Competitor Games

We are the Competition

[Discipline] Devoted Spirit

For the Scrolls of Reshar campaign setting by Golden-Esque

Moderator: Golden-Esque

[Discipline] Devoted Spirit

Postby Golden-Esque » Tue Nov 09, 2010 6:02 am

Devoted Spirit Discipline


Unwavering faith and stoic devotion mark the adepts of the Devoted Spirit discipline different from all other martial artists. Becoming a Devoted Spirit adept is less about technique of the sword and more about one’s personal fighting spirit; the adept must have an indomitable will and unshakable faith in order to master the secrets of the Devoted Spirit. The Devoted Spirit discipline is most commonly taught and practiced by men and women of the church, and it was said to have been created by the legendary Paladin Hozurl Dawnbringer, the living saint. The Devoted Spirit discipline utilizes similar techniques as Clerics and Favored Souls to channel divine power from deities, nature, or even their own unbending faith to empower and invigorate the adept and their allies.

There are many adepts of the Devoted Spirit throughout the world; any who follow an organized church can be taught the secrets of the Devoted Spirit. Because it is used solely by men and women of morality, the Devoted Spirit discipline includes a variety of sub-specializations that make use of one’s personal morality to empower the attacks and a variety of smaller, more focused marital disciplines have come into existence through the teachings of the Devoted Spirit.

The key skill of the Devoted Spirit discipline is Knowledge (Religion), as the unshakable faith required to use Devoted Spirit maneuvers can usually trace its roots back to religion of some kind. Adepts of the Devoted Spirit favor the arms of the church over all others, and the weapons associated with the Devoted Spirit discipline are: longspear, maul, morning star, and war hammer.

Becoming a Devoted Spirit Adept


The techniques involved in becoming a Devoted Spirit adept revolve a test of faith, and it is one that all squires must take on their path to becoming Paladins. Because of this, all Devoted Spirit maneuvers are listed as being Paladin maneuvers. However, any other martial adept who wishes to dabble in darkness is able to become an adept of the Devoted Spirit discipline. For any class other than a Paladin to gain access to the Devoted Spirit discipline, they must first meet the following prerequisites:

  • Weapon Proficiency: The martial adept must have Weapon Proficiency with at least one of the Devoted Spirit discipline’s associated weapons (see above and see Special, below).
  • Skills: The martial adept must have a minimum of 2 ranks in the Knowledge (Religion) skill, the Devoted Spirit discipline’s Class Skill.
  • Ability Score: The martial adept must have a Wisdom score of 13 or greater.
  • Feats: The martial adept must have any one of the following feats: Augmented Healing, Power Attack, Shield Proficiency, or Weapon Focus (mace, polearm, and see Special below).
  • Alignment: A Devoted Spirit adept cannot be neutral on both alignment axes.
  • Special: Although the Devoted Spirit discipline can be learned by any who have the necessary devotion and skill, the discipline is most commonly taught to members of the church. If the character is an active member of a church, they add their deity’s favored weapons to the list of weapons associated with the Devoted Spirit discipline. In addition, the Weapon Focus feat only counts as meeting this discipline’s prerequisite if its bonuses apply to one of the Devoted Spirit discipline’s associated weapons (including your deity’s favored weapon, if any) and you are proficient with that weapon.

Special Rule – Divine Spirit


Adepts of the Devoted Spirit give themselves fully to their own morals and beliefs. At 1st level, the Devoted Spirit adept must select an alignment; chaos, evil, good, or law. The adept must be aligned with their chosen alignment in order to select it. The adept becomes infused with a spirit of their chosen alignment and that spirit alters the special abilities of some of their martial maneuvers; such maneuvers are designated with the [Spirit] descriptor. Replace the [Spirit] descriptor with the alignment descriptor that corresponds with your divine spirit’s alignment ([Chaos], [Evil], [Good], or [Law]). The maneuver functions using the divine spirit’s alignment for variable alignment abilities the maneuver possesses.

Once chosen, a Devoted Spirit adept cannot reselect their aligned spirit. If their alignment no longer matches with their divine spirit’s alignment, they cannot gain the benefits or effects it grants to Devoted Spirit maneuvers. An Atonement spell can be used to change a Devoted Spirit adept’s spirit, but the adept must pay the costs as if they had fallen.

