Difference between revisions of "User:Jota/Dismal Science"
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|+{{Anchor|The Dismal Science}} | |+{{Anchor|The Dismal Science}} | ||
! Maneuver || Level || Type || Effect | ! Maneuver || Level || Type || Effect | ||
+ | |||
+ | |} | ||
+ | |||
+ | {| class="zebra d20" | ||
+ | |+{{Anchor|1st Level Maneuvers}} | ||
+ | ! Maneuver || Type || Effect | ||
|- class="{{Odd-Even}}" | |- class="{{Odd-Even}}" | ||
− | | ''' | + | | '''Bank Run''' || Counter || You may initiate this effect to heal a target within close range 1d10 + your initiator level in hit points. If initiated in response to an effect that restores hit points in close range, you may negate that effect. |
|- class="{{Odd-Even}}" | |- class="{{Odd-Even}}" | ||
− | | ''' | + | | '''Decision Lag''' || Counter || You gain Improved Evasion until the beginning of your next turn. |
|- class="{{Odd-Even}}" | |- class="{{Odd-Even}}" | ||
− | | ''' | + | | '''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. |
|- class="{{Odd-Even}}" | |- class="{{Odd-Even}}" | ||
− | | ''' | + | | '''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. |
+ | |} | ||
+ | |||
+ | {| class="zebra d20" | ||
+ | |+{{Anchor|2nd Level Maneuvers}} | ||
+ | ! Maneuver || Type || Effect | ||
|- class="{{Odd-Even}}" | |- class="{{Odd-Even}}" | ||
− | | ''' | + | | '''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. |
|- class="{{Odd-Even}}" | |- class="{{Odd-Even}}" | ||
− | | ''' | + | | '''Inflation''' || Strike || As part of this strike you make two attacks as a standard action. Each attack roll suffers a -2 penalty. |
|- class="{{Odd-Even}}" | |- class="{{Odd-Even}}" | ||
− | | ''' | + | | '''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. |
+ | |} | ||
+ | |||
+ | {| class="zebra d20" | ||
+ | |+{{Anchor|3rd Level Maneuvers}} | ||
+ | ! Maneuver || Type || Effect | ||
|- class="{{Odd-Even}}" | |- class="{{Odd-Even}}" | ||
− | | ''' | + | | '''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. |
|- class="{{Odd-Even}}" | |- class="{{Odd-Even}}" | ||
− | | ''' | + | | '''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. |
|- class="{{Odd-Even}}" | |- class="{{Odd-Even}}" | ||
− | | ''' | + | | '''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 your Int/Wis/Cha mod worth of hit points. |
|- class="{{Odd-Even}}" | |- class="{{Odd-Even}}" | ||
− | | ''' | + | | '''Recognition Lag''' || Counter || You gain Improved Mettle until the beginning of your next turn. |
+ | |} | ||
+ | |||
+ | {| class="zebra d20" | ||
+ | |+{{Anchor|4th Level Maneuvers}} | ||
+ | ! Maneuver || Type || Effect | ||
|- class="{{Odd-Even}}" | |- class="{{Odd-Even}}" | ||
− | | ''' | + | | '''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. |
|- class="{{Odd-Even}}" | |- class="{{Odd-Even}}" | ||
− | | ''' | + | | '''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). |
|- class="{{Odd-Even}}" | |- class="{{Odd-Even}}" | ||
− | | ''' | + | | '''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). |
+ | |} | ||
+ | |||
+ | {| class="zebra d20" | ||
+ | |+{{Anchor|5th Level Maneuvers}} | ||
+ | ! Maneuver || Type || Effect | ||
|- class="{{Odd-Even}}" | |- class="{{Odd-Even}}" | ||
− | | ''' | + | | '''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. |
|- class="{{Odd-Even}}" | |- class="{{Odd-Even}}" | ||
− | | ''' | + | | '''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. |
|- class="{{Odd-Even}}" | |- class="{{Odd-Even}}" | ||
− | | ''' | + | | '''Hyperinflation''' || Strike || As part of this strike you make three attacks as a standard action. Each attack roll suffers a -2 penalty. |
+ | |} | ||
+ | |||
+ | {| class="zebra d20" | ||
+ | |+{{Anchor|6th Level Maneuvers}} | ||
+ | ! Maneuver || Type || Effect | ||
|- class="{{Odd-Even}}" | |- class="{{Odd-Even}}" | ||
− | | ''' | + | | '''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. |
|- class="{{Odd-Even}}" | |- class="{{Odd-Even}}" | ||
