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 Post subject: Dungeons and Ds
PostPosted: Sat Aug 16, 2014 3:33 pm 
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Shit for Blade:

Can get Martial Study as a feat to get a maneuver.
Can get Martial Stance as a feat to get a stance if you have any 1 maneuver.
The feats can be taken multiple times, and you keep your previously learned maneuvers and stances.
Each Maneuver can be used once per battle.
Stances can be used infinitely, and can be changed as a swift (essentially free) action.
Flat Footed is when the opponent hasn't taken their first turn in combat yet, and don't get their dex bonus to AC.

Here's a list of Maneuvers with no prerequisites from the sword school you might like (Shadow Hand), followed by a list of stances:

CLINGING SHADOW STRIKE
Shadow Hand (Strike)
Level:Swordsage 1
Initiation Action:1 standard action
Range:Melee attack
Target:One creature
Saving Throw:Fortitude partial

Your weapon transforms into solid darkness. When it strikes home, it discharges
in a swirling orb of shadow that engulfs
your foe's eyes.


As part of this maneuver, you make a
single melee attack. If it hits, you deal
an extra 1d6 points of damage, and your
opponent must make a successful Fortitude save (DC 11 + your Wis modifier)
or suffer a 20% miss chance on all melee
and ranged attacks for 1 round. A successful save negates the miss chance,
but not the extra damage.
This maneuver is a supernatural
ability.

SHADOW BLADE TECHNIQUE
Shadow Hand (Strike)
Level:Swordsage 1
Initiation Action:1 standard action
Range:Melee attack
Target:One creature

You weave your weapon in an elaborate
pattern, creating an illusory double that
glows with white energy. As you make
your attack, both your true weapon and
the illusion slash at your foe.

This maneuver allows you to create a
mystical double of your weapon. As
you attack, your foe must decide which
weapon to defend against. In most
cases, the illusory weapon distracts
your foe and allows your true attack to
hit. In some cases, both attacks strike
home. In this case, the shadow blade
discharges its magic and imbues your
attack with cold energy.


As part of this maneuver, you make
a single melee attack against an opponent. Unlike on a normal attack, you
roll 2d20 (or two separate attack rolls) and select which of the
two die results to use. If you use the
higher die result, resolve your attack
as normal. (Your mystic double misses,
but your true attack might hit.) If you
use the lower die result, or if both die
results are the same, your attack deals
an extra 1d6 points of cold damage as
both the mystic double's attack and
your true weapon strike home.

This maneuver is a supernatural
ability.


DRAIN VITALITY
Shadow Hand (Strike)
Level:Swordsage 2
Prerequisite:One Shadow Hand
maneuver
Initiation Action:1 standard action
Range:Melee attack
Target:One creature
Saving Throw:Fortitude negates

A faint nimbus of sickly gray shadow surrounds your weapon. When you attack, this
shadowy aura flows into the wound you
inflict, sapping your opponent’s strength,
vitality, and energy.

As part of this maneuver, make a single
melee attack. If this attack hits, you deal
normal melee damage and the target
must make a successful Fortitude save
(DC 12 + your Wis modifier) or take
2 points of Constitution damage. A
successful save negates the Constitution damage but not the normal
melee damage.

STRENGTH DRAINING STRIKE
Shadow Hand (Strike)
Level:Swordsage 3
Prerequisite:One Shadow Hand
maneuver
Initiation Action:1 standard action
Range:Melee attack
Target:One creature
Saving Throw:Fortitude half

Liquid, black energy covers your weapon.
As you strike your opponent, this material
fl ows into the wound, spreads along his
veins, and leaves him weakened.


As part of this maneuver, you make a
single melee attack against an opponent. In addition to dealing normal
melee damage with the attack, you deal
4 points of Strength damage. A successful Fortitude save (DC 13 + your Wis
modifier) halves this Strength damage,
but has no effect on the normal melee
damage you deal with the strike.

This maneuver is a supernatural ability.

