D&D 3E/3.5 ToB: Bo9S - Nifft's Compendium

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:
  • A skill check
  • An attack roll
  • A damage roll
  • A save DC
Special: You may select this feat multiple times. Its effects do not stack; each time, you must select a discipline to apply the modifiers.

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.​

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.​
________________________________________________________________________

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.
 

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Arkhandus

First Post
Um, shouldn't Maneuver Focus be restricted against application to high-level maneuvers initially? Like, maybe "You cannot apply Maneuver Focus to any maneuver of a level greater than one-third your Initiator Level." Or somesuch. So you couldn't apply it to 9th-level maneuvers as soon as you hit 21st level, but maybe after you've reached 27th or later.
 

Nifft

Penguin Herder
Many of those look fantastic! Some are very under-powered, though -- relative to what [Epic] stuff should grant -- and I'll go through them later & point out what I'd do differently. :)

One question off the top of my head, though: if you're granting Stances with that feat, how does recovery time figure in? You don't recover Stances, of course. Also, how does Adaptive Style fit in? Normally, you can Adaptive Style all your maneuvers back into Readied status, without technically Recovering them at all.

Anyway, lots of good stuff worth stealing. :)

Thanks! -- N
 

Nifft

Penguin Herder
Arkhandus said:
Um, shouldn't Maneuver Focus be restricted against application to high-level maneuvers initially? Like, maybe "You cannot apply Maneuver Focus to any maneuver of a level greater than one-third your Initiator Level." Or somesuch. So you couldn't apply it to 9th-level maneuvers as soon as you hit 21st level, but maybe after you've reached 27th or later.

I can't decide. On the one hand, +100 points of damage is a sweet benefit for one feat. On the other hand, it's only one of your Strikes -- and it's one you've been doing for four levels already, from 17th through 20th, with no damage increase.

Likewise, 4d6 Con damage is nasty, but so is blightfire...

I just don't know. Gotta look at some more Epic monsters vs. Epic PCs I guess. From the critters in the SRD, there are only a few cases where +100 damage (once per fight) seems like it would shut them down significantly earlier.

- - -

New set of [Epic] feats coming later: Automatic Boost, similar to the various Automatic Metamagic feats. Also, I'll spell out some of the maneuver combos that should be legal. :)

Thanks, -- N
 

Nifft

Penguin Herder
Lion Combo [Epic]
Prereqs: 24+ ranks in appropriate key skill(s), Initiator Level 21+, BAB +16
Benefit: Choose three Strikes you know, each with initiation time equal to one standard action each. The sum of their levels may not exceed half your initiator level. You create a new combo maneuver, which grants you the benefit of each Strike in succession, from lowest level to highest level. This new combo maneuver requires a full-attack action to initiate. Name it something cool.
Special: You may take this feat multiple times, each time choosing a different Combo.

Automatic Boost [Epic]
Prereqs: 24+ ranks in appropriate key skill, Initiator Level 21+
Benefit: Choose one Boost you know which is at least 20 levels below your current Initiator Level. From now on, when you initiate a Strike maneuver of the same school, you may initiate this Boost without expending the Boost maneuver, and you may initiate the Boost as a Free (rather than Swift) action.
Special: You may take this feat multiple times, each time choosing a different Boost.

- - -

@ Arkhandus: I do see your point. The CR 21 to 25 critters will suffer from an extra +100 points of damage. Many have a mere two or three hundred hit points! :eek: Poor l'il epic guys.

So. Yeah. Let's put a leash on the double-damage guy. Now that there are some fun options for the 21st level Epic feat, I'm a lot less worried about Mr.Warblade coming up to me and saying, "Thanks, but I don't have any level 1 maneuvers that I feel like doubling."

How about this...

Intensify Strike [Epic]
Prerequisite: 24 (or more) ranks in appropriate key skill, Initiator Level 21 (or higher)
Benefit: Choose one Strike which you know, and whose school is available to the class in which your initiator level qualifies you. You must have at least (23 + Strike level) ranks in the school's key skill, and you must have an initiator level equal to (20 + Strike level) to qualify.

You create a new Strike which doubles all numeric damage dealt by the base Strike. (Often these are named "Intensified ___".) The new Strike's initiation time is equal to that of the base Strike. The new Strike's level is 7 + that of the base Strike, which raises its save DC (if any) by +7.

