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The Vorpal Tribble
2010-03-17, 01:04 PM
Bitter Edge
http://th08.deviantart.net/fs51/300W/i/2009/306/a/0/Snowflake_by_ToPpeRa_TPR.jpg

The ways of the Bitter Edge are not so much a secret as isolated and blown about on the breeze. As they focus on movement across ice most overlook the discipline as but an oddity. However, those who have seen the perfection of poise, the complexity of footwork and the devastation of its blows do not mock it, but break out in a cold sweat at its lethality.

Bitter Edges take their name from the literal translation of dwarven for 'snowflake'. Watching them dance and twirl, slash and spin, a glacier dwarf, whose name has been lost to time, was held in fascination. He began to incorporate them into his attacks and taught what he knew and they were in turn perfected. This clan became a dominant power of their region and none could match them in their native ice fields.

Specialized as it was and limited almost solely to the dwarfs of the ice few followers of the Nine Swords have heard of it. Those that have are chilled to the marrow at what they see.

Poise and momentum are the ways of the relentless Bitter Edge. Who like the blizzard and bitter gales are never still even for a moment, but sliding, spinning and battering whatever stands in the way. Those that cannot be battered are worn away until nothing is left.
The key skill for a Bitter Edge is Balance, considering every move must be perfect and poised lest it caused one to lose their footing and thus their lives. Dwarven waraxes, glots, iuaks, and razor skipdisks are associated weapons for the Bitter Edge.

Bitter Edge In Your Setting
Bitter Edges do not necessarily have to be dwarven originated, though with their stability and hardiness they pull it off well. Instead any locale where you find fields of ice could be practitioners. This discipline is with ice skates in mind, though many do not require this stipulation.

The Vorpal Tribble
2010-03-17, 01:05 PM
1st Level
Bitter Breeze:Boost-Frigid wind increases your speed and lowers temperature.
Slippery Stance Lesser: Stance-You gain a coat of slick armor.
Twin Razor Snowplow: You throw up a cloud of distracting ice.
Whetted By the Wind: Boost-Your weapon gains an enhancement bonus and deals cold damage.

2nd Level
Coldblooded Attack: Strike-You deal frostburn damage that worsens each round.
Scratch Spin: You gain concealment and immunity to sneak attacks.
Throes of the Dying Snowflake: Counter-Your balance grants you an AC bonus and you lose penalties to lying prone.

3rd level
Destructive Crack: Strike-You can make a ranged sunder attack.
Don't Step On the Crack: Strike-You can make a ranged trip attack.
Slide Glide of Pride: Stance-Your momentum on ice allows you to make two actions while still moving.

4th level
A Skating Man With A Knife Can Kill A Thousand Men: Strike-You can attack all foes in a straight line.
Slashing Spin: Strike-You gain concealment and immunity to sneak attacks while also attacking all that approach you.
Stop Tripping Yourself: Counter-You expertise on the ice causes others to trip over themselves.

5th level
Destructive Crack, Split: Strike-You may make multiple ranged sunder attacks.
Don't Step on the Crack, Split: Strike-You may make multiple ranged trip attacks.
Windblown Razor Snowflake: Stance-You deal double damage and can are aided by strong winds.

6th level
Gift of the Dizzying Wind: You grab your enemy and spin him til he's sick.
Gripping the Frozen Blade: Stance-You slip out of any grasp, causing your opponent to shred his own flesh in the process.
Peace of the Black Ice: Strike-You deliver painless blows and siphon the warmth from the wounds, causing your opponent to hibernate on a critical blow.

7th level
Revenge of the Floe: Strike-The ice hinders and harms your opponent.
Whirling Blizzard: Strike-You make a balance check to deal additional damage to targets.

8th level
Howl of the North: Boost-You gain a 200 ft. fly speed and deal sonic damage that can possibly deafen.
Stride of Creeping Winter: Stance-Ice forms where you walk and damages weapons and armor.

