Homebrew DesignRoll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.
Belatedly I realize that TDO was concerned about a different issue -- that IHS auto-succeeds regardless of the power of the one who inflicted the condition. He has a point. When a greater deity paralyzes a 5th level warblade, it should stick. This is more of a change and less of a clarification, though. We might offer it as an alternate rule.
Belatedly I realize that TDO was concerned about a different issue -- that IHS auto-succeeds regardless of the power of the one who inflicted the condition. He has a point. When a greater deity paralyzes a 5th level warblade, it should stick. This is more of a change and less of a clarification, though. We might offer it as an alternate rule.
Hmm, it might make sense to combine that issue with your fix. Not sure. (Also note that I've made some comments on some of your PrCs).
Re: The Age of the Warriors - a ToB expansion book idea
I'm not sure if you've gone over this or not, but I think you guys need to codify what qualifies as a 'complete' discipline, mechanically. Falling Star by Fax is one of my favorite disciplines, but it is lacking some assumed bits that people probably just don't think of when building a discipline: Associated feats and necessary class adaptations. Each of the 9 disciplines have 2 feats associated with them, and while they range in usefulness, they're all at least something. Each of the 3 base classes is proficient in all the weapons necessary to learn their disciplines among the 9. However, a swordsage can not readily take falling star maneuvers without houseruling things, cause spot is not on their class list iirc, and they are not proficient with any ranged weapons.
At minimum, a Discipline should include:
-Method of gaining proficiency in discipline's weapons. Imho, for non-exotic weapons, this should be without the cost of a feat slot.
-Method of gaining appropriate class skill
-A practical feat that directly enhances combat in a discipline-associated way.
-A tactical feat, just to complete the set as laid out in the ToB
-Extra Credit: Follow Fax's standard and lay out some epic feats too.
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I started my first campaign around a campfire, having pancakes. They were blueberry.
My homebrew(updated 6/17):
Re: The Age of the Warriors - a ToB expansion book idea
I think at the moment because of the interchangeable nature of the disciplines, we haven't actually taken the time to tie on specific discipline choice to the original three classes.
What we HAVE been to talking about though, is attaching the theme appropriate disciplines to the newly created base classes and (perhaps) PrCs for access, and those classes will implicitly have access to the relevant skills.
In addition to that, TD1's alternate discipline rule covers this somewhat. (IIRC, there's a provision in there where if you switch out a discipline for another, you lose the class skill for the one you lost and gain the class skill for the discipline you gained, also, you can always tack on the discipline at a later stage for 1000 xp with training and gain access to the class skill as well, I THINK. Not sure about that last part)
But to me, even without the access to class skills, I'm fine with it. This means that certain classes (especially the new base classes) will intrinsically be BETTER at using certain disciplines than others, synergies and all.
The same way for the proficiencies, I feel.
Totally agree with the tactical and enhancement feat though. Not quite as adamant about the epic feat though, since that's kind of just gravy.
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Re: The Age of the Warriors - a ToB expansion book idea
Quote:
Originally Posted by Godskook
I'm not sure if you've gone over this or not, but I think you guys need to codify what qualifies as a 'complete' discipline, mechanically. Falling Star by Fax is one of my favorite disciplines, but it is lacking some assumed bits that people probably just don't think of when building a discipline: Associated feats and necessary class adaptations. Each of the 9 disciplines have 2 feats associated with them, and while they range in usefulness, they're all at least something. Each of the 3 base classes is proficient in all the weapons necessary to learn their disciplines among the 9. However, a swordsage can not readily take falling star maneuvers without houseruling things, cause spot is not on their class list iirc, and they are not proficient with any ranged weapons.
At minimum, a Discipline should include:
-Method of gaining proficiency in discipline's weapons. Imho, for non-exotic weapons, this should be without the cost of a feat slot.
Doesn't this automatically exist via Martial Study?
Quote:
-Method of gaining appropriate class skill
The Demented One's mechanic and Martial Study both cover this. Yes?
Quote:
-A practical feat that directly enhances combat in a discipline-associated way.
