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

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    Default Star Dream (Fey themed Discipline, PEACH)

    Star Dream


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    So I actually made this discipline a long time ago, it was working on it which actually got me onto these forums even though it was still some time before I was ready to make and post it, but I've always been unhappy with the result. So I've decided to remake it and post the new version and see what people have to say. I also think the Winter feat is rather weak and needs to be replaced.


    After Reshar had founded the Temple of the Nine Swords and his students began to travel the world inadvertently spreading the Sublime Way, one of these disciples encountered a terrible baron of the fey court. The unseelie's champion was defeated with ease and the swordsmen was allowed to wander onward, the fey held back by a mixture of awe and fear.

    Despite his seeming surrender, the unseelie baron was not one to allow defeat to rest easily upon him. For years he studied and reviewed the battle and the art of the blade that had been used to defeat his champion. He found another student of the sublime way and seduced the young warrior into his service. From there he placed his servants into a harsh training regime. For years they practiced and they learned.

    They integrated the powers of Reshar's sublime way with their own innate, or bestowed, powers. When they had finished they unveiled a new style of battle technique, one that focused on the subtle power of the fey. He used this new army to begin a reign of terror over the neighboring woods. Unfortunately his reign was cut short when a band of mortal heroes rose up from the nearby farmlands and through harsh battle put an end to his life.

    With his death his forces scattered and first fey, whether of the summer or the winter court, and then mortals learned this blade magic.

    The Star Dream discipline focuses on the powers of the fey blending the wild powers of beasts and plants and the bewitching powers of the fey with the art of the sword perfected by the mortal races. Star Dream
    In tune with the powers of nature and allowing the great spirit of the wild to flow through you is the path to great power. The Star Dream discipline taps into the powers of the fey and woods to perform unparalleled feats of martial prowess. With an emphasis on speed and agility, this discipline includes not only agility but control over plants and the channeling of animalistic powers.
    Bluff is the key skill for the Star Dream disciple. The associated weapons for the Star Dream disciple are the rapier, elven thinblade, elven courtblade, and dagger.

    Because the Star Dream discipline was never taught widely at the Temple of the Nine Swords or any similar center of training, most martial adepts do not know any maneuvers from it, or even know it exists. Only Crusaders, and Swordsages can learn maneuvers from the Star Dream discipline. There are two ways to master the discipline. The first is to have been trained in it. If you choose to make a martial adept that has already been trained in the Star Dream discipline, you simply replace one discipline that adept could normally learn maneuvers from with the Star Dream discipline. He loses the associated skill of the replaced discipline as a class skill, but gains Bluff as a class skill.

    The other way is to seek out a master of the Star Dream–a martial adept capable of using at least 5th-level maneuvers from the discipline–and training under him. You must train for a month under the master, or spend a month in research, and spend 1,000 xp at the end of your training. You gain the ability to learn maneuvers from the Star Dream discipline, and add Bluff to your martial adept class’s list of class skills. In addition, you may exchange your maneuvers known for maneuvers of the Star Dream discipline. You may exchange one maneuver of each level, and the new maneuvers you learn must be of the same level as the exchanged maneuvers, unlike normal.

    Format and method to learn new maneuvers copied from The Demented One's martial initiator works.

