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View Full Version : D&D 3.x Other New maneuvers for the Tome of Battle disciplines (PEACH) (Age of Warriors)



Elves
2019-04-24, 03:46 PM
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A Shadow Hand master moving through the Plane of Shadow.

For this fanmade Tome of Battle sequel project (http://www.giantitp.com/forums/showthread.php?581281-The-Age-of-Warriors-(Project-Revived!)), the focus is on adding new disciplines -- but there will also be a few new maneuvers for each of the existing 9, with the specific aim of serving people who want to focus heavily on a single discipline.


Rush
Rushes are move action maneuvers.

Utility
Utility maneuvers can take any amount of time, but they still abide by the refresh mechanic; they have no per-day or other time restrictions.

Saves
Maneuver save DCs now scale with your Initiator Level, rather than being based on the maneuver's level. The save DC for your maneuvers is 10+½ Initiator Level+class-relevant mental ability mod (crusader=cha, swordsage=wis, warblade=int). If you have multiple initiator classes, you use the statmod of whichever class granted you the given maneuver.

New Condition: Uncentered
While you're uncentered, you can't be in a stance. When you become uncentered you automatically exit any current stance(s).


New Maneuvers

Desert Wind:
Dancing Flame
Dancing Wildfire
Dancing Inferno
- more TBA

Dancing Flame
Desert Wind (Rush) [Fire]
Level: Swordsage 2
Initiation Action: Move action
Range: Personal
Target: You
Duration: Instantaneous; 1 round
Saving Throw: Reflex negates

You move in a fiery blur, dashing across the battlefield like a fire spread by the wind.

Move up to your speed. This movement provokes attacks of opportunity as normal. Each time you exit a square adjacent to an opponent, you can have that creature make a Reflex saving throw. If it fails, the creature's fire resistance (if any) is reduced by your initiator level (to a minimum of 0), and you then deal 1d6 points of fire damage to it. The reduction in fire resistance lasts until the beginning of your next turn. A creature that makes the save successfully is unaffected. You can only attempt to affect a given opponent once with this maneuver each time you initiate it.


Dancing Wildfire
Desert Wind (Rush) [Fire]
Level: Swordsage 6
Prerequisite: 2 Desert Wind maneuvers
Initiation Action: Move action
Range: Personal
Target: You
Duration: Instantaneous; 1 round
Saving Throw: Reflex negates

You move in a fiery blur, flying across the battlefield like a wildfire across a dry forest.

As Dancing Flame, but you may fly up to your speed, and the fire damage dealt to affected targets is 3d6.


Dancing Inferno
Desert Wind (Rush) [Fire]
Level: Swordsage 8
Prerequisite: 3 Desert Wind maneuvers
Initiation Action: Move action
Range: Personal
Target: You
Duration: Instantaneous; 1 round
Saving Throw: Reflex negates

You move in a fiery blur, blasting across the battlefield like a screaming inferno.

As Dancing Flame, but you may fly up to twice your speed, you suppress all of affected targets' fire resistance and even fire immunity, and you then deal 5d6 fire damage.


Devoted Spirit:
Warden's Step

Warden's Step
Devoted Spirit (Rush)
Level: 3
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: 1 round or until discharged

Weaving through your foes, you position yourself to best defend your allies.

Move up to your speed. Any ally that you pass adjacent to during this movement is considered to be protected by you for the duration of this maneuver. Whenever an opponent attacks an ally you protect this way, you may discharge the effects of this maneuver as an immediate action to perform a charge against that opponent. Treat the first attack you make at the end of this charge as though it was an attack of opportunity (thus, it also counts against your limit of attacks of opportunity in a round). You can charge through your allies when performing a charge in this way, but you must otherwise respect all of the limitations and requirements of a charge.


Diamond Mind:
Crystal Intuition
Perceptive Reflex
Quivering Crystal Reflexes
Mind as Prism
Diamond Bladed Time Saw
Action Without Motion
Diamond Time Sharpener

Crystal Intuition
Diamond Mind (Boost)
Level: 1
Initiation Action: Swift Action
Range: Personal
Target: Self
Duration: Instantaneous

Time seems to slow to a crawl as your eyes dart around. There are 3 enemy orcs and 2 enemy worgs. Orcs are sensitive to bright light and are generally stupid. That orc is middle aged and is showing signs of baldness. There are approximately 2.1 million hairs on that orc. The current temperature is 73 degrees. Your angle of attack is 35.7:45.41:39:01. There is an ant on a flower 124 feet away. You can determine...

You open your mind to make an accelerated series of logical judgments and let in razor-fine sensory perceptions. As a swift action you may make two skill checks, for which the eligible skills are Autohypnosis, Knowledge (any), Martial Lore, Spellcraft, Listen, Spot, and Sense Motive. You gain a +2+1/2 IL bonus on each check. You can even make an untrained check in a skill that doesn't normally allow it.

This maneuver can only be used in real combat, where tension and necessity press the livening insight out of you. It can't substitute for a skill check required by a maneuver.


Perceptive Reflex
Diamond Mind (Counter)
Level: 1
Maneuver prerequisite: 1
Initiation Action: Immediate
Range: Personal
Target: Self
Duration: Instantaneous
Trigger: You make a Search, Spot, or Listen check

You swore you saw something flicker in the corner of your vision. Without even thinking about it, your eyes focused closer, spotting the assassin before he struck!

Reroll the check with a +5 insight bonus. You must accept the result of the second roll.


Quivering Crystal Reflexes
Diamond Mind (Stance)
Level: 1
Initiation Action: Swift
Range: Personal
Target: Self

Your snap reactions allow you to correct for inaccuracies in your athletic form.

Once per round, you can reroll a failed Strength or Dexterity ability or skill check.

When targeted by an effect that allows a Reflex save, you can choose to benefit from evasion, or improved evasion if you already have evasion, against that one effect. However, this causes you to become staggered and uncentered for 1 round.


Mind as Prism
Diamond Mind (Counter)
Level: 3
Maneuver prerequisite: 3
Initiation Action: Swift
Range: Personal, then Close (25ft+5ft/2 IL)
Target: Self
Duration: Instantaneous
Trigger: You are targeted by a mind-affecting effect with a saving throw

Your mind is like a flawless diamond prism. Instead of resisting, you open yourself to the effect, and it just passes though you, decomposed into its elements.

This counter can be used either after you fail your save against the triggering effect or before your save is rolled. Regardless, the effect passes through you harmlessly, and you may retarget it on any two creatures on the opposite side from you as the caster (anyone who's between 4 and 8 o'clock from them). The redirected effect has a save DC 3 lower than the original effect, and its range is Close or the original effect's remaining range, whichever is higher. This can even be used to employ touch spells at range, using you as the vector.

Alternately, you can let the effect flow out harmlessly.

