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View Full Version : Perfect Self [3.5 ToB Discipline]



Eloel
2010-01-24, 02:22 AM
Picture might break smaller resolution screens
http://www.templates.com/blog/wp-content/uploads/2009/03/shaolin-monk-by-acerb.jpg

Metal, Magic, those are mere hinderances for a disciple of Perfect Self. His body is his only asset, his mind is his power.


Classes available:
All - This discipline replaces a discipline of the initiator's choice.

Discipline Focus: Balance
Discipline Weapons: Quite a few of his maneuvers only work with Unarmed Strikes, although Quarterstaff, Sling and Club are also discipline weapons for Perfect Self.


1st Level

Just Like Energy: (Stance) - Gain energy resistance based on your IL.
Blow Like Wind: (Boost) - Gain speed boost based on your IL.
Reach and Hit: (Strike) - Attack with 5ft more reach with Balance check.


2nd Level

Out of the Way: (Counter) - Take a 5ft step in response to an attack.
Knee Strike: (Strike) - Make an extra attack at -2 penalty.


3rd Level

Unbalancing Stance: (Stance) - Opponents in 15ft need to make Balance checks or fall prone.
Misty Presence: (Stance) - Mist with 20ft radius, varying degrees of concealment.
Aerial Mastery: (Boost) - Gain Fly speed (perfect) for 1 round.
Disorienting Strike: (Strike) - Your attack deals 1 damage to all ability scores.


4th Level

No More Magic: (Strike) - Attempt a targeted Dispel on target with your attack.
No More Metal: (Strike) - Shatter metal with your attack.
Roll with the Blow: (Counter) - Ignore damage from one attack, rolling 5ft randomly.


5th Level

Absolute Freedom: (Stance) - You gain benefits of Freedom of Movement.
Brilliant Self: (Boost) - You ignore metal and stone for one round.
One with the Energy: (Stance) - Gain immunity to one type of energy, gain benefits when subjected to that energy.


6th Level

Perfect Sight: (Boost) - Gain True Seeing for one round.
Part of Me: (Boost) - Summon an Elemental based on your IL.
Anchoring Strike: (Strike) - Enemy gets effected as if hit by Dimensional Anchor.
Antimagical Aura: (Boost) - 15ft radius Anti-Magic Field, centered on you for one round.


7th Level

Invulnerable Self: (Stance) - Gain immunity to spells below 5th level.
Banishing Strike: (Strike) - Banish extraplanar creature with a hit.
Fortified Mind: (Stance) - You gain benefits of Mind Blank.


8th Level

Overpowering Strike: (Strike) - Deal +5d10 damage, stun or nauseate enemies.
Take Cover: (Counter) - Gain total cover against one attack.


9th Level

Destroying Voice: (Strike) - Kill enemies with a single word.





Read the next post for full descriptions of the maneuvers.

Eloel
2010-01-24, 02:24 AM
1st Level Maneuvers

Just Like Energy
Perfect Self (Stance)
Level: Warblade 1, Swordsage 1, Crusader 1
Initiation Action: 1 swift action

You gain 2 x IL Energy Resistance (per attack ER) to an energy type of your choice. You choose this energy type when you take the stance, and can change it only by changing your stance (swift action).


Blow Like Wind
Perfect Self (Boost)
Level: Warblade 1, Swordsage 1, Crusader 1
Initiation Action: 1 swift action

You gain a 5ft enhancement boost to your speed for every 2 IL you have. This lasts a single round (till the start of your next round).


Reach and Hit
Perfect Self (Strike)
Level: Warblade 1, Swordsage 1, Crusader 1
Initiation Action: 1 standard action

You gain +5ft reach while striking with a DC20 Balance check. This lasts until the start of your next turn, and thus applies to all attacks of opportunity you might take.

2nd Level Maneuvers

Out of the Way
Perfect Self (Counter)
Level: Warblade 2, Swordsage 2, Crusader 2
Prerequisite: 1 Perfect Self maneuver
Initiation Action: 1 immediate action

When you're attacked in melee, you can take a 5ft step just before the attacker attacks (after he declares an attack), dodging the attack if the enemy can't reach your new position.


Knee Strike
Perfect Self (Strike)
Level: Warblade 2, Swordsage 2, Crusader 2
Prerequisite: 1 Perfect Self maneuver
Initiation Action: 1 standard action

You attack twice with unarmed strikes, yet each attack takes an -2 penalty to attack roll. This penalty does not extend to your AoOs.


