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Zaydos
2015-03-25, 02:03 PM
Grown Blade

Developed as a martial discipline by the elven warriors of old, the Grown Blade draws upon a close connection to the element of earth, manipulating and reshaping the earth around them with nothing more than their Ki and spiritual power. The Grown Blade puts an emphasis on the connection between the practitioner and the natural world, leveraging this connection into the ability to command beasts and reshape the world around them.

Associated Skill: Profession (Farmer) although the discipline also rewards investment in Handle Animal.

Discipline Weapons: Sickle, Heavy Sickle (PlH), Scythe, Kama, Light Pick, Heavy Pick, Handaxe, and War Hoe.

A War Hoe is a long piece of wood with a hoe-like head on the end, adapted from the farming implement. It can be used as a two-handed simple weapon dealing 1d8 damage (1d6 if small) with a x3 crit rate and can be used to make trip attempts against foes.

Gaining the Grown Blade Discipline: A swordsage may trade access to any discipline they have available to themselves to gain the Grown Sword discipline in its place, losing the sacrificed discipline’s associated skill and gaining Profession (Farmer) and Handle Animal as additions to their class skill list. A wildwood knight may exchange their choice of Crushing Avalanche and Flashing Lightning for Grown Sword; if they do so they gain Profession (Farmer) as an additional class skill. In addition any initiator with access to Stone Dragon maneuvers and at least 3 Stone Dragon maneuvers may select maneuvers from the Grown Blade discipline as if they were granted by any and all classes they possess which grant Stone Dragon maneuvers.

New Maneuver Type: Dash
A dash maneuver is used as a move action and includes some amount of movement. Actions which can normally be taken as part of a move action, such as drawing a weapon with BAB +1 or higher. If a check or ability requires moving at half or less speed it can be used as part of a dash if you move no more than that proportion of the movement granted by the dash maneuver.

It has been brought to my attention that when people homebrewed move action maneuvers previously they were called Rushes. For all practical purposes the two should be considered the same thing.

Special Rules:
Any Grown Blade Boost, Counter, or Dash that would alter the terrain requires you to be touching the ground or a wall for it to function from. Any strike requires you to have the ground within your melee reach and strike it, though it's anti-creature capabilities (if any) can be used while away from the ground.

Maneuvers List

Beast Commanding Shout: 1st, Boost. Push or Handle an animal as a swift action.
Beast Tamer's Lash: 1st, Boost. Handle animals as a swift action, no penalty for magical beasts.
Foot Tangling Blow: 1st, Strike. Cause creature standing on difficult terrain to fall.
Till the Earth: 1st, Strike. Make square difficult terrain or deal +1d6 damage.
Enrage Animal: 2nd, Boost. Command animal to attack and it gains +4 Strength.
Entangling Burst: 2nd, Strike. 10-ft square becomes filled with entangling vines.
Furrowing Push: 2nd, Strike. Bull rush creature, leaving behind a path of broken earth.
Endless Labor: 3rd, Stance. Immunity to fatigue and exhaustion, forced march and hustle longer.
Release the Bull: 3rd, Boost. Command animal to charge; it deals extra damage and may drive back a foe.
Threshing Strike: 3rd, Strike. +2d6 damage, increases to +4d6 if target is at half health.
Till the Earth: 3rd, Dash. Move across the battlefield and leave difficult terrain behind you.
Command the Herd: 4th, Boost. Handle or push multiple animals as a swift action.
Stampede's Fury: 4th, Boost. Command animal to Trample foes.
Sudden Wall: 4th, Counter. Create a waist high wall to hold back foes momentarily.
Ox-Yoke Pull: 5th, Stance. Movement leaves temporary difficult terrain.
Shift the Soil: 5th, Strike. Change 10 squares to difficult terrain, or +5d6 damage.
Wild Burst: 5th, Counter. Surround yourself with heavy undergrowth.
Green Path Dance: 6th, Dash. Leave dense undergrowth in your footsteps.
Furious Beast Strike: 6th, Boost. Order animal to attack, it deals bonus damage and ignores hardness and DR.
Barricading Blow: 7th, Strike. Create a wall, or deal +6d6 damage and entangle foe.
Shielding Earth: 7th, Boost. Create a protective dome of earth.
Pack Battle Call: 8th, Boost. Handle or push many animals at once, granting a bonus to melee damage to those commanded for 1 round.
Verdant Carpet: 8th, Stance. Dense undergrowth follows you.
Earth Rupture Strike: 9th, Strike. Send a 120-ft line of destruction through the earth, reshaping terrain and damaging creatures, or deal +36d6 damage.



