Screaming Fly (3.5e Maneuver)

''You shrink down and fly around the field like a monstrous housefly, making bizarre and inane humming noises that draw everyone's attention to you. Your enemies are quickly annoyed beyond belief and start swinging wildly at you, trying to make you stop. The spellcasters cringe and their faces screw up in concentration as they try to maintain their spells, but their efforts are in vain - you are simply too irritating to ignore. Just as planned.''

When using this maneuver, you shrink down two size categories and may fly (with perfect maneuverability) up to three times your land speed (or two times your land speed if you are wearing heavy armor or carrying a heavy load). If you have the Run feat, this maneuver instead allows you to fly (with perfect maneuverability) up to four times your land speed (or 3 times your land speed if you are wearing heavy armor or carrying a heavy load). In any case, if you have a fly speed, you may substitute it for your land speed if the former is higher. You provoke attacks of opportunity for this movement, but you actually want this. You have a +8 dodge bonus to AC (which increases to +10 against attacks of opportunity) while using this maneuver, and whenever you provoke an attack of opportunity using this maneuver, the foe who you provoked must succeed on a Will save (DC = 18 + your Int modifier) to not make the attack of opportunity.

All (including allies) who attempt to cast a spell, manifest a power, or do anything else that requires concentration anywhere within 50 feet of you or a space that you pass through during this round are heavily disturbed by the inane sounds that you make while running about. Therefore, they must succeed on a Concentration check (DC = 18 + your initiator level + your Int modifier + the spell level of the spell being cast or power being manifested (if applicable) + ½ the total number of spaces you have moved during this maneuver + the total number of attacks of opportunity attempted on you during this maneuver) to complete their action. Failing on this Concentration check causes the action to fail and be wasted - the spell or power is lost.

You may continue using this maneuver for a number of rounds up to ¼ your initiator level. Each round that you continue the manuever, you use a full-round action to move as described in the first paragraph (up to three times your speed, increased by 1 if you have the Run feat and decreased by 1 if you're wearing heavy armor). You add ½ the number of spaces you move plus the number of attacks of opportunity that enemies make on you to the Concentration DC you force enemy spellcasters/psions to succeed on each round. A Concentration check is required from enemy spellcasters/psions in range once per round that they try to cast a spell, manifest a power, or do anything else requiring concentration.

If you are struck while performing this maneuever, you must make a Fortitude save (DC = 18 + damage taken) or immediately stop moving. If you are forced to stop moving in any fashion (including failure on the aforementioned Fortitude save or the Stand Still feat), the maneuver immediately ends. (You've been swatted.)

When the maneuver ends (either at its duration's end, because you choose to end it, or because you're forced to end it), you return to your original size category, and if you are in midair and cannot otherwise fly, you drop to the ground.

The flight granted by this maneuver is a supernatural ability. If this supernatural aspect of the maneuver is suppressed and you cannot fly otherwise through nonmagical means, this maneuver behaves exactly like Buzzing Fly, except that you're two size categories smaller (increasing your AC), your dodge bonus is increased by +8 (or +10 against attacks of opportunity), and all of the DCs are increased by 3 (because of the higher maneuver level).