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View Full Version : (3.5 PrC + Martial Discipline, PEACH) Blade of the Argent Moon



Derjuin
2011-01-09, 10:18 AM
Insomnia has struck again, and this time it took the form of me deciding to brew up a ToB-style Prestige Class and a discipline to go along with it - the "Argent Moon" discipline, and the "Blade of the Argent Moon". Originally it was going to be "Samurai of the Argent Moon" but I thought that would be too constrictive, roleplaying-wise.

The class itself will follow the discipline; I'd love PEACH for both, if anyone would lend their eyes and minds :smallsmile:

ARGENT MOON

http://th05.deviantart.net/fs71/PRE/f/2010/240/6/1/moon_knight_by_spaceweaver-d2xhqwv.jpg
image by Spaceweaver of Deviantart


Strength of arm, mind and personality are the keystones to a truly mighty warrior. Operating on the basis of only one or two of these three leaves a warrior wanting, and the disciples of the Argent Moon understand this more than others - in their training under the banner of the Argent Moon, they learn ways to master and manipulate these three core strengths. This discipline includes the art of applying personality to combat, exercising the mind to control when the wounds of foes occur, and utilizing strength to place a strike where it matters. The key skill for Argent Moon is Intimidate, the most direct application of strength of personality to any situation. The bastard sword, longsword, scimitar, and two-bladed sword are the associated weapons for Argent Moon.

The Argent Moon discipline is not one of the traditional Sublime Nine; it is a discipline rarely practiced anymore, but kept alive by its initiates and masters. If a martial adept wishes to study and practice the Argent Moon discipline, he or she may do so in two different ways: he or she may neglect training in one of their other disciplines in order to pursue knowledge of the Argent Moon, essentially trading one discipline for another, or by taking levels in the Blade of the Argent Moon prestige class.

ARGENT MOON MANEUVERS

List:

1st Level
Light of the Moon - Stance - Gain 40 ft. illumination, grant allies +2 morale attack bonus
Full Moon Strike - Strike - Strike inflicts 1d6 + Wis modifier damage and may dispel glamer from victim
Argent Denial - Counter - Reduce enemy's Power Attack bonus or negate Maneuver benefits

2nd Level
Pale Curtain - Strike - Prevents victim from using gaze attacks, may make them flat-footed
Sea of Tranquility - Boost - You do not provoke attacks of opportunity
Eyes of Amaterasu - Stance - Gain Darkvision 40 ft. and immunity to blindness and dazzle

3rd Level
Waning Moon Strike - Strike - Strike inflicts 2d6 + Wis modifier damage and may force foe back to its natural form
Falling Sky Crash - Strike - Make Jump check to travel distances and deal extra damage

4th Level
Penumbral Strike - Strike - Inflict 2d6 bonus damage on strike, move then inflict 3d6 more
Lunatic Dance - Stance - Gain 50% concealment vs. sneak attacks, reduce sneak attack damage dice taken

5th Level
Half-Moon Strike - Strike - Inflict 4d6 + 2x wis modifier bonus damage to up to 5 nearby enemies
Lunatic Scream - Strike - Inflict Intimidate check bonus damage, grant allies +4 morale bonus to damage
Eclipse Shroud - Counter - Counter the effects of 1 spell cast at you or your square

6th Level
Umbral Strike - Strike - Teleport to inflict 6d6 bonus damage in a line after turn ends
Of Moon's Grace - Boost - Gain flight speed (perfect maneuverability), take reduced fall damage
Lunar Denial - Strike - Inflict 5d6 bonus damage, may force foe prone and disarm them

7th Level
Crescent Moon Strike - Strike - Inflict 8d6 + 3x wis modifier bonus damage, victim is afflicted with Light Blindness for 1 round
Eyes of Tsukuyomi - Stance - Gain True Seeing

8th Level
Tidal Strike - Strike - Inflict 9d6 bonus damage, victim may be slowed
Lunatic Howl - Strike - Inflict 2x Intimidate check damage, enemies beyond your reach take 1/2 damage
No Moon - Boost - Gain Greater Invisibility for 1 round/Initiator level

9th Level
Umbral Ultimatum - Strike - Teleport to inflict weapon damage on single foe; at end of current round, that foe takes 100 damage.


