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ErrantX
2010-07-22, 06:14 PM
Steel Serpent

http://www.channelmassive.com/blog/wp-content/uploads/2009/12/assassins-creed-2.jpg
Kylar Stern, a Steel Serpent disciple

The practice of the Steel Serpent discipline dates back to ancient times, hailing from those who’s work was only practiced in the dark of night in hidden cabals dedicated to the art of killing. Steel Serpent disciples practice the art of the silent kill, using stealth, trickery, and poison in addition to martial combat skill and knowledge of anatomy. Masters of this discipline are marvels of deadly precious, their very touch capable of killing the strongest of men through the manipulation of their ki used as a deadly weapon. This ki manipulation causes the disciple's very energies to become a supernatural poison in and off itself. Wielding their talent with poisons both mundane and supernatural, combined with martial skill and the power of their ki, Steel Serpent disciples are the pinnacle of the trade of the assassin.

Steel Serpent is a light and fast discipline, designed to take an opponent down from the inside out. Swiftness and deadly precision are hallmarks of this discipline, and those that use it are known for making use of more exotic weapons. Knowledge of anatomy (of both targets and the self) is also incredibly important, as well as the knowledge of ki manipulation and how to effect the energies of the body. The associated skill for this discipline is Heal, and its associated weapons are the dagger, unarmed strike, kama, kusari-gama, shuriken, and shortsword.

((Swordsages may replace Setting Sun or Stone Dragon with this discipline))

Author’s Note: Unless expressly noted, any Steel Serpent maneuver can be used with a throwing weapon, and only weapons that inflict piercing or slashing weapons may be used with this; unarmed strikes are exempted from this. Prana maneuvers may be prepared ahead of time and expire within 24 hours or when used; only one prana may be active at any one time. This discipline is largely ineffective against undead.

ErrantX
2010-07-22, 06:15 PM
Maneuver List

1st
Sting of the Rattler: Strike- Attack that inflicts an additional 1d4 points of damage plus 1d4 damage the following round.
Hunting Serpent Blow: Strike- Adept makes a Heal check, chance to make target flat-footed and inflict an additional 1d6 points of damage.
Dizzying Venom Prana: Boost- Next attack inflicts 1 point of Wisdom damage.
Poisoner’s Stance: Stance- Gain poison use, increased DC on poisons (+1 DC / 2 IL).
*Body of the Night: Stance- Add your ranks in Heal to your Stealth.
2nd
Sting of the Asp: Strike- Attack that inflicts an additional 1d6 points of damage and 2 points of Strength damage, with an additional 2 points of Strength damage the following round.
Weakening Venom Prana: Boost- Next attack inflicts an additional 2 Strength damage.
Iron Fang: Strike- Attack which ignores DR and inflicts an additional 2d6 points of damage.
*Fading Dodge: Counter- As an immediate action, make an attack roll against your foe’s attack roll; if successful, your foe’s damage from this attack is reduced by half.
3rd
Sight Piercing Fang: Strike- Attack which inflicts an additional 2d6 points of damage, blinds opponent.
Sickening Venom Strike: Strike- Attack which inflicts 2 points of Constitution damage and chance to sicken opponent.
Steel Coils: Stance- Constrict for 3d6+Dexterity modifier damage while grappling.
*Night’s Knife: Boost - Grants a damage bonus equal to the number of ranks in Heal possessed.
4th
Sting of the Adder: Strike- Attack that inflicts an additional 3d6 points of damage and 2 points of Wisdom damage, with an additional 2 points of Wisdom damage the following round.
Poison Blood: Counter- When struck in combat, adept’s blood becomes venomous to the attacker.
Rattler’s Feint: Boost- Feint attempt to catch opponent flat-footed.
*Tearing Fang: Boost- Attacks add +1d6 damage and causes 2 points of bleed damage for 1d4 rounds
5th
Steel Fang: Strike- Attack which ignores DR and inflicts an additional 6d6 points of damage, potential to daze an opponent.
Burning Venom Prana: Boost- Next attack inflicts an additional 1d4 Wisdom damage.
Hooded Killer’s Stance: Stance- Disciple gains +3d6 sneak attack dice and initiator level to Intimidate and Stealth checks.
*Pressure Point Break: Boost- While grappling an opponent and inflicting damage, the character may add any sneak attack damage possessed plus +2d6 additional sneak attack.
6th
Sting of the Viper: Strike- Attack that inflicts an additional 6d6 points of damage and 1d6 points of Charisma damage, with an additional 2 points of Charisma damage the following two rounds.
Virulence: Boost- Increase the DC on a single poison by +5
Spitting Cobra Stance: Stance- Increases damage done by thrown weapons.
*Blend with the Night: Boost- Causes the adept to disappear into the shadows make him act under greater invisibility for one round, grants an additional +2d6 points of sneak attack damage.
7th
Silencing Strike: Strike- Swift throat punch that can silence opponent, deals an additional 5d6 points of damage.
Numbing Venom Prana: Boost- Next attack inflicts an additional 1d6 Dexterity damage.
Bite the Mongoose: Counter- Make a counter attack which inflicts 4d4 points of damage and 1d6 Constitution damage when struck in combat.
*Desert Serpent Mirage: Counter- Make an opposed attack roll against an opponent’s attack; if successful the foe losses sight of the adept for one round.
8th
Sting of the Cobra: Strike- Attack that inflicts an additional 8d6 points of damage and 2d4 points of Constitution damage, with an additional 2 points of Constitution damage the following two rounds.
Adamantine Fang: Strike- Powerful attack which ignores DR and deals an additional 10d6 damage, potential to paralyze an opponent.
Hooded Cobra Attitude: Stance- Gain gaze ability to temporarily paralyze a foe while focusing on them.
9th
Five-Fold Hydra Sting: Strike- Chance to instantly slay target and destroy them entirely.