CLOAK OF DECEPTION
Shadow Hand (Boost)
Level:Swordsage 2
Initiation Action:1 swift action
Range:Personal
Target:You
Duration:End of turn

The shadows around you seem to surge forward and engulf you. For a brief moment,
they render you invisible.


When you initiate this maneuver, you
turn invisible, as the greater invisibility
spell (PH245). You remain invisible
until the end of your current turn.

This maneuver is a supernatural
ability.


SHADOW JAUNT
Shadow Hand [Teleportation]
Level:Swordsage 2
Initiation Action:1 standard action
Range:50 ft.
Target:You

A cloud of shadow energy engulfs you, spins
into a tiny mote, and disappears. A moment
later, this shadowy cloud appears across the
battlefield and expels you from it.


As part of this maneuver, you disappear
in a cloud of darkness and teleport up to
50 feet away. You must have line of sight
and line of effect to your destination.
If you attempt to use this maneuver
to move into an occupied space, you
do not move, and the maneuver is
expended but has no effect.

SHADOW GARROTE
Shadow Hand (Strike)
Level:Swordsage 3
Initiation Action:1 standard action
Range:60 ft.
Target:One living creature
Duration:See text
Saving Throw:Fortitude partial

With a subtle gesture, you carve a slice of
shadow from the air around you and cast
it toward your foe. It wraps around the
creature’s neck and squeezes the life from it.


As part of this maneuver, you create a
strand of shadow that you hurl at an
opponent. The strand wraps around
the target’s throat and chokes it. As part
of this maneuver, you make a ranged
touch attack against a creature within
range. If your attack is successful, your
opponent takes 5d6 points of damage.
In addition, it must make a successful Fortitude save (DC 13 + your Wis
modifier) or become flat-footed until
the start of its next turn. This strike has
no effect against nonliving creatures,
such as constructs and undead.

This maneuver is a supernatural ability.

HAND OF DEATH
Shadow Hand (Strike)
Level:Swordsage 4
Initiation Action:1 standard action
Range:Touch
Target:Creature touched
Duration:1d3 rounds
Saving Throw:Fortitude negates

You reach out and tap your foe with a single
finger. Her look of puzzlement turns to fear
as black energy spreads across her body,
rendering her helpless.
You draw upon the power of shadow to
render a single foe helpless. By touching
a specific nerve center and channeling
your ki, you leave your enemy’s muscles
cold, locked, and useless.


This maneuver functions only
against flat-footed opponents. As part
of this maneuver, you make a melee
touch attack against your opponent. If
this attack hits, your opponent must
make a successful Fortitude save (DC
14 + your Wis modifier) or be paralyzed
for 1d3 rounds.

SHADOW STRIDE
Shadow Hand [Teleportation]
Level:Swordsage 5
Initiation Action:1 move action
Range:50 ft.
Target:You

You dissipate into a puff of black shadow.
A moment later, the shadow coalesces, and
you appear fifty feet away.


This maneuver functions as the shadow
jaunt maneuver, except that it can be
initiated as a move action.

SHADOW NOOSE
Shadow Hand (Strike)
Level:Swordsage 6
Initiation Action:1 standard action
Range:60 ft.
Target:One flat-footed living creature
Duration:1 round
Saving Throw:Fortitude partial

As you foe struggles to ready his defenses,
you make a subtle gesture in the air. A noose
formed of shadow drops from above him,
wraps around his throat, and hoists him
aloft. His limbs flail as he struggles to free
himself from the strangling noose.


As part of this maneuver, you form a
noose of shadow that wraps around
your target and strangles him. This
maneuver works only against a flatfooted target. As part of this maneuver,
you make a ranged touch attack against
a flat-footed creature within range. If
it hits, your opponent takes 8d6 points
of damage. In addition, he must make
a successful Fortitude save (DC 16 +
your Wis modifier) or be stunned for
1 round. A successful save negates
the stun, but not the extra damage.
This strike has no effect against nonliving creatures, such as constructs
and undead.

This maneuver is a supernatural ability.

