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ErrantX
2008-12-29, 11:09 PM
Black Heron


http://th05.deviantart.com/fs14/300W/f/2007/015/d/a/Maiden_of_the_Mirthless_Smile_by_UdonCrew.jpg
Mirthless Smile, host to the abyssal entity Darkstar

Practitioners of the Black Heron style are members of a select few warriors due to its onerous requirement: being possessed or inspired by a dark or demonic force. With this requirement in mind, there are few willing to risk their very soul for martial strength but there are some with the desire for power which overwhelms their sense or those who make the best of a bad situation. The secrets of the Black Heron discipline are taught by possessing fiends and demonic tutors to their hosts and pawns as a way of enticing fools who desire power into learning their secrets or the occasional few with wills strong enough to tear those secrets from their infernal prisoners. Black Heron practitioners are known for extremes of personality; they are either disciplined in behavior or revel in the anarchy that brings strength and power. Not ones to blanch at the thought of fighting dirty, Black Heron adepts are quite content to injure their foes in any way that they can to ensure their victory.

Knights of the Black Thorn and Stalkers are open to learning this discipline due to their knowledge of the dark things of the world. Any fiend with a strong sense of martial ability and prowess and a penchant for possession is likely to know this discipline and how to impart to it to mortals. It focuses on powerful, straightforward two-handed strikes and vicious counters as well as intimidating presence and dirty fighting. The Black Heron discipline’s associated skill is Intimidate, and its associated weapons are the bastard sword, battleaxe, unarmed strike, greatsword, heavy mace, and warhammer.

ErrantX
2008-12-29, 11:12 PM
(Author's Notes: The term unholy damage relates to damage that affects good-aligned targets fully, and does half-damage to neutral or evil targets, and bypasses DR /Evil.)

Black Heron Maneuver List

1st Level
Black Heron’s Stance: Stance- May make a demoralization attempt each round as a move action.
Ravaging Blow: Strike- Make an attack, if successful then the target is shaken for one round.
Strength of Two: Boost- Gain +4 profane bonus to Strength, -2 penalty to AC.
Voracious Drive: Strike- Move then make an attack, deals an additional 1d6 damage.
*Gutstrike: Strike– Make an attack, chance to nauseate opponent for one round.
*Clawfoot Heron Stance: Stance– Do not take penalties for using improvised weapons, add +2 damage when using weapons of this type or unarmed strikes.
2nd Level
Fear Eating Technique: Boost- Successful demoralization restores 2d6 +1/initiator level in hit points.
Inner Demon Strike: Strike- Attack deals an additional 3d6 points of damage; initiator suffers 1d6 points of damage.
Intimidating Force: Counter- Make an Intimidate check to avoid an attack.
Shadow Feather Strike: Strike- Ranged strike that attacks your foe with feathers of shadow doing 3d6 + initiator level in damage on a successful hit.
Midnight Slam: Strike- Melee strike that adds +2d6 damage and forces your foe to make a Reflex save to not be knocked back 5ft.
3rd Level
Dance of the Black Heron: Stance- Character may make martial strikes while moving.
Savage Drive: Strike- Move then make an attack, deals an additional 4d6 damage.
Unfettered Progression: Boost- Move 10ft after a successful strike.
*Walk in the Dark: Stance- Initiator may move through shadows a number of feet equal to 10ft per two initiator levels as your move action.
*Tendon Rip: Strike – Melee attack inflicts an additional 2d6 points of damage; halves the opponent’s move speed for 1d4 rounds.
4th Level
Circle of Razor Feathers: Strike- Make a 30ft area attack of cutting feathers, resulting in 6d6 points of damage.
Intimidating Riposte: Counter- When struck in combat, make immediate counter attack and a free demoralization attempt.
*Taunting Laugh: Boost- Make an Intimidate check to give your opponent pause, causing your foe to become flat footed against your attack.
*Bilious Strike: Strike– Powerful strike that damages the target’s insides, inflicting +4d6 acid damage.
5th Level
Abyssal Lance: Strike- Ranged touch attack which deals 8d6 points of damage, chance to stun.
Sharing the Dark Soul: Strike- Make an attack, deals an additional 10d6 damage, imposes a -4 penalty on Will saves and level to resist demoralization attempts.
Soul Consumption: Boost- Draw power and health from fallen foes, healing 3d8 plus initiator level upon killing a target with a martial strike.
*Sensory Rip: Strike– Strike at the face of an opponent, inflicts an additional 1d4 Charisma damage and has a chance to blind the opponent.
6th Level
Abyssal Drive: Strike- Move than make an attack, deals an additional 8d6 points of damage, leaves foe sickened for 1d4 rounds.
Razor Wings of the Black Heron: Stance- +5 bonus to both Acrobatics, add an extra 2d6 points of damage when initiating martial strikes.
*Black Heron’s Wrath: Boost- Make an Intimidate check, add the result as damage to next successful attack.
*Shadow Heron Swarm: Strike- A 30ft cone of screaming, shadowy birds causing 12d6 damage.
7th Level
Armageddon Lance: Strike- Ranged touch attack which deals an additional 15d6 points of damage.
Consumption Strike: Strike- Make an attack, deals an additional +10d6 points of damage, initiator is healed this damage.
Devastating Riposte: Counter- When struck in combat, make immediate counter attack with bonus +8d6 points of damage.
Charge of the Ravager: Strike- Make a charge attack, may make a full attack while moving, deals an additional 3d6 points of damage to every foe adjacent the charge path without provoking attacks of opportunity.
8th Level
Apocalyptic Strike: Strike- Damaging attack which deals 1d6+1/initiator level in 40ft radius.
*Void Heron Strike: Strike- Ranged touch attack causing a foe to be covered in shadowy birds causing 6d6 points of damage per round for 1d4 rounds. This also this give the foe a 50% miss chance for you and your allies
Vampiric Aura: Stance- 20 ft radius aura which deals 2d6 damage to all within it and heals a like amount to the initiator.
*Soul Crusher: Strike- Strike which attacks the opponent’s will to live, inflicting +3d4 Charisma damage.
9th Level
*Black Heron Onslaught: Strike- Make an extra attack at your full base attack bonus, -2 to hit and to AC, deals an additional 4d6 +1/initiator level damage.

