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Crystall_Myr
2007-04-29, 07:27 PM
These are the Nine Disciplines. Some whisper of a secret Tenth Path, but I think such rumors are no more than bard's tales. Pay them no attention, my student!
~Harran Turiyeshor


When a star falls, all see it coming, but few know of that danger inherent within. Until it is too late, it is no more then a pretty sight. The Falling Star discipline has mastered the art of decieving one's opponent into believe he or she is harmless, then striking with undefeatable force while they are off-guard. They have control over Ether, a flowing substance that mimicks the properties of steel when used right.
Bluff is the key skill for Falling Star. The longsword, rapier, greatsword, and bastard sword are the associated weapons for Falling Star. All martial adept classes can use the Falling Star discipline.



Yes, I understand that there have already been plenty of homebrew disciplines with the name Falling Star. Here's another one, live with it. :smallamused:



1st Level
Falling Counter: Boost—Sheath weapon, make attack of opportunity next time opponent attacks.
Clever Pacing: Stance—Start off encounter with -5 attack penalty, slowly gain bonus.
Ether Strike: Strike—Make single attack with +15 ft. reach.
Prepared Slash:Boost—Attacks this round deal -1 damage, attacks next round deal +1 damage.

2nd Level
Falling Blades: Boost—Opponent flat-footed, gain sneak attack +1d6 with successful bluff check.
Sundering Blow: Strike—If the attack doesn’t hit, sunder opponent’s sheild, weapon, or armor instead.
Falling Feint: Boost—Make Feint as a swift action, attacks deal 1 extra damage/initiator level.

3rd Level
Sidestep: Boost—Replace AC with bluff check for one round, make 5 ft. step for every missed attack.
Ether Blade: Strike—Make single attack with +25 ft. reach.
Unstoppable Force: Stance—Gain +6 bonus to sunder and bull rush attack rolls, add 3 to sunder damage.
Star Strike: Strike—Deal 15 extra damage for single attack.

4th Level
Falling Charge: Strike—Opponent flat-footed and 10 extra damage during charge attack with successful bluff check.
Flashing Blades: Boost—Gain +10 AC for 1 round.
5th Level
Falling Defense: Stance—Gain additional +1 bonus to AC each round, maximum +5.
Ether Flurry: Boost—Gain +25 ft. reach until the end of your turn.
Flickering Strike: Strike—Attack automatically hits with successful bluff check, deals 10 extra damage.
6th Level
Star Hunt: Strike—Make ranged attack, deal 50 damage.
Unseen Strike: Strike—Make one additional attack during full attack, deals 30 damage.
Twirling Guard: Boost—Replace AC with bluff check for one round.
7th Level
Ether Aura: Boost—Gain +25 ft. reach for one round.
Star Step: Boost—Move up to twice base land speed as a swift action.
8th Level
Way of the Stars: Stance—Gain +8 dodge bonus to AC, move 15 ft. whenever attack fails to hit.
Star Stream: Strike—Make melee attack, deal 50 damage to all creatures in 30 ft. line.
Annihilation Blade: Boost—Gain +20 to sunder attack rolls, add 20 to sundering damage.
9th Level
Crash: Strike—Move up to twice base land speed in straight line, do area damage, knock creatures out of your path and carry one with you. (Swordsage only.)
Star Cleave: Strike—Make attack roll against all adjacent creatures, deal 50 damage with each hit. (Warblade only.)
Destroying Blade: Strike—Attack deals damage, sunders armor, weapon, and shield. (Crusader only.)
Shoot the Stars: Strike—Deal 30 damage in 15 ft. radius burst. (Farseeker (http://www.giantitp.com/forums/showthread.php?p=2497619#post2497619) only.)

Maneuver descriptions coming later.

Innis Cabal
2007-04-29, 07:32 PM
cant wait for it!

Crystall_Myr
2007-04-29, 07:56 PM
1st Level

Falling Counter
Falling Star (Boost)
Level: Crusader 1, Farseeker 1, Swordsage 1, Warblade 1
Initiation Action: 1 swift action
Range: Melee Attack
Target: Self

Your opponent looks at you oddly; why haven't you drawn your weapon yet? He shrugs, and charges you. He gets his answer as you calmly draw your blade in the middle of his charge and place it in his stomache before he can stop his momentum.

You sheath your weapon, and make no further attacks until an attack is made against you. Make a bluff check, the next time an opponent attacks you, he must make a sense motive check with a DC equal to your bluff check. If he succeeds, his attack continues normally and this maneuver ends. If he fails, you make an attack of opportunity against that opponent, and the opponent must make a concentration check DC 10 + the damage dealt or not complete his attack.


Clever Pacing
Falling Star (Stance)
Level: Crusader 1, Farseeker 1, Swordsage 1, Warblade 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Your opponent laughs, your attacks are hardly even getting close to hitting him! But as he slowly tires, you do nothing but build in momentum, until he can do nothing but hold his sword up to defend against your onslaught.

You suffer a -5 penalty to all attack rolls. At the beginning of each of your turns after the first, however, you gain a +1 bonus to all attack rolls. This bonus stacks with itself, and maxes out at +10, or an effective +5 bonus to all attack rolls.


Ether Strike
Falling Star (Strike)
Level: Crusader 1, Farseeker 1, Swordsage 1, Warblade 1
Initiation Action: 1 standard action
Range: Melee Attack
Target: One Creature

A silvery, fluid energy flows off of your blade as you swing it, and twirls through the air to hit an opponent at a distance.

A single attack is treated as having a reach 15 feet greater then normal. It is still treated as a melee attack for all situations.


Prepared Slash
Falling Star (Boost)
Level: Crusader 1, Farseeker 1, Swordsage 1, Warblade 1
Initiation Action: 1 swift action
Range: Personal
Target: Self

Your swipes this time around seem to lack energy, but this is explained as your next flurry has an increase in strength.

You gain a -1 penalty to all attack rolls made this round. Next round, you gain a +1 bonus to all attack rolls you make.

Crystall_Myr
2007-04-29, 10:35 PM
2nd Level

Falling Blades
Falling Star (Boost)
Level: Crusader 2, Farseeker 2, Swordsage 2, Warblade 2
Initiation Action: 1 swift action
Range: Melee Attack
Target: One Creature

Your sword seems to suddenly fall from one place to another naturally, throwing your opponent off-balance.

When you initiate this boost, choose a creature within melee attack range of you. Make a bluff check opposed to either his sense motive check or armor class, whichever is higher. If you succeed, the opponent becomes flat-footed, and you gain +1d6 sneak attack for one round. If you fail, you gain a -2 penalty to AC due to your opponent seeing through your clever moves.


Sundering Blow
Falling Star (Boost)
Level: Crusader 2, Farseeker 2, Swordsage 2, Warblade 2
Initiation Action: 1 swift action
Range: Melee Attack
Target: One Creature

Your opponent grins as he blocks your attack with his shield. You quickly wipe that grin off his face, however, when your swipe crushes his shield under its weight.

If you fail to meet or exceed your opponent's armor class, you may initiate this maneuver. You may immediately make a sunder attempt to destroy your opponent's weapon or shield at a -2 penalty. You do not provoke an AoO for this sunder attempt.


Falling Feint
Falling Star (Boost)
Level: Crusader 2, Farseeker 2, Swordsage 2, Warblade 2
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: 1 round

You weapon moves faster then the eye can read, and is followed by a quicksilver blur of Ether. A lightning fast twirl throws your opponent throws your opponent off-balance, and you go in for the kill.

As part of this manuever, you perform a feint, following all the normal rules, except it does not require a standard or move action.

In addition to the feint, all of your attacks deal 1 extra damage/initiator level.

Crystall_Myr
2007-04-29, 11:09 PM
3rd Level

Sidestep
Falling Star (Boost)
Level: Crusader 3, Farseeker 3, Swordsage 3, Warblade 3
Initiation Action: 1 swift action
Range: Personal
Target: Self

When you initiate this boost, make a bluff check. For one round, your AC is replaced with that bluff check's result. Whenever a foe fails to hit you while you have this improved AC, you may make a 5 ft. step.

Ether Blade
Falling Star (Strike)
Level: Crusader 3, Farseeker 3, Swordsage 3, Warblade 3
Initiation Action: 1 standard action
Range: Melee Attack
Target: One Creature

Ether flows from you blade, and a quick swipe causes it to flick offwards and twirl through the air, striking a foe from a long length.

You make a single attack with +25 ft. reach. This attack deals 5 extra piercing damage if it hits.

Unstoppable Force
Falling Star (Stance)
Level: Crusader 3, Farseeker 3, Swordsage 3, Warblade 3
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: Stance

Ether pulses around both you and your blade, making you nearly impossible to hold back as you batter your opponent.

You gain a +6 bonus to all strength checks made during a bull rush, a +6 bonus to all attack rolls made during a sunder, and deal an extra 3 damage during sunders.

In addition, you do not provoke attacks of opportunity when you perform a sunder or bull rush.

Star Strike
Falling Star (Strike)
Level: Crusader 3, Farseeker 3, Swordsage 3, Warblade 3
Initiation Action: 1 standard action
Range: Melee Attack
Target: One Creature

Ether flows around your blade as you give a mighty thrust at your foe.

You deal an 15 piercing damage if this attack hits, in addition to whatever normal damage the attack would deal.

Merlin the Tuna
2007-04-30, 02:19 AM
9th Level
Crash: Strike—Move up to twice base land speed in straight line, do area damage, knock creatures out of your path and carry one with you. (Swordsage only.)
Star Cleave: Strike—Make attack roll against all adjacent creatures, deal 50 damage with each hit. (Warblade only.)
Destroying Blade: Strike—Attack deals damage, sunders armor, weapon, and shield. (Crusader only.)
Shoot the Stars: Strike—Deal 30 damage in 15 ft. radius burst. (Farseeker (http://www.giantitp.com/forums/showthread.php?p=2497619#post2497619) only.)Keep it to one, please. And I would recommend changing the name of the discipline, because "Falling Star" doesn't even begin to fit this.

Eldritch_Ent
2007-04-30, 08:22 AM
Sundering Blow is overpowered- it needs some sort of save to be resisted.

Also, As it's currently worded I could just use it and go "I purpousefully fail my attack roll", since one can always choose to fail at a given roll. Which in itself would be overpowered, but with the two combined it might as well say "Take a full round action to sunder your opponent's equipment item, no save."


:smallconfused:

Fax Celestis
2007-04-30, 09:57 AM
A few things: Stone Dragon is the only discipline that everyone has access to, and it is less powerful than the other disciplines because of it. Either pare back the access, or pare back the power.

Also: +25' reach is freaking insane. I'd recommend cutting it back to, say, 10-15'.

And agreed with Merlin: Falling Star doesn't really fit. What about "Lunar Spirit", "Astral Fury", or "Meteor Strike"?

ZeroNumerous
2007-04-30, 10:06 AM
For Sundering Blow, what about this instead..

If you fail to meet or exceed your opponent's armor class, you may initiate this maneuver. You may immediately make a sunder attempt to destroy your opponent's weapon or shield at a -2 penalty. You do not provoke an AoO for this sunder attempt.

Crystall_Myr
2007-04-30, 10:07 PM
@Zeronumerous: Yeah, that would work. Thank you. :smallsmile:

On Availibility to Classes and Number of Level 9 Manuevers: This is more of just because I have this discipline specifically built for a champain. If you plan on using this in any other situation, I would recomend (sp?) giving it only to one class (swordsages, probably), and taking out all the level nine manuevers that aren't for that class.

On the Matter of Names: Any care to go into detail on this? It fits perfectly in my mind, but I may just be crazy. Let me show you how each of the level 9's are 'Falling Star' in my mind.

Crash:You become the falling star, slamming into your opponent in a burst of Ether, and knocking others out of your path.
Star Cleave and Destroying Blade:This represents the impact of a falling star, unstoppable and inevitable. Perhaps, for flavor reasons, make them only available if the encounter has lasted 10 rounds or more?
Shoot the Stars:You fire an arrow so high into the sky that it pierces a star, and crashes down into your foe. Ok, so not really, but it sure seems like it when the arrow that went straight up comes right back down glowing and ready to explode in a burst of Ether.

25 ft. Reach: The idea is that you can make a melee attack from a distance, but if too many problems arise, I could change it to making a ranged attack with melee modifiers, but that would nullify the point of Ether Aura, which is essentially "Twitch and I AoO you."

Fax Celestis
2007-04-30, 11:29 PM
If you have access to the Spell Compendium, you may want to look at the spell blood wind, then. It has a similar effect.

Crystall_Myr
2007-04-30, 11:57 PM
Sadly, I do not. My limited access of books extends to Complete Adventurer, Tome of Battle,the Core, and occasionally Weapons of Legacy and Complete Warrior if my friend is feeling nice and will let me borrow them.

Crystall_Myr
2007-05-01, 08:35 PM
4th Level

Falling Charge
Falling Star (Strike)
Level: Crusader 4, Farseeker 4, Swordsage 4, Warblade 4
Initiation Action: 1 full action
Range: Melee Attack
Target: One creature

You leap at your foe in fury, but right before you strike him, you pause for a split second, throwing him off-balance as your Ether-powered blade strikes him.

As part of this manuever, you charge a single foe and make an attack against them. Make a bluff check opposed to the opponent's bluff check or his armor class, whichever is higher. If you succeed, that opponent becomes flat footed, and you deal 10 extra piercing damage on your charge attack.


Flashing Blades
Falling Star (Boost)
Level: Crusader 4, Farseeker 4, Swordsage 4, Warblade 4
Initiation Action: 1 swift action
Range: Personal
Target: Self

Your blades move uncannily fast, making it a challange to even see how to get past your defenses.

You make a bluff check. Until the beginning of your next turn, each opponent must make a sense motive check with a DC equal to your bluff check, or you gain a +10 bonus to AC against that attack.



5th Level


Falling Defense
Falling Star (Stance)
Level: Crusader 5, Farseeker 5, Swordsage 5, Warblade 5
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: Stance

As you gain momentum, you bring your blades into more and more defensive postions, without sacrificing power behind your attacks.

