Beast Shaman Maneuvers (3.5e Maneuver)

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Beast Shaman Maneuvers[edit]

All Beast Shamans have access to four disciplines of maneuvers to utilize and learn from. Each of these disciplines focuses on different techniques and styles specific to the animal or force it represents and the Beast Shaman's personal finesse or fighting style.

The following are the disciplines available to a Beast Shaman;

Path of the Tiger
The tiger is a cunning predator; one that strikes with speed and violence of action, showing no fear. The Path of the Tiger teaches that any enemy can be overcome with sufficient and startling force, denying the prey the opportunity to retaliate or flee. Beast Shamans who dedicate themselves to the Path of the Tiger are often feline-like in mannerisms and even appearance, and favor utilizing their Beast Shape to become ferocious cats with raking claws and rending fangs.
Path of the Wolf
The wolf is a canny hunter, one who cooperates and collaborates with his allies to route his enemies. The Path of the Wolf teaches that enemies are best defeated when they are fatigued, weakened or otherwise crippled by relentless attacks and with allies by your side. Beast Shamans who dedicate themselves to the Path of the Wolf are wolfish in nature and appearance usually, and prefer the shape of various canids when they use their Beast Shape class feature to become swift, tireless predators.
Path of the Bear
The bear is a hearty combatant, the one that does not shrink from a blade's bite or a spell's singe, and readily turns aside harm in the heat of combat. The Path of the Bear teaches that enemies who cannot overcome defenses cannot overcome the bear, and thus must either endure his assaults like he does theirs, or wilt and die under his slashing claws. Beast Shamans who dedicate themselves to the Path of the Bear become bear-like and husky in structure typically, and frequently transform into powerful forces of fur and fury when they Beast Shape into a bear; shrugging off attacks and enacting great revenge.
Path of the Primeval
The primeval path differs from the tiger, the wolf and the bear. It is the very force of the animal soul. Its students, only experienced Beast Shamans, are wielders of fantastic and great animal power. Able to send links of roaring soul-fueled lighting, enter the spirit world, be as incorporeal shapes in their current realm, and transform their enemies from foes into animal allies, its followers are powerful combatants. The Path of the Primeval is that which binds a Beast Shaman at heart; it is the most powerful and most dangerous of tutors. It is rightly respected, for its teachings are the very whispers of the animal soul. Those who enter the Path of the Primeval are supernaturally gifted and display no outwardly unnatural or fantastic qualities, yet when they unleash their powers there is no mistake as to what they tap into and call upon.

Path of the Tiger[edit]

The Path of the Tiger teaches the art of overwhelming the enemy before he can act through ambush, the impact of skill and raw force combined, and the talent to know no fear. Its maneuvers allow the Beast Shaman to pounce like a great cat outside of his Beast Shape, leap upon enemies and grapple them with minimal difficulty, and strike vital areas to maximum effect. This discipline's favored weapons are the natural weapons, claw and bite.

Fearless Tiger Stance[edit]

Path of the Tiger (Stance)
Level: Beast Shaman 1
Prerequisite: None
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Special: Usable in Beast Shape
Like a hunting tiger, you are a ferocious presence undeterred, and become truly lethal when you take on your feline form.
As part of this stance, you gain a +2 bonus to saves against fear effects along with receiving a +2 bonus to all of your melee damage rolls, as you embrace the fearlessness of a tiger on the hunt. When you use your Beast Shape to become a feline animal while in the Fearless Tiger stance, you instead gain immunity to fear effects, and deal an additional 1d6 damage on all melee damage rolls rather than gain the benefit of the previous bonuses.

Rend-Fang Strike[edit]

Path of the Tiger (Strike)
Level: Beast Shaman 1
Prerequisite: None
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
Special: Usable in Beast Shape
Tearing into your enemy with your strikes, you leave deep hemorrhaging wounds in their flesh, causing them greater harm the next round.
As part of initiating this strike, you must make a full attack against the target. If at least two of your melee attacks succeed, the target takes an additional 2d6 damage at the start of your next turn, the damage of which it takes from these additional dice cannot be reduced in any way.

