Author Topic: New/Modified ToB Maneuvers  (Read 2799 times)

Offline RobbyPants

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New/Modified ToB Maneuvers
« on: March 05, 2012, 02:47:30 PM »
Note: These rules are meant to be used in combination with my other house rules.



This is a continuation of some of the other stuff I've been rewriting. It's a few new maneuvers, a few modified ones, and some shifting of stances. For the most part, I took the existing stances and lowered their level so that you get them at that character level, and not the initiator level. So, a 5th level stance is now gained at 5th level (making it a 3rd level stance). I also created new 8th level stances.


Modified Progressions

Crusader
  • Learns new stances at the following levels:
Initiator Level   Stances Known
_____________________________
1               1
3               2
7               3
15              4



Swordsage
  • Increase Base Attack progression to full (+1 per level).
  • Wisdom bonus to AC works in light or no armor. This does not stack with other class features that add the Wisdom bonus to AC.
  • Learns new stances at the following levels:
Initiator Level   Stances Known
_____________________________
1               2
3               3
5               4
9               5
12              6
15              7
20              8



Warblade
  • Learns new stances at the following levels:
Initiator Level   Stances Known
_____________________________
1               1
5               2
9               3
15              4



Maneuver Prerequisites

Ignore the prerequisite line on all maneuvers and stances. The only requirement you have to use a maneuver is to meet the minimum initiator level and to have access to the discipline (or the Martial Study feat).


Revised Maneuver List

1st level
Desert – Blistering Flourish, Burning Blade, Flame’s Blessing, Wind Stride
Devo – Crusader’s Strike, Iron Guard’s Glare, Martial Spirit, Vanguard Strike
Diam – Moment of Perfect Mind, Sapphire Nightmare Blade, Stance of Clarity
Iron – Punishing Stance, Steel Wind, Steely Strike
Set – Counter Charge, Mighty Throw, Step of the Wind
Shadow – Child of Shadow, Clinging Shadow Strike, Island of Blades, Shadow Blade Technique
Stone – Charging Minotaur, Stone Bones, Stonefoot Stance
Tiger – Blood in the Water, Hunter’s Sense, Sudden Leap, Wolf Fang Strike
White – Bolstering Voice, Douse the Flames, Leading the Attack, Leading the Charge

2nd level
Desert – Burning Brand, Fire Riposte, Flashing Sun, Hatchling’s Flame*, Holocaust Cloak*L
Devo – Forehammer, Shield Block, Thicket of Blades L
Diam – Action Before Thought, Emerald Razor, Pearl of Black Doubt L
Iron – Absolute Steel Stance L, Disarming Strike, Wall of Blades
Set – Baffling Defense, Clever Positioning, Giant Killing Style L
Shadow – Assassin’s Stance L, Cloak of Deception, Dance of the Spider L, Drain Vitality, Shadow Jaunt
Stone – Crushing Weight of the Mountain L, Mountain Hammer, Roots of the Mountain L, Stone Vise
Tiger – Claw at the Moon, Leaping Dragon Stance L, Rabid Wolf Strike, Wolverine Stance L
White – Battle Leader’s Charge, Tactics of the Wolf L, Tactical Strike

3rd level
Desert – Death Mask, Fan the Flames, Zephyr Dance
Devo – Defensive Rebuke, Revitalizing Strike
Diam – Hearing the Air L, Insightful Strike, Mind Over Body
Iron – Dancing Blade Form L, Exorcism of Steel, Iron Heart Surge*
Set – Devastating Throw, Feigned Opening, Shifting Defense L
Shadow –Shadow Garrote, Step of the Dancing Moth L, Strength Draining Strike
Stone – Bonecrusher, Giant’s Stance L, Stone Dragon’s Fury
Tiger – Flesh Ripper, Mantis Leap**, Soaring Raptor Strike
White – Lion’s Roar, Press the Advantage L, White Raven Tactics

4th level
Desert – Fiery Assault L, Firesnake, Searing Blade, Searing Charge
Devo – Aura of Chaos L, Aura of Perfect Order L, Aura of Triumph L, Aura of Tyranny L, Divine Surge, Entangling Blade
Diam – Bounding Assault, Mind Strike, Ruby Nightmare Blade
Iron – Lighting Recovery, Mithral Tornado
Set – Comet Throw, Strike of the Broken Shield
Shadow – Hand of Death, Obscuring Shadow Veil
Stone – Bonesplitting Strike, Boulder Roll, Overwhelming Mountain Strike
Tiger – Death From Above, Fountain of Blood, Prey on the Weak L
White – Covering Strike, White Raven Strike

