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Fax Celestis
2007-05-23, 11:41 PM
Originally developed by seafaring martial adepts, the Ocean Soul discipline is focused on channeling the awesome power of the ocean and the storms that rage atop it.

Due to the discipline's link to the ocean, maneuvers in the Ocean Soul discipline can be used underwater without penalty. This includes the -4 penalty to attack rolls.

The key skill for the Ocean Soul discipline is Swim. Its associated weapons are the harpoon, net, trident, and punching dagger.

Maneuver and Stance List
One
Breath of the Sea - Stance - Breathe water like air; swim speed according to Swim ranks
Fog Mantle - Boost - Gain Concealment chance according to Swim ranks for one round
Sea Legs - Boost - Charge over difficult terrain
Tempest Strike - Strike - Attack deals +1d4 electrical and +1d4 cold damage
Waveride - Boost - Gain 10' bonus to speed

Two
Icerime Bolt - Strike - Ray deals 3d6 cold damage
Wake of the Sea Turtle - Strike - Charge one opponent and affect others in a cone behind you
Wavestride - Boost - Leap between pools of water as standard action

Three
Bite of the Shark - Stance - gain bite attack and scent; gain bonus to confirm criticals
Wake of the Dolphin - Strike - charge one opponent and affect others in a cone behind you
Wave Strike - Strike - Bull-rush multiple opponents at once
Whirlpool Sink - Boost - move up to double speed, and if you complete a circle, all in area must make Balance check or fall prone

Four
Capsize - Counter - trip opponent as preemptive counter
Wake of the Shark - Strike - charge one opponent and affect others in a cone behind you
Wavestrike Counter - Counter - Bull-rush opponents as counterattack

Five
Arctic Waterspout - Strike - cylinder deals 6d6 cold damage and throws foes in air
Kraken's Grasp - Boost - Deal extra damage while grappling
Wake of the Whale - Strike - charge one opponent and affect others in a cone behind you

Six
Hurricane Stance - Stance - foes nearby must make Balance checks or fall prone
Thunderstorm Counter - Counter - counter with full-attack that adds electrical damage
Wake of the Leviathan - Strike - charge one opponent and affect others in a cone behind you

Seven
Breath of the Arctic - Strike - Cone deals 8d6 cold damage
Tidal Wave Strike - Strike - Bull-rush and damage multiple opponent

Eight
Dance of the Selkie - Stance - foes who attack you provoke attacks of opportunity
Maelstrom Blow - Strike - attack deals +5d6 electrical, +5d6 cold
Whirlpool Wake - Strike - move up to quadruple speed; if full circle, all in area are tripped and take damage

Nine
Hurricane Tempest Blast - Strike - one attack deals +30 electrical, +30 cold, +30 sonic; surrounding foes are tripped and bull-rushed.

Maneuvers and Stances
First-Level Maneuvers
Breath of the Sea
Ocean Soul (Stance)
Level: Swordsage 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

While you are in this stance, you can breathe water as if it were air. You also gain a Swim speed according to your ranks in Swim.

{table=head]Ranks | Speed
1-4 | 10'
5-8 | 20'
9-12 | 30'
13-16 | 40'
17+ | 50'[/table]

Fog Mantle
Ocean Soul (Boost)
Level: Swordsage 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round

You are surrounded by foggy mist, such as over a bay on a cold morning. This grants you concealment for one round according to your ranks in Swim:

{table=head]Ranks | Concealment Gained
4 or less | 10%
5-8 | 15%
9-12 | 20%
13-16 | 25%
17-20 | 30%
21+ | 35%[/table]

Using this maneuver is a supernatural ability.

Sea Legs
Ocean Soul (Boost)
Level: Swordsage 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round

You may charge through and over difficult terrain for one round. You also receive a +5 competence bonus to Balance checks for the duration of this maneuver.

Tempest Strike
Ocean Soul (Strike)
Level: Swordsage 1
Initiation Action: 1 standard action
Range: Melee
Target: 1 foe
Duration: Instantaneous
Saving Throw: Reflex half

You charge your weapon with the energies of storms. As part of this maneuver, make a single melee attack. This attack deals 1d4 cold and 1d4 electrical damage, in addition to its normal damage.

