We figured we’d celebrate the day with some nice web enhancements!

New Maneuvers: Vernal Ignoramus

Refluffed Strike

Vernal Ignoramus (Strike)

Level: 2

Initiation Action: Standard action
Range: Melee attack
Target: One creature
Duration: Instant

Make a melee attack; if successful, you gain temporary hit points equal to your initiator level plus your initiation modifier. But don’t let us tell you how that has to look, you know? Maybe a nimbus of light envelops you. Maybe you grow dragon scales. How about you drain the life from your opponent? Use your imagination!

Cheese Strike

Vernal Ignoramus (Strike)

Level: 3

Prerequisites: 1 Vernal Ignoramus maneuver

Initiation Action: Standard action
Range: Melee attack
Target: One creature
Duration: 1 round
Save: None or Fortitude negates (see text)

This underhanded and infuriating strike shocks those who witness it for its ability to defy the laws of reality. Make a melee attack; if successful, your strike does an additional 6d6 damage and dazes the target for 1 round (no save). If any player or GM scratches their head, looks surprised, asks to see the rules, or begins talking about banning this maneuver, it instead does an additional 3d6 damage and dazes the target for 1 round only on a failed Fortitude save. My bad, guys. I completely missed that.

TypoStriek

Vernal Ignoramus (Boost)

Level: 4

Prerequisites: 1 Vernal Ignoramus maneuver

Initiation Action: Standard actions
Range: Melee attack
Target: 1 ally
Duration: Stance
Save: Reflex half

This blow was written an an exhausted haze late one night and is in sevear need of editting. Make a ranged attack; if successful, your strike does an additional [Note to self: Run some numbers here]d6 damge and your opponent must make a will save or your strike makes you drop rpone

This Will All End in Tiers Attitude

Vernal Ignoramus (Stance)

Level: 5

Prerequisites: 2 Vernal Ignoramus maneuvers

Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Disciples of the Vernal Ignoramus must strive to accurately know both themselves and their opponents to gain an advantage in battle. While maintaining this stance, you may spend a standard action to start a forum debate that will mostly likely end with the mods locking the thread.

New Warder Archetype:

The Warden

As It Should Have Been (Ex): All “warder” class features you gain are instead warden abilities.

 

New Feats:

GM’s Bane

Prerequisites: Able to initiate a 6th level maneuver, manifest a 6th level power, and bind a veil to your Headband slot

Benefit: With a single swift action, you can accomplish any 2 of the following actions:

  • Manifest a power with a manifesting time of 1 swift action
  • Initiate a boost with an initiation action 1 swift action
  • Switch stances
  • Reallocate your essence
  • Announce candidacy for political office
  • Bind a spirit, if you’re into that sort of thing
  • Regain psionic focus
  • Recover a maneuver
  • Make a sandwich

Masters in Mesoamerican Linguistics

Prerequisite: Student loans

Benefit: You can pronounce all words in the Tzocatl, The First Language playtest document.

New Major Artifact:

Book of Eastern Fightan Magic

Aura overwhelming all schools [lawful]; CL 25th; Slot none; Weight 40 lbs.

Description: This ancient tome (rumored to have existed for almost a decade) is said to contain forbidden techniques of unimagined martial power, such as being able to deal 100 damage in a single round.

Destruction :The Book of Eastern Fightan Magic can only be destroyed by the most powerful warrior on the planet willingly tearing its pages out, burning them, breaking all his weapons, and resigning the remainder of his days to quiet introspection and meditation on world peace. Alternatively, the GM saying, “I don’t know; I heard that book’s OP. Why don’t you play a monk? They’re really good!” will break the power of anyone in possession of the tome.