*= new maneuver

ErrantX
2008-12-29, 11:17 PM
Black Heron Maneuvers

1st Level

Black Heron’s Stance
Black Heron (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Disciples of the Black Heron know that half the battle is won through the mind, and by attacking his opponent's mind with fear, he can goad him to make mistakes and shatter their resolve and confidence. While in this stance, the martial adept may make a demoralization attempt each round as a move action (see Intimidate for details).

Ravaging Blow
Black Heron (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: One round
Save: Will negates

Fear is one of the main weapons in the arsenal of a Black Heron disciple, and be using it he may shake his opponent to their core. The disciple initiates this strike, and if it successfully lands, causes the victim to be shaken for one round due to his fearful countenance and martial prowess. A successful Will save (DC 11 + primary initiator attribute modifier) can negate this effect.

Strength of Two
Black Heron (Boost)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: One round

By utilizing the bond of two souls within his body, the martial adept is capable of increasing his power at the cost of defense by bringing forth a momentary burst of hysterical demonic strength. Until his next turn, he gains a +4 profane bonus to his Strength score but also suffers a -2 penalty to his AC.

Voracious Drive
Black Heron (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

The relentless nature of the Black Heron discipline's philosophy deems that progression must be made with each swing, less the battle turn against the disciple. With this philosophy in mind, the disciple moves forward and strikes forward viciously. The character must move at least 5 feet in a round to use this strike, and should he move and then initiate this maneuver with an attack, he deals an additional 1d6 points of damage.

Gutstrike
Black Heron (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Melee
Target: One creature
Duration: 1 round
Saving Throw: Fortitude negates

With a ruthless attack or a powerful kick, the disciple strikes a foe in a way that causes him to become nauseated with pain. The character must make a successful melee attack against a foe, and the target must make a Fortitude save (DC 11 + primary initiating attribute modifier) or be nauseated for one round.

Clawfoot Heron Stance
Black Heron (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Most anything can be made into a deadly weapon to the disciple of the Black Heron, and they are taught a method to make the leg of a chair, a broken bottle, or even a tin cup deadly. While in this stance, the character suffers no penalties for using improvised weapons and he gains a +2 bonus to damage when using such weapons or using an unarmed strike.

2nd Level

Fear Eating Technique
Black Heron (Boost) [Evil]
Level: 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instant

The demonic essence with the disciple's soul hungers for the emotions that it helps its host inspire on the battlefield, and rewards the host with greater vigor. Upon the successful demoralization of an enemy (See Intimidate skill for details), the character may initiate this maneuver to restore 2d6 points of damage to the initiator, plus an additional +1 hit point per initiator level.

Inner Demon Strike
Black Heron (Strike) [Evil]
Level: 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

By using the black energies within him as a weapon, the disciple may channel it through his mortal form to do devastating damage to his foes, all the while heedless of the damage inflicted upon his body. This black energy inflicts an additional 3d6 points of unholy damage, which also deals 1d6 points of damage to the initiator.

Intimidating Force
Black Heron (Counter)
Level: 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instant

‘A foe who fears you more then his commander is one who cannot harm you’, so an old Black Heron master once said. By using this technique, the disciple’s fear-inspiring countenance alone may turn aside attacks before they occur. The character makes an opposed Intimidate check against the attacker's attack roll; if the Intimidate check is higher than the attack roll, then the attack is negated.

Shadow Feather Strike
Black Heron (Strike)
Level: 2
Initiation Action: 1 standard action
Range: 30ft
Target: One creature
Duration: Instant

By concentrating dark, spiritual energy within his hand and shaping it into a rough feather, the disciple may hurl his wrath at a target with a blade of a cutting hate. The character must make a successful ranged attack against a target, and if successful, the attack inflicts 3d6 + the character’s initiator level in damage.

Midnight Slam
Black Heron (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant
Saving Throw: Reflex partial

The Black Heron disciple uses the principles of overwhelming force to drive his opponent back so that he may continue to wade forward towards conquest. The character makes a melee attack against a target creature, and if successful, the attack inflicts an additional 2d6 points of damage and causes the target to make a Reflex save (DC 12 + primary initiator attribute) to not be knocked back 5ft.

3rd Level

Dance of the Black Heron
Black Heron (Stance)
Level: 3
Prerequisites: One Black Heron maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

The Black Heron discipline teaches its disciples that relentless progression is what wins battles, and the Dance of the Black Heron is a movement method that allows the disciple to continue to deal death without slowing his progress. The character may initiate martial strikes of 5th level or lower while continuing to move, as if he possessed the Spring Attack feat. He still provokes attacks of opportunity for moving through threatened areas as per normal.

Savage Drive
Black Heron (Strike)
Level: 3
Prerequisites: One Black Heron maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

Ever hungry for carnage, the demonic force within demands action and satisfaction through battle. Pressing forward with ruthless efficiency, the disciple inflicts more damage than his foes, thus outlasting them. The character must move at least 5 feet before he is capable of initiating this maneuver and it grants the character an additional 4d6 points of damage on his attack.

Unfettered Progression
Black Heron (Boost)
Level: 3
Prerequisites: One Black Heron maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instant

By unceasing movement in combat, the Black Heron disciple sculpts the battlefield to his liking, not to his foes. After successfully initiating a martial strike, he may make a free 10ft movement without provoking attacks of opportunity. The character may not have already made a 5ft step in this round to use this maneuver.

