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    Default Kaleidoscopic Dream Discipline

    Kaleidoscopic Dream



    The Monastery of Broken Rainbows lies hidden on the peak of a frigid, unyielding mountain. And it was this mountain that the mighty Reshar, Master of Nine, ascended, so that he might reach the monastery, and learn its secrets. Legend told that an order of half-mad monks and swordsages resided their, masters of a powerful martial discipline. Called the Kaleidoscopic Dream discipline, it was said to have been created by a wise and ancient master who traveled to the formless chaos of Limbo, and taught himself to master shaping the chaos into form. Once he returned, he applied this skill to combat, shaping seemingly chaotic and purposeless movements into powerful attacks and unbreakable defenses. Reshar found the monastery, and studied under its masters, but was unable to master the secrets of the Kaleidoscopic Dream. Reshar was a man of order and honor, seeking concordance and unification among all martial disciplines, but the Kaleidoscopic Dream discipline relied on chaos and unpredictability, and could never be part of an integrated whole. Thus, Reshar left the monastery, and the discipline was never taught at the Temple of the Nine Swords. Only those martial adepts with the skill to find the monastery and the proper appreciation of chaos have mastered the secrets of the Kaleidoscopic Dream style, and thus it has remained an obscure and secret discipline. The Kaleidoscopic Dream discipline’s associated skill is Tumble, as it relies on graceful and unpredictable movements. The associated weapons of the Kaleidoscopic Dream discipline are the blade knuckles, falchion, gutter-sword, halberd, and scimitar.

    Because the Kaleidoscopic Dream discipline was never taught widely at the Temple of the Nine Swords or any similar center of training, most martial adepts do not know any maneuvers from it, or even know it exists. Only Crusaders, Soul Disciples, and Swordsages can learn maneuvers from the Kaleidoscopic Dream discipline. There are two ways to master the discipline. The first is to have been trained in it. If you choose to make a martial adept that has already been trained in the Kaleidoscopic Dream discipline, you simply replace one discipline that adept could normally learn maneuvers from with the Kaleidoscopic Dream discipline. He loses the associated skill of the replaced discipline as a class skill, but gains Tumble as a class skill.

    The other way is to seek out a master of the Kaleidoscopic Dream–a martial adept capable of using at least 5th-level maneuvers from the discipline–and training under him. Almost all masters reside in the Monastery of Broken Rainbows, but it would be possible, though difficult, to find one elsewhere. You must train for a month under the master, and spend 1,000 xp at the end of your training. You gain the ability to learn maneuvers from the Kaleidoscopic Dream discipline, and add Tumble to your martial adept class’s list of class skills. In addition, you may exchange your maneuvers known for maneuvers of the Kaleidoscopic Dream discipline. You may exchange one maneuver of each level, and the new maneuvers you learn must be of the same level as the exchanged maneuvers, unlike normal.
    Last edited by The Demented One; 2008-12-31 at 07:48 PM.
    I no longer actively read the forums, and probably won't respond to any PMs. I'm fine with people using my homebrew in anything, including fan-compilations and wikis, as long as you credit me.

    Homebrew by The Demented One.

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    Default Re: Kaleidoscopic Dream Discipline

    1st level
    Blade Roulette: Boost—Melee attacks deal either maximum or minimum damage.
    Blind Shot: Strike—Melee attack has percentile chance to hit, regardless of attack roll.
    Chaos Edge Stance—Increase damage dice of your weapon by one step.
    Gleaming Blade: Counter—Reroll 1’s on a melee damage roll.

    2nd level
    Blazing Chaos: Strike—Attack deals +2d6 damage, blinds lawful creatures.
    Riptide Kick: Counter—Redirect enemy’s movement.
    Spectrum Bolt: Strike—Rays automatically hit, deal 1d3 damage of each energy type.
    Strike of Chance: Strike—Attack deals +1d6 damage, take penalty to attack roll for more damage die.

    3rd level
    Chaos Smite: Strike—Attack deals +4d6 damage, gain concealment if you attack a lawful-aligned creature.
    Kaleidoscope Feint: Strike—Feint and attack an enemy, cause confusion if they fail their Sense Motive check by 5 or more.
    Limbo Stride: Stance—Teleport as a move action.
    Trickster Roll: Strike—Tumble up to your base land speed, trip an enemy you end adjacent to.

    4th level
    Chaos Lance: Strike—Make 1d4 attacks.
    Maelstrom Kick: Strike—Trip an enemy and then attack, dealing +4d6 damage.
    Persona Shard: Boost—Change your skills, feats, and maneuvers for the duration of the encounter.

