Dancing Goddess (3.5e Martial Discipline)/All Maneuvers
Dancing Goddess (Stance) | |
Level: | 5 |
---|---|
Prerequisite: | Need two Dancing Goddess maneuvers |
Initiation Action: | Swift Action |
Range: | Personal |
Target: | Self |
While in this stance you are surrounded by 4 force scimitars in a manner similar to spiritual weapon. They act on their own accord, making one attack per blade each round to anyone in your reach. They make attack rolls at your maximum normal attack bonus, dealing 1d8 force damage +1 half your initator level. They have a 18-20/x2 critical and can use any relevent feats and abilities that apply to scimitars. While you are in this stance, the penalty for two weapon fighting are reduced by 2. This maneuver is a supernatural ability.
Dancing Goddess (Rush) | |
Level: | 2 |
---|---|
Initiation Action: | Move Action |
Range: | Personal |
Target: | You |
Duration: | Instantaneous |
Saving Throw: | None |
Dancing Goddess (Counter) | |
Level: | 3 |
---|---|
Initiation Action: | Immediate Action |
Range: | Melee Attack |
Target: | One Charging Creature |
Duration: | Instantaneous |
If you are charged, you can activate this maneuver to make a melee attack just before they hit. If you hit, you deal your normal melee damage plus an additional +1d6 and the charge is disrupted, ending their turn in the square they were in when you attacked.
Dancing Goddess (Counter) | |
Level: | 4 |
---|---|
Prerequisite: | Need two Dancing Goddess maneuvers |
Initiation Action: | Immediate Action |
Range: | Personal |
Target: | Self |
Duration: | 1 round |
You gain a +2 dodge bonus for each enemy which threatens you, up to a maximum of +10. This bonus lasts until the end of your next turn.
Dancing Goddess (Stance) | |
Level: | 8 |
---|---|
Prerequisite: | Need three Dancing Goddess maneuvers |
Initiation Action: | Swift Action |
Range: | Personal |
Target: | Self |
While in this stance you benefit from freedom of movement.
Dancing Goddess (Strike) | |
Level: | 8 |
---|---|
Prerequisite: | Need three Dancing Goddess maneuvers |
Initiation Action: | Standard Action |
Range: | 60 ft. line, 15 ft. wide |
Targets: | Creatures in a 60 ft. line, 15 ft. wide, 60 ft. tall |
Duration: | Instantaneous |
Saving Throw: | Reflex half |
This maneuver functions like divine wind blade but you deal 1d6 points of force damage and the tornado produced can pick up opponents which fail their DC 18 + Dex Reflex saves for half damage. Those which fail their saves are thrown up 60 ft. plus an additional 1d10x10 feet into the air, taking fall damage as appropriate.
Regardless of the saving throw, the wind blows away gases as if affected by a gust of wind spell, but stronger. A Medium or smaller creature on the ground is knocked down and rolled 1d4×10 feet, taking 1d4 points of nonlethal damage per 10 feet. If flying, a Medium or smaller creature is blown back 2d6×10 feet and takes 2d6 points of nonlethal damage due to battering and buffeting. Large creatures are knocked prone by the force of the wind, or if flying are blown back 1d6×10 feet. Huge creatures are unable to move forward against the force of the wind, or if flying are blown back 1d6×5 feet. Gargauntuan or larger creatures are not effected because unlike the spell, this maneuver is instantaneous and does not provide penalties beyond its initial use. This maneuver can’t move a creature beyond the limit of its range.
In addition the wind effects produced have a 100% chance of extinguish protected flames (such as lanterns).
This maneuver is a supernatural ability.
Dancing Goddess (Counter) | |
Level: | 6 |
---|---|
Prerequisite: | Need one Dancing Goddess maneuver |
Initiation Action: | Immediate Action |
Range: | Personal |
Target: | Self |
Duration: | Instantaneous |
If you are subject to an area effect, you can use this maneuver and make a safe zone out to a 10 foot radius from yourself. The effect of this maneuver is instant, and if the effect you blocked in this way lasts for more than 1 round, it may flow back into your safe zone, like many gases would.
Dancing Goddess (Boost) | |
Level: | 9 |
---|---|
Prerequisite: | Need four Dancing Goddess maneuvers |
Initiation Action: | Swift Action |
Range: | Personal |
Target: | Self |
Duration: | 1 round |
When you activate this maneuver you become completely immune to all effects for 1 round. You may attack as normal, but any effect which would change your status, deal damage, or heal you, has no effect as if you weren't there. Unlike most maneuvers, this maneuver may only be used once per encounter, no matter how many times you refresh it.
