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[Discipline] Black Heron

For the Scrolls of Reshar campaign setting by Golden-Esque

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[Discipline] Black Heron

Postby Golden-Esque » Fri Nov 12, 2010 7:04 am

Black Heron Discipline


While the adepts of the White Raven prefer to bolster the hearts of their allies with praise and rallying cries, many adepts do not see such adepts as methodic, instead preferring to get into the minds of their foes in order to tear their morale apart from the inside out. Such adepts often find themselves as practitioners of the Black Heron discipline, a rather dirty style of fighting that prefers quick movements and attacks over the more traditional styles of other disciplines. The adepts of the Black Heron have also developed a unique fighting style in that direct mockery and brute intimidation tactics are directly part of their fighting styles. The Black Heron discipline was said to have been constructed by the less-famous brother of Carlos de son Chero, Marquai de son Chero. Just as his older, more sophisticated brother founded the White Raven discipline, Marquai founded the Black Heron temple out of spite, where he attracted a substantial following to his underhanded ways.

Adepts of the Black Heron care little for honor and have no shame in cheating and acting underhandedly in most regards. They care only for the sweet taste of victory and avoid defeat at any cost. Many of them have bulkier, more intimidating bodies and others practice self-mutilation in order to create intimidating scars and markings on their bodies. Adepts of the Black Heron know that a fight is often won in the mind before in the flesh, and they seek every possible advantage to psych out their opponents.

The key skill of the Black Heron discipline is Intimidate, for the discipline heavily relies on the ability to instill fear into the hearts of one’s enemies. Adepts of the Black Heron favor crude and cruel weapons over all others, and the weapons associated with the Black Heron discipline are: falchion, flail, morningstar, khopesh, and scimitar.

Becoming a Black Heron Adept


Becoming an adept of the Black Heron discipline is not difficult compared to learning other schools of training. That isn’t to say that the Black Heron techniques are any less difficult than other discipline’s; the Black Herons are just more inviting to their school then others because they care less about skill or background and more about how mean an adept is. Although this does not mean that all Black Heron adepts are evil, there is certainly an intimidating air about the lot of them. Because the tricks of the Black Heron are seen as poor sportsmanship and underhanded, however, no class is associated directly with the discipline. Because of this, all Black Heron maneuvers are simply listed as being Adept maneuvers. The techniques aren’t impossible to master, however, and an individual that seeks training in the ways of the Black Heron can often receive it if they meet the requirements of their school. For any class to gain access to the Rising Phoenix discipline, they must first meet the following prerequisites:

  • Weapon Proficiency: The martial adept must have Weapon Proficiency with at least one of the Black Heron discipline’s Associated Weapons (see above).
  • Skills: The martial adept must have a minimum of 2 ranks in the Intimidate skill; the Black Heron discipline’s key skill.
  • Ability Score: The martial adept must have a Charisma or a Strength of 13 or greater. Both of these scores represent the adept’s intimidating air; Charisma represents one’s social knowledge of how to intimidate others while a high Strength score represents the physical appearance required to be intimidating.
  • Feats: The martial adept must have any one of the following feats: Persuasive, Power Attack, or Weapon Focus (flexible, mace, or sword).

Special Rule – Threatening Demeanor


Pulling off a Black Heron maneuver requires an intimidating flare that simply cannot be accomplished after the adept has been made a fool of. A Black Heron adept cannot initiate a Black Heron martial ability while they are under the effects of the feinted combat maneuver, dirty tricks combat maneuver, or while they are shaken, frightened, or panicked. Any Black Heron stances the adept is in when the condition is applied automatically ends, and any martial maneuvers initiated while the adept is suffering from one of these conditions automatically fail, though the maneuver is exhausted normally. The Black Heron adept can still declare attack rolls and deal normal weapon damage normally; they just cannot gain or inflict any of the other effects of their Black Heron maneuvers upon their foes.

