11-17-2012, 05:06 AM
Titan in the Playground
Re: D&D 5th Edition: Thread #7
And yes, asigning levels to maneuvers would make them look a lot more like just another type of spell. Though that's not the only thing that makes ToB maneuver look like spells.
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which can be more than 30 ft. apart
Duration: 1 round/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
The transmuted creatures move and act more quickly than normal. This extra speed has several effects.
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed.
Iron Heart (Stance)
Level: Warblade 3
Prerequisite: One Iron Heart maneuver
Initiation Action: 1 swift action
You shift your weight to the back of your feet and hold your blade carefully forward at the ready. Your muscles twitch slightly as you prepare to dodge the next attack you face.
The absolute steel stance allows you to enhance your mobility and speed. You move quickly, keep a sharp eye on your enemies, and are ready to instantly sidestep any incoming attacks.
While you are in this stance, you gain a +10-foot enhancement bonus to your speed. If you move at least 10 feet during your turn, you gain a +2 dodge bonus to AC until the beginning of your next turn.
- Thoughts on RPGs and some of my personal creations.
- PF/d20 Sword & Sorcery campaign setting