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View Full Version : Make-Your-Own-Maneuver [3.5, PEACH]



cameronpants
2013-03-08, 02:54 AM
A bit of a rework. Original OP is in Spoiler at bottom.

New Stuff:
-Introduced [Maneuver], [Precision], [Stance], and [Multiplier] damage tags. They do not stack with similar Tagged bonuses- the bonus damage from a Strike does not stack with that of a Boost, but it does with Sneak Attack and a Stance that provides bonus damage.
-Introduced Forms, which are level 0 maneuvers gained when a Stance is placed in a Kata. Explained in [very little] detail below, 2nd post.
-Removed Spell Replication- may just steal from here (http://www.giantitp.com/forums/showthread.php?t=187632). And for psionics, here (http://www.minmaxboards.com/index.php?topic=1058.0) is a good place to start.
-Started to detail Perks and Drawbacks.
-Various edits and corrections
-Added Class Feature Replication, Extra Attacks, and Enhancement Bonuses


To begin, you choose a maneuver type. They each have certain stock features, as shown.

Stance
(Action: Swift (Upkeep: Free))
(Duration: Stance)
(Drawbacks: Duration, Action, Upkeep, Side Effect, Slow, Fade, Check Required, Limited, Resistable)
(Perks: Duration, Persists, Surge, Area, Targets, Scaling, No Save)

Rush
(Action: Move)
(Duration: End of Turn)
(Drawbacks: Duration, Side Effect, Check Required, Limited, Resistable)
(Perks: Persists, Duration, Surge, Area, Targets, Scaling, No Save)

Strike
(Action: Standard)
(Duration: Next, End of Turn, 1 round)
(Drawbacks: Action, Side Effect, Check Required, Limited, Resistable)
(Perks: Action, Duration, Persists, Area, Targets, Scaling, No Save, No Attack)

Boost
(Action: Swift)
(Duration: End of Turn)
(Drawbacks: Side Effect, Check Required, Duration, Limited, Resistable)
(Perks: Duration, Persists, Area, Targets, Scaling, No Save)

Counter
(Action: Immediate)
(Duration: 1 round)
(Drawbacks: Side Effect, Duration, Check Required, Limited, Resistable)
(Perks: Duration, Persists, Area, Targets, Scaling, No Save)

You then choose what Effects are part of the Maneuver.
To find the total Rank of a maneuver, you keep the Highest rank at 100%. You then keep any Effects with the [Full] tag at 100%. Then total the rest of the Effects and divide the total by 2. Add the remaining numbers together, and you've got the level of your maneuver. From here, Drawbacks and Perks can be applied to affect the final level of the maneuver.

Rank 0:
Rank 0 effects, when added to non-Form maneuvers, have a minimum effective Rank of 1. With perks, this can be helped. For Instance:

Diamond Cloak Dance (Counter 2, Immediate)
You gain a +1 Resistance bonus to Saves and a +2 Dodge bonus to AC until the start of your next turn. You also grant yourself 1d6 Temporary HP that last until the end of the encounter. You may not have more than 6 temporary HP from this ability.

-+1 Resistance to Saves (Rank 0)
-Perk: Increase Duration to 1 round (Rank +1)
-+2 Dodge bonus to AC (Rank 0)
-Perk: Increase duration to 1 round (Rank +1)
-Heal 1d6 HP (Max Half Health) (Rank 0)
-Perk: Provides Temp HP Instead (Rank +1)

Total Cost: Rank 1 + 1/2 Rank 2

Here's some tables and stuff:


DAMAGE MODS I
{table=head]Rank|Tier|Damage|Stance|Boost|Counter

0|
1d4|
1d6|
----|
1d4+1|
----

1|
1d6|
2d6|
1d4|
1d6+IL|
----

2|
1d8|
3d6|
1d6|
1d8+IL|
1d4

3|
1d10|
5d6|
2d6|
2d6+IL|
1d8

4|
2d6|
7d6|
3d6|
1d4+2xIL|
2d6

5|
1d12+2|
9d6|
2d10|
1d8+2xIL|
2d8

6|
2d8+1|
11d6|
3d8|
2d8+2xIL|
2d10

7|
3d6+1|
14d6|
3d10|
3d8+2xIL|
2d12

8|
2d10+2|
17d6|
4d8|
4d8+2xIL|
5d6

9|
4d6+1|
20d6|
6d8|
8d8+2xIL|
8d6

10|
4d8+1|
25d6|
6d8|
8d8+2xIL|
8d6[/table]


What They Mean

Tier: Used for various buffs, debuffs, and other effects. Mostly for reference.

Damage: Rank used for a Standard Action Strike. Increased Action (Full Round) can be applied without a modifier to the Rank of the Strike to instead change d6s for d6s. The Rank 0 Damage effect, when changed to a full round action, becomes 1d10. Affects a single strike. +1 rank per additional attack affected. +1 Duration to carry over available attacks affected to next turn. -1 Drawback to only affect next turn, requires the strike to hit this turn. Bonus damage is [Maneuver]

Stance: Damage added to all attacks. Damage type is [Stance]

Boost: Affects all attacks until the end of turn. Can change added damage type to a common energy (fire, cold, electricity, acid, sonic) for +0 rank, and to force for +1 rank. Another +0 perk changes all the damage from attacks affected by the Boost to the selected type. Bonus damage from IL is maxed at different amounts based on the maneuver's level:

MAXIMUM DAMAGE FROM IL
{table=head]Level|Max IL|Damage with IL 30 (MAX)

0|
----|
2-5

1|
5|
6-11

2|
10|
11-19

3|
15|
17-27

4|
20|
21-24

5|
25|
26-33

6|
30|
32-46

7|
35|
38-59

8|
40|
44-72

9|
60|
68-124[/table]

No matter the medium, damage from this boost is [Maneuver].

Counter: Includes a single free attack with the listed bonus damage. Like a boost, the damage type can be changed. Damage bonus is [Maneuver].



