Author Topic: Tome of Battle rework  (Read 1975 times)

Offline RobbyPants

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Tome of Battle rework
« on: November 29, 2016, 10:22:56 PM »
This is part of another project I've started that was born out of wanting to make some house rules that didn't obviate the majority of my books. The idea was to try and use as much of the published material as possible rather than rewriting it. This is largely done by making things come online earlier than normal.

The two probably biggest changes outside of this thread is that I plan on granting a feat every level, and I plan to largely do away with the prerequisites on feats. This thread is concerned with beefing up the Tome of Battle in a way that will hopefully let them operate side-by-side with casters. I think with something like two exceptions, I left the maneuvers as-is, but bumped many of them up one or more levels. Then, I added a bunch of new maneuvers to fill the gaps and grant some other abilities that I've found lacking in the ToB.

Also, to note: I've done away the notions of class skills. If you're worried about that, just use the ones printed in the books. I did make a mention of class skills in one of the Swordsage ACFs.
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Offline RobbyPants

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Re: Tome of Battle rework
« Reply #1 on: November 29, 2016, 10:23:13 PM »
Crusader

"My god is often too busy for the likes of you, and in such cases, I act as his hand."
 
The crusader is a knight devoted to a cause. Many devoutly follow a deity or religious philosophy, but others follow some other ethical code or master. Some protect a region or race, and others seek out to right an ancient wrong.
   Regardless of what drives her, a crusader is a nigh-unstoppable combatant, fueled by zealous devotion to her cause.  Blows that would defeat a lesser person barely slow her, as she presses on to do what she knows is right.

The Crusader    Hit Die: d12
Level  BAB             Fort  Ref  Will  Special                   Man.   Man.     Stances
                                                                  Known  Readied  Known

__________________________________________________________________________________________
1      +1              +2    +0   +0    Furious counterstrike,    5      5 (2)    1
                                         steely resolve 5
2      +2              +3    +0   +0    Indomitable soul          6      5 (2)    2
3      +3              +3    +1   +1    Zealous surge             6      5 (2)    2
4      +4              +4    +1   +1    Steely resolve 10,        7      6 (3)    2
                                         shielded evasion
5      +5              +4    +1   +1    Die Hard, smite           8      6 (3)    3
6      +6/+1           +5    +2   +2    Mettle                    8      6 (3)    3
7      +7/+2           +5    +2   +2    Second wind               9      6 (3)    3
8      +8/+3           +6    +2   +2    Steely resolve 15,        10     6 (3)    3
                                         second skin
9      +9/+4           +6    +3   +3    Delay effect              10     7 (4)    4
10     +10/+5          +7    +3   +3    Improved shielded evasion 11     7 (4)    4
11     +11/+6/+1       +7    +3   +3                              12     7 (4)    4
12     +12/+7/+2       +8    +4   +4    Steely resolve 20         12     7 (4)    4
13     +13/+8/+3       +8    +4   +4                              13     7 (4)    5
14     +14/+9/+4       +9    +4   +4    Improved second wind      14     7 (4)    5
15     +15/+10/+5      +9    +5   +5                              14     8 (4)    5
16     +16/+11/+6/+1   +10   +5   +5    Steely resolve 25         15     8 (4)    5
17     +17/+12/+7/+2   +10   +5   +5    Improved Mettle           16     8 (4)    6
18     +18/+13/+8/+3   +11   +6   +6                              16     8 (4)    6
19     +19/+14/+9/+4   +11   +6   +6                              17     8 (4)    6
20     +20/+15/+10/+5  +12   +6   +6    Steely resolve 30         18     9 (6)    7
___________________________________________________________________________________________


Skill Points: 4 + Int modifier per level, x4 at 1st level.

Class Features
Your class features focus on martial combat and enduring punishment.

Weapon and Armor Proficiency: Crusaders are proficient in simple and martial weapons. They are proficient in light, medium, and heavy armor, as well as shields and tower shields.

Maneuvers: Per ToB, page 9. You may swap a known maneuver for a new one at level two and every level thereafter. Note the modified advancement rate in the table.

Maneuvers Readied: Per ToB, page 9. Note the modified advancement rate in the table.

Stances Known: Per ToB, page 10. Note the modified advancement rate in the table.

Furious Counterstrike (Ex): Per ToB, page 10.

Steely Resolve (Ex): Per ToB, page 11.

Indomitable Soul (Ex): Per ToB, page 11.

Zealous Surge (Ex): Per ToB, page 11.

Shielded Evasion (Ex): At 4th level, you gain the benefits of Evasion (PHB 50), except the ability functions when wearing heavier than light armor, and only functions if you are wielding a heavy shield or tower shield.

Die Hard (Ex): You gain Die Hard as a bonus feat at level 5. If you already have that feat, you gain a new feat, instead.

Smite (Ex): Per ToB, page 11, except you may use the ability once per encounter. This ability is gained at level 5.

Mettle (Ex): Per ToB, page 11, except you gain the ability at level 6.

Second Wind (Ex): Once per day, if your current Hit Points are less than half your full amount, you may spend a swift action to restore yourself to half your full amount of Hit Points.

Second Skin (Ex): At 8th level, your move speed is not reduced for wearing medium or heavy armor, although your run speed is still reduced from x4 to x3 in heavy armor. Your speed is still reduced for carrying a medium or heavy load.

Delay Effect (Ex): If you are affected by a status condition, you may delay its effects until the end of your next turn. The duration begins at the delayed onset. During this time, the condition can be removed from you, even though its effects have not manifested. For example: if you are blinded, you may delay the blindness until the end of your next turn. If an ally casts Remove Blindness before that point, the blindness effect will be removed before you notice any ill effect.
   Hit Point damage, ability damage, ability drain, and negative levels cannot be delayed in this way. Effects that would cause death or unconsciousness without Hit Point loss can still be delayed.

Improved Shielded Evasion (Ex): At 10th level, you gain the benefits of Improved Evasion (PHB 51), except the ability functions when wearing heavier than light armor, and only functions if you are wielding a heavy shield or tower shield.

Improved Second Wind (Ex): At level 14, when using your Second Wind ability, you also heal any ability damage and ability drain you have. Any negative levels you have are removed, as well as any of the following conditions: blinded, confused, dazzled, deafened, exhausted, fatigued, shaken, or sickened.

Improved Mettle (Ex): At level 17, you become even more resilient. This ability functions the same as Mettle, except that if you fail your save, you only take the partial effect as though you had succeeded on your save. You still suffer no ill effect if your save is successful.
« Last Edit: September 08, 2017, 01:39:15 PM by RobbyPants »
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Offline RobbyPants

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Re: Tome of Battle rework
« Reply #2 on: November 29, 2016, 10:23:31 PM »
Swordsage

"Thick armor indicates a lack of skill. If you lack the training to avoid your enemies' blows, perhaps you should leave the fighting to me."
 

Swordsages are masters of the Sublime Way who blend swordplay and magic into a single technique. Favoring light armor and mobility, a swordsage is adept at slipping in and out of combat, finding an opponent's weakness.

The Swordsage   Hit Die: d8
Level  BAB             Fort  Ref  Will  Special                                 Man.    Man.     Stances
                                                                                Known   Readied  Known

___________________________________________________________________________________________________________
1      +1              +0    +2   +2    Quick to act +1, discipline focus       8       4        2
                                         (Weapon Focus I)
2      +2              +0    +3   +3    AC bonus                                9       5        2
3      +3              +1    +3   +3    Sense magic                             10      5        3
4      +4              +1    +4   +4    Discipline focus (insightful strike I)  11      6        3
5      +5              +1    +4   +4    Evasion, quick to act +2                12      6        4
6      +6/+1           +2    +5   +5    Quick to act +1,                        13      7        4
7      +7/+2           +2    +5   +5    Discipline focus (Weapon Focus II)      14      7        4
8      +8/+3           +2    +6   +6    Discipline focus (discipline skill I)   15      8        4
9      +9/+4           +3    +6   +6    Discipline focus (defensive stance I)   16      8        5
10     +10/+5          +3    +7   +7    Quick to act +3                         17      9        5
11     +11/+6/+1       +3    +7   +7    Improved evasion                        18      9        6
12     +12/+7/+2       +4    +8   +8    Discipline focus (insightful strike II) 19      10       6
13     +13/+8/+3       +4    +8   +8    Discipline focus (discipline skill II)  20      10       7
14     +14/+9/+4       +4    +9   +9    Discipline focus (Weapon Focus III)     21      11       7
15     +15/+10/+5      +5    +9   +9    Quick to act +4                         22      11       7
16     +16/+11/+6/+1   +5    +10  +10   Discipline focus (defensive stance II)  23      12       7
17     +17/+12/+7/+2   +5    +10  +10   Discipline focus                        24      12       8
                                         (insightful strike III)
18     +18/+13/+8/+3   +6    +11  +11   Discipline focus (discipline skill III) 25      13       8
19     +19/+14/+9/+4   +6    +11  +11   Discipline focus (defensive stance III) 26      13       8
20     +20/+15/+10/+5  +6    +12  +12   Dual boost 3/day, quick to act +5       27      14       9
___________________________________________________________________________________________________________

Skill Points: 6 + Int modifier per level, x4 at 1st level.

Class Features
Your class features focus on mobility and adaptability in combat.

Weapon and Armor Proficiency: Swordsages are proficient in simple weapons, martial melee weapons (including those that can be thrown), and light armor, but not with shields.

Maneuvers: Per ToB, page 15. You may swap a known maneuver for a new one at level two and every level thereafter. Note the modified advancement rate in the table.

Maneuvers Readied: Per ToB, page 15. Note the modified advancement rate in the table.
   In addition to recovering a maneuver through meditation, you may also do so by making a skill check in one of two ways:
  • Make a skill check under normal circumstances. For example: you might roll a Tumble check to avoid attacks of opportunity, or a Balance check while navigating an uneven floor, or a Jump check to make a jump. The skill takes the normal action to use, and follows all the normal rules for such a skill check.
  • Make a special skill check immediately after an opponent for the sole purpose of regaining a maneuver. You may roll this check as a move action and the DC is equal to the opponent's AC. You may opt to roll it as a swift action instead, raising the DC by +5.
   In either case, if your skill check is successful, you recover one maneuver of a discipline associated with the skill (Shadow Hand for Hide, Desert Wind for Tumble, etc). You may not use the maneuver the same round you recover it, and you may not recover a maneuver already used this round. You may only recover one maneuver per round this way.

Stances Known: Per ToB, page 16. Note the modified advancement rate in the table.

AC Bonus (Ex): Per ToB, page 16, except the ability works in light or no armor.

Discipline Focus (Ex): Per ToB, page 16, but note the modified progression in the table. In addition, each ability (including Weapon Focus) can be used with three disciplines.
   You also gain a fourth ability: Discipline Skill: You gain a +2 insight bonus on skill checks made with your discipline's skill.

Quick to Act (Ex): Per ToB, page 16.

Sense Magic (Su): Per ToB, page 16, but note the modified progression in the table.

Evasion (Ex): Per ToB, page 17, but note the modified progression in the table.

Improved Evasion (Ex): Per ToB, page 17, but note the modified progression in the table.

Dual Boost (Ex): Per ToB, page 17.


Alternate Class Feature: Unarmed swordsage

Gain:
•   Improved Unarmed Strike.
•   Monk's unarmed damage progression (PHB 40).
•   Proficiency with the kama, nunchaku, sai, shuriken, and siangham.
Lose:
•   Martial weapon proficiency.
•   Light armor proficiency.


Alternate Class Feature: Swashbuckler

Gain:
•   Access to Iron Heart discipline.
•   Weapon Finesse at level 1.
•   Bluff and Diplomacy as class skills.
•   Ability to recover a single maneuver once per round by successfully feinting against an opponent. The attack need not be successful, but only the Bluff check. A maneuver cannot be recovered the same round it was used, and cannot be used until the round after it was recovered.
Lose:
•   Access to Desert Wind and Stone Dragon disciplines.
•   Good Will save progression.
•   Heal and Knowledge (Nature) as class skills.
Change:
•   Wisdom bonus to AC replaced with Charisma bonus.
•   All mentions of Wisdom in Discipline Focus replaced with Charisma.
•   All save DCs in maneuvers based off of Charisma instead of Wisdom.
« Last Edit: September 14, 2017, 12:23:24 PM by RobbyPants »
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Re: Tome of Battle rework
« Reply #3 on: November 29, 2016, 10:23:51 PM »
Warblade

"My path is the way of the sword. For some, this path is a very short one, as you shall soon see."

