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[Discipline] Sleeping Goddess

For the Scrolls of Reshar campaign setting by Golden-Esque

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[Discipline] Sleeping Goddess

Postby Golden-Esque » Thu Nov 11, 2010 11:15 am

Sleeping Goddess Discipline


In the dreamscape lays something both terrifying and wonderful. All who practice the arts of psionics have felt the presence of this being and have seen it with their mind’s eye; filled with shock and wonder. Made of dreamstuff, this is the Golden Mind, the sleeping goddess. The Golden Mind is a psionic conglomerate; exactly how she was created is unknown, but the Golden Mind is the combination of nearly every psionic manifester ever to have existed. When tapping into their powers, Psions tap into the Golden Mind, and she into them. Within her, all who practice the arts of the mind endure for eternity.

It is said that it is the Golden Mind who helps manifesters unlock their psionic gifts and in return the manifester imparts this knowledge into the Golden Mind. The Golden Mind knows of every psionic technique ever to exist, and she is the ultimate master of psionics; a being completely and wholly of the mind. In their search for battle, it is said that adepts have turned to the Golden Mind, who is more than willing to impart the nature of her secret martial arts upon those who can see her with their mind’s eye. This martial art is named for her, the Sleeping Goddess discipline.

The key skill of the Sleeping Goddess discipline is Psicraft, as an understanding of the fundamental nature of psionics is required in order to access the Sleeping Goddess discipline. Adepts of the Sleeping Goddess favor the Golden Mind’s associated weapons over all others, and the weapons associated with the Sleeping Goddess discipline are: dagger, longspear, longsword, and shortbow.

Becoming a Sleeping Goddess Adept


The Golden Mind is willing to impart with her knowledge as long as her pupils bestow their own experiences upon her. As a being completely at one with knowledge, she values all experiences equally and always looks for a new outlook on life. Because of this, all Sleeping Goddess maneuvers are listed as being both Psychic Warrior and Soulknife maneuvers. However, any other martial adept that seeks the wisdom of the Golden Mind can become an adept of the Sleeping Goddess. For any class other than a Psychic Warrior or Soulknife to gain access to the Sleeping Goddess discipline, they must first meet the following prerequisites:

  • Weapon Proficiency: The martial adept must have Weapon Proficiency with at least one of the Sleeping Goddess discipline’s associated weapons (see above).
  • Skills: The martial adept must have a minimum of 2 ranks in the Psicraft skill, the Sleeping Goddess discipline’s Class Skill.
  • Ability Score: The martial adept must have an Intelligence score of 14 or greater.
  • Feats: The martial adept must have any one of the following feats: Point-Blank Shot, Psionic Talent, Psionic Weapon, Speed of Thought, or Weapon Focus (bow, mindblade, polearm, or sword).
  • Special: The adept must have a power point reserve of at least 1 power point in order to select the Sleeping Goddess discipline. This power point represents the psionic talent that one needs in order to be able to gaze through the dreamscape at the splendor of the Golden Mind.

Special Rule – The Dream State


As a psionic discipline, adepts of the Sleeping Goddess are able to utilize their psionic powers to enhance their martial maneuvers. The act of augmenting a Sleeping Goddess martial ability is known as awakening it, and all maneuvers that can be awakened have a special entry in their ability description. However, applying psionic energy to a martial maneuver is much more difficult than manifesting a completely psionic effect. A Sleeping Goddess adept cannot spend more than 1 power point per two initiator levels they possess on awakening a single martial ability. Each martial ability has its own rules or conditions to awakening them, but the two most common are initiation and activation.

Initiation: Maneuvers that are awakened as part of their initiation must have their power point cost paid before the maneuver is initiated. This means that power points are paid, and then attack rolls, saving throws, etc are made. If the maneuver misses, is resisted, or otherwise fails the power points used to awaken it are not refunded.

Activation: Maneuvers that can be awakened as part of an action are usually ongoing effects, namely stances. These maneuvers require a specific action to awaken them, but doing so does not usually provoke an attack of opportunity. If the awaken effect fails for whatever reason, power points are not refunded.

List of Sleeping Goddess Maneuvers


1st Level Maneuvers
  • Force Thrust – (Strike): Attack deals force damage and attempts to reposition foe.
  • Foreshadowing Dream – (Stance): Gain +1 to AC, CMD, and Reflex save/ 4 ranks of Psicraft.
  • Golden Blessings – (Stance): Restore 1d4 power points +1/3 initiator levels on a successful attack.
  • Oneiro Strike – (Strike): Deals +1d6 damage; can knock target asleep.
  • Psibolt – (Strike): Deals 2d6 electricity damage; deals additional damage with power points.
  • Psychic Form – (Boost): Gain psionic focus.

2nd Level Maneuvers
  • Force Leap – (Boost): Move forward 10 feet; additional 10ft travelled per power point spent.
  • Psidrain – (Boost): Reduce your damage done to drain 1d6 power points or 1d3 spell levels; spend additional power points to increase effect.
  • Psitrance – (Sublime Power): Gain concealment against a creature; total concealment with additional power points.
  • Rhetoric Mind-Loop – (Counter): Creature must attempt to take the same action(s) next round.

