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Old 07-22-2010, 06:14 PM   Top  -  End  -  #1
ErrantX
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Default [3.5] Steel Serpent, the discipline of the assassin [ToB/LoB, Discipline]

Steel Serpent

Kylar Stern, a Steel Serpent disciple

The practice of the Steel Serpent discipline dates back to ancient times, hailing from those who’s work was only practiced in the dark of night in hidden cabals dedicated to the art of killing. Steel Serpent disciples practice the art of the silent kill, using stealth, trickery, and poison in addition to martial combat skill and knowledge of anatomy. Masters of this discipline are marvels of deadly precious, their very touch capable of killing the strongest of men through the manipulation of their ki used as a deadly weapon. This ki manipulation causes the disciple's very energies to become a supernatural poison in and off itself. Wielding their talent with poisons both mundane and supernatural, combined with martial skill and the power of their ki, Steel Serpent disciples are the pinnacle of the trade of the assassin.

Steel Serpent is a light and fast discipline, designed to take an opponent down from the inside out. Swiftness and deadly precision are hallmarks of this discipline, and those that use it are known for making use of more exotic weapons. Knowledge of anatomy (of both targets and the self) is also incredibly important, as well as the knowledge of ki manipulation and how to effect the energies of the body. The associated skill for this discipline is Heal, and its associated weapons are the dagger, unarmed strike, kama, kusari-gama, shuriken, and shortsword.

((Swordsages may replace Setting Sun or Stone Dragon with this discipline))

Author’s Note: Unless expressly noted, any Steel Serpent maneuver can be used with a throwing weapon, and only weapons that inflict piercing or slashing weapons may be used with this; unarmed strikes are exempted from this. Prana maneuvers may be prepared ahead of time and expire within 24 hours or when used; only one prana may be active at any one time. This discipline is largely ineffective against undead.
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Old 07-22-2010, 06:15 PM   Top  -  End  -  #2
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Default Re: [3.5] Steel Serpent, the discipline of the assassin [ToB/LoB, Discipline]

Maneuver List

1st
Sting of the Rattler: Strike- Attack that inflicts an additional 1d4 points of damage plus 1d4 damage the following round.
Hunting Serpent Blow: Strike- Adept makes a Heal check, chance to make target flat-footed and inflict an additional 1d6 points of damage.
Dizzying Venom Prana: Boost- Next attack inflicts 1 point of Wisdom damage.
Poisoner’s Stance: Stance- Gain poison use, increased DC on poisons (+1 DC / 2 IL).
*Body of the Night: Stance- Add your ranks in Heal to your Stealth.
2nd
Sting of the Asp: Strike- Attack that inflicts an additional 1d6 points of damage and 2 points of Strength damage, with an additional 2 points of Strength damage the following round.
Weakening Venom Prana: Boost- Next attack inflicts an additional 2 Strength damage.
Iron Fang: Strike- Attack which ignores DR and inflicts an additional 2d6 points of damage.
*Fading Dodge: Counter- As an immediate action, make an attack roll against your foe’s attack roll; if successful, your foe’s damage from this attack is reduced by half.
3rd
Sight Piercing Fang: Strike- Attack which inflicts an additional 2d6 points of damage, blinds opponent.
Sickening Venom Strike: Strike- Attack which inflicts 2 points of Constitution damage and chance to sicken opponent.
Steel Coils: Stance- Constrict for 3d6+Dexterity modifier damage while grappling.
*Night’s Knife: Boost - Grants a damage bonus equal to the number of ranks in Heal possessed.
4th
Sting of the Adder: Strike- Attack that inflicts an additional 3d6 points of damage and 2 points of Wisdom damage, with an additional 2 points of Wisdom damage the following round.
Poison Blood: Counter- When struck in combat, adept’s blood becomes venomous to the attacker.
Rattler’s Feint: Boost- Feint attempt to catch opponent flat-footed.
*Tearing Fang: Boost- Attacks add +1d6 damage and causes 2 points of bleed damage for 1d4 rounds
5th
Steel Fang: Strike- Attack which ignores DR and inflicts an additional 6d6 points of damage, potential to daze an opponent.
Burning Venom Prana: Boost- Next attack inflicts an additional 1d4 Wisdom damage.
Hooded Killer’s Stance: Stance- Disciple gains +3d6 sneak attack dice and initiator level to Intimidate and Stealth checks.
*Pressure Point Break: Boost- While grappling an opponent and inflicting damage, the character may add any sneak attack damage possessed plus +2d6 additional sneak attack.
6th
Sting of the Viper: Strike- Attack that inflicts an additional 6d6 points of damage and 1d6 points of Charisma damage, with an additional 2 points of Charisma damage the following two rounds.
Virulence: Boost- Increase the DC on a single poison by +5
Spitting Cobra Stance: Stance- Increases damage done by thrown weapons.
*Blend with the Night: Boost- Causes the adept to disappear into the shadows make him act under greater invisibility for one round, grants an additional +2d6 points of sneak attack damage.
7th
Silencing Strike: Strike- Swift throat punch that can silence opponent, deals an additional 5d6 points of damage.
Numbing Venom Prana: Boost- Next attack inflicts an additional 1d6 Dexterity damage.
Bite the Mongoose: Counter- Make a counter attack which inflicts 4d4 points of damage and 1d6 Constitution damage when struck in combat.
*Desert Serpent Mirage: Counter- Make an opposed attack roll against an opponent’s attack; if successful the foe losses sight of the adept for one round.
8th
Sting of the Cobra: Strike- Attack that inflicts an additional 8d6 points of damage and 2d4 points of Constitution damage, with an additional 2 points of Constitution damage the following two rounds.
Adamantine Fang: Strike- Powerful attack which ignores DR and deals an additional 10d6 damage, potential to paralyze an opponent.
Hooded Cobra Attitude: Stance- Gain gaze ability to temporarily paralyze a foe while focusing on them.
9th
Five-Fold Hydra Sting: Strike- Chance to instantly slay target and destroy them entirely.