STALKER IN THE NIGHT
Shadow Hand (Strike)
Level:Swordsage 6
Initiation Action:1 full-round action
Range:Melee attack
Target:One creature

You slide through the dark like a bird of
prey, emerging only to strike down your foe
before sliding back into shadow’s welcoming embrace.


As part of this maneuver, you move
up to your speed and make a single
melee attack at any point during your
movement. If you were hidden before
initiating this maneuver, you can
keep the results of your previous Hide and Move Silently
checks even though you move and attack. As long as
you end your turn in a spot that allows
you to hide, your foes must make Spot
and Listen checks as normal to discern
your presence. Your movement and this
maneuver’s attack have no effect on
your Hide and Move Silently results.

DEATH IN THE DARK
Shadow Hand (Strike)
Level:Swordsage 7
Initiation Action:1 standard action
Range:Melee attack
Target:One creature
Saving Throw:Fortitude partial

You catch your foe unaware, allowing you
to deal a single, deadly strike that slays
her instantly.


This maneuver functions only against
a flat-footed opponent. As part of this
maneuver, make a single melee attack.
If this attack hits, you deal normal
damage and the target must make a
Fortitude save (DC 17 + your Wis modifier). If the target fails this save, she
takes an extra 15d6 points of damage.
If her save succeeds, she takes an extra
5d6 points of damage. This maneuver
functions only against opponents who
are vulnerable to critical hits.

SHADOW BLINK
Shadow Hand [Teleportation]
Level:Swordsage 7
Initiation Action:1 swift action
Range:50 ft.
Target:You

In the blink of an eye, you disappear and
emerge from a mote of shadow energy across
the battlefield.


This maneuver functions as the shadow
jaunt maneuver, except that it can be
initiated as a swift action.

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Getting one of the above unlocks the ability to gain a stance as a feat, you can gain multiple stance feats:
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------


CHILD OF SHADOW
Shadow Hand (Stance)
Level:Swordsage 1
Initiation Action:1 swift action
Range:Personal
Target:You
Duration:Stance

As you move, shadows flutter and swarm
around you. Even under the bright desert
sun, you are difficult to spot as long as you
remain in motion.


As an initiate of the Shadow Hand school, you learn
to channel and control dark, shadowy energies. This energy
flows around you like a concealing robe, hiding you from your opponents as
they attempt to strike you. If you move at least 10 feet during your turn, you gain concealment
against all melee and ranged attacks until the start of your next
turn. You also gain the standard benefits of concealment, but you cannot
use this stance to hide in plain sight; you must still use some other terrain
feature that normally allows you to use the Hide skill. The fluttering shadows
make it difficult to specifically target you, but your enemies are aware of
your position.

This maneuver is a supernatural ability.

ISLAND OF BLADES
Shadow Hand (Stance)
Level:Swordsage 1
Initiation Action:1 swift action
Range:Personal
Target:You
Duration:Stance

You cloak yourself in a swirling nimbus of
shadow energy. These shadows spin and
fl ow around you, preventing any creature
near you from being able to anticipate
your attacks.
Your turn your enemies strengths
against them, improving your combat
ability as well as that of an ally. When
you and a comrade move to attack an
opponent, you time your attacks and
position yourself to frustrate your
opponent's defenses.


If both you and an ally are adjacent to
the same creature, the two of you gain
the benefi t for fl anking that opponent.
You can gain this benefit against multiple opponents at the same time, as can
your allies. If both you and an ally are
adjacent to the same two creatures, the
two of you gain the benefit of flanking
against both creatures

ASSASSIN’S STANCE
Shadow Hand (Stance)
Level:Swordsage 3
Prerequisite:One Shadow Hand
maneuver
Initiation Action:1 swift action
Range:Personal
Target:You
Duration:Stance

As your foe struggles to regain his defensive
posture, you line up an exacting strike that hits
with superior accuracy and deadly force.
A shadow cast by a gap between two
armored plates or a crease in a creature's
thick hide calls to your weapon, allowing
you to strike with deadly accuracy against
an unprepared opponent.


