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View Full Version : [3.5] Thrashing Dragon, a two-weapon fighting discipline [LoB, ToB, Discipline]



ErrantX
2010-11-18, 11:34 PM
http://i262.photobucket.com/albums/ii99/lythonv66/Knife_Guy.jpg
Entaro La’Marri, a Thrashing Dragon practitioner

The discipline known as Thrashing Dragon has a long standing tradition amongst both ascetics and daredevils alike, as its movements and style fits both the dedication and tenacity of more disciplined fighters as well as the erratic and improvisational style of free spirited warriors. It was said to have originated on an island chain in the warm seas but history is confused to which one, as its dance like motions fit to the beat of the warrior's heart as if it were a drum. Practitioners of the style are often lithe and nimble, graceful and quick as the style demands speed and the ability to correct one's movements quickly. Predominantly focusing on the use of two small weapons at a time, the style emulates attack routines that are said to have been learned at the clawed feet of an island dwelling dragon. Whether this is true or not, the style's claw like weapon strikes and powerful kicks liken the adept to being not unlike a dragon themselves.

Thrashing Dragon is a demanding style that requires both agility and athletic ability. Its disciplines are primarily two-weapon fighters, adept with smaller, lighter weapons that are used for quick slashes and stabs. It is an acrobatic style, using the adept's natural speed and grace to avoid blows as opposed to blocking them with their smaller weapons. Thrashing Dragon's associated skill is Acrobatics, and its associated weapons are the dagger, kukri, kama, punch dagger (katar), and unarmed strike.

Author's Notes: Maneuvers that specifically state use for two-weapons, an initiator may substitute unarmed strikes for wielded weapons. Swordsages and Warblades may substitute Thrashing Dragon for Tiger Claw or Setting Sun.

ErrantX
2010-11-18, 11:37 PM
Maneuver List

1st
Swift Claws: Strike – Attack a single target with two wielded weapons.
Offensive Roll: Strike – Move by an opponent and make a Acrobatics check against target’s AC, if successful, the target is flat-footed and the strike inflicts +1d6 points of damage.
Inner Sphere Stance: Stance – When wielding two weapons, adept gains +2 dodge bonus to AC and a +2 bonus to Will saves.
Outer Sphere Stance: Stance – When wielding two weapons, adept inflicts an additional 1d6 points of damage per attack, -2 to AC.
*Wyrmling’s Fang: Strike – Thrown weapon inflicts an additional 1d6 points of damage.
*Talon on the Wing: Boost – Thrown weapon range for a single attack increases by +20ft.
2nd
Sweeping Tail: Strike – Make a trip attack against a foe with a +4 bonus.
Flash Kick: Strike – Make an additional unarmed attack as part of a full attack action at a -2 penalty to hit but the attack gains +2d6 points of damage.
Flick of the Wrist: Strike – Make two successful attack rolls with two weapons with a +4 bonus, if successful target is disarmed of his primary weapon.
Sun Dips Low: Counter – Make an opposed Acrobatics check against an attack to negate it.
*Reflexive Twist: Counter – Make an Acrobatics check in place of a Reflex save.
3rd
Fangs Strike Low: Strike – Make two successful attack rolls, halve target's land speed and inflicts 1d6 bleed damage per round for 3 rounds or until healed.
Vicious Swipe: Strike – Make a successful melee attack, attack inflicts an additional +3d6 and potentially dazes opponent.
Battle Dragon’s Stance: Stance – Reduce penalties of two-weapon fighting by 2, +4 to Initiative checks and damage while two-weapon fighting.
*Ancient’s Fang: Strike – Thrown weapon inflicts an additional 4d6 points of damage
4th
Dragon Assault: Strike – Make a full round attack, each successive melee attack inflicts an additional 1d6 points of damage than the previous one (maximum +5d6 per successful attack).
Devastation Roll: Strike – Move by an opponent and make a successful Acrobatics check against the target's AC, if successful, the target is flat-footed and the attack inflicts an additional 6d6 points of damage.
Sharpened Talons: Boost – When two-weapon fighting with light weapons, the adept inflicts an additional 2d6 points of damage for one round.
*Dragon Rush: Boost – Upon a successful attack, make an immediate kick which inflicts an additional 2d6 points of damage.
5th
Thrashing Dragon Twist: Strike – Make an attack with two wielded weapons (one attack per weapon) against each adjacent enemy surrounding the initiator.
Reversing Thrust: Counter – Make a successful opposed Acrobatics check against a target's attack roll; evade the attack and then make an immediate counter-attack.
Bend with the Wind: Stance – Gain +2 to AC successively until next turn or take a free 5ft-step whenever an attack misses the initiator.
*Hurricane of Fangs: Boost – Thrown weapons for the round have their range increased by +30ft and inflict an additional damage equal to initiator level.
6th
Tail Slap: Strike – Unleash a powerful kick which inflicts an additional 3d6 points of damage and stuns an opponent for up to 1d4 rounds.
Rending Claws: Boost – Make two successful melee attacks with wielded weapons, automatically rend victim for an additional 8d6 points of damage.
Unbreakable Talons: Boost – When two-weapon fighting with light weapons, the adept's attacks strike as adamantine and inflict an additional 4d6 points of damage.
*Great Wyrm’s Fang: Strike – Thrown weapon inflicts an additional 8d6 points of damage, causes a bleeding wound.
7th
Thrashing Dragon Frenzy: Strike – Make two melee attacks with two wielded weapons (two attacks per weapon) against each adjacent enemy surrounding the initiator.
Alacrity on Wing: Counter – Make an opposed Acrobatics check against an opponent's attack roll, evade the attack and you may make an attack against the target with both weapons with +2d6 damage as part of this immediate action.
Brutal Dragon's Stance: Stance – When two-weapon fighting in this stance, the character suffers a -2 to AC, but all attacks inflict an additional 2d6 + initiator level points of damage.
8th
Thrashing Blades: Strike – Make a full round attack as a standard action, each attack (including any unarmed or natural secondary attacks) at full attack bonus plus an additional 2d6 points of damage, suffer -4 penalty to AC.
Doom Talon: Boost – Upon scoring a critical hit, initiation of this maneuver confirms the critical hit and inflicts an additional 4d6 points of damage.
Dragon Warrior's Talons: Stance – When two-weapon fighting in this stance, all attacks made ignore damage reduction and inflict bleeding wounds as the wounding property.
9th
Terminus: Strike – Make an attack with both main and off hand weapon against one or two targets; attack strikes to the heart of a target may cause instant death or 12d6 points of damage.