    5th level
    Beloved of Fortune: Stance—Reroll dice once per 5 rounds.
    Dimension Blade: Strike—Teleport and attack.
    Winds of Fate: Boost—Roll 3d10 in place of 1d20s.

    6th level
    Bellowing Slaad: Strike—Cone of sound deals 6d6 sonic damage.
    Dance of Blood: Strike—Move, force enemies to attack themselves.
    Wild Chaos Strike: Strike—Attack deals +8d6 damage, target surrounded by a wild magic zone.

    7th level
    Chaotic Spectrum Onslaught: Boost—Melee attacks deals +1d6 damage of each energy type.
    Pandemonium Strike: Strike—Make 2d4 attacks, each deals +1d6 damage.
    Riftstrike: Strike—Attack deals +8d6 damage, teleport opponent.

    8th level
    Kaleidoscopic Borders of Logic Stance: Stance—Gain claw attacks, rend, and cause confusion with attacks.
    Kaleidoscopic Parry: Counter—Use of seven defenses against an attack.

    9th level
    Kaleidoscopic Roulette Slash: Strike—Make seven attacks, each with prismatic abilities.
    Last edited by The Demented One; 2008-07-29 at 02:12 PM.
    I no longer actively read the forums, and probably won't respond to any PMs. I'm fine with people using my homebrew in anything, including fan-compilations and wikis, as long as you credit me.

    Homebrew by The Demented One.

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    Default Re: Kaleidoscopic Dream Discipline

    1st level
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    Blade Roulette
    Kaleidoscopic Dream (Boost)
    Level: Crusader 1, Soul Disciple 1, Swordsage 1
    Initiation Action: Swift action
    Range: Personal
    Target: You
    Duration: 1 round

    You use a risky technique with the potential to deal out devastating blows. Whenever you would make a melee damage roll, instead roll 1d2. If you roll a 2, you are treated as having rolled maximum weapon damage. If you roll a 1, you are treated as having rolled minimum weapon damage.

    Chaos Edge
    Kaleidoscopic Dream (Stance) [Chaos]
    Level: Crusader 1, Soul Disciple 1, Swordsage 1
    Initiation Action: Swift action
    Range: Personal
    Target: You
    Duration: Stance

    You infuse your weapon with pure chaos, endowing it with the potential to cause much more grievous harm. While in this stance, the damage dice of any weapon you wield increases by one step, as if its size was one larger. In addition, any weapon you wield is treated as being chaos-aligned for overcoming damage reduction. Chaos edge is a supernatural ability.

    Blind Shot
    Kaleidoscopic Dream (Strike)
    Level: Crusader 1, Soul Disciple 1, Swordsage 1
    Initiation Action: Standard action
    Range: Melee attack
    Target: One creature

    You attack without form or technique, relying on blind luck to aid you. As part of this maneuver, make a single melee attack roll. Instead of making an attack roll, the attack instead has a 75% chance of hitting. For every 5 points the target’s AC exceeds 15 by, the chance decreases by 10%. You cannot make a critical hit on an attack made as part of this maneuver.

    Gleaming Blade
    Kaleidoscopic Dream (Counter) [Chaos]
    Level: Crusader 1, Soul Disciple 1, Swordsage 1
    Initiation Action: Immediate action
    Range: Personal
    Target: You

    Your blade shines as you reweave the world around it, drawing on raw chaos to undo an unfortunate strike. Whenever you roll a 1 on a damage dice, whether the dice is your weapon’s base damage dice or additional damage, you may initiate this maneuver. You reroll all damage dice you rolled a 1 on, keeping the second result, even if it is a 1. Gleaming blade is a supernatural ability.


    2nd level
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    Blazing Chaos
    Kaleidoscopic Dream (Strike) [Chaos]
    Level: Crusader 2, Soul Disciple 2, Swordsage 2
    Initiation Action: Standard action
    Range: Melee attack
    Target: One creature
    Duration: 1 round
    Saving Throw: Fortitude partial

    Brilliant chaos energy surrounds your weapon, blinding lawful creatures who gaze on it. As part of this maneuver, make a single melee attack. The attack deals +2d6 damage, and your weapon is treated as being chaos-aligned for overcoming damage reduction. If you hit a lawful-aligned creature, that creature must make a Fortitude save, DC 12 plus your Wisdom modifier, or be blinded for 1 round. Blazing chaos is a supernatural ability.

    Riptide Kick
    Kaleidoscopic Dream (Counter)
    Level: Crusader 2, Soul Disciple 2, Swordsage 2
    Initiation Action: Immediate action
    Range: Personal
    Target: You

    You use your enemy’s momentum against them, attacking them as they move and using a pressing kick to force them to go right where you want them. Whenever a creature provokes an attack of opportunity from you by moving out of a square you threaten, before you make the attack roll, you may initiate this maneuver. If the attack hits, you may redirect their motion, forcing them to use the rest of their movement to move in a straight line in a direction of your choice.

