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    Mar 2006

    Default Maneuvers of Madness

    Maneuvers of Madness
    by John "Jack Mann" Beattie and The Logic Ninja

    The universe is a stranger, crueler place than anyone imagines. Beings beyond mortal comprehension wait in the fringes, remember a time when the universe was theirs, and waiting for a time when it will be again.

    Though they have been banished from the material plane since time immemorial, their influence can still be felt. Scholars and mystics have studied these intrusions for millennia, and some few foolish individuals have attempted to tap into it for power for their own needs.

    Years ago, the monk Fayid Sulhardin visited the Far Realm to find a way to fight the forces that originated there.

    No one knows what he found, but it drove him quite mad. He muttered and gibbered about plants that grew clawed fingers, children made of knives, and eyes as large as continents that watched him in his sleep. But mad as he was, he was still able to use what he’d learned to create a new discipline integrating the horrible mysteries with weaponsplay.

    The Far Realm Discipline is a fighting style that creates weakness, bends rules, and creates havoc on the battlefield. It twists time and space to give its practitioners another advantage on the battlefield, at the cost of their own sanity.

    Knowledge (the planes) is the key skill for the Far Realm discipline. The associated weapons for the Far Realm are armor spikes, blade boot, dire flail, flail, heavy flail, spiked chain, spiked gauntlet, spiked shield, and tentacle.



    Maneuver and Stance List

    1st Level
    Distracting Harmonies: Stance—Enemies take a -4 penalty on skill and ability checks.
    Sluggish Action: Strike—Attack gives -2 penalty to reflex saves.
    Unnatural Presence: Stance—Give allies +2 to AC, -1 to will saves.
    Vicious Energy: Boost—Attacks deal an extra 2d6 to enemies, 1d6 to you.

    2nd Level
    Delaying Strike: Strike—Enemy’s initiative count goes down.
    Reminder of Frailty: Strike—Attack gives -2 penalty to fortitude saves.
    Unnatural Strike: Strike—Enemies become sickened.

    3rd Level
    Eroded Will: Strike—Attack gives -2 penalty to will saves.
    Far Reach: Counter—Take an attack of opportunity up to thirty feet away.
    Negative Inertia: Stance—Turn during a charge.
    Sap Life: Strike—Enemy takes -10 penalty to hit points, while you gain 5 temporary hit points.

    4th Level
    Lost Hope: Boost—Enemies within 30 ft. take a -2 penalty to AC.
    Strike of Gravity: Strike—Enemy becomes encumbered.
    Tabula Rasa: Strike—Enemy loses the use of one feat.

    5th Level
    Alien Mind: Counter—Throw off mental control and damage enemy’s mind.
    Mad Prophet’s Vision: Strike—Enemy must save or see the Far Realm.
    Mutation: Boost—Gain +8 to strength and dexterity in exchange for -4 to wisdom.

    6th Level
    Alien Geometry: Stance—Move through obstacles or in the air.
    Drain Life: Strike—Enemy takes -20 penalty to hit points, while you gain 10 temporary hit points.
    Stunning Revelation: Counter—Stun enemy for one round.

    7th Level
    Incomprehensible Force: Strike—Deal 1d8 wisdom damage and possibly render enemy mute.
    Pain of Failure: Strike—Enemy takes damage for failed rolls.

    8th Level
    Memento Mori: Strike—Enemy takes -30 penalty to hit points, while you gain 15 temporary hit points.
    Unnatural Weaponry: Stance—Gain two tentacle attacks.

    9th Level
    Metacosmic Exile: Strike—Enemy must save or be sent to the Far Realm.


    Distracting Harmonies
    Far Realm (Stance) [Mind-Affecting]
    Level: Far Realm 1
    Initiation Action:: 1 swift action
    Range: 30 ft
    Area: 30 ft radius centered on you
    Duration: Stance

    You hum loudly, an unsettling tune that makes it difficult for your foes to concentrate.

    Your opponents take a -4 penalty to all skill and ability checks while in range.

    This stance is a supernatural ability.


    Sluggish Action
    Far Realm (Strike)
    Level: Far Realm 1
    Initiation Action:: 1 standard action
    Range: Melee attack
    Target: One creature
    Duration: One minute

    The air seems to ripple unnaturally in your weapon’s wake. As you strike your enemy, they seem to move almost unnoticeably slower.