    Star Dream Maneuvers
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    1. Forest Guardian Blow: 1st level, Strike; Gain DR 5/cold iron.
    2. Mind-Stabbing Blow: 1st, Strike; Attack deals 2 Wis damage.
    3. Poison Thorn Strike: 1st, Strike; Attack deals 2 bonus damage/round for 3 rounds.
    4. Voice of the Fey Court: 1st, Stance; Gain bonus to Bluff, Diplomacy, and Sense Motive.
    5. Wood Walker: 1st, Stance; Gain Woodland Stride.
    6. Fairy Slumber Strike: 2nd, Strike; Attack fatigues target.
    7. Shadow Wolves: 2nd, Boost; Create wolves of shadow to counter attack foes.
    8. Strength of Oaks: 2nd, Boost; Gain enhancment bonus to Strength for 1 round.
    9. Entropy's Edge: 3rd, Strike; Attack deals +4d6 damage and target cannot heal for 3 rounds.
    10. Guidance of the Twinkling Star: Gain bonus on saves, larger against illusions and mind-affecting effects.
    11. Invigorating Breeze: 3rd, Counter; Prevent certain harmful effects.
    12. Violent Gale: 3rd, Boost; Move across the battlefield with each attack.
    13. Accursed Thorns: 4th, Strike; Thorns dig into foe, dealing damage over time.
    14. Entrancing Flourish: 4th, Strike; Deal no damage, but daze opponent.
    15. Vanish from Sight: 4th, Counter; Turn invisible in response to an attack.
    16. Elegant Riposte: 5th, Counter; Parry attack and counter attack.
    17. Mind Venom Strike: 5th, Strike; Deal +4d6 damage and 4 Wisdom damage.
    18. Summer's Bloom: 5th, Stance; Heal ability damage and gain fast healing at low health.
    19. Winter's Edge: 5th, Stance; Deal +1d6 damage, +2d6 against undead and deathless.
    20. Forest Guardian Blow: 6th, Strike; Gain DR 10/cold iron.
    21. Thorn Burst: 6th, Strike; Swift action causes vines to burst out and attack foes.
    22. Wolf Fang Strike: 6th, Strike; +6d6 damage and trip.
    23. Deep Thorn Strike: 7th, Strike; Thorns dig into foe, dealing damage over time.
    24. Summer's Caress: 7th, Strike; Strike foe to heal.
    25. Winter's Fury: 7th, Strike; Attack 30-ft cone.
    26. Entangling Blows: 8th, Strike; Full attack causes vines to burst from targets.
    27. Fey Flesh Strike: 8th, Strike; Gain DR 20/cold iron.
    28. Mind Rending Blade: 8th, Strike; Attack deals 2d6 Wisdom damage.
    29. Vanish Walk: 8th, Stance; Become invisible by moving.
    30. Blade of the Dancing Stars: 9th, Strike; Deal bonus damage based on your Bluff skill and stun opponent.



    Star Dream Feats:

    Dream of the Summer Stars:
    Prerequisites:
    One Star Dream Maneuver
    Benefits: Whenever you use a Star Dream maneuver you gain a number of temporary hp equal to the level of the maneuver you used; this temporay hp lasts for a number of rounds equal to the level of the maneuver used.

    Dream of the Winter Stars:
    Prerequisites:
    One Star Dream Stance
    Benefit: When in a Star Dream stance you may, as a free action usable once per round, take a -1 penalty to AC to add your Charisma modifier, up to your initiator level, to damage with Star Dream weapons until the end of turn.

    Dream of the Dancing Stars [Tactical]:
    The Star Dream draws its power from the dreams of mortals as they permeate the realm of the Fey and the starry heavens themselves. As a skilled practitioner you learn to rise and fall with the shifting dreams, creating replicas of yourself as you rise and crashing down with the force of pure entropy as you fall, wielding the power of the dreaming stars to your advantage in all things.
    Prerequisites: Dream of the Summer Stars or Dream of the Winter Stars, BAB +6, and 2 Star Dream Maneuvers.
    Benefit: The Dream of the Dancing Stars feat grants you three tactical options.
    Dream of the Ascending Star: To use this option you must leave a non-Star Dream stance and enter a Star Dream stance. You create a mirror image of yourself which lasts until the start of your next turn. This is a supernatural effect.
    Dream of the Descending Star: To use this option you must score a critical hit and then leave a Star Dream stance and enter a non-Star Dream stance. On your next turn you gain a +4 to hit and damage with each attack you make and your attacks ignore damage reduction and hardness. This is a supernatural effect.
    Dream of the Sleeping Stars: To use this option you must inflict a mind-affecting effect on a target. On the next round you may make a DC 20 Bluff check against that target as a free action. If you succeed on this check your target is flat-footed against your attacks for 1 round. This is a supernatural, mind-affecting effect.
    Last edited by Zaydos; 2015-05-28 at 09:14 PM.
    Peanut Half-Dragon Necromancer by Kurien.

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  2. - Top - End - #2
    Titan in the Playground
     
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    Default Re: Star Dream (Fey themed Discipline, PEACH)

    Star Dream Maneuvers

    Sorted by level and alphabetically.

