Difference between revisions of "Broken Blade (3.5e Martial Discipline)/All Maneuvers"

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Latest revision as of 04:01, 11 February 2012


Break the Blade, Wipe the Mind
Broken Blade (Strike) [Mind-affecting]
Level: 9
Prerequisite: Six Broken Blade maneuver and four maneuvers, each from a distinct other martial discipline
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
The surest way to defeat a martial adept is to remove his ability to fight. Permanently.

To initiate this maneuver, you make a melee attack. If your attack succeeds, the target must make a will save. If they fail the save, then 1+1d4 martial maneuvers they have readied are immediately expended and removed from their memory (this effect can be repaired by a wish, miracle or similar level effect). You may specify a specific maneuver to be removed in which case that maneuver is removed and the others are decided randomly (assuming that maneuver is in fact readied). If you do not specify a maneuver, or if they do not have readied the maneuver you specify, then the maneuvers are picked randomly. The maneuvers are not accessible for 24 hours. For each maneuver rendered inaccessible this way they take nd6 damage where n is the level of the maneuver removed. At the end of the 24 hours, the target must make a Will save against the original DC. If this save fails, randomly determine one of their sealed maneuvers. This maneuver is now permanently sealed and can only be restored by a wish, miracle or similar effect.

This maneuver is a supernatural ability.


Conflict of Equal Forces
Broken Blade (Counter)
Level: 5
Prerequisite: Three Broken Blade maneuver and two maneuvers, each from a distinct other martial discipline
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: No


You initiate this maneuver as an immediate action when an opponent initiates a martial maneuver. You and your opponent make opposed initiator checks. If your check result equals or exceeds your opponents than your opponent loses his action and the maneuver he would use is expended as normally. Otherwise the maneuver is resolved normally.


Disarm the Adept
Broken Blade (Strike)
Level: 5
Prerequisite: Two Broken Blade maneuver and two maneuvers, each from a distinct other martial discipline
Initiation Action: Standard
Range: Melee attack
Target: One creature
Duration: Instantaneous
Saving Throw: None


To initiate this maneuver you make a disarm attempt. You do so without provoking an attack of opportunity as you would normally. You get a +2 bonus on this disarm attempt. Add an additional +4 bonus if you are attempting to disarm someone who is wielding a weapon that is associated with a discipline they know maneuvers in. Add an additional +2 if the weapon is associated with a discipline you have a maneuver in.


Disarm the Master
Broken Blade (Counter)
Level: 6
Prerequisite: Three Broken Blade maneuver and three maneuvers, each from a distinct other martial discipline
Initiation Action: 1 immediate action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Saving Throw: None


You initiate this maneuver when an opponent makes a melee attack against you. You make a disarm attempt against that opponent. If you fail, they make their attack normally. If you succeed, they are disarmed and they also may make no more attacks until the start of their next turn.


Give the Adept Harm
Broken Blade (Strike)
Level: 3
Prerequisite: 1 Broken Blade maneuver and one maneuver from another martial discipline
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Saving Throw: Will partial


To initiate this maneuver you make a melee attack. If the attack succeeds, the target takes and extra 1d4 damage. Furthermore, if the target fails a will save (DC 13+ intelligence modifier) then one random maneuver the individual has readied becomes expended and they take xd4 extra damage where x is the level of the maneuver (so say a 3rd level maneuver would do an extra 3d4 points of damage and so on).


Give the Adept Pause
Broken Blade (Strike)
Level: 1
Prerequisite: 1 martial maneuver from another discipline
Initiation Action: Standard Action
Range: Melee Attack
Target: One Creature
Duration: Instantaneous
Saving Throw: Will negates


You have learned to make a strike that disrupts your opponents planned attacks. To initiate this strike you make a single melee attack. If you hit, you deal damage normally. The target then must make a will save (DC 11 + your intelligence modifier) or one random maneuver they have readied is expended. If the target uses granted maneuvers and has any currently granted the maneuver is selected from those.


Guard against the Coming Blade
Broken Blade (Stance)
Level: 2
Prerequisite: 2 The Broken Blade maneuver, one maneuver from another discipline
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Saving Throw: None


You have learned how to respond effectively to attacks from other martial adepts. While in this stance you get a +4 bonus to AC against any attack that is part of martial maneuver.


Lesser Strike of the True Path
Broken Blade (Strike)
Level: 7
Prerequisite: Four Broken Blade maneuver and three maneuvers, each from a distinct other martial discipline
Initiation Action: See Text
Range: See Text
Targets: See Text
Duration: See Text
Saving Throw: See Text
You see a glimpse into the single path that is the Sublime Way.

This maneuver duplicates any strike you know of level 4 or below whether or not that strike is readied. The strike is treated exactly as normal but is treated as level 7 strike for all purposes (such as for the save DC).