*=new maneuver

ErrantX
2010-11-18, 11:39 PM
Maneuver Descriptions

1st
Swift Claws
Thrashing Dragon (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

The Thrashing Dragon adept’s skill with his dual weapons allows him to strike with practiced speed and alacrity, allowing him to make an attack with two wielded weapons (or unarmed strikes) as a single attack action. Creatures with more than two arms may still only strike with two wielded weapons.

Offensive Roll
Thrashing Dragon (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

As the adept moves by his opponent, he may drop into a tumbling roll by them and strike at them at a surprising angle. The character must move at least 10ft along side an enemy (which will provoke attacks of opportunity unless the character is Tumbling) and make a Acrobatics check with a DC equal to the target’s Armor Class. If successful, the target is considered flat-footed and the strike inflicts an additional 1d6 points of damage.

Inner Sphere Stance
Thrashing Dragon (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

A defensive stance that focuses on using the adept’s dance-like movements to confound his foe, the adept uses his erratic movements to defend himself and bolster his confidence. When wielding two weapons while in this stance, the adept gains a +2 dodge bonus to AC and a +2 morale bonus to Will saves.

Outer Sphere Stance
Thrashing Dragon (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

The Trashing Dragon adept flips both of his blades down and concentrates solely on slaying his foe without heed to his own life. When wielding two weapons while in this stance, the adept gains +1d6 points of damage with his weapons and suffers a -2 penalty to AC.

Wyrmling’s Fang
Thrashing Dragon (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Thrown
Target: One creature
Duration: Instant

With a quick flick of his wrist, the adept hurls a blade deeply into his foe with blinding speed. The character must make a ranged attack against a target by throwing a light weapon with a range increment (such as a dagger) or a signature Thrashing Dragon weapon. If this attack is successful, the attack inflicts an additional 1d6 points of damage.

Talon on the Wing
Thrashing Dragon (Boost)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: One attack

By incorporating the momentum of his fighting style’s whirling movements the Thrashing Dragon adept may hurl one of his blades at increased distance. When making a ranged attack with a thrown light weapon with an increment of range (such as a dagger) or a Thrashing Dragon weapon, the range on this attack increase by +20ft.

2nd
Sweeping Tail
Thrashing Dragon (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

Within his battle dance, the adept dips low and sweeps his leg out to knock an opponent down. The adept makes a trip attempt which does not provoke attacks of opportunity, and he gains a +4 bonus to this check.

Flash Kick
Thrashing Dragon (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

As part of a full attack action, the adept may make a powerful and swift kick while his blades strike. The character makes an additional unarmed strike against a target as part of his full attack action at -2 penalty, if this attack hits then the attack inflicts an additional 2d6 points of damage.

Flick of the Wrist
Thrashing Dragon (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

With two rapid slaps from his blades, the Thrashing Dragon adept’s ferocity puts an opponent off balance and with a flick of the wrist; the adept takes away the weapon of his foe. The character makes two rapid attack rolls against the target’s AC with a +4 bonus, if successful; the target is disarmed of his primary weapon. If the target only is using natural attacks, then this maneuver is ineffective.

Sun Dips Low
Thrashing Dragon (Counter)
Level: 2
Initiation Action: 1 immediate action
Range: One melee attack
Target: Personal
Duration: Instant

With a sudden, darting movement the Thrashing Dragon adept may dodge an attack and protect himself from harm, if perfectly timed. The adept opposes an enemy’s attack roll by making an Acrobatics check; if successful then he successfully evades the attack. If not, he is struck by the blow as normal.

Reflexive Twist
Thrashing Dragon (Counter)
Level: 2
Initiation Action: 1 immediate action
Range: One melee attack
Target: Personal
Duration: Instant

With his athletic abilities and reflexes honed to a razor’s edge, the Thrashing Dragon adept may incorporate reflexive evasions into his fighting dance at a moment’s notice to defend himself from danger. When making a Reflex save, the character may instead make an Acrobatics check in place of his Reflex saving throw bonus to determine his success.

