Author Topic: Ships Full of Hope  (Read 2818 times)

Offline oslecamo

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Ships Full of Hope
« on: September 13, 2012, 04:41:09 PM »
Ships Full of Hope


”If there's not a clear path, then the Hyriu Custom shall open one!”-Lefina Enfield, Hyriu Custom captain

History
With the advancement of mecha and the escalation of war, there came a need for mobile bases to support the mecha in the frontline. Brave officers of all kind command their armies from those imposing vessels, viewing the battlefield as a whole and strengthening their troops formations while  watching out for weaknesses on the enemy's own.
 
Unlike normal martial schools, Ships Full of Hope maneuvers don't need to be recharged, but consume energy from the mecha equal to the Maneuver's level x 5 when used. Stances only cost energy when changed.
 
1st level
 
Fire on my Command: Strike– ally makes an attack guided by your skill.
Covering Barrage: Strike–Pin down an enemy under attacks, making him more vulnerable.
Prepare for Battle: Boost–ally gets a bonus on an action of his choice.
Inspiring Actions: Stance–whenever you use a maneuver, your allies fight better.
 
2nd level
Hold Your Formations: Boost–group of allies adjacent to each other gain defensive bonus.
Crying is Useless: Boost–allow ally to re-roll failed save.
Brace for Impact: Counter–deny a successful critical hit or gain bonus on save.
Stay Clear of our Line of Fire: Strike–deal area damage without risking to hit allies.
 
3rd level
Open Fire: Strike– Fire main beam gun twice with reduced acuraccy.
Great Commander: Stance–Increase the range and bonus of your Command.
Energy Charge Complete: Strike-deal extra damage with main gun.
All hands, Status Report: Boost- gain temporary HP.
 
4th level
Focus Fire on the Target: Strike–up to two allies make one free attack against one enemy.
You Really Think You Can Take on my Battleship: Counter– add Cha to saves, DR and AC.
Fire Control to Damaged Area Now:Boost-Remove a harmful effect from your battleship.
 
5th level
Fire at Will: Strike–Fire Main beam Gun three times with penalty.
Justice Is In Our Side: Boost-Double your command bonus.
Do Not Miss:Boost-Allies can re-roll miss chances for 1 round.
 
6th level
Bullet Hell: Strike-make a strafing flight with your secondary weapons.
Make Every Shot Count: Boost– increase critical threat range, and crits are automatically confirmed.
Disable All Safeties: Stance–Push your battleship to the extreme.
 
7th level
Call Back the Escort Units:Strike-Up to four allies can make a free move or standard attack
This Battle Isn't over Yet: Counter–grant temporary HP to ally that would be destroyed.
All Hands Take Heart: Boost–Add Cha mod to ally saves, skill checks,  attacks and damage rolls for 1 round.
 
8th level
RAMMING SPEED!: Stance–plow directly through your enemies!
Blast Them to Bits: Strike-Use main beam Cannon four times with penalty.
 
9th level
Last Assault: Strike: Coordinate one final attack with your allies.
 
Maneuvers explanations:
 

NOTES: Unless otherwise noted, any maneuver from this school that affects allies cannot be used on yourself, and can only be used in allies in range of your Leader aura (if you don't have one, then the maneuver is useless) plus 5 feet per Ship Captain level.
 
1st level
 
Fire on my Command
Ships Full of Hope (Strike)
Level: Ship Captain 1
Initiation Action: Standard action
Target: 1 ally
Duration: Instantaneous
 
One ally of your choice may make a standard attack (but not a maneuver or special ability). He gains a bonus on the attack and damage roll for this attack equal to your Cha mod.
 
Covering Barrage
Ships Full of Hope (Strike)
Level: Ship Captain 1
Initiation Action: Full-round action
Range:  As weapon
Target: As weapon
Duration: Instantaneous
Save: Reflex partial
 
You perform a normal attack with one of your weapons. Regardless of if you hit or miss your target, it must make a Reflex save (DC 10+1/2 HD+ Charisma modifier) or be Entangled for 1 round.
 
Prepare for Battle
Ships Full of Hope (Boost)
Level: Ship Captain 1
Initiation Action: Swift action
Target: One ally
Duration: One round
 
One ally of your choice gains a “floating” bonus equal to your Cha mod that can be spent on any one save, attack or damage roll performed within 1 round. The choice must be made before rolling the dice, and if it isn't expended within 1 round the bonus is lost.
 
