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    Barbarian in the Playground
    Join Date
    Nov 2010

    Default [ToB] It's a Very Meta Discipline...

    A very meta martial discipline. Name pending.

    I don't know what name to call it, but this is a discipline focused on affecting your other maneuvers. Aside from the name, it's complete.

    I'm looking for three things here. For one, a name. Calling this DISCIPLINE everywhere just doesn't work too well. Second, comments. I've thought a bit about this, but I haven't really put too much thought and analysis into everything involved. There are probably some non-functional or breakable mechanics, some balance issues, and even some typos in there. Third, if you have any homebrew martial disciplines that you particularly enjoy, please post a link or otherwise give a reference. There's one maneuver (Closing Strike) that gives unique benefits based on the discipline of the last strike you used, and I would like to make it compatible with some of the better homebrew material around.

    Oh, and perhaps the most important thing: Enjoy!


    Overview
    Spoiler
    Show

    DISCIPLINE is a relatively modern discipline. The earliest records of its roots came decades after the dissolution of the Temple of the Nine. Some of its techniques were created by martial adepts attempting to recreate or reverse-engineer the teachings lost during the temple's fall. Others were developed by a new generation of warriors attempting to follow Reshar's path by learning of all the martial disciplines. Over time, the most effective of these techniques were refined and codified into a martial discipline of their own.

    Practitioners of DISCIPLINE understand that to master their skills, they must understand and explore them in all conceivable ways. DISCIPLINE is almost never practiced by itself. Alone, it is an incomplete style, like a sword hilt without the blade. DISCIPLINE functions through the exploration and improvement of all other martial disciplines, improving them through better understanding of their teachings.

    Access: Unlike most martial disciplines, DISCIPLINE uses special rules to determine which martial adepts can learn its teachings. DISCIPLINE maneuvers and stances can be learned as normal through the Martial Study and Martial Stance feats. In addition, any martial adept with knowledge of at least one maneuver from DISCIPLINE is considered to have access to DISCIPLINE with all of their classes, allowing them to learn maneuvers from it as though it was among the disciplines that their classes can learn maneuvers and stances from.

    Further, the broad training of multiple disciplines also opens a martial adept to DISCIPLINE's teachings. Any martial adept with access to six or more martial disciplines is considered to have access to DISCIPLINE with all of their classes, allowing them to learn maneuvers from it as though it was among the disciplines that their classes can learn maneuvers and stances from. A martial adept is considered to have access to a discipline for this purpose if they may select maneuvers or stances known from that discipline as a class feature from any of their classes or racial traits (even if they do not know any), or if they know a maneuver or stance from that discipline. Access to multiple disciplines is counted from amongst all of a characters classes, not just the one through which he wishes to learn DISCIPLINE maneuvers. Among the traditional practitioners of the Sublime Way, only Swordsages and Masters of Nine naturally train themselves in such a way that DISCIPLINE's teachings are accessible. However, most multiclass martial adepts with levels in multiple initiator classes gain a sufficient understanding of the Sublime Way and the interactions between its many disciplines through their cross-training to learn from DISCIPLINE.

    Variant: Characters with access to disciplines focused on ranged attacks can adapt DISCIPLINE's techniques to ranged combat as well. Any martial adept with knowledge of at least one martial maneuver with a range of "ranged attack" can take advantage of this option. Under this variant, the martial adept may, at their discretion, treat all references to "melee" in any DISCIPLINE maneuvers they initiate as references to "ranged" instead. This includes, but is not limited to, the terms "melee attack", "melee attack roll", and "melee damage rolls". Any maneuver so affected must have all of its applicable references changed. Martial adepts using this variant can choose to take advantage of this option for any combination of their DISCIPLINE maneuvers, determined at whatever time is most beneficial, and may use both the melee and ranged form of these maneuvers interchangeably. This option does not apply to maneuvers used by other martial adepts, nor to maneuvers from other disciplines.


    Discipline key skill: Martial Study. DISCIPLINE focuses on the understanding of other martial disciplines so as to make them greater than they are alone.
    Discipline favored weapons: None. DISCIPLINE has no favored weapons, as it is not designed to function as a complete discipline in and of itself. If anything, the other martial disciplines are its weapons.

    1
    *Efficient Recovery (Stance) - When you miss with a strike, recover a boost you initiated in the same round.
    *Opening Strike (Strike) - Attack deals +1d4 damage, may cause next strike to deal maximum bonus damage.
    *Redoubled Focus (Boost) - Enter a second stance until the beginning of your next turn.

    2
    *Reactive Focus (Counter) - Change stances as an immediate action.
    *Surging Blow (Strike) - Expend another readied maneuver to attack with a bonus on the attack and damage rolls based on the maneuver sacrificed.

    3
    *Focused Recovery - Recover a single expended maneuver as a swift action. You cannot recover this maneuver for 1 minute or until the recovered maneuver has been expended.
    *Followup Strike (Strike) - Attack deals bonus damage based on the level of the last strike used against the target.
    *Martial Reflexes (Stance) - Use standard action strikes in place of attacks of opportunity.

    4
    *Multi-Counter (Counter) - Use up to two other counters before your next turn without spending more immediate actions.
    *Probing Strike (Strike) - Attack deals +4d4 damage, may cause next strike to deal maximum bonus damage and have a bonus on attack rolls.
    *Replicate Attack (Boost) - Next attack uses the same attack roll and critical confirmation roll of your last attack.

    5
    *Resurgent Reaction (Stance) - Use boosts even if you used an immediate action since your last turn.
    *Mirror Strike (Strike) - Duplicate the last strike you observed or used.
    *Twinned Style (Boost) - Initiate two other boosts as part of a single swift action.

    6
    *Double Strike (Strike) - Initiate two strikes in a single action equal to the longer initiation action of the two. All attack rolls for the second strike suffer a -5 penalty.
    *Rapid Attack (Boost) - Initiate next standard action strike as a move action.
    *Skilled Recovery - Recover a up to two expended maneuvers as a swift action. You cannot recover this maneuver for 1 minute or until the recovered maneuvers have been expended.

    7
    *Combination Strike (Strike) - Attack deals +10d4 damage, may cause next strike to deal maximum bonus damage and have a bonus on attack rolls and save DC.
    *Split Attack (Boost) - Next strike affects two creatures within reach.

