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  1. - Top - End - #1
    Barbarian in the Playground
    Join Date
    Dec 2008
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    Where the Wild Things Are
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    Lightbulb [3.5 (ToB) PEACH] Solaris Arcanum - The Arcane Discipline Unearthed

    Of all the disciplines of battle, Solaris Arcanum has the most ancient roots, dating back to the Dekalian race. The Dekalians were the original mortal race; arrogant in their beauty and skill. They saught to overtake the heavens for their own, and failed. Legends state that the vulsune and leonicians were once dekalian, but abandoned their people for the gods in ages past. Elves, halflings, humans, and yuan-ti are also believed to have been crafted from the dekalian race, and the orcs are believed to be the devolution from the dekalian race that they suffered as fallout from disobeying the gods.

    For eons, the Solaris Arcanum was lost to time, until the Masters of the Jade Phoenix stumbled upon ancient records of it while searching for the ultimate arcane discipline. The Masters of the Jade Phoenix found that the discipline allowed a mage to empower their swordplay with magic and enhance their magic with swordplay. However, a great cataclysm occurred, and the Masters of the Jade Phoenix were all but exterminated. It is said that one of the order's few survivors, the legendary human mage, Rhandulf O'Dowry, himself established what would become the Warmage Guild so that the secrets of the Solaris Arcanum Discipline would not fall back beneath the sands of time.

    Naturally, the Warmage grew and evovled from an order dedicated to protecting the world from evil into an organization dedicated to making profit in war, assassination, and conquest. While the order's original focus has been compromised, the guild will teach the secrets of Solaris Arcanum to anyone who seeks them; so long as the one seeking can handle the violate energies of the Arcane.

    To View the Warmage class that specializes in this discipline, follow this link.

    About the Discipline
    Solaris Arcanum combines Arcane Magic with powerful swordplay to create a warrior who can mimic the effects of many sorcerer and wizard spells, as well as shatter the effects of such magic. Those proficient in the Solaris Arcanum are also equally suited to combat divine magic and psicraft, for all these utilize the same force; mana.

    Key Skill
    Spellcraft is the key skill for Solaris Arcanum.

    Associated Weapons
    The Solaris Arcanum Discipline's favored weapons are the dagger, longsword, the rapier, and the shortsword, though any weapon that the adept is proficient with can be used in these maneuvers.

    Prerequisites
    (Note: This is for a special rule in my campaign. Essentially, each class gets one or two disciplines automatically, and then one of their choice. In order to qualify for a choice discipline, you need to meet prerequisites.)

    If a martial adept wants to add the Solaris Arcanum Discipline to their list of class disciplines, they must meet the following prerequisites:
    • Spells: Must be able to cast 0-Level Arcane Spells or have access to 1 or more spell-like abilities that are used as a Sorcerer and mimic spells of 0-Level or higher.


    Discipline Mechanics - Enflare
    All Solaris Arcanum maneuvers and stances have the ability to be empowered with additional arcane energy, referred to as enflaring the maneuver. In order to enflare a maneuver or stance, the initiator must expend either 1 spell slot, 1 prepared spell, or one use of a spell-like ability. The expended spell, spell slot, or prepared spell must belong to an arcane spell, and although the spell's level does not matter when enflaring, many maneuvers have better effects based on the level of the spell used to enflare it. A 0-level spell or spell-like ability is treated as a first-level spell for the purpose of enflaring maneuvers and stances. An enflared maneuver is magical in nature; its bonus effects and/or damage are affected by power/spell resistance and power/spell immunity. In addition, an enflared maneuver does not function within a null psionics field or an antimagic zone. In both of these situations (where the enflared maneuver is resisted or cannot function), if the enflared maneuver is resisted or nullified the maneuver itself is not completely useless. Instead, the enflare effects are nulled and the maneuver performs normally as if the adept had not enflaredit, though the spell sacrificed to enflare the maneuver is consumed normally.

    List of Solaris Arcanum Maneuvers and Stances

    1st Level
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    Arcanum Defense - Counter - Counterspell a spell.
    Stance of the Wyrmling's Scale - Stance - Spell Resistance and damage reduction against spells.
    Solaris Infusion - Boost - Expends spell energy to gain bonuses to attack and damage rolls.
    Solaris Piercing - Strike - Pierces AC granted by spells.


    2nd Level
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    Arcanum Critical - Boost - Next touch spell has an increased chance to critically hit.
    Blurred Step - Stance - You gain concealment against attacks.
    Hex of Solaris - Strike - Uses spell energy to physically weaken a target.
    Solaris Flare - Strike - Use Spellcraft to attempt to daze a foe.


    3rd Level
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    Solaris Sundering - Strike - Pierces defenses granted by spells.
    Metamagic Attack - Strike - Weapon attacks deals extra damage based on a Spellcraft check.
    Shield of Solaris - Counter - Conjures a powerful shield against attacks.


    4th Level

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    Arcana Strike - Strike - Cast an arcane spell as part of an attack.
    Arcane Backlash - Counter - Counters an enemy attack by overwhelming them with arcane feedback.
    Dance of the Shadow Artist - Stance - Creates shadowy replicas of yourself to fight.


    5th Level
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    Solaris Shattering - Strike - Shatters defenses granted by spells.
    Arcana Insight - Boost - Use a Spellcraft check in place of another skill check.
    Curse of Solaris - Strike - Uses spell energy to physically weaken a target.


    6th Level
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    Greater Arcana Strike - Strike - Cast an arcane spell as part of an attack.
    Arcanum Absorption - Counter - Use spell damage to recover spell slots.


    7th Level
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    Solaris Devastation - Strike - Shatters defenses granted by spells and weakens the creature.
    Solaris Overdrive - Boost - Burn your body's energy to regain spell slots.


    8th Level
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    Empowered Arcana Strike - Strike - Cast an arcane spell as part of an attack.
    Stance of Mystic Glory- Stance - You bolster your magic with physical might.


    9th Level
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    Arcano Malifico - Strike - Wrecks the target's body with arcane energy.


    Feats
    Spoiler
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    Solaris Arcanum Focus
    Type: [General Feat]
    Prerequisites: Base Attack Bonus +1, Proficiency with at least 1 of Solaris Arcanum's associated weapons, 1 Solaris Arcanum Stance.
    Benefit: While you are in a Solaris Arcanum stance, you gain a +1 bonus on all attack rolls you make, and the Save DC of any spells you cast increases by 1.
    Special: Solaris Arcanum Focus can be used in place of Weapon Focus or Spell Focus to qualify for a Feat, Prestige Class, or other special ability. If Solaris Arcanum Focus is used as a prerequisite for a feat, its benefits only apply while the martial adept assumes a Solaris Arcanum Stance.

