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View Full Version : Who think mages are the only one with magic tricks?[Martial Discipline, Combo, PEACH]



WaylanderX
2012-08-04, 11:30 AM
Escalating Chain

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Image by Unknown


Imagine a world, where arcane power is almost limitless. Imagine a world, in which arcane power is nigh uncontrollable. In such a world, people would have to use tricks and clever manipulation to use arcane energy. But why should only spellcasters have recieved training in the arcane arts. Why can't the arcane art be intermingled with martial prowess? Enter Escatating Chain, a supernatural martial discipline which harnesses the powers of fire, cold, thunder and raw arcane energy. But in a world where magic is hard to control, you'll need a trick to let it do what you want, instead of just blowing yourself up. The trick with Escalating Chain is the fact that you slowly increase the magic in your blows, making it more easy to keep under control. First of all, you have the normal strikes, which function just like other strikes. Second, you have the Followup strikes, for which you need the momentum granted by the normal strikes. Note that even strikes from other disciplines can fill this requirement, as long as they are supernatural. Lastly, you have the devestating Finishing strikes, which all have devastating effects, but for which you must have inititiated a Followup strike prior to initiating the Finishing strike. Initiating a Finishing strike resets your combo and you have to start from normal strikes again. The keyskill of the Escalating Chain is Knowledge (The Planes), due to the discipline's connection to the elemental forces. Also, because of its elemental affinity, the associated weapons for the Escalating Chain are all weapons capable of dealing energy damage, such as a dragonbone weapon or weapon with a enhancement that deals energy damage.

Note: Followup Strikes are marked with a (II) in this list. Finishing Strikes with a (III). Also, only 1 Followup Strike per round can count towards fuelling a Finishing Strike (So Belt of Battle tricks and so on do not work).

Level 1
Overstatic Strike (Strike): Strike that deals extra lightning damage based on the distance moved that turn.
Escalation Form (Stance): Your strikes deal more damage with each combo you are able to deal.
Shockburst Grasp (Strike) (II): Follow up strike that ignore armor and shield bonus to AC
Tinder of Escalation (Boost): Boost that gives your next attack extra fire damage that ticks against the next round.
Numbing Slash (Strike): Strike that deals a little bit extra cold damage and imposed a Dex penalty to your opponent.

Level 2
Lifeheat Leach (Strike) (III): Finishing Strike that ignores hardness and damage reduction and heals you for the damage dealt.
Windsoar (Movement): A Mobility Manoeuvre that lets you fly a short distance for 1 round.
Frozen in Place (Strike) (II): Followup strike that freezes an opponent’s legs to prevent his escape.

Level 3
Heatseeker (Strike): Strike that has a high chance on hitting and deals extra fire damage.
Cold from Below (Strike) (III): Finishing strike that flings the enemy up high with an ice spike coming from below.
Magesight Stance (Stance): You can perceive certain creatures within 10 ft./initiator level by magical energy.
Arcane Parry (Counter): You parry targeted spells for you and adjacent allies, with an opposed Initiator-Caster level roll.
Spellwarding Form (Stance): While in this stance, you gain spellresistance.

Level 4
Ball Lighting Shot (Strike): You shoot a big ball of electricity, damaging and stunning your opponent.
Infernal Ring (Strike) (II): By releasing a big ring of flame, you damage foes and set them aflame.
Fast as Lightning (Movement): You teleport a short distance, causing electicity damage to every creature in your path.

Level 5
Static Overload (Stance): Gain extra electricity damage based on how much you have moved in previous rounds.
Infernal Fang (Strike) (III): You fire a 60 ft. line of fire, damaging and knocking down everyone in its path.
Ice Barrage (Strike) (II): An opponent you strike is showered with ice pellets, damaging him and reducing his saves and AC in the process.
Windsurf (Movement): You can fly for a few rounds.

Level 6
Overheat Illusion (Boost): You create duplicates made of heat that explode into the enemies face when destroyed.
Freezing Wave (Strike) (II): You create a cone of ice, stunning multiple opponents.
Curative Elements (Counter): As an immediate action, you negate 1 source of energy damage. Instead, you are healed by it.

Level 7
Third Wave (Stance): While in this Stance, you can fire off bolt of energy to fell faraway opponents.
Cloud Gate (Strike) (III): You teleport an enemy up high, then summon lightning to drive him into the ground with lightning speed.