 

Warblades revel in combat. Their martial training is matched only by their love of battle. Where some see carnage, they see beauty. Where others see horror and chaos, they see sublime perfection.

The Warblade   Hit Die: d10
Level  BAB             Fort  Ref  Will  Special                            Man.    Man.     Stances
                                                                           Known   Readied  Known

___________________________________________________________________________________________________________
1      +1              +2    +0   +0    Battle clarity, weapon aptitude    5       3        1
2      +2              +3    +0   +0    Uncanny dodge                      5       3        2
3      +3              +3    +1   +1    Battle ardor                       6       3        2
4      +4              +4    +1   +1    Bonus feat                         6       4        2
5      +5              +4    +1   +1    Battle dance                       7       4        3
6      +6/+1           +5    +2   +2    Improved uncanny dodge,            7       4        3
                                         bonus feat
7      +7/+2           +5    +2   +2    Battle cunning                     8       5        3
8      +8/+3           +6    +2   +2    Bonus feat                         8       5        3
9      +9/+4           +6    +3   +3    Battle perception                  9       5        4
10     +10/+5          +7    +3   +3    Bonus feat                         9       6        4
11     +11/+6/+1       +7    +3   +3    Battle skill                       10      6        4
12     +12/+7/+2       +8    +4   +4    Bonus feat                         10      6        4
13     +13/+8/+3       +8    +4   +4    Battle focus                       11      7        5
14     +14/+9/+4       +9    +4   +4    Bonus feat                         11      7        5
15     +15/+10/+5      +9    +5   +5    Battle mastery                     12      7        5
16     +16/+11/+6/+1   +10   +5   +5    Bonus feat                         12      8        5
17     +17/+12/+7/+2   +10   +5   +5    Battle resolve                     13      8        6
18     +18/+13/+8/+3   +11   +6   +6    Bonus feat                         13      8        6
19     +19/+14/+9/+4   +11   +6   +6    Battle swiftness                   14      9        6
20     +20/+15/+10/+5  +12   +6   +6    Stance mastery                     15      9        7
___________________________________________________________________________________________________________

Skill Points: 4 + Int modifier per level, x4 at 1st level.

Class Features
Your class features focus on your love of martial combat.

Weapon and Armor Proficiency: Warblades are proficient in simple and martial melee weapons (including those that can be thrown), light and medium armor, and shields (but not tower shields).

Maneuvers: Per ToB, page 21. You may swap a known maneuver for a new one at level two and every level thereafter. Note the modified advancement rate in the table.

Maneuvers Readied: Per ToB, page 21. Note the modified advancement rate in the table.

Stances Known: Per ToB, page 22. Note the modified advancement rate in the table.

Battle Clarity (Ex): Per ToB, page 22.

Weapon Aptitude (Ex): Per ToB, page 22.

Uncanny Dodge (Ex): Per ToB, page 22.

Battle Ardor (Ex): Per ToB, page 22.

Bonus Feat: Per ToB, page 22. Note the modified advancement rate in the table.

Battle Dance (Ex): You are able to move throughout the chaotic battlefield, amid the blades of your enemies. At level 5, you gain an insight bonus equal to your Intelligence bonus to your Armor Class against attacks of opportunity.

Improved Uncanny Dodge (Ex): Per ToB, page 23.

Battle Cunning (Ex): Per ToB, page 23.

Battle Perception (Ex): You notice dangerous situations, even when things appear calm. At level 9, you gain an insight bonus equal to your Intelligence bonus to Listen and Spot checks.

Battle Skill (Ex): Per ToB, page 23.
 
Battle Focus (Ex): You focus on your melee opponents, dodging ranged attacks seemingly without thought. At level 13, you gain an insight bonus equal to your Intelligence bonus to your Armor Class against ranged attacks.

Battle Mastery (Ex): Per ToB, page 23.

Stance Mastery (Ex): Per ToB, page 23.

Battle Resolve (Ex): The things you have seen on the battlefield have toughened your resolve. At level 17, you gain an insight bonus equal to your Intelligence bonus to Will saves against [Mind Affecting] effects.

Battle Swiftness (Ex): You react to danger faster than most. At level 19, you gain an insight bonus equal to your Intelligence bonus on initiative rolls.
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Offline RobbyPants

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Re: Tome of Battle rework
« Reply #4 on: November 29, 2016, 10:24:07 PM »
Martial Maneuvers

New rules:

Prerequisites:
Maneuvers no longer have prerequisites, other than the minimum level to learn them.

Saving Throws:
The saving throw for a given maneuver is 10 + the maneuver's level + the relevant ability score (based on class). This matters because many maneuvers have had their level adjusted which might affect the DC printed in the book.


New Maneuver List by Discipline

 
Level 1:
 
Desert Wind:
•   Blistering Flourish: Strike - dazzle creatures around you
•   Burning Blade: Boost - Deal 1d6 fire damage +1/IL.
•   Burning Brand: Boost - Gain +5' reach, deal fire damage
•   Distracting Ember: Boost - fire elemental flanks enemy
•   Flame's Blessing: Stance - gain fire resistance from Tumble ranks
•   Hatchling's Flame: Strike - Cone deals 2d6 fire damage
•   Wind Stride: Boost - +10' speed
Devoted Spirit:
•   Crusader's Strike: Strike - attack heals 1d6 HP + 1/IL
•   Defensive Rebuke: Boost - Foes you strike attack you or provoke AoO
•   Iron Guard's Glare: Stance - Enemies take -4 on attacks against allies
•   Martial Spirit: Stance - Heal 2 HP with each successful attack
•   Vanguard Strike: Strike - Allies gain +4 to hit against target
Diamond Mind:
•   Action Before Thought: Counter - Use Concentration for Reflex save
•   Mind over Body: Counter - Use Concentration for Fort save
•   Moment of Perfect Mind: Counter - Use Concentration for Will save
•   Sapphire Nightmare Blade: Strike - opponent flat-footed. +1d6 damage with Concentration check
•   Stance of Clarity: Stance - +2 AC against one foe, -2 against all others
Iron Heart:
•   Disarming Strike: Strike - disarm foe with successful attack
•   Exorcism of Steel: Strike - Strike opponent's weapon, it deals -4 damage
•   Punishing Stance: Stance - +1d6 damage, -2 AC
•   Steel Wind: Strike - +4 to hit, enemies have +4 against you
•   Steely Strike: Strike - Attack two opponents.
•   Wall of Blades: Counter - Replace AC with attack roll
Setting Sun:
•   Baffling Defense: Counter - Use Sense Motive to dodge attack
•   Clever Positioning: Strike - Swap positions with target of attack
•   Counter Charge: Counter - Foil charge attack
•   Mighty Throw: Strike - throw opponent
•   Step of the Wind: Stance - ignore difficult terrain, gain bonus against foes in difficult terrain
Shadow Hand:
•   Child of Shadow: Stance - gain concealment if you move
•   Clinging Shadow Strike: Strike - foe suffers -20% miss chance
•   Dance of the Spider: Stance - You climb walls like a spider
•   Drain Vitality: Strike - Attack deals 2 Con damage
•   Island of Blades: Stance - you and allies flank all adjacent foes
•   Shadow Blade Technique: Strike - roll two attacks. Deal 1d6 cold damage if you use the lower roll
Stone Dragon:
•   Bonesplitting Strike: Strike - Attack deals 2 Con damage
•   Charging Minotaur: Strike - charging bull rush deals damage
•   Stone Bones: Strike - Gain DR 5/adamantine
•   Stonefoot Stance: Stance - +2 Str checks, +2 AC against larger foes
•   Stone Vise: Strike - Deal +1d6 damage, attack immobilize creature
Tiger Claw:
•   Blood in the Water: Stance - Gain +1 hit/damage for each critical hit
•   Hunter's Sense: Stance - Gain Scent
•   Leaping Dragon Stance: Stance - +10 Jump, always considered running for jumps
•   Sudden Leap: Boost - Jump as swift action
•   Wolf Fang Strike: Strike - Attack with two weapons
White Raven:
•   Bolstering Voice: Stance - Allies gain +2 saves, +4 vs fear
•   Diplomatic Discourse*: Effect target with Charm Person
•   Douse the Flames: Strike - Target cannot make AoOs for one round
•   Leading the Attack: Strike - Allies gain +4 to hit foe you strike
•   Leading the Charge: Stance - Allies deal +1 damage/IL on charge

 

Level 2:
 
Desert Wind:
•   Fan the Flames**: Strike - Ranged touch attack deals 4d6 fire damage
•   Fire Riposte: Counter - Counter foe's attack, deal 4d6 fire damage
•   Flashing Sun: Strike - Gain extra attack
•   Holocaust Cloak: Stance - Attackers take 5 fire damage
•   Zephyr Dance: Counter - +4 AC against single attack
Devoted Spirit:
•   Daunting Strike: Strike - Target becomes shaken
•   Entangling Blade: Strike - Deal +2d6 damage, target has -20' fly speed
•   Foehammer: Strike - +2d6 damage, overcome DR
•   Imperious Glare*: Compel all within 30' to tell the truth
•   Revitalizing Strike: Strike - attack heals 3d6 + 1/IL
•   Shield Block: Counter - Grant shield bonus +4 to ally's AC
•   Thicket of Blades: Stance - 5' steps provoke AoO from you
Diamond Mind:
•   Bounding Assault: Strike - Double move and attack
•   Emerald Razor: Strike - melee attack as touch attack
•   Mind Strike: Strike - Attack deals 1d4 Wisdom damage
•   Pearl of Black Doubt: Stance - Gain +2 AC each time foe misses you
Iron Heart:
•   Absolute Steel Stance: Stance - +10' speed, +2 AC while moving
•   Dancing Blade Form: Stance - +5' reach during your turn
•   Iron Heart Endurance: Boost - Heal 2 x level HP if at half or fewer
•   Unbalancing Strike*: Strike - Knock foe backward and possibly prone
Setting Sun:
•   Devastating Throw: Strike - Throw foe for 2d6 damage
•   Feigned Opening: Counter - Provoke AoO, then counter
•   Giant Killing Style: Stance - +2 to attack, +4 damage against larger foes
•   Listen Beyond Words*: Read surface thoughts of one creature
•   Stalking Shadow: Counter - Move into foe's space as he moves away
Shadow Hand:
•   Bloodletting Strike: Strike - Deal 4 Con damage
•   Cloak of Deception: Boost - Turn invisible until end of your turn
•   Darkness*: Create an area of darkness in a 20' radius
•   Shadow Jaunt:  Teleport 50' through shadows as standard action
•   Strength Draining Strike: Strike - Attack deals 4 Str damage
Stone Dragon:
•   Crushing Weight of the Mountain: Stance - Constrict for 2d6 + 1 1/2 time Str mod when grappling
•   Mountain Hammer: Strike - Deal +2d6 damage, overcome DR and hardness
•   Overwhelming Mountain Strike: Strike - Deal +2d6 damage, target loses move action
•   Roots of the Mountain: Stance - +10 against bull rush, trips, and others, gain DR 2/-.
•   Stone Dragon's Fury: Strike - Deal +4d6 damage against objects, constructs
Tiger Claw:
•   Claw at the Moon: Strike - Make Jump check, deal +2d6 damage
•   Flesh Ripper: Strike - Foes attacks and AC have -4 penalty
•   Rabid Wolf Strike: Strike - +4 bonus on attack, deal +2d6 damage, -4 AC
•   Wolverine Stance: Stance - Use any weapon while grappled
White Raven:
•   Battle Leader's Charge: Strike - No AoOs while charging, +10 damage
•   Covering Strike: Boost - Every opponent you strike cannot make AoOs for 3 rounds
•   Parlay*: Calm creatures like Calm Emotions
•   Tactical Strike: Strike - Deal +2d6 damage, adjacent allies move 5'
•   Tactics of the Wolf: Stance - You and allies deal +1 damage/2 IL to flanked opponents

 

Level 3:
 
