PDA

View Full Version : Hong Meiling Style [ToB Discipline]



ZeroNumerous
2009-02-08, 06:56 PM
I did up this style for a 3.5 game that eventually died out. Figured I'd post it here and see what people thought.

---

Hong Meiling Style

1st: Crimson Cannon; Rainbow Bullet; [Stance Choice]
2nd: Flying Flower Kick; Rainbow Cyclone Kick
3rd: Cyclone Light Step; Brilliant Laser; [Stance Upgrade]
4th: Yellow Tremor; Chi Ball
5th: Sign Maneuver #1(Determined by Stance); Crimson Cannon Mark II; [Stance Upgrade]
6th: Rainbow Bullet Mark II; Flying Flower Kick Mark II; Brilliant Laser Mark II
7th: Rainbow Cyclone Kick Mark II; Cyclone Light Step Mark II; [Stance Upgrade]
8th: Yellow Tremor Mark II; Chi Ball Mark II
9th: Sign Maneuver #2(Determined by Sign #1); [Stance Upgrade]

Saves: All saves referenced in this discipline are against a DC of 10 + Maneuver Level + Wisdom Modifier.

Stance: You may only choose one stance from the discipline. Your stance, once chosen, cannot be changed.

----

Bright Light: Glorious Morning Star
Hong Meiling Style (Sign)
Level: 9
Initation Action: 1 Full Round Action
Range: 60ft.
Area: 60ft cone.
Saving Throw: Reflex Halves

You focus your chi into a massive cyclone of energy that swirls around your body. With a roar of victory the energy bursts outward from your palms, consuming your foes and leaving allies unharmed.

This maneuver is a Sign, and can only be regained by taking a minute of rest after an encounter. Any other method used to recover this maneuver automatically fails.

When you use this Sign, you generate a strong burst of energy which deals 2d6 points of damage per initatior level(max 40d6) to all enemies in the cone.

Brilliant Laser
Hong Meiling Style (Strike)
Level: 3
Initation Action: 1 Standard Action
Range: 15ft
Duration: A round(See Text)
Saving Throw: Fortitude Negates(See Text)

You focus your chi into hand, firing it out in a straight beam that leaves your foe bewildered.

When you use this maneuver, you select a target and make a ranged attack roll using your Wisdom in place of your Dexterity modifier. If your attack hits, it deals 5d6 points of damage and the target must make a Fortitude save or be Dazed for a round.

Brilliant Laser Mark II
Hong Meiling Style (Strike)
Level: 6
Initation Action: 1 Full Round Action
Range: 30ft
Duration: 2 rounds(See Text)
Saving Throw: Fortitude Partial(See Text)

You focus your chi into your hand, firing out a brilliant white beam toward your foe.

When you use this maneuver, you select a target and make a ranged attack roll using your Wisdom as well as your Dexterity modifier. If your attack hits, it deals 10d6 points of damage and the target must make a Fortitude save. On a failure, the target is Stunned for a round. On a success, the target is Dazed for a round.

Chi Ball
Hong Meiling Style (Strike)
Level: 4
Initation Action: 1 Standard Action
Range: 10ft.
Area: 10ft burst.
Saving Throw: Reflex Partial

You focus your chi into an explosive ball, which you hurl toward a nearby foe.

When you use this maneuver, you throw a ball of explosive energy that explodes, dealing 5d8 points of damage to every creature if they fail a reflex save. On a success, a creature takes only half damage.

Chi Ball Mark II
Hong Meiling Style (Strike)
Level: 8
Initation Action: 1 Standard Action
Range: 20ft
Area: 20ft burst.
Saving Throw: Reflex Partial; Fortitude Negates(See Text)

You focus your chi into a large ball of powerful energy, which you hurl toward a foe.

When you use this maneuver, you throw a ball of energy toward a target. The ball explodes, dealing 10d8 points of damage in a 20ft burst centered on your target on a failed reflex save. On a success, any creature caught in the burst takes only half damage. Further, every creature including the original target must make a Fortitude Save or be rendered prone.