Details:

Light of the Moon
Stance
Level: Blade of the Argent Moon 1
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance

You exude pale white and blue light, illuminating shadows and empowering your allies.

You exude light as a torch: clear illumination out to 20 feet, and shadowy illumination out to 40 feet. Allies within 40 feet of you gain a +2 Morale bonus to their attacks.

Full Moon Strike
Strike
Level: Blade of the Argent Moon 1
Initiation Action: 1 Standard Action
Range: Melee attack
Target: One creature

With a huge vertical arc of your blade, you strike with the power of the heavens and shatter concealing magic.

When you use this maneuver, you make a single melee attack against a creature. Your attack inflicts an extra 1d6 + your Wisdom modifier damage and attempts to affect a single glamer on the victim as if with a Dispel Magic spell. For this dispel attempt, use your Initiator level + 10 instead of your Caster level + 10.

Argent Denial
Counter
Level: Blade of the Argent Moon 1
Initiation Action: 1 Immediate Action
Range: Melee attack
Target: One creature

With a flourish, you adjust your body to take a reduced hit from a foe.

With this counter, you attempt to reduce the power behind a Power Attack or Maneuver. You can only use this counter on an attack that has already been declared a hit. Make a Disarm attempt as if you were wielding a two-handed weapon (this attempt does not actually disarm the attacker). If you succeed, the attacker does not gain a bonus to damage from Power Attack, or the benefits of a Martial maneuver, for 1 round. Argent Denial can only be used to counter Maneuvers you are of a high enough level to initiate yourself.

Pale Curtain
Strike
Level: Blade of the Argent Moon 2
Initiation Action: 1 Standard Action
Range: Melee attack
Target: One creature
Duration: See text
Saving Throw: Will partial

Your weapon glows with a pale light as you twirl it about, a ribbon of light following it before you strike. The ribbon wraps itself around the foe's head as if it were a blindfold, hampering its magical gaze attacks.

When you use this maneuver, you make a single melee attack, dealing normal damage. Your opponent must make a Will save (DC 12 + your Wisdom modifier) or become Flat-footed for 1 round; regardless of the Will save outcome, it cannot make use of any gaze attacks it has for a number of rounds equal to your Initiator level.

Sea of Tranquility
Boost
Level: Blade of the Argent Moon 2
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: 1 round

A calming chime echoes from your body, and suddenly foes have a difficult time spotting openings in your defense.

When you use this boost, your actions do not generate Attacks of Opportunity for 1 round.

Eyes of Amaterasu
Stance
Level: Blade of the Argent Moon 2
Initiation Action: 1 Swift Action
Range: Personal
Target: You

For a moment, a bright light shines at your forehead, divulging into two spheres that enter your eyes. Darkness parts before you as you see with the aid of the Sun goddess.

While in this stance, you gain Darkvision out to 40 feet and cannot be blinded or dazzled. This ability is a Supernatural effect.

Waning Moon Strike
Strike
Level: Blade of the Argent Moon 3
Initiation Action: 1 Standard Action
Range: Melee attack
Target: One creature
Saving Throw: Will negates

Emulating the gibbous phase of the moon, your blade begins to perform a full arc, when it suddenly cuts short and a lash of pale energy leaps from your blade, forcing shape-changers to reveal their natural form.

When you use this strike, you make a single melee attack. Your attack inflicts an extra 2d6 + your Wisdom modifier damage and attempts to force a creature with an alternate form to reveal its natural form. It must make a Will save (DC 13 + your Wisdom modifier); if the victim fails its saving throw, it is forced into its natural form, and cannot make use of shapeshifting abilities for 1 round.

Falling Sky Crash
Strike
Level: Blade of the Argent Moon 3
Initiation Action: 1 Full-Round Action
Range: 15 feet
Target: One creature

You leap into the air, your blade swinging high and crashing down hard upon the skull of your foe.

When you use this strike, you make a Jump check with a +30 bonus, move and a single melee attack. You jump and move exactly 15 feet, regardless of your actual Jump check, and make the strike against a single creature. You are not considered to have a running start with this jump check. The damage you inflict is based on your Jump result:

{table=head]Jump Result|Damage
Less than 30|Normal
31-37|+1d6
38-44|+2d6
45-51|+3d6
52-58|+4d6
59+|+5d6[/table]

For the purposes of this strike, you do not take falling damage as long as you land on the same, or higher, elevation as when you initiated it. If you land on elevation lower than when you initiated it, treat the distance as if it were 15 feet shorter.

