Unseen Shackles (3.5e Martial Discipline)/All Maneuvers

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Accelerated Impact
Unseen Shackles (Boost)
Level: 2
Prerequisite: One Unseen Shackles Maneuver
Initiation Action: Swift
Range: One Melee or Ranged Attack
Target: Self
Duration: Instantaneous
Saving Throw: Reflex Partial

You infuse a melee or ranged attack with heavy gravity, increasing the attack's mass and momentum at a critical moment. The attack deals an additional 2d6 bludgeoning damage and force the struck creature to make a Reflex save or fall prone. If used on a ranged weapon attack, the weapon's range is increased by 50% in addition to the normal effect of the maneuver.



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Asteroid Impact
Unseen Shackles (Strike)
Level: 7
Prerequisite: Two Unseen Shackles maneuvers
Initiation Action: Standard Action
Range: Ranged Attack
Target: Line
Duration: Instantaneous
Saving Throw: Reflex Half

As part of using this maneuver make a single ranged attack. You imbue this attack with a large amount of mass and incredible momentum. If the attack hit, it deals an extra 13d6 damage and the power of the impact deal splash damage equal to the weapon's minimum damage to all creature within 5-ft of the struck creature. If the struck creature survives it must make a Reflex save or fall Prone. If the struck creature or object is brought below 0 hit points, or the attack miss, the maneuver is resolved against the next creature in a line equal to the weapon's remaining range. A new attack roll and damage roll are rolled for each subsequent creatures, with penalty for range increments applying normally. The line continue as long as it does not strike a creature or obstacle and that is unable to bring below 0 hit point.



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Core Instability
Unseen Shackles (Strike) [Fire, Force]
Level: 8
Prerequisite: Three Unseen Shackles maneuvers
Initiation Action: Standard Action
Range: Touch
Target: One creature or object
Duration: Instantaneous
Saving Throw: None

With a single touch you unleash the full destructive power of tidal forces, causing the target to heat up from the inside and being torn apart by gravitational force. If you hit with a touch attack, the target takes 1d8 force damage per two initiator levels and 1d8 fire damage per two initiator levels. If a creature is brought to 0 hit points or lower by this effect it is ripped apart and combust into nothing but ashes.



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Escape Velocity
Unseen Shackles (Counter)
Level: 2
Initiation Action: Immediate action
Range: Close
Target: One Willing Creature
Duration: Instantaneous
Saving Throw: None

You use the forces of gravity to pull yourself away from a grappling foe, a sticky web or similar hazards.

You may use this maneuver while entangled, held in a grapple, a pin or if an allied creature is under such condition. The target immediately escapes this condition and moves half its land speed away from the origin of the effect.



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Friction Burn
Unseen Shackles (Counter)
Level: 5
Prerequisite: Two Unseen Shackles maneuvers
Initiation Action: 1 Immediate Action
Range: 60 ft.
Target: One grounded creature
Duration: Instantaneous
Saving Throw: Fortitude Negate

You drag your opponent on the ground at very high speed, repositioning them and damaging them with heat and friction.

As part of initiating this maneuver, make a ranged touch attack against a valid target. If you succeed, you may reposition the target to any grounded square within range. The path between the target's previous square and their new square must be connected by ground. As you drag the target across the ground at high speed, they suffer heavy friction burns, taking 3d6 slashing damage and 3d6 fire damage. After the movement, the target land prone and is staggered for a round from the pain.

The target is allowed a Fortitude save to prevent the effect. A prone creature automatically fails this save.



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Gravitational Implosion
Unseen Shackles (Boost)
Level: 4
Prerequisite: Two Unseen Shackles maneuvers
Initiation Action: Swift action
Range: 20 ft.
Area: 20-ft.-radius burst centered on you
Duration: Instantaneous
Saving Throw: None

With a thought, you shackle each your foes's gravity toward a single point in space.

