Eclipse Dawn Discipline

From Arinthdnd

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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