Rushes (3.5e Variant Rule)

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Author: Garryl
Contributors: MisterSinister
Date Created: November 14th, 2010
Status: Transferred
Editing: Clarity edits only please
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Rushes

Introduction[edit]

Tome of Battle has maneuvers for most of the major action types: Strikes for standard/full-round, boosts for swift, and counters for immediate. What about some things for move actions?

Enter rushes. Rushes are small little maneuvers that let you move around and do something cool while you're at it, inspired in part by 4E Essential's Rogue working off of move action powers that boost their other attacks and effects.

Not all disciplines are likely to possess rushes - if the discipline is highly-focused on standing still, this may be difficult to justify.

Rule Mechanics[edit]

A rush is the setting one's mind to one's movement to prepare for one's action. A swordsage who moves without cover and still remains hidden is using a rush.

Creatures may initiate a rush as part of a normal move action. Most rushes modify movement, though this is not a requirement. During a rush, a creature may move normally, unless specified otherwise by the maneuver.

Range and Subject[edit]

Most rushes have a range of "Personal", as they modify the effects of your movement. Likewise, the subject is almost always "You".

Example rushes[edit]


Action Without Motion
Diamond Mind (Rush)
Level: 5
Prerequisite: One Diamond Mind Maneuver
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: None


During the maneuver, you may move up to your base speed. If a foe makes an attack of opportunity against you for moving through a threatened space, they also provoke an attack of opportunity from you, even if you are not within range of the foe. For every foe that refuses the attack of opportunity for your motion through their threatened space increases your Sudden Strike damage by +1d6 damage. If you do not have any Sudden Strike damage, this maneuver grants you the ability.



Creeping Shadow
Shadow Hand (Rush)
Level: 1
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: One Round
Saving Throw: None


As part of this maneuver, you may move up to your base land speed. You do not take penalties to hiding for this motion. You may keep hiding for one round even without concealment or cover.



Dancing Inferno
Desert Wind (Rush) [Fire]
Level: 8
Prerequisite: Three Desert Wind maneuvers
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: Instantaneous, One round (see text)
Saving Throw: None


As part of this maneuver, you may fly up to twice your base land speed with perfect maneuverability. During this movement, every creature you move adjacent to takes 5d6 fire damage and has its fire resistance or immunity negated for one round.



Dancing Flame
Desert Wind (Rush) [Fire]
Level: 2
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: Instantaneous, One round (see text)
Saving Throw: None


As part of this maneuver, you may move up to your base land speed. During this movement, every creature you move adjacent to takes 1d6 fire damage and has their fire resistance reduced by an amount equal to your initiator level (minimum fire resistance 0) for one round.



Dancing Wildfire
Desert Wind (Rush) [Fire]
Level: 6
Prerequisite: 2 Desert Wind maneuvers
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: Instantaneous, One round (see text)
Saving Throw: None


As part of this maneuver, you may fly up to your base land speed with perfect maneuverability. During this movement, every creature you move adjacent to takes 3d6 fire damage and has their fire resistance reduced by an amount equal to twice your initiator level (minimum fire resistance 0) for one round.



Pounce From the Canopy
Tiger Claw (Rush)
Level: 3
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: Instantaneous, One round (see text)
Saving Throw: None


Move via the jump skill. For the next round, you deal an extra +1d6 skirmish damage and gain +1 skirmish armor class.



Stalking Shadow
Shadow Hand (Rush)
Level: 4
Prerequisite: One Shadow Hand Maneuver
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: One Round
Saving Throw: None


As part of this maneuver, you may move up to your base land speed. You do not take penalties to hiding for this movement. You may continue hiding for one without concealment or cover. Furthermore, you gain +2d6 sneak attack damage until the beginning of your next turn.



Zeno's Lemma
Infinite Lotus (Rush)
Level: 2
Initiation Action: Move
Range: Medium (100 ft. + 10 ft./initiator level)
Target: 1 creature or object
Duration: Instantaneous
Saving Throw: None

One of Zeno's more commonly-known paradoxes attempted to show that you could never get anywhere because you were always closing half of the distance between yourself and where you wanted to be. Since you only ever closed half the distance, you never actually got there as there was always the other half distance to traverse. Half of the distance is still a nice step forward though...

You move to the space halfway between your starting position and your target, rounding down to the nearest 5ft. You do not provoke attacks of opportunity for this movement. If you may not move through a space, you stop at the last space you may move through.



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Back to Main Page3.5e HomebrewVariant Rules

DisciplineDiamond Mind +, Shadow Hand +, Desert Wind +, Tiger Claw + and Infinite Lotus +
Identifier3.5e Variant Rule +
Rated ByEiji-kun +, Foxwarrior +, Havvy +, ThunderGod Cid + and The bluez in the dungeon +
RatingRated 4 / 4 +
SummaryTome of Battle has maneuvers for most of the major action types: Strikes for standard/full-round, boosts for swift, and counters for immediate. What about some things for move actions? +
TitleRushes +