    Celestia Arcanum
    Type: [Tactical Feat]
    Prerequisites: Solaris Arcanum Focus, Base Attack Bonus +6, two Solaris Arcanum maneuvers
    Benefit: The Celestia Arcanum feat enables the use of three tactical options.
    • Solaris Incinero: To use this option, you must successfully strike a creature you threaten in melee combat with every attack you make during a full-attack action. As a free action, make a Spellcraft check (DC equals the struck creature's Armor Class). If your Spellcraft check succeeds, after you have made all of your normal attacks for the round and resolved their damage, you can make an additional attack at your highest Base Attack Bonus plus a bonus equal to the highest Spell Level you have prepared against the same creature. You can never make more then one additional attack with this ability.
    • Lunaris Sleight: To use this option, make a Tumble check as a swift action. You gain a bonus on this check equal to the level of the highest Spell Level you have prepared. If your result exceeds 25, you may move up to your speed in a line without provoking attacks of opportunity. In addition, any creature whose space you completely move through is treated as being flat-footed against all attacks until the start of your next turn. You must move through every space a creature occupies in order to flat-foot it. If your check result does not exceed 25, this option fails.
    • Terraris Fuel: To use this option, you must successfully slay a living creature in combat. As an immediate action, make a Caster check (1d20 + your caster level + your spellcasting ability modifier) against the slain creature's modified Level check (1d20 + their Hit Dice + their Charisma modifier). If your Level check succeeds, you can refresh a single spell slot whose Spell Level is equal to or less than the difference between your Caster Level check and the opposed Level check.



    Stay tuned, after the break, for the descriptions ^_~
    Last edited by Golden-Esque; 2010-03-27 at 12:19 PM.

  2. - Top - End - #2
    Barbarian in the Playground
    Join Date
    Dec 2008
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    Where the Wild Things Are
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    Lightbulb Re: [3.5 (ToB PEACH] Solaris Arcaum - The Arcane Discipline Unearthed

    Arcana Insight
    Solaris Arcanum (Boost)
    Level: Warmage 5
    Prerequisites: None
    Initiation Action: 1 Swift Action
    Range: Personal
    Target: You
    Duration: Instantaneous

    You clear your mind and weave the forces of the Arcane around you, enabling you to do feats you never dreamed of.

    You can only initiate this maneuver when you would attempt a skill check other then a Spellcraft or Psicraft check. Make a Spellcraft check and substitute the result as your skill check result. This maneuver is a supernatural ability.

    Enflare: The maneuver functions normally, except you add the expended spell's level as an insight bonus to the Spellcraft check.

    Arcana Strike
    Solaris Arcanum (Strike)
    Level: Warmage 4
    Prerequisite: 2 Solaris Arcanum maneuvers
    Initiaton Action: 1 Full-Round Action
    Range: Melee
    Target: One Creature; See Text
    Duration: Instantaneous; See Text

    You clear your mind and utter the words of power, slinging a powerful spell at your target as your blade lands.

    As part of this maneuver, you make a single melee attack at your full attack bonus. If it hits, you can cast 1 spell that you know (and have prepared if you prepare spells) as a free action. The selected spell must have either you or the targeted creature as a target, and the spell's spell level cannot exceed half of this maneuver's level. This maneuver is a supernatural ability.

    Enflare: The maneuver functions normally, except you gain a bonus on your melee attack roll equal to the expended spell's spell level.

    Arcane Backlash
    Solaris Arcanum (Counter)
    Level: Warmage 4
    Prerequisites: 1 Solaris Arcanum maneuver
    Initiation Action: 1 Immediate Action
    Range: Melee
    Target: One Creature
    Duration: Instantaneous

    Just as your enemy is about to strike you, you overcharge the air around you with arcane energy, sending backlash throughout the attacker's body.

    You can only initiate this maneuver when an attacking creature succeeds on a melee attack roll on you. You deal damage to the attacking creature equal to half the damage the attacking creature dealt to you. Damage dealt by this maneuver is treated as typeless damage and is not affected by damage reduction. This maneuver is a supernatural ability.

    Enflare: The maneuver functions normally, except you deal damage equal to the damage the attacking creature dealt to you, +1/expended spell's spell level.

    Arcano Malifico
    Solaris Arcanum (Strike)
    Level: Warmage 9
    Prerequisite: 4 Solaris Arcanum maneuvers
    Initiation Action: 1 Full-Round Action
    Range: Melee
    Target: 1 Creature
    Duration: Instantaneous; See Text
    Saving Throw: Fortitude and Will; See Text

    Your weapon surges with arcane energy as you unleash it into your target's body, watching as their body and mind is torn asunder by arcane energy.

    As part of this maneuver, make a single melee attack at your highest attack bonus against the target. If you succeed, your opponent must make two saving throw (one Fortitude save, one Will save). If they fail their Fortitude saving throw, the target creature takes 1d6 points of Strength, Dexterity, and Constitution damage. If they fail their Will saving throw, the target creature takes 1d6 points of Intelligence, Wisdom, and Charisma damage. Succeeding on either saving throw cuts this damage in half. This maneuver is a supernatural ability.

    Enflare: The maneuver functions normally, except that the creature takes a penalty on the saving throws (Fortitude or Will) equal to half of the expended spell's spell level (rounded down).

    Arcanum Absorption
    Solaris Arcanum (Counter)
    Level: Warmage 6
    Prerequisite: 2 Solaris Arcanum maneuvers
    Initiation Action: 1 Immediate Action
    Range: Personal; See Text
    Target: You; See Text
    Duration: Instantaneous; See Text

    As the spell hits you, you utter the words of power and collect the expended magical energy, pulling it inside of you.

    This maneuver can only be activated when you are targeted by a spellcaster or manifester that you are aware of with a spell, spell-like ability, power, or power-like ability. You recover any combination of expended spell levels or prepared spell slots whose combined spell levels are equal to the spell level or power level of the ability you were affected with. This maneuver fails if the spell or power would leave you helpless or unconscious. This maneuver is a supernatural ability.

    Enflare: You can only enflare this maneuver if you succed on a Spellcraft check (DC 10 + spell or power's level + caster or manifester's appropriate ability modifier), allowing you to identify the spell or power's level, and then enflare this ability by expending a spell whose spell level is equal to or greater then the target creature's spell or power. If you succed on this check and expend an appropriate spell, then the maneuver functions normally, except you are also unaffected by the spell or power's effects.

    Arcanum Critical
    Solaris Arcanum (Boost)
    Level: Warmage 2
    Prerequisite: None
    Initiation Action: 1 Swift Action
    Range: Personal
    Target: You
    Duration: Instantaneous

    You focus your mind, keying in on the foe's weak points as you cast your spell.


    You can only initiate this maneuver when you declare a touch attack or spell against a creature. That touch attack or spell (including rays) increases it's critical threat range by +2. This maneuver is a supernatural ability.