This maneuver is a supernatural ability.
Dancing Goddess (Boost) | |
Level: | 6 |
---|---|
Prerequisite: | Need two Dancing Goddess maneuvers |
Initiation Action: | Swift Action |
Range: | Personal |
Target: | Self |
Duration: | 5 rounds |
As a swift action you gain the effects of air walk for 5 rounds. You must take a move action to maintain the air walk effect, if you go a round without taking a move action to move, the maneuver immediately ends and you fall. A 5 foot step does not count as movement for the purposes of this maneuver, nor move actions that do not involve movement across the terrain.
Dancing Goddess (Strike) | |
Level: | 3 |
---|---|
Prerequisite: | Need one Dancing Goddess maneuver |
Initiation Action: | Standard Action |
Range: | Melee Attack |
Targets: | All creatures within reach |
Duration: | Instantaneous |
As a standard action you can make one melee attack at your full base attack bonus against each opponent within reach.
Dancing Goddess (Counter) | |
Level: | 4 |
---|---|
Initiation Action: | Immediate Action |
Range: | Melee Attack |
Target: | One Creature |
Duration: | Instantenous |
You make an immediate aid another attempt to any creature in your reach. You may aid either their attack roll, or their AC against one attack. They gain a bonus equal to half your initiator level to attack or AC.
Dancing Goddess (Strike) | |
Level: | 6 |
---|---|
Prerequisite: | Need two Dancing Goddess maneuvers |
Initiation Action: | Full Attack Action |
Range: | Melee Attack |
Targets: | All creatures within reach |
Duration: | Instantaneous |
As a full round action you can make a full attack at your full base attack bonus against each opponent within reach.
Dancing Goddess (Stance) | |
Level: | 1 |
---|---|
Initiation Action: | Swift Action |
Range: | Personal |
Target: | Self |
While in this stance you may use your Perform (Dance) ranks for your ranks in Balance or Tumble. In addition if you move at least 10 ft. in the round you gain a +1 dodge bonus to AC. This bonus increases by +1 at initiator level 5, and an additional +1 every 5 levels.
Dancing Goddess (Stance) | |
Level: | 7 |
---|---|
Prerequisite: | Need three Dancing Goddess maneuvers |
Initiation Action: | Swift Action |
Range: | Personal |
Target: | Self |
You gain the pounce ability, allowing you to make a full attack after a charge.
Dancing Goddess (Strike) | |
Level: | 9 |
---|---|
Prerequisite: | Need four Dancing Goddess maneuvers |
Initiation Action: | Full Attack Action |
Range: | Melee Attack |
Targets: | All creatures within move action; see text |
Duration: | Instantaneous |
As a full round action you can make a full attack at your full base attack bonus against each opponent within the extend you could make in a single move action. For example if your speed is 30 feet you can make a full attack against every opponent in 30 feet plus your reach (typically 5 feet). You do not provoke any attacks of opportunity as you zip between targets at cosmic speeds, though you need to be able to reach your opponents in order to attack.
Dancing Goddess (Strike) | |
Level: | 4 |
---|---|
Prerequisite: | Need two Dancing Goddess maneuvers |
Initiation Action: | Standard Action |
Range: | Melee Attack |
Target: | One Creature |
Duration: | Instantaneous |
Saving Throw: | Reflex partial |
To employ this maneuver you require some manner of cloak, ribbon, or other free flowing object. With a swirl of your body you flash your cloak into the eyes of your opponent and attack while they're still distracted, gaining a +4 bonus to attack. If you hit, they must make a Reflex save, DC 14 + Dex modifier, or have a 50% miss chance on their attacks for 1 round.
Dancing Goddess (Strike) | |
Level: | 1 |
---|---|
Initiation Action: | Standard Action |
Range: | Melee Attack |
Target: | One Creature |
Duration: | Instantaneous |
Saving Throw: | Reflex partial |
To employ this maneuver you require some manner of cloak, ribbon, or other free flowing object. With a swirl of your body you flash your cloak into the eyes of your opponent and attack while they're still distracted, gaining a +2 bonus to attack. If you hit, they must make a Reflex save, DC 11 + Dex modifier, or have a 20% miss chance on their attacks for 1 round.
