TheGeckoKing
2012-11-18, 03:51 PM
Forbidden Techniques
While the Temple of Nine Swords still stood, there were a multitude of techniques taught in its esteemed halls, all discovered by the grand martial adept known as Reshar. Of course, there were not only 9 disciplines, but Reshar had his reasons for not teaching them at his school. Some were deemed too specific or chaotic, other schools were simply not available to Reshar and others still were for specific champions of the immortal outsiders.
Also, there were the Forbidden Schools, known to Reshar and reviled.
How Forbidden Techniques Work
Forbidden Techniques are obtained by specific study on lost tomes, pupillage under shady masters and the throes of insanity. In game terms, this means spending a feat on the School. Once they do so, the Martial Adept automatically adds each maneuver in the Forbidden School to their list of maneuvers known when they have the minimum initiator level requires to initiate them. Likewise, Stances are added to Stances Known in the same way.
Example: Sam is a Swordsage 3 who takes Bloody Handed Adept as their feat choice at 3rd level. In doing so, Sam automatically adds Bloody Handed Spike (1st level) and Bloody Handed Rending (2nd level) to their list of maneuvers known. Upon gaining his 5th level in Swordsage, Sam adds Bloody Handed Spasm (3rd level) to his list of maneuvers known, and so on.
The question many will be thinking is of course, "Why don't all martial adepts learn the forbidden schools?". The answer is because nothing good has ever become of it - sure, you become more powerful, but is power worth a gruesome death and worse? Bloody Handed Initiates end up tearing themselves into ribbons, The Nine Steps to Damnation lead exactly where you think they do, the Schismatic Cerebrexes all end up insane, and even the holy sounding Martyr's Mercy ends up with the initiate going to live with the angels before they're grey.
You still want to go on? Well, so be it......
The Nine Bloody Hands
Once upon a time, when the world was still young, the Obyriths had just been put down at the Fields of Pesh, Asmodeus had only just fallen and reality was still a new idea, there lived an immortal Ogre Magi called Kamaha. Amongst his brethren he was the only one who was of a martial bent, and soon taught himself the ability to take advantage of his hyperactive metabolism to do extraordinary things, like punching fragments of bone into the faces of his brothers and even slamming into them so hard that both parties exploded on the spot. All fun was had amongst all, and when Kamaha wrote down these techniques for prosperity before he ascended to another plane of existance, many people soon picked them up to emulate his macabre fun. To great detriment, unfortunately.
What people have forgotten throughout the ages is that if you don't have the ability to regrow flesh and bone in seconds, then punching your finger bones into an enemy's face seems like almost...a waste. Still, stupidity is the preserver of many things, and so it still stands that people follow old Kamaha's techniques even to this day.
New Feats
Structural Regeneration
Prerequisites: Regeneration or Fast Healing ability
Benefit: At the end of each round, you automatically heal 1 ability point of ability damage per round, plus 1 point of ability burn per minute if you have Regeneration.
Bloody Handed Initiate
Prerequisites: Initiator Level 3rd, ability to recover maneuvers, has a Constitution Score.
Benefit: At the appropriate initiator levels, the Bloody Handed Initiate adds each of the Nine Bloody Hand maneuvers to their list of maneuvers known. The maneuvers are;
1st - Bloody Handed Spike
2nd - Bloody Handed Rending
3rd - Bloody Handed Spasm
4th - Bloody Handed Persistance
5th - Bloody Handed Misery
6th - Bloody Handed Headsmash
7th - Bloody Handed Backbreaker
8th - Bloody Handed Bone-Remover
9th - Bloody Handed Kamaha
Special: If you would be immune to the ability damage/burn incurred from any of these maneuvers when initiating them, then the maneuver automatically fails (you still waste the action used). Any hit point damage incurred from using these maneuvers ignores any method of damage prevention (Damage Reduction, Immunities, etc.), but can be healed as just normal hit point damage.