3rd Level Maneuvers
  • Dreams of Future Strife – (Sublime Power): Add your Intelligence modifier to your initiative.
  • Dreamstuff – (Stance): Add your Intelligence modifier to Str-, Dex-, and Con-based rolls.
  • Mind Rend – (Strike): Deals an additional 1d4 points of Int damage per attack.
  • Psilightening – (Strike): Deals 6d6 points of damage in a line.
  • Thoughts Flow like Blood – (Stance): Attacking creature suffers 1d6 points of damage and is shaken.
  • Wavering Will – (Counter): Place a -2 penalty on all rolls the target creature makes. Penalty increases with power points.


4th Level Maneuvers
  • Force Push – (Strike): Deal 4d6 points of force damage and bulrush target.
  • Power Focus – (Boost): Initiated maneuver or manifested power is augmented with 2 free power points.
  • Suppression of Pain – (Counter): Suppress a poison or disease, making it not take effect until after the combat.
  • Vision of Grand Desires – (Boost): Ignore all bonuses to your enemy’s AC this turn.


5th Level Maneuvers
  • Dreamstate – (Stance): Gain fast healing equal to your ranks in Psicraft; damage taken ends the stance.
  • Force Choke – (Strike): Deals 5d6 points of damage each round the choke is maintained; attempts to suffocate it. Pay power points to make the ability harder to resist.
  • Man before the Noose – (Stance): You can use Read Thoughts on a creature you deal damage to.
  • Psitesla – (Strike): Deals 8d6 points of damage in a cone. Pay power points to increase length.
  • Sculpt the Shaped Mind – (Sublime Power): Attempt to inflict a detrimental disability upon the target.

6th Level Maneuvers
  • Dreaming Nomad – (Strike): Teleport and attack your foes.
  • Energy Admixture – (Boost): Alter the type of damage you deal this round.
  • Force Crush – (Strike): Deals 6d6 points of force damage and knocks the target prone.

7th Level Maneuvers
  • All in the Mind – (Strike): Deals an additional 1d4 points of Str, Dex, or Con damage per attack.
  • Lights Out – (Strike): Deals +3d6 points of damage; can knock foe into a deep slumber.
  • Psyche Storm – (Strike): Lightning deals 8d6 damage to all creatures in range; pay power points to make it unavoidable.

8th Level Maneuvers
  • Past Reality into Dreams - (Boost): Become ethereal, invisible, or incorporeal.
  • Reality-Defying Goddess - (Stance): Add your Int to Str, Wis to Dex, or Cha to Con; multiple effects with additional power points.
  • Shades of Nightmares - (Sublime Power): Transform into a phantasmogorical horror.
  • Shattering Force - (Strike): Deal 1d6 force damage/initiator level.
  • Veil of Dreams - (Stance): Become immune to divination/clairvoyance effects and gain Personal Mind Blank.

9th Level Maneuvers
  • Storm of the Mind – (Strike): Blasts all enemy targets in range for 12d6 damage; attempts to draw creatures into the dreamscape.
"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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Re: [Discipline] Sleeping Goddess

Postby Golden-Esque » Thu Nov 11, 2010 11:16 am

Description of Sleeping Goddess Maneuvers


All in the Mind
Sleeping Goddess (Strike) [Mind-Affecting]
Level: Psychic Warrior 7, Soulknife 7
Prerequisites: Three Sleeping Goddess maneuvers
Initiation Action: 1 standard action
Range: Weapon’s range
Target: One creature
Duration: Instantaneous
Saving Throw: Will partial

The mind controls everything, and with the appropriate strikes a Sleeping Goddess can even damage the body.

As part of this maneuver, make a single weapon attack. If it hits, you deal normal weapon damage. In addition, the creature must make a Will save (DC 17 + your Intelligence modifier). On a failed save, the creature takes 1d4 points of Strength, Dexterity, or Constitution damage (your choice). A successful save reduces this damage to 1 point of ability damage. This maneuver is a supernatural ability.

Awaken: For every 3 power points you spend while initiating this maneuver, you deal an additional 1d4 points of Strength, Dexterity, or Constitution damage on a failed save; a successful save reduces this additional damage to 1 point.

Dreaming Nomad
Sleeping Goddess (Strike) [Teleportation]
Level: Psychic Warrior 6, Soulknife 6
Prerequisites: Two Sleeping Goddess maneuvers
Initiation Action: 1 full round action
Range: Weapon’s range; see text
Target: One creature
Duration: Instantaneous

“I fly on the wings of dreams.”

As part of this maneuver, you immediately disappear and reappear up to 50 feet from your current location. Upon appearing in this new square, you can immediately attack a creature within your melee weapon’s reach or within one range increment your ranged weapon. If that attack successfully hits the creature, you can repeat the process, teleporting another 50 feet and unleashing another attack. You take the normal attack bonus penalties for making multiple attacks (a cumulative -5 penalty) and you can only make as many attacks (and thereby teleports) as your base attack bonus allows. You cannot declare more than one attack against any one creature per initiation of this maneuver and if any of your attacks miss, this maneuver automatically ends. This maneuver is a supernatural ability.

