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View Full Version : (3.5, Discipline) Open Your Mind, Open Your Eyes, Open Your Senses (P.E.A.C.H.)



unosarta
2011-02-19, 09:55 PM
Open Tome
http://fc03.deviantart.net/fs22/i/2010/209/8/e/The_art_scholar_by_amartinsdebarros.jpg


http://thedaoofdragonball.com/blog/wp-content/uploads/2009/07/pai-mei.jpg
Its the wood that should fear your hand, not the other way around. No wonder you can't do it, you acquiesce to defeat before you even begin.
~Pai Mei, Monk of the Open Tome, Destroyer of the Shaolin Temple


The discipline known as the Open Tome never gained as much fame as the first disciplines made, and it was first taught in a secluded temple, by monks who had spent their lives dedicated to the learning of all knowledge. They spent years, decades, learning of others, and learning of deadly monsters. They learned of the world, and what existed inside it, and what they beheld was a world truly broken. The peoples threatened by death and famine, aberrations from beyond the veil tearing apart the landscape of the worlds, and monsters everywhere.

They turned their knowledge on this problem. They used their skills to find how to combat monsters. And they developed a way of fighting. They learned weaknesses, studied physiology, and trained. They trained long, and they trained hard. And they made it. They had developed the Open Tome. But they had not reckoned with those they intended to fight. Many died, and the monks retreated to their temples, to continue to train. They kept on training, and passed on what they knew to their disciples, but told them never to fight outside of the temple. Never to leave, for fear of those that would kill them. The youngest monks took this to heart, and never left, without even knowing of the dangers.

Now that they have started to talk to travelers and merchants, the monks have realized that the world isn’t quite so bad as the first masters had told the next generation, and as the next generation had told the next, and so on for six generations. The current has started to travel, to see the land, and accumulate more knowledge, to bring back to the temple, and also to fight that evil that the founders had first seen.

The weapons associated with the Open Tome Discipline are the unarmed strike, Punching Dagger, Sickle, Spear, and Quarterstaff.


Related Skill: Any Knowledge. As a note; for the purposes of this Discipline, a Knowledge check can use any Knowledge skill that the character is trained in.

When swapping Disciplines, initiators who have this Discipline add all Knowledge skills to their skill lists.

Maneuver and Stance List
1st
Iron Gaze: Boost -- Knowledge check to gain a +2 to attack.
Sage Strike: Strike -- Use knowledge check to determine damage and effect done to the target.
Lesser Confusion Strike: Strike -- Confuses opponent struck, as Lesser Confusion.
Stance of Open Knowledge: Stance -- Competency bonus to Knowledge checks.

2nd
Watchful: Counter -- Knowledge check to avoid attack.
Imperious Gaze: Strike -- Silences target.
Studying Strike: Strike -- Deals damage, increases the damage of the next strike or attack on that target, and the next attack knocks the target prone.

3rd
Stance of the Open Mind: Stance -- Gain lesser telepathy.
Steely Gaze: Boost -- Make knowledge check for each opponent you strike to deal +2d6 damage, and possibly stun.
Scholar Strike: Strike -- Use knowledge check to determine damage done to the target.

4th
Confusion Strike Strike -- Confuses opponent struck, as Confusion.
Open Tome: Boost -- Gain a temporary bonus to Knowledge checks.
Stance of the Open Eye: Stance -- See invisible opponents. Gain an additional save against Illusions.

5th
Mithril Gaze: Boost -- Knowledge check for each opponent you strike to +6d6 damage, and possibly stun.
Improved Sage Strike: Strike -- Use knowledge check to determine damage and effect done to the target.
Dark Secrets: Strike -- Target of strike takes 1d6 wisdom damage, and is silenced and deaf.

6th
Knowledge is Power Boost -- You gain a bonus to attack rolls depending on your ranks in Knowledge.
Stance of Open Senses: Stance -- You gain touchsight.
Improved Studying Strike: Strike -- Deals damage, increases the damage of the next strike or attack on that target, and the next attack knocks the target prone.

7th
Insanity Strike: Strike -- Causes opponent to go insane when struck.
Adamantine Gaze: Boost -- Knowledge check for each opponent you strike to deal +10d6 damage, daze the target, possibly stun.
Improved Scholar Strike: Strike -- Damage and effect depends on the result of a knowledge check.

8th
Eyes of Steel: Boost -- Knowledge check for each opponent you strike to deal +14d6 damage, possibly paralyze the opponent.
Omniscient: Counter -- Make a knowledge check on an opposed roll.
Strike of Understanding: Strike -- You read your target’s deepest thoughts.
Unknowable Secrets: Strike -- Target of strike takes 2d6 wisdom damage, is blinded, deafened, and silenced.

9th
Crippling Strike: Strike -- Deals extra damage; target is paralyzed, stunned, dazed, blinded, deafened, exhausted, and nauseated.

unosarta
2011-02-19, 10:00 PM
Descriptions

First Level

Iron Gaze
Open Tome (Boost)
Level: Swordsage 1, Warblade 1
Prerequisites: None
Initiation Action: Swift action
Range: Personal
Target: Self
Duration: Three rounds
Saving Throw: Will saves

You are able to pick out your opponents defenses and learn to counter them.

You may make a Knowledge check with a DC equal to (8 + target opponents hit dice). If you make the Knowledge check, then you gain a +2 bonus to all attack rolls make against that opponent for the next three rounds.




Lesser Confusion Strike
Open Tome (Strike)
Level: Swordsage 1, Warblade 1
Prerequisites: None
Initiation Action: Standard action
Range: melee

You hit your opponents cranial area hard enough to disorient them.

Make a melee attack against an opponent. If you hit, that opponent must make a Will save with a DC equal to 11 + your Intelligence modifier or be confused as the Lesser Confuse spell, with a caster level equal to your Initiator level, but the duration only being one round.





