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  1. - Top - End - #1
    Barbarian in the Playground
    Join Date
    Nov 2010

    Default Move Action Maneuvers [ToB]

    New maneuver type: Rushes

    ToB has maneuvers for most of the major action types: Strikes for standard/full-round, boosts for swift, and counters for immediate. What about some things for move actions?

    Enter Rushes. These will be small little maneuvers that let you move around and do something cool while you're at it. I was inspired in part by some talk I heard about 4E Essential's Rogue working off of move action powers that boost their other attacks and effects. Things like that.

    Anyways, after almost 6 months, I finally got around to flushing these out. Here are 19 Rushes for you to enjoy.



    Example Rushes:
    Spoiler
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    Dancing Flame (DW 2) - Move up to your speed, deal 1d6 fire damage to anyone you move adjacent to and reduce their fire resist by your IL for the round.
    Dancing Wildfire (DW 6) - Fly up to your speed, deal 3d6 fire damage to anyone you move adjacent to and reduce their fire resist by twice your IL for the round.
    Dancing Inferno (DW 8) - Fly up to twice your speed, deal 5d6 fire damage to anyone you move adjacent to and negate their fire resistance/immunity for the round.

    Warden's Step (DS 3) - Move up to your speed, then charge those who attack your allies.

    Action Without Motion (DM 5) - Move up to your speed. If a foe makes an AoO against you for moving, they provoke an AoO from you. Gain +1d6 Sudden Strike damage until the end of turn for each AoO an opponent declined to take.

    Pulse of the Iron Vein (IH 5) - Move up to your speed without provoking attacks of opportunity and with the benefit of freedom of movement.
    Beat of the Iron Heart (IH 8) - Move up to your speed. Your next strike affects all creatures you moved past.

    Sunset Slide (SS 3) - Move, then teleport to your original location later on.
    Horizon Step (SS 6) - Move almost invisibly to any space you can see.

    Creeping Darkness (SH 1) - Move up to your speed without taking Hide penalties, keep hiding even without cover or concealment until the end of your next turn if you had any before the move.
    Stalking Darkness (SH 4) - Move up to your speed without taking Hide penalties, keep hiding even without cover or concealment until the end of your next turn if you had any before the move, +2d6 sneak attack until the end of your next turn.

    Cautious Advance (SD 2) - Move without provoking attacks of opportunity or ending movement-dependent effects.
    Stone Wings (SD 5) - Fly with average maneuverability without provoking attacks of opportunity or ending movement-dependent effects. You can initiate Stone Dragon maneuvers without touching the ground.
    Stone Dragon's Flight (SD 7) - Fly with average maneuverability without provoking attacks of opportunity or ending movement-dependent effects. You can initiate Stone Dragon maneuvers without touching the ground. Enemies' attacks are hindered.

    Pounce from the Canopy (TC 3) - Move up to a Jump check, gain +1d6/+1 skirmish bonus until your next turn.
    Scurrying Rabbit (TC 4) - Move up to your speed. You can take your actions at any point during the movement.

    Formation March (WR 3) - You and allies within 30' move up to half your movement speed. All allies that move this way must move in the same pattern you do. Your allies' movement does not provoke attacks of opportunity, but yours still does.
    Squad March (WR 5) - You and allies within 30' move up to your movement speed. All allies that move this way must move in the same pattern you do. Your allies' movement does not provoke attacks of opportunity, but yours still does. All allies (other than yourself) that move this way gain a +2 morale bonus on saves and to AC until your next turn.
    Battle March (WR 7) - You and allies within 30' move up to your movement speed. All allies that move this way must move in the same pattern you do. Your allies' movement (including your own) does not provoke attacks of opportunity. All allies (including yourself) that move this way gain a +4 morale bonus on saves, to AC, on attack rolls, and on weapon damage rolls until your next turn.



    Desert Wind
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    Dancing Flame
    Desert Wind (Rush) [Fire]
    Level: Swordsage 2
    Initiation Action: 1 move action
    Range: Personal
    Target: You
    Duration: Instantaneous; 1 round
    Saving Throw: Reflex negates
    You move in a fiery blur, dashing across the battlefield like a fire spread by the wind.
    As part of this maneuver, you can move up to your speed. This movement provokes attacks of opportunity as normal. Each time you exit a square adjacent to an opponent, you can have that creature make a Reflex saving throw (DC 12 + your Wis modifier). If it fails, the creature's fire resistance (if any) is reduced by your initiator level (to a minimum resistance of 0), and you deal 1d6 points of fire damage to it (after reducing its fire resistance). The reduction in fire resistance lasts until the beginning of your next turn. A creature that makes the save successfully is unaffected. You cannot attempt to affect a given opponent more than once with this maneuver each time you initiate it.
    This maneuver is a supernatural ability.


    Dancing Inferno
    Desert Wind (Rush) [Fire]
    Level: Swordsage 8
    Prerequisite: Three Desert Wind maneuvers
    Initiation Action: 1 move action
    Range: Personal
    Target: You
    Duration: Instantaneous; 1 round
    Saving Throw: Reflex negates
    You move in a fiery blur, flying across the battlefield like a raging inferno, burning everything in your path.
    As part of this maneuver, you can fly up to twice your highest speed with perfect maneuverability. This movement provokes attacks of opportunity as normal. Each time you exit a square adjacent to an opponent, you can have that creature make a Reflex saving throw (DC 18 + your Wis modifier). If it fails, the creature loses any fire resistance or fire immunity that it may have, and you deal 5d6 points of fire damage to it (after negating its fire resistance). The negation of fire resistance and immunity lasts until the beginning of your next turn. A creature that makes the save successfully is unaffected. You cannot attempt to affect a given opponent more than once with this maneuver each time you initiate it.
    This maneuver is a supernatural ability.