9th level
Iron Lotus: Strike-You slice off your enemy's head with a single movement of graceful death.

The Vorpal Tribble
2010-03-17, 01:24 PM
1st Level

Bitter Breeze
Bitter Edge (Boost)
Level: Crusader 1, Swordsage 1, Warblade 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration End of Turn
A frigid breeze blows about you and carries you across the ice, giving you a burst of speed and lowering the temperature where you pass. Until the end of your turn, you gain a +10-foot enhancement bonus to your skating speed and the temperature drops by 10 degrees in the squares you passed through for 1 round.

Slippery Stance, Lesser
Bitter Edge (Stance) [Cold]
Level: Crusader 1, Swordsage 1, Warblade 1
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration Stance
A thin layer of hoarfrost forms over you and your equipment. You gain a +4 bonus to escape grapples and counter disarm attempts, a +1 bonus to your natural armor score, and take 1 less point of damage per hit die from fire-based attacks. If you do take damage from a fire attack you lose the benefits of this stance until you reactivate it.

At 6th level your armor bonus increases to +4 and you gain fire resistance 10. If you do take damage from a fire attack you lose the benefits of this stance until you reactivate it, but it produces a 10-foot wide cloud of steam that hides your exact position as the Obscuring Mist spell.

At 12th level the armor bonus increases finally to +8 and your fire resistance to 20.

Twin Razor Snowplow
Bitter Edge
Level: Crusader 1, Swordsage 1, Warblade 1
Initiation Action: Swift action
Range: 10 ft.
Target: Cone
Duration No Duration
You use this ability at the end of a move, throwing up a spray of ice into the face of those in range, momentarily obscuring your actions. You may perform any actions you are still capable of performing after a move action without provoking an attack of opportunity.

Whetted By the Wind
Bitter Edge (Boost) [Cold]
Level: Crusader 1, Swordsage 1, Warblade 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration End of Turn
By performing an ancient martial exercise you sharpen your blade against the wind and chill the metal without weakening it. For the rest of your turn your melee attacks with that weapon gain a +1 enhancement bonus and deal an extra 1d4 points of cold damage.


2nd Level

Coldblooded Attack
Bitter Edge (Strike) [Cold]
Level: Crusader 2, Swordsage 2, Warblade 2
Prerequisite: 1 Bitter Edge maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration End of turn
The creaking of stressed metal is heard as a thin layer of ice coats your weapons. Until the end of your turn all your attacks deal an additional 2 point of frostbite damage. The blood freezes inside the wound, dealing an additional 2 points of damage per round (1 frostbite damage, 1 unnamed), up to 1 round/martial level. Damage from multiple wounds stack. Until the target is healed of all frostbite damage his dexterity is lowered by 2.

Scratch Spin
Bitter Edge
Level: Crusader 2, Swordsage 2, Warblade 2
Initiation Action: 1 move action
Range: Personal
Target: You
Duration 1 round/level
You spin in place, becoming a momentary blur upon the ice. This effectively grants you concealment (20% miss chance) and you cannot be flanked or targeted with a sneak attack.

Throes of the Dying Snowflake
Bitter Edge (Counter)
Level: Crusader 2, Swordsage 2, Warblade 2
Prerequisite: 1 Bitter Edge maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration 1 round
You waft back and forth across the battlefield with the wind, making it hard to land a blow. You make a balance skill check. You gain a +1 dodge bonus to your Armor Class, +1 for every 5 you roll above 10. As part of your maneuver you end your round prone, though only take a -2 penalty to melee attacks as you continue to slide across the ice an additional 5 feet.


3rd Level

Destructive Crack
Bitter Edge (Strike) [Force]
Level: Crusader 3, Swordsage 3, Warblade 3
Prerequisite: 1 Bitter Edge maneuver
Initiation Action: 1 standard action
Range: 10 ft./martial level
Target: One object
Duration Immediate
You may strike the ice with a great, precisely aimed blow, causing a crack to rip forth towards an unattended object as a Ranged sunder attack. This attacks ignores the object's hardness.

