Wild Moon (3.5e Martial Discipline)/All Maneuvers

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Aldrenaline Burst
Wild Moon (Counter)
Level: 3
Prerequisite: Need one Wild Moon maneuver
Initiation Action: Immediate Action
Range: Personal
Target: Self
Duration: Instantaneous


With a burst of aldrenaline you find the strength to lift the boulder off of your ally, just in time!

As an immediate action you can gain your initiator level as a morale bonus to any one strength or dexterity check.


Anger Overwhelming
Wild Moon (Stance)
Level: 3
Prerequisite: Needs one Wild Moon maneuver
Initiation Action: Swift Action
Range: Personal
Target: Self


You shouldn't have done that.

Resistance only makes your attacks harder! The more damage you have, the more damage you deal, up to your maximum normal hit points. For every 10 points of damage you possess you have a +1 bonus to damage (round down). For example a fighter who has taken 67 points of damage has a +6 bonus on damage rolls.


Argentum Scourge
Wild Moon (Strike)
Level: 1
Initiation Action: Swift Action, Standard Action, or Full-Round Action; see text
Range: Personal or 60 feet; see text
Target or Area: Self or One Creature per Initiator Level; see text
Duration: 1 round or 1 minute/level; see text


With a prayer to the moon, you draw your blade which now shines with a shimmering silver edge.

This boost allows your weapons to count as silvered weapons for the purpose of bypassing damage reduction. Its effectiveness depends entirely on how long one focuses on its power.

As a swift action, you can imbue your own weapons with the silver effect for 1 round.

As a standard action, you can imbue your own weapons with the silver effect for 1 minute/level.

As a full-round action, you can imbue your weapons and the weapons of all allies in a 60 foot burst for 1 minute/level.

You do not take the damage penalty for silver weapons and the weapon still counts as its original type as well. This maneuver is a supernatural ability.


Blood Mark
Wild Moon (Counter)
Level: 5
Prerequisite: Needs one Wild Moon maneuver
Initiation Action: Immediate Action
Range: Touch
Target: One Creature
Duration: 1 day/level
Saving Throw: Will negates


As you slash your opponent, the blood seems to form a pattern on their chest and stains their skin. Now they can't escape you.

If you wound a creature with at least 1 point of damage that draws blood (typically slashing or piercing damage), you may initiate this maneuver to curse them. Their bodies will release a spiritual miasma which your senses can follow, ultimately revealing their location. They must make a Will save or become easy to track down with your supernatural senses. You always know the direction and distance to the cursed target at all times, no matter how far away. If they move to another plane, you know which plane they went to but you do not know their direction and distance until you get on the same plane. If the target is under the effect of spells such as nondetection the initiator must make a level check (1d20 + initiator level) against DC 11 + the caster level of nondetection. Applying nondetection, mind blank and similar spells after the fact do not help.

While you always know where they are, they always know where you are, but only when you are within 60 feet. They cannot determine direction, but they can determine distance. Their skin begins to burn where the mark was formed, though this pain does not cause any penalties.

Remove curse with a caster level higher than your initiator level, or other spells and effects which remove curses can dispel this maneuver.

This is a supernatural maneuver.


Blood Moon Frenzy
Wild Moon (Strike)
Level: 9
Prerequisite: Need four Wild Moon maneuvers
Initiation Action: Standard Action
Range: Melee Attack
Target: One Creature
Duration: Instantaneous
Saving Throw: Fortitude partial; see text


KILL! MAIM!! BURN!!!

You make a brutal melee attack which deals an additional +15d6 damage and 2d6 points of Con damage. In addition you may completely sever one limb of your choice, invoking the following penalties as appropriate:

  • Arm/Limb: An arm is missing, disallowing the use of attacks with it or holding anything.
  • Leg: A leg is missing, which reduces their speed by 10 feet for creatures with five or more legs, or cripples them and forces them to crawl for quadrapeds and those with few legs. A creature crawls at 5 feet.
  • Tail: A tail is missing, preventing them from making natural attacks with any tail slaps, and they take a -20 penalty on balance checks and ability checks made to resist bull rushing, trips, and other forced movement effects.
  • Wing: A wing is missing, decreasing their maneuverability by two steps (minimum clumsey) and reducing their fly speed by 10 feet if they have three or more wings. Most creatures only have two wings, and cannot fly at all with a single or no wings.
  • Head: You may tear off the creature's head, which kills most creatures instantly. However they receive two Fortitude saves. If they succeed on either on, they succeed on a save against this ability.

