PDA

View Full Version : [3.5] Malfeasant Heart Discipline



Xefas
2011-03-02, 08:22 PM
Previous Entries In This Series:
Infernal Monster (http://www.giantitp.com/forums/showthread.php?t=176059)
Void Messiah (http://www.giantitp.com/forums/showthread.php?t=186173)

http://i.imgur.com/SBlJ7.jpg

Long ago, in the first days, when the Gods of Law had first arisen, but had not yet taken to mutilating the primordial chaos into the Great Wheel that we know today, there was already an ancient race in its final decline. The Baernoloths were the first fragments of that roiling anarchy that developed sapience and identity. Incalculably vast and terrible in power, they yet hid their majesty for fear of what their descendants would first name "The Far Realm". Where that wretched place had bled, the primordial chaos grew, but outside lurked creatures still to be feared.

None could say how long they waited, trembling beneath the notice of the eldritch horrors above. They had, one and all, bound themselves to some degree, so they would not fall back into the chaos. They had forms to speak of now, even if those forms were of world-flowers that hungered for all things, or of bleak shadows of things that had not yet come to pass. Those forms could be shattered and dissolved, and so they feared.

It was the one among them that had changed the least, who eventually arose. He was boundlessness given shape; the identity of having no limitations. His form was nearly indistinguishable from the primordial chaos around him. He shaped it as he shaped himself, and called to his brothers and sisters, proclaiming himself their king. The abominations from the Far Realm took notice of this, as all the Baernoloths had feared. The malformed entities beyond closed in upon the wound in their hideous tapestry, but as they did so, the Empyreal Chaos raised his fist in defiance, and the womb of existence shuttered and enveloped the chaos by his will, and closed the Far Realm off from his subjects for all time.

The Baernoloths praised their new king and, free to work, they fashioned the Obyriths and the Baatorians, races that would go on to become progenitor architects themselves. It was around this time that the Gods of Law came to be, and constructed their Archons to butcher the children of the Baernoloths. While the Archons, lead by the Gods' greatest disciple, Asmodeus, extinguished the Baatorians, and set to work on the Obyrith, the Gods themselves did battle with the Baernoloths.

The struggle was vicious, but in the end, the Lawgivers triumphed, and tore asunder the world-bodies of their ancient foes. Stricken with inspiration, they conceived of a grand design, the Great Wheel, that could now be made possible. Their power to create from the chaos was limited, but now they had the broken bodies of the Baernoloths as solid materials, and so they sowed the conceptual flesh and notional bones into Planes of Existence.

And so it was that the Empyreal Chaos was no more. But, mistakenly, when the Gods bolted his corpse into place, to seal the Abyss off from the other sixteen Outer Planes, his heart remained intact. The gobs of primordial flesh that clung to it fell and formed Malfeas, the 627th Layer of the Abyss. This Layer is a bastion against the betrayer-gods, and a haven for any and all who wish to see them plucked from the sky and shattered upon the earth. Not even the deities of Chaos and Evil dare tread upon it, for the dread heart of Malfeas still beats - an impossibly bright star of green fire; Ligier, the Green Sun. Burning with infinite rage, but bound within his layer, his eyes and ears extend to every corner of the plane, waiting for the faintest sign of god or priest, that he might obliterate them in a nuclear conflagration.

It is under this maddening brilliance that this martial discipline was conceived. The Malfeasant Heart Discipline was constructed to emulate the broken husk of the Empyreal Chaos and its genocidal heart.

The skill for Malfeasant Heart is Knowledge (The Planes) - the tragic tale of the Baernoloths is interwoven throughout the planes, and its tragedy is inscribed within the precepts of this discipline. Its associated weapons are unarmed strikes, spears, shortspears, longspears, lances, and greatswords.

This discipline has special interaction with the Infernal Monster Discipline (http://www.giantitp.com/forums/showthread.php?t=176059). At any point, a character that knows at least one maneuver of the Infernal Monster and Malfeasant Heart disciplines may choose to permanently forsake the ability to recover Tiger Claw maneuvers while under a Rage Effect, and instead replace it with the ability to recover Malfeasant Heart maneuvers under the same circumstances.