3rd Level Maneuvers


Unbalancing Stance
Perfect Self (Stance)
Level: Warblade 3, Swordsage 3, Crusader 3
Prerequisite: 2 Perfect Self maneuvers
Initiation Action: 1 swift action

Your presence unbalances those around you. Every enemy within 15ft of you must succeed on a Balance check (DC = Your IL + Your Dexterity modifier), or be unable to move. If they fail by more than 5, they fall prone.


Misty Presence
Perfect Self (Stance)
Level: Warblade 3, Swordsage 3, Crusader 3
Prerequisite: 2 Perfect Self maneuvers
Initiation Action: 1 swift action

Your presence disorients the air around you in a 20ft sphere. 5ft of the mist provides concealment, and 20ft of the mist provides total concealment.


Aerial Mastery
Perfect Self (Boost)
Level: Warblade 3, Swordsage 3, Crusader 3
Prerequisite: 2 Perfect Self maneuvers
Initiation Action: 1 swift action

You gain a fly speed (perfect) equal to 5ft x your IL for one round, lasting till the end of your next turn.


Disorienting Strike
Perfect Self (Strike)
Level: Warblade 3, Swordsage 3, Crusader 3
Prerequisite: 2 Perfect Self maneuvers
Initiation Action: 1 standard action

You make a single attack against an enemy within reach. If you hit, and the enemy fails a Fort save (DC13+your strength modifier), you deal 1 damage to all his ability scores.


4th Level Maneuvers


No More Magic
Perfect Self (Strike)
Level: Warblade 4, Swordsage 4, Crusader 4
Prerequisite: 2 Perfect Self maneuvers
Initiation Action: 1 standard action

You make a single attack that ignores concealment caused by spells. On a successful hit, you immediately make a Dispel check against all spells on your enemy.
Your roll is 1d20+Your IL, and the DC to dispel is CL+11.


No More Metal
Perfect Self (Strike)
Level: Warblade 4, Swordsage 4, Crusader 4
Prerequisite: 2 Perfect Self maneuvers
Initiation Action: 1 standard action

You make a single touch attack to a metal object. If non-magical, the object (upto 10lb/IL), shatters. If magical, the object gets a Will save to negate. (DC 14 + your strength modifier) A construct made of metal hit by this strike takes 10d10 damage, Will save to negate.


Roll with the Blow
Perfect Self (Counter)
Level: Warblade 4, Swordsage 4, Crusader 4
Prerequisite: Out of the Way maneuver
Initiation Action: 1 immediate action

You ignore damage from a single magical, psionic, ranged or melee attack. Once you negate, you roll 1d8 and roll at the direction the dice shows, starting from North, going clockwise. If the movement would be impossible (wall, or similar), reroll the 1d8. If there's no legal movement possible, you can't use this maneuver.


5th Level Maneuvers


Absolute Freedom
Perfect Self (Stance)
Level: Warblade 5, Swordsage 5, Crusader 5
Prerequisite: 3 Perfect Self maneuvers
Initiation Action: 1 swift action

You gain benefits of Freedom of Movement (as the spell).

Author's Note: This maneuver is still an Ex ability, so it can't be dispelled, and it works fine in AMF.


Brilliant Self
Perfect Self (Boost)
Level: Warblade 5, Swordsage 5, Crusader 5
Prerequisite: 3 Perfect Self maneuvers
Initiation Action: 1 swift action

You and anything that you own (non-metal non-stone) ignores metal and stone (unless you do not want to ignore, like for the floor) for one round.

Author's Note: This might seem open to abuse with semi-Touch Attacks and transportation through walls and similar. It's the point of this maneuver to have both of those benefits.


One with the Energy
Perfect Self (Stance)
Level: Warblade 5, Swordsage 5, Crusader 5
Prerequisite: 2 Perfect Self maneuvers & Just Like Energy stance
Initiation Action: 1 swift action

You gain immunity to an energy type of your choice. You choose this energy type when you take the stance, and can change it only by changing your stance (swift action). Whenever you're subject to your chosen energy, you heal damage equal to half what you'd suffer if you were not immune.


