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    Troll in the Playground
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    Default [3.5] Martial Discipline [Style] Feats

    List of Combinations
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    Desert Wind/Devoted Spirit -- Shining Phoenix Style
    Desert Wind/Diamond Mind
    Desert Wind/Iron Heart
    Desert Wind/Setting Sun
    Desert Wind/Shadow Hand -- Ashen Sun Style
    Desert Wind/Stone Dragon
    Desert Wind/Tiger Claw -- Dancing Flame Style
    Desert Wind/White Raven

    Devoted Spirit/Desert Wind -- Shining Phoenix Style
    Devoted Spirit/Diamond Mind
    Devoted Spirit/Iron Heart
    Devoted Spirit/Setting Sun
    Devoted Spirit/Shadow Hand -- Twilight Sojourner Style
    Devoted Spirit/Stone Dragon
    Devoted Spirit/Tiger Claw -- Dawning Aether Style
    Devoted Spirit/White Raven

    Diamond Mind/Desert Wind
    Diamond Mind/Devoted Spirit
    Diamond Mind/Iron Heart -- Ephemeral Edge Style
    Diamond Mind/Setting Sun
    Diamond Mind/Shadow Hand -- Lucid Shard Style
    Diamond Mind/Stone Dragon -- Implacable Juggernaut Style
    Diamond Mind/Tiger Claw -- Placid Lunatic Style
    Diamond Mind/White Raven -- Clarion Nexus Style

    Iron Heart/Desert Wind
    Iron Heart/Devoted Spirit
    Iron Heart/Diamond Mind -- Ephemeral Edge Style
    Iron Heart/Setting Sun -- Clashing Titan Style
    Iron Heart/Shadow Hand -- Sanguine Nightfall Style
    Iron Heart/Stone Dragon -- Silent Hero Style
    Iron Heart/Tiger Claw -- Limitless Ardor Style
    Iron Heart/White Raven

    Setting Sun/Desert Wind
    Setting Sun/Devoted Spirit
    Setting Sun/Diamond Mind
    Setting Sun/Iron Heart -- Clashing Titan Style
    Setting Sun/Shadow Hand
    Setting Sun/Stone Dragon -- Harmonious Spirit Style
    Setting Sun/Tiger Claw
    Setting Sun/White Raven

    Shadow Hand/Desert Wind -- Ashen Sun Style
    Shadow Hand/Devoted Spirit -- Twilight Sojourner Style
    Shadow Hand/Diamond Mind -- Lucid Shard Style
    Shadow Hand/Iron Heart -- Sanguine Nightfall Style
    Shadow Hand/Setting Sun
    Shadow Hand/Stone Dragon
    Shadow Hand/Tiger Claw -- Savage Anathema Style
    Shadow Hand/White Raven -- Sovereign Shade Style

    Stone Dragon/Desert Wind
    Stone Dragon/Devoted Spirit
    Stone Dragon/Diamond Mind -- Implacable Juggernaut Style
    Stone Dragon/Iron Heart -- Silent Hero Style
    Stone Dragon/Setting Sun -- Harmonious Spirit Style
    Stone Dragon/Shadow Hand
    Stone Dragon/Tiger Claw
    Stone Dragon/White Raven

    Tiger Claw/Desert Wind -- Dancing Flame Style
    Tiger Claw/Devoted Spirit -- Dawning Aether Style
    Tiger Claw/Diamond Mind -- Placid Lunatic Style
    Tiger Claw/Iron Heart -- Limitless Ardor Style
    Tiger Claw/Setting Sun
    Tiger Claw/Shadow Hand -- Savage Anathema Style
    Tiger Claw/Stone Dragon
    Tiger Claw/White Raven

    White Raven/Desert Wind
    White Raven/Devoted Spirit
    White Raven/Diamond Mind -- Clarion Nexus Style
    White Raven/Iron Heart
    White Raven/Setting Sun
    White Raven/Shadow Hand -- Sovereign Shade Style
    White Raven/Stone Dragon
    White Raven/Tiger Claw

    ---Homebrewed Disciplines---
    Malfeasant Heart/Iron Heart -- Peerless Calamity Style

    Infernal Monster/White Raven -- Ruinous Horde Style

    The Styles

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    Placid Lunatic Style
    You have mastered a fusion of the Tiger Claw and Diamond Mind disciplines. Together, the two styles allow you to shift between subtle, eerie calm and violent psychopathic rage in an instant, catching your opponent off-guard.
    Prerequisites: One Diamond Mind Stance, One Tiger Claw Stance, One Diamond Mind Maneuver of 4th level or higher, One Tiger Claw Maneuver of 4th level or higher.
    Benefits:
    Waning Sanity: When you switch from a Diamond Mind stance into a Tiger Claw stance, you may expend an unexpended Diamond Mind maneuver to fly into a furious rage, taking a -2 penalty to armor class, a +4 bonus to attack rolls, and increasing your critical threat range with melee weapons by 1. This bonus lasts until the beginning of your next turn.

    Waxing Calm: When you switch from a Tiger Claw stance to a Diamond Mind stance, you focus your rage inward, gaining a +4 dodge bonus to armor class, blindsight out to 60ft, and recovering one expended Diamond Mind maneuver. The bonus armor class and blindsight lasts until the beginning of your next turn.

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    Silent Hero Style
    You have mastered a fusion of the Iron Heart and Stone Dragon disciplines. Together, the two styles allow you to more effectively throw your weight around, moving implacably across the battlefield and never allowing your opponents the luxury of a solid position.
    Prerequisites: One Iron Heart Stance, One Stone Dragon Stance, One Iron Heart Maneuver of 4th level or higher, One Stone Dragon Maneuver of 4th level or higher.
    Benefits:
    Unbreakable Earth: When you are in an Iron Heart stance, you may expend one unexpended Stone Dragon maneuver to activate the Iron Heart Surge maneuver, even if you do not know it. When you do so, the very ground beneath your feet cracks and shatters (if you are, indeed, on solid ground). The area in a 20 foot radius around you becomes difficult terrain (that you automatically ignore) and anyone (other than yourself) within that area is removed from any stance they were currently in (this effect still applies, even if you are not standing on solid ground).

    Crushing Steel: When you succeed in striking an enemy with an Iron Heart strike, you may expend one unexpended Stone Dragon maneuver to automatically knock them back up to a certain distance away from you based on their relative size (30 feet for 1 size smaller than you, 20 for same size, 15 for one size larger, 10 for two sizes, and 5 for three or more). In addition, you may move with them without provoking attacks of opportunity, and you ignore all damage reduction during your strike.

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    Dancing Flame Style
    You have mastered a fusion of the Desert Wind and Tiger Claw disciplines. Together, the two styles allow you to cleave the air with great elegant swathes of flames as you strike.
    Prerequisites: One Desert Wind Stance, One Tiger Claw Stance, One Desert Wind Maneuver of 4th level or higher, One Tiger Claw Maneuver of 4th level or higher.
    Benefits:
    Burning Waltz: When you are in a Tiger Claw stance, for every attack roll you make that is augmented by a Desert Wind boost, every enemy within 30 feet of you must make a Reflex save (10 + 1/2 your character level + your highest ability modifier) or take 1d6 points of fire damage per level of the Desert Wind boost used.

    Savage Steps: When you are in a Desert Wind stance, at the end of your turn in which you expended at least one Tiger Claw maneuver, you gain a +2 bonus on attack rolls for 1 round. If you already have this bonus when you activate it again, the bonus stacks and its duration continues for another round.