Dancing Goddess (Stance) | |
Level: | 3 |
---|---|
Prerequisite: | Need one Dancing Goddess maneuver |
Initiation Action: | Swift Action |
Range: | Personal |
Target: | Self |
To employ this maneuver you require some manner of cloak, ribbon, or other free flowing object. Your constant motion obscures your form, giving you a 20% miss chance. true seeing does not bypass this miss chance, as it is creatured by a physical mundane obstruction.
Dancing Goddess (Rush) | |
Level: | 4 |
---|---|
Prerequisite: | One Dancing Goddess Maneuver |
Initiation Action: | Move Action |
Range: | Medium |
Targets: | You and one willing creature |
Duration: | Instantaneous |
Saving Throw: | None |
As you initiate this rush you move adjacent to one creature within the range of this maneuvers, using whichever movement mode you possess which allow you to move to it. Your movement is not limited by your move speed and you do not provoke attack of opportunity from this movement. If the target is not willing this maneuver fail.
Once you reach your target both you and it gain a +2 AC bonus for 1 round.
Dancing Goddess (Boost) | |
Level: | 5 |
---|---|
Prerequisite: | Need one Dancing Goddess maneuver |
Initiation Action: | Swift Action |
Range: | Personal |
Target: | Self |
Duration: | 1 round |
You make two extra attacks at your highest attack bonus, but all your attacks this round take a -2 penalty.
Dancing Goddess (Strike) | |
Level: | 5 |
---|---|
Prerequisite: | Need two Dancing Goddess maneuvers |
Initiation Action: | Standard Action |
Range: | 60 ft. line, 15 ft. wide |
Area: | Creatures in 60 ft. line, 15 ft. wide, 60 ft. tall |
Duration: | Instantaneous |
Saving Throw: | Reflex half |
You release a rapidly moving cylinder of wind like a tornado, 60 ft. tall and 15 ft. wide., which dashes out 60 ft. away from you before losing strength. The supernatural winds are as sharp as blades, dealing 1d6 points of magical slashing damage or the appropriate alignment per initiator level to all targets (alignment corresponds to user's alignment, true neutrals select one alignment, it cannot be changed afterward). Creatures get a Reflex save (DC 15 + Dex) for half damage.
Regardless of the saving throw, the wind blows away gases as if affected by a gust of wind spell. A Tiny or smaller creature on the ground is knocked down and rolled 1d4×10 feet, taking 1d4 points of nonlethal damage per 10 feet. If flying, a Tiny or smaller creature is blown back 2d6×10 feet and takes 2d6 points of nonlethal damage due to battering and buffeting. Small creatures are knocked prone by the force of the wind, or if flying are blown back 1d6×10 feet. Medium creatures are unable to move forward against the force of the wind, or if flying are blown back 1d6×5 feet. Large or larger creatures are not effected because unlike the spell, this maneuver is instantaneous and does not provide penalties beyond its initial use. This maneuver can’t move a creature beyond the limit of its range.
The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish those lights.
In addition to the effects noted, a divine wind blade can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range.
This maneuver is a supernatural ability.
Dancing Goddess (Boost) | |
Level: | 1 |
---|---|
Prerequisite: | Need one Dancing Goddess maneuver |
Initiation Action: | Swift Action |
Range: | Personal |
Target: | Self |
Duration: | 1 round |
You make an extra attack at your highest attack bonus, but all your attacks this round take a -2 penalty. You must choose to use this before attacking.
Dancing Goddess (Stance) | |
Level: | 1 |
---|---|
Prerequisite: | Need one Dancing Goddess maneuver |
Initiation Action: | Swift Action |
Range: | Personal |
Target: | Self |
You gain Weapon Finesse while in this stance. If you already possess Weapon Finesse, you gain your Dexterity modifier to damage rolls with finessable weapons. This damage is precision damage.
Dancing Goddess (Boost) | |
Level: | 6 |
---|---|
Prerequisite: | Need one Dancing Goddess maneuver |
Initiation Action: | Swift Action |
Range: | Personal |
Target: | Self |
Duration: | 5 rounds |
To employ this maneuver you require some manner of cloak, ribbon, or other free flowing object. You gain the effect of displacement for 5 rounds. At the end of the duration you are fatigued for 1 round and cannot employ this maneuver again until that 1 round has passed. This is an extraordinary effect caused by actual concealment by a physical object, true seeing and similar effects do not pierce it.