3rd
Fangs Strike Low
Thrashing Dragon (Strike)
Level: 3
Prerequisites: 1 Thrashing Dragon maneuver
Initiation Action: 1 standard action
Range: One melee attack
Target: Personal
Duration: 3 rounds

By forcing an opponent’s guard up, the Thrashing Dragon spins low and attacks at the legs of the target to reduce his mobility and cause deep, flensing wounds. Upon successfully striking a target in melee combat with this maneuver, in addition to weapon damage the character's attack halves the target's land speed and inflicts 1d6 points of damage per round for 3 rounds or until the target has been healed (magically or by a successful Heal check).

Vicious Swipe
Thrashing Dragon (Strike)
Level: 3
Prerequisites: 1 Thrashing Dragon maneuver
Initiation Action: 1 standard action
Range: One melee attack
Target: One creature
Duration: Instant, up to 4 rounds
Saving Throw: Fortitude partial

The adept's combat style allows him to get in close to a target and strike beneath their guard, dealing a powerful blow and potentially knocking them senseless for a few moments. The character makes a melee attack, and if successful the attack inflicts an additional 3d6 points of damage and potentially dazes the opponent for 1d4 rounds (Fortitude save DC 13 + primary initiator attribute modifier negates the dazed condition).

Battle Dragon’s Stance
Thrashing Dragon (Stance)
Level: 3
Prerequisites: 1 Thrashing Dragon maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

The Battle Dragon's Stance shows the adept how to balance his fighting style and through this centering of being, he may find speed, finesse, and power. While in the Battle Dragon's Stance, the adept reduces his two-weapon fighting penalties by 2, and gains a +4 bonus to Initiative checks and to melee damage while fighting with two weapons.

Ancient’s Fang
Thrashing Dragon (Strike)
Level: 3
Prerequisites: 1 Thrashing Dragon maneuver
Initiation Action: 1 standard action
Range: One ranged attack
Target: One creature
Duration: Instant

With a powerful overhand throw, the Thrashing Dragon adept hurls one of his blades into his foe’s form with the force and power rivaling the snapping jaws of an ancient dragon. The character must make a ranged attack against a target by throwing a light weapon with a range increment (such as a dagger) or a signature Thrashing Dragon weapon. If this attack is successful, the attack inflicts an additional 4d6 points of damage.

4th
Dragon Assault
Thrashing Dragon (Strike)
Level: 4
Prerequisites: 1 Thrashing Dragon maneuver
Initiation Action: 1 full round attack action
Range: One melee attack
Target: One creature
Duration: Instant

By unleashing their full wrath against their enemies, a Thrashing Dragon adept is capable of inflicting incredible powerful blows that get more potent per successive hit. The character makes a full round attack against a target(s), the first successful hit inflicting normal damage. Each subsequent successful attack inflicts an additional 1d6 points of damage that carry over to the next attack, the third attack inflicting +2d6 damage, the fourth +3d6 damage and so on to a maximum of +5d6.

Devastation Roll
Thrashing Dragon (Strike)
Level: 4
Prerequisites: 1 Thrashing Dragon maneuver
Initiation Action: 1 attack action
Range: One melee attack
Target: One creature
Duration: One round

The martial adept’s movements are so quick and precise, his deadly strikes are hard to evade. With a sudden twist and Acrobatics through the opponent's defenses, the adept strikes hard into the exposed and undefended foe. The character must move at least 10ft alongside his opponent and make a Acrobatics check equal to the target's AC. If successful, the target is considered flat-footed until his next action due to being put off-balance from the strike, and the attack inflicts an additional 6d6 points of damage.

Sharpened Talons
Thrashing Dragon (Boost)
Level: 4
Prerequisites: 1 Thrashing Dragon maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instant

By quickly scraping his blades together to create metallic burrs along their edges, he quickly sharpens them for his next attack. When two-weapon fighting with light bladed weapons (or with natural attacks that inflict slashing damage) the adept's attacks with those weapons inflict an additional 2d6 points of damage for the round.

Dragon Rush
Thrashing Dragon (Boost)
Level: 4
Prerequisites: 1 Thrashing Dragon maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: One round

With the ferocity of a dragon, the adept follows through a successful attack with a vicious kick to his foe to keep the punishing the fool who would stand before the might of a Thrashing Dragon. Upon successfully striking a foe as part of an attack, martial strike, or a full attack, he may as a swift action use this maneuver to deliver a vicious kick at his full attack bonus for his unarmed strike. This attack inflicts an additional 2d6 points of damage.

5th
Thrashing Dragon Twist
Thrashing Dragon (Strike)
Level: 5
Prerequisites: 2 Thrashing Dragon maneuvers
Initiation Action: 1 standard action
Range: One melee attack
Target: Any adjacent target
Duration: Instant

Like a coiled spring, the adept of the Thrashing Dragon twists his body and with powerful recoil, he spins to swipe at all of his available targets. Make an attack with two-wielded weapons (making an attack roll with both weapons, effectively making two attacks on each target, one with each weapon) against each adjacent enemy that surround the character. If the character is capable of making an unarmed strike or natural attack (through Improved Unarmed Strike feat or natural weapons) then the character may add in an additional attack per target for use of this unarmed or natural attack.

Reversing Thrust
Thrashing Dragon (Counter)
Level: 5
Prerequisites: 2 Thrashing Dragon maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instant

By watching the form of the enemy attacking him, the adept may expertly twist and dodge way from the attack while making an attack on his foe in return. The character makes an opposed Acrobatics check against the target's attack roll. If successful, the adept may make an immediate counter attack at his full attack bonus.