All Warblade, Swordsages, and Crusaders (and any homebrew initiating classes, at the DM's discretion) may learn the Malfeasant Heart discipline, in one of two ways.

The first way requires you to forsake one Martial Discipline you would normally be allowed. You lose all maneuvers and stances of that discipline, and must replace them with others of the same level (preferably Malfeasant Heart ones). You may also, at your discretion, lose its associated skill as a class skill and gain Knowledge (The Planes) as a class skill, if you wish.

The second is to purchase the discipline as a feat. You gain access to it in addition to all of your other known disciplines, as well as Knowledge (The Planes) as a class skill permanently, regardless of classes you choose in the future. As an extra bonus for using a feat slot, if you are already proficient with one or more martial weapons, then the critical threat range of Shortspears, Spears, and Longspears that you wield increases by 1. This increase stacks with any one other critical threat range increasing effect at a time.

This discipline makes the distinction of a "Divine Being". When it references this term, it is referring to any Outsider, as well as any character that knows divine spells, or the Devoted Spirit discipline.

Maneuver List
Level 1
Dim Irrelevancies Revealed (Boost) - Glimpse the taint of the gods.
Green Sun Nimbus Flare (Strike) - Channel the flames of Malfeas' heart.
Viridian Legend Exoskeleton (Stance) - Armor yourself in vengeance.

Level 2
Vitriolic Corona Endowment (Boost) - Summon a spear forged of the light of Ligier.
Wrath-Stoked Bonfire Soul (Strike) - Inflict burns that won't heal.

Level 3
By Pain Reforged, By Agony Empowered (Stance) - Swallow your grief and use it to stoke the fire of your heart.
Godscorch Invective (Strike) - Punish the minions of the gods.

Level 4
Cold-Fire Desolation Brand (Boost) - Poison your foes with radiation.
Kissed By Hellish Noon (Strike) - Unleash the light of Ligier on your foes.

Level 5
By Rage Recast (Stance) - Warp yourself with the power of the Empyreal Chaos.
Crowned With Fury (Strike) - Exercise the authority of the Demon Emperor.

Level 6
Magnanimous Warning Glyph (Strike) - Mark others as your servant.
Sky-Fire Seizing Repast (Counter) - Devour the energy of your foes.

Level 7
Invulnerable Wounding Futility (Counter) - Show assailants the error of their ways.
Sun-Salted Fields (Strike) - Blight the world of the gods.

Level 8
Demon Emperor Shintai (Stance) - Become the Avatar of Malfeas.
Purity of Madness Defense (Boost) - Nothing will turn aside your wrath.

Level 9
Radiant Fury Dissolution (Strike) - Burn the traitor-gods!

Level 1
Dim Irrelevancies Revealed
Malfeasant Heart (Boost)
Action: Swift
Range: Personal
Target: You
Duration: 5 rounds

The gods' greatest weapon against the Empyreal Chaos was his own lack of concern for their existence. He was boundless and invincible, and yet these lesser beings triumphed due to his absence of initiative. Malfeas will not make the same mistake.

By activating this maneuver, you can sense the presence of divine beings within 60 feet of you, although you cannot pinpoint their location if you could not already see them (such as if they're actively hiding or are invisible without you having some way to see invisibility). In addition, if you can maintain line of sight to a divine being within 60 feet for a full two rounds, you get a sense of just how divine they are, revealing the number and level of divine spells and/or devoted spirit maneuvers they have prepared/readied (spontaneous divine casters reveal the number of divine spells per day they have left to cast). If the target is an Outsider, you also know the highest level of spell-like ability they have left that they can cast.

Green Sun Nimbus Flare
Malfeasant Heart (Strike)
Action: Standard
Range: Melee
Target: One creature

The exposed heart of Malfeas burns brighter than the sun of the Prime, brighter than the light of Pelor, brighter still than the light of Chronias. It is the burning hate of tormented eons manifest in a baleful star.

As part of this maneuver, make a normal melee attack. If it succeeds in dealing damage, your weapon ignites in a green inferno that consumes your victim for an additional Xd6+Y damage, in which X is equal to (1/2 your initiator level, rounded up) and Y is equal to your initiator level. This damage is a nuclear fire forged in the birth of existence, and thus is not considered "fire" damage for any purposes.