Penumbral Strike
Strike
Level: Blade of the Argent Moon 4
Initiation Action: 1 Standard Action
Range: Melee attack
Target: One creature

Entering and exiting a shadow barely perceptible to those around you, you manage to slip through shadowy space just as you strike your foe, leaving a wound whose severity is only realized after you exit the penumbra.

When you use this strike, you make a single melee attack, and then may move a number of spaces up to your base land speed; this movement does not provoke attacks of opportunity. Your attack inflicts an extra 2d6 damage. After your turn is complete, the victim of your maneuver takes another 3d6 damage. This second source of damage is force damage and bypasses all DR.

Lunatic Dance
Stance
Level: Blade of the Argent Moon 4
Initiation Action: 1 Swift Action
Range: Personal
Target: You

Shaking and swerving like a madman, your unpredictability enhances your defenses against those that would seek to scour your body for weak spots.

While in this stance, enemies have a more difficult time placing strikes that rely on precision; you gain 50% concealment against sneak attacks and sudden strikes. In addition, any sneak attack or sudden strike that successfully hits you has its damage reduced by 2 dice (to a minimum of 1 die).

Half-Moon Strike
Strike
Level: Blade of the Argent Moon 5
Initiation Action: 1 Full-Round Action
Range: Melee attack
Target: Up to five creatures

Swinging your blade in a wide horizontal arc, you cleave through a throng of creatures, the wisdom of the heavens guiding your blow to strike with power.

When you use this maneuver, you make a single attack roll against up to five nearby creatures. For each creature struck, you deal 4d6 + twice your Wisdom modifier as half cold damage, half force damage. Each creature struck must be immediately next to another creature attacked and cannot have cover or concealment, unless you can bypass cover or concealment.

Lunatic Scream
Strike
Level: Blade of the Argent Moon 5
Initiation Action: 1 Standard Action
Range: Melee attack
Target: One creature plus all allies within 40 feet

Your strike is accompanied by a short, primal scream, rallying your allies and enhancing your blade.

When you use this strike, you make a single melee attack and an Intimidate check. Your attack deals bonus damage equal to an Intimidate check. Allies within 40 feet of you hear your scream and understand its meaning, and gain a +4 Morale bonus to damage dealt for 1 round.

Eclipse Shroud
Counter
Level: Blade of the Argent Moon 5
Initiation Action: 1 Immediate Action
Range: Personal
Target: You
Duration: 1 Round

For a moment, a dark shadow passes over you and only you, leaving nothing but an outline; the spell cast at you suddenly has its power nulled, as if something had deadened it.

When you use this counter, the first spell cast at you or the square(s) you are standing in is treated as if it had entered an Anti-Magic Zone, centered on your square (or the center of the squares you occupy) with a size equal to your natural reach. This boost only affects the first spell cast at you; spells cast afterwards or persistent area effects are not affected.

Umbral Strike
Strike
Level: Blade of the Argent Moon 6
Initiation Action: 1 Standard Action
Range: Up to 40 feet in a straight line
Target: You

Entering and exiting pure shadow space, you suddenly disappear and reappear far from your original location; foes between your starting and ending location are at first confused, then overcome with pain as your strike catches up with you.

When you use this strike, you designate a square you can enter up to 40 feet away from you in a straight line. You disappear at the beginning of your action and reappear in your new location at the end of it; as your turn ends, all enemies that were standing in a square that your line crossed take damage equal to your weapon damage plus 6d6.

Of Moon's Grace
Boost
Level: Blade of the Argent Moon 6
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: 1 round per Initiator level

When you use this boost, you gain a flight speed equal to three times your base land speed (up to 150 feet) with perfect maneuverability. When this boost ends, you slowly descend to the ground; if you descend a distance that would normally inflict falling damage, you instead only take 1d6 damage.

Lunar Denial
Strike
Level: Blade of the Argent Moon 6
Initiation Action: 1 Standard Action
Range: Melee attack
Target: One creature

By focusing your connection to the heavens, you make a single awe-inspiring strike against your foe, sending it earthward and dashing the weapon from its hand.