Walk in the Dark
Black Heron (Stance)
Level: 3
Prerequisites: One Black Heron maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Using the principles of shadow and temporarily merging with the dark, the Black Heron disciple steps into the dark and reappears in an area of darkness a short distance away. As a move action, the disciple may move through an area of shadowy or darker illumination and reappear in an area of shadowy or darker illumination a distance away equal to 10ft per two initiator levels.

Tendon Rip
Black Heron (Strike)
Level: 3
Prerequisites: One Black Heron maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

By striking at the legs of the opponent, the disciple removes the mobility of a foe, so the foe cannot hamper his progression to victory. The character makes an attack on the target creature, and if successful, the attack inflicts an additional 2d6 points of damage and halves the opponent’s move speed for 1d4 rounds.

4th Level

Circle of Razor Feathers
Black Heron (Strike) [Evil]
Level: 4
Prerequisites: One Black Heron maneuver
Initiation Action: 1 standard action
Range: 30 ft
Area: 30-ft.-radius burst centered on you.
Duration: Instant
Saving Throw: Reflex half.

By surrounding a disciple of the Black Heron, multiple foes may be laid low by the force of the demonic entity's wrath. By crying out in horrible rage and raising his weapon straight up to the sky, the disciple's foes are showered with dozens of needles of unholy energy which inflict 6d6 points of damage. This maneuver allows a Reflex saving throw (DC 14 + primary initiator attribute modifier) for half damage.

Intimidating Riposte
Black Heron (Counter)
Level: 4
Prerequisites: One Black Heron maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instant

Disciples of the Black Heron are inevitably going to be injured, so the possessing entity has trained its own instincts to look for openings when enemy attacks are successfully made, as vengeance is a creed it can follow. When the character is struck for damage in melee combat, he may make a counter attack as an immediate action at his full base attack bonus. This attack counts against the number of attacks of opportunity the character may make in a round. If the attack successfully hits the opponent and deals damage, then the character may make a free demoralization attempt (see Intimidate skill for details) against his attacker.

Taunting Laugh
Black Heron (Boost)
Level: 4
Prerequisites: One Black Heron maneuver
Initiation Action: 1 swift action
Range: 30ft
Target: One creature
Duration: One round

With an intimidating growl and mighty laugh at his pitiful opponents, the Black Heron disciple causes his foe’s resolve to weaken and his anger to stoke, allowing him to make the tragic mistake of allowing the disciple the upper hand. As a swift action, the character makes a demoralization attempt against a foe, and if successful, instead demoralizing the foe, the target is struck flat-footed for the round.

Bilious Strike
Black Heron (Strike)
Level: 4
Prerequisites: One Black Heron maneuver
Initiation Action: 1 standard action
Range: Melee
Target: One creature
Duration: Instant
Saving Throw: Fortitude half

With a powerful strike to the abdomen, the disciple’s aim is to rupture organs and cause the fluids within to kill his subject painfully. The character must make a melee attack against a target creature, and if successful the attack inflicts an additional 4d6 points of acid damage due to rupturing of organs and nauseates the target for two rounds. The target may make a Fortitude save (DC 14 + primary initiator attribute) to halve this additional damage and negate the nauseated condition.

5th Level

Abyssal Lance
Black Heron (Strike)
Level: 5
Prerequisites: Two Black Heron maneuvers
Initiation Action: 1 standard action
Range: Close (25 ft + 5ft/initiator level)
Target: One creature
Duration: Instant

Those who have become masters of the Black Heron discipline have learned that by focusing the rage within themselves, they may use it as a weapon of pure destruction at the cost of their self. For these disciples, they know that so long as their foe is destroyed, pain is inconsequential. By summoning forth this rage and channeling it through their weapon, they may will a lance of venomous rage and pain into existence and fling at their enemy. This is a ranged touch attack which deals 8d6 points of damage, half of which is unholy.

Sharing the Dark Soul
Black Heron (Strike) [Mind-affecting] [Evil]
Level: 5
Prerequisites: Two Black Heron maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: One round

As a being of despair and anguish, the demonic essence that resides inside the disciple wishes to share that inner pain with the disciple’s enemies and gorges itself on the victim’s suffering. A burst of crackling energy fills the strike as the inner fiend reaches out and touches the mind of its victim. The character makes an attack which deals an additional 6d6 damage, the target suffers a -2 morale penalty on all d20 rolls until the end of your next turn, the initiator receives a +2 morale bonus on all d20 rolls till the end of next turn.

Soul Consumption
Black Heron (Boost) [Evil]
Level: 5
Prerequisites: Two Black Heron maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: One creature
Duration: Instant

The fiend within hungers for the souls of fallen foes and it rewards the disciple that feeds this unquenchable thirst. When the character kills a foe with a Black Heron strike, he may use this maneuver in conjunction with it to draw the remaining life force of the foe into his own form, slaking the thirst of his dark passenger and using the rest to restore health to his body. Upon making the death blow to a victim, use of this maneuver restores 3d8 + initiator level (max +15) hit points to the character.

Sensory Rip
Black Heron (Strike)
Level: 5
Prerequisites: Two Black Heron maneuvers
Initiation Action: 1 standard action
Range: Melee
Target: One creature
Duration: Instant
Saving Throw: Reflex partial

With a high swing towards the face of his opponent, the Black Heron disciple attempts to shatter the confidence and appearance of his enemy and remove from him the ability to see in the cruelest fashion possible. The character makes a melee attack against his foe, and if successful, this strike inflicts an additional 1d4 points of Charisma damage and potentially blinds the target creature on a failed Reflex saving throw (DC 15 + primary initiator attribute modifier negates blindness).

6th Level

Abyssal Drive
Black Heron (Strike)
Level: 6
Prerequisites: Two Black Heron maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

The path of the conqueror demands satisfaction, and the disciple of the Black Heron learns perfection in conquest by the ever progressing tide of battle. Pressing forward with infernally enhanced power, the disciple moves forward to devastate his next foe with the rage within his soul. The character must move at least 5ft before initiating this maneuver with a melee attack. If this attack successfully hits, the character inflicts an additional 8d6 points of damage with his strike and leaves his foe sickened for 1d4 rounds. If the victim successfully makes a Fortitude save (DC 16 + primary initiator attribute modifier), he may resist becoming sickened by the strike.