Waveride
Ocean Soul (Boost)
Level: Swordsage 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round

For the duration of this maneuver, you gain a +10' enhancement bonus to your land and swim speeds.

Second-Level Maneuvers
Icerime Bolt
Ocean Soul (Strike)
Level: Swordsage 2
Prerequisite: One Ocean Soul maneuver
Initiation Action: 1 standard action
Range: Close (25' + 5'/level)
Target: One Creature
Effect: Ray
Duration: Instantaneous
Saving Throw: None

A ray of freezing cold water projects from your outstretched hand. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 3d6 points of cold damage.

This is a supernatural ability.

Wake of the Sea Turtle
Ocean Soul (Strike)
Level: Swordsage 2
Prerequisite: One Ocean Soul maneuver
Initiation Action: 1 full-round action
Range: Charge and expanding cone; see text
Area: Expanding Cone
Target: One creature
Duration: Instantaneous
Saving Throw: Reflex partial; see text

You charge a foe, trailing a wake of water. As part of this maneuver, you must make a charge against your target. This charge must be in a straight line and has a maximum distance equal to three times your Swim ranks, rounded down to the nearest multiple of five.

A cone grows behind you as you charge. For each 10' you travel, the size of the cone increases by 5' (to a maximum of 20'). Creatures caught in the cone during the course of your charge take 2d6 points of bludgeoning damage with a Reflex save (DC 12 plus your Wisdom modifier) for half damage. In addition, those creatures that fail their save are bull-rushed back by your wake. The wake is treated as having a Strength modifier of +2 for making its bull-rush check. Creatures bull-rushed by this ability can be bull-rushed outside the maximum range of the cone. A creature may only be affected once each round by this wake.

This maneuver is a supernatural ability when used out of water.

Wavestride
Ocean Soul (Boost)
Level: Swordsage 2
Prerequisite: One Ocean Soul maneuver
Initiation Action: 1 standard action
Range: See text
Effect: Teleportation
Target: Personal
Duration: Instantaneous

You may jump from one body of water to another. This functions as the Shadowdancer's Shadow Jump ability, except that you can only transport yourself from one body of water to another. The water must be at least an inch deep, and enough to fill at least one square.

You may jump a total distance according to your ranks in Swim:

{table=head]Ranks | Distance
1-5 | 10'
6-10 | 15'
11-15 | 20'
16-20 | 30'
21+ | 40'[/table]

Third-Level Maneuvers
Bite of the Shark
Ocean Soul (Stance)
Level: Swordsage 3
Prerequisite: One Ocean Soul maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

While in this stance, you gain a bite attack that deals 1d8 points of damage (1d6 if Small, 1d10 if Large). You also gain the Scent ability, effective to 15'.

You gain a bonus to confirm critical hits equal to 1/4 your class level.

Wake of the Dolphin
Ocean Soul (Strike)
Level: Swordsage 3
Prerequisite: One Ocean Soul maneuver
Initiation Action: 1 full-round action
Range: Charge and expanding cone; see text
Area: Expanding Cone
Target: One creature
Duration: Instantaneous
Saving Throw: Reflex partial; see text

You charge a foe, trailing a wake of water. As part of this maneuver, you must make a charge against your target. This charge must be in a straight line and has a maximum distance equal to three times your Swim ranks, rounded down to the nearest multiple of five.

A cone grows behind you as you charge. For each 10' you travel, the size of the cone increases by 5' (to a maximum of 30'). Creatures caught in the cone during the course of your charge take 4d6 points of bludgeoning damage with a Reflex save (DC 13 plus your Wisdom modifier) for half damage. In addition, those creatures that fail their save are tripped by your wake. The wake is treated as having a Strength modifier of +5 for making its trip check. A creature may only be affected once each round by this wake.

This maneuver is a supernatural ability when used out of water.

Wave Strike
Ocean Soul (Strike)
Level: Swordsage 3
Prerequisite: One Ocean Soul maneuver
Initiation Action: 1 standard action
Range: 15'
Area: 15' cone; see text
Duration: Instantaneous

You create a wall of water from your outstretched hand, which moves away from you and pushes your opponents away. As part of this maneuver, you create a 15' cone. Any creature within this cone is bull-rushed by the oncoming water. The cone has an effective Strength bonus of +8 for this check. A creature may be bull-rushed outside the area of this maneuver by this effect.