When you use this strike, you make a single attack. Your attack deals an additional 5d6 damage, and your opponent must suceed on a Balance check equal the damage dealt or fall prone. If the victim falls prone, it provokes a single Attack of Opportunity that must be made to Disarm it. You gain a +8 bonus to Disarm attempts for the provoked attack.

Crescent Moon Strike
Strike
Level: Blade of the Argent Moon 7
Initiation Action: 1 Standard Action
Range: Melee attack
Target: One creature

As your blade arcs through the air toward its target, part of it begins dragging a ribbon of darkness behind it. The shadow latches onto the target and leaps into its eyes, cursing its vision for a short time.

When you use this strike, you make a single attack. Your attack deals an additional 8d6 damage plus 3x your Wisdom modifier. In addition, the strike clings to the victim and curses its eyes, causing the victim to be afflicted with Light Blindness for 1 round.

Eyes of Tsukuyomi
Stance
Level: Blade of the Argent Moon 7
Initiation Action: 1 Full-Round Action
Range: Personal
Target: You

Two small globes of pale light float just beyond your head, then suddenly leap into your eyes – for a moment you are blinded, then vision returns and all is seen as it truly is.

While in this stance, you gain True Seeing, as the spell. Activating this stance requires you to meditate for a moment as the blindness from adapting to true sight fades; dismissing this stance is a free action.

If you have the ability to activate two stances at once, you cannot activate both Eyes of Tsukuyomi and Eyes of Amaterasu.

Tidal Strike
Strike
Level: Blade of the Argent Moon 8
Initiation Action: 1 Standard Action
Range: Melee attack
Target: One creature
Saving Throw: Will negates

Time around you and your adversary slows tremendously just before your weapon strikes, and a sudden burst of energy leaps from the wound and overwhelms your foe. To outsiders, it appears as if nothing but a flash has occured, but you and your opponent have seen the full strike. In addition to the dangerous wound, the foe feels its limbs dragged by enhanced gravity.

When you use this strike, you make a single attack. Your attack inflicts an additional 9d6 damage and your opponent must make a Will save (DC 18 + your Wisdom modifier) or be affected as if by the spell slow for a number of rounds equal to your Wisdom modifier.

Lunatic Howl
Strike
Level: Blade of the Argent Moon 8
Initiation Action: 1 Full-Round Action
Range: Melee attack
Target: One creature

With a howl, your blade strikes your intended foe, and a sudden rush of air rushes outward from you; as it gathers strength, it violently slams into foes around you, though those closest are unaffected.

When you use this strike, you make a single attack, along with an Intimidate check. Your attack deals bonus damage equal to twice the Intimidate check to the victim of the single attack. Afterwards, every enemy creature beyond your reach, up to 40 feet away, takes damage equal to half the damage dealt to the initial victim.

No Moon
Boost
Level: Blade of the Argent Moon 8
Initiation Action: 1 Immediate Action
Range: Personal
Target: You
Duration: 1 round per Initiator level

Suddenly, a shadow comes over you – and when it leaves, you appear to be gone.

When you use this boost, you gain Greater Invisibility, as per the spell with the exceptions listed above.

Umbral Ultimatum
Strike
Level: Blade of the Argent Moon 9
Initiation Action: 1 Full-Round Action
Range: 100 feet
Target: You

You teleport beyond a foe, a ribbon of blood following as your blade instantly sinks into the victim's flesh. Only moments later does the foe realize how grave a strike has been made.

When you use this strike, you designate a single square in a line up to 100 feet away from you, the path to which contains at least one creature, and instantly teleport to it. Choose a creature in that line, and make a single attack against that creature. Your attack inflicts normal damage. Your attack is resolved while you teleport, so you do not need to be near the creature when you teleport. When the current round ends, the victim of your Umbral Ultimatum takes an additional 100 points of damage.