Maneuvers:
Bloody Handed Strike
Level: Initiate 1 (Strike)
Initiation Action: Standard
Range: Melee Attack
Target: One Creature
Saving Throw: None
The first technique a Bloody Handed Initiate learns is also one that summarizes the core principle - blood for blood. With one swift blow, you smash your opponents bones, breaking your own hands in the process.
As part of this maneuver, you make a single melee attack. If it hits, then you automatically take 4 points of damage, and the melee attack deals an extra 2 points of Con Damage.
Bloody Handed Rending
Level: Initiate 2 (Strike)
Initiation Action: Standard
Range: Melee Attack
Target: One Creature
Saving Throw: None
With a grandiose flourish, you twist your wrist into a knot, flaying the gash you create with your blow and creating a bleeding wound.
As part of this maneuver, you make a single melee attack. If it hits, then you automatically take 1 point of Dex Damage, and your opponent takes 6 points of damage every time they make a Standard or Move action in the next round (the damage is cumulative).
Bloody Handed Spasm
Level: Initiate 3 (Boost)
Initiation Action: One Free Action
Range: Personal
Target: You
Saving Throw: None
As the hammer (literally) falls, you twist your back into a knot in order to avoid the crushing blow, taking momentary pain for continued survival.
When you would make a Reflex Save, you may initiate this boost as a free action, and take any amount of Con Damage at the same time (Min 1). You gain an Untyped Bonus on that Reflex Save equal to 4 times the amount of Con Damage you took as part of this maneuver.
Bloody Handed Persistance
Level: Initiate 4 (Stance)
Initiation Action: Swift Action
Range: Personal
Target: You
Duration: Stance
A relatively new addition to the school, you adopt a rigid stance that maximizes the blood flow in your body and accelerates the healing in an attempt to mend your ruined form, even at the cost of your momentary dexterity.
While in this stance, you heal 1 point of Damage to any ability of your choice, chosen at the end of each round. Also, you gain Fast Healing equal to 1/2 of your Initiator Level (rounded down). In return for this, your precise form imposes a -6 penalty to all Reflex Saves made while in this stance.
Bloody Handed Misery
Level: Initiate 5 (Boost)
Initiation Action: One Swift Action
Range: 30ft
Target: All Creatures within 30ft of the initiator
Saving Throw: Will Save
With a swift flick, you tear strips out of your face and shock your enemies into fleeing.
As a swift action, you may activate this stance, which deals 1 point of Con and Cha Burn to you. In return, all enemies within 30ft of you must make a Will Save (DC 15 + Cha Ability Modifier) or become Panicked for 3 rounds.
Bloody Handed Headsmash
Level: Initiate 6 (Strike)
Initiation Action: Standard
Range: Melee Attack
Target: One Creature
Saving Throw: None
With a swift jump and a thwack, you slam your head into your opponent's head, and both of you stand around, dazed.
As part of this maneuver, you make a single unarmed attack, with a +5 bonus to the attack roll. If it hits, both you and the opponent take 2 points of Int Burn, you become Dazed for 1 round and the victim becomes Dazed for 1d4 rounds.
Bloody Handed Backbreaker
Level: Initiate 7 (Strike)
Initiation Action: Standard
Range: Melee Attack
Target: One Creature
Saving Throw: None
You'd rather break your back than bend your knee....so why not break their back while you're at it! With one giant charge, you charge at your opponent, leap and slam down on the opponent so strongly your break both their backs and your arms.
As part of this maneuver, you make a single melee charge attack. If you strike an opponent with this attack, when you automatically take 2 points of Dex and Con Burn, and your opponent takes 4 points of Dex, Str and Con Burn, and has all movement speeds reduced to 0ft for 2 rounds.
Bloody Handed Bone-Remover
Level: Initiate 8 (Strike)
Initiation Action: Standard
Range: Melee Attack
Target: One Creature
Saving Throw: None
Nearing the heights of perfection, you can carry such strength that you can remove your opponent's entire skeleton (or the equivalent) with a single blow!
Just remember to pick up your dislodged bones on the way out.
As part of this maneuver, you make make a single melee attack. If it succeeds, then you blast your opponents skeleton out of their body, and remove all traces of structure from their body. Also, kiss goodbye to any sort of good health you used to have. Upon succeeding, you take 1 point of Con, Str and Dex Burn, and your victim take 2d4 points of Con, Dex and Str Damage.
