Obscured Existence (3.5e Martial Discipline)/All Maneuvers
Obscured Existence (Strike) | |
Level: | 6 |
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Prerequisite: | Two Obscured Existence maneuvers |
Initiation Action: | 1 Standard Action |
Range: | Melee attack |
Target: | One creature |
Duration: | 1 round/level |
Saving Throw: | Fortitude partial |
The light! It burns!!!
Make a normal melee attack. In addition to damage, the target must make a Fortitude save or become very dangerously sensitive to sunlight, taking your Charisma modifier in damage at the beginning of their turn every round they are in normal lighting conditions (and double this amount when in unusually bright light or exposed to [Light] spells that deal damage). They also gain the light sensitivity creature ability. If they already have it (including by the curse of the night maneuver, they are instead blinded instead of dazzled.
Creatures which already possess a weakness to sunlight, such as wraiths, now treat any light source as if it were daylight.
A successful saving throw still deals normal damage, and reduces the effect to 1 round.
Obscured Existence (Boost) | |
Level: | 1 |
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Initiation Action: | 1 swift action |
Range: | Personal |
Target: | You |
Duration: | One minute, until discharged |
The next Bluff, Diplomacy, or Intimidate check you make within a minute gains a +6 bonus. You must have begun using the skill after using this maneuver.
Obscured Existence (Strike) [Darkness] | |
Level: | 4 |
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Initiation Action: | 1 standard action |
Range: | Melee attack |
Target: | One creature |
Duration: | 3 rounds |
Saving Throw: | Fortitude negates |
Creatures stuck by this maneuver are blinded for three rounds unless they succeed on a fortitude save. This blindness may be negated by the usual methods or a light effect of fifth level or higher.
Obscured Existence (Strike) | |
Level: | 4 |
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Prerequisite: | One Obscured Existence maneuver, BAB +6 |
Initiation Action: | 1 full-round action |
Range: | Melee attack |
Targets: | Multiple Creatures (see text) |
Duration: | Instantaneous |
Make a full-round attack against a foe within range. If at least two attacks hit, you may make another full-round attack against another target within range at a -2 penalty with the same effect. For example, if you hit the initial target twice, you may attack a secondary target at a -2 penalty. If two of those hit, you may hit a tertiary target. You stop attacking new targets when you do not get two hits per attack or run out of targets. You may not target the same creature more than once with each use of this maneuver.
This maneuver provokes an attack of opportunity.
Obscured Existence (Counter) [Darkness] | |
Level: | 4 |
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Prerequisite: | One Obscured Existence maneuver. |
Initiation Action: | 1 immediate action |
Range: | Personal |
Target: | You |
Duration: | Instantaneous |
Saving Throw: | Will negates, see text |
You may use this maneuver whenever an opponent makes an attack at you, but before you know the results. You gain a 50% miss chance due to concealment. If your enemy misses due to the concealment, the shadows disorient him and he must make a Will save or else he becomes uncentered.
Obscured Existence (Strike) [Curse] | |
Level: | 5 |
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Initiation Action: | 1 standard action |
Range: | Melee attack |
Target: | One creature |
Duration: | Permanent |
Saving Throw: | Fortitude negates |
Make an attack against the target, he must make a fortitude save or he is subject to the -6 penalty to an ability score of your choice version of bestow curse as long as he is in shadowy illumination or it is night. Furthermore, the target loses the low-light vision and darkvision creature abilities, should it have them, whether magical or mundane.
The curse bestowed by this maneuver cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.
Blind creatures are immune to this curse. A creature with this curse that temporarily blinds itself suppresses the effects of this curse. This curse may be removed by going one month without vision.
This maneuver provokes an attack of opportunity.
Obscured Existence [Curse] | |
Level: | 5 |
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Initiation Action: | 1 standard action |
Range: | Melee attack |
Target: | One creature |
Duration: | Permanent |
Saving Throw: | Fortitude negates |
Make an attack against the target, he must make a fortitude save or he is subject to the -4 penalty to attack rolls, saving throws, ability checks, and skill checks version of bestow curse as long as he is not in shadowy illumination or it is night. Furthermore, the target gains the light sensitivity creature ability.
The curse bestowed by this maneuver cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.
Blind creatures are immune to this curse. A creature with this curse that temporarily blinds itself suppresses the effects of this curse. This curse may be removed by going one month without vision.
This maneuver provokes an attack of opportunity.
