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SCARLET ROSE DISCIPLINE
The Scarlet Rose discipline focuses heavily on the use of dual wielding weapons. Whilst the Tiger Claw discipline also caters for two weapon fighting, many of its pupils utilise the art in a savage and aggressive way. Students of the scarlet rose discipline are not only taught combat, but grace and beauty in their skill, as well as devastating methods of combining them.
The scarlet rose discipline originated in one of the temple of nine-swords earlier pupils, a young lady whom fought with a grace and beauty unsurpassed by the temples previous warriors. She had practiced the tiger claw discipline, but found it lacking and unable to satisfy her desire for speed and graceful mobility in a battle. When she attempted to teach more elegant and graceful maneuvers, she had roused anger from the tiger claw master. Their differences in opinion caused endless arguments. In the end, she had left the temple, and decided to teach her own adapted style out with the school of the nine swords.
1st Level Lightning Speed Boost Gain a bonus to movement Swift Strike Strike Strike two foes and deal +1D6 points of damage Side-Shuffle Counter Use perform to increase armour class Flowing Momentum Stance Gain bonus to armour class with movement
2nd Level Deceitful Dance Strike Make a free feint attempt before attacking Graceful Instinct Counter Use Perform in place of reflex save Rushing Gale Strike Charge a foe and strike with both weapons
3rd Level Lightning Skirmish Stance Gain movement bonus and can strike with two weapons Rising Wind Strike Gain the ability to strike foes at range Whirlwind Strike Strike Strike all foes within range
4th Level Deadly Dance Boost Gain bonus to attack and damage based on perform ranks Quick Momentum Strike Move twice your base land speed and attack at same time Wall of Wind Counter Avoid arrows and other ranged attacks
5th Level Decisive Dance Strike Deal 4 points of dexterity damage Lightning Strike Strike Strike two foes with two attacks each, deal +3D6 damage
6th Level Elusive Grave Counter Use Perform in place of reflex save, gain evasion Rising Tempest Strike Strike foes at range with incredible power
7th Level Hurricane Momentum Strike Move three times your base land speed and attack at same time Stopping Strike Stance Foes struck become flat-footed
8th Level Ride the Lightning Boost Gain bonuses to attacks and armour based on Perform Ranks Whirlwind Tempest Strike Strike all foes within range twice
9th Level Dance of Four Winds Strike Move four times your base land speed, striking multiple foes.
Feats
Spoiler
DANCE OF THE WATERLILIES
You are able to move quickly over normally unstable surfaces. Prerequisites: One Scarlet Rose stance. Benefit: As long as you are in a Scarlet Rose stance and wielding a weapon favored by the Scarlet Rose discipline you are able to balance better whilst moving. This allows you to move over slippery/uneven without the need for a balance check (such as a lake of ice or over rubble) and even over water without falling underneath its surface. This benefit only applies as long as the character continues to move, which means the character loses this feats benefits if the she spends any more than a move action remaining in the same spot.
DEADLY WHIRL [Tactical]
You become a master of movement and grace, allowing you to draw on great feats of speed and insight in the heat of battle. Prerequisites: Dance of the Water lilies or Twin Step, Two or more scarlet rose maneuvers known Benefit: The Deadly Whirl feat allows the use of three tactical maneuvers. Dancing Dodge: Whilst moving through an area threatened by enemies you may use Perform (Dance) in place of tumble to avoid attacks of opportunity. This benefit does not allow you to use Perform (Dance) however to tumble through a square occupied by a foe. StrikenStep: Whenever you strike a foe you may immediate take a 5-foot step if you have not already done so that round. This applies even to attacks of opportunity. Whirling Strike: Your attacks count as area of effects for the purposes of striking swarms and foes with concealment. You must be wielding a favored weapon of the Scarlet Rose discipline to gain the benefits of this tactical option.
TWIN STEP
Your experience with the scarlet rose discipline has granted better skill with two weapons. Prerequisites: One Scarlet Rose stance. Two Weapon Fighting Benefit: The penalties taken whilst two-weapon fighting are reduced by a further two points. This means that wielding two weapons bestows a -2 penalty to attack rolls, unless the off-hand weapon is light, in which case there are no penalties.
PENDENT OF THE RUBY ROSE
This small pendent features a thin, red disc with lines forming the pattern of a rose. When worn, these pendants grant the use of Scarlet Rose maneuvers. Scholar level pendants may feature traces of silver on the lines of the rose image, whilst Master level pendants may have gold instead.
FLOWING MOMENTUM
Scarlet Rose (Stance) Level: Swordsage 1, Warblade 1 Prerequisites: None Initiation Action: 1 Swift Action Range: Personal Target: You Duration: Stance
Whilst in this stance you are able to move more freely and build up speed more easily, allowing you to dodge attacks more easily. For every 10ft of movement covered whilst in this stance, you gain a +1 dodge bonus to armour class. The total amount of distance covered resets to 0 (reducing any bonus gained to +0) at the start of your turn. The maximum bonus that can be gained from this ability is +1 per three initiator levels.
LIGHTNING SPEED
Scarlet Rose (Boost) Level: Swordsage 1, Warblade 1 Prerequisites: None Initiation Action: 1 Swift Action Range: Personal Target: You Duration: 1 Round
Whilst using this ability you do not provoke any attacks of opperunity due to movement.
