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    Rending Scream
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    The Rending Scream discipline is a bit of an oddity. It focuses on the warrior's shouts of rage, using them to tear apart enemies. It favors the claw, greataxe, maul unarmed Strike, shield bash, and slam. It is a highly aggressive, savage discipline, with defenses that rely more on rebuking enemies that hurt the adept than on actual defense. Its key skill is Intimidate, and it can replace White Raven when learned by a Warblade; Swordsages can only access it through the Lesser Discipline feat, and Crusaders cannot access it.

    Level 1
    Blade Shatters Stone Strike - Attack inflicts sonic damage
    Fearless Defense Stance - Use Intimidate check in place of save vs fear
    Intimidating Shout Boost - Demoralize enemies that you attack
    Level 2
    Frightful Scream Strike - Frighten all nearby enemies
    Slashing Echo Boost - Melee attacks inflict sonic damage
    Level 3
    Echoes of the Primal Roar Stance - Ignore magical Silence
    Pained Roar Counter - Inflict penalties on enemies when damaged
    Stunning Howl Strike - Attack nauseates enemy
    Level 4
    Dazing Warcry Strike - Daze an opponent until attacked
    Eye-tearing Shout Strike - 4d6 sonic damage, blindness to an area
    Level 5
    Enraged Lion's Fang Strike - Attack deals extra damage based on your wounds
    Raging Boar Stance - Extra damage against weakened foes.
    Scourging Terror Boost - Demoralize all enemies within 30'
    Level 6
    Deafening Cry Strike - Deafen and daze enemies
    Echoing Wail Strike - 4d6 area sonic damage, echoes for two rounds
    Warcry Focus Boost - +8 to strength, then fatigue
    Level 7
    Wail of Agony Counter - Inflict penalties and damage in response to being damaged
    Level 8
    Eyes of the Dragon Stance - Gain Frightful Presence
    Howl of Ultimate Fury Strike - Cone inflicts 10d4 sonic damage
    Primal Rage Counter - Gain strength, constitution bonus for damage taken; unknown duration
    Level 9
    Maddening Moan Strike - Enemies are confused and shaken; may intimidate.

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    Blade Shatters Stone
    Rending Scream (Strike) [Sonic]
    Level: 1
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature or object

    You let out a short, sharp scream in resonance with your weapon, while bringing it down in a savage attack

    As part of this maneuver, make a melee attack. If it hits, you inflict 1d6 extra sonic damage. This sonic damage ignores the hardness of objects.

    This maneuver is a supernatual ability

    Dazing Warcry
    Rending Scream (Strike) [Sonic]
    Level: 4
    Initiation Action: 1 standard action
    Range: 60 feet
    Target: One creature
    Duration: 2d6 rounds
    Saving Throw: Will negates

    You unleash a primal warcry from the bottom of your lungs, directed at a single enemy to throw his mind into disarray.

    Your warcry shatters the target's frame of mind, forcing him to refocus and giving you time to fight. The target must make a Will save (DC 14 + your Charisma modifier) or be dazed for the duration of this maneuver. If the target is attacked while dazed, he is immediately freed of the effect, and he may take his turn immediately after the attackers' ends.

    Deafening Cry
    Rending Scream (Strike) [Sonic]
    Level: 6
    Prerequisite: Two Rending Scream maneuvers
    Initiation Action: 1 standard action
    Range: 30 feet
    Area: Spread out to maximum range
    Duration: 2d6+1 rounds
    Saving Throw: Fortitude Partial

    Those surrounding you are deafened and dazed by your war cry.

    Your warcry deafens several enemies and leaves them shocked. All creatures in range except you must make a Fortitude save (DC 16+your Charisma modifier) or be dazed and deafened for one round, then deafened for 2d6. You gain a +4 circumstance bonus to intimidate checks to demoralize creatures deafened by this maneuver.

    Echoing Wail
    Rending Scream (Strike) [Sonic]
    Level: 6
    Prerequisite: Two Rending Scream maneuvers
    Initiation Action: 1 standard action
    Range: 30 feet
    Area: Burst out to maximum range
    Duration: 3 rounds
    Saving Throw: Fortitude Half

    Echoes of your warcry continue to resound long after the original has passed, still exactly right to shred your enemies.