List of Black Heron Maneuvers


1st Level Maneuver
  • Black Talon – (Strike): Deals additional damage equal to the result of an Intimidate check.
  • Feinting Insult – (Stance): Successful Intimidate check lowers CMD.
  • Frightening Swagger – (Stance): Attacks automatically make an Intimidate check.
  • Heron Skip-Strike – (Boost): Deals an extra 2d6 points of damage if you moved at least 10 feet during the turn.
  • Low Blow – (Strike): Successful dirty trick deals 1d6 additional points of damage and dazes target.
  • Skittering Leap – (Boost): Immediately moves 25ft.
  • Trick Slash – (Strike): Deals damage and plays a dirty trick on foe.


2nd Level Maneuvers
  • Distraction – (Counter): Successful dirty trick nullifies attack.
  • Overpower – (Counter): Make an Intimidate check to penalize a creature’s Strength.
  • Power Craze – (Boost): Successful Intimidate check grants 2d6 temporary hit points.+1/initiator .level.
  • Smash Down – (Strike): Deals 4d6 additional points of damage to a creature affected with dirty tricks, feint, helpless, or a fear effect.


3rd Level Maneuvers
  • Demon Skip-Strike – (Boost): Deals an extra 4d6 points of damage if you moved at least 10 feet during the turn.
  • Flight of the Black Heron – (Stance): Gain movement speed based on ranks in Intimidate.
  • Heron Tactics – (Stance): Can make dirty tricks maneuvers as a move action.
  • Intimidating Fake-Out – (Strike): Successful Intimidate check affects target with the following conditions for 1 round: blinded, feint, and shaken.
  • Swoop of the Heron – (Strike): Move 10 feet and make two attacks.
  • Unfettered Progression – (Strike): Move 10 feet after attacking.

4th Level Maneuvers
  • Blackout – (Strike): Successful melee attack has a chance to render foe unconscious if affected by dirty tricks.
  • Blade of Sorrow – (Strike): Successful attack leaves target shaken.
  • Inspire Fear – (Strike): Successful melee attack demoralizes nearby creatures.
  • Lifetaker – (Counter): Immediately a kill a foe that fails to stabilize.


5th Level Maneuvers
  • Better off Dead – (Strike): Creature takes a penalty to AC and CMD on a successful strike.
  • Contagion of Fear – (Boost): Spreads the shaken condition to creatures near feared opponents.
  • Decimate Courage – (Strike): Successful attack ends morale bonuses.
  • Fear Itself – (Stance): Gain immunity to fear, -1 penalty per initiator level on Will saves against fear.
  • The Heron’s Caw – (Stance): Nearby creatures become panicked when you slay an ally.

6th Level Maneuvers
  • Dash of the Black Heron – (Boost): Move up to your speed.
  • Endless Calamity – (Sublime Power): A malevolent laugh confuses all feared creatures for 1 round.
  • Rage of Pain – (Counter): Successful Intimidate check allows you to keep fighting when in negative hit points.

7th Level Maneuvers
  • Black Vendetta – (Counter): Deals 8d6 points of damage to a creature that strikes you in combat; immediately demoralizes on-looking creatures.
  • Infusion of Awe – (Boost): You gain a +1 morale bonus on attack rolls, damage rolls, skill checks, ability checks, saving throws, and Armor Class per feared creature.
  • Soulless Skip-Strike – (Boost): Deals an extra 8d6 points of damage if you moved at least 10 feet during the turn.

8th Level Maneuvers
  • Blade of Hopelessness – (Strike): Successful attack leaves creature in a coma of apathy.
  • Burning Vengeance – (Stance): Deals an additional 12d6 points of damage against a creature that damages you; must attack that creature without caution or care.
  • Errant Zeal – (Stance): Each successful melee attack gives you a stacking bonus to attacks, damage, and Intimidate.
  • Fatal Trick – (Strike): Successful dirty trick slays creature outright.


9th Level Maneuvers
  • Stride of the Dark Lord – (Strike): Move along a path, making full attacks as you go.
"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] Black Heron

Postby Golden-Esque » Fri Nov 12, 2010 7:34 am

Description of Black Heron Maneuvers


Better off Dead
Black Heron (Strike) [Fear, Mind-Affecting]
Level: Adept 5
Prerequisites: Two Black Heron maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 minute
Saving Throw: Will partial

“The best part is when they lay down their blades and accept the fact that they’re worm food.”

