Short Blade (3.5e Martial Discipline)/All Maneuvers

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Amazing Flourish
Short Blade (Strike)
Level: 6
Prerequisite: 3 Short Blade maneuvers
Initiation Action: 1 full-round action
Range: Personal
Target: One creature

As part of this maneuver, make a full attack. All of your attacks must target a single creature. The target of this maneuver is treated as flat-footed against this attack.


Animalistic Frenzy
Short Blade (Strike)
Level: 5
Prerequisite: Two Short Blade maneuvers and one Short Blade stance
Initiation Action: 1 Swift action
Range:
Target: One creature

You charge leap and "full attack"

You must initiate this maneuver before making any attacks on your current turn. For the remainder of your turn, you can make a full attack as a standard action.


Assassin's Kiss
Short Blade (Stance)
Level: 4
Prerequisite: Two Short Blade maneuvers
Initiation Action: 1 Swift action
Range: Personal
Target: You
Duration: Stance

Look at all that blood trapped in there, better stab a few holes in to help it escape.

While you are in this stance, you gain the sneak attack ability, if you do not already have it, which deals an extra 2d6 points of damage. If you already have the sneak attack class feature, your existing sneak attack ability deals an extra 2d6 points of damage. See the rogue class feature (PH 50) for a complete description of sneak attack. In addition, any attacks you make deal 1d6 points of bleedout damage whenever you qualify for a sneak attack.


Charging Strike
Short Blade (Strike)
Level: 3
Prerequisite: 1 Short Blade maneuver
Initiation Action: 1 full-round action
Range: Personal
Target: One creature

You charge at your foes and use that power to rips your opponents apart.

As part of this maneuver, make a charge attack. If your target is more then 10 feet away from your starting position, your attack deals an extra 1d6 damage for every 10 feet of movement before your attack.


Critical Threat
Short Blade (Boost)
Level: 5
Prerequisite: Two Short Blade maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

Stab...Stab...Stab...Stab...OK OVERKILL STOP IT ALREADY!

You must initiate this maneuver before making any attacks in the current round. For the remainder of your turn, the critical threat range of any weapon you wield is increased by 4. This ability does not stack with the Improved Critical feat, the Keen property, or similar effects.


Defensive Reflexes
Short Blade (Counter)
Level: 2
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous

No, don't hit me in my heavily armored spot!

You may activate this maneuver in response to a melee attack. Make a Sleight of Hand check. The result of your skill check becomes your AC against the attack, as you trick them into striking a place on your body that is actually well defended.


Greater Sneak Attack
Short Blade (Boost)
Level: 3
Prerequisite: Two Short Blade maneuvers
Initiation Action: 1 Swift action
Range: Personal
Target: You

Occasionally you get a jolt of adrenaline allowing you to stab a person a second time before they notice.

After initiating this maneuver, your sneak attack ability deals double damage for the remainder of your current turn.


Hidden Blade
Short Blade (Strike)
Level: 4
Prerequisite: Two Short Blade maneuvers
Initiation Action: 1 immediate action
Range: Melee Attack
Target: One creature

With one quick motion you snap the kukri out of your hidden pouch and slice it across their throat.

You can draw sheathed or concealed weapon and attack with it as an immediate action. The target is flatfooted against this attack, and you deal an extra 1 point of damage per initiator level. If this attack is made before initiative has been rolled, the target of this maneuver takes a -8 penalty to initiative.


Killer Instinct
Short Blade (Stance)
Level: 5
Prerequisite: 2 Short Blade maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: you
Duration: Stance

I see you....

While you are in this stance, you gain blindsense out to 80 feet. While charging, you may opt to lower your Dexterity bonus to AC for one round. Your attacks made while your AC is so lowered deal an extra 1d6 damage per point of your Dexterity bonus you forgo. Your attacks also deal an additional amount of damage equal to half of your highest base attack bonus, rounded down.



Momentum Redirect
Short Blade (Counter)
Level: 1
Initiation Action: Swift
Range: Personnal
Target: One creature
Saving Throw: Reflex

You use your opponents momentum against them causing them to move in the wrong direction.