    1st Level Maneuvers

    Forest Guardian Blow
    Star Dream (Strike)
    Level: 1st
    Initiation Action: Standard.
    Range: Personal.
    Target: You.
    You draw upon the spiritual energies of the ancient forests, draping yourself in their essence and wearing it as if it were armor.
    When you use this maneuver you make a single melee attack. If this attack hits, you gain DR 5/cold iron for 1 round. If you already have DR overcome by cold iron you gain DR /- equal to your existing DR /cold iron or 5/- whichever is lower and then gain DR 5/cold iron if it is higher than your existing DR /cold iron.

    Mind-Stabbing Blow
    Star Dream (Strike) [Mind-Affecting]
    Level: 1st
    Initiation Action: Standard.
    Range: Melee attack.
    Target: 1 creature.
    As your blade pierces the body, something insidious within it seeps into the creature’s mind, numbing its awareness and weakening its fortifications.
    As part of this maneuver make a melee attack. If you hit the target suffers 2 points of Wisdom damage in addition to the normal damage of the attack; this Wisdom damage is a mind-affecting effect.

    This is a supernatural maneuver.

    Poison Thorn Strike
    Star Dream (Strike)
    Level: 1st
    Initiation Action: Standard.
    Range: Melee attack.
    Target: 1 creature.
    Duration: 3 rounds.
    You strike is insidious, hitting with a deceptive hardness which leaves the foes wounds opening and worsening as the battle continues.
    As part of this maneuver make a melee attack. If you hit in addition to the normal damage of the attack your target takes 2 damage at the beginning of each of their turns for 3 rounds.

    Voice of the Fey Court
    Star Dream (Stance)
    Level: 1st
    Initiation Action: Swift.
    Range: Personal.
    Target: You.
    Duration: Stance.
    The tactics of the Star Dream are those of the most dangerous courts, those of the ancient and mysterious fey. The practitioners of the discipline recognize that the battlefield and the court both share an essential nature, and that the strategies applied to one can aid in the other.
    While in this stance you gain a +2 insight bonus to Bluff, Diplomacy, and Sense Motive checks. This bonus increases by +1 per 4 initiator levels you possess.

    Wood Walker
    Star Dream (Stance)
    Level: 1st
    Initiation Action: Swift.
    Range: Personal.
    Target: You.
    Duration: Stance.
    You move through the forest with the natural grace of a deer, or a fae, passing through brush and plant growth as easily as the wind through the branches of the trees.
    While in this stance you may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Even magically manipulated undergrowth does nothing to slow you and deals no damage to you. In addition when in terrain with undergrowth you gain a +2 bonus to AC as if from cover.

    2nd Level Maneuvers

    Fairy Slumber Strike
    Star Dream [Mind-Affecting]
    Level: 2nd
    Prerequisites: 1 Star Dream maneuver
    Initiation Action: Standard action.
    Range: Melee attack.
    Target: 1 creature.
    Duration: 10 minutes.
    Saving Throw: Will negates (sometimes)
    Lacing your blade with the sleep inducing charms of the fey, you strike your foe instilling within them the drowsiness and sleep of the fairy courts.
    When you initiate this maneuver you make a single melee attack. If you hit in addition to the normal effects of the attack the target is fatigued for the duration, if they are already fatigued they are exhausted instead, and if they are exhausted they must make a Will save (DC 12 + Cha modifier) or fall asleep for the duration (as sleep spell but no hit die cap). A target that is immune to sleep is immune to this fatiguing effect.

    This is a supernatural maneuver.

    Shadow Wolves
    Star Dream (Boost)
    Level: 2nd
    Prerequisites: 1 Star Dream maneuver.
    Initiation Action: Swift.
    Range: 30-ft.
    Effect: 1 shadow wolf/2 Initiator levels.
    Duration: 1 round.
    You create a pack of semi-real phantasm in the shape of wolves, scattering them across the battlefield. These wolves watch warily counterattacking any creature that strikes at you.
    When you use this maneuver 1 wolf made of shadows appears for each initiator level you possess. These wolves appear within range of this maneuver and you may place no more than 1 wolf in a single 5-ft square, but they can share their space with other creatures or objects. Whenever a creature adjacent to one or more of these wolves attacks you (as defined by the invisibility spell) one of the wolves adjacent to them lashes out dealing 1d6 +1/3 initiator levels damage (this damage is supernatural in nature and not prevented by DR) and then that wolf vanishes. These wolves may strike incorporeal creatures as easily as corporeal ones.

