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    Default Just Who The Hell Do You Think We Are!? [Discipline]

    Scarlet Bravura Discipline



    Legend has it that the legendary Temple of Nine Swords was almost the Temple of Ten Swords. It is said that when Reshar first learned the White Raven discipline, it was a vastly different discipline than it is today. While all other disciplines had one master to represent them at the Temple, Reshar chose two to represent White Raven perhaps symbolizing its reliance on unity in battle. The two masters were a pair of master warlords: Lord Vyrist, a knight renowned throughout the world as the White Tower, and the equally legendary Scarlet Bravura General, Commander Gurran. However, the two brothers had very different views of the White Raven discipline, and the nature of command. Vyrist believed that White Raven should embody the principles of command and authority, using allies and comrades as little more than weapons. Gurran, however, believed that a commander must sacrifice himself for the sake of those serving him, and that this is what White Raven must be. The two masters eventually grew cold to each other, beginning to hate their counterparts. Finally, in a fit of anger, Lord Vyrist lashed out at Gurran over an argument, thirsting for his blood. Though the fight was soon ended by Reshar’s mediation, Commander Gurran could no longer stay. He left the Temple, and codified what he alone knew of the White Raven style into a new discipline that took its name from his title, Scarlet Bravura. His techniques were forever lost to the White Raven adepts of the Temple, only learned by an elite cadre of disciples that came to the Commander after his exile. The Scarlet Bravura discipline's associated skill is Perform (Oratory), relying on inspiring speeches and comforting words. The associated weapons of the Scarlet Bravura discipline are the bastard sword, greatsword, lance, rapier, and spiked shield.

    Because the Scarlet Bravura discipline was never taught widely at the Temple of the Nine Swords or any similar center of training, most martial adepts do not know any maneuvers from it, or even know it exists. Only Crusaders and Warblades can learn maneuvers from the Scarlet Bravura discipline. There are two ways to master the discipline. The first is to have been trained in it. If you choose to make a martial adept that has already been trained in the Scarlet Bravura discipline at character creation, you simply replace one discipline that adept could normally learn maneuvers from with the Scarlet Bravura discipline.

    The other way is to seek out a master of the Scarlet Bravura discipline–a martial adept capable of using at least 5th-level maneuvers from the discipline, and to learn Scarlet Bravura from them.. You must train for a month under the master, or spend a month in research, and spend 1,000 xp at the end of your training. You gain the ability to learn maneuvers from the Scarlet Bravura discipline. In addition, you may exchange your maneuvers known for maneuvers of the Scarlet Bravura discipline. You may exchange one maneuver of each level, and the new maneuvers you learn must be of the same level as the exchanged maneuvers, unlike normal.
    Last edited by The Demented One; 2008-12-31 at 06:43 PM.
    I no longer actively read the forums, and probably won't respond to any PMs. I'm fine with people using my homebrew in anything, including fan-compilations and wikis, as long as you credit me.

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    Default Re: Just Who The Hell Do You Think We Are!? [Discipline]

    1st level
    Adaptive Stratagem: Strike–Allies gain either +2 bonus on attack rolls or +1/level bonus on damage against foe you strike.
    Commander’s Exhortation: Counter–Allow gains an additional attack of opportunity, deals +1d6 damage.
    Lunging Assault: Strike–Attack deals +2d8 damage, you are flatfooted.
    Reckless Offense: Stance–Enemies you hit take -2 penalty on attacks against other allies.

    2nd level
    Sheathing the Blade: Counter–Disarm an enemy by allowing them to hit you.
    Tide of Battle: Boost–Ally makes a single attack, you become flat-footed if it misses.
    Valiant Defense: Counter–Exchange places with ally after it is attacked.

    3rd level
    Commander’s Aegis: Stance–Allies gain bonus on attack and damage rolls against enemies that hit you in melee.
    Daring Rescue: Counter–Ally may move out of spell’s area, but you must move into it.
    Hero’s Sacrifice: Strike–Attack deals +2d6 damage, you may take penalty to AC to grant an ally bonus to damage.

    4th level
    Assassin-Slaying Ruse: Strike–Attack all flanking enemies, make targets flat-footed.
    Risky Gambit: Boost–Attacks provoke attacks of opportunity but deal extra damage.
    Scarlet Duelist Strike: Strike–Attack deals +4d6 damage, target cannot attack anyone other than you.

    5th level
    Headlong Assault: Strike–Charge deals +5d6 damage, allies are treated as charging when making attacks against target.
    Moment of Weakness: Strike–Attack deals +5d6 damage, provokes attack of opportunity. If it misses, target loses their next standard action.
    Scarlet Banner of Triumph: Stance–Attacks against you provoke attacks of opportunity from your allies.

