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Garryl
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« on: May 01, 2011, 01:49:44 AM » |
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New maneuver type: Rushes ToB has maneuvers for most of the major action types: Strikes for standard/full-round, boosts for swift, and counters for immediate. What about some things for move actions? Enter Rushes. These will be small little maneuvers that let you move around and do something cool while you're at it. I was inspired in part by some talk I heard about 4E Essential's Rogue working off of move action powers that boost their other attacks and effects. Things like that. Anyways, after almost 6 months, I finally got around to flushing these out. Here are 19 Rushes for you to enjoy. Example Rushes: Dancing Flame (DW 2) - Move up to your speed, deal 1d6 fire damage to anyone you move adjacent to and reduce their fire resist by your IL for the round. Dancing Wildfire (DW 6) - Fly up to your speed, deal 3d6 fire damage to anyone you move adjacent to and reduce their fire resist by twice your IL for the round. Dancing Inferno (DW 8) - Fly up to twice your speed, deal 5d6 fire damage to anyone you move adjacent to and negate their fire resistance/immunity for the round.
Warden's Step (DS 3) - Move up to your speed, then charge those who attack your allies.
Action Without Motion (DM 5) - Move up to your speed. If a foe makes an AoO against you for moving, they provoke an AoO from you. Gain +1d6 Sudden Strike damage until the end of turn for each AoO an opponent declined to take.
Pulse of the Iron Vein (IH 5) - Move up to your speed without provoking attacks of opportunity and with the benefit of freedom of movement. Beat of the Iron Heart (IH 8) - Move up to your speed. Your next strike affects all creatures you moved past.
Sunset Slide (SS 3) - Move, then teleport to your original location later on. Horizon Step (SS 6) - Move almost invisibly to any space you can see.
Creeping Darkness (SH 1) - Move up to your speed without taking Hide penalties, keep hiding even without cover or concealment until the end of your next turn if you had any before the move. Stalking Darkness (SH 4) - Move up to your speed without taking Hide penalties, keep hiding even without cover or concealment until the end of your next turn if you had any before the move, +2d6 sneak attack until the end of your next turn.
Cautious Advance (SD 2) - Move without provoking attacks of opportunity or ending movement-dependent effects. Stone Wings (SD 5) - Fly with average maneuverability without provoking attacks of opportunity or ending movement-dependent effects. You can initiate Stone Dragon maneuvers without touching the ground. Stone Dragon's Flight (SD 7) - Fly with average maneuverability without provoking attacks of opportunity or ending movement-dependent effects. You can initiate Stone Dragon maneuvers without touching the ground. Enemies' attacks are hindered.
Pounce from the Canopy (TC 3) - Move up to a Jump check, gain +1d6/+1 skirmish bonus until your next turn. Scurrying Rabbit (TC 4) - Move up to your speed. You can take your actions at any point during the movement.
Formation March (WR 3) - You and allies within 30' move up to half your movement speed. All allies that move this way must move in the same pattern you do. Your allies' movement does not provoke attacks of opportunity, but yours still does. Squad March (WR 5) - You and allies within 30' move up to your movement speed. All allies that move this way must move in the same pattern you do. Your allies' movement does not provoke attacks of opportunity, but yours still does. All allies (other than yourself) that move this way gain a +2 morale bonus on saves and to AC until your next turn. Battle March (WR 7) - You and allies within 30' move up to your movement speed. All allies that move this way must move in the same pattern you do. Your allies' movement (including your own) does not provoke attacks of opportunity. All allies (including yourself) that move this way gain a +4 morale bonus on saves, to AC, on attack rolls, and on weapon damage rolls until your next turn.
Desert Wind Dancing Flame Desert Wind (Rush) [Fire] Level: Swordsage 2 Initiation Action: 1 move action Range: Personal Target: You Duration: Instantaneous; 1 round Saving Throw: Reflex negates You move in a fiery blur, dashing across the battlefield like a fire spread by the wind. As part of this maneuver, you can move up to your speed. This movement provokes attacks of opportunity as normal. Each time you exit a square adjacent to an opponent, you can have that creature make a Reflex saving throw (DC 12 + your Wis modifier). If it fails, the creature's fire resistance (if any) is reduced by your initiator level (to a minimum resistance of 0), and you deal 1d6 points of fire damage to it (after reducing its fire resistance). The reduction in fire resistance lasts until the beginning of your next turn. A creature that makes the save successfully is unaffected. You cannot attempt to affect a given opponent more than once with this maneuver each time you initiate it. This maneuver is a supernatural ability.