    You must make a melee attack as part of this maneuver. If it hits, you create ripples in time around your enemy, slowing their timing. They take a -2 entropic penalty to reflex saving throws for one minute.

    This maneuver is a supernatural ability.


    Unnatural Presence
    Far Realm (Stance)
    Level: Far Realm 1
    Initiation Action:: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    There is something subtly wrong with the way you move, the way you talk, the way your footsteps seem to come a half-second before or after your feet touch the ground. This strange aura helps steel your allies against attack, but leaches their will over time.

    While you are in this stance, all allies adjacent to you get a +2 morale bonus to their armor class, but suffer a -1 penalty to will saving throws.

    This stance is a supernatural ability.


    Vicious Energy
    Far Realm (Boost)
    Level: Far Realm 1
    Initiation Action:: 1 swift action
    Range: Personal
    Target: You
    Duration: End of turn

    A hissing, sparkling energy colors your flail, dancing out from the tip, and back to your hand. Your face is a rictus of pain and triumph as it arcs out at your enemies.

    You channel energy from the Far Realm into your weapon. With every strike, it damages your opponent, but also recoils back at you. Until the end of your turn, your weapon gains the vicious quality. If it already has the vicious quality, it deals 4d6 dammage

    This maneuver is a supernatural ability.


    Delaying Strike
    Far Realm (Strike)
    Level: Far Realm 2
    Prerequisite:: One Far Realm maneuver
    Initiation Action:: 1 full round action
    Range: Melee attack
    Target: One creature

    You smile unnervingly as you attack your enemy. They fall back half a step and hesitate a second, before finally making their move.

    You are adept at making enemies hesitate in combat. As part of this maneuver, you must make a melee attack. If your attack hits, the target’s initiative is decreased by 5.


    Reminder of Frailty
    Far Realm (Strike)
    Level: Far Realm 2
    Initiation Action:: Standard
    Range: Melee attack
    Target: One creature
    Duration: 1 minute

    As your attack hits your enemy, your weapon takes on a dark gleam, which spreads to their body on contact. They remain standing, but seem… weaker, somehow.

    You make a melee attack as part of this maneuver. If it hits, their bodies become slightly more frail from the terrible energies you channel. They take a -2 entropic penalty to fortitude saving throws for one minute.

    This maneuver is a supernatural bility.


    Unnatural Strike
    Far Realm (Strike)
    Level: Far Realm 2
    Prerequisite:: One Far Realm maneuver
    Initiation Action:: Standard
    Range: Melee attack
    Target: One creature
    Duration: 1 minute
    Saving Throw: Fortitude negates

    Your weapon hardly marks your enemy, scraping against his skin rather than cutting through. But he falls back, a sheen of sweat on his face, suddenly more tired than he seemed a moment ago.

    You must make a melee attack as part of this maneuver. In lieu of damage, you force the target to make a fortitude save (DC 12 + your Cha modifier) or become sickened for one minute.

    This maneuver is a supernatural ability.


    Eroded Will
    Far Realm (Strike)
    Level: Far Realm 3
    Prerequisite:: One Far Realm maneuver
    Initiation Action:: Standard
    Range: Melee attack
    Target: One Creature
    Duration: 1 minute

    The light plays strangely on the spikes of your gauntlet as you punch. The light vanishes as you hit, leaving your enemy looking confused.

    The strange energy that surrounds you can make your enemies more susceptible. You make a melee attack as part of this maneuver. If it hits, they take a -2 entropic penalty to will saving throws for one minute.

    This maneuver is a supernatural ability.


    Far Reach
    Far Realm (Counter) [Teleport]
    Level: Far Realm 3
    Prerequisite:: One Far Realm maneuver
    Range: 30 ft
    Target: One Creature

    Out of the corner of your eye, you see an enemy attempting to move past you, outside of your reach. With a flash, you swing your heavy flail into the air in front of you. The heads vanish, only to reappear in your enemy’s face.

    As an immediate action, you make an attack of opportunity to one opponent who has moved out of a square within thirty feet of you.

    This maneuver is a supernatural ability.


    Negative Inertia
    Far Realm (Stance)
    Level: Far Realm 3
    Prerequisite:: One Far Realm maneuver
    Initiation Action:: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    With pantherish grace, you rush forward, your weapon held high overhead. Mid-step, you turn to the right without slowing or even leaning, as though the world had turned around you.