List of Devoted Spirit Maneuvers


1st Level Maneuvers
  • Crusader's Strike – (Strike): Successful attack allows you to heal 1d6 + 1/initiator level.
  • Heathen Strike – (Strike): Deal 1d6 to 2d6 additional damage and daze heathens.
  • Iron Guard's Glare – (Stance): Enemies take a -4 penalty on attacks against your allies.
  • Martial Spirit – (Stance): Heal 2 hit points with each successful attack.
  • Moment of Prayer – (Sublime Power): Next attack gets +20 to attack rolls.
  • Vanguard Strike – (Strike): Allies gain +4 bonus on attacks against target.

2nd Level Maneuvers
  • Foehammer – (Strike): Overcome foe's DR, deal +1 damage/initiator level.
  • Divine Gale – (Strike): Touch attack strikes all adjacent foes for half damage.
  • Divine Shield – (Counter): Grant an ally a +4 bonus to Armor Class.
  • Spiritual Infusion – (Boost): Attacks ignore damage reduction and have an additional effect based on your alignment.

3rd Level Maneuvers
  • Crusader’s Rebuttal – (Counter): Prevent all damage from a single source.
  • Defensive Rebuke – (Boost): Foes you strike must attack you or provoke an attack of opportunity.
  • Heathen Ender – (Strike): Deals 2d6 to 4d6 additional points of damage and stuns creature.
  • Rejuvenating Divinity – (Stance): Gain fast healing; end stand to give to another creature.
  • Revitalizing Strike – (Strike): Successful attack allows you to heal 3d6 +1/initiator level.
  • Thicket of Blades – (Stance): 5ft steps provoke attacks from you.

4th Level Maneuvers
  • Amass Morality – (Counter): Prevent the effects of an ability that would control you.
  • Divine Surge – (Strike): Deal +8d8 points of damage.
  • Entangling Blade – (Strike): Deal +2d6 points of damage.
  • Fist of Devotion – (Boost): +1 to attacks and damage per three initiator levels.

5th Level Maneuvers
  • Aura of Morality – (Stance): Gain a special benefit based on your spirit’s alignment.
  • Daunting Strike – (Strike): Target of attack becomes shaken.
  • Hand of Salvation – (Counter): Prevents a creature from dying; take 2 points of damage per point prevented.
  • Protection of the Spirits – (Stance): Gain DR equal to your initiator level.
  • Spiritual Charge – (Strike): Charge attack deals 4d6 points of damage, plus additional effects based on alignment.

6th Level Maneuvers
  • Divine Tempest – (Strike): Ranged touch attack strikes all nearby foes for half damage.
  • Mercy’s Inquisition – (Strike): Reduce creature to 0 nonlethal hit points; creature becomes compelling.
  • Rallying Strike – (Strike): Successful attack allows you to heal 3d6 + 1/initiator level in 30-ft. burst.

7th Level Maneuvers
  • Castigating Strike – (Strike): Deal +8d6 points of damage and trigger area blast.
  • Divine Intervention – (Counter): Nullify all effects against a creature.
  • Thrive in Glory – (Boost): You heal 1 hit point per point of damage dealt to a creature opposed to your alignment.


8th Level Maneuvers
  • Divine Hero’s Last Stand – (Counter): Continue fighting in death temporarily.
  • Divine Sacrifice – (Strike): Deal +6d8 damage, also gain +1 on attacks and deal +2d8 points of damage per point of Constitution damage you voluntarily take.
  • Halo of Divinity – (Stance): Gain a halo that provides different effects based on your divine spirit.
  • Immortal Fortitude – (Stance): You cannot die due to hit point damage.

9th Level Maneuvers
  • Strike of Righteous Vitality – (Strike): Successful attack grants Heal spell.
"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."




Hombrew:
Golden Esque's PDF Dump
User avatar
Golden-Esque
 
Posts: 55
Joined: Thu Nov 04, 2010 4:18 am

Re: [Discipline] Devoted Spirit

Postby Golden-Esque » Tue Nov 09, 2010 6:03 am

Description of Devoted Spirit Maneuvers


Amass Mortality
Devoted Spirit (Counter)
Level: Paladin 4
Prerequisites: One Devoted Spirit maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous

“I guess you could say I’m a little too hard-headed for my own good.”

You can only initiate this maneuver when you are targeted by a [Mind-Affecting] ability that is either a charm effect, compulsion effect, or domination effect. You immediately succeed on your saving throw against the effect. This maneuver can be used after the saving throw is made, but it must be used before the ability’s effects take place. This maneuver is a supernatural ability.

Aura of Morality
Devoted Spirit (Stance) [Spirit]
Level: Paladin 5
Prerequisites: Two Devoted Spirit maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Only when you die for the cause can you truly live.