SIDE-SHUFFLE
Scarlet Rose (Counter) Level: Swordsage 1, Warblade 1 Prerequisites: None Initiation Action: 1 Immediate Action Range: Personal Target: You Duration: Instantaneous
You are able to make use of an athletic form and graceful movement to avoid a potentially hazardous blow. You may use this counter to gain a bonus to your armour dependent on your ranks in Perform (Dance), gaining +1 point with 4 ranks and an additional +1 point per every 3 ranks thereafter.
SWIFT STRIKE
Scarlet Rose (Strike) Level: Swordsage 1, Warblade 1 Prerequisites: None Initiation Action: 1 Standard Action Range: Melee Attack Target: Any two creatures within range Duration: Instantaneous
You are able to enhance your strikes with your swift and fluid movement. To use this strike you must use two weapons (though if you are only wielding one weapon you can substitute an unarmed strike if you have the Improved Unarmed Strike feat). You must make an attack against two foes within range (taking the normal penalties for two-weapon fighting).
2nd Level Maneuvers
Spoiler
DECEITFUL DANCE
Scarlet Rose (Strike) Level: Swordsage 2, Warblade 2 Prerequisites: None Initiation Action: 1 Standard Action Range: Melee Attack Target: Any creature within range Duration: Instantaneous
Your movements are able to subtlety conceal your intentions in combat, allowing you to strike at your foes more easily. When using this ability you may make a free feint attempt against your foe (and you may substitute Perform (Dance) for Bluff). If successful, you may make either a single melee attack or an attack with your weapons in each hand (with the normal two weapon fighting penalties) in addition to the normal bonuses for feinting. Unlike a normal feint attempt, the foe losses his/her/it's dexterity bonus against both attacks (in the case of using two weapons) upon success. If the feint is unsuccessful however, the attacks also fail as well.
GRACEFUL INSTINCT
Scarlet Rose (Counter) Level: Swordsage 2, Warblade 2 Prerequisites: None Initiation Action: 1 Immediate Action Range: Personal Target: You Duration: Instantaneous
When faced with danger, are able to weave and twist in such a way as to avoid attacks purely from dancing skill and talent. You may use this ability to make a perform (Dance) check in place of a reflex save.
RUSHING GALE
Scarlet Rose (Strike) Level: Swordsage 2, Warblade 2 Prerequisites:None Initiation Action: Full-Round Action Range:Melee Attack Target: Any creature within charge range Duration: Instantaneous
You are able to move in any way needed to reach your foe for a devastating double attack. Whilst using this ability you may charge a single foe. Unlike a normal charge, you are not limited to a straight line and can make as many turns and route alterations as desired. If you are wielding two weapons you may strike with both weapons during this charge action (taking the normal two-weapon fighting penalties).
3rd Level Maneuvers
Spoiler
LIGHTNING SKIRMISH
Scarlet Rose (Stance) Level: Swordsage 3, Warblade 3 Prerequisites: 1 Scarlet Rose Maneuver Initiation Action: 1 Swift Action Range: Personal Target: You Duration: Stance
Whilst in this stance you are able to move more freely. You may use two-weapon fighting whenever you strike a foe as a standard action. Additionally, whilst in this stance you gain a +10 enhancement bonus to speed (this enchantment bonus stacks with any other enhancement bonuses gained via Scarlet Rose).
RISING WIND
Scarlet Rose (Strike) [Air] Level: Swordsage 3, Warblade 3 Prerequisites: 1 Scarlet Rose Maneuver Initiation Action: Full-Round Action Range: 25ft + 5ft per two initiator levels Target: Any creature within range Duration: Instantaneous
You are able to strike at the air so quickly and precisely that you can disrupt air currents, causing a powerful backlash. You may use this maneuver to strike a foe at range. You may may only make a standard attack action against the target. You must have both line of sight and line of effect to the target. This maneuver is a supernatural ability.
WHIRLWIND STIRKE
Scarlet Rose (Strike) Level: Swordsage 3, Warblade 3 Prerequisites: 1 Scarlet Rose Maneuver Initiation Action:1 Standard Action Range: Melee Attack Target: All creatures within range. Duration: Instantaneous
You are able to circle quickly on the spot, building up great speed and using your mobility to strike at foes easily. You may make a free attack against all creatures within range of your attacks. If you have a second weapon, you may make 1 additional attack to a single creature after all other attacks have been resolved.
4th Level Maneuvers
Spoiler
DEADLY DANCE
Scarlet Rose (Boost) Level: Swordsage 4, Warblade 4 Prerequisites: 2 Scarlet Rose Maneuvers Initiation Action: 1 Swift Action Range: Personal Target: You Duration: 1 Round
Whilst using this maneuver you are able to move and glide around your foes with ease. You gain a bonus to attack rolls and damage rolls dependent on your ranks in Perform (Dance), with the bonus to attack rolls equal to +1 per 5 ranks and the bonus to damage rolls equal to +1D6 per 5 ranks.
