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Soilborn
2014-02-07, 11:16 PM
In the early days of the disciplines what is now known as the Shadow Hand was a very different practice. Originally it was a series of assassination techniques, but has since evolved into a more combat-centric school. There is however a sister discipline, branching off early and quickly disappearing, that remained active with hardly a whisper. Where the Shadow Hand manipulates its opponents through bluffs, surprises and hoodwinks, this one plays no such games. It is the Unseen Blade, a style that emphasizes cold, calculated manipulation and murder from the shadows.

It is difficult to train in the Unseen Blade. There are no formalized schools that teach the discipline, only freelance practitioners, and most of them refrain from admitting to being disciples much less offer instruction. As such it is often unheard of outside of rumor and sketchy historical documentation, yet its existence is all too real.

Those who come to study the Unseen Blade only occasionally learn under direct tutelage. The ones who dabble in the art do so out of limitation more than intent, learning from scant written teachings that lack many of the discipline's finer points. True mastery comes from the rare individual who is able to find a willing teacher, the discovery of a difficult task enough. Teaching of the Unseen Blade is done exclusively through a 1-on-1 master-student methodology. The nature of the art requires fine precision and application of force that can only be taught through close personal instruction and practice, often against live victims. When a disciple graduates from their master's care however their capabilities in the arts of stealth and assassination are peerless.

Hide in the shadows, find your adversary, and cut him down unseen. Whereas its parent discipline focuses on deception and deceit, the Unseen Blade emphasizes a slightly different set of ideals: find your enemy and slay them before they even know they're in danger. As such, this martial school focuses almost purely upon the blade and shadow, requiring utmost discipline to strike with inhuman precision, seeking the ideal of one-hit one-kill, segregating and disabling a target's allies as necessary and making sure you know where your foes are before they find you.

Hide is the key skill for Unseen Blade. Unseen Blade associated weapons include the bastard sword (katana), short sword (wakizashi), dagger, kama and siangham.



Maneuver and Stance List

Level 1
Snake in the Grass: Stance - Gain a bonus to hide and move silently.
Blade of the Wasp Strike – Deal +1d6 damage to an unsuspecting foe.
Rebuke of Denial: Counter - Disarm or sunder weapon.
Sword of Smoke: Boost – Weapon gains ghost touch, overcomes DR.

Level 2
Reflex of the Hunter: Boost – Quick draw and a Slight of Hand boon.
Stinging Mosquito: Strike – Deal damage, make a free hide check.

Level 3
Blade of the Hornet: Strike – Deal +4d6 damage to an unsuspecting foe.
Cut the Cords Strike – Deal 4 Dex damage.
Embrace of Shadow: Stance – Gain Darkvision.

Level 4
Focus of the Predator: Boost – Bonus to Atk and make extra attacks, but take an AC penalty.
Seal the Sight: Strike – Blinds your target.
Substitution Technique: Counter - 10ft teleport, summon a log.

Level 5
Blade of the Spider: Strike – Deal +6d6 damage and 2 Con to unsuspecting foe.
Flitting Butterfly: Counter – Replace AC with Hide check, can hide as a result.
Dance of the Vespid: Stance - +3d6 sudden strike damage and +5 movement.

Level 6
Know and Adapt: Counter - Gain AC and Atk vs. attacking foe.
Sever the Feet: Strike – Penalize movement speed.

Level 7
Blade of the Scorpion: Strike – Deal +12d6 to an unsuspecting foe.
Pierce the Heart: Strike – Greater crit range, deals +4d6 damage and +8d8 damage on crit.
Fading Moth: Misc – Hide if not being attacked.

Level 8
Sound of Thought: Stance – Gain limited Mindsight.
Assassin's Gambit: Boost – Gain a standard or move action, suffer AC and save penalties.

Level 9
God Slaying Blade of the Mantis: Strike – Kill or deal +16d6 damage to an unsuspecting foe



Assassin's Gambit
Unseen Blade (Boost)
Level: Swordsage 8
Prerequisite: Three Unseen Blade maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

Sometimes one strike is not enough, you need to make more. Exerting your agility to its limits, you sacrifice defense and well-being for just one more attempt at your enemy's life.

When you use this maneuver you can immediately take a standard action or a move action. Your AC and saves suffer a -2 penalty until the beginning of your next turn.


Blade of the Hornet
Unseen Blade (Strike)
Level: Swordsage 3
Initiation Action: 1 standard action
Range: Melee attack
Target: One flanked or flat-footed creature

Your blade angles ready and strikes true. Your foe, just moments ago completely unaware, gapes at the unexpected steel jutting from his chest.

As part of this maneuver you make a single melee attack against a target that is flat-footed or you are flanking. You deal an extra +4d6 points of damage and gain a +4 bonus to confirm a critical hit. If the target is flat-footed you deal an additional +2d6 points of damage.


Blade of the Scorpion
Unseen Blade (Strike)
Level: Swordsage 7
Prerequisite: Three Unseen Blade maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One flanked or flat-footed creature

With keen focus and supernatural aim you plunge your blade deep within your unexpected opponent, piercing organs, severing tendons and driving straight towards its heart.

As part of this maneuver you make a single melee attack against a target that is flat-footed or you are flanking. You deal an extra +12d6 points of damage and gain a +10 bonus to confirm a critical hit. If the target is flat-footed you deal an additional +6d6 points of damage.


Blade of the Spider
Unseen Blade (Strike)
Level: Swordsage 5
Prerequisite: Two Unseen Blade maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One flanked or flat-footed creature
Saving Throw: Fortitude negates.

Your opponent’s anatomy is fully known to you and, as your weapon slices through their flesh it severs vital arteries, spilling their lifeblood upon the ground.

As part of this maneuver you make a single melee attack against a target that is flat-footed or you are flanking. You deal an extra +6d6 points of damage. Additionally, the target must make a Fortitude save (DC 15 + your Wis modifier) or take 2 Con damage. If the target is flat-footed you deal an additional +1d6 points of damage and add your Wis modifier again to the save.


Blade of the Wasp
Unseen Blade (Strike)
Level: Swordsage 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One flanked or flat-footed creature

The most fundamental of Unseen Blade assassination techniques, you take advantage of an enemy's unaware state to strike your blade deep within, silencing their breath before they knew it was their last.

As part of this maneuver you make a single melee attack against a target that is flat-footed or you are flanking. You deal an extra +1d6 points of damage. If the target is flat-footed you deal an additional +1d6 points of damage.


Cut the Cords
Unseen Blade (Strike)
Level: Swordsage 3
Prerequisite: One Unseen Blade maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Save: Fortitude partial

With skill and grace you cut into your opponent, rending veins and arteries. His muscles tire, his coordination stunted, and his reflexes shattered.

As part of this maneuver you make a single melee attack against an opponent. In addition to dealing normal melee damage with the attack, you deal 4 points of Dex damage. A successful Fortitude save (DC 13 + Wis modifier) reduces this dexterity damage by 2, but has no effect on the normal melee damage you deal. If your target is flat-footed when you attack they suffer an additional 2 points of Dex damage.


Dance of the Vespid
Unseen Blade (Stance)
Level: Swordsage 5
Prerequisite: Two Unseen Blade maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Your legs muscles bunch up, adding additional spring to each stride. At the same time you focus in on your foes, seeing the world through their eyes and positioning yourself to capitalize on every lapse of attention.

While you are in this stance you gain the sudden strike ability, if you do not already have it, which deals an extra 3d6 points of damage. If you already have sudden strike your damage dice stack. Additionally, you gain a +5 bonus to your movement speed.


Embrace of Shadow
Unseen Blade (Stance)
Level: Swordsage 3
Prerequisite: One Unseen Blade maneuver
Initiation Action: 1 swift action
Range: 5ft per initiator level
Target: You
Duration: Stance

As your eyes adjust, you begin to see the world in a new light. The secrets of the darkness are hidden no more, and shadows therein previously hidden reveal themselves.

While you are in this stance you gain the benefits of darkvision. You are able to see in pitch blackness out to a distance of 5ft per initiator level. If you already possess darkvision you may add the bonus provided by this stance to its maximum sight distance.


Fading Moth
Unseen Blade
Level: Swordsage 7
Prerequisite: Three Unseen Blade maneuvers
Initiation Action: 1 swift action, special (see text)
Range: Personal
Target: You

Battle rages around you yet for the moment you find your opponents focused elsewhere. Their lapse of focus upon you is all you need as the shadows conceal you.

If you were not the direct target of any actions performed by an enemy within the last round you may make a hide check as though you were in cover. If you know the Snake in the Grass stance and successfully hide from each enemy that could detect you, you may assume this stance as a free action.

Special: If a character initiates Shadow Blink, Shadow Jaunt, or Shadow Stride and knows Fading Moth, they may initiate this maneuver without having to have avoided enemy attention over the previous round. If the character wishes to initiate Fading Moth on the same turn as Shadow Blink they may do so as a move action.


Flitting Butterfly
Unseen Blade (Counter)
Level: Swordsage 5
Prerequisite: Two Unseen Blade maneuvers
Initiation Action: 1 immediate action
Range: Melee attack
Target: You
Duration: See text

As an opponent grows closer their field of vision narrows. Manipulating this, you can seize the moment of their attack to escape their gaze.

If an opponent attacks you, you can initiate this maneuver to make a Hide check in place of your AC. If your opponent misses you are treated as hidden and may immediately switch to Snake in the Grass as a free action.


Focus of the Predator
Unseen Blade (Boost)
Level: Swordsage 4
Prerequisite: One Unseen Blade maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You and one creature
Duration: End of turn

The world seems to slow down about you; for a split second there is nothing but you and your target, his every twitch and shift of weight at your attention.

Choose a creature. Until the end of your turn your base attack bonus becomes equal to your initiator level (which may give you additional attacks) against that creature. Additionally, as part of a full-attack against that target you may make an additional attack at your full BAB, but all of your attacks this turn are made at a -2 penalty. Until the beginning of your next turn you suffer a -2 penalty to your AC.


God Slaying Blade of the Mantis
Unseen Blade (Strike)
Level: Swordsage 9
Prerequisite: Five Unseen Blade maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One flanked or flat-footed creature

With perfect clarity and unerring focus, you strike at your unaware enemy. Your blade cuts through skin and seeks out vitals, piercing each in turn.

As part of this maneuver you make a single melee attack against a target that is flat-footed or you are flanking. If your attack deals damage roll 1d10. If the result is not a 10 you deal an extra +16d6 points of damage. If the result is a 10 the target is slain outright, as if they had taken damage to place them at -10 hit points. This is not a death effect. Effects that reflect damage do not function against this effect. If the target is flat-footed you deal an additional +8d6 points of damage.


Pierce the Heart
Unseen Blade (Strike)
Level: Swordsage 7
Prerequisite: Two Unseen Blade maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature

You aim your blade at your enemy's vitals and thrust, hoping to drop them where they stand

As part of this maneuver you make a single melee attack against an opponent. Your weapon is considered to possess the keen property for this attack if it does not already have it. If the attack hits it deals +4d6 damage. If you score a critical hit with this attack you deal an additional +8d8 damage. If the target is flat-footed gain a +10 bonus to confirm a critical hit.


Know and Adapt
Unseen Blade (Counter)
Level: Swordsage 6
Prerequisite: One Unseen Blade maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: 5 turns, see text

As your enemy attacks and you evade you gain insight into their tactics, quickly formulating ideas to counter and thwart them.

You can initiate this maneuver any time an enemy attacks you. After their attack resolves, then you gain a +2 bonus to attack rolls and armor class against that foe for 5 rounds.


Rebuke of Denial
Unseen Blade (Counter)
Level: Swordsage 1
Initiation Action: 1 immediate action
Range: Personal
Target: One creature

Attacking with a weapon contains some obvious risk, and you can make such abundantly clear to your foe as that weapon suddenly leaves his grasp mid-swing.

If an opponent attacks you, you can initiate this maneuver to gain attempt a free disarm or sunder attempt against the attacking character's weapon. You do not provoke an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you.


Reflex of the Hunter
Unseen Blade (Boost)
Level: Swordsage 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn.

Your hands become more nimble and your reflexes hone. At the first sign of a threat you suddenly find exactly what you need in your hands.

Until the end of your turn you may draw a weapon as a free action as though you had the Quick Draw feat. Additionally you gain a bonus on Sleight of Hand checks equal to your initiator level and can perform these checks untrained.


Seal the Sight
Unseen Blade (Strike)
Level: Swordsage 4
Prerequisite: One Unseen Blade maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Save: Reflex negates

The greatest threat to you is your opponent's vision; when robbed of that they become as helpless as children. With the most precise of aim, you strike so as to deprive them of this vital sense.

As part of this maneuver you make a single melee attack against an opponent. In addition to dealing normal melee damage with the attack the target must succeed at a Reflex save (DC + Wis modifier) or be blinded. If your target is flat-footed they suffer a -4 penalty on their save.


Sever the Feet
Unseen Blade (Strike)
Level: Swordsage 6
Prerequisite: Three Unseen Blade maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature

You strike out at your foe's legs, severing tendons and savaging muscle. Your foe may stand once you back away, but he shall be ill-suited to give pursuit.

As part of this maneuver you make a single melee attack against an opponent. In addition to dealing normal melee damage with the attack you reduce the target's move speed by 10ft to a minimum of 5ft. If your target was flat-footed you may increase the penalty to 20ft to a minimum of 5ft.


Snake in the Grass
Unseen Blade (Stance)
Level: Swordsage 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Where there are shadows there is cover, and with the proper training you can remain unseen and unknown right under the noses of your enemies.

While you are in this stance you gain a bonus to your Hide and Move Silently checks equal to your Initiator level. Additionally, as long as you are in contact with a wall you have a reduced penalty (-10) when running or sniping.


Sound of Thought
Unseen Blade (Stance)
Level: Swordsage 8
Prerequisite: Three Unseen Blade maneuvers
Initiation Action: 1 swift action
Range: 5ft per initiator level
Target: You
Duration: Stance

By honing your ears and sharpening your mind, you find that the thoughts of your foes are just as loud as muscle. And much to their chagrin, not nearly as stealthy.

While you are in this stance you can pinpoint the location of any creature within the stance's range that is not mindless (possessing an intelligence score of 1 or more.) You know what square the creature is in but you cannot see it nor identify it, and the creature still has total concealment unless it can be seen by some other means.


Stinging Mosquito
Unseen Blade (Strike)
Level: Swordsage 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: End of turn

The eye sees only while stationary; this fact allows you to draw your enemy's attention from you even as you attack for just long enough to escape their vision.

As part of this maneuver you make a single melee attack. On hit, you may make a free hide check opposed by your opponent's spot check. If successful you are considered hidden from that enemy. You are hidden only from your target and any you were already hidden from. If the target is flat-footed you automatically succeed on your hide check.


Substitution Technique
Unseen Blade (Counter) [Teleportation]
Level: Swordsage 4
Prerequisite: Two Unseen Blade maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: End of turn

A staple maneuver of the Unseen Blade you are able to see an attack as it comes and vanish in a puff of smoke, easily avoiding the blow.

If an opponent attacks you, you can initiate this maneuver to immediately teleport a maximum distance of 10 feet. In your place you conjure a small animated log (MM 13) that threatens your foe, providing you or an ally with the benefit of a flanking position. The log remains until the end of your next turn. It takes no actions or attacks of opportunity during your turn. You must have line of sight and line of effect to your destination. If you attempt to use this maneuver to move into an occupied space, you do not move, and the maneuver is expended with no effect.


Sword of Smoke
Unseen Blade (Boost)
Level: Swordsage 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

Your weapon grows misty and insubstantial, letting off small tendrils of smoke.

Until the end of your turn your weapon gains the ghost touch property. Additionally, it counts as all types of weapon damage (bludgeoning, piercing, and slashing) for the purpose of overcoming Damage Reduction.




Legacy Weapon: Killer of Kings

Killer of Kings is an immediately unassuming katana (bastard sword) with a blade seemingly painted pure black. Its grip is intricately yet functionally woven with blue and gray silks and it has a slightly elongated pummel. The pummel is actually a second blade, a dagger, sheathed within the grip.

Nonlegacy Game Statistics: +1 mithral bastard sword, +1 mithril dagger (see text); Weight 3 lb.
Omen: When seen out of the corner of the eye the blade of Killer of Kings appears invisible. Drawing and sheathing the dagger makes not a sound, no matter the haste or recklessness of the wielder.

History
The origins of the Killer of Kings are varied and impossible to verify, but the most prevalent tale states that it was forged upon the Plane of Shadow and assembled alongside the Umbral Awn. Some texts even imply that the two were meant to be wielded together, but there is no record of either weapon falling into the same hands or being used as such. As far as can be gathered from the limited resources available, the Killer of Kings has never been within the walls of the Temple of the Nine Swords, but its name has been attributed to a few infamous assassinations. (DC 15)
In one of the most credible tales of the Killer of Kings, a great warlord, a blackguard of Hextor who history remembers as Kalling, rallied together a great army of goblins and orcs and marched them against a nearby kingdom known as Theos. The king found his city greatly outmatched, and he weathered a siege that he could hardly hope to survive for a week. But one day his guards awoke to find their foes in disarray. As the invaders were scattered the corpse of Kalling was found in his tent, bearing a single wound through his chest. Though hailed as a hero, the killer never stepped forward for recognition nor has his identity been discovered. (DC 20; Assassin of Warlords)
With the threat to his kingdom miraculously vanquished, the king of Theos went on to thrive over the years. Its boarders expanded and it brought many others into its fold. Within a few generations the might of Theos was unrivaled. The great grandson sat upon a throne holding many times the power of his ancestor. Yet one day, the king was found within his chambers slain in much the same way as Kalling, a single blade having pierced his chest. The guards were questioned to no avail, and the wizards of the court divined mere glimpses of a shadowy figure flitting through the hallways who had escaped all notice the night of the deed. Most troublesome though were the efforts of his clerics, who not only couldn't seem to revive the king but also found no trace of his soul wherever they looked. (DC 25; Assassin of Kings)
Their attempts to reverse or render justice upon this heinous act of regicide foiled at every turn, the court of the king of Theos could only bury the fallen ruler in the tomb of his ancestors, in the process raising more questions with no answers. Funeral rites for the king involved burying him with a family heirloom, a sword that was never drawn, yet passed from king to king as he died down the line. When the tomb of the slain ruler's father was opened however the sword was found to be missing. Further investigation of previous tombs led back to the slain king's great grandfather. Upon the opening of his tomb the body was found disheveled, his burial garb shredded and wounds upon his skin clearly inflicted after death. Even centuries after the event and past the kingdom's fall, the mysteries of the blade's disappearance and the maimed king's corpse remained unsolved. (31; There Can Be Only One)


Legacy Rituals

Assassin of Warlords: You must deal a killing blow to an enemy who is seen as a leader of at least seven minions. This attack must be dealt as a flank attack or while the subject is flat-footed or otherwise denied their Dex to AC. You must then perform a 1 hour ritual without 48 hours of committing this deed. Cost: 1,500 gp. Feat Granted: Least Legacy (Killer of Kings).

Assassin of Kings: You must infiltrate the stronghold of a king or emperor of an at least moderately-sized kingdom, slay him, and escape undetected. You may kill nobody but the ruler and may not be seen by any other inhabitants of the castle. You must then perform a 1 hour ritual within a week of his death. Cost: 13,000 gp. Feat Granted: Lesser Legacy (Killer of Kings).

There Can Be Only One: You must hunt down the previous owner of the Killer of Kings and defeat him in one-on-one combat. No other characters cannot interfere unless your opponent calls upon allies of his own. If the previous owner is dead than he body must be brought back to life. Once combat is finished the ritual is complete. Cost: 39,000 gp. Feat Granted: Greater Legacy (Killer of Kings).


Wielder Requirements
The Killer of Kings draws is an assassin's weapon through and through, and is ideal for those who live and kill in the dark. It is most useful in the hands of rogues, ninjas, assassins, swordsages, and others who may prefer to operate unseen.

Killer of Kings Wielder Requirements
Base attack bonus +3
Exotic Weapon Proficiency (bastard sword)
Hide 4 ranks, Move Silently 4 ranks
Special: No other character can claim the Killer of Kings as their own. They must either die or renounce the sword before it may be tapped by another.

