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NeoSeraphi
2012-01-27, 02:42 AM
Bloody Hammer

The Bloody Hammer discipline was formed by a man who was once a great and terrible barbarian, but who gave up the frenzy in order to pursue discipline along the path of the Sublime. The Bloody Hammer discipline unleashes a Sublime warrior's true inner fury and transforms their calm demeanor into a skilled and deadly bloodlust.

The Bloody Hammer discipline has several drawbacks, however. While in any Bloody Hammer stance, an initiator is unable to cast spells, manifest powers, maintain psionic focus, or use the Concentration skill. He is also unable to initiate any maneuvers from the Diamond Mind discipline, nor may he immediately switch to a Diamond Mind stance from a Bloody Hammer stance (He must switch to a different discipline's stance or simply end his Bloody Hammer stance as a swift action before assuming a Diamond Mind stance).

The Bloody Hammer discipline's key skill is Intimidate. Weapons associated with the Bloody Hammer discipline include the morningstar, warhammer, flail, heavy flail, dire flail, goliath greathammer, and minotaur greathammer.

The Bloody Hammer discipline can be substituted for the Stone Dragon, Tiger Claw, or Iron Heart disciplines.

NeoSeraphi
2012-01-27, 02:43 AM
The Bloody Hammer discipline generally focuses on a character who is wielding a bludgeoning weapon, especially a two-handed bludgeoning weapon. Heavy flails are by far the most common choice for a Bloody Hammer warblade, while the Bloody Hammer swordsage often chooses to wield a dire flail and combine it with the Tiger Claw discipline to really unleash her frenzy.

A few Bloody Hammer maneuvers involve the Sunder combat maneuver. For this reason, the minority of creatures who fight with Bloody Hammer but stay away from a powerful bludgeoning weapon stick to axes and swords instead, as the discipline is a very poor choice for the wielder of a piercing weapon.


1st level:

Strike the Anvil
Bloody Hammer (Strike)
Level: Crusader 1, swordsage 1, warblade 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature

You raise your weapon above your head and bring it crashing down on your foe. As you initiate this strike, make a melee attack at your highest attack bonus. If your attack hits, you deal damage as if your Strength score was increased by 4 (A warblade with 14 Strength wielding a scythe would deal 2d4+6 damage instead of 2d4+3)

Special: If you initiate this strike while wielding a bludgeoning weapon, you also deal an additional +1d6 damage with this strike.


Mighty Blow
Bloody Hammer (Strike)
Level: Crusader 1, swordsage 1, warblade 1
Initiation: 1 standard action
Target: One creature wielding a manufactured weapon

Your brutal attack easily overcomes your opponent's defenses and leaves a serious crack in your opponent's weapon. When you initiate this strike maneuver, you make a Sunder attempt against one weapon the target creature is wielding. You do not provoke an attack of opportunity for attempting to Sunder this way, and you receive a +4 bonus on your opposed attack roll.

Special: If you are wielding a bludgeoning weapon when you initiate this strike, you also receive a +4 bonus on your damage roll made against the weapon.


Might Makes Right
Bloody Hammer (Stance)
Level: Crusader 1, swordsage 1, warblade 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

While you are in this stance, you receive a +2 bonus on all opposed Strength checks, and are treated as one Size category larger than you actually are for the purposes of opposed Strength checks whenever it would be beneficial to you (to a maximum of Medium size).


2nd level:


Bloody Crunch
Bloody Hammer (Strike)
Level: Crusader 2, swordsage 2, warblade 2
Initiation: 1 standard action
Target: One creature
Duration: One minute

You deliver a pounding blow to an enemy creature, shattering its bones. Every enemy creature within 30 feet who can hear you (including the creature you attacked) must make a Will save (DC 12+your Strength modifier) or be sickened for one minute.

Special: A hammer is a particularly useful weapon for shattering bones. If you initiate this strike while wielding a bludgeoning weapon, you deal an additional +2d6 damage and receive a +2 circumstance bonus to the DC of the saving throw.