QUICK MOMENTUM
Scarlet Rose (Strike) Level: Swordsage 4, Warblade 4 Prerequisites: 2 Scarlet Rose Maneuvers Initiation Action: Full-Round Action Range: Melee Attack Target: Any 1 Creature Duration: Instantaneous
A rush of adrenaline enables you to move quickly and strike at the same time. Whilst using this ability, you may move up to twice your base land speed (including any bonuses to speed). If you pass a foe at any point during your moment, you may make an attack against that foe, gaining a +1D6 bonus to the damage rolls, then continue the movement. You may only attack one foe, though you may still make two attacks if wielding two weapons (at the normal two-weapon fighting penalties).
WALL OF WIND
Scarlet Rose (Counter) Level: Swordsage 4, Warblade 4 Prerequisites: 2 Scarlet Rose Maneuvers Initiation Action: 1 Immediate Action Range: Personal Target: You Duration: Instantaneous
You are able to move fast enough to form the wind around you, enabling you to throw off small objects such as arrows and bolts. This counter grants a +4 dodge bonus against ranged attacks and 50% miss-chance against them. The miss-chance only applies to bolts, arrows etc as well as objects that are only medium sized or smaller (so a bolt from a siege crossbow would not be subject to it, for instance).
5th Level Maneuvers
Spoiler
DECISIVE DANCE
Scarlet Rose (Strike) Level: Swordsage 5, Warblade 5 Prerequisites: 2 Scarlet Rose Maneuvers Initiation Action: 1 Standard Action Range: Melee Attack Target: Any creature within range Duration: Instantaneous
You are able to strike foes with such force that their body visibly shakes and trembles. To use this strike you must use two weapons. You must make an attack against the target with both weapons. If both weapons hit the foe instantly takes +2D6 points of weapon damage and 4 points of dexterity damage.
LIGHTNING STRIKE
Scarlet Rose (Strike) Level: Swordsage 5, Warblade 5 Prerequisites: 2 Scarlet Rose Maneuvers Initiation Action: 1 Standard Action Range: Melee Attack Target: Any 2 creatures within range Duration: Instantaneous
This ability functions like swift strike, with two exceptions. Firstly, you gain an additional attack against each creature at your highest base attack bonus (then applying the penalties for two-weapon fighting). Additionally, if both foes are hit, they both take +2D6 points of additional weapon damage, and an additional +2D6 if both are hit twice.
6th Level Maneuvers
Spoiler
ELUSIVE GRACE
Scarlet Rose (Counter) Level: Swordsage 6, Warblade 6 Prerequisites: 2 Scarlet Rose Maneuvers Initiation Action: 1 Immediate Action Range: Personal Target: Self Duration: Instantaneous
You are able to utilise your graceful moves to avoid dangerous effects not only easily, but without them leaving a single scratch on you. This ability functions just like Graceful Instinct, except that whilst using this maneuver you also gain the benefits of evasion.
RISING TEMPEST
Scarlet Rose (Stance) [Air] Level: Swordsage 6, Warblade 6 Prerequisites: 2 Scarlet Rose Maneuvers Initiation Action: Full-Round Action Range: 50ft + 5ft per initiator level Target: Any creature within range Duration: Instantaneous
Your ability to propel energy through the air improves to not only hurt foes, but hurl them backwards. This ability functions just like Rising Wind except that you are able to make a full-attack action. This maneuver is a supernatural ability.
7th Level Maneuvers
Spoiler
STOPPING STRIKE
Scarlet Rose (Stance) Level: Swordsage 7, Warblade 7 Prerequisites:2 Scarlet Rose Maneuvers Initiation Action: 1 Standard Action Range: Melee Attack Target: Any creature within range Duration: Instantaneous
Your attacks are able to echo throughout a creatures body and stop them in their tracks. Foes struck by you whilst in this stance must pass a fortitude save (DC 10 + half your initiator level + charisma modifier) or until the start of your next turn they are denied their dexterity bonus to armour class.
HURRICANE MOMENTUM
Scarlet Rose (Strike) Level: Swordsage 7, Warblade 7 Prerequisites: 2 Scarlet Rose Maneuvers Initiation Action: Full-Round Action Range: Melee Attack Target: Any 2 Creatures Duration: Instantaneous
A rush of adrenaline enables you to move at almost supernatural speeds. This ability functions just like Quick Momentum with a few exceptions. You may move three times your base land speed (instead of twice your base land speed). Additionally, you may attack any two foes you pass and dealing +2D6 damage per attack. If you are weilding a weapon in either hand, you may make an attack roll with both weapons against each target (taking the normal two-weapon fighting penalties).
8th Level Maneuvers
Spoiler
RIDE THE LIGHTNING
Scarlet Rose (Boost) Level: Swordsage 8, Warblade 8 Prerequisites: 3 Scarlet Rose Maneuvers Initiation Action: 1 Swift Action Range: Personal Target: Self Duration: 1 Round
Your movements start to become a blur in the eyes of your enemies, with your grace and style allowing you to move freely. You gain a +1 bonus to attack rolls, weapon damage rolls, armour class and saving throws per 4 rank in Perform (Dance). Additionally, you gain a +20ft enhancement bonus to your base land speed and a reach of 5ft.
WHIRLWIND TEMPEST
Scarlet Rose (Strike) Level: Swordsage 8, Warblade 8 Prerequisites: 3 Scarlet Rose Maneuvers Initiation Action: 1 Standard Action Range: Melee Attack Target: All creatures within range. Duration: Instantaneous
You are able to circle quickly on the spot, building up great speed and power to unleash devastating effects on those close by. This ability functions just like Whirlwind strike with a few exceptions. Firstly, you must be wielding two weapons to use this maneuver (though you can substitute an unarmed strike if you have the Improved Unarmed Strike feat). You may make an attack with each weapon (at the normal two weapon fighting penalties) against all foes within range. Additionally, foes hit with both attacks take +2D6 points of damage.
