Surreptitious Bandit (3.5e Martial Discipline)/All Maneuvers

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Abrupt Withdrawal
Surreptitious Bandit (Counter)
Level: 8
Prerequisite: Four Surreptitious Bandit Maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You

You take advantage of some momentary distraction to be somewhere else.

Initiate Abrupt Withdrawal immediately after any standard or move action is resolved. Move half your speed (with any movement mode) and make hide and move silently checks.


Assassin Acupuncturist
Thousand Daggers, Surreptitious Bandit, Organic Repast (Stance) [X-Discipline]
Level: 7
Prerequisite: Three Thousand Daggers maneuvers or Four Surreptitious Bandit maneuvers or Four Organic Repast maneuvers, Weapon Finesse, Heal 10 Ranks
Initiation Action: 1 swift action
Range: Stance
Target: You
Duration: Stance
Saving Throw: See Text
Many disregard the Assassin Needle as a poison delivery tool, and little else. But you know this to be false. Their precision matched with yours allows for a killer deadly at all ranges, and even allows you to heal others with only a careful observation and a deft throw, requiring minimal attention to be helpful to a downed ally.

While this stance is active, you gain proficiency with Assassin Needles. If you already had it, you gain +2 to your d20 rolls and DCs involving them. You may also deal nonlethal damage with them at no penalty.

You can do anything you were able to do at melee range, except Grab On attempts, grappling, and other things of a similar nature, at any distance you could throw an Assassin Needle. Examples include maneuvers, touch attacks, & disarmament. However, an appropriate amount of needles must be thrown to see the task done. In addition, if you down someone with an Assassin Needle, you may choose to let it stick in its target and hold them in place. This will cause them to appear paralyzed until the needle is removed. This is especially useful in stealth, freezing a target in an unassuming position, nobody being able to tell their lookout's dead until they get close.

You may also use Assassin Needles at close range. The rapid, precise striking capability also allows you to make several attacks with the needles, offering an extra attack at Level 6, two extra attacks at Level 14, three extra attacks at Level 18, and a number of extra attacks equal to the amount granted by your BAB at Level 20. You must have at least 3 in one hand to access this rapid striking feature.

You may also now use a form of the Death Attack that utilizes pressure points, spinal discs, and your needles. It only uses the paralysis function and the needle sticks in the target whether you're at close or long range if it succeeds, but unless the needle is removed, the paralysis is permanent. If you have advanced versions of the Death Attack, like the Sudden Death Attack of the Shinobi, you may use them here. This includes Dagger to the Heart, allowing you to skip the study, but deal no sneak attack damage(which could work to your favor). Immunity to paralysis does not help unless the target is also not subject to critical hits.

If you know a Thousand Daggers maneuver, you may use Needle Point Purification as an at will maneuver-like ability, and an Assassin Needle always counts as a gold and silver pin for the sake of that maneuver, and you can choose to make the 1d4 nonlethal not apply. In addition, you may have stuck needles jam into precarious positions, requiring a Heal check DC 25 to remove safely. If failed, the target makes a Fortitude save (DC 10 + half your CR + highest mental modifier) against instant death. If you know an Organic Repast maneuver, you may choose to let someone succeed automatically as a non-action, and the Heal DC rises by your highest mental modifier.

If you know a Surreptitious Bandit maneuver, you may forego attacks as a Duelist might, but rather than parrying, you're saving up counterattacks. If you are missed by an attack at close range, you may expend a saved counterattack to trade squares with your assailant, and attempt the special Death Attack mentioned in Paragraph 4, with no study necessary. However, no damage is dealt, making the attack useless if the save is made. In addition, targets two or more levels below you never know when they have been struck by your needles unless you dealt lethal damage, or they clearly see you.

