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Togath
2015-02-10, 09:36 PM
I originally came up with this idea for a campaign I'm running, and figured I might as well post it here and on Dreamscarred Press's forums (http://dreamscarredpress.com/dragonfly/ForumsPro/viewtopic/t=3754.html) for feedback.
It's intended to give sort of a semi-magical discipline option, leaning toward elemental and utility options, currently themed around dragon-typed creatures.
The fluff is a little bare at the moment, and the manoeuvres only go up to 3rd level currently, but I figured tossing it up sooner would mean I could get feedback before I have the whole thing built out.

I also have a google document (https://docs.google.com/document/d/1yeA3pu8BOb5kAF5Wc8TsshC00huLYOS3w9xPBdnLFYY/edit?usp=sharing) of it up now.

Draconic Fist
Draconic Fist is a discipline for PoW, intended to provide an option for elemental combat.
It's associated skill is Spellcraft, and it's disciplines weapon groups are; Unarmed, Heavy Blades, and Close.

When entering a Draconic Fist stance, the initiator must choose either acid, cold, electricity, or fire as their current attunement, which usually varies the effects of Maneuvers of the Draconic Fist Discipline.
An initiator may change their elemental attunement as a move action any time after entering their stance.
If an initiator using a Draconic Fist Maneuver that changes damage type depending on attunement uses it while unattuned, it deals bludgeoning damage.
In addition, an initiator in a Draconic Fist stance is assumed to have resistance equal to their ranks in Spellcraft against their current attunement, unless otherwise stated.

1st level Maneuvers;
Drake Arrow(strike): a ranged attack that deals variable damage, using spellcraft in place of an attack roll.
Turtle Dragon's Endurance(stance): gain a +1 bonus to fortitude and CMD.
Dragon's Fury(stance): attacks deal extra elemental damage equal to your initiation modifier.
Wyvern Step(boost): ignore difficult terrain and fall more slowly.
Nycar's Claw(strike): attack deals +1d6 elemental damage.
Blood of the Minor Hydra(counter): gain temporary HP in response to damage.

2nd level Maneuvers;
Wyrm's Scales(counter): use spellcraft instead of AC against an attack, dealing damage if it misses.
Wyvern's Wingbeat(strike): attack targets two adjacent squares, dealing +1d6 elemental damage, and knocking targets back.
Drake's Breath(strike): deal at least 1d6 plus your initiation modifier as variable damage in a small area.
Drake's Dance(boost): gain a +10ft bonus to speed and anyone targeting you with an AoO suffers damage.
Drake's Claw(strike): attack deals an extra +2d6 of elemental damage and debuffs target.

3rd level Maneuvers;
Drake's Agility(stance): ignore fall damage, and gain increased skill at jumping.
Tatzlwyrm's Grasp(strike): attack deals extra variable damage and lingers.
Drake's Flurry(strike): two ranged attacks that deal variable damage, using spellcraft in place of an attack roll.
Wyvern's Leap(boost): gain a fly speed and your attacks deal extra elemental damage.
Warding Wings(counter): use spellcraft in place of AC against an attack, knocking the attack away or down if it misses.
Jiaolong's Breath(stance): gain the aquatic subtype and amphibious ability, as well as a swim speed.
Primal Body(counter): active elemental resistance doubles, and you recover hp equal to any elemental damage resisted.

4th level Maneuvers;
Wyvern Claw(strike): attack deals an extra +4d6 of elemental damage and debuffs target.
Scarlet Tempest(boost): deal electricity and fire damage with attacks and gain increased mobility.
Bog Strider(boost): gain earthglide and a swim speed, and increased defences.
Turtle Dragon's Roar(strike): deal at least 2d6 plus your initiation modifier of cold and fire damage in a line.
Crag Wyrm's Wingbeat(strike): deal at least 2d4 bludgeoning and sonic damage in a radius, and knock targets back.
Blood of the Hydra(counter): gain temporary HP in response to damage.

5th level Maneuvers;
Wyvern's Sting(strike): attack deals extra variable damage and lingers.
Dragon Arrows(strike): three ranged attacks that deal variable damage, using spellcraft in place of an attack roll.
Soul of the Hydra(stance): act as if hasted and gain more attacks of opportunity.
Tempest Wings(counter): use spellcraft in place of ac against an attack, knocking the target back and gaining dr against further attacks.
Blazing Blood(counter): slip out of grapples or burn foes attempting to grapple you.
Frostfire Talons(boost): attacks deal extra cold and fire damage, and may slow targets.
Fangs of the Linnorm(boost): attack deal extra acid and electricity damage, and pierce some dr.