9th Level Maneuvers
Spoiler
DANCE OF FOUR WINDS
Scarlet Rose (Strike) Level: Swordsage 9, Warblade 9 Prerequisites: 4 Scarlet Rose Maneuvers Initiation Action: Full-Round Action Range: Melee Attack Target: Any 3 creatures Duration: Instantaneous
Your master of the graceful arts enables you to move almost at godly speeds with great power. This strike functions like Hurricane Momentum with a few exceptions. Firstly, you may move up to 4 times your base land speed. Secondly, you may strike any foe you encounter, gaining a single attack with each weapon against each foe. Any foe struck successfully with both attacks takes +4D6 points of damage and must pass a fortitude save (DC 10 + half initiator level + charisma) or take 2D6 points of dexterity damage.
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. Wasnt that how she put it? I told them. Warned them.
-Taylor Hebert. Yes, I'm a proud Skittle.
Never seen one like that. Though I have heard of a Dancing Fox discipline ("Heard of" being the key words there), though having never read it I'm not sure if it's anything like mine.
Thats not too bad I guess. I figured if there was another one nammed that, it would be pretty similer to mine.
They both have a focus on mobility, but his seems more focused on avoiding blows etc while mines is more TWF, so I'll live with that. Though I'll try to come up with a different name to prevent confusion.
Alright, the name has been changed to Graceful Blade to avoid confusion. It's not as catchy as "Dancing Leaf" though so I might change it again if I think of a better name.
This is, for the most part, very well-balanced, extremely so for your first attempt at homebrewing a TOB discipline. I like it much better than Tiger Claw for a dual-wielding discipline.
One big(ish) concern is that Stopping Strike is a stance in both 6th and 7th level. Also, the save DC for that stance is very odd. I'm not sure what it's supposed to be, but in any case you should probably change it to something more standard like... 10+1/2 Initiator level+Dex or something.
FLOWING MOMENTUM
Graceful Blade (Stance) Level: Crusader 1, Swordsage 1, Warblade 1 Prerequisites: None Initiation Action: 1 Swift Action Range: Personal Target: You Duration: Stance
Whilst in this stance you are able to move more freely and build up speed more easily, allowing you to dodge attacks more easily. For every 10ft of movement covered whilst in this stance, you gain a +1 dodge bonus to armour class. The total amount of distance covered resets to 0 (reducing any bonus gained to +0) at the start of your turn.
Uhh... it's sort of easy to pump movement speed. Sure, you've got to actually move that distance to get the bonus, but I could totally see a character run around in circles for a 100 feet and getting a +10 bonus to AC, followed by a strike. That's... pretty significant. Cap this, perhaps, or just make it a flat bonus for having moved 10 or 20 feet (a la Skirmish or Improved Skirmish)?
Quote:
Originally Posted by Nero24200
LIGHTNING SPEED
Graceful Blade (Boost) Level: Crusader 1, Swordsage 1, Warblade 1 Prerequisites: None Initiation Action: 1 Swift Action Range: Personal Target: You Duration: 1 Round
Whilst using this ability you gain a +10 enchantment bonus to your base land speed and do not provoke attacks of opportunity with your movement.
In D&D, "enchantment" is a school of magic devoted to messing with people's minds. Magic bonuses on items and from spells are "enhancement" bonuses.
You are able to make use of an athletic form and graceful movement to avoid a potentially hazardous blow. You may use this counter to gain a bonus to your armour dependent on your ranks in Perform (Dance), gaining +1 point with 4 ranks and an additional +1 point per every 3 ranks thereafter.
Don't most of the "bonus based on ranks in a skill" moves have a table, with a maximum bonus for having x+ ranks? You might do the same. Of course, ranks are far less easy to pump, so it's probably pretty safe.
Quote:
Originally Posted by Nero24200
SWIFT STRIKE
Graceful Blade (Strike) Level: Crusader 1, Swordsage 1, Warblade 1 Prerequisites: None Initiation Action: 1 Standard Action Range: Melee Attack Target: Any two creatures within range Duration: Instantaneous
You are able to enhance your strikes with your swift and fluid movement. To use this strike you must use two weapons (though if you are only wielding one weapon you can substitute an unarmed strike if you have the Improved Unarmed Strike feat). You must make an attack against two foes within range (taking the normal penalties for two-weapon fighting). If both attacks hit the foes also take an additional +1D6 points of damage each.
This seems... I dunno. It's Steel Wind + Wolf Fang Strike + Rend, but requires Two-Weapon Fighting to mitigate the penalties. I'm not sure it's necessarily more powerful... but I suspect it is.
Quote:
Originally Posted by Nero24200
DECEITFUL DANCE
Graceful Blade (Strike) Level: Crusader 2, Swordsage 2, Warblade 2 Prerequisites: None Initiation Action: 1 Standard Action Range: Melee Attack Target: Any creature within range Duration: Instantaneous
Your movements are able to subtlety conceal your intentions in combat, allowing you to strike at your foes more easily. When using this ability you may make a free feint attempt against your foe (and you may substitute Perform (Dance) for Bluff). If successful, you may make either a single melee attack or an attack with your weapons in each hand (with the normal two weapon fighting penalties) in addition to the normal bonuses for feinting. If the feint is unsuccessful however, the attacks also fail as well.