As part of this maneuver, make a single melee attack. If it hits, you deal normal weapon damage. In addition, the creature must make a Will save (DC 15 + your Charisma modifier). On a failed save, the creature becomes shaken for 1 minute. In addition, for as long as the creature is shaken, it also takes a -2 penalty to its Armor Class. On a successful save, the duration of this effect is reduced to 1 round.

Black Talon
Black Heron (Strike)
Level: Adept 1
Prerequisites: None
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous

The quick slashes of the Black Heron adepts often belie their bulky, frightening frames.

As part of this maneuver, make a single melee attack. If it hits, you deal normal weapon damage. In addition, if you deal at least 1 point of damage to the creature, make an Intimidate check against the creature’s Sense Motive. If you succeed, you deal additional damage equal to the difference between your Intimidate check and your opponent’s Sense Motive check (max +8).

Black Vendetta
Black Heron (Counter) [Fear, Mind-Affecting]
Level: Adept 7
Prerequisites: Three Black Heron maneuvers
Initiation Action: 1 immediate action
Range: Melee attack
Target: One creature
Duration: Instantaneous

No one ever disrespects a Black Heron adept.

You can only initiate this maneuver when a creature you threaten deals damage to you. Make a single attack against that creature. If it hits, you deal 8d6 points of damage. In addition, all creatures friendly to your target within 30 feet of it become demoralized for 1 minute. The struck creature is not demoralized by this maneuver.

Blackout
Black Heron (Strike)
Level: Adept 4
Prerequisites: One Black Heron maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 3 rounds
Saving Throw: Fortitude negates

Taking advantage of their opponent’s distraction, the Black Heron adept delivers a telling blow that knocks their adversary out cold.

As part of this maneuver, make a single melee attack. If it hits, you deal normal weapon damage. In addition, if the struck creature has been the victim of a dirty trick or feint combat maneuver within the past 1 round, that creature must make a Fortitude save (DC 14 + your Charisma modifier). On a failed save, the creature falls unconscious for 3 rounds. This condition does not affect the creature’s hit points and they cannot be coup de graced unless their hit points are equal to 0 or lower. At the start of each of the creature’s rounds, it can attempt another Fortitude save to wake up.

Blade of Hopelessness
Black Heron (Strike) [Mind-Affecting]
Level: Adept 8
Prerequisites: Three Black Heron maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Saving Throw: Will partial

Hope is for the hopeless.

As part of this maneuver, make a single melee attack. If it hits, you deal normal weapon damage. In addition, the struck creature must make a Will save (DC 18 + your Charisma modifier). On a failed save the creature falls into a coma-like state of apathy. The creature cannot take standard actions or full round actions and all of its movement speeds are halved. It will not fight or attempt to defend itself, causing all attacks made against it to ignore the creature’s Dexterity bonus and shield bonus to Armor Class. At the start of their round, the creature gains a single Will save to end the effect as a swift action. On a successful save, the creature instead becomes shaken for 1 minute.

Blade of Sorrow
Black Heron (Strike) [Fear, Mind-Affecting]
Level: Adept 4
Prerequisites: One Black Heron maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Saving Throw: Will partial

“May these wounds inflict a sorrow that lasts until you meet your maker.”

As part of this maneuver, make a single melee attack. If it hits, it deals normal weapon damage. In addition, the struck creature must make a Will save (DC 14 + your Charisma modifier). On a failed save, the creature becomes shaken for 1 minute. A successful save reduces the duration of the condition to 1 round.

Burning Vengeance
Black Heron (Stance)
Level: Adept 8
Prerequisites: Three Black Heron maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

“Vengeance burns!”

While you are in this stance, the first creature that deals any amount of damage to you becomes the target of your burning vengeance. All attacks you deal to the creature do an additional 12d6 points of damage. However, you target this creature relentless without care or concern for your own safety. All attacks made against you ignore your damage reduction (if any) and you you’re your Dexterity bonus and shield bonus to Armor Class against all targets except the target of your burning vengeance. You must take all due action to attack the creature, and you cannot take actions to prevent attacks of opportunity. In addition, you cannot make Intelligence-based, Wisdom-based, or Charisma-based skill checks with the exception of the Intimidate skill while you have a target. You also cannot perform any activity that requires concentration, with the exception of performing martial abilities. When the target dies, this stance’s effects end.