Togath
2015-02-10, 09:39 PM
Maneuver Descriptions:

Level 1 Maneuvers;
Drake Arrow
Discipline: Draconic Fist (Strike); Level: 1
Prerequisite(s): none
Initiation Action: 1 standard action
Range: close(25ft +5/2 levels)
Target: One creature
Duration: Instant

Swinging their weapon, the adept strikes from a distance with stones, ice, flames, or lightning.
As part of this strike the initiator makes a melee attack, using spellcraft instead of an attack roll.
If the initiator is attuned to an element, the range of this strike increases to close, and the attack’s physical damage may be altered.
The damage type of this attack depends on the initiator's current attunement, if any;
-none: as weapon.
-acid, cold: magical bludgeoning, piercing, or slashing damage(chosen when this strike is used).
-electricity: electricity damage.
-fire: fire damage.


Turtle Dragon's Endurance
Discipline: Draconic Fist (Stance); Level: 1
Prerequisite(s): none
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Through training, you can gain endurance comparable to a mighty dragon turtle.
You gain a +2 bonus to fortitude saves and CMD, which increases by +1 for every five initiator levels you possess.


Dragon's Fury
Discipline: Draconic Fist (Stance); Level: 1
Prerequisite(s): none
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Through training, you can gain channel the elemental fury of a dragon.
While in this stance, your melee attacks deal extra elemental damage equal to your initiator modifier.
The damage type is the same as your attunement.


Wyvern Step
Discipline: Draconic Fist (boost); Level: 1
Prerequisite(s): none
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: One Turn

You move as though lifted by the massive wings of a wyvern, moving easily through rugged terrain, and falling slower.
While under the effects of this boost, you may ignore movement penalties for difficult terrain, and treat falls as dealing half of their normal damage.


Nycar's Claw
Discipline: Draconic Fist (Strike); Level: 1
Prerequisite(s): none
Initiation Action: 1 standard action
Range: melee
Target: One creature
Duration: Instant

Channelling elemental energy, to imbue your attack with acid, fire, frost, or lightning.
As part of this Maneuver make a melee attack, if it hits, it deals an extra +1d6 damage of the same type at your current attunement.


Blood of the Minor Hydra
Discipline: Draconic Fist (counter); Level: 1
Prerequisite(s): none
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instant

You can withstand damage through force of will, shrugging off minor blows.
As an immediate action in response to any action that would cause you to take damage, you gain temporary HP equal to your initiation modifier plus 2. These temporary HP last until the start of your next turn, and are applied before the damage that triggered this counter is.



Level 2 Maneuvers;
Wyrm's Scales
Discipline: Draconic Fist (counter); Level: 2
Prerequisite(s): 1 Draconic Fist Maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instant

As a foe attacks you, you conjure up a whirling shield of energy to protect yourself and harm your assailant.
When an enemy makes a melee attack against you, you can substitute a spellcraft check for your AC against the attack. If their attack misses, they take 1d4+your initiation modifier in damage of the same type as your current attunement.


Wyvern Wingbeat
Discipline: Draconic Fist (Strike); Level: 2
Prerequisite(s): 1 Draconic Fist Maneuver
Initiation Action: 1 standard action
Range: melee
Target: One or two creatures
Duration: Instant

With the fury of a wyvern striking at foes who get to close, you push your foes away with a fierce strike.
As part of this attack, make a melee attack against up to two adjacent targets. if you hit, you deal +1d6 elemental damage of the same type as your current attunement, and push them back 5ft.


