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View Full Version : D&D 3.x Other Martial Displine Dark Fang



WarHunter
2015-12-21, 02:43 AM
Dark Fang, skill move slightly Tome Of Battle
Dark Charge
Dark Fang (Strike)
Level: Swordsage 1, Hunter 1
Prerequisite: none
Initiation action: 1
Range: personal
Target: One person
You make a charge attack at tremendous speed
Charge attack does +2 damage

Long stride
Dark Fang (Stance)
Level: Swordsage 1, Hunter 1
Initiation: 1 swift action
Range: Personal
Target: You
Your body surges with adrenaline, increasing your speed.
You gain a +10-foot bonus to your speed when not wearing heavy armor or carrying a heavy load

Offensive block
Dark Fang (boost)
Level: Swordsage 1, Hunter 1
Initiation: 1 swift action, must be done before your standard action
Range: personal
Target: you
Duration: 1round
Concentrating on suriving instead of winning, with a furry of effort to prevent from being hit.
Trade in your attack bonus for a typeless bonus to AC equal to the trade in attack bonus, you can only trade in your base attack bonus no more than that, the bonuses and penalties last unitl your next turn.

Phantom impact
Dark Fang (Counter)
Level: swordsage 2, hunter 2
Prerequiste:none
Initiation action: 1 immediate action
Range: Personal
Target: you
Moving with people is something that as a user of dark fang you are learning to do know you must move with the blow you take to avoid serious injury
You can take half the damage from a physical attack by moving with the attack defusing some of its force. The DC for this maneuver is the attack roll of the attack, if you make a move silently check higher then the attack roll you only take half the damage rounded up maybe move up 5ft per 10 points of damage avoided. Can be used as long as your aware of the attack and can move.

Rapid Forest Rush
Rapid Forest Rush
Dark Fang (Strike)
Level: Swordsage 2, warHunter 2
Prerequisite:
Initiation action: 1 Full-round action
Range: Melee attack
Target: One creature

With a wild rush, you crash into your opponent, forcing him off balance and driving him back.

As part of this maneuver, you make a bull rush attack as part of a charge. Neither the movement, nor the bull rush attack provokes an attack of oppotunity, you can use str or dex which ever is higher. For every 10 feet you move before the bullrush attack, you gain a cumulitive +2 bonus to your opposed check and a -1 penalty to your AC, these modifiers last until until the begining of your next turn. If your check exceeds your opponent's result, you push him back 5 feet as normal. Assuming your strength check is high enough, you can push your opponent back more than 5feet (as normal for a bull rush). After the bullrush attack has been resolved, make a melee attack against the same opponent that you selectd for this bullrush attempt. You gain a cumulitive +1 bonus to your attack and damage roll for every 5 feet you pushed your opponent back using this maneuver. You can use this as non displines charge for standard +2 to bull rush and to the attack for the -2 penalty to ac.

Shifting Darkness
Dark Fang (Counter)
Level: Swordsage 3, Hunter 3
Prerequisite: One Dark Fang Maneuver
Initiation action: 1 immediate action
Range: Personal
Target: You
Duration: 1 immediate action
In the vital seconds before your opponent is about to catch you dodge out of the way.
Like the a leaf in the wind, you are always on the move, constantly moving in and out and all around your opponents. You may take a 5ft. step to avoid contact when an enemy would provoke an attack of opporunty. Like all 5ft. steps, this does not provoke an attack of opportunity

Way of the Unnoticed
Dark Fang (Stance)
Level: Swordsage 3, Hunter 3
Prerequisite: 1 Dark Fang maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, you take no penalty to Hide and Move Silently checks when moving at any speed up to your normal speed, and only takes -10 penalty on Hide and Move Silently checks when running. In addition you may always choose to
take 10 on a Hide or Move Silently check.

Must climb fast
Dark Fang (Stance)
Level: Swordsage 3, Hunter 3
Prerequisite: 1 dark fang maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance you have a climb speed equal to your land speed-you can not run, double move or hustle. You have to use your move silently check as a climb check- you get bonuses for having a climb speed as normal but donít receive any other bonuses for climbing. You only need one hand to climb and you can attack while climbing without losing your dex to ac as long as you donít fall.

Bleeding sting
Dark Fang (Strike)
Level: Swordsage 3, Hunter 3
Prerequisite: 1 dark fang maneuvers
Initiation action: 1 standard action
Range: personal
Target: One person
You make a subtle jab to a vital spot that might bleed
Make a move silently check equal to the armor class if you beat you deliver a jab that your opponent doesnít notice, it does an extra 4d6 damage and if he fails a fortitude (DC 13 + your dexterity modifier) he bleeds your initiator level of damage next round until they get a heal check to stop it or heals one hit point.