Razor Wings of the Black Heron
Black Heron (Stance)
Level: 6
Prerequisites: Two Black Heron maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

The graceful hunting techniques of the heron lend their strength to the hellish Black Heron disciple by his adoption of this stance. He becomes preternaturally graceful and deadly, his dark passenger assisting his movements in combat. He gains a +5 profane bonus on Acrobatics checks, and he deals an additional 1d6 plus his primary initiator attribute modifier points of damage when he initiates martial strikes against his foes.

Black Heron’s Wrath
Black Heron (Boost)
Level: 6
Prerequisites: Two Black Heron maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: One round

The disciple of the Black Heron’s anger and wrath are his strongest weapons, and in concentrating this horrible power into his attacks, he may cause a horrible black power to invade the wounds of his foes to cause even more injury. The character makes an Intimidate check, the result of this check is added to his damage roll for his next successful attack.

Shadow Heron Swarm
Black Heron (Strike)
Level: 6
Prerequisites: Two Black Heron maneuvers
Initiation Action: 1 standard action
Range: 30ft cone
Duration: Instant
Saving Throw: Reflex half

The power of a Black Heron disciple’s hatred is made manifest by summoning a swarming mass of beating wings with razor tipped wings made of shadow that he directs at his foes in a cone of terror and pain. The character extends his hand of weapon and from this point a 30ft cone of shadowy birds rip and rend at the disciple’s foes and inflict 12d6 points of damage; a successful Reflex save (DC 16 + primary initiator attribute modifier) halves this damage.

7th Level

Armageddon Lance
Black Heron (Strike) [Evil]
Level: 7
Prerequisites: Three Black Heron maneuvers
Initiation Action: 1 standard action
Range: Close (25ft + 5ft/initiator level)
Target: One creature
Duration: Instant

One the supreme arts of the Black Heron discipline allows the disciple to call upon the fell and eternal wrath of the dark passenger within and use it as a devastating lance of destructive unholy power. This is a ranged touch attack which deals 15d6 points of damage, half of which is unholy, but the cost of creating this powerful attack requires sacrifice by the host, resulting in the initiator suffering 2d6 points of damage.

Consumption Strike
Black Heron (Strike)
Level: 7
Prerequisites: Two Black Heron maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

The vampiric nature of the dark entity within the disciple reveals another martial secret to the advanced user, one that allows a devastating negative energy strike which causes positive life energy to flow back through the disciple’s strike, restoring health and strength to him. This exchange is not even of course, the fiend within takes its portion of this life force before giving the disciple his share. This strike deals an additional 7d6 points of negative energy damage, and the disciple regains the damage dealt by these extra dice of damage in hit points.

Devastating Riposte
Black Heron (Counter)
Level: 7
Prerequisites: Two Black Heron maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: One creature
Duration: Instant

The battle-hardened nature of the disciple of the Black Heron can be shown in their ability to take a hit and give it back to their attacker three-fold. When struck in combat by a melee attack, the character may make an immediate counter attack (which counts as an attack of opportunity for the round) which inflicts an additional 5d6 points of damage.

Charge of the Ravager
Black Heron (Strike)
Level: 7
Prerequisites: Two Black Heron maneuvers
Initiation Action: 1 full round action
Range: Base movement
Target: All adjacent targets within base movement range
Duration: Instant

The path to victory is not a curved line, it is a straight line. The Black Heron teaches its disciples this and urges them to greater glory and carnage on the field of battle. The disciple may make an overrun attempt in a particular direction of his choice; this strike functions like a charge except the character receives a +4 on the overrun attempt. Before each opponent gets a chance to stop you (they cannot move out of the way), you get to make an attack action against them at your highest base attack. You may also make one attack at your highest attack bonus against any opponent who is in your threatened area as you pass them, and inflict an additional 2d6 points of damage on each attack. You may only make one attack per target when you initiate this maneuver.

8th Level

Vampiric Aura
Black Heron (Stance)
Level: 8
Prerequisites: Three Black Heron maneuvers
Initiation Action: 1 swift action
Range: 20ft radius centered on the initiator
Target: You
Duration: Stance

By opening one’s self the eternal hunger of the dark entity that resides with the disciple, he may use himself as a filter for the life energies that feed this dark urge. At the end of your turn, you inflict 2d6 points of damage on all living creatures within your 20ft aura which restores a like amount of hit points to the character. This is a negative energy effect, so resistance or immunity to such energies will protect a target from this stance.

Apocalyptic Strike
Black Heron (Strike) [Evil]
Level: 8
Prerequisites: Three Black Heron maneuvers
Initiation Action: 1 standard action
Range: 40ft
Area: 40-ft-radius burst centered on you
Duration: Instant
Saving Throw: Reflex half

This master level technique of the Black Heron discipline allows its disciples to bring forth the true power of destruction from the dark passenger within. By letting out a cry of rage and driving his weapon into the ground at his feet, he lets forth a burst of destructive energy to all surrounding him, friend or foe. This destructive wrath inflicts 1d6+1 points of pure hate-filled energy (no resistance) per initiator level (max 20d6+20) to all targets within a 40ft radius burst, centered on the initiator. Those caught within the blast of dark energy may attempt a Reflex save (DC 18 + primary initiator attribute modifier) for half damage.