-A tactical feat, just to complete the set as laid out in the ToB
Yeah. That's going to be rough. Most of the homebrew disciplines don't have these. Neither of mine do. Honestly, making tactical feats that are balanced, mechanically simple, and thematically appropriate is tough. I'll try to think about what they should do for my disciplines and maybe some of the others that don't have such feats.
Quote:
Epic feats
Glad that's extra credit, although I've had a few ideas for some floating around for both my two disciplines and a few others. If I have time, I'll post them later.
Re: The Age of the Warriors - a ToB expansion book idea
As far as weapon proficiency goes, a couple of years ago I thought up a solution that worked well for my group: give each discipline a weapon group (as per Unearthed Arcana). For instance, the Diamond Mind proficiency allows the character to use the rapier, shortspear, bastard sword, and trident without penalty. If a character has one or more maneuvers of a particular style, he gains access to the weapon group of that style.
Re: The Age of the Warriors - a ToB expansion book idea
Yet one more thing on our to-do list is to come up with "Unparalleled Prowess" and "Focused Rivalry" abilities for Master of One for as many disciplines as we can manage.
I already did Falling Anvil, although the balance may need tweaking. I am going to clone my first-draft below in hopes that it will help with getting E.A.C.H. .
The Unparalleled Prowess ability for Falling Anvil:
Quote:
Falling Anvil: A Falling Anvil madman is often hampered by the very madness that protects him, but a Master of One can sometimes channel the zaniness to a more benign form. Any and each time a Falling Anvil maneuver they initiate would cause a bad effect they are allowed a Will save versus a DC of 14 + Maneuver Level to negate this effect. Example: If they are under the effects of Pull Yourself Together, then each time they are struck with a slashing weapon they are allowed a DC 19 Will save to have the cut close up mere inches behind the weapon as it travels through their body. Similarly, if they are in Not Looking Down they may choose to not be flat-footed against any given attack, but after the attack resolves, they must make a DC 22 Will save or fall. In the case of the Give Bomb and Give Bundle of Dynamite maneuvers, if the Adept loses the opposed bluff check, the object created disappears after the Adept yanks the fuse out.
My first idea was to give them full immunity to the side effects of their maneuvers, but since I consider Falling Anvil pretty powerful, I thought that would be overkill, here it is basically saving against the DC of the maneuver, but with a static 18 initiating stat. At higher levels this might become trivial, but I think that is perfectly fine, and even a 5% failure chance can induce some dramatic tension and/or caution.
And here is my best guess at a Focused Rivalry ability:
Quote:
Falling Anvil: A Master of One using this ability gains immunity to all non-damage related effects of Falling Anvil strikes. For this purpose bypassing damage reduction is considered a damage related effect, and thus not protected against by this class feature. This includes the trip attempts of banana peels, and the rough terrain genertated by many of the higher level _______ Drop maneuvers.
Balance-wise I am not sure of this, but since it turns the 9th level strike into a mere standard attack, I think it has strong possbilities. If it needs to be a bit stronger I could reverse the bit about DR (not useful to most Masters of One) and/or have it grant resistance to each energy type against damage from Falling Anvil maneuvers (which would be especially effective against Accursed Thunderhead since that deals both Electricity and a small amount of Sonic damage).
Re: The Age of the Warriors - a ToB expansion book idea
I am going to Archive the current version of the Sohei here... because I have an inexplicable suspicion it may turn out to be useful and Shyftir is talking of doing a total re-write, and I don't know if he means to use a new thread (which is probably should, if only to keep the necromancy down).
ALSO, SHYFTIR JUST PUT UP THE MYSTIC COBRA DISCIPLINE FOR GRABS FOR ANYONE WHO WANTS TO FINISH IT. I have this crazy idea I might do some of that myself, but that may just be lack of sleep talking.
Spoiler
Quote:
Originally Posted by Shyftir
This is my attempt to convert the basic concept of the Sohei class from OA into an initiator class. There is also a new discipline I'm working on Tentatively named "Mystic Cobra" which will be related.