Grown Blade Feats:

Zaydos
2015-03-25, 02:04 PM
Grown Blade Maneuvers

Sorted by level and alphabetically.

1st Level Maneuvers

Beast Commanding Shout
Grown Blade (Boost)
Level: 1st
Initiation Action: Swift.
Range: Personal.
Target: You.
You release a powerful commanding shout which stirs an animal into motion.
When you use this boost, you may handle or push an animal (or other creature that the Handle Animal skill can be used upon) as part of the boost. You must be able to handle and/or push the creature.

Beast Tamer’s Lash
Grown Blade (Stance)
Level: 1st
Initiation Action: Swift.
Range: Personal.
Target: You.
Duration: Stance.
With a crack to your voice, and a commanding demeanor you are able to communicate commands to a trained animal more quickly.
While in this stance you may handle an animal (or other creature) with the Handle Animal skill as a swift action (instead of a move) and push them as a move action (instead of a full-round action). In addition you may use the Handle Animal skill when dealing with Int 1 or 2 magical beasts at no penalty.

Foot Tangling Blow
Grown Blade (Strike)
Level: 1st
Initiation Action: Standard.
Range: Melee attack.
Target: 1 creature.
You strike at your foe in such a way to force them to shift haphazardly and slip on the uneven terrain.
When you initiate this maneuver make a single melee attack. If you hit and the target is standing in an area of difficult terrain, or terrain which requires a Balance check to run, charge, and/or walk through, they must make a Balance check (DC 11 + Wis mod) or fall prone.

Till the Earth
Grown Blade (Strike)
Level: 1st
Initiation Action: Standard.
Range: Melee attack.
Target: 1 creature or object.
Saving Throw:Fort negates (See text).
Striking into the ground you release a pulse of spiritual energy which leads to it breaking up and crumbling. A pulse which can be damaging to the living.
When you use this strike make a melee attack. If you hit the floor you may change a 5-ft section into heavy rubble (costs an extra square of movement to enter, -2 to balance and tumble checks), or, if it is at least 5-ft deep, a trench (costs an extra square of movement to leave, grants cover against attacks made from 2 to 6 squares away). If you hit a creature or non-floor object it takes normal damage and must make a Fortitude save (DC 11 + Wis) or take 1d6 extra damage as part of their body tries to rupture or explode.

This is a supernatural maneuver.

2nd Level Maneuvers

Enrage Animal
Grown Blade (Boost)
Level: 2nd
Initiation Action: Swift.
Range: 30-ft.
Target: 1 animal or magical beast.
Duration: 1 round.
You spur an animal into furious movement, its claws and fangs lashing out at your behest.
When you use this boost you command an animal or magical beast to attack (you gain a +10 on the Handle Animal check to do so). This only works on animals willing to follow your orders (this will not function on a wild wolf attacking you or an opponent’s warhorse, for example). If you succeed at commanding the creature to attack it gains a +4 bonus to Strength for 1 round.

Entangling Burst
Grown Blade (Strike)
Level: 2nd
Initiation Action: Standard.
Range: Melee reach.
Area: 10-ft square.
Duration: 3 and/or 1 round (See text).
Saving Throw: Reflex negates (see text).
Striking the ground you cause a burst of verdant growth, vines rising up to provide concealment and entangle foes.
As part of this maneuver make a melee attack against the ground, ceiling, wall, or other similar surface. Vines and plants burst from the surface creating a 10-ft square of undergrowth which fades after 3 rounds. Any creature, other than yourself, must make a Reflex save (DC 12 + Wis) or be entangled for 1 round and unable to move further than 5-ft from the overgrown area.

This is a supernatural maneuver.

Furrowing Push
Grown Blade (Strike)
Level: 2nd
Initiation Action: Standard.
Range: 5-ft.
Target: 1 creature.
You push a creature, sending Ki through it to the ground. This Ki disrupts the ground, leaving a trail of upset dirt and soil beneath you.
As part of this maneuver make a Bull Rush attempt against a creature. This Bull Rush does not provoke attacks of opportunity from the creature, and you push them 5-ft additional feet for every 2 points you beat their Strength by (instead of for every 5).

In addition any square you push the target out of becomes your choice of dense rubble or a trench; if you select trench and the floor is less than 4-ft deep in a square it becomes dense rubble instead. This change to terrain takes place after you enter the square.

This is a supernatural maneuver.