Sage Strike
Open Tome (Strike)
Level: Swordsage 1, Warblade 1
Prerequisites: None
Initiation Action: Standard action
Range: Melee

You strike your opponent in just the way that takes advantage of their natural weaknesses.

You may make a melee attack as part of this maneuver. If you hit, make a Knowledge check. Your result determines the bonus damage:
{table=head]Result|Damage
11-20|+1d4
21-30|+2d4
31-40|+3d4
41-50|+4d4[/table]

Your result also determines the effect on the opponent:
{table=head]Result|Damage
11-20|Dazzled
21-30|Flatfooted, Dazzled
31-40|Prone, Flatfooted, Dazzled
41-50|Dazed, Prone, Flatfooted, Dazzled[/table]

The opponent must make a Will save (DC 11 + Your Intelligence modifier) for each effect or be affected by it. The effects last for 4 rounds for the first effect (Dazzled), 3 for the second (Flatfooted), 2 for the third (Prone), and 1 for the fourth (Dazed).





Stance of Open Knowledge
Open Tome (Stance)
Level: Swordsage 1, Warblade 1
Prerequisites: None
Initiation Action:
Range:
Target:
Duration:

Your mind flares with archaic knowledge, and ancient learnings.

For the duration of the stance, you gain a competency bonus to all Knowledge checks depending on your Initiator level, according to the following table:
{table=head]Initiator Level|Bonus

1-5|
+1

6-10|
+2

11-15|
+3

16-20|
+4[/table]



Second Level

Imperious Gaze
Open Tome (Strike)
Level: Swordsage 2, Warblade 2
Prerequisites: 1 Open Tome maneuvers
Initiation Action: Standard action
Range: 30 feet
Saving Throw: Will

Your gaze shuts the mouths of that who you look at. They find it impossible to speak.

You may make a ranged touch attack against an opponent as part of this maneuver. That opponent must make a Will save (DC 12 + Your Intelligence modifier) or be silenced for three rounds.





Studying Strike
Open Tome (Strike)
Level: Swordsage 2, Warblade 2
Prerequisites: 1 Open Tome maneuvers
Initiation Action: Standard action
Range: Melee

You study your opponents reaction and learn how to exploit his natural reflexes with impeccable timing.

Make a melee attack as part of the maneuver. If it hits, it deals an extra 1d6 damage, and your next strike against the target that you hit with this strike deals an extra 3d4 damage, and the target must make a Reflex save (DC 12 + Your Intelligence modifier) or be knocked Prone.





Watchful
Open Tome (Counter)
Level: Swordsage 2, Warblade 2
Prerequisites: 1 Open Tome maneuvers
Initiation Action: Immediate action
Target: A melee attack being made against you

Your knowledge of your opponent allows you to foresee their attacks.

As a part of this maneuver, make a Knowledge check. If it is higher than the melee attack against you, that attack misses. In essence, this maneuver allows you to replace your armor class with a Knowledge check.



Third Level

Scholar Strike
Open Tome (Strike)
Level: Swordsage 3, Warblade 3
Prerequisites: 1 Open Tome maneuvers
Initiation Action: Standard action
Range: Melee

You strike your opponent in just the way that takes advantage of their natural weaknesses.

You may make a melee attack as part of this maneuver. If you hit, make a Knowledge check. Your result determines the bonus damage:
{table=head]Result|Damage
11-20|+2d4
21-30|+4d4
31-40|+6d4
41-50|+8d4[/table]

Your result also determines the effect on the opponent:
{table=head]Result|Damage
11-20|Cowering
21-30|Prone, Cowering
31-40|Dazed, Prone, Cowering
41-50|Nauseated, Dazed, Prone, Cowering[/table]

The opponent must make a Will save (DC 13 + Your Intelligence modifier) for each effect or be affected by it. The effects last for 8 rounds for the first effect (cowering), six for the second (Prone), four for the third (Dazed), and two for the fourth (nauseated).





Stance of the Open Mind
Open Tome (Stance)
Level: Swordsage 3, Warblade 3
Prerequisites: 1 Open Tome maneuvers
Initiation Action: Swift
Range: Personal
Target: Self
Duration: Stance

Your mind opens up to the thoughts of those around you.

For the duration of the stance, you gain the benefits of the Detect Thoughts spell, except that you do not have to concentrate in order to maintain the effect, and you automatically start out on the third round of concentration effect. Its area is, rather than a cone, a 20 foot spread, centered on you. The Will save in this case is (13 + your Intelligence modifier).





Steely Gaze
Open Tome (Boost)
Level: Swordsage 3, Warblade 3
Prerequisites: 1 Open Tome maneuvers
Initiation Action: Swift action
Range: Personal
Target: Self
Duration: One round
Saving Throw: Will

Your eyes can pick out the smallest of imperfections and weaknesses

For the next round, you may make any Knowledge check every time you attempt a melee attack against an opponent, with a DC equal to 10 + Opponent’s HD. If you hit, and make the knowledge check, your attacks against that opponent deal an extra +2d6 damage for that round. This bonus damage does not apply to strikes or other maneuvers. That opponent must make a Will save (DC 13 + Your Intelligence modifier) or be dazed for one round.

This bonus only lasts for one round, and you must make an additional knowledge check the next round in order to gain the bonuses against an opponent again.


Fourth Level

Confusion Strike
Open Tome (Strike)
Level: Swordsage 4, Warblade 4
Prerequisites: 3 Open Tome maneuvers
Initiation Action: Standard action
Range: Melee

You strike the opponent’s brain with such force that it has difficulty doing anything.

Make a melee attack against an opponent. If you hit, that opponent must make a Will save with a DC equal to 14 + your Intelligence modifier or be confused as the Confuse spell, with a caster level equal to your Initiator level, for 3 rounds.





