Author Topic: Gears of War: Tome of Battle for Constructs  (Read 5355 times)

Offline Garryl

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Gears of War: Tome of Battle for Constructs
« on: April 04, 2016, 02:23:48 PM »
Index
Note: The martial disciplines here make use of rushes and amalgam damage.



This is Tome of Battle material with a heavy construct theme.

If you like the idea, also check out Tomb of Battle: The Book of Dead Warriors for Tome of Battle material with a heavy undead theme.
« Last Edit: July 07, 2017, 11:09:05 PM by Garryl »

Offline Garryl

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(Continued) Gears of War: Tome of Battle for Constructs
« Reply #1 on: April 04, 2016, 02:24:16 PM »
Clockwork Warrior base class
The clockwork warrior moves and fights like clockwork. Every tiny movement is precise and calculated for maximum effect. Some warriors even go so far as to enhance their inherently fallible biological bodies with tuned and reliable clockwork parts.

Alignment: Any non-chaotic.
Starting Gold: 5d4x10 (125 gp)
Starting Age: As wizard.

Hit Die: d10



Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save


Special

Maneuvers
Known

Maneuvers
Readied

Stances
Known
1+1+2+2+0Ordered Action +1, Time Piece66 (2)1
2+2+3+3+0Reconstructed Biology66 (2)2
3+3+3+3+1Stopped Clock76 (2)2
4+4+4+4+1Ordered Action +2, Reconstructed Biology (25% fortification), Self-Repair76 (2)2
5+5+4+4+1Reconstructed Biology (disease immunity)86 (2)2
6+6/+1+5+5+2--86 (2)2
7+7/+2+5+5+2Daylight Savings (move action)96 (2)2
8+8/+3+6+6+2Ordered Action +396 (2)3
9+9/+4+6+6+3Reconstructed Biology (poison immunity)106 (2)3
10+10/+5+7+7+3--107 (3)3
11+11/+6/+1+7+7+3Reconstructed Biology (50% fortification)117 (3)3
12+12/+7/+2+8+8+4Daylight Savings (standard action), Ordered Action +4117 (3)3
13+13/+8/+3+8+8+4Clockwork Motion127 (3)3
14+14/+9/+4+9+9+4--127 (3)4
15+15/+10/+5+9+9+5--137 (3)4
16+16/+11/+6/+1+10+10+5Ordered Action +5137 (3)4
17+17/+12/+7/+2+10+10+5Daylight Savings (full-round action)147 (3)4
18+18/+13/+8/+3+11+11+6Reconstructed Biology (75% fortification)147 (3)4
19+19/+14/+9/+4+11+11+6--157 (3)4
20+20/+15/+10/+5+12+12+6Mechanized Transcendence, Ordered Action +6, Reconstructed Biology (critical immunity)158 (4)4

Class skills (4 + Int modifier per level): Balance, Climb, Concentration, Craft, Disable Device, Intimidate, Jump, Knowledge (arcana), Knowledge (architecture and engineering), Knowledge (history), Listen, Martial Lore, Profession, and Tumble.

Weapon and Armor Proficiency: As a clockwork warrior, you are proficient with all simple and martial weapons, with light, medium, and heavy armor, and with shields (other than tower shields).

Maneuvers: You begin your career with knowledge of six martial maneuvers. The disciplines available to you are Crushing Juggernaut, Iron Heart, Mechanus Hand, and Shifting Steel.

Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by a clockwork warrior is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.

You learn additional maneuvers at higher levels, as shown on the table above. You must meet a maneuver's prerequisite to learn it. See Table 3-1: Highest-Level Maneuvers Known (TOB 39), to determine the highest-level maneuvers you can learn.

Upon reaching 4th level, and at every even-numbered clockwork warrior level after that (6th, 8th, 10th, and so on), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level.

Maneuvers Readied: You can ready all six of the maneuvers you know at 1st level, and as you advance in level and learn more maneuvers, you are able to ready more, but you must choose which maneuvers to ready. You ready your maneuvers by practicing for 5 minutes, going through the motions of the maneuvers over and over in order. The maneuvers you choose remain readied until you decide to exercise again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in practice, you can change your readied maneuvers.

You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (until you recover them, as described below).

Clockwork warriors are unique among martial adepts, relying on practiced flows of motion to consistently lead from one maneuver to the next. When you ready your clockwork warrior maneuvers, you must choose an order for them. That order remains fixed until you once again ready your maneuvers. Before you take your first action in an encounter, the first two of these readied maneuvers are granted to you. The rest of your readied maneuvers are withheld, currently inaccessible. At the end of each turn, the next withheld maneuver is granted to you, and thus becomes accessible for your next turn and subsequent turns. You can freely choose to initiate any maneuver that is currently granted when your turn begins, but you cannot initiate a withheld maneuver. If you choose not to employ a maneuver in a given round, your currently granted maneuvers remain available, and a previously withheld maneuver is granted, as described above. In other words, it doesn't matter if you use your maneuver or not - at the end of each of your turns, the next withheld maneuver from your list of readied maneuvers is granted to you. Over the course of a few rounds, you will cycle through all of your maneuvers.

If, at the end of your turn, you cannot be granted a maneuver because you have no withheld maneuvers remaining, you recover all expended maneuvers, and the first pair of readied maneuvers is granted to you, like at the beginning of an encounter. At the end of your next turn, a withheld maneuver is granted to you, and the whole cyclical process begins again.

You begin an encounter with an additional granted maneuver at 10th level (bringing your total to three), and again at 20th level (bringing your total to four).

Stances Known: You begin play with knowledge of one stance from any discipline open to clockwork warriors. At 4th, 10th, and 16th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.

Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.

Ordered Action (Ex): A well-planned battle falls into place easily. Each round, at the end of your turn when you are granted a new maneuver, if you initiated your oldest unexpended granted maneuver since the end of your last turn, you gain a +1 bonus on attack and weapon damage rolls. This bonus stacks with each round you continue to initiate your oldest maneuver, to a maximum of +1, +1 per 4 clockwork warrior levels. If you ever fail to do so, the bonus disappears, although you can build it up again in following turns.

Time Piece (Ex): Your clockwork obsession is somewhat redundant. You perfectly and unconsciously track the subjective passage of time. Thus, unless you are placed in an altered time stream, are transported through time, or die, you always know what time it is.

Reconstructed Biology (Ex): To become a perfect warrior, you must become a precision instrument of combat. As you progress in this class, you augment and replace more and more of your natural body with mechanical parts. Beginning at 2nd level, you gain a +4 bonus on saves against diseases and poisons. At 5th level, you become immune to disease entirely, and at 9th level you become immune to poison, too.

Your altered physiology also reduces your susceptibility to lucky or precise strikes that would cripple a normal living body. When a critical hit or precision damage attack (such as sneak attack) is scored on you, there is a chance that the critical hit or precision attack is negated and damage is instead rolled normally. Beginning at 4th level, you have a 25% chance to negate the extra damage dealt from such attacks. This improves to 50% at 11th level, and 75% at 18th level. Beginning at 20th level, you become completely immune to critical hits.

Stopped Clock (Ex): Starting at 3rd level, as a full-round action, you can prepare to enter a catatonic state in which you appear to be dead. When you activate this ability, choose an amount of time no longer than 1 minute per level. At the end of this time, you become catatonic. You can preemptively cancel this ability at any time before you become catatonic as a full-round action. You can trigger the catatonia up to 1 minute early as an immediate action.

While catatonic, you cannot see or feel anything, but you retain the ability to smell, hear, and otherwise follow what is going on around you.

While you are under the effect of this ability, mind-affecting effects, poison, sleep, paralysis, stunning, disease, ability drain, negative levels, and death effects affecting you are suppressed. Existing effects and conditions remain and continue to count against their duration, but have no effect upon you while catatonic. New effects and conditions apply, but have no effect while you remain catatonic, although time spent in this way still counts against their duration. Instantaneous effects, such as a finger of death spell, have no effect whatsoever upon you.

Attempts to resuscitate you, such as through raise dead and reincarnation, automatically fail, although resurrection, true resurrection, and similarly powerful effects end your catatonic state.

Spells and other effects that assess your current condition, such as status and deathwatch, indicate that you are dead. However, a character who succeeds on a Heal check (DC 20 + your clockwork warrior level + your Int modifier) can discern that you are actually alive.

You can remain in the catatonic state indefinitely, although you still require food, water, and air. Emerging from catatonia is a full-round action.

Self-Repair (Ex): Beginning at 4th level, you are sufficiently mechanical that you can be repaired by yourself and others. A Craft (armorsmithing, blacksmithing, or similar) check restores a number of hit points equal to the Craft check result -15. A character can take 10 on this check but can't take 20. A check takes 8 hours. You can repair yourself. This counts as only light activity for you (whether you are repairing yourself or being repaired by another), and can be performed while resting or meditating (such as while preparing spells).

Daylight Savings (Ex): Starting at 7th level, once per day, you can store potential motion within the springs and clockwork of your joints as a standard action. Any time within the next 5 minutes, you can release this stored energy as a swift action, dramatically speeding your movements momentarily and granting you a move action. At 12th level, you can instead use a full-round action to store the potential for a standard action. At 17th level, you can instead spend 1 round to store the potential for a full-round action. You can only store a single action at once with this ability, even if you gain the ability to use it multiple times.

Clockwork Motion (Ex): Any action completed can be repeated, and machines are so much more adept at perfect repetition than your former frail and fallible flesh. Beginning at 13th level, whenever you attack a creature that you have hit with an attack already during the same turn, you can take 10 on your attack roll.

Mechanized Transcendence (Ex): At 20th level, you have changed so much of yourself that you are more machine than you are a member of your original race. Your type changes to construct and you gain the augmented subtype in accordance with your previous type. If you were a living creature before the completion of your transformation, you also gain the living construct subtype. You gain the traits of your new type (and subtype), and you retain the traits of your previous type (except where they are contradictory, such as the need to eat, sleep, and breathe). Do not recalculate your existing racial hit dice, if any.

Additionally, your mechanized body is much more resistant to harm. You gain DR 10/adamantine, allowing you to ignore the first 10 points of damage from any attack with a non-adamantine weapon.



Change Log
(click to show/hide)
« Last Edit: July 08, 2017, 08:25:43 PM by Garryl »

Offline Garryl

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(Continued) Gears of War: Tome of Battle for Constructs
« Reply #2 on: April 04, 2016, 02:25:25 PM »
Crushing Juggernaut martial discipline
Inspired by the unrelenting aggression of war constructs, Crushing Juggernaut practitioners try to emphasize that same brutal combat doctrine. Crushing Juggernaut maneuvers focus on reckless, brutal strikes and impenetrable, rock-hard blocks. Faced with an incoming blow, a Crushing Juggernaut adept is unlikely to even attempt to dodge, opting instead to let it wash over their armor and solid stance, leaving the attacker open to an even more debilitating attack.