Seems reasonable. I'd consider saying that the target is denied his Dex bonus to AC for both attacks (since usually feinting only denies Dex for one attack, which makes it less than useful much of the time).
When faced with danger, you are able to react more quickly and easily, but not through skill, but rather instinct honed and developed through practise. You may use this ability to make a perform (Dance) check in place of a reflex save.
Err... what is the difference between "skill" and "instinct honed and developed through practice"? You seem to have substituted the word for its definition there. Anyway, this is cool and fitting, so the crunch is fine.
Quote:
Originally Posted by Nero24200
RUSHING GALE
Graceful Blade (Strike) Level:Crusader 2, Swordsage 2, Warblade 2 Prerequisites:None Initiation Action: Full-Round Action Range:Melee Attack Target: Any creature within charge range Duration: Instantaneous
You are able to move in any way needed to reach your foe for a devastating double attack. Whilst using this ability you may charge a single foe. Unlike a normal charge, you are not limited to a straight line and can make as many turns and route alterations as desired. If you are wielding two weapons you may strike with both weapons during this charge action (taking the normal two-weapon fighting penalties).
Uhhh... considering all of the incredible things one can do on a charge, I'm not sure that it's a good idea to call this a charge. Just say you can move double your move speed and then attack with both weapons. I think that matches your intent just the same, while preventing people from, oh, quintupling their damage from this strike...
Quote:
Originally Posted by Nero24200
LIGHTNING SKIRMISH
Graceful Blade (Stance) Level: Crusader 3, Swordsage 3, Warblade 3 Prerequisites: 1 Graceful Blade Maneuver Initiation Action:1 Swift Action Range: Personal Target: You Duration:Stance
Whilst in this stance you are able to move more freely. You may use two-weapon fighting whenever you strike a foe as a standard action or whenever you make an attack of opportunity. Additionally, whilst in this stance you gain a +10 enchantment bonus to speed (this enchantment bonus stacks with any other enchantment bonuses gained via dancing leaf maneuver).
But not from other sources of Fast Movement? That seems to be the implication - which I don't get.
That said... this is a nice stance. Honestly should be the default, at least when you get BAB +6, but it is what it is.
Quote:
Originally Posted by Nero24200
RISING WIND
Graceful Blade (Strike) Level: Crusader 3, Swordsage 3, Warblade 3 Prerequisites:1 Graceful Blade Maneuver Initiation Action:Full-Round Action Range: 25ft + 5ft per two initiator levels Target: Any creature within range Duration:Instantaneous
You are able to strike at the air so quickly and precisely that you can disrupt air currents, causing a powerful backlash. You may use this maneuver to strike a foe at range. You may make a full-attack action against the intended target. You must have both line of sight and line of effect to the target.
This is very powerful for a 3rd level maneuver. I'd make it either higher level or a standard action attack (and save the full-round attack for a higher level, I think.
You are able to circle quickly on the spot, building up great speed and using your mobility to strike at foes easily. You may make a free attack against all creatures within range of your attacks. If you have a second weapon, you may make 1 additional attack to a single creature after all other attacks have been resolved. Additionally, if one strike is a critical hit, any other successful attacks done during this maneuver are also automatically critical hits.
I don't understand the mechanics of this? Is it just a super-powered Whirlwind Attack?
Also, the critical hit thing is weird - and very powerful. Not sure it's overly powerful, but it is powerful.
Quote:
Originally Posted by Nero24200
DEADLY DANCE
Graceful Blade (Boost) Level: Crusader 4, Swordsage 4, Warblade 4 Prerequisites: 2 Graceful Blade Maneuvers Initiation Action: 1 Swift Action Range: Personal Target: You Duration: 1 Round
Whilst using this maneuver you are able to move and glide around your foes with ease. You gain a bonus to attack rolls and damage rolls dependent on your ranks in Perform (Dance), with the bonus to attack rolls equal to +1 per 5 ranks and the bonus to damage rolls equal to +1D6 per 5 ranks.
A rush of adrenaline enables you to move quickly and strike at the same time. Whilst using this ability, you may move up to twice your base land speed (including any bonuses to speed). If you pass a foe at any point during your moment, you may make an attack against that foe, gaining a +1D6 bonus to the damage rolls, then continue the movement. You may only attack one foe, though you may still make two attacks if wielding two weapons (at the normal two-weapon fighting penalties).
You may "still" make two attacks with two-weapon fighting? That doesn't strike me as the norm here. A good maneuver, anyway.
Quote:
Originally Posted by Nero24200
WALL OF WIND
Graceful Blade (Counter) Level: Crusader 4, Swordsage 4, Warblade 4 Prerequisites: 2 Graceful Blade Maneuvers Initiation Action: 1 Immediate Action Range: Personal Target: You Duration: Instantaneous
You are able to move fast enough to form the wind around you, enabling you to throw off small objects such as arrows and bolts. This counter grants a +4 dodge bonus against ranged attacks and 50% concealment against them. The concealment bonus only applies to bolts, arrows etc as well as objects that are only medium sized or smaller (so a bolt from a siege crossbow would not be subject to it, for instance).
