1. - Top - End - #112
    Titan in the Playground
     
    Zaydos's Avatar

    Join Date
    Aug 2009
    Location
    Erutnevda

    Default Re: Zaydos Expands on Past Work - Playgrounder Caricatures Edition

    Multipermissions Expanded as Dual Discipline Maneuvers


    So I decided to do something for fun. I took every multipermission I am aware of, and Edro since I'm not sure if he's supposed to be one or not and figured I'd ere on the side of yes, and made you all into a Dual Discipline maneuver. Some are a bit more of a stretch than others (self-avowed pacifist = Jumping through someone's body to emerge from someone else's as a means of escape), but I still hope you all enjoy. If I missed you it was by accident, or in thinking you hadn't given multipermission, and just point it out so I can add you to multipermission list.

    Maneuvers are sorted alphabetically, by victim.

    Spoiler: Maneuvers
    Show
    Black Wind of the Crow Court (Blackhawk)
    Edge of Apocalypse/Star Dream
    Level: 6th
    Prerequisites: 2 Edge of Apocalypse maneuvers, 1 Star Dream maneuver
    Initiation Action: Standard action.
    Range: 10 ft.
    Targets: Enemies within 10 ft
    Area: 10 ft emanation centered on yourself.
    Duration: 1 round.

    The Court of Endings, the Crow Court comprises the feared assassins of the Winter Court who stories say shall exterminate the other fay in mass before the final closing of the world. Drawing upon the whispers of the end, your blade releases the Black Wind and mixing it with fay magic forms the rending talons of the Crow Court.

    When you initiate this maneuver make a single melee attack roll and apply its results to all enemies within 10 ft. This attack deals +2d6 damage. In addition the black winds remain in the form of a murder of semi-real crows. These crows flutter around you, remaining in a 10 ft emanation centered on yourself until the beginning of your next turn. They flutter about making semi-real attacks at any foe who draws too close. They grant you concealment from creatures more than 5 ft away from you, inflict a -2 penalty to attack and AC of enemies within, cause any enemy within to be forced to make a DC 20 + Spell level Concentration check to successfully cast a spell, and deal damage equal to your Charisma modifier to any enemy which enters a square they cover this damage ignores Damage Reduction. At the beginning of your next turn these apocalyptic crows vanish.

    You are summoning the physical echo of the apocalypse cast back in time by it and reshaping it with fay energy to form murderous quasi-real crows. This is a supernatural maneuver.

    Body Jumper Dash (caledscratcher)
    Arcane Technique/Jeering Monkey (Dash) [Teleport]
    Level: 5th
    Prerequisites: 1 Arcane Technique maneuver and 1 Jeering Monkey maneuver
    Initiation Action: Move action.
    Range: Personal.
    Targets: You.

    You move towards a creature diving through it and emerging from the body of another being still running.

    When you initiate this maneuver you may move up to your speed. At any point in that movement you may dive through a creature, if that creature is unwilling you must make a melee touch attack to do so which provokes attacks of opportunity unless you succeed on a DC 20 Tumble check. If you succeed you emerge from any other creature you have line of sight to as a teleportation effect appearing in a square adjacent to it. If you have any movement left over you may continue moving from where you appear.

    This is a Supernatural ability.

    Dragon King’s Perfect Fire (Draconium)
    Desert Wind/Protean Hunter (Strike) [Fire]
    Level: 9th
    Prerequisites: 4 Desert Wind maneuvers, 3 Protean Shifter maneuvers
    Initiation Action: Standard action.
    Range: 60 ft.
    Area: 60-ft cone.
    Saving Throw: Reflex half.

    You inhale deeply, your face twisting and shifting into a red dragon’s as your organs change to hold the might draconis fundamentalis from which a dragon’s breath is born.

    With a roaring exhalation you belch forth a cone of fire as a breath weapon dealing 1d10 fire damage/IL in a 60-ft cone. Creatures within this cone are allowed a Reflex save (DC 19 + your Con or Wis) for ½ damage.

    This is a supernatural maneuver. As this breath weapon has a recharge time of ‘until you refresh maneuvers’ it does not have a recharge time measured in rounds and cannot be affected by Metabreath Feats.