Drake's Breath
Discipline: Draconic Fist (Strike); Level: 2
Prerequisite(s): none
Initiation Action: 1 standard action
Range: 15ft.
Area: Cone-Shaped burst
Duration: Instant

Channelling the mighty breath of a drake, you unleash a blast of lightning, flames, icy winds, or a roar powerful enough to shatter stone.
This strike deals damage in a 15ft. cone, with the type and amount being determined by your current attunement;
-none: 1d3 points of bludgeoning damage, +1d3 for every 4 ranks in spellcraft you possess.
-acid: 1d4 plus your initiation modifier of sonic or bludgeoning damage(chosen when this attack is used), +1d4 for every 4 ranks in spellcraft you possess.
-cold: 1d6 plus your initiation modifier of cold damage, +1d6 for every 3 ranks in spellcraft you possess.
-electricity: 1d4 plus your initiation modifier of sonic or electricity damage(chosen when this attack is used), +1d4 for every 4 ranks in spellcraft you possess.
-fire: 1d6 plus your initiation modifier of fire damage, +1d6 for every 3 ranks in spellcraft you possess.


Drake Dance
Discipline: Draconic Fist (boost); Level: 2
Prerequisite(s): 1 Draconic Fist Maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: One Turn

Moving like a drake soaring through the sky, you move with extraordinary agility, and harm those who would try to slow you down.
While under the effects of this boost, you gain a +10ft. bonus to all speeds and a +4 bonus to acrobatics, and anyone targeting you with an attack of opportunity must make a dc(12+your initiation modifer) reflex save or take 1d6 damage of the same type as your current attunement.


Drake's Claw
Discipline: Draconic Fist (Strike); Level: 2
Prerequisite(s): none
Initiation Action: 1 standard action
Range: melee
Target: One creature
Duration: See description.

You channel elemental energy through your attack, damaging them, and affecting them even after the attack has passed.
As part of this strike, make a melee attack, if it hits it deals +2d6 damage of the same type as your current attunement as well as another effect, determined by your current attunement;
-none: this attack ignores dr
-acid: the target must succeed on a fortitude save(dc 12+your initiation modifier or be blinded for 1d3+1 rounds.
-cold: the target must succeed on a fortitude save(dc 12+your initiation modifier) or be affected as if by the spell "slow" for 1d4+1 rounds.
-electricity: the target must succeed on a fortitude(dc 12+your initiation modifier) save or be stunned for 1d2+1 rounds.
-fire: the target must succeed on a fortitude save(dc 12+your initiation modifier) or be dazed for 1 round.


Level 3 Maneuvers;
Drake's Agility
Discipline: Draconic Fist (Stance); Level: 3
Prerequisite(s): 1 Draconic Fist Maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You show the agility of a drake, becoming supernaturally nimble and acrobatic.
While in this stance, you take no damage from falling, gain a competence bonus on acrobatics checks equal to half your ranks in spellcraft(minimum+1), and treat all jumps you make as if they had a running start.


Tatzlwyrm's Grasp
Discipline: Draconic Fist (Strike); Level: 3
Prerequisite(s): 1 Draconic Fist maneuver
Initiation Action: 1 standard action
Range: melee
Target: One creature
Duration: Instant

Like the toxic Tatzlwyrm, your grasp harms foes even after you let go.
As part of this strike, make a melee attack against a target within reach. The attack gains effect is determined by your attunement. This strike can be used in place of an unarmed attack during a grapple.
-none: the attack deals +1d4 damage, and the target takes 1d4 damage at the start of your next turn
-acid: the attack deals an extra +1d6 plus your initiation modifier in acid damage, and the target takes 1d6 acid damage at the start of your next two turns.
-cold: the attack deals an extra +2d6 plus your initiation modifier cold damage, and the target takes 1d6 cold damage at the start of your next turn.
-electricity: the attack deals an extra +2d6 plus your initiation modifier electricity damage, and the target takes 1d6 electricity damage at the start of your next turn.
-fire: the attack deals an extra +1d6 plus your initiation modifier in fire damage, and the target takes 1d6 fire damage at the start of your next two turns.


Drake's Flurry
Discipline: Draconic Fist (Strike); Level: 3
Prerequisite(s): 1 Draconic Fist maneuver
Initiation Action: 1 full round action
Range: close(25ft +5ft/2 levels)
Target: One or more creatures
Duration: Instant

An improved form of Drake Arrow, the initiator can now summon two arrows, and imbue them with stronger magic.
As part of this strike the initiator makes two melee attacks with the same weapon, using a spellcraft check instead of attack rolls.
If the initiator is attuned to an element, the range of this strike increases to close, and the attack’s physical damage may be altered.
The damage type of this attack depends on the initiator's current attunement, if any;
-none: as weapon and counts as magic.
-acid, cold: magical bludgeoning, piercing, or slashing damage(chosen when this strike is used) and counts as ghost touch.
-electricity: half electricity damage and half sonic damage.
-fire: fire damage and counts as ghost touch.