Open Tome
Open Tome (Boost)
Level: Swordsage 4, Warblade 4
Prerequisites: 2 Open Tome maneuvers
Initiation Action: Swift action
Range: Personal
Target: Self
Duration: Three rounds
Saving Throw: None

You gain a surge of Knowledge as you remember a forgotten fact and open up a chain of synapses.

For the next three rounds, you gain a +6 bonus to all Knowledge checks, and you may use any Knowledge skill untrained. This bonus increases by +1 every time you successfully make a Knowledge check, or use an Open Tome strike against an opponent.





Stance of the Open Eye
Open Tome (Stance)
Level: Swordsage 4, Warblade 4
Prerequisites: 2 Open Tome maneuvers
Initiation Action: Swift action
Range: Personal
Target: Self
Duration: Stance

Your eyes glow blue, and you can see and know where to see the very movement of air that indicates passage.

For the duration of the stance, you gain the benefit of the See Invisibility spell, and you may, as an immediate action once per three rounds, gain an additional save against an Illusion spell that affects you.


Fifth Level

Dark Secrets
Open Tome (Strike)
Level: Swordsage 5, Warblade 5
Prerequisites: 3 Open Tome maneuvers
Initiation Action: Standard action
Range: Melee
Saving Throw: Will

You whisper dark secrets in your opponents ear, causing them to lose part of their mind.

Make a melee touch attack against an opponent as part of this maneuver. You deal no damage with that attack. The opponent takes 1d6 Wisdom damage, and must make a Will save (DC 15 + Your Intelligence modifier) or be Silenced and Deafened for three rounds. If they make the save, they gain a -4 penalty to all Listen checks.




Improved Sage Strike
Open Tome (Strike)
Level: Swordsage 5, Warblade 5
Prerequisites: 3 Open Tome maneuvers
Initiation Action: Standard action
Range: Melee

You strike your opponent in just the way that takes advantage of their natural weaknesses.

You may make a melee attack as part of this maneuver. If you hit, make a Knowledge check. Your result determines the bonus damage:
{table=head]Result|Damage
11-20|+3d4
21-30|+6d4
31-40|+9d4
41-50|+12d4[/table]

Your result also determines the effect on the opponent:
{table=head]Result|Damage
11-20|Fatigued
21-30|Shaken, Fatigued
31-40|Blinded, Shaken, Fatigued
41-50|Nauseated, Blinded, Shaken, Fatigued[/table]

The opponent must make a Will save (DC 15 + Your Intelligence modifier) for each effect or be affected by it. The effects last for 8 rounds for the first effect (fatigued), three for the second (shaken), two for the third (blinded), and one for the fourth (nauseated).






Mithril Gaze
Open Tome (Boost)
Level: Swordsage 5, Warblade 5
Prerequisites: 3 Open Tome maneuvers
Initiation Action: Swift action
Range: Personal
Target: Self
Duration: One round
Saving Throw: Will

Your eyes can pick out the smallest of imperfections and weaknesses

For the next round, you may make any Knowledge check every time you attempt a melee attack against an opponent, with a DC equal to 10 + Opponent’s HD. If you hit, and make the knowledge check, your attacks against that opponent deal an extra +6d6 damage for that round. This bonus damage does not apply to strikes or other maneuvers. That opponent must make a Will save (DC 15 + Your Intelligence modifier) or be Dazed for two rounds.

This bonus only lasts for one round.


Sixth Level

Improved Studying Strike
Open Tome (Strike)
Level: Swordsage 6, Warblade 6
Prerequisites: 4 Open Tome maneuvers
Initiation Action: Standard action
Range: Melee

You study your opponents reaction and learn how to exploit his natural reflexes with impeccable timing.

Make a melee attack as part of the maneuver. If it hits, it deals an extra 2d6 damage, and your next strike against the target that you hit with this strike deals an extra 7d4 damage, and the target must make a Reflex save (DC 16 + Your Intelligence modifier) or be knocked Prone.





Knowledge is Power
Open Tome (Boost)
Level: Swordsage 6, Warblade 6
Prerequisites: 4 Open Tome maneuvers
Initiation Action: Swift action
Range: Personal
Target: Self
Duration: Three rounds

Your knowledge of combat makes your attacks swift and sure.

For the next three rounds, you gain a bonus to all attacks rolls depending on your ranks in the Knowledge skill, according to the following table:

{table=head]Ranks|Bonus

1-5|
+2

6-10|
+4

11-15|
+6

16-20|
+8

21 or higher|
+10[/table]





Stance of Open Senses
Open Tome (Stance)
Level: Swordsage 6, Warblade 6
Prerequisites: 4 Open Tome maneuvers
Initiation Action: Swift
Range: Personal
Target: Self
Duration: Stance

You can feel the very shaking in the ground, as your entire neural system opens itself to the world.

For the duration of the stance, you gain Touchsight out to 20 feet, as the Psion power.


Seventh Level

Adamantine Gaze
Open Tome (Boost)
Level: Swordsage 7, Warblade 7
Prerequisites: 5 Open Tome maneuvers
Initiation Action: Swift action
Range: Personal
Target: Self
Duration: One round
Saving Throw: Will

Your eyes harden and stare at your opponent, searching his stance, body, and armor for weaknesses.

For the next round, you may make a Knowledge check every time you attempt a melee attack against an opponent, with a DC equal to 10 + Opponent’s HD. If you make the knowledge check, your attacks against that opponent deal an extra +10d6 damage for that round. This bonus damage does not apply to strikes or other maneuvers. That opponent must make a Will save (DC 17 + Your Intelligence modifier) or be stunned for one round. If they make the save, they are Dazed for one round.

This bonus only lasts for one round.