While you are in this stance, you gain
the sneak attack ability, if you do not
already have it, which deals an extra
2d6 points of damage. If you already
have the sneak attack class feature,
your existing sneak attack ability deals
an extra 2d6 points of damage. See the
rogue class feature (PH50) for a complete description of sneak attack.

DANCE OF THE SPIDER
Shadow Hand (Stance)
Level:Swordsage 3
Initiation Action:1 swift action
Range:Personal
Target:You
Duration:Stance

Black, shadowy energy covers your hands
and feet, allowing you to scuttle across the
walls and ceiling like a lurking spider.


While you are in this stance, you gain a
benefit similar to the spider climb spell
(PH283). You gain a climb speed of 20
feet. You do not need to make a Climb
check to traverse a vertical or horizontal surface, even if you attempt to
move across a ceiling. You retain your
Dexterity bonus to AC while climbing,
and you must have at least one hand
free to support yourself while you
climb. You do not take any penalties, nor do your opponents gain
any bonus when attacking
you, while you climb.
You cannot take a run
action while climbing in this manner.

STEP OF THE DANCING MOTH
Shadow Hand (Stance)
Level:Swordsage 5
Prerequisite: Two Shadow Hand
maneuvers
Initiation Action:1 swift action
Range:Personal
Target:You
Duration:Stance

You focus your inner reserve of ki energy to
generate fl owing shadows that lift you off
the ground. You walk across the roughest
ground, even water, with ease.


While you are in this stance, you can
walk up to 5 feet above the ground.
Your speed becomes 20 feet while you
are in this stance, and you cannot run.
You ignore any terrain feature
that fails to project more than 5 feet
above the ground, such as difficult terrain, burning lava, water, and so forth.
In addition, you ignore the standard
penalties on Hide and Move Silently
checks for moving quickly.

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 Post subject: Re: Dungeons and Ds
PostPosted: Sat Aug 16, 2014 4:31 pm 
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Joined: Mon Feb 06, 2012 12:09 am
Posts: 18
Images: 18
Other feats of interest:

RAPID ASSAULT
Your fighting style emphasizes taking foes down with quick,
powerful blows.
Prerequisite:Base attack bonus +1.
Benefit:In the first round of combat, your melee attacks
deal an extra 1d6 points of damage.

SHADOW BLADE
Note: Shadow blade doesn't work with your sickles, but is required for the gloom razor feat.

In the course of your training in the Shadow Hand discipline,
you learn to use your natural agility and speed to augment
your attacks with certain weapons.


Prerequisite:One Shadow Hand stance.

Benefit:While you are in a Shadow Hand stance and
attack with one of the discipline’s preferred weapons, you
can add your Dexterity modifier as a bonus on melee damage
for attacks made with the weapon.
Special:Shadow Blade can be used in place of Weapon
Finesse to qualify for a feat, prestige class, or other special
ability. If this substitution allows you to gain a benefit that
normally applies to all finesse weapons (those described in
the Weapon Finesse feat description), it instead applies only
to the Shadow Hand discipline’s preferred weapons.
Shadow Hand associated weapons include the dagger, short
sword, sai, siangham, unarmed strike, and spiked chain.

GLOOM RAZOR
The teachings of the Shadow Hand discipline allow you to
confuse your enemies. Your attacks and parries are infused
with the stuff of shadow. Through careful training and
discipline, you learn to use your ki to inhibit a foe’s fighting
ability with your shadowy nature.


Prerequisite: Hide 9 ranks, Shadow Blade, base attack
bonus +6, two Shadow Hand maneuvers.

