Custom Maneuvers

Classes, feats, spells, items... for making and requesting permission.

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Custom Maneuvers

Postby Zanaikin » Thu Mar 08, 2007 1:02 am

Will be listing those here, mostly homemade a few heavily inspired (or made by) wotc boards.

I welcome players to design custom spells & maneuvers based on their chars' style and needs, just drop it by me first :P
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Postby Zanaikin » Thu Mar 08, 2007 2:59 am

CUSTOM MANEUVERS:

STORM FALCON DISCIPLINE:
Archaic Weapons: Hand Crossbow, Heavy Crossbow, Light Crossbow, Longbow, Shorbow
Advanced Weapons: Pistols, Carbines, Rifles
[Note: When you receive Weapon Proficiency, Weapon Focus, or any similar ability for Storm Falcon, you may only apply it to either Archaic or Advanced Storm Falcon weapons, but not both]
Skill: Spot
Availability: The Storm Falcon discipline is available to Crusaders, Rangers, and Swordsages (whom must give up martial melee proficiency for ranged melee proficiency), but not Warblades.

STORM FALCON FEATS:
CERTAIN SHOT [MARTIAL]
Requirements: Base Will Save +1 or Zen Archery, Any Storm Falcon maneuver
Benefits: You may add half your wisdom modifier (rounded down) to all concentration checks and ranged damage rolls when using any Storm Falcon weapon. The bonuses of this feat are lost if you are under the a fear effect at any time.
Special: Certain Shot can be used in place of Point Blank Shot to qualify for a feat, prestige class, or other special ability.

KEEN MENTALITY [Martial][Tactical]
Requirements: Base Will Save +5, Certain Shot, Any Two Storm Falcon maneuvers
Benefits: You gain the following three tactical options:
One with the Shot – To use this option, you must make a DC 20 concentration check while taking aim or making an active spot check (move action) against a target. If you succeed, you may ignore any penalties from distractions to your spot check on your next Storm Falcon strike this round.
Deadly Menace – To use this option, you must make a DC 20 intimidate check against a single creature as a standard action. If this check succeeds and you make a successful ranged attack against the same target on your next turn, you and your allies may treat your target as flanked whenever you are taking aim against it.
Steady Aim – To use this option, you must successfully make a ranged attack while benefiting from taking aim. As long as you continue to attack only the same target and does nothing else that requires motion (including somatic spells), you may continue to apply your take aim bonuses to every attack. These bonuses end whenever you miss an attack, take damage, or become distracted.

STORM FALCON MANEUVERS:
Level 1:
Eagle Sight (Boost) – Ignore concealment on ranged attacks and locate invisible creatures for one round.
Linear Clarity (Stance) – Gain +2 bonus to spot and ranged attack, but take –2 to AC.
Steel Talon Strike (Strike) – Make a ranged attack that gains double critical range, +4 critical confirmation, and +1d6 ranged precision.
Level 2:
Falcon Sight (Boost) – Ignore distance penalties and gain +1/initiator level bonus to spot for one round.
Peregrine Riposte (Counter) – Stop the movement of a target with an attack.
Piercing Talon Strike (Strike) – Make a ranged attack that ignores armor and shields with a successful spot check.
Level 3:
Disarming Shot (Strike) – Disarm target with a successful attack.
Eyes of the Hawk (Stance) – Halves distance penalties to spot and ranged attack, gain +5 to spot.
Lightning Volley (Strike) – Make a full attack with an extra attack.
Level 4:
Eagle Tracer (Boost) – Take aim as a swift action.
Storm Falcon Assault (Strike) – Attack deal double damage with a successful spot check.
Twin Talon Strike (Strike) – Fires twice with a single attack.
Level 5:
Duck Behind Cover (Counter) – Move 5ft as an immediate action.
Instinct of the Hunter (Stance) – Reduce the difficulty of making critical shots, may make attacks of opportunity with projectile weapon.
Level 6:
Concealed Snipe (Strike) – Make one ranged attack and move while remaining hidden.
Storm Volley (Strike) – Fires one arrow at every opponent within range.
Level 7:
Quicksilver Riposte (Counter) – Instantly draw/reload a ranged weapon to counter an incoming attack.
Achilles’ Heel (Strike) – Deal dexterity damage and hinders target’s mobility with a successful attack.
Level 8:
Storm Falcon Blitz (Strike) – Make a full attack after a successful spot check to deal double damage on each hit.
Eye of the Storm (Stance) – Gain +4 AC against ranged attacks, +2 reflex saves, evasion, and can evade ranged attacks with a successful reflex save.
Level 9:
Peerless Shot (Strike) – Slay foe with a single attack after a successful spot check.

