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Ziegander
2010-09-20, 01:32 PM
SAVE THE PRINCESS

http://fc02.deviantart.net/fs25/i/2008/183/1/c/Super_Mario_Bros_Alpha_by_Jayun.jpg

When evil threatens the land, when your loved ones are stolen from you in the night by treacherous foes, the secret fighting techniques of the legendary warrior-monk Mario can be relied on for fleetness of foot, and fiery retribution. Created untold ages ago, by a simple working man, this discipline was born out of necessity and tempered by the fires of a passionate heart and a devious dragon. Save the Princess emphasizes ambitious jumping strikes and fire damage and enables the initiator to achieve stylish stunts and to always be on the move. When time is of the essence, Save the Princess makes sure that your foes are but dirt under your boots.

Save the Princess’s associated skill is Jump, as it relies on sweeping and swashbuckling leaps. The associated weapons of the Save the Princess discipline are the unarmed strike, light hammer, tortoise blade, throwing shield and boomerang. Many maneuvers and stances of the Save the Princess discipline are supernatural, and are noted as such in their full descriptions.

This discipline resembles sort of a fusion of Desert Wind and Tiger Claw. It has much of the movement capability of both, and deals with fire damage and jump checks. It lacks many of the area effect powers of Desert Wind and the two-weapon attacks of Tiger Claw. However, with the uppercut and drive series of maneuvers it is capable of something Tiger Claw was not - the double jump! In terms of power it is comparable to Devoted Spirit or perhaps Iron Heart.

Ziegander
2010-09-20, 01:33 PM
1st level
Vim and Vigor (Stance) - Gain advantages while Running.
Extreme Leap (Strike) - Make an impressive Jump check; option to land on foes to deal damage.
Pipe Dream (Boost) - Negate falls, turn fall against foes.
Haymaker (Strike) - Make an attack with a bonus if you haven't moved yet.

2nd level
Demolition Man (Boost) - Gain bonus to break objects, extra if you Jump.
Victorious Uppercut (Strike) - Make a vertical leap to attack foes in your path; may be used to "double-jump."
Blazing Palm (Strike) - Burn your foe and push him aside.

3rd level
Burning Hero (Stance) - Fire flower power!
Desperado Drive (Strike) - Careen through the air to attack foes in your path; may be used to "double-jump."
Running Jump (Boost) - Make a Jump check while using the Run action; may land on foes to deal damage.
Spectacular Leap (Boost) - Halve your Jump check DCs this round.

4th level
Mighty Chop (Strike) - Daze a foe with an attack if you haven't moved yet.
Dragon Uppercut (Strike) - Make a vertical leap with a fiery takeoff and landing; may be used to "double-jump."
Flip Kick (Counter) - Backflip away from an attack and kick the attacker.

5th level
Super Hero (Stance) - If you can keep that "P" meter charged you can fly!
Fireball Blast (Strike) - Ryu... Ken... meet Mario.
Heroic Leap (Boost) - Heal yourself and gain a bonus to Jump checks.
Dashing Strike (Boost) - Make a melee attack with bonuses while running.

6th level
Explosive Palm (Strike) - Send foes flying based on how long you "charge" your attack.
Star Uppercut (Strike) - Stun foes in the path of your vertical leap; may be used to "double-jump."

7th level
Whirling Redoubt (Counter) - Turn your foes' attacks against them.
Emerald Flame Drive (Strike) - Leap through many foes to push them away and deal fire damage; may be used to "double-jump."

8th level
Starry-Eyed Hero (Stance) - Enjoy limited invulnerability while you Jump!
Hero's Panacea (Boost) - Heal and remove status effects.

9th level
Immolating Assault (Strike) - The ultimate in fiery destruction.

http://ecx.images-amazon.com/images/I/51RJQSZWFFL.jpg

Ziegander
2010-09-20, 01:34 PM
(Save DCs are Charisma-based.)

1st Level
Extreme Leap
Save the Princess (Strike)
Level: Crusader 1, Swordsage 1
Initiation Action: Standard action
Range: Personal
Target: You
Duration: Instantaneous

Drawing on all your might you leap an impressive distance aiming to crush your foe underfoot.

Make a Jump check as if you had a running start, and if you did have a running start the check gets a +5 bonus. You may land in an opponent's square after your jump, if your vertical distance clears the top of that creature. If you do that creature is dealt 2d6 damage (Reflex halves) and then you move to the nearest open square.

Haymaker
Save the Princess (Strike)
Level: Crusader 1, Swordsage 1
Initiation Action: Standard action
Range: Melee attack
Target: One creature

With feet planted and a heavy pivot of your hips and shoulders you crush the jaw of your foe!