    Spectrum Bolt
    Kaleidoscopic Dream (Strike) [Acid, Chaos, Cold, Electricity, Fire, Sonic]
    Level: Crusader 2, Soul Disciple 2, Swordsage 2
    Initiation Action: Standard action
    Range: 60 ft.
    Target: One to five creatures

    You call up pure chaos, and refract it into five rays of energy: acid, cold, electricity, fire, and sonic. Each ray automatically hits, and deals 1d3 damage of its energy type. You may target a single creature with all five rays, or divide them up between multiple targets. Spectrum bolt is a supernatural ability.

    Strike of Chance
    Kaleidoscopic Dream (Strike)
    Level: Crusader 2, Soul Disciple 2, Swordsage 2
    Initiation Action: Standard action
    Range: Melee attack
    Target: One creature

    You use a risky strike, gambling for more power at the cost of accuracy. As part of this maneuver, make a single melee attack. If it hits, the attack deals +1d6 damage. In addition, you may take a penalty up to your base attack bonus on the attack roll, maximum -5. For every -1 penalty you take, the attack deals an additional 1d6 damage if successful. You cannot use the Power Attack feat with the attack made as part of this maneuver.


    3rd level
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    Chaos Smite
    Kaleidoscopic Dream (Strike) [Chaos]
    Level: Crusader 3, Soul Disciple 3, Swordsage 3
    Prerequisite: 1 Kaleidoscopic Dream maneuver
    Initiation Action: Standard action
    Range: Melee attack
    Target: One creature

    You channel entropic energy through your blade, unleashing an anarchic blast. As part of this maneuver, make a single melee attack. The attack deals +4d6 damage, and your weapon is treated as being chaos-aligned for overcoming damage reduction. If you hit a lawful-aligned creature with the chaos smite, you are wreathed in chaotic energy, granting you concealment until the end of your next round. Chaos smite is a supernatural ability.

    Kaleidoscope Feint
    Kaleidoscopic Dream (Strike) [Chaos]
    Level: Crusader 3, Soul Disciple 3, Swordsage 3
    Prerequisite: 1 Kaleidoscopic Dream maneuver
    Initiation Action: Standard action
    Range: Melee attack
    Target: One creature
    Duration: One round

    You cover your blade with shimmering light, making it seem to be in many places at once. As part of this maneuver, feint against one creature and then make a melee attack against it. The attack deals +4d6 damage, and your weapon is treated as being chaos-aligned for overcoming damage reduction. In addition, if the target failed its Sense Motive check to resist the feint by 5 or more, it is overwhelmed by the shimmering light, and is confused for 1 round. Kaleidoscopic Feint is a supernatural ability.

    Limbo Stride
    Kaleidoscopic Dream (Stance) [Chaos]
    Level: Crusader 3, Soul Disciple 3, Swordsage 3
    Prerequisite: 1 Kaleidoscopic Dream maneuver
    Initiation Action: Swift action
    Range: Personal
    Target: You
    Duration: Stance

    With this stance, you can part the fabric of reality, allowing you to step from the Material Plane into Limbo, and then cross back over. You may teleport up to your base land speed as a move action. Limbo stride is a supernatural ability.

    Trickster Roll
    Kaleidoscopic Dream (Strike)
    Level: Crusader 3, Soul Disciple 3, Swordsage 3
    Prerequisite: 1 Kaleidoscopic Dream maneuver
    Initiation Action: Full-round action

    You dart across the battlefield, tumbling and dodging past your foes, using your speed and confusing motions to get underfoot. You make a Tumble check and may tumble up to your base land speed, avoiding attacks of opportunity if you succeed on the Tumble check. Once you have completed your movement, choose a single enemy adjacent to you. The enemy must make a Reflex save, DC 13 plus your Dexterity modifier, or fall prone. It gains a +1 bonus on the save for every size larger than Medium it is, and a -1 penalty for each size smaller than Medium that it is.


    4th level
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    Chaos Lance
    Kaleidoscopic Dream (Strike)
    Level: Crusader 4, Soul Disciple 4, Swordsage 4
    Prerequisite: 1 Kaleidoscopic Dream maneuver
    Initiation Action: Full-round action
    Range: Melee attack
    Target: One or more creatures

    You strike wildly, making a flurry of slashes. As part of this maneuver, roll 1d4. You may make that many melee attacks, either all against one creature, or distributed among multiple creatures within your reach. You make a single attack roll at your highest base attack bonus to use for all the attacks you make.

