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JoshuaZ
2009-08-23, 02:57 PM
"This study could as well be a study in irony rather than a study in The Sublime Way. Our internal disputes for so long have focused on which of the nine discipline was supreme. Despite that, in our readiness to now fight amongst our brethren, we have learned how foolish that argument is; None of the nine are supreme. Truly, they are not even distinct paths. There is only one Sublime Way. If Reshar is watching, even as he takes joy in our work, he must be crying at what it took for us to get to here."
- Words written by the last Master of the Diamond Mind, from an apparently unfinished letter found in the ruins of the Temple of Nine Swords. The intended recipient is unknown.

After the exile of the Shadow and Tiger Masters from the Temple of Nine Swords, some of the remaining Masters worried that they might one day need to combat the other the two renegade Masters along with possibly some of their apprentices who had left with them that day. Thus, they considered attempting to develop martial skills devoted to defeating other martial adepts. The Council of Masters officially decided not to condone such study, believing that it would further inflame the tensions in the Temple. Despite this, the Master of Stone Dragon, Master of Diamond Mind, one of the best apprentices of White Raven, and the new Master of the Shadow Hand and a handful of lesser apprentices worked together to develop a new discipline.

To develop this new discipline, they tried to focus on the commonalities among all the martial disciplines to thus better understand their weaknesses. The discipline they tried to develop revealed to them that all martial disciplines could be best thought of as facets of a single all encompassing discipline. Truly, there was only one Sublime Way. Due to the lack of official approval, only a small number studied the discipline.

The discipline was not finished by the time the attack of the Shadow Tiger army came. Indeed, some historians and swordsages have pointed to an additional irony that if the Masters studying this discipline has instead turned their sight outwards they might have noticed the gathering armies in time.

After the fall of the Temple, a handful of the surviving apprentices who had studied the basics of the discipline gathered together. They decided to honor their fallen masters and honor the philosophy of the Temple by completing the new discipline and teaching it to others. However, the discipline did not have the wide-ranging ability to completely encompass all disciplines as they had hoped. Whether this was due to a flaw in the underlying philosophy or the fact that they were simply not as skilled as the great Masters is unknown.

Where the name of the discipline came from is also uncertain. It may have arisen from the disciplines ability to defeat other martial adepts or possibly out of memory for the fallen Temple of Nine Swords. Still others say that the Blade in the title is in fact a stand in for the misconception that the different disciplines are fundamentally different and that this blade must be broken to truly understand this discipline.

The associated skill of The Broken Blade is martial lore. The associated weapons are Scimitar, Falchion, Rapier, Bastard Sword, Longsword, Short Sword, Unarmed Strike, Greatsword, Dagger. Additionally, if you know a maneuver from any discipline you may treat any weapon from that discipline that you are proficient in as being associated to the Broken Blade.

While the discipline is open to Warblades, Crusaders and Swordsages, it is the third by far who are most likely to take maneuvers in this discipline. The nature of the discipline appeals to Swordsages due to its emphasis on taking an overarching view of the Sublime Way. Warblades who study this discipline frequently due so simply for the advantage the discipline gives to combating rival Warblades. Crusaders study the discipline for similar reasons although few Crusaders are able to reach the height of the discipline.

Many so-called Masters of Nine also study this Discipline, for obvious reasons. Indeed, some say that the first Masters of Nine were the apprentices who made this discipline.

Mechanically speaking, this makes Masters of Nine able to take maneuvers from this discipline as if it were one of the Nine.

A note about prerequisites: Maneuvers from The Broken Blade have a special set of prerequisites. In addition to requiring a certain number of maneuvers from The Broken Blade, maneuvers also require a certain number of maneuvers known from distinct other disciplines.