Viridian Legend Exoskeleton
Malfeasant Heart (Stance)
Action: Swift
Range: Personal
Target: You
Duration: Stance

The Empyreal Chaos was as aloof and ever-changing as the chaos from which he sprang. Now he is bound in rent flesh, and crucified to the wheel of the gods. Before the multiverse burns awash in his glory, it must know the terrible deeds that it has committed.

Upon shifting into this stance, writhing brass plates sprout from your skin and spread, forming what appears to be brass full-plate armor. If you were already wearing armor, the brass spreads across it as well, bonding it to your flesh, and your final appearance appears to be about 10% taller and more muscular due to the added bulk.

If you were not already wearing armor, you gain a +4 armor bonus if you have light armor proficiency, +6 if you have medium armor proficiency, and +8 if you have heavy armor proficiency. If you were already wearing armor, then it is instead modified such that it has no armor check penalty or maximum dexterity modifier.

Finally, the torment of the Baernoloths is inscribed in full upon the armor, in brilliant green calligraphy that is alien to even the most ancient languages, but is somehow understandable to all that look upon it, as if it were written fundamentally into the concept of communication itself.
Level 2
Vitriolic Corona Endowment
Malfeasant Heart (Boost)
Action: Swift
Range: Personal
Target: You
Duration: 5 rounds

The light of his mad sun-heart is Malfeas' weapon against the gods.

By activating this maneuver, you conjure a coruscating beam of green sunlight in your hands. At your choice, it may take the basic shape and statistics of a shortspear, spear, or longspear; chosen when you activate the maneuver. It has further enhancements based on your initiator level.

IL 1-3 = Masterwork
IL 4-6 = +1 Enhancement
IL 7-9 = +1 Outsider-Bane
IL 10-12 = +1 Anarchic Outsider-Bane
IL 13-15 = +2 Anarchic Outsider-Bane
IL 16-18 = +3 Anarchic Outsider-Bane
IL 19-20 = +5 Anarchic Outsider-Bane

Wrath-Stoked Bonfire Soul
Malfeasant Heart (Strike)
Action: Standard
Range: Melee
Target: One creature

Where the displeasure of Ligier is evoked, nothing dares grow. The light of his rage is anathema to life, and though his calm once gave way to bountiful creation, there is none left in him.

As part of this maneuver, make a normal melee attack. If you succeed and deal damage, the wound you inflict is seared by the sickening fire of the Green Sun. Not only will natural healing not restore the victim's hit points, but until they are brought up to their maximum hit point total, they only receive one hit point for every two hit points that would be cured from them in some manner.
Level 3
By Pain Reforged, By Agony Empowered
Malfeasant Heart (Stance)
Prerequisite: One Malfeasant Heart Maneuver
Action: Swift
Range: Personal
Target: You
Duration: Stance

Malfeas has lost. He has suffered. As a decrepit remnant of the once-great Empyreal Chaos, it is his nature to be ashamed and wounded. But, Malfeas has internalized this loss and used it to ignite a flame that will see all the works of the gods burnt to ash around him.

While in this stance, if you are between 100% and 75% of your maximum hit points, you gain +1 to attack and damage rolls. If you are between 75% and 50%, you instead gain +2 to attack and damage rolls. If you are at less than 50% health, you instead gain +3 to attack and damage.

In addition, if you are shaken, sickened, fatigued, blinded, or deafened, you gain a +2 bonus on damage rolls (this stacks per condition, so someone who is shaken, fatigued, and blinded has a total +6 bonus on damage rolls).

Godscorch Invective
Malfeasant Heart (Strike)
Prerequisite: One Malfeasant Heart Maneuver
Action: Standard
Range: Melee
Target: One creature

As one might expect, the wicked flames of the Green Sun burn brightest for the gods that betrayed him. However, their intensity is only slightly less so for those lapdogs of such traitorous filth.