You can't use this maneuver while immune to mind-affecting effects.


Diamond Bladed Time Saw
Diamond Mind (Utility)
Level: 4
Maneuver prerequisite: 3
Initiation Action: Move or standard
Range: Personal
Target: You
Duration See text

One moment, fractured into two. A series of steps, transformed from a motion to a martial dance. You ready yourself for your enemies, setting aside the time you need to execute your techniques.

Gain additional actions based on the action you used to initiate this maneuver.

Move action: 1 swift action
Standard action: 1 swift and 1 move action

This represents you divvying up that action into smaller pieces.


Action Without Motion
Diamond Mind (Rush)
Level: Swordsage 5, Warblade 5
Prerequisite: Two Diamond Mind maneuvers
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: 1 round

In the blink of an eye, you dash across the battlefield, taking note of your opponents' openings as you pass them by.

Move up to your speed. Whenever an opponent makes an attack of opportunity against you that you provoked from this movement, they provoke an attack of opportunity from you after their attack has been resolved. They are aware of this before making their attack.

If any opponents decline to make an attack of opportunity based on that information, or if they cannot make any more attacks of opportunity this round, you gain the sudden strike ability until the beginning of your next turn. You gain 1d6 sudden strike damage per enemy that refused to make or was incapable of making an AoO. If you already have sudden strike, the damage you deal with it increases by this amount.


Diamond Time Sharpener
Diamond Mind (Boost)
Level: 5
Maneuver prerequisite: 3
Initiation Action: Swift
Range: Personal
Area: Encounter
Duration: Instantaneous

Like a sudden wave, everyone's perceptions flare forward.

A new round starts. No time has actually passed, but for mechanical purposes a new round begins when you initiate this maneuver. Everyone who already acted in the round that ends when you initiate this maneuver does not get a turn during this new round. Those who have not used immediate actions may still use them, albeit drawing on their swift action for the round following the new round.

As for you, you get a unique turn that bridges both rounds. When you initiate this maneuver, the first thing that happens is that end of round and start of round effects are resolved, but your turn then continues as before, with the exception that all your remaining actions (such as free actions, even if your other actions are used up) take place in the new round. This bridging turn counts as your turn during both rounds.

The Area entry indicates that the maneuver affects only participants in the localized sphere of the encounter that's being modeled.

This maneuver is not magical or mind-affecting. It represents how you're so ahead of the curve that fighting you is like watching moments crash into each other and meld.

Iron Heart:
Cut and Run
Iron Duelist Stance
Sweeping Strike
Fencer's Reach
Epiphany of Steel
Pulse of the Iron Vein
Axeman's Break
Sword Fortress Buffet
Forcible Yield
Beat of the Iron Heart

Cut and Run
Iron Heart (Rush)
Level: 1
Initiation Action: 1 move action
Range: See text
Target: One creature
Duration: See text

There is no such thing as retreat. There is only attacking in another direction.

Move your speed. You may take a standard action in the midst of this movement, similar to what the Spring Attack feat allows.


Iron Duelist Stance
Iron Heart (Stance)
Level: 1
Initiation Action: Swift
Personal

By adopting this stance, the disciple presents a slim profile to his foes, holding his weapon low and one- handed, elegantly leading with it. When attacking with a single one-handed weapon, you count as fighting defensively but don’t suffer the corresponding attack penalty. When you make a full attack with a single one-handed weapon, you count as using the total defense action (+4 dodge bonus to AC). Wielding a non-animated shield, off-hand weapon, or two-handed weapon ends the stance. If you have the Two-Weapon Fighting feat, wielding a light weapon in your off-hand instead merely suppresses the stance’s benefits for 1 round whenever you make an off-hand attack.


Sweeping Strike
Iron Heart (Strike)
Level: 2
Prerequisite: 1 Iron Heart maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

Make a melee attack. If it hits, it deals weapon damage as normal plus an additional 2d6 points of damage. If you drew your weapon as part of this strike, you may also make a trip attempt against them as a free action with a +2 competence bonus on your combat maneuver check. This trip attempt does not provoke an attack of opportunity.


[name]
Iron Heart (Stance)
Level: 4
Prerequisite: Two Iron Heart maneuvers
Initiation Action: Swift
Range: Personal
Target: Self
This is the stance of someone truly comfortable with their abilities.

While in this stance, gain +2 to the save DC of maneuvers you intitiate. In addition, while in this stance all your levels in non-spellcasting classes are treated as granting full instead of half initiator levels. This doesn't let you learn higher level maneuvers than you normally would, but it does let you use them from items.


Fencer’s Reach
Iron Heart (Stance)
Level: 3
Prerequisite: 1 Iron Heart maneuver
Initiation Action: 1 swift action
Personal

You can translate the momentum of your swift attacks into greater reach, striking foes who would normally be out of your range. While you maintain this stance, your melee attacks deal an additional 1d6 points of damage, and you increase the reach of the first attack you make each round by 5 feet. The additional damage of this stance increases by 1d6 for every eight initiator levels you possess.


Epiphany of Steel
Iron Heart (Counter)
Level: 5
Prerequisite: Two Iron Heart maneuvers
Initiation Action: Immediate
Range: Personal
Target: You
Trigger: You roll what would be a critical threat against a creature immune to crits

You ignore the creature's critical hit immunity with this attack. Against creatures with partial fortification you must use this counter before rolling to penetrate their fortification.


Pulse of the Iron Vein
Iron Heart (Rush)
Level: 5
Prerequisite: 2 Iron Heart maneuvers
Initiation Action: 1 move action
Range: Personal
Target: You

You flow unstoppably across the battlefield like blood.

You may move up to your speed, even through occupied spaces.


Axeman’s Break
Iron Heart (Strike)
Level: 6
Prerequisite(s): 3 Iron Heart maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

Perfectly feeling the pulse of the combat, the disciple finds their instant to strike true. Make a single attack; if it hits it automatically counts as a critical threat. If the roll is naturally a threat, it automatically confirms.


Sword Fortress Buffet
Iron Heart (Counter)
Level: 6
Prerequisite: 2 Iron Heart maneuvers
Initiation Action: Immediate
Range: Melee
Target: One creature

By perfectly timing your counterattacks, you can force your opponent into a position where they are unable to further attack you. You can initiate this counter in response to a melee or ranged attack being made against you. Make an attack roll with a weapon you are wielding against each attack from a single opponent. Every subsequent opposed roll is made a at a cumulative -2 modifier. If your attack roll is higher than your opponent’s, their attack is negated.


Forcible Yield
Iron Heart (Strike) [mind-affecting]
Level: 7
Prerequisite: two Iron Heart maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant
Saving Throw: Will negates

With a mighty overhand swing you put your foe in their place: on their knees before the majesty of a prince of warriors. Make a melee attack against the target. If it hits it inflicts an additional 10d6 points of damage and the target must make a Will save to resist being knocked prone.