    Enflare: The maneuver functions as normal, except that you increase the touch attack or spell's critical threat range by 2 + 1/spell level of the expended spell.

    Arcanum Defense
    Solaris Arcanum (Counter)
    Level: Warmage 1
    Prerequisite: 1 Solaris Arcanum maneuver
    Initiation Action: 1 Immediate Action
    Range: Personal
    Target: You
    Duration: Instantaneous

    As the hum of magical energy in the air increases, you utter the words of power and feel the spell weaken.

    You can only initiate this maneuver when a spellcaster that you are aware of casts a spell with you as the target. Make a Spellcraft check against the spell (DC 10 + Spell's Level + Caster's Ability Modifier). If you succeed on this check, the spell's power is cut in half, as if the spellcaster had a caster level equal to half of its normal caster level. This maneuver is a supernatural ability.

    Enflare: The maneuver functions as normal, but instead of halving the spell's power, you counter the spell, nullifying all of the spell's effects.

    Blurred Step
    Solaris Arcanum (Stance)
    Level: Warmage 2
    Prerequisite: 1 Solaris Arcanum maneuver
    Initiation Action: 1 Swift Action
    Range: Personal
    Target: You
    Duration: Stance

    With every step you take, Arcane energy swirls about you, making it difficult for enemies to make out your outline.

    While you remain in this stance, you gain a 10 foot enhancement bonus to your speed and concealment (20% miss chance). This concealment cannot be counteracted by see invisibility or similar spells, but a true seeing spell does. This maneuver is a supernatural ability.

    Enflare: This stance can only be enflared after it has been assumed for one round or longer. Enflaring this stance causes it to behave normally, you can total concealment (50% miss chance) instead. This enflare remains in effect until the end of the round it was activated on, at which time the stance's normal effects resume.

    Curse of Solaris
    Solaris Arcanum (Strike)
    Level: Warmage 5
    Prerequsiite: 2 Solaris Arcanum maneuvers
    Initiation Action: 1 Standard Action
    Range: Melee
    Target: One Creature; See Text
    Duration: Instantaneous; See Text

    As you strike your mark, you utter the words of power and watch as the creature buckles over in pain.

    As a part of this maneuver, make a single melee attack at your highest attack bonus against a creature. If the attack hits, you deal 1d4+1 points of Strength, Dexterity, or Constitution damage (your choice) to the target creature. A successful Fortitude save (DC 12 + Caster's Spellcasting Ability Modifier) halves the Strength, Dexterity, or Constitution damage, but your weapon damage is not affected. This maneuver is a supernatural ability.

    Enflare: The maneuver functions normally, except on a successful melee attack, you deal 1d6 +1/expended spell's spell level points of Strength, Dexterity, or Constitution damage (your choice) to the target creature. A successful Fortitude save (DC 12 + Caster's Spellcasting Ability Modifier) halves the Strength, Dexterity, or Constitution damage, but your weapon damage is not affected.

    Dance of the Shadow Artist
    Solaris Arcanum (Stance)
    Level: Warmage 4
    Prerequisites: 3 Solaris Arcanum maneuvers
    Range: Personal
    Target: You
    Duration: Stance

    Focusing your mind, you form semi-real shadowy replicas of yourself out of the darkness.

    While you remain in this stance, you gain the assistance of 1d4 shadowy replicas of yourself. A shadowy replica has total number of hit points equal to your total hit points divided by the number of replicas created. A shadowy replica cannot perform maneuvers, stances, cast spells, manifest powers, or use spell-like or power-like abilities. A shadowy replica is conjured with a shadowy version of your weapons and armor with the same enhancement bonus (but not special abilities, properties, or powers) as your weapons or armor, except that a shadowy weapon deals half as much damage as your weapon normally would.

    When you first assume this stance, your shadow replicas are created from your own shadow, and instantly move into spaces adjacent to you. If a shadowy replica cannot move into a space adjacent to you, it sits in your space unformed and unable to be attacked, attack, or take actions. As soon as there is a free space available for it to move into, the idle shadowy replica does so. Shadowy replicas use your movement value.

    A shadowy replica has no mind of its own, so it cannot be affected or targeted by mind-altering abilities and it cannot make Intelligence, Wisdom, or Charisma-based checks. In addition, shadowy replicas cannot speak, nor can they understand language, though you do have an empathic link with your replicas that tells them the general target you want them to attack. When all of the shadowy replicas are destroyed, this stance ends, and when this stance ends, any remaining replicas instantly disappear. This maneuver is a supernatural ability.


    Enflare: The stance functions normally, except the shadowy replicas deal normal damage when they attack.

    Empowered Arcana Strike
    Solaris Arcanum (Strike)
    Level: Warmage 8
    Prerequisite: 4 Solaris Arcanum maneuvers
    Initiation Action: 1 Full-Round Action
    Range: Melee
    Target: One Creature; See Text
    Duration: Instantaneous: See Text

    You clear your mind and utter the words of power, slinging a powerful spell at your target as your blade lands.

    As part of this maneuver, you make a single melee attack at your full attack bonus. If it hits, you can cast 1 spell that you know and have prepared as a free action. The selected spell must have either you or the targeted creature as a target, and the spell's spell level cannot exceed half of this maneuver's level. This maneuver is a supernatural ability.

    Enflare: The maneuver functions normally, except you gain a bonus on your melee attack roll equal to the expended spell's spell level.

    Greater Arcana Strike
    Solaris Arcanum (Strike)
    Level: Warmage 6
    Prerequisite: 3 Solaris Arcanum maneuvers
    Initiation Action: 1 Full-Round Action
    Range: Melee
    Target: One Creature; See Text
    Duration: Instantaneous: See Text

    You clear your mind and utter the words of power, slinging a powerful spell at your target as your blade lands.

    As part of this maneuver, you make a single melee attack at your full attack bonus. If it hits, you can cast 1 spell that you know and have prepared as a free action. The selected spell must have either you or the targeted creature as a target, and the spell's spell level cannot exceed half of this maneuver's level. This maneuver is a supernatural ability.

    Enflare: The maneuver functions normally, except you gain a bonus on your melee attack roll equal to the expended spell's spell level.

    Hex of Solaris
    Solaris Arcanum (Strike)
    Level: Warmage 2
    Prerequisite: None
    Initiation Action: 1 Standard Action
    Range: Melee
    Target: One creature
    Duration: Instantaneous; See Text
    Saving Throw: See Text

    As you strike your mark, you utter the words of power and watch as the creature buckles over in pain.

    As a part of this maneuver, make a single melee attack at your highest attack bonus against a creature. If the attack hits, you deal 1 point of Strength, Dexterity, or Constitution damage (your choice) to the target creature. A successful Fortitude save (DC 12 + Caster's Spellcasting Ability Modifier) prevents the Strength, Dexterity, or Constitution damage, but your weapon damage is not affected. This maneuver is a supernatural ability.

