Crow's Flight (3.5e Martial Discipline)/All Maneuvers

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Anticipate the Ripples
Crow's Flight (Stance)
Level: 3
Prerequisite: One Crow's Flight maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You

Journeymen of Crow's Flight are often able to feel the ripples in the world caused by those moving how they do.

While in this stance, you are under the effect of anticipate teleportation except as noted below. The range out to which you can sense teleportation is 5'/level. You may choose whether or not to delay the teleportation, although you do not necessarily know who you are choosing to delay for if you cannot otherwise determine this. At initiator level 10, you know the type (and subtypes if applicable) of any teleporting creature. At initiator level 15, you may choose to have the delay effect trigger on someone teleporting out of your aura, and you know the destination of that teleportation. At initiator level 20, you may choose to follow the teleportation of anyone who teleports out of your aura as an immediate action that drops you out of this stance.


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Boulder Jaunt
Crow's Flight (Strike) [Teleportation]
Level: 3
Prerequisite: One Crow's Flight Stance
Initiation Action: Standard
Range: Close
Area: 10-ft Square
Duration: Instantaneous
Saving Throw: Reflex Half

Just like in the cartoons..

You teleport a large boulder right over the target, soon falling and crushing it. You teleport the boulder up to 10 feet per 2 initiator level, with a maximum of 50 feet. The boulder deals 2d6 bludgeoning damages per 10 feet dropped, with a Reflex save allowed for half. A creature of large size or lower under the boulder's area fall Prone if it fails it Reflex save.

You may initiate this strike as stone jaunt if you wish, doing so expand this maneuver as normal.



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Bypass Vectors
Crow's Flight (Stance)
Level: 1
Initiation Action: Swift Action
Range: Personal
Target: Self

In this stance you alter your personal vectors, making any movement you make effectively a straight line between two points. In this stance you cannot be flanked, you do not reduce your speed when traveling at a diagonal angle and any personal movement you perform counts as being in a straight line.



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Crow's Eye
Crow's Flight (Boost) [Teleportation]
Level: 4
Prerequisite: Two Crow's Flight maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
Saving Throw: No

Great care was taken not to teach very young initiates of the discipline the secret technique of the Crow's Eye.

You create a small portal that allows you to see a short distance away for a short period of time. You can choose a square up to 5'/4 levels away from your position to see from. You do not need line of sight or line of effect to this location. While this maneuver is in effect, you cannot see from your actual position, which may make you blind.


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Crow's Grasp
Crow's Flight (Strike) [Teleportation]
Level: 1
Initiation Action: 1 standard action
Range: Close
Target: One creature
Duration: instantaneous
Saving Throw: None

Gronk was surprised when his foe's hand vanished, but not as much as when his belt came loose a moment later.

When you initiate this maneuver, you may make a Disarm, Steal, Trip, or Dirty Trick maneuver against a target out to Close range without provoking by creating a small portal and quickly disrupting an opponent.


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Exeportation
Crow's Flight (Strike) [Teleportation]
Level: 4
Prerequisite: 2 Crow's Flight maneuvers
Initiation Action: Full-Round
Range: Long
Target: Personal
Duration: Instantaneous
Saving Throw: None

This maneuver behave as the dimension door spell except with the changes above.



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Feathered Stride
Crow's Flight (Boost) [Teleportation]
Level: 2
Initiation Action: Swift
Range: Close
Target: One Ally
Duration: Instantaneous
Saving Throw: None

Birds of a feather stick together.

As you initiate this maneuver you immediately teleport to the nearest free space adjacent to the target.



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Flicker Dodge
Crow's Flight (Counter) [Teleportation]
Level: 3
Prerequisite: 1 Crow's Flight Maneuver
Initiation Action: Immediate
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: None

The young warrior blinked in and out of reality, truly they could not be struck down.

As you initiate this maneuver you fall under the effect of blink for 1 round. If you use this maneuver in response to an attack before it is rolled, the attack automatically misses.



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Indiana Jaunt
Crow's Flight (Counter) [Teleportation]
Level: 2
Prerequisite: One Crow's Flight maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: instantaneous

Named after the initiator who created the maneuver, a gnoll explorer. Famously used to escape the terrifying blasts of Ophidian the Snake Sorcerer.

You may initiate the maneuver in response to succeeding on a reflex save produced by an area of effect. You take no damage from succeeding on the save, as if you had the Evasion class feature and move to the edge of the area affected.

If you have Portal Teleporter and leave a portal behind, you do not benefit from Evasion as the area continues through your portal as normal.