    You inflict 4d6 sonic damage to all in the area of effect when you initiate this maneuver. On the next round, all in the area take 2d6 sonic damage, and, on the final round, all in the area take 1d6 sonic damage. All damaged creatures may attempt a Fortitude save (DC 16 + your Charisma modifier) to take half damage every round of this maneuver's duration. You are immune to this damage.

    This maneuver is a supernatural ability.

    Echoes of the Primal Roar
    Rending Scream (Stance)
    Level: 3
    Prerequisite: Two Rending Scream maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    You focus your mind on a memory of the roar of a lion and the howl of a wolf, using your strong spirit to force that memory into reality, overcoming magic

    Sounds you produce, including sonic attacks and the effects of Rending Scream maneuvers, take full effects in areas of magical silence.

    Enraged Lion's Fang
    Rending Scream (Strike)
    Level: 5
    Prerequisite: Two Rending Scream maneuvers
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature

    You focus your pain and rage into a single melee attack, striking with a powerful focusing shout

    You make a single melee attack as part of this maneuver. If it hits, it deals 4d6 bonus damage. If you are at less than your normal full HP, it instead does 6d6 bonus damage. If your current HP is less than half of your maximum, it instead deals 8d8 bonus damage.

    Eyes of the Dragon
    Rending Scream (Stance)
    Level: 8
    Prerequisite: Three Rending Scream maneuvers
    Initiation Action: 1 swift action
    Range: 60 feet
    Area: Burst-shaped emanation out to maximum range
    Duration: Stance
    Saving Throw: Will Negates (see below)

    As an act of amazing focus, you conjure a look of supreme confidence in your eyes, stealing the confidence from the eyes of others.

    While in this stance, you gain Frightful Presence with the listed area. Whenever you attack, all enemies in the area must make a Will save (DC 18 + your Charisma modifier) or be shaken for 4d6 rounds. Creatures with 4 or fewer hit dice are panicked for 4d6 rounds instead. A successful will save gives the creature immunity to your Frightful Presence for 24 hours. Additionally, with each attack against a shaken enemy, you may make an intimidate check to demoralize it; this stacks as normal to cause it to be Frightened for one round, then return to being shaken.

    Eye-Tearing Shout
    Rending Scream (Strike) [Sonic]
    Level: 4
    Prerequsite: Two Rending Scream maneuvers
    Initiation Action: 1 standard action
    Range: 30 feet
    Area: Spread out to maximum range
    Duration: 1d4+1 rounds (see below)
    Saving Throw: Fortitude Partial

    You let out a sharp shout, more of an animal's screech than a human's shout, causing your enemies' eyes to bleed.

    Your shouts, augmented by your ki, are capable of rending flesh and shattering stone. When you initate this strike, all creatures and unattended objects within 30 feet of you take 4d6 points of damage. This tears blood vessels in all creatures, causing their eyes to bleed. They must make a Fortitude save (DC 14 + your Charisma modifier); on a failure, they are blinded for one round, then all creatures gain concealment from them for 1d4 rounds. On a success, all creatures gain concealment from them for 1 round. You are not subject to this maneuver.

    This maneuver is a supernatural ability.

    Fearless Defense
    Rending Scream (Stance)
    Level: 1
    Prerequisite: One Rending Scream maneuver
    Initiation Action: 1 Swift action
    Range: Personal
    Target: You
    Duration: Stance

    You know no fear, instead howling in rage at your enemies

    When subjected to a Fear effect, you may make an intimidate check in place of a will save against it once per round. If you succeed, apply that same result to an attempt to demoralize the caster.

    Frightful Scream
    Rending Scream (Strike) [Sonic]
    Level: 1
    Prerequisite: One Rending Scream Maneuver
    Initiation Action: 1 Standard Action
    Range: 15 feet
    Target: All enemies in range
    Duration: 1d6 rounds

    You let out a terrifying yell, somewhere between a shriek and a roar, and your enemies flee in terror

    When you initiate this maneuver, all enemies within range must make Will saves (DC 12+your Charisma modifier). On a failure, they are frightened; on a success, merely shaken. This lasts the entire duration of the maneuver; roll separately for each affected enemy.