Obscured Existence (Counter) | |
Level: | 3 |
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Prerequisite: | One Mystical Warlock maneuver. |
Initiation Action: | 1 immediate action |
Range: | Personal |
Target: | You |
Duration: | Instantaneous |
You may use this maneuver whenever you need to make a saving throw. Add your charisma bonus to your saving throw. Furthermore, you cannot automatically fail this save on a natural one. The bonus cannot be greater than your initiator level.
Obscured Existence (Stance) [Darkness] | |
Level: | 1 |
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Initiation Action: | 1 standard action |
Range: | Peronsal |
Target: | You |
Duration: | Stance |
As darkness, centered on you. You are not subject to the miss chance caused by concealment from this stance. This stance is considered a second level spell for the purpose of countering or being countered by light spells. This stance counts as the spell darkness, for the purpose of prerequisites.
Obscured Existence (Boost) | |
Level: | 7 |
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Prerequisite: | Three Obscured Existence maneuvers |
Initiation Action: | Swift |
Range: | Personal |
Target: | Self |
Duration: | See text |
Saving Throw: | None |
The enemy is seeing double, as you hit them once, then your shadow hits them again!
You duplicate yourself as a shadow which repeats all the actions you take until the end of your turn. All the duplicated actions are only 50% effective, so an attack with a weapon deals 50% damage, and an effect which doesn't involve numerical changes has a 50% chance of working at all. The shadow isn't a creature and can't be attacked. The shadow provides no bonuses on miss chances, it is clearly unreal.
Obscured Existence (Strike) [Darkness] | |
Level: | 2 |
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Initiation Action: | Standard |
Range: | 60 ft. |
Target: | One Creature |
Duration: | Instantaneous, see text |
Saving Throw: | Will negates |
Make a ranged touch attack with a maximum range of 60' against a single foe. Squares over which the ray passes (including the one you are in) are considered a dusk trail until the end of your next turn. If the attack hits the enemy, they take damage as though struck by your dark bolt ability along with an additional 2d6 damage, and any movement they make during their next turn leaves a dusk trail. Using this maneuver immediately ends your turn after it has been resolved.
You may take a swift action to move up to your speed as long as the movement starts and ends on the dusk trail. This movement provokes attacks of opportunity as normal, but can move through enemies if they are standing upon the dusk trail.
Obscured Existence (Strike) | |
Level: | 6 |
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Prerequisite: | Two Obscured Existence maneuvers |
Initiation Action: | 1 round |
Range: | Long (400 ft. + 40 ft./level) |
Effect: | One swarm of shadow motes per three levels, each of which must be adjacent to at least one other swarm |
Duration: | 1 minute/level |
Saving Throw: | None |
Motes of darkness eat away at the victim's reality, until they are no more substantial than a shadow.
This duplicates the effect of an insect plague spell, except that you can only have one fade whisps activated at any one time (another use of this maneuver dismisses the first instance).
The "insects" are motes of shadow from the plane of shadow which devour the local reality. Its damage is untyped, and if the swarm damage kills a creature its body is vaporized into shadow motes. The swarm also blocks line of sight until the creature possesses See In Darkness (darkvision is not enough).
Add your Charisma modifier to the DC of the swarm's Distraction ability. Swarm damage is doubled if the swarms are in an area of total darkness (50% concealment).
Obscured Existence (Boost) [Fear, Mind-Affecting] | |
Level: | 1 |
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Initiation Action: | 1 swift action |
Range: | Personal |
Target: | You |
Duration: | One hour, one minute discharged (see text) |
Saving Throw: | Will negates |
This maneuver strikes fear of a particular person (who must be within your line of sight) into creatures you successfully attack. Any creature you make a successful attack roll against must make a Will save. If the creature fails the save, attacking the indicated person within an hour of the failed save causes the creature to become shaken for one minute.
Obscured Existence (Boost) | |
Level: | 2 |
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Initiation Action: | Swift action |
Range: | Personal |
Target: | You |
Duration: | 3 rounds |
Saving Throw: | Fortitude partial |
By aiming at the guts, and with arcane poison, your attacks causes the target to puke up blood. On a successful attack, your target loses its next immediate action, and must make a fortitude save or be sickened for 3 rounds.
Obscured Existence (Strike) | |
Level: | 2 |
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Initiation Action: | 1 standard action |
Range: | 250 ft. |
Target: | One creature |
Duration: | Instantaneous |
Saving Throw: | Reflex negates |
You can only use this strike with a ranged attack. The range of the weapon changes to a maximum of 250 feet, with no maximum range increment. Your target must make a reflex save or be pushed back 5 ft. for every 25 ft. that the dark bolt travels. If your target cannot move this damage, he ends his movement in the last space he can move to and is dazed for one round.
