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Thread: Tome of Tactics: A sequel to ToB [PEACH]

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    Default Tome of Tactics / Chapter 3 / Life's Blood

    LIFE'S BLOOD
    The Life's Blood discipline was developed out of necessity by warriors who made their living hunting game. With most beasts, they knew that a drawn out fight would bring the rest of its pack and a fight they couldn't always win. So, they learned how to target critical areas to bring their prey down quickly. Their knowledge of the workings of the body also aided in tending their own injuries, as these early practitioners often found themselves beyond the reach of a cleric's healing spells. The key skill for Life's Blood maneuvers is Heal and its associated weapons are the kukri, light hammer, punching dagger, and unarmed strike.

    BACK FROM THE BRINK
    Life's Blood (Counter)
    Level: Huntsman 8, Mercenary 8
    Prerequisite: 3 Life's Blood maneuvers
    Initiation Action: 1 immediate action
    Range: Personal
    Target: You
    Duration: Instantaneous
    You may initiate this maneuver whenever you drop below 0 hp. As part of this maneuver, you make a Heal check (DC = negative hit point count). If your check is successful, you are alive and conscious with 1 hp. You may use this counter as a move action to confer its benefits upon an adjacent ally in the same round he drops below 0 hp. You must have at least one hand free to use this maneuver, but may drop a held weapon as part of initiating it.

    CLEANSING BLOW
    Life's Blood (Counter)
    Level: Huntsman 4, Mercenary 4
    Prerequisite: 1 Life's Blood maneuver
    Initiation Action: 1 immediate action
    Range: Personal
    Target: You
    Duration: Instantaneous
    With a quick blow to the stomach or liver, you cure yourself of the conditions that weaken your body and regain your health.
    You suffer no additional effects from any one poison currently effecting you, and any temporary effects it has are ended. Additionally, you immediately end the following conditions affecting you: diseased, nauseated, and sickened, and heal 2d6 points of damage + point per initiator level. You may use this counter as a move action to confer its benefits upon an adjacent ally. You may only use this maneuver when armed with a light weapon.

    CONTUSING BLADE
    Life's Blood (Boost)
    Level: Huntsman 1, Mercenary 1
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: End of turn
    For the rest of of your turn, your attacks that qualify for skirmish damage deal an additional 1d6 skirmish damage and an additional d6 for every five initiator levels. If you attack with a finessable weapon, you may instead gain the same amount of sneak attack damage on all attacks you make that qualify for sneak attack damage.

    DEATH STRIKE
    Life's Blood (Strike)
    Level: Huntsman 9, Mercenary 9
    Prerequisite: 4 Life's Blood maneuvers
    Initiation Action: 1 full-round action
    Range: Melee attack or 15 ft
    Target: One creature
    As part of this maneuver, make a Heal check (DC = opponent's AC). If you succeed, make a single attack. If the attack hits and would do damage, the opponent must make a Fortitude save (DC = 19 + the higher of your Intelligence and Wisdom modifiers). If it fails the save, it drops to -10 HP. If it succeeds, it instead takes damage equal to double your skirmish damage, even if this attack would not normally qualify and if they are normally immune to skirmish damage.

    EXACTING STANCE
    Life's Blood (Stance)
    Level: Huntsman 3, Mercenary 3
    Prerequisite: 1 Life's Blood maneuver
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance
    While in this stance, you gain the skirmish ability, if you do not already have it, which deals and extra 2d6 damage. If you already have skirmish, you deal an additional 2d6 when skirmishing.

    FIGHT AND FLIGHT
    Life's Blood (Stance)
    Level: Huntsman 8, Mercenary 8
    Prerequisite: 3 Life's Blood maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance
    While you are in this stance, you may move 10 feet each time an opponent misses you in melee. Moving in this manner consumes one of your attacks of opportunity in the currrent round. You cannot move in this manner if you have no attacks of opportunity remaining. You may also expend another attack of opportunity to attack the opponent that missed you anywhere during this movement. This movement does not provoke attacks of opportunity.

