JiCi
First Post
Nice stuff you got there Nifft. Hmmm... Maneuver Focus (Strike of Perfect Clarity)... now deals +200 points of damage... just hope the DM doesn't play with death from massive damage, althought Shadow Hand's one gives you 30d6 points of damage and deals 4d6 points of str, dex or con.
Here's my share:
Maneuver Master [Epic]
You have mastered a discipline to its pinnacle.
Prerequisites: Initiator level 21st, must know a 9th-level maneuver
Benefit: Select a discipline in which you know a 9th-level maneuver, such as Desert Wind. When using any of those maneuvers, you may add half of your initiator levels to anyone of those rolls:
Epic Maneuver [Epic]
You have learn a mysterious, yet powerful maneuver.
Prerequisites: Initiator level 21st, must know 9th-level maneuvers, Maneuver Master (chosen discipline), Skill Focus (discipline key skill), Epic Skill Focus (discipline key skill)
Benefit: You may select an epic maneuver described below. This maneuver is integrated into your maneuver list and it is treated as a normal maveuver in all aspects, but it takes a longer time to recover.
Crusader: A crusader recovers his epic maneuver only when each of its withheld maneuvers have been granted to him two times.
Swordsage: A swordsage recovers his epic maneuver by spending 1 minute of meditation.
Warblade: A warblade recovers his epic maneuver by a spending a full-round action doing nothing else.
Characters with the Martial Study feat: Those characters must ready their epic maneuver again by spending 10 minutes practicing.
Epic maneuvers are treated as 10th-level maneuvers for DCs and other modifiers.
Special: You may select this feat multiple times. You must meet the prerequisites each time you select it.
Here are the new maneuvers:
DESERT WIND
Combustion Blast – Strike: Deals fire damage, area damage upon death.
Burning Urge – Boost: Triple your speed, +1 to attack rolls when charging for every 10 ft. you move.
Fire Dance – Stance: Convert fire damage into healing.
Fire Blood – Counter: Cause fire damage when hit.
Combustion Blast
Desert Wind (Strike) [Fire]
Level: Epic
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature, 15-ft radius
Duration: Instantaneous
Saving Throw: none, Reflex half; see below
Burning Urge
Desert Wind (Boost)
Level: Epic
Initiation Action: 1 swift action
Range: Personal
Duration: 1 round
Fire Dance
Desert Wind (Stance)
Level: Epic
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Fire Blood
Desert Wind (Counter)
Level: Epic
Initiation Action: 1 immediate action
Range: Personal
Target: You
DEVOTED SPIRIT
Devoted Wrath – Strike: Slay foe of opposed alignment.
Antithetical Defense – Boost: Gain DR 20/opposed alignment or DR 10/your alignment
Devoted Metabolism – Stance: Gain fast healing.
Counter Smite – Counter: Gains a smite attempt as a immediate action.
Devoted Wrath
Devoted Spirit (Strike) [Chaotic, Evil, Good or Lawful]
Level: Epic
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Here's my share:
Maneuver Master [Epic]
You have mastered a discipline to its pinnacle.
Prerequisites: Initiator level 21st, must know a 9th-level maneuver
Benefit: Select a discipline in which you know a 9th-level maneuver, such as Desert Wind. When using any of those maneuvers, you may add half of your initiator levels to anyone of those rolls:
- A skill check
- An attack roll
- A damage roll
- A save DC
Epic Maneuver [Epic]
You have learn a mysterious, yet powerful maneuver.
Prerequisites: Initiator level 21st, must know 9th-level maneuvers, Maneuver Master (chosen discipline), Skill Focus (discipline key skill), Epic Skill Focus (discipline key skill)
Benefit: You may select an epic maneuver described below. This maneuver is integrated into your maneuver list and it is treated as a normal maveuver in all aspects, but it takes a longer time to recover.
Crusader: A crusader recovers his epic maneuver only when each of its withheld maneuvers have been granted to him two times.
Swordsage: A swordsage recovers his epic maneuver by spending 1 minute of meditation.
Warblade: A warblade recovers his epic maneuver by a spending a full-round action doing nothing else.
Characters with the Martial Study feat: Those characters must ready their epic maneuver again by spending 10 minutes practicing.
Epic maneuvers are treated as 10th-level maneuvers for DCs and other modifiers.
Special: You may select this feat multiple times. You must meet the prerequisites each time you select it.
Here are the new maneuvers:
DESERT WIND
Combustion Blast – Strike: Deals fire damage, area damage upon death.
