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Techwarrior
2012-10-29, 01:06 AM
The Mystic Eclipse discipline is a controversial one. Unlike the disciplines studied at the Temple of the Nine Swords, the Mystic Eclipse discipline actively denies people access to power, even other martial adepts. As such, the masters of the Temple of the Nine Swords did not see fit to include the Mystic Eclipse discipline in their teachings, though masters of the discipline still practice it today.

Mystic Eclipse
Be prepared. A practitioner of the Mystic Eclipse discipline knows that mages abound, and that their power is great. The martial adept doesn't claim to be more powerful than a mage, he knows better. A practitioner of the Mystic Eclipse discipline studies the art of denying their foe access to their abilities. Where a Setting Sun disciple seeks to use their foes strengths against them, a disciple of the Mystic Eclipse doesn't give them the chance to even attack. Maneuvers of the Mystic Eclipse discipline are not known for their damaging strikes, but for their ability to deny their opponent the opportunity to use their own abilities against them.

Spellcraft is the key skill of the Mystic Eclipse discipline. By understanding the art of the most powerful of foes, one can understand all others. Weapons associated with the Mystic Eclipse discipline are the Shortbow, Longbow, Dagger, Ranseur and Flail (light, heavy, and dire).

Learning the Mystic Eclipse Discipline

There are multiple ways to learn maneuvers from the Mystic Eclipse discipline.

1. Upon taking your first level in a class capable of learning maneuvers, you may choose to be unable to learn maneuvers from any one school, and become able to learn Mystic Eclipse maneuvers. You loose the following features from the class:
Proficiency with the associated weapons of the chosen discipline, unless they are also associated with a different discipline that class can access.
The discipline's key skill as a class skill, again unless it is the key skill of a different discipline that class can access.
And instead gain:
Proficiency with the Shortbow, Longbow, Dagger, Ranseur and Flail (light, heavy, and dire).
Spellcraft as a class skill for this class.

2. Taking the Martial Study feat (Tome of Battle, page 30) or Martial Stance feat to gain a single maneuver or stance.

3. Wearing a Ring of the Mystic Eclipse (found in a later post) will grant a single maneuver known from the discipline.

4. Studying under a master of the Mystic Eclipse discipline for a length of time. One is not considered a master of the discipline until they know at least 2 maneuvers of 5th level or higher from the discipline. This time must be spent undergoing physical and mental training as directed by the master for a number of weeks equal to the highest level maneuvers you can access +1 (So a character with an Initiator Level of 13 would need to spend 8 weeks training under a master of the discipline.). At the end of this training, which the master will almost certainly expect payment for, you may swap maneuvers you know for any maneuver of the same level from the Mystic Eclipse discipline that the master knows.

Techwarrior
2012-10-29, 02:03 AM
Mystic Eclipse Maneuvers
1st Level
Inquisitor's Stance: Stance- Deal +1/initiator level damage on inherently magical targets.
Stuttering Strike: Strike- Target cannot take 5-ft steps.
Pure Rising: Boost- Deal +1d6 +1/initiator level damage on inherently magical targets.
2nd Level
Mystic Knowledge: Counter- Replace save with Spellcraft check.
Power Forsaken: Strike- Target loses access to 1 spell, power, maneuver.
3rd Level
Watchful Eye: Stance- Casting spells, initiating maneuvers, manifesting powers provoke Attack of Opportunity from you, even with ranged weapons.
Lunar Understanding: Boost- Attack foe, gain save bonus vs their attacks.
Hunt the Mad: Strike- Dispel ongoing effects.
4th Level
Absolute Rising: Boost- Deal +2d6 +1/initiator level damage on inherently magical targets.
Disrupting Counter: Counter- Spellcraft check opposes Concentration to keep spell.
Wrenching Strike: Target loses Swift actions, cannot take 5-ft steps.
5th Level
Inquisitor's Eye: Stance- Gain Arcane Sight, Spell Resistance
Knowledge Forsaken: Strike- Target loses access to 1d4+1 spells, powers, maneuvers. Takes damage based on level.
Anticipate Opportunity: Counter- Move up to half your speed before making Attack of Opportunity.
6th Level
Solar Understanding: Boost- Attack foe, gain save bonus vs their attacks.
Pursuing the Mad: Strike- Dispel ongoing effects, deal damage.
7th Level
Perfect Rising: Boost- Deal +3d6 +1/initiator level damage on inherently magical targets.
Halting Strike: Target Stunned for 1 round. Movement is crippled.
8th Level
Mirror Stare: Stance- Reflect 1 spell, power, maneuver per round, as Spell Turning
Foresee Opportunity: Counter- Take move action before making Attack of Opportunity
Path Forsaken: Strike- Target loses access to 1d4+1 spell, power, maneuver levels. Takes damage based on levels.
9th Level
Mystic Eclipse: Strike- 2d4 damage to mental stat, lose Caster Level, Initiator Level, Manifestor Level until save is made.