Make a melee attack and add 1+1/2 your Str modifier to the damage roll even if you're attacking with a one-handed weapon. If you haven't moved this turn (including a 5 foot step) before making the attack it gets a +2 bonus to hit and deals +1d6 damage.

Pipe Dream
Save the Princess (Boost)
Level: Crusader 1, Swordsage 1
Initiation Action: Swift action
Range: Personal
Target: You
Duration: Instantaneous

Recalling Mario's lifetime of experience falling down pipes and tubes you are able to save yourself from a fall and even hurt foes beneath you.

You take no damage from falling this turn. Further, for every 10ft you fall you may move 5ft horizontally. If you land on a creature that creature is dealt 2d6 damage (Reflex negates).

Vim and Vigor
Save the Princess (Stance)
Level: Crusader 1, Swordsage 1
Initiation Action: Swift action
Range: Personal
Target: You
Duration: Stance

Relying on your willpower you tap into a nearly inexhaustible reserve of energy and propel yourself ever forward.

While running you do not lose your Dexterity bonus to AC, you get a +4 bonus to AC against attacks of opportunity, you may make one change in direction each round, and you are able to run up to a number of rounds equal to your Constitution score + your Charisma score before needing to make Constitution checks.

2nd Level

Blazing Palm [Fire]
Save the Princess (Strike)
Level: Crusader 2, Swordsage 2
Prerequisites: One Save the Princess maneuver
Initiation Action: Standard action
Range: Melee attack
Target: One creature

Invoking the burning passion in your heart you slam your palm into a foe scorching it with heat as you push it back.

Make a melee attack that deals +2d6 fire damage. If it hits you may push the struck foe 5ft (Fort negates). This movement provokes attacks of opportunity from any creature other than yourself. This is a supernatural effect.

Demolition Man
Save the Princess (Boost)
Level: Crusader 2, Swordsage 2
Initiation Action: Swift action
Range: Personal
Target: You
Duration: Instantaneous

You steel your body and harness all of your might to shatter any obstacles in your path.

You get a +5 bonus to Str checks to break objects, or a +10 bonus if you're jumping, this turn.

Victorious Uppercut
Save the Princess (Strike)
Level: Crusader 2, Swordsage 2
Prerequisites: One Save the Princess Maneuver
Initiation Action: Standard action
Range: Melee attack
Target: See text

With a surge of power you reach skyward, pummeling foes as you make a victorious ascent.

Make a Vertical Jump check as if you had a running start, and if you did have a running start the check gets a +5 bonus. You may use this check to gain extra height even after you've jumped, or if you are falling. You may make a melee attack against all foes in the path of your jump. Foes you hit are dealt 2d6 extra damage. This is a supernatural effect.

3rd Level

Burning Hero [Fire]
Save the Princess (Stance)
Level: Crusader 3, Swordsage 3
Prerequisites: One Save the Princess maneuver
Initiation Action: Swift action
Range: Personal
Target: You
Duration: Stance

Invoking the power of the Fire Flower you undergo a fiery transformation, becoming kin to Fire Elementals and spewing miniature fireballs.

Gain the Fire subtype. Further, you gain a ranged touch attack, range 60ft, that deals 1d8+your Charisma modifier fire damage. This is a supernatural effect.

Desperado Drive
Save the Princess (Strike)
Level: Crusader 3, Swordsage 3
Prerequisites: One Save the Princess Maneuver
Initiation Action: Standard action
Range: Melee attack
Target: See text

With a surge of power you fling yourself in a wild airborne lunge, tackling a foe along the way.

Make a Horizontal Jump check as if you had a running start, and if you did have a running start the check gets a +10 bonus. You may use this check to gain extra distance after you've jumped, to change direction, or to move if you are falling. You may make a melee attack against the first foe in the path of your jump. If the attack hits it is dealt 4d6 extra damage. This is a supernatural effect.

Running Jump
Save the Princess (Boost)
Level: Crusader 3, Swordsage 3
Prerequisites: One Save the Princess Maneuver
Initiation Action: Swift action
Range: Personal
Target: You
Duration: Instantaneous

With poise and agility you are able to pull off a mighty leap in the middle of a full sprint.

Make a Jump check at a +10 bonus while running. You may land in an opponent's square after your jump if your vertical distance clears the top of that creature. If you do that creature is dealt 4d6 damage (Reflex halves) and then you move to the nearest open square.

Spectacular Leap
Save the Princess (Boost)
Level: Crusader 3, Swordsage 3
Initiation Action: Swift action
Range: Personal
Target: You
Duration: 1 round

It is nothing for you to leap over top of the tallest foes. Amazing jumps are as natural to you as breathing.

