Author Topic: Dream Battle-revelatory vision  (Read 24152 times)

Offline oslecamo

  • Honorary Mod
  • *****
  • Posts: 10080
  • Creating monsters for my Realm of Darkness
    • View Profile
    • Oslecamo's Custom Library (my homebrew)
Dream Battle-revelatory vision
« on: April 29, 2012, 09:51:24 AM »
Dream Battle


"Even if you get enough people to open a shrine,
Everyone needs to donate.
Profit is an indication of faith.
So you want more situations where you can exterminate monsters.
I guess I need to get some more people too...  "-Reimu Hakurei, Dream battle Master


Everywhere where common mortals live there's shrines. And whetever god or ideal they're suposed to represent, they share the same common element of being a place where people can focus their faith. But a shrine by itself is still just an inanimate construction, there needs to be someone to communicate between the faithful and their idol. Holy priests and holy maidens fulfill that role, listening to the people's problems and to the god's answers.

Really good priests and maidens however do something more. When the people are in trouble, they channel their devotion to give them strength. Even if it may seem like simple wishful thinking, when properly handled it can change the world. That's the essence of Dream Battle, a school developed by generations of priests that weren't satisfied with the pure fanatism of Devoted Spirit. Causes are important, but the people that believe in them are more important. To watch over them, to find the sources of their troubles and solve them, even if it may sound like a delusional dream, it is a dream worth fighting for.

Key Skill: Sense Motive.
Discipline Weapon: Holy Symbols used as improvised weapons, darts, unarmed strike, clubs.

A crusader may swap Devoted Spirit for Dream Battle.
A swordsage may swap Shadow Hand for Dream Battle.

New Feats
(click to show/hide)

Maneuver List


1st level

Prayer-Exorcism: Strike– make a basic attack that deals extra damage against monsters and evil humanoids.
Monster Repelling Charm: Counter-prevent non-humanoid from aproaching you.
Ascension Kick:Strike-fly and hit your oponent with your feet!
Dream Sign: Boost–teleport your next attack.
Duplex Barrier:Stance-Gain bonus on Spot, Listen and Iniative.

2nd level
Treasure Sign-Dancing Yin-Yang Orbs: Strike–throw improvised weapon, can re-roll attack and spare your enemy's life if it would kill them.
Fantasy Seal-spread: Strike–deal area force damage, extra against evil oponents.
Instant Dimensional Rift: Counter–   Creates a body double from amulets to evade attacks. If the double takes hits, it releases a barrage of amulets.
Spirit Sign: Boost–teleport a short distance trough any obstacles.

3rd level
Monster Buster: Strike–basic attack that deals extra damage against monsters and evil humanoids, counts as a Force effect.
Boundary-Duplex Damage Bounded Field:Stance-Deal damage to all enemies near you, increased against monsters and evil humanoids.
Fantasy Orb:Strike-throw improvised weapon at great range, can re-roll a miss and bounce off.
Permanent Border:Boost-create a barrier that hinders any enemy who enters it.

4th level
Fantasy Seal-Fader:Strike–damaging seal keeps dealing damage in an area.
Expanding Boundary: Boost–repel nearby enemies, bonus against monsters and evil humanoids.
Jewel Sign-Concealed Orbs of Light:Strike–throw improvised weapon that keeps attacking by itself.
Ying-Yang Scattered Spirit:Boost-Gain bonus to Spot and Listen and extra damage against monsters and evil humanoids.

5th level
Dream Sign-Evil Sealing Circle: Strike-trap enemies in place, more effective against against monsters and evil humanoids.
Super Duplex Barrier: Counter-twist reality around you to block enemy and perhaps deliver an attack of your own.
Dream Land:Boost-Fly and gain 1 re-roll that must be used whitin 1 round.
Power Sign-Yin-Yang King:Strike-perform basic attack, heavy extra damage, counts as force effect and dazes, more effective against monsters and evil humanoids.

6th level
Fantasy Seal -Concentrate:Counter-deal heavy force damage to an oponent, keep focus to keep repeating it with increased power.
Exorcising Border:Boost–Damage all enemies near you, more effective against against monsters and evil humanoids.
Border World-Maiden's Fighting Bounded Field: Stance–Fly and gain powerful defensive and mobility bonuses.
Divine Arts-Omnidirectional Demon Binding Circle:Strike-barrage of attacks against enemies in an area, more effective against monsters and evil humanoids

7th level
Migrating Spirit- Dark Fantasy Seal-Boost-for 1 round count all enemies as monsters and evil humanoids, even more effective if they're already so.
Beatiful Arts-Omnidirectional Dragon Slaying Circle: Strike–Full attack may defeat oponent outright.
Light Spirit-Divine Orbs:Strike-Spirit orbs are fired at multiple directions and then splits into smaller spirit orbs that also go in multiple directions.

8th level

Unknown-Flying Mysterious Shrine Maiden:Boost-freely move trough the battlefield for 1 round.
Divine Spirit-Blinking Fantasy Seal: Stance–Blink in and out of reality.
Wild Exorcism Dance: Strike-Full attack with powerful bonus.
Holy Relic-Yin-Yang Sanctifier Orb:Strike-thrown improvised weapon purges and purifies area.

9th level
Fantasy Heaven:Stance–Float above everything.
Lurking Boundary Spirits and the Mysterious Shrine Maiden:Strike-Final Combo combining barriers, amulets and charms.
« Last Edit: April 02, 2018, 11:45:23 PM by oslecamo »

Offline oslecamo

  • Honorary Mod
  • *****
  • Posts: 10080
  • Creating monsters for my Realm of Darkness
    • View Profile
    • Oslecamo's Custom Library (my homebrew)
Re: Dream Battle (very WIP)
« Reply #1 on: April 29, 2012, 09:51:32 AM »
Maneuvers explanations:

Unless otherwise noticed, Dream Battle maneuvers are Ex abilities. Any maneuver that allows you to throw improvised objects whitout penalties can only be used with objects weighting no more than your light carrying capacity.

1st level

Prayer-Exorcism
Dream Battle (Strike)
Level: Crusader 1, Swordsage 1
Initiation Action: Standard Action
Range: See text
Duration: Instantaneous

The most basic tecnique of Dream Battle, simple faithful words can drive away lesser enemies.

As part of this maneuver make a basic attack. It deals normal damage, and if the enemy is not an humanoid, or an evil humanoid, they take extra damage equal to your ranks in Sense Motive.
In addition, the damage dealt by this maneuver counts as magic and your alignment for bypassing DR and regeneration. It has always at least 50% chance of affecting incorporeal creatures.


Begone wicked one!

Monster Repelling Charm
Dream Battle (Counter)
Level: Crusader 1, Swordsage 1
Initiation Action: Immediate Action
Range: See text
Target: See text
Duration: 1 round.

A simple sheet of paper with the right scribbled words can lock a monster in place. At least for a moment.

You may initiate this maneuver when another creature would enter a square adjacent to you. If they are non-humanoids or evil humanoids, they're forced to stop 5 feet away from you, and can't move from that position for 1 round.


Ascension Kick
Dream Battle (Strike)
Level: Crusader 1, Swordsage 1
Initiation Action: Fullround action
Range:See text.
Target: 1 enemy
Duration: instantaneous
Save: 11+Wis Mod.

A good shrine maiden doesn't rely only on charms and amulets to fight. Their very bodies make perfectly good exorcism tools if needed.

As part of this maneuver you can move up to 5 feet per rank you have in Sense Motive, ignoring hard terrain and even over the air if you wish.If you end with an enemy whitin your basic reach, you may then deliver a sudden kick that deals 1d6+Str mod+Wis mod damage. It doesn't need an attack roll, but your oponent is allowed a Reflex save to negate the damage.



Dream battle lesson #2: When everything else fails, kick them in the face!


Dream Sign
Dream Battle (Boost)
Level: Crusader 1, Swordsage 1
Initiation Action: Swift action
Target: see text
Duration: See text

Distance is but an illusion.