EAGLE SIGHT [Storm Falcon (Boost)]
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
Focusing your vision, you suddenly notice the foes hidden amongst the tall grass as the source of the ambush and prepare your retaliatory shots.
When you initiate this maneuver, you immediately know the location of all concealed creatures within 30ft (similar to blindsense). Also, your ranged projectile attacks ignore all miss chances granted by concealment short of total concealment.

LINEAR CLARITY [Storm Falcon (Stance)]
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, you gain +2 insight bonus to spot checks and all attack rolls with ranged projectile weapons, but take a –2 penalty to AC.

STEEL TALON STRIKE [Storm Falcon (Strike)]
Level: 1
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
You make a single ranged attack as part of this maneuver. For this attack you may double your critical threat range (does not stack with Favored Critical or Improved Critical) and gain a +4 bonus on critical confirmation checks. Furthermore, if your attack receives any benefits from taking aim, you deal an additional 1d6 points of damage (does not affect those with immunity to critical hits).

FALCON SIGHT [Storm Falcon (Boost)]
Level: 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
When you initiate this maneuver, you gain +1 insight bonus per initiator level to all spot checks made this round. Also, your ranged projectile attacks ignore all distance penalties for the round. However, you are still limited to your maximum range of ten times your normal range increment.

PEREGRINE RIPOSTE [Storm Falcon (Counter)]
Level: 2
Prerequisites: One Storm Falcon maneuver
Initiation Action: 1 immediate action
Range: 30ft
Target: One creature
When an opponent within 30ft moves more than 5ft, you may initiate this maneuver at any point of his movement after the first 5ft. As part of this maneuver, make a ranged attack against that foe. Your attack does not deal any actual damage. However, your foe must make a reflex save against a DC equal to your attack roll or immediately halt as if he had used up his movement for the round. If the foe is charging, a failed reflex save means he automatically fails his charge attack.
Your foe may choose to automatically succeed on the reflex save (he must decide before making the reflex save), in which case you resolve your attack as normal.

PIERCING TALON STRIKE [Storm Falcon (Strike)]
Level: 2
Prerequisites: One Storm Falcon maneuver
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
You must make a spot check as part of this maneuver. The DC of this check is the target creature’s AC (you take penalties as appropriate). You then make a single ranged attack against your target, also as a part of this maneuver. If your spot check succeeds, your attack is treated as a ranged touch attack rather than a standard ranged attack. If your check fails, your attack is made normally instead and the maneuver is still expended.

DISARMING SHOT [Storm Falcon (Strike)]
Level: 3
Prerequisites: One Storm Falcon maneuver
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
As part of this maneuver, make a ranged attack against that foe. If the attack hits, you may attempt to disarm your opponent as if you were wielding a light weapon. This disarm attempt does not provoke attack of opportunity, nor is there any risk that your foe can disarm you.

EYES OF THE HAWK [Storm Falcon (Stance)]
Level: 3
Prerequisites: One Storm Falcon maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, you take half penalties for distance on spot checks and ranged attacks (–1 spot per 20ft instead of 10ft, –1 attack for each ranged increment instead of –2). You also gain a +5 insight bonus to spot checks.