While you are in this stance, you gain a special benefit depending on your divine spirit’s alignment. This stance is a supernatural ability.

Chaos: Whenever you roll the maximum result on a weapon’s damage die (such as a 6 on a d6 or an 8 on a d8) you can roll an additional die of that type and add it to the damage dealt. Damage dice rolled as a result of this stance can activate this effect. For example, if you roll a 6 on a d6, you would get an additional d6 of damage. If that additional die’s result was a 6, you can make an additional roll, until you do not roll the maximum amount.

Evil: You can drain hit points from nearby creatures. At the end of your turn, all creatures within 10 feet of you must make a Will save (DC 16 + your Wisdom modifier). On a failed save, the creature takes 2 points of damage. A willing creature can choose to fail this save, and mindless creatures automatically fail it. For every 2 points of damage dealt, you heal 1 point of damage. This stance is a supernatural ability.

Good: Whenever a creature within 10 feet of you would take damage, you can choose to split the damage in half, reducing the damage the creature takes by half and dealing that much damage to yourself instead. Damage dealt to you this way cannot be prevented or reduced by any means. This stance is a supernatural ability.

Law: You can treat any d20 result that you make as an 11. Using this ability requires no action, but you must use it before rolling the d20. You can only use this ability once per round, though it can be used in place of any d20 roll you would normally make. This stance is a supernatural ability.

Castigating Strike
Devoted Spirit (Strike)
Level: Paladin 7
Prerequisites: Three Devoted Spirit maneuvers
Initiation Action: 1 standard action
Range: Weapon's range
Target: One creature; 30-ft. burst; see text
Duration: 1 minute
Saving Throw: Fortitude partial; see text

“May the deeds of the pure castigate the actions of the wicked.”

As part of this maneuver, make a single weapon attack. If it hits, you deal normal weapon damage plus an additional 8d6 points of damage. In addition, the struck creature takes a –2 penalty on attack rolls for 1 minute and a burst of holy energy radiates out from the struck creature, smiting all foes in the range.

All creatures in the burst must make a Fortitude save (DC 17 + your Wisdom modifier). On a failed save, the creature takes 5d6 points of damage and a -2 penalty on attack rolls for 1 minute. A successful save prevents this penalty and halves the damage. You and the struck creature are not affected by the burst. This maneuver is a supernatural ability.

Crusader’s Rebuttal
Devoted Spirit (Counter)
Level: Paladin 3
Prerequisites: One Devoted Spirit maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous

Sometimes especially thick-headed crusaders simply don’t understand the word “no.”

You can only initiate this maneuver when you would take damage from a single source. Prevent all damage from that source. This maneuver doesn’t function against multiple sources; even if they result from the same action. For example, this maneuver can only block one ray from the Scorching Ray spell or one attack from a full attack action. This maneuver is a supernatural ability.

Crusader's Strike
Devoted Spirit (Strike)
Level: Paladin 1
Prerequisites: None
Initiation Action: 1 standard action
Range: Weapon's range
Target: One creature
Duration: Instantaneous

A zealot’s burning passion is contagious.

As part of initiating this strike, make a single weapon attack. If you hit, you deal normal weapon damage and heal yourself or one creature within 10 feet of you for 1d6 points of damage. If the creature you strike’s alignment is opposed to you on at least one axis (good vs. evil, chaos vs. law), you or the target creature heal an additional 1 point of damage per initiator level you possess (maximum +5). All healing made as part of this maneuver must target the same creature. This maneuver is a supernatural ability.

Daunting Strike
Devoted Spirit (Strike)
Level: Paladin 5
Prerequisites: Two Devoted Spirit maneuvers
Initiation Action: 1 standard action
Range: Weapon's range
Target: One creature
Duration: 1 minute
Saving Throw: Will negates

The most zealous of Devoted Spirit adepts take pride in instilling a healthy fear of the gods in their foes.

As part of this maneuver, make a weapon attack. If it hits, you deal normal weapon damage. In addition, the creature must make a Will save (DC 15 + your Wisdom modifier). On a failed save, the creature becomes shaken for 1 minute.

Defensive Rebuke
Devoted Spirit (Boost)
Level: Paladin 3
Prerequisites: One Devoted Spirit maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round

“They call it ‘rebuking the assault.’ I call it being a glory-hog.”