Beat of the Iron Heart
Iron Heart (Rush)
Level: 8
Prerequisite: 3 Iron Heart maneuvers
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: 1 round or until discharged

As part of this maneuver, you can move up to your speed. Until the beginning of your next turn, you can discharge this maneuver to modify a single strike you as you initiate it. This must be a strike that normally involves making a single melee attack. You can instead attack each creature that was within your reach at any point during your movement, even if they are no longer within your reach (this replaces any attacks normally granted by the strike). These attacks gain the same benefits and cause the same effects as the attack granted by strike you initiated (although you are still considered to have only initiated the one strike). You cannot attack a single creature more than once in this way.


Setting Sun:
Float Like a Butterfly
Wristgrab Intercept
Lunging Tackle
Pivotal Chop
Roll with the Blow
Sunset Slide
Sunrays Flaring Between Trees
Gentle Fist
One Inch Punch
Bicycle Kick
Horizon Step
Shooting Star Launch
One Inch Heartstrike


Float Like a Butterfly
Setting Sun (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You may take a 5-foot step as an immediate action when someone targets you with a melee or ranged attack and misses (failed crit confirmations don't count). Once per round, you may do this even if you've already used your 5-foot step for the round.


Wristgrab Intercept
Setting Sun (Counter)
Level: 1
Initiation Action: 1 immediate action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Trigger: Creature no more than 5ft outside your reach attempts to move any distance

As your opponent moves towards you, you are able to grab him and spin, swiftly changing his direction and disrupting his motion, causing him to have to halt in order to hold his balance.

Optionally, move 5 feet. Then attempt to grab the triggering target. If you hit, instead of following with a grapple, you end their movement and the action that involved it. They proceed with their turn, if applicable.

At IL 15, you can also use this maneuver against a target who tries to teleport (which does not including moving to another plane, as with plane shift or etherealness).


Lunging Tackle
Setting Sun (Rush)
Level: 2
Initiation Action: 1 move action
Range: Personal
Target: One creature
Duration: Instantaneous

With great speed you burst towards your target, keeping your body low for maximum leverage. As you come underneath them, you secure a hold.

Move your speed toward the target, who must be a creature you can reach with your movement speed when this maneuver is initiated. When you get in range you must initiate a grapple against them as a free action. This still provokes if you don't have Improved Grapple, but your low lunging form gives you a +2 circumstance bonus to AC against this AoO and all AoOs your movement may provoke.

If something happens that prevents from reaching the target, you stop in your tracks and the maneuver ends.


Pivotal Chop
Setting Sun (Counter)
Level: 3
Prerequisite: One Setting Sun maneuver
Initiation Action: 1 immediate action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Trigger: Target makes a melee attack roll against you

Capitalizing on your foe’s forward inertia, you plant one foot and spin away too quickly for him to adjust, dodging his attack and slipping behind him before unleashing a vicious chop to his exposed backside.

Make a Sense Motive check. If the result meets or exceeds the triggering attack roll, you dodge the attack and switch places with the target. You may then immediately make a melee attack against the target, against which they are both flat-footed and flanked.


Roll with the Blow
Setting Sun (Counter)
Level: 3
Prerequisite: One Setting Sun maneuver
Initiation Action: Immediate
Range: Personal
Target: Self
Duration: Instantaneous
Trigger: You take damage from a melee attack

The hammer hits you solid but you roll with it and fly back, missing the next swing.

You roll away from the source of damage, moving up to [damage taken] feet (round down to the nearest 5 ft increment, minimum 5, maximum 50). This movement does not provoke attacks of opportunity.


Sunrays Flaring Between Trees
Setting Sun (Stance)
Level: 3
Prerequisite: Two Setting Sun maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You anticipate your opponents' actions and act accordingly.

When you enter this stance or start your turn in it, you may choose to delay your actions in the current round without compromising your place in the initiative count. When you choose to delay in this fashion, you may spread out your remaining actions between other peoples' turns.


Sunset Slide
Setting Sun (Rush) [Teleportation]
Level: Swordsage 3
Prerequisite: One Setting Sun maneuver
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: 1 round or until discharged

Rushing forwards, you move to strike your foe. In the blink of an eye, you stand serenely back where your charge began.

As part of this maneuver, you may move up to your speed. As a free action any time before the beginning of your next turn, you can discharge this maneuver to teleport to the space you were in when you initiated this maneuver, or the nearest available space if that space is occupied or impassable. You can do this at any time, even if it is not your turn and even in response to another creature's actions.


Gentle Fist
Setting Sun (Strike)
Level: 4
Prerequisite: 2 Setting Sun maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: One round
Saving Throw: Fortitude partial

Your opponent braces for what he expects to be a jarring blow from your open palm, but instead only receives a hit more akin to a light pat. When he tries to unleash his magic, however, his spells fizzle, and he grows increasingly flustered as he realizes he is helpless before you.

Make an unarmed attack. If you hit, the target must make a Fortitude save or become unable to cast spells, manifest powers, or use spell-like abilities for one round. In addition, they are subjected to a targeted dispel, for which you make an initiator level check (max +20) instead of a caster level check. Unlike dispel magic, this dispel can't affect objects, nor can it end an ongoing spell by targeting a creature who is the effect of that spell (in the case of eg a summoned monster).


One Inch Punch
Setting Sun (Counter)
Level: 5
Prerequisite: Two Setting Sun maneuvers
Initiation Action: 1 immediate action
Range: See text
Target: One creature
Duration: Instantaneous
Trigger: A foe targets you with a counter

Your foe, apparently possessed of at least a certain wit, manages to catch your incoming fist between his hands in a defensive pose. You immediately launch another punch with the same fist -- which is now only inches from his chest -- overpowering his defense with sheer strength and speed.

You and the target make an opposed initiator level check (1d20 + your initiator level). A character with at least 10 ranks in Sense Motive gains a +4 competence bonus to this check. If you win, the counter is negated, allowing you to continue with your previous action normally. If you're in melee range of the opponent whose counter you voided, you may also make a single melee attack against them, which automatically hits.


Bicycle Kick
Setting Sun (Strike)
Level: 6
Prerequisite: Two Setting Sun maneuvers
Initiation Action: Full-Round Action
Range: Melee
Target: One creature
Duration: Instantaneous
Saving Throw: None

As a part of initiating this maneuver, you make a charge attack. Instead of a normal attack, you instead deliver three consecutive unarmed strikes against the same creature. If all three unarmed attacks hit, you may make another two. If those two hit, you make another one, and if this one hits, it throws your opponent 20 feet away, dealing an extra 1d6 damage per initiator level and causing them to fall prone.