Techwarrior
2012-10-29, 02:08 AM
Mystic Eclipse Maneuvers
1st Level
Inquisitor's Stance:
Mystic Eclipse (Stance)
Level: 1
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance
You become thirsty for the blood of your foes, specifically, mages.
While in Inquisitor's Stance, you focus on harming magical foes (see Inherently Magical Foes, below). You deal +1 damage/Initiator Level to such targets on all attacks.
Stuttering Strike:
Mystic Eclipse (Strike)
Level: 1
Initiation Action: Standard Action
Range: Melee/1 Range Increment
Target: One creature
Duration: 3 rounds
Saving Throw: Reflex Negates
You strike at a foe's joints, leaving them unable to make quick movements.
As part of this maneuver, you make a single attack. This attack must target a creature within melee range if the weapon you use is a melee weapon, or within 1 range increment if it is a ranged or thrown weapon. The target is unable to take 5-ft steps for 3 rounds, unless they succeed at a Reflex save DC 11+ your Str modifier.
Pure Rising:
Mystic Eclipse (Boost)
Level: 1
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: 1 round
You momentarily focus on your weapons, gaining insight against the magic your foes carry in their souls.
You know the stress points that magic leaves on a creature, and use that insight to deal additional damage against magical foes. For 1 round, your attacks deal an additional 1d6 damage +1/Initiator Level (to a maximum of +5) to inherently magical creatures.
2nd Level
Mystic Knowledge:
Mystic Eclipse (Counter)
Prerequisites: 1 Mystic Eclipse Maneuver
Level: 2
Initiation Action: 1 Immediate Action
Range: Personal
Target: You
With but a moment's thought, you unravel the effect of the ability threatening to overcome you.
You see the attack coming, and figure out the mystical response to it without a second to lose. You may use this maneuver whenever you would make a save against a Spell, Power, Supernatural Ability, Spell-Like Ability, or Psi-Like Ability. Instead of a saving throw, you roll a Spellcraft check, using that result to determine success or failure. As this is a skill check, and not a savings throw, a natural 20 is not an automatic success and a natural 1 is not an automatic failure. Abilities that depend on saves to activate, such as Evasion, still take effect based on the success or failure of this check.
Power Forsaken:
Mystic Eclipse (Strike)
Level: 2
Initiation Action: Standard Action
Range: Melee/1 Range Increment
Target: One Creature
Duration: 2 rounds
Your strike slips into the opponents mind, stripping away one of their powers.
You attack with such ferocity that you strip the knowledge of one of your opponents most powerful abilities from them. As part of this maneuver, make a single attack and a Spellcraft check versus a DC 15+ the level of the opponent's most powerful spell, power, or maneuver. If you are executing this strike with a melee weapon, your target must be within your reach; if you are executing this strike with a ranged or thrown weapon, your target must be within 1 range increment. If the attack is successful, it deals an additional 2d6 damage; and if the Spellcraft check is successful, one spell, maneuver, or power randomly selected from the highest level of spells, maneuvers, or powers the creature has access to is forced from the target's mind. The creature loses the ability to use the spell, power, or maneuver; loses a spell per day, the minimum power points to manifest the power, or the maneuver readied (and granted, if applicable); and is treated as if they did not know the spell, power, or maneuver for all purposes for the duration of this maneuver.
Finally, for each spell, power, or maneuver lost, the target takes 1 point of damage per level of the spell, power, or maneuver as it is forcibly removed from the target's mind. A Fortitude Save DC 12+ your Strength modifier halves this additional damage.