6th Level Maneuvers


Perfect Sight
Perfect Self (Boost)
Level: Warblade 6, Swordsage 6, Crusader 6
Prerequisite: 3 Perfect Self maneuvers
Initiation Action: 1 swift action

You gain benefits of True Seeing (as the spell).

Author's Note: This maneuver is still an Ex ability, so it can't be dispelled, and it works fine in AMF.


Part of Me
Perfect Self (Boost)
Level: Warblade 6, Swordsage 6, Crusader 6
Prerequisite: 3 Perfect Self maneuvers & One with the Energy stance
Initiation Action: 1 swift action

You can only initiate this maneuver when you're in One with the Energy stance. You summon an elemental based on your chosen energy (Cold - Water, Fire - Fire, Air - Lightning or Sonic, Earth - Acid). The elemental appears next to you, and acts immediately. The elemental has as many HD as you have IL, which may put it at a size Large or greater.
The elemental stays till the start of your next turn, at which time it re-merges with you, healing you for 2 damage per IL you have.


Anchoring Strike
Perfect Self (Strike)
Level: Warblade 6, Swordsage 6, Crusader 6
Prerequisite: 3 Perfect Self maneuvers
Initiation Action: 1 standard action

As part of this strike, you make a single melee attack. If your attack hits, your enemy is effected as if hit by a Dimensional Anchor of a CL equal to your IL.


Antimagical Aura
Perfect Self (Boost)
Level: Warblade 6, Swordsage 6, Crusader 6
Prerequisite: 4 Perfect Self maneuvers
Initiation Action: 1 swift action

All magical effects within 15ft are suppressed for one round, and no spells can be cast for the said round, as if the area was under effects of an Antimagic Field. This aura lasts until the start of your next turn.


7th Level Maneuvers


Invulnerable Self
Perfect Self (Stance)
Level: Warblade 7, Swordsage 7, Crusader 7
Prerequisite: 4 Perfect Self maneuvers
Initiation Action: 1 swift action

You gain immunity to all spells below 5th level (inclusive) while you're in this stance. 6th level and above spells still effect you normally.


Banishing Strike
Perfect Self (Strike)
Level: Warblade 7, Swordsage 7, Crusader 7
Prerequisite: 4 Perfect Self maneuvers
Initiation Action: 1 standard action

As part of this maneuver, you make a single melee attack. Any extraplanar creature with HD upto twice your IL that gets hit by this attack must succeed on a Will save (DC 17 + your strength modifier) or be banished as per Dismissal spell. You can increase the DC of this Will save on a 1 to 1 basis by taking a penalty to your attack roll to deliver this strike.


Fortified Mind
Perfect Self (Stance)
Level: Warblade 7, Swordsage 7, Crusader 7
Prerequisite: 4 Perfect Self maneuvers
Initiation Action: 1 swift action

You gain benefits of Mind Blank (as the spell).

Author's Note: This maneuver is still an Ex ability, so it can't be dispelled, and it works fine in AMF.


8th Level Maneuvers


Overpowering Strike
Perfect Self (Strike)
Level: Warblade 8, Swordsage 8, Crusader 8
Prerequisite: 4 Perfect Self maneuvers
Initiation Action: 1 standard action

Make a single melee attack. If your attack hits, it deals +5d10 damage (no save). In addition, unless the enemy succeeds on a Fort save (DC 18 + your strength modifier), he's Stunned for 1d4 rounds. If he succeeds on the save, he's instead nauseated for 1 round.


Take Cover
Perfect Self (Counter)
Level: Warblade 8, Swordsage 8, Crusader 8
Prerequisite: 3 Perfect Self maneuvers & Roll with the Blow maneuver
Initiation Action: 1 immediate action

You can initiate this maneuver when you're subject to a magical, psionic, melee or ranged effect. You gain total cover against that effect. If the effect can work around a total cover, you gain a +4 bonus on Reflex save or a +8 bonus on AC against that effect, if applicable.


9th Level Maneuvers


Destroying Voice
Perfect Self (Strike)
Level: Warblade 9, Swordsage 9, Crusader 9
Prerequisite: 5 Perfect Self maneuvers
Initiation Action: 1 standard action

When you initiate this strike, all enemies within 30ft with less than 5 * your IL HP die instantly. Anyone with more HP has to succeed on a Will save to negate the strike, or be subject to as much damage as their HP+10, Fort save to halve.
DC for the saves is 19 + your constitution modifier.