Sohei Adept You will not disturb the sages while I stand guard, vile one. - Shekka Kai, hobgoblin sohei
Sohei serve as guardians for monasteries and temples, they stand firm while others fall short. Known to favor pole-arms and to strike with lightning speed, they are the main practitioners of the Mystic Cobra school, and study few other martial disciplines if any.
Making a Sohei Adept Abilities: Sohei are primarily melee combatants who specialize in support, as such they benefit greatly from Strength and Constitution. Intelligence and Dexterity are often prerequisites for feats chosen by Sohei. Races: While any race can take up the path of the Sohei, it appeals mostly to disciplined individuals. Therefore you see few elven or halfling sohei and even fewer among the savage races, with notable exception of Hobgoblins who find the militaristic lifestyle to their liking. Alignment: Any non-chaotic. Sohei are disciplined and devout. Their lives are given over to a strict regimen of duty and training.
Sohei Adept. Hit Die: d10
Level
BAB
Fort
Ref
Will
Special
M. Known
M. Ready
Stances
1st
+0
+2
+0
+2
Weapon Focus: (any pole-arm)
3
3
1
2nd
+1
+3
+0
+3
4
3
1
3rd
+2
+3
+1
+3
Die-Hard
5
3
1
4th
+3
+4
+1
+4
5
4
1
5th
+3
+4
+1
+4
strength of mind, Mettle
6
4
2
6th
+4
+5
+2
+5
Weapon Spec: (pole-arm)
6
4
2
7th
+5
+5
+2
+5
7
4
2
8th
+6/1
+6
+2
+6
Pole-Arm Adaption
7
4
2
9th
+6/1
+6
+3
+6
8
4
2
10th
+7/2
+7
+3
+7
Instant Recovery 1/day
8
5
3
11th
+8/3
+7
+3
+7
9
5
3
12th
+9/4
+8
+4
+8
Blade Meditation (Mystic Cobra)
9
5
3
13th
+10/5
+8
+4
+8
10
5
3
14th
+10/5
+9
+4
+9
DR 1/-
10
5
3
15th
+11/6
+9
+5
+9
11
6
3
16th
+12/7
+10
+5
+10
DR 2/-
11
6
4
17th
+13/8
+10
+5
+10
12
6
4
18th
+13/8
+11
+6
+11
DR 3/-
12
6
4
19th
+14/9
+11
+6
+11
13
6
4
20th
+15/10/5
+12
+6
+12
Instant Recovery 2/day, DR 4/-
13
7
4
Class Skills: Balance (Dex), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Martial Lore (Int), Knowledge (religion) (Int), and Profession (Wis) Skill Points: 4 + Int /per Lvl (x 4 at first level) Starting Gold: 6d4x10 gp (150 gp) Starting Age: As paladin
Class Features
As a sohei you rely on accuracy and technique to force opponents into difficult situations where you and your allies can unleash devastating attacks.
Weapon and Armor Proficiencies: Sohei are proficient with All Simple and Martial Weapons along with all pole-arms, even Exotic ones. They are proficient with Light and Medium armor (but no shields). Maneuvers: The disciplines open to you are Devoted Spirit, Army of One, Stone Dragon and Mystic Cobra.* (new discipline)
Your maneuvers are identical in all ways to those of the warblade except for recovery method which is as the swordsage. Stances: Your stances work as a warblades, except from the sohei discipline list. Weapon Focus: At 1st level you gain Weapon Focus with the pole-arm of your choice as a bonus feat. You lose access to this feat if you are wearing heavy armor Die-Hard: At 3rd level you gain Die-hard as a bonus feat, whether or not you would normally qualify. Strength of Mind: You become immune to stunning and sleep spells. Weapon Specialization: At 6th level you gain Weapon Specialization as a bonus feat with a pole-arm with which you already have Weapon Focus. Pole-arm Adaption: You have mastered the art of using a pole-arm in close combat. You can now treat any pole-arm as a double weapon striking with the back end as if it were a quarterstaff. (1d6+1/2 Strength Modifier, x2 Bludgeoning) No matter the reach of the original weapon this ability can only be used on targets with 5 feet. Mettle: If a sohei makes a successful Fort. Or Will Save against a spell or effect that would normally reduce the effect, instead the sohei suffers no affect at all. Blade Meditation: At 12th level you gain the feat Blade Meditation with the chosen discipline of Mystic Cobra, as a bonus feat. Damage Reduction: Starting at 14th level you gain DR 1/-. This improves by 1 at every even level, reaching a maximum of DR 4/- at 20th level. Instant Recovery: At 10th level you gain the extraordinary ability to recover all your expended maneuvers as a free action once per day. This increases to 2/day at 20th level.
