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View Full Version : My techniques came from the Heavens above! [3.5, ToB Discipline, PEACH, WIP]



Sgt. Cookie
2012-06-30, 09:30 AM
Heaven's Sword, a history

In an age long past, there was a Warblade who's determination to master all that there was to master found himself wandering the world. After learning the Nine, he felt that there was still yet more to learn, so he left and learnt all there was to learn.

On our plane, at least.

Over the countless years, he wandered the world, learning the subtle arts of the east, the simple techniques of the north and the efficient styles of the south. And yet, he still felt that it wasn't enough. So he left our plane.

He first found himself wanding the evil planes of the Abyss and Hells, wagering that if there was anything to learn, it would be here. He was right, of course, but what he learned twisted him, and turned him into a being of utter evil.

Soon, even the Infinite Layers of The Abyss gave him nothing new. So he left them, and went to the realm of the celestials, to learn their ways, by force of arms if need be.

But the celestials took pity on this poor soul, who sought only knowledge, but was twisted by that desire. So they took him in, and tried to redeem him. They succeeded, in time.

So he learned, and this soul was sent back home, when he learned all he wanted to learn. And came back a shining beacon of hope and goodness, and becoming the scourge of all evil. He taught his techniques to those who would be taught, and they have survived to this day.





Heaven's sword


Availability: Warblades, Swordsages and Crusaders all have access to this style.

Weapons: This discipline's preferred weapons are: Long sword, Short sword, Great sword, Scimitar and Mace.

Key Skill: Diplomacy

Special: Only characters of a good alignment may learn manoeuvres from this discipline, though they retain the use of all non-supernatural manoeuvres if they become neutral. If they become evil, they are unable to use this discipline at all.


1st:
Lantern’s light (Strike): Overcome some DR and gain extra damage dependent on the DR overcome.
Deva's diplomatic defence (Counter): Use diplomacy check in place of AC.
Leonal's protection (Stance): Gain some bonuses against evil foes

2nd:
Solar's Strength (Boost): Gain a strength bonus equal to half your initiator level

3rd:
Bralani's jog (Strike): Run in a straight line, making a single attack against each foe you run past.
Trumpet's call (Strike): Stun an opponent with a strike

4th:
Teachings of Bytopia (Stance): Up and Down are changeable at your whim.

5th:
Bralani's run (Strike): Run in a straight line, making two attacks against each foe.

6th:

7th:

8th:
Bralani's sprint (Strike): Run in a straight line, making a full attack against each foe.

9th:
Redemption of the heavens (Strike): Evil opponent must make a will and fortitude save, or be reincarnated.






1st:

Lantern’s light
Heaven's Blade (Strike)
Level: Warblade 1, Crusader 1, Swordsage 1
Initiation Action: Free, when you attack
Range: Melee attack
Target: One creature

Your weapon is wreathed in a strange light, and as you strike your foe, he appears to howl in great pain, as though he were not expecting it.

Whenever you are entitled to an attack, you may activate this manoeuvre. You ignore a number of points of all kinds of DR (Including DR/-) equal to your initiator level. For every three points ignored, you deal an additional 1d6 of damage.

This is a supernatural effect.

Deva's diplomatic defence
Heaven's Blade (Counter)
Level: Warblade 1, Crusader 1, Swordsage 1
Initiation Action: 1 immediate action
Range: None
Target: You

A technique from the Astral Deva's, you talk your foe into a moment of hesitation.

When you are attacked, you may make a diplomacy check and use it in place of your AC. You may decide to use this manoeuvre after you learn the result of an attack roll, but before damage is rolled.


Leonal's protection
Heaven's Blade (Stance)
Level: Warblade 1, Crusader 1, Swordsage 1
Prerequisites: 1 Heaven's sword manoeuvre
Initiation Action: None
Range: See text.
Target: See text

Drawing on the power of the Leonals, you stand ready to combat evil foes.

When fighting evil foes, you gain a +2 deflection bonus to AC, a +2 bonus to attack and a +2 bonus to damage.

When your initiator level reaches 10, all non-evil allies within 30 feet gain these bonuses as well.

