Unless otherwise noted, every Corpse Voyage maneuver is a supernatural maneuver that can fully affect incorporeal and ethereal oponents.
1st levelCursed Sprite “Zombie Fairy”Corpse Voyage (Strike)
Level: Scholar 1
Initiation Action: Fullround Action
Range: See text
Duration: See text
Save DC:11+Int mod.
Tonight, the zombies come dancing, slave type.As part of this maneuver make a basic attack and you summon a
fairy with Warrior level equal to your own ranks in Profession(Ferrymen)-3, with 10 on all stats (before racial modifiers), minimum HP, no feats or skills, unable to use equipment, in an empty square adjacent to you. They gain Improved Unarmed Strike as a bonus feat even if they don't meet the prerequisites, plus a profane bonus to attack and damage equal to your Int mod. It is thereafter refered as a Zombie Fairy. It looks pale, basically undead, and carries a dress and head acessory of your choice (floating halo is Rin's personal favorite), but otherwise no gear.
If you hit your basic attack, your Zombie Fairies spend one move action moving towards the target and then attack it to the best of their ability. If you missed, they pick a target at random from visible enemies and make an attack of your choice towards them after moving towards the random target to the best of their ability. They repeat the same things for the next turns, having normal actions and acting on the same initiative.
The Zombie Fairies count as Vengeful Spirits, including exploding when they die (but they don't automatically fail saves nor are they automatically hit), blocking line of effect for other creatures, not being affected by your other attacks and being affected by other maneuvers that affect Vengeful Spirits.
If they die, they return to life at 1 HP on the same position at the start of your next turn and keep acting, choosing for their target the one who killed them.
Either way a Zombie Fairy serves for a maximum of three turns before they get bored and disappear.
You can see and hear as if you were in your Zombie Fairy's position, as well as initiate attacks from there.
The Zombie Fairy you create cannot have its properties changed but if you hit the first attack, it keeps hunting the same target for 24 hours. If you missed the attack it simply goes after whatever living creatures it can find for 24 hours, wandering at random if none are readily available. Either way it always reappears at the start of your next turn.
You create one extra Zombie Fairy in a square adjacent to you.
You create one extra Zombie Fairies in a square adjacent to you. You can control your Zombie Fairies actions.
You create two extra Vengeful Spirits in squares adjacent to you.
You create two extra Zombie Fairy in squares adjacent to you.
You can choose for your Zombie Fairies to deal either Fire, Electricity or Acid damage when they explode, being able to damage objects in the area.
You create three extra Zombie Fairies in squares adjacent to you. You can choose for your Vengeful Spirits to remain within 10 feet from you if you would be moved further apart.
You create four extra Zombie Fairies in squares adjacent to you. You can spend a move action to make them move the same distance you would.
You create 40 Zombie Fairies that form instantly in a
supernatural mob that follows your commands and if destroyed deals damage equal to four profession(Ferrymen) checks from you to the one who dealt the killing blow instead of a normal Vengeful Spirit's explosion, reflex save for half. If you use any other maneuver that creates Vengeful Spirits and there's any part of the mob remaining, it turns turns into four Vengeful Spirits in empty squares adjacent to you.
You create 40 Zombie Fairies that form instantly in a
Supernatural unit that follows your commands, with all such Zombie Fairies having one simple or martial weapon of your choice. They follow your orders for the duration and if destroyed deals damage equal to four profession(Ferrymen) checks from you to the one who dealt the killing blow instead of a normal Vengeful Spirit's explosion, reflex save for half. If you use any other maneuver that creates Vengeful Spirits and there's any part of the mob remaining, it turns turns into six Vengeful Spirits in empty squares adjacent to you.
The corpses of fairies got possessed by vengeful spirits and came back to life...is what this spell card seems like.
Actually, they're only good-humored fairies pretending to be zombies and attacking. Cat Sign ”Cat's Walk”Corpse Voyage (Boost)
Level: Scholar 1
Initiation Action: Swift Action
Range: Personal
Target: You
Duration: 1 round
Save: DC 11+Int mod
A cat's a cat, but don't make the mistake of thinking I'm
just your ordinary cat. For the duration of this boost, you can add half your Int mod as a profane bonus to all your Dex checks, skills, AC, Reflex saves and attack rolls that would use Dex, plus you gain the Weapon Finesse feat if you didn't have it. You can also use Profession (Ferrymen) as it was the Balance, Climb or Jump skills.
