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Class: Martial Assassin, plus the Black Lotus discipline. (v2.0)
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<blockquote data-quote="Zachariah" data-source="post: 4115190" data-attributes="member: 51048"><p>Following is the more compleet discription of the maneuvers. I have everything written up in a word doc, in a more official layout. I'll try to add those in some way.</p><p></p><p></p><p><strong>Eyes of the Unseen</strong></p><p>Level: Black Lotus 1 (Stance)</p><p></p><p>As long as you are in this stance, you gain darkvision out to 60 feet. If you already have darkvision it’s range increases by 60 feet.</p><p></p><p></p><p><strong>Mind Blank</strong></p><p>Black Lotus (Counter)</p><p>Level: Black Lotus 1</p><p>Initiation Action: 1 immediate action</p><p></p><p>You can use this maneuver anytime you become the target of a detect alignment spell or sense motive check. The corresponding check ends up blank.</p><p></p><p></p><p><strong>Nerve Stab</strong></p><p>Level: Black Lotus 1 (Strike)</p><p>Saving Throw: Fortitude partial</p><p></p><p>As part of this maneuver, you make single melee attack. If successful, your opponent suffers an extra +1d6 damage, and must make a Fort save (DC 11 + Dex modifier) or become Fatigued for 1d4 rounds.</p><p></p><p></p><p><strong>Poison Swap</strong></p><p>Level: Black Lotus 1 (Boost)</p><p></p><p>Until the end of your turn, you may apply a poison to your weapons as a free action. You don’t risk poisoning yourself when using this maneuver.</p><p></p><p></p><p><strong>Bloodstainer</strong></p><p>Level: Black Lotus 2 (Boost)</p><p>Your next melee sneak attack has its base number of bonus dice doubled (to a maximum of 1 extra sneak attack dice per two initiator levels) and adds 1 point of damage per initiator level.</p><p></p><p></p><p><strong>Elusive Mind</strong></p><p>Level: Black Lotus 2 (Counter)</p><p>Prerequisite: One Black Lotus maneuver</p><p></p><p>You can use the maneuver any time you would be required to make a Will save. Roll a Sleight of Hand check instead of the Will save and use the result of that check to determine the saves successfulness. You must use this maneuver before you roll the Will save. A result of a natural 1 on your Sleight of Hand check is not an automatic failure.</p><p></p><p></p><p><strong>Relentless Strikes</strong> </p><p>Level: Black Lotus 2 (Boost)</p><p></p><p>Until the end of your turn, your melee sneak attacks gain a +1 insight bonus to attack. If any of your sneak attacks hit it allows you to make one extra sneak attack against the same target during your next round. </p><p></p><p></p><p><strong>Cruel Thrust</strong> </p><p>Level: Black Lotus 3 (Strike)</p><p></p><p>As part of this maneuver, you make single melee attack. If successful, your opponent suffers an extra +3d6 points of damage. When using a light melee weapon while initiating this maneuver, the weapons threat range increases by 4. This effect stacks with other effects that increase threat range.</p><p></p><p></p><p><strong>Enduring Venom</strong> </p><p>Level: Black Lotus 3 (Counter)</p><p></p><p>You can use this maneuver to reroll any failed attempt to poison your foe. Your opponent must reroll his save with a -2 penalty.</p><p></p><p></p><p><strong>Way of the Unseen</strong> </p><p>Level: Black Lotus 3 (Stance)</p><p></p><p>While you are in this stance, you take no penalty to Hide and Move Silently checks when moving at any speed up to your normal speed, and only takes -10 penalty on Hide and Move Silently checks when running. In addition you may always choose to take 10 on a Hide and Move Silently check.</p><p></p><p></p><p><strong>Fading Petal</strong> </p><p>Level: Black Lotus 4 (Counter)</p><p></p><p>Whenever an opponent attacks you and misses, you can initiate this maneuver as an immediate action. As part of this maneuver, you must make a Sleight of Hand check opposed by your opponent's attack roll. If your Sleight of Hand check succeeds, you disarm your opponent. If you fail, your opponents attack is considered successful.</p><p>You cannot initiate this maneuver if your are considered flat-footed against the incoming attack.</p><p></p><p></p><p><strong>Garrote</strong> </p><p>Level: Black Lotus 4 (Boost)</p><p>Saving Throw: Fortitude partial</p><p></p><p>Until the end of your turn, your melee sneak attack deals an additional 3d6 points of damage and the opponent must make a successful Fort save (DC 14 + Dex modifier) or become temporary hindered to speak. For the next 1d4 +1 rounds, the target takes a -5 penalty on any skill check requiring speech and has a 50% chance of failure when casting a spell with verbal commands.