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View Full Version : Narrow Bridge and Broken Blade feats (PEACH)



JoshuaZ
2010-02-21, 11:50 PM
So continuing on the general Age of Warriors (http://www.giantitp.com/forums/showthread.php?t=134088) projects, here are some feats for the Narrow Bridge (http://www.giantitp.com/forums/showthread.php?t=113982) and Broken Blade (http://www.giantitp.com/forums/showthread.php?t=122533) martial disciplines.

Narrow Bridge feats:

Disruptive Channeling
Prerequisite: A Narrow Bridge Maneuver, Knowledge(religion) 2 ranks
Benefit: You channel energy disruptive to lifeforce.
When you are in a Narrow Bridge stance and are wielding a preferred weapon of the Narrow Bridge, any opponent that receives damage from you (by any means, whether or not it is from the weapon wielded) has any effect that would heal it have its the total healing of that effect reduced by 1 hp and 1 additional hp for every 4 initiator levels. This effect lasts for 1 minute. So for example, if a subject had fast healing 5, they would only have fast healing 4 until the end and you were subject to a cure light wounds effect, would heal 1 less point. This effect applies regardless of whether one is healed by negative or positive energy and thus an undead effected this way would take 1 less point of healing if subject to an Inflict spell).

Bridgekeeper
Prerequisites: Proficiency with a weapon associated to the Narrow Bridge, Base Attack Bonus +4, two Narrow Bridge maneuvers, Disruptive Channeling
Benefit: The Bridgekeeper feat enables three tactical options.

1. Retributive Wrath of the Reaper:
To use this ability you must make a melee attack with one of the preferred weapons of the Narrow Bridge against a target whom dealt you damage in the previous round and whom has stayed within 5 feet of you since that damage was dealt. You increase the critical threat range of the weapon by 1, and gain a +2 bonus on the role to confirm critical hits. If this attack drops the opponent to 0 or fewer hitpoints they are instantly slain.

2. Call the Horde:
To use this option you must make a successful DC 20 Knowledge(religion) check as a move action after hitting your opponent with a melee attack. If you the target again on your next turn, the target provokes an attack of opportunity from any undead or deathless under your control that are in position to make such an attack.

3. Vile Interference:
To use this option you must deal damage to a foe who currently has vile damage. On this turn or your next turn, as a move action you must make a knowledge(religion) DC 20 check. If you are successful, as long the foe has any vile damage remaining, any melee attack on the foe from anyone that deals damage deals also 1d6 vile damage in addition to any other effects.


The next feat I posted earlier and was intended primarily for the Seeker of Lost Swords (http://www.giantitp.com/forums/showthread.php?t=139580) but I'm posting here for completeness:

Martial-Necromancy
You have learned how to channel some of your martial skill into undead you create.
Prerequisites: Able to use a 2nd level martial maneuver, able to use some method to create undead, animate undead, or to give intelligence to unintelligent undead. Martial Lore 5 ranks, Knowledge(religion) 2 ranks.
Benefit: Whenever you use any ability that creates undead or gives existing unintelligent undead intelligence (such as the Awaken Undead spell), you may choose to give the undead a copy of the Martial Study feat. If you do, you decide what maneuver to assign, which must be a maneuver which you know. Note that generally unintelligent undead can only use maneuvers if they are given explicit instructions to do so.

Vile Torch [Divine]
Prerequisites: A Narrow Bridge maneuver, A desert Wind maneuvers, Tumble 4 ranks, Knowledge(religion) 4 ranks, ability to rebuke undead
Benefit: Whenever you use any supernatural, spell-like ability or spell that deals fire damage, you may as a free action expend a rebuke undead attempt. If you do, the effect also deals an extra 1d6 vile damage to any living target damaged by the effect as necromantic energy transforms the cracked, burnt flesh into undead flesh. Additionally, whenever any creature has vile damage from such an effect, it treats its fire resistance as 5 lower as long as any such damage remains, and takes a -2 penalty on all saves against effects with the fire descriptor.