Step of the Cunning Tiger[edit]

Path of the Tiger (Boost)
Level: Beast Shaman 1
Prerequisite: None
Initiation Action: 1 swift action
Range: Personal
Target: Self
Special: Usable in Beast Shape
Becoming fleet of foot beyond any normal means, you maneuver about across the battlefield with the startling speed of a charging tiger.
Until the end of your turn you do not provoke attacks of opportunity against you by moving through threatened squares, and your movement cannot be stopped, slowed, or otherwise impaired. You may not, however, move through an enemy's occupied square without provoking an attack of opportunity; doing so requires a Tumble check as normal.

Fury Claw[edit]

Path of the Tiger (Strike)
Level: Beast Shaman 2
Prerequisite: One Path of the Tiger maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Special: Usable in Beast Shape
Drawing back, you unleash a furious clawed strike, hewing the flesh and armor of your victim with brutal ease, and carving apart their defenses in a display of animal ferocity.
As part of initiating this strike, you must make a single melee attack against the target. You do not gain the benefit of any additional attacks you may have this round, but for each additional attack you would have made your attack roll for this maneuver is increased by +1 and you deal 1d6 damage more damage. You may not deal more than 5d6 or receive a bonus to the attack roll above 5 through the use of the Fury Claw maneuver. Fury Claw's effect ignores damage reduction that requires a specific weapon material or magic to overcome and suppresses the victim's regeneration until the start of the next round. Regardless of the normal damage type, Fury Claw's damage is always slashing.

Feral Wrath[edit]

Path of the Tiger (Boost)
Level: Beast Shaman 2
Prerequisite: Two Path of the Tiger maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: Self
Special: Usable in Beast Shape
A glint of unbridled rage floods across your eyes, and you throw yourself into the fight with blind fury, assaulting every enemy far more brutally in a snarling, salivating frenzy.
Until the end of your turn, your AC is reduced by -4, however, all of your damage rolls receive a +4 bonus to their damage. Successful attacks made by you, specifically those that deal damage, heal you for 1d6 hit points while Feral Wrath is active.

Eviscerating Blow[edit]

Path of the Tiger (Strike)
Level: Beast Shaman 3
Prerequisite: One Path of the Tiger maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Special: Usable in Beast Shape
Flexing wide your claws, you drive them deep into the enemy's exposed belly, tearing hard and raking flesh and organs alike. The blow, sickening to the core, disables them, leaving them crippled.
As part of initiating this strike, you make a single melee touch attack against the target. If successful, you deal your regular melee damage + 2d6 and the target must succeed in a Fortitude save (DC 13 + damage caused by this maneuver) or become nauseated for 1 round, and for 1d4 rounds following that round, sickened. This strike's Fortitude check has no effect against nonliving creatures or those without a discernible anatomy or any creature immune to critical hits, but instead causes 2d6 more damage.

Tiger Flurry[edit]

Path of the Tiger (Strike)
Level: Beast Shaman 3
Prerequisite: Two Path of the Tiger maneuvers
Initiation Action: 1 full-round action
Range: Personal
Target: You
Your surprise assault unleashes a frenzy of clawed blows upon your enemy, battering and maiming them into a torn and ragged mess should they survive.
As part of initiating this maneuver, you make a charge attack. Instead of making a single attack at the end of your charge, you can make a full attack. If three or more of your attacks land, the victim of the assault is dazed and suffers from an additional 1d6 damage per attack that had struck them this turn at the start of their next turn.

Low Paw, High Fang[edit]

Path of the Tiger (Counter)
Level: Beast Shaman 3
Prerequisite: One Path of the Tiger maneuver
Initiation Action: 1 immediate action
Range: Melee attack
Target: One creature
Special: Usable in Beast Shape
Your target's missed attack causes them to stumble into your eager advance; striking with a low paw, you trip them, knocking them to the ground, while driving your fangs into their exposed neck to brutal effect.
If your opponent fails to strike you on his turn with any form of melee attack, he immediately provokes an attack from you, allowing you to initiate this maneuver. As part of this counter maneuver, you make a trip attempt with a +2 bonus against the creature which failed to strike you. Should you succeed, you gain an immediate secondary attack roll (with a +2 circumstance bonus as part of this maneuver) against the prone target which you tripped. Should this second attack strike, you deal your normal melee damage and an additional 4d6 damage to the prone attacker.
If your trip attempt fails, your opponent does not get an opportunity to react and attempt to trip you, nor do you gain the secondary attack following it.