This maneuver is a supernatural ability when used out of water.



Whirlpool Sink
Ocean Soul (Strike)
Level: Swordsage 3
Prerequisite: One Ocean Soul maneuver
Initiation Action: 1 full-round action
Range: Special; see text
Area: Special; see text
Saving Throw: See text

As part of this maneuver, you can move up to two times your speed. All of your movement must be along a continuous, solid surface. This maneuver has no effect unless you complete a closed area. In this case, a great deluge of water forms and spins, knocking them all prone and dealing them 4d6 points of damage. Creatures may make a Balance check (DC 14 plus your Wisdom modifier) to remain standing.

The whirlpool is created the first time you form a closed area. You cannot create multiple areas in one move.

Using this maneuver outside of water is a supernatural ability.

Fourth-Level Maneuvers
Capsize
Ocean Soul (Counter)
Level: Swordsage 4
Prerequisite: Two Ocean Soul maneuvers
Initiation Action: 1 immediate action
Range: Melee
Target: Attacking creature
Duration: Instantaneous
Saving Throw: None

You see your opponent coming and attack him at his most exposed: when he is attacking you. Upon initiating this maneuver, you make an imemediate trip attempt on a creature attacking you. This trip attempt is resolved prior to the attacker's attack and prevents the attacker's attack if you succeed on the trip attempt.

This maneuver does not provoke attacks of opportunity even if you do not possess the Improved Trip feat. You must possess a free hand to use this maneuver.

Wake of the Shark
Ocean Soul (Strike)
Level: Swordsage 4
Prerequisite: Two Ocean Soul maneuvers
Initiation Action: 1 full-round action
Range: Charge and expanding cone; see text
Area: Expanding Cone
Target: One creature
Duration: Instantaneous
Saving Throw: Reflex and Will partial; see text

You charge a foe, trailing a wake of water. As part of this maneuver, you must make a charge against your target. This charge must be in a straight line and has a maximum distance equal to four times your Swim ranks, rounded down to the nearest multiple of five.

A cone grows behind you as you charge. For each 10' you travel, the size of the cone increases by 10' (to a maximum of 30'). Creatures caught in the cone during the course of your charge take 4d6 points of bludgeoning damage with a Reflex save (DC 14 plus your Wisdom modifier) for half damage. In addition, those creatures that fail their save must make a Will save or take 2 points of Constitution damage. You gain two temporary hit points for each point of Constitution damage you deal in this way. A creature may only be affected once each round by this wake. These temporary hit points remain for five minutes before disappearing.

This maneuver is a supernatural ability when used out of water.

Wavestrike Counter
Ocean Soul (Counter)
Level: Swordsage 4
Prerequisite: Two Ocean Soul maneuvers
Initiation Action: 1 immediateaction
Range: 10'
Area: 10' cone; see text
Duration: Instantaneous

This maneuver functions as Wave Strike except as noted here.

Fifth-Level Maneuvers
Arctic Waterspout
Ocean Soul (Strike)
Level: Swordsage 5
Prerequisite: Two Ocean Soul maneuvers
Initiation Action: 1 standard action
Range: Melee
Target: One creature and surrounding area
Area: 10' radius Cylinder
Duration: Instantaneous
Saving Throw: Reflex partial and Fortitude half; see text

Channeling the powers of the mighty ocean, you call forth a mighty deluge of water from under your target. As part of this maneuver, make a melee attack, after which a cylinder is created, whose center is underneath your target. This cylinder has a 10' radius and is 20' tall. Creatures caught inside the cylinder (including your target but excluding yourself) take 3d6 cold damage and 3d6 bludgeoning damage. A successful Fortitude save (DC 15 + Wisdom modifier) negates the bludgeoning damage, but not the cold damage. Further, affected creatures are thrown 30' into the air and must make a successful Reflex save (versus the same DC) or take appropriate falling damage and are prone.

This is a supernatural ability.

Kraken's Grasp
Ocean Soul (Boost)
Level: Swordsage 5
Prerequisite: Two Ocean Soul maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round

You may use this boost during a grapple. When you use this boost, you gain a +10 bonus on grapple checks and deal an extra 4d6 damage when grappling. Further, you may choose to deal lethal or nonlethal damage from your grapple.