Dreams of Future Strife
Sleeping Goddess (Sublime Power)
Level: Psychic Warrior 3, Soulknife 3
Prerequisites: One Sleeping Goddess maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous

“But what dreams may come an hour too late?”

You can initiate this maneuver at any time you could use an immediate action. You increase your initiative by an amount equal to your Intelligence modifier. If your initiative is becomes greater than the initiative of a creature that is currently taking its turn and you have not acted yet during this round, you can act at the same time as the acting creature. This maneuver is a supernatural ability.

Dreamstate
Sleeping Goddess (Stance)
Level: Psychic Warrior 5, Soulknife 5
Prerequisites: Two Sleeping Goddess maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

By merging with the dreamscape, a Sleeping Goddess adept can make their wounds vanish.

While you are in this stance, you gain fast healing equal to your ranks in Psicraft. Each time you take damage from any source, subtract the damage done from the amount of fast healing granted by this stance. If this stance’s fast healing reaches 0, the stance ends. Unlike most stances, ending Dreamstate is a full-round action that provokes attacks of opportunity. This stance is a supernatural ability.

Awaken: As a swift action, you can pay one power point to increase this stance’s fast healing by 1, to a maximum equal to your ranks in Psicraft.

Dreamstuff
Sleeping Goddess (Stance)
Level: Psychic Warrior 3, Soulknife 3
Prerequisites: One Sleeping Goddess maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

“They say anything is possible while you’re dreaming.”

While you are in this stance, you add your Intelligence modifier to the following: weapon attack and damage rolls; Strength, Dexterity, and Constitution checks; Acrobatics, Climb, Escape Artist, Stealth, and Swim checks. Your Intelligence bonus cannot exceed +1 per four initiator levels you possess when calculating these bonuses. This stance is a supernatural ability.

Energy Admixture
Sleeping Goddess (Boost)
Level: Psychic Warrior 6, Soulknife 6
Prerequisites: Two Sleeping Goddess maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

Like their more psionically skilled comrades, a Sleeping Goddess adept finds energy manipulation to be both trivial and useful.

After initiating this maneuver, you can convert all damage you deal with weapons and Sleeping Goddess maneuvers into any of the following energy types: [Cold], [Electricity], [Fire], or [Sonic]. This maneuver gains the associated descriptor, as does any other maneuver you alter with this boost. Those maneuvers lose their previous damage types, such as slashing, piercing, or force, and gain the selected energy type instead. If you select [Sonic], all damage done by each source is reduced by 2 points, but the damage ignores an object’s hardness, if any. This maneuver is a supernatural ability.

Awaken: For every 3 power points you spend while initiating this maneuver, you can either chose to add an additional energy type or retain your attack’s previous damage types. Divine the damage done equally through all damage types.

Force Choke
Sleeping Goddess (Strike) [Force]
Level: Psychic Warrior 5, Soulknife 5
Prerequisites: Two Sleeping Goddess maneuvers
Initiation Action: 1 standard action
Range: 30ft
Target: One creature
Duration: Channeled; see text
Saving Throw: Instantaneous; Fortitude negates

“I find your lack of faith … disturbing.”

As part of this maneuver, make a ranged touch attack. If it hits, you deal 3d6 points of force damage. In addition, you can immediately make a grapple attempt against the target, substituting your Intelligence modifier for your Strength modifier and your initiator level for your base attack bonus (if it is higher). If you successfully grapple the creature, you begin choking the life from them. Throughout this process, you must channel this maneuver, and while you do you can continue to grapple the creature (following all the normal rules for maintaining a grapple).

At the start of each of its rounds, before it makes its grapple attempt, the target must make a Fortitude save (DC 15 + your Intelligence modifier). On a successful save, the creature remains conscious and can make their grapple attempt normally. On a failed save, the creature falls unconscious and immediately begins to suffocate.

You must maintain concentration in order to channel this ability, and this maneuver is treated like a channeled power in that maintaining your focus is a full-round action that provokes an attack of opportunity, and taking damage while channeling forces you to make a concentration check. Failing the concentration check causes this maneuver to end, as does the creature dying or breaking free from your grapple. If this maneuver ends with the creature is suffocating, it regains consciousness at the start of its next turn, but remains prone until it stands it. This maneuver is affected by power resistance as if it were a psionic power. This maneuver is a supernatural ability.

Awaken: For every 2 power points you spend while initiating this maneuver, you gain a +1 bonus to all martial checks made as part of the Force Choke until you stop channeling it.

Force Crush
Sleeping Goddess (Strike) [Force]
Level: Psychic Warrior 6, Soulknife 6
Prerequisites: Two Sleeping Goddess maneuvers
Initiation Action: 1 standard action
Range: 30ft
Target: One creature
Duration: Instantaneous

Sleeping Goddess adepts often find that the best way to deal with a problem is to handle it forcefully.

As part of this maneuver, make a ranged touch attack. If it hits, you deal 6d6 points of force damage. In addition, make a bull rush attempt, substituting your Intelligence modifier for your Strength modifier and your initiator level for your base attack bonus (whichever is higher). If your bull rush attempt succeeds, the creature is knocked prone in its square. This maneuver is affected by power resistance as if it were a psionic power. This maneuver is a supernatural ability.