Dancing Goddess (Boost) | |
Level: | 2 |
---|---|
Prerequisite: | Need one Dancing Goddess maneuver |
Initiation Action: | Swift Action |
Range: | 60 ft. radius around you |
Target: | All allies in 60 ft. |
Duration: | 1 round |
All allies in a 60 ft. radius who can see you gain a +1 morale bonus to attack and fear saves for 1 round. If you have at least 8 ranks in Perform the bonus rises by an additional +1, and an additional +1 for every 5 ranks (for example at 23 ranks you gain a +5 bonus). This bonus interacts with spells, feats, and abilities as if it were bardic music.
Organic Repast, Diamond Mind, Dancing Goddess, Desert Wind (Boost) [X-Discipline, Time] | |
Level: | 6 |
---|---|
Prerequisite: | Three Organic Repast, Diamond Mind, Dancing Goddess, or Desert Wind maneuvers |
Initiation Action: | 1 move action |
Range: | Personal |
Target: | You |
Duration: | See text |
By performing this maneuver, you transform a single move action (specifically, the move action used to initiate this maneuver) into two swift actions or one standard action. The swift actions can be performed at any point during this turn, and if you elect to do so, you may convert one of those swift actions into an immediate action to be used before your next turn. If you use this maneuver to convert a move action to a standard action, that standard action must be taken immediately.
No matter what mechanism you use to refresh maneuvers or what maneuver-granting items you may have access to, you may only use jitterbug once in any given round. (Thus, a warblade can't use this maneuver to take a huge number of actions in a single round.)
Dancing Goddess (Counter) | |
Level: | 7 |
---|---|
Prerequisite: | Need three Dancing Goddess maneuvers |
Initiation Action: | Immediate Action |
Range: | Melee Attack |
Target: | One Creature |
Duration: | 1 round |
If you are attacked, regardless of whether the attack was successful or not, you may use this maneuver to immediately strike back. Make a single attack at your maximum attack bonus, dealing normal damage.
This benefit lasts for 1 round. If the opponents choose to continue attacking you in that time period, you may make a melee attack against each instance. For example if an enemy fighter made a full attack (4 attacks) against you, you gain 4 attacks against them. Most enemies catch on and choose to stop attacking you, making this a reasonable defense. These attacks are not attacks of opportunity and do not consume their uses.
Dancing Goddess (Counter) | |
Level: | 1 |
---|---|
Initiation Action: | Immediate Action |
Range: | Melee attack |
Target: | One creature |
Duration: | Instantaneous |
If an enemy attacks you and misses, you may activate this maneuver to get a free trip attack against them without provoking an attack of opportunity. You can use your Str or Dex modifier, whichever is higher, and you gain a +4 bonus to this check.
Dancing Goddess (Counter) | |
Level: | 5 |
---|---|
Prerequisite: | Need two Dancing Goddess maneuvers |
Initiation Action: | Immediate Action |
Range: | Personal |
Target: | Self |
Duration: | Instantaneous |
If you are subject to an attack roll or area effect spell you can make a Perform (Dance) check, with a DC equal to the attack roll or spell save DC. If successful, you can choose to move half your movement speed in a straight line, which may place you out of range for the attack. If you are still in range of the effect and it offers a saving throw, you are treated as having made the save.
Dancing Goddess (Boost) | |
Level: | 3 |
---|---|
Prerequisite: | Need one Dancing Goddess maneuver |
Initiation Action: | Swift Action |
Range: | Personal |
Target: | Self |
Duration: | 1 round |
For 1 round, you may treat occupied squares as being unoccupied by either allies or enemies, allowing you to charge or move through spaces without provoking attacks of opportunity. You also ignore difficult terrain penalties. You cannot move by creatures which take up their entire space, such as the gelatinous cube.
Dancing Goddess (Counter) | |
Level: | 2 |
---|---|
Prerequisite: | Need one Dancing Goddess maneuver |
Initiation Action: | Immediate Action |
Range: | Personal |
Target: | Self |
Duration: | Instantaneous |
When you are attacked, you can activate this maneuver and make a perform (dance) check. Your check result is your new AC against this one attack. You must accept the new roll, even if it is lower than your normal AC. You must be aware of the attack and not flatfooted.