If your opponent runs more then 10 feet at you and they would normally stop you can redirect them in any direction which they must then follow through with for the rest of their movement if they have any left except for the way they came. Example, If someone with 30 movement ran at you from 10 feet away you could redirect them and they would have to keep going for the other 20 feet in the direction you redirected them to. When this is happening your opponent can choose to make a reflex save to try to stop this, the DC is 11+ dex mod.



One Whole
Short Blade (Stance)
Level: 1
Initiation Action: Swift
Range: Personal
Target: You
Duration: Stance

The way you grip your weapons gives you the most powerful you can for a weapon so slight.

When in this stance, you treat light weapons as one-handed weapons when beneficial, and their damage increases by one size.


Reverse Grip
Short Blade (Boost)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round

You flip your weapon into a reverse grip, blade pointing down. Now you can deflect things like tonfas, and take advantage of the sudden change in stance.

For 1 round you gain a +2 shield bonus for each light weapon your wield (up to a maximum +4 if wielding two or more weapons). This bonus stacks with itself, but not other shield bonuses. In addition, any attacks have a 50% chance of counting the target as flatfooted for feats and abilities (but not AC) as you quickly switch up positions as you fight.


Rogue Training
Short Blade (Strike)
Level: 2
Prerequisite: Two Short Blade maneuvers
Initiation Action: Standard action
Range: Melee attack
Target: One creature

Twist the knife, take his life.

Make a single attack against a flanked or Dex-denied opponent. You deal sneak attack damage as a rogue of your initiator level. This stacks with any sneak attack you possess.


Serrated Blade
Short Blade (Boost)
Level: 2
Initiation Action: Swift
Range: See text
Targets: All
Saving Throw: Will

With your blade you mix the worlds shadows and your own chi to create a partially real illusion making your opponents minds do the hurting.

When you activate this maneuver it makes all the people you've struck this turn feel like they've been ripped open by a serrated blade, Which causes them to take 1d6 damage unless they make their will save, Which would be DC 10 + Maneuver level + Wis mod.


Shank
Short Blade (Strike)
Level: 6
Prerequisite: 3 Short Blade maneuvers
Initiation Action: Standard
Range: Melee attack
Target: One creature
Saving Throw: Fortitude

You stab somewhere no one should ever get stabbed

If you activated this strike and attack an opponent, who must be flat footed or flanked, they must make a fort save or be staggered for one round. If they fail the first fortitude save they must make a secondary save based on a fortitude or will save, whichever is higher, or die. The DC for the first save is 10 + Class level + Maneuver level. The DC for the second save is 10 + half class level + Dexterity modifier. In addition, if the opponent makes any of these saves, they are immune to this maneuver from you for 24 hours.


Under A Tack
Short Blade (Strike)
Level: 4
Prerequisite: 2 Short Blade maneuvers
Initiation Action: Standard
Range: Melee Attack or Ranged Attack
Target: One creature
Saving Throw: Reflex

You throw the dagger, pinning them to the wall by their wrist.

Make an attack roll with any piercing weapon against a target near aby wall or structure within 10 ft. If you hit, you deal an extra 4d6 damage and they must make a Reflex save or be pinned to a wall or other structure their size or greater. The opponent is immobile and flatfooted for as long as they remain pinned to the wall, and they take 1d6 points of damage each round until they can pull the weapon out of the wall and their body. Removing the weapon requires a Strength check equal to the Reflex DC. The weapon can also be sundered to free themselves. If you use this maneuver without a nearby wall to pin them to, they still take the extra damage and damage over time, but it only takes a move action to remove the weapon (no strength check) and they are not immobile.

You can pin creatures to the ground, but only if they are prone or otherwise largely horizontal to the surface of the ground.

This attack is extra effective against vampires. It can be used to stake a vampire if they fail the save, regardless if there is a wall nearby or not.

Because most don't want to lose access their primary weapon, most initiators use arrows, or cheap throwing daggers or other sharp objects.


Wrist Cutter
Short Blade (Counter)
Level: 3
Prerequisite: One Short Blade maneuver
Initiation Action: 1 Immediate action
Range: Melee attack
Target: One creature

Drop the weapon, creep!

When an opponent you threaten attacks you in melee on its turn, you can initiate this maneuver to immediately make an attack of your own. If your melee attack successfully deals damage, the target must make a Concentration check (DC 10 + damage dealt) or drop their weapon, negating their attack. If your attack misses you are left vulnerable, and you take a -4 AC penalty for 1 round.