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New Disciplines, Maneuvers and Stances

Page history last edited by PBworks 14 years, 7 months ago

 

Return to Tome of Battle Enhancement root

 

New discipline: Zero Stance

 

Martial disciplines do not exist in a vaccuum, they are evolved of the history of martial combat. Each discipline calls upon its predecessors, refining existing maneuvers and adding innovations. At the root of these branches of martial discipline lies a single style. A discipline so basic it disposes of philosophy and interpretation, a discipline evolved from the instinct of the victor: Zero Stance.

 

Zero Stance features only rudimentary maneuvers and stances, lacking the finesse and specialization of other styles. It is a discipline open to all martial adept classes, but it is particularly interesting to classes that lack the rigorous training of the martial adepts: The initiator level for Zero Stance maneuvers is given as the base attack bonus of the hero, thus a 14th level fighter would have an initiator level of 14 for the purpose of learning and executing maneuvers from the Zero Stance discipline. Furthermore, Zero Stance maneuvers learned using the Martial Study feat do not count toward the Martial Study feat limit.

 

The Zero Stance style features no key discipline skill nor does it have a favored weapon.

 

Adaptive Evasion

Type: Stance

Level: 6

Requirements: 2 Zero Stance maneuvers

Initiation Action: 1 swift action

Range: Personal

Target: You

Duration: Stance

Effect: For each foe: Gain +2 to AC against that foe for each attack from him until the start of your next turn.

 

 

Blade Prison

Type: Strike

Level: 5

Requirements: 2 Zero Stance maneuvers

Initiation Action: 1 standard action

Range: Melee attack

Target: One creature

Effect: On successful hit, while you threaten target it takes 4d6 damage at the start of each of your turns---this effect immediately ends once you do not threaten the target anymore. If the target moves while still under the effect of Blade Prison it instead immediately takes 12d6 damage and the effect ends.

 

 

  Level 1
  Evasive mobility   boost   do not provoke attacks of opportunity from target foe
  Limiting Strike   strike   for one round deny foe dexterity while you threaten him
  Stance of Aggression   stance   gain +1 to attack, -1 to AC - benefit increases with base attack bonus
  Stance of Caution   stance   gain +1 to AC, -1 to attack - benefit increases with base attack bonus
  Level 2
  Grappling Strike   strike   on successful attack you deal +1d6 damage and are grappling foe
  Rebounding Charge   strike   take -2 on charge attack, on hit gain free 5 foot step
  Roll with the Blow   counter   gain DR 5/- against one attack
  Level 3
  Breaking Morale   stance   whenever you slay a foe enemies that you threaten take -2 to their AC until the end of your next turn
  Dancing Strikes   boost   when you take a full round attack action you may take a free 5 foot step after every attack
  Focal Strike   strike   deal additional damage equal to your base attack bonus
  Level 4
  Obscuring Twist   counter   gain 50% concealment against one foe for one round
  Slippery Grapple   stance   you can use your dexterity modifier instead of your strength modifier on grapple checks
  Thunderous Charge   strike   charge in straight line, gain +1 to attack and +2 to damage for every 5 feet charged
  Level 5
  Blade Prison   strike   on hit, while you threaten target, it takes 4d6 damage every turn; if target moves it instead takes 12d6 damage
  Collateral Damage   boost   whenever you deal combat damage this turn, that damage is dealt to any other target you threaten as well
  Penetrative Gambit   boost   lower AC by 4, your attacks bypass DR until the start of your next turn
  Level 6
  Adaptive Evasion   stance   for each attacker: gain +2 to AC against that attacker for each attack from that attacker until the start of your next turn
  Desperation   strike   throw weapon upto 30 feet, +6 to attack, deal +12d8 damage and stun (DC 10 + base attack bonus) for 1 round---weapon does not return
  Prepared Evasion   stance   gain +5 to AC against the first attack from each opponent each round
  Level 7
  Cascading Assault   strike   attack 5 times, all attacks are done at your lowest base attack bonus
  Martial Domination   counter   you may add your base attack bonus to a save
  Overpower   strike   on successful attack, deal +4d20 damage target cannot 5 foot step and cannot cast defensively for 5 rounds
  Level 8
  Feral Vigor   strike   on successful attack gain Fast Healing 5 for a number of rounds equal to your base attack bonus
  Mimik Rigor   stance   gain DR of target foe within 15 feet
  Rampage   boost   you may mix moves and attacks, though total move cannot exceed twice your speed and you cannot deal more attacks than normal for a full attack
  Level 9
  Quad Strike   strike   make four attacks at full attack bonus, each attack deals additional damage equal to your base attack bonus