</p><p></p><p></p><p><strong>Tainted Blade</strong> </p><p>Level: Black Lotus 4 (Boost)</p><p></p><p>Until the end of turn each of your melee attacks deals an extra 2d6 points of damage. If your weapons are poisoned the DC for resisting poison is increased by 4. If the target was already poisoned your attacks deal an additional +1 points of damage per initiator level. This boost doesn’t apply to natural attacks.</p><p></p><p></p><p><strong>Death Shroud</strong></p><p>Level: Black Lotus 5 (Stance)</p><p>Range: 15 ft. Radius</p><p></p><p>All enemies within 15 ft. radius are unable to gain hit points by any means. Heal checks automatically fail. In addition, you become immune to fear effects. The effect of this stance applies only to living creatures – undead, constructs and incorporeal creatures are unaffected. </p><p>This stance is a supernatural ability.</p><p></p><p></p><p><strong>Malicious Strike</strong></p><p>Level: Black Lotus 5 (Strike)</p><p></p><p>As part of this maneuver, you make single melee attack. If successful, your opponent suffers an extra +5d6 points of damage. When using a light melee weapon while initiating this maneuver, the weapons threat range increases by 4 and multiplier by 1 (to a maximum multiplier of 4). This effect stacks with other effects that increase threat range.</p><p></p><p></p><p><strong>Shifting Blades</strong> </p><p>Level: Black Lotus 5 (Counter)</p><p></p><p>Whenever an opponent makes an attack of opportunity against you, you can initiate this maneuver as an immediate action. As part of this maneuver, you must make a Sleight of Hand check opposed by your opponent's attack roll. If your Sleight of Hand check succeeds, your opponent misses and you make an attack of opportunity against your attacker. If your check fails, you gain a -2 penalty to AC and your opponent resolves his attack of opportunity normally. </p><p></p><p></p><p><strong>Blade of the Unseen</strong> </p><p>Level: Black Lotus 6 (Boost)</p><p>Saving Throw: Fortitude partial</p><p></p><p>Your next melee sneak attack deals an extra 5d6 points of damage and your opponent must make a successful Fortitude save (DC 16 + your Dex modifier) or become blinded for 1d4 rounds. </p><p></p><p></p><p><strong>Revealing Fury</strong> </p><p>Level: Black Lotus 6 (Boost)</p><p></p><p>After initiating this boost, you can make one additional attack with each weapon you wield. These attacks are made with the highest attack modifier for each of your respective weapons. All of these attacks must be directed against the same opponent. If any of your attacks hit this turn, you make a Sleight of Hand check opposed by your opponent's AC. If successful your opponent is considered flat-footed against your next turn melee attacks.</p><p>For each attack that hits you gain a +1 insight bonus to the Sleight of Hand check made to confirm the secondary effect of this maneuver. These stack among themselves.</p><p></p><p></p><p><strong>Black Venom Thrust</strong> </p><p>Level: Black Lotus 7 (Strike) </p><p></p><p>As part of this maneuver, you make a single melee attack. If your weapons are poisoned, you add you Dexterity modifier (if positive) to the DC for resisting your poison. If the target fails the save, he must immediately roll for the secondary poison damage (normal DC). This boost doesn’t apply to natural attacks.</p><p></p><p></p><p><strong>Eye of Massacre</strong></p><p>Level: Black Lotus 7 (Stance)</p><p></p><p>This stance doubles the critical threat range when using light melee weapons. This effect stacks with other effects that increase threat range. In addition, you get a competence bonus on confirming critical hits equal to one fifth your Sleight of Hand ranks, rounded down.</p><p></p><p></p><p><strong>Twisting Fang</strong> </p><p>Level: Black Lotus 7 (Strike) </p><p></p><p>As part of this maneuver, you make single melee attack. When using a light melee weapon while initiating this maneuver, the weapons threat range increases by 6 and multiplier by 2 (to a maximum multiplier of 4). This effect stacks with other effects that increase threat range. If this strike results in a critical hit you deal an extra 2 points of Constitution damage, and causes the target to bleed for 1d4 points of damage each round at the start of its turn. Until the target receives the benefit of a DC 15 Heal check or any cure spell or similar magical healing. </p><p>If you fail to critical hit, but succeed to hit your target, you deal an extra 6d6 points of damage.