A Monster for Every Season: Summer 2
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    Troll in the Playground
     
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    Default Arts of the Nine [Maneuvers]

    Desert Wind

    Dance of Unquenchable Flames
    Desert Wind (Stance)
    Level: Swordsage 5
    Prerequisite: 2 Desert Wind maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    You take on a fluid stance, allowing your ki to flow into your blade just as fire flows through oil. Whenever you use a Desert Wind maneuver to deal fire damage to a creature while in this stance, the damage ignores resistance, but no immunity, to fire.

    Glaring Blade
    Desert Wind (Strike) [Fire]
    Level: Swordsage 1
    Prerequisite: One Desert Wind maneuver
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature
    Duration: 1 round
    Saving Throw: Fortitude partial

    As part of this maneuver, you make a single melee attack against your target, channeling ki to cause your weapon to glow with blinding light. If the attack is successful, it deals 1d6 additional points of fire damage. In addition, the creature struck by it must make a Fortitude save, DC 11 plus your Wis modifier, or be temporarily blinded. This is a supernatural ability.

    Nova Guillotine
    Desert Wind (Strike) [Fire]
    Level: Swordsage 3
    Prerequisite: One Desert Wind maneuver
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature
    Saving Throw: Fortitude partial

    As part of this maneuver, you make a single melee attack against your target. You aim for his head, channeling ki to raise the heat of his brain. If the attack is successful, it deals 5d6 additional points of fire damage and 1d4 points of Int damage. If the target makes a Fortitude save, DC 13 plus your Wis modifier, the fire damage is halved and he does not take the Int damage. This is a supernatural ability.

    Phoenix Feather Healing
    Desert Wind (Counter)
    Level: Swordsage 4
    Prerequisite: One Desert Wind maneuver
    Range: Personal
    Target: You
    Duration: Instantaneous

    Whenever you would take fire damage, you may use this maneuver to instead absorb the fire, diffusing with your ki. In addition, you are healed an amount of damage equal to a half of the damage you would have taken. This is a supernatural ability.

    Rising Steam Flip
    Desert Wind (Boost)
    Level: Swordsage 1
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Instantaneous

    Mimicking rising steam, you deftly push up from the ground, allowing you to stand if prone. You do not provoke attacks of opportunity when standing. Once you have stood, you may immediately take a five-foot step.

    Striking Sidewinder Stance
    Desert Wind (Stance)
    Level: Swordsage 1
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    You adapt a loose, acrobatic stance that lets you make springing strikes after successfully evading attack. When you successfully make a Tumble check to avoid attacks of opportunity while moving through a square occupied by an opponent while in this stance, any melee attacks you make against that opponent until the beginning of your next turn deal 1d6 additional points of damage.
    .
    Supernova Guillotine
    Desert Wind (Strike) [Fire]
    Level: Swordsage 9
    Prerequisite: Three Desert Wind maneuvers
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature
    Saving Throw: Fortitude half

    As part of this maneuver, you make a single melee attack against your target. You aim for his head, channeling ki to set his brain alight. If the attack is successful, it deals 20d6 additional points of fire damage and 2d6 points of Int damage. If the target makes a Fortitude save, DC 19 plus your Wis modifier, both the fire and Int damage is halved. This is a supernatural ability.


    Devoted Spirit

    Blade Rite of Exorcism
    Devoted Spirit (Strike)
    Level: Crusader 1
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature
    Saving Throw: Will negates (see text)

    As part of this maneuver, you make a single melee attack against your target. If you succeed, you carve a small symbol of exorcism into his flesh, channeling ki to force possessing outsiders out. If you attack an outsider or creature possessed by an outsider with this maneuver, you receive a +2 bonus on the attack and damage rolls. In addition, if the target was possessed by an outsider, the possessing outsider must make a Will save, DC 11 plus your Wis modifier, or be forced out of its host into the nearest adjacent space of your choice. It may not attempt to possess that creature again for 24 hours.

    Stance of Incorrigible Vigor
    Devoted Spirit (Stance)
    Level: Crusader 4
    Prerequisite: One Devoted Spirit maneuver
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    You assume a stance that improves the circulation of your ki, enhancing your body’s healing. While in this stance, you heal 1 point of damage per level every hour rather than every day. (This ability cannot be aided by the Heal skill.) Nonlethal damage heals at a rate of 1 point of damage per level every 5 minutes. Only damage taken while in this stance is healed.