    Maelstrom Kick
    Kaleidoscopic Dream (Strike)
    Level: Crusader 4, Soul Disciple 4, Swordsage 4
    Prerequisite: 1 Kaleidoscopic Dream maneuver
    Initiation Action: Standard action
    Range: Melee attack
    Target: One creature

    You use a dirty trick that honor-bound swordsman would look upon with disdain, making a sweeping kick to trip your foe and then impaling him. As part of this maneuver, make a trip attempt against an enemy. You do not provoke an attack of opportunity. If the trip attempt is successful, you may make a melee attack against the tripped foe, dealing +4d6 damage.

    Persona Shard
    Kaleidoscopic Dream (Boost) [Chaos]
    Level: Crusader 4, Soul Disciple 4, Swordsage 4
    Prerequisite: 1 Kaleidoscopic Dream maneuver
    Initiation Action: Full-round action
    Range: Personal
    Target: You
    Duration: Encounter

    You channel raw chaos into your soul, creating a persona shard, an alternate self that inhabits you for the rest of the encounter. The alternate self is the same as you, but has altered skills, feats, and maneuvers. You may redistribute any of your skill points, losing ranks in old skills to purchase ranks in new skills. You may swap out your feats for any other feats of your choice, although you cannot swap out feats that are prerequisites for other feats or prestige classes, and you must meet the prerequisites of the feats that you gain. You may also exchange any maneuvers you know for new maneuvers of the same level, but you cannot exchange this maneuver, you cannot exchange maneuvers such that you cease to meet the prerequisites of any maneuvers you have, and you must meet the prerequisites of all the maneuvers you gain. You cannot learn new maneuvers from a discipline your class does not give you access to. You may ready all your maneuvers anew, though persona shard must be readied, and remains expended. The changes last until the end of the encounter, after which all your skills, feats, and maneuvers return to normal. Persona shard is a supernatural ability.


    5th level
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    Beloved of Fortune
    Kaleidoscopic Dream (Stance) [Chaos]
    Level: Crusader 5, Soul Disciple 5, Swordsage 5
    Prerequisite: 2 Kaleidoscopic Dream maneuvers
    Initiation Action: Swift action
    Range: Personal
    Target: You
    Duration: Stance

    You sense the threads of fate around you, and bend them to your will, sparing you from ill fortune. As a swift action, you may reroll any dice roll after you see the result. Once you have made a reroll, you must wait 5 rounds before you can make another. Outside of an encounter, you must wait 5 minutes instead. Beloved of fortune is a supernatural ability.

    Dimension Blade
    Kaleidoscopic Dream (Strike) [Chaos]
    Level: Crusader 5, Soul Disciple 5, Swordsage 5
    Prerequisite: 2 Kaleidoscopic Dream maneuvers
    Initiation Action: Full-round action
    Range: Melee attack
    Target: One creature

    You step through the Plane of Limbo, charging through the formless chaos and reappearing to strike this foe. You may teleport up to 100 ft. in any direction. Upon reaching your destination, you may make a single melee attack. You gain a +2 bonus on the attack roll. The attack is considered a charge attack for determining if feats or other abilities apply to it. Dimension blade is a supernatural ability.

    Winds of Fate
    Kaleidoscopic Dream (Boost) [Chaos]
    Level: Crusader 5, Soul Disciple 5, Swordsage 5
    Prerequisite: 2 Kaleidoscopic Dream maneuvers
    Initiation Action: Swift action
    Range: Personal
    Target: You
    Duration: 1 round

    You call upon the power of chaos to twist fate in your favor, drawing chances to yourself. Whenever you would roll 1d20, you instead roll 3d10. You may choose two of the three dice you rolled, add their results together, and treat the sum as being the result of the d20 roll. Winds of fate is a supernatural ability.


    6th level
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    Bellowing Slaad
    Kaleidoscopic Dream (Strike) [Chaos, Sonic]
    Level: Crusader 6, Soul Disciple 6, Swordsage 6
    Prerequisite: 2 Kaleidoscopic Dream maneuvers
    Initiation Action: Standard action
    Range: 30 ft.
    Area: Cone-shaped burst
    Saving Throw: Reflex half, Fortitude negates (item)

    Channeling the power of Limbo, you let loose a sonic shout like that of a Purple Slaad. All creatures caught in the cone of sound take 6d6 sonic damage, with a Reflex save, DC 16 plus your Wisdom score, for half damage. In addition, creatures that fail their Reflex save must make a Fortitude save at the same DC, or any items they hold or wield take the same amount of damage. Sonic damage ignores items' hardness. Bellowing slaad is a supernatural ability.