Bloody Handed Kamaha
Level: Initiate 9 (Strike)
Initiation Action: Standard
Range: Melee Attack
Target: One Creature
Saving Throw: None
The final strike. The legendary strike. Named after its creator, the slayer of a thousand men, and bringer of doom.
By the way, say hello to Pelor when you meet him, OK?
As part of this maneuver, you make a single melee attack. If it hits, then both you and the victim die in a gory explosion, rending both bodies into mince meat, requiring a Miracle or Wish spell to bring back either party to the realm of the living.
The Nine Steps to Damnation
A venture for fools and lunatics, Martial Initiators still go to the devils of Baator for power even at the cost of their immortal souls. Embarking upon The Nine Steps to Damnation is no easy task and requires you to embark on a task that even Reshar himself would not be set for the task. Setting foot on the road to Damnation requires the Martial Adapt to first contact an Evil Outsider of a CR equal to or higher than their Character Level and offer them your soul in exchange for your 1st step onto the correct path. The 1st step. The step of Wrath grants the Martial Adapt the feat "Walker of the Nine Sins" which allows for them to learn from The Nine Steps to Damnation discipline. It also grants them the 1st Maneuver.
New Feat
Walker of the Nine Sins
Prerequisites: Initiator Level 3rd, ability to refresh maneuvers
Benefits: At the appropriate initiator levels, the Walker of the Nine Sins adds each of the Nine Steps to Damnation maneuvers to their list of maneuvers known. The maneuvers are;
1st - Wrath of the Overlord
2nd - Greed of the Miser
3rd - Yawning Chasm of Gluttony
4th - From Sin to Sword
5th - Grasping Grab of Envy
6th - Alluring Aura of Lust
7th - Megalomaniac Rebuke of Pride
8th - Slumber of Sloth
9th - The Final Step
Special: Each of these maneuvers grant the Walker of the Nine Sins a certain amount of points to their Corruption Rating.
For the purpose of these nine maneuvers only, your Corruption Score is treated as one half your initiator level or equal to the actual score, which ever is lower (Minimum of 1).
If at any point the Walker gains 9 Corruption Points then their alignment automatically drops one step towards Evil (Good becomes Neutral, Neutral becomes Evil) and when the character dies their soul automatically goes to the Nine Hells, requiring a Wish or Miracle to return. Each day the Walker has 6 or more Corruption Points, they must make a Will Save or knowingly commit an Evil action towards a friend, family member or loved one. Depending on the nature of this action, this may cause further alignment changes. The DC for this Will Save is equal to 10 + Highest Level of Maneuver Known + Initiator's Corruption Point Total.
Maneuvers:
Wrath of the Overlord
Level: Initiate 1 (Strike)
Initiation Action: Standard
Range: Melee Attack
Target: One Creature
Saving Throw: None
The first step towards Damnation is often the hardest to perform, but let go of your fears my child, for that very first step will make you envious of the God's themselves...
Upon first initiating this maneuver, you immediately gain 1 point to your Corruption Rating.
As part of this maneuver you perform a single melee attack. If it hits the subject immediately takes 1d4 times your total corruption rating in damage.
Greed of the Miser
Level: Initiate 2 (Strike)
Initiation Action: Standard
Range: Melee Attack
Target: One Creature
Saving Throw: None
The whispers in your head grow, and grow as you ready your blade. Wait, is that a diamond? Can't you see it?! LOOK! SEE IT SPARKLE AND GLEAM! TAKE IT! TAKE IT NOW!
Upon first initiating this maneuver, you immediately gain one point to your Corruption Rating.
As part of this maneuver, you make a single melee attack. If it hits, you automatically make a Sleight of Hand check to steal one of your opponent's items which are in view, with a bonus to the check equal to twice your Corruption Rating. You may not opt to decline making this check.