Void Heron Strike
Black Heron (Strike) [Evil]
Level: 8
Prerequisites: Three Black Heron maneuvers
Initiation Action: 1 standard action
Range: 30ft
Target: One creature
Duration: 1d4 rounds

The Black Heron disciple’s power and mastery is nearly complete, and with this maneuver he may dismiss his hatred and set it upon a foe to devour the fool who would stand before him. The character must make a ranged touch attack against a target creature, and if successful the target is ripped and slashed by the claws and wings of shadowy birds of venomous hate, taking 6d6 points of damage per round for 1d4 rounds. While being devoured by these shadowy birds, the target suffers a 50% miss chance on any attacks he makes due to his senses being obscured by the flapping wings and horrible pain he is enduring.

Soul Crusher
Black Heron
Level: 8
Prerequisites: Three Black Heron maneuvers
Initiation Action: 1 standard action
Range: Melee
Target: One creature
Duration: Instant

With a mighty swing or the barest tap, the rage and hatred within the Black Heron infects his foe and destroys his resolve and very will to live. The character makes a melee attack against a target creature, and if successful the attack inflicts an additional 3d4 points of Charisma damage as the essence of himself is devoured by the disciple’s hatred for his existence.

9th Level

Black Heron Onslaught
Black Heron (Strike)
Level: 9
Prerequisites: Four Black Heron maneuvers
Initiation Action: 1 full attack action
Range: Melee attack
Target: One creature
Duration: Instant

A true master of the Black Heron fears no foe, and suffers none to stand before him. Heedless of personal danger to himself, the possessing entity can instruct the host on how to bring his enemies to their knees with a relentless flurry of strikes. As part of this maneuver, the character takes a full attack action and may make an additional attack as part of this action at his highest attack bonus. The character suffers a -2 penalty to AC due to his focus on offense while using this maneuver. This focus on offense adds an extra 4d6 points of damage +1 per initiator level (max +20) per successful attack. Foes killed by use of this maneuver are mutilated so badly that attempts to use a raise dead spell to restore their lives fail automatically; a more powerful restorative magic is required.

Knaight
2008-12-29, 11:44 PM
Not bad. Not bad at all.

The Demented One
2008-12-29, 11:54 PM
I'll just comment on some of the one's that need looking at...



Black Heron’s Stance
This one's a bit much...the only comparable ability I could find is the Samurai's improved staredown, which lets him demoralize as a move action, and is gained at 14th level (Granted, it is the Samurai, which is just terrible). It's a neat idea, but what I'd do is move it up closer to 5th level, and maybe have it confer some additional penalties on foes you successfully intimidate. Also, the damage bonus, while not unbalanced, is...unusual. Maneuvers normally don't care about the discipline of other maneuvers you're using–that tends to be for class features or magic items only.


Ravaging Blow
Waaay too much...look at Overwhelming Mountain Strike. It does the same thing, but it's 4th level and allows a save. This should be severely bumped up in level...as is, keeping it without a save and giving it a +5d6 damage bonus would make a pretty good 5th or 6th level maneuver.


Strength of Two
I don't see why this isn't a boost with a duration that lasts until the beginning of your next turn.



Fear Eating Technique
The flat +3 bonus is kinda odd...why not just 2d6 + 1/level hp?


Inner Demon Strike
I'm not entirely sure on this one, but I'd either bump the damage down to 3d6 or cut the attack bonus.


Dance of the Black Heron
Again maneuvers normally don't care about disciplines. This one really feels too strong for its level...maybe as a 5th level stance, or even an 8th.


Onslaught of Blows
This one seems a little weak compared to Searing Blade...maybe up the damage bonus to 2d6 + 1/level.


Abyssal Lance
I'd drop the damage to the initiator.



Sharing the Dark Soul
I'd up the bonus damage to +6d6.



Wings of the Black Heron
Martial adepts typically only get flight as an 8th level stance, and this one gives unrestricted flight, as opposed to the 10 ft. limitation of Rising Phoenix or the air walking of Balancing on the Sky. Just too good for its level.



Consumption Strike
I think you could afford to bump the bonus damage up to 7d6.


Vampiric Aura
Again, maneuvers don't care about discipline. I'd just have it be all maneuvers, and drop the healing to just the move's level.

ErrantX
2008-12-30, 12:30 AM
Made some changes based on the suggestions of the Demented One.

Some key changes were made to Vampiric Aura, Black Heron's Stance and Dance of the Black Heron.

Changed Wings of the Black Heron to Razor Wings of the Black Heron. Whatcha think?

-X

Black Mage
2009-06-01, 04:46 AM
I like this. A lot. It actually works perfectly for the campaign I'm putting together. Do you mind if I use it?

A few things though...

Onslaught of Blows...is the 2d6+IL on all of the attacks? Or is it just a flat 2d6+IL extra damage at the end?

You wouldn't happen to have a legacy weapon designed for this discipline, would you?

And do you plan on adding any flavor text to the maneuvers and stances to give a better feel for the visual effects they create?

Other than that, I love this discipline, great work. Got any more floating in your head? Lol

ErrantX
2009-06-01, 12:34 PM
I like this. A lot. It actually works perfectly for the campaign I'm putting together. Do you mind if I use it?

Glad you like it, Black Mage. And of course you can use it. That's what it's here for! :D


A few things though...

Onslaught of Blows...is the 2d6+IL on all of the attacks? Or is it just a flat 2d6+IL extra damage at the end?

I sat here staring at Onslaught of Blows, and as it's been 6 months since I looked at it last, to be honest, I couldn't tell you :smallredface: So I changed it to be a -4 to AC and the damage bonus is on each attack. That should work out perfectly.


You wouldn't happen to have a legacy weapon designed for this discipline, would you?

No, but I did design a magic item and a prestige class that uses it. I have several others that will use this discipline but I'm in the process of stripping out some obviously plagiarized sources from them before I post them (at the time of making a lot of the associated classes, I was heavily influenced by several animes). When I have the others, I will post them of course. But the prestige class I posted was my own works. It's called the Kazarzeth (http://www.giantitp.com/forums/showthread.php?p=5571887), check it out.


And do you plan on adding any flavor text to the maneuvers and stances to give a better feel for the visual effects they create?