Don't Step On the Crack
Bitter Edge (Strike)
Level: Crusader 3, Swordsage 3, Warblade 3
Prerequisite: 1 Bitter Edge maneuver
Initiation Action: 1 standard action
Range: 10 ft./martial level
Target: One creature
Duration Immediate
You may strike the ice with a great, precisely aimed blow, causing a crack to rip forth towards your target as a Ranged Trip attack. The target must use dexterity for all it's checks, and gains no benefits from size. If it successfully saves against the trip it cannot trip you back.

Slide Glide of Pride
Bitter Edge (Stance)
Level: Crusader 3, Swordsage 3, Warblade 3
Initiation Action: Full round action
Range: Personal
Target: You
Duration 2 rounds
Using the run action you take your momentum into the next round. On the second round you may move your base speed in a straight line and in addition can make a full round action, or a standard action and a move action.


4th Level


A Skating Man With A Knife Can Kill A Thousand Men
Bitter Edge (Strike)
Level: Crusader 4, Swordsage 4, Warblade 4
Prerequisites: Two Bitter Edge maneuvers
Initiation Action: Immediate
Range: Personal
Target: You
Duration Stance
While skating in a straight line you may make a single melee attack against every target in an adjacent square as you pass, though upon leaving their square provoke an attack of opportunity as normal. You may end your movement as a charge attack on a single target. This
maneuver may be used in conjunction with the run action.


Slashing Spin
Bitter Edge (Strike)
Level: Crusader 4, Swordsage 4, Warblade 4
Prerequisites: Two Bitter Edge maneuvers
Initiation Action: Swift action
Range: Personal
Target: You
Duration 1 round/level
You spin in place, weaving your weapons in an intricate pattern, becoming a momentary blur upon the ice. This effectively grants you concealment (20% miss chance) and you cannot be targeted with a sneak attack or be flanked.
As well, anyone who comes within 5 feet of you automatically takes damage as if you had successfully made a single attack with your weapons at hand.


Stop Tripping Yourself
Bitter Edge (Counter)
Level: Crusader 4, Swordsage 4, Warblade 4
Prerequisites: One Bitter Edge maneuver
Initiation Action: Immediate action
Range: Personal
Target: You
Duration 1 round/level
You dodge and slide in such an unexpected manner that your enemy ends up tripping over himself. You may give up your attack to gain a +4 bonus to your Armor Class. If an opponent attacks you and misses he falls prone, granting you an immediate attack of opportunity.


5th Level

Destructive Crack, Split
Bitter Edge (Strike) [Force]
Level: Crusader 5, Swordsage 5, Warblade 5
Prerequisites: Two Bitter Edge maneuvers
Initiation Action: 1 standard action
Range: 10 ft./martial level
Target: One object
Duration Immediate
This acts as the Destructive Crack maneuver except after the first sunder attack the crack may branch out to strike additional objects. There is no limit to the amount of objects it may effect, though cannot travel farther than its maximum Range.

Don't Step on the Crack, Split
Bitter Edge (Strike)
Level: Crusader 5, Swordsage 5, Warblade 5
Prerequisites: Two Bitter Edge maneuvers
Initiation Action: 1 standard action
Range: 10 ft./martial level
Target: One creature
Duration Immediate
This acts as the Don't Step On the Crack maneuver except after the first trip attack the crack may branch out to strike additional targets. There is no limit to the amount of targets it may effect, though cannot travel farther than its maximum Range.

Windblown Razor Snowflake
Bitter Edge [Stance]
Level: Crusader 5, Swordsage 5, Warblade 5
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You skid and spin and slide across the ice, using your Balance skill in place of Tumble and twist your blade as you strike, dealing double damage on a successful hit. You also may use any wind effects to your advantage, and are unaffected in your movements. You gain a bonus to your damage rolls and Dodge bonus to your Armor class depending on it's severity.


