Zaydos
2015-03-18, 10:54 AM
Hewn Tree
Long ago the wood elves and humanity fought many wars over logging in the forests. The Hewn Tree is merely one of many bloody scraps of history left over from that time. Invented by human War-Loggers, known for their great strength and unstoppable berserk rages where they passed through the forest, axes cleaving a path of blood, these War-Loggers were feared indeed. While most modern practitioners of the Hewn Tree lack these ancient war-loggers' deadly battle rages, and ability to fell great trees with a single swing, they are still fearsome warriors able to hack and hew their way through the battlefield.
Associated Skill: Profession (Lumberjack).
Discipline Weapons: Hand-axe, Throwing Axe, Battle Axe, Greataxe, Dwarven War-Axe, Dwarven Urgosh, any axe not here listed.
Gaining the Hewn Tree Discipline: A crusader, morphic claw, swordsage, or warblade may trade access to any discipline they possess to gain the Hewn Tree in its place, adding Profession (Lumberjack) to their class skill list if it was not already there.
Maneuvers List
Cut the Mighty: 1st, Strike. Deal bonus damage to creatures larger than you.
Disorienting Strike: 1st, Strike. Target suffers -2 penalty to attacks, checks, and AC.
Sudden Cleave: 1st, Boost. Gain cleave, bonus to damage.
Tree-Cutting Stance: 1st, Stance. Add damage with slashing melee weapons based on your Profession (Lumberjack) skill.
Brush Clearing Sweep: 2nd, Strike. Attack creatures in 3 contiguous squares.
Wood Shattering Blow: 2nd, Strike. Attack deals +2d6 damage, increasing to 4d6 against Plant creatures.
Forest Clearing Stance: 3rd, Stance. Clear undergrowth by passing through it.
Leg Hewing Strike: 3rd, Strike. Deal +2d6 damage and trip foes.
Splintering Blow: 3rd, Strike. Deal +3d6 damage, take attack penalty to increase further.
Timber Fall: 4th, Boost. Deal bonus damage with a trip.
Wood Splitter: 4th, Strike. Deal +6d6 damage.
Limb Dodge: 5th, Counter. Gain Improved Evasion against one effect.
Power Clearing Sweep: 5th, Strike. Attack creatures in 3 contiguous squares dealing +4d6 damage.
Redwood Logger: 5th, Stance. Negate size bonuses to your opponents' rolls made as part of a trip.
Timber Cutting Swing: 6th, Strike. +6d6 damage and a free trip attempt, target cannot stand for 1 round.
Muscle Surge: 6th, Boost. Add 1/3rd your IL to Strength checks for 1 round and increase your carrying capacity.
Cut Life: 7th, Strike. Reduce a target's health to 1/2.
Redwood Cleave: 8th, Strike. +10d6 damage, and knock target prone dealing additional damage based on its size and damaging nearby creatures.
Paul Bunyan Stance: 8th, Stance. Grow a size category.
Forest Clearing Sweep: 9th, Strike. Attack all targets within reach dealing +15d6 damage.
Hewn Tree Feats
Tree Hewer
You have learned some of the ancient secrets of the War Loggers used in their battles against the wood elves and their companions.
Prerequisites: One Hewn Tree maneuver.
Benefit: You gain a +1 to hit and +2 to damage against Animal, Fey, Humanoid (Elf), Magical Beast, and Plant creatures.
Song of the Lumberjack
You are a true lumberjack, quick of song and mighty of thews.
Prerequisites: Bardic Music (Inspire Courage), one Hewn Tree maneuver.
Benefit: While you are in a Hewn Tree stance you may activate Inspire Courage as a swift action. In addition you may add your levels in any base class which grants the Hewn Tree discipline to your bard levels to determine the bonus granted by your Inspire Courage ability.
Infuriating Turn of Tune [Joke] (https://www.youtube.com/watch?v=5zey8567bcg)
You are able to drive your foes to great vengeance and anger against you.
Prerequisites: Song of the Lumberjack.
