Additional Maneuver Types (3.5e Variant Rule)
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Additional Maneuver Types[edit]
Assault[edit]
Assaults are full-round maneuvers involving movement or attack; With this variant rule, this would be the type for maneuvers such as:
- Charging Minotaur (Stone Dragon)
- Battle Leader's Charge (White Raven)
- Avalanche of Blades (Diamond Mind)
- Desert Tempest (Desert Wind)
- Time Stands Still (Diamond Mind)
New Assaults[edit]
Ars Venatoria (Assault) | |
Level: | 5 |
---|---|
Prerequisite: | Four Ars Venatoria maneuvers |
Initiation Action: | Full attack |
Range: | Melee Attack |
Target: | One Creature |
Duration: | Instantaneous |
You initiate this maneuver by doing a charge attack.
If you hit you may make a Survival check (DC is 30). If you succeed you make a full attack against the opponent (with the hit you used to initiate the maneuver as the first strike).
Ars Venatoria (Assault) | |
Level: | 5 |
---|---|
Prerequisite: | Four Ars Venatoria maneuvers |
Initiation Action: | Full attack |
Range: | 20 feet cone (6 meters) |
Area: | Anyone in the 20-foot cone |
Duration: | Instantaneous |
You initiate this maneuver by doing a full attack.
Make a Survival check (DC is 30). If you succeed, you fire multiple ranged attacks in a cone of 20 feet (6 meters) before you.
Enemies in the area must make a Reflex save to halve the damage (equal to your weapon damage + 3d6 of extra damage).
Flourish[edit]
Flourishes are maneuvers (Usually a Standard or Swift action) that aren't truly weapon attacks, but more incantations, challenges, or other off-brand techniques; With this variant rule, this would be the type for maneuvers such as:
- Blistering Flourish (Desert Wind)
- Defensive Rebuke (Devoted Spirit)
- Distracting Ember (Desert Wind)
- Rage of the Gods (Devoted Spirit)
- Galeforce Wind (Aerial Ace)
- Ad Hominem (Eloquent Speech)
- Psychogenic Shield/ Barrier/ Wall (Mental Grip)
- Samurai's Salute (Iron Heart)
New Flourishes[edit]
Shadow Hand (Flourish) [Darkness] | |
Level: | 1 |
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Initiation Action: | Standard action |
Range: | Medium |
Effect: | A 5ft-diameter cylinder of darkness. |
Duration: | 1 round per initiator level (D) |
Saving Throw: | None |
The ninja passed his hand over his fist and then pointed, and your sight went black.
This maneuver calls into being a column (Cylinder) of shadowy illumination, 5ft in diameter and theoretically infinite in height, anywhere within Medium range; Creatures within this cylinder suffer a 20% miss chance due to concealment. This darkness isn't magical darkness; Rather than consuming all light in an area, this spell simply prevents light from entering the area from outside, and thus someone with a torch or possessing darkvision is going to be virtually unaffected.
As a swift action, you can move the pillar up to 30ft/round. If the pillar would be moved out of the maneuver's range, it winks out of existence and the maneuver ends early.
Shadow Hand (Flourish) [Darkness, Cold] | |
Level: | 3 |
---|---|
Prerequisite: | Two Shadow Hand Maneuvers |
Initiation Action: | Standard action |
Range: | Medium |
Effect: | A 10ft-diameter cylinder of darkness. |
Duration: | 1 round/initiator level (D) |
Saving Throw: | Fort half |
This maneuver functions as Pillar of Shade, except that the pillar is 10ft in diameter, can move up to 45ft/round, and is magical darkness. As magical darkness, normal sight, darkvision and mundane light sources cannot help you see within its confines; Instead, a [Light] effect of 3rd-level or higher will dispel this maneuver.
Additionally, creatures within this pillar take 3d6 nonlethal Cold damage each round while they remain within; A successful Fortitude save halves this damage. Exiting and re-entering the pillar doesn't allow the damage to trigger more than once per round.
Shadow Hand (Flourish) [Darkness, Cold] | |
Level: | 5 |
---|---|
Prerequisite: | Four Shadow Hand Maneuvers |
Initiation Action: | Standard action |
Range: | Medium |
Effect: | A 15ft-diameter cylinder of darkness. |
Duration: | 1 round/initiator level (D) |
Saving Throw: | Fort half |
This maneuver functions as Pillar of Twilight, except that the pillar is 15ft in diameter, can move up to 60ft/round, and deals 5d6 lethal cold damage/round to those within. The darkness is also deeper than before; Targets within are Blinded as long as they remain within the pillar, increasing the miss chance from 20% to 50%. Pillar of Night is negated only by [Light] effects of 5th level or higher.
The darkness also clings as well; For two rounds after exiting the pillar, you continue to suffer from a 20% miss chance due to magical darkness, as well as taking 3d6 cold damage per round (A successful Fort save reduces this by half, however).
Regardless of whether or not the pillar is passed over you again, you can only take damage from the pillar once per round, either at the start of your turn (When you begin your turn inside the pillar, or when affected by the pillar's clinging darkness) or upon your first contact with the pillar's darkness that round (If you started your turn unaffected by the pillar).
Warcry[edit]
Warcries are standard-action maneuvers, similar to boosts, that affect more than just yourself; With this variant rule, this would be the type for maneuvers such as:
- Clarion Call (White Raven)
- Lion's Roar (White Raven)
- White Raven Tactics (White Raven)
- Heroes Affinity (White Raven)
New Warcries[edit]
Eloquent Speech (Strike) [Language-Dependent] | |
Level: | 1 |
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Initiation Action: | Standard |
Range: | Close (25 ft. +5 ft./2 levels) |
Target: | One creature |
Duration: | 1 round |
Saving Throw: | None |
You speak inspiring words to your ally, who gains a morale bonus on one of their d20 rolls made before the beginning of your next turn. The bonus is equal to 2 + your Charisma bonus (maximum +10).
Strategies[edit]
Strategies are maneuvers that can only be activated as part of Taking Stock, and give tactical benefits and long-term buffs (Usually about a minute in length). Unlike other maneuvers, Strategies can be disrupted and must be concentrated on (Like a spell). Unfortunately, no Strategies existed previously, so they are entirely of my own invention.
New Strategies[edit]
Back to Main Page → 3.5e Homebrew → Variant Rules
Author | Zhenra-Khal + |
Descriptor | Darkness +, Cold + and Language-Dependent + |
Discipline | Ars Venatoria +, Shadow Hand + and Eloquent Speech + |
Identifier | 3.5e Variant Rule + |
Level | 5 +, 1 + and 3 + |
Rating | Undiscussed + |
Summary | Four new types of martial maneuvers - Flourishes, Assaults, Warcries, and Strategies. +, Pounce at your target. +, Transform a ranged attack in an area attack. +, Create a column of natural darkness to hinder enemy sight. +, Create a column of inky shadow to hinder enemy sight. +, Create a column of frigid blackness to hinder enemy sight. + and Support your allies, granting an improved aid another at range. + |
Title | Additional Maneuver Types + |
Type | Assault +, Flourish + and Strike + |