Stone Dragon (3.5e Martial Discipline)/All Maneuvers

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Bond of Antaios
Stone Dragon (Stance) [Earth]
Level: 6
Prerequisite: Two Stone Dragon maneuvers
Initiation Action: Swift
Range: Personal
Target: You

You channel the spirit of the giant Antaios. You will be unbeatable as long as you are in contact with mother earth.

While in this stance you gain 1 temporary hit point per initiator level you have which refreshes at the beginning of your turn, as long as you are in contact with unworked earth, stone, and other minerals. If you are on worked or man-made materials you gain -5 less temporary hp and if airborne, you gain -10 less temporary hp (minimum 0 for both). Temporary hit points overlap, they do not stack. However, temporary hp gained from the Stone PowerToB feat does stack.


Crouching Dragon Stance
Stone Dragon (Stance)
Level: 2
Initiation Action: swift action
Range: Personal
Target: You
Duration: Stance

Firmly poised like a dragon ready to strike, you become capable of delivering devastating unarmed blows.

While in this stance, every unarmed strike you deliver deals bonus damage based on your ranks in Balance, as displayed below:

Ranks Bonus Damage
0-6 +1d6
7-12 +1d8
13-18 +2d6
19+ +2d8
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Dragon Fang Counter
Stone Dragon (Counter)
Level: 3
Prerequisite: One Stone Dragon maneuver
Initiation Action: Immediate
Range: See text
Target: One Attack Creature
Duration: See text
Saving Throw: None

Like a dragon's jaws closing on its prey, the initiator entraps her foe in a powerful grip.

The initiator may use this counter when they are struck by a melee attack or when a melee attack misses them. The initiator makes an attack roll against a DC equal to the target’s touch AC + their Base Attack Bonus (as per the Grab On attack option described in Races of War) against the attacker. The initiator takes a -4 penalty on their attack roll for each size category larger the attacker is compared to them. If successful, the initiator grabs the attacker's limb, rendering them Immobilized until the start of the attacker's next turn or until the end of your next turn, whichever comes first.

If the attacker was flying and the initiator is on land, the initiator may smash the attacker into the ground. Doing so deals 2d6 + the initiator's Strength in damage and renders the attacker Prone, but ends the Immobilized condition immediately.

You need to have a hand free in order to use this counter. The initiator must be within the attacker's natural reach or the attacker need to be within the initiator's own natural reach to use this counter.



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Earth Ripple
Stone Dragon (Strike) [Earth]
Level: 8
Prerequisite: Three Stone Dragon maneuvers
Initiation Action: Full round action
Range: See text
Effect: Up to a 200 foot radius spread along the ground, up to 10 feet high
Duration: Instantaneous
Saving Throw: Reflex partial

You can cast Locate City Bomb too. Watch this.

As a full round action you either make a jump, or purposefully fall out of the air and charge the ground. You must fall at least 10 feet to activate this maneuver and you do not take any fall damage while using this maneuver. When you hit the ground you hit it so hard you cause a tidal wave of distorted land to ripple out from your point of impact 10 feet high, and up to 10 feet in radius for every 10 feet you dropped (maximum 200 feet). All creatures in the area take 1d6 damage for every 10 feet you dropped (maximum 20d6 damage) and are pushed to the edge of the radius unless they make a Reflex save (DC 10 + 1/2 HD + Strength modifier) for half damage. Creatures with less than 8 ranks in Balance fall prone at the end of the movement. If they succeed on the save, they must make a Jump check to see if they clear the moving 10 foot wave. If they fail to jump over 10 feet, they are pushed back to the edge of the radius. Creatures floating 11 feet or higher off the ground are immune to this maneuver.

The wave travels within the ground, going past walls and obstructions on the surface. If a creature pushed by the wave hits an obstruction (such as having been inside a building) they stop their movement there, but still take damage as if they moved the whole way and fall prone regardless of their ranks in Balance. The wave travels underground in a half-sphere, and is particularly dangerous to creatures burrowing underground. They take double damage and are moved to the edge of the sphere as appropriate (they cannot fall prone while burrowing).

The wave can, and likely will, damage surrounding buildings dealing appropriate damage to them. You can always choose to have the radius be less then the maximum you're allowed (minimum 10ft radius), you still deal the full damage you've dropped.