Bend with the Wind
Thrashing Dragon (Stance)
Level: 5
Prerequisites: 2 Thrashing Dragon maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

The graceful, flowing movements of the Thrashing Dragon's dance helps defend the adept in combat while providing him the ability to move through danger unscathed. While in this stance, if the adept is attacked and the attacker misses, the character may either gain a +2 dodge bonus for each attack that misses him until his next turn, or he may make a 5ft step without provoking attacks of opportunity. The character can mix which benefit he wishes to gain from this stance from multiple missed attacks.

Hurricane of Fangs
Thrashing Dragon (Boost)
Level: 5
Prerequisites: 2 Thrashing Dragon maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: One round

Utilizing this technique, a Thrashing Dragon adept is capable of hurling multiple blades at a target in rapid succession with brutal power and incredible accuracy and range. For one round, the range of thrown light weapons with range increments (such as daggers) or Thrashing Dragon specific weapons is increased by +30ft. Additionally, these thrown weapons strike with deadly force, inflicting an additional amount of damage equal to the character’s initiator level.

6th
Tail Slap
Thrashing Dragon (Strike)
Level: 6
Prerequisites: 2 Thrashing Dragon maneuvers
Initiation Action: 1 standard action
Range: One melee attack
Target: One creature
Duration: Instant
Saving Throw: Fortitude partial

As the true dragon fights and employs all of its mighty limbs in combat, so does the adept that emulates their graceful and deadly style. After a primary attack, the adept makes a powerful spinning kick, landing a heavy blow to his foe which may temporarily rob him of his senses. The character makes an attack against a foe; if successful the attack additionally inflicts unarmed strike damage plus an additional 3d6 points of damage and potentially stuns his foe. On a failed Fortitude saving throw (DC 16 + relevant initiator attribute) the foe is stunned for 1d4 rounds. If the saving throw is successful, the foe is merely dazed for one round.

Rending Claws
Thrashing Dragon (Boost)
Level: 6
Prerequisites: 2 Thrashing Dragon maneuvers
Initiation Action: 1 swift action
Range: Melee
Target: One creature
Duration: Instant

When both of his blades strike home, the Thrashing Dragon adept may rend and tear with his blades to cause excruciatingly painful and deadly injuries. As a swift action after having made two successful attacks with two wielded weapons (which inflict either piercing or slashing damage) or natural weapons that do slashing damage, the character may rend his opponent inflicting an additional 8d6 points of damage.

Unbreakable Talons
Thrashing Dragon (Boost)
Level: 6
Prerequisites: 2 Thrashing Dragon maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: One turn

Using his superior skill and speed, the adept knows where and how to strike for maximum effectiveness. By striking at the right angle, the adept’s blades set off discordant harmonies within the target for increased destructive potential. When two-weapon fighting with light bladed weapons or with natural attacks that inflict slashing damage, the adept's attacks with those weapons inflict an additional 4d6 points of damage for the round and strike as if they were adamantine weapons for the purposes of overcoming damage reduction or sundering items.

Great Wyrm’s Fang
Thrashing Dragon (Strike)
Level: 6
Prerequisites: 2 Thrashing Dragon maneuvers
Initiation Action: 1 standard action
Range: One ranged attack
Target: One creature
Duration: Instant

By focusing his will into one of his blades, the Thrashing Dragon adept wields the power of a mighty great wyrm in the palm of his hand. The character must make a ranged attack against a target by throwing a light weapon with a range increment (such as a dagger) or a signature Thrashing Dragon weapon. If this attack is successful, the attack inflicts an additional 8d6 points of damage and the target gains the bleeding condition.

7th
Thrashing Dragon Frenzy
Thrashing Dragon (Strike)
Level: 7
Prerequisites: 2 Thrashing Dragon maneuvers
Initiation Action: 1 standard action
Range: One melee attack
Target: Any adjacent target
Duration: Instant

By focusing on the principles of both speed and power, the Thrashing Dragon adept explodes into motion, making a vicious flurry of strikes against all nearby attackers in a deadly dance of death. Make two attacks with two-wielded weapons (making two attack rolls with both weapons, effectively making two attacks on each target with both weapons) against each adjacent enemy that surround the character. If the character is capable of making an unarmed strike or natural attack (through Improved Unarmed Strike feat or natural weapons) then the character may add in an additional two attacks per target for use of this unarmed or natural attack.

Alacrity on Wing
Thrashing Dragon (Counter)
Level: 7
Prerequisites: 2 Thrashing Dragon maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instant

With reflexes honed from many combats, the adept may react to danger with speed so great he may even attack multiple times while he evades the unlucky attacker. The character makes an opposed Acrobatics check against the target’s attack roll; if successful the attack is negated and the character may make a melee attack for two wielded weapons or unarmed strikes with an additional +2d6 points of damage.

Brutal Dragon’s Stance
Thrashing Dragon (Stance)
Level: 7
Prerequisites: 2 Thrashing Dragon maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

A Thrashing Dragon adept sometimes realizes that the best defense is having a field of lifeless opponents at his feet. By adopting the mannerisms of the rampant dragon, he inflicts heavy, chopping blows that decimate his foes as he wades through their broken forms. While in this stance and wielding two-weapons, the character suffers a -2 penalty to AC and gains a damage bonus to all melee attacks and unarmed strikes equal to 2d6 + the character’s initiator level.

