Eclipse Dawn Discipline
From Arinthdnd
Contents |
Eclipse Dawn
Level 1
Enlightened Path [Light Stance]
- If you’ve moved at least 10 feet this turn, you gain +5 to your attack rolls.
Way of Secrets [Dark Stance]
- If you’ve moved at least 10 feet this turn, you gain +1d6 to your melee damage rolls.
Give and Take [Boost]
- If you’re in a light stance, whenever you hit a foe with a melee attack this turn you heal 1d8 damage.
- If you’re in a dark stance, you deal +1d6 damage on all melee attacks this turn
Blinding Strike [Strike]
- If you’re in a light stance, if this strike hits the foe has -5 to hit on his following turn
- If you’re in a dark stance, if this strike hits you have concealment until your next turn
Level 2
Ethereal Strike [Strike]
- If you’re in a light stance, this strike ignores AC and DR derived from armor.
- If you’re in a dark stance, opponent is flat-footed and you ignore any natural DR.
Either also deals +2d6 damage
Dancing Twilight [Counter]
- Replace AC with Perform (Dance) check.
Soul Burst [Strike]
- 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.
- 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
Vengeful Darkness [Dark Strike]
- 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.
Glory of Light [Light Strike]
- As part of this strike, make a charge attack with a +5 to hit and no penalty to AC.
Dance with Darkness [Dark Stance]
- 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.
Reverie [Light Stance]
- 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.
Level 4
[STRIKE]
Eclipse’s Flare [Strike]
- If in a light stance, make a melee attack; if it hits, it deals +2d6 damage and target loses their next move action.
- If in a dark stance, make a melee attack; if it hits, it deals +2d6 damage and target loses their next standard action.
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
Ephemeral Blade [Strike]
- If you’re in a light stance, this strike ignores AC and DR derived from armor.
- If you’re in a dark stance, opponent is flat-footed and you ignore any natural DR.
Either also deals +5d6 damage
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 10 feet while in this stance.
Searching Light [Light Stance]
- 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 must move at least 10 feet, or this stance ends.
Level 6
Vindictive Shadows [Dark Strike]
- 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.
Anthem of Glory [Light Strike]
- As part of this strike, make a charge attack with a +8 to hit and +2 to AC.
Aligned with the Way [Boost]
- If you’re in a light stance, treat all your d20 results this turn as an 11.
- 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
Run in Darkness [Dark Maneuver]
- Teleport 50ft. through shadows as a swift action
Hauteclaire [Light Boost]
- For one round, your weapon has the brilliant energy and thundering weapon abilities.
[Stance]
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.
[SOMETHING]
Level 9
Phantom Ensemble [Strike]
- 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.
- 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, and your critical threat-range is also tripled for all attacks made as part of this maneuver, and critical threats are automatically confirmed.
- You gain health equal to the amount of damage you deal as part of this maneuver.