LIGHTNING VOLLEY [Storm Falcon (Strike)]
Level: 3
Prerequisites: One Storm Falcon maneuver
Initiation Action: 1 full-round action
Range: Ranged attack
Target: One or more creatures
As part of this maneuver, you take a full attack action with a ranged projectile weapon. However, you can make one additional attack this round at your highest base attack bonus. All attacks you make this round, including the extra attack granted by this maneuver, are made with a –2 penalty.

EAGLE TRACER [Storm Falcon (Boost)]
Level: 4
Prerequisites: Two Storm Falcon maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
When you initiate this maneuver, you immediate gain the bonuses of taking aim to negate half cover (normally a move action) against the target creature on your next attack.

STORM FALCON ASSAULT [Storm Falcon (Strike)]
Level: 4
Prerequisites: Two Storm Falcon maneuvers
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
You must make a spot check as part of this maneuver. The DC of this check is the target creature’s AC (you take penalties as appropriate). You then make a single ranged attack against your target, also as a part of this maneuver. If your spot check succeeds, this attack deals double your normal ranged damage. If your check fails, your attack is made normally instead and the maneuver is still expended.

TWIN TALON STRIKE [Storm Falcon (Strike)]
Level: 4
Prerequisites: Two Storm Falcon maneuvers
Initiation Action: 1 standard action
Range: Ranged attack
Target: One or two creatures (see below)
You make two ranged attacks as part of this maneuver, both using your highest base attack bonus. Both attacks must be aimed at either a single target or two targets within 15ft of each other. You must decide on your target(s) the moment you initiate this maneuver.
If you cannot reload your weapon instantly, you may only make a number of attacks equal to your loaded ammunition.

INSTINCT OF THE HUNTER [Storm Falcon (Stance)]
Level: 5
Prerequisites: Two Storm Falcon maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, you may treat any opponent at two sizes larger for the purpose of making Critical Shots, thereby reducing the target’s critical AC, your penalties to defense, and the action required.
Also, you are treated as threatening all space within 15ft (but not adjacent squares) when wielding a ranged project weapon, allowing you to make attacks of opportunity as long as your weapon has ammunition (your may not reload while it’s not your turn, even if it is a free action).

DUCK BEHIND COVER [Storm Falcon (Counter)]
Level: 5
Prerequisites: Two Storm Falcon maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Upon initiating this maneuver, you immediate move 5ft in the direction of your choosing. Unlike a 5ft-step, this movement provokes attacks of opportunity as normal. You may choose to use this maneuver after an opponent declares his attack but before determining the attack roll. If this movement takes you out of the enemy’s sight, range, or reach, the declared attack automatically fails (but the action and spells are still expended).
You may attempt a tumble check to either avoid provoking attacks of opportunity during this movement (DC 25+) or move 10ft as a ‘5ft-step’ (DC 40). However, you take a –10 penalty to any tumble checks made while using this maneuver.

CONCEALED SNIPE [Storm Falcon (Strike)]
Level: 6
Prerequisites: Two Storm Falcon maneuvers
Initiation Action: 1 full action
Range: Ranged attack
Target: One creature
As part of this maneuver, you move up to your speed and make a single melee attack at any point during your movement (including before you move). If you were hidden before initiating this maneuver, you can keep the results of your previous Hide and Move Silently checks even though you attacked and moved. As long as you end your turn in a spot that allows you to hide, your foes must make Spot and Listen checks as normal to discern your presence. Your movement and this maneuver’s attack have no effect on your Hide and Move Silently results.

STORM VOLLEY [Storm Falcon (Strike)]
Level: 6
Prerequisites: Two Storm Falcon maneuvers
Initiation Action: 1 full action
Range: Ranged attack
Target: One or more creatures
As a full round action, you may make a single ranged attack against every opponent you have line of sight to, up to a maximum number of targets equal to your initiator level. If you cannot reload your weapon instantly, you may only make a number of attacks equal to your loaded ammunition.