Wyvern's leap
Discipline: Draconic Fist (boost); Level: 3
Prerequisite(s): 2 Draconic Fist Maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: One Turn

Lifting yourself with wings of magic, you fly through the air, and your strikes are empowered by elemental power.
You gain a fly speed until the start of you're next turn equal to your land speed, and your attacks deal extra acid, cold, electricity, or fire damage(chosen when you use this boost, the type does not have to match your attunement) equal to your initiation modifier.


Warding Wings
Discipline: Draconic Fist (counter); Level: 3
Prerequisite(s): 1 Draconic Fist Maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instant

As a foe attacks you, you deflect their blow, knocking them away or down.
When an enemy makes a melee or ranged attack against you, you can substitute a spellcraft check for your AC against the attack. If a melee attack misses you due to this Maneuver you deal damage equal to your initiation modifier, and can either push the target back 5ft. or automatically trip them. If it's a ranged attack, you can retaliate if they miss by firing a bolt dealing 1d4 plus your initiation modifier damage of the same type as your attunement at the source of the attack.


Breath of Jiaolong
Discipline: Draconic Fist (Stance); Level: 3
Prerequisite(s): 1 Draconic Fist Maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You gain the ability to breath water, and swim like a powerful lung dragon.
While in this stance, you can breath water and gain a swim speed equal to twice your move speed.


Primal Body
Discipline: Draconic Fist (Counter); Level: 3
Prerequisite(s): 2 Draconic Fist Maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: 1 round

You embody the elemental nature of a mighty primal dragon.
Until the start of your next turn, your energy resistance from your elemental attunement is doubled, and you recover HP equal to any energy damage you resist.



Level 4 Maneuvers;
Wyvern Claw
Discipline: Draconic Fist (Strike); Level: 4
Prerequisite(s): 1 Draconic Fist maneuver
Initiation Action: 1 standard action
Range: melee
Target: One creature
Duration: See description.

You channel elemental energy through your attack, damaging them, and affecting them even after the attack has passed.
As part of this strike, make a melee attack, if it hits it deals +4d6 damage of the same type as your current attunement as well as another effect, determined by your current attunement;
-none: this attack ignores dr, and is treated as silver and cold iron.
-acid: the target must succeed on a fortitude save(dc 14+your initiation modifier or be blinded for 1d3+1 rounds.
-cold: the target must succeed on a fortitude save(dc 14+your initiation modifier) or be affected as if by the spell "slow" for 1d4+1 rounds.
-electricity: the target must succeed on a fortitude(dc 14+your initiation modifier) save or be stunned for 1d2+1 rounds.
-fire: the target must succeed on a fortitude save(dc 14+your initiation modifier) or be dazed for 1 round.


Scarlet Tempest
Discipline: Draconic Fist (boost); Level: 4
Prerequisite(s): 2 Draconic Fist Maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: One Turn

Lashing out with fire and lightning, you strike in a flurry of attacks as you dash across the battlefield.
Until the end of your turn, your attacks deal extra damage equal to you ranks in spellcraft(minimum 1 damage). This damage is counted as both electricity and fire damage, which ever is more favourable for you on any given attack. In addition, you may take a standard action at any point during a move action while this boost lasts.
This boost can only be used while attuned to electricity or fire.


Bog Strider
Discipline: Draconic Fist (boost); Level: 4
Prerequisite(s): 2 Draconic Fist Maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: One Turn

Channelling the abilities of those draconic beings that dwell within icy bogs, you gain the ability to swim or even move through earth, as well as gaining increased defences.
Until the end of your turn, you gain the earthglide ability as well as a swim speed equal to your move speed, and gain DR/- equal to your initiation modifier.
This boost can only be used while attuned to acid or cold.


Turtle Dragon's Roar
Discipline: Draconic Fist (Strike); Level: 4
Prerequisite(s): 2 Draconic Fist maneuvers
Initiation Action: 1 standard action
Range: 30ft. +5ft/2 initiator levels
Area: Line
Duration: Instant

After a deep breath, you let out a powerful blast of steam, like the breath of a fearsome turtle dragon.
This strike deals 2d6 plus your initiation modifier of bludgeoning and fire damage, plus 1d6 for every 2 ranks in spellcraft you posses, in a 5ft wide line. Targets can attempt a reflex(dc 14+ your initiation modifier) save for half damage
This strike can only be used while attuned to cold or fire.