Discipline Access
Clockwork warriors have access to Crushing Juggernaut, allowing them to learn and use its maneuvers. Like all martial disciplines, any character can dabble in its techniques with the Martial Study and Martial Stance feats.

Discipline Key Skill: Intimidate

Discipline Favored Weapons: Greatclub, morningstar, slam, unarmed strike, and warhammer.

Maneuvers by Level
(click to show/hide)



Adamantine Hide
Crushing Juggernaut (Counter)
Level: Clockwork Warrior 5
Prerequisite: Two Crushing Juggernaut maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
You gain DR 20/adamantine against a single attack. You can choose to use this maneuver after an opponent resolves his attack but before he determines damage.



Armor Breaking Blow
Crushing Juggernaut (Strike)
Level: Clockwork Warrior 5
Prerequisite: One Crushing Juggernaut maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round
As part of this maneuver, you make a single melee attack. This attack deals an extra 6d6 points of damage. If your attack is successful, the creature you hit suffers a -4 penalty to its Armor Class for 1 round.



Armor Crushing Fists
Crushing Juggernaut (Strike)
Level: Clockwork Warrior 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round
As part of this maneuver, you make a single melee attack. This attack deals an extra 2d6 points of damage. If your attack is successful, the creature you hit suffers a -4 penalty to its Armor Class for 1 round.



Armor Shattering Strike
Crushing Juggernaut (Strike)
Level: Clockwork Warrior 8
Prerequisite: Two Crushing Juggernaut maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round
As part of this maneuver, you make a single melee attack. This attack deals an extra 12d6 points of damage. If your attack is successful, the creature you hit suffers a -4 penalty to its Armor Class for 1 round.



Awesome Blows
Crushing Juggernaut (Boost)
Level: Clockwork Warrior 7
Prerequisite: Three Crushing Juggernaut maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: One creature
Duration: Instantaneous
Saving Throw: Reflex negates; see text
You can initiate this boost after you hit an opponent to follow up with a forceful blow that knocks them away. You can make a melee touch attack against a single corporeal target you hit with at least one attack previously during your turn. If it hits, the target struck must succeed on a Reflex save (DC 18 + your Str modifier) or be hurled 5 feet away from you for each previous attack that hit (5 feet for 1 attack, 10 feet for 2 attacks, 15 feet for 3 attacks, etc.), falling prone in that square, or in the last unoccupied square if that space is occupied. You can only push the target in a straight line, and the target can’t move closer to you than the square it started in. If an obstacle prevents the completion of the target's move, the target and the obstacle each take 1d6 points of damage, and the target stops in the space adjacent to the obstacle.



Beatdown
Crushing Juggernaut (Strike)
Level: Clockwork Warrior 4
Prerequisite: One Crushing Juggernaut maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
As part of this maneuver, you make a single melee attack. This attack deals an extra 4d6 points of damage. If the creature you attacked was prone, this attack instead deals an extra 10d6 points of damage.



Crushing Advance
Crushing Juggernaut (Strike)
Level: Clockwork Warrior 3
Prerequisite: One Crushing Juggernaut maneuver
Initiation Action: 1 full-round action
Range: Personal
Target: You
Saving Throw: Reflex half; see text
As part of this maneuver, you can move up to double your speed and trample your opponents. You can enter the space of any creature of your size category or smaller. Any such creature whose space is completely covered by your space is subject to the trample attack. If a target’s space is larger than 5 feet, it is only considered trampled if you move over all the squares it occupies. If you accidentally end your movement in an illegal space you return to the last legal position you occupied, or the closest legal position, if there’s a legal position that’s closer.

A trample attack with this maneuver deals bludgeoning damage equal to 3d6 + 1-1/2 times your Str bonus (if any). This damage bypasses damage reduction and other defenses as though it were done through your unarmed strike (for example, if you wore an Amulet of Mighty Fists +1, it would bypass DR/magic and would potentially be able to damage incorporeal creatures).

Your movement does not provoke attacks of opportunity. You provoke an attack of opportunity from any opponent whose space you move through (trampled or not), but these are made with a -4 penalty on their attack roll. If a trampled opponent does not make an attack of opportunity, it can attempt a Reflex save (DC 13 + your Str modifier) to take half damage.

You can only deal trampling damage to each target once per round, no matter how many times your movement takes you over a target creature.



Destabilizing Smash
Crushing Juggernaut (Strike)
Level: Clockwork Warrior 4
Prerequisite: One Crushing Juggernaut maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial
As part of this maneuver, you make a melee attack. This attack deals an extra 5d6 points of damage. The creature struck must make a Fortitude save (DC 14 + your Str modifier). On a failure, the force of your blow breaks your opponent's stable combat stance, causing it to immediately exit any martial stance it is in. The next time the opponent tries to enter a martial stance, it takes 1 full-round action in addition to the stance's normal initiation action (1 swift action). If the opponent was not in a martial stance, a failed save instead knocks it prone.



Dungeon Crusher
Crushing Juggernaut (Stance)
Level: Clockwork Warrior 3
Prerequisite: One Crushing Juggernaut maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, whenever you knock a foe prone or push an opponent into a wall or other solid object that stops its movement prematurely, you deal 2d6 points of bludgeoning damage to that creature. This is part of and in addition to any other effects of the attack or effect you used. Thus, if the process of knocking the foe prone or pushing it into the obstacle would already deal damage, such as with the takedown maneuver, you add this stance's extra damage to the damage already dealt (it counts as one source of damage, not two, so damage reduction and similar defenses apply only once). Likewise, this damage bypasses damage reduction and other defenses according to the attack or effect you used.

Dungeon crusher's damage applies to each creature no more than once per attack of effect. If you both knock a foe prone and push it into a barrier as part of the same attack, such as with the unstoppable force maneuver, you deal this bonus damage only once, not twice. Likewise, if you use an effect that repeatedly knocks the same foe prone across multiple rounds, it only takes the extra damage the first time.

In addition, while you are in this stance, you gain a +2 bonus on saves and to your Armor Class against attacks and effects of traps, and you gain a +4 bonus on Strength checks to break doors, walls, and similar obstacles.



Gatecrasher
Crushing Juggernaut (Rush)
Level: Clockwork Warrior 1
Initiation Action: 1 move action
Range: Personal
Target: You
As part of this maneuver, you can move up to your speed and attempt to move through a single door, wall, or other obstacle and break it (PH 167). You gain a +4 bonus on your Strength check to break the obstacle. If you succeed, you can continue your movement past the obstacle. If you fail your check, you stop moving in the last legal space you occupied.



Golem's Warding
Crushing Juggernaut (Counter)
Level: Clockwork Warrior 5
Prerequisite: One Crushing Juggernaut maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
When you would be affected by a spell, spell-like ability, or other effect subject to spell resistance, you can initiate this counter to attempt to resist its effects. You gain spell resistance equal to 15 + your initiator level against that effect. If you would be repeatedly affected by the same casting of the spell or effect (for example, a repulsion or storm of vengeance spell), the spell resistance continues to apply.



Heavy Handed Assault
Crushing Juggernaut (Boost)
Level: Clockwork Warrior 6
Prerequisite: Two Crushing Juggernaut maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Until the end of your turn, your melee attacks deal an extra 1d6 points of damage + 1 point per initiator level and they ignore damage reduction and hardness.



Heavy Strike
Crushing Juggernaut (Strike)
Level: Clockwork Warrior 3
Prerequisite: One Crushing Juggernaut maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
You make a single melee attack as part of this strike. You suffer a -2 penalty on your attack roll. This attack deals an extra 6d8 points of damage.



Impenetrable Bulwark
Crushing Juggernaut (Strike)
Level: Clockwork Warrior 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round
As part of this maneuver, you make a single melee attack. If your attack is successful, you gain a +4 competence bonus to your Armor Class for 1 round.



Iron Hide
Crushing Juggernaut (Counter)
Level: Clockwork Warrior 3
Prerequisite: One Crushing Juggernaut maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
You gain DR 10/adamantine against a single attack. You can choose to use this maneuver after an opponent resolves his attack but before he determines damage.



Jostle
Crushing Juggernaut (Boost)
Level: Clockwork Warrior 2
Prerequisite: One Crushing Juggernaut maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
You can initiate this boost to make a bull rush attack (PH 154) as a swift action, moving up to 5 feet into your opponent's space. Neither your movement nor the bull rush attack provokes attacks of opportunity. Resolve the bull rush attempt normally. You cannot move with your opponent, so you can only push your opponent back 5 feet. Your opponent's movement does not provoke attacks of opportunity.



Mighty Force
Crushing Juggernaut (Strike)
Level: Clockwork Warrior 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature or object
Duration: Instantaneous
Saving Throw: Fortitude negates (object)
As part of this maneuver, you make a melee attack. This attack deals an extra 1d6 points of damage, and the target struck must succeed on a Fortitude save (DC 11 + your Str modifier) or be pushed 5 feet away from you. If the creature's path is blocked, it ends its movement in the last unoccupied square. The enemy’s movement doesn’t provoke attacks of opportunity.



Muscle Through
Crushing Juggernaut (Strike)
Level: Clockwork Warrior 2
Prerequisite: One Crushing Juggernaut maneuver
Initiation Action: 1 full-round action
Range: Personal
Target: You
As part of this maneuver, you can move up to your speed and attempt an overrun (PH 157) at any point during this movement. Neither the movement nor the overrun attack provokes attacks of opportunity. When resolving the overrun, treat yourself as one size category larger than normal, and your opponent cannot choose to avoid you. If you succeed on your Strength check, you deal bludgeoning damage equal to 2d6 + your Str modifier, in addition to knocking your target prone. This damage bypasses damage reduction and other defenses as though it were done through your unarmed strike (for example, if you wore an Amulet of Mighty Fists +1, it would bypass DR/magic and would potentially be able to damage incorporeal creatures). If you fail your check, your target can't knock you prone. You simply stop moving in the last legal space you occupied.



Overwhelming Advance
Crushing Juggernaut (Strike)
Level: Clockwork Warrior 7
Prerequisite: Two Crushing Juggernaut maneuvers
Initiation Action: 1 full-round action
Range: Personal
Target: You
Saving Throw: Reflex half; see text
This maneuver functions as the crushing advance maneuver except that it deals bludgeoning damage equal to 12d6 + 1-1/2 times your Str bonus (if any), the save DC is 17 + your Str modifier, and you do not provoke attacks of opportunity from trampled opponents (only opponents whose spaces you move through but do not trample).