After you initiate this maneuver, creatures you successfully hit with weapon attacks until the end of your turn become vulnerable. This vulnerability causes the creature to provoke attacks of opportunity from you when they target creatures besides you with attacks and abilities. Enemies affected by this maneuver are aware of its effects.

Divine Gale
Devoted Spirit (Strike)
Level: Paladin 2
Prerequisites: None
Initiation Action: 1 full round action
Range: Personal
Target: Adjacent creatures
Duration: Instantaneous

Nor shall derision prove powerful against those who listen to humanity or those who follow in the footsteps of divinity, for they shall live forever.

As part of this maneuver, make a melee touch attack against all creatures that are adjacent to you. If it hits, the attack deals half of your normal weapon damage.

Divine Hero’s Last Stand
Devoted Spirit (Counter) [Spirit]
Level: Paladin 8
Prerequisites: Three Devoted Spirit maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of encounter

Give me one final chance to redeem myself and to shine in your eyes!

You can only initiate this maneuver when you are slain by an enemy creature. You can initiate this maneuver while you are unconscious, so long as you were killed by an enemy creature’s attack (this can be from hit point damage, ability point damage, or from death effects). Upon death, you transcend into a divine champion for the remainder of the encounter, allowing you to continue to fight. This form is a manifestation of your soul, so you appear floating above your body, lifeless where you fell.

As a divine champion, you retain all of your previous abilities and statistics and you are treated as an outsider of your divine spirit’s alignment for the purpose of abilities such as smite evil or Banishment (you do not gain any of the benefits for being an outsider, though). You immediately enter the divine champion state with a number of hit points equal to half your normal hit point total. When your hit points reach zero, this ability ends and your soul passes on to the outer planes normally.

Reviving using this ability readies all maneuvers you had readied when you died except for Divine Hero’s Last Stand. No other abilities (such as spell slots, power points, etc) are refreshed. You are no longer affected by difficult terrain and you can pass through solid objects as if you were incorporeal. In addition, you gain damage reduction 20/magic and vulnerability to damage aligned with the alignment that opposes your divine spirit (good vs. evil, law vs. chaos). This maneuver is a supernatural ability.

Divine Intervention
Devoted Spirit (Counter)
Level: Paladin 7
Prerequisites: Three Devoted Spirit maneuvers
Initiation Action: 1 immediate action
Range: 5ft/level
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates (harmless)

With the grace of a saint, a Devoted Spirit adept can cancel even the most devastating of effects.

You can only initiate this maneuver when a friendly creature within the maneuver’s range is targeted by an ability. The ability does not activate; it fails with none of its effects (both beneficial and adverse) activating. It is considered expended or exhausted as normal (if applicable). This maneuver is a supernatural ability.

Divine Martyrdom
Devoted Spirit (Strike)
Level: Paladin 8
Prerequisites: Three Devoted Spirit maneuvers
Initiation Action: 1 full-round action
Range: Weapon's range
Target: One creature
Duration: 1 round; see text

When the cause is great enough, the truly devoted will sacrifice anything.

As part of this maneuver, make a single weapon attack. Before the attack roll is made, you can choose to take any number of points of Constitution damage. For each point you take, you gain a +1 bonus to hit with this attack. If the attack hits, it deals normal weapon damage plus an additional 6d8 points of damage, plus an additional 2d8 points of damage per point of Constitution damage taken. You become flat-footed until the beginning of your next turn after using this maneuver. This maneuver is a supernatural ability.

Divine Shield
Devoted Spirit (Counter)
Level: Paladin 2
Prerequisites: None
Initiation Action: 1 immediate action
Range: 5ft/level
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates (harmless)

The soothing glow of the divine shield protects the chosen from harm.

You can only initiate this maneuver when a friendly creature within the maneuver’s range is targeted by a melee or ranged attack. That creature gains a +4 bonus to their Armor Class against all attacks made during the turn. This maneuver can be initiated after an attack roll is made, but it must be declared before the results of the attack are. This maneuver is a supernatural ability.

Divine Surge
Devoted Spirit (Strike)
Level: Paladin 4
Prerequisites: One Devoted Spirit maneuvers
Initiation Action: 1 standard action
Range: Weapon's range
Target: One creature
Duration: Instantaneous

“Let the furor of faith guide your blade.”

As part of this maneuver, make a single weapon attack. If it hits, you deal normal weapon damage plus an additional 8d8 points of damage.

Divine Tempest
Devoted Spirit (Strike)
Level: Paladin 6
Prerequisites: Two Devoted Spirit maneuvers
Initiation Action: 1 full round action
Range: Personal
Area: 10ft + 10ft/3 initiator levels
Duration: Instantaneous

Let the might of our faith smite those who are too blind to see the truth.