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Head Smash
Stone Dragon (Strike)
Level: 4
Prerequisite: One Stone Dragon Maneuver
Initiation Action: Standard
Range: Melee Attack
Target: One Creature
Duration: Instantaneous
Saving Throw: None


As part of initiating this maneuver make a single slam attack with a base damage of 4d6 which count as a two-handed weapon, adding twice your Strength to your damage roll. You may deal any additional amount of 1d6 point of damage, to a maximum of 1d6 per initiator level you have, however you take recoil damages equal to half the damage dealt by those extra dice. This attack counts as an unarmed strike whenever doing so would be beneficial.



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Rise of the Great Stone Dragon
Stone Dragon (Stance)
Level: 9
Prerequisite: Five Stone Dragon maneuvers
Initiation Action: 1 swift action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Creates a stone dragon (see text)
Duration: 1 round/level
Saving Throw: See text

“About to get boned by a giant stone dragon cock. Time to drink my own piss.”

Having achieved complete mastery of the Stone Dragon discipline allows you to create an avatar of the great creature itself. When you assume this stance, you create a gigantic draconic creature made of solid rock in a space within the designated range. The dragon remains until it is destroyed or you leave the stance. If the creature is destroyed, it takes one round to reconstitute itself before you may summon it again by resuming the stance.

You may command this creature to move and attack immediately, using your available actions to command it. The dragon has a number of Hit Dice equal to your initiator level, changing its vital statistics accordingly. It can be commanded out to a range of 1 mile, and has all of the statistics and abilities listed in the stat block below:

The Great Stone Dragon[edit]
Size/Type: Colossal Construct (Earth)
Hit Dice: 13d10+80 plus 13 (165 hp)
Initiative: +1
Speed: Fly 80 ft. (average) (16 squares)
Armor Class: 33 (-8 size, +1 Dex, +30 natural), touch 3, flat-footed 32
Base Attack/Grapple: +8/+44
Attack: Bite +22 melee (12d8+30)
Full Attack: Bite +22 melee (12d8+34, x3 on crit.) and 2 claws +17 melee (6d6+24/19-20)
Space/Reach: 25 ft./25 ft.
Special Attacks: Martial initiation
Special Qualities: Construct traits, hardness 10, transference
Saves: Fort +4, Ref +4, Will +4
Abilities: Str 50, Dex 12, Con —, Int —, Wis —, Cha
Skills: Intimidate +10, Listen +10, Search +10, Spot +10
Feats: Adaptable Technique, Sudden Recovery, Grimoire Toughness, Weapon Focus (jaws and bite)
Environment: Any
Organization: Solitary
Challenge Rating: 13
Treasure: None
Alignment: Always neutral
Advancement:
Level Adjustment:


With its powerful jaws and claws, in addition to numerous immunities, the Great Stone Dragon is very difficult to fight against, let alone destroy. Its primary function, however, is to act as a conduit for its controller's martial maneuvers.

Martial Maneuvers: Any martial maneuvers or martial stances (except this one, preventing an infinite host of dragon summons) that may be used by the martial adept who summoned the Great Stone Dragon may be used by the dragon itself. These maneuvers are spent normally and identify the dragon as the point of origin instead of its master.

Transference: The Great Stone Dragon inherits its controller's Base Attack Bonus and saving throws if they are superior to its own. The controller of the Great Stone Dragon can see everything the dragon sees.


Rock Toss
Stone Dragon (Strike) [Earth]
Level: 1
Initiation Action: Ranged attack
Range: See text
Effect: Sling shot
Duration: Instantaneous
Saving Throw: Reflex negates

All weapons started with the simple rock to the face.

You can throw sling bullets as if you were wielding a sling, including its range increment and damage. You can make iterative attacks (as you aren't reloading an actual sling). You can hurl ordinary stones with a sling, but stones are not as dense or as round as bullets. Thus, such an attack deals damage as if the weapon were designed for a creature one size category smaller than you and you take a −1 penalty on attack rolls. You can use two hands on your "sling" as if it were a two-handed weapon. You can choose to use your Strength instead of your Dexterity to attack rolls if you wish.

All projectiles you throw with this attack gain 1/2 your initiator level to attack and damage (minimum +1), and count as magic weapons.


Rolling Boulder Stance
Stone Dragon (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You count as one size category larger for bull rush and overrun checks and you ignore stability bonuses, like dwarven stability or the stability bonus from creatures with four or more legs. Additionally you gain the benefits of the Wallcrasher feat, if you already have the feat you gain a +4 bonus on your sunder check when using it.

You only gain the benefit of this stance if you moved at least 20' feet last round.


Rollout
Stone Dragon, Domestic Tarrasque, Eternal Glacier (Rush) [Earth, X-Discipline]
Level: 2
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: See text
Saving Throw: Reflex half

Curling up your body, you become like a boulder tumbling down the mountainside, flattening all in your way.