Once a limb is gone, it is gone and must be regenerated by actual regeneration or spell. Creatures lose 1 hp every round after whenever they take a stressful action, as if they were dying with the diehard feat, which is cured once they recieve healing. Creatures get a Fortitude save for partial, DC 19 + Str modifier. On a successful save they do not lose a limb and take half the Con damage, but still take the full extra damage.

This ability can injure even creatures immune to critical hits. Your close combat is reckless and leaves you open to attack. After using this maneuver you suffer a -4 penalty to AC until the beginning of your next turn.


Blood of Asmodeus
Wild Moon (Stance)
Level: 9
Prerequisite: Five Wild Moon Maneuvers
Initiation Action: 1 swift action
Range: Stance
Target: You
Saving Throw: Will negates
As the moonlight seeps into your bones, you draw in more than ever before. The relaxing cold of the familiar energy is replaced by numbness and heat. The calm blue thickens into a pitch black that devours all light and claws at your sanity.

You feel nervous.

You feel shaky, and unfocused.

You feel...you feel...

...gooood.

While in this stance, the initiator is allowed all the benefits of being a Half Fiend and being a Lich with the exception that they do not come back after 1d10 days when killed, you retain a Constitution score if you had one, and the only notable changes in appearance are wings and red eyes. If the creature already had either of these templates, the effects of the pre-existing template are gained again(including spell-like abilities per day). If the initiator would be destroyed while in this stance, they are instead restored to full HP and heal all other ails, but the stance ends and cannot be used for 72 hours. In addition, if rage or similar effects are engaged during this stance as long as this stance didn't create them passively, all movement speeds are tripled, and the rage lasts for the duration of combat. You must make a DC 30 Will save to stop your kill frenzy however, or you will try to kill anything you identity as living for 24 hours. You may retry this save every minute.

Channelling such darkness is not without price, however. The initiator is affected as though by a Berserking Sword whenever this Stance is active(though you may still use spell like abilities granted by the stance), and must succeed a DC 30 Will save to end such effects in combat. In addition, whenever you would interact with another character, if you know this stance, you have a 35% chance of behaving as though Chaotic Evil. This can also be negated by a DC 30 Will save.

This is a supernatural ability.


Claws of the Beast
Wild Moon (Stance)
Level: 1
Prerequisite: Needs one Wild Moon maneuver
Initiation Action: Swift Action
Range: Personal
Target: Self


SNIKT!

You summon claws from your hands, allowing you to use them as primary natural weapons that deal 1d6 + strength modifier in damage, with a 20/x2 critical. If you already possess claws, you deal damage as if you were one size larger. Your claws become enchanted based on your ranks in Control Shape.

Claw Enhancement
Ranks Bonus
1-4 +1
5-8 +2
9-12 +3
13-16 +4
17-20 +5
21+ +6

This maneuver is a supernatural ability.


Crescent Transformation
Wild Moon (Strike)
Level: 6
Prerequisite: Need two Wild Moon maneuvers
Initiation Action: Standard Action
Range: Melee Attack or Touch; see text
Target: One Creature
Duration: Permenant
Saving Throw: Fortitude negates, Will partial; see text

You use the transmuting power of the moon to change your opponent from angry barbarian to mewling kitten.

You may either use this as a touch attack, or as part of a melee attack. On impact the creature must make a Fortitude save or transform into a helpless animal as if afflicted by baleful polymorph. Unlike baleful polymorph, you must make a Control Shape skill check as part of this maneuver. Your result is the maximum number of HD you can affect with this ability.

This is a supernatural maneuver. It requires access to natural or magical shapeshifting.


Crimson Moon Fang
Wild Moon (Strike)
Level: 5
Prerequisite: Need two Wild Moon maneuvers
Initiation Action: Standard Action
Range: Melee Attack
Target: One Creature
Duration: Instantaneous
Saving Throw: Fortitude partial

Your jaws land on the elf's arm with a sickening crunch, leaving the bones in fragments and the arm useless.

You make a brutal melee attack which deals an additional +6d6 damage and 1d4 points of Con damage. In addition you may render one limb injured, invoking the following penalties as appropriate:

  • Arm/Limb: One of their arms is wounded, and can no longer be used to wield weapons or make attacks, though they may still carry items.
  • Leg: One of their legs is wounded, reducing their speed by 10 feet (to a minimum of 5 feet). If the creature has all wounded legs, they drop prone and their speed automatically drops to 5 feet as they are forced to crawl.
  • Tail: One of their tails is wounded, preventing them from making natural attacks with any tail slaps, and they take a -8 penalty on balance checks and ability checks made to resist bull rushing, trips, and other forced movement effects.
  • Wing: One of their wings is wounded, decreasing their maneuverability by one step (minimum clumsey) and reducing their fly speed by 10 feet. If a creature's wings are all wounded, they can no longer fly.
  • Head: Their head bleeds profusely, getting in their eyes. This accompanied with blood loss creates a 20% miss chance on attacks.