    This is a supernatural maneuver.

    Strength of Oaks
    Star Dream (Boost)
    Level: 2nd
    Prerequisites: 1 Star Dream maneuver.
    Initiation Action: Swift.
    Range: Personal.
    Target: You.
    Duration: 1 round.
    You focus your mind, calling upon untold reserves of adrenaline, letting it flood your body. You become mighty as the oak, strong as the powerful treant, temporarily increasing your strength to hammer your blows home.
    When you initiate this maneuver you gain a +4 enhancement bonus to Strength this bonus increases by +2 per 4 Initiator levels you possess until the beginning of your next turn.

    3rd Level Maneuvers

    Entropy’s Edge
    Star Dream (Strike)
    Level: 3rd
    Prerequisites: 1 Star Dream maneuver.
    Initiation Action: 1 Standard action.
    Range: Melee attack.
    Target: 1 creature or object.
    Duration: 3 rounds.
    You harness the destructive power of the Winter Court, the powerful entropic force of nature, wrapping your blade in it to apply a powerful wound that hampers your foe’s ability to heal for a time.
    When you use this maneuver you make a single melee attack, sheathing your weapon in destructive force. If it hits it ignores hardness, overcomes damage reduction as if magic and adamantine, and deals an additional 4d6 damage and the target is unable to regain hit points or heal nonlethal damage for 3 rounds.

    This is a supernatural maneuver.

    Guidance of the Twinkling Star
    Star Dream (Stance)
    Level: 3rd
    Prerequisites: 1 Star Dream maneuver.
    Initiation Action: Swift.
    Range: Personal.
    Target: You.
    Duration: Stance.
    You allow the mystical energies of the fey to guide you and reinforce you, saving you from danger, and turning your own trickster knowledge to resist the tricks that the fey are famous for.
    While in this stance you gain a +2 insight bonus to saving throws, this bonus is increased against illusions and mind-affecting effects based upon your ranks in Bluff.
    Bluff ranks Additional bonus
    4-6 ranks +1
    7-10 ranks +2
    11-14 ranks +3
    15-18 ranks +4
    19-22 ranks +5
    23+ ranks +6

    Invigorating Breeze
    Star Dream (Counter)
    Level: 3rd
    Prerequisites: 1 Star Dream maneuver.
    Initiation Action: Immediate action.
    Range: Personal.
    Target: You.
    Duration: Immediate.
    You channel the invigorating powers of the Summer Court to prevent your body or mind from losing its liberty.
    You may activate this maneuver when you would take ability damage, receive negative levels, be paralyzed, dazed, stunned, or affected by a mind-affecting effect. Prevent that ability damage, negative level(s), or effect. If the ability damage would have been caused by poison the poison is neutralized.

    This is a supernatural maneuver.

    Violent Gale
    Star Dream (Boost)
    Level: 3rd
    Prerequisites: 2 Star Dream maneuvers.
    Initiation Action: Swift.
    Range: Personal.
    Target: You.
    Duration: Until end of turn.
    You ready your body for a burst of speed, running swiftly as you rain blows upon foes.
    While this boost is active whenever you make a melee attack you may move up to ½ your speed afterwards.


    4th Level Maneuvers

    Accursed Thorns
    Star Dream (Strike)
    Level: 4th
    Prerequisites: 1 Star Dream maneuvers.
    Initiation Action: Standard action.
    Range: Melee attack.
    Target: 1 creature.
    Duration: 3 rounds.
    Spiritual energy extends through your weapon, ghostly vines covered in thorns forming around it. When you hit these vines burrow into your foe, digging deep around the wound.
    As part of this maneuver make a melee attack. If you hit your target these vines dig into them dealing 2d6 damage immediately. These vines continue damaging the creature as they borrow through the wound dealing 1d6 damage at the beginning of their next turn, then 2d6 at the beginning of the next, and finally 3d6 at the beginning of the third before vanishing. The damage from the vines overcomes damage reduction as the initial attack in the maneuver. In addition because of the semi-corporeal nature of the vines if you miss your target due to an incorporeal miss chance the damage from the vines (2d6, then 1/2/3d6 at the beginning of their turns) is still inflicted upon them.