    Dancing Wildfire
    Desert Wind (Rush) [Fire]
    Level: Swordsage 6
    Prerequisite: Two Desert Wind maneuvers
    Initiation Action: 1 move action
    Range: Personal
    Target: You
    Duration: Instantaneous; 1 round
    Saving Throw: Reflex negates
    You move in a fiery blur, flying across the battlefield like a wildfire across a dry forest.
    As part of this maneuver, you can fly up to your highest speed as though with perfect maneuverability. This movement provokes attacks of opportunity as normal. Each time you exit a square adjacent to an opponent, you can have that creature make a Reflex saving throw (DC 16 + your Wis modifier). If it fails, the creature's fire resistance (if any) is reduced by twice your initiator level (to a minimum resistance of 0), and you deal 3d6 points of fire damage to it (after reducing its fire resistance). The reduction in fire resistance lasts until the beginning of your next turn. A creature that makes the save successfully is unaffected. You cannot attempt to affect a given opponent more than once with this maneuver each time you initiate it.
    This maneuver is a supernatural ability.



    Devoted Spirit
    Spoiler
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    Warden's Step
    Devoted Spirit (Rush)
    Level: Crusader 3
    Initiation Action: 1 move action
    Range: Personal
    Target: You
    Duration: 1 round or until discharged
    Weaving through your foes, you position yourself to best defend your allies.
    As part of this maneuver, you can move up to your speed. Any ally that you pass adjacent to during this movement is considered to be protected by you for the duration of this maneuver. Whenever an opponent attacks an ally you protect this way, you may discharge the effects of this maneuver as an immediate action to perform a charge against that opponent. Treat the first attack you make at the end of this charge as though it was an attack of opportunity (thus, it also counts against your limit of attacks of opportunity in a round). You can charge through your allies when performing a charge in this way.



    Diamond Mind
    Spoiler
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    Action Without Motion
    Diamond Mind (Rush)
    Level: Swordsage 5, Warblade 5
    Prerequisite: Two Diamond Mind maneuvers
    Initiation Action: 1 move action
    Range: Personal
    Target: You
    Duration: 1 round
    In the blink of an eye, you dash across the battlefield, taking note of your opponents' openings as you pass them by.
    As part of this maneuver, you can move up to your speed. Your movement provokes attacks of opportunity as normal. Whenever an opponent makes an attack of opportunity against you that you provoked from this movement, they provoke an attack of opportunity from you after their attack has been resolved. If any opponents decline to make an attack of opportunity against you that you provoked from this movement (including if they cannot make any more attacks of opportunity this round), you gain the sudden strike ability, if you do not already have it, which deals an extra 1d6 points of damage for each attack of opportunity that was declined. If you already have the sudden strike class feature, your existing sudden strike ability deals an extra 1d6 points of damage for each attack of opportunity that was declined. See the ninja class feature (CAdv pg. 5) for a complete description of sudden strike. Determine your new total sudden strike damage after each opponent declines an attack of opportunity (it may apply to attacks of opportunity that you are granted by this maneuver). The benefits of this maneuver last until the beginning of your next turn.



    Iron Heart
    Spoiler
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    Beat of the Iron Heart
    Iron Heart (Rush)
    Level: Warblade 8
    Prerequisite: Three Iron Heart maneuvers
    Initiation Action: 1 move action
    Range: Personal
    Target: You
    Duration: 1 round or until discharged
    You move with deadly intent. In a heartbeat, you strike down all of your foes.
    As part of this maneuver, you can move up to your speed. Until the beginning of your next turn, you can discharge this maneuver to modify a single strike you as you initiate it. This must be a strike that normally involves making a single melee attack. You can instead attack each creature that was within your reach at any point during your movement, even if they are no longer within your reach (this replaces any attacks normally granted by the strike). These attacks gain the same benefits and cause the same effects as the attack granted by strike you initiated (although you are still considered to have only initiated the one strike). You cannot attack a single creature more than once in this way.


    Pulse of the Iron Vein
    Iron Heart (Rush)
    Level: Warblade 5
    Prerequisite: Two Iron Heart maneuvers
    Initiation Action: 1 move action
    Range: Personal
    Target: You
    Duration: 1 round
    As your blood flows unopposed through your veins, so too do you flow unstoppably across the battlefield.
    You gain the benefit of a freedom of movement effect until the beginning of your next turn. As part of this maneuver, you can move up to your speed. For the purpose of this movement, you can move through occupied spaces.



    Setting Sun
    Spoiler
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    Horizon Step
    Setting Sun (Rush)
    Level: Swordsage 6
    Prerequisite: Three Setting Sun maneuvers
    Initiation Action: 1 move action
    Range: Personal
    Target: You
    Duration: Instantaneous
    .
    As part of this maneuver, you may move to any space that you can see, using any form of movement that you possess. During this movement, you have total concealment. You cannot use this ability to move more than one mile, plus one mile per initiator level, (maximum 21 miles) each time you initiate it.


    Sunset Slide
    Setting Sun (Rush) [Teleportation]
    Level: Swordsage 3
    Prerequisite: One Setting Sun maneuvers
    Initiation Action: 1 move action
    Range: Personal
    Target: You
    Duration: 1 round or until discharged
    .
    As part of this maneuver, you may move up to your speed. As a free action any time before the beginning of your next turn, you can discharge this maneuver to teleport to the space you were in when you initiated this maneuver, or the nearest available space if that space is occupied or impassable. You can do this at any time, even if it is not your turn and even in response to another creature's actions.