{table=head]Level|Atk Penalty|Fort Penalty|HP Loss|Abilities
5th|-|-|-|Draw Dagger, Stolen Soul
6th|-1|-|2|+1 eager mithral dagger
7th|-|-1|-|+1 keen mithral bastard sword
8th|-|-|2|Sudden Strike +1d6
9th|-|-|-|Always Ready
10th|-|-|-|
11th|-|-2|-|Greater Invisibility
12th|-|-|2|Sudden Strike +2d6
13th|-|-|2|+2 keen mithral bastard sword
14th|-2|-|-|Hide in Plain Sight
15th|-|-|-|
16th|-|-|2|+2 keen mitrhal bastard sword
17th|-|-3|-|Sudden Strike +3d6
18th|-|-|-|+2 eager mithral dagger
19th|-|-|-|+2 keen mithral bastard sword of deadly precision
20th|-|-4|2|Endless Shadow[/table]

Draw Dagger: At 5th level, the wielder of the Killer of Kings will find that the edge of the pummel is removable and in fact conceals a small dagger. Only the wielder of Killer of Kings may draw the dagger, though he may permit that others use it. Additionally, he may command that the dagger return to its sheath as a swift action, regardless of location.

Stolen Soul: Creatures slain by the Killer of Kings cannot be raised or resurrected, but can be returned through the use of miracle or wish.

Sudden Strike: At 8th level, you deal an extra +1d6 points of damage with Killer of Kings when you catch your target unaware or it is denied its Dexterity bonus to AC. See the ninja class feature (CAd 8). The extra damage of this ability stacks with other sources. When you attain 12th level, the sudden strike damage granted by Killer of Kings increases to +2d6, and when you attain 17th level, it increases again to +3d6.

Always Ready: At 9th level, you may draw the dagger portion of Killer of Kings as a swift action. You may use the same swift action to initiate or change your stance.

Greater Invisibility: At 11th level, you can cast Greater Invisibility at will, as the spell. Caster level: 2nd.

Hide in Plain Sight: At 14th level, the Killer of Kings allows you to sink into shadows and disappear from sight with the greatest of ease. You can use the Hide skill even while being observed.

Endless Shadow: At 20th level the Killer of Kings allows you to blend into the shadows without sacrificing your combat abilities. You can have Snake in the Grass active at the same time as any other stance. When you use a swift action to initiate or change your stance, you can also choose to initiate or cancel Snake in the Grass.

Amnoriath
2014-02-09, 09:30 AM
The fact is you are bouncing around with a lot of things here without much of a flavor justification. You also need to better explain the mechanics here.
1. Why does this have shadow strikes when this discipline has nothing to do with manipulating shadow?
2. Why do some shadow strikes say you disarm yourself while others don't?
3. Is the weapon left in the space or move with the victim?
4. How do you actually hit a person's shadow since the game assumes that you can turn around freely? Touch AC and the spaces around the victim in which its body can occupy?(can get pretty easy with big opponents)
5. How do shadow strikes work in total darkness?
6. Why do you have necromantic maneuvers?
There are some more technical stuff with specific maneuvers but I think these are higher priority. In general I think this discipline should be more of a Move Silent based discipline striking so suddenly and muting any chance for your victims to point you out.

Soilborn
2014-02-09, 10:47 AM
The fact is you are bouncing around with a lot of things here without much of a flavor justification. You also need to better explain the mechanics here.
1. Why does this have shadow strikes when this discipline has nothing to do with manipulating shadow?
I'm not sure what you mean, for this discipline has plenty of shadow manipulation. Can you expound on this question?


2. Why do some shadow strikes say you disarm yourself while others don't?
Logic. You don't need to keep your blade stuck in someone you've poisoned or cut the hamstring of, but if used to pin someone in place, yeah you need that blade there. The idea isn't to disarm yourself so much as have a cheap dagger or two to do the work.


3. Is the weapon left in the space or move with the victim?
Unless I missed something somewhere saying that the victim can move, none of the shadow strikes should permit this situation from coming up. The shadow strikes that leave the blade where it lies should all prevent movement.


4. How do you actually hit a person's shadow since the game assumes that you can turn around freely? Touch AC and the spaces around the victim in which its body can occupy?(can get pretty easy with big opponents)
I'm well aware that the shadow strike mechanics are likely the most in need of ironing out and I appreciate your help here. The idea is that a creature's shadow occupies every space adjacent to itself unless a shadow strike is used that pins the shadow, in which case the shadow only occupies the pinned space. The bigger the opponent, the bigger the shadow, so the more spaces it occupies.