Yawning Chasm of Gluttony
Level: Initiate 3 (Boost)
Initiation Action: One Swift Action
Range: Personal
Target: You
Saving Throw: Will Save
Come along, little mortal, all you have to do is open your mouth! Wider! Wider!
WIDER!
*crack*
There we go......
Upon first initiating this maneuver, you immediately gain 1 point to your Corruption Rating.
You may initiate this maneuver after declaring to make a full attack action. If you do, you gain a Primary Bite Attack for one round that deals Xd4 damage, where X is your Corruption Rating.
From Sin to Sword
Level: Initiate 4 (Stance)
Initiation Action: Swift Action
Range: Personal
Target: You
Duration: Stance
Yesssss.......Feel the hate flow into you.....and through you....NOW KILL THEM!
Upon first entering this stance, you immediately gain 1 point to your Corruption Rating.
While in this stance, you gain a profane bonus to Attack Rolls equal to 1/2 your Corruption Score.
Grasping Grab of Envy
Level: Initiate 5 (Strike)
Initiation Action: Standard
Range: Melee Attack
Target: One Creature
Saving Throw: None
Oh, but look at that sword. Think how much better it would look in your hands......
Upon first initiating this maneuver, you immediately gain 1 point to your Corruption Rating.
You may initiate this maneuver as part of a single melee attack against an opponent holding a weapon in one or both of their hands. If it hits, then you and the opponent swap weapons automatically, each holding the other's weapon after the attack. All effects of holding a different weapon (too small/big, Holy/Unholy weapon causing negative levels, etc.) still apply to each of the affected parties.
Alluring Aura of Envy
Level: Initiate 6 (Stance)
Initiation Action: Swift Action
Range: Personal
Target: You
Duration: Stance
Oh, but how you have DREAMED of being loved! Now, all you have to d is let go of morality, and the world will be at your feet.....
Upon first entering this stance, you immediately gain 1 point to your Corruption Rating.
While in this stance, a creature attacking you must make a DC 10 + Corruption Rating + 1/2 Initiator Level or else their attack fails and they become dazed by you for one round. A creature can only be affected by this stance's effect once per encounter.
Megalomaniac Rebuke of Pride
Level: Initiate 7 (Boost)
Initiation Action: One Immediate Action
Range: Personal
Target: You
Saving Throw: Will Save
How dare they attack you! Can they not see perfection in their midst?! SHOW THEM YOUR TRUE POWER!
Upon first initiating this maneuver, you immediately gain 1 point to your Corruption Rating.
You may initiate this maneuver as part of making a saving throw. You gain a bonus to your saving throw equal to your Corruption Score.
Slumber of Sloth
Level: Initiate 8 (Stance)
Initiation Action: One Free Action
Range: Personal
Target: You
Duration: Special (See Below)
ZZZZZzzzzzzzzzz............
Upon first entering this stance, you immediately gain 1 point to your Corruption Rating.
When you enter this stance, you immediately fall to the ground asleep, unconscious and unable to make any action other than to wake up. However, while in this stance you gain DR 50/Epic and Good, a +20 Profane Bonus to AC and immunity to any effect that would require you to make a save. In order to leave this stance and wake up you must make a Will Save with a DC equal to 10 + Triple your Corruption Score. You may only make one Will Save equal round, and gain a +1 Bonus to the Will Save for every minute you are in this stance.
The Final Step
Level: Initiate 9 (Strike)
Initiation Action: Standard
Range: Melee Attack
Target: One Creature
Saving Throw: None
Well, it's time to pay up on what's owed.........t'was nice knowing you, anyway.
You may initiate this maneuver as part of a single melee attack. If this attack hits, both you and your attacker are immediately consumed in an explosion of hellfire and damned to the Nine Hells, transformed into Lemures and rendered forever dead to all concerned, except to the most powerful Epic Spellcasters.
-=--=-=-=-=-=-
Other Stuff
Well, there's the basic shell of the idea. I guess I'm probably not the first to try this (Or am I?), but I thought it was a nice idea. Also, apologies for the fluff - I'm just not good at writing it, so in a way I didn't really try to. Other than that, I just need to put my thoughts into gaming terms, which should happen soon enough.