Burning Urge – Boost: Triple your speed, +1 to attack rolls when charging for every 10 ft. you move.
Fire Dance – Stance: Convert fire damage into healing.
Fire Blood – Counter: Cause fire damage when hit.
Combustion Blast
Desert Wind (Strike) [Fire]
Level: Epic
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature, 15-ft radius
Duration: Instantaneous
Saving Throw: none, Reflex half; see below
You slash your foe, and eject a powerful fire within its wounds.
As part of this maneuver, you make a mormal melee attack. If successful, this attack deals an extra 1d8 points of fire damage per initiator level. If the foe dies from the fire damage, the creature explodes in a burst of fire, dealing 1d6 points of fire damage per the creature’s HD to everything in a 15-ft radius, leaving a fine trace of ashes. A Reflex save halves this damage.
This maneuver is a supernatural ability.
This maneuver is a supernatural ability.
Burning Urge
Desert Wind (Boost)
Level: Epic
Initiation Action: 1 swift action
Range: Personal
Duration: 1 round
You feel a burning sensation coursing through your veins.
You have learn to use fire as an body accelerator. Until the end of your turn, your speed triples and, for each 10 feet you move, you gain a cumulative +1 to attack rolls.
Fire Dance
Desert Wind (Stance)
Level: Epic
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You gain the ability to control fire and convert it into warm healing.
As long as you are in this stance, you are not only immune to fire, but for each 3 points of fire damage you would have take, you heal 1 point of damage.
Fire Blood
Desert Wind (Counter)
Level: Epic
Initiation Action: 1 immediate action
Range: Personal
Target: You
As your foe hits you, your blood splatters toward the target and ignites in the air.
You initiate this maneuver when your foe successfully hits you, as an immediate action. The foe takes 1d6 points of fire damage per 4 initiator levels. If your foe scores a critical hit, then the fire damage your opponent takes is multiplied by its weapon critical multiplier.
This maneuver is a supernatural ability.
________________________________________________________________________This maneuver is a supernatural ability.
DEVOTED SPIRIT
Devoted Wrath – Strike: Slay foe of opposed alignment.
Antithetical Defense – Boost: Gain DR 20/opposed alignment or DR 10/your alignment
Devoted Metabolism – Stance: Gain fast healing.
Counter Smite – Counter: Gains a smite attempt as a immediate action.
Devoted Wrath
Devoted Spirit (Strike) [Chaotic, Evil, Good or Lawful]
Level: Epic
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial
You swing your weapon at your opponent while invoking the power of your deity, and discharge a blow of divine blow, slaying it instantly.
As part of this maneuver, you make a mormal melee attack against an opponent with an opposed alignment component. If successful, the target must make a Fortitude save or die instantly. If the target makes its save, it takes damage according to its alignment:
- if the target is only one step away from your alignment, such as a neutral good adept hitting a neutral creature, it takes 1d6 points of damage per 4 initiator levels.
- if the target is two step away from your alignment, such as a neutral good adept hitting a neutral evil creature, it takes 1d6 points of damage per 2 initiator levels.
- if the target is three step away from your alignment, such as a lawful good hitting a neutral evil creatures, it takes 1d6 points of damage equal to ¾ of your initiator level.
- if the target is four step away from your alignment, such as a lawful good hitting a chaotic evil creatures, it takes 1d6 points of damage per initiator level.
Antithetical Defense
Devoted Spirit (Boost) [Chaotic, Evil, Good and/or Lawful]
Level: Epic
Initiation Action: 1 swift action
Range: Personal
Duration: 1 round
You pray your deity to give his or her blessing against an enemy’s attack.
Until the beginning of your next turn, you gain a DR 20/your opposed alignment; a lawful evil adept would gain DR 20/chaotic and good, while a neutral good would gain DR 20/evil. As an alternative, you can also choose to gain a lesser reduction, but effective against opponent of your own alignment. Such a choice grants you a DR 10/your alignment.
Devoted Metabolism
Devoted Spirit (Stance)
Level: Epic
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You invoke your deity to grant you his or her divine health.
As long as you are in this stance, you gain a fast healing score equal to 1 per 4 initiator levels.
Counter Smite
Devoted Spirit (Counter) [Chaotic, Evil, Good or Lawful]
Level: Epic
Initiation Action: 1 immediate action
Range: Personal
Target: One creature
As your foe hits you, you use your divine connection to violently counterattack.