    Enflare: The maneuver functions normally, except on a successful melee attack, you deal 1d4+1 points of Strength, Dexterity, or Constitution damage (your choice) to the target creature. A successful Fortitude save (DC 12 + Caster's Spellcasting Ability Modifier) halves the Strength, Dexterity, or Constitution damage, but your weapon damage is not affected.

    Metamagic Attack
    Solaris Arcanum (Boost)
    Level: Warmage 3
    Prerequisite: 1 Solaris Arcanum maneuver
    Initiation: 1 Swift Action
    Range: Personal
    Target: You
    Duration: Instantaneous

    You utter the words of power and feel as your weapon hums with magical energy.

    As part of this maneuver, make a single melee attack against a target creature. If this attack hits, make a Spellcraft check (DC 10) and deal an additional point of damage for every 5 points you beat the DC by. This maneuver is a supernatural ability.

    Enflare: The maneuver functions normally, except the Spellcraft check automatically succeeds, allowing you to deal bonus damage equal to your Spellcraft check result.

    Shield of Solaris
    Solaris Arcanum (Counter)
    Level: Warmage 3
    Prerequisite: 1 Solaris Arcanum maneuver
    Initiation Action: 1 Immediate Action
    Range: Personal
    Target: You
    Duration: End of Turn

    Arcane energy whirls around your body as you complete the maneuver, shielding you from all harm. The effort to maintain the shield, however, is so immense that it leaves you weakened and unable to act.

    This maneuver can be initiated when you are targeted by an attack that you are aware of and when you are not suffering from fatigue or exhaustion. All attacks, spells, spell-like abilities, powers, power-like abilities, and maneuvers that have you as a target automatically fail. This maneuver lasts until the end of the turn it was activated on.

    While the shield is in effect, you cannot take any actions (including attacks of opportunity), even if it is your turn. After the maneuver ends, your body is physically weakened. You become exhausted for the rest of the encounter. This maneuver is a supernatural ability.

    Enflare: The maneuver functions as normal, but you become fatigued instead of exhausted after this maneuver's protection ends.

    Solaris Devastation
    Solaris Arcanum (Strike)
    Level: Warmage 7
    Prerequisite: 3 Solaris Arcanum maneuvers
    Initiation Action: 1 Standard Action
    Range: Melee
    Target: 1 Creature
    Duration: Instantaneous

    You utter the words of power and twist your blade around the enemy's magical defenses, striking true.

    As part of this maneuver, make a single melee attack at your highest attack bonus agaisnt a target creature. For the purposes of this attack, you ignore all magical and psionic defenses, including concealment granted by magical effects, bonuses to AC, and damage reduction granted by magic or psionic effects.

    In addition, for each magical or psionic defense active on the target creature, make a Spellcraft check. If you succeed on one or more of these Spellcraft checks, (DC 10 + Spell or Power's Level + Caster's Spellcasting Ability Modifier) you reverse the spell or power's effects. For example, reversing a 20% concealment bonus grants attacks a +5 bonus on attack rolls against the target. This penalty activated for as long as the spell or power is, and affected spells or powers cannot be dismissed. This maneuver is a supernatural ability.

    Enflare: The maneuver functions normally, except if your attack hits, you deal 2d6 points of damage +1/per level of the expended spell. In addition, you deal an additional 1d6 points of damage each time you reverse a spell or power's effect.

    Solaris Flare
    Solaris Arcanum (Strike)
    Level: Warmage 2
    Prerequisite: None
    Initiation Action: 1 Standard Action
    Range: Melee
    Target: 1 Creature
    Duration: Instantaneous; See Text

    As you strike, you overload your weapon with arcane energy, attempting to stun the target with your strike.

    As part of this maneuver, make a Spellcraft check and use the result for your attack roll. If the attack hits, the target creature becomes dazed. Creatures with 6 or less HD are dazed for 1d3 rounds, while creatures with 7 or more hit die are unaffected by this maneuver. This maneuver is a supernatural ability.

    Enflare: The maneuver functions as normal, except creatures with 6 or less HD are dazed for 1d3+1 rounds and creatures with 7 or more hit die are dazed for 1d3-1 rounds.

    Solaris Infusion
    Solaris Arcanum (Boost)
    Level: Warmage 1
    Prerequisite: None
    Initiation Action: 1 Swift Action
    Range: Personal
    Target: You
    Duration: Instantaneous

    You utter the words of power and feel your body swell with strength.

    You can only initiate this maneuver when you declare an attack on a creature. You gain a +1 bonus on attack and damage rolls until the end of the turn. This maneuver is a supernatural ability.

    Enflare: The maneuver functions normally, except you gain an additional +1 bonus on attack rolls and damage rolls x the expended spell's level.

    Solaris Overdrive
    Solaris Arcanum (Boost)
    Level: Warmage 7
    Prerequisite: None
    Initiation Action: 1 Swift Action
    Range: Personal
    Target: You
    Duration: Instantaneous

    You reach deep down into yourself, pulling out the magical energy from within your body to regain your magic. Burnnig pain surges through you as you do so, but you ignore it for the power doing so brings.

    As part of this maneuver, you can drain a number of points from your Strength score equal to three times your Constitution modifier. You can then refresh a number of expended spell slots or prepared spells whose combined levels are equal to the number of points of Strength drain you took. Ability drain is permanent unless restored by a restoration spell, or a similar effect. You cannot initiate this maneuver if you are immune to ability drain. This maneuver is a supernatural ability.

    Enflare: The maneuver functions normally, except you take points of Strength damage instead of Strength drain. You cannot enflare this maneuver if you are immune to ability damage.

    Solaris Piercing
    Solaris Arcanum (Strike)
    Level: Warmage 1
    Prerequisite: None
    Initiation Action: 1 Standard Action
    Range: Melee
    Target: 1 Creature
    Duration: Instantaneous

    You utter the words of power and twist your blade around the enemy's magical defenses, striking true.

    As part of this maneuver, make a single melee attack at your highest attack bonus against a target creature. For the purposes of this attack, you ignore all magical and psionic bonuses to AC. This maneuver is a supernatural ability.

    Enflare: The maneuver functions normally, except if your attack hits, you deal 1d4 points of damage +1/per level of the expended spell.

    Solaris Shattering
    Solaris Arcanum (Strike)
    Level: Warmage 5
    Prerequisite: 2 Solaris Arcanum maneuvers
    Initiation Action: 1 Standard Action
    Range: Melee
    Target: 1 Creature
    Duration: Instantaneous

    You utter the words of power and twist your blade around the enemy's magical defenses, striking true.

    As part of this maneuver, make a single melee attack at your highest attack bonus agaisnt a target creature. For the purposes of this attack, you ignore all magical and psionic defenses, including concealment granted by magical effects, bonuses to AC, and damage reduction granted by magic or psionic effects.