    Shadow Hand
    Spoiler
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    Creeping Darkness
    Shadow Hand (Rush)
    Level: Swordsage 1
    Initiation Action: 1 move action
    Range: Personal
    Target: You
    Duration: 1 round
    Like a shadow, you slip unseen past your foe's watchful gaze.
    As part of this maneuver, you can move up to your speed. This movement does not count towards determining the penalties (if any) you suffer to your Hide and Move Silently checks due to movement. In addition, if you had cover or concealment when you initiated this maneuver, you are considered to have the same degree of cover or concealment for the purpose of hiding for the duration of your movement and until the beginning of your next turn. This does not grant you any other benefits of cover or concealment, but it does allow you to hide in the open for a short time.


    Stalking Darkness
    Shadow Hand (Rush)
    Level: Swordsage 4
    Prerequisite: One Shadow Hand maneuver
    Initiation Action: 1 move action
    Range: Personal
    Target: You
    Duration: 1 round
    Cloaked in shadow, you move unseen into a position to strike your foes unaware.
    As part of this maneuver, you can move up to your speed. This movement does not count towards determining the penalties (if any) you suffer to your Hide and Move Silently checks due to movement. In addition, if you had cover or concealment when you initiated this maneuver, you are considered to have the same degree of cover or concealment for the purpose of hiding for the duration of your movement and for the duration of this maneuver. This does not grant you any other benefits of cover or concealment, but it does allow you to hide in the open for a short time. In addition, you gain the sneak attack ability, if you do not already have it, which deals an extra 2d6 points of damage. If you already have the sneak attack class feature, your existing sneak attack ability deals an extra 2d6 points of damage. See the rogue class feature (PHB pg. 50) for a complete description of sneak attack. The benefits of this maneuver last until the beginning of your next turn.



    Stone Dragon
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    Cautious Advance
    Stone Dragon (Rush)
    Level: Crusader 2, Swordsage 2, Warblade 2
    Initiation Action: 1 move action
    Range: Personal
    Target: You
    Duration: Instantaneous
    Channeling the earth, you move in on your foes.
    As part of this maneuver, you can move up to your speed. This movement does not end effects that are ended by movement unless you wish it to and it does not provoke attacks of opportunity.


    Stone Dragon's Flight
    Stone Dragon (Rush)
    Level: Crusader 7, Swordsage 7, Warblade 7
    Prerequisite: Two Stone Dragon maneuvers
    Initiation Action: 1 move action
    Range: Personal
    Target: You
    Duration: 1 round
    Like an avalanche, you bear down on your foes. The power of the earth itself propels you, and the dragon beneath your feet stirs.
    As part of this maneuver, you may fly up to your highest speed with average maneuverability. This movement does not end effects that are ended by movement unless you wish it to and it does not provoke attacks of opportunity. From the moment you initiate this maneuver until the end of your next turn, you may use Stone Dragon maneuvers and stances without being in contact with the ground. Finally, until the beginning of your next turn, any enemy who attacks you finds the ground shifting treacherously beneath them, and must roll their attack twice and take the worse result. Even airborne enemies are hindered as the power of the earth that you infuse into yourself deflects their blows.
    Unlike other Stone Dragon maneuvers, you need not be in contact with the ground to initiate this maneuver.


    Stone Wings
    Stone Dragon (Rush)
    Level: Crusader 5, Swordsage 5, Warblade 5
    Prerequisite: One Stone Dragon maneuver
    Initiation Action: 1 move action
    Range: Personal
    Target: You
    Duration: 1 round
    Lizards are landbound. Like the dragon for which this discipline is named, you soar.
    As part of this maneuver, you may fly up to your highest speed with average maneuverability. This movement does not end effects that are ended by movement unless you wish it to and it does not provoke attacks of opportunity. From the moment you initiate this maneuver until the end of your next turn, you may use Stone Dragon maneuvers and stances without being in contact with the ground.
    Unlike other Stone Dragon maneuvers, you need not be in contact with the ground to initiate this maneuver.



    Tiger Claw
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    Pounce From the Canopy
    Tiger Claw (Rush)
    Level: Swordsage 3, Warblade 3
    Prerequisite: One Tiger Claw maneuver
    Initiation Action: 1 move action
    Range: Personal
    Target: You
    Duration: 1 round
    Leaping upon your enemies, you leverage your momentum into a more powerful attack.
    As part of this maneuver, make a Jump check. You can move up to the distance indicated by the result of your check as though you had used the Jump skill to move. If you moved at least 10 feet this way, you gain the skirmish ability, if you do not already have it, which deals an extra 1d6 points of damage and grants a +1 competence bonus to your armor class. If you already have the skirmish class feature, your existing skirmish ability deals an extra 1d6 points of damage and the bonus it grants to your armor class increases by +1. See the scout class feature (CAdv pg. 10) for a complete description of skirmish. The benefits of this maneuver last until the beginning of your next turn.


    Scurrying Rabbit
    Tiger Claw (Rush)
    Level: Swordsage 4, Warblade 4
    Prerequisite: Two Tiger Claw maneuvers
    Initiation Action: 1 move action
    Range: Personal
    Target: You
    Duration: Instantaneous
    You scurry around with guarded movements, lashing out as you pass your enemies by.
    As part of this maneuver, you can move up to your speed. This movement does not provoke attacks of opportunity. You can take any of your remaining actions for the turn at any point during this movement.



    White Raven
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    Battle March
    White Raven (Rush)
    Level: Crusader 7, Warblade 7
    Prerequisite: Three White Raven maneuvers
    Initiation Action: 1 move action
    Range: 30 feet
    Area: 30 feet
    Target: You and your allies
    Duration: 1 round
    Your commanding presence inspires your allies to greater heroics while you move as a team.
    As part of this maneuver, you can move up to your speed in a straight line. If they so choose, any allies within 30 feet of you (from when you initiated this maneuver) may also move up to the same distance as long as they move in the same direction (relative to their positions) and possess the same movement type that you used (although the specifics of it, such as speed and maneuverability, need not be the same). Your allies' movement does not provoke attacks of opportunity can be used to move through occupied spaces, although your own movement follows the normal rules. Any of your allies that moved at least 5 feet this way (other than yourself) gain a +4 morale bonus on their weapon damage rolls, attack rolls, saving throws, ability checks, and skill checks, gain temporary hit points equal to your initiator level, and gain immunity to fear. These benefits last until the beginning of your next turn.