Dancing Inferno Desert Wind (Rush) [Fire] Level: Swordsage 8 Prerequisite: Three Desert Wind maneuvers Initiation Action: 1 move action Range: Personal Target: You Duration: Instantaneous; 1 round Saving Throw: Reflex negates You move in a fiery blur, flying across the battlefield like a raging inferno, burning everything in your path. As part of this maneuver, you can fly up to twice your highest speed with perfect maneuverability. This movement provokes attacks of opportunity as normal. Each time you exit a square adjacent to an opponent, you can have that creature make a Reflex saving throw (DC 18 + your Wis modifier). If it fails, the creature loses any fire resistance or fire immunity that it may have, and you deal 5d6 points of fire damage to it (after negating its fire resistance). The negation of fire resistance and immunity lasts until the beginning of your next turn. A creature that makes the save successfully is unaffected. You cannot attempt to affect a given opponent more than once with this maneuver each time you initiate it. This maneuver is a supernatural ability.
Dancing Wildfire Desert Wind (Rush) [Fire] Level: Swordsage 6 Prerequisite: Two Desert Wind maneuvers Initiation Action: 1 move action Range: Personal Target: You Duration: Instantaneous; 1 round Saving Throw: Reflex negates You move in a fiery blur, flying across the battlefield like a wildfire across a dry forest. As part of this maneuver, you can fly up to your highest speed as though with perfect maneuverability. This movement provokes attacks of opportunity as normal. Each time you exit a square adjacent to an opponent, you can have that creature make a Reflex saving throw (DC 16 + your Wis modifier). If it fails, the creature's fire resistance (if any) is reduced by twice your initiator level (to a minimum resistance of 0), and you deal 3d6 points of fire damage to it (after reducing its fire resistance). The reduction in fire resistance lasts until the beginning of your next turn. A creature that makes the save successfully is unaffected. You cannot attempt to affect a given opponent more than once with this maneuver each time you initiate it. This maneuver is a supernatural ability.
Devoted SpiritDiamond MindIron HeartSetting SunShadow Hand Creeping Darkness Shadow Hand (Rush) Level: Swordsage 1 Initiation Action: 1 move action Range: Personal Target: You Duration: 1 round Like a shadow, you slip unseen past your foe's watchful gaze. As part of this maneuver, you can move up to your speed. This movement does not count towards determining the penalties (if any) you suffer to your Hide and Move Silently checks due to movement. In addition, if you had cover or concealment when you initiated this maneuver, you are considered to have the same degree of cover or concealment for the purpose of hiding for the duration of your movement and until the beginning of your next turn. This does not grant you any other benefits of cover or concealment, but it does allow you to hide in the open for a short time.
Stalking Darkness Shadow Hand (Rush) Level: Swordsage 4 Prerequisite: One Shadow Hand maneuver Initiation Action: 1 move action Range: Personal Target: You Duration: 1 round Cloaked in shadow, you move unseen into a position to strike your foes unaware. As part of this maneuver, you can move up to your speed. This movement does not count towards determining the penalties (if any) you suffer to your Hide and Move Silently checks due to movement. In addition, if you had cover or concealment when you initiated this maneuver, you are considered to have the same degree of cover or concealment for the purpose of hiding for the duration of your movement and for the duration of this maneuver. This does not grant you any other benefits of cover or concealment, but it does allow you to hide in the open for a short time. In addition, you gain the sneak attack ability, if you do not already have it, which deals an extra 2d6 points of damage. If you already have the sneak attack class feature, your existing sneak attack ability deals an extra 2d6 points of damage. See the rogue class feature (PHB pg. 50) for a complete description of sneak attack. The benefits of this maneuver last until the beginning of your next turn.
Stone Dragon Cautious Advance Stone Dragon (Rush) Level: Crusader 2, Swordsage 2, Warblade 2 Initiation Action: 1 move action Range: Personal Target: You Duration: Instantaneous Channeling the earth, you move in on your foes. As part of this maneuver, you can move up to your speed. This movement does not end effects that are ended by movement unless you wish it to and it does not provoke attacks of opportunity.
Stone Dragon's Flight Stone Dragon (Rush) Level: Crusader 7, Swordsage 7, Warblade 7 Prerequisite: Two Stone Dragon maneuvers Initiation Action: 1 move action Range: Personal Target: You Duration: 1 round Like an avalanche, you bear down on your foes. The power of the earth itself propels you, and the dragon beneath your feet stirs. As part of this maneuver, you may fly up to your highest speed with average maneuverability. This movement does not end effects that are ended by movement unless you wish it to and it does not provoke attacks of opportunity. From the moment you initiate this maneuver until the end of your next turn, you may use Stone Dragon maneuvers and stances without being in contact with the ground. Finally, until the beginning of your next turn, any enemy who attacks you finds the ground shifting treacherously beneath them, and must roll their attack twice and take the worse result. Even airborne enemies are hindered as the power of the earth that you infuse into yourself deflects their blows. Unlike other Stone Dragon maneuvers, you need not be in contact with the ground to initiate this maneuver.