    8
    *Closing Strike (Strike) - Attack deals bonus damage based on the level of the last strike used against the target, and causes secondary effects based on the discipline of the last strike used against the target.
    *Stylized Mirror of Form (Stance) - Enter any stance you qualify for from a martial discipline you observe or use. (Details need tweaking).
    *Sublime Recovery - Recover all expended maneuvers as a swift action. You cannot recover this maneuver for 1 minute or until all of your other maneuvers have been expended.

    9
    *Triumvirate Strike (Strike) - Initiate three strikes in a single action equal to the longer initiation action of the three. All attack rolls for the second strike suffer a -5 penalty. All attack rolls for the third strike suffer a -10 penalty.


    Maneuvers
    Spoiler
    Show

    Closing Strike
    DISCIPLINE (Strike)
    Level: CLASS 8
    Prerequisite: Three SCHOOL maneuvers
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature
    Duration: See text
    Saving Throw: See text
    As part of this maneuver, make a single melee attack. If it hits and you have also initiated a strike against the same creature since the beginning of your last turn, your attack deals an extra +2d6 damage, plus another 2d6 points of damage for each level of the highest level strike you initiated against that creature since the beginning of your last turn. In addition, this strike causes an additional effect based on the discipline of the highest level strike you initiated against that creature since the beginning of your last turn.

    Desert Wind: You are shielded by mystical flames until the end of your next turn. During this time, half of the fire damage that you deal ignores fire resistance and immunity, and any enemy that attacks you, even with ranged weapons, suffers 10 points of fire damage.

    Devoted Spirit: You and all allies within 30 feet of you heal 10d6 points of damage + 1 point per initiator level (maximum +20). This effect only occurs if the creature is an enemy whose alignment has at least one component different from your and poses a threat to you or your allies in some direct, immediate way.

    Diamond Mind: You gain an additional action that can be spent as either a move, swift, or immediate action, chosen when you spend it. You can spend this additional action at any time before the end of your next turn, even when it is not your turn. If you do not, it is lost.

    Iron Heart: At any point before the end of your next turn, you may spend an immediate action to treat a single attack roll you just made as though you had instead rolled a natural 20. You may decide to use this effect after rolling the attack roll and determining the results.

    Setting Sun: The creature is knocked prone and must make a Reflex save (DC 18 + your Strength modifier). On a failed saving throw, the creature is also rendered flat-footed and staggered until the end of your next turn.

    Shadow Hand: You gain total concealment until the end of your next turn.

    Stone Dragon: The creature loses any armor bonus to armor class, natural armor bonus to armor class, damage reduction, hardness, immunity to critical hits, or resistance to critical hits it may have until the end of your next turn.

    Tiger Claw: The critical threat range of any attack you make increases by 2 until the end of your next turn. This effect stacks with, and may be altered by, the benefits of the Improved Critical feat, the keen edge spell, and similar effects that modify the critical threat range of a weapon or attack.

    White Raven: You and all allies within 30 feet of you gain a +5 morale bonus on all skill checks, ability checks, opposed checks, and weapon damage rolls until the end of your next turn.

    THIS DISCIPLINE: No additional effect.

    Despite the fact that some parts of this maneuver are considered supernatural abilities, this maneuver is still an extraordinary ability.

    For the purpose of this ability, initiating a strike against a creature means initiating a strike that involves making an attack, attack roll, or opposed check against that creature, requires that creature to make a saving throw, deals damage to that creature, includes that creature within its area, or includes that creature as one of its targets. A single strike may be considered to have been initiated against multiple creatures.


    Combination Strike
    DISCIPLINE (Strike)
    Level: CLASS 7
    Prerequisite: One SCHOOL maneuver
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature
    Duration: 1 round
    Saving Throw: Fortitude partial
    As part of this maneuver, make a single melee attack. If this attack hits, it deals +10d4 damage and the subject must make a Fortitude save (DC 17 + your Wisdom modifier). On a failed saving throw, your next strike against that creature before the end of your next turn is improved. You gain a +4 bonus on all attack rolls and skill checks involved in that strike, a +2 bonus to the save DCs involved in that strike, and any bonus damage dice granted by the strike are treated as having rolled the highest possible value on the die roll. Bonus damage dice from other sources, rerolled dice, base weapon damage, and other sources of bonus damage are not maximized.

    For the purpose of this ability, initiating a strike against a creature means initiating a strike that involves making an attack, attack roll, or opposed check against that creature, requires that creature to make a saving throw, deals damage to that creature, includes that creature within its area, or includes that creature as one of its targets. A single strike may be considered to have been initiated against multiple creatures.


    Double Strike
    DISCIPLINE (Strike)
    Level: CLASS 6
    Prerequisite: Two SCHOOL maneuvers
    Initiation Action: See text
    Range: See text
    Area: See text
    Target: See text
    Duration: See text
    Saving Throw: See text
    As part of initiating this strike, you may initiate up to two additional strikes. The action required to initiate this strike is equal to the longer of the two additional strikes' initiation actions. The effects of the two additional strikes are resolved as normal, except that you suffer a -5 penalty to all attack rolls made for the second strike. You must follow all normal limitations of initiating these strikes, other than expending their initiation actions. These strikes are expended as normal.

    You cannot initiate this maneuver if you have already initiated more than one maneuver from any given martial discipline during the same turn, or if you have already initiated a maneuver from the same discipline. You cannot initiate more than one maneuver from any given martial discipline during a turn that you initiate this maneuver. Stances do not count against this restriction.


    Efficient Recovery
    DISCIPLINE (Stance)
    Level: CLASS 1
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance
    While you are in this stance, you can efficiently recover from your mistakes. Once per round when you miss with an attack roll made as part of a strike, you may recover a single boost you initiated since the beginning of your turn (or since the beginning of your last turn if it is not currently your turn). If you use granted maneuvers for that boost, it is also granted.


    Focused Recovery
    DISCIPLINE
    Level: CLASS 3
    Prerequisite: One SCHOOL maneuver
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Instantaneous
    When you initiate this maneuver, you may choose one expended maneuver that you have readied. That maneuver is no longer considered expended. If you use granted maneuvers for that maneuver, it is also granted.

    Once you initiate Focused Recovery, you cannot recover it by any means for 1 minute or until the recovered maneuver is expended, whichever comes first. If you decline to recover any maneuvers with Focused Recovery, this limitation does not apply.


