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glosz
2013-07-23, 08:54 AM
All stances are available and instead scale with initiator level.

I scratched up Desert Wind and Devoted Spirit (although I couldn't think of how to do Aura of Order)

Desert Wind


Flames's Blessing: Fire resistance based on Tumble

As per Tome of Battle
Tumble 4-8 = Fire Resistance 5
Tumble 9-13 = Fire Resistance 10
Tumble 14-18 = Fire Resistance 20
Tumble 19+ = Fire Resistance immunity

Holocaust Cloak: Attackers take fire damage

An adjacent opponent that hits you with a melee attack while you are in this stance takes 1 hit point of fire damage.
At Initiator Level 5 this damage increases to 5.
At Initiator level 10 this damage increases to 8.
At Initiator level 15 this damage increases to 11.
At Initiator level 20 this damage increases to 14.


Fiery Assault: Melee Attacks deal fire damage

While you are in this stance, every melee attack you make deals an extra 1 point of fire damage.
At Initiator Level 5 this damage increases to 1d6.
At Initiator level 10 this damage increases to 2d6.
At Initiator level 15 this damage increases to 3d6.
At Initiator level 20 this damage increases to 4d6.

Rising Phoenix: Hover on column of super heated air

While you are in this stance, you can hover just above the ground.
At Initiator Level 5 you can hover 5 feet above the ground and gain a move speed equal to 5 feet.
At Initiator Level 10 your move speed increases to half your land speed or 15 feet (whichever is lower). If you hover in place and make a full attack you deal an extra 1d6 points of fire damage to creatures adjacent to or within the column.
At Initiator Level 15 you may hover 10 feet above the ground, your move speed is equal to your land speed and your damage increases to 3d6.
At Initiator Level 20 you may hover 20 feet above the ground, your move speed is equal to double your land speed and your damage increases to 5d6.

Devoted Spirit


Martial Spirit: Stance—Heal with each successful attack.

While you are in this stance, you or an ally within 30 feet heals 2 points of damage each time you make a successful melee attack. This healing represents the vigor, drive, and toughness you inspire in others. Your connection to the divine causes such inspiration to have a real, tangible effect on your allies’ health. Each time you hit an opponent in melee, you can choose a different recipient within range to receive this healing.
At Initiator Level 5 the healing increases to 3.
At Initiator level 10 the healing increases to 4.
At Initiator level 15 the healing increases to 5.
At Initiator level 20 the healing increases to 6.

Thicket of Blades: Stance—Your foes provoke attacks from you more easily.

While you are in this stance, your opponent cannot use the withdraw action (PH 143) to treat the square they start in as no longer threatened by you. Your foes provoke this attack before leaving the area you threaten. In addition you gain +2 to hit when making attacks of opportunity.
At Initiator Level 5 any opponent you threaten that takes any sort of movement, including a 5-foot step, provokes an attack of opportunity from you.
At Initiator level 10 any opponent that charges you provokes an attack of opportunity.
At Initiator level 15 you may make attacks of opportunity while flatfooted.
At Initiator level 20 you may reroll one missed attack of opportunity per round.

Aura of Chaos: Stance—Reroll and add maximum damage dice.

While you are in this stance, your attacks have the potential to be utterly devastating. When rolling damage for a melee attack, you gain a special benefit from one damage dice that rolls its maximum amount (such as a result of 6 on a d6). When your damage dice show a maximum possible result, reroll the dice and add its result to the original damage total.
At Initiator Level 5 you can reroll up to two such die
At Initiator Level 10 you can reroll up to three such die
At Initiator Level 15 you can continue to reroll as long as a die shows its maximum possible result, adding each new number to the damage total until each die has shown less than a maximum result.
At Initiator Level 20 once per round you may reroll one damage outcome completely. You must accept the second outcome.

Aura of Perfect Order: Stance—Treat d20 result as 11. (not done yet)

This stance allows you to treat a potential d20 result as an 11. You must decide to use this ability immediately before rolling the d20. You can use this ability once per round. Using this ability does not take an action. You simply decide to invoke it before rolling a d20 for any reason, such as for an attack, save, or check.

Aura of Triumph: Stance—You and allies heal with each attack against evil.

While you are in this stance, you and any ally within 10 feet of you both heal 1 points of damage with each successful melee attack either of you makes against an evil target.
At Initiator Level 5 the healing increases to 2
At Initiator Level 10 the healing increases to 3
At Initiator Level 15 the healing increases to 4
At Initiator Level 20 the healing increases to 5

Aura of Tyranny: Stance—Drain hit points from allies.

