Champion's Might (3.5e Martial Discipline)/All Maneuvers
Champion's Might (Strike) | |
Level: | 3 |
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Prerequisite: | One Champion’s Might maneuver, smite class feature |
Initiation Action: | 1 standard action |
Range: | Melee attack |
Target: | One creature |
Duration: | Permanent |
Saving Throw: | Will negates |
As part of initiating this maneuver, you must execute a smite. If the attack hits, your foe must make a Will save with a DC equal to 13 + your Strength or Charisma modifier (whichever is higher) or suffer a permanent -4 penalty to all attack rolls, saving throws, skill and ability checks, in addition to the normal effects of a smite.
This maneuver is a supernatural ability.
Champion's Might (Counter) | |
Level: | 6 |
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Prerequisite: | Two Champion’s Might maneuvers, smite class feature |
Initiation Action: | 1 immediate action |
Range: | Personal |
Target: | You |
As an immediate action when receiving a melee attack, you regain a use of your smite ability that you have expended, which lasts until the end of the current encounter.
Champion's Might (Counter) | |
Level: | 2 |
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Prerequisite: | Smite class feature |
Initiation Action: | 1 immediate action |
Range: | Melee attack |
Target: | One creature |
As an immediate action, you may expend a daily use of smite to make an attack of opportunity against an enemy, even if you have expended all attacks of opportunity during the round. You add your Charisma modifier to your attack roll and you deal an extra amount of damage based on your smite.
This maneuver is a supernatural ability.
Champion's Might (Strike) | |
Level: | 1 |
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Prerequisite: | Smite class feature |
Initiation Action: | 1 standard action |
Range: | Melee attack |
Target: | One creature |
Duration: | 1 round/level |
Saving Throw: | Will negates |
As part of initiating this maneuver, you must execute a smite. If the attack hits, your foe must make a Will save with a DC equal to 11 + your Strength or Charisma modifier (whichever is higher) or take a -1 penalty on attack rolls and saving throws against fear effects, as if under the effect of a bane spell, in addition to the normal effects of a smite.
A baneful smite dispels the bless spell if your foe has it. This maneuver is a supernatural ability.
Champion's Might (Strike) [see text] | |
Level: | 1 |
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Prerequisite: | Smite class feature |
Initiation Action: | 1 standard action |
Range: | Melee attack |
Target: | One creature |
Invoking a prayer to the gods, you beseech their blessing to strike true.
As part of initiating this maneuver, you must execute a smite. Choose one alignment component: chaos, evil, good or law (unless the smite already has an alignment component, such as smite evil). If the attack succeeds, it deals an extra 1d6 points of damage in addition to all of the normal effects of the smite against a creature of an alignment opposite the one chosen. If the attack roll is a critical threat, it automatically succeeds. This maneuver is a supernatural ability.
Champion's Might (Strike) | |
Level: | 3 |
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Prerequisite: | One Champion’s Might maneuver, smite class feature |
Initiation Action: | 1 standard action |
Range: | Melee attack |
Target: | One creature |
Duration: | 1 round/4 levels |
Saving Throw: | Will negates |
As part of initiating this maneuver, you must execute a smite. If the attack hits, your foe must make a Will save with a DC equal to 13 + your Strength or Charisma modifier (whichever is higher) or become blinded for 1 round, plus 1 round for every four initiator levels (2 rounds at 5th, 3 rounds at 9th, and so on), in addition to the normal benefits of a smite.
This maneuver is a supernatural ability.
Champion's Might (Strike) | |
Level: | 2 |
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Prerequisite: | Smite class feature |
Initiation Action: | 1 standard action |
Range: | Melee attack |
Target: | One creature |
Duration: | 1 round/4 levels |
Saving Throw: | Fortitude negates |
As part of initiating this maneuver, you must execute a smite. If the attack hits, your foe must make a Fortitude save with a DC equal to 12 + your Strength or Charisma modifier (whichever is higher) or become dazed for 1 round, plus 1 round for every four initiator levels (2 rounds at 5th, 3 rounds at 9th, and so on), in addition to the normal benefits of a smite.
Champion's Might (Strike) | |
Level: | 4 |
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Prerequisite: | One Champion’s Might maneuver; smite class feature |
Initiation Action: | 1 standard action |
Range: | Melee attack |
Target: | One creature |
As part of initiating this maneuver, you must execute a smite. If the attack succeeds, your smite deals double damage (only your weapon damage, and any static improvement to damage such as that from your Strength modifier or your extra smite damage, is doubled), plus an extra 3d6 points of damage. If the attack roll is a critical threat, it automatically succeeds.
