Anima River (3.5e Martial Discipline)/All Maneuvers

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Anima Blast
Anima River (Strike) [Force]
Level: 6
Prerequisite: Three Anima River maneuvers
Initiation Action: Standard
Range: 30 ft. cone or 60 ft. line
Area: Cone or Line (see text)
Duration: Instantaneous
Saving Throw: Reflex half

A glowing sphere of energy appears in each hand, and you slam them together, causing the whole lot to explode in a blinding flash ahead of you!

A skilled Anima River adept can gather their spiritual energy and focus it into a destructive blast of psychokinetic energy. When you initiate this maneuver you may choose to release the energy in either a 30 ft. cone or a 60 ft. line shape, dealing 10d4 plus 3 point of force energy/initiator level, with a Reflex save (16 + Wis modifier) for half.

This maneuver is a supernatural ability.


Anima Explosion
Anima River (Strike) [Force]
Level: 9
Prerequisite: Four Anima River maneuvers
Initiation Action: See Text
Range: 60 ft. cone or 120 ft. line
Area: Cone or Line (see text)
Duration: Instantaneous
Saving Throw: Reflex half

And with a single blinding flash of light, the entire army disintergrated into ash. After that day, they stopped sending soldiers after him.

A skilled Anima River adept can gather their spiritual energy into a massive barely controled explosion of psychokinetic energy. When you initiate this maneuver, you may choose to release the energy as a standard action in either a 60 ft. cone or a 120 ft. line shape, dealing 1d6+1 points of force energy per initiator level, with a Reflex save (19 + Wis modifier) for half. The blast is more than most men can handle, and as a result, this maneuver causes the initiator to take 1/10th of the damage dealt as nonlethal damage to himself (though nonlethal, this counts as backlash damage and cannot be resisted by any means). But look at all the cool stuff that just exploded!

Regardless of save, those who are subject to this blast are subject to bull rush with a +10 bonus. You do not follow them. You can also choose to bull rush yourself in the opposite direction to move from the power of the blast.

Unlike other maneuvers, you may charge this and gain additional power the longer you power up. If you spend a full round action powering up, the damage is 2d6+2 points per initiator level. If you spend 2 full round actions, it rises to 3d6+3 per level, and so forth up to 5d6+5 points per level after 4 rounds, releasing the energy on the beginning of the fifth round. While you are charging up energy, longer than a standard action, the flow of power around you protects you, granting you a deflection bonus to AC equal to the number of dice per level (that is, +2 on the first full round, +3 on two, +4 on three, and +5 on the forth round).

Charging up is dangerous, not simply for the backlash of nonelethal damage that can result from such a large amount of damage dice, but also because it can be disrupted. If you take damage while holding the energy and fail a Concentration check against the damage, the maneuver is disrupted and you lose the maneuver.

This maneuver is a supernatural ability.


Anima Wave
Anima River (Strike) [Force]
Level: 3
Prerequisite: One Anima River maneuver
Initiation Action: Standard
Range: 15 ft. cone or 30 ft. line
Area: Cone or Line (see text)
Duration: Instantaneous
Saving Throw: Reflex half

You cup your hands behind you as your spiritual energy turns into a destructive force, and with utmost focus you release a wave of glowing energy outward!

A skilled Anima River adept can gather their spiritual energy and focus it between their hands, until it forms a glowing pressurized sphere of psychokinetic energy. When you initiate this maneuver you may choose to release the energy in either a 15 ft. cone or a 30 ft. line shape, dealing 5d4 plus 1 point of force energy/initiator level, with a Reflex save (13 + Wis modifier) for half.

This maneuver is a supernatural ability.

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Cardiac Recovery
Anima River, Blood Feast (Counter) [X-Discipline]
Level: 5
Prerequisite: One Anima River maneuver or One Blood Feast maneuver
Initiation Action: Special
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: None


Everyone breathes a sigh of relief as his body hits the floors, he would trouble the world no longer. They were very shocked when a few minutes later, his body was no longer there.

This maneuver allows the initiator to restart their heart after it stopped beating. In order to use this maneuver it must be readied and not expended when the initiator is brought to -1 hit point or below. If the initiator is not dead, they immediately stabilize. At the start of each of their subsequent turns, the initiator returns to consciousness at 1 hit point with any non-lethal damage cured. Once this is done, the maneuver is expended and cannot be recovered for the encounter.

If the initiator is dead, she may attempt a DC 20 initiator level check. If she succeeds she returns to life 1d4 minutes later at 1 hit point and all non-lethal damage cured. The initiator does not suffer any level loss from being brought back from the dead this way. This only function if the initiator's body is in condition to be brought back as per raise dead. If the maneuver is expended this way it cannot be recovered for an entire day. If the check fails she dies for real.



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Enlightened Spirit Stance
Anima River (Stance)
Level: 5
Prerequisite: Two Anima River maneuvers
Initiation Action: Swift
Range: Personal
Target: Self

As you clear your mind, you become aware of the presence of all things around you. The smallest disturbances made against you cause you to react with great alacrity.