Desert Wind:
•   Death Mark: Strike - Enemy takes extra fire damage, explodes in fiery spread
•   Dragon's Flame: Strike - Cone deals 6d6 fire damage
•   Firesnake: Strike - Stream of fire twists around corners
•   Leaping Flame: Counter - Teleport adjacent to foe who attacked you
•   Lingering Inferno: Strike - Deal +2d6 fire damage, target takes 2d6 for 3 rounds
•   Searing Charge: Strike - Fly while charging, deal +5d6 fire damage
•   Unnatural Heat*:  Stance - lessen fire resistance and immunity of foes
Devoted Spirit:
•   Blinding Smite: Strike - Opponent is blinded 1d4 rounds
•   Doom Charge: Strike - Charge deals extra damage against good, you gain DR 10/-
•   Law Bearer: Strike - +4d6 damage, +8 attack against chaos, gain +5 on saves and AC
•   Radiant Charge: Strike - Deal +6d6 damage against evil, gain DR 10/-
•   Tide of Chaos: Strike - Charge deals extra damage against law, you gain concealment
Diamond Mind:
•   Hearing the Air: Stance - Gain blindsense 30', +5 Listen
•   Insightful Strike: Strike - Use Concentration to determine damage
•   Opal Nightmare Blade*: Strike - opponent sickened. +4d6 damage with Concentration check
•   Rapid Counter: Counter - Strike opponent who provokes AoO
Iron Heart:
•   Blade Ricochet*: Strike - Make melee attack at range. Deal + 4d6 damage
•   Countering Strike*: Counter - Make an AoO against someone casting a spell, using a spell-like ability, supernatural ability, or use-activated magic item
•   Iron Heart Surge**: Remove effect, gain +2 moral bonus to attacks
•   Lightning Recovery: Counter - Reroll missed attack with +2 bonus
•   Winding Strike*: Strike - Deal +4d6 damage and stagger opponent
Setting Sun:
•   Comet Throw: Strike - Throw opponent for 4d6 damage. Can throw into another opponent for 4d6
•   Hydra Slaying Strike: Strike - Foe is unable to use full attack action
•   Mirrored Pursuit: Counter - match foe's movement
•   Shifting Defense: Stance - 5' step each time you are missed
•   Strike of the Broken Shield: Strike - Deal +4d6 damage, target is flat-footed
Shadow Hand:
•   Assassin's Stance: Stance - Gain +2d6 Sneak Attack
•   Double Strike*: Strike - Create shadowy duplicate. Each attack foe
•   Hand of Death: Strike - Touch paralyzes foe for 1d3 rounds
•   Obscuring Shadow Veil: Strike - Deal +5d6 damage, foe has 50% miss chance
•   Shadow Garrote: Strike - Ranged touch attack deals 5d6 damage
•   Step of the Dancing Moth: Stance - Ignore terrain, walk over liquid
Stone Dragon:
•   Bonecrusher: Strike - Deal +4d6 damage, +10 to confirm crits
•   Boulder Roll: Boost - Gain +4 on overrun attempts
•   Crushing Vice: Strike - Deal +4d6 damage, immobilize creature
•   Giant's Stance: Stance - Deal damage as if you were one size larger
Tiger Claw:
•   Death from Above: Strike - Leap, deal +4d6 damage, opponent is flat-footed
•   Fountain of Blood: Boost - Defeat foe, cause fear in enemies
•   Hamstring Attack: Strike - Deal 1d8 Dex damage, foe has -10' speed
•   Mantis Leap*: Strike - Make flying charge attack
•   Pouncing Charge: Strike - Make multiple attacks when you charge
•   Soaring Raptor Strike: Strike - Attack larger foe with +4 attack, +6d6 damage
White Raven:
•   Arrow Blocking Stance*: Stance - Gain DR-/ equal to IL against ranged attacks
•   Lion's Roar: Boost - Defeat enemy, allies deal +5 damage
•   Press the Advantage: Stance - move +5' with 5' step
•   White Raven Strike: Strike - Deal +4d6 damage, target is flat-footed
•   White Raven Tactics: Boost - Ally's initiative change, can act again

 

Level 4:
 
Desert Wind:
•   Desert Tempest: Strike - Attack foes as you move by them
•   Fiery Assault: Stance - Melee attacks deal +1d6 fire damage
•   Nauseating Smoke*: Strike - create cloud of smoke in opponent's space that nauseates
•   Searing Blade: Boost - Attacks deal +2d6 fire damage +1/IL
•   Wildfire Spark*: Strike - Teleport up to 100 feet. Deal 8d6 fire damage in a 5' radius burst at your start and end point
Devoted Spirit:
•   Divine Surge: Strike - Deal +8d8 damage
•   Greater Mind Strike: Strike - Attack deals 2d4 Wisdom damage
•   Rallying Strike: Strike - Heal 3d6 +1/IL in 30' radius burst
•   Righteous Dispel*: Strike - foe his affected by a targeted Dispel Magic
•   Shield Counter: Counter - Shield bash cancels foe's attack
Diamond Mind:
•   Disrupting Blow: Strike - foe cannot act for one round
•   Quicksilver Motion: Boost - Use swift action to complete move action
•   Ruby Nightmare Blade: Strike - Attack deals double damage with Concentration check
Iron Heart:
•   Dazing Strike: Strike - daze opponent
•   Iron Heart Focus: Counter - reroll save
•   Iron Heart Stamina*: Boost - Heal 5 x level HP if at half or fewer
•   Mithral Tornado: Strike - Make attacks against adjacent foe, +2 on each attack
•   Snaking Blade Form*: Stance - Gain 5' reach, or 10' during your turn
Setting Sun:
•   Clever Wording*: Affect target with Suggestion
•   One Inch Punch*: Strike - Make unarmed attack as a touch attack that deals +4d6 damage and stuns. Can do so while grappled
•   Sixth Sense*: Stance - You cannot be caught flat-footed. +4 initiative
•   Soaring Throw: Strike - Throw foe for 8d6 damage
Shadow Hand:
•   Enervating Shadow Strike: Strike - Target gains 1d4 negative levels
•   Ghost Blade: Strike - Target becomes flat-footed
•   Shadow Noose: Strike - Ranged touch attack deals 8d6 damage, stun flat-footed opponent
•   Shadow Strike: Teleport 50' as move action
•   Stalker in the Night: Strike - Move and attack while remaining hidden
•   Wall Walker*: Stance - Walk on walls and ceilings. Reduce falling damage by 30'
Stone Dragon:
•   Colossus Strike: Strike - +6d6 damage, knock opponent backward
•   Elder Mountain Hammer: Strike - Deal +6d6 damage, ignore hardness and DR
•   Irresistible Mountain Strike: Strike - Deal +4d6 damage, target loses standard action
•   Mountain Avalanche: Strike - Gain ability to trample foes
Tiger Claw:
•   Dancing Mongoose: Boost - Make one extra attack with each weapon (max 2)
•   Felling the Tree*: Strike - Knock opponent prone and reduce speed to 5'
•   Soaring Dragon Stance*: Stance - Make incredible jumps, lessen falling damage, jump off walls
•   Wolf Climbs the Mountain: Strike - Enter larger foe's space, +5d6 damage, gain cover
White Raven:
•   Flanking Maneuver: Strike - Hit flanked target, allies gain free attack
•   Order Forged from Chaos:  Allies move up to their speed on your turn
•   Warning Shout*: Counter - Warn ally, roll Diplomacy for their save
•   White Raven Hammer: Strike - Deal +6d6 damage, stun

 

Level 5:
 
Desert Wind:
•   Borne Aloft*: Boost - Gain fly speed, +4 AC, +4 Reflex for one round
•   Immolation*: Stance - Deal 10 fire damage to all within five feet
•   Rising Phoenix: Stance - Hover on column of super-heated air
•   Salamander Charge: Strike - Charge, create trail of fire
•   Wyrm's Flame: Strike - Cone of fire deals 10d6 fire damage
Devoted Spirit:
•   Ascending Step*: Stance - Gain effects of Air Walk
•   Aura of Chaos: Stance - Reroll and add max damage dice
•   Aura of Perfect Order: Stance - Treat d20 results as 11
•   Aural of Triumph: Stance - You and allies heal 4 points with attacks against evil
•   Aura of Tyranny: Stance - Drain HP from allies
•   Castigating Strike: Strike - Deal +8d6 damage and trigger area blast
•   Wrath of Flames*: Strike - cast Flame Strike after making attack
Diamond Mind:
•   Avalanche of Blades: Strike - With each attack that hits, make another with increasing penalty
•   Greater Hearing the Air*: Stance - Gain blindsense 60', blindsight 30', +5 Listen
•   Greater Insightful Strike: Strike - Use double Concentration for damage
•   Moment of Alacrity: Boost - Gain +20 initiative
Iron Heart:
•   Finishing Move: Strike - Gain extra damage against weakened foe
•   Lightning Ricochet*: Strike - Make melee attack at range against multiple opponents. Deal + 8d6 damage
•   Manticore Parry: Counter - Deflect attack, redirect to opponent
•   Scything Blade: Boost - Strike one foe, free attack against another one
•   Supreme Blade Parry: Stance - Gain DR 5/-
Setting Sun:
•   Ballista Throw: Strike - Throw opponent in 60' line, 6d6 damage to all in area
•   Bewildering Strike*: Strike - Confuse opponent with melee attack
•   Gentle Step*: Stance - Gain effects of Air Walk
•   Scorpion Parry: Counter - Parry attack into second opponent
•   Shifting Sands*: Strike - Strike multiple opponents, move them around you
Shadow Hand:
•   Balance on the Sky: Stance - Walk on air
•   Ghost Step*: Stance - Become invisible so long as you do not attack, cast, or move quickly
•   Shadow Teleportation*: Teleport up to one mile per IL, bring others with you
•   Shadow Well*: Strike - Send opponent to plane of shadow
•   Silent Kill*: Strike - Deal +8d6 damage, blind and mute opponent
Stone Dragon:
•   Earthstrike Quake: Strike - Local earthquake knocks foes prone
•   Entombing Strike*: Strike - entomb opponent in a shallow grave
•   Iron Bones: Strike - Gain DR/10 adamantine
•   Titan's Stance*: Stance - Deal damage as though you were two sizes larger.
Tiger Claw:
•   Prey on the Weak: Stance - AoO with each foe that drops
•   Rabid Bear Strike: Strike - +4 on attack, +10d6 damage, -4 AC
•   Wolf Pack Tactics: Stance - Free 5' step with each successful attack
White Raven:
•   Call to Surrender*: Order opponent to surrender
•   Greater Lion's Roar*: Boost - Defeat enemy, allies deal +10 damage, +2 save DCs
•   Greater White Raven Strike*: Strike - Deal +8d6 damage, target is flat-footed
•   Spell Resistance*: Boost - You and allies gain SR 12+IL for one round

 

Level 6:
 
Desert Wind:
•   Fireform*:  Stance - Gain elemental traits, fire immunity, and flight. All attacks deal +2d6 fire damage
•   Inferno Blade: Boost - Attacks deal +3d6 fire damage +1/IL
•   Ring of Fire: Strike - Surround foes with burning flame
Devoted Spirit:
•   Greater Divine Surge: Strike - Deal +6d8 damage, +1 on attacks, deal +2d8 damage per point of Con damage you voluntarily take
•   Immortal Fortitude: Stance - You cannot die due to HP damage
•   Plane Shift*:  Strike - You cast Plane Shift
•   Strike of Righteous Vitality: Strike - Successful attack casts Heal
•   Suppressive Glare*: Boost - make area dispel of Dispel Magic
Diamond Mind:
•   Diamond Defense: Counter - Gain save bonus equal to level
•   Emerald Onslaught*: Strike - Make full attack with each attack as a touch attack
•   Stance of Alacrity: Stance - Gain extra counter each round
Iron Heart:
•   Adamantine Hurricane: Strike - Two attacks against each adjacent foe, +4 on each attack
•   Iron Heart Perseverance*: Boost - Heal 8 x level HP if at half or fewer
•   Steel River*: Stance - Gain benefits of Freedom of Movement
Setting Sun:
•   Fool's Strike: Counter - Reflect foe's attack
•   Ghostly Defense: Stance - Enemies hit target of your choice while you have concealment
•   Open Palm Strike*: Strike - Make unarmed attack as a touch attack that deals +8d6 damage and paralyzes. Can do so while grappled
•   Tornado Throw: Strike - Move and throw foes repeatedly
Shadow Hand:
•   Death in the Dark: Strike - Deal +15d6 damage to surprised target
•   One With Shadow: Counter - Become incorporeal for 1 round
•   Shadow Blink: Teleport 50' as swift actions
Stone Dragon:
•   Adamantine Bones: Strike - Gain DR 20/Adamantine
•   Ancient Mountain Hammer: Strike - Deal +12d6 damage, overcome DR and hardness
•   Strength of Stone: Stance - Gain immunity to crits
Tiger Claw:
•   Girallon Windmill Flesh Rip: Boost - Gain ability to rend with successful attacks
•   Swooping Dragon Strike: Strike - Jump, deal +10d6 damage, stun
•   Tiger Leap*: Strike - Leap up to four times your speed, attack everyone in a line
White Raven:
•   Clarion Call: Boost - If you drop a foe, allies within 60' can make free attack or move action
•   Greater Order Forged from Chaos*:  Allies move up to double their speed on your turn, no AoO
•   Swarming Assault: Strike - Allies make free attacks against foe you strike
•   War Leader's Charge: Strike - No AoO while charging, +35 damage
 