Horizon Step
Setting Sun (Rush)
Level: Swordsage 6
Prerequisite: Three Setting Sun maneuvers
Initiation Action: 1 move action
Range: Personal; up to 1 mile
Target: You
Duration: Instantaneous

A single step takes you from where you are to where you wish to be.

As part of this maneuver, you may move to any space that you can see, using any movement mode or combination of movement modes that you possess (even if this would require moving beyond your normal speed). You have total concealment while moving, and your movement does not provoke attacks of opportunity. If your path is blocked by a barrier you cannot bypass, your movement ends and you fall prone in the space nearest to your destination that you can reach within this maneuver's range. You cannot use this ability to move more than one mile each time you initiate it.


Shooting Star Launch
Setting Sun (Strike)
Level: 7
Prerequisite: Two Setting Sun Maneuvers
Initiation Action: Standard Action
Range: Melee Attack
Target: One Creature
Duration: Instantaneous

You won't need this sword. Into the trash it goes.

Make a melee attack with at least one hand free. You deal normal damage and may immediately make a disarm attempt without provoking. On a successful disarm, you may throw the object up to 10 ft/IL; if you disarmed a weapon, you may throw it that distance against a target. This is a thrown weapon attack, but without the normal range restriction or the normal -4 penalty for throwing non-thrown weapons. If it hits, the thrown attack deals an extra 10d6 damage.


One Inch Heartstrike
Setting Sun (Counter)
Level: 8
Prerequisite: Three Setting Sun maneuvers
Initiation Action: 1 immediate action
Range: See text
Target: One creature
Duration: Instantaneous
Save: Fortitude negates

Your foe thought they were being clever to interrupt you. But you foil their move, setting them off guard, then use the opening to hit them right up close with lethal force.

As One Inch Punch, except that if you win the opposed check your target must save or die. As a nonmagical death effect this is not subject to death ward or similar protections.

Shadow Hand:
Creeping Dark
Nightlover's Carapace
Step of the Jackal
Shadow Ward Rush
Hampering Dark
Stalker's Move
Accumulating Shadow Vortex
Dancing Gripping Teasing Cavorting Shadow
Shadow Walk
Reaping Gloom
Deathblain Falcon
Midnight Echoes
Moon-Guided Shadowstance
Shadow Master's Hatred

Creeping Dark
Shadow Hand (Rush)
Level: 1
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: 1 round

You slip unseen past your foe's watchful gaze.

As part of this maneuver, you can move up to your speed. This movement does not count towards determining the penalties (if any) you suffer to your Hide and Move Silently checks due to movement. In addition, if you had cover or concealment when you initiated this maneuver, you are considered to have the same degree of cover or concealment for the purpose of hiding for the duration of your movement and until the beginning of your next turn. This does not grant you any other benefits of cover or concealment, but it does allow you to hide in the open for a short time.


Nightlover’s Carapace
Shadow Hand (Stance)
Level: 1
Personal

Favored technique of vampiric adepts.

A shell of dimness clings around you. You gain immunity to the dazzled condition and to blindness conditions caused by bright light. You are not subject to mild forms of light sensitivity, but still count as exposed to sunlight for the purpose of serious vulnerabilities.

At IL 3, the shell becomes more solid. You gain resist=IL to positive energy damage and +1 to saves against positive energy effects. You are not counted as exposed to sunlight.

At IL 5, it becomes a curdled suit of magic shadow energy, granting you a shield bonus equal to ½ IL.

At IL 10, it becomes even more tangible and takes the form of a monstrous shadow beast. You gain powerful build as well as two claw attacks and a bite attack, which each deal one negative level in addition to normal damage on a hit. Your eyes become black orbs that see through normal and magical darkness at a range equal to your normal sight.

The benefits of these forms are cumulative. Targeted light spells such as sunburst may make a dispel check to revert this stance back to the IL 1 version for 1d4 rounds. The DC is 11+the stance user's IL.


Shadow Ward Rush
Shadow Hand (Rush)
Level: 1
Mv prereq: 2
Action: Move

Move your speed. Every time someone makes an attack of opportunity against you, an obstacle made of shadow energy immediately appears on the edge of your square from the direction the attack came in. These obstacles grant +4 AC to targets who are attacked through them (a benefit you gain against the AoO you just triggered). They cost 2 squares of movement to cross through, and block charges. They even affect incorporeal creatures. They fade after 1d10 rounds.


Hampering Dark
Shadow Hand (Boost)
Level: 3
Mv prereq: 2
Action: Swift
Area: 20 foot radius, centered on you
Maintain: Swift

All areas of darkness or shadow become difficult terrain. All areas of low light cost +50% to enter, like moving diagonally does normally. Diagonal movement in areas of low light is unaffected.

At IL 15 the area's radius increases to 30ft.


Step of the Jackal
Shadow Hand (Rush)
Level: 3
Prerequisite 1 Shadow Hand Maneuver
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: 1 Round

Upon initiating this maneuver you become invisible (as the spell) and move your speed. You leave a major image of yourself at your starting position. Both effects last until the start of your next turn.


Stalker's Move
Shadow Hand (Rush)
Level: 4
Prerequisite: One Shadow Hand maneuver
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: 1 round

Cloaked in shadow, you move into position, preparing to strike your foes unaware.

As Creeping Dark, but for the duration of the maneuver you gain two sneak attack dice. The benefits of this maneuver last until the beginning of your next turn.


Accumulating Shadow Vortex
Shadow Hand (Stance)
Level: 5
Prerequisite: Three Shadow Hand maneuvers
Initiation Action: Swift
Save: Fort partial

You become surrounded by a huge swirling aura of purplish umbral energy.

As a free action, you may pull any visible creature in the aura adjacent to you (Fort save halves the movement they would take (round down)). They get +3 or -3 on the save for every size category larger or smaller than you they are. You can only pull each creature once per round. You can’t pull creatures through obstacles.

This aura initially extends 10 feet. At IL 15, it extends 20 feet. At IL 20 it extends 40 feet.


Dancing Gripping Teasing Cavorting Shadow
Shadow Hand (Stance)
Level: 5
Prerequisite: Two Shadow Hand maneuvers
Initiation Action: Swift
Range: Personal
Target: Self

Your shadow begins to dance independently of you, limbs stretching out like tentacles that worm across the landscape.

Your shadow's limbs elongate into shadowy tentacles under your control. You can have them grab and manipulate objects out to 30 ft as if they were your own hands, though they can't wield weapons or shields, only hold them. You can make disarm and grapple checks at range, and you can attack with them as if they were natural weapons. Attacks with the tentacles are touch attacks. Instead of damage, they deal a stacking -2 penalty to Strength which lasts for 1 round.

In total darkness, the effect of the stance is suppressed as your shadow becomes indistinguishable.


Shadow Walk
Shadow Hand (Utility)
Level: 6
Mv prereq: 4
Target: Personal

Shadow Hand adepts are famed for their ability to travel through the Shadow Plane, crossing distances in the real world rapidly.