This maneuver is a supernatural ability.
Champion's Might (Strike) | |
Level: | 7 |
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Prerequisite: | Two Champion’s Might maneuvers, turn undead class feature |
Initiation Action: | 1 standard action |
Range: | Melee attack |
Target: | One creature |
Saving Throw: | Fortitude partial |
As part of initiating this maneuver, you must expend a daily use of turn undead. If you succeed on an attack against an undead creature, the target must make a Fortitude save with a DC equal to 18 + your Strength or Charisma modifier (whichever is higher) or die instantly. A successful saving throw instead deals 10d6 points of damage.
This maneuver is a supernatural ability.
Champion's Might (Stance) | |
Level: | 8 |
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Prerequisite: | Three Champion’s Might maneuvers, smite class feature |
Initiation Action: | 1 swift action |
Range: | Personal |
Target: | You |
Duration: | Stance |
While you are in this stance, all attacks you make deal extra damage as if making a smite. Only the damage dealt by means of class levels is added; you are not considered as if making a smite with each attack.
Champion's Might (Strike) | |
Level: | 7 |
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Prerequisite: | Two Champion’s Might maneuvers, smite class feature |
Initiation Action: | 1 standard action |
Range: | Melee attack |
Target: | One creature |
As part of initiating this maneuver, you must execute a smite. If your attack hits, you and all allies within 30 ft. are healed of an amount of damage equal to the extra damage from your smite. The target still suffers damage from the smite. If a feat, magic item or special ability increases the damage of your smite (such as the martial faith stance), the amount of healing provided also increases. If the attack is a critical hit, the amount of healing doubles.
This maneuver is a supernatural ability.
Champion's Might (Strike) | |
Level: | 5 |
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Prerequisite: | Two Champion’s Might maneuvers, smite class feature |
Initiation Action: | 1 standard action |
Range: | Melee attack |
Area: | 30-ft. radius burst, centered on target creature |
Saving Throw: | Reflex half |
As part of initiating this maneuver, you must execute a smite. If the attack hits, all opponents within 30 ft. of the creature take damage equal to the extra damage dealt by the smite. A successful Reflex save halves that damage.
This maneuver is a supernatural ability.
Champion's Might (Strike) | |
Level: | 9 |
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Prerequisite: | Four Champion’s Might maneuver, smite class feature |
Initiation Action: | 1 standard action |
Range: | Melee attack |
Target: | One creature |
Saving Throw: | Fortitude partial |
As part of initiating this maneuver, you must execute a smite. If the attack hits, the target must succeed on a Fortitude save with a DC of 19 + your Strength or Charisma modifier (whichever is higher) or die instantly. If the creature succeeds on the save, it nevertheless takes the effect of the smite, plus an extra 10d6 points of damage.
Champion's Might (Boost) [Evil or Good] | |
Level: | 2 |
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Prerequisite: | Turn or rebuke undead class feature |
Initiation Action: | 1 swift action |
Range: | Personal |
Target: | You |
Duration: | 1 round |
You imbue your weapon with holy or unholy energy for a brief moment. Until the beginning of your next turn, your weapon is treated as if having the holy or unholy special quality, allowing it to bypass the damage reduction of certain creatures and dealing an extra 2d6 points of damage against all creatures of a specific alignment.
Champion's Might (Stance) | |
Level: | 1 |
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Prerequisite: | Smite class feature |
Initiation Action: | 1 swift action |
Range: | Personal |
Target: | You |
Duration: | Stance |
You utter a small prayer to the gods of war, pleading to intercede with their might as you make an attack.
While you are in this stance, whenever you make a successful smite, you add your initiator level to the damage.
Champion's Might (Strike) | |
Level: | 3 |
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Prerequisite: | One Champion’s Might maneuver, smite class feature |
Initiation Action: | 1 standard action |
Range: | Melee attack |
Target: | One creature |
As part of initiating this maneuver, you must make a melee attack. If your attack hits, you deal extra damage based on the amount of damage you would otherwise deal with your smite. This maneuver is not considered a smite by any means, and thus you may not benefit from any ability that would modify or empower a smite. This maneuver attacks all creatures regardless of alignment.
