Eclipse Dawn Discipline

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==Eclipse Dawn== (Anything in parentheses are Break's propositions.)
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=Eclipse Dawn=
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Level 1
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==Level 1==
Enlightened Path [Light Stance]
Enlightened Path [Light Stance]
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If you’ve moved at least 10 feet this turn, you gain +5 to your attack rolls.
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*If you’ve moved at least 15 feet this turn, you gain +2 to your attack rolls.
Way of Secrets [Dark Stance]
Way of Secrets [Dark Stance]
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If you’ve moved at least 10 feet this turn, you gain +1d6 to your melee damage rolls.
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*If you’ve moved no more than 15 feet this turn, you gain +1d6 to your melee damage rolls.
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(Void and Substance) [Boost]
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Burst of Energy Strike [Strike] - Make a melee attack. If it hits, damage as normal and -
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If you’re in a light stance, whenever you hit a foe with a melee attack this turn you heal 1d8 damage.
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*Light Stance: Enemy is dazzled.  Gain 1d8 temporary hit points.
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If you’re in a dark stance, you deal +1d6 damage on all melee attacks this turn
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*Dark Stance: Enemy is dazzled. +1d8 negative energy damage.
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(Spiritual Blade) [Strike]
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==Level 2==
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If you’re in a light stance, this strike deals 1d4 dex damage
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If you’re in a dark stance, this strike deals 1d4 con damage
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(Mist Strike) [Strike]
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Ethereal Strike [Strike] -
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If you’re in a light stance, if this strike hits the foe has -5 to hit on his following turn
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*Light Stance: Make a melee touch attack; deal +1d6 damage.
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If you’re in a dark stance, if this strike hits you have concealment until your next turn
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*Dark Stance: Make a melee attack; treat the enemy as flat footed for the purposes of determining AC, deal +1d6 damage.
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Level 2
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Dancing Twilight [Counter/Strike]
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*Replace AC or attack roll with Perform (Dance) check.
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(Ethereal) [Strike]
 
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If you’re in a light stance, this strike ignores AC and DR derived from armor.
 
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If you’re in a dark stance, opponent is flat-footed and you ignore any natural DR.
 
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Either also deals +2d6 damage
 