You become small sized and acquire the shape of an obese Feline, fooling special senses that would reveal your true nature and even effects such as True Seeing, except you have two tails, but nobody seems to mind such detail. This boost lasts until you do anything besides basic movement and basic skills besides Use Magic Device or unprepare this maneuver. You can't talk.
You take the form of a normal cat, except you still have two tails. You become Tiny Sized, lose any natural weapons you had and and gain two natural Cute Claw attacks dealing 1d2+Str mod each and one natural Cute Bite attack dealing 1d3+1/2 Str mod each, both with 5 feet reach despite you being Tiny sized. You can still use normal Riverside View/Corpse Voyage maneuvers with them and they count as discipline weapons. You can't talk, and special senses and effects like True Seeing will reveal your true nature. You can add your Int mod to Diplomacy checks, as long as you're not asking anything complex that would demand words.
This boost lasts until you attack in any way that isn't either your Cute Weapons or a Riverside View/Corpse Voyage maneuver, or you use this Boost again or unprepare it, whatever happens first.
You gain a Cat familiar as if you had Wizard level equal to your ranks in Profession (Ferrymen). It lasts until it dies or you use this Boost again or unprepare it. If it would be destroyed you don't lose any Exp.
You take the form of a normal cat, except you still have two tails. You become Tiny Sized, lose any natural weapons you had and and gain two natural Hell Claw attacks dealing 1d2+Str mod each and one natural Hell Bite attack dealing 1d3+1/2 Str mod each, both with 5 feet reach despite you being Tiny sized. You can add your Int mod as a profane bonus to attack and damage rolls with your Hell Claws and Hell bite and still use normal Riverside View/Corpse Voyage maneuvers with them, plus they count as discipline weapons. You can't talk, and it's pretty obvious you're not a normal cat. You can add your Int mod to Intimidate checks, as long as you're not demanding anything complex that would demand words.
This boost lasts until you attack in any way that isn't either your Hell Weapons or a Riverside View/Corpse Voyage maneuver, or you use this Boost again or unprepare it, whatever happens first.
For the duration of this boost you can spend a move action to lick yourself to remove one ill condition currently affecting you with a duration other than instantaneous or permanent from yourself.
You can now add your full Int mod as a profane bonus to Dex checks, skills, AC, Reflex saves and attack rolls that would use Dex. You also gain Improved Unarmed Strike as a bonus feat if you didn't have it (or Improved Natural Attack(Unarmed Strike) if you already had it) and your natural weapons and unarmed strikes count as Evil, Cold Iron, Adamantine and Magic if it would be benefical for them. You also deal double damage against anyone with levels in either Commoner or Wizard.
For the duration of this boost you gain +1 IL and CL as long as you mewl loudly when using a maneuver/spell and are prone.
You summon a Hellcat (Bezekira) in an empty space big enough to fit it adjacent to you. It is advanced until its HD equals your ranks in Profession (Ferrymen). You can choose for it not to grow to Huge size if it reaches 11+HD, in which case it gains a Profane bonus on all 1d20 rolls and damage rolls equal to your Int mod. It lasts until it is killed, you use this boost again, or you unready it, whatever happens first.
For the duration of this boost you and your Vengeful Spirits look so adorable that anyone wishing to attack either must make a Will save or lose their action. If they make the save, then they can keep attacking you without trouble.
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For the duration of this boost you're surrounded by a fiery aura with a radius of 40 feet that deals damage equal to a Profession (Ferrymen) check from you and dazes anyone who is inside it. Half this damage is fire and the other half is profane. A sucessful reflex save halves this damage and negates the Daze. Increase the DC by 1 for each Vengeful spirits inside the aura, to a maximum of +10 DC.
Notes: Can see it above ground as well recently, theatrical type
Unpleasantness: Seems infested with fleas Corpse Tour GuideCorpse Voyage (Stance)
Level: Scholar 1
Initiation Action: Swift action
Target: you.
Duration:Stance
If I kill you, human, my hellfire cart will get heavy~♪
Man, carrying off corpses is fun! You need to be in a form that can use hands to Initiate this stance.