This functions like the mountain avalanche[1] maneuver, except that it can only be initiated while moving down a slope. Once the maneuver is initiated, you cannot take any actions other than move actions at your full speed to continue moving downhill, though you can change your course as long as each space you move into is at a lower elevation than your previous one. The maneuver does not end until you reach the bottom of the slope, you are forced to stop moving by an external effect or status condition, you collide with a solid barrier that you cannot deal sufficient trample damage to destroy, or you succeed on a DC 18 Tumble or Balance check to end it early (you may attempt such a check once per round). If you end up on a flat surface or get forcibly stopped by an external effect or condition, your inertia still carries you forward 3d4×5 feet. If you end up on another slope after rolling along a flat surface, you continue rolling (though you may roll back the way you came if the new slope faces the opposite direction of the old one). If you were forcibly stopped, you end up prone in the space where you stopped moving, and do not resume even if you're on a slope when your movement ends. If you collided with an immovable object, you stop at the location of the collision and take 1d6 damage, plus 1d6 more damage for every 10 feet you moved while rolling during that round, and fall prone. If you stopped yourself with a Balance or Tumble check, you may stop moving at any point within your current move action, and may take any remaining actions for the round normally. You cannot voluntarily end this maneuver unless you succeed on the aforementioned Tumble or Balance check, or otherwise steer yourself into a situation where the maneuver will be terminated.

You flatten all creatures whose space you enter, regardless of whether they are friend or foe, as if performing a trample attack, so long as you entirely occupy the space of the creature in question. Your trample attack deals 1d4+1½ your Str modifier damage, plus 1 damage for every 10 feet you moved during that round (assuming that you're Medium - larger creatures deal more damage and smaller creatures deal less). A creature whose space you partially pass through may either attempt a Reflex save to take half damage (DC = 12 + your Str or Con modifier + your size modifier for grapple/overrun/bull rush attacks) or attempt an attack of opportunity against you. You provoke attacks of opportunity from any creatures whose threatened area you pass through unless you trample them and fully occupy their square (if you partially occupy an enemy's space, the enemy gets a Reflex save or an attack of opportunity, but not both). You may, of course, alter your course to avoid allies or fully collide with enemies, so long as you follow the limits imposed by this maneuver.


Scales of Kalameet
Stone Dragon (Boost) [Earth, Fire]
Level: 5
Prerequisite: Two Stone Dragon Maneuvers
Initiation Action: Swift
Range: Touch
Target: One Weapon
Duration: 1 Round
Saving Throw: None

The Obsidian Scaled Dragon Kalameet was rivaled by none, you may call upon his power to sheath your weapon in fire and obsidian.

As you initiate your maneuver, obsidian scales to grow on your weapon and it start burning with black flames. While under the effect of this stance your weapon count as being made of Runed Obsidian and deal an additional number of fire damage equal to 2 + the highest level stone dragoon maneuver your have ready. The fire damage is dealt to your attack even if you miss, provided you hit their touch AC.


Steelmist Skin
Veiled Knight, Stone Dragon (Stance) [Earth, X-Discipline]
Level: 4
Prerequisite: Three Veiled Knight or Stone Dragon maneuvers
Initiation Action: Swift action
Range: 0
Target: Self
Duration: Stance
Saving Throw: None


This stance grants you Damage Reduction 10/Adamantine. The stance can prevent up to 5 points of damage per initiator level; If the stance reaches this limit, the stance ends immediately and you are Uncentered.


Stone Axe Strike
Stone Dragon (Strike) [Earth]
Level: 7
Prerequisite: Two Stone Dragon Maneuvers
Initiation Action: Standard or Full-Attack
Range: Variable
Area: Line
Duration: Instantaneous
Saving Throw: None

As you initiate this strike your weapon become covered in stone, creating as you bring your weapon down a gigantic axe much bigger than yourself. The axe deal damage 1d6 damage per initiator level + three time your Strength modifier in damage, it attack is made in a line equal to three time your reach. You make an single attack roll and damage roll against all creatures in the line and compare the result to their AC, however even on a miss this maneuver deal half damage. Immediately upon ending the strike the stone shatter, revealing your weapon.

If you weapon is made of Obsidian (including the runed variant) or Thrudstone the attack carry the effect of material as well.

As a full-attack action you may make multiple strike with the axe, however each attack after the first lower the damage of the axe by 5d6. If the damage reach the axe break and the full-attack end.