8th
Thrashing Blades
Thrashing Dragon (Counter)
Level: 8
Prerequisites: 3 Thrashing Dragon maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

With the speed and ferocity of a rampaging dragon, the adept rends his foe to ribbons with his furious onslaught as he turns the quickening principles of fighting many opponents to fight only one. The character may make a full attack action at his foe, each attack at full attack bonus (with no reduction from iterative attacks), with both wielded weapons and any natural attacks or unarmed strikes the character possesses. Each of these attacks inflicts an additional 2d6 points of damage due to the sheer ferocity of the attack. The price for this ferocity is that the character must leave himself open to some attack; until his next turn the character suffers a -4 penalty to his AC.

Doom Talon
Thrashing Dragon (Counter)
Level: 8
Prerequisites: 3 Thrashing Dragon maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instant

When a potentially deadly strike occurs, the Thrashing Dragon adept knows how to make the blow count. When the character makes an attack roll that scores a critical threat, as a swift action the character may automatically confirm this critical hit and inflict an additional 4d6 points of damage. Creatures immune to critical hits may still be affected by this strike, not taking the normal double damage but still confirming that the strike hit and inflicting the additional 4d6 points of damage.

Dragon Warrior’s Stance
Thrashing Dragon (Stance)
Level: 8
Prerequisites: 3 Thrashing Dragon maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

With mastery of the Thrashing Dragon’s dance comes supremacy in effectiveness and efficiency with the arms that emulate the weapons of the dragon race. His mein is that of a ferocious, implacable dragon and his blades, hands and feet represent the deadly weapons of the wyrms that inspired the style in their deadly prowess. When wielding two weapons in this stance, all melee attacks and unarmed strikes made ignore a target’s damage reduction and inflict bleeding wounds as if his attacks possessed the wounding weapon property.

9th
Terminus
Thrashing Dragon (Strike)
Level: 9
Prerequisites: 4 Thrashing Dragon maneuvers
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One or two creatures
Duration: Instant
Saving Throw: Fortitude partial

Upon reaching mastery of the Thrashing Dragon discipline, the adept learns the truth of his deadly war dance; at its center is a deadly calm. It is in this calm that he discovers the true nature of his art and that one perfect blow can spell instant death for a foe. The adept analyzes his foes in the blur of combat and finds his perfect moment and strikes for the heart and pierces it through. The character makes an attack roll against one or two foes using his two weapons (both attacks made through this strike are made at full attack bonus) and if these attack is successful, his weapon perfectly and precisely pierces the foe’s heart or other vital zone, killing it instantly on a failed Fortitude save (DC 19 + relevant initiator attribute). Even if the creature successful saves, the strike inflicts his weapon’s damage plus an additional 12d6 points of damage from the trauma of the blow. The character can use this strike to attack the same target with both attacks, forcing the target to make two Fortitude saves as above. Creatures immune to precision damage are unaffected by this strike.

ErrantX
2010-11-18, 11:44 PM
One of the latest Libram of Battle project's disciplines (see link in my sig to check out what's going on with the whole project). Thrashing Dragon is a two-weapon fighting discipline designed to output higher than normal damage from small, light weapons. This helps off-set the disparity in damage between two-weapon fighters and two-handed weapon fighters, as well as even some of the playing field with other characters by having abilities to daze and stun, or overcome DR. Additionally, it also helps characters who have Sneak Attack as a class feature, as some maneuvers leave targets flat-footed.

I'd love to see some comments on it, be it critiques, grammar/English mistakes/typos, or the like. If you don't like it, please tell me why? If you like it, that's great, what about it? Really looking for a good PEACHing and conversation on the abilities. Libram of Battle is designed to replace disciplines from the Tome of Battle, so telling me that it has things in common with X discipline from ToB is not necessary; this is a replacement project. Why it can stand with the ToB as a supplement to it, its intent is to replace it in games that don't have access to a Tome of Battle but want to use maneuvers.

Thank you for reading, I'd love to see your feedback.
-X

NineThePuma
2010-11-19, 03:55 AM
First post says "Trashing Dragon"

Too late for me to really comment. Will try to playtest. I think. Maybe. Really don't want to lose Tiger Claw for this, as the Jumps are worth it, but I'm a little crazy right now. Need to think.

Level 7 stance, what?

The Antigamer
2010-11-19, 04:23 AM
I like the feel of it, I'll look it over better tomorrow. I agree with Dyth that Brutal Dragon's Stance seems under-powered.

Dead_Jester
2010-11-19, 08:20 AM
As always, looking good, although I have to agree that Brutal Dragon's Stance is a little weak for the level. Also, Vicious Swipe might br a little too strong for a level 3 maneuver, but if you consider that casters can do that stuff from level 1, than it might be ok.

EDIT : I was wondering, did you ever think of making a central database or list for your disciplines (and maybe the rest in the Libram of Battle project), as it would make looking them up so much easier.

DracoDei
2010-11-19, 09:19 AM
Well, Inner Sphere Stance is better in every way than Stance of Clarity since it includes no penalty to AC against other opponents, applies the bonus to all opponents, AND gives you a bonus to will saves. Unless you think Stance of Clarity is just worthless (or TWF is that pathetic), I would reduce the bonuses it provides to +1 each. You could also have them scale back to +2 or maybe even higher at higher IL or Tumble ranks.