When you enter this stance you summon a small wheeled cart that fills your space. You can fit a number of unattended corpses inside up to your ranks in Profession(Ferrymen) plus your Int mod. Stuffing them inside is a free action as long as you're adjacent to them, regardless of size, and you can also retrieve them instantly to pay the Forbidden Cost of Corpse Voyage maneuvers, but they all come out in spaces adjacent to you if you exit this stance. The corpses rot normally, but strangely no bad smell comes out, and you can always cover the contents easily enough so that nobody else can see what you're carrying inside, unless you wish them to glimpse the contents. Anything else besides corpses that you try to fit inside the cart mysteriously falls off. You need both hands to properly move the cart around, but it doesn't slow you down neither does it seems to weight anything. It cannot be sundered nor disarmed and is indestructible. If you let it go, nobody else can move it, although it doesn't block movement nor line of sight, just counting as a square of difficult terrain. The cart disappears when you leave this stance, and you can choose to leave the corpses behind, or to be taken away with it. In the second case, the cart will be filled with the same bodies when you start this stance again.
You can also swing the cart as a two-handed weapons that deals 1d8 Bludgeoning damage for a medium-sized initiator with a crit mod of x2 with the Ghost Touch property, plus +1 damage per corpse currently inside. Since the cart feels weightless, you can use Dex for its attack rolls instead of Str if you have the Weapon Finesse feat.
If you go into water, the Wheeled Cart instantly turns into a small boat that works the same way, also allowing you to move over the water's surface as long as you hold to it with both hands. You can also will it to sink underwater, but then you'll need to make normal swim checks to move around.
If you change shape (like some Corpse Voyage maneuvers that turn you into a cat), your cart fuses with you. You can have one of your natural weapons acquire the properties and damage of the Corpse Cart. You can't fit more bodies inside, but you can still consume them to use Corpse Voyage maneuvers.
An eery fog always seems to surround the Corpse Cart as long as it has corpses from sentient creatures inside, granting you Cover and Concealment while it is in your hands. You can use it to hide even if there's nothing else to hide behind. The Forbidden Cost penalty increases by 1 for each day you maintain this.
As a fullround action you can eat the corpse of a sentient creature inside the cart to regain 1d12 HP per HD it had and receive a Lesser Restoration effect. The Forbidden Cost penalty increases by 1 each time you do this.
Your movement speed increases by 5 feet per corpse inside the cart.
Your cart counts as magic whenever it would be benefical for you and gains an Enanchment bonus to attack and damage rolls equal to ¼ your HD. For each such enanchment bonus it also gains one of the following properties of your choice: Flaming or Vicious. Instead for two picks you can pick either Axiomatic, Unholy, or Flaming Burst. The Forbidden Cost penalty increases by 1 for each 24 hours you maintain this.
Hits from your cart automatically remove any suits from your target, including items with “Suit” on their name. You can then attempt to start a grapple as a free action without need of a touch attack or provoking attacks of opportunity, and adding your Int mod to any checks. If you succeed you don't count as grappled yourself. You can only have one grappled creature at a time on your Torture Cart, but you can otherwise use it as normal. The Forbidden Cost penalty increases by 1 for each 24 hours you maintain this.
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Your cart can now take actions on its own, and you can ride it as a mount, using Profession(Ferrymen) checks instead of Ride checks. The cart can attack by itself, as if you were wielding it, and its base movement is 5 feet per corpse carried. The Forbidden Cost penalty increases by 1 for each 24 hours you maintain this.
Whenever you createVengeful Spirits, you create one extra.
The Forbidden Cost penalty increases by 1 for each 24 hours you maintain this.
Your cart counts as made of a
Pure Metal of your choice artifactwork quality. The Forbidden Cost penalty increases by 1 for each 24 hours you maintain this.
You gain immunity to Fire and Profane damage while wielding the cart, and the area you pass through with it bursts into flames that count as difficult terrain for everybody else and deal damage equal to a Profession(Ferrymen) check to anyone else who enter them, half this damage being Fire and the other half Profane (but don't hurt your vengeful Spirits). Those flames only go out when you exit this Stance, unless you've maintained them for 666 hours nonstop, in which case they're eternal until you die. The Forbidden Cost penalty increases by 1 for each day you maintain this.