This maneuver is a supernatural ability.


Stone Biology
Stone Dragon (Counter) [Earth]
Level: 3
Prerequisite: One Stone Dragon maneuver
Initiation Action: Immediate
Range: Personal
Target: Self
Duration: Instantaneous

She's hardening parts of her body, it's like diamond! I can't cut through!

As an immediate action, you petrify yourself, briefly becoming an object with hardness 8. It lasts only to counter a single attack, but you are immune to any effect which does not work on objects. It takes a moment for your hard stone shell to flake off completely, though, and you are staggered until the end of your next turn.


Strike of the Titans
Stone Dragon (Strike) [Earth]
Level: 6
Prerequisite: Three Stone Dragon Maneuvers
Initiation Action: 1 Standard Action
Range: Melee Attack
Target or Area: One Creature or Object and a 30-ft. radius spread
Duration: Instantaneous
Saving Throw: Reflex Partial (see text)


Upon using this strike you place a colossal blow to your enemy, dealing triple damage (bonus dices such as sneak attack is not multiplied) and knocking the creature prone. You attack also send a mighty shockwave, dealing half the damage of your attack to all creatures within a 30-ft. radius spread and knocking them prone as well, a successful reflex save negate the prone but not the damage. Any ground terrain within the shockwave become difficult terrain and all unattended objects and structure take 5 points of damage per initiator level.

You are not affected by the shockwave of your own Strike of the Titans


Unbalancing Blow
Stone Dragon (Strike)
Level: 4
Prerequisite: Two Stone Dragon Maneuvers
Initiation Action: Full-Attack Action
Range: Melee Attack
Target: One Creature
Duration: 1 Round
Saving Throw: None

Make a single melee attack at your highest attack bonus, if you hit you cause the target to become flat-footed and Uncentered for 1 round. You may immediately follow this strike with another readied strike which require a standard action or less to use at no additional action cost with a -5 penalty to hit.

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Unflinching Avalanche Fist
Stone Dragon (Strike)
Level: 6
Prerequisite: Two Stone Dragon maneuvers
Initiation Action: Full-attack
Range: Melee Attack
Target: One Creature
Duration: Instantaneous and 1 round
Saving Throw: None

ORA ORA ORA ORA!

As you initiate this maneuver, make a full-attack with unarmed strike as if you had flurry of blows as a monk of your initiator level. All attacks must be made against the target and all damage dealt counts as having been made by a single attack. All melee attacks made against you by the target are interrupted as per Unflinching Rock Fist requiring no action on your part, this last until the start of your next turn. At the start of your next turn you become Exhausted for 1 round.



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Unflinching Rock Fist
Stone Dragon (Counter)
Level: 2
Initiation Action: Immediate
Range: Touch
Target: See Text
Duration: Instantaneous
Saving Throw: None

The initiator answered the kick with a punch of their own, as while their fist bled the attacker's leg cracked.

You may initiate this maneuver as you are struck by an attack. You make an unarmed strike. If you match or exceed the attack roll of the triggering attack you roll for damage. Reduce the damage from the triggering attack by the damage of your unarmed strike. If your unarmed strike damage exceeds the damage from the triggering attack it counts as a miss for the purpose of ability triggering on a hit. Any excess damage is dealt to the attacker's weapon (for a melee or thrown weapon), the piece of ammunition (for a projectile weapon) or to the attacking creature (for a natural or unarmed attack).

This maneuver does not prevent any nonphysical damage dealt by the attack. Nonphysical damage does not count as damage dealt by the attack for the purpose of calculating excess damage with this maneuver.



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Verne Catapult
Stone Dragon (Strike) [Earth]
Level: 3
Initiation Action: 1 standard action
Range: See text
Effect: Stone catapult shot
Duration: Instantaneous
Saving Throw: Reflex negates

You hit the ground with your hammer and it hisses. Internal pressure from an underground vent rises, as it shoots out a 5 foot cannonball of rock high into the air!

You cause the ground within your reach to erupt and launch a piece of its landmass out like a cannon. Make an attack roll, typically against a square of land (AC 5). You hit creatures in a 5 foot square and deal 5d6+ 1 point per initiator level in damage to the square, Reflex negates. The verne catapult has a range increment of 200 ft, and because it fires at a high angle it can fire over walls and out of line of sight (though at a -6 penalty). Because of its high arc it cannot be used well indoors; it requires a vertical clearance of at least half the distance the projectile is fired (minimum 100 ft). The eruption of land leaves behind a 5 foot patch of difficult terrain from debris from its launch. Verne catapult counts as a siege weapon.