When you initiate this maneuver, until the end of turn your next attack comes from any position whitin 5 feet per rank you have in Sense Motive. This doesn't give you a bigger threatened area. If the attack is a grapple, the enemy is pulled right into your square next turn if you suceed on the next grapple check.

This is a supernatural maneuver.


A Dream Battler reaches directly towards an enemy.

Duplex Barrier
Dream Battle (Stance)
Level: Crusader 1, Swordsage 1
Initiation Action: Swift action
Target: you.
Duration:stance

Whetever dreaming or awake, one must always pay atention to your surroundings.

While on this stance, you're surrounded by two floating runed circles that help you feel subtle disturbances in your nearby enviroment. You gain +2 to Spot, Listen and Iniative checks, plus another +1 for every 4 ranks you have in Sense Motive while in this stance. In addition the range of your ranged maneuvers is increased by your Wis mod times 5 feet.


Notes: Confirmed during the Eternal Night Incident, theatrical type
Reference Level: ★★★
A Spell Card with a mysterious power that turns space inside-out. I'm jealous.
If I had an area enclosed in that barrier, my magic's range would also widen.
I indirectly asked Reimu about it, but it was pointless. Apparently, a barrier is a boundary line between things, and having two barriers on top of each other is equivalent to a world with no boundaries. If you can find the gaps in space that are hiding just about everywhere, you'll be able to set up a duplex barrier.
In other words, she's bad at explaining things.

2nd level
Treasure Sign-Dancing Yin-Yang Orbs
Dream Battle (Strike)
Level: Crusader 2, Swordsage 2
Initiation Action: Standard action
Range: 10 feet per IL
Target: one creature.
Duration: instantaneous

Geting near an oponent is rarely easy, so there's no shame on throwing your stuff at them

When initating this maneuver you throw an object on your possesion, dealing damage as if it was an improvised weapon, except you don't take penalties on the attack roll.
The thrown item rebounds of nearby surfaces, allowing you to re-roll a missed attack and returning to your hand.
If your enemy would be killed by the thrown weapon, you may leave them at -9 HP and stablized instead.

You may initiate this maneuver as a fullround action, in which case you may perform as many throws with the above conditions as you would normally get ranged attacks (iteratives, rapid shot, haste, etc).


A Dream Battler throws a glowing jewel at the lack of anything better.

Fantasy Seal-spread:
Dream Battle (Strike)
Level: Crusader 2, Swordsage 2
Initiation Action: Standard action
Range: burst up to 5 feet per IL centered on you.
Target: creatures inside burst.
Duration: instantaneous
Save: 12+Wis mod

Your weapon seems to be everywhere at one moment, then it's gone.

You deal Force damage equal to your weapon damage plus your Wis mod to all targets, a Will save negates this damage.
Nonhumanoids and evil humanoids take extra damage equal to your ranks in Sense Motive, and still take half total damage if they suceed on the Will save.

This is a supernatural maneuver.


A dream battle rejoices at the tought of fighting outnumbered.

Instant Dimensional Rift
Dream Battle (Counter)
Level: Crusader 2, Swordsage 2
Initiation Action: Inmediate action
Range: -
Target:see text.
Duration: see text
Save: 12+Wis mod

When your enemy things they got you, you awake them to the harsh reality.

You may initiate this counter whenever an enemy targets you with an attack, but before knowing if you would be hit or not.
You create an illusionary double of yourself, meaning if your oponent hits your AC, they have a 50% chance of hiting the double instead.
If the attack misses, the double persists 1 round for every 5 ranks you have in Sense Motive.
Either way, if the clone gets hit in melee, it explodes in a small barrage of amulets that deals damage equal to your Wis mod to the one attacking unless they suceed on a Reflex save.


Reimu Hakurei is no defenceless little girl.

Spirit Sign
Dream Battle (Boost)
Level: Crusader 2, Swordsage 2
Initiation Action: Swift action
Range: See text
Target: See text
Duration: instaneous

If you can get one attack trough the borders of reality, why not your whole body?

When you initiate this boost you teleport up to 10 feet in any direction whitout needing line of sight or effect. For every 7 ranks you have in Sense Motive, you may teleport an extra 5 feet.

This is a supernatural maneuver.


A dream battler waves goodbye as it escapes its foes grasps.


3rd level

Monster Buster
Dream Battle (Strike)
Level: Crusader 3, Swordsage 3
Initiation Action: Standard Action
Range: See text
Target: See text
Duration: instantaneous
Save: 13+Wis mod

You channel your righteous hatred into a single blow.

As part of this maneuver make a basic attack. It deals normal damage and ignores all DR and hardness on the target and counts as a Force effect if it would be benefical.
In addition, if the target is a evil humanoid or non-humanoid,it deals extra damage equal to a sense motive from you. A sucessul Fort save halves this extra damage.


Yes, that's gonna hurt.

Boundary-Duplex Damage Bounded Field
Dream Battle (Stance)
Level: Crusader 3, Swordsage 3
Initiation Action: Swift action
Range: -
Target: you.
Duration: stance
Save: 13+Wis mod

Any suspicious ones that aproach you quickly get smitten by a variety of cheap amulets.

While on this stance, space whitin 5 feet per 2 IL from you counts as difficult terrain for those you consider enemies and enemies that get or start their turns inside this space take 1d12 damage unless they suceed on a Reflex save.
If they're an evil humanoid or non-humanoid, they take extra damage equal to your ranks in Sense Motive if they fail the Reflex save.
Enemies can choose to ignore the difficult terrain effect, but in that case they take the damage with no save allowed.
Either way, no enemy can be damaged more than 1/round by this stance.


 Notes: Confirmed during the Eternal Night Incident, theatrical type
Blowhard Level: ★★★★
A large-scale version of Duplex Barrier. This time I'm trapped in the inside part of the barrier too.
Honestly, the regular Duplex Barrier is stronger and more scary. This is the kind of thing people mean by 'a tactician getting caught up in his own schemes'.

Fantasy Orb
Dream Battle (Strike)
Level: Crusader 3, Swordsage 3
Initiation Action: Fullround Action
Range: 50 feet per IL
Target: see text.
Duration: instantaneous

You throw your projectile so fast it glows and seems to divide in multiple ones.

When initiating this maneuver you throw an object on your possesion, dealing damage as if it was an improvised weapon, except you don't take penalties on the attack roll, and you deal extra damage equal to your Wis mod.
You can also make the thrown item "ricochet" against another creature whitin 30 feet, up to one extra target for every 4 ranks you have in Sense Motive. No creature may be hit more than once.
This maneuver ignores any cover and concealment less than total cover and total concealment.

The thrown item rebounds of nearby surfaces, allowing you to re-roll any missed attacks (no more than one re-roll per target) and returning to your hand.


One orb? Six orbs? Good luck dodging it either way.

Permanent Border
Dream Battle (Boost)
Level: Crusader 3, Swordsage 3
Initiation Action: Swift Action
Range: square adjacent to you
Target: See text
Duration: See text
Save: 13+Wis mod

When you use this boost choose a 5-foot cube of empty space in range. Anyone who enters this cube must suceed on a Will save or be slowed for 1 round, plus another round for every 8 ranks you have in Sense Motive.
Evil Humanoids and non-humanoids take a -2 penalty on their saves against this.
You're warned if anyone activates your Permanent Border. It doesn't affect you, and you may set a "password" to grant safe passage.
The Permanent Border lasts until you create a new one or you unready it.

This is a supernatural maneuver.

4th level

Fantasy Seal-Fader
Dream Battle (Strike)
Level: Crusader 4, Swordsage 4
Initiation Action: Fullround action
Range: 20-feet burst whitin 10 feet per IL
Target: creatures inside burst
Duration: see text
Save: 14+Wis mod

A good exorcism needs to have lasting effects.

This maneuver deals Force damage equal to your weapon damage plus your Wis mod times 1/2 your ranks in Sense Motive. A Will save negates this damage. You need to be proficient in the weapon and able to wield it normally.
Nonhumanoids and evil humanoids take a -4 penalty on their saves and still take half damage even if they suceed.
Unless you unready or use this maneuver again, it keeps repeating itself over the same area at the start of each turn, but dealing one less multiplier of damage.