While you are in this stance, you drain hit points from your allies. At the end of your turn, you can choose to deal 5 points of damage to each willing ally within 10 feet. For each ally who takes this damage, you heal 1 point of damage.
At Initiator Level 5 the damage your ally takes decreases to 4
At Initiator Level 10 the damage your ally takes decreases to 3
At Initiator Level 15 the damage your ally takes decreases to 2
At Initiator Level 20 the damage your ally takes decreases to 1

Immortal Fortitude: Stance—Your devotion grants you great fortitude.

So long as you remain in this stance, you gain 2 temporary hit points at the beginning of each round
At Initiator Level 5 you gain 4 temporary hit points at the beginning of each round
At Initiator Level 10 you gain 6 temporary hit points at the beginning of each round
At Initiator Level 15 you cannot be killed or incapacitated by effects or attacks that reduce you to 0 or fewer hit points. If you take such damage, you can make a Fortitude save with a DC equal to your negative hit point total. If you fail this save, you die or fall unconscious (as appropriate). If this save is successful, you are still alive and conscious, with 1 hit point remaining.
This stance provides no protection against effects that slay you without dealing hit point damage, or other effects that petrify, paralyze, and so forth. You can still be slain by a coup de grace if a spell or effect renders you helpless. After you attempt three saving throws to avoid death or unconsciousness, this stance automatically ends. You can activate it again on your turn as normal. Even the toughest crusader can endure only so much punishment.
At Initiator Level 20 after you attempt four saving throws to avoid death or unconsciousness, this stance automatically ends.

If I get some positive feedback I'll finish the other disciplines.

Thanks.

Amechra
2013-07-23, 09:20 AM
May I suggest shifting the points where you get boosts to your stances to 1st level, 5th level, and every 4 levels thereafter?

You would get boosts at levels 1, 5, 9, 13, and 17.

Also, for Holocaust Cloak, you might as well just have the attacker take damage equal to your Initiator level.

cameronpants
2013-07-24, 09:50 PM
Possible suggestion for Aura of Order:
At IL 1, can take 10 on a check/attack/save, but you leave the stance.
At IL 5, can take 11 on a check/attack/save once per round
At IL 10, can take 12 on a check/attack/save once per round, or can leave the stance to replace a low roll with the 12.
At IL 15, you can take 13 on a check/attack/save twice per round.
At IL 20, can take 13 on a d20 roll 3/round, or leave stance and replace a roll with a 15.

Andion Isurand
2013-07-26, 02:51 AM
I believe most stances and other maneuvers can express a value wholly or partially based on initiator level. Here are a scant few I altered.

Iron Heart

Absolute Steel
Iron Heart (Stance)
Level: Warblade 3 (One Iron Heart maneuver),
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

While you are in this stance, you gain a +10-foot enhancement bonus to your speed. If you move at least 10 feet during your turn, you gain a +1 dodge bonus to AC equal until the beginning of your next turn. The bonus to AC increases by 1 for every 5 initiator levels you possess.

Punishing Stance
Iron Heart (Stance)
Level: Warblade 1,
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: Stance

While you are in this stance, you deal an extra 1d6 points of damage with all melee attacks. You also take a –2 penalty to AC, because this fighting stance emphasizes power over a defensive posture. With 6 to 11 initiator levels, the extra damage increases to 1d8. With 12 to 17 initiator levels, it increases to 2d6. With 18 or more initiator levels, it increases to 2d8.


White Raven

Bolstering Voice
White Raven (Stance)
Level: Crusader 1, Warblade 1,
Initiation Action: 1 swift action
Range: 60 ft.
Target: 60-ft.-radius emanation centered on you
Duration: Stance

While you are in this stance, all allies within range who can hear you gain a +2 morale bonus on Will saves. This bonus increases by 1 for every 6 initiator levels you possess. Against fear effects, the total bonus doubles.

Quellian-dyrae
2013-07-26, 03:43 PM
All stances are available and instead scale with initiator level.

This is a cool idea!


Flames's Blessing: Fire resistance based on Tumble

It is rather odd that this one scales with Tumble ranks where the rest scale with initiator level.

I'd probably say, either just let this one scale with initiator level, or make them all scale by ranks in key discipline skills.


Holocaust Cloak: Attackers take fire damage

I'd maybe start it at 2, to equalize the progression and make it more useful at the low levels.


Fiery Assault: Melee Attacks deal fire damage

Looks good to me.


Rising Phoenix: Hover on column of super heated air

Hrm...this one is pretty useless until level 15. The big advantage of the hovering is ignoring difficult terrain, which is curtailed by being slowed down. I'd drop the speed reduction, make the exact height slightly more vague, and specify that at first level you ignore difficult terrain (there's precedent in that Setting Sun stance), at 5th level you can ignore Medium or smaller obstacles (they don't provide cover, impede a charge, block your movement, etc), and each successive progression lets you ignore obstacles one size category larger.

If that doesn't seem quite enough, you could say the radius of the column is equal to the height, and you can attack anyone within or adjacent to it, basically substituting the column for your reach.


