Eclipse Dawn Discipline

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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.
+
*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.
+
*If you’ve moved no more than 15 feet this turn, you gain +1d6 to your melee damage rolls.
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Give and Take [Boost]
+
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.
+
*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
+
*Dark Stance: Enemy is dazzled. +1d8 negative energy damage.
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+
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Strike the Spirit [Strike]
+
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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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Blinding 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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*If you’re in a dark stance, if this strike hits you have concealment until your next turn
+
==Level 2==
==Level 2==
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Ethereal Strike [Strike]
+
Ethereal Strike [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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*Light Stance: Make a melee touch attack; deal +1d6 damage.
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*If you’re in a dark stance, opponent is flat-footed and you ignore any natural DR.
+
*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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Either also deals +2d6 damage
+
-
 
+
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Dancing Twilight [Counter]
+
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*Replace AC with Perform (Dance) check.
+
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Soul Burst [Strike]
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Dancing Twilight [Counter/Strike]
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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.
+
*Replace AC or attack roll with Perform (Dance) check.
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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.
+
==Level 3==
==Level 3==
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Vengefull Darkness [Dark Strike]
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Vengeful Darkness [Dark Strike - can only be made in a dark stance]
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*This strike has a doubled threat range; critical threats made as part of this maneuver are automatically confirmed.  This increased critical range stacks with any normal increased ranges, and with the improved critical feat, but not with any magically keen weapons.  Subjects who are immune to critical hits are unaffected by this maneuver.
+
*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]
+
Glory of Light [Light Strike - can only be made in a light stance]
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*As part of this strike, make a charge attack with a +5 to hit and no penalty to AC.
+
*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]
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.
+
*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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Reverie [Light Stance]
+
Reverie of Lights [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.  
+
*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.  
==Level 4==
==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.
 
Eclipse’s Flare [Strike]
Eclipse’s 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.
+
*Light Stance: make a melee attack; if it hits, 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 target loses their next standard action.
+
*Dark Stance: make a melee attack; if it hits, it deals +2d6 damage and target loses their next standard action.
==Level 5==
==Level 5==
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Walk in Darkness [Dark]
+
Walk in Darkness [Dark Maneuver]
*Teleport 50ft. through shadows as a move action
*Teleport 50ft. through shadows as a move action
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*During this turn, charge attacks you initiate deal +5d6 damage
*During this turn, charge attacks you initiate deal +5d6 damage
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Ephemeral Blade [Strike]
+
Shadow/Light Helix Blade [Strike]
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*If you’re in a light stance, this strike ignores AC and DR derived from armor.
+
*Light Stance: Make a melee touch attack; deal normal damage +5d6
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*If you’re in a dark stance, opponent is flat-footed and you ignore any natural DR.
+
*Dark Stance: Make a melee attack; opponent is flat-footed for the purposes of AC. deal normal damage +5d6
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Either also deals +5d6 damage
+
Waiting Darkness [Dark Stance]
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 may only hit any one foe once per round this way.  You cannot move more than 10 feet while in this 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]
Searching Light [Light Stance]
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*Opponents that threaten you (or which you have provoked an attack of opportunity from) provoke an attack of opportunity from you if they do not attack you.  You deal +3d6 damage on attacks of opportunity provoked this way.  You may only hit any one foe once per round this way.  You must move at least 10 feet, or this stance ends.
+
*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.
==Level 6==
==Level 6==
Vindictive Shadows [Dark Strike]
Vindictive Shadows [Dark Strike]
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*This strike has a tripled threat range; critical threats made as part of this maneuver are automatically confirmed. This increased critical range stacks with any normal increased ranges, and with the improved critical feat, but not with any magically keen weapons.  Targets who are immune to critical hits are unaffected by this maneuver.
+
*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]
Anthem of Glory [Light Strike]
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*As part of this strike, make a charge attack with a +8 to hit and +2 to AC.   
+
*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.   
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Aligned with the Way [Boost]
 
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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.)
 
==Level 7==
==Level 7==
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Run in Darkness [Dark]  
+
Run with Darkness [Dark Maneuver]  
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*Teleport 50ft. through shadows as a swift action
+
*Teleport 50ft. through shadows as a swift action, and you are immaterial until the end of your next turn.
Hauteclaire [Light Boost]
Hauteclaire [Light Boost]
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*For one round, your weapon has the brilliant energy and thundering weapon abilities.
+
*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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+
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Silent Wake [Alternating Stance]
+
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*This stance may only be used while activating the ‘’Child of Shadow and Light’’ ability, and it is not replaced by it. While the ''Child of Shadow and Light'' is in its dark phase, this is considered a dark stance.  While it is in its light phase, it is considered a light stance.
+
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*As a dark stance, you roll a 1d4 instead of a 1d20 for melee attacks, but you threaten to critical on a result of 2, 3, or 4.
+
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*As a light stance, your melee attacks cannot critical (even with maneuvers), but have a +20 bonus to hit.
+
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While in this stance, you cannot perform strikes (counters and boosts are fine, however)
+
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+
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+
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Corona [Alternating Stance]
+
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*This stance may only be used while activating the ‘’Child of Shadow and Light’’ ability, and it is not replaced by it. While the ''Child of Shadow and Light'' is in its dark phase, this is considered a light stance.  While it is in its light phase, it is considered a dark stance.
+
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*As a light stance, your body is engulfed by brilliant light.  All your attacks are considered to have the brilliant energy feature to bypass AC and DR from armor.  Furthermore, anyone that looks directly at you is dazed for 1 round.
+
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*As a dark stance, you become engulfed by darkness.  All damage you deal is considered negative energy damage, and you heal hit points equal to the damage dealt in this way.
+
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While in this stance, you cannot perform strikes (counters and boosts are fine, however)
+
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+
==Level 8==
==Level 8==
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Stare into the Eclipse [Special Stance]
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.
*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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Sacrifice [Counter]
 
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*You may activate this counter when an opponent declares a melee attack on you; 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 damage.  Even if allowing your opponent to hit you kills you, you still manage to inflict the critical hit.  If your opponent can hit more than once during his turn, only the first strike hits you before you apply your damage. Targets normally immune to critical hits are .. still immune to critical hits - however, the extra 5d6 damage still applies.
 
==Level 9==
==Level 9==
Phantom Ensemble [Strike]
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 +5 to these checks for each performer.
+
*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.
*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 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, and your critical threat-range is also tripled for all attacks made as part of this maneuver, and critical threats are automatically confirmed.  
+
*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.
*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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