So for example if you have a weapon that deals 1d6 damage, 18 Wis and 12 ranks in Sense Motive, you would deal 6d6+24 damage, then 5d6+20, then 4d6+16, and so on.

This is a supernatural maneuver.


Reimu Harukei's favorite therapy: seal them until they say they're sorry.


Expanding Boundary
Dream Battle (Boost)
Level: Crusader 4, Swordsage 4
Initiation Action: Swift action
Range: adjacent to you
Target: enemies in range.
Duration: instantaneous

You know how to imply to others that they're not welcome near you.

When you initiate this boost you make a normal bullrush whitout provoking attacks of opportunity against every adjacent enemy, except you don't need to move after your enemies to make them move more than 5 feet. If you have Improved Bullrush, you gain an extra +2 bonus on the check.
If any adjacent enemy is an evil humanoid or nonhumanoid, you may use half your ranks in Sense Motive instead of your size mod and/or your Wis mod instead of your Str mod on the Bullrush check to push them back.

Jewel Sign-Concealed Orbs of Light
Dream Battle (Strike)
Level: Crusader 4, Swordsage 4
Initiation Action: Standard action
Range: 20 feet per IL
Target: 1 creature
Duration: See text
Save: 14+Wis mod

Six? Sixteen? Your enemy can't keep up as you juggle your projectiles, altough only one is the real threat.

When initating this maneuver you throw an object on your possesion, dealing damage as if it was an improvised weapon, except you don't take penalties on the attack roll, and you deal extra damage equal to your Wis mod.

When you use this maneuver, your enemy must suceed on a Reflex save or be rendered flat-footed against it. If they fail and you hit and deal damage, they're rendered flat-footed for 1 round.


A dream battler plays with her opponent.


Ying-Yang Scattered Spirit
Dream Battle (Boost)
Level: Crusader 4, Swordsage 4
Initiation Action: Swift action
Range: -
Target: you.
Duration: 1 round

In case of doubt, throwing amulets all around will surely reveal something!

When you initiate this boost you gain a bonus on Spot and Listen checks equal to 1/4 your ranks in Sense Motive, and you can also re-roll any spot and listen checks you had failed since your last turn.

In addition for 1 round you can add your Wis mod to attack and damage rolls against evil humanoids and nonhumanoids.


Reimu Harukei seeks to lure out an hidden opponent. Or just vent out her frustation.


5th level

Dream Sign-Evil Sealing Circle
Dream Battle (Strike)
Level: Crusader 5, Swordsage 5
Initiation Action: See text
Range: See text
Target: See text
Duration: See text
Save: 15+Wisdom Modifier

Killing isn't always the answer. So you lock them into place. For all eternity.

You may initiate this maneuver as a standard action, in which case you perform a basic attack that deals normal damage. If you hit, the enemy must also make a Will save or be trapped into their current location for 1 round for every 6 ranks you have in Sense Motive, unable to leave by any means, even magic such as teleportation.
Affected enemies get a new Will save at the start of their turns to try to break free from this.

You may also initiate this maneuver as a fullround action, in which case you can use it against all adjacent enemies.

Either way, if they're evil humanoids or nonhumanoids, double the duration and they take a cumulative -2 penalty to their saves against this maneuver for every following round it affects them. If they fail three of this saves in a row, they're traped until you die or dismiss the seal.

This is a supernatural maneuver.


Notes: Often seen, movement stress type
Reference Level: ★★
A Spell Card where your movement is restricted by amulets. You're bound in place by the amulets and slowly strangled to death.
The fast charms aren't aiming for you, so it's not as difficult as it looks. Why doesn't she just aim them straight at you?
Bit of a tangent, but the amulets that Reimu uses for evil-sealing are booby-trapped. They look like gift envelopes with "full house" written on them, which makes you want to grab 'em, but there's nothing especially interesting in there. It's just a trap.

Super Duplex Barrier
Dream Battle (Counter)
Level: Crusader 5, Swordsage 5
Initiation Action: Immediate Action
Range: See text
Target: You
Duration: Instantaneous

A good barrier doesn't only protect you, it also leaves your opponents vulnerables against a counter attack from you.

You may initiate this counter whenever you would be harmed by any exterior effect that demanded an attack roll or offered a save. Roll a sense motive check against the attack roll/DC. If you suceed, you sucessfully block the attack.
If you suceed by 10 or more, you can perform a basic attack against the one that attacked you.


Just you try to break trough that.

Dream Land
Dream Battle (Boost)
Level: Crusader 5, Swordsage 5
Initiation Action: Swift action
Range: -
Target: you.
Duration: 1 round

If your mind lightens enough, so does your body.

For 1 round, you gain a flight speed with perfect maneuverability equal to your base speed, and can re-roll any one dice of your choice for the duration of this boost with a bonus equal to your Wis mod, after knowing what its results would be otherwise.
If you already had a perfect flight speed, its speed increases by 5 feet for every rank you have in Sense Motive.

This is a supernatural maneuver.


Geting up was the easy part. Landing was somehwat messier.


Power Sign-Yin-Yang King
Dream Battle (Strike)
Level: Crusader 5, Swordsage 5
Initiation Action: Standard action
Range: see text
Target: 1 creature
Duration: 1 round
Save: 15+Wis mod

A suprisingly heavy blow. All a matter of knowing to focus your power in one clean overwhelming strike.

As part of this maneuver perform a basic attack, that counts as a Force effect if it would be benefical. If you hit, you ignore any DR and hardness on the target, deal extra damage equal to a Sense Motive check from you and your enemy must suceed on a Fort save or be Dazed for 1 round.
If your target is an evil humanoid or nonhumanoid, you deal 50% more damage and they take a -2 penalty on the save.

This is not a supernatural maneuver, just sheer focused power.

6th level

Fantasy Seal -Concentrate
Dream Battle (Counter)
Level: Crusader 6, Swordsage 6
Initiation Action: Immediate action
Range: see text
Target: one creature.
Duration: Instantaneous
Save: 16+Wis mod

Just in case it still wasn't clear, when in trouble throw amulets at their faces. Lots of them.

You may initiate this counter whenever an enemy harms you, comes inside your reach or tries to leave it. You deal them Force Damage equal to your weapon damage plus your Ranks in Sense Motive, a Will save halves this damage.
On your next round, you may spend either a move or swift action to repeat this damage on the same target, increasing it by an amount equal to your Wis mod. You can repeat this every round, unless your oponent suceeds on two saves in a row, in which case they suceed in shaking you off. If you choose to don't repeat, the effect ends.

This is a supernatural maneuver.


This bitch doesn't feel like geting out of the way.


Exorcising Border
Dream Battle (Boost)
Level: Crusader 6, Swordsage 6
Initiation Action: Swift Action
Range: 5 feet per IL radius centered on you.
Target: Enemies in range.
Duration: instantaneous
Save: 16+Wis mod.

Just in case they still didn't understand you don't want their kinda near you.

When you initiate this boost all targets must suceed on a Fort save or take damage equal to your weapon damage (you need to be proficient )
If they're nonhumanoids or evil humanoids, they take extra damage equal to your ranks in Sense Motive whetever they suceed on the save or not, and you learn their positions if you didn't know they were there (they'll still benefit from total concealment unless you manage to spot them tough).


Reimu Hakurei lays down a barrier.

Border World-Maiden's Fighting Bounded Field
Dream Battle (Stance)
Level: Crusader 6, Swordsage 6
Initiation Action: Swift action
Range: -
Target: you.
Duration: stance

You always fight in your own conditions.

While on this stance you gain a flight speed with perfect maneuverability equal to half your base speed. You don't provoke attacks of oportunity for flying trough enemy threatened spaces.
You ignore solid fogs, bad weather conditions and similar for movement purposes. You can even pass trough enemy squares whitout slowing down, but that provokes an Aoo.
You also gain a deflection bonus to AC equal to your Wis mod.

This is a supernatural stance.


Such things as reality are barely obstacles for an adept dream battler.