Martial Spirit: Stance—Heal with each successful attack.

Cool cool.


Thicket of Blades: Stance—Your foes provoke attacks from you more easily.

Looks good.


Aura of Chaos: Stance—Reroll and add maximum damage dice.

I'd maybe double the number of dice possible when they're limited. A reroll and add generally doesn't actually amount to too much statistically.

Also maybe move the standard version down to level 10. You'd get it slightly earlier than the original version, rather than significantly later.


Aura of Perfect Order: Stance—Treat d20 result as 11. (not done yet)

Maybe like...

1st: You get a +1 bonus any time you take 10 on a check.
5th: Once per round, you can take 11 on a skill check.
10th: Once per round, you can take 11 on any check.
15th: You can take 11 twice per round.
20th: You can take 11 three times per round.


Aura of Triumph: Stance—You and allies heal with each attack against evil.

I was wondering if this just invalidated Martial Spirit, with two sources and two doses of healing, but the reduced range and evil-only limit...should help.


Aura of Tyranny: Stance—Drain hit points from allies.

This stance is bad in its normal form, and this is worse at the low levels. I'd say keep it 2:1, limit the number of allies that can be affected (maybe two at first level, four at fifth). Remove the limit at 10th, do 1:1 at 15th, 1:2 at 20th.


Immortal Fortitude: Stance—Your devotion grants you great fortitude.

This is cool, though I'd maybe boost the temp hit points at least a bit, to be competitive with the healing stances (which give you healing on every hit, not just every round).

glosz
2013-07-28, 09:52 PM
May I suggest shifting the points where you get boosts to your stances to 1st level, 5th level, and every 4 levels thereafter?

You would get boosts at levels 1, 5, 9, 13, and 17.

Good idea. I'll change the boost points as suggested.


Also, for Holocaust Cloak, you might as well just have the attacker take damage equal to your Initiator level.

and


It is rather odd that this one scales with Tumble ranks where the rest scale with initiator level.

I'd probably say, either just let this one scale with initiator level, or make them all scale by ranks in key discipline skills.

I think consistency is important. Scaling with initiator level in blocks is the way I'll go forward.

I'll work my way through the other suggestions too and write up the other disciplines.

glosz
2013-08-04, 06:45 AM
Ok I have drawn up the rest of the disciplines.

I could not get anything for Ghostly Defense or Wolf Pack Tactics so any suggestions are welcome.

Also, Step of the Dancing Moth consumed Balance on the Sky.

Desert Wind


Flames's Blessing: Fire resistance based on Tumble

You gain 5 fire resistance as long as you remain in this stance.
At Initiator Level 5 this resistance increases to 10.
At Initiator level 9 this resistance increases to 15
At Initiator level 13 this resistance increases to 20.
At Initiator level 17 you gain immunity to fire.

Holocaust Cloak: Attackers take fire damage

An adjacent opponent that hits you with a melee attack while you are in this stance takes 2 hit point of fire damage.
At Initiator Level 5 this damage increases to 5.
At Initiator level 9 this damage increases to 8.
At Initiator level 13 this damage increases to 11.
At Initiator level 17 this damage increases to 14.

Fiery Assault: Melee Attacks deal fire damage

While you are in this stance, every melee attack you make deals an extra 1 point of fire damage.
At Initiator Level 5 this damage increases to 1d6.
At Initiator level 9 this damage increases to 2d6.
At Initiator level 13 this damage increases to 3d6.
At Initiator level 17 this damage increases to 4d6.

Rising Phoenix: Hover on column of super heated air

While you are in this stance, you can hover just above the ground allowing you to ignore difficult terrain. Your move speed is equal to your land speed.
At Initiator Level 5 you may hover 5 feet above the ground. Medium or smaller obstacles do not impede you (block movement, prevent a charge or provide cover).
At Initiator Level 9 you may hover 10 feet above the ground. Large obstacles do not impede you. If you hover in place and make a full attack you deal an extra 1d6 points of fire damage to creatures adjacent.
At Initiator Level 13 you may hover 15 feet above the ground. Huge obstacles do not impede you and your damage increases to 3d6.
At Initiator Level 17 you may hover 20 feet above the ground. Gargantuan obstacles do not impede you and your damage increases to 5d6.


Devoted Spirit


Martial Spirit: Stance—Heal 2 hit points with each successful attack.

While you are in this stance, you or an ally within 30 feet heals 2 points of damage each time you make a successful melee attack. This healing represents the vigor, drive, and toughness you inspire in others. Your connection to the divine causes such inspiration to have a real, tangible effect on your allies’ health.
Each time you hit an opponent in melee, you can choose a different recipient within range to receive this healing.
At Initiator Level 5 the healing increases to 3.
At Initiator level 9 the healing increases to 4.
At Initiator level 13 the healing increases to 5.
At Initiator level 17 the healing increases to 6.

Thicket of Blades: Stance—Your foes provoke attacks from you more easily.

While you are in this stance, your opponent cannot use the withdraw action (PH 143) to treat the square they start in as no longer threatened by you. Your foes provoke this attack before leaving the area you threaten. In addition you gain +2 to hit when making attacks of opportunity.
At Initiator Level 5 any opponent you threaten that takes any sort of movement, including a 5-foot step, provokes an attack of opportunity from you.
At Initiator level 9 any opponent that charges you provokes an attack of opportunity.
At Initiator level 13 you may make attacks of opportunity while flatfooted.
At Initiator level 17 you may reroll one missed attack of opportunity per round.

Aura of Chaos: Stance—Reroll and add maximum damage dice.

While you are in this stance, your attacks have the potential to be utterly devastating. When rolling damage for a melee attack, you gain a special benefit from up to two damage die that roll its maximum amount (such as a result of 6 on a d6). When your damage die show a maximum possible result, reroll the die and add its result to the original damage total.
At Initiator Level 5 you can reroll up to three such die
At Initiator Level 9 you can reroll up to four such die
At Initiator Level 13 you can continue to reroll as long as a die shows its maximum possible result, adding each new number to the damage total until each die has shown less than a maximum result.
At Initiator Level 17 once per round you may reroll one damage outcome completely. You must accept the second outcome.

Aura of Perfect Order: Stance—Treat d20 result as 11.

While you are in this stance you gain a +1 competence bonus to skill checks.
At Initiator Level 5 once per round you may treat a skill check roll as an 11
At Initiator Level 9 once per round you may instead treat any d20 roll as an 11 such as an attack, save, or check.
At Initiator Level 13 you may do this two times per round
At Initiator Level 17 you may do this three times per round

Aura of Triumph: Stance—You and allies heal 4 points with each attack against evil.

While you are in this stance, you and any ally within 10 feet of you both heal 1 point of damage with each successful melee attack either of you makes against an evil target.
At Initiator Level 5 the healing increases to 2
At Initiator Level 9 the healing increases to 3
At Initiator Level 13 the healing increases to 4
At Initiator Level 17 the healing increases to 5

Aura of Tyranny: Stance—Drain hit points from allies.

While you are in this stance, you drain hit points from your allies. At the end of your turn, you can choose to deal 2 points of damage up to two willing alles within 10 feet. For each ally who takes this damage, you heal 1 point of damage.
At Initiator Level 5 you may affect 3 willing allies.
At Initiator Level 9 you may affect any number of allies
At Initiator Level 13 the damage your allies take decreases to 1
At Initiator Level 17 for each ally that dies (-10 hp) from your aura you may also remove one of the following conditions: sickened, nauseated, fatigued or exhausted.

Immortal Fortitude: Stance—Your devotion grants you great fortitude.

So long as you remain in this stance, you gain 4 temporary hit points at the beginning of each round
At Initiator Level 5 you gain 6 temporary hit points at the beginning of each round
At Initiator Level 9 you gain 8 temporary hit points at the beginning of each round
At Initiator Level 13 you cannot be killed or incapacitated by effects or attacks that reduce you to 0 or fewer hit points. If you take such damage, you can make a Fortitude save with a DC equal to your negative hit point total. If you fail this save, you die or fall unconscious (as appropriate). If this save is successful, you are still alive and conscious, with 1 hit point remaining.
This stance provides no protection against effects that slay you without dealing hit point damage, or other effects that petrify, paralyze, and so forth. You can still be slain by a coup de grace if a spell or effect renders you helpless. After you attempt three saving throws to avoid death or unconsciousness, this stance automatically ends. You can activate it again on your turn as normal. Even the toughest crusader can endure only so much punishment.
At Initiator Level 17 after you attempt four saving throws to avoid death or unconsciousness, this stance automatically ends.


Diamond Mind


Stance of Clarity: Stance—Gain a bonus to AC against one foe, –2 against all others.

While you are in this stance, you must choose a single opponent as your target at the start of your turn. You gain a +2 insight bonus to AC against that foe until you change the target of this stance. You take a –2 penalty to AC against all other opponents while using stance of clarity.
At Initiator Level 5 the insight bonus increases to 3
At Initiator Level 9 the insight bonus increases to 4
At Initiator Level 13 the insight bonus increases to 5
At Initiator Level 17 the insight bonus increases to 6

Pearl of Black Doubt: Stance—Gain a bonus to AC each time foe misses you.

Each time an opponent misses you with a melee attack, you gain a +1 dodge bonus to AC. This bonus lasts until the start of your next turn and is cumulative for the round. The bonus applies to any attacks made by all opponents until the beginning of your next turn.
At Initiator Level 5 the bonus increases to 2
At Initiator Level 9 the bonus increases to 3
At Initiator Level 13 the bonus increases to 4
At Initiator Level 17 the bonus increases to 5

Hearing the Air: Stance—Gain blindsense, +5 bonus on Listen checks.