    Grim Vine Burst (EdroGrimshell)
    Grown Blade/Shadow Hand (Strike)
    Level: 4th
    Prerequisites: 2 Grown Blade maneuvers, 1 Shadow Hand maneuver
    Initiation Action: Standard action.
    Range: 30 ft.
    Area: 30-ft line.
    Saving Throw: Reflex partial or Fort negates.
    Duration: 1 round (see text)

    Striking the ground with you create a burst of deathly white vines which rise out and grasp at creatures draining them of their strength.

    When you use this maneuver you strike against the ground, a wall, or other surface. The area of this effect must run along that surface in a straight line out to 30 ft (if it dead ends into a wall it will climb up the wall for its remaining length). Vines burst from the area entangling all creatures within it for 1 round. These vines are a pale, almost ghostly white, and draw strength from the creatures they entangle inflicting 4 Strength damage to all living creatures within the line. Any creature entangled by the vines may not move more than 5 ft from the vines. A Reflex save (DC 14 + Wis modifier) is allowed to avoid being entangled and to reduce the Strength damage to 2. The area of this effect remains difficult terrain due to the vines for 1 round.

    Alternatively you may strike a creature. If you do so it takes normal damage as per a melee attack and must make a Fortitude save (DC 14 + Wis modifier). If it fails necrotic vines burst from its body dealing 4 Strength damage if it is a living creature and inflicting a -2 penalty to attack and AC for 1 round. A successful Fortitude save negates this completely.

    This is a supernatural maneuver.

    Spoiler: Backstory o.O
    Show
    The third Age of Wonder was the Age of Botanomancy. It is during this age that the elves created the Grown Blade. History still speaks, though, of the ending of this age, and the Necrobotanical War which ravaged the world when the first peanut dracolich was born and its teachings became twisted. While the elves fought their former mentor the art of necrobotany promised power and not all elves could resist its allure. To some it was simply fighting fire with fire, it was these elves who developed the Grim Vine Burst technique which combined the necromantic principles which exist within the art of Shadow Hand and the botanomantic principles of the Grown Blade to grow death with which to strike their enemies.


    Pure Improvisation (Eldest)
    All (Boost)
    Level: 3rd
    Prerequisites: 1 maneuver from each of 4 different disciplines
    Initiation Action: Swift action.
    Range: Personal.
    Targets: You.

    In battle it is always important to think on your feet, the oldest techniques in battle were born on the battlefield and you can recreate them with a little effort.

    When you use this maneuver select a 2nd level or lower maneuver (not stance) from any discipline you know at least 1 maneuver from; if it is a dual discipline maneuver you must know at least 1 maneuver from each of its disciplines. You instantly ready that maneuver and it is unexpended (you do not need to know this maneuver). This maneuver remains readied and known until you expend it, or 3 rounds pass.

    Eldest Improvisation (Eldest)
    All (Boost)
    Level: 7th
    Prerequisites: 2 maneuvers from each of 4 different disciplines
    Initiation Action: Swift action.
    Range: Personal.
    Targets: You.

    The oldest acts of improvisation gave us many of the greatest foundational stones of the Sublime Way. You can rival these acts, replicating maneuvers on the fly.

    When you use this maneuver select a 5th level or lower maneuver (not stance) from any discipline you know at least 1 maneuver from; if it is a dual discipline maneuver you must know at least 1 maneuver from each of its disciplines. You instantly ready that maneuver and it is unexpended (you do not need to know this maneuver). This maneuver remains readied and known until you expend it, or 3 rounds pass.

    Wings of the Last Remnant (Eno Remnant)
    Devoted Spirit/Edge of Apocalypse (Boost) [Good]
    Level: 5th
    Prerequisites: 2 Devoted Spirit maneuvers and 2 Edge of Apocalypse maneuvers.
    Initiation Action: Swift action.
    Range: 60 ft.
    Targets: Charisma modifier allies within range.
    Duration: 1 round.

    Not all echoes of the end are of destruction. Hope burns even at the last moment. You channel the courage of their last futile stand against oblivion, using it to empower your allies.

    Wings of light shine from your back for a moment as hope swells in the hearts of you and your allies, a hope that dispels fear and bolsters them against Evil. When you use this boost select a number of creatures within range equal to your Charisma modifier (minimum 1), you may select yourself as one of these creatures. Each selected creature that is currently cowering, frightened, or panicked becomes merely shaken. In addition they gain a +2 morale bonus to saves against fear +1/4 IL you possess, and gain a bonus to damage against Evil creatures equal to 1/2 your Initiator Level.