Level 8
Slice Wave (Strike) (II): Using magnetic forces, you draw foes in, then cut them with a lightning imbued weapon.
Arcane Pillar (Strike) (III): You blast the enemy with a pillar made of pure, raw arcane energy.

Level 9
Tri-Element Devastator (Strike) (III): A devastating strike that deals 3 types of energy damage and stuns, immobilizes and sets the enemy aflame....if it not kills it outright.

WaylanderX
2012-08-04, 11:31 AM
Level 1

Overstatic Strike
Escalating Chain (Strike)
Action: Standard
Range: Melee
Target: 1 Creature
You rush in to strike your enemy. Through a combination of you affinity with the elements and the sheer force of your movement you generate enough static energy to deliver a blow empowered by lightning, opening opportunities for you to launch even powerfull strikes at him.

To use this manoeuvre, you must have moved at least 10 feet in your current turn. You make a normal attack at an enemy. This attack deals normal damage plus 1d4 electricity damage per 10 feet moved in your current turn before you initiated this strike. For this purpose, teleports does not count as movement.

Escalation Form
Escalating Chain (Stance)
Action: Swift
Range: Personal
Target: You
Duration: Stance
Through your studies of the art of magical martial combat, your strikes deal more damage with each combo you are able to deal.

While in this stance, your opening strikes deal extra damage equal to half your initiator level (Min +1, Max +3), your followup strikes deal extra damage equal to your initiator level (Min +1, Max +6) and your finishing strikes deal extra damage equal to one and a half times your initiator level (Min +2, Max +9)

Shockburst Grasp
Escalating Chain (Strike)
Action: Standard
Range: Melee
Target: 1 Creature
Type: Followup Strike (II)
Prerequisite: 1 Escalating Chain Strike
Following your momentum from an earlier strike, you touch your opponent and stab an electric replica of the weapon you are wielding in your enemy.

You attack one enemy. To use this manoeuvre you must have used another Strike in the past 3 rounds. This strike deals normal weapon damage but ignores any Armor, Natural Armor and Shield bonuses to AC.

Tinder of Escalation
Escalating Chain (Boost)
Action: Swift
Range: Personal
Target: You
Duration: Next Attack
Invoking the energy of Plane of Fire, you set your opponent on fire, blurring his vision in the process.

After concentrating for a moment, your next melee attack deals extra fire damage equal to 1d6+half your initiator level (Min 1). He must then make a Fort save or have a 50% miss chance on his next attack made in the next 3 rounds.

Numbing Slash
Escalating Chain (Strike)
Action: Standard
Range: Melee
Target: 1 Creature
Save: Fort Negates
With your control of temperature, you’re able to slow your enemy for a short time.

You attack 1 creature within reach. This strike deal normal melee damage +1d4 cold damage. The target is also entangled for 1 round (Fort Negates).


Level 2

Lifeheat Leach
Escalating Chain (Strike)
Action: Standard
Range: Melee
Target: 1 Creature
Type: Finishing Strike (III)
Prerequisite: 2 Escalating Chain Strikes
Using all you gathered power, you made a direct attack at the enemies lifeforce, dealing great damage and taking some of it for you own benefit.

You attack 1 creature within reach. To use this strike, you must have initiated a Followup Strike within 3 rounds previous. This strike deals normal melee damage +1d6 per strike initiated before it (Max 5d6) and ignores hardness and damage reduction. In addition, you gain the damage dealt as healing. Using this strike ends your current combo (Amount of strikes initiated for the purpose of effects for this discipline resets to zero).

Windsoar
Escalating Chain (Movement)
Action: Move
Range: Personal
Target: You
Duration: 1 round
Spinning with your weapon, you launch yourself high into the sky, making a jump so massive that you appear to fly.

As a move action, you can fly 80 ft. with clumsy manoeuvrability. You must begin and end on a solid surface.

Frozen in Place
Escalating Chain (Strike)
Action: Standard
Range: Melee
Target: 1 Creature
Save: Ref Partial
Type: Followup Strike (II)
Prerequisite: 1 Escalating Chain Strike
By lowering the temperature of the surface beneath your enemy, stopping him in its tracks.

You target one creature within reach. To use this strike, you must have initiated a strike in the past 3 rounds. The enemy you hit has all his movement speeds reduced by 10 feet per 2 initiator levels (Max -80 ft.) for 2 rounds (Ref Negates) and takes normal weapon damage +1d6/3 initiator levels (Max 3d6) piercing damage from the thorns and lashes. If the target makes it save, it still gets the extra damage.