    Followup Strike
    DISCIPLINE (Strike)
    Level: CLASS 3
    Prerequisite: One SCHOOL maneuver
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature
    As part of this maneuver, make a single melee attack. If it hits and you have also initiated a strike against the same creature since the beginning of your last turn, your attack deals an extra +3d6 damage, plus another 1d6 points of damage for each level of the highest level strike you initiated against that creature since the beginning of your last turn.

    For the purpose of this ability, initiating a strike against a creature means initiating a strike that involves making an attack, attack roll, or opposed check against that creature, requires that creature to make a saving throw, deals damage to that creature, includes that creature within its area, or includes that creature as one of its targets. A single strike may be considered to have been initiated against multiple creatures.


    Martial Reflexes
    DISCIPLINE (Stance)
    Level: CLASS 3
    Prerequisite: One SCHOOL maneuver
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance
    While you are in this stance, you may choose to initiate a strike instead of making the attacks that you would normally be allowed for any given attack of opportunity. You can only initiate a strike this way if you use it to attack the creature that provoked the attack of opportunity. You can only initiate a strike this way with an initiation action of one standard action or less. This strike still counts as an attack of opportunity in all ways, including counting against your normal limit of attacks of opportunity per round. You must follow all other normal limitations of initiating these strikes, other than expending their initiation actions. Strikes initiated this way are expended as normal.


    Mirror Strike
    DISCIPLINE (Strike)
    Level: CLASS 5
    Prerequisite: Two SCHOOL maneuvers
    Initiation Action: See text
    Range: See text
    Area: See text
    Target: See text
    Duration: See text
    Saving Throw: See text
    When you initiate this strike, treat it as the last strike you have observed, except as follows. This strike is still considered to be of the DISCIPLINE discipline, rather than the mimicked strike's discipline. All other parameters and effects, including the initiation action of this strike, are as the mimicked strike. You need not know or even qualify for the mimicked strike. For the purposes of this strike, the last strike you have observed is either the most recent strike that you observed well enough to have made a Martial Lore check to identify, or the last strike that you initiated, whichever is most recent.


    Multi-Counter
    DISCIPLINE (Counter)
    Level: CLASS 4
    Prerequisite: One SCHOOL maneuver
    Initiation Action: 1 immediate action
    Range: Personal
    Target: You
    Duration: 1 round
    Until the beginning of your next turn, you may initiate up to two additional counters without spending an immediate action. You must follow all normal limitations of initiating these counters, other than expending immediate actions. These counters are expended as normal.

    You cannot initiate this maneuver if you have already initiated more than one maneuver from any given martial discipline since the end of your last turn, or if you have already initiated a maneuver from the same discipline. Once you initiate this maneuver, you cannot initiate more than one maneuver from any given martial discipline until the beginning of your next turn, including any maneuvers that you have already initiated since the end of your next turn. Stances do not count against this restriction.


    Opening Strike
    DISCIPLINE (Strike)
    Level: CLASS 1
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature
    Duration: 1 round
    Saving Throw: Fortitude partial
    As part of this maneuver, make a single melee attack. If this attack hits, it deals +1d4 damage and the subject must make a Fortitude save (DC 11 + your Wisdom modifier). On a failed saving throw, your next strike against that creature before the end of your next turn deals maximum bonus damage, as though any bonus damage dice granted by the strike rolled the highest possible value on the die roll. Bonus damage dice from other sources, rerolled dice, base weapon damage, and other sources of bonus damage are not maximized.

    For the purpose of this ability, initiating a strike against a creature means initiating a strike that involves making an attack, attack roll, or opposed check against that creature, requires that creature to make a saving throw, deals damage to that creature, includes that creature within its area, or includes that creature as one of its targets. A single strike may be considered to have been initiated against multiple creatures.


    Probing Strike
    DISCIPLINE (Strike)
    Level: CLASS 4
    Prerequisite: One SCHOOL maneuver
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature
    Duration: 1 round
    Saving Throw: Fortitude partial
    As part of this maneuver, make a single melee attack. If this attack hits, it deals +4d4 damage and the subject must make a Fortitude save (DC 14 + your Wisdom modifier). On a failed saving throw, you gain a +2 bonus on all attack rolls in your next strike against that creature before the end of your next turn and any bonus damage dice granted by the strike are treated as having rolled the highest possible value on the die roll. Bonus damage dice from other sources, rerolled dice, base weapon damage, and other sources of bonus damage are not maximized.

    For the purpose of this ability, initiating a strike against a creature means initiating a strike that involves making an attack, attack roll, or opposed check against that creature, requires that creature to make a saving throw, deals damage to that creature, includes that creature within its area, or includes that creature as one of its targets. A single strike may be considered to have been initiated against multiple creatures.


    Rapid Attack
    DISCIPLINE (Boost)
    Level: CLASS 6
    Prerequisite: Two SCHOOL maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: End of turn
    Until the end of your turn, you may initiate a single strike as a move action instead of a standard action. This benefit does not apply to strikes with initiation actions other than one standard action. You must follow all normal limitations of initiating this strike, other than the initiation action. This strike is expended as normal.

    You cannot initiate this maneuver if you have already initiated more than one maneuver from any given martial discipline during the same turn, or if you have already initiated a maneuver from the same discipline. You cannot initiate more than one maneuver from any given martial discipline during a turn that you initiate this maneuver. Stances do not count against this restriction.


    Reactive Focus
    DISCIPLINE (Counter)
    Level: CLASS 2
    Initiation Action: 1 immediate action
    Range: Personal
    Target: You
    Duration: Instantaneous
    As part of this maneuver, you may enter a single stance you know, as though you had initiated it normally. You must follow all normal limitations of initiating and maintaining that stance, other than expending a swift action.


    Redoubled Focus
    DISCIPLINE (Boost)
    Level: CLASS 1
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: 1 round
    As part of this maneuver, you enter a single additional stance that you know. This cannot be a stance that you are already in. Until the beginning of your next turn, you can remain in one more stance than normal. At that time, if you are in more stances than your normal limit, you must choose a number of stances equal to or less than your normal limit of stances. All other stances that you are in immediately end. You must follow all other normal limitations of initiating and maintaining the stance, other than expending a swift action.