As the spell, except that it becomes more powerful depending on your IL:

IL 15: Your travel speed increases to 100mph.
IL 17: Your accuracy is increased by a factor of 10.
IL 19: You may use it as a shadow teleport, mimicking the effects of a teleport spell.
IL 21: You may traverse outer space at the speed of dark. On planets and bodies you’re still limited to teleporting.


Reaping Gloom
Shadow Hand (Boost)
Level: 7
Prerequisite: Three Shadow Hand maneuvers
Initiation Action: Swift
Personal

Until the end of your turn, you may make melee attacks, including those made as part of maneuvers, at up to 60ft reach so long as there is unbroken darkness or shadow between you and your target. If it's not dark but you're currently casting a shadow, you can still use this maneuver to attack in the direction your shadow falls; your shadow elongates so as to deliver these attacks.


Deathblain Falcon
Shadow Hand (Rush)
Level: 7
Mv prereq: 4
Action: Move or Full
Save: Will and Fort partial

You become a shadowy, wraithlike bolt of a being that speeds through the air and leaves your enemies reeling, infested with infecting shadow.

You gain Flyby Attack and fly speed 90 ft (good) while using this maneuver. You must make a flyby attack against a creature. If the attack hits, in addition to normal damage it infects the target with toxic shadow energy that causes immediate sores and welts -- the titular deathblains. The target takes 1d4 ongoing points of Con damage (Fort save each turn negates and ends). In addition, until this ends, they must make a mind-affecting Will save each turn or spend their standard action clawing at themselves and writhing in pain.

You become semi-incorporeal while using this maneuver, and gain some of the benefits of being a ghost: immunity to non-magic weapons, 50% miss chance except against ghost touch weapons and force spells, and a deflection bonus equal to your wismod, minimum 0. You don't gain any other benefits of incorporeality, such as moving through walls or ignoring natural armor.

You still provoke AoOs. Taking weapon damage ends this maneuver: you appear where you were when damaged, falling if appropriate (so eg, no going through blade barriers).

Optionally, you may also let out a screeching wail that deals 1d6 sonic (Fort negates) to all creatures within 10ft of any square you move through while using this maneuver. Those farther away can still hear the screech but aren’t damaged.

Kata: This maneuver can be used as a full round action. Your flyby attack becomes a full attack. You may spread your full attack among anyone you pass by during your movement. The deathblain effect can only be applied once to a given creature during this maneuver.

Utility: Out of combat, this maneuver grants a fly speed equal to your land speed with good maneuverability; during this movement you gain the semi-incorporeal benefits described above.


Midnight Echoes
Shadow Hand (Utility)
Level: 8
Initiation Action: Full Round Action
Range: Personal
Target: Self
Duration: 1 minute

You disperse yourself into up to nine shadowy echoes of your image, one for each Shadow Hand maneuver you know. Each echo has the same stats you have when this maneuver is initiated.

All your echo fragments share a single action pool, and they share a single bank of limited-use abilities: for example, if one uses a readied maneuver it's expended for all of them, and if one refreshes maneuvers, all echoes have access to the maneuvers thereby refreshed. Effectively, you're simply in several places at once. However, damage, conditions, spells, and so on applied post-initiation are not shared between your echo fragments.

As long as a single echo of you remains, you aren't dead. When this maneuver expires, one remaining echo fragment of your choice becomes you (all damage and conditions it has sustained are carried over), while the rest vanish.

Possessions on your person when this maneuver is used get duplicated on all echoes, although like your echoes these items aren't truly real, and if they leave your echoes' person they melt away. Item charges and other limited usages are shared between echoes just like spells and maneuvers are.

You don't exist at the same time as your echoes do. Your echoes enjoy a unified consciousness regardless of distance (but this doesn't mean mind-affecting effects are shared between them). Echoes can benefit from flanking but are incapable of providing flankage to others. Your echoes share your initiative, and can't act until that count next round. If you've already used an off-turn immediate action this round, they lose their swift action next turn as normal.


Moon-Guided Shadowstance
Shadow Hand (Stance)
Level: 8
Prerequisite: Five Shadow Hand maneuvers
Initiation Action: Swift
Save: Fort partial

Your body phases in and out of existence as it blinks through the shadow plane. This stance is sometimes called Shadow Blink because it's similar to the blink spell, except slower, more controlled, and shadowy rather than ethereal.

Each turn, the benefits provided by the stance change. You choose which phase to start in when you enter the stance for the first time during an encounter (or when the encounter starts if you're already in this stance). If you re-enter the stance later during the same encounter, the cycle continues from where you left off.

Full Moon - +2 reflection bonus to AC (which is like a deflection bonus, but stacks with them), and gain the effects of a restoration spell.
Crescent Moon - concealment
New Moon - total concealment and incorporeality (you're on the Plane of Shadow)
Then Crescent Moon again.
Then the cycle repeats starting from Full.

In addition, you gain syzygy benefits:

Eclipse Cover: You provide total cover, not normal cover as creatures usually do. Line and chain effects stop at you.

Blood Moon: If you are part of a straight, unobstructed line in which a single ally is blocking you from an enemy, you glow with a dim red cast or aura and gain +1 to hit and +5 damage on all attacks so long as you remain in their penumbra. Their penumbra of anger extends 30ft, plus or minus 10ft per size category away from medium. This benefit stacks for every such penumbra you are in, but can only be applied once per ally. You don’t gain penumbra benefits from an ally small enough to co-occupy your square.


Shadow Master's Hatred
Shadow Hand (Stance) [Shadow, Evil]
Level: 8
Prerequisite: Eight Shadow Hand maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Saving Throw: See text

At last... I have returned to take my revenge on the Temple of Nine Swords! The other masters will bow down to me! And all those who doubt the efficacy of the Shadow Hand discipline will die!

After being exiled, the Shadow Master made a journey deep into the Plane of Shadow. He returned with plans, powerful new weapons, and new secrets -- among them this terrifying stance, which he used to rip through and set discord in the ranks of the Temple defenders. Only the Spirit Seeker's lights and the Fire Master's flames were able to reveal his form in the darkness.

While in this stance, you're virtually impossible to see in anything other than bright illumination; in other states you're treated as invisible, like the spell.

In addition, you gain 1 sneak attack die per four initiator levels (which being effectively invisible will help you use).

Finally, all creatures that you kill are instantly raised as shadows under your control, but look no different from their previous selves and still seem to be alive. A Spot check followed by a Sense Motive check, both against a DC of 18 + your initiator level, are necessary for a creature to realize what has happened -- true seeing doesn't suffice. The victim leaves no corpse behind, but if the shadow that sprang from them is killed it leaves behind a trace of essence, which if collected suffices for resurrection. If you leave this stance, all your created shadows vanish. For the purpose of resurrection this does not count as having been destroyed.