Force Leap
Sleeping Goddess (Boost) [Force]
Level: Psychic Warrior 2, Soulknife 2
Prerequisites: None
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous

“You need only to wish it, and you will be there.”

After initiating this maneuver, you can immediately move up to 10 feet. This movement does not provoke attacks of opportunity and you do not trigger traps or any other effects unless those effects are active in the square you end your movement in. This maneuver is a supernatural ability.

Awaken: For every power point spent when initiating this maneuver, you can move 5 additional feet.

Force Push
Sleeping Goddess (Strike) [Force]
Level: Psychic Warrior 4, Soulknife 4
Prerequisites: One Sleeping Goddess maneuver
Initiation Action: 1 standard action
Range: 20ft
Target: One creature
Duration: Instantaneous

A strong, psychic wave of energy attempts to knock the creature down and away from the martial artist.

As part of this maneuver, make a ranged touch attack. If it hits, you deal 4d6 points of force damage. In addition, make a bulrush attempt against the creature, substituting your Strength modifier for your Intelligence modifier and your base attack bonus for your initiator level (whichever is higher). If you succeed, the creature is immediately pushed away from you 10 feet, plus an additional 5 feet for every 10 points that your check overcame the target’s Combat Maneuver Defense. This maneuver is affected by power resistance as if it were a psionic power. This maneuver is a supernatural ability.

Force Thrust
Sleeping Goddess (Strike) [Force]
Level: Psychic Warrior 1, Soulknife 1
Prerequisites: None
Initiation Action: 1 standard action
Range: Weapon’s range
Target: One creature
Duration: Instantaneous

Sleeping Goddess adepts use their mental strength to push their enemies away from them following a devastating strike.

As part of this maneuver, make a single attack. If it hits, you deal normal weapon damage as force damage. In addition, you can make a reposition combat maneuver as part of this maneuver without provoking an attack of opportunity. If you succeed, you can move the creature up to 10 feet directly away from you. This maneuver is a supernatural ability.

Awaken: For every additional power point you spend when initiating this maneuver, the target creature is repositioned an additional 5 feet back from you on a successful reposition attempt.

Foreshadowing Dream
Sleeping Goddess (Stance)
Level: Psychic Warrior 1, Soulknife 1
Prerequisites: None
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

“I am the waking dream that haunts your reality.”

While you are in this stance, you gain a +1 insight bonus to your Armor Class, Combat Maneuver Defense, and Reflex save per 4 ranks of Psicraft that you possess. This stance is a supernatural ability.

Golden Blessings
Sleeping Goddess (Stance)
Level: Psychic Warrior 1, Soulknife 1
Prerequisites: None
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

The blessings of the Golden Mind are available to all enlightened enough to find them.

While you are in this stance, each time you successfully deal damage to a creature with a melee or ranged weapon attack, you restore 1 power point. In addition, you restore 1 additional power point for every three initiator levels you possess. This stance is a supernatural ability.

Lights Out
Sleeping Goddess (Strike)
Level: Psychic Warrior 7, Soulknife 7
Prerequisites: Three Sleeping Goddess maneuvers
Initiation Action: 1 standard action
Range: Weapon’s range
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates

“This is the end for you. Have a nice sleep.”

As part of this maneuver, make a single attack. If it hits, you deal normal weapon damage plus an additional 3d6 points of damage. In addition, the creature must make a Will save (DC 17 + your Intelligence modifier). On a failed save, the creature falls into a deep slumber. The creature will not awaken from even the most devastating noises or sounds unless they succeed on a Will save, make at the start of each of their turns. The creature can be coup de graced normally and even lethal damage won’t awaken the creature. This maneuver is a supernatural ability.

Man before the Noose
Sleeping Goddess (Stance)
Level: Psychic Warrior 5, Soulknife 5
Prerequisites: Two Sleeping Goddess maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

“You see, in their last moments, people show you who they really are. So in a way, I know your friends better than you ever did. Would you like to know which of them were cowards?”

While you are in this stance, each time you deal weapon damage to a creature, you become mentally linked to them, as if through a Read Thoughts power. Being able to read the subject’s thoughts via this connection prevents the creature from being able to flank you or catch you flat-footed. This stance is a supernatural ability.

Awaken: As a swift action, when you deal damage to a creature while already linked to another one, you can spend 5 power points to link to the second creature. You can have up to three creatures linked to you in this way at a time.

Mind Rend
Sleeping Goddess (Strike)
Level: Psychic Warrior 3, Soulknife 3
Prerequisites: One Sleeping Goddess maneuver
Initiation Action: 1 standard action
Range: Weapon’s range
Target: One creature
Duration: Instantaneous
Saving Throw: Will partial

Sleeping Goddess adepts can both figuratively and literally rip your brains out.

As part of this maneuver, make a single weapon attack. If it hits, you deal normal weapon damage. In addition, the creature must make a Will save (DC 13 + your Intelligence modifier). On a failed save, the creature takes 1d4 points of Intelligence damage. A successful save reduces this damage to 1 point of Intelligence damage. This maneuver is a supernatural ability.