JoshuaZ
2009-08-23, 02:58 PM
The Broken Blade Maneuver Summary List

1st Level
Give the Adept Pause:: Strike- target has one readied maneuver expended
Way of the Sudden Snake: Stance - lets you move quickly into other stances
Watch While Unseen: Stance- Provides a bonus to martial lore checks

2nd Level
Save the Civilian, Hurt the Soldier: Strike- Does an extra 1d6 damage against targets and does 2d6 more against martial adepts
Guard against the Coming Blade: Stance- Provides benefits against martial maneuvers.
See the Strike that is to Be: Strike- Let's you know what maneuvers an opponent has prepared

3rd Level
Give the Adept Harm: Strike: Target loses a readied maneuver and takes damage based on the level of the maneuver lost.
Stop the Soldier: Strike- Target's initiator level is reduced.

4th Level
Tale of the Double-Edged Blade: Strike- Deals damage to a target based on what sort of damage maneuvers they have prepared can deal.
See the True Path: Stance- Provides bonuses to skill checks associated to maneuvers.

5th Level
Return the Favor: Counter- Duplicates a martial strike that targeted you.
Disarm the Adept: Strike- You make a special strike to disarm your foe.
Conflict of Equal Forces Counter- You nullify a martial strike made against you.

6th Level
Throw off the Master: Strike- Strike disrupts stance target is in.
Walk the True Path: Stance- Get a bonus to hit when initiating a martial maneuver. Opponents initiating martial maneuvers always provoke an attack of opportunity.
Disarm the Master: Counter-You make a disarm attempt as someone else makes an attack against you.

7th Level
Lesser Strike of the True Path: Strike- Duplicates a strike of level 4 or below.
Lore of the True Path: Counter- Replace a saving throw with a martial lore check.


8th Level
Steal Maneuver: Strike- Reach into opponents mind and steal a maneuver.
Walk the True Path: Stance- Gain a +5 bonus on all saves against martial maneuvers
Unexpected Counter: Counter - Duplicates a counter you know of level 4 or below.

9th Level
Strike of the True Path: Strike- Duplicates a strike you know of level 7 or below.
Break the Blade, Wipe the Mind: Strike- Permanently removes a targets ability to use certain martial maneuvers.

JoshuaZ
2009-08-23, 02:59 PM
The Broken Blade Maneuver List

1st Level



Give the Adept Pause
The Broken Blade (strike)
Level: Crusader 1, Swordsage 1, Warblade 1
Prerequisites: 1 martial maneuver from another discipline
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Save: Will negates

You have learned to make a strike that disrupts your opponents planned attacks. To initiate this strike you make a single melee attack. If you hit, you deal damage normally. The target then must make a will save (DC 11 + your intelligence modifier) or one random maneuver they have readied is expended. If the target uses granted maneuvers and has any currently granted the maneuver is selected from those.

Way of the Sudden Snake
The Broken Blade (stance)
Level: Crusader 1, Swordsage 1, Warblade 1
Prerequisites: 1 The Broken Blade maneuver, one maneuver from another discipline
Initiation:1 swift action
Range: Personal
Target: You
Duration: Stance

The true power lies not in the stance, but in the ability to assume the needed stance quickly. While in this stance you may while it is your turn move to another stance as a free action. When not your turn you may use an immediate action to move to another stance.

Watch While Unseen
The Broken Blade (stance)
Level: Crusader 1, Swordsage 1, Warblade 1
Prerequisites: 1 The Broken Blade maneuver, one maneuver from another discipline
Initiation:1 swift action
Range: Personal
Target: You
Duration: Stance

You have learned to observe martial masters at the same time as you make subtle but effective changes in your motions which make it difficult for people watching to recognize what maneuvers you are using.
While in this stance you gain a +1 bonus to all martial lore checks, and this bonus increases by 1 for every 4 initiator levels (thus increasing to 2 at 4, 3 at 8 and so on). People watching you take an equal penalty on martial lore checks to recognize maneuvers you initiate or to recognize what other disciplines you know.



2nd Level



Save the Civilian, Hurt the Soldier
The Broken Blade (strike)
Level: Crusader 2, Swordsage 2, Warblade 2
Prerequisites: 1 Broken Blade maneuver and one maneuver from another martial discipline
Initiation Action: 1 melee attack
Range: Melee attack
Target: One creature
Duration: Instantaneous
Save: None

To initiate this maneuver you make a melee attack. The attack does an extra 1d6 damage. If the target is a martial adept it deals an extra 2d6 damage and ignores any damage reduction provided by a martial stance, boost, counter or strike.