    Replicate Attack
    DISCIPLINE (Boost)
    Level: CLASS 4
    Prerequisite: One SCHOOL maneuver
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: End of turn
    Your next attack roll after initiating this boost but before the end of your turn is treated as though it was a duplicate of your last attack roll. Treat the attack roll as though you received the same result on the die and had the same bonuses and penalties. Whether this results in a hit or a miss depends on the armor class of your current target, not your previous target. In addition, you roll for damage and other effects normally, independent of your previous attack's damage or lack thereof.

    If the previous attack risked a miss chance due to concealment, incorporeality, or other factors, use the same miss chance and miss chance roll. If there was no miss chance for your previous attack, you ignore any miss chance that there may be now.

    If your previous attack was a critical threat, so is this one, even if your critical threat range has changed. Use the same critical threat roll as the previous attack. This may allow you to score a critical hit against creatures that are normally immune to critical hits, although most such creatures are still immune to any bonus damage that such a critical hit may deal. If you neglected to roll a critical confirmation roll on your previous attack because your previous target was immune to critical hits, or if your previous attack roll would have threatened a critical hit had it not missed, you roll the critical confirmation roll for this attack with the bonuses and penalties that your previous attack's roll would have had. If your previous attack was not a critical threat, then neither is this attack, even if your critical threat range has changed.


    Resurgent Reaction
    DISCIPLINE (Stance)
    Level: CLASS 5
    Prerequisite: Two SCHOOL maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance
    While you are in this stance, the first immediate action that you spend each round to initiate a counter does not count against your swift actions during your next turn for the purpose of initiating boosts.


    Skilled Recovery
    DISCIPLINE
    Level: CLASS 6
    Prerequisite: Two SCHOOL maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Instantaneous
    When you initiate this maneuver, you may choose up to two expended maneuvers that you have readied. Those maneuvers are no longer considered expended. If you use granted maneuvers for either of those maneuvers, they are also granted.

    Once you initiate Skilled Recovery, you cannot recover it by any means for 1 minute or until the recovered maneuvers are expended, whichever comes first. If you decline to recover any maneuvers with Skilled Recovery, this limitation does not apply.


    Split Attack
    DISCIPLINE (Boost)
    Level: CLASS 7
    Prerequisite: Three SCHOOL maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: End of turn
    You may attack one more creature than normal with a single strike that you initiate before the end of your turn. This benefit does not apply to strikes that do not allow you to make an attack as part of initiating the strike, nor to those that have no target or that target more than one creature or object. The attack against the additional creature is as though you had initiated the strike again with the additional creature as the only target. You must follow all other normal limitations of the strike. The strike is expended as normal.

    You cannot initiate this maneuver if you have already initiated more than one maneuver from any given martial discipline during the same turn, or if you have already initiated a maneuver from the same discipline. You cannot initiate more than one maneuver from any given martial discipline during a turn that you initiate this maneuver. Stances do not count against this restriction.


    Stylized Mirror of Form
    DISCIPLINE (Stance)
    Level: CLASS 8
    Prerequisite: Three SCHOOL maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance
    While you are in this stance, you may leave this stance to initiate a single stance that you qualify for but do not know. This must either be a stance that you have observed another initiator entering or using, a stance from the discipline of a maneuver that you have observed another initiator initiate, or a stance from a school that you have readied at least four maneuvers. You cannot use this effect to initiate a stance of higher level than the highest level maneuver you know from its discipline. Once you have initiated an unknown stance in this way, you may remain in it for up to 5 minutes, or until the end of the current encounter, whichever comes first. You can only initiate a given unknown stance once per day this way.


    Sublime Recovery
    DISCIPLINE
    Level: CLASS 8
    Prerequisite: Three SCHOOL maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Instantaneous
    When you initiate this maneuver, you may choose any number of expended maneuvers that you have readied. Those maneuvers are no longer considered expended. If you use granted maneuvers for any of those maneuvers, they are also granted.

    Once you initiate Sublime Recovery, you cannot recover it by any means for 1 minute or until the recovered maneuvers are expended, whichever comes first. If you decline to recover any maneuvers with Sublime Recovery, this limitation does not apply.


    Surging Blow
    DISCIPLINE (Strike)
    Level: CLASS 2
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature
    As part of this maneuver, choose one unexpended, readied maneuver that you possess, other than this maneuver. If you use granted maneuvers for that maneuver, it must also be granted. That maneuver is immediately expended, as though you had initiated it. Make a single melee attack with a +1 bonus on the attack roll, plus the level of the expended maneuver. If the attack hits, it deals an extra +2d8 points of damage for each level of the expended maneuver.


    Triumvirate Strike
    DISCIPLINE (Strike)
    Level: CLASS 9
    Prerequisite: Four SCHOOL maneuvers
    Initiation Action: See text
    Range: See text
    Area: See text
    Target: See text
    Duration: See text
    Saving Throw: See text
    As part of initiating this strike, you may initiate up to three additional strikes. The action required to initiate this strike is equal to the longer of the three additional strikes' initiation actions. The effects of the three additional strikes are resolved as normal, except that you suffer a -5 penalty to all attack rolls made for the second strike and a -10 penalty to all attack rolls made for the third strike. You must follow all normal limitations of initiating these strikes, other than expending their initiation actions. These strikes are expended as normal.

    You cannot initiate this maneuver if you have already initiated more than one maneuver from any given martial discipline during the same turn, or if you have already initiated a maneuver from the same discipline. You cannot initiate more than one maneuver from any given martial discipline during a turn that you initiate this maneuver. Stances do not count against this restriction.


    Twinned Style
    DISCIPLINE (Boost)
    Level: CLASS 5
    Prerequisite: Two SCHOOL maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Instantaneous
    As part of this maneuver, you may initiate up to two boosts. You must follow all normal limitations of initiating these boosts, other than expending swift actions. These boosts are expended as normal.

    You cannot initiate this maneuver if you have already initiated more than one maneuver from any given martial discipline during the same turn, or if you have already initiated a maneuver from the same discipline. You cannot initiate more than one maneuver from any given martial discipline during a turn that you initiate this maneuver. Stances do not count against this restriction.


    Last edited by Garryl; 2011-02-08 at 12:55 AM.

  2. - Top - End - #2
    Troll in the Playground
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    Default Re: [ToB] It's a Very Meta Discipline...

    Hmm... No real commentary on the discipline yet, but how about "The Sublime Supportive Style"? It focuses on enhancing the Sublime Way, and could theoretically be argued to be the best style ever.