For the duration of this maneuver any time you make a Jump check halve the DC required to move your desired distance.


4th Level

Dragon Uppercut [Fire]
Save the Princess (Strike)
Level: Crusader 4, Swordsage 4
Prerequisites: Two Save the Princess Maneuvers
Initiation Action: Standard action
Range: Melee attack
Target: See text

As you reach for the skies you ignite the flame in your heart to give you a blaze of glory on takeoff and landing.

Make a Vertical Jump check as if you had a running start, and if you did have a running start the check gets a +10 bonus. In a 10ft radius where you started the jump and where you landed creatures are dealt 4d6 fire damage (Reflex halves). You may use this check to gain extra height even after you've jumped, or if you are falling. You may make a melee attack against any foe in the path of your jump. Foes you hit are dealt 4d6 fire damage. This is a supernatural effect.

Flip Kick
Save the Princess (Counter)
Level: Crusader 4, Swordsage 4
Prerequisites: One Save the Princess maneuver
Initiation Action: Immediate action
Range: Personal
Target: You

With uncanny speed you react to an attack with a backflip kick!

When an enemy makes a melee or ranged attack against you you may initiate this maneuver to oppose that attack with a Jump check. Use the higher of your AC or the Jump check as your effective AC against the incoming attack. You can't use this maneuver if you are denied your Dexterity bonus to AC against your attacker. If a melee attack misses in this way the attacker is dealt 3d6+ your Strength modifier damage. You may move up to half the distance your Jump check would normally allow.

Mighty Chop
Save the Princess (Strike)
Level: Crusader 4, Swordsage 4
Prerequisites: One Save the Princess manevuer
Initiation Action: Standard action
Range: Melee attack
Target: One creature

Standing stock still you deliver a punishing chop to an opponent's major nerve or vascular system.

Make a melee attack that deals +4d6 damage. If you haven't moved before making the attack the struck foe is Dazed for 1 round (Fort negates).


5th Level

Dashing Strike
Save the Princess (Boost)
Level: Crusader 5, Swordsage 5
Initiation Action: Swift action
Range: Melee attack
Target: One creature

Even in the midst of a full sprint you find the time to knock your foes for a loop.

As a swift action, while using the Run action, make a melee attack against any foe within range. That attack gets a +2 bonus to the attack roll and deals +4d6 extra damage.

Fireball Blast [Fire]
Save the Princess (Strike)
Level: Crusader 5, Swordsage 5
Prerequisites: Two Save the Princess maneuvers
Initiation Action: Standard action
Range: 120ft
Target: One creature

Calling forth the purest essence of the Fire Flower, for a brief, fiery instant your foe knows only flame.

Make a ranged touch attack that deals 8d8 fire damage. Struck foe catches fire taking 1d6 fire damage each round for 5 rounds (Reflex negates, Full Round Action douses flame). This is a supernatural effect.

Heroic Leap
Save the Princess (Boost)
Level: Crusader 5, Swordsage 5
Prerequisites: One Save the Princess maneuver
Initiation Action: Swift action
Range: Personal
Target: You
Duration: Instantaneous

For an instant onlookers would swear they were gazing upon Mario himself.

Regain hitpoints equal to your initiator level, and gain a +10 bonus to Jump checks for 1 round.

Super Hero
Save the Princess (Stance)
Level: Crusader 5, Swordsage 5
Prerequisites: Two Save the Princess maneuvers
Initiation Action: Swift action
Range: Personal
Target: You
Duration: Stance

Unfurling a brightly colored cape you get a running start and take to the sky!

You gain a Fly speed equal to your land speed with Poor maneuverability. You must move 20ft on the ground before starting to fly, and each round you continue to Fly you must succeed on a DC 22 Jump check. If you are hit with an attack while flying, or fail one of these checks you begin falling. You may attempt Jump checks to right yourself until you hit the ground, although such checks cost a move action. This is a supernatural effect.


6th Level

Explosive Palm [Fire]
Save the Princess (Strike)
Level: Crusader 6, Swordsage 6
Prerequisites: Two Save the Princess Maneuvers
Initiation Action: Standard action OR Full Round action
Range: Melee attack
Target: One creature (see text)

Giving it everything you've got, the fire in your heart bursts forth from your hand, blasting everything within range!

As a standard action or full round action (your choice), make a melee attack. If you used a standard action deal +6d6 fire damage to the target and 6d6 fire damage to creatures (not you) within 10ft (Reflex negates) and pushes any foe damaged by the attack 5ft.

If you use a full round action deal +8d6 fire damage to the target and 8d6 fire damage to creatures (not you) within 15ft (reflex halves) and pushes any foe damaged by the attack 10ft and knocks them prone (Fort negates prone).