    6th level
    Accidental Feint: Counter–You or ally rerolls melee attack that misses, enemy loses Dexterity bonus to AC against it.
    Resounding Iron: Strike–Attack stuns either you or foe.

    7th level
    Brothers in Blood: Boost–Successful attack allows ally to move up to half speed and attack.
    Unified Onslaught: Strike–Attack deals +6d6 damage, knocks enemy back. Allies’ attacks also knock back enemy for 1 round.

    8th level
    Oath of the Unfailing Commander: Stance–Enemies cannot attack allies adjacent to you, you gain temporary hp when you are attacked.
    Surging Attack: Boost–Allies gain 25 temporary hp and may each take standard action.

    9th level
    Ultimate Sacrifice, Ultimate Victory: Strike–Attack deals +15d6 damage and all allies gain bonus on attack rolls, damage rolls, saving throws, and to AC. However, your AC drops to 0 and you automatically fail all saving throws for 1 round.
    Last edited by The Demented One; 2008-12-31 at 05:30 PM.
    I no longer actively read the forums, and probably won't respond to any PMs. I'm fine with people using my homebrew in anything, including fan-compilations and wikis, as long as you credit me.

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    Default Re: Just Who The Hell Do You Think We Are!? [Discipline]

    1st level
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    Adaptive Stratagem
    Scarlet Bravura (Strike)
    Level: Crusader 1, Warblade 1
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature
    Duration: One round

    With a wide, powerful swing, you can knock your foe off balance, leaving them open to attack by your allies. As part of this maneuver, you make a single melee attack against an opponent. If the attack is successful, that foe is thrown off balance. For 1 round, whenever one of your allies attacks that enemy, they gain their choice of a +2 bonus on their attack roll, or +1/initiator level bonus on their damage roll. They must choose which bonus to apply before they make their attack roll.

    Commander’s Exhortation
    Scarlet Bravura (Counter)
    Level: Crusader 1, Warblade 1
    Initiation Action: Immediate action
    Range: 60 ft.
    Target: One ally
    Duration: Instantaneous

    With a shout of warning or an encouraging battle cry, you spur on your allies to attack. Whenever an enemy provokes an attack of opportunity from one of your allies, you may initiate this maneuver. If you do, that ally may make the attack of opportunity without it counting as their one attack of opportunity for that round, and it deals an additional 1d6 damage if it hits.

    Lunging Assault
    Scarlet Bravura (Strike)
    Level: Crusader 1, Warblade 1
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature

    Thinking without regard for yourself, you deliver a punishing blow to your foes. As part of this maneuver, you make a single melee attack against an opponent. If it hits, it deals an additional 2d8 damage, but you are flatfooted.

    Reckless Offense
    Scarlet Bravura (Stance)
    Level: Crusader 1, Warblade 1
    Initiation Action: Swift action
    Range: Personal
    Target: You
    Duration: Stance

    Dealing out powerful blows, you mark yourself as so dangerous a threat that your foes cannot ever let their guard down against you. Even as they strike at your allies they cannot help but look back a you, giving your allies a chance to dodge the blow. Whenever you deal damage to an enemy with a melee attack, that enemy takes a -2 penalty on all melee attacks it makes against your allies. The penalty lasts until you damage another foe. If an enemy reduces you to -1 hp or less while you are in the reckless offense stance, it takes a -2 penalty on all attack rolls for as long as your hp remains below 0, never sure that you are truly down.


    2nd level
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    Sheathing the Blade
    Scarlet Bravura (Counter)
    Level: Crusader 2, Warblade 2
    Initiation Action: Immediate action
    Range: Personal
    Target: You
    Duration: Instantaneous

    With reckless abandon, you disarm your foe by letting them strike you, catching their blade in your very flesh. Whenever an enemy makes a melee attack against you, before they make their attack roll, you may initiate this maneuver. If you do, you lose your Dexterity bonus and any dodge bonuses to AC. However, if the attack hits, the weapon lodges in your flesh, automatically disarming the foe of it. You may take a move action to draw the weapon out of your flesh, dealing no damage to yourself thanks to this technique. You can only disarm foes of slashing and piercing weapons with this maneuver.

    Tide of Battle
    Scarlet Bravura (Boost)
    Level: Crusader 2, Warblade 2
    Initiation Action: Swift action
    Range: 60 ft.
    Target: One ally
    Duration: Instantaneous

    With a shouted command, you lead your allies to attack, your attention perfectly focused on their offense. When you initiate this maneuver, one of your allies may make a single melee attack at their highest base attack bonus as an immediate action. However, if their attack misses, then you become flatfooted.