  3. - Top - End - #3
    Orc in the Playground
     
    GnomeWizardGuy

    Join Date
    Oct 2009

    Default Re: [ToB] It's a Very Meta Discipline...

    This is...fascinating. I like it.

    What are the key skill and favored weapons?

    Edit: Long list of discipline links:
    Spoiler
    Show

    Army of One - The demented one
    Black Heron - errantx
    Black Lotus - Zakaroth
    Black Rain - Demented One
    Blood Sage
    Broken Blade - JoshuaZ
    Coin's Edge - Demented One
    Chthonic Serpent - DragoonWraith
    Dancing Leaf - The demented one
    Dread Crown - Demented One
    Falling Anvil - DracoDei
    Falling Star - Fax
    Far Realm - Jack Mann
    Fool's Grip - Demented One
    Gentle Breeze - Closet Skeleton
    Golden Saint - Demented One
    Holy Word Discipline - Fax Celestis
    Infinite Torment: - PairO' Dice
    Jade Throne: - ErrantX
    Kaleidoscopic Dream - Demeont One
    Knowing Heart - Dspeyer
    Lost Lyrics - Kellus
    Mental Grip
    Narrow Bridge - JoshuaZ
    Ninefold Damnation - PairO' Dice
    Ocean Soul - Fax Celestis
    Ocean Tempest: - PairO' Dice
    Oncoming Storm - The demented one
    Placid Lake
    Quicksilver Aegis - Krimm
    Sanguine Brand
    Scarlet Bravura - Demented One
    Scarlet Rose - Nero24200
    Silver Crane
    Sleeping Goddess - The demented one
    Solaris Arcanum - Golden-Esque
    Steel Mountain
    Twin Spirit - demented one
    Untamed Essence - Vox Clamantis
    Way of the Gear - Imp_Fireball
    Witch Razor - pyrefiend

    Frozen Zephyr/Acidic Fog/Shocking Sky disciplines - Krimm Blackleaf (Desert Wind variants)
    Lesser Discipline By I_got_this_name
    Falling Wave
    Glacial Chill
    Leaping Gale
    Rending Scream
    Silver Pegasus
    True Arrow
    Viper Fang
    Last edited by Psyborg; 2011-01-30 at 02:56 PM.

  4. - Top - End - #4
    Troll in the Playground
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    Default Re: [ToB] It's a Very Meta Discipline...

    Says it in the first spoiler. Martial Lore and "Other Disciplines" respectively.

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    Default Re: [ToB] It's a Very Meta Discipline...

    This will take me some time to read everything, but so far I really really like the idea, however It seem to be quite powerful, so will have to check some numbers before giving my real comments.

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    Default Re: [ToB] It's a Very Meta Discipline...

    A good idea, though I'd advise you to critically analyze each maneuver and stance. I believe the basic view is "If you can't imagine making a character with access to this stuff that doesn't have it, then it's too powerful". This would drastically affect the ToB system and it's adherents. This isn't necessarily a bad thing, it just means it should be handled with care.

    You may want to add a clause which limits the number of these that can be known/prepared.

    As for the name, I believe something like "Eternal Improvement Style" would be fitting...

    Cool idea, I'll be following this..
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    Default Re: [ToB] It's a Very Meta Discipline...

    Underlying Succor might be an interesting name, as it supports the other styles...

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    Default Re: [ToB] It's a Very Meta Discipline...

    The early levels of the maneuvers seem very nice and interesting, but the later levels are a bit overpowered. Using three strikes in one round, even with penalties, is quite strong, and if you use one of your attack role boosting strikes as the first one (like Combination Strike), the penalties are reduced. Combine this with Time Stands Still or Island in Time, and it becomes godly. Finish with Sublime Recovery to repeat it next round and it smells of cheese.

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    Default Re: [ToB] It's a Very Meta Discipline...

    Quote Originally Posted by I, Dashing Cube View Post
    The early levels of the maneuvers seem very nice and interesting, but the later levels are a bit overpowered. Using three strikes in one round, even with penalties, is quite strong, and if you use one of your attack role boosting strikes as the first one (like Combination Strike), the penalties are reduced. Combine this with Time Stands Still or Island in Time, and it becomes godly. Finish with Sublime Recovery to repeat it next round and it smells of cheese.
    Perhaps adding a clause about it not being able to be used in conjunction with these other maneuvers which allow for additional attacks, nor other attacks from this discipline? It still has a number of power problems, however...
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    Default Re: [ToB] It's a Very Meta Discipline...

    Thanks for the comments. I hadn't considered the nova potential of all of this. Consider for the moment, a 20th level Swordsage with the following maneuvers:
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    Swift - Twinned Style
    _Good boost 1
    _Good boost 2
    Full-round - Triumvirate Strike
    _Double Strike
    __Combination Strike
    __Surging Blow
    ___Any 9th level maneuver expended
    _Time Stands Still
    _Closing Strike
    Extra Swift - Sublime Recovery

    11 readied maneuvers used, all but one recovered (Sublime Recovery), and doable 2 out of every 3 rounds with Adaptive Style. That's 10d4+160+20d6, an attack at +0, an attack at +11, two full attacks at -5, another attack at -1, all of which are benefiting from two boosts. Even conservatively, that's nasty damage at good attack bonuses, probably in the range of ~600-800 damage on average. Awesome to think about, and appropriately damaging in a rocket tag environment, but not quite what should be accessible for this level of simplicity. Admittedly, the character still has to actually get in range, but any of the ranged homebrew disciplines will let you just do it with a bow. And this is supposed to be workable in a reasonable homebrew environment.


    Okay, so the combo potential of this discipline could use some toning down. Double Strike and Triumvirate Strike are the big offenders. Combination Strike (and possibly Probing Strike, but probably not) gives bonuses to the next strike that are certainly stronger than they need to be. Closing Strike probably scales a bit better than it needs to.

    Sublime Recovery shouldn't be game breaking, being an alternative recovery method once per encounter in most cases, certainly worthy of an 8th level maneuver. Despite what it may look like in a combo, it's really just a swift action Adaptive Style, or the Warblade's recovery, in exchange for an 8th level maneuver known and readied. Mind you, it's swift action usage without restricting your other maneuver use (unlike Warblade) could be more powerful than I give it credit for. Needs more analysis.