You initiate this maneuver when a foe of opposed alignment successfully hits you, as an immediate action. You make a normal melee attack, with a bonus to your attack roll equal to your key modifier. If successful, you deal an extra 1d6 points of damage per initiator level. This maneuver only works against creatures of opposed alignments, like a standard smite attempt.________________________________________________________________________
DIAMOND MIND
Swift Slashes – Strike: Attack multiple times depending on Concentration check.
Quicksilver Strike – Boost: Make a single attack as a swift action
See the Unseen – Stance: Gain blindsight 60 ft.
Mind Freeze – Counter: Render foe unconscious for 1 round
Swift Slashes
Diamond Mind (Strike)
Level: Epic
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Saving Throw: none
You take a deep breath, and dash toward your opponent, slashing it endlessly.
As part of this maneuver, you make a Concentration check. For each 10 points you rolled, you can make an attack with your highest base attack bonus.
Quicksilver Strike
Diamond Mind (Boost)
Level: Epic
Initiation Action: 1 swift action
Range: Personal
Duration: 1 round
You strike your opponent at such a speed that your foe has barely the time to notice its wounds.
As part of this maneuver, you may make an additional attack at your highest base attack bonus.
See the Unseen
Diamond Mind (Stance)
Level: Epic
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Your skin seems to be more sensitive to displaced air currents.
As long as you are in this stance, you gain blindsight 60 feet.
Mind Freeze
Diamond Mind (Counter)
Level: Epic
Initiation Action: 1 immediate action
Range: Personal
Target: One creature
Your foe is about to deliver a strong blow, but as he misses, you hit a set of nerves that makes your foe fall to the ground without efforts.
You initiate this maneuver when a foe misses you, as an immediate action. You make a normal melee attack. However, this attack deals no damage, but your target must make a Fortitude save or fall prone and unconscious on the ground. The unconsciousness lasts until the end of your next turn. Creatures immune to critical hits are also immune to this maneuver.________________________________________________________________________
IRON HEART
Adamantine Tempest – Strike: Make a full attack against each adjacent foe.
Iron Press – Boost: Add a chance to knock prone and stun foe to attacks.
Wall of Steel – Stance: Gain DR 15/--
Effective Resistance – Counter: Reroll saving throws with a bonus.
Adamantine Tempest
Iron Heart (Strike)
Level: Epic
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature or more creatures
Duration: Instantaneous
You raise your weapon high over your head, and start swinging it against each opponent within your reach.
As part of this maneuver, you make a full attack action against every creature adjacent to you, all at your normal base attack bonus.
Iron Press
Iron Heart (Boost)
Level: Epic
Initiation Action: 1 swift action
Range: Personal
Duration: 1 round
You strike your opponent with such force that it knocks it off its feet and stuns it.
Until the end of your turn, your attacks have a chance of stunning and knocking your opponent prone. A successful Fortitude save negates the stun effect, while a Reflex save negates the knocking effect.
Wall of Steel
Iron Heart (Stance)
Level: Epic
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Your skin harden a little and slowly develop a polish sheen and texture.
As long as you are in this stance, you gain a DR 15/--.
Effective Resistance
Iron Heart (Counter)
Level: Epic
Initiation Action: 1 immediate action
Range: Personal
Target: You
With the right timing and state of mind, you are able to shrug off what looks to be fatal damage.
You initiate this maneuver when you failed a saving throw, as an immediate action. You may reroll that saving throw with a bonus equal to half your initiator level. You must keep the second roll, even of it is worse than the first one.________________________________________________________________________
SETTING SUN
Spine Crush – Strike: Successful grapple check deals damage and paralyse foe
Prescience Grip – Boost: Add Sense Motive result to grapple, trip and disarm checks.
Twisting Defense – Stance: Gain improved uncanny dodge, plus bonuses to Reflex saves.
Destined Trap – Counter: Successful trip or grapple attempt on missed attacks.
Spine Crush
Setting Sun (Strike)
Level: Epic
Initiation Action: 1 standard action
Range: Melee attack (grapple)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial
You twist your arms so tight that it severely damages your victim’s spine and leaves it lying on the ground motionless.
As part of this maneuver, you make a successful grapple check against an opponent of your size or one size smaller or larger than you. If successful, you deal normal grapple damage, such as with an unarmed strike or light weapon, with an extra 1d6 points of damage per initiator level. If the victim fails a Fortitude save, it gets paralysed for 2d6 rounds. A successful save merely makes the victim fall prone, but the damage is not negated or halved.
Prescience Grip
Setting Sun (Boost)
Level: Epic
Initiation Action: 1 swift action
Range: Personal
Duration: 1 round
You predict your opponent’s moves, making it easier to catch it off-guard.
