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Amaranth Eclipse (3.5e Martial Discipline)

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Author: ThunderGod Cid (talk)
Date Created: May 3, 2010
Status: Complete
Editing: Clarity edits only please
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An orc martial adept was renowned for his terrible strength and even more for his repulsive visage. On a pilgrimage from his tribe, he thought of putting the two together. Combined with the endurance bequeathed upon him by his orc heritage, the nameless master was able to completely disregard defense in any battle, his opponent’s attacks broken from sheer terror. The end result, born through years of trial and error, was the Amaranth Eclipse discipline. Many who fought against this wandering harbinger of bloodshed were impressed by his ability to cow their forces into submission, and thus began to copy his techniques.

It would be giving its creator too much credit to say that the use of the Amaranth Eclipse discipline requires any measure of skill. While it is true that most of its users have finely honed their bodies to extraordinary strength and fortitude, this is more out of necessity in order to ensure the survival of the user and close the gap created by their near-complete disregard of defensive ideology.

Not surprisingly given the heritage of its progenitor, the maneuvers of the Amaranth Eclipse discipline strongly resemble the combat style of a barbarian, using unadulterated rage and savagery to create the most fearsome image possible. The users of the Amaranth Eclipse are usually brutes who give little thought to strategy or defense, absorbing and dealing damage with incredible strength and endurance. Their fierce countenance strikes terror into the hearts of their opponents, and even allows them to hypnotize themselves into a state of bloodthirsty mania.

The Amaranth Eclipse is used for up close and brutal melee combat and is fit for little else. As such most of its weapons are those used for cleaving foes in twain. The greatsword, fullblade, greataxe, scythe, and halberd are all associated with the Amaranth Eclipse. The discipline's key skill is Intimidate.

Learning Maneuvers from the DisciplineEdit

The original creator of the Amaranth Eclipse wasn't one to give lessons; many who learned his techniques did so through painful experience. Some were crazed enough to intentionally seek him out, coaxing one maneuver from him at a time. As a result, every maneuver from the current Amaranth Eclipse is purely imitational, taught by the survivors of those encounters. Even the discipline's very name originated from a copycat, who described his assault as "a red storm that blocked out the sun". The name stuck, despite the disagreements of some practitioners.

Because of the scarcity of maneuvers and the questionable intelligence of those who would teach it, the Amaranth Eclipse requires more dedication to master than most, since quality training is hard to come by. The techniques were dismissed by the Temple of the Nine Swords, who were unwilling to accept the ravings of a few suicidal lunatics as a discipline. Even so, those who endeavor to learn the secrets of the Amaranth Eclipse may still do so, replacing one of their normal disciplines (usually Devoted Spirit) with the Amaranth Eclipse.

Game Mechanics of the Amaranth Eclipse

Available To: Any

Discipline Skill: Intimidate (Cha)

Discipline Weapons: greatsword, fullblade, greataxe, scythe, and halberd 

Discipline Feat: Nightmare Fuel


Maneuvers of the Amaranth Eclipse DisciplineEdit

To see the full, expanded description of every maneuver, click here.

1st-Level Maneuvers

  • Devilish Catharsis: Boost — Make an Intimidate check opposed by your target. Depending on the success of your roll, they are either shaken, frightened or panicked.
  • Ire of the Rising Sun: Stance — You can wield weapons one size larger than normal without penalty.
  • Masque of Red Death: Boost — Your next attack deals higher Strength-based damage than normal.
  • Shook Ones: Counter — Make an Intimidate check instead of an attack of opportunity to immobilize your target for 1 round.
  • Terror Tactics, Lesser: Strike — You make a single melee attack as a standard action that deals an extra 1d8 points of damage to a shaken opponent and 1d8 more damage per additional level of fright (frightened and panicked).


2nd-Level Maneuvers


3rd-Level Maneuvers

  • Bloodlust: Strike — You are healed a number of hit points equal to half the damage you deal with this attack.
  • Devil in the Mirror: Boost — You make an Intimidate check, and gain a number of temporary hit points equal to the check.
  • Glare of Submission: Counter — You are able to steal a larger opponent’s strength with a mere look.
  • Sadomasochism: Stance — For every 10 points of damage you take each round, you gain a cumulative +1 bonus to attack and damage rolls during the next round.


4th-Level Maneuvers

  • Bloody Cleaver: Boost — When you drop an opponent in melee, you may immediately make a full attack against another opponent whom you threaten in melee.
  • Iron Grasp: Counter — Make two melee attacks against an opponent who hits you in melee.
  • Terror Tactics: Strike — As lesser terror tactics, except your weapon deals an extra 3d8 points of damage per level of fright instilled in the target.


5th-Level Maneuvers

  • Blade of Fury: Counter — You may make a melee attack and an Intimidate check as an immediate action, adding the result of the check to the damage of the attack.
  • Cathartic Inferno: Boost — As devilish catharsis, but in a radius around you and any target who would normally be panicked is now cowering.
  • Penumbra of Destruction: Strike — The opponent struck takes double damage and must succeed on a Fortitude save or be stunned for 1 round.


6th-Level Maneuvers

  • Comet Crush: Strike — Deal 1d6 points of damage per point of Strength-based damage you would normally deal.
  • Crimson Tide: Stance — You may wield weapons up to two sizes larger than normal, and gain 5 additional feet of reach with all melee attacks made with such weapons.
  • Red Scare: Counter — On a successful Intimidate check, the damage dealt to you by a damage-dealing effect or attack is halved.


7th-Level Maneuvers

  • Flash of the Scarlet Menace: Strike — You may make three attacks as a standard action, all at your highest attack bonus and without any penalties.
  • Terror Tactics, Greater: Strike — As lesser terror tactics, except your weapon deals an extra 6d8 points of damage per level of fright instilled in the target.


8th-Level Maneuvers

  • Caress the One, the Never-Fading: Stance — You revel in your enemies' fear, healing yourself by (metaphorically) drinking their tears of impotence.
  • Destroy Willpower: Strike — Make your target's next Will save fail automatically.
  • No Mercy: Boost — Make an Intimidate check. Add the result of this check to the damage of your next successful melee attack.
  • Savage Attack: Stance — All your attacks deal double damage, but all attacks on you also deal double damage.


9th-Level Maneuvers


FeatsEdit

Nightmare Fuel [General] Prerequisites: Intimidate 4 ranksBenefit: Creatures who are immune to fear effects are no longer immune to your Intimidate checks. Instead, they gain a +4 bonus to their opposed rolls against your Intimidate check. This even affects creatures that are mindless, but they gain a +8 bonus to their roll instead of the normal +4. Normal: Creatures who are immune to fear effects cannot be affected by the Intimidate skill.

MiscellaneousEdit

Practitioners of the Amaranth Eclipse discipline are highly advised to take the Hulking Brute trait or any other ability that allows the use of the adept's Strength modifier for Intimidate checks.



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