This is a sonic effect, and thus is negated in an area of Silence, yet it's not reduced or negated by Sonic resistance or immunity.

Temotei
2010-01-24, 02:39 AM
Don't make swordsages lose two disciplines.

EDIT: They're already the weakest ToB class. Plus, that kind of unbalances things for them. They're supposed to have the most disciplines. Giving up two would put them more on par with the warblade in terms of discipline number.

DracoDei
2010-01-24, 02:53 AM
Ozgun92: How familiar are you with the Homebrew Martial Adept baseclasses? I am asking so I can know how broadly you meant "All others".

Eloel
2010-01-24, 02:59 AM
Ozgun92: How familiar are you with the Homebrew Martial Adept baseclasses? I am asking so I can know how broadly you meant "All others".

I meant Crusader and Warblade by 'all others', yet it should work good enough with the 'other' martial adept baseclasses.

Eloel
2010-01-24, 03:13 AM
I have the detailed manuevers up.

Edit: And I fixed the 'classes' part.

DracoDei
2010-01-24, 03:47 AM
Maneuvers need to speicify their initiation actions and... really that is very poor formatting you have there... grab the formatting for individual maneuvers from Falling Anvil in my signature or something...

You might want to consider having the speed boost and elemental resistance cue off Min(Balance ranks-3, IL) to give a reason to max out the associated skill for the discipline... that is the way Desert Wind does it, and that stance isn't even as versitile.

Also: I should have mentioned this earlier, but "Just Like Energy" presents a conundrum... Martial Adepts get only a few Stances throughout their advancement and they can't be replaced like maneuvers can. For this reason a student of this discipline is faced with a cruel choice, whether to do without a very useful stance up until they hit 9th level or so, or to have a wasted stance after that. One solution (yonked from Way of the Gear) might be to buff up "One with Energy" (or maybe not... even as it stands there are probably many ways to turn that into free healing, especially out of battle... actually, just slathering a pot of burning lamp-oil could do it with Fire) but make "Just Like Energy" a pre-requisit for "One with Energy".

Eloel
2010-01-24, 03:49 AM
Boosts are swift actions, counters are immediate actions, strikes are standard actions. I thought that was the normal?

Temotei
2010-01-24, 03:53 AM
Boosts are swift actions, counters are immediate actions, strikes are standard actions. I thought that was the normal?

Indeed. Specification is needed, nonetheless.

Eloel
2010-01-24, 05:08 AM
Specified the initiating actions, added prerequisites, added some format (similar to Falling Anvil, thanks!), fixed some wordings.

Temotei
2010-01-24, 05:21 AM
You should spoiler each level of maneuver.

Like:


1st level

Crawling Ivy Strike
Dancing Leaf (Strike)
Level: Swordsage 1, Warblade 1
Initiation Action: Standard action
Range: Melee attack
Target: One creature
Duration: 1 round

With a quick, unexpected attack, you throw a foe off his guard, allowing you to dodge his blows with ease. As part of this maneuver, you make a single melee attack against an opponent. If the attack is successful, then you gain a +2 dodge bonus to AC against any melee attack that opponent makes for 1 round.

Escape the Blade
Dancing Leaf (Counter)
Level: Swordsage 1, Warblade 1
Initiation Action: Immediate action
Range: Personal
Target: You

With a quick step and a pivot, you can deny opportunistic foes the opening they seek. Whenever you take an action that would provoke an opportunity from a creature, you may initiate this maneuver. That action does not provoke any attacks of opportunity.

Mocking Dryad Stance
Dancing Leaf (Stance)
Level: Swordsage 1, Warblade 1
Initiation Action: Swift action
Range: Personal
Target: You
Duration: Stance

Nothing is more revealing about a foe's combat style than how they miss. By paying careful attention to your foes, you can read their attacks, adapting your defenses appropriately. Whenever an enemy makes a melee attack against you and misses, you may gain a +1 dodge bonus to AC against all melee attacks that enemy makes. You may only have this bonus against one enemy at a time. If you choose to apply it against the attacks of a new enemy, you must give up the bonus to AC against the previous enemy.