Dancing Goddess (Strike) | |
Level: | 7 |
---|---|
Prerequisite: | Need two Dancing Goddess maneuvers |
Initiation Action: | Standard Action |
Range: | Melee Attack |
Target: | One Creature |
Duration: | Instantaneous |
You make a melee attack, and the opponent must make a Will save DC 17 + Dex modifier, who become dazed for 1d4 rounds for following your dizzying routine. Even on a successful saving throw, they are confused for 1 round. This is an extraordinary mind-affecting effect.
Dancing Goddess (Stance) | |
Level: | 8 |
---|---|
Prerequisite: | Need three Dancing Goddess maneuvers |
Initiation Action: | Swift Action |
Range: | Personal |
Target: | Self |
When you are attacked you can choose to parry the blow. Make an attack roll, this becomes your AC against this attack. You may parry more than one attack, up to your amount allowed by your BAB (maximum 4 with BAB 16 and higher). At the beginning of your next turn, these attacks are subtracted from the number of attacks you can make. You must make an attack (either a normal attack or another maneuver). If you do not have any attacks left, you can only make a single move action or 5 foot step instead.
Dancing Goddess (Boost) | |
Level: | 4 |
---|---|
Prerequisite: | Need two Dancing Goddess maneuvers |
Initiation Action: | Swift Action |
Range: | Personal |
Target: | Self |
Duration: | 1 round |
For 1 round all your attacks from your base attack bonus are done at your maximum attack bonus. For example if you have an attack bonus of +11/+6/+1, it is now +11/+11/+11. You still take the penalty for two-weapon fighting or flurry attacks, if applicable.
Dancing Goddess (Strike) [Force] | |
Level: | 8 |
---|---|
Prerequisite: | Need three Dancing Goddess maneuvers |
Initiation Action: | Standard Action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Effect or Area: | Wall of whirling blades up to 20 ft. long/ level, or a ringed wall of whirling blades with a radius of up to 5 ft. per two levels; either form 20 ft. high |
Duration: | 1 min./level (D); see text |
Saving Throw: | Reflex half or Reflex negates; see text |
This maneuver duplicates the effects of blade barrier except as shown above. Unlike the spell, you are immune to your own blade barrier and may pass through freely. You can only have one instance of this maneuver at one time. If used again, the previous instance vanishes.
This maneuver is a supernatural ability.
Dancing Goddess (Strike) | |
Level: | 2 |
---|---|
Prerequisite: | Need one Dancing Goddess maneuver |
Initiation Action: | Full-Attack Action |
Range: | Melee Attack |
Target: | One Creature |
You can move up to twice your movement speed and charge without needing to charge in a straight line. You provoke attacks of opportunity from movement as normal.
Dancing Goddess (Counter) | |
Level: | 2 |
---|---|
Initiation Action: | Immediate Action |
Range: | Personal |
Target: | Self |
Duration: | Instantaneous |
You can only activate this maneuver when you deal a creature enough damage to make it drop. You gain an immediate extra melee attack against another creature within reach as if using Great Cleave. You may make 5 foot steps between each attack if you wish, up to your move speed (so a human with 30 ft. could make six 5-foot steps, provided she could drop 6 creatures). The number of attacks you can make with Great Cleave remains unlimited, even if you run out of movement.
Dancing Goddess (Boost) | |
Level: | 7 |
---|---|
Prerequisite: | Need three Dancing Goddess maneuvers |
Initiation Action: | Swift Action |
Range: | Personal |
Target: | Self |
Duration: | 1 round (see text) |
For 1 round your AC effectively becomes infinite, meaning opponents can only hit you on a natural 20. At the beginning of your next turn, your AC returns to normal and you are staggered for 1 round as you catch up from the exhausting focus.
Dancing Goddess, Thousand Daggers (Boost) [X-Discipline] | |
Level: | 4 |
---|---|
Prerequisite: | Sleight of Hand 10 Ranks, Perform 10 Ranks, Two Thousand Daggers maneuvers or Two Dancing Godess Maneuvers |
Initiation Action: | 1 swift action |
Range: | Personal |
Target: | You |
Duration: | 1 round |
Saving Throw: | See Text |
Invented by Gilfrei the Swift, a Chasseur Duelist who wanted to expand the versatility of his incredible Dexterity.
Choose an ability modifier. Until your next turn, for any DC you force someone to save against or opposed roll you make that contains at least one of your ability modifiers as a variable, for each ability modifier used that is not your chosen modifier, you may substitute your chosen modifier.