Powerful Swing
Bloody Hammer (Boost)
Level: Crusader 2, swordsage 2, warblade 2
Initiation: 1 swift action
Target: Self
Duration: One round

You can really put some weight behind your blows, but doing so can cause you to lose a bit of your accuracy. When you initiate this maneuver, you may choose to take a penalty to your attack rolls for the rest of the round, from -1 to -5. If you do so, you gain a bonus to your melee damage rolls equal to twice the penalty, or three times the penalty if you are wielding a two-handed weapon or a one-handed weapon in both hands.

Special: The power of a heavy flail should not be underestimated. If you initiate this boost while wielding a bludgeoning weapon, you receive a bonus equal to three times the penalty instead of twice, or a bonus to quadruple the penalty if you are wielding a two-handed bludgeoning weapon, or a one-handed bludgeoning weapon held in both hands.


Crippling Blow- TravelLog
Bloody Hammer (Counter)
Level: Crusader 2, Warblade 2, Swordsage 2
Initiation Action: Immediate action
Range: Personal
Target: You

With a heavy blow to the gut, you stop a foe dead in its tracks, halting its advance across the battlefield. Whenever you make an attack of opportunity provoked by a foe who is moving out of one of your threatened squares, you may initiate this maneuver. If your attack of opportunity damages that foe, then their movement immediately ends.

Special: A bludgeoning weapon can not only halt a foe, but even knock them off their feet. If you successfully hit and deal at least 10 damage with this counter to a foe with a bludgeoning weapon, that foe must make a Reflex save (DC 12+your Strength modifier) or be knocked prone.


Force the Retreat- TravelLog
Bloody Hammer (Strike)
Level: Crusader 2, Warblade 2, Swordsage 2
Initiation Action: Full round action
Range: Melee attack
Target: All threatened creatures

Spinning your hammer in a vicious circle, you force back foes who draw too close. As part of this maneuver, make a Strength check. Each enemy you threaten makes a Strength check, opposed by yours. You may push any enemy that fails its save back 5 ft. If they cannot move 5 ft. because of an obstacle, then they instead take 1d6 damage as they are forced into it. This movement does not provoke attacks of opportunity.

Special: A hammer is the perfect weapon for clearing space from foes. Not only do you knock them back, but you can easily deal some damage as well, even with a wild swing. If you initiate this strike while using a bludgeoning weapon, you deal damage equal to half the damage you could deal on a successful attack to each creature. (A warblade with 14 Strength wielding a morningstar would roll 1d8, cut his result in half and round down, and add 1 to it from half his Strength modifier, then deal that damage to every creature he swung at). A creature who beats your Strength check also ignores the damage you deal.


3rd level:

Shattering Blows
Bloody Hammer (Strike)
Level: Crusader 3, Warblade 3, Swordsage 3
Initiation Action: Standard Action
Range: Melee Range
Target: One armor worn by a creature

As you initiate this maneuver, you strike out and damage the armor of a creature with your attack. You make a Sunder attempt with a +4 bonus on your opposed attack roll, and you do not provoke an attack of opportunity. If you succeed, you damage the armor. You do not actually attack the armor's hit points, but the armor takes the following penalty to its AC based on the Sunder damage roll (taking into account the armor's hardness).


{table]Damage Roll | AC penalty
<11 | 0
11-14 | -1
15-19 | -2
20-24 | -3
25-29 | -4
>29 | -5
[/table]

If this penalty would reduce the AC bonus granted by the armor to less than 0, the armor is destroyed. This maneuver does not stack with itself. You may not initiate this strike unless you are wielding a slashing or bludgeoning weapon.

Special: A hammer is a particularly useful tool for destroying armor. If you initiate this maneuver with a bludgeoning weapon, you ignore up to 10 points of the armor's hardness. If you initiate this maneuver with an adamantine bludgeoning weapon, you ignore the armor's hardness entirely, and you deal damage to the creature wearing the armor equal to the damage you dealt the armor.


Bloody Fury
Bloody Hammer (Stance)
Level: Crusader 3, swordsage 3, warblade 3
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Your eyes are fiery red and you draw upon your power to strike devastating blows. You gain bonuses to your Strength and Constitution scores, as well as a morale bonus to your Will saves, as if you were a barbarian raging, with a barbarian level equal to your initiator level. You take a -2 penalty to your Armor Class, and suffer the normal penalties for being in a Bloody Hammer stance, but are otherwise unaffected by the penalties associated with a barbarian's rage. You may only enter this stance in combat.

