Coin's Edge (3.5e Martial Discipline)/All Maneuvers

From Dungeons and Dragons Wiki
Jump to: navigation, search


Accursed Blade
Coin's Edge (Strike)
Level: 3
Prerequisite: One Coin's Edge maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 5 rounds
Saving Throw: Will partial

By meddling in the flow of probability, you can lay a potent curse on a foe, forcing only the worst of possible events on him.

As part of this maneuver, you make a single melee attack against an opponent. If the attack is successful, that opponent must make a Will save, DC 13 + your Wisdom modifier, or be affected by this probability curse, taking a -3 penalty on all attack rolls, ability checks, skill checks, and saving throws. This maneuver is a supernatural ability.


Ace Up the Sleeve
Coin's Edge (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature

Coin’s Edge adepts are natural gamblers, and they make use of this skill to read their opponents, trying to find the most opportune moments to strike their foes off guard.

As part of this maneuver, make a feint against an opponent, using a Profession (Gambler) check in place of a Bluff check. Then, make a single melee attack against that opponent.


Ace in the Hole
Coin's Edge (Strike)
Level: 4
Prerequisite: One Coin's Edge maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Saving Throw: See text

A trained Coin’s Edge master can play his opponents like he would in a game of cards, reading their strengths and attacking when they are weak, forcing them into a submissive position.

As part of this maneuver, make a feint against an opponent, using a Profession (Gambler) check in place of a Bluff check. Then, make a single melee attack against that opponent, which deals an additional 4d6 damage. In addition, if that creature failed their Sense Motive check to oppose your feint, they suffer additional effects depending on how badly they failed it.

If they failed the check by less than 5, then they are flatfooted until the start of their next turn. If they failed the check by more than 5, they must make a Will save, DC 14 + your Wisdom modifier, or be shaken for 5 rounds. If they failed the check by 10 or more, they must make a Fortitude save, DC 14 + your Wisdom modifier, or be unable to take any actions for 1 round. These effects are cumulative.


Argument from Small Numbers
Coin's Edge, Eloquent Speech (Boost) [X-Discipline]
Level: 3
Prerequisite: One Coin's Edge Maneuver, One Eloquent Speech Maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Until the end of your next turn
Saving Throw: None

"Since I hit with this attack, surely I shall hit with every attack."

Roll a d20. Until the end of your next turn, whenever you would have to roll a d20, that is the number you will roll.


Blade of Dire Fates
Coin's Edge (Strike)
Level: 6
Prerequisite: Two Coin's Edge maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 5 rounds
Saving Throw: Will partial

Skilled blade adepts of the Coin’s edge discipline use the blade of dire fates to both strike at a foe’s body and his luck.

As part of this maneuver, you make a single melee attack against an opponent, which deals an additional 6d6 damage. If the attack is successful, that opponent must make a Will save, DC 16 + your Wisdom modifier, or be affected by this probability curse, taking a -6 penalty on all attack rolls, ability checks, skill checks, and saving throws. This maneuver is a supernatural ability.


Cast the Die
Coin's Edge (Strike)
Level: 7
Prerequisite: Three Coin's Edge maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Saving Throw: Fortitude partial

You evoke supremely unlikely but greatly powerful potential attacks, twisting exotic probabilities into reality.

As part of this maneuver, you make a single melee attack against an opponent. You make two attacks rolls for it, selecting which one to use. If you use the higher attack roll, the attack deals 5d6 extra damage. If you use the lower attack roll, the attack deals an additional 8d6 damage, and the opponent struck must make a Fortitude save, DC 17 + your Wisdom modifier, or be stunned for 1 round. If both rolls are the same, you must reroll one until you get a different result. This maneuver is a supernatural ability.


Champion of Fate
Coin's Edge (Boost)
Level: 8
Prerequisite: Three Coin's Edge maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: you
Duration: One round

By tapping the realities swirling around you, you can infuse your every attack with strength lent from possible attacks.

Until the beginning of your next turn, each melee attack you make has any variable amount of damage dealt by it increased by one-half. This applies not only to the initial damage roll, but also to additional damage from critical hits, magic weapon special abilities, martial maneuvers, and other sources of variable damage.


