Zaydos
2015-03-03, 03:39 PM
Star Dream
So I actually made this discipline a long time ago, it was working on it which actually got me onto these forums even though it was still some time before I was ready to make and post it, but I've always been unhappy with the result. So I've decided to remake it and post the new version and see what people have to say. I also think the Winter feat is rather weak and needs to be replaced.
After Reshar had founded the Temple of the Nine Swords and his students began to travel the world inadvertently spreading the Sublime Way, one of these disciples encountered a terrible baron of the fey court. The unseelie's champion was defeated with ease and the swordsmen was allowed to wander onward, the fey held back by a mixture of awe and fear.
Despite his seeming surrender, the unseelie baron was not one to allow defeat to rest easily upon him. For years he studied and reviewed the battle and the art of the blade that had been used to defeat his champion. He found another student of the sublime way and seduced the young warrior into his service. From there he placed his servants into a harsh training regime. For years they practiced and they learned.
They integrated the powers of Reshar's sublime way with their own innate, or bestowed, powers. When they had finished they unveiled a new style of battle technique, one that focused on the subtle power of the fey. He used this new army to begin a reign of terror over the neighboring woods. Unfortunately his reign was cut short when a band of mortal heroes rose up from the nearby farmlands and through harsh battle put an end to his life.
With his death his forces scattered and first fey, whether of the summer or the winter court, and then mortals learned this blade magic.
The Star Dream discipline focuses on the powers of the fey blending the wild powers of beasts and plants and the bewitching powers of the fey with the art of the sword perfected by the mortal races. Star Dream
In tune with the powers of nature and allowing the great spirit of the wild to flow through you is the path to great power. The Star Dream discipline taps into the powers of the fey and woods to perform unparalleled feats of martial prowess. With an emphasis on speed and agility, this discipline includes not only agility but control over plants and the channeling of animalistic powers.
Bluff is the key skill for the Star Dream disciple. The associated weapons for the Star Dream disciple are the rapier, elven thinblade, elven courtblade, and dagger.
Because the Star Dream discipline was never taught widely at the Temple of the Nine Swords or any similar center of training, most martial adepts do not know any maneuvers from it, or even know it exists. Only Crusaders, and Swordsages can learn maneuvers from the Star Dream discipline. There are two ways to master the discipline. The first is to have been trained in it. If you choose to make a martial adept that has already been trained in the Star Dream discipline, you simply replace one discipline that adept could normally learn maneuvers from with the Star Dream discipline. He loses the associated skill of the replaced discipline as a class skill, but gains Bluff as a class skill.
The other way is to seek out a master of the Star Dream–a martial adept capable of using at least 5th-level maneuvers from the discipline–and training under him. You must train for a month under the master, or spend a month in research, and spend 1,000 xp at the end of your training. You gain the ability to learn maneuvers from the Star Dream discipline, and add Bluff to your martial adept class’s list of class skills. In addition, you may exchange your maneuvers known for maneuvers of the Star Dream discipline. You may exchange one maneuver of each level, and the new maneuvers you learn must be of the same level as the exchanged maneuvers, unlike normal.
Format and method to learn new maneuvers copied from The Demented One's martial initiator works.
Star Dream Maneuvers
Forest Guardian Blow: 1st level, Strike; Gain DR 5/cold iron.
Mind-Stabbing Blow: 1st, Strike; Attack deals 2 Wis damage.
Poison Thorn Strike: 1st, Strike; Attack deals 2 bonus damage/round for 3 rounds.
Voice of the Fey Court: 1st, Stance; Gain bonus to Bluff, Diplomacy, and Sense Motive.
Wood Walker: 1st, Stance; Gain Woodland Stride.
Fairy Slumber Strike: 2nd, Strike; Attack fatigues target.
Shadow Wolves: 2nd, Boost; Create wolves of shadow to counter attack foes.
Strength of Oaks: 2nd, Boost; Gain enhancment bonus to Strength for 1 round.
Entropy's Edge: 3rd, Strike; Attack deals +4d6 damage and target cannot heal for 3 rounds.
Guidance of the Twinkling Star: Gain bonus on saves, larger against illusions and mind-affecting effects.
Invigorating Breeze: 3rd, Counter; Prevent certain harmful effects.
Violent Gale: 3rd, Boost; Move across the battlefield with each attack.
Accursed Thorns: 4th, Strike; Thorns dig into foe, dealing damage over time.
Entrancing Flourish: 4th, Strike; Deal no damage, but daze opponent.
Vanish from Sight: 4th, Counter; Turn invisible in response to an attack.
Elegant Riposte: 5th, Counter; Parry attack and counter attack.
Mind Venom Strike: 5th, Strike; Deal +4d6 damage and 4 Wisdom damage.
Summer's Bloom: 5th, Stance; Heal ability damage and gain fast healing at low health.
Winter's Edge: 5th, Stance; Deal +1d6 damage, +2d6 against undead and deathless.
Forest Guardian Blow: 6th, Strike; Gain DR 10/cold iron.
Thorn Burst: 6th, Strike; Swift action causes vines to burst out and attack foes.
Wolf Fang Strike: 6th, Strike; +6d6 damage and trip.
Deep Thorn Strike: 7th, Strike; Thorns dig into foe, dealing damage over time.
Summer's Caress: 7th, Strike; Strike foe to heal.
Winter's Fury: 7th, Strike; Attack 30-ft cone.
Entangling Blows: 8th, Strike; Full attack causes vines to burst from targets.
Fey Flesh Strike: 8th, Strike; Gain DR 20/cold iron.
Mind Rending Blade: 8th, Strike; Attack deals 2d6 Wisdom damage.
Vanish Walk: 8th, Stance; Become invisible by moving.
Blade of the Dancing Stars: 9th, Strike; Deal bonus damage based on your Bluff skill and stun opponent.
Star Dream Feats:
Dream of the Summer Stars:
Prerequisites: One Star Dream Maneuver
Benefits: Whenever you use a Star Dream maneuver you gain a number of temporary hp equal to the level of the maneuver you used; this temporay hp lasts for a number of rounds equal to the level of the maneuver used.
Dream of the Winter Stars:
Prerequisites: One Star Dream Stance
Benefit: When in a Star Dream stance you may, as a free action usable once per round, take a -1 penalty to AC to add your Charisma modifier, up to your initiator level, to damage with Star Dream weapons until the end of turn.
Dream of the Dancing Stars [Tactical]:
The Star Dream draws its power from the dreams of mortals as they permeate the realm of the Fey and the starry heavens themselves. As a skilled practitioner you learn to rise and fall with the shifting dreams, creating replicas of yourself as you rise and crashing down with the force of pure entropy as you fall, wielding the power of the dreaming stars to your advantage in all things.
Prerequisites: Dream of the Summer Stars or Dream of the Winter Stars, BAB +6, and 2 Star Dream Maneuvers.
Benefit: The Dream of the Dancing Stars feat grants you three tactical options.
Dream of the Ascending Star: To use this option you must leave a non-Star Dream stance and enter a Star Dream stance. You create a mirror image of yourself which lasts until the start of your next turn. This is a supernatural effect.
Dream of the Descending Star: To use this option you must score a critical hit and then leave a Star Dream stance and enter a non-Star Dream stance. On your next turn you gain a +4 to hit and damage with each attack you make and your attacks ignore damage reduction and hardness. This is a supernatural effect.
Dream of the Sleeping Stars: To use this option you must inflict a mind-affecting effect on a target. On the next round you may make a DC 20 Bluff check against that target as a free action. If you succeed on this check your target is flat-footed against your attacks for 1 round. This is a supernatural, mind-affecting effect.
So I actually made this discipline a long time ago, it was working on it which actually got me onto these forums even though it was still some time before I was ready to make and post it, but I've always been unhappy with the result. So I've decided to remake it and post the new version and see what people have to say. I also think the Winter feat is rather weak and needs to be replaced.
After Reshar had founded the Temple of the Nine Swords and his students began to travel the world inadvertently spreading the Sublime Way, one of these disciples encountered a terrible baron of the fey court. The unseelie's champion was defeated with ease and the swordsmen was allowed to wander onward, the fey held back by a mixture of awe and fear.
Despite his seeming surrender, the unseelie baron was not one to allow defeat to rest easily upon him. For years he studied and reviewed the battle and the art of the blade that had been used to defeat his champion. He found another student of the sublime way and seduced the young warrior into his service. From there he placed his servants into a harsh training regime. For years they practiced and they learned.
They integrated the powers of Reshar's sublime way with their own innate, or bestowed, powers. When they had finished they unveiled a new style of battle technique, one that focused on the subtle power of the fey. He used this new army to begin a reign of terror over the neighboring woods. Unfortunately his reign was cut short when a band of mortal heroes rose up from the nearby farmlands and through harsh battle put an end to his life.
With his death his forces scattered and first fey, whether of the summer or the winter court, and then mortals learned this blade magic.
The Star Dream discipline focuses on the powers of the fey blending the wild powers of beasts and plants and the bewitching powers of the fey with the art of the sword perfected by the mortal races. Star Dream
In tune with the powers of nature and allowing the great spirit of the wild to flow through you is the path to great power. The Star Dream discipline taps into the powers of the fey and woods to perform unparalleled feats of martial prowess. With an emphasis on speed and agility, this discipline includes not only agility but control over plants and the channeling of animalistic powers.
Bluff is the key skill for the Star Dream disciple. The associated weapons for the Star Dream disciple are the rapier, elven thinblade, elven courtblade, and dagger.
Because the Star Dream discipline was never taught widely at the Temple of the Nine Swords or any similar center of training, most martial adepts do not know any maneuvers from it, or even know it exists. Only Crusaders, and Swordsages can learn maneuvers from the Star Dream discipline. There are two ways to master the discipline. The first is to have been trained in it. If you choose to make a martial adept that has already been trained in the Star Dream discipline, you simply replace one discipline that adept could normally learn maneuvers from with the Star Dream discipline. He loses the associated skill of the replaced discipline as a class skill, but gains Bluff as a class skill.
