White Raven (3.5e Martial Discipline)/All Maneuvers

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All for One
White Raven (Strike)
Level: 8
Prerequisite: Need three White Raven maneuvers
Initiation Action: Standard Action
Range: Personal; see text
Target: Self
Duration: 1 round
Saving Throw: Will negates (harmless)
You promise to protect these troops. With focus, you draw in all 10,000 arrows unto yourself, sparing them the slaughter. Their will and desire will keep you safe in turn.

As a standard action you draw in all attacks against allies within 100 feet, taking them as if they were aimed for yourself and only yourself even if an ally is standing next to you when you absorb an area of effect. You are subject to any damage, saving throws, and other effects of the attacks. However, you gain several benefits in return.

For each ally in 100 feet, you gain DR 5/-, resistance to all magical damage 10, +2 on saving throws, SR 10 + HD + 2 points per ally, and 10 temporary hit points per ally. The bonuses stack, up to one ally per two initiator level regardless how many allies you are actually protecting. For example, a level 20th initiator who is protecting an amy of 50 troops within 100 feet gains the benefit for 10 of those troops, or DR 50/-, resist all 100, +20 on saving throws, SR 50, and 100 temporary hp.

These bonuses are temporary and vanish after 1 round.

This maneuver is a supernatural ability.


Allied Alert
White Raven (Counter)
Level: 2
Initiation Action: Immediate Action
Range: 30 ft.
Target: One Ally
Duration: Instantaneous
The fighter's reflexes were known to be lacking, but you saw the forming fireball even before it flew. "Evasive maneuvers!" you cried out, and the fighter was out of the brunt of the blast before you knew it.

You warn your allies of incoming danger. Whenever an ally has to make a saving throw you may initiate this maneuver, and your ally may use your saving throws instead. Your ally must be able to see or hear you for this to work.


Condemned by Society
White Raven (Strike)
Level: 3
Prerequisite: 1 White Raven maneuver
Initiation Action: Standard Action
Range: Melee Attack
Target: One Creature
Duration: Permanent
Saving Throw: Will partial
"For as long as you live you will know no safety. We are the White Ravens, we do not forget, we do not forgive, expect us!"

Make a normal attack. If you hit your enemy must make a Will save DC 13 + Charisma to receive a curse which marks them for death, a mark which is visible with detect magic but need not be seen to have its desired effect. All creatures attacking this target gain a +4 morale bonus to attack and damage, and animals instinctively treat them one step less friendly. A successful saving throw reduces the duration of this ability to 1 round.

This is a curse, and cannot be dispelled, but it may be removed by effects which can disrupt bestow curse.

This maneuver is a supernatural ability.


Diversionary Tactics
White Raven (Counter)
Level: 1
Initiation Action: Immediate Action
Range: Medium (100 ft. + 10 ft./level)
Targets: All allies in a 60-ft. radius burst
Duration: 1 round
Saving Throw: None
"Hey you! Yeah, you with the face!" It gets them every time.

When you use this maneuver, all allies may attempt to hide in plain sight, even if they have nothing to hide behind. Allies roll for hide and move silently, and enemies may get an immediate spot and listen check to find the hidden creatures. Otherwise, the creatures remain hidden until they interact with the enemy in some way, such as any effect which would break invisibility. The effect lasts for 1 round, after which if they had not successfully hidden themselves normally they will be noticed without a check.

The initiator cannot be hidden in this manner, as it involves directing all attention onto themselves.


Flock of White Ravens
White Raven (Stance)
Level: 4
Prerequisite: Need two White Raven maneuvers
Initiation Action: Swift Action
Range: Personal
Target: Self
The demon had blasted out your eyes and now it stood above you taunting. "How shall you fight when you can't even see?" You stood, a confident smile upon your face as you turn to face him. "I still see you."

When you enter this stance you gain telepathy out to 60 feet. In addition, you are able to see through their eyes and ears without disrupting your own senses, and fight accordingly. So long as one of your allies in 60 feet can see, you can see. So long as one of your allies can hear, you can hear. And so long as one of your allies is not flanked or flatfooted, you are not flanked or flatfooted. This does not prevent sneak attack damage if you are flanked, but you do deny your attacker the +2 bonus for flanking.

The stance has one downside, if an ally is affected by a gaze attack you are affected as well, though you never need to make more than one save per round per instance.

You gain a +2 bonus on Spot and Listen checks when you have one or more allies you can see through. This maneuver is a supernatural ability.


Heroes Affinity
White Raven (Boost)
Level: 6
Prerequisite: Need two White Raven maneuvers
Initiation Action: Standard Action
Range: 30 ft.
Targets: All Allies in 30 ft. spread
Duration: 1 minute
Saving Throw: Will negates (harmless)
You work yourself and your allies into a frenzy, encouraging them to be strong as boars and tough as bears. With your pep talk you and your allies charge into battle.