While you are in this stance, you gain a +5 insight bonus on Listen checks.
At Initiator Level 5 you gain blindsense out to 5 feet
At Initiator Level 9 you gain blindsense out to 30 feet
At Initiator Level 13 you gain blindsense out to 60 feet
At Initiator Level 17 you gain blindsense out to 120 feet

Stance of Alacrity: Stance—Gain extra counter each round.

While you are in this stance you may make an additional attack of opportunity per round
At Initiator Level 5 you may make two additional attacks
At Initiator Level 9 you may make three additional attacks
At Initiator Level 13 you may make four additional attacks
At Initiator Level 17 you can use one counter per round without taking an immediate action. You cannot use the same maneuver two times in a round.


Iron Heart


Punishing Stance: Stance—Attacks deal bonus damage, but you have a penalty to AC.

While you are in this stance, you deal an extra 1d6 points of damage with all melee attacks. You also take a –2 penalty to AC,
At Initiator Level 5 the damage increases to 1d8
At Initiator Level 9 the damage increases to 2d6
At Initiator Level 13 the damage increases to 2d8
At Initiator Level 17 the damage increases to 3d6


Absolute Steel Stance: Stance—bonus to speed, bonus to AC with movement

While in this stance you if you move at least 10 feet during your turn, you gain a +1 dodge bonus to AC until the beginning of your next turn.
At Initiator Level 5 the dodge bonus increases to +2 and you gain a +10-foot enhancement bonus to your speed
At Initiator Level 9 the dodge bonus increases to +3
At Initiator Level 13 the dodge bonus increases to +4
At Initiator Level 17 the dodge bonus increases to +5 and the enhancement bonus to your speed increases to 20 feet

Dancing Blade Form: Stance—+5-ft. reach during your turn.

While you are in this stance if you move at least 10 feet during your turn your reach increases by 5 feet during your turn. Your reach is not improved when it is not your turn, such as when you make an attack of opportunity
At Initiator Level 5 the distance you need to move decreases to 5 feet
At Initiator Level 9 you no longer need to move to increases your reach.
At Initiator Level 13 your reach increases by 10 feet.
At Initiator Level 17 your reach increases by 15 feet.

Supreme Blade Parry: Stance—Gain DR

While you are in this stance, you gain damage reduction 1/— against any opponent that does not catch you flat-footed. To gain this benefit, you must be proficient with the weapon you carry. You gain this benefit while unarmed only if you have the Improved Unarmed Strike feat.
At Initiator Level 5 the DR increases to 2
At Initiator Level 9 the DR increases to 3
At Initiator Level 13 the DR increases to 4
At Initiator Level 17 the DR increases to 5


Setting Sun


Step of the Wind: Stance—Ignore difficult terrain, gain bonus against foes in such terrain.

While you are in this stance, you ignore penalties to speed, movement, or skill checks associated with movement (such as Tumble, Jump, and Climb checks) incurred by moving through difficult terrain. If you attack an opponent standing on difficult terrain while you are in this stance, and if that foe takes a movement penalty for moving through difficult terrain, you gain a +2 bonus on attack rolls and a +4 bonus on Strength or Dexterity checks made as part of a bull rush or trip attempt against that enemy. You gain this bonus on checks made to either accomplish or resist a bull rush or trip.
At Initiator Level 5 the attack bonus increases to 3 and strength and dexterity bonus increases to 6
At Initiator Level 9 the attack bonus increases to 4 and strength and dexterity bonus increases to 8
At Initiator Level 13 the attack bonus increases to 5 and strength and dexterity bonus increases to 10
At Initiator Level 17 the attack bonus increases to 6 and strength and dexterity bonus increases to 12

Giant Killing Style: Stance—+2 bonus on attacks and +4 bonus on damage against larger foes.

When you are in this stance, you gain a +2 bonus on attack rolls and a +2 bonus on damage rolls against opponents of a larger size category than yours. This bonus applies to all attacks you make for the rest of your turn.
At Initiator Level 5 the damage bonus increases to 4
At Initiator Level 9 the damage bonus increases to 6
At Initiator Level 13 the damage bonus increases to 8
At Initiator Level 17 the damage bonus increases to 10

Shifting Defense: Stance—enemies provoke 5-ft. steps.

While you are in this stance, you can make an immediate 5-foot step if an opponent charges you. Moving in this manner consumes one of your attacks of opportunity in the currrent round. You cannot move in this manner if you have no attacks of opportunity remaining. This movement does not provoke attacks of opportunity.
At Initiator Level 5 you can make an immediate 5-foot step if an opponent provokes an attack of opportunity from you
At Initiator Level 9 you can make an immediate 5-foot step each time an opponent attacks you.
At Initiator Level 13 once per round you can make a free 5-foot step as outlined above
At Initiator Level 17 twice per round you can make a free 5-foot step as outlined above

Ghostly Defense: Stance—Enemies hit target of your choice while you have concealment.

You gain this stance’s benefit when an opponent’s attack against you has a miss chance, such as from concealment. Whenever an opponent’s melee or ranged attack misses you because of this miss chance, you can choose to change the target of the attack from you to another eligible target (other than your attacker). For a melee attack, the new target must be within your opponent’s reach and adjacent to you. For a ranged attack, the new target must be adjacent to you, and your opponent must have line of effect to him. Use the result of the original attack to determine if it hits the new target. Your foe does not check again for a miss chance, as you guide the attack directly to the new target. This ability applies only once per attack. If you use ghostly defense to redirect an attack against a foe using this stance, he does not have the option to redirect the attack again.
You must be aware of an opponent’s attack to gain the benefit of this stance. You cannot use it against attacks that catch you flat-footed.
At Initiator Level 5
At Initiator Level 9
At Initiator Level 13
At Initiator Level 17


Shadow Hand


Island of Blades: Stance—You and allies flank all adjacent foes.

If both you and an ally are adjacent to the same creature, the two of you gain the benefit for flanking that opponent. You can gain this benefit against multiple opponents at the same time, as can your allies. If both you and an ally are adjacent to the same two creatures, the two of you gain the benefit of flanking against both creatures.
At Initiator Level 5 you gain +1 to hit any creature you are flanking
At Initiator Level 9 you gain +2 to hit any creature you are flanking
At Initiator Level 13 you gain +3 to hit any creature you are flanking
At Initiator Level 17 you gain +4 to hit any creature you are flanking

Assassin’s Stance: Stance—Gain sneak attack +2d6.

While you are in this stance you gain 1d6 sneak attack die
At Initiator Level 5 the sneak attack increases to 2d6
At Initiator Level 9 the sneak attack increases to 3d6
At Initiator Level 13 the sneak attack increases to 4d6
At Initiator Level 17 the sneak attack increases to 5d6

Dance of the Spider: Stance—You climb walls like a spider.

While you are in this stance, you gain a benefit similar to the spider climb spell (PH 283). You gain a climb speed of 20 feet. You do not need to make a Climb check to traverse a vertical or horizontal surface, even if you attempt to move across a ceiling. You retain your Dexterity bonus to AC while climbing, and you must have at least one hand free to support yourself while you climb. You do not take any penalties, nor do your opponents gain any bonus when attacking you, while you climb. You cannot take a run action while climbing in this manner. If you end your turn climbing you must make an appropriate climb check or fall.
At Initiator Level 5 you may remain on a vertical surface or ceiling at the end of your turn
At Initiator Level 9 you no longer need a hand free to support yourself
At Initiator Level 13 you may use the run action whilst climbing
At Initiator Level 17 you can use shadow energy like a spider web strand and hang from any solid surface. The shadow strand allows you to move up to your land speed straight down and can extend up to 100 feet in length. Only you may use the shadow strand.

Step of the Dancing Moth: Stance—Ignore terrain, walk over liquid.

While you are in this stance, you can walk on water. Your speed becomes 20 feet while you are in this stance, and you cannot run.
At Initiator Level 5 you can ignore difficult terrain.
At Initiator Level 9 you ignore the standard penalties on Hide and Move Silently checks for moving quickly.
At Initiator Level 13 your speed is equal to your land speed or 20 feet (whichever is greater). You may also use the run action.
At Initiator Level 17 you gain the ability to use air walk (PH196) on yourself only. Moving upward requires you to spend 10 feet of movement for each 5 feet of elevation you gain. If for some reason your stance ends while you are in midair, you fall to the ground. This stance is a supernatural ability.


Stone Dragon


Stonefoot Stance: Stance— bonus on Strength checks, bonus to AC against larger foes.

While you are in this stance, you gain a +2 bonus on Strength checks and a +2 bonus to AC against creatures of a size category larger than yours. This stance immediately ends if you move more than
5 feet for any reason, such as from a bull rush attack, a telekinesis spell, and so forth.
At Initiator Level 5 the bonus to Strength checks increases to 3 and the bonus to AC increases to 3
At Initiator Level 9 the bonus to Strength checks increases to 4 and the bonus to AC increases to 4
At Initiator Level 13 the bonus to Strength checks increases to 5 and the bonus to AC increases to 5
At Initiator Level 17 the bonus to Strength checks increases to 6 and the bonus to AC increases to 6

Crushing Weight of the Mountain: Stance— Constrict when grappling.