Inspiring Actions
Ships Full of Hope (Stance)
Level: Ship Captain 1
Initiation Action: Swift action
Target: Self
Duration: Stance
 
While you are in this stance, whenever you use a maneuver, the bonus from your Leader aura increases by 1 for 1 round (multiple maneuvers in the same round stack).
 
2nd level
Hold Your Formations
Ships Full of Hope (Boost)
Level: Ship Captain 2
Initiation Action: Swift Action
Target: any number of adjacent allies.
Duration: 1 round
Save: none
 
Any number of allies that are adjacent to each other gain a bonus to resist basic combat maneuvers (grapple, trip, bullrush), AC and Saves equal to your Cha mod for 1 round. This bonus is automatically lost for all if one of them moves from his current position.
 
Crying is Useless
Ships Full of Hope (Boost)
Level: Ship Captain 2
Initiation Action: Swift action
Target: 1 Ally
Duration: Instantaneous
Save: none
 
One ally of your choice can re-roll a failed saving throw against one effect currently affecting him (except death), using the original save DC. If he succeeds, the effect is removed. This has no effect for effects that don't allow saves
 
Brace for Impact
Ships Full of Hope (Counter)
Level: Ship Captain 2
Initiation Action: Immediate action
Range: Self
Target:-
Duration: Instantaneous
Save: none
 
You may use this counter when you would need to make a save or take extra damage from a critical hit. You either gain a bonus equal to your Cha mod to the save or the critical hit becomes a normal hit.
 
Stay Clear of our Line of Fire
Ships Full of Hope (Strike)
Level: Ship Captain 2 
Initiation Action: Full-Round action
Range:  As main beam cannon
Target: As main beam Cannon.
Duration: Instantaneous
Save: none
 
Choose a path to fire your main beam cannon. You may move any allies that would be caught in the area of effect out of the way to the closest point outside the attack area, even if they're outside your Leader aura range.
 
 
3rd level
Open Fire
Ships Full of Hope (Strike)
Level: Ship Captain 3
Initiation Action: Full-Round action
Range:  As main beam weapon
Target: As main beam weapon
Duration: Instantaneous
Save: See text
 
Make up to two attacks with your main beam weapon. You take a -2 penalty on the attack rolls.
 
Great Commander
Ships Full of Hope (Stance)
Level: Ship Captain 3
Initiation Action: Swift action
Target: Self
Duration: Stance
Save: none
 
While in this Stance, you may count yourself as having taken the Leader feat an extra time for every 3 Pilot levels you have ignoring the limitation on the number of times you can normally pick it, gaining a bigger bonus and increased area of effect. This doesn't do anything if you don't already have the leader feat.
 
Energy Charge Complete
Ships Full of Hope (Strike)
Level: Ship Captain 3
Initiation Action: Full-Round action
Range:  As main beam weapon
Target: As main beam weapon
Duration: Instantaneous
Save: none
 
You fire your main beam weapon, with its Range doubled and dealing extra damage equal to your Pilot level+ Charisma modifier, but also consuming double the normal energy cost.
 
All Hands, Status Report
Ships Full of Hope (Boost)
Level: Ship Captain 3
Initiation Action: Swift Action
Range:  You
Target: Self.
Duration: 1 round/level
 
You gain temporary HP equal to twice you Pilot Level+ Charisma modifier.
4th level
 
Focus Fire on the Target
Ships Full of Hope (Strike)
Level: Ship Captain 4
Initiation Action: Full-Round action
Target: Up to two allies
Duration: Instantaneous
 
As Fire on my Command, but can affect up to two allies.
 
You Really Think You Can Take on my Battleship
Ships Full of Hope (Counter)
Level: Ship Captain 4
Initiation Action: Immediate action
Target: Self
Duration: 1 round
 
You may initiate this counter whenever you would be damage by an attack. You gain a bonus to saves, DR and AC equal to your Cha mod until the beginning of your next turn. Those bonus don't apply against the attack that triggered this however.
 
Fire Control to Damaged  Area Now
Ships Full of Hope (Boost)
Level: Ship Captain 4
Initiation Action: Swift action
Range:  Self
Target: Self
Duration: Instantaneous
 
Remove from your battleship any one condition/spell/effect with a duration other than instantaneous or permanent. You may initiate this maneuver even if unable to take actions.
 