It's not "50% concealment", it's a "50% miss chance". On the other hand, "total concealment" grants a 50% miss chance, but it grants a lot of other things too that you probably aren't offering.
Anyway, seems cool.
Quote:
Originally Posted by Nero24200
DECISIVE DANCE
Graceful Blade (Strike) Level: Crusader 5, Swordsage 5, Warblade 5 Prerequisites: 2 Graceful Blade Maneuvers Initiation Action: 1 Standard Action Range: Melee Attack Target: Any creature within range Duration: Instantaneous
You are able to strike foes with such force that their body visibly shakes and trembles. To use this strike you must use two weapons. You must make an attack against the target with both weapons. If both weapons hit the foe instantly takes +2D6 points of weapon damage and 4 points of dexterity damage.
Seems cool.
Quote:
Originally Posted by Nero24200
LIGHTNING STRIKE
Graceful Blade (Strike) Level: Crusader 5, Swordsage 5, Warblade 5 Prerequisites: 2 Graceful Blade Maneuvers Initiation Action: 1 Standard Action Range: Melee Attack Target: Any 2 creatures within range Duration: Instantaneous
This ability functions like swift strike, with two exceptions. Firstly, you gain an additional attack against each creature at your highest base attack bonus (before two-weapon fighting penalties). Additionally, if both foes are hit, they both take +2D6 points of additional weapon damage, and an additional +2D6 if both are hit twice.
So you don't take TWF penalties on the extra attack?
You are able to utilise your graceful moves to avoid dangerous effects not only easily, but without them leaving a single scratch on you. This ability functions just like Graceful Instinct, except that whilst using this maneuver you also gain the benefits of evasion.
Cool.
Quote:
Originally Posted by Nero24200
STOPPING STRIKE
Graceful Blade (Stance) Level: Crusader 6, Swordsage 6, Warblade 6 Prerequisites: 2 Graceful Blade Maneuvers Initiation Action: 1 Standard Action Range: Melee Attack Target: Any creature within range Duration: Instantaneous
Your attacks are able to echo throughout a creatures body and stop them in their tracks. Foes struck by you whilst in this stance must pass a fortitude save (DC 5 + your Perform (Dance) modifier) or until the start of your next turn they count as being flat-footed.
On the one hand... getting your Perform (Dance) check absurdly high should be pretty easy if you wanted to do so. On the other hand, making them Flat-Footed seems like a weak enough status effect that you don't really need to offer them a chance to save.
Also, use "are denied their Dex bonus to AC", not flat-footed. Flat-footed only comes from not having yet had your turn on the first round of combat, which doesn't really apply here.
Quote:
Originally Posted by Nero24200
STOPPING STRIKE
Graceful Blade (Stance) Level: Crusader 7, Swordsage 7, Warblade 7 Prerequisites: 2 Graceful Blade Maneuvers Initiation Action: 1 Standard Action Range: Melee Attack Target: Any creature within range Duration: Instantaneous
Your attacks are able to echo throughout a creatures body and stop them in their tracks. Foes struck by you whilst in this stance must pass a fortitude save (DC 10 + half your initiator level + charisma modifier) or until the start of your next turn they count as being flat-footed.
Again, as above about using flat-footed. On every attack warrants a save, certainly.
A rush of adrenaline enables you to move at almost supernatural speeds. This ability functions just like Quick Momentum with a few exceptions. You may move three times your base land speed (instead of twice your base land speed). Additionally, you may attack any two foes you pass, gaining two attacks on each and dealing +2D6 damage per attack.
Seems solid.
Quote:
Originally Posted by Nero24200
RIDE THE LIGHTNING
Graceful Blade (Boost) Level: Crusader 8, Swordsage 8, Warblade 8 Prerequisites: 3 Graceful Blade Maneuvers Initiation Action: 1 Swift Action Range: Personal Target: Self Duration: 1 Round
Your movements start to become a blur in the eyes of your enemies, with your grace and style allowing you to move freely. You gain a +1 bonus to attack rolls, weapon damage rolls, armour class and saving throws per 4 rank in Perform (Dance). Additionally, you gain a +20ft enchantment bonus to your base land speed and a reach of 5ft.
First, awesome name.
Other than that... this is really good, but an 8th level maneuver should be. Nice.
You are able to circle quickly on the spot, building up great speed and power to unleash devastating effects on those close by. This ability functions just like Whirlwind strike with a few exceptions. Firstly, you must be wielding two weapons to use this maneuver (though you can substitute an unarmed strike if you have the Improved Unarmed Strike feat). You may make an attack with each weapon (at the normal two weapon fighting penalties) against all foes within range. If any one attack is a critical hit, they all automatically become critical hits. Additionally, foes hit with both attacks take +2D6 points of damage.
Again, the critical hit thing seems weird and powerful. Other than that, looks good.
Your master of the graceful arts enables you to move almost at godly speeds with great power. This strike functions like Hurricane Momentum with a few exceptions. Firstly, you may move up to 4 times your base land speed. Secondly, you may strike any foe you encounter, gaining a single attack with each weapon against each foe. Any foe struck successfully with both attacks takes +4D6 points of damage and must pass a fortitude save (DC 10 + half initiator level + charisma) or take 2D6 points of dexterity damage.