Also, I MAY have a Stance and/or Strike for you later, but I don't know if this would really be their natural home...

ErrantX
2010-11-19, 11:35 AM
I will take these suggestions regarding Brutal Dragon into consideration, as well as Vicious Swipe. I will likely reduce the daze to a round. Suggestions how to beef up Brutal Dragon? As far as the 7th lvl stance existing in the first place, there is a 7th lvl Tiger Claw stance as well as an 8th lvl. I see why you would "lol wut?" at it initially.

@DracoDei: I do think TWF is on the weak side, and Stance of Clarity just isn't great either, that's why I went a bit stronger. it may be a bit OP... as far as new maneuvers I would be interested in seeing them.

As far as a cohesive Libram data location, my homebrew sig has ones I've posted here and a link to SorcererStudios.com which is my personal forum where the Libram is being hosted. I am an admin so if anyone wants to shoot over and comment on the other disciplines, I encourage you to do so, or to use my forums for any purpose you would use this one for.

-X

ErrantX
2010-11-20, 12:07 AM
Reduced the power of Vicious Swipe to 1d2 rounds potentially of dazed, and increased the potency of the Battle Dragon's Stance to 3d6+IL damage and removed the penalty to AC.

Anything else look wonky/too good or too weak or is everything else seemingly acceptable?

-X

DracoDei
2010-11-20, 03:02 AM
I haven't gotten past 2nd level in my examination yet.

Cieyrin
2010-11-20, 01:51 PM
Libram of Battle is looking all the more promising with Thrashing Dragon. Makes me want to make a Thrashing Dragon/Tiger Claw Swordsage, it does.:smallbiggrin:

I do have a couple of comments, though. The first of which is Flash Kick should probably be a full-round action, given it modifies a full attack. Making it a standard action doesn't make a lot of sense in that context.
Vicious Swipe is still strong for 3rd level, considering the closest maneuver to it, Overwhelming Mountain Strike, is 4th level and in every way weaker than Vicious Swipe. Of course, OMS could just be weak for its level and I'm fine leaving Vicious Swipe the way it is.
Brutal Dragon is actually rather par for the course, as it's stronger than the 6th level Desert Wind stance, Fiery Assault, and Devoted Spirit's various Auras, as well as being comparable to Prey on the Weak's AoO cleave. It's not as strong as any of the 8th level stances, which pretty firmly puts it at 7th, where it's available for 14th level Swordsages to pick up their 5th stance. It averaged 21 damage on every attack before and it gained another 3.5 now, so it's potentially better than Prey on the Weak now.
Thrashing Blades and Doom Talon are listed as Counters in the text when they should be a Strike and Boost, respectively.
Doom Talon's text about Crit-Immune creatures probably shouldn't say double damage, as not all weapons deal x2 crits. Instead, it should say critical damage.
Terminus has some awkward grammatical wording about the attacks made and should be changed to "and if these attacks are successful," given you always make 2 attacks with it.

Otherwise, Thrashing Dragon is a pretty nice boost to two-weapon fighting and I look forward to more Libram of Battle disciplines. Them's my 2 coppers. Take as you will.

ErrantX
2010-11-20, 04:01 PM
Thank you Cieyrin for the critique and finding the mistakes there. Very appreciated, I copy/paste a lot of the form and edit when needed. I guess I got sloppy towards the end. A TC/TD swordsage could get downright evil. It's my goal with the Libram to have every fighting style represented in some aspect or another, so Thrashing Dragon's aim is to provide a good and interesting two-weapon fighting experience while shoring up a weaker fighting style.

-X

ErrantX
2010-11-22, 07:59 PM
*bump*

Just checking to see if there is any further interest in the discipline, further PEACHs, etc.

I've been thinking about making a consolidated Libram of Battle thread here and link all of the disciplines to it. Keep an eye out, those of you who are interested in it.

-X

Cieyrin
2010-11-23, 04:14 PM
I've been thinking about making a consolidated Libram of Battle thread here and link all of the disciplines to it. Keep an eye out, those of you who are interested in it.

-X

*is quite interested in that*

NineThePuma
2010-11-23, 04:42 PM
... Trashing Dragon's associated skill is Tumble, and its associated weapons are the dagger, kukri, kama, punch dagger (katar), and unarmed strike.

You missed it, dude.

DracoDei
2010-11-23, 05:09 PM
Well, I guess I will throw in what I was going to say earlier (I still HOPE to look at the rest of the maneuvers later, but I can't be sure). Anyway, I am really unsure if this would work with the themes of the discipline, but I have spoilered my pre-existing "Anti-Swallow Whole" maneuvers below. I had placed them into Tiger Claw, which is this discipline's "spiritual-older-brother".

Stance of the Puffer-Fish
Tiger Claw (Stance)
Level: Swordsage 1, Warblade 1 (plus homebrew classes that get Tiger Claw of course)
Prerequisite: None?
Initiation Action: 1 Swift Action
Range: Personal
Target: Self
Duration: Stance

"EAT! ME!!" - Agent K

A minor benefit of this stance is that you gain Acid Resistance equal to your initiator level while in it.