Improved Scholar Strike
Open Tome (Strike)
Level: Swordsage 7, Warblade 7
Prerequisites: 4 Open Tome maneuvers
Initiation Action: Standard action
Range: Melee

You strike with even more precision.

You may make a melee attack as part of this maneuver. If you hit, make a Knowledge check. Your result determines the bonus damage:
{table=head]Result|Damage
11-20|+4d4
21-30|+8d4
31-40|+12d4
41-50|+16d4[/table]

Your result also determines the effect on the opponent:
{table=head]Result|Damage
11-20|Exhausted
21-30|Blinded and Deaf, Exhausted
31-40|Panicked, Blinded, Exhausted
41-50|Stunned, Panicked, Blinded, Fatigued[/table]

The opponent must make a Will save (DC 17 + Your Intelligence modifier) for each effect or be affected by it. The effects last for 8 rounds for the first effect (exhausted), four for the second (blinded and deafened), three for the third (panicked), and one for the fourth (stunned).





Insanity Strike
Open Tome (Strike)
Level: Swordsage 7, Warblade 7
Prerequisites: 5 Open Tome maneuvers
Initiation Action: Standard action
Range: melee

You strike the opponent, and the very ringing of the blow upon them whispers silent nothings into their ears.

Make a melee attack against an opponent as part of this maneuver. If you hit, that opponent must make a Will save with a DC equal to 17 + your Intelligence modifier or be confused as the Insanity spell, with a caster level equal to your Initiator level, until the end of the encounter.


Eighth Level

Eyes of Steel
Open Tome (Boost)
Level: Swordsage 8, Warblade 8
Prerequisites: 5 Open Tome maneuvers
Initiation Action: Swift action
Range: Personal
Target: Self
Duration: One round
Saving Throw: Will

Your eyes can pick out the smallest of imperfections and weaknesses.

For the next round, you may make any Knowledge check every time you attempt a melee attack against an opponent, with a DC equal to 10 + Opponent’s HD. If you hit, and make the knowledge check, your attacks against that opponent deal an extra +14d6 damage for that round. This bonus damage does not apply to strikes or other maneuvers. That opponent must make a Will save (DC 18 + Your Intelligence modifier) or be paralyzed for four rounds. If they make the save, they are Stunned for one round.

This bonus only lasts for one round.





Omniscient
Open Tome (Counter)
Level: Swordsage 8, Warblade 8
Prerequisites: 5 Open Tome maneuvers
Initiation Action: Immediate
Range: Any
Target: Any opposed roll
Saving Throw: None

You use your Knowledge to thwart the efforts of your opponents.

You may replace any opposed roll or check with a Knowledge check. You gain a +4 bonus to this Knowledge check. If you make the check, you know the name, age, creature type, and last thoughts within two rounds prior to this opposed check.





Strike of Understanding
Open Tome (Strike)
Level: Swordsage 8, Warblade 8
Prerequisites: 5 Open Tome maneuvers
Initiation Action: Standard action
Range: Melee

You strike at the opponents, and from their body language, fighting style, and speech, you can see their most innermost thoughts.

As a part of this maneuver, make a single melee attack against an opponent. If you hit the opponent, you may Read Thoughts on that opponent, as the power of the same name. The Will save is equal to (18 + your Intelligence modifier). This effect lasts for three rounds, and does not require concentration.





Unknowable Secrets
Open Tome (Strike)
Level: Swordsage 8, Warblade 8
Prerequisites: 5 Open Tome maneuvers
Initiation Action: Standard action
Range: Touch

You whisper darkest secrets in your opponents ear, causing them to lose their mind.

Make a melee touch attack against an opponent as part of this maneuver. You deal no damage with that attack. The opponent takes 2d6 Wisdom damage, and must make a Will save (DC 18 + Your Intelligence modifier) or be Silenced and Deafened for three rounds. If they make the save, they gain a -8 penalty to all Listen checks.

Ninth Level

Crippling Strike
Open Tome (Strike)
Level: Swordsage 9, Warblade 9
Prerequisites: 6 Open Tome maneuvers
Initiation Action: Standard action
Range: Melee
Saving Throw: See text;

You know the precise points that will shut down all opponents completely.

Make a melee attack against a single opponent, and a Knowledge check. That melee attack deals an extra +12d6 damage, and the opponent must make a Fortitude save, with a DC equal to the Knowledge check or be nauseated and blinded. He must make a Reflex save with a DC equal to the Knowledge check or be paralyzed and exhausted. He must make a Will save with a DC equal to the Knowledge check or be stunned and deafened. The duration of the Paralyze, Stun and Blinded effects are 1d4 rounds, and Exhausted, Deafened and Nauseated last for the rest of the encounter.



I am going to be reformatting this bit in a bit, in order to make it sorted by level, which will probably be easier to read.

In the mean time, what do you guys think about the Discipline itself? It is mostly meant to be a status and condition affecting Discipline, using extensive Knowledge in order to afflict enemies.

Yes, I know that there is no reason that an initiator that uses Knowledge (Geography) will do just as well as one that uses Knowledge (Religion). However, it did seem that it allowed the character to be able to be a vast number of character types simply by using different Knowledge skills, so try to keep that in mind.

Anyway; post! Tell me any problems you see, any inconsistencies you spot, and your overall thoughts on the theme, idea, and execution.

[Edit]: ... And reformatting done!

[Edit]2: Just thought of something. This Discipline is allowed to Swordsages, but the saves are all based on Intelligence. Maybe I should just make it Initiating stat? Not that there is one, really.