    Dance of Blood
    Kaleidoscopic Dream (Strike)
    Level: Crusader 6, Soul Disciple 6, Swordsage 6
    Prerequisite: 2 Kaleidoscopic Dream maneuvers
    Initiation Action: Full-round action

    You dance across the battlefield, misdirecting your foes so that they strike themselves. As part of this maneuver, you may move up to your base land speed. Each enemy you would have provoked an attack of opportunity from instead makes a single melee attack against itself with any weapon it holds. The attack automatically hits, and deals damage as normal. If an enemy is not wielding a melee weapon, it instead attacks itself with a unarmed strike, or with its primary natural weapon if it has one.

    Wild Chaos Strike
    Kaleidoscopic Dream (Strike) [Chaos]
    Level: Crusader 6, Soul Disciple 6, Swordsage 6
    Prerequisite: 2 Kaleidoscopic Dream maneuvers
    Initiation Action: Standard action
    Range: Melee attack
    Target: One creature
    Duration: 1 round
    Saving Throw: Will partial

    You use entropic energy to warp a creature’s soul, shattering the portion of it that allows it to make use of magic. While the soul quickly reforms itself, their magic is warped and distorted until it does. As part of this maneuver, make a single melee attack. If the attack hits, it deals +8d6 damage, and your weapon is treated as being chaos-aligned for overcoming damage reduction. The creature hit must make a Will save, DC 16 plus your Wisdom modifier, or else be treated as if it were in a wild magic zone for 1 round. The DC of the caster level check from the wild magic effect is equal to 15 plus your initiator level. Wild Chaos Strike is a supernatural ability.


    7th level
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    Chaos Spectrum Strike
    Kaleidoscopic Dream (Boost) [Acid, Chaos, Cold, Electricity, Fire, Sonic]
    Level: Crusader 8, Soul Disciple 8, Swordsage 8
    Prerequisite: 3 Kaleidoscopic Dream maneuvers
    Initiation Action: Swift action
    Range: Personal
    Target: You
    Duration: 1 round

    You refract pure chaos energy into a spectrum of elemental energy, unleashing acidic corrosion, frigid cold, shocking electricity, blazing flame, and deafening sound upon your enemy. Each attack you make this round deals an additional +1d6 damage of each energy type (acid, cold, electricity, fire, and sonic). In addition, your weapon is treated as being chaos-aligned for overcoming damage reduction. Chaos spectrum strike is a supernatural ability.

    Pandemonium Strike
    Kaleidoscopic Dream (Strike)
    Level: Crusader 7, Soul Disciple 7, Swordsage 7
    Prerequisite: 2 Kaleidoscopic Dream maneuvers
    Initiation Action: Full-round action
    Range: Melee attack
    Target: One or more creatures

    You lash out in mad fury, making up for your lack of discipline with strength. As part of this maneuver, roll 2d4. You may make that many melee attacks, either all against one creature, or distributed among multiple creatures within your reach. You make a single attack roll at your highest base attack bonus to use for all the attacks you make. Each attack does +1d6 damage.

    Riftstrike
    Kaleidoscopic Dream (Strike) [Chaos]
    Level: Crusader 7, Soul Disciple 7, Swordsage 7
    Prerequisite: 3 Kaleidoscopic Dream maneuvers
    Initiation Action: Standard action
    Range: Melee attack
    Target: One creature
    Saving Throw: Will partial

    You channel chaotic energy though your blade, rending space asunder around your foe. As part of this maneuver, make a single attack. If the attack hits, it deals +8d6 damage, and your weapon is treated as being chaos-aligned for overcoming damage reduction. The creature hit must make a Will save, DC 17 plus your Wisdom modifier, or be teleported to any square of your choice that is within 30 ft. of you. Riftstrike is a supernatural ability.


    8th level
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    Kaleidoscopic Borders of Logic Stance
    Kaleidoscopic Dream (Stance) [Chaos]
    Level: Crusader 8, Soul Disciple 8, Swordsage 8
    Prerequisite: 3 Kaleidoscopic Dream maneuvers
    Initiation Action: Swift action
    Range: Personal
    Target: You
    Duration: Stance

    You evoke the power of the exemplars of chaos: the Slaad. You are surrounded in prismatic light, forming the image of a Slaad around you. You gain two claw attacks, secondary natural attacks that you can use to make single attacks, or in addition to any weapons you wield when you make a full attack. The claws deal 1d6 damage, and are treated as magic weapons and chaos-aligned for overcoming damage reduction. Whenever you hit one creature with both claw attacks as part of a full attack, you latch on and rend, automatically dealing 2d6 plus one and a half times your Strength modifier damage. In addition, when you rend, your claws of light overwhelm your foe’s mind; they must make a Will save, DC 18 plus your Wisdom modifier, or be confused for 1 round. In addition, you gain immunity to sonic damage, and resistance 10 to all other energy types (acid, cold, electricity, and fire). Kaleidoscopic Borders of Logic Stance is a supernatural ability.