This maneuver functions as Lunar Pull, except that it affects all creatures within its area. Any creature pulled adjacent to you also fall prone. You may freely exclude any number of creatures from this maneuver’s effect.



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Gravitic Eruption
Unseen Shackles (Boost)
Level: 3
Prerequisite: One Unseen Shackles maneuvers
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: 1 round or until discharged
Saving Throw: Reflex Partial (see text)


You imbue your weapon with a high amount of gravitational energy. Your next attack with a melee weapon deals damage as if the weapon was two size categories larger.

Additionally, choose a single square you threaten which is occupied by the attacked creature, even if you miss, the square becomes charged with gravity. At the start of your next turn, the square erupts in a geyser of gravitational energy, dealing you gravitic eruption-enhanced weapon damage (but not other modifiers such as strength or power attack) to all creatures adjacent to the square. All creatures damage by this effect must make a Reflex save or fall prone. If the square was on the ground, it is now covered in rubble and is now difficult terrain until properly cleaned or repaired.

You are immune to the effect of your own gravitic eruption. You may attack an empty square to trigger the eruption without needing to attack a creature.



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Gravitic Fundamentals
Unseen Shackles (Stance)
Level: 1
Initiation Action: Swift Action
Range: Personal
Target: Self

You gain some fundamental control over gravity, granting you the the hyperjump special ability. While in this stance you may use feather fall (personal only) and greater mage handSpC as a spell-like ability at-will. You may concentrate on your greater mage handSpC spell-like ability as a free action, but you may only have a single instance of the spell active.



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Gravity Cage
Unseen Shackles (Strike)
Level: 9
Prerequisite: Four unseen shackles maneuvers
Initiation Action: Standard
Range: Close
Target: One creature
Duration: Concentration + 1 Round
Saving Throw: Reflex Partial


Considered to be the perfected form of Unseen Shackles, gravity cage imprison its target in a cage of extreme gravity, leaving it floating in free fall in the middle. The initiator choose a grid intersection within 10 feet of the target, on a failed Reflex save the target of this maneuver is moved adjacent to that point and is rendered Immobilized and Pinned for the duration. The gravity cage is considered to have an infinite grapple check for all intent and purpose, and even freedom of movement cannot be used to escape it. The extreme gravity of the gravity cage makes all squares occupied and adjacent to the target unpassable. If the target attempts to teleport, it must succeed an opposed caster level check against your initiator level, if it fails the attempt is ruined and the action wasted.

The gravity cage greatly amplifies any physical damage done to the target, by increasing their relative mass significantly. Any physical damage dealt to the target is doubled while they stay in the gravity cage. The target is unable to attack, any effects or projectiles emanating from them being unable to escape the gravity cage.

On a successful save the target is only partially caught by the gravity cage, rending her Immobilized for 1 round but with no other effects.



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Gravity Press
Unseen Shackles (Counter)
Level: 3
Prerequisite: One Unseen Shackles maneuver
Initiation Action: Immediate action
Range: 30 feet
Target: One Creature or Object
Duration: Concentration (up to 1 round per initiator level)
Saving Throw: Fortitude Negate (see text)

You crush your foe with an intense gravitational pull, make an initial ranged touch attack, if you hit, the target must make a Fortitude save or become Immobilized for 1 round. On a successful save the target's speed is reduced as if they were wearing heavy armor.

On subsequent rounds, you may concentrate on this maneuver as a standard action. If you do, you deal 1d6 + your Intelligence modifier in bludgeoning damages to the target and force them to make another Fortitude save against the effect of this maneuver.



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Gravity Slam
Unseen Shackles (Strike)
Level: 1
Initiation Action: Standard action
Range: 60 ft. or melee attack
Target: One Creature
Duration: Instantaneous
Saving Throw: None

You wield the power of gravity to make push or pull your opponent, if you hit you make a Bull Rush at range in any direction (including up or down), using your Intelligence instead of your Strength and adding your initiator level to the check. If successful you do not follow your opponent along and this movement is not limited by your movement.