3rd Level
Watchful Eye:
Mystic Eclipse (Stance)
Prerequisites: 1 Mystic Eclipse Maneuver
Level: 3
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance
You keep a watchful eye on the battle before you, waiting for someone to make a move.
While you maintain this stance, you may make attacks of opportunity with a ranged weapon, provided the creature that provoked an attack of opportunity is within 1 range increment of the ranged weapon.

Additionally while in this stance, any creature that you have line of sight and line of effect to that initiates a maneuver, casts a spell, or manifests a power provokes an Attack of Opportunity from you. Unlike normal Attacks of Opportunity, you may make these Attacks of Opportunity with a ranged weapon. In the case of a spell, maneuver, or power that takes next to no time (i.e. takes no longer than a Swift or Immediate action to activate) to use, you may only take this Attack of Opportunity by successfully identifying the action (whether via Psicraft, Martial Lore, or Spellcraft; as appropriate) and expend an Immediate Action along with an Attack of Opportunity.
Lunar Understanding:
Mystic Eclipse (Boost)
Level: 3
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: 1 round/Initiator Level
You select a foe, and as your blade meets theirs, gain a small understanding of their techniques
When initiating this maneuver, select a single creature. If you successfully hit the opponent with an attack during the round, you gain a +3 Insight bonus to saving throws versus their abilities, and opposed checks they provoke: such as a Listen check to find them, Martial Lore check to identify their maneuvers, or a Strength check to avoid being tripped by them.
Hunt the Mad:
Mystic Eclipse (Strike)
Level: 3
Initiation Action: Standard Action
Range: Melee/1 Range Increment
Target: 1 creature
Duration: Instantaneous
You shun those driven mad by their power, attempting to nullify their abilities
You attack an opponent, seeking to end the enchantments upon them. While initiating this maneuver, make a single attack, which, if successful, dispels magical effects. If you are executing this maneuver with a melee weapon, the creature targeted must be in reach of the weapon; if you are executing this maneuver with a ranged or thrown weapon, the creature targeted must be within 1 range increment of the weapon. Treat this as a targeted Dispel Magic targeted on the creature attacked, using your Initiator Level as your Caster Level for the purposes of this effect.

4th Level
Absolute Rising:
Mystic Eclipse (Boost)
Prerequisites: 1 Mystic Eclipse Maneuver
Level: 4
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: 1 round
Your weapon seems to come alive as you prepare to strike down your mystic foes.
The stress points that magic leaves on a creature are plainly visible to you. For 1 round, your attacks deal an additional 2d6 damage +1/Initiator Level (to a maximum of +10) to inherently magical creatures.
Disrupting Counter:
Mystic Eclipse (Counter)
Prerequisites: 1 Mystic Eclipse Maneuver
Level: 4
Initiation Action: 1 Swift Action
Range: 30 feet
Target: 1 Creature
Duration: Instantaneous
You use your study of the art of magic to disrupt your foes concentration.
You may use this counter when an enemy within 30 feet that you have both line of sight and line of effect to would make a Concentration check.
As part of this maneuver, you make a Spellcraft check, which the target must beat with their Concentration check in order to keep their concentration.
Wrenching Strike:
Mystic Eclipse (Strike)
Prerequisites: 1 Mystic Eclipse Maneuvers
Level: 4
Initiation Action: 1 Standard Action
Range: 1 Creature
Target: Melee/1 Range Increment
Duration: 4 rounds
Saving Throw: Reflex Negates
You cleave a foes joints, leaving your target unable to make quick movements or actions.
As part of this maneuver, you make a single attack. This attack must target a creature within melee range if the weapon you use is a melee weapon, or within 1 range increment if it is a ranged or thrown weapon. The target is unable to take 5-ft steps or Swift actions (including Immediate Actions) for 4 rounds, unless they succeed at a Reflex save DC 14+ your Str modifier.

