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    Apr 2010

    Default [3.5 ToB Discipline, PEACH] The Sounds of Battle

    Hey GitP, I'm brand new to homebrewing, so I'd appreciate some feedback.

    Hammer Rhythm Discipline

    A style perfected by Brom Stonebeard, Hammer Rhythm is a discipline that focuses on focused, powerful strikes with one’s fists to an opponent’s vital points. The style was inspired by the rhythmic hammering that a blacksmith must perform in order to perfect a blade. Initiates are trained to strike hard and without pause, for to falter would ruin the battle rhythm that dictaties the style. Though it was never taught at the Temple of the Nine, Hammer Rhythm has been practiced by the Stonebeard clan since its inception many years ago. The dwarves’ inherent stockiness and fondness for smithing proved to be extremely conducive for the perfection of the style. The key skill of Hammer Rhythm is Listen, as initiates are trained from apprenticeship to listen to the sounds of battle and pick out the melody that all seek to master. The favored weapons of Hammer Rhythm are the Light Hammer, Warhammer, Unarmed Strike, Punching Dagger, and Slam. Hammer Rhythm can be learned by Swordsages and Crusaders, as Warblades lack the extreme conviction and coordination required to pound away at one’s opponent without reprieve.


    1st
    Feel the Rhythm Strike- Make an attack, deal extra damage next round.
    Beat the Anvil Stance- Gain bonuses on subsequent attacks.
    Wild Beat Boost- Deal an extra 2d6/attack, make a listen check after each attack or fall prone.
    Falling Hammer Strike- Make attack as though you had elevation.


    2nd
    Press the Advantage Strike- Deal +2d6 damage and daze a foe previously damaged.
    Vibration Strike Strike- Make a sunder attempt, cast shatter.

    3rd
    Maestro’s Allegro Stance- Gain an extra attack each round.
    Resounding Smash Strike- Deal +4d6 damage, bull rush and knock foe prone.
    Blastbeat Strike- Make full attack, gain bonuses for each hit.

    4th
    See the Rhythm Strike- Make an attack with +2d6 damage, deal +6d6 damage next round.
    Controlled Beat Boost- Deal an extra 2d6 sonic damage +1/initiator level per attack.
    Musician’s Ear Counter- Parry an opponent’s attack against a friend.

    5th
    Sound Wave Strike- Knock back enemies in a 30 foot cone.
    Let the Beat Flow Stance- Weapon gains screaming, all sonic damage enhanced.

    6th
    Rhythm’s Reprieve Strike- Deal +2d6 damage, recover maneuver.
    Sense the Sound Boost- Gain Blindsight 30 for one turn.

    7th
    Disruption Strike Strike- Strike deals +8d6 damage, stuns
    Bring the Noise Strike- Hit opponent, trigger blast of sound

    8th
    Be the Rhythm Strike- Attack deals extra 6d6 damage, next attack deals exta 10d6
    Channel the Beat Stance- Make melee attacks at range, all damage is sonic

    9th
    Destructive Harmonic Strike- Use sonic vibrations to utterly destroy a foe and his allies.

    Spoiler
    Show
    Be the Rhythm
    Hammer Rhythm (Strike) [Sonic]
    Level: Crusader 8, Swordsage 8
    Prerquisites: Three Hammer Rhythm Maneuvers
    Action: 1 Standard Action
    Range: Melee Attack
    Target: One Creature

    You and the rhythm of battle are one. You feel the music flowing through you as you lay into your opponent with your weapon. The vibrations that you send through him leave him reeling, weakened as more hits destroy him.

    As part of this maneuver, make a melee attack. If you hit, it deals an extra 6d6 points of damage. In addition, each attack made against that opponent before the end of your next round deals an extra 10d6 points of sonic damage. This strike may not be used on objects.


    Beat the Anvil
    Hammer Rhythm (Stance)
    Level: Crusader 1, Swordsage 1
    Action: 1 Swift Action
    Range: Personal
    Target: You
    Duration: Stance

    A basic principle of Hammer Rhythm style is that keeping a beat will keep your opponent off guard. Taking this principle to heart is Beat the Anvil stance, a simple stance that reminds one of a blacksmith beating an anvil rhythmically.

    While in this stance, you take a -1 penalty to all attack rolls. However, for each attack that successfully hits in a round, you gain a cumulative +2 morale bonus on subsequent attacks that round.