Level 7:
 
Desert Wind:
•   Great Wyrm's Flame*: Strike - Deal 20d6 fire damage in a 60' cone
•   Riposte Inferno*: Counter - Counter foe's attack, deal 15d6 fire damage
•   Wyrm Charge*: Strike - Charge, create trail of fire
Devoted Spirit:
•   Banishing Smite:* Strike - you affect an extraplanar creature with Banishment
•   Greater Rallying Strike*: Strike - heal all allies within 30 feet 5 HP/IL
•   Momentum Surge*: Boost - force all opponents within 10 feet back 5 feet, deal 6d6 damage to them, gain +4 to hit them for one round
Diamond Mind:
•   Diamond Nightmare Blade: Strike - Deal quadruple damage with Concentration check
•   Piercing Sight*: Stance - Gain effects of True Seeing
•   Time Stands Still: Strike - Take full attack two times
Iron Heart:
•   Lightning Throw: Strike - Use melee attack as line attack plus 12d6 damage
•   Strike of Perfect Clarity: Strike - Deal +100 damage
•   Surging Stance*: Stance - Make a second saving throw on your next turn if you fail the first.
Setting Sun:
•   Greater Ballista Throw*: Strike - Throw opponent in 120' line, 12d6 damage to all in area
•   Move Between the Air*: Stance - Gain +20' speed. Can move through occupied spaces. Gain full concealment if moving at least 10'
•   Snake Charm Parry*: Counter - Parry attack into second opponent. Confuse attacker
Shadow Hand:
•   Greater Shadow Well*: Pull up to five targets into plane of shadow
•   Umbral Enervation*: Strike - Target gains 2d4 negative levels
•   Wyvern Strike*: Strike - Poison foe, dealing 2d6 initial and secondary Con damage
Stone Dragon:
•   Mountain Tombstone Strike: Strike - Deal 2d6 Con damage
•   Primordial Mountain Hammer*: Strike - Deal +20d6 damage, overcome DR and hardness
•   Unbreakable Bones*: Strike - Gain DR 30/Adamantine
Tiger Claw:
•   Feral Death Blow: Strike - Leap on foe, slay with single strike
•   Pile Driver*: Strike - Lift opponent in the air after hitting him, slam for 15d6 damage, leave prone, and stun
•   Savage Troll Stance*: Stance - you gain Regeneration 3, overcome by fire and acid
White Raven:
•   Greater Call to Surrender*: Order several opponents to surrender
•   Greater Warning Shout*: Counter - Warn allies within 60', roll Diplomacy for their saves
•   Swarm Tactics: Stance - Allies gain +5 on attacks against adjacent enemy
 

Level 8:
 
Desert Wind:
•   Inferno Blast: Strike - Burst of fire deals 100 damage
•   Magma Strike*: Strike - Turn the ground under foe into lava
•   Toxic Smoke*: Strike - create cloud of smoke in opponent's space that kills or nauseates
Devoted Spirit:
•   Aura of Resolution*: Stance - Gain immunity to [Mind-Affecting] spells and affects
•   Destructive Smite*: Strike - affect target with Destruction
•   Reactive Revive*: Counter - affect nearby creature with Heal
Diamond Mind:
•   Cascading Assault*: Stance - Take full attack on standard action strikes
•   Perfect Insightful Strike*: Strike - Deal four times Concentration check for damage
•   Perfect Meditation*: Stance - Gain effects of Mind Blank
Iron Heart:
•   Perfect Adamantine Hurricane*: Strike - Three attacks against each adjacent foe, +6 on each attack
•   Piercing Blade Style*: Stance - Your attacks bypass DR and hardness, cannot be healed by fast healing or regeneration. Attacks lower AC and SR of foes
•   Supreme Finishing Move*: Strike - Gain extra damage against weakened foe
Setting Sun:
•   Empty Fist Technique*: Strike - Make unarmed attack as a touch attack that deals +16d6 damage and kills. Can do so while grappled
•   Hurricane Throw*: Throw multiple opponents away from you, into other opponents
•   Rapid Step*: Counter - Move up to your base land speed
Shadow Hand:
•   Five-Shadow Creeping Ice Enervation Strike: Strike - Deal HP damage, ability damage, and other effects
•   Greater Death in the Dark* : Strike - Deal +15d6 damage to surprised target
•   Hidden Doom*: Stance - You are invisible and silent. Gain fly speed
Stone Dragon:
•   Earthquake Strike*: Strike - Hit the ground and create an Earthquake
•   Strength of the Mountain*: Stance - Gain immunity to crits and abilities that require a Fort save that don't target objects. Gain DR 10/adamantine
Tiger Claw:
•   Go for the Throat*: Stance - Double crit threat range. Deal crits to creatures normally immune
•   Ranging Mongoose: Boost - Make two extra attacks with each weapon (max 4)
•   Severing Strike*: Strike - sever opponent's limb, deal +50 damage
White Raven:
•   Battle Maneuvers*:  Stance - You and allies gain extra move action. Can move through occupied squares and no AoOs
•   Greater Spell Resistance*: Boost - You and allies gain SR 20+IL for one round
•   War Master's Charge: Strike - You and allies charge, take no AoOs, deal extra damage, stun
 


Level 9:
 
Desert Wind:
•   Eternal Flame*: Strike - deal 100 fire damage in a 60' cone. Foes take ongoing fire damage.
Devoted Spirit:
•   Implosive Smite*: Strike - affect targets with Implosion
Diamond Mind:
•   Unrelenting Assault*: Strike - With each attack that hits, make another with increasing bonus
Iron Heart:
•   Spine Severing Strike*: Strike - Deal +200 damage, paralyze foe
Setting Sun:
•   Meteor Throw*: Strike - Throw opponent several hundred feet
Shadow Hand:
•   Twin Enervating Strike*: Create duplicate that attacks with you. Target gains 2d4 negative levels from both attacks
Stone Dragon:
•   Colossus Tombstone Strike*: Strike - Deal 5d6 Con damage in addition to normal damage.
Tiger Claw:
•   Fatal Rend*: Strike - move up to double speed to target. Make up to two attacks, each kills on a failed save. Rend if both attacks hit, prompting a third save
White Raven:
•   Vanquishing Smite*: Strike - Deal +100 damage. Force target and nearby opponents to surrender

* New maneuver, described below
** Modified maneuver, described below
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Offline RobbyPants

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Re: Tome of Battle rework
« Reply #5 on: November 29, 2016, 10:24:45 PM »
New Martial Maneuvers

Desert Wind:

Borne Aloft
Desert Wind (Boost)
Level: Swordsage 5
Initiating Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
You gain a fly speed equal to double your base land speed with perfect maneuverability for one round. During this time, you gain a +4 dodge bonus to Armor Class and a +4 bonus to Reflex saves.
   This maneuver is a supernatural ability.

Fan The Flames
Desert Wind (Strike) [Fire]
Level: Swordsage 2
Initiating Action: 1 standard action
Range: 30'
Target: One creature
As Fan The Flames (ToB 53) except you deal 4d6 points of damage.

Fireform
Desert Wind (Stance) [Fire]
Level: Swordsage 6
Initiating Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While in this stance, you appear to be made of fire. You gain all of the traits of the elemental type, although your type does not actually change. You are immune to fire damage. You also gain a fly speed with perfect maneuverability with a speed equal to you base land speed.
   Each of your melee attacks deal an additional 2d6 points of fire damage. Anyone hitting you with a non-reach melee attack or grappling you takes the same amount of damage on each attack. This is a supernatural ability.

Eternal Flame
Desert Wind (Strike) [Fire]
Level: Swordsage 9
Initiating Action: 1 standard action
Range: 60'
Area: Cone
Duration: See text
Saving Throw: Reflex half
When you use this maneuver, you deal 100 damage to everything in the area. A successful Reflex save halves the damage. Each round, at the beginning of your turn, each creature that took damage takes another 100 points of fire damage (Reflex save for half). Each creature takes ongoing damage each round until they make two successful Reflex saves against this ability on consecutive rounds.
   This maneuver is a supernatural ability.

Great Wyrm's Flame
Desert Wind (Strike) [Fire]
Level: Swordsage 7
Initiating Action: 1 standard action
Range: 60'
Area: Cone
Duration: Instantaneous
Saving Throw: Reflex half
When you use this maneuver, you deal 20d6 damage to everything in the area. A successful Reflex save halves the damage.
   This maneuver is a supernatural ability.

Immolation
Desert Wind (Stance)
Level: Swordsage 5
Initiating Action: 1 swift action
Range: Five feet
Target: You
Duration: Stance
While in this stance, you burst into roaring flames, although you and your equipment are unharmed. Any creature or object within five feet of you takes 10 points of fire damage each round, at the beginning of its turn.

Magma Strike
Desert Wind (Strike)
Level: Swordsage 8 [Fire]
Initiating Action: 1 standard action
Range: Melee attack
Area: Varies
Duration: Instantaneous
As part of this maneuver, you make a single melee attack. If your attack hits, the ground underneath your foe (all spaces he occupies) turns into molten lava, to a depth of five feet. Your opponent immediately sinks in (unless it can fly or grab something) and takes damage as appropriate (2d6 per round for exposure, 20d6 per round if immersed. Take half this amount each round for 1d3 rounds after leaving the area. See DMG 304 for more details.). The lava slows movement through it to half normal speed. Your opponent must be standing on solid earth or stone at least ten feet thick for this maneuver to work.
   The lava will eventually cool and harden, given enough time. It can be walked on within one hour, but will still deal 1d6 points of fire damage to anything in the area. It stops dealing damage after an additional hour.
   This maneuver is a supernatural ability.

Nauseating Smoke
Desert Wind (Strike)
Level: Swordsage 4
Initiating Action: 1 standard action
Range: Melee attack
Area: 5' square
Duration: 3 rounds
Saving Throw: Fortitude negates
As part of this maneuver, you make a melee attack. If you successfully strike your opponent, you create a five-foot square cloud of noxious smoke. This could behaves exactly as Stinking Cloud (PHB 284). It persists for three rounds, or until dispersed.
   This maneuver is a supernatural ability.

Riposte Inferno
Desert Wind (Counter) [Fire]
Level: Swordsage 7
Initiating Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
As Fire Riposte (ToB 53), except you deal 15d6 fire damage on a successful attack.

Toxic Smoke
Desert Wind (Strike)
Level: Swordsage 8
Initiating Action: 1 standard action
Range: Melee attack
Area: 5' square
Duration: 3 rounds
Saving Throw: Fortitude partial
As part of this maneuver, you make a melee attack. If you successfully strike your opponent, you create a five-foot square cloud of highly toxic smoke. Any creature in this cloud must make a Fortitude save or die. On a successful save, a creature is nauseated until they begin their turn outside of the area. Creatures immune to poison are immune to the effects of the cloud.
   This maneuver is a supernatural ability.

Unnatural Heat
Desert Wind (Stance)
Level: Swordsage 3
Initiating Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While in this stance, any fire damage you deal bypasses some amount of the creature's or object's fire resistance, hardness, and even immunity. Reduce the amount of fire resistance or hardness of each target by an amount equal to your Initiator Level (to a minimum of zero). Treat any creature or object with fire immunity as instead having fire resistance or hardness 25 (and then reduce it as normal for this stance). Fire damage against objects is not halved, as normal.
   This reduction only happens once per creature or object. It is only applied against fire damage you deal. Ongoing fire damage you deal will keep the creature's resistance or object's hardness reduced so long as this stance is active.