Level 3

Lifeseeker
Escalating Chain (Strike)
Action: Standard
Range: Melee
Target: 1 Creature
Honing your senses to the lifeforce (Or total lack thereof) of your enemy, you deliver a strike that hits hard and is nearly unavoidable.

You attack 1 enemy within reach. You ignore any cover and concealment (Exept total cover and concealment) and gain a +10 bonus on the attack roll. If the attack hits, you deal an extra 2d6 points of damage.

Cold from Below
Escalating Chain (Strike)
Action: Standard
Range: Melee
Target: 1 Creature
Type: Finishing Strike (III)
Prerequisite: 2 Escalating Chain Strikes
By collecting all the water particles beneath an opponent and freezing it rapidly into a stalagmite, you cause your enemy to fly up high, taking grave damage and knocking him down in the process.

You attack 1 enemy in reach. To use this strike, you must have initiated a Followup Strike within 3 rounds previous. The enemy takes normal damage from this attack. The same enemy must then succeed on a Reflex save or be thrown 20 ft. per strike initiated before this one (Max 80 ft.). The enemy then falls down, taking appropriate falling damage. The enemy is then knocked prone and is staggered for 1 round. Using this strike ends your current combo (Amount of strikes initiated for the purpose of effects for this discipline resets to zero).

Magesight Stance
Escalating Chain (Stance)
Action: Swift
Range: Personal
Target: You
Duration: Stance
By concentrating on the latent magical energy residing in you, you can perceive the same thing in your friends, foes and even magical items.

While in this stance, you can sense everything within 10 ft. per initiator level that has magical properties or magical abilities. Everything from magical items to creature with spellcasting or spelllike abilities you can sense and pinpoint their position, even when solid obstacles are blocking line of sight. In addition, you can roughly sense the casterlevel of those creatures and items according to the table below, however you cannot determine the exact abilities or properties such as type of casting or special qualities of an item. The Darkstalker feat does not help against this stance and a Hide check doesn’t help being discovered.



Level
Caster Level Discovered


5-10
Between -5 and +5 of the actual CL


11-15
Between -3 and +3 of the actual CL


16-20
Between -3 and +3 of the actual CL


20+
Exact CL



Arcane Parry
Escalating Chain (Counter)
Action: Immediate
Range: Personal
Target: You
Duration: Instantanious
Using a mix of sublime martial prowess and magic, you can parry a spell aimed at you or your allies.

As an immediate action, you can defect a targeted spell aimed at you, including spell touch attacks. You roll a Initiator level + 2 check versus the enemies casterlevel. If yours is higher, you deflect the spell and it has no effect. Alternatively, you can try to deflect a spell aimed at an ally that is adjacent to you using the same rules. If you are targeted by a multitarget spell, you can only provide protection for one target.

Level 4

Ball Lighting Shot
Escalating Chain (Strike)
Action: Standard
Range: 100 feet.
Target: 1 Creature
You aim carefully at your enemy, then bombard him with a stunning amount of electricity ruining his thought process.

You make a ranged touch attack verses one creature within range. If it hits, the target is dealt 1d6 per initiator level electricity damage (Max 15d6). The target must then succeed on a Fort Save or be staggered for 1 round.

Infernal Ring
Escalating Chain (Strike)
Action: Standard
Range: Melee
Target: 10 ft. Burst, centered around you
Type: Followup Strike (II)
Prerequisite: 1 Escalating Chain Strike
You hit the ground with your weapon with such amazing speed and force, that a wave of heat speads out from you, burning and igniting everything it hits.

To use this strike, you must have initiated a strike in the past 3 rounds. You create a burst of raging flame. Everything within 10 feet of you takes 5d6 fire damage and is set aflame, dealing another 2d6 fire damage in the next round.


Fast as Lightning
Escalating Chain (Movement)
Action: Move
Range: 50 ft. teleport
Target: You
Duration: Instantanious
Infusing yourself with lightning, you sprint towards your destination, to the shock of some enemies along the way…literally

You teleport up to 50 feet away as through the dimension door spell. Every enemy in your path takes 2d6 electricity damage. You can’t take other creatures along or teleport more than your maximum load.

