User:Viatos/Hollow Nymph (3.5e Martial Discipline)

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Author: Viatos (talk)
Date Created: 3/11/2010
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Fluffy fluff!

Maneuvers of the Hollow Nymph Discipline

To see the full, expanded description of every maneuver, click here.
The Crunch, Summarized
Key Skill: Perform (Courtesan)

Associated Weapons: Gaze Attack, Sickle, Scythe, Dire Scythe, Kama, Kukri.

All maneuvers of Hollow Nymph are considered to be supernatural abilities.

Use of a gaze attack with Hollow Nymph maneuvers follows normal rules for maneuver initiation, except that attack rolls are replaced by the save (if any) for the gaze. A failed save is treated as a successful attack. For maneuvers that would add a bonus to attack rolls, they instead add half that bonus (rounded down) to the save DC. A Hollow Nymph maneuver initiated as part of a gaze attack adds its effects to the effects of the gaze, but does not target more opponents then normal for the maneuver; in the event of a gaze which affects multiple opponents, the Hollow Nymph practitioner chooses which eligible opponent or opponents are targeted by the maneuver.

All saves for the Hollow Nymph discipline are Charisma-based.


1st-Level Maneuvers

  • Blind Lust: Counter [Mind-affecting] — Disguise yourself as someone else
  • Draw the Dark: Boost [Evil] — Keep company with misery.
  • Ill Wind: Strike [Mind-affecting] — Call a chilling breeze and seed it with words that sap your enemies' will to attack.
  • Suncursed Hunter: Stance — Gain some of a vampire's ability to stalk and overcome its prey, but also some of its weaknesses.
  • Way of the Wicked: Boost [Evil] — Feint with your next attack. If you succeed, punish their gullibility with a scar they won't forget.


2nd-Level Maneuvers

  • Empty Hands Curse: Counter — Those who strike or steal become supernaturally sick with guilt.
  • Lament: Strike [Mind-Affecting] — Enemies weep for your sins.
  • Terror: Strike [Evil Fear] — Fear cuts deeper than swords.


3rd-Level Maneuvers

  • Smiling Demon Style: Stance — Gain a bonus to Charisma checks and mind-affecting powers as long as you mean harm.


4th-Level Maneuvers


5th-Level Maneuvers


6th-Level Maneuvers

  • Eastern Nightmare Stance: Stance [Evil] — The void inside the practitioner yields up a thread of aberrant evil in the form of vile tentacles.


7th-Level Maneuvers


8th-Level Maneuvers

  • Bleak Reflection: Stance — The void inside you becomes an infinite tunnel of corruption, absorbing and reflecting magical attacks.


9th-Level Maneuvers

  • Slake: Strike [Evil] — The capstone maneuver of the Hollow Nymph discipline completely destroys an enemy while invigorating the practitioner.


Feats

Hungry Glamour

Hungry Glamour [General] Prerequisites: One Hollow Nymph stance.Benefit: While you are in a Hollow Nymph stance, whenever a Bluff check you initiate succeeds against an opponent's Sense Motive check, that opponent becomes fatigued until they spend a full-round action that does not provoke attacks of opportunity to recover. If multiple opponents fail their Sense Motive checks against a single Bluff check you make, this feat applies against the opponent with the lowest check result. You gain a +3 feat bonus to Charisma checks and Charisma-based checks against fatigued or exhausted opponents. Special: Opponents fatigued by this feat may not be exhausted by it. Opponents fatigued by sources other then this feat (such as natural fatigue) may be exhausted as normal; spending a full-round action to recover ends their exhaustion but not their fatigue.


Ravening Beauty

Ravening Beauty [Tactical] Prerequisites: Hungry Glamour, base attack bonus +6, two Hollow Nymph maneuvers.Benefit: This feat enables the use of three new combat options:

  • Ravage: To use this option, you must kill an opponent with a coup de grace. You immediately recover one expended Hollow Nymph maneuver, are no longer fatigued or exhausted as if you had rested for 8 hours, and opponents with line of sight to you must immediately make a Will save (DC 10 + 1/2 your initiator level + your Charisma modifier) or become shaken.
  • Whispers and Will-o'-the-wisps: To use this option, you must be in a Hollow Nymph stance. You can use dancing lights and ghost sound as at-will supernatural abilities with a caster level of 1.
  • Wrack: To use this option, you must cause an opponent to become fatigued or exhausted. On your next round the save DCs of your Hollow Nymph maneuvers increase by 1 against fatigued opponents and by 2 against exhausted opponents until the end of the round.



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