Elves
2019-05-02, 11:43 PM
Stone Dragon:
Earthstrength Smash
Rolling Boulder Stance
Stance of Sky Leverage
Cautious Advance
Child of Earth
Stone-Weight Wings
Bond of Antaios
Earthstrength Brawler
Mountain Molewhack
Upset the Ground
Adamantine Blood
Almost Like Gravity
Stone Dragon's Flight
Earthwave

Earthstrength Smash
Stone Dragon (Strike)
Level: 1
Mv prereq: 1
Initiation action: Full round action
Range: Melee
Target: One creature, object or surface

Make a single unarmed attack. This attack is treated as made with a heavy two-handed weapon (1.5 your strength bonus to damage and you can Power Attack with it for 2x returns) and bypasses hardness. Instead you take damage equal to the object’s hardness. You can use this maneuver to make a Sunder attempt, but you provoke as normal unless you have Improved Sunder. Furthermore, you can only sunder objects steady, solid, and broad or brittle enough to punch effectively: a shield or breastplate, for example, but not a sword someone's wielding.


Rolling Boulder Stance
Stone Dragon (Stance)
Level: 1
Prerequisite: One Stone Dragon maneuver
Initiation Action: Swift
Range: Personal
Target: You
Duration: Stance

While in this stance, you can tumble in medium or heavy armor, and tumbling doesn't end effects that are ended by movement. If you fail a Tumble check, you become uncentered for 1 round.


Stance of Sky Leverage
Stone Dragon (Stance)
Level: 1
Initiation action: Swift
Personal

You’ve learned how to use leverage from your opponents to keep yourself steady even in midair.

You may use Stone Dragon maneuvers even if not standing on the ground, so long as you have an enemy adjacent to you. If the enemy isn’t a target of the maneuver, using them for leverage provokes an attack of opportunity. When you’re in this stance, an adjacent ally can also keep you steady by using the Aid Another action. Whether ally or enemy, creatures must be no less than one size smaller than you are to provide leverage.


Cautious Advance
Stone Dragon (Rush)
Level: 2
Mv prereq: 1
Initiation Action: Move action
Personal

Channeling the earth, you move in on your foes.

As part of this maneuver, you can move up to your speed. This movement does not end effects that are ended by movement unless you wish it to and does not provoke attacks of opportunity.


Child of Earth
Stone Dragon (Stance) [Supernatural]
Level: 3
Prerequisite: Three Stone Dragon maneuvers
Initiation action: Swift
Personal

You gain a 20ft burrow speed (does not leave tunnels) and 30ft tremorsense.


Stone-Weight Wings
Stone Dragon (Strike) [Supernatural]
Level: 3
Mv prereq: 3
Initiation Action: Standard or full round action
Range: Melee or ranged
Target: One or multiple creatures
Save: Fort or Ref negates

The target's body becomes leaden as they feel the earth pulling them downward.

Make a melee or ranged standard or full attack. Targets hit become unable to keep themselves aloft. They become incapable of flying upward or laterally, or of hovering, and they immediately move their flight speed downward (Fort or Ref negates, your choice). Remember you move at double speed downward while flying.

Affected targets get another save to end this effect at the start of each subsequent turn; until they save they remain unable to fly in anything but a headlong dive, and if above the ground they must use their move action to fly down to it.

Even in a gravity reversal effect or zero-G the target is pulled toward the ground. If in space or an extraplanar void, they are pulled toward you.

Special: When you initiate this maneuver, you choose whether the save is Fortitude or Reflex. The save is the same for all creatures affected.


Earthstrength Brawler
Stone Dragon (Stance)
Level: 5
Mv prereq: 3
Initiation action: Swift
Personal

All your unarmed attacks are treated as heavy weapons. All unarmed attacks made as standard actions are also treated as two-handed.


Bond of Antaios
Stone Dragon (Stance) [Earth]
Level: 5
Prerequisite: Two Stone Dragon maneuvers
Initiation Action: Swift
Range: Personal
Target: You

You will be unbeatable as long as you are in contact with mother earth.

While in this stance you gain 1 temporary hit point per initiator level at the start of your turn, as long as you're in contact with unworked earth, stone, sand, or other minerals. If on any other solid surface you gain 1/2 IL temp hp. Unusually, temporary hp granted by this stance stack with those from other Stone Dragon maneuvers and from the Stone Power feat.


Mountain Molewhack
Stone Dragon (Strike)
Level: 5

TBA


Adamantine Blood
Stone Dragon (Counter)
Level: 6
Mv prereq: 3
Initiation action: Immediate
Personal
Trigger: An attack hits you

You gain DR=2*IL/adamantine (which stacks with DR provided by other Stone Dragon maneuvers) and construct immunities against the attack. To reiterate, the only spells this works against are those involving attack rolls.


Almost Like Gravity
Stone Dragon (Strike)
Level: 7
Mv prereq: 2
Initiation action: Standard or full round action
Range: Melee
Target One or more creatures
Save: Reflex partial

Your stance is so sure, your footing so firm, that it’s like only you are right side up. As you sweep your weapon around, your opponents lose their footing and sense of balance, and fall down, dizzy and nauseous.

Make a standard or full attack with a single weapon. Creatures you hit fall prone and if they fail a Reflex save they're also nauseated for 1 round. If a target is two size categories larger than you, you must hit them with an additional attack to impose these conditions. If they're three or more size categories larger than you, you must hit them with another additional attack. If they would benefit from a stability modifier against trip attacks due to number of legs or firm rooting, you must also hit them with an additional attack. These additional attacks required are cumulative.


Stone Dragon’s Flight
Stone Dragon (Boost)
Level: 7
Mv prereq: 3
Initiation Action: Free action
Range: Personal
Target: You
Duration: 1 round

Like the dragon for which this discipline is named, you soar. The power of the earth itself propels you, and the dragon beneath your feet stirs.

Until the start of your next turn, you gain a fly speed equal to your land speed (average maneuverability) and may use Stone Dragon maneuvers and stances without being in contact with the ground.


Earthwave
Stone Dragon (Boost) [Earth]
Level: 8
Prerequisite: Four Stone Dragon maneuvers
Initiation Action: Immediate action
Range: See text
Effect: Flat destructive spread of up to 200ft radius
Duration: Instantaneous
Saving Throw: Reflex partial

You must fall at least 10 feet at normal velocity to activate this maneuver. When you hit the ground you hit it so hard that you take quadruple falling damage (max 80d6).