Reckless Assault
Crushing Juggernaut (Stance)
Level: Clockwork Warrior 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, you gain a +2 bonus on all melee attack rolls. You also take a -2 penalty to AC, as your overly aggressive strikes leave you open to attack.



Riverine Hide
Crushing Juggernaut (Counter)
Level: Clockwork Warrior 8
Prerequisite: Three Crushing Juggernaut maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
You gain DR 50/adamantine against a single attack. You can choose to use this maneuver after an opponent resolves his attack but before he determines damage.



Solidity
Crushing Juggernaut (Counter)
Level: Clockwork Warrior 7
Prerequisite: Four Crushing Juggernaut maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
When you would be affected by an attack or effect, you can initiate this counter to resist it by taking on the solidity and near-indestructibility of constructs. You are not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain from that attack or effect. Against that attack or effect, you are immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless), and you are not at risk of death from massive damage.



Staredown
Crushing Juggernaut (Counter)
Level: Clockwork Warrior 4
Prerequisite: One Crushing Juggernaut maneuver
Initiation Action: 1 immediate action
Range: See text
Target: Attacking creature
When an enemy makes a melee or ranged attack against you, you can initiate this counter to demoralize your attacker with the Intimidate skill. All normal limitations of that use of the skill apply (ie: you must threaten your attacker in melee and it must be able to see you). If you are successful, in addition to the normal effects of the skill, the attack misses. Creatures that are immune to fear must still make a modified level check with a +10 bonus to determine if the attack misses, although they are still immune to the normal effects of the Intimidate skill. You can't use this maneuver if you are denied your Dexterity bonus to AC against your attacker. You can decide to use this ability after you learn the result of your opponent's attack.



Takedown
Crushing Juggernaut (Strike)
Level: Clockwork Warrior 6
Prerequisite: Two Crushing Juggernaut maneuvers
Initiation Action: 1 full-round action
Range: Personal
Target: You
As part of this maneuver, you can move up to your speed and attempt an overrun (PH 157) at any point during this movement. Neither the movement nor the overrun attack provokes attacks of opportunity. When resolving the overrun, treat yourself as one size category larger than normal, and your opponent cannot choose to avoid you. If you succeed on your Strength check, you deal bludgeoning damage equal to 8d6 + your Str modifier, in addition to knocking your target prone. This damage bypasses damage reduction and other defenses as though it were done through your unarmed strike (for example, if you wore an Amulet of Mighty Fists +1, it would bypass DR/magic and would potentially be able to damage incorporeal creatures). If you succeed on your Strength check and the target falls prone, you and it can occupy the same space and it cannot stand up from prone until either you no longer occupy the same space as it or you become helpless. If you fail your check, your target can't knock you prone. You simply stop moving in the last legal space you occupied.



Unbreakable
Crushing Juggernaut (Stance)
Level: Clockwork Warrior 8
Prerequisite: Four Crushing Juggernaut maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, you are steadfast and unyielding to even the mightiest of assaults. You are immune to paralysis and stunning and you are not at risk of death from massive damage. Additionally, while you have at least half of your maximum hit points, rounded down, you are immune to death effects and any attack that would deal more than half your maximum hit points in damage to you (after including the effects of Damage Reduction and other defensive abilities) instead deals damage equal to half your maximum hit points.



Undeniable
Crushing Juggernaut (Stance)
Level: Clockwork Warrior 5
Prerequisite: Three Crushing Juggernaut maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, your strikes come forcefully and with surety. Other creatures cannot use immediate actions during your turn or during your actions or reactions outside of your turn (such as readied actions and attacks of opportunity). Once your turn has begun, none but you may use immediate actions until your turn is complete. Similarly, once your attack of opportunity is declared, no other creatures may use immediate actions to respond to it until it is fully resolved.



Unstoppable
Crushing Juggernaut (Stance)
Level: Clockwork Warrior 6
Prerequisite: Two Crushing Juggernaut maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, you can move and attack normally, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. You can also move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. This stance does not, however, allow water breathing.

You can be grappled, but unless you are pinned you can move the grapple as a move action without making a grapple check and moving at your full normal speed. You gain a +10 bonus on checks to avoid bull rush, overrun, and trip attacks, as well as on grapple checks made to resist an opponent's grapple attempt.

Your movement is not slowed by wearing medium or heavy armor or by carrying a medium or heavy load.



Unstoppable Force
Crushing Juggernaut (Strike)
Level: Clockwork Warrior 9
Prerequisite: Three Crushing Juggernaut maneuvers
Initiation Action: 1 standard action
Range: Melee attack; 60 ft.
Target: One creature or object
Area: 60-ft. line
Duration: Instantaneous
Saving Throw: Fortitude negates (object)
As part of this maneuver, you make a melee attack. This attack deals an extra 20d6 points of damage, and the target struck must succeed on a Fortitude save (DC 19 + your Str modifier) or be hurled 60 feet away from you, falling prone in that square, or in the last unoccupied square if that space is occupied. The enemy’s movement doesn’t provoke attacks of opportunity, and it is not blocked by other creatures. Creatures and barriers in the enemy's path take 10d6 points of damage. If the damage caused to an interposing barrier shatters or breaks through it, the creature may continue beyond the barrier if the maneuver's range permits; otherwise, it lands prone in the last unoccupied square.



Change Log
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Notes
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« Last Edit: July 18, 2017, 07:29:26 PM by Garryl »

Offline Garryl

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(Continued) Gears of War: Tome of Battle for Constructs
« Reply #3 on: April 04, 2016, 02:26:08 PM »
Mechanus Hand martial discipline
Mechanus Hand was inspired by the implacable relentlessness of inevitables. It focuses on debilitating attacks and impenetrable defenses.

Discipline Access
Clockwork warriors have access to Mechanus Hand, allowing them to learn and use its maneuvers. Like all martial disciplines, any character can dabble in its techniques with the Martial Study and Martial Stance feats.

Discipline Key Skill: Climb

Discipline Favored Weapons: Guisarme, morningstar, spiked chain, unarmed strike, and warhammer.

Sidebar: Thunderstorm Damage
(click to show/hide)

Maneuvers by Level
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Absolute Restraint
Mechanus Hand (Strike)
Level: Clockwork Warrior 9
Prerequisite: Four Mechanus Hand maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1d4+1 rounds
Saving Throw: Reflex partial
As part of this maneuver, you make a single melee attack. If this attack hits, the target takes normal melee damage and must make a Reflex save (DC 19 + your Str modifier) or be unable to take any actions (even purely mental actions) or attacks of opportunity for 1d4+1 rounds. A successful saving throw reduces this to only 1 round.



Anchoring Strike
Mechanus Hand (Strike)
Level: Clockwork Warrior 6
Prerequisite: Two Mechanus Hand maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round and 1 minute
Saving Throw: Reflex partial
As part of this maneuver, you make a single melee attack. This attack deals an extra 6d6 points of damage. Your attack also immobilizes the target for 1 round, preventing it from moving from its space. Additionally, the target is subject to a dimensional anchor effect, blocking it from extradimensional travel for 1 minute. It can otherwise act normally. A successful Reflex save (DC 16 + your Str modifier) by the creature struck negates the immobilization and reduces the duration of the dimensional anchor effect to 1 round, but does not affect the extra damage.



Arcane Denial
Mechanus Hand (Stance)
Level: Clockwork Warrior 5
Prerequisite: Two Mechanus Hand maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, you are protected from weaker spells. Such spells cannot target you or select you as the origin from which they emanate, and do not treat you as being in their area of effect unless they are emanations originating from you. Even your own spells are blocked, including personal spells that target yourself. The maximum spell level this stance protects you from is determined by your Climb ranks. Spells of higher level are not affected.

Climb RanksMaximum Spell Level
0-30th
4-71st
8-112nd
12-153rd
16-194th
20+6th

This stance is a supernatural ability.



Arresting Blow
Mechanus Hand (Strike)
Level: Clockwork Warrior 5
Prerequisite: Two Mechanus Hand maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round
Saving Throw: Reflex partial
As part of this maneuver, you make a single melee attack. If this attack hits, the target takes normal melee damage and must make a Reflex save (DC 15 + your Str modifier) or be unable to take any actions (even purely mental actions) or attacks of opportunity for 1 round.



Blades of Lightning
Mechanus Hand (Boost) [Electricity]
Level: Clockwork Warrior 5
Prerequisite: Two Mechanus Hand maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn; See text
Saving Throw: None; Reflex partial
Until the end of your turn, your melee attacks deal an extra 2d6 points of electricity damage + 1 point per initiator level. Each attack releases a flash of lighting. On a critical hit with a melee attack from which the target takes any electricity damage, it must make a Reflex save (DC 15 + your Str modifier) or be blinded for a number of rounds equal to the critical multiplier minus 1 (1 round for x2, 2 rounds for x3, 3 rounds for x4).

This maneuver is a supernatural ability.



Blades of Thunder
Mechanus Hand (Boost) [Sonic]
Level: Clockwork Warrior 2
Prerequisite: One Mechanus Hand maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn; See text
Saving Throw: None; Reflex partial
Until the end of your turn, your melee attacks deal an extra 1d6 points of sonic damage + 1 point per initiator level. Each attack releases a thunderclap. On a critical hit with a melee attack from which the target takes any sonic damage, it must make a Reflex save (DC 12 + your Str modifier) or be deafened for a number of rounds equal to the critical multiplier minus 1 (1 round for x2, 2 rounds for x3, 3 rounds for x4).

This maneuver is a supernatural ability.



Blades of Thunder and Lightning
Mechanus Hand (Boost) [Electricity, Sonic]
Level: Clockwork Warrior 8
Prerequisite: Three Mechanus Hand maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn; See text
Saving Throw: None; Reflex partial
Until the end of your turn, your melee attacks deal an extra 3d6 points of thunderstorm damage + 1 point per initiator level (thunderstorm damage is an amalgam of electricity and sonic damage). Each attack releases a flash of lighting and a thunderclap. On a critical hit with a melee attack from which the target takes any thunderstorm damage, it must make a Reflex save (DC 18 + your Str modifier) or be deafened and blinded for a number of rounds equal to the critical multiplier minus 1 (1 round for x2, 2 rounds for x3, 3 rounds for x4).

This maneuver is a supernatural ability.



Continued Response
Mechanus Hand (Counter)
Level: Clockwork Warrior 1
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
When an opponent provokes an attack of opportunity from you, you can initiate this maneuver. Your attack does not count against the number of attacks of opportunity you can make this round. You can initiate this maneuver to make an attack of opportunity even if you have already reached your normal limit of attacks of opportunity.