    Valiant Defense
    Scarlet Bravura (Counter)
    Level: Crusader 2, Warblade 2
    Initiation Action: Immediate action
    Range: 5 ft.
    Target: One ally
    Duration: Instantaneous

    With a quick push, you shove your allies out of harm’s way, taking the blows that were meant for them. Whenever an enemy makes a melee attack against an ally adjacent to you, before they make the attack roll, you may initiate this maneuver. You and the targeted ally exchange places, and the attack is made against you, instead of that ally.


    3rd level
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    Commander’s Aegis
    Scarlet Bravura (Stance)
    Level: Crusader 3, Warblade 3
    Prerequisite: One Scarlet Bravura maneuver
    Initiation Action: Swift action
    Range: Personal
    Target: You
    Duration: Stance

    A warlord’s surest shield is the courage of his allies. While in this stance, your comrades deliver devastating blows to foes who dare strike you. You take a -2 penalty to AC while in this stance. Whenever an enemy damages you with a melee attack, your allies gain a +2 bonus on attack rolls and a bonus equal to half your initiator level on damage rolls made against it until the beginning of its next turn. If an enemy reduces you to -1 hp or less while you are in the commander’s aegis stance, then your allies gain the bonuses to attack and damage rolls against it for as long as your hp remains below 0.

    Daring Rescue
    Scarlet Bravura (Counter)
    Level: Crusader 3, Warblade 3
    Prerequisite: One Scarlet Bravura maneuver
    Initiation Action: Immediate action
    Range: 60 ft.
    Target: One ally
    Duration: Instantaneous

    You dive headlong into the blast of a spell to deliver your allies from it. Whenever an enemy uses an ability with an area of effect that includes one of your allies, you may initiate this maneuver. You may move up to your base land speed, but must end your movement within the area of the ability. If you do, then that ally may then move up to their base land speed, although they must end their movement in the first square outside the ability’s area that they enter.

    Hero’s Sacrifice
    Scarlet Bravura (Strike)
    Level: Crusader 3, Warblade 3
    Initiation Action: 1 standard action
    Prerequisite: One Scarlet Bravura maneuver
    Range: Melee attack
    Target: One creature
    Duration: One round

    With a surge of effort, you can attack and inspire your allies in battle, even at the cost of leaving you open to attack. As part of this maneuver, you make a single melee attack against an opponent. If it hits, it deals an additional 2d6 damage, and you may choose to take a penalty to your AC up to your base attack bonus until the beginning of your next turn. If you do, one ally within 60 ft. of you that saw you make the attack gains a bonus on all damage rolls equal to the amount of the penalty you took to AC until the end of its next turn.


    4th level
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    Assassin-Slaying Ruse
    Scarlet Bravura (Strike)
    Level: Crusader 4, Warblade 4
    Initiation Action: Full round action
    Prerequisite: One Scarlet Bravura maneuver
    Range: Melee attack
    Target: All adjacent creatures
    Saving Throw: Reflex negates

    Luring your foes into a flanking position around you, you then lash out in a whirling swing, catching them off guard and leaving them open to your allies’ attacks. When you initiate this strike, make a melee attack against every enemy adjacent to you. Resolve each attack separately. Each enemy damaged by this strike must make a Reflex save, DC 14 + your Charisma modifier, or become flat-footed.

    Risky Gambit
    Scarlet Bravura (Boost)
    Level: Crusader 4, Warblade 4
    One Scarlet Bravura maneuver
    Initiation Action: Swift action
    Range: Personal
    Target: You
    Duration: One round
    You lure your foes into overextending themselves by leaving yourself open to their counterattacks, hoping to strike a crushing blow before you yourself are struck down. Every melee attack you make this round provokes an attack of opportunity from the enemy you attack. However, every melee attack you make this round deals an additional amount of damage equal to 1d6 + 1/initiator level. The bonus damage increases by 1d6 for every attack of opportunity you have provoked this round, including the attacks provoked by this maneuver.

    Scarlet Duelist Strike
    Scarlet Bravura (Strike)
    Level: Crusader 4, Warblade 4
    Initiation Action: 1 standard action
    Prerequisite: One Scarlet Bravura maneuver
    Range: Melee attack
    Target: One creature
    Duration: Three rounds

    Saving Throw: Will partial

    You wound a foe with a menacing strike, goading them into believing you are the only foe worth facing. As part of this maneuver, you make a single melee attack against an opponent. If it hits, it deals an additional 4d6 damage, and the creature hit must make a Will save, DC 14 + your Charisma modifier. If it fails the save, then it cannot attack any of your allies for 3 rounds, only you. It is not compelled to attack you.


