Author Topic: Eternal Royal+Border of Life school  (Read 29043 times)

Offline oslecamo

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Eternal Royal+Border of Life school
« on: April 14, 2012, 07:47:24 PM »
Eternal Royal

“You like the flowers, do you? We do have a few empty places at the party...You still are not invited, dear.”-Yuyuko Saigyouji, Eternal Royal and Border of Life master

Princesses and queens are a very common element in stories. Where others resort to brute strenght, complex magics or cunning tricks, those noble women change the course of history with their sheer charisma, knowing how to read the hearts of others, and even seeming to atract the favor of otherwordly forces with their simple elegance and innocence.

Some however aren't satisfied simply by being an "element". They take their destiny on their own hands, and make sure it stays that way. Not even death seems to be able to get an hold of them, and eventually all kinds of rumor encircle them to try to justify their eternal youth.

Those are the Eternal Royals. Awe-looking beings that transcended the normal coils of mortality, roaming the lands and using their mysterious abilities to guide heroes and even nations and pacify villains for greater purposes.

Eternal Royals are usually female, but  young beatiful men taking this path is far from unheard of.

MAKING A ETERNAL ROYAL
Abilities: Charisma is the key ability for the schools and also the knowledge skills you need to suceed. Constitution bolsters your HP. Dexterity may come in handy as you're wearing light armor.
Races: Eternal royals are more common in humans and the longer lived races, with the exception of dwarves, who traditionally scoff at any who would rely on their charisma. 
Alignment:What qualifies as the greater purposes for an Eternal Royal is another story alltogheter. Some may actually be good hearted and humble, seeking the common good, while others are prideful and evil girls that consider themselves above all others, radiant to make their worlds spin around them. Pity on the warlord that tries to kidnap one of the laters, as they'll quickly find themselves as slaves to their "prisioner"'s overwhelming charisma.

Starting Gold: 4d4x10 (100gp)
Starting Age: Young

HD:d6
Level BAB Fort Ref Will Feature Maneuvers Known Maneuvers Readied Stances Known
1 +0 +0+2 +2 Royal Touch, Forever Young, Royal Elegance441
2 +1 +0+3 +3 AC Bonus 541
3 +2 +1+3 +3 Eternal SKill651
4 +3 +1 +4+4 Royal Grace761
5 +3 +1 +4 +4Royal Elegance 872
6 +4 +2+5+5 A Lady, Not a Warrior982
7 +5 +2 +5 +5Eternal Skill1092
8 +6 +2 +6 +6Fleeting Dream 1/day1192
9 +6 +3+6+6 Lady's Blessing12102
10+7 +3+7+7 Eternally Favored, Eternal Skill, Royal Elegance13102
11+8 +3 +7+7 Fleeting Dream 2/day14113
12+9 +4 +8+8 Charisma Break15123
13+9 +4 +8 +8 Eternal Skill16133
14+10 +4 +9 +9Fleeting Dream 3/day17133
15+11 +5 +9 +9 Royal Elegance18144
16+12 +5 +10 +10Eternal Skill19154
17+12 +5 +10+10 Fleeting Dream 4/day20165
18+13 +6+11+11 Elegant Dream21175
19+14 +6 +11 +11 Eternal Skill22185
20+15 +6 +12 +12Royal Aura, Royal Elegance, Fleeting Dream 4/day 23195

4 Skill points+int per level, quadruple at 1st level. Class skills:
Apraise,  Bluff, Concentration, Craft(any), Diplomacy, Disguise, Gather Information, Intimidate, Handle Animal, Knowledge(any), Listen, Perform(any) Profession(any), Search, Sense Motive, Spot, Spellcraft, Use Magic Device, Use Rope

Proficiencies: simple weapons and light armor, any two martial weapons from her chosen schools.


Features:


Maneuvers: A Eternal Royal learns maneuver from the Border of Life school and one other martial school of her choice. If the second school demands any special prerequisite (like Ancient Temple needing a feat) the Eternal Royal must fulfill it as well. Her Iniator level is equal to her Eternal Royal level, and she can only learn maneuvers of a level no bigger than half (IL+1).

Eternal Royals fight at their whims, so they can recover their maneuvers randomly. At the start of each round you can roll a 1d6. On a 1-3 you don't recover any maneuvers, on a 4-5 you recover one expended maneuver, and on a 6 you recover two expended maneuvers. The Eternal Royal can choose to don't recover any maneuvers if they fancy it.

At 4th level, and every even-numbered level afterwards, the Eternal Royal can swap one of her older maneuvers with a new one she qualifies for from one of her two schools (the new one doesn't need to be of the same level of the older one).

Royal Touch:Even if aparently unarmed, an Eternal Royal is far from defenceless. A simple slap from her hands can hurt even the most heavily armored warrior. In some cases this is from mysterious channeled energies, other times it's simply the implied offense of someone so beatiful wishing us harm. Either way, it's a  melee touch attack that deals 1d6+Cha mod damage. Do not apply power attack or Str mod. If the Eternal Royal has enough bab, she can perform iterative attacks with it.

This also allows the Eternal Royal to use domestic tools and jewelery (from collars to frying pans) as weapons.

(click to show/hide)

Forever Young: An Eternal Royal doesn't age, and always looks at the prime of her youth or even as a child. She doesn't take penalties neither benefits for aging. You never take any kind of permanent scarring, with even the most grievous wounds naturally healing in 1 week tops.

Royal Elegance: The eternal royal is a natural when influencing the hearts of others, even if she herself doesn't notice it. At 1st level pick one of the following skills, you gain the associated benefit.

(click to show/hide)
At 5th, 10th, 15th and 20th level you may pick another.

AC Bonus: at 2nd level the Eternal Royal adds her Cha modifier to her AC while wearing light or no armor. Any effect that woud make her lose her Dex bonus to AC makes her lose this bonus as well. This doesn't stack with other abilities that allow you to add Cha bonus to AC, she can only add one.

Eternal Skill: Since you don't actually have to train to develop your abilities, you have plenty of time for some hobbies! At 3rd level pick one profession, knowledge and craft skill-you always count as having max ranks in the chosen skills, plus you can use your Cha instead of other ability scores on checks with them.

At levels 7, 10, 13, 16 and 19 you can pick another trio of skills for this.

Royal Grace: At 4th level, you add your Cha mod to all your saves. This doesn't stack with other abilities that allow you to add Cha bonus to saves, she can only add one.

A Lady, Not a Warrior:At 6th level, you can use your Cha mod instead of Str or Dex for attack and damage rolls with melee and ranged weapons.

Fleeting Dream: You always look and act good, but sometimes you're even better than that. At 8th level 1/day as a move action you can increase your Cha score by 4 for 1 minute, but at the end of the duration you become fatigued. Flowers, butterlfies, fans and other such things seem to flourish around you while it lasts, altough they're never really there when you look closer. You can use this ability one more time per day at 11th, 14th, 17th and 20th level.


An eternal Royal atempts to fascinate her oponents.

Lady's Blessing: You blow a kiss, or give the right look, or simply wave a hand, and the target of your atention is inspired. At 9th level when an ally makes any one 1d20 roll, as an immediate action you can grant a bonus equal to your Cha mod to that 1d20 result.