As a standard action you make a pep talk which grants a +4 morale bonus to a single ability score on yourself and any allies in 30 feet. This bonus lasts for 1 minute. Only one instance of heroes affinity may be active at one time, using it a second time dismisses the effect of the first.


Hostile Flock Threat
White Raven (Stance)
Level: 1
Initiation Action: Swift action
Range: Personal
Target: Self

I am Sparticus! He is Sparticus! We are all Sparticus!

If any allies within 30 ft threaten a target, you are considered threatening the target. If your allies flank a target, you are considered flanking the target. This allows you, among other things, to take attacks of opportunity at range provided they have provoked for your ally.


Knight's Move
White Raven (Rush)
Level: 5
Prerequisite: Need one White Raven maneuver
Initiation Action: Move Action; see text
Range: Personal
Target: Self
You knew how to break their ranks to let your troops through. With a step you vanish in a puff of white feathers, bypassing the pikesmen to hold your blade at the commander's throat.

You may teleport up to your movement speed as if using greater teleport (self only) as a move action. Alternatively you may make a double move action to teleport up to twice your movement speed. You can only teleport into an area where you are threatening an opponent.

Your movement does not provoke attacks of opportunity. This is a supernatural maneuver.


Last to Fall
White Raven (Stance)
Level: 7
Prerequisite: Need three White Raven maneuvers
Initiation Action: Swift Action
Range: Personal
Target: Self
As long as you remain standing, your allies will not die. Even if they take you out, you'll not leave without giving something back to the team.

While you are in this stance, any allies in 100 feet cannot die from hit point loss or ability damage or drain. They fall unconcious as is normal when appropriate, but they remain in a dying state no matter how much damage they took. Attacks which kill without dealing damage and effects which destroy the body can still kill them. This effect remains until you go unconcious, at which point they die as normal.

If you are killed while in this stance, your body releases all its life energy to your allies in a dramatic flash, which deals the effect of a mass heal spell whose caster level is your initiator level. Your body disperses into light if you choose to use this option.

This maneuver is a supernatural ability.


Mob Rule
White Raven (Strike)
Level: 1
Initiation Action: Standard Action
Range: 30 feet
Target: One Creature
Duration: 1 round/level
Saving Throw: See text
Conform or die!

Make an intimidation check. Your intimidation attempt applies to a creature up to 30 feet away, resolving as normal. If you have allies within 30 feet of you they may attempt Aid Anothers with their intimidation as a free action, gaining a +2 bonus for each successful attempt. The duration is 1 round/level instead of the usual 1 round duration.


One for All
White Raven (Boost)
Level: 9
Prerequisite: Need four White Raven maneuvers
Initiation Action: Swift Action
Range: 60 ft.
Target: All Allies in a 60 ft. spread
Duration: See Text
When your ally is in danger, you are in danger. Help him out by helping yourself and everyone else out.

Any spells, maneuvers, powers, items, or other beneficial things which affect you this round affects all your allies as if the effect had been used on them. You can use this to share a casting of shield on yourself, the effects of a curative potion, or even a beneficial maneuver like iron heart surge, allowing others to benefit as if they had used the maneuver. Most boosts and stances cannot be used, as they consume a swift action as this maneuver does.

The transfered buffs last for their normal duration as if they were the ones who had the effect used on them, but more more than 24 hours. If there is a second initiator with this maneuver active or creatures are under the effects of the affinity field power, the effect is only transfered once. No infinite loops here.

This maneuver is a supernatural ability.


Open Defenses
White Raven (Counter)
Level: 3
Prerequisite: Need one White Raven maneuver
Initiation Action: Immediate Action
Range: Melee Attack
Target: One Creature
Duration: Instantaneous
As Wan lunged to bite off the hobgoblin's face you release a well timed kick to the back of the knee, ruining his defense and opening him up for a brutal mauling.

When an ally attacks an enemy you threaten, you may disrupt their defenses as an immediate action. Make a touch attack, if successful your ally gains +4 to their attack roll and +1 damage per your initiator level on this attack.


Quoth the Raven
White Raven (Strike)
Level: 6
Prerequisite: Two White Raven maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: See text
Saving Throw: See text
Dictate the terms of the battle, and you will be unstoppable.

As a standard action, you may make a melee attack against an opponent. If successful, you may declare an action type (immediate, swift, standard, or full-round). The creature struck by the attack is then barred from using any ability that requires the action you stipulated for one round per two initiator levels. Should the target of this maneuver be attacked during the duration, they may make a Fortitude save; success reduces the duration by one round.


Rage of the Ravens
White Raven (Counter)
Level: 5
Prerequisite: Need two White Raven maneuvers
Initiation Action: Immediate Action
Range: 100 ft.
Targets: All Allies in 100 ft. spread
Duration: See text
The enemy had wounded you, but rather than demoralize the troops they only fought harder to end them.