5th Level
Inquisitor's Eye:
Mystic Eclipse (Stance)
Level: 5
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance
Your study of magic has granted you the ability to find magic, and protect yourself from it.
Your study of magic allows you to see it in action, and even to protect yourself from it's effects. While in this stance you gain Spell Resistance equal to 15+Initiator Level and the benefits of Arcane Sight (http://www.d20srd.org/srd/spells/arcaneSight.htm), though your eyes do not glow blue.
If you have 20 ranks in Spellcraft, you gain the benefits of Greater Arcane Sight (http://www.d20srd.org/srd/spells/arcaneSightGreater.htm) instead of Arcane Sight.
Knowledge Forsaken:
Mystic Eclipse (Strike)
Prerequisites: 2 Mystic Eclipse Maneuvers
Level: 5
Initiation Action: 1 Standard Action
Range: Melee/1 Range Increment
Target: 1 Creature
Duration: 3 rounds
Saving Throw: Fortitude Half
You strike your opponent in such a way as strip them of multiple powers.
You strike with finesse, stripping the knowledge of several of your opponents most powerful abilities from them. As part of this maneuver, make a single attack and a Spellcraft check versus a DC 15+ the level of the opponent's most powerful spell, power, or maneuver. If you are executing this strike with a melee weapon, your target must be within your reach; if you are executing this strike with a ranged or thrown weapon, your target must be within 1 range increment. If the attack is successful, it deals an additional 4d6 damage; and if the Spellcraft check is successful, 1d4+1 spells, maneuvers, or powers randomly selected from the highest level of spells, maneuvers, or powers the creature has access to is forced from the target's mind. The creature loses the ability to use the spells, powers, or maneuvers; loses a spell per day for each spell, the minimum power points to manifest each power, or the maneuvers readied (and granted, if applicable); furthermore, the target is treated as if they did not know the spells, powers, or maneuvers for all purposes for the duration of this maneuver.
Finally, for each spell, power, or maneuver lost, the target takes 2 point of damage per level of the spell, power, or maneuver as it is forcibly removed from the target's mind. A Fortitude Save DC 15+ your Strength modifier halves this additional damage.
Anticipate Opportunity:
Mystic Eclipse (Counter)
Prerequisites: 2 Mystic Eclipse Maneuvers
Level: 5
Initiation Action: 1 Immediate Action
Range: Half your speed
Target: 1 creature
Duration: Instantaneous
With an almost precognitive awareness of the battle, you see the opportunity with enough time to make several steps before taking this opportunity.
You may initiate this counter when a creature within range (half of your speed) executes an action that would provoke an Attack of Opportunity if you were within reach of them. You must have at least 1 Attack of Opportunity left in the round to activate this maneuver.
When you initiate this maneuver, you move to your target and take an Attack of Opportunity, which may prevent them from completing the action (such as if you disrupted a spell) as normal for such an attack. This movement provokes Attacks of Opportunity as normal (though you may attempt an Accelerated Tumble to avoid such attacks). If you use a ranged weapon, this attack may be a ranged attack if the target is within 1 range increment of your weapon at the end of your movement.

