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Elves
2019-04-24, 03:46 PM
https://i.ibb.co/8Yc9RHf/JSYDEVe.jpg
A Shadow Hand master moving through the Plane of Shadow.

For this fanmade Tome of Battle sequel project (http://www.giantitp.com/forums/showthread.php?581281-The-Age-of-Warriors-(Project-Revived!)), the focus is on adding new disciplines -- but there will also be a few new maneuvers for each of the existing 9, with the specific aim of serving people who want to focus heavily on a single discipline.


Rush
Rushes are move action maneuvers. (Most of the rushes here are by Garryl, see post below.)

Utility
Utility maneuvers can take any amount of time, but they still abide by the refresh mechanic.

Saves
Maneuver save DCs now scale with your Initiator Level, rather than being based on the maneuver's level. The save DC for your maneuvers is 10+Ĺ Initiator Level+class-relevant mental ability mod (crusader=cha, swordsage=wis, warblade=int). If you have multiple initiator classes, you use the statmod of whichever class granted you the given maneuver.


New Maneuvers

Desert Wind (WIP):
Dancing Flame
Dancing Wildfire
Dancing Inferno

Dancing Flame
Desert Wind (Rush) [Fire]
Level: Swordsage 2
Initiation Action: 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. If it fails, the creature's fire resistance (if any) is reduced by your initiator level (to a minimum of 0), and then you deal 1d6 points of fire damage to it. 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.

Dancing Wildfire
Desert Wind (Rush) [Fire]
Level: Swordsage 6
Prerequisite: 2 Desert Wind maneuvers
Initiation Action: 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 movement 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. If it fails, the creature's fire resistance, but not immunity, is reduced to 0. Then you deal 3d6 points of fire damage to it. 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.


Dancing Inferno
Desert Wind (Rush) [Fire]
Level: Swordsage 8
Prerequisite: 3 Desert Wind maneuvers
Initiation Action: Move action
Range: Personal
Target: You
Duration: Instantaneous; 1 round
Saving Throw: Reflex negates

You move in a fiery blur, blasting across the battlefield like a screaming inferno.

As Dancing Wildfire, but you can even strip creatures of fire immunity, you deal 5d6 damage, and you may fly up to twice your speed.


Iron Heart:
Iron Duelist Stance
Sweeping Strike
Fencer's Reach
Pulse of the Iron Vein
Axeman's Break
Sword Fortress Buffet
Forcible Yield
Beat of the Iron Heart

Iron Duelist Stance
Iron Heart (Stance)
Level: 1
Initiation Action: Swift
Personal

By adopting this stance, the disciple presents a slim profile to his foes, holding his weapon low and one- handed, elegantly leading with it. When attacking with a single one-handed weapon, you count as fighting defensively (+2 dodge bonus to AC) but donít suffer the corresponding attack penalty. When you make a full attack with a single one-handed weapon, you count as using the total defense action (+4 dodge bonus to AC). Wielding a non-animated shield, off-hand weapon, or two-handed weapon ends the stance. If you have the Two-Weapon Fighting feat, wielding a light weapon in your off-hand instead merely suppresses the stanceís benefits for 1 round whenever you make an off-hand attack.

Note: This stance intentionally doesnít scale, as the single-handed fencer fighting style is typically a thing of sport or convenience, more suited to low levels, and doesnít seem like a realistic or believable choice for a high-level martial character. If you disagree you can add a scaling bonus.
[to be fixed]


Sweeping Strike
Iron Heart (Strike)
Level: 2
Prerequisite: 1 Iron Heart maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

Make a melee attack. If it hits, it deals weapon damage as normal plus an additional 2d6 points of damage. If you drew your weapon as part of this strike, you may also make a trip attempt against them as a free action with a +2 competence bonus on your combat maneuver check. This trip attempt does not provoke an attack of opportunity.


Fencerís Reach
Iron Heart (Stance)
Level: 3
Prerequisite: 1 Iron Heart maneuver
Initiation Action: 1 swift action
Personal

You can translate the momentum of your swift attacks into greater reach, striking foes who would normally be out of your range. While you maintain this stance, your melee attacks deal an additional 1d6 points of damage, and you increase the reach of the first attack you make each round by 5 feet. The additional damage of this stance increases by 1d6 for every eight initiator levels you possess.


Pulse of the Iron Vein
Iron Heart (Rush)
Level: 5
Prerequisite: 2 Iron Heart maneuvers
Initiation Action: 1 move action
Range: Personal
Target: You

You flow unstoppably across the battlefield like blood.