Awaken: For every 3 power points you spend while initiating this maneuver, you deal an additional 1d4 points of Intelligence damage on a failed save; a successful save reduces this additional damage to 1 point.

Onerio Strike
Sleeping Goddess (Strike) [Mind-Affecting]
Level: Psychic Warrior 1, Soulknife 1
Prerequisites: None
Initiation Action: 1 standard action
Range: Weapon’s range
Target: One creature
Duration: Instantaneous; see text
Saving Throw: Will partial

“Who’s to say what awaits you in the realm of dreams or what awaits you when you return?”

As part of this maneuver, make a single attack against. If it hits, you deal normal weapon damage plus an additional 1d6 points of damage. In addition, the creature must make a Will save (DC 11 + your Intelligence modifier). On a failed save, the creature falls into a light slumber. They are treated as being helpless, but at the start of each of their turns, they can attempt a new Will save to awaken. In addition, the creature will immediately awaken after taking damage from any source and if a creature attempts to coup de grace them, they immediately awaken and the coup de grace attempt fails, becoming an ordinary full-round of attacks against a prone target instead. This maneuver is a supernatural ability.

Past Reality into Dreams
Sleeping Goddess (Boost)
Level: Psychic Warrior 8, Soulknife 8
Prerequisites: Three Sleeping Goddess maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of next turn

“You're waiting for a train, a train that will take you far away. You know where you hope this train will take you, but you can't be sure. But it doesn't matter - because we'll be together.”

After initiating this maneuver, select one of the following: ethereal, incorporeal, or invisible. You gain the chosen effect until the end of your next turn.

Awaken: For every 4 additional power points you pay when initiating this maneuver you can select 1 additional effect for the duration of the maneuver.

Power Focus
Sleeping Goddess (Boost)
Level: Psychic Warrior 4, Soulknife 4
Prerequisites: One Sleeping Goddess maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn; see text

“Focus; manifestation is about control, not about speed or flare.”

After initiating this maneuver, the next psionic power or Sleeping Goddess maneuver that you use that can either be augmented or awakened immediately acts as if you had spent 2 additional power points augmenting or awakening it. This bonus cannot push the power or maneuver beyond its normal power point threshold, based on your manifester or initiator level. This maneuver is a supernatural ability.

Psibolt
Sleeping Goddess (Strike) [Electricity, Mind-Affecting]
Level: Psychic Warrior 1, Soulknife 1
Prerequisites: None
Initiation Action: 1 standard action
Range: Personal
Area: 30ft line
Duration: Instantaneous
Saving Throw: Will half

The brain is run through electrical power, which a Sleeping Goddess adept can harness to unleash a torrent of electric energy.

As part of this maneuver, make a line attack targeting all creatures in the selected area. Each creature must make a Will save (DC 11 + your Intelligence modifier). On a failed save, a creature takes 2d6 points of electricity damage. On a successful save, this damage is halved. Unlike normal martial strikes, using this maneuver provokes attacks of opportunity. This maneuver is affected by power resistance as if it were a psionic power. This maneuver is a supernatural ability.

Awaken: For every 2 power points you spend when initiating this maneuver, it deals an additional 1d6 points of electricity damage.

Psidrain
Sleeping Goddess (Boost) [Mind-Affecting]
Level: Psychic Warrior 2, Soulknife 2
Prerequisites: None
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

“Strike the body and it can heal. Strike the mind and the body will die.”

After initiating this maneuver, whenever you deal weapon damage to a creature you can choose to forgo all hit point damage to drain the creature of 1d6 power points or 1d3 spell levels. If you choose spell levels, you can chose to apply them in any order you like (for example, 1 3rd level spell, 1 2nd level spell and 1 1st level spell, or 3 1st level spells). If the caster prepares their spells in advanced, they choose which spells are lost. This maneuver is affected by power resistance as if it were a psionic power. This maneuver is a supernatural ability.

Awaken: For every 3 power points spent when initiating this maneuver, you can drain an additional 1d6 power points or 1d3 spell levels.

Psilightening
Sleeping Goddess (Strike) [Electricity, Mind-Affecting]
Level: Psychic Warrior 3, Soulknife 3
Prerequisites: One Sleeping Goddess maneuver
Initiation Action: 1 standard action
Range: Personal
Area: 30ft line
Duration: Instantaneous
Saving Throw: Will half

Massive gouts of lightening burst forth from the Sleeping Goddess adept’s hands, striking down all that stand before it.

As part of this maneuver, make a line attack targeting all creatures in the selected area. Each creature must make a Will save (DC 13 + your Intelligence modifier). On a failed save, a creature takes 4d6 points of electricity damage. On a successful save, this damage is halved. Unlike normal martial strikes, using this maneuver provokes attacks of opportunity. This maneuver is affected by power resistance as if it were a psionic power. This maneuver is a supernatural ability.

Awaken: For every 4 power points you spend when initiating this maneuver, you can attempt to stun one creature that failed its Will save to this maneuver. The creature must make a second Will save; on a failed save, it becomes stunned for 1 round.