Vigil of Steel
Dancing Leaf (Counter)
Level: Swordsage 1, Warblade 1
Initiation Action: Immediate action
Range: Personal
Target: You

With a watchful eye, you can avoid even sneak attacks and ambushes. Whenever an enemy makes a melee attack against you while you are flatfooted or flanked, you may initiate this maneuver. You gain your Dexterity bonus to AC against that attack, and the enemy making it does not receive any bonuses to the attack if you are flanked, nor do they gain sneak attack or sudden strike damage. This maneuver cannot be used if you are immobilized or unconscious. You may use this maneuver while you are flatfooted, but doing so does not count as an action for purposes of ceasing to be flatfooted.


2nd level

Autumn’s Breath
Dancing Leaf (Counter)
Level: Swordsage 2, Warblade 2
Initiation Action: Immediate action
Range: Personal
Target: You

Moving like a leaf on the wind, you can duck and weave to avoid almost any blow. Whenever an enemy attacks you, before they make the attack roll, you may initiate this maneuver. You gain a +3 dodge bonus to AC against that one attack.

Turn Back the Wind
Dancing Leaf (Counter)
Level: Swordsage 2, Warblade 2
Initiation Action: Immediate action
Range: Personal
Target: You

With incredible speed, you can catch an arrow or bolt and redirect it, sending it back to strike your foes. Whenever an enemy attacks you with a ranged weapon and misses, you may initiate this maneuver. You may redirect the projectile, attacking any creature with a range equal to the weapon’s range increment. You use the original attack roll to determine if the attack hits its new target, and roll damage as if the weapon had been fired normally. You cannot redirect projectiles whose size is more than one size greater than your own.

Twilight Ambush
Dancing Leaf (Strike)
Level: Swordsage 2, Warblade 2
Initiation Action: Standard action
Range: Melee attack
Target: One creature

You take advantage of your enemies’ mistakes, waiting for them to miss you and them responding with a driving attack. As part of this maneuver, you make a single melee attack against an opponent. If that opponent missed you with a melee attack at any time since the end of your last turn, the attack deals +2d6 damage.

Whirlwind Gyre
Dancing Leaf (Counter)
Level: Swordsage 2, Warblade 2
Initiation Action: Immediate action
Range: Melee attack
Target: One creature

You can quickly gain the upper hand in combat by taking advantage of the openings in your foe’s defenses when they attack. Whenever an enemy attacks you, you may initiate this maneuver. After they have made their attack, you may attempt to disarm, trip, or feint them. You do not provoke attacks of opportunity if you choose to disarm or trip them.


3rd level

Cloak of Falling Leaves
Dancing Leaf (Counter)
Prerequisite: 1 Dancing Leaf maneuver
Level: Swordsage 3, Warblade 3
Initiation Action: Immediate action
Range: Personal
Target: You
Duration: 1 round

With graceful weaving and dodging, you can move with such speed that you appear to not be there. Whenever an enemy attacks you, before they make the attack roll, you may initiate this maneuver. You gain a 20% miss chance from concealment against all attacks for 1 round.

Creeping Moss Strike
Dancing Leaf (Strike)
Level: Swordsage 3, Warblade 3
Prerequisite: 1 Dancing Leaf maneuver
Initiation Action: Standard action
Range: Melee attack
Target: One creature
Duration: 1 round

With a quick, unexpected attack, you throw a foe off his guard, allowing you to dodge his blows with ease. As part of this maneuver, you make a single melee attack against an opponent. If the attack is successful, it deals +2d6 damage and you gain a +4 dodge bonus to AC against any melee attack that opponent makes for 1 round.

Oaken Roots Stance
Dancing Leaf (Stance)
Level: Swordsage 3, Warblade 3
Prerequisite: 1 Dancing Leaf maneuver
Initiation Action: Swift action
Range: Personal
Target: You
Duration: Stance

You raise up a powerful defense, a fluid, constantly changing stance that lets you adapt to your enemies. You gain a +1 dodge bonus to AC. Each round you remain in this stance, the bonus to AC increases by one, to a maximum of one-quarter your initiator level, rounded up. The bonus does not increase during rounds not spent in an actual encounter. At the end of an encounter, the bonus falls back to +1.

Rose’s Thorn Riposte
Dancing Leaf (Counter)
Level: Swordsage 3, Warblade 3
Prerequisite: 1 Dancing Leaf maneuver
Initiation Action: Immediate action
Range: Melee attack
Target: One creature

You can make an effective if opportunistic counterattack, taking advantage of the momentary opening just after your foe attacks you. Whenever an enemy makes a melee attack against you, you may initiate this maneuver. After they have made their attack, if they are within your reach, you may make a single melee attack against them.