Chance's Blessing
Coin's Edge (Strike)
Level: 5
Prerequisite: Two Coin's Edge maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Saving Throw: Fortitude partial

You weave probability with your blade, calling into reality powerful possible attacks that cruelly cut at your foe's vitals.

As part of this maneuver, you make a single melee attack against an opponent. You make two attacks rolls for it, selecting which one to use. If you use the higher attack roll, the attack deals 4d6 extra damage. If you use the lower attack roll, the attack deals an additional 6d6 damage and the opponent must make a Fortitude save, DC 15 + your Wisdom modifier, or take 1d3 Constitution damage. If both rolls are the same, you must reroll one until you get a different result. This maneuver is a supernatural ability.


Coinspinner's Form
Coin's Edge (Stance)
Level: 8
Prerequisite: Three Coin's Edge maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

This mystical blade form lets you master chance, ignoring possible events that do not suit your plan.

While in this stance, you may make a single reroll of an attack roll, damage roll, ability, skill check, or saving throw each round, after seeing the results of the original roll. You use whichever result was higher.


Dire Blademaster's Form
Coin's Edge (Stance)
Level: 5
Prerequisite: Two Coin's Edge maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

The Dire Blademaster’s Form is a favored fighting style of Coin’s Edge adepts, constantly peering through probability to ensure every blow landed is life-threatening.

While in this stance, you gain a +5 luck bonus on attack rolls made to confirm a critical hit. In addition, whenever you make a successful critical hit, the attack deals an additional 3d6 damage.


Dire Blow
Coin's Edge (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Saving Throw: Fortitude partial

A Coin’s Edge adept is always on the lookout for possible attacks with which to maim his foes, and this maneuver lets him make ample use of them.

As part of this maneuver, you make a single melee attack against an opponent. You make two attacks rolls for it, selecting which one to use. If you use the higher attack roll, the attack resolves normally. If you use the lower attack roll, then the creature hit must make a Fortitude save, DC 12 + your Wisdom modifier, or take 1d3 Constitution damage. If both rolls are the same, you must reroll one until you get a different result. This maneuver is a supernatural ability.


Flurry of Possibilities
Coin's Edge (Boost)
Level: 5
Prerequisite: Two Coin's Edge maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

You fracture probability for a few moments, allowing you to choose which possible strikes you wish to call into existence.

Until the end of turn, whenever you make a melee attack, you make two attack rolls, and use the higher result to determine whether or not the attack hit. If you use a strike that allows you to make multiple attack rolls for one attack, this boost does not grant you any additional rolls on that attack. This maneuver is a supernatural ability.


Fortune's Aegis
Coin's Edge (Counter)
Level: 7
Prerequisite: Three Coin's Edge maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You

The ultimate defense for a Coin’s Edge, by invoking fortune’s aegis you leave a foe with only the worst of all possible attacks to use against you.

You may initiate this maneuver whenever an enemy attacks you, after they have made their attack roll. This maneuver replaces the result of their attack roll with a 1. If the new result does not exceed your AC, the attack misses. As this 1 is not a natural 1, the attack does not automatically miss. This maneuver is a supernatural ability.


Gambler's Guile
Coin's Edge (Boost)
Level: 4
Prerequisite: Two Coin's Edge Maneuvers
Initiation Action: Free Action
Range: Personal
Target: Damage Dice
Duration: Instantaneous
Saving Throw: None
The essence of gambling is the hope of betting on slim chances for big gains. This maneuver, while bizarre and unreliable, captures that essence, allowing for massive damage at the cost of uncertainty.

Activate this maneuver only when rolling damage on an attack. For each damage die you roll, attempt to predict the result. This includes external sources, like sneak attack damage. For each die you correctly predict, roll another of its kind, and add the damage to the total. Predict the result of these dice as well. If those predictions are correct, add more. Keep going until you fail to predict every die. If you add at least 100 extra damage this way, you reach Jackpot, at which point the attack mimics a Coup de Grace, being a critical requiring a save against death, and you also store a free use of Miracle, which you can use at any point later.


Gambler's Hand Stance
Coin's Edge (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

The gambler’s hand stance allows you to see at least some of the infinite strands of probability, allowing you to gather minute chances to bolster your luck.