Your sense of awareness sharpens to razor edge, and your body reacts to danger before your mind even registers that anything was even there. While you are in this stance, you gain improved evasion, a +4 bonus to initiative, and +4 on saving throws against traps.

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Full Power Ki Flurry
Anima River (Strike) [Force]
Level: 3
Prerequisite: Two Anima River Maneuverss
Initiation Action: 1 Round
Range: Close
Area: Multiple 10-ft.-radius spreads (1 ki missile per 2 levels)
Duration: Instantaneous and See Text
Saving Throw: Reflex Half

He threatened his family, he pillage his land, he would take all that he had!

You fire a single ki missile per two caster levels anywhere in range, each exploding in a 20-ft.-radius spreads and inflicting 1d6 force damage per two initiator level with a Reflex save granted to reduced the damage by half.

Multiple ki missile' base damage overlap; they do not stack. Instead each time a creature is struck by an additional missile it Reflex save is reduced by 1. If a missile epicenter is aimed at a creature it take an additional +1 damage per damage dice, this is cumulative from multiple missiles.

After using this maneuver you are Fatigued for 1 round.

Example: A creature struck by three directly aimed missile from a 9th level initiator would need need to make make a Reflex save at a -3 penalty to halves 4d6+12 force damages.



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Greater Spiritual Blow
Anima River (Boost)
Level: 5
Prerequisite: One Anima River maneuver
Initiation Action: Swift
Range: Personal
Target: Self
Duration: 1 round

Your entire body is surrounded in a foaming ectoplasmic skin, your very touch deadly.

You focus your spirit and project it through your body, becoming a bubbling hazard to both material and ethereal planes. For 1 round, your attacks are considered magical ghost touch weapons, and you deal an additional 1d4 force damage. If your opponent has spell resistance, your attacks strip 2 points of spell resistance away for each successful attack you make. The damage to spell resistance lasts until the end of the round. The sheathe of force energy also protects you. For the duration of this maneuver any melee attacks made against you by a non-reach weapon cause your attacker to take the 1d4 force damage (and 2 points of spell resistance damage if applicable), as if you had attacked them.

This maneuver is a supernatural ability.


Greater Vita Purge
Anima River (Strike)
Level: 5
Prerequisite: Two Anima River maneuvers
Initiation Action: Standard
Range: Personal
Target: Self
Duration: Instantaneous

You close your eyes, faint motes of light swirling into your body and sealing your wounds as your negative effects leave your body as you exhale.

The world is alive with energy, there flows a thousand rivers of light even within your very surroundings. Now you know how best to make use of it, gathering life force into yourself. As a standard action you may immediately ends any and all of the following adverse conditions affecting yourself: ability damage, blinded, confused, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, sickened, and poisoned. It also cures 3 hit points of damage per initiator level of the caster. This maneuver does not remove negative levels, restore permanently drained levels, or restore permanently drained ability score points.

This maneuver is a supernatural ability.


Greater Wave Step
Anima River (Counter)
Level: 9
Prerequisite: Three Anima River maneuvers
Initiation Action: Immediate
Range: Long (400 ft. + 40 ft./level)
Target: Self
Duration: Instantaneous

One moment you're there, the next you're gone!

This maneuver functions as wave step, but you may initiate it as an immediate action, escaping danger before it even strikes.

This maneuver is a supernatural ability.


Hamedo
Anima River (Counter)
Level: 8
Prerequisite: Three Anima River maneuvers
Initiation Action: Immediate
Range: Melee Attack
Target: One creature
Duration: 1 round
Saving Throw: Fortitude negates

You can read your opponent like a book. The way his lifeforce shifted, the change in the pulse, he was going to attack. Show him who's boss.

Your keen sense of the energy flows of others gives you precognitive insight on when an attack can happen, allowing you to find a way to move in and disrupt it. Whenever you are subject to a melee attack, you may initiate this maneuver to interrupt their attack and strike first. Make a single melee attack and deal damage; in addition, they must succeed on a Fortitude save DC 18 + Wisdom modifier, or become dazed for 1 round, and subsequently lose the attack which triggered your move to action.


Inertial Burst
Anima River (Boost)
Level: 4
Initiation Action: Swift
Range: Personal
Target: Self
Duration: 1 round

A massive spiritual wind erupts from you and carries you along as you move, turning every step into a rocket powered blast of speed!

Your spiritual energy blasts out of your body and thrusts you forward much faster than mere running. Until the end of your turn, you gain an enhancement bonus to speed as a monk of your initiator level. A 7th level initiator would gain the speed bonus of a 7th level monk (20 feet).

This maneuver is a supernatural ability.


Inertial Focus
Anima River (Stance)
Level: 1
Initiation Action: Swift
Range: Personal
Target: Self

You realize there is more to your body than what is visible, and by positioning your spiritual body, you are able to defy mass and inertia.

You gain the ability to stand upon liquids as if they were solid surfaces, and are able to move up to twice your normal speed upon them (though if you move faster, you fall through). As a swift action you may adjust your weight from anywhere from 1/8th to 8 times your original weight, gaining a +4 bonus to stability against ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).