Wind Force Armor Bonus
Light-Moderate None
Strong +1
Severe +2
Windstorm +4
Hurricane +6
Tornado +10


6th Level


Gift of the Dizzying Wind
Bitter Edge
Level: Crusader 6, Swordsage 6, Warblade 6
Prerequisite: One Bitter Edge maneuver
Initiation Action: 1 move action
Range: Personal
Target: You
Duration 1 round/level
You spin as you move, becoming a momentary blur upon the ice. This effectively grants you concealment (20% miss chance) and you cannot be flanked or targeted with a sneak attack. You may make a touch attack against another at any point during your turn, drawing them into your momentum and transferring the spin to them. They must succeed on a balance skill check equal to your touch attack or fall prone. Regardless of the check they are nauseated for 1 round and take 1d6 dexterity damage.

Gripping the Frozen Blade
Bitter Edge (Stance)
Level: Crusader 6, Swordsage 6, Warblade 6
Prerequisites: Two Bitter Edge maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration Stance
You become slicker than spit and colder than the stars. You are effected as by Freedom of Movement except those that try to hold on tear their flesh and armor in the process. Whenever a grapple attempt is made against you your opponent takes 2d6 points of frostbite damage plus an additional number of damage equal to their strength modifier.

Peace of the Black Ice
Bitter Edge (Strike) [Cold]
Level: Crusader 6, Swordsage 6, Warblade 6
Prerequisites: Two Bitter Edge maneuvers
Initiation Action: 1 standard action
Range: Melee
Target: One living creature
The flesh gripping your weapon takes on an unhealthy hue and crusts build up along the grip as the hand goes nerveless from the deadly cold. When you successfully strike your opponent they feel no pain except for a cool numbness. They are left unaware of taking any damage. You siphon the warmth and life right out of them, healing 1 point of damage per hit dice of damage dealt them.

On a critical hit your opponent must succeed on a Fortitude save (DC = to your attack roll) or collapse helpless. They go into a state of hibernation for 1 day/martial level. The being automatically stabilizes if dying and suffers no pangs from thirst or hunger. Each round they suffer additional damage while in hibernation they may make a Will save at the original DC to awake.
This is a supernatural ability.


7th Level

Revenge of the Floe
Bitter Edge (Strike)
Level: Crusader 7, Swordsage 7, Warblade 7
Prerequisites: Two Bitter Edge maneuvers
Initiation Action: 1 standard action
Range: 10 ft./martial level
Target: 1 creature
Duration 1 round/level
You channel your agression into the ice and awaken its elemental spirit. The ice shudders wherever your target walks, requiring them to make a Balance check equal to 10 + your Martial level + Cha mod. As well, they are continuously pursued by a Don't Step On A Crack effect except along with tripping the crack also deals 2d6 points of force damage per round you remain in contact with the ice.

Whirling Blizzard
Bitter Edge (Strike)
Level: Crusader 7, Swordsage 7, Warblade 7
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration End of round
You cartwheel about the icefield of battle at random, striking with weapons and skate blades before tumbling off. You make a balance skill check and deal an additional 2d6 points of damage plus 1d6 per roll over 10. You may leave the square of your target without provoking an attack of opportunity, except you use your previous balance roll in place of a tumble check. You may attack 1 additional target if you enter their space as you cartwheel out of another space, as long as the full distance moved does not succeed your base speed.


8th Level

Howl of the North
Bitter Edge (Boost) [Cold, Sonic]
Level: Crusader 8, Swordsage 8, Warblade 8
Prerequisites: Three Bitter Edge maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration 8 rounds
For 8 rounds you attain what every Bitter Edge wishes to achieve, the raw, biting edge of the unstoppable wind. You gain a fly speed of 200 feet (perfect) and immunity to cold, sonic and weapon damage.
You deal 4d6 sonic damage to all those within 10 feet of your passing, and must succeed on a Fortitude save (DC 10 + martial level) or be permanently deafened. Hearing checks within 100 feet of you automatically fail.
When you end this maneuver you waft gently to the ground as the Feather Fall spell.
This is a supernatural effect.