Benefit: When singing a Bardic Music performance, in a Hewn Tree Stance, and wearing high heels, suspenders, and a bra, you are able to incite great rage into your foes. Any enemy within the range of your Bardic Music which can hear and see you must make a Will save (DC 10 + 1/2 character level + your Charisma modifier). Creatures which fail their Will save must attack you with ranged and melee attacks in preference to other available targets. If an affected foe attacks with a spell or supernatural or extraordinary ability they must target you with the the attack or include you in its area. An opponent compelled this way does not have to provoke attacks of opportunity to reach you in melee and if doing so would provoke attacks of opportunity they may make a melee attack against any opponent in reach as normal. If anyone other than you attacks a target the effect ends on that target. This effect lasts only as long as the target can see and hear you singing the bard song.
Falling Tree Path
While still nothing more than scattered remnants you have gathered as many of the techniques of the ancient war-loggers as you can. With powerful blows you terrorize foes knocking them to the ground, cutting them down when they rise to stand, and clearing the way of environmental impediments.
Prerequisites: Tree Hewer, BAB +6, 2 Hewn Tree maneuvers.
Benefit: The Falling Tree Path feat grants you three tactical options.
Fell the Regrown Tree: To use this option you must knock a target prone and they must stand up from prone. On your next turn you gain a +4 bonus to hit and damage against all standing foes which were knocked prone by you since the beginning of your last turn.
Clear the Forest: To use this option you must knock a target prone with a melee attack and then make an attack against another creature in the same round. If you hit a standing target with a melee attack and successfully deal damage to them you may make a Trip attempt as a free action against that target with a +1 bonus on the trip attempt for every 6 damage you dealt with the attack. This bonus trip attempt does not provoke attacks of opportunity or allow your enemy to respond to trip you back, and you may not make the bonus attack granted by Improved Trip against a target you trip with this ability.
Foliage Clearing Sweep: To use this option you must make an attack on a creature with cover or concealment less than total. You may roll miss chance their concealment twice and take the worst result and double their cover bonus to AC. If you do so on your next turn you may ignore any cover or concealment that creature possesses less than total on all attacks.
Long ago the wood elves and humanity fought many wars over logging in the forests. The Hewn Tree is merely one of many bloody scraps of history left over from that time. Invented by human War-Loggers, known for their great strength and unstoppable berserk rages where they passed through the forest, axes cleaving a path of blood, these War-Loggers were feared indeed. While most modern practitioners of the Hewn Tree lack these ancient war-loggers' deadly battle rages, and ability to fell great trees with a single swing, they are still fearsome warriors able to hack and hew their way through the battlefield.
Associated Skill: Profession (Lumberjack).
Discipline Weapons: Hand-axe, Throwing Axe, Battle Axe, Greataxe, Dwarven War-Axe, Dwarven Urgosh, any axe not here listed.
Gaining the Hewn Tree Discipline: A crusader, morphic claw, swordsage, or warblade may trade access to any discipline they possess to gain the Hewn Tree in its place, adding Profession (Lumberjack) to their class skill list if it was not already there.
Maneuvers List
Cut the Mighty: 1st, Strike. Deal bonus damage to creatures larger than you.
Disorienting Strike: 1st, Strike. Target suffers -2 penalty to attacks, checks, and AC.
Sudden Cleave: 1st, Boost. Gain cleave, bonus to damage.
Tree-Cutting Stance: 1st, Stance. Add damage with slashing melee weapons based on your Profession (Lumberjack) skill.
Brush Clearing Sweep: 2nd, Strike. Attack creatures in 3 contiguous squares.
Wood Shattering Blow: 2nd, Strike. Attack deals +2d6 damage, increasing to 4d6 against Plant creatures.
Forest Clearing Stance: 3rd, Stance. Clear undergrowth by passing through it.
Leg Hewing Strike: 3rd, Strike. Deal +2d6 damage and trip foes.
Splintering Blow: 3rd, Strike. Deal +3d6 damage, take attack penalty to increase further.
Timber Fall: 4th, Boost. Deal bonus damage with a trip.