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    Shining Phoenix Style
    You have mastered a fusion of the Desert Wind and Devoted Spirit disciplines. Together, the two styles allow you to soar over the battlefield, dispensing fiery judgment upon the wicked, and cloaking the righteous in your soothing flames.
    Prerequisites: One Desert Wind Stance, One Devoted Spirit Stance, One Desert Wind Maneuver of 4th level or higher, One Devoted Spirit Maneuver of 4th level or higher.
    Benefits:
    Word of Embers: When you are in a Desert Wind stance, any ally that you heal hit point damage to using a Devoted Spirit strike also gains the Blessing of Embers until the beginning of your next turn. During this time, any creature that succeeds in making a melee attack against them takes 1d6 points of fire damage per level of the strike you used.

    Light the Sky: When you are in a Devoted Spirit stance, you may expend an unexpended Desert Wind maneuver to ignite brilliant burning wings upon your back. These wings give you a fly speed equal to double your land speed with perfect maneuverability and last for 1 minute. The brilliance of your wings makes it difficult to pinpoint you, granting you 20% concealment against ranged attack. In addition, during this time, your Desert Wind maneuver with a range greater than melee have their range doubled (this does not effect statistics listed under 'Area', just 'Range').

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    Sovereign Shade Style
    You have mastered a fusion of the Shadow Hand and White Raven disciplines. Together, the two styles allow you to descend upon your adversaries, leading a murderous flock to quickly and efficiently end their lives.
    Prerequisites: One Shadow Hand Stance, One White Raven Stance, One Shadow Hand Maneuver of 4th level or higher, One White Raven Maneuver of 4th level or higher.
    Benefits:
    Unleash the Slaughter: When you are in a Shadow Hand stance, and succeed in hitting an enemy with a White Raven strike, all allies flanking that enemy immediately gain the benefit of your Shadow Hand stance until the beginning of your next turn (if they are already in a stance, they gain the benefits of both).

    From the Shadows: When you switch from a Shadow Hand stance to a White Raven stance, you may expend one unexpended White Raven maneuver. If you do so, then you may jaunt up to three allies within 50 feet through the Plane of Shadows (no material shadows need be involved), teleporting them to anywhere else within 50 feet of you.

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    Savage Anathema Style
    You have mastered a fusion of the Shadow Hand and Tiger Claw disciplines. Together, the two styles allow you to tap into your darkest instincts and become a creature of exquisite destruction.
    Prerequisites: One Shadow Hand Stance, One Tiger Claw Stance, One Shadow Hand Maneuver of 4th level or higher, One Tiger Claw Maneuver of 4th level or higher.
    Benefits:
    Form of Darkness: You may expend an unexpended Shadow Hand and unexpended Tiger Claw maneuver as a swift action to take on the Form of Darkness for 5 rounds, or until you no longer have both a Shadow Hand and Tiger Claw maneuver unexpended, whichever comes first. While in the form of darkness, you gain the benefits of the Child of Shadow stance (in addition to whatever other bonuses you gain from your current stance) and may, once per round as a free action, use the Sudden Leap maneuver even if you do not know it and/or do not have it readied. For each successful attack you deal while in the Form of Darkness, you also deal 1 Constitution damage, and for each successful attack made against you while in the Form of Darkness, you also take 1 Constitution damage.

    Leaping Death: Whenever you start a jump check from a circumstance that grants you concealment or cover, you deal an additional amount of damage with all attacks until the end of your turn equal to your dexterity modifier.

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    Dawning Aether Style
    You have mastered a fusion of the Devoted Spirit and Tiger Claw disciplines. Together, the two styles allow you to wade into battle with no concern in your heart for your own safety. Your Will alone shall preserve you as you exact harsh vengeance.
    Prerequisites: One Devoted Spirit Stance, One Tiger Claw Stance, One Devoted Spirit Maneuver of 4th level or higher, One Tiger Claw Maneuver of 4th level or higher.
    Benefits:
    Ferocious Light: When you succeed in hitting an opponent with a Devoted Spirit strike that allows you to heal hit point damage, you may expend any number of unexpended Tiger Claw maneuvers to make a number of additional attacks, at your full BAB, that have the same effect as the Devoted Spirit strike used, equal to the number of Tiger Claw maneuver expended. For every additional strike that hits, you take a cumulative -2 penalty to your armor class until the beginning of your next turn.

    Burn Short and Bright: When an enemy reduces you to a hit point total that is below 1/2 your maximum, you may activate this ability as an immediate action. When you do so, you instantly unready all readied maneuvers, and ready a new set of maneuvers, all of which become unexpended. After 5 rounds have passed, you fall to 0 hit points and become unconscious for 1 hour. You are clearly alive, but your spirit has been overextended and you may be awakened by no means. When you do finally awake, you are Exhausted.

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    Harmonious Spirit Style
    You have mastered a fusion of the Setting Sun and Stone Dragon disciplines. Together, the two styles allow you to disable your opponents with incredible proficiency without doing them great harm.
    Prerequisites: One Setting Sun Stance, One Stone Dragon Stance, One Setting Sun Maneuver of 4th level or higher, One Stone Dragon Maneuver of 4th level or higher.
    Benefits:
    Don't Get Up: When you succeed in hitting an opponent with a Setting Sun strike, you may choose to have all damage dealt as a result of that strike be non-lethal damage. If you choose to do this, and you expend an unexpended Stone Dragon maneuver at the same time, you bypass all damage reduction with that strike, and any enemy that takes non-lethal damage as a result also take 1 Strength Burn.

    Joint Crunch: While you are in a Setting Sun stance, if an opponent's attempts a melee attack against you, you may, as an immediate action, make an attack roll against their AC at your highest BAB. If you succeed, the target takes 1 Strength Burn (you do not actually attack them, so do not roll damage). If you expend an unexpended Stone Dragon maneuver before making the attack roll, you may make it as a touch attack instead. This effect resolves before the effects of any Setting Sun stance you are in.

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    Lucid Shard Style
    You have mastered a fusion of the Shadow Hand and Diamond Mind disciplines. Together, the two styles allow you to bring your shadow to life and strike from afar with impunity.
    Prerequisites: One Diamond Mind Stance, One Shadow Hand Stance, One Diamond Mind Maneuver of 4th level or higher, One Shadow Hand Maneuver of 4th level or higher.
    Benefits:
    Call Guardian: While you are in a Diamond Mind stance, you may expend an unexpended Shadow Hand maneuver as a swift action. When you do, your shadow disappears and a twisted reflection of yourself appears in an adjacent space. It is the same size as you and counts as a creature for the purposes of flanking, but cannot be attacked, may freely occupy the spaces of other creatures, and can slip through any space at least an inch in diameter. If it ever goes beyond 60 feet away from you, it instantly reappears in a space adjacent to you. It remains for 5 rounds.

    When this guardian is created, you leave your Diamond Mind stance and may not go into another stance while the guardian exists. Instead, the guardian goes into the same Diamond Mind stance. This is its connection to your consciousness, and if it ever leaves this stance, its duration expires.

    The guardian has a land speed and fly (perfect) speed equal to your base land speed, and you may move it up to its speed once per round as a free action. The guardian gets no actions of its own, but you may spend a standard action to have it use a Diamond Mind or Shadow Hand maneuver that you have readied and unexpended, expending it as normal in the process. It uses your statistics for these maneuvers.

