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[Tome of Battle] New Maneuvers
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<blockquote data-quote="StreamOfTheSky" data-source="post: 4876028" data-attributes="member: 35909"><p>Shadow Hand</p><p></p><p>Dispelling Strike: This should be a Su maneuver. I know dispel magic caps at +10, but an initiator can't even get this until level 7, maybe reduce it to level 3. It's limited ot a melee attack and the targeted version of dispel magic already, it's probably limited enough to not be broken at 3. Arcane Turmoil from C.Mage is exactly like a targeted dispel, but is level 2, has a will save or else the target loses use of one of its highest spells prepared / known, and can't be used for area dispel or counter spelling, just to compare. I'd just say this works like a targeted dispel magic, but uses IL for CL, max +10. And so, you keep rolling till you dispel something, etc...</p><p></p><p>Dispelling Strike, Greater: As above. Might be fine at level 6.</p><p></p><p>Fatal Blind Spot: My current PC is a SH-using ninja, and he approves of this sexiness.</p><p></p><p>Phantom Charge: interesting...most SH builds will have crap base weapon damage, this might not be too useful for them. You should make the image damage negative energy or untyped, else a respectable DR will eat up all those individual damages by ECL 15 with ease. Specify this as Su.</p><p></p><p>Phasing Strike: The flavor text is written oddly, though the text after it does a good job explaining what was meant. Should be Su, at least if you houseruled all the SH teleportation abilities to be like I did.</p><p></p><p>Shadow Guerilla: The short duration makes this boost of very, very limited use. Maybe extend it to 3 rounds? More? Should be listed as Su.</p><p></p><p>Shadow Mimicry: I'd alter what's open. What I'm concerned with isn't the base adept classes, but other people. Like...a Fighter that took this via Martial Study. Perhaps have the maneuver state that if you have a class discipline list, it must be a maneuver from one of those disciplines. If you have several class discipline lists (multiclassed adept levels), it must be from the same class list as the class you used to ready this maneuver. If you have no class discipline list, the maneuver can be from any discipline, but you must be a high enough initiator to use it (shouldn't be an issue, but just in case, they ARE limited to IL = 1/2 level), and if you do not know the maneuer you're imitating, you must succeed on a DC 10 + (maneuver level) martial lore check. Failing the martial lore check results in Shadow Mimicry failing automatically. Oh! Maybe allow the target to roll martial lore instead of a will save if he has a higher bonus in that. Of course that means Shadow Mimicry would be nigh-useless against a true martial arts master. Boo hoo. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Shadow Mimicry, Greater: As above.</p><p></p><p>Shroud of Darkness: Seems really strong. Darkness in an area is cheap to achieve, and the jump in benefits to total concealment is major. The other benefit makes it even better. Why not just have it create magical darkness in say...a 20 ft radius around you, but you can see in it. Basically just ripping off the Blacklight spell from Spell Compendium. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Might need to be higher level my way, and definitely if kept as written. On a side note, my group made a houserule you might want ot consider or incorporate into this stance: Further sources of concealment beyond the first add +10% to the miss chance, up to a maximum of 50%, at which point the creature gains total concealment. (Note by RAW, multiple sources of concealment don't even stack, which is totally bogus)</p><p></p><p>Umbral Jump: Kinda similar to Fatal Blind Spot. You don't make it clear if the enemy attack is interrupted or if it still deals damage. I assume the latter, but I'd like to be sure. How long is the target flatfooted? If you're teleporting, should be Su.</p><p></p><p>Widowmaker: Could work as is, or as a boost. Rather limited in use, unless you come to battle stocked with a few poisoned weapons, you're unlikely to use it again for many rounds in the same combat. Still useful, I guess.</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 4876028, member: 35909"] Shadow Hand Dispelling Strike: This should be a Su maneuver. I know dispel magic caps at +10, but an initiator can't even get this until level 7, maybe reduce it to level 3. It's limited ot a melee attack and the targeted version of dispel magic already, it's probably limited enough to not be broken at 3. Arcane Turmoil from C.Mage is exactly like a targeted dispel, but is level 2, has a will save or else the target loses use of one of its highest spells prepared / known, and can't be used for area dispel or counter spelling, just to compare. I'd just say this works like a targeted dispel magic, but uses IL for CL, max +10. And so, you keep rolling till you dispel something, etc... Dispelling Strike, Greater: As above. Might be fine at level 6. Fatal Blind Spot: My current PC is a SH-using ninja, and he approves of this sexiness. Phantom Charge: interesting...most SH builds will have crap base weapon damage, this might not be too useful for them. You should make the image damage negative energy or untyped, else a respectable DR will eat up all those individual damages by ECL 15 with ease. Specify this as Su. Phasing Strike: The flavor text is written oddly, though the text after it does a good job explaining what was meant. Should be Su, at least if you houseruled all the SH teleportation abilities to be like I did. Shadow Guerilla: The short duration makes this boost of very, very limited use. Maybe extend it to 3 rounds? More? Should be listed as Su. Shadow Mimicry: I'd alter what's open. What I'm concerned with isn't the base adept classes, but other people. Like...a Fighter that took this via Martial Study. Perhaps have the maneuver state that if you have a class discipline list, it must be a maneuver from one of those disciplines. If you have several class discipline lists (multiclassed adept levels), it must be from the same class list as the class you used to ready this maneuver. If you have no class discipline list, the maneuver can be from any discipline, but you must be a high enough initiator to use it (shouldn't be an issue, but just in case, they ARE limited to IL = 1/2 level), and if you do not know the maneuer you're imitating, you must succeed on a DC 10 + (maneuver level) martial lore check. Failing the martial lore check results in Shadow Mimicry failing automatically. Oh! Maybe allow the target to roll martial lore instead of a will save if he has a higher bonus in that. Of course that means Shadow Mimicry would be nigh-useless against a true martial arts master. Boo hoo. :) Shadow Mimicry, Greater: As above. Shroud of Darkness: Seems really strong. Darkness in an area is cheap to achieve, and the jump in benefits to total concealment is major. The other benefit makes it even better. Why not just have it create magical darkness in say...a 20 ft radius around you, but you can see in it. Basically just ripping off the Blacklight spell from Spell Compendium. :) Might need to be higher level my way, and definitely if kept as written. On a side note, my group made a houserule you might want ot consider or incorporate into this stance: Further sources of concealment beyond the first add +10% to the miss chance, up to a maximum of 50%, at which point the creature gains total concealment. (Note by RAW, multiple sources of concealment don't even stack, which is totally bogus) Umbral Jump: Kinda similar to Fatal Blind Spot. You don't make it clear if the enemy attack is interrupted or if it still deals damage. I assume the latter, but I'd like to be sure. How long is the target flatfooted? If you're teleporting, should be Su. Widowmaker: Could work as is, or as a boost. Rather limited in use, unless you come to battle stocked with a few poisoned weapons, you're unlikely to use it again for many rounds in the same combat. Still useful, I guess. [/QUOTE]
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