User:Eiji-kun/Forbidden

This is for notes on the future Forbidden Dicipline. It starts ar 3rd level and goes up.

Discipline Info

 * Discipline Class Weapons of Choice:
 * Discipline Stat: Any highest mental score.
 * Discipline Skill: Any knowledge.
 * Discipline Feat:
 * Discipline Tactical Feat:
 * Discipline Special Weapon: Some weird shapechanging weapon ala Necrid from DC2.
 * Maneuver Granting Item: Mask of Terrible Knowledge

3rd
Finger of the Colossi: (Strike) Make a single attack as if you were colossal.

Reach of the Abyss: (Stance) Gain additional reach and power, but all damages you take is vile damage.

Azter's Claim: (Counter) Use dark malefic force to undo an action, cause a time paradox.

Venom of Sertrous: Auto-poisons your weapon. You can also apply your own poison as a swift. Either way, it bypasses poison immunity. (Boost)

Jaws of Wan: Gain a massive bite for a round. Can grapple/swallow whole. If swallowed, they remain in extradimensional space even after the maneuver is over and must dig out. (Boost)

Her Blessing: (Stance) Lose access to all maneuvers except mental grip, gain power points and psionic powers.

Blackburn Palm: (Strike) Make an extremely powerful strike, take hit point drain and must make or save or else it turn into hit point burn.

X: (Stance)

4th
X: (Stance)

Piscaethces' Tears: Kill a creature, they spray so much blood a storm of blood starts. Obscures vision (except yours), sickens or nauseates. (Counter)

Cthulthu's Hunger: When someone moves within 30 feet of you, you can counter with huge tentacles. Also, any mooks (creatures of low enough level) in the area automatically have 1d4 of them die a round. (Counter)

Song of Algollied: Make a Will save or they become unable to speak normally, only able to sing. Can totally disrupt spellcasters and vocal components, as well as ruin lives out of combat. Multiple exposures render it from duration to permanent. (Strike)

Zonder's Essence: (Stance) Gain host zonder feat and a bonus zonder feat based on your level.

Shard of Atropos: Deal extra negative energy damage, if it kills them the creature auto-becomes a zombie under your control. Auto-desecrated. Against undead, it stuns them into awe even though they are immune to stun. (Strike)

5th
X: (Stance)

Destiny of Metadeus: Strike, damage, and one of the status effects enemy is under is now permanent and difficult to remove. (Strike)

Ialdabaoth's Cry: Deal counter damage, usually negative energy, but positive if undead. Cone effect. (Counter)

Evo's Deception: Regardless what you look like, creatures don't freak out if you're a 5 headed balor or anything, though they might reject you on a basis other than appearance. Also, you gain a breath weapon (1d6 per level, every 1d4 rounds) of any element while in the stance, and enhancement natural armor, scaling as per Barkskin. (Stance)

Far-Sought Exile: (Rush) Move rounds in the future, moving great distance but feel like centuries of isolation

Soul's Betrayal: (Strike) Force a soul to rebel against it body, mimicking the effect of phantasmal killer.

Lady of Pain's Ire: Flay, take massive damage plus Con damage. Without skin, take bleeding and weakness to poison and disease. Worse, becomes worse with subsequent hits until healed. (Strike)

6th
X: (Stance)

Krys Shrikan's Gambit: (Counter) Gain infinite knowledge, deal intense brain damage but allow you to predict the outcome of any and all action.

Pretty Little Bell: (Boost) Make all creatures in the encounter panicked for a round, even creatures immune to it. All creatures shaken afterward.

Llymic's Shadow: Blacklight Aura which deals cold damage and 1 soul chill (aka quasi negative level) while inside it. Those who die by soul chill become brood spawnEE which are your allies, but die in 10 minutes. (Stance)

Lore's Demise: Blow yourself up. You die, but massive damage. (Strike)

Yog Sothoth is the Gate: As a double move action, Greater Plane Shift, but risk getting devoured en route. As a single move action, undo any planar travel or teleport done last round. (Rush)

7th
Temporal Solitude: (Strike) Deal massive damages, then for must make a save or be send a round in the future. If target dies from the attack it permanently imprisoned outside of time and space.

Body of Zoretha: Elemental immunity which you can toggle each round, the Hulks of Zoretha's Dark Visiting, and a size up. Immune to harm if you take total defense, but only when taking total defense and doing nothing else. (Stance)

Lifeblood of Ragnorra: Heal as a standard action. Also can deliver super cancer with a touch. (Boost/Strike)

Azter's Consumptive Field: All creatures killed recently give you a boost to attack and damage, up to a limit and based on the strength of the enemy. We're not Greater Consumptive Field after all. (Boost)

Cursed Lighthouse: (Boost) Causes creatures within miles to raise from the dead and all mindless undead converge to your position, area around you in unhallowed.

Worm that Walks: Gain the Worm that Walk template sans a few things, specifically no SLAs. (Stance)

X: (Stance)

8th
Ygnarl, Saga of the Last Nights: (Strike) Destroy a creature utterly then erase form history and memories, prevent all resurrection.

Leviathan Shrugs: Earthquake on land, tsunami at sea. (Strike)

Pandorym's Schism: Mind blank and your soul is untouchable thus immune to things like soul trap. Mind and soul are split, letting you have a full-round schism effect instead of just a standard action (still mental actions only). (Stance)

Syl's Soul Snuffing: (Counter) Destroy the soul of a dying creature or break the mind of a living creature.

Daoloth Seal: Half-imprisonment, half-maze effect. If the target doesn't escape in X rounds they are trapped forever. Remains as a stone slab. (Strike)

Shrikan's Genius: (Stance) As Shrikan's Gambit but as a stance.

X: (Stance)

9th
X: (Stance)

Zargon's Horn: Gain regeneration 20 and are technically unkillable, Tarrasque style. You grow a horn in the meantime. Only sundering the horn will help. Horn returns to full health each day, in case you move in and out of the stance a lot. (Stance)

Azathoth's Awakening: Blow yourself up even more. Seriously, it's freaking huge. You die, but massive damage. Death is much harder to return from, and the land is corrupted in your wake. (Strike)

Ring the Bell of the Apocalypse: (Stance) Each attacks you make may destroy a target outright, however may also destroy you.

The Ythxidor Take The Sky: (Rush) Appear anywhere in the universe, previous location is nuked.

Nexus of All Convergence: (Counter) Prevent your own death, gain the paragon for 1 round, then die normally.