    Formation March
    White Raven (Rush)
    Level: Crusader 3, Warblade 3
    Prerequisite: One White Raven maneuver
    Initiation Action: 1 move action
    Range: 30 feet
    Area: 30 feet
    Target: You and your allies
    Duration: Instantaneous
    Guiding your allies, you move as one across the battlefield.
    As part of this maneuver, you can move up to half your speed in a straight line. If they so choose, any allies within 30 feet of you (from when you initiated this maneuver) may also move up to the same distance as long as they move in the same direction (relative to their positions) and possess the same movement type that you used (although the specifics of it, such as speed and maneuverability, need not be the same). Your allies' movement does not provoke attacks of opportunity can be used to move through occupied spaces, although your own movement follows the normal rules.


    Squad March
    White Raven (Rush)
    Level: Crusader 5, Warblade 5
    Prerequisite: Two White Raven maneuvers
    Initiation Action: 1 move action
    Range: 30 feet
    Area: 30 feet
    Target: You and your allies
    Duration: 1 round
    You lead the way for your allies to advance, inspiring them.
    As part of this maneuver, you can move up to your speed in a straight line. If they so choose, any allies within 30 feet of you (from when you initiated this maneuver) may also move up to the same distance as long as they move in the same direction (relative to their positions) and possess the same movement type that you used (although the specifics of it, such as speed and maneuverability, need not be the same). Your allies' movement does not provoke attacks of opportunity can be used to move through occupied spaces, although your own movement follows the normal rules. Any of your allies that moved at least 5 feet this way (other than yourself) gain a +2 morale bonus on their weapon damage rolls, attack rolls, saving throws, ability checks, and skill checks until the beginning of your next turn.




    Acknowledgements:
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    Thanks to everyone who gave feedback about this idea.
    Random_Person, for the Cautious Advance, Stone Wings, Implacable Advance, and Warden's Step maneuvers. I changed them a bit, I hope it's okay.

    Last edited by Garryl; 2013-02-22 at 03:07 AM.
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  2. - Top - End - #2
    Bugbear in the Playground
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    Default Re: Move Action Maneuvers [ToB]

    I like this a lot. Looking forward to more, and commenting on them after finals are all over.

  3. - Top - End - #3
    Bugbear in the Playground
     
    SwashbucklerGuy

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    Default Re: Move Action Maneuvers [ToB]

    I actually think that this can be applied to many, if not all, of the disciplines. I don't want to take away from the spirit of your homebrew but does the rushes have to involve movement?

    On one hand, none of the disciplines are "against" movement and certainly could benefit by being able to close in with the enemy. And really, only Desert Wind "improves" your movement skill. Overall, you can say none of the other disciplines favor movement, or don't favor it.

    But does it have to be movement? After all there are many other things you could do with a move action. Or you could even change it up a bit! For example....

    a Devoted Spirit Rush that grants all allies that you move past X temp HP.

    or an Iron Heart Rush that grants an attack bonus for every enemy you move past (sort of a momentum thing I guess?)

    or a White Raven Rush that allows all allies adjacent to you to move alongside you, up to half your base speed or something.

    I really see no reason why to limit this to some disciplines....


    But really, you have such a great idea! And it could really hit it off!

  4. - Top - End - #4
    Bugbear in the Playground
     
    Mongoose87's Avatar

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    Default Re: Move Action Maneuvers [ToB]

    I suggest a Stone Dragon rush that allows you to move, leave the ground etc. without losing the benefits of your Stone Dragon stance(s) or the ability to do Stone Dragon maneuvers.
    Quote Originally Posted by Doc Roc View Post
    Ring of Evasion means never playing a monk with monk levels again. There is just no reason to dip that stuff. I know we're all about using every part of the buffalo here, but can we just admit that it's inedible?

  5. - Top - End - #5
    Barbarian in the Playground
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    Default Re: Move Action Maneuvers [ToB]

    When you put it that way, I suppose there is no reason the other disciplines can't have Rushes (and the more I say/type/think that name, the more I think it doesn't quite fit). I was originally conceiving them as more of a Swordsage thing, what with their lighter armor and less direct schools leading to an overall greater emphasis on mobility. But you're right, there's no reason it couldn't work for the non-Swordsage schools. Those maneuvers would just focus a bit less on the movement side and more on other aspects, like maneuvering to get into position or running by, giving everyone high fives (sorry, that's just the first thing that came to mind after reading your Devoted Spirit idea). White Raven could certainly grant group movement, like it already does with Order Forged From Chaos, White Raven Tactics, Tactical Strike, and War Leader's Charge. The only school I have mixed feelings about is Stone Dragon. Their stances all ask you to stay put and not move. On the other hand, Boulder Roll and other maneuvers in Stone Dragon just scream "avalanche!" and so should their Rushes. Maybe the Stone Dragon Rushes could have a special clause that binds them together, specifically stating that the movement involved in them does not count against the 5 feet of movement that you are allowed before losing your Stone Dragon stance.


    Pre-Edit: Mongoose, you have just ninja/swordsage/psychic rogue/etc.'ed me. And good idea, I hadn't even considered Rushes also letting you leave the ground with your Stone Dragon maneuvers.