QUICKSILVER RIPOSTE [Storm Falcon (Counter)]
Level: 7
Prerequisites: Three Storm Falcon maneuvers
Initiation Action: 1 immediate action
Range: 10ft
Target: One creature
When an opponent moves within 15ft of you and attacks, you may draw or reload (but not both) a ranged weapon as part of this maneuver if they can be done normally as a free action. You then make a single ranged attack with the same weapon against the foe, also as part of this maneuver. If your attack deals damage, your target must attempt a fortitude save (DC 10 + damage). If this save fails, your target automatically misses its next attack made this round. If this save succeeds, your target takes a –2 penalty on its next attack roll made this round.
Also, when an opponent makes a ranged attack against you, you can initiate this counter to oppose that attack by making an attack roll with your ranged weapon (after drawing or reloading if applicable). Use the higher of your AC or your attack roll as your effective AC against the incoming attack.
You may use this maneuver immediate after an opponent declares an attack, but you must do so before the attack’s result has been determined. You cannot use this maneuver if you are unaware of or caught flatfooted against the attack.

ACHILLES’ HEEL [Storm Falcon (Strike)]
Level: 7
Prerequisites: Three Storm Falcon maneuvers
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
You make a single ranged attack as part of this maneuver. If the attack hits, it deals damage as normal. In addition, the target takes 1d6 points of dexterity damage and is reduced to half speed (cannot run or charge) until the dexterity damage is healed. A successful fortitude save (DC 17 + your dexterity modifier) halves the dexterity damage and negates the speed penalty.

STORM FALCON BLITZ [Storm Falcon (Strike)]
Level: 8
Prerequisites: Three Storm Falcon maneuvers
Initiation Action: 1 full action
Range: Ranged attack
Target: One creature
You must make a spot check as part of this maneuver. The DC of this check is the target creature’s AC (you take penalties as appropriate). You then make a full ranged attack against a single target, also as a part of this maneuver. If your spot check succeeds, each attack deals double your normal ranged damage. If your check fails, your attack is made normally instead and the maneuver is still expended.

EYE OF THE STORM [Storm Falcon (Stance)]
Level: 8
Prerequisites: Three Storm Falcon maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
While you are in this stance, you gain a +4 dodge bonus to AC against ranged attacks, +2 bonus to reflex saves, and evasion. Also, whenever an opponent makes a ranged attack against you, you may attempt a reflex save (DC 20 + attacking weapon enhancement bonus). If this save is successful, the attack automatically misses. If this save fails, resolve the attack as normal. Each time you attempt a reflex save in this manner consumes one of your attack of opportunity in the current round. You cannot attempt this save if you have no attacks of opportunity remaining. You may not wear more than light armor or carrying more than a light load to gain the benefits of this stance.
Variant: This replaces the effects of Bloodstorm Blade’s Eye of the Storm stance.

PEERLESS SHOT [Storm Falcon (Strike)]
Level: 9
Prerequisites: Four Storm Falcon maneuvers
Initiation Action: 1 standard action
Range: Ranged Attack
Target: One creature
You must make a spot check as part of this maneuver. The DC of this check is the target creature’s AC (you take penalties as appropriate). If your check succeeds, you may then make a single ranged attack against the target, also as a part of this maneuver. Your attack may automatically ignore any armor, shield, and cover bonuses (except total cover) to armor and damage reduction the target has. If your attack deals damage, your target must attempt a fortitude save (DC 19 + your dexterity modifier). If this save fails, your target is instantly slain (reduced to –10 hit points). If this save succeeds, you deal an extra 20d6 points of damage in addition to your normal weapon damage. Creatures immune to critical hits are immune to the death effect of this strike.
If your spot check fails, you may a single ranged attack normally. The maneuver is still considered expended.
Last edited by Zanaikin on Mon Apr 23, 2007 5:29 pm, edited 1 time in total.
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Postby Zanaikin » Thu Mar 08, 2007 4:35 pm

IRON HEART DISCIPLINE:
Level 8:
Supreme Blade Parry (Stance) – Parry incoming blows using attacks of opportunity.