Also, any ideas for other Forbidden Schools?
While the Temple of Nine Swords still stood, there were a multitude of techniques taught in its esteemed halls, all discovered by the grand martial adept known as Reshar. Of course, there were not only 9 disciplines, but Reshar had his reasons for not teaching them at his school. Some were deemed too specific or chaotic, other schools were simply not available to Reshar and others still were for specific champions of the immortal outsiders.
Also, there were the Forbidden Schools, known to Reshar and reviled.
How Forbidden Techniques Work
Forbidden Techniques are obtained by specific study on lost tomes, pupillage under shady masters and the throes of insanity. In game terms, this means spending a feat on the School. Once they do so, the Martial Adept automatically adds each maneuver in the Forbidden School to their list of maneuvers known when they have the minimum initiator level requires to initiate them. Likewise, Stances are added to Stances Known in the same way.
Example: Sam is a Swordsage 3 who takes Bloody Handed Adept as their feat choice at 3rd level. In doing so, Sam automatically adds Bloody Handed Spike (1st level) and Bloody Handed Rending (2nd level) to their list of maneuvers known. Upon gaining his 5th level in Swordsage, Sam adds Bloody Handed Spasm (3rd level) to his list of maneuvers known, and so on.
The question many will be thinking is of course, "Why don't all martial adepts learn the forbidden schools?". The answer is because nothing good has ever become of it - sure, you become more powerful, but is power worth a gruesome death and worse? Bloody Handed Initiates end up tearing themselves into ribbons, The Nine Steps to Damnation lead exactly where you think they do, the Schismatic Cerebrexes all end up insane, and even the holy sounding Martyr's Mercy ends up with the initiate going to live with the angels before they're grey.
You still want to go on? Well, so be it......
The Nine Bloody Hands
Once upon a time, when the world was still young, the Obyriths had just been put down at the Fields of Pesh, Asmodeus had only just fallen and reality was still a new idea, there lived an immortal Ogre Magi called Kamaha. Amongst his brethren he was the only one who was of a martial bent, and soon taught himself the ability to take advantage of his hyperactive metabolism to do extraordinary things, like punching fragments of bone into the faces of his brothers and even slamming into them so hard that both parties exploded on the spot. All fun was had amongst all, and when Kamaha wrote down these techniques for prosperity before he ascended to another plane of existance, many people soon picked them up to emulate his macabre fun. To great detriment, unfortunately.
What people have forgotten throughout the ages is that if you don't have the ability to regrow flesh and bone in seconds, then punching your finger bones into an enemy's face seems like almost...a waste. Still, stupidity is the preserver of many things, and so it still stands that people follow old Kamaha's techniques even to this day.
New Feats
Structural Regeneration
Prerequisites: Regeneration or Fast Healing ability
Benefit: At the end of each round, you automatically heal 1 ability point of ability damage per round, plus 1 point of ability burn per minute if you have Regeneration.
Bloody Handed Initiate
Prerequisites: Initiator Level 3rd, ability to recover maneuvers, has a Constitution Score.
Benefit: At the appropriate initiator levels, the Bloody Handed Initiate adds each of the Nine Bloody Hand maneuvers to their list of maneuvers known. The maneuvers are;
1st - Bloody Handed Spike
2nd - Bloody Handed Rending
3rd - Bloody Handed Spasm
4th - Bloody Handed Persistance
5th - Bloody Handed Misery
6th - Bloody Handed Headsmash
7th - Bloody Handed Backbreaker
8th - Bloody Handed Bone-Remover
9th - Bloody Handed Kamaha
Special: If you would be immune to the ability damage/burn incurred from any of these maneuvers when initiating them, then the maneuver automatically fails (you still waste the action used). Any hit point damage incurred from using these maneuvers ignores any method of damage prevention (Damage Reduction, Immunities, etc.), but can be healed as just normal hit point damage.
Maneuvers:
Bloody Handed Strike
Level: Initiate 1 (Strike)
Initiation Action: Standard
Range: Melee Attack
Target: One Creature
Saving Throw: None
The first technique a Bloody Handed Initiate learns is also one that summarizes the core principle - blood for blood. With one swift blow, you smash your opponents bones, breaking your own hands in the process.