Derjuin
2011-01-09, 02:05 PM
BLADE OF THE ARGENT MOON


http://fc01.deviantart.net/fs8/i/2005/316/8/a/Samurai_by_Cerbercus.jpg


We are the protectors of a dying tradition, keepers of a discipline mostly forgotten to the world – the Argent Moon. In our service to keep the discipline alive we also become what could be likened to a knight or paladin. However, it is important to remember that, as a Blade, our primary duty is to uphold our fighting style. Redemption can be sought for breaking a vow to a being – but breaking a vow to a memory is much more difficult to redeem. ~ Salanu, Crusader and Blade of the Argent Moon

The Blade of the Argent Moon is a warrior dedicated to the teachings of the Argent Moon discipline, who learns to focus his or her mastery within the Argent Moon discipline. They are also heralds and scribes of the Argent Moon and seek to proliferate knowledge of the discipline, even with the Sublime Nine being as popular as they are.

BECOMING A BLADE OF THE ARGENT MOON
The first step to becoming a Blade of the Argent Moon is learning enough about the discipline to understand its core values and principles; while most of the time this is nearly impossible with its obscurity, ancient libraries or large kingdoms may have some information on the discipline, especially militaristic kingdoms. The next step is to find an actual Blade of the Argent Moon, and convince him or her to instruct the character on the discipline; once instruction has begun, however, a prospective Blade must swear an oath in front of witnesses that he or she will uphold the Argent Moon discipline. He or she must swear a separate oath of service to a person, kingdom, or deity.

ENTRY REQUIREMENTS
Base Attack Bonus: +5
Skills: Intimidate 8 ranks
Maneuvers: 1 Diamond Mind stance and 1 Setting Stun strike OR 1 Argent Moon stance and 1 Argent Moon strike
Special: The character must find an instructor of the Argent Moon discipline and swear an oath to keep the Argent Moon discipline alive, and a separate oath of service. The character also cannot be illiterate.

Class Skills
The Blade of the Argent Moon's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str),
Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility and royalty) (Int), Martial Lore* (Int), Swim (Str), Tumble (Dex).
Skills Points at Each Level: 4 + int

Hit Dice: d12

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Maneuvers Known|Maneuvers Readied|Stances Known|Special

1st|
+1|
+2|
+0|
+2|
1|
0|
0|Initiate of the Argent Moon, Scribe Martial Script

2nd|
+2|
+3|
+0|
+3|
0|
0|
0|Argent Recuperation 1/day

3rd|
+3|
+3|
+1|
+3|
1|
1|
0|Improved Duel of Wills

4th|
+4|
+4|
+1|
+4|
0|
0|
0|Argent Recuperation 2/day

5th|
+5|
+4|
+1|
+4|
1|
0|
1|Heat of Battle

6th|
+6|
+5|
+2|
+5|
0|
1|
0|Argent Recuperation 3/day

7th|
+7|
+5|
+2|
+5|
1|
0|
0|Perfect Circle

8th|
+8|
+6|
+2|
+6|
0|
0|
0|Argent Recuperation 4/day

9th|
+9|
+6|
+3|
+6|
1|
1|
0|Inexorable Progress of Dusk

10th|
+10|
+7|
+3|
+7|
0|
0|
1|Rising Moon[/table]

Weapon Proficiencies: A Blade of the Argent Moon gains no weapon or armor proficiencies.

Initiate of the Argent Moon: As an Initiate of the Argent Moon, you gain the ability to add Argent Moon maneuvers to your Maneuver list. You must also swear an Oath of Service to a person, kingdom or deity. If you break your Oath, you are unable to continue gaining levels in the Blade of the Argent Moon class. However, if breaking an Oath is absolutely necessary, redemption may be sought (via the Atonement spell). Breaking an Oath because the one to whom the Oath was sworn acts against the Oath does not cause the Blade of the Argent Moon to require Atonement; he must make another Oath within a number of days equal to his character level, however.

Blades of the Argent Moon practice maneuvers from the Devoted Spirit, Diamond Mind, Setting Sun and Argent Moon disciplines. In order to refresh your maneuvers, you must spend a full round meditating; doing so allows you to refresh 1 martial maneuver per 3 levels of Blade of the Argent Moon you have.

At 2nd, 4th, 6th and 8th levels, a Blade of the Argent Moon may swap out a lower-level maneuver for a higher-level one from the Devoted Spirit, Diamond Mind, Setting Sun and Argent Moon disciplines that he or she meets all the requirements for.

A Blade of the Argent Moon's initiator level is equal to his or her levels in the Blade of the Argent Moon class, plus any levels he or she has in a martial class (Swordsage, Crusader, or Warblade), plus one-half of his or her levels in any other class.