    5th level
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    Headlong Assault
    Scarlet Bravura (Strike)
    Level: Crusader 5, Warblade 5
    Initiation Action: Full round action
    Prerequisite: Two Scarlet Bravura maneuvers
    Range: Melee attack
    Target: One creature
    Duration: One round

    You charge a foe with reckless bravery, leaving it battered and bruised while inspiring your allies. As part of this maneuver, you charge an opponent. If your charge attack hits, it deals an additional 5d6 damage. In addition, any melee attacks made by your allies against that enemy are treated as being made as part of a charge for determining what bonuses (but not penalties) they receive.

    Moment of Weakness
    Scarlet Bravura (Strike)
    Level: Crusader 5, Warblade 5
    Initiation Action: 1 standard action
    Prerequisite: Two Scarlet Bravura maneuvers
    Range: Melee attack
    Target: One creature
    Duration: One round

    With a calculated appearance of weakness, you attack a foe, forcing them to overplay their hand. As part of this maneuver, you make a single melee attack against an opponent. If it hits, it deals an additional 5d6 damage. The attack provokes an attack of opportunity from the enemy you attack. If they choose to make it, but they miss you, they are unable to take standard actions for 1 round.

    Scarlet Banner of Triumph
    Scarlet Bravura (Stance)
    Level: Crusader 5, Warblade 5
    Prerequisite: Two Scarlet Bravura maneuver
    Initiation Action: Swift action
    Range: Personal
    Target: You
    Duration: Stance

    A warlord triumphs not by single-handedly dispatching his foes, but by leading his allies to victory without thinking of his self. While in this stance, you leave yourself open to attack, knowing that your wounds will only fuel your allies’ rage. While in this stance, you take a -4 penalty to AC. Any enemy that makes a melee attack against you provokes attacks of opportunity from all of your allies that can reach that enemy. If an enemy reduces you to -1 hp or less while you are in the scarlet banner of triumph stance, then any melee attack it makes provokes attacks of opportunity from your allies for as long as your hp remains below 0.


    6th level
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    Accidental Feint
    Scarlet Bravura (Counter)
    Level: Crusader 6, Warblade 6
    Prerequisite: Two Scarlet Bravura maneuver
    Initiation Action: Immediate action
    Range: 60 ft.
    Target: You or one ally
    Duration: Instantaneous

    A skilled warrior can parlay a missed attack into a cunning feint, striking his foe in his moment of weakness. Whenever you or one of your allies within 60 ft. makes a melee attack that misses, you may initiate this maneuver. You or your ally may reroll the attack roll, and the enemy is flatfooted against the attack.

    Resounding Iron
    Scarlet Bravura (Strike)
    Level: Crusader 6, Warblade 6
    Initiation Action: 1 standard action
    Prerequisite: Two Scarlet Bravura maneuvers
    Range: Melee attack
    Target: One creature
    Duration: One round
    Saving Throw: Fortitude partial

    You strike with brutal power, a blow that could knock your foes senseless...or possibly you. As part of this maneuver, you make a single melee attack against an opponent. If it hits, then you and your opponent make opposed Fortitude saves. The loser is stunned for 1 round.


    7th level
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    Brothers in Blood
    Scarlet Bravura (Boost)
    Level: Crusader 7, Warblade 7
    Prerequisite: Three Scarlet Bravura maneuver
    Initiation Action: Swift action
    Range: Personal
    Target: You
    Duration: One round

    You draw your allies into a pincer formation around a foe, attacking it from all sides. If you successfully damage a foe with a melee attack this round, you may allow one ally you can see to move up to half its base land speed. If it ends its movement adjacent to the enemy you struck, it may then make a single melee attack against it at its highest base attack bonus as an immediate action. Regardless of how many times you successfully damage a foe this turn, you may only allow an ally to move and attack once per initiation of this maneuver.

    Unified Onslaught
    Scarlet Bravura (Strike)
    Level: Crusader 7, Warblade 7
    Initiation Action: 1 standard action
    Prerequisite: Three Scarlet Bravura maneuvers
    Range: Melee attack
    Target: One creature
    Duration: One round

    Attacking with concerted force, you and your allies drive a foe across the battlefield. As part of this maneuver, you make a single melee attack against an opponent. If it hits, it deals an additional 6d6 damage and the enemy is knocked back 5 ft. Until the beginning of your next turn, any attack one of your allies makes against that creature deals an additional amount of damage equal to your initiator level, and the ally may choose to knock the creature back 5 ft.