*= new maneuver

ErrantX
2010-07-22, 06:19 PM
Maneuvers

1st Level

Sting of the Rattler
Steel Serpent (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Melee attack or ranged attack
Target: One creature
Duration: Instant

Disciples of Steel Serpent learn to emulate the swift and powerful strikes of the serpent kingdom and leave lasting wounds through the power of their ki. By focusing this harmful energy into a single attack, the disciple may cause more grievous injuries than his opponent would register immediately. The disciple makes an attack and if successful, inflicts an additional 1d4 points of damage. The following round on the disciple's turn, the enemy takes an additional 1d4 points of damage due to the venomous ki that has built up in the wound.

Hunting Serpent Blow
Steel Serpent (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

The disciple hunts his foe through the emulation of a hunting serpent, obfuscating his true attack until the moment he strikes. The disciple makes a Stealth check with a difficulty equal to his opponent's armor class. If this check is successful, then the target is made flat-footed and the disciple may make a melee attack against him, inflicting an additional 1d6 points of damage if successful. If this Stealth check fails, then his opponent sees through this ruse, and the disciple makes his melee attack with a -2 penalty as the enemy is anticipating his attack.

Dizzying Venom Prana
Steel Serpent (Boost)
Level: 1
Initiation Action: 1 swift action
Range: Next melee attack or ranged attack
Target: You
Duration: One attack
Saving Throw: Fortitude (negates)

By focusing his ki onto a weapon, the disciple readies a spiritual poison which dizzies and confuses the minds of his foes. After initiating this boost, the next melee or ranged attack that the disciple makes inflicts 1 point of Wisdom damage on a failed Fortitude save (DC 11 + primary initiator attribute modifier).

Poisoner's Stance
Steel Serpent (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

One of the first lessons of Steel Serpent disciples is the knowledge of mundane poisons and how to use them with expertise. While in this stance, the disciple gains the poison use class feature (the disciple no longer risks accidentally poisoning himself when attempting to apply poison to a weapon) and gains a +1 DC/2 IL perfection bonus (maximum +10) to the saving throw DC's of any poison (mundane, sting or prana) he applies through the use of this stance.

Body of the Night
Steel Serpent (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

A wielder of the secrets of Steel Serpent knows his body and how to use it effectively in the art of stealth. By learning to manipulate his ki flows to obfuscate his movements from sight and to use his body control to mask the sounds of his passage. The disciple may add his ranks in the Heal skill to his ranks in the Stealth skill when making a Stealth check while in this stance.

2nd Level

Sting of the Asp
Steel Serpent (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Melee attack or ranged attack
Target: One creature
Duration: Instant
Saving Throw: Fortitude (partial)

Through the use of this maneuver, the disciple readies a weakening dose of ki energy with his weapon's strike to sap his foe of his power. The disciple makes an attack against a target; if successful the strike inflicts an additional 1d6 points of damage and 2 points of Strength damage (Fortitude save DC equal to 12 + primary initiator attribute modifier to halve this Strength damage). On the following round on a failed save, the corrupted ki energies inflict an additional 1d6 points of damage and 2 additional points of Strength damage.

Weakening Venom Prana
Steel Serpent (Boost)
Level: 2
Initiation Action: 1 swift action
Range: Melee attack or ranged attack
Target: You
Duration: Next attack
Saving Throw: Fortitude (half)

By forming a deadly weakening sheen of ki poison along his weapon, the disciple strikes at his foe’s physical might. The next attack that the disciple makes inflicts 2 points of Strength damage to his opponent unless the foe succeeds on a DC 12 + primary initiator attribute modifier Fortitude save.