*= new maneuver
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Last edited by ErrantX : 03-22-2011 at 10:29 PM.
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Old 07-22-2010, 06:19 PM   Top  -  End  -  #3
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Default Re: [3.5] Steel Serpent, the discipline of the assassin [ToB/LoB, Discipline]

Maneuvers

1st Level
Spoiler


2nd Level
Spoiler


3rd Level
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4th Level
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5th Level
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6th Level
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7th Level
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8th Level
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9th Level
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Old 07-22-2010, 06:23 PM   Top  -  End  -  #4
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Default Re: [3.5] Steel Serpent, the discipline of the assassin [ToB/LoB, Discipline]

PEACH away!

Another Libram of Battle discipline...AND my site is back up for those who click the link in my sig.

Critiques welcomed and asked for. Thank you!
-X
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Old 07-23-2010, 01:02 AM   Top  -  End  -  #5
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Default Re: [3.5] Steel Serpent, the discipline of the assassin [ToB/LoB, Discipline]

It looks good, and the picture's a good choice

I don't quite understand how Prana's work though.
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Old 07-23-2010, 03:45 AM   Top  -  End  -  #6
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Default Re: [3.5] Steel Serpent, the discipline of the assassin [ToB/LoB, Discipline]

Small nitpik.. Your 6th boost is typed as a strike. Other then that,it looks clean. I think the sneak attack stance might be OP. It grants an extra die and skill bonuses compared to the shadow hand stance, but it is 2 levels higher.. Not really sure. Other then that, the strikes seem like they could mess up most things, just figure out what ability it needs and demolish it. The counters are clean. I don't recall you having a lot of boosts, but good other then that.
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Old 07-23-2010, 04:57 AM   Top  -  End  -  #7
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Default Re: [3.5] Steel Serpent, the discipline of the assassin [ToB/LoB, Discipline]

Apart from my existing beef with ToB stuff, this is pretty damn good. You really nailed the assassin style mechanics.

Were I you, I would edit the maneuver descriptions so that the descriptive paragraph is somehow visually separate from the crunch paragraph, like by spacing or bolding.
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Old 07-23-2010, 11:30 AM   Top  -  End  -  #8
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Default Re: [3.5] Steel Serpent, the discipline of the assassin [ToB/LoB, Discipline]

Quote:
Originally Posted by mrcarter11 View Post
Small nitpik.. Your 6th boost is typed as a strike. Other then that,it looks clean. I think the sneak attack stance might be OP. It grants an extra die and skill bonuses compared to the shadow hand stance, but it is 2 levels higher.. Not really sure. Other then that, the strikes seem like they could mess up most things, just figure out what ability it needs and demolish it. The counters are clean. I don't recall you having a lot of boosts, but good other then that.
Fixed the nitpick, perhaps I will reduce the sneak attack damage to +2d6 and keep the skill bonuses. What say you?