You may deliver this maneuver either a ranged touch attack or as part of a melee attack.



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Impact Negator
Unseen Shackles (Counter)
Level: 2
Initiation Action: Immediate Action
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: None

You use a sudden wave of gravity to impede an incoming attack, possibly sending the opponent backward.

You gain DR 10/– against a single attack. If the physical damage of a melee attack is completely negated by this maneuver, the attacking creature is moved 5 feet away from you.



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Lunar Pull
Unseen Shackles (Boost)
Level: 1
Initiation Action: Standard action
Range: 10-ft
Target: One Creature
Duration: Instantaneous
Saving Throw: None


You use your control of gravity to pull an opponent closer to you. When you initiate this maneuver you make a Bull Rush against the target, using your Intelligence instead of Strength for this check, which does not provoke an attack of opportunity. If the attempt is successful, the target is pulled closer to you and you do not move instead of the normal effect of a Bull Rush. If the target is pulled adjacent to you it does not move further. This movement does provoke an attack of opportunity as normal, but only for you.



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Meteor Crash
Unseen Shackles (Strike)
Level: 6
Prerequisite: Three Unseen Shackles maneuvers
Initiation Action: Full-round action
Range: See Text
Target: One Creature, object or empty square
Duration: Instantaneous
Saving Throw: Reflex half, see text

As you initiate this maneuver, you plunge down using the forces of gravity to accelerate the momentum and velocity of your fall. You immediately plunge 20 feet per initiator level. If you land on an empty square and plunge at least 100 feet you cause an explosion which deals 10d6 + your Intelligence in fire and bludgeoning damage in a 20-ft.-radius spread, a Reflex save halves this damage. The explosion leave difficult terrain in it wake and any creature who failed the reflex save is knocked prone and is moved at the outer edge of the radius. You do not take falling damage, or damage from the explosion.

If you aim to land on a creature you deal 1d8 bludgeoning damage per initiator level (max 20d8) + your Intelligence modifier, but it is limited to 1d8 for each 5 feet you plunge (so a 10 feet fall only deals 2d8 damage). You take half the damage dealt to the target. If you wear medium armor you deal an additional 1d8 damage, and an additional 2d8 if you wear heavy armor. The creature is cratered into the ground, both made prone and immobilized for 1 round. The creature may make a Reflex save to halves the damage and negate being cratered into the ground.

If the creature survives the attack, you land in the closest adjacent space. If the creature perishes, you crush it beneath you and land in its square.



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Mutual Attraction
Unseen Shackles (Strike)
Level: 3
Prerequisite: Two Unseen Shackles maneuvers
Initiation Action: 1 Standard Action
Range: Close
Target: Two creatures of larger size or small, both within 30 feet of each others
Duration: Instantaneous
Saving Throw: Reflex Negate

Now. Kiss.

When you initiate this maneuver, choose two targets within range with a clear line of sight to each other, no obstacle or creature must be between them. On a failed save, each creature is gravitationally pulled toward each other, moving adjacent to the other creatures. If both creatures fail their save they meet in the middle of the closest possible route. On impact, whether or not a creature succeeded on their saving throw both targets takes 3d6 + your Intelligence modifier in bludgeoning damage, each target who failed their save also fall prone and take 3d6 extra damage.

If both creatures succeed on their Reflex save the effect is completely negated.



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Personal Orbit
Unseen Shackles (Stance)
Level: 3
Prerequisite: One Unseen Shackles maneuver
Initiation Action: Swift Action
Range: Personal
Target: Self

You gain a personal orbit which grant the floating enhancement to all items in your possession with no attunement period, except instead of hovering around you they always drift slowly around you. If a ranged attack misses you, you may have the projectile or weapon orbit you as a nonaction, as long as it is within your orbit size limit.