    Blastbeat
    Hammer Rhythm (Strike)
    Level: Crusader 3, Swordsage 3
    Prerquisites: One Hammer Rhythm Maneuver
    Action: 1 Full-Round Action
    Range: Melee Attack
    Target: One Creature

    BOOM! BOOM! BOOM! Hands a blur, you beat your opponent like he was a drum, hitting harder with each strike.

    As part of this maneuver, make a full attack. Each time you hit, your subsequent attacks gain a cumulative +2 morale bonus to your melee attack rolls and a cumulative +4 morale bonus to your melee damage rolls for one round.


    Bring the Noise
    Hammer Rhythm (Strike) [Sonic]
    Level: Crusader 7, Swordsage 7
    Prerquisites: Three Hammer Rhythm Maneuvers
    Action: 1 Standard Action
    Range: Melee Attack
    Target: One Creature and Each Creature in a 20 ft Blast
    Area: 20 ft Blast
    Saving Throw: Fortitude Half

    Channeling the sounds of battle into your weapon, you unleash a devastating blow on a single foe, and use his body as a tuning fork to unleash a blast of sound onto his allies.

    As part of this maneuver, make a melee attack. If the attack hits, you deal an extra 6d6 sonic damage to the foe directly hit. In addition, center a 20 ft radius blast on that opponent. Each opponent in the blast (including the opponent hit) takes 6d6 points of sonic damage. Each opponent is entitled a fortitude save to half the damage. You are immune to the damage caused by this ability.


    Channel The Beat
    Hammer Rhythm (Stance) [Sonic]
    Level: Crusader 8, Swordsage 8
    Prerquisites: Three Hammer Rhythm Maneuvers
    Action: 1 Swift Action
    Range: Personal
    Target: You
    Duration: Stance

    Only the true masters of the Hammer Rhythm style can channel the beat of a million battles. As the sound flows through you, it seems to come from you. Channeling it through your weapon, you begin to fire pure waves of sound through your weapon.

    While in this stance, all damage that you deal is considered sonic damage. In addition, you may make melee attacks at a range of up to 30 feet, regardless of your actual reach. These attacks deal normal damage for your weapon, including bonus damage for having a high strength score. You may initiate maneuvers requiring a melee attack with these attacks.



    Controlled Beat
    Hammer Rhythm (Boost) [Sonic]
    Level: Crusader 4, Swordsage 4
    Prerquisites: Two Hammer Rhythm Maneuvers
    Action: 1 Swift Action
    Range: Personal
    Target: You
    Duration: 1 Round

    As an initiate of the Hammer Rhythm style, you seek to control the rhythm of battle. By keeping time well, you can deal extra damage to your foes.

    All your attacks this turn deal and extra 2d6 points of damage +1/initiator level


    Destructive Harmonic
    Hammer Rhythm (Strike) [Sonic]
    Level: Crusader 9, Swordsage 9
    Prerquisites: Four Hammer Rhythm Maneuvers
    Action: 1 Standard Action
    Range: Melee Attack
    Target: One Creature and Each Creature in a 40 ft Blast
    Area: 40 Ft Blast
    Saving Throw: Fortitude Partial; see text

    At the pinnacle of the Hammer Rhythm discipline is the destructive harmonic, a move so powerful that it can literally cause a creature to explode under the force of sound. Channeling the sounds of every battle ever fought, you strike your opponent, attempting to utterly destroy him and his allies.

    As part of this maneuver, make a melee attack. If it hits, your opponent must make fortitude save. If the save succeeds, the attack deals an extra 50 points of sonic damage. If the save fails, the attack instead deals an extra 150 points of damage. If the creature would be die from this attack, center a 40 ft radius burst on him. Then, each creature within the blast takes 100 points of sonic damage, but is entitled to a fortitude save for half. In addition, a creature that dies to the original strike initiated by this attack, their body is utterly destroyed by the sonic vibrations that caused him to explode, meaning that he can only be raised by a Wish, Miracle, or True Ressurrection.



    Falling Hammer
    Hammer Rhythm (Strike)
    Level: Crusader 1, Swordsage 1
    Action: 1 Standard Action
    Range: Melee Attack
    Target: One Creature

    With an overhead swing, you strike with the force of a blacksmith forging a hammer. Your arms seem to extend as you make the strike.

    As part of this maneuver, make a melee attack. For the purposes of this attack, you are considered to be on higher ground than your opponent, gaining all of the advantages that come with it.


    Disruption Strike
    Hammer Rhythm (Strike)
    Level: Crusader 7, Swordsage 7
    Prerquisites: Three Hammer Rhythm Maneuvers
    Action: 1 Standard Action
    Range: Melee Attack
    Target: One Creature
    Saving Throw: Fortitude Partial

    As you have learned to roll with the rhythm of battle, so too have you learned to disrupt it. With one carefully placed strike, you disrupt your opponent’s rhythm, leaving him reeling.