Contagion of Fear
Black Heron (Boost) [Fear, Mind-Affecting]
Level: Adept 5
Prerequisites: Two Black Heron maneuvers
Initiation Action: 1 swift action
Range: Personal
Targets: See text
Duration: Instantaneous
Saving Throw: Will partial

“Fear spreads like a plague amongst even the bravest of hearts; nothing like a mob to foster fear.”

You can only initiate this maneuver if one or more creatures that you can see are afflicted with the shaken, frightened, or panicked condition. Creatures affected by these conditions become the targets of this maneuver. All allied creatures within 10 feet of a creature targeted by this maneuver must make a Will save (DC 15 + your Charisma modifier). On a failed save, the creature becomes shaken for 1 minute. A successful save causes the creature to become shaken for 1 round instead.

Dash of the Black Heron
Black Heron (Boost)
Level: Adept 6
Prerequisites: Two Black Heron maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous

“They’re quick ones, alright.”

After initiating this maneuver, you can immediately move up to your unmodified land speed. You cannot use this maneuver to burrow, climb, fly, or swim, even if you have the appropriate movement mode.

Decimate Courage
Black Heron (Strike) [Fear, Mind-Affecting]
Level: Adept 5
Prerequisites: Two Black Heron maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous

“You’d be surprised how little it takes to destroy the supposed iron will of your enemies.”

As part of this maneuver, make a single melee attack. If it hits, it deals normal weapon damage. In addition, if the creature was benefiting from any morale bonuses, it automatically loses those bonuses, regardless of how many rounds are left remaining on them. If the bonuses are permanent, then they are suppressed for the duration of the encounter instead.

Demon Skip-Strike
Black Heron (Boost)
Level: Adept 3
Prerequisites: One Black Heron maneuver
Initiation Action: 1 standard action
Range: Personal
Target: You
Duration: End of turn

The bloodlust with which a Black Heron adept strikes is legendary.

After you initiate this maneuver, you deal an additional 4d6 points of damage whenever you declare an attack as long as you have moved at least 10 feet during the turn the maneuver is initiated on. This damage is only dealt once; it does not apply per attack made.

Distraction
Black Heron (Counter)
Level: Adept 2
Prerequisites: None
Initiation Action: 1 immediate action
Range: Melee attack
Target: Attacking creature
Duration: Instantaneous

A well-timed distraction is all one needs to avoid harm.

You can only initiate this maneuver when you are targeted by a melee or ranged attack. Make a dirty tricks combat maneuver against the attacking creature’s Combat Maneuver Defense. If you succeed, the attack automatically misses. This maneuver must be used before the attack is rolled.

Endless Calamity
Black Heron (Sublime Power) [Fear, Mind-Affecting]
Level: Adept 6
Prerequisites: 2 Black Heron maneuvers
Initiation Action: 1 swift action
Range: See text
Target: See text
Duration: 1d4 rounds

“Yes, flee my little puppets, flee. Flee in sheer terror! Let your fear turn to confusion, and your confusion turn to violence! Flee in the presence of a god!”

You can only initiate this maneuver when one or more creature that is shaken, frightened, or panicked can see you. All creatures that are shaken, frightened, or panicked that can see you become confused for 1d4 rounds. Becoming confused does not remove the creature’s fear effect, but the fear effect’s duration decays normally while the creature is confused.

Errant Zeal
Black Heron (Stance)
Level: Adept 8
Prerequisites: Three Black Heron maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Slaughter comes naturally to the adepts of the Black Heron.

While you are in this stance, each time you deal damage to a creature, you gain a stacking +1 morale bonus on attack rolls, damage rolls, and Intimidate checks. This bonus cannot exceed half your initiator level. If you go for more than three rounds without dealing damage to a creature, the stack resets back to +0.