    Shadow Reversal: As an immediate action, while your guardian granted by this feat is active, you may expend an unexpended Shadow Hand or Diamond Mind maneuver to instantly switch places with your guardian. If an attack was declared against you while you used this immediate action, the attack is instead targeting your guardian, and vice versa.

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    Ashen Sun Style
    You have mastered a fusion of the Shadow Hand and Desert Wind disciplines. Together, the two styles allow you to intertwine the two opposing forces of night and day, darkness and light, into one potent fighting style.
    Prerequisites: One Desert Wind Stance, One Shadow Hand Stance, One Desert Maneuver of 4th level or higher, One Shadow Hand Maneuver of 4th level or higher.
    Benefits:
    Blackfire: Whenever you deal fire damage with a Desert Wind maneuver, you may instill it with the frigid power of shadows. Instead of fire damage, half the damage is cold damage, and half results from pure supernatural energy that is not subject to energy resistance. Whenever you deal cold damage with a Shadow Hand maneuver, you may instill it with the burning light of the desert sun. Instead of cold damage, half the damage is fire damage, and half results from pure supernatural energy that is not subject to energy resistance.

    Solar Cycle: Once per round, you may expend an unexpended Shadow Hand maneuver to activate any Desert Wind maneuver that you know, even if it is already expended or not even readied. Similarly, you may expend an unexpended Desert Wind maneuver to activate any Shadow Hand maneuver that you know, even if it is already expended or not even readied. Activated maneuvers still require the proper actions to use.

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    Limitless Ardor Style
    You have mastered a fusion of the Iron Heart and Tiger Claw disciplines. Together, the two styles allow you to crash through Reason, while simultaneously flipping it the double deuce and impregnating its girlfriend, as you ride your goddamn iron tiger straight onto Valhalla.
    Prerequisites: One Iron Heart Stance, One Tiger Claw Stance, One Iron Heart Maneuver of 4th level or higher, One Tiger Claw Maneuver of 4th level or higher.
    Benefits:
    Step of Ten Thousand Miles: As a standard action, you may expend an unexpended Iron Heart maneuver to activate a very specific, focused version of Iron Heart Surge, which disables your inability to jump farther than people tell you you're supposed to be able to jump. In the same action, you also expend an unexpended Tiger Claw maneuver to initiate the jump.

    You spend the time until the beginning of your next turn waiting in the upper atmosphere; your hot blooded manliness forming a protective layer from the heat, cold, and vacuum (this also protects your gear and anyone you are carrying). At this time, you come crashing down at any other point on the surface of the planet (or similar physical body, if applicable). This method of movement is imprecise, and you actually land 2d6-2 miles from your intended destination. Where you do land, you create a fiery crater from the impact of your reentry, dealing 10d6 damage to everything (excluding yourself, your gear, and creatures you are carrying) within a 30ft radius (including down), half of which is fire damage and half of which is bludgeoning. The effected area also becomes difficult terrain. After using this ability, your number of Maneuvers Readied is reduced by 1 for 6 hours (cumulative uses continue to reduce this number).

    Death Is For the Boring: As an immediate action, when you die, you may expend an unexpended Iron Heart or Tiger Claw maneuver. At the beginning of your turn, sometime in the next 5 rounds, you may choose to not be dead anymore. If you are prone, you may stand from prone as a free action, and you are at 1/4 of your maximum hit points. You may choose to remove any Conditions or spell effects currently active on you. After using this ability, your number of Maneuvers Readied is reduced by 1 for one week.

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    Ephemeral Edge Style
    You have mastered a fusion of the Iron Heart and Diamond Mind disciplines. Together, the two styles allow you to combine your mastery of the blade, and mastery of your own mind, to fully draw your sword and strike a killing blow in-between the measure of moments.
    Prerequisites: One Iron Heart Stance, One Diamond Mind Stance, One Iron Heart Maneuver of 4th level or higher, One Diamond Mind Maneuver of 4th level or higher.
    Benefits:
    Instantaneous Cut: When you are in a Diamond Mind stance, with your weapon sheathed, and an enemy moves into one of your threatening squares, you may, as an immediate action, draw your weapon and use an Iron Heart strike, though you must include the triggering enemy as a target. Until the beginning of your next turn, you are flat-footed and lose the benefit of your stance (though you are still in it). On your next turn, you lose a move action.

    One Heartbeat, Ten-Thousand Blows: When you are in an Iron Heart stance, with your weapon sheathed, and you use a full-attack action, you may expend any number of unexpended Diamond Mind maneuvers. For each maneuver expended in this way, you may make one additional attack at your full Base Attack Bonus.

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    Implacable Juggernaut Style
    You have mastered a fusion of the Stone Dragon and Diamond Mind disciplines. Together, the two styles allow you to shape both mind and body into an impenetrable barrier.
    Prerequisites: One Stone Dragon Stance, One Diamond Mind Stance, One Stone Dragon Maneuver of 4th level or higher, One Diamond Mind Maneuver of 4th level or higher.
    Benefits:
    Unending Tenacity: When you use a Diamond Mind maneuver that allows you to replace a saving throw with a concentration check, and you still manage to fail that too, you may expend an unexpended Stone Dragon maneuver to succeed anyway.

    Building an Immunity: When you are in a Stone Dragon stance, and succeed on a Fortitude or Will saving throw, you gain a +2 bonus on Fortitude and Will saving throws. When you are in a Diamond Mind stance, and you succeed on a Reflex or Will saving throw, you gain a +2 bonus on Reflex and Will saving throws. In either case, you also gain Temporary Hit Points equal to your initiator level. These bonuses do not stack with themselves (and in the case of the temporary hit points, a higher value overrides a lower value), and last for 5 rounds.

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    Sanguine Nightfall Style
    You have mastered a fusion of the Iron Heart and Shadow Hand disciplines. Together, the two styles allow you to effortlessly move amongst your enemies, sowing confusion and discord, forcing them to exhaust themselves chasing your shadow, and then finally gifting them a bloody end.
    Prerequisites: One Iron Heart Stance, One Shadow Hand Stance, One Iron Heart Maneuver of 4th level or higher, One Shadow Hand Maneuver of 4th level or higher.
    Benefits:
    Flickering Shadows: When you switch from an Iron Heart to a Shadow Hand stance, you briefly fade out of the world, slip through a corridor in the Plane of Shadows, and reappear elsewhere, within 30 feet, in the blink of an eye.

    Shattered Reflection: While you are in an Iron Heart stance, you may expend one unexpended Shadow Hand maneuver to create a number of Shattered Images equal to the number of Iron Heart maneuvers you have readied (not necessarily unexpended). These images are exact duplicates of you in every way, though they have only 1 hit point (disappearing completely when they lose that 1 hit point) and may not take actions of their own (except as noted below).

    A Shattered Image must always be adjacent to either you, or another Shattered Image, and every time you move a distance, each Shattered Image may also move the exact same distance (you may also spend a Move Action to move them all up to their speed, though they must all end adjacent to another Image or you, or else they disappear).

    If someone succeeds in striking a Shattered Image, or you, roll randomly to determine if that was really an Image, or really you. You are assumed to be constantly weaving in and out of the fakes as to make it impossible to determine which one is real, even to the extremely observant.

    Images may make attacks of opportunity, but they share one pool of available attacks of opportunity per turn equal to the number you normally have (usually 1). If someone provokes an attack of opportunity from you or one of your Images, you may expend an unexpended Iron Heart maneuver to add 1 to your pool of available attacks of opportunity for that round, and give you and all of your Images a +2 attack bonus on all attacks of opportunity until the beginning of your next turn.

