White Raven (3.5e Martial Discipline)/All Maneuvers
White Raven (Strike) | |
Level: | 8 |
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Prerequisite: | Need three White Raven maneuvers |
Initiation Action: | Standard Action |
Range: | Personal; see text |
Target: | Self |
Duration: | 1 round |
Saving Throw: | Will negates (harmless) |
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.
White Raven (Counter) | |
Level: | 2 |
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Initiation Action: | Immediate Action |
Range: | 30 ft. |
Target: | One Ally |
Duration: | Instantaneous |
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.
White Raven (Strike) | |
Level: | 3 |
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Prerequisite: | 1 White Raven maneuver |
Initiation Action: | Standard Action |
Range: | Melee Attack |
Target: | One Creature |
Duration: | Permanent |
Saving Throw: | Will partial |
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.
White Raven (Counter) | |
Level: | 1 |
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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 |
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.
White Raven (Stance) | |
Level: | 4 |
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Prerequisite: | Need two White Raven maneuvers |
Initiation Action: | Swift Action |
Range: | Personal |
Target: | Self |
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.
White Raven (Boost) | |
Level: | 6 |
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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) |
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.
White Raven (Stance) | |
Level: | 1 |
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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.
White Raven (Rush) | |
Level: | 5 |
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Prerequisite: | Need one White Raven maneuver |
Initiation Action: | Move Action; see text |
Range: | Personal |
Target: | Self |
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.
White Raven (Stance) | |
Level: | 7 |
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Prerequisite: | Need three White Raven maneuvers |
Initiation Action: | Swift Action |
Range: | Personal |
Target: | Self |
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.
White Raven (Strike) | |
Level: | 1 |
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Initiation Action: | Standard Action |
Range: | 30 feet |
Target: | One Creature |
Duration: | 1 round/level |
Saving Throw: | See text |
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.
White Raven (Boost) | |
Level: | 9 |
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Prerequisite: | Need four White Raven maneuvers |
Initiation Action: | Swift Action |
Range: | 60 ft. |
Target: | All Allies in a 60 ft. spread |
Duration: | See Text |
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.
White Raven (Counter) | |
Level: | 3 |
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Prerequisite: | Need one White Raven maneuver |
Initiation Action: | Immediate Action |
Range: | Melee Attack |
Target: | One Creature |
Duration: | Instantaneous |
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.
White Raven (Strike) | |
Level: | 6 |
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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.
White Raven (Counter) | |
Level: | 5 |
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Prerequisite: | Need two White Raven maneuvers |
Initiation Action: | Immediate Action |
Range: | 100 ft. |
Targets: | All Allies in 100 ft. spread |
Duration: | See text |
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.
White Raven (Counter) | |
Level: | 3 |
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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.
White Raven (Counter) | |
Level: | 4 |
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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 |
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.
White Raven (Counter) | |
Level: | 6 |
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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) |
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.
White Raven (Stance) | |
Level: | 2 |
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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 |
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 (Stance) | |
Level: | 2 |
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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 (Counter) | |
Level: | 7 |
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Prerequisite: | Need three White Raven maneuvers |
Initiation Action: | Immediate Action |
Range: | 30 feet |
Target: | One Creature |
Duration: | Instantaneous |
Saving Throw: | Will negates (harmless) |
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.
White Raven (Counter) | |
Level: | 8 |
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Prerequisite: | Need three White Raven maneuvers |
Initiation Action: | Immediate Action |
Range: | Personal |
Target: | Self |
Duration: | Instantaneous |
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.