This maneuver provokes an attack of opportunity.
Obscured Existence (Stance) | |
Level: | 1 |
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Prerequisite: | One Obscured Existence maneuver |
Initiation Action: | 1 swift action |
Range: | Personal |
Target: | You |
Duration: | Stance |
While in this stance, you are considered to be in both the shadow plane and which plane you were in before. Ranged attacks have a 20% miss chance against you, you pass without trace, and cannot be tracked with scent. Furthermore, you can attack creatures on the plane of shadow without a miss chance.
Obscured Existence (Stance) | |
Level: | 3 |
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Prerequisite: | 1 Obscured Existence invocation |
Initiation Action: | 1 swift action |
Range: | Personal |
Target: | You |
Duration: | Stance |
You gain see invisibility as the spell. Furthermore, you can see through magical darkness, to the range of your darkvision or 60 ft., whichever is more.
Obscured Existence (Strike) | |
Level: | 8 |
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Prerequisite: | Three Obscured Existence maneuvers |
Initiation Action: | 1 standard action |
Range: | Melee attack |
Target: | One creature |
Duration: | 24 hours |
Saving Throw: | Fortitude half |
You strike the sorcereress, twisting her beautiful face into an aberrant mockery that is simply wrong.
Make a melee attack. In addition to normal damage, the target must make a Fortitude save or become distorted by the plane of shadow. They effectively translates into 1d10 ability damage of an ability score of your choice, and a -4 penalty on all Charisma based skill checks for 24 hours. The ability damage, unlike most ability damage, can't decrease the score below 1. Continued exposure to reality eventually removes the damage and penalties in 24 hours.
If the creature is on the plane of shadow, this attack is even more effective. The duration becomes permenant, and can only be restored through the use of regenerate and higher when they are no longer on the Plane of Shadow.
Obscured Existence (Strike) | |
Level: | 3 |
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Prerequisite: | Eldritch Blast |
Initiation Action: | 1 standard action |
Range: | 30 feet |
Target: | One creature |
Duration: | Instantaneous |
Saving Throw: | Reflex partial |
You pound the ground, creating a shadow infused with your eldritch blast. The shadow travels towards the enemy, and when directly under him, grasps your enemy, and explodes releasing the eldritch blast.
To initiate this maneuver, there must be an unblocked surface between you and your opponent. Force effects, such as wall of force block this ability. You do not need to see your target.
When you initiate this maneuver, your target must make an opposed Strength or Dexterity check against 1d20 + your charisma modifier or fall prone (as per a trip attempt). Whether prone or not, the shadow automatically makes a ranged touch attack against their flatfooted AC, dealing your eldritch blast damage.
This maneuver provokes an attack of opportunity.
Obscured Existence (Stance) | |
Level: | 8 |
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Prerequisite: | Three Obscured Existence maneuvers |
Initiation Action: | Swift action |
Range: | Personal |
Target: | Self |
I suppose it was only natural for them to cast magic missile at you, after all.
You transform into an incorporeal ball of pure darkness. You are effectively a Diminutive swarm that fills two 10-foot squares (or eight contiguous 5-foot squares, shapeable as you desire). In this swarmlike form you gain the following characteristics and traits:
- Your Strength score becomes -, but your Dexterity score increases by 6. Attacks made with strength now use dexterity.
- You lose any natural armor or armor bonuses to AC. You gain a +4 size bonus to AC, and your Charisma as a deflection bonus (minimum +1).
- You gain a fly speed of 40 ft (perfect). As you are incorporeal, you can pass through up to 5 feet deep into solid material, though you cannot see through it.
- You gain the incorporeal subtype, with all the subsequent traits and abilities.
- You gain an incorporeal touch attack out to 5 ft, and a swarm attack. Both attacks deal 4d6 damage to any creature you touch or whose space you occupy at the end of your turn. Moving into someone's space provokes attacks of opportunity as normal. You deal untyped damage unaffected by damage reduction.
- You gain the Distraction ability. Any living creature vulnerable to your swarm attack that begins its turn in a square occupied by your swarm must make a Fortitude save or be nauseated for 1 round. Spellcasting or concentrating on spells within the area of your swarm requires a Concentration check (DC 20 + spell level).
- You can see in any darkness and take no damage from spells with the [Darkness] discriptor. You take 50% additional damage from spells with the [Light] discriptor. Your body is also dark, and blocks line of sight (even darkvision).
- All of your worn or carried equipment and items become nonfunctional, absorbed into your new form. You can take only move actions (so you can only use Rush maneuvers) while under the effect of shadowblot.