As far as boosts, all of the Pranas are boosts.

Quote:
Originally Posted by IcarusWings View Post
It looks good, and the picture's a good choice

I don't quite understand how Prana's work though.
A Prana is a boost that can be used to add additional ki based poison to an attack. I can use a prana on a shuriken and then climb up to a rooftop and throw it at you, as prana can be used ahead of time and retain for 24 hours.

Quote:
Originally Posted by Harperfan7 View Post
Apart from my existing beef with ToB stuff, this is pretty damn good. You really nailed the assassin style mechanics.

Were I you, I would edit the maneuver descriptions so that the descriptive paragraph is somehow visually separate from the crunch paragraph, like by spacing or bolding.
I will see what I can do with some of the formatting to make it a little easier to read. Thank you!

-X
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Old 07-23-2010, 01:24 PM   Top  -  End  -  #9
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Default Re: [3.5] Steel Serpent, the discipline of the assassin [ToB/LoB, Discipline]

Here are some of my random thoughts on this school. Over all I like this school seems to have a tight theme that would work well for an assassin or rogue type character.

Steel Coils: This is a good match for the Snake theme, but it mechanically it seems at odds with the rest of the discipline. I can't see any character who is built with Steel Serpent in mind wanting to use this stance. If it were a strike/boost this wouldn't be that big of a deal, but considering it's a stance I see this as a major concern.

Hood Killer Stance: I think 3d6 sneak attack is fine, but I would cut the skill bonus in half.

Poisoner's Stance: Wow this is an ridiculous ability. +10 to a save is way to much in my opinion. If it were just mundane poisons that would be OK maybe but since they are boosting other maneuvers I would reduce this by half (advancing only every 4 levels). Additionally Stings should have a mechanical designation like pranas.

Spitting Cobra Stance: Could use a secondary ability. Like maybe No AoO or ignore attack penalties for second range increment. As is I see both Poisoner Stance and Hood Killer Stance as being stronger abilities and there lower levels.

Rattler's Feint: Weak for a level 4 maneuver.

It seems like the ability scores targeted by your various maneuvers is all over the place. Is there any method to your madness?

I would consider allowing these abilities to target multiple abilities, but you must choose which ability they target when readied. For example Sting of the Asp could deal DEX or STR damage with the type of damage choose when readied.
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Old 07-23-2010, 05:23 PM   Top  -  End  -  #10
mrcarter11
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Default Re: [3.5] Steel Serpent, the discipline of the assassin [ToB/LoB, Discipline]

I personally think that the grapple stance is at odds with the rest, but it is more flavor then crunch to me. I also think that the sneak attack and skill bonuses are fine. Considering what level the stance is. And I would agree that being able to choose what ability it damages would be nice. Give to choices and let the player decide when they use it. I actually plan on using this very soon along with a few other homebrew disciplines. So I can give better analysis then.
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Old 07-24-2010, 10:43 AM   Top  -  End  -  #11
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Thumbs up Re: [3.5] Steel Serpent, the discipline of the assassin [ToB/LoB, Discipline]

I like this discipline very much, ErrantX. There can never be too many disciplines for assassination purposes; assassins are supposed to be a diverse bunch.

I see no problem with Steel Coils. Not only do assassins often choke their targets out, the name fits with the name of the discipline nicely.

....So, when can we expect to see more LoB disciplines? I'm working on compiling a huge book of the 9 Resharian (ToB) disciplines, and every last homebrew from here to the 2 D&D Wikis...

Incidentally, I'm up to about 80 homebrew right now. Not all are finished, but they're out there.
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Old 07-24-2010, 06:33 PM   Top  -  End  -  #12
ErrantX
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Default Re: [3.5] Steel Serpent, the discipline of the assassin [ToB/LoB, Discipline]

There are a multitude of people who have told me that Steel Coils doesn't fit... I dunno, I feel that this discipline needs a little more work on it. While it has the art of murdering folk down, I am not sure what else can be done with it. Additionally, if I were to remove Steel Coils, I'm not sure what I'd replace it with. Suggestions?