Special: Barbarians are naturals with hammers. While you are in this stance, you receive a +2 competence bonus to attack rolls and a +4 competence bonus to damage rolls made with melee bludgeoning weapons.


4th level:

Crushing Blow
Bloody Hammer (Strike)
Level: Crusader 4, Warblade 4, Swordsage 4
Initiation Action: Standard Action
Range: Melee attack
Target: One Creature

As part of this strike, you make a single melee attack at your highest attack bonus. If you hit, your attack deals an extra +6d6 damage.

Special: If you are wielding a bludgeoning weapon, your attack instead deals an additional +6d8 damage.


Gleeful Destruction
Bloody Hammer (Boost)
Level: Crusader 4, Warblade 4, Swordsage 4
Initiation Action: Swift Action
Range: Melee Range
Target: One Creature

You may only initiate this maneuver during a round when you have successfully Sundered an object that a creature was wearing and broken it. You may make an Intimidate check to demoralize the creature whose object you Sundered with a +4 bonus, and if you succeed, the creature is shaken for 1 round per initiator level. If you dealt damage to the creature this round as well (if you destroyed an object and damaged the creature in the same round), if you succeed your demoralize check, the creature is frightened for the first 1d4 rounds, then shaken for the remainder of the duration.

Special: The destructive power of a hammer can shake a creature to its core. If you initiate this boost while wielding a bludgeoning weapon (and that was the same weapon you used to Sunder the object and damage the creature) then if you succeed your demoralize check, the creature is panicked for the first 1d4 rounds, rather than frightened. This only applies if you dealt damage to the creature with your bludgeoning weapon this round.


5th level:

Skull Bash- TravelLog
Bloody Hammer (Strike)
Level: Crusader 5, Warblade 5, Swordsage 5
Initiation Action: Standard Action
Range: Melee attack
Target: One Creature

By smashing your hammer down upon an enemy's skull, you attempt to leave them in a state of total disorientation. When using this maneuver successfully, your attack deals an additional +2d6 damage, ignores damage reduction, and forces the creature to make a Fortitude Save DC (15+Strength modifier) or be stunned for 1d6 rounds.

Special: A hammer can be used to deliver a crushing blow to a creature who is normally immune to even critical hits. If you initiate this strike against a creature who is immune to being stunned, that creature must make a Fortitude (Object) save anyway, at the same DC. Failure leaves the creature dazed for 1d6 rounds.


Dancing Mallet
Bloody Hammer (Stance)
Level: Crusader 5, swordsage 5, warblade 5
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

While you are in this stance, your attacks flow freely from your weapon. You receive a single additional melee attack at your highest attack bonus as part of a full-round attack each round. While in this stance (in addition to the other penalties that Bloody Hammer stances inflict) you take a -2 penalty to your AC and you are completely unable to deal nonlethal damage, unless the weapon you wield is only allowed to deal nonlethal damage.

Special: In addition to the other benefits of this stance, if you wield a bludgeoning weapon while you are in this stance, you gain a single additional melee attack at your highest attack bonus as part of a standard action attack.



6th level:

Splintering Blows
Bloody Hammer (Strike)
Level: Crusader 6, Warblade 6, Swordsage 6
Initiation Action: Standard Action
Range: Melee Attack
Target: One armor worn by a creature.

This maneuver functions exactly like Shattering Blows, except the penalties to the armor's AC based on the damage rolls are doubled (to a maximum of -10) and armor whose AC bonus would be reduced to 0 or less is destroyed instead.

Special: This maneuver's special feature is the exact same as Shattering Blows' special feature.


7th level:

Knee Shatter- TravelLog
Bloody Hammer (Strike)
Level: Crusader 7, Warblade 7, Swordsage 7
Initiation Action: Standard Action
Range: Melee attack
Target: One Creature

One of the greatest assets of a Bloody Hammer initiate is their ability to cripple their foes. If this maneuver successfully deals damage to an enemy, they are forced to make a Fortitude Save DC (17+Strength modifier) or have their movement speed reduced to 1/4 until such time as they receive the benefits of a Regeneration or similar spell. On a successful save, the creature loses the ability to move for one round.