Wildfire Spark
Desert Wind (Strike) [Fire][Teleport]
Level: Swordsage 4
Initiating Action: 1 standard action
Range: 100'
Area: Special (see text)
Duration: Instantaneous
Saving Throw: Reflex half
When initiating this maneuver, you teleport up to 100 feet. Everything within five feet of your starting location and ending location takes 8d6 points of fire damage (Reflex save for half). You do not take fire damage from this maneuver.
   If the location you teleport to is occupied by a solid object, you are shunted in a random direction to the nearest unoccupied space within 25'. If there is no unoccupied space, you fail to teleport, although you still deal fire damage to everything else within five feet of your location.
   This maneuver is a supernatural ability.

Wyrm Charge
Desert Wind (Strike) [Fire]
Level: Swordsage 7
Initiating Action: 1 full-round action
Range: Special
Area: One 5' square per 5' of movement
Duration: Instantaneous; 10 rounds
As Salamander Charge (ToB 55), except you may charge up to four times your base speed. Each creature standing in or moving through the wall of flames takes 12d6 points of fire damage, and standing adjacent deals 6d6. The fire lasts up to 10 rounds.


Devoted Spirit:

Ascending Step
Devoted Spirit (Stance)
Level: Crusader 5
Initiating Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While in this stance, you are under the effects of Air Walk (PHB 196).
   This stance is a supernatural ability.

Aura of Resolution
Devoted Spirit (Stance)
Level: Crusader 8
Initiating Action: 1 swift action
Range: 30 feet
Target: You and any allies within 30 feet
Duration: Stance
While in this stance, you are immune to any [Mind-Affecting] spells and effects. All allies within 30 feet of you gain a +4 morale bonus on saving throws against [Mind-Affecting] spells and effects.

Banishing Smite
Devoted Spirit (Strike)
Level: Crusader 7
Initiating Action: 1 standard action
Range: Melee attack
Target: One extraplanar creature
Duration: Instantaneous
Saving Throw: Will negates
As part of this maneuver, you make a single melee attack against an extraplanar creature who's alignment is at least one component different than yours. If you successfully hit, you affect it as if casting Banishment (PHB 203).
   This maneuver is a supernatural ability.

Blinding Smite
Devoted Spirit (Strike)
Level: Crusader 3
Initiating Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1d4 rounds
Saving Throw: Fortitude negates
As part of this maneuver, you make a single melee attack. If you successfully hit your opponent, they must make a Fortitude save or be blinded for 1d4 rounds.

Destructive Smite
Devoted Spirit (Strike)
Level: Crusader 8
Initiating Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial
As part of this maneuver, you make a single melee attack. If you hit your target, they are affected by Destruction (PHB 218).
   This maneuver is a supernatural ability.

Imperious Glare
Devoted Spirit [Fear]
Level: Crusader 2
Initiating Action: 1 standard action
Range: 30' radius emanation
Duration: 1 minute
Saving Throw: Will negates
Each creature within 30 feet of you is compelled to tell the truth as Zone of Truth (PHB 303).

Implosive Smite
Devoted Spirit (Strike)
Level: Crusader 9
Initiating Action: 1 standard action
Range: Melee attack, close, see text
Target: One creature per round, see text
Duration: Concentration (up to 4 rounds)
Saving Throw: Fortitude negates
As part of this maneuver, you make a single melee attack. If you hit your target, you create a resonance, effecting the creature with Implosion (PHB 243). You may maintain the effect, targeting a new creature within close range so long as you maintain concentration (up to four rounds).
   This maneuver is a supernatural ability.

Momentum Surge
Devoted Spirit (Boost)
Level: Crusader 7
Initiating Action: 1 swift action
Range: 10 feet
Target: All opponents within ten feet
Duration: Instantaneous, one round
Saving Throw: Reflex negates
All opponents within ten feet of you take 6d6 damage and must make a Reflex save or be forced away from you five feet, if there is an empty square. Until the beginning of your next turn, you have a +4 bonus on all attack rolls against any creature who failed their save.

Plane Shift
Devoted Spirit (Strike)
Level: Crusader 6
Initiating Action: 1 standard action
Range: Touch
Target: One creature or eight willing creatures joining hands
Duration: Instantaneous
Saving Throw: Will negates
You affect your target(s) as if casting Plane Shift (PHB 262).
   This maneuver is a supernatural ability.

Rallying Strike, Greater
Devoted Spirit (Strike)
Level: Crusader 7
Initiating Action: 1 standard action
Range: Melee attack
Target: One creature
As Rallying Strike (ToB 60), except you and all allies within 30 feet heal 5 Hit Points per initiator level.

Reactive Revive
Devoted Spirit (Counter)
Level: Crusader 8
Initiating Action: 1 immediate action
Range: Close
Target: One creature
Duration: Instantaneous
You affect one target within close range with the Heal spell (PHB 239). If you use this in reaction to someone taking damage, they are immediately healed after the fact. If the healing results in their Hit Points being at zero or above, they do not die, even if they otherwise would have. If they took enough damage to have to save vs massive damage, they do not need to roll the save.

Righteous Dispel
Devoted Spirit (Strike)
Level: Crusader 4
Initiating Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Saving Throw: None
As part of this maneuver, you make a single melee attack. If you hit your target, you affect them with the targeted version of Dispel Magic (PHB 223). Make an Intimidate check in place of the caster level of the check.
   This maneuver is a supernatural ability.

Suppressive Glare
Devoted Spirit (Boost)
Level: Crusader 6
Initiating Action: 1 swift action
Range: 20 feet
Target: 20-foot radius burst, centered on you
Duration: Instantaneous
You make an area dispel of Dispel Magic affecting everything within 20 feet of you, excluding yourself and your equipment. Make an Intimidate check in place of the caster level check.
   This maneuver is a supernatural ability.

Wrath of Flames
Devoted Spirit (Strike)
Level: Crusader 5
Initiating Action: 1 standard action
Range: Melee attack, close
Target: 10-foot radius 40-foot tall cylinder
Duration: Instantaneous
Saving Throw: Reflex half
As part of this maneuver, you make a single melee attack. After making the attack, you may create a Flame Strike (PHB 231) effect within close range. If your attack missed, everyone in the area gets a +4 bonus on their saving throw against the Flame Strike effect.
   This maneuver is a supernatural ability.


Diamond Mind:

Cascading Assault
Diamond Mind (Stance)
Level: Swordsage 8, Wablade 8
Initiating Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While in this stance, you may make a full attack whenever you initiate a strike that takes a standard action to initiate. The strike still only takes a standard action, and the strike happens on the first attack of your full attack. After the strike is resolved, you may take the rest of your attacks for the round as normal, using up your move action.

Emerald Onslaught
Diamond Mind (Strike)
Level: Swordsage 6, warblade 6
Initiating Action: 1 full-round action
Range: Melee attack
Target: One or more creatures
As part of this maneuver, you make a full-attack. Each attack you make with this strike is a touch attack that does normal melee damage.

Hearing the Air, Greater
Diamond Mind (Stance)
Level: Swordsage 5, Wablade 5
Initiating Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While in this stance, you gain blindsense out to 60 feet, blindsight out to 30 feet, and a +5 insight bonus on Listen checks.

Insightful Strike, Perfect
Diamond Mind (Strike)
Level: Swordsage 8, warblade 8
Initiating Action: 1 standard action
Range: Melee attack
Target: One creature
This maneuver functions like Insightful Strike (ToB 63), except that you deal damage equal to 4 x your Concentration check result.

Mind Strike, Greater
Diamond Mind (Strike)
Level: Swordsage 4, warblade 4
Initiating Action: 1 standard action
Range: Melee attack
Target: One creature
Saving Throw: Will negates
As Mind Strike (ToB 64), except the opponent takes 2d4 Wisdom damage on a failed save.

Opal Nightmare Blade
Diamond Mind (Strike)
Level: Swordsage 3, warblade 3
Initiating Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round
You attempt a Concentration check as part of this maneuver, using the target's AC as the DC of the check. You then make a melee attack. If the Concentration check succeeds, the target is sickened until the end of his next turn and your attack deals an extra 4d6 damage. If not, you instead have a -2 penalty on your attack roll and gain no other benefits.

Perfect Meditation
Diamond Mind (Stance)
Level: Swordsage 8, warblade 8
Initiating Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While in this stance, you are under the effects of Mind Blank (PHB 253).

Piercing Sight
Diamond Mind (Stance)
Level: Swordsage 7, warblade 7
Initiating Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While this stance is active, you gain the benefits of True Seeing (PHB 296).

Unrelenting Assault
Diamond Mind (Strike)
Level: Swordsage 9, warblade 9
Initiating Action: 1 full-round action
Range: Melee attack
Target: One creature
As Avalanche of Blades (ToB 62), except that you do not take a cumulative -4 penalty for each attack beyond the first; rather, you gain a +2 cumulative bonus for each successful attack. An attack will still fail on a natural 1, even if you have some other ability that would normally prevent this.


Iron Heart:

Blade Ricochet
Iron Heart (Strike)
Level: Warblade 3
Initiating Action: 1 standard action
Range: 30'
Target: One creature
When initiating this strike, you throw your melee weapon at a target within 30 feet of you. Resolve this attack as a melee attack, even though it hits a target at range. For example, you could use Power Attack, and you would not provoke an attack of opportunity from creatures who threaten you. If the attack hits, it deals an extra 4d6 points of damage, and the weapon bounces off of your target, back to your hands.

Countering Strike
Iron Heart (Counter)
Level: Warblade 3
Initiating Action: 1 immediate action
Range: Melee attack
Target: One creature
You may make an attack of opportunity against one creature you threaten when they cast a spell, use a spell-like ability, supernatural ability, or use-activated magic item. You may do this even if the action does not normally provoke an attack of opportunity (such as casting defensively or using a supernatural ability).

Iron Heart Perseverance
Iron Heart (Boost)
Level: Warblade 6
Initiating Action: 1 swift action
Range: Personal
Target: You
If you have half or fewer of your full normal Hit Points, you heal an amount of Hit Points equal to your level x 8.

Iron Heart Stamina
Iron Heart (Boost)
Level: Warblade 4
Initiating Action: 1 swift action
Range: Personal
Target: You
If you have half or fewer of your full normal Hit Points, you heal an amount of Hit Points equal to your level x 5.

Iron Heart Surge
Iron Heart
Level: Warblade 3
Initiating Action: 1 standard action
Range: Personal
Target: You
Duration: See text
As Iron Heart Surge (ToB 68). Any "effect" or "other condition" that may be removed includes blinded, confused, cowering, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, flat-footed, frightened, grappling, helpless, nauseated, panicked, paralyzed, petrified, pinned, prone, shaken, sickened, staggered, stunned, or unconscious. You may use this ability even if the condition you are removing would normally prevent you from taking actions (such as dazed, frightened, or nauseated). You may not use it if dead or lower than 0 Hit Points.
   At the DM's discretion, you may use it to remove some other condition or effect not listed.

Lightning Ricochet
Iron Heart (Strike)
Level: Warblade 5
Initiating Action: 1 standard action
Range: 60'
Target: Up to three creatures
This maneuver behaves like Blade Ricochet, but you are able to target up to three creatures. If you successfully hit a creature, you may have your attack ricochet to another creature, so long as it is within 60 feet of you and 30 feet of the last creature hit. You must be able to see each creature you strike, and you must have line of effect between the last creature hit and the new target. Each creature successfully hit takes an extra 8d6 points of damage. If you successfully hit your last opponent, your weapon bounces back to your hands. You may opt to have your weapon bounce back before hitting three targets. You may only target any creature with this maneuver once per use.

Perfect Adamantine Hurricane
Iron Heart (Strike)
Level: Warblade 8
Initiating Action: 1 standard action
Range: Melee attack
Target: One or more adjacent creatures you threaten
As Adamantine Hurricane (ToB 66), except you make three attacks per target, and gain a +6 bonus on each attack.

Piercing Blade Style
Iron Heart (Stance)
Level: Warblade 8
Initiating Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While in this stance, your melee attacks ignore any damage reduction and hardness. All melee damage you deal while in this stance cannot be healed by regeneration or fast healing. In addition, each successful melee attack that deals damage also imposes a stacking -2 penalty to the creature’s Armor Class and Spell Resistance (if any. The spell resistance cannot be brought below 0). These penalties last for one minute after the last successful attack.