This is a supernatural effect.

Star Uppercut
Save the Princess (Strike)
Level: Crusader 6, Swordsage 6
Prerequisites: Two Save the Princess maneuvers
Initiation Action: Standard action
Range: Melee attack
Target: See text

The stars are within your grasp as you leap heroically off the ground. The foes in your path will be seeing those stars shortly.

Make a Vertical Jump check as if you had a running start, and if you did have a running start the check gets a +20 bonus. You may use this check to gain extra height even after you've jumped, or if you are falling. You may make a melee attack against all foes in the path of your jump. Foes you hit are dealt 6d6 extra damage and are stunned for 1 round (Fort negates). This is a supernatural effect.


7th Level

Emerald Flame Drive [Fire]
Save the Princess (Strike)
Level: Crusader 7, Swordsage 7
Prerequisites: Three Save the Princess maneuvers
Initiation Action: Standard action
Range: Melee attack
Target: See text

Lunging forward with the passion of an emerald sun, your body ignites with green fire and engulfs anyone in your path.

Make a Horizontal Jump check as if you had a running start, and if you did have a running start the check gets a +20 bonus. You may use this check to gain extra distance after you've jumped, to change direction, or to move if you are falling. You may make a melee attack against all foes in the path of your jump. Foes you hit are dealt 8d6 fire damage and pushed 20ft (Fort halves). This is a supernatural effect.

Whirling Redoubt
Save the Princess (Counter)
Level: Crusader 7, Swordsage 7
Prerequisites: Three Save the Princess maneuvers
Initiation Action: Immediate action
Range: Personal
Target: You

Spinning about with grace and determination you fling your cape at an oncoming attack sending it wildly off course.

When targeted by any sort of attack, even a touch, ranged touch attack, or single target spell or effect, make a Jump check opposed by the attack roll, or by the originator's caster or level check. If your check exceeds their result the attack or effect fails and the originator cannot attack you or target you for 1 round (Will negates). If it was a melee attack the attacker is dealt 6d6 damage. If it was a ranged attack or spell or effect rebound that attack against its originator. You cannot initiate this maneuver if you are denied your Dexterity bonus against the originator.


8th Level

Hero's Panacea
Save the Princess (Boost)
Level: Crusader 8, Swordsage 8
Prerequisites: Two Save the Princess maneuvers
Initiation Action: Swift action
Range: Personal
Target: You
Duration: Instantaneous

Drawing on the ancient stamina that pulled Mario through the fiery dungeons of his nemesis you find the strength to carry on despite all odds.

You regain hitpoints equal to double your initiator level and remove any or all of the following conditions: blindness, confused, dazed, dazzled, deafened, exhausted, fatigued, frightened, immobilized, poisoned, paralyzed, shaken or stunned.

Starry-Eyed Hero
Save the Princess (Stance)
Level: Crusader 8, Swordsage 8
Prerequisites: Four Save the Princess maneuvers
Initiation Action: Swift action
Range: Personal
Target: You
Duration: Stance (see text)

Invoking the endless majesty of the Shining Star you are invulnerable to harm so long as you cascade heroically through the air.

During any round in which you have succeeded on a Jump check with a DC of 28 or more you are immune to hitpoint damage and single target spells or effects. You may not spend more than 5 rounds in this stance per encounter, and no more than 2 rounds consecutively. This is a supernatural effect.


9th Level
Immolating Assault [Fire]
Save the Princess (Strike)
Level: Crusader 9, Swordsage 9
Prerequisites: Five Save the Princess maneuvers
Initiation Action: Standard action
Area: 100ft Cone

You may only initiate this maneuver if you haven't yet moved this turn. As a standard action, deal 15d6 fire damage to any creatures you wish within a 100ft cone. Those creatures are Immolated taking 2d6 fire damage each round for 5 rounds (Reflex halves damage to 1d6 per round, Full Round Action douses flame). This strike ignores Fire resistance and deals half damage even to foes that are ordinarily immune to Fire. This is a supernatural effect.

Ziegander
2010-09-20, 03:21 PM
Discipline complete! Appropriate to simulate Mario and Luigi in your games, or any Mario/Luigi themed characters! :smallbiggrin:

Morph Bark
2010-09-20, 03:27 PM
Discipline complete! Appropriate to simulate Mario and Luigi in your games, or any Mario/Luigi themed characters! :smallbiggrin:

What, no Negative Zone dance? Then it is blasphemous of you to say this!

Ziegander
2010-09-20, 03:31 PM
What, no Negative Zone dance? Then it is blasphemous of you to say this!