 

 

 

Breaking Morale

Type: Stance

Level: 3

Requirements: 1 Zero Stance maneuver

Initiation Action: 1 swift action

Range: Personal

Target: You

Duration: Stance

Effect: Whenever you slay a foe, enemies that you threaten take -2 to their AC until the end of your next turn. The AC penalty is untyped and stacks for consecutive kills; very effective in combination with Cleave or Great Cleave.

 

 

Cascading Assault

Type: Strike

Level: 7

Requirements: 3 Zero Stance maneuvers

Initiation Action: 1 full-round action

Range: Melee attack

Target: One or more creatures that you threaten

Effect: Attack 5 times, all attacks are done at your lowest base attack bonus.

 

 

Collateral Damage

Type: Boost

Level: 5

Requirements: 2 Zero Stance maneuvers

Initiation Action: 1 swift action

Range: Personal

Target: You

Effect: Whenever you deal combat damage this turn, that damage is additionally also dealt to any other target you threaten. The collateral target may make a Reflex Save (DC 10 + your base attack bonus) to avoid the damage.

 

 

Dancing Strikes

Type: Boost 

Level: 3

Requirements: 1 Zero Stance maneuver

Initiation Action: 1 swift action

Range: Personal

Target: You

Effect: When you take a full rount attack action you may take a free 5 foot step after every attack.

 

 

Desperation

Type: Strike 

Level: 6

Requirements: 2 Zero Stance maneuvers

Initiation Action: 1 standard action

Range: 30 feet

Target: One creature

Effect: Throw weapon at a foe upto 30 feet away, +6 to attack, on hit deal +12d8 damage and stun (Fortitude Save against DC 10 + base attack bonus) for 1 round---the weapon does not return to you by itself unless it would normally do so when thrown.

 

 

Evasive Mobility

Type: Boost 

Level: 1

Requirements: -

Initiation Action: 1 swift action

Range: Personal

Target: You

Effect: Designate a foe. You do not provoke attacks of opportunity from the designated foe until the end of your next turn.

 

 

Feral Vigor

Type: Strike 

Level: 8

Requirements: 3 Zero Stance maneuvers

Initiation Action: 1 standard action

Range: Melee attack

Target: 1 Creature

Duration: Special, see effect

Effect: On successful attack gain Fast Healing 5 for a number of rounds equal to your base attack bonus.

 

 

Focal Strike

Type: Strike

Level: 3

Requirements: 1 Zero Stance maneuver

Initiation Action: 1 standard action

Range: Melee attack

Target: One creature

Effect: If your attack succeeds it deals additional damage equal to your base attack bonus. If you wield a two-handed weapon the additional damage is instead twice your base attack bonus.

 

 

Grappling Strike

Type: Strike 

Level: 2

Requirements: 1 Zero Stance maneuver

Initiation Action: 1 standard action

Range: Melee attack

Target: One creature

Effect: On successful attack you deal +1d6 damage and are grappling target of attack.

 

 

Limiting Strike

Type: Strike 

Requirements: -

Initiation Action: 1 standard action

Range: Melee attack

Target: One creature

Duration: One round

Effect: Until the end of your next turn target foe is denied his dexterity while you threaten him.

 

 

Martial Domination

Type: Counter 

Level: 7

Requirements: 3 Zero Stance maneuvers

Initiation Action: 1 immediate action

Range: Personal

Target: You

Effect: You may add your base attack bonus to a save roll.