Effects last until the creature is fully healed or makes a Heal check as a standard action, DC equals 5 + your initiator level. Creatures get a Fortitude save for partial, DC 16 + Str modifier. On a successful save they do not injure a limb and take half the Con damage, but still take the full extra damage.

Creatures immune to critical hits are immune to the injuring of limbs, but not to the extra damage or ability damage. Your close combat is reckless and leaves you open to attack. After using this maneuver you suffer a -4 penalty to AC until the beginning of your next turn.


Eye Pluck
Wild Moon (Strike)
Level: 8
Prerequisite: Need three Wild Moon maneuvers
Initiation Action: Standard Action
Range: Melee Attack
Target: One Creature
Duration: Instantaneous
Saving Throw: Fortitude partial


The eyes are the most vulnerable part of any being. You'll be sure to remind them why.

You focus your aim onto the eyes of your enemy, tearing them right out of their heads. Make an attack at a -4 penalty, if you hit you deal double damage, and the victim must make a Fortitude save DC 18 + Str or be rendered blind. On a successful save they are dazzled for 1 round instead of blinded, and they still take the extra damage. The eyes remain mutilated until restored by natural regeneration, the regenerate spell, or stronger magic.

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Ferocious Leaper
Wild Moon (Stance)
Level: 3
Prerequisite: Two Wild Moon maneuvers
Initiation Action: Swift
Range: Personal
Target: Self

With a single jump, the monster quickly cleared the roof and resumed the pursuit of her prey.

This stance allows the transformed initiator to make tremendous leaps. This stance only grants benefits to an initiator in their hybrid form or equivalent.

While in this stance, the initiator gains a fly speed equal to her base land speed with poor maneuverability, but only she was in contact with the ground before starting her movement. The initiator can take a double move actions, the run action or charge action this way with only the initial ground contact. She may only travel in a straight line or in a parabolic arc created by gravity with the fly speed granted by this stance. If the initiator starts her turn in the air, she fall as normal. As an additional benefit this stance allows the initiator to ignore 10 feet of fall per initiator level.



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Finish the Prey
Wild Moon (Strike)
Level: Wild Moon 6
Prerequisite: Three Wild Moon Maneuvers
Initiation Action: One Round
Range: Touch
Target: One Creature
Duration: Instantaneous
Saving Throw: Fortitude partial

Finish Him!

You may only initiate this maneuver once you successfully pinned a creature for 2 or more consecutive round, making a grapple check as a one round action. If you succeeded your foe must make a Fortitude save or become dying as it neck or spine is brutally and audibly snapped. On a successful save the creature take 11d6 + thrice your Strength in damage, also snapping it neck if the damage is enough to bring it to 0 or below. If the creature survive you need to put in it for 2 more round if you want to attempt to initiate it again.

If at least 20 points of magical healing is provided within 3 rounds, the creature is saved and is at -9 but stable and able to breath. Otherwise the creature die within 3 rounds. If the creature fail it save the damage dealt by this maneuvers was enough to kill, you may crush it head instead of snapping it neck, killing it instantly.

A creature not fatally hindered by the loss of it head or without such thing is immune to the death effect of this maneuver but not it damage. It still must make the save against the possible removal of it head however.



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Flaying Strike
Wild Moon (Strike)
Level: 7
Prerequisite: Need two Wild Moon maneuvers
Initiation Action: Standard Action
Range: Melee Attack
Target: One Creature
Duration: Instantaneous
Saving Throw: Fortitude partial


Even the barbarian seemed a little squicked as you tore into the opponent with such savagry that when you were done, their skin was tatters hanging off their exposed flesh.

You brutally flay an opponent's skin with a vicious attack. You make a melee attack and deal an additional +10d6 damage, and the opponent loses 2d8 points of natural armor bonus (to a minimum of 0 natural armor). The natural armor remains lost until the target is completely healed of all damage, recieves a regenerate spell which cures the effect in 1 round, or makes a Heal check as a full round action, DC 15 + your initiator level. The torn skin leaves the victim in terrible pain, they take a -2 penalty to attack as long as their condition persists.

A successful Fortitude save DC 17 + Str modifier negates the penalty to attack rolls from pain and halves the loss of natural armor.


Infectious Reposte
Wild Moon (Counter)
Level: 7
Prerequisite: Needs two Wild Moon maneuvers
Initiation Action: Standard Action
Range: Personal
Target: Self
Duration: Instantaneous


Oh god it burns, it burns like a sickness!

