Obscured Existence (3.5e Martial Discipline)/All Maneuvers

From Dungeons and Dragons Wiki
Jump to: navigation, search


Baneful Light
Obscured Existence (Strike)
Level: 6
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.


Beguiling Remark
Obscured Existence (Boost)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: One minute, until discharged
His words, sweet lies and awful trickery.

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.


Beshadowing Strike
Obscured Existence (Strike) [Darkness]
Level: 4
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 3 rounds
Saving Throw: Fortitude negates
The shadows play tricks on ones eyes.

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.


Chain Attack
Obscured Existence (Strike)
Level: 4
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.


Cloak of Shadows
Obscured Existence (Counter) [Darkness]
Level: 4
Prerequisite: One Obscured Existence maneuver.
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: Will negates, see text
Your shadow grows and envelops you, obscuring your position momentarily.

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.


Curse of the Day
Obscured Existence (Strike) [Curse]
Level: 5
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Permanent
Saving Throw: Fortitude negates
Forever your actions shall be clouded by my darkness.

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.


Curse of the Night
Obscured Existence [Curse]
Level: 5
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Permanent
Saving Throw: Fortitude negates
If light agitates you, why not step into my domain?

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.


Dark One's Own Luck
Obscured Existence (Counter)
Level: 3
Prerequisite: One Mystical Warlock maneuver.
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
The plane of shadow favors your survival.

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.


Darkball
Obscured Existence (Stance) [Darkness]
Level: 1
Initiation Action: 1 standard action
Range: Peronsal
Target: You
Duration: Stance
Lights out.

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.


Doppleganger
Obscured Existence (Boost)
Level: 7
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.


Duskbringer
Obscured Existence (Strike) [Darkness]
Level: 2
Initiation Action: Standard
Range: 60 ft.
Target: One Creature
Duration: Instantaneous, see text
Saving Throw: Will negates
You send a ripple of shadows toward your enemy, allowing you to swiftly follow him.

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.


Fade Whisps
Obscured Existence (Strike)
Level: 6
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).


Fear of The Other
Obscured Existence (Boost) [Fear, Mind-Affecting]
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: One hour, one minute discharged (see text)
Saving Throw: Will negates
Wha..wh..what the hell happened to him?

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.


Gut-Induing Strike
Obscured Existence (Boost)
Level: 2
Initiation Action: Swift action
Range: Personal
Target: You
Duration: 3 rounds
Saving Throw: Fortitude partial
...and then he was puking blood, and still he tried to fight.

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.


Horizon's Push
Obscured Existence (Strike)
Level: 2
Initiation Action: 1 standard action
Range: 250 ft.
Target: One creature
Duration: Instantaneous
Saving Throw: Reflex negates
At sundown, the shadows extend the length of everything. Why not attack in this distorted view of reality?

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.


Partial Shadow
Obscured Existence (Stance)
Level: 1
Prerequisite: One Obscured Existence maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
The lights dim and the world goes out of focus for a second, as you stand between it and its shadow.

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.


See The Unseen
Obscured Existence (Stance)
Level: 3
Prerequisite: 1 Obscured Existence invocation
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
People hide under cloak of darkness. They cannot hide from me.

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.


Shadow Distortion
Obscured Existence (Strike)
Level: 8
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.


Shadow's Trip
Obscured Existence (Strike)
Level: 3
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.


Shadowblot
Obscured Existence (Stance)
Level: 8
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.