by Golden-Esque » Mon Nov 08, 2010 9:09 am
Description of Dancing Leaf Maneuvers
Autumn’s Breath
Dancing Leaf (Counter)
Level: Adept 2
Prerequisites: None
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: End of turn
“A breath of fresh air will do ya good.”
You can only initiate this maneuver when a creature declares an attack against you. You gain a +3 dodge bonus to your Armor Class until the end of the turn. You can initiate this maneuver after an attack roll has been made but not after damage has been rolled or the ability’s effects have been applied.
Autumnal Sproutling
Dancing Leaf (Counter)
Level: Adept 4
Prerequisites: One Dancing Leaf maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
The plants of the world must be hardy to survive the onslaughts of man.
You can only initiate this maneuver when you are targeted by a combat maneuver (grapple, feint, disarm, trip, dirty tricks, etc). That combat maneuver’s attempt automatically fails. You cannot use this maneuver to escape from a combat maneuver that is already in effect; for example, you cannot use it to prevent a grapple check from being made on you to continue the grapple.
Black Sakura Riposte
Dancing Leaf (Counter)
Level: Adept 6
Prerequisites: Two Dancing Leaf maneuvers
Initiation Action: 1 immediate action
Range: Weapon’s range
Target: Attacking creature
Duration: Instantaneous
“Nature is seldom kind to her enemies.”
You can only initiate this maneuver when you are targeted by an attack. As part of this maneuver, make a single attack against the attacking creature. If it hits, you deal normal weapon damage plus an additional 6d6 points of damage.
Blackwood Bark
Dancing Leaf (Stance)
Level: Adept 5
Prerequisites: Two Dancing Leaf maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
A Dancing Leaf adept can use their quick wits and tactile senses to dodge the majority of a blow’s damage.
While you are in this stance, you gain damage reduction 1/- per rank of Escape Artist you possess. This stance immediately ends if you are caught flat-footed, denied your Dexterity bonus to Armor Class, or become immobilized or helpless.
Burst of Illumination
Dancing Leaf (Sublime Power)
Level: Adept 7
Prerequisites: Three Dancing Leaf maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
As a plant bends to light, a Dancing Leaf adept strides into battle with purpose and desire.
You can initiate this maneuver only at the start of combat. You immediately act as if you were in a surprise round. Alternatively, you can use this maneuver to act in a surprise round that you would not normally be a part of; you must roll your initiative normally in this case, abet at a -10 penalty to the result.
Cloak of Willows
Dancing Leaf (Stance)
Level: Adept 8
Prerequisites: Three Dancing Leaf maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
“The willow which bends to the tempest often escapes better than the oak which resists it; and so in great calamities, it sometimes happens that light and frivolous spirits recover their elasticity and presence of mind sooner than those of a loftier soul.”
While you are in this stance, whenever you succeed on a saving throw you completely ignore all of the resisted ability’s effects, even if it normally has a partial effect on a successful save.
Closing the Blossom
Dancing Leaf (Boost)
Level: Adept 1
Prerequisites: None
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous
Like a closing flower, the Dancing Leaf adept quickly assumes a defensive posture after attacking.
You can only initiate this maneuver after you declare one or more attacks during your turn. You immediately assume a defensive posture, as if you had taken a total defense action instead of attacking. This posture follows all of the normal rules for taking a total defense action, except this maneuver effectively allows you to assume it as a swift action after attacking.
Crawling Ivy Strike
Dancing Leaf (Strike)
Level: Adept 1
Prerequisites: None
Initiation Action: 1 standard action
Range: Weapon’s range
Target: One creature
Duration: Instantaneous
The adept strikes true with a deadly strike and then quickly alerts themselves to the possibility of counter-attacks.
As part of initiating this maneuver, make a single melee attack. If it hits, you deal your normal weapon damage plus an additional 1d6 points of damage. In addition, you gain a +2 dodge bonus to your Armor Class and Combat Maneuver Defense until the start of your next turn. You gain this dodge bonus even if your attack missed.
Creeping Moss Strike
Dancing Leaf (Strike)
Level: Adept 3
Prerequisites: One Dancing Leaf maneuver
Initiation Action: 1 standard action
Range: Weapon’s range
Target: One creature
Duration: Instantaneous; 1 round
As much as evil-doers love to step all over people, it seldom does much but angers them.
As part of this maneuver, make a single melee attack. If it hits, you deal normal weapon damage plus an additional 2d6 points of damage. In addition, you gain a +2 dodge bonus to your Armor Class and Combat Maneuver Defense for 1 round. You gain this dodge bonus even if your attack missed.
Dance of Fallen Leaves
Dancing Leaf (Sublime Power)
Level: Adept 6
Prerequisites: Two Dancing Leaf maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
“Dancing Leaf adepts are always prepared to alter things in their favor.”