While you are in this stance, you may apply a +1 luck bonus to a single d20 roll each round, after you have seen the result of the roll. This stance is a supernatural ability.


Knave's Luck Stance
Coin's Edge (Stance)
Level: 3
Prerequisite: One Coin's Edge maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

With a simple probability weave, you can seal off the weakest of possible attacks from becoming real.

While in this stance, any time you roll a natural 1 on a damage roll when making a melee attack, including 1's rolled on the extra damage rolls from martial maneuvers or other abilities, you may reroll that damage roll. This stance is a supernatural ability.


Mightshield
Coin's Edge (Counter)
Level: 4
Prerequisite: One Coin's Edge maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You

With this maneuver, you weave probability to shield yourself from attacking, superpositioning an attack that might have been, a possible attack which is less accurate, onto a foe’s strike

Whenever an enemy makes a melee attack against you, after they have made their attack roll, you may initiate this maneuver to force them to reroll that one attack roll, with a -2 penalty. They must use the results of the reroll to determine if the attack hits you. You may choose to initiate this maneuver after your enemy has made his attack roll. This maneuver is a supernatural ability.


Mightstrike
Coin's Edge (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature

The mightstrike is exemplary of the probability magic used by adepts of the Coin’s Edge discipline. Its name comes not from its strength, but the way in which it works – it calls into existence attacks that could have been, allowing its user to choose whichever is best.

As part of this maneuver, you make a single melee attack against an opponent. You make two attacks rolls for it, selecting which one to use. If you use the higher attack roll, the attack resolves normally. If you use the lower attack roll, the attack deals an additional 1d6 damage, as you call into reality a less accurate, but more damaging potential strike. If both rolls are the same, you must reroll one until you get a different result. This maneuver is a supernatural ability.


Moment of Chance
Coin's Edge (Counter)
Level: 6
Prerequisite: Two Coin's Edge maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You

In desperate times, a Coin’s Edge adept can pool all their luck into a single moment of chance

You may initiate this maneuver after making a saving throw or whenever you are attacked, after the attack roll is made. If you initiate it after making a save, you may reroll that save, gaining a luck bonus equal to half your initiator level on the reroll. You must abide by the results of the reroll. If you initiate it in response to being attacked, you gain a luck bonus to AC against that one attack equal to half your initiator level. However, using this maneuver leaves your chances exhausted, causing you to take a -4 penalty on all saving throws and to AC until the beginning of your next turn. You also lose any luck bonuses on saves or to AC until the beginning of your next turn. This maneuver is a supernatural ability.


Possibility Smite
Coin's Edge (Strike)
Level: 3
Prerequisite: One Coin's Edge maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature

A more powerful form of the mightstrike, the possibility smite maneuver allows you to draw on even more powerful possible attacks.

As part of this maneuver, you make a single melee attack against an opponent. You make two attacks rolls for it, selecting which one to use. If you use the higher attack roll, the attack deals 1d6 extra damage. If you use the lower attack roll, the attack deals an additional 4d6 damage. In addition, the critical threat range of your weapon is doubled for that one attack. Possibility Smite does not stack with other affects that increase the critical threat range of a weapon. If both rolls are the same, you must reroll one until you get a different result. This maneuver is a supernatural ability.


Roulette Parry
Coin's Edge (Counter)
Level: 2
Initiation Action: 1 immediate action
Range: Personal
Target: You

Sometimes, the best way to block an attack is to just parry wildly, relying on your gambler’s instincts alone to guide your blade.

Whenever an enemy attacks you with a melee attack, after they make their attack roll, you may initiate this maneuver. You make a Profession (Gambler) check, and replace your AC with the result of the check against that one attack. You can’t use this maneuver if you are flatfooted against the attack.


Schrödinger's Vandalism
Coin's Edge, Domestic Tarrasque (Strike) [X-Discipline]
Level: 5
Prerequisite: One Coin's Edge Maneuver, One Domestic Tarrasque Maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 hour
Saving Throw: None

You simultaneously hit and miss the rope bridge, and now it's sometimes a collapsed bridge and sometimes a fully functioning bridge

You automatically hit and do maximum damage to the target object. If the object is destroyed, you can now make it switch from destroyed to not destroyed and back again. Switching states is a free action. At the end of the 1 hour duration, you must choose which state it remains in.