    Strike of Purity
    Devoted Spirit (Strike)
    Level: Crusader 2
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature
    Duration: 10 rounds

    As part of this maneuver, you make a single melee attack against your target. If the attack is successful, your confidence in your inner purity and worthiness is bolstered, granting you immunity to poison and disease for 10 rounds.

    Strike of Twilight
    Devoted Spirit (Strike)
    Level: Crusader 3
    Prerequisites: One Devoted Spirit maneuver
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature
    Duration: 10 rounds

    As part of this maneuver, you make a single melee attack against your target. If the attack is successful, your confidence in your divine nature and patron is confirmed, granting you immunity to death effects for 10 rounds.


    Diamond Mind

    Calm Before the Storm
    Diamond Mind (Counter)
    Level: Swordsage 2, Warblade 2
    Initiation Action: 1 immediate action
    Range: Personal
    Target: You
    Duration: 1 round

    You focus your mind, using utter calm to defend yourself against energy. Whenever you would take energy damage, you may use this maneuver. As part of this maneuver, make a Concentration check. You gain resistance to one energy type–acid, cold, electricity, or fire–equal to half the result of your check until the beginning of your next turn.

    Diamond’s Edge
    Diamond Mind (Boost)
    Level: Swordsage 3, Warblade 3
    Prerequisite: One Diamond Mind maneuver
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: End of Turn

    You deftly weave your weapons with utter focus, allowing them to strike and penetrate as if made of diamond. For the rest of your turn, the threat range of any melee weapon you attack with is doubled. In addition, if you threaten a critical hit with a melee weapon, the threat is automatically confirmed.

    Erudite Instincts
    Diamond Mind (Counter)
    Level: Swordsage 3, Warblade 3
    Prerequisite: One Diamond Mind maneuver
    Initiation Action: 1 immediate action
    Range: Personal
    Target: You
    Duration: Instantaneous

    Whenever you make an initiative roll, you may use this maneuver. As part of this maneuver, make a Concentration check. You use the higher of the two rolls to determine your place in the initiative count.

    Special: Unlike most immediate actions, you may take the initiation action of this maneuver even if you are flatfooted.

    Eternal Diamond Stance
    Diamond Mind (Stance)
    Level: Swordsage 8, Warblade 8
    Prerequisite: Three Diamond Mind maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    You assume a stance of utter focus, bearing yourself with perfect clarity. While in this stance, you may make a Concentration check in place of any save. In addition, if you successfully save against an attack that normally deals half damage on a successful save, you instead takes no damage. Even if you fail the save, you take only half damage.

    Splitting the Emerald
    Diamond Mind (Stance)
    Level: Swordsage 7, Warblade 7
    Prerequisite: Three Diamond Mind maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    You take an ethereal stance, moving with utter focus towards your goal. The first melee attack you make each round while in this stance is considered a touch attack.

    Whirlwind Reaper
    Diamond Mind (Strike)
    Level: Swordsage 6,Warblade 6
    Prerequisites: 2 Diamond Mind maneuvers
    Initiation Action: 1 full-round action
    Range: Melee attack
    Target: All enemies in reach
    Duration: Instantaneous

    You become a focused whirlwind of steel, your every move precise and deadly. As part of this maneuver, you may make a single melee attack against every enemy within your reach. You may make either an attack roll at your highest base attack bonus, or a Concentration check, to determine if you hit each enemy. When attacking with one of the favored weapons of the Diamond Mind discipline, if you roll a natural 20 on either your attack roll or Concentration check to hit an enemy, followed by a successful roll to confirm the critical hit, you behead him. Most creatures die when their heads are cut off. Some creatures, such as many aberrations and all oozes, have no heads. Others, such as golems and undead creatures other than vampires, are not affected by the loss of their heads.

    Iron Heart

    Infinite Procession of Steel
    Iron Heart (Strike)
    Level: Warblade 8
    Initiation Action: 1 full round action
    Range: Personal
    Target: You
    Duration: Instantaneous

    As part of this maneuver, you make a charge attack. You may make a single attack at your highest base attack bonus at every creature you move within reach of, as long as it is at least 10 ft. away from the last creature you attacked. The bonus on your attack roll increases by 1 for every prior attack you made as part of this maneuver.

    Juggernaut’s Build
    Iron Heart (Stance)
    Level: Warblade 3
    Prerequisite: One Iron Heart maneuver
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    You take on a powerful stance that would throw lesser warriors to the ground, giving your blade the leverage to pierce damage resistance. While in this stance, any melee attack you make ignores up to 5 points of damage resistance of any type.