Scribe Martial Script: At 1st level, the Blade gains the Scribe Martial Script feat as a bonus feat.

Argent Recuperation (Ex): At 2nd level, the Blade gains the ability to immediately refresh a single Argent Moon maneuver that he has just used. At 2nd level, this ability is usable 1/day; at 4th, 6th, and 8th levels it becomes usable one more time per day, to a maximum of 4/day. Argent Recuperation is a free action and must be performed immediately after the maneuver in question has been used.

Improved Duel of Wills: At 3rd level, the Blade improves his ability to engage opponents in duels of will. In addition, the Blade's allies within 40 feet gain any bonuses he gains from victory in a duel of will. The Blade's Duel of Wills improves according to his class levels as per the table below:

{table=head]Blade Level|Effect
1-3|Penalties for opponent losing/submitting apply to all foes within 40 feet
4-5|Bonus for opponent ignoring your duel increased to +3
6-7|Participate Victory/Loss bonus/penalties include Initiative and increase by 1
8-9|You automatically win ties in a duel of will
10|Opponent that submits is shaken along with all foes for 1 minute[/table]

Heat of Battle (Ex): At 5th level, the Blade may identify a single opponent and use his force of personality to shrug off some of the damage dealt by that opponent. Designate a single opponent as a free action, and at any time during combat as an immediate action, make an Intimidate check. You gain damage reduction/- against that opponent for 1 round according to the table below:

{table=head]Intimidate Check|Damage Reduction
1-15|2/-
16-23|4/-
24-30|6/-
31-35|8/-
36+|10/-[/table]

Perfect Circle (Ex): At 7th level, the Blade gains his class levels as a bonus to his AC, up to his Wisdom modifier, as long as he has at least one Argent Moon maneuver readied.

Inexorable Progress of Dusk (Ex): At 9th level, the Blade is able to move like the shifting of day into night. He gains the ability to be affected by Freedom of Movement a number of rounds per day equal to his class level. In addition, whenever a ranged attack misses the Blade of the Argent Moon, he may move 10 feet toward the source of the ranged attack if he can see it. Follow normal movement rules for these 10 feet. Moving toward a target provokes attacks of opportunity as normal, but does not count against your total movement per turn.

Rising Moon (Su): At 10th level, the Blade is able to continue fighting when, by all means, he should be dead. He gains the Diehard feat for free, and whenever he is subject to a spell that causes instant death or damage that would send him below -10, he may make an Intimidate check to continue going in the face of death. To resist death caused by an instant death spell, the DC for his Intimidate check is equal to 10 + the spellcaster's caster level. To resist death caused by damage, the DC for his Intimidate check is equal to 10 + the amount by which the damage surpasses -9. If he fails a check, he is immediately knocked unconscious and is stabilized at -9.

PLAYING A BLADE OF THE ARGENT MOON
While Blades of the Argent Moon are strong, wise and usually personable, their greatest strength comes from the respect they give their allies and the fear they sew throughout their enemies.
Combat: Blades of the Argent Moon are frontline fighters that use maneuvers from some of the disciplines whose core focus is staying alive and fighting off foes. They make greatest use of their Argent Moon maneuvers in areas where they have some room to move around with, can manipulate the location of enemies, and can be somewhat near their allies to grant them bonuses from their maneuvers and class abilities, specifically Improved Duel of Wills.
Advancement: Warblade and Swordsage levels both compliment the Blade of the Argent Moon's list of maneuvers and offer other abilities to increase its power. More Blade of the Argent Moon levels help, too.

BLADES OF THE ARGENT MOON IN THE WORLD
"Argent Moon?" Yes, I've heard of it, and no, I don't think it actually exists. It is most likely some upstart's take on an already-established discipline. There are only nine Sublime Disciplines, nine unique methods of combat. Reshar himself would have found this "Argent Moon" discipline if it had existed before now, but with no evidence of such discovery, it's very unlikely the "Argent Moon" discipline is anything worth looking in to. ~ Scriptkeeper Dodilus, on existence of the Argent Moon discipline