Divine Arts-Omnidirectional Demon Binding Circle
Dream Battle (Strike)
Level: Crusader 6, Swordsage 6
Initiation Action: Fullround action
Range: See text
Target: See text
Duration: See text
Save: 16+Wisdom Modifier

Binding is used to get demons to obey you. You know the only safe order is "stay still".

As part of this maneuver choose a single target in range of one of your weapons. You perform a basic attack with that weapon against that target and every enemy whitin 10 feet of that target.
Enemies damaged by this must suceed on a Reflex save or be knocked prone.

Evil humanoids and nonhumanoids take extra damage equal to your ranks in Sense Motive and can't move from their positions for 1 round if they fail their saves, even trough magic means. You may extend this duration simply by not moving from your position yourself.


Notes: Often used when angry
Fun-to-Watch Level: ★★★★
A Spell Card in which mysterious powers take away your freedom of movement. Apparently it's for binding demons, but it binds humans just as well.
Once this technique begins, all freedom will be lost until Reimu stops it. But because Reimu can't move too, capturing this spell card is easy. All you gotta do is watch from a distance.
But do I have the self-restraint to stay still and do nothing while Reimu's sitting there like an idiot? That's the biggest problem.

7th level
Migrating Spirit- Dark Fantasy Seal
Dream Battle (Boost)
Level: Crusader 7, Swordsage 7
Initiation Action: Swift action
Range: -
Target: You
Duration: 1 round

Good... Evil... Sometimes they blur themselves. And then people suffer. Other people, mind you.

When initiating this maneuver, for the duration you may count all your targets as evil and nonhumanoids if that would be be benefical for you.

If they're actually evil nonhumanoids, any save DCs from you increase by 1, you add your Wis mod to any attack rolls and any maneuver/ basic attack damage dealt by you increases by an amount equal to your ranks in Sense Motive.

At your choice, your clothes may change to a darker tone for the duration of this boost as well, in which case it counts as supernatural.


Power corrupts, and in your dream you're all-powerful.


Beatiful Arts-Omnidirectional Dragon Slaying Circle
Dream Battle (Strike)
Level: Crusader 7, Swordsage 7
Initiation Action: Fullround action
Range: see text
Target: one oponent
Duration: instantaneous
Save: 17+Wis mod

Even a dragon drops if you hit them enough times.

As part of this maneuver make a full attack in which all strikes must go against one single target. If either deals damage, they must suceed on a Reflex save or be rendered dead, destroyed or helpless for 24 hours, your choice.
If you still have attacks remaining, you may choose to delay that last effect. In that case for every other attack from this maneuver that sucessfully damages your oponent until the end of your turn, the save DC increases by 2.

Even if your oponent saves, it still takes extra damage equal to a Sense Motive check from you at the end of this maneuver.


No circle has a  begginning, but this one has a definitive end.

Light Spirit-Divine Orbs
Dream Battle (Strike)
Level: Crusader 7, Swordsage 7
Initiation Action: Standard action
Range: 10 feet per IL
Target: see text
Duration: instantaneous

If throwing amulets fail, throw amulets infused with your inner energy!

As part of this maneuver make a thrown attack with an improvised weapon against an enemy whitin range for every 4 ranks you have in Sense Motive. Each of those orbs must be aimed at a diferent target.

In mid-air, each of those thrown weapons split in more of the same kind, affecting an area of a circle with 10 feet radius centered on the original target. The first target takes normal damage if you hit, and then it and all other creatures in the areas must suceed on a Reflex save or take damage equal to a Sense Motive check from you.
Even if an oponent is overlaped by multiple areas from this attack, they can't be affected more than once per round per this maneuver.
Evil humanoids and nonhumanoids are dazed for 1 round if they fail their reflex save.

This is a supernatural maneuver.


Reimu Hakurei throws a true heavenly barrage.


8th level

Unknown-Flying Mysterious Shrine Maiden
Dream Battle (Boost)
Level: Crusader 8, Swordsage 8
Initiation Action: Swift action
Range:-
Target: you
Duration: 1 round

A true dream battler knows how to get in, do her job and get out before anyone understands what happened.

Until the end of your turn, you can instantly teleport to any position whitin 5 feet per rank in Sense Motive as a free action up to a number of times equal to your Wis mod and perform basic attacks. You can split those "jumps" between attacks. In addition your enemies count as flatfooted against your attacks under this Boost's effect but your attacks have an inherent 50% miss chance as well.
You can initiate this maneuver even if unable to take actions and ignore any effects that prevent you from taking actions while it lasts (unless you're dead).

This is a supernatural maneuver.


 Notes: Rare, theatrical type
Reference Level: ★
A desperation Spell Card that Reimu whips out while in an unconscious state. Hardly ever seen.
She never looks at you while the spell card is in effect, so you're limited to retreating.
Her attack is omnidirectional danmaku with no blind spots, just sprayed everywhere at random. She's not looking, so I guess that's bound to happen.
Y'know, I always think this, but I don't see the benefit of not looking your opponent during a battle. Feels like it'd just be a disadvantage, but...

Divine Spirit-Blinking Fantasy Seal
Dream Battle (Stance)
Level: Crusader 8, Swordsage 8
Initiation Action: Swift action
Range: -
Target: you.
Duration: stance

You encase yourself under a square of invisible force, and anything going trough its surface is instantly disturbed.

While on this stance you're under a permanent Blink effect as the spell, except you're jumping in and out between the borders of planes instead of just the ethereal one, so you don't suffer any miss chances on your own attacks, and your oponents don't gain any special bonus if they're able to hit ethereal creatures.
They however can still reduce their miss chance to 20% if they can see trough invisibility.
Harmful area effects only are deal half as much damage against you as well, even if they can affect the ethereal plane. Numeric penalties are halved as well.


Notes: Long distance marathon
Reference Level: Only Reimu can do it, so it's no good as a reference
Reimu herself only moves in a straight line, but somehow she completely surrounds you. Just as you think she passed behind you, she pops out from in front.
The tengu and Sakuya do something similar, but for the tengu, it's just speed, and for Sakuya, it's just teleportation. Reimu's technique isn't something cheap like that. You probably don't get what I'm talking about, but I don't really get it myself.
Reimu says that "you can't normally see the boundary that this barrier encloses, so it looks like there's countless copies of the enemy." Is it like a small world that loops around on itself? Or maybe it's something like two mirrors facing each other?
Reimu has lots of Spell Cards like this. They don't aim directly at you, so it's like being made fun of.


Wild Exorcism Dance
Dream Battle (Strike)
Level: Crusader 8, Swordsage 8
Initiation Action: Fullround action
Range: See text
Target: See text
Duration: instantaneous

Actually a massive beat-down, but so graceful others could swear you're dancing.

You perform a full attack. All your attacks during this ignore DR and hardness and count as a Force effect if it would be benefical for you, and you can re-roll missed attacks and miss chances.
If your target is an evil humanoid or nonhumanoids, each of your attacks also deals extra damage equal to your ranks in Sense Motive plus your Wis mod.


Legend is that you can calm down a dream battle by offering her donations. Shiny, valuable donations.


Holy Relic-Yin-Yang Sanctifier Orb
Dream Battle (Strike)
Level: Crusader 8, Swordsage 8
Initiation Action: Standard action
Range: 5 feet per IL
Target: see text
Duration: instantaneous
Save: 18+Wisdom Modifier

If there's any problem that can't be solved by throwing sacred artifacts at it, you still don't know it.

As part of this maneuver make a basic thrown attack with an improvised weapon, except you don't take any penalty on the attack roll and can re-roll a missed attack and miss chances.
If you hit, it bursts in an explosion of spiritual energy that results in an area dispel magic centered on the square where the weapon hit, with CL=ranks in Sense motive, and all those inside take damage equal to the improvised weapon damage. You may choose for this damage to be nonlethal.
Any evil humanoids and nonhumanoids also take damage equal to a Sense Motive check from you unless they suceed on a Will save.
The actual first target of the attack takes triple that damage instead if they're an evil humanoid or nonhumanoid, or half that if they suceed on their Will save.