Snaking Blade Form
Iron Heart (Stance)
Level: Warblade 4
Initiating Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
As Dancing Blade Form (ToB 67), except that your reach always improves by 5 feet, and instead by 10 feet during your turn. You cannot improve your reach by more than 10 feet using this  ability in conjunction with other maneuvers.

Spine Severing Strike
Iron Heart (Strike)
Level: Warblade 9
Initiating Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: See below
Saving Throw: Fort partial
As part of this maneuver, you make a melee attack. If you hit your opponent, you deal an extra 200 points of damage, and your opponent must make a Fortitude save. Your opponent is paralyzed on a failed save, which lasts until they heal at least 100 Hit Points.

Steel River
Iron Heart (Stance)
Level: Warblade 6
Initiating Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While in this stance, you gain the benefits of Freedom of Movement (PHB 233).

Supreme Finishing Move
Iron Heart (Strike)
Level: Warblade 8
Initiating Action: 1 standard action
Range: Melee attack
Target: One creature
As Finishing Move (ToB 67), except your attack instead deals an extra 25 damage. If the target has less than its full normal Hit Points, you deal an extra 75 damage. If the target has less than half its full normal Hit Points, you deal an extra 150 damage.

Surging Stance
Iron Heart (Stance)
Level: Warblade 7
Initiating Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
If you are affected by a status condition that affects your ability to take actions or gives you a numeric penalty to your attack rolls or saving throws, you may make a saving throw at the beginning of your next turn. If your save is successful, the effect immediately ends. You may use this ability even if you would be prevented from taking any actions (such as if paralyzed or petrified). If the original effect did not grant a saving throw, the save you roll is a Fortitude save.
   This cannot be used if you are dead or if you are unconscious from Hit Point loss; however, you can use it to remove the unconscious condition if it is caused by something else.

Unbalancing Strike
Iron Heart (Strike)
Level: Warblade 2
Initiating Action: 1 standard action
Range: Melee attack
Target: One creature
Saving Throw: Reflex negates
As part of this maneuver, you make a single melee attack. If you hit your opponent, they must make a Reflex save or be forced directly away from you five feet. If the square is occupied, the creature does not move. This movement does not provoke an attack of opportunity.
   If the creature fails the save by five or more points, they also fall prone in whichever square they end up in.

Winding Strike
Iron Heart (Strike)
Level: Warblade 3
Initiating Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round
Saving Throw: Fortitude partial
As part of this maneuver, you make a single melee attack. If you hit your opponent, you deal an extra 4d6 damage and they must make a Fortitude save or be staggered until the end of their next turn.


Setting Sun:

Ballista Throw, Greater
Setting Sun (Strike)
Level: Swordsage 7
Initiating Action: 1 standard action
Range: Touch and 120'; see text
Target: Creature touched
Area: 120' line
This maneuver functions as Ballista Throw (ToB 70), except you throw the creature 120 feet in a 120 foot line, and all affected creatures take 12d6 damage.

Bewildering Strike
Setting Sun (Strike)
Level: Swordsage 5
Initiating Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: See text
As part of this maneuver, make a Sense Motive check and a melee attack. The DC of your Sense Motive check is the AC of the target of this strike. If you succeed at both your Sense Motive check and attack roll, your opponent becomes confused. This effect lasts until they roll "act normally" on the confusion table.

Clever Wording
Setting Sun
Level: Swordsage 4
Initiating Action: 1 full-round action
Range: 30'
Target: One creature
Duration: 1 minute or until completed
Saving Throw: Will negates
As part of this maneuver, you must make a suggestion to someone. If the target fails their save, you may cause them to take a certain action as if affected by Suggestion (PHB 285), although this is not considered a [Mind-Affecting] ability. The creature must share a language with you, or you must have some other way to communicate to them. Any creature that makes their Will save cannot be affected by this ability by you again for 24 hours.

Empty Fist Technique
Setting Sun (Strike)
Level: Swordsage 8
Initiating Action: 1 standard action
Range: Melee attack
Target: One creature
Saving Throw: Fortitude partial
As part of this maneuver, you make an unarmed strike. This attack does not provoke an attack of opportunity, and you  may have it deal lethal or nonlethal damage. Resolve the attack as a melee touch attack. If your attack is successful, you deal +16d6 damage and your opponent must succeed at a Fortitude save or die. If dealing nonlethal damage with this strike, instead of dying, your opponent takes an amount of nonlethal damage equal to his normal full Hit Points.
   You may initiate this strike while grappled or entangled without penalty to your attack roll.

Gentle Step
Setting Sun (Stance)
Level: Swordsage 5
Initiating Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While in this stance, you are under the effects of Air Walk (PHB 196).
   This stance is a supernatural ability.

Hurricane Throw
Setting Sun (Strike)
Level: Swordsage 8
Initiating Action: 1 standard action
Range: Touch and 60'; see text
Target: Creatures touched
Area: Multiple 60' lines
As Ballista Throw (ToB 70), except you make a touch attack against all adjacent opponents. Each creature successfully thrown is thrown in a 60' line directly away from you. The thrown creature and each creature in the lines take 12d6 damage.

Listen Beyond Words
Setting Sun
Level: Swordsage 2
Initiating Action: 1 minute
Range: 30'
Target: One creature
Duration: 1 minute
Saving Throw: Will negates
As part of this maneuver, you must engage in conversation with someone for one minute. If the target fails their save, you may read their surface thoughts as Detect Thought (PHB 220), although this is not considered a [Mind-Affecting] ability. Any creature that makes their Will save cannot be affected by this ability by you again for 24 hours.

Meteor Throw
Setting Sun (Strike)
Level: Swordsage 9
Initiating Action: 1 standard action
Range: Touch
Target: Creature touched
Saving Throw: Fortitude partial, Reflex partial; see text
This maneuver functions like Mighty Throw (ToB 73), except as noted here.
   If you succeed on the trip check to throw your opponent, you throw him up to 200 feet in any direction. This may result in falling damage. If thrown into a solid surface (such as a wall, ceiling, or tree), their movement stops, and they take 1d6 damage for ten feet of movement prevented. For example, if you throw someone 200 feet into a wall 50 feet away, 150 feet of their movement was reduced, and they take 15d6 damage. If thrown into a ceiling, they may also take falling damage afterward. The thrown creature lands prone.
   If the opponent is thrown into another creature, their movement stops, just as if they had struck a solid object as above, except both creatures take the abovementioned damage. Both creatures fall prone in the square. The creature being struck may attempt a Reflex save to halve the damage, but the thrown creature may not. A successful Reflex save prevents the struck creature from falling prone.
   The thrown creature and any creature struck by the thrown creature must make a Fortitude save or be stunned for one round.

Move Between the Air
Setting Sun (Stance)
Level: Swordsage 7
Initiating Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, you gain a +20' enhancement bonus to your base land speed, and you may move through spaces occupied by opponents without rolling a Tumble check (although you still provoke attacks of opportunity). If you move at least ten feet, you gain full concealment for one round.

One Inch Punch
Setting Sun (Strike)
Level: Swordsage 4
Initiating Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round
Saving Throw: Fortitude partial
As part of this maneuver, you make an unarmed strike. This attack does not provoke an attack of opportunity, and you  may have it deal lethal or nonlethal damage. Resolve the attack as a melee touch attack. If your attack is successful, you deal +4d6 damage and your opponent must succeed at a Fortitude save or be stunned one round.
   You may initiate this strike while grappled or entangled without penalty to your attack roll.

Open Palm Strike
Setting Sun (Strike)
Level: Swordsage 6
Initiating Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round
Saving Throw: Fortitude partial
As part of this maneuver, you make an unarmed strike. This attack does not provoke an attack of opportunity, and you  may have it deal lethal or nonlethal damage. Resolve the attack as a melee touch attack. If your attack is successful, you deal +8d6 damage and your opponent must succeed at a Fortitude save or be paralyzed one round.
   You may initiate this strike while grappled or entangled without penalty to your attack roll.

Rapid Step
Setting Sun (Counter)
Level: Swordsage 8
Initiating Action: 1 immediate action
Range: Personal
Target: You
You may make this counter in response to being attacked or in the area of a spell, similar effect, or trap. You may move up to your base movement speed. If your new position takes you out of the area of effect or otherwise makes you an invalid target, you are not affected by it.

Shifting Sands
Setting Sun (Strike)
Level: Swordsage 5
Initiating Action: 1 standard action
Range: Melee attack
Target: All adjacent opponents
Saving Throw: Reflex partial
When you initiate this strike, you make a melee attack against every adjacent opponent. Resolve each attack separately. All attacks are made at your highest attack bonus.
   Each opponent hit must make a Reflex save. You may move each creature that fails their save either to an unoccupied space adjacent to you or swap their position with a different creature that failed its save. Afterward, you may choose to move yourself, either to an adjacent unoccupied space, or to swap spaces with a creature that failed their save.

Sixth Sense
Setting Sun (Stance)
Level: Swordsage 4
Initiating Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While in this stance, you cannot be caught flat-footed, and you gain a +4 insight bonus to Initiative checks.

Snake Charmer Parry
Setting Sun (Counter)
Level: Swordsage 7
Initiating Action: 1 immediate action
Range: Personal
Target: You
This counter functions like Scorpion Parry (ToB 73) except you also make a Sense Motive check along with your attack roll. The DC of this check is the result of your opponent's attack roll. In addition to the normal effects, if you succeed on your Sense Motive check, your attacker becomes confused. This effect lasts until they roll "act normally" on the confusion table.
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Offline RobbyPants

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Re: Tome of Battle rework
« Reply #6 on: November 29, 2016, 10:25:05 PM »
New Martial Maneuvers, continued

Shadow Hand:

Darkness
Shadow Hand [Darkness]
Level: Swordsage 2
Initiating Action: 1 standard action
Range: Medium (100' +10'/IL)
Area: 20' radius
Duration: 1 round/IL
You create an area of shadowy darkness, like the Darkness spell (PHB 216), except it is  cast in a point in space. You are able to see through this darkness, and do not suffer the normal 20% miss chance.
   This maneuver is a supernatural ability.

Death in the Dark, Greater
Shadow Hand (Strike)
Level: Swordsage 8
Initiating Action: 1 standard action
Range: Melee attack
Target: One creature
Saving Throw: Fortitude Partial
As Death in the Dark (ToB 76), except you deal an extra 150 damage on a failed save, and 50 extra damage on a successful save.

Double Strike
Shadow Hand (Strike)
Level: Swordsage 3
Initiating Action: 1 standard action
Range: Melee attack
Target: One creature
You create a shadowy duplicate of yourself that appears opposite of your opponent, flanking him. Each of you simultaneously attack at your highest attack bonus. Your duplicate deals the same damage you do on a melee attack.
   If there is no space available opposite of your opponent for your duplicate, your duplicate instead appears in another space adjacent to your opponent (so you will not gain the benefits of flanking). If there are no adjacent spaces to your opponent, no duplicate appears, although you still attack by yourself as normal.
   This maneuver is a supernatural ability.

Ghost Step
Shadow Hand (Stance)
Level: Swordsage 5
Initiating Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, you become invisible. The effects of this stance immediately end if you attack, cast a spell, move faster than your base speed, or take any other similarly fast actions, at the DM's discretion.
   This is a supernatural ability.

Hidden Doom
Shadow Hand (Stance)
Level: Swordsage 8
Initiating Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While in this stance, you are invisible and silent. Anyone attempting to see you with blindsight or True Seeing must still succeed at a Spot check opposed by you Hide check. Blindsense, tremorsense, scent, and similar abilities still work for detecting your presence. You do not become visible when you attack while in this stance.
   You also gain a fly speed equal to you base land speed with good maneuverability. This is a supernatural ability.

Shadow Teleportation
Shadow Hand [Teleportation]
Level: Swordsage 5
Initiating Action: 1 standard action
Range: One mile per Initiator Level
Target: You and up to one other willing creature per three Initiator Levels
You enter into the plane of shadow and step out in another location, leaving behind a cloud of black smoke in your old location. You may take up to one willing creature with you per three Initiator Levels. All creatures coming with you must be in contact with you.
   You teleport up to one mile away per Initiator Level. You may not teleport to specific locations, but rather, you chose a direction and a distance. Because this method of teleportation is not precise, you arrive 1d10 x 100 yards away from your desired location, in a random direction. You always arrive on solid ground, or just above the surface of a body of liquid, if applicable.
   This maneuver is a supernatural ability.