Level 5

Static Overload
Action: Swift
Range: Personal
Target: You
Duration: Stance
Taking this stance, you maximize static electricity regeneration within yourself, dealing thundering blows whenever you move a lot.

While in this stance, your attacks deal extra electricity damage equal to 1d4 per 20 feet of movement (Maximum 7d4). This damage carries over to your next turn and is applied to your attacks of opportunity. The bonus is reset when you stop moving for 1 round.

Infernal Fang
Escalating Chain (Strike)
Action: Standard
Range: Melee
Target: 60 feet line
Type: Finishing Strike (III)
Prerequisite: 2 Escalating Chain Strikes
Infusing your weapon with fiery energy, you put the tip of your weapon on the ground and strike it upward, causing a searing wave shaped like fangs to shoot along the ground.

To use this strike, you must have initiated a Followup Strike within 3 rounds previous. You fire a line of fire reaching 60 feet way. Every creature caught in it takes 2d6 fire damage per strike initiated before this one (Max 10d6, no save). Also, all creatures damaged by this attack are also knocked aside 5 ft. to a random side of the line (Roll 1d2, 1 is left, 2 is right). If the spot is occupied or blocked, they take are staggered for 3 rounds instead. Using this strike ends your current combo (Amount of strikes initiated for the purpose of effects for this discipline resets to zero).

Ice Barrage
Escalating Chain (Strike)
Action: Standard
Range: Melee
Target: 1 creature
Type: Followup Strike (II)
Prerequisite: 1 Escalating Chain Strike
You strike a target, infusing him with a beacon with then attracts tiny missiles made of ice, causing major pain and damaging his armor en physical defences.

You target one creature within reach. To use this strike, you must have initiated a strike in the past 3 rounds. This strike deal normal melee damage plus 4d6 cold damage. In addition, the target’s AC is reduced by half you initiator level (max -10) and his saves by a quarter of your initiator level (max -5).

Windsurf
Escalating Chain (Boost)
Action: Swift
Range: Personal
Target: You
Duration: 5 rounds
By your increased prowess of heat and cold, you can now create enough wind for you to fly for a short duration of time and quite fast and accurate at that.

By using this boost, you gain a fly speed of 100 ft. with good manoeuvrability for 5 rounds. You do not need to land each round.

Level 6

Overheat Illusion
Escalating Chain (Boost)
Action: Swift
Range: Personal
Target: You
Duration: 5 rounds
Using heat, you create several duplicates of yourself that explodes in the enemies face if he makes the mistake of destroying one.

This boost works like the spell mirror image except as noted here. Only 3 duplicates are created at all times. These duplicates have a AC of 12+Dex score and have a quarter of your hitpoints. If one is destroyed, the attacker is dealt 5d6 of fire damage. Only 1 instance of this boost may be in effect at once and it can only be refreshed if all duplicates are destroyed or the boost ends.

Freezing Wave
Escalating Chain (Strike)
Action: Standard
Range: 20 ft. cone
Type: Followup Strike (II)
Prerequisite: 1 Escalating Chain Strike
You unleash a blizzard of ice, damaging and stunning all creatures caught inside.

To use this strike, you must have initiated a strike in the past 3 rounds. You unleash a 20 foot cone of freezing energy. All creatures caught inside take 10d6 cold damage and are stunned for 1 round (Reflex save negates the stun, but does not reduce the damage).

Curative Elements
Escalating Chain (Counter)
Action: Immediate
Range: Personal
Target: You
Duration: Instantanious
By drawing on your bond with the elements, you can absorb an incoming attack and draw strength out of it.

If your hit by an attack that deals energy damage (of any kind, except force), you may spend an immediate action to negate the damage. Instead you are healed by 1.5 times the amount the attack would have dealt. In addition, you weapon attacks deal an extra 2d6 damage of the energy type you have absorbed for 1 round.

Level 7

Third Wave
Escalating Chain (Stance)
Action: Swift
Range: Personal
Target: You
Duration: Stance
You concentrate large amounts of energy in your weapon, firing them off with a swing time and time again to harass enemies from afar.

While in this Stance, you can fire off bolts of energy at will with a range of 20 ft. per initiator level (Max 400 ft.). These bolts deal fire, cold or electricity damage, chosen when you go into the stance. The bolts require a ranged touch attack and deal weapon damage including strength plus an additional 1d6 damage, but excluding all other bonuses such as sneak attack or skirmish. If you have the Base attack bonus to make iteratives, you can make those attack with the bolts as well.