    Sudden Parry
    Iron Heart (Counter)
    Level: Warblade 1
    Initiation Action: 1 immediate action
    Range: Personal
    Target: You
    Duration: 1 round

    You bring up your blade to parry your attacks, granting you a +2 shield bonus to AC until the beginning of your next round. You must be proficient with the weapon you are wielding in order to use this maneuver.


    Setting Sun

    Dance of the Thousand-Handed Monk
    Setting Sun (Strike)
    Level: Swordsage 4
    Prerequisities: One Setting Sun maneuver
    Initiation Action: 1 full round action
    Range: Melee attack
    Target: All adjacent creatures
    Duration: 1 round
    Save: Fortitude negates

    Like a many-armed monk, you stun your foes with your subtle strikes. As part of this maneuver, you make a single touch attack at your highest base attack bonus against each creature adjacent to you. Each creature hit by the touch attack must make a Fortitude save, DC 14 plus your Wis modifier, or be stunned for 1 round.

    Knockout Throw
    Setting Sun (Strike)
    Level: Swordsage 5
    Prerequisites: Two Setting Sun maneuvers
    Initiation Action: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 5 rounds
    Saving Throw: Fortitude partial

    As part of this maneuver, you must succeed on a touch attack against your target. Resolve the throw as a trip attempt, but you do not provoke attacks of opportunity, and your opponent cannot try to trip you if you lose the opposed check. You can use your Dex or Str modifier, whichever is higher, for making the opposed check. You gain a +4 bonus on the ability check.

    If you succeed in tripping your foe, you throw it up to 10 feet away from you. The target falls prone in the destination space and takes 5d6 points of damage. In addition, it must make a Fortitude save, DC 15 plus your Wis modifier, or be knocked out, being stunned for 5 rounds. For every 5 points you won the check by, the range of the throw increases by 5 ft. You choose where it lands. You must place the target in an empty space. If you lack the distance to throw your target into a clear space, it falls prone in its current space.

    An enemy you throw with this maneuver does not provoke attacks of opportunity for passing through enemies’ threatened areas as part of the throw, and you cannot throw the enemy through occupied squares.

    Reverse the Blade
    Setting Sun (Strike)
    Level: Swordsage 2
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature

    As part of this maneuver, you make a single melee attack against your target. If you succeed, you strike him not only with your own weapon, but force him into fumbling and striking himself. In addition to your normal weapon damage, he takes damage as if he had been hit with his own weapon. Any other effects that trigger when the weapon hits an enemy function normally.

    Ruse of the Fallen Giant
    Setting Sun (Stance)
    Level: Swordsage 4
    Prerequisite: One Setting Sun maneuver
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    You assume a seemingly unbalanced, but coordinated stance. While in this stance, you take automatically fail all opposed checks made to resist being tripped. However, when tripped, you may make an attack of opportunity against the creature that tripped you. If the creature tripping you has the Improved Trip feat, it does not receive the free attack it would normally get after tripping you. While in this stance, you may attack while prone without taking any penalties, and do not suffer any penalty to your AC against melee attacks.

    Spellblind Strike
    Setting Sun (Counter)
    Level: Swordsage 2
    Initiation Action: 1 immediate action
    Range: Touch
    Target: One creature
    Duration: Instantaneous
    Saving Throw: None (see text)

    Whenever an enemy within range tries to cast a spell, you may use this maneuver to distract it, ruining the spell. As part of this maneuver, you make a touch attack against the target. If the attack is successful, the target must make a Concentration check, DC 12 plus the spell’s level plus your Wis modifier, or lose the spell.

    Stance of the Refracted Strike
    Setting Sun (Stance)
    Level: Swordsage 3
    Prerequisite: One Setting Sun maneuver
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    You enter a stance that allows you to easily move in circles, letting you play the strengths of those flanking you against each other. You gain a +4 circumstance bonus on attack rolls made against creatures flanking you.


    Shadow Hand

    Shadow Mimicry
    Shadow Hand (See text)
    Level: Swordsage 4th
    Prerequisites: One Shadow Hand maneuver
    Initiation Action: See text
    Range: See text
    Target: See text
    Duration: See text
    Saving Throw: Will partial (see text)

    With this maneuver, you can imitate any maneuver–but not a stance–of 3rd level or lower of a discipline available to you. Shadow Mimicry is treated as a maneuver of the same type as the maneuver it imitates, and its initiation action is the same as that of the imitated maneuver. While the imitated maneuver functions normally for the most part, it is only a facsimile. In addition to any saves normally offered by the maneuver, any creature targeted by it may attempt a Will save, DC 14 plus your Wis modifier, to recognize and defeat the sham. Against a creature that makes it save, any damage the imitated maneuver deals is reduced to 20% of its normal amount, and any special effects it may have are only 20% likely to actually occur. When you use this maneuver to imitate a maneuver that is a supernatural ability, it is a supernatural ability.