You may only use this counter when you've been brought from 50% or greater of your hit points to below 50% due to an attack. All allies (including yourself) within 100 feet gain a +2 morale bonus to attack, +2 morale bonus to damage, a +2 morale bonus to Will saves, and +10 to all movement speeds. These bonuses last for 1 minute or until your hit points are raised above 50%.

If you die while this effect is active, the bonuses increate to +4 attack, +4 damage, +4 Will saves, +20 movement speeds, and fast healing 3 until the duration expires.


Reform the Line
White Raven (Counter)
Level: 3
Prerequisite: One White Raven maneuver
Initiation Action: 1 immediate action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: All allies within range
Duration: Instantaneous
Saving Throw: None (harmless)
Ten soldiers wisely led will beat one hundred without a head.

As part of this maneuver, you designate a point within Close Range of yourself. Once a point is chosen, you and allies who are within the same range can then move to that point or the nearest available unoccupied space next to it. An ally who wishes to move in this fashion must also spend an immediate action to do so.


Scattercry
White Raven (Counter)
Level: 4
Prerequisite: Need one White Raven maneuver
Initiation Action: Immediate Action
Range: Medium (100 ft. + 10 ft./level)
Targets: All Allies in a 30-ft.-radius spread
Duration: Instantaneous
"Breath, take cover!" Had it not been for Hannalore's warning, they could have easily lost most of them in the blazing firestorm from the dragon's breath weapon.

With a cry of alarm you allow your allies to dodge out of the way of area of effect attacks. When you or your allies would be threatened by an area of effect attack, you may initiate this maneuver and all allies in range may make a move action at half their normal move speed. If this movement would take them outside of the area of effect, they are unharmed. This movement does not provoke attacks of opportunity, and the initiator counts themselves as an ally for the purposes of this maneuver.


United Vitality
White Raven (Counter)
Level: 6
Prerequisite: Need two White Raven maneuvers
Initiation Action: Immediate Action
Range: 30 ft.
Targets: All Allies in 30 ft. spread
Duration: Instantaneous
Saving Throw: Will negates (harmless)
To help one of us, is to help all of us.

Whenever you are affected by a an effect which heals hit points, you can spread the curative effect to your allies as well. For example if you are hit by a heal which cures 140 hp, all allies in 30 ft. also are cured as well. This does not transfer status effects, so the transfered heal spell would only cure damage and not, for example, remove poison from a poisoned ally.

This maneuver is a supernatural ability.


Watchful Raven
White Raven (Stance)
Level: 2
Prerequisite: Need one White Raven maneuver
Initiation Action: Swift Action
Range: Personal and Any Number of Willing Creatures; see text
Targets: Self and Melee Attack; see text
"Even though I cannot fight alongside you in this battle I will be there when you need me most. I will be watching over you."

When you enter this stance you may touch any number of allies within your reach as part of the same action. This links their spiritual energies with yours, and for as long as you maintain the stance you possess the effect of status over said allies. Distance is unlimited, but the stance does not work over planar boundries.

In addition you may expend his stance as a free action to channel any harmless effect you can use on others through your spiritual link, even if they were out of range. For example you could cast a heal spell, targeting your linked friend halfway across the planet, or you can initiate white raven tactics on a friend on the moon. Doing so ends the stance, and in order to affect them again they must once again enter your reach to be re-linked.

This maneuver is a supernatural ability.


White Raven Hero Stance
White Raven (Stance)
Level: 2
Prerequisite: Need one White Raven maneuver
Initiation Action: Swift action
Range: Personal
Target: Self

While in this stance you take a -4 penalty to AC, making yourself a obvious target with brave recklessness. In exchange you become immune to [fear] effect and you deal an additional amount of damage equal to half your initiator level, mindless creatures are immune to this extra damage.

As an immediate action you can drop out of this stance, still taking the -4 penalty to AC until the start of your next turn, doing so allow any allies within 60 ft. to reroll one d20 roll made within 1 round.


White Raven's Fortune
White Raven (Counter)
Level: 7
Prerequisite: Need three White Raven maneuvers
Initiation Action: Immediate Action
Range: 30 feet
Target: One Creature
Duration: Instantaneous
Saving Throw: Will negates (harmless)
You cheer your allies on. Perhaps some of your luck will rub off on them.

If your ally misses with an attack roll you may activate this maneuver to grant them the ability to reroll the attack with a +4 bonus. If they hit with this rerolled attack, they deal an extra +1 point of damage for each one of your initiator levels.


Will of the People
White Raven (Counter)
Level: 8
Prerequisite: Need three White Raven maneuvers
Initiation Action: Immediate Action
Range: Personal
Target: Self
Duration: Instantaneous
"The people have spoken, they don't want me turned into a statue. They do, however, want me to stab you repeatedly."

If you need to make a saving throw, you can initiate this maneuver to allow both yourself and all allies within 60 feet of you to roll against the save. If at least one succeeds, you succeed on your saving throw. They use their normal saves for the roll.