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Xallace
2015-07-13, 04:06 PM
The Last Round Discipline

When one imagines martial disciples, there is a certain image that comes to mind. To some, it is the lone hermit in the mountains, training his ki to the point that he gains perfect awareness. To others, it is the knight in the castle courtyard, deuling a training dummy until sweat blinds him. Or instead, it might be the troupe of young men and women practicing tactics in the basement of a rural village, scared witless of the coming invaders. In all, there is a feeling of discipline, of seriousness, of potential greatness. Last Round contains all of these things, but few outside the practitioners realize that. For you see, you don’t learn Last Round in a dojo.

You learn it in a tavern.

Cultures the world over have developed Last Round style in some form or another. Its history and names are as varied as the countries that birthed it. In some regions it is called “Drunken Boxing,” in others, “Drunken Fencing” or “Alehouse Beatstick.” Some countries call it “Sakedo,” meaning “The Way of the Wine.” Others refer to it as “Jiu Fu” (“Alcohol Work”) or “Lagerschwert” (“Beer Sword”). But despite the wide range of origins and disparate names, there is no rivalry between practitioners. When one initiator meets another, it is like finding a long-lost sibling.

There are plenty of reasons to train in a tavern, say its teachers. One may learn to read an opponent in a dojo, but one learns to read situations in a tavern. By the same token, practitioners learn not just to fight, but to diffuse or avoid fights before they begin - as valuable a skill, if not more so, as how to win a scuffle. And once a brawl breaks out, initiators are treated to all sorts of underhanded tactics and unexpected maneuvers - perfect, say the masters, for teaching a student to adapt on the fly.

The style itself is a unique combination of practicality and showmanship, as it mimics the movements of drunkards to great martial effect. Last Round requires amazing balance and flexibility, which students are made to improve daily. Contrary to common belief, one does not actually have to be drunk to make use of Last Round, and actually drinking can sometimes throw off the careful footwork required to make the style work. Sometimes. Most practitioners eventually learn to integrate moderate amounts of alcohol into the style, or how to bounce back from a drunken state with remarkable alacrity.

Last Round can be learned by warblades or swordsages in place of one of their other available styles. This must be chosen at 1st level of the class and cannot be changed afterwards.

Associated Weapons: Club, Greatclub, Quarterstaff, and Unarmed Strike
Key Skill: Balance

Beer Keg Battalion [General]
Through months of mental focus and determined training, you have learned to take advantage of Last Round Discipline even while drunk off your bum.
Prerequisites: One Last Round stance, Con 13
Benefits: So long as you are in a Last Round stance, you take no penalties that stem from a direct result of alcohol. You also gain a +2 bonus against ingested poisons other than alcohol.

You may also rise from prone as a swift action.

Drinking Songs [General]
Your love of spirits and song combine to make you the life of the party.
Prerequisites: One Last Round Stance, Cha 13, Bardic Music Ability
Benefit: Add your initiator level to your bard levels for the purpose of determining your Bardic Music uses per day and the bonus granted from Inspire Courage.

One of the Regulars [General]
You’ve developed a loving relationship with pub culture, and know how to schmooze, carouse, sing, and avoid fights with the best of them
Prerequisites: One Last Round Stance, Cha 13
Benefit: You add Diplomacy, Sense Motive, and Perform as permanent class skills to all of your classes. You gain a +3 bonus to any check or roll related to impressing people in situations involving a lot of alcohol.

Tipsy Minstrel [General]
Nothing like a good song to get you in the mood for a fight!
Prerequisites: Drinking Songs, Cha 15
Benefit: So long as you are in a Last Round stance, you may continue a Bardic Music performance as a free action.


1st-Level Maneuvers

Bar-As-Weapon Stance: Stance - Take advantage of improvised weapons and urban environments.
Staggering with Feet of Lead: Boost - Gain AC bonus against Attacks of Opportunity based on Balance ranks.
Red-Faced Feint: Strike - Successful balance check allows short movement, surprise attack.