If a creature makes a successful attack against you, you can initiate this maneuver as an immediate action to counterattack with an unarmed strike (typically 1d4 for a medium creature). You do not provoke attacks of opportunity for this attack. In addition to the damage the enemy must make a Fortitude save or fall ill with a powerful magical curse that acts as if a disease. Immunity to disease does not help against this attack. Victims immediately take 1d6 points of Charisma damage. Each round they must save against the damage until they have succeeded on three consecutive saves. Otherwise the damage can continue indefinately.

If their charisma score drops to 0, they pass into a coma and for all purposes, appear to perish. A DC 25 Heal check will prove they are still alive. After 24 hours, the creature will respawn as an infected lycanthrope of your choice. It will not possess any memories of its previous life, and can only get them back with the effects of limited wish and stronger.

This maneuver is a supernatural ability. It requires access to natural or magical shapeshifting.


Instinctive Riposte
Wild Moon (Counter)
Level: 1
Initiation Action: Immediate Action
Range: Melee Attack
Target: One Creature
Duration: Instantaneous


Without even thinking you lashed out back at your opponent, smacking them in the head!

If a creature makes a successful attack against you, you can initiate this maneuver as an immediate action to counterattack with an unarmed strike (typically 1d3 for a medium creature). You do not provoke attacks of opportunity for this attack.


Jaw of the Beast
Wild Moon (Stance)
Level: 1
Prerequisite: Needs one Wild Moon maneuver
Initiation Action: Swift Action
Range: Personal
Target: Self

Your teeth grow elongated and sharp granting you a bite attack, allowing you to use it as primary natural weapons that deal 1d10 + strength modifier in damage, with a 20/x2 critical. If you already possess a bite, you deal damage as if you were one size larger. Your bite become enchanted based on your ranks in Control Shape.

Bite Enhancement
Ranks Bonus
1-4 +1
5-8 +2
9-12 +3
13-16 +4
17-20 +5
21+ +6

This maneuver is a supernatural ability.


Lunar Pack
Wild Moon (Rush)
Level: 4
Prerequisite: Needs one Wild Moon maneuver
Initiation Action: Full-Round Action
Range: Personal or Creatures in 60 feet; see text
Targets: Self or One Willing Creature per level in a 60 foot emanation; see text
Duration: 1 round or 4 hours (D); see text


You crouch and change into a spectral wolf, escaping through a thin but solid wall to freedom!

You transform into a spectral animal (typically a wolf, but it can appear to be anything) and move forward, bypassing dangers and moving rapidly. This maneuver may be used in two ways. The first way is a full round action, allowing you to make a double move action or a run action as an incorporeal beast for 1 round. You do not provoke attacks of opportunity for movement, are unhindered by difficult terrain, do not breath, and may pass through enemy squares and obstructions which are less than 5 feet thick. Any attacks or spells against you suffer a 50% miss chance, and non-magical weapons cannot hit at all. Force effects and ghost touch weapons affect you normally. You cannot make attacks in this form. You must end your turn in a valid space; if you return to normal inside a wall or other solid object you are shunted out 1d6x10 feet away to the closest empty space and take 1d6 damage, repeating as needed.

Alternatively you can initiate this maneuver and and bring along up to one willing creature per level with you, transforming them as well. None of you can attack in this state, but you may move with a land speed of 50 feet or your own speed, whichever is better. Over long distances your incorporeal nature allows you to bend space and distances, letting you to reach anywhere in the world that could be concievably reached by running or swimming. Travel time takes 1d4 hours, regardless of distance. This is not a teleportation effect. Creatures must stay within 60 feet of you at all times. If they spend more than 1 minute outside of your emanation, their transformation ends and they are transformed back to normal.

Neither version of the maneuver can fly, even though you are incorporeal. You can dip as far as 5 feet below the surface of the land, or along the surface of water as if it were land. You may speak in your transformed state, but your items are absorbed into your body until you transform back.

This is a supernatural maneuver. It requires access to natural or magical shapeshifting.


Lunatic High
Wild Moon (Boost)
Level: 4
Prerequisite: Need two Wild Moon maneuvers
Initiation Action: Swift Action
Range: 30 feet
Targets: One creature/level in a 30 ft. radius burst from self
Duration: 3 rounds or 1 minute; see text
Saving Throw: Fortitude negates (harmless)


The light of the moon makes changes in everyone on a primal level. Give into the pulse of the night...

You channel the feral light of the moon, causing everyone's body's to go into overdrive from the drug-like mental high it gives. All targets are subject to haste for 3 rounds. If performed at night under the light of the moon (full or not), the duration extends to 1 minute.