Fatal Strike
Black Heron (Strike) [Death]
Level: Adept 8
Prerequisites: Three Black Heron maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial

“Look over there! Gotcha!”

As part of this maneuver, make a dirty tricks combat maneuver. If you succeed, the creature must make a Fortitude save (DC 18 + your Charisma modifier). On a failed save, the creature immediately dies. On a successful save, the creature takes 5d6 points of damage.

Fear Itself
Black Heron (Stance) [Fear, Mind-Affecting]
Level: Adept 5
Prerequisites: Two Black Heron maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

“You have nothing to fear but fear itself.”

While you are in this stance, you become immune to fear effects. In addition, creatures you use fear effects against take a -1 penalty per three initiator levels you possess on their saving throw (if any) against the effect.

Feinting Insult
Black Heron (Stance) [Language-Dependant]
Level: Adept 1
Prerequisites: None
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

It’s amazing how deep a simple verbal insult can dig beneath someone’s skin.

While you are in this stance, as a standard action you can make an Intimidate check against the creature’s Sense Motive. If you succeed, the creature takes a -1 morale penalty per three initiator levels you possess to their Combat Maneuver Defense against the next combat maneuver you use against the creature. This penalty lasts until the end of your next turn and only applies to combat maneuvers you initiate against the demoralized creature.

Flight of the Black Heron
Black Heron (Stance)
Level: Adept 3
Prerequisites: One Black Heron maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

“It never ceases to amaze me how quickly those cowards can run if they need to.”

While you are in this stance, you gain an enhancement bonus to your land speed based on your ranks in Intimidate, as shown on Table: Flight of the Black Heron Benefits.

Table: Flight of the Black Heron Benefits
Ranks in IntimidateBenefit
1-4+5ft enhancement
5-9+10ft enhancement
10-13+15ft enhancement
14-18+20ft enhancement
19++25ft enhancement


Frightening Swagger
Black Heron (Stance) [Fear, Mind-Affecting]
Level: Adept 1
Prerequisites: None
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Black Heron adepts move with such swagger that their confidence alone inspires fear in their enemies.

While you are in this stance, whenever you deal melee weapon damage to a creature, you can immediately attempt an Intimidate check against the struck creature’s Sense Motive. This is treated as a demoralize attempt.

Heron Skip-Strike
Black Heron (Boost)
Level: Adept 1
Prerequisites: None
Initiation Action: 1 standard action
Range: Personal
Target: You
Duration: End of turn

The Black Herons are infamous for their tricky footwork; even the largest of them are able to use their mass’s momentum to great effect.

After you initiate this maneuver, you deal an additional 2d6 points of damage whenever you declare an attack as long as you have moved at least 10 feet during the turn the maneuver is initiated on. This damage is only dealt once; it does not apply per attack made.

Heron Tactics
Black Heron (Stance)
Level: Adept 3
Prerequisites: One Black Heron maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

“He poked me in the eyes, kicked me in the stomach, and then jabbed me in the groin before I knew that I was blinded!”

While you are in this stance, you can make dirty tricks combat maneuvers as a move action instead of a standard action.

Infusion of Awe
Black Heron (Boost)
Level: Adept 7
Prerequisites: Three Black Heron maneuvers
Range: Personal
Target: You
Duration: End of turn

“Drink deep in their fear.”

After initiating this maneuver, you gain a +1 morale bonus on attack and damage rolls, skill checks, ability checks, saving throws, and Armor Class for every creature that you have line of effect to that is shaken, feared, or panicked.

Inspire Fear
Black Heron (Strike) [Fear, Mind-Affecting]
Level: Adept 4
Prerequisites: One Black Heron maneuver
Range: Melee attack
Area: 30 feet
Duration: Instantaneous
Saving Throw: Will partial

“Watch as I slaughter your friend. Watch, and know fear!”

As part of this maneuver, make a single melee attack. If it hits, you deal normal weapon damage. In addition, all creatures friendly to the struck creature within this maneuver’s range (including the struck creature) must make a Will save (DC 14 + your Strength modifier). On a failed save, the creature becomes demoralized for 1 minute. A successful save reduces this condition to 1 round. A creature must have line of sight and line of effect to you in order to be affected by this maneuver.