2nd-Level Maneuvers

Swinging the Door Wide: Counter - Move instead of falling prone.
Drunken Monk Loses Sandal: Counter - Use result of Balance check as Armor Class. If attack misses you may take a free 5-foot step.
Tripping Over Own Feet: Strike - Strike target and knock them prone.



3rd-Level Maneuvers

Drop the Tray: Counter - Drop prone to dodge attack.
Good-Natured Merrymaking Stance: Stance - Can only deal non-lethal damage, but bonuses to damage and critical hits.
Shameless Monkey Stance: Stance - Defensive bonuses against multiple targets.
Whiplash Emotions Method: Strike - Send a grappled creatures sprawling into other targets.



4th-Level Maneuvers

Balancing on Rolling Kegs: Counter -Slide attacker into another target, who then takes damage.
Bartender Slides Drink: Counter - Force target who misses you to move a set distance and recover a maneuver.
New Friends in Revelry: Strike - Grapple up to two targets at no penalty. You may easily move while grappling with this maneuver.



5th-Level Maneuvers

Double-Fisted Waterfall: Strike - Strike target rapidly. Greater bonus damage with more hits.
Denying Personal Boundaries Stance: Stance - Move into a target’s square, remain with them when they move. If target is approximately the same size as you, you gain defensive bonuses against them.
Toasting Good Health: Strike - Strike sends a foe flying.



6th-Level Maneuvers

Amazing Party Influence: Strike - Deal additional non-lethal damage. Target must make save or have trouble remembering what happened.
Head Full of Tomcats Method: Strike - Rattle target with a powerful blow, inflicting several effects.
Morning Comes Too Soon: Strike - Attack multiple targets at once, dealing increasing damage with each successful blow.



7th-Level Maneuvers

Finding Home Outside of Home: Boost - Massively boost Initiative.
Opening the Tap: Counter - Avoid area effect by moving out of the area. If the effect was created by a creature and your movement ends you adjacent to that creature, you strike it and deal additional damage.
Where is the Party? Kata: Strike - Move through crowd, tossing opponents aside and knocking them prone.



8th-Level Maneuvers

Meeting Every Old Friend: Strike - Attack one target or many, so long as you move at least five feet between each attack.
Your Face Within My Fist Stance: Stance - Attacks against you provoke attacks of opportunity.



9th-Level Maneuvers

Fifteen Monks Fight For Last Drop: Strike - Move your target with each successful strike. Other creatures are knocked out of the way.

Xallace
2015-07-13, 04:12 PM
1st-Level Maneuvers

Bar-As-Weapon Stance
Last Round (Stance)
Action: Swift
Range: Personal
Target: You
Duration: Stance

You stagger about like a drunkard, barely keeping your balance. You weave between tables and grab tankards from the bar to serve as weapons and shields.

So long as you maintain this stance, you take no penalties for using improvised weapons. Improvised weapons are treated as clubs if they require one hand, great clubs if they require two, and quarterstaves if they can be used as double weapons. They are treated as such weapons for the purpose of any feats or abilities that take advantage of them.

Additionally, if you are standing adjacent to anything that could be used to grant cover against an attack, you may dive behind it as an immediate action. This grants you the cover, but you are immediately rendered prone.

Staggering With Feet of Lead
Last Round (Boost)
Action: Swift
Range: Personal
Target: Self
Duration: 1 Round

Your wild and seemingly random movements allow you to move through a crowd with ease, denying your opponents the ability to take advantage of you.

For the next round, you gain a Dodge bonus against Attacks of Opportunity provoked due to your own movement. This bonus is based on your ranks in Balance, as follows.

Ranks | Bonus
1-4 | +2
5-10 | +4
11-15 | +8
16-20 | +16
21+ | +32

Red-Faced Feint
Last Round (Strike)
Action: Standard
Range: Melee
Target: One Creature

Your strike winds up a little long, comes in a little wide. Your opponent easily dodges the blow, sending you staggering past her... and into position for your real attack.