    This is a supernatural maneuver.

    Entrancing Flourish
    Star Dream (Strike) [Mind-Affecting]
    Level: 4th
    Prerequisites: 1 Star Dream maneuver.
    Initiation Action: 1 Standard action.
    Range: Line of sight.
    Target: 1 creature.
    Duration: 1 round.
    Saving Throw: Will negates.
    You strike your foe encasing them in ice to freeze their movements.
    When you initiate this maneuver select a target which can see you. That target is entranced by your flourish becoming dazed for 1 round. The target may make a Will save (DC 14 + Cha modifier) to resist this effect, but suffers a -4 penalty to the saving throw unless they beat your Bluff check with an opposed Sense Motive check.

    This is a supernatural maneuver.

    Vanish from Sight
    Star Dream (Counter)
    Level: 4th
    Prerequisites: 2 Star Dream maneuver.
    Initiation Action: Immediate action.
    Range: Personal.
    Target: You.
    Duration: Until your next turn.
    You shift part way into the world of the fey, disappearing from mortal sight.
    When you initiate this maneuver you disappear from mortal sight becoming invisible (as Greater Invisibility) until the start of your next turn. Fey creatures may see you normally. You may activate this ability in response to being targeted by an effect or attack, possibly rendering you unable to be targeted due to total concealment.

    This is a supernatural maneuver.

    5th Level Maneuvers

    Elegant Riposte
    Star Dream (Counter)
    Level: 5th
    Prerequisites: 1 Star Dream maneuver.
    Initiation Action: Immediate action.
    Range: Personal.
    Target: You.
    Duration: 1 attack.
    You weave your blade in an elaborate combination of parry and strike, your fey energies extending beyond your blade to strike back at your foe.
    You may initiate this maneuver when an opponent strikes you, after knowing whether they would have hit your AC. Make a Bluff check, if it is higher than the attack roll the attack misses, and you may immediately make a melee attack against the opponent which attacked you with a reach of 5-ft per 2 points of Charisma you possess. If this attack is made at longer than your melee reach it is considered to be a supernatural maneuver.

    Mind Venom Strike
    Star Dream (Strike) [Mind-Affecting]
    Level: 5th
    Initiation Action: Standard Action.
    Range: Melee attack.
    Target: 1 creature.
    You make a single calculatedly deep blow, striking at a foe’s weak spot even as you wrap your weapon in fae energies which numb and shock the mind.
    As part of this maneuver make a single melee attack. If you hit you deal +4d6 damage, this additional damage applies even against creatures that are unaffected by mind-affecting effects, and the target suffers 4 points of Wisdom damage.

    This is a supernatural maneuver.

    Summer’s Bloom
    Star Dream (Stance)
    Level: 5th
    Prerequisites: 2 Star Dream maneuvers.
    Initiation Action: Swift.
    Range: Personal.
    Target: You.
    Duration: Stance.
    The power of the Summer Court is the power of rejuvenation, of new life, and new blooming. While in this stance you channel that reinvigorating power, healing deep wounds.
    While in this stance you heal 1 point of ability damage to 1 ability score (of your choice) each round and if you are at ½ or less hit points gain Fast Healing equal to 1/4th your Initiator Level.

    Winter’s Edge
    Star Dream (Stance)
    Level: 5th
    Prerequisites: 2 Star Dream maneuvers.
    Initiation Action: Swift.
    Range: Personal.
    Target: You.
    Duration: Stance.
    The power of the Winter Court is the power of the inevitable decline, and wiping of old life to clean the slate to allow new growth bringing total dissolution.
    While in this stance your attacks deal +1d6 damage, increasing to +2d6 against Deathless and Undead. This bonus damage ignores damage reduction and hardness (although it does not confer that benefit to the rest of the damage making this often moot) and attacks augmented with this automatically overcome regeneration. Any creature slain or destroyed by attacks benefiting from this damage is disintegrated becoming nothing more than nutrient rich ashes.