Red in Claw Technique[edit]

Path of the Tiger (Strike)
Level: Beast Shaman 4
Prerequisite: Three Path of the Tiger maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Special: Usable in Beast Shape
With a lunge, you pounce atop your target, sinking your claws deep into their armor and flesh, and preventing them from readily breaking free of you whilst you savage them in their vulnerable and exposed state.
To use this maneuver, you must be adjacent to your intended target. As part of this maneuver, make a Jump check with a DC equal to your opponent’s AC. If the check succeeds, you can then make a single melee attack against your foe as part of this maneuver. The target is considered flat-footed against this attack. If your attack deals damage, your target must attempt a Fortitude save (DC 20 + your Str modifier). If this save fails, your target is knocked prone and grappled by you. Unlike a normal grapple, you do not lose your bonus(es) to AC while grappling the victim of your Red in Claw Technique.
The damage dealt by Red in Claw Technique can be piercing or slashing, as determined at the time of the attack.

Strangulating Bite[edit]

Path of the Tiger (Strike)
Level: Beast Shaman 4
Prerequisite: Two Path of the Tiger maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Special: Usable in Beast Shape
Driving fangs into the jugular, you crush the exposed wind pipe and vocal chords of your victim, puncturing them and rendering them horrifically wounded in your jaws, unable to cast spells with verbal components as their lifeblood drains away.
To use this maneuver, you must be adjacent to your intended target. As part of this maneuver, make a Jump check with a DC equal to your opponent’s AC. If the check succeeds, you can then make a single melee attack against your foe as part of this maneuver. The target is considered flat-footed against this attack. If your attack deals damage, your target must attempt a Fortitude save (DC 15 + your Strength modifier). If this save fails, the victim takes 1d6 Constitution damage, and suffers as if it were the subject of a silence spell, rendering it unable to speak or use spells with verbal components until it is the subject of a regenerate spell or another effect which restores damaged body members.

Roar of Triumph[edit]

Path of the Tiger (Boost)
Level: Beast Shaman 4
Prerequisite: Two Path of the Tiger maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: Self
Special: Usable in Beast Shape
Before you initiate your onslaught of claw and fang, you let loose a triumphant roar, startling your foes at your renewed vigor.
When you initiate this maneuver you immediately roar, regaining 4d6 + 1 for every 5 levels of Beast Shaman you have in hit points and forcing all enemies within 50 ft of you to make a Will save (DC 14 + your Strength modifier) or be shaken for 1 round. Creatures which resist this effect are immune to Roar of Triumph's shaken feature for 24 hours.
You must not be the subject of a silence spell or similar effect which prevents you from roaring.

Ferocious Inspiration[edit]

Path of the Tiger (Counter)
Level: Beast Shaman 5
Prerequisite: Three Path of the Tiger maneuvers
Initiation Action: 1 immediate action
Range: Melee attack
Target: One creature
Special: Usable in Beast Shape
With a lightning quick slashing rebuttal, your blood slicked claws motivate your allies to strike with similar fluid motion.
If your opponent fails to strike you on his turn, he immediately provokes an attack of opportunity from you, allowing you to initiate this maneuver. As part of this counter maneuver, you make a melee attack against the target that missed you. Should this attack land, you gain a +2 Dodge bonus to AC until the end of your next turn, and all allies within 15 feet who can see you gain the benefit of a supernatural haste effect until the end of their next turn. This haste effect otherwise functions as a normal Haste spell.
This maneuver is an extraordinary ability, however the hastening effect on your allies is a supernatural ability.