    FLEET FEET
    Life's Blood (Stance)
    Level: Huntsman 5, Mercenary 5
    Prerequisite: 2 Life's Blood maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance
    While in this stance, you gain the bonuses from your skirmish class feature after you have moved 5 ft from where you ended your last turn, rather than 10 ft.

    FLOATING RIB STRIKE
    Life's Blood (Strike)
    Level: Huntsman 7, Mercenary 7
    Prerequisite: 3 Life's Blood maneuvers
    Initiation Action: 1 full-round action
    Range: Melee attack or 30 ft
    Target: One creature
    You carefully study your opponent and determine the best place to strike.
    This maneuver functions like Knee Side Strike except you deal an additional 4d6 damage and may increase your skirmish by 2d6 and an additional d6 for every 5 points by which you beat the DC if the check succeeds.

    FROZEN LEG
    Life's Blood (Strike)
    Level: Huntsman 1, Mercenary 1
    Initiation Action: 1 standard action
    Range: weapon range
    Target: One creature
    As part of this maneuver, you make a single attack against an opponent. If it hits, the opponent must succeed on a Reflex save (DC=damage dealt) or have his speed reduced to 0 for all modes of movement for one round.

    GREATER SURGICAL STRIKE
    Life's Blood (Strike)
    Level: Huntsman 6, Mercenary 6
    Prerequisite: 2 Life's Blood maneuvers
    Initiation Action: 1 standard action
    Range: weapon range
    Target: One creature
    As part of initiating this maneuver, you make a single attack against an opponent. If it hits, make a Heal check and deal damage equal to twice the result of your check.

    HEAD ON STRAIGHT
    Life's Blood (Counter)
    Level: Huntsman 1, Mercenary 1
    Initiation Action: 1 immediate action
    Range: Personal
    Target: You
    Duration: Instantaneous
    With a quick jab to the correct spot on the skull, your head is cleared and your ability to fight is restored.
    Immediately end one of the following conditions affecting you: dazzled, deafened, or shaken and heal d6 points of damage + point per initiator level (maximum +10). You may use this counter as a move action to confer its benefits upon an adjacent ally. You may only use this maneuver when armed with a light weapon.

    HEALING PALM
    Life's Blood (Counter)
    Level: Huntsman 3, Mercenary 3
    Prerequisite: 1 Life's Blood maneuver
    Initiation Action: 1 immediate action
    Range: Personal
    Target: You
    Duration: Instantaneous
    You unleash stored energy within the body, granting renewed vitality.
    As part of this maneuver, you make a heal check and gain temporary hit points equal to the result of that check plus your unarmed strike damage. These temporary hit points last for a number of rounds equal to the higher of your Intelligence and Wisdom modifiers. You may use this counter as a move action to confer its benefits upon an adjacent ally. You must have at least one hand free to use this maneuver, but may drop a held weapon as part of the maneuver.

    INTESTINAL FORTITUDE
    Life's Blood (Counter)
    Level: Huntsman 2, Mercenary 2
    Initiation Action: 1 immediate action
    Range: Personal
    Target: You
    Duration: Instantaneous
    You can use this maneuver whenever you would normally make a Fortitude save. Make a Heal check instead and use that to determine if you succeeded. You must use this maneuver before attempting the Fortitude save. You do not automatically fail if you roll a 1 on your Heal check.

    KILLER INSTINCT
    Life's Blood (Stance)
    Level: Huntsman 1, Mercenary 1
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance
    While in this stance, you can determine, as described by the deathwatch spell, the status of adjacent creatures that you can see . This stance is a supernatural ability.

    KNEE SIDE STRIKE
    Life's Blood (Strike)
    Level: Huntsman 2, Mercenary 2
    Initiation Action: 1 standard action
    Range: Melee attack or 30 ft
    Target: One creature
    You carefully study your opponent and determine the best place to strike.
    As part of this maneuver, make a Heal check (DC = opponent's AC). If you succeed, make a single attack that deals an additional 2d6 damage increase your skirmish damage by 1d6 if this attack qualifies for skirmish damage. If you fail, you may still attack but do not deal extra damage or increase your skirmish damage and the maneuver is still expended.