If you know an Organic Repast maneuver, you may delay the effects of anything against which your target failed their save, so long as the effect was delivered through a needle, Assassin Needle, or pin. You may activate the effect as a non-action at any time within the next 24 hours, or any time after the save is failed if the needle/pin is still in the target. You may delay any number of effects, but good luck keeping track if you go crazy. In addition, you may have stuck needles jam into precarious positions, requiring a Heal check DC 25 to remove safely. If failed, the target makes a Fortitude save (DC 10 + half your CR + highest mental modifier) against instant death. If you know a Thousand Daggers maneuver maneuver, you may choose to let someone succeed automatically as a non-action, and the Heal DC rises by your highest mental modifier.

Although you cannot gain this stance through the Coin's Edge discipline, knowing at least one maneuver from it permits you to apply all properties listed to not only Assassin Needles, but Throwing Cards, too. In addition, if you are holding a throwing card, you may use a Duelist's Improved Parry, with the exception you use a Profession (Gambling) check in place of an attack roll.


Blackjack Attack
Surreptitious Bandit (Strike)
Level: 2
Prerequisite: One Surreptitious Bandit Maneuver
Initiation Action: 1 standard action
Range: Attack
Target: One creature
Saving Throw: None

You clonk people in the backs of their heads.

Make an attack against a flat-footed creature. If it hits, it deals 2d8 points of additional damage, or 3d8 points of additional damage if you are attacking with a Sap. This bonus damage is precision damage, so it doesn't function on creatures immune to criticals.


Crane Catches the Fish
Surreptitious Bandit (Boost)
Level: 4
Prerequisite: Two Surreptitious Bandit Maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Until you act
Saving Throw: None

You stay perfectly still, watching your surroundings from your peripheral vision.

Until you take any actions, you get a cumulative +1 bonus to Hide checks each round. Once you take any actions, the bonus to Hide ends.


Cricket Hops on Head
Surreptitious Bandit (Rush)
Level: 5
Prerequisite: Two Surreptitious Bandit Maneuvers
Initiation Action: 1 move action
Range: Personal
Target: You

You leap nimbly from place to place, never giving your opponents an opportunity to interfere.

Move twice your speed without provoking attacks of opportunity. As long as you end your turn in an empty space, you can move through difficult terrain and the spaces of creatures without difficulty.


Cunning Fox Camouflage
Surreptitious Bandit (Stance)
Level: 3
Prerequisite: One Surreptitious Bandit Maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Somehow people fail to notice you even though you're on fire.

While in this stance, you can hide without any form of cover or concealment.


Distracted Foe Misses the Thief
Surreptitious Bandit (Boost)
Level: 3
Prerequisite: One Surreptitious Bandit Maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Until end of turn

Your enemies blink and lose track of you.

Until the end of your turn, you can hide while observed.


Elude the Arcane Eye
Surreptitious Bandit (Stance)
Level: 3
Initiation Action: Swift
Range: Personal
Target: You
Duration: Stance
Saving Throw: None

Not even a wizard can see you coming.

While in this stance, you are continuously under a nondetection effect, as the spell (except with all references to caster level replaced with initiator level). Only you benefit from the nondetection effect; you cannot grant it to others. Because you bestow nondetection on yourself, the DC for a caster level check to detect you with a divination effect is 15 + your initiator level.


Fists in a Knife Fight
Surreptitious Bandit (Counter)
Level: 6
Prerequisite: Three Surreptitious Bandit Maneuvers
Initiation Action: 1 immediate action
Range: Melee
Target: One creature who misses you with a melee attack

Your enemy swings at you and misses. You grab their weapon out of their hands, spin around, and stab them with it.

When an opponent misses you with a melee attack while standing within your natural reach, and you have enough empty hands to hold their weapon, you may initiate Fists in a Knife Fight.

You automatically disarm the attacker of the offending weapon, and may make a free attack against them with it.


Footsteps of the Slug
Surreptitious Bandit (Stance)
Level: 2
Prerequisite: One Surreptitious Bandit Maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Your steps are soft and gentle to the ground, making little sound.

While in this stance, you don't suffer a penalty to Hide or Move Silently for moving at more than half your speed, running, or charging. You still suffer a -20 penalty to Hide for attacking.


Glass Lurks in Water
Surreptitious Bandit (Boost)
Level: 9
Prerequisite: Four Surreptitious Bandit Maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 2 rounds

You practice the art of concealment to its utmost.