As part of this maneuver, make a ranged touch attack against all creatures in this maneuver’s area (excluding you). If it hits, you deal half of your normal weapon damage to the creature. This damage ignores all damage reduction a creature possesses. This maneuver is a supernatural ability.

Entangling Blade
Devoted Spirit (Strike)
Level: Paladin 4
Prerequisites: One Devoted Spirit maneuvers
Initiation Action: 1 standard action
Range: Weapon's range
Target: One creature
Duration: See text

By channeling gouts of divine energy at their foes, a Devoted Spirit adept can impede their foes’ movement.

As part of this maneuver, make a single weapon attack. If it hits, you deal normal weapon damage plus an additional 2d6 points of damage. In addition, your target's speed is reduced by 20 feet until the end of its next turn. This penalty applies to all movement modes, and if a creature’s movement speed for any mode reaches 0, it cannot move using that mode. A flying creature with a fly speed of 0 feet falls to the ground (and takes falling damage appropriately) if it is subject to this effect while in the air. A swimming creature stops swimming and can be subsequently moves by currents, float upward, or be dragged down. This maneuver is a supernatural ability.

Fist of Devotion
Devoted Spirit (Boost) [Spirit]
Level: Paladin 4
Prerequisites: Two Devoted Spirit maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

A fist raised in righteous anger is worth two in the lap.

After initiating this maneuver, you gain a +1 sacred bonus on attack rolls and damage rolls per three initiator levels you possess. If your divine spirit is evil-aligned, this bonus is a profane bonus instead. This maneuver is a supernatural ability.

Foehammer
Devoted Spirit (Strike)
Level: Paladin 2
Prerequisites: None
Initiation Action: 1 standard action
Range: Weapon's range
Target: One creature
Duration: Instantaneous

The boundless devotion of the Devoted Spirit discipline allows its adepts to crush through even the most potent of defenses.

As part of this maneuver, make a single weapon attack. If it hits, you deal normal weapon damage plus an additional 2d6 points of damage. This attack automatically overcomes the creature’s damage reduction, if any.

Halo of Divinity
Devoted Spirit (Stance) [Spirit]
Level: Paladin 8
Prerequisites: Three Devoted Spirit maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

And the splendor of the gods descended from the heavens and wreathed him in gold. The righteous wept at his feet, and the wicked perished before his glare.

While you are in this stance, you become wreathed in divine light, providing 20 feet of light or shadowy illumination, depending on your divine spirit’s alignment. You also gain a +4 sacred or profane bonus to your Charisma and energy resistance 10 against all elements. This maneuver is a supernatural ability.

Chaos: You emit an amber light and gain a sacred bonus to your Charisma.

Evil: You emit shadowy illumination and gain a profane bonus to your Charisma.

Good: You emit a white light and gain a sacred bonus to your Charisma.

Law: You emit an azure light and gain a sacred bonus to your Charisma.

Hand of Salvation
Devoted Spirit (Counter)
Level: Paladin 5
Prerequisites: Two Devoted Spirit maneuvers
Initiation Action: 1 immediate action
Range: 30ft
Target: One creature
Duration: Instantaneous

For good or for ill, all faiths promise salvation from mortality.

You can only initiate this maneuver when a creature is reduced to enough negative hit points to kill them. The creature immediately stabilizes at 0 hit points but remains unconscious, even if a feat or special ability would normally allow them to maintain consciousness (such as the Diehard feat). However, for every negative hit point removed with this maneuver, you take 2 points of damage. For example, if a creature dies at -10 hit points and you use this maneuver, you take 20 points of damage. You can choose to substitute 1 point of ability damage for 2 hit points of damage in any combination of hit point and ability point damage. This maneuver is a supernatural ability.

Heathen Ending
Devoted Spirit (Strike) [Spirit]
Level: Paladin 3
Prerequisites: One Devoted Spirit maneuver
Initiation Action: 1 standard action
Range: Weapon's range
Target: One creature
Duration: Instantaneous; see text
Saving Throw: Will partial

In the eyes of a Devoted Spirit adept, it is better to be a hated enemy then a heathen.

As part of this maneuver, make a single weapon attack. If it hits, you deal normal weapon damage, plus 2d6 points of damage per axis the struck creature’s alignment differs from you on. For example, if a lawful good creature attacks a lawful neutral creature, the victim takes 2d6 additional points of damage. If the struck creature is lawful evil, they would take 4d6 points of damage.