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    Twilight Sojourner Style
    You have mastered a fusion of the Devoted Spirit and Shadow Hand disciplines. Together, the two styles allow you to walk the fine line between restoration and entropy, selfless mercy and pragmatic cruelty, weaving back and forth across the line as the situation requires, but never fully committing to one side.
    Prerequisites: One Devoted Spirit Stance, One Shadow Hand Stance, One Devoted Spirit Maneuver of 4th level or higher, One Shadow Hand Maneuver of 4th level or higher.
    Benefits:
    Road to Dusk: When you are in a Devoted Spirit stance and use a Shadow Hand strike, you must automatically spend an immediate action to switch to a Shadow Hand stance (this takes effect before the attack roll for the strike). If the strike hits and deals damage, you go into a Shadow Trance for 5 rounds.

    While in this trance, you may not use Devoted Spirit maneuvers or stances, may not deal nonlethal damage, all healing is only half as effective on you, and you may not show pity or remorse for those that have done you, or someone you care about, wrong (this does not mean you have to kill them - you just can't punish them to a degree that seems less than adequate to you, whatever that threshold may be). In exchange, you are immune to mind-affecting effects and whenever you make an attack roll, you may roll twice and take the higher result.

    Way to Dawn: When you are in a Shadow Hand stance and use a Devoted Spirit strike, you must automatically spend an immediate action to switch to a Devoted Spirit stance (this takes effect before the attack roll for the strike). If the strike hits and deals damage, you go into a Bright Trance for 5 rounds.

    While in this trance, you may not use Shadow Hand maneuvers or stances, may not deal lethal damage to entities with an intelligence score, and you must show mercy to the extent that it would be reasonably possible for you to do so (this does not mean attacking trusted allies over executing a hostile foe, or becoming melodramatic and leaving the party over some completely foreseeable act of violence, but you should still probably try to convince everyone that killing and/or violence is unnecessary, and pursue such a path insofar as it is reasonable to do so in your particular situation). In exchange, you become immune to ability damage/drain, energy drain, and fear. In addition, all hit point damage that is healed from you, or that you heal from someone else, is doubled, and you take no penalty for dealing nonlethal damage with a lethal weapon.

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    Clarion Nexus Style
    You have mastered a fusion of the White Raven and Diamond Mind disciplines. Together, the two styles allow you to act as a mental anchor and relay among your allies, organizing them in the chaos of battle.
    Prerequisites: One White Raven Stance, One Diamond Mind Stance, One White Raven Maneuver of 4th level or higher, One Diamond Mind Maneuver of 4th level or higher.
    Benefits:
    Herald And Savior: When you enter a White Raven stance, you may forge a telepathic bond with any number of willing participants within 100 feet that persists as long as you remain in a White Raven stance, though individuals may sever themselves from the link by going outside the range or spending a free action, and you may sever any individual from the link as a free action. While linked, any member may "speak" mentally into the link, transferring the thoughts to any other member in the link.

    In addition, as an immediate action, you may use a Diamond Mind maneuver that allows you to replace a saving throw with a concentration check on behalf of another member in the link. The maneuver uses your concentration check and action, but effects the chosen member instead.

    Armory of the Mind: While in a White Raven stance, you may expend any number of unexpended White Raven maneuvers to create a mental armory containing all of these expended maneuvers. While a maneuver is in the armory, you may not recover it. Any member of the telepathic bond granted by Herald and Savior may remove a maneuver from the armory and use it. When someone else uses one of your maneuvers, they use your Initiator level, but their own actions and statistics for everything else.

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    Clashing Titan Style
    You have mastered a fusion of the Iron Heart and Setting Sun disciplines. Together, the two styles allow you to put on an entertaining show to onlookers, tossing your foes like ragdolls and showing an unbreakable audacity in the face of all odds.
    Prerequisites: One Iron Heart Stance, One Setting Sun Stance, One Iron Heart Maneuver of 4th level or higher, One Setting Sun Maneuver of 4th level or higher.
    Benefits:
    Resounding Parry: When an enemy makes a successful melee attack roll against you that would otherwise deal damage, you may expend an unexpended Iron Heart maneuver to attempt to brutally parry their attack. Make a melee attack roll at your highest base attack bonus. If it meets or exceeds their attack roll, you have parried them and take no damage. In addition, you may then expend an unexpended Setting Sun maneuver to send them flying away from you. For every 5 points of your attack roll, the enemy flies 5 feet away (round up), taking 1d6 damage per 10 feet. If they collide with a solid object as a result, this damage is doubled.

    Indomitable Fighting Spirit: When you take enough damage in a single round to equal 25% of your maximum hit points or more, you may wipe the blood from your mouth and spout a flippant one-liner. This one-liner is key, as it focuses your resolve to overcome all challenges and allows you to instantly recover one Iron Heart or Setting Sun maneuver.

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    Peerless Calamity Style
    You have mastered a fusion of the Malfeasant Heart and Iron Heart disciplines. Together, the two styles allow you to stand defiant against the blades and arrows of the gods themselves.
    Prerequisites: One Malfeasant Heart Stance, One Iron Heart Stance, One Malfeasant Heart Maneuver of 4th level or higher, One Iron Heart Maneuver of 4th level or higher.
    Benefits:
    Heaven-Abasing Parry: While you are in an Iron Heart stance and not flat-footed, you may parry foes with the spiritually-scorching fury of the Green Sun. When a foe fails to exceed your armor class, or you make a successful saving throw against a spell, spell-like ability, or supernatural ability that does not utilize an attack roll, you may expend an unexpended Malfeasant Heart maneuver as an immediate action. Green fire explodes around you in a blazing nimbus and, as you bring your weapon to bear, scything solar flares rend your would-be attacker's enchantments to splinters. For every ongoing magical effect on the target, roll a 20-sided die, and add your initiator level. If this roll exceeds the effective caster level of the effect, it ends immediately. If the effect was the result of divine magic or the abilities of an Outsider, also add the level of the expended maneuver to your dispel check.

    Butchering the Celestial Host: While you are in a Malfeasant Heart stance, any attack you make that is a part of an Iron Heart maneuver, or enhanced by an Iron Heart maneuver (such as a boost), ignores all damage reduction, energy resistance, and penalties to attack rolls, that are a result of divine magic or the abilities of an Outsider, or are a natural quality of an Outsider. Damage dealt by these attacks bypass the Regeneration quality of Outsiders.

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    Ruinous Horde Style
    You have mastered a fusion of the Infernal Monster and White Raven disciplines. Together, the two styles allow you to lead a ravenous mob of mindless murderers.
    Prerequisites: One Infernal Monster Stance, One White Raven Stance, One Infernal Monster Maneuver of 4th level or higher, One White Raven Maneuver of 4th level or higher.
    Benefit:
    Remorseless Monstrosity Instigation: While you are in a White Raven stance, when you go into a Rage as a part of an Infernal Monster maneuver, you may extend your Rage to up to (initiator level) additional individuals within 60ft of you. If they willingly accept, they go into a Rage as well. For the duration of their Rage, these new monsters do not receive the standard +2 bonus on attack rolls against flanked targets. Rather, against targets that they flank, they add their Strength modifier as an additional bonus to their attack and damage rolls. You do not receive this bonus.