This is a supernatural effect.


2nd:


Solar's strength
Heaven's Blade (Boost)
Level: Warblade 2, Crusader 2, Swordsage 2
Initiation Action: 1 swift action
Prerequisites: 1 Heaven's sword manoeuvre
Range: Personal
Target: You
Duration: 1 round

You calm yourself for a moment, borrow the strength of the Solars and attack with full might.

As a swift action, you gain a morale bonus to strength equal to half your initiator level.

3rd


Bralani's jog
Heaven's Blade (Strike)
Level: Warblade 2, Crusader 2, Swordsage 2
Initiation Action: Full round action
Prerequisites: 2 Heaven's sword manoeuvres
Range: See text
Target: All enemies you pass by.

Drawing on the Bralani's whirlwind abilities, you run along the side of your foes.

As a full round action that does not provoke attacks of opportunity, you run in a straight line 30ft + 5ft per initiator level. You are only able to move through unoccupied spaces. Squares that contain incorporeal/insubstantial creatures and tiny and smaller creatures (And small creatures with slight build) do not count as occupied for this ability, and you may attack them as per normal.

If you are any of the above, you may pass through occupied spaces and use this ability.

As you run, you may make a single attack at your highest BAB against all foes you pass by that are in range. If an enemy occupies more than one square, you may make an attack against each square it occupies. You do not provoke attacks of opportunity for passing through threatened squares.


Trumpet’s call
Heaven's Blade (Strike)
Level: Warblade 2, Crusader 2, Swordsage 2
Initiation Action: 1 standard action
Range: Melee
Target: One Creature
Duration: 1d4 rounds

As your blade cuts through the air, you swear that you can hear a trumpet call.

When you activate this manoeuvre, make a single attack against a foe. If the attack hits and deals damage, your opponent must make a fortitude save (DC= 10+half your IL + your strength mod) or be stunned.

4th



Teachings of Bytopia
Heaven's Blade (Stance)
Level: Warblade 4, Crusader 4, Swordsage 4
Prerequisites: 3 Heaven's sword manoeuvres
Initiation Action: None
Range: Personal
Target: You

Like the twin paradises, you learn that up and down are relevant only when they need to be, and as you embrace that fact, you too find up and down to be mutable at your whim.

While in this stance, you are able to "change" up and down at will, but only for you and your equipment. You may swap the two around as a free action, even when it is not your turn.

This is useful if, for example, you find yourself atop a piece of rubble (That is large enough to stand on) that is spinning towards the ground, you can swap up and down and effectively "stick" to the piece of rubble, provided that you do not stay horizontal for any significant length of time.

This stance has no effect on the horizontal plane, so if you are on a wall, you will still "fall" up or down.

This stance does not free you from the effect of gravity, merely allows you to decide which way is up and which way is down, nor do you loose momentum when you change gravity. You do however, become immune to the dizzying effect that such gravity shenanigans would cause.

This is a supernatural ability.



5th



Bralani's run
Heaven's Blade (Strike)
Level: Warblade 5, Crusader 5, Swordsage 5
Initiation Action: Full round action
Prerequisites: 3 Heaven's sword manoeuvres
Range: See text
Target: All enemies you pass by.

As you run, your speed allows you to strike again.

This functions like Bralani's Jog. Except that you may make two attacks against a foe, the first at your highest BaB, the other at your second highest.

You are also able to run 50ft + 10ft per Initiator Level.

6th


7th


8th


Bralani's sprint
Heaven's Blade (Strike)
Level: Warblade 8, Crusader 8, Swordsage 8
Prerequisites: 5 Heaven's sword manoeuvres
Initiation Action: Full round action
Range: See text
Target: All enemies you pass by.

Your mastery of Heaven's Blade and your inhuman speed are further honed, and you may attack all foes as though you were stood still.

This functions like Bralani's Jog. Except that you may make a full attack against each foe. Any effect or ability (Such as Haste or Flurry of Blows) that would grant extra attacks may be used in conjunction with this maneouver.

Your distance increases to 100ft +15ft per initiator level.