    Some ways to mitigate this include making the various maneuvers unable to work with others of their discipline, and just toning down some of the numbers. Double Strike and Triumvirate Strike need some significant reworking. I'm still convinced that double Strike can work as written, though probably at a higher level. And I like the word "triumvirate" so I'm irrationally interested in keeping it around in some form. Looks like more work to do.

    Any other specific comments or analysis on maneuvers that you feel need tweaking, changing, or replacing?

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    Default Re: [ToB] It's a Very Meta Discipline...

    What about effects relating to messing with or getting information about other peoples' maneuvers? For instance, a low-level boost that increased the amount of information you got about someone else's maneuvers by assessing them with Martial Lore. Even a high-level effect that could allow you to temporarily teach someone else a maneuver for one expenditure or one day.

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    Default Re: [ToB] It's a Very Meta Discipline...

    Like you said, the biggest problems are the strikes that allow you to use more than one strike as part of the same action. Combination strike by itself is very nice, but if you just say the bonus is for the next ATTACK roll, than it limits the boost it gives to only one attack, which is very resonable. Sublime Recovery is also ok if you simply can't use all your maneuvers in one or two turns (it essentially saves you one turn in a long winded fight compared to a standard Warblade).

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    Default Re: [ToB] It's a Very Meta Discipline...

    I just added a short bit on the origins of this discipline. I tweaked some of the maneuvers on the version at BG, too. I'm in the process of transferring the changes over. Mostly it's a weakening of the multiple maneuver maneuvers by preventing you from using multiple maneuvers from the same discipline in the round. It prevents comboing multiple maneuvers of this discipline together to burn through your maneuvers in a single round. It also helps with the fluff of this discipline being best at working together with other disciplines, and particularly having the different disciplines work together.

    Also, here's some extra effects for Closing Strike for working with homebrew disciplines. I'm thinking of adding similar effects to Followup Strike and Surging Blow, and reducing the damage they deal slightly.

    CLOSING STRIKE - Homewbrew discipline effects
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    Black Lotus: Any poisons within the creature's system are accelerated. It is affected by the secondary damage or effects of poisons it has been subjected to as though 1 minute had passed. The poisons are still considered to be within the creature's system for other purposes, but they do not deal their secondary damage again at the normal time (1 minute after initially poisoning the creature). This effect applies to all poisons within the creature's system, including any poisons delivered with this attack.

    Kaleidoscopic Dream: This strike gains the Chaotic descriptor (even if the attack misses). Your weapon is treated as being chaotic-aligned for the purpose of overcoming damage reduction. In addition, you are cloaked in a brilliant field of chaotic energy until the end of your next turn. The first melee attack made against you while the field remains subjects your attacker to a random color of a primsatic wall, as though they had moved through such a wall with only that color (DC 18 plus + Wisdom modifier). This effect is a supernatural ability.

    Scarlet Rose: You may make one attack with each weapon you wield instead of only a single attack. If you do, you suffer the normal two-weapon fighting penalties (or multi-weapon fighting penalties, as appropriate), and the bonus damage of this strike applies to the first attack that hits.
    You may make an attack with a weapon in your off-hand (or in another hand if you do not have off-hand weapons) even if your first attack missed. If your first attack missed and your off-hand attack hit, you may choose to deal this strike's bonus damage with your off-hand attack instead. You do not suffer two-weapon fighting penalties for attacking in this way.

    Shooting Star (Fax Celestis): You can replicate your ranged attacks perfectly. Until the end of your next turn, you may use the value of the d20 roll made for your attack roll with this strike instead of the value of the d20 roll made as part of any of your ranged attack rolls, where beneficial. You may use a ranged attack's normal attack roll instead of this one, if you wish.

    Quicksilver Aegis: The bonus damage granted by this strike is 7, plus 7 per level of the highest level strike, instead of 2d6 plus 2d6 per level of the highest level strike. This strike gains the Lawful descriptor. These changes occur even if the attack does not hit.
    If the attack hits, as an immediate action at any time before the end of your next turn, you may cause any d20 roll that is the result of an event you observe to be treated as though the die had rolled an 11. You can use this ability after the die has been rolled and the results determined, potentially changing the results. You can use this to modify any roll, even one that is not your own.


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    FOR FOLLOWUP STRIKE
    As part of this maneuver, make a single melee attack. If it hits and you have also initiated a strike against the same creature since the beginning of your last turn, your attack deals an extra +1d6 damage, plus another 1d6 points of damage for each level of the highest level strike you initiated against that creature since the beginning of your last turn. In addition, this strike causes an additional effect based on the discipline of the highest level strike you initiated against that creature since the beginning of your last turn. Unless otherwise stated, this additional effect only occurs if the attack hits.
    Desert Wind: You are shielded by mystical flames until the end of your next turn. During this time, any enemy that attacks you, even with ranged weapons and even if they miss, suffers 5 points of fire damage. This effect is a supernatural ability.
    Devoted Spirit: You and all allies within 30 feet of you heal 1d6 points of damage + 1 point per initiator level (maximum +10). This effect only occurs if the creature is an enemy whose alignment has at least one component different from your and poses a threat to you or your allies in some direct, immediate way.
    Diamond Mind: You gain an additional action that can be spent as either a move, swift, or immediate action, chosen when you spend it. You can spend this additional action at any time before the end of your next turn, even when it is not your turn. If you do not, it is lost.
    Iron Heart: At any point before the end of your next turn, you may spend an immediate action to treat a single attack roll you just made as though you had instead rolled a 10. You may decide to use this effect after rolling the attack roll and determining the results.
    Setting Sun: The creature must make a Reflex save (DC 13 + your Strength modifier). On a failed saving throw, the creature is knocked prone and is staggered until the end of your next turn.
    Shadow Hand: You gain concealment until the end of your next turn.
    Stone Dragon: The creature loses half of any armor bonus to armor class, natural armor bonus to armor class, damage reduction, hardness, or resistance to critical hits it may have until the end of your next turn. This does not affect a creature's complete immunity to critical hits, although creatures with 100% or better resistance to critical hits (such as from the Heavy Fortification armor ability) have their resistance reduced accordingly.
    Tiger Claw: The critical threat range of any attack you make increases by 1 until the end of your next turn. This effect stacks with, and may be altered by, the benefits of the Improved Critical feat, the keen edge spell, and similar effects that modify the critical threat range of a weapon or attack.
    White Raven: You and all allies within 30 feet of you gain a +2 morale bonus on all skill checks, ability checks, opposed checks, and weapon damage rolls until the end of your next turn.
    THIS DISCIPLINE: No additional effect.
    Despite the fact that some parts of this maneuver are considered supernatural abilities, this maneuver is still an extraordinary ability.
    For the purpose of this ability, initiating a strike against a creature means initiating a strike that involves making an attack, attack roll, or opposed check against that creature, requires that creature to make a saving throw, deals damage to that creature, includes that creature within its area, or includes that creature as one of its targets. A single strike may be considered to have been initiated against multiple creatures.



