Night Wind (3.5e Martial Discipline)/All Maneuvers

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Blade of Cocytus
Night Wind (Boost) [Cold]
Level: 7
Prerequisite: Two Night Wind maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

With a swift flourish, you coat your weapon in a sheet of black ice.

A master maneuver that mirrors inferno blade, you imbue your weapon with black ice, echoing the merciless cold of the layer of Cocytus, in the Nine Hells. Until the end of your turn, your melee attacks deal an extra 3d6 points of cold damage +1 point per initiator level. This maneuver is a supernatural ability.


Breath of the Night Dragon
Night Wind (Strike) [Cold]
Level: 8
Prerequisite: Three Night Wind maneuvers
Initiation Action: 1 standard action
Range: 30 ft.
Area: Cone
Duration: Instantaneous
Saving Throw: Fortitude partial

You leap into the air, taking a deep breath. Your shadow briefly adopts the form of a dragon as you unleash a cloud of black mist.

Your mastery of the night allows you to unleash a breath of cold and negative energy upon your foes. When you execute this maneuver, you unleash forth a cone of jet-black mist that deals 10d6 points of cold damage to all in area. The black mist saps the opponents’ lifeforce, bestowing one negative level. Creatures in the area can attempt a Reflex save (DC 18 + Wisdom modifier) to halve the damage and negate the negative level. This maneuver is not considered a breath weapon, although it behaves like one; thus, it cannot be modified by feats that improve breath weapons. Undead creatures are instead healed of 5d6 points of damage and gain 5 temporary hit points if affected by this ability. Creatures sensitive to light lose this penalty for 1 round as the mist covers the light. Vampires struck by this attack also become immune to sunlight until the end of their next turn, as the shadowy mist envelops them. This maneuver is a supernatural ability.


Breeze of Nightly Death
Night Wind (Strike) [Cold]
Level: 3
Initiation Action: 1 standard action
Range: Melee attack
Area: Variable spread; see text
Duration: Instantaneous and 1 round
Saving Throw: Reflex half; see text

As you strike your weapon, you feel a cold aura emanate from your opponent. The cold feels soothing to you, but everyone surrounding your foe feels the sudden drop into intense cold.

When you use the strike, you sap the heat from your foe’s body, and from its surroundings. In addition to dealing normal melee damage from your attack, you cause a sharp drop in temperature that spreads out from the enemy’s body. The radius of the spread is determined by the size of the target creature, as indicated on the table below. All creatures in the area, including your enemy, take 6d6 points of cold damage, with a Reflex save (DC 13 + your Wis modifier) for half. This radius is centered on the creature’s position. For 1 round afterwards, all attacks with the [fire] descriptor deal half damage, and anyone within the area of the spread is affected as per a endure elements spell protecting only against extremely hot temperatures.

You have immunity to the cold damage from your breeze of nightly death, but you still benefit from its endure elements effect.

This maneuver is a supernatural ability.

Size Spread Radius
Small or smaller 5 feet
Medium 10 feet
Large 20 feet
Huge 30 feet
Gargantuan 40 feet
Colossal 50 feet


Chill Blade
Night Wind (Boost) [Cold]
Level: 1
Initiation Action: 1 swift action
Range: personal
Target: You
Duration: End of turn

You wrap your weapon in its own shadow, and a wisp of steam flows from the clinging dew.

A basic maneuver that mirrors burning blade, you briefly imbue your weapon with the coldness of night. For the rest of your turn, your melee attacks deal an extra 1d6 cold damage, +1 point for every initiator level.

This maneuver is a supernatural ability.


Chill Breath
Night Wind (Strike) [Cold]
Level: 2
Prerequisite: One Night Wind Maneuver
Initiation Action: 1 swift action
Range: 30 ft.
Area: Cone
Duration: Instantaneous
Saving Throw: Reflex half

You take a deep breath while channeling the shadows into your solar plexus. Then, you unleash the shadowy energy through a simple exhale, releasing a chilly gust.

You channel the coldness of night into your breath, allowing you to deal 2d6 points of cold damage. This maneuver is not considered a breath weapon, although it behaves like one; thus, it cannot be modified by feats that improve breath weapons.

This maneuver is a supernatural ability.


Cold Blacksand Shards
Night Wind (Strike) [Cold]
Level: 6
Prerequisite: Two Night Wind maneuvers
Initiation Action: 1 standard action
Range: 60 ft.
Target: One creature
Duration: Instantaneous
Saving Throw: Reflex negates; see text

Making a sweeping motion, you fire small black crystalline shards at your opponent.