6th Level
Solar Understanding:
Prerequisites: 2 Mystic Eclipse Maneuvers
Mystic Eclipse (Boost)
Level: 6
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: 1 round/Initiator Level
Your attacks gain you powerful insight into your opponents tactics.
When you initiate this maneuver, you may select a number of targets up to your Initiator Level. You gain a +6 Insight bonus to saving throws versus their abilities, and opposed checks they provoke if you successfully hit them in the round you initiate this maneuver for 1 round/Initiator Level. Examples of applications for this bonus include: Listens check to find them, Martial Lore checks to identify their maneuvers, or Strength checks to avoid being tripped by them.
Pursuing the Mad:
Mystic Eclipse (Strike)
Level: 6
Prerequisites: 2 Mystic Eclipse Maneuvers
Initiation Action: 1 Standard Action
Range: Melee/1 range increment
Target: 1 creature
Duration: Instaneous
Saving Throw: Fortitude Half
You shun those driven mad by their power, nullifying their enchantments with a forceful blow.
You attack an opponent, seeking to end the enchantments upon them. While initiating this maneuver, make a single attack, which, if successful, dispels magical effects. If you are executing this maneuver with a melee weapon, the creature targeted must be in reach of the weapon; if you are executing this maneuver with a ranged or thrown weapon, the creature targeted must be within 1 range increment of the weapon. Treat this as a targeted Greater Dispel Magic targeted on the creature attacked, using your Initiator Level as your Caster Level for the purposes of this effect.
For each effect this strike dispels, the target takes 2 points of damage per level of the effect. A successful Fortitude save DC 16+ your Strength modifier halves this damage.

7th Level
Adamantine Rising:
Mystic Eclipse (Boost)
Prerequisites: 2 Mystic Eclipse Maneuvers
Level: 7
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: 1 round
Your armaments strike against magic with shattering force.
The stress and fractures that magic leaves on a creature are as clear as day to you. For 1 round, your attacks deal an additional 3d6 damage +1/Initiator Level to inherently magical creatures. In addition, all critical hits against such creatures are automatically confirmed.
Halting Strike:
Mystic Eclipse (Strike)
Prerequisites: 2 Mystic Eclipse Maneuvers
Level: 7
Initiation Action: 1 Standard Action
Range: Melee/1 range increment
Target: 1 Creature
Duration: 4 rounds
Saving Throw: Reflex negates
Your strike knocks a foe senseless, and leaves them disoriented for a short time.
As part of this maneuver, you make a single attack. This attack must target a creature within melee range if the weapon you use is a melee weapon, or within 1 range increment if it is a ranged or thrown weapon. If the attack hits, your target is Stunned for 1 round.
In addition, the target is unable to take 5-ft steps and Move or Swift actions (including Immediate Actions) for 4 rounds, unless they succeed at a Reflex save DC 17+ your Str modifier.