Burning Bridge [Divine]
Prerequisites: A Narrow Bridge stance, 2 desert wind maneuvers, at least one of which is a strike, ability to turn or rebuke undead, Tumble 2 ranks, knowledge(religion) 2 ranks, either Blade Meditation(Desert Wind) or Blade Meditation(Narrow Bridge)
Benefit: When you initiate a maneuver that deals fire damage and you are wielding a weapon associated to the Narrow Bridge, you may as a free action expend a turn or rebuke attempt. If you expend a turn attempt, the maneuver's fire is infused with positive energy, doing 1d6 damage to undead or other creatures harmed by positive energy and healing creatures that are healed by positive energy 1d6 points. If you expend a rebuke attempt, the same thing happens but with negative energy.

Additionally, for all purposes you treat Desert Wind associated weapons as associated with the Narrow Bridge and you treat all Narrow Bridge associated weapons as associated with Desert Wind.


Necrocarnum Warrior
Prerequsities: Necrocarnum Acolyte(From Magic of Incarnum), 2 Narrow Bridge maneuvers, at least one of which is a stance, ability to use the Necrocarnum Weapon soulmeld.
Benefit: This feat provides two benefits:

First, any melee weapon that you have under the effect of the Necrocarnum Weapon soulmeld you treat as if it were associated to the Narrow Bridge.

Second, whenever you are in a Narrow Bridge stance, the maximum essentia allocation to any necrocarnum soulmeld you have is increased by 1. If you leave a Narrow Bridge stance in a way that leaves too much essentia allocated to a soulmeld, that essentia returns immediately to your normal essentia pool.

Undead Savagery
Prerequisites: Tiger Blooded maneuver, two Tiger Claw Maneuvers, Two Narrow Bridge maneuvers, able to cast a necromancy spell of at least first level, must be living.
Benefit: You understand that the greatest savagery is not from the living, but from the dead, and you take on some of their aspects. While you are raging, shifted or wild-shaped, you get a +2 bonus on all fortitude saves against effects that would not effect undead. You may cast necromancy spells while in this state even if you would not normally be able to (due to wild shaping or raging). Finally, any attack you make against a living foe while in this state does an extra 1 damage.

Death Dealer
You have truly mastered the various forms of necromancy, whether it comes from martial skill or arcane might.
Prerequisites: Caster level 1st, One Narrow Bridge stance
Benefit: Whenever you are in a Narrow Bridge stance, you add 1 to the save DC for any necromancy spell or spell-like ability you use, and you gain a +1 bonus on attack roles against targets that you have already damaged during that encounter using a necromancy spell or spell-like ability while in that stance. (You lose this if you switch out of the stance and don't get it back even if you later switch back to the same stance).


Great Eviscerator
Prerequisites: Cha 13, undead type, Death Master(from Libris Mortis) Eviscerator(From Libris Mortis), Daunting Presence, Improved Critical, base attack bonus +5, 2 Narrow Bridge maneuvers, a Narrow Bridge stance
Benefit:
whenever you make a melee attack with a weapon associated to the Narrow Bridge discipline and threaten a critical hit, you add your charisma bonus to the role to confirm the critical hit. Additionally, if you score a critical hit, you add your charisma bonus to the damage, and the target becomes frightened for 1 minute. This is a mind-affecting, fear effect.

Shard of Life
Prerequisites: Endure Sunlight feat (from Libris Mortis), know 3 Narrow Bridge maneuvers at least one of which is a stance, Wisdom 13
Benefit: When using Endure Sunlight and in a Narrow Bridge maneuver, you add your Wisdom modifier to the maximum number of rounds you may ignore the negative effects of sunlight. You may switch between Narrow Bridge stances without altering this but if you leave a Narrow Bridge stance you lose the extra rounds. If you were already in sunlight, switching to a Narrow Bridge stance does not increase your total number of rounds you may ignore sunlight.

Necromantic Script [Item Creation]
Prerequisites: Scribe Martial Script, Martial Necromancy
Benefit: When you make a Martial Script, you may use an ingredient for the ink the ashes of the body of a martial adept who knew maneuvers of at least that level. The body must have been of at least small size. A small body provides ashes enough for 1 martial script, a medium for 2, a large for 4, and so on. If you use this ability, the gp, xp and creation time of the script are halved. Scripts made this way have a faint necromantic aura and anyone examining the script who makes a DC 20 Martial Lore check can recognize the form of construction used.


