Devoted Spirit (3.5e Martial Discipline)/All Maneuvers
Devoted Spirit (Rush) | |
Level: | 2 |
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Prerequisite: | One Devoted Spirit maneuver |
Initiation Action: | Move Action |
Range: | Personal |
Target: | Self |
Duration: | Instantaneous |
You'd be damned if a wall of fire will stop your pursuit! Charge on through!
Your die hard zeal lets you brush off damage from hazards around you. When you initiate this maneuver you may move up to your movement speed, ignoring any hit point and ability damage from the environment as you do. This allows you to move through a wall of fire, swim through a pool of acid, drop down from a great height, or jump into a pit of poisoned spikes without injury. This does not apply to non-hit point damage such as difficult terrain, entanglement, and other status effects gained by moving through such hazards. If you end your movement in a dangerous area, the danger effects you normally.
Devoted Spirit (Stance) | |
Level: | 1 |
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Prerequisite: | One Devoted Spirit maneuver |
Initiation Action: | Swift Action |
Range: | Personal |
Targets: | Self |
A stance favored by templars and zealots, when you enter this stance you make a declaration of faith making your very resistant to effects which would make you act contrary to the command of your deities or philosophy.
While in this stance you gain a +4 bonus against [compulsion] effects and you do not suffer from daunt levels, however you still accumulate them and fully suffer from them once you drop out of the stance. If an effect cause you to act contrary to your deity or philosophy you may drop out of this stance and become Uncentered for 3 rounds, if you do you completely ignore the effect.
Devoted Spirit (Boost) [Chaotic, Evil, Good, Law] | |
Level: | 6 |
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Prerequisite: | Two Devoted Spirit maneuvers |
Initiation Action: | Standard Action |
Range: | Personal |
Target: | Self |
Duration: | 1 minute |
You connect your soul to the essence of the celestial plane, and your body trasforms into a perfected shining version of yourself.
You gain the essence of a plane, becoming something similar to a half-celestial, half-fiend, or other creature. When you use the maneuver, it is a Chaotic, Evil, Good, or Lawful act as appropriate.
Chaos: Your type changes to outsider (do not recalculate HD, BAB, or saves). You gain a fly speed equal to twice your land speed (average maneuverability), a +1 luck armor bonus, darkvision out to 60 feet, immunity to petrification and polymorphing, resistance 10 against every energy damage, DR 5/lawful, spell resistance 10 + your HD, and a +4 bonus on saves against mind-affecting effects. Your attacks count as chaotic aligned, and you deal double damage against lawful outsiders.
Evil: Your type changes to outsider (do not recalculate HD, BAB, or saves). You gain a fly speed equal to twice your land speed (good maneuverability), a +1 profane armor bonus, darkvision out to 60 feet, immunity to poison, resistance 10 acid/electricity/fire, DR 5/good, spell resistance 10 + your HD, and the ability to see in any darkness. Your attacks count as evil aligned, and you deal double damage against good outsiders.
Good: Your type changes to outsider (do not recalculate HD, BAB, or saves). You gain a fly speed equal to twice your land speed (good maneuverability), a +1 sacred armor bonus, darkvision out to 60 feet, immunity to disease and petrification, resistance 10 acid/cold/electricity, DR 5/evil, spell resistance 10 + your HD, and a +4 bonus on saves against poison. Your attacks count as good aligned, and you deal double damage against evil outsiders.
Law: Your type changes to outsider (do not recalculate HD, BAB, or saves). You gain a fly speed equal to twice your land speed (perfect maneuverability), a +1 insight armor bonus, darkvision out to 60 feet, immunity to disease and polymorphing, resistance 10 acid/cold/electricity, DR 5/chaotic, spell resistance 12 + your HD, and a +4 bonus on saves against mind-affecting effects. Your attacks count as lawful aligned, and you deal double damage against chaotic outsiders.
This maneuver is a supernatural ability.
Devoted Spirit, Ideal Heart (Strike) [X-Discipline] | |
Level: | 8 |
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Prerequisite: | Three Devoted Spirit or Ideal Heart maneuvers |
Initiation Action: | Standard Action |
Range: | Touch |
Target: | One Creature |
Duration: | Instantaneous |
Saving Throw: | Will negates (harmless) |
Injury is simply trials of faith to be overcome.
With a touch, you can cure 1d8 points of ability damage, penalty, or negative levels.
Devoted Spirit (Strike) | |
Level: | 7 |
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Prerequisite: | Two Devoted Spirit maneuvers |
Initiation Action: | Standard Action |
Range: | Melee Attack |
Target: | One Creature |
Duration: | Instantaneous |
The wizard would not hide behind his cloak of darkness anymore! BREAK!