As part of this maneuver, you freeze moisture in the air into shards of black ice, tainted with negative energy. The shards explode on contact. As part of this maneuver, you make a ranged touch attack against a creature within range. If it hits, your opponent takes 6d6 points of damage; half this damage is cold damage and half is negative energy damage. In addition, your opponent must make a successful Reflex save (DC 16 + your Wisdom modifier) or become blinded for 3 rounds, as the icy black mist coats the opponent’s eyes. This maneuver is a supernatural ability.


Creeping Chill
Night Wind (Strike) [Cold]
Level: 5
Prerequisite: Two Night Wind maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 3 rounds
Saving Throw: Fortitude negates

As you strike with your weapon, your shadow extends and makes a grasping motion at your opponent. The sweat on its body freezes instantly, creating painful blisters.

As part of this maneuver, you must make a melee attack. If you succeed, all damage that you deal becomes cold damage, and the subject takes 1d6 cumulative points of cold damage per round (that is, 1d6 on the first round, 2d6 on the second and 3d6 on the third). A Fortitude save (DC 15 + your Wisdom modifier) halves the damage each round. This maneuver is a supernatural ability.


Death Veil
Night Wind (Stance) [Cold]
Level: 5
Prerequisite: Two Night Wind maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Saving Throw: Fortitude negates

You surround yourself with a breeze carrying the icy chill of the grave.

Your attacks are infused with a cold, necromantic energy. When you succeed on a melee attack, the target takes an additional 5 points of cold damage and become fatigued. A Fortitude save (DC 15 + your Wisdom modifier) negates the damage and prevents it from being fatigued. A creature cannot become exhausted by this attack if it’s already fatigued.


Deathly Breath
Night Wind (Strike) [Cold]
Level: 5
Prerequisite: Two Night Wind maneuvers
Initiation Action: 1 standard action
Range: 30 ft.
Area: Cone
Duration: Instantaneous
Saving Throw: Fortitude negates

You channel the darkness of night from your breath, expelling a black shadowy mist that freezes the air even in the hottest and brightest day.

Just as the master of Desert Wind learns how to stoke raging fires with his ki, the master of Night Wind taps into the deathly chill of the cold night. With this maneuver, you blast forth a cone of black mist that deals 6d6 points of cold damage to everything in the area. Creatures in the area can attempt Reflex saves (DC 15 + your Wis modifier) for half damage. This maneuver is not considered a breath weapon, although it behaves like one; thus, it cannot be modified by feats that improve breath weapons. If the creature is undead, it takes no damage; if the creature is sensitive to light, it loses this penalty for 1 round as the mist covers the light. Vampires struck by this attack become immune to sunlight until the end of their next turn, as the shadowy mist envelops them. This maneuver is a supernatural ability.


Fell Riposte
Night Wind (Counter) [Cold]
Level: 2
Prerequisite: One Night Wind maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: Fortitude partial

Resonating with your pain, shadows coalesce upon your attacker, chilling them to the bone.

When a creature successfully strikes you with a melee or natural weapon, you can use this maneuver to give yourself the ability to make an immediate melee touch attack. If your attack hits, your target takes 2d6 points of cold damage and 2 points of Strength damage. A Fortitude save (DC 12 + Wisdom modifier) negates the Strength damage. A creature immune to cold damage is also immune to the Strength damage; a creature vulnerable to cold damage takes an additional point of Strength damage.

This maneuver is a supernatural ability.


Hoarfrost Blade
Night Wind (Boost) [Cold]
Level: 4
Prerequisite: Two Night Wind maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: None
Your blade’s shadow rapidly freezes the moisture in air, coating your weapon with tiny, razor-sharp icicles that work as if a saw.

A more advanced maneuver that mirrors searing blade, you briefly imbue your weapon with the coldness of night. For the rest of your turn, your melee attacks deal an extra 2d6 cold damage, +1 point for every initiator level.

This maneuver is a supernatural ability.


Night's Blessing
Night Wind (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

A shroud of shadows surrounds you, cooling the air.

You gain some resistance to cold as long as you remain in this stance. The amount of resistance is determined by your ranks in Hide. If you have 19 or more ranks in Hide, you gain immunity to cold while you are on this stance.

Hide Ranks Cold Resist
4-8 5
9-13 10
14-18 20
19+ Immunity

If you activate this stance, you create a momentary distraction, allowing you to use a Hide check. This stance does not count as standing in actual shadows for the purpose of abilities that require it (such as most of the shadowdancer’s class features). This stance is a supernatural ability.