Stride of Creeping Winter
Bitter Edge (Stance) [Cold]
Level: Crusader 8, Swordsage 8, Warblade 8
Prerequisites: Three Bitter Edge maneuvers
Initiation Action: Immediate
Range: See text
Target: You
Duration Stance
Ice is beneath your foot and it will always remain with you. Every square you move towards immediately freezes into ice thick enough to safely support your weight. In this way you may even move along an open water source. This ice specifically supports you, and you automatically succeed on all Balance checks upon it.
If you remain in place and make a full attack the air around you becomes hyper chilled, dealing 3d6 cold damage to creatures adjacent to your square. All metal is affected by the Chill Metal spell and containers of water freeze solid as well.
This stance is a supernatural ability.


9th Level

Iron Lotus
Bitter Edge (Strike)
Level: Crusader 9, Swordsage 9, Warblade 9
Prerequisites: Four Bitter Edge maneuvers
Initiation Action: 1 full-round action
Range: Bull Rush Attack
Target: One creature
Duration Fortitude partial
You leap up into the air and perform a powerful spinning kick, focusing all the power of your body on your skate blade. If you hit your opponent they must succeed on a Fortitude save or be decapitated as if from a Vorpal weapon.

To use this maneuver you make a Bull Rush attack on your opponent. Instead of shoving you use your momentum to spin them straight up into the air. If you are successful you can then make a single melee attack against your foe as they fall back down, as part of your maneuver. If your attack deals damage, your target must attempt a Fortitude save (DC 19 + your Str modifier). If this save fails, your target is instantly slain as their head is sliced off. If the save is successful, you deal an extra 10d6 points of damage to the target in addition to your normal weapon damage. They then fall prone, taking another 1d6 points of damage per 10 feet you threw them. Creatures immune to critical hits are immune to the death effects of this strike.

The Vorpal Tribble
2010-03-17, 01:26 PM
Ok, this is the first time I've ever written up stances and maneuvers, so suggestions, critiques, and ideas for additional ones are more than welcome.

DracoDei
2010-03-17, 02:03 PM
Very first thought: Lethal figure skating? Awesome! Could be played for laughs, or with Bond-like seriousness...


First mechanical thought:
Strikes, Boosts, and Counters are generally not supposed to scale very well, that is what the replacement mechanics are there for.I have no idea if this applies to what you have or not and say it only to put what I say next into context.

Stances can't be replaced (well, baring the capstone of a PrC I created...) and you get much fewer of them than maneuvers. Thus they SHOULD scale, or at least remain useful. A 20th level character should still be using his 1st level stances on occasion (maybe rare occasion, but still). This is to say that "Slippery Stance, Lesser" should scale into "Slippery Stance", probably based on ranks in balance. Fire Resistance equal to (Balance Ranks -3), or even 2x(Balance Ranks-3) should be fine. Alternatively, substitute IL for (Balance Ranks-3). This isn't as good as the 1st level Desert Wind stance "Flame's Blessing", but since the stance also does OTHER things, it shouldn't be. The +4 to escape artist can remain static, and the AC bonus can be 1/4 of your balance ranks or something. The losing the stance if you take fire damage is a nices touch.... I would strongly consider saying that the hoarfrost is NOT protected by your racial fire-resistance/immunity and maybe not even by your magic items and spells or their are WAY to many ways of making sure your free AC never goes away. EDIT: OR does it not stack with an amulet of natural armor?

EDIT: I would make the duration of Twin Razor Snow-Plow "Special" or maybe "One standard or Move Action", since that is what you will have left after using a move action.

(1 frostbite damage, 1 unnamed)
Should be "untyped", not "unnamed".