Bite of the Sabered Fang[edit]

Path of the Tiger (Strike)
Level: Beast Shaman 5
Prerequisite: Three Path of the Tiger maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Special: Usable in Beast Shape
Jaw opened wide in furious snarl, you plunge your fangs deep through your enemy's defenses, tearing apart his most vital of points in one swift strike that leaves him sapped of any fighting spirit or ability whilst inflicting grave injury.
To use this maneuver, you must be adjacent to your intended target. As part of this maneuver, make a Jump check with a DC equal to your opponent’s AC. If the check succeeds, you can then make a single melee attack against your foe as part of this maneuver. The target is considered flat-footed against this attack. If your attack deals damage, it deals an additional 10d6 damage and the target must make a Fortitude save (DC equal to 15 + damage caused by this maneuver), or become exhausted. If the creature is regularly immune to exhaustion, this attack deals an additional 4d6 damage.
If you are grappling a creature you may initiate this maneuver as a swift action, it automatically succeeds without a need for an attack roll.
The damage dealt by this maneuver is always piercing.

Blinding Claw[edit]

Path of the Tiger (Strike)
Level: Beast Shaman 5
Prerequisite: Three Path of the Tiger maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Special: Usable in Beast Shape
With a gouging swipe, you blind your foe, leaving him exposed in darkness and agony.
As part of initiating this strike, you make a single melee touch attack against the target. If successful, you deal your regular melee damage + 3d6 and the target must succeed in a Fortitude save (DC 15 + damage caused by this maneuver) or become permanently blinded. Following your successful blinding of the target, it immediately provokes an attack of opportunity by every one of your allies, except for you, in reach. This strike's Fortitude check has no effect against creatures without a discernible anatomy or any creature without eyes or sensory organs that function like eyes, but instead causes 3d6 more damage.
The damage dealt by this maneuver is always slashing.

Visceral Rake[edit]

Path of the Tiger (Strike)
Level: Beast Shaman 6
Prerequisite: Three Path of the Tiger maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
Special: Usable only while in Beast Shape
Lunging upon your enemy, you tear at his soft underbelly with your rear claws, sickening him and leaving horrific wounds; he staggers about before collapsing in a heap of rended, bloody flesh.
As part of initiating this strike, you make a melee touch attack against the target following a charge. If successful, you deal your regular melee damage for all of your attacks and the target must succeed in a Fortitude save (DC 16 + total damage caused by this maneuver) or become nauseated for 1 round, and following that round, sickened. When the enemy becomes sickened as a result of Visceral Rake, he must make a second Fortitude Save (DC 10 + 1/2 total damage caused by this maneuver) or fall prone and remain sickened for 1d6 rounds, taking 2d6 damage each round while sickened; this damage taken cannot be reduced in any way. He may stand up from prone as a move action, provoking attacks of opportunity as normal, however, he suffers the ongoing damage and sickened penalties until the duration specified is over.
This strike's regular Fortitude check results have no effect against creatures without a discernible anatomy or those which are immune to critical hits. In place of the first Fortitude check's nauseated effect, should it succeed, it instead knocks the target prone, and the secondary Fortitude check no longer exists.
The damage dealt by this maneuver is always slashing or piercing, and the specific damage type needs be determined at the time of the attack roll.

Vengeful Tiger Stance[edit]

Path of the Tiger (Stance)
Level: Beast Shaman 6
Prerequisite: Four Path of the Tiger maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Special: Usable in Beast Shape
With a shift in your feet, you become ready to enact revenge upon each blow leveled against you with far more ferocity than your enemy put forth.
You gain the benefits of your regular Fearless Tiger Stance, and the following additions; while not in Beast Shape, each time you take damage or are the subject of a hostile effect, your next attack roll gains a +1 to hit and a +1 to damage, to a maximum of three stacks. While Beast Shaped this same effect applies, but for each additional effect that would trigger a stack of Vengeful Tiger Stance beyond those three stacks, you gain a bonus attack at your highest base attack bonus at a progressive -5 to hit; you can only gain a maximum of 3 bonus attacks while Beast Shaped and in Vengeful Tiger Stance.
These bonus attacks are made only during a full-attack, and are made after your normal attacks made for that round. The initial bonus attack is at a -5 penalty to hit from your base attack bonus (plus any modifiers), the second attack takes an additional -5 penalty (total -10) and your third attack takes that penalty once more (total -15). These bonus attacks stack with effects such as the Speed enhancement and the Haste spell.
After you make your bonus attack(s) provided by Vengeful Tiger Stance you do not gain them again the next round unless the conditions to trigger them are fulfilled.