Crag Wyrm's Wingbeat
Discipline: Draconic Fist (Strike); Level: 4
Prerequisite(s): 2 Draconic Fist maneuvers
Initiation Action: 1 standard action
Range: 5ft. +5ft/4 initiator levels beyond 7
Area: Circular burst
Duration: Instant

With a mighty roar, you shake the area around you, like the wingbeat of a massive dragon.
This strike deals 2d4 plus your initiation modifier of magical bludgeoning and sonic damage in a 5ft radius, +1d4 for every 3 ranks in spellcraft you possess. Targets can attempt a reflex(dc 14+ your initiation modifier) save for half damage. Any who fail are knocked back 5ft, taking 1d6 bludgeoning damage if their movement is blocked by an object.
This strike can only be used while attuned to acid or electricity.


Blood of the Hydra
Discipline: Draconic Fist (counter); Level: 4
Prerequisite(s): 1 Draconic Fist maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instant

You can withstand damage through force of will, shrugging off attacks
As an immediate action in response to any action that would cause you to take damage, you gain temporary HP equal to your initiation modifier plus 8. These temporary HP last until the start of your next turn, and are applied before the damage that triggered this counter is.



Level 5 Maneuvers;
Wyvern's Sting
Discipline: Draconic Fist (Strike); Level: 5
Prerequisite(s): 3 Draconic Fist maneuvers
Initiation Action: 1 standard action
Range: melee
Target: One creature
Duration: Instant

Your strike is like the poisonous sting of a wyvern, damaging your foe even after you finish your attack.
As part of this strike, make a melee attack against a target within reach. The effect the attack gains is determined by your attunement. This strike can be used in place of an unarmed attack during a grapple.
-none: the attack deals +2d4 damage, and the target takes 2d4 damage at the start of your next turn
-acid: the attack deals an extra +3d6 plus your initiation modifier in acid damage, and the target takes 2d6 acid damage at the start of your next two turns.
-cold: the attack deals an extra +3d6 plus your initiation modifier cold damage, and the target takes 1d6 cold damage at the start of your next turn.
-electricity: the attack deals an extra +3d6 plus your initiation modifier electricity damage, and the target takes 1d6 electricity damage at the start of your next turn.
-fire: the attack deals an extra +3d6 plus your initiation modifier in fire damage, and the target takes 2d6 fire damage at the start of your next two turns.


Dragon Arrows
Discipline: Draconic Fist (Strike); Level: 5
Prerequisite(s): 3 Draconic Fist maneuvers
Initiation Action: 1 full round action
Range: close
Target: One or more creatures
Duration: Instant

An improved form of Drake's Flurry, the initiator can now attack three times, and imbue certain types with even stronger magic
As part of this strike the initiator makes three melee attacks with the same weapon, using a spellcraft check instead of attack rolls.
If the initiator is attuned to an element, the range of this strike increases to close, and the attack’s physical damage may be altered.
The damage type of this attack depends on the initiator's current attunement, if any;
-none: as weapon and counts as magic and ghost touch.
-acid, cold: magical bludgeoning, piercing, or slashing damage(chosen when this strike is used) and counts as ghost touch, cold iron, and silver.
-electricity: electricity damage or sonic damage(chosen when this strike is used).
-fire: fire damage and counts as ghost touch and the critical threat range of the attacks in increased by +1(this stacks with but is not multiplied by the keen property).


Soul of the Hydra
Discipline: Draconic Fist (Stance); Level: 5
Prerequisite(s): 3 Draconic Fist Maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You strike with the swiftness of a hydra, and can react to those moving past you with greater alacrity.
While in this stance, you are treated as under the effects of the spell "haste", and may have a number of attacks of opportunity equal to 1 plus your initiation modifier. This does not stack with the Combat Reflexes feat.


Tempest Wings
Discipline: Draconic Fist (counter); Level: 5
Prerequisite(s): 2 Draconic Fist Maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instant

As a foe attacks you, you knock them aside with a blast of wind and sleet.
When an enemy makes a melee or ranged attack against you, you can substitute a spellcraft check for your AC against the attack. If their attack misses, you gain DR/- equal to your initiation modifier until the start of your next turn. If this was triggered by a melee attack and the attack misses due to this counter, the attacker is knocked back 5ft.
This counter can only be used while attuned to cold or electricity.