Disable
Mechanus Hand (Strike)
Level: Clockwork Warrior 3
Prerequisite: One Mechanus Hand maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round
Saving Throw: Reflex partial
As part of this maneuver, you make a single melee attack. This attack deals an extra 4d6 points of damage, but all damage it deals is nonlethal. Your attack also staggers the target for 1 round, preventing it from taking more than a single standard or move action during its turn. A successful Reflex save (DC 13 + your Str modifier) by the creature struck negates the staggering, but not the extra damage.



Foot Locker
Mechanus Hand (Strike)
Level: Clockwork Warrior 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round
Saving Throw: Reflex partial
As part of this maneuver, you make a single melee attack. This attack deals an extra 1d6 points of damage. If this attack hits and deals damage, the target cannot take a 5-foot step for 1 round.



Heart of Mechanus
Mechanus Hand (Counter)
Level: Clockwork Warrior 3
Prerequisite: One Mechanus Hand maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: See text
When a critical hit or precision damage attack (such as sneak attack) is scored on you, you can initiate this counter to negate it. The critical hit or precision attack is negated and damage is instead rolled normally. Additionally, you gain a +2 morale bonus to your AC against subsequent attacks until the beginning of your next turn.



Hold The Line
Mechanus Hand (Counter)
Level: Clockwork Warrior 6
Prerequisite: Two Mechanus Hand maneuvers
Initiation Action: 1 immediate action
Range: Melee attack
Target: One creature
When an enemy attacks you as part of a charge, you can initiate this counter. As part of this maneuver, you make a single melee attack against that creature. This attack normal damage. If this attack hits and deals damage, your enemy's attack misses.



Hostile Cessation
Mechanus Hand (Counter)
Level: Clockwork Warrior 7
Prerequisite: Four Mechanus Hand maneuvers
Initiation Action: 1 immediate action
Range: Melee attack
Target: One creature
When an opponent performs an action of any sort other than a free action, you can initiate this maneuver to make a single melee attack against that creature. This attack roll is made with a -4 penalty. This attack deals no damage. If your attack hits, your opponent's action is cancelled and lost. The action has no effect, and your opponent cannot perform a different action in its place, although he can still use his remaining actions, possibly even to do the same thing you stopped him from doing.

If you cancel a full-round or longer action, your opponent regains a move action.

You can use this maneuver immediately after an opponent begins to perform an action, but you must do so before any of the action's results have been determined. In the case of casting spells, initiating maneuvers, or using similar abilities, you can decide whether or not to use this maneuver immediately after you have had a chance to identify which spell, maneuver, or other ability is being performed.



Impenetrable Tower
Mechanus Hand (Stance)
Level: Clockwork Warrior 8
Prerequisite: Three Mechanus Hand maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, your opponents treat your threatened area as difficult terrain, and they are blocked from interdimensional travel into, out of, or within that area, as per the dimensional lock spell. The effects and impediments of difficult terrain apply to even flying or incorporeal enemies, and even if there is no terrain at all.

This stance is a supernatural ability.



Inevitable Pursuit
Mechanus Hand (Counter)
Level: Clockwork Warrior 6
Prerequisite: Two Mechanus Hand maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
When an opponent adjacent to you moves, you can initiate this maneuver to immediately move to any square adjacent to her as soon as she stops moving, as long as the distance you cover is less than or equal to your speed. You can use your opponent's movement mode and speed for this instead of your own, whichever is better. This movement does not provoke attacks of opportunity.



Inevitable Recovery
Mechanus Hand (Boost)
Level: Clockwork Warrior 6
Prerequisite: Two Mechanus Hand maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 3 rounds
You gain fast healing equal to your initiator level. This fast healing cannot heal you to greater than half your maximum hit points.



Lockdown
Mechanus Hand (Strike)
Level: Clockwork Warrior 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round
Saving Throw: Reflex partial
As part of this maneuver, you make a single melee attack. This attack deals an extra 1d6 points of damage. Your attack also immobilizes the target for 1 round, preventing it from moving from its space. It can otherwise act normally. A successful Reflex save (DC 12 + your Str modifier) by the creature struck negates the immobilization, but not the extra damage.



Mage Slayer
Mechanus Hand (Stance)
Level: Clockwork Warrior 1
Prerequisite: One Mechanus Hand maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, opponents you threaten may not attempt to cast defensively, and they are aware of this.



Mechanus's Armory
Mechanus Hand (Stance) [Lawful]
Level: Clockwork Warrior 3
Prerequisite: Two Mechanus Hand maneuvers, non-chaotic alignment
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, your equipment is bolstered by the axiomatic power of the Clockwork Nirvana of Mechanus. Any weapons, armor, or shields you wield gain an enhancement bonus, determined by your Climb ranks. This overlaps (does not stack) with any enhancement bonus an item may already have. Additionally, your natural weapons and any weapons you wield are considered lawful-aligned and thus bypass the corresponding damage reduction. Finally, any armor you wear or shield you wield grants you DR/chaotic equal to its enhancement bonus (if you are wearing armor and wielding a shield, they don't stack; use only the highest value).

Climb RanksEnhancement Bonus
7-10+1
11-14+2
15-18+3
19-22+4
23++5

This stance is a supernatural ability.



Pithing Strike
Mechanus Hand (Strike)
Level: Clockwork Warrior 4
Prerequisite: Two Mechanus Hand maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 rounds
Saving Throw: Fortitude partial
As part of this maneuver, you make a single melee attack. This attack deals an extra 2d6 points of damage. If this attack hits and deals damage, the target must also make a Fortitude save (DC 14 + your Str modifier) or be unable to use a category of special abilities for 1 round. You choose which category from among the following:
  • Artifice: Cannot activate magic or psionic items or cast infusions.
  • Arcane Magic: Cannot cast arcane spells or activate spell-like abilities.
  • Divine Magic: Cannot cast divine spells, activate domain granted powers, activate smite abilities, or attempt to turn or rebuke.
  • Psionics: Cannot manifest powers, activate psi-like abilities, expend or attempt to regain psionic focus, or activate mantle granted powers.
  • Sublime Way: Cannot initiate maneuvers or stances.
  • Incarnum: Cannot activate the abilities of soulmelds or incarnum feats, reassign essentia, or shape or bind new soulmelds.
  • Pact Binding: Cannot activate pact granted powers or bind new vestiges.
  • Shadowcasting: Cannot cast mysteries.
  • Truespeaking: Cannot speak utterances or activate recitation feats.
  • Other: Some campaigns may involve more exotic sources of magic or other unusual sorts of abilities. The DM decides how these abilities are grouped, and whether they may be included in one of the existing categories or form new ones unto themselves.
This maneuver does not grant you any sort of insight or knowledge regarding what sort of abilities your target possesses. You must choose what category of abilities to restrict based on what you already know.



Spellshatter
Mechanus Hand (Strike)
Level: Clockwork Warrior 7
Prerequisite: Three Mechanus Hand maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One object, creature, or space
Duration: Instantaneous
As part of this maneuver, you make a single melee attack. This attack deals an extra 1d6 points of damage for each dispel check you succeed on (see below). Resolve this attack as though both you and your target were affected by an anti-magic field. If you attack a target that would wink out or cease to exist within an anti-magic field, such as a summoned or incorporeal creature, resolve your attack as though it remained in existence.

If your attack hits, you make a dispel check (1d20 + your initiator level) against each ongoing spell currently in effect on the object or creature. The DC for this dispel check is 11 + the spell’s caster level. If you succeed on a particular check, that spell is dispelled; if you fail, that spell remains in effect.

If you target an object or creature that is the effect of an ongoing spell (such as a creature summoned by a summon monster spell), you make a dispel check to end the spell that conjured the object or creature. Similarly, if your target is illusory (such as the figments produced by a mirror image or silent image spell), you make a dispel check to end the spell that produced it.

If the object that you target is a magic item, you make a dispel check against the item’s caster level. If you succeed, all the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface (such as a bag of holding) is temporarily closed. A magic item’s physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.

You automatically succeed on your dispel check against any spell that you cast yourself.

Alternatively, you can use this maneuver to attack a specific 5 foot square. You make an attack roll against AC 5. Any modifiers to your attack or to a target's Armor Class resulting from attacking the chosen space, such as cover and concealment, apply. If your attack hits, you make a dispel check, as described above, against each ongoing emanation spell whose area includes that space, dispelling it if you are successful. This attack does not affect any creatures or objects occupying the targeted space.



Stand Still
Mechanus Hand (Counter)
Level: Clockwork Warrior 3
Prerequisite: One Mechanus Hand maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: Reflex partial
When you make an attack of opportunity in response to a creature's movement, you can initiate this maneuver. If your attack hits and deals damage, the creature you struck must make a Reflex save (DC 13 + your Str modifier) or immediately halt as if he had used up his move actions for the round. You must choose whether or not to use this maneuver before resolving your attack.



Unwavering
Mechanus Hand (Stance)
Level: Clockwork Warrior 1
Prerequisite: One Mechanus Hand maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, whenever you would gain a condition, you can choose to not gain it until the end of your next turn. This does not change how long the condition lasts, only when its effects and its duration begin. Continuous conditions, such as being staggered while your nonlethal damage is equal to your hit points or being nauseated while within a stinking cloud and for 1d4+1 rounds thereafter, still have their application delayed, but they end as soon as their conditions of application do (they do not continue on an extra round to make up for the time they were delayed).

Any effect that cures or removes conditions from you can also remove conditions still being delayed in this way.

This stance only delays the following conditions: blinded, cowering, dazed, dazzled, deafened, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, staggered, stunned, and turned.



Wholeness Rightly Assumed
Mechanus Hand [Lawful]
Level: Clockwork Warrior 8
Prerequisite: Three Mechanus Hand maneuvers
Initiation Action: 1 standard action
Range: Personal
Target: You
Duration: See text
You state with absolute certainty that you are hale, hearty, and healthy, channeling the power of pure order to enforce the truth of your statement. When you use this maneuver, select any number of conditions (blinded, deafened, fatigued, etc.) currently affecting you. Those conditions are removed. This also removes all forms of insanity, confusion, and similar mental effects. Conditions caused by continuous effects (such as being staggered when your nonlethal damage is exactly equal to your hit points) remain removed until the end of your next turn.

You are cured of all temporary ability damage, and you restore all points permanently drained from a single ability score (your choice if more than one is drained). Any negative levels you may have are dispelled and removed. Any ongoing effects affecting you that are specifically removed by a lesser restoration, restoration, or greater restoration spell, such as the insanity spell, immediately end.

Finally, you heal 2 hit points per initiator level.

This maneuver is a supernatural ability.