5th level
Desert – Dragon’s Flame*, Leaping Flame, Lingering Inferno, Rising Phoenix L
Devo – Daunting Strike, Doom Charge, Law Bearer, Radiant Charge, Tide of Chaos
Diam – Disrupting Blow, Rapid Counter, Stance of Alacrity L
Iron –Dazing Strike, Iron Heart Focus, Supreme Blade Parry* L
Set – Mirrored Pursuit, Soaring Throw, Stalking Shadow, Takedown**
Shadow – Balance on the Sky L, Bloodletting Strike, Shadow Stride
Stone – Elder Mountain Hammer, Mountain Avalanche, Strength of Stone L
Tiger – Dancing Mongoose, Pouncing Charge, Wolf Pack Tactics L
White – Flanking Maneuver, Swarm Tactics L

6th level
Desert – Desert Tempest, Ring of Fire
Devo –Rallying Strike
Diam – Greater Insightful Strike, Moment of Alacrity
Iron – Iron Heart Endurance, Manticore Parry
Set – Ballista Throw, Scorpion Parry
Shadow – Ghost Blade, Shadow Noose, Stalker in the Night
Stone – Crushing Vice, Iron Bones, Irresistible Mountain Strike
Tiger – Rabid Bear Strike, Wolf Climbs the Mountain
White – Order Forged from Chaos, War Leader’s Charge

7th level
Desert – Inferno Blade, Salamander Charge
Devo – Castigating Strike, Shield Counter
Diam – Avalanche of Blades, Quicksilver Motion
Iron – Finishing Move, Scything Blade
Set – Hydra Slaying Strike
Shadow – Death in the Dark, Shadow Blink
Stone – Ancient Mountain Hammer, Colossus Strike
Tiger – Hamstring Attack, Swopping Dragon Strike
White – Clarion Call, Swarming Assault

8th level
Desert –Fireform**, Wyrm’s Flame*
Devo – Aura of Resolution**, Greater Divine Surge, Immortal Fortitude
Diam – Cascading Assault**, Diamond Defense, Diamond Nightmare Blade
Iron – Adamantine Hurricane, Lightning Throw, Piercing Blade Style**
Set – Fool’s Strike, Ghostly Defense
Shadow – Enervating Shadow Strike, Hidden Doom, One With Shadow**
Stone – Adamantine Bones, Earthstrike Quake, Strength of the Mountain**
Tiger – Girallon Windmill Flesh Rip, Go for the Throat**, Raging Mongoose
White –Battle Maneuvers**, White Raven Hammer

9th level
Desert – Inferno Blast
Devo – Strike of Righteous Vitality
Diam – Time Stands Still
Iron – Strike of Perfect Clarity
Set – Tornado Throw
Shadow – Five-Shadow Creeping Ice Enervation Strike
Stone – Mountain Tombstone Strike
Tiger – Feral Death Blow
White – War Master’s Charge


L – Level modified from original publication
* – Maneuver modified from original publication
** – New maneuver



Modified Maneuvers

Desert Wind

Dragon’s Flame
Level 5
Deals 1d6 damage per initiator level in a 60-foot cone.

Hatchling’s Flame
Level 2
Deals 1d6 damage per initiator level.

Holocaust Cloak
Level 3
Deals 1 damage per initiator level.

Wyrm’s Flame
Level 8
Deals 1d6 damage per initiator level in a 120-foot cone.


Iron Heart

Iron Heart Surge
Level 3
You may remove one of the following status effects currently affecting you: blinded, confused, cowering, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, or stunned. You may initiate this maneuver, even if the condition would normally prevent you from taking a swift action.
   Alternately, you may negate all of the effects of a single spell, spell-like ability, or supernatural ability currently affecting you so long as the duration is at least one round.
   You also gain a +2 moral bonus on attack rolls until the end of your next turn.

Supreme Blade Parry
Level 5
While in this stance, you gain damage reduction X/-, where X is equal to half your initiator level.


New Maneuvers

Desert Wind

Fireform
Desert Wind (Stance)
Level: Swordsage 8
Initiation 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 additioanl 1d6 points of fire damage, plus one point per initiator level. 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.


Devoted Spirit

Aura of Resolution
Devoted Spirit (Stance)
Level: Crusader 8
Initiation 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 affects. All allies within 30 feet of you gain a +4 morale bonus on saving throws against mind affecting spells and affects.


Diamond Mind

Cascading Assault
Diamond Mind (Stance)
Level: Swordsage 8, Wablade 8
Initiation 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.


Iron Heart

Piercing Blade Style
Devoted Spirit (Stance)
Level: Warblade 8
Initiation 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.