    Greater Shadow Mimicry
    Shadow Hand (see text)
    Level: Swordsage 8th
    Prerequisites: Three Shadow Hand maneuvers

    This maneuver functions like shadow mimicry, except as above and that it can imitate maneuvers of up to 7th level, the save DC is 18 plus your Wis modifier, and even if a creature saves, the damage is reduced to only 60% and any special effects are 60% likely to occur.

    Widowmaker
    Shadow Hand (Strike)
    Level: Swordsage 1
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature
    Duration: Instantaneous

    As part of this maneuver, you make a single melee attack against your target. If you succeed, and the weapon you hit with was poisoned with an injury poison, you can penetrate through your opponent’s flesh, spreading poison through its body’s core. The DC of the poison is increased by 2.


    Stone Dragon

    Crushing Fist Stance
    Stone Dragon (Stance)
    Level: Crusader 1, Swordsage 1, Warblade 1
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    You assume a crouched stance that allows you to use both hands to full force. When you make an unarmed strike and have both hands free, you may use them both in the attack, allowing you to add one and a half times your Str modifier to the damage roll. In addition, your unarmed strikes are treated as two-handed weapons for determining how they interact with the Power Attack feat. You may not use the flurry of blows ability if you have it while in this stance, as the stance’s focus on sheer strength restricts the speed required to use it.

    Do Not Go Gently
    Stone Dragon (Boost)
    Level: Crusader 2, Swordsage 2, Warblade 2
    Initiation Action: None (see text)
    Range: Personal
    Target: You
    Duration: Instantaneous

    This maneuver allows you to maintain a fierce grasp on your own life. Unlike most maneuvers, you cannot actively use it. Instead, whenever you roll to stabilize, if this maneuver is readied, it is expended, requiring no action, or even consciousness, on your part. For that stabilization roll, you have a 50%, rather than 15%, chance to stabilize.

    Embrace of the Avalanche
    Stone Dragon (Strike)
    Level: Crusader 5, Swordsage 5, Warblade 5
    Prerequisite: Two Stone Dragon maneuvers
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature
    Duration: Instantaneous
    Saving Throw: Fortitude partial

    You make a great blow that knocks your foe unconscious. As part of this maneuver, you make a single melee attack against your target. If the attack successfully damages your target, he must then make a Fort save, DC 15 plus your Str modifier, or take nonlethal damage equal to his current hp total.

    Footfall of Little Earthquakes
    Stone Dragon (Stance)
    Level: Crusader 5, Swordsage 5, Warblade 5
    Prerequisites: 2 Stone Dragon maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    You assume a mighty stance that would shatter the legs of lesser warriors, channeling all your weight into your feet. This stance causes the ground about you to rumble, making balance difficult. Each round, all creatures adjacent to you must make a Balance check, DC 15 plus your Str modifier, or fall prone.

    Gait of the Unshakable Mountain
    Stone Dragon (Stance)
    Level: Crusader 8, Swordsage 8, Warblade 8
    Prerequisites: Three Stone Dragon maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    You root yourself to the ground, taking on the immovability of a mountain. While in this stance, you cannot move, and lose your Dexterity bonus and any dodge bonuses to AC. However, you gain DR 10/– and cannot be involuntarily moved, whether by tripping, bull rushing, spells, or similar. In addition, when a critical hit or sneak attack is scored on you, there is a 75% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.

    Shockwave Fist
    Stone Dragon (Boost)
    Level: Crusader 1, Swordsage 1, Warblade 1
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: End of turn

    Your weapons hit like a shockwave through the ground, with both strength and mercy. For the rest of your turn, your melee attacks deal only nonlethal damage, and deal 1d8 points of extra nonlethal damage plus one per initiator level.


    Tiger Claw

    Deadly Leviathan Stance
    Tiger Claw (Stance)
    Level: Swordsage 3, Warblade 3
    Prerequisites: One Tiger Claw stance
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    You take on a stance that mimics the great orca, allowing you freedom in water. You gain a swim speed equal to your base land speed while in this stance, and you can use a combination of muscle control and ki to breathe underwater.

