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View Full Version : I was bored, so you get Stances [3.5, Combat Techniques]



Amechra
2012-01-30, 12:19 AM
The following are a conversion of the Stances from Tome of Battle into Combat Techniques. (http://www.giantitp.com/forums/showthread.php?t=217700)

You may only have one Combat Technique with the [Stance] descriptor active at once; for example, if you have both the Desert Wind and Stone Dragon Combat Techniques at Lesser Mastery, you can only use one of those Combat Techniques at one time.

Any improvements to an earlier level of Mastery specified in a Combat Technique always apply to that level of mastery.

You may change which [Stance] you have active as a Swift action.

You must take either the Crusader, the Warblade, or the Swordsage feats at 1st level to take these special Combat Techniques.

Desert Wind [Stance]:
You are filled with an inner fire that spills out into your every action.
Granting Feat: Swordsage
Least Mastery: You gain Fire Resistance 5 as long as you remain in this stance.
Lesser Mastery: As long as you are in this stance, any adjacent creature that attacks you in melee takes 5 points of Fire Damage, and whenever you make a full attack, every adjacent creature takes 1d6 Fire damage; in addition, your Fire Resistance granted by this Technique increases to 10.
Greater Mastery: As long as you are in this stance, all of your melee attacks deal an additional +1d6 Fire Damage; in addition, your Fire Resistance granted by this Technique increases to 20, and the damage to adjacent creatures is increased to 2d6.
True Mastery: As long as you are in this stance, you gain a Fly Speed equal to your base Land speed; however, you may not fly any higher than 10' above the nearest solid or liquid surface. If you end up flying higher than 10' above the ground while using this stance, this stance ends, and you fall to the ground. In addition, your Fire resistance from this stance becomes Fire Immunity, and the damage to adjacent creatures increases to 3d6, and also affects any creature below you while you are flying.

Devoted Spirit [Stance]:
Your soul is filled with devotion to your alignment; your fanatacism gives you strength.
Granting Feat: Crusader
Least Mastery: Any enemy that you threaten receives a -1 penalty to their attack rolls against your allies; enemies you threaten are aware of this fact.
Lesser Mastery: As long as you are in this stance, any form of movement within your threatened area, including 5' steps and the Withdraw action, provoke an attack of opportunity from you; in addition, the penalty your threatened enemies receive increases to -2.
Greater Mastery: As long as you are in this stance, you gain a benefit as indicated on the table below; you may only gain one of the following benefits, chosen when you first assume this stance, and you cannot choose an option that is not part of your alignment. In addition, the penalty your enemies receive increases to -3.
{table=head]Alignment|Benefit
Chaotic|Whenever you roll for damage, if a die naturally lands on its maximum value (for example, a d6 on a 6), you may add that value to your total damage and then reroll the die, continuing until all of your dice no longer show their maximum value.
Evil|At the end of your turn, you may deal 2 damage to each willing ally within 10'; if you do so, you heal 1 HP for each ally harmed in this manner
Good|Designate a singe ally upon entering this stance; as long as you and your designated ally are within 10', each of you heal 4 hp for each successful attack the other makes.
Lawful|once per round, you may treat a d20 roll as if it had been an 11 without rolling first.[/table]
True Mastery: As long as you are in this stance, you can not die, and do not receive any ill effects from, having less than 0 hit points; any time an attack or effect would reduce your hit points below 0, you are entitled to a Fortitude save with a DC equal to your negative hit point total after you take the damage; if you fail this save, or once you have saved against three such attacks, this stance automatically ends. In addition, the penalty your enemies receive increases to -4.

Diamond Mind [Stance]:
Your mind has been honed with the sharpness of a blade.
Granting Feat: Swordsage, Warblade
Least Mastery: While you are in this stance, select one enemy at the start of your turn; until the beginning of your next turn, you gain a +1 Insight bonus to AC against that opponent, and a -1 penalty to AC against all other enemies.
Lesser Mastery: As long as you are in this stance, any attack against you that misses grants you a +1 Dodge bonus to AC until the beginning of your next turn; this bonus stacks with itself; in addition, you gain Blindsense out to 10'.
Greater Mastery: As long as you are in this stance, you gain a +5 bonus to your Listen checks; in addition, both the Insight bonus to AC and the penalty to AC from this stance increase by 1, and the range of your Blindsense increases to 20'.
True Mastery: As long as you are in this stance, you gain two additional attacks of opportunity each round. In addition, the dodge bonus you gain when an attack misses you increases by 1, and the range of your Blindsense increases to 30'.