  6. - Top - End - #6
    Ogre in the Playground
     
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    Default Re: Move Action Maneuvers [ToB]

    Quote Originally Posted by Mongoose87 View Post
    I suggest a Stone Dragon rush that allows you to move, leave the ground etc. without losing the benefits of your Stone Dragon stance(s) or the ability to do Stone Dragon maneuvers.
    Cautious Advance
    Stone Dragon (Rush)
    Level: Crusader 2, Swordsage 2, Warblade 2
    Initiation Action: 1 move action
    Range: Personal
    Target: You
    Duration: Instantaneous
    Saving Throw: None
    Channeling the earth, you move in on your foes.
    As part of this maneuver, you move up to your speed. This movement does not end any effects affecting you that are ended by movement unless you wish it to. This maneuver cannot provoke attacks of opportunity.

    Stone Wings
    Stone Dragon (Rush)
    Level: Crusader 5, Swordsage 5, Warblade 5
    Prerequisites: One Stone Dragon maneuver
    Initiation Action: 1 move action
    Range: Personal
    Target: You
    Duration: 1 round
    Saving Throw: None
    Lizards are landbound. Like the dragon for which this discipline is named, you soar.
    As part of this maneuver, you may fly up to your speed. This flight does not end any effects affecting you that are ended by movement, unless you wish it to. From the moment you initiate this maneuver until the end of your next turn, you may use Stone Dragon maneuvers and stances without being in contact with the ground.

    Implacable Advance
    Stone Dragon (Rush)
    Level: Crusader 7, Swordsage 7, Warblade 7
    Prerequisites: Two Stone Dragon maneuvers
    Initiation Action: 1 move action
    Range: Personal
    Target: You and any enemies who attack you.
    Duration: One round
    Saving Throw: None
    Like an avalanche, you bear down on your foes. The power of the earth itself propels you, and the dragon beneath your feet stirs.
    As part of this maneuver, you may move up to your speed. This movement does not end any effects affecting you that are ended by movement, unless you wish it to. Further, you gain DR 20/adamantine against any attacks of opportunity or environmental hazards during your movement. Finally, until the end of your next turn, any non-flying enemy who attacks you finds the ground shifting treacherously beneath them, and must roll their attack twice and take the worse result. If you are under the effects of the Stone Wings maneuver when you initiate this maneuver, you may fly instead of moving as part of this maneuver, the effects of that maneuver last another round, and the reroll effect of this maneuver applies to flying enemies as well.
    Last edited by Fortuna; 2010-12-09 at 12:15 AM.
    If I creep into your house in the dead of night and strangle you while you sleep, you probably messed up your grammar.

    I'm always extremely careful to hedge myself against absolute statements.

  7. - Top - End - #7
    Firbolg in the Playground
     
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    Default Re: Move Action Maneuvers [ToB]

    Random_person is back?
    Homebrew
    Please feel free to PM me any thoughts on my homebrew (or comment in the thread if it's not too old).

  8. - Top - End - #8
    Ogre in the Playground
     
    Fortuna's Avatar

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    Default Re: Move Action Maneuvers [ToB]

    I... I'm touched. I didn't think anyone would even notice my absence, much less be glad at its end. And yet, two whole people (no half-people yet) have commented! I am not forgotten! My legend lives on! BWAHAHAHAHAHAHAHAHAHA!

    Ahem. So, reckon you could do a bit of critique, for old times' sake?

    EDIT: In the meantime, here's another, this time from Devoted Spirit.

    Warden's Step
    Devoted Spirit (Rush)
    Level: Crusader 3
    Initiation Action: One move action
    Range: Personal
    Target: You (see text)
    Duration: Charisma modifier rounds or until discharged
    Saving Throw:None
    Weaving through your foes, you position yourself to best defend your allies.
    As part of this maneuver, you may move up to your speed. You must end this movement adjacent to an ally. For one round after you use this maneuver, any attack by an enemy you threaten against an ally you were adjacent to during this movement permits you to make a lightning-fast response, moving to the nearest space adjacent to both the enemy and the ally in question as a free action that can be taken off-turn and allowing you to make a single attack of opportunity against that enemy. If you do not make use of this ability, the effects continue for another round, to a maximum of your Charisma modifier in rounds. For every round that this maneuver remains active, any movement that you may make counts as movement during this maneuver, so that by passing adjacent to an ally in a later round you can protect them as well.
    Last edited by Fortuna; 2010-12-09 at 03:38 AM.
    If I creep into your house in the dead of night and strangle you while you sleep, you probably messed up your grammar.

    I'm always extremely careful to hedge myself against absolute statements.

  9. - Top - End - #9
    Troll in the Playground
     
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    Default Re: Move Action Maneuvers [ToB]

    Nice...


    Hm... I think I'll... utilize this idea for my next homebrew project. I'll be working on the Blurring Blade (working title) Discipline over the holiday break I'm getting, and this idea will work wonderfully...
    Last edited by The-Mage-King; 2010-12-09 at 01:36 PM.
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    Default Re: Move Action Maneuvers [ToB]

    Wow Random Person those are some great maneuvers! I really like your work!

    I don't know if your Devoted Spirit Rush should have a "duration" though. I mean, one Crusader mechanics don't really work well since they keep on refreshing. And on the other hand, it becomes another thing to keep track of and could get messy.

    And also I've always seen Rushes as a blitz or something that you do in a pinch, like a move action. It's a "Rush" or a "Blitz" or which ever - it's not meant to last multiple rounds.

    Or maybe I should change that mindset? But I think this would be the first maneuver to last multiple rounds without being a stance...

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    Default Re: Move Action Maneuvers [ToB]

    Nice stuff Random_person. Do you mind if I add those to the first post, maybe tweak them or clean them up a bit and expand upon their ideas?



    Feel free to use all you want, The-Mage-King. Just please toss a link to your project when you start posting it. I'd like to see what you do with it.