Colorful Sign: Rainbow Wind Chime
Hong Meiling Style (Sign)
Level: 5
Initation Action: 1 Full Round Action
Range: 30ft
Area: 30ft Burst centered upon yourself

A quick breath, in and out, gives you all the wind you need to ferry your foes to the next world.

This maneuver is a Sign, and can only be regained by taking a minute of rest after an encounter. Any other method used to recover this maneuver automatically fails.

When you use this Sign, you generate a cyclone of rainbow colored leaves which deals 1d6 points of damage per initiator level(max 10d6) in a 30ft burst centered upon yourself. Any creature struck by this attack is Dazzled without a save.

Colorful Stance
Hong Meiling Style (Stance)
Level: Variable (1, 3, 5, 7, 9)
Initation Action: 1 Swift Action
Range: Personal
Target: You

Your eyes become a burst of rainbow color as you focus your chi into your arms and feet.

Every unarmed attack you make while this stance is active deals an additional 1d4(+1d4 at 6th, 10th, 14th, and 18th level). If you activate Colorful Sign: Rainbow Wind Chime or Supreme Color: Rainbow Whirlwind while in this stance, then they deal an additional 1d6 damage per 2 initiator levels. While in this stance, you have a -1 penalty to AC. This penalty increases by 1 at 6th, 10th, 14th, and 18th.

Crimson Cannon
Hong Meiling Style (Strike)
Level: 1
Initation Action: 1 Standard Action

You strike at your enemy while gathering your chi into your fist for a powerful blow!

You make a standard melee attack as part of this maneuver. If your attack hits then it deals your normal unarmed strike damage plus 2d6 points of damage.

Crimson Cannon Mark II
Hong Meiling Style (Strike)
Level: 5
Initation Action: 1 Standard Action
Area: 10ft burst centered on your target
Duration: 1 round per 2 initiator levels
Saving Throw: Fortitude Negates(See Text)

With a shout, you strike at your foe with all of your fury. The blow creates a burst of red light when you strike, blinding the enemies nearby..

You make a standard melee attack as part of this maneuver. If your attack hits, then this maneuver deals your normal unarmed strike damage plus 6d6 points of damage to your target. Additionally, any enemy in a 10ft burst centered on your target must make a Fortitude Save or be blinded for a round.

Cyclone Light Step
Hong Meiling Style (Strike)
Level: 3
Initation Action: 1 Standard Action
Duration: 1 Round(see text)
Saving Throw: Fortitude Partial(see text)

You rush forward, making a quick step before striking and discharging your chi.

You must make a charge as part of this maneuver. If your attack hits, you deal your normal unarmed strike damage plus 4d6 points of damage. When struck by this attack, a creature must make a Fortitude Save or be Stunned for a round.

Cyclone Light Step Mark II
Hong Meiling Style (Strike)
Level: 7
Initation Action: 1 Standard
Duration: 2 rounds(See Text)
Saving Throw: Fortitude Negates(See Text)

You focus your chi into your fist. The energy causes your fist to shake with power!

You make a standard melee attack as part of this maneuver. If it hits, this maneuver deals your normal unarmed damage plus 8d6 points of damage. Your opponent's armor must make a Fortitude Save or lose 1d3+1 Armor Bonus until repaired.

Flower Sign: Mountain Breaker
Hong Meiling Style (Sign)
Level: 5
Initation Action: 1 Full Round Action
Duration: 1 round/Initiator level(See Text)
Saving Throw: Fortitude Negates(See Text)

A shout to focus your mind is all you need to unleash this devastating punch!

This maneuver is a Sign, and can only be regained by taking a minute of rest after an encounter. Any other method used to recover this maneuver automatically fails.

As part of this maneuver, you make a standard unarmed attack versus your target. Your attack deals your normal unarmed damage multiplied by four. Your target must then make a Fortitude Save or be Stunned for 1 round per initiator level.