Guard Against the Coming Blade
The Broken Blade (stance)
Level: Crusader 2, Swordsage 2, Warblade 2
Prerequisites: 2 The Broken Blade maneuver, one maneuver from another discipline
Initiation:1 swift action
Range: Personal
Target: You
Duration: Stance

You have learned how to respond effectively to attacks from other martial adepts. While in this stance you get a +4 bonus to AC against any attack that is part of martial maneuver.

See the Strike That is to Be
The Broken Blade (strike) [Mind-affecting]
Level: Crusader 2, Swordsage 2, Warblade 2
Prerequisites: 1 Broken Blade maneuver and one maneuver from another martial discipline
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Save: Will partial

This strike allows you to reach into the mind of your opponent and instantly visualize the maneuvers they are able to perform.

To initiate this strike, you make a single melee attack. If the attack deals damage, the target must make a will save (DC 12 + your intelligence modifier). On a failed save, you instantaneously may make martial lore checks to recognize all readied maneuvers the individual has as if they had performed them. Each such check and each is also an opportunity to learn what disciplines the individual knows as per the usual rules for martial lore checks. If the individual uses granted maneuvers know which are currently granted and which are not.

If they succeed on the save, you only get the chance to recognize a single martial maneuver they have, which is randomly selected from their readied maneuvers. Furthermore, no matter how high a martial lore check you make, this check tells you nothing about what other disciplines the individual has access to.

This maneuver is a supernatural ability.



3rd Level



Give the Adept Harm
The Broken Blade (strike)
Level: Crusader 3, Swordsage 3, Warblade 3
Prerequisites: 1 Broken Blade maneuver and one maneuver from another martial discipline
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Save: Will partial

To initiate this maneuver you make a melee attack. If the attack succeeds, the target takes and extra 1d4 damage. Furthermore, if the target fails a will save (DC 13+ intelligence modifier) then one random maneuver the individual has readied becomes expended and they take xd4 extra damage where x is the level of the maneuver (so say a 3rd level maneuver would do an extra 3d4 points of damage and so on).

Stop the Soldier
The Broken Blade (strike)
Level: Crusader 3, Swordsage 3, Warblade 3
Prerequisites: 1 Broken Blade maneuver and one maneuver from another martial discipline
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Save: None

To initiate this maneuver you make a melee attack. If the target takes damage from this attack they take a -2 penalty to their initiator level for 2d6 rounds and a -2 penalty to all attack roles. If the penalty to initiator level reduces the target's nitiator level to a level where you cannot use a maneuver that maneuver becomes inaccessible to you (this includes maneuvers that are readied). If the target's initiator level becomes too low for a stance they are in then they cease to be in that stance. Multiple uses of this maneuver do not stack.



4th Level




Tale of the Double-Edged Blade
The Broken Blade (strike)
Level: Crusader 4, Swordsage 4, Warblade 4
Prerequisites: 2 Broken Blade maneuver and two maneuvers, each from a distinct other martial discipline
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Save: None

In truth all blades are doubled-edged and few understand this better than the those who study The Broken Blade.

To initiate this strike, you must make a single melee attack. If the struck is successful, you deal an extra 1d6 extra damage of each type of damage the individual has maneuvers readied to do. So for example, if they have a maneuver from Desert Wind readied and a maneuver from another discipline that does negative energy damage then you would do an extra 1d6 fire damage and 1d6 negative energy damage. Multiple readied maneuvers doing the same type of damage do not stack. Thus, for example, if they had three Desert Wind maneuvers readied one would still only deal 1d6 fire damage, not 3d6. Damage types for this maneuver are piercing, slashing, bludgeoning, fire, acid, electricity, cold, sonic, cold(frostburn), vile, positive energy, and negative energy. This maneuver is a supernatural ability.