Iron Heart [Stance]:
You are a warrior par excellence. None can deny that.
Granting Feat: Warblade
Least Mastery: As long as you are in this stance, you deal +1d6 extra damage with your attacks, but receive a -2 penalty to your AC.
Lesser Mastery: As long as you are in this stance, you gain a +10' bonus to your base land speed; in addition, as long as you move at least 10' in a round, you gain a +1 dodge bonus to AC.
Greater Mastery: As long as you are in this stance, you may increase your reach by 5' when you make a melee attack; this increase in reach only affects that melee attack. In addition, the penalty to your AC is decreased by 1.
True Mastery: As long as you are in this stance, you gain DR 5/-, or your existing DR is increased by 5, for as long as you are wielding a weapon that you are proficient in, and are not flat-footed; in addition, your dodge bonus to AC for moving increases by 1.

Setting Sun [Stance]:
You are focused not on strength, but on the redirection of strength.
Granting Feat: Swordsage
Least Mastery: As long as you are in this stance, you take no penalty from difficult terrain, and gain a +1 bonus on attack rolls and all checks involved in Tripping or Bull Rushing an enemy that is currently in difficult terrain and is taking a penalty from it.
Lesser Mastery: As long as you are in this stance, you gain a +2 bonus to damage and a +1 bonus to attack rolls against any creature that is a larger size category than you are; in addition, your bonus on Trip and Bull Rush attempts increases by 1.
Greater Mastery: As long as you are in this stance, you may duplicate the benefit of the first Degree of Mastery for Dodge, except that your only restriction on this ability is the number of attacks of opportunity you have available, and that you cannot use it while helpless or flat-footed; in addition, your bonus to attack rolls against enemies affected by difficult terrain, Bull Rushes and Trip attempts, and damage are each increased by 1.
True Mastery: As long as you are in this stance, and an enemy makes an attack against you that misses due to some form of miss chance, you may spend an attack of opportunity to redirect the attack against any other eligible target; this means another creature within your opponent's reach for a melee attack, or any creature within range of a ranged weapon. The attack uses the original attack roll to determine whether or not it hits, and does not suffer from any form of miss chance; in addition, your bonus to attack rolls against enemies that are larger than you, Bull Rushes and Trip attempts, and damage are each increased by 1.

Shadow Hand [Stance]:
You are a master assassin, and the shadows are your friends.
Granting Feat: Swordsage
Least Mastery: As long as you are in this stance, on any round that you move at least 10', you gain a 10% miss chance from concealment; you cannot use this miss chance to hide. In addition, as long as both you and an ally are adjacent to an enemy, you count as if you were flanking that enemy.
Lesser Mastery: As long as you are in this stance, you gain a 10' Climb speed; in addition, you gain the ability to make a Sneak Attack for 1d6 damage.
Greater Mastery: As long as you are in this stance, you may choose to walk 5' above a surface; this allows you to ignore any terrain hazard that does not extend 5' above that surface, and you forgo the penalties to Hide and Move Silently checks for moving quickly; however, your speed is reduced to 20', and you cannot use the Run action. In addition, your miss chance from concealment improves to 20%.
True Mastery: As long as you are in this stance, you gain the benefits of an Airwalk spell, with a caster level equal to your BAB; you must keep at least one hand free while using this ability. In addition, your sneak attack improves by 1d6, and your Climb speed increases by 10'.

Stone Dragon [Stance]:
You have the shear tenacity of a rock.
Granting Feat: Crusader, Swordsage, Warblade
Least Mastery: As long as you are in this stance, you gain a +1 bonus to Strength Checks and to AC against creatures that are larger than you are; you do not gain this benefit if you have moved more than 5' in the last round. In addition, you cannot use this stance if your feet are not planted on a firm surface, meaning that you lose all the benefits of this stance if you are swimming, levitating, or flying.
Lesser Mastery: As long as you are in this stance, you gain a +5 bonus to resist Bull Rushes, Trip, and Overrun attempts, any creature that attempts to Tumble through your threatened area or your square receives a -5 penalty on their check, and you receive DR 1/-, or a +1 improvement to any pre-existing DR you may have; you do not gain this benefit if you have moved more than 5' in the last round. In addition, you gain the Constrict special quality, dealing 1d6 plus 1-1/2 your Strength modifier damage on a successful grapple check.
Greater Mastery: As long as you are in this stance, you deal damage as if you were 1 size category larger; you do not gain this benefit if you have moved more than 5' in the last round. In addition, your bonus to Strength checks and AC both increase by 1.
True Mastery: As long as you are in this stance, you are immune to criticals and any form of precision damage; you do not gain this benefit if you have moved more than 5' in the last round. In addition, your bonus to resist Bull Rushes, Trip, Overrun attempts increases by 5, the penalty to Tumble checks that you inflict increases by 5, and your DR is increased by 1.