You may move up to your speed, even through occupied spaces.


Axemanís Break
Iron Heart (Strike)
Level: 6
Prerequisite(s): 3 Iron Heart maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

Perfectly feeling the pulse of the combat, the disciple finds their instant to strike true. Make a single attack; if it hits it automatically counts as a critical threat. If the roll is naturally a threat, it automatically confirms.


Sword Fortress Buffet
Iron Heart (Counter)
Level: 6
Prerequisite: 2 Iron Heart maneuvers
Initiation Action: Immediate
Range: Melee
Target: One creature

By perfectly timing your counterattacks, you can force your opponent into a position where they are unable to further attack you. You can initiate this counter in response to a melee or ranged attack being made against you. Make an attack roll with a weapon you are wielding against each attack from a single opponent. Every subsequent opposed roll is made a at a cumulative -2 modifier. If your attack roll is higher than your opponentís, their attack is negated.


Forcible Yield
Iron Heart (Strike) [mind-affecting]
Level: 7
Prerequisite: 3 Iron Heart maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant
Saving Throw: Will negates

With a mighty overhand swing you put your foe in their place: on their knees before the majesty of a prince of warriors. Make a melee attack against a target creature. If it hits it inflicts an additional 10d6 points of damage and the target must make a Will save to resist being knocked prone.


Beat of the Iron Heart
Iron Heart (Rush)
Level: 8
Prerequisite: 3 Iron Heart maneuvers
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: 1 round or until discharged

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.


Shadow Hand:
Creeping Dark
Nightlover's Carapace
Shadow Ward Rush
Hampering Dark
Stalker's Move
Accumulating Shadow Vortex
Shadow Walk
Reaping Gloom
Deathblain Falcon
Moon-Guided Shadowstance

Creeping Dark
Shadow Hand (Rush)
Level: 1
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: 1 round

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.


Nightloverís Carapace, aka Shadow Carapace
Shadow Hand (Stance)
Level: 1
Personal

Favored technique of vampiric adepts.

A shell of dimness clings around you. You gain immunity to the dazzled condition and to blindness conditions caused by bright light. You are not subject to mild forms of light sensitivity, but still count as exposed to sunlight for the purpose of serious vulnerabilities.

At IL 5, the shell becomes more solid. You gain resist=IL to positive energy damage and +1 to saves against positive energy effects. Both bonuses are doubled against "radiant" effects such as the sunburst spell. You are not counted as exposed to sunlight.

At IL 10, it becomes a curdled suit of magic shadow energy, granting you a shield bonus equal to Ĺ IL.

At IL 15, it becomes even more tangible and takes the form of a monstrous shadow beast. You gain powerful build as well as two claw attacks and a bite attack, which each deal one negative level in addition to normal damage on a hit. Your eyes become black orbs that see through normal and magical darkness, illusions, and transmutations, at a range equal to your normal sight.

The benefits of these forms are cumulative. Targeted light spells such as sunburst (including originally non-targeted spells that have been finagled into targeted ones) may make a dispel check to revert this stance back to the IL 1 version for 1 round. The DC is 11+the stance user's IL.


Shadow Ward Rush
Shadow Hand (Rush)
Level: 1
Action: Move

Move your speed. Every time someone makes an attack of opportunity against you, the attack is negated and instead an obstacle made of shadow energy appears on the edge of your square from the direction the attack came in. The obstacles take 2 squares of movement to cross and prevent charging. They affect even incorporeal creatures. They fade after 1d10 rounds.


Hampering Dark
Shadow Hand (Boost)
Level: 3
Mv prereq: 2
Action: Swift
Area: 20 foot radius, centered on you
Maintain: Swift

All areas of darkness or shadow become difficult terrain. All areas of low light cost +50% to enter, like moving diagonally does normally (but moving diagonally still costs the same).

At IL 15 the area increases to 30ft.


Stalker's Move
Shadow Hand (Rush)
Level: 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.


Accumulating Shadow Vortex
Shadow Hand (Stance)
Level: 5
Mv prereq: 2
Save: Fort partial

You become surrounded by a huge swirling aura of purplish umbral energy.

As a free action, you may pull any visible creature in the aura 10 feet toward you (Fort save halves this movement; they get +4 or -4 on the check for every size category larger or smaller than you they are). You can only pull a given creature once per turn. You canít pull creatures through objects or creatures and they pay the normal movement cost for obstacles and difficult terrain.