I created some flavor text in the actual description, but I hadn't made any distinct plan to. Now that someone is showing some interest in this discipline (to be honest, I wasn't sure if anyone actually really liked it) I may do just that.


Other than that, I love this discipline, great work. Got any more floating in your head? Lol

Why thank you. I do in fact have a few ideas floating around that I've simply not had much time to do anything with. My hope is to get my homebrewing time back in the near future so that I can create more. I would take requests for homebrew disciplines, and if I can, I'd try to write it up.

Thank you again!
-X

Black Mage
2009-06-01, 02:58 PM
Awesome, I intend to have my players learn to fear this discipline in my upcoming game.

Actually, I stumbled upon that class shortly after I posted on this, it is rather awesome.

ErrantX
2009-06-01, 07:52 PM
Awesome, I intend to have my players learn to fear this discipline in my upcoming game.

Actually, I stumbled upon that class shortly after I posted on this, it is rather awesome.

Hehe, that makes me pleased. I've got a player in my campaign who is using the Kazarzeth prestige class (hellbred warblade 5 / kazarzeth 7) to seriously crazy effect in tandem with serious amounts of Black Heron. His plan is to go Master of Nine or my Master of One (http://www.giantitp.com/forums/showthread.php?t=111332) class to really just flood his character with Black Heron maneuvers, as they fit his character so totally well. A small mix of White Raven, Stone Dragon, and Iron Heart on top of Black Heron to flavor, and there you go.

I'd love to know how your players react to it.

-X

Black Mage
2009-06-01, 09:08 PM
Oh that's just mean.

I'll be sure to let you know once the campaign starts. It's still in the development phases at the moment.

Iferus
2009-06-30, 02:49 AM
So now we have a demon discipline, who will give us an angelic one? Or perhaps a devilish counterpart?

ErrantX
2009-06-30, 05:02 AM
The Demented One has created several amazing disciplines that fit into that realm, those being Dread Crown (http://www.giantitp.com/forums/showthread.php?t=76218) and Golden Saint (http://www.giantitp.com/forums/showthread.php?t=76150), respectively. Black Heron is something a little to the left in my world view, less on Evil for Evil's sake, and one more based on demonic savagery. They are the Unstoppable Force, so to speak. But that does spark an idea for me insofar as angelic channeling as a Discipline...

Thanks :smallbiggrin: I may use that!

-X

The Rose Dragon
2009-06-30, 02:52 PM
I like the Maiden of the Mirthless Smile as the representative of the discipline. Who better to represent an abyssal martial art but the Abyssal warrior queen herself?

ErrantX
2009-06-30, 05:16 PM
That's precisely why my favorite little evil girly was selected. I adore Mirth :)

-X

The Rose Dragon
2009-06-30, 05:28 PM
She is certainly at least Essence 4, judging by her looks.

*rawr*

I'm trying to figure out whether Apocalyptic Strike is balanced or not. There are two things I'm looking at: Strike of Perfect Clarity and Inferno Blast. Strike of Perfect Clarity deals a set 100 extra damage, it's a single target and requires an attack roll, but it also has whatever zillion (I retain my rights to exaggerate) damage you might be dealing with Power Attack, as well as the potential of rolling a critical. Inferno Blast is also set 100 damage and it's fire subtype, meaning many enemies will be immune to it, but it has a larger radius than Apocalyptic Strike.

What did you balance it with, might I ask?

ErrantX
2009-06-30, 05:58 PM
She is certainly at least Essence 4, judging by her looks.

*rawr*

Indeed! :smallcool:


I'm trying to figure out whether Apocalyptic Strike is balanced or not. There are two things I'm looking at: Strike of Perfect Clarity and Inferno Blast. Strike of Perfect Clarity deals a set 100 extra damage, it's a single target and requires an attack roll, but it also has whatever zillion (I retain my rights to exaggerate) damage you might be dealing with Power Attack, as well as the potential of rolling a critical. Inferno Blast is also set 100 damage and it's fire subtype, meaning many enemies will be immune to it, but it has a larger radius than Apocalyptic Strike.

What did you balance it with, might I ask?

Those two abilities, actually. I tried to set it so it wouldn't have the range of Inferno Blast but do less overall damage potential than Strike of Perfect Clarity. As Black Heron was designed to fall between those disciplines, that's what I went with.

-X

Siosilvar
2009-06-30, 06:35 PM
While we're talking about Apocalyptic Strike, the table implies that you get 1d6+20 (or, 23 1/2) damage at level 20. Not impressive, until you read the text and realize it's really 20d6+20 (which has an average of 90).

ErrantX
2009-06-30, 06:50 PM
1d6+1/per initiator level reads to me as for each initiator level you have, you inflict 1d6+1 (i.e. at level 18, I'd roll 18d6+18).

If it were the other way, it would read 1d6 damage +1/per initiator level or something of that nature. I thought it was clear. Either way, the text sorts it out.

-X

ErrantX
2010-07-24, 07:50 PM
Got an OK to Thread Necro this by one Roland St. Jude.

I have added two new maneuvers to this discipline, one at 7th (Black Heron's Wrath) and one at 8th (Soul Crusher). I have also updated the fluff of the discipline to better reflect the more generic nature of the Libram of Battle, as this is counted as a Libram of Battle discipline.

For those of you who have not seen this discipline, please enjoy it and let me know what you think. For those of you who are familiar with it, let me know what you think of the two new maneuvers. Thank you!

-X

DracoDei
2010-07-24, 10:49 PM
7th level strike you mentioned might be argued to always have its duration run out before it can have any effect. Not sure how to properly re-word it... "End of your turn or until discharged" maybe?

Soul Crusher is a one-hit kill against many magical beasts I should think, although it isn't as bad as INT damage... knock it down to 3d4 or 2d6. Even Five Shadow Creeping Ice Enervation Strike doesn't do 3d6 to a single stat, and it has a randomized effect, so you can't be sure of hitting a low stat. Not to mention being a level higher (although it does have additional effects and the 2d6 to all physical stats results is pretty nasty).