Your weight-shifting abilities allow you to endure falling damage better. For every rank in concentration you have, you may ignore up to 10 ft. of fall damage, up to becoming immune to fall damage at 20 ranks.


Inertial Impactor
Anima River (Strike)
Level: 5
Prerequisite: Two Anima River maneuver
Initiation Action: Standard
Range: Melee Attack
Target: One creature
Duration: Instantaneous

Turn an eight pound hammer into an eight hundred pound hammer on impact.

This functions like inertial strike, but deals +3 damage per level and you may choose to bull rush with a +2 bonus without provoking. You are not limited by size for this bull rush, and you do not follow your opponent.


Inertial Obliterator
Anima River (Strike)
Level: 8
Prerequisite: Three Anima River maneuvers
Initiation Action: Standard
Range: Melee Attack
Target: One creature
Duration: Instantaneous

Infinite mass punch!

This functions like inertial impactor, but deals +4 damage per level, you bull rush with a +4 bonus, and against objects you ignore up to 20 points of hardness and your damage is never reduced. Beyond your initial impact you can choose to release a kinetic shockwave in a 20 ft radius around you that damages any unattended terrain or objects as if directly struck by your attack. If either your target or objects are reduced to 0 hp, they are reduced to dust, effectively disintegrated. This counts as disintegrate for interacting with spells and other effects.

If striking terrain or a creature you have unsuccessfully bull rushed, you can choose to bull rush yourself backwards an amount as if you had gotten an opposing result of 0. This movement does provoke, but otherwise does not count as your movement in a round.


Inertial Strike
Anima River (Strike)
Level: 2
Prerequisite: One Anima River maneuver
Initiation Action: Standard
Range: Melee Attack
Target: One creature
Duration: Instantaneous

You swing your weapon into the face of the opponent, and on impact its mass rapidly increases and drives the business end deep!

Your spirit has a weight of sources, normally impossible to measure, weightless and ethereal. However through training not only do you give it weight, you channel it through your blows to improve the damage of your attacks. When you use this maneuver you make a melee attack against a single foe. In addition to normal damage, you deal an extra +2 of damage per initiator level.


Invert Vita
Anima River (Strike)
Level: 8
Prerequisite: Two Anima River maneuvers
Initiation Action: Standard
Range: Melee Attack
Target: One creature
Duration: 1 minute/level
Saving Throw: Fortitude negates

You strike the opponent and corrupt their life force. Suddenly the healthy hydra began looking ill, as you watched as it began to rot before your very eyes.

The body heals naturally through the normal regulation of life energy through it. Those whose life force has been disrupted, or do not even have natural life forces such as golem, cannot heal naturally. You go one step further, and reverse the natural healing, turning it into something baneful. As a standard action you may make a melee attack and deal damage as normal. In addition they must succeed on a Fortitude save DC 18 + Wisdom modifier, or have their life force corrupted. They cannot heal, all magical attempts at curing them fail to function unless they succeed on a caster level check with a DC equal to 10 + your initiator level. Any fast healing or regeneration they possess is reversed, causing them to lose that much hit points every round (which, for regeneration, is treated as the bypassing damage type). Thus effect lasts for the duration of the maneuver. A successful save negates the inversion effect, but not the damage.

If the target is already under the effects of Invert Vita, employing the maneuver again may do one of two things. You may dispel Invert Vita on the target (usually used for allies, and with a melee touch attack so not to cause damage), or you may aggrivate the target's natural healing abilities, dealing your normal melee damage +1 point of damage for every HD of the opponent. Invert Vita does not work on creatures that no not heal naturally, or at least possess some form of fast healing (allowing you to target undead and constructs with the fast healing ability, even though most are immune). A successful save negates the additional damage, but not the initial damage from your attack.

This maneuver is a supernatural ability.

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Ki Deflecting Chop
Anima River (Counter)
Level: 5
Prerequisite: Two Anima River Maneuvers
Initiation Action: Immediate Action
Range: Personal
Effect: A Ki-deflecting chop
Duration: Instantaneous
Saving Throw: None

"Pathetic, you will have to try harder than that."

You infuse your arm with ki and then karate chop a ki-based or magical attack away. This counter allow you to make an opposed initiator level roll against a foe's caster level, manifester or initiator level to deflect an incoming line, cone or ray. If you succeed you harmlessly deflect the attack away, although certain type of attack react differently.

Cone: You spit the cone in two smaller cone that avoid your square but otherwise continue on.

Fireball-like Spread: You redirect the spread anywhere within range, as long as it at least 100 ft away from you and the originator of the attack.

Line: You chop the line away, redirecting it up to 90 degree away where it continue it effect as normal,

Ray: You harmlessly deflect the ray away, if you beat the originator by 10 or more you may redirect the ray against him using the same attack bonus.

At the GM's discretion other effects may be redirected as well, you automatically know before using this maneuver if you can or cannot deflect a particular effect. If you fail to deflect the blast you forfeit any Reflex that would normally be allowed against the attack, you are still allowed any other saving throws as normal.

This power is unable to deflect any effect which has been "charged" for more than 1 round, such as a charged anima explosion.