8th Level
Mirror Stare:
Mystic Eclipse (Stance)
Prerequisites: 3 Mystic Eclipse Maneuvers
Level: 8
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance
Your focus is so powerful that spells reflect off of you.
While in this stance, you reflect spells, spell-like abilities, powers, or psi-like abilities back on the originator. Once per round, you may attempt to reflect one spell, power, spell-like ability, or psi-like ability as if by Spell Turning (http://www.d20srd.org/srd/spells/spellTurning.htm). In order to successfully turn the spell, you must succeed at a Spellcraft check with a DC of 15+ the spell's caster level.
Foresee Opportunity:
Mystic Eclipse (Counter)
Prerequisites: 3 Mystic Eclipse Maneuvers
Level: 8
Initiation Action: 1 Immediate Action
Range: Your speed
Target: 1 Creature
Duration: Instantaneous
With a precognitive sense of awareness, you take opportunity from seemingly innocuous events.
You may initiate this counter when a creature within range (your speed) executes an action that would provoke an Attack of Opportunity if you were within reach of them. You must have at least 1 Attack of Opportunity left in the round to activate this maneuver.
When you initiate this maneuver, you may take a Move Action, and then make an Attack of Opportunity if you are within range, which may prevent them from completing the action (such as if you disrupted a spell) as normal for such an attack. This movement provokes Attacks of Opportunity as normal (though you may attempt an Accelerated Tumble to avoid such attacks). If you use a ranged weapon, this attack may be a ranged attack if the target is within 1 range increment of your weapon at the end of your movement.
Path Forsaken:
Mystic Eclipse (Strike)
Prerequisites: 3 Mystic Eclipse Maneuvers
Level: 8
Initiation Action: 1 Standard Action
Range: Melee/ 1 range increment
Target: 1 creature
Duration: 4 rounds
Saving Throw: Fortitude Half
Your strike leaves its target unable to access their most powerful abilities.
Your strike strips the knowledge of your opponents most powerful abilities from them. As part of this maneuver, make a single attack and a Spellcraft check versus a DC 15+ the level of the opponent's most powerful spell, power, or maneuver. If you are executing this strike with a melee weapon, your target must be within your reach; if you are executing this strike with a ranged or thrown weapon, your target must be within 1 range increment. If the attack is successful, it deals an additional 6d6 damage; and if the Spellcraft check is successful, 1d4+1 levels of spells, maneuvers, or powers the creature has access to is forced from the target's mind. The creature loses the ability to use the spells, powers, or maneuvers; loses spells per day for each spell, the minimum power points to manifest each power, and the maneuvers readied (and granted, if applicable); furthermore, the target is treated as if they did not know the spells, powers, or maneuvers for all purposes for the duration of this maneuver.
Finally, for each spell, power, or maneuver lost, the target takes 3 points of damage per level of the spell, power, or maneuver as it is forcibly removed from the target's mind. A Fortitude Save DC 18+ your Strength modifier halves this additional damage.

9th Level
Mystic Eclipse:
Mystic Eclipse (Strike)
Prerequisites: 4 Mystic Eclipse Maneuvers
Level: 9
Initiation Action: 1 Standard Action
Range: Melee/1 range increment
Target: 1 Creature
Duration: 1 minute (10 rounds)
Save: Reflex negates
In one powerful strike, you bring the full might of the Mystic Eclipse to your opponent. You render them incapable of even the simplest orders of power.
In this ultimate strike of the Mystic Eclipse discipline, the master renders their target unable to use their mental energies, and even drains them of such ability. While initiating this maneuver, you make a single attack. If you are executing this strike with a melee weapon, your target must be within your reach; if you are executing this strike with a ranged or thrown weapon, your target must be within 1 range increment. A successful attack deals 2d4 ability damage to a mental stat (Charisma, Wisdom, or Intelligence) of the initiators choice in addition to dealing damage as normal. Additionally, the target must make a successful Reflex save DC 19+ your Strength modifier or be treated as having no Caster Level, Manifestor Level, or Initiator Level for the duration of this maneuver. This causes the target to be unable to cast spells, manifest powers, or initiate maneuvers, amongst other drawbacks. The target may receive a new save against this portion of the maneuver each round by spending a standard action.


Inherently Magical Creatures
Whenever a maneuver, feat, or stance from the Mystic Eclipse discipline targets 'Inherently Magical Creatures' it will effect creatures with any of the following characteristics:
Can cast spells, manifest powers, or use Spell or Psi-Like abilities.
Has any ability or feature which is denoted as Supernatural
Has the Elemental, Fey, Magical Beast, Outsider, or Undead type
Has an alignment subtype (Chaotic, Evil, Good, Lawful), or the Incorporeal or Extraplanar subtype.

Techwarrior
2012-10-29, 02:11 AM
Mystic Eclipse Feats

Mystic Stalker
You can apply your training against specific foes to your study of breaking magic.
Prerequisites: Favored Enemy, 1 Mystic Eclipse Maneuver
Benefit: Whenever a Mystic Eclipse Maneuver targets inherently magical creatures, you may also target creatures appropriate for your Favored Enemy. In addition, you may add the bonus granted by your Favored Enemy ability to the save DC's of your Mystic Eclipse maneuvers if the target is an eligible Favored Enemy.