 Notes: Mainly used as a trick at parties
Size: ★★★★★
A Spell Card where she throws a giant yin-yang orb that was tucked away who-the-heck-knows-where. Unusually heavy lifting for Reimu.
Getting hit by the yin-yang orb hurts. Like, physically. 'Cause it's a plain old, hard, heavy ball.
The orb she uses in this spell card is particularly hot and heavy, but a human who gets hit with it won't get squashed flat or anything.

9th level

Fantasy Heaven
Dream Battle (Stance)
Level: Crusader 9, Swordsage 9
Initiation Action: Swift Action
Range: See text
Target: you.
Duration: stance

Detach yourself from reality

When you enter this stance you summon a series of ying-yang orbs that float around you. While the stance lasts, you gain a flight speed with perfect maneuverability equal to 5 feet x your Wis mod, all of your melee and thrown attacks become touch attacks, you benefit from a Freedom of Movement effect, automatically remove one ill condition from yourself with a duration other than permanent at the start of your turn, and 1/round as free action you can perform a plane shift or dimension door effect as the spell with CL=ranks in Sense Motive with only you as the target.

At the end of each turn you remain on this stance, you lose 1d4 charisma points. This loss cannot be prevented or reduced by any means. This cannot reduce your Cha below 1, but once it reaches 1, you automatically exit this stance.

Once you've exited it, you can't enter it again until you've rested for 5 minutes and drank a cup of hot tea, which also restores the lost charisma.

This is a supernatural stance.


Notes: Rare, theatrical type
36th Stratagem Level: ★★★★★★★
Reimu becomes completely impossible to touch. She enters a visible "invisible man" state.
It's her ultimate secret technique, apparently, but it looks like she just closes her eyes while the danmaku fires itself towards the enemy automatically.
By the way, this wasn't even a Spell Card at first, but I gameified it by giving it a proper Spell Card name. Otherwise, there'd be no way to win.
This is the one single Spell Card that can only be used via the innate ability Reimu was born with."

Lurking Boundary Spirits and the Mysterious Shrine Maiden
Dream Battle (Strike)
Level: Crusader 9, Swordsage 9
Initiation Action: Fullround action
Range: See text
Target: See text
Duration: instantaneous
Save: 19+Wis mod.

When you initiate this maneuver you create either four Walls of Force or a single Forcecage, either with CL=ranks in Sense Motive.
In addition you get a free basic melee attack against every oponent adjacent to one of your barriers created with this maneuver, and can throw an improvised thrown weapon against any enemy you see whitout penalty on the attack roll. Those thrown weapons pass trough the barriers you just created whitout trouble.
No single enemy can suffer more than one melee and one thrown attack from a single use of this maneuver.
Finally, this barriers disapear if you use this maneuver again or unready it. While they last, you can freely pass trough them while in a Dream Battle stance and they don't block Dream Battle maneuvers.

This is a supernatural maneuver.


Oriental Love Consultation
« Last Edit: April 15, 2019, 03:55:19 AM by oslecamo »

Offline oslecamo

  • Honorary Mod
  • *****
  • Posts: 10080
  • Creating monsters for my Realm of Darkness
    • View Profile
    • Oslecamo's Custom Library (my homebrew)
Re: Dream Battle (very WIP)
« Reply #2 on: April 29, 2012, 09:51:39 AM »
Reserved

Offline TravelLog

  • Sr. Member
  • ***
  • Posts: 371
  • Gunslinger, Descendent of Eld
    • View Profile
Re: Dream Battle (very WIP)
« Reply #3 on: June 01, 2012, 03:27:40 AM »
This looks very interesting. Looking forward to seeing the finished result. In general, all of these Touhou disciplines are awesome. Keep it up!  :clap
Too much sanity may be madness and the maddest of all, to see life as it is and not as it should be.
--Miguel de Cervantes

Offline oslecamo

  • Honorary Mod
  • *****
  • Posts: 10080
  • Creating monsters for my Realm of Darkness
    • View Profile
    • Oslecamo's Custom Library (my homebrew)
Re: Dream Battle (very WIP)
« Reply #4 on: July 10, 2012, 12:40:37 PM »
All the Maneuver crunch is up on the 2nd post. I'll be adding the fluffy descriptions and pictures as I have time, but for a change I would like to hear what people think of it mechanic-wise before I finish polishing it.

Offline Anomander

  • Legendary Member
  • ****
  • Posts: 2442
  • I did it to feel.
    • View Profile
Re: Dream Battle (very WIP)
« Reply #5 on: July 23, 2012, 04:29:59 PM »
Monster Repelling Charm
Might want to rephrase to "If they are non-humanoids or evil humanoids, [...]".
It is a little confusing as is.

Ascension Kick
Might be more appropriate to make it to a Charge initiation. The charge including the fake flight and everything.

Dream Sign
The description is incomplete. Until you make that one attack, is that square allowing you to threaten for AoO, ganking, etc purposes? If that attack is a grapple, do you pull the grappled opponent all the way to your actual square?

Duplex Barrier
Is the scaling meant to begin at 8 ranks then every 4 ranks after?
It is a good stance but it is kind of strange to grant increased vision to a school inspired by Reimu considering the running 'gag' about her not being able to see well (in the dark).

Treasure Sign-Dancing Yin-Yang Orbs
A reroll on all your attacks. Kinda strong for a level 2, no?

Instant Dimensional Rift
An illusion double? I know many characters got something similar (Flandre, Parsee...) but I don't recall Reimu getting something like that. I also think the teleportation from Spirit Sign below is supposed to be this maneuver instead.

Fantasy Seal-Fader
Not sure I like that new damage rate mechanism but I think it shouldn't be dependent on a weapon's base damage. First because it does not require an attack roll and requires a will saving throw instead of a reflex one. Second, no attack roll means you do not need proficiency with the actual weapon or even being able to use it. Its kind of a stretch but if the adept touched a colossal greatsword she could just say "that is the weapon I use for the maneuver". Fixed damage to multiply would be better. Perhaps the area of damage is too wide for a repeated effect compared to spells of that level, especially considering it does not decrease by much, but I'll need to verify.

Expanding Boundary
A 'normal bullrush' seems to imply that you provoke an AoO by moving into everyone's space to initiate the bullrush simultaneously unless you have Improved Bullrush since the only movement you don't make is the one to keep pushing them off.
I'll note that opposing a skill check with a strength check is more or less instant success. Against a Bluff check instead, perhaps?

Fantasy Seal -Concentrate
Just to be clear, if you repeat the damage you add your wisdom modifier. If you repeat it again, you add you wisdom modifier on top of the damage that was increased by your wisdom modifier on the previous round?
If they saved the first time, then saved the next, is the second wave of damage negated before the damage is delt? Do you get half damage each time you save against it or just the first time?

Exorcising Border
If they are nonhumanoids/evil, why even bother to roll a save? Not sure about the instant damage as a swift action just for being relatively close to you when you initiate it.

Migrating Spirit- Dark Fantasy Seal
The only worrying part is the "any damage dealt".
Whether it means that any time you deal damage, the total damage is increased by #ranks or if every single source of damage is increased by #ranks. The later case would be so easy to abuse it is scary.

Divine Spirit-Blinking Fantasy Seal
The reasoning explaining why you don't suffer miss chances on your own attacks doesn't make sense. You would still have 50% chances of attacking in the wrong plane.

I don't see how being able to see invisible stuff helps since it isn't the ethereal plane anymore.

Also, since the planes you continuously jump between are unknown, it makes how the blinking affects your own vision questionable. Since the ethereal plane overlaps the material, and that you can see the material from the ethereal up to 60ft, it is not an issue - but since you are half the time in planes where there are likely no overlapping vision, you are technically blind. You should also technically be able to interact with stuff happening in that other plane and since they do no overlap where exactly you are located each time you enter this stance is hard to determine. Stuff on the ethereal is invisible to the material but since it isn't the ethereal you would not benefit from being considered invisible whenever you attack.
If all of this was made clear the stance would still grant half damage from all area attacks seeing how pretty much nothing simultaneously attacks two planes that aren't overlapping, on top of everything else.