 

 

Mimik Rigor

Type: Stance

Level: 8

Requirements: 3 Zero Stance maneuvers

Initiation Action: 1 standard action

Range: Personal

Target: You

Duration: Stance

Effect: You may gain the damage resistance of a target foe within 15 feet, you only have the damage resistance while the target is within 15 feet. Foes do not know that the effect is limited to 15 feet unless they have at least one rank in Martial Lore.

 

 

Obscuring Twist

Type: Counter 

Level: 4

Requirements: 1 Zero Stance maneuver

Initiation Action: 1 immediate action

Range: Personal

Target: You

Effect: Gain 50% concealment against one foe until the end of your next turn.

 

 

Overpower

Type: Strike 

Level: 7

Requirements: 3 Zero Stance maneuvers

Initiation Action: 1 standard action

Range: Melee attack

Target: One creature

Effect: On successful attack, deal +4d20 damage---additionally the target cannot 5 foot step and cannot cast defensively for 5 rounds.

 

 

Penetrative Gambit

Type: Boost

Level: 5

Requirements: 2 Zero Stance maneuvers

Initiation Action: 1 swift action

Range: Melee attack

Target: One creature

Effect: Lower your AC by 4, your attacks bypass damage resistance until the start of your next turn.

 

 

Prepared Evasion

Type: Stance 

Level: 6

Requirements: 2 Zero Stance maneuvers

Initiation Action: 1 swift action

Range: Personal

Target: You

Effect: Gain +5 to AC against the first attack from each opponent each round

 

 

Quad Strike

Type: Strike 

Level: 9

Requirements: 4 Zero Stance maneuvers

Initiation Action: 1 full-round action

Range: Melee attack

Target: One or more creatures that you threaten

Effect: Make four attacks at full attack bonus, each attack deals additional damage equal to your base attack bonus.

 

 

Rampage

Type: Boost 

Level: 8

Requirements: 3 Zero Stance maneuvers

Initiation Action: 1 swift action

Range: Personal

Target: You

Effect: You may mix moves and attacks until the end of your turn. The total movement may not exceed twice your speed and you cannot deal more attacks than you would normally be able to if you performed a full round attack.

 

 

Rebounding Charge

Type: Strike 

Level: 2

Requirements: -

Initiation Action: 1 full-round action

Range: Personal

Target: You

Effect: As part of the maneuver make a charge attack taking a -2 on attack (this cancels the normal charging bonus to attack). If attack succeeds you may take a free 5 foot step.

 

 

Roll with the Blow

Type: Counter 

Level: 2

Requirements: 1 Zero Stance maneuver

Initiation Action: 1 immediate action

Range: Personal

Target: You

Effect: Gain DR5/- against one attack

 

 

Slippery Grapple

Type: Stance 

Level: 4

Requirements: 1 Zero Stance maneuvers

Initiation Action: 1 swift action

Range: Personal

Target: You

Duration: Stance

Effect: You may use your dexterity modifier instead of your strength modifier on grapple checks.

 

 

Stance of Aggression

Type: Stance 

Level: 1

Requirements: -

Initiation Action: 1 swift action

Range: Personal

Target: You

Duration: Stance

Effect: Gain +1 to attack, -1 to AC for every 4 points of base attack you have. Minimum of 1.

 

 

Stance of Caution

Type: Stance 

Level: 1

Requirements: -

Initiation Action: 1 swift action

Range: Personal

Target: You

Duration: Stance

Effect: Gain +1 to AC, -1 to attack for every 4 points of base attack you have. Minimum of 1.

 

 

Thunderous Charge

Type: Strike

Level: 4

Requirements: 1 Zero Stance maneuvers

Initiation Action: 1 full-round action

Range: Personal

Target: You

Effect: As part of this maneuver charge in a straight line, gain +1 to attack and +2 to damage for every 5 feet charged. This bonus cannot accumulate more times than twice your base attack bonus. Thus if you have a base attack of 8 then you could at most gain +16 to attack and +32 to the damage.

 

 

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