First, deal damage to the ground where you fall equal to 1d6 for every ten feet you fell plus 4 times your Strength modifier. If the ground is thin enough that you punch through it, you simply fall through, and this maneuver ends. Otherwise, a tidal wave of pressure and destruction ripples out along the ground from your point of impact. The ripple's radius is 10 feet for every 10 feet you fell (maximum 200 feet). Creatures and large objects in the area take 1d6 damage for every 10 feet you fell (maximum 20d6) and are pushed to the edge of the radius. Creatures with less than 10 ranks in Balance fall prone at the end of this movement. If a creature pushed by the wave hits an obstruction, they stop there and are knocked prone automatically.

A Fortitude or Reflex save halves the damage and negates the push effect. Creatures who succeed on the save must then make a Jump check to clear the wave of debris, quake of tortured ground, or vast exhalative roll of ki wind that follows. If they fail to jump at least 6 vertical feet, they're knocked prone and dazed for 1 round. For every 50 feet you fell, the requisite vertical jump increases by a foot, to a maximum of 10 feet.

Creatures floating off the ground are immune to the initial effect of this maneuver. They’re also unaffected by the secondary effect, provided they are as high off the ground as the required jump height.

The shockwave also travels downward through the ground to one-half its normal radius.

Terrain takes the same damage from this maneuver as creatures and objects. Ground damaged by this maneuver becomes difficult terrain.

Tiger Claw:
Pounce From the Canopy
Scurrying Rabbit
Tiger's Finishing Bite
- more TBA

Pounce From the Canopy
Tiger Claw (Rush)
Level: 2
Prerequisite: 1 Tiger Claw maneuver
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: 1 round

Move via the Jump skill. For the next round, you deal an extra +1d6 skirmish damage and gain +1 skirmish Armor Class.


Scurrying Rabbit
Tiger Claw (Rush)
Level: 4
Prerequisite: 2 Tiger Claw maneuvers
Initiation Action: 1 move action
Range: Personal
Target: You

You scurry around with guarded movements, lashing out as you pass your enemies by.

As part of this maneuver, you can move up to your speed. This movement does not provoke attacks of opportunity. You can take any of your remaining actions for the turn at any point during this movement.


Tiger's Finishing Bite
Tiger Claw (Strike)
Level: 5
Prerequisite: Two Tiger Claw maneuvers
Initiation Action: 1 standard action
Range: Melee
Target: One creature that you have pinned
Duration: Instantaneous
Saving Throw: Fortitude negates

After wrestling your victim to the ground, you thrust your weapon directly at their spinal cord, aiming to inflict a swift death.

You can only use this maneuver against a creature that you have pinned. Make a single melee attack. If you connect, your victim must make a Fortitude save or die instantly, as if beheaded. This is a precision effect; creatures immune to precision damage are immune to this maneuver.

Looking for balance input!




Credit to Garryl for nearly all the rushes (http://minmaxforum.com/index.php?topic=1191.0). Credit to DrK for the non-rush Iron Heart maneuvers. I'm going to use this thread as a general repository for the core 9 additions in AOW, not just the maneuvers I do.

DracoDei
2019-05-04, 04:53 PM
Replying to something you said in the main AoW thread.

Is there some specific reason you aren't using ToBs header format for your maneuvers and stances?


So that you don't have to comb through them all, here are some specific ones I have balance questions about:

#1 - what level should this be?
Hampering Dark
Shadow Hand (Boost)
Level: 1 (or 2, or 3?)
Action: Swift
Area: 30 foot radius, centered on you
Maintain: Swift

All areas of darkness or shadow become difficult terrain. All areas of low light cost +50% to enter, like moving diagonally does normally (but moving diagonally still costs the same).

At IL 15 the area doubles to 60ft.


The 8th level Shadow Hand stance in TOB is underwhelming so I made this, with some pseudo-tanking capability. Is it balanced?

This feels sorta garbled in general.

More specifically:
First off, you use both "shadow" and "low light".
Secondly, it sounds like movement costs don't increase if you are moving in a straight diagonal line, no matter how many squares you move.
Thirdly, difficult terrain can cause flat-footedness I think? If so, I'd definitely make this 3rd level at least since it can be combined with Assassin's Stance.
Fourth, difficult terrain is one of the classic ways of dealing with Tumble from what I hear. Kinda means this opposes Desert Wind more directly than other disciplines (although anything that has a lot of charging maneuvers in it would also be especially countered by this).
Lastly, the "dwarf only" PrC in ToB has something for creating difficult terrain. Not sure if that makes a good point of comparison, but you should probably at least look at it.


Moon-Guided Shadowstance
Shadow Hand (Stance)
Level: 8
Mv prereq: 4

Your body phases in and out of existence as it blinks through the shadow plane. This stance is sometimes called Shadow Blink because it's similar to the blink spell, except slower, more controlled, and shadowy rather than ethereal.

Each turn, the benefits provided by the stance change. You may choose which phase to start in when you enter the stance the first time in an encounter. If you re-enter the stance later during the same encounter, the cycle continues from where you left off.

Full Moon - +2 reflection bonus to AC (which is like a deflection bonus, but is a separate category so as to stack with them), and gain the effects of a restoration spell.

Uh... if any discipline should get recovery it would be Devoted Spirit, and it has to hit stuff to do that...
Then again, level 8 so...


Crescent Moon - concealment
New Moon - total concealment
Then Crescent Moon again, then Full, Crescent, New, Crescent, etc.

In addition, you gain syzygy benefits:

Sure you don't mean "synergy"?

syz·y·gy
/ˈsizijē/
nounASTRONOMY
a conjunction or opposition, especially of the moon with the sun.
"the planets were aligned in syzygy"
a pair of connected or corresponding things.
"animus and anima represent a supreme pair of opposites, the syzygy"

((Reading further, you may very well have it correct.))


Eclipse Cover: If you are part of a straight, unobstructed line between an ally and an enemy, that enemy cannot target that ally, or any other allies or squares located directly behind you in a straight line, regardless of size or reach. Line and chain effects stop at you, and you provide a penumbra of total cover from missiles and instantaneous area attacks in a straight line behind you. However, allies behind you can still be affected by eg a fireball centered off to the side, or something falling from above.
I'm a bit tired, so this might not be relevant, but what if the ally behind you is Large or bigger?



You need not be adjacent to the enemy or ally(s) affected by this, so long as the line is unobstructed. If facing a large or larger opponent, the line must pass through the center of their (horizontal, 2-dimensional) area. You can provide multiple lines of Eclipse Cover at once, if applicable.

Blood Moon: If you are part of a straight, unobstructed line in which a single ally is blocking you from an enemy, you glow with a dim red cast or aura and gain +1 to hit and +5 damage on all attacks so long as you remain in their penumbra. Their penumbra of anger extends 30ft, plus or minus 10ft per size category away from medium. This benefit stacks for every such penumbra you are in, but can only be applied once per ally. You don’t gain penumbra benefits from an ally small enough to co-occupy your square (ie tiny or smaller).