Zelekhut Charge
Mechanus Hand (Strike)
Level: Clockwork Warrior 5
Prerequisite: One Mechanus Hand maneuver
Initiation Action: 1 full-round action
Range: Personal
Target: You
Duration: Instantaneous
As part of this maneuver, you must charge an opponent. You gain the ability to fly at your base land speed with average maneuverability while charging. Resolve your charge attack normally, except that you can move to any space from which you can attack your opponent, not just the closest. On a successful hit, you deal an extra 5d6 points of damage to the target of your charge. If you have any remaining movement, you can continue moving in the straight line of the charge. Your movement does not provoke an attack of opportunity from the opponent that you attack.

This maneuver is a supernatural ability.



Zelekhut Wings
Mechanus Hand (Rush)
Level: Clockwork Warrior 4
Prerequisite: One Mechanus Hand maneuver
Initiation Action: 1 move action
Range: Personal
Target: You
As part of this maneuver, you may fly up to your highest movement speed with average maneuverability. This movement does not provoke attacks of opportunity.

This maneuver is a supernatural ability.



Change Log
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« Last Edit: July 18, 2017, 07:29:46 PM by Garryl »

Offline Garryl

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(Continued) Gears of War: Tome of Battle for Constructs
« Reply #4 on: April 04, 2016, 02:26:26 PM »
Shifting Steel martial discipline
Shifting Steel emulates the speed, power, and precision of machinery. In particular, the whirling fighting style of nimblewrights formed the core principles from which the discipline grew.

Discipline Access
Clockwork warriors have access to Shifting Steel, allowing them to learn and use its maneuvers. Like all martial disciplines, any character can dabble in its techniques with the Martial Study and Martial Stance feats.

Discipline Key Skill: Tumble

Discipline Favored Weapons: Dagger, guisarme, kukri, rapier, and siangham.

Maneuvers by Level
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Advancing Storm
Shifting Steel (Strike)
Level: Clockwork Warrior 7
Prerequisite: Three Shifting Steel maneuvers
Initiation Action: 1 full-round action
Range: Personal
Target: You
As part of this maneuver, you take a full attack action and make your normal attacks. After each attack, if the attack hit and dealt damage to an adjacent opponent, you can push that opponent back 5 feet directly away from you and move 5 feet into their previously-occupied space. This movement does not provoke attacks of opportunity. You cannot use this strike to move more than your current speed in a single round.



Alacritous Action
Shifting Steel (Stance)
Level: Clockwork Warrior 8
Prerequisite: Three Shifting Steel maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, you gain the effects of the haste spell.

When making a full attack action, you may make one extra attack with any weapon you are holding. The attack is made using your full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can’t use it to initiate a second strike or otherwise take an extra action in the round.)

You gain a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

All of your modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice your normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects your jumping distance as normal for increased speed.

Multiple haste effects don’t stack.

Additionally, you are immune to the slow spell and are not subject to slow effects produced by other spells and effects (such as the chaos hammer or dictum spells).



Battle Dancer
Shifting Steel (Stance)
Level: Clockwork Warrior 1
Prerequisite: One Shifting Steel maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, you can fluidly flow from foe to foe, the momentum of battle carrying your swordplay to new heights of speed and skill. You gain a +1 bonus on melee attack rolls and melee weapon damage rolls for each enemy beyond the first that you have attacked this encounter while in this stance. This bonus stacks up to a maximum of +5 (after attacking six different enemies).



Blood in the Eye
Shifting Steel (Strike)
Level: Clockwork Warrior 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
As part of this maneuver, you make a melee attack. Any living creature damaged by a this attack continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic. The position of this wound is such that the blood flow interferes with the target's vision, leaving it dazzled until the bleeding is stopped.



Blurred Alacrity
Shifting Steel (Stance)
Level: Clockwork Warrior 3
Prerequisite: One Shifting Steel maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You gain a +10-foot enhancement bonus to your movement speed. In addition, If you move at least 10 feet during your turn, you gain concealment against all melee and ranged attacks until the start of your next turn. You also gain the standard benefits of concealment, but you cannot use this stance to hide in plain sight; you must still use some other terrain feature that normally allows you to use the Hide skill. Your rapid movement makes it difficult to specifically target you, but your enemies are aware of your position.



Dancing Steel
Shifting Steel (Strike)
Level: Clockwork Warrior 4
Prerequisite: Two Shifting Steel maneuvers
Initiation Action: 1 standard action
Range: Personal
Target: You
As part of this maneuver, you take a full attack action and make your normal attacks. Essentially, this maneuver allows you to perform a full attack as a standard action.



Dashing Slice
Shifting Steel (Rush)
Level: Clockwork Warrior 6
Prerequisite: Two Shifting Steel maneuvers
Initiation Action: 1 move action
Range: Personal
Target: You
As part of this maneuver, you can move up to your speed and make a single melee attack at any point during this movement. This movement does not provoke attacks of opportunity from the target of your attack, though it might provoke attacks of opportunity from other creatures, if appropriate.



Deft Repositioning
Shifting Steel (Rush)
Level: Clockwork Warrior 2
Prerequisite: One Shifting Steel maneuver
Initiation Action: 1 move action
Range: Personal
Target: You
As part of this maneuver, you can move up to your speed. This movement does not provoke attacks of opportunity. Additionally, you can move through spaces occupied by opponents, also without provoking attacks of opportunity.



Harrier's Stance
Shifting Steel (Stance)
Level: Clockwork Warrior 3
Prerequisite: One Shifting Steel maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, you gain the skirmish ability, if you do not already have it, which deals an extra 1d6 points of damage and grants a +1 competence bonus to your AC during any round in which you move at least 10 feet. If you already have the skirmish class feature, your existing skirmish ability deals an extra 1d6 points of damage and grants an extra +1 bonus to your AC. See the scout class feature for a complete description of skirmish.



Infinite Blade Works
Shifting Steel (Strike)
Level: Clockwork Warrior 9
Prerequisite: Four Shifting Steel maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
As part of this maneuver, you make a single melee attack against an opponent. You can then make a second attack against that foe with a -2 penalty on your attack roll. If either of those attacks hit, you can make yet another attack against that opponent with a -4 penalty. You continue to make additional attacks, each with an additional -2 penalty, until you miss with two attacks (they need not be consecutive) or you choose not to attack. You must direct all of these attacks at a single foe.



Iron Flurry
Shifting Steel (Strike)
Level: Clockwork Warrior 2
Prerequisite: One Shifting Steel maneuver
Initiation Action: 1 full-round action
Range: Personal
Target: You
As part of this maneuver, you take a full attack action and make your normal attacks. However, you can make one additional attack at your highest attack bonus. All of the attacks you make this round, including the extra attack granted by this maneuver, are made with a -2 penalty on the attack roll.



Iron Rain
Shifting Steel (Boost)
Level: Clockwork Warrior 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
You can throw any melee weapons you are proficient with as though they were ranged weapons. The range increment of weapons used in conjunction with this boost is 10 feet. Any weapon that you throw behaves as though it has the returning special ability (DMG 225).



Magpie Parry
Shifting Steel (Counter)
Level: Clockwork Warrior 7
Prerequisite: Three Shifting Steel maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
When an enemy makes a melee attack against you, you can initiate this counter to attempt to disarm your attacker. You perform a disarm attack (PH 155) to disarm the weapon being used to attack you. This disarm attempt does not provoke attacks of opportunity, nor is there any risk that your foe can disarm you. If you are successful in disarming your attacker of the weapon, the attack misses. This maneuver has no effect if your attacker is using a weapon that cannot be disarmed. You can't use this maneuver if you are denied your Dexterity bonus to AC against your attacker. You can decide to use this ability after you learn the result of your opponent's attack.

This maneuver only functions against armed melee attacks. You cannot use it against unarmed attacks, natural weapons, or touch spells.



Metal Storm
Shifting Steel (Strike)
Level: Clockwork Warrior 2
Initiation Action: 1 full-round action
Range: Personal
Target: You
As part of this maneuver, you take a full attack action and make your normal attacks. Your reach is double normal during this full attack.



Mithral Flurry
Shifting Steel (Strike)
Level: Clockwork Warrior 8
Prerequisite: Three Shifting Steel maneuvers
Initiation Action: 1 full-round action
Range: Personal
Target: You
As part of this maneuver, you take a full attack action and make your normal attacks. However, you can make three additional attacks at your highest attack bonus. All of the attacks you make this round, including the extra attacks granted by this maneuver, are made with a -4 penalty on the attack roll.



Moment of Alacrity
Shifting Steel (Boost)
Level: Clockwork Warrior 4
Prerequisite: Two Shifting Steel maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
You gain the effects of the haste spell for 1 round.

When making a full attack action, you may make one extra attack with any weapon you are holding. The attack is made using your full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can’t use it to initiate a second strike or otherwise take an extra action in the round.)

You gain a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

All of your modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice your normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects your jumping distance as normal for increased speed.

Multiple haste effects don’t stack.

If you are in the alacritous action stance, this boost instead enhances its effects. Your bonus on attack rolls and your dodge bonus to AC and Reflex saves improve by +3 (to a total of +4) and the enhancement bonus to your movement speeds improves by +30 feet (to a total of +60 feet), to a maximum of triple your normal speed (instead of double).



Nimble Thrust
Shifting Steel (Strike)
Level: Clockwork Warrior 5
Prerequisite: Two Shifting Steel maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
This maneuver allows you to combine a disarm attempt and a trip attempt with a normal attack. You make a single melee attack as part of this strike. If this attack threatens a critical hit, you gain a +4 bonus on your roll to confirm the critical hit. If this attack hits and deals damage, you can also attempt to disarm (PH 155) and trip your opponent (PH 158). This disarm attempt does not provoke attacks of opportunity, nor is there any risk that your foe can disarm you. Likewise, this trip attempt does not provoke attacks of opportunity, nor is there any risk that your foe can trip you. You need not make a touch attack, and you can perform the trip attempt even if the weapon you are wielding is not normally suitable. Resolve the disarm attempt before the trip attempt.



Opportunistic Expertise
Shifting Steel (Stance)
Level: Clockwork Warrior 5
Prerequisite: Two Shifting Steel maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, you gain a +4 bonus on attack rolls as part of attacks of opportunity and a +4 bonus to your Armor Class against attacks of opportunity. You may make attacks of opportunity while flat-footed. You may make one additional attack of opportunity each round for every 4 Tumble ranks you have.



Rupturing Lunge
Shifting Steel (Strike)
Level: Clockwork Warrior 6
Prerequisite: Two Shifting Steel maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
As part of this maneuver, you make a melee attack. This attack deals an extra 6d6 points of damage. Any living creature damaged by a this attack continues to bleed, losing 5 hit points per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 15 Heal check or the application of a cure spell or some other healing magic that restores at least 5 hit points. Spells and effects that are explicitly effective at closing bleeding wounds are still effective. This wound is easily prone to further aggravation. Until the bleeding is stopped, each time the target takes damage from an attack or performs any strenuous action, the amount of hit points lost per round, the DC of the Heal check, and the number of hit points of healing required to stop the bleeding each increase by 1.