While you are in this stance, you gain the ability to constrict for 1d6 points of damage + 1-1/2 times your Str bonus (if any). You can constrict an opponent that you grapple by making a successful grapple check.
At Initiator Level 5 the constriction damage increases to 2d6
At Initiator Level 9 the constriction damage increases to 3d6
At Initiator Level 13 t the constriction damage increases to 4d6
At Initiator Level 17 the constriction damage increases to 5d6

Roots of the Mountain: Stance—bonus on checks against bull rush, trip, and others, and gain DR.

While you are in this stance, you gain a +4 bonus on checks to resist bull rush, overrun, and trip attacks, as well as on grapple checks made to resist an opponent’s grapple attempt. This stance also grants you damage reduction 1/—. This stance immediately ends if you move more than 5 feet for any reason, such as from a bull rush attack, a telekinesis spell, and so forth.
At Initiator Level 5 the bonus to checks increases to +8 and the DR increases to 2/-. In addition any creature that attempts to move through your threatened area or the space you occupy takes a –10 penalty on any Tumble checks it makes.
At Initiator Level 9 the bonus to checks increases to +12 and the DR increases to 3/-.
At Initiator Level 13 the bonus to checks increases to +16 and the DR increases to 4/-.
At Initiator Level 17 the bonus to checks increases to +20 and the DR increases to 5/-.

Giant’s Stance: Stance—Deal damage as if you are larger.

While you are in
 this stance, you deal
 damage as if you were
 one size larger than normal, to a maximum
 of Large. This benefit improves your weapon and unarmed strike damage. You take a -2 penalty to your armor class whilst in this stance. It
 does not confer any of the other benefits or drawbacks of a change in size, such as a modifier to ability scores or AC, or an improved reach.
This stance immediately ends if you move more than 5 feet for any reason, such as from a bull rush attack, a telekinesis spell, and so forth.
At Initiator Level 5 the penalty to armor class decreases to 1
At Initiator Level 9 you no longer receive a penalty to armor class
At Initiator Level 13 you treat the hardness of objects as 5 less
At Initiator Level 17 you treat the hardness of objects as 10 less

Strength of Stone: Stance—Gain defenses against critical hits.

While you are in this stance, you gain +4 to your AC when your opponent attempts to confirm a critical threat made against you. This stance immediately ends if you move more than 5 feet for any reason, such as from a bull rush attack, a telekinesis spell, and so forth.
At Initiator Level 5 you gain 25% immunity to critical hits
At Initiator Level 9 you gain 50% immunity to critical hits
At Initiator Level 13 you gain 75% immunity to critical hits
At Initiator Level 17 you gain immunity to critical hits


Tiger Claw


Blood in the Water: Stance—Gain a bonus on attacks and damage for each critical hit.

While you are in this stance, when you score a critical hit against an opponent you gain a +1 bonus on attack rolls and damage rolls. Because this is an untyped bonus, it stacks with each successful critical hit you score. If you go more than 1 minute without achieving a critical hit, you no longer gain the benefit of the stance.
At Initiator Level 5 the bonus to hit and damage increases to 2
At Initiator Level 9 the bonus to hit and damage increases to 3
At Initiator Level 13 the bonus to hit and damage increases to 4
At Initiator Level 17 the bonus to hit and damage increases to 5

Hunter’s Sense: Stance—Gain scent.

As long as you are in this stance, you gain the scent special ability (MM 314).
At Initiator Level 5 the distance you can detect an opponent increases to 50 feet, 25 feet downwind and 100 feet upwind.
At Initiator Level 9 you can follow tracks by smell as if you had the track feat
At Initiator Level 13 you no longer need to take an action to notice the direction of the sent
At Initiator Level 17 you can pinpoint creatures within 10 feet

Leaping Dragon Stance: Stance—bonus on Jump checks.

While you are in this stance, any jumps you make while in this stance are considered running jumps.
At Initiator Level 5 you gain a +10-foot enhancement bonus on Jump checks.
At Initiator Level 9 you gain a +20-foot enhancement bonus on Jump checks.
At Initiator Level 13 you gain a +30-foot enhancement bonus on Jump checks.
At Initiator Level 17 you gain a +40-foot enhancement bonus on Jump checks.

Wolverine Stance: Stance—Use any weapons while grappled.

While you are in this stance, when you can attack a foe grappling you with any one-handed weapon you only take a –2 penalty for fighting while grappled. If your foe is of a larger size category than yours, your feral rage ignites and grants you a +2 bonus on damage rolls against that creature while it continues to grapple you.
At Initiator Level 5 you no longer receive a penalty to hit for attacking with a one-handed weapon. The bonus to damage also increases to 4
At Initiator Level 9 the bonus to damage increases to 6
At Initiator Level 13 the bonus to damage increases to 8
At Initiator Level 17 the bonus to damage increases to 10

Wolf Pack Tactics: Stance—Free 5-ft. step with each successful attack.