Cloud Gate
Escalating Chain(Strike)
Action: Standard
Range: Melee
Target: 1 creature
Type: Finishing Strike (III)
Prerequisite: 2 Escalating Chain Strikes
You grab an enemy, teleporting high into the sky and then proceed with imprisoning him, rendering him helpless against the fall that follows.

To use this strike, you must have initiated a Followup Strike within 3 rounds previous. You make a touch attack against 1 enemy within reach. This touch attack does not provoke an attack of opportunity. The foe then makes a Will save and a Reflex save. If it fails either one save, you teleport the enemy 30 ft. per strike initiated before this one (Max 150 ft.) into the sky (You do not teleport with him). The foe is then imprisoned, putting him out of combat for 1 round. After this round, he falls to the ground, taking 1d10 bludgeoning damage per 10 ft. of height you dropped the enemy (Max 15d10). Because of the magical energies binding him, any form of flight is negated, even extraordinary. The enemy is nausiated for a number of rounds equal to half the amount of Follow-up strikes initiated before this manouevre (Max 2). Using this strike ends your current combo (Amount of strikes initiated for the purpose of effects for this discipline resets to zero). If the grapple check fails, the manoeuvre fails but is still expended and your combo resets.

Level 8

Slice Wave
Escalating Chain (Strike)
Action: Standard
Range: 20 ft. Burst, centered around you
Type: Followup Strike (II)
Prerequisite: 1 Escalating Chain Strike
You draw foes in using magnetic forces, after which you cut them to ribbons with a lightning imbued weapon.

To use this manoeuvre you must have used another Strike in the past 3 rounds. Every enemy in the area must make a Reflex save or be sucked in to a square adjacent to you. If there are more enemies then you have adjacent squares, they get sucked in as close to you as possible. After that, you cut any foes that are adjacent to you (also ones that were already adjacent to you before this strike) with an elemental enhanced weapon, dealing normal weapon damage +15d6 fire, electricity or cold damage (your choice).

Arcane Pillar
Escalating Chain (Strike)
Action: Standard
Range: 100 ft.
Target: 20 ft. radius, 300 ft. high pillar
Type: Finishing Strike (III)
Prerequisite: 2 Escalating Chain Strikes
Calling on your arcane training and heritage, you summon a mighty blast of raw, pure arcane energy from the skies.

To use this strike, you must have initiated a Followup Strike within 3 rounds previous. You designate a 20 ft. radius area within range. Every creature caught inside takes 3d6 point of untyped magic damage per strike initiated before this one (Max 15d6). A Reflex save halves this damage. In addition, everyone damaged by this blast has his/her magic supressed for a number of rounds equal to half the amount of Follow-up strikes initiated before this manouevre (Max 2). This includes magic items, spell-like abilities and all forms of spellcasting. This has no effect on supernatural abilities or artefact items. Using this strike ends your current combo (Amount of strikes initiated for the purpose of effects for this discipline resets to zero).

Level 9

Tri-Element Devastator
Escalating Chain (Strike)
Action: Standard
Range: Melee
Target: 1 Creature
Type: Finishing Strike (III)
Prerequisite: 2 Escalating Chain Strikes
You concentrate for a second, putting power from all your power reserves to deliver a blow as devastating as all the elements combined, inflicting lethal injuries on your opponent.

You target one creature within reach. To use this strike, you must have initiated a Followup Strike within 3 rounds previous. This strike deals an extra +2d6 electicity, fire and cold damage per strike initiated before it (Max +10d6 of each energy type). The target then must make a Will, Fortitude and Reflex Save. If he fails the Will Save, he is stunned for 2 rounds, if he fails the Fortitude Save, he is immobilized for 4 rounds and if he fails the Reflex save, he is set aflame for 2 rounds, dealing 1d6 fire damage per strike initiated before this one per round (Max 5d6). If the enemy fails 2 or all saves, it dies, reducing him and his soul to ashes. Only a Miracle or Wish can return someone to life if slain by this manoeuvre. Using this strike ends your current combo (Amount of strikes initiated for the purpose of effects for this discipline resets to zero).

WaylanderX
2012-08-04, 11:32 AM
Changelog
6/8/'12
Upped the damage of Third Wave by 1d6

19/8/'12
Added Feats.