Intimidating Fake-Out
Black Heron (Strike)
Level: Adept 3
Prerequisites: One Black Heron maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous

The proper mix of fear and self-preservation is enough to bend anyone to your will.

As part of this maneuver, make an Intimidate check against the target’s Sense Motive check. If you succeed, the target becomes blinded, feinted against all enemies, and shaken until the end of your next turn.

Lifetaker
Black Heron (Counter)
Level: Adept 4
Prerequisites: One Black Heron maneuver
Initiation Action: 1 immediate action
Range: Melee attack
Target: One creature
Duration: Instantaneous

“No, I don’t think you’ll be waking up.”

You can only initiate this maneuver when a creature within this maneuver’s range fails a stabilization check. Make an attack roll against that creature; if you hit, that creature automatically dies, regardless of how many hit points it had remaining.

Low Blow
Black Heron (Strike)
Level: Adept 1
Prerequisites: None
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial

Black Heron adepts aren’t above common malpractice when it comes to combat.

As part of this maneuver, make a dirty checks combat maneuver. If it succeeds, the target takes damage equal to your normal weapon damage plus an additional 1d6 points of damage. In addition, the struck creature must make a Fortitude save (DC 11 + your Strength modifier). On a failed save, the creature becomes dazed for 1 round. A successful save fatigues the creature for 1 round instead.

Overpower
Black Heron (Counter) [Fear, Mind-Affecting]
Level: Adept 2
Prerequisites: None
Initiation Action: 1 immediate action
Range: Personal
Target: Attacking creature
Duration: Instantaneous

Through force of arms and mouth, anything is possible.

You can initiate this maneuver whenever a creature attacks you with a melee attack. Make an Intimidate check against the creature’s Sense Motive. If you succeed, the creature takes a penalty to their Strength modifier equal to -1 plus an additional -1 per five initiator levels you possess until the end of your next turn. This maneuver can be used after an attack roll is rolled, modifying the result based on the Strength penalty but it must be used before damage is rolled.

Power Craze
Black Heron (Boost)
Level: Adept 2
Prerequisites: None
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous

“The feeling you get when an insect of a man trembles beneath your might? I live for that feeling.”

You can only initiate this maneuver when you successfully demoralize a creature with an Intimidate check. You gain 2d6 temporary hit points plus 1 additional hit point per initiator level you possess.

Rage of Pain
Black Heron (Counter)
Level: Adept 6
Prerequisites: Two Black Heron maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous

“I refuse to die!”

You can only initiate this maneuver when your hit point total is reduced to 0 or fewer. Make an Intimidate check with a DC equal to your hit dice. If you succeed, you do not become unconscious, but you also do not stabilize. You remain able to fight unimpaired; you can even take full round actions in a turn. However, at the start of your turn you must roll to stabilize normally. If you fail, you fall unconscious normally and continue dying. This maneuver’s effect lasts until you fall unconscious, die, or are healed above 0 hit points.

Skittering Leap
Black Heron (Boost)
Level: Adept 1
Prerequisites: None
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous

“That big blob of a man hurled himself at me! I never knew a fat man to move so quickly!”

After you initiate this maneuver, you can immediately move up to your land speed. This movement counts against the total distance you can move during a turn, effectively allowing you to take a full move action and a standard action in a single turn. However, you cannot use this maneuver to move more than twice your land speed during a single turn.

Smash Down
Black Heron (Strike)
Level: Adept 2
Prerequisites: None
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous

Black Heron adepts enjoy taking advantage of their foes’ lapses in courage.

As part of this maneuver, make a single melee attack. If it hits, you deal normal weapon damage. In addition, if the struck creature is affected by any of the following conditions, you deal +4d6 additional points of damage: dirty tricks, feinted, helpless, frightened, panicked, or shaken.

Soulless Skip-Strike
Black Heron (Boost)
Level: Adept 7
Prerequisites: Three Black Heron maneuver
Initiation Action: 1 standard action
Range: Personal
Target: You
Duration: End of turn

Black Heron adepts slowly lose their souls; not by choice or by theft, but simply to fear.