Holy Relic-Yin-Yang Sanctifier Orb
Just to be sure, the initial target gets damage when struck, then that same damage again along with the dispel. If evil/nonhumanoid he takes an additional SM check damage on a failed Will save, or (3x check)/2 on a save.

Fantasy Heaven
...bleh. An actually perfect invulnerability loop.
Get your healer/party buffer to just to grab this stance and he can just heal and help the party without ever risking anything. It isn't even a supernatural effect. You also instantly become the party's scout: Just go in, take notes and make a map of the whole place, set off every trap, taunt and harass the big boss to madness and come back. Nobody can stop you.

General notes
It is well done. I see many effects that seems more fitting for Yukari but I can imagine ways to better implement them to her, so it isn't too much of a bother, except maybe the 600 ft+ split teleports that seem like something she would be getting. I hoped for more effects acting like the squares she puts around herself in Imperishable Night that were such mind-screws. I see it mostly in the level 9 strike, though I suppose it can be put with fluff in some of the bouncing ball maneuvers.
Otherwise, I think that the additional effect on evil/nonhumanoid will normally happen way too often for it to be an effective "hey, here's an 'occasional' bonus against certain enemies" like a ranger's favored enemy.
Perhaps it would be better to have it narrowed down to a specialty when you first gain access to the Dream Battle discipline among a list of choices (evil humanoids, evil outsiders, good outsiders, undead, fey, abominations...)
Perhaps a shrine maiden class would offer additional monster purifying specialties.
« Last Edit: July 23, 2012, 04:42:10 PM by Anomander »

Offline oslecamo

  • Honorary Mod
  • *****
  • Posts: 10080
  • Creating monsters for my Realm of Darkness
    • View Profile
    • Oslecamo's Custom Library (my homebrew)
Re: Dream Battle (very WIP)
« Reply #6 on: July 24, 2012, 08:16:53 PM »
Pictures and Fluff added.
Monster Repelling Charm
Might want to rephrase to "If they are non-humanoids or evil humanoids, [...]".
It is a little confusing as is.
Done

Ascension Kick
Might be more appropriate to make it to a Charge initiation. The charge including the fake flight and everything.
Doesn't make much sense since even maneuvers like Searing Charge are iniated as a fullround action.

Dream Sign
The description is incomplete. Until you make that one attack, is that square allowing you to threaten for AoO, ganking, etc purposes? If that attack is a grapple, do you pull the grappled opponent all the way to your actual square?
Should be clarified now.

Duplex Barrier
Is the scaling meant to begin at 8 ranks then every 4 ranks after?
It is a good stance but it is kind of strange to grant increased vision to a school inspired by Reimu considering the running 'gag' about her not being able to see well (in the dark).
The scaling starts right at 4 ranks. Also no matter how good her spot bonus is, she's still an human whitout darkvision. :P

Treasure Sign-Dancing Yin-Yang Orbs
A reroll on all your attacks. Kinda strong for a level 2, no?
Notice it's only with improvised thrown weapons.

Instant Dimensional Rift
An illusion double? I know many characters got something similar (Flandre, Parsee...) but I don't recall Reimu getting something like that. I also think the teleportation from Spirit Sign below is supposed to be this maneuver instead.
Dimensional Rift is indeed a special Reimu decoy from the fighting game. And she does make some illusory doubles on Imperishable night while moving from one side of the screen to the other while you hunt her on the bamboo forest  while filling the screen with amulets (man that was annoying).

Fantasy Seal-Fader
Not sure I like that new damage rate mechanism but I think it shouldn't be dependent on a weapon's base damage. First because it does not require an attack roll and requires a will saving throw instead of a reflex one. Second, no attack roll means you do not need proficiency with the actual weapon or even being able to use it. Its kind of a stretch but if the adept touched a colossal greatsword she could just say "that is the weapon I use for the maneuver". Fixed damage to multiply would be better. Perhaps the area of damage is too wide for a repeated effect compared to spells of that level, especially considering it does not decrease by much, but I'll need to verify.
Added proficiency and "you must be able to actually use the weapon" clauses. Also a 20-feet burst is your usual fireball area, is only how far away you can position that burst that increases.

Expanding Boundary
A 'normal bullrush' seems to imply that you provoke an AoO by moving into everyone's space to initiate the bullrush simultaneously unless you have Improved Bullrush since the only movement you don't make is the one to keep pushing them off.
I'll note that opposing a skill check with a strength check is more or less instant success. Against a Bluff check instead, perhaps?
Added clauses to all of that.

Fantasy Seal -Concentrate
Just to be clear, if you repeat the damage you add your wisdom modifier. If you repeat it again, you add you wisdom modifier on top of the damage that was increased by your wisdom modifier on the previous round?
Yes.

If they saved the first time, then saved the next, is the second wave of damage negated before the damage is delt? Do you get half damage each time you save against it or just the first time?
You still get half damage, saving twice on a row only stops the dream battler from keep repeating it next turn.

Exorcising Border
If they are nonhumanoids/evil, why even bother to roll a save? Not sure about the instant damage as a swift action just for being relatively close to you when you initiate it.
If you're a monster, you can still save against half weapon damage. Also yes it's suposed to punish enemies for geting too close.


Migrating Spirit- Dark Fantasy Seal
The only worrying part is the "any damage dealt".
Whether it means that any time you deal damage, the total damage is increased by #ranks or if every single source of damage is increased by #ranks. The later case would be so easy to abuse it is scary.
Each attack, limited to maneuvers and basic attacks.

Divine Spirit-Blinking Fantasy Seal
The reasoning explaining why you don't suffer miss chances on your own attacks doesn't make sense. You would still have 50% chances of attacking in the wrong plane.

I don't see how being able to see invisible stuff helps since it isn't the ethereal plane anymore.

Also, since the planes you continuously jump between are unknown, it makes how the blinking affects your own vision questionable. Since the ethereal plane overlaps the material, and that you can see the material from the ethereal up to 60ft, it is not an issue - but since you are half the time in planes where there are likely no overlapping vision, you are technically blind. You should also technically be able to interact with stuff happening in that other plane and since they do no overlap where exactly you are located each time you enter this stance is hard to determine. Stuff on the ethereal is invisible to the material but since it isn't the ethereal you would not benefit from being considered invisible whenever you attack.
If all of this was made clear the stance would still grant half damage from all area attacks seeing how pretty much nothing simultaneously attacks two planes that aren't overlapping, on top of everything else.
You're not actually in any plane. You're in the space between planes, which is normally quite invisible. Border maiden and stuff.

Holy Relic-Yin-Yang Sanctifier Orb
Just to be sure, the initial target gets damage when struck, then that same damage again along with the dispel. If evil/nonhumanoid he takes an additional SM check damage on a failed Will save, or (3x check)/2 on a save.
Yes.

Fantasy Heaven
...bleh. An actually perfect invulnerability loop.
Get your healer/party buffer to just to grab this stance and he can just heal and help the party without ever risking anything. It isn't even a supernatural effect. You also instantly become the party's scout: Just go in, take notes and make a map of the whole place, set off every trap, taunt and harass the big boss to madness and come back. Nobody can stop you.
Sounds like Reimu all right! :p

But ok, border bitch may not be such a good idea for a PC, so overhauled it.

General notes
It is well done. I see many effects that seems more fitting for Yukari but I can imagine ways to better implement them to her, so it isn't too much of a bother, except maybe the 600 ft+ split teleports that seem like something she would be getting.
To be honest, Reimu is basically Yukari's champion. They work togheter for maintaining the Gengyoko barrier, and there's plenty of hints Yukari has been pulling strings on Reimu's life ever since she was born, probably before. Their powers are also pretty similar when you look at it (border maiden and border youkai). I guess Yukari's school would actually be an Epic progression of this one!

I hoped for more effects acting like the squares she puts around herself in Imperishable Night that were such mind-screws. I see it mostly in the level 9 strike, though I suppose it can be put with fluff in some of the bouncing ball maneuvers.
The holy squares are kinda suposed to be the stances. Remember they don't actually block your movement, they just help reimu Screw your mind with multi-directional attacks.