3/1/'13
Changed Arcane Pillar magic supress duration from 3 rounds to rounds equal to half the amount of Follow-up strikes initiated in the combo (Max 2).
Added Combo reset clause after Finishing Strikes.
Added a Save to Freezing Wave.
Rewrote Cloud Gate
Tinder of Escalation now has a miss chance component instead of a lingering damage one.

Morph Bark
2012-08-04, 12:04 PM
To be honest, I expected a Chaos Dance maneuver.

I await the write-ups eagerly.


EDIT: Posted right as you edited them in. Tsk tsk.

Pyromancer999
2012-08-04, 01:34 PM
Good job on these maneuvers. The mechanics are interesting, and they seem to be balanced, although granted I've only skimmed over them and checked out a few, but that seems to be the case. They look good for playing manga characters.
Yes! Now I can play a magical girl! I mean....uh....an extremely masculine character.

Amechra
2012-08-05, 11:23 PM
Hmmm... I'll have to take a look at this; what were you balancing towards (The published disciplines? Xefas' disciplines? Oslecamo's Tohou Disciplines?)

Silly Pyromancer, you already could; they are called Warlocks. Or that one homebrew class called... I forget.

WaylanderX
2012-08-06, 03:57 AM
I was balancing towards the normal disciplines from ToB and some homebrew ones, for example Black Rain and Bloody Hammer. But keep in mind, the finishing strikes are supposed to be alot or at least somewhat stronger than their level counterparts, so it may seem unbalanced at first. You´ll need time to initiate them, so that balanced out their power.

Amechra
2012-08-06, 11:38 AM
Alright, so they start balanced again normal disciplines, then scale up to Xefas levels.

Which include stuff like punching people miles and creating massive sandstorms. Which you can ride.

WaylanderX
2012-08-06, 12:33 PM
but these can only be used at full power once every 5 rounds, after which you'll need to start it all over again. And it doesn't knock away people for miles, although there are a few with stunning and such. And the largest area is 20 ft. radius pillar which is 300 ft. high. But anyway, like I said, I designed them to be stronger then normal, at the cost of needing to build up momentum to use them.
What I want know is, if you take into account the buildup time and chance that you fizzle your combo, if the finishing strikes are to high in power, or to low in power for a average game.

WaylanderX
2012-08-19, 08:48 AM
Escalating Chain Feats

Escalating Torrent

The power of the elements swirls around you, damaging all enemies that come to close.
Prerequisite:One Escalating Chain Stance.
Benefit:While in a Escalating Chain Stance, any enemy adjecent to you takes 1 fire, electricity or cold damage per 4 initiator levels at the end of your turn (Min 1, Max 5). The energy type is chosen when the stance is initiated.

Tri-Element Master

A initiate of the Escalating Chain knows that mastery of the elements will help him to take down even the mightiest foe. You can bolster the inerent energy of your elemental power, creating a torrent of deadly force or even call upon the same powers to heal you in combat.
Prerequisite: Escalating Torrent, BAB +6, two manouvers of the Escalating Chain school.
Benefit:The Tri-Element Master feat enables the use of three tactical options.
Elemental Aid:To use this option, you must initiate a Supernatural manoeuvre. As part of that manoeuvre, you may forgo the damage dealt by your Escalating Torrent feat. You make a DC 15+half initiator level Knowledge (The Planes) check. If you succeed, you heal 1d6 per damage point your Escalating Torrent would have dealt to 1 enemy (Min 1d6, Max 5d6). This feat can only be used once every 2 rounds.
Imbued Strike:To use this option, you must initiate a Escalating Chain Followup or Finishing strike. You may forgo the damage dealt by your Escalating Torrent feat. Instead, you deal an aditional 1d6 points of damage per point of damage your Escalating Torrent would have dealt to 1 enemy. This option can only be used once every combo.
Elemental Vortex:To use this option, you must use your recovery method. At the end of that turn, the damage dealt by the Escalating torrent feat is doubled and its range increased to 10 feet instead of 5 feet.

WaylanderX
2012-08-19, 08:49 AM
Double post....ignore this one

WaylanderX
2012-08-19, 08:50 AM
Escalating Chain Legacy Weapon

Work in Progress.....

WaylanderX
2012-08-19, 09:02 AM
Could someone give a PEACH for the discipline and the feats bound to it? I would really appreciate it. Thanks in advance.