Special: You may Intensify an already Intensified Strike, but with the wonky D&D "doubling" rules: add 100% of the original base Strike's damage. (Thus, a double-Intensified Strike would be +14 levels higher, and would deal three times the damage of the original base Strike).

Special: You may take this feat multiple times, each time choosing a new Strike to Intensify.


Critical Strike [Epic]
Prerequisite: Improved Critical, Weapon Focus, ... ?
Benefit: When using your chosen weapon, all damage from any Strike you initiate is multiplied if you roll a natural 20 and confirm the critical. (Yes, just a natural 20, even if your weapon's critical range is higher.)
Special: You may take this feat multiple times, each time choosing a new weapon.


Thoughts? Thanks, -- N
 

paradox42

First Post
Nice idea actually, making a Combo system similar to Exalted's. Makes a lot of sense, since ToB was ostentibly d20's answer to Exalted, and a lot of Exalted combat Charms look suspiciously similar to ToB maneuvers.

But as long as you're doing Intensify Strike, why not take that idea and try making some other "Metamaneuver" feats, like Maximize Strike and Quicken Strike?

I still think it would be possible to come up with a decent "freeform" Epic maneuver system, similar to the Epic spellcasting. But it bears a much deeper analysis than I have time to perform tonight. So I'll end this post here with those semirandom thoughts.
 

JiCi

First Post
Nifft said:
Many of those look fantastic! Some are very under-powered, though -- relative to what [Epic] stuff should grant -- and I'll go through them later & point out what I'd do differently. :)

One question off the top of my head, though: if you're granting Stances with that feat, how does recovery time figure in? You don't recover Stances, of course. Also, how does Adaptive Style fit in? Normally, you can Adaptive Style all your maneuvers back into Readied status, without technically Recovering them at all.

Anyway, lots of good stuff worth stealing. :)

Thanks! -- N
Thanks ! Huh... which one is underpowered anyway ?
 

Nifft

Penguin Herder
JiCi said:
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.​
Not bad, but note the initiator is probably within 15 ft. and you need to note that it doesn't affect him.

JiCi said:
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.​
This is pretty good if combined with Hurricane Throw.


JiCi said:
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.​
Not bad as an effect. IMHO it should be an enhancement to Flame's Blessing, though, rather than render it obsolete.


JiCi said:
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.​
Arg! Terrible! I don't want to get hit, and if I do, this damage is a joke! Much better would be if I moved 5-10 ft. (which will hopefully negate the attack) and dealt damage to the jerk who tried to stab me.


JiCi said:
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.​
1/ Should be a Counter. Making it a Boost reduces its value. Or, make it a Strike like the ones in Stone Dragon.
2/ "I'm true neutral! What do I get?"


JiCi said:
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.​
Note the special target on the Target: line.
Otherwise, this is a good one.


JiCi said:
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.​
Can't decide if this is too strong. The idea is good, but Epic dudes are supposed to be able to make skill checks in the 100s.


JiCi said:
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.​
Additional? It's a Swift action that grants exactly one attack, right? Even if I don't attack otherwise in that round?


JiCi said:
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.​
Not bad, but seems more like a Setting Sun maneuver than Diamond Mind.


JiCi said:
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.​
What's the DC? 20 + Str, I'm guessing?



JiCi said:
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/--.​
Not bad. Spell out if it stacks, since many Epic PCs will have DR 3/-- (or multiples of 3).


JiCi said:
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.​
Looks good.


JiCi said:
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.​
I'd make this a Boost which you can initiate only after a successful Grapple check (winning the contested check to Pin or to Deal Damage).



JiCi said:
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.​
Erf. Attack rolls can have a lot of situational modifiers (e.g. Bane weapons, racial bonuses, etc.). Opposed by AC would be more consistent, but you could also just have it be opposed by opponent's modified level check, like a Feint attempt.


JiCi said:
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.​
The Reflex save boost is good. It's not an important save, but it's nice. Uncanny Dodge is also nice, but not all that great.


JiCi said:
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.​
Automatic success. Huh. Not sure how I feel about that. I'd prefer immunity to counter-trip (or counter-grapple) if you fail.