After you initiate this maneuver, you deal an additional 8d6 points of damage whenever you declare an attack as long as you have moved at least 10 feet during the turn the maneuver is initiated on. This damage is only dealt once; it does not apply per attack made.

Stride of the Dark Lord
Black Heron (Strike)
Level: Adept 9
Prerequisites: Four Black Heron maneuvers
Initiation Action: 1 full round action
Range: 30ft; see text
Target: One creature
Duration: Instantaneous

“Power. There is only power.”

As part of this maneuver, you can immediately move up to 30 feet and attack a threatened creature. You can immediately attack that creature with three attacks using your primary weapon at your highest bonus, plus your choice of either a feint combat maneuver, a dirty tricks combat maneuver, or a demoralize attempt.

If your combat maneuver or demoralize attempt succeeds, you can immediately move an additional 30 feet and repeat this process. This can be done as many times as you have targets to attack, but a single creature can only be targeted once by this maneuver.

Swoop of the Heron
Black Heron (Strike)
Level: Adept 3
Prerequisites: One Black Heron maneuver
Initiation Action: 1 full round action
Range: Melee attack
Target: One creature
Duration: Instantaneous

With deadly efficiency, a Black Heron adept can swoop down, rain death on their foes, and leave silently.

As part of this maneuver, you can move up to 10 feet and make two attacks at your highest attack bonus. These attacks take a -2 penalty to their attack roll, and you can make the 10 foot move before attacking or after attacking, your choice. This movement provokes attacks of opportunity normally.

The Heron’s Claw
Black Heron (Stance) [Fear, Mind-Affecting]
Level: Adept 5
Prerequisites: Two Black Heron maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Saving Throw: Will partial

The cruelty that the Black Heron adepts can sink to is awe-inspiring.

While in this stance, whenever the Black Heron adept kills a creature by reducing its hit points to the appropriate negative total, all other creatures within 30 feet of the slain creature that were allied with it must make a Will save (DC 15 + your Strength modifier). On a failed save, the creature becomes panicked for 1d4 rounds and shaken for 1 minute afterwards. On a successful save, the creature is shaken for 1 minute instead. If the Black Heron slew the creature with a coup de grace action, then no saving throw is allowed against this effect.

Trick Slash
Black Heron (Strike)
Level: Adept 1
Prerequisites: None
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous

“Why would we play clean when playing dirty is way more effective and a hell of a lot more fun?!”

As part of this maneuver, make a single melee attack. If it hits, you deal normal weapon damage. In addition, you can immediately make a dirty tricks combat maneuver check against the struck creature.

Unfettered Progression
Black Heron (Strike)
Level: Adept 3
Prerequisites: One Black Heron maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous

Black Heron adepts prefer to always keep moving, looking for the perfect advantage point to exploit on their foes.

As part of this maneuver, make a single attack. If it hits, you deal normal weapon damage. Immediately following the attack, you may move up to 10 feet. This movement does not provoke attacks of opportunity.
"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] Black Heron

Postby Golden-Esque » Fri Nov 12, 2010 7:40 am

Like I said in another post, this discipline was originally by ErrantX, and it was one of my first exposures to Martial Discipline homebrew. This made rewriting the Black Heron discipline hard; after all, I originally loved the "inner demon" imagery and theme of the original, but it led to too many complications within my own work. Things like, "Okay, if I have an Evil discipline, I need a Good, Chaos, and Law discipline as well. What would their key skills be? How could I make them different?" Once I realized I wanted to try and keep Key Skills unique to their disciplines, well that's when the concepts of these specifically aligned disciplines hit the fan. However, I loved Black Heron and I wasn't content with just dropping it, so I wrote all the evil into the fluff and left the discipline itself to be heavily based on dirty fighting. The Advanced Pathfinder book came out about a week or two before I rewrote the discipline, and I think the heavy use of the Dirty Tricks combat maneuver shows this significantly.

Anyway, I hope I do ErrantX proud; there's even a little namesake to him in this version; it shouldn't be too hard to find if you're not completely demoralized by this discipline :lol:. As always, you can find the Black Heron 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."




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