WaylanderX
2012-12-07, 04:45 PM
Bumping for great justice!

Cleaned up the grammatical errors and manoeuvre descriptions.

If somebody could take the time to PEACH this and see if its balanced I would be very grateful.

eftexar
2013-01-03, 04:34 PM
It seems pretty balanced to me. The only issue I see here is the Arcane Pillar maneuver.

With it you could effectively render most spellcasters, and characters that are item reliant enough (such as fighters), useless.
Antimagic is a very powerful effect, especially when it doesn't cripple oneself in the process. For example, I would almost never give a gish the ability to cast an antimagic effect without allowing a save and it would still have a short duration.

Because it has no save, and because it can be initiated more often than it's duration, it is completely crippling one on one. I think it either needs a save or you need to make it limited to 1 round without affecting magic items.

The fact it effectively has a recharge time would make the no-save feasible, as would not crippling fighters who are already behind by making their item useless. You might even just make an exception for 'always on' items.


edit/
By the way, this is one of the best iteration's I've seen of a class discipline reliant on making combo attacks. I've seen people go way over the top with damage and effects, ignoring the fact limitations only go so far in making an ability usable/fair. I think you've struck a pretty good balance here.
That methodology is part of the reason, in my opinion, Sneak Attack ended up such an unfeasible ability (massive damage, but only against the minority of characters in a game).

PEACH
2013-01-03, 05:09 PM
Some notes:

Besides the first finisher, none of these actually mention they reset your combo; the wording needs to be much more clear about that, since at the moment one followup strike can lead to you tossing out three finishing strikes. The amount of strikes initiated for finishing strikes is also very poorly defined.

A lot of these just seem to be "deal extra energy damage and sometimes add an effect" which is pretty boring. There are some interesting effects, but you've got, for instance, two cases of "move to deal electricity damage," you've got a boost that's just the Desert Wind +fire damage boost but better at the same level, you've got two finishers that are "deal damage and knock the enemy prone," etc. The damage isn't even overpowered, but it feels like there needs to be more than that.

For particular concerns: A save or die on 9th level for maneuvers is generally overpowered. If it really required two rounds of setup (instead of just requiring "not being used on the first two rounds of combat," which is currently how the rules stand), it'd probably be fine. However, another note is that immobilization is not a condition defined in D&D; the fortitude save really needs to be clear what it's actually doing. If it's reducing move speeds to zero, it's very powerful; if it paralyzes, it's a straight up save or die.

Also, Freeze Wave is probably broken. No save no dodge stuns shouldn't exist, even if it's only one round; at the level that comes online, CC is basically what dominates fights, and you suddenly get some very powerful CC (especially if you're the warblade, because then you lock down encounters half the time).

The magic suppression, as mentioned, is silly. Even with the setup time required, it still completely negates any way to fight you from any opponent, because almost any class (including another person using this discipline) relies very strongly on either magic items or spellcasting. As long as you can Fly (which you should be able to, at that point), you make yourself near completely invulnerable to every target hit, unless they're a class that has Ex or supernatural fight and primarily Ex or supernatural abilities while running the Vow of Poverty.

WaylanderX
2013-01-03, 05:38 PM
Wow, wild PEACHes appeared!
Thank you for you interest, you both have some valid points.
Now that I look back on Arcane Pillar, I kind off agree with the statement that it was to much magic supress, so I severely reduced the duration while I upped the setup time.
For the rest of the changes, plz check the log, but I've fixed the finishing strikes and Freeze-wave, among other things.
About the general theme of the discipline, I agree that it overlaps quite a lot. The ones I want to rewrite are Infernal Fang and the Static Overload manoeuvre/stance.
Any ideas from anyone?
I have some ideas for Cloud Gate and other knock prone abilities on high level.

Edit: Rewrote Cloud Gate
Rewrote Tinder of Escalation
Changed Infernal Fang to a knock aside effect, instead of a knock down.

eftexar
2013-01-03, 06:55 PM
Actually Immobilized is a condition that is presented in Tome of Magic on page 140. Essentially the character can act normally, but can't move from their square for the duration of the condition. It has a few other minor effects too.

PEACH
2013-01-03, 07:47 PM
Ah. I thought I had read it before, but I checked the SRD, and I didn't recall offhand any general conditions not being listed in the SRD.

Lix Lorn
2013-01-03, 10:37 PM
I'm too asleep to comment properly, but this is awesome.