Make a Balance check with a DC of your target’s Armor Class. If you succeed, move into any square adjacent to the target without provoking an attack of opportunity. Then, make an attack, against which the target is flat-footed.


2nd-Level Maneuvers

Drunken Monk Loses Sandal
Last Round (Counter)
Action: Immediate
Trigger: An attack roll is made against you
Range: Personal
Target: Self

When your opponent’s fist comes flying, you suddenly find something worth your notice on the floor, and shuffle around to find it.

Make a Balance check. Your opponent’s attack roll must meet or exceed the result of this check in order to hit you, rather than your Armor Class. If your opponent fails to hit you, you may take a free 5-foot step.

Swinging The Door Wide
Last Round (Counter)
Action: Immediate
Trigger: An effect would knock you prone
Range: Personal
Target: Self

Though you seem to be tripping over your own feet, you simply stagger off to the side rather than landing on your bum.

When an effect would knock you prone, you instead make a free 5-foot step. If you are able to take this movement, you remain standing.

Tripping Over Own Feet
Last Round (Strike)
Action: Standard
Range: Melee
Target: One Creature

You aim to bowl a target over rather than damage them; a short flurry of strikes sends an opponent reeling.

Make an attack against a target. If you succeed, after dealing the damage the target must make a Fortitude Save (DC12 + your Strength modifier) or be knocked prone.


3rd-Level Maneuvers

Drop The Tray
Last Round (Counter)
Action: Immediate
Trigger: An attack requiring an attack roll successfully hits you
Range: Personal
Target: Self

You appear to trip over an unseen obstacle, dropping to the floor and right under the sword swinging for your neck.

The attack misses you, but you drop prone.


Goodnatured Merry-Making Stance
Last Round (Stance)
Action: Swift
Range: Personal
Target: You
Duration: Stance
.
You bob and weave with an impish grin on your face. This one’s going to be fun.

While in this stance, all of your attacks with associated discipline weapons deal non-lethal damage. You cannot deal lethal damage with them for the duration of this stance. In exchange, however, you deal an extra +2d6 points of damage with all discipline weapons and your critical threat range improves by +2 after all other modifiers.If you score a critical hit, you may make a five-foot step and make another attack.


Shameless Monkey Stance
Last Round (Stance)
Action: Swift
Range: Personal
Target: You
Duration: Stance

You drop low, letting your arms hang like knotted cords. Your loose stance takes advantage of the chaos brought on by multiple attackers. Your drunken monkey noises just confuse them further.

While in this stance, you gain bonuses to your Armor Class when attacked by multiple opponents. For each opponent adjacent to you, you gain a +1 Dodge bonus to Armor Class. Each time an attack fails to hit you, you gain a +2 Dodge bonus to Armor Class until the beginning of your next turn.


Whiplash Emotions Method
Last Round (Strike)
Action: Standard
Range: Melee
Target: Grappled creature

First you love them, now you hate them. You send your once-best-friend sprawling across the room. Maybe your new best friend is over here somewhere.

So long as you are not pinned, you can initiate this maneuver. You toss the target a number of feet equal to five times your Strength modifier, and may move up to the same distance in the opposite direction if so desired. If the target strikes an object or another creature, both they and the struck object (or person) take 1d6 points of damage per point of Strength modifier you possess and land prone.

4th-Level Maneuvers

Balancing on Rolling Kegs
Last Round (Counter)
Action: Immediate
Trigger: An attack roll is made against you
Range: Personal
Target: Self

You flow with the chaos of battle, though not particularly elegantly. When that knife comes in for your gut, you backpedal until they trip over your flailing limbs and into another poor sap.

You may move up to ten feet as part of this maneuver, and the attacker moves with you. If you end your movement adjacent to another potential target, the attacker’s roll is compared to their AC instead of yours, and if it succeeds, they are struck by the attack instead of you.