Nocturnal Shadow
Night Wind (Strike) [Cold]
Level: 1
Initiation Action: 1 standard action
Range: Melee Attack
Target: One Creature
Duration: 1 round
Saving Throw: Fortitude negates
A black, shadowy fog flows from your weapon as you make your strike.

As part of initiating this maneuver, you must make a melee attack. If your attack hits, you create a bank of fog at a 5-ft. radius from the target, which works as if a smokestick had been thrown into the square. Any creature (except yourself, but including the target) must succeed on a Fortitude save (DC 11 + Wisdom modifier) or take 1d6 points of cold damage. The bank of fog lasts until the end of your next turn.

This maneuver is a supernatural ability.


Phantom Mirage
Night Wind (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Your visage shifts and warps, billowing as a wisp of smoke or flame.

When you are in this stance, you gain concealment (20% miss chance) against all melee and ranged attacks. You also gain the standard benefits of concealment, but you cannot use this stance to hide in plain sight; you must still use some other terrain feature that normally allows you to use the Hide skill. If you move more than 10 ft., you lose this concealment until the beginning of your next turn. This includes using a move action to move more than 10 ft., or being forcefully moved (such as by means of a bull rush), but not if you teleport or are teleported away.

This maneuver is a supernatural ability.


Searing Sand
Night Wind (Strike) [Fire]
Level: 3
Initiation Action: 1 standard action
Range: 30 ft.
Target: One creature
Duration: 3 rounds
Saving Throw: Reflex half; see text

You sweep the ground with your blade with supernatural speed, causing a dart of sand to aim straight to your opponent’s ground. The dart of sand shines as if it was molten.

The Night Wind discipline often deals with the coldness of night, but it still retains some of the parent’s traits. This maneuver is an example of taking dirty fighting to supernatural levels. When you initiate this maneuver, you launch a dart-like projectile of blistering-hot sand at the opponent’s face or eyes, much like throwing sand or dirt. You must be stepping on sand, loose dirt or soil to use this maneuver. If you make a successful ranged touch attack, your target takes 2d6 points of fire damage and must succeed on a Reflex save (DC 13 + your Wisdom modifier) or become blinded for 3 rounds.

The target creature or an ally may attempt to remove the sand with water, but this attempt can be more dangerous. If the target creature or its ally attempts to do so, the blistering sand immediately solidifies and grows into tiny glass crystals that pierce the target’s eye. The target creature takes an additional 3d6 points of piercing damage and must succeed on a Fortitude save (at the same DC as the Reflex save) or become permanently blinded, as the glass crystals gouge the target’s eyes.

A creature immune to fire damage is not immune to the blindness effect, but a creature that ignores all piercing damage from the secondary effect is immune to the permanent blindness effect. Any other way to remove blindness (such as a remove blindness/deafness spell) does not cause the secondary effect.


Shadow Brand
Night Wind (Boost) [Cold]
Level: 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

You sheathe your weapon in cold shadows. As you swing, the shadows chill and solidify vapor into a crystalline sheen.

When you initiate this maneuver, your weapon turns into a shadow brand for the rest of your turn. The brand increases your reach by 5 ft., and your melee attacks with the brand deal cold damage equal to your normal melee damage. You still gain all the normal benefits from a high Strength score, feats, and other effects that increase your melee damage. You otherwise attack with your weapon as normal.

This maneuver is a supernatural ability.


Shadow Death Strike
Night Wind (Strike) [Death, Teleportation]
Level: 9
Prerequisite: Five Night Wind maneuvers
Initiation Action: 1 standard action
Range: 50 ft.
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial

You fall towards your shadow, disappearing from sight. Your opponent kneels to the ground, its hand grasping blood as you draw your weapon from behind.

As part of this maneuver, you disappear in a cloud of darkness and teleport up to 50 feet away in a square adjacent to your opponent. You must have line of sight and line of effect to your opponent and the square you intend to teleport into. If you attempt to use this maneuver to move into an occupied space, you do not move, and the maneuver is expended but has no effect. After your teleportation, you may make one melee attack. If the attack hits, your opponent must make a Fortitude save (DC 19 + Wisdom modifier) or die instantly. If the opponent succeeds, the attack is still considered an automatic critical hit. Creatures immune to death effects need not make saving throws, but may still be affected by the critical hit. Creatures immune to critical hits are immune to both effects, but may still suffer the effects of abilities that activate on a critical hit.