You assume two-weapon fighting when you say "a single attack with each weapon [...] both attacks" - you should probably say you may attack with two weapons once each (to avoid overpowering people with Multiweapon Fighting). Other than that... you have a chance to disable a lot of people here. That's pretty powerful...
This is, for the most part, very well-balanced, extremely so for your first attempt at homebrewing a TOB discipline. I like it much better than Tiger Claw for a dual-wielding discipline.
Thanks. Truthfully, I was worried a fair bit might be problematic, particularly at higher levels since what little experience I have with TOB is low-level.
Quote:
Originally Posted by Ziegander
One big(ish) concern is that Stopping Strike is a stance in both 6th and 7th level. Also, the save DC for that stance is very odd. I'm not sure what it's supposed to be, but in any case you should probably change it to something more standard like... 10+1/2 Initiator level+Dex or something.
Ah, the level 6/7 thing is a typo. Origonally I had it at 6th level, then figured it should probably be a higher level. I'll edit it to include the replacment maneuver.
Quote:
Originally Posted by DragoonWraith
Uhh... it's sort of easy to pump movement speed. Sure, you've got to actually move that distance to get the bonus, but I could totally see a character run around in circles for a 100 feet and getting a +10 bonus to AC, followed by a strike. That's... pretty significant. Cap this, perhaps, or just make it a flat bonus for having moved 10 or 20 feet (a la Skirmish or Improved Skirmish)?
Sounds like a good surgestion. I saw it as a low-level stance first and foremost so I didn't factor in higher level movement rates.
Quote:
Originally Posted by DragoonWraith
This seems... I dunno. It's Steel Wind + Wolf Fang Strike + Rend, but requires Two-Weapon Fighting to mitigate the penalties. I'm not sure it's necessarily more powerful... but I suspect it is.
Well...I tried to make it a little less powerful by requiring you to strike two seperate targets. I might impose a minor penalty to hit or reduce the bonus damage (possibly to 1D4).
Quote:
Originally Posted by DragoonWraith
Seems reasonable. I'd consider saying that the target is denied his Dex bonus to AC for both attacks (since usually feinting only denies Dex for one attack, which makes it less than useful much of the time).
Good point. It was intended for multiple attacks, so I'll clarify it.
It's getting late though (well...not that late, but I need to be up early ), so I'll have a look at the rest tomorrow
Uhhh... considering all of the incredible things one can do on a charge, I'm not sure that it's a good idea to call this a charge. Just say you can move double your move speed and then attack with both weapons. I think that matches your intent just the same, while preventing people from, oh, quintupling their damage from this strike...
And yet, a lot of maneuvers count as charging...
To Nero: Look up For simplicity I have decided to duplicate in the spoiler below the "Flickering" weapon enchantment in my extended signature... it MIGHT be nice to have a maneuver that duplicates that effect (but not necessarily the fluff), since while it isn't explicitly TWF based, it does work well for "faster than the eye can see".
Spoiler
Flickering
Upon command this weapon and the arm(s) that wield it split into multiple slightly translucent versions of themselves, literally existing in more than one place at a time. These versions move somewhat independently, sliding through each-other, merging, splitting, and weaving around each-other.
When this effect is activated, all attack rolls with it are replaced with Reflex saves by the target. The DC is 10 + 1/2 the attack bonus for that particular attack (including any circumstance bonuses or penalties that may apply). On a failed save the strike deals damage normally on a successful save the attack is considered to have missed. Miss chances, damage reduction, Deflect Arrows, etc still apply if they would have against the original attack (E.G. without this enchantment), however the attack deals full damage and more against swarms, counting as an area of effect attack for that purpose. Improved Evasion is also effective against it, granting the target half damage even on a failed save. Iterative attacks may be made with the weapon at decreasing DCs as per the number of attacks that would normally be allowed. Ranged weapons with this enchantment active bestow the effect on their ammunition which splits into quasi-real copies of itself in mid-flight. Melee weapons and the arms that wield them also appear to have their existence split between multiple locations at once. The effects of this enchantment may be halted or resumed as a free action by the wielder with a word.
May not be used in conjunction with Power Attack. Functions normally (reducing the DC in exchange for AC) with Expertise. Negates precision based damage (but NOT any to associated to-hit bonuses, such as from a ranger's favored enemy bonuses), renders Keen, Vorpal, and Improved Critical moot. Projectiles enchanted in this manner split as soon as they are fired/thrown. Ranged weapons with this enchantment display no visual effect themselves, but bestow the enchantment on their ammunition.
Faint Illusion (and Transmutation?); Caster level 5th; Craft Magical Weapons and Armor, Shadow Conjuration, Mirror Image; Price +3 bonus.
Do they? I'll admit that I very definitely have not read all of the maneuver descriptions; in fact, none of my ToB characters have ever had a chance to use anything higher than a 3rd level maneuver, so I've never more than skimmed the rest of the list. I probably should have said that up front, granted, I just didn't think to. Most of my critique was wording issues anyway; I mostly just wanted to try to help out with some feedback.
Yeah, a few White Raven strikes are charge based (including the 9th level one, and I THINK one of the 1st level ones). And all of the 5th level Devoted Defender alignment specific strikes are charge based...