Benefit: The Gloom Razor feat enables the use of three
tactical options.
Lingering Gloom:To use this option, your opponent must miss
you due to concealment. On your next turn, you can make a
Hide check opposed by your foe’s Spot check as a swift action.
If this check succeeds, you gain the benefit of an invisibility
spell against that foe until the end of your turn.
Moving Shadows:To use this option, you must deal damage
to an enemy with a melee attack and move at least 10 feet
during your turn. On your next turn, you can treat that
enemy as flat-footed against the first melee attack you make
in that round.
Shadow Slip:To use this option, you must make a successful
melee attack against an opponent you flank. On your next
turn, you can make a DC 20 Tumble check if you are adjacent to your foe. If this check succeeds, as a free action you
can move to any square adjacent to your opponent without
provoking attacks of opportunity from any opponent.

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 Post subject: Re: Dungeons and Ds
PostPosted: Sat Aug 16, 2014 4:33 pm 
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Joined: Mon Feb 06, 2012 12:09 am
Posts: 18
Images: 18
Tiger Claw shit:

CLAW AT THE MOON
Tiger Claw (Strike)
Level:Swordsage 2, warblade 2
Initiation Action:1 standard action
Range:Melee attack
Target:One creature
You leap into the air, catching
your foe off guard as you slice
down into him.
You learn to leap into the air and
slice at a foe’s vulnerable points. Like a
great cat, you spring into the air and attack
your foe from an unexpected direction.
As part of this maneuver, you attempt a
Jump check to leap into the air and make
a melee attack that targets your foe’s upper
body, face, and neck. The Jump check’s
DC is equal to your target’s AC. If this
check succeeds, your attack deals an
extra 2d6 points of damage. If this attack
threatens a critical hit, you gain a +4 bonus
on your roll to confirm the critical hit.
If your check fails, you can still
attack, but you do not deal extra damage
or gain a bonus on a roll to confirm a
critical hit. The maneuver is still considered expended.

RABID WOLF STRIKE
Tiger Claw (Strike)
Level:Swordsage 2, warblade 2
Initiation Action:1 standard action
Range:Melee attack
Target:One creature
You foam at the mouth and scream in rage
as you make a powerful attack against your
enemy. You set aside all thoughts of defense
as you lunge forward.
For a split-second, you unleash the barely
controlled, primal rage that surges within
you. As part of this maneuver, you make a
single melee attack. You gain a +4 bonus
on this attack roll and deal an extra 2d6
points of damage. You take a ?4 penalty
to AC until the start of your next turn,
as this wild strike sends you off balance
and hinders your defenses.


--------------

BLOOD IN THE WATER
Tiger Claw (Stance)
Level:Swordsage 1, warblade 1
Prerequisite:One Tiger Claw
maneuver
Initiation Action:1 swift action
Range:Personal
Target:You
Duration:Stance
The smell of blood drives you into a
fury. As you slash into your foe,
each fresh wound you inflict spurs
you onward.
While you are in this stance,
you whip yourself into a terrible
rage. When you score a critical
hit against an opponent, you
enter a near frenzied state from
the sight and smell of blood.
You gain a +1 bonus on attack
rolls and damage rolls. Because
this is an untyped bonus, it
stacks with each successful
critical hit you score.
If you go more than 1
minute (10 rounds) without achieving a
critical hit, you no longer gain
the benefit of the stance.

HUNTER'S SENSE
Tiger Claw (Stance)
Level:Swordsage 1, warblade 1
Prerequisite:One Tiger Claw
maneuver
Initiation Action:1 swift action
Range:Personal
Target:You
Duration:Stance
You sniff at the air like a hunting animal.
After you focus your mind, an array of
scents that normally eludes your awareness
become clear to you.
Your mastery of the Tiger Claw discipline allows you to become attuned to
the feral side of your personality. On a
fundamental level, you begin to think
more like a wild beast and less like a
civilized creature. Your enemies are
prey to be hunted down and slain. Your
allies are packmates. This shift in view
spreads to your physical senses.
As long as you are in this stance, you
gain the scent special ability (MM314).

Scent:
The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench can be detected at triple normal range.
When a creature detects a scent, the exact location of the source is not revealed, only its presence somewhere within range. The creature can take a move action to note the direction of the scent. Whenever the creature comes within 5 feet of the source, the creature pinpoints the source's location.
A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

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