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(Like the Shadows) [Counter]
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==Level 3==
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Replace AC with Perform (Dance) check.
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Soul Burst [Strike]
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Vengeful Darkness [Dark Strike - can only be made in a dark stance]
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If you’re in a light stance, make a melee touch attack – if it hits, it does 1d8+str mod + dex mod + con mod damage. This is a full attack action.
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*Make a melee attack. This strike has a threat range of 16-20, regardless of normal threat range or any other modifications. Subjects who are immune to critical hits are unaffected by this maneuver. +1d6 damage.
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If you’re in a dark stance, make a melee touch attack – if it hits, it does 1d8+int mod + wis mod + cha mod damage.  This is a full attack action.
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Glory of Light [Light Strike - can only be made in a light stance]
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Level 3
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*As part of this strike, make a charge attack with a +5 to hit and no penalty to AC. +1d6 Damage.
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Vindictive Darkness [Dark Strike]
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This strike has a doubled threat range; critical threats made as part of this maneuver are automatically confirmed.
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Glory of Light [Light Strike]
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As part of this strike, make a charge attack with a +5 to hit and no penalty to AC.
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Dance with Darkness [Dark Stance]
Dance with Darkness [Dark Stance]
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While in this stance, you cannot move more than 10 feet and cannot make full attack actions.  While in this stance, whenever you’re attacked you may replace your AC with a Perform (Dance) roll.
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*While in this stance, you cannot move more than 15 feet and cannot make full attack actions.  While in this stance, whenever you’re attacked you may replace your AC with a Perform (Dance) roll.
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Enthusiasm (Reverie?) [Light Stance]
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While in this stance, if you’ve moved at least 20 feet, you may make a Perform (Dance) check to hit instead of an attack roll.
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Level 4
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(Shadow to Light) [Strike]
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Make a ranged touch attack (30feet) at a -2 penalty and deal 5d6 negative energy damage to one foe – then heal an ally within 30 feet for the same amount of damage caused.  Cannot be used to heal self.
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(Penumbral) Flare [Strike]
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If in a light stance, make a melee attack;  it deals +2d6 damage and target loses their next move action
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If in a dark stance, make a melee attack; it deals +2d6 damage and you recover 2d6 health.
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(Walker in Darkness) Level 5
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[Dark Boost]
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Teleport 50ft. through shadows as a move action
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[Light Boost]
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During this turn, charge attacks you initiate deal +5d6 damage
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[Strike]
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If you’re in a light stance, this strike ignores AC and DR derived from armor.
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If you’re in a dark stance, opponent is flat-footed and you ignore any natural DR.
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Either also deals +5d6 damage
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[Dark Stance]
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Any melee attacks against you provoke attacks of opportunity.  You deal +3d6 damage on attacks of opportunity provoked this way.
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[Light Stance]
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Opponents that threaten you provoke an attack of opportunity if they do not attack you.  You deal +3d6 damage on attacks of opportunity provoked this way.
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Reverie of Lights [Light Stance]
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*While in this stance, if you’ve moved at least 15 feet, you may make a Perform (Dance) check to hit instead of an attack roll.
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Level 6
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==Level 4==
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[Dark Strike]
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This strike has a tripled threat range; critical threats made as part of this maneuver are automatically confirmed.
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Glory of Light [Light Strike]
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Eclipse’s Flare [Strike]
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As part of this strike, make a charge attack with a +8 to hit and +2 to AC.
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*Light Stance: make a melee attack; if it hits, it deals +2d6 damage and target loses their next move action.
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*Dark Stance: make a melee attack; if it hits, it deals +2d6 damage and target loses their next standard action.
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(Aligned with the Way) [Boost]
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==Level 5==
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If you’re in a light stance, treat all your d20 results this turn as an 11.
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If you’re in a dark stance, treat all your weapon damage results as their maximum this turn. (To clarify, this should not apply to any extra effects like flaming, maneuver damage, etc.)
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Level 7
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Walk in Darkness [Dark Maneuver]
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(Runner in Darkness) [Dark Boost]  
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*Teleport 50ft. through shadows as a move action
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Teleport 50ft. through shadows as a swift action
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[Light Boost]
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Glorious Charge [Light Boost]  
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(Make two attacks as a stardard action instead of one for this round?)
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*During this turn, charge attacks you initiate deal +5d6 damage
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Shadow/Light Helix Blade [Strike]
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*Light Stance: Make a melee touch attack; deal normal damage +5d6
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*Dark Stance: Make a melee attack; opponent is flat-footed for the purposes of AC. deal normal damage +5d6
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Waiting Darkness [Dark Stance]
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*Any melee attacks against you provoke attacks of opportunity from you.  You deal +3d6 damage on attacks of opportunity provoked this way. You cannot move more than 15 feet while in this stance.
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Searching Light [Light Stance]
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*When you charge, you receive +4 instead of the normal +2 bonus.  Your charge attacks to not have to be in a straight line.  You deal +3d6 damage on any charge attacks.
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Level 8
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==Level 6==
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Corona of the Eclipse [Eclipse Stance]
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Vindictive Shadows [Dark Strike]
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Choose any one Dark Stance, and any one Light Stance. The benefits of both stances apply. If you use any maneuvers which specify an effect depending on your stance, both occur.
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*This strike has a threat range of 11-20. Targets who are immune to critical hits are unaffected by this maneuver. +2d6 damage.
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Sacrifice [Counter]
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Anthem of Glory [Light Strike]
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If you activate this counter, you allow your opponent to hit you, maximizing his damage. In return you get the chance to make a maximized critical strike that also deals +5d6 damageEven if allowing your opponent to hit you kills you, you still manage to inflict the critical hit.
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*As part of this strike, make a charge attack.  You do not provoke any attacks of opportunity as part of this charge, and you do not suffer the normal penalties to ACIf you hit, the target is stunned, and you gain 2d8 temporary hp.
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Level 9
 
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[Strike]
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==Level 7==
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Take a full flurry of blows action; each attack has a bonus to hit equal to your [Con+Str+Dex] Modifiers.  Each attack has a bonus to damage equal to your [Int+Wis+Cha] Modifiers.
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Run with Darkness [Dark Maneuver]
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*Teleport 50ft. through shadows as a swift action, and you are immaterial until the end of your next turn.
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Hauteclaire [Light Boost]
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*For one round, your weapon has the brilliant energy and thundering weapon abilities, and has a +3 bonus to attack and damage rolls.
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==Break's Notes==
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==Level 8==
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Any numbers in parentheses refers to the maneuver level.  
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Stare into the Eclipse [Special Stance]
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*Choose any one Dark Stance, and any one Light Stance.  The benefits of both stances apply.  If you use any maneuvers which specify an effect depending on your stance, both occur.
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* Soul Burst (3) and the capstone use -way- too many modifiers. In addition, Soul Burst is rather weak for a level 3 maneuver. I'll propose a reworking of the capstone later.
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==Level 9==
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* How will the maneuvers that allow for high crit threat ranges stack with Improved Critical, Keen, or a normal crit threat range, if at all? Will the strikes work in the enemy is normally immune to critical hits?
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Phantom Ensemble [Strike]
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*Make three peform checks vs. an opponents AC.  If there is currently any music being played, you add +2 to these checks for each performer.
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* When does Sacrifice apply? Melee? Ranged? Magic? Can you perform the counter against a ranged attack? What about in the case of a full attack - can you counter after, say, the first attack, or must you wait until the entire full attack is done? Also, does the critical apply even if the enemy is normally immune to critical hits?
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*For each perform check that succeeds, you may make a melee attack at your highest base attack bonus as part of this maneuver.
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*If at least two perform checks succeeded, all strikes as part of this maneuver have a +5 to hit, and deal +5d6 damage.
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*If all three checks succeed, all strikes made as part of this maneuver have a +10 to hit total, do +5d6 damage, and the critical threat-range is 11-20 regardless of normal range or modifications.
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* Dark Stance (5) - are you allowed to make the counter more than once for a full attack? Or only once per round, regardless if you have AoOs remaining?
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*You gain health equal to the amount of damage you deal as part of this maneuver.