    Kaleidoscopic Parry
    Kaleidoscopic Dream (Counter) [Chaos]
    Level: Crusader 8, Soul Disciple 8, Swordsage 8
    Prerequisite: 3 Kaleidoscopic Dream maneuvers
    Initiation Action: Immediate action
    Range: Personal
    Target: You

    You counter a foe’s attack by surrounding yourself with a shield of prismatic light, invoking one of seven different defenses. Whenever you are attacked in melee, before the opponent has made their attack roll, you may initiate this maneuver, and use one of the seven defenses listed below. No matter how many times you use or recover this ability in an encounter, you may only use each individual defense once per encounter. The DC of any of the effects is equal to 18 + your Wisdom modifier. Kaleidoscopic parry is a supernatural ability.

    Red Riposte: You make a single melee attack against the enemy. The attack deals +6d6 fire damage, and your weapon is treated as being chaos-aligned for overcoming damage reduction. The enemy must make a Will save or be dazed for 1 round if you hit it.

    Orange Reprisal: You make a single melee attack against the enemy. The attack deals +6d6 acid damage, and your weapon is treated as being chaos-aligned for overcoming damage reduction. The enemy must make a Fortitude save or be sickened for 1 round if you hit it.

    Yellow Vengeance: You make a single melee attack against the enemy. The attack deals +6d6 electricity damage, and your weapon is treated as being chaos-aligned for overcoming damage reduction. The enemy must make a Reflex save or be entangled for 1 round if you hit it.

    Green Endurance: You do not take any damage until the end of your next turn. However, 5 rounds later, you take all the damage that was prevented by this defense.

    Blue Bulwark: Your skin becomes like stone, granting you damage reduction 10/— until the end of your next turn.

    Indigo Barrier: You gain a +8 deflection bonus to AC until the end of your next turn.

    Violet Evasion: You may teleport up to your base land speed. If your end location is not within your opponent’s reach, their attack automatically fails.


    9th level
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    Kaleidoscopic Roulette Slash
    Kaleidoscopic Dream (Strike) [Chaos]
    Level: Crusader 9, Soul Disciple 9, Swordsage 9
    Prerequisites: 4 Kaleidoscopic Dream maneuvers
    Initiation Action: Full-round action
    Range: Melee attack
    Target: One creature
    Duration: See text
    Saving Throw: See text

    The pinnacle of the Kaleidoscopic Dream discipline, the kaleidoscopic roulette slash imbues your strike with prismatic energies, allowing you to make seven strikes, each with their own distinct power. As part of this maneuver, you make up to seven attacks. Each attack has its own ability, and a corresponding bonus or penalty on its attack roll, listed below. You must make the attacks in the order listed. If you miss, then you do not make any more attacks. With every attack you make as part of this ability, your weapon is treated as being chaos-aligned for overcoming damage reduction. The DC of any of the effects is equal to 19 + your Wisdom modifier. Kaleidoscopic roulette slash is a supernatural ability.

    {table=head]#|Color|Attack Roll|Effect
    1|Red|+10|+10 fire damage
    2|Orange|+5|+20 acid damage
    3|Yellow|+0|+30 electricity damage
    4|Green|-5|1d12 Constitution damage, Fortitude half.
    5|Blue|-10|Must make a Fortitude save or be turned to stone.
    6|Indigo|-15|Must make a Will save or be confused for duration of encounter.
    7|Violet|-20|+15d6 damage, dies and disintegrated if reduced to 0 hp.
    [/table]
    Last edited by The Demented One; 2009-08-26 at 11:43 AM.
    I no longer actively read the forums, and probably won't respond to any PMs. I'm fine with people using my homebrew in anything, including fan-compilations and wikis, as long as you credit me.

    Homebrew by The Demented One.

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    Default Re: Kaleidoscopic Dream Discipline

    What I like about this Discipline (by now you probably know that I love homebrew disciplines greatly) is that it's all over the place. It's got Shadow Hand, Desert Wind, and Coin's Edge-type maneuvers, mixed in with plenty of unique ideas.

    1st level's Blind Shot confuses me.

    6th level's Dance of Blood and Wild Chaos Strike I could see getting a lot of use.