    This is a supernatural maneuver.

    White Phoenix Assault (illven)
    Desert Wind/White Raven [Fire]
    Level: 7th
    Prerequisites: 3 Desert Wind maneuvers, 2 White Raven maneuvers
    Initiation Action: Standard action.
    Range: 60 ft.
    Targets: Allies within range.
    Duration: 1 round.

    You release a rallying cry, a shout filled with your ki, which seems to permeate and stir that of your allies working as a catalyst within them causing their own power to blaze forth in a white flame.

    When you use this maneuver allies within range who can hear you deal +2d6 + (your) IL fire damage with melee attacks until the start of your next turn.

    This is a supernatural maneuver.

    Song of Summer Nightmares (illyahr)
    Arcane Technique/Star Dream (Technique) [Mind-Affecting]
    Level: 5th
    Prerequisites: 2 Arcane Techniques maneuvers, 2 Star Dream maneuvers
    Initiation Action: Standard action.
    Range: 0 ft.
    Area: 60-ft radius emanation.
    Saving Throw: Will negates.
    Duration: 1 minute/IL.

    Fey music plays through the air, beguiling the minds of those who hear it, leading them into bewitched hallucinations.

    When you use this technique you create the bewitching music of the fey courts and you select one illusory image or hallucination for targets to see while they hear it. Any creature which is less fey than you, according to the hierarchy described below, that fails its Will save sees the illusion or the hallucination. If you selected an illusion it functions as a Silent Image, and any creature which interacts with it may make additional saves as normal for an illusion, but True Seeing has no effect because it is all in their head; all creatures see the same illusion. If you selected hallucination any creature that fails its Will save sees a series of feinting and assaulting images, suffering a -2 penalty to attack rolls and losing their Dex bonus to AC.

    Either option lasts for as long as they hear the song and for 1d4+2 rounds thereafter. If you use this technique again or it becomes no longer readied (note an expended maneuver is still readied just not unexpended) any existing instance of this technique ends immediately although the image or hallucination lingers for 1d4+2 rounds in the minds of creatures that were listening.

    While this maneuver is readied you may mark a creature with a fey sign granting it immunity to this maneuver when used by you for 24 hours before the mark loses efficacy.

    As an arcane technique this is a supernatural maneuver.

    Spoiler: Fey Hierarchy
    Show
    Least Fey
    Not a fey
    Honorary fey or fey blooded
    Fey blooded honorary fey or half-fey
    Common fey or honorary fey according to a noble fey.
    Low nobility
    Medium nobility
    High nobility
    Lord of a court.
    Most Fey


    Spell Breaker Gaze (Jormengand)
    Devoted Spirit/Lunar Spirit (Stance) [Mind-Affecting, Fear]
    Level: 3rd
    Prerequisites: 1 Devoted Spirit maneuver, 1 Lunar Spirit maneuvers.
    Initiation Action: Swift action.
    Range: Personal.
    Target: You.
    Duration: Stance.

    Your eyes seem to bring dread with them to any who gather energy for a work of magic. Images of the sudden sword stabbed past defenses, the counterspell that shatters their working, flash through your foe’s minds causing them to hesitate and stutter at critical moments.

    While in this stance any enemy which can see you within 20 ft must make a Concentration check (DC 18 + your Int or Cha modifier + Spell level) to cast a spell or use a spell-like ability. If they fail the attempt is wasted. This is a mind-affecting, fear effect and any save bonus (or penalty) specifically against fear (such as a halfling’s racial save bonus or the bonus for being near a paladin) applies to this skill check.

    Dream Leash Blast (khadgar)
    Eldritch Rain/Star Dream [Blast, Compulsion, Mind-Affecting]
    Level: 7th
    Prerequisites: 2 Eldritch Rain maneuvers, 2 Star Dream maneuvers
    Initiation Action: Standard action.
    Range: 50 ft.
    Target: 1 creature.
    Saving Throw: Will partial.
    Duration: 1 round.
    You release a bolt of energy which occludes the mind even as it burns the body. Tendrils of will weave into the foe through it, slowly burrowing through them only to seize control of their mind for a few brief moments.
    When you use this maneuver you may make a single ranged touch attack with a range of 50-ft, which deals 1d6 damage per initiator level. The target must then make a Will save. If they succeed nothing more happens. If they fail you may make them make a single move action during their next turn, this movement may not be innately damaging and may not provoke attacks of opportunity. In addition if they fail make a Bluff check opposed by their Sense Motive. If you win you can also make them use their standard action to take an attack action (you may not force a full attack) against a creature of your choosing other than themselves, or you can make them use their standard action to give you an item or object they hold (or draw while approaching or with their move action). This gives you no special knowledge of objects on their person or capabilities, and you cannot force them to use optional abilities with their attack (including Power Attack) except for Cleave; if they have the Cleave feat and their attack would trigger a bonus attack you may force them to use it.