See the True Path
The Broken Blade (stance)
Level: Crusader 4, Swordsage 4, Warblade 4
Prerequisites: 3 Broken Blade maneuvers and two maneuvers, each from a distinct other martial discipline
Initiation:1 swift action
Range: Personal
Target: You
Duration: Stance

Your progress along the true path have allowed you to synergistically apply your knowledge of combat to all combat disciplines with which you are familiar. While in this stance you get two bonuses. When using any maneuver that requires you to make a skill check with an associated skill you get a +1 bonus to the skill check for every 5 initiator levels you have. When using any maneuver that depends on the number of ranks you have in any skill, you treat your number of ranks as 1 higher for every 5 initiator levels you have.



5th Level


Return the Favor
The Broken Blade (counter)
Level: Crusader 5, Swordsage 5, Warblade 5
Prerequisites: 3 Broken Blade maneuver and two maneuvers, each from a distinct other martial discipline
Initiation Action: 1 immediate action
Range: See text
Target: See text
Duration: See text
Save: See text

This maneuver allows the adept to duplicate a strike that he has personally witnessed in the most direct fashion. When you use this maneuver you duplicate the effect of a martial strike that just targeted you and direct the duplicated strike back at your opponent. You resolve your attack after your opponent's attack. You use your initiator level or your opponents initiator level whichever is higher and use your associated ability modifier or your opponents whichever is higher. This ability only works for martial strikes that target a single opponent but takes 1 immediate action regardless of the normal initiating time for the strike.


Disarm the Adept
The Broken Blade (strike)
Level: Crusader 5, Swordsage 5, Warblade 5
Prerequisites: 2 Broken Blade maneuver and two maneuvers, each from a distinct other martial discipline
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Save: None

To initiate this maneuver you make a disarm attempt. You do so without provoking an attack of opportunity as you would normally. You get a +2 bonus on this disarm attempt. Add an additional +4 bonus if you are attempting to disarm someone who is wielding a weapon that is associated with a discipline they know maneuvers in. Add an additional +2 if the weapon is associated with a discipline you have a maneuver in.

Conflict of Equal Forces
The Broken Blade (counter)
Level: Crusader 5, Swordsage 5, Warblade 5
Prerequisites: 3 Broken Blade maneuver and two maneuvers, each from a distinct other martial discipline
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
Save: None

You initiate this maneuver as an immediate action when an opponent initiates a martial maneuver. You and your opponent make opposed initiator checks. If your check result equals or exceeds your opponents than your opponent loses his action and the maneuver he would use is expended as normally. Otherwise the maneuver is resolved normally.



6th level



Throw off the Master
The Broken Blade (strike)
Level: Crusader 6, Swordsage 6, Warblade 6
Prerequisites: 2 Broken Blade maneuver and three maneuvers, each from a distinct other martial discipline
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Save: Reflex negates

To initiate this maneuver you make a single melee attack. If your attack succeeds, your target must make a reflex save (DC 16 + your intelligence modifier) or lose whatever stances it is in and take damage die equal to the levels of the stances lost in addition to the normal damage from the melee attack. (Thus for example, a being with a 4th level stance would take 4d6 damage).

Walk the True Path
The Broken Blade (stance)
Level: Crusader 6, Swordsage 6, Warblade 6
Prerequisites: 4 Broken Blade maneuvers and three maneuvers, each from a distinct other martial discipline
Initiation:1 swift action
Range: Personal
Target: You
Duration: Stance

While in this stance you get a +1 bonus for every 5 initiator levels to attack rolls made to initiate martial maneuvers. Also, opponents initiating martial maneuvers or switching into stances provoke attacks of opportunity from you.

Disarm the Master
The Broken Blade (counter)
Level: Crusader 6, Swordsage 6, Warblade 6
Prerequisites: 3 Broken Blade maneuver and three maneuvers, each from a distinct other martial discipline
Initiation Action: 1 immediate action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Save: None

You initiate this maneuver when an opponent makes a melee attack against you. You make a disarm attempt against that opponent. If you fail, they may their attack roll normally. If you succeed, they are disarmed and they also may make no more attacks until the start of their next turn.