    As part of this maneuver, make a melee attack. If the attack hits, you deal an extra 8d6 points of damage. In addition, a creature hit by this maneuver must make a fortitude save or be stunned for one round.


    Feel the Rhythm
    Hammer Rhythm (Strike)
    Level: Crusader 1, Swordsage 1
    Action: 1 Standard Action
    Range: Melee attack
    Target: One creature
    Duration: One round; see text

    You make one resounding blow, listening to the sounds of battle as you do so. As it rings true, you gain some insight as to when and where to strike.

    As part of this maneuver, make a single melee attack. If the attack hits, you deal an extra 1d6 points of damage +1 per initiator level on your first attack next turn. If that attack misses, the effect is lost.


    Let the Beat Flow
    Hammer Rhythm (Stance) [Sonic]
    Level: Crusader 5, Swordsage 5
    Prerquisites: Two Hammer Rhythm Maneuvers
    Action: 1 Swift Action
    Range: Personal
    Target: You
    Duration: Stance

    Pausing briefly to catch the beat, you allow the rhythm of battle flowing through you in a profound way. As the sound of blow after blow rings through your bones, so too does it ring through your weapon.

    For the duration of this stance, any weapon you wield gains the Screaming special property (MIC 42). In addition, any sonic damage that you deal, whether through this stance, another maneuver, a spell or a racial ability, is increased by 2 points per die of damage.


    Maestro’s Allegro
    Hammer Rhythm (Stance)
    Level: Crusader 3, Swordsage 3
    Prerquisites: One Hammer Rhythm Maneuver
    Action: 1 Swift Action
    Range: Personal
    Target: You
    Duration: Stance

    With the grace of a master composer, you begin speeding up the melody of battle. Your hands seem to move just a little bit faster as you keep up the rhythm, pounding on your opponent.

    While in Maestro’s Allegro stance, you gain an extra attack each turn when you make a full attack action. However, you make each attack while in this stance at a -2 penalty.


    Musician’s Ear
    Hammer Rhythm (Counter)
    Level: Crusader 4, Swordsage 4
    Prerquisites: Two Hammer Rhythm Maneuvers
    Action: 1 Immediate Action
    Range: Melee Attack
    Target: One Creature attacking an Ally

    You don’t like it when an opponent messes up the melody of battle. When he tries to swing at your friend, you chide him for not keeping time.

    You can only activate this maneuver when an opponent attacks an ally who is not you. Make an attack roll, opposed by your opponent’s attack roll. If your roll succeeds, his attack is negated and he may not attack with that weapon for the rest of his turn. If you fail, you overreach and must make a listen check equal to his attack roll or fall prone.


    Press the Advantage
    Hammer Rhythm (Strike) [Sonic]
    Level: Crusader 2, Swordsage 2
    Prerquisites: One Hammer Rhythm Maneuver
    Action: 1 Standard Action
    Range: Melee Attack
    Target: One Creature
    Duration: 1 Round
    Saving Throw: Fortitude Partial; See text

    You can sense your opponent’s rhythm ebb just a bit. You take that opportunity to follow up your last attack with a devastating strike.

    As part of this maneuver, make a melee attack. This attack deals an extra 2d6 points of damage. In addition, if you damaged the foe that you hit in the previous round, he must make a fortitude save or be dazed for one round as his ears ring from the force of your blow.


    Resounding Smash
    Hammer Rhythm (Strike) [Sonic]
    Level: Crusader 3, Swordsage 3
    Prerquisites: One Hammer Rhythm Maneuver
    Action: 1 Standard action
    Range: Melee Attack
    Target: One Creature
    Saving Throw: Fortitude Partial; see text

    You wind up for a big strike, perhaps a finale in this battle. This one’s gonna hurt.

    As part of this maneuver, make a melee attack. This attack deals an extra 4d6 points of damage. In addition, if you damage the foe, you may make a special bull rush maneuver. Make a bull rush as normal, however, instead of using your strength modifier as a bonus, add the amount of extra damage dealt by this maneuver. If you succeed, you may push the opponent as far as a high check would allow, but you may not follow him. Finally, if you successfully bull rush your opponent, he must make a fortitude save with DC equal to the number of feet he was pushed or fall prone.