Quick attack
Dark Fang (boost)
Level: swordsage 4, Hunter 4
Prerequisite: 1 dark fang maneuvers
Initiation: 1 standard action
Range: personal
Target: You
Duration: 1 round
Your strike fast to get in same number attacks in half the time
You may make a full attack after a move action

Delay gravity
Dark Fang (boost)
Level: Swordsage 4, Hunter 4
Prerequisite: 1 dark fang maneuvers
Initiation action: 1 move action
Range: personal
Target: One person
Duration: 1 move action
Your movements are faster then gravity can pull you down
You can make one move action equal to your land speed in a horizontal path over air or liquid, if by the end of your movement you are not on a stable surface you may attempt to grab a handhold if one is adjacent otherwise you fall.

Greater Dark charge
Dark Fang (Strike)
Level: Swordsage 4, Hunter 4
Prerequisite: 2 dark fang maneuvers
Initiation action: 1
Range: personal
Target: One person
You make a charge attack at tremendous speed
Charge attack does +4 damage-only takes -1 to ac instead of the normal -2

Loinís strangle
Dark Fang (Strike)
Level: Swordsage 4, Hunter 4
Prerequiste: 2 dark fang maneuvers
Initiation action: 1 standard action
Range: personal
Target: One person
You ponce on a target and cut off his air way
Make a move silently check to sneak up on your target and stop blood flow to his brain to knock him unconscious, this does does not provoke an attack of opportunity if your move silently check beats his ac if not then he gets an attack of opportunity and it hits the maneuver is wasted. If you succeed in hitting with this maneuver your opponent must make a fortitude save (DC 14+ your dexterity modifier) if he fails the fort save he falls unconscious for 1d3 rounds if he succeeds then he is grappled

Dark Skirmish
Dark Fang (strike)
Level: Swordsage 5, Hunter 5
Prerequisites: 2 Dark fang maneuvers
Initiation Action: 1 swift action
Range:
Target: one opponent
Duration: 1 round
Moving to keep one safe and hurt of others
You must move at least 10 feet to initiate this maneuver, then you attack your opponent and deal and extra +5d6 damage and gain a 5 dodge bonus to your ac regardless if you hit with this strike until your next turn. Can be use with a charge- doesnít work against foes immune to critical hits

Reaching threat stance
Dark Fang (Stance)
Level: Swordsage 5, Hunter 5
Prerequisites: 2 Dark fang maneuvers
Initiation Action: 1 swift action
Range: personal based
Target: personal
Duration: stance
You are threaten a greater area then you would normally be able to
Your threat area is the next size category higher then your sizeís threat area, this doesnít allow you to hit them-only if you have the extra reach to do so.

Adrenaline rush
Dark Fang (boost)
Level: Swordsage 6, Hunter 6
Prerequisite: 2 dark fang maneuvers
Initiation action: 1 swift action
Range: personal
Target: personal
Duration: encounter
Getting worked up can save your life
You gain fast healing equal to your initiator level for the rest of the encounter-canít get more hit points then what you had before the encounter.

Dark distraction
Dark fang (counter)
Level: Swordsage 6, Hunter 6
Prerequisite: 2 dark fang maneuvers
Initiation action: 1 swift action
Range: personal
Target: personal
Duration:
When some one would make an attack against you be it an attack of opportunity or a normal attack, you dodge the attack and delver one of yours to devastating effect.
When someone attacks you make a move silently check opposed to the attack roll if you win then you delver a basic attack of your own and your opponent lose his dex bonus to his ac until his turn as he is flat footed.

Tactical charge
Dark Fang (boost)
Level: Swordsage 7, Hunter 7
Prerequisite: 3 Dark Fang maneuvers
Initiation action: 1 swift action
Range: personal
Target: One person
You can take any amount of turns in your charge attack that you want
When performing a charge or charge like action you are not restricted to travelling in a straight line, you also do + extra damage equal to your initiator level in addition to the other extra damage from your charge action.

Powerful Dark Charge
Dark Fang (Strike)
Level: Swordsage 7, Hunter 7
Prerequisite: 3 Dark Fang maneuvers
Initiation action: 1
Range: personal
Target: One person
You make a charge attack at tremendous speed
Charge attack does +6 damage

Strike down
Dark Fang (Strike)
Level: Swordsage 8, Hunter 8
Prerequisites: 4 Dark Fang maneuver
Initiation Action: 1 swift action
Range: Personal
Target:
Duration:
You strike your opponent with so much speed they get knocked to the ground
Attack someone and deal +12d6 extra damage and then they fall down prone.

Stalk within the Trees
Dark Fang (Stance)
Level: Swordsage 8, Hunter 8
Prerequisites: 3 Dark Fang maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Your mastery of stealth has developed to the point that few if any can notice your personage.
While in this stance, you may hide without the aid of cover and when being observed.