You can initiate this maneuver at any time you could make an immediate action. After using this maneuver, you alter your place on the initiative count up or down by 1 place, making your initiative equal to the creature above you +1 or the creature below you -1. This maneuver cannot allow you to take more than one turn in a round; using this maneuver; you are skipped over as if you had just entered the battle on that turn (though you are not considered flat-footed). This maneuver also does allow you to act in a surprise round.
Dance of One-Hundred Blossoms
Dancing Leaf (Strike)
Level: Adept 5
Prerequisites: Two Dancing Leaf maneuvers
Initiation Action: 1 standard action
Range: Weapon’s range
Target: One creature
Duration: Instantaneous; end of encounter
The Dancing Leaf adept strikes their foe with the elegance of one hundred falling petals and the deadliness of one hundred slashing razors.
As part of initiating this maneuver, make a single melee attack. If it hits, you deal normal weapon damage plus an additional 5d6 points of damage. In addition, you gain concealment until the end of the combat. You cannot use this concealment to make Stealth checks.
Dance of One-Thousand Blossoms
Dancing Leaf (Strike)
Level: Adept 7
Prerequisites: Three Dancing Leaf maneuvers
Initiation Action: 1 standard action
Range: Weapon’s range
Target: One creature
Duration: Instantaneous; see text
A curtain of petals blanketing you and your allies makes the most perfect, elegant, and deadly defense.
As part of initiating this maneuver, make a single melee attack. If it hits, you deal normal weapon damage plus 7d6 points of damage. In addition, you gain concealment until the end of the combat and all friendly creatures within 30 feet of you gain concealment for 5 rounds. Your allies cannot use this concealment to make Stealth checks, but you can.
Dance of Ten Blossoms
Dancing Leaf (Strike)
Level: Adept 3
Prerequisites: One Dancing Leaf maneuver
Initiation Action: 1 standard action
Range: Weapon’s range
Target: One creature
Duration: 5 rounds
The Dancing Leaf adept strikes with the elegance of a flower’s worth of petals falling from a single tree.
As part of initiating this maneuver, make a single melee attack. If it hits, you deal normal weapon damage plus an additional 3d6 points of damage. In addition, you gain concealment for the next 5 rounds of combat. You cannot use this concealment to make Stealth checks.
Dance of Ten-Thousand Blossoms
Dancing Leaf (Strike)
Level: Adept 9
Prerequisites: Four Dancing Leaf maneuvers
Initiation Action: 1 standard action
Range: Weapon’s range
Target: One creature
Duration: Instantaneous
Cascades of blossoms shower down, covering the blood of the fallen in their elegance.
As part of initiating this maneuver, make a single melee attack. If it hits, you deal normal weapon damage plus an additional 9d6 points of damage. In addition, you gain total concealment until the end of the encounter and all friendly creatures within 30 feet of you gain concealment until the end of the encounter. You and your allies can use this concealment to make Stealth checks.
Dance of the Blossom
Dancing Leaf (Strike)
Level: Adept 1
Prerequisites: None
Initiation Action: 1 standard action
Range: Weapon’s range
Target: One creature
Duration: Instantaneous; 1 round
The Dancing Leaf adept strikes with the grace of a single petal falling from a spring tree.
As part of initiating this maneuver, make a single melee attack. If it hits, you deal normal weapon damage plus an additional 1d6 points of damage. In addition, you gain concealment until the start of your next round. You cannot use this concealment to make Stealth checks.
Elderwood Heart
Dancing Leaf (Counter)
Level: Adept 5
Prerequisites: Two Dancing Leaf maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
“The existence of love, honor, and happiness in this world of ours, that is true magic.”
You can only initiate this maneuver when you are required to make a saving throw. You can reroll your saving throw, but you must take the new result, even if it is worse. You can initiate this maneuver after the first result is rolled but not after success or failure has been determined.
Entangling Bramble Strike
Dancing Leaf (Strike)
Level: Adept 5
Prerequisites: Two Dancing Leaf maneuvers
Initiation Action: 1 standard action
Range: Weapon’s range
Target: One creature
Duration: Instantaneous; 1d4+1 rounds
“Sometimes, things don’t want to let go. Life’s like that.”
As part of this maneuver, make a single melee attack. If it hits, you deal normal weapon damage plus an additional 4d6 points of damage. In addition, you gain a +4 dodge bonus to your Armor Class and Combat Maneuver Defense for 1d4+1 rounds. You gain this bonus to Armor Class and Combat Maneuver Defense even if your attack misses.
Escape the Blade
Dancing Leaf (Counter)
Level: Adept 1
Prerequisites: None
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
Perfect reflexes and a healthy sense for danger allow you to dodge attacks with untold speed.
You can only initiate this maneuver when you are targeted by an attack. You can substitute your armor bonus to Armor Class for your ranks in Escape Artist. This bonus cannot exceed half your initiator level. You cannot initiate this maneuver against an attack you are flat-footed or otherwise denied your Dexterity bonus to Armor Class against.