I considered it, but Luigi has NO other attacks in either SSBM or SSBB reflecting the Haunted Mansion game, and I felt it would have been inappropriate to include such an off-theme attack in a discipline that is strongly fire and jump aligned.

EDIT: Also, I made this discipline quite fast, and so I'm a bit concerned with the balance, especially because it does a lot of stuff I've never seen done before.

Mulletmanalive
2010-09-20, 03:55 PM
trouble with doing things you've not seen before is that balance is almost impossibl to guage.

You lack weapons, though i assume the associated skill is Jump. I'm thinking Unarmed Strike, Hammer, Boomerang and maybe some other things. You know that you'll have to make stats for Feathers, Raccoon Leaves, and The Boot, right?

Ziegander
2010-09-20, 03:58 PM
trouble with doing things you've not seen before is that balance is almost impossibl to guage.

I wouldn't say that necessarily. It's just a comparison of effectiveness vs other level appropriate options. If something is more effective more of the time than "balanced" level appropriate options then it is too powerful.


You lack weapons, though i assume the associated skill is Jump. I'm thinking Unarmed Strike, Hammer, Boomerang and maybe some other things.

Crud, yes, you are right. I'll edit those in. My bad.


You know that you'll have to make stats for Feathers, Raccoon Leaves, and The Boot, right?

Certainly. :smallbiggrin:

DracoDei
2010-09-21, 03:59 PM
Here are my recommended clarifications:

Haymaker:
"If you haven't moved this turn (including a 5 foot step) before making the attack it gets a +2 bonus to hit and deals +1d6 damage."

Pipe Dream:
Further, for every 10ft you fall you may move 5ft horizontally.

Vim and Vigor:
No clarification, just wanted to say that this is specialty purpose in a way that might make a lot of players leery (unlike, say, Flame's Blessing), especially since you can't attack while running. People aren't going to want to take this as their first, or perhaps not even second stance. One "just crazy enough to work" idea might be to make it "cheaper" by making it a bizarre hybrid of Stance and Boost... learned as a Stance, but also activatible as a boost (if prepared in a maneuver slot), that lasts until you don't perform a run action on a given turn. In such a case you probably couldn't enter the stance while the boost was expended (so you could either recover the boost, or, if you have Adaptive Style, un-prepare it by spending a round). In any case, CONSIDER making this apply to charges as well (but probably not).

Ziegander
2010-09-21, 10:21 PM
Here are my recommended clarifications:

Haymaker:
"If you haven't moved this turn (including a 5 foot step) before making the attack it gets a +2 bonus to hit and deals +1d6 damage."

I agree with this. Makes sense.


Pipe Dream:
Further, for every 10ft you fall you may move 5ft horizontally.

Ah, yes. Definitely.


Vim and Vigor:
No clarification, just wanted to say that this is specialty purpose in a way that might make a lot of players leery (unlike, say, Flame's Blessing), especially since you can't attack while running. People aren't going to want to take this as their first, or perhaps not even second stance. One "just crazy enough to work" idea might be to make it "cheaper" by making it a bizarre hybrid of Stance and Boost... learned as a Stance, but also activatible as a boost (if prepared in a maneuver slot), that lasts until you don't perform a run action on a given turn. In such a case you probably couldn't enter the stance while the boost was expended (so you could either recover the boost, or, if you have Adaptive Style, un-prepare it by spending a round). In any case, CONSIDER making this apply to charges as well (but probably not).

Hrmm... I see what you mean... as with Pipe Dream (another very situational one) I included it pretty much only for a more complete Mario theme (running through levels as fast as you can is a time-honored Mario tradition).

It wouldn't be gamebreaking to allow it to effect charging I wouldn't think... but charging is also not really Mario's bag... baby.

What if I do go ahead and make it a boost and include the rule that it lasts until you do not use the Run action during your turn, and while you are Running you may use your swift action to initiate other Boost maneuvers, but you may not use it to enter a Stance?

Then... I could turn around and make Pipe Dream a stance with its standard effect only with Duration: Stance...?

DracoDei
2010-09-21, 10:46 PM
Eh... the ability to negate a drop of any distance is a bit much for a 1st level stance... maybe.

And I like the idea of Stance/Boost to add versatility where it is lacking such. Also, not having any Stances at first level might confuse newbies to ToB. Note that since this discipline might be the only reason some people would want to get into that stuff, that might be more than the average percentage of newbies trying a given homebrew.

Ziegander
2010-09-21, 10:54 PM
Eh... the ability to negate a drop of any distance is a bit much for a 1st level stance... maybe.

What about making it ignore damage from falling a distance equal to 10 or 20 times your Initiator level?


And I like the idea of Stance/Boost to add versatility where it is lacking such.