Is the 30' thing how far away from the ally you can be and still get the bonus?

Is the ability to co-occupy always only based on absolute size, or does it sometimes come from relative size?


Lastly, it seems like this stance would become mandatory for unarmed fighting and that may not be a good thing:

Earthstrength Brawler
Stone Dragon (Stance)
Level: 5
Mv prereq: 3
Initiation action: Swift
Personal

All your unarmed attacks are made as with the Earthstrength Smash maneuver, but they only take standard actions, as normal.

Well, I would say that nearly every unarmed striker would probably TAKE it, but they wouldn't always be IN it.

Other issues:
You need "Range:" before "Personal".

What about full-attacks? Those take less than a standard action each at higher levels, but the total action required is (barring pounce etc) a full-round action.

Do you still take damage even if you use one of the Mountain Hammer lines, or have a magic item that makes your unarmed strikes count as adamantine? Actually that second part applies to the strike too.

Elves
2019-05-05, 12:52 AM
Replying to something you said in the main AoW thread.

Is there some specific reason you aren't using ToBs header format for your maneuvers and stances?




First off, you use both "shadow" and "low light".
Shadow/darkness is 2x move cost (as difficult terrain), low light is 1.5x move cost (and no difficult terrain). Diagonal movement is the same in low light, 2x in darkness.


Thirdly, difficult terrain can cause flat-footedness I think? If so, I'd definitely make this 3rd level at least since it can be combined with Assassin's Stance.

Good point, will make it 3rd & reduce the range.


...Fourth, difficult terrain is one of the classic ways of dealing with Tumble from what I hear. Kinda means this opposes Desert Wind more directly than other disciplines (although anything that has a lot of charging maneuvers in it would also be especially countered by this)
I like this. Sneaky types at least archetypically need a way to deal with melee brutes (like chargers) -- here you go. And Desert Wind is the other supernatural discipline, so a rivalry would be cool, especially since blasting bright fire is kind of opposite to cloaking yourself in shadow. I think I'll give DW a maneuver or two focused on brightness effects that mention this rivalry.


Lastly, the "dwarf only" PrC in ToB has something for creating difficult terrain. Not sure if that makes a good point of comparison, but you should probably at least look at it.

BTW, that PRC is pretty silly if you read it, you raise 5-foot columns of rock from the ground in order to...fight on top of. Funny and weird image.

As for the ability, it's only 5ft around you but it's a stance, whereas this one is swift maintain, so it's okay for it to be stronger. Nonetheless reducing it to 20-15ft.


- Fixing the clarity issues with moon-guided shadowstance, ty.


Do you still take damage even if you use one of the Mountain Hammer lines, or have a magic item that makes your unarmed strikes count as adamantine? Actually that second part applies to the strike too.

Fixing.

------


Re formatting, it's just brevity and will be fixed when I'm feeding it into a draft, BUT, I do feel a certain degree of TOB's formatting is redundant or excessive (for example the listing of every class who can use it seems pointless unless you're actually going to restrict certain classes from certain maneuvers and/or give them the same maneuver at different levels, which IS certainly something to experiment with in AOW).

Elves
2019-09-11, 09:46 AM
Added Diamond Mind and Setting Sun maneuvers, many of them culled/edited from D&Dwiki. Looking for input on this original maneuver:

Diamond Time Sharpener
Diamond Mind (Boost)
Level: 5
Maneuver prerequisite: 3
Initiation Action: Swift
Range: Personal
Area: Encounter
Duration: Instantaneous

Like a sudden wave, everyone's perceptions flare forward.

A new round starts. No time has actually passed, but for mechanical purposes a new round begins when you initiate this maneuver. Everyone who already acted in the round that ends when you initiate this maneuver does not get a turn during this new round, but those who haven't used immediate actions may still use them, albeit drawing on their swift action for the round following the new round.

As for you, you get a unique turn that bridges both rounds. When you initiate this maneuver, the first thing that happens is that end of round and start of round effects are resolved, but your turn then continues as before, with the exception that all your remaining actions (such as free actions, even if your other actions are used up) take place in the new round. This bridging turn counts as your turn during both rounds.

The Area entry indicates that the maneuver affects only participants in the localized sphere of the encounter that's being modeled.

This maneuver is not magical or mind-affecting. It represents how you're so ahead of the curve that fighting you is like watching moments crash into each other and meld.

Is it overpowered? Useless?

Another possibly tricky maneuver balance-wise is this Shadow Hand utility:

Midnight Echoes
Shadow Hand (Utility)
Level: 8
Initiation Action: Full Round Action
Range: Personal
Target: Self
Duration: 1 minute

You disperse yourself into up to nine shadowy echoes of your image, one for each Shadow Hand maneuver you know. Each echo has the same stats you have when this maneuver is initiated.

All your echo fragments share a single action pool, and when one casts a spell or uses a maneuver, it's expended for all of them. Effectively, you're simply in several places at once. However, hit point changes, conditions, and almost all other effects applied post-initiation are not shared between your echo fragments.

As long as a single echo of you remains, you aren't dead. When this maneuver expires, one remaining echo fragment of your choice becomes you while the rest vanish.

Items and possessions: Possessions on your person when this maneuver is used get duplicated, although like your echo images they aren't truly real, and if they leave your echo's person they melt away. Item charges and other limited usages are shared between echoes like spells and maneuvers are.

Fredaintdead
2019-09-11, 03:55 PM
I mean my concern over "Diamond Time Sharpener" is well... what does that actually do for the Initiator? Like, how do they/their allies benefit?

Elves
2019-09-11, 04:08 PM
Ending conditions like stunned or dazed, or running down harmful spell durations, was the intent.

It could be phrased much more simply and just say that all durations tick down by 1. But I feel like there could be emergent properties which that would curtail. Hm.


Actually, what I think is too OP is the ability to get no cost immediate actions. I was expecting that would balance out since some enemies would also benefit but it seems too exploitable.

Miss Disaster
2019-09-12, 10:13 PM
Is the initiator of Shadow Hand's Hampering Dark also affected by the difficult terrain of self-created shadow or darkness?

Elves
2019-09-13, 09:40 AM
Yes that would be the synergy intent. Do you think it's ok?

Miss Disaster
2019-09-13, 06:33 PM
Yes that would be the synergy intent. Do you think it's ok?Oh yes. Mechanics and balance look excellent.

As a big fan of the Shadow Hand school, I love the entirety of these additional maneuvers. You did good! As a side note, I kinda like too, that the power levels of these new maneuvers seems to be a tad bit higher than normal ToB levels ... but nowhere near PF's PoW levels. It's kinda needed IMHO - and doesn't stink of any egregious power creep. I often combine ToB and PoW material (with some tweakage to both from time to time) in my own campaigns.

I hope to test out some of the other schools some time in the near future. If I find anything notable, I'll give you a holler.