Flexible Flensing
Prerequisites: Flensing Strike (from Eberron Campaign Setting), Exotic
Weapon Proficiency (kama), Weapon Focus (kama), Weapon Focus(scythe)
Benefit: You may make a Flensing Strike with any melee weapon associated with the Narrow Bridge discipline and you treat the kama as associated with the Narrow Bridge. Finally, any feat you have that allows weapon choice you have that you have for either the kama or the scythe applies to the other. Thus for example if you had Weapon Specialization(Kama) it would also apply to the scythe.


Rule the Bridge [epic]
Prerequisites: Able to cast a necromancy spell of at least 7th level, able to cast Animate Dead, Bridgekeeper, Disruptive Channeling, Spell Focus(necromancy). Martial Necromancy or Death Dealer. Knowledge(religion) 24 ranks.
Benefit: This feat provides a number of benefits. First, whenever you use a Narrow Bridge maneuver which allows a save against an opponent and they fail the save, the next necromancy spell you cast before the end of your next turn they take a -5 penalty to the save and do not automatically succeed on saves from a natural 1.

Additionally, whenever you kill any living being with any maneuver while wielding a weapon associated to the Narrow Bridge, you may as a swift action expend a 7th level or higher spell slot or prepared spell. If you do, a single creature slain by the maneuver is automatically subject to the equivalent of an animate dead spell at your usual caster level for that class or your initiator level whichever is higher. Any creature effected this way that died with vile damage due to the presence of undead flesh is treated as having five fewer hit die for purposes of the maximum effects of animate dead, and the maximum size of your control pool. Additionally, such creatures get extra hit points equal to the amount of vile damage they had.

Broken Blade Feats:

Glimpse of the Reforging
Prerequisites: 2 Broken Blade maneuvers, maneuvers from two other disciplines.
Benefit: Whenever you are in a Broken Blade stance you get a +1 bonus to AC. If you are wielding an associated weapon then you cannot be treated as flat-footed for purposes of resolving any martial maneuver or melee attack on you.

Way of the Shattered Blade
Prerequisites: 3 Broken Blade maneuvers, maneuvers from 3 other disciplines, Glimpse of the Reforging.
Benefit: This feat grants you 3 tactical options.

1. Adaptive Defense:
When you are hit by a melee foe in the last round, you may make a DC 20 martial lore check as a move action. If you succeed, you get a +2 bonus to AC against that foe until the end of the encounter. This bonus stacks with multiple use but you cannot use this ability more than once a round (even if you have some way of getting extra move actions) and the martial lore check increases by 2 each time you use it on a foe you have already used this tactic on in this encounter.

2. Adaptive Attack:
To use this ability you must have missed in the course of that battle at least three attacks on a foe and must have missed all attacks. You may make a single melee attack as a full action using a weapon associated to the Broken Blade. You get a +4 bonus on this attack. If you succeed, every subsequent melee attack with that weapon by you on that foe gets +4 bonus on the attack role for the remainder of the encounter.

3. Move Through the Blade:
To use this ability, you must initiate a martial strike from the Broken Blade that successfully damages an opponent who previously injured you with a martial strike or counter. If your strike hits, you may then as a free action take an extra 5-foot step as a free action that does not provoke any attacks of opportunity from that foe.

Way of the True Blade [epic]
Prerequisites: Able to initiate 9th level Broken Blade maneuver and able to use maneuvers from at least 5 disciplines other than Broken Blade, stances from at least 4 disciplines, Glimpse of the Reforging Martial Lore, 24 ranks.
Benefit: This feat provides three benefits: First, you are treated as having 1 more maneuver in any discipline for purposes of meeting prerequisites in which you have at least one maneuver. Second, You are treated as having three more ranks than you have for meeting the prerequisites for any non-epic feat or non-epic PrC for a skill that is associated to any discipline that you know at least one maneuver in. Third, whenever you switch from a stance from one discipline to a stance in another discipline, you add to your AC a bonus equal to the number of disciplines you know at least one stance in, and gain an equal bonus to martial lore checks made as part of Broken Blade maneuvers. These bonuses last until the end of your next turn. Multiple uses of this ability do not give stacking AC bonuses.