    8th level
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    Oath of the Unfailing Commander
    Scarlet Bravura (Stance)
    Level: Crusader 8, Warblade 8
    Prerequisite: Three Scarlet Bravura maneuver
    Initiation Action: Swift action
    Range: Personal
    Target: You
    Duration: Stance

    A true warlord is willing to make any sacrifice to defend his allies. By making the oath of the unfailing commander, you stand resolute, your menacing presence drawing your enemies to you alone. While in this stance, you take a -4 penalty to AC. However, your enemies cannot attack any ally adjacent to you, and take a -5 penalty on any attacks rolls made against all allies within 60 ft. of you (If two characters are both in the oath of the unfailing commander stance, then neither gains the benefits of their ally's stance). In addition, your loyalty to your comrades sustains you as you fight. Whenever an enemy makes a melee attack against you, as long as at least one ally is adjacent to you, you gain an amount of temporary hp equal to your initiator level. Regardless of how many times you are attacked, you can only gain this temporary hp once per round. If an enemy reduces you to -1 hp or less while you are in the oath of the unfailing commander stance, then all enemies take a -5 penalty on all attack rolls for as long as your hp remains below 0.

    Surging Attack
    Scarlet Bravura (Boost)
    Level: Crusader 8, Warblade 8
    Prerequisite: Three Scarlet Bravura maneuver
    Initiation Action: Full round action
    Range: 60 ft.
    Target: All allies
    Duration: Instantaneous

    One word, one command, one battle cry can turn the tide of a battle. When you initiate this maneuver, all allies within 60 ft. of you find their fighting spirit renewed, gaining 25 temporary hp that last until the end of the encounter. In addition, each one may immediately take a standard or move action. You must be at half your maximum hp or less to initiate this maneuver. If you are at 10 or less hp, you may initiate this maneuver as a move action.


    9th level
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    Ultimate Sacrifice, Ultimate Victory
    Scarlet Bravura (Strike)
    Level: Crusader 9, Warblade 9
    Initiation Action: 1 standard action
    Prerequisite: Four Scarlet Bravura maneuvers
    Range: Melee attack
    Target: One creature
    Duration: One round

    It is said that when Commander Gurran left the Temple of Nine Swords, Reshar himself tried to stop his flight, begging him to stay. The Master of Nine is said to have asked the Scarlet Bravura General why he left, what he believed the nine disciplines lacked. Commander Gurran’s response is a legendary one word reply: “Sacrifice.” The pinnacle of the discipline he created embodies this principle, sacrificing all to assure victory. As part of this maneuver, you make a single melee attack against an opponent. If it hits, it deals an additional 15d6 damage, and confers several bonuses on all your allies for 1 round. They gain a +5 bonus on all attack rolls, any melee attack they make deals an additional 2d6 + 1/initiator level damage, and they gain a +5 morale bonus on all saving throws and to AC. However, until the end of your next round, your AC falls to 0, and you automatically fail all saving throws. If you die while suffering from the penalties of ultimate sacrifice, ultimate victory, then the bonuses it confers on your allies last for the duration of the encounter, rather than for 1 round.
    Last edited by The Demented One; 2009-01-04 at 10:54 AM.
    I no longer actively read the forums, and probably won't respond to any PMs. I'm fine with people using my homebrew in anything, including fan-compilations and wikis, as long as you credit me.

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    Default Re: Just Who The Hell Do You Think We Are!? [Discipline]

    ...am I misreading this, or is it suggested that the performer of these wear a cape and a bright red pair of sunglasses?

    Can't say I have much experience with Bo9S material, but I do like the flavor of buffing allies and/or yourself, and penalizing yourself in the process (some of the time)

    *overdramatic thumbs up*

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    Default Re: Just Who The Hell Do You Think We Are!? [Discipline]

    I like most of this...

    A few things though.

    Surging Attack is far to powerful, especially for a Warblade, who can use it every other round. I like it, but I'm pretty sure the extra standard actions all around isn't a good thing, especially on top of a lot of healing. I'd honestly say it would be balanced with just the healing (although then it plays havoc with the "maneuvers outside of combat" thing). Might be allowable if it was, say, a counter or boost that could be used only when you were hit by a critical hit, or when you scored a critical hit, or when you are reduced to 0 hp or 50% hp. Something like that...it needs a limiting factor if it's to keep that much power.

    The only other thing is that I'd like to see those stances' death abilities function as long as you're below 0 hp. Saying you have to die is a little much, in my opinion. This way it's not that much stronger, but you have the chance to fall, rally your opponents, and then recover. If you STAY down, they'll get a bunch of fun abilities...it's more of a trade that way, and I like the way you don't have to completely trade your life for a benefit.

    Just my 2cp.

    Ingredients

    2oz Djinn
    5oz Water
    1 Lime Wedge


    Instructions

    Pour Djinn and tonic water into a glass filled with ice cubes. Stir well. Garnish with lime wedge. Serve.

