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Lix Lorn
2013-09-08, 09:30 PM
Nature’s Wrath
Nature’s Wrath is a vicious, uncultured discipline, favoured by adepts with a connection the wild. Its origins are believed to lie in times long past, when a mighty adept became the channel of primal forces, and left the experience with powerful new tools.

Nature’s Wrath is a class discipline for Martial Rangers, and an optional discipline for Swordsages.
To represent an initiator schooled in this Discipline, simply replace one discipline that they know with Nature’s Wrath. If they wish to learn it later, they must seek out a master willing to teach them and pay 1000exp. They may immediately replace up to one maneuver of each level they have access to with one from Nature’s Wrath. For initiators that do not naturally fit with the discipline, or those unwilling to pay this cost, the Wild Avatar feat, below, grants access.

Style weapons include those that require little effort to create, as well as natural weapons. All natural weapons, including unarmed attacks, axes, shortbows and cudgels are examples of weapons favoured by users of Nature’s Wrath.

The associated skill for Nature’s Wrath is Knowledge (Nature).

Note: This discipline references trees, forests and vines, as the base assumption for the manifestation of Nature’s Wrath maneuvers would be related to dense forest, but alternate manifestations of natural power are equally valid. Ice and snow, rocks and earth, or thunder and driving rain are all effective uses of nature’s power.

Maneuver List
First Level
Bramble Strike (Strike)-Deals bleeding damage
Oaken Skin (Boost)-Boosts defences
Tanglevine Mark (Strike)-Slows foe
Wild Path (Stance)-Mimics Woodland Stride for all passable terrain.

Second Level
Calling the Beast (Boost)-Summons Animal
Lion’s Fury (Boost)-Gain Pounce for the round
Thorn Slash (Strike)-Deals con damage
Wild Empathy (Boost)-Grants bonuses to social skills with wild creature types.

Third Level
Alpha’s Howl (Strike)-You release a terrifying roar that scares all those around you.
Biding Fury (Counter)-Turn suffering into power.
Tanglevine Growth (Strike)-Slow several targets due to grappling vines.
Undergrowth Hands (Stance)-Grapple foes using vines and undergrowth.

Fourth Level
Calling the Herd (Boost)-Summons multiple animals
Hide of Stone (Counter)-Resist significant damage
Serrated Slash (Strike)-Deals large amount of con damage.
Vengeant Strike (Boost)-Next attack does bonus damage to a foe who has harmed an ally this round.

Fifth Level
Stranglevine (Strike)-Entangles target forcefully
Swarming Signal (Strike)-Your attack marks the target for a wave of insects, taking extra damage.
Venomous Vines (Strike)-Poison in an AoE.
Wild Avatar (Boost)-Remove most harmful effects from you.

Sixth Level
Ancient Fury (Boost)-Increase in size, gaining relevant bonuses.
Beast’s Form (Stance)-Take on an animal form.
Calling the Forest (Boost)-Summons many animals, or plants
Earth Power (Boost)-Enhance your attack power, at the cost of your movement.

Seventh Level
Diamond Hide (Counter)-Perfectly negate one attack.
Stranglevine Eruption (Strike)-Forcefully entangles several foes.
Wild Crush (Strike)-Foe struck by this attack makes a fortitude save or is crippled by the horrifying force of your attack.
Wild Growth (Counter)-Increase an ally in size, gaining relevant bonuses.

Eighth Level
Calling the Wild (Strike)-Summons masses of animals, several plants, or a magical creature.
Eternity Venom (Strike)-Strike foe with an attack that will kill them without fail, unless they seek out the greatest of healers.
Legion Blade (Strike)-Your attack marks the target for a horrific influx of small creatures, taking major damage.
Wereform (Stance)-Take on a hybridised form.

Ninth Level
Avatar of the Wild (Boost)-Fill self with incredible power.

Feats
Wild Avatar
Prerequisites: About to or have already taken at least one level in a class that grants maneuvers.
Benefit: You may select maneuvers from the Nature’s Wrath discipline.
Normal: Without a link to the magical forces of nature, Initiators cannot select this discipline.