Bartender Slides Drink
Last Round (Counter)
Action: Immediate
Trigger: An attack roll misses against you
Range: Personal
Target: Self

As their fists and bottles narrowly miss your face, the hapless fool trips over your leg and, encouraged by flailing extremities, tumbles out of reach. Whoops. Guess you’ve got some time to breathe before he gets back.

You may move the attacker twenty feet in any direction, so long as there is space to move. The movement need not be in a straight line. You immediately recover one expended Maneuver other than this one.


New Friends in Revelry
Last Round (Strike)
Action: Standard
Range: Melee
Target: One or two creatures in reach

You snag two unsuspecting friends around the necks and stagger with them across the bar.

Make a single melee touch attack and compare it to the touch AC of up to two adjacent targets. If you succeed, you grapple each target. You take no penalties for grappling either target so long as neither of them escapes from the hold. Any grappling action - such as damage or pinning - applies to both of them at once.

You can also move freely while holding your hostages, and take no penalty for movement, nor do you have to make opposed checks to move your target. You can only move a maximum of half your speed while holding your new comrades, however.

Xallace
2015-07-13, 04:14 PM
5th-Level Maneuvers


Double-Fisted Waterfall
Last Round (Strike)
Action: Standard
Range: Melee
Target: One Creature

A rapid series of upwards-swinging strikes pummels your foe. The more off-balance she is, the better your final flourish.

Make three attacks against a single target. Then, make another attack against the target. If the fourth attack connects, it deals an additional +1d12 damage for each previous strike in the maneuver that hit.

Denying Personal Boundaries Stance
Last Round (Stance)
Action: Swift
Range: Personal
Target: You
Duration: Stance

You stumble into an opponent’s space, slipping between their limbs and fumbling around their body. You never stay still, but no matter where your foe moves, you stagger along with them.

While in this stance, you may freely move into the space of a target within one size category of you, without provoking attacks of opportunity. Your movement must end in your target’s space, however.

The target is unable to take more than a five-foot step while sharing their space with you. If they do move, you may spend your next turn’s five-foot step to move right along with them.

While sharing a space with your foe, you can spend your attacks of opportunity to block any melee attack they make. You make an attack roll, and if it exceeds theirs, their attack misses, no matter the intended target.

Toasting Good Health
Last Round (Strike)
Action: Standard
Range: Melee
Target: One Creature

With a raucous cheer, you lift your mug high into the air… sending the guy next to you along with it.

Make a melee attack against a single target, against which they must make a Reflex save (DC15 + your Strength modifier). If they fail, they are thrown vertically a number of feet equal to (5 x your Strength modifier), and horizontally up to 10 feet in a random direction (it is your choice how far horizontally they are moved, though the direction is random). They target takes falling damage if launched at least 10 feet, and lands prone.

6th-Level Maneuvers

Amazing Party Influence
Last Round (Strike)
Action: Standard
Range: Melee
Target: One Creature

A swift strike to the noggin knocks a target out cold. “Where am I?” he asks, cradling his head when he awakens.

You make a melee attack that deals an additional +6d8 non-lethal damage. If this attack knocks the target unconscious, they must make a Will Save (DC16 + your Strength modifier) or forget the previous 10 minutes leading up to the blow.


Head Full of Tomcats Method
Last Round (Strike)
Action: Standard
Range: Melee
Target: One Creature

You rattle a creature with a series of powerful blows. They stumble off, barely able to stand or see straight. They’ll be feeling that one in the morning.

Make two melee attacks against a creature with a +4 bonus to the attack roll. The attacks deal normal damage. If you succeed on a single attack, the target must make a Will Save (DC16 + your Strength modifier) or be confused for 5 rounds. If you succeed on both, the target must succeed at a Fortitude Save (DC16 + your Strength modifier) or also be nauseated for 1 round and sickened for 4 more rounds.


Morning Comes Too Soon
Last Round (Strike)
Action: Standard
Range: Melee
Target: All creatures in reach

You tumble into a whole group of creatures, the chaos you cause only building into a domino-effect of slapstick knockouts.