Milskidasith
2010-07-24, 11:09 PM
Scanning this discipline, a lot of these maneuvers seem rather weak; all the AoE "deal damage in this radius" seem to be dealing damage that is a bit too low for their AoE. 5d6 at seventh level is poor and doesn't scale well, and this class seems to have an over-reliance on strict damage increases/damaging moves (lots of moves that are just +damage with no kicker, or AoE/ranged touch attacks that deal damage). The capstone, in particular, just feels kind of weak to me; 90 damage in a radius is rather meh.

Intimidating Riposte is also worded poorly; it looks like it's meant to be a stance, but it's a counter that takes an immediate action, so you can't use it more than once.

The only thing that's possibly too powerful is Onslaught of Blows; that deals a massive amount of damage because of the +level damage on each attack, which makes it far stronger than even your capstone manuever.

ErrantX
2010-07-27, 10:32 AM
7th level strike you mentioned might be argued to always have its duration run out before it can have any effect. Not sure how to properly re-word it... "End of your turn or until discharged" maybe?

Soul Crusher is a one-hit kill against many magical beasts I should think, although it isn't as bad as INT damage... knock it down to 3d4 or 2d6. Even Five Shadow Creeping Ice Enervation Strike doesn't do 3d6 to a single stat, and it has a randomized effect, so you can't be sure of hitting a low stat. Not to mention being a level higher (although it does have additional effects and the 2d6 to all physical stats results is pretty nasty).

That's a fair assessment. I'm going to reduce the damage to 3d4 and add a save for half, but I'm going to now include weapon damage (before it was just straight ability damage).


Scanning this discipline, a lot of these maneuvers seem rather weak; all the AoE "deal damage in this radius" seem to be dealing damage that is a bit too low for their AoE. 5d6 at seventh level is poor and doesn't scale well, and this class seems to have an over-reliance on strict damage increases/damaging moves (lots of moves that are just +damage with no kicker, or AoE/ranged touch attacks that deal damage). The capstone, in particular, just feels kind of weak to me; 90 damage in a radius is rather meh.

Intimidating Riposte is also worded poorly; it looks like it's meant to be a stance, but it's a counter that takes an immediate action, so you can't use it more than once.

The only thing that's possibly too powerful is Onslaught of Blows; that deals a massive amount of damage because of the +level damage on each attack, which makes it far stronger than even your capstone manuever.

...Yeah. This is my first ever discipline. I'm likely going to have to revise it some, and your honest critique definitely cuts to the core the problems inherent in it. Expect something soon to relook over. Thank you!

-X

Cieyrin
2010-07-28, 10:54 AM
Having looked through the discipline, I like a lot of what I see but there are some things that seem off and/or questionable, such as:

- No method for replacing a class' known discipline or retrain other maneuvers for Black Heron maneuvers by training with a master
- Inner Demon Strike dealing unholy damage to the initiator would seem like it wouldn't affect them at all, given Black Heron disciples are probably evil and thus immune to unholy damage
- Intimidating Force should be an immediate action as a Counter
- Was it your intention for Dance of the Black Heron to work with all 5th level or lower strikes regardless of action type, such as Onslaught of Blows' full attack, or just standard action strikes?
- Apocalyptic Strike's no resistance clause, why is it necessary? What actually blocks unholy damage, really? I suppose that could be a throw back to Flamestrike but *shrug*.

Otherwise, good work.

ErrantX
2011-03-22, 10:53 PM
Significant re-write to this discipline, lots of new maneuvers, cleaned up mechanics, etc. Very different, give it a looksee.

-X

peacenlove
2011-03-23, 05:01 AM
Significant re-write to this discipline, lots of new maneuvers, cleaned up mechanics, etc. Very different, give it a looksee.

-X
*Raises Hand* :smallbiggrin:

Recently i had a crush with new ToB material (one of my players wanted to play a Claymore based character so your discipline was the first to look. Note that i know next to nothing about the Claymore anime :smalltongue:) so I will try my best here

First of all for us ToB users you should specify which classes (Warblade, Swordsage, Crusader) can select those maneuevers.
Also some of the maneuvers presented imply a supernatural element to them. You should specify which are supernatural abilities and which are not.


Some comments in general. This discipline has many (too many for my taste) close range Area of Effect damage dealing maneuvers, but it is also based on fear effects. Their weakness is that they deal non scalable damage. Why not choosing some of them and adding a fear condition on them, or a free demoralization attempt to multiple targets in an area?


Midnight Slam
...

The Black Heron disciple uses the principles of overwhelming force to drive his opponent back so that he may continue to wade forward towards conquest. The character makes a melee attack against a target creature, and if successful, the attack inflicts an additional 2d6 points of damage and causes the target to make a Reflex save (DC 12 + primary initiator attribute) to not be knocked back 5ft.

What would the primary initiator attribute for the 3 "traditional" initiator classes be? (Warblade, crusader, swordsages?)


Ravaging Blow
...

Fear is one of the main weapons in the arsenal of a Black Heron disciple, and be using it he may shake his opponent to their core. The disciple initiates this strike, and if it successfully lands, causes the victim to be shaken for one round due to his fearful countenance and martial prowess. A successful Will save (DC 11 + primary initiator attribute modifier) can negate this effect.

Needs the [Fear] descriptor.


Gutstrike
...

With a ruthless attack or a powerful kick, the disciple strikes a foe in a way that causes him to become nauseated with pain. The character must make a successful melee attack against a foe, and the target must make a Fortitude save (DC 11 + primary initiating attribute modifier) or be nauseated for one round.



From the SRD
Nauseated
Experiencing stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.