5. How do shadow strikes work in total darkness?
This was mostly to keep the shadow strikes valid in places where they normally wouldn't. The idea is that anything that blocks a light source, even if not in the typical spectrum (ie: infravision,) casts a shadow. Functionally it works the same as regular shadow strikes, but you have to be able to see to carry it out.


6. Why do you have necromantic maneuvers?
Necromantic? You mean Heartdrinker? Cause why not? I'll likely need clarification on this.

I like this critique. If you have more questions please drop them on me. I'd like help getting this discipline smoothed out.

Amnoriath
2014-02-09, 12:35 PM
I'm not sure what you mean, for this discipline has plenty of shadow manipulation. Can you expound on this question?


Logic. You don't need to keep your blade stuck in someone you've poisoned or cut the hamstring of, but if used to pin someone in place, yeah you need that blade there. The idea isn't to disarm yourself so much as have a cheap dagger or two to do the work.


I'm well aware that the shadow strike mechanics are likely the most in need of ironing out and I appreciate your help here. The idea is that a creature's shadow occupies every space adjacent to itself unless a shadow strike is used that pins the shadow, in which case the shadow only occupies the pinned space. The bigger the opponent, the bigger the shadow, so the more spaces it occupies.


This was mostly to keep the shadow strikes valid in places where they normally wouldn't. The idea is that anything that blocks a light source, even if not in the typical spectrum (ie: infravision,) casts a shadow. Functionally it works the same as regular shadow strikes, but you have to be able to see to carry it out.


Necromantic? You mean Heartdrinker? Cause why not? I'll likely need clarification on this.

I like this critique. If you have more questions please drop them on me. I'd like help getting this discipline smoothed out.

1. You have mechanics(shadow strikes) that try to say this but you do not have flavor justification for it. In fact you don't have much set aside flavor for itself. Lets say there was a fireball strike in the White Raven discipline would that make sense for White Raven to have? Obviously no because White Raven is all about ganging up. Now, yes sometimes there is an occasional odd maneuver out but it isn't a whole line maneuvers. Especially if you want to make this different than Shadow Hand you should maybe realize that the shadow flavor is far more conducive to Shadow Hand while developing your own flavor. I would suggest making it more of a stalking and opportunistic discipline that keeps you and others silent or seemingly normal.

2. Well then why are they shadow maneuvers? If the target is the body in particular why are you striking its shadow? Again, do you have a flavor justification or is it just coolness?

3. So, basically with the right weapon or comparable set of abilities you can always keep out of the opponent's reach.

4. Shadows need a light source to give a silhouette form. Which I assume is the spirit of the way it works. Darkvision(see black and white) or See in Magical darkness does not act if it had a light source. You just simple see them as they are unless it says otherwise. So either it ironically doesn't work at all being stealth oriented discipline or it always works in which there is no defense unless it allows a save.

5. Because your discipline even right now doesn't have anything to do with negative energy or the undead. The why not philosophy is why there is tier 1 classes.

Soilborn
2014-02-23, 01:45 PM
I wish to bump this thread in commemoration of the Unseen Blade being completely revamped. The old Shadow Strike mechanic has been removed, namely because I looked back at the and found them unnecessarily complicated and just a bit stupid.

In its place I've included a wider variety of strikes. These strikes can be initiated against a foe from any angle. Keeping with the ambush and assassination theme of this discipline however, I've modified the new strikes as well as the old to provide additional bonuses for attacking flat-footed characters.

I'm looking forward to positive feedback.

Gralamin
2014-02-23, 09:50 PM
Continuing from the chat:

Focus of the Predator doesn't really seem to fit into anything else you have done up to this point. So it feels out of place.

Seal the Sight: Is that permanent blind? Not clear, but I think it is.

Dance of the Vespid: The wording isn't quite well templated, but simple enough.

Know and adapt: Meh. Too little at this point.

Sever the Feet is okay, but feels like it should be moved down slightly.

I like the idea of what you are doing with Fading Moth, but I dislike the implementation. I'll think on how to improve it.