This aura initially extends 10 feet. At IL 15, your pull and aura increase to 20 feet. At IL 20 they extend 40 feet.


Shadow Walk
Shadow Hand (Utility)
Level: 6
Mv prereq: 4
Target: Personal

Shadow Hand adepts are famed for their ability to travel through the Shadow Plane, crossing distances in the real world rapidly.

As the spell, except that it becomes more powerful depending on your IL:

IL 13: Your travel speed increases to 75mph.
IL 15: Your travel speed increases to 100mph.
IL 17: Your accuracy is increased by a factor of 10.
IL 19: You may use it as a shadow teleport, mimicking the effects of a teleport spell.
IL 21: You may traverse outer space at the speed of dark. On planets and bodies youíre still limited to teleporting.


Reaping Gloom
Shadow Hand (Boost)
Level: 7
Mv prereq: 2
Action: Swift
Personal

Until the end of your turn, you may make melee attacks, including those made as part of maneuvers, at up to 60ft reach so long as there is unbroken darkness or shadow between you and your target. If you are currently casting a shadow, your shadow elongates so as to deliver these attacks.


Deathblain Falcon
Shadow Hand (Rush)
Level: 7
Mv prereq: 3
Action: Move or Full
Save: Will and Fort partial

You become a shadowy, wraithlike bolt of a being that speeds through the air and leaves your enemies reeling, infested with infecting shadow.

You gain Flyby Attack and fly speed 90 ft (good) while using this maneuver. You must* make a flyby attack against a creature. If the attack hits, in addition to normal damage it infects the target with toxic shadow energy that causes immediate sores and welts -- the titular deathblains. The target takes 1d4 ongoing points of Con damage (Fort save negates and ends). In addition, until this ends, they must make a mind-affecting Will save each turn or spend their standard action clawing at themselves and writhing in pain.

You become semi-incorporeal while using this maneuver, and gain some of the benefits of being a ghost: immunity to non-magic weapons, 50% miss chance except against ghost touch weapons and force spells, and a deflection bonus equal to your wismod, minimum 0. You don't gain any other benefits of incorporeality, such as moving through walls or ignoring natural armor.

You still provoke AoOs. Taking weapon damage ends this maneuver; you appear where you were when damaged, falling if appropriate (so eg, no going through blade barriers).

Optionally, you may also let out a screeching wail that does 1d6 sonic (Will half) to all creatures within 10ft of any square you move through while using this maneuver. Those farther away can still hear the screech but arenít damaged.

*If they shift out of the way with eg Abrupt Jaunt, thatís fine, but if not using this maneuver with the full intent to attack, you have to use the out-of-combat function.

Kata: This maneuver can be used as a full round action. Your flyby attack becomes a full attack. You may spread your full attack among anyone you pass by during your movement. The deathblain effect can only be applied once to a given creature during this maneuver.

Utility: Out of combat, this maneuver grants a fly speed equal to your land speed, and you gain the semi-incorporeal benefits described above.


Moon-Guided Shadowstance
Shadow Hand (Stance)
Level: 8
Mv prereq: 4

Your body phases in and out of existence as it blinks through the shadow plane. This stance is sometimes called Shadow Blink because it's similar to the blink spell, except slower, more controlled, and shadowy rather than ethereal.

Each turn, the benefits provided by the stance change. You may choose which phase to start in when you are in the stance and an encounter starts, or when you enter the stance the first time during an encounter. If you re-enter the stance later during the same encounter, the cycle continues from where you left off.

Full Moon - +2 reflection bonus to AC (which is like a deflection bonus, but is a separate category for the sake of stacking), and gain the effects of a restoration spell.
Crescent Moon - concealment
New Moon - total concealment
Then Crescent Moon again.
Then the cycle repeats starting from Full.

In addition, you gain syzygy benefits:

Eclipse Cover: If you are part of a straight, unobstructed line between an ally and an enemy, that enemy cannot target that ally, or any other allies or squares located directly behind you in a straight line, unless they are at least 3 size categories larger than you and their attack involves simply reaching over you. Line and chain effects stop at you, and you provide a penumbra of total cover from missiles and instantaneous area attacks in a straight line behind you. However, allies behind you can still be affected by eg a fireball centered off to the side, or something falling from above.