Path of the Wolf[edit]

The Path of the Wolf teaches its students to exploit an enemy's weaknesses by sheer numbers and maneuvering, forcing them into situations that favor the Beast Shaman and his allies rather than the enemy, and emphasizes the necessity of harrying the opponent without a moment's relent. Its maneuvers allow the Beast Shaman the natural tripping aptitude of the wolf outside his Beast Shape, the ability to free his allies with motivational and inspiring calls, and the freedom of movement required to encircle and deny the enemy his choice of movement. This discipline's favored weapon is a natural weapon, the bite.

Path of the Bear[edit]

The Path of the Bear teaches the disciples of its name how to not only endure against an enemy's assault, but strike back far harder, manners of ignoring the lingering effects of your enemy's attacks, and ultimately, how to become truly immovable. Its maneuvers allow the Beast Shaman the ability to counter attack for more damage, ignore damage done to them, and empower them for a follow up attack. This discipline's favored weapon is a natural weapon, the claw.

Proud Bear Stance[edit]

Path of the Bear (Stance)
Level: Beast Shaman 1
Prerequisite: None
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Special: Usable in Beast Shape
As you enter this stance you carry yourself with an enduring pride that never waivers or falters; nothing can sway you as easily as it believes.
As part of this stance, you gain DR 3/-, stacking with all other sources of damage reduction you may have, and you gain +2 Natural Armor or improve your preexisting Natural Armor by that amount. When you use your Beast Shape to become an ursine animal while in the Proud Bear stance the damage reduction provided by this stance is improved to DR 5/-, stacking with all other sources of damage reduction, and your Natural Armor provided through this stance is instead increased to +4.
While in this stance, you have the benefit of the Endurance feat, and never automatically fail a Fortitude save on a natural dice roll of 1.

Strong Ursa's Heart[edit]

Path of the Bear (Counter)
Level: Beast Shaman 1
Prerequisite: None
Initiation Action: 1 immediate action
Range: Personal
Target: Self
Special: Usable in Beast Shape
With a deep, long, steady breath you settle yourself following the enemy's blow, undeterred.
You may make a Concentration check with a DC equal to the damage you took from the attack that triggered this counter. If your Concentration check surpasses the damage you took from the attack, you immediately regain hit points equal to the damage caused by the attack that struck you. Following this, your next attack or maneuver made against the target who struck you and triggered this counter gains a +2 bonus to the attack roll.

Great Paw Throw[edit]

Path of the Bear (Strike)
Level: Beast Shaman 1
Prerequisite: None
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Special: Usable in Beast Shape
Cocking back a huge brown paw, you sweep your target off his feet so viciously with your claws that he crashes violently into a wall.
As part of initiating this strike, you make a single melee touch attack against a target of your choosing who is in reach. If successful, you deal your regular melee damage and begin a grapple check against the target automatically using your Strength to determine the result, but you are treated as one size category larger than you actually are. If you win this grapple check you may throw the target 10 ft + 5 ft for every 5 your check was above theirs into a square of your choosing where they fall prone; if their movement is interrupted by a wall, another creature, or any other interfering factor, the target takes 2d6 additional damage of which cannot be reduced.
A target thrown by Great Paw Throw does not provoke attacks of opportunity for moving through threatened squares.

Winter's End[edit]

Path of the Bear (Strike)
Level: Beast Shaman 2
Prerequisite: One Path of the Bear maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Special: Usable in Beast Shape
Channeling the force of winter out through your blow, your target shivers in response, whilst you, acclimated to the biting, freezing season, adjust in response.
As part of initiating this strike, you make a single melee attack against a target. If successful, you deal your regular melee damage as Cold damage and the target takes 1d4 Dexterity damage. Additionally following this attack, regardless of success or failure, you gain Cold Resistance equal to your Constitution modifier (so long as it is positive) for 3 rounds.
This maneuver is a supernatural ability.

Channel the Hunger[edit]

Path of the Bear (Boost)
Level: Beast Shaman 2
Prerequisite: One Path of the Bear maneuver
Initiation Action: 1 swift action
Range: Personal
Target: Self
Special: Usable in Beast Shape
Like a bear free of hibernation, you hunger for rich nourishment; tearing at your enemies, you devour their strength and add it to yours.
Your next melee attack or maneuver, if successful, additionally causes 1d6 Strength damage to the target, having you gain the same amount of ability damage dealt as a savage bonus to your Strength score for 1 hour. For every point of ability damage you cause by using Channel the Hunger, you regain 1 hit point + 1 for every 5 levels of Beast Shaman you have.
This maneuver is a supernatural ability.