4th level

Step Past the World
Dancing Leaf (Counter)
Level: Swordsage 4, Warblade 4
Prerequisite: 1 Dancing Leaf maneuver
Initiation Action: Immediate action
Range: Personal
Target: You

With a calm mind and a serene soul, you can let spells run through you without affecting you, yielding to them in order to overcome them. Just as you might dodge a blade, you can now avoid spells. Whenever an enemy targets you with a spell that allows spell resistance, you may initiate this maneuver. You gain spell resistance equal to 12 plus your initiator level against that one spell.

Walk the Thorn-Strewn Path
Dancing Leaf (Counter)
Level: Swordsage 4, Warblade 4
Prerequisite: 1 Dancing Leaf maneuver
Initiation Action: Immediate action
Range: Personal
Target: You

With a surge of adrenaline and a rapid dash, you can throw yourself out of the way of the spell. Whenever an enemy casts a spell that includes you in its area, you may initiate this maneuver. Before the spell is cast, you may move up to half your base land speed, but must end your movement in a square that is adjacent to, but no part of, the spell’s area. If you cannot end your movement in such a square, you cannot move at all. The spell must be one that could damage, harm, or otherwise pose a threat to you.

Weeping Autumn Leaves
Dancing Leaf (Counter)
Level: Swordsage 4, Warblade 4
Prerequisite: 1 Dancing Leaf maneuver
Initiation Action: Immediate action
Range: Personal
Target: You
Duration: 1 round

With elegance and perfection of movement, you can outmaneuver all your foes, effortlessly dodging their attacks. Whenever an enemy attacks you, before they make the attack roll, you may initiate this maneuver. You gain a +6 dodge bonus to AC for one round.


5th level

Heart of Elderwood
Dancing Leaf (Counter)
Level: Swordsage 5, Warblade 5
Prerequisite: 2 Dancing Leaf maneuvers
Initiation Action: Immediate action
Range: Personal
Target: You

By tapping hidden reserves of inner strength, you can gain a second chance against your foes’ attacks. Whenever you make a save, after you see the result of the roll but before your DM tells you whether you succeeded on the save, you may initiate this maneuver. You may reroll the save, keeping the result of the reroll. If you reroll a Reflex save, you gain a +2 dodge bonus on the rerolled saving throw.

Mantle of Rose Petals
Dancing Leaf (Stance)
Level: Swordsage 5, Warblade 5
Prerequisite: 2 Dancing Leaf maneuvers
Initiation Action: Swift action
Range: Personal
Target: You
Duration: Stance

You adapt a stance ideal for counterattacking, letting you lash out like a skilled opportunist. Whenever an enemy misses you with a melee attack while you are in this stance, they provoke an attack of opportunity from you. However, if you make an attack of opportunity provoked by a miss, you cannot make any immediate actions that round, and if you have already made an immediate action, you cannot make any attacks of opportunity with this stance (you can still make attacks of opportunity provoked normally).

Phantasmal Elegance
Dancing Leaf (Counter)
Level: Swordsage 5, Warblade 5
Prerequisite: 2 Dancing Leaf maneuvers
Initiation Action: Immediate action
Range: 5 ft.
Target: One creature
Duration: 1 round
Saving Throw: Will negates

You can use such graceful and confusing movements when dodging an attack that your foe’s attention is caught by you, preventing them from acting in combat. Whenever an enemy misses you with a melee attack, you may initiate this maneuver. They must make a Will save, DC 15 + your Wisdom modifier, or be dazed for 1 round.


6th level

Black Lotus Riposte
Dancing Leaf (Counter)
Level: Swordsage 6, Warblade 6
Prerequisite: 2 Dancing Leaf maneuvers
Initiation Action: Immediate action
Range: Melee attack
Target: One creature

You can make an effective if opportunistic counterattack, taking advantage of the momentary opening just after your foe attacks you. Whenever an enemy makes a melee attack against you, you may initiate this maneuver. After they have made their attack, if they are within your reach, you may make a single melee attack against them that deals +6d6 damage.