This maneuver is a supernatural ability.


Lunatic Rage
Wild Moon (Boost)
Level: 6
Prerequisite: Need two Wild Moon maneuvers
Initiation Action: Swift Action
Range: 30 feet
Targets: One creature/level in a 30 ft. radius burst from self
Duration: 3 rounds or 1 minute; see text
Saving Throw: Will negates (harmless)


The light of the moon enhances emotions... love, fear, anger... it drives people into madness.

You channel the feral light of the moon, provoking furious anger from deep within. All targets are subject to the effects of rage as the spell for 3 rounds, except the bonuses are +4 Str and Con, +2 on Will saves, and -2 AC as per a normal barbarian rage. If performed at night under the light of the moon (full or not), the duration extends to 1 minute.

This maneuver is a supernatural ability.


Lycan Essence
Wild Moon (Stance)
Level: 2
Prerequisite: Needs one Wild Moon maneuver
Initiation Action: Swift Action
Range: Personal
Target: Self


Your senses sharpen and the vicious dogs keep their distance from you, unable to strike.

You gain scent and low-light vision, and creatures of the Animal type must succeed on a Will save, DC 12 + Str modifier, or be manipulated into not attacking you as if you were under the effect of sanctuary. Like the spell, the effect is broken when you attack. A successful save renders the animal immune for 24 hours.

If you are a lycanthrope you may change shape as a swift action while you are in this stance.


Lycanthropic Curse
Wild Moon (Strike) [Compulsion, Mind-Affecting]
Level: 3
Prerequisite: Need one Wild Moon maneuver
Initiation Action: Standard Action
Range: Melee Attack or Touch
Target: One Creature
Duration: 1 round/level
Saving Throw: Will negates

The curse fell on the opponent who suddenly growled, hair growing on his arms and chest and muscles straining. You make your way out quickly as the feral foe tore into his nearby allies.

You curse your opponent with a temporary but vicious form of lycanthropy. You may either make this as part of a melee attack, or as a touch attack. An affected subject gains a +4 racial bonus to Strength, but goes insane and simply attacks the nearest creature to the best of its ability, losing sight of friend and foe. They may still cast spells but take no other actions but attacking, even if wounded. They will automatically try to attack the last creature who assaulted them last round before returning to simply fighting the closest target. When the curse ends they regain their sanity and lose the bonus to strength.

Curiously, this curse can be used to undo the effects of confusion and involentary lycanthrophe transformations, helping the target regain sanity. On a touch the target gains another saving throw attempt or control shape check to resist the effects of confusion, insanity, and lycanthropy.

This is a supernatural maneuver.


Madness in the Blood
Wild Moon (Boost)
Level: 2
Initiation Action: Swift Action
Range: Personal
Target: Self
Duration: 3 rounds


Your heart beats quickly and your eyes turn red as the beast overtakes you!

You send yourself into a terrible rage, but loose track of friend and foe in the process. For 3 rounds you gain +4 morale bonus to strength, 2 temporary hp per initiator level, and +2 morale bonus on all saves. Any compulsion effects are suppressed as if you were under protection from evil for the duration. You are under the same restrictions on actions as a barbarian in rage, plus you cannot do anything but attack or move in search of the opponent for the duration. You may use maneuvers, so long as they are from the Amaranth Eclipse, Domestic Tarrasque, Iron Heart, Stone Dragon, Tiger Claw, or Wild Moon disciplines, and you may retain any stances you were in when you initiated this maneuver. You lose sight of friend and foe, and must attack the nearest creature to the best of their ability, or the creature which attacked you last.

You must resist any ally spells and effects as if they were hostile. At the end of the duration, you are fatigued for 1 round.


Madness in the Mind
Wild Moon (Boost)
Level: 5
Prerequisite: Need one Wild Moon maneuver
Initiation Action: Swift Action
Range: Personal
Target: Self
Duration: 3 rounds


Sanity is for the weak, so insanity must make you strong!

You send yourself into a terrible rage, but loose track of friend and foe in the process. For 3 rounds you gain +6 morale bonus to strength, 3 temporary hp per initiator level, and +3 morale bonus on all saves. Any compulsion effects are suppressed as if you were under protection from evil for the duration. You are under the same restrictions on actions as a barbarian in rage, plus you cannot do anything but attack or move in search of the opponent for the duration. You may use maneuvers, so long as they are from the Amaranth Eclipse, Domestic Tarrasque, Iron Heart, Stone Dragon, Tiger Claw, or Wild Moon disciplines, and you may retain any stances you were in when you initiated this maneuver. You lose sight of friend and foe, and must attack the nearest creature to the best of their ability, or the creature which attacked them last.