Special: Initiating this strike while wielding a bludgeoning weapon can have serious consequences on the foe. If you initiate this strike with a bludgeoning weapon and the creature fails its Fortitude save, it must make a second Fortitude save (DC 17+Strength modifier) or be rendered helpless for 1 round.


8th level:

Bloody Banquet
Bloody Hammer (Boost)
Level: Crusader 8, Warblade 8, Swordsage 8
Initiation Action: Swift Action
Range: Melee attack
Target: One Creature
Duration: One round per initiator level

Your attacks strike out and deliver blows intended to kill. If you slaughter an enemy with this maneuver, you thrive on the bloodlust. All melee attacks you make this round deal an extra +5d6 damage (this stacks with any strikes you initiate). If your attacks slay a creature (that is, brings a creature to -10 hit points or below, all lethal) then your heart rejoices and you draw power from the thrill of battle. You gain a +2 morale bonus on attack rolls and damage rolls when initiating strikes from the Bloody Hammer discipline for one round per initiator level.

Special: A hammer is an especially useful tool when it comes to making a mess. If you slay a creature this round with a bludgeoning weapon, all enemy creatures within 30 feet of you who can see you must make a Will save (DC 18+your Strength modifier) or be shaken for 1 round per initiator level.


Rampage of Destruction
Bloody Hammer (Stance)
Level: Crusader 8, swordsage 8, warblade 8
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

As long as you are in this stance, you may make one Sunder attempt per round as a swift action. Sundering in this way does not provoke an attack of opportunity. You receive a +4 bonus to all Sunder attack rolls and all damage rolls you make against objects while in this stance.

Special: While wielding a bludgeoning weapon, you instead may make one Sunder attempt per round as a free action while in this stance.


9th level:

Carnage of the Ancient Hammer
Bloody Hammer (Strike)
Level: Crusader 9, Warblade 9, Swordsage 9
Initiation Action: Standard Action
Range: Melee attack
Duration: 1 round
Target: One Creature

With the most powerful Bloody Hammer strike in history, you attack your opponent with a single, devastating strike. This attack deals normal damage, plus 75 additional damage, and the creature struck must make a Fortitude save (DC 19+your Strength modifier) or be nauseated for one round, a Reflex save (DC 19+your Strength modifier) or be knocked prone, and a Will save (DC 19+your Strength modifier) or cower for one round.

Special: The mightiest hammer is, of course, best used by a warrior wielding a hammer. If you initiate this strike while wielding a bludgeoning weapon, your attack ignores all forms of damage reduction the target has. If you initiate this strike with a bludgeoning weapon you hold in both hands, your attack also deals lethal damage to the creature, overcoming all forms of regeneration it has.

ScrambledBrains
2012-01-27, 12:23 PM
Can we PEACH now, or would you rather people waited until you finished the whole shibang?

NeoSeraphi
2012-01-27, 12:41 PM
Er, go ahead. I don't mind. I'd actually like some opinions and ideas. I have never done anything like this before.

ScrambledBrains
2012-01-27, 01:35 PM
Alright. I've never PEACHed before, but I might as well give it a whirl. I am a ToB fan after all. :smallsmile:



Bloody Hammer

Good, appropriate name.


The Bloody Hammer discipline was formed by a man who was once a great and terrible barbarian, but who gave up the frenzy in order to pursue discipline along the path of the Sublime. The Bloody Hammer discipline unleashes a Sublime warrior's true inner fury and transforms their calm demeanor into a skilled and deadly bloodlust.

The Bloody Hammer discipline has several drawbacks, however. While in any Bloody Hammer stance, an initiator is unable to cast spells, manifest powers, maintain psionic focus, or use the Concentration skill. He is also unable to initiate any maneuvers from the Diamond Mind discipline, nor may he immediately switch to a Diamond Mind stance from a Bloody Hammer stance (He must switch to a different discipline's stance or simply end his Bloody Hammer stance as a swift action before assuming a Diamond Mind stance).