Setting Sun

Takedown
Devoted Spirit (Stance)
Level: Swordsage 5
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

While in this stance, you may make a special free trip attempt any time you make an attack of opportunity that hits or any time you are grappled as a free action (once per attack or grapple attempt). You roll a Strength or Dexterity check (your choice) opposed by your opponent’s Strength or Dexterity check (their choice). If you roll a Strength check, the normal size modifiers for a trip attempt apply to both rolls, but if you roll a Dexterity check, they apply to neither.
    If your ability check beats your opponent’s, your opponent falls prone. If your opponent was grappling you, the grapple is broken, and your opponent lands in an adjacent, unoccupied space if one is available (otherwise it lands in your space). There is no ill effect for you if your check does not beat your opponents.


Shadow Hand

Hidden Doom
Shadow Hand (Stance)
Level: Swordsage 8
Initiation 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.


Stone Dragon

Strength of the Mountain
Stone Dragon (Stance)
Level: Crusader 8, Swordsage 8, Warblade 8
Initiation 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 affects that require a Fortitude save unless they also affect objects. You gain Damage Reduction 10/adamantine.


Tiger Claw

Go for the Throat
Tiger (Stance)
Level: Swordsage 8, Warblade 8
Initiation 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
Initiation Action: 1 full-round action
Range: Melee attack
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.


White Raven

Battle Maneuvers
White Raven (Stance)
Level: Crusader 8, Warblade 8
Initiation 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.
« Last Edit: September 06, 2017, 08:08:32 AM by RobbyPants »
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Offline RobbyPants

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Re: New/Modified ToB Maneuvers
« Reply #1 on: March 05, 2012, 02:51:03 PM »
That being said, I'm not sure how much I want to revisit the existing maneuvers to tweak the extra damage they deal. You can see I started to do that on some of the Desert Wind maneuvers, but then stopped. I'm curious what your thoughts are on the matter.

Figure this is being compared to blasting spells using these rules.
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Offline xaotiq1

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Re: New/Modified ToB Maneuvers
« Reply #2 on: March 05, 2012, 03:21:33 PM »
Well, this definitely make Tiger Claw maneuvers more accessable, which is good. I'm AFB, but don't Warblades & Crusaders get more than four stances? If they do, good show on evening out the rate at which they're learned. If not, then why the nerf?

All in all, nice! I'd allow them. I doubt any DM I found would, especially as the party would never see my Swordsage again after he got that Level 8 Shadow Hand stance.
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Offline RobbyPants

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Re: New/Modified ToB Maneuvers
« Reply #3 on: March 05, 2012, 07:49:27 PM »
Normally, the warblade and crusader each get 4 stances known at 20th level, and the swordsage gets 6. The biggest reason for this was to change the pace of the progression so it lines up nicely with levels at which they get stances.

Also, note that stances now come at levels 1-5, and 8 (so, odd class levels 1 - 9, and 15).
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Offline xaotiq1

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Re: New/Modified ToB Maneuvers
« Reply #4 on: March 05, 2012, 07:59:28 PM »
Okay, sorry. I generally don't get to look at a class past level 4, let alone those in the ToB. Well, good on you; and keep 'em coming!
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Offline Dwarfi

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Re: New/Modified ToB Maneuvers
« Reply #5 on: March 06, 2012, 09:55:58 AM »
I like the ToB maneuvers. Though it feels as if the designers were in a hurry to finnish it and so some mistakes or not-so-balanced maneuvers made it into the print. ^^°

It is already very dip friendly, so I doubt that its necessary to make it even easier to dip in by removing the requirements.
In fact I think that the classes, especially the crusader should get 1 or 2 new feats in the 10+ levels.

What I want to say: It should be more rewarding to play a (near) pure ToB Class.


Offline RobbyPants

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Re: New/Modified ToB Maneuvers
« Reply #6 on: March 06, 2012, 11:01:27 AM »
I didn't remove the prereqs to make it more dip friendly, although I can see how that would be a definite side-effect. One option could be to simply remove the current IL mechanic that adds half of other classes. The good side of that is it gets rid of it mattering what order you take your classes in, but the bad part is it really cuts the power to martial classes and I don't want more of a cut. I guess my verdict would be to leave it as-is and accept that people can dip into a MA classes and pick up maneuvers without tracking prereqs.

The reason I dropped the prereqs is mostly because they make it a huge pain in the ass to make a PC (you literally have to chart out your entire progression to make sure you don't get locked out of maneuvers), which makes it an even bigger pain in the ass for DMs to just whip up some throw-away NPC warblade. That, and spells don't have prerequisites, and I don't see why I need to keep kicking non-casters to the curb, so I decided to simply drop them and just check IL and call it a day.
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