Alternatively:

Swordmaster Genius
Prerequisites: Quick to Act, able to Initiate maneuvers of the Open Tome Discipline
Benefits: Your class features rely on Intelligence rather than Wisdom. Any instance of a swordsage class feature that mentions Wisdom replaces Wisdom with Intelligence. In addition, all of the Discipline focus abilities automatically apply to the Open Tome Discipline. If they already do, you may choose an additional Discipline to apply their benefits to.

unosarta
2011-02-20, 11:40 AM
Tactical Feat
Open Palm, Opened Mind
The teachings of the Open Tome discipline allow you to deal devastating blows to enemies that are disabled, learn the way your opponent moves, and and intimidate any foes with your knowledge.
Prerequisites: Any Knowledge 9 ranks, Base Attack +6, two Open Tome maneuvers
Benefits: Open Palm, Open Mind gives you three new combat options
Culling Blow: As a full round action, you may strike an opponent whose actions per round are restricted via a status condition, or an opponent who is unconscious or otherwise unable to act. You may make a melee attack against their touch armor class, and if you hit, then your melee attack deals twice the normal damage it would do.

Move with the Wind: Whenever an opponent that you have successfully made a Knowledge check against as part of an Open Tome maneuver leaves your threatened area, you may, instead of making an attack of opportunity, choose to move with them as an Immediate action. You may do this even if the opponent does not provoke an attack of opportunity. You move a distance equal to the distance they move, up to a maximum distance of your base land speed, and end up adjacent to them. This movement provokes attacks of opportunity, but not from the creature leaving your space.

Gaze of the Iron God: Whenever you succeed on a Knowledge check as part of an Open Tome maneuver, you may use the result of your Knowledge check in order to force your foe to tremble in fear, as an Immediate action. That opponent must make a Will save with a DC equal to your Knowledge check result, or be Shaken. If they fail the will save by 5 or more, they are instead cowering. If they fail by 10 or more, they are panicked. If an opponent is affected by this ability, or makes their save, they are immune to this ability for the rest of the encounter.


Example NPCs

Kirosar Stintrang
LN/Male/Human/ Swordsage 12
Init +11, Senses: Listen +1, Spot +16
Languages Common, Auran, Ignan, Terran, Aquan
-----------------------------------------------
AC 20, touch 18, flat-footed 16 (+4 Dex, +4 Int, +2 Leather)
hp 69 hp (12d6+24 HD)
Fort +6, Ref +12, Will +9
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Unarmed strike +14 melee (1d10+4), Spear +16 melee (1d8+6+2+1d6, x3)
Base Atk +9, Grp +13
Combat Gear Leather armor, +2 Ghost-touch Flaming Spear, Gauntlets of Ogre Strength +4
Maneuvers Known 1st: Iron Gaze, Shadow Blade Technique, Sudden Leap, Wolf Fang Strike, Wind Stride, Sapphire Nightmare Blade
2nd: Watchful, Emerald Razor
3rd: Steely Gaze, Shadow Garrote
4th: Open Tome, Confusion Strike
5th: Dark Secrets, Mithril Gaze, Improved Sage Strike
6th: Knowledge is Power, Improved Studying Strike
Stances Stance of Open Knowledge, Stance of Clarity, Stance of the Open Mind, Shifting Defense
----------------------------------------------
Abilities Str 18, Dex 16, Con 14, Int 18, Wis 12, Cha 8
SQ Evasion
Feats Swordmaster Genius, Adaptive Style, Improved Unarmed Strike, Superior Unarmed Strike, Improved Initiative
Skills Knowledge (Arcana) +19, Hide +18, Jump +19, Move Silently +18, Concentration +17, Tumble +18, Sense Motive +16, Knowledge (Religion) +19, Knowledge (the Planes) +19, and Knowledge (Psionics) +19, Spot +16.
Possessions trail rations (5 days)

Kirosar was a scholar, when he was younger. He spent his days in ancient libraries, learning about the world. He learned the ancient writings of the elders, and the songs of the gods. He learned the maps of the heavens, and he learned of magic. He learned of the inner power of the psions. He learned, and learned, and learned.

But his learning would be for waste. He could never protect what he learned. Every library he went to, every book he read, every map he saw, crumbled to dust. Every one of them burned to the ground. Every one of them melted with his tears. He saw the greatest temples fall under the iron heel of the barbarians, and the greatest houses of learning eaten by the thick, dewy hatred of ignorance.

He saw them fall. And he felt himself fall with them. He watched them burn, and felt that unholy fire burning in his soul.

He vowed. He vowed that he would never let another fall. He would never lose another tome, never see another song fall into forgotten depths, and that his soul would never feel this unending agony again. He vowed, and he spilt his blood over the altar to the forgotten knowledge. He vowed, and he felt his fists vow with him. He went to the great masters, he knelt below them, and he sought their knowledge. He slaved himself for that knowledge. And he found it. In the last place he expected.

He was initiated in the small temple, high in the mountains, in his thirtieth year. He had gone there on a whim. He found an ancient man, older than time itself. The man barely even noticed him. When Kirosar asked to learn at the temple, the man didn’t even look up.

“What is it that you could find here, and not elsewhere?” asked the man. Kirosar looked blankly. He did not know.

“That is the very first thing you must learn.” said the ancient man, almost as if reading his thoughts. He looked up from his book for but a moment. “The first step to enlightenment is knowing that you know nothing. You are but a small, tiny spec of dust upon the nose of a great beast. You are but a spec of dust on a rock. You are nothing.”

Kirosar stared blankly at the man.

“But everything is one. You are connected to the mats under your feet. You are connected the earth below us. You are as strong as this mountain.” The man stared pointedly at Kirosar, and then continued reading his book.

Kirosar sat down. He stared at the earth, trying to understand what the old man meant. He felt the mountain below him. He could never be that strong.

He would not understand the meaning behind the old man’s words until the third straight week of meditation. He would not fully understand the man’s words until he had finished training at the temple, in his fiftieth year.

After being told he could learn no more in the temple, Kirosar asked the old man when he would know that he was enlightened. The old man laughed.

