Amaranth Eclipse (3.5e Martial Discipline)/All Maneuvers

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Blade Grasp
Amaranth Eclipse (Counter)
Level: 2
Prerequisite: Need one Amaranth Eclipse maneuver
Initiation Action: 1 immediate action
Range: See text
Target: One creature
Duration: Instantaneous
Saving Throw: None

When your opponent's weapon penetrates, you adjust your position to trap it inside your hold and leave them exposed for a counterattack.

When an opponent successfully hits you with a melee attack, you may make an melee attack against that foe. The target of your attack is denied their Dexterity bonus to Armor Class.


Blade of Fury
Amaranth Eclipse (Counter)
Level: 5
Prerequisite: Need two Amaranth Eclipse maneuvers
Initiation Action: 1 immediate action
Range: See text
Target: 1 creature
Duration: Instantaneous
Saving Throw: None

Your horrifying features give your opponent pause, and he lowers his guard just enough for you to strike with tremendous speed.

You may make a single melee attack and an Intimidate check as parts of the same immediate action. If the attack hits, add the result of your Intimidate check to the damage dealt.


Blitzkrieg
Amaranth Eclipse (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Saving Throw: None

Recognizing the slightest hesitation in your target, you press on mercilessly and deliver an additional attack.

You may make two melee attacks as a standard action, both at your highest base attack bonus. Both of these attack rolls suffer a -2 penalty.


Bloodlust
Amaranth Eclipse (Strike)
Level: 3
Prerequisite: Need one Amaranth Eclipse maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Saving Throw: None

Reveling in your opponent's agony, you feel a rush on renewed vigor. You've never felt more alive!

With this strike, you make a single melee attack. If the attack roll is successful, you are healed a number of hit points equal to one half the damage dealt.


Bloody Cleaver
Amaranth Eclipse (Boost)
Level: 4
Prerequisite: Need one Amaranth Eclipse maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous

One of your enemies falls, and your power is so great that he fails to even halt your momentum. Your blade lashes out to attack a second foe, not satisified with one kill.

You can only activate this maneuver immediately after you have reduced an opponent to 0 or fewer hit points with a melee attack. Upon its activation, you may launch a full attack on another opponent that you threaten in melee.You glow blood-red for a moment, then roar mightily and break the will of your enemies. As they flee before you, their bodies flash snow-white, and you draw energy from their shattered confidence and use it to repair your wounds.

This maneuver isn't part of the original Amaranth Eclipse discipline; it was developed by a monk who adapted its techniques into his own fighting style. (In fact, if not for its tendency to promote spreading fear for fear's sake, the Devoted Spirit discipline would probably be eager to claim this maneuver for its own.) The nature of this technique requires its user to be a bit more enlightened than the average orc, but those who master it are rewarded with the power to heal their own wounds by feeding off the fear and panic they sow among their enemies.

While in this stance, whenever you succeed on an Intimidate check against an opposed roll or a DC (including a duel of wills[1] or an Intimidate check that you make as part of another maneuver - even a maneuver not from the Amaranth Eclipse discipline), you heal 1 point of damage for each point by which you beat the opposing roll or DC.

This stance does not allow you to derive any (extra) healing from an Intimidate check made without any sort of opposing value (such as the Intimidate check made to determine how many temporary hp you gain from devil in the mirror), nor does it grant you any healing when you substitute another skill or other value for an Intimidate check (such as using the Unnerving Calm[1] feat to substitute Concentration for Intimidate in a duel of wills[1]). This maneuver is a supernatural ability.


Cathartic Inferno
Amaranth Eclipse (Boost)
Level: 5
Prerequisite: Need two Amaranth Eclipse maneuvers
Initiation Action: 1 swift action
Range: See text
Target: See text
Duration: 1 round
Saving Throw: None

You are the center of attention, your terrifying visage causing all those around you to cry out in terror.