I am all for critique... call it critiquing your critique...
Without going into too much detail (too many minor criticisms to this effect) first I need to say while it is a decent looking discipline it suffers a bit from power creep overall. There are a number of maneuvers at certain levels that are inherently more powerful than similar pre-existing maneuvers of the same level. I think a number of maneuvers just need a small touch of downsizing to make this discipline balanced with TOB.
Second, I don't think the flavor of this discipline meshes AT ALL with the Crusader class so I don't think it should be added as a Crusader discipline. It's fine for Warblade and Swordsage but doesn't fit well with the way Crusader (with it's already chosen disciplines) are designed.
There are a number of maneuvers at certain levels that are inherently more powerful than similar pre-existing maneuvers of the same level. I think a number of maneuvers just need a small touch of downsizing to make this discipline balanced with TOB.
Which ones in particular do you feel need downsizing the most? Saddly, since I've only seen TOB used at lower levels I'm not the best judge for higher level powers :/
Swift Strike - duplicates two existing 1st level maneuvers and adds a damage bonus to them (making it more powerful than it's existing counterparts in TOB)
Flowing Momentum - is it +2 max or +1/2 initiator levels max? wording is ambiguous. if its +1/2 initiator level it is a bit powerful for a 1st level stance but not unbalancingly so unless you take the feats to throw it on a monk or something
Lightning Speed - already a boost that ups speed but this adds non-provoking movement (same issue as swift strike as this improves on an existing maneuver of the same level making it more powerful than TOB)
Side-Shuffle - I don't have a problem per se with this being unbalanced/overpowered for TOB but I don't like the mechanics of it for a boost. I think instead it should call for a perform(dance) skill check to determine the bonus. Maybe DC10 for +1 and additional +1 for every 5 exceeding the DC
Graceful Instinct - no problems with the mechanics I just think the descriptive wording is horrid
Rushing Gale - a tiny bit of power creep here (with the random directions charge ability whose proper name I've forgotten from the classes that offer it) but it's not too unbalanced as a maneuver. Maybe call for a perform(dance) check vs AC to get the offhand weapon attack on the charge to balance it?
Lightning Skirmish - there's already a stance that offers +10 ft movement but it's other bonuses fall far short of the two-weapon goodness this does. might be fine if you remove the comment about two-weapon AoO's. that makes it a little overpowered
Rising Wind - I think this should have specific damage rather than using weapon damage. take a close look at the shadow garrote line of maneuvers for a guideline as to the type/amount of damage
Whirlwind Strike - wow..... I'll need to reference my copy of TOB at home to properly address all the ways this maneuver is overpowered for this level but let me start by saying 'automatic threats' is an automatic "Hell no!!"
Gonna stop there for now as I'll need to look at my TOB book to properly gauge any higher level maneuvers than this.
I wanted to emphasize again that I think this discipline does not belong with the Crusader discipline list. It just doesn't fit at all with Crusader.
Swift Strike - duplicates two existing 1st level maneuvers and adds a damage bonus to them (making it more powerful than it's existing counterparts in TOB)
Been toned down a little. It no longer deals extra damage. Hopefully that should put it on par with other maneuvers of the same level.
Quote:
Originally Posted by OutlawJT
Flowing Momentum - is it +2 max or +1/2 initiator levels max? wording is ambiguous. if its +1/2 initiator level it is a bit powerful for a 1st level stance but not unbalancingly so unless you take the feats to throw it on a monk or something.
Toned it down just a little and made the wording less ambigious (seems like 3/4's of the changes I've made have been clearing up text )
Quote:
Originally Posted by OutlawJT
Lightning Speed - already a boost that ups speed but this adds non-provoking movement (same issue as swift strike as this improves on an existing maneuver of the same level making it more powerful than TOB)
Removed the boost to speed (since removing the other aspect will just make it too much like already existing maneuvers).
Quote:
Originally Posted by OutlawJT
Side-Shuffle - I don't have a problem per se with this being unbalanced/overpowered for TOB but I don't like the mechanics of it for a boost. I think instead it should call for a perform(dance) skill check to determine the bonus. Maybe DC10 for +1 and additional +1 for every 5 exceeding the DC
I considered something like that, but I feel the current version is simpiler.
Quote:
Originally Posted by OutlawJT
Rushing Gale - a tiny bit of power creep here (with the random directions charge ability whose proper name I've forgotten from the classes that offer it) but it's not too unbalanced as a maneuver. Maybe call for a perform(dance) check vs AC to get the offhand weapon attack on the charge to balance it?
Hmm...would a check required for any change in direction suit instead?
Quote:
Originally Posted by OutlawJT
Rising Wind - I think this should have specific damage rather than using weapon damage. take a close look at the shadow garrote line of maneuvers for a guideline as to the type/amount of damage
Do you mean a specific type (bludgeoning, slashing, energy etc) or a set amount like XD6?
Quote:
Originally Posted by OutlawJT
Whirlwind Strike - wow..... I'll need to reference my copy of TOB at home to properly address all the ways this maneuver is overpowered for this level but let me start by saying 'automatic threats' is an automatic "Hell no!!"
Yeah...the auto-critical and threats don't seem to be too popular. Removed the auto-threats from that maneuver and it's higher level equivilents.
Edit: And thought of a name for the discipline that's a little more catchy than graceful blade.