As part of this maneuver, make a normal melee attack. If you succeed and deal damage, and the victim is a Divine Being, they must make a DC (10 + 1/2 your character level + your highest ability modifier) Will save or be paralyzed until the beginning of your next turn.
Level 4
Cold-Fire Desolation Brand
Malfeasant Heart (Boost)
Prerequisite: Two Malfeasant Heart Maneuvers
Action: Swift
Range: Personal
Target: You
Duration: 1 round

Per Malfeas' wishes, the gods will not die quickly. Fire is good for this, as it will sear their flesh and peel their skin, and they will die only after much begging and acknowledgment of their folly. Disease is good for this as well, as it gives them time to truly lament, and at the end of it all, they will keen desperately for the relatively merciful embrace of the flame.

By activating this maneuver, you augment the fire that you use with a dose of radiation. This lasts until the end of your turn, and effects not only maneuvers, but spells, spell-like abilities, supernatural and extraordinary abilities, and even effects of items, such as a +1 Flaming Longsword.

Normal fire becomes the nuclear fire of Ligier, no longer being considered "fire", and thus conveniently bypassing fire resistance or immunity. However, fire that is already suffused with radiation, such as that used by Green Sun Nimbus Flare, Wrath-Stoked Bonfire Soul, Kissed By Hellish Noon, Sun-Salted Fields, and Radiant Fury Dissolution, becomes exceptionally dangerous.

Such radioactive fire causes what the residents of Malfeas refer to as "Green Sun Wasting". This horrible disease inflicts its first dose of ability damage instantly, and is not subject to the natural disease immunity of any Outsider or similar immunities granted by divine spells, which has given it a fair bit of notoriety among the demons of the Abyss. Its DC is (10 + 1/2 your character level + your highest ability modifier), and it deals 1d4 Constitution damage.

Its symptoms are numerous and gruesome, and often involve hair loss, cracked and weeping skin, cancerous pustules, and patches of pulsating sarcoma, which may inflict penalties on social skill checks appropriately.

At initiator level 11, this maneuver instead inflicts a more aggressive form of "Green Sun Wasting", also known as "Final Viridescence". In Malfeas, this affliction is prevalent in those that have approached the Green Sun directly, or those that have ventured outside on days when he is feeling particularly angry or callous. It circumvents disease immunity of all kinds, and cannot be cured by mortal or magic means; least of all by the gods themselves. It must be fought off entirely on one's own.

Kissed By Hellish Noon
Malfeasant Heart (Strike)
Prerequisite: Two Malfeasant Heart Maneuvers
Action: Standard
Range: 60ft
Target: One creature

It is a testament to the magnanimous nature of the Green Sun that it allows any who walk beneath its light to continue their lives so peacefully devoid of fire. Those that evoke his wrath may find nowhere to run; nowhere the sun's shine does not stretch.

As part of this maneuver, make a ranged touch attack against a creature in range. If you succeed, your body shines brightly and extends a violently green burst of sunlight which torches the flesh from your target, dealing 1d6 damage per initiator level.
Level 5
By Rage Recast
Malfeasant Heart (Stance)
Prerequisite: Two Malfeasant Heart Maneuvers
Action: Swift
Range: Personal
Target: You
Duration: Stance

Though the once-Empyreal-Chaos is now bound in a broken husk, it is still a being of utmost chaos, and a planewalker would be remiss to expect the geography of Malfeas to be the same on each visit.

Activating this stance does not have an immediately noticeable effect. However, by spending a swift or move action while in this stance, you may force one Constitution Damage onto yourself to warp your body in a number of ways (character that are immune to constitution damage, automatically reduce this constitution damage to 0, or have no constitution score may instead pick an ability score of their choice that does not, itself, fulfill any of the prior criteria). You choose one of the following:

-Eldritch Eyes: A series of mostly translucent filters form over your eyes, giving them an unnatural milky green hue. You can see perfectly in non-magical darkness, as well as through invisibility effects, and you are immune to blindness that is not induced by physically mutilating your eyes (i.e. You are not effected by the particles formed by a casting of Glitterdust, or by blinding flashes of light, etc).

-Tentacles: You grow four fleshy, brass-colored tentacles. While unwieldy in combat, they grant a +4 bonus on Climb, Balance, and Grapple checks.