I think the Stance/Boost concept will be more confusing to newbies than anything, to be honest, and I'm loathe to use the idea (even though it's an interesting and cool one) because no published or homebrewed discipline I've ever seen has used such a mechanic.

Did you not think the rest of the discipline needed any clarifications or have you only just gotten through the first level? :smallredface:

Temotei
2010-09-22, 12:15 AM
I can't wait for Kuribo's shoe...and the tanooki suit! :smallbiggrin:

Ziegander
2010-09-22, 01:34 AM
Temotei, your wish is my command.

KURIBO'S SHOE
Price (Item Level): 1500GP (5th)
Body Slot: Body and Feet
Caster Level: 3rd
Aura: Moderate; (DC 18) Abjuration
Activation: Standard Action
Weight: 40lbs

Originally created by an eclectic Myconid craftsman, this single large boot with its large wind-up key, envelops its wearer from collar bone to toe granting such protection as its enchanted leathers allow and affording unique transportation benefits.

http://www.duncepress.com/wp-content/uploads/2009/06/flamingkuribo.jpg

A Kuribo's Shoe takes up both the Body and Feet slots when worn (it may be worn over existing Body and Feet slotted items, but it overrides their benefits while worn) and is treated as Heavy Armor with a +3 armor bonus, a Max Dex Bonus of +1, a -5 armor check penalty, and 30% arcane spell failure chance. While wearing a Kuribo's Shoe the wearer enjoys the benefits of partial cover, the Light Fortification property, and ignores all difficult terrain and any damage dealt by difficult terrain (even magically altered terrain). Further, the wearer ignores all damage that would be dealt to him because of touching or hitting a creature with a melee attack (such as a Balor's Flaming Body, a Black Pudding's Acid, or the Holocaust Cloak Desert Wind Stance).

After being activated a Kuribo's Shoe will move on its own, carrying its wearer in a single direction at 50ft per round. This allows the wearer to use move actions for other purposes than movement, or to use full-round actions and move at the same time. With further activations, utilizing controls inside the shoe, the direction the Shoe moves in may be changed. The Shoe will continue to move for 1 minute, after which time the key must be wound again (a standard action activation). A Kuribo's Shoe has a +20 bonus to Jump checks, and may stomp on foes either via Jump check, or via Overrun attempt, to deal 4d6 damage (Reflex DC 18 for half damage).

TANOOKI SUIT
Price (Item Level): 40,000GP (15th)
Body Slot: Body
Caster Level: 13th
Aura: Strong; (DC 24) Transmutation
Activation: See Text
Weight: 25lbs

Designed by the mage/tailor, Tanooki, a man known for his odd habit of sewing tails onto his creations, this wondrous suit of Hide Armor grants its wearer a wide variety of transformative capabilities.

http://i266.photobucket.com/albums/ii256/unexsistant/MarioTanookiSuitcartoon.jpg

A Tanooki Suit is a highly magical suit of +5 Hide Armor granting the wearer the constant benefits of the Endure Elements and Feather Fall spells. At will, the wearer may spend an immediate action to activate a personal Statue effect as the spell. Further, 3/day, by speaking the command word, the wearer may use Fly as a quickened spell-like ability. Finally, 1/day, the wearer may use Polymorph as a spell-like ability.

DracoDei
2010-09-22, 01:51 PM
Did you not think the rest of the discipline needed any clarifications or have you only just gotten through the first level? :smallredface:

I only got through the first level.

DracoDei
2010-09-22, 02:14 PM
2nd Level
Blazing Palm [Fire]
Save the Princess (Strike)
Level: Crusader 2, Swordsage 2
Initiation Action: Standard action
Range: Melee attack
Target: One creature

Invoking the burning passion in your heart you slam your palm into a foe scorching it with heat as you push it back.

Make a melee attack that deals +2d6 fire damage and pushes the struck foe 5ft (Fort negates). This is a supernatural effect.
You need to specify if the 5 foot movement provokes AoOs (I recommend it doesn't). Also, pushing a foe 5' back actually is to the foe's advantage if they aren't melee focused. For instance, if you move up and attack a spell-caster, then they can 5' step back on their turn, and not just be out of your reach to avoid AoOs(which they could do anyway), but deny you the option to full-attack them on your turn (and you already said this discipline de-emphasizes charging).


Demolition Man
Save the Princess (Boost)
Level: Crusader 2, Swordsage 2
Initiation Action: Swift action
Range: Personal
Target: You
Duration: Instantaneous

You steel your body and harness all of your might to shatter any obstacles in your path.

You get a +5 bonus to Str checks to break objects, or a +10 bonus if you're jumping, this turn.

This looks good "if you're jumping" might be a bit unclear.


