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Any interest in an unofficial "Feats & Powers" IH expansion based on non-core material?
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<blockquote data-quote="Chess435" data-source="post: 8576039" data-attributes="member: 6675133"><p>The first mini-discipline expansion, Desert Wind! Still need costs/time for each maneuver.</p><p></p><p>Epic Feat</p><p>Master of the Desert Wind</p><p></p><p>Requirements: Martial Lore 24 ranks, knowledge of 6 Desert Wind maneuvers, able to initiate 9th level maneuvers</p><p></p><p>You are able to learn and ready epic maneuvers from the Desert Wind discipline, provided you spend the time and experience in order to do so. Additionally, once per day when you initiate a non-epic Desert Wind strike, you can use it a second time as part of the same action. If you do, that maneuver can't be recovered for the rest of the day.</p><p></p><p>Inferno Tempest</p><p>Strike [Fire]</p><p>1 full-round action</p><p>When you perform this maneuver, make a single full attack, and apply it against every enemy within a 30 foot radius. In addition, add 4d6 fire damage to each successful hit.</p><p></p><p>Desert Blitz</p><p>Stance</p><p>Double your base movement speed while in this stance. In addition, as an immediate action, you can move up to your speed to a hostile creature you can reach and make a single attack without provoking attacks of opportunity yourself during movement. If you take this action in response to an attack, spell, or ability targeted at you, that action fails if you move out of range.</p><p></p><p>Blistering Speed</p><p>Boost</p><p>1 Swift Action</p><p>1 Minute duration</p><p>When you activate this boost, make two hit rolls for every attack you make. Effects that you reroll a die cause you to reroll both these dice. If either one of them would be a hit, the attack hits. If both would be a hit, the attack is an automatic critical hit. If both dice are a natural 20, multiply the damage of the attack by your critical multiplier twice before applying damage. (i.e. a x3 crit multiplier would deal x9 damage)</p><p></p><p>Divine Phoenix Rush</p><p>Strike [Pinnacle] [Fire]</p><p>1 full round action</p><p>Choose any enemy creature you are aware of and can draw an unobstructed line between, regardless of distance. You don't have to directly see the target, awareness of their position through a scrying effect or the like will work. When you initiate this maneuver, you rush instantly to the target's position, regardless of distance or altitude and without provoking attacks of opportunity. This is not considered a teleportation effect. When you arrive, make a single melee attack against the target, who is considered flat-footed against the attack. On a successful hit, you deal additional fire damage based on the distance you moved.</p><p></p><p>0-100 feet 100</p><p>100-1000 feet 150</p><p>1000 feet - 5 miles 200</p><p>5-50 miles 250</p><p>50-500 miles 300</p><p>500+ miles 400</p></blockquote><p></p>
[QUOTE="Chess435, post: 8576039, member: 6675133"] The first mini-discipline expansion, Desert Wind! Still need costs/time for each maneuver. Epic Feat Master of the Desert Wind Requirements: Martial Lore 24 ranks, knowledge of 6 Desert Wind maneuvers, able to initiate 9th level maneuvers You are able to learn and ready epic maneuvers from the Desert Wind discipline, provided you spend the time and experience in order to do so. Additionally, once per day when you initiate a non-epic Desert Wind strike, you can use it a second time as part of the same action. If you do, that maneuver can't be recovered for the rest of the day. Inferno Tempest Strike [Fire] 1 full-round action When you perform this maneuver, make a single full attack, and apply it against every enemy within a 30 foot radius. In addition, add 4d6 fire damage to each successful hit. Desert Blitz Stance Double your base movement speed while in this stance. In addition, as an immediate action, you can move up to your speed to a hostile creature you can reach and make a single attack without provoking attacks of opportunity yourself during movement. If you take this action in response to an attack, spell, or ability targeted at you, that action fails if you move out of range. Blistering Speed Boost 1 Swift Action 1 Minute duration When you activate this boost, make two hit rolls for every attack you make. Effects that you reroll a die cause you to reroll both these dice. If either one of them would be a hit, the attack hits. If both would be a hit, the attack is an automatic critical hit. If both dice are a natural 20, multiply the damage of the attack by your critical multiplier twice before applying damage. (i.e. a x3 crit multiplier would deal x9 damage) Divine Phoenix Rush Strike [Pinnacle] [Fire] 1 full round action Choose any enemy creature you are aware of and can draw an unobstructed line between, regardless of distance. You don't have to directly see the target, awareness of their position through a scrying effect or the like will work. When you initiate this maneuver, you rush instantly to the target's position, regardless of distance or altitude and without provoking attacks of opportunity. This is not considered a teleportation effect. When you arrive, make a single melee attack against the target, who is considered flat-footed against the attack. On a successful hit, you deal additional fire damage based on the distance you moved. 0-100 feet 100 100-1000 feet 150 1000 feet - 5 miles 200 5-50 miles 250 50-500 miles 300 500+ miles 400 [/QUOTE]
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Any interest in an unofficial "Feats & Powers" IH expansion based on non-core material?
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