“Enlightenment is not a path with a destination at the end, to be journeyed to. Enlightenment is a circle. You learn, you understand what you learn, and then you learn once again that you are nothing. And then you learn again.” the old man said to Kirosar.

Kirosar felt the words fill his Heart-of-Hearts, and he knew their truth.

And he went to learn. And understand. And learn once again that he was nothing. But Kirosar had an ally this time. He knew what the truth tasted like, in his Heat-of-Hearts.

Omhindan Ruse
NG/Female/Grey Elf/ Warblade 7
Init +5, Senses: Listen +11, Spot +11
Languages Elvish, Common, Dwarven, Draconic, Gnomish, Orcish
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AC 15, touch 11, flat-footed 14 (+4 Chain Shirt, +1 Dex)
hp 65 hp (7d12+14 HD)
Fort +7, Ref +10, Will +3
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Speed 30 ft. (6 squares)
Melee Spear +14 melee (1d8+6+2, x3) or Sickle +11 melee (1d6+4)
Base Atk +7, Grp +11
Combat Gear +2 Spear, Masterwork Chain shirt, Sickle
Maneuvers Known 1st: Iron Gaze, Steel Wind, Moment of Perfect Mind
2nd: Emerald Razor
3rd: Steely Gaze, Scholar Strike
4rd: Open Tome
Stances Stance of Open Knowledge, Punishing Stance
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Abilities Str 18, Dex 12, Con 14, Int 18, Wis 12, Cha 8
SQ Uncanny Dodge
Feats Improved InitiativeB, Weapon Focus (Spear), Adaptive Style; Open Palm, Opened Mind
Skills Knowledge (History) +14, Spot +11, Listen +11, Balance +10, Knowledge (Geography) +14, Jump +13, Concentration +12, Knowledge (Local) +14.
Possessions

Omhindan was the fiftieth child of the harem of a nobleman in her homelands. She, like the other girls, was given no choice but to be sold off as a harem slave. She was sold to her father’s first Wife’s son’s harem, and she worked there for four years. She was given freedom from the harem when she saved one of the mistresses from an assassination attempt.

She felt the rush. She longed for it again. She knew the taste of battle, and she felt a craving. She went to find training in the militia, but none would take her. All she could do was work as a harem girl again, or work in the libraries of her father. She took the lesser evil, and went to the library. She read during her time there, read and read and read. She looked for the books of fighting and war, and she also found books of history, she found maps, she found ancient languages. She found knowledge.

And all the while, her city found destruction. The Shah fled, with his high priests, the ancient city ruled by invaders. The streets were populated with women, women being the main population of the invader’s slaves.

They left the libraries untouched. They feared the books. They feared the words, and the knowledge that came with them. While her city fell, Omhindan read. And she tasted the sweet honeysuckle flavor of truth.

She lived in those libraries, among the deep knowledge of the books. The invaders waxed and waned, and she read. They fought their constant wars, and she learned of ancient wars. She practiced the ancient ways of the blade. She learned the ways that her ancestors fought. She read her books even as the invaders were invaded. Even as her people lived a thousand years of slavery.

When, at last, she had read every book in those great, vast libraries, she looked outside. She walked into the city, and found nothing but desert. Sand and chains...

She walked into that desert, and she continued walking. She felt the elder sun, burning at her back. She felt him tear away her defenses, and burn and scrape at her soul. And she turned her gaze from him, walking. She walked for what felt like eons.

She eventually found the edge, of that never ending desert. She found the edge, and continued walking. She found weapons, she found armor. And she continued walking. She found slaves, and freed them.

She found bandits, and killed them.

She found evil, and destroyed it.

But she also found good. She found hope. For ever bad thing, she found two good things. She slowed down her walking, trying to savor the hope.

She continued walking. People would ask her who she was, and where she was going. She would laugh, and tell them that she didn’t know, and that she never wanted to know.

She continued walking.

She is still walking...

Dead_Jester
2011-02-20, 04:06 PM
I'll make a more thorough reading later, but the main thing that strikes me is the fact that the 9th level maneuver requires 6 saves, which really bogs down the game.

Many abilities need durations for the debuffs.

Also, the Move with the Wind ability of the tactical feat is too powerful, as it makes it impossible for people to flee from you. It should at least be capped to your normal movement rate (so you don't start flying or teleporting all over the place)

unosarta
2011-02-20, 05:18 PM
I'll make a more thorough reading later, but the main thing that strikes me is the fact that the 9th level maneuver requires 6 saves, which really bogs down the game.
That is kind of the point. The more saves the monster has to make, the more likely they are to fail at least one. Otherwise, if they made just one save and then made it, the maneuver would have no point at all. I could probably break it down into three saves, two for Reflex, Will, and Fortitude, if you think that that would help.


Many abilities need durations for the debuffs.
Good point.


Also, the Move with the Wind ability of the tactical feat is too powerful, as it makes it impossible for people to flee from you. It should at least be capped to your normal movement rate (so you don't start flying or teleporting all over the place)

Another good point.

[Edit]: And done with the durations. As for Confusion, Lesser Confusion, and Insanity Strike; they do not get a duration because the spells themselves have a duration based on caster level.

unosarta
2011-02-20, 11:39 PM
Example NPCs are up. Any other comments on the discipline?

Ophiel
2011-02-21, 05:39 AM
Sage strike - Far to powerful for a 1st level maneuver. I think you should reduce duration by half.
I assume that all effects of that strike take effect simultaneously. Target is first dazed, prone, flatfooted and dazzled for two rounds, then prone, flatfooted and dazzled for another two and so forth.

Mithril gaze - I think duration should be reduced to 1 round.

Studying strike and Improved studying strike - I think both should be resolved as a full round action with each successful hit increasing bonus damage by 1 dice (I mean 1d6 with first strike, 2d6 with second and so forth. Double with Improved studying strike).
Reflex save DC could be increased by 1 for every succesful strike to make it little stronger.