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Ki Rain From Above
Anima River (Strike) [Force]
Level: 8
Prerequisite: Three Anima River Maneuvers
Initiation Action: 1 Round
Range: Medium
Area: Multiple 20-ft.-radius spreads (1 ki missile per 2 levels)
Duration: Instantaneous and See Text
Saving Throw: Reflex Half

After the fifth salvo there were only craters left behinds... he had finally defeated his enem- IMPOSSIBLE

The single greatest expression of mindless blasting all of your energy away without any control or finesse. This maneuver allow you to fire a single ki missile per two initiator levels anywhere in range, each exploding in a 20-ft.-radius spreads and inflicting 10d8 force damage with a Reflex save granted to reduced the damage by half.

Multiple ki missile' base damage overlap; they do not stack. Instead each time a creature is struck by an additional missile it Reflex save is reduced by 1. If a missile epicenter is aimed at a creature it take an additional +1 damage per damage dice, this is cumulative from multiple missiles.

After initiating this maneuver you may keep firing at the start of each of your turn as a full-round action, doing so allow you to fire another salvo of missiles at a cumulative -2 initiator level penalty.

After using this maneuver you are Exhausted for 2 rounds for each round of uses.

Example: A creature struck by five directly aimed missile would need need to make make a Reflex save at a -5 penalty to halves 10d8+50 force damages.



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One With the Blade
Diamond Mind, Anima River (Stance) [X-Discipline]
Level: 6
Prerequisite: Two Maneuvers, which can come from either the Anima River or Diamond Mind Disciplines, Masterwork Body or similar, Weapon Focus
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Saving Throw: N/A
Through both practice and magic, you channel all of your technique into your weapon, and let slip the dogs of war.

As long as you have Weapon Focus in whatever weapon you are holding, you give it all the best qualities of your unarmed strike. Enhancements, feats/class features, and materials stack. You may decide whether to use the weapon's crit range, or your fists' crit range. This goes double for damage dice, and such. You may count the weapon as being a version of your unarmed strike whenever convenient. The weapon can also have the properties of the largest weapon you can comfortably hold, in the way you hold said weapon(for example, you can keep something smaller if you want to keep it finessible, or one-hand instead of two hand it), acquiring the proper increases to range and damage as your soul flows through it and allows you to strike much harder and further.

This is, needless to say, a supernatural maneuver.

Special: If you're a Codex Swordsage, who gets Unarmed Combatant and Many Weapon Focus, can easily pick one of the prerequisite disciplines, and if you have a really nice unarmed strike, take a moment to ask yourself, "Why don't I have this stance?"


Passing of the Spirit
Anima River (Strike)
Level: 5
Prerequisite: Two Anima River maneuvers
Initiation Action: Standard
Range: Melee Attack
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates

The undead are pale mockeries of life, and your blows seek to push out the negative energy powering them with a rush of positive force.

Your weapons glow with an awesome power, its positive might tells you to reach out and smite undead! When you use this maneuver, you make a melee attack against a single undead foe. The attack automatically overcomes any damage reduction, and the target must make a Will saving throw DC 15 + your Wisdom modifier, or be destroyed. On a successful saving throw, they still take normal damage. If a non-undead is hit by this attack, your attack still overcomes any damage reduction and deals normal damage, but there is no saving throw against destruction.

This maneuver is a supernatural ability.


Qi Banish
Anima River (Strike)
Level: 9
Prerequisite: Four Anima River maneuvers
Initiation Action: Standard
Range: Melee Attack
Target or Area: One creature
Duration: Instantaneous or 1d4 rounds
Saving Throw: Will partial

You pull back your fist blazing with spiritual flames, and with a single solid blow you knock them right into the void of the astral sea!

Outsider, humanoid, it no longer matters, as you find ways to strike with such force that the spirit is blown straight across dimensions and drags the body along with it. When you initiate this maneuver, you make a melee attack and deal normal damage, and the opponent must make a Will save DC 19 + your Wisdom modifier, or be sent hurling into the deepest corners of the astral plane! Even on a successful save, their spirit is knocked clean from their body temporarily, stunning the target for 1d4 rounds. Regardless of save, the target is immune to this maneuver for the rest of the encounter.

This maneuver is a supernatural ability.


Qi Critical
Anima River (Counter)
Level: 2
Initiation Action: Immediate
Range: Melee Attack
Target: One creature
Duration: Instantaneous

You strike the opponent with your fist, and feel it hit true and hard, but that is not enough! With a final split second surge of power you drill through the opponent straight to victory!

When you make a critical threat with a special monk weapon, or any of the Anima River discipline weapons, you can force extra energy into your attack. As an immediate action your critical multiplier increases by 1 (such as from 20/x2 to 20/x3) and you automatically confirm the critical hit.


Qi Geyser
Anima River (Strike)
Level: 7
Prerequisite: Three Anima River maneuvers
Initiation Action: Standard
Range: Melee Attack
Target or Area: One creature and 10 ft. radius
Duration: 1d4 rounds and 1 round (see text)
Saving Throw: Will negates

Your blow strikes with resounding force, a pulse of energy rippling outward and stunning everyone in range.