You need not be adjacent to the enemy or ally(s) affected by this, so long as the line is unobstructed. If facing a large or larger opponent, the line must pass through the center of their (horizontal, 2-dimensional) area. You can provide multiple lines of Eclipse Cover at once, if applicable.

Blood Moon: If you are part of a straight, unobstructed line in which a single ally is blocking you from an enemy, you glow with a dim red cast or aura and gain +1 to hit and +5 damage on all attacks so long as you remain in their penumbra. Their penumbra of anger extends 30ft, plus or minus 10ft per size category away from medium. This benefit stacks for every such penumbra you are in, but can only be applied once per ally. You donít gain penumbra benefits from an ally small enough to co-occupy your square.

Stone Dragon:
Earthstrength Smash
Stance of Sky Leverage
Cautious Advance
Stone-Weight Wings
Child of Earth
Earthstrength Brawler
Mountain Molewhack
Upset the Ground
Adamantine Blood
Almost Like Gravity
Stone Dragon's Flight

Earthstrength Smash
Stone Dragon (Strike)
Level: 1
Mv prereq: 1
Initiation action: Full round action
Range: Melee
Target: One creature, object or surface

Make a single unarmed attack. This attack is treated as made with a heavy two-handed weapon (1.5 your strength bonus to damage and you can Power Attack with it for 2x returns) and bypasses hardness. Instead you take damage equal to the objectís hardness. You can use this maneuver to make a Sunder attempt, but you provoke as normal unless you have Improved Sunder. Furthermore, you can only sunder objects steady, solid, and either broad or brittle enough to punch apart: a shield or breastplate, for example, but not a sword someone's wielding.


Stance of Sky Leverage
Stone Dragon (Stance)
Level: 1
Mv prereq: 1
Initiation action: Swift
Personal

Youíve learned how to use leverage from your opponents to keep yourself steady even in midair.

You may use Stone Dragon maneuvers even if not standing on the ground, so long as you have an enemy adjacent to you. If the enemy isnít a target of the maneuver, using them for leverage provokes an attack of opportunity. When youíre in this stance, an adjacent ally can also keep you steady by using the Aid Another action. Whether ally or enemy, creatures must be no less than one size smaller than you are to provide leverage.


Cautious Advance
Stone Dragon (Rush)
Level: 2
Initiation Action: Move action
Personal


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 does not provoke attacks of opportunity.


Stone-Weight Wings
Stone Dragon (Strike) [Supernatural]
Level: 3
Mv prereq: 3
Initiation Action: Standard or full round action
Range: Melee or ranged
Target: One or multiple creatures
Save: Fort or Ref negates

The target's body becomes leaden as they feel the earth pulling them downward.

Make a melee or ranged standard or full attack. Targets hit become unable to keep themselves aloft. They immediately move their fly speed downward (remember that you move at double speed going downward while flying), and must spend their future move actions doing this until they reach the ground. So long as this maneuver lasts they cannot fly upward or laterally.

They get a save to prevent this effect and a save at the start of every successive turn to end it.

Even in a gravity reversal effect or zero-G the target is pulled toward the ground. If in space or an extraplanar void, they are pulled toward you.

Special: When using this maneuver, you choose whether the save is Fortitude or Reflex. If using it to make a full attack, the save is the same for all creatures affected.

At IL 15, you can choose to use a stronger version of this effect: the target immediately falls to the ground, taking appropriate falling damage. Remember that if the fall is greater than 150 or so feet they won't land until the end of the round.


Child of Earth
Stone Dragon (Stance) [Supernatural]
Level: 5
Mv prereq: 3
Initiation action: Swift
Personal

You gain a 20ft burrow speed (does not leave tunnels) and 30ft tremorsense.


Earthstrength Brawler
Stone Dragon (Stance)
Level: 5
Mv prereq: 3
Initiation action: Swift
Personal

All your unarmed attacks are made as with the Earthstrength Smash maneuver, but they only take standard actions, as normal.


Mountain Molewhack
Stone Dragon (Strike)
Level: 5

TBA


Adamantine Blood
Stone Dragon (Counter)
Level: 6
Mv prereq: 3
Initiation action: Immediate
Personal
Trigger: An attack hits you

You gain DR=2*IL/adamantine (which stacks with DR provided by other Stone Dragon maneuvers) and construct immunities against the attack. To reiterate, the only spells this works against are those involving attack rolls.