-Warped Legs: Your legs bend and warp into the digitigrade shape of a predatory animal, sprouting patches of brass scales along its flanks. You gain a +10 bonus to your movement speed, and you may extend the distance of your 5ft-steps to 10ft.

-Wings: You grow a pair of tattered, leathery wings that grant you a Fly speed of 30ft.

Growing a second mutation dismisses the first one. Leaving this stance also removes your active mutation.

Crowned With Fury
Malfeasant Heart (Strike)
Prerequisite: Two Malfeasant Heart Maneuvers
Action: Standard
Range: 60ft
Target: One creature

All things of the Wheel spread from the Empyreal Chaos and his siblings. Even as a deposed King, he retains some measure of authority.

When you activate this maneuver, a crown of emerald fire erupts above your head as you choose a creature within range. You may now influence their actions by suggesting a course of action that cannot exceed the span of a few sentences. Though asking them to perform an action that is obviously and directly harmful automatically fails.

The effected creature will continue to pursue the suggestion for (your initiator level) hours, or until they have completed it, or until it is rendered completely impossible somehow.

When a creature is first subject to this maneuver, they may attempt a DC (10 + 1/2 your character level + your highest ability modifier) Will save to negate its effects. It should be noted that this is specifically not Mind-Affecting; it functions even on Undead or Constructs, whose fundamental concepts still owe fealty to Malfeas.
Level 6
Magnanimous Warning Glyph
Malfeasant Heart (Strike)
Prerequisite: Two Malfeasant Heart Maneuvers
Action: Standard
Range: Melee
Target: One creature

Malfeas has always been a King, and there is no king without his subjects. Especially now that he is bound beyond reach of initiating his own revenge, loyal servants are a valued commodity.

This maneuver may only be activated on a willing target, though that target may be coerced magically or otherwise (such as through Crowned With Fury).

Your weapon ignites in a familiar green inferno as you touch it to the forehead of the target, searing away 1 hit point of damage as you brand them with a script of the same kind as that written on the Viridian Legend Exoskeleton. This linguistic character smolders with beryl fire upon their brow, proclaiming "Divine Mandate" - a mockery of Malfeas' eternal foes.

While this glyph still burns, the subject gains a +2 saving throw bonus against the actions of Divine Beings, as well as DR 5/Magic. Should the subject ever be about to perform an action that would displease you, were you to know about it (though you do not automatically gain such knowledge), the brand on their forehead becomes uncomfortably hot, notifying them of your displeasure in time for them to choose not to take that action. If they continue to do so anyway, their brand erupts, consuming them in a conflagration similar to Green Sun Nimbus Flare, dealing Xd6+Y damage to them, in which X is equal to (1/2 your initiator level, rounded up) and Y is equal to your initiator level. The glyph fades entirely afterward, and they lose the associated bonuses.

Sky-Fire Seizing Repast
Malfeasant Heart (Counter)
Prerequisite: Two Malfeasant Heart Maneuvers
Action: Immediate
Range: Personal
Target: One Spell

None are allowed to shine brighter than the Green Sun. Like a blazing furnace of justice, pompous pretenders are swallowed up and used to fuel its radiance.

This maneuver may only be activated when you are the target of a spell, spell-like ability, or supernatural ability, or are included within the area of a spell, spell-like ability, or supernatural ability, and then succeed on a saving throw against it, or succeed in using spell resistance to negate it.

If the saving throw was for a reduced effect, you instead completely negate the effect. In addition, you swallow the entire effect whole, absorbing it directly into your body. If it was an area effect, and you absorb it, no one else is effected by it at all.

Finally, you restore (Spell level x 4) hit points and, if it was an ability used by a Divine Being, you also restore (Spell Level) points of ability damage or drain from yourself, allocated as you choose. This display is never subtle; your body ignites in a brilliant nimbus of green light, making it quite obvious what has happened.
Level 7
Invulnerable Wounding Futility
Malfeasant Heart (Counter)
Prerequisite: Three Malfeasant Heart Maneuvers
Action: Immediate
Range: Any
Target: One creature

In that time long ago, no one could strike the Empyreal Chaos, for his form was one of inspiration and fleeting dreams. Now that Malfeas is flesh, he may be struck, but he is no less invincible. And just as it was then, it is not a subject's place to strike his king.