Make a melee attack and on a successful hit, deal normal damage and dispel the target's magical and supernatural effects as if using greater dispel magic, but no cap on caster level. You may also attempt a dispel with a touch attack, and may use the area function of the spell as well. Use your initiator level as your caster level, and you get a +2 bonus to the check.
You automatically dispel any spells with alignments opposite to yours. For example if you are lawful, you can automatically dispel a cloak of chaos spell.
This is a supernatural maneuver.
Devoted Spirit (Counter) | |
Level: | 7 |
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Prerequisite: | Three Devoted Spirit maneuvers |
Initiation Action: | Immediate Action |
Range: | Personal |
Target: | Self |
Duration: | 1 round |
Laugh in the face of danger and kick reason to the curb! You won't fall to this, you have strength of courage!
As an immediate action you gain energy immunity until the start of your next turn (either acid, cold, electric, fire, positive energy, negative energy, or sonic).
Devoted Spirit (Strike) | |
Level: | 1 |
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Prerequisite: | One Devoted Spirit maneuver |
Initiation Action: | Standard Action |
Range: | Touch |
Target: | One Creature |
Duration: | Instantaneous |
The spell blinded him, and so he gave a prayer to the gods, mustering his will to focus his eyes through the murk and restore his vision.
As a standard action you give yourself or an ally a second chance as shaking off a status effect afflicting them. The status must have a duration and must provide a saving throw against its effect. With a standard action you grant the touched creature another saving throw against the same DC as before. If successful, the effect behaves as if they had saved against the spell.
Divine Relief can only be used once per instance of a status effect. A creature who is struck blind who fails the second save cannot benefit from a second use of this maneuver, though they could use it on a confusion effect they are under, or deafness.
Devoted Spirit (Counter) | |
Level: | 1 |
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Initiation Action: | Immediate Action |
Range: | Personal |
Target: | Self |
Duration: | 1 round |
Your guard yourself against the incoming fireball. You know your strength of will shall show you through.
As an immediate action you gain energy resistance 5 until the start of your next turn (either acid, cold, electric, or fire).
Devoted Spirit (Counter) | |
Level: | 4 |
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Prerequisite: | Two Devoted Spirit maneuvers |
Initiation Action: | Immediate Action |
Range: | Personal |
Target: | Self |
Duration: | 1 round |
Neither fire nor ice will stop you, your cause is just and your will is strong!
As an immediate action you gain energy resistance 20 until the start of your next turn (either acid, cold, electric, fire, or sonic).
Devoted Spirit (Counter) | |
Level: | 1 |
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Initiation Action: | Immediate Action (see text) |
Range: | See Text |
Target: | One Ally |
Duration: | Instantaneous |
Saving Throw: | None |
The noble crusader had no regret standing between his king and the assassin, even as the black lotus poisoned bolt pierced his own heart.
When you activate this counter you may take an attack directed at one ally within range of one of your move action movement. You must reposition yourself in a way that you are between the source of the attack and your ally or adjacent to them. You become the target of the attack, spell or ability and grant your allies improved cover(including improved evasion) from the effect if it an area of effect. This cannot be used on against targeted abilities, only against attacks or area of effect.
Using this maneuver use up a move action from your next turn in addition to the immediate action.
Devoted Spirit (Counter) | |
Level: | 6 |
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Prerequisite: | Two Devoted Spirit maneuvers |
Initiation Action: | Immediate Action |
Range: | Personal |
Target: | Self |
Duration: | Instantaneous |
Your faith is unswerving, and so you shall be as well!
As an immediate action you gain 1/4th of your initiator level as a sacred (if good or neutral) or profane (if evil) bonus on all saving throws against one attack, maximum +5 at 20th.
You also gain mettle, allowing you to take no effect on a successful Fortitude or Will save that normally has a save for partial. If you already have the mettle ability, this becomes improved mettle allowing you to take the partial effect on a failed save, and no effect on a successful save.
Devoted Spirit (Counter) | |
Level: | 8 |
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Prerequisite: | Three Devoted Spirit maneuvers |
Initiation Action: | Immediate Action |
Range: | Personal |
Target: | Self |
Duration: | Instantaneous |
Saving Throw: | See Text |
My life is given to my god! Only he may decide when I die!
If you are affected by a death effect you may deflect it back to the caster as an immediate action. They make the saving throw against their own ability, with a +2 bonus on the DC.
If the creature is immune to death effects, they instead take 1d6 backlash damage for each HD they possess, no save. Damage reduction and energy resistance does not prevent this damage, and it is treated as bypassing regeneration.
This maneuver is a supernatural ability.