    Dragon Fang Stance
    Tiger Claw (Stance) [Fear, Mind-Affecting]
    Level: Swordsage 6, Warblade 6
    Prerequisites: Two Tiger Claw maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    You take on a menacing stance, making your every strike a thing to be feared. Whenever you attack or charge, you invoke fear in the hearts of all enemies within 30 ft. of you with a number of HD less than or equal to your initiator level. All such creatures must make a Will save, DC 17 plus your Wis modifier, or become shaken, until they move such that they are further than 30 ft. from you. Once a creature has successfully saved against this stance, it is does not have to save against it again for 24 hours.

    Evasive Leap
    Tiger Claw (Counter)
    Level: Swordsage 2, Warblade 2
    Initiation Action: 1 immediate action
    Range: Personal
    Target: You
    Duration: Instantaneous

    Whenever an opponent misses you with a melee attack, you may use this maneuver to capitalize on his failure to spring back. As part of this maneuver, you must make a DC 10 Jump check. If the check is successful, you may jump up to 10 ft. in any direction. This movement does not provoke attacks of opportunity.

    Frenzied Badger Flurry
    Tiger Claw (Strike)
    Level: Swordsage 5, Warblade 5
    Prerequisite: Two Tiger Claw maneuvers
    Initiation Action: 1 full round action
    Range: Personal
    Target: You
    Duration: Instantaneous

    You whirl around like a maddened badger. You may make a single attack at your highest base attack bonus at each creature you threaten with each weapon you wield. You do not gain any extra attacks from other sources, such as the haste spell or the Cleave feat.

    Roar of the Maned King
    Tiger Claw (Strike) [Sonic]
    Level: Swordsage 2, Warblade 2
    Initiation Action: 1 standard action
    Range: 30 ft.
    Area: Cone-shaped burst
    Duration: 1 hour
    Save: Fortitude negates

    Your let out a roar like that of a lion, channeling your ki to deafen your opponents. All creatures caught in the area of this maneuver must make a Fortitude save, DC 12 plus your Wis modifier, or be deafened for 1 hour.

    White Raven

    Call to Arms
    White Raven (Boost)
    Level: Crusader 2, Warblade 2
    Initiation Action: 1 swift action
    Range: 30 ft.
    Area: 30 ft. radius burst, centered on you
    Duration: Instantaneous

    You rally your men, readying them for conflict. All allies within 30 ft. of you cease being flatfooted, even if they have not yet acted in this encounter.

    Charge Through the Crowd
    White Raven (Stance)
    Level: Crusader 1, Warblade 1
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    You take on a crouched stance, readying yourself to charge as well as signaling your intentions to your allies through body language. When you charge while in this stance, you allies do not block movement for determining if you can charge.

    General’s Aid
    White Raven (Boost)
    Level: Crusader 1, Warblade 1
    Initiation Action: 1 swift action
    Range: 5 ft.
    Area: 5 ft. radius burst, centered on you
    Duration: 1 round

    You give those allies next to you tactical support and advice. You and all allies adjacent to you gain a +2 bonus to AC and on attack and damage rolls until the beginning of the next turn.

    Inspiring Stature
    White Raven (Stance)
    Level: Crusader 3, Warblade 3
    Prerequisites: One White Raven maneuver
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    You take the center stage of the battlefield, reassuring your forces. You and all allies within 30 ft. of you become immune to fear effects. In addition, once per minute, as an immediate action, whenever an ally adjacent to you would have to make a Will save, you may make a Diplomacy check. He uses the higher of the two rolls to determine whether he makes his save.

    Taken Under the Wing
    White Raven (Stance)
    Level: Crusader 1, Warblade 1
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    You take on a fluid stance, using yourself to shield your allies. When fighting defensively, using the total defense action, or using the Combat Expertise feat in this stance, all allies adjacent to you gain a dodge bonus to AC equal to half the dodge bonus you receive. However, the bonus to AC you receive is also halved.

    White Raven Retribution
    White Raven (Counter)
    Level: Crusader 1, Warblade 1
    Initiation Action: 1 immediate action
    Range: Melee attack
    Target: One creature
    Duration: Instantaneous

    Whenever an enemy successfully hits an ally adjacent to you with a melee attack, you can use this maneuver to immediately make single attack at your highest base attack bonus against that creature, assuming it is within your reach. This is not an attack of opportunity.
    I no longer actively read the forums, and probably won't respond to any PMs. I'm fine with people using my homebrew in anything, including fan-compilations and wikis, as long as you credit me.

    Homebrew by The Demented One.

  2. - Top - End - #2
    Barbarian in the Playground
    Join Date
    Dec 2005

    Default Re: Arts of the Nine [Maneuvers]

    I'd add immunity to crits or a fortification ability to Gait of the Unshakable Mountain; otherwise it's the Secret High End Technique that leaves you wide open to being stabbed in the gut by a rogue.