Update:
Re: The Age of the Warriors - a ToB expansion book idea
Added a new sheet to the spreadsheet HERE to serve as a checklist for which disciplines have a non-tactical feat, tactical feat, legacy weapon, and a slotted item that grants maneuvers (such as the White Raven Crowns and Desert Wind Capes and what-not). I don't think that it is mandatory for all of them to have each one, or even most of the boxes to be "Yes" before we are done. Particularly, legacy weapons would be a huge undertaking... maybe if we got someone in who can make up legacy weapons in their sleep, like Vorpal Tribble or Bhu can do creatures... otherwise, it is a pipe-dream... at the other extreme, the maneuver granting items need only a slot and a physical description.
EDIT: Filled in a few cells on the PrC list. Added Adept Hunter (which I think couldn't hurt), and Leap Dragoon (which, even refluffed to eliminate the Fratley's and inter-universe portals from the picture is still probably something that should be carefully considered for inclusion or exclusion, but I figured I would throw it out anyway).
Re: The Age of the Warriors - a ToB expansion book idea
Cool! We're about 2/3 of the way there for PrCs. I've sorted to put what need work on top.
I added Master of One columns to the extra discipline stuff sheet, but considering the amount of new material required, I'm doubtful we'll ever fill it in.
Re: The Age of the Warriors - a ToB expansion book idea
What is the "needed" column on the PrC sheet for? I see numbers rangeing from 0 to 4, but I don't know what they mean.
I also did up Allurehn's Vindicators. Marriage councilor's with enough class levels can now go down to the lower planes on their vacations and rip out a few succubus spines to blow off steam.
Re: The Age of the Warriors - a ToB expansion book idea
Ah, right. Thought that mi9ght be it, but because you must be manually updating it, it didn't always match. Note also that I have (obviously) been vastly less than comprehensive in my suggestions in the "suggested include/exclude" boxes I did fill in, and even what I did put in includes some pretty wild guesses.
Re: The Age of the Warriors - a ToB expansion book idea
Quote:
Originally Posted by DracoDei
Ah, right. Thought that mi9ght be it, but because you must be manually updating it, it didn't always match. Note also that I have (obviously) been less than comprehensive in my suggestions in the boxes I did fill in, and even what I did put in includes some pretty wild guesses.
Oops! I wound up with inconsistant formulas: some use the "exclusion" column and some don't. Considering how rarely that column is used, I'll change them all to the "don't" version.
Devoted Spirit, Iron Heart. Additional based on alignment. Good - Golden Saint, White Raven. Evil - Dread Crown, Shadow Hand. Law - Diamond Mind, Quicksilver Aegis. Chaos- Kaleidoscopic Dream
Alternates based on alignment: Good- Scarlet Bravura. Evil- Narrow Bridge. Chaos- Far Realm
"Basically going to hit all the ""Mentality, Alignment or Aligned Plane"" and ""Additional Power Source"" ones here, given the fluff, and initial disciplines. Silver Crane, Far Realm, Ninefold Damnation, Infinite Torment, Dread Crown, Golden Saint, Falling Anvil, Quicksilver Aegis, Black Heron, Kaleidoscopic Dream, Narrow Bridge, Mental Grip, Sleeping Goddess, Lost Lyrics, Solaris Arcanum, Untamed Essence, Witch Razor, Holy Word"
Re: The Age of the Warriors - a ToB expansion book idea
Ok. Two more PrCs are in good enough shape to be added. Here are the Seeker of Lost Swords and the Preserver of Future Blades. The first uses necromancy to learn maneuvers from the dead while the second uses psionic power to pass martial skill on to the living. If there are no objections, I'll go add them to the google doc with the PrCs
Re: The Age of the Warriors - a ToB expansion book idea
Cleaning up archery, first draft:
As you may recall, we have two disciplines which are just archery. This seems poor game design, so I tried reshuffling them into two thematic disciplines. I wound up with three (I had to add a few new maneuvers to flesh it out -- those are marked with *s). Here they are:
Falcon's Eye -- precision
Spoiler
level 1
Eagle's Eyes: Stance -- increase range, accuracy, and damage.