Eternally Favored: The gods of  fate seem to personally watch over you since you emerge unschated from the most terrible incidents. At 10th level while wearing light or no armor, you never suffer anything from effects against which you sucessfully saved.

Charisma Break: You can render even the most cold hearted monsters into weeping with a few choice words and gestures. At 12th level as a standard action choose one creature that can see you. They must make a Will save with DC 10+1/2 HD+Cha mod or become Exhausted, Panicked, Nauseated, Stunned, Blinded+deafened, or Flat Footed (your choice) for 1d4 rounds. Even if they save, they still become shaken, sickened, dazzled or fatigued (your choice).


Obfuscating Innocence: Just because you look young and try to play nice, doesn't mean you're a fool. At 14th level you can add your Cha mod to Iniative checks and re-roll one cha-based skill check per round whose result you don't like, including those skills gained trough Eternal Skill.

God's Favor: Lady Luck herself clearly likes you. At 16th level you no longer automatically fail saves or attacks in a normal 1, neither do enemies automatically hit your AC or save against your attacks with natural 20s.

Elegant Dream: At 18th level, you can expend two uses of Fleeting Dream to increase your Cha score by 8 for 1 minute, but you now become fatigued at the end.

Royal Aura: At 20th level, you're the kind of person that moves nations if not whole worlds with a simple word and a glance. Anyone looking at you must suceed on a DC 10+1/2 HD+Cha mod or be Fascinated. You can supress this ability or restart it at will as a free action, including against specific targets. Anyone suceeding on their saves becomes immune to your Royal Aura for 1 hour. Creatures with half your HD or less automatically fail their saves against this.

The Eternal Royal may also treat herself as ethereal whenever it would be convenient for her.


(click to show/hide)
« Last Edit: April 11, 2019, 04:22:27 AM by oslecamo »

Offline oslecamo

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Re: Eternal Royal
« Reply #1 on: April 14, 2012, 07:49:45 PM »
Border of Life


"In a gathering of corpses
There is beauty.
Same goes for the cherry blossoms and spring"-Yuyuko Saigyouji, Border of Life master.


Death. Rot. Usually depicted as ugly things, but still an essential part of the cyle of life. We eat animals and plants. We use fermentation for all kind of activities. Yet most of us still fear it and seek to fight against it at all costs.

Such was the case of Yuyuko Saigyouji, who was born with an unnatural talent to bring death to others. Unable to bear with such powers anymore, she took her own life, only to find herself coming back as a ghost. Her spirit would not rest, not with her own talent over death. For a century she struggled with her new existence, untill finally her mind found peace. Even tough her mind snapped somewhere along the way, making her forget all the horrors she had previously unleashed, Yuyuko managed to master the subtle border between life and death, before seting off to explore the world whitout any more fear of needless killing.

Still all she found was hate and persecution for her kind from one side, and others trying to use her for their own neafarious means. Sick of all the necromancers that give her arts a bad name, she polished her skills and trained a few chosen others to show the elegance of decay and death to the world before retiring to her previous mansion, where her Gardeners faithfully still awaited her.

The Border of Life school focuses on channeling the power of death in an elegant way, avoiding needless killing and inflicting painless harm.

Key Skill:
Perform(dance). Border of Life maneuvers has its origins in funeral dances to try to calm down the spirits of the dead. Whenever perform is mentioned in a Border of Life maneuver, it refers to Perform(dance).

Favored Weapons: light fan, fan, heavy fan, light warfan, warfan, heavy warfan, light youkai fan, youkai fan, heavy youkai fan, unarmed strike, Royal Touch.

New Weapons: Fans.

New Feats

(click to show/hide)

1st level

Lost Soul's Village-Wandering Soul: Strike–summon a minor ghost to serve you.
Law of Mortality-Illusion: Counter-make an oponent appear dead, or the dead to look alive.
Ghastly Dream of Death:Strike-release a wave of spirit butterflies around you.
As the Butterfly Flies: Boost–gracefully float trough the battlefield.
Deadly Dance: Stance–your simple touch disrupts both the dead and the living.

2nd level
Lost Soul's Village-Fatal Sin: Strike–deal heavy damage to oponent that damaged you or your allies.
Law of Mortality-Dead butterfly: Strike–summon a swarm of minor spirits to fight for you.
Ghostly Elegance-Fatal Light Trap: Counter–atract an enemy's atention, forcing them to re-roll a sucessful attack.
Subtle Melody Repository-False Soul :Boost–Animate corpse for a moment.

3rd level
Lost Soul's Village-Trackless Path: Strike–move and attack whitout drawing any atention.
Ageless Dream:Stance- do not grow old, become immune to sleep and mind-affecting effects.
Law of Mortality-Poisonous Moth:Strike-Summon a spirit with a powerful poisonous attack to serve you.
Gifts to the Deceased:Boost-Honor the recently dead to invigorate yourself.

4th level
Lost Soul's Village-Suicide:Strike–make your enemies attack themselves.
Law of Mortality-Demon World: Boost–take the battle to hell, nobody leaves alive before you allow it.
Everlasting Nap: Strike–make an oponent fall asleep, from which they'll never wake up naturally.
Subtle Melody Repository-Ghost:Boost-grant you and your allies bonus based on your perform ability.

5th level
Flowery Soul-Ghost Butterfly: Strike-Summon forth a powerful flying spirit.
Netherworld Mysterious Spot: Counter-open a portal to the netherworld that releases temporary angry spirits.
Death Sign-Life of Drunk, Vision of Death:Boost-Awe your oponents with a vision of the other world.
Perfect Cherry Blossom Seal:Strike- attack and lock your oponents inside a rain of flowers.

6th level
Flowery Soul-Butterfly Delusion:Counter-rejuvenate from destruction.
Subtle Melody Repository-Phantom:Strike–damage an oponent based on your perform ability, they don't notice anything.
Geting Lost in the Perfect Cherry Blossom: Stance–Gain powerful boosts, but also act Confused.
Limit of Life-Invitation to the Netherworld:Strike-target temporaly becomes a spirit under your service.

7th level
The Moment a Butterfly's Wings Flap-Boost-Gain temporary spiritual wings that grant perfect flight and other bonus.
Lost Again-Fantasy Hell: Strike–Flood the battlefield with angry spirits.
Perfect Cherry Blossom Deep Sleep:Strike-Make enemies fall in a comatose sleep as they're buried by flowers.

8th level

Subtle Melody Repository-Divine Soul:Boost- Awe your oponents with your mastery over death.
Eternal Dance of the Butterfly's Dream: Stance–Become unliving.
Banquet-All Things Reunite in Death: Strike- Gather your oponents for a feast.
Bloom of the Perfect Cherry Blossom:Strike-Touch of light and darkness.

9th level
Ressurecting Butterfly:Stance–Stand in the border between life and death.
Flawless Nirvana:Strike- The beggining of the end.
« Last Edit: September 15, 2017, 02:42:05 AM by oslecamo »

Offline oslecamo

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Re: Eternal Royal
« Reply #2 on: April 14, 2012, 07:49:57 PM »
Maneuvers explanations:

Unless otherwise noted, every Border of Life maneuver is supernatural maneuver that can affect incorporeal and ethereal oponents. Border of Life maneuvers ignore any resistance and immunity to cold from undead oponents.