7th Level



Lesser Strike of the True Path
The Broken Blade (strike)
Level: Crusader 7, Swordsage 7, Warblade 7
Prerequisites: 4 Broken Blade maneuver and three maneuvers, each from a distinct other martial discipline
Initiation Action: See text
Range: See text
Target: See text
Duration: See text
Save: See text

You see a glimpse into the single path that is the Sublime Way.

This maneuver duplicates any strike you know of level 4 or below whether or not that strike is readied. The strike is treated exactly as normal but is treated as level 7 strike for all purposes (such as for the save DC).

Lore of the True Path
The Broken Blade (counter)
Level: Crusader 7, Swordsage 7, Warblade 7
Prerequisites: 4 Broken Blade maneuver and three maneuvers, each from a distinct other martial discipline
Initiation Action: 1 immediate action
Range: Personal
Target: Yourself
Duration: Instantaneous
Save: None

Your knowledge of martial lore provides you a deep understanding of how to deal with potentially harmful effects.

This counter allows you to make a martial lore check when you would make a saving throw. You get a +4 bonus on this martial lore check if the saving throw is against a martial maneuver. This becomes a + 6 bonus if you know a maneuver from that discipline and a +8 bonus if you know the maneuver you are saving against.



8th Level



Steal Maneuver
The Broken Blade (strike)
Level: Crusader 8, Swordsage 8, Warblade 8
Prerequisites: 4 Broken Blade maneuver and three maneuvers, each from a distinct other martial discipline
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round/2 initiator levels
Save: Will negates

This maneuver allows you to reach inside your opponents mind and steal a maneuver from their mind. To initiate this maneuver you make a single melee attack. If this attack succeeds and your target fails a will save (DC 18 + intelligence modifier), one random maneuver the individual knows is picked. That maneuver is treated as expended. You may make a martial lore check to recognize the maneuver as if you had seen it used. If you succeed on this check, you get the maneuver as an extra readied maneuver which does not count towards your normal maximum number of maneuvers readied. If you are a crusader you get this maneuver automatically granted to you. You must have high enough initiator level to use the maneuver but do not need to meets its other prerequisites (such as a requisite number of maneuvers known in that discipline). After 1 round/ 2 initiator levels the maneuver fades from your mind. You cannot have more than one maneuver gained this way at a time. If you use this ability to steal another maneuver, you may replace the old maneuver with the new or keep the previously stolen maneuver.

This maneuver is a supernatural ability.


Walk the True Path
The Broken Blade (stance)
Level: Crusader 8, Swordsage 8, Warblade 8
Prerequisites: 5 Broken Blade maneuvers and three maneuvers, each from a distinct other martial discipline
Initiation:1 swift action
Range: Personal
Target: You
Duration: Stance

One great secret of the Broken Blade is to use the great joy at the understanding that all disciplines are truly one. While in this stance, you gain a +4 bonus on all saves against martial maneuvers. This bonus becomes +8 if you have saved against that maneuver before in the last 24 hours. Additionally, if a martial maneuver allows a save for half or partial effect, and it is initiated by someone who has initiator level at most your initiator level +5, and you make a successful save you instead suffer no additional effects. This does not negate or affect the damage of the standard attack made as part of any strikes. Only the additional benefits of such a maneuver are negated.


Unexpected Counter
The Broken Blade (counter)
Level: Crusader 8, Swordsage 8, Warblade 8
Prerequisites: 4 Broken Blade maneuver and three maneuvers, each from a distinct other martial discipline
Initiation Action: See text
Range: See text
Target: See text
Duration: See text
Save: See text

This maneuver duplicates any counter you know of level 4 or below whether or not it is readied. The counter is treated as an 8th level maneuver for all purposes that matter (such as save DC).



9th Level



Strike of the True Path
The Broken Blade (strike)
Level: Crusader 9, Swordsage 9, Warblade 9
Prerequisites: 6 Broken Blade maneuver and four maneuvers, each from a distinct other martial discipline
Initiation Action: See text
Range: See text
Target: See text
Duration: See text
Save: See text

This maneuver is just like Lesser Strike of the True Path but duplicates any strike of 7th level or below that you know. The strike is treated as a 9th level strike.