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    Default Re: Just Who The Hell Do You Think We Are!? [Discipline]

    Quote Originally Posted by Djinn_In_Tonic View Post
    Surging Attack is far to powerful, especially for a Warblade, who can use it every other round. I like it, but I'm pretty sure the extra standard actions all around isn't a good thing, especially on top of a lot of healing. I'd honestly say it would be balanced with just the healing (although then it plays havoc with the "maneuvers outside of combat" thing). Might be allowable if it was, say, a counter or boost that could be used only when you were hit by a critical hit, or when you scored a critical hit, or when you are reduced to 0 hp or 50% hp. Something like that...it needs a limiting factor if it's to keep that much power.
    I dropped the amount of healing and changed it to temporary hp, so that a Warblade can't just spam it over and over. Also put in a requirement that you be at 50% hp or less in order to use it.

    The only other thing is that I'd like to see those stances' death abilities function as long as you're below 0 hp. Saying you have to die is a little much, in my opinion. This way it's not that much stronger, but you have the chance to fall, rally your opponents, and then recover. If you STAY down, they'll get a bunch of fun abilities...it's more of a trade that way, and I like the way you don't have to completely trade your life for a benefit.
    Done, I like that idea.
    I no longer actively read the forums, and probably won't respond to any PMs. I'm fine with people using my homebrew in anything, including fan-compilations and wikis, as long as you credit me.

    Homebrew by The Demented One.

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    Default Re: Just Who The Hell Do You Think We Are!? [Discipline]

    Demented One, I get the feeling that you're writing the Book of Nine More Swords (and One Gun).

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    Default Re: Just Who The Hell Do You Think We Are!? [Discipline]

    Quote Originally Posted by afroakuma View Post
    Demented One, I get the feeling that you're writing the Book of Nine More Swords (and One Gun).
    It's kinda weird. I'm pretty sure that at this point, I've made more disciplines than anyone else, including Wizards of the Coast. Maybe I could make collaborate with Krimm, make a little sublime way netbook.
    I no longer actively read the forums, and probably won't respond to any PMs. I'm fine with people using my homebrew in anything, including fan-compilations and wikis, as long as you credit me.

    Homebrew by The Demented One.

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    Default Re: Just Who The Hell Do You Think We Are!? [Discipline]

    Quote Originally Posted by The Demented One View Post
    It's kinda weird. I'm pretty sure that at this point, I've made more disciplines than anyone else, including Wizards of the Coast. Maybe I could make collaborate with Krimm, make a little sublime way netbook.
    The Book of Lost Swords?
    Awesome. I'd buy it. Your styles have a lovely, evocative sort of flavor that makes me want to run a whole campaign set in a world of nothing but Martial Adepts and NPCs. Ultimate Sacrifice, Ultimate Victory just screams sacrificial general to me.

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    Default Re: Just Who The Hell Do You Think We Are!? [Discipline]

    Quote Originally Posted by The Demented One View Post
    It's kinda weird. I'm pretty sure that at this point, I've made more disciplines than anyone else, including Wizards of the Coast. Maybe I could make collaborate with Krimm, make a little sublime way netbook.
    I'm pretty sure you're right. And yes, between the two of you you could probably compile the Netbook of Every Other Sword (And One Gun!)

    Seriously, the top-level homebrewers here should just consolidate all of their stuff into one mega net-tome. You, Krimm, Tribble, Fax et al have probably written nearly as much as WotC ever did for all of 3.X.

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    Default Re: Just Who The Hell Do You Think We Are!? [Discipline]

    You hear a faint clapping from far off in the distance, as if someone, somewhere was applauding

    Yeah, that would be me.

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    Default Re: Just Who The Hell Do You Think We Are!? [Discipline]

    ...I actually prefer this discipline to White Raven. I don't know why, it's just better.

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    Default Re: Just Who The Hell Do You Think We Are!? [Discipline]

    Quote Originally Posted by vasharanpaladin View Post
    ...I actually prefer this discipline to White Raven. I don't know why, it's just better.
    Cooler maneuver names and giant sunglasses.
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    Quote Originally Posted by The Demented One View Post
    Cooler maneuver names and giant sunglasses.
    I thought so. Now, if you'll excuse me, the era of lance-wielding warlords with sunglasses has come...

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    Quote Originally Posted by vasharanpaladin View Post
    I thought so. Now, if you'll excuse me, the era of lance-wielding warlords with sunglasses has come...
    2009: Year of the BAMF.
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    Default Re: Just Who The Hell Do You Think We Are!? [Discipline]

    do any of these abilities gain any benefits when a drill is used as part of the attack?

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    Wait, idea time. Might we have a Bravura Warlord, since this discipline seems so fitting for it?