Your attack strikes both body and soul, and rings your opponent like a bell, causing others to be affected as well. You attempt a concentration check as part of this maneuver, with the DC equal to 10 + the opponent's HD. You then make normal melee attack against a single foe. The attack is also part of this maneuver. If your concentration check succeeds, you gain a +6 bonus to attack and the opponent must make a Will save DC 17 + your Wisdom modifier, or become stunned for 1d4 rounds and then they are sickened for 1 round after. Regardless if your opponent makes his saving throw, a shockwave extends out to 10 ft. in all directions, and other opponents of your choosing in range must make the same saving throw or be stunned for 1 round and sickened for 1 round after. If your check fails, the attack is made at a -2 penalty, and deals normal damage, and there is no additional shockwave effect.


Qi Lock
Anima River (Strike)
Level: 6
Prerequisite: Three Anima River maneuvers
Initiation Action: Standard
Range: Melee Attack
Target: One creature
Duration: 1 round/level
Saving Throw: Will partial

As your blows hit your opponent their body seems to ripple unnaturally. Suddenly the flow of energy which animates their body seems to lock up and freeze in place, body following suit.

By adjusting the flow of life force in others, you can force them into a closed loop that locks the body into position, effectively paralyzed. When you initiate this maneuver, you make a melee attack. On a successful hit you deal normal damage and the target must make a Will save DC 16 + Wisdom modifier, or become paralyzed as if under the effects of hold monster for the duration of the maneuver. Each round, the target gets a new saving throw to resist. On a successful save, the target is free, but takes 5d6 additional damage from the sudden disruption of body and soul.

This maneuver is a supernatural ability.


Qi Ripple
Anima River (Strike)
Level: 1
Initiation Action: Standard
Range: Melee Attack
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates

You strike the opponent in the sides in rapid succession, and suddenly the opponent's body grows weak and shudders...

As part of this maneuver, make a Concentration check against DC 10 + your opponent's Hit Dice, and a melee attack. If your Concentration check succeeds, you gain a +2 bonus on your attack roll, and your opponent, if he is hit, must make a Will save against DC 11 + your Wisdom modifier, or be stunned for 1 round. If your check fails, you instead take a -2 penalty on your attack roll.


Qi Wave
Anima River (Strike)
Level: 4
Prerequisite: Two Anima River maneuvers
Initiation Action: Standard
Range: Melee Attack
Target: One creature
Duration: Instantaneous (see text)
Saving Throw: Will negates

You strike the opponent in the sides in rapid succession, and suddenly the opponent's body grows weak and shudders...

Your attack strikes both body and soul, and sets up a vibration in the spirit which stuns your opponent's body. You make normal melee attack against a single foe and make a concentration check, DC equal to 10 + the opponent's HD. If your concentration check succeeds, the you gain a +4 bonus to attack against your opponent and the opponent must make a Will save DC 14 + your Wisdom modifier, or become stunned for 1 round and then they are sickened for 1 round after. If your check fails, the attack is made at a -2 penalty, and deals normal damage.

This maneuver is a supernatural ability.


Quivering Soul
Anima River (Strike) [Death]
Level: 7
Prerequisite: Three Anima River maneuvers
Initiation Action: Standard
Range: Melee Attack
Target: One creature
Duration: 1 day/level (D)
Saving Throw: Will negates

Your blow seems to punch deep into your opponent, and drag out a glowing phantom mist which vanishes moments after. The enemy's life is now in your hands.

You reach out and grab your opponent's animating force, ripping it from its body but leaving a single invisible thread which you can snap at a moment's notice. The enemy is now at your mercy. When you initiate this maneuver, you make a normal melee attack. In addition to the damage from the attack, the opponent must make a Will save DC 17 + your Wisdom modifier, or have its soul sundered. At any time during the duration of this maneuver, you may sever its soul (a free action), killing the creature. The enemy is aware of the power you currently hold over it. A successful saving throw negates the death-effect, but not the damage.

Creatures without a constitution score are immune to this ability, and simply take normal damage from the attack. You may only have one quivering soul in effect at one time. If you make another successful quivering soul attack while another one is currently in place, the first one expires.

This maneuver is a supernatural ability.


Rushing Cascade Stance
Anima River (Stance)
Level: 3
Prerequisite: One Anima River maneuver
Initiation Action: Swift
Range: Personal
Target: Self

You attack in a flurry of strikes, the energy powering them boiling up from deep within your soul.

Your body is a spiritual dynamo of energy, and you can release the floodgates, allowing you to lash out faster than ever before. You are able to flurry any light weapons, all special monk weapons, and all weapons of the Anima River discipline as if you were a monk of your initiator level. Unlike a monk, you may perform a flurry of blows in light or no armor. As typical for flurry, you take a -2 penalty to all the attacks you make in your full attack action.


Self-Perfection
Anima River (Boost)
Level: 3
Prerequisite: Two Anima River maneuvers
Initiation Action: Swift
Range: Personal
Target: Self
Duration: 1 round

With a deep breath you focus your mind, and take on the task at hand with all that you have!