Adamantine gaze - +10d6 damage for each strike for 1 round and status. Strike of perfect clarity should be ashamed. With minimum warblade level it means potentially 3 strikes for +30d6 damage (average 105 if all hit).

Eyes of steel - Same as Adamantine gaze. This time 4 strikes for +56d6 (average 196 if all hit, even 2 hits have significant chance to exceed 100 points of damage) and unpeasent bonus.

Omniscient - Maybe you should also allow to make saving throw or use knowledge check as AC.

Crippling strike - How long all those statuses last?

And I agree with Dead_Jester. Open palm, Opened mind is too strong.

unosarta
2011-02-21, 01:47 PM
Sage strike - Far to powerful for a 1st level maneuver. I think you should reduce duration by half.
I assume that all effects of that strike take effect simultaneously. Target is first dazed, prone, flatfooted and dazzled for two rounds, then prone, flatfooted and dazzled for another two and so forth.
First of all; the later effects only happen if you make a DC 21 Knowledge check (which can happen, but it is not exactly a very likely thing, especially considering there are not that many Knowledge check boosting items), in which case the target is prone. Which only means that they get a penalty to AC, they are flatfooted, and they can spend a move action to get out of it. Not that powerful. Daze would be powerful, if it didn't only last two rounds, and if you didn't have to make a DC 31 Knowledge check to get it. I could bump up the Knowledge results to look like this:

{table=head]Result|Damage
11-20|Dazzled
21-30|Flatfooted, Dazzled
31-40|Prone, Flatfooted, Dazzled
41-50|Dazed, Prone, Flatfooted, Dazzled[/table]

But I don't think it would change much.


Mithril gaze - I think duration should be reduced to 1 round.
I guess I could see that. The whole point was really to make it that you could hit multiple monsters with the effect, but 1 round works just as well.


Studying strike and Improved studying strike - I think both should be resolved as a full round action with each successful hit increasing bonus damage by 1 dice (I mean 1d6 with first strike, 2d6 with second and so forth. Double with Improved studying strike).
Reflex save DC could be increased by 1 for every succesful strike to make it little stronger.
I don't think you understand what the maneuver does. Basically; I hit with Studying Strike. I deal an extra 1d6 damage. My next strike against that opponent (which would happen next round) deals an extra 3d4 damage. So, I hit with Studying Strike, and then next round I hit with Scholar Strike. I make a knowledge check, with a result of 22 (+12 modifier, roll of 10). I deal +6d4 from the Scholar Strike, and an extra 3d4 from Studying Strike.

Now that I think of it, I am going to increase the Knowledge check results. That would make this +7d4 instead of +9d4. It would only reduce it by about 5 average damage, but that seems fair.


Adamantine gaze - +10d6 damage for each strike for 1 round and status. Strike of perfect clarity should be ashamed. With minimum warblade level it means potentially 3 strikes for +30d6 damage (average 105 if all hit).
Not strike, melee attack. I am thinking of making the bonus damage only apply to regular melee attacks and not strikes. However, 105 damage at level 13 is hardly that much, and considering you have to make a Knowledge check against the opponent just to get that bonus, it seems like a sort of even trade off. I do agree that shortening the duration on this one does make sense.


Eyes of steel - Same as Adamantine gaze. This time 4 strikes for +56d6 (average 196 if all hit, even 2 hits have significant chance to exceed 100 points of damage) and unpeasent bonus.
Attacks, not strikes. Also, if you are making 4 attacks in that round, that means you are full attacking. If you are full attacking, that means your lowest two attacks will be at +10 and +5 Base Attack Bonus. At level fifteen, you can reliably have a 28 or so strength. You can only have at the most a +7 weapon, and only +5 of that can be an actual bonus. Most people are going to go for even less. So, that is roughly +22 and +17. Both of those have a roughly half chance of hitting against a Horned Devil (CR 16). The first two attacks are more likely to hit, but his second attack has roughly 25% chance of missing, and his first attack has roughly 10% chance of missing. Being stunned for one round is admittedly pretty harsh, but many creatures can stun, and a few are immune to stunning. For instance, on that Horned Devil, if he hits the character's AC with his spiked chain, the character must make a DC 27 fortitude save (the warblade, which appears to be what we are talking about here, only has a +11 or +12 bonus to that save without any items, so he has half a chance of failing anyway) or be stunned for 1d4 rounds. The will save, in this case, is probably going to be at most 22, which the Horned Devil has a 70% chance of making. I can reduce the duration of the paralyze (don't know why I made it that long), I suppose.

Also, this is taking into account Warblade. This discipline is also allowed for Swordsages, who probably gain more benefit from it, since the weapons for this discipline are really crappy unless you are a monk, and the Swordsage has another discipline which also uses unarmed strikes, so going Unarmed Swordsage is a very nice option.


Omniscient - Maybe you should also allow to make saving throw or use knowledge check as AC.
I don't want to step on the Moment of counters that Diamond Mind has, and Watchful already covers armor class.


Crippling strike - How long all those statuses last?
Good point. Maybe 2 or 3 rounds?


And I agree with Dead_Jester. Open palm, Opened mind is too strong.
Can you give me some specifics here? What exactly do you mean? Is each option too strong, is one option stronger than others, are there ways to make them less strong?

As it is: if someone runs away from your character, you have essentially two choices; do nothing, or make an attack of opportunity. Attacks of opportunity do nothing to the character's movement unless you take the Stand Still feat, which removes the damage component, and just leaves them stopping. The way Move with the Wind is set up, if the opponent move away from you, you can move with them. Because it uses an Immediate action, this also means you won't be using any boosts for the next round, and you can only use it once per round. If the opponent runs, flys, teleports, or does any long distance movement, you can only move a distance equal to your base land speed. So, literally, anyone can outrun you by spending a full round action to go four times their movement speed. Or, they could convert their standard action into a move action, and simply move twice. Either way, unless they have action restrictions, they are going to be able to get away from you. If they have a faster movement speed, they are going to get away from you (which many monsters incidentally have).