JoshuaZ
2010-03-17, 02:43 PM
"twirl, slash and spin, a glacier dwarf lost, whose name has been lost to time, was held in fascination"

First lost seems lost. Maybe lose it completely?

I would make the maneuvers that actually create cold supernatural (in analogy to Desert Wind and the fact that it just seems well beyond extraordinary to make ice out of thin air).

Need's a descriptor for how you pick up the discipline and who can do so. You may want to consider using The Demented One's mechanic which is more or less accepted as standard for homebrew disciplines. (I'd presume that this can be a default for either crusaders or swordsages. Is that as intended?).

Specific maneuvers-
I don't think anyone is ever going to take Lesser Slippery Stance. They'll just take a maneuver from another discipline and wait until they can get the whole thing (there's no way to replace stances unlike the other maneuvers).

I'd consider replacing it with a stance that actually helps you resist cold which would fit the general theme and wouldn't then get obsoleted by the rest of the discipline.

Iron Lotus- there should be some way of resisting the falling prone aspect. Maybe they should only fall prone if they make the save DC by less than a certain amount?

DracoDei
2010-03-17, 03:00 PM
Note that Age of Warriors includes direct re-workings of Desert Wind to change it from Fire to Cold, Lightning, or Acid. Thus I believe that giving this too much Cold damage maneuvers would be re-inventing the wheel.

The Vorpal Tribble
2010-03-17, 04:04 PM
Very first thought: Lethal figure skating? Awesome! Could be played for laughs, or with Bond-like seriousness...
Oh, deadly serious. In my campaign half the world is frozen, so warriors that can run on ice are very sought after. These are to go specially for a PrC I'm also working on.


Stances can't be replaced (well, baring the capstone of a PrC I created...) and you get much fewer of them than maneuvers.
Good point, will work on it.


EDIT: I would make the duration of Twin Razor Snow-Plow "Special" or maybe "One standard or Move Action", since that is what you will have left after using a move action.
That works.


I would make the maneuvers that actually create cold supernatural (in analogy to Desert Wind and the fact that it just seems well beyond extraordinary to make ice out of thin air).
Like DracoDei said, not going for a cold-based discipline really. It's just cold-enhanced.


Need's a descriptor for how you pick up the discipline and who can do so. You may want to consider using The Demented One's mechanic which is more or less accepted as standard for homebrew disciplines. (I'd presume that this can be a default for either crusaders or swordsages. Is that as intended?).
Yes, anyone can use it. What is this mechanic?


Iron Lotus- there should be some way of resisting the falling prone aspect. Maybe they should only fall prone if they make the save DC by less than a certain amount?
Based that bit off of the Awesome Blow feat which doesn't allow a save. Besides, unless you've got a strength score out the wazoo it's not like you're throwing them very far. Thus likely not to do more than 12d6 if they survive it all, which comes no where near the other 9th levels. This way in place of the 20d6 on of the others does if they save against death, they get 12d6 and a prone condition.

JoshuaZ
2010-03-17, 04:13 PM
Like DracoDei said, not going for a cold-based discipline really. It's just cold-enhanced.


Right. I understand that. But they should still probably be Su maneuvers.



Yes, anyone can use it. What is this mechanic?


Are you sure you want this to be a default for Warblades also?

The mechanic is pretty simple. The normal wording is


There are two ways to master the discipline. The first is to have been trained in it. If you choose to make a martial adept that has already been trained in the _ discipline at character creation, you simply replace one discipline that adept could normally learn maneuvers from with the _ discipline. LIST ACCEPTABLE BASE CLASSES HERE

The other way is to seek out a master of the _ discipline–a martial adept capable of using at least 5th-level maneuvers from the discipline. You must train for a month under the master and spend 1,000 xp at the end of your training. You gain the ability to learn maneuvers from the _ discipline. In addition, you may exchange your maneuvers known for maneuvers of the _ discipline. You may exchange one maneuver of each level, and the new maneuvers you learn must be of the same level as the exchanged maneuvers, unlike normal. The difficulty of finding an appropriate mentor is left to the DM to choose.