When you hit an enemy with your Cart, you end their martial Stance and Boost (if any) and can make a targeted Greater Dispel using your ranks in Profession (Ferrymen) instead of CL and no CL cap. The Forbidden Cost penalty increases by 1 for each 24 hours you maintain this.
The cart Orin is pushing is a wheelbarrow. What's it carrying, you say?
Best not to ask such questions, I think. 2nd levelMalicious Spirit: “Spleen Eater” Corpse Voyage (Strike)
Level: Scholar 2
Initiation Action: Standard action
Range: See text.
Target: 1 creature
Duration: See text.
Save: 12+Int Mod.
Recalls the vengeful spirits who love the negative feelings of humans such as anger and hatred.
The spleen is where humans store their emotions, it seems.
When you initiate this maneuver you make a basic attack and create a Vengeful Spirit in an empty square adjacent to yourself.
If you hit any of your other Vengeful Spirits on the field automatically move to empty adjacent spaces to the target. If they would move over other creatures, they explode over them instead.
If you hit the attack on a living or undead creature, you heal HP equal to your ranks in Profession (Ferrymen) and the victim must make a Will save or lose any Rage/Frenzy, Fear, Confusion and any effect that would grant a moral bonus or penalty on their person. If they had such an effect on themselves and they fail the Will save you heal double the HP. Even if they save such effects are supressed for 1 round. Creatures suffering an explosion from one of your Vengeful Spirits suffer the same effect if they fail their saves, except you don't heal any HP.
If you hit with the basic attack you can roll a Profession (Ferrymen) check learn the negative memories of your opponent. This works as a Knowledge check relevant for the monster, except that you only learn things the creature doesn't like, such as specific weaknesses, their weakest save, their lowest ability score, bad past events, and similar.
You create one additional Vengeful Spirit in a square adjacent to yourself.
You create two additional Spleen Eaters in squares adjacent to yourself.
You create two additional Spleen Eaters in squares adjacent to yourself.
In addition you can now use adjacent Vengeful Spirits as touch thrown weapons, counting as magic attacks with a ghost touch effect and range increment 50 feet that can still be combined with Corpse Voyage maneuvers and deal damage equal to a Profession (Ferryman) check from you if they hit. If you miss, they end in the closest empty square between you and your target.
You create two additional Spleen Eaters in squares adjacent to yourself.
Enemies must roll their saves against this maneuver twice and take the worst result.
Your Vengeful Spirits now force the enemy to roll their save twice against their explosions and take the worst result.
You create two additional Spleen Eaters in squares adjacent to yourself.
Creatures failing their saves against this maneuver cannot take violent actions (although they can defend themselves) or do anything destructive for 1 round.
Creatures failing their saves against your Spleen Eater explosions cannot take violent actions (although they can defend themselves) or do anything destructive for 1 round.
You create two additional Spleen Eaters in squares adjacent to yourself.
You may remove any mind-affecting effect from yourself when you use this maneuver, and even initiate it if you were unable to do so normally.
You create three additional Spleen Eaters in squares adjacent to yourself.
The squares through which your Vengeful Eaters pass, as well as any adjacent, burst in flames that last 3 rounds and deal damage equal to a Profession (Ferrymen) check to any who pass through them besides yourself or your own Vengeful Spirits. Half this damage is fire and the other half is profane.
If the target fails their will save, he has all his bad memories erased from them, instead replaced by mixed images of skulls, skeletons, blood, fire and the initiator, that seem perfectly natural to the victim. The victim's attitude towards everyody else changes to indifferent if it was worst previously.
When you initiate this maneuver you gain a Bite attack dealing 6d6+1,5 Str mod damage that ignores all DR from living or undead creatures and fully affects ethereal and incorporeal targets, that you can use to deliver the maneuver's basic attack. If you had already had a Bite attack, add their base damages together. You heal half the damage you deal with this Bite as long as you're hitting living or undead creatures of at least small size. It lasts for 3 rounds.
In addition whenever you hit an opponent with this Bite, if they fail their will save you can choose to don't stop at the spleen and eat one of their limbs right away! Lost arms can't be used, lost wings prevent flight, each lost leg halves the victim's base speed until the target has no legs left, after which they're reduced to crawling at 5 feet. You receive a Greater Restoration effect for such limb eaten this way.