3rd Level Maneuvers

Endless Labor
Grown Blade (Stance)
Level: 3rd
Prerequisites: 1 Grown Blade maneuver.
Initiation Action: Swift.
Range: Personal.
Target: You.
Duration: Stance.
From dawn till dusk the farmer tills their field. From dawn till dusk the practitioner of the Grown Blade tills the battlefield with their techniques. Calling upon that stamina and sheer force of stubbornness, you center your body to function at peak efficiency despite the weariness o your body.
While in this stance you cannot become fatigued or exhausted, though you are not cured of such states if you are already suffering their effects. In addition you ignore the penalties imposed by fatigue and may still run and charge normally while fatigued. Finally you take half the normal damage from extended hustling in a day and automatically succeed Constitution checks made to perform a forced march.

Release the Bull
Grown Blade (Boost)
Level: 3rd
Initiation Action: Swift.
Range: 30-ft.
Target: 1 animal or magical beast.
Duration: Until the end of its next turn.
You shout a command at an animal urging it forward to strike at your foe with a powerful charge.
When you use this maneuver you order an animal (or magical beast with 2 or less Intelligence) to perform the attack trick against a target of your choice; if the animal would not obey you if you pushed it to perform the trick (such as it’s a hostile animal) this maneuver fails. If it obeys it charges the designated target if possible, doing +2d6 damage with this charge and making a special Bull Rush check with a +2 bonus per 10-ft it charged if it hits (this bull rush does not provoke AoOs).

Threshing Strike
Grown Blade (Strike)
Level: 3rd
Initiation Action: Standard action.
Range: Melee attack.
Target: 1 creature.
You strike at your foe, blade scything towards them as if to cut down wheat, a strike to bring down the weakened.
As part of this maneuver make a melee attack. This attack deals +2d6 damage or +4d6 damage if the target is at ½ their maximum health or less.

Till the Earth
Grown Blade (Dash)
Level: 3rd
Prerequisites: 1 Grown Blade maneuver.
Initiation Action: Move action.
Range: Personal.
Target: You.
You speed across the battlefield, releasing Ki through your feet to churn and turn up the ground beneath you.
When you initiate this maneuver move up to your land speed and choose dense rubble or trench. If you choose trench any square you enter with a floor at least 4 feet deep becomes a trench, and any with a floor not as deep becomes dense rubble; trenches made this way do not slow you moving as part of this movement. If you choose dense rubble any square you enter becomes dense rubble.

This is a supernatural maneuver.

4th Level Maneuvers

Command the Herd
Grown Blade (Boost)
Level: 4th
Initiation Action: Swift.
Range: Personal.
Target: You.
You release a powerful commanding shout which stirs your loyal animals into motion.
When you use this maneuver you may attempt to handle or push (with the Handle Animal skill) any number of creatures within 60-ft of you. All orders must be the same trick/command.

Stampede’s Fury
Grown Blade (Boost)
Level: 4th
Initiation Action: Swift.
Range: 60-ft.
Target: 1 animal or magical beast.
Duration: Until the end of its next turn.
You shout a command at an animal urging it forward to strike at your foe with a powerful charge.
When you use this maneuver you order an animal (or magical beast with 2 or less Intelligence) to perform the attack trick against a target or targets of your choice, each of which area at least 1 size category smaller than the animal or magical beast commanded; if the animal would not obey you if you pushed it to perform the trick (such as it’s a hostile animal) this maneuver fails. If it obeys it moves to trample over as many of the targets possible, gaining a Trample attack which deals 1d8 plus 1-1/2 its Strength modifier damage if medium, with a Reflex save DC of 14 + its Strength if the target tries to avoid, and moving twice its land speed as a full round action. A large creature deals 2d6, a huge 3d6, a gargantuan 4d6, and a colossal creature 6d6 (a small would deal 1d6, tiny 1d4, and diminutive 1d3).

Sudden Wall
Grown Blade (Counter)
Level: 4th
Prerequisites: 2 Grown Blade maneuvers.
Initiation Action: Immediate action.
Range: 0-ft.
Effect: A low wall.
Duration: Until your next turn
Stomping onto the ground and channeling your Ki through it you cause a wall to rise up beside you, shielding you from blows and foes.
When you use this maneuver you create a wall up to approximately half your height along two touching edges of your space (forming an L). This wall gives you cover from enemies within 30-ft. At the beginning of your turn the wall recedes back into the ground.

This is a supernatural maneuver.