This ability has the same effect as devilish catharsis, with several exceptions. Any creature that you can threaten in melee is now affected, even if they cannot see you. In addition, a creature that would normally be panicked by this ability are instead totally overwhelmed by fear, cowering and unable to act at all. You may affect up to one creature per two initator levels with this ability.


Comet Crush
Amaranth Eclipse (Strike)
Level: 6
Prerequisite: Need two Amaranth Eclipse maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Saving Throw: None

With awe-inspiring Strength, you unleash a vicious slash on your opponent that strikes with the force of a falling meteor.

For every one point of damage you would normally deal from your Strength modifier, you deal 1d6 points of damage. This replaces your usual Strength-based damage.


Crimson Tide
Amaranth Eclipse (Stance)
Level: 6
Prerequisite: Need two Amaranth Eclipse maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You are so accustomed to swinging large weapons that you can now strike opponents from further away, maintaining maximum combat efficiency while increasing your sustainability.

In this stance, you may wield weapons two size categories larger than normal, and you also gain 5 extra feet of reach when using a weapon at least one size category larger than yourself. Unlike ire of the rising sun, this stance stacks with any other abilities that grant larger weapon usage.


Deathbringer Assault
Amaranth Eclipse (Boost)
Level: 2
Prerequisite: Need one Amaranth Eclipse maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round

Seething with feral viciousness, you attack your foe head on with no thought to defending yourself. You throw yourself at your foe, as if daring them to attack before falling to your blade.

You disregard defense almost entirely, concentrating all your efforts into reducing enemies to mincemeat. You may incur a penalty to your Armor Class and gain an equivalent bonus to attack and damage rolls until the beginning of your next turn, but you can only take a maximum penalty of up to 1 point of Armor Class per two initiator levels. You cannot reduce your Armor Class below 0 with this maneuver.


Destroy Willpower
Amaranth Eclipse (Strike)
Level: 8
Prerequisite: Four Amaranth Eclipse maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Until end of encounter or until discharged
Saving Throw: None
You strike your opponent, but the blow causes no injury... this time. You smile as your opponent's face fills up with dread, as they realize just how far out of their league they are.

As part of this maneuver, make a single melee attack. If you connect, your attack does no damage, but the next time your target would be required to make a Will save during this encounter, that Will save automatically fails.


Devil in the Mirror
Amaranth Eclipse (Boost)
Level: 3
Prerequisite: Need one Amaranth Eclipse maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous

You look into the steel of your blade, using your own powers of intimidation to hypnotize yourself. This altered state of consciousness grants you sweet reprieve from the pain of your injuries.

When you use this maneuver, you make an Intimidate check. You immediately gain a number of temporary hit points equal to the result of your Intimidate check. These temporary hit points last for the duration of the current encounter.


Devilish Catharsis
Amaranth Eclipse (Boost)
Level: 1
Initiation Action: 1 swift action
Range: See text
Target: One creature
Duration: 1 round
Saving Throw: None

Your power positively oozes from you as you stare down your opponent, striking fear into his heart.

You may make an Intimidate check against a DC equal to 10 + the target's Challenge Rating + their Wisdom modifier + any bonuses they have against fear effects). If you succeed, the designated opponent (who must be able to see you and be threatened by you in melee) is considered shaken until the end of their next turn. If you win by 5 or more, the opponent is frightened for the same duration, and if you win by 10 or more they are treated as panicked.


Flash of the Scarlet Menace
Amaranth Eclipse (Strike)
Level: 7
Prerequisite: Need three Amaranth Eclipse maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Saving Throw: None

In order to maximize your enjoyment of the battle, you have held yourself back against these pitiful little worms. Not anymore. Now the gloves come off, and you kick some ass.

When you use this maneuver, you make three attacks as a standard action. All of these attacks use your highest base attack bonus and do not suffer any abnormal penalties.