Tiger Claw [Stance]:
You share more with a feral animal than you do with a civilized warrior.
Granting Feat: Swordsage, Warblade
Least Mastery: As long as you are in this stance, you gain a +1 bonus to attack and damage rolls whenever you score a critical hit; this benefit lasts for 5 rounds after your last critical, and stacks with itself. In addition, you gain the Scent special quality.
Lesser Mastery: As long as you are in this stance, you gain a +5 enhancement bonus to your Jump checks, and treat all standing jumps as if they are running jumps.
Greater Mastery: As long as you are in this stance, whenever an enemy within 10' of you drops into negative hit points, you may make an attack of opportunity against any creature you threaten. In addition, your bonus to attack and damage now lasts for 10 rounds before resetting.
True Mastery: As long as you are in this stance, you may take a 5' step after every successful attack you make; you cannot move more than your speed in this manner. In addition, your bonus on jump checks increases to +10.

White Raven [Stance]:
You are the very model of a modern major general.
Granting Feat: Crusader, Warblade
Least Mastery: As long as you are in this stance, any ally that can hear you gains a +1 morale bonus on their Will saves, or twice that on Will saves vs. Fear. In addition,you may spend any number of attacks of opportunity to grant every ally that can hear you a bonus to damage while charging for this round equal to the number of attacks of opportunity that you spent; you do not count as an ally for the purpose of this ability.
Lesser Mastery: As long as you are in this stance, whenever you and another ally are flanking an enemy, you way spend any number of attacks of opportunity to grant any ally flanking that enemy a bonus to damage equal to the number of attacks of opportunity that you spent for that round.
Greater Mastery: As long as you are in this stance, you may make a second 5' step whenever you would take one; in addition, you can take a 5' step in difficult terrain, but you then must forgo the secondary 5' step. In addition, the bonus to Will saves that you grant increases by 1.
True Mastery: As long as you are in this stance, your allies gain a +5 bonus to attack rolls against enemies that you are adjacent to; you do not count as an ally for the purpose of this ability.

Feats
Crusader
You are the hand of your deity, a warrior of great zeal!
Prerequisites: Cannot have taken Swordsage or Warblade.
Benefits: You may take any of the [Stance] Combat Techniques marked as granted by the Crusader feat. Any combat technique granted by this feat is a Supernatural ability.
Special: This feat may only be taken at 1st level, and with your DM's permission.

Swordsage
You are a true scholar of war; your stylus is a sword, and your parchment is the field of battle
Prerequisites: Cannot have taken Crusader or Warblade.
Benefits: You may take any of the [Stance] Combat Techniques marked as granted by the Swordsage feat. Any combat technique granted by this feat is a Supernatural ability.
Special: This feat may only be taken at 1st level, and with your DM's permission.

Warblade
You are a warrior, one of a marvelous line of warriors; they shall fear your blade!
Prerequisites: Cannot have taken Crusader or Swordsage.
Benefits: You may take any of the [Stance] Combat Techniques marked as granted by the Warblade feat.
Special: This feat may only be taken at 1st level, and with your DM's permission.

***

I made these because I was bored; I'm planning on rounding them out with 12 more from The Demented One's disciplines, and will accept any other submissions, if you would, to be converted in a similar manner.

Amechra
2012-01-30, 12:22 AM
Reserved, Quothe the Raven!

silphael
2012-01-30, 05:59 AM
Wait, you made all crusader's and swordsage's combat technique supernatural?

cooperflood
2012-01-30, 11:41 AM
Shouldn't the Crusader, Swordsage, and Warblade feat do something other than just serve a prereq? At the very least they aught to give you Martial Lore as a class skill.

Amechra
2012-01-30, 03:52 PM
I'll go ahead and make a table for the Crusader feat for Su and Ex at some point; right now, it stays Su for the moment.

Hmm... Martial Lore as a class skill sounds nice... I was thinking of maybe granting 1 1st level class feature? (So Warblade would grant Weapon Aptitude, Crusader would grant that delayed damage pool and Furious Counterstrike, and Swordsage might grant you... I dunno, half your BAB to your AC?)