− | | ''' | + | | '''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. |
|- class="{{Odd-Even}}" | |- class="{{Odd-Even}}" | ||
− | | ''' | + | | '''Lemon Socialism''' || Counter || When an ally is reduced to zero hit points within close range, their hit points are set to one and they are then healed xd8+x hit points, where X is the target's ECL. |
+ | |} | ||
+ | |||
+ | {| class="zebra d20" | ||
+ | |+{{Anchor|7th Level Maneuvers}} | ||
+ | ! Maneuver || Type || Effect | ||
|- class="{{Odd-Even}}" | |- class="{{Odd-Even}}" | ||
− | | ''' | + | | '''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. |
|- class="{{Odd-Even}}" | |- class="{{Odd-Even}}" | ||
− | | '''Shoe Leather Cost''' | + | | '''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. |
|} | |} | ||
{| class="zebra d20" | {| class="zebra d20" | ||
− | |+{{Anchor| | + | |+{{Anchor|8th Level Maneuvers}} |
− | ! Maneuver | + | ! Maneuver || Type || Effect |
|- class="{{Odd-Even}}" | |- class="{{Odd-Even}}" | ||
− | | '''Ceteris Paribus''' | + | | '''Ceteris Paribus''' || Stance || While in this stance you radiate a 10' antimagic shell, as per the spell. |
|- class="{{Odd-Even}}" | |- class="{{Odd-Even}}" | ||
− | | '''Technology Shock''' | + | | '''Technology Shock''' || Boost || You gain an additional full round's worth of actions. |
|} | |} | ||
{| class="zebra d20" | {| class="zebra d20" | ||
− | |+{{Anchor| | + | |+{{Anchor|9th Level Maneuvers}} |
− | ! Maneuver || | + | ! Maneuver || Type || Effect |
|- class="{{Odd-Even}}" | |- class="{{Odd-Even}}" | ||
− | | '''Sublime Bubble Collapse''' | + | | '''Sublime Bubble Collapse''' || 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. |
|} | |} |
Revision as of 18:41, 1 June 2011
Maneuver | Level | Type | Effect |
---|
Maneuver | Type | Effect |
---|---|---|
Bank Run | Counter | You may initiate this effect to heal a target within close range 1d10 + your initiator level in hit points. If initiated in response to an effect that restores hit points in close range, you may negate that effect. |
Decision Lag | Counter | You gain Improved Evasion until the beginning of your next turn. |
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. |
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. |
Maneuver | Type | 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. |
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. |
Maneuver | Type | Effect |
---|---|---|
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. |
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. |
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 your Int/Wis/Cha mod worth of hit points. |
Recognition Lag | Counter | You gain Improved Mettle until the beginning of your next turn. |
Maneuver | 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. |
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). |
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). |
Maneuver | Type | Effect |
---|---|---|
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. |
Hyperinflation | Strike | As part of this strike you make three attacks as a standard action. Each attack roll suffers a -2 penalty. |
Maneuver | Type | Effect |
---|---|---|
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. |
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. |
Lemon Socialism | Counter | When an ally is reduced to zero hit points within close range, their hit points are set to one and they are then healed xd8+x hit points, where X is the target's ECL. |
Maneuver | Type | Effect |
---|---|---|
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. |
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. |
Maneuver | Type | Effect |
---|---|---|
Ceteris Paribus | Stance | While in this stance you radiate a 10' antimagic shell, as per the spell. |
Technology Shock | Boost | You gain an additional full round's worth of actions. |
Maneuver | Type | Effect |
---|---|---|
Sublime Bubble Collapse | 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. |