Glare of Submission
Amaranth Eclipse (Counter)
Level: 3
Initiation Action: 1 immediate action
Range: See text
Target: One creature
Duration: Instantaneous
Saving Throw: None

The massive brute bearing down on you tries to use its massive bulk to overwhelm you, but when he looks into your rage-filled eyes all the strength is drained from his body and you overwhelm him easily.

When you are targeted with a special attack in which the opponent receives a special size modifier, you may make an Intimidate check. If you beat their opposed roll, all size bonuses conferred upon the opposing creature are negated. Bonuses from a high Strength score still apply normally.


Ire of the Rising Sun
Amaranth Eclipse (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Your muscles bulge with power, and you feel as if a great weight has been lifted off your shoulders. With steady footwork, you heft a huge weapon that would normally be beyond your power to hold.

You may wield weapons one size larger than normal without penalty. This stacks with any other ability that allows you to wield weapons one size category larger than normal, but does not stack with Monkey Grip or any other feat that increases permissible weapon size. In addition, all discipline weapons now have the option of dealing bludgeoning damage without a penalty to attack rolls.


Iron Grasp
Amaranth Eclipse (Counter)
Level: 4
Prerequisite: Need two Amaranth Eclipse maneuvers
Initiation Action: 1 immediate action
Range: See text
Target: 1 creature
Duration: Instantaneous
Saving Throw: None

As his weapon is pinned to you, your opponent braces himself for your inevitable counter. It doesn't help much.

When you are struck with a melee attack, you may hold your opponent down by pinning their weapon to your flesh. You may make two attacks against the opponent who struck you, both at your highest base attack bonus.


Masque of Red Death
Amaranth Eclipse (Boost)
Level: 1
Prerequisite: Need one Amaranth Eclipse maneuver
Initiation Action: 1 swift action
Range: See text
Target: One creature
Duration: 1 round
Saving Throw: None

You embrace a primal fury borne of years of battle, allowing you to channel your frightening rage into a vicious attack.

Your next attack is imbued with extra force, and adds twice your Strength modifier in damage instead of the normal 1.5 times.If you make a full attack action, this only applies to the first attack of that sequence.


No Mercy
Amaranth Eclipse (Boost)
Level: 8
Prerequisite: Need two Amaranth Eclipse maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 turn

Fueled by your rage, your sword arm slashes harder than you ever thought possible, cutting through flesh and bone like a hot knife through butter.

Make an Intimidate check. Add the result of this check to the damage of your next successful melee attack.


Penumbra of Destruction
Amaranth Eclipse (Strike)
Level: 5
Prerequisite: Need two Amaranth Eclipse maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude negates

You hit your enemy so hard they feel it down to their bones, reverberating through them and rendering them immobile.

On a successful attack, you deal double damage and force your target to make a Fortitude save (DC 15 + your Strength modifier) or be stunned until the end of their next turn.


Psychological Warfare
Amaranth Eclipse (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Saving Throw: None

Your terrifying visage breaks your opponent's will just as your blade pierces their defenses.

Your intimidation abilities have the ability to strike opponents dumb. On a successful attack, make an Intimidate check. If you succeed, your opponent incurs a 1d6 penalty to their Intelligence, Wisdom and Charisma damage for 1 round per two initiator levels. This maneuver cannot reduce any ability scores below 1.


Red Scare
Amaranth Eclipse (Counter)
Level: 6
Prerequisite: Need two Amaranth Eclipse maneuvers
Initiation Action: 1 immediate action
Range: See text
Target: 1 creature
Duration: Instantaneous
Saving Throw: None

The very sight of you weakens your opponent's resolve, causing their attacks to falter.

When someone successfully strikes you with any attack or effect that deals damage, you make an Intimidate check. If your Intimidate check beats their opposed check, the amount of damage dealt to you is halved. If your opponent makes multiple attacks on you, the damage from all attacks is halved for the rest of their current turn.