Death be speedy
Dark Fang (Strike)
Level: Swordsage 9, Hunter 9
Prerequisites: 5 dark Fang maneuvers
Initiation Action: 1 standard action
Range: personal
Target: depends
Duration:
You bring death to many quickly or to a few even faster
Move up to twice your land speed-or whatever movement speed would be more appropriate. When an enemy is within your reach during this double movement you strike at them once per 5 feet of movement you make an attempt to hit them. They may take an attack of opportunity against you but will suffer a penalty equal to the DC of this maneuver to hit you or can make a reflex save to take half damage, it will not stop the attack unless it can drop you. The DC for this maneuver is the move silently rolls you make for each attack.

Zaydos
2015-12-22, 05:10 PM
General note: This is a discipline not a maneuver. As such what's the associated skill (move silently?) and discipline weapons?

Going through the individual maneuvers:

Dark Charge is equivalent to a 4th-5th level maneuvers (compare Ruby Nightmare Blade, x2 damage with conditions, the pounce one, and Battle Leader's Charge +10 damage on a charge as a Lv 2 which is, by Lv 5 less than 2x).

Offensive Block doesn't work as intended... I think. It looks like it's supposed to be a better Combat Expertise (no +/- 5 cap) but as written it lets you make your full attack and then activate it to take the penalty. Should probably be a strike that includes it. This has disadvantages (can't full attack/other actions) but brings it more in line balance wise with ToB maneuvers and makes it actually function.

Phantom impact: Can you use flat-footed and/or after you know they hit? Even if the answer is no and yes it seems a weaker Baffling Defense and Setting Sun is typically weaker than other disciplines (in that it has functionally identical maneuvers that are strictly better and of the same level as ones in it), might could make it Lv 1.

Rapid Forest Rush: Should note that you don't get the normal attack at the end of a charge (since it references it being a charge).

Way of the Unnoticed: Could probably do without the take 10 but Lv 3 stances tend to be the best in the book anyway.

Bleeding sting: Is the bleed a one round thing or a continuous? As a one-round thing it's probably balanced (4d6 plus save or minor effect being high end damage for a Lv 3 maneuver), as a continuous it's significantly stronger than the official level 3 strikes.

Quick attack: Yay Quicksilver Motion 3 levels lower! I kid in part. While 8 times out of 10 this is Quicksilver 3 levels lower, it does have some additional limits (Full Attack only as opposed to just being a swift action movement) and Quicksilver Motion is, imho over-leveled I mean it's great, it's useful, but Sudden Leap is 1st level.

Delay gravity: Needs to say you can make the move over water in the rules text not just the descriptor. Probably should be 2nd level at the highest.

Greater Dark charge: Like dark charge this is massively underleveled. Lv 6 would be a better fit, probably level 7.

Loinís strangle: Compare to Hand of Death (Shadow Hand level 4). This should be no effect on a successful save not they are grappled. It also has a higher save DC (uses your primary as opposed to secondary stat) and easier condition (Move Silent vs AC as opposed to flat-footed).

Dark Skirmish: I would remove the can be used with a charge bit, or make it have to be used with a charge, and definitely make the AC bonus contingent on hitting.

Reaching threat stance: This is a much better Dancing Blade Form. And while DBF is bad, you probably don't want this doubling with reach weapons.

Adrenaline rush: Compare to the level 6 Iron Heart Endurance. This is several times better in most situations, and gets into verisimilitude wrecking attempts not to take a hit on the last round to heal back.

Dark distraction: Too strong assuming the flavor text's indication that you dodge means the attack automatically misses you. As it is, it's an immediate action attack (already a Lv ~5 maneuver on its own) with big damage boost, and a no save debuff rider. I'd say drop the damage boost, allow a save against being rendered flat-footed for 1 round, and keep the dodge part.

Powerful Dark Charge: Compare Diamond Nightmare Blade. This is at least an 8th level maneuver, and actually will usually equal out to more bonus damage than Strike of Perfect Clarity, before taking into account the extra damage of a charge.

Strike down: Should offer a save against the prone status. If it did it could probably be dropped to 7th, maybe with a small damage debuff (10d6).

Death be speedy: As written this would allow me to, assuming I have 10 ft reach, make 12 attacks on one target and, if there were other enemies more. My go to for a speedy 9th level maneuver would be move 2x speed and make a full attack against any number of creatures which are in your reach during this movement.

WarHunter
2015-12-23, 01:45 PM
Thank you for your feed back, I changed what I agreed with but I think some were not read correctly for example Death be speedy and Reaching threat stance,
Death be speedy lets you attack once per 5ft of movement travel- one target per 5ft- that you can reach. Reaching threat stance doesn't really do anything unless you have a reach weapon as it doesn't add reach but increases your area of threat.