    FOR SURGING BLOW
    As part of this maneuver, choose one unexpended, readied maneuver that you possess, other than this maneuver or a maneuver of this discipline. If you use granted maneuvers for that maneuver, it must also be granted. That maneuver is immediately expended, as though you had initiated it. Make a single melee attack with a +1 bonus on the attack roll, plus the level of the expended maneuver. If the attack hits, it deals an extra +2d6 points of damage for each level of the expended maneuver. In addition, this strike causes an additional effect based on the discipline of the expended maneuver. Unless otherwise stated, this additional effect only occurs if the attack hits.
    Desert Wind: The bonus damage is considered fire damage and you deal an additional +2 fire damage per level of the expended maneuver. The bonus damage of this maneuver is a supernatural ability.
    Devoted Spirit: Each attack that the target makes before the beginning of your next turn provokes an attack of opportunity from you. This does not apply to attacks made against you. This does not cause actions that would already provoke an attack of opportunity from you to provoke more than one.
    Diamond Mind: Make a Concentration check instead of an attack roll for this attack, and use the result of the Concentration check to determine if you hit and whether or not you threaten a critical hit. If you threaten a critical hit, make another Concentration check and use it in place of the critical confirmation roll to determine if the critical hit is confirmed.
    Iron Heart: You gain a +4 bonus on all opposed checks against the target until the end of your next turn.
    ***Setting Sun: The creature must make a Reflex save (DC 13 + your Strength modifier). On a failed saving throw, the creature is knocked prone and is staggered until the end of your next turn.
    ***Shadow Hand: You gain concealment until the end of your next turn.
    ***Stone Dragon: The creature loses half of any armor bonus to armor class, natural armor bonus to armor class, damage reduction, hardness, or resistance to critical hits it may have until the end of your next turn. This does not affect a creature's complete immunity to critical hits, although creatures with 100% or better resistance to critical hits (such as from the Heavy Fortification armor ability) have their resistance reduced accordingly.
    ***Tiger Claw: The critical threat range of any attack you make increases by 1 until the end of your next turn. This effect stacks with, and may be altered by, the benefits of the Improved Critical feat, the keen edge spell, and similar effects that modify the critical threat range of a weapon or attack.
    ***White Raven: You and all allies within 30 feet of you gain a +2 morale bonus on all skill checks, ability checks, opposed checks, and weapon damage rolls until the end of your next turn.
    THIS DISCIPLINE: No additional effect.
    Despite the fact that some parts of this maneuver are considered supernatural abilities, this maneuver is still an extraordinary ability.



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    Name?
    Prereqs: One DISCIPLINE maneuver known
    Benefit: Select up to ((a number)) maneuvers you know. You may treat them as being of the discipline(s) of your choice instead of their normal disciplines. You can only select disciplines from which you already know at least one maneuver.
    Special: Whenever you gain a level, you can change which maneuvers are affected and which disciplines you treat them as being from.

    Name? [Tactical]
    Prereqs: BaB +6, any other Tactical feat, Name?, One DISCIPLINE maneuver known
    Benefit: Name? gives you access to the following tactical maneuvers.
    Impromptu Tactics: You may expend a readied martial maneuver as a swift action in place of meeting the preconditions of an ability of a tactical feat you possess. If you use granted maneuvers for that maneuver, it must also be granted. This ability only allows you to ignore any preconditions of events that must occur during your first turn, and only for maneuvers that require you to meet certain preconditions during your first turn in order to gain a benefit during your second turn. You must still meet any other conditions of the tactical maneuver. This benefit only applies one time to one tactical maneuver each time you expend a maneuver this way.
    Training in Action: To use ability, you must initiate a boost during your first turn, and the initiate a counter from a different martial discipline before your next turn. If you initiate a strike from a third martial discipline during your second turn, ((something awesome happens)).
    ((Usually a Third One)): ((There's usually a third tactical ability.))

    Last edited by Garryl; 2011-02-08 at 12:46 AM.

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    Default Re: [ToB] It's a Very Meta Discipline...

    Hmm, this seems similar thematically to my Broken Blade discipline. However, your maneuvers focus more on getting more out of your maneuvers whereas mine focused more on shutting down other martial adepts.

    Some of the maneuvers need a bit of wording work. For example, "Recover a up to two expended maneuvers as a swift action"

    I like the Focused Recovery/Skilled Recovery/Sublime Recovery tree, but I'm not sure they are completely balanced. It seems like they could be used to spam high level maneuvers.

    Thematically the discipline should probably be open to swordsages and warblades.

    You may also want to take a look at the standard mechanic used on the boards (invented by Demented One I believe) to handle how one goes about learning extra disciplines.
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    Default Re: [ToB] It's a Very Meta Discipline...

    I have use this discipline once in combat so far and even when using Rapid Attack + Double Strike + Combination Strike + 2 other strike of Choice I was doing less damage than if I have use a Full Attack strike + my swift action. There's some combo that could make it really bad, but so far it dosent seem to break the game, and I could almost say its underpowered... Will try to do more testing later. You can't ready too much of theses if you want to do something in combat, you trade versatility for using the same strike ovber and over.

    I had use the Broken Blade discipline too in a Iaijutsu Duel and its great, but unless your campaign have lot of ToB monster/Classes often your maneuver would be useless... but work fine vs other Martial opponents
    Last edited by Xzoltar; 2011-02-08 at 07:01 AM.

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    Default Re: [ToB] It's a Very Meta Discipline...