Psitesla
Sleeping Goddess (Strike) [Electricity, Mind-Affecting]
Level: Psychic Warrior 5, Soulknife 5
Prerequisites: Two Sleeping Goddess maneuvers
Initiation Action: 1 standard action
Range: Personal
Area: 40ft cone
Duration: Instantaneous
Saving Throw: Will half

Massive gouts of lightening burst forth from the Sleeping Goddess adept’s hands, striking down all that stand before it.

As part of this maneuver, make a cone attack targeting all creatures in the selected area. Each creature must make a Will save (DC 15 + your Intelligence modifier). On a failed save, a creature takes 6d6 points of electricity damage. On a successful save, this damage is halved. Unlike normal martial strikes, using this maneuver provokes attacks of opportunity. This maneuver is affected by power resistance as if it were a psionic power. This maneuver is a supernatural ability.

Awaken: For every 2 power points you spend when initiating this maneuver, this maneuver’s area is increased by 5 feet.

Psitrance
Sleeping Goddess (Sublime Power) [Mind-Affecting]
Level: Psychic Warrior 2, Soulknife 2
Prerequisites: None
Initiation Action: 1 immediate action
Range: Personal
Target: One creature
Duration: End of encounter; 1 minute/initiator level
Saving Throw: Will negates

“You don’t see anything ..."

You can initiate this maneuver at any time you could use an immediate action. The target creature must make a Will save (martial check equals 1d20 + ½ your initiator level + your Intelligence modifier). On a failed save, the creature treats you as if you were under the effects of an Invisibility spell, with the following exceptions. The Perception check required to detect you has its DC increased from 20 to 40, and any bonuses to the DC are also doubled. Like a normal Invisibility spell, taking hostile action ends this maneuver’s effect. This maneuver is a supernatural ability.

Psyche Storm
Sleeping Goddess (Strike) [Electricity, Mind-Affecting]
Level: Psychic Warrior 7, Soulknife 7
Prerequisites: Three Sleeping Goddess maneuvers
Initiation Action: 1 full round action
Range: Personal
Area: emanation 20ft
Duration: Instantaneous
Saving Throw: Will half

The Sleeping Goddess adept’s eyes glow a resplendent blue as they unleash a tempest of psychic energy.

As part of this maneuver, all creatures within 20 feet of you must make a Will save (DC 17 + your Intelligence modifier). On a failed save, the creature takes 8d6 points of electricity damage. On a successful save, this damage is halved. This maneuver is affected by power resistance as if it were a psionic power. This maneuver is a supernatural ability.

Awaken: For every 3 power points you spend when initiating this maneuver, you can select a single creature to automatically effect with this maneuver; no saving throw allowed.

Psychic Form
Sleeping Goddess (Boost)
Level: Psychic Warrior 1, Soulknife 1
Prerequisites: None
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

Sleeping Goddess adepts train their minds to be able to assume deep levels of concentration on the fly.

After initiating this maneuver, you immediately gain psionic focus, regardless of when the maneuver is initiated. This maneuver is a supernatural ability.

Reality-Defying Goddess
Sleeping Goddess (Stance)
Level: Psychic Warrior 8, Soulknife 8
Prerequisites: Three Sleeping Goddess maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

“In the dreamscape, reality is simply what you make of it.”

While you are in this stance, you can add your Intelligence modifier to your Strength modifier, your Wisdom modifier to your Dexterity modifier, or your Charisma modifier to your Constitution modifier for the purpose of all relevant rolls and checks. You can only select one set of ability modifiers when you assume this stance. This stance is a supernatural ability.

Awaken: For every 4 power points you spend when initiating this stance, you can select an additional set of ability modifiers to combine.

Rhetoric Mind-Loop
Sleeping Goddess (Counter) [Compulsion, Mind-Affecting]
Level: Psychic Warrior 2, Soulknife 2
Prerequisites: None
Initiation Action: 1 immediate action
Range: Personal
Target: One creature
Duration: End of creature’s next round
Saving Throw: Will partial

“Like any machine, the mind has its flaws to exploit.”

You can only initiate this maneuver when a creature you have line of sight and line of effect to takes an action. That creature must immediately make a Will save (DC 12 + your Intelligence modifier). On a failed save, the creature’s mind replays itself, forcing the creature to take the same sequence of actions that it made on the turn it failed its Will save on. The actions must be completed in the same order; otherwise, the creature can select new targets, use different abilities of the same type (spell, power, martial ability, etc), move to a different location, etc.

For example, if a creature affected by this maneuver moved 10 feet and cast a spell ray that targeted an enemy creature, during its next round it must move 10 feet and cast a spell that targets an enemy creature. The creature must perform this action as closely as possible; for example, if the creature make a martial strike against a creature and is out of readied strikes, they will simply attack it instead. If the creature cannot complete the part of the sequence of actions they will skip that action and move to the next part of the sequence, if any. This maneuver is affected by power resistance as if it were a psionic power. This maneuver is a supernatural ability.

Sculpt the Shaped Mind
Sleeping Goddess (Sublime Power) [Mind-Affecting]
Level: Psychic Warrior 5, Soulknife 5
Prerequisites: Two Sleeping Goddess maneuvers
Initiation Action: 1 full round action
Range: 100ft
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates

The mind is like putty to skilled Sleeping Goddess adepts.