Wake of the Whale
Ocean Soul (Strike)
Level: Swordsage 5
Prerequisite: Two Ocean Soul maneuvers
Initiation Action: 1 full-round action
Range: Charge and expanding cone; see text
Area: Expanding Cone
Target: One creature
Duration: Instantaneous
Saving Throw: Reflex partial; see text

You charge a foe, trailing a wake of water. As part of this maneuver, you must make a charge against your target. This charge must be in a straight line and has a maximum distance equal to four times your Swim ranks, rounded down to the nearest multiple of five.

A cone grows behind you as you charge. For each 10' you travel, the size of the cone increases by 10' (to a maximum of 40'). Creatures caught in the cone during the course of your charge take 6d6 points of bludgeoning damage with a Reflex save (DC 15 plus your Wisdom modifier) for half damage. In addition, those creatures that fail their save are bull-rushed by your wake. The wake is treated as having a Strength modifier of +10 for making its bull-rush check. Creatures may be bull-rushed outside the maximum area of the wake by this effect. A creature may only be affected once each round by this wake.

This maneuver is a supernatural ability when used out of water.

Sixth-Level Maneuvers
Hurricane Stance
Ocean Soul (Stance)
Level: Swordsage 6
Prerequisite: Two Ocean Soul maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

While in this stance, the air around swirls and twists as if a mighty hurricane were forming. Creatures within 15' of you at the start of their turns must make a Balance check (DC 16 + Wisdom modifier) or fall prone.

Wake of the Leviathan
Ocean Soul (Strike)
Level: Swordsage 6
Prerequisite: Two Ocean Soul maneuvers
Initiation Action: 1 full-round action
Range: Charge and expanding cone; see text
Area: Expanding Cone
Target: One creature
Duration: Instantaneous
Saving Throw: Reflex partial; see text

You charge a foe, trailing a wake of water. As part of this maneuver, you must make a charge against your target. This charge must be in a straight line and has a maximum distance equal to five times your Swim ranks, rounded down to the nearest multiple of five.

A cone grows behind you as you charge. For each 10' you travel, the size of the cone increases by 10' (to a maximum of 40'). Creatures caught in the cone during the course of your charge take 7d6 points of bludgeoning damage with a Fortitude save (DC 16 plus your Wisdom modifier) for half damage. In addition, those creatures that fail their save are bull-rushed back by your wake and knocked prone. The wake is treated as having a Strength modifier of +14 for making its bull-rush check, and has a Reflex save (DC 16 plus your Wisdom modifier) to prevent being knocked prone. Creatures bull-rushed by this ability can be bull-rushed outside the maximum range of the cone. A creature may only be affected once each round by this wake.

This maneuver is a supernatural ability when used out of water.

Seventh-Level Maneuvers
Breath of the Arctic
Ocean Soul (Strike)
Level: Swordsage 7
Prerequisite: Three Ocean Soul maneuvers
Initiation Action: 1 standard action
Range: 30'
Area: Cone
Duration: Instantaneous
Saving Throw: Reflex half, Fortitude partial; see text

Your lungs fill with the cold, moist air of the northern climates. Exhaling, you cover an area with cold wind and scintillating ice crystals. Creatures within the cone take 6d6 cold damage (with a DC 17 + Wisdom modifier Reflex save for half damage) and must also make a Fortitude save (versus the same DC) or be fatigued.

This is a supernatural ability.

Thunderstorm Counter
Ocean Soul (Counter)
Level: Swordsage 7
Prerequisite: Three Ocean Soul maneuvers
Initiation Action: 1 immediate action
Range: Melee
Target: One creature who strikes you
Duration: Instantaneous
Saving Throw: Fortitude partial; see text

Your foe's weapon strikes home, but you can feel the power of storms inside you well up and unleash in fury. Upon initiating this maneuver, you make an imemediate full attack on a creature that has just struck you. This maneuver cannot interrupt a full-attack, but it can be used even if your foe's attack drops you below 0 hit points.

Your attacks during this full-attack action deal an additional 4d6 points of electrical damage, though your foe is allowed a Fortitude saving throw (DC 17 plus your Wisdom modifier) to negate this additional damage.