This maneuver is supernatural.


Scoundrel's Luck
Coin's Edge (Boost)
Level: 4
Prerequisite: One Coin's Edge maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: One round

Luck calls to luck, the gamblers say, and this maneuver lets you make it come true.

Any time you receive a maximum result on a damage roll until the beginning of your next turn, you may roll damage again, and add the second result to the original. If you roll maximum damage and the second roll, you may roll damage again, and so on. You may initiate this maneuver immediately after rolling maximum damage, in which case it still allows you to reroll it. This maneuver is a supernatural ability.


Seize the Moment
Coin's Edge (Boost)
Level: 3
Prerequisite: One Coin's Edge maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

You twist probabilities, bringing into reality only the most cutting and wounding strikes.

For the rest of your turn, the threat range of any melee weapon you attack with is doubled. In addition, if you threaten a critical hit with a melee weapon, the threat is automatically confirmed. This maneuver is a supernatural ability. Seize the Moment does not stack with other affects that increase the critical threat range of a weapon.


Strike of Limitless Possibility
Coin's Edge (Strike)
Level: 9
Prerequisite: Four Coin's Edge maneuvers
Initiation Action: 1 full-round action
Range: Melee
Target: One creature

The ultimate art of the Coin’s Edge discipline, the strike of limitless possibility – also known as the sword of many edges or unlimited blade works – does not manifest just the best of all possible strikes, but all of them.

As you make a single attack, your sword seems to become blurred, surrounded by echoes of possible strikes. You make 20 melee attacks against a single creature, but do not make attack rolls for any of them. Instead, each attack is treated as having an attack roll equal to its number in the order, and you add any other bonuses to attack rolls you may have to that number – for example, the first attack is treated as having a roll of 1, the second a roll of 2, and the last a roll of 20. In addition, you take a -5 penalty on each attack.

Attacks made as part of a strike of limitless possibility do not threaten critical hits. The 1 and 20 results are not treated as a natural 1 or 20, thus, they do not automatically hit or miss, nor do they trigger results dependant on a natural 20, such as the vorpal weapon ability. This maneuver is a supernatural ability.


Third Time's The Charm
Coin's Edge (Strike)
Level: 3
Prerequisite: One Coin's Edge maneuver
Initiation Action: 1 swift action
Range: Weapon range
Target: One creature or object
Duration: Instantaneous
Saving Throw: Will negates
Nobody can defy the rule of three. Not lightly, anyway.

Activate this maneuver only after your second attack this round but before your third, and only if both your first and second attack failed to deal damage. Make an attack against a target you failed to damage this turn, despite attempts to. This attack ignores all miss chances, regardless of source. The target must make a will save (10 + half your CR + wisdom modifier) or the attack roll is treated as two consecutive natural 20s (the attack roll, and the confirmation roll), rolling again to see if you triple crit. Regardless of saves, the attack ignores all DR, and inflicts effects not unlike those in soul burn, bestowing a permanent curse that graduates all damage taken to the next worse kind, which is bestowed before this attack's damage. This curse may be removed magically as normal, but stays on the target otherwise. The curse does not stack with itself.

Finally, if you activated this in the middle of a full attack or something similar, you continue as normal. This maneuver interrupts your turn, but does not deprive you of any actions you could take were it not activated, except for the obvious swift action.


Warrior's Fate
Coin's Edge (Boost)
Level: 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Encounter

Through mystical probability meditations, Coin’s Edge adepts can tap into a moment of chance, whether good or bad, calling on its probabilities to evoke later.

When you initiate this maneuver, roll 1d20, and record the result. Once during the rest of the encounter, you may choose to, after rolling a d20, replace the result with the result from this ability, as if you had rolled it instead. However, if you roll a 20, and later substitute it, it does not count as a natural 20, and thus does not automatically hit if substituted on an attack roll, nor does it trigger results dependent on a natural 20, such as the vorpal weapon ability. You may not recover this maneuver until you discharge the stored result. This maneuver is a supernatural ability.