    I'd make any attacks made as part of a Shadow Mimicry do full damage; it's just the effects of the maneuver that are reduced, not the attack that is a part of it. If you hit someone with a sword burning with shadow fire, and they disbelieve the fire, the sword is still just as sharp.

    Also, Taken Under the Wing should apply to a Total Defense action, too.
    Last projects, from years back: Lesser Disciplines (Tome of Battle). Also, Never Behind the Curve (multiclassing).

    Some of my current work is under the name IGTN on D&D Wiki

  3. - Top - End - #3
    Barbarian in the Playground
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    Default Re: Arts of the Nine [Maneuvers]

    Quote Originally Posted by The Demented One
    Reverse the Blade
    Setting Sun (Strike)
    Level: Swordsage 2
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature

    As part of this maneuver, you make a single melee attack against your target. If you succeed, you strike him not only with your own weapon, but force him into fumbling and striking himself. In addition to your normal weapon damage, he takes damage as if he had been hit with his own weapon.
    Does he just take the weapon's damage? Strength modifier, weapon enhancements/enchantments/ poison/other stuff that takes effect when the guy hits anything?
    sorry to:
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  4. - Top - End - #4
    Troll in the Playground
     
    The Demented One's Avatar

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    Default Re: Arts of the Nine [Maneuvers]

    I'd add immunity to crits or a fortification ability to Gait of the Unshakable Mountain; otherwise it's the Secret High End Technique that leaves you wide open to being stabbed in the gut by a rogue.
    Good idea.

    I'd make any attacks made as part of a Shadow Mimicry do full damage; it's just the effects of the maneuver that are reduced, not the attack that is a part of it. If you hit someone with a sword burning with shadow fire, and they disbelieve the fire, the sword is still just as sharp.
    It's not the actual weapon damage reduced, just the damage the maneuver deals. Thus, if you use Shadow Mimicry to replicate Rabid Wolf strike, and the target saves, the weapon would deal damage as normal, but the maneuver would increase its damage by only 20% of 2d6.

    Also, Taken Under the Wing should apply to a Total Defense action, too.
    Another good idea.

    Quote Originally Posted by Abardam
    Does he just take the weapon's damage? Strength modifier, weapon enhancements/enchantments/ poison/other stuff that takes effect when the guy hits anything?
    He's treated as if he had been normally hit with his own weapon, so all that would apply.
    I no longer actively read the forums, and probably won't respond to any PMs. I'm fine with people using my homebrew in anything, including fan-compilations and wikis, as long as you credit me.

    Homebrew by The Demented One.

  5. - Top - End - #5
    Barbarian in the Playground
    Join Date
    Dec 2005

    Default Re: Arts of the Nine [Maneuvers]

    Another possibility for Gait of the Unshakable Mountain (there is more than one way to do this): Rather than making it cause you to lose your dexterity bonus to AC, it simply causes you to lose dodge bonuses and have the maximum dexterity bonus of any armor you're wearing set to 0, even if you aren't wearing armor. That wording would make it so that you don't get sneak attacked simply because you're using that stance, but don't become impossible (or nearly impossible) to sneak attack or crit in this stance.

    Either way (fortfication or not actually denying dex) is good, though.

    Regardless of how this is done, I'd make it require stable footing; this stance certainly shouldn't work while mounted, or even while fighting from a chariot (or Floating Disc); that's just cheese.
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    Default Re: Arts of the Nine [Maneuvers]

    Quote Originally Posted by I_Got_This_Name
    Regardless of how this is done, I'd make it require stable footing; this stance certainly shouldn't work while mounted, or even while fighting from a chariot (or Floating Disc); that's just cheese.
    Apparently great minds think alike, because this requirement applies to all Stone Dragon maneuvers and stances.
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    Default Re: Arts of the Nine [Maneuvers]

    Right, right. I haven't read through my Nine Swords as well as I should have.
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    Default Re: Arts of the Nine [Maneuvers]

    Quote Originally Posted by I_Got_This_Name
    Right, right. I haven't read through my Nine Swords as well as I should have.
    Eh, it's not a rule that got much mention. Added in some new maneuvers.
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    Default Re: Arts of the Nine [Maneuvers]

    Quote Originally Posted by The Demented One
    Splitting the Emerald
    Diamond Mind (Stance)
    Level: Swordsage 9, Warblade 9
    Prerequisite: Three Diamond Mind maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    You take an ethereal stance, moving with utter focus towards your goal. Every melee attack you make while in this stance is considered a touch attack.
    Are you insane demented one? A-V-A-L-A-N-C-H-E O-F B-L-A-D-E-S.