    JKTrickster, the name of the mechanic is still in flux. Blitz is as good a suggestion as any. Other names on the table still include Rush, Evasion, and Advance. Getting a good name that just feels right is becoming troublesome.

    Also, it's not the first multi-round maneuver. There's a Desert Wind maneuver that burns your opponent for 3 rounds, a Devoted Spirit boost prevents your enemies from making AoOs for 3 rounds, and a few of the White Raven boosts buff your allies for 5 rounds to a minute. It is the first with a duration based on an ability modifier, though. I'd probably change Warden's Step to last until your next turn or a small, fixed number of rounds, though.



    How's this for a couple of White Raven Rushes?
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    Formation March (WR 3) - You and allies within 30' move up to half your movement speed. All allies that move this way must move in the same pattern you do. Your allies' movement does not provoke attacks of opportunity, but yours still does.
    Squad March (WR 5) - You and allies within 30' move up to your movement speed. All allies that move this way must move in the same pattern you do. Your allies' movement does not provoke attacks of opportunity, but yours still does. All allies (other than yourself) that move this way gain a +2 morale bonus on saves and to AC until your next turn.
    Battle March (WR 7) - You and allies within 30' move up to your movement speed. All allies that move this way must move in the same pattern you do. Your allies' movement (including your own) does not provoke attacks of opportunity. All allies (including yourself) that move this way gain a +4 morale bonus on saves, to AC, on attack rolls, and on weapon damage rolls until your next turn.


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    Default Re: Move Action Maneuvers [ToB]

    Y'know, for all of those moments, especially at low levels, where warrior types don't need their movement at all (because they are already in attack range), they could really use alternative uses of their Move Actions.

    Like, at 2nd level, you charge that Ogre, and then next turn, you and the Ogre just stand there exchanging blows. It would be nice if instead of just wasting that move action you had some way to at least try to gain an edge in the fight by spending the move action on something other than movement.
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    Default Re: Move Action Maneuvers [ToB]

    Actually, I really like the Stone Dragon maneuvers. Maybe it's because I'm tired, but I don't have much to say beyond that.

    I'll look at the other one tomorrow, though.

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    Default Re: Move Action Maneuvers [ToB]

    Quote Originally Posted by Garryl View Post
    Nice stuff Random_person. Do you mind if I add those to the first post, maybe tweak them or clean them up a bit and expand upon their ideas?



    Feel free to use all you want, The-Mage-King. Just please toss a link to your project when you start posting it. I'd like to see what you do with it.



    JKTrickster, the name of the mechanic is still in flux. Blitz is as good a suggestion as any. Other names on the table still include Rush, Evasion, and Advance. Getting a good name that just feels right is becoming troublesome.

    Also, it's not the first multi-round maneuver. There's a Desert Wind maneuver that burns your opponent for 3 rounds, a Devoted Spirit boost prevents your enemies from making AoOs for 3 rounds, and a few of the White Raven boosts buff your allies for 5 rounds to a minute. It is the first with a duration based on an ability modifier, though. I'd probably change Warden's Step to last until your next turn or a small, fixed number of rounds, though.



    How's this for a couple of White Raven Rushes?
    Spoiler
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    Formation March (WR 3) - You and allies within 30' move up to half your movement speed. All allies that move this way must move in the same pattern you do. Your allies' movement does not provoke attacks of opportunity, but yours still does.
    Squad March (WR 5) - You and allies within 30' move up to your movement speed. All allies that move this way must move in the same pattern you do. Your allies' movement does not provoke attacks of opportunity, but yours still does. All allies (other than yourself) that move this way gain a +2 morale bonus on saves and to AC until your next turn.
    Battle March (WR 7) - You and allies within 30' move up to your movement speed. All allies that move this way must move in the same pattern you do. Your allies' movement (including your own) does not provoke attacks of opportunity. All allies (including yourself) that move this way gain a +4 morale bonus on saves, to AC, on attack rolls, and on weapon damage rolls until your next turn.

    Valid point on the duration. Perhaps two rounds? Also, I like those WR maneuvers. Also also, feel free to do what you please to them; I write them for people to use them.

    @Ziegander: While I admit freely that you have a point, I'm not sure that that's such a good idea. Call it a gut feeling, but I don't like it.

    @JKTrickster: Thanks, I'm glad you like them. You have a point about the duration being too long with constant refreshing, but I think that the way that it requires constant movement (provoking AoO's) and that the effect ends if you actually use it are sufficient balancing factors to avoid overpowering.

    @Temotei: Since I remember you being one of the harshest, most thorough critique-ers on the board, that makes me happier than I can express. Thanks.
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    Default Re: Move Action Maneuvers [ToB]

    Quote Originally Posted by Ziegander View Post
    Y'know, for all of those moments, especially at low levels, where warrior types don't need their movement at all (because they are already in attack range), they could really use alternative uses of their Move Actions.

    Like, at 2nd level, you charge that Ogre, and then next turn, you and the Ogre just stand there exchanging blows. It would be nice if instead of just wasting that move action you had some way to at least try to gain an edge in the fight by spending the move action on something other than movement.
    Quote Originally Posted by Random_person View Post
    @Ziegander: While I admit freely that you have a point, I'm not sure that that's such a good idea. Call it a gut feeling, but I don't like it.
    i agree with ziegander. i've been pondering this throughout the day (yes, garryl, i spent a decent amount of my bus ride home trying to fit these maneuvers into the game cosmology).

    i think that the rushes––which is the best name so far, i think––should concentrate on mobility, or trading mobility for something. the latter is specifically appropriate to stone dragon maneuvers, though the ones that random made up are perfect for allowing the stone dragon initiator some mobility while still keeping his benefits.

    as much as possible, when trading mobility for an effect, as ziegander says, i think it should be tied to the discipline skill, even if just in flavor. but if it could require a discipline skill check, or give a bonus dependent upon discipline skills ranks, or give a bonus to the discipline skill, or something like that, something related, that would be good.
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    Default Re: Move Action Maneuvers [ToB]

    I guess...