When a creature with the "Swallow Whole" (or equivalent) ability attempts an attack which could activate that ability, you may elect to go with it (usually leaping down its throat). You forgo all miss chances, to hit rolls and all other means of avoiding the attack. In exchange you may make a Jump check opposed by its attack roll. If you succeed you take no ill effects from the attack, OTHER than being swallowed (so no bite damage, no associated fang venoms, no energy drain from a bite attack, etc). You are still subject to the effects of the stomach/craw/whatever as usual.

When attacking a creature that currently has you swallowed whole you may attack with any weapons you have (natural or manufactured) rather than being limited in which weapons you can attack with, although bludgeoning damage does not count towards the amount to cut your way out of the stomach (in either direction). In addition select one of three options, the option must be picked as soon as you are swallowed(or alternatively as soon as you change to this stance if it wasn't active when you were swallowed):

"Gaping Hole": Your exit wound is especially messy. If you succeed in cutting your way out your way out, the creature must make a fortitude save against 10+ the amount of damage you dealt in the last round of attacks to cut yourself out (you may elect to finish a full attack rather than exit immediately if you select this option, in which case you exit at the start of your next turn). If they fail the fortitude save, the hole does NOT close behind you until the next time the creature is returned to full hitpoints, and any creature swallowed whole may use it to escape from the larger creature as a swift action.
"Thrashing Puffer-Fish Technique": Your attacks from inside the creature gain +5 to hit, and when making a full attack, you take advantage of the fact that you are literally surrounded by your foe to hit on your back-swings as well. You get an additional attack, at your highest attack bonus, with every weapon you attack with, HOWEVER the damage from these extra attacks does NOT count towards the amount needed to cut yourself free. You may elect to remain within a creature you have been swallowed whole by to continue dealing damage to it. This extra attack DOES stack with Speed weapons, the Haste spell, etc although it does NOT allow such things to stack with each other. You make this decision at that start of each of your turns. However if you elect to stay, rather than exit when you could have, the creature receives a fortitude save against 10 + 1/2 your IL + your Strength modifier to vomit you out each round right before your turn.
"From the Depths of Thee I Stab at Thee!": You may elect to tunnel towards a vital organ, rather than trying to cut your way free of the creature. First you must deal an amount of non-bludgeoning damage equal to the amount needed to cut your way out. After this you may continue to attack, but if you do, the creature gets a Fortitude save at the start of each of its turns against 10 + 1/2 your IL + your Strength modifier for the internal pressure of its organs to force you back into the stomach where you are immediately vomited forth. It receives a bonus to its fortitude save equal to 1/10 the damage that you dealt it last turn. In exchange, all your attacks after escaping the stomach to the intra-organ space have their critical threat range doubled (This DOES stack with Improved Critical, Keen, Etc, and, in fact, in such cases Quadruples, rather than triples the threat range) and receive +5 to hit.




Belly Slasher
Tiger Claw (Strike)
Level: Swordsage 1, Warblade 1 (plus homebrew classes that get Tiger Claw of course)
Prerequisite: None
Initiation Action: 1 Standard or Full-Round Action
Range: Melee
Target: One creature

"Give him BACK!"

As part of this maneuver make either a standard attack (as a standard action) or a full-attack (as a full round action) against a creature. The damage you inflict with with the attack or attacks counts toward the damage necessary for one randomly selected creature your target has swallowed needs to inflict to cut its way free. If you exceed the amount necessary to free a creature and have attacks left, that creature exits immediately. You then continue your full-attack, and may elect to apply your damage to another creatures escape efforts (chosen randomly from those that remain), or just be damage to the creature in the usual way.

Cieyrin
2010-11-24, 02:17 PM
Stance of the Pufferfish seems like the unholy progeny of a tactical feat and a stance. Other than that, it seems right on in getting you out of dodge. It's incredibly situational, though, so it's probably best left as a Martial Script.

DracoDei
2010-11-24, 11:30 PM
RE: Unholy Progeny
Well, I do like to think of myself as a bit of a mad scientist... wasn't intentional, just seemed like there were various directions you could go with it. The last option is probably not going to get used much... I might want to buff that up a bit...



Yeah, martial scripts would be the usual way that PCs would approach both of those (well, unless it is a campaign where the GM has basically said "Yeah, going to be a lot of Swallow Whole here, be ready").

I take it that "Belly Slasher" is OK in a "So boring I didn't even bother mentioning it specifically" sort of way?

Cieyrin
2010-11-28, 03:58 PM
I take it that "Belly Slasher" is OK in a "So boring I didn't even bother mentioning it specifically" sort of way?

It falls under the same umbrella of "Good but highly situational. Martial Script that for emergency use."

ErrantX
2011-04-21, 10:34 PM
Added some new maneuvers and revised some mechanics, PEACH the new ones if you will, they're marked with a * in the maneuver list.

-X

Lord_Gareth
2011-04-22, 12:13 AM
Question: Can you use maneuvers with /any/ weapon, or only weapons associated with the discipline?

Mayhem
2011-04-22, 01:09 AM
I'm just going to compare this to ToB. My comments in green.