Initiating this maneuver provokes attacks of opportunity. The target creature must make a Will save (DC 15 + your Intelligence modifier). On a failed save, select either Intelligence, Wisdom, or Charisma and deal 1d4 points of damage to that ability score. In addition, the creature suffers additional penalties based on the damage done.

  • Intelligence: The creature loses one language per point of damage done. It loses bonus languages first, then automatic languages. You determine which languages it loses. If the creature loses the ability to speak languages, it becomes incapable of understanding any language or communicating in any way; even via telepathy. Each point of Intelligence damage healed restores 1 language to the creature, starting with automatic languages.
  • Wisdom: The creature becomes confused for 1 round from losing its grip on reality.
  • Charisma: The foes becomes shaken for a number of rounds equal to the amount of Charisma damage done from having its confidence shattered.

This maneuver is affected by power resistance as if it were a psionic power. This maneuver is a supernatural ability.

Awaken: For every 3 power points spent while initiating this maneuver, the maneuver deals 1 additional point of Intelligence, Wisdom, or Charisma damage.

Shades of Nightmare
Sleeping Goddess (Sublime Power) [Mind-Affecting, Phantasm]
Level: Psychic Warrior 8, Soulknife 8
Prerequisites: Three Sleeping Goddess maneuvers
Initiation Action: 1 standard action
Range: Personal
Target: You
Duration: 2 rounds
Saving Throw: Will negates

“Reality is never as bad as a nightmare, as the mental tortures we inflict on ourselves.”

After you initiate this maneuver, you become coated in the stuff of nightmares, which reflects as a creature’s greatest fear. All creatures with line of sight on you must make a Will save (DC 18 + your Intelligence modifier) at the start of each round. On a failed save, the creature becomes shaken until the start of their next round, and if they are adjacent to you, they cower in place until the start of their next turn as well, unable to take move actions or 5 foot steps (they can still make a full round attack against you, however). This maneuver is a supernatural ability.

Awaken: For every 3 additional power points you spend when initiating this maneuver, its duration increases by 1 round.

Shattering Force
Sleeping Goddess (Strike) [Force]
Level: Psychic Warrior 8, Soulknife 8
Prerequisites: Three Sleeping Goddess maneuvers
Initiation Action: 1 standard action
Range: 30ft
Target: One creature or object
Duration: Instantaneous

With a shattering blow, a Sleeping Goddess adept can destroy most anything.

As part of this maneuver, make a ranged touch attack. If it hits, you deal 1d6 points of force damage per initiator level you possess. This maneuver is a supernatural ability.

Awaken: If you pay an additional 7 power points when you initiate this maneuver, you can increase the force damage dealt to 3d6 per initiator level if the target is incorporeal or an object.

Storm of the Mind
Sleeping Goddess (Strike) [Electricity, Mind-Affecting]
Level: Psychic Warrior 9, Soulknife 9
Prerequisites: Four Sleeping Goddess maneuvers
Initiation Action: 1 full round action
Range: Personal
Area: Emanation 40ft
Duration: Instantaneous
Saving Throw: Will partial

"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."

As part of this maneuver, all creatures within 40 feet of you immediately take 12d6 points of electric damage. In addition, creatures damaged by this maneuver must make a Will save (martial check equals 1d20 + ½ your initiator level + your Intelligence modifier). On a failed save, the creature’s mind is drawn into the dreamscape along with your own.

While in the dreamscape, the creatures that failed their saves become clay in your hands. You can use the dreamscape to crush their minds, absorb their psyche, or dominate their personas. Make a Psicraft check and subtract the creature’s Intelligence, Wisdom, or Charisma score (your choice) and apply the appropriate effect on Table: Storm of the Mind based on your result and the subtracted ability score. Unlike similar Sleeping Goddess maneuvers, this maneuver is not affected by power resistance. This maneuver is a supernatural ability.

Awaken: For every power point you spend while initiating this maneuver, you gain a +1 bonus to your Psicraft check to manipulate the creatures you draw into the dreamscape.

Table: Storm of the Mind – Mind Crush (Int)
Psicraft ResultEffect
10 or less1d4 points of Int drain
11-151d6 points of Int drain
16-201d8 points of Int drain
21-252d4 points of Int drain
26-303d4 points of Int drain
31+4d4 points of Int drain


Table: Storm of the Mind – Psyche Absorbtion (Wis)
Psicraft ResultEffect
10 or less1d4 points of Wis damage; add result to your Str, Dex, or Con for 1 minute.
11-151d6 points of Wis damage; add result to your Str, Dex, or Con for 1 minute.
16-201d8 points of Wis damage; add result to your Str, Dex, or Con for 1 minute.
21-252d4 points of Wis damage; add result to your Str, Dex, or Con for 1 minute.
26-303d4 points of Wis damage; add result to your Str, Dex, or Con for 1 minute.
31+4d4 points of Wis damage; add result to your Str, Dex, or Con for 1 minute.