    Like I said, it's a gut feeling and I'm unlikely to make any such maneuvers, but that's by no means a prohibition on other people doing so, or even a statement that if they do so, I'll automatically dislike them. I just don't really like the idea.
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    Default Re: Move Action Maneuvers [ToB]

    Quote Originally Posted by Random_person View Post
    I guess...

    Like I said, it's a gut feeling and I'm unlikely to make any such maneuvers, but that's by no means a prohibition on other people doing so, or even a statement that if they do so, I'll automatically dislike them. I just don't really like the idea.
    I know where you're coming from. As long as I've been designing d20 stuff people are uneasy about making the Move Action do anything other than movement. Really, I think the problem is that the action type has been titled "Move Action." That's honestly the biggest obstacle in making the action usable for things other than movement. When I've worked on designing my own variant d20 system I call the action "Short Action." But nevermind that. The point is that it's just another action, and it's usefulness ought to be in between a swift action and a standard action.

    I really like Stycotl's idea about discipline skills and skill checks. Spend a move action, make a discipline skill check, and if the check beats whatever the target DC is you gain some special bonus or ability for the round. I think that's a great idea.
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    Default Re: Move Action Maneuvers [ToB]

    However the only thing about that idea makes it seem....uninteresting. After all, there's a major difference between "getting a small bonus" and the three Stone Dragon Rushes that Random_Person made.

    Even though move actions can be used for other things....they should still retain a factor of "dynamic". It should still be seen like a sudden burst, something you didn't see coming (since most do not use move actions significantly, this makes sense!)

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    Default Re: Move Action Maneuvers [ToB]

    I like the concept (though honestly I'd have Stances be the Move-Action equivalent maneuver), but all the maneuvers have been pretty much "Normal Movement, only better" which I find uninspired. Honestly only the highest level (and by that I mean 5th level and up) rushes should be outright better at movement than the move action. It wouldn't be to hard to throw in some decent scaling DR (Stone Dragon) or Temporary HP (Iron Heart) and something else (a small attack or something) in exchange from 10' less movement.

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    Default Re: Move Action Maneuvers [ToB]

    Quote Originally Posted by Zeful View Post
    I like the concept (though honestly I'd have Stances be the Move-Action equivalent maneuver)
    I agree with that. That would be ideal, but there's no turning back now.

    but all the maneuvers have been pretty much "Normal Movement, only better" which I find uninspired. Honestly only the highest level (and by that I mean 5th level and up) rushes should be outright better at movement than the move action. It wouldn't be to hard to throw in some decent scaling DR (Stone Dragon) or Temporary HP (Iron Heart) and something else (a small attack or something) in exchange from 10' less movement.
    Heck, I agree with all of this too. Maybe not a small attack, but yeah, just getting movement + effects seems too easy.

    @Trickster: I never said anything about gaining a "small bonus." I said special bonus or ability. Special being the operative word. Let me attempt to illustrate.

    Hot Foot
    Desert Wind (Rush)
    Level: Swordsage 1
    Initiation Action: One move action
    Range: Personal
    Target: One foe (see text)
    Duration: Instantaneous
    Saving Throw: Reflex halves
    With a shift here and a roll there you evade your foe and light his behind aflame! As part of this maneuver make a Tumble check while moving to avoid an enemy's attack of opportunity. If your check succeeds you move as normal, avoid AoOs as normal, but the foe is also dealt 4 fire damage per initiator level (Reflex halves, max 20 fire damage).

    Knight's Challenge
    Devoted Spirit (Rush)
    Level: Crusader 1
    Initiation Action: One move action
    Range: Personal
    Target: One foe (see text)
    Duration: 1 round
    Saving Throw: None
    As you advance any thoughts of your allies is expunged from your chosen adversary's mind. As part of this maneuver you may move up to your speed, but you must end this movement adjacent to an enemy. At the end of this movement choose an enemy adjacent to you then make an Intimidate check as if attempting to demoralize that enemy. If your check succeeds, rather than suffer the effects of being demoralized, that enemy must attack or target you and only you for 1 round.

    Sapphire Focus
    Diamond Mind (Rush)
    Level: Swordsage 1, Warblade 1
    Initiation Action: One move action
    Range: Personal
    Target: You (see text)
    Duration: 1 round
    When your physical capacities fail you, you are able to rely on your mental strength. As part of this maneuver make a Concentration check against DC 15. If you succeed you ignore all ability damage, drain, or penalties, as well as the Fatigued, Exhausted, Disabled, or Staggered conditions for 1 round. Using this maneuver is not considered a strenuous activity.

    Just Scales
    Iron Heart (Rush)
    Level: Warblade 1
    Initiation Action: One move action
    Range: Personal
    Target: You (see text)
    Exploiting your expertise in shifting your weight and balance you gain an edge over your foes. As part of this maneuver make a Balance check against DC 15. If the check succeeds and your next attack hits you may move the struck foe 5ft in any direction (this movement doesn't provoke attacks of opportunity). If the check succeeds and your attack misses you gain a +2 bonus to AC against the target of the attack for 1 round.
    Last edited by Ziegander; 2010-12-10 at 11:24 PM.
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    Default Re: Move Action Maneuvers [ToB]

    Remember that Rushes cost slightly more than just the move action. They also have the opportunity cost of learning and readying another strike, boost, or counter. At the lower levels, they should be either more powerful or more versatile than a move action, similar to how the lower level strikes are. I figure they should usually have comparable power to a boost of the same level or a couple lower, plus a little bit of movement. I'm not too worried about them mostly being "move + effect". Strikes are usually "attack + effect", and boosts are just "effect". One type of maneuver doesn't have to run the whole gamut of design space simply because the other types are there to fill things out. Don't worry about the entire mechanic feeling a little bit same-ey.