JiCi said:
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.​
Incorporeal critters normally make Touch attacks. This isn't a Touch attack, is it?
Where do you end up after using this maneuver? Do you need enough movement to take you up to the target, or past the target?


JiCi said:
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.​
The range here makes no sense. Specify how far away the target may be, or specify that it must be adjacent.


JiCi said:
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.​
WTF is the shadow jump class feature? Do you just mean you can teleport?
Suggest you limit range to 50 ft.; teleportation as an Immediate action is strong enough.


JiCi said:
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.​
Nice image, bad mechanics. As written, it's both "Fort partial" and "Reflex negates"... fix the Save line above. +1d8 damage isn't very much at this level. Any size limit, or can you bury the Tarrasque? Maneuver save DC?



JiCi said:
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.​
After being hit? That's not when I want DR. Weak.


JiCi said:
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.​
No AoOs?! I may just use this to get around. The extra damage pushes this way over the top. Too strong.


JiCi said:
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.​
The Rage class feature has a time limit. Does the Stance?



JiCi said:
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.​
Not bad. This is worth risking being hit.


JiCi said:
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.​
The damage is a joke; the save bonus is a bit too good. I'd give a fixed save bonus or lower the duration, also increase the damage so it's worth using. +50 damage would be fine.



JiCi said:
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.​
Scaled success in a saving throw? Don't introduce needless complexity. Fear conditions stack. Instead, apply two different saving throws: all within 30 ft. of the target must make a Will save or be Shaken by your charge for 1 round; the target must make a second save or be Shaken if you hit. Shaken x2 = Frightened. If he was already Shaken, now he might be Panicked.



JiCi said:
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.​
With that range it's rather weak. With a 60 ft. range it would be quite strong. Consider 30 ft. or 60 ft. range instead.

JiCi said:
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.​
Against whom may they make an attack? Just the guy you hit, or anyone?
The image of talking wounds is kinda creepy...
Eating the Immediate action of your allies is lame, and you don't actually grant them any movement, so the AoO thing is meaningless. This is far too weak.

- - -

(For all the ones that I didn't comment on, the comment would have been "cool" or "looks fine". There were a bunch of those. :) )

Cheers, -- N
 

JiCi

First Post
Nifft said:
Combustion Blast: Not bad, but note the initiator is probably within 15 ft. and you need to note that it doesn't affect him.
ok.

Nifft said:
Burning Urge:This is pretty good if combined with Hurricane Throw.
Indeed.

Nifft said:
Fire Dance:Not bad as an effect. IMHO it should be an enhancement to Flame's Blessing, though, rather than render it obsolete.
Well, it's an epic maneuver, and unfortunately, "epic" didn't make it into ToB.

Nifft said:
Fire Blood:Arg! Terrible! I don't want to get hit, and if I do, this damage is a joke! Much better would be if I moved 5-10 ft. (which will hopefully negate the attack) and dealt damage to the jerk who tried to stab me.
Negate the attack and deal damage ? That's a bit too much, don't you think ?

Nifft said:
Antithetical Defense:1/ Should be a Counter. Making it a Boost reduces its value. Or, make it a Strike like the ones in Stone Dragon.
2/ "I'm true neutral! What do I get?"
1/ perhaps I could add that your weapons are considered your alignment components in order to bypass DR.
2/ Good point... I have no idea.

Nifft said:
Counter Smite:Note the special target on the Target: line.
Otherwise, this is a good one.
Ok.

Nifft said:
Swift Slashes:Can't decide if this is too strong. The idea is good, but Epic dudes are supposed to be able to make skill checks in the 100s.
That's more to rival the old "Time stans Still + Raging Mangoose" combo.

Nifft said:
Quicksilver Strike:Additional? It's a Swift action that grants exactly one attack, right? Even if I don't attack otherwise in that round?
Well, it's more like this: "the boost grants you an extra attack as a swift action, so feel free to make a double move, run, full attack, etc."

Nifft said:
Mind Freeze:Not bad, but seems more like a Setting Sun maneuver than Diamond Mind.
Well, I had the idea from the classical strike behind the head with the pommel.

Nifft said:
Iron Press:What's the DC? 20 + Str, I'm guessing?
Yes.