Break the Blade, Wipe the Mind
The Broken Blade (strike) [Mind-affecting]
Level: Crusader 9, Swordsage 9, Warblade 9
Prerequisites: 6 Broken Blade maneuver and four maneuvers, each from a distinct other martial discipline
Initiation Action: 1 standard action
Range: Melee attack
Target: One opponent
Duration: Instantaneous
Save: Will negates

The surest way to defeat a martial adept is to remove his ability to fight. Permanently.

To initiate this maneuver, you make a melee attack. If your attack succeeds, the target must make a will save. If they fail the save, then 1+1d4 martial maneuvers they have readied are immediately expended and removed from their memory (this effect can be repaired by a wish, miracle or similar level effect). You may specify a specific maneuver to be removed in which case that maneuver is removed and the others are decided randomly (assuming that maneuver is in fact readied). If you do not specify a maneuver, or if they do not have readied the maneuver you specify, then the maneuvers are picked randomly. The maneuvers are not accessible for 24 hours. For each maneuver rendered inaccessible this way they take nd6 damage where n is the level of the maneuver removed. At the end of the 24 hours, the target must make a Will save against the original DC. If this save fails, randomly determine one of their sealed maneuvers. This maneuver is now permanently sealed and can only be restored by a wish, miracle or similar effect.



This maneuver is a supernatural ability.

DracoDei
2009-08-23, 03:58 PM
Decent concept, haven't looked at the maneuvers. Making Martial Lore the key skill makes sense fluff wise, but definitely makes it more easy to use since many martial adepts might take that skill anyway (I think?). Many typos... (I shall more comment later.. I hope).

EDIT:
Most maneuvers NEED MOAR FLUFF!



Way of the Sudden Snake
The Broken Blade (stance)
Level: Crusader 1, Swordsage 1, Warblade 1
Prerequisites: 1 The Broken Clock maneuver, one maneuver from another discipline
Should be Blade, not Clock.

Also, the "Maneuvers from another discipline" requirements are almost always going to be totally trivial to meet for swordsages. Sorry, haven't looked at higher level maneuvers and will need to think to decide if this is relevant.

JoshuaZ
2009-08-23, 04:05 PM
Decent concept, haven't looked at the maneuvers. Making Martial Lore he key skill makes sense fluff wise, but definitely makes it more easy to use since many martial adepts might take that skill anyway (I think?). Many typos... (I shall more comment later.. I hope).

I think I've caught most of the typos. If there are any more you see, let me know. Regarding the use of martial law as the associated skill- In practice unless one has a very ToB heavy campaign, people won't always max it out (since it has a very narrow range of uses). Generally an associated skill provides substantial benefits outside direct combat whereas martial lore really doesn't do that so I think that keeps it more or less balanced. Does that make sense or am I completely off?

DracoDei
2009-08-23, 04:24 PM
Actually, that sounds about right...

Anyway, do you think that this discipline takes itself very seriously compared to other disciplines? I am wondering if this and my Falling Anvil Discipline should be mutually exclusive.

Upon further looking, I think the other discipline maneuver requirements start getting serious at higher levels... at lower levels they don't mean much USUALLY.

EDIT:

Due to the lack of official appraisal,
approval


the fact that they were simply not as skilled as the great Masters
is unknown.
Unnecessary line-break (concealed since a line-break happens there automatically when one is editing.

Warbladess
Warblades

JoshuaZ
2009-08-25, 04:42 PM
Actually, that sounds about right...

Anyway, do you think that this discipline takes itself very seriously compared to other disciplines? I am wondering if this and my Falling Anvil Discipline should be mutually exclusive.



Yeah, it is a pretty serious discipline. But it doesn't seem more serious than any of the other official ones (although the fluff for this one is a bit depressing).




Upon further looking, I think the other discipline maneuver requirements start getting serious at higher levels... at lower levels they don't mean much USUALLY.