This maneuver may only be activated when a melee attack fails to exceed your armor class. You become invincible, very briefly, allowing the attack to strike you with all the confident nonchalance of a titan being assaulted by particularly irate butterflies. The force of the blow realizes its mistake, and pays fealty to its king by striking down its clearly misguided owner.

Your attacker rolls damage as if he had hit himself, applying that damage to himself as normal.

Sun-Salted Fields
Malfeasant Heart (Strike)
Prerequisite: Three Malfeasant Heart Maneuvers
Action: One Minute
Range: Personal
Area: 1 Mile Radius

Over the minute required to activate this maneuver, you ignite malignant Malfean fires within yourself, continuously working, condensing, and adding additional flames to the initial spark until, at the conclusion, you have an unstable core of energy with terrifying potential. In an instant, you release your concentration on its containment, leading to an apocalyptic meltdown of radiation the blankets everything within 1 mile.

Anyone who has a maneuver of the Malfeasant Heart discipline, and anyone under the effects of a Magnanimous Warning Glyph (though not necessarily yours), are immune to its effects. However, those unlucky enough not to fall under those categories must make a saving throw to resist contracting Green Sun Wasting as per the fourth and fifth paragraphs of Cold-Fire Desolation Brand as soon as they enter the effected area, and again after every 1 hour they spend inside of it.

The DC required to resist contracting it (though not subsequent saves once you've already contracted it) within the effected area reduces by 5 every week. Once the DC reaches 0 or below, the area is completely free of radiation.

At Initiator Level 17, this upgrades to inflicting Final Viridescence, as per the final paragraph of Cold-Fire Desolation Brand, and the area only downgrades by 5 DC every month.

(Don't forget to take into account the saving throws of plants and animals; areas effected by this maneuver are likely to become slowly devoid of wildlife, as the indigenous creatures die off, and new ones refuse to move into an area with obviously diseased and decaying flora.)
Level 8
Demon Emperor Shintai
Malfeasant Heart (Stance)
Prerequisite: Three Malfeasant Heart Maneuvers
Action: Swift
Range: Personal
Target: You
Duration: Stance

Your physical body melts away, becoming an insubstantial being of pure light and flame, before inscribed brass plates identical to the armor formed of Viridian Legend Exoskeleton appear and bind you back into physical form, enveloping your armor in the process. A moment later, the brass armor forms burning green cracks as your true self peaks through its cage.

If you are not wearing armor, you gain a +15 Armor Bonus to your armor class. If you are wearing armor, its armor bonus increases by 3, and it inflicts no armor check penalty and has no maximum dexterity bonus.

In addition, you project a supernal radiance so beautiful and terrifying that those sentient beings that dare exist in your presence suffer 4d6 damage a round as their consciousness tears itself inside out from the shame (this increases to 6d6 for Divine Beings). This has a range of 300 feet. Those that bear a Magnanimous Warning Glyph are not effected. Otherwise, there is only one way to defend one's self from certain death. If a character takes a full-round action to fall prone, getting down on his knees, and placing his forehead to the ground, proclaiming your glory with all that he is, then he may arise as if effected by a use of Magnanimous Warning Glyph, becoming conveniently immune to this ongoing damage.

This loophole is distinctly obvious to anyone that comes near you. Even the dimmest beasts of burden or scrambling vermin are aware that they may swear loyalty to you to avoid death.

Finally, those that dare come within 20 feet of you are assaulted by the dreadful radiation emanating from your own transformed heart. They must save against contracting Final Viridescence (as per the final paragraph of Cold-Fire Desolation Brand) when they enter this radius, and at the beginning of each of their turns. A Magnanimous Warning Glyph does not protect against this, though knowing a Level 7 or higher Malfeasant Heart maneuver does so.

Purity of Madness Defense
Malfeasant Heart (Boost)
Prerequisite: Three Malfeasant Heart Maneuvers
Action: Swift
Range: Personal
Target: You
Duration: 24 hours

Vengeance is all that drives Malfeas now. It is too fundamental to his being to be altered.