Until the beginning of the turn after your next turn, you cannot be detected in any way. Your actions are not revealed to other characters independent of what they are. Thus, you could shoot several people and duck behind a column, but the people wouldn't even realize they'd been shot or killed until two turns later.

You cannot use this maneuver again until one round after it ends.


Hugging the Wall
Surreptitious Bandit (Counter)
Level: 1
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Until you act
Saving Throw: None

You suck in a breath and hug the wall. This technique was first perfected by Gaer'Ett, a famous coward.

Immediately after you roll a hide check or a creature enters your space, you may use Hugging the Wall. Until you next take a non-mental action, you get a +5 competence bonus to your Hide checks (including the one you just rolled) and cannot be sensed by touch.

Hugging the Wall can only be initiated if there is a wall (some vertical flat surface at least as tall as you) in or adjacent to your space.


Hunting Komodo Slice
Surreptitious Bandit (Strike)
Level: 8
Prerequisite: Four Surreptitious Bandit Maneuvers
Initiation Action: 1 standard action
Range: Attack
Target: One creature
Duration: One round per initiator level or until activated
Saving Throw: None

You attack so fast they don't feel it, only to come back later and push their top half off.

Make an attack against the target. If it hits, however, there is no immediate effect. If you deal damage to the target before the duration is up, you may end the duration to have all effects of the attack apply to the target, including 8d6 extra points of damage.


Knife Slits the Throat
Surreptitious Bandit (Strike)
Level: 7
Prerequisite: Three Surreptitious Bandit Maneuvers
Initiation Action: 1 standard action
Range: Attack
Target: One creature
Duration: 5 rounds
Saving Throw: Fortitude partial

You sneak up behind someone and disable their vocal cords.

Make an attack against the target. If the target is flat-footed, the attack deals 7d8 extra points of precision damage, and the target must make a Fortitude save (DC 17 + Dexterity modifier) or lose the ability to speak for 5 rounds.


Lemur-Tail Larceny
Surreptitious Bandit (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Melee weapon + 5 ft.
Target: One object
Saving Throw: Reflex negates

With a lunge, you hook your flail around the window frame and pull yourself through the window.

You may only use a flexible weapon, such as a whip, flail, tail, or unarmed limb for this maneuver.

If you target an unattended object that weighs less than you, the item is moved to the ground in your space. If the unattended object weighs more than you (like a house, for example), you are moved towards the object, up to the range of this attack. If you target a held or worn object, the object's wielder makes a Reflex save; if they fail and the object weighs less than you do, the object is moved to the ground in your space.


Master Hides the Newbie
Surreptitious Bandit (Stance)
Level: 6
Prerequisite: Three Surreptitious Bandit Maneuvers
Initiation Action: 1 swift action
Range: Close (25 ft. +5 ft./2 levels)
Targets: Any number of willing creatures
Duration: Stance

Your constant guidance and use of covering sights and sounds conceals the bumbling idiots accompanying you.

Whenever an ally within range makes a Hide or Move Silently check, they may use your Hide or Move Silently check modifier at a -30 penalty. That ally uses its own invisibility, size, and movement modifiers to the check, not yours.


Mongoose Hunts the Snake
Surreptitious Bandit (Boost)
Level: 4
Prerequisite: Two Surreptitious Bandit Maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You

Your keen understanding of the ways that sounds and motions interact lets you catch the slightest detail.

Make a Spot and a Listen check, using your Move Silently check modifier for both.


Mosquito Biting Giant
Surreptitious Bandit (Strike)
Level: 8
Prerequisite: Four Surreptitious Bandit Maneuvers
Initiation Action: 1 standard action
Range: Attack
Target: One creature

You move so subtly, when the corpse slumps to the ground with a dagger wound in his back, nobody sees you standing behind him.

Make an attack. You don't get a -20 penalty to Hide for this attack.