1st level

Lost Soul's Village-Wandering Soul
Border of Life (Strike)
Level: Eternal Royal 1
Initiation Action: Standard action
Range: empty square adjacent to you
Duration: 1 round
Save: 11+Cha mod

The world is filled with spirits that have lost their purpose and just wander around, altough their atention can be drawn if one knows how to get their atention.

When you initiate this maneuver you summon a floating spirit that fills the space of a medium creature and instantly moves a distance up to your base speed in a pattern of your choice.

Any creatures it passes trough take cold or negative energy (your choice) damage equal to your IL unless they suceed on a Reflex save to move to an empty adjacent square (if no empty squares are available then they automatically fail).

The spirit then persists until the beginning of your next round, and any creature entering  it takes cold or negative energy (your choice) equal to your IL+Cha mod.

Law of Mortality-Illusion
Border of Life (Counter)
Level: Eternal Royal 1
Initiation Action: Immediate Action
Range: 10 feet per IL
Target: see text
Duration: 1 round per IL
Save: 11+Cha mod

It's customary for the living to try to deny death even when it happens right before their eyes, or to wish the demise of others even if life is such a frail thing.

This counter can be used in this situation:
-You make appear as if a creature that just died is still alive. This leads for example to oponents being unable to cross its space or trying to finish it off.
-You make appear as if a creature that was just got harmed in any way died. However if that creature takes any actions, the effect instantly ends.

Either way, the effect lasts for 1 round per IL and a sucessful Will save from anyone observing the target denies the effect (one atempt per round), but for only for the one who suceeded on the save.


Ghastly Dream of Death
Border of Life (Strike)
Level: Eternal Royal 1
Initiation Action: Fullround action
Range:Burst of 5 feet per IL centered on you.
Target: enemies inside the burst
Duration: instantaneous
Save: 11+Cha mod

You release hundreds of minuscle eery butterflies that spread around you. Anyone touching them finds themselves filled with dreadful visions of their demise.

This maneuver deals cold or negative energy damage (your choice) equal to your Cha mod to enemies inside the burst and inflicts a -1 penalty to their saves and AC for 1 round unless they suceed on a Reflex save (which also negates the damage).


Border of Life shows that death isn't always black-grey and ugly.

As the Butterfly Flies
Border of Life (Boost)
Level: Eternal Royal 1
Initiation Action: Swift action
Target: You
Duration: 1 round

As the catterpilar abandons its original form so it can be free from the earth, so do you abandon your previous existence to dance trough the air.

For the duration of this boost, you gain a Fly speed with poor maneuverability equal to your base speed.
You also become shrouded in an eery aura and your body temperature drops to that of the enviroment just like a dead body.

Deadly Dance
Border of Life (Stance)
Level: Eternal Royal 1
Initiation Action: Swift action
Target: you.
Duration: Stance

When one has eternity at hand, one develops specially refined ways of combat to amuse oneself.

While on this stance, make a Perform check at the begginning of every round. If you beat a DC of 15, you gain a +1 bonus to attack and damage rolls for 1 round. For every 5 points you beat the check, both bonus increase by 1. However the dance demands intricate steps that slow you down by -10 feet on all movement speeds.


Yuyuko dances for the dead, both past and soon to be.


2nd level
Lost Soul's Village-Fatal Sin
Border of Life (Strike)
Level: Eternal Royal 2
Initiation Action: Standard action
Range: as weapon
Target: 1 creature
Duration: instantaneous

The second step of those who lost their way, they start comiting dreadful acts out of desesperation or simple foolishness, demanding punishment to be put back on their right tracks.

When you initiate this maneuver make a basic attack with a weapon if your choice (or two light weapons with no penalty on the attack rolls). If you hit a creature that had damaged you or one of your allies in the last round, you deal double damage.

Law of Mortality-Dead butterfly:
Border of Life (Strike)
Level: Eternal Royal 2
Initiation Action: Fullround action
Range: square adjacent to you
Duration: See text
Save: 12+Cha mod

In every death there's a rebirth. Your life may have ended, but your spirit will now begin a new journey.

When you initiate this maneuver you summon forth a ghastly butterfly composed of dozens of tiny spirits. Treat it as an incorporeal swarm with the following stats:

(click to show/hide)

The initiator can freely command the Dead Butterfly, which lasts for 1 round for every 5 ranks you have in Perform.


"To serve a Border of Life user in death is a much better destiny that ending up as a skeleton or zombie."

Ghostly Elegance-Fatal Light Trap
Border of Life (Counter)
Level: Eternal Royal 2
Initiation Action: Inmediate action
Range: 10 feet per IL
Target:see text
Duration: instantaneous

Sometimes the light at the end of the tunnel is just an hungry spirit coming for you.

You may initiate this counter when an enemy rolls a sucessful attack, skill check or ability check whitin range. They must re-roll it.

Subtle Melody Repository-False Soul
Border of Life (Boost)
Level: Eternal Royal 2
Initiation Action: Swift action
Range: 5 feet per IL
Target: One dead corpse whitin range.
Duration: See text

The bodies of the dead no longer house their spirits, yet people still treat them with a measure of respect of when they were living, projecting a lie on the corpse as if it could still awaken. And lies have a power of their own.

When you initiate this boost a corpse inside range gains the Zombie template, stands up as a free action and acts under your command for 1 round for every 6 ranks you have in perform. Once this boost ends, the corpse dissolves into a multicolored light, leaving a white residue that's useless for necromancy magic, but can still be used to bring the creature back to life with raise dead and similar.


Yuyuko commands!

3rd level

Lost Soul's Village-Trackless Path
Border of Life (Strike)
Level: Eternal Royal 3
Initiation Action: Fullround action
Range: See text
Target: See text
Duration: instantaneous
Save: See Text

Every day people die whitout anyone noticing anything. Even if their corpses are eventually found, who can tell what killed them?


When you use this maneuver make either a double movement, a charge, fullattack or move+basic attack. All enemies that can see you are rendered flatfooted during this strike. If they had been hurt in the previous round by some other source (this include undeads under your command) they don't even notice you attacked them. Otherwise they get a Will save with DC 10+1/2HD+Cha mod to not being redered flatfooted during this strike and noticing you.


Ageless Dream
Border of Life (Stance)
Level: Eternal Royal 3
Initiation Action: Swift action
Range: -
Target: you.
Duration: stance
Save: none

Some say death is but a sleep, just one that never ends.

While in this stance you no longer age (naturally or not), and become immune to Sleep and mind-affecting effects. However you start feeling more distant and lofty, and must spend a move or swift action every round to remain in this stance, otherwise it ends.

If you are an undead, then you become immune to Turn/Rebuke Undead while on this stance.

Law of Mortality-Poisonous Moth
Border of Life (Strike)
Level: Eternal Royal 3
Initiation Action: Standard Action
Range: Square Adjacent to you
Duration: See text.
Save: See text.

Even the smallest bug can potentially kill a giant if it has poison. That death may come from anywhere is a lesson all mortals must learn if they wish to live long.

When you initiate this maneuver you create a multicolored moth spirit with the following stats

(click to show/hide)

The poisonous moth serves you for 1 round for every 4 ranks you have in perform, after which it vanishes. You can only have one created at any time.