Lore of the True Path
Broken Blade (Counter)
Level: 7
Prerequisite: Four Broken Blade maneuver and three maneuvers, each from a distinct other martial discipline
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: None
Your knowledge of martial lore provides you a deep understanding of how to deal with potentially harmful effects.

This counter allows you to make a martial lore check when you would make a saving throw. You get a +4 bonus on this martial lore check if the saving throw is against a martial maneuver. This becomes a + 6 bonus if you know a maneuver from that discipline and a +8 bonus if you know the maneuver you are saving against.


Return the Favor
Broken Blade (Counter)
Level: 5
Prerequisite: Three Broken Blade maneuver and two maneuvers, each from a distinct other martial discipline
Initiation Action: 1 immediate action
Range: See Text
Target: One creature
Duration: See text
Saving Throw: See Text
This maneuver allows the adept to duplicate a strike that he has personally witnessed in the most direct fashion.

When you use this maneuver you duplicate the effect of a martial strike that just targeted you and direct the duplicated strike back at your opponent. You resolve your attack after your opponent's attack. You use your initiator level or your opponents initiator level whichever is higher and use your associated ability modifier or your opponents whichever is higher. This ability only works for martial strikes that target a single opponent but takes 1 immediate action regardless of the normal initiating time for the strike.


Save the Civilian, Hurt the Soldier
Broken Blade (Strike)
Level: 2
Prerequisite: 1 Broken Blade maneuver and one maneuver from another martial discipline
Initiation Action: 1 standard action
Range: Melee attack
Target: One Creature
Duration: Instantaneous
Saving Throw: None


To initiate this maneuver you make a melee attack. The attack does an extra 1d6 damage. If the target is a martial adept it deals an extra 2d6 damage and ignores any damage reduction provided by a martial stance, boost, counter or strike.


See the Strike that is to Be
Broken Blade (Strike) [Mind-Affecting]
Level: 2
Prerequisite: 1 Broken Blade maneuver and one maneuver from another martial discipline
Initiation Action: 1 standard action
Range: Melee Attack
Target: One creature
Duration: Instantaneous
Saving Throw: Will partial
This strike allows you to reach into the mind of your opponent and instantly visualize the maneuvers they are able to perform.

To initiate this strike, you make a single melee attack. If the attack deals damage, the target must make a will save (DC 12 + your intelligence modifier). On a failed save, you instantaneously may make martial lore checks to recognize all readied maneuvers the individual has as if they had performed them. Each such check and each is also an opportunity to learn what disciplines the individual knows as per the usual rules for martial lore checks. If the individual uses granted maneuvers know which are currently granted and which are not.

If they succeed on the save, you only get the chance to recognize a single martial maneuver they have, which is randomly selected from their readied maneuvers. Furthermore, no matter how high a martial lore check you make, this check tells you nothing about what other disciplines the individual has access to.

This maneuver is a supernatural ability.


See the True Path
Broken Blade (Stance)
Level: 4
Prerequisite: Three Broken Blade maneuvers and two other maneuvers, each from a distinct other martial discipline
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Saving Throw: None
Your progress along the true path have allowed you to synergistically apply your knowledge of combat to all combat disciplines with which you are familiar.

While in this stance you get two bonuses. When using any maneuver that requires you to make a skill check with an associated skill you get a +1 bonus to the skill check for every 5 initiator levels you have. When using any maneuver that depends on the number of ranks you have in any skill, you treat your number of ranks as 1 higher for every 5 initiator levels you have.


Steal Maneuver
Broken Blade (Strike)
Level: 8
Prerequisite: Four Broken Blade maneuver and three maneuvers, each from a distinct other martial discipline
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round/2 Initiator levels
Saving Throw: Will negates


This maneuver allows you to reach inside your opponents mind and steal a maneuver from their mind. To initiate this maneuver you make a single melee attack. If this attack succeeds and your target fails a will save (DC 18 + intelligence modifier), one random maneuver the individual knows is picked. That maneuver is treated as expended. You may make a martial lore check to recognize the maneuver as if you had seen it used. If you succeed on this check, you get the maneuver as an extra readied maneuver which does not count towards your normal maximum number of maneuvers readied. If you are a crusader you get this maneuver automatically granted to you. You must have high enough initiator level to use the maneuver but do not need to meets its other prerequisites (such as a requisite number of maneuvers known in that discipline). After the duration ends, the maneuver fades from your mind. You cannot have more than one maneuver gained this way at a time. If you use this ability to steal another maneuver, you may replace the old maneuver with the new or keep the previously stolen maneuver.

This maneuver is a supernatural ability.


Stop the Soldier
Broken Blade (Strike)
Level: 3
Prerequisite: One Broken Blade maneuver and one maneuver from another martial discipline
Initiation Action: 1 standard action
Range: Melee Attack
Target: One Creature
Duration: Instantaneous
Saving Throw: None


To initiate this maneuver you make a melee attack. If the target takes damage from this attack they take a -2 penalty to their initiator level for 2d6 rounds and a -2 penalty to all attack roles. If the penalty to initiator level reduces the target's nitiator level to a level where you cannot use a maneuver that maneuver becomes inaccessible to you (this includes maneuvers that are readied). If the target's initiator level becomes too low for a stance they are in then they cease to be in that stance. Multiple uses of this maneuver do not stack.