Iron Fang
Steel Serpent (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Melee attack or ranged attack
Target: One creature
Duration: Instant

By hardening ki along edge of his weapon, the Steel Serpent disciple uses the pressure of his ki to penetrate the defenses of his foe. The disciple makes an attack against a foe, if successful this strike inflicts an additional 2d6 points of damage and ignores any damage reduction the target may possess.

Fading Dodge
Steel Serpent (Counter)
Level: 2
Initiation Action: 1 immediate action
Range: One attack
Target: You
Duration: Instant

By learning to shift with a successful hit scored by an opponent, the disciple of the Steel Serpent learns to prolong his longevity in battle. As an immediate action, make an attack roll against the attacker’s roll; if successful then the foe’s damage is reduced by half (minimum of 1 point of damage). This ability is applicable to ability damaging attacks, but not against level draining effects.

3rd Level

Sight Piercing Fang
Steel Serpent (Strike)
Level: 3
Prerequisites: One Steel Serpent Maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant
Saving Throw: Reflex (partial)

With the swiftness of a striking snake, the disciple makes a jab at his opponents face to temporarily steal his vision. The disciple makes a melee attack against his target, if successful the strike inflicts an additional 2d6 points of damage and the target must make a Reflex save (DC 13 + primary initiator attribute modifier to negate). If this save is unsuccessful, the target is blinded for 1d4 rounds as his eyes are temporarily rendered useless.

Sickening Venom Strike
Steel Serpent (Strike)
Level: 3
Prerequisites: One Steel Serpent Maneuver
Initiation Action: 1 standard action
Range: Melee attack or ranged attack
Target: One creature
Duration: Instant, 1d4 rounds
Saving Throw: Fortitude (partial)

With a sharp jab of sickening ki energy, the Steel Serpent disciple can rob an enemy of his will to continue to fight as their body rebels against them. Make an attack against an opponent and if this is successful, the strike inflicts an additional 2 points of Constitution damage and has the chance to sicken the target for 1d4 rounds. A successful Fortitude save (DC 13 + primary initiator attribute modifier) halves the Constitution damage and negates the sickened effect.

Steel Coils
Steel Serpent (Stance)
Level: 3
Prerequisites: One Steel Serpent Maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

In this stance, the movements and motions of the disciple become more sinuous and deliberate, as if he were a serpent coiled to strike. While in this stance, the disciple may make grapple attempts without provoking attacks of opportunity, and if the disciple successfully grapples a foe, he may constrict his opponent to inflict 3d6 + his Dexterity modifier in damage.

Night’s Knife
Steel Serpent (Boost)
Level: 3
Prerequisites: One Steel Serpent Maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: One turn

With the surgical precision of the striking serpent, the disciple’s attack lands with exacting damage through his knowledge of anatomy. The character’s attacks for the round gain a damage bonus equal to the number of ranks he possesses in the Heal skill.

4th Level

Sting of the Adder
Steel Serpent (Strike)
Level: 4
Prerequisites: One Steel Serpent Maneuver
Initiation Action: 1 standard action
Range: Melee attack or ranged attack
Target: One creature
Duration: Instant, two rounds
Saving Throw: Fortitude (partial)

Striking with surety and precision, the disciple attacks the chakra of wisdom on his foe with his ki in an attempt to cloud his foe’s mind. The disciple makes an attack against a target; if successful the strike inflicts an additional 3d6 points of damage and 2 points of Wisdom damage (Fortitude save DC equal to 14 + primary initiator attribute modifier to halve this Wisdom damage). On the following round on a failed save, the corrupted ki energies inflict an additional 1d6 points of damage and 2 additional points of Wisdom damage

Poison Blood
Steel Serpent (Counter)
Level: 4
Prerequisites: One Steel Serpent Maneuver
Initiation Action: 1 immediate action
Range: One attack that inflicts slashing or piercing damage
Target: One creature
Duration: Instant
Saving Throw: Reflex (half)

Every disciple of Steel Serpent has long since accepted that in battle, sometimes the superior warrior gets injured. The Steel Serpent however, believes that for every wound inflicted upon the disciple, a wound must be inflicted upon the attacker. By forcing ki energies into his blood at the point of being wounded, the blood lost from this attack sprays at the disciple’s foe as a caustic acid. To use this counter, the disciple must have been struck in combat by a slashing or piercing weapon. Upon the initiating of this counter, the attacker must make a Reflex save (DC 14 + primary initiator attribute modifier). If the attacker fails this save, he takes acid damage equal to the disciple’s initiator level. If the save is successful, the attacker only takes half of this damage.

Rattler’s Feint
Steel Serpent (Boost)
Level: 4
Prerequisites: One Steel Serpent Maneuver
Initiation Action: 1 swift action
Range: Personal
Target: One creature
Duration: Instant

Just as the rattlesnake’s tail serves as a distraction to its prey, the disciple of Steel Serpent learns to obfuscate his attack by causing his opponent to look where he wants him to. Upon initiating this boost, the disciple may make a free feint attempt against his opponent with a +4 circumstance bonus; if successful, the target loses his Dexterity modifier to his armor class per feint attempts.