DracoDei
2010-02-22, 02:26 AM
I haven't even read this enough to even know what any of the feats actually DO yet, but I thought I would jump in with a comment and a suggestion before I forget.


Traditionally the tactical feats for the disciplines require a non-tactical feat specific to the discipline as a pre-requisite.


The body must have been of small size.
I believe you mean "at least small size".

JoshuaZ
2010-02-22, 01:26 PM
Traditionally the tactical feats for the disciplines require a non-tactical feat specific to the discipline as a pre-requisite.
[QUOTE]

Ok. Made Disruptive Channeling a prerequisite for Bridgekeeper and made
Glimpse of the Reforging as a prerequisite for Way of the Shattered Blade.

[QUOTE] you mean "at least small size".

Fixed.

I'm concerned that Way of the True Blade may be too weak for an epic feat. I'm not sure.

DracoDei
2010-02-22, 03:52 PM
For the Epic feat, I have several comments, none of which have much to do with its overall power-level.
It is less useful at high-Epic (where you have maneuvers to spare to go spreading around) than at low-Epic.
You should perhaps consider explicitly saying that the AC bonus doesn't stack with itself, because if it did (which, by default, it doesn't) you could have it doubled up on each of your turns, just by alternating between two stances. OTOH such things are usually the default assumptions.



disciplines. Glimpse of the Reforging Martial Lore 24 ranks

Needs one less period, and two more commas.

JoshuaZ
2010-02-22, 11:40 PM
For the Epic feat, I have several comments, none of which have much to do with its overall power-level.
It is less useful at high-Epic (where you have maneuvers to spare to go spreading around) than at low-Epic.
You should perhaps consider explicitly saying that the AC bonus doesn't stack with itself, because if it did (which, by default, it doesn't) you could have it doubled up on each of your turns, just by alternating between two stances. OTOH such things are usually the default assumptions.


Made clear that the AC bonuses don't stack. I'm not sure if there's going to be that much difference here for high v. low epic given that one already requires 5 disciplines to even take the feat. I don't have enough experience with actual epic play to make a good judgment there.

DracoDei
2010-02-26, 11:26 PM
So continuing on the general Age of Warriors (http://www.giantitp.com/forums/showthread.php?t=134088) projects, here are some feats for the Narrow Bridge (http://www.giantitp.com/forums/showthread.php?t=113982) and Broken Blade (http://www.giantitp.com/forums/showthread.php?t=122533) martial disciplines.

Narrow Bridge feats:

Disruptive Channeling
Prerequisite: A Narrow Bridge Maneuver, Knowledge(religion) 2 ranks
Benefit: You channel energy disruptive to lifeforce.
When you are in a Narrow Bridge stance and are wielding a preferred weapon of the Narrow Bridge, any opponent that receives damage from you (by any means, whether or not it is from the weapon wielded) has any effect that would heal it have its the total healing of that effect reduced by 1 hp for 1 minute. So for example, if had fast healing 5, would have fast healing 4 until the end and you were subject to a cure light wounds effect, would heal 1 less point. This effect applies regardless of whether one is healed by negative or positive energy and thus an undead effected this way would take 1 less point of healing if subject to an Inflict spell).
At the moment this is mostly a really nasty way of keeping very low level characters from stablizing their comrades with Cure Minor Wounds after they have already run out their Cure Light Wounds for the day. It also has some use against Imps, but really, unless it stacks, it is going to be underpowered... bump it up to at least 2, or make it stack with itself, or maybe both. Also, consider putting in some sort of HD limit on it so you can't plink Big T to death at TOO low a level...




I started this post days ago, and haven't worked on it since, so I am just going to stop here before I lose it and to bump the thread before this might count as necromancy.

JoshuaZ
2010-02-28, 02:41 PM
At the moment this is mostly a really nasty way of keeping very low level characters from stablizing their comrades with Cure Minor Wounds after they have already run out their Cure Light Wounds for the day. It also has some use against Imps, but really, unless it stacks, it is going to be underpowered... bump it up to at least 2, or make it stack with itself, or maybe both. Also, consider putting in some sort of HD limit on it so you can't plink Big T to death at TOO low a level...


Made it so that it doesn't stack but increases with initiator level which should help make it not suck when it is high level.