Flowery Stance
Hong Meiling Style (Strike)
Level: Variable (1, 3, 5, 7, 9)
Initation Action: 1 Swift Action
Range: Personal

You assume a short stance, holding your entire body loose as you wait for your opponent to strike.

All your strikes ignore DR and Hardness. Further, you may attempt to counterattack 1(+1 at 10th and 18th level) melee attack that is made against you and misses. You may only counterattack once against any given enemy, and you must counterattack with a standard melee attack. If you initiate Flowery Sign: Mountain Breaker or Three Steps; Colorful Mountain Crusher then both of those attacks gain +1(+1 at 10th and 18th) to their multiplier.

Flying Flower Kick
Hong Meiling Style (Strike)
Level: 2
Initation Action: 1 Standard Action
Range: 20ft
Saving Throw: Reflex Halves

You leap forward with a shout, striking out with a burst of chi from your feet!

As part of this maneuver, you leave your square and make a single unarmed strike against your target. If your attack hits, you deal your normal unarmed strike damage plus 3d6 damage and move immediately to one square adjacent to your target. You do not take attacks of opprotunity for this movement.

Flying Flower Kick Mark II
Hong Meiling Style (Strike)
Level: 6
Initation Action: 1 Standard Action
Range: 20ft
Duration: 1 Round
Saving Throw: Reflex Halves; Fortitude Partial(See Text)

You leap forward to kick your foe with your glowing chi-enhanced foot.

Make a charge and a single unarmed strike toward one target as part of this maneuver. If your attack hits, you deal normal unarmed strike damage plus 6d6 damage. Your target must make a Fortitude Save or be knocked prone and stunned for a round.

Light Sign: Brilliant White Gem
Hong Meiling Style (Sign)
Level: 5
Initation Action: 1 Full Round Action
Range: 30ft
Area: 30ft line
Saving Throw: Reflex Halves

You focus your chi into your palms, creating a ball of brilliant white light which you toss through all your foes!

This maneuver deals 1d6 points of damage per initiator level(max 10d6) to everything in a 30ft line.

Light Stance
Hong Meiling Style (Strike)
Level: Variable (1, 3, 5, 7, 9)
Initation Action: 1 Swift Action
Range: Personal

You focus your chi into the core of your being, radiating a soft inner light from your entire body.

You radiate strong light out in a 30ft radius and dim light out to a 60ft radius. You also weigh 30%(+20% at 6th, 14th, and 18th level) less than normal. You gain a 5ft(+5ft at 6th, 10th, 14th, and 18th level) Fly Speed(maneuverability Poor). Whenever you use this fly speed, you must end your turn upon solid ground. This limitation is lifted at 10th level. If you activate Bright Light: Glorious Morning Star or Light Sign: Brilliant White Gem while in this stance then those attacks deal an additional 1d6 per initiator level. This damage bypasses the limit inherent in both abilities.

Rainbow Bullet
Hong Meiling Style (Strike)
Level: 1
Initation Action: 1 Full Round Action
Range: 60ft
Target: Up to 1 creature per initiator level within range.

You concentrate your chi into your hands, then launch it out in a fan of rainbow bolts at your foes with just a flick of your wrist.

As part of this attack, you launch 1d4 energy blasts plus 1 per 4 initiator levels. Each energy bolt zooms toward a target unerringly and deals 1d4+Wisdom Modifier points of damage. Each bolt is subject to SR and each enemy in range must be targeted with an even number of bullets.

Rainbow Bullet Mark II
Hong Meiling Style (Strike) (Supernatural)
Level: 6
Initation Action: 1 Full Round Action
Range: 120ft
Target: Up to 2 creatures per initiator level within range.

You concentrate your chi into your hands, then launch it out in a massive wave of rainbow bolts at your foes with just a flick of your wrists.

As part of this attack, you launch 2d8 energy blasts plus 1 per 4 initiator levels. Each energy bolt zooms toward a target unerringly and deals 1d4+Wisdom Modifier points of damage. Each bolt is subject to SR and each enemy in range must be targeted with an even number of bullets.