Shadow Well
Shadow Hand (Strike) [Fear]
Level: Swordsage 5
Initiating Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 5 rounds, plus one minute; see text
Saving Throw: Will negates
As part of this maneuver, you make a melee attack. If the attack hits, your opponent must make a Will save or be instantly transported to the plane of shadow. After five rounds, they reappear in the space they were when they were transported, or the closest open space if it is occupied. When they return, they are shaken for one minute afterward.
   This is a supernatural ability.

Shadow Well, Greater
Shadow Hand [Fear]
Level: Swordsage 7
Initiating Action: 1 standard action
Range: 60'
Target: Up to five creatures, no more than 30 feet apart
Duration: 5 rounds, plus one minute; see text
Saving Throw: Will negates
You create a portal to the plane of shadow, sucking in up to five nearby creatures. Each opponent must make a Will save or be instantly transported to the plane of shadow. After five rounds, they reappear in the space they were when they were transported, or the closest open space if it is occupied. When they return, they are shaken for one minute afterward.
   This is a supernatural ability.

Silent Kill
Shadow Hand (Strike)
Level: Swordsage 5
Initiating Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1d3 rounds
Saving Throw: Fortitude partial
As part of this maneuver, you make a melee attack. If you hit, you deal an extra 8d6 damage, and your opponent must make a Fortitude save. If they fail the save, they are blinded and unable to speak for 1d3 rounds.

Twin Enervating Strike
Shadow Hand (Strike)
Level: Swordsage 9
Initiating Action: 1 standard action
Range: Melee attack
Target: One creature
Saving Throw: Fortitude negates
You create a shadowy duplicate of yourself that appears opposite of your opponent to flank him. You and your duplicate simultaneously attack your target at your highest attack bonus, each dealing damage as normal. For each attack that hits, the target must make a Fortitude save or gain 2d4 negative levels, as Enervating Shadow Strike (ToB 77). Your duplicate disappears immediately after attacking.
   If there is no space available opposite of your opponent for your duplicate, your duplicate instead appears in another space adjacent to your opponent (so you will not gain the benefits of flanking). If there are no adjacent spaces to your opponent, no duplicate appears, although you still attack and bestow negative levels by yourself as normal.
   This maneuver is a supernatural ability.

Umbral Enervation
Shadow Hand (Strike)
Level: Swordsage 7
Initiating Action: 1 standard action
Range: Melee attack
Target: One creature
Saving Throw: Fortitude negates
As Enervating Shadow Strike (ToB 77), except the target gains 2d4 negative levels on a failed save.
   This maneuver is a supernatural ability.

Wall Walker
Shadow Hand (Stance)
Level: Swordsage 4
Initiating Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While in this stance, you may walk across any surface that could support your weight, regardless of its orientation, as though you were walking on the ground. This includes walls, ceilings, columns, and tree trunks. You may run or charge as normal, although switching orientation (such as moving from the floor to a wall) counts as changing direction. If you would be tripped or knocked prone, you may attempt a Reflex save (DC 20 if the effect does not have a DC) to stay on the surface; otherwise, you fall to the ground.
   In addition, you reduce any falling damage you would take by 30 feet.

Wyvern Strike
Shadow Hand (Strike)
Level: Swordsage x
Initiating Action: 1 standard action
Range: Melee attack
Target: One creature
Saving Throw: Fortitude negates
As part of this maneuver, you make a melee attack. If you hit, you poison your target and they must make a Fortitude save or take 2d6 points of Constitution damage. One minute later, they must make a second save (regardless of the result of the first) or suffer 2d6 points of Constitution damage.


Stone Dragon:

Colossus Tombstone Strike
Stone Dragon (Strike)
Level: Crusader 9, swordsage 9, warblade 9
Initiating Action: 1 standard action
Range: Melee attack
Target: One creature
As part of this maneuver, you make a single melee attack. If you successfully hit your opponent, you deal 5d6 Constitution damage in addition to your normal damage. If your target has no Constitution score, you instead deal Strength or Dexterity damage (your choice). This ability damage is inflicted on creatures even if their creature type would normally make them immune; they may, however, still avoid the ability damage from other protective means.

Earthquake Strike
Stone Dragon (Strike)
Level: Crusader 8, swordsage 8, warblade 8
Initiating Action: 1 standard action
Range: Long (400' + 40'/initiator level)
Area: 80' radius spread
Duration: 1 round
Saving Throw: See text
You strike the ground creating an Earthquake (PHB 225) effect. The target area must be connected to the ground you strike. The effect may go through walls or travel through chasms, but any vertical distance of a chasm counts against the range.

Entombing Strike
Stone Dragon (Strike)
Level: Crusader 5 swordsage 5, warblade 5
Initiating Action: 1 standard action
Range: Melee attack
Target: One creature
Saving Throw: Reflex negates
As part of this maneuver, you make a single melee attack. If you successfully hit your opponent, he must succeed at a Reflex save or be buried in the ground, per the entomber's Entomb ability (LM 98). Your opponent must be on earth or stone at least three feet thick for this maneuver to work.
   This is maneuver is a supernatural ability.

Primordial Mountain Hammer
Stone Dragon (Strike)
Level: Crusader 7, swordsage 7, warblade 7
Initiating Action: 1 standard action
Range: Melee attack
Target: One creature or unattended object
As part of this maneuver, you make a single melee attack. This attack deals an extra 20d6 damage and automatically overcomes damage reduction and hardness.

Strength of the Mountain
Stone Dragon (Stance)
Level: Crusader 8, Swordsage 8, Warblade 8
Initiating Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While in this stance, you are immune to critical hits and you cannot be affected by any spells or effects that require a Fortitude save unless they also affect objects. You gain Damage Reduction 10/adamantine.

Titan's Stance
Stone Dragon (Stance)
Level: Crusader 5, swordsage 5, warblade 5
Initiating Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While in this stance, you deal damage as though you were two sizes larger. You go not gain any other advantages or disadvantages of larger size.

Unbreakable Bones
Stone Dragon (Strike)
Level: Crusader 7, swordsage 7, warblade 7
Initiating Action: 1 standard action
Range: Personal
Target: You
Duration: 1 round
When you use this maneuver, you make a single melee attack. If this attack hits, you gain damage reduction 30/adamantine for 1 round.


Tiger Claw:

Fatal Rend
Tiger Claw (Strike)
Level: Swordsage 9, warblade 9
Initiating Action: 1 full-round action
Range: Melee attack, see below
Target: One creature
Saving Throw: Fortitude partial
When initiating this maneuver, you must make a Jump check with a DC equal to your opponent's AC. If you succeed, you may move up to double your base speed in any direction to get to your target. This movement does not need to be in a straight line and can even be in the air (note you may take falling damage if you end your movement in the air).
   When reaching your opponent, you make an attack with each weapon you wield (a max of two attacks) at your full attack bonus against him. For each attack that hits, the opponent must make a Fortitude save or die (be reduced to -10 Hit Points). If the opponent makes the save, he still takes 10d6 damage in addition to your weapon's normal damage. If you hit your opponent with two attacks successfully (and he is still alive), you rend your opponent. He must make a third Fortitude save or die, as above. He takes an additional 10d6 damage on a successful save.

Felling the Tree
Tiger Claw (Strike)
Level: Swordsage 4, warblade 4
Initiating Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: See text
Saving Throw: Fortitude negates
As part of this maneuver, you make a single melee attack. If you hit your opponent and deal damage, he must make a Fortitude save or be knocked prone and have his land speed reduced. If he has two legs, his speed is reduced to five feet. If he has more than two, his speed is instead halved. The speed penalty lasts until he has healed all of the damage dealt by this strike.

Go for the Throat
Tiger (Stance)
Level: Swordsage 8, Warblade 8
Initiating Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While in this stance, the critical threat range for all of your attacks doubles. You may deal critical hits to creatures that would otherwise be immune to critical hits.

Mantis Leap
Tiger Claw (Strike)
Level: Swordsage 3, Warblade 3
Initiating Action: 1 full-round action
Range: Two times your base speed
Target: One creature
Duration: Instantaneous
You leap into the air, up to a distance of double our base land speed. This jump must be in a straight line, but may be at any angle. You make a melee attack at the end of your movement which counts as a charge (with the standard +2 bonus to hit and -2 penalty to Armor Class). Afterward, you fall to the ground, taking damage as normal. If you succeed on a DC 20 Jump check, you take no damage from the fall.
   You do not have to make an attack at the end of your movement, and instead can simply use this maneuver to jump from one place to the next.

Pile Driver
Tiger Claw (Strike)
Level: Swordsage 7, warblade 7
Initiating Action: 1 standard action
Range: Melee attack
Target: One creature
Saving Throw: Fortitude partial
As part of this maneuver, you make a single melee attack. If you successfully hit your opponent, you lift him with your attack. If your opponent weighs less than your maximum lifting capacity, you make a Jump check with a DC of your opponent's AC. If it succeeds, you jump up with your opponent and slam him into the ground, dealing 15d6 damage and knocking him prone. He must succeed at a Fortitude save or be stunned for one round.

Savage Troll Stance
Tiger Claw (Stance)
Level: Swordsage 7, warblade 7
Initiating Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While in this stance, you gain regeneration 3. Fire and acid do normal damage to you.

Severing Strike
Tiger Claw (Strike)
Level: Swordsage 8, warblade 8
Initiating Action: 1 standard action
Range: Melee attack
Target: One creature
Saving Throw: Fortitude partial
As part of this maneuver, you make a single melee attack. You strike your opponent's limb, dealing an extra 50 points of damage. If your opponent fails a Fortitude save, you sever one limb of your choice, excluding the head. If your attack is a confirmed critical hit, you my choose to sever your opponent's head, instead.

Soaring Dragon Stance
Tiger Claw (Stance)
Level: Swordsage , warblade 4
Initiating Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
As Leaping Dragon Stance (ToB 88), plus when you make a long jump, you may opt to have your vertical height be up to one half your jump distance (instead of the standard one quarter). The DC for all high jumps is halved and it is quartered for all long jumps.
   You may jump off of any vertical surface that could support your weight, such as a wall, tree trunk, or even another creature, provided it is at least one size category larger than you (this might provoke an attack of opportunity). You can end your movement for your turn on such a surface, although if you do not jump off on your next turn, you immediately fall. If you take damage while on such a surface, you must make a Climb check (if you have at least one free hand) or a Balance check (DC based on the surface listed under Climb on PHB 69) or fall.
   In addition, you may make a Jump check to reduce any falling damage you might take. For every five points of your Jump check, you reduce the falling damage by ten feet (to a minimum of zero). For example: if you make a Jump check with a result of 32, you would reduce the falling damage by up to sixty feet.

Tiger Leap
Tiger Claw (Strike)
Level: Swordsage 6, warblade 6
Initiating Action: 1 full-round action
Range: Four times your base speed
Area: Line
As Mantis Leap, but you move up to four times your base land speed and you may move through occupied spaces. You may attack any creature who's space you pass through. Roll a single attack and damage roll and use it to resolve against each target.


White Raven:

Arrow Blocking Stance
White Raven (Stance)
Level: Crusader 3, warblade 3
Initiating Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While in this stance, you gain Damage Reduction X/- against ranged attacks, where X is your Initiator Level. You must be wielding a shield to gain the benefits of this stance.

Battle Maneuvers
White Raven (Stance)
Level: Crusader 8, Warblade 8
Initiating Action: 1 swift action
Range: 120 feet.
Target: You
Duration: Stance
While in this stance, you, and all of your allies within 120 feet of you gain an additional move action each round. Any movement you or your allies take while under the effects of the stance do not provoke attacks of opportunity and may even pass through squares occupied by opponents.
   If you move more than 120 feet away from one of your allies, the effect continues for them on their next round. If they can get within 120 feet of you by the end of their turn, they continue to gain the benefits of the stance.

Call to Surrender
White Raven
Level: Crusader 5, warblade 5
Initiating Action: 1 standard action
Range: 60'
Target: One creature
Duration: 1 round/Initiator Level
Saving Throw: Will negates
Upon initiating this maneuver, you call to a single creature to surrender. The target must make a Will save or surrender, taking no actions other than to defend itself. If you or your allies kill or deal lethal damage to the target or one of its allies, this effect immediately ends. If the creature does not share a language with you, it gains a +4 bonus on its Will save. This ability has no effect on creatures with an Intelligence score lower than 3.
   Any creature that makes their Will save cannot be affected by this ability by you again for 24 hours.