The Bloody Hammer discipline's key skill is Intimidate. Weapons associated with the Bloody Hammer discipline include the morningstar, warhammer, flail, heavy flail, and dire flail.

The Bloody Hammer discipline can be substituted for the Stone Dragon, Tiger Claw, or Iron Heart disciplines.

More good Fluff on its creation. :smallsmile:

I am not an expert on balence, but I question this slightly. No other school has a restriction like this that I am aware of.

Rest is perfectly appropriate. I approve! :smallbiggrin:


The Bloody Hammer discipline generally focuses on a character who is wielding a bludgeoning weapon, especially a two-handed bludgeoning weapon. Heavy flails are by far the most common choice for a Bloody Hammer warblade, while the Bloody Hammer swordsage often chooses to wield a dire flail and combine it with the Tiger Claw discipline to really unleash her frenzy.

A few Bloody Hammer maneuvers involve the Sunder combat maneuver. For this reason, the minority of creatures who fight with Bloody Hammer but stay away from a powerful bludgeoning weapon stick to axes and swords instead, as the discipline is a very poor choice for the wielder of a piercing weapon.


1st level:

Strike the Anvil
Bloody Hammer (Strike)
Level: Crusader 1, swordsage 1, warblade 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature

You raise your weapon above your head and bring it crashing down on your foe. As you initiate this strike, make a melee attack at your highest attack bonus. If your attack hits, you deal damage as if your Strength score was increased by 4 (A warblade with 14 Strength wielding a scythe would deal 2d4+6 damage instead of 2d4+3)

Special: If you initiate this strike while wielding a bludgeoning weapon, you also deal an additional +1d6 damage with this strike.


Mighty Blow
Bloody Hammer (Strike)
Level: Crusader 1, swordsage 1, warblade 1
Initiation: 1 standard action
Target: One creature wielding a manufactured weapon

Your brutal attack easily overcomes your opponent's defenses and leaves a serious crack in your opponent's weapon. When you initiate this strike maneuver, you make a Sunder attempt against one weapon the target creature is wielding. You do not provoke an attack of opportunity for attempting to Sunder this way, and you receive a +4 bonus on your opposed attack roll.

Special: If you are wielding a bludgeoning weapon when you initiate this strike, you also receive a +4 bonus on your damage roll made against the weapon.


Might Makes Right
Bloody Hammer (Stance)
Level: Crusader 1, swordsage 1, warblade 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

While you are in this stance, you receive a +2 bonus on all opposed Strength checks, and are treated as one Size category larger than you actually are for the purposes of opposed Strength checks whenever it would be beneficial to you (to a maximum of Medium size).


2nd level:


Bloody Crunch
Bloody Hammer (Strike)
Level: Crusader 3, swordsage 3, warblade 3
Initiation: 1 standard action
Target: One creature
Duration: One minute

You deliver a pounding blow to an enemy creature, shattering its bones. Every enemy creature within 30 feet who can hear you (including the creature you attacked) must make a Will save (DC 12+your Strength modifier) or be sickened for one minute.

Special: A hammer is a particularly useful weapon for shattering bones. If you initiate this strike while wielding a bludgeoning weapon, you deal an additional +2d6 damage and receive a +2 circumstance bonus to the DC of the saving throw.


3rd level:
Reserved for 3rd level maneuvers

4th level:
Reserved for 4th level maneuvers

5th level:
Reserved for 5th level maneuvers

6th level:
Reserved for 6th level maneuvers

7th level:
Reserved for 7th level maneuvers

8th level:
Reserved for 8th level maneuvers

9th level:
Reserved for 9th level maneuvers

I have a question on Might Makes Right. Why is the size restricted up to medium? To entice small characters to take this school?

Everything else looks fine, and I approve of a brutalizing school that relies on one big weapon as opposed to two-weapon fighting(Not that Tiger Claw is not amazing...cause it is. :smallbiggrin: )

NeoSeraphi
2012-01-27, 01:42 PM
I am not an expert on balence, but I question this slightly. No other school has a restriction like this that I am aware of.