    One way you could make Triumvirate Strike less cheesy would be to make actually activating it a free action, and then the initiator could use three strikes that are normally initiated as standard actions as a swift, a move, and a standard action, respectively. You could put a maneuver level restriction on each action type (swift could be at highest a level three, move level five, standard level seven.) The same would work with Double Strike, but being a move and a standard action. The maximum for the move could be second level, and the maximum for the standard action could be fourth. If you kept the penalties to the attack, then it would A) cut down on the action economy destruction, since to use all of them, the character essentially has to forfeit their turn, and cannot move, and B) you keep the penalties, which decreases the chance for it to actually work.

    Also, that way you can't use Triple Strike to use Double Strike and Follow Up Strike (which would technically deal 12d6 damage) and then using Double Strike to initiate two more Follow Up Strikes (which really, really is twisting my mind for how the damage is resolved, and when the stuff happens within the Double/Triumvirate strikes, but I guess that Follow Up Strike never really asks for the strike that is being followed up to deal damage).
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    Default Re: [ToB] It's a Very Meta Discipline...

    Quote Originally Posted by Xzoltar View Post

    I had use the Broken Blade discipline too in a Iaijutsu Duel and its great, but unless your campaign have lot of ToB monster/Classes often your maneuver would be useless... but work fine vs other Martial opponents
    Huh. I had not thought about using in in an Iaijutsu context. It always feels nice to hear that people are using one's homebrew. Do you have any other experience that's relevant? Any adjustments I should make?
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    Completed:
    ToB disciplines:

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    The Broken Blade

    Prestige classess:
    Disciple of Karsus -PrC for Karsites.
    The Seekers of Lost Swords and the Preserver of Future Blades Two interelated Tome of Battle Prcs,
    Master of the Hidden Seal - Binder/Divine hybrid
    Knight of the Grave- Necromancy using Gish



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    Default Re: [ToB] It's a Very Meta Discipline...

    In case I forgot to mention it, I added a clause requiring you to use maneuvers of different disciplines when you use any of the multi-maneuver maneuvers. This is to cut down on any risks of excessive nova and combo potential. They'll still be very good maneuvers, but the point is that they'll help your other maneuvers more so than having this discipline be a powerhouse in and of itself. It also emphasizes the idea that this discipline is designed as an enhancement to a martial adept's existing sublime skill, helping him merge the techniques of the other disciplines together into something greater.
    Last edited by Garryl; 2011-02-08 at 07:28 PM.

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    Default Re: [ToB] It's a Very Meta Discipline...

    The overall flavor seems to naturally associate with the Master of Nine prestige class from the ToB, since they focus on learning all the main disciplines to achieve a balanced style. Perhaps "Nine as One" would be an appropriate name?
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    Default Re: [ToB] It's a Very Meta Discipline...

    Think this need a bump and im still waiting to see what would be the final name of the discipline ?

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    Default Re: [ToB] It's a Very Meta Discipline...

    I still have no idea. Not that there aren't any good ideas for a name, just that I can't decide on one. So far, I've seen the following:

    Unity of Form and Function
    Supportive Style
    Eternal Improvement
    Sublime Tapestry
    Underlying Succor
    Nine as One
    Balanced Way

    Does anyone have any preferences for one over the other? I have a few preferences one way or the other, but not very strongly. I'm interested in what other people think.

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    Default Re: [ToB] It's a Very Meta Discipline...

    Sublime Tapestry seems cool.
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    Default Re: [ToB] It's a Very Meta Discipline...

    I still really like The Unity of Form and Function, just because, well...

    I like overly pretentious names. You see a smattering of that in practically everything I make (I mean, I did make a class feature called Transcendent Murder, for one thing.)
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    Default Re: [ToB] It's a Very Meta Discipline...

    Quote Originally Posted by Amechra View Post
    I still really like The Unity of Form and Function, just because, well...

    I like overly pretentious names. You see a smattering of that in practically everything I make (I mean, I did make a class feature called Transcendent Murder, for one thing.)
    Let me guess, Exalted fan?

    Though really, I'm far more interested in how the power problems are dealt with than what the name ends up being.
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    Default Re: [ToB] It's a Very Meta Discipline...

    Quote Originally Posted by Welknair View Post
    Let me guess, Exalted fan?

    Though really, I'm far more interested in how the power problems are dealt with than what the name ends up being.
    Yes. The sad part is I don't even know the rules, beyond what I can glean from the homebrewed charms on this site; I just really like the flavor .

    As for balance...

    I can see a problem if you combine Legion of One or Army of One from the Army of One discipline with, let's say, Double Strike.

    Yes I like using 6 strikes as a standard action, don't you?

    I would also like to know how this discipline works with Rushes.

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    Default Re: [ToB] It's a Very Meta Discipline...

    To deal with potential power issues, all of the multi-maneuver maneuvers (the ones that let you initiate extra maneuvers in the same action) now have a clause that prevents you from using multiple maneuvers from the same discipline that round. This prevents combining large amounts of multi-maneuvers together (at least from this discipline) while also encouraging this disciplines theme of combining multiple disciplines together. Even with Triumvirate Strike and Army of One, you're still only getting 5 strikes for a full-round action, which should be appropriate for combining the highest level strikes of two disciplines, both of which are focused on letting you do that. I freely admit that this still is fairly strong, but I kinda like the mechanics the way they are (ie: I can't let go). If anyone wants to run some numbers and can clearly say that these are still much stronger than the next best option, I'll listen and tone them down some more. Unastora and a few others have made suggestions of how to do so.

    As for rushes, I hadn't even considered them when I made this. There definitely should be a maneuver for that. I'm thinking it would let you use two rushes in the same action, and apply any effects of either to your movement from both of them.

    Finally, the name. I'm a bit partial to Sublime Weave, myself, so that's probably going to be the final name, unless anyone has a particularly fitting name they want to propose.
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  27. - Top - End - #27
    Titan in the Playground
     
    DracoDei's Avatar

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    Default Re: [ToB] It's a Very Meta Discipline...

    Name suggestion:
    Blade-song's Harmony
    Harmonizing Blade
    Harmony to the Melody of Blades (Exalted-ish)

    Replicate attack could get cheesy with Shock-Trooper one round from behind cover for any important enemies (most cheesily against a rat from the proverbial "bag of rats") and then Power-Attack the next round.

    For Cross-Referencing/Prior Art (I hope I am using that term correctly) purposes: The relationship to Master of Nine has been noted, and the concept of using multiple strikes (in my case as part of a full-attack) is present in my True Master of Nine.
    Last edited by DracoDei; 2011-04-07 at 03:25 PM.
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