5th level
Fire at Will
Ships Full of Hope (Strike)
Level: Ship Captain 5
Initiation Action: Full-Round action
Range:  As main beam weapon
Target: As main beam weapon
Duration: Instantaneous
 
Make three attacks with your main beam weapon. You take a -3 penalty on those attacks.
 
Justice is In Our Side
Ships Full of Hope (Boost)
Level: Ship Captain 5
Initiation Action: Swift action
Target: Self
Duration: 1 round
 
Your Command bonus granted by your Leader aura is doubled for 1 round.
 
Do Not Miss
Ships Full of Hope (Boost)
Level: Ship Captain 5
Initiation Action: Swift action
Target: All allies within range
Duration: 1 round
 
All your allies inside your aura can re-roll missed attacks and miss-chances for 1 round.

 
6th level
Bullet Hell
Ships Full of Hope (Strike)
Level: Ship Captain 6
Initiation Action: Full-Round action
Range:  See text
Target: See text
Duration: Instantaneous
 
You move up to your speed and can fire your Battleship Missiles and Anti-Air craft gun at every opponent that is inside your Leader Aura (as long as you have enough ammo), and fire your main beam cannon once at any point during this movement.
 
Make Every Shot Count
Ships Full of Hope (Boost)
Level: Ship Captain 6
Initiation Action: Standard action
Target: All allies inside your Leader aura
Duration: 1 round
 
All allies inside your Leader aura have their threat ranges increased by 1 and automatically confirm critical hits until the beginning of your next turn.
 
 
Disable all Safeties
Ships Full of Hope (Stance)
Level: Ship Captain 6
Initiation Action: Swift action
Range:  Self
Target: Self
Duration: Stance
 
While in this Stance, your battleship's flight speed is doubled, maneuverability increases by two steps and the Main beam Cannon loses the Heavy property, but any natural 1s you roll on attacks, saves or skill checks deal damage to your own battleship equal to your Pilot level, ignoring DR.
 
7th level
Call Back the Escort Units
Ships Full of Hope (Strike)
Level: Ship Captain 7
Initiation Action: Full-Round action
Target: Up to 4 allies
Duration: Instantaneous
 
As Focus Fire on the Target, but up to 4 allies, and they may take a move action instead of an attack.
 
This Battle Isn't over Yet
Ships Full of Hope (Counter)
Level: Ship Captain 7
Initiation Action: Immediate Action
Target: 1 ally
Duration: Instantaneous
 
You may initiate this maneuver when an ally's mecha would be reduced to 0 or less HP. You grant him Temporary HP equal to 2* (your Pilot Level+ Charisma modifier). You cannot use this counter if there's an ally with Temporary HP from this maneuver. However any one affected by this maneuver may willingly give up any leftover temporary HP to allow you to use this again (even better if they patched themselves up in between).
 
All Hands Take Heart
Ships Full of Hope (Boost)
Level: Ship Captain 7
Initiation Action: Swift action
Range: Self
 Target: Self
Duration: 1 round
 
After you initiate this maneuver, you add your Cha mod to saves, skill checks, attack and damage rolls for 1 round.
 
8th level
RAMMING SPEED
Ships Full of Hope (Stance)
Level: Ship Captain 8
Initiation Action: Swift action
Range: Self
Target: Self
Duration: Stance
 
While in this stance, you can use your ship to ram opponents, It gains a ram melee weapon dealing 1d10 damage per Pilot level with the Area, Rending and Heavy properties. If you have your E-Field active, it also has the Power Property. You may start a free bullrush without provoking attacks of opportunity against any opponents damaged by this attack.
 
Blast them to Bits
Ships Full of Hope (Strike)
Level: Ship Captain 8
Initiation Action: Full-Round action
Range:  As main beam weapon
Target: As main beam weapon
Duration: Instantaneous
 
You fire your main beam weapon 4 times, taking a -4 penalty on the attack rolls
 
9th level
Last Assault
Ships Full of Hope (Strike)
Level: Ship Captain 9
Initiation Action: Full-Round action
Range:  See Text
Target: See text
Duration: Instantaneous
 
You and your allies all make one full attack against any targets of their choices
 
« Last Edit: January 17, 2017, 04:36:59 PM by oslecamo »

Offline oslecamo

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Re: Ships Full of Hope
« Reply #1 on: March 07, 2017, 08:59:55 PM »
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Offline oslecamo

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Re: Ships Full of Hope
« Reply #2 on: March 08, 2017, 02:01:29 AM »
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