Thank you for your support and comments!
-X
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Old 07-24-2010, 10:30 PM   Top  -  End  -  #13
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Default Re: [3.5] Steel Serpent, the discipline of the assassin [ToB/LoB, Discipline]

i would suggest not having swordsages swap shadow hand for this. have them swap a discipline that is not generally regarded as a stealthy discipline, so that they can keep shadow hand.

i'd pick stone dragon off the top of my head, but maybe they should get to choose which discipline they swap anyway.
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Old 07-24-2010, 10:33 PM   Top  -  End  -  #14
ErrantX
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Default Re: [3.5] Steel Serpent, the discipline of the assassin [ToB/LoB, Discipline]

Quote:
Originally Posted by Stycotl View Post
i would suggest not having swordsages swap shadow hand for this. have them swap a discipline that is not generally regarded as a stealthy discipline, so that they can keep shadow hand.

i'd pick stone dragon off the top of my head, but maybe they should get to choose which discipline they swap anyway.
That's reasonable. What else do you think of this?

-X
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Old 07-26-2010, 06:08 PM   Top  -  End  -  #15
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Default Re: [3.5] Steel Serpent, the discipline of the assassin [ToB/LoB, Discipline]

like it i want to use in my assasin compagin
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Old 08-15-2010, 12:19 AM   Top  -  End  -  #16
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Lightbulb Re: [3.5] Steel Serpent, the discipline of the assassin [ToB/LoB, Discipline]

Quote:
Originally Posted by ErrantX View Post
There are a multitude of people who have told me that Steel Coils doesn't fit... I dunno, I feel that this discipline needs a little more work on it. While it has the art of murdering folk down, I am not sure what else can be done with it. Additionally, if I were to remove Steel Coils, I'm not sure what I'd replace it with. Suggestions?

Thank you for your support and comments!
-X
Seriously dude, don't remove it. If they can't deal with Steel Coils, then that's their problem. Strangulation is as much a tool of murder as poison and sharp objects are. I am of the opinion that ToB/LoB is a lot like dim sum. You take what you want, and cheerfully ignore the rest. Take the Pungeon Pendragon and Falling Anvil disciplines. I hate corny humor and puns in my games (especially puns) but that doesn't mean somebody else might not like them.
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Old 08-21-2010, 06:54 PM   Top  -  End  -  #17
mrcarter11
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Default Re: [3.5] Steel Serpent, the discipline of the assassin [ToB/LoB, Discipline]

Quick question.. Why is the skill listed as heal on this site.. But on LoB it is Move Silently?
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Old 08-21-2010, 11:15 PM   Top  -  End  -  #18
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Default Re: [3.5] Steel Serpent, the discipline of the assassin [ToB/LoB, Discipline]

Quote:
Originally Posted by mrcarter11 View Post
Quick question.. Why is the skill listed as heal on this site.. But on LoB it is Move Silently?
Because I changed it here and forgot to there

Thank you for being alert. The world needs more lerts.

-X

Edit: Fixed.
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Old 08-21-2010, 11:23 PM   Top  -  End  -  #19
mrcarter11
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Default Re: [3.5] Steel Serpent, the discipline of the assassin [ToB/LoB, Discipline]

No problem.. Just had been thinking of a LoB game.. And was going through the stuff over there, and noticed it.
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Old 08-21-2010, 11:33 PM   Top  -  End  -  #20
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Default Re: [3.5] Steel Serpent, the discipline of the assassin [ToB/LoB, Discipline]

I have to say, I'm glad you have Kylar as a steel serpent.

Though I'm sure you know this, that's Ezio Auditore, not Kylar, but it's a cool picture.
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Old 08-22-2010, 10:17 AM   Top  -  End  -  #21
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Default Re: [3.5] Steel Serpent, the discipline of the assassin [ToB/LoB, Discipline]

Garottes were statted out in 3.0's "Song and Silence" and choking before leveraging into the neck-snap is one of Solid Snake's moves. Those justify the inclusion of Steel Coils to me... although now that I actually read it you did leave out the most important part. Lower the damage if you have to, but for the love of Vecna, have it make it so the target can't make vocal sounds as long as you have them grappled (shouting for help/screaming, casting spells with verbal components, etc).

