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Homebrew Design Roll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.

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Old 03-07-2012, 06:01 PM   Top  -  End  -  #1
Dumbledore lives
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Default [3.5, ToB] Do the Impossible (PEACH)

Impassable Passions



Nothing about this discipline is reasonable, which is one of the reasons it was not taught at the temple of nine swords. Another reason is that it requires a certain degree of disorder, and those ingrained in the law can't quite comprehend the discipline, because it breaks most known laws of both physics and reality, but that's all part of the point. The normality of most martial maneuvers is based on these artificial constraints, and this discipline seeks to break those, to do the impossible as it where. The original master of the discipline was a great warrior whose name has been lost to time, but he lives on forever in the hearts and minds of the practitioners of it, and his teachings make him more than a man. The skill for Impassable Passions is Intimidate and the associated weapons are unarmed strikes, bastard swords, drills, greatswords and mauls.

Practitioners of this discipline can not be lawful, but otherwise come from all walks of life. A certain determination and passion is needed to use this discipline to the fullest, and a drive to live life to the fullest also helps. The discipline has many defensive maneuvers, which allow an initiator to break out of normal bonds, and to kick reason to the curb. Any initiator class may learn from the discipline, so long as they have the determination and are not lawful. If you choose to learn it from character creation, give up one previously known school and replace it with this.

The other way is to seek out a special place full of burning passion where you can mediate and discover it in yourself. This could be just about anywhere, but is intensely personal and should be of great significance to the character. After one week of contemplation you discover your burning passion, and lose 1000 xp points. You may then learn maneuvers from the discipline and may exchange one maneuver per level for any maneuver of equal to that lost, unlike normal replacing of maneuvers.
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Old 03-07-2012, 06:02 PM   Top  -  End  -  #2
Dumbledore lives
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Default Re: [3.5, ToB] Do the Impossible

1st Level
Ludicrous Length: Boost - Adds 5 ft to reach until beginning of next turn.
Break Bonds: Stance - +8 to strength checks to break objects, and +4 to sunder attempts.
Impossible Girth: Strike – For one attack your weapon goes up by one size category and you deal 2x your strength damage.
Skywalker: Boost - You may ignore difficult terrain for three rounds.

2nd Level
Probability Punch: Strike - Ignore some miss chance and receive +2 to hit.
Unreasonable Kick: Strike – Ignore all ongoing effects on you, both positive and negative for one attack.
Impairments are Meaningless: Boost – You gain Freedom of Movement for one round.
Threshold of willpower: Counter – You may delay a number of damage equal to 5 x IL until the end of your next turn.

3rd Level
Believe in Yourself: Counter – Dispels any charm, dominate, or similar mind control effect.
Grit those teeth: Strike – Strike an ally with a weapon and you deal normal damage, though it is non-lethal, and some negative effects are dispelled.
Thrusting Strike: Strike – Charge twice your movement speed in any direction and then make an attack.
Those Can’t Break me: Stance - Whenever you are under a negative effect you gain +1 to attack and damage up to your IL.

4th Level
Never Fall Down: Counter – When knocked into unconsciousness you immediately gain 1d4xIL health.
Spirit Breaker: Strike - Make a dispel check against walls, if successful caster feels magical backlash, takes spell level d6 damage.
Infallible Resolve: Boost - Until the end of your next turn you gain a +4 bonus to all saves and AC.

5th Level
Impossible Arm: Strike – Weapon grows to gargantuan size and strength mod applies 3 times for one attack.
Pierce The Heavens: Stance - You gain a fly speed equal to half your base land speed.
Surge of Energy: Counter - You may get rid of a negative condition.

6th Level

Furious Strike: Strike - Teleport as greater teleport to an enemy within 100 ft, strike dealing +5d6 damage.
Crushing Rift: Strike - Opens a hole in the space time continuum dealing future damage using two of your maneuvers at once.
Unbreakable Will: Counter– You refused to accept damage right now, you may delay 10 x Il damage until the end of your next turn.

7th Level

Dimensional Rift: Strike - functions as a dismissal but it can affect non-extraplanar creatures.
Light Life: Counter - When you are subjected to enough damage that you would otherwise be dead or unconscious you ignore that damage and heal 1d6xIL health.

8th Level
Invincible Barrier: Boost – You become unable to die for 3 +cha rounds, this can only be used once per encounter.
Burning Passion: Stance - All 1s are counted as 20s and even when a natural 20 is not normally an automatic success it now is.