    While in this stance, you are able to stop or speed up instantly. You can turn in any direction while charging, and you do not incur the usual -2 penalty to AC for charging.

    This stance is a supernatural ability.


    Sap Life
    Far Realm (Strike)
    Level: Far Realm 3
    Prerequisite:: 1 Far Realm maneuver
    Initiation Action:: 1 standard action
    Range: Melee Attack
    Target: One Creature
    Duration: One Hour

    As your weapon strikes home, a gleam of light travels up your weapon to your arm. A strange shadow seems to linger on the wound.

    When you use this strike, you toughen your body at your opponent’s expense. As part of this maneuver, you must make a successful melee attack. The target takes a -10 penalty to hit points, which lasts for one hour. You gain 5 temporary hit points that disappear after one hour.

    This maneuver is a supernatural ability.


    Lost Hope
    Far Realm (Boost) [Mind Effecting] [Fear]
    Level: Far Realm 4
    Prerequisite:: Two Far Realm maneuvers
    Initiation Action:: 1 swift action
    Range: Personal
    Target: Opponents within thirty feet
    Duration: One Round
    Saving Throw: None

    You throw back your head and laugh. Though the room is small, your voice echoes back as though from a great distance.

    You are adept at creating doubt and terror in your enemies. When you initiate this maneuver, enemies within thirty feet of you feel despair, giving them a -2 morale penalty to armor class.

    This maneuver is a supernatural ability.


    Strike of Gravity
    Far Realm (Strike)
    Level: Far Realm 4
    Prerequisite:: Two Far Realm maneuvers
    Initiation Action:: 1 standard action
    Range: Melee attack
    Target: One creature
    Duration: One minute
    Saving Throw: Fortitude negates

    As you strike your enemy, he staggers, as though a sudden weight had been placed on his shoulders. His weapon dips down slightly, and he struggles to keep it at ready.

    As a standard action, you can make a single melee attack. If it hits, it deals an extra 3d6 points of damage and the target must also make a fortitude save (DC 14+your Cha modifier) or they are put into the next level of encumbrance.

    This maneuver is a supernatural ability.


    Tabula Rasa
    Far Realm (Strike) [Mind-Affecting]
    Level: Far Realm 4
    Prerequisite:: 2 Far Realm maneuvers
    Initiation Action:: Standard
    Range: Melee attack
    Target: One creature
    Duration: One minute
    Saving Throw: Will negates

    Your shield makes a buzzing sound just before its spikes strike home against your enemy’s head. As he recovers, he looks slightly distracted, as though he has forgotten something important and cannot quite remember it.

    With this strike, you can attack your opponent’s memory as well as his body. As part of this maneuver, you make a melee attack against one creature. It must make a will saving throw (DC 14+your charisma modifier) or lose the use of their most recently gained feat. If they gained more than one feat at that time, then they may choose which feat they lose. This lasts for one minute.

    This does not remove access to class levels or other feats that use the lost feat as a Prerequisite:.

    This maneuver is a supernatural ability.


    Alien Mind
    Far Realm (Counter)
    Level: Far Realm 5
    Prerequisite:: Two Far Realm maneuvers
    Initiation Action:: 1 immediate action
    Range: See text
    Target: See text
    Duration: Instantaneous
    Saving Throw: See text

    You scream against this new intrusion into your mind. Your tortured psyche lashes out, using the horrors that have marked you as a weapon against your attacker.

    As an immediate action, you can throw off any attempt at mental control. In doing so, you show the controlling creature a glimpse of the tangled pathways of your mind. It must make a will saving throw (DC 15+your Cha modifier) or take 1d6 points of wisdom damage.

    This maneuver is a supernatural ability.


    Mad Prophet’s Vision
    Far Realm (Strike)
    Level: Far Realm 5
    Prerequisite:: Two Far Realm maneuvers
    Initiation Action:: 1 standard action
    Range: Melee attack
    Target: One creature
    Duration: One minute
    Saving Throw: Will Negates

    Your weapon seems to twist around as it strikes your enemy. His eyes vanish, and he stumbles back, away from horrors only he can see.