    This is a supernatural maneuver.

    Phoenix Shadow Incursion (Neophoenix0)
    Desert Wind/Shadow Hand (Strike) [Fire, Teleportation]
    Level: 5th
    Prerequisites: 2 Desert Wind maneuvers, 1 Shadow Hand maneuver
    Initiation Action: Standard action.
    Range: 50 ft.
    Target: You.
    Area: 10 ft radius burst centered on you.
    Saving Throw: Reflex half, see text.

    Shadow consumes your form, shrinking down into a bird of darkness before flying forward and exploding forth in a wave of flames.

    This functions as the Shadow Jaunt maneuver (ToB page 79) except that when you appear fire bursts from you, dealing 4d6+IL fire damage to all other creatures within 10 ft. A successful Reflex save (DC 15 + your Wis modifier) halves this fire damage.

    This is a supernatural maneuver.

    Dream of Iron Rule (Red Fel)
    Devoted Spirit/Star Dream [Compulsion, Evil, Lawful, Mind-Affecting]
    Level: 9th
    Prerequisites: 4 Devoted Spirit maneuvers, 4 Star Dream maneuvers
    Initiation Action: Standard action.
    Range: Melee attack.
    Target: 1 creature.
    Saving Throw: Will partial (see text).
    Duration: Permanent (see text).

    Your blade strikes into the very heart of your foe, phasing through their body to strike at their soul, seeking to bind it to your will.

    When you use this maneuver choose to attack your foe's mind or body. If you attack their body this maneuver simply deals +50 damage and is not considered mind-affecting or a compulsion.

    If you attack their mind this maneuver still deals +50 damage and the target must make a Will save (DC 19 + Cha modifier). If they succeed the bonus damage is negated and it affects them as an ordinary attack would. If they fail and the damage would be sufficient to kill them then they take no damage but are affected as if by a Dominate Monster spell cast by you (CL = IL if necessary) with a permanent duration. If they succeed on a save against an order against their nature this effect ends immediately, as does offering them an obviously self-destructive order. This is not a spell and cannot be dispelled, however if they are subject to the effects of a Protection from Evil or similar spell for 24 hours it is broken, and a Limited Wish, Wish, or Miracle spell cast solely for this purpose can end it immediately, as does a Mage's Disjunction.

    This is a supernatural maneuver.

    Eye of Judgment (VoodooPaladin)
    Crone’s Hex/Devoted Spirit [Fear, Mind-Affecting]
    Level: 5th
    Prerequisites: 1 Crone's Hex maneuver, 2 Devoted Spirit maneuvers
    Initiation Action: Standard action.
    Range: 60 ft.
    Target: 1 creature.
    Saving Throw: Will partial.
    Duration: 1 round.

    Glancing at a foe you instill within them the fear of more than mortal judgment, seeming to bear down upon them with all the might of a wrathful god, causing wounds to sprout across their body psychosomatically.

    When you use this maneuver you must look into the eye of one creature within range which can see you, filling them with preternatural fear. If the target’s alignment differs from yours in at least one component, that target must make a Will save (DC 15 + Charisma modifier). If they fail they are frightened for 1 round and take 2d6 damage, this increases to 4d6 damage if they oppose your alignment on one axis or differ from it on both, and to 4d6 + ½ IL if they oppose it on both axes. If they succeed they are shaken for 1 round and take ½ damage. This is a mind-affecting fear effect.

    This is a supernatural maneuver.
    Last edited by Zaydos; 2016-02-09 at 03:33 PM.
    Peanut Half-Dragon Necromancer by Kurien.

    Current Projects:

    Group: The Harrowing Halloween Harvest of Horror Part 2

    Personal Silliness: Vote what Soulknife "Fix"/Inspired Class Should I make??? Past Work Expansion Caricatures.

    Old: My homebrew (updated 9/9)