Sparking Clash
Shifting Steel (Counter)
Level: Clockwork Warrior 3
Prerequisite: One Shifting Steel maneuver
Initiation Action: 1 immediate action
Range: Personal; 30 ft.
Target: You
Area: 30-ft.-radius burst centered on you
Duration: 1 minute
Saving Throw: Fortitude negates
When an enemy makes a melee or ranged attack against you, you can initiate this counter to oppose that attack by making an attack roll with any melee weapon you are holding. Use the higher of your AC or your attack roll as your effective AC against the incoming attack. You can't use this maneuver if you are denied your Dexterity bonus to AC against your attacker. You can decide to use this ability after you learn the result of your opponent's attack.

Regardless of your ability to successfully deflect the attack, the crash of weapon on weapon also releases sparks that you stoke into a burst of brilliant light. Any creature other than you caught in this maneuver's area must make a Fortitude save (DC 13 + your Int modifier) or be dazzled for 1 minute.

This maneuver is a supernatural ability.



Steel Flurry
Shifting Steel (Strike)
Level: Clockwork Warrior 5
Prerequisite: Two Shifting Steel maneuvers
Initiation Action: 1 full-round action
Range: Personal
Target: You
As part of this maneuver, you take a full attack action and make your normal attacks. However, you can make two additional attacks at your highest attack bonus. All of the attacks you make this round, including the extra attacks granted by this maneuver, are made with a -3 penalty on the attack roll.



Sweeping Steel
Shifting Steel (Strike)
Level: Clockwork Warrior 4
Prerequisite: Two Shifting Steel maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: All opponents
When you initiate this strike, you can make a melee attack with each weapon you wield against every opponent within reach, to a maximum of two attacks per opponent. Resolve each attack separately at your highest attack bonus for each of your respective weapons. Penalties for fighting with multiple weapons apply as normal.



Swift Retort
Shifting Steel (Counter)
Level: Clockwork Warrior 4
Prerequisite: Two Shifting Steel maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
You can initiate this maneuver after an opponent misses you with a melee or ranged attack. That opponent provokes an attack of opportunity from you.



Torrent of Steel
Shifting Steel (Boost)
Level: Clockwork Warrior 5
Prerequisite: Two Shifting Steel maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
You can throw any melee weapons you are proficient with as though they were ranged weapons. The range increment of weapons used in conjunction with this boost is 10 feet. Any weapon that you throw behaves as though it has the returning special ability (DMG 225). In addition, any time you make a ranged attack with a thrown weapon, the weapon immediately returns to you, and you can catch it as a free action. This allows you to make a full attack entirely with thrown weapon attacks, or with a mix of thrown and melee attacks.



Unbalancing Strike
Shifting Steel (Strike)
Level: Clockwork Warrior 3
Prerequisite: One Shifting Steel maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
This maneuver allows you to combine a trip attempt with a normal attack. You make a single melee attack as part of this strike. If this attack hits and deals damage, you can also attempt to trip your opponent (PH 158). This trip attempt does not provoke attacks of opportunity, nor is there any risk that your foe can trip you. You need not make a touch attack, and you can perform the trip attempt even if the weapon you are wielding is not normally suitable.



Up The Walls
Shifting Steel (Rush)
Level: Clockwork Warrior 1
Initiation Action: 1 move action
Range: Personal
Target: You
As part of this maneuver, you can move up to your speed. You can traverse one or more walls or other relatively smooth vertical surfaces if you begin and end your move on a horizontal surface. The height you can achieve on the wall is limited only by this movement restriction. If you do not end your movement on a horizontal surface, you fall prone, taking falling damage as appropriate for your distance above the ground. Treat the wall as a normal floor for the purpose of measuring your movement. Passing from floor to wall or wall to floor costs no movement; you can change surfaces freely. Opponents on the ground can make attacks of opportunity as you move up the wall.



Whirling Steel
Shifting Steel (Strike)
Level: Clockwork Warrior 8
Prerequisite: Three Shifting Steel maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: All opponents
When you initiate this strike, you can make up to two melee attack with each weapon you wield against every opponent within reach, to a maximum of four attacks per opponent. Resolve each attack separately at your highest attack bonus for each of your respective weapons. Penalties for fighting with multiple weapons apply as normal.



Change Log
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« Last Edit: July 19, 2017, 12:38:30 AM by Garryl »

Offline Garryl

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Re: Gears of War: Tome of Battle for Constructs
« Reply #5 on: April 04, 2016, 02:26:53 PM »
Reserved for creatures: Martial Nimblewrights

Variant Nimblewrights (MM2) with martial maneuvers.
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« Last Edit: April 04, 2016, 02:35:59 PM by Garryl »

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(Continued) Gears of War: Tome of Battle for Constructs
« Reply #6 on: April 04, 2016, 02:27:10 PM »
Metal Soldiers
Seventy times seventy soldiers that never know hunger and cannot be stopped composed the Golden Army. However, the Golden Army's creator was not the only artificer to use clockwork and metal to make soldiers. Many others have tried to duplicate the original work, although none ever matched the original feat of magical engineering. Made from lesser metals, metal soldiers still fight with a master's skill, their enchanted clockwork innards lending them strength, speed, and durability nonetheless. Although they are not truly indestructible like the soldiers of the Golden Army, metal soldiers can still repair themselves from nearly any damage that does not destroy them.

Although they are frequently compared to golems, metal soldiers are very different. Rather than binding an animating spirit, metal soldiers move through complex clockwork machinery powered by a magical enchantment. The process of creation is far more physically involved. The bodies themselves are intricate clockwork machines, rather than humanoid lumps of material, and must be assembled with precision and care. Then, they must be programmed with the martial skill needed to act in battle, rather than relying on the instinct and rage of an imprisoned spirit.



Combat
Metal soldiers are skilled combatants, programmed with the knowledge of an experienced martial adept. The magical energies that power their clockwork also serve to maintain it, ensuring the metal soldier can recover from nearly any battle damage in a short time.

Being mindless, metal soldiers do nothing without orders from their creators. They follow instructions explicitly, although they are capable of simple strategy and tactics. They are emotionless in combat and cannot be provoked.

A metal soldier's creator can command it if the metal soldier is within 60 feet and can see and hear its creator. If uncommanded, a metal soldier usually follows its last instruction to the best of its ability, though if attacked it returns the attack. The creator can give the metal soldier a simple command to govern its actions in his or her absence. The metal soldier's creator can order the metal soldier to obey the commands of another person (who might in turn place the metal soldier under someone else’s control, and so on), but the metal soldier's creator can always resume control over his creation by commanding the metal soldier to obey him alone.

Fast Healing (Su): A metal soldier heals a certain amount of damage each round (specified in each variety’s description) as long as it has at least 1 hit point.

Metal Strike: A metal soldier's natural weapons count as being made with the material they are made from. They bypass damage reduction accordingly, and have any other properties weapons made of the material possess, such as an adamantine weapon's ability to ignore hardness less than 20.

Proficiencies Except where noted, all metal soldiers are proficient with all simple and martial weapons, with light, medium, and heavy armor, and with shields (except tower shields).



Construction
The cost to create given for each metal soldier includes the cost of the physical body and all the materials and spell components that are consumed or become a permanent part of the metal soldier. Creating a metal soldier is essentially similar to creating any sort of magic item. However, a metal soldier's body includes costly material components that may require some extra preparation. The metal soldier's creator can assemble the body or hire someone else to do the job. The builder must be skilled at crafting clockwork, although a sufficiently skilled metalsmith can apply their more general talents at a higher DC.

Completing the metal soldier's creation drains the appropriate XP from the creator and requires casting any spells on the final day.

The creator must cast the spells personally, but they can come from outside sources, such as scrolls. However, like with magic items, multiple characters can collaborate to create a metal soldier, each of whom provides some of the prerequisites.

The characteristics of a metal soldier that come from its nature as a magic item (caster level, prerequisite feats and spells, market price, cost to create) are given in summary form at the end of each metal soldier's description.

Note: The market price of an advanced metal soldier (a metal soldier with more Hit Dice than the typical metal soldier described in each entry) is increased by 2500 gp for each additional Hit Die, and increased by an additional 25000 gp if the metal soldier's size increases. The XP cost for creating an advanced metal soldier is equal to 1/25 the advanced metal soldier's market price minus the cost of the special materials required.



Bronze Soldier      CR 2
Always TN Small construct
Init +2; Senses darkvision 60 ft., low-light vision; Listen +0, Spot +0
Languages none
_________________________________________
AC 16, touch 13, flat-footed 14
   (+1 size, +2 Dex, +1 shield, +2 natural)
hp 26 (3 HD); fast healing 1
Immune ability damage, ability drain, critical hits, death effects, death from massive damage, disease, energy drain, exhaustion, fatigue, mind-affecting effects, necromancy effects, nonlethal damage, paralysis, poison, sleep effects, stunning, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless)
Fort +1, Ref +3, Will +1
_________________________________________
Speed 20 ft. (4 squares)
Melee Slam +5 (1d6+3)
Space 5 ft.; Reach 5 ft.
Base Atk +2; Grp +0
Atk Options bronze strike, maneuvers
_________________________________________
Maneuvers and Stances known (IL 2nd):
   Stances -- punishing stance (1st)
   Strikes -- blood in the eye† (1st), foot locker† (1st), impenetrable bulwark† (1st), steel wind† (1st), steely strike† (1st)
   Counters -- continued response† (1st)
   Disciplines: Crushing Juggernaut, Mechanus Hand, Iron Heart, Shifting Steel
   Each of a bronze soldier's maneuvers can be initiated once per encounter. A bronze soldier's maneuvers are granted and recovered as a 2nd level clockwork warrior.
   A bronze soldier's clockwork warrior maneuvers are readied in the following order: blood in the eye, steel wind, impenetrable bulwark, steely strike, foot locker, and continued response.
   † Readied maneuver
_________________________________________
Abilities Str 15, Dex 15, Con --, Int --, Wis 10, Cha 10
Advancement 4-9 HD (Small); 10-14 HD (Medium)
Possessions light steel shield

Construction
A bronze soldier's body must be constructed primarily from bronze, although various parts require other metals, with a total market value of 800 gp. Creating the body requires a DC 22 Craft (clockwork) check or a DC 27 Craft (metalsmithing) check.
Market price: 8000 gp
Prerequisites: Craft Construct, heroics, CL 8th, IL 8th, creator must know at least 2 maneuvers or stances from among the Crushing Juggernaut, Mechanus Hand, Iron Heart, and Shifting Steel disciplines
Cost to create: 4400 gp, 288 xp, 8 days (800 gp mundane, 3600 gp magic)