Victorious Uppercut
Save the Princess (Strike)
Level: Crusader 2, Swordsage 2
Initiation Action: Standard action
Range: Melee attack
Target: See text

With a surge of power you reach skyward, pummeling foes as you make a victorious ascent.

Make a Vertical Jump check as if you had a running start, and if you did have a running start the check gets a +5 bonus. You may use this check to gain extra height even after you've jumped, or if you are falling. You may make a melee attack against all foes in the path of your jump. Foes you hit are dealt 2d6 extra damage. This is a supernatural effect.

There are some higher level maneuvers that let you attack all opponents along the path of a charge, but then again this is a shorter path, and very limited by its directionality.
Some question might come up if you are trying to jump to a point 40 feet up and 15 feet to one side if you measure in a straight line or an arc to determine the path you threaten.... but only hard-core cat-girl killers would bother with that (which reminds me... one of these days I need to make a table with the vertical distance of a jump as the X axis and the horizontal distance of the jump as the Y, and then assign jump DCs... noting that a certain amount of vertical distance comes "free" with a horizontal jump, but above OR BELOW there would be an increase to the DC :smallwink:).
*Apologizes to the cat-girls, and uses his GMs Fiat to True Rez them.*


3rd Level
Burning Hero [Fire]
Save the Princess (Stance)
Level: Crusader 3, Swordsage 3
Initiation Action: Swift action
Range: Personal
Target: You
Duration: Stance

Invoking the power of the Fire Flower you undergo a fiery transformation, becoming kin to Fire Elementals and spewing miniature fireballs.

Gain the Fire subtype. Further, you gain a ranged touch attack, range 60ft, that deals 1d8+your Charisma modifier fire damage. This is a supernatural effect.

This knocks Flame's Blessing into a cocked hat, except that you take 50% more damage from cold... yeah, I would drop the [Fire] type (it didn't save you from lava ever did it? If necessary, up the damage on the attacks.


Desperado Drive
Save the Princess (Strike)
Level: Crusader 3, Swordsage 3
Initiation Action: Standard action
Range: Melee attack
Target: See text

With a surge of power you fling yourself in a wild airborne lunge, tackling a foe along the way.

Make a Horizontal Jump check as if you had a running start, and if you did have a running start the check gets a +10 bonus. You may use this check to gain extra distance after you've jumped, to change direction, or to move if you are falling. You may make a melee attack against the first foe in the path of your jump. If the attack hits it is dealt 4d6 extra damage. This is a supernatural effect.

Is there some specific reason why this attacks only the first foe, and the last one attacks all foes in the path?
Also, I THINK having an upgrade only one level later is kinda harsh on Crusaders (but I could be wrong).


Running Jump
Save the Princess (Boost)
Level: Crusader 3, Swordsage 3
Initiation Action: Swift action
Range: Personal
Target: You
Duration: Instantaneous

With poise and agility you are able to pull off a mighty leap in the middle of a full sprint.

Make a Jump check at a +10 bonus while running. You may land in an opponent's square after your jump if your vertical distance clears the top of that creature. If you do that creature is dealt 4d6 damage (Reflex halves) and then you move to the nearest open square.

Looks fine to me.


General comment on higher level maneuvers (and perhaps the ones at 3rd too) : Not having any prerequisites for any of the maneuvers is very odd. I know exactly one discipline that does that: Breath of Fire. Breath of Fire was specifically designed so that a dragon could dip it (with either a level or a feat) and get a very large benefit. Did you ever explain a reason for this? Is is just somehting that you were waiting for feed-back on what numbers to use before adding (if so, I can give you some GREAT spreadsheets for comparing it to other disciplines so you can decide on numbers...).

Ziegander
2010-09-22, 02:16 PM
I only got through the first level.

lol, k, that's what I figured.

DracoDei
2010-09-22, 02:18 PM
Note that I may have ninja-ed you.

Ziegander
2010-09-22, 02:27 PM
You need to specify if the 5 foot movement provokes AoOs (I recommend it doesn't). Also, pushing a foe 5' back actually is to the foe's advantage if they aren't melee focused. For instance, if you move up and attack a spell-caster, then they can 5' step back on their turn, and not just be out of your reach to avoid AoOs(which they could do anyway), but deny you the option to full-attack them on your turn (and you already said this discipline de-emphasizes charging).

Hrm. Yes, it may be counter-advantageous for a melee class to be pushing foes away from him, but it has it's tactical uses. I'll change it so that you may push if you want to, and so that it DOES provoke AoOs (just not from you).


This knocks Flame's Blessing into a cocked hat, except that you take 50% more damage from cold... yeah, I would drop the [Fire] type (it didn't save you from lava ever did it? If necessary, up the damage on the attacks.

