plan, rather than "know they enemy" then a Warblade (INT based) would be a better fit for that aspect than a Swordsage (WIS based). It is probably both. Anyway, what do you think?
Given how archetypical of Stone Dragon this feels to me, and the balance concerns that some might raise, I elected to give this a pre-requisite, despite no other Stone Dragon maneuver before 3rd level having such. Was this the correct choice? Should I perhaps even bump it up to 2 maneuvers?
My current plan is for this chain to have a maneuver at every odd numbered level from 1st to 7th, and MAYBE even 9th. Again, the "slow burn" of it just feels so archetypical of Stone Dragon, and having one at 9th it would provide an option for campaigns where immunity to constitution damage is common, such as those that heavily feature undead or constructs. Are these sufficient reasons, or should I respect the "One single capstone maneuver/Ultimate Technique" convention?
Should this have sequels that just give increasing caps and perhaps movement speed bonuses* to be able to charge/single-move further and still make it to an opponent who has just detected the initiator?
What about ones that give it AoE damage (probably by striking the earth and causing shards to shoot up and damage enemies, while creating rough terrain)? In the reverse direction, should this just be made to scale well with I.L. so you never have to "waste" a maneuver-replacement by upgrading it?
*Rockslides and pyroclastic clouds can move quite fast as does lava shooting into the air (less so on the ground).
Link to my scratch-work for future maneuvers in series on GoogleSheets. (https://docs.google.com/spreadsheets/d/1_uihxLWOXh3EoWpKKphMol7dTNEmRGTiRMwTwyi2dy8/edit?usp=sharing)
6:30ish PM Eastern, March 14, 2019:
Increased charge rates, charge starting points, and absolute maximum damage bonus for Local Faultline Builds Pressure . Added "No minimum range for charge" bonus after 5 full-rounds of charging, with additional language to emphasize that this includes for purposes outside the basic functionality of charging.
Increased absolute maximum from 25 to 30 for Local Faultline Builds Pressure .
11 PMish (of same day):
Removed penalty (1/2 to-hit bonus granted by maneuver) to critical confirmation rolls, while retaining the absence of the to-hit bonus from Local Faultline Builds Pressure to such rolls. Might put it back later.
Removed starting "boost" to +8/+4/-2 for first full-round action from Local Faultline Builds Pressure.
+8 damage if you spent at least one prior full-round action initiating it, increased by 2 for each prior full-round action after the first. The total bonus is capped both by +5*(I.L.+1) AND by an absolute maximum of +30.
SPECIAL: If you know at least 1 Desert Wind Maneuver or stance that allows you to deal fire damage then, just prior to dealing damage, you MAY choose to make this bonus damage fire, rather than extra weapon damage. (Sidenote: I recommend having all energy damage from Martial Maneuvers count as flaming/shocking/frost/etc for purposes of affecting swarms.)
+4 to hit if you spent at least one prior full-round action initiating it, increased by 1 for each TWO prior full-round actions after the first. The total bonus can not exceed +10. However, the strength of the earth is great, but not precise: This bonus does NOT apply to critical hit confirmation rolls, and, in fact, half of it applies as a penalty.
Midnight-ish:
Created Template for future maneuvers, especially those in main series (I doubt anyone but me will want to look at it, but it is there if they do...)
Added second maneuver in main series Regional Faultline Builds Pressure.
Added optional rule for half initiator levels to template and two existing maneuvers.
March 22, 2019 5:30ish PM
Added emphasis that this works with Disciple Focus(Insightful Strike).
Started process of using "inheritance" to reduce repetition.
Reduced pre-requisites, at least for now, since many people seem to think that Stone Dragon is pretty weak at maneuver/stance level 1. This is more true for Swordsages than Warblades and/or Crusaders, but those suffer from the fact that they end up preparing all of their maneuvers known at class level 1 (and for Crusaders, 2 as well).
Put in Pro-Tip warning off 1st/2nd level Warblades and Crusaders.
6:40ish PM
Added clarifying language about energy resistance/immunity.
7:50 PM
Added Hovel-Leveling Quake (Later renamed Village-Leveling Quake. I put it in between the two other maneuvers to keep everything in maneuver-level order.
August 12th 2019 12:45ish AM
Fixed per-round increase on damage for 1st level maneuver to +2, where it was +1.
Jan. 18th, 2021
Revised AoE from following: Hovel-, Multi-room, Mansion, Thorp.
Dec. 4th 2023
Clarified that flying creatures are damaged by can't be knocked prone by AoE maneuvers. Moved mentione of "1/2 fire damage" option to hopefully clarify that it applies to all targets rather than only just in some cases.