If you are struck with a mind-affecting effect during the duration, the enemy caster takes 1d6 points of damage per spell level as backlash damage for contacting your distorted raging mind.

You must resist any ally spells and effects as if they were hostile. At the end of the duration, you are fatigued for 1 round.


Madness in the Soul
Wild Moon (Boost)
Level: 8
Prerequisite: Need two Wild Moon maneuvers
Initiation Action: Swift Action
Range: Personal
Target: Self
Duration: 3 rounds


I'll kill you! I'll kill you to DEATH!

You send yourself into a terrible rage, but loose track of friend and foe in the process. For 3 rounds you gain +8 morale bonus to strength, 4 temporary hp per initiator level, and +4 morale bonus on all saves. Any compulsion effects are suppressed as if you were under protection from evil for the duration. You are under the same restrictions on actions as a barbarian in rage, plus you cannot do anything but attack or move in search of the opponent for the duration. You may use maneuvers, so long as they are from the Amaranth Eclipse, Domestic Tarrasque, Iron Heart, Stone Dragon, Tiger Claw, or Wild Moon disciplines, and you may retain any stances you were in when you initiated this maneuver. You lose sight of friend and foe, and must attack the nearest creature to the best of their ability, or the creature which attacked them last.

If you are struck with a mind-affecting effect during the duration, the enemy caster takes 1d6 points of damage per spell level as backlash damage for contacting your distorted raging mind. In addition you are immune to [Death] effects, and any attempt at using a death effect against you deals 1d6 backlash damage per spell level.

You must resist any ally spells and effects as if they were hostile. At the end of the duration, you are fatigued for 1 round.


Moonlight Eye
Wild Moon (Strike)
Level: 4
Prerequisite: Need one Wild Moon maneuver
Initiation Action: Standard Action
Range: 60 ft.
Effect: Cone Shaped Emination
Duration: 1 hour/level or until expended; see text
Saving Throw: None

Your eyes shone with a pale silver light, the moon's reflection seen deep within.

Your eyes shine and release a cone of pale silver light which illuminates anything within a 60 foot cone, and not carrying anywhere beyond 60 feet. Any creatures not in their natural form (such as by alter self or creatures with the shapechanger subtype in any form take 3d6 points of damage if they pass through your cone and each round they spend within it. This takes no action on your part, other than to be looking the right way. You may redirect the angle of the cone as a free action on your turn only. You may exclude creatures from the harmful effect as a free action.

As a swift action you can discharge the effect, and any illusions within the effect are immediately dispelled.

This is a supernatural maneuver.


Night Howl
Wild Moon (Strike) [Fear, Mind-Affecting]
Level: 4
Prerequisite: Need two Wild Moon maneuvers
Initiation Action: Standard Action
Range: 30 ft.
Area: Cone Shaped Burst
Duration: 1 round/level or 1 round; see text
Saving Throw: Will partial

HOOOOOOOOOOOW-HOOOOOOOOOOOWWWLLLLLLL!!!!

Your release a baleful howl which triggers an instinctive fear of wild beasts in others. Creatures who fail their save become frightened for 1 round per level. If the Will save succeeds, the creature is shaken for 1 round.

This is a supernatural maneuver.


Primal Bloodlust
Wild Moon (Stance)
Level: 7
Prerequisite: Needs three Wild Moon maneuvers
Initiation Action: Swift Action
Range: Personal
Target: Self


Your teeth sharpen as you grow hungry and feral. They look less like people and more like walking meals now...

You gain the scent ability, which is improved to detect creatures which are wounded and bleeding up to 3000 feet away. Up close, bleeding creatures smell so strong you can detect them in 30 feet as if using blindsense. This is in addition to the usual properties of scent.

You also gain a bite attack which deals 1d8 + strength modifier in damage for medium creatures (or 1-1/2 strength if it is the only attack you make in the round). If you already possess a bite attack, the damage is improved by one step.

Whenever you successfully kill creatures, their deaths empower you with greater lust for destruction. Every time you kill a creature you gain a bonus to attack rolls equal to 1/4 its CR (round down). That means the lowest CR creature that can provide a benefit is CR 4. The bonus lasts for 1 minute, and bonuses overlap, they do not stack.

Finally, you can choose to devour a helpless or dead fleshy creature for sustenance. You gain 1 hp for every HD the creature possessed. Eating a creature your size takes 1 minute, while eating creatures larger or smaller than you takes twice as much or half as much time respectively. For example a medium creature eating a tiny creature takes 3 rounds. You do not need to cook your meal, your stomach is tough enough to devour raw and rotting flesh.