Otherwise, I think that the additional effect on evil/nonhumanoid will normally happen way too often for it to be an effective "hey, here's an 'occasional' bonus against certain enemies" like a ranger's favored enemy.
Perhaps it would be better to have it narrowed down to a specialty when you first gain access to the Dream Battle discipline among a list of choices (evil humanoids, evil outsiders, good outsiders, undead, fey, abominations...)
Perhaps a shrine maiden class would offer additional monster purifying specialties.
Hmm, noted. A shrine maiden class sounds like an idea worth working on, and a couple extra feats and perhaps some more gear would be nice too. Thanks for the in-depth review!

Offline Anomander

  • Legendary Member
  • ****
  • Posts: 2442
  • I did it to feel.
    • View Profile
Re: Dream Battle ( mostly complete)
« Reply #7 on: July 24, 2012, 11:54:01 PM »
Ascension Kick
Doesn't make much sense since even maneuvers like Searing Charge are iniated as a fullround action.

I mean, have the maneuver be initiated as part of a charge.

Dream Sign
Should be clarified now.

"If the attack is a grapple, the enemy is pulled right into your square next turn if you succeed on the next grapple check"
This sounds strange. If you are making a grapple your must share space immediately but if it is happening on the next round, then how does it work? Can they even make AoOs against you as make the grapple if you do not have Improved Grapple? If you win the opposed check do you somehow range grapple them until next round so that they must escape against some kind of ranged force during their own turn?

Treasure Sign-Dancing Yin-Yang Orbs
Notice it's only with improvised thrown weapons.

I also notice it allows her to throw bigass rocks and other otherworldly heavy objects without attack penalties and the feat allowing her to make hi versions of them.

Instant Dimensional Rift
Dimensional Rift is indeed a special Reimu decoy from the fighting game. And she does make some illusory doubles on Imperishable night while moving from one side of the screen to the other while you hunt her on the bamboo forest  while filling the screen with amulets (man that was annoying).

Not as much as the chase of Marissa, imo.  :banghead
I see I confused myself with Dimensional Rift, which is only the teleporting.
Though I'm not sure about a Counter potentially lasting a few rounds. The benefits of a counters usually work for the actually counter only. Otherwise it smells more like a boost.

Fantasy Seal-Fader
Added proficiency and "you must be able to actually use the weapon" clauses. Also a 20-feet burst is your usual fireball area, is only how far away you can position that burst that increases.

Cool. I noticed the range was what increased and not the burst. I meant that I felt that for a high repeating damage effect that barely decreases each round a 20ft radius was kinda large. Fireball is a single bang.
I ain't overly concerned, still.

Fantasy Seal -Concentrate
Alright. A new issue I've noticed is "You can repeat this every round".
This seems to indicate that the effect does not end even if you choose to not repeat it for a few rounds and then do it again. The only way the effect ends is by two successive saving throws. Can this maneuver stack with itself, say, by initiating it a few times then running away, then start getting the damage repeating each round in the middle of the night until they save twice against every instance of this maneuver?


Exorcising Border
If you're a monster, you can still save against half weapon damage. Also yes it's suposed to punish enemies for geting too close.

As it is, it is mostly punishing enemies because you got close to them rather than the other way around. It is a swift action activation so breaching the distance shouldn't be too hard.

Fantasy Heaven
Do you still benefit from the sacred bonuses of the 7 balls on the round of invincibility?
It is very well done. The only way I can come up with to abuse it from a first read is to keep some kind of pet with you that you consider an enemy and keep making harmless touch attacks at every round until you enter combat to swift action 4x blast your enemies along with your best maneuver.

General notes
To be honest, Reimu is basically Yukari's champion. They work togheter for maintaining the Gengyoko barrier, and there's plenty of hints Yukari has been pulling strings on Reimu's life ever since she was born, probably before. Their powers are also pretty similar when you look at it (border maiden and border youkai). I guess Yukari's school would actually be an Epic progression of this one!


I agree that Yukari's maneuvers have the potential to be too strong to be a normal tobhou school. Even Border of Life is just another boundary. Probably not a progression of this one as many techniques are just too different.

Thanks for the in-depth review!
Hi-5!
The only other comment I can think of now that the fluff has been added is that some pictures are really big and a few seem to have been assigned to some maneuvers randomly, not seeming to have anything (or barely) to do with them.
« Last Edit: July 25, 2012, 02:47:17 AM by Anomander »

Offline oslecamo

  • Honorary Mod
  • *****
  • Posts: 10080
  • Creating monsters for my Realm of Darkness
    • View Profile
    • Oslecamo's Custom Library (my homebrew)
Re: Dream Battle ( mostly complete)
« Reply #8 on: July 27, 2012, 10:18:37 AM »
Ascension Kick
Doesn't make much sense since even maneuvers like Searing Charge are iniated as a fullround action.

I mean, have the maneuver be initiated as part of a charge.
Why? You move and attack yes, but otherwise it really isn't a charge.

Dream Sign
Should be clarified now.

"If the attack is a grapple, the enemy is pulled right into your square next turn if you succeed on the next grapple check"
This sounds strange. If you are making a grapple your must share space immediately but if it is happening on the next round, then how does it work? Can they even make AoOs against you as make the grapple if you do not have Improved Grapple? If you win the opposed check do you somehow range grapple them until next round so that they must escape against some kind of ranged force during their own turn?
If you can make aoos against a normal grapple from someone with bigger reach than you is a pretty discussed topic. My personal stance is yes you can since you have to make a limb aproach to get your grapple.

And yes it works at range until they're pulled.

Treasure Sign-Dancing Yin-Yang Orbs
Notice it's only with improvised thrown weapons.

I also notice it allows her to throw bigass rocks and other otherworldly heavy objects without attack penalties and the feat allowing her to make hi versions of them.
Added clause at the start of the school limiting the weight of the stuff you can throw.

Instant Dimensional Rift
Dimensional Rift is indeed a special Reimu decoy from the fighting game. And she does make some illusory doubles on Imperishable night while moving from one side of the screen to the other while you hunt her on the bamboo forest  while filling the screen with amulets (man that was annoying).

Not as much as the chase of Marissa, imo.  :banghead
I see I confused myself with Dimensional Rift, which is only the teleporting.
Though I'm not sure about a Counter potentially lasting a few rounds. The benefits of a counters usually work for the actually counter only. Otherwise it smells more like a boost.
The diference being that a boost can be used when you want, while a counter demands a triggering action.

Fantasy Seal -Concentrate
Alright. A new issue I've noticed is "You can repeat this every round".
This seems to indicate that the effect does not end even if you choose to not repeat it for a few rounds and then do it again. The only way the effect ends is by two successive saving throws. Can this maneuver stack with itself, say, by initiating it a few times then running away, then start getting the damage repeating each round in the middle of the night until they save twice against every instance of this maneuver?
Clarified that if you choose to don't repeat, it automatically ends.

Exorcising Border
If you're a monster, you can still save against half weapon damage. Also yes it's suposed to punish enemies for geting too close.

As it is, it is mostly punishing enemies because you got close to them rather than the other way around. It is a swift action activation so breaching the distance shouldn't be too hard.
Indeed, I intended this school to have a more "tankish" feel to it. Whetever it's the enemy closing in or you closing in the enemy, they're gonna get hurt.

Fantasy Heaven
Do you still benefit from the sacred bonuses of the 7 balls on the round of invincibility?
It is very well done. The only way I can come up with to abuse it from a first read is to keep some kind of pet with you that you consider an enemy and keep making harmless touch attacks at every round until you enter combat to swift action 4x blast your enemies along with your best maneuver.
Clarified you lose the sacred bonus when they explode.

Also it's quite the stretch to claim that the harmless pet is an enemy and that your harmless touches count as attacks.

The only other comment I can think of now that the fluff has been added is that some pictures are really big and a few seem to have been assigned to some maneuvers randomly, not seeming to have anything (or barely) to do with them.
Images sizes should be fixed now.

Any images that seem particularly out of place? I'll try to find proper replacements.