</p><p></p><p></p><p><strong>Black Lotus Eclipse</strong> </p><p>Level: Black Lotus 8 (Boost)</p><p>Saving Throw: Fortitude partial</p><p></p><p>Your next melee sneak attack deals an extra 5d8 points of damage and your opponent must make a successful Fortitude save (DC 18 + your Dex modifier) or become paralyzed for 1d3 rounds. </p><p></p><p></p><p><strong>Cremator</strong> </p><p>Level: Black Lotus 8 (Strike)</p><p></p><p>As part of this maneuver, you make single melee attack. If successful, it deals an extra 8d6 points of damage. In addition, if this attack hits, the blood of the target turns highly acidic, the victim takes an extra 1d6 points of acid damage each round at the start of its turn for 3 rounds. If this attack kills the target or it dies within the 3 rounds, the body dissolves, leaving only a pile of organic carbonized ooze. Creatures killed while under the effect of this strike can only be returned to life by true resurrection and wish.</p><p></p><p></p><p><strong>Veil of Deception</strong> </p><p>Level: Black Lotus 8 (Counter)</p><p></p><p>If your opponent attacks you, you can initiate this maneuver. You add halve your Sleight of Hand ranks to AC. If the attack fails, your opponent’s round ends and he becomes flat-footed against your next melee attack. This attack must take place before or on your next turn to gain the benefit of this maneuver. You cannot initiate this maneuver if your are considered flat-footed against the incoming attack.</p><p></p><p></p><p><strong>Death Seal Strike:</strong> </p><p>Level: Black Lotus 9 (Boost)</p><p>Saving Throw: Fortitude partial</p><p></p><p><em>With a single strike of lethal precision, you pierce your enemy in a vital point. A combination of dark malicious energy and vile poisons is channeled through your blade, disrupting the life force running through your enemy’s veins. Its internal organs instantly start to shut down, causing it to drop to its knees… dying.</em></p><p></p><p>Your next melee sneak attack gains a +1 bonus to attack. If your sneak attack hits, the target must attempt a Fortitude save (DC 19 + Dex modifier). If the save fails, your target drops to -8 hit points, then -9 hit points at the end of this round. If someone immediately makes a successful Heal check (DC 19) or somehow gives the target more hit points, he stabilizes. Otherwise, at the end of the next round, the target reaches -10 hit points and dies. If the save is successful, you deal an extra 15d6 points of damage and causes the target to be Dazed for one round. Creatures immune to critical hits are immune to the death effect of this maneuver.</p></blockquote><p></p>
[QUOTE="Zachariah, post: 4115190, member: 51048"] Following is the more compleet discription of the maneuvers. I have everything written up in a word doc, in a more official layout. I'll try to add those in some way. [B]Eyes of the Unseen[/B] Level: Black Lotus 1 (Stance) As long as you are in this stance, you gain darkvision out to 60 feet. If you already have darkvision it’s range increases by 60 feet. [B]Mind Blank[/B] Black Lotus (Counter) Level: Black Lotus 1 Initiation Action: 1 immediate action You can use this maneuver anytime you become the target of a detect alignment spell or sense motive check. The corresponding check ends up blank. [B]Nerve Stab[/B] Level: Black Lotus 1 (Strike) Saving Throw: Fortitude partial As part of this maneuver, you make single melee attack. If successful, your opponent suffers an extra +1d6 damage, and must make a Fort save (DC 11 + Dex modifier) or become Fatigued for 1d4 rounds. [B]Poison Swap[/B] Level: Black Lotus 1 (Boost) Until the end of your turn, you may apply a poison to your weapons as a free action. You don’t risk poisoning yourself when using this maneuver. [B]Bloodstainer[/B] Level: Black Lotus 2 (Boost) Your next melee sneak attack has its base number of bonus dice doubled (to a maximum of 1 extra sneak attack dice per two initiator levels) and adds 1 point of damage per initiator level. [B]Elusive Mind[/B] Level: Black Lotus 2 (Counter) Prerequisite: One Black Lotus maneuver You can use the maneuver any time you would be required to make a Will save. Roll