    6th Level Maneuvers

    Forest Guardian Blow
    Star Dream (Strike)
    Level: 6th
    Prerequisites: 2 Star Dream maneuvers.
    Initiation Action: Standard.
    Range: Personal.
    Target: You.
    The Star Dream was originally made for fey warriors in their clashes against mortals and beasts. Drawing upon the powers of the fey you armor your body to withstand these clashes.
    When you use this maneuver you make a single melee attack. If this attack hits, you gain DR 10/cold iron for 1 round. If you already have DR overcome by cold iron you gain DR /- equal to your existing DR /cold iron or 10/- whichever is lower and then gain DR 10/cold iron if it is higher than your existing DR /cold iron.

    Thorn Burst
    Star Dream (Strike)
    Level: 6th
    Prerequisites: 3 Star Dream maneuvers.
    Initiation Action: Swift action.
    Range: 20-ft.
    Area: Burst out to range centered on you.
    Grasping your weapon in both hands and concentrating for a moment, you extend forth your spiritual power causing thorny vines to burst the ground lashing out at your foes.
    When you initiate this maneuver you cause thorn covered vines to burst from every surface within range. These vines lash out against any number of targets within the area. Each target is subjected to a single melee attack from the vines, using your Charisma in place of your Strength modifier to hit and dealing 1d6 + Charisma modifier damage. These vines gain the magical enhancements and special properties (which can be applied to melee weapons) of any 1 weapon you wield. If there are no non-creature surfaces within range this maneuver fails.

    This is a supernatural maneuver.

    Wolf Fang Strike
    Star Dream (Strike)
    Level: 6th
    Prerequisites: 2 Star Dream maneuvers.
    Initiation Action: Standard Action.
    Range: Melee attack.
    Target: 1 creature.
    You strike out with your blade, a powerful hamstringing blow meant to pull down your foe.
    When you initiate this maneuver you make a single melee attack. This attack deals +6d6 damage and you may make a trip attempt against them as a free action without provoking an attack of opportunity. You gain a +4 bonus on this trip attempt and if you fail the target may not react to trip you back.

    7th Level Maneuvers

    Deep Thorn Strike
    Star Dream (Strike)
    Level: 7th
    Prerequisites: 3 Star Dream maneuvers.
    Initiation Action: Standard action.
    Range: Melee attack.
    Target: 1 creature.
    Duration: 3 rounds.
    Spiritual energy extends through your weapon, ghostly vines covered in thorns forming around it. When you hit these vines burrow into your foe, digging deep around the wound.
    As part of this maneuver make a melee attack. If you hit your target these vines dig into them dealing 6d6 damage immediately. These vines continue damaging the creature as they borrow through the wound dealing 2d6 damage at the beginning of their next turn, then 4d6 at the beginning of the next, and finally 6d6 at the beginning of the third before vanishing. The damage from the vines overcomes damage reduction as the initial attack in the maneuver. In addition because of the semi-corporeal nature of the vines if you miss your target due to an incorporeal miss chance the damage from the vines (2d6, then 1/2/3d6 at the beginning of their turns) is still inflicted upon them.

    This is a supernatural maneuver.

    Summer’s Caress
    Star Dream (Strike)
    Level: 7th
    Prerequisites: 3 Star Dream maneuvers.
    Initiation Action: Standard action.
    Range: Melee attack.
    Target: 1 creature.
    Summer is the time for renewal and the knights of Summer gain its blessing as they strike down its foes. You fall upon your foe with the intensity of a summer storm, and even as it washes destructively across them you find resurgence in its passing.
    When you use this strike your attack deals +6d6 and if you hit you regain 6d8 plus Initiator level hit points and heal all ability damage you are suffering as well as removing up to 1 negative level afflicting you. If you miss you merely regain 6d4 hit points. Your target must pose a threat to you or your allies in a direct and immediate way for you to gain the healing benefits of this strike.

    This is a supernatural maneuver.