Fickle Dance on the Breeze
Dancing Leaf (Sublime Power)
Level: Adept 4
Prerequisites: One Dancing Leaf maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
“Dance there upon the shore; what need have you to care for wind or water's roar?”
You can initiate this maneuver at any time you could use an immediate action. After initiating this maneuver, you can move up to your land speed (maximum 10 feet per two initiator levels you possess) as if you were making a move action. This movement does not provoke attacks of opportunity.
Gale Step
Dancing Leaf (Stance)
Level: Adept 8
Prerequisites: Three Dancing Leaf maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Take one step on the wind and never look back!
While you are in this stance, you gain a +30 enhancement bonus to your land speed, and a +5 competency bonus to your Acrobatics and Escape Artist checks. In addition, you move unimpaired while in this stance, as if you were under the effects of a Freedom of Movement spell. Finally, you can wall up walls and across ceilings as if you were under the effect of a Spider Climb spell. However, if you are standing on a wall or ceiling at the end of your movement, you fall to the ground normally.
Jaws of the Fly-Eater
Dancing Leaf (Stance)
Level: Adept 3
Prerequisites: One Dancing Leaf maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
The deadly pose of a venus fly-trap allows a Dancing Leaf adept to lash at their foes whenever they venture too close.
While you are in this stance, whenever a creature attacks you while you have assumed a total defense action, that creature provokes an attack of opportunity from you. The creature must be within your normal reach or within one range increment of your ranged weapon to provoke this attack of opportunity.
Lore Ward
Dancing Leaf (Stance)
Level: Adept 5
Prerequisites: Two Dancing Leaf maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
“Keep in mind the fundamentals of magic in your training; that is how you stay alive against mages.”
While you are in this stance, you gain spell resistance equal to 12 + your ranks in Escape Artist.
Mirror of the Spell-Blossom
Dancing Leaf (Counter)
Level: Adept 8
Prerequisites: Three Dancing Leaf maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
“I’m rubber, you’re glue ….”
You can only initiate this maneuver when you are targeted by a spell, spell-like ability, power, or psi-like ability. The spell or power’s effect is negated and rebounds upon them, as if by the Spell Turning spell.
Mocking the Dryad
Dancing Leaf (Stance)
Level: Adept 1
Prerequisites: None
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
The way of the dryad is to use their surroundings as a defense. The Dancing Leaf adepts learn the value of such a technique and masterfully employ it.
While you are in this stance, you gain a +1 dodge bonus to Armor Class. In addition, each time a creature makes a melee or ranged attack roll against you and misses, this dodge bonus increases by +1, to a maximum bonus equal to your initiator level + 1. If a creature successfully hits you with a melee or ranged attack roll, this bonus resets to a +1 dodge bonus to Armor Class.
Oaken Roots Stance
Dancing Leaf (Stance)
Level: Adept 3
Prerequisites: One Dancing Leaf maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You shift your feet deep into the earth, prepared to defend your life without moving once.
While you are in this stance, you gain a +4 dodge bonus to your Armor Class. In addition, each round this dodge bonus increases by +1, to a maximum bonus equal to your initiator level + 4. If you move more than 5 feet during your turn, this dodge bonus resets to +4.
Rain of Jagged Thorns
Dancing Leaf (Counter)
Level: Adept 8
Prerequisites: Three Dancing Leaf maneuvers
Initiation Action: 1 immediate action
Range: Weapon’s range
Target: Attacking creature
Duration: Instantaneous
Saving Throw: Fortitude negates; see text
Like a thousand thorns falling from the sky, you skewer an enemy before they have the opportunity to return the favor.
You can only initiate this maneuver when you are targeted by an attack. As part of this maneuver, make a single attack against the attacking creature. If it hits, you deal normal weapon damage plus an additional 8d6 points of damage. In addition, all enemy creatures within 10 feet of you (not including the attacking creature) must make a Reflex save (DC 18 + your Dexterity modifier). On a failed save, the creature begins bleeding, immediately taking 2d4 points of damage and taking an additional 2d4 points of damage at the start of each of their turns. A Heal check (DC 20) ends the effect, as does 30 points of magical healing.
Season of Perfect Grace
Dancing Leaf (Counter)
Level: Adept 7
Prerequisites: Three Dancing Leaf maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
Spring blossoms, summer swelters, fall breezes, and winter snowfalls; all seasons are perfect for battle.
You can only initiate this maneuver when you are targeted by an attack. Negate that attack, preventing all of its effects on you, and treat the attacker as being flat-footed against the next attack that targets them.