Denwarden's Assault[edit]

Path of the Bear (Strike)
Level: Beast Shaman 3
Prerequisite: Two Path of the Bear maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Special: Usable in Beast Shape
With a roar you slam your claws into the target with the weight of a crashing pine, providing a crushing blow.
As part of initiating this strike, you make a single melee attack against a target at a +4 bonus to your attack roll. For the purposes of this attack, you have the benefit of the Power Attack feat, except that it applies its benefits as if you were making the attack with a two-handed weapon even if you are using a natural weapon or unarmed strike for the purposes of determining damage. If your attack hits, the target must make a Fortitude save (DC 13 + damage caused by this maneuver) or be knocked prone.

Unstoppable Rage[edit]

Path of the Bear (Counter)
Level: Beast Shaman 3
Prerequisite: Two Path of the Bear maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: Self
Special: Usable in Beast Shape
With a roar you slam your claws into the target with the weight of a crashing pine, providing a crushing blow.
If you are subject to an attack, ability or effect which attempts to halt, slow, alter, or otherwise impede your movement, you may immediately ignore those effects for 3 rounds. Following those 3 rounds any of these effects, should they persist (such as a Slow spell with you as the target), take their normal effect on you. While in your state of rage, you gain a +4 bonus to all Strength checks, and are immune to the effects of sleep or spells which suppress rage like Calm Emotions.
Unstoppable Rage may be used immediately following the saving throw you can make against these effects, if they provide any, should you fail the save. If they do not provide a saving throw you may utilize Unstoppable Rage to ignore them as normal for 3 rounds.

Path of the Primeval[edit]

The Path of the Primeval teaches its already more seasoned Beast Shamans the ability to master their influence over the animal soul. Strike the enemy before he can reach you, manipulate his weaknesses and exploit them, and when possible, utilize him as a greater threat against your foes. Its maneuvers allow the Beast Shaman to cast supernatural attacks like spells, put instinctual fear into their hearts, or use their mortal form as fuel for the birth of a new beast. This disciplines lacks any favored weapons, but provides great power in the form of supernatural effects.

Spirit Lightning[edit]

Path of the Primeval (Strike)
Level: Beast Shaman 5
Prerequisite: None
Initiation Action: 1 full-round action
Range: 60 ft, +5 ft for every Wisdom ability modifier point
Target: One creature, plus your Wisdom modifier in targets (of which must be within 15 ft of the primary target)
Saving Throw: Reflex half
Special: Usable in Beast Shape
Drawing a palm close beneath your ribcage, and extending another palm before you toward your enemy, arcs of ghostly lightning surge from your outstretched arm and arc to your target in a deafening roar. Each bolt echoes within its light in the shape of a raging beast of the discipline you favor most.
As part of this maneuver you channel the animal soul directly into a force and unleash it upon your enemy like a crack of lightning. You make a ranged touch attack against a creature within the range of this ability. If the attack is successful, it deals 1d6 force damage per Beast Shaman level to the primary target. After it strikes, the soul fueled lightning can arc to a number of targets equal to your Wisdom modifier, dealing half of the damage it dealt the primary target, to a minimum of 1 as force damage.
Each target can attempt a Reflex saving throw for half damage. You choose secondary targets as you like, but they must all be within 15 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum.
Each creature struck by Spirit Lightning takes a secondary effect if it fails its saving throw based upon the discipline you have the most maneuvers known from other than those from Path of the Primeval:
Spirit Tiger Lightning: In addition to the damage caused by the Spirit Lightning, each of the creatures that failed their save against this attack are deafened for 1 round.
Spirit Wolf Lightning: In addition to the damage caused by the Spirit Lightning, each of the creatures that failed their save against this attack have their movement speed reduced by 25 ft for 1 round.
Spirit Bear Lightning: In addition to the damage caused by the Spirit Lightning, each of the creatures that failed their save against this attack are treated as staggered for 1 round. This effect does not count toward or against non-lethal damage sustained or the unconsciousness effect of a character whose nonlethal damage exceeds his hit points.
This maneuver is a supernatural ability.