If you want to get really fancy, add a reflex save or attack roll (usually against a fixed DC/AC, but... see below) to intercept objects dropped by your victim on their way to the floor with your foot, just enough that they make it their with less noise. I say this because I once asked someone about the mechanics of taking out sentries silently in a modern combat environment. He asked me if I wanted the 1 on 1, or the 2 on 1 version. I said the 2 on one version just for the heck of it. He said that that works out as one guy coming in from the back... his job is to kill the sentry. The guy coming in from the front has one concern only... keep he guy's gun from hitting the ground (and maybe wrestle it away from him before he can fire it to attract attention?). To relate this to Steel Coils, if the guy drops his sword to counter-grapple, then having it hit with a "ping" rather than a "CLANG!" helps you out (which maybe means this all should be a "degrees of success" thing that raises the listen DC to hear the dropped object strike the ground rather than a binary success/failure thing). The opposed check against your victim comes up if he is wily enough (or had a wily enough instructor and is very well trained) to THROW his weapon away, rather than merely dropping it. That requires knowing that the sub-technique of half-catching a dropped object with a foot (or whatever) exists (Martial Lore check??? But it might make it into a lot of training programs in some settings, without the full reasoning behind it being understood by most of the people actually using the counter).
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Old 03-22-2011, 10:36 PM   Top  -  End  -  #22
ErrantX
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Default Re: [3.5] Steel Serpent, the discipline of the assassin [ToB/LoB, Discipline]

Posted a major update to Steel Serpent, added half a dozen+ new maneuvers to this discipline. They're marked with an asterisk for those who wish to examine those specifically.

For those of you who don't know, Libram of Battle is a Pathfinder compatible product, so that's why I'm referencing Stealth and not Hide and Move Silently.

-X
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Old 03-23-2011, 06:25 AM   Top  -  End  -  #23
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Default Re: [3.5] Steel Serpent, the discipline of the assassin [ToB/LoB, Discipline]

Quote:
Originally Posted by ErrantX View Post
Posted a major update to Steel Serpent, added half a dozen+ new maneuvers to this discipline. They're marked with an asterisk for those who wish to examine those specifically.

For those of you who don't know, Libram of Battle is a Pathfinder compatible product, so that's why I'm referencing Stealth and not Hide and Move Silently.

-X
How did i miss it? Because it's utterly awesome

Quote:
Poisoner's Stance
...

One of the first lessons of Steel Serpent disciples is the knowledge of mundane poisons and how to use them with expertise. While in this stance, the disciple gains the poison use class feature (the disciple no longer risks accidentally poisoning himself when attempting to apply poison to a weapon) and gains a +1 DC/2 IL perfection bonus (maximum +10) to the saving throw DC's of any poison (mundane, sting or prana) he applies through the use of this stance.
IMO Sting and Prana should be new maneuver descriptors for easier categorization, since they are new rules additions to the initiation system.

Quote:
Body of the Night
...

A wielder of the secrets of Steel Serpent knows his body and how to use it effectively in the art of stealth. By learning to manipulate his ki flows to obfuscate his movements from sight and to use his body control to mask the sounds of his passage. The disciple may add his ranks in the Heal skill to his ranks in the Stealth skill when making a Stealth check while in this stance.
As written it is just a +1-+20 bonus to stealth checks, for which you must pay with extra skill ranks.
Why don't you give special benefits according to your ranks in your Heal check when you use your stealth checks (just like Tumble giving fire resist/immunity in Flame's Blessing)?
A (quick) example of what I mean is
1-5 Heal ranks: No movement penalty to Stealth checks
6-10 Heal ranks: Hide in Plain Sight ability (Note that PF has only one version of this ability)
11-15 Heal Ranks: Darkstalker benefits (except the enabling of flanking all around vision creatures)
16-20 Heal Ranks: Dunno Maybe free stealth check after each of your full attacks?
Its overpowered as written but I hope that you get what I mean.

Quote:
Five-Fold Hydra Sting
...

A true mastery of the discipline of Steel Serpent possesses the knowledge to use his own skill, ki, and knowledge of the systems of living creatures, putting them to use for ending of a life. When a disciple initiates this maneuver and strikes a foe, he shows his deadly intent and knowledge in show of terrible force by striking a foe’s heart chakra and sends a cascade of poisonous ki through the body to annihilate the life-force of the target. The disciple makes an attack against a foe, if this is successful the target must make a Fortitude save (DC 19 + primary initiator attribute modifier). If this save fails, the target is instantly slain as his body's energies revolt and consume in a flash, reducing the body to ash (equipment is unharmed). If the target succeeds this save, his body still suffers from the experience, as the attack inflicts an additional 50 points of damage. If the target dies from this, his body also dissolves into ash. Victims slain by this attack cannot be resurrected normally; a wish or miracle spell must be cast first to restore the life-force of the victim's spirit before any raise attempt can be attempted.
Add True resurrection or similar magic to the effects that can raise a character affected from this maneuver. True resurrection is explicitly stronger than wish or miracle when raising subjects from the dead (since the latter 2 are only duplicating the resurrection spell to achieve their effects.).
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