    Innocent-Mutilating Beast Tactics: While you are in an Infernal Monster stance, when you successfully deal damage to an enemy with a White Raven maneuver, you mark them for death. Until the beginning of your next turn, any ally that deals damage to the marked enemy goes into a Rage that lasts for 5 rounds. While in this Rage, they gain a bonus to their Strength score equal to your Strength modifier (multiple applications of this ability do not stack). You cannot receive this bonus.
    Last edited by Xefas; 2012-03-18 at 01:59 PM.

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    Default Re: [3.5] Martial Discipline [Style] Feats

    Hm, while not familiar with Style feats, if you meant for these to be like Tactical feats, those usually have three options. Perhaps include the option to once per encounter use two strikes at once of the two disciplines, or two boosts or two counters?

    Also, Burning Waltz I'd lower to half damage for the other enemies. 2d6 for every level of the maneuver to all enemies within 30 feet is like a better, free fireball.
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    Default Re: [3.5] Martial Discipline [Style] Feats

    These are certainly interesting. I think it's a good way to give people those ridiculously specific "style" moves without commandeering an entire martial school, which is probably just what you're going for. They look mostly okay, except it feels like I should be protesting them for letting you hemorrhage maneuvers for extra effects the same way a spellcaster would quicken spells. And the Burning Waltz is pretty cheap, considering it does as much damage as an actual Desert Wind Wyrm's maneuver, for free (even if it is ref negates).

    Good idea, nice work, I demand moar!

    Edit: for M-Bark; Style feats are in Complete Warrior and some other books. Usually they require you to have weapon focus in two ridiculously specific weapons and a couple other feats, and in return let you get some minor effect like daze, stun, or trip, for one round if you hit an enemy with both weapons and they fail a save. They are generally quite inferior even with apptitude weapons. However there are some that actually have distinct benefits, like Lightning Maces (horribly broken with aptitude weapons, still awesome without) and the staff one (woo, +2 AC, yay...) that have to be evaluated on their own merits. Obviously these feats have nothing to do with those, but I'm fine with that. Style feats seemed to be an excuse to try and make feats that didn't suck, but failed because they themselves sucked (by being too specific and having too many requirements).
    Last edited by Fizban; 2010-09-18 at 04:04 AM.
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    Default Re: [3.5] Martial Discipline [Style] Feats

    Very cool idea, dude. Am liking the combinations of different styles into new styles. As for the feat balance, well, lets see:

    Placid Lunatic
    Waning Sanity - Seems interesting. A mini sort of rage that triggers when you leave a diamond mind stance. Seems fair enough, to be honest, but perhaps could use a damage plus.
    Waxing Calm - Then a +4 to AC. Kind of vanilla, don't you think? All the same, this is probably the weakest one out of all effects within these feats.

    Silent Hero
    Unbreakable Earth - Now that is pretty. You get a free Iron Heart Surge (so much silly), an area of difficult terrain which you ignore, and automatically pop your foes out of their stances, if they have any, meaning that they've gotta waste a swift action to re-enter it. Course, you also have to spend a standard action to use this, but, is still good.
    Crushing Steel - Auto-bull-rush. Neat. See nothing wrong with this, really. Seems cool.

    Dancing Flame
    Burning Waltz - Too much. That's a fireball for every attack roll they make. If the guy is using two swords and the Inferno Blade boost, with, lets say, 4 attacks, that's potentially 56d6 fire damage to everyone around you.
    Savage Steps - Now that is a lot of attack roll bonus. Course, it's limited by how many tiger claw maneuvers you have, so, maybe a little on the weak side. Seems cool, though.

    As for images: Is this about right for Silent Hero?

    Also, my friends want me to send a few requests your way, if you will:

    Molten Firebird (Devoted Spirit/Desert Wind) [Master of the Nine/Jade Pheonix Mage]

    Lord Assassin (White Raven/Shadow Hand) [Master of the Nine/Ruby Knight Vindicator]

    Scion of the Dark (Evil Alignment/Devoted Spirit/Diamond Mind) [Master of the Nine/Eternal Blade]

    Tribal Warrior (Setting Sun/Tiger Claw/Desert Wind) [Swordsage :P]



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    Default Re: [3.5] Martial Discipline [Style] Feats

    Quote Originally Posted by Rithaniel View Post
    As for images: Is this about right for Silent Hero?

    Also, my friends want me to send a few requests your way, if you will:

    Molten Firebird (Devoted Spirit/Desert Wind) [Master of the Nine/Jade Pheonix Mage]

    Lord Assassin (White Raven/Shadow Hand) [Master of the Nine/Ruby Knight Vindicator]

    Scion of the Dark (Evil Alignment/Devoted Spirit/Diamond Mind) [Master of the Nine/Eternal Blade]

    Tribal Warrior (Setting Sun/Tiger Claw/Desert Wind) [Swordsage :P]
    ...You do know that these feats appear to be inspired by Organization XIII members, right?

    So I'd say a dynamic pic of Lexaeus would be appropriate for the second style, no?
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    Default Re: [3.5] Martial Discipline [Style] Feats

    Quote Originally Posted by Rithaniel View Post
    Waxing Calm - Then a +4 to AC. Kind of vanilla, don't you think? All the same, this is probably the weakest one out of all effects within these feats.
    You also recover an expended Diamond Mind maneuver. I was a bit worried that recovering a maneuver as a swift action would be too strong. There aren't many mechanics that allow you to do so, so I figured that made up for the vanilla AC bonus. What would you suggest to spice it up (I'll be thinking about it as well)?

    Dancing Flame
    Burning Waltz - Too much. That's a fireball for every attack roll they make. If the guy is using two swords and the Inferno Blade boost, with, lets say, 4 attacks, that's potentially 56d6 fire damage to everyone around you.
    I don't see this as a problem for a few reasons. First, it's minimum 15th level before you can do that. Second, the person using it has already sunk a feat into this style, and probably also Two-Weapon Fighting. Third, it's fire damage, so at 15th level, there's a good chance you're fighting something resistant to it. Fourth, it's 56d6 only assuming the enemy fails four consecutive reflex saves.

    Taking those points into account, how do you feel about it? (I'm not opposed to changing my homebrew, I just like to have some discourse beforehand.)

    As for images: Is this about right for Silent Hero?

    Also, my friends want me to send a few requests your way, if you will:

    Molten Firebird (Devoted Spirit/Desert Wind) [Master of the Nine/Jade Pheonix Mage]

    Lord Assassin (White Raven/Shadow Hand) [Master of the Nine/Ruby Knight Vindicator]

    Scion of the Dark (Evil Alignment/Devoted Spirit/Diamond Mind) [Master of the Nine/Eternal Blade]

    Tribal Warrior (Setting Sun/Tiger Claw/Desert Wind) [Swordsage :P]
    Thank you for the images and ideas. I'm guessing, in order, that's the Name of the Style, followed by the Disciplines fused in it, followed by the Classes your friends are using?

    EDIT:
    Quote Originally Posted by The-Mage-King View Post
    ...You do know that these feats appear to be inspired by Organization XIII members, right?

    So I'd say a dynamic pic of Lexaeus would be appropriate for the second style, no?
    Do you know how difficult it is to find a picture of Lexaeus in which he's not just standing there with a blank look on his face, or kissing boys? Neither of which is really what I was trying to emphasize in Silent Hero style. I looked for like 2 hours straight. So, I'll take what I can get.

    My original inspiration was the Organization, but I'm willing to branch out.
    Last edited by Xefas; 2010-09-18 at 01:58 PM.