Tidal Wave Strike
Ocean Soul (Strike)
Level: Swordsage 7
Prerequisite: Three Ocean Soul maneuvers
Initiation Action: 1 standard action
Range: 25'
Area: 25' cone; see text
Duration: Instantaneous

This maneuver functions as Wave Strike, except as noted here.

Creatures bull-rushed by the cone also take 5d6 points of bludgeoning damage.

Eighth-Level Maneuvers
Dance of the Selkie
Ocean Soul (Stance)
Level: Swordsage 8
Prerequisite: Three Ocean Soul maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

While in this stance, any creature that attacks you must make a Reflex save against a DC equal to your ranks in Swim. If they fail, they provoke an attack of opportunity from you and any of your allies that threaten them.

Maelstrom Blow
Ocean Soul (Strike)
Level: Swordsage 8
Prerequisite: Three Ocean Soul maneuvers
Initiation Action: 1 standard action
Range: Melee
Target: 1 foe
Duration: Instantaneous
Saving Throw: None

You charge your weapon with the energies of storms. As part of this maneuver, make a single melee attack. This attack deals an additional 5d6 cold and 5d6 electrical damage, in addition to its normal damage.

This maneuver is a supernatural ability.

Whirlpool Wake
Ocean Soul (Strike)
Level: Swordsage 8
Prerequisite: Three Ocean Soul maneuvers
Initiation Action: 1 full-round action
Range: Special; see text
Area: Special; see text
Saving Throw: Reflex partial and Fortitude half; see text

As part of this maneuver, you can move up to four times your speed. All of your movement must be along a continuous, solid surface. This maneuver has no effect unless you complete a closed area. In this case, a great deluge of water forms and spins, knocking them all prone and dealing them 8d6 points of bludgeoning damage and 8d6 points of cold. Creatures may make a Reflex save (DC 18 plus your Wisdom modifier) to remain standing, and a Fortitude save to reduce the damage to 4d6 bludgeoning and 4d6 cold.

The whirlpool is created the first time you form a closed area. You cannot create multiple areas in one move.

Using this maneuver outside of water is a supernatural ability.

Ninth-Level Maneuvers
Hurricane Tempest Blast
Ocean Soul (Strike)
Level: Swordsage 9
Prerequisite: Five Ocean Soul maneuvers
Initiation Action: 1 standard action
Range: Melee
Target: One Creature and surrounding area
Area: 20' radius
Duration: Instantaneous
Saving Throw: None

You channel the mighty power of the sea and of the storms that rage over it into one fell blow. As part of this maneuver, make a melee attack against one target. This attack deals +30 electrical, +30 sonic, and +30 cold damage. Further, all creatures (excluding yourself) within 20' of the target are first bull-rushed and then tripped by an expanding wave of energy. This wave is considered to have a Strength modifier of +15 for the purposes of bull-rushing and tripping, and is considered Gargantuan in size. Creatures may be bull-rushed outside of the maximum area of this maneuver.

This is a supernatural ability.

Fax Celestis
2007-05-24, 03:56 PM
Formatting and verbage updated.

Fax Celestis
2007-05-24, 08:50 PM
Formatted as per suggestion for ease of reading.

knightsaline
2007-05-24, 10:18 PM
Good work as always, Fax. the fanclub is cheering for you

Fizban
2007-05-25, 11:19 PM
Nicely done as usual, I much prefer it over desert wind. Everything looks good, nothing obviously crazy, my only question is why the Thunderstorm Counter can't interrupt a full attack.

The_Snark
2007-05-26, 12:36 AM
Thunderstorm Counter looks a bit strong to me, since the only other maneuver that can get you an extra full attack is Time Stands Still. It's a little more limited in its uses because it doesn't happen on your turn and you need to be hit, but it still might be a bit strong. Other than that, it all looks great.

The Wake maneuvers are rather neat, but difficult to use. Do you have to actually have a target to charge, or could you just past enemies to hit them with the wake?

Callos_DeTerran
2007-05-26, 01:33 AM
This is...wow...I could almost hug you. This is an excellent discipline. Question though...which classes get this discipline?

And for the 9th level manuever you may wish to either make it all one energy type or have it penetrate resistance because if a creature has multiple resistances then the damage will be drastically reduced then it would be normally. Then again there isn't a save....hmmm...

Karma Guard
2007-05-26, 01:37 AM
That's pretty awesome. I have no clue about balancing, but I like the flavor of it, and it's all very cohesive and so on so forth yay Fax Celestis.