Almost Like Gravity
Stone Dragon (Strike)
Level: 7
Mv prereq: 2
Initiation action: Standard or full round action
Range: Melee

Your stance is so sure, your footing so firm, that itís like only you are right side up. As you sweep your weapon around, your opponents lose their footing and sense of balance, and fall down, dizzy and nauseous.

Make a standard or full attack. Creatures you hit fall prone and are nauseated for 1 round. Larger creatures are more difficult to drop. Bipedal or otherwise precariously balanced opponents two size categories larger than you have to be hit with an additional attack to impose these conditions, plus one for every further size category. For tripedal+ opponents this starts at only one size category larger than you.


Stone Dragonís Flight
Stone Dragon (Boost)
Level: 7
Mv prereq: 2
Initiation Action: Free action
Range: Personal
Target: You
Duration: 1 round

Lizards are landbound. Like the dragon for which this discipline is named, you soar. The power of the earth itself propels you, and the dragon beneath your feet stirs.

Until the start of your next turn, you gain a fly speed equal to your land speed (average maneuverability) and may use Stone Dragon maneuvers and stances without being in contact with the ground.

Tiger Claw:
Pounce From the Canopy
Scurrying Rabbit

Pounce From the Canopy
Tiger Claw (Rush)
Level: 2
Prerequisite: 1 Tiger Claw maneuver
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: 1 round

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 move 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: 4
Prerequisite: 2 Tiger Claw maneuvers
Initiation Action: 1 move action
Range: Personal
Target: You

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.


Looking for balance input!

Elves
2019-05-02, 11:43 PM
Updated with SD & IH maneuvers. Rest to come.


Credit to Garryl for nearly all the rushes (http://minmaxforum.com/index.php?topic=1191.0). Credit to DrK for the non-rush Iron Heart maneuvers. I'm going to use this thread as a general repository for the core 9 additions in AOW, not just the maneuvers I do.

DracoDei
2019-05-04, 04:53 PM
Replying to something you said in the main AoW thread.

Is there some specific reason you aren't using ToBs header format for your maneuvers and stances?


So that you don't have to comb through them all, here are some specific ones I have balance questions about:

#1 - what level should this be?
Hampering Dark
Shadow Hand (Boost)
Level: 1 (or 2, or 3?)
Action: Swift
Area: 30 foot radius, centered on you
Maintain: Swift

All areas of darkness or shadow become difficult terrain. All areas of low light cost +50% to enter, like moving diagonally does normally (but moving diagonally still costs the same).

At IL 15 the area doubles to 60ft.


The 8th level Shadow Hand stance in TOB is underwhelming so I made this, with some pseudo-tanking capability. Is it balanced?

This feels sorta garbled in general.

More specifically:
First off, you use both "shadow" and "low light".
Secondly, it sounds like movement costs don't increase if you are moving in a straight diagonal line, no matter how many squares you move.
Thirdly, difficult terrain can cause flat-footedness I think? If so, I'd definitely make this 3rd level at least since it can be combined with Assassin's Stance.
Fourth, difficult terrain is one of the classic ways of dealing with Tumble from what I hear. Kinda means this opposes Desert Wind more directly than other disciplines (although anything that has a lot of charging maneuvers in it would also be especially countered by this).
Lastly, the "dwarf only" PrC in ToB has something for creating difficult terrain. Not sure if that makes a good point of comparison, but you should probably at least look at it.


Moon-Guided Shadowstance
Shadow Hand (Stance)
Level: 8
Mv prereq: 4

Your body phases in and out of existence as it blinks through the shadow plane. This stance is sometimes called Shadow Blink because it's similar to the blink spell, except slower, more controlled, and shadowy rather than ethereal.

Each turn, the benefits provided by the stance change. You may choose which phase to start in when you enter the stance the first time in an encounter. If you re-enter the stance later during the same encounter, the cycle continues from where you left off.

Full Moon - +2 reflection bonus to AC (which is like a deflection bonus, but is a separate category so as to stack with them), and gain the effects of a restoration spell.

Uh... if any discipline should get recovery it would be Devoted Spirit, and it has to hit stuff to do that...
Then again, level 8 so...


Crescent Moon - concealment
New Moon - total concealment
Then Crescent Moon again, then Full, Crescent, New, Crescent, etc.

In addition, you gain syzygy benefits:

Sure you don't mean "synergy"?

syz∑y∑gy
/ˈsizijē/
nounASTRONOMY
a conjunction or opposition, especially of the moon with the sun.
"the planets were aligned in syzygy"
a pair of connected or corresponding things.
"animus and anima represent a supreme pair of opposites, the syzygy"

((Reading further, you may very well have it correct.))