"Yuyuko summons a new  spiritual familiar to do her bidding."

Gifts to the Deceased
Border of Life (Boost)
Level: Eternal Royal 3
Initiation Action: Swift Action
Range: 5 feet per IL
Target: you
Duration: 1 round
Save: none

From the most savage barbarians to the greatest civilizations, they all honor their dead in some way, sometimes by presenting them with valuable gifts, others by burning or even eating them.

To perform this maneuver there must be a dead creature whitin range that's been dead for no longer than 1 round per rank you have in Perform. You make a minor offering to the deceased, at it retribues by healing you for 1d6 HP and granting a +1 moral bonus on attack rolls, damage rolls, saves and ability checks for 1 round for every 2 HD it had in life (minimum 1d6 HP healed and +1 moral bonus).

You cannot use this maneuver more than once in each dead creature, unless they come back to life and die again.


4th level

Lost Soul's Village-Suicide
Border of Life (Strike)
Level: Eternal Royal 4
Initiation Action: Fullround action
Range: 10 feet burst whitin 10 feet per IL
Target: creatures inside the burst
Duration: instantaneous
Save: DC 14+Cha mod negates.

Many wandering spirits don't remember how they died. Some simply do not want to remember how they died, as they took their own lifes in a reckless act that'll haunt them for eternity.

Creatures inside the affected area  must make a Will save. If they fail, they gain a standard action that must be spent attacking themselves to the best of their ability. They're still allowed to roll saves against their own effects, but ignore their own immunities, DR, regeneration, and specific resistances (those that apply only against a specific kind of attack).


Law of Mortality-Demon World
Border of Life (Boost)
Level: Eternal Royal 4
Initiation Action: Swift action
Range: 10 feet per IL radius sphere centered on you
Duration: 1 round

All living things must die eventually. It is fate.

When you initiate this boost the terrain inside the range changes to an hellish and barren landscape, devoid of any features of the area you were fighting before, just a big, dead plains. Creatures can't get in or out, even  planar travel is locked, including summoning/calling creatures. In addition all immunities and specific resistances from all creatures transported are ignored. Those effects lasts for 1 round, after which you and the other creatures affected are transported back to their original plane and positions. For the duration of the boost,

Border of life maneuvers and stances still work normally despite the above limitations.


"If one is already in the world of the dead, are they dead themselves?"

Everlasting Nap
Border of Life (Strike)
Level: Eternal Royal 4
Initiation Action: Standard action
Range: 20 feet per IL
Target: one creature.
Duration: see text
Save: 14+Cha mod.

To sleep, perhaps to dream. Death does not need to be violent or scary, and sometimes comes as peacefully as a smile as one closes their eyes for the last time, never to wake up again.

The target creature must make a Will save or instantly fall asleep on the spot. They won't wake up naturally or even if damaged. Kissing/hugging/screaming to the victim with true feelings of friendship/love as a standard action while adjacent to them will wake them up.

If you have 11 or more ranks in Perform, this ignores immunity to sleep, but such targets get a +5 bonus on their saves.

Subtle Melody Repository-Ghost
Border of Life (Boost)
Level: Eternal Royal 4
Initiation Action: Swift action
Range: 10 feet per IL radius sphere centered on you
Target: you and allies inside the range.
Duration: 1 round

The memories of those dead many times serve as inspiration to the living. All kind of rituals are performed to honor those passed away and help the new generation.

Make a Perform check. If you beat a DC of 15, you and your allies whitin range gain a +1 enanchment bonus to Attack rolls and  damage rolls, Skill Checks, Ability Checks, AC and saves for 1 round. For every 5 points you beat the DC, the bonus increases by 1.


Yuyuko inspires her allies.

5th level

Flowery Soul-Ghost Butterfly
Border of Life (Strike)
Level: Eternal Royal 5
Initiation Action: Standard action
Range: melee
Target:Dead corpse
Duration: See text

A lot of people die with unfinished business. Sometimes their spirits rise to finish them.

When you initiate this maneuver you touch a dead corpse, making its soul raise as a Ghost (as the template) under your command for 1 round for every 6 ranks you have in Perform. It takes the form of a giant, glowing multicolored butterfly.

You cannot have more than one ghost butterfly created at any time. Once this maneuver ends, the ghost butterfly dissolves into a multicolored light, leaving a white residue that's useless for necromancy magic, but can still be used to bring the creature back to life with raise dead and similar.



Netherworld Mysterious Spot
Border of Life (Counter)
Level: Eternal Royal 5
Initiation Action: Immediate Action
Range: See text
Target: You
Duration: Instantaneous
Save: None

Death awaits around every corner. Even as your oponent thinks he got you, he's only rushing for his own doom.

You may initiate this counter whenever you're targeted by an attack. Your attacker finds himself suddenly surrounded by angry spirits, that make it act as Confused for 1 round (which may cause the attack to fail). Creatures normally immune to confusion are still affected but can re-roll the confusion result if they want, in which case they take the second result.

Death Sign-Life of Drunk, Vision of Death
Border of Life (Boost)
Level: Eternal Royal 5
Initiation Action: Swift action
Range: 20 feet radius sphere centered on you.
Target: you.
Duration: 1 round
Save: 15+Cha mod

Sometimes you can literally see death coming for you. If one can understand what they're seeing in time, that's another story.

When you initiate this boost you're surrounded by dozens of tiny and eery spirits. For the duration, any enemy trying to directly attack you or any of your allies inside the area must suceed on a Will save or be dazed for 1 round. Even if they save, they're left dazzled for 1 round.


"Those who don't value their own lifes are always fast to lose them."

Perfect Cherry Blossom Seal
Border of Life (Strike)
Level: Eternal Royal 5
Initiation Action: Fullround action
Range: 20 feet-burst whitin 20 feet per IL
Target: creatures inside the burst.
Duration: See text
Save: 15+Cha mod

Cherry blossoms don't only absorve nutrients from the ground. They also absorve the sins of the people who rest under them, either dead or alive. That's why they are red, and grow ever darker as time goes by.

When you initiate this strike a heavy rain of petals slowly falls over the affected area, dealing cold or negative energy damage(your choice) equal to a Perfom check from you, reflex save for half. Creatures failing their save against this maneuver are also sealed under the petals and unable to take any actions. Every round you need to concentrate on the seal with either a swift or move action or the creatures break free. If they're damaged or affected by a new ill effect, they get a new Reflex save to break free.


"Purple cherry blossoms bloom flowers of melancholy,and scatter the petals of memory.
Fallen flowers, after a long time, return to the earth and once again bloom flowers."


6th level

Flowery Soul-Butterfly Delusion:
Border of Life (Counter)
Level: Eternal Royal 6
Initiation Action: Immediate action
Range: personal
Target: you
Duration: Instantaneous

If in one hand many people refuse to admit how fragile their lifes are, on the other they may just as easily delude themselves about the aparent destruction of their enemies.

You may initiate this counter whenver you would be killed/destroyed by either HP damage or an effect that directly inflicts it.
You seem to die/be destroyed as normal, but at the begginning of your next turn you ressurect and rise ready to fight once again, in the conditions you were before receiving your "fatal" blow! You cannot act until your next turn arrives.