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    Quote Originally Posted by vasharanpaladin View Post
    Wait, idea time. Might we have a Bravura Warlord, since this discipline seems so fitting for it?
    Definitely what inspired the class, mixed with a bit of Kamina and Locke. Might give my Warlord class options for Resourceful and Bravura presence.
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    This sounds like a very interesting discipline Demented One. I wonder if you could help make a slight pre-3rd edition conversion for it. Well more like a bastadized combination of OD&D, some First and Second edition (mostly classes ability minimums) Third edition (Tome of Battle to be more precise) and a homebrewed skill system in which skill points are equal to Intelligence score. It won't take to much work and yes, I am a freak.
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    Default Re: Just Who The Hell Do You Think We Are!? [Discipline]

    Quote Originally Posted by Agrippa View Post
    This sounds like a very interesting discipline Demented One. I wonder if you could help make a slight pre-3rd edition conversion for it. Well more like a bastadized combination of OD&D, some First and Second edition (mostly classes ability minimums) Third edition (Tome of Battle to be more precise) and a homebrewed skill system in which skill points are equal to Intelligence score. It won't take to much work and yes, I am a freak.
    Umm...to be honest, I think this might be a bit beyond me. I've got no experience with anything before 3rd edition, and it does sound like something of an endeavor. Good luck with it.
    I no longer actively read the forums, and probably won't respond to any PMs. I'm fine with people using my homebrew in anything, including fan-compilations and wikis, as long as you credit me.

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    Default Re: Just Who The Hell Do You Think We Are!? [Discipline]

    Quote Originally Posted by The Demented One View Post
    Umm...to be honest, I think this might be a bit beyond me. I've got no experience with anything before 3rd edition, and it does sound like something of an endeavor. Good luck with it.
    It's as easy as replacing all Will saving throws with Saving Throws vs. Spells with your enemy taking your Charisma bonus as a penalty, changing the dueling Fortitude save in Resounding Iron to dueling Saving Throws vs. Death Magic (with the the chance of both combatants being stunned) and changing any maneuver that deducts AC to adding it and vice versa (the lower the better in older editions).

    Also any reference to lowering AC up to your base attack bonus would be changed to increaseing your AC for up to one point for every point of THAC0 under 20. THAC0 was the threshold to hit while a target's AC lowed their attackers' THAC0. Saving Throws were similar to THAC0 in that regard. They were thresholds, not bonuses.

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    Default Re: Just Who The Hell Do You Think We Are!? [Discipline]

    Quote Originally Posted by Agrippa View Post
    It's as easy as replacing all Will saving throws with Saving Throws vs. Spells with your enemy taking your Charisma bonus as a penalty, changing the dueling Fortitude save in Resounding Iron to dueling Saving Throws vs. Death Magic (with the the chance of both combatants being stunned) and changing any maneuver that deducts AC to adding it and vice versa (the lower the better in older editions).

    Also any reference to lowering AC up to your base attack bonus would be changed to increaseing your AC for up to one point for every point of THAC0 under 20. THAC0 was the threshold to hit while a target's AC lowed their attackers' THAC0. Saving Throws were similar to THAC0 in that regard. They were thresholds, not bonuses.

    Well, it sounds like you're well on your way anyway, without anyone's help!

    More on topic, it seems like a solid discipline and, really, the 9th-level maneuver is one of the coolest I've seen (definitely better than several of the "official" ones).

    Also, Demented One, I've really liked your martial disciplines (and I've personally directed a lot of people to them, to) and I HEARTILY support you putting them into some sort of netbook either with or without other contributors (though, I must say, it'd be nice to have Fax's Falling Star in there to). Heck, I might even pay money for it!
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    Default Re: Just Who The Hell Do You Think We Are!? [Discipline]

    Just so you're aware, you've invoked terrible, soul-crushing memories with the 9th level maneuver.

    D:
    Last edited by Krimm_Blackleaf; 2009-01-01 at 03:51 AM.
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    Default Re: Just Who The Hell Do You Think We Are!? [Discipline]

    Quote Originally Posted by rtg0922 View Post
    Well, it sounds like you're well on your way anyway, without anyone's help!
    I just did. I'll replace (Perform) Oratory with Leadership: Inspire. Also, thank you Demented One.

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    Awesome discipline, as usual. This is my first time posting, but I've read through all of the disciplines you made (this was when I went on a discipline crave after reading ToB. Too bad my DM dislikes ToB in general...).
    Anyways, I have just one tiny gripe about the lvl 4 Maneuver, Risky Gambit. It says you provoke an AoO from an opponent every time you attack them after initiating the maneuver, but in D&D aren't you restricted to one and only one AoO against a single target (with Combat Reflexes you get more, but only 1 against a single target)? I may be wrong, but in the event that I'm not, maybe you could change the wording to:
    "Every foe (since you might be hitting more than one guy with your full attack) gets to make an AoO against you for every one of your melee attacks targeted at them. Even if they do not possess the ability to make multiple AoOs in a round, they may make multiple AoOs against you. All of these AoOs count as 1 AoO from their total made this round."