Vines of the Vastwood
Prerequisites: Ability to initiate at least one maneuver from the Nature’s Wrath discipline.
Benefit: You may attack foes utilising the flora that surrounds you, the most common manifestation being growths of spiked vines.
This is treated as a ranged, primary natural weapon. Attack rolls are made using the higher of your strength and dexterity, at a range of 10ft+5ft/two initiator levels. It’s base damage, for a medium initiator, is 1d8+initiating ability modifier. Unlike most natural weapons, an initiator may utilise their iterative attacks with this ‘natural weapon’. The initiator chooses whether their attack does bludgeoning, piercing or slashing damage when she chooses the feat. This weapon is a Nature's Wrath style weapon.
Normal: Compared to this, anything else is normal.

Maneuvers

1st Level Maneuvers
Bramble Strike
Nature’s Wrath (Strike)
Level: 1
Initiation Action: Standard Action
Target: One foe in attack range
The user makes a normal attack, which also causes the foe to bleed for several rounds, taking bonus damage as their ichor slips away. They take a number of points of damage equal to a quarter of your initiator level, minimum one, for a number of rounds equal to the initiator’s primary ability modifier.
A full-round action to treat the wound will negate any more damage. The bonus damage does not apply to targets immune to precision damage such as sneak attack.

Oaken Skin
Nature’s Wrath (Boost)
Level: 1
Initiation Action: Immediate Action
Target: Self
The user hardens their skin to bark, giving them a bonus to their natural armor equal to 2+a fifth of their initiator level. This bonus lasts for one round per initiator level.

Tanglevine Mark
Nature’s Wrath (Strike)
Level: 1
Initiation Action: Standard Action
Target: One foe in attack range
As well as its normal effects, the user’s attack causes vines and growths to entangle the foe, slowing them. The foe must make a reflex save. If they fail, they halve their speed for a number of rounds equal to the user’s primary ability modifier.

Wild Path
Nature’s Wrath (Stance)
Level: 1
Initiation Action: Swift Action
Target: Self
While in this stance, the user can pass through any kind of natural woodland at full speed, without impediment or damage. Unnatural and magically generated areas have their normal effects.

2nd Level Maneuvers
Calling the Beast
Nature’s Wrath (Boost)
Level: 2
Initiation Action: Standard Action
Target: One square within 25ft+5ft/2 Initiator levels
Using this Maneuver summons a single creature with CR, HD, and ECL no greater than three.
It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. The summoned creature must be of the Animal, Elemental or Plant type, and may be a swarm.
A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.

Lion’s Fury
Nature’s Wrath (Boost)
Level: 2
Initiation Action: Swift Action
Target: The Initiator
Using this maneuver grants the user the Pounce special ability, allowing them to make a full attack when charging.

Thorn Slash
Nature’s Wrath (Strike)
Level: 2
Initiation Action: Standard Action
Target: One foe in attack range
Using this maneuver allows the user to make a single attack at any foe in range. If it hits, the foe makes a fortitude save. If they fail, they take 1d3 con damage in addition to the attack’s normal damage. This effect is Maximised on a critical hit.

Wild Empathy
Nature’s Wrath (Boost)
Level: 2
Initiation Action: Swift Action
Target: The Initiator
Using this maneuver grants the user the Wild Empathy ability, as a Druid. This maneuver usually lasts for 24 hours, but ends if the Initiator chooses a new set of maneuvers not including Wild Empathy.

3rd Level Maneuvers
Alpha’s Howl
Nature’s Wrath (Strike)
Level: 3
Initiation Action: Standard Action
Target: All foes within 30ft+5ft/IL
Instead of attacking, you roar, howl, screech or merely cry out with such volume and might that all those nearby are terrified. A potentially affected creature that succeeds on a Will save becomes immune to that Initiator’s use of this maneuver for 24 hours. On a failure, creatures with 4 or less HD become panicked for 2d6 rounds and those with 5 or more HD become shaken for 2d6 rounds.

Biding Fury
Nature’s Wrath (Counter)
Level: 3
Initiation Action: Immediate Action
Target: The Initiator
Keep track of all damage you this round, after all forms of mitigation. On your next round, each attack you make deals bonus damage equal to half this amount. This bonus damage may not surpass half your maximum HP.

Tanglevine Growth
Nature’s Wrath (Boost)
Level: 3
Initiation Action: Standard action
Target: One foe in attack range, and enemies within 10ft+5ft/2 Initiator levels.
As well as its normal effects, the user’s attack causes vines and growths to entangle the foe and his allies, slowing them. All foes within 10ft+5ft/2 IL of the original target must make a reflex save. If they fail, they halve their speed for a number of rounds equal to the user’s primary ability modifier.

Undergrowth Hands
Nature’s Wrath (Stance)
Level: 3
Initiation Action: Swift Action
Target: Initiator
While in this stance, the user can grapple from a distance, using vines and undergrowth. In addition, he may sometimes use these vines to grapple target without himself counting as grappled, according to the following table. (Obviously, he may then grapple once more normally, counting as grappled) As an additional benefit, he may use vines as a natural weapon based on his size. These weapons do 1d8 damage for a medium initiator, and have a reach equal to this stance’s grapple range, but may also attack closer foes. He has as many natural attacks as he foes he may grapple under this stance. (Each currently grappled foe uses up one attack).
This maneuver has a special interaction with the Vines of the Vastwood feat: While in this stance, the feat allows the vines from this stance to use the rules of that feat’s vines, and the vine allows you to freely grapple one additional foe.
{table]Initiator Level|Benefits
1-5|Grapple at 10ft
6-10| Grapple at 15ft, grapple one target freely and still act as normal
11-15| Grapple at 20ft, grapple one target freely and still act as normal
16-20|Grapple at 25ft, grapple two targets freely and still act as normal[/table]

4th Level Maneuvers
Calling the Herd
Nature’s Wrath (Boost)
Level: 4
Initiation Action: Standard Action
Target: One square within 25ft+5ft/2 Initiator levels
Using this Maneuver summons a single creature with CR, HD, and ECL no greater than seven.
It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. The summoned creature must be of the Animal, Elemental or Plant type, and may be a swarm.
A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.

Instead of summoning one creature of level seven, they may instead summon 2d3-1 creatures with CR, HD, and ECL no greater than five.

Hide of Stone
Nature’s Wrath (Counter)
Level: 4
Initiation Action: Immediate Action
Target: One attack
The user’s skin becomes as hard as stone for an instant, blocking an attack.
She gains Resist equal to 15 plus half her initiator level against that attack.

Resist prevents that much damage from any attack, whether physical or energy based. It is penetrated by effects that penetrate DR and Energy Resistance.

Serrated Slash
Nature’s Wrath (Strike)
Level: 4
Initiation Action: Standard Action
Target: One foe in attack range
Using this maneuver allows the user to make a single attack at any foe in range. If it hits, the foe makes a fortitude save. If they fail, they take 2d4 con damage in addition to the attack’s normal damage. This effect is Maximised on a critical hit.

Vengeant Strike
Nature’s Wrath (Boost)
Level: 4
Initiation Action: Swift Action
Target: Initiator
This maneuver fills the user with the power of vengeance. If the next attack they make strikes a foe who has dealt HP damage or a negative status condition to an ally since your last turn, the attack does an additional 8d6 damage.

5th Level Maneuvers
Stranglevine
Nature’s Wrath (Strike)
Level: 5
Initiation Action: Standard Action
Target: One foe in attack range
As well as its normal effects, the user’s attack causes vines and growths to entangle the foe, slowing them. The foe must make a reflex save. If they fail, they are incapable of moving, and must make a Constitution check as if suffocating, except that the DC is increased by the initiator’s initiating ability modifier. The vines continue to attempt to strangle them for a number of rounds equal to the initiator’s initiating ability modifier.

Swarming Signal
Nature’s Wrath (Strike)
Level: 5
Initiation Action: Standard Action
Target: One foe in attack range
As well as its normal effects, the user’s attack causes small creatures, such as a cloud of insects, to swarm the foe. He suffers swarm damage based on the initiator’s level, and must make a fortitude save or be nauseated for one round.
{table]IL|Damage
1-5|2d6 and 1 con damage
6-10|3d6 and 2 con damage
11-15|4d6 and 2d3 con damage
16-20|5d6 and 3d3 con damage[/table]

Venomous Vines
Nature’s Wrath (Strike)
Level: 5
Initiation Action: Standard Action
Target: One foe in attack range.
As well as its normal effects, the user’s attack causes vines and growths to entangle the foe and his allies, slowing them. All foes within 10ft+5ft/2 IL of the original target must make a reflex save. If they fail, they halve their speed for a number of rounds equal to the user’s primary ability modifier. In addition, all affected foes take 1d3 con damage in addition to the attack’s normal damage. This effect is Maximised for the primary target on a critical hit.

Wild Avatar
Nature’s Wrath (Boost)
Level: 5
Initiation Action: Standard Action
Target: The Initiator
Initiating this maneuver fills you with a rush of sheer gaian power. Negative conditions upon you end. Spells upon you that you do not desire end. Poison and disease are flushed from your system. The sun, however, remains shining, however much it bothers you.

6th Level Maneuvers
Ancient Fury
Nature’s Wrath (Boost)
Level: 6
Initiation Action: Swift Action
Target: The Initiator
You immediately grow massively. You increase your size by up to two levels, making a medium initiator into a Huge character, and gaining normal benefits and penalties thereof. (These size increases do not stack with other size increases from Nature's Wrath maneuvers; use the highest.) In addition, you gain two bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply your Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. This effect lasts for up to one round/initiator level, at which point the benefits fade away, and your HP, if higher than your maximum, is reduced to its maximum. Your equipment grows to match your new size.

Beast’s Form
Nature’s Wrath (Stance)
Level: 6
Initiation Action: Swift Action
Target: The Initiator
Assuming this stance, you change into a ferocious animal form. You add two to each of your physical attributes, and may grow up to one size, changing your attributes further. You add two to your natural armor, and gain up to three natural attacks, each dealing 1d10+str mod damage for a medium initiator.

Other effects depend on the chosen animal. For example, a bird is unlikely to grow in size, but likely has a flight speed of 50ft (average). A shark might have a Wounding bite attack, as well as a swim speed, but cannot leave the water. This stance should never be stronger than Wild Shape at the same level.

In this stance, the user does not have limbs capable of fine manipulation, which means he cannot wield weapons.

Calling the Forest
Nature’s Wrath (Boost)
Level: 6
Initiation Action: Standard Action
Target: One square within 25ft+5ft/2 Initiator levels
Using this Maneuver summons a single creature with CR, HD, and ECL no greater than eleven.
It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. The summoned creature must be of the Animal, Elemental or Plant type, and may be a swarm.
A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.

Instead of summoning one creature of level eleven, they may instead summon 2d3-1 creatures with CR, HD, and ECL no greater than nine, or 3d4 creatures with CR, HD, and ECL no greater than five.

Earth Power
Nature’s Wrath (Boost)
Level: 6
Initiation Action: Swift Action
Target: The Initiator
The user, with a roar, swears to hold his ground. He adds four to his strength and constitution, 10ft to the reach of all his weapons, and can make an unlimited number of attacks of opportunity. Finally, he gains fast healing equal to half his initiator level, and enemy effects that would cause him to move do not. All of these effects end as soon as he moves, even if only a 5ft step.

7th Level Maneuvers
Diamond Hide
Nature’s Wrath (Counter)
Level: 7
Initiation Action: Immediate Action
Target: One attack
The user’s skin becomes impossibly hard for an instant, turning aside any strike. You gain effectively infinite resist against that one attack, negating all damage unless it ignore all forms of damage reduction, energy resistance, and similar traits.

Stranglevine Eruption
Nature’s Wrath (Strike)
Level: 7
Initiation Action: Standard action
Target: One foe in attack range, and enemies within 10ft+5ft/2 Initiator levels.
As well as its normal effects, the user’s attack causes vines and growths to entangle the foe and his allies, slowing them. All foes within 10ft+5ft/2 IL of the original target must make a reflex save. If they fail, they are incapable of moving, and must make a Constitution check as if suffocating, except that the DC is increased by the initiator’s initiating ability modifier. The vines continue to attempt to strangle them for a number of rounds equal to the initiator’s initiating ability modifier.

Wild Crush
Nature’s Wrath (Boost)
Level: 7
Initiation Action: Standard Action
Target: One foe in attack range
You strike your foe with horrific power. They must make a fortitude save. If they succeed, they suffer only 1d6 dexterity and constitution damage. If they fail, they suffer 2d6 constitution damage, and their dexterity is reduced to zero. They are incapable of moving. This dexterity damage will not heal, absent healing magic on the level of at least Heal.