Tearing Fang
Steel Serpent (Boost)
Level: 4
Prerequisites: One Steel Serpent Maneuver
Initiation Action: 1 swift action
Range: Personal
Target: One creature
Duration: Instant, 1d4 rounds

Weakening a foe with repeated nips and bleeding wounds will cripple them, so the Steel Serpent mantra goes, and then you may proceed with the kill. The disciple’s attack causes an additional 1d6 points of damage per successful attack and causes the target take an additional 2 points of damage for 1d4 rounds following the attack due to the wounds bleeding.

5th Level

Steel Fang
Steel Serpent (Strike)
Level: 5
Prerequisites: Two Steel Serpent Maneuvers
Initiation Action: 1 standard action
Range: One melee attack or ranged attack
Target: One creature
Duration: Instant
Saving Throw: Will (partial)

The spiritual ki focus of the disciple is so intense that it gains armor piercing force when applied to a weapon or knife hand strike. The disciple makes an attack against an opponent, and if successful, the attack deals an additional 6d6 points of damage and bypasses all damage reduction the target may possess. The awesome force of the disciple’s ki is so strong that it has the potential to daze the opponent on a failed Will save (DC 15 + primary initiator attribute modifier) for one round.

Burning Venom Prana
Steel Serpent (Boost)
Level: 5
Prerequisites: Two Steel Serpent Maneuvers
Initiation Action: 1 swift action
Range: One melee attack
Target: One creature
Duration: Instant
Saving Throw: Fortitude (half)

By focusing his ki along the edge of a close combat weapon, the disciple readies his energies to disrupt his foe’s mind with burning mental fire. The next attack that the disciple makes inflicts 1d4 points of Wisdom damage to his opponent unless the foe succeeds on a (DC 15 + primary initiator attribute modifier) Fortitude saving throw.

Hooded Killer’s Stance
Steel Serpent (Stance)
Level: 5
Prerequisites: Two Steel Serpent Maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

The disciple adopts the mannerisms and cold blooded nature of the hooded cobra, the lord of serpent kind. While in this stance, the disciple gains an additional +3d6 sneak attack dice (see rogue class feature) and a bonus to Intimidate and Stealth checks equal to his initiator level.

Pressure Point Break
Steel Serpent (Boost)
Level: 5
Prerequisites: Two Steel Serpent Maneuvers
Initiation Action: 1 swift action
Range: One melee attack
Target: One creature
Duration: One round

Just as the deadly coils of the constrictor snake may squeeze the life out of a foe, the Steel Serpent disciple has learned to use his knowledge of his foe’s body against him in surprising ways. While in a grapple, the character may add any sneak attack damage he possesses to damaging attacks he makes while grappling, plus an additional 2d6 points of sneak attack damage.

6th Level

Sting of the Viper
Steel Serpent (Strike)
Level: 6
Prerequisites: Two Steel Serpent Maneuvers
Initiation Action: 1 standard action
Range: Melee attack or ranged attack
Target: One creature
Duration: Instant, 3 rounds
Saving Throw: Fortitude (partial)

The disciple reaches out and strikes at his opponents will and force of being, crushing his foe’s chakras with his ki. The disciple makes an attack against a target; if successful the strike inflicts an additional 6d6 points of damage and 1d6 points of Charisma damage (Fortitude save DC equal to 16 + primary initiator attribute modifier to halve this Wisdom damage). On the following two rounds on a failed save, the corrupted ki energies inflict an additional 2d6 points of damage and 2 additional points of Charisma damage

Virulence
Steel Serpent (Strike)
Level: 6
Prerequisites: Two Steel Serpent Maneuvers
Initiation Action: 1 swift action
Range: Melee attack or ranged attack
Target: One poison
Duration: Until used

Through intense focus, the disciple is capable of increasing the potency of venoms and poisons he uses by channeling his ki into it and twisting that energy. Use of this boost empowers one single mundane poison, sting, or prana with a +5 boost to the save DC of effect. This lasts until used, and the maneuver may not be recovered until it is expended.

Spitting Cobra Stance
Steel Serpent (Stance)
Level: 6
Prerequisites: Two Steel Serpent Maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Some serpents spit their venom, and as they are deadly at a distance so does the disciple learn to be deadlier at range with his attacks. When at range, thrown weapons inflict an additional 2d6 points of damage while in this stance.

Blend with the Night
Steel Serpent (Boost)
Level: 6
Prerequisites: Two Steel Serpent Maneuvers
Initiation Action: 1 swift action
Range: One melee attack
Target: One creature
Duration: One round

Practitioners of the Steel Serpent discipline are known for their ability to disappear into plain sight and reappear moments later, unleashing their devastating skill upon a subject. The disciple who initiates this maneuvers gains the benefits of being under the effects of a greater invisibility spell for one round, and during that round, he gains an additional 2d6 points of sneak attack damage per attack he makes that round.

7th Level

Silencing Strike
Steel Serpent (Strike)
Level: 7
Prerequisites: Two Steel Serpent Maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant, 3 rounds
Saving Throw: Fortitude (partial)

By focusing his ki and striking at a foe’s throat chakra, he can close it temporarily and cut off the target’s ability to speak. The disciple makes a melee attack and if successful, the strike inflicts an additional 5d6 points of damage and on a failed Fortitude save (DC 17 + primary initiator attribute modifier) is silenced as the spell silence for 1d4 rounds.

Numbing Venom Prana
Steel Serpent (Boost)
Level: 7
Prerequisites: Two Steel Serpent Maneuvers
Initiation Action: 1 swift action
Range: Melee attack or ranged attack
Target: You
Duration: Next attack
Saving Throw: Fortitude (half)

By filling his next attack with chill and numbing ki energies, the Steel Serpent disciple strikes at the nervous energies that cause the body to move, draining away from the victim his grace and motor control. The next attack that the disciple makes inflicts an additional 1d6 points of Dexterity damage, a successful Fortitude save (DC 17 + primary initiator attribute modifier halves this).

Bite the Mongoose
Steel Serpent (Counter)
Level: 7
Prerequisites: Two Steel Serpent Maneuvers
Initiation Action: 1 immediate action
Range: Melee attack
Target: One attacker
Duration: One attack
Saving Throw: Fortitude (half)

Inevitably, the disciple of Steel Serpent will be struck in combat and through the use of this technique; he learns to make his foe regret his actions. Just as the cobra often poisons the foolish mongoose, so does the disciple of Steel Serpent poison his foe. Upon being struck in combat, the disciple takes advantage of the opening that his injury makes available and strikes out once with poisoned, life sapping ki energies. Make an immediate attack at full base attack bonus against the opponent that has successfully attacked you; if this attack hits it inflicts an additional 4d4 points of damage and 1d6 Constitution damage (Fortitude save DC 17 + primary initiator attribute modifier halves this Constitution damage).

Desert Serpent Mirage
Steel Serpent (Counter)
Level: 7
Prerequisites: Two Steel Serpent Maneuvers
Initiation Action: 1 immediate action
Range: Melee attack
Target: One attacker
Duration: One attack

One of the Steel Serpent’s teachings is that for a disciple to be successful, he must find his opponent’s blind spot. By initiating this counter, he learns to use his foe’s attacks to blind himself against the disciple who will take full advantage of this. The character makes an opposed attack roll against his foe’s attack roll, and if successful the attacker misses the character who gains total concealment from his foe until the character’s next action.

8th Level

Sting of the Cobra
Steel Serpent (Strike)
Level: 8
Prerequisites: Three Steel Serpent Maneuvers
Initiation Action: 1 standard action
Range: Melee attack or ranged attack
Target: One creature
Duration: Instant, 3 rounds
Saving Throw: Fortitude (partial)

By focusing destructive, life-destroying ki into his attack, the Steel Serpent disciple strikes at the very heart of his foe’s life force. The disciple makes an attack against a target; if successful the strike inflicts an additional 8d6 points of damage and 2d4 points of Constitution damage (Fortitude save DC equal to 18 + primary initiator attribute modifier to halve this Constitution damage). On the following two rounds on a failed save, the corrupted ki energies inflict an additional 2d6 points of damage and 2 additional points of Constitution damage

Adamantine Fang
Steel Serpent (Strike)
Level: 8
Prerequisites: Three Steel Serpent Maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant, 3 rounds
Saving Throw: Fortitude (partial)

When initiating this maneuver, the disciple congeals the totality of his ki along his weapon which glitters almost like a diamond just before he strikes. The disciple makes an attack against an opponent, and if successful, the attack deals an additional 10d6 points of damage and bypasses all damage reduction the target may possess. The awesome force of the disciple’s ki is so strong that it has the potential to paralyze the opponent on a failed Will save (DC 18 + primary initiator attribute modifier) for one round.

Hooded Cobra Attitude
Steel Serpent (Stance)
Level: 8
Prerequisites: Three Steel Serpent Maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

By adopting this stance, the disciple of Steel Serpent takes on the menacing dread of the hooded cobra. The weaving, hypnotic motions of that most venomous of serpents manifests in the lithe movements of the disciple, who’s gaze paralyzes a foe with their intensity and their lazy walk towards it. The disciple gains a gaze attack with a range of 50ft (see gaze attacks in MM1), creatures coming within this range are shaken by the disciple’s deadly presence and the glint of his eyes (Will save DC 18 + primary initiator attribute modifier negates). When the disciple focuses his gaze (as an attack action) on a target, they may make a Will save (DC 18 + primary initiator attribute modifier) to resist being paralyzed for 1d4 rounds by his hypnotic gaze. A successful save negates this effect. The disciple may only have one opponent paralyzed at a time. This is a mind-affecting, compulsion effect.

9th Level

Five-Fold Hydra Sting
Steel Serpent (Strike)
Level: 9
Prerequisites: Four Steel Serpent Maneuvers
Initiation Action: 1 standard action
Range: Melee attack or ranged attack
Target: One creature
Duration: Instant
Saving Throw: Fortitude (partial)

A true mastery of the discipline of Steel Serpent possesses the knowledge to use his own skill, ki, and knowledge of the systems of living creatures, putting them to use for ending of a life. When a disciple initiates this maneuver and strikes a foe, he shows his deadly intent and knowledge in show of terrible force by striking a foe’s heart chakra and sends a cascade of poisonous ki through the body to annihilate the life-force of the target. The disciple makes an attack against a foe, if this is successful the target must make a Fortitude save (DC 19 + primary initiator attribute modifier). If this save fails, the target is instantly slain as his body's energies revolt and consume in a flash, reducing the body to ash (equipment is unharmed). If the target succeeds this save, his body still suffers from the experience, as the attack inflicts an additional 50 points of damage. If the target dies from this, his body also dissolves into ash. Victims slain by this attack cannot be resurrected normally; a wish or miracle spell must be cast first to restore the life-force of the victim's spirit before any raise attempt can be attempted.

ErrantX
2010-07-22, 06:23 PM
PEACH away!

Another Libram of Battle discipline...AND my site is back up for those who click the link in my sig.

Critiques welcomed and asked for. Thank you!
-X

IcarusWings
2010-07-23, 01:02 AM
It looks good, and the picture's a good choice :smallbiggrin:

I don't quite understand how Prana's work though.

mrcarter11
2010-07-23, 03:45 AM
Small nitpik.. Your 6th boost is typed as a strike. Other then that,it looks clean. I think the sneak attack stance might be OP. It grants an extra die and skill bonuses compared to the shadow hand stance, but it is 2 levels higher.. Not really sure. Other then that, the strikes seem like they could mess up most things, just figure out what ability it needs and demolish it. The counters are clean. I don't recall you having a lot of boosts, but good other then that.

Harperfan7
2010-07-23, 04:57 AM
Apart from my existing beef with ToB stuff, this is pretty damn good. You really nailed the assassin style mechanics.

Were I you, I would edit the maneuver descriptions so that the descriptive paragraph is somehow visually separate from the crunch paragraph, like by spacing or bolding.

ErrantX
2010-07-23, 11:30 AM
Small nitpik.. Your 6th boost is typed as a strike. Other then that,it looks clean. I think the sneak attack stance might be OP. It grants an extra die and skill bonuses compared to the shadow hand stance, but it is 2 levels higher.. Not really sure. Other then that, the strikes seem like they could mess up most things, just figure out what ability it needs and demolish it. The counters are clean. I don't recall you having a lot of boosts, but good other then that.

Fixed the nitpick, perhaps I will reduce the sneak attack damage to +2d6 and keep the skill bonuses. What say you?

As far as boosts, all of the Pranas are boosts.


It looks good, and the picture's a good choice :smallbiggrin:

I don't quite understand how Prana's work though.

A Prana is a boost that can be used to add additional ki based poison to an attack. I can use a prana on a shuriken and then climb up to a rooftop and throw it at you, as prana can be used ahead of time and retain for 24 hours.


Apart from my existing beef with ToB stuff, this is pretty damn good. You really nailed the assassin style mechanics.

Were I you, I would edit the maneuver descriptions so that the descriptive paragraph is somehow visually separate from the crunch paragraph, like by spacing or bolding.

I will see what I can do with some of the formatting to make it a little easier to read. Thank you!

-X

cooperflood
2010-07-23, 01:24 PM
Here are some of my random thoughts on this school. Over all I like this school seems to have a tight theme that would work well for an assassin or rogue type character.

Steel Coils: This is a good match for the Snake theme, but it mechanically it seems at odds with the rest of the discipline. I can't see any character who is built with Steel Serpent in mind wanting to use this stance. If it were a strike/boost this wouldn't be that big of a deal, but considering it's a stance I see this as a major concern.

Hood Killer Stance: I think 3d6 sneak attack is fine, but I would cut the skill bonus in half.

Poisoner's Stance: Wow this is an ridiculous ability. +10 to a save is way to much in my opinion. If it were just mundane poisons that would be OK maybe but since they are boosting other maneuvers I would reduce this by half (advancing only every 4 levels). Additionally Stings should have a mechanical designation like pranas.

Spitting Cobra Stance: Could use a secondary ability. Like maybe No AoO or ignore attack penalties for second range increment. As is I see both Poisoner Stance and Hood Killer Stance as being stronger abilities and there lower levels.

Rattler's Feint: Weak for a level 4 maneuver.

It seems like the ability scores targeted by your various maneuvers is all over the place. Is there any method to your madness?

I would consider allowing these abilities to target multiple abilities, but you must choose which ability they target when readied. For example Sting of the Asp could deal DEX or STR damage with the type of damage choose when readied.

mrcarter11
2010-07-23, 05:23 PM
I personally think that the grapple stance is at odds with the rest, but it is more flavor then crunch to me. I also think that the sneak attack and skill bonuses are fine. Considering what level the stance is. And I would agree that being able to choose what ability it damages would be nice. Give to choices and let the player decide when they use it. I actually plan on using this very soon along with a few other homebrew disciplines. So I can give better analysis then.

Danzig
2010-07-24, 10:43 AM
I like this discipline very much, ErrantX. There can never be too many disciplines for assassination purposes; assassins are supposed to be a diverse bunch.

I see no problem with Steel Coils. Not only do assassins often choke their targets out, the name fits with the name of the discipline nicely.

....So, when can we expect to see more LoB disciplines? I'm working on compiling a huge book of the 9 Resharian (ToB) disciplines, and every last homebrew from here to the 2 D&D Wikis...

Incidentally, I'm up to about 80 homebrew right now. Not all are finished, but they're out there.

ErrantX
2010-07-24, 06:33 PM
There are a multitude of people who have told me that Steel Coils doesn't fit... I dunno, I feel that this discipline needs a little more work on it. While it has the art of murdering folk down, I am not sure what else can be done with it. Additionally, if I were to remove Steel Coils, I'm not sure what I'd replace it with. Suggestions?

Thank you for your support and comments!
-X

Stycotl
2010-07-24, 10:30 PM
i would suggest not having swordsages swap shadow hand for this. have them swap a discipline that is not generally regarded as a stealthy discipline, so that they can keep shadow hand.

i'd pick stone dragon off the top of my head, but maybe they should get to choose which discipline they swap anyway.

ErrantX
2010-07-24, 10:33 PM
i would suggest not having swordsages swap shadow hand for this. have them swap a discipline that is not generally regarded as a stealthy discipline, so that they can keep shadow hand.

i'd pick stone dragon off the top of my head, but maybe they should get to choose which discipline they swap anyway.

That's reasonable. What else do you think of this?

-X

Kurtmuran
2010-07-26, 06:08 PM
like it i want to use in my assasin compagin

Danzig
2010-08-15, 12:19 AM
There are a multitude of people who have told me that Steel Coils doesn't fit... I dunno, I feel that this discipline needs a little more work on it. While it has the art of murdering folk down, I am not sure what else can be done with it. Additionally, if I were to remove Steel Coils, I'm not sure what I'd replace it with. Suggestions?

Thank you for your support and comments!
-X

Seriously dude, don't remove it. If they can't deal with Steel Coils, then that's their problem. Strangulation is as much a tool of murder as poison and sharp objects are. I am of the opinion that ToB/LoB is a lot like dim sum. You take what you want, and cheerfully ignore the rest. Take the Pungeon Pendragon and Falling Anvil disciplines. I hate corny humor and puns in my games (especially puns) but that doesn't mean somebody else might not like them.

mrcarter11
2010-08-21, 06:54 PM
Quick question.. Why is the skill listed as heal on this site.. But on LoB it is Move Silently?

ErrantX
2010-08-21, 11:15 PM
Quick question.. Why is the skill listed as heal on this site.. But on LoB it is Move Silently?

Because I changed it here and forgot to there :smallredface:

Thank you for being alert. The world needs more lerts.

-X

Edit: Fixed.

mrcarter11
2010-08-21, 11:23 PM
No problem.. Just had been thinking of a LoB game.. And was going through the stuff over there, and noticed it.

Temotei
2010-08-21, 11:33 PM
I have to say, I'm glad you have Kylar as a steel serpent. :smallcool:

Though I'm sure you know this, that's Ezio Auditore, not Kylar, but it's a cool picture. :smallamused:

DracoDei
2010-08-22, 10:17 AM
Garottes were statted out in 3.0's "Song and Silence" and choking before leveraging into the neck-snap is one of Solid Snake's moves. Those justify the inclusion of Steel Coils to me... although now that I actually read it you did leave out the most important part. Lower the damage if you have to, but for the love of Vecna, have it make it so the target can't make vocal sounds as long as you have them grappled (shouting for help/screaming, casting spells with verbal components, etc).

If you want to get really fancy, add a reflex save or attack roll (usually against a fixed DC/AC, but... see below) to intercept objects dropped by your victim on their way to the floor with your foot, just enough that they make it their with less noise. I say this because I once asked someone about the mechanics of taking out sentries silently in a modern combat environment. He asked me if I wanted the 1 on 1, or the 2 on 1 version. I said the 2 on one version just for the heck of it. He said that that works out as one guy coming in from the back... his job is to kill the sentry. The guy coming in from the front has one concern only... keep he guy's gun from hitting the ground (and maybe wrestle it away from him before he can fire it to attract attention?). To relate this to Steel Coils, if the guy drops his sword to counter-grapple, then having it hit with a "ping" rather than a "CLANG!" helps you out (which maybe means this all should be a "degrees of success" thing that raises the listen DC to hear the dropped object strike the ground rather than a binary success/failure thing). The opposed check against your victim comes up if he is wily enough (or had a wily enough instructor and is very well trained) to THROW his weapon away, rather than merely dropping it. That requires knowing that the sub-technique of half-catching a dropped object with a foot (or whatever) exists (Martial Lore check??? But it might make it into a lot of training programs in some settings, without the full reasoning behind it being understood by most of the people actually using the counter).

ErrantX
2011-03-22, 10:36 PM
Posted a major update to Steel Serpent, added half a dozen+ new maneuvers to this discipline. They're marked with an asterisk for those who wish to examine those specifically.

For those of you who don't know, Libram of Battle is a Pathfinder compatible product, so that's why I'm referencing Stealth and not Hide and Move Silently.

-X

peacenlove
2011-03-23, 06:25 AM
Posted a major update to Steel Serpent, added half a dozen+ new maneuvers to this discipline. They're marked with an asterisk for those who wish to examine those specifically.

For those of you who don't know, Libram of Battle is a Pathfinder compatible product, so that's why I'm referencing Stealth and not Hide and Move Silently.

-X

How did i miss it? Because it's utterly awesome :smallbiggrin:


Poisoner's Stance
...

One of the first lessons of Steel Serpent disciples is the knowledge of mundane poisons and how to use them with expertise. While in this stance, the disciple gains the poison use class feature (the disciple no longer risks accidentally poisoning himself when attempting to apply poison to a weapon) and gains a +1 DC/2 IL perfection bonus (maximum +10) to the saving throw DC's of any poison (mundane, sting or prana) he applies through the use of this stance.


IMO Sting and Prana should be new maneuver descriptors for easier categorization, since they are new rules additions to the initiation system.


Body of the Night
...

A wielder of the secrets of Steel Serpent knows his body and how to use it effectively in the art of stealth. By learning to manipulate his ki flows to obfuscate his movements from sight and to use his body control to mask the sounds of his passage. The disciple may add his ranks in the Heal skill to his ranks in the Stealth skill when making a Stealth check while in this stance.

As written it is just a +1-+20 bonus to stealth checks, for which you must pay with extra skill ranks.
Why don't you give special benefits according to your ranks in your Heal check when you use your stealth checks (just like Tumble giving fire resist/immunity in Flame's Blessing)?
A (quick) example of what I mean is
1-5 Heal ranks: No movement penalty to Stealth checks
6-10 Heal ranks: Hide in Plain Sight ability (Note that PF has only one version of this ability)
11-15 Heal Ranks: Darkstalker benefits (except the enabling of flanking all around vision creatures)
16-20 Heal Ranks: Dunno :smallbiggrin: Maybe free stealth check after each of your full attacks?
Its overpowered as written but I hope that you get what I mean.


Five-Fold Hydra Sting
...

A true mastery of the discipline of Steel Serpent possesses the knowledge to use his own skill, ki, and knowledge of the systems of living creatures, putting them to use for ending of a life. When a disciple initiates this maneuver and strikes a foe, he shows his deadly intent and knowledge in show of terrible force by striking a foe’s heart chakra and sends a cascade of poisonous ki through the body to annihilate the life-force of the target. The disciple makes an attack against a foe, if this is successful the target must make a Fortitude save (DC 19 + primary initiator attribute modifier). If this save fails, the target is instantly slain as his body's energies revolt and consume in a flash, reducing the body to ash (equipment is unharmed). If the target succeeds this save, his body still suffers from the experience, as the attack inflicts an additional 50 points of damage. If the target dies from this, his body also dissolves into ash. Victims slain by this attack cannot be resurrected normally; a wish or miracle spell must be cast first to restore the life-force of the victim's spirit before any raise attempt can be attempted.


Add True resurrection or similar magic to the effects that can raise a character affected from this maneuver. True resurrection is explicitly stronger than wish or miracle when raising subjects from the dead (since the latter 2 are only duplicating the resurrection spell to achieve their effects.).