Blazing Blood
Discipline: Draconic Fist (counter); Level: 5
Prerequisite(s): 2 Draconic Fist maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instant

Your caustic blood sears an enemy as they try to grab you.
You can use this counter in response to a target attempting to grapple you, forcing to select one of the following; they take a penalty to their CMB equal to your initiation modifier until the start of your turn, or; they take 1d6 of each acid and fire damage for three rounds.
This counter can only be used while attuned to acid or fire.


Frostfire Claws
Discipline: Draconic Fist (boost); Level: 5
Prerequisite(s): 3 Draconic Fist maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: One Turn

Your limbs crawl with crackling blue flames that both chill and burn.
While under the effects of this boost, your attacks deal extra of both cold and fire damage equal to your initiation modifier plus 1(both parts are applied separately. if your initiation modifier was +3, for example, you would deal 4 extra cold and 4 extra fire damage with each successful attack).
Any targets hit must succeed on a fortitude(dc 14+ your initiation modifier) for be affected as if by the “slow” spell for 1 round.
This boost can only be used while attuned to cold or fire.


Fangs of the Linnorm
Discipline: Draconic Fist (boost); Level: 5
Prerequisite(s): 3 Draconic Fist maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: One Turn

Your limbs drip with strange acid, melting away your foe’s defenses.
While under the effects of this boost, your attacks deal extra of both acid and electricity damage equal to your initiation modifier(both parts are applied separately. if your initiation modifier was +3, for example, you would deal 3 extra cold and 3 extra fire damage with each successful attack).
Any attack made while this boost is active treats the DR or hardness of anything you attack as being a number of points lower equal to your initiation modifier plus 1.
This boost can only be used while attuned to acid or electricity.

Togath
2015-02-10, 09:43 PM
Reserved post, if needed.

Togath
2015-02-10, 09:47 PM
Reserved post, if needed.

Togath
2015-02-10, 09:56 PM
Also, since I'm curious;
Do you think I should add manoeuvres focused on specific elements?
Either single element, dual element, or triple elemental ones.

And feel free to post, I should only need three posts at most for the discipline(hadn't realized how high the character limit per post was:smallredface:).

Togath
2015-02-13, 03:11 AM
Tinkered with 1st through 3rd level maneuvers, and added 4th and 5th level maneuvers.

upho
2015-02-13, 05:03 PM
This looks nice. I especially like the dragon theme, the neat solution to changing damage types, and the unusually numerous ranged alternatives. I haven't read through all of the maneuvers yet, but have a minor question and some critique:

Drake Arrow is categorized as a ranged attack, but the description says "make a melee attack". So do I for example apply the damage bonus of Dragon's Fury or not? Why?

Drake Arrow, Wyrm's Scales, Drake's Flurry, Warding Wings and others have "Use Spellcraft instead of BAB/AC". If I had a PC with casting, s/he would likely always succeed with these maneuvers, especially in higher levels. How often do you expect these to fail, in comparison to the initiator using the normal stat? (The same critique applies to many maneuvers in PoW, of course, but they tend to be a lot less common in a single discipline, depend on an otherwise less commonly used/powerful skill and not have quite as good benefits.)

Keep up the good work!

Togath
2015-02-13, 06:44 PM
Thank you for the feedback.:smallsmile:

regarding Drake arrow, it(and it's later versions) are intended to work like the Wave line of mithril current maneuvers, but with lower raw damage and more versatility.

Spellcraft based things are intended to work slightly more often than attacks and such, though I'm not sure I understand what you mean by "If I had a PC with casting, s/he would likely always succeed with these maneuvers". I don't understand what casting has to do with anything:smallconfused:, especially since casters will have lower initiator levels, giving them access only to weaker maneuvers.

upho
2015-02-14, 01:10 AM
Thank you for the feedback.:smallsmile:You're welcome! And thanks for an interesting discipline! :smallsmile:


regarding Drake arrow, it(and it's later versions) are intended to work like the Wave line of mithril current maneuvers, but with lower raw damage and more versatility.Ah, of course. Which makes them eligible for melee attack bonuses. Even though I didn't really think that one through I guess, it might be a good idea to clarify that they still get all bonuses applicable to melee attacks, and none of the bonuses applicable only to ranged attacks.


