Short Blade (3.5e Martial Discipline)/All Maneuvers

From Dungeons and Dragons Wiki
Jump to: navigation, search


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

Before making an attack you may choose to use this maneuver which causes your opponent to become flatfooted for all your attacks, you can make as many attacks as you would normally be allowed because of your BAB.


Animilistic Frenzy
Short Blade (Strike)
Level: 5
Prerequisite: Two Short blade maneuvers and a stance
Initiation Action: Swift
Range:
Target: One creature

You charge leap and "full attack"

You can make a full attack as a standard action


Assassins Kiss
Short Blade (Stance)
Level: 4
Prerequisite: Two Short Blade Maneuvers
Initiation Action: Swift
Range: Personal
Target: You
Duration: Stance

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

When in this stance you gain 2d6 sneak attack. This stacks with other forms of sneak attack. In addition, any attacks you make deal 1d6 points of bleedout damage whenever you qualify for a sneak attack.


Charging Strike
Short Blade (Strike)
Level: 3
Prerequisite: 1 Short Blade maneuver
Initiation Action: Full attack
Range: personnal
Target: One target

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

If you charge an opponent from more then 10 feet away you do an extra d6 for every ten feet you ran before you got to them.


Critical Threat
Short Blade (Boost)
Level: 5
Prerequisite: Two Short Blade maneuvers
Initiation Action: Swift
Range: Personnal
Target: One creature

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

Right before you attack you use this maneuver and it makes it so your critical threat range increases by 4. This ability does NOT stack with improved critical or improved critical effects such as Keen.


Defensive Reflexes
Short Blade (Counter)
Level: 2
Initiation Action: Immediate
Range: Personal
Target: Self
Duration: Instantaneous

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

In response to a melee attack you can activate this maneuver. Make a Sleight of Hand check. This is your new AC against the attack, as you trick them into striking a place on your body that is actually well defended.


Greater Sneak Attack
Short Blade (Boost)
Level: 3
Prerequisite: 2 Short Blade maneuvers
Initiation Action: Swift
Range: Personal
Target: One creature

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

When you attack with a sneak attack and use this maneuver you deal twice the sneak attacks damage.


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

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

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


Killer Instinct
Short Blade (Stance)
Level: 5
Prerequisite: 2 Short Blade maneuvers
Initiation Action: Swift
Range: Personal
Target: you

I see you

While this stance is active you have blind sense 80 feet. While charging, you may opt to lose your dexterity bonus to AC for one round to gain a D6 of damage to your attacks for every point of dexterity bonus you are sacrificing. You may also add the value of half your highest base attack bonus to your attack damage for all your attacks.



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

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

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



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

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

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


Reverse Grip
Short Blade (Boost)
Level: 1
Initiation Action: Swift
Range: Personal
Target: Self
Duration: 1 round

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

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


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

Twist the knife, take his life.

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


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

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

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


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

You stab somewhere no one should ever get stabbed

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


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

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

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

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

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

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


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

Drop the weapon, creep!

When you are attacked with a melee weapon, you can immediately make an attack of your own. This goes off before their attack. If you hit and deal damage, they must make a Concentration check equal to 10 + damage dealt or drop their weapon, negating their attack. If you miss, you are left open and you take a -4 AC penalty for 1 round.