Red Moon Claw
Wild Moon (Strike)
Level: 1
Initiation Action: Standard Action
Range: Melee Attack
Target: One Creature
Duration: Instantaneous

Your claw slashes over their throat, releasing a brilliant scarlet cloud of blood into the air.

You make a melee attack that deals an additional +1d6 damage and 1 point of Con damage, but you take a -4 penalty to AC until the start of your next turn.


Shape of the Beast
Wild Moon (Boost)
Level: 6
Prerequisite: Need three Wild Moon maneuvers
Initiation Action: Full-Round Action
Range: Personal
Target: Self
Duration: 1 minute/level


This form is not the only one you own. Inside you're a monster, let them see the truth.

This maneuver duplicates the effects of polymorph, except you can only take on the forms of creatures of the Animal and Magical Beast types. You may continue to use maneuvers, but may be limited due to inability to speak, lack of hands, or other gross changes. You do not regain hit points as if you had rested for the night when changing form, nor does your own type change.

This maneuver is a supernatural ability. It requires access to natural or magical shapeshifting.


Skin of the Lycan
Wild Moon (Stance)
Level: 5
Prerequisite: Needs two Wild Moon maneuvers
Initiation Action: Swift Action
Range: Personal
Target: Self


Your arm hairs seem to stand up and your skin turns slightly pale like the moon.

You gain DR/silver based on the number of ranks you have in Control Shape. For every 3 ranks you possess, you gain 1 point of DR/silver. For example, if you have 13 ranks, you gain DR 4/silver.

If you already have a material based DR (such as DR 10/adamantine), you may instead replace the material with DR/silver and magic, and use whichever damage reduction amount is higher.


Sled Fang
Wild Moon (Strike)
Level: 2
Prerequisite: Need one Wild Moon maneuver
Initiation Action: Full Round Action
Range: See text
Target: One Creature
Duration: Instantaneous

You dash behind the vampire who scoffs at your attempts to harm him. "You fool, you ran right by me. You missed." Then he fell apart in two.

You move up to twice your land speed in a straight line, and may make a single attack against a target anywhere along your movement, dealing an extra +3d6 damage. This is a charge attack, gaining you the typical +2 to attack and -2 to AC.


Tearing Wounds
Wild Moon (Strike)
Level: 9
Prerequisite: Need four Wild Moon maneuvers
Initiation Action: Standard Action
Range: Melee Attack
Target: One Creature
Duration: Instantaneous
Saving Throw: None


As the party battled the tarrasque, you noticed a bleeding gash on its underbelly. Before it sealed closed you lept up, grabbing the ragged edges of the wound, and disembowled the titanic beast!

You make a melee attack. If you hit you do not deal your normal damage, but instead deal damage equal to the enemy's maximum hit points minus their current hit points.

For example if the opponent currently has 10 points of damage, you deal 10 damage. If it has 100 damage, you deal 100 damage. If the opponent is uninjured, you deal no damage. So long as you deal at least 1 point of damage, you aggravate the pain. In addition, the enemy takes a -4 penalty to attack rolls, ability checks, and skill checks from the agonizing pain. This penalty lasts until the creature is fully healed.

This maneuver requires you to get up close and personal, entering the opponent's space and triggering an attack of opportunity as normal.


Throat Rip
Wild Moon (Strike)
Level: 7
Prerequisite: Need three Wild Moon maneuvers
Initiation Action: Standard Action
Range: Melee Attack
Target: One Creature
Duration: Instantaneous
Saving Throw: Fortitude partial


Their neck is exposed! You'll silence that wizard for good!

You focus your aim onto the throat of your enemy, and go to destroy their voice box. Make an attack at a -4 penalty, if you hit you deal double damage, and the victim must make a Fortitude save DC 17 + Str or be rendered mute. A successful save negates the muting but not the extra damage. Creatures who are mute cannot speak, use vocal components, or make any vocal noise besides heavy breathing. The throat remains mutilated until restored by natural regeneration, the regenerate spell, or stronger magic.


Torn Asunder
Wild Moon (Strike)
Level: 8
Prerequisite: Need three Wild Moon maneuvers
Initiation Action: Standard Action
Range: Melee Attack
Target: One Pinned Creature
Duration: Instantaneous
Saving Throw: Fortitude partial


With a sickening crunch you break his neck, then tear his head off his shoulders!

This maneuver may only be used against a pinned or helpless opponent. You may attempt a coup de grace which does not provoke attacks of opportunity as a standard action, dealing damage as if you had confirmed a critical hit and forting a Fortitude save DC 10 + the damage dealt, or die as you tear them to pieces with your bare hands. A successful save negates the instant death, but not the damage.