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Instantaneous Transfer
Crow's Flight (Boost) [Teleportation]
Level: 8
Prerequisite: Two Crow's Flight maneuver
Initiation Action: Swift
Range: Unlimited
Target: One Creature
Duration: Instantaneous
Saving Throw: None

As you initiate this maneuver you immediately teleport to the nearest free space adjacent to the target. You must be aware of the target and its exact space in order to target them with this maneuver, otherwise it fails.



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Loop Teleport
Crow's Flight (Boost) [Teleportation]
Level: 2
Prerequisite: 1 Crow's Flight Maneuver
Initiation Action: Swift
Range: Personal
Target: You
Duration: See Text
Saving Throw: None

As you initiate this maneuver you chooses between 1 to 5 rounds as the duration of this maneuver. Once the maneuver's duration elapses, you are automatically teleport back to the square you initiated Loop Teleport at. You cannot choose to prevent or delay the teleportation, but if the square is occupied or dangerous you teleport to the nearest free safe square instead.



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Molten Jaunt
Crow's Flight (Strike) [Teleportation]
Level: 7
Prerequisite: Three Crow's Flight Stance
Initiation Action: Standard
Range: Close
Area: 10-ft Square
Duration: Instantaneous
Saving Throw: Reflex Half

This maneuver allowed you to teleport a large ball of lava from the center of the planet above your enemies. This maneuvers boulder jaunt, except it deals an additional 5d6 fire damage to all creatures in the area which is not reduced on a successful Reflex save. All creatures in the area are covered in lava, which deals 2d6 fire damages each round for 1d4 rounds or until scrapped off.

All creatures adjacent to the area must make a Reflex save or take 5d6 fire damage, a successful Reflex save halving the damage dealt.

You may initiate this strike as stone jaunt or boulder jaunt if you wish, doing so expand this maneuver as normal.



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Personal Bubble
Crow's Flight (Rush) [Teleportation]
Level: 6
Prerequisite: 1 Crow's Flight Maneuver
Initiation Action: Move
Range: Medium
Target: One Creature
Duration: Instantaneous
Saving Throw: Reflex Negate

This maneuver allows you to retreat to a personal extradimensional space, a small temporary demiplane. The demiplane's size is equal to your own size + 5 ft in diameter and its appearance is different for each initiator. An initiator may stay in their demiplane for 1 round per 2 initiator levels before it collapses and force them to leave.

On the other side, the demiplane is invisible and immune to harm, but standing in the square the initiator initiated this maneuver. The initiator can exit the demiplane as a free action, ending in an adjacent square to the space the initiator initiated this maneuver in. If the square the demiplane is in becomes impossible to occupy, it moves to the nearest safe square.

The initiator may teleport from their demiplane with any [teleportation] effect, using the demiplane's position as their own. Once the demiplane is empty it immediately collapses.

Normally only the initiator is able to access the demiplane, however an initiator with Portal Teleporter can create a portal to the demiplane.



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Quick Migration
Crow's Flight (Stance)
Level: 1
Prerequisite: One Crow's Flight maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You

You gain the benefits of the Portal Teleporter feat, although your portals only stay open for a maximum number of rounds equal to the highest level Crow's Flight maneuver you know.


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Reverse Vertical Axis Teleportation
Crow's Flight (Strike) [Teleportation]
Level: 2
Initiation Action: Standard
Range: Close
Target: One Creature
Duration: Instantaneous
Saving Throw: Will Negate

As part of initiating this maneuver make a ranged touch attack against a target within range. If the target fail a Will save it is immediately teleport upside down, landing on it head. This causes the creature to take 1 damage per hit dice it has, both from the impact and sudden teleportation and it falls Prone.

This maneuver deals more damage the larger the target is, dealing 2 damage per hit dice for a large or huge creature. This further increases to 3 damage per hit dice for a gargantuan or colossal creature. However a tiny or smaller creature take no damage from this maneuver.

Additionally, the initiator may use this maneuver to allow a prone creature to stand up from prone immediately without provoking an attack of opportunity or spending an action.



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Rift Grab
Crow's Flight (Counter) [Teleportation]
Level: 2
Initiation Action: Immediate
Range: Close
Target: One unattended object
Duration: Instantaneous
Saving Throw: None

Upon initiating this counter, you may immediately teleport a single unattended object which weighs no more than your light load to one of your free hands. This can be done as a response to being disarmed to immediately grab the item or weapon before the attacker can take it or cause it to fall to the ground.



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Rook's Flight
Crow's Flight (Strike) [Teleportation]
Level: 4
Prerequisite: One Crow's Flight maneuver
Initiation Action: full round
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: None

Developed by a disciple with a different preference of corvids, this maneuver was named after a particularly hard-headed breed of the bird that would rush other birds in flight to stun them and make them fall.