    In addition, for each magical or psionic defense active on the target creature, make a Spellcraft check. If you succeed on one or more of these Spellcraft checks, (DC 10 + Spell or Power's Level + Caster's Spellcasting Ability Modifier) you dispel the spell or power from the target. This maneuver is a supernatural ability.

    Enflare: The maneuver functions normally, except if your attack hits, you deal 1d6 points of damage +1/per level of the expended spell. In addition, you deal an additional 1d4 points of damage each time you dispel a spell or power from the target.

    Solaris Sundering
    Solaris Arcanum (Strike)
    Level: Warmage 3
    Prerequisite: 1 Solaris Arcanum maneuver
    Initiation Action: 1 Standard Action
    Range: Melee
    Target: 1 Creature
    Duration: Instantaneous

    You utter the words of power and twist your blade around the enemy's magical defenses, striking true.

    As part of this maneuver, make a single melee attack at your highest attack bonus agaisnt a target creature. For the purposes of this attack, you ignore all magical and psionic defenses, including concealment granted by magical effects, bonuses to AC, and damage reduction granted by magic or psionic effects. This maneuver is a supernatural ability.

    Enflare: The maneuver functions normally, except if your attack hits, you deal 1d6 points of damage +1/per level of the expended spell.

    Stance of Mystic Glory
    Solaris Arcanum (Stance)
    Level: Warmage 8
    Prerequisite: None
    Range: Personal
    Target: You
    Duration: Stance

    Your body swells with the arcane energy you coax out of the world around you.

    While you remain in this stance you gain a +4 bonus to your Caster Level.

    Enflare: The stance functions normally, except you add the expended spell's spell level as a bonus to your Caster Level as well.

    Stance of the Wrymling's Scale
    Solaris Arcanum (Stance)
    Level: Warmage 1
    Prerequisite: None
    Range: Personal
    Target: You
    Duration: Stance

    You feel arcane energy swirl around you like an invisible shell as you initiate this stance, and you smile as enemy spells slide off of it like water.

    While you remain in this stance, you gain protection from enemy spells. You gain magical and psionic damage reduction 1/- and spell resistance and power resistance equal to your initiator level. This maneuver is a supernatural ability.

    Enflare: This stance can only be enflared after it has been assumed for one round or longer. Enflaring this stance causes it to behave normally, except that you gain magical and psionic damage resistance equal to the expended spell's spell level and spell and power resistance equal to twice your initiator instead. This enflare remains in effect until the end of the round it was activated on, at which time the stance's normal effects resume.
    Last edited by Golden-Esque; 2010-03-27 at 11:52 AM.

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    Default Re: [3.5 (ToB) PEACH] Solaris Arcaum - The Arcane Discipline Unearthed

    Interesting idea, and Enflare is a unique mechanic (I'm not sure about the balance, but I haven't read through everything). The school as a whole looks intriguing and well-thought out.

    Your 9th level maneuver, however, is so overpowered I don't even know where to begin. It's 6 incredibly brutal save-and-sucks rolled into one, with a method for imposing huge penalties on all the saving throws. This is absolutely insane, and I'm not even sure where to begin balancing it.

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    Default Re: [3.5 (ToB) PEACH] Solaris Arcaum - The Arcane Discipline Unearthed

    Quote Originally Posted by Djinn_In_Tonic View Post
    Interesting idea, and Enflare is a unique mechanic (I'm not sure about the balance, but I haven't read through everything). The school as a whole looks intriguing and well-thought out.

    Your 9th level maneuver, however, is so overpowered I don't even know where to begin. It's 6 incredibly brutal save-and-sucks rolled into one, with a method for imposing huge penalties on all the saving throws. This is absolutely insane, and I'm not even sure where to begin balancing it.
    I can see your logic with the maneuver. The idea was that other 9th-Level Maneuvers, like Desert Wind's Inferno Blast and Iron Heart's Strike of Perfect Clarity all did so much damage when you hit that you have a chance of save-or-dying from massive damage. Or Tiger Claw's literal save-or-die strike. The idea was to split it into six separate saves to let a character try and save themselves, but it definitely does give a better chance at failing, since you'd have to save six times for minimum effect.

    Would combining it into one save make the ability any better?

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    Default Re: [3.5 (ToB) PEACH] Solaris Arcaum - The Arcane Discipline Unearthed

    Trying a new, less insta-gib version of Arcano Malifico.

    Change #1 - Instead of making Six saves (one for each stat), you make 2 (one for Body/Fortitude, one for Mind/Will).

    Change #2 - Instead of dropping the score to 1, the score takes 1d6 points of damage.

    Change #3 - Enflaring Arcano Malifico now places a penalty on the saving throw equal to half of the expended spell's level instead of the full spell level.
    Last edited by Golden-Esque; 2009-10-31 at 06:36 PM.

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    Default Re: [3.5 (ToB) PEACH] Solaris Arcaum - The Arcane Discipline Unearthed

    "score halved even on a successful save" - is/was also overpowered.
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    Default Re: [3.5 (ToB) PEACH] Solaris Arcaum - The Arcane Discipline Unearthed

    Quote Originally Posted by DracoDei View Post
    "score halved even on a successful save" - is/was also overpowered.
    "Was". You now taking half damage from a successful save. (Half of 1d6).

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    Default Re: [3.5 (ToB) PEACH] Solaris Arcanum - The Arcane Discipline Unearthed

    Yeah... "was" it is.

    So, yeah... probably now balanced with "Five Shadow Creeping Ice Enervation Strike".
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    Default Re: [3.5 (ToB) PEACH] Solaris Arcanum - The Arcane Discipline Unearthed

    Quote Originally Posted by DracoDei View Post
    Yeah... "was" it is.

    So, yeah... probably now balanced with "Five Shadow Creeping Ice Enervation Strike".
    Good place to keep it ^_^.

    Anyway, I completely forgot to add some important things into the description above, so I'm going to put them here and then update everything.

    First, there should be another stance in there somewhere (the Discipline only has three). I need to make one up.

    Second, all maneuvers and stances from this discipline are Supernatural Abilities.

    Also, can anyone take a look at Stance of the Shadow Artist? That's one of the ones I'm worried about being terrible/broken.
    Last edited by Golden-Esque; 2009-10-31 at 08:26 PM.

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    Default Re: [3.5 (ToB) PEACH] Solaris Arcanum - The Arcane Discipline Unearthed

    First off, it says "Stride", not "Stance" for the name.