As part of this maneuver, you make a single melee attack. If it hits, then you automatically take 4 points of damage, and the melee attack deals an extra 2 points of Con Damage.
Bloody Handed Rending
Level: Initiate 2 (Strike)
Initiation Action: Standard
Range: Melee Attack
Target: One Creature
Saving Throw: None
With a grandiose flourish, you twist your wrist into a knot, flaying the gash you create with your blow and creating a bleeding wound.
As part of this maneuver, you make a single melee attack. If it hits, then you automatically take 1 point of Dex Damage, and your opponent takes 6 points of damage every time they make a Standard or Move action in the next round (the damage is cumulative).
Bloody Handed Spasm
Level: Initiate 3 (Boost)
Initiation Action: One Free Action
Range: Personal
Target: You
Saving Throw: None
As the hammer (literally) falls, you twist your back into a knot in order to avoid the crushing blow, taking momentary pain for continued survival.
When you would make a Reflex Save, you may initiate this boost as a free action, and take any amount of Con Damage at the same time (Min 1). You gain an Untyped Bonus on that Reflex Save equal to 4 times the amount of Con Damage you took as part of this maneuver.
Bloody Handed Persistance
Level: Initiate 4 (Stance)
Initiation Action: Swift Action
Range: Personal
Target: You
Duration: Stance
A relatively new addition to the school, you adopt a rigid stance that maximizes the blood flow in your body and accelerates the healing in an attempt to mend your ruined form, even at the cost of your momentary dexterity.
While in this stance, you heal 1 point of Damage to any ability of your choice, chosen at the end of each round. Also, you gain Fast Healing equal to 1/2 of your Initiator Level (rounded down). In return for this, your precise form imposes a -6 penalty to all Reflex Saves made while in this stance.
Bloody Handed Misery
Level: Initiate 5 (Boost)
Initiation Action: One Swift Action
Range: 30ft
Target: All Creatures within 30ft of the initiator
Saving Throw: Will Save
With a swift flick, you tear strips out of your face and shock your enemies into fleeing.
As a swift action, you may activate this stance, which deals 1 point of Con and Cha Burn to you. In return, all enemies within 30ft of you must make a Will Save (DC 15 + Cha Ability Modifier) or become Panicked for 3 rounds.
Bloody Handed Headsmash
Level: Initiate 6 (Strike)
Initiation Action: Standard
Range: Melee Attack
Target: One Creature
Saving Throw: None
With a swift jump and a thwack, you slam your head into your opponent's head, and both of you stand around, dazed.
As part of this maneuver, you make a single unarmed attack, with a +5 bonus to the attack roll. If it hits, both you and the opponent take 2 points of Int Burn, you become Dazed for 1 round and the victim becomes Dazed for 1d4 rounds.
Bloody Handed Backbreaker
Level: Initiate 7 (Strike)
Initiation Action: Standard
Range: Melee Attack
Target: One Creature
Saving Throw: None
You'd rather break your back than bend your knee....so why not break their back while you're at it! With one giant charge, you charge at your opponent, leap and slam down on the opponent so strongly your break both their backs and your arms.
As part of this maneuver, you make a single melee charge attack. If you strike an opponent with this attack, when you automatically take 2 points of Dex and Con Burn, and your opponent takes 4 points of Dex, Str and Con Burn, and has all movement speeds reduced to 0ft for 2 rounds.
Bloody Handed Bone-Remover
Level: Initiate 8 (Strike)
Initiation Action: Standard
Range: Melee Attack
Target: One Creature
Saving Throw: None
Nearing the heights of perfection, you can carry such strength that you can remove your opponent's entire skeleton (or the equivalent) with a single blow!
Just remember to pick up your dislodged bones on the way out.
As part of this maneuver, you make make a single melee attack. If it succeeds, then you blast your opponents skeleton out of their body, and remove all traces of structure from their body. Also, kiss goodbye to any sort of good health you used to have. Upon succeeding, you take 1 point of Con, Str and Dex Burn, and your victim take 2d4 points of Con, Dex and Str Damage.