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    Default Re: Move Action Maneuvers [ToB]

    I like the idea that a "Rush" relies on a successful skill check to activate, but is slightly more powerful than a Boost of equal level, but to each his own.
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    Default Re: Move Action Maneuvers [ToB]

    There's no reason that both types can't coexist. It's certainly a standard mechanic for maneuvers, there being maneuvers involving skill checks from Diamond Mind, Tiger Claw, Setting Sun, and maybe another school or two that I can't think of right now. I rather like the mechanic, I just don't think that all rushes should be like that.

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    Default Re: Move Action Maneuvers [ToB]

    Also, this thread makes me happy, because now I can finish a discipline I was making. I was having a lot of trouble coming up with maneuvers, but with rushes it won't be so hard.
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    Default Re: Move Action Maneuvers [ToB]

    Creating a discipline using mathematical terms. Found the concept of rushes to be useful. Can I post the mechanics of rushes on the wiki the discipline is hosted at?

    And to be helpful, here is the rush I created:

    Zeno's Lemma
    Infinite Lotus (Rush)
    Level: 2
    Initiation Action: move
    Range: Personal
    Target: You
    Duration: Instantaneous
    Saving Throw: None

    You move half the distance between you and another living creature to a maximum of twice your speed. You do not provoke attacks of opportunities for this movement.

    ----

    The fluff for this is for another person who is better at fluff to make.

    The basic idea behind Zeno's paradoxes though, is that it is impossible for objects to collide into each other because of a strange usage of half-movements. You can find about them at http://en.wikipedia.org/wiki/Zeno%27s_Paradox

    A Lemma is a proof that is used as a step to solve another proof. They are a purely subjective name, and since moving halfway towards a target is a step in Zeno's paradoxes, I felt that this was an appropriate usage for Lemma, despite the fact that moving halfway towards a target does not constitute a proof.

    This might be a level 3 rush, but the restriction on what you can move towards makes it less likely. Especially if you construe living creature to not mean undead or constructs.

    Edit

    After TarkisFlux came in and edited the maneuver...behold the new version which works a bit better:

    Zeno's Lemma
    Infinite Lotus (Rush)
    Level: 2
    Initiation Action: Move
    Range: Medium (100 ft. + 10ft./IL)
    Target: 1 creature or object
    Duration: Instantaneous
    Saving Throw: None

    One of Zeno's more commonly known paradoxes attempted to show that you could never get anywhere because you were always closing half of the distance between yourself and where you wanted to be. Since you only ever closed half the distance, you never actually got there as there was always the other half distance to traverse. Half of the distance is still a nice step forward though...

    You move to the space halfway between your starting position and your target. You do not provoke attacks of opportunities for this movement.
    Last edited by Havvy; 2010-12-12 at 07:28 AM.
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    Default Re: Move Action Maneuvers [ToB]

    What about this?

    You move up to double your speed in a straight line, and cannot use your remaining actions for movement. If you perform a Strike at the end of this movement it receives benefits as if it were a charge.

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    Default Re: Move Action Maneuvers [ToB]

    I love this idea. Move actions are so boring and these add spice. I dislike the idea of making things that should be Boosts take Move Actions because it discourages moving. Having unique abilities keyed off creative movement is a great idea.

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    Default Re: Move Action Maneuvers [ToB]

    Quote Originally Posted by Prime32 View Post
    What about this?

    You move up to double your speed in a straight line, and cannot use your remaining actions for movement. If you perform a Strike at the end of this movement it receives benefits as if it were a charge.
    Sounds like a better feat than a rush.

    Disciplined Charger

    Prereqs: BAB +3, One martial strike
    Effect: Instead of making a normal attack with your charge, you may choose to use a martial strike you have readied. Add -2 to the AC penalty for charging when you use this feat.
    Special: This is a fighter bonus feat.
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    Default Re: Move Action Maneuvers [ToB]

    Quote Originally Posted by Havvy View Post
    Sounds like a better feat than a rush.

    Disciplined Charger

    Prereqs: BAB +3, One martial strike
    Effect: Instead of making a normal attack with your charge, you may choose to use a martial strike you have readied. Add -2 to the AC penalty for charging when you use this feat.
    Special: This is a fighter bonus feat.
    The AC penalty seems unnecessary, especially when it's a choice between that and Pounce. For that matter, your wording lets characters use strikes with initiating times of 1 full-round action or more as part of a charge.


    On another note, what about these rushes?
    Quote Originally Posted by Ricochet Catch
    As part of this maneuver, move your speed. If you attacked with a projectile weapon on this round and any point in your movement takes you adjacent to the projectile's current position, you may pick up the projectile as a free action unless another creature is holding it. This does not provoke an attack of opportunity. If you use the projectile again within 1 round it gains a +1 bonus on attack and damage rolls.

    If you attacked with multiple projectiles, you may pick up as many as possible.
    Quote Originally Posted by Shaded Entrance
    As part of this maneuver, move your speed. At the end of your movement, you may attempt to feint against every adjacent enemy. Make a single roll and compare it to each enemy's defences individually.
    Last edited by Prime32; 2010-12-12 at 08:08 PM.

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    Default Re: Move Action Maneuvers [ToB]

    I don't make many chargers (or any), so didn't know that pouncing was of equal strength to a martial strike. It should be reworded to only allow strikes that take a standard action then.

    Personally I'd rather have Richochet catch as a Boost just so I can get my full attacks off, but thematically, it works better as a rush.
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