Nausea is a very strong debuff, shutting down almost all of your options in combat. I would bump this maneuever to 2nd or 3rd level (considering dazing strike is a 4th level maneuever, and daze is only slightly stronger than nausea).
Alternatively I would lower the effect to sickened for 1 or 2 rounds, to be in line with Ravaging Blow.


Dance of the Black Heron
...

The Black Heron discipline teaches its disciples that relentless progression is what wins battles, and the Dance of the Black Heron is a movement method that allows the disciple to continue to deal death without slowing his progress. The character may initiate martial strikes of 5th level or lower while continuing to move, as if he possessed the Spring Attack feat. He still provokes attacks of opportunity for moving through threatened areas as per normal.

Spring attack cannot be used in heavy armor. Is it true with that stance too?
Also silly question but some of your maneuvers (for example Savage drive) require that you move 5 ft before you initiate the attack, and spring attack requires a 5 ft step movement before you can utilize it. Do those restrictions stack for 10 ft movement before i can use both the benefits of the stance and the selected strike or do they overlap?


Unfettered Progression
...

By unceasing movement in combat, the Black Heron disciple sculpts the battlefield to his liking, not to his foes. After successfully initiating a martial strike, he may make a free 10ft movement without provoking attacks of opportunity. The character may not have already made a 5ft step in this round to use this maneuver.


This maneuver seems kinda weak to me, however I might underestimate it because movement is a crucial part of melee characters. You exchange your swift action for effectively 5 ft more movement (A 5 ft step never provokes AoO unless an ability explicitly states so, the same applies to your maneuver i hope). This is far weaker than a mediocre to weak feat, namely Dash. I would safely put that maneuver at 1st level, if that level hadn't so many maneuvers already.
An alternative would be to make it a teleportation effect, allowing you to escape grapples, bypass walls etc, adding some utility to this maneuver. Remember that swordsages gain a limited teleport ability at 3rd level.


Walk in the Dark
...

Using the principles of shadow and temporarily merging with the dark, the Black Heron disciple steps into the dark and reappears in an area of darkness a short distance away. As a move action, the disciple may move through an area of shadowy or darker illumination and reappear in an area of shadowy or darker illumination a distance away equal to 10ft per two initiator levels.

Wanted just to say that I love this stance. Also I need to add that this stance needs the [Teleportation] Descriptor.


Tendon Rip
...

By striking at the legs of the opponent, the disciple removes the mobility of a foe, so the foe cannot hamper his progression to victory. The character makes an attack on the target creature, and if successful, the attack inflicts an additional 2d6 points of damage and halves the opponent’s move speed for 1d4 rounds.

Does the movement reduction apply to all speeds?


Circle of Razor Feathers
...

By surrounding a disciple of the Black Heron, multiple foes may be laid low by the force of the demonic entity's wrath. By crying out in horrible rage and raising his weapon straight up to the sky, the disciple's foes are showered with dozens of needles of vile energy which inflict 6d6 points of unholy damage. This maneuver allows a Reflex saving throw (DC 14 + primary initiator attribute modifier) for half damage.

My edits in blue. Did I edit correctly or was this maneuver intended to deal untyped damage instead of unholy?


Taunting Laugh
...

With an intimidating growl and mighty laugh at his pitiful opponents, the Black Heron disciple causes his foe’s resolve to weaken and his anger to stoke, allowing him to make the tragic mistake of allowing the disciple the upper hand. As a swift action, the character makes a demoralization attempt against a foe, and if successful, instead of demoralizing the foe, the target is struck flat-footed for the round.

Minor typo my eye caught.


Abyssal Lance
Black Heron (Strike)
...

Those who have become masters of the Black Heron discipline have learned that by focusing the rage within themselves, they may use it as a weapon of pure destruction at the cost of their self. For these disciples, they know that so long as their foe is destroyed, pain is inconsequential. By summoning forth this rage and channeling it through their weapon, they may will a lance of venomous rage and pain into existence and fling at their enemy. This is a ranged touch attack which deals 8d6 points of damage, half of which is unholy.


Armageddon Lance
...

One the supreme arts of the Black Heron discipline allows the disciple to call upon the fell and eternal wrath of the dark passenger within and use it as a devastating lance of destructive unholy power. This is a ranged touch attack which deals 15d6 points of damage, half of which is unholy, but the cost of creating this powerful attack requires sacrifice by the host, resulting in the initiator suffering 2d6 points of damage.

Silly question again. The other half portion of the damage dealt, what type is it? Untyped?


Soul Consumption
...

The fiend within hungers for the souls of fallen foes and it rewards the disciple that feeds this unquenchable thirst. When the character kills a foe with a Black Heron strike, he may use this maneuver in conjunction with it to draw the remaining life force of the foe into his own form, slaking the thirst of his dark passenger and using the rest to restore health to his body. Upon making the death blow to a victim, use of this maneuver restores 3d8 + initiator level (max +15) hit points to the character.

What if the target is at negative hit points but not dead (and I mistakenly believe that he is)? Do I lose the use of this maneuver without effect? Or I can't use this maneuver instinctively knowing that my opponent isn't dead yet?


Black Heron’s Wrath
...

The disciple of the Black Heron’s anger and wrath are his strongest weapons, and in concentrating this horrible power into his attacks, he may cause a horrible black power to invade the wounds of his foes to cause even more injury. The character makes an Intimidate check, the result of this check is added to his damage roll for his next successful attack.

I can see a lot of damage coming from this boost (at 11th level Intimidation checks can be as high as 40-60, although a 30-50 would be more reasonable, from my experience), but to my eyes at least skill checks are as high as bonus damage so this is like an extra attack and in line with one round of the haste spell :smalltongue:
So I feel that this boost is a little weak but giving its benefit for a full attack is too much. But I am sure the optimizers out there will prove me wrong.


Soul Crusher
Black Heron (Strike)
...


Again did I edit correctly?

All in all a wonderful discipline and I eagerly await for your project to be finished.

Khalim
2014-01-12, 11:58 PM
I love the concept of this discipline!