    The Prismatic Roulette Slash is a bit like the Coin's Edge capstone, but if anything even more chaotic. It's not just the standard '15d6 area effect' or '+100 damage' like most of the original style's capstones, which I like.
    People seemed to like this better, but only marginally so - the way one might prefer to be stabbed than shot. Optimally, one isn't stabbed or shot. Optimally, one eats some cake! But there are times when cake is not available, and instead we are destroyed. This is the deep poetry of the universe. -- Tycho Brahe

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    Default Re: Kaleidoscopic Dream Discipline

    1st level's Blind Shot confuses me.
    Basically, instead of having an attack roll, it just has a flat 75% chance of hitting. The chance drops based on the enemy's AC.

    6th level's Dance of Blood and Wild Chaos Strike I could see getting a lot of use.
    Yeah, they're good 'uns. Think they're underleveled?

    The Prismatic Roulette Slash is a bit like the Coin's Edge capstone, but if anything even more chaotic. It's not just the standard '15d6 area effect' or '+100 damage' like most of the original style's capstones, which I like.
    Yeah, random flash of inspiration helped me out there.
    I no longer actively read the forums, and probably won't respond to any PMs. I'm fine with people using my homebrew in anything, including fan-compilations and wikis, as long as you credit me.

    Homebrew by The Demented One.

  6. - Top - End - #6
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    Default Re: Kaleidoscopic Dream Discipline

    Quote Originally Posted by The Demented One View Post
    Yeah, they're good 'uns. Think they're underleveled?
    Hard to say. It is 13th level or so before you get them.
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    Default Re: Kaleidoscopic Dream Discipline

    Minor problems I have:

    The short description of Blind Attack. Perhaps change it to "Your attack hits or misses unaffected by your skill." Take out the mention of 75%, it's misleading.

    What's the Tumble check in Trickster Roll for?

    Is there a reason Persona Shard doesn't allow you, as written, to ever switch out Weapon Focus if you have Weapon Specialization, even if you switched out Weapon Specialization as well?

    Why is Winds of Fate a strike? Wouldn't it be a boost?

    That's all I can find. Nice discipline.
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    Default Re: Kaleidoscopic Dream Discipline

    Quote Originally Posted by thevorpalbunny View Post
    Is there a reason Persona Shard doesn't allow you, as written, to ever switch out Weapon Focus if you have Weapon Specialization, even if you switched out Weapon Specialization as well?
    Switch out Weapon Specialization, suddenly Weapon Focus has nothing holding it down. Bingo bango.
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    Default Re: Kaleidoscopic Dream Discipline

    Quote Originally Posted by thevorpalbunny View Post
    The short description of Blind Attack. Perhaps change it to "Your attack hits or misses unaffected by your skill." Take out the mention of 75%, it's misleading.
    See what I can do.

    What's the Tumble check in Trickster Roll for?
    Your movement counts as tumbling for avoid AoO's. I'll mention that.

    Is there a reason Persona Shard doesn't allow you, as written, to ever switch out Weapon Focus if you have Weapon Specialization, even if you switched out Weapon Specialization as well?
    If you switch out a feat first, you can then switch out its prereqs, like Krimm said.

    Why is Winds of Fate a strike? Wouldn't it be a boost?
    Typo, nice catch.
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    Default Re: Kaleidoscopic Dream Discipline

    Quote Originally Posted by The Demented One View Post
    If you switch out a feat first, you can then switch out its prereqs, like Krimm said.
    I know that's the intent, but it doesn't work as written.

    Also, where is the Soul Disciple?
    Last edited by thevorpalbunny; 2008-07-29 at 09:29 AM.
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    Default Re: Kaleidoscopic Dream Discipline

    Quote Originally Posted by thevorpalbunny View Post
    I know that's the intent, but it doesn't work as written.

    Also, where is the Soul Disciple?
    Oh, it is worded kinda bad. I didn't notice that.

    And as for the Soul Disciple, working on it.
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    Default Re: Kaleidoscopic Dream Discipline

    Interesting discipline...though I can't help but imagine what Chejop Kejak and the other Sidereals think of it.

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    Default Re: Kaleidoscopic Dream Discipline

    Just a few things, reading these.

    Blade Roulette + Gleaming blade is potentially powerful for level one.

    Spectrum bolt is a bit weak for level two maneuver - even magic missile is better, a first level spell. Perhaps get rid of the attack rolls.

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    Default Re: Kaleidoscopic Dream Discipline

    Quote Originally Posted by Adumbration View Post
    Blade Roulette + Gleaming blade is potentially powerful for level one.
    Nope. Gleaming Blade only works when you roll a 1 on a damage roll. The 1d2 you roll with blade roulette isn't a damage roll, so you can't reroll it, and since you never actually make a real damage roll, there's nothing to reroll.