DAMAGE MODS II
{table=head]Rank|Ability Mod|Ability Damage|Healing|Multiplier

0|
----|
----|
1d6|
----

1|
1d4+1|
----|
1d6+1|
1x Ability Score, 1/2x Skill

2|
1d6+1|
----|
1d8+1|
1x Base Damage

3|
1d8+1|
1d4|
1d10+1|
2x Ability Score, 1x Full

4|
1d10+1|
1d6|
2d6+1|
2x Base, 1x Skill

5|
1d12+1|
1d8|
2d8+1|
3x Ability Score

6|
1d12+3|
1d10|
4d6|
2x Base Damage

7|
2d8+2|
1d12|
6d6|
4x Ability Score, 2x Full Damage, 2x Skill

8|
3d6+2|
1d12+2|
8d6|
4x Base

9|
2d10+3|
2d8+1|
10d6|
3x Skill[/table]


What They Mean
Ability Mod: Used for Ability Boost and Ability Penalty Buff and Debuff, respectively.

Ability Damage: Used for Ability Damage Debuff.

Healing: Used for Healing Buff. Can apply a +1 modifier to make excess healing turn into Temporary HP that last 1r/IL. No more Temp HP can be granted from a particular maneuver than 1.5x its maximum roll. For maneuvers that heal, ranks 1 through 4 of Healing can only heal a target up to half their maximum HP, but the Temp HP rule can still grant normally at this limit. For a +0 mod, the Healing maneuver can grant Temporary HP straight up, no healing, and the maximum from a single maneuver becomes twice the maximum roll.

Multipliers:
-Ability Score: Choose an ability score. Add a number of instances of this damage to the strike. A boost that uses this ability is at +1 Rank. This bonus damage must be [Precision] or [Maneuver].

-Base Damage: Adds an bonus damage equal to the base damage of the weapon + any enhancement bonuses to damage. Other damage is not added. This is a [Multiplier] damage type.

-Full Damage: Roll damage again, adding all bonus damage except [Precision], [Elemental], and [Maneuver]. Some other sources do not get added again, case permitting. This bonus damage is [Multiplier]

-Skill Check: Add the result of a skill check to damage. Can replace normal damage roll for a -1 Rank modifier. This bonus damage counts as both [Maneuver] and [Multiplier].


Other Effects

OTHER EFFECTS
{table=head]Rank|Class Feature|Enhancements|Extra Attacks|

0|
----|
+1 (+1)|
----|
----

1|
----|
+2 (+1)|
One Extra|
----

2|
Level 2|
+3 (+2)|
----|
----

3|
Level 4|
+4 (+2)|
----|
----

4|
Level 6|
+5 (+3)|
Two Extra|
----

5|
Level 8|
+6 (+3)|
Extra Full Attack|
----

6|
Level 10|
+7 (+4)|
----|
----

7|
Level 12|
+8 (+4)|
Three Extra|
----

8|
Level 14|
+9 (+5)|
Two Extra Full Attack|
----

9|
Level 16|
+10 (+5)|
----|
----

10|
Level 18|
+11 (+6*)|
Four Extra|
----[/table]

What They All Mean

Class Feature: Replicating a class feature is hard to guage when there are so many systems out there, so for now a simple buy-off of options is here. So, it starts at the level above, with a modifier per rank based on how often it was usable by the base class when it was gained:

{table=head]Uses|Rank Increase|Example


Once per Day|
+3|
Duskblade's Quick Cast

X per Day|
+2|
Rage, Turn Undead

x per Encounter|
+1|
Inspiration

At Will, Static|
+0|
Sneak Attack, Damage Reduction[/table]

Base duration is Next (for Strikes) and 1 round (for everything else).

If the affect is static but incremental (bonus feats, sneak attack, etc.) then each increment is +1. All ____ Level abilities default to Initiator Level -2.

If the class feature enhances an attack (smite, psychic strike, etc), then it must be a Strike maneuver. If it is a static effect that is triggered (sneak attack, skirmish, etc) then it can be a boost, strike, or stance. If the effect is completely static (trap sense, Slow Fall, etc) it can be a boost, counter, rush, or stance. If it is an activated ability (rage, turn undead, etc) then you can apply it to a strike, boost, counter, or misc (but not a rush).

This would make Sneak Attack 2d6 an effective 4th level maneuver (or 3.5, if you read that it would be a made 2.5 level maneuver). Most DMs would see sneak attack as inferior, anyhow.

Enhancements: Improving the enhancement bonus of a weapon or armour. The base effect duration is 1 round. The number in parentheses is the maximum value of special ability applicable to a weapon. This prevents Vorpal weapons at level 7 and 9 (not that it's overwhelming, but few things can stop it if it comes about). However, this is just a per-ability maximum- a rank 4 Enhancements could provide Flaming Burst and Speed enhancements to a weapon.


Extra Attacks: Used when you want to make more than your normally alotted attacks in a round. The Extra Attacks is additional attacks as part of a standard action; each provides a -2 bonus to hit for that attack and all others made that round (and does not stack with Haste or Flurry of Blows). Extra Full Attack provides an additional set of attacks, requires a full round action to initiate, and has no penalty to hit.

Extra Attacks is also used to make Counters that provide an attack- in this case, there is no penalty to hit.


Buffs:
((All Buffs require successful attack if part of a strike. For a Rank +0 Perk, Affects Other, can buff an adjacent ally (or a target furthur away with the Ranged (+1) perk. Boosts or counters function normally.))


Special:
Condition Suppression (Choose 3, equal to Rank of highest effect -1, 1r/IL, Self or Touch)
Condition Removal (Choose 3, equal to Rank of highest effect +1, Self)
Ability Score Boost (Ability Modifier Tier, Enhancement, 1r)
Healing (Healing Tier, Next)

Rank 0:
Stabilize, Guidance (+1 Circumstance next d20 roll, 1r), Balanced (no dex loss against next attack, Next)

Rank 1:
Critical Increase (+1 threat range), Stand, Skill Attack (Half Result, Next), Attack Edge (Roll twice for attack roll, Next, Full), Automatic Confirmation (1r)

Rank 2:
Bolstered (+2 Morale to next d20 roll, 1r), Brutal Critical (+1 multiplier, Next), Improved Critical Increase (Double Threat Range or +2, whichever is better, Next), Touch Attack (Next, Full), Automatic Hit (Next, Full)

Rank 3:
Targetted Dispel (Next), Skill Attack (Full Result, Next), Improved Brutal Critical (+2 multiplier, Next)

Rank 4:
Haste (1r), Area Dispel (Next),

Rank 5:
Freedom of Movement (1r),

Rank 6:

Rank 7:
Automatic Critcal Threat (next, full)



Debuffs:
((All Debuffs allow a saving throw.))
((All Debuffs affect the next attack if combined with a Strike. Requires Multiple Targets (Adjacent, Limited to Melee Attacks) (+1) to function on multiple attacks. If a boost or counter, requires adjacent target without the Ranged (+1) Perk. ))


Special:
Ability Score Penalty (Ability Modifier Tier, 1r)
Bleeding (Use Stance Damage track, 1r)

Rank 0:
Dazzle (1r), Deafen (1r), Off Balance (No dex, does not activate Precision)

Rank 1:
Ablaze (On Fire, 1r), Rocked (As Shaken but not a fear effect, no stacking, 1r), Sickened (1r), Flat Footed (next), Murky-eyed (20% miss chance, 1r), Concussed (50% chance to lose action, 1r), Hampered (half speed, 1r)


Rank 2:
Entangled (1r), Shaken (1r, Stack), Prone (Next), Fatigued (1r), Obfuscated (50% miss chance, 1r), Blind (1r), Dazed (1r), Disabled (1r)

Rank 3:
Stunned (1r), Frightened (1r), Slowed (1r)

Rank 4:
Drowning (1r), Nauseated (1r), Panicked (1r), Exhausted (1r), Cowering (1r), Staggered (As if below 0hp, effectively Disabled and Bleed (Rank 2), 1r)

Rank 5:
Paralyzed (1r)

Rank 6:

Rank 7:


Rank 8:
Death (1r)




Static Bonuses:

STATIC MODS
{table=head]Rank|AC/Attack Bonus|Save Bonus|Skill Bonus|
Check Bonus

0|
+2|
+1|
+2|
+2

1|
+4|
+2|
+5|
+4

2|
----|
----|
+10|
----

3|
+6|
+5|
+15|
+10

4|
----|
----|
+20|
----

5|
+10|
+8|
+25|
+15

6|
----|
----|
+30|
---

7|
+15|
+10|
---|
+20

8|
----|
----|
----|
---

9|
+20|
+12|
----|
+25


10|
----|
+15|
----|[/table]

What They Mean

AC Bonus: You gain the listed value to AC as a Dodge bonus. It applies against the next attack made on you.

Attack Bonus: You gain the listed bonus as a Competence bonus to your next attack roll.

Save Bonus: You gain the listed value as a Resistance bonus to your next save.

Skill Bonus: You gain the listed value as a Competence bonus to your next skill check. This bonus applies to a single skill chosen when the maneuver is created.

Check Bonus: You gain the listed value as a Competence bonus to your next ability check with a single chosen ability score. The ability score is chosen when this maneuver is created.

Perks and Drawbacks
Perks

Action (+1 per Step)
Duration (+1 per Step)
Persists (+1)
Surge (Varies on Surge maneuver)
Area (+1 or +2)
Targets (+1)
Scaling (+0*)
No Save (+1 to +3)
Temporary HP (+0*)
Additional Set (+1 per Step)
Ranged (+1)
Trigger (+0*)
Conditional (+0*)


Drawbacks

Action (-1 per Step)
Duration (-1 per Step)
Fades (-1)
Side Effect (-1 to -3)
Upkeep (-1 per Step)
Slow (-1)
Check Required (-1 or -2)
Limited (-1)
Resistable (-1)
Delayed (-1)
No Attack (-1)
Replaces Damage (-1)
Trigger (-0)


-=-Action (Perk, Drawback) +/- 1 per Step
Change the activation action of a maneuver or stance up or down. Each increment is worth +/- 1.
Free
Swift/Immediate
Move
Standard
Full Round

Rules: Boosts, Rushes, and Counters cannot have their action changed. Stances and Strikes cannot be Free to activate, and Misc maneuvers can only be Free if there is a Trigger Perk involved.


-=-Duration (Perk, Drawback) +/- 1 per Step
Change the duration of an effect. Each increment is worth +/- 1.
Permanent*
1 round per Initiator Level (Also, Stance Duration)
1 round (following Start or End to your turn)
Next (Next Action)

Rules: Stances' effects must have Stance duration. Effects that become Permanent cost double for the last increment (1 round to Permanent costs 3 ranks). Only a limited number of effects can become Permanent, and some may even have extra costs. Many effects have two durations: the first determines how long the effect lingers, the second determines how long the effect will be able to be activated (such as an effect as part of a Strike that Dazes the target- one could have 1 round for its Linger duration, and Next for its strike duration). An effect's Strike duration cannot be permanent.


-=-Persists (Perk) +1
An effect with Persists doesn't end when its duration expires. Instead, the target gets a saving throw. If successful, the effect ends. If it fails, it restarts again at half the normal strength for the same duration again. This repeats for up to 2 repetitions.

Rules: Only certain effects can have the Persist perk added. Boosts can also have the persists perk- in this case, the saving throw must be succeeded to continue the effect at half power. Rare cases of Persist-able effects exist that have no numerical value to cut in half. These effects state how Persist interacts with them.



-=-Surge (Perk) +1 or +2
A Maneuver or Stance with Surge must have a duration of 1 round per IL or greater. Most of the time, a Surge perk is applied to a Stance. A Surge is a Maneuver that occurs by releasing an ongoing effect or stance. A stance that is a swirling shield of flame which suddenly explodes when an enemy attacks is a Surge Maneuver coming out of a Stance. To determine the Rank of this Perk, find the total level of the Maneuver, divide it in half, and add one. This final number can be no higher than one lower than the level of the parent maneuver for stance to be a +1, and no higher level than the level of the parent maneuver or stance +1. (A 5th level stance could have a 4th level maneuver for a +1, or up to a 6th level for a +2, which would be a 6th/7th or 10th/11th for a +2 level maneuver by itself. However, maximums still apply, so that 10th/11th would have to be brought down into the norm with Drawbacks).

Rules: Attacks must be purchased according to the Extra Attacks menu. All other abilities must be purchased down to the proper action for that ability. For instance, using the above example, the burst could be purchased as a Area Damage (Burst) effect; Area (Burst, +1), Damage (Rank 3, 4d6), Action (+3, Immediate) for a result of a 7th (effective 4th), so the stance would get a +1 to its rank.



Free Effects:
Area and Targets are Perks bought for a Maneuver. They provide higher areas and ranges to select targets based on the level of the maneuver before any and all Modifiers are added/subtracted.

Area (Varies): Area is based on the total rank of the Maneuver before any Extras or Drawbacks are applied. Reducing this area does nothing to the level of the Maneuver. The Rank modifier is +1. The following mods determine what the radius/width of the listed benefits are. (Line, Burst +0; Cone, Parabola, Cylinder -1; Editable -2 [On Chart, so a 5th level Cone maneuver would be a 50ft cone])

Targets (+2): Can target up to IL targets within a given zone based on the total rank of the Maneuver before Extras or Drawbacks are applied. Reducing the zone size does nothing to the level of the Maneuver.

Rush Movement (+0): Free movement based on rank of Maneuver before any Extras or Drawbacks are applied. Reducing the distance able to be moved does nothing to the level of the Maneuver.


FREE EFFECTS
{table=head]Rank|Area|Targets|Rush Move

0|
5ft|
Adjacent|
10ft

1|
10ft|
Reach|
1/2 Base

2|
20ft|
Close Range|
Single Base

3|
30ft|
----|
Double Base

4|
50ft|
Medium Range|
----

5|
75ft|
----|
----

6|
100ft|
Long Range|
Triple Base

7|
150ft|
----|
----

8|
200ft|
----|
----

9|
300ft|
Line of Sight|
Quadruple Base

10|
400ft|
----|
----[/table]

For Targets and Area, other factors are included. How is the initiator striking all targets in a 50ft cone with a sword? Apply the Supernatural tag liberally if needed. Otherwise, other Perks may be required.





[I]
Original Post:
Hey Playgrounders.

((NOTE: This will be updated soon with explanations for when to use which values more clearly.))


I had a nice long write up for this, but it got deleted in my shuffle.

Here is a homemade and rough draft for a Make-Your-Own-Maneuver system I am fiddling with. PEACH and stuff.
The second post here has a few maneuvers I made with this system while fiddling around.


Quick and Dirty method:

-Choose Maneuver Type
-Choose Effects
-Find Rank:
(Maneuver Type Value) + (Highest Effect Rank) + (Half all other effect ranks combined) +/- (Mods) = Maneuver Level

Boost, Counter: +1
Rush: -1*
Strike: 0
Stance: 0


I have a new system for gaining, using, and recovering maneuvers (divided into sets called Kata), but that's unimportant. This system is supposed to help guide the creation of maneuvers. I know it can be broken into little bits really, really easily, but the DM should be there for all homebrewed maneuvers, anyway.


DAMAGE Mods
{table=head]Rank|High Tier|Low Tier|Full Attack|Single Attack|Slow Attack|Multipliers

1|
1d4|
1d3|
1d4|
1d6|
1d10|Double Strength

2|
1d6|
1d4|
1d6|
2d6|
2d10|Double Base

3|
1d8|
1d4+1|
2d6|
4d6|
4d10|Triple Strength, Double Full, Single Skill Check

4|
1d10|
1d6+1|
3d6|
6d6|
6d10|N/A

5|
2d6|
1d8+1|
4d6|
8d6|
8d10|Triple Base, Quadruple Strength

6|
2d8|
2d6|
5d6|
10d6|
10d10|Double Skill Check

7|
2d10|
2d6+1|
6d6|
12d6|
12d10|Quintuple Strength, Triple Full

8|
3d8|
2d8+1|
8d6|
14d6|
14d10|Quadruple Base

9|
3d10|
3d6|
10d6|
16d6|
16d10|Triple Skill Check

10|
3d12|
3d8|
15d6|
20d6|
20d10|N/A[/TABLE]

Low Tier: For Ability Penalty (low), Ability Damage (low), Stat Boost (low), healing effects, etc.

High Tier: For Ability Penalty (high), Ability Damage (High), Stat Boost (High), Powerful Healing effects, etc.

Full Attack: When a maneuver deals bonus damage to every attack it allows and it allows a full attack

Single Attack: Bonus Damage for a standard action strike allowing one attack (normally)

Slow Attack: Bonus damage for a full round action strike that allows only one attack (normally)


ATTACK MODS
{table=head]Rank|Extra Attacks|Full Round Attacks|To Hit/Save Bonus|

1|
One Extra||
+2

2|||
+5

3||
Single Full|

4|
Two Extra||
+10

5|||

6|||
+15

7|
Three Extra|
Double Full|
+20

8|||

9||
Triple Full|

10|
Four Extra||[/table]


Other Effects, in blocks of text by rank:

Rank 1:
Stabilize, Guidance (+1 forward), Balanced (cannot be flat footed on next attack), Keen (double threat range on next attack); Dazzle, Deafen, Set On Fire, Off Balance (Lose dodge bonuses, not dex, Half sneak attack damage applies), Ability Penalty (low); Move 1/2 Base Speed with Rush, Move 40ft with Standard Action, Grant +1 Enhancement Bonus or equivalent special ability; Grant +5 to one skill or +3 to two skills.

Rank 2:
Bolstered (Removes Shaken, Sickened, Dazzled; if none of these, get +2 forward), Kip Up, Increased Critical Multiplier, Stat Boost (Weak); Shaken, Sickened, Prone, Bleeding (Weak), Flat Footed, Ability Penalty (High); Move Base Speed with Rush, Move 80ft with Standard Action, Grant +10 to one skill or +6 to two; Provide a single feat, changeable once per round.

Rank 3:
Hasted, Dispel, Touch Attack, Condition Suppression; Entangled, Dazed, Frightened, Ability Damage (low), Fatigued; Grant +2 enhancement bonus or equivalent special ability; Grant +15 to one skill or +10 to two; Class Feature of 1st level

Rank 4:
Condition Removal/Immunity, Auto Confirm Crits, Stat Boost (Strong); Blinded, Disabled, Slowed, Ability Damage (High), Drowning; Move Double Base Speed with Rush, Move 120ft with Standard Action; Grant +20 to one skill or +15 to two; Class Feature of 3rd level

Rank 5:
Freedom of Movement; Stunned, Panicked, Nauseated, Exhausted, Staggered; Grant +3 enhancement bonus or equivalent special ability; Grant +30 to one skill or +20 to two; Class Feature of 5th level.

Rank 6:
Cowering; Move Triple Base Speed with Rush; Grant +4 enhancement bonus or equivalent special ability; Grant +40 to one skill or +25 to two; Class Feature of 7th level

Rank 7:
Auto Crit; Paralyze; Grant +5 enhancement bonus or equivalent special ability; Grant +50 to one skill or +30 to two; Class Feature of 9th level.

Rank 8:
Auto Death; Grant +6 Enhancement bonus or Equivalent Ability; Class Feature of 11th level

Rank 9:
Grant +7 enhancement bonus or equivalent ability; Class Feature of 13th level

Rank 10:
Grant +8 enhancement bonus or equivalent ability; class feature of 15th level.

These abilities are at the listed rank if their duration is 1 round or for 1 action. To extend durations, one needs to modify the rank as well. So Haste as a Stance would be 5th level (Haste for 1 round is a 3rd level effect, +1 rank for stance duration, +1 rank for being a stance type.)


EXAMPLE MODS:

Scaling (Increases in power, but current power goes down) Usually -1 Rank (reduces Damage by 50%; Adds same reduced value every 3 or 4 Initiator Levels)

Fast or Slow (Increases or Decreases activation action or upkeep action required) +1 or -1 per step.

No Save (Removes the save linked to a debuff, attack roll for an attack, etc.) +1/3 or +1/4 existing rank.

Penalty (Grants a penalty while used, like Punishing Stance's -2 to AC) -1, can be more.

Check (requires skill or ability check to function) -1 for normal DC, -2 for High DC or side effect on failure

Limited (removes 50% or more of an Effects function) -1

Duration (Increases from 1 action to 1 round to Stance or 1 round/IL) +1 rank



Example Maneuvers
Fluid Tactics
Stance 3
(Move to Initiate, Free to Upkeep)
As a swift action while in this stance you may choose up to 4 feats available to a 1st level character. These feats must be fighter bonus feats or [Combat] feats. Using another swift action allows you to re-choose your feats. You may ignore ability score and skill rank prerequisites, and these feats can meet prerequisites for other feats you choose with this stance.


Dizzying Advance
Rush 3
(Move action)
You may move up to your base speed toward an enemy. If you end your turn with the target within your natural reach, they take a 1d6 + 1/2 Initiator Level penalty to Dexterity. This penalty lasts until the end of your next turn.


Dispatch
Strike 4
(Full Round action)
Make a single attack. If it hits, it deals double normal damage plus an additional 2d6 damage.


Strike the Lifewell
Strike 9
(Full Round action)
Make a single attack. If you hit, the target must make a Fort save (DC 10 + 1/2 IL + Linked Ability Score) or die. If they succeed, they take 2d6 Con damage.


Twisting Thresher of Doom
Strike 7
(Standard action)
Make two full attack actions. Each are resolved separately.


Thri-Kreen Style
Stance 7
(Move to Initiate, Swift to Upkeep)
While in this stance you are always treated as having a running start on jump checks. Also, you may make a jump check once per round as a free action that doesn't count toward your normal movement and you gain +20 on all jump checks.


Sinking Rift Style
Stance 8
(Full Round to Initiate, Move to Upkeep)
If you would take [Fire], [Acid], [Electricity], [Cold], or [Sonic] damage while in this stance, make a [Discipline Skill] check with a DC of the damage dealt. If you succeed, you instead take no damage. If you exceed the DC by 10 or more, you heal hit points equal to half the damage you negated, to a maximum of twice your Initiator Level.


Epic Level Maneuver just for fun:
Reality Burning Onslaught
Strike 20
Standard Action
Make three Full Attack actions
Each attack gets +8d6 damage, sets the target on fire for 40 rounds [each application does 1d6 per round, up to 4d6 damage per round], Makes them Cower for 1d6 rounds (doesn't stack, but each strike can cause Cower)
Take a -20 penalty to AC for 1 round
Lose any fortification/immunity to critical hits for 1 round
Threats auto confirm on self for 1 round

cameronpants
2013-03-08, 02:55 AM
The Kata system

This replaces all Tome of Battle classes, Prestige Classes, and any feats that affect Maneuvers.

Each Kata is a composite of the following:
-1 Stance, developed after the Kata is gained. This stance never changes or improves without the corresponding Feat or DM fiat (training, story purposes, etc). The stance's level can be no higher than the level of the corresponding Kata.
-Up to 2 Forms, which are level 0 maneuvers. They do not need to be set up, readied, and are never expended. They are usable at will. They may never be upgraded, though can be changed if the Stance of a Kata is modified.
-A Discipline Skill. This skill represents movement or thought that is inherent within the Kata. A flowing, constantly shifting Kata could be represented by Swim, and one requiring focus and constant vigilance could be Listen, Spot, or even Concentration.
-Favored Weapons. Each Kata has 2d4+1 simple weapons associated with it. When using an associated weapon, the DCs to resist your maneuvers increases by 1. A martial weapon counts as two simple weapons, and an exotic weapon counts as three. You gain proficiency with the simple weapons associated with the Kata. Two levels after you gained the Kata, you gain proficiency with the Martial Weapons associated with the Kata. Four levels after you gained the Kata, you gain proficiency with exotic weapons associated with the Kata.
-Maneuvers whose total level does not exceed your Initiator Level. You can add/modify Maneuvers Known to a Kata by practicing for an hour. Inventing and learning new maneuvers is detailed below.

The maximum level of maneuver available to be learned or placed in a Kata is one half your initiator level, rounded up. The total level of all maneuvers in a Kata cannot exceed your initiator level.


FEATS:

Initiate of Combat Arts:
[Fighter]
Prerequisites: BAB +1
Benefit: You gain a single 1st level Kata. You can develop its stance, forms, and maneuvers as normal. You gain a second Kata at Initiator Level 5. This is a 3rd level Kata and can be developed as normal.
Special: If you are capable of casting spells, you take a -1 penalty to your effective caster level per Kata you know. This reduces your available spells known and spells per day as if you were one level lower as well as reducing all level dependant effects.
Special: If selected as a Fighter Bonus Feat, you may add up to three skills to the Fighter's class skill list and gain 2 additional skill points per fighter level taken. These additional skill points are mutliplied at 1st level as normal. These skill points are retroactive (they are gained for fighter levels already taken). Also, you gain a single ability from the following list, and a second at Fighter Level 5: Evasion, Uncanny Dodge, Mettle, Trained Defense (Chosen mental ability score to AC as an Insight bonus, limited by max dex and Fighter Level), or Discipline Edge (gain Skill Focus with discipline skills).


Adept of Combat Arts:
[Fighter]
Prerquisites: BAB +10, Initiate of Combat Arts
Benefit: You gain a 5th level Kata. It can be developed as normal. You also gain an 8th level Kata at Initiator Level 15. It can be developed as normal.
Special: If selected as a fighter bonus feat, you gain your choice of one of the following abilities, and a second at Fighter level 15: Improved Evasion (requires Evasion), Improved Uncanny Dodge (requires Uncanny Dodge), Steadfast Determination (requires Mettle), Preternatural Awareness (requires Trained Defense, adds same value to initiative and saving throws), or Discipline Mastery (requires Discipline Edge, provides Skill Mastery with discipline skills).


Expert of Combat Arts:
[Fighter]
Prerequisites: Initiate of Combat Arts, Adept of Combat Arts
Benefit: Your effective Initiator Level for the purposes of maximum maneuver levels per Kata increases by 4. You may also distribute four effective levels to your Kata, and are allowed to upgrade the stances therein. A Kata's level cannot exceed half your initiator level, rounded up.
Special: If selected as a Fighter Bonus Feat, you may add half your fighter levels to the value added to the maximum maneuver levels per Kata instead of adding the +4 normally gained from taking this feat. The two bonuses do not stack, you take whichever is higher. Also, you gain a +1 bonus per two fighter level to checks with discipline skills.


Master of Combat Arts:
[Fighter]
Prerequisites: Initiate of Combat Arts, Adept of Combat Arts, Expert of Combat Arts
Benefit: When you recover Maneuvers you automatically recover an additional maneuver. This allows the initiator to recover up to two of their highest level maneuvers. Also, for rounds equal to half your initiator level per encounter, you may benefit from two Kata at the same time. After doing so, you are fatigued for a number of rounds equal to the number of rounds spent in two Kata simultaneously. Additionally, you can improve maneuvers by using a single full round action. This improved maneuver lasts until it is used, and then reverts to its normal level and ability. After performing this maneuver, you are fatigued for a round.
Special: If you are immune to fatigue, you are instead staggered for the duration you would normally be fatigued by use of these abilities.
Special: If selected as a Fighter Bonus Feat, you may select an ability from the following list and a second ability at Fighter Level 15:
- (Requires Improved Uncanny Dodge):
-Perfect Physical Acumen (Requires Preternatural Awareness):
-Reflexive Conditioning (Requires Improved Evasion):
- (Requires Steadfast Determination):
-Disruptive Combat Arts (Requires Discipline Mastery): Your mastery over blade and bludgeon has developed into something more than mundane. You may disrupt the flowing energy with the form and postures of your Kata. By taking an immediate action, any spell cast within close range before the start of your next turn is treated as having a 75% failure chance, similar to Arcane Spell Failure due to armour. Spells cast within medium range are affected as well, but the failure chance is only 50%. Spells cast within long range are affected as well, but the failure chance is only 25%. If you are bound or prevented from taking actions, you cannot choose to use this ability.



Inventing and Learning Maneuvers:

Learning maneuvers is similar to Crafting items. You determine the DC, and each day you practice you get to add the result of a Martial Lore (or Discipline Skill) check to the total DC. Once you reach the total, you have learned the Maneuver. If you do not reach the DC in the alotted time, you do not learn the Maneuver, but can restart. If you fail to learn a maneuver and try again, you get a +4 bonus to all checks involved in learning the Maneuver.

You can practice for a number of days equal to the Maneuver's level. Each day, you must practice for a minimum of 1 hour and a maximum of 8 hours. Each hour adds a +1 bonus to your Martial Lore or Discipline Skill check for that day. Interruptions reduce your result by half if you achieved at least half the time you intended to practice.

To determine the full DC of a maneuver, follow this formula:
[10 + (Maneuver Level x2 + # of Effects + Maneuver Type Modifier + Misc) - (# of Drawbacks)] x Maneuver Level

Boost/Counter: 1
Strike/Rush: 2
Stance/Misc: 3

Miscellaneous Modifiers are not finished, but Supernatural maneuvers add 1-7 and maneuvers that replicate class features will probably add 1-3.

When being taught a maneuver, the teacher gets to roll as well, and half the result of their check is added to your own. Many, if not all, teachers charge for their services.

Upgrading a maneuver requires a single hour per effective level increased. No new effects may be added, but existing effects can be improved. The DC to upgrade is [New Maneuver Level + # of Effects - # of Drawbacks + Other Modifiers + Maneuver Type Modifier] + 10.