Current revision as of 03:05, 31 May 2009

Contents

[edit] Eclipse Dawn

[edit] Level 1

Enlightened Path [Light Stance]

  • If you’ve moved at least 15 feet this turn, you gain +2 to your attack rolls.

Way of Secrets [Dark Stance]

  • If you’ve moved no more than 15 feet this turn, you gain +1d6 to your melee damage rolls.

Burst of Energy Strike [Strike] - Make a melee attack. If it hits, damage as normal and -

  • Light Stance: Enemy is dazzled. Gain 1d8 temporary hit points.
  • Dark Stance: Enemy is dazzled. +1d8 negative energy damage.

[edit] Level 2

Ethereal Strike [Strike] -

  • Light Stance: Make a melee touch attack; deal +1d6 damage.
  • Dark Stance: Make a melee attack; treat the enemy as flat footed for the purposes of determining AC, deal +1d6 damage.

Dancing Twilight [Counter/Strike]

  • Replace AC or attack roll with Perform (Dance) check.


[edit] Level 3

Vengeful Darkness [Dark Strike - can only be made in a dark stance]

  • Make a melee attack. This strike has a threat range of 16-20, regardless of normal threat range or any other modifications. Subjects who are immune to critical hits are unaffected by this maneuver. +1d6 damage.

Glory of Light [Light Strike - can only be made in a light stance]

  • As part of this strike, make a charge attack with a +5 to hit and no penalty to AC. +1d6 Damage.

Dance with Darkness [Dark Stance]

  • While in this stance, you cannot move more than 15 feet and cannot make full attack actions. While in this stance, whenever you’re attacked you may replace your AC with a Perform (Dance) roll.

Reverie of Lights [Light Stance]

  • While in this stance, if you’ve moved at least 15 feet, you may make a Perform (Dance) check to hit instead of an attack roll.

[edit] Level 4

Eclipse’s Flare [Strike]

  • Light Stance: make a melee attack; if it hits, it deals +2d6 damage and target loses their next move action.
  • Dark Stance: make a melee attack; if it hits, it deals +2d6 damage and target loses their next standard action.

[edit] Level 5

Walk in Darkness [Dark Maneuver]

  • Teleport 50ft. through shadows as a move action

Glorious Charge [Light Boost]

  • During this turn, charge attacks you initiate deal +5d6 damage

Shadow/Light Helix Blade [Strike]

  • Light Stance: Make a melee touch attack; deal normal damage +5d6
  • Dark Stance: Make a melee attack; opponent is flat-footed for the purposes of AC. deal normal damage +5d6

Waiting Darkness [Dark Stance]

  • Any melee attacks against you provoke attacks of opportunity from you. You deal +3d6 damage on attacks of opportunity provoked this way. You cannot move more than 15 feet while in this stance.

Searching Light [Light Stance]

  • When you charge, you receive +4 instead of the normal +2 bonus. Your charge attacks to not have to be in a straight line. You deal +3d6 damage on any charge attacks.

[edit] Level 6

Vindictive Shadows [Dark Strike]

  • This strike has a threat range of 11-20. Targets who are immune to critical hits are unaffected by this maneuver. +2d6 damage.

Anthem of Glory [Light Strike]

  • As part of this strike, make a charge attack. You do not provoke any attacks of opportunity as part of this charge, and you do not suffer the normal penalties to AC. If you hit, the target is stunned, and you gain 2d8 temporary hp.


[edit] Level 7

Run with Darkness [Dark Maneuver]

  • Teleport 50ft. through shadows as a swift action, and you are immaterial until the end of your next turn.

Hauteclaire [Light Boost]

  • For one round, your weapon has the brilliant energy and thundering weapon abilities, and has a +3 bonus to attack and damage rolls.

[edit] Level 8

Stare into the Eclipse [Special Stance]

  • Choose any one Dark Stance, and any one Light Stance. The benefits of both stances apply. If you use any maneuvers which specify an effect depending on your stance, both occur.

[edit] Level 9

Phantom Ensemble [Strike]

  • Make three peform checks vs. an opponents AC. If there is currently any music being played, you add +2 to these checks for each performer.
  • For each perform check that succeeds, you may make a melee attack at your highest base attack bonus as part of this maneuver.
  • If at least two perform checks succeeded, all strikes as part of this maneuver have a +5 to hit, and deal +5d6 damage.
  • If all three checks succeed, all strikes made as part of this maneuver have a +10 to hit total, do +5d6 damage, and the critical threat-range is 11-20 regardless of normal range or modifications.
  • You gain health equal to the amount of damage you deal as part of this maneuver.
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