Drynwyn
2011-07-08, 06:35 PM
ToB maneuvers are very similar to spells. However, unlike spells, they have epic system.
Time to change that.
Examples are included where they are found neccesarry.
The basic mechanics are as follows:
New Epic feat
Epic Initiation[Epic]
You may create and perform epic maneuvers. Epic maneuvers are created by combining two or more lesser maneuvers, in a way that depends on their classification. They take up two readied maneuver slots, are only refreshed when all maneuvers are refreshed, and only one may be readied at a time. To create an epic maneuver, your IL must be equal to (Total level of combined maneuvers)*2
Strikes
When combined with a counter, strikes allow the usage of that strike as part of that counter, if the usage of that counter is successful. This uses the counter's initiation time.
FOR EXAMPLE: If Zephyr Dance and SSCIES were combined, if that epic maneuver was initiated and the attack in was performed in response to missed, SSCIES could then be used against the target. Other Counters may be "successful" based on something else, the DM should determine this.
When combined with another strike, they will typically allow simultaneous usage of those two strikes. This uses the greater of the two strikes initiation time's. See the Special Combinations for the exceptions.
Typically, strikes do not much benefit from being combined with boosts, only gaining initiation as part of the strike's normal initiation. See Special Combinations for the few exceptions.
Counters
When combined with another counter, the benefits of both are obtained. If one offers a numerical bonus or change of calculation to AC, then the creator may instead choose to apply it to a roll or static value used by another maneuver. See Special Combinations for other traits of some maneuvers. All Countrer-Counter maneuvers are initiated as an immediate action.
EXAMPLE: If Zephyr Dance were combined with any counter requiring a roll, such as Manticore Parry, that roll would receive a +4 bonus. If combined with a counter requiring the opponent to miss, the hit or miss would be calculated using the enhanced AC.
See Strikes for Counter-Strike combinations.
Any counter that involves an attack may be combined with a boost. Ts causes that boost to be applied to the counter's attack, even if it is actually delivered by another. See Special Combinations for exceptions.
EXAMPLE: Combining Inferno Blade with Manticore Parry would cause the redirected attack to deal an extra 3d6+IL damage.
Boosts have already been explained.
Developing an Epic Maneuver is a process of highly intense, devastating training. This risks destroying an individual's body. To counteract this, (1000 gp* minimum level to create an Epic maneuver) in special medical substances and meditation-aiding substances are required. The individual must also expend XP equal to the cost/25. The training requires a number of days equal to the minimum level required to create a maneuver.
The amount of money spent may be halved by doubling the training time.
The amount of time spent may be halved by doubling the training time, but this inflicts (total combined level of maneuvers) points of CON damage.
Design notes
The idea for this came from the Exalted combo system. The Special Combinations will be started soon.
Time to change that.
Examples are included where they are found neccesarry.
The basic mechanics are as follows:
New Epic feat
Epic Initiation[Epic]
You may create and perform epic maneuvers. Epic maneuvers are created by combining two or more lesser maneuvers, in a way that depends on their classification. They take up two readied maneuver slots, are only refreshed when all maneuvers are refreshed, and only one may be readied at a time. To create an epic maneuver, your IL must be equal to (Total level of combined maneuvers)*2
Strikes
When combined with a counter, strikes allow the usage of that strike as part of that counter, if the usage of that counter is successful. This uses the counter's initiation time.
FOR EXAMPLE: If Zephyr Dance and SSCIES were combined, if that epic maneuver was initiated and the attack in was performed in response to missed, SSCIES could then be used against the target. Other Counters may be "successful" based on something else, the DM should determine this.
When combined with another strike, they will typically allow simultaneous usage of those two strikes. This uses the greater of the two strikes initiation time's. See the Special Combinations for the exceptions.
Typically, strikes do not much benefit from being combined with boosts, only gaining initiation as part of the strike's normal initiation. See Special Combinations for the few exceptions.
Counters
When combined with another counter, the benefits of both are obtained. If one offers a numerical bonus or change of calculation to AC, then the creator may instead choose to apply it to a roll or static value used by another maneuver. See Special Combinations for other traits of some maneuvers. All Countrer-Counter maneuvers are initiated as an immediate action.
EXAMPLE: If Zephyr Dance were combined with any counter requiring a roll, such as Manticore Parry, that roll would receive a +4 bonus. If combined with a counter requiring the opponent to miss, the hit or miss would be calculated using the enhanced AC.
See Strikes for Counter-Strike combinations.
Any counter that involves an attack may be combined with a boost. Ts causes that boost to be applied to the counter's attack, even if it is actually delivered by another. See Special Combinations for exceptions.
EXAMPLE: Combining Inferno Blade with Manticore Parry would cause the redirected attack to deal an extra 3d6+IL damage.
Boosts have already been explained.
Developing an Epic Maneuver is a process of highly intense, devastating training. This risks destroying an individual's body. To counteract this, (1000 gp* minimum level to create an Epic maneuver) in special medical substances and meditation-aiding substances are required. The individual must also expend XP equal to the cost/25. The training requires a number of days equal to the minimum level required to create a maneuver.
The amount of money spent may be halved by doubling the training time.
The amount of time spent may be halved by doubling the training time, but this inflicts (total combined level of maneuvers) points of CON damage.
Design notes
The idea for this came from the Exalted combo system. The Special Combinations will be started soon.