5th Level Maneuvers

Ox-Yoke Pull
Grown Blade (Stance)
Level: 5th
Prerequisites: 2 Grown Blade maneuvers.
Initiation Action: Swift.
Range: Personal.
Target: You.
Duration: Stance.
Filled with earth-shifting Ki, your footsteps reshape and distort the ground beneath you leaving it temporarily disrupted.
While in this stance any ground you walk on becomes tossed and disturbed, making it difficult terrain (costs an additional square of movement to enter) and causing it to inflict a -2 penalty to Balance and Tumble checks. Such squares remain disrupted for 2 rounds after you enter them with this stance. You may ignore the penalty to Balance and Tumble checks inflicted by terrain created by this stance.

This is a supernatural maneuver.

Shift the Soil
Grown Blade (Strike)
Level: 5th
Prerequisites: 2 Grown Blade maneuvers
Initiation Action: Standard.
Range: Melee attack.
Target: 1 creature or object.
Saving Throw:Fort halves (See text).
Striking into the ground you release a pulse of spiritual energy which leads to it breaking up and crumbling, sending a line of energy to shift the battlefield. A pulse which can be damaging to the living.
When you use this strike make a melee attack. If you hit the floor you may change up to 10 contiguous 5-ft sections into heavy rubble (costs an extra square of movement to enter, -2 to balance and tumble checks), or, if it is at least 5-ft deep, a trench (costs an extra square of movement to leave, grants cover against attacks made from 2 to 6 squares away); all squares must be of a similar construction (all dirt, all stone, all wood, etc). If you hit a creature or non-floor object it takes normal damage and takes 5d6 extra damage with a Fortitude save (DC 14 + Wis) for half as part of their body tries to rupture or explode.

This is a supernatural maneuver.

Wild Burst
Grown Blade (Counter)
Level: 5th
Prerequisites: 2 Grown Blade maneuvers
Initiation Action: Immediate action.
Range: 5-ft.
Effect: A burst of vines and undergrowth.
Duration: Until your next turn
You create a burst of plant life from the ground around you, surrounding yourself in its shielding nimbus.
When you use this maneuver you cause your space and all squares adjacent to you to burst with plant life becoming covered in Dense Undergrowth (DMG pg 87) until the start of your next turn.

This is a supernatural maneuver.

6th Level Maneuvers

Green Path Dance
Grown Blade (Dash)
Level: 6th
Prerequisites: 1 Grown Blade maneuver.
Initiation Action: Move.
Range: Personal.
Target: You.
You move across the battlefield plants growing in your footsteps.
When you use this maneuver move up to your land speed. Any square you enter becomes filled with heavy overgrowth (DMG page 87) for 3 rounds.

This is a supernatural maneuver.

Furious Beast Strike
Grown Blade (Boost)
Level: 6th
Prerequisites: 2 Grown Blade maneuvers
Initiation Action: Swift.
Range: 60-ft.
Target: 1 animal or magical beast.
Duration: Until the end of its next turn.
Your command stirs your bestial companion into a frenzied strike against your foe.
When you use this maneuver you order an animal (or magical beast with 2 or less Intelligence) to perform the attack trick against a target of your choice; if the animal would not obey you if you pushed it to perform the trick (such as it’s a hostile animal) this maneuver fails. If it obeys it deals +6d6 damage and ignores hardness and DR with its first attack against that target during its turn.

7th Level Maneuvers

Barricading Blow
Grown Blade (Strike)
Level: 7th
Prerequisites: 3 Grown Blade maneuvers.
Initiation Action: Standard Action.
Range: Melee attack.
Target: 1 creature or object.
Duration: See text.
You strike the ground causing a wall to rise up from the place you struck, shifting and forming to your specifications.
When you use this strike make a melee attack. If you hit the floor you may cause a wall, 10-ft tall, to rise from the ground in 1 contiguous 5-ft square per 2 initiator levels you possess; all squares must be of a similar construction (all dirt, all stone, all wood, etc). The wall is made of whatever material the floor is constructed of and has hit points and hardness as appropriate, and lasts for 1 minute unless destroyed. If you hit a creature or non-floor object it takes normal damage and takes 6d6 extra damage and is entangled for one round due to temporary growths.

This is a supernatural maneuver.