Inquisitor
You know methods for disrupting concentration, and can take opportunities from your opponent devoting their concentration on other tasks.
Prerequisites: 1 Mystic Eclipse Stance
Benefit: While you are in a Mystic Eclipse Stance, and attack with one of the Mystic Eclipse associated weapons, you may add twice the level of the highest Mystic Eclipse maneuver (including Stances) you know to the DC of any Concentration check that is made by enemies you threaten. In addition, any action that requires a Concentration check (such as gaining Psionic Focus, casting defensively, and certain Diamond Mind maneuvers) taken by a foe that you threaten provokes an Attack of Opportunity from you.
Special: Inquisitor may be used in place of Mage Slayer (Complete Arcane, pg 81) in order to meet prerequisites.

Way of the Eclipse
You understand the major teachings of the Mystic Eclipse, and can use this knowledge in combat.
Prerequisites: Spellcraft 9 ranks, +4 Base Attack Bonus, two Mystic Eclipse maneuvers, Inquisitor
Benefit: You know the three major tactics taught by the Mystic Eclipse. This feat allows you to employ three tactical maneuvers.
Strike From the Shadows
Whenever you make an attack against a target that you have a miss chance from their attacks, you gain a +1 bonus to your attack rolls for every 10% of miss chance you have.
Follow Through
Whenever you dispel, disrupt, or force the target to forget a spell, power, or maneuver, you gain a bonus to damage against the caster, manifestor, or initiator equal to twice the level of the spell, power, or maneuver dispelled or disrupted for 1 minute against that foe.
Guard Your Soul
Whenever you successfully save against an effect, or successfully negate it via Spell or Power Resistance, you gain a +3 bonus to all saves, and gain a stacking +3 Spell Resistance and Power Resistance for one minute.

Techwarrior
2012-10-29, 02:12 AM
Items of the Mystic Eclipse

Ring of the Mystic Eclipse

This silver gem inset with magical blue gems functions exactly like a Crown of the White Raven except it grants an appropriate maneuver from the Mystic Eclipse discipline. See the Tome of Battle (page 149) for more details.

Price: 3,000 (novice), 15,000 (scholar), 45,000 (master)

Xefas
2012-10-29, 03:46 AM
Not much to comment on until we actually get some maneuvers written up, but I can at least say that:

The thread title says "Mystic Eclipse", but everything in your post says "Mythic Eclipse". Should probably fix that.

This paragraph-

Be prepared. A practitioner of the Mythic Eclipse discipline knows that mages abound, and that their power is great. The martial adept doesn't claim to be more powerful than a mage, he knows better. A practitioner of the Mythic Eclipse discipline studies the art of denying their foe access to their power. Where a Setting Sun disciple seeks to use their foes power against them, a disciple of the Mythic Eclipse doesn't give them the chance to strike. Strikes of the Mythic Eclipse discipline are not known for their powerful strikes, but for their ability to deny their opponent the opportunity to use their own power against them.

-uses the words "power" and "strikes" a little too frequently. It just reads kinda weirdly. "Strike" three times in fourteen words is a tad much, verging on "Die in the wrathful flames of my wrath!" (http://www.youtube.com/watch?v=n9mTy8DjM-E&list=FLuS3rKGeSX-exQ8a8t4W1bA&index=4&feature=plpp_video) territory.

Granted, since you're just now getting to bed, that's probably a case of sleep deprivation induced repetition. But I figured I should mention it all the same.

Techwarrior
2012-10-31, 12:07 AM
Yea, insomnia will do that to a person. Fixed up that paragraph, and (hopefully) all instances of Mythic where it should say Mystic.

Also, Maneuvers up to 3rd level are up.

Techwarrior
2012-11-03, 12:24 AM
All the way up to 6th level Maneuvers now, and the first two feats are up. Working on the tactical feat and 7th-9th level Maneuvers, hope to have them up by the end of the weekend.

Techwarrior
2013-12-09, 04:41 PM
I've been asked a question, and while looking over this, I noticed a few things I wanted to change to better accommodate bows.