Dance of Flying Leaves
Dancing Leaf (Counter)
Level: Swordsage 6, Warblade 6
Prerequisite: 2 Dancing Leaf maneuvers
Initiation Action: Immediate action
Range: Personal
Target: You

With a desperate surge of adrenaline, you can act before your foes. After all initiative rolls have been made, but before any creature acts, you may initiate this maneuver. Your place in the initiative order increases by one, swapping places with the character immediately ahead of you in the initiative order. You may use this maneuver while you are flatfooted, but doing so does not count as an action for purposes of ceasing to be flatfooted.

Entangling Bramble Strike
Dancing Leaf (Strike)
Level: Swordsage 6, Warblade 6
Prerequisite: 2 Dancing Leaf maneuvers
Initiation Action: Standard action
Range: Melee attack
Target: One creature
Duration: 1 round

With a powerful attack, you force your foe onto the defensive, letting you dodge his attacks with ease. As part of this maneuver, you make a single melee attack against an opponent. If the attack is successful, it deals +6d6 damage and you gain a +8 dodge bonus to AC against any melee attack that opponent makes for 1 round.


7th level

Mirror of the Soul
Dancing Leaf (Counter)
Level: Swordsage 7, Warblade 7
Prerequisite: 3 Dancing Leaf maneuvers
Initiation Action: Immediate action
Range: Personal
Target: You

With utter calm and a pure serenity of heart, you can drive a spell back with sheer force of will. Whenever an enemy targets you with a spell, you may initiate this maneuver. You make an initiator level check, opposed by a caster level check from the spell’s caster. If you succeed, that spell rebounds on its caster, as with the spell turning spell. You cannot turn spells with a level greater than half your initiator level, rounded up.

Pearl of Perfect Grace
Dancing Leaf (Counter)
Level: Swordsage 7, Warblade 7
Prerequisite: 3 Dancing Leaf maneuvers
Initiation Action: Immediate action
Range: Personal
Target: You

With an almost effortless sidestep and a graceful, weaving pivot, you step just outside the range of an attack, leaving your foe confused and defenseless. Whenever an enemy attacks you, before they make the attack roll, you may initiate this maneuver. That attack automatically misses you. In addition, the enemy that made the attack is flatfooted for 1 round.


8th level

Rain of Jagged Thorns
Dancing Leaf (Counter)
Level: Swordsage 8, Warblade 8
Prerequisite: 3 Dancing Leaf maneuvers
Initiation Action: Immediate action
Range: Melee attack
Target: One creature

You retaliate against your foe’s attack with a devastating counter. Whenever an enemy makes a melee attack against you, you may initiate this maneuver. After they have made their attack, if they are within your reach, you may make a single melee attack against them that deals +10d6 damage.

Walking on the Wind
Dancing Leaf (Stance)
Level: Swordsage 8, Warblade 8
Prerequisite: 3 Dancing Leaf maneuvers
Initiation Action: Swift action
Range: Personal
Target: You
Duration: Stance

With perfect control of your movements, you unlock hidden reservoirs of speed and grace. You gain a +30 ft. enhancement bonus to all movement forms, and a +5 enhancement bonus on all Balance, Climb, Escape Artist, Jump, Swim, and Tumble checks. In addition, you may move unimpeded by obstacles, as the freedom of movement spell. Finally, you may run on walls. You can take part of one of your move actions to traverse a wall or other relatively smooth vertical surface if you begin and end your move on a horizontal surface. The height you can achieve on the wall is limited only by this movement restriction. If you do not end your move on a horizontal surface, you fall prone, taking falling damage as appropriate for your distance above the ground. Treat the wall as a normal floor for the purpose of measuring your movement. Passing from floor to wall or wall to floor costs no movement; you can change surfaces freely. Opponents on the ground can make attacks of opportunity as you move up the wall.


9th level

Absolute Perfection of Movement
Dancing Leaf (Counter)
Level: Swordsage 9, Warblade 9
Prerequisite: 5 Dancing Leaf maneuvers
Initiation Action: Immediate action
Range: Melee attack
Target: One creature

You retaliate against your foe’s attack with a devastating counter. Whenever an enemy makes a melee attack against you, before they make the attack roll, you may initiate this maneuver. Their attack automatically misses. if they are within your reach, you may make a single melee attack against them that deals +15d6 damage.

Eloel
2010-01-24, 05:33 AM
You should spoiler each level of maneuver.

Like:

Good point, done.