Blades of the Argent Moon are generally preserved by the curiosity their discipline invokes. Many of the Blades will claim that the discipline itself is dying, but each time one says that, many warriors will look into the discipline, curious to discover it.
Daily Life: Most Blades of the Argent Moon have traditional daily lives, slightly augmented by praying at altars or statues depicting the Moon and Sun deities. Some Blades take up a life of writing as their life outside adventures, writing treatises, informative tracts and martial scripts to proliferate information about their discipline.
Notables: Master Igawori is currently the master of the Argent Moon; his name is almost all but unspoken, however. He does not like to make himself known, instead choosing to live his life as a protector of a shrine of Tsukuyomi, somewhere in the world. He has mastered the Argent Moon discipline and has trained in many other disciplines, though Argent Moon remains his primary focus. He does not dispense information about the discipline, and is all but invisible to those that do not know firsthand what he looks like.
Organizations: Blades of the Argent Moon are more often identified by the organization they have sworn their Oath to, than as a Blade. The Argent Moon has little holding its practitioners together, though some become paladins or clerics of Tsukuyomi or Amaterasu. Those that become paladins or clerics of Amaterasu often try to repair the rift rent between the two deities. Clerics that choose Tsukuyomi as their deity have access to the Moon, Pride and Renewal domains; clerics that choose Amaterasu as their deity have access to the Sun, Glory and Family domains.

---------------

Apologies for spelling/grammar errors, I'll be able to give it a better grammar-over when I've had some rest.

DracoDei
2011-01-09, 02:35 PM
A summary listing of maneuvers by level for a new discipline is traditional.

Also, just because something has to be traded out, doesn't excuse you from listing which classes CAN trade out for the discipline, otherwise it become TOO free, allowing Warblades to take ALL mystical stuff for instance. I realize cross-referencing with all the homebrew would be a pain, but you can at least do the three base classes form ToB itself... to me this definitely looks like a Sword-sage thing... MAYBE Crusader's as well, but probably not.

Arbitrarious
2011-01-12, 09:54 PM
Looks interesting and I definitely like some of the ideas. I would also appreciate a level based list and you may considers spoilers for glancing sake. I'm not terribly sure on balance would need to play test to be sure, but it does look strong.

What was your inspiration for it?

Derjuin
2011-01-13, 12:04 AM
I added a new list of the basic functions of each maneuver, and spoilered each so that they could more easily be tucked away when inspecting other elements - hopefully this helps organization a bit :smallsmile:

My inspiration was drawn from two songs, called "Courser" and "Umbral Ultimatum", for the webcomicky-thing, Homestuck.

I think there was a program on TV about Jupiter's moons around the same time, too...:smalltongue:

Oh, and the scenes you can find of various sword-type martial artists cutting bamboo, etc, and the bamboo taking a few moments to actually fall over, and the scenes in movies, etc. of people dashing by someone with their sword drawn, and then suddenly the someone is harmed, even though it didn't look like anything happened.

Derjuin
2011-01-26, 03:39 PM
Updated the maneuver swapping mechanic, to make sure it isn't too powerful by limiting replacement access to the Blade of the Argent Moon's base four disciplines.

Hoping for more PEACH if anyone is willing :smallsmile:

Hazzardevil
2011-01-28, 05:56 PM
I like the look of it so far, however the picture isn't appearing on my computer.

Wahrheit
2011-01-29, 09:58 AM
I'll look over the rest of it soon, but the thing that jumped out at me was that Umbral Ultimatum is simply flat-out better than other level 9 maneuvers. It's Strike of Perfect Clarity, except you attack during a 100-foot teleport, do an extra 3d6, and the damage can't be reduced in any way. I would make it a full-round action to initiate and reduce the damage.

Derjuin
2011-01-31, 01:47 AM
I'll look over the rest of it soon, but the thing that jumped out at me was that Umbral Ultimatum is simply flat-out better than other level 9 maneuvers. It's Strike of Perfect Clarity, except you attack during a 100-foot teleport, do an extra 3d6, and the damage can't be reduced in any way. I would make it a full-round action to initiate and reduce the damage.

I thought I had put it down as full-round...thanks for the insight :smallsmile: I'll be changing it to be one.

Zaydos
2011-01-31, 03:33 AM
Personally I'd make Eyes of Amaterasu a 1st level stance and Light of the Moon a 2nd level stance. Also with Light of the Moon does the +2 morale bonus to attack rolls apply to yourself, since in 3.5 you are your own ally (which makes it even stronger than I first assumed)?