Zancloufer
2013-10-18, 02:59 PM
Okay, so essentially I'm working on an Antagonist/Major NPC for a Gestalt game I'm running. He's essentially Mundane badass with a pile of Martial Adept levels. Total levels are (Unarmed) Swordsage 20 / Monk 1 / Crusader 4 // Warblade 20 / Master of Nine 5
[Using This Monk (http://www.giantitp.com/forums/showthread.php?t=150122) as IMO jiriku did such a good job at fixing the Monk without really rewriting it)
I'm not anticipating the party really fighting him off pre level 9 spells. Still need something like 9 Maneuvers and 3 stances. This is what He's got so far:
Martial Adept Schools : ALL
Maneuvers and Stances Known(54/14)(26 Ready/3 Stances Active): Note : DC is 10+Manuver level + Relevant ability Mod.
1) Blood in the Water [Stance] - +1 Hit/Damage per Crit. Sudden Leap [Boost] – Jump as a swift action. Flame's Blessing [Stance] – Immunity to Fire. Burning Blade [Boost] – Attacks deal 1d6+20 extra fire damage. Counter Charge [Counter] – Counter a charge to redirect them. Leading the Attack - Allies get +4 to hit against an enemy you hit. Martial Spirit [Stance] Recover 2 HP per successful attack.
2) Disarming Strike – Attack can also Disarm. Emerald Razor – Melee attack is considered touch attack. Mirtheral Tornado – Whirlwind attack with +2 to hit. Cloak of Deception [Boost] – Gain Greater Invisibility for 1 round. Drain Vitality – DC 19 Fort Save or take 2 points Con damage. Shadow Jaunt – Teleport 50ft. Battle leader's Charge – Charge attack with +10 damage, does not provoke AoO.
3) Iron Heart Surge – Remove Deliberating Condition. Zephyr Dance [Counter] Gain +4 AC vs an attack. Strength Draining Strike – Deal 4 Strength damage, DC 19 Fort save for half. Covering Strike [Boost] – Enemies hit can't use AoO for the next 3 rounds. Lion's Roar [Boost] – After downing enemy, allies get +5 hit/damage for one round. Tactics of the Wolf [Stance] – Target you flank, allies get +10 hit/damage against them. Thicket of Blades [Stance] – 5ft steps provoke AoOs.
4) Death From above – Jump check for leap attack +4d6 dmg. Lightning Recovery [Boost] – Reroll missed attack with +2 to hit. Rapid Counter [Counter] – Make melee attack against enemy provoking AoO. Absolute Steel stance [Stance] - +10ft to movement and +2 AC for 1 round after moving. Comet Throw – Touch and trip an enemy, to throw them up to 2ft away, deals 4d6 damage. Strike of the Broken Shield - +4d6 damage, successful attack makes target flatfooted. Hand of Death – DC 20 Fort save or Paralyzed for 1d3 rounds. White Raven Strike - +4d6 damage, target is flatfooted for a round.
5) Dancing Blade Form [Stance] - +5ft Reach. Disrupting Blow – Successful attack stops enemy from acting next round. Leaping Flame [Counter] – Teleport next to attacking enemy that's within 100ft. Hearing the Air [Stance] – Gain Blind sense 30ft. Bloodletting Strike – Deals 4 Con damage, DC 22 Fort for half damage. Flanking Maneuver – Allies that can see you get a free attack against your Target. Law Bearer – If target Chaotic, +8 hit, +5d6 damage and gain +5 to saves/AC.
6) Manticore Party [Counter] – Roll against enemy attack, if successful redirect to adjacent target. Desert Tempest – Move at full speed, make attack against each enemy you pass. Ring of Fire – Move up to double movement speed across ground, if a complete circuit is made, all enemies within take 12d6 fire damage, DC 22 Ref for half. Ballistic Throw – Touch and trip an enemy successfully, get to throw them in a 60ft line, dealing 6d6 damage. Order Forged from Chaos – All allies gain a free move action. Rallying Strike – If enemy not same alignment, allies heal 3d6+15 damage it attack hits.
7) Finishing Move – Deals extra damage to weaken targets (+4d6 Full, +6d6 Hurt, +14d6 @>50% HP) Death in the Dark – Sneak attack against target for +15d6 damage, or 5d6 with DC 24 Fort Save. Shadow Blink – Teleport as Swift Action. Clarion Call [Boost] – Down an enemy, all allies gain free attack or 5ft step. Swarming Assault – Strike Foe, any ally they threaten can be attacked by that ally. Inferno Blade [Boost] – For 1 round attacks deal 3d6+25 extra fire damage. Salamander Charge – Charge at 2x base speed, leave 5ft thick wall of fire in path for 5 rounds, 6d6 damage. Aura of Perfect Order [Stance] – Take 11 on 2 d20 roll per round. Devastating Strike – If Target not same alignment, take +8d6, Enemies within 50ft take 5d6, damage and DC 32 Fort save or take -2 to d20 rolls 1 minute.
8) Wolf Pack Tactics [Stance] – Move 5ft with each successful attack. Diamond Defense [Boost] – Initiator level to Saving throw. Lightning Throw – Throw weapon in 30ft line, +12d6 damage, targets allow Ref for half (DC = Attack roll). Rising Phoenix [Stance] – Levitation/Flight 10ft off ground on top of a flaming tornado. Deals 3d6 Fire damage to adjacent creatures. Fool's Strike [Counter] – Redirect enemy's attack back with an opposing attack roll. Ghostly Defense [Stance] – Gain 50% concealment, missed attacks can hit nearby enemies. Balance on the Sky [Stance] – Air walk with at least one free hand. Enervating Shadow Strike – DC 26 Fort save, or take 1d4 negative levels.
9)Time Stands – Full attack Twice. Strike of Perfect Clarity - +100 damage on an attack. Warmaster's Charge - Charge an enemy, all allies within reach can also make a charge attack, get +50 damage, allies get +25, and everyone gets +2 to hit per ally involved in the charge. Mountain Tombstone Strike – Deal 2d6 con damage, DC 19. Strike of Righteous Vitality – Successful hit, you or ally within 10ft gain benefit of Heal spell.
(Think the DCs might not all be right, have to fix that later)
So, any ideas?
[Using This Monk (http://www.giantitp.com/forums/showthread.php?t=150122) as IMO jiriku did such a good job at fixing the Monk without really rewriting it)
I'm not anticipating the party really fighting him off pre level 9 spells. Still need something like 9 Maneuvers and 3 stances. This is what He's got so far:
Martial Adept Schools : ALL
Maneuvers and Stances Known(54/14)(26 Ready/3 Stances Active): Note : DC is 10+Manuver level + Relevant ability Mod.
1) Blood in the Water [Stance] - +1 Hit/Damage per Crit. Sudden Leap [Boost] – Jump as a swift action. Flame's Blessing [Stance] – Immunity to Fire. Burning Blade [Boost] – Attacks deal 1d6+20 extra fire damage. Counter Charge [Counter] – Counter a charge to redirect them. Leading the Attack - Allies get +4 to hit against an enemy you hit. Martial Spirit [Stance] Recover 2 HP per successful attack.
2) Disarming Strike – Attack can also Disarm. Emerald Razor – Melee attack is considered touch attack. Mirtheral Tornado – Whirlwind attack with +2 to hit. Cloak of Deception [Boost] – Gain Greater Invisibility for 1 round. Drain Vitality – DC 19 Fort Save or take 2 points Con damage. Shadow Jaunt – Teleport 50ft. Battle leader's Charge – Charge attack with +10 damage, does not provoke AoO.
3) Iron Heart Surge – Remove Deliberating Condition. Zephyr Dance [Counter] Gain +4 AC vs an attack. Strength Draining Strike – Deal 4 Strength damage, DC 19 Fort save for half. Covering Strike [Boost] – Enemies hit can't use AoO for the next 3 rounds. Lion's Roar [Boost] – After downing enemy, allies get +5 hit/damage for one round. Tactics of the Wolf [Stance] – Target you flank, allies get +10 hit/damage against them. Thicket of Blades [Stance] – 5ft steps provoke AoOs.