Nifft said:
Wall of Steel:Not bad. Spell out if it stacks, since many Epic PCs will have DR 3/-- (or multiples of 3).
Got it.

Nifft said:
Effective Resistance:Looks good.
Ok.

Nifft said:
Spine Crush:I'd make this a Boost which you can initiate only after a successful Grapple check (winning the contested check to Pin or to Deal Damage).
A boost ? I don't see an adept making a stirke while grappling with additional damage.

Nifft said:
Prescience Grip:Erf. Attack rolls can have a lot of situational modifiers (e.g. Bane weapons, racial bonuses, etc.). Opposed by AC would be more consistent, but you could also just have it be opposed by opponent's modified level check, like a Feint attempt.
Yeah, I'll go with AC instead.

Nifft said:
Twisting Defense:The Reflex save boost is good. It's not an important save, but it's nice. Uncanny Dodge is also nice, but not all that great.
K, I'll see what I can add.

Nifft said:
Destined Trap:Automatic success. Huh. Not sure how I feel about that. I'd prefer immunity to counter-trip (or counter-grapple) if you fail.
Well, at least it's available to specific classes.

Nifft said:
Umbral Explosion:Incorporeal critters normally make Touch attacks. This isn't a Touch attack, is it?
Where do you end up after using this maneuver? Do you need enough movement to take you up to the target, or past the target?
Knew I forgot something. Touch attack, behind the target, and according to your speed.

Nifft said:
Shadow Flash:The range here makes no sense. Specify how far away the target may be, or specify that it must be adjacent.
Woops... 60 ft seems good.

Nifft said:
Shadow Evasion:WTF is the shadow jump class feature? Do you just mean you can teleport?
Suggest you limit range to 50 ft.; teleportation as an Immediate action is strong enough.
Shadow jump is an ability of the Shadowdancer. 60 ft seems good.

Nifft said:
Mountain Crumbling:Nice image, bad mechanics. As written, it's both "Fort partial" and "Reflex negates"... fix the Save line above. +1d8 damage isn't very much at this level. Any size limit, or can you bury the Tarrasque? Maneuver save DC?
The damage is a typo; it's 1d8 per level. Reflex save partial is good. Up to one size larger than you. DC is strength based.

Nifft said:
Skin of Stone:After being hit? That's not when I want DR. Weak.
Well, after the attack roll is successful, but before the damage is rolled.

Nifft said:
Tiger Rampage:No AoOs?! I may just use this to get around. The extra damage pushes this way over the top. Too strong.
Well, it's like Lightning Leap: you go from point A to point B, through creatures and you don't provoke anything.

Nifft said:
Badger Rage:The Rage class feature has a time limit. Does the Stance?
Hmmm... don't know if stances generally have a duration, I could make that if you're hit while in this stance you enter a rage like the badger.

Nifft said:
Rending Beast:Not bad. This is worth risking being hit.
Ok.

Nifft said:
Victory Blow:The damage is a joke; the save bonus is a bit too good. I'd give a fixed save bonus or lower the duration, also increase the damage so it's worth using. +50 damage would be fine.
The damage is a typo too; it's 1d6 per level.

Nifft said:
Eyes of Fear:Scaled success in a saving throw? Don't introduce needless complexity. Fear conditions stack. Instead, apply two different saving throws: all within 30 ft. of the target must make a Will save or be Shaken by your charge for 1 round; the target must make a second save or be Shaken if you hit. Shaken x2 = Frightened. If he was already Shaken, now he might be Panicked.
Good idea.

Nifft said:
Advantage Step:With that range it's rather weak. With a 60 ft. range it would be quite strong. Consider 30 ft. or 60 ft. range instead.
30 ft would be better.

Nifft said:
Swarm Rush:Against whom may they make an attack? Just the guy you hit, or anyone?
The image of talking wounds is kinda creepy...
Eating the Immediate action of your allies is lame, and you don't actually grant them any movement, so the AoO thing is meaningless. This is far too weak.
Hmmm... if you're hit, any ally may attack your opponent. What's your solution ?

Nifft said:
(For all the ones that I didn't comment on, the comment would have been "cool" or "looks fine". There were a bunch of those. :) )

Cheers, -- N
Thanks for your comments.
 


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