    Spectrum bolt is a bit weak for level two maneuver - even magic missile is better, a first level spell. Perhaps get rid of the attack rolls.
    Good point.
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    Default Re: Kaleidoscopic Dream Discipline

    I really like this discipline. I've always been real into dream related stuff when it comes to DnD. But what is a gutter-sword? And what is a Soul Disciple?
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    Default Re: Kaleidoscopic Dream Discipline

    But what is a gutter-sword? And what is a Soul Disciple?
    Both are in the process of being homebrewed up by Krimm. Once he's done, I'll link them in the post. In short, a gutter-sword is a greatsword with lower damage die but a higher critical threat range; the Soul Disciple is an incarnum-using martial adept.
    Last edited by The Demented One; 2008-07-29 at 11:47 PM.
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    Default Re: Kaleidoscopic Dream Discipline

    OOOH! Sounds tasty. Hope they're as awesome in practice as they are in theory.
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    Default Re: Kaleidoscopic Dream Discipline

    Quote Originally Posted by The Demented One View Post
    1st level
    Blade Roulette
    Kaleidoscopic Dream (Boost)
    Level: Crusader 1, Soul Disciple 1, Swordsage 1
    Initiation Action: Swift action
    Range: Personal
    Target: You
    Duration: 1 round

    You use a risky technique with the potential to deal out devastating blows. Whenever you would make a melee damage roll, instead roll 1d2. If you roll a 2, you are treated as having rolled maximum weapon damage. If you roll a 1, you are treated as having rolled minimum weapon damage.

    Gleaming Blade
    Kaleidoscopic Dream (Counter) [Chaos]
    Level: Crusader 1, Soul Disciple 1, Swordsage 1
    Initiation Action: Immediate action
    Range: Personal
    Target: You

    Your blade shines as you reweave the world around it, drawing on raw chaos to undo an unfortunate strike. Whenever you roll a 1 on a damage dice, whether the dice is your weapon’s base damage dice or additional damage, you may initiate this maneuver. You reroll all damage dice you rolled a 1 on, keeping the second result, even if it is a 1. Gleaming blade is a supernatural ability.
    Bold is mine for emphasis. Might want to rephrase Blade Roulette. As written, the 1d2 replaces your damage die, and would count as a damage die for purposes of Kaleidoscopic Dream, which it shouldn't...

    Other than that, though, brilliant homebrew as always. Keep up the good work!
    Last edited by Kallisti; 2009-07-26 at 02:27 PM.
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    Default Re: Kaleidoscopic Dream Discipline

    All in all this is a good discipline, but I think the first level stance is largely overpowered.

    Chaos Edge
    Kaleidoscopic Dream (Stance) [Chaos]
    Level: Crusader 1, Soul Disciple 1, Swordsage 1
    Initiation Action: Swift action
    Range: Personal
    Target: You
    Duration: Stance

    You infuse your weapon with pure chaos, endowing it with the potential to cause much more grievous harm. While in this stance, the damage dice of any weapon you wield increases by one step, as if its size was one larger. In addition, any weapon you wield is treated as being chaos-aligned for overcoming damage reduction. Chaos edge is a supernatural ability.
    The problem here is that the corresponding stance in the ToB is Giant's Stance, of the Stone Dragon Discipline. Giant's Stance is a 5th level stance that allows you to deal damage as if you were one size category larger, effectively increasing the damage dice of your weapons.

    Chaos Edge is even more powerful, because it also has the additional ability of infusing your weapon with chaos, granting it an ability to overcome the corresponding damage reduction.

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    Default Re: Kaleidoscopic Dream Discipline

    Hmm... at first glance, Giant's Step seems under powered, but there might be something I'm missing...

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    Default Re: Kaleidoscopic Dream Discipline

    Quote Originally Posted by Kallisti View Post
    Bold is mine for emphasis. Might want to rephrase Blade Roulette. As written, the 1d2 replaces your damage die, and would count as a damage die for purposes of Kaleidoscopic Dream, which it shouldn't...

    Other than that, though, brilliant homebrew as always. Keep up the good work!
    You can't use them both in the same round anyway, since the damage roll one is a swift action and the other is an immediate action.

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    Default Re: Kaleidoscopic Dream Discipline

    Quote Originally Posted by DragoonWraith View Post
    Hmm... at first glance, Giant's Step seems under powered, but there might be something I'm missing...
    As far as I can tell, its tremendously underpowered.
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    Default Re: Kaleidoscopic Dream Discipline

    Quote Originally Posted by pyrefiend View Post
    As far as I can tell, its tremendously underpowered.
    Considering you can get its major (or only, I'm AFB, right now) benefit from a first-level spell, that would be a proper way to describe it.
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