In addition, if you dealt 2d6 additional points of damage with this maneuver, the creature must make a Will save (DC 13 + your Wisdom modifier). On a failed save, the creature becomes stunned for 1 round. A successful save prevents this condition but not the additional damage. If you dealt 4d6 additional damage, the struck creature does not gain a Will save to avoid being stunned. This maneuver is a supernatural ability.

Heathen Strike
Devoted Spirit (Strike) [Spirit]
Level: Paladin 1
Prerequisites: None
Initiation Action: 1 standard action
Range: Weapon's range
Target: One creature
Duration: Instantaneous; see text
Saving Throw: Will partial

The favored shall inherit the earth and the heathens shall be cast into nothingness.

As part of this maneuver, make a single weapon attack. If it hits, you deal normal weapon damage, plus 1d6 points of damage per axis the struck creature’s alignment differs from you on. For example, if a lawful good creature attacks a lawful neutral creature, the victim takes 1d6 additional points of damage. If the struck creature is lawful evil, they would take 2d6 points of damage.

In addition, if you dealt 1d6 additional points of damage with this maneuver, the creature must make a Will save (DC 11 + your Wisdom modifier). On a failed save, the creature becomes dazed for 1 round. A successful save prevents this condition but not the additional damage. If you dealt 2d6 additional damage, the struck creature does not gain a Will save to avoid being dazed. This maneuver is a supernatural ability.

Immortal Fortitude
Devoted Spirit (Stance)
Level: Paladin 8
Prerequisites: Three Devoted Spirit maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

“’Dem zealots be almost as hard ‘te kill as dere ‘bloomin’ god!”

While you are in this stance, you cannot be killed or incapacitated by effects that reduce you to 0 or fewer hit points. If you take enough damage to reduce you to 0 or fewer hit points, make a Constitution check against your negative hit point total. If you succeed, you remain alive and conscious with 1 hit point remaining. If you fail, you immediately fall unconscious or die, depending on your negative hit point total.

This stance provides no protection against effects that slay you without dealing hit point damage, or other effects that petrify, paralyze, and so forth. You can still be slain by a coup de grace if a spell or effect renders you helpless. After you attempt three saving throws to avoid death or unconsciousness, this stance automatically ends. You can activate it again on your turn as normal.

Iron Guard's Glare
Devoted Spirit (Stance)
Level: Paladin 1
Prerequisites: None
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Most foes will kill a Devoted Spirit adept first just to quell their cold, unyielding gaze.

While you are in this stance, all creatures that you threaten take a -4 penalty on attack rolls against your allies. This penalty does not apply on attacks made against you, and enemies you threaten are aware of the effects of this stance.

Martial Spirit
Devoted Spirit (Stance)
Level: Paladin 1
Prerequisites: None
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

A Devoted Spirit adept’s will to fight is a glorious mix of reverence for their deity and hatred of their foes.

While you are in this stance, each time you successfully hit a creature with a weapon attack, designate you or a single creature within 30 feet of you. That creature immediately heals 2 points of damage. You can designate a different creature each time you use this ability. This stance is a supernatural ability.

Mercy’s Inquisition
Devoted Spirit (Strike) [Compulsion, Language-Dependant]
Level: Paladin 6
Prerequisites: Two Devoted Spirit maneuvers
Initiation Action: 1 standard action
Range: Weapon's range
Target: One creature
Duration: Instantaneous

Although they each have their own reasons showing it, all Devoted Spirit adepts know that a bit of mercy can go a long way.

As part of this maneuver, make a single weapon attack against a creature. If it hits, the creature is immediately reduced to 0 nonlethal hit points and becomes staggered. While staggered by this maneuver, the creature must answer your questions truthfully, as if under the effects of a Zone of Truth spell. The creature is allowed to make a Will save (DC 16 + your Wisdom modifier) to attempt to resist answering the question truthfully. This effect lasts for 1 minute, after which the creature is returned to 1 nonlethal hit point and is no longer under a compulsion to answer your questions truthfully. This effect is a supernatural ability.

Moment of Prayer
Devoted Spirit (Sublime Power)
Level: Paladin 1
Prerequisites: None
Initiation Action: 1 full-round action
Range: Personal
Target: You
Duration: Instantaneous

Resolve comes from both without and within.

After initiating this maneuver, you gain a +20 insight bonus on your next attack roll that you make. This effect immediately ends at the end of your next turn.