    By warping the fabric of reality around your opponent, granting him a glimpse into another, more distant world. After you strike your enemy with a melee attack, he must make a will saving throw (DC 15+your Cha modifier) or he is unable to see the prime material for one minute. Instead, he sees into the Far Realm. This causes 4 points of wisdom damage. While this lasts, he is effectively blinded.

    This maneuver is a supernatural ability.


    Mutation
    Far Realm (Boost)
    Level Far Realm 5
    Prerequisite:: Two Far Realm maneuvers
    Initiation Action:: 1 swift action
    Range: Personal
    Target: Self
    Duration: One round

    You clench your fist in pain, as your muscles swell and twist unnaturally. A part of your mind protests this unnatural transformation, but then is silenced.

    Your exposure to the Far Realm allows you to undergo a brief, but startling transformation. You take a -4 penalty to your wisdom score, but gain a +8 bonus to strength and dexterity for one round.

    This maneuver is a supernatural ability.


    Alien Geometry
    Far Realm (Stance)
    Level: Far Realm 6
    Prerequisite:: Two Far Realm maneuvers
    Initiation Action:: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    You walk across the open chasm as easily as if there were a bridge. Strangely, you cast a shadow on the air, as though on solid ground.

    While in this stance, you are able to bend space, moving between dimensions. You can move through objects as though they were not there, as well as walk on air as though you were under the effects of the air walk spell. You can still be attacked. You must end your movement in an unoccupied square you had line of sight to when you began your movement. At the end of your turn, you are no longer between dimensions, and are treated by gravity accordingly.

    This stance is a supernatural ability.


    Drain Life
    Far Realm (Strike)
    Level: Far Realm 6
    Prerequisite:: Two Far Realm maneuvers
    Initiation Action:: 1 standard action
    Range: Melee attack
    Target: One creature
    Duration: 1 hour
    Saving Throw: None

    Your spiked chain bites deeply into your enemy as it wraps around his arm. As you draw it back, light pulses into you, while shadows play over your foe.

    Your attack leaves your opponent drained. Make a melee attack. In addition to your normal damage, you give your opponent a -20 penalty to hit points that lasts for one hour. You gain 10 temporary hit points which disappear after one hour.

    This maneuver is a supernatural ability.


    Stunning Revelation
    Far Realm (Counter) [Mind-Affecting]
    Level: Far Realm 6
    Prerequisite:: Two Far Realm maneuvers
    Initiation Action:: 1 immediate action
    Range: Same plane
    Target: One creature
    Duration: 1 round
    Saving Throw: Will negates

    As the wizard finishes her spell, you are able to use her focus on you to reach her mind, showing her a brief glimpse into the true nature of reality.

    When you are the target of an attack or a spell, you can open your mind, sharing the terrible secrets you have been privy to. The attacker must make a will saving throw (DC 16+your Cha modifier) or be stunned for one round.

    This maneuver is a supernatural ability.


    Incomprehensible Force
    Far Realm (Strike) [Mind-Affecting]
    Level: Far Realm 7
    Prerequisite:: Three Far Realm maneuvers
    Initiation Action:: Standard
    Range: Melee attack
    Target: One creature
    Duration: Instantaneous
    Saving Throw: Will partial; see text

    You summon strange, crackling energies that surround your weapon. Reality seems to tear around your edges, and terrible things can be seen beyond. As you strike, your enemy is given a clear look.

    You summon energies beyond mortal ken around your weapon before attacking. With a successful melee attack, you force your enemy to make a will saving throw (DC 17+your Cha modifier). If they fail, you deal 1d8 wisdom damage and they cannot speak for one minute as their mind tries to comprehend the horror it has seen. Success negates their inability to speak and halves the wisdom damage.


    Pain of Failure
    Far Realm (Strike) [Fear]
    Level: Far Realm 7
    Prerequisite:: Three Far Realm maneuvers
    Initiation Action:: Standard
    Range: Melee attack
    Target: One creature
    Duration: One minute
    Saving Throw: None

    You strike your opponent solidly, and a dark energy surrounds him. For a moment, it seems harmless, but as he misses, it constricts, causing him obvious pain.

    Your touch creates a painful doubt, which consumes your victim’s energy with every set-back. As part of this maneuver, make a successful melee attack. For the next minute, every failed roll your opponent makes (attack roll, saving throw, skill check, ability check) results in 2d6 damage. Any failure also renders them shaken.