Nationwide / Continent-Spanning / Global Network of Faultline Builds Pressure *
Stone Dragon (Strike)
Level: Crusader #, Warblade #, Swordsage #
Prerequisite: # Stone Dragon maneuvers* (Special Bonus if you also know at least 1 Desert Wind Maneuver or Stance that allows you to deal fire damage)
Initiation Action: Variable, but at least one standard action PLUS one attack
Range: Melee
Target: One Target
*If you also know at least 1 Desert Wind Maneuver or Stance that allows you to deal fire damage then this grants an additional option and, technically speaking, changes the name to ?????? Builds Pressure.
The pressures and stresses that lead to rockslides, earthquakes, and volcanoes can build over years of even centuries. The longer the earth forebears, the greater its force can be when it finally brings forth cataclysm. You emulate this patience with all your spirit to attune yourself with the earth... truly is it said 'Beware the vengeance of a patient man. "...
This strike can be continued into the following rounds so long as you meet the following conditions:
Do not move more than 5’ from the place where you first initiated it, regardless of if this movement is by yourself or others.
Spend at least a standard or full-round action each round executing it. (Note that standard actions do not increase the bonuses, they merely allow you to, say sheathe a weapon and draw a different one on two consecutive rounds if you feel the need to.)
Do not attack.
Remain in continuous contact with the ground.
At the end of any round you violate any of these rules this maneuver becomes expended.
If after one or more consecutive rounds of initiating this strike you make one or more melee attacks that DO NOT involve any other strike then this maneuver is expended and provides certain bonuses to the first such individual melee attack. Note that this can include an attack of opportunity, the first attack of a full-attack, a charge, a coup-de-grace, etc.)
The bonuses are as follows:
+# damage for each prior full-round action you spent initiating it. This bonus is capped based on your initiator level as presented on the following chart. (half initiator levels are an optional rule for some characters with I.L. from non-initiating classes)
((Worldwide Network))
Maybe list this as " (I.L.-6)*20 " as well as (or instead?) of a table.
((Generic))
Initiator
Level
Maximum
Damage
Bonus
17 Should continue indefinitely... Maybe make this as an equation as well as (or instead?) of a table.
##
17.5
##
18
###
18.5
##
19
###
19.5
##
20
###
20.5
##
21
###
21.5
##
22
###
SPECIAL: If you know at least 1 Desert Wind Maneuver or stance that allows you to deal fire damage then, just prior to dealing damage, you MAY choose to make this bonus damage fire, rather than extra weapon damage.
+## to hit for each two prior full-round actions you spent initiating it to a maximum of +##. However, the strength of the earth is great, but not precise: This bonus does NOT apply to critical hit confirmation rolls.
If you spent at least ## prior full-round actions initiating it then it bypasses all DR and Hardness (but not energy resistance/immunity), and there is no minimum distance requirement for charging (including partial charges). Note that this DOES make things such as Shock Trooper(feat), Spirited Charge(feat), Leading the Charge*(Stance, White Raven 1) and Warmaster's Charge*(Strike, White Raven 9) possible to benefit from, even if you start your turn adjacent to your target.
*Naturally it would be an ally using these last two that would grant you the bonus.
If you spent at least ## prior full-round actions initiating it then it does not automatically miss on a natural 1 on the attack roll.
Note that you do not need to pick and choose between these four bonuses. You progress towards them all simultaneously (up to their individual maxima).
Archived alpha version.
Local Faultline Builds Pressure *
Stone Dragon (Strike)
Level: Crusader 1, Warblade 1, Swordsage 1
Prerequisite: 1 Stone Dragon maneuver* (Special Bonus if you also know at least 1 Desert Wind Maneuver or Stance that allows you to deal fire damage)
Initiation Action: Variable, but at least one standard action PLUS one attack
Range: Melee
Target: One Target
*If you also know at least 1 Desert Wind Maneuver or Stance that allows you to deal fire damage then this grants an additional option and, technically speaking, changes the name to Volcanic Geyser Builds Pressure.
The pressures and stresses that lead to rockslides, earthquakes, and volcanoes can build over years of even centuries. The longer the earth forebears, the greater its force can be when it finally brings forth cataclysm. You emulate this patience with all your spirit to attune yourself with the earth... truly is it said 'Beware the vengeance of a patient man. "...
This strike can be continued into the following rounds so long as you meet the following conditions:
Do not move more than 5’ from the place where you first initiated it, regardless of if this movement is by yourself or others.