    Howl of Ultimate Fury
    Rending Scream (Strike) [Sonic]
    Level: 8
    Prerequisite: Three Rending Scream maneuvers
    Initiation Action: 1 standard action
    Range: 30 feet
    Area: Cone
    Duration: Instantaneous
    Saving Throw: Fortitude Half

    A howl issues forth from your lungs at a terrible pitch, shattering glass and splintering bone.

    When you execute this maneuver, you inflict 10d4 sonic damage to all creatures and unattended objects in the maneuver's area. Creatures caught in it may attempt a Fortitude save (DC 18 + your Charisma modifier) for half damage.

    This maneuver is a supernatural ability.

    Intimidating Shout
    Rending Scream (Boost) [Sonic]
    Level: 1
    Initiation Action: 1 Swift Action
    Range: Personal
    Target: You
    Duration: End of Turn

    You let out a loud, ear-piercing holler as you rush into combat

    You may attempt to demoralize any opponents (see the Intimidate skill) you attack while under the effects of this boost as a free action. If you drop an enemy, you may attempt to demoralize all opponents adjacent to you as a free action.

    Maddening Moan
    Rending Scream (Strike) [Fear, Mind-affecting, Sonic]
    Level: 9
    Prerequisite: Four Rending Scream maneuvers
    Initiation Action: 1 full-round action
    Range: 40 feet
    Area: Spread out to maximum range
    Duration: 3d6+1 rounds
    Saving Throw: Will partial

    Channelling the winds of the lower planes, you force your enemies into a mad frenzy, tearing at anything that lives in a desperate bid to escape.

    The howls and shouts of a Rending Scream master are terrifying, and the Maddening Moan is the most terrifying of all, for, rather than shattering the body or merely destroying one's resolve, it attacks the faculties of reason and the ability to tell friend from foe.

    When you initiate this maneuver, all enemies within range become Shaken; unlike with normal fear effects, this cannot stack to upgrade an existing effect. Additionally, make an intimidate check; they must all make level checks to oppose this as though you were trying to demoralize them (with the usual modifiers); if they fail, their condition changes to Frightened. All creatures that enter the area before your next action are likewise affected. You may choose to delay their becoming Frightened by one round, if you so choose.

    Immediately before your next action, all creatures in the area must make a will save (DC 19 + your Charisma modifier). On a failure, they become confused, as the spell, for the duration of the maneuver; this suppresses any fear effects on them and grants immunity to fear for as long as it lasts (any effect to remove the confusion likewise removes the immunity to fear). Additionally, when attacking a creature, they must make another will save against the same DC or use their most effective martial maneuvers; a failure by 4 or less allows them to choose a maneuver to use to augment their attack. A creature content with its target may forgo this will save.

    Pained Roar
    Rending Scream (Counter) [Sonic]
    Level: 3
    Prerequisite: One Rending Scream Maneuver
    Initiation Action: 1 immediate Action
    Range: 30 feet
    Target: All enemies in range
    Duration: See below

    As your enemies' weapons cut into you, you unleash a roar fueled by your pain to drive them back

    You may initiate this counter whenever damaged by an enemy attack, spell, or similar effect. This counter has a number of effects. First, you gain DR 5/- until the beginning of your next turn; this does not affect the attack you interrupt with this maneuver. Second, all enemies within range who hear you roar must make a Will save (DC 13 + your Charisma modifier) or take a -1 penalty to attack and damage for every five points of damage the attack you countered did to you. This penalty lasts for 1d4+2 rounds.

    Primal Rage
    Rending Scream (Counter)
    Level: 8
    Prerequisite: Three Rending Scream maneuvers
    Initiation Action: 1 immediate action
    Range: Personal
    Target: You
    Duration: 1d4+1 rounds (see below)

    You tap into an inner reserve of fury to counter your opponents' blades.

    You may initiate this counter in response to taking damage from any source. You gain a bonus to Strength of +1 per five points of damage taken, and half that as a bonus to Constitution, although neither ability can recieve less than a +2 bonus. This takes effect before the damage does (you can avert unconciousness or delay death with it). These ability increases last for 1d4+1 rounds; the DM rolls this secretly.