TIGER CLAW DISCIPLINE:
Level 7:
Thrashing Fury (Strike) – Attack foes with each weapon as you move by them.

WHITE RAVEN DISCIPLINE:
Level 1:
Covering Fire (Strike) – Make one attack to hinder enemy’s ranged attacks.
Volley Coordination (Stance) – Gain +2 to arrow volley DC and ignore cover from allies.
Level 4:
Suppression Fire (Strike) – Take full attack to prevent enemy from using ranged attacks.
Level 7:
Directed Volley (Strike) – Lead allies within 30ft to make a free ranged attack.
Level 9:
Commanding Volley (Strike) – You and allies make a single ranged attack, dealing extra damage and stunning the opponent.

SUPREME BLADE PARRY [Iron Heart (Stance)]
Level: 8
Prerequisites: Three Iron Heart maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While this stance is in effect, whenever an enemy makes a melee or ranged attack against you, you may expend one attack of opportunity to oppose that attack by making an attack roll with any melee weapon you are holding. Use the higher of your AC or your attack rolls as your effective AC against the incoming attack. Using this stance does not count as making an attack of opportunity (even though it consumes one use of it). Supreme Blade Parry does not grant any additional attacks of opportunity per round, and may not be used if you have no attacks of opportunity remaining this round.

THRASHING FURY [Tiger Claw (Strike)]
Level: 7
Prerequisites: Three Tiger Claw maneuvers
Initiation Action: 1 full-round action
Range: Personal
Target: You
As part of this maneuver, you move up your speed. Each time you enter a square adjacent to an enemy, you can make a single melee attack against that foe. You cannot attack a foe more than once with each weapon (if you are wielding more than one weapon) with this maneuver. Your movement provokes attacks of opportunity, as normal.

COVERING FIRE [White Raven (Strike)]
Level: 1
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
As part of this maneuver, you make a single ranged attack. If your attack deals damage, the target may only perform ranged attacks as a standard action and takes a –4 penalty to ranged attacks for 1 round. If your attack misses or deals no damage, the target still takes a –2 penalty to ranged attacks for 1 round.

VOLLEY COORDINATION [White Raven (Stance)]
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
While you are in this stance, allies within 60ft of you add +2 to the reflex save DC of any volley of arrows they fire. Furthermore, they may ignore any cover targets may gain from other allies in the way.

SUPRESSION FIRE [White Raven (Strike)]
Level: 4
Prerequisites: Two White Raven maneuvers
Initiation Action: 1 full-round action
Range: Ranged attack
Target: One or more creatures
As part of this maneuver, you make a full-attack action with a ranged weapon. Any creatures who take damage cannot make ranged attacks for 1 round. Any creatures that were targeted by the attack but takes no damage (such as misses or damage reduction) may only perform ranged attacks as a standard action and takes –4 penalty to ranged attacks for 1 round.

DIRECTED VOLLEY [White Raven (Strike)]
Level: 7
Prerequisites: Three White Raven maneuvers
Initiation Action: 1 standard action
Range: Ranged attack, see text
Target: One creature, see text
As part of this maneuver, you make a single ranged attack. If your attack hits, all allies within 30ft of you may make a ranged attack against this target as an immediate action.

COMMANDING VOLLEY [White Raven (Strike)]
Level: 9
Prerequisites: Four White Raven maneuvers
Initiation Action: 1 full-round action
Range: Ranged attack, see text
Target: One creature, see text
As part of this maneuver, you make a single ranged attack. In addition, all allies within 60ft of you at the beginning of your turn can also make a ranged attack against this target as an immediate action. Your ranged attack deals an extra 50 points of damage, and those of your allies each deal an extra 10 points of damage. For each ally who makes an attack, including yourself, your ranged attack and those of your allies are made with a cumulative +2 bonus. An opponent struck by you and at least one other ally is stunned for one round.
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Postby Zanaikin » Wed Jul 04, 2007 7:05 pm

completed Covering / Suppression Fire maneuvers, and updated the Supreme Blade Parry. All currently in testing phase :)

will probably make a feat that allows Covering / Suppression Fire maneuvers to be usable with spells.
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Re: Custom Maneuvers