Some disciplines have slight modifications to this as appropriate to the discipline in question.

DracoDei
2010-03-17, 04:15 PM
Oh, deadly serious. In my campaign half the world is frozen, so warriors that can run on ice are very sought after. These are to go specially for a PrC I'm also working on.
Didn't quite make the connection between this and Dying Ember. In any case, what YOU use it for is not necessarily going to match with what OTHER people use it for... Dwarves in parka's, versus elves in skin-tight clothing, and a bit of the fluff of the description could make all the difference...


Yes, anyone can use it. What is this mechanic?

Here is a cut-paste for you to modify...

Because the Black Rain discipline was never taught at the Temple of the Nine Swords or any similar center of training, most martial adepts do not know any maneuvers from it, or even know it exists. Any martial adept can learn maneuvers from the Black Rain discipline, but they must either have the Exotic Weapon Proficiency (Firearms) feat or otherwise be proficient with firearms to do so. There are two ways to master the discipline. The first is to have been trained in it. If you choose to make a martial adept that has already been trained in the Black Rain discipline, you simply replace one discipline that adept could normally learn with maneuvers from with the Black Rain discipline. He loses the associated skill of the replaced discipline as a class skill, but gains Spot as a class skill. You must take Exotic Weapons Proficiency (Firearms) at 1st level in order to begin with knowledge of the Black Rain discipline.

The other way is to seek out a master of the Black Rain discipline–a martial adept capable of using at least 5th-level maneuvers from the discipline–and training under him. You must train for a month under the master, and spend 1,000 xp at the end of your training. You gain the ability to learn maneuvers from the Black Rain discipline, and add Spot to your martial adept class’s list of class skills. In addition, you may exchange your maneuvers known for maneuvers of the Black Rain discipline. You may exchange one maneuver of each level, and the new maneuvers you learn must be of the same level as the exchanged maneuvers, unlike normal. You must still be proficient in firearms to receive training in Black Rain.
*Goes off to FINALLY get around to inserting and modifying it into Falling Anvil.*

Temotei
2010-03-17, 04:44 PM
So this is what you needed that picture for...:smallamused:

The Vorpal Tribble
2010-03-17, 04:44 PM
Ok, so basically what you're saying is for slippery stance I just put further info for how it improves as you level up? All of the slipperies, lesser to great in one lump?


Are you sure you want this to be a default for Warblades also?
I didn't think there would be any problems with it. Might there be? I read the rules through only last night and never played a martial class so there might be stuff I've overlooked.



Didn't quite make the connection between this and Dying Ember. In any case, what YOU use it for is not necessarily going to match with what OTHER people use it for... Dwarves in parka's, versus elves in skin-tight clothing, and a bit of the fluff of the description could make all the difference...
Well, I was only commenting about what 'I' was using it for. Feel free to go have lil elves nancying about in their leotards :smalltongue:


So this is what you needed that picture for...
Yeeup

Temotei
2010-03-17, 04:48 PM
I didn't think there would be any problems with it. Might there be?

Well, I was only commenting about what 'I' was using it for. Feel free to go have lil elves nancying about in their leotards :smalltongue:

I don't think that's a problem to have warblades get it. Then again, I've barely looked at the discipline.

Elves are ugly and smelly. They should be banned from fantasy.

DracoDei
2010-03-17, 05:19 PM
Ok, so basically what you're saying is for slippery stance I just put further info for how it improves as you level up? All of the slipperies, lesser to great in one lump?
Yes. Starts off at lesser, and then somehow scales up as your level increases.

The Vorpal Tribble
2010-03-18, 12:58 AM
Alright, adjusted Slippery Stance to scale and added Gripping the Frozen Blade stance and Peace of the Black Ice strike.

Saintheart
2010-03-18, 01:03 AM
Given the existence of the bard's character option of Snowflake Wardance from Frostburn this martial discipline is highly ironic, to say the least ...

