Post by streamofthesky on Aug 16, 2008 0:43:58 GMT -5
Maneuvers
The following maneuvers are to be treated as Supernatural, despite it not saying it in the text box.
Devoted Spirit: Aura of Chaos, Aura of Perfect Order, Aura of Triumph, Aura of Tyranny, Castigating Strike, Crusader's Strike, Divine Surge, Greater Divine Surge, Doom Charge, Law Bearer, Martial Spirit, Radiant Charge, Rallying Strike, Revitalizing Stirke, Strike of Righteous Vitality, Tide of Chaos
Iron Heart:Iron Heart Surge
Shadow Hand: Dance of the Spider, One with Shadow, Shadow Blink, Shadow Jaunt, Shadow Stride, Step of the Dancing Moth
The following maneuvers are NOT Supernatural.
Shadow Hand: Strength Draining Strike
Setting Sun throw maneuvers: There is no size limitation on the trip check. Strength-throws are otherwise unchanged. Dexterity-throws are changed as follows. Neither the opponent or the setting sun user apply their normal size bonus to the trip check. Instead, the thrower adds a +4 size bonus to his roll per size smaller than the target he is.
Change the duration of Distracting Ember to "1 round."
Iron Heart Surge can be used while unable to physically move (unlike all other maneuvers), but must be used to end the effect preventing the initiator from moving. If used on an area effect, it immunizes the initiator to that particular effect, but does not dispel it completely. Conditions that prohibit the ability to take actions (or actions of your free will) for reasons other than physical (stun, daze, compulsions that do not allow you a chance to use a standard action of your choice, etc...) can not be removed with Iron Heart Surge.
No one can benefit from White Raven Tactics more than once per encounter (and it can't be used on yourself).
Divine Surge adds +6d8 damage, not +8d8.
Aura of Triumph stance: On your turn, select a foe (alignment does not matter) and an ally. Each time you hit the foe in melee, you heal 4 hp, as does the ally if s/he is within 10 ft of you. If the ally hits the foe in melee while within 10 ft of you, both of you heal 4 hp. This replaces the rules in ToB.
Swooping Dragon Strike's save DC = 10 + Jump ranks + (Land Speed / 10).
WR Hammer: Damage bonus, and Fort DC 18 + Str +2 per ally threatening target (other than initiator)
Fail: Stunned for 1 round and staggered for 1d4 rounds
Pass by < 5: Staggered for 1d4 rounds; not stunned
Pass by 5+: Not stunned or staggered
Tornado Throw: Calculate bonus on last 5 throws (BEFORE HAND); move up to double speed and make them at -40 ft, -30 ft, -20 ft, -10 ft, & 0 ft from end of move respectively w/ proper bonuses. If foes are spaced out such that you want some throws before the last 40 ft of movement, I can’t deny that. But you only get 5 throws, the bonus must match the total distance moved prior to each throw, and I expect the calculations to be done quickly to not bog down the game. Note you can just chain-throw the same guy 10 ft, move up and throw him again, over and over.
Warmaster’s Charge: Not sure what to do yet, but it's definitely getting nerfed.
The following maneuvers are to be treated as Supernatural, despite it not saying it in the text box.
Devoted Spirit: Aura of Chaos, Aura of Perfect Order, Aura of Triumph, Aura of Tyranny, Castigating Strike, Crusader's Strike, Divine Surge, Greater Divine Surge, Doom Charge, Law Bearer, Martial Spirit, Radiant Charge, Rallying Strike, Revitalizing Stirke, Strike of Righteous Vitality, Tide of Chaos
Iron Heart:Iron Heart Surge
Shadow Hand: Dance of the Spider, One with Shadow, Shadow Blink, Shadow Jaunt, Shadow Stride, Step of the Dancing Moth
The following maneuvers are NOT Supernatural.
Shadow Hand: Strength Draining Strike
Setting Sun throw maneuvers: There is no size limitation on the trip check. Strength-throws are otherwise unchanged. Dexterity-throws are changed as follows. Neither the opponent or the setting sun user apply their normal size bonus to the trip check. Instead, the thrower adds a +4 size bonus to his roll per size smaller than the target he is.
Change the duration of Distracting Ember to "1 round."
Iron Heart Surge can be used while unable to physically move (unlike all other maneuvers), but must be used to end the effect preventing the initiator from moving. If used on an area effect, it immunizes the initiator to that particular effect, but does not dispel it completely. Conditions that prohibit the ability to take actions (or actions of your free will) for reasons other than physical (stun, daze, compulsions that do not allow you a chance to use a standard action of your choice, etc...) can not be removed with Iron Heart Surge.
No one can benefit from White Raven Tactics more than once per encounter (and it can't be used on yourself).
Divine Surge adds +6d8 damage, not +8d8.
Aura of Triumph stance: On your turn, select a foe (alignment does not matter) and an ally. Each time you hit the foe in melee, you heal 4 hp, as does the ally if s/he is within 10 ft of you. If the ally hits the foe in melee while within 10 ft of you, both of you heal 4 hp. This replaces the rules in ToB.
Swooping Dragon Strike's save DC = 10 + Jump ranks + (Land Speed / 10).
WR Hammer: Damage bonus, and Fort DC 18 + Str +2 per ally threatening target (other than initiator)
Fail: Stunned for 1 round and staggered for 1d4 rounds
Pass by < 5: Staggered for 1d4 rounds; not stunned
Pass by 5+: Not stunned or staggered
Tornado Throw: Calculate bonus on last 5 throws (BEFORE HAND); move up to double speed and make them at -40 ft, -30 ft, -20 ft, -10 ft, & 0 ft from end of move respectively w/ proper bonuses. If foes are spaced out such that you want some throws before the last 40 ft of movement, I can’t deny that. But you only get 5 throws, the bonus must match the total distance moved prior to each throw, and I expect the calculations to be done quickly to not bog down the game. Note you can just chain-throw the same guy 10 ft, move up and throw him again, over and over.
Warmaster’s Charge: Not sure what to do yet, but it's definitely getting nerfed.