I just picked up the ToB so this is like double awesome. :smallsmile:

Edo
2007-05-26, 01:57 AM
Wait... a marine-based discipline that doesn't have the cutlass as a preferred weapon? I'm so confused!

The Glyphstone
2007-05-26, 04:06 AM
Scimitar would be the closest existing analogue, methinks.

Fax Celestis
2007-05-27, 01:03 PM
Thunderstorm Counter requires you to be struck by a foe in melee, so yes, it is harder to use than Time Stands Still. The reason it cannot interrupt a full-attack is that no action can interrupt another action, which is a pretty fundamental rule of the game.

The Wake maneuvers do require you to charge a valid target, so you have to use the Charge action and follow all rules in that. Yes, they are difficult to use, but are inordinately powerful when properly applied.

Swordsages must choose either this discipline or Desert Wind at first level.

Hurricane Tempest Strike deals three kinds of damage, in addition to standard melee damage. Yes, it will have trouble breaking resistances, but few creatures have resistances to all three of the energy types used, so at least some damage will be getting through. And yes, the no-save also helps balance that out.

Lastly, scimitar is the closest to cutlass that I could find.

Rumda
2007-06-03, 09:59 AM
Lastly, scimitar is the closest to cutlass that I could find.
That's where your wrong the cutlass is in the first place you would of thought of looking, in stormwrack, functionally it is a light scimitar with a reduced crit range and a +2 on disarm resist checks

Matthew
2007-06-11, 06:50 PM
True, though fifty different versions of the Scimitar do begin to get annoying. I think Fax made the right choice here, as the Cutlass being a Light Weapon prevents it's use in combination with Power Attack. Of course, the Rapier or even the Long Sword would be just as appropriate really.

TKDfirefly
2008-03-21, 05:47 AM
I LOVE you fax for creating Ocean Soul.
I was trying to figure out a water discipline also. One of my thoughts was a strike that lets you keep on attacking. It was suppose to duplicate the idea of getting swept up in the momentum of a tidal wave. There would be an increasing attack penalty with every strike. However, you could not stop attacking until you missed. It would have been very similar to Avalanche of Blades from Diamond Mind. Another was a charge attack that changed into a bull rush, which you have done so nicely.
However, I have to agree that you need cutlass or scimitar or rapier to complete the ocean style fighting. Also possibly letting warblades have this discipline. They would make amazing Ocean Soul adepts.
Other than those, I can not complain about the discipline. I can not wait until i have a chance to make an Ocean Soul martial adept.

Level20Commoner
2008-03-21, 07:14 AM
Punching dagger eh. How about the spear instead? Reach weapons are very useful near and under the water. Another thing, about the two whirlpool maneuvers, how are they supposed to work? I get that you are supposed to create an area for the effect with your movement, but how many times can you change direction with a single move action? Also, you are going to create AoOs like crazy using this maneuver, you might want to work in some spring attack-like clause to cover the initiator somewhat. One last thing, for the 'thunderstorm counter', if it can't interrupt a full attack, how are supposed to know when to use it? If you use it too early and your foe still has attacks remaining is it wasted? Or do you use it when struck by an attack and then wait for the DM to tell you that the attacker has made his last attack and now you may use your counter. My suggestion is to make it into a 'retribution' type of counter. You use it when first struck by an attack, and you get a bonus attack next round for each time that particular opponent hits you. A 'brewing storm' if you will. Good work overall, I am familiar with how long it takes to make something like this.

jagadaishio
2008-03-22, 12:34 AM
This Tome of Battle love that you keep giving us is just great.

Elfin
2009-08-26, 12:59 AM
Very nice work, as always.

Vulaas
2010-04-09, 04:57 PM
Sorry for possible necromancy, but it seems that the Hurricane stance could be problematic, what with it giving insta-flatfooted to everyone besides you in 20 feet.

Temotei
2010-04-09, 05:19 PM
Sorry for possible necromancy, but it seems that the Hurricane stance could be problematic, what with it giving insta-flatfooted to everyone besides you in 20 feet.

Fifteen feet, actually. It also requires a Balance check. Admittedly, few monsters have enough ranks in Balance to crush that check, but many do have high Dexterity. Eh. :smallamused: