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Endarire
2010-08-27, 01:28 AM
Stone Dragon - Endarire's Revised Tome of Battle Discipline

Part II (http://www.giantitp.com/forums/showthread.php?p=10595835)
The Google Docs version (https://docs.google.com/document/edit?id=1zRn1aUJyyPQU--2z9ff5wylO-VSMsNXfNMFuPjtIDIY#) is not currently suported.

Version History
1.8 (March 20, 2011)


MANEUVERS
-Boulder Roll (2): Reduced its level from 4. Now it's worth using!
-Rock Slide (2): Clarified that Rock Slide's extra 5' steps stack with existing 5' steps.

-Mudslide (3): Removed Reflex half. (Not sure what that meant.) Also changed range to See Text since it can be used with ranged attacks.
-Stone Dragon's Fury (3): Now ignores DR & hardness of Constructs and objects. Also changed range to See Text since it can be used with ranged attacks.

-Deep Fissure (4): Deep Fissure now lasts until the start of the next round on your turn.

-Stone Dragon's Wisdom (5): Now, the "roll twice and take either result" also applies to crit confirmations. This was intended, but not clearly stated.

-Colossus Strike (7): Upped the distance to 2d6x10 feet from 2d4x5 feet. C'mon, it's a level 7 maneuver! FORE!

-Elder Tombstone Sweep (8): Added a note to exclude any number of targets within melee reach.


STANCES
-Stoneheart Stance (3): At initiator level 10, you may instead treat this DR as DR/-.

-Avalanche Stance (5): Added a reminder that damage from this stance is multiplied on a crit.
-Wearying Stance (5): Clarified how Wearying Stance interacts with effects causing fatigue or exhaustion

-Reverberating Stance (8): Let's reflect some targeted magic and psionic attacks! Whatchya think?

1.7 (October 1, 2010)
Many thanks to Milskidasith from Giant in the Playground for his thorough suggestions on this version!


MANEUVERS
-Wearing Strike (3): Clarified how it worked with the revised Wearying Stance.
-Boulder Roll (4): Clarified that it automatically knocks the target prone, mounted or not.
-Deep Fissure (4): Added. Now, auto-confirm crits and overcome DR with this boost!
-Steel Bones (4): DR/Adamantine changed to DR/-.
-Steel Vise (4): Added a clause about preventing interplanar travel. Also clarified that the target can't use hustle, a Belt of Battle, or similar means.
-Stone Dragon's Fury (4): Clarified that all damage against constructs and objects is multiplied.
-Exhausting Strike (5): It's back! It auto-exhausts on hit.
-Stone Dragon's Wisdom (5): It's a boost again. It should have always remained a boost. Now, it lasts until the start of your next turn. Also added a clause about it affecting special attacks like grapples and bull rushes. Also, clarified that it doesn't let you reroll damage.
-Adamantine Vise (6): Added a clause about preventing interplanar travel. Also clarified that the target can't use hustle, a Belt of Battle, or similar means.
-Adamantine Bones (7): Added energy resistance and immunity. DR is now DR/-.
-Ancient Mountain Hammer (7): Changed this to be a swift action instead of a standard action.
-Echoing Strike (8): Clarified wording. Now, Echoing Strike and its partner strike take the same swift action.
-Obdurium Vise (9): The Giant in the Playground version finally prevents all actions. All versions also prevent interplanar travel.


STANCES
-Roots of the Mountain (3): Now has an explicit duration of 1 round.
-Avalanche Stance (5): Now level 5 instead of level 3.
-Wearying Stance (5): Now it can't exhaust targets.

1.6 (September 22, 2010)

MANEUVERS
-Colossus Strike (7): Clarified how knockback works with damage reduction.
-Echoing Strike (8): Clarified that Echoing Strike and the extra strike are expended. Also added optional prereq maneuvers.
-Obdurium Vise (9): Now it prevents all actions.

1.5 (September 13, 2010)

MANEUVERS
-Steel Bones (4): Now, even if you miss, you get DR 10/adamantine until the start of your next turn.
-Stone Dragon's Wisdom (5): Removed all references of this being a boost. Now it's a counter. Really!
-Adamantine Bones (8): Now, even if you miss, you get DR 20/adamantine and 50% fortification until the start of your next turn.

1.4 (September 11, 2010)

MANEUVERS
-Charging Minotaur (1): It's "bull rush attempt" not "bull rush attack."
-Mudslide (3): Specifically works with ranged or melee attacks.
-Colossus Strike (8): Specified that you must have a swift action to use Boulder Roll with Colossus Strike.
-Earthquake Strike (8). Now it won't affect your familiar or psicrystal.


STANCES
-Giant's Stance (3): You count as +2 size categories with 13 Balance ranks and +3 size categories with 18 Balance ranks.
-Wearing Stance (5): Added the clause on what constitutes a physical attack.

1.3 (September 1, 2010)

MANEUVERS
-Echoing Strike (8): Added. Now, you can use 1 more martial strike in a turn!


STANCES
-Avalanche Stance (3) and Roots of the Mountain Stance (3): Clarified a part about unarmed damage.

1.2 (August 30, 2010)

MANEUVERS
-Mudslide (3): Lessened damage to +3d6 (was 4d6).

-Colossus Strike (7): Clarified that you could initiate Boulder Roll after succeeding on the knockback.

-Adamantine Bones (7): Added 50% fortification.


STANCES
-Modded Stone Pillar Stance (1) to merely give +1 to critical damage multipliers. There is no additional benefit for Stone Dragon weapons.

-Avalanche Stance (3) is now level 3 instead of level 1. This stance was simply too spiffy for a level 1 stance.

1.1 (August 29, 2010)

MANEUVERS
-Clarified Charging Minotaur (1) so it doesn't grant an attack at the end of a charge unless you have Pounce.

-Clarified Rock Slide (2) to allow its 5-foot step even after taking a 5-foot step in a turn.

-Modded Bonecrusher (3) and Skullcrusher (6) so the crit effect lasts until the target is fully healed, as per Tome of Battle.

-Clarified Boulder Roll (4) to allow overrunning as a swift action.

-Modded Mudslide (3) to be level 3 instead of level 5.

-Clarified Mudslide (3) to trip with the current weapon immediately after dealing damage.

-Clarified Stone Dragon's Fury (3) to grant a sunder attack in addition to damage.

-Modded Skullcrusher (6) to auto-confirm crits against this target.

-Clarified Steel Vise (4) and Adamantium Vise (6) to deny full-round actions as well.


STANCES
-Added Stone Pillar Stance (1) to boost crits.

-Modded Giant's Stance (3) to be level 3 instead of level 1. Now, its benefit is based off Balance ranks, not BAB. Also, reduced the max benefit to +3 size categories instead of +4.

-Modded Avalanche Stance (1) to be level 1 instead of level 3. Giant's Stance was a lot better than I thought.

-Modded Avalanche Stance (1) and Stoneheart Stance (3) to have their benefits based off initiator level, not BAB. Clarified "physical attack" in both stances.

-Clarified Strength of Stone (8) to specifically block all type-based precision damage bypassers.

Credits
Jesus (http://en.wikipedia.org/wiki/Jesus): Father, thank You for Your inspiration and support!

Garryl: Thank you for combing through this work and offering helpful suggestions!

Milskidasith: Your hefty suggestions for 1.7 earned you your name in the credits. Keep up your thoroughness and your encouragement!

Intro
This revision is to make Stone Dragon worthy of choosing as a discipline. While Stone Dragon is available to any martial adept, the main reason I'd take anything is if I'm a level 1 Crusader at level 1, meaning I'm forced to take a Stone Dragon maneuver.

Stone Dragon is unusually restrictive. It requires the initiator to stand on the ground, and for stances, not move more than 5 feet in a round. Mind you, these restrictions apply to melee attacks. Casters ignore this silly logic and fly away.

(Re)Design Philosophy
Tome of Battle's Stone Dragon (http://www.wizards.com/default.asp?x=dnd/we/20061225a) emphasizes CON damage, overcoming DR & hardness, and granting DR. Also, Stone Dragon feels like the smallest discipline.

My redesign philosophy adds physical damage, fatigue & exhaustion, bull rushing, overrunning, and boosts. In a school that's available for everyone, there should be something for everyone. Also, I emphasize mechanics. Add fluff to your own taste.

I Dislike Silly Prerequisites
Initiator level is a sensible prerequisite. Forcing martial adepts to take 'junk' prereqs to get level-appropriate abilities turns me off. Casters- the more powerful classes- don't have such requirements.

For those who believe in maneuver prerequisites, I included prerequisites akin to Tome of Battle's Stone Dragon discipline.

The 'Missing' Material
Some names were changed. Some maneuvers and stances were dropped, perhaps because their mechanics were irreconcilable.


Stone Dragon Preface
The Stone Dragon discipline focuses an strength, power. and toughness. It grants a martial adept the ability to splinter steel with a single, focused blow. Stone Dragon's defensive abilities focus on tapping into the enduring power of stone to turn aside attacks.

This discipline's favored weapons are the greatsword, greataxe, heavy mace, heavy pick, warhammer, maul, and unarmed strike. Its key skill is Balance.

In this revised Stone Dragon discipline, maneuvers are no longer restricted to being initiated while standing on the ground. (The Tome of Battle version required the initiator to stand on the ground while initiating Stone Dragon maneuvers.)

Justification: The expanded weapons list is thematic. Why not include more bludgeoning weapons?

Also, the old 'must be on the ground' restriction irked me. I avoided Stone Dragon maneuvers for simply that reason.


Level 1 Maneuvers
Charging Minotaur
Stone Dragon (Strike)
Level: Crusader1, Swordsage1, Warblade1
Initiation Action: 1 full-round action
Range: Melee attack
Target: 1 creature or object

As part of this maneuver, you make a bull rush attack (PHB 154) at the end of a charge. Normally, you do not get any other attacks at the end of this charge. If you have Pounce or another ability to make a full attack on a charge, you may make a full attack and a bull rush attempt at the end of this charge in the order of your choice. Neither the movement nor the bull rush attempt provokes attacks of opportunity.

Resolve the bull rush attempt normally. If your Strength check exceeds the opponent’s result, you deal bludgeoning damage equal to 2d6 + your STR modifier in addition to pushing the target back as normal. Assuming your Strength check is high enough, you can push your target back more than 5 feet (as normal for a bull rush, but without having to follow).

Justification: I clarified attacking at the end of the charge, but otherwise this maneuver was left as-is. Solid.

Stone Bones
Stone Dragon (Strike)
Level: Crusader1, Swordsage1, Warblade1
Initiation Action: 1 standard action
Range: Melee attack
Target: 1 creature or object

As part of this maneuver, make a single melee attack. If the attack hits, you deal normal melee damage, and until the start of your next turn, you gain DR 5/adamantine.

Justification: This maneuver is useful at low levels and is mechanically unchanged.


Level 1 Stances
Mountain Skin Stance
Stone Dragon (Stance)
Level: Crusader1, Swordsage1, Warblade1
Prerequisite: One Stone Dragon maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

While in this stance, you gain a natural armor of +3. This bonus increases by +1 for every 3 initiator levels you have. If you have more than one initiator level, such as from being a Swordsage/Warblade, you may use your highest initiator level.

This stance's bonus does not stack with other sources of natural armor. However, the natural AC from this stance stacks with enhancement bonuses to natural armor, such as from barkskin.

Justification: Stonefoot Stance's AC bonus only applied to creatures of larger size categories. I found it too situational. +3 natural AC is noticeable, but doesn't stack with a polymorphed creature's AC.

Version 1.4 upped this to 3 AC +1/3 initiator levels. The difference is minor but makes it a stronger contender for mid-game.

Stone Pillar Stance
Stone Dragon (Stance)
Level: Crusader1, Swordsage1, Warblade1
Prerequisite: One Stone Dragon maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

While in this stance, weapons you wield have their critical multiplier increased by 1. This effect stacks with other crit-enhancing effects, such as a Keen weapon, Improved Critical, or a Flaming Burst weapon.

For example, a quarterstaff would have its critical multiplier increased to 20x3 in this stance, a keen greatsword's crit would be 17x3, and a Flaming Burst Scythe would be 20x6.

Justification: A discipline that focuses on hitting hard had no stance to boost this. Why not up the crit power?


Level 2 Maneuvers
Boulder Roll
Stone Dragon (Boost)
Level: Crusader2, Swordsage2, Warblade2
Initiation Action: 1 swift action
Range: See Text
Target: See Text

You may initiate Boulder Roll when you make an overrun attempt. If you do, you automatically succeed on this overrun attempt, and your target can't choose to avoid you.

If you use Boulder Roll while mounted, your mount automatically succeeds on its trample attempt, and your target can't choose to avoid your mount.

Remember, an overrun target is knocked prone in its space. Even with Boulder Roll, a target can only be overrun if it's no more than 1 size category larger than you (if you're unmounted) or than your mount (if you're mounted).

Justification: The original Boulder Roll was a full-round action boost that merely allowed my foe to avoid me. In short, it was almost impossible to use. This clarifies its use with trampling and makes overrunning more practical.

I also added synergy with the Colossus Strike maneuver.

Mountain Hammer
Stone Dragon (Strike)
Level: Crusader2, Swordsage2, Warblade2
Initiation Action: 1 standard action
Range: Melee attack
Target: 1 creature or object

As part of this maneuver, you make a single melee attack. This attack deals an extra 2d6 points of damage and automatically overcomes damage reduction and hardness.

Justification: This maneuver is useful at low levels and is mechanically unchanged.

Rock Slide
Stone Dragon (Boost)
Level: Crusader2, Swordsage2, Warblade2
Initiation Action: 1 swift action
Range: Self
Target: You
Duration: Instantaneous

As part of this maneuver, you get an extra 5-foot step this round. This 5-foot step stacks with other sources of 5-foot steps, such as the White Raven Stance Press the Advantage (Tome of Battle 94).

You may combine two 5-foot steps (such as your normal 5-foot step and the one granted by Rock Slide) to take a 5’ step onto difficult terrain.

These 5-foot steps don’t provoke attacks of opportunity.

You may take the extra 5-foot step granted by this maneuver at any time during your turn, before or after normal movement, and before or after taking your normal allotment of 5-foot steps in a turn.

Justification: Being more mobile may seem counter-intuitive, but mountains still move, usually slowly. I also clarified being able to use Rock Slide after making a 5-foot step in a round.

Stone Vise
Stone Dragon (Strike)
Level: Crusader2, Swordsage2, Warblade2
Initiation Action: 1 standard action
Range: Melee attack
Target: 1 creature or object
Saving Throw: Fortitude partial

As part of this maneuver, you make a single melee attack. This attack deals an extra 1d6 points of damage. Your attack also drops the target’s speed to 0 feet (for all movement capabilities) for 1 round. It can otherwise act normally.

A successful Fortitude save (DC 12 + your STR modifier) by the target struck negates the immobilization, but not the extra damage. A target in midair that fails its save immediately falls, but a creature affected by levitate still hovers and can still levitate as normal.

Justification: The save is weak, but there's at least a 5% chance you'll knock fliers out of the air if you can reach them.


Level 3 Maneuvers
Bonecrusher
Stone Dragon (Strike)
Level: Crusader3, Swordsage3, Warblade3
Prerequisite: One Stone Dragon maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: 1 creature or object

As part of this maneuver, you make a single melee attack. If it hits, you deal an extra 4d6 damage. Until the target is healed back to its maximum total HP, all attacks made against this target get +10 on the attack roll to confirm the crit, and a natural 1 on the confirm roll is not an automatic failure. Also, against this target, all damage from the Bonecrusher and Skullcrusher maneuvers is multiplied on a critical, just as weapon damage would be.

Justification: Welcome to a new series of maneuvers relying on crits! Tome of Battle had this sans the 'natural 1' part.

Ahem. Bonecrusher is special in that a natural 1 is not an auto-whiff on a confirmation roll and its damage is multiplied on a crit.

Mudslide
Stone Dragon (Strike)
Level: Crusader3, Swordsage3, Warblade3
Prerequisite: One Stone Dragon maneuver
Initiation Action: 1 standard action
Range: See Text
Target: 1 creature or object

As part of this maneuver, you may make a single attack with a melee or ranged weapon you wield. If the attack hits, the target takes 3d6 extra damage and you may attempt to trip this target with the weapon or projectile you used to inflict this damage, even if this weapon or projectile normally can't be used to trip. Mudslide gives you a +4 bonus on the trip attempt. When you initiate this trip attempt, you need not make a touch attack. Attempting to trip the target does not provoke attacks of opportunity against you, nor can your foe attempt to trip you. A target that is not tripped still takes the extra damage.

Justification: It's like tripping without the spiked chain!

Stone Dragon's Fury
Stone Dragon (Strike)
Level: Crusader3, Swordsage3, Warblade3
Prerequisite: One Stone Dragon maneuver
Initiation Action: 1 standard action
Range: See Text
Target: 1 creature or object

As part of this maneuver, you make a single melee or ranged attack. If it hits, you deal an extra 4d6 damage.

Against a Construct or an object, your damage from your weapon, static modifiers to damage (your STR modifier, Weapon Specialization, and so on) and this maneuver are instead doubled. This attack also ignores the damage reduction and hardness of Constructs and objects.

If you strike an object, you may also attempt to sunder it (PHB 158) without provoking attacks of opportunity. This sunder attempt is in addition to the doubled damage from this maneuver.

Justification: The Tome of Battle version of this maneuver was too specific. Now, its special function works better against its intended targets, but the maneuver is generally useful.

Wearying Strike
Stone Dragon (Strike)
Level: Crusader3, Swordsage3, Warblade3
Prerequisite: One Stone Dragon maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: 1 creature or object

As part of this maneuver, you make a single melee attack. If you hit, you deal an extra 2d6 damage, and the target is automatically fatigued. A fatigued target hit by this maneuver is instead exhausted.

If you hit a target with Wearying Strike while in Wearying Stance, it is instead exhausted.

Justification: Dissuade foes from fleeing by halving their movement speed and making them easier to hit. Besides, it's cool.


Level 3 Stances
Giant's Stance
Stone Dragon (Stance)
Level: Crusader3, Swordsage3, Warblade3
Prerequisite: One Stone Dragon maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

While in this stance, you are treated as one size category larger for purposes of determining weapon damage (including natural weapons and ranged weapons), as well as for special combat maneuvers such as bull rush, trip, disarm, overrun, sunder, and knockback. Giant's Stance stacks with Powerful Build and Slight Build. This stance does not affect your reach, speed, ability scores, skills, or other size-dependent aspects.

If you have at least 13 Balance ranks, this bonus increases to 2 size categories. If you have at least 18 Balance ranks, this bonus increases to 3 size categories.

Justification: The original Giant's Stance had a good idea. This expands on it and makes it practical. At the extreme end, a Fine creature like a fly could grapple a halfling. I'd like to see that.

I kept the three size categories to account for very big creatures by level 15.

Roots of the Mountain Stance
Stone Dragon (Stance)
Level: Crusader3, Swordsage3, Warblade3
Prerequisite: One Stone Dragon maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Saving Throw: See text

While in this stance, each attack you make with a melee weapon or a ranged weapon entangles your target until next round at the start of your turn. A Reflex save of DC 13 + your STR modifier negates entanglement.

Justification: The original Roots of the Mountain had a mishmash of abilities, none of which seemed to belong together. This seems more thematically appropriate. Also, entanglement hampers casters. Watch out!

Stoneheart Stance
Stone Dragon (Stance)
Level: Crusader3, Swordsage3, Warblade3
Prerequisite: One Stone Dragon maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

While in this stance, you gain DR/adamantine equal to your initiator level. If your initiator level is at least 10, you may instead treat this DR as DR/-.

If you have more than one initiator level, such as from being a Swordsage/Warblade, you may use your highest initiator level. DR from this stance stacks with other sources of the same DR (namely, DR/adamantine and eventually DR/-) from other sources, such as the Stone Bones or Steel Bones maneuvers respectively.

Justification: For a defensive discipline, why not have something that makes me significantly more resilient?


Level 4 Maneuvers
Deep Fissure
Stone Dragon (Boost)
Level: Crusader4, Swordsage4, Warblade4
Prerequisite: One Stone Dragon maneuver
Initiation Action: 1 swift action
Range: Self
Target: You
Duration: See Text

After activating this boost, you gain two benefits. First, your attacks with melee weapons or with ranged weapons automatically overcome damage reduction and hardness. Second, all critical threats are automatically confirmed. All benefits of this boost last until the start of the next round on your turn.

Justification: Overcoming DR and hardness is one of Stone Dragon's themes. Being able to negate DR at critical moments seems appropriate, but making this effect a stance feels like too much.

Steel Bones
Stone Dragon (Strike)
Level: Crusader4, Swordsage4, Warblade4
Initiation Action: 1 standard action
Range: Melee attack
Target: 1 creature or object

As part of this maneuver, make a single melee attack. If the attack hits, you deal normal melee damage. Even if you miss, you gain DR 10/- until the start of your next turn.

Justification: Getting DR 10/adamantine from a level 6 (!) strike seemed absurdly long to wait. This feels like a fair upgrade.

For a highly defensive maneuver of this level, you should not need to hit, especially considering how little damage you deal.

Steel Vise
Stone Dragon (Strike)
Level: Crusader4, Swordsage4, Warblade4
Initiation Action: 1 standard action
Range: Melee attack
Target: 1 creature or object
Saving Throw: Fortitude partial

As part of this maneuver, you make a single melee attack. This attack deals an extra 3d6 points of damage. For 1 round, your attack also drops the target’s speed to 0 feet (for all movement capabilities) and prevents the target from taking move actions and full-round actions. The target can't use a Belt of Battle, hustle, or other means of gaining actions to use move actions or full-round actions. Additionally, the target is prevented from using interplanar travel abilities, such as teleport, dimension door, plane shift, maze, and gate. Your target can otherwise act normally.

A successful Fortitude save (DC 14 + your STR modifier) by the target struck negates all effects of this maneuver except the damage. A target in midair that fails its save immediately falls, but a creature affected by levitate still hovers and can still levitate as normal.

Justification: This is an upgraded Stone Vise. The original maneuver, Overwhelming Mountain Hammer, was generally worse than Stone Vise. Move Actions are generally less precious than move speed.

Tombstone Strike
Stone Dragon (Strike)
Level: Crusader4, Swordsage4, Warblade4
Prerequisite: One Stone Dragon maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: 1 creature or object

As part of this maneuver, you make a single melee attack. If it hits, you deal an extra 2d6 damage and 2 points of CON damage.

Justification: I added 2d6 damage to the former Bonesplitting Strike for a bit of extra power. Maybe this will be useful against things immune to CON damage, like ghosts.


Level 5 Maneuvers
Elder Mountain Hammer
Stone Dragon (Strike)
Level: Crusader5, Swordsage5, Warblade5
Prerequisite: One Stone Dragon maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: 1 creature or object

As part of this maneuver, you make a single melee attack. This attack deals an extra 8d6 points of damage and automatically overcomes damage reduction and hardness.

Justification: The original Elder Mountain Hammer only did +6d6 damage for a level 5 maneuver. Ick.

Exhausting Strike
Stone Dragon (Strike)
Level: Crusader5, Swordsage5, Warblade5
Prerequisite: One Stone Dragon maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: 1 creature or object

As part of this maneuver, you make a single melee attack. If you hit, you deal an extra 5d6 damage, and the target is automatically exhausted.

If you hit a target with Exhausting Strike while in Wearying Stance, it is instead exhausted.

Justification: "I hit you so hard, you're about to drop from exhaustion!" I like that notion!

Stone Dragon's Wisdom
Stone Dragon (Boost)
Level: Crusader5, Swordsage5, Warblade5
Prerequisite: One Stone Dragon maneuver
Initiation Action: 1 swift action
Range: Self
Target: You
Duration: See Text

After activating this boost, you gain three benefits. First, whenever you make an attack roll (such as for a maneuver or a spell), you may roll twice and accept either result. Second, whenever you roll a critical confirmation, you may roll twice and accept either result. Third, when rolling to breach a target's miss chance (such as a target affected by displacement or the Child of Shadow stance), you may roll twice and accept either result. Fourth, when you use a special attack (bull rush, trip, overrun, grapple, and so on), you may roll twice and accept either result. All benefits of this boost last until the start of the next round on your turn.

Justification: In a strike-heavy discipline, being able to reliably hit is handy.


Level 5 Stances
Avalanche Stance
Stone Dragon (Stance)
Level: Crusader5, Swordsage5, Warblade5
Prerequisite: One Stone Dragon maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

While in this stance, each attack you make with a melee weapon or a ranged weapon deals extra damage equal to your initiator level. (Remember, this damage is multiplied on a critical hit.) If you have more than one initiator level, such as from being a Swordsage/Warblade, you may use your highest initiator level.

Justification: Iron Heart's level 1 Punishing Stance does d6 damage per hit, but also sticks you with -2 AC. This is one stance which encourages keeping your initiator level high.

Earthhand Stance
Stone Dragon (Stance)
Level: Crusader5, Swordsage5, Warblade5
Prerequisite: One Stone Dragon maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

While in this stance, you gain tremorsense out to 60 feet. Remember, you must be in physical contact with the ground or with liquid to gain tremorsense in these respective media.

Justification: Diamond Mind has Hearing the Air for 30' blindsense and +5 insight Listen. Earthhand Stance's range is greater, but the ability is far more restrictive.

Wearying Stance
Stone Dragon (Stance)
Level: Crusader5, Swordsage5, Warblade5
Prerequisite: One Stone Dragon maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

While in this stance, every time you hit a creature with a melee weapon or a ranged weapon (see below), it becomes fatigued. A fatigued creature hit by someone in this stance instead remains fatigued.

If in Wearying Stance, you hit a target so he would become fatigued or exhausted by means other than this stance (such as Exhausting Strike or Wearying Strike), your target is instead exhausted.

Justification: You may cry "Foul!" Remember, however, that undead and constructs are immune, and Wizards get the no-save waves of fatigue this level, and have had ray of exhaustion since spell level 3.


Level 6 Maneuvers
Adamantine Vise
Stone Dragon (Strike)
Level: Crusader6, Swordsage6, Warblade6
Prerequisite: Two Stone Dragon maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: 1 creature or object
Saving Throw: Fortitude partial

As part of this maneuver, you make a single melee attack. This attack deals an extra 6d6 points of damage. For 1 round, your attack also drops the target’s speed to 0 feet (for all movement capabilities) and prevents the target from taking any move actions, standard actions, or full-round actions. The target can't use a Belt of Battle, hustle, or other means of gaining actions to use move actions, standard actions, or full-round actions . Additionally, the target is prevented from using interplanar travel abilities, such as teleport, dimension door, plane shift, maze, and gate. Your target can otherwise act normally.

A successful Fortitude save (DC 16 + your STR modifier) by the target struck negates all effects of this maneuver except the extra damage. A target in midair that fails its save immediately falls, but a creature affected by levitate still hovers and can still levitate as normal.

Justification: This feels like a caster-stopper maneuver, if you can get the enemy to fail its save.

Elder Tombstone Strike
Stone Dragon (Strike)
Level: Crusader6, Swordsage6, Warblade6
Prerequisite: Two Stone Dragon maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: 1 creature or object

As part of this maneuver, you make a single melee attack. If it hits, you deal an extra 5d6 damage and 1d4+1 points of CON damage.

Justification: I felt the need for a maneuver between 2 CON damage and 2d6 CON damage.

Skullcrusher
Stone Dragon (Strike)
Level: Crusader6, Swordsage6, Warblade6
Prerequisite: Two Stone Dragon maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: 1 creature or object

As part of this maneuver, you make a single melee attack. If it hits, you deal an extra 10d6 damage. Until the target is healed back to its maximum total HP, all critical threats made against this target are automatically confirmed. Also, against this target, all damage from the Bonecrusher and Skullcrusher maneuvers is multiplied on a critical, just as weapon damage would be.

Justification: This is Bonecrusher's big brother. Damage-wise, this is going to hurt. A lot.


Level 7 Maneuvers
Adamantine Bones
Stone Dragon (Strike)
Level: Crusader7, Swordsage7, Warblade7
Initiation Action: 1 standard action
Range: Melee attack
Target: 1 creature or object

As part of this maneuver, make a single melee attack. If the attack hits, you deal normal melee damage. Even if you miss, then until the start of your next turn, you gain DR 20/-; energy resistance equal to twice your initiator level to acid, cold, electricity, fire, and sonic; and 50% fortification. This fortification (the chance a crit will instead be a normal hit, and the chance to negate precision damage such as sneak attack) stacks with existing fortification, such as from armor of Light Fortification.

Justification: Going for a defensive option had better be worth it. Getting DR 20/adamantine may even be too weak for a strike of this level; thus, I added 50% Fortification.

For a highly defensive maneuver of this level, you should not need to hit, especially considering how little damage you deal.

Ancient Mountain Hammer
Stone Dragon (Strike)
Level: Crusader7, Swordsage7, Warblade7
Prerequisite: Two Stone Dragon maneuvers
Initiation Action: 1 swift action
Range: Melee attack
Target: 1 creature or object

As part of this maneuver, you make a single melee attack. This attack deals an extra 14d6 points of damage and automatically overcomes damage reduction and hardness. Unlike most strikes, this maneuver requires a swift action to activate.

Justification: For all the status effects you could inflict by other means, this strike tries to make up in damage. Also, at this level, spending a standard action to do 14d6 damage to one target in melee seems too little.

Colossus Strike
Stone Dragon (Strike)
Level: Crusader7, Swordsage7, Warblade7
Prerequisite: Two Stone Dragon maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: 1 creature or object
Saving Throw: Fortitude partial

As part of this maneuver, you make a melee attack against your foe. This attack deals an extra 6d6 points of damage, and the target hit must succeed on a Fortitude save (DC 17 + your STR modifier) or be knocked back 2d6x10 feet away from you in a direction of your choosing, falling prone in that square. A target you knock back takes d6 damage per 10 feet moved, and an extra d6 damage upon landing. A target of a smaller size category than yours gets a –2 penalty on this save per size category difference; a creature of a larger size category than yours gets a +2 bonus on the save per size category difference.

Treat the forcibly moved creature as performing an overrun attempt (PHB 157) on each space it enters or passes through. This overrun attempt uses the higher of your overrun modifier and your target's. This target's movement doesn’t provoke attacks of opportunity. If you have the Improved Overrun feat or are using the Boulder Roll maneuver, creatures in the knocked back target's path can't avoid the target. Remember, if Boulder Roll is readied (and granted for Crusaders) and you can still use a swift action this turn, you may initiate Boulder Roll as soon as you know you're knocking a target back.

If an obstacle like a wall or a creature blocks the target's forced movement, the target instead stops in the first unoccupied space, taking appropriate damage. The objects and creatures that prematurely stopped the target take an equal amount of damage.

The target's damage reduction applies only once to this maneuver, after the target has either made its save or been knocked prone.

Justification: "FORE!" Ahem. I upped the distance to 2d6x10 feet from d4x5 feet, clarified the knockback, and added synergy with Improved Overrun and Boulder Roll.


Level 8 Maneuvers
Ancient Tombstone Strike
Stone Dragon (Strike)
Level: Crusader8, Swordsage8, Warblade8
Prerequisite: Two Stone Dragon maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: 1 creature or object

As part of this maneuver, you make a single melee attack. If it hits, you deal an extra 7d6 damage and 2d6 points of CON damage.

Justification: The old Mountain Tombstone Strike had too many limitations for a level 9 ability. This is still potent, but I prefer my level 9.

Earthquake Strike
Stone Dragon (Strike)
Level: Crusader8, Swordsage8, Warblade8
Prerequisite: Two Stone Dragon maneuvers
Initiation Action: 1 standard action
Range: See text
Target: Creatures and objects in a 20' radius from the target point
Saving Throw: Reflex half; see text

As part of this maneuver, you make a single melee attack. This attack deals an additional 8d6 damage to your target or the surface you strike and all targets and surfaces within a 20' radius burst of your target. Those caught in the burst must make a Reflex save (DC 18 + your STR modifier) or be knocked prone in their space. A successful save negates being prone, but not the extra damage. Additionally, any creature in the area casting a spell must make a Concentration check (DC 20 + spell level) or lose their spell, even if they make the Reflex save.

Violent vibrations from this maneuver affect the objects and structures as an earthquake spell would. Unlike an earthquake spell, creatures are not suddenly prevented from moving or attacking, even if they fail their save.

You and objects on your person are immune to the damage and other immediate effects of this maneuver. If you have a familiar or a psicrystal and it is on your person, it is likewise immune. If you use this maneuver on yourself, you still take weapon damage as normal, but not the extra 8d6 damage from this maneuver. Also, if this quake causes environmental damage, like rocks to fall on you, then this can still hurt as normal.

Walls and similar barriers don't block line of effect for this maneuver.

Justification: This seemed like an awesome concept, but needed oomph and clarification to make it feel right.

Echoing Strike
Stone Dragon (Boost)
Level: Crusader8, Swordsage8, Warblade8
Prerequisite: Two Stone Dragon maneuvers
Initiation Action: 1 swift action (see text)
Range: Self
Target: You
Duration: See Text

You may activate this boost in a round when you hit at least one target with a martial strike maneuver. As part of the Echoing Strike boost, you may activate a martial strike that normally requires a standard action or a move action (the "partner strike") and instead use it as a swift action. Echoing Strike and the partner strike are activated as the same swift action.

The partner strike has the same targets as normal. Using Echoing Strike also expends the partner strike.

Justification: Other disciplines have means of getting extra attacks. We have Scything Blade (Iron Heart), Dancing/Ranging Mongoose (Tiger Claw), Shadow Blink (Shadow Hand), various Setting Sun counters, Time Stands Still (Diamond Mind), White Raven Tactics, and Flashing Sun (Desert Wind). Stone Dragon was due for something like this.

Elder Tombstone Sweep
Stone Dragon (Strike)
Level: Crusader8, Swordsage8, Warblade8
Prerequisite: Two Stone Dragon maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: Creatures and objects you threaten in melee

As part of this maneuver, you may make a single attack at your highest attack bonus against every target you threaten in melee. (You may exclude any number of targets within range.) You must attack all your targets with the same weapon. This attack does normal melee damage, 5d6 extra damage, and 1d4+1 points of CON damage to each target it hits.

Justification: Combine this with Reaching Branch Stance and a Wounding weapon. Watch your foes bleed!


Level 8 Stances
Reaching Branch Stance
Stone Dragon (Stance)
Level: Crusader8, Swordsage8, Warblade8
Prerequisite: Two Stone Dragon maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

While in this stance, your reach with melee weapons increases by 10 feet. This reach stacks with other abilities that increase reach, such as the Burning Brand maneuver.

Justification: Reach out and crush somebody. You're probably Colossal anyway.

Reverberating Stance
Stone Dragon (Stance)
Level: Crusader8, Swordsage8, Warblade8
Prerequisite: Two Stone Dragon maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

While in this stance and not flat-footed, you may reflect all projectiles of your size category or smaller, including rays, ranged touch, and magical effects, back to their origin. This stance has no effect on melee abilities, nor abilities with a range of touch.

Abilities requiring an attack roll, even a touch attack (such as vials of acid, arrows, ballista bolts, thrown cats, scorching rays, or rocks the size of your body) rebound back to their source using the same attack roll and path as the original. Generally, the projectile is assumed to be immediately reflected before the projectile launcher can otherwise act.

Abilities not requiring an attack roll (such as slow, energy missile, or fuse flesh) automatically rebound back to their source. This stance has no effect on dispel magic nor its derivatives (dispel psionics, disjunction, greater dispel magic, and the like).

You must consciously choose whether to benefit from this stance. Thus, you can choose to be affected by a haste spell cast on you.

You may only reflect 3 such projectiles before Reverberating Stance ends, though you can use another swift action to reenter this stance. Against a target warded by spell turning or reddopsi, a magical or psionic ranged effect continually bounces back and forth until one side's protections are gone.

Justification: In the theme of stopping casters, I present a reliable way to negate magical targeted attacks.

Strength of Stone
Stone Dragon (Stance)
Level: Crusader8, Swordsage8, Warblade8
Prerequisite: Two Stone Dragon maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

While in this stance, you become immune to extra damage from critical hits as if you were wearing 100% Fortification Armor . You are also immune to precision damage such as sneak attack or skirmish. Targets can still affect you with precision damage if your attacker normally has an ability to bypass type-based precision damage immunity, such as grave strike (Spell Compendium 107).

Justification: One of my favorite stances from Tome of Battle now also specifically blocks pesky sneak attackers. Yum.


Level 9 Maneuvers
Obdurium Vise
Stone Dragon (Strike)
Level: Crusader9, Swordsage9, Warblade9
Prerequisite: Three Stone Dragon maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: 1 creature or object
Saving Throw: Fortitude partial

As part of this maneuver, you make a single melee attack. This attack deals an extra 12d6 points of damage. For 3 rounds, your attack also drops the target’s speed to 0 feet (for all movement capabilities) and prevents the target from taking any actions, even purely mental actions. The target can't use a Belt of Battle, hustle, or other means of gaining actions to use free actions, swift actions, immediate actions, move actions, standard actions, or full-round actions. Additionally, the target is prevented from using interplanar travel abilities, such as teleport, dimension door, plane shift, maze, and gate.

A successful Fortitude save (DC 19 + your STR modifier) by the target struck reduces the duration to 1 round, but does not negate the extra damage. A target in midair that fails its save, even a target affected by levitate, immediately falls.

A target hit by this maneuver must make another Fortitude save each round it's affected (DC 19 + your STR modifier) to avoid suffocation (DMG 304). Failure means the target immediately begins to suffocate.

Justification: This is one way to stop a caster if you can actually hit him.

If Wizards can stop time, call forth angelic hordes, and rewrite reality, why not allow martial adepts to shut down something?

Endarire
2010-08-29, 08:03 PM
1.1 is up. Have I left y'all speechless?

HunterOfJello
2010-08-29, 10:54 PM
I've never done much homebrewing myself, but as an avid Tome of Battle lover and huge Warblade and Swordsage fan, I'll give my opinion on some of this stuff.

Stone Dragon always seemed like the ideal Dwarf discipline to me. It has a similar flavor to the ideals and battle tactics of a Dwarf fighting above or below ground. The discipline was set up as one of the weakest, obviously because it is available to all three ToB classes.

Lets take a look at these new maneuvers and stances now.

~

Level 1 Maneuvers

Charging Minotaur - I like the notes about charging. I hadn't fully understood the intricacies Bull Rush mechanics until this was pointed out. This is useful for players.

Stone Bones - I always liked this maneuver. Not the best, but nowhere near the worst. It can always be useful and can occasionally be a huge lifesaver.

Level 1 Stances

Avalanche Stance - This stance seems overpowered, especially at higher levels. I was going to suggest a strong damage cap on how much damage the stance could add, so I looked up the maneuvers from the book to check up on the +damage rates for 1st level maneuvers. Burning Blade works as a boost and adds 1d6+initiator level damage to attacks with no limit. Crusader’s Strike heals the same amount but has a cap at +5 for the initiator level bonus. I like the idea of a stance that gives bonus damage without a penalty, but this stance overshadows the other 1st level stances completely by the time the character hits level 4 or 5. I would consider adding in a maximum damage bonus so that level 20 Warblades don't continue using this stance up to that level.

Mountain Skin Stance - Very very cool. I like this stance a lot. It reminds me of a mineral warrior. Completely appropriate for the discipline and quite useful. It overshadows Stance of Clarity, but that stance is pretty retarded and no one ever takes it anyway. The only thing I don't love is the name.

Stone Pillar Stance - This stance interested me most of all. I love the idea of boosting the crit multiplier range of weapons based on a stance. However, this stance may be too powerful with the multiplier of a Greatsword and Greataxe increasing to 19-20/x4 and 20/x5 respectively (nevermind the Heavy Pick increasing to 20/x6). Increasing the range by only 1 and only for your list of Stone Dragon Weapons might be more appropriate, but that's up to you. Using this stance in combination to other critical improving options could create some over the top damage. Instead of improving the crit multiplier by 2 for stone dragon weapons, you could always improve the crit multiplier by 1 and range by 1 for stone dragon weapons. That would keep the helpfulness of using a Stone Dragon weapon with this stance high, but not make the stance overpowered. As a player, i would definitely grab this stance ASAP.

~
Level 2 Maneuvers

Mountain Hammer - Always a favorite. I agree that it didn't need any changes.

Rock Slide - Very cool boost. The lower level maneuvers need more boosts. It could be very useful for some builds and is an excellent idea. I'd love to see this on a Scout to improve Skirmish capabilities.

Stone Vise - I like the addendum about flying

~

Level 3 Maneuvers

Bonecrusher - I would probably limit the bonus to the end of an encounter or give it a time limit like 1 or 10 minutes. If an enemy ToB user hits this on a PC, then it will be pretty devastating. I'm on the fence with the idea of adding the +4d6 on each critical multiplier. Using this maneuver with a Heavy Pick and your Stone Pilar stance would allow a level 5 character to do +24d6 on a single attack.

Mudslide - Very cool attack. I think adding +4d6 damage is a bit much, but adding in a trip attempt to a normal attack sounds very fun.

Stone Dragon's Fury - cool

Wearying Strike - decent


~

Note: One thing I would consider requiring of ToB stances is that to enter a Stone Dragon stance, a PC must be standing on earth or at least on the ground of something. I understand your dislike of the original mechanic that required them to be standing and the mechanic that would make a ToB character lose their Stone Dragon stance for moving, but I think the discipline's stances should require some component that requires them to be standing. A flying Raptoran shouldn't be able to switch into a Stone Dragon stance while in the air.

*edit*

more to come

Endarire
2010-08-30, 03:42 PM
1.2 is up. Thanks for your suggestions!

Stycotl
2010-08-31, 01:16 AM
sweet! i have been looking at this on brilliantgameologists for a few days now, but i don't have an account there. so it's nice to see it up over here.

a few of my opinions before i go to bed:

some of the strikes seem weak to me, even when weighing in the Con damage and other things that they do. you had a few of them that were 7th level and still doing +4d6 damage or so. at that point, a +4d6 bonus is so negligible that you might as well scrap it all together and just give it a heftier primary effect.

hmm. that might be it for now. i almost never use stone dragon because it seemed like such a poorly written, underachieving discipline. i will definitely use this one though. good job.

Endarire
2010-08-31, 01:39 AM
Which strikes particularly bother you?

Endarire
2010-09-02, 12:43 AM
1.3 is up. Have at it!

Endarire
2010-09-11, 09:50 PM
1.4 is up. Clarifications there are!

InfiniteNothing
2010-09-12, 12:11 AM
Um, Stone Dragon's Wisdom is listed as a Counter in the information block, but as a Boost in the descriptive text. Could you please clarify which one it is?

Endarire
2010-09-13, 03:29 PM
Stone Dragon's Wisdom is a counter. Really.

Thanks for mentioning that!

This and boosts to Steel Bones and Adamantine Bones comprise 1.5!

demidracolich
2010-09-13, 08:15 PM
From the way stone dragon's wisdom is written, it sound like a boost. Also it has an initiation action of swift when counters are immediate actions.

Endarire
2010-09-14, 12:30 AM
Thank you for mentioning that. Stone Dragon's Wisdom is now fully a counter. Really. Yay!

demidracolich
2010-09-18, 12:59 PM
By the way, I am currently using this in a campaign with my friends.

Endarire
2010-09-21, 11:40 PM
Thank you! How balanced does it seem? How does its abilities compare to the old Stone Dragon, and to other ToB disciplines?

1.6 update: Obdurium Vise (9) now prevents all actions.

Milskidasith
2010-09-29, 07:48 PM
Mudslide: While I understand wanting to add ranged capability, it does not seem like Stone Dragon is the place to do it.

Stone Dragon Fury: Is weapon damage the base weapon damage, or weapon+str damage, or all damage?

Avalanche Stance: Veeeeeeeery strong. As in "Far better than Assassin's Stance" strong. I'd nerf it to half initiator level, or make it deal extra damage to each target hit; that stance is just too good to pick up with a TWFer (well, OK, I'd still go with Assassin's Stance for Craven and Shadow Blade, but if you want to save on feats, it's still a pretty amazing pick).

So basically, it could be changed to "half initiator level per hit" (still a pretty huge boost, although much weaker when you get it), a flat amount of damage (10 sounds nice) or maybe a flat/scaling amount of damage to every target hit each round (IL to damage on a hit once per target per round).

Giant's Stance: It really, really doesn't need to give anything more than one size increase, maybe two. For a third level stance, granting a +4 bonus to basically everything, along with... a mediocre damage bonus per hit, is nice enough. +8 is pushing it but OK with scaling, +12 is too much.

Roots of the Mountain Stance: needs a duration.

Boulder Roll: It feels weak at first, but it looks like it's a boost that automatically knocks your opponent prone (provided you're using the other benefits of this class) so it's probably pretty useful.

Steel Bones: Feels kind of weak; maybe make it DR/all? By that point, adamantine is probably fairly common, or at least common enough that you won't have it against the heavy hitters you really need it for.

Steel Vise: Seems a bit easy to port out of, but it's a fourth level maneuver. If there's a further upgraded version (I'm doing this as I go) it better dimension lock somebody.

5th level manuevers: Seems sparse, but maybe I just don't remember how much fifth level got.

Why is Stone Dragon's Wisdom a counter? It looks like a boost, feels like a boost, and only affects you as a boost would.

Wearying Stance: Make it unable to exhaust somebody in a single round. Even then, it's very powerful and basically makes melee combat against you impossible. If it didn't exhaust people, it would be pretty nice.

Adamantine Vise: How does this (and the other vises) interact with swift actions that grant extra actions? Anyway, this is... very powerful either way, but, if it blocks extra actions from swifts, is very powerful because... well, it's basically a no save "you are useless for a round." Except against quickened spells.

Adamantine Bones: Definitely needs DR 20/-, or perhaps just a flat chance to be unharmed by anything that hits you for that round, or maybe both (DR 20/-, 20~30% chance of being unaffected by any hostile action). That might bump it up to being a tad too powerful, though.

Ancient Mountain Hammer: Doesn't really scale up compared to Skullcrusher, or just full attacking somebody in your (now) +13 damage (or more) per hit stance.

Echoing Strike: the way this is worded makes it sound as if you use your swift to activate Echoing Strike, then can use an additional swift to use a maneuver. You may want to clarify that a little, but I may have just been reading too fast.

Strength of Stone: No sneak attack super immunity, please. Rogue's have a hard enough time.

Echoing Strike: the way this is worded makes it sound as if you use your swift to activate Echoing Strike, then can use an additional swift to use a maneuver. You may want to clarify that a little, but I may have just been reading too fast.

Obdurium Vise: Far weaker than Adamantine Vise against Psions, since it's the only one that has a mental action caveat. It also needs to dimension lock targets, though honestly, I'd consider that on adamantine as well.

Echoing Strike: the way this is worded makes it sound as if you use your swift to activate Echoing Strike, then can use an additional swift to use a maneuver. You may want to clarify that a little, but I may have just been reading too fast.

OK, done. Anything I didn't comment on looks good. At the moment, this discipline looks pretty solid (pun completely intended) but... rather lacking in synergy. You've still got a lot of stuff here, but it doesn't really seem like you're making use of your balance checks, or it has a real theme. It's got some solid action denial, but it still feels a lot like a "pick up a stance or maneuver here or there" discipline rather than something you'd pick for the synergy, besides for trippers/overruners, and even then, you'd only want a couple things while picking options from another discipline.

Echoing Strike: the way this is worded makes it sound as if you use your swift to activate Echoing Strike, then can use an additional swift to use a maneuver. You may want to clarify that a little, but I may have just been reading too fast.

Temotei
2010-09-29, 08:24 PM
Echoing Strike: the way this is worded makes it sound as if you use your swift to activate Echoing Strike, then can use an additional swift to use a maneuver. You may want to clarify that a little, but I may have just been reading too fast.

Echoing Strike: the way this is worded makes it sound as if you use your swift to activate Echoing Strike, then can use an additional swift to use a maneuver. You may want to clarify that a little, but I may have just been reading too fast.

Echoing Strike: the way this is worded makes it sound as if you use your swift to activate Echoing Strike, then can use an additional swift to use a maneuver. You may want to clarify that a little, but I may have just been reading too fast.

Echoing Strike: the way this is worded makes it sound as if you use your swift to activate Echoing Strike, then can use an additional swift to use a maneuver. You may want to clarify that a little, but I may have just been reading too fast.

I see what you did there. :smallamused:

Milskidasith
2010-09-30, 12:27 AM
I see what you did there. :smallamused:

I think you may have missed something, actually.

Endarire
2010-10-01, 08:51 PM
Mil, I added most your suggestions. Thank you again for your work!

I'm curious, however. What else needs revising?

I kept Giant's Stance as-is because things tend to get very big in endgame.