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    Default Re: [3.5] Martial Discipline [Style] Feats

    Quote Originally Posted by M-Bark View Post
    Hm, while not familiar with Style feats, if you meant for these to be like Tactical feats, those usually have three options. Perhaps include the option to once per encounter use two strikes at once of the two disciplines, or two boosts or two counters?
    Actually, I specifically did not say they were Tactical feats because I didn't want to be bound by the "three option" stigma. Originally they were going to have the [Style] type, but then I realized there wasn't much point in making yet another feat type, so I left it alone. The title of the thread just kind of stuck because I didn't know how better to express what I wanted to.

    Quote Originally Posted by Fizban View Post
    These are certainly interesting. I think it's a good way to give people those ridiculously specific "style" moves without commandeering an entire martial school, which is probably just what you're going for.
    A little bit yes. I wanted to avoid making an entire new martial discipline, but mainly I wanted to avoid making new martial adept classes. My original idea began with a Diamond Mind/Tiger Claw using class that shifted between the two and went into various rage effects or 'focus' effects depending upon which they were shifting into.

    And then I realized that that seemed like a lot of work when I could just make a feat that would impart that same feeling. Not to mention, in my experience, it's easier to get a DM to allow a homebrew feat than a whole homebrew class (if anything, less reading for them).

    They look mostly okay, except it feels like I should be protesting them for letting you hemorrhage maneuvers for extra effects the same way a spellcaster would quicken spells. And the Burning Waltz is pretty cheap, considering it does as much damage as an actual Desert Wind Wyrm's maneuver, for free (even if it is ref negates).
    Well, I don't think we have to worry about Martial Adepts getting to the crazy point that spellcasters are at, even if they have an extremely limited quicken-esque mechanic. As for out-doing Desert Wind...well, Desert Wind is the weakest discipline by far, and one that I've never seen anyone use an actual strike out of. It mostly gets dipped into for Boosts and that's it. Outdoing the Wyrm maneuvers is not a great accomplishment.

    In fact, in this way, you can actually specialize in Desert Wind and feel just as badass as everyone else (sadly because you've found a way to circumvent actually using your strikes)!

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    Default Re: [3.5] Martial Discipline [Style] Feats

    Quote Originally Posted by Xefas View Post
    You also recover an expended Diamond Mind maneuver. I was a bit worried that recovering a maneuver as a swift action would be too strong. There aren't many mechanics that allow you to do so, so I figured that made up for the vanilla AC bonus. What would you suggest to spice it up (I'll be thinking about it as well)?
    Oh, missed that part. Recovering a maneuver as a swift action certainly is worthy of note, but could still likely use a little more pop. Perhaps giving the guy blindsight for an instant. So for a single flash, he can see everything within X feet of himself perfectly, and can see where things are, even through a sheet of darkness. Seems to go with the 'intense focus' idea, don't it?

    Quote Originally Posted by Xefas View Post
    I don't see this as a problem for a few reasons. First, it's minimum 15th level before you can do that. Second, the person using it has already sunk a feat into this style, and probably also Two-Weapon Fighting. Third, it's fire damage, so at 15th level, there's a good chance you're fighting something resistant to it. Fourth, it's 56d6 only assuming the enemy fails four consecutive reflex saves.

    Taking those points into account, how do you feel about it? (I'm not opposed to changing my homebrew, I just like to have some discourse beforehand.)
    Well, there's one thing in not worrying about high numbers, but even with the enemies succeeding on half of the saves you inflict on them, that's 28d6 fire damage per round at ~level 13, when you aren't using speed weapons (in which case, it'd be more like 42d6 when they're passing half of their saves). As for the rest of your points, bigger numbers won't solve those issues (and it's level 13 that you can do that, level 15 it's 96d6 before saves, 128d6 with speed weapons, before saves).

    Quote Originally Posted by Xefas View Post
    Thank you for the images and ideas. I'm guessing, in order, that's the Name of the Style, followed by the Disciplines fused in it, followed by the Classes your friends are using?
    No problem. And yeah, except the third were a few ways that each fusion was possible normally. In our games, we actually play with DementedOnes 'train in another discipline' rule, so we can have whichever discipline we would want, as long as we go on a side quest and expend exp to get it. Thanks on the feats, though, Sovereign Shade looks really awesome.



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    Default Re: [3.5] Martial Discipline [Style] Feats

    Quote Originally Posted by Rithaniel View Post
    Oh, missed that part. Recovering a maneuver as a swift action certainly is worthy of note, but could still likely use a little more pop. Perhaps giving the guy blindsight for an instant. So for a single flash, he can see everything within X feet of himself perfectly, and can see where things are, even through a sheet of darkness. Seems to go with the 'intense focus' idea, don't it?
    I like it, I'll implement it.

    Well, there's one thing in not worrying about high numbers, but even with the enemies succeeding on half of the saves you inflict on them, that's 28d6 fire damage per round at ~level 13, when you aren't using speed weapons (in which case, it'd be more like 42d6 when they're passing half of their saves). As for the rest of your points, bigger numbers won't solve those issues (and it's level 13 that you can do that, level 15 it's 96d6 before saves, 128d6 with speed weapons, before saves).
    You're right about the level, so 13th level. Though the highest Desert Wind boost is 7th level, so it doesn't scale beyond that. I suppose I'll reduce it to 1d6. Still, I think having bigger numbers does solve the feat sink issue - typically just picking a 2hander and going from there is more effective than dual-wielding and spending a few feats. Adding a few options out there that are highly effective with dual-wielding offsets this.

    With 1d6 per level of the boost, at max, at level 13, with dual-wielding speed weapons, with full 16+ BAB, assuming half the saves were made, you'd do 21d6 fire damage.

    With medium BAB (more likely, since Desert Wind is a native Swordsage discipline), you'd do 17.5(ish)d6.

    Does that sound more sane?

    In our games, we actually play with DementedOnes 'train in another discipline' rule, so we can have whichever discipline we would want, as long as we go on a side quest and expend exp to get it.
    Ah, that's a good rule. I may have to name a Style after the Demented One.

    Thanks on the feats, though, Sovereign Shade looks really awesome.
    Happy to help, and thank you.

    EDIT: I've also changed the picture of Dancing Flame Style. I think it's better now.
    Last edited by Xefas; 2010-09-18 at 08:03 PM.

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    Default Re: [3.5] Martial Discipline [Style] Feats

    Quote Originally Posted by M-Bark View Post
    Hm, while not familiar with Style feats, if you meant for these to be like Tactical feats, those usually have three options.
    Usually, but not always.

    If I can make a recommendation for Devoted Spirit/Tiger Claw?
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    Default Re: [3.5] Martial Discipline [Style] Feats

    Quote Originally Posted by Xefas View Post
    You're right about the level, so 13th level. Though the highest Desert Wind boost is 7th level, so it doesn't scale beyond that. I suppose I'll reduce it to 1d6. Still, I think having bigger numbers does solve the feat sink issue - typically just picking a 2hander and going from there is more effective than dual-wielding and spending a few feats. Adding a few options out there that are highly effective with dual-wielding offsets this.

    With 1d6 per level of the boost, at max, at level 13, with dual-wielding speed weapons, with full 16+ BAB, assuming half the saves were made, you'd do 21d6 fire damage.

    With medium BAB (more likely, since Desert Wind is a native Swordsage discipline), you'd do 17.5(ish)d6.