For Culling Strike: Do you think the multiplier is too high? I could reduce it. The idea behind the ability being that because your opponents are having their actions taken away from being Dazed, Nauseated, Paralyzed, Stunned, etc, the feat should allow the character to take advantage of that, and deal extra damage. In fact, this is not limited to the status conditions dealt by the character; a BFC wizard who uses slow on a target could just as easily make this go into effect. In addition, this is a full round action, meaning that the character cannot move, or use any strikes during this time.

As for Gaze of the Iron God: Immediate action means no boost, or counter. So, if you use any of the Gazes, you literally cannot use this ability. They account for a LARGE part of the Knowledge checks made against an opponent. The only other real source is Sage/Scholar/Improved Sage and Scholar Strike/s, which can only happen once per round. I might add in something saying that if they make the save, they cannot be affected by this ability for the rest of the encounter, or something to that effect.

Amechra
2011-02-21, 11:48 PM
Can I add access to this discipline to my Librarian, as a Supported Learning ability? It looks nice, and would really fit.

Ophiel
2011-02-22, 04:45 AM
Sage strike - Sapphire nightmare blade (Diamond mind) with successful concentration check deals additional 1d6 damage and make flat-footed against 1 attack. Sage strike can dazzle opponent and only deals (on average 1 point damage less). And DC equal to AC is almost never so low as 11.

Studying strike and Improved studying strike - I do understand. I just don't really see it. I thought about something along the lines of "each attack allowing you to better understand your opponent.".

Crippling Strike - I believe good effect would be blinded, paralyzed and stunned for 1d4 rounds and nauseated, exhausted and deafened for the rest of encounter. You could also seriously increase bonus damage (+12d6 maybe even more). Five shadows creeping ice enervation strike (Shadow hand) is far more deadly.

Adamantine gaze and Eyes of steel - Permissible even if I still believe it's a lot of damage.

For Open Palm, Opened Mind
1) Culling Blow - It isn't too strong. Not to mention there is always coup de grace against unconscious opponent.
2) Move with the Wind - Still it effectivly allows additional move action.
3) Gaze of the Iron God - 9 ranks, let's say 12 intelligence, Blade meditation, Skill focus (highly probable with that dicipline), roll 10 and DC is 25. For 9-10 level character it's still quite high.

unosarta
2011-02-22, 08:10 AM
Can I add access to this discipline to my Librarian, as a Supported Learning ability? It looks nice, and would really fit.
Sure thing!


Sage strike - Sapphire nightmare blade (Diamond mind) with successful concentration check deals additional 1d6 damage and make flat-footed against 1 attack. Sage strike can dazzle opponent and only deals (on average 1 point damage less). And DC equal to AC is almost never so low as 11.
Dazzle is a -2 penalty to a lot of stuff. Flatfooted enables a crapton of extra damage, removes a hefty chunk of AC, and is basically impossible to avoid.


Studying strike and Improved studying strike - I do understand. I just don't really see it. I thought about something along the lines of "each attack allowing you to better understand your opponent.".
Maybe. That sounds more like a boost or a stance than a strike, though.


Crippling Strike - I believe good effect would be blinded, paralyzed and stunned for 1d4 rounds and nauseated, exhausted and deafened for the rest of encounter. You could also seriously increase bonus damage (+12d6 maybe even more). Five shadows creeping ice enervation strike (Shadow hand) is far more deadly.
Good point.

Good point on the bonus damage as well.


Adamantine gaze and Eyes of steel - Permissible even if I still believe it's a lot of damage.

Yeah, I understand. Well, at least now the bonus damage doesn't do anything when they use strikes, so if you do use those boosts, you essentially have to full attack for a round, which is a pretty even trade off considering your only debuff then is that the enemy is prone.


For Open Palm, Opened Mind
1) Culling Blow - It isn't too strong. Not to mention there is always coup de grace against unconscious opponent.
2) Move with the Wind - Still it effectivly allows additional move action.
3) Gaze of the Iron God - 9 ranks, let's say 12 intelligence, Blade meditation, Skill focus (highly probable with that dicipline), roll 10 and DC is 25. For 9-10 level character it's still quite high.

1) True.
2) Only if you opponent moves. And you actually have to follow them. Maybe I should allow attacks of opportunity against the movement?
3) Good point. Maybe some sort of scaling effect, where if they fail the save by X amount or more they are panicked, Y amount Cowering, and Z amount Shaken?

Ophiel
2011-02-23, 04:39 AM
Move with the wind. - I gone through official tactical feats. There is similar option in faith unswerving. It allows to follow opponent you hit with charge attack. But your other options are, at least I think so, stronger than Devoted bulwark ones so there should be some requirement for such movement. Let's say that you can follow opponent you successfully use Open tome maneuver against.

unosarta
2011-02-23, 05:40 PM
Move with the wind. - I gone through official tactical feats. There is similar option in faith unswerving. It allows to follow opponent you hit with charge attack. But your other options are, at least I think so, stronger than Devoted bulwark ones so there should be some requirement for such movement. Let's say that you can follow opponent you successfully use Open tome maneuver against.

Oooh, maybe something like if you make a Knowledge check as part of an Open Tome maneuver, you cal follow the opponent? That could work.

The Winter King
2011-02-24, 04:14 AM
Dazzle is a -2 penalty to a lot of stuff.
:smallconfused:Dazzle is only -1

unosarta
2011-02-24, 07:19 AM
:smallconfused:Dazzle is only -1

Shoot. Well, my point remains the same.
Herp derp.