Bloody Handed Kamaha
Level: Initiate 9 (Strike)
Initiation Action: Standard
Range: Melee Attack
Target: One Creature
Saving Throw: None
The final strike. The legendary strike. Named after its creator, the slayer of a thousand men, and bringer of doom.
By the way, say hello to Pelor when you meet him, OK?
As part of this maneuver, you make a single melee attack. If it hits, then both you and the victim die in a gory explosion, rending both bodies into mince meat, requiring a Miracle or Wish spell to bring back either party to the realm of the living.
The Nine Steps to Damnation
A venture for fools and lunatics, Martial Initiators still go to the devils of Baator for power even at the cost of their immortal souls. Embarking upon The Nine Steps to Damnation is no easy task and requires you to embark on a task that even Reshar himself would not be set for the task. Setting foot on the road to Damnation requires the Martial Adapt to first contact an Evil Outsider of a CR equal to or higher than their Character Level and offer them your soul in exchange for your 1st step onto the correct path. The 1st step. The step of Wrath grants the Martial Adapt the feat "Walker of the Nine Sins" which allows for them to learn from The Nine Steps to Damnation discipline. It also grants them the 1st Maneuver.
New Feat
Walker of the Nine Sins
Prerequisites: Initiator Level 3rd, ability to refresh maneuvers
Benefits: At the appropriate initiator levels, the Walker of the Nine Sins adds each of the Nine Steps to Damnation maneuvers to their list of maneuvers known. The maneuvers are;
1st - Wrath of the Overlord
2nd - Greed of the Miser
3rd - Yawning Chasm of Gluttony
4th - From Sin to Sword
5th - Grasping Grab of Envy
6th - Alluring Aura of Lust
7th - Megalomaniac Rebuke of Pride
8th - Slumber of Sloth
9th - The Final Step
Special: Each of these maneuvers grant the Walker of the Nine Sins a certain amount of points to their Corruption Rating.
For the purpose of these nine maneuvers only, your Corruption Score is treated as one half your initiator level or equal to the actual score, which ever is lower (Minimum of 1).
If at any point the Walker gains 9 Corruption Points then their alignment automatically drops one step towards Evil (Good becomes Neutral, Neutral becomes Evil) and when the character dies their soul automatically goes to the Nine Hells, requiring a Wish or Miracle to return. Each day the Walker has 6 or more Corruption Points, they must make a Will Save or knowingly commit an Evil action towards a friend, family member or loved one. Depending on the nature of this action, this may cause further alignment changes. The DC for this Will Save is equal to 10 + Highest Level of Maneuver Known + Initiator's Corruption Point Total.
Maneuvers:
Wrath of the Overlord
Level: Initiate 1 (Strike)
Initiation Action: Standard
Range: Melee Attack
Target: One Creature
Saving Throw: None
The first step towards Damnation is often the hardest to perform, but let go of your fears my child, for that very first step will make you envious of the God's themselves...
Upon first initiating this maneuver, you immediately gain 1 point to your Corruption Rating.
As part of this maneuver you perform a single melee attack. If it hits the subject immediately takes 1d4 times your total corruption rating in damage.
Greed of the Miser
Level: Initiate 2 (Strike)
Initiation Action: Standard
Range: Melee Attack
Target: One Creature
Saving Throw: None
The whispers in your head grow, and grow as you ready your blade. Wait, is that a diamond? Can't you see it?! LOOK! SEE IT SPARKLE AND GLEAM! TAKE IT! TAKE IT NOW!
Upon first initiating this maneuver, you immediately gain one point to your Corruption Rating.
As part of this maneuver, you make a single melee attack. If it hits, you automatically make a Sleight of Hand check to steal one of your opponent's items which are in view, with a bonus to the check equal to twice your Corruption Rating. You may not opt to decline making this check.
Yawning Chasm of Gluttony
Level: Initiate 3 (Boost)
Initiation Action: One Swift Action
Range: Personal
Target: You
Saving Throw: Will Save
Come along, little mortal, all you have to do is open your mouth! Wider! Wider!