    As for balance... hmm... at it is, I might invest a lot of money in my weapon especially the "viscious" property, then hide the first round of combat and spam it. Maybe make it so you can't resume it for 3 rounds after exiting it, or something. Also there are obvious abuse loop-holes for luck-blades and Nine-Lives Stealers to close. Also, WHERE they appear can be very important... if these duplicates appear next to you, or have to move out of you on their first turn, then that is a lot weaker than if you can drop a free flanker for the rogue, with 2 more waiting right behind that for if it gets destroyed.
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    Default Re: [3.5 (ToB) PEACH] Solaris Arcanum - The Arcane Discipline Unearthed

    1. Stride of the shadow artist is ripe for abuse, with the right weapons and armor. For starters, make them mundane counterparts of your weapons and armor.

    2. Arcane insight is overpowered, since the bonus granted is too high, especially when spellcraft is enchanced with feats/magic. Time to give my warmage versitility by getting some high-level scrolls, and using it when I need to activate them in an emergency.

    3. Shield of solaris is also overpowered. The fatigue really isn't that debilitating.

    4. Add for solaris overdrive that it cannot be used if you are immune to stat damage/drain, otherwise, I see it ripe for abuse for infinite spell slots.
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    Default Re: [3.5 (ToB) PEACH] Solaris Arcanum - The Arcane Discipline Unearthed

    Quote Originally Posted by DracoDei View Post
    First off, it says "Stride", not "Stance" for the name.
    And now it's been changed again to "Dance". Your move :P.

    Quote Originally Posted by DracoDei View Post
    I might invest a lot of money in my weapon especially the "viscious" property, then hide the first round of combat and spam it. Maybe make it so you can't resume it for 3 rounds after exiting it, or something. Also there are obvious abuse loop-holes for luck-blades and Nine-Lives Stealers to close. Also, WHERE they appear can be very important... if these duplicates appear next to you, or have to move out of you on their first turn, then that is a lot weaker than if you can drop a free flanker for the rogue, with 2 more waiting right behind that for if it gets destroyed.
    Added a whole lot of rules to the Stance; namely the Shadow Replicas. Here's the Spark Notes version.
    • Shadowy Replicas are spawned from your space, in which they move ot the nearest space adjacent to you that is not occupied. If there are no such spaces, they sit in your shadow, unable to act until they can form.
    • Shadowy Replicas only gain the Enhancement bonus of your weapons and armor now. No special weapon abilities, powers, or even properties (a shadowy version of an adamantite sword is not, sadly, made of adamntite :( ) of any kind.
    • Shadowy replicas officially are mindless (sorry, Soulknives :( ). They cannot be dominated, charmed, etc, and they can't make Listen or Spot checks. They still have their empathetic link, so the adept needs to be aware of a target to sic his replicas on them.
    • When all the Shadowy Replicas are destroyed, the stance ends. Likewise, when the Stance ends, all the shadowy replicas are destroyed. This stance becomes expended for 2 rounds after it ends.


    Quote Originally Posted by purplearcanist View Post
    1. Stride of the shadow artist is ripe for abuse, with the right weapons and armor. For starters, make them mundane counterparts of your weapons and armor.
    See above; they keep the enhancement bonus, but they gain no other abilities, powers, or properties.

    Quote Originally Posted by purplearcanist View Post
    2. Arcane insight is overpowered, since the bonus granted is too high, especially when spellcraft is enhanced with feats/magic. Time to give my warmage versatility by getting some high-level scrolls, and using it when I need to activate them in an emergency.
    Are you reading the same version of Arcane Insight I am? You substitute a Spellcraft check result for a single skill check result (except for Spellcraft or Psicraft).

    Quote Originally Posted by purplearcanist View Post
    3. Shield of solaris is also overpowered. The fatigue really isn't that debilitating.
    The way it works, essentially the caster has a one time null against any attack, spell or power. You can't use it while you're fatigued, after all, so you're not usually going to use it more than once per day. Unless, of course, you burn away a spell instead; in which you still get a penalty to attack rolls, damage rolls, and Concentration checks. That stacks.

    EDIT: I thought about your comment, and I decided to change it. Instead of fatiguing the initiator, using the shield exhausts them. The Enflare reduces that penalty to fatigue.

    Also, I forgot to type up the important balancing line. My mistake T_T. That line is "While the shield is in effect, you cannot take any actions."

    Quote Originally Posted by purplearcanist View Post
    4. Add for solaris overdrive that it cannot be used if you are immune to stat damage/drain, otherwise, I see it ripe for abuse for infinite spell slots.
    Agreed. Fix fix fix.
    Last edited by Golden-Esque; 2009-10-31 at 10:06 PM. Reason: Changed Shield of Solaris again.

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    Default Re: [3.5 (ToB) PEACH] Solaris Arcanum - The Arcane Discipline Unearthed

    Another ToB discipline, can't go wrong there, expecially with it being arcane. Can't wait to see what the Warmage varient looks like, if you want to, you know.

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    Default Re: [3.5 (ToB) PEACH] Solaris Arcanum - The Arcane Discipline Unearthed

    Quote Originally Posted by Dante & Vergil View Post
    Another ToB discipline, can't go wrong there, expecially with it being arcane. Can't wait to see what the Warmage varient looks like, if you want to, you know.
    It's actually already up. I put it on the other day. Let me grab the link and put it here; god knows the Warmage links to this one like 20 times xD.

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    Default Re: [3.5 (ToB) PEACH] Solaris Arcanum - The Arcane Discipline Unearthed

    Here's the link to this Discipline's user, the variant Warmage.

    EDIT: I also decided to go back and add the fluff and formatting I use in/added to my personal records. Enjoy.
    Last edited by Golden-Esque; 2009-11-03 at 12:48 AM.

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    Default Re: [3.5 (ToB) PEACH] Solaris Arcanum - The Arcane Discipline Unearthed

    So, I must say, I love the idea behind this school. However, I am a tad worried it may prove to be a tad powerful. Full review forthcoming.

    I think the easiest way to do this, will be to edit in my review of each individual maneuver, level by level. This may take a while, folks.

    First level
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    Arcanum Defense - This is amazing as a first level maneuver. Halving caster level can be pretty damn useful to start. Throwing done cantrips as an immediate action to counterspell? That's more than just freaking gravy! If this is left intact, I would bump it up a few levels, at the very least.

    Stance of the Wrymling's Scale - The spell resistance is cute, but not actually that effective... well, until Arcanum Defense comes into play. I would go ahead and either nix the portion about "psionic and magically DR 1/-" or simply say it's DR 1/- that applies to all damaging spells/powers. Otherwise, looks fine.

    Solaris Infusion - A little underwhelming, to be fair. Untyped bonuses to hit and damage are nice, but this isn't doing much unless you're dropping spells into it, and if you're doing that, why not just arcane strike for fun and profit?

    Solaris Piercing - This is does more than I think was intended, as it negates the enhancement bonus to AC from armor. It could pose a problem if you're using it to further enable things that kill with one hit.