    This maneuver is a supernatural ability.


    Memento Mori
    Far Realm (Strike)
    Level: Far Realm 8
    Prerequisite:: Three Far Realm maneuvers
    Initiation Action:: 1 standard action
    Range: Melee attack
    Target: One creature
    Duration: 1 hour
    Saving Throw: None

    As your weapon hits, a darkness covers your enemy, as though he were standing in deep shadow. Light flows up your weapon to your arm, giving you new confidence.

    With a single blow, you give your opponent a painful reminder of his death. As part of this maneuver, you make a melee attack. If it hits, your enemy takes a -30 penalty to hit points. You gain 15 temporary hit points that disappear after one hour.

    This maneuver is a supernatural ability.


    Unnatural Weaponry
    Far Realm (Stance)
    Level: Far Realm 8
    Prerequisite:: Three Far Realm maneuvers
    Initiation Action:: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    Your long exposure to the Far Realm shows more plainly as two tentacles sprout from your shoulders, just above your arms. As you swing your weapon, they follow, adding their own strength to the fight.

    While using this stance, you grow two tentacles. Anytime you make a melee attack (including a standard attack, full attack, or even a strike), you can make two additional attacks at your highest attack action. These attacks deal bludgeoning damage based on the following table, plus ˝ your strength bonus. All attacks you make this round take a -2 penalty.


    {table=head]Size|Damage

    Fine|1d2
    Diminutive|1d3
    Tiny|1d4
    Small|1d6
    Medium|1d8
    Large|2d6
    Huge|3d6
    Gargantuan|4d6
    Colossal|6d6[/table]

    This stance is a supernatural ability.


    Metacosmic Exile
    Far Realm (Strike)
    Level: Far Realm 9
    Prerequisite:: Four Far Realm maneuvers
    Initiation Action:: Standard
    Range: Melee attack
    Target: One Creature
    Duration: Instantaneous
    Saving Throw: Will Negates

    As you swing your weapon, the very air screams as you cut at reality itself. A great rent in space appears around your enemy, and beyond, the terrible landscape of the Far Realm can be seen. Your enemy screams once as he is drawn within, and then the hole in space closes.

    As part of this maneuver, make a single melee attack. If it lands, in addition to taking regular damage, the target must make a will saving throw (DC 19+your Cha modifier). If it fails, they are instantly sent to a random point in the Far Realm, as though transported via Plane Shift.

    This maneuver is a supernatural ability.


    Far Realm Feats

    Terrible Secrets [General]
    Prerequisite:: First level. Must be a martial adept..
    Through careful study and training, you have gained insight into the true inner workings of the universe. It has come at the cross of other disciplines and your sanity, but it has given you terrible power.

    Benefit: You can give up normal access to one martial discipline your class grants (if you belong to two martial adept classes, choose one for this purpose). You can instead choose Far Realm maneuvers. Knowledge (the planes) is a class skill for your first martial adept class, instead of the key skill for the discipline you've given up. You cannot be confused, and are immune to effects that function by causing confusion, insanity, or madness. You have already stared into the cold, uncaring heart of the universe and it has left its mark on you.

    Normal: Martial adept classes grant martial maneuvers from disciplines outlined in their entries.


    Passionate Intensity [Tactical]

    Those who study the Far Plane find that their minds and souls swell with something that is as far beyond madness as madness is beyond reason. It guides them when they are lost and drives them on when all else has failed.

    Prerequisite: Terrible Secrets, base attack bonus +6, two Far Realm manevuers.
    Benefit: The Passionate Intensity feat enables the use of three tactical options.
    Things Fall Apart: To use this option, you must affect an opponent with a Far Realm maneuver that causes a saving throw, attribute, or ability check penalty while the opponent is already under the effect of such a maneuver. The penalty from each such strike, including the one that triggers the use of this tactical option, increases by 1.
    Widening Gyre: To use this option, you must make a successful attack against an opponent outside of your threatened area. Your next melee attack may be made against this opponent, regardless of range.
    Blood-Dimmed Tide: To use this option, you must reduce a foe below 0 hit points with a Far Realm strike. As a swift action before the end of your next turn, you may recover that maneuver. If you are a Crusader, this maneuver is immediately granted to you.
    Last edited by Jack Mann; 2007-10-28 at 12:38 AM.