As a move action you may also place an object within 30 feet of you in orbit. An object you place in orbit slowly drifts around you, it moves with you when you move and does not require any action on your part to concentrate. At any point as a free action you may have the object drop out of orbit, gently floating toward the ground for 1 round before falling normally. You may have up to your Intelligence modified in such an object orbiting you. If you have an object at least one size category larger than you orbiting you, you gain cover against the first attack made against you in a round.

Table: Orbit Size Limit
Initiator Level Object Size Limit
5th-6th Small
7th-8th Medium
9th-10th Large
11th-14th Huge
15th-18th Gargantuan
19th+ Colossal

If you drop out of this stance, all objects orbiting you drift 30 feet slowly toward the ground for 1 round before falling. You may catch any items which fall this way as a nonaction as long as you have the available hands.



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Skyward Dive
Unseen Shackles (Boost)
Level: 1
Prerequisite: One Unseen Shackles maneuver
Initiation Action: Swift action
Range: Personal
Target: Self
Duration: Instantaneous
Saving Throw: None

You briefly reverse your gravity, falling upward for just a moment.

This maneuver replicate the effect of updraftSpC except it is not an air effect.



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Stance of the Dwarf Star
Unseen Shackles (Stance)
Level: 1
Initiation Action: Swift Action
Range: Personal
Target: Self

"You can’t move me so easily huh? I am a few hundred pounds more than I look right now!"

While in this stance you manipulate your own personal gravity, making yourself heavier when convenient. You count as 8 times your weight when advantageous and may use your Intelligence instead of your Strength when defending against combat maneuvers, attempts to otherwise move you, your own bull rush attempts and to calculate your carrying capacity.

You gains the benefits of the Improved Bull Rush feat and can bull rush creatures of any size. If you already possess the feat you gain an additional +4 bonus on bull rush checks.



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Stellar Wave
Unseen Shackles (Strike)
Level: 7
Prerequisite: Two Unseen Shackles maneuvers
Initiation Action: Standard Action
Range: Melee Attack
Target: One creature or object
Duration: Instantaneous
Saving Throw: Reflex Half

You imbue your weapon with the incredible mass of a diminutive star. As part of this maneuver you make a melee attack, if the attack hits it deals an extra 5d6 bludgeoning damage. After the attack is resolved, you unleash a wave of destruction originating from you weapon in a 120-ft line or 60-ft cone-shaped spread, dealing 10d6 + your Intelligence modifier in bludgeoning damage to all creatures within the area and they all fall prone. A successful Reflex save halves the damage and negate the prone effect. A creature struck by the initial attack does not gain a saving throw to halve the damage from the wave.



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Strikedown Collision
Unseen Shackles (Strike)
Level: 2
Initiation Action: Standard action
Range: 60 ft. or melee attack
Target: One creature
Duration: Instantaneous
Saving Throw: Will partial

You use the power of the unseen shackles to lift an opponent, before striking them against the ground. If you hit, is lifted 20 feet in the air, then immediately smashed against the ground anywhere within 10 feet of it initial position. This deal 1d6 + your Intelligence bonus in bludgeoning damages in addition of any falling damage that crashing into the ground might deal (usually 2d6 if the target started at ground level) and land prone. On a successful save the target is disturbed by gravity and take the initial damage but is not lifted and smashed.

You may deliver this maneuver either a ranged touch attack or as part of a melee attack.



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Sustained Impact Negator
Unseen Shackles (Counter)
Level: 4
Prerequisite: One Unseen Shackles maneuver
Initiation Action: Immediate Action
Range: Personal
Target: You
Duration: 1 round
Saving Throw: None

You create a constant current of gravity, anchoring you in place and repelling all incoming attacks.

You gain DR 10/– and a +20 bonus on combat maneuver check against being moved, additionally the constant gravity wave makes moving to any square adjacent to you cost 2 squares of movement. If used in response to a physical melee attack, if the physical damage of a melee attack is completely negated by this maneuver, the attacking creature is moved 5 feet away from you and fall Prone. The effect of this maneuver ends at the start of your next turn or immediately if you move from your current position.