    Raging Boar
    Rending Scream (Stance)
    Level: 5
    Prerequisite: One Rending Scream maneuver
    Initiation Action: 1 Swift Action
    Range: Personal
    Target: You
    Duration: Stance

    You fight ruthlessly, taking advantage of every gap in your enemy's resolve

    You inflict bonus damage against weakened enemies:
    Shaken, Sickened, or Fatigued: +1 per four Initiator Levels
    Dazed, Frightened, or Slowed: +1 per three Initiator levels
    Cowering, Exhausted, Nauseated, Panicked, or Stunned: +1 per two Initiator Levels

    These bonuses stack, except within the same category (sickened and nauseated, shaken, frightened, and panicked, dazed and stunned).

    Scourging Terror
    Rending Scream (Boost) [Sonic]
    Level: 5
    Prerequisite: One Rending Scream maneuver
    Initiation Action: 1 swift action
    Range: 30'
    Area: Spread out to maximum range

    You howl at the top of your lungs in an almost unearthly, horrifying tone

    Your howl allows you to attempt to demoralize all enemies within 30' as per the intimidate skill.

    Slashing Echo
    Rending Scream (Boost) [Sonic]
    Level: 2
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: End of Turn

    Your hollers resonate with your weapons and form into a terrifying shriek almost too high to be heard when your weapons strike an enemy

    Your melee attacks inflict an extra 1d6 Sonic damage, plus one extra point of Sonic damage per initiator level.

    This maneuver is a supernatural ability.

    Stunning Howl
    Rending Scream (Strike) [Sonic]
    Level: 3
    Prerequisite: One Rending Scream maneuver
    Initiation Action: 1 standard action
    Range: Melee Attack
    Target: One Creature
    Duration: 1 round

    You let out an almost-deafening warcry, then pound the point home with your weapon

    As part of this maneuver, make a melee attack. If the melee attack hits, the target must make a Fortitude save (DC 13 + your Charisma modifier) or be nauseated for one round. Additionally, you may immediately attempt to demoralize your target as a free action.

    Wail of Agony
    Rending Scream (Counter) [Sonic]
    Level: 7
    Prerequisite: Two Rending Scream maneuvers
    Initiation Action: 1 immediate action
    Range: 30' or more (see below)
    Area: Spread to maximum range
    Duration: 1 minute
    Saving Throw: Will Partial

    As your enemies blades bite into your flesh, you channel that force into a blood-curdling, bone-chilling wail, shattering your enemies' resolve.

    You may initiate this counter in response to being damaged, after you know the damage but before it takes effect on you. When you do so, all enemies within 30' must make a Will save (DC 17 + your Charisma modifier) or suffer a -1 morale penalty to hit and damage for every five points of damage you took, a -1 morale penalty to saving throws, AC, and ability checks for every 10, and a -1 penalty to skill checks for every 3, counting only damage that this maneuver is a response to.

    Additionally, depending on the amount of damage taken relative to the hit points you had before taking it, there may be additional cumulative effects. if the damage responded to is at least one third of your hit points, pre-damage, this maneuver inflicts 4d6 sonic damage on all creatures except you in its area. If the damage responded to is at least half of your hit points, those who fail saves against it are shaken and sickened, and those who succeed are subject to the penalties above for 1d3 rounds; additionally, the range expands to 40 feet. If the damage responded to is as least 3/4 of your hit points, those who fail their saves must make an additional save (same DC) or be dazed for one round, the damage upgrades to 8d6, and the range expands to 50 feet. If the damage taken exceeds your current HP, those dazed by this maneuver take a -4 morale penalty to Strength, Dexterity, and Charisma (roll separately for each creature). Finally, if you are killed by the damage you respond to, those dazed are instead stunned for one round, then nauseated for 1d3, the damage you deal upgrades to 8d8, and the range expands to 60 feet.

    Warcry Focus
    Rending Scream (Boost)
    Level: 6
    Prerequisite: One Rending Scream maneuver
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: End of turn

    With a shout, you force your enemy onto the defensive with a series of brutal strikes placed with deadly focus.

    When you initiate this maneuver, you gain a +8 morale bonus to your Strength score for the remainder of your turn. Afterwards, you are fatigued for two rounds, ending immediately before your second turn out.

    Last edited by dspeyer; 2010-01-28 at 02:22 AM.
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