9th Level
Unthinkable Assault: Strike –You deal enormous damage with an enormous weapon.
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Old 03-07-2012, 06:03 PM   Top  -  End  -  #3
Dumbledore lives
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Default Re: [3.5, ToB] Do the Impossible

1st Level

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2nd Level

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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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Natural 1, a tale of critical failures

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Old 03-07-2012, 06:10 PM   Top  -  End  -  #4
Ashtagon
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Default Re: [3.5, ToB] Do the Impossible

Quote:
Impossible Girth...

Ludicrous Length...
Might want to rename those?
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Old 03-07-2012, 06:10 PM   Top  -  End  -  #5
Dumbledore lives
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Default Re: [3.5, ToB] Do the Impossible

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Originally Posted by Ashtagon View Post
Might want to rename those?
It's kind of intentional.

So I guess what I'm looking for is opinions on its relative power, because I was emulating iron heart surge with some of these, though more limited, so am kind of worried about being too powerful.
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Old 03-08-2012, 05:06 PM   Top  -  End  -  #6
Dumbledore lives
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Default Re: [3.5, ToB] Do the Impossible (PEACH)

Bump for great justice.
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Old 03-08-2012, 05:12 PM   Top  -  End  -  #7
Lappy9001
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Default Re: [3.5, ToB] Do the Impossible (PEACH)

I'm going learn how to use Tomb of Battle now.

This absolutely catches the nature and feeling of the show, which is awesome. While I know little about maneuvers, they seem to keep to a series of central themes, which is nice and provides direction. I approve!

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Old 03-08-2012, 11:17 PM   Top  -  End  -  #8
Elfstone
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Default Re: [3.5, ToB] Do the Impossible (PEACH)

First glance? Awesome. And Burning Energy is denoted as a strike. Which it is not. I'd check the rest to see if they have similar errors.
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Old 03-08-2012, 11:51 PM   Top  -  End  -  #9
Wyntonian
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Default Re: [3.5, ToB] Do the Impossible (PEACH)

Remember that one scene in the first Matrix where Morpheus breaks out of the handcuffs after being interrogated?

Quote:
Break Bonds: Stance - +8 to strength checks to break objects.
He's a warblade.

Also, good work. I like it.
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Old 03-09-2012, 12:48 AM   Top  -  End  -  #10
absolmorph
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Default Re: [3.5, ToB] Do the Impossible

Quote:
Originally Posted by Dumbledore lives View Post
It's kind of intentional.

So I guess what I'm looking for is opinions on its relative power, because I was emulating iron heart surge with some of these, though more limited, so am kind of worried about being too powerful.
I was actually going to mention that you have a weaker version of IHS at the same level.
Not just weaker from being less open-ended, but also weaker because it can only shake off mind-affecting and compulsion effects.
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Old 03-09-2012, 04:54 AM   Top  -  End  -  #11
Dumbledore lives
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Default Re: [3.5, ToB] Do the Impossible

Quote:
Originally Posted by absolmorph View Post
I was actually going to mention that you have a weaker version of IHS at the same level.
Not just weaker from being less open-ended, but also weaker because it can only shake off mind-affecting and compulsion effects.
Well 2 of the bad things about IHS are the standard action it takes to active, and thus can't be done when you'd want to do it, and the open endedness of it which allows you to end things which you shouldn't be able to, I aimed to fix it with the couple more limited but still useful maneuvers, as counters they are quite useful, especially in getting rid of dominations, which I know has been an everpresent issues in my games.
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Old 03-09-2012, 09:29 AM   Top  -  End  -  #12
Hunter Noventa
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Default Re: [3.5, ToB] Do the Impossible (PEACH)

The first stance seems a bit weak, but breaking bonds and such very rarely comes up in the campaigns I play in. it could really use some kind of combat-related bonus too, I just can't think of what exactly.

But otherwise, very awesome.
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Old 03-09-2012, 09:50 AM   Top  -  End  -  #13
Eldan
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Default Re: [3.5, ToB] Do the Impossible (PEACH)

Agreed on break bonds: it's probably too situational to be worth spending one of your few stances on.

A bonus on sundering? On saves and checks vs. entanglement and paralyzation? Something like that.
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Old 03-09-2012, 06:10 PM   Top  -  End  -  #14
Dumbledore lives
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Default Re: [3.5, ToB] Do the Impossible (PEACH)

So I added a bonus to sundering to break bonds, and am wondering whether ignoring half of hardness on objects would be too much.
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