True Form
Wild Moon (Counter)
Level: 3
Prerequisite: Needs one Wild Moon maneuver
Initiation Action: Immediate Action
Range: Touch
Target: One Shapechanged Creature
Duration: 1 minute


The wizard turned into a dragon, snapping down his mighty jaws onto you only to find normal human jaws gently nibbling on your shoulderpad. Well, this was shameful.

If you are attacked in melee by a shapechanged creature (either by spells or natural abilities) you may interrupt their attack with a disruptive attempt of your own, possibly suppressing their shapechanging powers. For the purposes of this ability, the natural form of lycanthropes are their humanoid forms. Before their attack hits, you may make a touch attack to hit them and a Control Shape check against DC 10 + the spell's caster level (for magic) or DC 10 + the creature's HD (for inherent abilities such as by being a lycanthrope). If successful, the creature immediately reverts to their natural form to complete their attack action, and their ability to shapechange into another form is suppressed for 1 minute.

This is a supernatural maneuver.


Unleashed
Wild Moon (Counter)
Level: 6
Prerequisite: Needs two Wild Moon maneuvers
Initiation Action: Standard Action
Range: Personal
Target: Self
Duration: Instantaneous


Let.. GO!!!

You release your destructive impulse in the form of furious spiritual claws that tear out of your body like ghosts. They deal 1d6 points of damage per initiator level to any creature grappling you or which has swallowed you. This damage also functions on bonds such as manacles, ropes, glue, or other effects. The damage automatically destroys any force effects. Forcecage counts as being grappled for the purposes of activating this maneuver.

This is a supernatural maneuver.


Versipellis Seed
Wild Moon (Strike)
Level: 8
Prerequisite: Need two Wild Moon maneuvers
Initiation Action: Standard Action
Range: Touch
Target: One Living Corporeal Creature
Duration: 1 round and 1 round/level; see text
Saving Throw: Fortitude partial; see text


The enemies watch in horror as the claws come from inside their body, tearing them apart!

You make a touch attack against any corporeal living creature, causing parts of their body to briefly undergo the lycanthropic curse and start developing incomplete teeth, claws, and muscles which twitch and quiver and try to tear their way out of the body. Your touch deals 1d6 points of damage per level, and the target must make a Fortitude save or become nauseated for 1 round, DC 18 + Str modifier. On a successful save, they are instead sickened. If this damage kills them, the mutation completes all the way and 1d4 versipellis burst from their body, under your control as if you used summon monster. Their bodies are unstable however, and the conjured versipellis only remain for 1 round/level before collapsing into piles of skin and mush.

This maneuver is a supernatural ability. It requires access to natural or magical shapeshifting.


Wereboar's Ferocity
Wild Moon (Counter)
Level: 2
Prerequisite: Needs one Wild Moon maneuver
Initiation Action: Immediate Action
Range: Personal
Target: Self
Duration: 1 minute or until expended, or Instantanous; see text


You won't die, even if they kill you!

This maneuver may be used in two ways. If you drop below 0 hp and are dying (but not dead) you may initiate this maneuver to continue to fight as if you were not dying. You gain 2 temporary hp per initiator level, DR/- equal to 1/3rd your initiator level (minimum 1), and +2 to attack and damage rolls for 1 minute, or until your hit points rise above 0 hp (not including the temporary hp). After one minute the bonuses and temporary hit points vanish, which may kill you.

Alternatively if you are struck by an attack that would kill you, you may initiate this maneuver to get one final standard action. Once you take it, you die as normal if your hit points have not been restored.


Wolfsbane Blade
Wild Moon (Strike)
Level: 1
Initiation Action: Standard Action
Range: Melee Attack
Target: One Shapechanging Creature
Duration: Instantaneous

With a flash of your blade you cut not only their body, but their connection to the mystic energy fueling them.

You make a melee attack and deal extra damage against shapechanging creatures and creatures under the effect of a form altering spell or effect, such as alter self. Against creatures under a form-altering effect you deal your normal melee damage and 1d6 + 1 extra point of damage per initiator level. Against creatures with the shapechanger subtype or whose shapechanging is an inherent permenant part of their race, such as lycanthropes, you deal 2d6 + 2 extra points per initiator level. Against things that are neither changed into another form or possessing the shapechanger subtype, this maneuver only does 1d3 extra damage.

As part of the attack, you can choose to attempt to dispel their currently shifted form by making a dispel check, using 1d20 + your ranks in the Control Shape skill against DC 11 + the caster level of the spell (for spells) or DC 11 + the HD of the shapechanged creature (for natural shapeshifters).

This maneuver is a supernatural ability.