9th

Redemption of the heavens
Heaven's Blade (Strike)
Level: Warblade 9, Crusader 9, Swordsage 9
Initiation Action: Full round action
Prerequisites: 6 Heaven's sword manoeuvres
Range: Melee
Target: One evil enemy

As your blade sinks into your foe's flesh, there is a joyous song, as though every celestial in the heavens sing for redemption.

As a full round action, that does not provoke attacks of opportunity, you strike your foe with the force of the heavens, in an attempt to allow this miserable soul a chance of redemption.

Your opponent must make two saves, a Fortitude save and a Will save (DCs= to 10+half initiator level+strength mod) or be immediately reincarnated as a new-born. Outsiders (or other creatures with the Evil subtype) are instead destroyed.

If the enemy makes both saves, then he takes 10d6 damage.

A particular creature cannot be affected by the reincarnation effect more than once a day.

If he is attacked with this manoeuvre again in a day, failing both the saves deals 30d6 damage and making one save deals 20d6 damage.

toapat
2012-06-30, 09:53 AM
Considering that Redemption is an Auto kill, why does it deal 30d6 on a dual failed save?

Bralani's Sprint Makes CHOMPY a happy Taurrasque

deva's Diplomatic Defense is completely OP at higher levels.

Sgt. Cookie
2012-06-30, 10:41 AM
Considering that Redemption is an Auto kill, why does it deal 30d6 on a dual failed save?

The 30d6 is if an evil opponent gets attacked with it more than once in a day.


Bralani's Sprint Makes CHOMPY a happy Taurrasque

A tarrasque has an Int score of 2. Can't take class levels. If you mean attacking the Tarrasque, then melee needs it.


deva's Diplomatic Defense is completely OP at higher levels.

So is any "Skill in place of AC" maneouver. But then again, Diplomancer builds would get the most mileage out of it. But that is only a TO build.


I have forgotten to add some Preqs to the manoeuvers though. I'll add them in now.

Kymme
2012-06-30, 10:56 AM
Bralani's jog and Trumpets should be 3rd level maneuvers
The other low level ones are fine.

toapat
2012-06-30, 10:57 AM
The 30d6 is if an evil opponent gets attacked with it more than once in a day.

A tarrasque has an Int score of 3. Can't take class levels. If you mean attacking the Tarrasque, then melee needs it.

ah

Corectted the tarrasque counter comment

Sgt. Cookie
2012-06-30, 11:13 AM
ah

Corectted the tarrasque counter comment

*Checks Tarrasque entry*

Huh. Could've sworn they were Int 2. Ah well.

*Reads over Tarrasque entry again*

If your Dm is sending a Good Tarrasque with martial adept levels after you, then your OP level is far too high.


Bralani's jog and Trumpets should be 3rd level maneuvers
The other low level ones are fine.

Alright, I'll do that. Thanks.

toapat
2012-06-30, 11:21 AM
If your Dm is sending a Good Tarrasque with martial adept levels after you, then your OP level is far too high.

actually, if i was to be so mean, i would reroll the Tarrasque's Wisdom score and give it druid levels equal to its Hitdice. and then give it a pet Tarrasque

Sgt. Cookie
2012-06-30, 11:23 AM
Tarrasque Batman Wizard, gestalted with CODzilla would be meaner.

Sgt. Cookie
2012-07-04, 09:54 AM
UPDATE 4/07/12:

Added the 4th level ability "Teachings of Bytopia."

Changed the Redemption of The Heavens ability. The evil receiver of the strike must make both the saves. Failing only one now triggers the Redemption effect.

Garrus
2012-07-05, 06:46 AM
Okay, a few things: You should probably define if Solar's Strength rounds up or down, as, if it's down, it's not worth much at the level you get it. Also, morale bonus is a weird thing to get to an ability score. If you're having trouble coming up with some ideas for maneuvers, you might start by brainstorming some maneuvers that incorporate Diplomacy in some way. Trumpet's Call is really quite good, you might try toning it down a bit. Teaching of Bytopia is nifty, but I think it could just give some form of limited flight and still be fine, while not being as much of a logic headache.