    Rhythm’s Reprieve
    Hammer Rhythm (Strike)
    Level: Crusader 6, Swordsage 6
    Prerquisites: Two Hammer Rhythm Maneuvers
    Action: 1 Standard Action
    Range: Melee Attack
    Target: One Creature

    Your mastery of the rhythm of battle lets you replay notes once played. With a calculated strike, you pull the music back into your head, readying a maneuver that you’ve used before.

    As part of this maneuver, make a melee attack. If it hits, you deal an extra 2d6 points of damage. In addition, if the attack hits, you may recover an expended maneuver of 5th level or less as a free action. If you are a crusader, the maneuver is granted as well.


    See the Rhythm
    Hammer Rhythm (Strike)
    Level: Crusader 4, Swordsage 4
    Prerquisites: Two Hammer Rhythm Maneuvers
    Action: 1 Standard Action
    Range: Melee Attack
    Target: One Creature
    Duration: 1 Round

    Focusing for just a moment, you learn to see the music of battle. Weapons swing through the air like notes on a page, enemies line up like a treble clef. Taking advantage of this, you find an opening in your opponent’s routine, and exploit it.

    As part of this maneuver, make a melee attack. If it hits, it deals an extra 2d6 points of damage. In addition, if you strike the same opponent on your next turn, you deal an extra 6d6 points of damage.


    Sense the Sound
    Hammer Rhythm (Boost)
    Level: Crusader 6, Swordsage 6
    Prerquisites: Two Hammer Rhythm Maneuvers
    Action: 1 Swift Action
    Range: Personal
    Target: You
    Duration: 1 Round

    For one brief moment, you can see the waves of ambient sound that permeate everything. Not even invisible creatures can hide, as you can see their outlines clearly as the sound bends around them.

    For the duration of this maneuver, you gain Blindsight out to 30 feet.


    Sound Wave
    Hammer Rhythm (Strike) [Sonic]
    Level: Crusader 5, Swordsage 5
    Prerquisites: Two Hammer Rhythm Maneuvers
    Action: 1 Standard Action
    Range: 30 ft
    Target: Each Creature a 30 ft Cone
    Area: 30 ft Cone
    Duration: Instantaneous
    Saving Throw: Fortitude Partial

    With a moment’s clarity, you seek to keep up the rhythm of battle without hitting an enemy. You smash your weapon on the nearest hard surface, be it the floor, your shield, or even another weapon. The massive wave of sound generated by this can knock opponents off of their feet.

    With a resounding clang, you create sound waves in a 30 foot cone. Each enemy in the cone must make a fortitude save or be pushed to the far end of the cone, falling prone at the end of it. A creature takes 1d6 sonic damage for each 5 feet it moves. Additionally, a creature within 5 feet of the initiator gains a +2 on their fortitude save to resist this effect. Even if the save is made, the creature takes 2d6 sonic damage.


    Vibration Strike
    Hammer Rhythm (Strike) [Sonic]
    Level: Crusader 2, Swordsage 2
    Prerquisites: 1 Hammer Rhythm Maneuver
    Action: 1 Standard Action
    Range: Melee Attack
    Target: One held item
    Saving Throw: Fortitude Negates

    You feel the sounds of battle flowing through you. In a feat not quite understood, you force the sounds into your weapon. It starts vibrating softly, and you know your next attack could shatter anything.

    As part of this maneuver, make a sunder attempt. However, instead of rolling damage against their weapon/armor, treat it as though you had cast shatter, as the spell, on it with a caster level equal to ½ your initiator level.

    Wild Beat
    Hammer Rhythm (Boost) [Sonic]
    Level: Crusader 1, Swordsage 1
    Action: 1 Swift Action
    Range: Personal
    Target: You
    Duration: 1 Round

    You attempt to hasten the beat that plays through the battle all around you. As you swing wildly, each blow becomes charged with sonic energy, ringing aloud and knocking you off balance. Though foolish, this technique can have devastating results.

    Each attack you make this round deals an extra 2d6 points of sonic damage. However, after resolving each attack, you must make a listen check with a DC equal to the amount of damage that you would’ve dealt before applying damage reduction and energy resistance or fall prone. Also, if you miss an attack, you fall prone.


    Feats

    Battle Maestro
    You have a rudimentary understanding of the rhythm that flows through each battle.
    Prerequisites: One Hammer Rhythm Stance
    Benefit: While in any Hammer Rhythm stance, for each successful attack you make, you gain a cumulative +1 morale bonus to melee attacks for one round starting on your next round. The maximum amount of bonus that can be granted by this feat is equal to the number of attacks you can normally make when making a full attack action.
    Last edited by Jewfro; 2010-06-30 at 12:41 PM.