    Hmm, still seems a bit clunky to me, but I think I covered all my bases with this one. Ah and while you're at it, making the small change to the text from "1d6 + 1/level" to "1d6 + 1/initiator level" makes the discipline sound more professional.

    I support the idea of compiling all your stuff into a book. It would be a waste not to.

    Edit: Agh, more stuff to write about. In the text of Oath of the unfailing commander, there is a phrase that reads:
    "However, your enemies cannot attack any ally adjacent to you, and take a -5 penalty on any attacks rolls made against your enemies."
    I believe the word "enemies" at the end is a typo. Maybe you meant "your allies"? If so, you should add in a range at which this is effective.
    Last edited by Pramxnim; 2009-01-02 at 05:49 AM.

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    Default Re: Just Who The Hell Do You Think We Are!? [Discipline]

    Quote Originally Posted by Pramxnim View Post
    Anyways, I have just one tiny gripe about the lvl 4 Maneuver, Risky Gambit. It says you provoke an AoO from an opponent every time you attack them after initiating the maneuver, but in D&D aren't you restricted to one and only one AoO against a single target (with Combat Reflexes you get more, but only 1 against a single target)? I may be wrong, but in the event that I'm not, maybe you could change the wording to:
    With Combat Reflexes, you can make multiple AoO's against the same enemy. The idea was that you either use Risky Gambit to take advantage of an enemy's Combat Reflexes, or you couple it with maneuvers that target multiple enemies, like Assassin-Slaying Ruse or Mithral Tornado.

    Edit: Agh, more stuff to write about. In the text of Oath of the unfailing commander, there is a phrase that reads:
    "However, your enemies cannot attack any ally adjacent to you, and take a -5 penalty on any attacks rolls made against your enemies."
    I believe the word "enemies" at the end is a typo. Maybe you meant "your allies"? If so, you should add in a range at which this is effective.
    Nice catch, I'll fix that.
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    Default Re: Just Who The Hell Do You Think We Are!? [Discipline]

    Quote Originally Posted by The Demented One View Post
    With Combat Reflexes, you can make multiple AoO's against the same enemy. The idea was that you either use Risky Gambit to take advantage of an enemy's Combat Reflexes, or you couple it with maneuvers that target multiple enemies, like Assassin-Slaying Ruse or Mithral Tornado.
    how does that work? i mean the bonus is in no way changed based upon the number of AoO's that you provoke? so wouldn't it be better to use against enemies that can't make AoO's?
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    Default Re: Just Who The Hell Do You Think We Are!? [Discipline]

    Quote Originally Posted by vegetalss4 View Post
    how does that work? i mean the bonus is in no way changed based upon the number of AoO's that you provoke? so wouldn't it be better to use against enemies that can't make AoO's?
    The bonus increases by 1d6 for every AoO you provoke. So if you were to, say, use Assassin-Slaying Ruse with Mithral Tornado to hit three enemies, you'd provoke three AoO's, and then each attack would deal an additional 4d6+1/initiator level damage.
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    Quote Originally Posted by MageSparrowhawk View Post
    do any of these abilities gain any benefits when a drill is used as part of the attack?
    Isn't there a weapon called a War Drill hiding somewhere in 3.5?

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    Default Re: Just Who The Hell Do You Think We Are!? [Discipline]

    Quote Originally Posted by The Demented One View Post
    Oath of the Unfailing Commander
    Scarlet Bravura (Stance)
    Level: Crusader 8, Warblade 8
    Prerequisite: Three Scarlet Bravura maneuver
    Initiation Action: Swift action
    Range: Personal
    Target: You
    Duration: Stance

    A true warlord is willing to make any sacrifice to defend his allies. By making the oath of the unfailing commander, you stand resolute, your menacing presence drawing your enemies to you alone. While in this stance, you take a -4 penalty to AC. However, your enemies cannot attack any ally adjacent to you, and take a -5 penalty on any attacks rolls made against all allies within 60 ft. of you. In addition, your loyalty to your comrades sustains you as you fight. Whenever an enemy makes a melee attack against you, as long as at least one ally is adjacent to you, you gain an amount of temporary hp equal to your initiator level. Regardless of how many times you are attacked, you can only gain this temporary hp once per round. If an enemy reduces you to -1 hp or less while you are in the oath of the unfailing commander stance, then all enemies take a -5 penalty on all attack rolls for as long as your hp remains below 0.
    I smell potential for cheese. Put two people with this stance next to each other and one cannot attack either. I'd suggest allowing a will save for enemies to be able to attack adjacent allies.

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