Not sure I followed you here. What do you mean?

Elfin
2009-08-25, 04:49 PM
The fluff is great; the mechanics need some work.

The Dark Fiddler
2009-08-25, 05:17 PM
The Broken Blade Maneuver List

1st Level



Way of the Sudden Snake
The Broken Blade (stance)
Level: Crusader 1, Swordsage 1, Warblade 1
Prerequisites: 1 The Broken Clock maneuver, one maneuver from another discipline
Initiation:1 swift action
Range: Personal
Target: You
Duration: Stance

While in this stance you may while it is your turn move to another stance as a free action. When not your turn you may use an immediate action to move to another stance.



I don't have ToB, so for all I know, there is a Broken Clock discipline, but I assume this should be The Broken Blade.

JoshuaZ
2009-08-25, 05:36 PM
I don't have ToB, so for all I know, there is a Broken Clock discipline, but I assume this should be The Broken Blade.

Eh yep. I was working earlier on a Broken Clock discipline that would revolve around maneuvers which involved manipulating time but never finished it. I must have been thinking of that when I wrote that.

So, now that we've gotten through all the issues related to my being incompetent, unable to spell, unable to format and unable to keep track of what I'm writing at one time, is this balanced? Are there other issues?

Xzoltar
2010-08-13, 03:13 PM
In a Online Rokugan campaign I play we have start to use this new School and its working great, its still low level, but in that kind of setting this is truly a nice school to have.

By chance, do you have other work for this school, not yet posted ? Seem to lack 1st level maneuver while having 2 stance...

Good work so far

I know its quite old, could have write a PM instead, but just in case other are interested on working on it :P

Danzig
2010-08-15, 12:10 AM
Eh yep. I was working earlier on a Broken Clock discipline that would revolve around maneuvers which involved manipulating time but never finished it. I must have been thinking of that when I wrote that.


Actually, there is a time discipline... ErrantX made it, and it's called Riven Hourglass. But I don't see why there couldn't be two separate disciplines based on controlling time. After all, there's White Raven and Scarlet Bravura, which both deal with team tactics, so two rival temporal disciplines aren't a problem.

If you ever wrote up that time discipline, I'd sure as hell use it.

JoshuaZ
2010-08-15, 01:52 PM
In a Online Rokugan campaign I play we have start to use this new School and its working great, its still low level, but in that kind of setting this is truly a nice school to have.

That sounds great. If you have any feedback/details for me to tweek this I'd love to hear them.



By chance, do you have other work for this school, not yet posted ? Seem to lack 1st level maneuver while having 2 stance...

Yeah, I know that having a 2nd first level maneuver would be good but I didn't have any ideas that really seemed to fit.

There are some feats that I posted here (http://www.giantitp.com/forums/showthread.php?t=142932) but I'm not convinced that they've been sufficiently examined.
Good work so far



[QUOTE=Danzig;9145805]Actually, there is a time discipline... ErrantX made it, and it's called Riven Hourglass. But I don't see why there couldn't be two separate disciplines based on controlling time. After all, there's White Raven and Scarlet Bravura, which both deal with team tactics, so two rival temporal disciplines aren't a problem.

If you ever wrote up that time discipline, I'd sure as hell use it.

Hmm, oddly similar name. I haven't finished that discipline (and might not since I wasn't happy with the way it was going- had good fluff but mechanics were difficult to do). If I have time in the future I'll try to finish it and post it.

DracoDei
2010-08-15, 11:45 PM
Upon further looking, I think the other discipline maneuver requirements start getting serious at higher levels... at lower levels they don't mean much USUALLY. Not sure I followed you here. What do you mean?

I probably meant that the pre-requisites for maneuvers known from other disciplines to learn one of these maneuvers are not trivial at high levels, although they ARE trivial at lower levels.

Roland St. Jude
2010-08-17, 09:48 AM
Sheriff of Moddingham: Thread Necromancy. Please don't. Also, calling out that you know something is against the rules while doing it is not a good idea.