Call to Surrender, Greater
White Raven
Level: Crusader 7, warblade 7
Initiating Action: 1 standard action
Range: 60'; see below
Target: One creature, plus any creatures within 30' of that creature
Duration: 1 round/Initiator Level
Saving Throw: Will negates
Upon initiating this maneuver, you call to a single creature, and all other opponents with equal or fewer Hit Dice within 30 feet of it to surrender. The target must make a Will save or surrender, then all of the other opponents must make a Will save. If the first creature failed his save, all of the other creatures have a -4 penalty to their Will save. If the first creature's save succeeds, all other creatures gain a +4 moral bonus to their Will save. Each other creature that fails also surrenders.
   Creatures that surrender stop taking actions other than to defend themselves. If you or your allies kill or deal lethal damage to one of the affected opponents or their allies, this effect immediately ends. Each creature that does not share a language with you gains a +4 bonus on their Will save. This ability has no effect on creatures with an Intelligence score lower than 3.
   Any creature that makes their Will save cannot be affected by this ability by you again for 24 hours.

Diplomatic Discourse
White Raven
Level: Crusader 1, warblade 1
Initiating Action: 1 minute
Range: 30'
Target: One creature
Duration: 1 minute
Saving Throw: Will negates
As part of this maneuver, you must engage in conversation with someone for one minute, and then make a DC 20 Diplomacy check. If your check is successful, the target of this maneuver must make a Will save. If they fail their save, you may influence their attitude as Charm Person (PHB 209), although this is not considered a [Mind-Affecting] ability. Any creature that makes their Will save cannot be affected by this ability by you again for 24 hours.

Lion's Roar, Greater
White Raven (Boost)
Level: Crusader 5, warblade 5
Initiating Action: 1 swift action
Range: 60'
Targets: You and allied creatures within 60'
Duration: 1 round
As Lion's Roar (ToB 92), except you and your allies gain a +10 moral bonus on damage rolls and a +2 moral bonus on save DCs for spells, spell-like abilities, supernatural abilities, and maneuver for one round.

Order Forged from Chaos, Greater
White Raven
Level: Crusader 6, warblade 6
Initiating Action: 1 move action
Range: Personal
Targets: You and allied creatures within 60'
As Order Forged from Chaos (ToB 92), except you affect all creatures within 60 feet, affected creatures may move up to double their speed, and the movement does not provoke attacks of opportunity. You may also move in this way as part of this maneuver.

Parlay
White Raven
Level: Crusader 2, warblade 2
Initiating Action: 1 standard action
Range: 60'
Targets: Any creatures within 60'
Duration: Concentration, up to 1 round/Initiator Level
Saving Throw: Will negates
You talk to creatures, attempting to calm them, per Calm Emotions (PHB 207). You may exclude any creatures from this effect that you wish. Creatures that do not share a language with you get a +4 bonus on their saving throw. This ability has no effect on creatures with an Intelligence score lower than 3.
   Any creature that makes their Will save cannot be affected by this ability by you again for 24 hours.

Spell Resistance
White Raven (Boost)
Level: Crusader 5, warblade 5
Initiating Action: 1 swift action
Range: 30'
Target: You and allies within 30'
Duration: 1 round
Until the beginning of your next turn, you and any allies within 30 feet you choose gain Spell Resistance 12 + 1 point per Initiator Level. Anyone affected may dismiss this effect as a free action, even if it is not their turn.

Spell Resistance, Greater
White Raven (Boost)
Level: Crusader 8, warblade 8
Initiating Action: 1 swift action
Range: 60'
Target: You and allies within 60'
Duration: 1 round
Until the beginning of your next turn, you and any allies within 60 feet you choose gain Spell Resistance 20 + 1 point per Initiator Level. Anyone affected may dismiss this effect as a free action, even if it is not their turn.

Vanquishing Smite
White Raven (Strike)
Level: Crusader 9, warblade 9
Initiating Action: 1 standard action
Range: Melee attack; 60'
Target: One creature, plus opponents within 60'
Duration: 1 round/Initiator Level
Saving Throw: Will partial
As part of this maneuver, you make a melee attack. If it hits your opponent takes 100 extra points of damage, and if they survive, must make a Will save. If they fail their save, they are forced to surrender, taking no actions, other than to defend themselves.
   If the creature fails their save or is reduced to 0 or fewer Hit Points, all of their allies within 60 feet must make a Will save or be forced to similarly surrender. If you or your allies kill or deal lethal damage to one of the affected opponents or their allies, this effect immediately ends. Each creature that does not share a language with you gains a +4 bonus on their Will save. This ability has no effect on creatures with an Intelligence score lower than 3.
   Any creature that makes their Will save cannot be made to surrender by this ability by you again for 24 hours. They can, however, still take the extra damage from this maneuver.

Warning Shout
White Raven (Counter)
Level: Crusader 4, warblade 4
Initiating Action: 1 immediate action
Range: 30'
Target: One creature within 30'
When on of your allies needs to make a saving throw, you may shout a warning to them by making a Diplomacy check. If the check result is at least as high as the DC of the effect for which they are saving, they are treated as having made their saving throw. If your check does not succeed, your ally still rolls their saving throw as normal.

Warning Shout, Greater
White Raven (Counter)
Level: Crusader 7, warblade 7
Initiating Action: 1 immediate action
Range: 60'
Target: Any allied creatures within 60'
As Warning Shout, except that you can affect any number of allies within 60 feet who are all making a saving throw against the same effect. Roll one Diplomacy check for all allies.

White Raven Strike, Greater
White Raven (Strike)
Level: Crusader 5, warblade 5
Initiating Action: 1 standard action
Range: Melee attack
Target: One creature
As White Raven Strike (ToB 94), except you deal an extra 8d6 damage.
« Last Edit: November 29, 2016, 10:57:44 PM by RobbyPants »
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Offline Nifft

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Re: Tome of Battle rework
« Reply #7 on: November 30, 2016, 12:41:40 AM »

Level 9:
 
Shadow Hand:
•   Twin Enervating Strike*: Create duplicate that attacks with you. Target gains 2d4 negative levels from both attacks

You got rid of Five Shadow Creeping Ice Enervation Strike.

You are dead to me.

Offline bhu

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Re: Tome of Battle rework
« Reply #8 on: November 30, 2016, 01:20:43 AM »
damn you been busy  :o

Offline RobbyPants

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Re: Tome of Battle rework
« Reply #9 on: November 30, 2016, 07:37:06 AM »
You got rid of Five Shadow Creeping Ice Enervation Strike.

You are dead to me.
No I didn't. It's level 8, now. I pushed all the 9th level maneuvers back to 6th to 8th level, depending on the discipline. Every published maneuver is on the master list. I only printed the new ones in detail. The goal of this was for me to use the maximum amount of published material while beefing the classes up.


damn you been busy  :o
Yeah, it was quite the project. It took a day or more just reading every maneuver and moving it to the level I wanted, then a day or so per discipline to write the new ones. The classes were quick, but I didn't change much. The maneuvers are their bread and butter.
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Offline Nifft

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Re: Tome of Battle rework
« Reply #10 on: November 30, 2016, 11:04:54 AM »
No I didn't. It's level 8, now. I pushed all the 9th level maneuvers back to 6th to 8th level, depending on the discipline. Every published maneuver is on the master list. I only printed the new ones in detail. The goal of this was for me to use the maximum amount of published material while beefing the classes up.
I totally missed that!

My opinion is revised upwards!

Offline ZanKhellendros

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Re: Tome of Battle rework
« Reply #11 on: December 04, 2016, 02:01:48 AM »
Love this  :clap
"You have to learn the rules of the game. And then you have to play better than anyone else"~ Albert Einstein
“A long habit of not thinking a thing wrong gives it a superficial appearance of being right"~ThomasPaine
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Offline Nanshork

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Re: Tome of Battle rework
« Reply #12 on: September 08, 2017, 03:14:47 PM »
Anywhere in particular that you'd like me to start or should I just go post by post?

Offline RobbyPants

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Re: Tome of Battle rework
« Reply #13 on: September 08, 2017, 03:42:05 PM »
Anywhere in particular that you'd like me to start or should I just go post by post?
I guess anything you feel like. I'd imagine the classes themselves involve the smallest amount of changes. The two big (sets of) changes are the reassigning of levels to various maneuvers and stances, and the new ones that I created. It's definitely aiming for a higher power level than ToB as-published. I tried not to add too much at the lowest levels (they seem just fine there), but I was looking for ways to get the three classes to have ways to keep up with the casters.

That being said, there are some maneuvers that are more utility-based. I'm wondering if I should add in another two or so maneuvers known, allowing the classes to use their five minutes to prep new ones as needed.
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Offline Nanshork

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Re: Tome of Battle rework
« Reply #14 on: September 08, 2017, 10:36:52 PM »
I'll look at the classes first then.

Maneuvers/stances known/readied are definitely a step up from ToB, do they really need more?

The new Swordsage recovery feels odd.  How do you roll a hide check against someone after stabbing them in the face?

Other than that all the class changes look fine, they are flavorful and bring the ToB classes up to par with other homebrew ToB classes that I like (Garryl has written a few).


Offline RobbyPants

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Re: Tome of Battle rework
« Reply #15 on: September 08, 2017, 11:28:45 PM »
Maneuvers/stances known/readied are definitely a step up from ToB, do they really need more?

I wanted to give the crusader more for using armor and more Int-based bonuses to the warblade.


The new Swordsage recovery feels odd.  How do you roll a hide check against someone after stabbing them in the face?
I guess it's not all that well-defined. You could, if you were near some cover/concealment, although without HiPS, you can't actually roll the check while being observed. It was mostly thought up with the athletic/acrobatic skills to encourage some swashbuckling type stuff. I might need to think of a better implementation, or scrap it for something else. I wanted them to have a way to get maneuvers back other than the standard way, because everyone just takes Adaptive Style as a feat tax.
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Offline Nanshork

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Re: Tome of Battle rework
« Reply #16 on: September 10, 2017, 01:55:59 PM »
If you're happy with the concept and don't want to make (or steal) another recovery mechanism, let's see what we can do.

Current mechanism:
   In addition to recovering a maneuver through meditating, you may also do so through by making a skill check as a swift or move action immediately after attacking a foe in melee. Roll a skill check with a DC equal to your opponent's AC, if using a move action. Add five to the DC if using a swift action, instead. The attack need not be successful, but if the skill check is, you recover a maneuver from the school associated with the skill check you rolled (Desert Wind for Tumble, Shadow Hand for Hide, etc).
   You may only recover one maneuver each round. You may not regain a maneuver you used in this turn, and you may not use the maneuver you gained until your next turn.


Possible rewrite:
   In addition to recovering a maneuver through meditation, you may also do so by making a skill check immediately after attacking a foe in melee.  Roll a skill check against the opponent except the DC is equal to your opponent's AC or the normal DC, whichever is higher.  You must meet all normal requirements of making the skill (such as the requirements for making a hide check).  You have the option of either making the skill check as a move action with no penalty or as a swift action by adding five to the DC.
   The skill check can be made even if the attack was unsuccessful, but you can only recover a maneuver from a school associated with the skill check that you are making (Desert Wind for Tumble, Shadow Hand for Hide, etc).  You may only recover one maneuver each round. You may not regain a maneuver you used in this turn, and you may not use the maneuver you gained until your next turn.


The only drastic change I added was that if the normal DC is higher than the opponent's AC to use that.  This is to prevent abuse like using Sleight of Hand to steal the opponent's magic necklace or things like that.

Thoughts?

Offline RobbyPants

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Re: Tome of Battle rework
« Reply #17 on: September 11, 2017, 08:07:04 AM »
So the idea is you can use the skill both for its normal use and for recovering a maneuver? That's what I'm getting from picking the higher of your opponent's AC or the "normal" DC.
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Offline Nanshork

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Re: Tome of Battle rework
« Reply #18 on: September 11, 2017, 04:07:10 PM »
That was the way I read the original ability.  If that's not the intent I could write it a different way.

Offline RobbyPants

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Re: Tome of Battle rework
« Reply #19 on: September 11, 2017, 04:32:59 PM »
That was the thought. I might want to make it clear that you can use the ability as part of a move or swift action, or, if you have no specific use for the action, you can still spend either (adjusting the DC accordingly) to recover without actually using the skill. It'd give people a way to make Hide checks to recover stuff even if they can't hide, but also allow for people to Tumble or Jump around the battlefield as desired.
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