1st
*Wyrmling’s Fang: Strike – Thrown weapon inflicts an additional 1d6 points of damage. Fair enough, quite good at low levels but doesn't scale well so it's alright.
*Talon on the Wing: Boost – Thrown weapon range for a single attack increases by +20ft. reasonable, in a dungeon this doesn't effect much.
2nd
*Reflexive Twist: Counter – Make an Acrobatics check in place of a Reflex save. Seems fair to me, but acrobatics is more useful than concentration so this is a little better than diamond mind.
3rd
*Ancient’s Fang: Strike – Thrown weapon inflicts an additional 4d6 points of damage. ToB has strikes this strong at this level, so it's reasonable. Although this is a ranged attack which potentially makes it quite good- maybe drop it down to 3d6 if it proves problematic.
4th
*Dragon Rush: Boost – Upon a successful attack, make an immediate kick which inflicts an additional 2d6 points of damage. Yeah, it's alright.
5th
*Hurricane of Fangs: Boost – Thrown weapons for the round have their range increased by +30ft and inflict an additional damage equal to initiator level. As above, may or may not affect gameplay much so it's fine
6th
*Great Wyrm’s Fang: Strike – Thrown weapon inflicts an additional 8d6 points of damage, causes a bleeding wound. Pretty reasonable, bleeding is just 1 hp/round right?

All in all, pretty nice. :smallwink:

ErrantX
2011-04-23, 12:21 AM
Question: Can you use maneuvers with /any/ weapon, or only weapons associated with the discipline?

Technically with any weapons, but it works best with discipline weapons, something that I've tried to bring more into play. Lots of maneuvers, stances, and such all relate to two weapons in hand, or unarmed strikes.


I'm just going to compare this to ToB. My comments in green.


All in all, pretty nice. :smallwink:

Thank you very much, as far as the thrown weapon maneuvers, well, throwing weapons generally sucks pretty bad for the most part, so I think a slightly higher damage output makes up for it.

-X

Cieyrin
2011-04-26, 03:55 PM
Hmm...I don't mean to be rude but the update feels a bit...rushed. The switch from Tumble to Acrobatics is partial and kinda clumsily done where it is in. The throwing techniques feels rather tacked on to the two weapon fighting and unarmed flurries the style used to be, as well as being rather unclear in how Thrashing Dragon weapons that didn't have a ranged increment before (all except dagger) work when used with the throwing maneuvers. The last bit, which may make me sound a little full of myself, is the errors I pointed out last iteration are for the most part still there, so I don't know what to say if the feedback given is just going to get an acknowledgement and then summarily ignored. :smallconfused:

I guess what I'm really saying is that the quality of the discipline has gone down from its initial reveal, which is kinda disappointing, considering how promising the rest of the Libram of Battle updates have been like. I may have more feedback later on but, for now, I guess I'll sit back and watch whether this can right itself and be up to the snuff the 'brew you usually produce sets a bar for. :smallfrown:

ErrantX
2011-04-26, 04:54 PM
Hmm...I don't mean to be rude but the update feels a bit...rushed. The switch from Tumble to Acrobatics is partial and kinda clumsily done where it is in. The throwing techniques feels rather tacked on to the two weapon fighting and unarmed flurries the style used to be, as well as being rather unclear in how Thrashing Dragon weapons that didn't have a ranged increment before (all except dagger) work when used with the throwing maneuvers. The last bit, which may make me sound a little full of myself, is the errors I pointed out last iteration are for the most part still there, so I don't know what to say if the feedback given is just going to get an acknowledgement and then summarily ignored. :smallconfused:

No, the problem is that I apparently updated the online version (here) and didn't update my txt doc with some of the errors you pointed out, and then added the new maneuvers and overwrote the changes I did in the first place *face palms* I'm trying to keep track of nearly 20 disciplines worth of material, and apparently this one blew up in my face. As far as the tacked on, well, sorta, but I felt I was ignoring an entire aspect of the fighting style in that daggers have range increments, and I was missing something in it. I'll see what I can do to (re)fix the weirdness above, and then see if I can integrate the thrown aspects better.


I guess what I'm really saying is that the quality of the discipline has gone down from its initial reveal, which is kinda disappointing, considering how promising the rest of the Libram of Battle updates have been like. I may have more feedback later on but, for now, I guess I'll sit back and watch whether this can right itself and be up to the snuff the 'brew you usually produce sets a bar for. :smallfrown:

Bear with me, the project is going through some growing (or shrinking, depending on how you look at it) in that I have had two of my authors bail on me and one recently returning on me to work on it. It's mostly been a solo project lately so I'm trying to see if I can spread the work load a little.

-X

Cieyrin
2011-04-29, 01:58 PM
No, the problem is that I apparently updated the online version (here) and didn't update my txt doc with some of the errors you pointed out, and then added the new maneuvers and overwrote the changes I did in the first place *face palms* I'm trying to keep track of nearly 20 disciplines worth of material, and apparently this one blew up in my face. As far as the tacked on, well, sorta, but I felt I was ignoring an entire aspect of the fighting style in that daggers have range increments, and I was missing something in it. I'll see what I can do to (re)fix the weirdness above, and then see if I can integrate the thrown aspects better.

Bear with me, the project is going through some growing (or shrinking, depending on how you look at it) in that I have had two of my authors bail on me and one recently returning on me to work on it. It's mostly been a solo project lately so I'm trying to see if I can spread the work load a little.

-X

Ah, that would explain quite a bit. Best of luck on striking a balance and hopefully getting additional support. I'd offer my assistance in at least organizing some of the stuff, it's just my RL side of things is very turbulent at the moment that I can't even keep up with my own projects, let alone offer help to others. :smallfrown: