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WaylanderX
2013-01-05, 02:46 PM
Flowers of Chaos

http://t3.gstatic.com/images?q=tbn:ANd9GcQmTFzV7WvwysNZcPcvXMoiYe5hk_oZ0 VP_R8rdYlTxCGvJ6x1_1kcKdz2X

Reaper, Reaper that’s what people call me! Why?! Cause they all DIE!
Chaos Assassin singing while she disposes of all her targets.

In world, there are energies, magical energies. Everybody knows the martial champions of law, good and evil, because they all have defined styles which they have practised with discipline and skill. But the one most people leave out, chaos, also has its fair share of martial adepts. Relying more on luck than on pure skill, these fighters are highly unpredictable and are more than able to hold their own against any challenge that comes their way. When chaos favores them, they are able to deal tremendous of damage from sources you won't even see coming: fire, ice and even force energy can power their attacks. So when you feel your sense of law weakening, beware chaos, for chaos will rip you apart in an instant if you let down your guard. You have been warned....

Favored Weapons: Scythe, Rapier, Kama, Longsword and Bastard Sword.

Key Skill: Variable - Due to the chaotic nature of this discipline, the keyskill is different for every martial initiate. Roll 1d6 and see on the table below what your keyskill is. This roll cannot be remade and must be rolled when the discipline is acquired. This skill automaticly becomes a class skill regardless of the classes you take later on.



Result 1d6
Key Skill


1
Hide


2
Move Silently


3
Tumble


4
Knowledge (The Planes)


5
Knowledge (Arcana)


6
Iaijutsu Focus


New Rule: Random Energy Damage

When a manoeuvre mentions random energy damage, roll 1d6 and compare the result on this table:



Result 1d6
Benefit


1
Fire Damage


2
Cold Damage


3
Acid Damage


4
Electricity Damage


5
Sonic Damage


6
Force Damage


If an attack that deals random energy damage deals damage to multiple opponents, roll once for all opponents together for damage and damage type.

Level1
Unpredictable Strike (Strike): Assault the enemy with different degree's of power.
Shifting Blade (Boost): Deal some minor damage with a initiator level check after you miss him with a melee attack.
Chaos Petals Stance (Stance): Gain a dodge bonus on AC, amount depends on your luck.

Level 2
Chaos Duplicate (Boost): Create a chaos duplicate of your weapon that helps you deal more damage.
Bending the Leaf (Counter): Retaliate after you have been hit, catching the foe flatfooted.
Two Fold Mirror Strike (Strike): Confuse the enemy with a hazy image of yourself that explodes when attacked.

Level3
Unruly Doubles (Boost): Protect yourself with multiple fake images of yourself, which explode when destroyed.
Gracefull Rebuke (Strike):An attack that deals more damage if the target missed you the last turn.
Anarchic Petals (Strike): Make a ranged touch attack to damage and entangle an opponent.

Level4
The Mind Cannot Comprehend (Strike):You touch an enemy, damaging his body and mind alike.
Ataxia (Counter): Impair an enemies vision, causing him to maybe miss his attacks for 1 round.

Level5
Hallucinatory Strike (Strike): You strike the enemy, placing illusions on him that makes him attack himself.
Chaos Flow Form (Stance): Roll for attack twice, catch target flatfooted if you take the lower one.

Level6
Chaotic Dance (Strike): Move between your enemies in a dance of death.
Vines of Turmoil (Boost): Imbue your attack with thick vines of chaos to damage and stagger multiple foes.

Level7
Dandelion of Anarchy (Strike): Summon a huge number of ghostly blades that strike your opponent.
Confusing Weave (Counter): Counter an attack by confusing your opponent.

Level8
Angel of Chaos (Stance): Transform into an avatar of chaos, gaining flight and other benefits.
Anarchic Flood (Strike): Unleash a flood of energy to damage enemies and buff allies.

Level9
Chaos Sakura Requiem (Strike): Unleash a burst of chaos, damaging and weakening all opponents within.

WaylanderX
2013-01-05, 02:50 PM
Level 1:


Unpredictable Strike
Flowers of Chaos (Strike)
Action: Standard
Range: Melee
Target: 1 Creature
You rush in to strike your enemy. You deliver a powerfull blow to your enemy…most of the time. At some times the extra energy you put in does little, but in some cases, the enemy takes horrible damage.

The signature move of the Chaos Flower style, highly unpredictable, but when lucky it is devastating for weaker opponents. You make a normal melee attack. If it hits, roll 1d4. You deal extra damage based on what you rolled.

{table=head]Result|Bonus Damage|
1|
+1 |
2|
+1d6|
3|
+1d8|
4|
+1d12|
[/table]

Chaos Petals Stance
Flowers of Chaos (Stance)
Action: Swift or Immidiate (Special)
Range: Personal
Target: You
Duration: Stance
By taking a more defensive stance, you can dodge more blows, most of the time.

While in this stance, at the beginning of each encounter if you start in this stance, you gain a certain amount of dodge bonus to AC. This stance can be initiated at the beginning of the encounter before initiative rolling as an immediate action. To determine your dodge bonus, roll 1d4 and check on the table below. When leaving and reentering this stance in the same encounter, the bonus stays the same, you do not roll again.
{table=head]Result|Bonus Damage|
1|
+1 |
2|
+1 + 1 per 4 initiator levels|
3|
+2 + 1 per 3 initiator levels|
4|
+3 + 1 per 2 initiator levels|[/table]

Shifting Blade
Flowers of Chaos (Boost)
Action: Swift
Range: Personal
Target: You
When your attack misses, you surprise your foe by tumbling around him and slicing him anyway.

You can initiate this manoeuvre when one of your melee attack misses. When this happens, make a initiator level check against DC 10+Enemy CR. If you succeed, you instead deal 1d6 points of random energy damage.


Level 2:


Two Fold Mirror Strike
Flowers of Chaos (Strike)
Action: Standard
Range: Melee
Target: 1 Creature
Save: Will Save partial
Prerequisites: 1 Chaos Flower manoeuvre
You summon a second image of you, distracting the enemy and dealing extra damage to him when he strikes it.

As part of this manoeuvre you make a normal melee attack against 1 enemy. At the same time, you conjure a ghostly image of yourself that seems to attack him too. The target must make a Will-save 12+Cha modifier or mistake the ghostly image for a real threat. The enemy makes an attack of opportunity that always hits against the image. This attack cannot critically strike. If the attack deals more than 5 damage, the image explodes and the target takes 1d6 untyped damage. In addition, if the target fails its Will Save, it will be flatfooted to your attack. If it succeeds its Will Save, the target will not attack the image and it will not be flatfooted. This is a supernatural ability.

Chaos Duplicate

Flowers of Chaos (Boost)
Action: Swift
Range: Personal
Target: You
Prerequisites: 1 Chaos Flower manoeuvre
You conjure a duplicate of your weapon, made out of anarchic energies. It hovers near you till you decide it’s time for it to strike.

When you initiate this manoeuvre, a distorted duplicate appear out of thin air and floats besides you. On your next melee attack, the duplicate flies out and strikes your enemy, dealing [Weapon damage die] + your Charisma Modifier random energy damage. In addition, the target must make a Will Save 12+Cha modifier or be sickened for 1 round. The duplicate lasts 1 round or until discharged. This is a supernatural ability.

Bending the Leaf
Flowers of Chaos (Counter)
Action: Immediate
Range: Personal
Target: 1 creature
Like a backlashing vine, you retaliate against your foe while he not expects it.

You can initiate this manoeuvre when you are hit by a melee attack. You attack the target right after his attack ends. The target is treated as flatfooted for this attack.



Level 3:


Unruly Doubles
Flowers of Chaos (Boost)
Action: Swift
Range: Personal
Target: You
Prerequisites: 1 Chaos Flower manoeuvre
Duration:1d4 rounds
By focusing for a moment, you will illusionary doubles into existance.

When you initiate this manoeuvre, doubles made out of pure energy appear, making it difficult to hit you. You gain the benefit of a Mirror Image spell for the duration of this boost with the difference that it always conjures 3 doubles. In addition, every time a double is destroyed, the enemy who destroyed the double takes 1d6 untyped damage. This is a supernatural ability.

Gracefull Rebuke
Flower of Chaos (Strike)
Action: Standard
Range: Melee
Target: 1 Creature
Prerequisites: 1 Chaos Flower manoeuvre
You gracefully attend your foe to the fact he cannot beat you, the painfull way.

As part of this manoeuvre, make a normal melee attack. You deal an extra 3d6 point of random energy damage. If the target missed you in a previous round or if you used a counter against him, this damage increases to 8d6.

Petal Flurry
Flowers of Chaos (Strike)
Action: Standard
Range: 60 ft.
Target: 1 Creature
With a gracefull gesture, you send a small cloud of flowerpetals made of pure anarchy at your opponent, damaging it and hindering his movement.

As part of this manoeuvre, you make a touch attack against a creature within 60 ft.. If you hit, the target takes 3d6 damage and must make a Reflex save DC 13+Cha mod or be entangled for two rounds. Each round the target is entangled, it takes an extra 1d6 points of damage. This is a supernatural ability.


Level 4:



The Mind Cannot Comprehend
Flower of Chaos (Strike)
Action: Standard
Range: Melee
Target: 1 Creature
Prerequisites: 1 Chaos Flower manoeuvre
Save: Will Negates
You touch a foe, displaying such grace and otherworldliness that you just overload his mind.

As part of this manoeuvre, make a melee touch attack (Does not provoke an AoO). If it hit, you deal 5d6 random energy damage and the target must make a Will Save DC 14+Cha mod. If it fails, it takes 1d4 Wisdom damage. The Will Save negates the Wisdom damage, but not touch attack damage. This is a supernatural ability.

Ataxia
Flowers of Chaos (Counter)
Action: Immidiate
Range: 30 ft.
Target: 1 Creature
With a quick gaze, you will a swarm of small petals around your opponent. However, because of your haste, things can go awry.
As part of this manoeuvre, you target 1 creature who is attacking you or an ally within 30 ft.. That creature takes a miss chance or a concealment bonus according to the table below. This is a supernatural ability.

{table=head]Result|Effect|
1|
Target gains 20% concealment |
2|
Target takes a 20% miss chance on all attacks for 1 round.|
3-4|
Target takes a 50% miss chance on all attacks for 1 round.|[/table]



Level 5:


Hallucinatory Strike
Chaos Flower (Strike)
Action: Standard
Range: Melee
Target: 1 Creature
Save: Will Save negates
Prerequisites: 2 Chaos Flower manoeuvres
[/i]You strike your opponent, who thinks nothing is wrong. When he tries to attack you though, it appears that he accidently cut himself instead of you….[/i]

As part of this manoeuvre, make a normal melee attack. If it hits, you deal an extra 4d6 random energy damage and the opponent must make a Will Save DC 15+Cha mod. If he fails, his next melee attack in the next round hits himself instead if he hits his own AC, due to the minor illusions placed in strategic positions by you. The target is not aware this illusion is active. This is a supernatural ability.

Chaos Flow Form
Flowers of Chaos (Stance)
Action: Swift
Range: Personal
Target: You
You weave back and forth like a flower in the wind, making your attack difficult to predict.

While in this stance, for the first attack you make each round, you can roll 2d20 each and take either one (Example: if you roll a 4 and a 18, you can opt to take the 18). If you take the lower one, the enemy is considered flatfooted for that attack only.


Level 6:


Vines of Turmoil
Flowers of Chaos (Boost)
Action: Swift
Range: Personal
Target: Maximum of four creatures
Imbuing your strikes with tendrils of magic, you attack your foe. His allies watch on with horror as the tendrils creep towards them also.

When you initiate this manoeuvre, thick tendrils of magic trails off your weapon. The next attack you make this turn deals an extra 3d6 damage and is staggered for 1 round (No Save). In addition, the tendrils spread out towards 3 extra enemies within 30 ft.. These targets take 2d6 random energy damage and must make a Fort save DC 16+Cha mod or be staggered for 1 round as well. This is a supernatural ability.

Chaotic Dance
Flowers of Chaos (Strike)
Action: Full Round Action
Range: Melee
Target: Maximum of four creatures
With unpredictable movements and gracefull as a willow, you weave between your foes, maiming them in the process.

As part of this manoeuvre, move up to your landspeed. Along this movement, you can attack up to four creatures. These attacks gain a +1d6 bonus to damage and +5 to attack rolls. You do not provoke AoO's with the movement of this manoeuvre.


Level 7:


Dandelion of Anarchy
Flowers of Chaos (Strike)
Action: Standard
Range: 60 ft.
Target: 1 Creature
Save: Reflex Halfs
You summon a cloud of objects that look like dandelion seeds around your opponent and impale him with them, making the resulting corpse reminiscent of a real dandelion.
As part of this manoeuvre, target 1 creature within range. You summon a number of projectiles around the target that attack him immediately. The target takes 10d12 plus Initiator level damage. A Reflex Save halfs this damage. This is a supernatural ability.

Confusing Weave
Flowers of Chaos (Counter)
Action: Immidiate
Range: Personal
Target: 1 Creature
When attacked, you try to overload your targets mind, making him less likely to attack you.
As part of this manoeuvre, you target 1 creature who is attacking you. The target then must make a Will save DC 17+Cha mod or be under the effects of a confusion spell for 1 round. The target must roll on the confusion table to see if he can still attack you. Every result other then “act normally” causes the attack to miss. The round after, the target acts as normal for a confused creature. This is a supernatural and mind affecting ability.



Level 8:


Angel of Chaos
Flowers of Chaos (Stance)
Action: Swift
Range: Personal
Target: You
As you descend into a trance, countless petals appear around you in the shape of an angels wings, granting you flight and protecting you from harm as a significant portion is still swirling around you.

The true sight of a master of the chaotic arts, this stance transforms you into an avatar of anachy. As long as you remain in this stance, you gain a flightspeed of 90 ft. perfect. In addition, every attack that requires an attack roll, even magical ones, have a 50% miss chance against you as the petals block the assault. These petals also protect from area attacks, granting you the Evasion ability as long as you remain in this stance. Finally, every enemy within 5 ft. takes 1d6 random energy damage at the beginning of each turn. This is a supernatural ability.

Anarchic Flood
Flowers of Chaos (Strike)
Action: Standard Action
Range: 40 ft. Cone
Target: All enemies and allies (Special) within area.
Save: Will halves and no
As you almost reach the zennith of your power, you can unleash all the chaos inside you to devastating effect. Your control over it is so great that you can even imbue allies with the power of unpredictability.
As part of this manoeuvre, you unleash a 40 ft. Cone made out of pure chaotic energies. Every enemy within this area takes 8d8 points of random energy damage. Every ally however gains a nice benefit: for the next attack they make they can roll 2d20 and take the higher one. This is a supernatural ability.


Level 9:


Chaos Sakura Requiem (Strike):
Flowers of Chaos (Strike)
Action: Full round action
Range: 40 ft. Burst centered around you.
Target: All enemies and allies (Special) within area.
Save: Will halves and negates
The ultimate technique of the martial followers of chaos, you summon a huge hurricane of petals that inflict hideous damage and nasty conditions unto your enemies.

As part of this manoeuvre, you create a whirlwind of petals with such force that it destroys everything within, as long as you want it destroyed. Every enemy within the burst takes 20d6 damage (Will save DC 19+Cha mod halves) and is inflicted with 1 of the following conditions (roll 1d6 to determine which condition, creatures who succeed their saves are not subject to this):

{table=head]Result|Effect|
1|
Target is staggered for 1 round|
2|
Target takes a 20% miss chance on all attack rolls for 1 round|
3|
Target takes a 50% miss chance on all attack rolls for 1 round |
4|
Target takes 1d4 Dexterity damage |
5|
Target takes 1d4 Strength damage |
6|
Target takes 1d6 Constitution damage |[/table]

This is a supernatural ability.



Feats

Chaotic Surge
When you catch an enemy offguard, you imbue your weapon with a surge of chaotic energy.
Prerequisite:One Flowers of Chaos Stike, Weapon Finesse.
Benefit:If you attack an enemy who is denied his dexterity bonus on AC, you deal an extra 1d6 points of random energy damage.

Fortuna
2013-01-05, 03:29 PM
The variable skill mechanic seems iffy. At first glance, it occurs to me that by investing one skill point in each of your variable skills but one, and putting maximum ranks in Variable, you gain what amounts to a free half-level bonus to that last skill.

Unpredictable Strike is... honestly pretty weak. On average, the bonus damage figures out to about four points of damage - compare that to Burning Blade, a first-level Desert Wind boost that adds an average of 4.5 points of damage to each attack in the round at first level, and only scales upwards from there.

Chaos Petals Stance, by contrast, is ludicrously strong. Sometimes it doesn't do much... but if you roll a poor result, you simply switch to a better stance. I would seriously consider taking Martial Stance simply to have access to that and one other stance at first level.

Shifting Blade is overpowered too - compare it to Lightning Recovery, a fourth-level Iron Heart manoeuvre. The difference is that Shifting Blade depends much more drastically on what enemy you're fighting, and tends to become less useful at higher levels. At lower levels, it's killer.

Twofold Mirror Strike is pitifully, pitifully weak. Under ideal circumstances it's 1d6 guaranteed damage and +4 to attack - compare that to making the attack a touch attack (Emerald Razor) or rolling twice on the attack with an extra 1d6 damage if you hit both times (Shadow Blade Technique - a level lower!). Combined with the fact that it doesn't have its maximum effect most of the time, this needs a boost. Also, on a technical note, you should specify the DC of the Will save.

Chaos Duplicate is competing with Burning Blade, a level lower - and coming out the worse for it. By this level Burning Blade is 1d6+3 damage on all your attacks, whereas this is at best 1d12+4 or so on one attack. They're maybe comparable, but this manoeuvre is a level higher, and should be better. Also, this manoeuvre interacts oddly with Martial Study, which would allow a character without Sneak Attack to acquire it - what happens to its range then?

Bending the Leaf is most comparable to Fire Riposte. The former is a single attack against a flat-footed enemy for normal damage, while the latter is a touch attack for 4d6. I'd say this one's pretty balanced, assuming practitioners of this discipline are expected to have Sneak Attack or similar.

Finally, a note on general philosophy: while throwing around lots of dice and dicing for what kind of dice you roll may be fun for some people, for many of their table-mates it will be a headache - and it makes balance extremely difficult. Attacks as variable as Variable Strike can often have unexpected effects on game balance, particularly when combined with luck-manipulation powers and the like through multiclassing.

WaylanderX
2013-01-05, 03:43 PM
The variable skill mechanic seems iffy. At first glance, it occurs to me that by investing one skill point in each of your variable skills but one, and putting maximum ranks in Variable, you gain what amounts to a free half-level bonus to that last skill.

Unpredictable Strike is... honestly pretty weak. On average, the bonus damage figures out to about four points of damage - compare that to Burning Blade, a first-level Desert Wind boost that adds an average of 4.5 points of damage to each attack in the round at first level, and only scales upwards from there.

Chaos Petals Stance, by contrast, is ludicrously strong. Sometimes it doesn't do much... but if you roll a poor result, you simply switch to a better stance. I would seriously consider taking Martial Stance simply to have access to that and one other stance at first level.

Shifting Blade is overpowered too - compare it to Lightning Recovery, a fourth-level Iron Heart manoeuvre. The difference is that Shifting Blade depends much more drastically on what enemy you're fighting, and tends to become less useful at higher levels. At lower levels, it's killer.

Twofold Mirror Strike is pitifully, pitifully weak. Under ideal circumstances it's 1d6 guaranteed damage and +4 to attack - compare that to making the attack a touch attack (Emerald Razor) or rolling twice on the attack with an extra 1d6 damage if you hit both times (Shadow Blade Technique - a level lower!). Combined with the fact that it doesn't have its maximum effect most of the time, this needs a boost. Also, on a technical note, you should specify the DC of the Will save.

Chaos Duplicate is competing with Burning Blade, a level lower - and coming out the worse for it. By this level Burning Blade is 1d6+3 damage on all your attacks, whereas this is at best 1d12+4 or so on one attack. They're maybe comparable, but this manoeuvre is a level higher, and should be better. Also, this manoeuvre interacts oddly with Martial Study, which would allow a character without Sneak Attack to acquire it - what happens to its range then?

Bending the Leaf is most comparable to Fire Riposte. The former is a single attack against a flat-footed enemy for normal damage, while the latter is a touch attack for 4d6. I'd say this one's pretty balanced, assuming practitioners of this discipline are expected to have Sneak Attack or similar.

Finally, a note on general philosophy: while throwing around lots of dice and dicing for what kind of dice you roll may be fun for some people, for many of their table-mates it will be a headache - and it makes balance extremely difficult. Attacks as variable as Variable Strike can often have unexpected effects on game balance, particularly when combined with luck-manipulation powers and the like through multiclassing.

First off, thank you for your fast PEACH.
Second, plz note that I'm very much experimenting with it and am painfully aware that the balance is not the best of things yet.
This discipline must confer the feeling of gracefull chaos being used to dispatch, confuse and generally be a unpredictable pain in the neck on the battlefield. This I kind off have trouble with balancing it all out and thinking up stuff for. So if you have some good ideas for this discipline, plz let me know.

As far the manoeuvres go, you strike some valid points, I'll adress those first.

Thanks again and I hope you'll stay tuned.

P.S. Modified the AC bonus of Chaos Petal Stance and it now locks you into the stance for the rest of the encounter.
Modified the damage of Unpredictable Strike
Nerved Shifting Blade (also made it CR based instead of HD)
Deleted the ranged part of Two Fold Mirror Strike and added a sicken effect.

Fortuna
2013-01-05, 03:57 PM
In terms of feel, both Setting Sun and Shadow Hand have some elements of what you're trying to go for - judicious use of those two would take you a long way without needing to homebrew an entire discipline.

Razanir
2013-01-05, 04:10 PM
Unpredictable Strike is... honestly pretty weak. On average, the bonus damage figures out to about four points of damage - compare that to Burning Blade, a first-level Desert Wind boost that adds an average of 4.5 points of damage to each attack in the round at first level, and only scales upwards from there.

Even worse. 3.75 on average. Also statistical shtuffs for Chaos Petals. 1.75+ (13/48 * level)

WaylanderX
2013-01-05, 04:11 PM
In terms of feel, both Setting Sun and Shadow Hand have some elements of what you're trying to go for - judicious use of those two would take you a long way without needing to homebrew an entire discipline.

Hehe, I'll take that as a challenge :smallcool:
On a more serious note though, Setting Sun and Shadow Hand both might have some of elements I need, but not all and not in one discipline. On later levels, I'm planning to have illusion like strikes aswell, which is not really in Setting Sun and Shadow Hand.
But thanks for the reminder, I'll get some inspiration from those disciplines ^^.

Fortuna
2013-01-05, 04:15 PM
Even worse. 3.75 on average. Also statistical shtuffs for Chaos Petals. 1.75+ (13/48 * level)

3.875, actually. :smallwink: And the average boost from Chaos Petals is less important than the potential boost, because as a stance the opportunity cost of just dropping it if you roll poorly is very low.


Hehe, I'll take that as a challenge :smallcool:
On a more serious note though, Setting Sun and Shadow Hand both might have some of elements I need, but not all and not in one discipline. On later levels, I'm planning to have illusion like strikes aswell, which is not really in Setting Sun and Shadow Hand.
But thanks for the reminder, I'll get some inspiration from those disciplines ^^.

Shadow Hand actually has an illusory attack at the very first level - Shadow Blade Technique, which I mentioned in my earlier review.

WaylanderX
2013-01-10, 08:09 AM
All manoeuvres are up, plz PEACH if you please ^^.
Feats are up next.

JoshuaZ
2013-01-10, 11:11 AM
What is "Yujitsu Focus" Do you mean Iaijutsu focus?

I'm not sure I like the key skill mechanic. It could really wreck with a build and will make even very minimal optimizing difficult, especially because many of these skills aren't even class skills for most martial adepts.

Also, this connects with a related issue: how do you get access to this discipline?


While in this stance, at the beginning of each encounter if you start in this stance, you gain a certain amount of dodge bonus to AC. This stance can be initiated at the beginning of the encounter before initiative rolling as an immediate action. To determine your dodge bonus, roll 1d4 and check on the table below. When you initiate this stance, you cannot switch stances untill the end of the encounter.

How does that last bit apply if you have a class feature letting you have multiple stances simultaneously? Also, I'm not sure this restriction is a good idea- it could make the stance very unattractive. It might make more sense to simply say that if you leave the stance and reenter it during the same encounter, you use the same earlier roll.

Chaos Flow Form- I'm not sure completely what you mean by that. Does this mean you get to do 2d20 twice, once for the first attack and once for the second? This stance seems extremely powerful, especially if you have other abilities that do things to flat-footed beings (like sneak attack). And if you have a weapon with a high critical threat range, you could be critting extremely frequently.I'm not sure this is a balanced stance. Also, what happens if you roll the same number twice?

Confusing Weave should probably be mind-affecting.

The maneuvers that do random damage to multiple enemies- is that damage the same type for all of them or is it decided separately? For sanity's sake it probably makes sense for it to the be the same for all of them but it is probably worth stating explicitly.

Chaos Sakura Requiem, Anarchic Flood, Angel of Chaos, Dandelion of Anarchy, Confusing Weave, Vines of Turmoil, and Hallucinatory Strike should all be supernatural.

WaylanderX
2013-01-13, 07:05 AM
What is "Yujitsu Focus" Do you mean Iaijutsu focus?

I'm not sure I like the key skill mechanic. It could really wreck with a build and will make even very minimal optimizing difficult, especially because many of these skills aren't even class skills for most martial adepts.

Also, this connects with a related issue: how do you get access to this discipline?



How does that last bit apply if you have a class feature letting you have multiple stances simultaneously? Also, I'm not sure this restriction is a good idea- it could make the stance very unattractive. It might make more sense to simply say that if you leave the stance and reenter it during the same encounter, you use the same earlier roll.

Chaos Flow Form- I'm not sure completely what you mean by that. Does this mean you get to do 2d20 twice, once for the first attack and once for the second? This stance seems extremely powerful, especially if you have other abilities that do things to flat-footed beings (like sneak attack). And if you have a weapon with a high critical threat range, you could be critting extremely frequently.I'm not sure this is a balanced stance. Also, what happens if you roll the same number twice?

Confusing Weave should probably be mind-affecting.

The maneuvers that do random damage to multiple enemies- is that damage the same type for all of them or is it decided separately? For sanity's sake it probably makes sense for it to the be the same for all of them but it is probably worth stating explicitly.

Chaos Sakura Requiem, Anarchic Flood, Angel of Chaos, Dandelion of Anarchy, Confusing Weave, Vines of Turmoil, and Hallucinatory Strike should all be supernatural.

Yo JoshuaZ,

thank you for your PEACH. I've added the supernatural clause to all attacks that are such. Also, Confusing Weave now has a mind-affecting tag. Random damage is now the same for all targets hit, as you said, to prevent headaches. I liked your idea for the lvl 1 stance, so I put that clause in. Chaos Flow Form basicly gives you the manoeuvre Shadow Blade Technique once per turn on your first attack. One automatic lvl 1 manoeuvre per turn is not that powerfull imo for a lvl 5 stance. As for how to get the discipline, it is a class discipline for the Chaos Assasin (http://www.giantitp.com/forums/showthread.php?p=14469718#post14469718), but maybe I'll add a clause in for learning it when you are of another class.

Thanks for PEACHing and seeya around.

Way

P.S. If somebody got an idea for a lvl 6 tactical feat for this discipline, plz let me know.