Example Kata:
Child of Shadow Kata (Ripped directly from Shadow Hand maneuvers)

Kata 1a: Child of Shadow, Stance 1 (Hide): Learn DC 16
Effect: Gain Concealment against Physical Attacks for 1 round. (3)
Limit: Must move 10ft (-1)
Limit: Only miss chance from concealment, cannot be used to hide. (-1)
Mod: Supernatural Tag (level 2)


Clinging Shadow Strike, Standard Strike 1.5, Learn DC 18
Effect: +1d6 damage (1)
-Effect: Give 20% miss chance for 1 round (1)
Mod: Supernatural Tag (level 2)

Cloak of Deception, Boost 2, Learn DC 34
Effect: Arcane Boost (Greater Invisibility) (3)
Duration: Reduce to End of Turn (-1)
Mod: Supernatural Tag (level 3)

Shadow Jaunt, Typeless Maneuver 2, Learn DC 40
Effect: Movement 80, Standard (2)
Perk: Teleportation Effect (2)
Limit: Reduced Speed [-30] (-1)
Limit: Needs LoS and LoE (-1)
Mod: Supernatural (Level 4)


NOTE:

This could be the selection from a 5th level Fighter. He goes out, fights some orcs and a pudding or two, then levels up.
Now, he could either add (by inventing or being taught) a new 1st level maneuver, or he could improve one of the above ones.
Say he is having success with Clinging Shadow Strike- He decides to increase its damage. To improve it, he needs to practice for an hour and make a Hide check.
The DC is 10 + (New Level of Maneuver x2) + (# of added effects) - (# of added Limits or Drawbacks).
Adding 1d6 damage to Clinging Shadow Strike would therefore require a DC 14. If he instead raised the Miss Chance to 1 round per IL, and the drawback that he gets it too, then the DC becomes 13.

Amechra
2013-03-08, 03:10 AM
Interesting... I think it looks workable.

Haven't read it too closely though, so I'm not sure if it is going to be OMG broken...

Though a 3rd level stance that duplicates the Dancing Lights, Prestidigitation, and Ghost Sound cantrips looks interesting, at the very least.

Why those particular base modifications for Stances and Boosts/Counters?

I mean, I think the best low-level deal I make with this system is the following:

Killer's Focus
1st Level Rush
As a move action, you may grant yourself a +20 insight bonus on your next attack roll.

Or alternatively, as a fun little 3rd level stance, I present to you STONEFIST ARM!

Stonefist Arm
3rd Level Stance
Upon entering this stance, one of your arms solidifies into a mass of calcified flesh. You gain a Slam attack that does 1d8 damage for a Medium creature, and for all purposes to do with that arm, you have a +8 enhancement bonus to strength.

This does not sacrifice your manual dexterity in any way, but you can only wield discipline weapons in your resulting WAR HAND!

... I now need to make the discipline Stonefist Arm belongs to...

cameronpants
2013-03-08, 03:20 AM
Yeah, replicating True Strike is why I developed the Attack Bonus scaling chart. Some spells were not meant to be used super often. I want to say replicating spells is a last resort if you can't do it any other way. That same maneuver, at first level, would grant a +5 bonus on the next attack roll. Hell, add in moving half your base speed, only apply to ranged attacks, and voila, Sniper's Reposition rush.

As for Maneuver Rank Adjustments... Right now they are just me eyeballing the system. It accounts for why Punishing Stance needs a -2 to AC as well as a couple other strange brawbacks in homebrew stuff I looked at.

Amechra
2013-03-08, 07:54 AM
I think a better idea than just going "duplicates spells of X level" would be to crib from here (http://www.giantitp.com/forums/showthread.php?t=187632).

That way, you get something a bit more balanced.

cameronpants
2013-03-08, 09:03 AM
That is a fantastic idea. Maybe jank a littke from here (http://www.minmaxboards.com/index.php?topic=1058.0) as well.

Amechra
2013-03-08, 11:09 AM
I'd actually say that you could go with giving rules for modifying abilities from different magic systems, rather than just saying "a spell of X level is an ability of this rank".

Especially since I could make an 9th level strike that deals 10d6 damage to everything within IL miles of my location with the current system.

I think that Shadowcasting would follow the same rules as vancian spellcasting, and spells from Partial Caster lists should have a higher effective level (like, I don't know, 1/3/5/7 for the 4 level lists), and you should bar spells from prestige class lists (to avoid getting Haste as a 3rd level Stance.)

cameronpants
2013-03-08, 12:07 PM
I never addressed that. Most of these ranks assume the effect is transitory, lasting one round or for a single action only. A mod, call it Increased Duration, improves the 1 action to 1 round, 1 round to Stance or 1 round/IL. Each increase is +1 rank. So Haste as a stance is 5th or 6th level before using the Arcane Swordsage rules.


EDIT: Various magic systems prove time and again to not port easily unless they are spells. For instance, I am pretty comfortable with Incarnum, but that system does not play well with maneuvers. Shadowcasting and Truenaming are weaknesses in my experience as I've never enjoyed the flavour of the former and the balance of the latter.

However, I did work on porting Invocations (blast shapes and essences) into fighter-accessible abilities. That could work nicely here as Maneuvers. I'll work on that for sure.

Other things I want to include and assign ranks to are:
-Multiple Targets
-Whirlwind-like attacks
-DR and energy resistance
-Balancing flight, climb, swim, and teleport speeds/distances
-Area of Affect attacks (60ft line attack, every attack counts as a charge?)
-Healing Effects (I just touched base on them, nothing concrete)
-A full list of Mods

Only a few days' worth of work, but comments would be appreciated.

I edited the OP and the second post to accomodate no spell-replication and my new Kata system this entire MYOM was invented for.

cameronpants
2013-03-11, 12:35 PM
Re-worked most of the first post. Second post has been updated. Bump for great justice.

Ziegander
2013-03-11, 08:09 PM
I really like this system, man. Good work! I'll be playing around with this.

Xefas
2013-03-12, 08:09 AM
I really like the Kata system, and I think its got some serious potential.

One thing you might want to reconsider is its availability as a feat. Tying the Kata feats to one's Base Attack Bonus makes it undesirable for, say, Wizards - but it still very much allows the 3/4 BAB classes, such as the Cleric and Druid, to reign as the undisputed rulers of hitting things. They're only one level behind a Fighter at getting the Initiate feat, and two levels behind getting the Adept one.