If an human with emotion comes, they'll appear out of nowhere and slowly pounce upon him. If he loses and gets his negative feelings eaten, does he get refreshed...? Atonement “Needle Mountain of a Former Hell” Corpse Voyage (Counter)
Level: Scholar 2
Initiation Action: Immediate action
Target: See text
Duration: See text
Save: 12+Int mod
A spell card of rioting spirits in pain above the uncountable needle mountains.
You may use this maneuver whenever an enemy within your view harms another creature.
They're punctured by thousands of ghostly needles that don't deal damage but inflict a profane penalty on attack rolls, damage rolls, skill checks, saves and AC equal to half your int mod. At the start of their turn the victim gets a Will save to repent from his sins and remove the needles. The needles persist until the victim makes the save.
In addition you create one vengeful spirit in an empty square adjacent to the target, plus another for each 6 ranks you have in Profession (Ferrymen).
While the needles last the victim hears and sees repetitive chants that make focus on the mystic impossible. They cannot use spells/SLAs/powers/similar until they succeed on the Will save, as well as taking a profane penalty to Spot and Listen checks equal to your Int mod.
A blast of energy emerges from you when you use this counter, dealing profane damage equal to your ranks in Profession (Ferrymen) to all enemies in a burst with radius equal to the distance between you and the target of this counter.
Needles fall in a circle with radius equal to the distance between you and the victim of your counter, inflicting all of them with a -1 profane penalty to attack rolls, damage rolls, skill checks, saves and AC until the victim makes their Will save or dies.
Sharp trees emerge in the land around you in a circle with a radius equal to the distance between you and the victim of your counter. Tiny angry phantoms fill the area directly above. Movement for all your enemies inside this zone is halved in this area and they take 1 profane damage for each 5 feet they move. This lasts until the victim makes their Will save or dies.
The victim counts as carrying an Heavy load until they make the Will save.
If they fail the Will by 10 or more they're petrified.
When the victim makes their save, they receive an Atonement effect as the spell from you, except you don't need to pay any exp. The specifics are instantly written down in a sealed letter that ends in your hand. If this letter is damaged or destroyed the Atonement effect is reversed.
The victims count as Charmed by you until they make their Will save.
Blood gushes out from your victim, inflicting 1d12 Con damage per turn and spraying their internal fluids in a burst of 5 feet per IL, producing a red fog in the area through which only you can see normally.
The victim only gets a save to remove the needles after 6 rounds and while the effect lasts they take 6d6 damage at the start of their turn, half this damage being fire and the other half being profane.
The victim hears and sees things that erode their sanity. They're rendered Confused for the duration, even if they're undead. Increase the DC of this maneuver by 2 at the start of each of the victim's turns. If they fail three saves in a row they lose all contact with reality and fall on a permanent gibbering catatonic state until a Wish or Miracle is used, or the initiator is killed.
The needle mountains are painful even if you're not a spirit. This spell card gives me a taste of a hellish Hell.
3rd levelBe of Good Cher!Corpse Voyage (Boost)
Level: Scholar 3
Initiation Action: Swift action
Range: See text.
Target: See text
Duration: 1 round
Save: 13+Int Mod.
Tada~
Looks like you're havin' fun, sis!
Mind if I join ya? When you initiate this boost you break into a cheerful solo dance, allowing you to use Profession (Ferrymen) instead of Diplomacy, Gather Information, Bluff or Intimidate.
For the duration of this boost creatures that detect you must make aWill save or become indifferent towards you for the duration. If they fail by 5 or more they become Friendly for 1 round then indifferent for 1 round. If they fail by 10 or more they become Helpful for 1 round then Friendly for 1 round then Indifferent for 1 round. If they fail by 20 or more they become Helpful for 2 rounds then Friendly for 2 rounds then Indifferent towards you for the rest of their lives. You attacking them earlier automatically ends this effect. No more than 1 check per round.
You can also choose to shrink to Tiny size for the duration of this boost, but your ability scores and natural armor don't change.
You can extend this boost until the end of your next turn by spending a swift and standard action at the start of your turn, but creatures who made their save cannot be affected again for 24 hours.