Subtle Melody Repository-Phantom
Border of Life (Strike)
Level: Eternal Royal 6
Initiation Action: See text.
Range: See text
Target: See text
Duration: instantaneous
Save: 16+Cha mod.

Death can reach one even in the guise of a calm performace.

You may initiate this maneuver as either a standard or fullround action. Either way, to any onlookers you seem to simply perform a specially sophisticated dance.
If you initiated this as a standard action, you make one basic melee or ranged attack with a weapon of your choice.
If you initiated this as a fullround action, you may make a basic charge or perform a basic full attack with a weapon of your choice.

Either way, each of your attacks deals extra damage equal to a Perform check from you, but all damage done is undetectable.Even if your oponent is killed, they'll simply act normally for a few seconds before dying while standing.
Enemies damaged by this maneuver are allowed a Will save to figure out they were damaged, but just one regardless of how many times they were hit in the case of a full attack. Other creatures besides you and your target(s) can't notice the damage at all. It will still be healed normally should the damaged ones rest or receive healing magic.
At your wish, you may make the damage visible at any moment after you perform your strike, altough you don't gain any benefits from it.

Geting Lost in the Perfect Cherry Blossom
Border of Life (Stance)
Level: Eternal Royal 6
Initiation Action: Swift action
Range: Personal
Duration: Stance

But why worry so much about death? It'll eventually catch up to you anyway, so may as well enjoy it!
They told you were mad when you started dancing in graveyards, but now they're dead and you're the one laughing! And those blood stains in your clothes look like lovely cherry blossoms...

While in this stance, you suffer from the Confused condition, that overrides any and all immunities to it you may have. If you would have to attack the source of the effect, instead you must use a Border of Life strike or basic attack against any valid target whitin view of your choice-which may be yourself.If you would flee from the source of the effect, instead you cannot use maneuvers, SLAs, spells, powers or similar for the round.
In return, you:
-You increase your Cha bonus by 50% for all effects that use Charisma.
-Once per round you can add half your ranks in Perform to any 1d20 roll of your choice, except non-Cha based skills. You may choose to use this after knowing if the roll would work or not.

Limit of Life-Invitation to the Netherworld
Border of Life (Strike)
Level: Eternal Royal 6
Initiation Action: Fullround action
Range: 25 feet per IL
Target: one creature other than you.
Duration: 1 round per 4 ranks you have in Perform
Save: 16+Charisma Modifier

Of course, for those that fear death, there's also the option of fully embracing it, to become an undead. May as well offer them a taste of what's to come.

When you initiate this maneuver, the target must suceed on a Fort, Reflex or Will save (your choice) or receive the ghost template and fall under your control (as a Dominate Monster effect), both effects last for the duration of this maneuver. It can affect even those immune to mind-affecting effects, but they gain a +5 bonus on their save.

If used against a creature that wouldn't be a valid option for the Ghost template, this maneuver instead deals them cold damage equal to three Perform checks from you, a Fort, Reflex or Will save (your choice) reduces this damage by half.


"Yuyuko gently requests her oponent's help."

7th Level

The Moment a Butterfly's Wings Flap
Border of Life (Boost)
Level: Eternal Royal 7
Initiation Action: Swift action
Range: -
Target: You
Duration: 1 round

Some moments in our life are simply  glorious and unique as one reaches new levels, even if it means you're so much closer to your natural end.
This is your moment. Enjoy it, even if it's fleeting.

When you initiate this boost you grow translucid wings of energy (or your already existing wings glow with bright(er) colors) that grant you a flight speed equal to twice your base speed with perfect maneuverability. If you could already fly, double its speed and increase maneuverability to perfect for the duration.

In addition, you gain immunity to all ill effect except direct HP damage for the duration, including those already in you. You may initiate this boost even if normally unable to take actions.


"Yuyuko presses on!"


Lost Again-Fantasy Hell
Border of Life (Strike)
Level: Eternal Royal 7
Initiation Action: Fullround action
Range: 10 feet per IL burst centered on you.
Target: all enemies inside the burst
Duration: Instantaneous
Save: 17+Cha mod.

Even the most wonderful dream can turn into an horrific nightmare. Even paradise can descend into the abyss.

When you initiate this maneuver, you flood the battlefield with a massive army of angry spirits that strike at your enemies before suddenly disapearing. Enemies inside the area take cold or negative energy damage (your choice) equal to a Perform Check from you, Fortitude negates.
Unless they suceed on a reflex save, all their movement speeds are reduced by half and they can't use any kind of dimensional travel or take 5-foot steps for 1 round.
Unless they suceed on a Will save, they take a penalty on all saves, AC, damage and attack rolls, skills and ability checks for 1 round equal to 1/4 the number of ranks you have in Perform.


"Border of Life also teaches how one shouldn't play with dead. Some need more persuassion than others to learn this lesson."


Perfect Cherry Blossom Deep Sleep
Border of Life (Strike)
Level: Eternal Royal 7
Initiation Action: Standard action
Range: 20 feet burst whitin 10 feet per IL.
Target: Enemies inside area.
Duration: see text
Save: 17+charisma Modifier

To sleep under the flowers, yes, that may be a good end once you realize there's no escaping death.

When you use this maneuver the area is showered with flowers, and enemies inside it must make a Will save or fall asleep there. Even if they make their will save they still take a penalty to all 1d20 rolls equal to 1/4 your ranks in Perform for 1 round. Even creatures normally immune to sleep can be affected, but they gain a +5 bonus on their saves. Creatures put to sleep by this will sleep for 8 hours or until they take damage or any kind of ill effect.


"We do not suddenly fall on death, but advance towards it by slight degrees; we die every day."


8th level
Subtle Melody Repository-Divine Soul
Border of Life (Boost)
Level: Eternal Royal 8
Initiation Action: Swift action
Range: Burst with 5 feet per IL centered on you.
Target: enemies inside burst.
Duration: See text
Save: 18+Cha mod

To accept death, to embrace it, and to see beyond it, is something that few can do, but puts them in an higher position in respect to their peers.

When you initiate this boost make a Perform check. Enemies inside the burst take cold or negative energy damage (your choice) equal to the result, and they can't attack you in any way for 1 round (including area effects and terrain changes that would directly affect you). A sucessful Will save halves the damage and allows one to attack normally.

Eternal Dance of the Butterfly's Dream
Border of Life (Stance)
Level: Eternal Royal 8
Initiation Action: Swift action
Range: -
Target: you.
Duration: stance

If to sleep whitout ever waking up is death, then what  is a dream that doesn't end?

When you enter this stance, your type changes to undead and you gain the followind undead traits:
(click to show/hide)
Do not recalculate anything. Unlike a normal undead, you retain your Con score, and you also gain a bonus to resist turn Atempts equal to your Cha mod.
You can also fly at your base speed with perfect maneuverability while in this stance as you now care little about earthly bonds.

You retain your usual apearance, and still feel hunger and the need to sleep, even if you don't need those anymore. Divination effects that specifically detect the living or the undead don't work on you, as you stand in the fine line between both. They simply fail to detect you at all, as if you were a fleeting illusion.

If you were already an undead, you'll look as you remembered to be in life when you enter this stance, plus all other benefits like flying and turn resistance. It takes either a knowledge check(religion) or spot check from a close observer against a perform check from you to reveal your true nature.