Iron Soldier      CR 4
Always TN Medium construct
Init +1; Senses darkvision 60 ft., low-light vision; Listen +0, Spot +0
Languages none
_________________________________________
AC 19, touch 11, flat-footed 18
   (+1 Dex, +5 armor, +3 natural)
hp 53 (6 HD); fast healing 2
Immune ability damage, ability drain, critical hits, death effects, death from massive damage, disease, energy drain, exhaustion, fatigue, mind-affecting effects, necromancy effects, nonlethal damage, paralysis, poison, sleep effects, stunning, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless)
Fort +2, Ref +3, Will +2
_________________________________________
Speed 20 ft. (4 squares); base 30 ft.
Melee mwk greataxe +8 (1d12+4/x3) or
Melee Slam +7 (1d8+4)
Ranged mwk greataxe +6 (1d12+4/x3) with iron rain
Space 5 ft.; Reach 5 ft.
Base Atk +4; Grp +7
Atk Options iron strike, maneuvers
_________________________________________
Maneuvers and Stances known (IL 4th):
   Stances -- mage slayer (1st), reckless assault (1st)
   Strikes -- blood in the eye† (1st), impenetrable bulwark† (1st), iron flurry† (2nd), lockdown† (DC 15) (2nd)
   Boosts -- iron rain† (1st)
   Counters -- wall of blades† (2nd)
   Disciplines: Crushing Juggernaut, Mechanus Hand, Iron Heart, Shifting Steel
   Each of an iron soldier's maneuvers can be initiated once per encounter. An iron soldier's maneuvers are granted and recovered as a 4th level clockwork warrior.
   An iron soldier's clockwork warrior maneuvers are readied in the following order: iron rain, iron flurry, wall of blades, lockdown, blood in the eye, and impenetrable bulwark.
   † Readied maneuver
_________________________________________
Abilities Str 17, Dex 13, Con --, Int --, Wis 10, Cha 10
Advancement 7-14 HD (Medium); 15-22 HD (Large)
Possessions mwk breastplate, mwk greataxe

Construction
An iron soldier's body must be constructed primarily from iron, although various parts require other metals, with a total market value of 2000 gp. Creating the body requires a DC 24 Craft (clockwork) check or a DC 29 Craft (metalsmithing) check.
Market price: 20000 gp
Prerequisites: Craft Construct, heroics, CL 9th, IL 9th, creator must know at least 3 maneuvers or stances from among the Crushing Juggernaut, Mechanus Hand, Iron Heart, and Shifting Steel disciplines
Cost to create: 11000 gp, 720 xp, 18 days (2000 gp mundane, 9000 gp magic)



Silver Soldier      CR 6
Always TN Medium construct
Init +1; Senses darkvision 60 ft., low-light vision; Listen +0, Spot +0
Aura bolstering aura
Languages none
_________________________________________
AC 22, touch 11, flat-footed 21
   (+1 Dex, +5 armor, +3 shield, +3 natural)
hp 75 (10 HD); fast healing 3
Immune ability damage, ability drain, critical hits, death effects, death from massive damage, disease, energy drain, exhaustion, fatigue, mind-affecting effects, necromancy effects, nonlethal damage, paralysis, poison, sleep effects, stunning, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless)
Fort +3, Ref +4, Will +3
_________________________________________
Speed 20 ft. (4 squares); base 30 ft.
Melee +1 silver longsword +11 (1d8+3/19-20) or
Melee Slam +10 (1d8+2)
Space 5 ft.; Reach 5 ft.
Base Atk +7; Grp +10
Atk Options maneuvers, silver strike
_________________________________________
Maneuvers and Stances known (IL 6th):
   Stances -- martial spirit (1st), tactics of the wolf (3rd)
   Strikes -- battle leader's charge† (2nd), revitalizing strike† (3rd), tactical strike† (2nd), vanguard strike† (1st)
   Boosts -- defensive rebuke† (3rd)
   Counters -- shield block† (2nd)
   Disciplines: Devoted Spirit, White Raven
   Each of a silver soldier's maneuvers can be initiated once per encounter. A silver soldier's maneuvers are granted and recovered as a 6th level clockwork warrior.
   A silver soldier's clockwork warrior maneuvers are readied in the following order: battle leader's charge, shield block, tactical strike, revitalizing strike, defensive rebuke, and vanguard strike.
   † Readied maneuver
_________________________________________
Abilities Str 16, Dex 13, Con --, Int --, Wis 10, Cha 17
Advancement 11-17 HD (Medium); 18-26 HD (Large)
Possessions mwk breastplate, +1 silver longsword, +1 heavy steel shield
_________________________________________
Bolstering Aura (Su) Adjacent allies gain a +2 enhancement bonus on all saving throws and to their AC. This aura does not affect the silver soldier itself, although it can benefit from the bolstering auras of others.
Silver Strike: A silver soldier's natural weapons count as being alchemically silvered. They bypass damage reduction accordingly, but impose a -1 penalty on the damage roll.

Construction
A silver soldier's body must be constructed primarily from alchemically treated silver, although various parts require other metals, with a total market value of 3000 gp. Creating the body requires a DC 26 Craft (clockwork) check or a DC 31 Craft (metalsmithing) check.
Market price: 30000 gp
Prerequisites: Craft Construct, heroics, CL 10th, IL 10th, creator must know at least 3 maneuvers or stances from among the Devoted Spirit and White Raven disciplines
Cost to create: 16500 gp, 1080 xp, 27 days (3000 gp mundane, 13500 gp magic)



Steel Soldier      CR 7
Always TN Medium construct
Init +2; Senses darkvision 60 ft., low-light vision; Listen +0, Spot +0
Languages none
_________________________________________
AC 23, touch 12, flat-footed 21
   (+2 Dex, +6 armor, +1 shield, +4 natural)
hp 91 (13 HD); fast healing 4
Immune ability damage, ability drain, critical hits, death effects, death from massive damage, disease, energy drain, exhaustion, fatigue, mind-affecting effects, necromancy effects, nonlethal damage, paralysis, poison, sleep effects, stunning, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless)
Fort +3, Ref +5, Will +3
_________________________________________
Speed 20 ft. (4 squares); base 30 ft.
Melee +1 longsword +14/+9 (1d8+5/19-20) or
Melee +1 longsword +12/+7 (1d8+5/19-20) and +1 short sword +12 (1d6+3/19-20) or
Melee Slam +13 (1d8+4)
Space 5 ft.; Reach 5 ft.
Base Atk +9; Grp +13
Atk Options maneuvers, steel strike
_________________________________________
Maneuvers and Stances known (IL 7th):
   Stances -- absolute steel stance (3rd), battle dancer (1st)
   Strikes -- disarming strike† (2nd), metal storm† (2nd), sweeping steel† (4th)
   Boosts -- blades of thunder† (DC 16) (2nd)
   Counters -- iron hide† (3rd), sparking clash† (DC 17) (3rd)
   Disciplines: Crushing Juggernaut, Mechanus Hand, Iron Heart, Shifting Steel
   Each of a steel soldier's maneuvers can be initiated once per encounter. A steel soldier's maneuvers are granted and recovered as a 7th level clockwork warrior.
   A steel soldier's clockwork warrior maneuvers are readied in the following order: metal storm, sparking clash, blades of thunder, sweeping steel, iron hide, and disarming strike.
   † Readied maneuver
_________________________________________
Abilities Str 19, Dex 15, Con --, Int --, Wis 10, Cha 10
Feats Two-Weapon DefenseB, Two-Weapon FightingB
Advancement 13-19 HD (Medium); 20-28 HD (Large)
Possessions +1 breastplate, +1 longsword, +1 short sword

Construction
A steel soldier's body must be constructed primarily from steel, although various parts require other metals, with a total market value of 3500 gp. Creating the body requires a DC 27 Craft (clockwork) check or a DC 32 Craft (metalsmithing) check.
Market price: 35000 gp
Prerequisites: Craft Construct, heroics, CL 11th, IL 11th, creator must know at least 4 maneuvers or stances from among the Crushing Juggernaut, Mechanus Hand, Iron Heart, and Shifting Steel disciplines
Cost to create: 19250 gp, 1260 xp, 32 days (3500 gp mundane, 15750 gp magic)



Adamantine Soldier      CR 11
Always TN Large construct
Init +1; Senses darkvision 60 ft., low-light vision; Listen +0, Spot +0
Languages none
_________________________________________
AC 27, touch 10, flat-footed 26
   (-1 size, +1 Dex, +9 armor, +8 natural)
hp 129 (18 HD); fast healing 5; DR 5/adamantine
Immune ability damage, ability drain, critical hits, death effects, death from massive damage, disease, energy drain, exhaustion, fatigue, mind-affecting effects, necromancy effects, nonlethal damage, paralysis, poison, sleep effects, stunning, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless)
Fort +6, Ref +7, Will +6
_________________________________________
Speed 30 ft. (6 squares); base 40 ft.
Melee +1 adamantine greatsword +20/+15/+10 (3d6+11/19-20) or
Melee 2 slams +19 each (2d6+7)
Ranged large +1 adamantine greatsword +13/+6/+3 (3d6+11/19-20) with torrent of steel
Space 10 ft.; Reach 10 ft.
Base Atk +13; Grp +24
Atk Options adamantine strike, maneuvers
_________________________________________
Maneuvers and Stances known (IL 11th):
   Stances -- dancing blade form (5th), punishing stance (1st), unstoppable (6th)
   Strikes -- armor breaking blow† (5th), pithing strike† (DC 21) (4th), unbalancing strike† (3rd)
   Boosts -- heavy handed assault† (6th), torrent of steel† (5th)
   Counters -- adamantine hide† (5th), manticore parry† (6th)
   Disciplines: Crushing Juggernaut, Mechanus Hand, Iron Heart, Shifting Steel
   Each of an adamantine soldier's maneuvers can be initiated once per encounter. An adamantine soldier's maneuvers are granted and recovered as an 11th level clockwork warrior.
   An adamantine soldier's clockwork warrior maneuvers are readied in the following order: adamantine hide, torrent of steel, unbalancing strike, heavy handed assault, pithing strike, unbalancing strike, and armor breaking blow.
   † Readied maneuver
_________________________________________
Abilities Str 25, Dex 13, Con --, Int --, Wis 10, Cha 10
Advancement 19-26 HD (Large); 27-33 HD (Huge)
Possessions large +1 full plate, large +1 adamantine greatsword
_________________________________________
Adamantine Strike: An adamantine soldier's natural weapons count as being made with adamantine. They bypass damage reduction accordingly, and ignore hardness less than 20 when attacking objects.