When you use this Boost one creature adjacent to you is affected by a Crushing Despair for 1 round. If they fail the save the Crushing Despair lasts 1 hour per point they failed the save.
Creatures who fail the save against this lose one year of their life for each point they failed their saves. Creatures with immunity to [Death] effects lose it for 1 round.
Dark clouds cover the skies blocking sunlight while you dance.
Rain falls as far away as you can see while you dance.
Your victims must save twice against this effect and take the worst result.
Creatures who fail their save against this are affected by a Crushing Despair effect for 1 round.
For the duration of this boost you can ignore all undead and construct traits from your opponents while you dance.
When you start this boost you create a Prismatic Wall effect with CL=your ranks in Profession (Ferrymen) that lasts as long as you dance.
You replicate a Summon Monster IX effect that lasts for as long as you dance, except the monster has a series of bright colors and cute patterns, looking more like an oversized toy. One of its natural weapons of your choice gains the Vorpal property.
One creature of your choice is affected by a Crushing Despair effect. Forever, that cannot be removed short of killing the initiator. If they're immune to mind-affecting they're allowed a Will save to resist at the start of their turn, but then must save again every turn. If they fail they're affected for that round and then must save again. You can only have one such victim at a time, using this option again ends the previous permanent Crushing Despair.
Remember. Somewhere there's always someone fighting for your corpse and soul.
Hellfires of Times PastCorpse Voyage (Strike)
Level: Scholar 3
Initiation Action: Fullround action
Range:See text
Target: See text
Duration:See text
Save: 13+Int Mod.
Since people stopped being condemned to the hellfires, the oni don't visit anymore either, so this place has become the playground to spirits and animals.
As part of this attack make a normal melee attack. Reagardless if you hit of miss, you produce a cone of infernal flames with up to 30 feet plus 5 feet per IL that deals damage to all non-animals inside equal to a Profession (Ferrymen) check from you. Half this damage is fire and the other half is profane. A reflex save halves this damage. If you hit the melee attack, the victim is not allowed a reflex save
In addition you create one vengeful spirit per 4 ranks you have in Profession (Ferrymen) in any positions of your choice inside the cone. All your vengeful spirits are surrounded by an hellfire aura and deal 1d12 fire damage and 1d12 profane damage to all adjacent creatures at the start of your turn.
Victims who fail their refle save are entangled for 1 round and can't move from their position, even through magic means. You lose any entangled condition you had and end any other area effect that caused Entangle that shared the same area.
You can have this maneuver affect a spread up to 60 feet plus 10 feet per IL instead of the normal area.
Victims must save twice and take the worst result. Those who fail are Blind for 1 round. You lose any Blind condition you had and end any other area effect that caused Blind that shared the same area.
This maneuver deals untyped damage and ignores damage redirection, Evasion, Improved evasion and similar abilities.
Any amount of ground of your choice under the area of this maneuver turns to 30-feet deep lava that deals half profane and half fire damage, and fire resistance only works normally against it, instead of rendering one immune. Flying creatures in the area must make two reflex saves and take the worst result. If they fail they are dropped into the ground below. This lava doesn't hurt you.
You create twice as many Vengeful Spirits when you use this maneuver.
After you use this maneuver you're surrounded by hellfire. Until the start of your next turn you become immune to fire and profane damage and your melee attacks deal an extra 1d12 fire and 1d12 profane damage. Anyone striking or touching you somehow in melee take 1d12 fire and 1d12 profane damage.
Your Vengeful Spirits deal maximized damage and instantly kill any damaged creatures with 4 or less HD than your level that they would damage, but all their damage is converted to Fire.
With this option you may initiate this maneuver even if you're at negative HP, with an ability score at zero or dead. You heal HP equal to the damage dealt to other creatures, regrow any lost body parts and heal all ability damage and drain and remove any ability score penalties.
This maneuver now ignores hardness. Victims must save three times. Failing once means they take full maximized damage and all of their Fast Healing and Regeneration are disabled until the Initiator is killed. Failing twice means they take double maximized damage and they can't heal damage until the Initiator is slain. Failing thrice means they're completely consumed to a black husk that's useless for any use, like necromancy or ressurection magic, besides fueling Corpse Voyage maneuvers.
If you die around here, you'll burn so hard there won't even be ashes left.
If I want your corpse,
I'd better take you down here!