Each round after the first during an encounter, you gain a +1 bonus to AC. This bonus stacks, to a maximum of +5.


Ether Flurry
Falling Star (Boost)
Level: Crusader 5, Farseeker 5, Swordsage 5, Warblade 5
Initiation Action: 1 swift action
Range: Personal
Target: Self

Your blade pulses strongly with ether, and several swipes cause it to split off from your weapon to strike your foes.

Until the end of your turn, you gain a +25 ft. reach, and deal 5 extra piercing damage on attacks.

Flickering Strike
Falling Star (Strike)
Level: Crusader 5, Farseeker 5, Swordsage 5, Warblade 5
Initiation Action: 1 standard action
Range: Melee Attack
Target: One creature

Your blade moves straight towards your opponent, and he raises his guard to defend, but he realizes his mistake as you change your movement just enough to slip right past him and pierce him with Ether.

You make a bluff check opposed to your opponent's sense motive check or AC, whichever is higher. If you succeed, this attack automaticly hits, and you deal 10 extra piercing damage.

If you fail, you still make the attack, but with a -10 penalty, and do not deal any extra damage.



6th Level

Star Hunt
Falling Star (Strike)
Level: Crusader 6, Farseeker 6, Swordsage 6, Warblade 6
Initiation Action: 1 standard action
Range: 30 ft.
Target: One creature

Ether balls up on your blade, and an agile swipe causes it to flick off and pierce your opponent.

You make a ranged attack with your weapon, replacing strength with dexterity for attack modifiers, though all other bonuses (such as enhancement bonuses), still apply. If the attack hits, you deal 50 piercing damage rather then any normal damage.


Unseen Strike
Falling Star (Strike)
Level: Crusader 6, Farseeker 6, Swordsage 6, Warblade 6
Initiation Action: 1 full action
Range: Melee Attack
Target: One creature

Even as you send a flurry of attacks, a blade of Ether slips in between your sword to strike your opponent as well.

You make one additional attack during your full attack, at your highest base attack bonus. If it hits, you deal 30 piercing damage rather then any normal damage.


Twirling Guard
Falling Star (Boost)
Level: Crusader 6, Farseeker 6, Swordsage 6, Warblade 6
Initiation Action: 1 swift action
Range: Personal
Target: Self

You use dizzying spinning manuevers to block all attacks made against you.

Make a bluff check. Until the beginning of your round, your AC is treated as being equal to that bluff check rather then what it normally is.



7th Level

Ether Aura
Falling Star (Boost)
Level: Crusader 7, Farseeker 7, Swordsage 7, Warblade 7
Initiation Action: 1 swift action
Range: Personal
Target: Self

Your blade is so Ether powered, that the slight movement of your blade causes it to fly off in sharp pieces, and you use this to keep your opponent on guard.

Until the beginning of your next turn, you have +25 ft. reach, and deal 5 extra piercing damage on attacks.


Star Step
Falling Star (Boost)
Level: Crusader 7, Farseeker 7, Swordsage 7, Warblade 7
Initiation Action: 1 swift action
Range: Personal
Target: Self

You seem to slow down speed as you run, spending only a minute time to dash long distances.

You may move up to twice your base land speed. You may perform a jump, tumble, or anything similar during the movement, but you may not use this manuever to perform any other type of move action other then moving.


8th Level

Way of the Stars
Falling Star (Stance)
Level: Crusader 8, Farseeker 8, Swordsage 8, Warblade 8
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: Stance

You sacrifice the ability to harm your foe to keep yourself at a long distance, taking any missed attack as an opportunity to move away.

You gain a +6 dodge bonus to your armor class, and a -5 penalty to all attacks. Whenever an opponent fails to hit you with a melee attack, you may move up to 15 ft. as a free action. This movement does not attack attacks of oppotunity from that opponent, but it may do so from different enemies.

Star Stream
Falling Star (Strike)
Level: Crusader 8, Farseeker 8, Swordsage 8, Warblade 8
Initiation Action: 1 standard action
Range: 30 ft.
Effect: 30 ft. line

Ether flows from your blade, and a strong swipe causes it to strike at several foes in a line.

You make a melee attack roll, but then fire a ray of Ether in a straight line. For each creature in the line, from closest to farthest, compare that attack roll to his or her AC. If it fails to exceed it, then the line stops and does not effect anyone further down the line. Anyone the line effects it deals 50 piercing damage to.


Annihilation Blade
Falling Star (Boost)
Level: Crusader 8, Farseeker 8, Swordsage 8, Warblade 8
Initiation Action: 1 swift action
Range: Personal
Target: Self

You are unstoppable, and a simple shield or weapon will not stand in the way of a falling star. Ether surrounds your weapon as you shatter the equipment of your foe.

Until the end of your turn, you gain a +20 bonus on any attacks rolls made to sunder, and you deal an extra 20 damage to the sundered item if you succeed.