Stone Wings Stone Dragon (Rush) Level: Crusader 5, Swordsage 5, Warblade 5 Prerequisite: One Stone Dragon maneuver Initiation Action: 1 move action Range: Personal Target: You Duration: 1 round Lizards are landbound. Like the dragon for which this discipline is named, you soar. As part of this maneuver, you may fly up to your highest speed with average maneuverability. This movement does not end effects that are ended by movement unless you wish it to and it does not provoke attacks of opportunity. From the moment you initiate this maneuver until the end of your next turn, you may use Stone Dragon maneuvers and stances without being in contact with the ground. Unlike other Stone Dragon maneuvers, you need not be in contact with the ground to initiate this maneuver.
Tiger Claw Pounce From the Canopy Tiger Claw (Rush) Level: Swordsage 3, Warblade 3 Prerequisite: One Tiger Claw maneuver Initiation Action: 1 move action Range: Personal Target: You Duration: 1 round Leaping upon your enemies, you leverage your momentum into a more powerful attack. As part of this maneuver, make a Jump check. You can move up to the distance indicated by the result of your check as though you had used the Jump skill to move. If you moved at least 10 feet this way, you gain the skirmish ability, if you do not already have it, which deals an extra 1d6 points of damage and grants a +1 competence bonus to your armor class. If you already have the skirmish class feature, your existing skirmish ability deals an extra 1d6 points of damage and the bonus it grants to your armor class increases by +1. See the scout class feature (CAdv pg. 10) for a complete description of skirmish. The benefits of this maneuver last until the beginning of your next turn.
Scurrying Rabbit Tiger Claw (Rush) Level: Swordsage 4, Warblade 4 Prerequisite: Two Tiger Claw maneuvers Initiation Action: 1 move action Range: Personal Target: You Duration: Instantaneous You scurry around with guarded movements, lashing out as you pass your enemies by. As part of this maneuver, you can move up to your speed. This movement does not provoke attacks of opportunity. You can take any of your remaining actions for the turn at any point during this movement.
White Raven Battle March White Raven (Rush) Level: Crusader 7, Warblade 7 Prerequisite: Three White Raven maneuvers Initiation Action: 1 move action Range: 30 feet Area: 30 feet Target: You and your allies Duration: 1 round Your commanding presence inspires your allies to greater heroics while you move as a team. As part of this maneuver, you can move up to your speed in a straight line. If they so choose, any allies within 30 feet of you (from when you initiated this maneuver) may also move up to the same distance as long as they move in the same direction (relative to their positions) and possess the same movement type that you used (although the specifics of it, such as speed and maneuverability, need not be the same). Your allies' movement does not provoke attacks of opportunity can be used to move through occupied spaces, although your own movement follows the normal rules. Any of your allies that moved at least 5 feet this way (other than yourself) gain a +4 morale bonus on their weapon damage rolls, attack rolls, saving throws, ability checks, and skill checks, gain temporary hit points equal to your initiator level, and gain immunity to fear. These benefits last until the beginning of your next turn.
Formation March White Raven (Rush) Level: Crusader 3, Warblade 3 Prerequisite: One White Raven maneuver Initiation Action: 1 move action Range: 30 feet Area: 30 feet Target: You and your allies Duration: Instantaneous Guiding your allies, you move as one across the battlefield. As part of this maneuver, you can move up to half your speed in a straight line. If they so choose, any allies within 30 feet of you (from when you initiated this maneuver) may also move up to the same distance as long as they move in the same direction (relative to their positions) and possess the same movement type that you used (although the specifics of it, such as speed and maneuverability, need not be the same). Your allies' movement does not provoke attacks of opportunity can be used to move through occupied spaces, although your own movement follows the normal rules.
Squad March White Raven (Rush) Level: Crusader 5, Warblade 5 Prerequisite: Two White Raven maneuvers Initiation Action: 1 move action Range: 30 feet Area: 30 feet Target: You and your allies Duration: 1 round You lead the way for your allies to advance, inspiring them. As part of this maneuver, you can move up to your speed in a straight line. If they so choose, any allies within 30 feet of you (from when you initiated this maneuver) may also move up to the same distance as long as they move in the same direction (relative to their positions) and possess the same movement type that you used (although the specifics of it, such as speed and maneuverability, need not be the same). Your allies' movement does not provoke attacks of opportunity can be used to move through occupied spaces, although your own movement follows the normal rules. Any of your allies that moved at least 5 feet this way (other than yourself) gain a +2 morale bonus on their weapon damage rolls, attack rolls, saving throws, ability checks, and skill checks until the beginning of your next turn.
Acknowledgements: Thanks to everyone who gave feedback about this idea. Random_Person at GitP for the Cautious Advance, Stone Wings, Implacable Advance, and Warden's Step maneuvers. I changed them a bit, I hope it's okay.
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