Wild Growth
Nature’s Wrath (Counter)
Level: 7
Initiation Action: Immediate Action
Target: Initiator or one ally within 25ft+5ft/two initiator levels.
The target immediately grows massively. They increase their size by up to two levels, making a medium target into a Huge character, and gaining normal benefits and penalties thereof. (These size increases do not stack with other size increases from Nature's Wrath maneuvers; use the highest.) In addition, they gain two bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply their Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. This effect lasts for up to one round/initiator level, at which point the benefits fade away, and their HP, if higher than their maximum, is reduced to its maximum. The target’s equipment grows to match their new size.

8th Level Maneuvers
Calling the Wild
Nature’s Wrath (Boost)
Level: 8
Initiation Action: Standard Action
Target: One square within 25ft+5ft/2 Initiator levels
Using this Maneuver summons a single creature with CR, HD, and ECL no greater than fifteen.
It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. The summoned creature must be of the Animal, Elemental or Plant type, and may be a swarm.
A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.

Instead of summoning one creature of level fifteen, they may instead summon 2d3-1 creatures with CR, HD, and ECL no greater than thirteen, 3d4 creatures with CR, HD, and ECL no greater than nine, or 4d6 creatures with CR, HD, and ECL no greater than five.

Alternatively, they may summon a creature of the Magical Beast type with CR, HD, and ECL no greater than thirteen.

Eternity Venom
Nature’s Wrath (Strike)
Level: 8
Initiation Action: Standard Action
Target: One foe in attack range
Your attack utilises a potent cocktail of venoms that is utterly irresistible. If your foe fails a fortitude save, they are infected with a poison that deals 1d6 constitution damage on first application, and then again each fourth hour. Neutralize Poison and Heal are not enough to negate this poison, which cannot be healed by any effect shorter than Wish, or an hour’s careful work and a Heal check with DC 30 which can only be made by a character who knows this maneuver. The constitution damage can be healed magically as normal, but this is an inefficient stopgap measure.

Legion Blade
Nature’s Wrath (Counter)
Level: 8
Initiation Action: Standard Action
Target: One foe in attack range, and enemies within 10ft+5ft/2 Initiator levels.
As well as its normal effects, the user’s attack causes small creatures, such as a cloud of insects, to swarm the foe. He suffers swarm damage based on the initiator’s level, and must make a fortitude save or be nauseated for two rounds.
{table]IL|Damage
1-5|4d6 and 1d3 con damage
6-10|6d6 and 2d3 con damage
11-15|8d6 and 3d3 con damage
16-20|10d6 and 4d3 con damage[/table]

In addition, enemies within 10ft+5ft/2 Initiator levels are attacked by the scattering swarm. They must make a reflex save or take swarm damage as per Swarming Strike, and must make a fortitude save or be nauseated for one round.

Wereform
Nature’s Wrath (Stance)
Level: 8
Initiation Action: Swift Action
Target: The Initiator
Assuming this stance, you change into a ferocious animalistic form. You add two to each of your physical attributes, and may grow up to one size, changing your attributes further. You add two to your natural armor, and up to three natural attacks, dealing 1d10+str mod damage for a medium initiator.

Other effects depend on the chosen animal. For example, a bird is unlikely to grow in size, but likely has a flight speed of 50ft (average). A shark might have a [I]Wounding[/B] bite attack, as well as a swim speed, but cannot leave the water. This stance should never be stronger than Wild Shape at the same level. However, it does leave the character capable of fine manipulation.

9th Level Maneuvers
Avatar of the Wild
Nature’s Wrath (Boost)
Level: 9
Initiation Action: Full Round Action
Target: The Initiator
Spending a round to draw in the horrifying power of nature, you become an avatar of its power. You grow up to three sizes, gaining the normal bonuses and penalties. Your equipment grows to match your new size. In addition, you add six to each of your physical attributes, add four to your natural armor, and gain resist equal to twice your initiator level. (These size increases do not stack with other size increases from Nature's Wrath maneuvers; use the highest.) In addition, you gain four bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply your Constitution modifier, if any, to these bonus Hit Dice), a +4 competence bonus on attack rolls, and a +3 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. This effect lasts for up to one round/initiator level, at which point the benefits fade away, and your HP, if higher than your maximum, is reduced to its maximum.