    Consider the tarrasque:
    touch 5

    Assuming a warblade 20, who could do 100 damage an attack without maneuvers (not unreasonable), with a STR mod of +12 (again, not unreasonable.)

    BAB: of 32, not including anything else.
    walks up to the tarrasque and uses Avalance of blades (Assuming rolls of 10 and 85 damage an attack [DR]):
    Attack Results
    Attack 1: 42
    Attack 2: 38
    Attack 3: 34
    Attack 4: 30
    Attack 5: 26
    Attack 6: 22
    Attack 7: 18
    Attack 8: 14
    Attack 9: 10
    Attack 10: 6
    Attack 11: 2 - assuming a roll of over 13 here, the tarrasque is at -10 hit points.

    To make it worse, next turn he can regenerate it as a swift action, and just get in a single melee attack, for another 85 points of damage. Then on his 3rd turn he could do it again

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    Default Re: Arts of the Nine [Maneuvers]

    Quote Originally Posted by Gralamin Shieldheart
    Are you insane demented one? A-V-A-L-A-N-C-H-E O-F B-L-A-D-E-S.
    Oh yeah, they can do that. I knew that stance was going to give me trouble. Fix, fix, fix the broken!
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    Default Re: Arts of the Nine [Maneuvers]

    much better

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    Default Re: Arts of the Nine [Maneuvers]

    Quote Originally Posted by Gralamin Shieldheart
    much better
    Any others look unbalanced? I'm personally a bit wary of Glaring Blade, Strike of Twilight, and Knockout Throw, to tell the truth.
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    Default Re: Arts of the Nine [Maneuvers]

    For Infintie Procession of Steel, you may want to state that it either has to be exactly 10', has to be 10' or less, or has to be 10' or more.

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    Default Re: Arts of the Nine [Maneuvers]

    Quote Originally Posted by Psionic Devotee
    For Infintie Procession of Steel, you may want to state that it either has to be exactly 10', has to be 10' or less, or has to be 10' or more.
    Done.
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    Default Re: Arts of the Nine [Maneuvers]

    I think glaring blade should not have the extra damage for a 1st level manuver. I think there is a similar one for desert wind that does the same damage without the blind effect.

    Also 6d6 for nova gillotine AND abality damage seems too much to me. 5 or 4 d6 would work better I think.

    It seems that the Pheonix Feather healing is actually UNDERPOWERED in my opinion. And 1/2 the damage you would have normaly taken is faster and easyer to work out during play. It should be 1/2.

    The steam flip would be cool if it allowed you to make a free unarmed attack as part of it... mabye. If a monk does that, it become much more powerful. Mabye if you add the abality to make unarmed as well, it should become a 2nd level.

    The rest of the Desert Wind seems good to me. Mabye I'll look at more later.

    Edit: I'd also like to point out that all the White Raven ones look balanced already. Good job. ^__^

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    Default Re: Arts of the Nine [Maneuvers]

    I'd suggest leaving the 6d6 damage alone, and dealing no Int damage. Or perhaps a once per day forget a spell ability, with a will save instead.
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    Default Re: Arts of the Nine [Maneuvers]

    Glaring Blade might be a little much, as Blistering Flourish deals 0 damage, but causes dazzled for 1 minute.

    Twilight Strike might need to go down a level, as clerics get death ward as a level 4. This might even need to be a level 3 maneuver, as it is only death effects and not everything else death ward does. Also Death Ward lasts 1 min/level, this is 1 minute. Could even be a level 2, but that might be pushing it.

    Knockout Throw looks good in theory, but might need to be jacked up to level 7, as it is jammed full of effects.

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    Default Re: Arts of the Nine [Maneuvers]

    I think glaring blade should not have the extra damage for a 1st level manuver. I think there is a similar one for desert wind that does the same damage without the blind effect.
    True, but that gives the extra damage to all your attacks that round, and is a boost.

    Also 6d6 for nova gillotine AND abality damage seems too much to me. 5 or 4 d6 would work better I think.
    Okay.

    It seems that the Pheonix Feather healing is actually UNDERPOWERED in my opinion. And 1/2 the damage you would have normaly taken is faster and easyer to work out during play. It should be 1/2.
    Okay.

    The steam flip would be cool if it allowed you to make a free unarmed attack as part of it... mabye. If a monk does that, it become much more powerful. Mabye if you add the abality to make unarmed as well, it should become a 2nd level.
    Maybe a free five-foot step?