You improve your physical and mental abilities for a single round, using your inner reserves of spiritual strength to augment yourself. When you use this maneuver you may add a +4 enhancement bonus to the ability score of your choice and an additiona +2 for every five initiator levels you possess (+4 at 5th, +6 at 10th, +8 at 15th, to a maximum of +10 at 20th). This ability lasts for 1 round.


Soul Mirror
Anima River (Counter)
Level: 7
Prerequisite: Three Anima River maneuvers
Initiation Action: Immediate
Range: Personal
Target: Self
Duration: Instantaneous

The Flesh to Stone spell suddenly had you in its grip, and you felt your body hardening. Instinctively your spirit resisted, and as your body regained its mobility you notice the caster had been turned to stone.

Your spirit can become a barrier which rejects dangerous magic which would harm you. As an immediate action you may gain spell resistance equal to your initiator level + 15 against a single magical attack. If your spell resistance successfully stops the spell, and it was a targeted spell that is not touch range, the spell is reflected onto the caster as if by spell turning.

This maneuver is a supernatural ability.


Soul in the Blade
Anima River (Stance)
Level: 1
Initiation Action: Swift Action
Range: Personal
Target: You
Duration: Stance

Upon initiating this stance you focus your chi on the weapon you currently wield, granting the weapon a +1 enchantment bonus. This bonus stacks with pre-existing enhancement bonuses the weapon had.

In addition you can draw the weapon as a free action or recall it your hand from anywhere in the same plane as a move action. If you throw the weapon, it gain the Rebound enhancement.

However while in this stance, if the weapon is sundered or otherwise destroyed you automatically drop out of the stance, takes any damage the weapon received beyond it hit points and become dazed for 1 round as your essence is partially damaged by the blow.


Soulfire Surge
Anima River (Boost)
Level: 2
Prerequisite: 1 Anima River Maneuver
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: 1 Round
Saving Throw: None

Upon initiating this boost, your weapon (or unarmed strike) becomes covered with burning red chi, giving off light as a torch. All your attacks deal an extra 1d6 + the level of the highest-level maneuver you have readied and unexpended in pure magic damage. On a natural 20, the soulfire explodes forward, dealing an extra 2d6 damage and knocking your opponent prone.

However, this maneuver comes with a price; each attack you make deals damages to you equal to the level of the highest-level maneuver you have readied and unexpended. This damage cannot be prevented in any way.


Spirit Breaker
Anima River (Boost)
Level: 8
Prerequisite: Two Anima River maneuvers
Initiation Action: Swift
Range: Personal
Target: Self
Duration: 3 rounds

Your fist strikes the pit fiend so hard in the chest, you send him right back to hell!

Your attacks are especially effective against creatures who are of one body and soul, such as outsiders, elementals, and most incorporeal creatures such as ghosts. When you initiate this maneuver, your attacks are both ghost touch and gain +4 to attack and an additional +4d6 damage. Every time you make an attack, the creature must make a DC 20 Will save or be banished back to their home plane. On a natural 20 they are automatically banished, no save. The effect lasts for 3 rounds. Initiating this maneuver again merely resets the time remaining.

This maneuver is a supernatural ability.


Spirit Shift
Anima River (Boost)
Level: 9
Prerequisite: Three Anima River maneuvers
Initiation Action: Swift
Range: Personal
Target: Self
Duration: 1 round/level (D)

Your body becomes as a ghostly spirit, and fades away from this world.

You phase between the borders of the material and ethereal planes, duplicating the effects of ethereal jaunt except where noted above. You may dismiss the effect and return to the material plane as you wish, but after using spirit shift you cannot perform another attempt for 1 minute, as your body must recalibrate itself to the plane.

This maneuver is a supernatural ability.


Spirit Throw
Anima River (Strike)
Level: 3
Prerequisite: 1 Anima River Maneuver
Initiation Action: 1 Standard Action
Range: 100 ft.
Area: 100 ft-line
Duration: Instantaneous
Saving Throw: None

Upon initiating this maneuver, you throw your weapon; making a normal melee attack at your highest base attack bonus against every creature in a 100-ft. line. If the weapon is a thrown weapon, a successful hit deals an extra 1d6 damage per 2 initiator level you have.

At the beginning of your next turn, the weapon returns, striking every creature in the line the same way, except it deals no additional damage. If the weapon reaches you at any point during the line (or at the end of the line), you automatically catch it, ending the line of attack early. If you are not there to catch it, it falls harmlessly on the ground on the square it was thrown from.


Spiritual Awareness
Anima River (Counter)
Level: 1
Initiation Action: Immediate
Range: Personal
Target: Self
Duration: 1 round

You can't see the fighter behind you, but you can feel him trying to move away. Now's the time to strike.

Your spiritual aura invisibly expands outward out to your reach, and gives you the awareness to make unnaturally quick responses. While under the effects of Spiritual Awareness you may make a number of attacks of opportunity equal to your dexterity bonus, and may make attacks of opportunity even while flatfooted. If you also possess the Combat Reflexes feat, you gain a +4 insight bonus on your attacks of opportunity.