Hobbling Shot Strike - Slow an enemy's movement
Marksman's Shot Strike - Reduce range penalties and inflict bonus damage
Stance of Accuracy Stance - Recieve bonus to ranged damage for repeated attacks
level 2
Disarming Shot Strike - Disarm at a distance
Blindside: Boost -- cause opponent to become flat-footed
level 3
Skirmisher's Stance Stance - Gain +1 to hit, +1d6 damage when moving
Unerring Shot Strike - Ranged attack ignores cover, concealment, weather
Sure Shot: Strike -- one arrow gains +20 to hit and deals extra damage
Take Aim: Strike -- resolve one arrow as touch attack
level 4
Silver Sparrow Shot Strike - Make a Spot check to inflict double damage
level 5
Blindstrike: Strike -- blind opponent with successful attack
Horizon Seeker Strike - Attack ignores range and deals +4d6 damage
Mithral-eyed Accuracy Boost - Attacks ignore concealment and magical barriers
level 6
Starlight Hail Boost - Make ranged attacks as touch attacks, critically hit more
Sublime Marksmanship Stance - Ignore all concealment and less than total cover
level 7
Eagle's Eye Boost - Aim at a target with a Spot check to make attacks as touch attacks, do 2d6+IL bonus damage
Perfect Sniper Strike - Spot check to ignore range penalties and magical barriers, inflict +15d6 to flat-footed enemy
level 8
Diamond-edged Cascade Boost - Arrows fire through targets, inflict 2d6+IL bonus damage
Golden Sparrow Shot Strike - Spot check to inflict quadruple damage
Supreme Focus Stance - Initiate an extra boost per round
level 9
Doom Arrow Strike - Spot check to inflict 100 extra damage
Iron Rain -- saturation and meleishness
Spoiler
level 1
Archer's Evasion Boost - Avoid attacks of opportunity for movement
level 2
Multiple Shot: Boost -- gain extra attack at BAB; take -2 penalty to BAB
Opportunist's Shot Counter - Take a ranged attack of opportunity
Dummy Shot: Counter -- make feint against opponent to gain temporary AC
level 3
Flanking Shot*: strike - target you hit is flanked for the next round from the side nearest you
level 4
Trick Shot: Counter -- make immediate disarm attempt against attacker
Alarming Alacrity Boost - Make an additional attack
level 5
Strafe: Stance -- gain the ability to deal more damage when you move
Quicker than the Eye Strike - Attack ignores enemy's dexterity
Defense of the True Arrow Stance - Provoke no attacks of opportunity for ranged attacks
level 6
Hit the crowd*: strike - make a full attack against a contiguous block of adjacent targets. Gain +5 to the attack roll for each target in the group, but roll randomly to determine which target each arrow attacks
level 7
Hail of Arrows: Strike -- make full attack; gain three extra attacks
level 8
Storm of Arrows*: Strike -- as a standard action, shoot a number of arrows equal to your dexterity modifier at your full attack bonus
level 9
Cyclone of Arrows*: Strike -- as a full round action, shoot every enemy in range (i.e. 1 range increment)
Falling Star -- mysticism
Spoiler
level 1
Flaming Arrow: Strike -- arrows light on fire.