Spellcraft based things are intended to work slightly more often than attacks and such, though I'm not sure I understand what you mean by "If I had a PC with casting, s/he would likely always succeed with these maneuvers". I don't understand what casting has to do with anything:smallconfused:, especially since casters will have lower initiator levels, giving them access only to weaker maneuvers.First off, there are plenty of ways to gain both high IL and CL, at the same time - like the battle templar and bladecaster (9th level spells + 8th level maneuvers) or mage hunter (6th level spells and 9th level maneuvers + full CL and IL), not to mention all the upcoming archetypes for 6/9 casters in PoW Expanded. And even with access only to weaker maneuvers, the probability of the maneuvers succeeding is in this case not dependent on your IL in any way.

My reasoning is that a character with casting often has a very good reason to maximize her Spellcraft skill, even without access to these maneuvers. If she also gains several maneuvers which allows her to replace her typically less than perfect BAB or AC with her amazing Spellcraft skill, she can basically treat them as close to auto-successes against most enemies, or at least as significantly better than her actual BAB or AC, as she gets an even greater reason to push her Spellcraft skill into ridiculously high numbers. Looking at only feats and items, you'll find plenty of cheap, unrestricted options that gives a PC substantial stacking permanent bonuses to Spellcraft, whereas it's generally much harder (or impossible) and way more expensive to gain the equivalent bonuses to BAB or AC. The main reason why this is much better than for a character who has, say, the Primal Fury discipline which has Survival as its key skill, is that the discipline only includes two maneuvers which allows her to replace BAB or AC (Shrug It Off and Unbreakable Panthera something?, I think) and that Survival is generally a much less critical and useful skill for virtually any PC than Spellcraft is for a caster. So, instead of the caster/initiator only gaining the usual good benefits out of increasing her Spellcraft skill, she also gains the effect of a much increased BAB and AC in many situations. If she focuses on this discipline, she can probably get enough of these maneuvers to nearly replace her BAB and AC in most higher level fights, and thus she's able to largely circumvent the arguably greatest trade-offs for a decent or better casting ability.

Generally speaking, frequently replacing BAB or AC with a skill value is IMO not good design because of how easy it is to get a silly high skill value. It's even less so when the skill in question is really useful by itself as well and can be expected to be prioritized (which is typically the case with for example Perception, Spellcraft, Stealth and Use Magic Device, and to a lesser extent Acrobatics and Ride). I would highly recommend that you try to keep maneuvers that do this at a minimum, especially since they will benefit casters much more than other PCs, and casters certainly don't need the boost.

Togath
2015-02-16, 04:12 PM
First off: why would spellcasters have a better reason to boost spellcraft? It's an honest question, but I'm having trouble seeing any reason why a melee with it as a class skill would have less reason to take it, and vice versa(but I may be missing a use for it, I've never been particularly good at optimizing with skills).

Secondly, thank you for the compliments on the flavour of it.:smallsmile:
I was really worried the early names might be a little repetitive, and the later ones a little bland.

This also isn't the only spellcraft discipline, there already exists Cursed Razor, and Elemental Flux is intended to be spellcraft based.
There's also disciplines like Scarlet Throne or Mithril Current(from which I took a lot of inspiration for the design of this, including the ac replacing maneuvers and the arrow/flurry strikes).

I can see a little of your worry regarding the ac/attack increase, but spells can already provide comparable boosts, and with this discipline, they usually need to have decent melee for things like drake arrows to do much(since they provide no increases to your melee damage, just change it's type and range), and cha based casters could already take advantage of the ac replacing using mithril current.

Almarck
2015-02-16, 04:19 PM
I feel that a stomp or crush attack would be good. The initiators jumps up in the air and comes crashing down like a sledge hammer on top of the opponent may even causing a pinned or prone condition as part of it.

Togath
2015-02-16, 04:31 PM
I feel that a stomp or crush attack would be good. The initiators jumps up in the air and comes crashing down like a sledge hammer on top of the opponent may even causing a pinned or prone condition as part of it.

Possibly. I'll think about the idea, it might work as an eart/acid attunement maneuver of some sort.

Also, a general question: are the hydra blood counters too weak? Should I add more(something like a second or third level one)?