Shielding Earth
Grown Blade (Boost)
Level: 7th
Prerequisites: 3 Grown Blade maneuvers.
Initiation Action: Standard action.
Range: 0-ft.
Effect: Dome of earth.
Duration: Until your next turn.
With a burst of Ki you cause the ground to rise up in a dome around you, shielding you from the sight of your foes.
You cause a dome to grow up around you from the ground covering you. This dome seems to be made of whatever material you are standing upon (you must be standing on something to use this maneuver) but has hp equal to 1/2 your initiator level and 0 hardness. This dome grants you total cover and total concealment until it is destroyed and vanishes after half a round.

8th Level Maneuvers

Pack Battle Call
Grown Blade (Boost)
Level: 8th
Prerequisites: 2 Grown Blade maneuvers.
Initiation Action: Swift.
Range: Personal.
Target: You.
You release a powerful warg shout which stirs your loyal animals into motion, rushing forward, teeth bared ready to attack your foes.
When you use this maneuver you may attempt to handle or push (with the Handle Animal skill) any number of creatures within 90-ft of you. All orders must be the same trick/command; if you command them to attack you may select a different target for each animal to attack. In addition each creature that obeys deals +3d6 damage with any melee attack related to the command for 1 round.

Verdant Carpet
Grown Blade (Stance)
Level: 8th
Prerequisites: 3 Grown Blade maneuvers.
Initiation Action: Swift.
Range: Personal.
Target: You.
Duration: Stance.
A practitioner of the Grown Blade is able to surround themselves with a verdant energy, plants sprouting in their footsteps only to wither when that energy is removed. Walking you radiate this power, growing a defensive field of underbrush around you.
While in this stance your space is filled with a verdant growth of plant life, creating heavy undergrowth (DMG pg 87) in your space; this undergrowth does not slow your movement. If you move this growth moves with you, lasting in squares you have left until the start of your next turn. If you do not move from a square for an entire round, this undergrowth extends 5-ft from you in all direction, expanding an additional 5-ft for each round you remain unmoving until it extends a full 20-ft from you in all directions. These plants fade at the beginning of your next turn if you move.

This is a supernatural maneuver.

9th Level Maneuvers

Earth Rupture Strike
Grown Blade (Strike)
Level: 9th
Prerequisites: 4 Grown Blade maneuvers.
Initiation Action: Standard Action.
Range: Melee attack.
Target: 1 creature or object.
Saving Throw: Fort halves (see text)
Duration: Instantaneous.
Striking the ground you send forth a disruptive surge of energy which shatters the earth, causing the ground to explode out.
When you use this strike make a melee attack. If you hit the floor you cause the ground to erupt in a 120-ft line from the point you struck. This eruption deals 30d6 damage to each creature in the line, and 20d6 to each creature adjacent to it; a successful Reflex save (DC 19 + Wis) halves this damage, if a creature is in the line and adjacent to it (such as a large or larger creature) it only receives the greater amount of damage. In addition the ground in the line becomes a trench if 5-ft deep or more and a hole otherwise, with the 2 spaces adjacent to it becoming dense rubble. If used on a creature or non-floor object they take the normal damage +36d6 with a Fortitude save (DC 19 + Wis) to halve this bonus damage.

Allnightmask
2015-03-27, 10:49 AM
I love it, it's far better than anything I could think for it.
Tht 9th level is Terrifying btw.

Zaydos
2015-03-27, 02:00 PM
It's a 9th level maneuver they're supposed to be terrifying; the weak ones deal 100 fire damage within a large area (30d6 averages to 105) and 2d6 Con damage to target, the strong ones double your attacks for a round, or give your whole party free supercharge.

Some behind the scenes math: 36d6 averages to 126 damage. Strike of Perfect Clarity deals +100 damage, but because it's a flat bonus is multiplied on a crit meaning that with a standard martial weapon (19-20/x2 or x3) and Keen or Improved Critical it's actually +120 on average (1/5 chance of crit, or 1/10 of x3), and with a falchion or other 18-20 weapon it adds 130 on average. Now of course this is slightly misleading 70% of the time it adds 100, 30% of the time it adds 200, and I won't go into x4 crit weapons because those are just 10% of the time splat, even a falchion crit with it will kill a balor with high strength and proper enchantments.

This however, will not one shot a balor on a crit unless you are dealing noticeably more damage and even then the balor gets a save for half the bonus damage (DC ~24) meaning that 9 times out of 10 it's just adding 63 damage (good but not great as far as high level maneuvers go). Of course that's not actually it's main use and just something to make it useful when variant Lightning Throw isn't (Lightning Throw averages less damage and has a lower range but has a higher Reflex save so probably deals more net damage, unless there are multiple enemies).

I do need to clarify that a large+ creature does not take damage twice from a single use of the maneuver.