Spiritual Blow
Anima River (Boost)
Level: 2
Initiation Action: Swift
Range: Personal
Target: Self
Duration: 1 round

Your weapon becomes coated in a pale blue light which ripples and churns like waves in a storm.

You focus your spirit and project it through your weapons and body. For 1 round, your attacks are considered magical for the purpose of overcoming damage reduction, and you deal an additional 1d4 force damage. When striking incorporeal creatures, even if your attack is lost due to miss chance you still deal the 1d4 force damage.


Spiritual Disruption
Anima River (Counter)
Level: 4
Prerequisite: One Anima River maneuver
Initiation Action: Immediate
Range: Melee Attack
Target: One creature
Duration: Instantaneous

You notice the wizard's aura shifting into position before he even begins his arcane words of power. With a quick strike, you go to disrupt his spellcasting plans.

The art of spellcasting and magic often involves the manipulation of things unseen to mortal eyes, but to an Anima River adept, you have learned to sense the disruptions in the eddies and currents of spiritual energy. Whenever a caster attempts to use a spell or spell-like ability when you threaten them, you may take an immediate action to disrupt their casting. Make a melee attack with a +2 bonus on your attack roll, and deal an additional +6d6 damage on a successful hit.


Spiritual Pressure
Anima River (Boost)
Level: 4
Prerequisite: Two Anima River maneuvers
Initiation Action: Immediate
Range: Personal
Target: Self
Duration: 1 round

You only glare at your opponent, and they seem to stumble under some invisible suffocating weight. Try as they might, you're simply too much of a large and imposing figure to fight effectively.

Your aura grows into a large barely visible ripple around your body that bulks up your form, so that you can perform feats of creatures much larger and more powerful than you. When you initiate this maneuver, you treat yourself as two size categories larger than you actually are for 1 round. This allows you to avoid or improve your chances in a grapple by pushing around your spiritual bulk, or improve your ability to intimidate others with the show of force that your aura commands. You may employ this as an immediate action to avoid being swallowed whole, for example, in which case the attempt fails if you are suddenly too large to swallow.

This maneuver is a supernatural ability.


Spiritual Reflexes
Anima River (Counter)
Level: 2
Prerequisite: One Anima River maneuver
Initiation Action: Immediate
Range: Personal
Target: Self
Duration: Instantaneous

The dragon's breath filled the room, but somehow you could feel its path cutting through the air and at the last moment lept into its safe zone, as the others got charred.

Your aura spreads far, granting you a sort of danger sense, allowing you to evade that which would normally be impossible to dodge. When subject to a Reflex save, you may use this maneuver as an immediate action and gain evasion against the attack. You add your wisdom bonus (minimum +1) to this saving throw.


Spiritual Resistance
Anima River (Counter)
Level: 1
Initiation Action: Immediate
Range: Personal
Target: Self
Duration: Instantaneous

The enemy reaches into your mind and tries to turn your body against you, but never expected your mind to resist so strong...

Your spirit is trained as part of your teachings of the Anima River, and as such it can fight back against forces which would break the willpower of another, and with great force. As an immediate action in response of a Will saving throw you may employ this maneuver. You gain a +2 insight bonus to your saving throw, plus an additional +1 bonus for every 5 initiator levels (+3 at 5th, +4 at 10th, +5 at 15th, and +6 at 20th) you possess. You may do this after you have rolled, but before you know the result of your save.


Stance of the Ascended
Anima River (Stance)
Level: 8
Prerequisite: Three Anima River maneuvers
Initiation Action: Swift
Range: Personal
Target: Self

With a howl your aura flares into dramatic view, covering you in a shimmering flame of gold, protecting you from harm, and letting you travel heaven and earth.

You manifest your aura as a real physical substance which licks around you like a constant inferno and gives off a steady spiritual wind. You illuminate the area as a torch, and it is treated as an 8th level [Light] effect for the purpose of dispelling darkness effects, or being dispelled. You gain a deflection bonus to armor class equal to your Wisdom bonus, all your attacks deal an additional 1d4 force damage, and you are under the effects of air walk, allowing you to move after flying opponents.

This stance is a supernatural ability.

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Author: Leziad (talk)
Date Created: 17th August 2015
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Ten Million Fists
Anima River (Strike)
Level: 9
Prerequisite: 3 Anima River Maneuvers
Initiation Action: 1 full-attack action
Range: Melee
Effect: See Text
Duration: Instantaneous
Saving Throw: Fortitude Partial, Will negate (See Text)

You unleash a blur of a flurry of fists, utterly destroying all those who oppose you.

As a part of initiating this maneuver you make a full-attack action with an anima river discipline weapon. As part of the full-attack you make two extra attacks at your highest attack bonus, and each attack deals an extra +2d6 damage. You make each attack against any number of creatures within your reach.

Any foe killed by this maneuver has it body destroyed, unfit for animate dead and raise dead.