JoshuaZ
2013-09-08, 09:51 PM
Should probably specify which maneuvers are supernatural and which aren't. Avatar of the Wild should probably take a swift action to initiate.

Lix Lorn
2013-09-08, 10:13 PM
Noted on the former; will do so when I'm awake.

I see where you're coming from on the latter, but... I want it to be an anime style transformation sequence powerup. I almost gave it a 'one round' duration that required concentration checks if they hit you.

Amechra
2013-09-08, 10:58 PM
Biding Fury is broken. Seriously, no.

It does nasty things when combined with the standard methods of not dying from damage.

Though it does allow the hilarity of jumping off a high cliff and activating it just before hitting the ground; 200' cliff gives you anywhere from a +10 to a +60 damage per attack the next round, at least.

Lix Lorn
2013-09-09, 09:19 AM
There are methods of just not dying from damage? :smallconfused:

qwertyu63
2013-09-09, 09:36 AM
There are methods of just not dying from damage? :smallconfused:

Beastland Ferocity+Delay Death

BF allows you to stay standing and fighting until dead, and DD allows you to not die of damage while the spell is in effect.

Amnoriath
2013-09-09, 01:40 PM
There are methods of just not dying from damage? :smallconfused:

As Qwertyu63 said, it is actually the basis of the Omniscificer build along with masochism and glory of martyr to become all knowing one level before Pun-Pun could be made. Masochism also allowed for attack and save bonuses as well.

Lix Lorn
2013-09-09, 02:16 PM
Darn.
So, how do I fix it? Just make it a flat bonus?

eftexar
2013-09-09, 02:19 PM
Honestly I don't think it's that big of a deal. There are already so many many ways to cheat death and pull this kind of shenanigans that changing the ability in lieu of that just seems silly to me.

At that point it's up to the DM to say no, those don't work together, if it's too powerful for his campaign. Remember rule zero is always in effect.

Or, if you really want to cover it anyways, add a clause that say's the maneuver doesn't take effect while you are immune to hit point damage and the problem is solved.

Amechra
2013-09-09, 03:40 PM
I'd cap the bonus damage at IL + their primary initiating ability score.

Scales from +10 to +30, just about.

Lix Lorn
2013-09-09, 04:08 PM
Oooh, cap sounds like a good idea...

Morph Bark
2013-09-09, 04:12 PM
I'm gonna need to find a place to store newly found disciplines now that the Martial Discipline Compendium is temporarily not being kept up to date.

Did you have any specific Ranger class in mind that this is for, or will you be making one yourself?

Lix Lorn
2013-09-09, 05:16 PM
I was thinking of Fax Celestis' martial ranger. :)

Network
2013-09-09, 05:56 PM
I see quite a couple of issues with Avatar of the Wild :

Spending a round to draw in the horrifying power of nature, you become an avatar of its power. You grow up to three sizes, add six to each of your physical attributes, add four to your natural armor, and resist equal to twice your initiator level. (These size increases do not stack with other size increases from Nature's Wrath maneuvers; use the highest.)
Do the increases in ability scores and natural armor stack with the benefits from becoming larger? Or do they replace them? I'm assuming the latter, but it should probably be mentioned.

In addition, you gain four bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply your Constitution modifier, if any, to these bonus Hit Dice), a +4 competence bonus on attack rolls, and a +3 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. This effect lasts for up to one round/initiator level, at which point the benefits fade away, and your HP, if higher than your maximum, is reduced to its maximum.
Bonus hit dices are a pain, especially for player characters, who don't want to waste XP on the encounter because their ECL suddenly increased. Furthermore, it isn't totally clear what sort of hit dice they are. My opinion is that it should be worded along the line of :
* You get 4d10 + (4 * Con. modifier) temporary hit points, [insert bonuses here] and are treated as having four more hit dices than you have if it would be advantageous to you.

Your equipment grows to match your new size.
That should probably be stated before the ''In addition'' part.

Amechra
2013-09-09, 06:18 PM
You could just give 'em 4 extra HD and say that they don't count towards your ECL or somethin'.

Lix Lorn
2013-09-09, 06:28 PM
The bonus hit dice are copy-pasted exactly from the bard ability that grants them. (shrug)

Will change the other two bits.