Silence on the Fields
Dancing Leaf (Counter)
Level: Adept 8
Prerequisites: Three Dancing Leaf maneuvers
Initiation Action: 1 immediate
Range: Personal
Target: Attacking creature
Duration: Instantaneous; 1d4 rounds
Saving Throw: Will negates
“… and then there was nothing. Nothing but silence.”
You can only initiate this maneuver when you are targeted by a spell or spell-like ability. Negate the spell’s effect. In addition, if the caster is within your weapon’s reach (or one ranged increment if you are using a ranged weapon), the caster must make a Fortitude save (DC 18 + your Dexterity modifier). On a failed save, the caster is silenced for 1d4 rounds.
Sycamore Strike
Dancing Leaf (Counter)
Level: Adept 2
Prerequisites: None
Initiation Action: 1 immediate action
Range: Weapon’s range
Target: Attacking creature
Duration: Instantaneous
Sometimes the best defense is a strong offense.
You can only initiate this maneuver when a creature declares an attack against you. You can immediately make a single melee attack against the attacking creature; this is not treated as an attack of opportunity. If your attack hits, you deal your normal weapon damage plus an additional 2d6 points of damage.
Turn Back the Wind
Dancing Leaf (Counter)
Level: Adept 3
Prerequisites: One Dancing Leaf maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
“Arrows don’t always fly true.”
You can only initiate this maneuver when you are targeted by a ranged attack made by a ranged weapon. Make an Escape Artist check opposed by the attacker’s ranged attack roll. If your check succeeds, you catch the fired projectile, preventing all effects associated from the attack from affecting you. In addition, you can then throw the projectile at a new target within the same ranged increment that the attacker used to strike you. This attack is made with the same attack result, bonuses, and modifiers that was used to target you, and all of the ranged attack’s effects (such as weapon special abilities, martial maneuvers, etc) affect this new target normally. You cannot target the attacking creature with this maneuver.
Unbreakable Reed
Dancing Leaf (Boost)
Level: Adept 6
Prerequisites: Two Dancing Leaf maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
“Be like the humble reed; the world may twist and strain you, but you must never admit defeat and break.”
After initiating this maneuver, you ignore all penalties to your Armor Class that you would take. You still take all other penalties of those effects; for example, you can still be sneak attacked while flanked and you lose the benefit of your Blackwood Bark stance when flat-footed.
Vigil of Steel
Dancing Leaf (Counter)
Level: Adept 2
Prerequisites: None
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: End of turn
The best escape artisans know how to get out of jams others would die in.
You can only initiate this maneuver while you are flanked or flat-footed. Until the end of the turn that you initiated this maneuver on, you retain your Dexterity bonus to Armor Class and attacking creatures do not gain flanking bonuses on their attack rolls to attack you. Using this maneuver does not count as an action for the purpose of ending the flat-footed condition associated with acting in combat.
Vine Lash
Dancing Leaf (Boost)
Level: Adept 3
Prerequisites: One Dancing Leaf maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
Nature is unrelenting in its vengeance.
After initiating this maneuver, you can make two additional attacks of opportunity. These attacks of opportunity stack with attacks gained from all other sources, including feats and class abilities. These additional attacks last until the start of your next turn; if they have not been used by then, they are lost.
Walk the Thorn-Strewn Path
Dancing Leaf (Counter)
Level: Adept 4
Prerequisites: One Dancing Leaf maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
“Run for the hills!”
You can only initiate this maneuver when an attack targets an area that you are in. You can immediately move up to your speed directly towards the edge of the targeted area until you are in a square adjacent to the targeted area, but not within it. If you cannot move into a square that is adjacent to the targeted area but not affected by the area of effect attack, this maneuver fails and you do not move. Movement made as part of this maneuver does not provoke attacks of opportunity.
Whirlwind Seed
Dancing Leaf (Counter)
Level: Adept 2
Prerequisites: None
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
Helicopter seeds use the wind to travel far from the tree that grew them, improving their chances at survival.
You can only initiate this maneuver when you are targeted by one of the following combat maneuvers: disarm, grapple, or trip. The attempt automatically fails and you move 10 feet away from the creature that initiated the combat maneuver. This maneuver cannot be used to end the pinned condition.
Wreath of Roses
Dancing Leaf (Stance)
Level: Adept 1
Prerequisites: None
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Even beautiful things can be deadly.
While you are in this stance, each time a creature makes a melee attack roll against you, they take 1 point of damage per four initiator levels you possess. This damage cannot be used to break a creature’s concentration (such as with a touch power or spell) and the attack does not have to be successful for this stance to deal damage to the creature. You do not deal this damage while you are dazed, stunned, paralyzed, or otherwise unable to take actions, though dealing this damage does not require an action. You can initiate this maneuver after an attack roll has been made but not after damage has been rolled or the ability’s effects have been applied.
"You're waiting for a train. A train that will take you far away. You know where you hope the train will take you, but you can't be sure. But it doesn't matter because we'll be together."
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