As part of this maneuver, you make a Sense Motive check against a DC equal to an opponent’s normal attack roll. Until the end of your turn, you gain a bonus to disarm, grapple and trip attempts equal to the difference between the results. The difference may result in a penalty if you failed your roll.
Twisting Defense
Setting Sun (Stance)
Level: Epic
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Your body is slightly pulsing, as if it tries to stay aware to its surroundings.
As long as you are in this stance, you gain the improved uncanny dodge class feature, thus you keep your dexterity modifier to AC and cannot be caught flat-footed. Furthermore, you gain a bonus to Reflex saves equal to half your initiator level.
Destined Trap
Setting Sun (Counter)
Level: Epic
Initiation Action: 1 immediate action
Range: Personal
Target: One creature
As you foe charges to kill you, you smile slyly and, at the last second, you throw your opponent off its feets or locked it into submission.
You initiate this maneuver when your opponent misses you, as an immediate action. You may make a free grapple or trip attempt, and you have an automatic success on these attempts.________________________________________________________________________
SHADOW HAND
Umbral Implosion – Strike: Slay one foe, deal damage and render foe unconscious if successful save.
Shadow Flash – Boost: Use foe’s own shadow to catch it flat-footed.
Night Shadow – Stance: Gain a fly speed at good maneuvrability.
Shadow Evasion – Counter: Use shadows to escape an attack.
Umbral Explosion
Shadow Hand (Strike)
Level: Epic
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial
You charge toward your foe, becomes a shadow figure and literally thrusting through it, leaving an icy cold pain in your wake.
As part of this maneuver, you make a normal charge attack. If successful, you become incorporeal for a split second as you charge through your opponent. You deal normal weapon damage plus an extra 2d6 points of damage per initiator level. A successful Reflex save reduces the damage to 1d6 per 2 initiator levels. The incorporeal status lasts only when you connect, meaning attacks of opportunity and maneuvers suffer penalties due to incorporeality.
This maneuver is a supernatural ability.
Shadow Flash
Shadow Hand (Boost) [Teleportation]
Level: Epic
Initiation Action: 1 swift action
Range: Personal
Duration: 1 round
You teleport yourself into your foe’s shadow to strike a fatal blow.
As part of this maneuver, you teleport yourself in an opponent’s shadow and that opponent is considered flat-footed until the end of your turn. The resulting shadow may be cast on any direction, such as any of the surrounding squares, at the DM’s discretion. This maneuver may only be used against a foe that actually cast a shadow.
This maneuver is a supernatural ability.
Night Shadow
Shadow Hand (Stance)
Level: Epic
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Your feet starts to feel lighter and a sense of freedom courses through your veins.
As long as you are in this stance, you gain a fly speed equal to twice your base speed at good maveuvrability.
This maneuver is a supernatural ability.
Shadow Evasion
Shadow Hand (Counter) [Teleportation]
Level: Epic
Initiation Action: 1 immediate action
Range: Personal
Target: You
As you foe is about to attack, you vanish in a puff of dark smoke, only to reappear somewhere else as dark.
You initiate this maneuver when your opponent either hits or misses you, as an immediate action. You may the shadow jump class feature, but within a distance of 10 feet per initiator level, and it must end in shadows.________________________________________________________________________
STONE DRAGON
Mountain Crumbling – Strike: Deal extra damage, trap foe into the ground.
Rolling Rock – Boost: Next successful charge grant free overrun attempt with a bonus.
One with the Earth – Stance: Gain tremorsense 60 ft.
Skin of Stone – Counter: Gain a hardness score in response of an attack.
Mountain Crumbling
Stone Dragon (Strike)
Level: Epic
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial
You swing your weapon overhead and bash your opponent so hard it gets nailed into the ground.
As part of this maneuver, you make a normal melee attack. If successful, you deal an extra 1d8 points of damage. If the victim fails a Reflex save, it becomes half buried into the ground. Treat this as entangled, and the victim must make either a Strength check or an Escape Artist check to dig itself out. Another creature can pull the victim free in a full-round action. Both skills checks have a DC of 20 plus the initiator Strength modifier.
Rolling Rock
Stone Dragon (Boost)
Level: Epic
Initiation Action: 1 swift action
Range: Personal
Duration: 1 round
You charges your foe, and do not flinch to stop.
As part of this maneuver, when you make a successful charge attack, you make a free overrun attempt with a +1 bonus equal to half your initiator level.
One with the Earth
Stone Dragon (Stance)
Level: Epic
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Your feet become sensitive to the slightest vibration.