Construction
An adamantine soldier's body must be constructed primarily from adamantine, although various parts require other metals, with a total market value of 10000 gp. Creating the body requires a DC 31 Craft (clockwork) check or a DC 36 Craft (metalsmithing) check.
Market price: 50000 gp
Prerequisites: Craft Construct, heroics, CL 12th, IL 12th, creator must know at least 5 maneuvers or stances from among the Crushing Juggernaut, Mechanus Hand, Iron Heart, and Shifting Steel disciplines
Cost to create: 30000 gp, 1600 xp, 40 days (10000 gp mundane, 20000 gp magic)



Notes
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Change Log
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« Last Edit: July 07, 2017, 11:59:29 PM by Garryl »

Offline Garryl

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Re: Gears of War: Tome of Battle for Constructs
« Reply #7 on: April 04, 2016, 02:27:41 PM »
Reserved for the Golden Army

Golden Soldier
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Golden Crown - Major artifact
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« Last Edit: April 04, 2016, 02:34:48 PM by Garryl »

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Re: Gears of War: Tome of Battle for Constructs
« Reply #8 on: April 04, 2016, 02:31:10 PM »
Reserved one more for good measure.

This is all still WIP, but it's getting close enough to usable that I felt comfortable posting it.

The Clockwork Warrior base class needs a replacement for its Ordered Action ability, and maybe a couple of extra abilities just to fill out the levels (doesn't need much, though).

Need more maneuvers for the various disciplines, naturally.

Not going to do more than conceptual work on the creatures until the martial disciplines are done, since they're almost all maneuver users.

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Re: Gears of War: Tome of Battle for Constructs
« Reply #9 on: April 04, 2016, 02:57:59 PM »
Here we go.  Where would you like me to start?

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Re: Gears of War: Tome of Battle for Constructs
« Reply #10 on: April 04, 2016, 03:25:53 PM »
Here we go.  Where would you like me to start?

Anything that catches your eye. I'm focusing on making Crushing Juggernaut maneuvers right now, though, so feedback on those would be very helpful. And, of course, suggestions for more maneuvers if you've got ideas.

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Re: Gears of War: Tome of Battle for Constructs
« Reply #11 on: April 04, 2016, 04:42:48 PM »
Crushing Juggernaut

I'm skipping the notes you're working with and moving on to the maneuvers.

I was going to write something about how your class capstone makes the DR less useful but then I realized that isn't really important.  Also, gaining an extra 40 DR from a level 8 maneuver is just fine.


Crushing Advance is pretty interesting.  I really like Overwhelming Advance.

Why would I want to use Muscle Through and Takedown as opposed to the trample ones?

Staredown has a typo, feat instead of fear.

Unstoppable is a very nice level 6 stance.



Okay ideas and referencing your notes:

Level 1 could use another maneuver. Maybe a rush that lets you move normal speed through enemy squares without provoking AoOs?  (I have no idea if that's too powerful for level 1 or if it's outside the scope of the discipline).

The level 3 stance notes don't seem to fit with everything else.  Crushing Juggernaut makes me feel like the goal is to get to your target and then smash it into little bits.  Lots of single target and damage mitigation, the multi-target ones are all movement related. 

I really like the imagery behind the level 9 strike notes.

Solidity also sounds good, as does the SR since magic immunity is a pretty standard golem trait.

Offline Garryl

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Re: Gears of War: Tome of Battle for Constructs
« Reply #12 on: April 04, 2016, 05:50:07 PM »
Crushing Juggernaut

I'm skipping the notes you're working with and moving on to the maneuvers.

I was going to write something about how your class capstone makes the DR less useful but then I realized that isn't really important.  Also, gaining an extra 40 DR from a level 8 maneuver is just fine.


Crushing Advance is pretty interesting.  I really like Overwhelming Advance.

Why would I want to use Muscle Through and Takedown as opposed to the trample ones?

To knock someone prone. Trample moves you around and deals damage to multiple enemies, but that's it. Overrun lets you move around (a bit less, though), but includes something comparable to a trip attempt. Takedown is supposed to be particularly nasty in that regard because it also stops them from getting up again.

Muscle Through and Takedown also work on enemies up to 2 sizes larger than you (since you can overrun someone 1 size larger than you and the maneuver makes you count as +1 size on top of that), while Crushing and Overwhelming advance only work on enemies your size or smaller. Also note that you can move through creatures 3 sizes larger than you by default, anyways, so it lines up quite nicely.

That being said, I'm probably going to add a bit of damage to Muscle Through and Takedown. The nearest equivalents in ToB (Stone Dragon's Charging Minotaur and Setting Sun's throws) all do a bit of damage (except Mighty Throw at 1st level).

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Staredown has a typo, feat instead of fear.

Unstoppable is a very nice level 6 stance.

Freedom of Movement, stance edition.

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Okay ideas and referencing your notes:

Level 1 could use another maneuver. Maybe a rush that lets you move normal speed through enemy squares without provoking AoOs?  (I have no idea if that's too powerful for level 1 or if it's outside the scope of the discipline).

It's a little outside the discipline's fantasy. A Crushing Juggernaut user wouldn't slip past his enemies, he'd bowl them over.

With 2 strikes, level 1 just needs a stance. Anything more than that is just a bonus.

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The level 3 stance notes don't seem to fit with everything else.  Crushing Juggernaut makes me feel like the goal is to get to your target and then smash it into little bits.  Lots of single target and damage mitigation, the multi-target ones are all movement related. 

I think the idea running through my head was something along the lines of "stay there so I can pummel you." It was either that or "I has no ideas, steal from Knight plz, k thnx bye." One of those two. Might use it for Mechanus Hand instead, anyways. It fits that discipline's theme better.

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I really like the imagery behind the level 9 strike notes.

Thanks! Any ideas for a name?

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Solidity also sounds good, as does the SR since magic immunity is a pretty standard golem trait.

Any idea what level would be appropriate for the SR one? Also, idea! Instead of 15 + IL for the SR, how would it feel as the result of an Intimidate check?



Edit: I have two different versions of the text for the unnamed 9th-level strike. Any obvious flaws in one or the other, or preferences either way? (Ignore the fact that one version leaves the target prone and the other doesn't. I just haven't decided about knocking prone yet, unless you feel like weighing in about it.)

(Based on Ballista Throw)
As part of this maneuver, you make a single melee attack. This attack deals an extra 20d6 points of damage. If your attack is successful, the creature you hit must make a Fortitude save (DC 19 + your Str modifier) or be pushed back in a 60-foot line. As normal, the line begins from a corner of your space, but it must pass through the target's space. All other creatures in this area take 10d6 points of damage. The pushed creature lands at the end of this line. If the space at the end of the line is occupied, your opponent lands in the open space closest to the line’s endpoint. If the damage caused to an interposing barrier shatters or breaks through it, the creature may continue beyond the barrier if the maneuver's range permits; otherwise, it stops at the barrier as normal.

(Based on Colossus Strike)
As part of this maneuver, you make a melee attack against your foe. This attack deals an extra 20d6 points of damage, and the creature struck must succeed on a Fortitude save (DC 19 + your Str modifier) or be hurled 60 feet away from you, falling prone in that square, or in the last unoccupied square if that space is occupied. The enemy’s movement doesn’t provoke attacks of opportunity, and it is not blocked by other creatures. Creatures and barriers in the enemy's path take 10d6 points of damage. If the damage caused to an interposing barrier shatters or breaks through it, the creature may continue beyond the barrier if the maneuver's range permits; otherwise, it stops in the last unoccupied square.

« Last Edit: April 04, 2016, 06:32:12 PM by Garryl »

Online Nanshork

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Re: Gears of War: Tome of Battle for Constructs
« Reply #13 on: April 04, 2016, 06:35:19 PM »
I missed that the target couldn't avoid the overrun attempt.  That makes more sense (although yeah, I think a little damage would help).

4 including a stance for first level makes me happy.  It's not something I'll fight for though.

Level 9 strike name ideas: The Crushinator, Unstoppable Force (although maybe that's the move through walls by breaking them maneuver), Juggernaut Crush, Adamantine Strike, Golem Assault, Berserk (verb)

Intimidate Check SR sounds cool but seems like it might be a little swingy so I'm on the fence.

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Re: Gears of War: Tome of Battle for Constructs
« Reply #14 on: April 04, 2016, 07:13:44 PM »
I missed that the target couldn't avoid the overrun attempt.  That makes more sense (although yeah, I think a little damage would help).

Adding 2d6 + Str damage to Muscle Through and 8d6 + Str damage to Takedown.

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4 including a stance for first level makes me happy.  It's not something I'll fight for though.

Well, it still needs a stance (or two) at 1st level. And at 3rd level. And at 8th level.

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Level 9 strike name ideas: The Crushinator, Unstoppable Force (although maybe that's the move through walls by breaking them maneuver), Juggernaut Crush, Adamantine Strike, Golem Assault, Berserk (verb)

Going with Unstoppable Force for the name.

The move through and break walls thing is going to be called Gatecrash or Gatecrasher.

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Intimidate Check SR sounds cool but seems like it might be a little swingy so I'm on the fence.

Yeah, probably gonna leave it at 15+IL.

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Re: Gears of War: Tome of Battle for Constructs
« Reply #15 on: April 04, 2016, 08:41:15 PM »
You didn't like The Crushinator?  :P

Offline Garryl

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Re: Gears of War: Tome of Battle for Constructs
« Reply #16 on: April 04, 2016, 10:03:00 PM »
Aside from the AoE demoralize strike and the stances (seriously, need stances badly), Crushing Juggernaut's maneuvers are done.

Edit: Added CJ's discipline weapons, too.

Edit: Finished Terrorizing Assault. All that's left are the stances.
« Last Edit: April 05, 2016, 03:23:37 AM by Garryl »

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Re: Gears of War: Tome of Battle for Constructs
« Reply #17 on: April 05, 2016, 10:19:38 AM »
Maybe a stance that gives enemies in reach penalties based on your ranks in Intimidate?

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Re: Gears of War: Tome of Battle for Constructs
« Reply #18 on: April 05, 2016, 06:57:04 PM »
I just did some work on Shifting Steel. Also, I'm having trouble coming up with Mechanus Hand maneuvers.

Maybe a stance that gives enemies in reach penalties based on your ranks in Intimidate?

Could work, but what sort of penalties? I don't have any ideas that fit.
« Last Edit: April 05, 2016, 08:08:46 PM by Garryl »

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Re: Gears of War: Tome of Battle for Constructs
« Reply #19 on: April 06, 2016, 01:12:56 PM »
Penalty to AC?  Gain a bonus to sunder attempts?  Gain a bonus to attack/damage whenever you kill somebody?  Or maybe use an intimidate check in place of something else 1/round?