Maybe making it an optional rule or alternate class feature available to the various non-casters, or perhaps only counting your levels in Full BAB classes as Initiator levels would close that hole?

I think the numbers for recovering maneuvers might need tuning, but I'm not sure at the moment.

cameronpants
2013-03-12, 08:27 AM
I was thinking about the whole druid/cleric mess I was openning myself to. The issue with limiting it to full BAB is my hesitation to remove it from rogues, scouts, marshals (though I do usually use house rule fixes), incarnates, and several other non-full BAB mundane or half caster classes.

Making it like an alternate class feature for every non-full caster, with added benefits to some classes is an interesting fix. Perhaps giving the fighter 4 skills per level, making discipline skills become class skills, free proficiency with favored weapons, or faster maneuver learning. It'd be a fun way to implement a bunch of mini class fixes, too.

Numbers through and through are in need of testing and balancing. I just based maneuver recovery loosely on reducing falling damage with tumble. Breakfalls made some weird sense to be included, at least in correlation.

Amechra
2013-03-12, 08:30 AM
How about having it give a penalty to caster level, kind of like the Mageslayer line, since you are focusing on other studies unrelated to spellcasting?

And then, for the half casters, have the penalty be halved when it comes to them.

cameronpants
2013-03-12, 09:05 AM
That could work, though a smallish hit to caster level might not deter any except the most devoted spellcasters. A cleric might not even feel it, and a wildshaped druid even less so.

How about reducing or limiting maximum maneuver level known based on spell level accessible?

Maneuver Level - (spell level -3) = max level, minimum 1?
Half Caster with:
Full BAB: Max 9th
Med BAB: Max 7th
Low BAB: Max 4th

Partial Caster (6th level spells) with:
Full BAB: Max 7th
Med BAB: Max 5th
Low BAB: Max 2nd

Full Caster with:
Full BAB: Max 4th (homebrew only)
Med BAB: Max 2nd
Low BAB: Max 1st


Multiclassing alleviates the hardships, but sacrifices those sweet, sweet caster levels.

EDIT: Though this creates the event of a cleric or druid gaining 2nd level maneuvers then losing them. Instead of a caster level hit, why not an initiator one? If a poor soul took the Initiate feat then never really delved into it, they would suffer much more than if they just never used maneuvers. Initiator Level penalty based on caster level to a max of spell level available?

cameronpants
2013-03-12, 10:51 AM
I've been playing around with charts and such for determining if Half Max Spell level, Max Spell Level, or any other option based on spell level would work considering the Bard and Duskblade are slightly different, and that Wizards have a higher level spell available to them than their BAB much of the time. So, I came up with a solution that seems to work:

Half Casters: Penalty to IL equal to their maximum spell level /2, rounded up.

Partial Casters (Bard-like): IL Advances as if their BAB was one step down (Unless it is already Poor, in which case it is half), and gain a +1 to IL at 3rd level, 7th level, and every 6 levels thereafter (maxing out at IL 14 for Bards and other partial casting classes with a medium BAB)

Partial Casters (Duskblade): IL Advances as if their BAB was Medium, with a +1 to IL at 9th, for a total of IL 16 at 20th level. (Should I specify issues with channeling Arcane magic while using Strikes?)

Full Casters (Wizards, Clerics, Sorcerers): Halve their BAB, rounded up for Low BAB and down for Medium BAB to determine IL.

This allows for multiclassing, but doesn't address prestige classes. For instance, a 12th level Cleric has an IL of 4, a 12th level Wizard has an IL of 3, and a Wizard 6/Cleric 5/Mystic Theurge 3 would have a IL of 3 + whatever I determine PrCs should provide.

Also, just a note: I intend maximum pre-epic maneuver level to be 10th in this system. I will eventually update all the charts to run from 0 to 10 or 11.


Kata known:
Paladin/Ranger: 4
Bard: 3
Duskblade: 4
Cleric: 2
Wizard: 2

Thoughts?

davethebrave
2013-03-12, 01:21 PM
Holy crap I like this a lot! Really customizable and doesn't seem too overpowered.

Ziegander
2013-03-12, 05:40 PM
That could work, though a smallish hit to caster level might not deter any except the most devoted spellcasters. A cleric might not even feel it, and a wildshaped druid even less so.

I don't know. A -4 penalty to caster level wouldn't really be all that small. Not only does it lock out 9th level spells, it also presents a noticeable hit to durations, targets, and other scaling spell variables. It makes multiclassing and prestige classing more tricky, as losing two more (one more for spontaneous casters) caster levels means losing 8th level spells as well.

cameronpants
2013-03-12, 06:28 PM
I don't know. A -4 penalty to caster level wouldn't really be all that small. Not only does it lock out 9th level spells, it also presents a noticeable hit to durations, targets, and other scaling spell variables. It makes multiclassing and prestige classing more tricky, as losing two more (one more for spontaneous casters) caster levels means losing 8th level spells as well.

That might work. Though maneuvers will never meet the power or quality of high level spells, it does provide new options for a caster's wasted actions. With that in place, a Cleric/Druid can get 8th level spells and maneuvers, while a Wizard/Sorcerer would get 5th level maneuvers and 8th level spells. The system I outlined above provides clerics with 4th level maneuvers and wizards with 3rd level maneuvers while retaining 9th level spells. And at that level, they will mostly be used for boosts, counters, and rushes (at least, in my opinion).

cameronpants
2013-03-14, 12:11 PM
Updated the Kata system's feats. Now with a built in fighter fix! And new rules for Casters. It boils down to a -1 caster level (and spells known etc) for each Kata known. So if you want just two, there is no lost spell levels, and the Kata are only first and third level. All I need now is a way to limit the level of maneuvers in each Kata to avoid the whole Clerics having 9th level spells and 8th level boosts available.


Any suggestions for the final abilities granted by Master of Combat Arts?

EDIT: Or possibly just grant the remaining abilities from Initiate and Adept to them?