WIDER!
*crack*
There we go......
Upon first initiating this maneuver, you immediately gain 1 point to your Corruption Rating.
You may initiate this maneuver after declaring to make a full attack action. If you do, you gain a Primary Bite Attack for one round that deals Xd4 damage, where X is your Corruption Rating.
From Sin to Sword
Level: Initiate 4 (Stance)
Initiation Action: Swift Action
Range: Personal
Target: You
Duration: Stance
Yesssss.......Feel the hate flow into you.....and through you....NOW KILL THEM!
Upon first entering this stance, you immediately gain 1 point to your Corruption Rating.
While in this stance, you gain a profane bonus to Attack Rolls equal to 1/2 your Corruption Score.
Grasping Grab of Envy
Level: Initiate 5 (Strike)
Initiation Action: Standard
Range: Melee Attack
Target: One Creature
Saving Throw: None
Oh, but look at that sword. Think how much better it would look in your hands......
Upon first initiating this maneuver, you immediately gain 1 point to your Corruption Rating.
You may initiate this maneuver as part of a single melee attack against an opponent holding a weapon in one or both of their hands. If it hits, then you and the opponent swap weapons automatically, each holding the other's weapon after the attack. All effects of holding a different weapon (too small/big, Holy/Unholy weapon causing negative levels, etc.) still apply to each of the affected parties.
Alluring Aura of Envy
Level: Initiate 6 (Stance)
Initiation Action: Swift Action
Range: Personal
Target: You
Duration: Stance
Oh, but how you have DREAMED of being loved! Now, all you have to d is let go of morality, and the world will be at your feet.....
Upon first entering this stance, you immediately gain 1 point to your Corruption Rating.
While in this stance, a creature attacking you must make a DC 10 + Corruption Rating + 1/2 Initiator Level or else their attack fails and they become dazed by you for one round. A creature can only be affected by this stance's effect once per encounter.
Megalomaniac Rebuke of Pride
Level: Initiate 7 (Boost)
Initiation Action: One Immediate Action
Range: Personal
Target: You
Saving Throw: Will Save
How dare they attack you! Can they not see perfection in their midst?! SHOW THEM YOUR TRUE POWER!
Upon first initiating this maneuver, you immediately gain 1 point to your Corruption Rating.
You may initiate this maneuver as part of making a saving throw. You gain a bonus to your saving throw equal to your Corruption Score.
Slumber of Sloth
Level: Initiate 8 (Stance)
Initiation Action: One Free Action
Range: Personal
Target: You
Duration: Special (See Below)
ZZZZZzzzzzzzzzz............
Upon first entering this stance, you immediately gain 1 point to your Corruption Rating.
When you enter this stance, you immediately fall to the ground asleep, unconscious and unable to make any action other than to wake up. However, while in this stance you gain DR 50/Epic and Good, a +20 Profane Bonus to AC and immunity to any effect that would require you to make a save. In order to leave this stance and wake up you must make a Will Save with a DC equal to 10 + Triple your Corruption Score. You may only make one Will Save equal round, and gain a +1 Bonus to the Will Save for every minute you are in this stance.
The Final Step
Level: Initiate 9 (Strike)
Initiation Action: Standard
Range: Melee Attack
Target: One Creature
Saving Throw: None
Well, it's time to pay up on what's owed.........t'was nice knowing you, anyway.
You may initiate this maneuver as part of a single melee attack. If this attack hits, both you and your attacker are immediately consumed in an explosion of hellfire and damned to the Nine Hells, transformed into Lemures and rendered forever dead to all concerned, except to the most powerful Epic Spellcasters.
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Other Stuff
Well, there's the basic shell of the idea. I guess I'm probably not the first to try this (Or am I?), but I thought it was a nice idea. Also, apologies for the fluff - I'm just not good at writing it, so in a way I didn't really try to. Other than that, I just need to put my thoughts into gaming terms, which should happen soon enough.
Also, any ideas for other Forbidden Schools?