Eclipse Cover: If you are part of a straight, unobstructed line between an ally and an enemy, that enemy cannot target that ally, or any other allies or squares located directly behind you in a straight line, regardless of size or reach. Line and chain effects stop at you, and you provide a penumbra of total cover from missiles and instantaneous area attacks in a straight line behind you. However, allies behind you can still be affected by eg a fireball centered off to the side, or something falling from above.
I'm a bit tired, so this might not be relevant, but what if the ally behind you is Large or bigger?



You need not be adjacent to the enemy or ally(s) affected by this, so long as the line is unobstructed. If facing a large or larger opponent, the line must pass through the center of their (horizontal, 2-dimensional) area. You can provide multiple lines of Eclipse Cover at once, if applicable.

Blood Moon: If you are part of a straight, unobstructed line in which a single ally is blocking you from an enemy, you glow with a dim red cast or aura and gain +1 to hit and +5 damage on all attacks so long as you remain in their penumbra. Their penumbra of anger extends 30ft, plus or minus 10ft per size category away from medium. This benefit stacks for every such penumbra you are in, but can only be applied once per ally. You donít gain penumbra benefits from an ally small enough to co-occupy your square (ie tiny or smaller).

Is the 30' thing how far away from the ally you can be and still get the bonus?

Is the ability to co-occupy always only based on absolute size, or does it sometimes come from relative size?


Lastly, it seems like this stance would become mandatory for unarmed fighting and that may not be a good thing:

Earthstrength Brawler
Stone Dragon (Stance)
Level: 5
Mv prereq: 3
Initiation action: Swift
Personal

All your unarmed attacks are made as with the Earthstrength Smash maneuver, but they only take standard actions, as normal.

Well, I would say that nearly every unarmed striker would probably TAKE it, but they wouldn't always be IN it.

Other issues:
You need "Range:" before "Personal".

What about full-attacks? Those take less than a standard action each at higher levels, but the total action required is (barring pounce etc) a full-round action.

Do you still take damage even if you use one of the Mountain Hammer lines, or have a magic item that makes your unarmed strikes count as adamantine? Actually that second part applies to the strike too.

Elves
2019-05-05, 12:52 AM
Replying to something you said in the main AoW thread.

Is there some specific reason you aren't using ToBs header format for your maneuvers and stances?




First off, you use both "shadow" and "low light".
Shadow/darkness is 2x move cost (as difficult terrain), low light is 1.5x move cost (and no difficult terrain). Diagonal movement is the same in low light, 2x in darkness.


Thirdly, difficult terrain can cause flat-footedness I think? If so, I'd definitely make this 3rd level at least since it can be combined with Assassin's Stance.

Good point, will make it 3rd & reduce the range.


...Fourth, difficult terrain is one of the classic ways of dealing with Tumble from what I hear. Kinda means this opposes Desert Wind more directly than other disciplines (although anything that has a lot of charging maneuvers in it would also be especially countered by this)
I like this. Sneaky types at least archetypically need a way to deal with melee brutes (like chargers) -- here you go. And Desert Wind is the other supernatural discipline, so a rivalry would be cool, especially since blasting bright fire is kind of opposite to cloaking yourself in shadow. I think I'll give DW a maneuver or two focused on brightness effects that mention this rivalry.


Lastly, the "dwarf only" PrC in ToB has something for creating difficult terrain. Not sure if that makes a good point of comparison, but you should probably at least look at it.

BTW, that PRC is pretty silly if you read it, you raise 5-foot columns of rock from the ground in order to...fight on top of. Funny and weird image.

As for the ability, it's only 5ft around you but it's a stance, whereas this one is swift maintain, so it's okay for it to be stronger. Nonetheless reducing it to 20-15ft.


- Fixing the clarity issues with moon-guided shadowstance, ty.


Do you still take damage even if you use one of the Mountain Hammer lines, or have a magic item that makes your unarmed strikes count as adamantine? Actually that second part applies to the strike too.

Fixing.

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Re formatting, it's just brevity and will be fixed when I'm feeding it into a draft, BUT, I do feel a certain degree of TOB's formatting is redundant or excessive (for example the listing of every class who can use it seems pointless unless you're actually going to restrict certain classes from certain maneuvers and/or give them the same maneuver at different levels, which IS certainly something to experiment with in AOW).