    Quote Originally Posted by Gralamin Shieldheart
    Glaring Blade might be a little much, as Blistering Flourish deals 0 damage, but causes dazzled for 1 minute.
    Changed glaring blade to blind for 1 round only.

    Twilight Strike might need to go down a level, as clerics get death ward as a level 4. This might even need to be a level 3 maneuver, as it is only death effects and not everything else death ward does. Also Death Ward lasts 1 min/level, this is 1 minute. Could even be a level 2, but that might be pushing it.
    Changed to level 3.

    Knockout Throw looks good in theory, but might need to be jacked up to level 7, as it is jammed full of effects.
    I'll give that some thought.
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    Default Re: Arts of the Nine [Maneuvers]

    Glaring Blade compares best to Burning Blade.

    Burning Blade's advantages: Higher damage (1d6+level vs 1d6)
    Boost lasting until end of turn vs single attack

    Glaring Blade:
    Blinds for 1 round per initiator level on a failed save.

    The advantage Glaring Blade has compares somewhat to Blistering Flourish.

    Glaring Blade: Weapon + 1d6 damage; Blind instead of Dazzle
    Blistering Flourish: Longer duration; affects an area.

    All-in-all, I'd say Glaring Blade is pretty well-balanced, especially with its shorter duration.
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    Default Re: Arts of the Nine [Maneuvers]

    Hey guys, if any of you actually want to use these maneuvers, Vazz is running a Nine Swords-centric game, and he's said he'll consider these. The game can be found here.
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    Default Re: Arts of the Nine [Maneuvers]

    it says i cant modify my accont!and how do i post my own pic? :-/
    i need an avatar.hook me up?

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    Default Re: Arts of the Nine [Maneuvers]

    Why are you asking here? There's a technical help forum, you know. Be off with you.
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    Default Re: Arts of the Nine [Maneuvers]

    Yes, as The Demented One said, we need 1 more for the Legend of the Nine Swords game. I will allow most of these manuvers, but make sure you OK it with me before you go and learn them. If your interested and have the ToB (which I assume most people on this thread will have), check out the OOC: Legend of the Nine Swords. Done.

    Edit: Sudden Parry in Iron Heart should speciafy whether it stacks with a full defence or fighting defencivly... w hich I don't think it should. It should also note that you can still act normally. (right?) Never make players assume things, it just leads to interpretation problems. ;)

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    Default Re: Arts of the Nine [Maneuvers]

    Edit: Sudden Parry in Iron Heart should speciafy whether it stacks with a full defence or fighting defencivly... w hich I don't think it should. It should also note that you can still act normally. (right?) Never make players assume things, it just leads to interpretation problems. ;)
    As it provides a shield bonus, I don't see why it wouldn't stack with those, which provide dodge bonuses.
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    Default Re: Arts of the Nine [Maneuvers]

    Your Tiger Claw maneuvers are utterly perfect, albeit a different tack than the one taken in the book.

    ..Now I just wish someone would let me play my Thri-Kreen Swordsage specializing in Tiger Claw.

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    Default Re: Arts of the Nine [Maneuvers]

    Added Call of Arms and General's Aid in White Raven, and Ruse of the Fallen Giant, which may be slightly overpowered for its level, in Setting Sun. Comment on them as you will.

    Your Tiger Claw maneuvers are utterly perfect, albeit a different tack than the one taken in the book.
    Yeah, I really couldn't come up with any jumping/two-weapon fighting ones, besides Evasive Leap and Frenzied Badger Flurry. I'm working at it, though.
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    Default Re: Arts of the Nine [Maneuvers]

    Ruse of the Fallen Giant is not overpowered due to its rather situational nature.

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    Default Re: Arts of the Nine [Maneuvers]

    Quote Originally Posted by Fax Celestis, Cartogramancer
    Ruse of the Fallen Giant is not overpowered due to its rather situational nature.
    It does, however, neutralize one of the more powerful pre-ToB melee builds. I was waffling between levels 4 and 5 with it.
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    Default Re: Arts of the Nine [Maneuvers]

    Quote Originally Posted by The Demented One
    It does, however, neutralize one of the more powerful pre-ToB melee builds. I was waffling between levels 4 and 5 with it.
    So?

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    Default Re: Arts of the Nine [Maneuvers]

    Quote Originally Posted by Fax Celestis, Cartogramancer
    So?
    Hey, getting effective immunity to tripping is hard to evaluate. I don't know of anything else except for one of my maneuvers that can do it, and thus have no guidelines to set the level by.
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