Instinctual Terror[edit]

Path of the Primeval (Boost)
Level: Beast Shaman 6
Prerequisite: One Path of the Primeval maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Special: Usable in Beast Shape
Letting out a chilling roar, your enemies immediately find your following assault the subject of their worst nightmares. Striking not just flesh and blood, but soul, you cause them to cower and break rank the moment you land your following blows upon them.
Your next following successful melee attack after initiating this maneuver causes the victim to become shaken; if you attack that target again this round before the start of your next turn, it becomes frightened of you. If you succeed in a third attack against the target which is frightened of you before the start of your next turn following your use of this maneuver, that enemy instead becomes panicked. You must land all of these attacks sequentially after the first; any missed attack against the creature you struck initially ends this maneuver.
The duration of Instinctual Terror's fear effect is equal to your Wisdom modifier divided by one half.
Creatures regularly immune to fear are not immune to Instinctual Terror's effect, however they may make a saving throw (DC is damage of your attack + your Wisdom modifier + Intimidate skill versus Will) to ignore this effect. They may only attempt a save against Instinctual Terror upon the first attack; subsequent attacks, provided the first succeeded, function as normal for this ability.
This maneuver is a supernatural ability.

Aspect of the Forgotten Beast[edit]

Path of the Primeval (Stance)
Level: Beast Shaman 7
Prerequisite: Two Path of the Primeval maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While shifting into your favored beast form, your body fades away into an ethereal mist of ghostly blue and white energy, fading in and out of existence, becoming like the ancient, long forgotten Beasts of Legend.
You immediately, as part of initiating this stance, utilize your Beast Shape and gain the qualities of a spirit, becoming incorporeal. You remain incorporeal each round you do not initiate an attack or a maneuver that incorporates an attack; upon doing so, your incorporeal quality ceases to function until the start of your following turn. Upon initiating a maneuver that causes you to attack or any general form of attack you make, you gain the Ghost Touch enhancement to your attack, then lose your incorporeal quality. Attacks, spells, effects, weapons and items, aside from those that specifically target or harm incorporeal creatures, do not effect you while you are incorporeal.
While in this stance you float a maximum of 5 ft from the ground, and hover with perfect maneuverability.
You may only be in your Beast Shape whilst utilizing your Aspect of the Forgotten Beast; relinquishing your Beast Shape while in Aspect of the Forgotten Beast immediately removes your incorporeal traits, and your ability to float and hover.
While half way in the spirit realm as part of this stance, you take irresistible damage equal to one half of your level per round at the start of each of your turns. If you die while in this stance because of this periodic damage, this stance ends and you die as normal, but your corpse gains the benefit of a Gentle Repose spell as if it were cast by you.
This maneuver is a supernatural ability.

Reunite Body and Soul[edit]

Path of the Primeval
Level: Beast Shaman 8
Prerequisite: Two Path of the Primeval maneuvers
Initiation Action: No action
Range: Personal
Target: Self
Saving Throw: None; see text
Special: Usable only when you are dead
No matter the wounds you sustained prior to your death, your sheer will power forces you back into the world. Stepping from the other worldly mist surrounding where your corpse had laid, you return to life once more, reborn from the animal soul.
Regardless of how you died you become the subject of a Raise Dead effect, even if your body is completely destroyed, seriously damaged, and or your body no longer exist, or any similar situation. Unlike a regular Raise Dead spell, however, when you return to life all of your maneuvers are expended and are no longer readied for the day and any magical, supernatural, natural or any effects which were ailing you or providing benefit to you upon your death are completely cleansed and removed. Any missing components of your body are returned to you when you return to life, and you are resurrected whole. If you died in a location where your body could not be raised properly by a Raise Dead spell, you return in the nearest wild environment of your choice, such as a forest, mountains, tundra, desert, etc.
This maneuver otherwise functions as a regular Raise Dead effect with you as the target, but with no cost.
However, upon returning to life you are in your Beast Shape of choice, but are unable to exit that form for 72 hours, regardless of any other effects. During this time your shape cannot be altered or changed in any fashion whatsoever - you are, for all intents and purposes, confined to your Beast Shape for those 72 hours.
You may only utilize this maneuver every 1d3 weeks.
This maneuver is a supernatural ability.