The other way is to seek out a master of the Star Dream–a martial adept capable of using at least 5th-level maneuvers from the discipline–and training under him. You must train for a month under the master, or spend a month in research, and spend 1,000 xp at the end of your training. You gain the ability to learn maneuvers from the Star Dream discipline, and add Bluff to your martial adept class’s list of class skills. In addition, you may exchange your maneuvers known for maneuvers of the Star Dream discipline. You may exchange one maneuver of each level, and the new maneuvers you learn must be of the same level as the exchanged maneuvers, unlike normal.
Format and method to learn new maneuvers copied from The Demented One's martial initiator works.
Star Dream Maneuvers
Forest Guardian Blow: 1st level, Strike; Gain DR 5/cold iron.
Mind-Stabbing Blow: 1st, Strike; Attack deals 2 Wis damage.
Poison Thorn Strike: 1st, Strike; Attack deals 2 bonus damage/round for 3 rounds.
Voice of the Fey Court: 1st, Stance; Gain bonus to Bluff, Diplomacy, and Sense Motive.
Wood Walker: 1st, Stance; Gain Woodland Stride.
Fairy Slumber Strike: 2nd, Strike; Attack fatigues target.
Shadow Wolves: 2nd, Boost; Create wolves of shadow to counter attack foes.
Strength of Oaks: 2nd, Boost; Gain enhancment bonus to Strength for 1 round.
Entropy's Edge: 3rd, Strike; Attack deals +4d6 damage and target cannot heal for 3 rounds.
Guidance of the Twinkling Star: Gain bonus on saves, larger against illusions and mind-affecting effects.
Invigorating Breeze: 3rd, Counter; Prevent certain harmful effects.
Violent Gale: 3rd, Boost; Move across the battlefield with each attack.
Accursed Thorns: 4th, Strike; Thorns dig into foe, dealing damage over time.
Entrancing Flourish: 4th, Strike; Deal no damage, but daze opponent.
Vanish from Sight: 4th, Counter; Turn invisible in response to an attack.
Elegant Riposte: 5th, Counter; Parry attack and counter attack.
Mind Venom Strike: 5th, Strike; Deal +4d6 damage and 4 Wisdom damage.
Summer's Bloom: 5th, Stance; Heal ability damage and gain fast healing at low health.
Winter's Edge: 5th, Stance; Deal +1d6 damage, +2d6 against undead and deathless.
Forest Guardian Blow: 6th, Strike; Gain DR 10/cold iron.
Thorn Burst: 6th, Strike; Swift action causes vines to burst out and attack foes.
Wolf Fang Strike: 6th, Strike; +6d6 damage and trip.
Deep Thorn Strike: 7th, Strike; Thorns dig into foe, dealing damage over time.
Summer's Caress: 7th, Strike; Strike foe to heal.
Winter's Fury: 7th, Strike; Attack 30-ft cone.
Entangling Blows: 8th, Strike; Full attack causes vines to burst from targets.
Fey Flesh Strike: 8th, Strike; Gain DR 20/cold iron.
Mind Rending Blade: 8th, Strike; Attack deals 2d6 Wisdom damage.
Vanish Walk: 8th, Stance; Become invisible by moving.
Blade of the Dancing Stars: 9th, Strike; Deal bonus damage based on your Bluff skill and stun opponent.
Star Dream Feats:
Dream of the Summer Stars:
Prerequisites: One Star Dream Maneuver
Benefits: Whenever you use a Star Dream maneuver you gain a number of temporary hp equal to the level of the maneuver you used; this temporay hp lasts for a number of rounds equal to the level of the maneuver used.
Dream of the Winter Stars:
Prerequisites: One Star Dream Stance
Benefit: When in a Star Dream stance you may, as a free action usable once per round, take a -1 penalty to AC to add your Charisma modifier, up to your initiator level, to damage with Star Dream weapons until the end of turn.
Dream of the Dancing Stars [Tactical]:
The Star Dream draws its power from the dreams of mortals as they permeate the realm of the Fey and the starry heavens themselves. As a skilled practitioner you learn to rise and fall with the shifting dreams, creating replicas of yourself as you rise and crashing down with the force of pure entropy as you fall, wielding the power of the dreaming stars to your advantage in all things.
Prerequisites: Dream of the Summer Stars or Dream of the Winter Stars, BAB +6, and 2 Star Dream Maneuvers.
Benefit: The Dream of the Dancing Stars feat grants you three tactical options.
Dream of the Ascending Star: To use this option you must leave a non-Star Dream stance and enter a Star Dream stance. You create a mirror image of yourself which lasts until the start of your next turn. This is a supernatural effect.
Dream of the Descending Star: To use this option you must score a critical hit and then leave a Star Dream stance and enter a non-Star Dream stance. On your next turn you gain a +4 to hit and damage with each attack you make and your attacks ignore damage reduction and hardness. This is a supernatural effect.
Dream of the Sleeping Stars: To use this option you must inflict a mind-affecting effect on a target. On the next round you may make a DC 20 Bluff check against that target as a free action. If you succeed on this check your target is flat-footed against your attacks for 1 round. This is a supernatural, mind-affecting effect.