Postby Zanaikin » Sun Mar 30, 2008 10:56 pm

got bored (and procrastinating), finished Eagle Tracer (insta-aim) and the level 9 attack: Peerless Shot (boom headshot)
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Re: Custom Maneuvers

Postby Zanaikin » Tue Apr 01, 2008 4:19 am

just noted a HUGE miss, Peerless Shot is DC 19+dex (+ weapon enh + etc), not 10+dmg ( @_@ )
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Re: Custom Maneuvers

Postby Zanaikin » Tue Apr 01, 2008 9:15 pm

added Duck Behind Cover (lvl5 counter, could use a better name if anyone think of one) and Instincts of the Hunter (lvl5 stance).

Comments/suggestions/ideas are much welcomed as always.
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Re: Custom Maneuvers

Postby Zanaikin » Fri Apr 04, 2008 4:06 am

changed the following maneuvers:
--Disarming Shot: raised to lvl3 strike, clarified that you count as using a light weapon for the purposes of disarming (which takes a -4 penalty most of time). I figure ranged disarm should be harder than melee since there's no 'standard' option. After all, you can attempt to disarm in melee even without special abilities/feats.
--Removed the -2 attack penalty on failed check for Storm Falcon Strike/Blitz. Spot checks are much harder than concentration checks as it is.

added:
Falcon Sight - boost sight and accurate-shooting range.
Piercing Talon Strike - Emerald razor for range, spot check required.
Concealed Snipe - Stalker from the Shadows for ranged.
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Re: Custom Maneuvers

Postby Zanaikin » Mon Apr 07, 2008 6:10 pm

customization & adaptation has been started (by me) on the original WOTC Falling Star discipline. This'll introduce a second discipline into the game, and unlike Storm Falcon, will be dominated by primarily supernatural maneuvers. (and thus, mostly for Swordsages and Crusaders)
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Re: Custom Maneuvers

Postby Zanaikin » Mon May 26, 2008 4:15 pm

I did edit in into the game rules, just never posted that I did since I announce I was nerfing it beforehand

Insightful Strike, Greater Insightful Strike – The damage dealt by this strike is 1d20 + half the concentration bonus you normally receive (half concentration for Insightful, full concentration for Greater).
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Re: Custom Maneuvers

Postby Zanaikin » Thu Jun 05, 2008 4:34 pm

added Steel Talon Strike and Twin Talon Strike.
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Re: Custom Maneuvers

Postby Mr_Praetorian » Thu Jun 12, 2008 4:08 pm

The Steel talon list looks great, but I think it would be interesting to see a maneuver or two that gives archer types more "effects" options, like a maneuver that adds bonus damage and turns the attack into a line effect that originates on the target, or a supernatural maneuver that turns a single shot into several shots (creating a burst effect). Just a thought.
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Re: Custom Maneuvers

Postby Zanaikin » Thu Jun 12, 2008 4:14 pm

well, a line that 'goes' to the target would be insane, given the range of archery that could easily stretch into like a 1000ft+ line. Not to mention it's also unrealistic, since arrows are far more affected by gravity than lightning ever will be and thus no archer shoots with a pure horizontal shot, they'll always arc it somewhat.

Could, I could do a version of Penetration Shot (feat) and Lightning Throw (iron heart) for projectile but...I think one of the reasons I avoided it was because outside of supernatural means, I couldn't see how an arrow could pierce a huge+ creature (say dragon) and still hit something taking cover behind it.
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Re: Custom Maneuvers

Postby Mr_Praetorian » Thu Jun 12, 2008 4:24 pm

Well, obviously you could put limitations on it. You could rule the target size had to be large or smaller, and say that the line was 5ft wide and 10ft/martial initiator level long, and that the primary target had to be within 30 or 60ft of you.
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Re: Custom Maneuvers

Postby Zanaikin » Thu Jun 12, 2008 4:29 pm

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