The maneuver can be used in a second way; launching a Medium or smaller creature into the air by initiating the shot from underneath them. Creatures get a Reflex save to negate. If they fail, they are carried straight up into the air by the shot (which breaks into useless gravel), up to 10 feet per initiator level. They typically take falling damage shortly after and must succeed on a DC 10 Balance check or fall prone on landing.

In theory allies can purposefully fail their save to launch themselves up, provided they have a way of surviving the trip down.

This is a supernatural maneuver.


Verneshot
Stone Dragon (Strike) [Earth, Fire]
Level: 7
Prerequisite: Three Stone Dragon maneuvers
Initiation Action: 1 standard action
Range: See text
Effect: Stone catapult shot
Duration: Instantaneous
Saving Throw: Reflex half

There is a loud explosion as suddenly a chunk of land flies sky high on a jet of magma. The smoke clears and they are gone... but in the distance a falling star makes its way to the earth...

This maneuver functions like Verne Calapult, but far larger and more intense. It launches a 20 foot cube of earth which burns with molten fires, with a range increment of 1 mile, dealing 15d6 + 2 points per initiator level in both fire and bludgeoning damage (immunity or resistance to one does not protect unless you're immune or resistant to both). Its minimum vertical clearance is 3000 ft. One can easily fire over the horizon, though they may not know what they are hitting. As before, the eruption leaves behind difficult terrain in a 20 ft cube, but this difficult terrain burns with a thin pool of magma that deals 2d6 fire damage to creatures moving through it. The magma cools naturally on its own.

If used to launch creatures, it can launch up to Gargantuan creatures. It deals 2 points of fire and bludgeoning damage (as above) per initiator level with a Reflex save for half damage and to negate their upward momentum. Otherwise they take full damage and are launched 1 mile into the air. If the creature cannot fly, they will fall for additional damage.

Allies trying to ride the shot is still possible, but they will take damage from the flying magma and debris. It's a bad idea.

This is a supernatural maneuver.


Walk the Underpath
Stone Dragon (Stance) [Earth]
Level: 5
Prerequisite: One Stone Dragon maneuver
Initiation Action: Swift
Range: Personal
Target: Self

The earth parts way for you, revealing its cavernous paths.

When you're in this stance, you gain a burrow speed equal to half your land speed, and tremorsense out to 60 ft. You can choose to leave a path behind if you wish. You can "breathe earth", so you have no risk of suffocation.


Wind Howls at Mountain
Stone Dragon (Rush)
Level: 8
Prerequisite: Three Stone Dragon maneuvers
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: 1 round
Saving Throw: None

Fluff is for Undead Knave to create.

When you initiate this maneuver, you do not move. Instead, choose a position that you may move to in one move action with any movement speed you possess. You may consider yourself at that position for other abilities. This includes, but is not limited to, making attacks against enemies you would threaten if you were at that space and casting a spell as if the beginning of your line of effect and sight was there.

If you move more than five feet for any reason before the end of this maneuver, the effects of this maneuver end.


Article BalanceHigh +
AuthorLeziad +
DescriptorEarth +, X-Discipline + and Fire +
Level1 +, 2 +, 5 +, 4 +, 7 +, 3 +, 6 + and 8 +
RatingUndiscussed +
SummaryThrow rocks as if you had a sling, with a bonus to attack and damage. You can even throw two-handed. +, Gain bonus to bull rush and overrun and the ability to break down obstacle in your way as long as you moved last round. +, Roll down a mountain and become like a boulder. +, As you initiate your maneuver, obsidian scales to grow on your weapon and it start burning with black flames. +, Stoneskin, as a stance. +, You use your blade magic to create a gigantic axe and smash your opponents with it. +, For a brief moment, you petrify yourself, granting you a host of immunities and hardness at the expense of slow movement. +, Make a single attack that deal massive damage to a target then spread into a 30 ft radius +, You make a single attack which make your foe vulnerable, then may follow up with a second strike. +, Make a full-attack as per flurry of blows, parry incoming attack from the target. +, You answer an attack with an attack of your own, reducing incoming damage with your own and possibly damaging the attacker or their weapon. +, Call up a catapult shot out of the ground, acts as a siege weapon which targets an area just like a real catapult. +, Launch a huge mass of burning land, which comes back down like a meteor! +, Gain a burrow speed and tremorsense out to 60 ft. + and Move without moving, attacking from afar while standing solidified. +
TitleAll Maneuvers +
TypeStrike +, Stance +, Rush +, Boost + and Counter +