Banquet-All Things Reunite in Death
Border of Life (Strike)
Level: Eternal Royal 8
Initiation Action: Fullround action
Range: 10 feet per IL
Target: See text
Duration: see text
Save: 18+Cha mod

Most people spend their lifes in a rush trying to find meanings, friends, lovers and others, oblivious to the simple fact they all converge to death.

When you use this maneuver choose a spot in range. All enemies whitin 100 feet of that spot are pulled to it by a circling wave of spirits that deals them cold or negative energy damage (your choice) equal to two times a Perform check from you and are dazzed by 1 round. A sucessful Reflex save halves this damage and negates the daze, but not the pulling.


Bloom of the Perfect Cherry Blossom
Border of Life (Strike)
Level: Eternal Royal 8
Initiation Action: Standard action
Range: see text
Target: see text
Duration: instantaneous
Save: 18+charisma Modifier

For more than a thousand years the ghost girl of the pavillon of twilight has been sleeping. If this attack is but an insignificant glimpse of her true power, she must not be allowed to awaken.

As part of this maneuver make a normal attack. If you hit, your oponent takes normal damage and must make a Fort, Reflex and Will save or die instantly. Immunity to Death effects instead only confers a +5 bonus on the saves, and undeads get no such bonus, instead simply being erased. Even if they suceed on all three saves, they still take extra cold or negative energy damage(your choice) equal to two Perform checks from you.

Regardless of you hiting or missing the target, an explosion of netherworld energies occurs in the spot you aimed for. All enemies in a burst of 100 feet take cold or negative energy damage(your choice) equal to a Perform check from you and are Entangled for 1 round. A sucessful fort save halves this damage and negates the entangle, which otherwise ignores Freedom of Movement effects.


"Yuyuko prepares a decisive strike."

9th level

Ressurecting Butterfly
Border of Life (Stance)
Level: Eternal Royal 9
Initiation Action: See text
Target: you.
Duration: stance

Remembering the melancholy of mortal existence, even ghosts stray from the path of righteousness.

You cannot voluntarily enter this stance. If you know it, you'll automatically enter it after you are dead/destroyed/rendered unable to act.
Once you enter it, you're immune to all and any attacks and ill effects, even overriding effects that ignore immunity. However you cannot either benefit from any benefical effects that don't come from yourself. All your known Border of Life maneuvers become readied. You can only perform normal movement, basic attacks and Border of Life maneuvers while on this stance, and you cannot change stances or recover maneuvers again while it lasts.
In the first round you're in this stance you can only take a standard or move action.
In the second round you're in this stance you can take a standard or move action and swift action.
In the third round you're in this stance you can take a normal fullround.
In the fourth round you're in this stance you can take two turns in a row. After taking those turns, all your maneuvers become unreadied, you exit this stance and then are dead/destroyed/etc again. You cannot enter this stance again until you're somehow able to act again and spend a fullround action refocusing your soul.

This stances overrides any special ability that would specifically prevent you from coming back from the dead. As long as you know it, your soul cannot be captured or destroyed by any known means.



A border of like master never goes down whitout a final performace.

Flawless Nirvana
Border of Life (Strike)
Level: Eternal Royal 9
Initiation Action: Fullround action
Range: 30 feet burst centered on you
Target: enemies inside the burst.
Duration: See text
Save: 19+Cha mod

The ultimate border of life move, the initiator's own "death".

This maneuver deals cold or negative energy damage (your choice) equal to four times a Perform check from you and must make a Will save or be Dazed for 1d4 rounds. A sucessful Will save halves this damage and negates the Daze, but instead the targets are left Fascinated for 1d4 rounds.

You also heal all your lost HP and remove all ill effects from yourself (except death).


"Yuyuko's last word."
« Last Edit: July 21, 2019, 12:22:49 AM by oslecamo »

Offline Prime32

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Re: Eternal Royal
« Reply #3 on: April 15, 2012, 11:31:10 AM »
Maneuver comments
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« Last Edit: April 15, 2012, 11:40:48 AM by Prime32 »

Offline oslecamo

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Re: Eternal Royal+Border of Life school
« Reply #4 on: April 15, 2012, 06:45:50 PM »
As the Butterfly Flies:Almost. It just grants average maneuverability, altough I guess it may still be a little too much. Reduced to poor maneuverability.


Ghostly Elegance-Fatal Light Trap:
Hmm, fair enough. Can't even remember very well why I added that clause to begin with.

Lost Soul's Village-Trackless Path: Yeah, I guess that's an easier way to put it. :blush

Ageless Dream:Changed to demand a move or swift action to maintain, that you can still charge/fullattack if needed.

Law of Mortality-Poisonous Moth:Remember it will also easily die to any kind of decent aoo.

Lost Soul's Village-Suicide:If I make it a regular attack, then it's pretty useless against all but a very few specific enemies. Also, casters cry more.

Law of Mortality-Demon World:
Reduced duration to 1 round, clarified that it's suposed to strip all immunities. Also, does it really matter if they're actually transported or not? They're locked in either way, plus I wanted to keep the "holy S*** what just hapened" feeling. :p

Everlasting Nap:You can block it simply by saving. Also your allies can wake you up. The extra prerequisite is there to make sure it isn't too easily dippable.

Flowery Soul-Ghost Butterfly:Yes, you can revive them. As for classification, meh, they feel like a strike to me. It just feels weird for maneuvers whitout a type.

Death Sign-Life of Drunk, Vision of Death:Reduced duration to 1 round.

Perfect Cherry Blossom Seal:
I really need to stop writing this stuff when I'm drunk. Will overhaul this one when I have the time.

Flowery Soul-Butterfly Delusion:Hopefully clarified now.

Subtle Melody Repository-Phantom:Should be better clarified now as well. As for vorpal weapons and creatures that don't need head, well, what does it matter if irrelevant damage is visible or not? :p

Limit of Life-Invitation to the Netherworld:Dominate monster lasts days. Also Plain History was doing it at 5th level, and you still need to figure out the enemy's weak save.

Perfect Cherry Blossom Deep Sleep:
Yeah, you're right, removed the clause that makes them harder to wake up. They now get back to the fight as soon as they take damage or any ill effect.

Subtle Melody Repository-Divine Soul:Clarified.

Eternal Dance of the Butterfly's Dream:Now it keeps con. Also it was suposed to grant the other benefits to undead iniators as well, clarified. I'll let DMs decide what exactly happens if you take a ressurection spell while on this stance, since I really can't remember a situation where it would realistically happen.

Bloom of the Perfect Cherry Blossom:Eerr, I didn't use "or", it says right there, Fort, Reflex and Will save. ALso if anything has weak saves by now, they're gonna die anyway. Four party members typically, one of them will be packing some attack targeting said weak save.






Offline Prime32

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Re: Eternal Royal+Border of Life school
« Reply #5 on: April 15, 2012, 08:21:09 PM »

Law of Mortality-Demon World:
Reduced duration to 1 round, clarified that it's suposed to strip all immunities. Also, does it really matter if they're actually transported or not? They're locked in either way, plus I wanted to keep the "holy S*** what just hapened" feeling. :p
Let's say there is a wall of fire within range before you initiate the maneuver. Is is still there afterwards?