Sorry to bug you, but I noticed for the Mystic eclipse feat Inquisitor, that if you specialize in ranged weapons it doesn't do anything, because you don't threaten any squares. Since the maneuvers are careful to mention melee or range, and bows are included in the favored weapons, is that intentional?

I would have posted in-thread, but it would be thread necromancy.

The way it's written currently, it doesn't do anything at all unless you threaten with a ranged weapon. The third level Mystic Eclipse stance Watchful Eye allows you to do this for certain effects currently. I'm going to add to the stance so that it allows for threatening for all purposes. I believe there's other ways to threaten with a range weapon, but I don't know them offhand.

I'm also going to add to the AoO counters that you can use a ranged weapon for them.

Ziegander
2013-12-09, 05:11 PM
Way of the Eclipse
You understand the major teachings of the Mystic Eclipse, and can use this knowledge in combat.
Prerequisites: Spellcraft 9 ranks, +4 Base Attack Bonus, two Mystic Eclipse maneuvers, Inquisitor
Benefit: You know the three major tactics taught by the Mystic Eclipse. This feat allows you to employ three tactical maneuvers.
Strike From the Shadows
Whenever you make an attack against a target that you have a miss chance from their attacks, you gain a +1 bonus to your attack rolls for every 5% of miss chance you have.[...]

A +10 bonus to attacks for having Displacement or a similar effect up seems way too high. I would halve that.

Otherwise, this is a very cool discipline. One of the better "mageslayer" disciplines I've seen.

Techwarrior
2013-12-09, 06:10 PM
A +10 bonus to attacks for having Displacement or a similar effect up seems way too high. I would halve that.

That's a good idea. A +2 bonus for concealment seems much better anyway. I altered it to +1 for each 10% concealment.


Otherwise, this is a very cool discipline. One of the better "mageslayer" disciplines I've seen.

Thank you.

togapika
2013-12-09, 08:11 PM
Mystic Eclipse (Strike)
Prerequisites: 4 Mystic Eclipse Maneuvers
Level: 9
Duration: Reflex negates
Additionally, the target must make a successful Reflex save DC 19+ your Strength modifier or be treated as having no Caster Level, Manifestor Level, or Initiator Level for the duration of this maneuver. This causes the target to be unable to cast spells, manifest powers, or initiate maneuvers, amongst other drawbacks. The target gets a new save against this portion of the maneuver each round.
The target
[/list]

So this lasts till they save, or does it have a duration?

Techwarrior
2013-12-09, 08:34 PM
That was a case of missed copy/paste. It's the same as the Wrenching/Stuttering/Halting Strikes. 1 round/Initiator level. There's also a Reflex save to negate the secondary effect.

gparali
2014-01-30, 07:24 AM
One question regarding the Inquisitor feat.

Is the second part of the feat (provoke AoO) also only usable when wielding Mystic Eclipse weapons?

Techwarrior
2014-02-01, 09:21 PM
One question regarding the Inquisitor feat.

Is the second part of the feat (provoke AoO) also only usable when wielding Mystic Eclipse weapons?

As written it isn't, although it was not originally intended. This is a thing I will clarify.

Also, while I'm at it, I'm going to update it to how it is currently used.

The names of the Rising line have been changed from Iron Heart knock-offs to Pure/Absolute/Perfect Rising.
The duration of the Strike line has been altered. Stuttering/Wrenching/Halting Strike now lasts 2/3/4 rounds respectively. The repeating save per round has been removed.
The duration of the Forsaken line has been altered. Knowledge/Power/Path Forsaken now lasts 3/4/5 rounds respectively. Additionally, the damage progression has been smoothed.
Mystic Eclipse, the 9th level maneuver, has been altered to a flat duration of 1 minute (10 rounds), and the repeating saves now costs a Standard action to receive.
The Ring of the Mystic Eclipse has been added, and the Legacy weapon (a Ranseur) will be added hopefully by Wednesday.