Make a single melee attack and compare the result to the AC of all targets. Each enemy successfully struck takes no damage, but they then must make a melee attack against a single adjacent target, randomly determined. This attack deals non-lethal damage, and deals an extra +3d6 points of damage. Each time one of these random attacks strikes you, you may take a free 5-foot step and make a melee attack that deals a cumulative +3d6 points of damage per attack against you and forces the target to make another attack against a random target.

7th-Level Maneuvers

Finding Home Outside of Home
Last Round (Boost)
Action: Swift
Range: Personal
Target: Self
Duration: 1 Round

You’re the first one out and running, like you just got out of work and need to meet the boys at the bar and you know Frank is gonna try to steal your favorite spot again.

You gain a +20 bonus to your Initiative. If you tie initiative with anyone else, you automatically go before them. For 1 round, you gain a +8 bonus on attack rolls against any target that you would rise above in the initiative order solely thanks to this maneuver.

Opening the Tap
Last Round (Counter)
Action: Immediate
Trigger: You are subject to an effect that allows a Reflex Save
Range: Personal
Target: Self

You leap and roll out of the way of the incoming fireball, tripping over a chair in the process and rolling to the wizard’s feet.

You may move up to your speed. If this movement would take you out of the area of the triggering effect, you are no longer subject to its effects. If the effect was created by a creature, and your movement ends with you next to that creature, you may make a single melee attack against them. If you succeed, you deal an additional +8d6 points of non-lethal damage and knock them prone.

Where is the Party? Kata
Last Round (Strike)
Action: Standard
Range: Melee
Target: Any creature you pass

You move inelegantly through the crowd, bumping into this person and that, knocking over trays of food and shoving bargoers into tables.

You may move up to your speed as part of this maneuver without provoking attacks of opportunity. For each enemy you move adjacent to, you may make an attack roll. If you succeed, the target is pushed 10 feet in a direction of your choosing and must succeed on a Reflex Save (DC17 + your Strength modifier) or be knocked prone at the end of this movement.

8th-Level Maneuvers

Meeting Every Old Friend
Last Round (Strike)
Action: Standard
Range: Melee
Target: One Creature

You swiftly tumble about the battlefield, extending a hand to everyone you meet.

Make a melee attack. If you succeed, add +5d8 to the damage. Whether you miss or hit, take a 5-foot step and repeat the attack. You may target the same creature or a different one. You then repeat the process (attacking and moving) four more times.

Your Face Within My Fist Stance
Last Round (Stance)
Action: Swift
Range: Personal
Target: You
Duration: Stance

You stay loose and low. Every swing for you is met by a maneuver so quick and fluid that it’s as though they planted their face firmly in your fist.

For the duration of this stance, melee attacks from targets within your reach provoke an attack of opportunity if the attack misses you.

9th-Level Maneuvers

Fifteen Monks Fight For Last Drop
Last Round (Strike)
Action: Standard
Range: Melee
Target: One Creature

You launch yourself in rapid, unpredictable flurry against your target. Such force and leverage is applied that they stumble back through the crowd, knocking foes and tables left and right. Your onslaught continues until you slip up and go head-over-heels yourself.

Make a melee attack against the target. If you succeed, you deal an extra +5d6 points of damage and force the target 10 feet in a direction of your choosing. You then move to the nearest adjacent square to them. Should the target move through a square occupied by another creature, that creature must make a Reflex Save (DC19 + your Strength modifier) or take 5d6 points of non-lethal bludgeoning damage and fall prone. Should your target end their movement in a square occupied by another creature, that creature must succeed on the same Reflex save or be knocked 5 feet to the side, take the damage, and fall prone.

Neither you nor your target provoke attacks of opportunity for movement thanks to this maneuver.