As long as you are in this stance, you gain tremorsense 60 feet.
Skin of Stone
Stone Dragon (Counter)
Level: Epic
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: End of turn
Your foe’s weapon lodges into your flesh, but seems to hit a hard spot.
You initiate this maneuver when your opponent hits you, as an immediate action. You gain a hardness score equal to your initiator level until the end of your turn.________________________________________________________________________
TIGER CLAW
Tiger Rampage – Strike: Deal damage to everything in your path.
Violent Mongoose – Boost: Make three extra attacks with each weapon carried (max six attacks)
Badger Rage – Stance: Gain the benefits of the barbarian’s rage class feature.
Rending Beast – Counter: Make an attack with each hand, possibility of rend damage.
Tiger Rampage
Tiger Claw (Strike)
Level: Epic
Initiation Action: 1 full-round action
Range: Melee attack; Line
Target: One or more creatures
Duration: Instantaneous
Saving Throw: none
You shout a thunderous roar before launching yourself toward a group of foes, clawing each of each in your path.
As part of this maneuver, you may move up to your base speed in a straight line. You make a single attack against every opponent within your reach from the point you started to move to the end of your movement. You pass by foes and may pass through enemies’ squares, both without provoking attacks of oppotunity. Each attack deals normal weapon damage plus an extra 1d6 points of damage per initiator level.
Violent Mongoose
Tiger Claw (Boost)
Level: Epic
Initiation Action: 1 swift action
Range: Personal
Duration: 1 round
You furiously slash your opponents into ribbons.
As Raging mongoose. As part of this maneuver, you may make three additional attacks with each weapon held in your hands (maximum 6 extra attacks).
Badger Rage
Tiger Claw (Stance)
Level: Epic
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
An intense fury pulses through your body, as if you want to kill everything.
As long as you are in this stance, you gain the barbarian’s rage class feature, along with all benefits and penalties. When you exit this stance, you are fatigued for 1d4 rounds.
Rending Beast
Tiger Claw (Counter)
Level: Epic
Initiation Action: 1 immediate action
Range: Personal
Target: One creature
Duration: End of turn
You lashes with both weapons simultaneously for a counterattack.
You initiate this maneuver when your opponent either hits or misses you, as an immediate action. You make a single attack with each weapon you wield, and if both connect, you deal extra damage equal to 1d6 per 6 initiator level plus 1.5 your Strength modifier. You must be wielding at least two weapons to initiate this maneuver.________________________________________________________________________
WHITE RAVEN
Victory Blow – Strike: Deal extra damage, grant morale bonus to allies within 30 ft.
Eyes of Fear – Boost: Charge attack can shake, frighten or panic surrounding foes.
Advantage Step – Stance: You and allies within 15 feet can make a 10-foot adjustment instead of 5 feet.
Swarm Rush – Counter: If foe hits you, all allies within 10 feet can make an attack against it as an immediate action.
Victory Blow
White Raven (Strike)
Level: Epic
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature; allies within 30 feet
Duration: Instantaneous; 1 minute
Saving Throw: none
As you deliver a hard attack, you rely your troops toward a victory.
As part of this maneuver, you make a normal melee attack. If successful, you deal an extra 1d6 points of damage and each ally within 30 feet of you receives a morale bonus to saving throws equal to half your initiator level.
Eyes of Fear
White Raven (Boost) [Fear]
Level: Epic
Initiation Action: 1 swift action
Range: Personal
Duration: 1 round
As you charges, your glare freezes your opponents in fear.
As part of this maneuver, when you make a charge, your target must make a Will save. If it fails, it becomes panicked by your attack. If it fails by 10 or less, it becomes frighten instead. If it fails by 5 or less, it merely becomes shaken.
Advantage Step
White Raven (Stance)
Level: Epic
Initiation Action: 1 swift action
Range: Personal; Allies within 15 feet.
Target: You
Duration: Stance
As you enter this stance, you grant a better mobility to your allies in combat.
As long as you are in this stance, you and any allies within 15 feet may make 10-foot adjustment anytime they would be allowed a 5-foot adjustment.
Swarm Rush
White Raven (Counter)
Level: Epic
Initiation Action: 1 immediate action
Range: Personal; allies within 10 feet
Target: You; allies within 10 feet
Duration: End of turn
Your wounds call for backup.
You initiate this maneuver when your opponent hits you, as an immediate action. You make a single attack against your foe, and each ally within 10 feet of you may make an attack as an immediate action. Their movements do not provoke attacks of opportunity.________________________________________________________________________
As you can see, I didn't went with a maneuver creating system.