    Winter’s Fury
    Star Dream (Strike)
    Level: 7th
    Prerequisites: 3 Star Dream maneuvers.
    Initiation Action: Standard action.
    Range: 30-ft.
    Area: Cone.
    Winter tears down even the strongest creature, the destructive principles of nature which cleanse the field of the old. A knight of winter learns to harness these powers, releasing them in a devastating cone to wipe the field of their foes.
    When you use this maneuver make a single melee attack and apply it against all creatures within the area. This attack ignores concealment, and deals +4d6 damage (+6d6 against Deathless and Undead) and ignores hardness, DR, and regeneration, and any creature reduced to 0 or less hit points by it is reduced to a pile of nutrient rich ash (as if disintegrated).

    8th Level Maneuvers

    Entangling Blows
    Star Dream (Strike)
    Level: 8th
    Prerequisites: 4 Star Dream maneuvers.
    Initiation Action: Full round action.
    Range: Personal.
    Target: You.
    Duration: 1d3+1 rounds.
    Saving Throw: Fort negates.
    Ghostly seeds fall from your blade as you lash out striking this way and that, leaving the death dealing seeds scattered throughout your targets.
    As part of this maneuver you take a full-attack action. Each enemy you damage during this action must make a Fort save (DC 18 + your Cha) or take 3d6 damage as plants burst from within their wounds (DR does not apply). Any creature which fails its save is entangled for 1d3+1 rounds, but regardless of the number of times you hit a target as part of this maneuver they need only make one saving throw.

    This is a supernatural maneuver.

    Fey Flesh Strike
    Star Dream (Strike)
    Level: 8th
    Prerequisites: 3 Star Dream maneuvers.
    Initiation Action: Standard.
    Range: Personal.
    Target: You.
    You call upon the ancient powers of the Fey to harden your body and increase its resilience to attacks. Your flesh becomes like a fey’s, preternaturally hard and protected.
    When you use this maneuver you make a single melee attack. If this attack hits, you gain DR 20/cold iron for 1 round. If you already have DR overcome by cold iron you gain DR /- equal to your existing DR /cold iron or 20/- whichever is lower and then gain DR 20/cold iron if it is higher than your existing DR /cold iron.

    Mind Rending Blade
    Star Dream (Strike) [Mind-Affecting]
    Level: 8th
    Prerequisites: 3 Star Dream Maneuvers.
    Initiation Action: Standard Action.
    Range: Melee attack.
    Target: 1 creature.
    You strike your foe lightly but with a powerful psychic force which reaches into their psyche rending the defenses of their mind leaving them weakly open to other mental assault.
    As part of this maneuver make a single melee attack, which you may choose to make as a touch attack in which case it deals no damage. If you hit your target suffers 2d6 Wisdom damage (if you made it as a regular attack this is in addition to the regular damage of the attack).

    This is a supernatural maneuver.

    Vanish Walk
    Star Dream (Stance)
    Level: 8th
    Prerequisites: 3 Star Dream maneuvers.
    Initiation Action: Swift.
    Range: Personal.
    Target: You.
    Duration: Stance.
    You flicker from view, vanishing as your move, stepping in and out of the fantastic worlds of the fey.
    While you are in this stance you become invisible whenever you are moving. If you move at least 30-ft you become invisible until the start of your next turn or your next attack.

    This is a supernatural stance.

    9th Level Maneuvers

    Blade of the Dancing Sars
    Star Dream (Strike) [Mind-Affecting]
    Level: 9th
    Prerequisites: 4 Star Dream maneuvers.
    Initiation Action: Standard action.
    Range: Melee attack.
    Target: 1 creature.
    Saving throw: Will partial.
    Duration: 1d4 rounds.
    You call upon the secrets of fey swordsman long gone and striking forth you spin magic into your blade. It seems to dance and swirl turning into streaking lances of stellar light. The blades burn into your foe’s body and soul.
    When you use this maneuver make a single melee attack. This attack gets a bonus to hit equal to your Charisma modifier and deals +2 damage per rank of Bluff you possess. Additionally your target must make a Will save (DC 19 + your Charisma modifier) or be stunned for 1d4 rounds; this is the only mind-affecting portion of this effect. This stunning effect is considered an Enchantment (Compulsion) effect.

    This is a supernatural maneuver.
    Last edited by Zaydos; 2015-03-19 at 12:44 AM.
    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)

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