Devoted Spirit (Counter) | |
Level: | 5 |
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Prerequisite: | Two Devoted Spirit maneuvers |
Initiation Action: | Immediate Action |
Range: | 60 feet |
Target: | One Ally in 60 ft radius |
Duration: | Instantaneous |
Saving Throw: | Will negates (harmless) |
The cleric is barely standing when an arrow flies out of the air and strikes her. But no wound shows upon her body as a gash opens up on your own.
As an immediate action you take an attack or dangerous effect meant for another ally in 60 feet for yourself. They take no penalties as if they had never been struck or targeted, while you become the new target. The attack goes against your AC and you take the damage or make the saving throw as normal. You may use this to keep an ally alive from an otherwise fatal blow. If the attack would kill you, you are able to be revived free of gold or XP cost.
This maneuver is a supernatural ability.
Devoted Spirit (Stance) | |
Level: | 4 |
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Prerequisite: | One Devoted Spirit maneuver |
Initiation Action: | Swift Action |
Range: | Personal |
Target: | Self |
You adjust your grip on the shield to allow you to use your greatsword and shield at the same time.
While you are in this stance, bucklers have no penalty to attack rolls for attacking with two-handed weapons or weapons in your off hand.
In addition you may use two-handed weapons or fight with two weapons while using a light or heavy shield. You take a -1 to attack rolls when doing so.
Finally if you are using a tower shield, you do not take the -2 penalty to attack rolls. You may shield bash with a tower shield, dealing 1d8 points of damage with a 20/x2 critical.
Devoted Spirit (Rush) | |
Level: | 3 |
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Prerequisite: | One Devoted Spirit maneuver |
Initiation Action: | Move Action or Full-Round Action; see text |
Range: | Personal |
Target: | Self |
Duration: | Instantaneous |
Behind your back spread a pair of golden angel wings. Foolish wizard thought flying out of your reach would save him.
This maneuver is refered to as Angel's Wing, Devil's Wing, Inevitable's Wing, or Protean's Wing depending on your alignment. When you initiate this maneuver you gain a pair of magical wings which allow you to fly up to your move speed (perfect). You may choose to perform a double move or the run action, retaining your flight. Once you stop moving the wings begin to vanish and they completely vanish at the end of your turn. If you have not reached solid ground by then, you fall but take no more than 1d6 points of falling damage as your vanishing wings last long enough to create drag.
This maneuver is a supernatural ability.
Devoted Spirit (Strike) | |
Level: | 5 |
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Prerequisite: | Two Devoted Spirit maneuvers |
Initiation Action: | See Text |
Range: | See Text |
Targets: | One Creature or One Creature/2 levels; see text |
Duration: | Instantaneous |
Saving Throw: | Will negates |
Your slash not only tore a hole in the devil's skin, but into the fabric of space itself. With a sickening rip sound, the devil seemed to implode, blasted back to Baator.
You may use this maneuver in two different ways. In its basic form you make one melee attack as a standard action against any extraplanar creature. You deal normal damage and the opponent must make a Will save or be sent back to their home plane as if using banishment. Like the spell, the DC rises if you have objects which are anathema to the creature being banished. Non-extraplanar creatures have no effect beyond normal damage.
Alternatively you can use this maneuver to plane shift as the spell. It takes one full-round action, and after using this maneuver you cannot use the travel function again for 1 hour, or risk a 50% chance of getting sent to a random plane.
This maneuver is a supernatural ability.
Devoted Spirit (Boost) [Chaos, Evil, Good, Law] | |
Level: | 9 |
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Prerequisite: | Four Devoted Spirit maneuvers |
Initiation Action: | Swift |
Range: | 10 ft |
Area: | 10 ft radius burst centered on you |
Duration: | Instantaneous |
Saving Throw: | Reflex half, Fortitude negates (see text) |
In an instant the paladin exploded into a shockwave of divine energy, disintegrating everything around him.
This maneuver channels raw divine energy powered by your zeal and rage into a sudden attack that destroys all those around them. As a swift action, you deal 1d6 divine damage per initiator level in a 10 ft radius burst. If the opponent is opposed to you on at least one alignment the damage die rises to 1d8, and it rises to 1d10 if it is opposed on both alignment axes. Those who fail the saving throw are knocked prone. The damage type shares your alignment. For example, a LG crusader deals good and lawful aligned damage.
Undead creatures and outsiders with an opposed alignment subtype are extremely weak to this attack. They must make a Fortitude save. Undead creatures are destroyed, and outsiders are affected as if by dismissal.