Strike of the True Path
Broken Blade (Strike)
Level: 9
Prerequisite: Six Broken Blade maneuver and four maneuvers, each from a distinct other martial discipline
Initiation Action: 1 standard action
Range: See text
Targets: See text
Duration: See text
Saving Throw: See text


This maneuver is just like Lesser Strike of the True Path but duplicates any strike of 7th level or below that you know. The strike is treated as a 9th level strike.


Tale of the Double
Broken Blade (Strike)
Level: 4
Prerequisite: Two Broken Blade maneuver and two maneuvers, each from a distinct other martial discipline
Initiation Action: 1 standard action
Range: Melee Attack
Target: One Creature
Duration: Instantenous
Saving Throw: None
In truth all blades are doubled-edged and few understand this better than the those who study The Broken Blade.

To initiate this strike, you must make a single melee attack. If the struck is successful, you deal an extra 1d6 extra damage of each type of damage the individual has maneuvers readied to do. So for example, if they have a maneuver from Desert Wind readied and a maneuver from another discipline that does negative energy damage then you would do an extra 1d6 fire damage and 1d6 negative energy damage. Multiple readied maneuvers doing the same type of damage do not stack. Thus, for example, if they had three Desert Wind maneuvers readied one would still only deal 1d6 fire damage, not 3d6. Damage types for this maneuver are piercing, slashing, bludgeoning, fire, acid, electricity, cold, sonic, cold(frostburn), vile, positive energy, and negative energy. This maneuver is a supernatural ability.


Throw off the Master
Broken Blade (Strike)
Level: 6
Prerequisite: Two Broken Blade maneuver and three maneuvers, each from a distinct other martial discipline
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Saving Throw: Reflex negates


To initiate this maneuver you make a single melee attack. If your attack succeeds, your target must make a reflex save (DC 16 + your intelligence modifier) or lose whatever stances it is in and take damage die equal to the levels of the stances lost in addition to the normal damage from the melee attack. (Thus for example, a being with a 4th level stance would take 4d6 damage).


Unexpected Counter
Broken Blade (Counter)
Level: 8
Prerequisite: Four Broken Blade maneuvers and three maneuvers, each from a distinct other martial discipline
Initiation Action: See text
Range: See text
Targets: See text
Duration: See text
Saving Throw: See text


This maneuver duplicates any counter you know of level 4 or below whether or not it is readied. The counter is treated as an 8th level maneuver for all purposes that matter (such as save DC).


Walk the True Path
Broken Blade (Stance)
Level: 8
Prerequisite: Five Broken Blade maneuvers and three maneuvers, each from a distinct other martial discipline
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Saving Throw: None
One great secret of the Broken Blade is to use the great joy at the understanding that all disciplines are truly one.

While in this stance, you gain a +4 bonus on all saves against martial maneuvers. This bonus becomes +8 if you have saved against that maneuver before in the last 24 hours. Additionally, if a martial maneuver allows a save for half or partial effect, and it is initiated by someone who has initiator level at most your initiator level +5, and you make a successful save you instead suffer no additional effects. This does not negate or affect the damage of the standard attack made as part of any strikes. Only the additional benefits of such a maneuver are negated.


Walk the True Path
Broken Blade (Stance)
Level: 6
Prerequisite: Four Broken Blade maneuvers and three maneuvers, each from a distinct other martial discipline
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Saving Throw: None


While in this stance you get a +1 bonus for every 5 initiator levels to attack rolls made to initiate martial maneuvers. Also, opponents initiating martial maneuvers or switching into stances provoke attacks of opportunity from you.


Watch While Unseen
Broken Blade (Stance)
Level: 1
Prerequisite: 1 The Broken Blade maneuver, one maneuver from another discipline
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Saving Throw: None
You have learned to observe martial masters at the same time as you make subtle but effective changes in your motions which make it difficult for people watching to recognize what maneuvers you are using.

While in this stance you gain a +1 bonus to all martial lore checks, and this bonus increases by 1 for every 4 initiator levels (thus increasing to 2 at 4, 3 at 8 and so on). People watching you take an equal penalty on martial lore checks to recognize maneuvers you initiate or to recognize what other disciplines you know.


Way of the Sudden Snake
Broken Blade (Stance)
Level: 1
Prerequisite: 1 The Broken Blade maneuver, one maneuver from another discipline
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Saving Throw: None
The true power lies not in the stance, but in the ability to assume the needed stance quickly.

While in this stance you may while it is your turn move to another stance as a free action. When it is not your turn, you may use an immediate action to move to another stance.