Rest is perfectly appropriate. I approve! :smallbiggrin:


The Stone Dragon has a restriction on having to touching the ground while you initiate. I plan on making this discipline pretty powerful and rage-oriented, and most of the stances will involve rage of some kind, so the restriction will make sense.



I have a question on Might Makes Right. Why is the size restricted up to medium? To entice small characters to take this school?


It's actually to give a Small creature some relief on those massive -4 penalties to Sunder, Trip, and Grapple.



Everything else looks fine, and I approve of a brutalizing school that relies on one big weapon as opposed to two-weapon fighting(Not that Tiger Claw is not amazing...cause it is. :smallbiggrin: )

Thank you. Any suggestions for maneuvers on the class, or any comments on the maneuvers I've made so far? (I updated with Bloody Crunch about an hour ago)

ScrambledBrains
2012-01-27, 01:52 PM
The Stone Dragon has a restriction on having to touching the ground while you initiate. I plan on making this discipline pretty powerful and rage-oriented, and most of the stances will involve rage of some kind, so the restriction will make sense.

Right...never looked at or used that school much, if at all. Ok, I retract my concern.


It's actually to give a Small creature some relief on those massive -4 penalties to Sunder, Trip, and Grapple.

I see. Makes sense. Retracted again. :smallbiggrin:


Thank you. Any suggestions for maneuvers on the class, or any comments on the maneuvers I've made so far? (I updated with Bloody Crunch about an hour ago)

None at the moment, but big, hulking weapon users are rampant in a lot of series, so someone as awesome as you can find some inspiration easily. :smallsmile:

NeoSeraphi
2012-01-27, 01:55 PM
Updated with the first Bloody Hammer boost, Powerful Swings (2nd level). Am a little concerned about its level of power, but I think I balanced it just right. Opinions?

Edit: @Scrambled Brains: On Might Makes Right, I thought giving a +2 bonus on opposed Strength checks (effectively giving the initiator a +4 Str boost for grapple and the like) was enough to help a Medium character out, and the boost to Size was just so Small initiators would be on the same level. I thought that giving a +4 Size bonus to Medium characters (rather than just making the Size bonus for Small characters +0) would be a bit much (effectively +6 to grapple, Trip, Overrun, Disarm, Sunder, and Bull Rush) for a first level stance. Does that make sense?

gparali
2012-01-27, 02:40 PM
Seems brutal :smallsmile:
Haven't got much to say about the maneuvers.

Just some maneuver suggestions.
- Hitting the ground causing everyone to lose their balance
- Hits that can throw people around
- Hitting multiple people with one attack
Basicaly, Sauron here (http://www.youtube.com/watch?v=f9lcJJuHPEs)

- Hits that crack armor and lower AC

NeoSeraphi
2012-01-27, 02:54 PM
Seems brutal :smallsmile:
Haven't got much to say about the maneuvers.

Just some maneuver suggestions.
- Hitting the ground causing everyone to lose their balance
- Hits that can throw people around
- Hitting multiple people with one attack
Basicaly, Sauron here (http://www.youtube.com/watch?v=f9lcJJuHPEs)

- Hits that crack armor and lower AC

These are all good suggestions. I was actually already going to do that last one. The throwing people around is good, maybe some kind of combination Bull Rush/Trip that knocks someone back and ends with them prone in a square.

NeoSeraphi
2012-01-27, 11:43 PM
Update, added some nice strikes and counters submitted by the great TravelLog!

SamBurke
2012-01-27, 11:59 PM
I may be wrong, but doesn't this school get a bit too much? Most of the ToB schools seem to give a lot more bonus damage than save-or-sucks. This is composed almost entirely of save-inducing maneuvers, against really nasty consequences.

That may just be me, though.

NeoSeraphi
2012-01-28, 12:02 AM
I may be wrong, but doesn't this school get a bit too much? Most of the ToB schools seem to give a lot more bonus damage than save-or-sucks. This is composed almost entirely of save-inducing maneuvers, against really nasty consequences.

That may just be me, though.

I want to stress that the school is nowhere near done yet. The fistful of d6 maneuvers practically write themselves, that's why I'm not focusing on them. I'm trying to give a few good alternatives at each maneuver level, then flesh them out with damage-only maneuvers.