    Second level
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    Arcanum Critical - This one is another that's a little underwhelming. As is, I'd use it for melee attacks that are already touch attacks or made touch attacks via maneuvers. For spells? Not so much, as it only slightly increases the chances to merely a critical threat. So, instead of a 1 in 20 chance, I'd have a 3 (or more, if I felt like blowing a high level spell) in 20 chance. Just not worth it for that end.

    Blurred Step - This is actually kind of nice, although it's basically child of shadows+.

    Hex of Solaris - In and of itself, it's really a poor maneuver. Dropping cantrips for con damage, though? Yes, please.

    Solaris Flare - This probably should have a saving throw slapped onto it, otherwise, for lower levels, you've got a pretty easy to hit daze for an average of two rounds. Dropping cantrips just means you've got a chance to whack bigger baddies for a similar effect.


    Third
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    Solaris Sundering - Solaris Piercing's big brother, not much really to add to that here, other than it does damper a caster's day if you are in position.

    Metamagic Attack - This needs some rewording, because, as is, it's a swift action attack, but it's a boost. I would probably just allow the bonus damage apply to all attacks this round and call it a day. Nothing too special about that, except when Spellcraft has blown through the rough. The enflare is a little weak, though.

    Shield of Solaris - I must say, I don't care for the outright "No" attached to this, but making it opposed caster level versus initiator level would make it less than helpful, later on. Maybe Initiator level+10? versus CL or something else for the spell to work? Early game, the backlash might be an issue, but I'm in the habit of getting immunity to exhaustion via boots.


    Fourth
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    Arcana Strike - Eh, I'm underwhelmed. A free 1st or 2nd level spell at 7th level just doesn't do much. The Enflare is also the same as about everything else: more hit, more damage.

    Arcane Backlash - This is MAD, but, if you're using it, you're probably already dead anyhow. I'd rather use my immediate action to negate something than use it to die alongside my aggressor.

    Dance of the Shadow Artist - So, at 7th level, I basically get to start cracking open the action economy for attacks. Limited, yes, but damned handy for bringing the pain, especially when they get my magical gear, too. The arcane equivalent to this, which only lasts a minute, is a 7th level spell.
    Last edited by Thrice Dead Cat; 2009-11-07 at 04:20 PM.
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    "See these cookies? Note how while good they taste sort of bland. Now try these, they're the same cookies but with chocolate chips added. Notice how with the second batch we expended slightly more ingredients but dramatically enhanced the flavor? That's metamagic."
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    Default Re: [3.5 (ToB) PEACH] Solaris Arcanum - The Arcane Discipline Unearthed

    What's this about a special rule for your campaign? Could you explain that bit about EVERY class getting access to martial disciplines? You have piqued my curiousity.
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    Default Re: [3.5 (ToB PEACH] Solaris Arcaum - The Arcane Discipline Unearthed

    This is a rather at-first-glance review of the individual maneuvers and stances. I take a small amount of issue with introducing a mechanic into maneuvers, but that's neither here nor there.

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    Arcana Insight
    A non-combat maneuver? What the heck is this? Also, even if we ignore that oddity, it's way underpowered for a 5th level maneuver.

    Arcana Strike
    Eh, this one isn't bad. Like a more versatile Arcane Channeling. Not bad, maybe a little weak for a 4th level maneuver.

    Arcane Backlash
    This is just bad, especially for it's level. Definitely underpowered for a 4th level maneuver.

    Arcano Malifico
    This wouldn't be bad as like... a 5th level maneuver. Maybe lower. But as a 9th? This is insultingly bad.

    Arcanum Absorption
    A weaker version of Arcanum Defense... interesting. I guess you could use the spells you get back to power Arcanum Defense. If you want this to work, make the enflare ability what the maneuver normally does. That would make it a worthy 4th level upgrade to Arcanum Defense. As is, I'll take the maneuver that says 'Don't take a spell to the face' instead of the one that says 'take a spell to the face.'

    Arcanum Critical
    This is pretty good. Weird, but good.

    Arcanum Defense
    This is the most powerful maneuver so far. Sacrificing a cantrip to tell the wizard 'no, you didn't cast that spell at me' is awesome, especially as a level 1 maneuver.

    Blurred Step
    Aside from a minor nitpick this is fine. Nitpick: Stances typically only appear on odd maneuver levels. 1, 3, etc. Probably make it a level 3 stance because Iron Heart has a stance almost identical to this with +2 AC instead of 20% concealment.

    Curse of Solaris
    This is good. Balanced for the level it appears at (might be a little high, maybe a 4th level instead? Compare to similar Shadow Hand maneuvers and spells.) Does the successful Fort save also halve the additional damage dealt by the enflare ability? This is strictly better than Arcano Malifico.

    Dance of the Shadow Artist
    Same nitpick as the other stance. Normally only on odd levels. After the shadows form, can they move away from you? Do you direct them? Do they get AoOs? It's not terrible by a couple of interpretations I can come up with, but clarification might be necessary. A stance just... ending is a little odd, but since you can re-assume this stance as a swift action, it's not a big deal.

    Empowered Arcana Strike
    Greater Arcana Strike
    I'll just cover these at the same time. These maneuvers get progressively weaker as your level gets higher. Arcana Strike isn't bad, but they get less appealing as you go up in levels. It's a sort of diminishing returns thing.

    Hex of Solaris
    Enflared, this isn't bad, but it's still strictly worse than just casting, say, Ray of Enfeeblement.

    Metamagic Attack
    Enflaring this makes it much, much more powerful. Cantrip for my Spellcraft check to damage is pretty good, considering how easy it is to pump skill checks.

    Shield of Solaris
    Exhausted until the end of the encounter for blocking one attack or spell? Yikes. That's pretty harsh. Problem here is, you're probably better off just letting it hit you. Even if it would have killed you, you're exhausted now, and pretty gimped for the rest of the encounter, and will probably die when the fighter/wizard/whatever attacks again anyway.

    Does this function against area spells?

    Solaris Devastation
    Hmm. This could be really good, but it's pretty vague. What counts as a magical defense? Just the spells/powers I have up that strictly add to my AC? What if I have a +dex spell up increasing my AC, does this ignore that? Mirror Image? What about other defensive abilities, like a contingencied teleport? How would you reverse mirror image or an immediate action teleport spell?

    My recommendation: Look at the spell Reciprocal Gyre in... the Spell Compendium I think. It does something similar, but the wording there might help you.

    Solaris Flare
    Cantrip cost for basically an auto-daze? Holy crap yes plz. REALLY powerful for a 2nd level maneuver, especially enflared. d3s are annoying, though. Just go with d4s.

    Solaris Infusion
    Ugh, what a waste of a maneuver. This is BAD. +1 to attack and damage? Once? Really?