Phantom Arrow: Strike -- arrows can strike ghosts and other incorporeal creatures.
Lightning Bolt: Strike -- arrows spark with electricity.
level 2
Thunder Bolt*: Strike -- arrows do sonic damage
Phasing Arrow*: Strike -- one shot is touch attack and ignores dr
level 3
Ignited Shot Strike - Set fire to an enemy
Reciprocating Shot: Counter -- deal damage to opponent equal to damage received
Phantom Hail: Stance -- do not need bow or arrows; all arrow gain ghost touch property
level 4
Farsighted Focus - See from a different perspective
Line of the Impaled Strike - Attack several enemies in a line
Exploding Arrow: Strike -- one arrow gains flaming burst and keen properties and deals extra damage
Pilot Arrow: Strike -- one arrow gains +20 to hit and deals extra damage; successive arrows are at +5 to hit and deal extra damage
level 5
Vengence Stance* -- all arrows fired gain the bane property against a creature type (to change creature type requires a swift action, switching the stance to itself)
level 6
Elemental Arrow: Strike -- one arrow gains shocking burst, flaming burst, freezing burst, and keen properties and dales extra damage
Endless Lightning: Stance -- all arrows gain shocking burst and keen properties
Earth-rending Shot Strike - Attack all enemies in line, do +6d6 damage
level 7
Mindcrush: Strike -- render opponent blind, deaf, silenced, and shaken
Phantom Arrow Strike - Stun an enemy with a phantom shot
level 8
Skyfire: Strike -- attack one foe; deal extra fire and electrical damage to that opponent and all within 30'
level 9
Obliterate: Strike -- deal extra damage; add bane and slaying properties to one arrow
Re: The Age of the Warriors - a ToB expansion book idea
Iron Rain ONLY having stances at 5th level is odd... but not necessarily bad, just means you probably don't want to go Master of One with it or even a focus on it as a discipline. With Falcon's Eye being the only one with a first level stance, some people wanting to make low level archery focused characters may be annoyed, unless Falcon's Eye is made as ubiquitous as Stone Dragon in its availability. Or we can try to come up with some more first level stances.
EDIT: I also think that a Boost and/or Strike and/or Stance based on my Flickering weapon enchantment might be good for either Iron Rain (since it produces a huge number of arrows... sort of), or Falling Star, since it is a blatantly supernatural effect... I strongly suggest the Boost or the Strike to allow full attacks with it, partially because archers lack of damage is made up for by the fact they can get full attacks easier (since they don't have to move around to change targets or close range), but also (to a lesser extent) because it increases the cool factor when you can shoot 100 arrows a turn, rather than 20 (read the actual effect of the enchantment before you decide this is overpowered). I would say the stance is the way to go, because the one thing it DOESN'T do is increase the amount of damage the attacks to. Another solution would be to make the strike dual mode, being able to be done as an attack (standard) or full-attack (full round action).
Random thought: How about a "Straight Shot" boost (or even stance) where your arrows fly true, regardless of non-solid things trying to alter their course... this would negate deflection bonuses, and (more importantly to a lot of ivory tower theorists) wind effects. You could have the level of wind effect it can negate scale with level, and it definitely shouldn't be lower than a 3rd level stance/maneuver.
P.S. (and I have been holding this in for months, if not years) Defeating the Wind Wall + Fly combo is quite possible for an archer if the GM is willing to think a little, and maybe kill a cat-girl in a good cause... if the flying wizard is on the other side of the wind-wall you move to that side and take your single attack... if he is above the wind wall you get directly under him, and the wind is just going to get it where it was going anyway...
EDIT^2: The sort of people who are fans of Artificers are going to LOVE the one that lets a character change the Bane type of their arrows with a Swift action... then again, +2 to-hit and +2d6 damage isn't THAT powerful.
Re: The Age of the Warriors - a ToB expansion book idea
BTW, I put Mystic Cobra up for grabs, not Sohei Adept... that's till my baby, I've got some ideas for a revision on that, to make it more interesting and better, possibly with a cooler name.