Spend at least a standard or full-round action each round executing it. (Note that standard actions do not increase the bonuses, they merely allow you to, say sheathe a weapon and draw a different one on two consecutive rounds if you feel the need to.)
Do not attack.
Remain in continuous contact with the ground.
At the end of any round you violate any of these rules this maneuver becomes expended.
If after one or more consecutive rounds of initiating this strike you make one or more melee attacks that DO NOT involve any other strike then this maneuver is expended and provides certain bonuses to the first such individual melee attack. Note that this can include an attack of opportunity, the first attack of a full-attack, a charge, a coup-de-grace, etc.)
The bonuses are as follows:
+1 damage for each prior full-round action you spent initiating it. This bonus is capped both by +5*(I.L.+1) AND by an absolute maximum of +25.
SPECIAL: <<Removed for post char count. Unchanged in final version.>>
+1 to hit for each two prior full-round actions you spent initiating it to a maximum of +10. However, the strength of the earth is great, but not precise: This bonus does NOT apply to critical hit confirmation rolls, and, in fact, half of it applies as a penalty.
If you spent at least 10 prior full-round actions initiating it then it bypasses all DR and Hardness, except for DR/- and DR/Epic.
If you spent at least 25 prior full-round actions initiating it then it does not automatically miss on a natural 1 on the attack roll.
Note that you do not need to pick and choose between these four bonuses. You progress towards them all simultaneously (up to their individual maxima).
Archived version of SECOND strike in single-target series, made just before (starting the process of) transitioning to a version that references the first maneuver in the series, rather than repeating stuff.
Regional Faultline Builds Pressure *
Stone Dragon (Strike)
Level: Crusader 3, Warblade 3, Swordsage 3
Prerequisite: 2 Stone Dragon maneuvers* (Special Bonus if you also know at least 1 Desert Wind Maneuver or Stance that allows you to deal fire damage)
Initiation Action: Variable, but at least one standard action PLUS one attack
Range: Melee
Target: One Target
*If you also know at least 1 Desert Wind Maneuver or Stance that allows you to deal fire damage then this grants an additional option and, technically speaking, changes the name to Enormous Volcanic Geyser Builds Pressure.
The pressures and stresses that lead to rockslides, earthquakes, and volcanoes can build over years of even centuries. The longer the earth forebears, the greater its force can be when it finally brings forth cataclysm. You emulate this patience with all your spirit to attune yourself with the earth... truly is it said 'Beware the vengeance of a patient man. "...
This strike can be continued into the following rounds so long as you meet the following conditions:
Do not move more than 5’ from the place where you first initiated it, regardless of if this movement is by yourself or others.
Spend at least a standard or full-round action each round executing it. (Note that standard actions do not increase the bonuses, they merely allow you to, say sheathe a weapon and draw a different one on two consecutive rounds if you feel the need to.)
Do not attack.
Remain in continuous contact with the ground.
At the end of any round you violate any of these rules this maneuver becomes expended.
If after one or more consecutive rounds of initiating this strike you make one or more melee attacks that DO NOT involve any other strike then this maneuver is expended and provides certain bonuses to the first such individual melee attack. Note that this can include an attack of opportunity, the first attack of a full-attack, a charge, a coup-de-grace, etc.)
The bonuses are as follows:
+4 damage for each prior full-round action you spent initiating it. This bonus is capped based on your initiator level as presented on the following chart. (half initiator levels are an optional rule for some characters with I.L. from non-initiating classes).
Initiator
Level
Maximum
Damage
Bonus
5
35
5.5
37
6
40
6.5
45
7
50
7.5
52
8
55
8.5
57
9+
60
SPECIAL: If you know at least 1 Desert Wind Maneuver or stance that allows you to deal fire damage then, just prior to dealing damage, you MAY choose to make this bonus damage fire, rather than extra weapon damage.
+1 to hit for each two prior full-round actions you spent initiating it to a maximum of +15. However, the strength of the earth is great, but not precise: This bonus does NOT apply to critical hit confirmation rolls.
If you spent at least 7 prior full-round actions initiating it then it bypasses all DR and Hardness, and there is no minimum distance requirement for charging (including partial charges). Note that this DOES make things such as Shock Trooper(feat), Spirited Charge(feat), Leading the Charge*(Stance, White Raven 1) and Warmaster's Charge*(Strike, White Raven 9) possible to benefit from, even if you start your turn adjacent to your target.
*Naturally it would be an ally using these last two that would grant you the bonus.
If you spent at least 15 prior full-round actions initiating it then it does not automatically miss on a natural 1 on the attack roll.
Note that you do not need to pick and choose between these four bonuses. You progress towards them all simultaneously (up to their individual maxima).