After this is resolved, you may repeat the attack against your target, but at a -3 penalty. You may continue to repeat the attack until you miss the target, although each strike gains an additional, cumulative, -3 penalty to the attack roll. You may choose to end the attack at any time before you miss. If you miss with an attack, you fall prone.

Extra Anchovies
2015-07-14, 02:36 AM
So... the stance that is required for all of the feats doesn't exist.

Also, what's the name of this discipline?

Xallace
2015-07-14, 11:12 AM
Last Round is the name of the discipline. It's up there in the fluff.

Kazyan
2015-07-14, 05:28 PM
Most Martial Disciplines come off as pretentious or overwrought to me, but this? This is lovely. I don't even particularly care about the mechanics (though New Friends in Revelry does something unique and I appreciate that); it's just a joy to read.

Xallace
2015-07-15, 12:48 PM
Most Martial Disciplines come off as pretentious or overwrought to me, but this? This is lovely. I don't even particularly care about the mechanics (though New Friends in Revelry does something unique and I appreciate that); it's just a joy to read.

That is an incredible compliment, thank you so much. :smallredface:

Edit: 5th-Level Maneuvers added!

DracoDei
2015-07-15, 05:53 PM
Unfortunately, due to my thread having been locked* I can not provide a reciprocal link at this time. I'll put a note to myself to add a link when and if I rebuild the thread anew. Never the less, in the interest of Wikipedia-like cross-indexing, I shall go ahead and link my own "less than serious" discipline. Actually "less than serious" is putting it mildly since it is based on Looney Toons with a touch of The Three Stooges and involves such things as handing people lit sticks of dynamite that you pull out of no-where.

Falling Anvil (http://www.giantitp.com/forums/showthread.php?t=122824)

*Probably in a great mass of thread locking they had to do at one point to make the forums operate better.


I've only read the introduction and maneuver summaries of your own discipline, but I like the fluff of reading social situations to avoid conflict (I've taken a few lessons under two different martial-arts instructors, so I know that "for the common man" this is very much true to life). Actually, I'd say that many swordsages would follow that philosophy, but that is neither here nor there.

Other than that, the only comment I have so far is that, when you write it up, Where is the Party? Kata shouldn't be allowed to overshadow the 9th level Setting Sun strike.

EDIT:
For "Red-Faced Feint" the mechanical text SEEMS to have have two grammatical errors. I recommend the underlined changes:


Make a Balance check with a DC of your target’s Armor Class. If you succeed, move into any square adjacent to the target without provoking an attack of opportunity. Then, make an attack, against which the target is flat-footed.

Is it intentional that "Swing the Door Wide" provokes AoOs?

Xallace
2015-07-15, 10:50 PM
Red-Faced Feint and Swinging the Door Wide have both been fixed, thank you DracoDei!

Debihuman
2015-07-16, 10:39 PM
This is delightful. I'd have to rewrite Cardboardeaux to give him this, but I'm sorely tempted. Though perhaps a new NPC with this could work. I look forward to reading the rest of this!

Kudos!

Debby

Xallace
2015-07-17, 12:55 PM
Thank you!

6th-Level (Edit: And 7th!) Maneuvers uploaded.

necroon
2015-07-17, 02:21 PM
Yeah as others have said this is fantastic. You did a great job capturing the playfulness of Drunken Boxing while making it effective without it being too complicated. Looking forward to it's completion!

Xallace
2015-07-17, 07:33 PM
And finally... 8th & 9th level maneuvers!

This was definitely a fun one to write, although I'm not entirely sure on balance. Obviously it's focused more on mobility and attack-denial than on damage, so it's less straight-forward than, say, Iron Heart or something.

Qwertystop
2015-07-17, 08:24 PM
Hm. Red-Faced Feint seems to have an issue if using a reach weapon - you move adjacent to an opponent, then attack even though you can't actually attack from that close.

Tripping Over Own Feet says "after the dealing damage".

I like the combo of Drop the Tray and Beer Keg Battalion.

Ooh, Goodnatured Merry-Making would be really nice on a critfisher, especially with the ability to double up on stances.