Offline Prime32

  • Over-Underling
  • Retired Admin
  • *****
  • Posts: 2914
    • View Profile
Re: Dream Battle ( mostly complete)
« Reply #9 on: July 27, 2012, 12:46:10 PM »
I agree that Yukari's maneuvers have the potential to be too strong to be a normal tobhou school. Even Border of Life is just another boundary. Probably not a progression of this one as many techniques are just too different.
Yukari exaggerates her powers to make herself sound scary; in canon she's only ever used them to create portals and barriers (and she has limits within that field). Her real strengths are in information-gathering and manipulating events, followed by her onmyodo skills.

On weakening the border of the living world and the Netherworld... not only did this take a great deal of time and effort on Yukari's part, the Netherworld is physically located in Gensokyo, not another dimension - she just punched a hole in a barrier. Her spellcard names are thematic, not literal - just because it's called "Boundary of Wave and Particle" doesn't mean she can manipulate that any more than Remilia's "Remilia Stoker" card means she's related to Bram. :p

Offline oslecamo

  • Honorary Mod
  • *****
  • Posts: 10080
  • Creating monsters for my Realm of Darkness
    • View Profile
    • Oslecamo's Custom Library (my homebrew)
Re: Dream Battle-revelatory vision
« Reply #10 on: March 16, 2013, 11:24:00 AM »
Finally got up to updating the feats section.

Offline Anomander

  • Legendary Member
  • ****
  • Posts: 2442
  • I did it to feel.
    • View Profile
Re: Dream Battle-revelatory vision
« Reply #11 on: March 16, 2013, 01:09:21 PM »
Something that just hit me. Wouldn't it fit more to have Dream Battle use the skill Lucid Dreaming instead of Sense Motive?
It isn't a very useful skill outside of the land of dreams but it sort of makes you a god when you are. Might fit Reimu better too, considering she is pretty clueless most of the time and sense motive is a skill she probably sucks at.

Lunatic Princess could also be Knowledge (artifacts) or maybe Knowledge (magical items), since they are all about finding artifacts out of mundane things and could explain why they know so much about those to begin with.


Feat
Homing Amulet
Whenever you make a thrown attack and you miss, you can make a Sense Motive check by expending one attack of opportunity.

It doesn't seem limited to once per round. Does that mean that as long as you miss you can keep expending an AoO until you hit?

Maiden's Capriccio
Just thought I'd note that since it doesn't take an action to activate it can be used at every attack if the check fails until it succeeds since the needles don't go away on a failed check. Making them one step friendly would also technically automatically end the fight with that opponent since they would no longer be hostile. Which is a pretty simple way to quickly win if you make an AoO against someone trying to hit you, hit him with a needle with your AoO then use that ability to cancel the attack and put them out of the fight.
« Last Edit: March 16, 2013, 01:26:05 PM by Anomander »

Offline oslecamo

  • Honorary Mod
  • *****
  • Posts: 10080
  • Creating monsters for my Realm of Darkness
    • View Profile
    • Oslecamo's Custom Library (my homebrew)
Re: Dream Battle-revelatory vision
« Reply #12 on: March 16, 2013, 03:44:18 PM »
Lucid dreaming is borked, even more than diplomacy. I will never use it on any of my homebrew unless I was to rewrite it from scratch, and I see no need for a skill that only works when nobody else can do anything in the game.

Plus Reimu isn't that clueless, as she does ends up finding the culprit out of her instincts alone. When she can be bothered to get out of bed at all that is. A dozen dead human bodies won't faze her, but eternal winter/night/gods will get her moving.

Knowledge for Lunatic Princess is a better argument, however that school is tied to Eternal Royal that gets free Knowledge ranks so that would demand changing a lot of stuff.

Homing amulet doesn't actually use an attack roll, so if you fail the sense motive check against AC it doesn't count as a missed attack.

But good point on Maiden's Capriccio, made the needles disaper whetever you suceed on the skill check or not. However notice Persuassion Needles can only be applied by Dream Battle maneuvers, not just an Aoo.

Offline Anomander

  • Legendary Member
  • ****
  • Posts: 2442
  • I did it to feel.
    • View Profile
Re: Dream Battle-revelatory vision
« Reply #13 on: March 16, 2013, 05:02:36 PM »
I don't see how Lucid Dreaming is borked but alright.

Not really seeing an issue with the free ranks of the Eternal Royal applying to it, to be honest.
They get a second school either way and some schools like Ancient Temple, Doll Judgement and Plain History are getting freely maxed if chosen. That ability is probably at least one automatic tobhou discipline main skill maxed either way. Not to mention the possibility of having the main school traded for another, like Doll Judgement, which would be maxed bit it.

Offline oslecamo

  • Honorary Mod
  • *****
  • Posts: 10080
  • Creating monsters for my Realm of Darkness
    • View Profile
    • Oslecamo's Custom Library (my homebrew)
Re: Dream Battle-revelatory vision
« Reply #14 on: March 16, 2013, 05:32:45 PM »
Ways to abuse Lucid Dreaming.

Anyway an Eternal Royal cannot pick Ancient Temple, because you need the Netherworld Gardener feat, and that feat demands you to have a limited lifespan, while Eternal Royal makes you immortal by aging at first level.

Doll Judgement and Plain History are possibilities yes, but not that sinergetic since they have main scores other than Charisma.

Offline Raineh Daze

  • Epic Member
  • ****
  • Posts: 10577
  • hi
    • View Profile
Re: Dream Battle-revelatory vision
« Reply #15 on: June 17, 2013, 03:07:06 PM »
Persuasion Needle seems a bit off, if only because it follows from the feat chain giving you an infinite supply of... blunt throwing weapons.

Maiden's Capriccio looks somewhat strange--you get no bonus from multiple needles on a person, and you stop their attack by... compared skill checks? @_@

Offline oslecamo

  • Honorary Mod
  • *****
  • Posts: 10080
  • Creating monsters for my Realm of Darkness
    • View Profile
    • Oslecamo's Custom Library (my homebrew)
Re: Dream Battle-revelatory vision
« Reply #16 on: June 17, 2013, 03:46:28 PM »
Highly responsive to Prayers now allows to throw needles as well.

The advantage of sticking multiple persuassion needles on someone is that they need to spend multiple actions to remove them.

Compared skill checks as in "Can you think of any reason you should keep opposing me?"

Offline Raineh Daze

  • Epic Member
  • ****
  • Posts: 10577
  • hi
    • View Profile
Re: Dream Battle-revelatory vision
« Reply #17 on: June 17, 2013, 03:50:49 PM »
... oh yeah, messed that. :banghead

Offline Raineh Daze

  • Epic Member
  • ****
  • Posts: 10577
  • hi
    • View Profile
Re: Dream Battle-revelatory vision
« Reply #18 on: July 16, 2013, 10:03:35 AM »
-Ponders.-

... you know, there's just one thing that's a little disappointing: Maiden's Capriccio only works if they target you. Most of the school is about keeping enemies at range or away from you anyway. End result is that they're more likely to attack someone else. :lmao

Does Dark Fantasy Seal provide the attack and damage bonus if enemies are evil or nonhumanoid, or does it specifically require they be both to give the bonus?
« Last Edit: July 16, 2013, 10:13:34 AM by Raineh Daze »

Offline oslecamo

  • Honorary Mod
  • *****
  • Posts: 10080
  • Creating monsters for my Realm of Darkness
    • View Profile
    • Oslecamo's Custom Library (my homebrew)
Re: Dream Battle-revelatory vision
« Reply #19 on: July 18, 2013, 07:29:45 AM »
-Ponders.-

... you know, there's just one thing that's a little disappointing: Maiden's Capriccio only works if they target you. Most of the school is about keeping enemies at range or away from you anyway. End result is that they're more likely to attack someone else. :lmao
Well, that was kinda the idea. "Don't mess with that bitch". If it worked on allies, it would be kinda too tankish I believe.

Does Dark Fantasy Seal provide the attack and damage bonus if enemies are evil or nonhumanoid, or does it specifically require they be both to give the bonus?
They have to be both.