Table: Storm of the Mind - Psyche Domination (Cha)
Psicraft ResultEffect
10 or lessTarget is shaken for the rest of the encounter.
11-15Target is frightened for 1d6 rounds; then shaken for the rest of the encounter.
16-20Target is panicked for 1d6 rounds; then shaken for the rest of the encounter.
21-25Target is confused for 1d6 rounds; then shaken for the rest of the encounter.
26-30Target is dominated for 1 round; then shaken for the rest of the encounter.
31+Target is dominated for 1d6 rounds; then shaken for the rest of the encounter.


Suppression of Pain
Sleeping Goddess (Counter)
Level: Psychic Warrior 4, Soulknife 4
Prerequisites: One Sleeping Goddess maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: End of the encounter

“What is pain? Pain is nothing! Pain is a meek mental impulse to be silenced.”

You can only initiate this maneuver when you become poisoned, diseased, or both. All active poisons and diseases on you (including magical ones) are suppressed until the end of the encounter. You do not have to make Constitution checks or Fortitude saves during this time and the effect’s duration (if any) does not reduce. Immediately following the encounter’s conclusion, any suppressed poisons or diseases reactivate and you must immediately make a save against the poison’s secondary effect. This maneuver is a supernatural ability.

Thoughts Flow like Blood
Sleeping Goddess (Stance) [Fear, Mind-Affecting]
Level: Psychic Warrior 3, Soulknife 3
Prerequisites: One Sleeping Goddess maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Saving Throw: Will partial

Sleeping Goddess enjoy punishing their adversaries with a taste of their own medicine.

While you are in this stance, each time a creature deals damage to you that creature must make a Will save (DC 13 + your Intelligence modifier). On a failed save, the creature takes 1d6 points of damage and becomes shaken for 1 minute. A successful save reduces this damage to 1 point and the duration of the shaken condition to 1 round. This stance is a supernatural ability.

Veil of Dreams
Sleeping Goddess (Stance)
Level: Psychic Warrior 8, Soulknife 8
Prerequisites: Three Sleeping Goddess maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

By cloaking themselves in a veil of dreams, a Sleeping Goddess adept can retreat to a place where reality cannot touch them.

While you are in this stance, you become immune to divination spells and clairvoyance powers. In addition, you gain a Personal Blind Blank effect, as the power. This maneuver is a supernatural ability.

Vision of Grand Desires
Sleeping Goddess (Boost)
Level: Psychic Warrior 4, Soulknife 4
Prerequisites: One Sleeping Goddess maneuver
Initiation Action: 1 swift action
Range: Personal
Target: One creature
Duration: End of turn

“See your victory before you; gaze upon its splendor. See it, and seize it!”

When you initiate this maneuver select a creature that you have line of effect to as your target. For the remainder of the turn, you ignore all bonuses and penalties to the target creature’s Armor Class, striking them on a roll of a 10 or greater. This maneuver is a supernatural ability.

Wavering Will
Sleeping Goddess (Counter)
Level: Psychic Warrior 3, Soulknife 3
Prerequisites: One Sleeping Goddess maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: One creature
Duration: End of turn
Saving Throw: Will partial

It takes only a second of hesitation for a lifetime of regret.

You can only initiate this maneuver when a creature declares an action that requires them to roll a d20. The creature must make a Will save (DC 13 + your Intelligence modifier). On a failed save, the creature takes a -2 penalty on all d20 rolls it makes until the end of the turn. A successful save reduces this penalty’s effect to only the next d20 rolled. This maneuver is a supernatural ability.

Awaken: For every 3 power points spent while initiating this maneuver, the subject takes an additional -2 penalty on their d20 rolls.
"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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Re: [Discipline] Sleeping Goddess

Postby Golden-Esque » Thu Nov 11, 2010 11:27 am

Ah, here's another martial discipline that you can attribute to our good friend TheDementedOne. But lo! You can also attribute it to another, less-known homebrewer from the old Wizards of the Coast forums. I actually based most of Sleeping Goddess discipline's special rule around his work, him being Yue_Ryong. I think I need to talk about why I so drastically overhauled the original discipline, however. You see, originally I had two seperate Psionic disciplines; Demented's Sleeping Goddess was based around Psionic Focus while Yue's Bladed Soul was based around spending Power Points. Ultimately, the two disciplines weren't exactly what I wanted; I felt that Demented's was a little cut-and-dry and Yue's was nothing but rehashes of Soulknife abilities.

So where did this discipline come from? Well, my friends and I always joked about how Soulknives were like jedis in the fluff; not in terms of organizations, but in terms of powers. Well, that's pretty much where this discipline came from. I added a lot of force effects as well as some fun Star Wars-ish fluff in addition to all the Psionics stuff. To contrast Solaris Arcanum, Sleeping Goddess has less maneuvers that utilize the Dream State mechanic; this is intentional, as the baseline level of Sleeping Goddess's maneuvers are slightly more powerful then Solaris Arcanum, and their maneuvers are significantly broader in what they can do. Like Psionics themselves, Sleeping Goddess evolved into something akin to the "Jack-of-all-disciplines" discipline, and I hope that's what you see when you review this discipline. As always, you can see Sleeping Goddess's PDF here.

NOTE: As of 11/11/10 @ 2:26pm, most of the descriptions are not formatted. This is known and well be addressed as soon as mortally possible. Sleeping Goddess's formatting is completed. Enjoy :).
"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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