a Sleight of Hand check instead of the Will save and use the result of that check to determine the saves successfulness. You must use this maneuver before you roll the Will save. A result of a natural 1 on your Sleight of Hand check is not an automatic failure. [B]Relentless Strikes[/B] Level: Black Lotus 2 (Boost) Until the end of your turn, your melee sneak attacks gain a +1 insight bonus to attack. If any of your sneak attacks hit it allows you to make one extra sneak attack against the same target during your next round. [B]Cruel Thrust[/B] Level: Black Lotus 3 (Strike) As part of this maneuver, you make single melee attack. If successful, your opponent suffers an extra +3d6 points of damage. When using a light melee weapon while initiating this maneuver, the weapons threat range increases by 4. This effect stacks with other effects that increase threat range. [B]Enduring Venom[/B] Level: Black Lotus 3 (Counter) You can use this maneuver to reroll any failed attempt to poison your foe. Your opponent must reroll his save with a -2 penalty. [B]Way of the Unseen[/B] Level: Black Lotus 3 (Stance) While you are in this stance, you take no penalty to Hide and Move Silently checks when moving at any speed up to your normal speed, and only takes -10 penalty on Hide and Move Silently checks when running. In addition you may always choose to take 10 on a Hide and Move Silently check. [B]Fading Petal[/B] Level: Black Lotus 4 (Counter) Whenever an opponent attacks you and misses, you can initiate this maneuver as an immediate action. As part of this maneuver, you must make a Sleight of Hand check opposed by your opponent's attack roll. If your Sleight of Hand check succeeds, you disarm your opponent. If you fail, your opponents attack is considered successful. You cannot initiate this maneuver if your are considered flat-footed against the incoming attack. [B]Garrote[/B] Level: Black Lotus 4 (Boost) Saving Throw: Fortitude partial Until the end of your turn, your melee sneak attack deals an additional 3d6 points of damage and the opponent must make a successful Fort save (DC 14 + Dex modifier) or become temporary hindered to speak. For the next 1d4 +1 rounds, the target takes a -5 penalty on any skill check requiring speech and has a 50% chance of failure when casting a spell with verbal commands. [B]Tainted Blade[/B] Level: Black Lotus 4 (Boost) Until the end of turn each of your melee attacks deals an extra 2d6 points of damage. If your weapons are poisoned the DC for resisting poison is increased by 4. If the target was already poisoned your attacks deal an additional +1 points of damage per initiator level. This boost doesn’t apply to natural attacks. [B]Death Shroud[/B] Level: Black Lotus 5 (Stance) Range: 15 ft. Radius All enemies within 15 ft. radius are unable to gain hit points by any means. Heal checks automatically fail. In addition, you become immune to fear effects. The effect of this stance applies only to living creatures – undead, constructs and incorporeal creatures are unaffected. This stance is a supernatural ability. [B]Malicious Strike[/B] Level: Black Lotus 5 (Strike) As part of this maneuver, you make single melee attack. If successful, your opponent suffers an extra +5d6 points of damage. When using a light melee weapon while initiating this maneuver, the weapons threat range increases by 4 and multiplier by 1 (to a maximum multiplier of 4). This effect stacks with other effects that increase threat range. [B]Shifting Blades[/B] Level: Black Lotus 5 (Counter) Whenever an opponent makes an attack of opportunity against you, you can initiate this maneuver as an immediate action. As part of this maneuver, you must make a Sleight of Hand check opposed by your opponent's attack roll. If your Sleight of Hand check succeeds, your opponent misses and you make an attack of opportunity against your attacker. If your check fails, you gain a -2 penalty to AC and your opponent resolves his attack of opportunity normally. [B]Blade of the Unseen[/B] Level: Black Lotus 6 (Boost) Saving Throw: Fortitude partial Your next melee sneak attack deals an extra 5d6 points of damage and your opponent must make a successful Fortitude save (DC 16 + your Dex modifier) or become blinded for 1d4 rounds. [B]Revealing Fury[/B] Level: Black Lotus 6 (Boost) After initiating this boost, you can make one additional attack with each weapon you wield. These attacks are made with the highest attack