    LACERATING BLADE
    Life's Blood (Boost)
    Level: Huntsman 4, Mercenary 4
    Prerequisite: 1 Life's Blood maneuver
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: End of turn
    This maneuver functions like Contusing Blade except the additional damage increases for every four initiator levels instead of every five.

    MUSCLE DEATH
    Life's Blood (Strike)
    Level: Huntsman 5, Mercenary 5
    Prerequisite: 2 Life's Blood maneuvers
    Initiation Action: 1 standard action
    Range: weapon range
    Target: One creature
    As a part of this maneuver, you make a single attack against an opponent. If it hits, in addition to taking the normal damage, the opponent takes 4 points of damage to the physical ability score (STR, DEX, or CON) of your choice. A successful Fortitude save (DC 16 + the higher of your Intelligence and Wisdom modifiers) reduces the ability score damage to 2 and does not negate the normal damage.

    MUSCLE WEAKNESS
    Life's Blood (Strike)
    Level: Huntsman 3, Mercenary 3
    Prerequisite: 1 Life's Blood maneuver
    Initiation Action: 1 standard action
    Range: weapon range
    Target: One creature
    As a part of this maneuver, you make a single attack against an opponent. If it hits, in addition to taking the normal damage, the opponent takes 2 points of damage to the physical ability score (STR, DEX, or CON) of your choice. A successful Fortitude save (DC 13 + the higher of your Intelligence and Wisdom modifiers) negates the ability score damage but not the normal damage.

    PERFORATING BLADE
    Life's Blood (Boost)
    Level: Huntsman 7, Mercenary 7
    Prerequisite: 3 Life's Blood maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: End of turn
    This maneuver functions like Contusing Blade except the additional damage increases for every three initiator levels instead of every five.

    PHILTRUM STRIKE
    Life's Blood (Strike)
    Level: Huntsman 4, Mercenary 4
    Prerequisite: 1 Life's Blood maneuver
    Initiation Action: 1 standard action
    Range: Melee attack or 30 ft
    Target: One creature
    You carefully study your opponent and determine the best place to strike.
    This maneuver functions like Knee Side Strike except you deal an additional 3d6 damage and may increase your skirmish damage by 2d6 if the check succeeds.

    REVIVE MUSCLE
    Life's Blood (Counter)
    Level: Huntsman 6, Mercenary 6
    Prerequisite: 2 Life's Blood maneuvers
    Initiation Action: 1 immediate action
    Range: Personal
    Target: You
    Duration: Instantaneous
    As a part of this maneuver, you make a Heal check as an immediate action. You gain a number of hit points equal to twice the result of that check. Or you may instead heal a number of points of damage tothe physical ability score (STR, DEX, or CON) of your choice by reducing the amount of healing done by 10 times the number of ability damage healed. You may use this counter as a move action to confer its benefits upon an adjacent ally. You must have at least one hand free to use this maneuver, but may drop a held weapon as part of the maneuver.

    RUSH TO THE SCENE
    Life's Blood (Boost)
    Level: Huntsman 2, Mercenary 2
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: End of turn
    For the rest of your turn, your land speed is increased by 50%, rounded down to the nearest 5 ft.

    SURGICAL STRIKE
    Life's Blood (Strike)
    Level: Huntsman 3, Mercenary 3
    Prerequisite: 1 Life's Blood maneuver
    Initiation Action: 1 standard action
    Range: Melee attack or 30 ft
    Target: One creature
    As part of initiating this maneuver, you make a single attack against an opponent. If it hits, make a Heal check and deal damage equal to the result of your check.
    Last edited by playswithfire; 2011-06-05 at 04:54 PM.
    Homebrew
    Current Project (A sequel to Tome of Battle)
    Past Projects, some of which I may come back to
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    Baldric Sea Campaign Setting (work in progress)
    later version of the Sea Dog base class from it