Octopus Squeezes Through Mesh
Surreptitious Bandit (Rush)
Level: 5
Prerequisite: Two Surreptitious Bandit Maneuvers
Initiation Action: 1 move action
Range: Personal
Target: You

With a stifled laugh, you jump through the hole in the wall after pulling your arrow out of it.

Move your speed, ignoring difficult terrain. You can move without difficulty even if you would have to squeeze through holes as small as ½ inch in diameter. You must still end your movement in a space you could normally occupy.


Packrat Retrieves the Gadget
Surreptitious Bandit (Boost)
Level: 1
Initiation Action: Free or immediate action
Range: Personal
Target: One item in your possession
Duration: Instantaneous
Saving Throw: None

With a move faster than the eye can see, you pull the snack bar from the bottom of your backpack.

When you initiate this maneuver, retrieve one item you are carrying or inside a container you are carrying and put it either into your hands or in your space.


Punk Robs the Store
Surreptitious Bandit (Stance)
Level: 1
Prerequisite: One Surreptitious Bandit Maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You act casual while taking everything off the shelves.

While in this stance, whenever you would normally make a Sleight of Hand check, you can make a Move Silently check with a +5 bonus instead.


Quiverstep
Surreptitious Bandit (Stance)
Level: 9
Prerequisite: Four Surreptitious Bandit Maneuvers, Martial Lore 15 Ranks
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Saving Throw: None
Your taste for subtlety has grown so dramatic, that the truths you have learned through all your moments of calm would baffle even a well studied monk.

Whenever you would make a Spot, Search, Listen, Sense Motive, Gather Information, Jump, Climb, Swim check, any Dexterity based skill check, or a check that requires one of your Discipline skills, you may substitute them for a Move Silently check. While this stance is active, you may reallocate your ranks in the above skills to skills that do not fit the above criteria, maintaining all prerequisites and synergy bonuses and benefiting from the new ones gained via the reallocation. If the reallocation allows you to fulfil new prerequisites for a skill trick, feat, maneuver, etc, you are only treated as having the acquired article while the prerequisites remain met, often meaning you may only utilize it in this stance.


Sandshuffle Step
Surreptitious Bandit (Stance)
Level: 4
Prerequisite: Two Surreptitious Bandit Maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Saving Throw: None

You practice the ancient Sandshuffle Step of the Wee Free Men of Arraque Iss, successfully evading the notice of the Purple Worm.

While in this stance, for the purposes of determining whether you are detected, you are functionally 30 feet further away. (This is likely to put you out of range of things like Blindsense, Tremorsense, and Darkvision, and gives +3 to the DCs to spot or hear you)


Scurrying Rat Dance
Surreptitious Bandit (Rush)
Level: 7
Prerequisite: Three Surreptitious Bandit Maneuvers
Initiation Action: 1 move action
Range: Personal
Target: You

You do the dance of the scurrying rat, careening around the battlefield.

Move three times your speed. Any time during this movement that you would normally make a Balance, Jump, or Tumble check, you may make a Move Silently check with a +20 bonus instead.


Scuttling Centipede Step
Surreptitious Bandit (Rush)
Level: 1
Initiation Action: Move
Range: Personal
Target: Self
Duration: See text

If only you had more limbs to do things while you're doing things.

When you activate this maneuver you can pick up items on the ground, open unlocked doors, sheathe weapons, and perform other move actions (other than other maneuvers) while you're on the move. You provoke attacks of opportunity for the movement or the move actions you take during your movement as normal.


Seagull Divebombs the Elephant
Surreptitious Bandit (Stance)
Level: 8
Prerequisite: Four Surreptitious Bandit Maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You adopt the tactics of a seagull hunting elephants, if the seagull was armed to the teeth with dangerous weapons and undetectable.

While in this stance, whenever you hit an enemy who doesn't know where you are, you may deal 4d8 extra points of precision damage and move 10'.


Silencing Surprise
Surreptitious Bandit (Strike)
Level: 3
Prerequisite: One Surreptitious Bandit Maneuver
Initiation Action: 1 swift action
Range: Close (25 ft. +5 ft./2 levels)
Target: One creature
Duration: Until end of turn
Saving Throw: Will negates

Your appearance is so surprising that your target forgets to sound the alarm.