Protection of the Spirits
Devoted Spirit (Stance) [Spirit]
Level: Paladin 5
Prerequisites: Two Devoted Spirit maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

“You’ll need more than that to pierce the shield of my faith!”

While you are in this stance, you gain damage reduction equal to your initiator level. This damage reduction is bypassed by attacks aligned against your divine spirit’s alignment. For example, if you possess a good divine spirit, evil damage ignores this damage reduction.

In addition, each time your damage reduction reduces the damage you take, the damage reduction granted by this stance reduces by an equal amount. For example, if this stance grants you damage reduction 15/evil and you would normally take 12 damage, you instead take no damage and the stance’s damage reduction is reduced to DR 3/evil. However, in the same scenario, if you would take 12 points of evil damage, you take 12 points of damage but your damage reduction remains unchanged because no damage was prevented. When the damage reduction this stance provides reaches 0, the stance ends. This stance is a supernatural ability.

Rallying Strike
Devoted Spirit (Strike)
Level: Paladin 6
Prerequisites: Two Devoted Spirit maneuvers
Initiation Action: 1 standard action
Range: Weapon's range
Target: One creature
Duration: Instantaneous

As the wounds of injured heal, the Devoted Spirit adept leads the charge back into the fray.

As part of this maneuver, make a weapon attack. If it hits, that creature takes normal weapon damage, and all creatures that are friendly to you immediately heal 3d6 points of damage. If the struck creature’s alignment is opposed to your own on at least one alignment axis, you and your heals heal 1 additional point of damage per initiator level you possess (maximum +15).

Rejuvenating Divinity
Devoted Spirit (Stance)
Level: Paladin 3
Prerequisites: One Devoted Spirit maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

“He who accepts my god will know eternal life.”

While you are in this stance, you gain fast healing 1 per three initiator levels you possess. In addition as a swift action you can choose to bestow this benefit upon a creature you touch. You are still considered to have assumed this stance, though its benefits are provided to the touched creature. You can end the stance normally, removing it from the touched creature. Likewise, the touched creature can in turn touch a creature, passing the effect to another creature. Creatures that possess an alignment that opposes your divine spirit’s alignment gain no benefit from this stance. This stance automatically ends if you do not have line of sight or effect on the creature benefiting from this stance. This stance is a supernatural ability.

Revitalizing Strike
Devoted Spirit (Strike)
Level: Paladin 3
Prerequisites: One Devoted Spirit maneuver
Initiation Action: 1 standard action
Range: Weapon's range
Target: One creature
Duration: Instantaneous

Let your faith be your life, breathe only to utter His name in gratitude.

As part of this maneuver, make a single weapon attack. If you hit, you deal normal weapon damage and heal yourself or one creature within 10 feet of you for 3d6 points of damage. If the creature you strike’s alignment is opposed to you on at least one axis (good vs. evil, chaos vs. law), you or the target creature heal an additional 1 point of damage per initiator level you possess (maximum +10). All healing made as part of this maneuver must target the same creature. This maneuver is a supernatural ability.

Spiritual Charge
Devoted Spirit (Strike) [Spirit]
Level: Paladin 5
Prerequisites: Two Devoted Spirit maneuvers
Initiation Action: 1 standard action
Range: See text
Target: One creature
Duration: Instantaneous

Let your faith carry you.

As part of this maneuver, make a charge attack. If it hits, you deal normal weapon damage plus an additional 4d6 points of damage. In addition, this maneuver has additional effects based on the alignment of your divine spirit. This maneuver is a supernatural ability.

Chaos: All attack rolls you make as part of your charge attack gain a +8 bonus on their attack roll instead of a +2. In addition, if your target is law-aligned, you gain total concealment against all attacks that creature makes until the end of your next turn.

Evil: You deal an additional 4d6 points of profane damage as part of your charge attack. In addition, if your target is good-aligned, you heal a number of hit points equal to the profane damage you deal to the creature.

Good: You deal an additional 1 point of damage per initiator level you possess as part of your charge attack. In addition, if your target is evil-aligned, you gain damage reduction 10/- until the end of your next turn.

Law: You can reroll all attack rolls you make as part of your charge attack. In addition, if your target is chaos-aligned you gain a +5 sacred bonus to your Armor Class and on all saving throws.

Spiritual Infusion
Devoted Spirit (Boost) [Spirit]
Level: Paladin 2
Prerequisites: None
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Saving Throw: Will partial

The crops of the future must be sowed with the seeds of today.