Unleash the Animal Soul[edit]

Path of the Primeval (Strike)
Level: Beast Shaman 9
Prerequisite: Three Path of the Primeval maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
Saving Throw: Will partial
Special: Usable in Beast Shape
With but your touch, your foe recoils as fur, fangs, claws and snarls erupt from his form, his body twisting and contorting as he takes on a new shape much unalike his last. No more your enemy, and forever transformed, his animal spirit unleashed now in body and brought to forefront of soul, he becomes your savage ally.
To use this maneuver you must be adjacent to your intended target. As part of this maneuver make a Knowledge (Nature) check with a DC equal to your opponent's AC minus 5. If the check succeeds, you can then make a single melee attack as a touch attack against your foe, also as part of this maneuver. The target is considered flat-footed against this attack. If your attack deals damage, your target must attempt a Will save (DC 20 + your Str modifier). If this save fails, your target instantly begins its permanent transform into a beast of your choosing (provided it is feline, canine, or ursine in nature) over the next 1d4 turns. While transforming the creature can take no actions beyond the following specified, and is no longer hostile to you or your allies, and instead becomes friendly to you and hostile to your foes, and considers them sworn enemies.
The beast you select the subject to transform into may not have more hit dice than the the subject currently has. If the beast you select has less hit dice than the subject does currently, the beast gains the appropriate advancements in hit dice equal to its previous hit dice, advancing as an animal of its kind would. For example, an 18th level human Fighter afflicted by Unleash the Animal Soul and transformed into a dire tiger gains all the benefits of a dire tiger (16 hit dice), and advances by 2 more animal hit dice so that it is equal in hit dice to its previous humanoid form. If the individual subject to the transformation of Unleash the Animal Soul has sufficient hit dice beyond the selected animal's usual hit dice so that it gains new feats and or features, you may select those new feats and or features for it as the Beast Shaman who transformed it.
Any equipment the transforming creature is wearing falls from its person and lands on the ground beside them without damage.
The creature's Intelligence score, whatever it was previously, becomes 2, and its Charisma and Wisdom scores become those of the animal it is changing into. If the base creature's original Charisma or Wisdom scores are above 10, the transformed creature retains that previous (superior) ability score in the appropriate ability rather than gaining the animal's. The base creature takes on the physical attributes of the animal selected for them to transform into by the Beast Shaman.
Upon initiating the transformation, the subject of this attack immediately regains hit points equal to 5 + its total hit dice at the start of each of its turns until it completes its transformation. While transforming, it takes no actions except for taking the total defense action each round it transforms, and gaining a +4 circumstance bonus to all saves during that period. Any negative effects which were ailing it are immediately dispelled as if it had successfully saved against them or had been cleansed of them with no further ill effects, and ignoring any triggering effects which would usually follow their removal, if any.
The transformed creature loses all of its previous memories of itself and its allies, feats, skills, racial qualities, etc, and instead gains all the qualities of the animal the Beast Shaman transformed it into. Once fully transformed, the subject considers the Beast Shaman and her allies friends, and immediately comes to their aid, acting as appropriate for an animal of its type. It will willingly fight to the death against its former allies and, provided it can, follow your direction to the best of its ability so long as it is not self destructive in nature. Once having vanquished its enemies, it behaves as normal for its kind, but still considers you and your allies friends.
Unleash the Animal Soul only affects humanoids and monstrous humanoids. Utilizing this maneuver against invalid targets still expends the maneuver but provides no effect beyond your regular melee damage. Creatures with the Shapechanger Subtype are immune to the transformation caused by Unleash the Animal Soul, however they take the additional damage caused as if they had succeeded in a save against this effect.
If the creature's save is successful, you deal an extra 1d6 points of damage per your Beast Shaman level as unerring force damage to the target in addition to your normal damage.
If your Knowledge (Nature) check fails, you can make a single attack normally. The maneuver is still considered expended.
This maneuver is a supernatural ability.

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