User:Jota/Dismal Science

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The Dismal Science
Maneuver Level Type Effect
Antitrust Statute  ? Strike If this attack hits, its targets is affected by a greater dispel magic effect with a caster level equal to your initiator level.
Bank Run  ? Counter You may initiate this effect to heal a target within close range xd10+x hit points. If initiated in response to an effect that restores hit points in close range, you may negate that effect.
Dead Cat Bounce  ? Counter When reduced to negative hit points, your hit points are automatically set to 1 and you gain fast healing equal to twice your character level for 1d4+1 rounds.
Decision Lag  ? Counter You gain Improved Evasion until the beginning of your next turn.
Deflation  ? Strike As a full round action you may make a single attack at a +4 bonus. You may use another standard action strike as part of this maneuver, but you may not combine it with inflation or hyperinflation.
Diminishing Returns to Scale  ? Stance Each attack made against you after the first suffers a cumulative -2 penalty. This counter resets at the beginning of each of your turns.
Downsizing Smite  ? Strike An opponent hit by this strike must save or be unable to attack (including casting spells that deal damage or force a saving throw) in its next round.
Energy Poverty  ? Strike An opponent who is hit by this strike must make a save or be unable to initiate maneuvers or cast spells during their next turn, though this has no effect on ongoing effects. The opponent may save again against this effect at the beginning of each of their subsequent turns, each time with a cumulative +2 bonus.
Fear Factor  ? Stance When reduced to below 50% of your total hit points, when it would be beneficial, you gain a +2 on all d20 rolls and a +1 bonus on all other die rolls.
Fragmentation  ? Counter Until the beginning of your next turn you take minimum damage per die from critical hits and precision damage (sneak attack, sudden strike, skirmish, etc).
Free Rider  ? Counter Activate this counter when an boost is initiated or spell is cast within close range of your person. At the beginning of your next turn, you gain the benefits of that boost or spell, using your initiator level in place of the original initiator's/caster's for variable effects.
Glass Ceiling  ? Counter All enemies have their initiative counts set to one below a chosen target's (target must be within close range). Opponents can act twice in a round if this is used carelessly.
Hyperdeflation  ? Strike As a full round action you may make a single attack at a +8 bonus. You may use another standard action strike as part of this maneuver, but you may not combine it with inflation or hyperinflation.
Hyperinflation  ? Strike As part of this strike you make three attacks as a standard action. Each attack roll suffers a -2 penalty.
Inelastic  ? Stance While in this stance, once each round you may take 10 on any d20 roll, even if circumstances normally would not permit it.
Inflation  ? Strike As part of this strike you make two attacks as a standard action. Each attack roll suffers a -2 penalty.
Killer Bees  ? Counter Add your half your initiator level (minimum one) to a Will save. This may be a save you make or a save made by an ally within close range.
Lemon Socialism  ? Counter When an ally is reduced to zero hit points within close range, their hit points to one and they are then healed Xd6+2X hit points.
Minsky Moment  ? Boost You may voluntarily expend any number of your readied maneuvers. For each level of maneuver burned through this effect, you are healed 1d10+1 hit points.
Ostrich Strategy  ? Counter After failing a save against a non-damaging effect, you may initiate this maneuver. You may postpone the effect of the failed save for 1d2 rounds (the end of your next turn, or the round after that).
Recognition Lag  ? Counter You gain Improved Mettle until the beginning of your next turn.
Shoe Leather Cost  ? Boost Each opponent you attack before the start of your next turn must save or be fatigued for 1d4 rounds. If you target an opponent with a full-attack action they must save or be exhausted for 1d4 rounds.
The Dismal Science
Maneuver Level Type Effect
Ceteris Paribus 8 Stance While in this stance you radiate a 10' antimagic shell, as per the spell.
Technology Shock 8 Boost You gain an additional full round's worth of actions.
The Dismal Science
Maneuver Level Type Effect
Sublime Bubble Collapse 9 Strike An opponent struck by this attack must save or burn 10d6 levels of readied maneuvers. If the opponent cannot burn the full amount worth of maneuvers, it takes 1d6+1 damage per unburned level.