modifier for each of your respective weapons. All of these attacks must be directed against the same opponent. If any of your attacks hit this turn, you make a Sleight of Hand check opposed by your opponent's AC. If successful your opponent is considered flat-footed against your next turn melee attacks. For each attack that hits you gain a +1 insight bonus to the Sleight of Hand check made to confirm the secondary effect of this maneuver. These stack among themselves. [B]Black Venom Thrust[/B] Level: Black Lotus 7 (Strike) As part of this maneuver, you make a single melee attack. If your weapons are poisoned, you add you Dexterity modifier (if positive) to the DC for resisting your poison. If the target fails the save, he must immediately roll for the secondary poison damage (normal DC). This boost doesn’t apply to natural attacks. [B]Eye of Massacre[/B] Level: Black Lotus 7 (Stance) This stance doubles the critical threat range when using light melee weapons. This effect stacks with other effects that increase threat range. In addition, you get a competence bonus on confirming critical hits equal to one fifth your Sleight of Hand ranks, rounded down. [B]Twisting Fang[/B] Level: Black Lotus 7 (Strike) As part of this maneuver, you make single melee attack. When using a light melee weapon while initiating this maneuver, the weapons threat range increases by 6 and multiplier by 2 (to a maximum multiplier of 4). This effect stacks with other effects that increase threat range. If this strike results in a critical hit you deal an extra 2 points of Constitution damage, and causes the target to bleed for 1d4 points of damage each round at the start of its turn. Until the target receives the benefit of a DC 15 Heal check or any cure spell or similar magical healing. If you fail to critical hit, but succeed to hit your target, you deal an extra 6d6 points of damage. [B]Black Lotus Eclipse[/B] Level: Black Lotus 8 (Boost) Saving Throw: Fortitude partial Your next melee sneak attack deals an extra 5d8 points of damage and your opponent must make a successful Fortitude save (DC 18 + your Dex modifier) or become paralyzed for 1d3 rounds. [B]Cremator[/B] Level: Black Lotus 8 (Strike) As part of this maneuver, you make single melee attack. If successful, it deals an extra 8d6 points of damage. In addition, if this attack hits, the blood of the target turns highly acidic, the victim takes an extra 1d6 points of acid damage each round at the start of its turn for 3 rounds. If this attack kills the target or it dies within the 3 rounds, the body dissolves, leaving only a pile of organic carbonized ooze. Creatures killed while under the effect of this strike can only be returned to life by true resurrection and wish. [B]Veil of Deception[/B] Level: Black Lotus 8 (Counter) If your opponent attacks you, you can initiate this maneuver. You add halve your Sleight of Hand ranks to AC. If the attack fails, your opponent’s round ends and he becomes flat-footed against your next melee attack. This attack must take place before or on your next turn to gain the benefit of this maneuver. You cannot initiate this maneuver if your are considered flat-footed against the incoming attack. [B]Death Seal Strike:[/B] Level: Black Lotus 9 (Boost) Saving Throw: Fortitude partial [I]With a single strike of lethal precision, you pierce your enemy in a vital point. A combination of dark malicious energy and vile poisons is channeled through your blade, disrupting the life force running through your enemy’s veins. Its internal organs instantly start to shut down, causing it to drop to its knees… dying.[/I] Your next melee sneak attack gains a +1 bonus to attack. If your sneak attack hits, the target must attempt a Fortitude save (DC 19 + Dex modifier). If the save fails, your target drops to -8 hit points, then -9 hit points at the end of this round. If someone immediately makes a successful Heal check (DC 19) or somehow gives the target more hit points, he stabilizes. Otherwise, at the end of the next round, the target reaches -10 hit points and dies. If the save is successful, you deal an extra 15d6 points of damage and causes the target to be Dazed for one round. Creatures immune to critical hits are immune to the death effect of this maneuver. [/QUOTE]
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Class: Martial Assassin, plus the Black Lotus discipline. (v2.0)
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