Unless the target succeeds on a Will save (DC 13 + Dexterity modifier), they cannot speak until the end of the turn.

If this maneuver is the first indication that the target has of your existence, they cannot speak in response to your initiation of this maneuver.


Snake Reverse Molts
Surreptitious Bandit (Strike)
Level: 9
Prerequisite: Four Surreptitious Bandit Maneuvers
Initiation Action: 1 standard action
Range: 5 ft.
Target: One creature

With a smooth slice and step, you chop your victim in half and step into their clothing.

Make an attack against a target within 5' for 9d6 extra points of damage. If the target is reduced to 0 or fewer hit points from this attack, you may swap places with the target and make a Disguise or Move Silently check to disguise yourself as the target and the target as you. Any creature who fails to see through your disguise will see that the target has killed you.


Springless Step
Surreptitious Bandit (Stance)
Level: 3
Prerequisite: One Surreptitious Bandit Maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Saving Throw: None

If you walk carefully enough, traps won't notice you.

While in this stance, you don't trigger traps.


Squirrel Trades for Nut
Surreptitious Bandit (Strike)
Level: 6
Prerequisite: Three Surreptitious Bandit Maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: One round
Saving Throw: Reflex partial

With a quick stab, you trade your rusty dagger for the Wizard's Wand of Plane Shift. When he tries to teleport away, he finds to his chagrin that he's just waving a knife around.

Make a melee attack against a creature, dealing damage and/or other effects as normal. If it hits, the target must make a Reflex save. If they fail and you are holding any items, you may swap an item you are holding for an item they are holding, provided both creatures have sufficient hands to hold the new items. If you do this swap, the target must make a Spot check opposed by your Move Silently check or believe that they are still holding their previous item until they try to use it or your next turn starts.


Torched Rabbit Springs for Bushes
Surreptitious Bandit (Counter)
Level: 4
Prerequisite: Two Surreptitious Bandit Maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You

After the Warmage threw his fireball at you, he realized it was a terrible mistake.

When a spell or effect forces you to make a Reflex save, you may initiate Torched Rabbit Springs for Bushes. If you fail the Reflex save, you take half damage. If you succeed the Reflex save, you take no damage; if the spell or effect had an area, you may move towards any edge of the area a distance up to your base land speed and make a Hide check.


Turncoat Takedown
Surreptitious Bandit (Strike)
Level: 6
Prerequisite: Three Surreptitious Bandit Maneuvers
Initiation Action: 1 standard action
Range: Attack
Target: One creature

With an efficient motion, you withdraw your knife from their leaking throat. "I'm not really Bob at all," you say gloatingly.

Draw a weapon and attack a creature with it. That creature counts as being flat-footed against that attack, and takes an additional 5d8 points of damage if it hits. If the creature was not hostile to you, they take another 3d8 points of damage.


Unassuming Ogre Walk
Surreptitious Bandit (Stance)
Level: 5
Prerequisite: Two Surreptitious Bandit Maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You walk with plenty of fakeouts, and somehow this makes it impossible to keep track of you.

While in this stance, you can hide while observed.


Up the Walls
Surreptitious Bandit (Rush)
Level: 2
Prerequisite: One Surreptitious Bandit Maneuver
Initiation Action: 1 move action
Range: Personal
Target: You

If you go fast enough, gravity won't interfere with you too badly.

Move one and a half times your base land speed. You may move along horizontal and vertical surfaces and surfaces that can't support you (such as water or thin cloth) as part of this movement. You must end your movement on a surface that can support you.


Vital Hesitation
Surreptitious Bandit (Counter)
Level: 2
Prerequisite: One Surreptitious Bandit Maneuver
Initiation Action: 1 immediate action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Saving Throw: None

"Duck!"

When a creature would fail a save against a trap, you may initiate this maneuver. They may re-roll the save, with a +3 Morale bonus. This bonus increases by 1 for every five initiator levels you possess.