Rainbow Cyclone Kick
Hong Meiling Style (Strike)
Level: 2
Initation Action: 1 Standard Action
Range: 15ft
Area: 15ft cone
Duration: 1 Round
Saving Throw: Reflex Halves; Reflex Negates(See Text)

You concentrate your chi into your feet, then kick up a whirl of rainbow-colored dust. The dust becomes your weapon as it flays your foe's flesh.

You spray chi-enhanced dust out in a 15ft cone, dealing your normal unarmed damage plus 2d6 damage to any creature caught in the cone. Any creature affected by this cone require a Reflex save or they're blinded for a round.

Rainbow Cyclone Kick Mark II
Hong Meiling Style (Strike)
Level: 6
Initation Action: 1 Standard Action
Range: 30ft
Area: 30ft cone
Duration: 1 round per three initiator levels
Saving Throw: Reflex Halves; Reflex Partial(See Text)

You concentrate your chi into your feet, then kick up a great whirlwind of rainbow-colored dust. The dust becomes your weapon as it flays your foe's flesh.

You spray chi-enhanced dust out in a 30ft cone, dealing your normal unarmed damage plus 4d6 damage to any creature caught in the cone. Any creature affected by this cone require a Reflex save or they're blinded for 1 round plus 1 round per three initiator levels.

Supreme Color: Rainbow Whirlwind
Hong Meiling Style (Sign)
Level: 9
Initation Action: 1 Full Round Action
Range: 60ft
Area: 60ft burst centered on yourself
Duration: 5 rounds; See Text

A roar of triumphant and the sight of victory causes your chi to flare as you launch wave after wave of rainbow-colored energy against your foes.

This maneuver is a Sign, and can only be regained by taking a minute of rest after an encounter. Any other method used to recover this maneuver automatically fails.

As part of this maneuver, you spray a 60ft burst centered upon yourself with rainbow-colored bolts of energy. This attack deals 1d6 per initiator level(max 25d6) to any enemy caught in the area. Further, every enemy caught in the area is Dazed without a save.

Three Steps: Colorful Mountain Crusher
Hong Meiling Style (Sign)
Level: 9
Initation Action: 1 Full Round Action
Duration: 1 round per two initiator levels
Saving Throw: Fortitude Partial(See Text)

Your chi flows through every muscle in your body as you begin the first of three strikes that will end your foe.

This maneuver is a Sign, and can only be regained by taking a minute of rest after an encounter. Any other method used to recover this maneuver automatically fails.

As part of this maneuver, you may make three unarmed attacks against one foe at a cumulative -5 penalty. The effects of this maneuver is determined by the number of attacks that hit.

1 hit: Deal your normal unarmed damage times three. Your target must make a fortitude save or be Dazed for 1 round per two initiator levels.
2 hits: Deal your normal unarmed damage times six. Your target must make a fortitude save or be Stunned for 1 round per two initiator levels.
3 hits: Deal your normal unarmed damage times nine. Your target must make a fortitude save or die instantly.

Yellow Tremor
Hong Meiling Style (Strike)
Level: 4
Initation Action: 1 Standard Action
Range: 15ft
Area: 15ft radius centered upon yourself
Duration: 1 round
Saving Throw: Reflex Negates(See Text)

You shout then stomp the ground, cracking it and sending your foes to the floor quickly.

This maneuver deals half your normal unarmed damage to all creatures caught in the radius. Any creature caught in the area must make a Reflex Save or be rendered prone.

Yellow Tremor Mark II
Hong Meiling Style (Strike)
Level: 8
Initation Action: 1 Standard Action
Range: 30ft
Area: 30ft radius centered upon yourself
Duration: 1 round per 2 initiator levels.
Saving Throw: Reflex Negates(See Text)

You shout then stomp the ground, sending out concussive waves of energy and dropping your foes to their knees quickly.

This maneuver deals your normal unarmed damage plus 3d6 to all enemies caught in the radius. Any enemy caught in the area must make a Reflex Save or be rendered prone and dazed.