4) Death From above – Jump check for leap attack +4d6 dmg. Lightning Recovery [Boost] – Reroll missed attack with +2 to hit. Rapid Counter [Counter] – Make melee attack against enemy provoking AoO. Absolute Steel stance [Stance] - +10ft to movement and +2 AC for 1 round after moving. Comet Throw – Touch and trip an enemy, to throw them up to 2ft away, deals 4d6 damage. Strike of the Broken Shield - +4d6 damage, successful attack makes target flatfooted. Hand of Death – DC 20 Fort save or Paralyzed for 1d3 rounds. White Raven Strike - +4d6 damage, target is flatfooted for a round.
5) Dancing Blade Form [Stance] - +5ft Reach. Disrupting Blow – Successful attack stops enemy from acting next round. Leaping Flame [Counter] – Teleport next to attacking enemy that's within 100ft. Hearing the Air [Stance] – Gain Blind sense 30ft. Bloodletting Strike – Deals 4 Con damage, DC 22 Fort for half damage. Flanking Maneuver – Allies that can see you get a free attack against your Target. Law Bearer – If target Chaotic, +8 hit, +5d6 damage and gain +5 to saves/AC.
6) Manticore Party [Counter] – Roll against enemy attack, if successful redirect to adjacent target. Desert Tempest – Move at full speed, make attack against each enemy you pass. Ring of Fire – Move up to double movement speed across ground, if a complete circuit is made, all enemies within take 12d6 fire damage, DC 22 Ref for half. Ballistic Throw – Touch and trip an enemy successfully, get to throw them in a 60ft line, dealing 6d6 damage. Order Forged from Chaos – All allies gain a free move action. Rallying Strike – If enemy not same alignment, allies heal 3d6+15 damage it attack hits.
7) Finishing Move – Deals extra damage to weaken targets (+4d6 Full, +6d6 Hurt, +14d6 @>50% HP) Death in the Dark – Sneak attack against target for +15d6 damage, or 5d6 with DC 24 Fort Save. Shadow Blink – Teleport as Swift Action. Clarion Call [Boost] – Down an enemy, all allies gain free attack or 5ft step. Swarming Assault – Strike Foe, any ally they threaten can be attacked by that ally. Inferno Blade [Boost] – For 1 round attacks deal 3d6+25 extra fire damage. Salamander Charge – Charge at 2x base speed, leave 5ft thick wall of fire in path for 5 rounds, 6d6 damage. Aura of Perfect Order [Stance] – Take 11 on 2 d20 roll per round. Devastating Strike – If Target not same alignment, take +8d6, Enemies within 50ft take 5d6, damage and DC 32 Fort save or take -2 to d20 rolls 1 minute.
8) Wolf Pack Tactics [Stance] – Move 5ft with each successful attack. Diamond Defense [Boost] – Initiator level to Saving throw. Lightning Throw – Throw weapon in 30ft line, +12d6 damage, targets allow Ref for half (DC = Attack roll). Rising Phoenix [Stance] – Levitation/Flight 10ft off ground on top of a flaming tornado. Deals 3d6 Fire damage to adjacent creatures. Fool's Strike [Counter] – Redirect enemy's attack back with an opposing attack roll. Ghostly Defense [Stance] – Gain 50% concealment, missed attacks can hit nearby enemies. Balance on the Sky [Stance] – Air walk with at least one free hand. Enervating Shadow Strike – DC 26 Fort save, or take 1d4 negative levels.
9)Time Stands – Full attack Twice. Strike of Perfect Clarity - +100 damage on an attack. Warmaster's Charge - Charge an enemy, all allies within reach can also make a charge attack, get +50 damage, allies get +25, and everyone gets +2 to hit per ally involved in the charge. Mountain Tombstone Strike – Deal 2d6 con damage, DC 19. Strike of Righteous Vitality – Successful hit, you or ally within 10ft gain benefit of Heal spell.
(Think the DCs might not all be right, have to fix that later)
So, any ideas?