Quote
Everlasting Nap:You can block it simply by saving. Also your allies can wake you up. The extra prerequisite is there to make sure it isn't too easily dippable.
The save part is why it's called a save-or-die... The DC to wake up allies is unclear (Charisma check opposed by Charisma score :???), and meaningless if you're fighting a solo enemy or anything with low Cha. As for dipping, you can pick up the full thing with a 1-level dip if you do it late enough.

Quote
Eternal Dance of the Butterfly's Dream:Now it keeps con. Also it was suposed to grant the other benefits to undead iniators as well, clarified. I'll let DMs decide what exactly happens if you take a ressurection spell while on this stance, since I really can't remember a situation where it would realistically happen.
You use Cha in place of Con despite still having Con?

Quote
Bloom of the Perfect Cherry Blossom:Eerr, I didn't use "or", it says right there, Fort, Reflex and Will save. ALso if anything has weak saves by now, they're gonna die anyway. Four party members typically, one of them will be packing some attack targeting said weak save.
This is still equivalent to casting three 9th-level spells, making a normal attack, and debuffing in a huge area... as a single action.
Any creature, regardless of power, has around a 15% chance of dying to this maneuver, not counting deaths from damage. Average saves around lv15 are around +11/+11/+16. The save DC is 18+Cha. Let's assume, since it's a Cha SAD class, that you have 34 Cha (18 base, +2 racial, +3 level-up, +6 cloak of Charisma, +5 inherent), meaning that the save DCs are 30. That means a target will have to roll 19-20/19-20/14-20 on its saves. The odds of that happening are around 0.35%. If you use any of the maneuvers in this school that boost your save DCs then they need 3 natural 20s in a row to not die - 1 in 8000 odds.

Offline oslecamo

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Re: Eternal Royal+Border of Life school
« Reply #6 on: April 16, 2012, 05:19:59 PM »

Law of Mortality-Demon World:
Reduced duration to 1 round, clarified that it's suposed to strip all immunities. Also, does it really matter if they're actually transported or not? They're locked in either way, plus I wanted to keep the "holy S*** what just hapened" feeling. :p
Let's say there is a wall of fire within range before you initiate the maneuver. Is is still there afterwards?
Ah, fair enough. Clarified that you're transported to a new plane, added clarifications that all features of the previous battlefield are removed.

Quote
Everlasting Nap:You can block it simply by saving. Also your allies can wake you up. The extra prerequisite is there to make sure it isn't too easily dippable.
The save part is why it's called a save-or-die... The DC to wake up allies is unclear (Charisma check opposed by Charisma score :???), and meaningless if you're fighting a solo enemy or anything with low Cha. As for dipping, you can pick up the full thing with a 1-level dip if you do it late enough.
It was suposed to be charisma check against the charisma bonus you had when you used the maneuver, but you're right that not many oponents would be able to beat it, so changed it to standard action. Yes, you can take the maneuver with a dip if you do it late, but 11 ranks in perform won't show up out of nowhere.

Quote
Eternal Dance of the Butterfly's Dream:Now it keeps con. Also it was suposed to grant the other benefits to undead iniators as well, clarified. I'll let DMs decide what exactly happens if you take a ressurection spell while on this stance, since I really can't remember a situation where it would realistically happen.
You use Cha in place of Con despite still having Con?
In concentration checks only. Sure, why not?

Quote
Bloom of the Perfect Cherry Blossom:Eerr, I didn't use "or", it says right there, Fort, Reflex and Will save. ALso if anything has weak saves by now, they're gonna die anyway. Four party members typically, one of them will be packing some attack targeting said weak save.
This is still equivalent to casting three 9th-level spells, making a normal attack, and debuffing in a huge area... as a single action.
Any creature, regardless of power, has around a 15% chance of dying to this maneuver, not counting deaths from damage. Average saves around lv15 are around +11/+11/+16. The save DC is 18+Cha. Let's assume, since it's a Cha SAD class, that you have 34 Cha (18 base, +2 racial, +3 level-up, +6 cloak of Charisma, +5 inherent), meaning that the save DCs are 30. That means a target will have to roll 19-20/19-20/14-20 on its saves. The odds of that happening are around 0.35%. If you use any of the maneuvers in this school that boost your save DCs then they need 3 natural 20s in a row to not die - 1 in 8000 odds.
That's a really biased comparison. If the Eternal Royal is pimping her charisma like a boss lady (+5 inherent bonus to Cha alone will cost you 137,500 GP, over half your WBL at lv 15, 18 base Cha in point buy hurts even for a SAD class, and the only LA 0 race I can remember that grants a bonus to Cha is lesser aasimar), it's only fair to expect her oponents to do the same.

I just happen to be DMing a relatively high-power campaign at levels 14-15, and one of the players has the following:
Fort Saves: 8 Base + 6 Sup.Res + 4 Conviction + 2 Recitation = 20
Reflex Saves: 8 Base + 2 Dex + 6 Sup.Res + 4 Conviction + 2 Recitation + 1 Haste = 23
Will Saves: 8 Base -1 Wis + 2 Ki + 6 Sup.Res + 4 Conviction + 2 Recitation = 21


He also happens to be a deathless, (and the rest of the party has Deathward), so tack another +5 for +25, +28, +26. All combined, he has 54% chance of making all the saves base if my calculations are right, and I'm pretty sure he can do a re-roll in one of those. Assumming yuyu can hit him at all, since he also has miss chances and a quite good AC.
« Last Edit: April 16, 2012, 05:31:20 PM by oslecamo »

Offline oslecamo

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Re: Eternal Royal+Border of Life school
« Reply #7 on: April 19, 2012, 08:36:08 AM »
Ok, overhauled Perfect Cherry Blossom Seal. Let me know what you think of it!

Offline oslecamo

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Re: Eternal Royal+Border of Life school
« Reply #8 on: April 29, 2012, 11:05:53 AM »
Before I fully move to Dream Battle, would like to get some discipline feats for Border of Life


New Feats

Sleep under the flowers, red-white butterfly
"You do not need to touch your oponents to confront them."
Prerequisites: Must know at least one Border of Life maneuver.
Benefit: If you moved less than half your movement speed this turn, you can project spiritual attacks from any Border of Life favored weapons you wield. This allows you to use such weapons as thrown ones, with a range increment of 30 feet (except you don't throw the weapon itself). Those shots can also be combined with any maneuver that calls for a basic attack.

I'll take your pitiful spring, black witch
"Even the wildest spirits find themselves forced to bow and obey under your charms"
Prerequisites: Must know at least one Border of Life stance.
Benefit: While in a Border of Life stance, any one undead you summon (either trough Border of Life maneuvers or other effects like Summon Undead) lasts while you're in that Border of Life stance. Changing stances, even to another of the same school, causes the undead to vanish.