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Unified Theory
Unseen Shackles (Stance)
Level: 8
Prerequisite: Gravitic Fundamentals and Unshackled Tethers, five Unseen Shackles maneuvers
Initiation Action: Swift Action
Range: Personal
Target: Self

The shackling of gravity itself is the purest expression of the Unseen Shackles discipline, this stance is reserved for the true masters of gravity.

You gain perfect control over gravity, fully shackling the shackles which bind us to the universe. While in this stance you gain a fly speed of 150 feet with perfect maneuverability, are under a constant freedom of movement effect and no longer take any penalties from gravity-based effect. You may use the sustained force version of telekinesis as a supernatural ability at-will, and may concentrate on it as a free action.

If you possess the Gravitomancer feat you can use Manipulate Gravity as swift action and affect twice as many squares as normal.

While in this stance you can assume a secondary stance as a free action, this stance must be from Unseen Shackles. You gain all benefits of your secondary stance as normal while you retain your primary stance benefits. You automatically drop out of your secondary stance if you drop out of Shackle the Shackles.



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Unshackled Tethers
Unseen Shackles (Stance)
Level: 5
Prerequisite: Two Unseen Shackles maneuvers.
Initiation Action: Swift Action
Range: Personal
Target: Self

Let go of your earthly tethers.

As long as you are in this stance you are no longer affected by gravity in the traditional sense, while still anchored to the planet you are able to move much more freely. You gain a fly speed of 50 feet with good maneuverability. This fly speed is not modified or suppressed while wearing medium or heavy armor. While in this stance you may use levitate and hostile levitate as a spell-like ability at will.



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Vector Inversion
Unseen Shackles (Counter)
Level: 6
Prerequisite: Two Unseen Shackles maneuvers
Initiation Action: Immediate Action
Range: Personal
Target: You
Duration: 1 round
Saving Throw: None

You use the power of gravity to twist space, inverting possible vectors of attacks.

You gain DR 20/– against a single attack, if the attack is a nonphysical touch or ranged touch attack then it suffers a 50% miss chance. If you use this maneuver on a melee attack, and it either miss or its damage is completely negate, you send the attacking creature in a direction of your 10 feet per level and it fall prone.

You may initiate his maneuver as Sustained Impact Negator instead.



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Vertigo Smasher
Unseen Shackles (Strike)
Level: 4
Prerequisite: Two Unseen Shackles maneuvers
Initiation Action: Standard action
Range: 30 ft.
Target: One creature of large size or smaller
Duration: Instantaneous
Saving Throw: Fortitude partial, Reflex partial

Up! Spin Around! Again! Again! Down! Up! Down! Up! DOWN!

As part of initiating this maneuver, make a ranged touch attack against a valid target. If you hit, you pull your opponent in the air, spin them around violently before viciously pounding them against a nearby hard surface again and again. This deal 7d6 + your Intelligence bonus in bludgeoning damage and the struck creature become staggered for 1 round and land Prone.

The creature is allowed a Fortitude save to negate the staggered effect and a Reflex save to land on their feet instead of prone.


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Zero Gravity
Unseen Shackles (Strike)
Level: 5
Prerequisite: One Unseen Shackles maneuver
Initiation Action: Standard action
Range: 60 ft.
Target: One creature
Duration: 1 round/level
Saving Throw: Will Partial

You briefly unshackle a creature from gravity, causing it to float 10 feet per initiator level up in the air. At the apotheosis the target is trapped in zero gravity, remaining stuck in place as per levitate. The target remains trapped until the end of the maneuver's duration, or until an outside force causes it to move up or down. The target is allowed another save at the end of each turn to end the effect. After the duration runs out, or the target is otherwise freed, they fall normally.

The target itself is unable to move of its own power, unless it possesses a fly speed or if it can brace itself against a surface to move. On a successful Will save the target is levitated up half the normal distance and immediately falls upon reaching apotheosis.



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