For the duration of this maneuver, you are immune to Mind-Affecting effects. You may not voluntarily end this maneuver until its duration naturally runs out. Every time you are subject to a Mind-Affecting effect, even though you are immune, there is a 10% chance that you will be consumed by a Rage Effect (see the Infernal Monster Discipline (http://www.giantitp.com/forums/showthread.php?t=176059) - with one alteration; you may recover Malfeasant Heart maneuvers while in this Rage Effect if you could not already) for 5 rounds.
Level 9
Radiant Fury Dissolution
Malfeasant Heart (Strike)
Prerequisite: Four Malfeasant Heart Maneuvers
Action: Standard
Range: Melee
Target: One creature

Malfeas will murder the traitorous gods. And he will do it the same way he accomplishes everything else; with nuclear fire.

As part of this maneuver, make a normal melee attack. If the attack is made against an Outsider, it ignores all of that Outsider's defensive racial benefits, including natural armor, damage reduction, penalties invoked by its aura, and similar, including defenses inherent to possessing a Divine Rank.

Any creature killed by this maneuver is ignited in a torrent of emerald flame, before being broken apart and unraveled into the most basic motes of the primordial chaos that were used to fashion the concepts that allow the bits of it to exist. This prevents regenerating or resurrecting or respawning in any manner; Outsiders do not return their essence to their home plane, and even the Gods themselves must fear an ultimate end by your hand.

Xefas
2011-03-02, 08:23 PM
Possible feats and such, etc, etc.

Xefas
2011-03-06, 01:31 AM
http://i925.photobucket.com/albums/ad91/bluejanus/SolarHeroBump.png

Now with 600% more maneuvers for your viewing pleasure.

Rettu Skcollob
2011-03-06, 10:19 AM
Just letting you know that even though I don't ordinarily touch the ToB with an eleven foot pole, that this is very cool and well written. Nice job.

Elfstone
2011-03-06, 12:05 PM
Awesome, but I hate to say compared to desert wind, it blows it out of the water. DW strikes at lv1 deal only an additional 1d6 but this does scaling, which makes it very nice. Overall I love it but its much better than the standard tome. If thats what you are going for, great. If not then you should cut it back.

Xefas
2011-03-06, 05:43 PM
Just letting you know that even though I don't ordinarily touch the ToB with an eleven foot pole, that this is very cool and well written. Nice job.

Thanks. :smallbiggrin:


Awesome, but I hate to say compared to desert wind, it blows it out of the water. DW strikes at lv1 deal only an additional 1d6 but this does scaling, which makes it very nice. Overall I love it but its much better than the standard tome. If thats what you are going for, great. If not then you should cut it back.

Well, it's a complicated issue. For one, Desert Wind is considered the weakest discipline. For two, the maneuver you're thinking of from Desert Wind is actually a boost that adds 1d6+(1 x initiator level) to every attack you make in a round.

That series of Burning Blade, Searing Blade, and Inferno Blade will, on a full attack, deal more damage than Green Sun Nimbus Flare. On a single attack, it gets a little weirder, since you're comparing a strike and a boost. The real advantage Green Sun Nimbus Flare has is that it's non-physical damage, but is also not a kind of damage that has resistances/immunities.

As for whether this series of disciplines is meant to be "better" than the standard fair, I'd just say that I want to explore areas that the nine canon ones did not. None of them really have an answer to Sun-Salted Fields or Magnanimous Warning Glyph (or, to use my other disciplines as an example, Armageddon Nightmare Duel or Charm-Smothering Technique). I would say, if mine are better, it's only because the original nine did not reach for their full potential. They stayed as mostly-non-scaling, often redundant, and staggeringly ordinary.

Were I to redo White Raven, for instance, I'd make some of their lower maneuvers scale a bit better, and then replace a few redundant maneuvers in the higher levels with some non-standard social/loyalty/long-term-buff based things. It would be "better" in that it had some variety.

EDIT: Also accepting critique on the fluff. Baernoloths are briefly mentioned in the Fiendish Codex, and I just kinda ran with that throwaway line to incorporate some Exalted Primordial-ish fluff.

Zarthrax
2011-04-22, 01:05 AM
Damn, dude.

Just.....damn.


I wanna run another Warblade!