Planning on putting little Shout Out in there to that feat? :smallcool:

The Vorpal Tribble
2010-03-18, 01:18 AM
Given the existence of the bard's character option of Snowflake Wardance from Frostburn this martial discipline is highly ironic, to say the least ...

Planning on putting little Shout Out in there to that feat? :smallcool:
I actually thought about it after I started this, but all the feat does is add your Charisma mod to your attack. This discipline isn't Charisma-based at all. Still a very cool bardic feat though :smallcool:

Eldan
2010-03-19, 06:17 AM
I'll just post it here, since it was inspired by your other thread. No guarantees on balance.

Dwarven Sliding Stone
One handed exotic thrown weapon

http://etc.usf.edu/clipart/23500/23519/curlingstone_23519_lg.gif


Base damage: 1d8 (M), 1d6 (S)
Critical: 20/x3
Damage Type: Bludgeoning
Range Increment: 20 ft.
Special Rules:
The Dwarven sliding stones is used by sliding it along an even surface towards the enemy. Therefore, it can only be used against an enemy which is connected to the attacker by a straight strip of uninterrupted, non-difficult terrain.
With a sliding stone, the attacker always adds his strength bonus to damage, and, on a critical hit, can automatically make a trip attempt against the enemy.

The Vorpal Tribble
2010-03-19, 09:45 AM
Actually, in Frostburn they have the 'glot' which is basically that.

Eldan
2010-03-19, 09:52 AM
Oh. I guess I should actually read all those 3.5 books some time... :smallredface:

JoshuaZ
2010-03-19, 11:06 AM
I didn't think there would be any problems with it. Might there be? I read the rules through only last night and never played a martial class so there might be stuff I've overlooked.



It isn't a rule issue so much as a fluff issue. Warblades generally don't have supernatural abilities at all and have no access to any discipline that even smacks of supernatural stuff. They are essentially the ultimate Badass Normal warrior. Given that this does cold damage and makes frost that seems much more fitting for crusaders and swordsages as an option for a default discipline.

The Vorpal Tribble
2010-03-19, 09:19 PM
Ah, that makes sense. Will probably change it.

Btw, finally finished the PrC I made this discipline for:
Guard of the Biting Wind (http://www.giantitp.com/forums/showthread.php?t=145959)

waterpenguin43
2010-03-19, 10:35 PM
This is awesome. I especially like the Blades of Glory reference (see Iron Lotus).

The Vorpal Tribble
2010-04-09, 12:52 PM
This is awesome. I especially like the Blades of Glory reference (see Iron Lotus).
Only good thing to come out of the film...

Krazddndfreek
2010-04-09, 01:16 PM
Iron Lotus seems like it should provoke a reflex save (from a fluff perspective anyway).

I really like this discipline btw.:smallredface:

The Vorpal Tribble
2010-04-11, 03:40 PM
Iron Lotus seems like it should provoke a reflex save (from a fluff perspective anyway).
They already got a fortitude save and a bull rush to avoid it all. Three saves against it would be a bit much doncha think?

Danzig
2010-08-15, 12:53 AM
They already got a fortitude save and a bull rush to avoid it all. Three saves against it would be a bit much doncha think?

Three saves is patently ridiculous.

Great discipline, though. I also had been wondering how long it would take before curling rocks were used as a weapon in D&D. Since I live in Canada, we have to suffer through the TVs in our pubs being on curling whenever the Brier is on. Curling's not really that exciting of a sport, at least to watch. That said, it makes me smile that somebody uses rocks slid along ice as a weapon. You might include a mechanic for sweeping the ice to make the rock slide further, or something.

Also, I don't suppose hockey sticks are in here? That'd go great with this discipline, and it'd be a great way to slide grenade-type weapons (or delayed-detonation spells) over to an enemy, in addition to being an interesting staff-type weapon made for trip attacks. I'm sure I saw skis and ice skates as equipment somewhere....