Upon intiatiting this maneuver, you teleport up to 10'/IL in a straight line with no diagonal movements. Unlike most teleportation, this teleportation stops at any notable obstruction (including any creature, wall, or so on, but not difficult terrain, extended gaps, or similar). At the end of this teleportation, if a creature would be directly in front of you, you may make an attack that deals +2d6 damage and staggers the target for 1 turn if it hits. This attack counts as a charge when beneficial (including giving a +2 to-hit).


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Single Step
Crow's Flight (Rush) [Teleportation]
Level: 1
Initiation Action: 1 move action
Range: Personal
Effect: You
Duration: instantaneous

The foundation upon which the style is built. This maneuver allows you to travel short distances with ease.

Move up to the distance of one of your movement speeds. This is a teleportation effect which requires line of effect but otherwise does not provoke for movement.


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Still the Ripples
Crow's Flight (Stance)
Level: 7
Prerequisite: Two Crow's Flight maneuvers, One maneuver from any other discipline
Initiation Action: Swift
Range: Personal
Area: Radius around you

A true master of Crow's Flight acknowledges sometimes one has to actually cross intervening space. Because they're making you.

While in this stance, you are the center of a dimensional lock effect with the following changes. The radius is 10'/5 levels (maximum 40' at IL 20). Additionally, any creature or object that attempts to teleport into or out of the radius takes 1 point of backlash damage per your initiator level.

This maneuver is an extraordinary effect.


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Stone Jaunt
Crow's Flight (Strike) [Teleportation]
Level: 1
Initiation Action: Standard
Range: Close
Target: One Creature or Object
Duration: Instantaneous
Saving Throw: Reflex Half

With a flick of your wrist, you teleport a heavy rock over the target's head. You teleport the rock up to 10 feet per initiator level, with a maximum of 50 feet. The rock deals 1d6 bludgeoning damages for each 10 feet dropped, with a Reflex allowed for half damage. Since the rock land right on the target's head, it become Dazzled for 1 minute if it fails it Reflex save. You may have this maneuver deals non-lethal damage.



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Sudden Impalement
Crow's Flight (Strike) [Teleportation]
Level: 4
Initiation Action: Standard
Range: Medium
Target: One Creature
Duration: Instantaneous
Saving Throw: Reflex Negate

In a flash, a blade pierced the orc warrior's chest. As he stumbles and fall, the blade vanished as it had come, with no warning or sign.

You teleport your weapon straight into your opponent's chest, before teleporting it back to your hand. If the target fails it Reflex save it takes your weapon damage + your Intelligence modifier in damage, including any enhancement your weapon may have. The target also takes 2d8 extra damage, which increases to 3d8 if your weapon has a x3 critical hit modifier of 4d8 if your weapon has a x4 critical hit modifier.

A flat-footed target does not get a Reflex save against this maneuver.



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Surface Jump
Crow's Flight (Rush) [Teleportation]
Level: 3
Prerequisite: 1 Crow's Flight
Initiation Action: Move
Range: See Text
Target: One Creature
Duration: Instantaneous
Saving Throw: None

This maneuver allows the initiator to teleport along the any surface she touches, or any surface adjacent to it. An initiator touching a wall can teleport to any side of that wall, or anywhere touching the ceiling, floors of walls touching that wall. Unlike a normal teleportation, as you initiate this maneuver you are able to perceive each destination and what lies there before you commit to teleportation. You teleport in a space adjacent to the surface.

The range of this maneuver is based on the surface, a perfectly smooth surface, like a road, floor or wall, has a range of 100 feet. A rough surface, such a a rock wall or the ground has a range of 50 feet. The range never expend past the surface itself.



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Transcendence of Space
Crow's Flight (Stance) [Teleportation]
Level: 5
Prerequisite: Two Crow's Flight maneuvers
Initiation Action: Swift Action
Range: Personal
Target: Self

While in this stance, the initiator is able to transcend space and teleport with ease. The initiator gains the ability to teleport 10 feet as a free action, this counts as a 5-ft. step.

In addition, the initiator is able to teleport a large distance as per teleport as a standard action. However you can only teleport up to 100 miles per initiator level per day, divided as you choose between multiple teleportation, but always in a minimum of 1 mile increment. This otherwise the follow the normal rules and limitation of the teleport spells except it fails if the teleportation is not on target.



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Veiled Teleport
Crow's Flight (Counter) [Teleportation]
Level: 4
Prerequisite: 1 Crow's Flight Maneuver
Initiation Action: Immediate
Range: Personal
Target: Self
Duration: Instantaneous
Saving Throw: Reflex Negate

You may initiate this counter upon using a [Teleportation] effect. After this teleportation you become untraceable to divination for 1 round per initiator level, after which divination reveals your correct location if able.

In addition you may leave a major image of yourself, which last for 1 round per initiator level anywhere in the range of the teleportation. The image acts much like yourself and you have no further control over its action.



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