Kane0
2012-01-28, 10:01 AM
Subscribing to this, looks like exactly the thing i would use if i were an initiator :smallsmile:

If I am allowed to throw some ideas for the rest of your levels there:

Suggestions on maneuver/boost/stance names:
- Peace through Power
- Plow through
- Enemy to be Feared
- No Mercy
- Merciless Strike
- Pitiless Blow
- Untamed Fury
- Cruel Cut
- Savage Slice
- Split the bone
- Crush the bone
- Momentum
- Pound into submission
- Reasonable Application of Force
- Suitable Application of Weight

Neat effects:
- Dex damage
- Con damage
- Staggered/Stunned/Dazed
- Knock back / Knock Prone
- Collide enemies into each other
- Throw bludgeoning weapon (crunch :smallsmile: also a nice lead in to bloodstorm blade PrC)
- Cleave-like attacks
- Save or be subject to follow up attack
- Knock enemies into the air
- Trample

Hope that helps :smallsmile:

NeoSeraphi
2012-01-31, 09:44 PM
Update. Added a 4th, 8th, and 9th level maneuver to the mix.

TravelLog
2012-01-31, 10:53 PM
Bloody Banquet is not much of an improvement over Crushing Blow, which comes 8 character levels earlier... maybe knock it up a notch?

I also advocate "Utter Carnage" or "Carnage of the Ancient Hammer" over "Bloody Mess"

NeoSeraphi
2012-01-31, 11:09 PM
Bloody Banquet is not much of an improvement over Crushing Blow, which comes 8 character levels earlier... maybe knock it up a notch?

I also advocate "Utter Carnage" or "Carnage of the Ancient Hammer" over "Bloody Mess"

Changed the name of Bloody Mess, and changed Bloody Banquet into a Boost rather than a strike, making it much more powerful.

NeoSeraphi
2012-02-01, 04:01 PM
Okay, added the last two stances at 5th and 8th. What does everyone think?

Barbarian MD
2012-02-01, 08:36 PM
Oh ho ho! I have the perfect character to use this.

It might be a little too much (though I hate to say it). There's a lot of synergy, and the fact that most characters that use this are going to gain the benefits of all the "special" benefits.

Let me mull it over so I can come back with specifics, and send my DM and Douglas in here to get their perspective.

NeoSeraphi
2012-02-01, 11:49 PM
Oh ho ho! I have the perfect character to use this.

It might be a little too much (though I hate to say it). There's a lot of synergy, and the fact that most characters that use this are going to gain the benefits of all the "special" benefits.

Let me mull it over so I can come back with specifics, and send my DM and Douglas in here to get their perspective.

Well, I hope your DM allows it. Mine is. :smallbiggrin:

rweird
2012-02-02, 06:49 AM
You didn't put the prerequisites for the maneuvers.

NeoSeraphi
2012-02-02, 10:55 AM
You didn't put the prerequisites for the maneuvers.

Indeed. I am very lazy like that. Assume that the prerequisites for my maneuvers match the prerequisites for the Diamond Mind maneuvers of the same level.

Barbarian MD
2012-02-03, 11:33 PM
My DM approved it. It might be several weeks before we have downtime to retrain, but I'll let you know what it does in the hands of a gargantuan were-bear barbarian when it sees play time.

Barbarian MD
2012-02-16, 02:35 PM
Sorry for the double post, but I've thought of a few ideas, since you've got fewer than the average stances and strikes. Not sure exactly what level they would be:

A strike that allows you to destroy force effects. This might even be coupled with a strike or stance that converts your damage to a force effect.

A strike that allows you to destroy a magical area of effect that is in place (yeah, I stole the idea from Races of War's Samurai).

NeoSeraphi
2012-03-05, 10:25 AM
Added the Gleeful Destruction boost at level 4.

BelGareth
2012-03-05, 01:54 PM
Like. That is all.

NeoSeraphi
2012-03-24, 07:07 PM
Cut Crushing Blows' power down to +6d6, as I realized most 4th level maneuvers were only about half as strong as Divine Surge, so it was actually the odd one out.