Shadow Drop
Night Wind (Strike) [Teleportation]
Level: 6
Initiation Action: 1 standard action
Range: 50 ft.
Target: One creature
Duration: Instantaneous

You leap into the air, and your shadows envelop you. You appear at a distance, weapon drawn, ready to deliver a strike at an unsuspecting opponent.

As part of this maneuver, you disappear in a cloud of darkness and teleport up to 50 feet away in a square adjacent to your opponent. You must have line of sight and line of effect to your opponent and the square you intend to teleport into. If you attempt to use this maneuver to move into an occupied space, you do not move, and the maneuver is expended but has no effect. After your teleportation, you may make one melee attack. The creature is treated as flat-footed against this attack.


Shadow Mirage
Night Wind (Boost) [Cold]
Level: 4
Prerequisite: Two Night Wind maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of round

You discorporate your shadow, which becomes a perfect illusory replica of yourself.

This maneuver allows you to create a shadowy duplicate of yourself, as per the mirror image spell, but only creating one duplicate. This duplicate lasts for 1 round. As well as potentially allowing you to ignore one attack, the shadowy duplicate helps on your attacks. When you make a melee attack, roll 2d20 and select which of the two results to use. If you use the higher die result, resolve your attack as normal. If you use the lower die result, or if both results are the same, your attack deals an extra 1d6 points of cold damage as the shadowy duplicate’s attack and your true weapon strike home. This maneuver is a supernatural ability.


Shadow Servant
Night Wind (Stance)
Level: 8
Prerequisite: Three Night Wind maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You clasp your hands together, and you surround yourself with shadowy duplicates that mimic your every step. Your shadow disappears as the images form.

Upon activating this stance, you create multiple copies of yourself, as if you had cast the mirror image spell. You create 1d4 shadow duplicates this way, which last for as long as your stance is maintained or until they are destroyed, in which case the stance ends. As long as one remains, your duplicates assist you on your attacks. When you make a melee attack, roll 2d20 and select which of the two results to use. If you use the higher die result, resolve your attack as normal. If you use the lower die result, or if both results are the same, your attack deals an extra 1d6 points of cold damage per remaining duplicate as the shadowy duplicates’ attacks and your true weapon strike home. This maneuver is a supernatural ability.


Step into Night
Night Wind (Counter) [Teleportation]
Level: 7
Prerequisite: Two Night Wind maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous; see text

As your foe attacks, you seem to blur. Your opponent finishes his swing, but realizes it has struck a decoy.

You instantly teleport up to 100 ft. away from the opponent. You can only teleport into a square that provides cover, or that otherwise allows you to hide (such as an area of shadowy illumination). As part of this maneuver, you can attempt a Hide check upon arriving at your destination. You also create an illusory duplicate that follows your actions, as if you had cast the mislead spell (except you teleport instead of becoming invisible). This figment remains until the end of your next turn, upon which it disappears from sight. This maneuver is a supernatural ability.


Step of the Shadow Assassin
Night Wind (Strike) [Teleportation]
Level: 8
Prerequisite: Three Night Wind maneuvers
Initiation Action: 1 standard action
Range: 50 ft.
Target: One creature
Duration: Instantaneous

Your shadow displaces from you, and you disappear in the blink of an eye. Your opponent is astonished as a blade is plunged from its back, while you appear from your shadow.

As part of this maneuver, you disappear in a cloud of darkness and teleport up to 50 feet away in a square adjacent to your opponent. You must have line of sight and line of effect to your opponent and the square you intend to teleport into. If you attempt to use this maneuver to move into an occupied space, you do not move, and the maneuver is expended but has no effect. After your teleportation, you may make one melee attack. If you hit, the attack is considered an automatic critical hit. Creatures immune to critical hits take no additional damage, though effects that activate on a critical hit may still affect them.


Withdraw
Desert Wind, Night Wind, Psychic Arrow (Counter) [X-Discipline]
Level: 2
Prerequisite: One Desert Wind or Night Wind maneuver
Initiation Action: One immediate action
Range: Personal
Target or Effect: You; one illusory double
Duration: Instantaneous and 1 round
Saving Throw: None


When you initiate this counter, you leap away, moving up to half your land speed (This movement doesn't provoke attacks of opportunity unless the creatures can see invisibility). As you do so, you become invisible until the end of your next turn, leaving an illusory image of yourself in your place. The image lasts until the beginning of your next turn or until struck, whichever comes first. The invisibility ends early if you attack, as per the Invisibility spell.