    Does that sound more sane?
    Yeah, 18d6 is still a good bit for a feat to give, but it seems a lot better now (and new pic for Dancing Flame is, quite honestly, awesome). Now then, for the new things.

    Shining Phoenix
    Word of Embers - Hey, almost just like the Dancing Flame one, only with a more defensive spin. Now, seeing as this is only a single target, and the other was a burst around you, this one is actually a little bit weaker, even after the original was nerfed a bit, but it's still actually decent for a feat (especially considering it's strikes and not boosts).
    Light the Sky - Now, that's interesting. Since these wings last a full minute, and you never have to leave your stance, you can just repeatedly refresh your maneuvers and stay aloft forever. Very nice, a decently simply way for a fighter to attain flight. Also, with the range increases, it's actually reasonable to say that this would make you even stronger in-combat. Very powerful ability. This feat is really decked out on the 'useful' corner.

    Sovereign Shade
    Unleash the Slaughter - Oh, now that is very nice, granting an ally the benefits of a stance. Not a very common thing to be found, but certainly a versatile bonus. See nothing wrong with that. Course, how does this interact with White Raven maneuvers that allow your allies to make attacks?
    From the Shadows - Oh, wow, now that is useful. You might wanna say whether the targets of the ability have to end/begin in shadows, though, that's a big part of it.

    Savage Anathema
    Form of Darkness - Hmmm, giving up two maneuvers in exchange for repeatable massive-mobility, and continual concealment. Definitely worth it. Not sure about the Constitution damage, though. On the offensive, you'll be taking things apart, limb from limb, but on the defensive, you'll sink like a bag of rocks. Difficult one to call, but it seems like it's just putting combat into 'fastforward' mode.
    Leaping Death - This is a simple way to get your Dex to damage, really. Course, doesn't this mean that, while you're in Form of Darkness, you always add your Dex to damage as long as you jump in that round?



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    Default Re: [3.5] Martial Discipline [Style] Feats

    Quote Originally Posted by Prime32 View Post
    The Dawning Aether Style has been added. I hope it is to your liking. I'm pretty proud of it, myself. Trying to shy away from always using the "If you are in X stance" bit.

    Quote Originally Posted by Rithaniel View Post
    Sovereign Shade
    Unleash the Slaughter - Oh, now that is very nice, granting an ally the benefits of a stance. Not a very common thing to be found, but certainly a versatile bonus. See nothing wrong with that. Course, how does this interact with White Raven maneuvers that allow your allies to make attacks?
    If I understand your question correctly, by the wording of Unleash the Slaughter ("hitting"), the feat's effect would activate first, giving your allies the benefit of your stance, and then the Maneuver's effect would activate, granting your allies the extra attack.

    From the Shadows - Oh, wow, now that is useful. You might wanna say whether the targets of the ability have to end/begin in shadows, though, that's a big part of it.
    Ah, thanks. I've edited it to be more specific.

    Savage Anathema
    Form of Darkness - Hmmm, giving up two maneuvers in exchange for repeatable massive-mobility, and continual concealment. Definitely worth it. Not sure about the Constitution damage, though. On the offensive, you'll be taking things apart, limb from limb, but on the defensive, you'll sink like a bag of rocks. Difficult one to call, but it seems like it's just putting combat into 'fastforward' mode.
    That's the intention, really. The idea is to put the player in the mindset of 'kill or be killed', not to mention rewarding ruthless ambush and paranoia about one's safety.

    Leaping Death - This is a simple way to get your Dex to damage, really. Course, doesn't this mean that, while you're in Form of Darkness, you always add your Dex to damage as long as you jump in that round?
    Well, yes. The idea is two-fold. Even if you aren't using Form of Darkness, it's a good bonus that shows up occasionally when you use one of the many "make a Jump check with a DC equal to your target's armor class" Tiger Claw maneuver. Second, when you *are* using Form of Darkness, it encourages you to leap around frantically like a deranged animal every round, ripping at your enemy from all directions to get that extra little damage.

    Anyway, I have to say the frequent critique is great motivation to keep cranking these out.

    EDIT:
    Quote Originally Posted by Rithaniel
    (and new pic for Dancing Flame is, quite honestly, awesome)
    Last edited by Xefas; 2010-09-20 at 12:22 AM.

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    Default Re: [3.5] Martial Discipline [Style] Feats

    Iron Heart/Desert Wind should be the "Hot Blooded" style.
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    Default Re: [3.5] Martial Discipline [Style] Feats

    Quote Originally Posted by Prime32 View Post
    Iron Heart/Desert Wind should be the "Hot Blooded" style.
    I've tried to do this with Limitless Ardor Style, the Iron Heart/Tiger Claw combo. Tiger Claw just strikes me as more enthusiastic than Desert Wind, and enthusiasm is key.

    Dunno if I overdid it.

    Anyway, that brings us to 11 feats. That means I have...25 more to go? I think it's 25.

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    Default Re: [3.5] Martial Discipline [Style] Feats

    My group is doing something similar to this with our Libram of Battle project in the form of something called "Metamaneuver Feats", feats that requirements similar to how yours are set up that grant new and special maneuvers and stances as opposed to how you're doing it.

    Great minds and all, fun stuff. Can't wait to see the rest of it.

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    Default Re: [3.5] Martial Discipline [Style] Feats

    Quote Originally Posted by Xefas View Post
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    Limitless Ardor Style
    You have mastered a fusion of the Iron Heart and Tiger Claw disciplines. Together, the two styles allow you to crash through Reason, while simultaneously flipping it the double deuce and impregnating its girlfriend, as you ride your goddamn iron tiger straight onto Valhalla.
    Prerequisites: One Iron Heart Stance, One Tiger Claw Stance, One Iron Heart Maneuver of 4th level or higher, One Tiger Claw Maneuver of 4th level or higher.
    Benefits:
    Step of Ten Thousand Miles: As a standard action, you may expend an unexpended Iron Heart maneuver to activate a very specific, focused version of Iron Heart Surge, which disables your inability to jump farther than people tell you you're supposed to be able to jump. In the same action, you also expend an unexpended Tiger Claw maneuver to initiate the jump.

    You spend the time until the beginning of your next turn waiting in the upper atmosphere; your hot blooded manliness forming a protective layer from the heat, cold, and vacuum (this also protects your gear and anyone you are carrying). At this time, you come crashing down at any other point on the surface of the planet (or similar physical body, if applicable). This method of movement is imprecise, and you actually land 2d6-2 miles from your intended destination. Where you do land, you create a fiery crater from the impact of your reentry, dealing 10d6 damage to everything (excluding yourself, your gear, and creatures you are carrying) within a 30ft radius (including down), half of which is fire damage and half of which is bludgeoning. The effected area also becomes difficult terrain. After using this ability, your number of Maneuvers Readied is reduced by 1 for 6 hours (cumulative uses continue to reduce this number).