Wood Splitter: 4th, Strike. Deal +6d6 damage.
Limb Dodge: 5th, Counter. Gain Improved Evasion against one effect.
Power Clearing Sweep: 5th, Strike. Attack creatures in 3 contiguous squares dealing +4d6 damage.
Redwood Logger: 5th, Stance. Negate size bonuses to your opponents' rolls made as part of a trip.
Timber Cutting Swing: 6th, Strike. +6d6 damage and a free trip attempt, target cannot stand for 1 round.
Muscle Surge: 6th, Boost. Add 1/3rd your IL to Strength checks for 1 round and increase your carrying capacity.
Cut Life: 7th, Strike. Reduce a target's health to 1/2.
Redwood Cleave: 8th, Strike. +10d6 damage, and knock target prone dealing additional damage based on its size and damaging nearby creatures.
Paul Bunyan Stance: 8th, Stance. Grow a size category.
Forest Clearing Sweep: 9th, Strike. Attack all targets within reach dealing +15d6 damage.
Hewn Tree Feats
Tree Hewer
You have learned some of the ancient secrets of the War Loggers used in their battles against the wood elves and their companions.
Prerequisites: One Hewn Tree maneuver.
Benefit: You gain a +1 to hit and +2 to damage against Animal, Fey, Humanoid (Elf), Magical Beast, and Plant creatures.
Song of the Lumberjack
You are a true lumberjack, quick of song and mighty of thews.
Prerequisites: Bardic Music (Inspire Courage), one Hewn Tree maneuver.
Benefit: While you are in a Hewn Tree stance you may activate Inspire Courage as a swift action. In addition you may add your levels in any base class which grants the Hewn Tree discipline to your bard levels to determine the bonus granted by your Inspire Courage ability.
Infuriating Turn of Tune [Joke] (https://www.youtube.com/watch?v=5zey8567bcg)
You are able to drive your foes to great vengeance and anger against you.
Prerequisites: Song of the Lumberjack.
Benefit: When singing a Bardic Music performance, in a Hewn Tree Stance, and wearing high heels, suspenders, and a bra, you are able to incite great rage into your foes. Any enemy within the range of your Bardic Music which can hear and see you must make a Will save (DC 10 + 1/2 character level + your Charisma modifier). Creatures which fail their Will save must attack you with ranged and melee attacks in preference to other available targets. If an affected foe attacks with a spell or supernatural or extraordinary ability they must target you with the the attack or include you in its area. An opponent compelled this way does not have to provoke attacks of opportunity to reach you in melee and if doing so would provoke attacks of opportunity they may make a melee attack against any opponent in reach as normal. If anyone other than you attacks a target the effect ends on that target. This effect lasts only as long as the target can see and hear you singing the bard song.
Falling Tree Path
While still nothing more than scattered remnants you have gathered as many of the techniques of the ancient war-loggers as you can. With powerful blows you terrorize foes knocking them to the ground, cutting them down when they rise to stand, and clearing the way of environmental impediments.
Prerequisites: Tree Hewer, BAB +6, 2 Hewn Tree maneuvers.
Benefit: The Falling Tree Path feat grants you three tactical options.
Fell the Regrown Tree: To use this option you must knock a target prone and they must stand up from prone. On your next turn you gain a +4 bonus to hit and damage against all standing foes which were knocked prone by you since the beginning of your last turn.
Clear the Forest: To use this option you must knock a target prone with a melee attack and then make an attack against another creature in the same round. If you hit a standing target with a melee attack and successfully deal damage to them you may make a Trip attempt as a free action against that target with a +1 bonus on the trip attempt for every 6 damage you dealt with the attack. This bonus trip attempt does not provoke attacks of opportunity or allow your enemy to respond to trip you back, and you may not make the bonus attack granted by Improved Trip against a target you trip with this ability.
Foliage Clearing Sweep: To use this option you must make an attack on a creature with cover or concealment less than total. You may roll miss chance their concealment twice and take the worst result and double their cover bonus to AC. If you do so on your next turn you may ignore any cover or concealment that creature possesses less than total on all attacks.