Reflections in a Rubicund Eye
Amaranth Eclipse (Strike)
Level: 9
Prerequisite: Need four Amaranth Eclipse maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial

With a terrible roar, you unleash a vicious slash with your blade. Your opponent, pale as a sheet, stiffens in the throes of rigor mortis and is rent asunder by the force of your attack, already dead before you even touched him.

When you use this strike, you make an Intimidate check against your opponent's opposing roll. If you win and your attack hits, your opponent must make a Fortitude save (19 + your Strength modifier) against one of the effects below based on the result of the check:

Result of Opposed Check Effect
Up to Intimidate check –1 Target takes 1d6 damage per initiator level
Up to Intimidate check –5 Target takes 2d6 points of damage per intiator level
Up to Intimidate check –10 Target is slain instantly
If the save is made against the lowest effect (1d6 damage per initiator level), the target takes half damage. If a save is made against either of the higher effects, they are affected by the next lowest effect. An undead or other creature that is immune to death effects but subjected to the highest effect must instead save successfully or take maximum damage from the next effect.


Sadomasochism
Amaranth Eclipse (Stance)
Level: 3
Prerequisite: Need one Amaranth Eclipse maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

When the going gets rough, you laugh it off, each injury sharpening your focus and whetting your blade. Astounded by your lack of attention to your grievous wounds, your opponents leave themselves wide open to attack.

For every 10 points of damage you take or deal each round, you gain a +1 bonus to attack and damage rolls made with melee weapons on your next turn, up to a maximum bonus equal to your initiator level.


Savage Attack
Amaranth Eclipse (Stance)
Level: 8
Prerequisite: Need two Amaranth Eclipse maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Coated in the blood of your enemies, you tear your foes to shreds with absolutely no care in the world for your personal well-being. Each attack hurts more than before, but this is little consolation to your eviscerated opponents.

So long as you maintain this stance, all damage you take is doubled. In return, all melee damage you deal is also doubled. If your damage is already being multiplied by another source, increase the previous multiplier by one instead of doubling. Any precision-based damage (such as sneak attack or skirmish) that you deal is not multiplied by this stance.


Shook Ones
Amaranth Eclipse (Counter)
Level: 1
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: 1 round
Saving Throw: None

As your foe tries to flee, the sight of you stops him dead in his tracks, his legs buckling with fright.

When you would normally be able to make an attack of opportunity, you may instead make an Intimidate check. If your check beats your opponent's roll, they must immediately halt and cannot move until the beginning of your next turn.


Terror Tactics
Amaranth Eclipse (Strike)
Level: 4
Prerequisite: Need one Amaranth Eclipse maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Saving Throw: None

Your blade hacks through your opponents who, quaking in their boots at your approach, can do even less to stop your onslaught.

This maneuver functions just like lesser terror tactics, except your weapon deals an extra 3d8 points of damage per level of fright instilled in the target. Therefore, you can deal a maximum of 9d8 damage to the target with this maneuver.


Terror Tactics, Greater
Amaranth Eclipse (Strike)
Level: 7
Prerequisite: Need two Amaranth Eclipse maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Saving Throw: None

Your blade hacks through your opponents who, quaking in their boots at your approach, can do nothing to stop your onslaught.

This maneuver functions just like lesser terror tactics, except your weapon deals an extra 6d8 points of damage per level of fright instilled in the target. Therefore, you can deal a maximum of 18d8 damage to the target with this maneuver.


Terror Tactics, Lesser
Amaranth Eclipse (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Saving Throw: None

Your blade hacks through your opponents who, quaking in their boots at your approach, can do little to stop your onslaught.

You make a single melee attack as a standard action that deals additional damage to a terrified foe. If your opponent is shaken, they take 1d8 additional points of damage from your attack. If they are frightened, they take 1d8 more damage on top of the damage for being shaken. If they are panicked, they take yet another 1d8 points of damage (for a maximum of 3d8 extra damage possible).