Your attack reduces your opponent’s damage and curses them. Intimidate an opponent into missing an ally. You gain a +2 bonus to a combat maneuver attempt, and you are treated as one size category larger for determining if you can make that attempt.Ģnd Level Eternal Guardian Maneuvers Maneuverĭaze a cowering, shaken, frightened, or panicked opponent. Deals +1d6 damage against a cursed opponent.Īllies do not provoke attacks of opportunity when moving through squares you threaten.Įnemies treat squares your threatened area as difficult terrain. Your attack grants an ally a +2 bonus to AC. On a failed save, your foe’s movement is cursed, provoking attacks of opportunity against you even if it otherwise would not. As such, they are supernatural abilities.ġst Level Eternal Guardian Maneuvers Maneuver Special Note: Maneuvers from this discipline are universally supernatural in nature, drawing as they do on the initiator’s ability to manipulate fear. Martial Tradition: Loyal Order of the Branded Waerloch The successful use of break enchantment, remove curse, or similar effects removes the cursed condition from the target in addition to their normal effectsĪssociated Weapon Groups: Hammers, heavy blades, and polearms Multiple applications of the cursed condition do not overlap instead the duration of each new application of the condition is added to the remaining duration of the previous application. Spells with the curse descriptor also apply the cursed condition for a duration equal to the spell’s duration. By itself, the cursed condition does nothing, but many maneuvers or abilities have an increased effect on cursed creatures, or can only be used on cursed creatures (see individual maneuver descriptions for more information on how they interact with the cursed condition). Many of these curse maneuvers inflict a new condition: cursed. A creature immune to curses is immune to the effects of these maneuvers, with the exception of any weapon damage inflicted by them. These maneuvers, much like spells with the curse descriptor, use persistent, malicious energies to inflict penalties on their victims. Eternal Guardian’s associated skill is Intimidate, and its associated weapon groups are hammers, heavy blades, and polearms.Ĭurse Maneuvers: Some maneuvers in Eternal Guardian have the curse descriptor. The discipline of the Eternal Guardian and all of its maneuvers and stances are considered to be supernatural abilities and thus do not function in situations where supernatural abilities will fail. Today, the discipline of the Eternal Guardian has spread far and wide: It is used by bodyguards in the palaces of kings, sentinels of occult orders, and humble night watchmen making their rounds. These stories reflect the core of the discipline: A total devotion to a promise-usually either an oath to an ally that they will survive, no matter the cost to the disciple, or a curse on a foe that they will never escape. One legend claims it was created by the god who first separated the planes, dividing the mortal from the immortal, while another story insists that it was founded by a single warrior who swore to defend his city from an entire invading army. The exact origins of the discipline of the Eternal Guardian are difficult to determine due to the style’s incredible age.
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