Back to Main Page3.5e HomebrewClass Ability ComponentsMartial DisciplinesAnima River


Tongue of Heaven and Earth
Anima River (Stance)
Level: 5
Prerequisite: Two Anima River maneuvers
Initiation Action: Swift
Range: Personal
Target: Self

There is another language, a language more base and primal to all, which all living beings share. Through this you have achieved understanding, and speak on a different level than others.

You are able to speak to any manner of creature, and protect yourself against words wrapped up with dangerous magic. When you are in this stance, you may speak and understand any creature with a constitution score, as if you were under the effect of tongues or speak with animals. This unique ability also gives you a defense against that which would harm you with words, rendering you immune to all language-dependant spells, holy word and its alignment variations, and the Power Word series of spells.

This stance is a supernatural ability.


Vita Pulse
Anima River (Boost)
Level: 7
Prerequisite: Three Anima River maneuvers
Initiation Action: Standard
Range: 60 ft.
Target or Area: Up to one creature per initiator level in a 60 ft. radius
Duration: Instantaneous
Saving Throw: Will half (harmless)

Your allies are wounded badly, yet you still stand. Focusing your energy, you sacrifice your own vitality so that others may stand and fight.

With a burst of light, you release your spiritual energy, losing power but restoring the bodies and spirits of others in your wind of positive energy. When you initiate this maneuver, you may sacrifice up to 5 hp per initiator level, and in return cure 5 hp for every 5 hp you sacrificed to all targets within range. While this is generally used to heal allies, you may target undead, in which case they are dealt 5 damage per every 5 hp you sacrificed, with a Will save DC 17 + Wisdom for half.

This maneuver is a supernatural ability.


Vita Purge
Anima River (Strike)
Level: 3
Prerequisite: One Anima River maneuver
Initiation Action: Standard
Range: Personal
Target: Self
Duration: Instantaneous

With a gentle sigh, you force the poison out of your mouth in a sickly green cloud which disperses harmlessly into the wind.

Your body and spirit are as one, and you have learned how to channel your spirit, to push out destructive energy, to empower itself, and to purge itself of toxins. As a standard action you may flush yourself of any mundane and magical poisons or disease. This maneuver cures 1d4 points of ability penalty or ability damage to a single ability score when used.


Vita Rebuke
Anima River (Counter)
Level: 6
Prerequisite: One Anima River maneuver
Initiation Action: Immediate
Range: Long (400 ft. + 40 ft./level)
Target: One creature
Duration: Instantaneous

You feel the clutch of death surround you, but your aura flares up with life, burning away the vile magic and its caster!

You can resist death with a great show of power. When you are subject to a [Death] effect, you may initiate this maneuver as an immediate action. You gain half your initiator level as a bonus to your saving throw and you no longer fail on a result of a natural 1. If your saving throw is successful, not only do you resist the magic but if the original caster of the spell is in range they suddenly burst into spiritual flame, taking 1d6 points of damage per initiator level (max 20d6 at 20th), no save.

This maneuver is a supernatural ability.


Vita Surge
Anima River (Strike)
Level: 1
Prerequisite: One Anima River maneuver
Initiation Action: Standard
Range: Personal
Target: Self
Duration: 1 minute

You draw in life energy from your surroundings, briefly glowing faintly as your are guarded against harm.

You focus your mind to empower yourself with temporary hp, allowing you to endure punishment above and beyond what your body should be able to take. As a standard action, you gain 3 temporary hp per initiator level, which lasts for 1 minute and does not stack with any other sources of temporary hp.

This maneuver is a supernatural ability.


Warp Trick Blast
Anima River (Counter) [Teleportation]
Level: 6
Initiation Action: Immediate Action
Range: 120 ft.
Target: You
Duration: Instantaneous
Saving Throw: Will Negate (See Text)

This counter can only be used as you use a Anima River blast (such as the anima blast or anima explosion maneuver), allowing you to teleport adjacent to an opponent as you fire it. The opponent is caught flat-footed and take a -4 penalty on it save against the blast unless it succeed a Will save.

This maneuver can be used to teleport anywhere within range, however unless you arrive adjacent to an opponent the secondary effect will not trigger.

This maneuver is a supernatural ability.


Wave Step
Anima River (Boost)
Level: 6
Prerequisite: Two Anima River maneuvers
Initiation Action: Standard
Range: Long (400 ft. + 40 ft./level)
Target: Self
Duration: Instantaneous

Your opponent has grappled you, you're surrounded by solid fog, and things are looking grim. With a burst of energy, your body becomes a spiritual wave which races away in a flash!

Spiritual energy is less of a substance and more of a wave, a pulse of living energy that travels along the hidden aether. You have learned how to briefly become as such on the material plane, and thus can slip away in a flash. As a standard action you duplicate the effects of dimension door, with the following exceptions: You may not take along any other creatures, and it is not a teleportation effect. Indeed, your travel is simply supernaturally quick, so the path between point A and point B must have a clear passage, as small as a 2 inch hole. You may take any path to get there, such as up out of the mouth of the creature that has swallowed you, pass the solid fog, through the open window, and onto the roof, but any solid objects impede your passage. You ignore difficult terrain and effects which would hamper or slow your progress.

This maneuver is a supernatural ability.