Yes, it makes Flame's Blessing seems like chump change (except against Cold), and no the fire flower didn't make you immune to Lava, however, what would you suggest to replace the Fire immunity?


Is there some specific reason why this attacks only the first foe, and the last one attacks all foes in the path?

I made it only attack the first foe in the path because moving in a horizontal path is MUCH more advantageous to you and much easier to actually hit someone with, than the vertical path.


General comment on higher level maneuvers (and perhaps the ones at 3rd too) : Not having any prerequisites for any of the maneuvers is very odd. I know exactly one discipline that does that: Breath of Fire. Breath of Fire was specifically designed so that a dragon could dip it (with either a level or a feat) and get a very large benefit. Did you ever explain a reason for this? Is is just somehting that you were waiting for feed-back on what numbers to use before adding (if so, I can give you some GREAT spreadsheets for comparing it to other disciplines so you can decide on numbers...).

Wow, thanks for the reminder, I had absolutely, completely forgotten that maneuvers had such prerequisites.

DracoDei
2010-09-22, 02:31 PM
Yes, it makes Flame's Blessing seems like chump change (except against Cold), and no the fire flower didn't make you immune to Lava, however, what would you suggest to replace the Fire immunity?
More damage... 2d8+X or maybe even more, instead of 1d8+X.




I made it only attack the first foe in the path because moving in a horizontal path is MUCH more advantageous to you and much easier to actually hit someone with, than the vertical path.
Oh, completely missed that part... might need to double check its power against other maneuvers then. Can't remember which one the more mundane one is in, but Searing Charge is Desert Wind.



Wow, thanks for the reminder, I had absolutely, completely forgotten that maneuvers had such prerequisites.
You are welcome.

Ziegander
2010-09-22, 02:38 PM
More damage... 2d8+X or maybe even more, instead of 1d8+X.

Meh... I don't know. Doesn't the Fire Flower make you immune to other fireballs?

DracoDei
2010-09-22, 02:42 PM
Meh... I don't know. Doesn't the Fire Flower make you immune to other fireballs?
You seem to be under an misconception concerning how much I know about SSBB... I certainly don't recall such from any of the games I have seen Let's Played (or played myself many years ago).

Ziegander
2010-09-22, 02:43 PM
You seem to be under an misconception concerning how much I know about SSBB... I certainly don't recall such from any of the games I have seen Let's Played (or played myself many years ago).

Oh, no, it definitely doesn't do that in the Smash Bros games, but I thought it did in the original Mario nintendo games. Maybe it didn't...

DracoDei
2010-09-22, 02:49 PM
Well, you could go look for the appropriate area of the boards for discussing video-games and post a thread asking there...

Morph Bark
2010-09-22, 03:53 PM
Oh, no, it definitely doesn't do that in the Smash Bros games, but I thought it did in the original Mario nintendo games. Maybe it didn't...

It didn't. All the Fire Flower did was change your colour scheme and make you able to throw fireballs.

DracoDei
2010-09-22, 05:38 PM
As I said: Just up the damage... it just occured to me that there could be worse ideas that matching it to a Warlock's Eldritch Blast. Sure it is a Warlock's main trick, but I hear fire is weak because there are so many resistant/immune creatures(Eldritch Blast is untyped), and Warlocks get Blast Shape invocations if they want it. If you really have to nerf it from this, just subtract 1 or 2 dice. Err... actually, now that I think of it maybe static or a VERY low progression is the way to go, since I don't think Warlocks can full-attack with their basic Eldritch Blast.

I dunno... but I stand by my basic assertion that "More Damage" is the way to go for replacing the [Fire] type.

Zaydos
2010-09-22, 05:42 PM
Seconding the above.

Also note reserve feats scale faster than eldritch blast already, or at least at high levels (warlocks get 9d6 at 20th, the acid reserve feat gets 9d6 at 17th).

Edit: Also 9d6 only averages 31.5 damage which is about equivalent to a single melee attack at Lv 20.

DracoDei
2010-09-22, 06:31 PM
Edit: Also 9d6 only averages 31.5 damage which is about equivalent to a single melee attack at Lv 20.
You must be playing with lower-optimization melee-ists than most people do...

Zaydos
2010-09-22, 06:34 PM
You must be playing with lower-optimization melee-ists than most people do...

That would be a big yes. I'm normally the DM and I'm the only one with rules knowledge to optimize. That said I usually hold back even as a player (I mainly play unoptimized blaster mages since I refuse to touch Arcane Thesis), although last time I was told by a DM to optimize (and I ended up optimizing the entire party in the process) I got the party up to where it could beat a few CR 14 dragons a day at Lv 9.