Champion's Might (Boost) | |
Level: | 7 |
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Prerequisite: | Two Champion’s Might maneuvers, rebuke undead class feature. |
Initiation Action: | 1 swift action |
Range: | Personal |
Target: | You |
Duration: | 1 round |
You imbue your weapon with negative energy for a brief moment. Until the beginning of your next turn, all attacks you make deal extra negative energy damage equal to your rebuking damage.
This maneuver is a supernatural ability.
Champion's Might (Boost) | |
Level: | 4 |
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Prerequisite: | One Champion’s Might maneuver, turning class feature |
Initiation Action: | 1 swift action |
Range: | Personal |
Target: | You |
Duration: | 1 turn |
You imbue your weapon with the same positive energy that allows you to turn away or destroy undead. Expend a turn undead (or similar turning ability) as you execute this maneuver. Until the end of your current turn, all attacks you make against undead creatures (or creatures that would be otherwise turned; for example, expending a daily use of your turning ability gained by means of the Earth domain affects all attacks dealt against creatures with the air subtype) gain a bonus on attack rolls equal to your turning check bonus, and you deal extra damage equal to your turning damage.
This maneuver is a supernatural ability.
Champion's Might (Strike) | |
Level: | 6 |
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Prerequisite: | Two Champion’s Might maneuvers, smite class feature |
Initiation Action: | 1 standard action |
Range: | Melee attack |
Target: | One creature |
As part of initiating this maneuver, you must execute a smite. If the attack succeeds, you may sacrifice your hit points to deal extra damage: for every five hit points you sacrifice, you deal an extra 1d6 points of damage (to a maximum of 1d6 points of damage per two initiator levels).
This maneuver is a supernatural ability.
Champion's Might (Stance) | |
Level: | 1 |
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Prerequisite: | Smite class feature |
Initiation Action: | 1 swift action |
Range: | Personal |
Target: | You |
Duration: | Stance |
With a small prayer, you plead your deity for its intercession when delivering its judgment. In your words, you ask that the deity’s judgment becomes certain.
While you are in this stance, you do not lose your smite attempts for the day whenever you fail to strike your foe. This includes failures due to a low attack roll, concealment and other kinds of miss chances, or incompatible alignment (in the case of smite evil and smite good).
Champion's Might (Stance) | |
Level: | 5 |
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Prerequisite: | One Champion’s Might maneuver, smite class feature |
Initiation Action: | 1 swift action |
Range: | Personal |
Target: | You |
Duration: | Stance |
While you are in this stance, any time you make a successful smite attempt, the target is marked by the sigil of judgment. All attacks made by you against the creature gain a bonus to attack rolls equal to its Charisma modifier, and deals extra damage based on its smite; in effect, you make a smite with every attack done against the target. The sigil of judgment lasts for one round, plus one round for every four initiator levels (3 at IL 9th, 4 at IL 13th, and so on).
This stance is a supernatural ability.
Champion's Might (Strike) [see text] | |
Level: | 8 |
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Prerequisite: | Three Champion’s Might maneuvers, smite class feature |
Initiation Action: | 1 standard action |
Range: | Melee attack |
Area: | 30-ft. radius burst centered on target creature. |
Duration: | 1 round/level |
Saving Throw: | Will partial |
As part of initiating this maneuver, you must expend a smite. You must choose an alignment component before executing the maneuver, unless the smite already has an alignment component (such as smite evil or smite good) or affects only specific creatures. If the attack hits, all opponents of the opposite alignment within 30 ft. of the creature take damage equal to double the extra damage of the smite, and take a -4 penalty to all attack rolls, damage rolls, Armor Class and saving throws for 1 round per initiator level. A successful Will save against a DC of 18 + your Strength or Charisma modifier (whichever is higher) halves the damage and negates the penalty.
This maneuver is a supernatural ability.
Champion's Might (Strike) | |
Level: | 5 |
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Prerequisite: | Two Champion’s Might maneuvers, smite class feature |
Initiation Action: | 1 standard action |
Range: | Melee attack |
Target: | One creature |
Duration: | 1 round + 1 round/4 levels |
Saving Throw: | Will negates |
As part of initiating this maneuver, you must execute a smite. If the attack hits, your foe must make a Will save with a DC equal to 15 + your Strength or Charisma modifier (whichever is higher) or become stunned for 1 round, plus 1 round per four initiator levels, in addition to the normal benefits of a smite.
This maneuver is a supernatural ability.