While you are in this stance, each successful strike allows you to slowly work your way around an opponent. Each time you make a successful melee attack, you can move 5 feet. This movement does not provoke attacks of opportunity from the creature you struck. You cannot use this stance to move more than your current speed in a single round.
At Initiator Level 5
At Initiator Level 9
At Initiator Level 13
At Initiator Level 17


White Raven


Bolstering Voice: Stance—Allies gain a bonus on Will saves

While you are in this stance, all allies within range who can hear you gain a +2 morale bonus on Will saves, or a +4 morale bonus on Will saves against fear effects.
At Initiator Level 5 the bonus to Will saves increases to 3 or 6 against fear effects
At Initiator Level 9 the bonus to Will saves increases to 4 or 8 against fear effects
At Initiator Level 13 the bonus to Will saves increases to 5 or 10 against fear effects
At Initiator Level 17 the bonus to Will saves increases to 6 and all allies gain immunity against fear effects

Tactics of the Wolf: Stance—You and allies bonus damage against flanked targets.

When you flank a foe, you and allies who flank the enemy with you gain a bonus +1 on damage rolls against that opponent.
At Initiator Level 5 the bonus to damage increases to 2
At Initiator Level 9 the bonus to damage increases to 4
At Initiator Level 13 the bonus to damage increases to 6
At Initiator Level 17 the bonus to damage increases to 8

Press the Advantage: Stance—Move +5 feet with 5-ft. step, move into difficult terrain.

While you are in this stance, you can take a second 5-foot step immediately after you take one for the round. This second movement provokes an attack of opportunity.
At Initiator Level 5 you can make a single 5-foot step into difficult terrain, but if you do, you cannot make the second 5-foot step.
At Initiator Level 9 you no longer provoke an attack of opportunity.
At Initiator Level 13 you may take a third 5-foot step
At Initiator Level 17 you may take a fourth 5-foot step

Swarm Tactics: Stance—Allies gain +5 on attacks against enemy adjacent to you.

While you are in this stance, if you are adjacent to one or more opponents, your allies gain a +1 bonus on attack rolls made against any of those opponents.
At Initiator Level 5 the bonus increases to 2
At Initiator Level 9 the bonus increases to 3
At Initiator Level 13 the bonus increases to 4
At Initiator Level 17 the bonus increases to 5

playswithfire
2013-08-05, 07:29 PM
Ok I have drawn up the rest of the disciplines.

I could not get anything for Ghostly Defense or Wolf Pack Tactics so any suggestions are welcome.

I'll look over the others in more detail, but I wanted to take a crack at Wolf Pack Tactics

Wolf Pack Tactics: Stance—Free 5-ft. step with each successful attack.

While you are in this stance, each successful strike allows you to slowly work your way around an opponent. Each time you make a successful melee attack, you can move 5 feet. This movement does not provoke attacks of opportunity from the creature you struck. You cannot use this stance to move more than your current speed in a single round.
At Initiator Level 5, you gain an additional d6 sneak attack against opponents you flank
At Initiator Level 9, an ally you designate adjacent to the creature you struck can also take a 5ft step
At Initiator Level 13, you gain an additional d6 sneak attack damage against opponents you flank
At Initiator Level 17, the creature struck provokes an attack of opportunity from the ally you specify to take a 5 ft. step

Gets a little wordy, but I think it has the feel of a bunch of wolves circling and distracting a creature while they wear it down.

glosz
2013-08-22, 04:46 AM
Wolf Pack Tactics: Stance—Free 5-ft. step with each successful attack.

While you are in this stance, each successful strike allows you to slowly work your way around an opponent. Each time you make a successful melee attack, you can move 5 feet. This movement does not provoke attacks of opportunity from the creature you struck. You cannot use this stance to move more than your current speed in a single round.
At Initiator Level 5, you gain an additional d6 sneak attack against opponents you flank
At Initiator Level 9, an ally you designate adjacent to the creature you struck can also take a 5ft step
At Initiator Level 13, you gain an additional d6 sneak attack damage against opponents you flank
At Initiator Level 17, the creature struck provokes an attack of opportunity from the ally you specify to take a 5 ft. step


Looks good. I tried to match the original stances entry. Here you grant it straight off the bat. I am not sure if allowing this is too powerful or if WotC just got it wrong in the first place. Can't say I have ever used this stance in gameplay.

DragGon7601
2013-08-22, 07:16 AM
Well this should solve the stance progression problems the likes of Crusader has at level 8... So I like it, and will use it when I get round to converting ToB to PF for my group. :smallsmile:

Amechra
2013-08-22, 08:48 AM
You won't have to; Dreamscarred Press has announced that they are making a conversion (OK, not a direct one, but close enough. Stupid legal issues) of ToB to Pathfinder.