    Solaris Overdrive
    Yikes. Just yikes. You're a semi-melee combatant, at least, so you're going to want to have good Con. You'll probably want to say UP TO three times your Con mod, because otherwise this is deadly. To you. Also: Assuming I'm really dumb: what if I have a negative Con mod? Also: Why can't I enflare this if I'm immune to Str damage? I can still negate an attack with Shield of Solaris if I'm immune to fatigue/exhaustion.

    Solaris Piercing
    Similar issue to the above maneuver. What counts as a magical defense? Do my Rings of Protection count? Does my magical armor count? Just the +2 on the armor? All of it because the armor is, in fact, magical?

    Solaris Shattering
    Same issues as above.

    Solaris Sundering
    Ok, this particular effect just isn't interesting enough to warrant 4 different maneuvers doing this in different ways.

    Stance of Mystic Glory
    Underwhelming as an 8th (7th or 9th, even) level stance. Really underwhelming.

    Stance of the Wrymling's Scale
    DR/1 not bad for a first level stance. Scaling SR also not bad, but needs to be enflared to really be relevant later on.


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    Default Re: [3.5 (ToB) PEACH] Solaris Arcanum - The Arcane Discipline Unearthed

    When I look at the ToB, what I see are three classes with roughly defined power source flavors. The Crusader gets access to Divine, the Swordsage takes Arcane, and the Warblade is primarily Martial. That said, I find the idea of a Warblade school that scuffs the Swordsage's kicks to be a tad offensive. Besides, with Mystic Swordsages running about, I think magic has been well and truly covered. Just my two coppers. Take them for what they are.
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    Quote Originally Posted by Innis Cabal View Post
    Toho has retroactive powers of awesome. He makes things that he hasn't done, and have already happened, better by his existence
    Quote Originally Posted by Ganurath View Post
    If anything, the term should be What Would Toho Do?
    Of course, in all situations the answer is Be A Badass.

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    Default Re: [3.5 (ToB) PEACH] Solaris Arcanum - The Arcane Discipline Unearthed

    Quote Originally Posted by Hadrian_Emrys View Post
    When I look at the ToB, what I see are three classes with roughly defined power source flavors. The Crusader gets access to Divine, the Swordsage takes Arcane, and the Warblade is primarily Martial. That said, I find the idea of a Warblade school that scuffs the Swordsage's kicks to be a tad offensive. Besides, with Mystic Swordsages running about, I think magic has been well and truly covered. Just my two coppers. Take them for what they are.
    This is for the Warmage. Not the Warblade.

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    Default Re: [3.5 (ToB) PEACH] Solaris Arcanum - The Arcane Discipline Unearthed

    Wow, I misread the hell out of that. >_< hahaha
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    Quote Originally Posted by Innis Cabal View Post
    Toho has retroactive powers of awesome. He makes things that he hasn't done, and have already happened, better by his existence
    Quote Originally Posted by Ganurath View Post
    If anything, the term should be What Would Toho Do?
    Of course, in all situations the answer is Be A Badass.

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    Default Re: [3.5 (ToB) PEACH] Solaris Arcanum - The Arcane Discipline Unearthed

    Quote Originally Posted by Hadrian_Emrys View Post
    Wow, I misread the hell out of that. >_< hahaha
    I know the feeling :). Today, actually, my friend and I were driving to the mall when he spotted a sign for an organization that sought to "Empower Racial Minorities and Empower Women".

    Too bad he his glance interpreted as "Exterminate Minorities and Eliminate Women". That was quite an epic fail.
    Last edited by Golden-Esque; 2009-11-07 at 08:03 PM.

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    Default Re: [3.5 (ToB) PEACH] Solaris Arcanum - The Arcane Discipline Unearthed

    Wow... that's a fumbled spot check if I've ever seen one.
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    Quote Originally Posted by Innis Cabal View Post
    Toho has retroactive powers of awesome. He makes things that he hasn't done, and have already happened, better by his existence
    Quote Originally Posted by Ganurath View Post
    If anything, the term should be What Would Toho Do?
    Of course, in all situations the answer is Be A Badass.

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    Barbarian in the Playground
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    Default Re: [3.5 (ToB) PEACH] Solaris Arcanum - The Arcane Discipline Unearthed

    Quote Originally Posted by Primal Fury View Post
    What's this about a special rule for your campaign? Could you explain that bit about EVERY class getting access to martial disciplines? You have piqued my curiousity.
    Well, I have Homebrewed versions of the Barbarian, Fighter, Monk, Paladin, Psychic Warrior, Ranger, Rogue, Soulknife, Swordsage, and Warmage. Each of them has a specific number of Disciplines (usually two) that they receive no matter what. For example, all Paladins get Devoted Spirit and White Raven and all Warmages get Solaris Arcanun. Then, depending on the class, the Martial Adept can select another Discipline to be an Adept of. Each Discipline has its own Prerequisites in order to take it that way, and you also need a number of Ranks in Martial Lore equal to 2 + the Discipline's Level in order to learn a maneuver from a "Personal" discipline.

    By nature, the Prerequisites tend to be easy to meet; Solaris Arcanum is one of three that have a slightly more difficult entry requirement (one other being Psionic-Based and the final being ErrantX's Black Heron discipline).

    This is a rather at-first-glance review of the individual maneuvers and stances. I take a small amount of issue with introducing a mechanic into maneuvers, but that's neither here nor there.
    Desert Wind's maneuvers all do Fire Damage, so things like Fire Resistance work against them. Stone Dragon's maneuvers require that you be touching the ground when you initiate them. Some of Devoted Spirit's maneuvers require that you be of a specific alignment. There's three Disciplines off the bat that have built in Mechanics in them; I'm just making mine a bit more "out there."

    I should probably update this page, though, because after some play testing I decided to place a penalty on the Discipline as a whole; while it functions perfectly fine in an Antimagic Zone, the maneuvers themselves are now subject to Spell Resistance and Spell Immunity.

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    Default Re: [3.5 (ToB) PEACH] Solaris Arcanum - The Arcane Discipline Unearthed

    Curse of Solaris and co says it's based on your int mod, not your casting stats's mod like the spellcraft rolls required from other maneuvers. Why?
    Last edited by deuxhero; 2009-12-24 at 07:07 PM.

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    Default Re: [3.5 (ToB) PEACH] Solaris Arcanum - The Arcane Discipline Unearthed

    Quote Originally Posted by deuxhero View Post
    Curse of Solaris and co says it's based on your int mod, not your casting stats's mod like the spellcraft rolls required from other maneuvers. Why?
    Why? Because you caught a typo that's been sitting there for months! That's why! Thank you, and a Merry Christmas to you :D.

    In other news, I updated the rules for Enflaring. Basically, enflaring a maneuver makes the maneuver count as a Spell-Like ability. It can be resisted or nullified like a normal spell or spell-like ability. However, if it is, the Enflared effect or modification fails and the maneuver functions normally (as if it wasn't enflared).

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