    Death Is For the Boring: As an immediate action, when you die, you may expend an unexpended Iron Heart or Tiger Claw maneuver. At the beginning of your turn, sometime in the next 5 rounds, you may choose to not be dead anymore. If you are prone, you may stand from prone as a free action, and you are at 1/4 of your maximum hit points. You may choose to remove any Conditions or spell effects currently active on you. After using this ability, your number of Maneuvers Readied is reduced by 1 for one week.
    ...I love it. This is going to make me use Tiger Claw for once. Just for "Death is For the Boring".
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    Default Re: [3.5] Martial Discipline [Style] Feats

    Quote Originally Posted by The-Mage-King View Post
    ...I love it. This is going to make me use Tiger Claw for once. Just for "Death is For the Boring".
    I dunno, it doesn't do a whole lot. It's not like being dead inflicts any penalties by RAW.
    Last edited by Prime32; 2010-09-21 at 03:50 PM.
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    Default Re: [3.5] Martial Discipline [Style] Feats

    Quote Originally Posted by Prime32 View Post
    I dunno, it doesn't do a whole lot. It's not like being dead inflicts any penalties by RAW.
    Rule of Cool. I rest my case.
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    Default Re: [3.5] Martial Discipline [Style] Feats

    Quote Originally Posted by Prime32 View Post
    I dunno, it doesn't do a whole lot. It's not like being dead inflicts any penalties by RAW.
    Besides being unconscious, you mean?
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    Default Re: [3.5] Martial Discipline [Style] Feats

    I'm quite intrigued by a number of these, though a lack of Iron Heart/Diamond Mind style makes me a little sad, as it's my favorite combo when I play Warblades.

    Something of interest is these could still be considered Tactical feats, given the Battlecaster Offense and Defense tactical feats, from Complete Mage, only have 2 maneuvers, so there is precedent for 2 maneuver Tactical feats.

    Just my 2 coppers. Take as you will.
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    Default Re: [3.5] Martial Discipline [Style] Feats

    Quote Originally Posted by Cieyrin View Post
    I'm quite intrigued by a number of these, though a lack of Iron Heart/Diamond Mind style makes me a little sad, as it's my favorite combo when I play Warblades.
    Ask and ye shall receive. Ephemeral Edge is up now. I'm also working on a defensive Diamond Mind/Stone Dragon Style at the moment.

    Something of interest is these could still be considered Tactical feats, given the Battlecaster Offense and Defense tactical feats, from Complete Mage, only have 2 maneuvers, so there is precedent for 2 maneuver Tactical feats.
    Cool, I didn't know that. Still, as far as I know, nothing uses Tactical feats as a variable, unlike, say, Abyssal Heritor feats or Exalted feats. [Abyssal Heritor] feats get stronger the more feats you have with that type. Stuff like Vow of Poverty only allows you to get [Exalted] feats. There's nothing that really relies on something being [Tactical], so I'm not sure what the point is in giving them that title.

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    Default Re: [3.5] Martial Discipline [Style] Feats

    Quote Originally Posted by Xefas View Post
    Ask and ye shall receive. Ephemeral Edge is up now. I'm also working on a defensive Diamond Mind/Stone Dragon Style at the moment.
    Squee! Iaijutsu! You read my mind, sir, and it is amazing!

    Cool, I didn't know that. Still, as far as I know, nothing uses Tactical feats as a variable, unlike, say, Abyssal Heritor feats or Exalted feats. [Abyssal Heritor] feats get stronger the more feats you have with that type. Stuff like Vow of Poverty only allows you to get [Exalted] feats. There's nothing that really relies on something being [Tactical], so I'm not sure what the point is in giving them that title.
    While true, it's more a consistency type deal. Doesn't honestly matter either way, as you've said, just marks it so people know up front what to expect.
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    Default Re: [3.5] Martial Discipline [Style] Feats

    May I request you do the Iron Heart/Shadow Hand feat next? Please?

    EDIT: And by next I mean after the Diamond Mind/Stone Dragon feat.
    Last edited by The-Mage-King; 2010-09-22 at 03:20 PM.
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    Default Re: [3.5] Martial Discipline [Style] Feats

    Quote Originally Posted by Cieyrin View Post
    Squee! Iaijutsu! You read my mind, sir, and it is amazing!
    Glad you like it.

    Quote Originally Posted by The-Mage-King View Post
    May I request you do the Iron Heart/Shadow Hand feat next? Please?

    EDIT: And by next I mean after the Diamond Mind/Stone Dragon feat.
    Sure thing. I already have some ideas for Iron Heart/Shadow Hand and Stone Dragon/Shadow Hand.

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    Default Re: [3.5] Martial Discipline [Style] Feats

    Since you'll eventually be working on Shadow Hand/Devoted Spirit and Iron Heart/Devoted Spirit feats I'd like to recomend a few names.

    Shadow Hand/Devoted Spirit
    Dark Knight's Justice
    Shadow Deva's Wrath
    Hallowed Darkness Style
    Bleak Judgement
    Way to Dawn

    The only problem, if it is a problem, is that most these names seem to denote or conotate a Good alignment.

    Iron Heart/Devoted Spirit
    Sword of Light
    Heavenly Sword
    Shining Blade of Heaven
    Sword of the Gods
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    Default Re: [3.5] Martial Discipline [Style] Feats

    One heartbeat, ten thousand strikes is waaaay to good. Needs a cap.

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    Default Re: [3.5] Martial Discipline [Style] Feats

    Quote Originally Posted by Agrippa View Post
    Since you'll eventually be working on Shadow Hand/Devoted Spirit and Iron Heart/Devoted Spirit feats I'd like to recomend a few names.
    Thanks.

    Quote Originally Posted by Tael View Post
    One heartbeat, ten thousand strikes is waaaay to good. Needs a cap.
    It does have a cap. In fact, it has a cap that inherently scales with level. A 7th level Warblade can get a max of 4 bonus attacks if they specifically only prepare Diamond Mind maneuvers. A 20th level Warblade can get a max of 7 bonus attacks if they specifically only prepare Diamond Mind maneuvers.

    By only preparing Diamond Mind maneuvers, however, you end up limiting your versatility and also being unable to use the other ability from the same Style feat. And you'd have to blow them all at once to get such a crazy effect.

    It may be imbalanced in other ways, but "needing a cap" is not one of them (because it has one). However, as it is now, I don't think it's completely balanced, and I think I'll stick some sort of balancing negative effect on it to prevent/heavily discourage the supernova at lower levels.

    Not right now, though. I'm in the middle of watching Hell's Kitchen and one of my school's alumni is competing.

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    Default Re: [3.5] Martial Discipline [Style] Feats

    Quote Originally Posted by Agrippa View Post
    Since you'll eventually be working on Shadow Hand/Devoted Spirit and Iron Heart/Devoted Spirit feats I'd like to recomend a few names.

    Shadow Hand/Devoted Spirit
    Dark Knight's Justice
    Shadow Deva's Wrath
    Hallowed Darkness Style
    Bleak Judgement
    Way to Dawn
    I like it. My vote is on the BOLDed name.
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    Default Re: [3.5] Martial Discipline [Style] Feats

    Alright, Implacable Juggernaut (with picture finally), Sanguine Nightfall, and Twilight Sojourner styles are all up.

    I used "Way to Dawn" as an ability name . I was gonna use it as a style name, but 'Dawn' has such an obvious reference to duality, and with each style having two abilities...well, I couldn't pass up Dusk/Dawn.

    The more of these I do, the more I think my prototype Placid Lunatic style needs to be overhauled to be slightly more interesting. I wanted it to be simple, since it was my first foray into the concept, but now it just seems somehow boring by comparison to the others.

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    Default Re: [3.5] Martial Discipline [Style] Feats

    Question about Implacable Juggernaut's Building an Immunity: Does the saving throw need to be caused by an enemy? If not, you may have just enabled the martial adept to drink booze, thereby resulting in a fort save to resist alcohol poisoning/drunkenness, to heal.
    Last edited by StreetPizza; 2010-09-23 at 11:39 PM.
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