Denying Personal Boundaries Stance is very neat.

Why is 6th level all about hangovers?

Head Full of Tomcats has a fluff typo: "The stumble off"

Morning Comes Too Soon has a typo: "...make a melee attack against that deals..." and also has problems with simultaneity.

How does Finding Home Outside of Home work if not used immediately on rolling initiative? Actually, an init-modifier doesn't make much sense as a Swift action. Does the boost last or end with the round?

Xallace
2015-07-17, 08:36 PM
Typos taken care of!


Hm. Red-Faced Feint seems to have an issue if using a reach weapon - you move adjacent to an opponent, then attack even though you can't actually attack from that close.

I... huh. Hm.


Why is 6th level all about hangovers?

Coincidence, mainly. (Alternative answer: I don't know, I was drunk when I wrote them.)


How does Finding Home Outside of Home work if not used immediately on rolling initiative? Actually, an init-modifier doesn't make much sense as a Swift action. Does the boost last or end with the round?

Would it work if it lasted until the end of your next turn?
Edit: It would let you go sooner on the subsequent round, if used later in the fight.

Xallace
2015-11-08, 12:19 PM
Just wanted to revive this for a hot second to add another feat. That quintessential fantasy ability of "down a pint, breathe fire" doesn't have representation, I realized this morning, so here it is:

Drunken Dragon Style [Tactical]
You are an initiate in the school of the Drunken Dragon, a mixed style that combines elements and philosophies of both Desert Wind and Last Round. Through this, you have learned to mix alcohol with your ki to great and surprising effect.
Prerequisites: One Desert Wind strike, One Last Round stance, Balance 8 ranks, Tumble 8 ranks
Benefits: You gain access to the following tactical maneuvers. You must declare the use of a maneuver, and can only use one on any given round. The maneuvers are as follows:

Fueling the Furnace: You may drink a pint of alcohol as a move action. At the beginning of your next turn, you regain the use of one of your Desert Wind strikes, which you must use immediately. The maximum level of a maneuver you may regain this way is equal to the highest level you know - 1.
Dragon Marinades Knight: While you are in a Last Round stance, you may throw a pint (or more) of alcohol as a standard action. You can aim at a target as a ranged touch attack. If you succeed, your target is covered in alcohol. On your next turn, if you deal fire damage to the target, the target immediately catches on fire.
Slurring your Stance: While you are in a Last Round stance and use a swift action to change into a Desert Wind stance, or are in a Desert Wind stance and use a swift action to change into a Last Round stance, you gain the benefit of both stances until the end of your turn. Afterwards, you lose the benefit of your old stance as you fully enter your new one.

DracoDei
2015-11-09, 06:01 PM
I might limit Fueling the Furnace to Maximum Maneuver Level Learnable -1, otherwise you can spam too much I think?

Dragon Marinades Knight seems a bit lack-luster for 5th level. Also, you have it as both a move and a standard action in different parts of the same sentence.

Slurring Your Stance is basically the Warblade's capstone, but with a few limitations. The biggest limit is that it only works well with offensive rather than defensive stances. To start with this would probably be Good Natured Merry Making Stance and... HUH! Desert Wind actually doesn't get an offensive stance until 6th level it seems. That, combined with the fact that you can't use boosts with it easily might actually make this balanced? Maybe?

Xallace
2015-11-10, 05:18 PM
Ah, good catch on the typo. That's taken care of, along with your other suggestion.

Gideon Falcon
2015-11-11, 06:38 PM
I don't know how you did it... but you made the mechanics of this sing. What the maneuvers do tells as much of a story as the descriptive text, and I just love it. Only thing I think is that some of the early ones may be a bit powerful- Bartender Slides Drink should probably only move the opponent 10-15 feet, and Balancing on Rolling Kegs should offer the attacker a chance to hit you after all. Similarly, Drop the Tray becomes very powerful with a high tumble check, or with certain abilities that allow you to stand up as a free action.