After initiating this maneuver, your attacks become aligned with the alignment of your divine spirit, allowing you to ignore damage reduction. In addition, whenever you deal weapon damage to a creature, it must make a Will save (12 + your Wisdom modifier). On a failed save, it suffers a negative effect based on your alignment. A successful save prevents the additional effect, but not the weapon damage. This maneuver is a supernatural ability.

Chaos: The creature becomes confused until the end of its next turn.

Evil: The creature becomes panicked until the end of its next turn.

Good: The creature becomes staggered until the end of its next turn.

Law: The creature becomes stunned until the end of its next turn.

Strike of Righteous Vitality
Devoted Spirit (Strike)
Level: Paladin 9
Prerequisites: Four Devoted Spirit maneuvers
Initiation Action: 1 standard action
Range: Weapon's range
Target: One creature
Duration: Instantaneous

The chosen drink on the blood of the faithless.

As part of this maneuver, make a single weapon attack. If you hit, you deal normal weapon damage and heal yourself or one creature within 10 feet of you as if the target had the Heal spell cast upon them. This maneuver is a supernatural ability.

Thicket of Blades
Devoted Spirit (Stance)
Level: Paladin 3
Prerequisites: One Devoted Spirit maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

“There is no fleeing from your sins, heathen.”

While you are in this stance, any opponent you threaten that takes any sort of movement, including a 5 foot step, provokes an attack of opportunity from you. Your foes provoke this attack before leaving the area you threaten. Your opponents also cannot use the withdraw action to treat the square they start in as no longer threatened by you.

Thrive in Glory
Devoted Spirit (Boost)
Level: Paladin 7
Prerequisites: Three Devoted Spirit maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

“Your glory lives forever.”

You can only initiate this maneuver when you deal damage to a creature whose alignment opposes your divine spirit’s alignment. You immediately heal 1 point of damage for every point of damage you dealt to the creature. This healing applies to all damage you deal to the creature after the maneuver was initiated during the round. This maneuver is a supernatural ability.

Vanguard Strike
Devoted Spirit (Strike)
Level: Paladin 1
Prerequisites: None
Initiation Action: 1 standard action
Range: Weapon's range
Target: One creature
Duration: Instantaneous

Devoted Spirit adepts can use the unsettling might of their faith to off balance their foes.

As part of initiating this strike, make a single weapon attack. If it hits, all your allies gain a +4 bonus on attack rolls made against the target until the start of your next turn.
"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."




Hombrew:
Golden Esque's PDF Dump
User avatar
Golden-Esque
 
Posts: 55
Joined: Thu Nov 04, 2010 4:18 am

Re: [Discipline] Devoted Spirit

Postby Golden-Esque » Tue Nov 09, 2010 6:05 am

Author's Notes
Sadly, I don't have more to say about this one at the moment. I'm only putting it up to give DragoonWraith some ideas for his Paladin Class. But I promise, everything will be formatted all nice and pretty by the end of the night (hopefully :) ).

Like the Dancing Leaf, posting the new Devoted Spirit discipline is kind of a breath-holder as well. After all, the Devoted Spirit was one of the nine! The classic Tome of Battle disciplines that revolutionized the way that many people thought of martial classes in 3.5. Before the tome, being a Fighter wasn't too much different from being an Adept; you just got more feats. However, now we have the Warblade! A sparkly, shiny new class that had a fun and interesting combat system on top of cool class features. Hopefully I'm doing the Tome of Battle's writers justice with this version; to be honest, not much has changed.

Devoted Spirit definitely picked up some new tricks in this version though. The biggest change is the Divine Spirit change, which gave me the wriggle room to add a good number of additional maneuvers. As always, you can view the Devoted Spirit Discipline's PDF here.
"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."




Hombrew:
Golden Esque's PDF Dump
User avatar
Golden-Esque
 
Posts: 55
Joined: Thu Nov 04, 2010 4:18 am

Re: [Discipline] Devoted Spirit

Postby Golden-Esque » Wed Nov 10, 2010 8:56 pm

The PDF has not been updated to reflect it, but almost all of the Devoted Spirit strike maneuvers (two exceptions) list "weapon's range" as their range, making Devoted Spirit compatible with ranged fighters. Artemis should leave me alone now ....
"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."




Hombrew:
Golden Esque's PDF Dump
User avatar
Golden-Esque
 
Posts: 55
Joined: Thu Nov 04, 2010 4:18 am


Return to Scrolls of Reshar

Who is online

Users browsing this forum: No registered users and 0 guests

cron