Devoted Spirit, Mystical Rain, Psychic Arrow (Strike) [Good, Water, Light, X-Discipline] | |
Level: | 7 |
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Prerequisite: | One Mystical Rain maneuver, three Devoted Spirit maneuvers OR two Devoted Spirit maneuvers and one Psychic Arrow maneuver |
Initiation Action: | 1 standard action |
Range: | Ranged attack |
Target: | One creature |
Duration: | 2 rounds |
Saving Throw: | Will partial |
As part of this maneuver, make a single ranged attack. If it connects and your target is evil, it is stunned for 2 rounds and all of its defensive properties (damage reduction, spell resistance, spell dampening, energy resistance, energy hindrance, martial defense, evasion, mettle, fortification, etc.) are suppressed for that duration. (Basically, you have two rounds to beat the ever-loving crap out of it, though it still gets non-Dexterity/dodge bonuses to AC and is still able to make non-Reflex saving throws; also, it’s not considered helpless, so you can’t make coup de grace attacks.) The target is entitled to a Will save (DC 17 + your Charisma modifier) to reduce the duration of the stun to 1 round and avoid losing its defensive qualities.
If you score a critical hit with this maneuver, the stun duration is increased by 1 round.
Devoted Spirit (Strike) [Good] | |
Level: | 2 |
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Prerequisite: | One Devoted Spirit maneuver |
Initiation Action: | Standard |
Range: | Touch |
Effect: | One Attack |
Duration: | See Text |
Saving Throw: | See Text |
Devoted Spirit (Counter) | |
Level: | 3 |
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Prerequisite: | One Devoted Spirit maneuver |
Initiation Action: | Immediate Action |
Range: | Personal |
Target: | Self |
Duration: | 1 round |
The necromancer brought his vile blight upon you, but as the black miasma approached it slammed into an invisible shell around you. Not today necromancer, your foul magics will not work this time!
When you initiate this maneuver you gain spell resistance equal to your HD + 10 until the beginning of your next turn. Once initiated, you cannot lower your spell resistance until the duration ends.
Devoted Spirit (Strike) | |
Level: | 9 |
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Prerequisite: | Four Devoted Spirit maneuvers |
Initiation Action: | Standard Action |
Range: | Melee Attack |
Target: | One Creature |
Duration: | Instantaneous |
With a mighty swing you strike, a blast of divine energy striking out of the heavens and smiting your foe!
You make a single melee attack against a target whose differs from your alignment by at least one step. You gain your Charisma to attack, and deal 1d8 damage per initiator level plus your normal damage. Against outsiders opposed to your alignment, this damage is maximized.
Devoted Spirit (Stance) | |
Level: | 1 |
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Initiation Action: | 1 swift action |
Range: | See text |
Target: | One willing ally |
Duration: | Stance |
“ | Come with me if you want to live. | ” |
As you initiate this stance, you declare an oath of service to a willing, living ally within your melee reach who can detect your presence. You become immune to fear and compulsions that would force you to act against that ally as long as they remain alive and you are in this stance.
Secondly, you gain a +1 bonus to melee attack rolls and +1d4 damage in melee against enemies that threaten the ally to whom you have sworn service. If the target has been attacked in the previous turn, the bonuses against the attackers are increased to +2 to attack and +2d4 damage, and increased again to +3 and +3d4 if they actually sustained damage from the attack(s).
Devoted Spirit (Boost) | |
Level: | 2 |
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Prerequisite: | One Devoted Spirit maneuver |
Initiation Action: | Swift Action |
Range: | Melee Attack |
Effect: | One Force Weapon |
Duration: | 1 round |
Galeb slammed his warhammer down on the ogre's kneecap, only to have a ghostly duplicate follow the attack with another, cracking the kneecap in twain!
You summon a weapon identical to your own made of force, much like the spiritual weapon spell. The force weapon floats displaced off-center from you and mimics your motions. When you hit with an attack, it deals your weapon dice in force damage to your target (do not add strength or enhancement bonuses). Because it is force, it can strike incorporeal creatures normally even if your normal attack misses.
For example if your weapon is a rapier and normally deals 1d6+5, you gain an additional 1d6 force damage. If you confirm a critical and deal 2d6+10, the spiritual weapon deals 2d6. If you miss, it misses. The force weapon remains for 1 round before vanishing.
This is a supernatural maneuver.
Devoted Spirit (Stance) | |
Level: | 5 |
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Prerequisite: | One Devoted Spirit maneuver |
Initiation Action: | Swift Action |
Range: | Personal |
Target: | Self |
Like the heroes of Asgard, you do not fear defeat.
While you are in this stance, you may convert half of any lethal damage you take into nonlethal damage. In addition any healing effects are maximized when applied to you.
If you fall under 0 hp while in this stance, you automatically stabilize. If you are in this stance and die, any revival time restrictions (such as being dead no later than one day per level for raise dead) are doubled, your body decays at half its normal rate, and you cannot be turned into an undead, spawn, or other transformation state which would trigger upon your demise.