Also, seriously, is it that flawless that people are picking on the format rather than the individual maneuvers?

Temotei
2010-01-24, 05:34 AM
Good point, done.

Also, seriously, is it that flawless that people are picking on the format rather than the individual maneuvers?

I haven't looked at the maneuvers. It's just bothering me with the formatting. I'll read them later, although the 9th level one looks really strong.

JKTrickster
2010-01-24, 10:02 AM
Hmm looked it over. Seems pretty awesome and I really like some of the manuevers from the discipline.

I"m a little worried about the level 9 manuever since that could potientially end entire encounters rather quickly, but I'm not that great at balancing.

Oh and for Disorienting Strike, what's the Save DC for the fort save?

DracoDei
2010-01-24, 10:52 AM
Also, seriously, is it that flawless that people are picking on the format rather than the individual maneuvers?
Nope, most people won't even read anything to know if it is any good mechanically if the formatting is really bad.

Eloel
2010-01-24, 11:03 AM
Nope, most people won't even read anything to know if it is any good mechanically if the formatting is really bad.

You have a point, I fixed the stuff.


Oh and for Disorienting Strike, what's the Save DC for the fort save?

I thought there was a fixed way to get save DCs, guess not, I'll put one in.


I"m a little worried about the level 9 manuever since that could potientially end entire encounters rather quickly, but I'm not that great at balancing.

Any self-respecting 20th level melee character will do over 100 damage in a single round. As for against targets above 5 * IL HP, they get two saves to not die, opening the initiator to attacks.

Also, the ability is supposed to be negated by a Silence spell - I'll put that in.

DracoDei
2010-01-24, 11:09 AM
I thought there was a fixed way to get save DCs, guess not, I'll put one in.

Well, it is 10+Maneuver level+ relevant stat modifier...

You want add the first two terms together yourself. For some reason with ToB stuff it is traditional to spell out the save DC to that extent, where-as it isn't with spells and psionic powers.

Eloel
2010-01-24, 12:28 PM
Well, it is 10+Maneuver level+ relevant stat modifier...

You want add the first two terms together yourself. For some reason with ToB stuff it is traditional to spell out the save DC to that extent, where-as it isn't with spells and psionic powers.

Done & Done.

DracoDei
2010-01-24, 12:33 PM
You still don't have pre-requisites, or, indeed, most of the headers.

Temotei
2010-01-24, 01:51 PM
You still don't have pre-requisites, or, indeed, most of the headers.

This. Use the below as an example.


Adaptive Stratagem
Scarlet Bravura (Strike)
Level: Crusader 1, Warblade 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: One round

With a wide, powerful swing, you can knock your foe off balance, leaving them open to attack by your allies. As part of this maneuver, you make a single melee attack against an opponent. If the attack is successful, that foe is thrown off balance. For 1 round, whenever one of your allies attacks that enemy, they gain their choice of a +2 bonus on their attack roll, or +1/initiator level bonus on their damage roll. They must choose which bonus to apply before they make their attack roll.

Here's a higher-level one:

Headlong Assault
Scarlet Bravura (Strike)
Level: Crusader 5, Warblade 5
Initiation Action: Full round action
Prerequisite: Two Scarlet Bravura maneuvers
Range: Melee attack
Target: One creature
Duration: One round

You charge a foe with reckless bravery, leaving it battered and bruised while inspiring your allies. As part of this maneuver, you charge an opponent. If your charge attack hits, it deals an additional 5d6 damage. In addition, any melee attacks made by your allies against that enemy are treated as being made as part of a charge for determining what bonuses (but not penalties) they receive.

Temotei
2010-01-25, 07:14 PM
You're still working on this, I assume? It still definitely needs fluff, and nobody has really commented on the power of the maneuvers...

pyrefiend
2010-01-25, 08:51 PM
I might be able to go over the maneuvers at greater length later, but for now I'm going to stick to the fluff.

Namely, I just don't get it. What you've written for fluff so far is really vague and really only amounts to "your mind and body are great" or, I guess, "you are great". The maneuvers don't have any unifying theme either, which further confuses the issue. They offer increased reach, some flight, energy resistance, the ability to kill people by whispering, and the ability to distort reality with your mere presence. What training regime includes all these vastly different techniques? Training your mind and body to perfection doesn't count; it's just way too vague.

That said, some of the abilities are really neat. You just need to tie it all together somehow.