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Re: The Age of the Warriors - a ToB expansion book idea
Quote:
Originally Posted by Shyftir
BTW, I put Mystic Cobra up for grabs, not Sohei Adept... that's till my baby, I've got some ideas for a revision on that, to make it more interesting and better, possibly with a cooler name.
Err? Did I do something that made you think I thought otherwise? All I did was archive the current version of Sohei, because I couldn't shake the sneaking suspicion you might end up going in a direction that some other people might regret.
Re: The Age of the Warriors - a ToB expansion book idea
I tweaked Zany Dodge so if you are immune to Confusion, you instead fall prone... I might change that to just falling prone to start with.
Also, I would still like to know what people think of Falling Anvil Masters of One, and Hearthstone Vindicators (for the "* Vindicators" thread that expands Ruby Knight Vindicators out to all the other disciplines).
I also happened across some "Spy vs Spy" stuff on You-Tube (from MAD Tv), and watched some of it... it looks like it is not really suitable for inclusion in Falling Anvil, because it is just a whole spectrum of uses for Bluff and Craft(Trapmaking), rather than having the more narrowly defined repeating gags that are good for turning into maneuvers.
Re: The Age of the Warriors - a ToB expansion book idea
Sounds like archery needs a little more filling in...
Ride the Storm -- Stance -- Iron Rain 3
You feel the movements of air and automatically adjust your shots accordingly. You are not effected by wind except as follows. Shooting into the wind decreases your range increment by 5 ft per 10 mph. Shooting with the wind increases your range by the same amount. Shooting through a wind wall counts as travelling 50 ft of distance.
Greater Phasing Arrow -- Strike -- Falling Star 5
In addition to using touch ac and ignoring dr, a greater phasing arrow ignores cover and wind effects (including wind wall). You are still effected by miss chances from not knowing your target's exact location.
Re: The Age of the Warriors - a ToB expansion book idea
Sorry to add further to your sorrows, guys, but I thought I'd just drop a link and PEACH to my first PrC attempted with a view towards inclusion in the Age of Warriors project: the Brother of the Diamond Tusk, a PrC that's aimed at the Twin Spirit school in particular and which could be considered a sort of dwarven counterpart to the awesomeness that is the Eaglewing Striker.
Re: The Age of the Warriors - a ToB expansion book idea
On the discipline extras checklist, I just made a few suggestions for what the slotted maneuver granting items might be for some of the disciplines. I am not sure if the Muhammad Ali reference fits Army of One, but as TVTropes says "The man didn't know how to speak EXCEPT in bad-ass boast." (or something like that).
EDIT: Also, did up the Subra (name subject to change), which is basically a tie-dyed leopard, infused with the power of the fey and turbo-charged with Kaleidoscopic Dream power... the turbo-charging may be a bit much (if you calculate it out they are getting up to 5 swift actions per round), but I like the way it alters the creature. Note that I only used 1st level maneuvers/stance.
Re: The Age of the Warriors - a ToB expansion book idea
I had an idea for a discipline, but I'm neither sure if it's a good idea, nor if there isn't already something like that.
First of all, for the name, I'll choose something like "Eye of Truth" or "Hammer of Truth".
Basically, a mystical lawful discipline, focusing on combating trickery. Stances which help you see through illusions, strikes which dispel magical disguises on the target, the ability to force enemies into their true form, cast out possession...
Does that sound like a good idea, or should it be something divine instead of martial?
“Not a promise, not an oath, or a malediction or a curse,” I said, sounding calm, probably inaudible in the midst of the screaming. “Inevitable. Wasn’t that how she put it? I told them. Warned them.”
-Taylor Hebert. Yes, I'm a proud Skittle.
Re: The Age of the Warriors - a ToB expansion book idea
No reason you can't have "one of each", although for the divine version it would be a something other than a discipline* probably (unless you feel it best to just give them access to only one discipline with no previous martial knowledge, except maybe a single instance of Martial study).
*As you probably already know, your options are: PrC, feat, feat chain, and alternate class features.