I Will Undo the Seal, Dog of the Devil
"You've existed for long. Too long. Your origins have been forgoten even by you, but the performace must continue, even if you can't remember your role."
Prerequisites: Sleep under the flowers, red-white butterfly, I'll take your pitiful spring, black witch, 9 ranks in Perform(dance)
Benefit: This feat enables the use of three tactical options.
-Spirits that Died Well : 1/round when an undead you control is destroyed or its duration ends under your view, you may focus its scattering energies in a laser shot from its last position that works as a ranged touch attack with range 100 feet that deals damage equal to your ranks in Perform.
-Spirit-Luring Nectar: 1/round choose an oponent and make a Perform check. If the result is equal or bigger to that oponent's AC, you scatters beads of light like a whip around him and for 1 round all your attacks ignore any etherealness  and allow you to re-roll failed miss chances against that oponent, including effects like Mirror Image.
-Sphere Bloom- You must have sucessfully used Spirit-Luring Nectar during the last round against a single oponent. Make a new Perform check as a move action against that oponent's AC. If you suceed, the scattered beads of light turn into cherry blossoms that explode dealing cold or negative energy damage (your choice) to the oponent equal to a Perform check from you.

In addition, this feat now allows you to create a matching pair of Youkai-Forged blades with 24 hours of work and 1000 GP. You still can't use them yourself unless you have the Ghost Gardener feat, but you can grant them to a servant that is able to use them.

« Last Edit: April 29, 2012, 11:09:00 AM by oslecamo »

Offline Concerned Ninja Citizen

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Re: Eternal Royal+Border of Life school
« Reply #9 on: November 15, 2012, 08:48:08 PM »
What are the Crit ratings for the various fans?

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Re: Eternal Royal+Border of Life school
« Reply #10 on: November 16, 2012, 03:31:13 PM »
Isn't there a rule somewhere that if a weapon doesn't have a listed crit, it defaults to simply 20x2?

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Re: Eternal Royal+Border of Life school
« Reply #11 on: September 08, 2013, 03:41:30 PM »
Without reviewing the entire thing, there is just a few things I'd like confirmation on:

The favored weapons include unarmed strikes, is that meant to include touch attacks like the Eternal Royal's royal touch ability?
It seems to be the intent, mostly because the royal touch behaves like unarmed strikes by being a natural weapon that can be used with iterative attacks (though unlike them they do not also count as manifactured weapons).

I Will Undo the Seal, Dog of the Devil
Is the requirement meant to be one feat or the other or is it indeed meant to require two feats instead of one, like most of the other disciplines?
Also, Sphere Boom mentions what action is needed to use it, but not the other two options. Are they supposed to be free actions?
Sphere Boom requires that you successfully use the previous option against a single opponent but I'm not sure why it would be possible to affect more than a single opponent considering the previous option can only be used once per round against a single target.
What I find troubling with this feat is that it allows it to spend money to create two blades it cannot use unless it spends a fourth feat.
Getting that fourth feat after getting that one would grant access to a new discipline it couldn't really use easily since it's maneuver granting class already has its chosen disciplines, which would require multiclassing unless it has a retraining of the discipline selection and every maneuver learned from that retrained school built-in with that deal. The main Border of Life class also prevents the use of Ancient Temple by default, so that makes the suggestion a little weirder.
If the whole point was to give them to some ally, then it is even weirder since that ally has to spend a feat to use them and that feat grants it the two blades anyway, so why would anyone want to spend money unecessarily to make them?
« Last Edit: September 08, 2013, 03:44:04 PM by Anomander »

Offline oslecamo

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Re: Eternal Royal+Border of Life school
« Reply #12 on: September 10, 2013, 11:24:27 AM »
Without reviewing the entire thing, there is just a few things I'd like confirmation on:

The favored weapons include unarmed strikes, is that meant to include touch attacks like the Eternal Royal's royal touch ability?
No. Altough it seems like a good idea to add (done).

I Will Undo the Seal, Dog of the Devil
Is the requirement meant to be one feat or the other or is it indeed meant to require two feats instead of one, like most of the other disciplines?
There's no "or", so you need both.

Also, Sphere Boom mentions what action is needed to use it, but not the other two options. Are they supposed to be free actions?
Yes, clarified.

Sphere Boom requires that you successfully use the previous option against a single opponent but I'm not sure why it would be possible to affect more than a single opponent considering the previous option can only be used once per round against a single target.
Never enough clarifications!

What I find troubling with this feat is that it allows it to spend money to create two blades it cannot use unless it spends a fourth feat.
Getting that fourth feat after getting that one would grant access to a new discipline it couldn't really use easily since it's maneuver granting class already has its chosen disciplines, which would require multiclassing unless it has a retraining of the discipline selection and every maneuver learned from that retrained school built-in with that deal. The main Border of Life class also prevents the use of Ancient Temple by default, so that makes the suggestion a little weirder.
If the whole point was to give them to some ally, then it is even weirder since that ally has to spend a feat to use them and that feat grants it the two blades anyway, so why would anyone want to spend money unecessarily to make them?
The idea always was that the Ancient Temple master/ghost mistress that brainwash you pledge your loyalty to must already have a pair of Youkai-Forged blades and be willing to offer them to you, they don't spontaneously come in existence from nowhere. Clarified as well.

Offline Anomander

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Re: Eternal Royal+Border of Life school
« Reply #13 on: September 10, 2013, 11:34:54 AM »
Alright!

I get your point on the blades - my concern wasn't exactly about the fluff itself but the question of why would someone pay to make the blades for someone else when that person technically gets them for free upon taking the feat.
The gardener could have simply received the blades for free from his dying great-grand father in his backstory or something instead of having his ally pay 1000gp for them.

Offline Raineh Daze

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Re: Eternal Royal+Border of Life school
« Reply #14 on: January 09, 2014, 10:23:09 AM »
Lady's Blessing has no limit on usage.

Offline oslecamo

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Re: Eternal Royal+Border of Life school
« Reply #15 on: January 10, 2014, 05:34:21 AM »
Hmm, it is kinda supposed to be at-will. You think it's too good like that?

Offline ketaro

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Re: Eternal Royal+Border of Life school
« Reply #16 on: January 10, 2014, 07:09:25 AM »
Ah, well looking at it, it doesn't have a duration either so every morning you could buff the party with it and go, too. Use it to either win initiative of every fight pretty reliably or even make that nasty AoE ambush's saves relatively easily.

I think at-will is fine, but maybe more like "on any d20 roll within 1 round." Or maybe within a number of rounds equal to the Eternal Royal's Cha modifier if that doesn't seem good enough.

Because a smile, a wink, and a word of encouragement probably wouldn't keep you on your toes for hours at a time, imo.

Offline oslecamo

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Re: Eternal Royal+Border of Life school
« Reply #17 on: January 10, 2014, 08:18:38 AM »
You misread it. You must use the ability when the ally makes the roll. They can't "save" it for whenever they like.

Offline Raineh Daze

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Re: Eternal Royal+Border of Life school
« Reply #18 on: January 10, 2014, 08:21:14 AM »
I only noticed it because this thing basically gets the ability to toss people off the RNG. :lmao

And there's probably ways to get CHA that high normally...
« Last Edit: January 10, 2014, 08:23:04 AM by Raineh Daze »

Offline ketaro

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Re: Eternal Royal+Border of Life school
« Reply #19 on: January 10, 2014, 08:38:32 AM »
You misread it. You must use the ability when the ally makes the roll. They can't "save" it for whenever they like.

It kinda doesn't read like that to me.....Probably because it says any d20 roll  :-\